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Unintended Magics
Unintended Magics
playing game.
Introduction: Five years ago, the wizard Rammesu disappeared. No one knows what
happened, only that one day he entered his tower and was never seen again. While,
initially, there were many inquiries into the disappearance, the lack of answers lead to a
lack of interest and eventually Rammesu and his tower were largely forgotten. That is
until several weeks ago, when strange things started happening in and around the tower.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
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................................................................................ 4
Random Item Table
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Overview
...................................................................................4
New Item List
Synopsis
Arteres' Feather ....................................................................22
Running the Adventure ......................................... 4 Cauldron of Cooking ......................................................... 22
5 Chef Rammesu's Hat ........................................................ 22
The Adventure Begins
Dinner Plate ............................................................................22
6 My First Spatula ..................................................................22
Encounters
23
1 - Approaching the tower .................................... 6 Appendix C: Misc Creatures
Treasure .................................................................................... 10
................................................................ 11
v4lst0ys Misc
Arteres (creature)
Scenario End
16 Document Styling/Theming Assets: Thanks to
Homebrewery
Where to next... ............................................................ 16 All artwork used in this document is with permission
Appendix A: Maps
17 and credit of the artist. Any uncredited artwork was
acquired as a royalty-free, public domain asset and the
Maps ..........................................................................................17 artists name was unable to be found for attribution of
Regional map ......................................................................... 17
credit.
F
ive years ago, the wizard Rammesu The scenario begins with player-characters
disappeared. No one knows what having already agreed to look into the strange
happened, only that one day he goings-on in Rammesu's tower and approaching
entered his tower and was never seen it from somewhere in the surrounding
again. While, initially, there were neighborhood. To enter, they will need to fend off
many inquiries into the overgrown, sentient plants and find a way
lead to a lack of interest and eventually Once inside of the tower, characters will need
Rammesu and his tower were largely forgotten. to travel through different, seemingly random,
That is until several weeks ago, when strange levels of the residence, rescue some unfortunate
things started happening in and around the children who thought that exploring the
The characters will be hired by the village to with the new lord of the tower, and finally capture
enter Rammesu's tower and stop whatever is the key that will let them find the exit. Along the
causing the recent strange happenings. If they way, there are opportunities to discover and
are additionally able to unravel the mystery of interact with new curiosities, as well as to
Rammesu's disappearance, all the better, but the discover clues about what really may have
actually quite simple. Five years ago, he was of content-creators. Within these encounters, the
preparing dinner for himself and desired a scenario includes unique creatures, items, and
certain special herb that is not normally available maps that showcase a small taste of each
on the prime material plane. He hopped to creator's talents. You are encouraged to visit each
another plane to grab the herb and intended to creator's links (offered above on the Contents
hop right back to finish cooking dinner. In fact, page) for access to more of their creations.
he still intends to do so. In this alternate plane, While the five included encounters are enough
time progresses differently. For Rammesu, only a to comprise an entire short scenario and fill the
few minutes have passed. time of a single gaming session, there are
During the wizard's absence, the tower has lain certainly more rooms and more levels in the
largely undisturbed. However, at some point an wizard's tower than those included in the
overgrowing exotic plant knocked several potions encounters. To assist DMs who may wish to
off their shelf, causing them to fall and break. expand upon the tower, short appendices of
The result was an effect that caused anything additional curious items and creatures have been
ingesting the mixed potion to both gain in included at the end of this document. Feel free to
intellect and grow exponentially larger than they make use of them as you wish.
T
While they don't have much in the way of
he dirt path you travel down is well-worn reward to offer, the people of the town are more
and lined by family farms on either side. than happy to allow the characters to keep
Spring planting has already transitioned
into summer growth, with farmers out anything they find within the tower. It is highly
among the fields pulling out weeds and unlikely that Rammesu is going to come back
tending to what they hope will be a after being gone for so long. They just need
healthy fall harvest. It is near mid-day,
someone who can stop these unintended magics
with a warm sun high in an almost cloudless sky, and
you are passing through yet another small, idyllic, from escaping and harassing the village.
village on your way to the more important tasks of
seasoned adventurers.
If the characters decide that they don't want to
As you reach the center of this one-road town, a mob
help out, the villagers will reluctantly step off the
of nearly thirty villagers - most of them women and road and let them proceed. You may simply skip
children - step out into the road, blocking further the scenario, or perhaps have an owl or critter
passage. An older, heavy-set man with short white hair run off with something that the characters own
them.
Hitch is widely regarded as the village leader,
1 - Approaching the tower inherently evil - only hungry. Further, they are
a wide berth, and for good reason. As you approach the to throw a rabbit into the tangle the vines would
circular, gray stone, building, it becomes obvious that immediate react and consume it -- and then
something has gone wrong. Several massive, thick, vine possibly even say "thank you" to the character
telepathically.
stalks have broken through the windows from inside
The telepathic nature of the vines offers an
the tower and now cover the ground, stretching nearly
opportunity to pass through the grounds after
30 feet in every direction. The front door of the negotiation and agreement between the
building is a modest, arched wooden door painted in a characters and the plants. Should you be looking
bright red color. Aside from the broken windows on the for an opportunity to turn this encounter into
The door into Rammesu's tower is locked, Hit Points 85 (10d10 + 30)
The tangle surrounding the tower consists Senses blindsight 40 ft., Passive Perception 10
a living creature has moved at least 10 feet into Challenge 4 (1,100 XP)
lash out with thorny limbs, wrapping them False Appearance. While the magical vine remains
around the arms, legs, and waist of the victim motionless, it is indistinguishable from a normal
plant.
and trying to suck out as much blood as they
can.
Sentient nature. The vine understands other
The nature of the vines might be discovered creatures due to its magical nature.
beforehand through:
Actions
A DC 16 Survival skill check that notes several Constrict. Melee Weapon Attack: +6 to hit, reach 25ft.,
dead animals among the vines, all of which
one target. Hit 11 (2d6 + 4) piercing damage, and it
is grappled (escape DC 15). Until its grapple ends,
seem to have been sucked dry, leaving them
the target is restrained and it takes 17 (7d4)
mummified.
damage at the start of each of its turns as the
A DC 16 Nature skill check that notes the blood is sucked from their body. The vine can
thorns on the vines have holes in their tips constrict up to two targets at the same time.
A DC 18 Perception skill check (passive or itself from an attack. After doing this five times,
The first floor of Rammesu's tower is one large, circular A massive, soft-cushioned poster bed with
abundant pillows sits near large bay windows
room lined with vast bookshelves. To your left, three looking out onto a magical coastal landscape,
despite there being no ocean nearby. A large
spacious, comfortable-looking chairs sit facing each tub sits in one corner, the water in it heated by
other around a small coffee table. To your right, several an everburning flame below. Unfortunately for
the characters, Rammesu has placed
tables covered in books, scrolls, and various alchemy protections upon this room and a magical
barrier keeps them from actually entering.
equipment poke out from the overgrown mass of vines They must close the door and open it again in
that have spread from here to the outside. One can order to find a path somewhere else.
only assume that it was some spilled concoction from 2 The door opens to an expansive desert with
one of these tables that caused the plants to grow so large sand dunes and a single, lonely, cactus in
the distance. A door can be seen floating
large. Straight ahead of you, a stone stairway flanked by roughly 20 feet in the air, approximately 100
feet directly in front of the characters. another
bookshelves winds its way up along the back wall to door lays on the slope of a sand dune, several
the floor above. grains of sand being blown over its surface by
a soft breeze.
are left to DM discretion, though assistance is before the characters. The storeroom is kept
on the Astral Plane, so nothing ages or goes
offered within Appendix B of this document. In
bad, but all contents of it are rather mundane
Appendix B, you will find a table for randomly and of low value (grains, fruits, meats, herbs,
etc)
rolling the curious contents of a room should you
Traveling between floors arcane symbols are scattered about the room.
