The Golden Bones of Lightwatch Tower

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    CREDITS

    Cover Art adapted by Bernie McCormick from Sanctuary

    Tower  by Yellow.Cat under an Attribution 2.0 Generic (CC

    BY 2.0) License

    Dark Alchemist by killyoverdirve via opengameart.org

    Other portraits from TCP by Jeff Preston. 

    Other images are originals by Bernie McCormick, aside

    from maps provided by the contest hosted by EN World.

    Iconography courtesy of Lorc under a Creative Commons

     Attribution 3.0 Unported License.

    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.

    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.

    RECOGNITION

    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.

    CONTENTS 

    The Golden Bones of Lightwatch Tower........................... 1

    Back Across the Ages .................................................... 1

    Recent History ............................................................... 3

    Plot Hooks ......................................................................... 3

    Sent by the Church ........................................................ 3

    The Lost Map ................................................................. 4

    The Missing Son ............................................................ 4

    NPC’s ................................................................................ 5

    Deyb Mattockblade ........................................................ 5

    Grundle Fitz ................................................................... 5

    Lawrence Ames ............................................................. 6

    Orlin Swift ....................................................................... 6

    Kestrel Blueleaf .............................................................. 7

    Yazol the Hag ................................................................ 8

    Lightwatch Tower Locations .............................................. 9

     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

     Area 8 – The Hidden Chamber .................................... 12

     Area 9 – The Gruesome Larder ................................... 13

     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

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    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, or if the golden light of that selfsame

    night awakens the old enchantments. Me gran-da

    mighta known, or his da before him – lost history..

    Whatever the past, you stay away from the Cyanwood

    when the harvest moon comes near, and on pain ‘o

    death, don’t even take a breath in the shadow of

    Lightwatch Tower any time of the year.”

    -Deyb Mattockblade, Year of the First Circle

    “Me da said something about not breathin in theshadows, but he didn’t say anything about exploring the

    place.”

    -Last words of Randall Mattockblade, Ches, five days

    later, Year of the First Circle

    B

    ACK

    A

    CROSS THE

    A

    GES

     

    There are many debates about how The Lonesome Coach

    came to be. The two most popular theories are that either

    a lost Roc finally got tired of carrying an overheavy load,

    or a teleport spell went awry. Whatever the start of thestory, it ends with a dwarven war wagon stranded in the

    upper boughs of a huge oak alongside the wilderness

    road. The road mark soon became a campsite, which

    gradually turned into a rudimentary shelter, which

    gradually evolved into an inn and provisioning center.

    For a long many centuries, 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. After crossing a great desert, it was a long

    run to the nearest civilization, and many caravans were

    lost to mishap or mayhem as they tried to push straight

    through the stretch before The Coach was established.

    Though not many have been to The Coach, many have

    heard tales of it from someone who has sheltered a night

    there – a place of warmth, security, and relative luxury in

    the midst of untamed wilderness.

    Roughly two centuries before the adventure takes place, a

    retired war-wizard, Vinien Prast, remembered The Coach

    from his younger adventuring days, and decided to make

    the place something more than a rough inn. Using

    elementals bound to his service, Vinien rebuilt the

    foundation of the inn, and created quite a sumptuous rest

    stop for travelers and adventurers alike. When he re-

    opened the inn, he invited his few remaining adventurer

    allies as a sort of reunion and opening celebration

    combined.

    One of those adventurers, a half-elf, half-fiend paladin,

    Roweena “Strongblood” Fiss. She was impressed with

    Vinien’s work, decided to stay on with wizard, and use the

    waystation as a location from which to proselytize, and

    spread the word of her god, Lathander. Shortly after

    beginning on this mission, she constructed a shrine on a

    small hillock about a day’s journey from the Inn, which she

    sanctified and dedicated to her god. Vinien, glad to have

    an old friend as company, loaned Roweena some of his

    elementals, and soon the shrine quickly expanded to

    match the paladin’s vision.

    With the help of the elementals, Roweena erectedLightwatch – a multi-story tower of white stone set on a

    small hillock, allowing the open-aired tower to drink in the

    first and last light of the day, well above the canopy of the

    surrounding tree line.

    Lightwatch Tower served as a place of meditation and

    quiet prayer for several decades after its completion. The

    simple chapel adjoining the Tower was where the body of

    Vinien Prast was consecrated, and kept in state until his

    next of kin could retrieve him, once he passed from the

    world. Many an adventurer and ranger of the Azurewood

    found succor from wounds, poisons and diseases under

    the ministrations of Roweena.

    For some decades, the Lonesome Coach saw something

    resembling tranquility under Roweena’s watchful eye.

    Despite the fact that there were few regular caravans, the

    Coach created a route where none had existed before,

    largely due to the lack of a secure place to stay and

    resupply. The safety and sturdy walls of the inn led to

    visitors - both traders and adventurers. Since there was

    little nearby for adventurers to take interest in other than

    soft beds and hard drink, the Coach experienced a quiet

    sort of prosperity.

    During this quiet period, a young but powerful tiefling

    warlock by the name of Mosing Falhardt took rest at The

    Coach, en route to a nearby citadel, which had just been

    rebuilt. In the outskirts of the new fortress-city, he intended

    to study under the tutelage of a cabal of infernalists who

    had recently relocated during the citadel’s refurbishment.

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    Mosing never made it to meet his would-be tutors.

    The young warlock found himself smitten by Roweena,

    attracted to her infernal looks nearly as much as her purity

    of soul and devotion. Surprisingly, Roweena found herself

    attracted to Mosing, particularly once he abandoned some

    of the darker aspects of his calling as a means of wooing

    her. The two were not long thereafter wed, and both

    found a contentment in the quiet worship of Lathander, themaintenance of the Coach, and the sharing of their mutual

    affection.

    Years after their union, Roweena and Mosing found

    themselves expecting a child. Both were elated and fearful

    of what lay ahead. Given their comingled blood, their child

    would likely not be born easy. By the time Roweena found

    herself waxing with child, The Coach had a proper staff,

    consisting of several maids, a cook, a

    barkeep, and even a handful of

    experts, including a smith. They had all

    taken up permanent residence,

    providing a number of services to thosewho stopped in to take a rest.

    When the time came for the birth of

    their child, Roweena and Mosing

    sought the refuge of their chapel,

    hoping that their god would bless their

    offspring, and make the birth an easy

    one. They left The Coach in the charge

    of the barkeep, Rorik Mattoksblade,

    with instructions to come and seek

    them only after the passing of the

    harvest moon, by which time they and

    their offspring should be ready to make

    the journey back to the inn.

    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, the birth of Roweena and

    Mosing’s child ended in tragedy.

    The birth was physically problematic, due in no small part

    to the worst of both the child’s parents manifesting,

    despite their best hopes. Their offspring held the worst

    characteristics of demonic and infernal blood. It was a

    twisted Glabrezugon, a nigh-impossible blend of the Abyss and the Hells - an entity malice and madness

    wrought of spikes, claws, and cruel intent. The monster

    tore through its mother moments after her birthing pangs

    started, and slew its father moments thereafter,

    disemboweling him with razored claws. In desperation,

    Roweena called out to her god to aid her, who replied by

    offering her the choice of removing the great evil that was

    her offspring from existence with a blast of divine magic,

    or reviving her husband, who would be faced with the

    same charge.

    Roweena chose to trust in her partner to do the right thing

    incapable of destroying the monstrous child. 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. As Roweena expired, begging her

    husband’s pity and forgiveness for their offspring, her

    husband found breath once more, his mortal woundsclosing in a golden glow. Mosing howled, wrestling with

    the afterbirth-smeared monster, unable to slay it, but now

    wary of its deadly nature.

    Mosing was a white rage of hatred and despair. He

    cursed his nameless monstrous child, and cursed the

    place of worship he and his wife had created. Dashing his

    foul offspring against the walls and the altar of the chapel,

    he disavowed his god, and offered the

    desecration up to the patron whom he

    had cast off years before. The foul

    nature of the former warlock’s

    accursed utterances called his patron’sinterest back. Wracked with rage and

    sorrow, the former warlock was

    incapable of bargaining with former

    patron smartly, resulting in a calamity

    of evil and profane magic.

    Mosing traded his soul to banish his

    offspring to a place “neither of the

    heavens nor the hells”. The warlock's

    patron encased father and son within a

    magical gem, similar to the effect of

    Trap the Soul  spell, at the cost of

    Mosing’s soul, and life, to be collected

    after his torture. If the two ever were

    released from the prison, by the breaking of the gem, the

    monstrous child would be freed, and Mosing's life and sou

    would be forfeit.

