Tugren's Tower

Tugren Halbot was a reclusive mage in the early days of the Inquisition. A hermit to the core, his hidden tower remained unlooted for nearly a century after he died of old age. The smaller plants in his workshop were changed by the magical energies left behind, and his workshop was well hidden from all but the most experienced of Inquisitors. There are only two ways to find his tower -- speak with the native rangers in the region, or find his spellbook, which maps out his ranges and his territories.

The tower itself was fifty feet on a side -- essentially a large cube. Age and a small battle collapsed the tower in on itself, and the former ivy now buries its roots through the remains of the basement, while its thick vines have spread all over the top, and through much of the small valley the tower lay in. The assassin vines and the shambling mound are symbiotic with the large tendriculous that actually makes up the heart of the ivy creature, but all three can regenerate if even a single seed of them is left.

Assassin Vine: Large Plant; CR 3; HD 4d8+12 (30hp); Init +0; Spd 0ft; AC 15 (-1 size, +6 natural); Attacks Slam +7 melee (1d6+7); F/R 5x5/10ft (20ft w/ vine); SA Entangle, Improved Grab, Constrict 1d6+7; SQ Camouflage, Electricity immunity, cold and fire resistance 20, blindsight; SV Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16, In -, Wis 13, Cha 9. Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action. The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 4th-level druid (save DC 13). Improved Grab (Ex): To use this ability, the assassin vine must hit with its slam attack. Constrict (Ex): An assassin vine deals 1d6_7 points of damage with a successful grapple check against Medium-size or smaller creatures. Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant.

Shambling Mound: Large Plant; CR 6; HD 8d8+24 (60hp); Init +0; Spd 20ft; AC 20 (-1 size, +11 natural); Attacks 2 slams +10 melee (2d6+5); F/R 5x5/10ft; SA Improved Grab, Constrict 2d6+7; SQ Plant, electricity Immunity, Fire Resistance 30; SV Fort +9, Ref +2, Will +2; Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9. Skills: Hide +0*, Listen +4, Move Silently +4. Improved Grab (ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict. Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting. Plant: Immune to mind-influencing efffects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour. Skills: Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently Checks. *They receive a +12 bonus to Hide checks when in a swampy or forested area.

Tendriculos: Huge Plant; CR 6; HD 9d8+54 (94hp); Init -1 (Dex); Spd 20ft; AC 16 (-2 size, -1 Dex, +9 natural); Attacks bite +13 melee (2d8+9), 2 tendrils +8 melee (1d6+4); F/R 10x40/15; SA Improved Grab, Swallow Whole, Paralysis; SQ Plant, Regeneration 10; SV Fort +12, Ref +2, Will +2; Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3. Improved Grab (Ex): To use this ability, the tendriculos must hit with its bite attack. if it gets a hold, it automatically deals bite damage and can try to swallow the oponent. A tendriculos that hits with a tendril attack grabs as above. If it gets a hold, it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing bite damage as above. Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside the plant's mass, the opponent must succeed at a Fortitude save (DC 19) or be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the tendriculos's interior (AC 15). Once the creature exits, the plant's amazing regenerative capacity closes the hole; another swallowed opponent must again cut its own way out. The tendriculos's interior can hold two Large, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

Underneath all the debris in the basement is a flagstone that is unmortared -- and beneath it, is darkness. Tugren enchanted several dozen steel pitons with darkness, and buried them in the tunnel that leads to his lab. Added to these enchantments were Nystul's undetectable auras, so everything magical comes up as nonmagical, further confusing efforts to pry through the darkness. A large zone of nondetection exists beneath the flagstone, opening up an arena of confusing magics and hidden spells.

The tunnel leading to Tugren's workshop is at the end of an eighty-foot tunnel. A hidden, obscured, undetectable rune lies in the middle of the tunnel inscribed on one of the flagstones. First, it casts a slow spell (DC 15), and then it follows it up with a stinking cloud spell (DC 15). All of this takes place in magical darkness. Twenty foot from the final door to the worshops, and twenty feet past the slow and stinking cloud runes is another rune, of web (DC 14). One round after the web spell ensnares anyone, a gust of wind clears out the stinking cloud, only to replace it with a monster summoning II set to call large, monstrous spiders.

Monsterous Spider, Large: CR 2; Large Vermin (10' wide, body the size of a large ale keg); HD 4d8+4; hp 22; Init +3 (Dex); Spd 30 ft, climb 20ft (40 ft, climb 20ft); AC 14 (+1 size, +3 Dex, +2 natural); Atk Bite +4 melee (1d8+3 and poison); SA poison, web; SQ vermin; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int --, Wis 10, Cha 2. Skills and Feats: Climb +14, Hide +14, Jump +2*, Spot +7*. Poison (Ex): DC 11, Initial and Secondary Damage 1d3 Str. Web (Ex): Escape DC 18, Break DC 24, hp 4. DC 20 to notice the web; attempts to break free gain a +5 bonus if there is purchase. Vermin (Ex): Immune to mind-influencing effects.

Past that lies the iron-banded door (still in darkness) to Tugren's workshop. The door itself has a simple arcane lock upon it (total DC to break down or open is 35). Inside is a cold, musty smell in the natural darkness. The workshop is nearly forty feet on a side, with a vaulted ceiling, shelves everywhere, and a layer of dust and cobwebs on everything. Tugren Halbot himself lies slumped across his desk, his skeleton precariously held together with old, decomposed skin and muscle. The slightest touch will collapse the body. The books have all been eaten through with age, and likely are little more than dust.

The workshop has hundreds of book covers on high shelves, as well as several work tables, benches, a furnace, and other, fragile and antiquated things. Detect magic will work effectively in that room, and will reveal the following: bracers of armor (+2) (4,000 gp), potion of blur (300 gp) [sooty-colored, greasy odor/taste, viscous, cloudy appearance], buckler +1 (1,165 gp), buckler +1 (blinding) (4,165 gp) [something provides a clue to this item's function], spectacles of daylight (8,000gp) [allow the wearer to see in magical darkness], a chest full of small gems of various colors, all uncut (valued at a total of 4,000gp; value of 21,000gp if cut), ring of protection +1 (2,000 gp), Heward's handy haversack (2,000 gp), and quarterstaff +2 (8,600 gp) [curse: possessor must have at least 6 ranks of profession (scribe)].

As well, there are four each of the following scrolls: nondetection, protection from elements, true strike, darkness, and tongues.