T. Squick's Tower (D&D)

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[back to Dracula's Castle]

Squick’s suite includes a long, enclosed hall and tower, both of which are suspended in the air high above the ground. When the heroes finally confront Squick, he retreats to his suite and leads them through a series of incredibly deadly traps. Provided that they survive the traps, they will not have a terribly difficult time defeating Squick himself.

Squick’s floor plan is meticulously designed to force the heroes to contend with each trap. Heroes may find a creative way around some of these traps, which is to be encouraged.

Beginning the Encounter

Roll Initiative as though this is a typical combat encounter. This both determines the order that the heroes must approach the challenges, and gives them an opportunity to attack Squick when he is within sight. If Squick takes any damage before the top of the tower, the heroes may witness him devouring a magic item in order to regain health.

Entry Hall

The entry hall to Squick’s tower contains a series of traps. When the heroes first see Squick, he is on the far end of the entry hall, 600 ft away from the heroes.

As soon as the heroes enter the hall, Squick pulls a lever in the wall that activates several traps at once.

An iron portcullis drops down behind them, trapping them in unless they have the ability to teleport or fit through spaces as narrow as 3 inches.

A few feet ahead of the heroes, a series of axe-bladed pendulums swing back and forth, each at a different tempo.

Farther up the hall, closer to Squick, a large portion of the floor crumbles away, exposing open air hundreds of feet above the ground. Ropes drop down from the ceiling, seeming to allow a possible way across the gap.

Squick giggles in a deranged way and then runs up a grand staircase at the end of the hall, heading deeper into his suite.

The Axe Pendulums

The axe pendulums swinging before the heroes each have the stats of Greataxes, dealing 18 (4d8) slashing damage to the heroes if they hit. They are spaced 5 ft apart from one another for 40 ft, and are timed to different tempos, making it quite difficult to maneuver through them.

A hero may think to crawl along the space adjacent to either wall in order to avoid the axes. If a hero goes to attempt this, they notice that the ground closest to either wall is perforated with inch-wide holes. It appears that spikes rest just beneath these holes.

A hero that crawls along this passage must make a DC 20 Strength (Athletics) check. On a fail, the spikes skewer them, dealing 15 (5d4) slashing damage. The spikes are timed to poke faster heroes more frequently. Heroes that crawl along this passage must make two of these checks, taking damage on a failure each time. After the second check, the hero reaches the other side.

Heroes that try to time the axes’ patterns and run through the center of the hall may do so one axe at a time, or may try to run through multiple at once. The DC is much lower for doing one at a time, but this slows the heroes down so much that Squick has plenty of time to set up his next trap (as noted in the Lower Tower section below). Timing the axes takes an Intelligence (History), Wisdom (Perception), or Charisma (Performance) check. The DC is harder for each subsequent axe in the progression. If a hero attempts to run through multiple axes at once, use the highest DC out of the axes the hero attempts to run through, and add +2 for each additional axe. On a success, the hero maneuvers through one or more axes based on their declared intent. On a failure, the hero takes 18 (4d8) slashing damage per axe that they attempted to maneuver past.

Axe DC
1 10
2 11
3 12
4 13
5 14
6 25
7 16
8 17

If it takes the heroes more than four turns to get through the axes, then Squick has time to fully prepare the trap in the Lower Tower.

The Gaping Floor

After the heroes make it past the axes, they must overcome the gap in the floor, which is 40 ft long. Heroes with a flying speed or the ability to teleport that distance will have no trouble. Heroes with a climbing speed may climb along the walls on either side of the hall. Other heroes will have to rely on the aid of their fellows.

A series of ropes dangle from overhead, offering a potential method by which the heroes may cross the gap. However, these ropes are not load-bearing and will break off from the ceiling the moment that a creature tugs on it or puts its full weight on it. If a creature leaps to grab the first rope, they immediately fall.

Creatures that fall take 40d6 falling damage and land in the hedge maze. They must make a Dexterity saving throw to determine the extent of their additional injuries from the fall.

