The Tower

The Eccentric Tower possesses levels accessible only by those who have Idols presented from the Merchant at the Dirigle. 

The Eccentric Merchant of the Wizard’s Guild awards exploration of the strange tower; for every TWO levels of the Tower they enter all Characters receive 1 Ticket, dispensed from a hidden Ticket dispenser located next to the door on the exterior of the tower, arcade machine style.

After completing a Chamber of the Eccentric Tower, instead of moving up or down, present an Idol at the door, which will open to present the Variant Branch Chamber.

Depending on the type of Idol presented, roll from the appropriate Variant Branch table. Note that these are Boss Battles, and the person presenting the Idol should be prepared to utilize the enemy rolled to the fullest of its capabilities. 

Successfully completing a Variant Branch Chamber rewards a x2 multiplier for Tickets earned during that Tower run up to 20. (minimum 2 Tickets, maximum 20 Tickets) Tickets earned after 20 are earned at a normal rate. Additionally, all coin and gemstone rewards are doubled for the same duration. (Remember to consider encumbrance) Only 1 Variant Branch Chamber may be completed by each character each day. Running a Variant Branch Chamber will guarantee up to 1 Bloodstone Idol per week for the player running the enemies, regardless of the level of the group.

The Eccentric Tower seems like it has been grown from the ground itself, a strange and looming structure of molded stone jutting straight up from the woods, hovering on a strange illusory mist. 

Approaching the Eccentric Tower requires two (2) successful Wisdom Saves (DC 15) per character in order to see through the illusory mist to find the ever-shifting trail. The checks do NOT need to be consecutive.

Breaching the mists you come across the tower; a huge, monolithic structure formed from unknown processes. An Investigation check (DC 20) is required to find the hidden entrance at the base of the structure. Only one success is necessary for the entire party to find the entrance. 

The hidden entrance to the strange tower grinds open, revealing the first floor. Each character who enters the room rolls once from the Wizard Tower Table (1d100). 

In order to proceed either UP or DOWN in the tower requires an Investigation check (DC 20) to locate the hidden door that leads to a stairwell. Only one successful check is needed for the party to find the hidden door. Each room contains as many hidden doors as successful Investigation checks. They all lead to either UPSTAIRS (1) or DOWNSTAIRS (2) rooms, roll 1d2 to determine which direction the stairs lead. Once a party has entered the tower they cannot be intersected by another party until after they leave. A party may take Short Rests while within the tower, but the threatening and otherworldly nature of the place makes a Long Rest impossible. 

Each set of stairs terminate in a locked door, roll from the Tower Door Table (1d6).

Upon entering the next room, each player rolls from the Wizard Tower Table (1d100). The Eccentric Tower has 1d100+10 levels, and 1d100+10 sublevels. This number changes each time the tower is visited. The rooms are all 20 ft high and 100 ft in diameter.

To escape from the tower the party must make successful Intelligence checks (DC 10) equal to the number of rooms they have visited in order to retrace their steps. Failure results in entering a new room and each player rolling from the Wizard Tower Table again. The Intelligence checks only need to be made by one character, and they can be assisted to gain Advantage. (This can be avoided via the Keen Mind feat)

Deep Gold Variant Branch (roll 1d4);

1: 1d4+1 Horned Devils attempting to reclaim the Deep Gold through violence in a magically Darkened room 
2: 1d4+1 Erinyes attempting to reclaim the Deep Gold through violence  in a magically Darkened room
3: 1d4+1 Chain Devils attempting to reclaim the Deep Gold through violence in a Magically Darkened room
4: 1d4+1 Ice Devils attempting to reclaim the Deep Gold through violence in a magically Darkened room

Bloodstone Variant Branch (roll 1d4);

1: 1d4+1 Stone Golems covered in cryptic runes of an unrecognizable dialect

2: 1d4+1 Marid who will immediately attempt to kill the party to obtain the Idol 

3: 1d4+1 Dao who will immediately attempt to kill the party to obtain the Idol 

4: 1d4+1 Efreeti who will immediately attempt to kill the party to obtain the Idol

Lapis Lazuli Variant Branch (roll 1d4);

