The Wandering Oak Dungeon Crawl Welcome to The Wandering Oak Dungeon Crawl. Recommended for at least 4 level 3 players. It is a loosely based science fiction and Dungeon and Dragons 5e Dungeon crawl based upon a well-known British Sci-Fi series. Just to help on the confusion some for those who aren't avid watchers but are familiar with the show about the guy in the flying through time phone booth, reason it's a Police Call box in the show is that the chameleon code was disabled and couldn't be repaired, henceforth it was stuck permantly as a police call box. In this dungeon crawl, we give an opportunity to see a way the code could have been corrupted.

Can you help before it's too late? This homebrew was made on The Homebrewery by Natural Crit If you have any questions, comments, useful tips, etc

you can find me on Twitter: @cymrueira

The story so far You have had many adventures and trials up to this point and decided to make camp in a wooded area where you were passing. Having secured the area and found it to be safe you set up under a nice billowy weeping willow tree. Perfect spot, long branches, most touch the ground, would provide for some cover and concelment and when the morning sun arises it would be nice to have the bit of shade to keep the sun from glaring in yourr eyes.

As you wake, and go about starting your day you note, what is now, a lovely oak tree in which you camped by. You are all pretty sure you slept under a willow the night before, and there are no signs at all that this oak tree was here before. No acorns fallen on the ground, no squirrels milling about, no signs.

Investigation (DC 10) of the oak tree on left side revels secret panel near base of tree when pushed leading them to the first/main floor of what appears to be a lab. In the center of the room is a hexagon machine of panels with all sorts of buttons, knobs, and lights. A few of the lights blink, but very dim and slowly. The only light in the room seems to be coming from the dim lights off the consoles. There is a slight whirring sound coming out of the console. As you investigate/percieve the room, there is some scuffling noises and whispering coming from the other side of some boxes. After moving about the boxes, party comes across 2 Grunt Minors ( Stat block : Grunt Minor)

If/when found, the grunts will initially be stunned in an "uh-oh" moment then flee one going upstairs and one disappering behind the downward staircase. Both running around like chickens with their heads cut off calling "Boss!! Boss! Boss??"

Stat Blocks For stat blocks go to page 7 DECISION TIME : Which one are you going to follow? 1) Follow the one going upstairs Go to page 3

2) Follow the one that behind staircase?

Go to page 4

3) Follow the one downstairs Go to page 5

Up the stairs You follow up the stairs to a room the same size as the floor below. In it sits a desk, what looks like a small lab area, couple of boxes, and a pallet. Things look as if they were riffled through thoroughly. In searching the lab tables, a DC 12 Investigation/Inteligence check, on the table on the left as you face the wall you find the Sonic Screwdriver Investigation on other objects don't revel much except the pallet is a Mimic Once the Mimic is taken care of, you hear a panic voice coming from behind the desk area, it was one of the Grunt Minors that ran up here, if they weren't killed on the 1st floor.

Behind the staircase (Secret Room)

As you follow the one that went behind the stairs you see there is a space behind there about 5 ft wide 10 ft long. You face a stone wall, with a sconce, and to oneside is the stairs, the other a stone wall with an small alcove with a bookcase. The Creature is no where to be seen.

On the book case there are many scentific looking books, with diagrams and charts. Some look like How-To manuals. Some are entitled: "How to fix, train and properly take care of your mechanical dog", "The Worshipful and Ancient Law of Gallifrey", and "How to fix most any thing with a screwdriver" The party has to figure out to lower the sconce on the back wall and pull out the book of "The Worshipful....." and it will open the back wall as a door to the secret room. You walk into the room and see some crumbly stone walls, 4 barrels, some lights and in the middle of the room, an apparent middle aged human male tied to a metal chair, and his mouth is also bound. If you try to approach him he will shake his head "No". If the party member who grabbed the screwdriver still has it out he will try to indicate to them to use that to get him out by pointing it at the chair. This will dispel the chair and any traps that may be adheared to the chair. If the party has not been to the 2nd floor and retrieved the screwdriver, he must somehow convey to them to go find it. If decided to inspect the room, in the single barrel you find a Potion of Superior Healing (8d4+8), and a Potion of Healing (2d4+2). In the middle one of the three barrels you find a Wand of Magic Missles Wand of Magic Missles This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it.

For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended Charges daily at dawn.

If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Down the stairs As you make your way down stairs you come to a fairly large room.

In the middle you see a couple of digital consoles, in the bottom left corner is two tables, one is covered with books, some are open, and a candle, looks like some one was researching something.

The far back left wall in a console in the wall, left wall has a book shelf with a candle on top and a pile of books lying on the floor beside it.

As your eyes make their way around to the right you see this circular canister with lights and a suction cuop extending from one, what you may call, arm ther "arm" holds a weapon that could possibly fire something at an intended target.

Beside the console the far back wall you see a Kobold attempting at what he thinks is working the display.

Also a few barrels line the back wall, along with a crate and a pallet. The right wall it appears to have debris of an already destroyed console laying on the ground.

