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C ONTENTS

CREDITS

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


Cover Art adapted by Bernie McCormick from Sanctuary
Tower by Yellow.Cat under an Attribution 2.0 Generic (CC
BY 2.0) License

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


Recent History ............................................................... 3
Plot Hooks ......................................................................... 3

Dark Alchemist by killyoverdirve via opengameart.org

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


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

Other portraits from TCP by Jeff Preston.

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

Other images are originals by Bernie McCormick, aside


from maps provided by the contest hosted by EN World.

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

Iconography courtesy of Lorc under a Creative Commons


Attribution 3.0 Unported License.

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


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

Bernie McCormick and Glamour Games release the


contents of this module under an Attribution 2.0 Generic
(CC BY 2.0) License.This work is a response to an online
contest, which allows for open reproduction of all elements
herein.

Orlin Swift....................................................................... 6
Kestrel Blueleaf .............................................................. 7
Yazol the Hag ................................................................ 8
Lightwatch Tower Locations .............................................. 9

D&D and Forgotten Realms are registered trademarks of


Wizards of the Coast. Some portions of material are
copyright by Wizards of the Coast and/or Hasbro, and used
without any claim of ownership or intent to profit from their
works or trademark.

Area 1 The Chapel Entrance ...................................... 9


Area 2 The Back Door .............................................. 10
Area 3 The Hanging Trees ....................................... 10
Area 4 The Bone Cauldron ....................................... 10
Area 5 The Hidden Cache ........................................ 10
Area 6 The Despoiled Chapel................................... 11
Area 7 The Ruined Tower......................................... 12

RECOGNITION

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


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

Many thanks to Morrus for running the contest that


spawned this entry, and Ed Greenwood for his
Realmswork, which inspired me from the first time I read
it. Much gratitude and love to my wife and son for
tolerating my self-imposed hermitage while working on this
project.

Area 10 The Hags 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

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 reopened the inn, he invited his few remaining adventurer
allies as a sort of reunion and opening celebration
combined.

THE GOLDEN BONES OF


LIGHTWATCH TOWER
An Adventure for 3-5 Characters Level 1-2
I remember not if the horror happened acause 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, dont even take a breath in the shadow of
Lightwatch Tower any time of the year.
-Deyb Mattockblade, Year of the First Circle

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


Roweena Strongblood Fiss. She was impressed with
Viniens 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 days 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 paladins vision.

Me da said something about not breathin in the


shadows, but he didnt say anything about exploring the
place.
-Last words of Randall Mattockblade, Ches, five days
later, Year of the First Circle

With the help of the elementals, Roweena erected


Lightwatch 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.

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 the
story, 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 some decades, the Lonesome Coach saw something


resembling tranquility under Roweenas 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.

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.

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 citadels refurbishment.

Roughly two centuries before the adventure takes place, a


retired war-wizard, Vinien Prast, remembered The Coach

19

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

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
paladins choice that failed as soon as Mosing's departing
soul realized the cost Lathander required to make his
wifes wishes whole. As Roweena expired, begging her
husbands pity and forgiveness for their offspring, her
husband found breath once more, his mortal wounds
closing in a golden glow. Mosing howled, wrestling with
the afterbirth-smeared monster, unable to slay it, but now
wary of its deadly nature.

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, the
maintenance 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 those
who stopped in to take a rest.

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 warlocks
accursed utterances called his patrons
interest 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.

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.

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
Mosings 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 soul
would be forfeit.

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
Mosings child ended in tragedy.

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 Mosing
and the child, and did his best as a lay faithful of
Lathander to see to Roweenas final rest.

The birth was physically problematic, due in no small part


to the worst of both the childs 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,

Like all paladins of the Lord of Morning, Roweena was


due a heros 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
2

material for the process. Rorik could not have known


what he did by affixing the curious gemstone he found
near Roweenas corpse to the skull of his onetime
employer, yet he did so with care and meticulous
precision. In the newdawns light, the barkeep laid
Roweena to rest in a simple casket on the south side of
the Towers hillock.

altered (which is a welcome opportunity to DMs who like


happy endings).
The adventurers arrive at The Coach just following the
Harvest Moon.

P LOT H OOKS

Rorick returned to the inn and assumed responsibility for


it, and over time sold off what remained of his mistress
and masters worldly possessions (magical and
mundane). Eventually Rorick found a spouse, and his
children, and childrens 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.

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:

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.

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.

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.

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
Roweenas 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 and
repair themselves on the anniversary of the night of her
death (the height of the harvest moon).

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.

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

The loss or theft of the relics would greatly complicate the


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

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 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.

Taking a small detour to investigate the disappearance of


the boy, and ran afoul of Yazol, after
tracking the boy to the Tower. The Hag
overwhelmed Orlin, and is slowly
siphoning off his life force after encaging
him in her hovel beneath the Tower.

