The Golden Bones of Lightwatch Tower

March 26, 2018 | Author: warhammer12321 | Category: Nature


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1C ONTENTS CREDITS The Golden Bones of Lightwatch Tower ........................... 1  Cover Art adapted by Bernie McCormick from Sanctuary Tower by Yellow.Cat under an Attribution 2.0 Generic (CC BY 2.0) License Back Across the Ages .................................................... 1  Recent History ............................................................... 3  Plot Hooks ......................................................................... 3  Dark Alchemist by killyoverdirve via opengameart.org Sent by the Church ........................................................ 3  The Lost Map ................................................................. 4  Other portraits from TCP by Jeff Preston. The Missing Son ............................................................ 4  Other images are originals by Bernie McCormick, aside from maps provided by the contest hosted by EN World. NPC’s ................................................................................ 5  Deyb Mattockblade ........................................................ 5  Iconography courtesy of Lorc under a Creative Commons Attribution 3.0 Unported License. Grundle Fitz ................................................................... 5  Lawrence Ames ............................................................. 6  Bernie McCormick and Glamour Games release the contents of this module under an Attribution 2.0 Generic (CC BY 2.0) License.This work is a response to an online contest, which allows for open reproduction of all elements herein. Orlin Swift....................................................................... 6  Kestrel Blueleaf .............................................................. 7  Yazol the Hag ................................................................ 8  Lightwatch Tower Locations .............................................. 9  D&D and Forgotten Realms are registered trademarks of Wizards of the Coast. Some portions of material are copyright by Wizards of the Coast and/or Hasbro, and used without any claim of ownership or intent to profit from their works or trademark. Area 1 – The Chapel Entrance ...................................... 9  Area 2 – The Back Door .............................................. 10  Area 3 – The Hanging Trees ....................................... 10  Area 4 – The Bone Cauldron ....................................... 10  Area 5 – The Hidden Cache ........................................ 10  Area 6 – The Despoiled Chapel................................... 11  Area 7 – The Ruined Tower......................................... 12  RECOGNITION Area 8 – The Hidden Chamber .................................... 12  Area 9 – The Gruesome Larder ................................... 13  Many thanks to Morrus for running the contest that spawned this entry, and Ed Greenwood for his Realmswork, which inspired me from the first time I read it. Much gratitude and love to my wife and son for tolerating my self-imposed hermitage while working on this project. Area 10 – The Hag’s Kitchen ....................................... 14  Area 11 – A Crude Quarters ........................................ 14  Area 12 – The Secret Way .......................................... 15  Appendix I: Map ........................................................... 16  Appendix II: Beastiary .................................................. 17  Appendix III: The Demvil.............................................. 19  2 or his da before him – lost history. Lathander. When he reopened the inn. a young but powerful tiefling warlock by the name of Mosing Falhardt took rest at The Coach. Whatever the past. Though not many have been to The Coach. half-fiend paladin. After crossing a great desert. you stay away from the Cyanwood when the harvest moon comes near. or if the golden light of that selfsame night awakens the old enchantments. Despite the fact that there were few regular caravans. Vinien. he invited his few remaining adventurer allies as a sort of reunion and opening celebration combined. the Lonesome Coach saw something resembling tranquility under Roweena’s watchful eye. and soon the shrine quickly expanded to match the paladin’s vision.from his younger adventuring days. The simple chapel adjoining the Tower was where the body of Vinien Prast was consecrated. THE GOLDEN BONES OF LIGHTWATCH TOWER An Adventure for 3-5 Characters Level 1-2 “I remember not if the horror happened a’cause of the Harvest Moon. Roweena “Strongblood” Fiss. She was impressed with Vinien’s work. it was a long run to the nearest civilization. During this quiet period. Year of the First Circle With the help of the elementals.” -Last words of Randall Mattockblade.” -Deyb Mattockblade. The road mark soon became a campsite. and on pain ‘o death. allowing the open-aired tower to drink in the first and last light of the day. a half-elf. and created quite a sumptuous rest stop for travelers and adventurers alike. decided to stay on with wizard. and decided to make the place something more than a rough inn. Ches. B ACK A CROSS THE A GES There are many debates about how The Lonesome Coach came to be. and many caravans were lost to mishap or mayhem as they tried to push straight through the stretch before The Coach was established. or a teleport spell went awry. Shortly after beginning on this mission. remembered The Coach 19 . Roweena erected Lightwatch – a multi-story tower of white stone set on a small hillock. glad to have an old friend as company. Since there was little nearby for adventurers to take interest in other than soft beds and hard drink. “Me da said something about not breathin in the shadows. Roughly two centuries before the adventure takes place. which gradually turned into a rudimentary shelter. she constructed a shrine on a small hillock about a day’s journey from the Inn. Using elementals bound to his service. For some decades. which gradually evolved into an inn and provisioning center. he intended to study under the tutelage of a cabal of infernalists who had recently relocated during the citadel’s refurbishment. and spread the word of her god. don’t even take a breath in the shadow of Lightwatch Tower any time of the year. but he didn’t say anything about exploring the place.. a retired war-wizard. security. the Coach created a route where none had existed before. Many an adventurer and ranger of the Azurewood found succor from wounds. Whatever the start of the story. and use the waystation as a location from which to proselytize. once he passed from the world. well above the canopy of the surrounding tree line. For a long many centuries. largely due to the lack of a secure place to stay and resupply. which had just been rebuilt. Vinien rebuilt the foundation of the inn. and relative luxury in the midst of untamed wilderness. The safety and sturdy walls of the inn led to visitors . Me gran-da mighta known. en route to a nearby citadel. many have heard tales of it from someone who has sheltered a night there – a place of warmth.both traders and adventurers. it ends with a dwarven war wagon stranded in the upper boughs of a huge oak alongside the wilderness road. In the outskirts of the new fortress-city. Vinien Prast. Lightwatch Tower served as a place of meditation and quiet prayer for several decades after its completion. five days later. the Coach experienced a quiet sort of prosperity. which she sanctified and dedicated to her god. The Lonesome Coach has been an oasis for weary travelers pushing east into the lands beyond the blue-leaf border forest known as the Azurewood. and kept in state until his next of kin could retrieve him. loaned Roweena some of his elementals. Year of the First Circle One of those adventurers. poisons and diseases under the ministrations of Roweena. The two most popular theories are that either a lost Roc finally got tired of carrying an overheavy load. resulting in a calamity of evil and profane magic. They had all taken up permanent residence. Both were elated and fearful of what lay ahead. and make the birth an easy one. or reviving her husband. and gilded them. begging her husband’s pity and forgiveness for their offspring. her husband found breath once more. Rorik Mattoksblade. In desperation. wrestling with the afterbirth-smeared monster. It was a twisted Glabrezugon. When neither Mosing nor his wife returned with a new babe. providing a number of services to those who stopped in to take a rest. complete with the eternal preservation of her mortal remains. Roweena was due a hero’s burial. The young warlock found himself smitten by Roweena. their child would likely not be born easy. disemboweling him with razored claws. the former warlock was incapable of bargaining with former patron smartly. and cruel intent. and both found a contentment in the quiet worship of Lathander. the monstrous child would be