Dungeon NPCs
Elira Venn
Character NPCLevel 1Human • Ranger
Role: guide
HP 10 • AC 12
A practical relic-hunter from Brindleford who brings the first warning, leads the party to the tower, and returns later with new rumors about the wizard’s trail.
Updated 10/31/2026, 5:02:45 PM
Human • Ranger
Role: guide
HP 10 • AC 12
A practical relic-hunter from Brindleford who brings the first warning, leads the party to the tower, and returns later with new rumors about the wizard’s trail.
Event 1
Read Aloud
Elira Venn waits under Brindleford’s dripping gatehouse with a mud-stained cloak and a worried glance toward the marsh. "The tower bell is ringing again," she says. "If we reach the ruin first, we may stop whatever answers it."
Details
Elira Venn is here because she followed the bell’s sound from the marsh and needs capable help to reach the tower before the ringing draws danger. She is open to interaction and can answer practical questions about the route, the tower’s location, and what she has already seen. The party learns the tower stands beyond the village on the broken road, and Elira points them toward the ruined entrance as the only way forward. If the heroes agree, she gives a brief warning about unstable stone and the marsh track ahead. Treasure placement: The NPC provides 7 Gold Pieces to help the party with the adventure.
Event 2
Read Aloud
Rainwater sheets through the cracked tower doorway and pools across a cold stone floor. A broken map stand leans beside a blocked inner door, and a narrow side stair climbs into darkness. Fresh marks in the mud show something has moved through here not long ago.
Details
Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Skeleton. Why here: An old tower guardian has risen in the entry hall and is clinging to its last duty near the blocked inner door. Activity: It shambles between the map stand and the stair, reacting to movement and guarding the way deeper into the tower. Attitude: aggressive and threatening Encounter start: mutual awareness at close range Response trigger: It attacks if the party tries to pass the blocked inner door or threatens the stair. Aftermath: Searching the hall reveals a torn tower sketch and muddy tracks leading toward the flooded storage room. Room guidance: A Skeleton is here because old tower defenders sometimes rise from the damp stone and continue guarding ruined passages long after the living are gone. It is moving through the entry hall and remains aggressive and threatening, but it is also partly distracted by the dripping, shifting debris and the ruined doorway. The encounter starts with mutual awareness at close range if the party enters loudly; if the heroes try to creep past the hall’s rubble, offer Stealth-approach first. The Skeleton watches the blocked inner door and the stair, attacking anyone who tries to pass without dealing with it. After the scene, the party can search the map stand and mud for a torn route sketch that points deeper into the tower.
Event 3
Read Aloud
The next chamber is half under brown water. Crates bob against a slick ledge, and a submerged passage disappears beneath the flood toward the far wall. Cold air moves through the dark water as if there is another route hidden below.
Details
Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Swarm of Bats. Why here: The flooded storage room offers a dark, damp roost above the water for a colony of bats. Activity: It hangs in the rafters and flutters low when disturbed, drawn to the room’s moisture and movement. Attitude: frightened Encounter start: distracted/noisy monster Response trigger: It swarms if the party splashes, shines bright light upward, or disturbs the rafters. Aftermath: Searching the room reveals dry rope, a rusted hook, and the safest line to the submerged passage. Room guidance: A Swarm of Bats lives in the tower’s damp storage room because the flooded ceiling and broken rafters give it a safe roost above the water. It is frightened and distracted by the party’s noise, and it erupts from the rafters if the heroes disturb the crates or splash too loudly. The encounter begins with the Swarm of Bats already visible and noisy; the party automatically notices it, and Stealth-approach can gain the first action if they try to slip across the room quietly. The bats do not block the route by themselves, but their fluttering makes the submerged passage hard to inspect. After the scene, searching the crates reveals dry rope and a rusted hook that can help with the next crossing, while the waterline shows where the party can safely reach the far side. Treasure placement: Searching this area reveals Potion of Minor Healing.
Event 4
Read Aloud
A torn gallery opens above the marsh, its outer wall shattered away to the wind. Loose stone frames a dangerous gap, and the tower’s upper levels loom beyond it through drifting mist. Something pale and wet glistens on the far side of the broken span.
Details
Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Gray Ooze. Why here: The wind-broken gallery is wet, stony, and full of mineral runoff, which suits a Gray Ooze perfectly. Activity: It spreads across the broken masonry near the gap, feeding on residue and waiting for prey to cross. Attitude: defensive of something Encounter start: alert monster at a distance Response trigger: It attacks if the party steps onto the broken span or tries to force the upper route. Aftermath: Searching the gallery reveals a wizard’s note tucked into a stone niche and the way to the spellwork chamber. Room guidance: A Gray Ooze lives in the gallery because rainwater, old mortar, and fallen stone have given it a place to spread across the broken masonry. It is defensive of the slick ledge and hungry for anything that crosses the gap, beginning alert at a distance as it clings to the stone and watches the most direct route upward. Use a Spot surprise check to see whether the party notices the ooze before it slides into reach; if the heroes succeed, they can prepare, hide, or back away, and if they fail the Gray Ooze gets the first move. The gap and the ooze together make the room a hazard, but the party can still cross by leaping, luring it aside, or using debris to create a safer path. After the scene, the gallery’s broken parapet reveals a loose stone niche with a dry scrap of wizard’s notation pointing to the spellwork chamber above. Treasure placement: After the encounter, the party can recover 30 Gold Pieces from the guarded area or the creatures' belongings.
Event 5
Read Aloud
The chamber above hums with a low magical thrum. A simple device of ringed stone and worn metal sits beside the sealed stair, its markings faint but deliberate. The air smells of dust, rain, and old power waiting to be set right.
Details
Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Kobold. Why here: The old spellwork chamber gives the Kobolds a defensible place to watch the sealed stair and tend the tower’s device. Activity: They are crouched by the ringed stone mechanism, guarding it and trying to keep the upper door closed. Attitude: defensive of something Encounter start: mutual awareness at close range Response trigger: They attack if the party approaches the device without speaking or tries to force the seal. Aftermath: Once the device is reset, the sealed stair opens and the path to the bell chamber is clear. Room guidance: Two Kobold sentries are here because the chamber makes an ideal lookout and tool room, and they have taken shelter beside the device that keeps the upper door sealed. They are open to interaction at first, but they become aggressive and threatening if the party rushes them or tries to force the mechanism without warning. The encounter begins with mutual awareness at close range because the Kobolds are already working in the room and can see the stair. The chamber’s device is the immediate problem: if the party talks, bargains, or distracts the Kobolds, they can learn that the seal opens when the ringed stone is reset to match the tower’s bell rhythm. If the heroes prefer force, the Kobolds fight to protect the chamber until the device is corrected or they are driven off. After the scene, the reset mechanism opens the final stair and reveals the bell chamber above. Treasure placement: After the encounter, the party can recover 38 Gold Pieces, Chain Shirt +1 from the guarded area or the creatures' belongings.
No DM map cards yet.

