Tower of Morrelia

A dungeon emerges from deep underground. The dungeon initially seems easy, however the Heroes trigger a device at the heart of the dungeon that reverses time and returns the dungeon to its original state, with traps and automata ready to spell their doom. In the throne room, the long dead Queen Morrelia awaits…

Lvl 1/4 insect minion
610
Burrow Beetle: Colony.

increment adjacent insects’ Armour.

  • Bite.
Lvl 1/3 lost technology
15
Automata: Clockwork Precision.

Your attacks cannot miss or crit.

  • Scratch.

    1d6+1

Lvl 1/3 lost technology
18
Malfunction.

Your attacks miss on a 2 and cannot crit.

Slow Start.

Heroes roll Initiative with advantage.

  • Scratch.

    1d6+1

remixed from Nit Automata
624
Burrow Beetle: Colony.

increment adjacent insects’ Armour.

Shieldbreaker.

If you move 4 spaces in a straight line before attacking, ignore Armour.

  • Piercing Mandibles.
remixed from Burrow Beetle
Lvl 2 lost technology - Ranged
M627
Automata: Clockwork Precision.

Your attacks cannot miss or crit.

Battery Defence: Recharge.

After using a (Recharge X) action, become unarmoured until the action recharges.

Choose 1.
  • Solar beam..

    (Range 6) When you would crit: Blinded for 1 round.

  • Revert.

    (Recharge 3) All creatures within Reach 3 lose Max HP equal to half the value of their Hit Die until the end of combat.

Lvl 2 lost technology - Ranged
M627
Automata: Clockwork Precision.

Your attacks cannot miss or crit.

Battery Defence: Recharge.

After using a (Recharge X) action, become unarmoured until the action recharges.

Choose 1.
  • Shears.
  • Rot & Rust.

    (Recharge 3) All Heroes within Reach 3 lose 1 Armour until their next Field Rest. If unarmoured, Heroes choose 1 item from their inventory slot to be destroyed.

remixed from Growth Automata
M627
Burrow Beetle: Colony.

increment adjacent insects’ Armour.

Pheromones.

At the end of each round: summon a 1d6 beetle minion.

  • Kick.
Knight
Level 3 Solo Chronomancy Spellblade
M100
STR+ INT+
Revert.

Morrelia reverts creatures to their younger, weaker selves.

At the start of her turn, adjacent creatures lose Max HP equal to half the value of their Hit Die (e.g. d12 = -6). Max HP is restored if she is defeated.

After each hero’s turn, choose 1:
  • Warped Spacetime.

    (1 use) Teleport to a creature you can see. Take a turn immediately after this.

  • Longsword.

    Move 8. 2d6 damage.

  • Rust & Rot.

    2d6+8 damage. On damage: lose 1 Armour. If unarmoured, target chooses 1 item from their inventory slots to be destroyed.

BLOODIED:

At 50 HP, Warped Time recharges.

LAST STAND:

Morrelia is fading! 30 more HP until Morrelia returns to dust. Until then, Revert gains Reach 3.

The final boss of a dungeon where time has been reversed by ancient technology, granting long dead tyrants another chance at conquest.

Lvl 4 large underground reptile
6441
Sightless Beasts: Tremor Sense.

You can pinpoint movements caused by anything in contact with the ground. Disadvantage when attacking flying creatures.

Acidic Skin.

Creatures starting their turn adjacent to you take 1d4 acid damage.

Alternate your two abilities between turns.
  • Acid Breath..

    (Cone 4) when you would crit: target(s) choose 1 inventory slot’s items to be destroyed.

  • Tail Whip..

    (Reach 2)

Eyeless salamanders are well adapted to life in total darkness, sensing their surroundings through sound, smell, and vibration. Some say coating yourself in cold mud confuses an Eyeless Salamander’s senses, however this is only a myth.

7/LVLSTR+, INT-
Burrow Beetle Adventuring Companion,
Colony.

Heroes adjacent to Click gain +2 armour.

Each turn, Move 6 then choose 1:
  • Mandibles.

    On crit: grappled. DC 8 + LVL STR save to escape.

  • Bury.

    Bury a grappled creature into the ground. Incapacitated until they succeed on a DC 8 + LVL STR save.

Dying:

(1/encounter) When Click reaches 0 HP, burrow underground and remain there until you use Bury. Attacks cannot target you while you are burrowed.

WOUNDS: