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Adubeus's Tower: A Home Long Lost

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0% found this document useful (0 votes)
597 views8 pages

Adubeus's Tower: A Home Long Lost

Uploaded by

Deivi Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Adubeus’s Tower

A home long lost

Introduction: Explore an abandoned wizard’s tower in this short


weekly mini dungeon!

A 2-hour adventure for 4th-6th level characters

by Eric Moss

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, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©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 Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 1
Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 2
The Adventurers were hired to
The Lost Tower retrieve Adubeus’s spell book (area
6)
A little neglect may breed great
mischief.
—Benjamin Franklin
Approach
Despite the fact that the tower has
declined in recent years has not
rendered its various magical defenses
Preface inert.
One such defense is the forest area
Long ago a wise wizard named Adubeus immediately surrounding the tower.
lived deep within the forest. As he Although not particularly deadly, the
lived, he would pass out nuggets of tower and its area are warded with
wisdom to those in need, and aid the powerful illusion magic in order to
local townsfolk in times most dire. keep away unwanted visitors.
Long past are these happy days, Although the party can get
however, and the kindly old wizard has approximate directions to the tower,
not been seen in many decades. Some any maps or directions are likely to
say he found a calling elsewhere in prove false when the party attempts to
the world, while others whisper of his seek out the tower once within a mile
demise at the hands of a secret of the tower.
experiment gone awry. Once inside this area, have the
One thing is certain, however. His party roll a Wisdom (perception) or
tower, long forgotten, still stands (survival) check every hour they spend
out there in the forest. Occasionally, searching the forest. Consult the
some hapless person wanders upon it chart below for the results of the
much to their personal peril. check.
The specific details of Adubeus are
left vague on purpose. This small
adventure is intended to be played as Check results
part of a larger campaign, and the Roll Result
location can be modified to fit your < 8 The character finds nothing but
setting. The reasons for your dense foliage.
adventuring party to be heading 8-10 The character catches glimpses of
towards the tower are entirely up to something in the direction of the
you, however, below are some good tower.
11-14 The character saw the tower
sample adventure hooks. momentarily but was unable to
navigate to it.
15+ The character has successfully
Adventure Hooks navigate to the tower.
Local leader has asked the party to
investigate Adubeus’s disappearance
Adventurers happen upon tower while When the party has successfully
wandering in the wild arrives at the tower, they can wander
Adubeus himself has approached the the grounds freely, but if they wander
adventurers and asked them to further than 300 feet from the tower
reclaim his tower they begin to lose sight of it once
Adventurers are hired to investigate again.
an experimental creature that has Divination magics and spells such as
escaped from his lab True Sight can see through the tower’s
Tales of magic items and riches held illusions as normal.
within his tower

Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 3
of this room are well enough
The Tower preserved for use due to Adubeus’s
When the party successfully arrives at enchantments upon his possessions.
the tower, read the following aloud. The table holds only tattered
remains of papers with no useful
As you make your way through the dense information.
forest, you suddenly burst out of the If the party examines the fireplace,
thick foliage into a small clearing. they notice that the flue only
The clearing is small and circular extends a few feet and then is
shaped, and in the center is a most completely blocked up. A detect magic
peculiar sight. An ancient tower that has
spell reveals a faint conjuration
magic aura.
seen better days lies before you.
Adubeus was a firm believer in
Windows battered out, foundation
practicing his arts even for mundane
sagging, this tower is in desperate need
tasks. The chimney is a result of him
of repair. It’s most peculiar feature,
creating a small enchantment to
however, is your ability to see the tower
teleport the smoke outside the tower.
itself. Any time you try to focus your The magic is weak, however, and
vision upon it, your eyes seem to slide can’t transport anything with
off of it. physical substance, or more than 5
cubic feet of smoke or steam per
The front door of the tower is round.
locked, but the lock is mundane. Due
to age, the lock has rusted and locked
up. Because of this, the Dexterity 2. Alchemical Lab
(thieve’s tools) check to unlock the
door is DC 17. This chamber contains many shelves, work
Due to age and weathering, however, benches, vials, burners and row upon row
breaking down the door only requires a of unlabeled jars containing all sort of
DC 12 Strength (athletics) check. odds and end.
Unless otherwise stated, the tower Most of the work benches have been
walls are made of solid stone, the
overturned or moldered away with the
floors of wood, and the ceiling is 30
years.
feet high.
However, two sizable workbenches to the
east and south, and a third small
1. Hearth Room workbench to the northwest are intact and
still contain concoctions of various
colors burbling away.
Before you lies a small, quaint living
space. A modest sized bed sits on one
side, and a combined dinner table and Adubeus toiled away in this lab for
study space to the other. Along the north
hours on end attempting to come up
wall is a long disused fireplace.
with new recipes for potions and
tinctures. Shelving along the walls
A small staircase spirals up the center
contains reagents he used in his
of the tower.
experiments.
Any spell caster can spend 1D10
This room served as both the day to minutes looking through the
day living space and entertainment components to replenish any non-
room for Adubeus’s activities. costly spell components they may need
Compared to the rest of the tower, or want.
this room is fairly safe. If they spend more time looking
The bed is still serviceable, if (2D10 minutes per search), they can
dusty, and the fireplace is in need uncover 1D2 costly components worth
of a good cleaning, but the amenities up to 50 GP each, 1D3 costly

Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 4
components up to 25 GP each, and 1D6 Jug of Clear Liquid – Ordinary, but
components worth up to 10 GP each. stale, water
Each parcel of components can only be
found once. Rainbow potion effects
The intact workbenches in this room D20 Effect
still contain experiments carried out 1 Drinker sheds light as if from a
by the old wizard, some of them not torch for the next hour
exactly safe. 2 Drinker gains a +1 to attack rolls
Workbench A contains a topaz potion, for the next 30 minutes
2 lime-green oils, and a rainbow- 3 For the next 1D6 days the
colored potion. drinker’s fists become stone. They
Workbench B contains 2 dark blue can still use their hands as
potions, a pink oil, and a jug of normal, but unarmed strikes deal
1D4+str damage. This has no effect
clear liquid.
if their unarmed strikes already
Workbench C contains a rack of 3 deal 1D4 or more damage
burgundy liquids, which are in 4 For the next week, the drinker
actuality 3 enhanced homunculi (see becomes 50% heavier
appendix). If disturbed, these 5 Drinker regains 2D6 HP
creatures assume their non-Liquid 6 For the next week, the drinker
form and attack. becomes 50% lighter
The potions and oils are as follows. 7 Drinker takes 2D6 lightning damage
8 Drinker takes 2D6 fire damage
Potions/Oils 9 Drinker regains 1D10 HD (up to
Topaz potion – A rich and aromatic their max)
liquid. Tastes slightly of peaches. 10 Drinker takes 2D6 thunder damage
11 Drinker takes 2D6 acid damage
When drunk, the imbiber gains a 12 Drinker gains the benefits of a
slight static charge. For the next short rest
hour, once per turn, the user can 13 Drinker takes 2D6 cold damage
deal an extra 1D4 lightning damage. 14 For the next hour, the drinker
Every time they elect to deal this hallucinates they have a talking
extra damage, roll 1d20 at the end dog as a best friend
of their turn. If they roll a 1, the 15 For the next 1D6 days, the
charge dissipates. drinker’s face becomes a twisted
Lime-green oil – A slightly sweet and mockery of its original form, this
imposes a -1 to all charisma
pungent smelling liquid. When checks for social interactions
applied to mundane weapons or three 16 Drinker gains +1 to damage rolls
pieces of ammunition, the item(s) for the next hour
count as magical for purposes of 17 For the next minute, the user is
resistances and immunities for 1 affected as if by a confusion
hour. Each vial contains a single spell
dose. 18 Roll twice more and apply both
Rainbow potion – A myriad of smells effects, ignoring this result on
and tastes fill this potion. rerolls
19 Roll again. The user believes that
Identification reveals this potion the new result actually happened,
will have a random effect. Consult when it really did not
the following chart when drunk. 20 Roll upon the Sorcerer Wild Magic
Dark blue potion – Discolored healing surge table (PHB pg. 101)
potions. Function as normal.
Pink Oil – A caustic, fouls smelling
liquid. When applied to non-magical
stone or metal, the liquid quickly
dissolves it into a fine powder.
Contains enough oil for 5 cubic feet
of material.

Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 5
3. Teleportation Chamber Once the user has ascended to the
next floor, they can safely trigger
the trap from above by stomping 3
This spiral stairs stop in this empty times rhythmically. This information
chamber. In the southern end of the room can be garnered from reading through
is a large red circle engraved upon the Adubeus’s library (area 6).
floor with eldritch markings.

This room was meant as a way to stop


any invaders from access the rest of 5. Creature Lab
his tower. The circle to the south is
a teleport circle that leads to area This room is scattered with the remains
4. of cages of various sizes, all long
Activating the circle requires ripped apart savagely. The southern end
either the passphrase (Sizzleplix, of this room is blocked off by bars, but
can be found searching Adubeus’s the door has been ripped off of its
library, area 6) or a DC 13 hinges. The northern wall appears to have
Intelligence (arcana) check. Any a large hole bludgeoned into it.
teleport magic cast while within the Lounging in the middle of this room is
circle activates it automatically. two large creature that seems to be half
Any creature except for Adubeus owl and half bear. Inside the chamber to
approaching within 10 feet the circle the south are two smaller versions of the
without saying the phrase ‘Adubeus creature.
calls for me’ is attacked by the
Stairs to the east lead upward.
invisible stalker bound to this room.

The creatures in this room are two


4. Trap Room mated adult owlbears and their
children. The cage to the south is
too small to carry a full sized
This room contains an arcane circle in
owlbear and the parents broke out of
the middle. In the north, south, east,
it many years ago. The children play
and west affixed to the floor is a lever. within the southern cage. The two
adults jump to the defense of their
Each lever opens a pit trap directly children immediately when the party
under it. A DC 13 Intelligence comes up from below.
(investigation) check determines The owlbears have been modified by
this, but they all seem functionally Adubeus’s tinkering and consequently
identical under observation. have actual wings (fly speed of 20
The pits to the east, south, and feet, and have flyby similar to an
west open directly to a spiked pit. owl), and have their Hit Points
Any user pulling these levers must increased to 102. Their CR is 4
succeed on a DC 12 Dexterity save or instead of 3.
fall 10 feet taking 1D6 piercing The two children are too young to
damage. fight and are non-combatants. At your
The pit to the north opens to an discretion, the party can attempt to
empty 10 foot pit that is the focal tame the young children, but it would
point for a permanent reverse gravity be a process that would take many
spell. Simultaneously upon pulling months, and it would be years before
the lever, a trap door in the ceiling the owlbears grow to their full size.
opens and allows the puller to be If the baby owlbears are captured,
catapulted safely into the next and a prospective buyer found, they
chamber. A DC 16 wisdom (perception) are likely to pull a very high price
check is required to notice the trap due to their exceedingly young age
door on the ceiling.

Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 6
and uniqueness (1,000 GP each or Magic items – a +1 weapon of your
2,500 for the pair). choice, a bag of holding, and a
drift globe
6. Adubeus’s Library Money/Art/Gems – Two paintings worth
35 GP a pieces, a tapestry worth 50
Before you stands an expansive library, GP, 1D10 zircon worth 50 GP a piece,
its contents well preserved considering
2D10 PP, 1D20 GP, 4D6 SP
the wear on the tower as a whole. Shelves
line the walls and rows of bookshelves
fill the room, each brimming with an
Adubeus’s Spellbook
At his heart, Adubeus was a practical,
uncountable amount of books and small
studious man. His spellbook reflects
storage chests.
this in his personality. Most of his
In the center of the chamber stands a
spells are more utility in nature and
raised dais with large tome upon it.
less combat oriented. Adventuring was
never the life intended for that old
This room was the focal point of most wizard.
of Adubeus’s studies. The entire room Depending on what plot hook you
has a weak enchantment on it that used, the spellbook might be the focal
prevented anything within it from point of this adventure, in which case
deteriorating over time. the Spellbook is nothing more than the
This room contains no traps or artifact used to advance your plot.
protections, as Adubeus believed If you used any other plot hook, or
everything below this floor was desire another use for the spellbook,
sufficient to keep his treasure trove some suggestions lie below.
safe.
The pedestal in the center of the
room contains Adubeus’s spell book Spell Book uses
(see Adubeus’s spellbook section A spellbook just like any other
below). wizard’s spell book. In this case,
If the party takes time to examine the spellbook should contains mostly
through his library, they find the utility spells of up to 4th level.
passphrases/methods to bypass any Some examples – Alarm, Animal
non-activated defenses, as well as friendship, Charm Person, Comprehend
the activation methods for the Languages, Feather Fall, Grease,
teleport circle and the reverse trap Identify, Longstrider, Unseen
door down detailed in earlier areas Servant, Alter Self, Continual
of the tower. Flame, Gentle Repose, Knock,
Treasure: If the party takes the Levitate, Locate Object, Misty Step,
time to loot this area, they find any Rope Trick, Spider Climb,
of your choice/combination of the Clairvoyance, Counterspell, Dispel
following. Magic, Fly, Lemound’s Tiny Hut,
Magic Circle, Non-Detection, Phantom
Steed, Water Breathing, Arcane Eye,
Possible Treasures Control Water, Dimension Door,
Spell Scrolls – 1D10 spells scrolls Leomund’s Secret Chest, Locate
of any spell listed in the Creature, Mordenkainen’s Private
“Adubeus’s spellbook” section listed Sanctum, Stone Shape, Polymorph, or
below any other spells you see fit
Treasure Hoard – Roll twice on the A story McGuffin for your campaign.
“Treasure Hoard: challenge 0-4” Either someone knows the spellbook
table in the DMG pg. 137 has been taken and wants it (could
Potions – A potion of greater be Adubeus himself!), or it is
healing, a potion of hill giant’s needed in some ritual later in the
strength, a potion of fire breathing campaign.

Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 7
A source of knowledge. In this Enhanced Homonculus
instance, three times per day as an Tiny Construct, Neutral
action, the spellbook can be used to
look up useful information about Armor Class 13 (natural armor)
some particular fact pertaining to Hitpoints 33 (11d4)
arcane knowledge, planar travel, Speed 20ft, fly 40ft
history, or any other topic you deem Str Dex Con Int Wis Cha
fit. When the user wants to invoke 4(-3) 15(+2) 11(+0) 10(+0) 10(+0) 7(-2)
this, roll a percentile. There’s a
75% chance that the book contains Damage Immunities Poison
the needed info, and book opens
Condition Immunities Charmed, Poison
itself magically to the page
desired. If the book does not Senses Darkvision 60ft, passive perception 10
contain this knowledge, it instead Languages Understands the language of its
opens to a random fact that most creator but can’t speak
closely resembles the knowledge the Challenge 2 (450 xp)
user seeks.
A treasure to be sold. Finding a
buyer for an ancient wizard’s spell Broken Telepathic Bond. These homunculi
book shouldn’t be terribly hard in created by Adubeus have long had their telepathic
most campaigns. If so, the party bond with him severed. This has driven them
could easily find a buyer for the insane. They will attack any non-homonculus they
book at the price of 1,000 GP. perceive until death, and will not listen to reason. A
telepathy spell or similar magic will restore their
sanity and give them the telepathic bond trait of
the Homonculus (MM pg. 188)

Appendix Actions
This section contains all
miscellaneous info presented MultiAttack. An enhanced homunculus may make
throughout this adventure as a a bite and claw
reference. New monsters, items, and Bite. Melee Weapon Attack. +5 to hit, 5ft Reach.
magic items will show up here. One Creature. Hit: 5 (1D6 + 2) piercing damage,
and the target must succeed a DC 12 constitution
saving throw, or take 12 (2D10) poison damage,
half as much on a successful save.
Claw. Melee Weapon Attack. +5 to hit, 5ft Reach.
One Creature. Hit: 8 (2D4 + 2) slashing damage

Not for resale. Permission granted to print or photocopy this document for personal use only . Adubeus’s Tower 8

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