Showing posts with label The Mysterious Tower. Show all posts
Showing posts with label The Mysterious Tower. Show all posts

Thursday, September 12, 2019

The Mysterious Laboratory - Ghosts of Saltmarsh, Chapter 10


Alot Aname descended the stairs into the dungeon beneath the mysterious tower. He had followed the trail left by the A-Team who had left the warforged sentinel in Saltmarsh the previous day. He held aloft his torch and saw to his left a room that appeared to be an ancient armory. The sorceress Aella was standing in the room alone. He called out her name.

Aella shuddered as she emerged from the "Brain Jellies". She was in the armory. The warforged sentinel she had recently met was standing before her, coldly inquiring about her status.

She replied that she didn't know. The last thing she remembered was going into a room piled with carcasses. She led Alot down the hall and to the left to that room. There they found a large owlbear matron guarding two mutated owlbear chublets as they fed on the remains of a recently dismembered otyugh. Bloody footprints covered the floor and led out the exit on the far wall.

The matron was more concerned about protecting her young than attacking so they cautiously made their way around the room without provoking her. They entered a room covered with excavation debris from two tunnels - apparently created by the owlbears. There was also a section of false wall removed to reveal a hidden room to the left. After a brief exploration of the tunnels the pair entered the hidden room and discovered a secret ladder concealed within an iron maiden-style torture implement.

They descended the stairs and found a strange room filled with a vaporous liquid that caused their eyes to sting. Seeing no way around the liquid, Aella climbed onto the warforged back and was carried across the room. Alot's legs were burned by acid but he was able to make it across without difficulty.

They followed the corridor down a winding path to a long room with four keys. They took a left and entered a long corridor filled with open pit traps in the floor. Aella was able to deftly leap to the other side. Alot, who was more clumsy, used a rope. Aella held the other end while Alot swung across to the other side. They discovered that there were six pits that needed to be traversed. On a few of them, Alot and Aella misjudged the swing and Alot fell into the spikes.

They eventually made their way into a room with rounded corners. An open iron chest was in the center of the room. There they encountered the other members of the A-Team. They were in a hallway past the room preparing to open a marble door with an iron key.




CHAPTER 10
"THE MYSTERIOUS LABORATORY"
The A-Team:
  • Avastana "Aella" Kádár - Neutral, Half-Elf  Outlander and Sorceress from Ket. 
  • Annor Whalerson - Neutral Good, Human Marine and Fighter from Saltmarsh. 
  • Marlin Whalerson - Neutral Good,  Human Seeker and Rogue.
  • Auric Ravenson - Neutral Good, Aasimar Shipwright and Cleric of the Raven King.
With special guest stars...
  • "Amnesia" - Human (?) Amnesiac Rogue.
  • Alot Aname - Warforged Fighter.
The Mysterious Rust Monsters of the Infinite Corridor
With the A-Team reunited, Annor decided to open the marble door.

The door opened to reveal another eighty foot long corridor. Before them were three creatures that resembled strange arthropods or crustaceans with strange two-lobed tails and two long feelers covered in fine hairs.

Marlin cried out, "Rust monsters!"


To their further confusion, behind the rust monsters were six humanoids - duplicates of themselves in every way. When Annor moved, the duplicate Annor moved.

Annor turned around and looked behind them. Three rust monsters, identical in every way to the ones before them, had mysteriously appeared in the hall behind them! What's more- the doorway behind them that once led to the room with the trapped iron chest was replaced with another section of hallway with exact duplicates of themselves!

They were in an infinitely repeating corridor!


Knowing the rust monsters' reputation for turning weapons and armor to dust, Annor looked at his ridiculously long sword and winced. He put it back into its scabbard and borrowed Aella's wooden staff. He also moved to the center of the group to protect his expensive plate mail armor.

Alot Aname was an artificial being, a construct made to guard and protect important objects. He was made of ceramic plates with magical rubber muscles but he also had metal joints and a metallic skeleton. He wasn't sure what kind of effect the rust monsters would have on his body. Despite his uncertainty, he bravely charged the rust monsters behind him but was unable to injure it.

Amnesia took out the magical wooden sword found earlier that day in the crypt of Glorian. She rushed the strange insect-like creatures and stabbed it to death.

Aella and Auric did their best to support the others at range with magic spells and holy prayers while Marlin loosed several arrows. Annor eventually ran up and whacked at some rust monsters with Aella's staff.

Alot managed to stab one of the creatures with his short sword but the weapon dissolved to flakes of rust in his hand!

Eventually all of the rust monsters were defeated with only the loss of a single short sword.

DM Note-
We had a short debate about whether a rust monster's attack would lower the AC of the armor plating of the warforged. I argued that his AC would be decremented just like any other character's worn armor. The player argued that his plating wasn't necessarily metal and was therefore unaffected.

Luckily he was never actually hit so the point became moot. But I did some research later and for future reference, in lieu of AC reduction,  a rust monster will do 2d6 damage to a warforged. 

Having defeated their foes, the party was still faced with an infinitely repeating hallway. They tried walking one way to see if it ended. It didn't. They reversed their direction but encountered no end. They split up and met themselves in the middle. They tried pulling and pushing the lever that deactivated and reactivated the force field protecting the tower. Nothing worked.

Amnesia eventually suggested closing the iron door behind them, then closing the marble door before them. They did so. Amnesia then opened the marble door while the iron door was still closed.

The marble door opened into an empty round room, smooth as marble and soft white. The room was magically lit from an unseen source. A wide set of stairs rose in the center of the room and disappeared into the ceiling.

There was cheering.

The Mysterious Living Room
The doorway in which they entered was located in the middle of a round room. There was nothing but empty space behind the doorway. The stairs appeared to ascend towards outside edge of a circular tower. However, when they climbed the stairs they discovered that they were pointing towards the center of the next level. Either the second level was off-set from the lower level or the stairs magically changed direction.

The second level was more warmly decorated than the soft featureless white marble of the entrance.
There were rugs, a bed, an armchair, a desk, a well stocked library, and a standing wardrobe. Four magical globes drifted through the air. Each globe glowed with soft daylight and illuminated the room.

A desiccated corpse, naked safe for a threadbare pointed cap, lay slumped in a chair near the desk. A manuscript lay open on the desk, an old stylus was worn to a nub. The manuscript was filled with writing, legible and orderly at first, but degenerating to mad scribbles and doodles over time.

Marlin jumped at the chance to read the manuscript aloud!



I am a wizard. Nowhere in these notes have I written my name for I am confident you know who I am.
I am infatuated with force magic and residuum and most of my writings is on these subjects.
I had a plan to summon pure residuum from the astral plane but doing so would be dangerous. So I built my tower far from civilized lands in the Hool Marsh.
It was an old ruined keep that was unoccupied for at least three generations and it was built upon the ruins of an even older civilization.
I chose to build my tower here
My tower was made of gleaming white marble and stood out in stark contrast to the ruins around it at that time. The ruins were fairly recent, having resulted from a minor war some sixty years prior that swept the area of civilized occupants.
I was aware that wandering monsters and wandering adventurers would always remain a threat so I made the entrance to my tower quite difficult.
I explored the ruins thoroughly. I hid the entrance to my tower deep underground behind a secret door that itself in a secret room built by the long gone owners of the ruins.
Past that I installed a series of traps that I could bypass with the correct command word, which I obviously won't write down for some fool to find, but were otherwise quite deadly
I also installed a backup procedure by leaving behind a set of spare keys should I ever need them. But they were hidden and protected by skeletons in an ancient tomb that the keep's builders had inadvertently excavated.
I told no one about these keys except this journal so no one would think to look for them.
All in all the tower was extremely well protected. The simple fact that there were no ground level entrances deterred most wandering monsters.
I was aware of the few adventures and marauding orcs that tried to get in because I would find their rotting bodies impaled on my spiked traps or dissolved in my acid pits whenever I left for a few months to get supplies but no one ever made it to the tower itself.
My next step was to create a summoning stone, my masterpiece.
The summoning stone would draw residuum from the depths of space like a powerful magical magnet . The residuum would fall from the sky crashing to earth. I had no way of catching the residuum so I decided to protect my tower and my magical magnet behind a powerful magical wall of force.
The wall of force would be impenetrable. No physical force, no energy, no ethereal being could penetrate the wall. It would be my masterpiece
I would be completely defended from any astronomical impact.
Researching and devising such a spell was a great joy for me. For almost a decade I labored in my tower studying ways to modify and embower a basic wall of force spell.
I needed a permanent version large enough to encase the entire tower and also block the falling stones from the sky.
I also needed a way to control it, turning it on and off
Eventually I devised a spell that would do the trick. I also spent a fortune building a wondrous item to control the spell - a magically enchanted lever.
That lever was placed at the entrance to my tower and I could use it to turn the force wall on and lock myself in the tower
When I wanted to leave I would simply pull the lever and drop the wall of force and secure the traps during my short absence to make sure no one else locked themselves in while I was gone.
I prepared all my materials and readied the lever and began the enchantment process on top of my tower. Over the many days I labored and enchanted until the final words were spoken and my hair stood on end as I felt the massive force wall surge into place.
My tower was completely encased.
I activated my powerful residuum attractor. Now all I had to do was wait for the residuum to fall from the sky.
Triumphantly I went downstairs to test my lever and there I discovered my fatal error.
The lever which was on the wall of the corridor leading into the tower was outside the force wall!
I had made the force wall just a few inches too small!
There was no way for me to turn off the force wall! It was permanent and invulnerable and blocked teleportation and all other spells including mage hand!
I couldn't get to the lever that would turn off my force field!
I'd trapped myself for eternity!
So I will live on trapped in my prison. Eventually I will go made die of old age or commit suicide, we shall see.
Maybe I will find a way out.
(at this point the manuscript degenerates from desperate calculations and theories into unhinged fragments as the wizard slowly goes insane over time)

DM Note-
Marlin's player read my printed manuscript out loud. He did an amazing job reading in the voice of the desperate wizard. He did such a good job that I told him to level up right then and there! 

Afterwards, Marlin investigated the rest of the room. The bookshelf spoke to him as he approached, "What boom would you like?" It was a magical library that produced books as requested, sending them flying to the air to gently land on the desk open to the requested information.

The wardrobe had a dial like a timer set in its centerpiece. The interior was empty save for a few hangers. Marlin put his dirty bloody boots into the wardrobe and set the dial to the beginning. It began counting down seconds. After ten minutes it counted down to zero and went "ding!". Marlin opened the door to a gentle waft of steam and his boots were clean and like new. Everyone took turns cleaning their dirty clothes.

Another set of stairs led to the next level.

The Mysterious Twins
The third level was an experimental laboratory of some kind. There were three large force cages and a control box with three levers. The force cage on the left side of the room contained a female human with long brown hair. She had the desperate look of a prisoner longing for freedom. The force cage contained her exact twin. The third force cage completely enclosed the set of stairs that led to the next higher level.

“Oh, thank goodness you’ve come! Please free me! My name is Farrah! I'm a dryad. I’ve been trapped here for centuries!”

“Don’t listen to her! She’s evil! My name is Mona! Free me and I’ll tell you how to escape!”

Farrah continued, “Please save me! You don’t know what it’s been like in this tower with this – this – this fiend for all these years!”

Mona interrupted, “She’s lying! She’ll lead you to a trap! Let me free!”

Farrah pointed at the control panel with the three levers, “See the control panel? Push the far left
button. It will free me. I will reward you if you free me!”

Mona became agitated “NO! Don’t listen to her! She’ll trap you! Push the middle button. All the others are traps!”

Farrah scolded Mona, “No, they’re not traps! The right button lifts the cage on the stairs, and the left button frees me. You can pass up the stairs if you’d like. But please, free me first!”

Mona desperately begged the party, “Don’t fall for it! She’s evil! Only the middle button isn’t a trap"

After some additional interrogation, Farrah told them that she was a dryad and that Mona was a quasit, a type of demon, who had shape changed into her duplicate to trick them. Mona called Farrah a liar and claimed that she was the dryad and that Farrah was the quasit.

Auric rolled his eyes, "This is one of those 'One can tell only the truth, the other can only lie' situations."

Annor stepped in between the two cells. He looked over his shoulders towards the others, "I got it. Watch this." He turned back towards the cells and whispered, "(quasit say what?)"

Both Mona and Farrah looked confused, "I'm sorry, could you say that again? Did you say 'quasit say what?"

"Yeah, I couldn't quite hear that. What were you whispering?"

Alot Aname approached Farrah and asked her politely, "Farrah, which one of you is more beautiful?"

Farrah replied, "Well, we're identical now, so neither. But when she returns to her true form, she's a hideous demon."

"Mona, same question."

Mona became agitated, "Don't listen to that hag! I'm obviously more beautiful! I'll do whatever you want. I mean it. ANYTHING! Please set me free!"