LUCK DC Injury
3 Broken Back
4-7 Broken Leg
8-12 Broken Arm
13 or higher Broken Rib

Heroes that cannot cross the gap will have to rely on their companions to harness them with rope, maneuver across the gap, then brace while the heroes that cannot otherwise cross swing down the gap and climb up the rope. This requires a DC 12 Intelligence (Investigating) or Dexterity (Sleight of Hand) check to secure the rope harness, then requires a Strength (Athletics) check for the heroes holding the far end of the rope to successfully brace against the weight of their allies. The DC should be based on the swinging hero’s weight, ranging from a DC 6 check for a very light creature (such as a halfling or bhrunai) to a DC 22 check for a much heavier creature (such as a trollkin or remnant). Finally, climbing up the rope - or hauling the rope up from the floor above - requires a DC 16 Strength (Athletics) check. If both parties fail this check, they may each attempt one more check; if they both fail the check twice, then the rope slips and the hero falls, taking damage as described above.

The Brimstone Staircase

After the heroes cross the gap, they may ascend the staircase in pursuit of Squick. The staircase is 60 ft tall. Each hero must make an Intelligence (Investigation) or Wisdom (Perception) check as they run up the staircase; if any hero rolls below a DC of 16, then they step on a trapped stair that makes all the stairs flatten out into a slide, causing the heroes to slide back towards the gap. If any hero rolls above a 24, they may warn the other heroes about the trap, eliminating any failures.

If the heroes slide back towards the gap, they must make DC 14 Strength (Athletics) or Dexterity (Acrobatics) checks. On a failure, a creature slides off the edge and may make one final DC 20 Dexterity saving throw. If they fail, then they fall, taking damage as described above.

Once activated, climbing up the slide requires a DC 18 Strength (Athletics) check, which can be circumvented if the heroes have 30 pitons or if one hero makes it to the top and braces with a rope for the other heroes. If all heroes fail this Strength (Athletics) check, then the strongest hero eventually makes it to the top, but it takes a long enough time that Squick fully prepares the trap in the Lower Tower.

If the heroes make it to the top of the staircase, they activate a glyph that was programmed to trigger upon a creature besides Squick showing themself. This glyph launches a brimstone boulder down the hallway. Creatures may retreat down the stairway, but the brimstone boulder rolls down the stairs, which also activates the slide trap if it was not already active.

The heroes may attempt to cower in either corner of the hall to avoid the Brimstone Boulder. Doing so requires a DC 16 Dexterity (Acrobatics) check, or a DC 13 check if the hero is Small. On a success, then the creature gains ¾ Cover against the brimstone boulder. The brimstone boulder’s save DC is 14. Once it reaches the gap in the floor, it falls, causing a fire in the hedge maze far below.

After the Brimstone Boulder smashes through the hall, creatures that attempt to climb the slide and fail their Strength (Athletics) check slide into the terrain left by the Brimstone Boulder, taking 3d4 fire and 3d4 poison damage as they slide back down to the lower hall.

If the heroes make it up the staircase and survive the Brimstone Boulder, they may reach the end of the hall, where a doorway underneath the Brimstone Boulder glyph opens into the lower level of Squick’s tower.

T1. Lower Tower

The lower floor of the tower looks like a simple dungeon. It is a circular floor plan, 40 ft in diameter, with a stone floor and a stone spiral staircase without a guardrail that hugs the wall, ascending for 60 ft before reaching the next floor in the tower.

This is also an elaborate trap room. If Squick has time to set up more of the trap (either by the heroes taking too long in the axe challenge or the brimstone staircase challenge), then the floor crumbles away as soon as the heroes enter the room. The exception is a narrow walkway that allows the heroes to move around the periphery of the room to reach the staircase.

The staircase ascends 60 ft around a 40 ft diameter room.

Falling from the Tower

If a hero falls from the tower through the open floor, they take 46d6 falling damage and land in the hedge maze. They must make a LUCK check to determine the extent of their additional injuries from the fall.