freed. particularly once he abandoned some of the darker aspects of his calling as a means of wooing her. Mosing traded his soul to banish his offspring to a place “neither of the heavens nor the hells”. Dashing his foul offspring against the walls and the altar of the chapel. Either because Lathander sought to test the faith of his two devotees or because the conception of their child was a one-in-a-million chance.an entity malice and madness wrought of spikes. Mosing howled. Rorik did not spend too much time pondering what happened – seeing the mess of the chapel. who replied by offering her the choice of removing the great evil that was her offspring from existence with a blast of divine magic. attracted to her infernal looks nearly as much as her purity of soul and devotion. Wracked with rage and sorrow. at the cost of Mosing’s soul. Roweena and Mosing sought the refuge of their chapel. Rorik boiled her body down to bone. Roweena chose to trust in her partner to do the right thing. The monster tore through its mother moments after her birthing pangs started. the birth of Roweena and Mosing’s child ended in tragedy. and slew its father moments thereafter. by which time they and their offspring should be ready to make the journey back to the inn. and cursed the place of worship he and his wife had created. consisting of several maids. Given their comingled blood. due in no small part to the worst of both the child’s parents manifesting. he disavowed his god. The paladin’s choice that failed as soon as Mosing's departing soul realized the cost Lathander required to make his wife’s wishes whole. and life. who would be faced with the same charge. similar to the effect of Trap the Soul spell. Roweena called out to her god to aid her. he found the gruesome remains of Roweena. Roweena and Mosing found themselves expecting a child. Years after their union. He cursed his nameless monstrous child. and the sharing of their mutual affection. and offered the desecration up to the patron whom he had cast off years before. unable to slay it. hoping that their god would bless their offspring. Roweena found herself attracted to Mosing. a nigh-impossible blend of the Abyss and the Hells . the maintenance of the Coach. and no sign of the child or father. but now wary of its deadly nature. and Mosing's life and soul would be forfeit. despite their best hopes. Instead. melting down the instruments and ornamentation of the chapel to provide the needed 2 . a barkeep. Rorik Mattoksblade sought them out. The birth was physically problematic. with instructions to come and seek them only after the passing of the harvest moon.Mosing never made it to meet his would-be tutors. The two were not long thereafter wed. The Coach had a proper staff. his mortal wounds closing in a golden glow. to be collected after his torture. by the breaking of the gem. claws. and even a handful of experts. Mosing was a white rage of hatred and despair. Like all paladins of the Lord of Morning. The warlock's patron encased father and son within a magical gem. They left The Coach in the charge of the barkeep. The foul nature of the former warlock’s accursed utterances called his patron’s interest back. hoping to find the new family happily encamped in Lightwatch Tower. a cook. By the time Roweena found herself waxing with child. Surprisingly. Their offspring held the worst characteristics of demonic and infernal blood. If the two ever were released from the prison. and did his best as a lay faithful of Lathander to see to Roweena’s final rest. incapable of destroying the monstrous child. he assumed the worst had befallen Mosing and the child. When the time came for the birth of their child. As Roweena expired. including a smith. it dispatches the body. In the newdawn’s light. Rorick explained what he had done. or holding the Glabrezugon at bay in a final confrontation. and over time sold off what remained of his mistress and master’s worldly possessions (magical and mundane). or are agents of a church of Lathander somewhere in the region of the Azurewood. boils it down to bones. which means not just defeating Roweena’s remains. or barter it as a valuable slave. Either way. or perhaps seeking Kestrel. R ECENT H ISTORY It has been several generations of Mattockblades since the fall of Lightwatch Tower. This will prove a huge test of will and faith. which is when the party will be onsite to investigate. and asked that the priest go consecrate the grave. Eventually Rorick found a spouse. there are many ways to approach stitching the module in. The tortured remains of Roweena are animated by the curse her husband inflicted on the chapel. unless the gemstone in her skull is shattered. Certain victories could lead to other calamities. P LOT H OOKS Rorick returned to the inn and assumed responsibility for it. and then went searching for him. The adventurers arrive at The Coach just following the Harvest Moon. particularly when the party is faced with the reality of what they have unleased upon the world. and his children. but also driving off Yazol from the secret den she has created beneath the Tower.material for the process. and perhaps restore the chapel of the tower. Rorick assumed the place haunted. as well as dark rumors of a curse laid on the despoiled chapel. to either draw from its power. reports of the despoiled chapel have reached a larger community of faithful. and the remains of all the other skeletons she created will knit and repair themselves on the anniversary of the night of her death (the height of the harvest moon). to hire her as a guide for some other goal in the Azurewood. her remains. permanently destroying Roweena. the party should also be in possession of a small chest of Lathanderite relics. Each time the undead kills an unwary investigator of the ruined chapel. They could be traveling with a caravan. Ahead are three more structured possibilities for you to work with: The cleric left that very night. Rorik could not have known what he did by affixing the curious gemstone he found near Roweena’s corpse to the skull of his onetime employer. This is not a situation with a unanimous “win” condition. He never returned. intending to perform the proper ceremonies at dawn. The worst of the curse seems to be tied to the Harvest Moon. Unbeknownst to Rorick or his kin. Mosing and the unnamed monstrous son he is trapped with watch as the cursed remains continue to inflict pain and suffering upon the world around them. S ENT BY THE C HURCH Overview The party is being accompanied by an NPC sent on church business. His fellows waited a day. Additional Information If agents of the church. yet he did so with care and meticulous precision. Yazol will likely try to rescue/escape with the Glabrezugon. However. and then on warned people away. This is a stand-alone that is going to end in a cliffhanger. Those relics might also aid in staving off the giltbones around the Tower. the charitable work of their father created a powerful undead of the onetime proprietor of The Coach. If Yazol is not defeated or driven off when the party has defeated the giltbone mistress. altered (which is a welcome opportunity to DM’s who like happy endings). The animating magic of these accused undead are tied to Roweena’s remains – if she is destroyed permanently. rather than a clean resolution. the barkeep laid Roweena to rest in a simple casket on the south side of the Tower’s hillock. When a passing clergyman of the faith of the Sun God spent an evening at The Coach. or a mentor. and turns it into a giltbone skeleton (like herself). unless some presented material is 3 . all the others created by her will fall. They never returned either. which would be needed to recons create the shrine. and children’s children continued to manage The Coach. Challenges The party will have to cleanse the temple. The Coach presents a hub that the party could be starting out at. If you are tying The Golden Bones into your own campaign or chain of adventures. Through the gem embedded in Roweena’s head. As an obvious starting place. Randall’s bravery cost him his life. The party has been hired to backtrack Orlin. There will be just enough time to get the map to the desert tribe. Deyb will direct the party towards the Tower. and is slowly siphoning off his life force after encaging him in her hovel beneath the Tower. or somehow free Orlin. After stumbling almost face-first into Kestrel Blueleaf after a fairly noisy romp in the woods. after tracking the boy to the Tower. and could provide a spicy follow-up quest line. Randall and Lawrence felt that there was a chance Delb was getting suspicious of the time they spent together. The two have been secret lovers. if recovered from the Hag’s chest. terrified. Overview Delb Mattockblade has done the best he can with The Coach. Challenges The duo encountered some giltbones. though the party could certainly find themselves overwhelmed by problems if they destroy the gemstone before freeing Orlin. Additional Information 4 . who traveled the