Alot walked over and pulled the lever on the far left, freeing Farrah, then pulled the lever on the right, releasing the stairs. Mona remained incarcerated in her magical cell.

"What? Seriously!" Mona became angry and released her human guise, once more looking like a twisted demon with horns, claws, and a long thick tail. "This is an outrage! Set me free now! Set me free or I will roast you alive! I will eat you and your entire family!"

Farrah thanked the party and told them that she would return to this spot at dawn the next day with a reward. She then disappeared into thin air!

Mona's angry insults and threats faded as they ascended to the fourth level.

The Mysterious Workshop
The next level was a workshop of sorts. There was a table or workbench with old smashed magical apparatuses, books, measuring devices, etc. Most of them had been destroyed out of frustration. In the middle of the room were two boxes made of magical force. There was a doorway within each portal and a doorway nearby outside each portal. Additionally, there were three doors set in the curved wall of the room.

Aella looked around and mentally estimated the height of the ceiling, "If I'm not mistaken, this should be ground level."

Marlin set about carefully searching the wall opposite the doors for any hidden doors or closets. Meanwhile, Amnesia opened the door in front of a force cage. The doorway magically led to the interior of the force cage. Amnesia walked in and walked out again. Auric watched on while he rested, "What's the point of that?"

Marlin paused in his search and said, "His manuscript said he was doing experiments on dimensional doors inside force cages. He learned he could put a force cage around an existing dimension door but couldn't create a dimension door that would lead outside the force cage protecting this tower."

Aella opened the doors along the wall. The first door opened to an entry foyer like the one at the bottom of the tower. Amnesia volunteered to go through the door. She ran back upstairs, past Mona, and verified it led to the bottom of the tower.

The second door revealed a room full of large rocks. The rocks immediately came to life and began to push their way out of the door. Aella, with Auric's help, quickly shoved the door closed against the weight of the rocks.

"Let's keep that one closed." quipped Auric.

The third door led to an empty closet.

Once they were done, they party looked around the room and scratched their heads. Auric was a bit disappointed, "Is that it? Where's that magical engine thing? There's got to be something else?"

It had been an hour and Marlin had successfully searched half the round tower. He continued along the other half and soon found a concealed door, "A-ha!"

They readied themselves for battle and Annor opened the door.

The Mysterious Genie
Beyond the concealed door was another round room, though this room had an eighty foot ceiling. Along the wall of the room was piled innumerable gold, silver, and platinum coins, gems, treasures, and artifacts. Hovering in mid-air about thirty feet up was a large mechanical device resembling an orrery. A globe of what appeared to be liquid lead was surrounded by multiple spinning wheels, each connected by armatures to smaller globes and smaller spinning wheels, each spinning slowly and all orbiting the larger globe.

Beneath the device, standing in the center of the room, was a short overweight man with pointed ears and jet black skin. He wore a white turban, a red vest, and white loose-fitting pants with a red sash tied around his waist. On his feet were silken slippers with pointed toes.

"Greetings! Welcome to the vault! My name is Mister Popo! How may I help you?"

DM Note-
Marlin's player said to me, "You just make all your genies Mister Popo because you like your Mister Popo mini and you like talking like him!"

I replied, "Lies and slander! I'll have none of it! But yes, obviously."

The party learned that Mister Popo was bound by oath to guard the treasure. He would prevent them from stealing even the tiniest coin. He was a pleasant fellow and said he'd regret doing so, because they seemed so nice and he hated to be rude, but if they tried to take anything from this room, he would end them horribly. He smiled.

The party spent the next half hour interrogating Mister Popo about the nature of the tower, the conditions of his imprisonment, and the extent of his capabilities. Mister Popo did his best to answer the questions. He even offered and provided complimentary treats, snacks, and later dinner, beer, wine, and tea. He never stopped smiling and never stopped being pleasant but he always reminded them of the threat he posed should they attempt to test him.

The party discussed their options. They suspected they could never defeat Mister Popo and they would feel bad even if they did. He was just so nice.

On one hand, the tower would make a perfect base of operations or hideout. The downsides being:

  1. the tower was no longer hidden or protected by the force barrier. Treasure hunters would come knocking.
  2. the magical attraction engine was still working, drawing shards of mana from the astral plane. Eventually a shard would strike the tower and destroy it - exactly the scenario for which the wizard created the force barrier.
  3. sleeping in the tower while the engine was working would likely eventually cause them to develop magical mutations!
  4. Without knowing the secret phrase to disable all the traps, getting into and out of the tower would prove difficult. It really needed a ground-level entrance.

However, if the tower WAS hit by a shard from space, it would destroy the vault and free Mister Popo and they could maybe recover some of the treasure. But there was no way of knowing when that would happen.

Ultimately, the party decided to leave Mister Popo alone and left the vault taking nothing. Everyone stood in the workshop looking at each other. There was no climactic battle. There was no enemy defeated and no glorious treasure won. All they got was a tower that was more trouble than it seemed to be worth.

Auric sighed heavily and shrugged.

To Be Continued...
Next week - a smugglers' rendezvous in the swamp. 

DM Note-
The genie guarding the treasure at the end of the Mysterious Tower is a CR 11 monster in 5e. Even in the original module it was not meant to be fought and defeated. Which leads to a very anti-climactic scene at the end of the module. You don't get to fight a boss, you don't get to take its stuff. 

My players spent maybe 30-45 minutes questioning the genie hoping to find some loophole to free it so they could get the treasure. They wouldn't get the hint that there was no loophole. I eventually just had to tell them, "There is no loophole! Quit trying to find one! The only way to release him from this oath is to kill the genie! Your decision is to fight it or leave."

The players were very unsatisfied by this ending. I was very unsatisfied by their dissatisfaction. In retrospect, I should have replaced the genie with an actual guardian boss monster of appropriate CL and level appropriate treasure.  

I have an idea how I might make it up to them next week and make this right. 

Friday, September 6, 2019

The Mysterious Fields of Force - Ghosts of Saltmarsh, Chapter 9


Their rest completed and having exhausted all avenues apparent to them, the party retraced their steps to the stairs where they descended. They reluctantly and cautiously explored the corridor that reeked of urine and decay.

They entered into a large room that once contained barred holding cells along the left and right walls. The barred doors to each cell were open. There was a heap of partially eaten creatures piled in one corner of the room. A large monstrosity with three stumpy legs, two long tentacles, and a single eye stalk terminating in three beady red eyes. It took notice of the party's entrance and opened a wide disgusting mouth full of half-eaten carrion and sharp teeth, hissing its displeasure!





