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Unicorn Tower

The Tower at the Center of Attitude City and the final dungeon of the Unicorn Wizard.   Once the party has bested the 3 corrupted guard towers to the North, East, and West, the gate blocking off the tower will become permeable and an energy bridge will appear allowing the PCs to cross the gravity moat without being pulled down into the swirling whirlpool below.   As they pass the threshold of the Unicorn Gate, they will get the sense that they may not be able to turn back once they enter the tower.

First Floor

Upon entering the first floor of the tower, players are met with a large lobby area. Scattered around the lobby are various chairs for waiting, as well as some coffee tables and magazines. On the far walls are an elevator door and a door leading to several office spaces. The offices are all more or less empty. There are empty bookshelves, desks, and chairs but nothing else except blank pieces of paper. At the back of the lobby, seated behind a reception desk, is Ninja Brian- owner and proprietor of Ninja Brian's Ninja Tools.
On the other side of the desk is The Unicorn Wizard himself, Danny Sexbang.  

Encounter

As the party enters, Danny will confront them about shutting down the towers and town barrier. He will defend the town trapping people as it's for their protection that they come here. He does not know for certain what they need protection from, but he can't allow the party to go around weakening or trying to puncture the barrier.
  This starts the first fight with Danny (see his page for stats). After he takes at least 90 points of damage, he will flee to the upper floors by flying to the elevator and ghosting through the doors. Note: He does not actually take the elevator.   Ninja Brian will not get involved with this fight. If the players try to interact with him, he will wordlessly stare at them. He will be generally helpful so long as that help is limited to nodding, shaking his head, or pointing. He will also offer to sell them any level of healing potions at double the Alchemy Shop prices.   As the party enters the elevator, they can see that there are buttons for floors 1-10 and a basement. Only the 2nd floor and basement buttons are lit, though, and there appear to be several forms of security, including handprint scanners and card slots, none of which are necessary to access the first two floors or basement.

Basement

If the players travel down to the basement, they'll find a large open space with support columns at regular intervals. Along the walls are pipes coming from above and leading out, presumably to join together into the larger pipes seen outside flowing into the moat. In the middle of the basement is a large metal safe, stretching from floor to ceiling (about 10') and 30'x30' inside. The 5 digit combination lock on the safe isn't trapped.   On the back side of the safe is a small piece of parchment stuck on with some adhesive along the top. The writing on it reads,
To access the vault, forget this not; The numbers, like bread, are nice and hot.
The access code is 6-9-4-2-0. (This is an intentional hint at Dan's true nature as both an outworlders and a juvenile)   Inside the safe, the party can find:
  • 6 unlocked chests
  • 1 Scroll of Shadow Clone hung on the left wall next to a plaque with its description
  • The Firelink Great Sword hung on the right wall next to a plaque with its description
  • a large (10'x10') pile of bound stacks of green, 2"x5" rectangular pieces of paper. the paper has strange writing in a language the party doesn't recognize (English) and pictures of an old man on one side and a building on the other.
The 6 chests are arranged along the back wall of the safe and, from left to right, contain:
  1. a Mimic
  2. an explosive trap
  3. 40gp
  4. another mimic
  5. 5gp
  6. 15gp

Second Floor

The second floor of the tower contains housing units for tower staff. The entire floor is nothing but hallways and apartments. Besides hallways that lead to elevators, every hallway has a bend and ends in a 4 way intersection.   Regardless of what time of day the PCs enter the tower, this floor will be sparsely populated. If the party tries to talk to anyone, they will (honestly) say that they mainly work in the first floor offices and that they know very little about the mayor and what goes on on the upper floors. The people here are all either drowsy and headed to bed, or down to the ground floor.
When asked about getting to the upper floors, the staff will freely tell that the elevator the Party came up in is the locked express elevator. All elevators can go down as far as you'd like, but only certain ones go up. To get to an unlocked "up" elevator, the staff member will tell the party to follow the halls and take 6 turns. The turns that each person tells the PCs to make are different, and no matter how far they've travelled, anyone asked will always give them 6 turns to make.   All of the apartments doors have relatively easy to pick locks (DC 12 DEX with tools or DC 14 STR to bust). The apartments themselves are all identical, 1 bed 1 bath studios with little in the way of furniture or personality.   To get to the next floor, the party must make a turn at each intersection they come to, 6 times in a row. It doesn't matter which way they turn, as long as they don't go straight. Travelling straight through an intersection (or exiting an apartment) resets the count.
Because of the nature of the puzzle, the 2nd floor is functionally infinite.