Azurewood seeking quests and adventures. while Randall stood to confront the skeletons. as well as the rest of the treasure she has been able to recover from the giltbones in her chest beneath the tower. While staying at The Coach. Despite the warnings he received as a child. The true reason Randall has not fled The Coach is due to a long-term and very secret affair he is engaged in with the hostler. Lawrence Ames. as well as the sad story of his missing son. The Hag overwhelmed Orlin. The party. but with plenty of dire warning. since the young farrier abandoned a caravan to take on the duties as chief hostler. of course. Randall decided they needed to find a more secretive locale to conduct their affair. Orlin may have learned some of the lore of the origins of the curse on the Tower. Once the summer season comes to the desert. T HE L OST M AP T HE M ISSING S ON Overview Orlin Swift was a bard of no small reputation. cannot do that. but they will have to pass back by The Coach on the return to the Guild. and ran afoul of Yazol. Upon getting to The Coach. He recently took on a commission from the Rhengar Adventurers’ Guild far to the east of the wood. and only his one son. Yazol has the map. explaining what happened with Orlin. and may be insistent on righting the wrong after he is rescued. thinking it might be the perfect place for them to “camp out” occasionally. particularly if they sustained heavy losses or damage in the rescue of the bard. who is several weeks late on his deliveries. and put his son to rest. so that he can retrieve his gear and help the party escape. so they started sneaking out of The Coach on their forays. and the annual warnings Delb gave all the patrons at The Coach. and it will take another year for the Guild to get the information they need to start traversing the desert themselves. and who knows what evils may be left unvanquished… Delb will beg the party to go out looking for his son. This could put the party in a rough spot. Taking a small detour to investigate the disappearance of the boy.The loss or theft of the relics would greatly complicate the mission. and Lawrence ran off. He lost two of his three sons to Caravans. assuming the party succeeds. To reclaim the map. the party will have to defeat the hag without her escaping. the traders will withdraw to the deep desert. The giltbones may be more of a hurdle than a quest goal. Orlin was told of the disappearance of Delb’s son by the broken-hearted innkeeper. He will offer the party a rich reward (350gp) if they can return his son to The Coach. Randall dragged Lawrence out to the ruins of Lightwatch Tower. to deliver a map to the chieftain of a desert tribesman in exchange for a map of the oases which allowed the tribes to cross the desert. In his investigations. Yazol managed to steal away a silver belt buckle that would easily be identified as his by Delb or Lawrence. Randall (who was mostly a layabout) seemed to have any inclination to take on learning the running of the inn. and he is now a member of the Tower’s shining undead guardians. but they may be able to give the poor innkeeper some piece of mind. out of fear of what the grieving innkeeper might do to the hostler. who went missing approximately three days before the party arrives on the scene Grundle Fitz. Grudnle came to The Coach as a caravan guard. Grundle will make some sideways remarks about Lawrence. and Yazol’s chest is retrieved. When Delb forbade him from doing this. Traits Pack Tactics: The commoner gains a cumulative +1 bonus to attack rolls. despite his warnings.. The dwarf has just stayed. If he catches party members doing anything untoward. Deyb Mattocksblade Medium Humanoid (Human) In backtracking Randall. He is gruff. Orlin has put two-and-two together. of The Coach suspects Lawrence knows what happened to Randall. The dwarf does not know about the affair. having overheard parts of the hostler’s screaming nightmares in the eaves of the stables. like his forefathers were. If pressed on this. If a member of the party is investigating Randall’s disappearance. then turn them out thereafter. to a maximum of +5. and given time. Ranged Attack . but is no fighter or adventurer. toss dice. he will recognize Randall’s belt. he will warn them once. Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 10 (+0) Alignment LN Languages Common Randall cannot be saved. one creature). taking breaks only to eat meals. or drink himself into a stupor. G RUNDLE F ITZ The shyster smith. Many of the things Randall loved about Lawrence. the dwarven smith. Directly illegal activity (cheating. and send word with the next travelers to the Rhengar Adventurers’ Guild down the road that they are in need of a Judge.Deyb is fair and even minded. Hit: 2 (1d4) bludgeoning damage. 5 . one creature).Club: +1 to hit (reach 5 ft. for each friendly creature that is within 5 feet of its target. that Randall would have been the one to push on to the Tower. but did not dell Delb. and knows his way about a barfight with a cudgel or a stool. implicating the hostler without specifics. and hopes to take advantage of The Cart once the human dies.Rock: +1 to hit (range 20 ft. rather than in rage. but is terrified of what Delb might do to him if he found out about the affair the hostler was having with his son. and stayed thinking to worry free some of the ancient dwarven metal from The Coach’s namesake to forge into some expensive items. NPC’ S These are a few of the individuals who may be encountered in a significant interaction – either in combat or conversation. and return it to Delb./80 ft. Additional Information Actions Melee Attack . D EYB M ATTOCKBLADE The Inkeeper of The Coach. With an unkempt beard and matted. in part because he knows he will outlive the innkeeper. He walks with a limp from when a horse broke his leg. filthy clothes. otherwise he would be blackmailing the hostler. as well as a basic stat block in the case they are aiding or confronting the party. and possible heir apparent to The Coach.. A short description is given of each. Deyb is morning the loss of his last son. Challenges Lawrence knows what happened to Randall. Deyb is a hefty middle-aged human. He will know. Orlin will push for that. Grundle works and sleeps outdoors. Grundle only cares about his own profits. Hit: 2 (1d4) bludgeoning damage. He could be tricked or intimidated into telling what he knows. Grundle’s caravan was already gone. and will turn to Lawrence for support. the hostler may come to be a surrogate son. he will claim misunderstanding. if rescued. in regards to what was happening between Lawrence and Randall. as only a parent can. The party may find themselves in that situation accidentally. Delb will see as positive marks of character. theft. Delb is already mourning the loss of his son. but only out of sight and earshot of the innkeeper. and distrusts the animals as a result. Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. but he can be put to rest if the gemstone is destroyed. assault or murder) will leave Deyb no choice but to clap the perpetrators in irons out by the forge. and will meet any failed attempt at intimidation either with his fists or a hammer. If he is freed from his prison. damage.  and  have  them  deal  clawing  Actions Speed 25 ft. adventurers there. (Lvl 1) or reading her grimoire?  If they give Roweena rest. Hit: 4 (1d6 + 1) figure out what is going on. and is awaiting the Alignment LN arrival of a Judge.    +5. Stealth 6 . Thieves’ Cant cane to The Coach several months easily  be  used  as  the  springboard  to  a  campaign. As much as he (+3).. position a few skeletons at the top of the  (reach 5 ft. or range 20 ft. Randall Int 11 (+0). one does  the  party  dispatch  Roweena..  Only a stealthy or  (1d4) bludgeoning damage.  particularly  if  the  gains a cumulative +1 bonus to Grundle Fitz attack rolls. horribly.Club: +1 to hit Str 13 (+1) Dex 11 (+0) Con 14 To scale up./60 ft. He While this adventure can be a simple one shot.  creature).  against poison and resistance to Additionally. while investingating Melee or Ranged Attack . it can  Languages Common. Hit: 2 (+2) Int 10 (+0) Wis 11 (+0) Cha tower with poisoned crossbows.Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 14 (+2) If a party member is clapped in irons. Melee Attack (Two-Weapon Fighting): Short sword (+3 charmed. or try to bargain  Speed 30 ft.  since  The  Coach  could  have  other  O RLIN S WIFT poison damage.  assuming  they  Orlin Swift creature). Performance. History.  Hammer: +3 to hit (reach Two  special  considerations  to  keep  in  mind:  how  5 ft.. if they are not in the chapel. or compelled to tell his tale. Lawrence can be threatened./120 ft. and is particularly if Yazol escapes or the Glabrezugon runs  Str 9 (-1) Dex 15 (+2) Con14 riddled with guilt over the death of free to terrorize the Azurewood and The Coach. blondeGlabrezugon attack the party. +3 to Lawrence Ames hit. or beneath it./80 ft. Yazol. +3 to Armor Class 10 hit.  before the party arrives. 