Lost Tower
A Test of Courage
Once the golden key is taken from the Red Lynel guarding the tower, it can be used on the elaborate lock sealing the front door. When the key and lock are joined, they glow briefly and then vanish with a satisfying click. A black key tattoo appears on the palm of the dominant hand of everyone who is considered to be in the group of whoever placed the key. Anyone who is added to the group after the tower is unlocked but before the tower is completed will have the keymark appear when they first approach the tower entrance. The tattoos fade away after a few seconds and only reappear when the Lost Tower is approached from the outside, and only by whomever is doing the approaching. Only those with the keymark may enter. PCs may leave the tower and return at any time, unless otherwise noted. If the players should leave and return to the Unicorn Tower gates after the Lost Tower has been unlocked but before it has been completed, they will find that the green circle on the right is now blinking. The other circles are unaffected. Once the tower has been completed, the green circle will remain lit.Floor Challenges
On each of the four lower floors is a Wraith mini-boss, and at one large painted portrait of that wraith. To proceed, the PCs must defeat the wraith and, once it's defeated, find its portrait which will, upon the wraith's destruction, burst into flames and drop the key to the next floor. Attacking the portrait directly does no damage and causes an energy ball of the wraith's color to be fired at the attacker. Energy balls can be volleyed with a successful STR or DEX check and a shield , sword, or axe (or any sturdy, paddle-like object). A failed volley counts as an automatic failed save for damage.- Green - 10
- Yellow - 14
- Red - 17
- Purple - 20
First Floor
The first wraith is green and will constantly try to run from the PCs but will be knocked down for a round when hit in mid air. Its portrait is in the large office on the left side of the map.- AC= 13
- HP= 50
- Spd= fly 30'
- STR= 6 (-2)
- DEX= 16 (+3)
- CON= 16 (+3)
- INT= 12 (+1)
- WIS= 14 (+2)
- CHA= 15 (+2)
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft., passive Perception 12
Challenge: - Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Green Energy Ball. Spell Attack: 150 feet. A bright streak flashes from the user's pointing finger to a point they choose within range and then blossoms with a low roar into an explosion of energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The energy spreads around corners.
Second Floor
The second wraith is yellow and armed with a ping pong paddle. It will constantly try to run from the PCs but will attack when it feels cornered. It will be knocked down for a round when hit in mid air. Its portrait is in the small office with one door on the right side of the map, in a room with another painting.- AC= 15
- HP= 70
- Spd= fly 30'
- STR= 6 (-2)
- DEX= 16 (+3)
- CON= 16 (+3)
- INT= 12 (+1)
- WIS= 14 (+2)
- CHA= 15 (+2)
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft., passive Perception 12
Challenge: - Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Yellow Energy Ball. Spell Attack: 150 feet. A bright streak flashes from the user's pointing finger to a point they choose within range and then blossoms with a low roar into an explosion of energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The energy spreads around corners.
Third Floor
The third wraith is red and armed with a badminton racket. It will try to attack the PCs first and then run when it senses an opening. It will be knocked down for a round when hit in mid air. Its portrait is in the large conference room near the bottom of the map. As an other hint towards the volley-able nature of the energy ball attacks, the third floor has two tennis courts.- AC= 17
- HP= 90
- Spd= fly 30'
- STR= 6 (-2)
- DEX= 16 (+3)
- CON= 16 (+3)
- INT= 12 (+1)
- WIS= 14 (+2)
- CHA= 15 (+2)
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft., passive Perception 12
Challenge: - Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Red Energy Ball. Spell Attack: 150 feet. A bright streak flashes from the user's pointing finger to a point they choose within range and then blossoms with a low roar into an explosion of energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The energy spreads around corners.
Fourth Floor
The fourth wraith is purple and armed with a tennis racket. It will only try to attack the PCs and will not flee. It will be knocked down for a round when hit in mid air. Its portrait is in the large empty room on the bottom right side of the map.- AC= 18
- HP= 110
- Spd= fly 30'
- STR= 6 (-2)
- DEX= 16 (+3)
- CON= 16 (+3)
- INT= 12 (+1)
- WIS= 14 (+2)
- CHA= 15 (+2)
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft., passive Perception 12
Challenge: - Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Purple Energy Ball. Spell Attack: 150 feet. A bright streak flashes from the user's pointing finger to a point they choose within range and then blossoms with a low roar into an explosion of energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The energy spreads around corners.
Fifth Floor
The fifth floor does not have any enemies. Instead, it is a large, circular chamber which has two doors on opposite sides, a large treasure chest, and a large staircase leading up to the fifth, and final floor. The doors and chest are all locked with identical, large padlocks and chains, similar to the one that secured the entrance to the tower. Investigation of the room shows that the locks are all magically protected against picking and that based on the size of the room the two doors should lead to the exterior of the tower, most likely leading to the top of the wall.Sixth Floor
The sixth floor consists of only a large, wide hallway surrounding a large octagonal room with a high ceiling (20'). On each wall is a portrait of the Unicorn Wizard himself, but otherwise the room is empty. As the players enter the room, it is suddenly lit by a sickly green light with no discernable source and the images of the wizard fade from the portraits and a shadowy phantom version of him floats in the center of the room, wielding a wide claymore.- AC= 20 (in air) 15 (prone)
- HP= 150
- Spd= fly 50'
- STR= 8 (+2)
- DEX= 18 (+7)
- CON= 18 (+7)
- INT= 14 (+5)
- WIS= 16 (+6)
- CHA= 17 (+6)
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft., passive Perception 14
Challenge: - Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Deadman's Volley. Spell Attack: 150 feet. A bright streak flashes from the user's pointing finger to a point they choose within range and then blossoms with a low roar into an explosion of energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. This attack starts off as a Green Energy Ball and upgrades in color (and volley difficulty) every time it is reflected.
- Arcing Swipe. 2 Melee Weapon Attacks: +6 to hit (both), reach 5 ft., one target, each. Hit: (3d6 + 3) slashing damage.
- Portrait Gray. Phantom Dan disappears and hides in one of his portraits while filling the others with his image. All targets must make a DC 15 Perception check to identify which portrait the real Phantom is in. On a failed check, the Phantom has advantage on its next attack against the target or the target has disadvantage on their saving throw against the Phantom's next attack.
When Phantom Dan is defeated, all 8 portraits alight in green fire and burn. The ones above the door and opposite it drom one large key, each. These keys can be used on the doors and/or chest on the fifth floor. Once the tower is cleared, The green light on the Unicorn Tower gate will be lit up permanently, like the blue one. The item in the chest is the One Punch Glove.
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