North Tower
A Test of Power
The front door of the North Tower can only be entered by pushing the button to the right of the door. The button will only work if power is restored to it via the nearby Power Plant. A faint red glow is the only indicator that the button is powered. This glow cannot be seen during the day without a relatively high perception or investigation check. Unlike the other towers, the North Tower is accessible to any who would enter once its door has been powered. behind the sliding front door of the tower is a broken elevator with a 5' wide sliding door on the opposite wall along with three buttons; a triangle pointing up, a triangle pointing down, and a circular button between them.Pressing up or down does nothing as there isn't actually any space above or below this elevator. Pressing the circular button opens the door to the first floor.
Floor Challenge
Unlike the East and West Towers, there are not distinct challenges on each floor leading up to the fifth floor rest area. Rather, each floor is comprised entirely of up to nine 25'x25' elevators arranged in a 3x3 square. Each elevator room has up to four 5' wide doors, one per wall, in the middle of the wall and each with its own set of three buttons like the ones in the small elevator at the front. Elevator room walls that do not have a door will still have the buttons, placed as if there was a door there.Each elevator room can move up, down, left, right, forward, or back so long as there is space to move. These elevator rooms cannot move outside the bounds of the 3x3 grid, and they cannot move into a space occupied by another room, above the 4th floor, or below the 2nd basement. The number of elevator rooms on each floor upon tower entrance varies, and will reset to this initial state when all non-tower inhabitants exit the tower. In descending order,
- the 4th floor starts with 7 elevator rooms
- the 3rd floor has 5
- the 2nd floor has 4
- the 1st floor has 3
- basement 1 has 5
- and basement 2 has 3
In the middle of the outer north wall of the tower on the 4th floor is a recess with a multi-tiered combination lock that can be accessed by bringing a room with a north door to the middle-north spot on that floor and opening the north door. next to the door is scrawled on the wall, the first number of the combination. The rest of the numbers are scattered on random tower wall spots on each of the other floors, one per floor. DM Note: restrict movement to other floors until PCs have been to 2 rooms and moved an elevator laterally at least once. While maneuvering the elevator rooms, the PCs will also have to deal with the tower's inhabitants; cyber satyrs and the mechataur. Groups of cyber satyrs can be found in random rooms on each floor and will flee if attacked in any of the elevator rooms. The Mechataur will initially only stay on the two basement floors until the players venture down to those levels, at which point it will begin to stalk them, attacking any cyber satyrs it finds along the way.
When the cyber satyrs or Mechataur are destroyed, their mechanical bodies will remain for 1 minute before disappearing The 5th floor is nearly identical to the other towers' 5th floors; a large circular space with a treasure chest and two identical doors to the East and West, leading out to the town wall, and all three with matching magical locks. Unlike the other towers, the large staircase leading to the 6th floor is a decoy, the door at the top being entirely fake. As the party goes to ascend, a group of cyber satyrs will come in through the elevator the party used to enter the room. As they pass the PCs, the staircase up will split open to reveal another elevator leading to the 6th floor. The 6th floor is a single circular chamber, roughly 60' in diameter with a 40' ceiling. The only entrance and exit from the chamber is the large elevator from the 5th floor which connects to the northern point on the circular room. In the center of the room is a large cylindrical computer station/column with curved touch screens wrapping around the outside. This 15' diameter computer column, as well as the twelve 5' diameter computer columns spaced evenly around the room connect at the floor and ceiling. 6 Cyber Satyrs are busy at work typing at and monitoring the screens on the various computer columns.
Encounters
Cyber Satyr
Cyber Satyrs are semi-intelligent medium sized constructs, built to resemble robotic satyrs. They only speak in bleats and digital noises, but can understand common speech and writing. They are tasked with assisting the tower boss in regulating power to the town shield barrier. Cyber Satyrs are naturally cowardly monsters and will flee from conflict unless instructed otherwise by the Tower Boss. Once all cyber satyrs have been destroyed, their bodies will disappear in a beam of light and they will reconstitute after 1 minute.- AC= 12
- HP= 33
- Spd= 25'
- STR= 14 (+2)
- DEX= 11 (+0)
- CON= 13 (+1)
- INT= 1 (-5)
- WIS= 3 (-4)
- CHA= 1 (-5)
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 6
Languages Understands Commands Given In Any Language But Can't Speak
Challenge 1 Actions
- Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
Mechataur
The Mechataur is a large construct. As the name implies, it is a mechanical minotaur. When the player characters first enter the North Tower, the Mechataur will remain dormant until they move into the either of the basement levels. After it's activated, the Mechataur will move through the elevator rooms stalking the PCs and stopping to destroy any cyber satyrs it finds along the way. While the Mechtaur will not follow the party past the 4th floor, it can be summoned directly to the 6th floor by the Tower Boss, Sparkatus. Once the Mechataur has been destroyed, its body will disappear in a beam of light and it will reconstitute after 1 minute.- AC= 15
- HP= 76
- Spd= 40'
- STR= 22 (+6)
- DEX= 9 (-1)
- CON= 17 (+3)
- INT= 3 (-4)
- WIS= 11 (+0)
- CHA= 6 (-2)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: passive Perception 10
Challenge 4 Trampling Charge. If the Mechataur moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Mechataur can make one stomp attack against it as a bonus action. Actions
- Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d8 + 6) piercing damage.
- Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: (3d10 + 6) bludgeoning damage.
Sparkatus Thorium Electrolyte
As the party enters the room, the tower boss, Sparkatus, appears as a face moving around on the screens of the central console, barking orders at the 12 cyber satyrs working at each of the smaller console columns. When the Party is noticed, he exits the console as a bolt of electricity to stand in front of them in his physical form, a 7' tall humanoid man with literal bronze skin, a golden toga, and chin-length hair that glows like red-hot metal and constantly flows in a non-existent wind.Sparkatus, despite his technical job, Sparkatus is not very smart. He will answer almost any of the party's questions as if they were a tour group, even explaining his and the other tower bosses' roles in maintaining the town barrier. He will only become hostile once he's made aware of either the party's involvement in defeating the other towers, or their intent to do so, defeat this tower, or leave the barrier.
- AC= 17
- HP= 150
- Spd= 30'
- STR= 22 (+6)
- DEX= 16 (+3)
- CON= 18 (+4)
- INT= 3 (-4)
- WIS= 10 (+0)
- CHA= 15 (+2)
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10
Languages Common, Celestial
Challenge 7
Energy Form: Sparkatus can move through a space as narrow as 1 inch wide without squeezing. A creature that touches Sparkatus or hits him with a melee Attack while within 5 ft. of it takes 5 (1d10) lightning damage.
Upload. Sparkatus can use his Energy Form to store himself inside any functioning object or construct that runs on or stores electrical energy. He cannot Upload into an object that is broken to the point it can no longer user or store electrical energy, or any object that has hit 0 object hit points. While inside the object Sparkatus cannot take damage. Hitting an uploaded object with a physical or magical attack will immediately eject Sparkatus into the nearest open space.
- The smaller computer columns have an AC of 15, with a total of 18 object hit points.
- The central console has an AC of 17, with a total of 27 object hit points.
Water Susceptibility. For every 5 ft. Sparkatus moves in water, or for every gallon of water splashed on him, he takes 1 cold damage. Actions
- Multiattack. Sparkatus makes two Jump or melee weapon attacks.
- Jump. Sparkatus uses his Energy Form to jump in an up-to 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Constitution saving throw, taking 2d10 lightning damage on a failed save, or half as much damage on a successful one. If Sparkatus would end his Jump within touch range of an Uploadable object, he can use Upload as a part of the Jump action without stopping.
- Discharge (Recharge 4-6). A wave of lightning blasts out from Sparkatus in a 10' radius sphere. Each creature in the radius must make a DC 15 Consitution saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
- Thunder Punch. Melee Weapon Attack: +3 to hit, range 10 ft., one target. Hit: (2d6 + 3) lightning damage. The target must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 20 feet away from Sparkatus.
- Volt Support. When Sparkatus is at 100 HP or lower, he can order the cyber satyrs in the room to attack. They share initiative and will immediately become hostile. Cyber Satyrs will remain hostile until all present are dispatched. When they reconstitute, they will be docile until Volt Force is used again.
- Floor Manager. When Sparkatus is at 50 HP or lower, he can summon one Mechataur to the 6th floor. When destroyed, the Mechataur reconstitutes after 10 rounds as normal.
When Sparkatus is defeated, all North Tower constructs immediately cease to function. The central computer console sinks into the floor revealing 2 keys plugged into the top. Once the keys are removed, the room lights dim and any still functioning screens turn off. These keys can be used on the doors and/or chest on the fifth floor. Once the tower is cleared, The yellow light on the Unicorn Tower gate will be lit up permanently, like the blue one.
Inside the chest are the Cumulous Boots and 20 GP.
If the party leaves the tower through the elevators, they will find that all of the elevator rooms under the 5th floor are gone save for 1 that will take them directly to the entrance and back.
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