CHAPTER 9
"THE MYSTERIOUS FIELDS OF FORCE"
The A-Team:
  • Avastana "Aella" Kádár - Neutral, Half-Elf  Outlander and Sorceress from Ket. (Absent)
  • Annor Whalerson - Neutral Good, Human Marine and Fighter from Saltmarsh. 
  • Marlin Whalerson - Neutral Good,  Human Seeker and Rogue.
  • Auric Ravenson - Neutral Good, Human (?) Shipwright and Cleric.
With special guest star...
  • "Amnesia" - Human (?) Amnesiac Rogue.


THE OTYUGH


Marlin stepped forward and attempted to communicate with the strange creature, assuring it the party meant it no harm and requesting safe passage through the door behind it. The creature, known as an otyugh, responded by telepathically transmitting images of the party turning and leaving safely followed by images of the party trying to move to the door only to be horribly killed and eaten by the otyugh. Marlin once again tried to negotiate with the otyugh but its response was only more urgent. The otyugh's message was clear - it would not allow the party to pass.




Unable to come to an agreement, Marlin told his brother Annor to do his thing.

Annor grinned, hefted his claymore, and charged the scabrous beast!





The otyugh was surrounded by half-eaten carcasses and body parts which provided difficult footing. Annor slashed at the creature only to be picked up by one of its tentacles! The otyugh bit into Annor, delivering a poison that rendered Annor immobile! The otyugh proceeded to slam Annor into the wall, the floor, and the ceiling!

Marlin and Amnesia moved to flank the otyugh. Marlin was grabbed by the beasts other tentacle and likewise bitten! The otyugh repeatedly slammed both brothers against every hard surface. Amnesia and Auric were ultimately able to destroy the creature.

After the battle, it was obvious that Annor was not feeling well. The poison was still coursing through his body. Auric gave Annor an antitoxin but discovered that the elixir was preventative and was useless. He then offered a prayer to the Raven King to restore Annor's health. Auric's prayers were heard and Annor immediately felt better.

DM Note-I don't think we've had a good otyugh encounter in 5e before now but this was great! It was challenging and the players were really starting to sweat!

The party fighter got grappled then bitten. The follow-up slam attacks are bad news! The first slam stuns the fighter! Because he was stunned, he automatically failed Strength checks and couldn't escape the grapple! So he was slammed again each subsequent turn and kept failing his Constitution saving throws and taking 2d6 +3 damage per round!

When Marlin was grappled, there was a collective gasp of "Oh shit!" but they were able to pull it out in the end.

AMNESIA SCOUTS AHEAD

The door behind the otyugh was barely on its hinges and nearly fell over when opened. The room beyond was filled with debris from two rough tunnels dug into the earth - one to the left and one to the right. Each tunnel was large enough for a bear to crawl through.

Amnesia told the others to wait while she scouted ahead. She stealthily crawled through the tunnel to the right. After about thirty feet, she found a den occupied by a large bear-like creature called an owlbear covered in feathers. The creature was grossly overweight and almost egg-shaped. It was sleeping and snoring.

DM Note-
"(inhale) hoot-oot-oot-oot-oot!"

Worried that she alone could not kill such a large creature even while it slept, she retreated and rejoined the others. The party decided to return to the nearby armory to rest a few hours and regain their strength.

Marlin set up a noise-making trap outside the armory to alert the party of potential intruders. It was activated on two separate occasions but nothing tried to enter the armory itself. As they rested, Marlin's lantern ran out of oil. The only light in the subterranean chamber came from the faintly glowing crystals of the magical residue encrusting the walls. It was not enough to see by but one could just make out the dim outlines of the walls and the silhouettes of the others in the room.

DM Note-
I had each character make a DC 13 Constitution saving throw at the end of the long rest to see if they had received any mutations from prolonged exposure to the magical aura generated by the tower's force field. No one failed their saves so no mutations were had.

THE OWLBEARS
The party, now rested, decided to exit the armory and re-enter the chamber of the otyugh. Amnesia once more scouted ahead to the den of the sleeping owlbear. It was gone.

The party decided to travel as a group down the excavated tunnel to the left. Marlin was out of lantern oil and the party decided to keep their torches for emergencies. Auric prayed for light and caused an arrow to become illuminated. Marlin carried the arrow in the darkness.

After a few dozen feet they emerged into a dark chamber. Marlin threw the glowing arrow into the center of the room. The sudden illumination revealed that the chamber was occupied by three adult owlbears!



Each owlbear was strangely mutated by exposure to the magical aura. One owlbear had segmented eyestalks. The other had strangely scintillating feathers that changed colors to match the magical crystal residue. Finally there was the grossly overweight owlbear who drooled from his misshapen beak.

The owlbear with eyestalks and the owlbear with scintillating feathers rushed the entrance to engage with the intruders. A fierce battle ensued. The owlbear with eyestalks was the first to fall. To everyone's surprise, the owlbear's wounds slowly healed and it got back up off the ground to rejoin the fight! This continued - the owlbear would fall to an injury, heal, and get back up again - for several minutes!

The owlbear with the scintillating feathers was the second to fall, though its position was quickly replaced by the overweight owlbear. To Marlin's surprise, his deadly sneak attacks proved ineffective against the owlbear's ponderous bulk. Soon it, too, fell before Annor's mighty steel.

This left only the regenerating owlbear with eyestalks. Auric suggested that fire might be needed to kill it, but no one had any! Amnesia quickly drew a torch and a firestarter. She lit the torch and used it to strike the regenerating owlbear. This time the creature remained dead!


THE NURSERYThe A-Team pushed forward, following the owlbear tunnels deeper into the earth. The tunnel opened into another den. This den consisted of a large owlbear matron guarding two small owlbear chick-cubs (chubs? chublets?).

The party decided to give the matron a wide berth and continued on. Since they made no threatening gesture towards the hatchlings, the matron allowed them to pass unmolested.

They soon came across another excavated den. This time one wall of the den consisted of the edge of the cloaking force field they encountered above-ground. The force field seemed to extend well below ground. Additionally, this close to the field they could see the other side. Within the field was a few inches of dirt and exposed sections of an underground structure - not only the force field but the tower itself extended below ground!

The den was a dead end, however, which revealed no underground entrance into the tower so they retraced their steps past the owlbear matron and into the room with the two tunnels.

