Tower of the Stirge – a 1st level D&D One-Shot Adventure

Continuing a series which began with The Goblins and The Pie Shop, and continued with Rats of Rothsea (with a short interlude adapting Dyson Logos’ Goblin Gully), here’s another 1st level one-shot for D&D5e. This one is a bit grimmer and darker than the others, as befits the subject matter, and isn’t recommended for younger players like the previous two. There’s zombies, blood-sucking, and egg-laying flying beasts with proboscis in this one. Oh, and the plural of stirge is “stirge,” I’ve just decided. Apologies to any adventurers who assume this means the tower only contains one of the beasties.

In terms of structure, this was heavily modelled on Johnn Four’s 5 Room Dungeon model, which is a really good way to structure linear encounters for play (there’s probably a follow-up post on that. If you want a map for the tower, Dyson Logos’ Ashryn Spire is ideal.

Tower of the Stirge

Introduction

The tower at Halk Head used to be a mage’s tower – but for many years it lay dormant after a band of brave adventurers defeated and looted the wizard. Until, a few months ago, the hermit Gorthrix came to the village. Seeking a place to rest, he moved in and begun to explore the ruined tower. Noises and rumour brought children and explorers from the village, so to deter them Gorthrix attracted a nest of stirge and reactivated the wizard’s earth elemental bodyguard.

He meant the stirge to just deter visitors, but he find the beasts have now overtaken the entire top floor of the tower; although they don’t attack him, there’s was little he could do when they ambushed and killed a pair of children who came exploring, dragging the blood-drained bodies back to their nest. Panicking, he sent the elemental out to destroy the cliffside path to the tower, and now sits tight, hoping that the villagers will avoid the ruined tower as a place of ill omen. He hasn’t counted on the recklessness of adventurers.

Characters

Gorthrix is a mean-spirited, loner of a dwarf who wants nothing more than to be left alone, and is prepared to kill to ensure that happens. Finding the tower was the first step in him finding some space for himself, and he’s not going to let an accident with his new pets stop him.

Gorthrix has a tame baboon who helps him. He has named him Gorthrox, and Gorthrox is just as brutal and angry as the stirge.

Cliff is a bound earth elemental who used to serve the old wizard hundreds of years ago. When the adventurers came, he was locked in the tower basement, so he just slept. Now, he’s slow and confused, but Gorthrix doesn’t ask too much of him and he quite enjoys the company. What he really wants to do is properly rebuild the tower, but Gorthrix won’t led him near the bird-things on the roof.

The Stirge are horrible, bloodsucking flying rats with long proboscis that drip with blood. After a feed they are bloated and clumsy flyers, but when hungry they are fast and vicious. Gothrix feeds them treats, so they like him, but he’s still just walking food to them.

The Village

The village of Clifftop sits at the top of 80 feet of steep cliffs. At their foot is a small beach, with a pier and a few fishing boats, and a treacherous path carved into the rock. A small, rickety path leads out to the Tower – in the other direction, a more sturdy path offers a shortcut to the larger town of Endholme.

The PCs will be summonsed by the Village Elders and told the story – two local boys, Edric and Embry, were wandering out near the tower last week and now appear to have disappeared. The village sheriff, Robel, went out looking and found nothing, but the elders are sure that it’s something in the tower – strange lights have been seen in recent days coming from it – it is surely a place of ill omen. Robel assumes that the boys have just run away to the tower and are hoping to attract the attention of the villagers – but he will grudgingly point the adventurers in the direction of the tower.

The villagers beg the PCs to explore the tower – if nothing else, to see if they can bring the boys’ bodies back. They offer 20gp each for their troubles. Robel is keen to stay in the village to make sure no more trouble comes to the farmers’ herds, but he can point them towards the cliff-top path to the tower.

If they ask around, a successful DC 15 skill check gets them a true-ish rumour, a failed one gets them an almost-certainly-false one. If they fail the check, the character has a fair idea that the information they have is false.

True-ish Rumours (d6)

1 – The tower was built by an old sorcerer – they say that remnants of his magic can still be found there

2 – Huge crows have been seen circling the tower – this is surely an ill omen?

3 – Farmer Copley, whose clifftop farm isn’t far from the tower, has had several sheep disappear recently – without any of the usual marks of wolf attacks

4 – A few months ago a stinking dwarf clad in rags came to the town and asked lots of questions about the tower. He stole a loaf of bread, so Robel ran him out of town.

5 – The cliffside path has withstood storms and terrible weather for years – it can’t have just collapsed on its own

6 – Last month, a body was found by the cliffside path, drained entirely of blood. The villagers who found it went to get Robel, but by the time they returned, it was gone.

Almost Certainly False Rumours (d6)

1 – The sorcerer who used to rule the tower has returned, and he has taken the boys as sacrifices

2 – All who enter the tower are compelled to stay there by dark magic

3 – The two boys were always up to no good – I expect they’ve just run away to get shot of Robel spoiling their fun

4 – Two more children went missing a few weeks ago, that the PCs haven’t been told about (they did, but Robel brought them back and returned them – they had just got stranded on the beach)

5 – The strange birds that can be seen circling the tower can only be hurt by silvered or magical weapons

6 – The tower doesn’t even exist – it’s an illusion that lures explorers to the cliffs, where they fall and are eaten by the kraken. The kraken? Nobody’s told you about the kraken?

Scene One – Approach to the Tower

The path to the tower has been damaged and pulled apart by Cliff, but he didn’t do a very good job, because he much prefers building things to pulling them apart. A few of the ropes are still there where the path has crumbled, and where boulders cover the path, they can be -carefully- clambered over.