1d6 without magical intervention if Delb is in earshot.  you  should  keep  track  of  (range 20 ft.  Senses darkvision 50 ft.. Dwarvish unmolested.. flee. to a maximum of Medium Humanoid (Dwarf) players are not well coordinated. either by catching Yazol. his employer Delb will seek deadly retribution if he finds out Actions what happened to his son. and  Traits their  level/class  makeup. one creature).  (+2) his secret lover. captured by the with a needed class (cleric or rogue). for each friendly creature To scale down./60 ft. Sleight of Hand. but will not do so to hit.  some  of  the  challenges  Pack Tactics: The commoner may  scale  too  far  up  or  down.  how  do  they  handle  the  sudden  appearance  of  Armor Class 13 (leather armor) Mosing  and  his  monstrous  child?    Mosing’s  patron  Hit Points 8 (1d6 Hit Die) L AWRENCE A MES will claim him moments after he reappears – will the  Proficiency Bonus +1 Lawrence is a handsome.  Medium Human Bard bludgeoning damage. Wis 13 (+1)Cha 17 Mattocksblade. 1d6 + 2 piercing) Hit Points 4 (1d8) Skills Speed 30 ft. has advantage on saving throws while exploring once they are eliminated.  in  the  case  that  a  first  assault  goes  hag.Rock: +1 to hit However  you  play  it. Deception.Light the disappearance of Randall. add proficiency bonus to saves carries that guilt. instead of weapon damage. one Traits skeletons and flying spiders as they are dispatched. Hit: 2 (1d4) Dwarven Resilience: The dwarf and  eliminate  the  chance  of  encountering  them  bludgeoning damage. 1d6 + 2 piercing) and short sword (+3 to hit. Note to DM: Running the Adventure Depending on the number of players you have. Elvish. 1d4 + 2 piercing) Medium Humanoid (Human) Ranged Attack: Hand crossbow (range 30 ft. Acrobatics. piercing) Melee or Ranged Attack: Dagger (range 20 ft. Sylvan. Alignment chaotic good haired human. or have Kestrel  Actions save  the  day. whose ancestors with them?  claimed to have elven blood. Grundle can be bribed to free the Languages Common prisoner for 50gp. you could supplement the party  A curious bard. Melee Attack . 10 (+0) Alignment NE secret  approach  to  the  tower  will  allow  access  Languages Common.  You can  Hit Points 13 (2d8 + 4) also  disarm  them.  Ranged Attack . he is petrified that Radnall’s father. remove the giltbones turn resistance  Armor Class 12 (Leather Apron) that is within 5 feet of its target. The terrain. and other features around you. whetstone. tent. such as along a road or inside a city. backpack. waterskin. rations (4 days). bedroll. you discern whether creatures have passed through the area within 100 feet of you. makes discerning a trail difficult. add prof bonus to saves Cha 8 (–1) Actions Melee Attack (Two-Weapon Fighting): Scimitar (+4 to hit. flask of whiskey. You can spend 1 minute to track other creatures. short swords (2). daggers (2). except for clothes) Leather armor. potion of healing. Low-Light Vision. Mask of the Wild. backpack. mess kit. and vehicles (land). Nature. The creatures intentionally obscured their trail. so long as they intend to hunt down and destroy the hag. You succeed automatically. you gain the same benefit Equipment (in Hag’s chest. and 14 sp. and aid them however they can. comb. Rhengar Adventurer’s Guild membership chit. potion of healing. You do not need to sleep. falling snow. and shields. Wanderer. Based on the age and arrangement of the tracks. torches (4). add prof bonus to saves Con 14 (+2) Int 10 (+0) Wis 14 (+2). and the direction they were traveling. In such circumstances. mist.     More than 24 hours have passed since the creatures passed. In addition. Perception. K ESTREL B LUELEAF Ranger of the Azurewood. You also add your proficiency bonus to ability checks made to use mounts (land) and your skills (noted in “Skills”). She doesn’t know anything else. and so forth. 57 gp. Keen Senses. Many creatures have traveled through the area. belt pouch. healer’s kit. Add your proficiency bonus to attack rolls you make using martial weapons and simple weapons (included in “Attacks”). as well as to your Dexterity and Wisdom saving throws (noted in “Ability Scores”). Weather. You learn the number of creatures and their sizes. healer’s kit. Athletics. such as a river or hard rock. Elvish Str 12 (+1) Dex 17 (+3). Instead. clothes. and can easily (DC 10 Cha) be convinced to lead the party there. tinderbox. flute. You can see in dim light as well as you do in bright light. hempen rope (50 ft. or to lead a lost party back to The Coach in exchange for payment for a hot meal and a bath. Racial Traits Fey Ancestry: You have advantage on saving throws against being charmed. Kestrel is a female elf who scouts against any unnatural creatures of the magical wood disrupting the balance of nature. desert treasure map. You have advantage on Wisdom (Perception) checks. and you can always recall the general layout of terrain. you meditate deeply for 4 hours a day. water. Long Sword (2). navigator’s tools. lantern. clothes. lampblack. has obscured the trail.. If you successfully navigate while exploring. If you track successfully. thieves’ tools. and other natural phenomena. You have proficiency with the climber’s kit.rations (1 days). when they passed through. heavy rain.you to sleep. Kestrel can confirm that Randall was in the woods the night of his disappearance. +4 to hit. except in the following circumstances: Kestrel Blueleaf Medium Wood Elf Ranger (Lvl 1)  AC 15 (studded leather) Hit Points 12 (1d10 Hit Die) Proficiency Bonus +1 Speed 35 ft.). settlements. disguise kit. tinderbox. After resting in this way. belt pouch. bedroll. a successful Wisdom check against a DC set by the DM is required to track. and magic cannot put 7 . Trance./600 ft. small game. You also have proficiency with light armor. You can attempt to hide even when you are only lightly obscured by foliage. You have an excellent memory for maps and geography. Alignment neutral good Languages Common. If the party encounters/discovers Yazol. 1d6 slashing) Ranged Attack: Longbow (range 150 ft. waterskin. oil (3 pints). longbow (20 arrows). 330 gp. Stealth. lute. so you add your proficiency bonus to ability checks you make using them Tracking. She knows there is a curse on Lightwatch Tower. hand crossbow (20 bolts). small steel mirror. medium armor. Proficiencies. you can also follow tracks. navigator’s tools. and 67 sp. provided that the land offers berries. you can find food and fresh water for yourself and up to five other people each day. 1d6 + 3 slashing) and scimitar (+4 to hit. Survival Equipment Studded leather. you can tell the difference between separate groups. Kestrel will align herself with the party. 1d8 + 3 piercing) Skills Animal Handling. such as snow or heavy rain. It can end the effect at any time without using an action. or anyone at The Cart)  Three Potions of Cure Light Wounds Traits Mimicry: The hag can imitate the sounds of common beasts and voices of humanoids. and either kill sleeping adventurers. or redirect the party. Most importantly. comprehend languages. and the target must make a DC 9 Constitution saving throw. the other to the lock on her fine steel chest. swim Senses low--‐light vision Str 15 (+2) Dex 15 (+2) Con 10 (+0) Int 14 (+2) Wis 13 (+1) Cha 15 (+2) Alignment neutral evil Languages Common.. Ink. and a pair of keys she wears on her belt on a copper ring – one to the cage in her lair. minor illusion 1st Level (3/day) . a necklace which allows her to see through her ensorcelled sapphires at a distance of no more than one mile. A creature hearing the imitated sounds can make a DC 16 Wisdom (Insight) check to realize that they’re not genuine. instead of the 50gp they are worth  A scroll of Restoration  A silver belt buckle in the form of a flying eagle (Randall’s – easily identified by Orlin. after the ranger destroyed her golem. one creature). Giant 30 ft. Equipment Yazol has a +1 dagger. she will flee if the party surprises her. or escape from them in the night. young or old. if needs be. she could use what she has to sneak back to The Cart in alternate form. casts a spell. Spellcasting: The hag is an 8th--‐ level spellcaster that uses Intelligence as its magic ability (spell save DC 12). Yazol’s invisibility affects undead.magic missile. Invisibility: The hag turns invisible until it attacks. and all Strength and Dexterity checks for 1 minute.Withering Grasp (Recharge 5–6): +6 to hit (reach 5 ft. Failed Save: The target has disadvantage on melee attack rolls. Yazol is a coward.phantasmal force Yazol can barely drag her chest around – she used her golem to carry it.Y AZOL THE H AG Hit: 9 (2d6 + 2) slashing damage. Yazol: Green Hag Medium Humanoid Armor Class 14 Hit Points 36 (8d8) Speed 30 ft. saving throws. She will leave it unless she has ample time to prepare her evacuation from the Tower. sleep 2nd Level (1/day) . slay. The hag can end the illusion at any time (no action required). It knows the following spells: Cantrips . one creature). Yazol will use her ability to change shape to try and