It is Rammesu's spell-testing and practice
The interior of Rammesu's tower, like the interior room. Eight doors lead out of this room, all
equidistant from each other around the outer
of many wizard's towers, does not correctly obey
circular wall of the space.
the laws of either space or time. Anyone who is
not in possession of a key to the tower (acquired 5 Through this door there is a small, windowless,
through encounter 5 - Escaping the tower) will room of hexagonal shape. On each of the walls
except the one with the door there is a large,
quickly find that neither stairs nor doors always
ornate mirror. In each of them, the life of a
lead to where one would expect. In fact, once the different individual plays out. One shows an
aging warrior sitting on his throne. Another, a
characters have left the main entry on the first
grandmotherly woman tending to the wounds
floor, they will not be able to leave the tower again of a young deer in the forest. A third shows a
slight man, sitting at a gambling table. A fourth
until they acquire a key. All doors and windows
simply shows a small mound of grass with
will instead lead to random locations and pocket- flowers lain on top of it, and the fifth has been
crawl through a window to the outside, roll on with trees that light only barely penetrates the
canopy. Birds sing, and the shadow of a deer
the table at right. At any point in time, you may
can be seen not far off. Doors can be seen in
choose to have the characters travel to the the trunks of several large trees scattered
about the edges of the forest.
encounter in the kitchen (encounter 3, below),
Arteres (encounter 4, below). Both of these The DM should feel empowered to add more
encounters are not included in the table of possibilities for rooms and floors to this list if
random rooms, as they are each important to the they wish to do so.
to chance.
curious of all, however, is that the variety of pots, pans, round. Each Living Cauldron will move 1d6+3 5
cutting boards, stirring spoons, and even knives, all ft squares in a random diagonal direction each
attacks are random and simply the result of
Suddenly, one of the butcher knives accelerates, cookware rushing around the kitchen doing its
envisioned job.
speeding through the air into a back corner of the
Once the characters are with the children, the
room where you see a small, dark-haired, head duck out
movement of the Living Cauldrons and Swarms
of the way. As the knife circles and returns to its duties, of Cookware change. Instead of moving randomly,
the child that it nearly skewered - a boy of about 8 they move purposely to the squares occupied by
years old - calls out to you "Help! Help us! We're the characters and the children and engage in
or skillet.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 16 (+3) 1 (-5) 3 (-4) 1 (-5) 10 (+0) 16 (+3) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
slashing
Damage Resistances piercing
Condition Immunities blinded, charmed, frightened,
Damage Immunities poison, psychic
grappled, paralyzed, petrified, prone, restrained,
Condition Immunities blinded, charmed, deafened,
stunned
exhaustion, frightened, paralyzed, petrified,
Senses Passive Perception 6
poisoned, prone
Languages --
Senses blindsight 60 ft., tremorsense 60ft., Passive
Languages --
cauldron must succeed on a Constitution saving Antimagic Susceptibility. The Swarm of Cookware is
throw against the caster's spell save DC or fall incapacitated while in the area of an antimagic
unconscious for 1 minute. field. If targeted by dispel magic, the Swarm of
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one time it enters a creature's space on a turn, that
target. Hit: 5 (1d6 + 2) bludgeoning damage. creature takes 5 (1d10) slashing damage. If a
Stew Splash. Ranged Weapon Attack: +4 to hit, range Swarm of Cookware, that creature immediately
20/60 ft., one target. Hit: 5 (1d6 + 2) fire damage. takes 5 (1d10) slashing damage.
Actions
remaining.
remaining.
remaining.
gallery. Intricate paintings with expensive frames hang unable to promise that pantries will not be raided
on gray stone walls; sculptures are arranged within the and cats will not go missing unless this
empty floor space between; and a giant nest made out concession is made.
slightly, eyes staring at you with a kind of intelligence chief military officer of the tower and second in
that you would not expect from any common beast. command only to Arteres (or, at least, that is how
he styles himself).