To get to the tower, each PC must make an Athletics check with DC10. On a failure, they stumble and slide down from the path – they take 1d6 damage, with a Dexterity save for half. If half or more of the PCs (round up) fail their skill checks, the stirges are alerted by the noise and ambush them while they are on the path – the path is difficult terrain, and anyone without a secure footing will fight with disadvantage.

Stirge by Jacob E Blackmon

Stirge by Jacob E. Blackmon

Stirge Attack!

Either as they approach the tower, or half way along the treacherous cliff path, a group of stirges will attack them. Seeing the PCs approaching, their Queen has sent them out to hunt.

There is one stirge for each PC, and they attempt to attack one each as well. They aren’t used to fighting creatures that fight back much, so they don’t gang up on opponents unless an obvious opportunity presents itself.

As the stirge wobble towards them, clever players might have their characters take cover, particularly if they heard the rumour in the village about them. Their passive Perception is only 9, and a successful Stealth check will let them hide behind a useful rock. If the whole party manage to hide from the Stirges, they fly around looking for them for a while, before flying off to feast on a nearby sheep.

Scene Two – The Tower

The Ground Floor and Basement

The ground floor is were the wizard used to welcome visitors. It’s now crumbled and full of rubble; the staircase up to the next level is crumbled and treacherous.

Cliff rests in the Ground Floor – he is an earth elemental, so will be a possible insurmountable challenge for the PCs to fight, but he’s very amenable to talking. As they enter, he steps away from the section of wall he was resting against and tries to whisper to them that they should go away, or the New Master will kill them. “He never wants visitors, not living ones anyway – you should go!”

Cliff just wants to be left alone to rebuild the tower – he’s not too bright, and pretty content with his lot. He’ll tell them about the New Master and about how he wants to help them, but the New Master would be mad at him if he did – and he doesn’t want to be shouted at. He doesn’t know much about the ‘funny birds’ at the top of the tower, and he certainly doesn’t know what happened to the kids who came to explore.

If the PCs talk to Cliff, allow them to make appropriate skill checks – once they have 3 successes – most likely Persuasion or Deception, although Intimidation is possible – the only wizard Cliff has seen for many years was a mighty sorcerer, so a flashy display of magic might trick him. If they fail 3 times in total, he loses his patience with them, and starts banging and shouting, alerting Gorthrix and his baboon from upstairs.

If they try to fight him, luckily for them Cliff is very reluctant to hurt anyone. He’ll try and Grapple the biggest looking opponent and then put them in some inaccessible part of the cliff below. Only if really enraged will he attack with his Slam. If he defeats the whole party, he carries them back and leaves them at the edge of the village – feeling terribly guilty that he might have hurt them.

The First Floor

The first floor contains the remnants of the wizard’s magical traps and tricks – and is probably the most deadly of the rooms – it’s also where Gorthrix will make his stand.

As they enter, a magic mouth trap challenges them to speak their name, and then casts a slow spell at them (save DC 13). Assuming some of the PCs are affected, Gorthrix then leaps out and attacks them – his stats are the same as a spy, and he begins the fight with his pet Gorthrox, a baboon, alongside him.

If they defeat him (and Gorthrix will surrender if the fight turns against him) – he warns them of what is on the roof. The boys are there, he says, but not like they were – he begs for forgiveness – he wanted to be left alone, but those beasts were just too much for him to handle – he never meant for them to kill the boys, or – what they have become.

Gorthrix’s room is here, and it has some of his treasure – although most of the shiny trinkets have been taken by the stirges. He carries 20gp on his person in a leather purse, and two potions of healing. He will offer the money as a bribe for them to spare them – but tries to keep the potions to recover his and Gorthrox’s wounds.

The Second Floor

Has a crumbling, uneven floor – as the PCs walk across it, they can hear it creaking and moaning. Each PC has to make a Stealth or Acrobatics check, DC 10, to cross without alerting the stirge nested above. Halflings and gnomes not wearing heavy armour can make this check with advantage. If half or more of the PCs fail the check, a creaking floorboard snaps, and the ceiling above collapses as the stirge fall about onto them.

Cautious testing, looking for footprints and dust, and a DC 15 Investigation roll can show where there has been movement and where there hasn’t on the floor, also granting advantage on the above roll.

If they spared Gorthrix, when he sees the PCs in combat with the stirge and zombies he will try and seize the opportunity to get his revenge on them by assisting the monsters in this fight.

The Third Floor

This is where the stirge nest, and a horrible sight it is. In the centre of the room lie the bloated bodies of the two boys killed exploring. The stirge around seem to be feeding them their own blood, and the boys have changed into something undead and horrific. As they move to attack, a fat, blood-drenched stirge with a bulbous belly sits on the ground – the Stirge Queen, who is laying her eggs in the boys. Beyond this scene, a nest full of shiny things beckons – see Rewards below.

The two boys have statistics as zombies, and move immediately to attack backed by two stirge. As the combat continues, another two stirge join the following round, and another two the round after – defending their nest, they fight alongside one another and attempt to attack the tastiest-looking (or fattest) adventurers – they are particularly fond of halfling and gnome.

If both of the boys are killed, the remaining stirge panic, as their eggs spill out from the bodies and they flee from the tower. At this point, the stirge queen (as a normal stirge but 10 hp from her fat, egg-filled belly) fights as the rest of them attempt to flee.

Rewards

In the stirge nest, the accumulated shiny things they have collected can be found. They one malachite gem per PC (each worth 10gp), plus a single bigger bloodstone gem (worth 50gp) mixed in a pile with 100 sp and 30 cp. The cp have been polished to a shine by stirge proboscises, and will need a good wash before any merchant will accept them.

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