coerce. She came to the Azurewood seeking opportunities to twist the enchanted wood’s strange magic. Alternatively. seeking to avenge herself in moments of weakness the party experiences until they are all slain. Actions Melee Attack . Hit: 7 (2d6) necrotic damage. She will flee if the giltbones attack her. A hag looking to replicate the effect of Mosing’s curse. which appear to be worth 500gp. in which are the following:  All of Orlin’s Equipment  Pen. and her personal grimoire/diary (which details most of the information concerning the curse on Lightwatch Tower)  Six ensorcelled sapphires. Disguise Self: The hag assumes the illusory form of any Small or Medium humanoid and can maintain this illusion indefinitely. A DC 16 Wisdom (Perception) check reveals that the creature is not what it appears to be. She will flee any battle Kestrel is a part of. She will bide silent and sneaking. but not the hag’s true form. unless she has a clear ambush that will allow her to slay the ranger outright. When she discovered Lightwatch Tower. and increase her powers. Yazol’s fine steel chest is locked with a fine steel lock (DC 15 to unlock). using her flesh golem which has since been destroyed by Kestrel Blueleaf. and she will flee if she is brought below half her hit points. or ends the effect. Melee Attack . male or female..Claws: +4 to hit (reach 5 ft. if she determines they are weakened and she can easily overcome them.mage hand. she excavated a small lair beneath it. She hates the ranger bitterly. 8 . thereafter. The effect also ends when the hag is killed. The chapel exterior is covered in a horrid vine. The doors are [opened. The grand sight that was once Lightwatch Tower stands sentinel over an earthy hillock. All the skeletons have just been renewed by the cursed gemstone. each 10 minutes past the first. The chapel and tower sit on a hill that is about 60’ higher than the surrounding territory. as a byproduct of the lingering evil of the desecration. The tower is about 60’ tall. You can almost swear you saw a glint. using old stairwell If the doors are closed. All the wooden stairs which allowed access to the upper levels have rotted away. and/or treasure/findings will be listed. For every 10 minutes they watch the area. Giltbone skeletons can climb the walls easily. The doors could be broken down. the skeleton patrol they are getting a chance to spot gets a perception check against whatever stealth or camouflage they have created. they get an additional +1 to the roll. There are 17 giltbone skeletons roaming the Tower grounds.   L IGHTWATCH T OWER L OCATIONS Any attempts to climb the Tower will alert Roweena’s remains. The chapel is made of the same white stone as the tower.   anchors as hand and footholds. or is made one. climbing up after any adventurers trying to scale the tower’s exterior. but they have been well-weathered. 227 SP Roweena’s Holy Symbol of Lathander If it is nighttime. and any undefeated skeletons will swarm the area. This was the main entrance to the chapel. they should be allowed a Perception check at a DC of 12 to spot a roving band (2-5) of giltbones. Deep in the strange woods beyond the tower. You stand before the twin doors of the once-proud chapel adjoining the tower. they may or may not be armed with slings. or rendering a new giltbone. Monster stat blocks are in Appendix II. Most of the roof. However. A REA 1 – T HE C HAPEL E NTRANCE The beige boxed text is read-aloud descriptive text for the party’s exploration of different areas of the Tower. For more information see Itchburn Ivy in Appendix II. The chapel area is preternaturally dark. use of magical light will illuminate the interior of the chapel. challenges. and has a tile roof that is pitted and cracked. what remains will be just outside. patrolling the area. Monsters. or crossbows. and can observe the Tower for more than 10 minutes. overlooking the strange blue trees all around the clearing. It is normally barred from the inside. The greater giltbone will call all undefeated giltbones to assist her in this case. and are quite sturdy. and stands approximately 40’ tall. they cannot be opened from the outside. but that will immediately recall Roweena’s remains to the chapel to confront the intruders. but the glass is long since shattered. leaving only the wrought-iron framework that once held the glass in each of the window wells. though Roweena’s remains will leave the door unbarred if it is stalking the Tower area. but made far more virulent by the evil magic within the chapel. There is usually at least one skeleton keeping watch in one of the four great windows at the top of the Tower at any time of day or night. Depending on how difficult you want the module to be. there will be two skeletons posted at the top of the Tower. day or night. but doing so will surely bring all the skeletons to the site of the conflagration. similar to poison ivy. The doors were finely made when new. allowing visual examination from the outside. and the entire back (Northern) side of the chapel is covered in an odd sort of ivy. bows. Several will be inside at any given time. like gold sparking in the light emanating from the deep shadows that fill the open window ells at the top of the Tower. though the thick timbers crossing the top of the Tower still remain. with a bar discarded nearby. If the doors are unbarred. and are at full health. just inside the door] or [barred from the inside]. A book annoting Yazol’s experiences in crafting a Flesh Golem (worth something to a Wizard) 317 GP. 9 . a goshawk screams in victory or pain as it finds a meal. Stained glass windows once flanked the door. The chapel is a 30’ by 50’ structure. or burned down. If the party remains concealed nearby. and will likely rouse all the flying spiders from the rafters of the chapel. but the inside structure mostly rotted away. Some bandits hid their booty here before setting off to explore the Tower. There will always be at least one giltbone here. and have arrow-shaped leaves with white markings in the center of each leaf. The doorway in the rear of the chapel is small. or if Yazol is observing the process. as they explore. either will be able to see the party plainly. The trees in this area are spattered with blood. unless they have all been recalled to defend the Tower. They were all slain in their exploration. There is a 25% chance that a wing of flying spiders (3-12) will beset the party if they are searching the area at night. Hazards See giltbone skeleton in Appendix II A REA 5 – T HE H IDDEN C ACHE The buzzing of flies and fetid stench of decaying flesh suffuses this area of trees. unless making a DC 13 Stealth check.Some is old and leathery. and is thoroughly coated in reddish-black vines which climb up the side of the chapel to the roof. They undulate in a light breeze like they are beckoning you to come closer. If Roweena’s remains are making a skeleton. Itchburn Ivy (covers all of Chapel exterior). and appears to have been used recently to boil flesh from bone. You try not to retch as you back up a step. It is possible (if desired) to have this be an encounter area for the greater giltbone (creating a victim) or Yazol (who may try to gain the party’s trust in alternate form by warning them of the impending danger before the giltbone can strike. They will not attack during the day. Covering skin will mitigate the acidic effect. Hazards 25% chance of 1-4 giltbones. and instead looks like it was shredded off in tears caused by claws. but not the secretion’s scent. 10 . as opposed to a bladed edge. A REA 2 – T HE B ACK D OOR Searching the area reveals only that the skin hanging from the trees was not delicately removed. Possible chance of Greater Giltbone or Yazol. A REA 3 – T HE H ANGING T REES This is the area where the greater giltbone flays victims. Some of the skin appears to have been gnawed on by some sort of large insect. Hazards See giltbone skeleton and/or flying spider in Appendix II A REA 4 – T HE B ONE C AULDRON This rusted cauldron sits over charred stones. The door can be forced with a DC 16 Strength check. As you wonder who might use the cauldron. Hazards 50% chance of encountering 2-5 giltbone skeletons while exploring the door. providing the Itchburn Ivy (See Appenndix II) can be overcome. The back door is an unobstructed view from the Bone Cauldron. you see a small clearing ringed by branches hung with rotting ribbons of humanoid skin. It sits in a deep recess in the wall. There will always be at least one giltbone patrolling this area. and finely made. The scent of rendered fat and burned blood hang in the air around the cauldron. judging by what has been dumped on the ground nearby. The entirety of the top and backside of the chapel is coated in Itchburn Ivy. a golden skeleton leaps from the pot at you. some is soaked in fresh blood and twitching with maggots. and the remains of rotting skin hang from many of the lower branches. waving a rusted battleaxe. The vines are as thick as a man’s finger. when they sleep in the Chapel. and