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The Tower of Red is a dungeon filled with mostly traps, all orchistrated by one entity.  Groups that mostly like battling monsters won't have as much fun here, but there is still some fighting involved.

Од 10 December, 2005 - 5:18 pmZarem mislis znae nekoj koj nstaan treba da se pokrie i prezentira. Siguren sum deka 90% od vremeto nasite takanareceni novinari (cest na isklucocite, koi za zal se malku) go pominuvaat na nivniot mizeren blog :-).Mnogu od niv otidoa vo USA, EU na strucno usovrsuvanje, no sporeduvajci gi so tamosnite novinari, mozam da kazam deka dzabe si go gubele vremeto. Од 10 December, 2005 - 5:18 pmZarem mislis znae nekoj koj nstaan treba da se pokrie i prezentira. Siguren sum deka 90% od vremeto nasite takanareceni novinari (cest na isklucocite, koi za zal se malku) go pominuvaat na nivniot mizeren blog :-).Mnogu od niv otidoa vo USA, EU na strucno usovrsuvanje, no sporeduvajci gi so tamosnite novinari, mozam da kazam deka dzabe si go gubele vremeto.

Map Edit

RedTower1
RedTower2
RedTower3
RedTower4

Area 1, The Entrance (CR 4) Edit

When adventurers enter the room, a wall scythe trap attacks them (Attack +20 melee, 2d4+8, x4.  Search DC 21, Disable Device DC 18).  Adventurers enter a wide room with two wooden doors, there are also a number of badly pierced and slashed bodies pushed off to the side.

Area 2, Dead End (CR 8) Edit

This room has a chest in it as well as a few bodies with festering wounds around the chest.  A deathblade wall scyth trap attacks the first person to enter the room (Attack +16 melee, 2d4+8 plus 2 ongoing poison.  DC 20 Fortitude save resists poison.  poison deals 1d6 con/2d6 con damage.  Search DC 24, Disable Device DC 19).  Chest contains 80 pp. If PCs try to check bodies they all come alive as zombies. <-_->

Area 3, Hailstorm (CR 3) Edit

In this room, when an adventurer steps in front of the next wooden door, a hail of needles trap goes off, hitting all near the door (Attack +20 ranged, 2d4.  Search DC 22, Disable Device DC 22).

Area 4, Stairway to Hell (CR 2) Edit

This room has a staircase going up with a statue wielding two greataxes guarding it.  It also contains the bodies of the hail of needles trap victoms, still covered in needles.  When the adventurers attempt to go up the stairs, they fall into a pit trap (DC 20 Reflex Save.  40 ft. deep, 4d6 falling damage.  Search DC 20, Disable Device DC 20).  At the bottom of the pit lies a few bodies.

Area 5, Death From Above (CR 6) Edit

When the adventurers get to the top of the stairs there is a statue wielding two greataxes guarding it, then a spiked blocks from ceiling trap goes off in a ten foot radius around the top of the staircase (Attack +20 melee, 6d6.  Search DC 24, Disable Device DC 20)There are 2 wooden doors in this room.

Area 6, Crushing Despair (CR 9) Edit

This room is empty besides a wooden door.  Once someone is in the center of the room, a Dropping Ceiling trap goes off (never miss, 4d6.  Takes 1 round to drop) Then a cuthroat goblin comes down on the prone PC.

Area 7, Staircase of Excecution (CR 5) Edit

Another staircase is here as well as a wooden door.  There are also crushed bodies, pierced bodies, and crushed and pierced bodies off to the side.  This time the statue guarding the staircase attacks those arriving as a moving excecutioner statue trap (2 targets +16 melee, 1d12+8, x3.  Search DC 25, Disable Device DC 18)

Area 8, The Javalin Room (CR 2) Edit

When adventurers enter this room, a javalin trap goes off (Attack +16 Ranged, 1d6+4.  Search DC 20, Disable Device DC 18).

Area 9, A Floor of Dread (CR 5) Edit

This room has stairs continuing up and no more statue guarding the stairway.  The doorknob is smeared with contact poison (DC 13 Fortitude Save, 0/3d5 Con damage.  Dearch DC 25, Disable Device DC 19.

Area 10, The Silent Room (CR 0) Edit

This room is completely empty besides the doors

Area 11, The room of secrets (CR 10) Edit

This room seems to be empty, but there is a hidden compartment (Search DC 10) with a box in it at the end of the room.  In the box is a +1 dagger of ghost touch.  Once the compartment is opened, however, a crushing room trap is activated (never miss, takes two rounds.  16d6 damage.  Search DC 22, Disable Device DC 20).  The door is stuck for three rounds starting when the compartment is opened.

Area 12, Empty (CR 0) Edit

This is simply a room with 19 empty chests, all locked without a single key in the entire tower.  If adventurers take long enough, the ghost may become aware of their presence and reset traps with telekinesis.

Areas 13-16 (CR 10) Edit

The top floor is completely empty and untrapped except for area 16, which has the ghost's chest.  The ghost will use these rooms against adventurers by retreating through walls, floors, and ceilings when needed and popping out of them for sneack attacks.


Felir the Ghost
Size/Type: Medium Undead
Size/Type 8d12 (60 hp)
Initiative +4
Speed 30 ft. (Fly, perfect maneuverability) (6 squares)
Armor Class 15 (+4 Dex, +1 Deflection), touch 15, Flat-Footed 11
Base Attack/Grapple +6/ +5
Attack Corrupting Touch +10/+5 melee (1d6)
Full Attack Corrupting Touch +10/+5 melee (1d6)
Space/ Reach 5 ft./5 ft.
Special Attacks Sneak attack +4d6, Corrupting Touch, Frightful Moan, Telekinesis 
Special Qualities Trapfinding, Evasion, Improved Uncanny Dodge, Trap Sense +2
Saves Fort +2, Ref +10, Will +2
Abilities Str 8, Dex 18, Con -, Int 13, Wis 11, Cha 16
Skills Bluff +13, Craft (Trapsmith) +11, Disable Device +11, Hide +14, Knowledge (Local) +7, Knowledge (Architecture and Engineering) +3, Listen +10, Move Silently +14, Open Lock +14, Search +11, Sense Motive +10, Spot +10
Feats Dodge, Mobility, Weapon Finesse, Combat Reflexes
Challenge Rating 10
Treasure 190 gp, a protection from arrows and fog cloud arcane scroll, a lesser restoration potion, a magic fang potion, and a melf's acid arrow, knock, and shatter arcane scroll
Alignment Chaotic Evil

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