Third Floor

The elevator up from the second floor leads to a grassy field that stretches on infinitely in all directions. The sun is shining, the sky is cloudless, there are hills in the distance (always in the distance). The elevator doors appear to be set in a flat panel that is not physically wide enough for the elevator to have fit in. Some distance ahead of them are 2 small houses.   After the party walks for about 5 minutes they will come up to 2 doghouses labelled "Tinkles" and "Gary". Between them is the next elevator door, similarly set in a flat panel. As they approach, the still unseen dogs in their houses will start growling and barking, which will alert The Unicorn Wizard to the party's presence. starting the encounter.

Encounter

The party must now face off against The Unicorn Wizard, now with the help of his Hellhounds, Tinkles and Gary.   When his allies are no longer able or willing to fight, or when Danny's HP has been brought down to 90 or below, he will flee to a higher floor. If Tinkles or Gary are still able to fight after Danny has fled, whether or not they continue fighting is based on character interaction.   If Tinkles and/or Gary hit 0HP, their body erupts into flames but doesn't leave a burn mark on the grass. After 1 hour, the will reconstitute and resume their attack. If the players resolved combat non-violently, the hellhounds will reset once the party has left the 3rd floor.

Fourth Floor

The Elevator to the fourth floor open up to large noisy mansion party. There is loud music, flashing lights and the rooms and halls are crowded with people dancing and mingling.
If asked about getting to a higher floor, the guests will instruct the players to go find the DJ as he takes requests (for information). As the players make their way through the maze of party rooms the following effects will occur:
  • The players have disadvantage on all Investigation and Perception checks due to the loud music and flashing lights
  • The party cannot rest (long or short) due to the loud music and lights
  • Every time the party enters a room they must make a DC 15 WIS save to not become distracted by the party
  • If the PCs try to run through a room, they must make a DC17 DEX or Acrobatics check to not bump into a party guest and instigate a party foul
Temptation
Party goers will occasionally offer strange drinks and food to the players, who must make a DC 15 WIS or INT roll to refuse. If a PC consumes the party goers offer, they will take 2d4 poison damage
  • Distracted PCs will wander off and have disadvantage on WIS and INT rolls until they can regain focus
  • PCs can regain focus by taking damage or making a DC 18 WIS save

Encounter

Each room also has 2 Bouncers wielding leather shields and batons, who will attack the PCs if they react violently with any of the party goers or each other. If alerted, the Bouncers will pursue the PCs through a room, but will not leave their designated areas. If the players re-enter a room that had hostile bouncers, they will find that the bouncers are docile again, unless/until the PCs commit another party-foul   If a bouncer becomes aware of a PC that has hit 0 HP, they will immediately move to stabilize them. Once they've been stabilized, the bouncer will pick them up and carry them back to the elevator, before sending it down to the previous floor.  
Bouncer
Medium humanoid (any race), any alignment
Armor Class 16 (Studded Leather, Shield)
Hit Points 93 (11d8+44)
Speed 30 ft.
  • STR= 19 (+4)
  • DEX= 15 (+2)
  • CON= 18 (+4)
  • INT= 10 (+0)
  • WIS= 12 (+1)
  • CHA= 15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages Common
Challenge 5   Actions
  • Multiattack. The bouncer makes three melee attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
  • Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Spare The Dying. cantrip necromancy: The bouncer touches a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Reactions
  • Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
 
To get to the next floor, the players must traverse the party maze until they make it to the DJ booth. Once they arrive, they will see that the DJ is none other than Ninja Brian. when asked about the upper floors, he will wordlessly give them a keycard with a 12 digit code written on a piece of tape on the back.   Once the players make it back to the elevator, the players can use the keycard and code in the elevator's access panel. This will give them access directly to the 5th floor from any lower floor.