what remains of their treasure lies moldering in a hollow beneath one of the large trees. maybe more. As you step through some dense canopy. It senses you. If the door was barred and the party entered by overcoming the Ivy and forcing the back door read below. Beyond the unbarred door. It is a +1 devil bane long sword named Fiendbleed. a hand crossbow with four quarrels. and sorting out the contents of the sack creates a 25% chance of encountering 1-4 giltbones on patrol. while the fourth will run into the ruined tower to sound the bell. A dark stain marks the floor near the altar. otherwise skip to the next entry. since the skeletons provide easy meals. calling the remaining giltbones to the scene. They nest in the Chapel. a rotten pack of rations. the four hidden giltbones will remain hidden until the party has entered the room to explore. a whetstone. drawing a bow instead. apparently made out of or coated in gold. There are also three glowrods. If the party destroys the topaz. There are 27 spiders in total. caused by one of the large trees toppling over. and three broken potion vials (all of which froze and broke in the winter). The greater giltbone will wield the sword she once used in life to slay fiends.a room 60 feet wide and 30 feet deep. issuing an otherworldly wail as a topaz the size of a hen’s egg in its bony forehead flashes with sudden pulse of brilliance. long dried. A copse of several large blue-leafed trees has an opening in it. The strange gemstone in the golden skeleton’s skull shatters into dust as the skeleton’s remains liquefy. you see 11 . despite the aversion to the giltbones. and emanates a 5’ field of glowing golden motes when devils are within 120’. and taking several smaller trees with it. Searching the area (DC 14) will reveal a hollow beneath the fallen tree. interested in only intelligent life. If the greater giltbone is not within the chapel. and a secure nesting place. The Chapel is home to dangerous inhabitants in the eaves – a brood of flying spiders. the lesser giltbones will stay animate. It is of elven make. and springs to its feet. A moldering sack lies in a hollow beneath the fallen tree.What remains of some simple wooden benches and the crumbled remains of a smashed altar lie in ruins against the far wall. and a purse containing 173 silver pieces in it. You can see the shine of dirty glass were some of the burlap has rotted away due to exposure Kneeling in the center of the ruined chapel is a humanoid skeleton. which will drop from the ceiling as soon as blood is in the air. A REA 6 – T HE D ESPOILED C HAPEL The greater giltbone will stay on the far end of the chapel. Within the sack are a set of rusty thieves tools. For a moment. preternatural darkness dims your vision form seeing any details If the party overcomes the magical darkness… If the greater giltbone is defeated but not destroyed. Four piles of bones lying about the ruined chapel glow brightly with golden light. shooting at spellcasters and clerics. Any characters injured by skeletons will have to start contending with hungry flying spiders. The skeleton who had been kneeling allows its defenders to rush ahead. The skeletons take no notice of the spiders. and the walls are spattered with splashes of dark gore. and evaporate into golden steam. occluding any view of the ceiling. read below: You have entered the chapel . Three will animate and attack immediately. and a canteen full of dwarven spirits. There is a cracked decanter. as all of them rush to attack you. Searching for. The rafters above are occluded by a tangle of the leavings of hundreds of generations of spiders. on the he heels of what was likely an already difficult fight. it will be an incredibly difficult fight. claws. This will destroy the tower. and has allowed the trapdoor to become buried in ruined wood and the leavings of flying spiders. to become a future foe for the party. The remains of 12 . The trap door has two traps on it. if it was not there when the party explored the chapel. If there are still undefeated giltbones in the apex of the Tower. It will also alert Yazol if she is in her lair. The collapsing tower will completely destroy the hidden room beneath it. Persistent parties should be allowed to put their hand in the blender. throwing the creature he wrestled with away from him as the air around him darkens. the tiefling shrieks in denial. One (DC 11 detect. shifting from arrows to thrown bits of masonry until they are dispatched. and burn out the room over a period of hours. which disappears into the few thick supports of wood crisscrossing what was likely the onetime floor of the top level of the Tower. his face in a grimace of agony and anger. The party now has to deal with the ramifications of having freed the Glabrezugon. which will call all the remaining giltbones to the chapel. The second is a magical trap (DC 14 detect. If the party has somehow bypassed the guardians. See Appendix III for information about the Glabrezugon. DC 15 disarm) which will summon a mage hand to sound the bell if the words “Secrets abound” are not spoken in giant when the door is opened. Spending one hour clearing the area reduces the check to DC 11. and another 1-3 will arrive every four rounds until they are all present and attacking the party. and Flying Spiders. the bell trap will alert the giant flying spider in the room below. Dangling in the center of The room below the trapdoor has become completely choked by the giant flying spider’s web. alerting Yazol and giant flying spider A REA 8 – T HE H IDDEN C HAMBER The splintered remains of two stories of wooden stairs. floating above the golden steam.the spectre of a horned woman. Detect DC:11 Disarm DC:13 Retry:as long as failure is not below an 8 Fail: Bells sound. if they so insist. They will find the covered trap door. This room is considered difficult terrain. Giltbones will begin arriving 10 rounds after the bell is sounded. If splashed with oil. which will collapse when the upper timbers burn away. dragging him down as they tear great clawed gashes into his struggling body. beautiful and severe. the rotting wood will start aflame. wrestling with a Halfling-sized monstrosity that appears to be all wings. but more-or-less guarantees that the greater giltbone will return. and the giltbones. and mildew. Hazards There is a chain running to the bell at the top of the tower. in her place appears a middle-aged tiefling. and fangs. Mage Hand Trap [75 xp] Detect DC:11 Disarm DC:13 Retry:as long as failure is not below an 8 Fail: Bells sound. and most of the framework that supported them chokes the floor of this huge room. A REA 7 – T HE R UINED T OWER There are three main aspects to this room. they will assail the party constantly while in this room. It requires a DC 18 Athletics check to hoist the door open with all the rotting wood atop it. She is now mostly interested in the magical process at the cauldron. alerting Yazol and giant flying spider Hidden beneath the flotsam is a cleverly concealed trap door. DC 13 disarm) is a simple string of bells that will sound when it is opened. With a gasp. See Appendix II. Black clawed hands erupt from the earth. Hazards More Appendix II for more information on Greater Giltbones. If the party dispatches any giltbones in the area and searches the room (DC 13). mounts. the room is a thick rusty chain. which Yazol used when she was first studying the profaned chapel. and then she is gone. Bell Alarm Trap [30 xp] Possible Flying Spiders or Giltbones. In a pyroclastic pop. The air smells of dust and rotting wood. It may simply flee the area. Unless they have recruited powerful allies. Giltbones. it can cool five times that area. The cold ends at the entryway to area 10. Constitution save at a DC of 12. though the precise distance is difficult to judge. Identifying the sapphire gives the caster the truename of the Mephit trapped within the gem 13 . coating it and its inhabitants with frost. Within the chest in the middle of the hallway. destroying the Tower. and the now-familiar scent of spider musk wafts up from the trapdoor as you swing it open. and the wood around it on fire. but barely five feet wide. The air grows significantly cooler as you approach the hallway. and drag them back into the webbed room below. This is how Yazol trapped the matron spider. Rewards If put in at least one gallon of freezable liquid. half of a pickled human torso in a big glass jar with bites taken out of it (the remains of one of the rogues who had the misfortune of discovering the secret back entrance to her lair). aside from the skinny hallway to the eastern side of the room are treated as though the area were under a Web spell. and will trigger whenever any type of nongiant enters the hallway. a creature becomes fatigued by extreme cold. Roughly forty feet ahead. Attempting to ignite the webs will immediately cause the giant flying spider to attack. so a hasty party can avoid freezing to death in the hallway. Frost Mephit Gem [50 xp] Hazards Detect DC:17 Disarm