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The Ruined Tower of Zenopus Prep Notes, Part Six

Finishing my fluffy prep for The Ruined Tower of Zenopus, Zach Howard's 5e adaption of Holmes' Sample Dungeon!
Room A
Rooms B-E
Rooms F & G
Rooms H-M
Rooms N-S3


Random Encounters
This list is a merging of the Wandering Monsters table from The Ruined Tower of Zenopus and Zach Howard's d12 Hauntings in the Dungeon of Zenopus.

I've provided 5e Stats for the hauntings and for standard wandering monsters, but not for a creatures unique to The Ruined Tower. You should go but it. Highly recommended.

The numbers are for a 1st level party of 3-5 characters; double them for a large or 2nd level party.
Unique encounters occur only once, and should be re-rolled afterwards.

1-2. Goblin Patrol
3-4. Stone Skeletons
5. Giant Rats
6. Giant Crabs
7-8. Smugglers
9. Fancy Ghoul
10-11. Cleaning Cube
12. Unique: Split Shadows
13. Unique: Ghost Crabber
14. Sand Storm
15. Sea Fog
16. Unique: Armored Zombie
17. Unique: Abandoned Familiar
18. Scream
19. Green Flame
20. Unique: Green Flame Skeleton


1-2. 1d3 goblins on patrol. They are reluctantly patrolling the dungeon at the Thaumaturgist’s behest, but will flee back towards Room A, the Goblin Abode, in case of trouble.

Goblin
AC 15 (Leather Armor, Shield); HP 7; Speed 30 ft.
STR (-1) DEX (+2) CON (+0) INT (+0) WIS (-1) CHA (-1)
Skills: Stealth +6
Senses: Darkvision 60 Ft., Passive Perception 9
Languages: Gobbleglot, Parsasian
Nimble Escape. Disengage or Hide action as a bonus action.
Actions
Scimitar. +4 to hit; (1d6+2) slashing dmg.
Shortbow. +4 to hit; range 80/320 ft.; (1d6+2) piercing dmg.

3-4. 1d3 stone skeletons, like those in Room B., marching silently, armed with spears. Animated by Zenopus, they will attack intruders. Each wears a ring of oxidized copper inscribed with a "Z" (25 gp value).

Stone Skeletons
Armor Class 14; Hit Points 13; Speed 30 ft.
STR (+0) DEX (+2) CON (+2) INT (-2) WIS (-1) CHA (-3)
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 9
Actions
Shortsword. +4 to hit; (1d6+2) piercing damage.

5. 1d6 hungry giant rats led by a monstrous rat wearing a fine silver pendant set with a red garnet (50 gp). The leader will hang back and flee if the rats are losing, and may be encountered again leading another pack.

Monstrous Rat
Please refer to The Ruined Tower of Zenopus for stats.

Giant Rat
AC 12; HP 7; Speed 30 ft.
STR (-2) DEX (+2) CON (0) INT (-4) WIS (+0) CHA  (-3)
Senses: Darkvision 60’, Passive Perception 10
Keen Smell. Advantage on Perception checks that rely on smell.
Pack Tactics. Advantage on attack rolls allies is within 5 feet of the target.
Actions
Bite. +4 to hit; 1d4+2 piercing damage.

6. 1d6 giant crabs scuttling down the corridors near the sea caves. Re-roll elsewhere in the dungeon.

Giant Crab
AC 15; HP 13; Speed 30 ft., swim 30 ft.
STR (+1) DEX (+2) CON (+0) INT (-5) WIS (-1) CHA (-4)
Skills: Stealth +4
Senses: Blindsight 30 Ft., Passive Perception 9
Amphibious. The crab can breathe air and water.
Actions
Claw. +3 to hit; 1d6 + 1 bludgeoning damage. The target is grappled (escape dc 11). Each claw can grapple one target.

7-8. 1d6 smugglers from the Sea Cave towards town with untaxed crates of bottles of spiced rum (10 gp value per smuggler).

Smugglers
AC 12 (Leather Armor); HP 11; Speed 30 ft.
STR (+0) DEX (+1) CON  (+1) INT (+0) WIS (+0) CHA (+0)
Passive Perception: 10
Languages: Parsasian
Actions
Scimitar. +3 to hit; (1d6 + 1) slashing damage.
Light Crossbow. +3 to hit, reach 80/320 ft.; (1d8 + 1) piercing damage.

9. 1 ghoul wandering out from the tunnels under the graveyard. It is dressed in funeral clothes taken from corpses, and wears antique jewelry worth 10d10 gp.

Fancy Ghoul
AC 12; HP 22; Speed 30 ft.
STR  (+1) DEX (+2) CON (+0) INT (-2) WIS (+0) CHA (-2)
Damage Immunity: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60’, Passive Perception 10
Language: Parsasian
Actions
Bite. +2 to hit; 2d6 + 2 piercing damage.
Claws. +4 to hit; 2d4 + 2 slashing damage. CON DC 10 Save or paralyzed for 1 minute. Repeat the saving throw at the end of each turn.

10-11. 1 cleaning cube scouring the halls. There is a 20% chance it is headed to Room G, where it will drop some piece of debris.