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.

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.

Despite the warnings he received as a child, and the


annual 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.

Challenges

The duo encountered some giltbones, and Lawrence ran


off, terrified, while Randall stood to confront the skeletons.
Randalls bravery cost him his life, and he is now a
member of the Towers 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 Hags chest.

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

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.

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

Grundle Fitz, the dwarven smith, of The Coach suspects


Lawrence knows what happened to Randall, having
overheard parts of the hostlers screaming nightmares in
the eaves of the stables. The dwarf does not know about
the affair, otherwise he would be blackmailing the hostler.

Deyb Mattocksblade
Medium Humanoid (Human)

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 Yazols chest is retrieved, he
will recognize Randalls belt, and return it to Delb.

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

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.

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.

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 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.

If a member of the party is investigating Randalls


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.
5

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


Int 10 (+0) Wis 10 (+0) Cha 14 (+2)
If a party member is clapped in irons, and is awaiting the
Alignment LN
arrival of a Judge, Grundle can be bribed to free the
Languages Common
prisoner for 50gp.
NotetoDM:RunningtheAdventure
Dependingonthenumberofplayersyouhave,and Traits
their level/class makeup, some of the challenges Pack Tactics: The commoner
may scale too far up or down, particularly if the gains a cumulative +1 bonus to
Grundle Fitz
attack rolls, to a maximum of
Medium Humanoid (Dwarf)
playersarenotwellcoordinated.
+5, for each friendly creature
Toscaledown,removethegiltbonesturnresistance
Armor Class 12 (Leather Apron)
that is within 5 feet of its target.
iftheyarenotinthechapel,orbeneathit.Youcan
Hit Points 13 (2d8 + 4)
also disarm them, and have them deal clawing Actions
Speed 25 ft.
damage,insteadofweapondamage.
Senses darkvision 50 ft.
Melee Attack - Club: +1 to hit
Str 13 (+1) Dex 11 (+0) Con 14
Toscaleup,positionafewskeletonsatthetopofthe (reach 5 ft.; one creature). Hit: 2
(+2) Int 10 (+0) Wis 11 (+0) Cha
towerwithpoisonedcrossbows.Onlyastealthyor (1d4) bludgeoning damage.
10 (+0) Alignment NE
secret approach to the tower will allow access
Languages Common, Dwarvish
unmolested.
Ranged Attack - Rock: +1 to hit
However you play it, you should keep track of (range 20 ft./80 ft.; one
Traits
skeletonsandflyingspidersastheyaredispatched, creature). Hit: 2 (1d4)
Dwarven Resilience: The dwarf
and eliminate the chance of encountering them bludgeoning damage.
has advantage on saving throws
whileexploringoncetheyareeliminated.
against poison and resistance to
Additionally, since The Coach could have other O RLIN S WIFT
poison damage.
adventurersthere,youcouldsupplementtheparty
A curious bard, captured by the
withaneededclass(clericorrogue),orhaveKestrel
Actions
save the day, in the case that a first assault goes hag, Yazol, while investingating
Melee or Ranged Attack - Light
the disappearance of Randall.
horribly.
Hammer: +3 to hit (reach
Two special considerations to keep in mind: how
5 ft. or range 20 ft./60 ft.; one
does the party dispatch Roweena, assuming they Orlin Swift
creature). Hit: 4 (1d6 + 1)
figureoutwhatisgoingon,eitherbycatchingYazol, Medium Human Bard
bludgeoning damage.
(Lvl 1)
orreadinghergrimoire?IftheygiveRoweenarest,
how do they handle the sudden appearance of Armor Class 13 (leather armor)
Mosing and his monstrous child? Mosings patron Hit Points 8 (1d6 Hit Die)
L AWRENCE A MES
willclaimhimmomentsafterhereappearswillthe Proficiency Bonus +1
Lawrence is a handsome, blondeGlabrezugonattacktheparty,flee,ortrytobargain Speed 30 ft.
Alignment chaotic good
haired human, whose ancestors
withthem?
claimed to have elven blood. He
Whilethisadventurecanbeasimpleoneshot,itcan Languages Common, Elvish,
Sylvan, Thieves Cant
cane to The Coach several months
easily be used as the springboard to a campaign,
before the party arrives, and is
particularlyifYazolescapesortheGlabrezugonruns
Str 9 (-1) Dex 15 (+2) Con14
riddled with guilt over the death of
freetoterrorizetheAzurewoodandTheCoach.
(+2)
his
secret
lover,
Randall
Int 11 (+0); Wis 13 (+1)Cha 17
Mattocksblade. As much as he
(+3);
add
proficiency
bonus
to
saves
carries that guilt, he is petrified that Radnalls father, his
employer Delb will seek deadly retribution if he finds out
Actions
what happened to his son. Lawrence can be threatened,
Melee Attack (Two-Weapon Fighting): Short sword (+3
charmed, or compelled to tell his tale, but will not do so
to hit; 1d6 + 2 piercing) and short sword (+3 to hit; 1d6
without magical intervention if Delb is in earshot.
piercing)
Melee or Ranged Attack: Dagger (range 20 ft./60 ft.; +3 to
Lawrence Ames
hit; 1d4 + 2 piercing)
Medium Humanoid (Human)
Ranged Attack: Hand crossbow (range 30 ft./120 ft.; +3 to
Armor Class 10
hit; 1d6 + 2 piercing)
Hit Points 4 (1d8)
Skills
Speed 30 ft.
Acrobatics, Deception, History, Performance, Sleight of
Hand, Stealth
6