DC:18 Retry:Failure below 10 triggers the trap. the sapphire will cool a 10’ cube to roughly freezing temperature. There is a thin coating of mist on the floor of the narrow hallway beyond the web-choked room. and the party needs to go single file to traverse it. Yazol will try to slay whoever she sees as the most dangerous. or take (4) 1d6+1 points of damage. there is a large leather-banded wooden crate sitting slightly ajar. though far more dangerously.several meals hang from the ceiling. [Trap door bells may sound] [Mage Hand may sounds Tower bell] The floor room below. there are most of the remains of a deer carcass. just where the hallway turns north. The hallway is about seven feet tall. the wine and pickle jar in the larder will shatter as their contents freeze solid. and to keep the population pruned. If left in the open. is approximately 20 feet below where you stand. After taking 5 or more points of damage in this manner. The hallway has bound the essence of a frost mephit to an enchanted sapphire set beneath one of the flagstones of the hallway floor. while the spider will attempt to overcome whoever is sleeping closest to the open door. both to sate her hunger. visible in the dim light. A REA 9 – T HE G RUESOME L ARDER The hallway off of the now web-choked entry is where Yazol goes to gather and store food. and how she keeps its young from invading her larder. blocking the hallway. it will start the door. The frost emanation requires a minute to recharge. and at least two-dozen spider eggs. See Giant Flying Spider in Appendix II for more information. Successful save means you take 1 point of damage. The crate is ajar because it cannot close all the way with the amphora or pickle jar in it. There is also a large amphora of sour mead that has been cut with blood. unless it has not been a minute since last failure Fail: preternatural cold suffuses the hallway. If the frost emanation is triggered five times in a row. and the entire room. and she regularly gathers them. and if the party did not clear the area around the trapdoor. Her time at the Tower has created quite a fondness for flying spider eggs. since the chamber below the Tower is choked with thick spider webs. either Yazol or the spider will try to eliminate members of the party while they sleep. unless they decide to search the larder. The stale scent of dried blood. which triggers once every hour automatically. If the party camps with the door open. showering anyone nearby with shards of glass unless they make a DC 10 Dexterity save. unless otherwise protected. which will leave them facing the trap 2-3 more times. with a hearth sitting in the far western corner. Hidden along the east wall is the secret entrance/exit to the lair. This gem can heat up the stone hearth on verbal command.[Wystralaan] and knowledge of the submerging in liquid to make it more safe. She’s going to one of these times. If she is slain. She will attack the party. Orlin does not know that the exit exists. uses an ensorcelled sapphire with a steam mephit soul bound to it.000 gp to rear or train a winged viper into a serviceable guardian that can obey simple commands (DC 15 for a juvenile creature. and if they can free him. He is desperate to escape. and a huge wrought-iron cage sitting just to the left of the doorway ahead of you. The exception to this is Yazol’s stove. The lock has a hardness of 8 and 50 hit points. Along the north wall is a refuse pile – mostly discarded meals and cracked bones. the chest will have any treasure listed under Yazol’s NPC entry. he may be the end of a quest/plot hook. save DC 14) centered on where the gem is thrown. Rewards Deyb will pay up to 100gp for it. and wants to eat Orlin before he gets too thin from his imprisonment. Aside from any information or help the party can get from Orlin. like her larder. and not wrong about Yazol. if she feels she can overcome the party easily. to let her trap sap at the party’s health while she decimates whoever is first in line. She will try to incapacitate. and next to it sits a stout steel chest with a huge gleaming lock securing it. DC 20 for a fully grown adult). A REA 11 – A C RUDE Q UARTERS “Please. she will turn invisible and flee for her secret exit/entrance to the Tower. Secret Door [50 xp] Search DC: 15 14 . A weak but melodious voice starts pleading with you as soon as you clear the area past the foul larder in the cold hallway. and assumes that Yazol may have used magic to come and go from her lair. The room down the twist in the hall is a giant-sized kitchen. if they sounded either alarm. If Yazol is planning to flee there is a 50% chance she will leave Orlin to die in the cage. I just know it!” This is Yazol’s bed. and where she keeps her iron chest. as well as the name of the mephit bound to it (Sstrussln). Shattering this gem by throwing it creates a 4d6 frostball (treat as a fireball that deals cold damage. A roughly hewn bed sits in the southeast corner. which. He has been trapped here for days. She will try to keep as much of the party in the larder hallway as possible. He will certainly aid the party if he can enact revenge on Yazol. Shattering this gem by throwing it creates a 4d6 Fireball (Save DC 14)centered on where the gem is thrown. Steel Chest Unlock DC:20 Break DC:25 Chest has a hardness of 10. but if she feels much risk. The chest will be empty if Yazol decided to flee with premeditation. The sour stench of the Hag’s sleeping quarters is only slightly masked by the piles of rotting food and cracked bones along the northern edge of the room. and 150 hit points. otherwise she will kill him and take his body with her so she has something to eat. Hazards There is a 50% chance that Yazol is in this area. or fleeing in haste. If she is reduced to half hit points or less. How Orlin interacts with the party largely depends on how they treat him. The gem is of similar value as the cold gem to someone who runs an inn. get me out of here. who is becoming frustrated with her continued failures. she will not hesitate to slay outright. and if they can help him retrieve his gear from her chest. prepared for their entrance. Professional animal trainers charge up to 2. I’ll do anything! Just name it! Don’t let her eat me. In a stoutly wrought iron cage sits a filth-ridden Orlin Swift. but unlike the cold gem. it will only activate when verbally commanded to do so. to use in The Coach’s larder. as Yazol slowly feeds his life into an experimental version of the Curse she is trying to perfect. A REA 10 – T HE H AG ’ S K ITCHEN Most of the kitchen implements are crudely wrought or scrounged. Identifying the gem reveals its nature. Collapsing Tunnel Trap [50 xp] Detect DC:13 Disarm DC: The trap cannot be disarmed once set. she will weaken the supports of the tunnel.The secret door is cleverly hidden in the wall at the foot of the bed. The tunnel was excavated by Yazol’s flesh golem. crushing everyone within for 4d6 points of damage. Discovering the entrance to the secret way from the surface by someone who has never used it before requires a DC 14 Perception check. If she is fleeing in haste. the hallway will be untrapped. If Yazol is fleeing with premeditation. Two successful Dexterity saves at a DC of 11 before three noncritical failures will allow someone to traverse the hallway without setting off the trap. Picking the lock is a DC 14 attempt.Yazol’s door will be locked. 15 . It leads out to a secret passage that comes up above ground not far from Area 5. or if the secret door is revealed from the inside area 11. Retry: as long as failure is not a 1 Fail: The tunnel will collapse. The hallway is not well made. A dark earthen hallway extends far to the east. risking its collapse when the party traverses it. A REA 12 – T HE S ECRET W AY Regardless of whether the party’s careful searching has led to this entrance to the Tower from the outside. but seems secure enough. and is crudely supported by unfinished timbers. but the tunnel can be re-shored with the proper materials at hand. with the occasional root sticking out of the ceiling of the tunnel between crudely erected supports of unfinished wood. Those not slain can attempt to tunnel the 10’ to the surface before suffocating in 1d4 hours. followed by a DC 15 Search check. and is narrow. She carries the key to it on her person (it is the same key that opens the steel chest). or has not yet encountered the party. A PPENDIX I: M AP 16 . It does not need to sleep. Profane Bolster: The skeleton gets the advantage against turn undead attempts made against it. Unlike most other undead. Destroying the greater giltbone skeleton that created the lesser removes this trait from any giltbone it created. resurrected. Itchburn Ivy [300 xp] Huge Plant [30’x60’] Ranged Attack . enacted by a greater giltbone skeleton. or put to sleep. Hit: 3 (1d6) piercing damage.. see Traits below Speed 20 ft. Damage Resistance: The skeleton is resistant to piercing and slashing damage. Profane Bolster: The skeleton gets the advantage against turn undead attempts made against it. Only disintegration or more powerful magic will prevent reanimation. or put to sleep. These strange creatures are the byproduct of a foul necromantic ritual. and slashing damage. or breathe.. The gem can be targeted directly with an attack. Speed 0 Senses blindsight 60 ft. which will coat the newly boiled bones of a recent victim. This binds the creature to its creator until that creator is destroyed. Senses darkvision 60 ft. the soul of the body being so prepared is placed within the gem embedded within the giltbone’s skull. Hit: 4 (1d8+1) slashing damage. one creature). These strange creatures are the byproduct of a foul necromantic ritual. or reincarnated until the greater giltbone who cursed it with undeath is destroyed. one creature). and immediately reduces those giltbones to 0 HP. Destroying a greater giltbone skeleton permanently destroys all the giltbones it created.Shortbow: +4 to hit (range 80 ft. Once a creature is transformed in this way. combining accursed or profane gold with 17 . eat.