    When neither Mosing nor his wife returned with a new

    babe, Rorik Mattoksblade sought them out, hoping to find

    the new family happily encamped in Lightwatch Tower.

    Instead, he found the gruesome remains of Roweena, and

    no sign of the child or father. Rorik did not spend too

    much time pondering what happened – seeing the mess

    of the chapel, he assumed the worst had befallen Mosingand the child, and did his best as a lay faithful of

    Lathander to see to Roweena’s final rest.

    Like all paladins of the Lord of Morning, Roweena was

    due a hero’s burial, complete with the eternal preservation

    of her mortal remains. Rorik boiled her body down to

    bone, and gilded them, melting down the instruments and

    ornamentation of the chapel to provide the needed

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    material for the process. 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, yet he did so with care and meticulous

    precision. In the newdawn’s light, the barkeep laid

    Roweena to rest in a simple casket on the south side of

    the Tower’s hillock.

    Rorick returned to the inn and assumed responsibility forit, and over time sold off what remained of his mistress

    and master’s worldly possessions (magical and

    mundane). Eventually Rorick found a spouse, and his

    children, and children’s children continued to manage The

    Coach. When a passing clergyman of the faith of the Sun

    God spent an evening at The Coach, Rorick explained

    what he had done, and asked that the priest go

    consecrate the grave, and perhaps restore the chapel of

    the tower.

    The cleric left that very night, intending to perform the

    proper ceremonies at dawn. He never returned. His

    fellows waited a day, and then went searching for him.They never returned either. Rorick assumed the place

    haunted, and then on warned people away.

    RECENT H ISTORY 

    It has been several generations of Mattockblades since

    the fall of Lightwatch Tower. Unbeknownst to Rorick or

    his kin, the charitable work of their father created a

    powerful undead of the onetime proprietor of The Coach.

    The tortured remains of Roweena are animated by the

    curse her husband inflicted on the chapel. Through the

    gem embedded in Roweena’s head, 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.

    Each time the undead kills an unwary investigator of the

    ruined chapel, it dispatches the body, boils it down to

    bones, and turns it into a giltbone skeleton (like herself).

    The animating magic of these accused undead are tied to

    Roweena’s remains – if she is destroyed permanently, all

    the others created by her will fall. However, unless the

    gemstone in her skull is shattered, her remains, and the

    remains of all the other skeletons she created will knit andrepair themselves on the anniversary of the night of her

    death (the height of the harvest moon).

    This is not a situation with a unanimous “win” condition.

    Certain victories could lead to other calamities. This is a

    stand-alone that is going to end in a cliffhanger, rather

    than a clean resolution, unless some presented material is

    altered (which is a welcome opportunity to DM’s who like

    happy endings).

    The adventurers arrive at The Coach just following the

    Harvest Moon.

    PLOT H OOKS If you are tying The Golden Bones into your own campaignor chain of adventures, there are many ways to approach

    stitching the module in. As an obvious starting place, The

    Coach presents a hub that the party could be starting ou

    at. They could be traveling with a caravan, or a mentor, o

    perhaps seeking Kestrel, to hire her as a guide for some

    other goal in the Azurewood.

     Ahead are three more structured possibilities for you to

    work with:

    S

    ENT BY THE

    C

    HURCH

     

    Overview

    The party is being accompanied by an NPC sent on

    church business, or are agents of a church of Lathander

    somewhere in the region of the Azurewood. Either way,

    reports of the despoiled chapel have reached a larger

    community of faithful, as well as dark rumors of a curse

    laid on the despoiled chapel. The worst of the curse

    seems to be tied to the Harvest Moon, which is when the

    party will be onsite to investigate.

    Challenges

    The party will have to cleanse the temple, which means

    not just defeating Roweena’s remains, but also driving off

    Yazol from the secret den she has created beneath the

    Tower. This will prove a huge test of will and faith,

    particularly when the party is faced with the reality of what

    they have unleased upon the world, permanently

    destroying Roweena. If Yazol is not defeated or driven off

    when the party has defeated the giltbone mistress, Yazol

    will likely try to rescue/escape with the Glabrezugon, to

    either draw from its power, or barter it as a valuable slave.

    Additional Information

    If agents of the church, the party should also be in

    possession of a small chest of Lathanderite relics, which

    would be needed to recons create the shrine. Those relics

    might also aid in staving off the giltbones around the Tower

    or holding the Glabrezugon at bay in a final confrontation

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    The loss or theft of the relics would greatly complicate the

    mission, and could provide a spicy follow-up quest line.

    T

    HE

    L

    OST

    M

    AP

     

    Overview

    Orlin Swift was a bard of no small reputation, who traveledthe Azurewood seeking quests and adventures. He

    recently took on a commission from the Rhengar

     Adventurers’ Guild far to the east of the wood, 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. While staying at The Coach, Orlin was told of the

    disappearance of Delb’s son by the broken-hearted

    innkeeper.

    Taking a small detour to investigate the disappearance of

    the boy, and ran afoul of Yazol, after

    tracking the boy to the Tower. The Hagoverwhelmed Orlin, and is slowly

    siphoning off his life force after encaging

    him in her hovel beneath the Tower.

    The party has been hired to backtrack

    Orlin, who is several weeks late on his

    deliveries. Once the summer season

    comes to the desert, the traders will

    withdraw to the deep desert, and it will

    take another year for the Guild to get the

    information they need to start traversing

    the desert themselves. Upon getting to

    The Coach, Deyb will direct the party towards the Tower,but with plenty of dire warning, as well as the sad story of

    his missing son.

    Challenges

    Yazol has the map, as well as the rest of the treasure she

    has been able to recover from the giltbones in her chest

    beneath the tower. To reclaim the map, the party will

    have to defeat the hag without her escaping, or somehow

    free Orlin, so that he can retrieve his gear and help the

    party escape. The giltbones may be more of a hurdle than

    a quest goal, though the party could certainly findthemselves overwhelmed by problems if they destroy the

    gemstone before freeing Orlin. There will be just enough

    time to get the map to the desert tribe, assuming the party

    succeeds, but they will have to pass back by The Coach

    on the return to the Guild, and who knows what evils may

    be left unvanquished…

    Additional Information

    In his investigations, Orlin may have learned some of the

    lore of the origins of the curse on the Tower, and may be

    insistent on righting the wrong after he is rescued. This

    could put the party in a rough spot, particularly if they

    sustained heavy losses or damage in the rescue of the

    bard.

    T

    HE

    M

    ISSING

    S

    ON

     

    Overview

    Delb Mattockblade has done the best he can with The

    Coach. He lost two of his three sons to Caravans, and

    only his one son, Randall (who was mostly a layabout)

    seemed to have any inclination to take on learning the

    running of the inn. 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. The two

    have been secret lovers, since the young farrier

    abandoned a caravan to take on the

    duties as chief hostler.

    Randall and Lawrence felt that there

    was a chance Delb was getting

    suspicious of the time they spent

    together, so they started sneaking out of

    The Coach on their forays. After

    stumbling almost face-first into Kestrel

    Blueleaf after a fairly noisy romp in the

    woods, Randall decided they needed to

    find a more secretive locale to conduct

    their affair.

    Despite the warnings he received as a child, and theannual warnings Delb gave all the patrons at The Coach,

    Randall dragged Lawrence out to the ruins of Lightwatch

    Tower, thinking it might be the perfect place for them to

    “camp out” occasionally.

    The duo encountered some giltbones, and Lawrence ran

    off, terrified, while Randall stood to confront the skeletons.

    Randall’s bravery cost him his life, and he is now a

    member of the Tower’s shining undead guardians. Yazol

    managed to steal away a silver belt buckle that would

    easily be identified as his by Delb or Lawrence, if

    recovered from the Hag’s chest.

    Delb will beg the party to go out looking for his son,

    explaining what happened with Orlin. He will offer the

    party a rich reward (350gp) if they can return his son to

    The Coach. The party, of course, cannot do that, but they

    may be able to give the poor innkeeper some piece of

    mind, and put his son to rest.

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    Challenges

    Lawrence knows what happened to Randall, but is terrified

    of what Delb might do to him if he found out about the

    affair the hostler was having with his son. He could be

    tricked or intimidated into telling what he knows, but only

    out of sight and earshot of the innkeeper.