1: 2d4 Air Elementals; ALL characters have Disadvantage on ALL Strength and Dexterity saving throws due to the strong gusts being amplified in the chamber 
2: 2d4 Earth Elementals; all Bludgeoning damage deals double damage 
3: 2d4 Fire Elementals; all Fire damage deals double damage
4: 2d4 Water Elementals; ALL characters have Disadvantage on ALL Strength saving throws due to the strong currents being amplified in the chamber, which counts as difficult terrain
Tower Door Table (1d6) (Doors can be broken using Magical or adamantine weapons)

1: A wooden door (Lock, DC 12)
2: A stone door (Lock, DC 15)
3: An iron door (Lock, DC 20)
4: An adamantine door (Lock, DC 25)
5: A crystal door (Lock, sacrifice a Level 1 Spell Slot)
6: A bone door (Lock, sacrifice 1d20 Hp of your blood)

WIZARD TOWER TABLE (1d100)

Part 1 (1-10) Monster Groups

1: 1d4 suits of Animated Armor (still until approached)
2: 1d4 Specters (immediately aggressive)
3: 2d4 Stirges (immediately aggressive)
4: 2d4 Flying Swords (still until approached)
5: 1d2 Rugs of Smothering (still until approached)
6: 1d4 Carrion Crawlers (eating a decomposing Ogre carcass)
7: 2d4 Cockatrice (immediately aggressive)
8: 4d4 Crawling Hands (along with 2d4 humanoid heads that constantly yell angrily) 
9: 1d4 Nothics (immediately aggressive)
10: 1d2 Elementals (1d4; 1: Air, 2: Earth, 3: Fire, 4: Water)
Part 2 (11-20) Personal Traps

11: A bolt of fire erupts toward you (Dexterity save, DC 15 or 6d6 Fire damage)
12: A bolt of frost erupts toward you (Dexterity save, DC 15 or 6d6 Cold damage)
13: A bolt of lightening erupts toward you (Dexterity save, DC 15 or 6d6 Electric damage)
14: A barrage of poison darts from the wall (Dexterity save, DC 15 or 6d6 Poison damage)
15: A curved blade spins out of the wall (Dexterity save, DC 15 or 6d6 Slashing damage)
16: A heavy tile falls from the ceiling (Dexterity save, DC 15 or 6d6 Bludgeoning damage)
17: Spikes erupt from the floor under you (Dexterity save, DC 15 or 6d6 Piercing damage)
18: An explosive floor tile detonates under you (Dexterity save, DC 15 or 6d6 Force damage)
19: A beam of energy projects toward you (Dexterity save, DC 15 or 6d6 Radiant damage)
20: Whatever trap it was, it backfires harmlessly in a rain of colorful sparks
Part 3 (21-30) Treasure Chests

21: A wooden chest filled with 10d10x10 Electrum (Locked; DC 12)
22: A stone chest filled with 10d10x10 Silver (Locked; DC 15)
23: An iron chest filled with 10d10x10 Gold (Locked; DC 20)
24: An adamantine chest filled with 10d10x10 Platinum (Locked; DC 30)
25: An iron chest filled with 10d10x10 Gp worth of Rubies (Locked; DC 20)
26: An iron chest filled with 10d10x10 Gp worth of Emeralds (Locked; DC 20)
27: An iron chest filled with 10d10x10 Gp worth of Sapphires (Locked; DC 20)
28: A stone chest filled with 10d10x10 Gp worth of lesser jewels (Locked; DC 20)
29: A bone chest filled with 10d10 lbs of unidentifiable flesh (Unlocked and pulsating)
30: A crystal chest filled with 10d10x10 invisible metal coins (No immediate monetary value) 
Part 4 (31-40) Mundane Furniture

31: 1d2 large wooden tables 
32: 1d2 large stone tables 
33: 1d6 wooden chairs
34: 1d6 wooden stools
35: 1d6 wooden benches
36: A wooden bookshelf with 2d4 books on it (pages all blank)
37: A stone bookshelf with 2d4 books on it (pages all blank)
38: 1d2 low stone altars 
39: 1d2 lavish high backed chairs
40: 1d2 lavish footstools
Part 5 (41-50) Mimic Furniture (Aggressive once Investigation checks are rolled)

