Friday, January 10, 2020

The Tower of Zenopus for Ghosts of Saltmarsh

The Tower of Zenopus was originally written by J. Eric Holmes and appeared in the 1977 edition of the world’s most popular role-playing game. This version was edited and re-written by Christian Conkle for the fifth edition of the world’s most popular role-playing game and modified to fit within the Ghosts of Saltmarsh campaign.

This adventure is designed for first level characters.

The wizard Zenopus once dwelled in this tower located on the moors overlooking the Janustream river near the town of Saltmarsh. He built his lair next to the remains of an ancient graveyard rumored to be haunted. One night, the tower was engulfed in a fiery green aura visible four miles away and across the Janustream estuary in Saltmarsh. A few brave folks from town investigated the tower and found it abandoned. The door at the base of the cellar stairs was covered with strange symbols and wrapped in silver chains. An explorer tried to open the door but a jolt of lightning from the doors runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby. The town council asked a Keoish galleon to bombard the structure with catapult fire until it was battered into rubble.

Since then, the ruins have been largely forgotten. The exception is Keledek the Unspoken, a wizard from Ket now residing in nearby Saltmarsh, who used magic to open the cellar door and has claimed the interior of the tower as his personal retreat. He later found that passages beneath the tower led to a hidden sea cave. He has allowed smugglers from Saltmarsh to use the cave as a secret meeting point. He has recruited several goblins to keep watch over the place, along with a trained giant constrictor snake he raised from a hatchling.

The goblins barricaded several passages leading deeper into the dungeons after losing several of their number to ghouls and giant rats that emerged from the depths.

Keledek is loath to tell anyone about his secret stronghold, but he can't shake the idea of following the deeper passages for the chance of unearthing Zenopus's lost secrets. If the characters earn his trust, he might take them into his confidence. The details of the deep dungeons are left to the DM's invention.




Blue map by Tim Hartin



Dungeon Features

Corridors: All corridors in this dungeon are 10 feet wide and 10 feet high. The magic­ user's secret corridor (S to F) is 5 feet by 5 feet.

Doors: Unless otherwise noted, all doors are five feet wide and made of wood (AC 15, 15 hit points). They are unlocked.

Wandering Monsters: Check every 30 minutes. A Wandering Monster occurs on a 6 on 1d6.
1.       3d4 (8) Kobolds
2.       2d4 (5) Goblins
3.       1d3 (2) Human Guards and 1d2 (2) Human Mages
4.       1d4+4 (7) Orcs 
5.       1d6 (4) Skeletons + 1d4 (3) Zombies
6.       1d4+4 (7) Thugs 
7.       1d4 (3) Human Berserkers
8.       1d4+1 (4) Stirges
9.       1d4 (3) Human Bandits and 1 Human Bandit Captain
10.   1d4+1 (4) Dwarven Guards
11.   1d6 (4) Elven Scouts
12.   1 Gelatinous Cube

Dungeon Key

A     Goblin Barracks
You enter a large room, 120 feet by I00 feet. There are doors in the east, west, and south walls. The room is furnished with rough tables and benches and as many beds as there are occupants. The occupants are goblins. There are 3 goblins for every 2 player characters.

The goblins wear leather armor and carry swords and daggers. If half their number is killed, the others will try to escape through one of the doors or surrender.If surrender is accepted the goblins will offer to lead the party to treasure but will try to guide them to one of the dangerous trap rooms and then run.

There are small wooden chests under each bed and several leather socks hanging on pegs along the wall. Most of the socks contain junk, dirty clothes, old bones. etc., but two contain coins, 500 silver pieces each. There are several cloaks hanging on pegs and in a pocket of one cloak there is a magical potion of growth in a glass vial. One of the chests is booby-trapped. Opening the chest releases a cloud of sleeping gas filling an area 5 x 5 x 5 feet. Anyone within this area who fails a DC 10 Constitution saving throw falls deeply asleep for 1d6 x 10 (40) minutes. The chest contains 2000 copper pieces.

B     Ancient Crypt
You find what appears to be an ancient crypt. The room is 50 feet by 50 feet room with a door on the northern wall and an open door on the southern wall – busted and hanging on one hinge. The room is totally dark, and the floor is covered with an inch of undisturbed dust. Four deep niches in the walls can be seen from the north doorway but they are covered with cobwebs. Nothing can be seen within them.

Within each of the four niches is an inanimate skeleton. If anyone advances ten feet or more into the room, the skeletons come to life, emerge from their niches, and attack the intruder until destroyed or turned away. If turned, they run out the door farthest from the cleric.

There is no treasure in this room.

C     Empty Corridor
An empty corridor stretches before you.

Remember to check for wandering monsters every 30 minutes.