    Grundle Fitz, the dwarven smith, of The Coach suspectsLawrence knows what happened to Randall, having

    overheard parts of the hostler’s screaming nightmares in

    the eaves of the stables. The dwarf does not know about

    the affair, otherwise he would be blackmailing the hostler.

    In backtracking Randall, Orlin has put two-and-two

    together, in regards to what was happening between

    Lawrence and Randall, but did not dell Delb, out of fear of

    what the grieving innkeeper might do to the hostler. If he

    is freed from his prison, and Yazol’s chest is retrieved, he

    will recognize Randall’s belt, and return it to Delb.

    Randall cannot be saved, but he can be put to rest if the

    gemstone is destroyed. Orlin will push for that, if rescued.

    The party may find themselves in that situation

    accidentally.

    Additional Information

    Delb is already mourning the loss of his son, and will turn

    to Lawrence for support, rather than in rage. He will know,

    as only a parent can, that Randall would have been the one

    to push on to the Tower, despite his warnings. Many of the

    things Randall loved about Lawrence, Delb will see as

    positive marks of character, and given time, the hostler may

    come to be a surrogate son, and possible heir apparent to

    The Coach.

    NPC’ S These are a few of the individuals who may be encountered

    in a significant interaction – either in combat or

    conversation. A short description is given of each, as well

    as a basic stat block in the case they are aiding or

    confronting the party.

    D

    EYB

    M

    ATTOCKBLADE

     

    The Inkeeper of The Coach, Deyb is a hefty middle-aged

    human. He walks with a limp from when a horse broke his

    leg, and distrusts the animals as a result. He is gruff, and

    knows his way about a barfight with a cudgel or a stool, but

    is no fighter or adventurer, like his forefathers were.

    Deyb is fair and even minded. If he catches party members

    doing anything untoward, he will warn them once, then turn

    them out thereafter. Directly illegal activity (cheating, theft

    assault or murder) will leave Deyb no choice but to clap the

    perpetrators in irons out by the forge, 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 morning the loss of his last son, who went missingapproximately three days before the party arrives on the

    scene

    Deyb Mattocksblade

    Medium Humanoid (Human)

    Armor Class 10

    Hit Points 4 (1d8)

    Speed 30 ft.

    Str  10 (+0) Dex 10 (+0) Con 10 (+0)

    Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

    Alignment LN

    Languages Common

    Traits

    Pack Tactics: The commoner gains a cumulative +1

    bonus to attack rolls, to a maximum of +5, for each

    friendly creature that is within 5 feet of its target.

    Actions

    Melee Attack - Club: +1 to hit (reach 5 ft.; one creature).

    Hit: 2 (1d4) bludgeoning damage.

    Ranged Attack - Rock: +1 to hit (range 20 ft./80 ft.; one

    creature). Hit: 2 (1d4) bludgeoning damage.

    G

    RUNDLE

    F

    ITZ

     

    The shyster smith, Grundle only cares about his own

    profits. With an unkempt beard and matted, filthy clothes,

    Grundle works and sleeps outdoors, taking breaks only to

    eat meals, toss dice, or drink himself into a stupor.

    Grudnle came to The Coach as a caravan guard, and

    stayed thinking to worry free some of the ancient dwarven

    metal from The Coach’s namesake to forge into some

    expensive items. When Delb forbade him from doing this,

    Grundle’s caravan was already gone. The dwarf has just

    stayed, in part because he knows he will outlive theinnkeeper, and hopes to take advantage of The Cart once

    the human dies.

    If a member of the party is investigating Randall’s

    disappearance, Grundle will make some sideways

    remarks about Lawrence, implicating the hostler without

    specifics. If pressed on this, he will claim

    misunderstanding, and will meet any failed attempt at

    intimidation either with his fists or a hammer.

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    If a party member is clapped in irons, and is awaiting the

    arrival of a Judge, Grundle can be bribed to free the

    prisoner for 50gp.

    Grundle Fitz

    Medium Humanoid (Dwarf)

    Armor Class 12 (Leather Apron)

    Hit Points 13 (2d8 + 4)

    Speed 25 ft.

    Senses darkvision 50 ft.

    Str 13 (+1) Dex 11 (+0) Con 14

    (+2) Int 10 (+0) Wis 11 (+0) Cha

    10 (+0) Alignment NE

    Languages Common, Dwarvish

    Traits

    Dwarven Resilience: The dwarf

    has advantage on saving throwsagainst poison and resistance to

    poison damage.

    Actions 

    Melee or Ranged Attack - Light

    Hammer: +3 to hit (reach

    5 ft. or range 20 ft./60 ft.; one

    creature). Hit: 4 (1d6 + 1)

    bludgeoning damage.

    L

    AWRENCE

    A

    MES

     

    Lawrence is a handsome, blonde-

    haired human, whose ancestors

    claimed to have elven blood. He

    cane to The Coach several months

    before the party arrives, and is

    riddled with guilt over the death of

    his secret lover, Randall

    Mattocksblade. As much as he

    carries that guilt, he is petrified that Radnall’s father, his

    employer Delb will seek deadly retribution if he finds out

    what happened to his son. Lawrence can be threatened,

    charmed, or compelled to tell his tale, but will not do sowithout magical intervention if Delb is in earshot.

    Lawrence Ames

    Medium Humanoid (Human)

    Armor Class 10

    Hit Points 4 (1d8)

    Speed 30 ft.

    Str  10 (+0) Dex 10 (+0) Con 10 (+0)

    Int 10 (+0) Wis 10 (+0) Cha 14 (+2)

    Alignment LN

    Languages Common

    Traits

    Pack Tactics: The commoner

    gains a cumulative +1 bonus to

    attack rolls, to a maximum of+5, for each friendly creature

    that is within 5 feet of its target.

    Actions

    Melee Attack - Club: +1 to hit

    (reach 5 ft.; one creature). Hit: 2

    (1d4) bludgeoning damage.

    Ranged Attack - Rock: +1 to hit

    (range 20 ft./80 ft.; one

    creature). Hit: 2 (1d4)

    bludgeoning damage.

    O

    RLIN

    S

    WIFT

     

     A curious bard, captured by the

    hag, Yazol, while investingating

    the disappearance of Randall.

    Orlin Swift

    Medium Human Bard

    (Lvl 1)

    Armor Class 13 (leather armor)

    Hit Points 8 (1d6 Hit Die)

    Proficiency Bonus +1Speed 30 ft.

    Alignment chaotic good

    Languages Common, Elvish

    Sylvan, Thieves’ Cant

    Str 9 (-1) Dex 15 (+2) Con14

    (+2)

    Int 11 (+0); Wis 13 (+1)Cha 17

    (+3); add proficiency bonus to saves

    Actions

    Melee Attack (Two-Weapon Fighting): Short sword (+3

    to hit; 1d6 + 2 piercing) and short sword (+3 to hit; 1d6

    piercing)

    Melee or Ranged Attack: Dagger (range 20 ft./60 ft.; +3 to

    hit; 1d4 + 2 piercing)

    Ranged Attack: Hand crossbow (range 30 ft./120 ft.; +3 to

    hit; 1d6 + 2 piercing)

    Skills

     Acrobatics, Deception, History, Performance, Sleight of

    Hand, Stealth

    Note to DM: Running the Adventure

    Depending on the number of  players you have, and 

    their  level/class  makeup,  some  of   the  challenges 

    may  scale  too  far  up  or  down,  particularly  if   the 

    players 

    are 

    not 

    well 

    coordinated. 

    To scale down, remove the giltbones turn resistance 

    if  they are not in the chapel, or beneath it.  You can 

    also  disarm  them,  and  have  them  deal  clawing 

    damage, instead of  weapon damage. 

    To scale up, position a few skeletons at the top of  the 

    tower with poisoned crossbows.  Only a stealthy or 

    secret  approach  to  the  tower  will  allow  access 

    unmolested. 

    However  you  play  it,  you  should  keep  track  of  

    skeletons and flying spiders as they are dispatched, 

    and  eliminate  the  chance  of   encountering  them 

    while 

    exploring 

    once 

    they 

    are 

    eliminated. 

    Additionally,  since  The  Coach  could  have  other 

    adventurers there, you could supplement the party 

    with a needed class (cleric or rogue), or have Kestrel 

    save  the  day,  in  the  case  that  a  first  assault  goes 

    horribly. 

