Académique Documents
Professionnel Documents
Culture Documents
C ONTENTS
CREDITS
NPCs ................................................................................ 5
Deyb Mattockblade ........................................................ 5
Orlin Swift....................................................................... 6
Kestrel Blueleaf .............................................................. 7
Yazol the Hag ................................................................ 8
Lightwatch Tower Locations .............................................. 9
RECOGNITION
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P LOT H OOKS
If you are tying The Golden Bones into your own campaign
or 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 out
at. They could be traveling with a caravan, or a mentor, or
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:
R ECENT 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 Roweenas 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.
Challenges
The party will have to cleanse the temple, which means
not just defeating Roweenas 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.
T HE L OST M AP
T HE M ISSING S ON
Overview
Orlin Swift was a bard of no small reputation, who traveled
the 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 Delbs son by the broken-hearted
innkeeper.
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.
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 find
themselves 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
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.
Additional Information
4
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.
Deyb is morning the loss of his last son, who went missing
approximately 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.
Additional Information
Actions
Melee Attack - Club: +1 to hit (reach 5 ft.; one creature).
Hit: 2 (1d4) bludgeoning damage.
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.
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 Coachs namesake to forge into some
expensive items. When Delb forbade him from doing this,
Grundles caravan was already gone. The dwarf has just
stayed, in part because he knows he will outlive the
innkeeper, and hopes to take advantage of The Cart once
the human dies.
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.
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 meditate
deeply for 4 hours a day. After resting in this way, you gain
the same benefit
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 doesnt know anything else. If
the 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, Elvish
Str 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
Equipment
Studded leather, Long Sword (2), longbow (20 arrows),
potion of healing, clothes, healers kit, backpack, bedroll,
belt pouch, hempen rope (50 ft.), navigators 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
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Y AZOL THE H AG
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.
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.
Armor Class 14
Hit Points 36 (8d8) Speed 30 ft, 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, Giant
30 ft.
Yazols fine steel chest is locked with a fine steel lock (DC
15 to unlock), in which are the following:
All of Orlins Equipment
Pen, Ink, and her personal grimoire/diary (which
details most of the information concerning the
curse 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
(Randalls easily identified by Orlin, 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, male or female, young or old. A
creature hearing the imitated sounds can make a DC 16
Wisdom (Insight) check to realize that theyre not genuine.
Actions
Melee Attack - Claws: +4 to hit (reach 5 ft.; one creature).
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L IGHTWATCH T OWER
L OCATIONS
A REA 1 T HE C HAPEL
E NTRANCE
Hazards
50% chance of encountering 2-5 giltbone skeletons while
exploring the door, unless making a DC 13 Stealth check.
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.
Hazards
See giltbone skeleton and/or flying spider in Appendix II
Hazards
See giltbone skeleton in Appendix II
A REA 6 T HE
D ESPOILED C HAPEL
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 it
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 giant
when the door is opened.
Hazards
More Appendix II for more information on Greater
Giltbones, Giltbones, and Flying Spiders. See Appendix III
for information about the Glabrezugon.
Hazards
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
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.
Within the chest in the middle of the hallway, there are most
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.
The crate is ajar because it cannot close all the way with
the amphora or pickle jar in it.
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
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.
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. 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.
Rewards
If put in at least one gallon of freezable liquid, the sapphire
will cool a 10 cube to roughly freezing temperature. If left
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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Rewards
Aside from any information or help the party can get from
Orlin, he may be the end of a quest/plot hook. He will
certainly aid the party if he can enact revenge on Yazol, and
if they can help him retrieve his gear from her chest. If
Yazol is planning to flee there is a 50% chance she will
leave Orlin to die in the cage, otherwise she will kill him and
take his body with her so she has something to eat.
A REA 10 T HE H AG S K ITCHEN
This is Yazols 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 that
the exit exists, and assumes that Yazol may have used
magic to come and go from her lair.
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 at
the partys 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.
Steel Chest
Unlock 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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A REA 12 T HE S ECRET W AY
Regardless of whether the partys careful searching has led
to this entrance to the Tower from the outside, or if the
secret door is revealed from the inside area 11,Yazols 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.
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A PPENDIX I: M AP
16
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.
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.
ACTIONS
Melee Attack - Long Sword or Battle Axe: +2 to hit (reach 5
ft.; one creature). Hit: 4 (1d8) slashing damage.
ACTIONS
Melee Attack - +1 Long Sword: +3 to hit (reach 5 ft.; one
creature). Hit: 4 (1d8+1) slashing damage.
Armor Class 8
Hit Points 59 (7d10 + 21);
Speed 0
Senses blindsight 60 ft.
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.
Actions
Melee Attack - Bite: +3 to hit (reach 5 ft.; one creature).
Hit: 6 (1d8 + 2) piercing damage, and the target must
make a DC 10 Constitution saving throw. Failed Save: 5
(2d4) poison damage.
Armor Class 12
Hit 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,
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A PPENDIX III:
T HE D EMVIL
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.
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