LUCK DC Injury
Crit Fail Broken Back
8 or lower Broken Leg
9-16 Broken Arm
17 or higher Broken Rib

Retracting Stairs

If the heroes were slowed down in both the axe challenge and the brimstone staircase, then Squick is able to also set up the stone stairs to slowly retract as the heroes begin their climb.

At the start of each hero’s turn, they must make a DEX/Balancing check to avoid falling as the stairs retract into the wall. The DC is 6, but increases by 3 on each subsequent turn. At the start of the 5th turn, the heroes fall as the stairs retract fully into the walls. If a hero fails this DC, then they fall, taking Xd6 falling damage, where X is 1 + the number of checks that they have made.

Ascending the room via the staircase takes 90 ft of movement, which is considered difficult terrain. A creature that reaches the top of the staircase in fewer than five rounds does not have to worry about the stairs completely retracting.

Climbing the Walls

If they do not reach the top of the stairs in four rounds, then the stairs completely retract and heroes will have to either fly or climb the wall to reach the middle level of the tower. Climbing the wall in this way requires a DC 24 STR/Athletics check. Heroes may attempt this check any number of times, but fall and take 4d6 falling damage each time that they fail. Expending 30 pitons nullifies the need for this skill check, as does a creature that reaches the the next floor and ties a rope in place with a successful DC 12 INT/Dungeoneering or INT/Sleight of Hand check.

Whistling Wind

Regardless of how quickly the heroes reach this room, the whistling wind trap is already set. If they arrive with no delays, they see Squick slinking from the top of the stairs into the next floor. As the heroes climb the stairs, arrow slits in the walls unleash torrential gusts of wind with the intent of knocking the heroes off of the staircase. At the end of each hero’s turn, they must make an INT/Dungeoneering or AWR/Perceiving check. The DC is 6, but increases by 3 on each subsequent turn. If a hero fails this check, they fall, taking Xd6 falling damage, where X is 1 + the number of checks that they have made.

T2. Middle Tower

After the heroes ascend the lower level of the tower, they reach the middle tower, which is divided into two floors. Immediately to their left after ascending the stairs, a substantial portion of the middle tower’s wall is missing from floor to ceiling. This enormous hole in the wall allows flying creatures to come and go as they please. Falling out of this floor would result in a hero taking 50d6 falling damage and landing in the hedge maze. A creature that falls must also make a Constitution saving throw to determine the severity of their injuries.

DC Injury
3 Broken Back
4-7 Broken Leg
8-13 Broken Arm
14 or higher Broken Rib

Wind Trap

Opposite the gap in the wall, a large cogwork contraption operates an enormous bellows that buffets the heroes with wind. As each hero comes up from the previous floor, they may make a DC 14 Intelligence (Investigation) or Wisdom (Perception) check to notice the contraption and fall Prone.

If they do not, then the contraption blows out a powerful gust of wind, making a +6 attack vs their FORT. If it hits, then the hero is pushed out of the tower. They may make a DC 18 Dexterity saving throw, grabbing the edge of the tower on a success and falling on a failure.

A creature that is Prone is underneath the blast of wind and is not pushed. A creature that reaches the cogwork contraption may disable it with a DC 16 Strength (Athletics) or Dexterity (Sleight of Hand) check, or may attack it until it breaks. It has the following stats.

HP 50

AC 18

20 ft past where the stairs open up onto this floor, another set of stairs continues upward. As the heroes travel up this staircase, any hero may make an Intelligence (Investigation) or Wisdom (Perception) check. On a roll of 16 or higher, they notice two pitons that have been dropped hastily on the stairs. A subsequent DC 14 check of the same type allows the heroes to notice two holes that are the right size and shape for the pitons, which seem to hold a metal slab in place. The slab, currently unbolted, extends upwards to connect to the wooden floor above them.

The Death Ramp

The next floor, wooden rather than stone, appears completely unfurnished except for a large wooden tank of water that is suspended from the ceiling, apparently serving as a cistern for the next floor up. About 15 ft ahead of the heroes, another spiral staircase winds around the walls to reach the next floor up.