    Two  special  considerations  to  keep  in mind:  how 

    does  the  party  dispatch  Roweena,  assuming  they 

    figure out what is going on, either by catching Yazol, 

    or reading her grimoire?  If  they give Roweena rest, 

    how  do  they  handle  the  sudden  appearance  of  

    Mosing and his monstrous child?  Mosing’s patron 

    will 

    claim 

    him 

    moments 

    after 

    he 

    reappears 

     – 

    will 

    the 

    Glabrezugon attack the party, flee, or try to bargain 

    with them? 

    While this adventure can be a simple one shot, it can 

    easily  be  used  as  the  springboard  to  a  campaign, 

    particularly if  Yazol escapes or the Glabrezugon runs 

    free to terrorize the Azurewood and The Coach. 

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    Equipment (in Hag’s chest, except for clothes)

    Leather armor, short swords (2), daggers (2), hand

    crossbow (20 bolts), flute, lute, potion of healing , clothes,

    disguise kit, healer’s kit, backpack, bedroll, belt pouch,

    flask of whiskey, lampblack, lantern, mess kit, desert

    treasure map, Rhengar Adventurer’s Guild membership

    chit, oil (3 pints),rations (1 days), small steel mirror, comb,

    thieves’ tools, tinderbox, waterskin, whetstone, 330 gp, and

    67 sp.

    K

    ESTREL

    B

    LUELEAF

     

    Ranger of the Azurewood, Kestrel is a female elf who

    scouts against any unnatural creatures of the magical wood

    disrupting the balance of nature. She knows there is a

    curse on Lightwatch Tower, and can easily (DC 10 Cha) be

    convinced to lead the party there, or to lead a lost party

    back to The Coach in exchange for payment for a hot meal

    and a bath.

    Kestrel can confirm that Randall was in the woods the night

    of his disappearance. She doesn’t know anything else. Ifthe party encounters/discovers Yazol, Kestrel will align

    herself with the party, and aid them however they can, so

    long as they intend to hunt down and destroy the hag.

    Kestrel Blueleaf

    Medium Wood Elf Ranger Lvl 1)

    AC 15 (studded leather )

    Hit Points 12 (1d10 Hit Die)

    Proficiency Bonus +1

    Speed 35 ft.

    Alignment neutral good

    Languages Common, ElvishStr 12 (+1) Dex 17 (+3); add prof bonus to saves

    Con 14 (+2) Int 10 (+0) Wis 14 (+2); add prof bonus to

    saves Cha 8 (–1)

    Actions

    Melee Attack (Two-Weapon Fighting): Scimitar (+4 to hit;

    1d6 + 3 slashing) and scimitar (+4 to hit; 1d6 slashing)

    Ranged Attack: Longbow (range 150 ft./600 ft.; +4 to hit;

    1d8 + 3 piercing)

    Skills

     Animal Handling, Athletics, Nature, Perception, Stealth,

    Survival

    EquipmentStudded leather, Long Sword (2), longbow (20 arrows),

     potion of healing , clothes, healer’s kit, backpack, bedroll,

    belt pouch, hempen rope (50 ft.), navigator’s tools, rations

    (4 days), tent, tinderbox, torches (4), waterskin, 57 gp, and

    14 sp.

    Racial Traits

    Fey Ancestry: You have advantage on saving

    throws against being charmed, and magic cannot put

    you to sleep.

    Keen Senses. You have advantage on Wisdom

    (Perception) checks.

    Low-Light Vision. You can see in dim light as

    well as you do in bright light.

    Mask of the Wild. You can attempt to hide even when you

    are only lightly obscured by foliage, heavy rain, falling

    snow, mist, and other natural phenomena.

    Trance. You do not need to sleep. Instead, you meditatedeeply for 4 hours a day. After resting in this way, you gain

    the same benefit

    Proficiencies. Add your proficiency bonus to attack rolls

    you make using martial weapons and simple weapons

    (included in “Attacks”). You also add your proficiency bonus

    to ability checks made to use mounts (land) and your skills

    (noted in “Skills”), as well as to your Dexterity and Wisdom

    saving throws (noted in “Ability Scores”). You also have

    proficiency with light armor, medium armor, and shields.

    You have proficiency with the climber’s kit, navigator’s

    tools, and vehicles (land), so you add your proficiencybonus to ability checks you make using them

    Tracking. You can spend 1 minute to track other

    creatures. You succeed automatically, except in the

    following circumstances:

      More than 24 hours have passed since the

    creatures passed.

      The creatures intentionally obscured their trail.

      Weather, such as snow or heavy rain, has

    obscured the trail.

      The terrain, such as a river or hard rock, makes

    discerning a trail difficult.  Many creatures have traveled through the area,

    such as along a road or inside a city.

    In such circumstances, a successful Wisdom check

    against a DC set by the DM is required to track. If you

    track successfully, you discern whether creatures have

    passed through the area within 100 feet of you. You learn

    the number of creatures and their sizes, when they

    passed through, and the direction they were traveling.

    Based on the age and arrangement of the tracks, you can

    tell the difference between separate groups. If you

    successfully navigate while exploring, you can also follow

    tracks.

    Wanderer. You have an excellent memory for maps and

    geography, and you can always recall the general layout

    of terrain, settlements, and other features around you. In

    addition, you can find food and fresh water for yourself

    and up to five other people each day, provided that the

    land offers berries, small game, water, and so forth. 

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    Y

    AZOL THE

    H

    AG

     

     A hag looking to replicate the effect of Mosing’s curse.

    She came to the Azurewood seeking opportunities to twist

    the enchanted wood’s strange magic, and increase her

    powers. When she discovered Lightwatch Tower, she

    excavated a small lair beneath it, using her flesh golem

    which has since been destroyed by Kestrel Blueleaf. She

    hates the ranger bitterly, after the ranger destroyed hergolem. She will flee any battle

    Kestrel is a part of, unless she has a

    clear ambush that will allow her to

    slay the ranger outright.

    Yazol will use her ability to change

    shape to try and coerce, slay, or

    redirect the party, if she determines

    they are weakened and she can

    easily overcome them. Alternatively,

    she could use what she has to sneak

    back to The Cart in alternate form, if

    needs be, and either kill sleepingadventurers, or escape from them in

    the night.

    Most importantly, Yazol is a coward.

    She will flee if the giltbones attack

    her, she will flee if the party surprises her, and she will flee

    if she is brought below half her hit points. She will bide

    silent and sneaking, thereafter, seeking to avenge herself

    in moments of weakness the party experiences until they

    are all slain.

    Yazol can barely drag her chest around – she used her

    golem to carry it. She will leave it unless she has ample

    time to prepare her evacuation from the Tower.

     Yazol: Green Hag

    Medium Humanoid

    Armor Class 14 

    Hit Points  36 (8d8) Speed 30 ft, swim 30 ft.

    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, Giant 

    Traits 

    Mimicry: The hag can imitate the sounds of common beasts

    and voices of humanoids, male or female, young or old. A

    creature hearing the imitated sounds can make a DC 16

    Wisdom (Insight) check to realize that they’re not genuine.

    Actions

    Melee Attack - Claws: +4 to hit (reach 5 ft.; one creature).

    Hit: 9 (2d6 + 2) slashing damage.

    Melee Attack - Withering Grasp (Recharge 5–6): +6 to hi

    (reach 5 ft.; one creature). Hit: 7 (2d6) necrotic damage

    and the target must make a DC 9 Constitution saving throw

    Failed Save: The target has disadvantage on melee attack

    rolls, saving throws, and all Strength and Dexterity checks

    for 1 minute.

    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

    but not the hag’s true form. The hag

    can end the illusion at any time (no

    action required). The effect also ends

    when the hag is killed.

    Invisibility: The hag turns invisible

    until it attacks, casts a spell, or endsthe effect. It can end the effect at any

    time without using an action. Yazol’s

    invisibility affects undead.

    Spellcasting: The hag is an 8th--‐

    level spellcaster that uses Intelligence

    as its magic ability (spell save DC 12). It knows the

    following spells:

    Cantrips - mage hand, minor illusion

    1st Level (3/day) - magic missile, comprehend languages,

    sleep

    2nd Level (1/day) - phantasmal force

    Equipment

    Yazol has a +1 dagger, a necklace which allows her to

    see through her ensorcelled sapphires at a distance of no

    more than one mile, and a pair of keys she wears on her

    belt on a copper ring – one to the cage in her lair, the

    other to the lock on her fine steel chest.

