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The Monster under the Tower

Lv 2 ▶ Run in Live DM

Shots in the Dark #1 · p.25-26 · 3p

Open source p.25 ↗
Run 0/5 visited

The Monster under the Tower
A level 2 adventure by Sarah Angell
A local butcher has gone missing on his regular delivery run to a reclusive mage's tower. Under the waning moon, the adventuring party must brave the cellars of the tower to defeat the monster that has taken up residence below.

No extracted maps for this adventure — the map is in the source book: Open source p.25 ↗

Rooms (5)

1 Mage Tower p.25 ↗

1. MAGE TOWER

A small tower overgrown with vines. Entrance opens onto a cozy main room with a kitchen and fireplace. A winding staircase leads up to a study and observatory. Furniture is stacked on the ground and Ramirus cowers near the door.
1
• Blocked trapdoor. Surrounded by a magic circle (DC 15 INT to break or STR for 3 rounds) and blocked with a powder blue couch (DC 18 STR to open from below).
• Ramirus Mondicus. This archmage (SD 197; squirrely, lisps) asks any arriving visitors to help him defeat the monster that dragged the poor butcher down into his basement and will lift the magic circle if they agree.
2
3
4
▶ Liar. Is really just trying the feed his lycanthropy experiment, which escaped its cage.
▶ Loot. Has a scroll of magic circle and 25 sp.
5

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2 Cellar Room p.25 ↗

2. CELLAR ROOM

Covered in blood, cracked bones with the marrow slurped out, two splintered crates reeking of rotting flesh.
• Meat delivery. Ikam brought two crates of meat (more than is reasonable for a single archmage) into the cellar and was surprised by the werewolf.

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3 Pantry p.25 ↗

3. PANTRY

Dried fruits, pickled vegetables and two wheels of cheese, three bottles of wine and a half-full barrel of ale.
Suspiciously empty meat hooks on the ceiling.
• Ikam the Butcher. Peasant(SD
242)/werewolf (SD 263) (wiry, outgoing) is hiding behind a locked and barricaded door (DC 15
STR to break down).
▶ Bite wound. Ikam has a bite wound on his shoulder and has contracted lycanthropy.
Transformed into a werewolf last night but puts it off to wound fever.

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4 Lab p.25 ↗

4. LAB

Dissecting table and tool bench overturned and tossed around the room. Monstrous scratches and gouges in the wall.
• Scribblings. Human and animal anatomy. Moon phases, a solid block of several nights around the full moon marked with red exclamation points.
• Silvered manacles. Unbreakable by lycanthropes, otherwise DC 18
STR to break (10 gp)
• Talisman of the Moon.
Lycanthropes wearing the talisman will transform even in daylight and do an additional of damage (20 gp)

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5 Dungeon p.25 ↗

5. DUNGEON

Lights extinguish on the way down. Stinks of blood, rot and wild animal.
• Kennel. Contains slight, hunched figure (Zorli). DC 12 to pick lock, DC 21 to force open bars. Key is in the pit.
• Pit. Bones, rotten meat and offal.
DC 12 CON to search.
▶ Silvered dagger. 10 gp
▶ Zorli's stuffed dog.
▶ Kennel key.
• Swarm of spiders (SD 254) is stirred up going back upstairs.
Zorli is arachnophobic.
Zorli
Dwarf child/werewolf (serious, smart). Bloodstained, torn clothes.
• Warns players about the monster in the cellar.
• Is the monster and locked herself in after she bit Ikam and lobbed the key in the pit.
• Afraid of being freed.
• Believes she is evil.
• Keeps a diary in Mondicus' experimentation notebook.
• Misses her dog, which Mondicus took away and threw in the pit.
Doesn’t mention it’s stuffed.

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