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

Equipment (in Hags chest, except for clothes)


Leather armor, short swords (2), daggers (2), hand
crossbow (20 bolts), flute, lute, potion of healing, clothes,
disguise kit, healers kit, backpack, bedroll, belt pouch,
flask of whiskey, lampblack, lantern, mess kit, desert
treasure map, Rhengar Adventurers 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.

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.

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.

You have proficiency with the climbers kit, navigators


tools, and vehicles (land), so you add your proficiency
bonus 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:

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.

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.

Racial Traits
Fey Ancestry: You have advantage on saving
throws against being charmed, and magic cannot put
7

Y AZOL THE H AG

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

A hag looking to replicate the effect of Mosings curse.


She came to the Azurewood seeking opportunities to twist
the enchanted woods 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 her
golem. 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.

Melee Attack - Withering Grasp (Recharge 56): +6 to hit


(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 hags true form. The hag
can end the illusion at any time (no
action required). The effect also ends
when the hag is killed.

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 sleeping
adventurers, or escape from them in
the night.

Invisibility: The hag turns invisible


until it attacks, casts a spell, or ends
the effect. It can end the effect at any
time without using an action. Yazols
invisibility affects undead.

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.

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

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.

Yazol: Green Hag


Medium Humanoid

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).
8

anchors as hand and footholds. There is usually at least


one skeleton keeping watch in one of the four great
windows at the top of the Tower at any time of day or night.

A book annoting Yazols experiences in crafting a


Flesh Golem (worth something to a Wizard)
317 GP, 227 SP
Roweenas Holy Symbol of Lathander

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.

L IGHTWATCH T OWER
L OCATIONS

Any attempts to climb the Tower will alert Roweenas


remains, and any undefeated skeletons will swarm the
area, climbing up after any adventurers trying to scale the
towers exterior.

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 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 T HE C HAPEL
E NTRANCE

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


partys exploration of different areas of the Tower.
Monsters, challenges, and/or treasure/findings will be
listed. Monster stat blocks are in Appendix II.

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


barred from the inside, though Roweenas remains will
leave the door unbarred if it is stalking the Tower area, or
rendering a new giltbone.

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.

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 made
when 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.

If the party remains concealed nearby, and can observe the


Tower 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 chapel area is preternaturally dark, as a byproduct of


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 Roweenas remains to the
chapel to confront the intruders. The greater giltbone will
call all undefeated giltbones to assist her in this case.

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

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 of
the conflagration, and will likely rouse all the flying spiders
from the rafters of the chapel, day or night.
9

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.

Hazards
50% chance of encountering 2-5 giltbone skeletons while
exploring the door, unless making a DC 13 Stealth check.

There will always be at least one giltbone patrolling this


area, unless they have all been recalled to defend the
Tower.

A REA 2 T HE B ACK D OOR

Searching the area reveals only that the skin hanging from
the trees was not delicately removed, 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.

The back door is an unobstructed view from the Bone


Cauldron. If Roweenas 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 secretions scent.

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.

The doorway in the rear of the chapel is small, and finely


made. 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 mans 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.

Hazards
See giltbone skeleton and/or flying spider in Appendix II

A REA 4 T HE B ONE C AULDRON


This rusted cauldron sits over charred stones, 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.

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).

There will always be at least one giltbone here, maybe


more. It is possible (if desired) to have this be an encounter
area for the greater giltbone (creating a victim) or Yazol
(who may try to gain the partys trust in alternate form by
warning them of the impending danger before the giltbone
can strike.

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.

Hazards
See giltbone skeleton in Appendix II

A REA 5 T HE H IDDEN C ACHE

The buzzing of flies and fetid stench of decaying flesh


suffuses this area of trees. As you step through some
dense canopy, you see a small clearing ringed by
branches hung with rotting ribbons of humanoid skin.

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.
10

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.

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.

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.

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

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 hens 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 its
defenders to rush ahead, drawing a bow instead.

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 broken
potion 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.

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.

A REA 6 T HE
D ESPOILED C HAPEL

The greater giltbone will stay on the far


end of the chapel, shooting at
spellcasters 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.