    Yazol’s fine steel chest is locked with a fine steel lock (DC

    15 to unlock), in which are the following:

      All of Orlin’s Equipment

      Pen, Ink, and her personal grimoire/diary (which

    details most of the information concerning thecurse on Lightwatch Tower)

      Six ensorcelled sapphires, which appear to be

    worth 500gp, 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, or anyone at

    The Cart)

      Three Potions of Cure Light Wounds

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    9

      A book annoting Yazol’s experiences in crafting a

    Flesh Golem (worth something to a Wizard)

      317 GP, 227 SP

      Roweena’s Holy Symbol of Lathander

    L IGHTWATCH T OWER

    L OCATIONS 

    The grand sight that was once Lightwatch Tower stands

    sentinel over an earthy hillock, overlooking the strange

    blue trees all around the clearing. You can almost swear

     you saw a glint, like gold sparking in the light emanating

    from the deep shadows that fill the open window ells at

    the top of the Tower. Deep in the strange woods

    beyond the tower, a goshawk screams in victory or pain

    as it finds a meal, or is made one.

    The beige boxed text is read-aloud descriptive text for the

    party’s exploration of different areas of the Tower.

    Monsters, challenges, and/or treasure/findings will be

    listed. Monster stat blocks are in Appendix II.

    There are 17 giltbone skeletons roaming the Tower

    grounds. Several will be inside at any given time, what

    remains will be just outside, patrolling the area. All the

    skeletons have just been renewed by the cursed gemstone,

    and are at full health.

    If the party remains concealed nearby, and can observe theTower for more than 10 minutes, they should be allowed a

    Perception check at a DC of 12 to spot a roving band (2-5)

    of giltbones. For every 10 minutes they watch the area,

    they get an additional +1 to the roll. However, each 10

    minutes past the first, the skeleton patrol they are getting a

    chance to spot gets a perception check against whatever

    stealth or camouflage they have created.

    The chapel is a 30’ by 50’ structure, and stands

    approximately 40’ tall. The chapel and tower sit on a hill

    that is about 60’ higher than the surrounding territory. The

    chapel is made of the same white stone as the tower, and

    has a tile roof that is pitted and cracked. Most of the roof,and the entire back (Northern) side of the chapel is covered

    in an odd sort of ivy.

    The tower is about 60’ tall, but the inside structure mostly

    rotted away. All the wooden stairs which allowed access to

    the upper levels have rotted away, though the thick timbers

    crossing the top of the Tower still remain. Giltbone

    skeletons can climb the walls easily, using old stairwell

    anchors as hand and footholds. There is usually at leas

    one skeleton keeping watch in one of the four grea

    windows at the top of the Tower at any time of day or night

    If it is nighttime, there will be two skeletons posted at the

    top of the Tower. Depending on how difficult you want the

    module to be, they may or may not be armed with slings

    bows, or crossbows.

     Any attempts to climb the Tower will alert Roweena’s

    remains, and any undefeated skeletons will swarm the

    area, climbing up after any adventurers trying to scale the

    tower’s exterior.

    The chapel exterior is covered in a horrid vine, similar to

    poison ivy, but made far more virulent by the evil magic

    within the chapel. For more information see Itchburn Ivy in

     Appendix II.

    A

    REA 1  – THE CHAPEL

    E

    NTRANCE

     

    This was the main entrance to the chapel. It is normally

    barred from the inside, though Roweena’s remains wil

    leave the door unbarred if it is stalking the Tower area, or

    rendering a new giltbone.

    You stand before the twin doors of the once-proud

    chapel adjoining the tower. The doors are [opened,

    with a bar discarded nearby, just inside the door]  or

    [barred from the inside] . The doors were finely madewhen new, and are quite sturdy, but they have been

    well-weathered. Stained glass windows once flanked the

    door, but the glass is long since shattered, leaving only

    the wrought-iron framework that once held the glass in

    each of the window wells.

    The chapel area is preternaturally dark, as a byproduct o

    the lingering evil of the desecration. If the doors are

    unbarred, use of magical light will illuminate the interior of

    the chapel, allowing visual examination from the outside

    but that will immediately recall Roweena’s remains to thechapel to confront the intruders. The greater giltbone wil

    call all undefeated giltbones to assist her in this case.

    If the doors are closed, they cannot be opened from the

    outside. The doors could be broken down, or burned down

    but doing so will surely bring all the skeletons to the site o

    the conflagration, and will likely rouse all the flying spiders

    from the rafters of the chapel, day or night.

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    10

    Hazards

    50% chance of encountering 2-5 giltbone skeletons while

    exploring the door, unless making a DC 13 Stealth check.

    A

    REA

    2

      – T

    HE

    B

    ACK

    D

    OOR

     

    The back door is an unobstructed view from the Bone

    Cauldron. If Roweena’s remains are making a skeleton, or

    if Yazol is observing the process, either will be able to see

    the party plainly, as they explore.

    The entirety of the top and backside of the chapel is coated

    in Itchburn Ivy. Covering skin will mitigate the acidic effect,

    but not the secretion’s scent.

    The doorway in the rear of the chapel is small, and finelymade. It sits in a deep recess in the wall, and is

    thoroughly coated in reddish-black vines which climb up

    the side of the chapel to the roof. The vines are as thick

    as a man’s finger, and have arrow-shaped leaves with

    white markings in the center of each leaf. They undulate

    in a light breeze like they are beckoning you to come

    closer.

    The door can be forced with a DC 16 Strength check,

    providing the Itchburn Ivy (See Appenndix II) can be

    overcome.

    Hazards

    25% chance of 1-4 giltbones. Possible chance of Greater

    Giltbone or Yazol. Itchburn Ivy (covers all of Chapel

    exterior).

    A

    REA

    3

     

     – 

    T

    HE

    H

    ANGING

    T

    REES

     

    This is the area where the greater giltbone flays victims.

    The trees in this area are spattered with blood, and the

    remains of rotting skin hang from many of the lower

    branches.

    The buzzing of flies and fetid stench of decaying flesh

    suffuses this area of trees. As you step through some

    dense canopy, you see a small clearing ringed by

    branches hung with rotting ribbons of humanoid skin.

    Some is old and leathery, some is soaked in fresh blood

    and twitching with maggots. You try not to retch as you

    back up a step.

    There will always be at least one giltbone patrolling this

    area, unless they have all been recalled to defend the

    Tower.

    Searching the area reveals only that the skin hanging from

    the trees was not delicately removed, and instead looks like

    it was shredded off in tears caused by claws, as opposed

    to a bladed edge. Some of the skin appears to have been

    gnawed on by some sort of large insect.

    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

    They will not attack during the day, when they sleep in the

    Chapel.

    Hazards

    See giltbone skeleton and/or flying spider in Appendix II

    AREA 4  – THE BONE CAULDRON 

    This rusted cauldron sits over charred stones, and

    appears to have been used recently to boil flesh from

    bone, judging by what has been dumped on the ground

    nearby. The scent of rendered fat and burned blood

    hang in the air around the cauldron. As you wonder who

    might use the cauldron, a golden skeleton leaps from

    the pot at you, waving a rusted battleaxe.

    There will always be at least one giltbone here, maybe

    more. It is possible (if desired) to have this be an encounte

    area for the greater giltbone (creating a victim) or Yazo

    (who may try to gain the party’s trust in alternate form by

    warning them of the impending danger before the giltbone

    can strike.

    Hazards

    See giltbone skeleton in Appendix II

    A

    REA

    5

     

     – 

    T

    HE

    H

    IDDEN

    C

    ACHE

     

    Some bandits hid their booty here before setting off to

    explore the Tower. They were all slain in their exploration

    and what remains of their treasure lies moldering in a

    hollow beneath one of the large trees.

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    A copse of several large blue-leafed trees has an

    opening in it, caused by one of the large trees toppling

    over, and taking several smaller trees with it.

    Searching the area (DC 14) will reveal a hollow beneath the

    fallen tree.

    A moldering sack lies in a hollow beneath the fallen tree.

    You can see the shine of dirty glass were some of the

    burlap has rotted away due to exposure

    Within the sack are a set of rusty thieves tools, a hand

    crossbow with four quarrels, a rotten pack of rations, and a

    canteen full of dwarven spirits. There are also three

    glowrods, a whetstone, and a purse containing 173 silver

    pieces in it. There is a cracked decanter, and three brokenpotion vials (all of which froze and broke in the winter).

    Searching for, and sorting out the

    contents of the sack creates a 25%

    chance of encountering 1-4 giltbones on

    patrol.