Fifth Floor

When players reach the 5th floor, they find a large, square room with red brick walls and wooden vinyl flooring. Along the left wall are doors with nameplates reading "Suzy", "Arin", and "Dan". On the left wall are doors with the names "Ross", "Barry", and "Brian". on the far wall is a large window to the right of a door and a glowing red light.   If the players open any of the named doors, they'll find only small, empty rooms, devoid of anything- even dust.   Through the window, the PCs can see a smaller room where Dan is playing some sort of video game with Professor Ego Raptor, an Aaracokra male that the players may remember as the professor of animation from Dinosaur High. The two are laughing and joking about the images on the large screen in front of them. Unless the party makes a stealth check of 17 or higher, they will immediately be noticed by Dan and Arin (Ego) in the reflection on the screen.
If they are not noticed, Dan and Arin will continue playing for a moment {Arin divulges some sort of clue/weakness}

Encounter

The party must now face off against The Unicorn Wizard, now with the help of his friend Ego "Arin" Raptor.   As before, when his allies are no longer able or willing to fight, or when Danny's HP has been brought down to 90 or below, he will flee to a higher floor. If Ego is still able to fight after Danny has fled, whether or not he continues fighting is based on character interaction.  
Ego Raptor
Medium humanoid, neutral good
Armor Class 17 (Natural Armor)
Hit Points 82 (11d8+33) Speed 30 ft.
  • STR 18 (+4) 
  • DEX 12 (+1) 
  • CON 16 (+3) 
  • INT 13 (+1) 
  • WIS 14 (+2) 
  • CHA 14 (+2)
Actions:
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
  • Animate. Ego picks a type of creature to animate from his list of known animations and uses his tablet to draw them into existence. This animation has the same stats of the base creature but is a construct and does not have a will of it's own. It will follow his psychic command of the caster and move and act on it's own based on those commands.
  • Animated Armor. Casting time: instant. Only 2 can be animated at a time.White Dragon Wyrmling re-flavored to Charizard. Casting time: 1 round. Only 1 can be animated at a time.Doppleganger). Casting time: 2 rounds. Only 1 can be animated at a time.
  Antimagic Susceptibility: The animation is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the animation must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.   If the castor of the animations is killed or knocked unconscious, the animations all immediately cease to exist   The heavy gamer smell makes resting in this area impossible. Access code for 6th floor can be found on a stickynote in Grump room.

Sixth Floor

[studio. music equipment and computers to help maintain barrier. PCs can roll to learn about towers' purposes in barrier and barrier functions. DC13 INT.   The 3 dungeon towers were set up as a system to maintain the barrier without the Unicorn Wizard's direct control. The East Tower ran calculations for the barrier spell and adjusted its strength where needed. The Lost Tower added illusory magic to hide the barrier from those inside and hide the town from those outside. The North Tower managed the power source for the spell and balanced that with the power going to the city.   7th floor access code searchable on the CPU. Shut-off locked behind separate passcode. Intruder alarm makes resting impossible]

Seventh Floor

[Pleasure spa: japanese style baths, massage rooms, showers, the "chamber of passion"- small room with a jacuzzi full of strawberries and cream. If entered, the players find that the strawberries rub and exfoliate gently. The cream travels places they can't even dream. 2d6 bonus HP+ for doing any of the spa things once]

Eighth Floor

The Dojo.    The eighth floor is just one large dojo. Dan and Ninja Brian waste no time in engaging the party in combat.  
Ninja Brian
Medium humanoid (human), any non-good alignment
Armor Class 17 (Studded Leather)
Hit Points 108 (12d8+24)
Speed 50 ft.
  • STR 13 (+1) 
  • DEX 18 (+4) 
  • CON 16 (+3) 
  • INT 15 (+2) 
  • WIS 13 (+1) 
  • CHA 12 (+1)
Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistance Poison
Senses passive Perception 13
Languages Thieves' Cant, Common, Abyssal
Challenge 10   Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.   Actions:
  • Multiattack. The assassin makes two shortsword attacks.
  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  • Sen Bon Needles. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  Unlike the previous fights, The Unicorn Wizard will not flee once his ally is defeated or (more likely) he has been reduced to half health. For this fight he will continue until his health is depleted, at which point, if Ninja Brian is still conscious (if??) he will freeze as the room around the party starts to glitch out. If Dan starts his turn with between 10 and -10  HP, the fight will stop. If he is taken below -10 HP before his next turn he will fade from existence and the reality of the tower and town will begin to fracture with big white cracks where the color and texture of the world seems to be gone.   Dan will get up and say that he is no longer amused by the party's antics and try to dispel them as if they were a bad thought. when he realizes they are not imaginary constructs, he will become distressed and lose any desire to fight them, instead deciding to take them to the top floor to get to the bottom of his confusion.