Assuming there had to be a secret door in this room, Marlin examined every inch of wall. Indeed he found a concealed door revealing a hidden torture chamber. The torture chamber had not been used in decades. Within the iron maiden they found another secret door revealing a set of stairs descending further down.

THE FORCE FIELD ACID TRAPThe spirals stairs descended into a thirty foot wide by fifty foot long room. The room was divided into four sections by three shimmering transparent force fields. On the right wall before the first field was a lever in the up position. On the left wall in between the first and second fields was a second lever in the up position. A third lever was on the right wall between the second and third fields, and a fourth lever was on the left wall after the third force field. There was an exit on the far wall.


Marlin used a magical cantrip to remotely trip the first lever. The first force field disappeared.

Marlin used the same cantrip to remotely trip the second lever. The first force field reappeared and a caustic liquid sprayed from hidden spigots in the ceiling between the first and second force fields. They watched for a while as the liquid began to fill up. They waited a little more hoping to see when the liquid drained but it never did.

Eventually Marlin remotely tripped the third lever and the second force field disappeared. The caustic liquid spilled into the third area and continued to fill from the nozzles in the ceiling.

The fourth lever was beyond the range of Marlin's cantrip.

Marlin pushed the first lever back up but nothing happened. He remotely pulled it back down and the first force field disappeared, allowing the accumulated liquid to fill into the first section of the room. Everyone quickly backed up onto the stairs to avoid the dark foul-smelling vaporous liquid.

Pushing the second lever back up did nothing. Pulling it down reactivated the first field again but deactivated the second. Pushing the third lever back up did nothing. Pulling it down deactivated the second field again.

The members of the A-Team were at a loss. Nothing they could do could deactivate the third force field or drain the caustic liquid.

Marlin scanned the walls intensely and found a discolored stone on the right wall in between the first and second force fields. By this time the room was filled with at least three feet of caustic liquid.

Auric sprouted two ethereal raven wings from his back and flew over to the wall. He pressed on the discolored stone and all three force fields disappeared. The liquid spilled into the entire room and out the exit on the far side. It eventually stopped spreading at about one foot deep.

After some discussion a plan evolved. Auric flew across carrying Amnesia.

Annor told Marlin to climb on his back so he could carry him. Marlin said, "Okay, agreed. Ready?"

Annor said, "Ready" and turned around to allow Marlin to climb onto his back.

Marlin took off running through the caustic liquid, splashing as he fled. He got thirty feet and swooned. He fell unconscious into the steaming fluid.

Annor rolled his eyes and sighed. He ran through the burning liquid, picked up his unconscious brother, and continued. He eventually joined Amnesia and Auric in the sloped corridor on the other side.

Auric revived Marlin and the party continued.

THE SKELETON KEYSThe corridor curved around to the right before abruptly making a sharp angle to the left, before opening into a strange cylindrical room with a curved wall on the far end. A circle in the floor in the far end of the room showed four small equidistant finger-sized holes. The exit to the room was another shimmering field of magical force.

Marlin examined the holes and deduced that they were key holes.

After much consideration, Amnesia finally shouted, "The skeleton fingers!"

Auric suddenly remembered the key-shaped fingers found on the skeletons in the flying sarcophagi room. The party produced the keys and simultaneously entered them into each hole.

Simultaneously turning each key deactivated the force field and the party continued into the corridor beyond.

YOU CANNOT BREATHEThe party was presented with a room with two doors - one to the left and one to the right - both covered in intimidating arcane sigils. A quick examination by Marlin proved the sigils to be fancy looking gobbledygook with no actual magic. They chose the door to the right. Marlin could find no traps on the door so Annor confidently strode inside.

There was a short corridor that turned left. Annor turned the corner and entered a small twenty foot by twenty foot room. A large smiling mouth was carved in the far wall. There was no exits.

Before Marlin could join him, a heavy iron door slid from the ceiling at the entrance to the room, sealing Annor within.

The mouth on the wall magically came to life. As it spoke the phrase, "You cannot breathe!" it exhaled a colorless odorless gas. Annor began coughing and suffocating. He fell to the floor, unable to inhale.

The heavy door would not budge. There was no special mechanism or hinge, it was just a four hundred pound metal door! Marlin called Amnesia forward to help and both of them did their best to lift the door.

With great effort and the help of a crowbar they were successful in raising the iron door high enough for Auric to reach in and grab Annor. Auric pulled the warrior safely out of the room and the others let the door slam back closed.

Annor was saved but felt weakened. He thanked the others and continued.

THE LONG CORRIDORAnnor, Marlin, Amnesia, and Auric took the left door. It opened into a corridor that turned immediately left and then down a long corridor that disappeared into the darkness. Auric caused one of Marlin's arrows to glow and Marlin launched the arrow down the corridor, revealing an eventual sharp left turn a hundred feet away.


Marlin used a magical cantrip to remotely animate his crowbar. He sent it ahead of the group, striking the floor hoping to trigger any pit traps. In addition, he moved slowly, carefully pressing his weight on one foot with each step while preparing for a sudden drop.

Just over halfway down the corridor was a section of the floor that was obviously discolored. Marlin chuckled at the almost amateurish pit trap but the obviousness triggered further paranoia.

As expected, the obvious pit trap gave way beneath the crowbar revealing a twenty foot deep pit trap lined with sharpened spikes.

Trusting his instincts, he continued tapping the floor on the other side. This time he found another better concealed pit trap just beyond the first. He informed the others to keep their eyes peeled. Whoever designed these traps was trying to be clever.

Made aware of the pits, the party tied themselves together with rope and were able to clear each of the traps with a running jump.

The corridor turned left and continued into the darkness, surpassing even the range of a glowing arrow.

Marlin spotted another obvious trap, but he was wise to cleverness of the designer. He anticipated a better hidden trap BEFORE the obvious one. He was right. Once again made aware of the traps the party easily jumped over them.

The rest of the corridor proceeded uneventfully for almost two hundred feet. Marlin continued his careful inspection of each step in front of him but found no traps.

However, Marlin's paranoia was rewarded when he found another hidden trap a few dozen feet before the corridor turned left again. This time there was no obvious sign. Annor thanked Marlin and leaped over. Marlin cried out for Annor to stop but was too late. Annor continued walking to the bend in the corridor and stepped on a second well-hidden trap. Annor fell through the false floor but was caught by the rope connecting him to the rest of they party. Marlin, Amnesia, and Auric were able to brace themselves as the rope went taut and Annor slammed into the wall of the pit, dangling over the spikes below him. Annor pulled himself up and apologized to the others.