    A

    REA

    6

     

     – 

    T

    HE

    D

    ESPOILED

    C

    HAPEL

     

    The Chapel is home to dangerous

    inhabitants in the eaves – a brood offlying spiders. They nest in the Chapel,

    despite the aversion to the giltbones,

    since the skeletons provide easy meals,

    and a secure nesting place. The

    skeletons take no notice of the spiders, interested in only

    intelligent life.

    Beyond the unbarred door, preternatural darkness dims

     your vision form seeing any details

    If the party overcomes the magical darkness…

    You have entered the chapel - a room 60 feet wide and

    30 feet deep. The rafters above are occluded by a tangle

    of the leavings of hundreds of generations of spiders,

    occluding any view of the ceiling.

    What remains of some simple wooden benches and the

    crumbled remains of a smashed altar lie in ruins against

    the far wall. A dark stain marks the floor near the altar,

    and the walls are spattered with splashes of dark gore,

    long dried.

    If the door was barred and the party entered by overcoming

    the Ivy and forcing the back door read below, otherwise skip

    to the next entry.

    Kneeling in the center of the ruined chapel is a

    humanoid skeleton, apparently made out of or coated in

    gold. It senses you, and springs to its feet, issuing an

    otherworldly wail as a topaz the size of a hen’s egg in its

    bony forehead flashes with sudden pulse of brilliance.

    Four piles of bones lying about the ruined chapel glow

    brightly with golden light, as all of them rush to attack

     you. The skeleton who had been kneeling allows itsdefenders to rush ahead, drawing a bow instead.

    The greater giltbone will wield the sword

    she once used in life to slay fiends. It is

    a +1 devil bane long sword named

    Fiendbleed . It is of elven make, and

    emanates a 5’ field of glowing golden

    motes when devils are within 120’.

    The greater giltbone will stay on the fa

    end of the chapel, shooting atspellcasters and clerics. Any characters

    injured by skeletons will have to start

    contending with hungry flying spiders

    which will drop from the ceiling as soon

    as blood is in the air. There are 27 spiders in total.

    If the greater giltbone is not within the chapel, the four

    hidden giltbones will remain hidden until the party has

    entered the room to explore. Three will animate and attack

    immediately, while the fourth will run into the ruined tower

    to sound the bell, calling the remaining giltbones to the

    scene.

    If the greater giltbone is defeated but not destroyed, the

    lesser giltbones will stay animate. If the party destroys the

    topaz, read below:

    The strange gemstone in the golden skeleton’s skull

    shatters into dust as the skeleton’s remains liquefy, and

    evaporate into golden steam. For a moment, you see

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    12

    the spectre of a horned woman, beautiful and severe,

    floating above the golden steam, and then she is gone.

    In a pyroclastic pop, in her place appears a middle-aged

    tiefling, his face in a grimace of agony and anger,

    wrestling with a Halfling-sized monstrosity that appears

    to be all wings, claws, mounts, and fangs.

    With a gasp, the tiefling shrieks in denial, throwing thecreature he wrestled with away from him as the air

    around him darkens. Black clawed hands erupt from the

    earth, dragging him down as they tear great clawed

    gashes into his struggling body.

    The party now has to deal with the ramifications of having

    freed the Glabrezugon. It may simply flee the area, to

    become a future foe for the party. Unless they have

    recruited powerful allies, it will be an incredibly difficult fight,

    on the he heels of what was likely an already difficult fight.

    Persistent parties should be allowed to put their hand in theblender, if they so insist.

    Hazards

    More Appendix II for more information on Greater

    Giltbones, Giltbones, and Flying Spiders. See Appendix III

    for information about the Glabrezugon.

    AREA 7  – THE RUINED TOWER 

    There are three main aspects to this room. If there are still

    undefeated giltbones in the apex of the Tower, they will

    assail the party constantly while in this room, shifting from

    arrows to thrown bits of masonry until they are dispatched.

    There is a chain running to the bell at the top of the tower,

    which will call all the remaining giltbones to the chapel.

    Giltbones will begin arriving 10 rounds after the bell is

    sounded, and another 1-3 will arrive every four rounds until

    they are all present and attacking the party.

    Hidden beneath the flotsam is a cleverly concealed trap

    door, which Yazol used when she was first studying the

    profaned chapel, and the giltbones. She is now mostlyinterested in the magical process at the cauldron, and has

    allowed the trapdoor to become buried in ruined wood and

    the leavings of flying spiders.

    The splintered remains of two stories of wooden stairs,

    and most of the framework that supported them chokes

    the floor of this huge room. Dangling in the center of

    the room is a thick rusty chain, which disappears into the

    few thick supports of wood crisscrossing what was likely

    the onetime floor of the top level of the Tower. The air

    smells of dust and rotting wood, and mildew.

    This room is considered difficult terrain. If the party

    dispatches any giltbones in the area and searches the room

    (DC 13). They will find the covered trap door. It requires a

    DC 18 Athletics check to hoist the door open with all the

    rotting wood atop it. Spending one hour clearing the area

    reduces the check to DC 11, but more-or-less guarantees

    that the greater giltbone will return, if it was not there when

    the party explored the chapel.

    If splashed with oil, the rotting wood will start aflame, and

    burn out the room over a period of hours. This will destroy

    the tower, which will collapse when the upper timbers burn

    away. The collapsing tower will completely destroy the

    hidden room beneath it.

    The trap door has two traps on it. One (DC 11 detect, DC

    13 disarm) is a simple string of bells that will sound when i

    is opened. The second is a magical trap (DC 14 detect, DC

    15 disarm) which will summon a mage hand to sound the

    bell if the words “Secrets abound” are not spoken in gian

    when the door is opened.

    If the party has somehow bypassed the guardians, the bel

    trap will alert the giant flying spider in the room below. I

    will also alert Yazol if she is in her lair.

    Hazards

    Possible Flying Spiders or Giltbones. See Appendix II.

    Bell Alarm Trap [30 xp]

    Detect DC:11

    Disarm DC:13

    Retry:as long as failure is not below an 8

    Fail: Bells sound, alerting Yazol and giant flying spider

    Mage Hand Trap [75 xp]

    Detect DC:11Disarm DC:13

    Retry:as long as failure is not below an 8

    Fail: Bells sound, alerting Yazol and giant flying spider

    A

    REA

    8

     

     – 

    T

    HE

    H

    IDDEN

    C

    HAMBER

     

    The room below the trapdoor has become completely

    choked by the giant flying spider’s web. The remains o

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    several meals hang from the ceiling, and the entire room,

    aside from the skinny hallway to the eastern side of the

    room are treated as though the area were under a Web 

    spell.

     Attempting to ignite the webs will immediately cause the

    giant flying spider to attack, and if the party did not clear the

    area around the trapdoor, it will start the door, and the wood

    around it on fire, destroying the Tower.

    The stale scent of dried blood, and the now-familiar

    scent of spider musk wafts up from the trapdoor as you

    swing it open. [Trap door bells may sound] [Mage

    Hand may sounds Tower bell]  The floor room below,

    visible in the dim light, is approximately 20 feet below

    where you stand, though the precise distance is difficult

    to judge, since the chamber below the Tower is choked

    with thick spider webs.

    If the party camps with the door open,

    either Yazol or the spider will try to

    eliminate members of the party while

    they sleep. Yazol will try to slay whoever

    she sees as the most dangerous, while

    the spider will attempt to overcome

    whoever is sleeping closest to the open

    door, and drag them back into the

    webbed room below.

    Hazards

    See Giant Flying Spider in Appendix II

    for more information.

    A

    REA

    9

      – THE GRUESOME

    LARDER 

    The hallway off of the now web-choked entry is where Yazol

    goes to gather and store food. Her time at the Tower has

    created quite a fondness for flying spider eggs, and she

    regularly gathers them, both to sate her hunger, and to

    keep the population pruned.

    The hallway has bound the essence of a frost mephit to an

    enchanted sapphire set beneath one of the flagstones of

    the hallway floor, which triggers once every hour

    automatically, and will trigger whenever any type of non-

    giant enters the hallway. This is how Yazol trapped the

    matron spider, and how she keeps its young from invading

    her larder.

    Within the chest in the middle of the hallway, there are mos

    of the remains of a deer carcass, 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), and at least two-dozen

    spider eggs. There is also a large amphora of sour mead

    that has been cut with blood.

    There is a thin coating of mist on the floor of the narrow

    hallway beyond the web-choked room. The hallway is

    about seven feet tall, but barely five feet wide, and the

    party needs to go single file to traverse it. The air grows

    significantly cooler as you approach the hallway.

    Roughly forty feet ahead, just where the hallway turns

    north, there is a large leather-banded wooden crate

    sitting slightly ajar, blocking the hallway.