41: 1d4 wooden (empty) chests (Roll 1d4 for each chest, on a roll of 4 that chest is a Mimic)
42: A wooden bookshelf (Roll 1d4, on a 4 it is a Mimic)
43: 1d8 wooden chair (Roll 1d8 for each chair, on an 8 that chair is a Mimic)
44: 1d4 lavish high backed chairs (they are all Mimics)
45: 1d4 lavish high backed chairs (they are not Mimics)
46: 1d4 lavish high backed chairs (Roll 1d4 for each chair, on a 4 it is a Mimic)
47: 1d4 wooden chests filled with 10d10 Copper (they are not Mimics)
48: 1d4 wooden chests (they are all Mimics)
49: 1d10 wooden stools (Roll 1d10 for each stool, on a 1 or a 10 it is a Mimic)
50: 1d10 wooden stools (they are not Mimics)
Part 6 (51-60) Advanced Monsters

51: A Minotaur trapped in the tower (immediately aggressive)
52: A Mummy in an ornate sarcophagus (still until approached)
53: A Bone Naga emerging from a dark pit (immediately aggressive)
54: A Black Pudding emerging from the cracked floor (Immediately aggressive)
55: 1d2 Gelatinous Cubes (invisible until approached)
56: 1d2 Ochre Jelly (immediately aggressive)
57: An Owlbear trapped in the tower (immediately aggressive)
58: An Otyugh (immediately aggressive)
59: 1d2 Perytons (immediately aggressive)
60: 1d6 Rust Monsters (immediately aggressive)
Part 7 (61-70) Group Traps (ALL includes Monsters)

61: A huge blade whips across the room, (ALL: Dexterity save, DC 15 or 6d6 Slashing damage)
62: A huge section of the ceiling falls, (ALL: Dexterity save, DC 15 or 6d6 Bludgeoning damage)
63: Spikes erupt from the entire floor, (ALL: Dexterity save, DC 15 or 6d6 Piercing damage)
64: The room fills with caustic gas, (ALL: Constitution save, DC 15 or 6d6 Acid damage)
65: A loud, eldritch wailing fills the room (ALL: Charisma save, DC 15 or 6d6 Psychic damage)
66: A dazzling glow of spectral light (ALL: Wisdom save, DC 15 or 6d6 Radiant damage)
67: A ghostly wail rises from below (ALL: Intelligence save, DC 15 or 6d6 Psychic damage)
68: A massive explosion of ectoplasm (ALL: Charisma save, DC 15 or 6d6 Necrotic damage) 
69: Whatever it was, it backfires with a wet squelching sound somewhere in the distance 
70: A hail of darts from all directions (ALL: Constitution save, DC 15 or 6d6 Poison damage)
Part 8 (71-80) Weapon Racks

71: 1d12 Longswords 
72: 1d12 Morningstars 
73: 1d12 Greataxes 
74: 1d12 Greatswords
75: 1d12 Tridents
76: 1d12 Warhammers
77: 1d12 Scimitars 
78: 1d12 Flails
79: 1d12 Mauls
80: 1d12 Pikes
Part 9 (81-90) Armor Racks

81: 1d2 suits of Chain mail 
82: 1d2 suits of Ring mail
83: 1d2 suits of Scale mail
84: 1d2 Chain shirts
85: 1d2 suits of Studded Leather
86: 1d2 sets of Breastplate
87: 1d2 sets of Half Plate 
88: 1d2 suits of Full Plate
89: 1d2 sets of Splint mail
90: 1d6 Shields
Part 10 (91-100) Oddities (ALL effects last for the duration of the stay in the room)

91: 1d100 ticking clocks
92: 1d100 colorful songbirds 
93: The entire room is filled with bubbles 
94: A strange, loud music emanates from the walls
95: It is raining inside the building (douses mundane flames)
96: Everyone and all monsters look… exceptionally cute
97: ALL: At the beginning of your turn, roll 1d2. On a 1 you become Invisible for 1 round
98: ALL: Everyone is levitating off the floor and has their movement replaced with 20ft Fly
99: ALL: At the beginning of your turn, roll 1d2. On a 1 you become Ethereal for 1 round
100: ALL: Everyone gains Immunity to Slashing, Piercing, and Bludgeoning damage

Door AC, all have 5d6 HP

Material AC is in an image

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