The party managed to clear this third set of pit traps and turned left. The corridor continued for a hundred feet and turned left again. A soft blue glow emanated from around the corner ahead.

"Where ARE we?" mused Annor.

"I HATE Wizard Dungeons!" complained Auric.

THE LOCKED CHEST
Beyond the corner was a rectangular room with soft rounded corners. There was a metal door on the opposite wall covered in arcane sigils, this time for real.






In the center of the room was an iron chest likewise covered in similarly arcane sigils. There was no keyhole and no lock for Marlin to pick. Annor stepped forward and opened the lid to the chest. A small fireball burst from the chest, singeing Annor as he shielded his face with his arm.

Inside the chest was a simple iron key.


THE MYSTERIOUS LEVERThe key opened the door on the far wall. Beyond was a seventy foot corridor that ended in the shimmering force field. A silver band was inset in the floor, walls, and ceiling of the corridor about twenty feet down the corridor. Set in the wall of the corridor mere three inches outside the force field was a lever. Another silver band was set in the floor, ceiling, and walls just outside the lever.

By all accounts, it appeared that the lever was designed to be within the force field but - for whatever reason - was not.

Auric pulled the lever down. The force field disappeared, revealing an ornate marble door.

Marlin opened the door.


To be Continued...

Thursday, August 29, 2019

The Mysterious Tower - Ghosts of Saltmarsh, Chapter 8


Annor shook his head to clear his senses. He was standing on the bank of the Dunwater river outside the Lizard-folk stronghold next to a smashed rowboat. He was with the rest of "A-Team" but he had no idea how he got here.

"What's going on? What's happening?" He asked.

His brother, Marlin, told him, "You've been infected with brain jellies for the past three days. You're better now."

Annor said, "Brother, the last thing I remember was entering the Lizard-folk stronghold and meeting Princess Orthokent."

"We worked it out, brother. Turns out they weren't invading Saltmarsh. They were kicked out of their permanent home by the Sahuagin. This is a temporary home until they can retake their original home. We made friends and negotiated an alliance with Saltmarsh."

Auric proudly proclaimed, "Yeah! We were inducted into the tribe. We got lizard-man names and everything!"

Marlin confirmed, "Yep."

Aella was likewise confused, "Hold on, Me too. The last thing I remember was fighting a giant crocodile."

Marlin said, "Yep, that was Thousand Teeth. That's what cemented our place with the tribe. We're going to help each other fight the Sahuagin."

Annor thought about this information, "So what are we doing now?"

Auric looked at Marlin accusingly, "Go ahead! Tell him!"

Marlin cleared his throat and took a breath, "Okay, listen. I have to tell you something, brother."

Auric blurted, "We're on a secret mission from the Thieves' Guild!"





CHAPTER 8
"THE MYSTERIOUS TOWER"
The A-Team:
  • Avastana "Aella" Kádár - Neutral, Half-Elf  Outlander and Sorceress from Ket. (Absent)
  • Annor Whalerson - Neutral Good, Human Marine and Fighter from Saltmarsh. (Absent)
  • Marlin Whalerson - Neutral Good,  Human Seeker and Rogue.
  • Auric Ravenson - Neutral Good, Human (?) Shipwright and Cleric.
With special guest star...
  • "Amnesia" - Human (?) Amnesiac Rogue. 



Marlin Comes Clean
Annor blanched, "We're on a WHAT?"

Marlin held out his hands defensively, "We're not! Okay, we kind of are. Listen. Right. Okay, first of all, there's no thieves' guild in Saltmarsh. It's much too small. The Organization is for smuggling."

"What's the difference?" Annor demanded.

Amnesia interrupted, "Were you not aware that there's a lot of smuggling going on in Saltmarsh? I was only there a week and I've already met a sailor who explained how it all worked. It's like the worst kept secret. Everybody knows and nobody cares. They're not stealing from anyone. They're just not paying taxes on imports and exports."

Annor pointed his finger accusingly at Amnesia, "Those taxes belong to the crown! It helps fund the navy and build roads!"

Amnesia said, "Well, Saltmarsh isn't seeing any of that, is it? I'm just saying, it's not hurting anyone."

Annor said, "Those taxes pay for the town guard!"

Amnesia retorted, "No they don't! Where do you think the town guard get most of their income? From bribes and kick-backs from the smugglers to look the other way!"

Marlin jumped back in, "ANYWAY, I joined the Organization but, brother I'm telling you, it's all a ruse. I just want to gather information."

"Was that what all that secret devil worship ritual was all about?"

Marlin was confused, "The WHAT? Oh, the initiation ritual. That wasn't devil worship!"

Auric coolly interjected, "Tell him about the mission."

"Mission?" inquired Annor.

"Right, so we're going up the Dunwater river to pick up an item from some people and take it back to Gellan Primewater."

"Is this legal, brother?" demanded Annor.

"Well, probably not. I have no idea what we're picking up. But I know we're not supposed to let the town guard see it. Anyway, brother, I'm telling you all of this so that you know why I had to steal your Bag of Holding."

"My WHAT?"

DM Note-
The conversation at the table pretty much happened word for word like the above. It was great role-playing and I loved it. I especially appreciated how the player characters are falling into the same two camps as the town council. Annor is a loyalist. Amnesia and Marlin are Traditionalists. Aella was pretty neutral. Auric was mostly neutral. He didn't like paying taxes to the king but he didn't like working for an illegal organized crime syndicate either. 

After a While, Crocodiles! 
The A-Team followed the left bank of the Dunwater river north. There was no path and the bank was muddy and wet. Much of the land was likewise muddy and covered in grass and reeds as tall as a man with the occasional copse of small trees. They crossed many small tributary streams that were easily forded.

On the banks of one such stream they encountered three adult crocodiles and one juvenile. There was no way to avoid them. The crocodiles spotted them and slipped into the water and swam towards the party.




Annor dashed across the stream to attack a nearby crocodile on a small island. He was quickly attacked by one of its companions. Marlin disappeared into the tall grass while Amnesia engaged the juvenile. The juvenile managed to bite onto Amnesia's arm but it was too small to pull her down. Instead, it simply clamped on and wouldn't let go. It was small enough Amnesia could lift it with one arm.


Another adult bit at Amnesia but Marlin emerged from hiding to stab it with his short swords. Amnesia attacked it with her rapier while Marlin disengaged behind Aella the sorceress.

Soon all the crocodiles were defeated. Amnesia managed to capture the juvenile alive. She tied a rope around it to immobilize it and took the squirming reptile with her as they continued up the river.