    The crate is ajar because it cannot close all the way with

    the amphora or pickle jar in it.

    The frost emanation requires a minute to

    recharge, so a hasty party can avoid

    freezing to death in the hallway, unless

    they decide to search the larder, which

    will leave them facing the trap 2-3 more

    times. The cold ends at the entryway to

    area 10.

    Frost Mephit Gem [50 xp]

    Detect DC:17

    Disarm DC:18

    Retry:Failure below 10 triggers the trap

    unless it has not been a minute since last failure

    Fail: preternatural cold suffuses the hallway, coating it and

    its inhabitants with frost. Constitution save at a DC of 12

    or take (4) 1d6+1 points of damage. Successful save

    means you take 1 point of damage. After taking 5 or more

    points of damage in this manner, a creature becomes

    fatigued by extreme cold, unless otherwise protected.

    If the frost emanation is triggered five times in a row, the

    wine and pickle jar in the larder will shatter as their contents

    freeze solid, showering anyone nearby with shards of glassunless they make a DC 10 Dexterity save.

    Rewards

    If put in at least one gallon of freezable liquid, the sapphire

    will cool a 10’ cube to roughly freezing temperature. If lef

    in the open, it can cool five times that area, though far more

    dangerously. Identifying  the sapphire gives the caster the

    truename of the Mephit trapped within the gem

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    [Wystralaan] and knowledge of the submerging in liquid to

    make it more safe.

    Deyb will pay up to 100gp for it, to use in The Coach’s

    larder. Shattering this gem by throwing it creates a 4d6

    frostball (treat as a fireball that deals cold damage, save DC

    14) centered on where the gem is thrown.

    A

    REA

    1  – 

    T

    HE

    H

    AG

    ’S

    K

    ITCHEN

     

    Professional animal trainers charge up to 2,000 gp to rear

    or train a winged viper into a serviceable guardian that can

    obey simple commands (DC 15 for a juvenile creature; DC

    20 for a fully grown adult).

    The room down the twist in the hall is a giant-sized

    kitchen, with a hearth sitting in the far western corner,

    and a huge wrought-iron cage sitting just to the left of

    the doorway ahead of you. A weak but melodious voicestarts pleading with you as soon as you clear the area

    past the foul larder in the cold hallway.

    “Please, get me out of here. I’ll do anything! Just name

    it! Don’t let her eat me. She’s going to one of these

    times, I just know it!”

    In a stoutly wrought iron cage sits a filth-ridden Orlin Swift.

    He has been trapped here for days, as Yazol slowly feeds

    his life into an experimental version of the Curse she is

    trying to perfect.

    How Orlin interacts with the party largely depends on how

    they treat him, and if they can free him. He is desperate to

    escape, and not wrong about Yazol, who is becoming

    frustrated with her continued failures, and wants to eat Orlin

    before he gets too thin from his imprisonment.

    Hazards

    There is a 50% chance that Yazol is in this area. She will

    attack the party, prepared for their entrance, if they

    sounded either alarm. She will try to keep as much of the

    party in the larder hallway as possible, to let her trap sap atthe party’s health while she decimates whoever is first in

    line. She will try to incapacitate, if she feels she can

    overcome the party easily, but if she feels much risk, she

    will not hesitate to slay outright. If she is reduced to half hit

    points or less, she will turn invisible and flee for her secret

    exit/entrance to the Tower.

    Rewards

     Aside from any information or help the party can get from

    Orlin, he may be the end of a quest/plot hook. He wil

    certainly aid the party if he can enact revenge on Yazol, and

    if they can help him retrieve his gear from her chest. I

    Yazol is planning to flee there is a 50% chance she wil

    leave Orlin to die in the cage, otherwise she will kill him and

    take his body with her so she has something to eat.

    Most of the kitchen implements are crudely wrought or

    scrounged. The exception to this is Yazol’s stove, which

    like her larder, uses an ensorcelled sapphire with a steam

    mephit soul bound to it. This gem can heat up the stone

    hearth on verbal command. The gem is of similar value as

    the cold gem to someone who runs an inn, but unlike the

    cold gem, it will only activate when verbally commanded to

    do so.

    Identifying the gem reveals its nature, as well as the name

    of the mephit bound to it (Sstrussln). Shattering this gem

    by throwing it creates a 4d6 Fireball  (Save DC 14)centeredon where the gem is thrown.

    A

    REA

    11

     

     – 

    A

     

    C

    RUDE

    Q

    UARTERS

     

    This is Yazol’s bed, and where she keeps her iron chest

     Along the north wall is a refuse pile – mostly discarded

    meals and cracked bones. Hidden along the east wall is

    the secret entrance/exit to the lair. Orlin does not know tha

    the exit exists, and assumes that Yazol may have used

    magic to come and go from her lair.

    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. A roughly

    hewn bed sits in the southeast corner, and next to it sits

    a stout steel chest with a huge gleaming lock securing it.

    The chest will be empty if Yazol decided to flee with

    premeditation. If she is slain, or fleeing in haste, the ches

    will have any treasure listed under Yazol’s NPC entry.

    Steel ChestUnlock DC:20

    Break DC:25

    Chest has a hardness of 10, and 150 hit points. The lock

    has a hardness of 8 and 50 hit points.

    Secret Door [50 xp]

    Search DC: 15

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    The secret door is cleverly hidden in the wall at the foot of

    the bed. It leads out to a secret passage that comes up

    above ground not far from Area 5. The tunnel was

    excavated by Yazol’s flesh golem, and is crudely supported

    by unfinished timbers.

    A

    REA

    12

     

     – 

    T

    HE

    S

    ECRET

    W

    AY

     

    Regardless of whether the party’s careful searching has ledto this entrance to the Tower from the outside, or if the

    secret door is revealed from the inside area 11,Yazol’s door

    will be locked. She carries the key to it on her person (it is

    the same key that opens the steel chest). Picking the lock

    is a DC 14 attempt.

    A dark earthen hallway extends far to the east, with the

    occasional root sticking out of the ceiling of the tunnel

    between crudely erected supports of unfinished wood.

    The hallway is not well made, and is narrow, but seems

    secure enough.

    If Yazol is fleeing with premeditation, she will weaken the

    supports of the tunnel, risking its collapse when the party

    traverses it. If she is fleeing in haste, or has not yet

    encountered the party, the hallway will be untrapped.

    Discovering the entrance to the secret way from the surface

    by someone who has never used it before requires a DC 14

    Perception check, followed by a DC 15 Search check.

    Collapsing Tunnel Trap [50 xp]

    Detect DC:13

    Disarm DC: The trap cannot be disarmed once set, but the

    tunnel can be re-shored with the proper materials at hand.

    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.

    Retry: as long as failure is not a 1

    Fail: The tunnel will collapse, crushing everyone within for

    4d6 points of damage. Those not slain can attempt to

    tunnel the 10’ to the surface before suffocating in 1d4

    hours.

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    APPENDIX I I : BEASTIARY 

    Greater Giltbone Skeleton [150 xp]

    Medium Undead

    Armor Class 14 (golden coated bones) jewel 15

    Hit Points 30 (5d6+15); see Traits below

    Speed 20 ft.

    Senses darkvision 60 ft.

    Str  11 (+0) Dex 14 (+2) 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. It cannot be charmed, frightened, or put to sleep. It

    does not need to sleep, eat, or breathe.

    Accused Gem:  A greater giltbone skeleton will stop

    fighting and collapse when reduced to 0 HP. Unlike most

    other undead, it can be reduced to -10 hit points, at whichpoint its accursed gem will shatter. The gem can be

    targeted directly with an attack, but has the same damage

    resistances as the greater giltbone, unless the total HP of

    the skeleton is at 0 or below.

    Damage Resistance: The skeleton is resistant to piercing,

    radiant, and slashing damage.

    Profane Bolster : The skeleton gets the advantage against

    turn undead attempts made against it.

    Create Giltbone: Greater giltbone skeletons can slough off

    some of their gold into a ritual cauldron, which will coat thenewly boiled bones of a recent victim. The ritual takes three

    hours, and can only be performed once every 24 hours.

    Once a creature is transformed in this way, it cannot be

    raised, resurrected, or reincarnated until the greater

    giltbone who cursed it with undeath is destroyed. 

    Unending Undeath: The remains of a greater giltbone

    skeleton will repair at the rate of 10hp/day until returned to

    full hp, at which point it will re-animate. Nothing prevents

    this regeneration unless the greater giltbone’s accursed

    gem is destroyed.