D     The Statue
The door to this room is made of heavy iron, AC 20, 25HP, DC 20 Strength (Athletics) check to break.   The door opens outward into the hallway. Within is an empty room, 80 feet by 50 feet. There are identical iron doors in the middle of each wall: north, south, east, and west. The only feature within this room is a six-foot-tall stone statue in the center. The statue is facing the door by which the party just entered. Once opened, the door starts to slowly shut, activated by a powerful spring in the hinges. The door will stop closing if anyone blocks the door or prevents it from closing.

From inside the room all doors are firmly held shut except the one the statue is facing - that door can be easily opened, closed, and re-opened. The statue turns easily to face each of the four doors. To open any other door, the statue must be rotated on its base until it faces that door. Then the door opens easily. Doors cannot be forced open, they are held by the equivalent of an Arcane Lock spell, AC 30, 35 HP, DC 30 Strength (Athletics) check to break.

E      Empty Room
You find an empty room. The size of the rooms and the number of doors is variable, as shown on the Dungeon Master's map.

F      Keledek the Wizard
This is the conference room of Keledek the wizard. Keledek is a Ketan mage who has made special arrangements with the smugglers of Saltmarsh. The smugglers use the cave in Room M to make their secret rendezvous in exchange for bringing Keledek special items or spell components.

The room is 50 feet by 60 feet. There is a large wooden door in the south wall and a smaller lead door in the north wall that appears to be unused. There is a work table in the southwest corner and three odd-looking statues of human men placed along the east wall.

Keledek is standing behind the work table in the southwest corner. Near him is the leader of the smugglers (bandit captain). The characters have interrupted a meeting between the two. 

Keledek carries a scroll of levitation. When caught in this room Keledek will immediately direct the smuggler captain to attack. Keledek will then immediately exit through the secret door behind him, leaving the captain to his fate. There is a 50% chance that Keledek will drop the magic scroll as he escapes.

The smuggler captain will not fight to the death and will surrender once he has lost half his maximum hit points. He wears a stolen jeweled belt with rubies worth 1000 gold pieces.

If Keledek escapes, he will cast an Arcane Lock spell on the door run to Room S - AC 30, 35 HP, DC 30 Strength (Athletics) check to break. He will then run up the stairs to his tower.

The three stone statues are men who were turned to stone by Keledek special wand which he has in his tower (see Room S2).

G     Collapsed Ceiling
You enter a gloomy room, 30 feet by 50 feet, whose ceiling has collapsed creating a pile of rocks and debris four feet high that covers the entire floor. The loose debris is considered difficult terrain. There is a door in the center of the east and west walls and a corridor in the center of the south wall.

There are 2d4 (5) giant rats hiding in the shadows of the corners and in the cracks of the debris on the floor.  They will attack with if the room is entered. The rats may attempt a Dexterity (Stealth) check (2+1d20) with Advantage vs. the passive Perception of the characters to determine which characters are surprised.

The rats have no treasure. Digging through the rubble of the collapsed ceiling for no less than ten minutes will reveal a mass of old bones, chewed leather straps and bits of armor along with a belt with a silver dagger in a sheath worth 50 gold pieces and a bag containing 50 electrum pieces.

H     Water-Filled Channel
You enter a room, 80 feet by 50 feet, with doors in the north and south walls. The walls are fitted granite blocks with a 20-foot-high ceiling. A 30-foot-wide water-filled channel bisects the room, entering through a hole in the east wall and exiting through a hole in the west wall. There is less than a foot of air-space between the water and the ceilings of the holes. There is a 15-foot bare stone bank on either side of the channel and the drop into the channel is sheer and requires a successful DC 15 Strength (Athletics) check to climb.

The channel is 10 feet deep and the current is swift. Anyone entering the water with a Strength of 14 or less will be swept away through the hold in the west wall. In addition to being swept away, anyone wearing metal armor will sink immediately to the bottom of the channel. See PHB page 146 for rules on removing armor. See also PHB page 183 for rules on suffocating and drowning. Characters with a bladed weapon may cut the straps of their armor in one minute but their armor is lost. 

I       The Magic Mask
You enter a long room, 40 feet by 90 feet, with doors in the north, south and east walls. In the center of the room is a bronze sundial on a low pedestal. Set Into the stone of the west wall is a bronze mask, about the size of a man­hole cover. The eyes and mouth a mask are shut. Below the mask, in common language, is an inscription: "I'll answer questions, one, no more. I never speak til it be four."

The magic is activated by shining the light of a single torch, lantern, etc. on the sundial so the shadow of the gnomon falls on the Roman numeral IV. The bronze mask then opens its eyes and says "Speak, I'll answer." It will give a reasonable answer to any brief pertinent question and then say, "I've answered one, now go away. I will not speak again today."

Since the shadow must be held on IV, there is little chance of triggering the magic accidentally, even by walking around the sundial with a light.  