Search for the Tower
Two hours into their journey upriver, the party encountered the lizard-folk and human skulls impaled onto poles that served as a warning that they were entering the domain of Thousand Teeth. Marlin told the others to keep their eyes peeled for a ruined tower. When asked why, Auric exclaimed, "Oh, didn't he tell you? That's our OTHER mission! His wizard friends wants us to find some magic crystals!"

Marlin explained that they had removed a mutagenic magic crystal from the throat of Thousand Teeth which had driven the beast mad. Marlin said that when he returned the crystal to his mentor,  Keledek the Illusionist, Keledek told him a story about an ancient tower that was home to some alchemists. The alchemists were conducting some experiments on a big magic crystal. The experiment failed and the crystal exploded, destroying the tower and sending ten crystal shards in every direction. If we found the ruined tower, we could explore the surrounding land looking for the ten shards. Keledek offered to pay us 300 gold coins per shard we recovered.

Annor reluctantly agreed to this plan. He was becoming increasingly wary of Marlin's "mentors".

Amnesia offered to scout ahead in case she encountered any hostile monsters, they could avoid them.

Auric asked, "why don't you just fly up and look around?"

Amnesia answered, "Wait, what? Because I can't fly! Did you think I could fly?"

Auric looked confused, "You can't? Can't all humans fly?"

There was a moment of bewildered silence before everyone answered in unison, "No!"

Amnesia pressed, "Can YOU?"

Auric wrinkled his face a bit, "Well, yes. I assumed everyone could. I just sprout my wings and take off."

Amnesia was taken aback, "You have WINGS?"

Auric explained, sort of, "Well, not all the time. I honestly thought everyone did! This is very confusing!"

"What ARE you?" pondered Amnesia.



Auric shrugged, "I'm a servant of Tristan, sent to this world to spread his message. I was given the form of a human. I had wings, so I assumed everyone did. Weird."

Amnesia considered Auric with cautious suspicion, "Okay then, I've changed my mind. Let Auric fly."

Auric sprouted celestial raven wings from his shoulder blades and took flight. He immediately spotted the overgrown ruins of an ancient keep on a nearby low hill about four miles west of the river.

DM Note-
I laid it out like this - they would need to make Intelligence (Perception) ability checks vs. DV 20 for each hour spent searching a 7500 yard hex on the map. It was currently around 10am. I would also roll for random encounters for each hour spent searching. Amnesia offered to scout ahead stealthily in order to avoid random encounters. I told her it would take two hours to scout a hex in that case and she couldn't get help on the roll from the others. She opted to stick with the party instead so she could get Advantage on the roll from the others helping. Then Auric busted out his wings and spotted the ruins in the distance. 

The Ruined Keep
The party found the ruins of an ancient keep on the top of a low hill about four miles from the Dunwater river. There was no tower. The walls of the decrepit keep formed a rectangle with crumbling bastions at each corner and a gatehouse on one end. Twisted trees grew in one corner of the compound. Long tendrils of black moss hung from the branches. The trees appeared to be slowly undulating despite there being no wind. The trees were black but slowly, almost imperceptibly, changed hue through green, purple, red, and pink on the tips. They had seen the trees near Thousand Teeth's lair exhibit the same behavior.

The party could sense a strange subsonic hum from an invisible energy that permeated the place.

There was a breach in the north edge of the east wall. The party avoided the gatehouse and scrambled over the rubble of the collapsed wall.  The center of the courtyard was barren, devoid of any structure or ruin.

Annor complained, "There's no tower."

Aella said, "What are you talking about? What's that big blurry thing?"

Annor was confused, "The WHAT?"


Marlin confirmed, "I see it! You have to turn your head. You can't see it if you look at it. You have to look out of the corner of your eye!"

There was a tower, but it was invisible! In fact, it was sheathed in some kind of magical field that made it difficult to look at or perceive. Once they were told what to look for, everyone was able to perceive the PRESENCE of the tower, even if they couldn't confirm it directly.

They approached the tower but found that the magical energy that shielded it from view also prevented anyone from approaching too close. It was like a magnetic field of repulsion.

"I thought you said this tower exploded." pointed out Annor.

"Well, maybe Keledek wasn't exactly correct on every detail." explained Marlin.

Auric interjected, "He's probably working on second- or third-hand stories. I mean, if the thing exploded, how would he know there were exactly ten shards? I'm thinking the tower is trapped behind some kind of magical force field. Maybe it didn't explode at all!"

"Good point" agreed Marlin, "He may have no actual idea what we're looking for. And, brother, you know what that means?"

"What?" asked Annor.

Marlin beamed, "Unexplored ruins, brother! That means LOOT! We should check it out!"

"For once, brother, I agree with you." admitted Annor.

There were several ruined structures within the walled compound. One was obviously a stable. One was a barracks. The structure nearest the party to the right was some kind of officer's quarters. Although the interior structures were ruined, it was still clear that the stonework and construction of the interior structures were relatively new, built within the last 150 years, while the walls and bastions were much older, perhaps thousands of years old.

Annor pointed at the officer's quarters, "Marlin, let's check it it out."

The pair entered the ruined structure - its roof had collapsed and most of the wood was rotten. Everything was covered in a fine coating of a crystalline crust that pulsated through the same black, green, purple, red, pink colors as the trees. The crust could be brushed off easily and crunched underfoot like old snow. Marlin soon found a trap door under some rubble. He pulled it open revealing a ladder descending into the darkness.

The Flying Sarcophagi
The ladder descended to a set of stone stairs that descended into darkness. Old footprints of dried mud indicated that these stairs hadn't been used in decades. The party descended the stairs.

They found a corridor which smelled of urine and decaying flesh. They decided to take a side passage to the left. They soon found a door which revealed a room. The room was once an armory but the weapons and armor were over a hundred years old. They were rotten or decrepit and of little value. They also found strange muddy footprints of an unknown creature with three stumpy legs the size of tree trunks. The mud was not very old.

They continued down a side passage. The passage led to a long corridor that passed through multiple archways. The stonework beyond each archway displayed progressively cruder and less sophisticated workmanship until they were traveling in  rough-hewn caves.

The end of the hallway was blocked by a ceiling collapse. They spent the better part of an hour clearing the debris which allowed them squeeze through to the other side.

They reached an ancient bronze door which they opened to reveal a square room, fifty feet on each side. There were four stone sarchophagi, each standing upright in a corner of the room. In front of the each sarcophagus were the loose bones of a former occupant clad in decrepit red robes. The remains appeared to have been dumped unceremoniously onto the ground. There was an open exit in the center of the right wall and an open exit in the center of the far wall.