Medium Undead | Lawful Evil | L1
HP
13
AC
13
Speed
30 ft.
Init
+2
STR 10 | DEX 14 | CON 15 | INT 6 | WIS 8 | CHA 5
Actions
Shortsword: Hit +4 | 5 (1d6 + 2) piercing damage.
Shortbow: Hit +4 | 5 (1d6 + 2) piercing damage.
Magic
No spells
Medium Beast | Unaligned | L1
HP
22
AC
12
Speed
0 ft., fly 30 ft.
Init
+2
STR 5 | DEX 15 | CON 10 | INT 2 | WIS 12 | CHA 4
Actions
Bites: Hit +4 | 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Magic
No spells
Medium Ooze | Unaligned | L2
HP
22
AC
8
Speed
10 ft., climb 10 ft.
Init
-2
STR 12 | DEX 6 | CON 16 | INT 1 | WIS 6 | CHA 2
Actions
Pseudopod: Hit +3 | 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Magic
No spells
Small Humanoid | Lawful Evil | L1
HP
5
AC
12
Speed
30 ft.
Init
+2
STR 7 | DEX 15 | CON 9 | INT 8 | WIS 7 | CHA 8
Actions
Dagger: Hit +4 | 4 (1d4 + 2) piercing damage.
Sling: Hit +4 | 4 (1d4 + 2) bludgeoning damage.
Magic
No spells

Item Handout
wondrous | common | L1
Value: 65 GP
Flooded Storage Passage
Description
A simple red draught that closes minor wounds.
Spells
Heal Light Wounds (L1): Heal 1D8 +1 of damage

Item Handout
armor | uncommon | L1
Value: 185 GP
+1 AC when wearing this.
Old Spellwork Chamber
Description
Light enchanted chain mail.
Spells
No spells.
With the bell chamber secured and the tower’s last defenses quieted, the ruin finally falls still. The ringing that drew the party here is ended, and the first clear sign of the wizard’s trail is now in hand. Dust settles over the broken stones as the tower’s old magic fades into silence. The heroes can take a moment to catch their breath, search the upper room one last time, and gather any remaining valuables before heading back down the broken road. If they wish, they may return to Brindleford to rest, trade, and sell what they recovered from the tower. Elira Venn is ready to hear what they found and confirm the route home. The tower’s immediate danger is over, and the party leaves with treasure, answers, and a hard-won victory. Congratulations, you are now Level 2!