The Chapel is home to dangerous


inhabitants in the eaves a brood of
flying 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.

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.

Beyond the unbarred door, preternatural darkness dims


your vision form seeing any details
If the party overcomes the magical darkness

If the greater giltbone is defeated but not destroyed, the


lesser giltbones will stay animate. If the party destroys the
topaz, read below:

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.

The strange gemstone in the golden skeletons skull


shatters into dust as the skeletons remains liquefy, and
evaporate into golden steam. For a moment, you see
11

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.

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.

With a gasp, the tiefling shrieks in denial, throwing the


creature 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.

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 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 the
blender, if they so insist.

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.

If the party has somehow bypassed the guardians, the bell


trap will alert the giant flying spider in the room below. It
will also alert Yazol if she is in her lair.

A REA 7 T HE R UINED T OWER


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.

Hazards

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.

Bell Alarm Trap [30 xp]

Possible Flying Spiders or Giltbones. See Appendix II.

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

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 mostly
interested in the magical process at the cauldron, and has
allowed the trapdoor to become buried in ruined wood and
the leavings of flying spiders.

Mage Hand Trap [75 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

A REA 8 T HE H IDDEN C HAMBER

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 below the trapdoor has become completely


choked by the giant flying spiders web. The remains of
12

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.

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.

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 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.

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.

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]

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.

See Giant Flying Spider in Appendix II


for more information.

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.

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 glass
unless they make a DC 10 Dexterity save.

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 nongiant enters the hallway. This is how Yazol trapped the
matron spider, and how she keeps its young from invading
her larder.

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
13

[Wystralaan] and knowledge of the submerging in liquid to


make it more safe.

Rewards

Deyb will pay up to 100gp for it, to use in The Coachs


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.

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

Most of the kitchen implements are crudely wrought or


scrounged. The exception to this is Yazols 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.

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 voice
starts pleading with you as soon as you clear the area
past the foul larder in the cold hallway.

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)centered
on where the gem is thrown.

A REA 11 A C RUDE Q UARTERS

Please, get me out of here. Ill do anything! Just name


it! Dont let her eat me. Shes going to one of these
times, I just know it!

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.

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.

The sour stench of the Hags 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.

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.

The chest will be empty if Yazol decided to flee with


premeditation. If she is slain, or fleeing in haste, the chest
will have any treasure listed under Yazols NPC entry.

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
14

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 Yazols flesh golem, and is crudely supported
by unfinished timbers.

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.

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.

15

A PPENDIX I: M AP

16

A PPENDIX II: B EASTIARY

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 giltbones
skull. Destroying a greater giltbone skeleton permanently
destroys all the giltbones it created.

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

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.

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 which
point 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


and slashing damage.
Profane Bolster: The skeleton gets the advantage against
turn undead attempts made against it.

Damage Resistance: The skeleton is resistant to piercing,


radiant, and slashing damage.

Unending Undeath: The remains of a giltbone skeleton will


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 immediately
reduces those giltbones to 0 HP.

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 the
newly 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.

ACTIONS
Melee Attack - Long Sword or Battle Axe: +2 to hit (reach 5
ft.; one creature). Hit: 4 (1d8) slashing damage.

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 giltbones accursed
gem is destroyed.

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 foul
necromantic ritual, enacted by a greater giltbone skeleton.
This binds the creature to its creator until that creator is
destroyed.

ACTIONS
Melee Attack - +1 Long Sword: +3 to hit (reach 5 ft.; one
creature). Hit: 4 (1d8+1) slashing damage.

Itchburn Ivy [300 xp]


Huge Plant [30x60]

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


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

Armor Class 8
Hit Points 59 (7d10 + 21);
Speed 0
Senses blindsight 60 ft.

These strange creatures are the byproduct of a foul


necromantic ritual, combining accursed or profane gold with
17

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.

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


Int 1 (5) Wis 3 (4) Cha 3 (4)
Alignment unaligned
Languages -

An attached spiders speed drops to 0, and it moves with


the target. A spider can be removed with a DC 10 Strength
check as an action.

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


fire.
ACTIONS
Secrete: 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 make
such saves in the future for up to 24 hours.

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 movement
restrictions due to webbing, including that from a web
spell.

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.

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


(Stealth) checks.

Flying Spider [30 xp]


Small Flying Beast

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 -

Ranged Attack - Web (Recharge 56): +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.

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,
18

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.

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, halfdevils 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.

Melee AttackPincer:+6 to hit (reach 5 ft.; one creature).


Hit: 10 (2d8 + 2) piercing damage.
Melee AttackClaw:+6 to hit (reach 5 ft.; one creature).
Hit: 4 (1d4+2) slashing damage.
Ranged AttackSpine:+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

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 spiny
tail 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 (spell
save 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.

19

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