J       Giant Spider
You enter room, 60 feet by 50 feet. The ceiling is lost in darkness but large spider webs are visible in the corners of the room. There are doors in the middle of all 4 walls. A giant spider lurks in the darkness of the roof, thirty-five feet above. The spider may attempt a Dexterity (Stealth) check (7+1d20) with Advantage vs. the passive Perception of the characters to determine which characters are surprised. The spider will attack with Advantage any character it has surprised. If the spider’s surprise attack is a hit, the target is knocked Prone and Grappled with the spider on top of them.

There is no treasure in this room, but a +1 dagger is imbedded in the spider's body - evidently a souvenir from some previous battle; it can be found only if the beast is cut open. 

K     Cavern
You find a cavern, about 10 feet high, irregularly shaped but approximately 60 feet wide by 120 feet long. A 30-foot-wide river runs through it, bisecting the cave. There is a shallow beach on the far side of the cave where flotsam from the river is deposited. There is an exit to the west. The cave is completely dark, characters without light or darkvision will have to feel their way out.

L      Giant Crab
You find a cave bisected by a 30-foot-wide river. There is phosphorescent fungus growing on the rocks, so anyone can see without lights. There are east and west entrances on both sides of the river to the sandy beach. The river is only three to four feet deep at the center of the channel and can be forded.

There is a giant crab concealed under the sand on the south beach. It will attack anything that moves on either beach.

M    Sea Cave
You enter a large sea cave with entrances to the north and south. There is a sandy beach, on which are drawn up two row boats. The entrance to the sea is to the west about 500 feet. If it is day up above, the cove will be dimly illuminated by sunlight coming through the tunnel. If it is night, a lantern located in one of the boats sheds a dim glow.

The cove is used by smugglers and smugglers. The cave is presently occupied by four smugglers (bandits) sitting in one of the boats, talking.  Each smuggler carries 2d6 (7) gold pieces in his purse. The smugglers use the cave to hide treasure and contraband. The boat contains two chests filled with treasure. One chest contains 2000 silver pieces, the other 1000 electrum pieces and 12 gems each worth 100 gold pieces. The boat also contains a bucket of large fish.

Every ten minutes there is a 25% chance of another boatload of 1d4+1 (3) smugglers (bandits) rowing in from the west.

A prisoner is bound, gagged, and lying prone in the bottom of the second boat. The prisoner Lemundo the Lovely. Her father is the powerful Duke Marik Feldren of Seaton. Lemundo is a good fighter in her own right (treat as a Scout) and carries a concealed dagger in her girdle.  Her wealthy father would be very grateful for her safe return.

A giant octopus on the bottom of the sea cave will attack any boat unless it is thrown a large fish or other piece of meat.

The octopus will attempt to grapple any character it attacks. On its subsequent turn, the octopus will drag the character overboard. See PHB page 195 for rules on grappling and moving a grappled creature.

Any character dragged overboard will be further pulled underwater. See also PHB page 183 for rules on suffocating and drowning. Any character wearing heavy armor will immediately sink to the bottom. See PHB page 146 for rules on removing armor. Characters with a bladed weapon may cut the straps of their armor in one minute but their armor is lost. 

Exit from the underground can be made by rowing out to the sea, although there is a possibility of meeting another boat coming in.

N     Catacombs
You enter a large room, 120 feet by 70 feet, that was once part of the catacombs beneath the tower. The north wall has caved in creating a debris field of difficult terrain within ten feet of the north wall. 

When the party enters the room there is a 50% chance a giant rat will burst through the loose dirt at the north end of the room and attack. Ever ten minutes spent in the room there is another 50% chance that a rat will enter from the tunnels. The rats will not, however, leave room N except to go back to the runnels.

There are doors on the east and west walls. Ten stone sarcophagi are scattered about. They were once arrayed in two rows, but the wall collapse has displaced them from their original locations. The sarcophagus lids are heavy. A combined Strength score of 40 from no more than six characters is required to lift them off. One character with a Strength of at least 10 can spent ten minutes to slide the lid off the sarcophagus. Two such characters may complete the task in five minutes, three in three, four in two, five in one, and six in half a minute. Thus, in the time required to remove all the lids, there’s a good chance one or more rats will appear.

The lids of four of the sarcophagi have been removed and their contents long ago plundered, leaving empty vessels. Six, however, remain closed. Each sarcophagus contains one of the following:

#1 contains only moldering bones but releases a cloud of noxious gas which renders unconscious for ten to sixty (1d6 x 10) minutes anyone within 5 feet unless they make a DC 15 Constitution saving throw against poison.