The End... or is it? once everything seems to be over the man you rescued runs back up to the main floor where you first entered. He starts checking out the console, running back and forth, mumbling to himself, in what seems to be a mild panic. Pushing a button or two here or there, but something seems to be a miss. After inquirying with him about the troubles, it seeems that in the chaos and hubaloo the intruders managed to cut a few wires. After he seems to have fixed those and all the lights, bells and whistles that wasn't there when you got there start back up and you hear the slight whirring of a motor. After a few moments of checking out the, what you thought was a working console, he stands back puts hands on his hips a looks at the console with a frow of frustration. Seemingly forgetting he is not alone he says aloud: "Will this isn't bloody good, not good at all, but we will have to make do, somehow" After asking what the trouble appears to be, he begins a lengthy, scientific, monologue about the ins and out of how things work, or at least supposed to. Looking at the puzzled looks on your faces he just says "oh...right! Um, seems as though in all the chaos and damage done to the machine, all is working as it should except for part of the coding. It really won't effect the working of the machine here, other thanthe fact that my machine will be permanetly stuck looking like an oak tree. Granted it would look a bit odd if I were to go into a city setting, but we'll make do." He starts fiddling with the machinary again, pauses, looks at you, and says "What? You're still here? Oh, my apologys, Thank you for helping, but off you go" The next thing you know you are back outside, at the spot you camped the night before. As you pick yourself up and dust your self off you noticed not only are you back at your camping spot, with all your gear, you hear a whirring/whisihing sound. You turn back around and you are now look at the willow tree that was there the night before.

Stat Blocks Grunt Minor Small Monstrous humanoid Armor Class 14, 12 if flat-footed (A character who has not yet acted during combat, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.)

14, 12 if flat-footed (A character who has not yet acted during combat, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.) Hit Points 5 (5d8; max 40)

5 (5d8; max 40) Speed 40 ft.

40 ft. Initiative +1 STR DEX CON INT WIS CHA 9 (-1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1) Condition Immunities cowardly, group morale

cowardly, group morale Senses

Languages Common

Common Challenge 1/2 (100 xp) Traits Cowardly: Grunts suffer a -2 penalty to saves against fear effects. When a Grunt senses that he is within 10 feet of a person who he consciously identifies as an enemy, he must make a Will Save (DC=10+enemy's intimidate, bluff, or Charisma modifier, whichever is higher) or flee in the most direct route away from all enemies for 1 round. Multiple enemies within a 10 foot radius of the Grunt require multiple saves. Group Morale: When a Grunt is within 10 feet of his allies, he gains a +1 to all attack rolls. When a person in a Grunt's party is reduced to 0 hit points, he takes a -2 to all attack rolls until the person is restored to at least 1 hit point. Actions Plasma Pistol Range Weapon Attack: +3 to hit, 5 ft., one target. Hit 5 (2d4 + 2) Sonic Screwdriver The attuned user may spend charges to cast the following spells at the indicated cost (10 Charges): Cantrips (0 charges per use): Light

Mending (all except wood)

Prestidigitation. 1st Level (1 charge per use). Detect Magic

Identify

Sleep 2nd Level (2 charges per use). Arcane Lock

Knock



Spells cast from the Screwdriver use the casting time in their description.

When the last charge has been used and there are no charges remaining, the item goes inactive for 1d6+1 days. The item reactivates with full charges after the last day has passed.

Mimic I was "Bored" Armor Class 12 (Natural Armor)

12 (Natural Armor) Hit Points 58 (9d8+18; max 90)

58 (9d8+18; max 90) Speed 15 ft.

15 ft. Size Medium STR DEX CON INT WIS CHA 7 (+3) 12 (+1) 15 (+2) 15 (-3) 13 (+1) 8 (-1) Condition Immunities Prone

Prone Damage Immunities Acid

Acid Senses passive Perception 5, Dark Vision 60 ft.

passive Perception 5, Dark Vision 60 ft. Languages None

None Skills Stealth +5

Stealth +5 Challenge 2 (450 XP) Shapechanger. Can use polymorph into an object or back into true form. Its' statisics are the same in each form. Any equipment it is wearing or carrying isn't transformed. it reverts back to true form if it dies. Adhesive (Object Form Only) The mimic adheres to anything that touches it. A huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13) Ability check to escape this grapple has disadvantage. The Doctor Armor Class 13

13 Hit Points 183

183 Speed 30 ft.

30 ft. Size Medium STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 19 (+4) 20 (+5) 16 (+3) 16 (+3) Senses Passive Persecption 19

Passive Persecption 19 Languages Common, Gallifreyan Actions Dagger Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4 +2 piercing damage. Rapier Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 +2 piercing damage. Sonic Screwdriver (See Stats above) Kobold Armor Class 12 (Natural Armor)

12 (Natural Armor) Hit Points 5 (2d6-2; max 10)

5 (2d6-2; max 10) Speed 30 ft.

30 ft. Size Medium STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) Condition Immunities

Damage Immunities

Senses passive Perception 8, Dark Vision 60 ft.

passive Perception 8, Dark Vision 60 ft. Languages Common, Draconic

Common, Draconic Skills Stealth +5

Stealth +5 Challenge 1/8 (25 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.