Cleaning Cube
A cleaning cube is a smaller, translucent gelatinous cube bred by Zenopus to clean his dungeon. A non-aggressive scavenger, it attacks only if threatened. In-digestible material such as rocks or metal is deposited in Room G., the Gloomy Midden. Other dungeon monsters will avoid a cleaning cube.

Please refer to The Ruined Tower of Zenopus for stats.

12. Unique Encounter: The shadow of each character divides. The second shadow attacks. Passive perception 15+ to notice, or be surprised.

Shadow
AC 12; HP 16; Speed 40 ft.
STR (-2) DEX (+2) CON (+1) INT (-2) WIS (+0) CHA (-1)
Skills: Stealth +4
Damage Vulnerabilities: Radiant
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 10
Amorphous. Can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. In dim light or darkness, can take the Hide action as a bonus action.
Sunlight Weakness. In sunlight, has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain. +4 to hit; 2d6 + 2 necrotic damage. Target's Strength score is reduced by 1d4; death if  Strength reaches 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

13. Unique Encounter: The ghost of a crabber from Bandar Arzoo stalks the party at a distance of 50’; loud wet footsteps are heard. The ghost is covered in sucker marks and kelp (a victim the pirates fed to the giant octopus). If the party halts it stops and wordlessly points in the direction of the pirates (Room M: Sea Cave). If approached, it vanishes and reappears behind them. This keeps up until vengeance against the pirates is achieved, when it fades away, leaving a golden crab worth 1,000 gp.

14. A wind of fine sand picks up, gentle at first but increasing in speed and particle size to a hail of pebbles and then a gale of rocks. All torches are extinguished in 1d6 rounds, and all who stay in place may take damage (+5 to hit; 1d6 bludgeoning damage per round) before it subsides (1d6 rounds). The wind can be avoided by finding cover or going around a corner, as it only blows in a straight line.

15. A salty sea fog rolls across the floor and begins to fill the corridor or room. Each round it grows 1 foot higher, continuing no matter how far the party travels during this time, until it reaches the ceiling. Visibility is reduced to 1 foot (and all attacks are made at -2). After 1d6 turns, the mist will dissipate.

16. Unique Encounter: An armored zombie begins following the party. It does not attack unless attacked itself. An unsuccessful adventurer named Bishan, it seeks the way back to town. It wears chainmail, a helmet and a leather backpack, which holds equipment and a note from one Griselda of Bandar Arzoo, dated months ago. If destroyed and the body returned to Griselda she will reward the party with 100 GP. If the party does not destroy the zombie, it will follow them out and return to her on its own.

Armored Zombie
AC 14; HP 22; Speed 20 ft.
STR (+1) DEX (-2) CON (+3) INT (-4) WIS (-2) CHA (-3)
Saving Throws: Wis +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., Passive Perception 8
Languages: Common, Parsasian
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Scimitar. +4 to hit; (1d6 + 1) slashing damage.

17. Unique Encounter: A small, scuttling figure hangs from a wall at the edge of the party's light source. It hisses and dances away if the light advances. This is one of many familiars summoned by Zenopus to aid in his laboratory, now trapped and abandoned. Animal Handling 10+ will mollify the creature; Animal Handling 15+ will make a friend of it. Wizard’s have advantage on such checks.

Flying Monkey
AC 13; HP 4 (2d4); Speed 30 ft., climb 20 ft., fly 30 ft.
STR (−1) DEX (+3) CON (+0) INT (−2) WIS (+1) CHA (+0)
Skills: Stealth +5 (while not flying), Acrobatics +5, Sleight of Hand +3
Passive Perception 11
Languages: Understands Common, Tiberian, Parsasian
Nimble. Advantage on DEX Saves.
Actions
Bite. +1 to hit; 1d4-1 piercing damage.

18. A lone ghastly scream is suddenly heard in the distance, but the direction is not clear, and it is not immediately repeated. Roll again for a chance of a wandering monster.

19. A column of sickly green flame, 5' wide and 10' high, spouts from the floor (1d12-2)x10’ away (a result of 0 = directly under party). All viewing it feel increasingly queasy (CON Save 13+ each round or gain the Frightened Condition). If touched or hit, the flame spreads to the target. The green flame burns away 1 point of Constitution for 1d6 rounds, or until the fire is extinguished. If CON reaches zero, the target becomes a Green Flame Skeleton. Survivors regain 1 CON point per round.

20. Unique Encounter: An old skeleton wearing tattered blue robes totters unsteadily down the corridor. Green flame burns in its eye sockets. It attempts to grab anyone approaching within 20 feet. If the skeleton is destroyed the fire burns for 1d6 rounds. It wears a gold signet ring with a "Z" (worth 50 gp). This is a former servant of Zenopus slain when the green flame engulfed the tower, long years ago.

Green Flame Skeleton
Armor Class 12; Hit Points 8; Speed 20 ft.
STR (+0) DEX (+2) CON (0) INT (-2) WIS (-1) CHA (-3)
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Blind, Blindvision 20’, Passive Perception 9
Actions
Green Flame Touch. +1 to hit; (1d4-1) bludgeoning damage; DEX Save 13+ or the flame spreads to the target. The green flame burns away 1 point of Constitution for 1d6 rounds, or until the fire is extinguished. If CON reaches zero, the target becomes a Green Flame Skeleton. Survivors regain 1 CON point per round.

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