    ACTIONSMelee Attack - +1 Long Sword: +3 to hit (reach 5 ft.; one

    creature). Hit: 4 (1d8+1) slashing damage.

    Ranged Attack - Shortbow: +4 to hit (range 80 ft./320 ft.;

    one creature). Hit: 3 (1d6) piercing damage.

    These strange creatures are the byproduct of a foul

    necromantic ritual, combining accursed or profane gold with

    the newly cleaned bones of a recently slain humanoid

    creature. Generally, the soul of the body being so prepared

    is placed within the gem embedded within the giltbone’s

    skull. Destroying a greater giltbone skeleton permanently

    destroys all the giltbones it created.

    Giltbone Skeleton [50 xp]

    Medium Undead

    Armor Class 13 (golden coated bones)

    Hit Points 10 (2d8+1); see Traits below

    Speed 20 ft.

    Senses darkvision 60 ft.

    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. It cannot be charmed, frightened, or put to sleep. It

    does not need to sleep, eat, or breathe.

    Damage Resistance: The skeleton is resistant to piercing

    and slashing damage.

    Profane Bolster : The skeleton gets the advantage agains

    turn undead attempts made against it.

    Unending Undeath: The remains of a giltbone skeleton wil

    repair at the rate of 1hp/day until returned to full hp, at which

    point it will re-animate. Only disintegration or more

    powerful magic will prevent reanimation. Destroying the

    greater giltbone skeleton that created the lesser removes

    this trait from any giltbone it created, and immediatelyreduces those giltbones to 0 HP.

    ACTIONS

    Melee Attack - Long Sword or Battle Axe: +2 to hit (reach 5

    ft.; one creature). Hit: 4 (1d8) slashing damage.

    Ranged Attack - Shortbow: +2 to hit (range 80 ft./320 ft.;

    one creature). Hit: 3 (1d6) piercing damage.

    These strange creatures are the byproduct of a fou

    necromantic ritual, enacted by a greater giltbone skeleton

    This binds the creature to its creator until that creator is

    destroyed.

    Itchburn Ivy [300 xp]

    Huge Plant [30’x60’]

    Armor Class 8

    Hit Points 59 (7d10 + 21);

    Speed 0

    Senses blindsight 60 ft.

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    Str  15 (+2) Dex 6 (–2) Con 16 (+3)

    Int 1 (–5) Wis 3 (–4) Cha 3 (–4)

    Alignment unaligned

    Languages  -

    Defenses: Itchburn Ivy is immune to acid, and resistant to

    fire.

    ACTIONSSecrete:  Whenever living creatures come within 15’ of

    Itchburn Ivy, the plant secrets a sweet smell, which forces

    a DC 10 Wisdom save to not become transfixed by, with a

    compulsion to approach the Ivy and stroke the glistening

    leaves. The secretion of Itchburn Ivy is actually a caustic

    contact allergen, which deals 1d4 poison damage each

    round someone is in contact with the plant, unless they

    make a DC 11 Con save. The Ivy must come in contact

    with flesh to cause damage, but the secretion stays active

    on substances which touch it for up to an hour. If a creature

    comes in contact with the ivy and fails a save, they do not

    get any further saves to avoid the poison. Creatures who

    make the save to resist the sweet smell automatically makesuch saves in the future for up to 24 hours. 

    REACTIONS

    Deadly Smoke:  When an itchburn vine patch takes fire

    damage, it creates billowing smoke in the direction the fire

    came from. This smoke deals 1d4 acid damage to any

    within 10’ of the site the fire was applied, unless they make

    a DC 12 Dex save.

    Flying Spider [30 xp]

    Small Flying Beast

    Armor Class 12Hit Points 3 (1d6) Speed 10 ft., fly 40 ft.

    Senses darkvision 60 ft.

    Str  4 (–3) Dex 14 (+2) Con 11 (+0)

    Int 2 (–4) Wis 7 (–2) Cha 6 (–2)

    Alignment unaligned

    Languages  -

    Traits

    Spider Climb: The spider can climb on smooth walls and

    upside down on horizontal surfaces. It ignores movement

    restrictions due to webbing, including that from a web

    spell. 

    Stealthy +5: The spider gains a +5 bonus to Dexterity 

    (Stealth) checks. 

    Actions

    Melee Attack  - Bite: +3 to hit (reach 5 ft.; one living

    creature). The attack automatically hits a creature to which

    the flying spider is attached. Hit: 2 (1d4) piercing damage,

    and the spider attaches to the target. When hit by an

    attached spider, the target must make a DC 8 Constitution

    saving throw. Failed Save: 5 (1d6) poison damage.

     An attached spider’s speed drops to 0, and it moves with

    the target. A spider can be removed with a DC 10 Strength

    check as an action.

    Giant Flying Spider [50 xp]Large Flying Beast

    Armor Class 13

    Hit Points 22 (4d10) Speed 30 ft., climb 30 ft., fly 60 ft.

    Senses darkvision 60 ft., 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. It ignores movemenrestrictions due to webbing, including that from a web

    spell. 

    Stealthy +5: The spider gains a +5 bonus to Dexterity 

    (Stealth) checks. 

    Actions

    Melee Attack - Bite: +3 to hit (reach 5 ft.; one creature)

    Hit: 6 (1d8 + 2) piercing damage, and the target mus

    make a DC 10 Constitution saving throw. Failed Save: 5

    (2d4) poison damage. 

    Ranged Attack - Web (Recharge 5–6): +4 to hit (range

    30 ft./60 ft.; one creature). Hit: The target is restrained by

    webbing. As an action, the restrained creature can make

    a DC 11 Strength check to escape. The webbing has AC

    12, and another creature can deal 5 fire or slashing

    damage to the webbing to end this effect; if fire damage

    is used, the restrained creature also takes the damage. 

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    A

    PPENDIX

    I I I :

     

    T

    HE

    D

    EMVIL

     

     An item often debated by

    Sages is if the inherently

    different evils of the Abyss

    and the Hells could sire

    offspring. The truth is that

    there would never be a

    situation where the two

    could tolerate each other sufficiently to copulate, much

    less successfully reproduce. Recent analysis of several

    incidents of the comingling of half fiends with devils, half-

    devils with fiends, or half-fiends with half-devils suggest

    that the offspring of these matches, once in a million, will

    result in a creature who represents the worst of whatever

    extraplanar parents the comingled bloodlines represent.

    The Glabrezugon (or Spinezu) is such a comingling of a

    Glabrezu and Spined devil bloodline. The offspring has

    wings, the four arms of the Glabrezu, two heads, a spinytail and body spines, as well as the ability to shoot those

    spines. It is viewed as an abomination by demons and

    devils alike, and might only find a place amongst the

    daemons. Though not a prerequisite, many Demvils are

    native to the Prime Material plane, since their parents are

    frequently creatures of that demesne.

    Demvil: Glabrezugon Medium Fiend (Demvil)

    Armor Class 14

    Hit Points 65 (5d10 + 40); see Traits below

    Speed 30 ft., fly 30 ft.

    Senses darkvision 100 ft.Str  15 (+2) Dex 15 (+2) Con 15 (+2)

    Int 11 (+0) Wis 14 (+2) Cha 14 (+2)

    Alignment neutral evil

    Languages Abyssal, Infernal, Common

    Traits

    Immunity: Glabrezugons are immune to fire.

    Damage Resistance: Glabrezugons are resistant to cold,

    lightning, and to nonmagical weapons except those made

    of cold--‐forged iron.

    Spellcasting: The Glabrezugon is an 8th--‐level

    spellcaster that uses Charisma as its magic ability (spellsave DC 10). 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.

    Actions

    Multiattack: The Glabrezugon makes two pincer attacks

    and casts one spell, or  makes two pincer attacks and two

    claw attacks, or  makes two pincer attacks and one spine

    attack.

    Melee Attack—Pincer:+6 to hit (reach 5 ft.; one creature).

    Hit: 10 (2d8 + 2) piercing damage.

    Melee Attack—Claw:+6 to hit (reach 5 ft.; one creature).

    Hit: 4 (1d4+2) slashing damage.

    Ranged Attack—Spine:+4 to hit (range 20 ft./80 ft.; one

    creature). Hit: 2 (1d4) piercing damage and 2 (1d4) fire

    damage. Special: The Glabrezugons have twenty spines

    and regrow spines at the rate of one per hour.

    Encounter Building

    Level 12 XP 5,490