Ninth Floor

[dream maze (not actually a maze). Express elevator down/up.   At this point, The Unicorn Wizard has either been defeated, and the maze walls glitch away when the players approach, or he has been reasoned with and will dispel the maze to take them to the final room.]

Tenth Floor

[Sleeping Danny's room. Dan was a Prismo!]
As the climax of the Unicorn Tower dungeon plays out, it is revealed that Danny Sexbang is really the dream persona of a sleeping preteen boy who's bedroom has been partially pulled through to the Prime Material Plane by some unknown means (later revealed to be a side effect of the actions of the Phantom King's conquest). A DC 15 arcana check reveals the boy to be from the Plane of Thought.   (If The Unicorn Wizard is still "alive") As this revelation washed over Danny, who subconsciously knew but was not actively aware of his own non-existence, he will urge the party to leave the city as fast as possible as the fighting and sudden awareness has destabilized the dream. furthermore, he does not know for certain how much of the population is imagined and how many are real people from this world. He then psychically urges as many of the dream citizens as he can to evacuate the real people as Young Danny is pulled back into the Plane of Thought and the tower and town begin to collapse.   The Players are then with a series of skill challenges to escape the tower and the city. This sections is gonna be somewhat fast paced and vague. The players will be asked what their actions are and given 5 rolls related to those actions (but not told how many rolls they get). The DM will keep track of those rolls. After that the rolls will be added up for how well they did escaping the city/saving people.
Damage will be dealt from the city's explosion based on the totals of the rolls:
  • 1-40: still in the heart of the city - 10d10
  • 41-65: in the outer sections of the city - 6d10
  • 66-89: just outside the city walls - 3d10
  • 90-100: far outside the city walls - 1d10
This is just narrative damage, as the blast will KO anyone who hits 0 HP but will not kill anyone who happens to brought down to their max HP below zero.
Anyone KOed will roll a Perception Check in their unconsciousness. 
  • 1-8 they see nothing but get a vague sense of conflict before coming to
  • 9-15 they hear a voice (feminine) tell them that it is not their time and another (masculine) say that it could be, and experience a pull in two distinct directions before coming to
  • 16-20 They receive a hazy vision of a woman in black robes standing before them and a nebulous figure standing behind them, both tugging at their soul, before the woman tells them to return to their existence. The nebulous figure beckons them to stay. They wake immediately.
  After the destruction of Attitude City, Danny the Unicorn Wizard manifests himself one last time in front of the party. He apologizes for his actions and, with the rest of his dream magic, opens a portal back to Feyrune. He gives the party a choice: stay and use their unique strength to save Kwilterra from whatever is making so many people into refugees, or go home and leave this world's problems to those who live here. This choice is really there to present the players with the option to end the campaign or retire their characters and make new ones to continue the story with. It is the end of their initial mission to investigate the disappearing town, although staying should be presented as the more heroic/least selfish option.   Players Level up.   Enter: Presto Gravy

Maps

  • Unicorn Tower -1st Floor Basement
    The Basement Vault of Unicorn Tower. It is a large open space with support columns at regular intervals (not shown). Along the walls are pipes coming from above and leading out, presumably to join together into the larger pipes seen outside flowing into the moat.   In the middle of the basement is a large metal safe, stretching from floor to ceiling (about 10') and 30'x30' inside. There is a 5 digit combination lock on the door.
  • Unicorn Tower 1st Floor Lobby
    The 1st floor lobby of Unicorn Tower.   At the top of the map are double doors entering from outside. There are several chairs (the red temple spaces) and end tables (brown squares)   At the bottom of the map, from left to right are the elevator to the adjacent floors, the reception desk, and a door leading to several empty offices and cubicles (not shown).
  • Unicorn Tower 4th Floor
Type
Architectural Element, Dungeon
Parent Location

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