#2 contains a partially clothed skeleton which holds a cursed jeweled dagger in the bony hands folded across its chest. If the dagger is removed it will flash away into the air, turn and attack the character who touched it. The dagger’s makes an attack against the triggering character. The dancing dagger has a +3 attack bonus and deals 4 (1d6) damage on a hit. The dagger will continue to attack until it draws blood, or the triggering character exits the room. It will then return to the coffin with its owner. The dancing dagger has an AC of 17. If hit it falls to the floor and remains motionless for 3 melee rounds and then takes up the attack again! Putting it back in the sarcophagus will stop the attacks of course.

#3 skeletal form wears rings and a coronet worth 300 gold pieces.

#4 skeletal form wears jewelry worth 900 gold pieces!

#5 contains an animated skeleton armed with a curved scimitar. It will attack as soon as the lid is removed.

#6 skeletal form in chainmail holds a magic sword +1. Any warrior-type drawing it from the scabbard will feel the surge of magical power it gives.

P     Ghouls
This room is 50 by 80 feet and has doors in all four walls. In the center of the room are two smashed coffins in which two ghouls have made their lair.

The coffins contain, in addition to indescribable odds and ends, 50 platinum pieces and 5 gems each worth 10 gold pieces.

The east door leads to a short dirt tunnel whose ceiling has collapsed. Excavating this tunnel would take days but may lead to further mysteries.

RT   Rat tunnels
These 3-foot diameter tunnels were dug through the soft earth by giant rats. A medium sized creature could crawl through them, but all attacks and skill checks would be made at Disadvantage. A small creature such as a halfling or dwarf would be at no disadvantage. Every 100 feet there is a 50% chance of meeting a rat, every 200 feet a 50% chance of coming on 5 gold pieces. The tunnels form an endless maze and there is no end to the rats. The tunnels intersect the dungeons at the northernmost corridor and at room N.

S  Tower, Basement
You enter a round room, 40 feet in diameter with a 25-foot ceiling. There are two visible doors at ground level – one on the north wall and one on the south wall. 

A spiral staircase begins at floor level on the north wall and winds around the wall of the room to the ceiling making 1 full turn. The stair ends in a closed trap door in the ceiling, leading up to room Sl. 

In the center of the room is a giant constrictor snake

There is a secret door under the stairs, opened by pressing a hidden catch. Any character searching the room must succeed at a DC 15 Wisdom (Perception) attribute check to find the secret door and catch. 

S1   Tower, Ground Floor
You emerge through a trap door in the floor to find a round room, 40 feet in diameter with a 25-foot ceiling. This is the base of the ruined tower visible on the surface. There is a door to the north and a spiral stair leading up, just like the one in Room S, ending in a trap door in the ceiling. The door leads to the ruins on surface but is protected from entry from the outside by an Arcane Lock spell.

The room appears to be a well-appointed living chamber with a fireplace, cooking utensils and a few comfortable chairs. The floors and walls are decorated with Ketan tapestries. The room is unoccupied. The trap door above leads to room S2.

S2   Tower, Upper Floor
This room is identical to S and S1 below it, a circular room 40 feet in diameter with a 25-foot ceiling. This is the second floor of the tower on the surface. A spiral stair leads to a trap door in the ceiling. Other than the trap doors in the floor and ceiling, there are no doors.  Tall windows, each no wider than two feet, are located face north, south, east, and west. This is the wizard's study, and here he has his two giant volumes of magic spells, table, lamps, chemicals, skulls, loose pages of parchment, mystic designs on the floor, etc.

Against the south wall there is an ape in an iron cage. The key is in the lock of the cage door. The ape hates his captivity and seeks revenge. He will attack as soon as he is released. If Keledek opens the cage there is a 25% chance the ape will attack him. If anyone else opens the cage, the ape will attack a random victim in the room and then try to escape by squeezing through a window, down the side of the tower and across the moors.

Keledek the wizard keeps his wand of petrification hidden in a secret compartment of the table. A character searching the table must pass a DC20 Wisdom (Perception) check to find the compartment.  Hidden among the undecipherable parchment notes on the table is a scroll which reverses the petrification effect of the wizard’s wand. The scroll crumbles to dust after one use.

Keledek himself is described in room F. If he is not in room F he will be found here.

Wand of Petrification

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to attempt to turn one creature that you can see within 60 feet of you into stone. If the Target’s body is made of flesh, the creature must make a Constitution saving throw vs. 15. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Petrification
adventuring gear (wand)Category: Items
Item Rarity: Rare
Weight: 1

Epilogue

By the time the adventurers have worked their way through this, the Dungeon Master will probably have lots of ideas of his or her own to try out. Design your own dungeon or dig new passages and levels in this one. What lies in the (undiscovered) deeper levels where Zenopus met his doom? Do the smugglers have other treasure troves hidden in the sea coves? What inhuman rites are practiced deep in the ghoul haunted passages beneath the graveyard? What are the townspeople going to do when they discover that our friends are tampering with Things Better Left Alone?



No comments:

Post a Comment