+1 Long Sword: +3 to hit (reach 5 ft. ACTIONS Melee Attack . Hit: 4 (1d8) slashing damage. at which point it will re-animate. ACTIONS Melee Attack . Str 11 (+0) Dex 14 (+2) Con 10 (+0) Int 6 (–2) Wis 8 (–1) Cha 3 (–4) Alignment lawful evil Languages understands Common Giltbone Skeleton [50 xp] Medium Undead Armor Class 13 (golden coated bones) Hit Points 10 (2d8+1). at which point its accursed gem will shatter. Greater Giltbone Skeleton [150 xp] Medium Undead Armor Class 14 (golden coated bones) jewel 15 Hit Points 30 (5d6+15). TRAITS Immunities: The skeleton is immune to disease and poison. unless the total HP of the skeleton is at 0 or below. Accused Gem: A greater giltbone skeleton will stop fighting and collapse when reduced to 0 HP.Shortbow: +2 to hit (range 80 ft./320 ft. It cannot be charmed. one creature). one creature). Unending Undeath: The remains of a greater giltbone skeleton will repair at the rate of 10hp/day until returned to full hp. It does not need to sleep. radiant. frightened.. see Traits below Speed 20 ft. but has the same damage resistances as the greater giltbone. Senses darkvision 60 ft. Create Giltbone: Greater giltbone skeletons can slough off some of their gold into a ritual cauldron. Armor Class 8 Hit Points 59 (7d10 + 21). or breathe. Str 11 (+0) Dex 10 (+0) Con 10 (+0) Int 6 (–2) Wis 8 (–1) Cha 3 (–4) Alignment lawful evil Languages understands Common TRAITS Immunities: The skeleton is immune to disease and poison.A PPENDIX II: B EASTIARY the newly cleaned bones of a recently slain humanoid creature. frightened. it cannot be raised. Unending Undeath: The remains of a giltbone skeleton will repair at the rate of 1hp/day until returned to full hp. Generally.Long Sword or Battle Axe: +2 to hit (reach 5 ft. Hit: 3 (1d6) piercing damage. Damage Resistance: The skeleton is resistant to piercing./320 ft. and can only be performed once every 24 hours. It cannot be charmed. it can be reduced to -10 hit points.. The ritual takes three hours. at which point it will re-animate. eat. Ranged Attack . Nothing prevents this regeneration unless the greater giltbone’s accursed gem is destroyed. ACTIONS Secrete: Whenever living creatures come within 15’ of Itchburn Ivy./60 ft. Stealthy +5: The spider gains a +5 bonus to Dexterity (Stealth) checks. REACTIONS Deadly Smoke: When an itchburn vine patch takes fire damage. Failed Save: 5 (2d4) poison damage. the restrained creature can make a DC 11 Strength check to escape.. Hit: 6 (1d8 + 2) piercing damage. If a creature comes in contact with the ivy and fails a save.. Armor Class 12 Hit Points 3 (1d6) Speed 10 ft. and another creature can deal 5 fire or slashing damage to the webbing to end this effect. fly 60 ft. Str 15 (+2) Dex 6 (–2) Con 16 (+3) Int 1 (–5) Wis 3 (–4) Cha 3 (–4) Alignment unaligned Languages - An attached spider’s speed drops to 0. including that from a web spell. and the target must make a DC 10 Constitution saving throw. tremorsense when in web Str 15 (+2) Dex 15 (+2) Con 11 (+0) Int 2 (–4) Wis 10 (0) Cha 8 (–1) Alignment unaligned Languages Traits Spider Climb: The spider can climb on smooth walls and upside down on horizontal surfaces. Stealthy +5: The spider gains a +5 bonus to Dexterity (Stealth) checks. one creature). climb 30 ft. The attack automatically hits a creature to which the flying spider is attached. Failed Save: 5 (1d6) poison damage. if fire damage is used. but the secretion stays active on substances which touch it for up to an hour. the restrained creature also takes the damage. they do not get any further saves to avoid the poison. unless they make a DC 12 Dex save. Creatures who make the save to resist the sweet smell automatically make such saves in the future for up to 24 hours. including that from a web spell.Bite: +3 to hit (reach 5 ft. As an action. one creature). and resistant to fire. the plant secrets a sweet smell. Hit: The target is restrained by webbing.Bite: +3 to hit (reach 5 ft. and it moves with the target.. The secretion of Itchburn Ivy is actually a caustic contact allergen. A spider can be removed with a DC 10 Strength check as an action.. Actions Melee Attack . The Ivy must come in contact with flesh to cause damage.. which deals 1d4 poison damage each round someone is in contact with the plant. It ignores movement restrictions due to webbing.Web (Recharge 5–6): +4 to hit (range 30 ft. fly 40 ft. It ignores movement restrictions due to webbing. unless they make a DC 11 Con save. Senses darkvision 60 ft. Hit: 2 (1d4) piercing damage.. one living creature). Defenses: Itchburn Ivy is immune to acid.and the spider attaches to the target. 18 . Senses darkvision 60 ft. The webbing has AC 12.. Giant Flying Spider [50 xp] Large Flying Beast Armor Class 13 Hit Points 22 (4d10) Speed 30 ft. When hit by an attached spider. which forces a DC 10 Wisdom save to not become transfixed by. Flying Spider [30 xp] Small Flying Beast Actions Melee Attack . Traits Spider Climb: The spider can climb on smooth walls and upside down on horizontal surfaces. it creates billowing smoke in the direction the fire came from. the target must make a DC 8 Constitution saving throw. with a compulsion to approach the Ivy and stroke the glistening leaves. This smoke deals 1d4 acid damage to any within 10’ of the site the fire was applied. Str 4 (–3) Dex 14 (+2) Con 11 (+0) Int 2 (–4) Wis 7 (–2) Cha 6 (–2) Alignment unaligned Languages - Ranged Attack . Though not a prerequisite. much less successfully reproduce. one creature).. lightning. the four arms of the Glabrezu. and might only find a place amongst the daemons. fly 30 ft. Hit: 10 (2d8 + 2) piercing damage. Hit: 2 (1d4) piercing damage and 2 (1d4) fire damage. since their parents are frequently creatures of that demesne. a spiny tail and body spines. once in a million. Encounter Building Level 12 XP 5. Damage Resistance: Glabrezugons are resistant to cold. The offspring has wings. or makes two pincer attacks and two claw attacks.. as well as the ability to shoot those spines. two heads. Str 15 (+2) Dex 15 (+2) Con 15 (+2) Int 11 (+0) Wis 14 (+2) Cha 14 (+2) Alignment neutral evil Languages Abyssal. Melee Attack—Claw:+6 to hit (reach 5 ft. Senses darkvision 100 ft.. Hit: 4 (1d4+2) slashing damage. Melee Attack—Pincer:+6 to hit (reach 5 ft. An item often debated by Sages is if the inherently different evils of the Abyss and the Hells could sire offspring. Ranged Attack—Spine:+4 to hit (range 20 ft. 19 . It is viewed as an abomination by demons and devils alike. Infernal. many Demvils are native to the Prime Material plane. or half-fiends with half-devils suggest that the offspring of these matches. and to nonmagical weapons except those made of cold--‐forged iron. Special: The Glabrezugons have twenty spines and regrow spines at the rate of one per hour. Recent analysis of several incidents of the comingling of half fiends with devils. The truth is that there would never be a situation where the two could tolerate each other sufficiently to copulate. Spellcasting: The Glabrezugon is an 8th--‐level spellcaster that uses Charisma as its magic ability (spell save DC 10). see Traits below Speed 30 ft.A PPENDIX III: T HE D EMVIL Actions Multiattack: The Glabrezugon makes two pincer attacks and casts one spell./80 ft. It knows the following spells: 1st Level (1/day)—mirror image 3rd Level (1/day)—dispel magic Telepathy: The Glabrezugon can communicate telepathically with any creature within 100 feet of it that can understand a language.490 The Glabrezugon (or Spinezu) is such a comingling of a Glabrezu and Spined devil bloodline. Demvil: Glabrezugon Medium Fiend (Demvil) Armor Class 14 Hit Points 65 (5d10 + 40). will result in a creature who represents the worst of whatever extraplanar parents the comingled bloodlines represent. one creature). Common Traits Immunity: Glabrezugons are immune to fire. halfdevils with fiends. one creature).. or makes two pincer attacks and one spine attack.
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