If the heroes proceed and they did not bolt the metal slab back in place on the previous staircase, then they activate this room’s trap as soon as two or more heroes are simultaneously on the wooden floor.

This causes the entire strip of 15 ft wide wood between the stairs, and 40 ft long, to tilt on its axis, making any heroes currently on the wooden floor slide to one side. To make matters worse, as the floor tilts, the heroes’ side of the floor angles back down to the previous floor’s open wall, potentially depositing them into freefall. Finally, as the floor tilts up, it tilts the water tank, causing a flood of water to rush down the angled floor and sweep the heroes away.

Each hero may make a split-second decision in an effort to survive this. In Initiative order, a hero may attempt one thing, spending any amount of AP on one single action. Suggested actions are below, though heroes may come up with other ideas. The DCs for any of these actions should be between 16 and 22, at the MC’s discretion.

Suggested actions:

  • Rolling to one side, resulting in a fall back down to the previous floor and taking 4d6 falling damage.
  • Driving a knife, dagger, or similar weapon into the wood and using it as an anchor.
  • Throwing a rope to a hero sliding down the ramp.
  • Catching a rope from a hero not on the ramp.
  • Casting a spell to gain a fly speed, climb speed, or something similar.

Any heroes still on the ramp after this action must first make a DC 18 Strength or Constitution saving throw to withstand the cascade of water washing over them. They automatically fail this check unless they are held in place by grabbing onto a weapon or object stuck into the wood, or by holding onto a rope tossed to them from another hero.

If they fail this check, then they must make a DC 20 Dexterity saving throw to grab onto the edge of the tower as they are deposited outside of it. If they fail, then they fall, taking 50d6 falling damage and landing in the hedge maze. A creature that falls must also make a Constitution saving throw to determine the severity of their injuries.

DC Injury
3 Broken Back
4-7 Broken Leg
8-13 Broken Arm
14 or higher Broken Rib

Heroes may overcome this trap either by bolting the metal brace back in place on the previous staircase or by going across the floor one at a time. Once the heroes overcome this challenge, they may proceed to the upper tower.

T3. Upper Tower

The upper tower consists of one final simple but deadly trap that Squick sets off when the heroes enter. It is another 60 ft tall chamber with the stone staircase continuing to wrap around the wall. Squick waits for the heroes at the top of the stairs, and when he sees them advancing, he pulls a lever that activates a cogwork contraption drawing a trapdoor out from the stairway to seal the heroes off from retreating. The lever also causes several slats to open in the walls, and thick, choking mist pours into the chamber. The mist is scented, smelling of sharp spices.

The heroes may then take their turns in Initiative order.

On squick’s next turn, he lights a match and flicks it into the mist, which combusts. Each hero in the room must make a DC 16 Constitution saving throw, taking 8d6 fire damage on a failed save and ½ as much on a successful one.

T4. Top Tower

Once the heroes reach the top of the tower, they may fight Squick directly in his personal chambers. The bottom floor of Squick’s personal chambers is a dual purpose relaxation room and reception area. His middle floor is a personal study and library. His top floor is divided into two semicircular rooms, the first being his bedchamber and the second being a hidden treasure room. The middle floor has an interior balcony opening to the bottom floor of this suite.

His chambers are brightly lit with magical lamps that produce the Light cantrip in perpetuity. Squick may eat these lamps using his Consume Magic ability.

In addition to the typical furnishings of the top three floors of his tower, Squick’s suite has permanent magical circles that he can activate or deactivate by touching them and spending one of his monster actions (in place of a Knife attack). The circles are faint but visible when inactive, and glow brightly when activated.

On the wooden panel behind Squick’s bed, a hidden lever slides the bed forward, revealing a crawl space that leads to Squick’s personal vault of magic items. Here, the heroes may each find any one uncommon magic item each. They may also find 4d4 potions of greater healing each.