At that moment, another owl swoops in to the room
through an open balcony archway at your left. Though
Interaction outcomes
this owl is of normal size, it carries on its back what
Should Arteres and the characters come to an
appears to be a white/brown speckled rat wearing
agreement, the owl will step aside and point one
bright blue pants, a flashy purple tunic, and a large wing toward a door at the back of the room,
feathered hat. The owl lands and the rat calls out saying "That is the way out. Relay our agreement
"Master Arteres! The intruders are here! They have to the villagers. I will keep my end of the bargain,
more and speaks further, "Welcome to my domain. For imminent, Arteres will begin combat with a wing
what reason do you spend so much time and energy buffet to knock as many characters as possible
Speed 15 ft., fly 70 ft. Speed 30 ft., fly 60 ft. (on his owl)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 6 (-2) 20 (+5) 12 (+1) 12 (+1) 10 (+0) 15 (+2)
Flyby. The owl doesn't provoke opportunity attacks (Perception) checks that rely on smell.
Unseen Servant
See Invisibility
Actions
of the sloped roof above you. In addition to the door (Athletics) check. On a failure, the creature falls
through which you have entered, eight doors line the and takes 1d6 bludgeoning damage.
succeed on a DC 10 Dexterity saving throw or fall
the doors might be, a soft 'hoot' echoes from the Waking the Owls. A character can sneak up
The eight doors around the room are each creature within 5 feet of it that succeeds on a
magic. One of them (conjuration) exits the tower If the owls have gathered as a swarm of owls, a
safely. The other seven lead to danger. There are creature can attempt to grab one owl from the
fifty owls in the rafters above. One of them holds swarm by making a grapple check. On a
the key that will open the door that allows the successful check, the creature rolls a d100. If the
While each metal key around the necks of all fifty Swarm of Owls. The swarm of owls will
owls looks almost identical, the correct key may attack an intruder. When the swarm has less
be discovered through three methods: than half its health, it will cease being hostile
conjuration magic.
them works.
Sleeping Owls
successful one.
1 Abjuration
Necromancy Door. When opened, four
damage.
returns the characters to exterior of the tower small closet with two mimics that have taken
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2) 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)
stunned
Flyby. The owl doesn't provoke opportunity attacks
Senses darkvision 60 ft., passive Perception 11
when it flies out of an enemy's reach.
Actions
Keen Hearing and Sight. The swarm has advantage
Actions
Armor Class 12
Speed 15 ft.
Skills Stealth +5
Actions
O
nce the characters have exited
things worse.
The children are initially hiding in area "B" of the kitchen. Player characters enter the kitchen from area
table below. Any items created specifically for this scenario are marked with an asterisk and described
below.
1d20 Result
1 Potion of Healing
6 Potion of Growth
8 My First Spatula *
12 Cloak of Billowing
13 Cauldron of Cooking *
18 Everbright Lantern
19 Alchemy Jug
20 Dinner Plate *
Wonderous Item, Very Rare, Requires Attunement Wonderous Item, Very Rare, Requires Attunement
Normal Feather The hat has 7 charges. While you wear this hat
This owl's feather has 7 charges. While you wear
you can use an action and expend 1, 3, or 5
the feather you may use an action to expend 1, 2,
charges to:
or 4 charges and do the following:
Cursed Feather
Dinner Plate
This owl's feather has 7 charges. While you wear
A piece of heavy armor with a large porcelain
the feather you may use an action to expend 1, 2,
dinner plate sewn over the chest.
or 4 charges and do the following:
You have a +1 bonus to your AC. When you are
2 charge: Cast Feather Fall attacked by food or are hit with a food-based
3 charges: Cast Levitate attack, you can reduce the damage taken by 1d6.
My First Spatula
The feather regains 1d4+1 charges daily, at
weight negligible
Cauldron of Cooking
will cook any meal without the need for fire. Any
scrambled eggs.
weight 20 lbs.
Cake Ooze
Armor Class 10
Languages --
pie.
Actions
Cake Ooze.