In the center of the room was the statue of an old crone. The walls of the room were carved in relief images depicting mighty wizards and warriors kneeling before the poor and decrepit.

In front of the statue was the mortal remains of someone wearing armor and adventuring equipment. Whoever it was appeared to have died violently.

Marlin reassured his companions with a cocky lopsided grin, "Don't worry, I got this one."

Marlin got down on his hands and knees and crawled to the statue.

As soon as he crawled in front of the statue, the stone sarcophagi raised up into the air and began to spin around the room at high speed!

One slammed into Annor! The sarcophagi stopped spinning and took a position blocking the exits to the room. Aella and Amnesia were separated from the rest of the group in the hall. Annor swung his farcically long sword and smashed the sarcophagus to rubble. He glared at Marlin.

Marlin was confused, "I don't understand! I was sure the penitent man routine would do the trick." Marlin tried to turn the statue, push the statue, anything, but nothing stopped the flying sarcophagi. He was skilled at disarming mechanical traps but was helpless against magical traps like this.


Amnesia and Aella ran into the room with seconds to spare as another sarcophagus soon took the place of the one Annor destroyed.  The sarcophagus blocking the far exit moved aside leaving that exit clear. It soon became evident why - a throng of animated skeletal warriors carrying shields, spears, and scimitars of ancient manufacture came clattering up the hall. They poured into the room and engaged Marlin and Annor in hand-to-hand combat.

Skeletons
Auric stepped forward and held aloft the holy symbol of Tristin the Raven King, judge of the souls of the dead. He spoke loudly and defiantly, ordering the skeletons to wither before the holy power of  his god! Celestial ravens materialized and flew out into the room before disappearing. Over half of the skeletons cowered and fled through the far exit from which they entered.

The remaining skeletons were soon destroyed along with the animated sarcophagi.

Marlin examined the skeleton at the base of the statue and found a large steel shield, a short sword, some ruined adventuring equipment, and a piece of parchment preserved in a leather pouch.
The parchment had a drawing of a wooden practice sword and some notes:

"Humility is Power"
"Those who would kneel before the meek would see the meek kneel before them"
"With this blade should you lead the meek"
"Sword? Axe? (burn hole)"
"The legacy of Kni-(burn hole)"
"- was he truly corr-(burn hole)"
"The scrolls say he was, (burn hole) -ends don't"\
"Was his the sword of the meek (burn hole)"
"Finally found the tomb, tomorrow I enter"

The party also found sacks of coins in each corner of the room. Each sack contained, in turn, platinum coins, gold coins, more gold coins, and silver coins.

Auric warned the others, "My banishment won't last forever. Get ready, the skeletons will return in a moment."

The party positioned themselves around the far exit. On cue, the remaining skeletons came charging down the hall. The party was ready for them and they were soon destroyed. 


The party cautiously explored the passage from whence the skeletons emerged. They found only a room containing empty stone coffins with open lids. They returned to the statue room and proceeded down the remaining unexplored corridor.

The Trapped Statue
The corridor passed through a colonnade in a wide hall. Each of the pillars was carved to resemble an old blind crone supporting another crone on their back. At the end of the colonnade was a niche containing the bronze statue of a wizened old blind man with a staff.

Marlin once again asked everyone to stay back, "Okay, this time it will work for sure!"

Marlin got on his hands and knees and crawled towards the statue, carefully examining the floor beneath him as he did so. His sensitive fingers detected a loose floor tile in front of the statue - a pressure plate! He carefully activated the pressure plate. A large scything blade flashed over his head, shearing a few hairs as it did so! Marlin quickly inserted an iron spike into the scythe arm to prevent it from pulling back and resetting.

A moment later, the statue in the niche and the wall behind it began to descend into the floor, revealing a passage! 

The Cursed Wight
The short passage opened into a small burial vault containing a single sarcophagus on a raised platform. Greeting them in the doorway was the animated corpse of a warrior clad in bronze armor and wielding a wooden sword. The corpse was desiccated and black from age. It opened its toothless mouth and an eerie rasping voice hissed, "Finally! Now I am the master!"


The undead warrior clashed with Annor. To Annor's surprise, the strike of its blunt wooden sword cut like a sharpened metal blade!  The party soon destroyed the undead warrior and moved into the burial vault.

Marlin recognized the sword and the warrior from his knowledge of history. This was the legendary warrior Glorian the Humble who wielded a magical wooden sword. Glorian was a mythic hero from thousands of years ago, a holy warrior of Melchior - a forgotten god of the meek and the wretched. Suddenly the statues and carvings and rituals all made sense!

A quick examination of the burial vault revealed deep scratches in the door. The undead thing had been trapped in this vault for thousands of years, trying to get out!

The party was exhausted and needed a short rest. They retreated to the burial chamber of the skeletons to catch their breath.

Before they could even sit down, a massive spider the size of a horse crawled down the corridor from the sarcophagus room. The spider was large enough to block the entire corridor! It was quickly dispatched but not before biting Aella! Luckily, the venom of its fangs had little effect and the sorceress was able to shrug it off.

Having defeated the giant spider, the team was finally able to take a short rest.


While the others rested, Marlin performed a ritual to identify any magical artifacts they had found. The sword and shield from the sarcophagus room were both enchanted, as was the wooden sword of Glorian.

DM Note
In the original module, written for 3.0, Glorian's sword is +2 and did slashing damage despite looking like a wooden sword. For 5E, I changed it to a +1 sword bit gave the wielder the ability to do bludgeoning, slashing, or piercing damage at their discretion. 


Otyugh
Their rest completed and having exhausted all avenues apparent to them, the party retraced their steps to the stairs where they descended. They reluctantly and cautiously explored the corridor that reeked of urine and decay.

They entered into a large room that once contained barred holding cells along the left and right walls. The barred doors to each cell were open. There was a heap of partially eaten creatures piled in one corner of the room. A large monstrosity with three stumpy legs, two long tentacles, and a single eye stalk terminating in three beady red eyes. It took notice of the party's entrance and opened a wide disgusting mouth full of half-eaten carrion and sharp teeth, hissing its displeasure!

To be continued...

DM Comment
For this side adventure, I decided to use the Mysterious Tower by Goodman Games. It's written for 3.0 so I just have to update the monsters and traps to 5E and adjust the difficulty values by -5%. I'm also modifying the story to fit into the history of the Hool Marshes.