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The Old Tower

Old Sins Have Long Shadows

By Dennis O’Brien

Based on the Map of the Week found at

http://www.wizards.com/dnd/images/mapofweek/TheOldTower.jpg

The Old Tower is a D&D adventure for four 1st level characters. If completed the PCs should gain enough experience points (XP) to reach between a quarter and halfway to the next level. Since this adventure involves the undead a character with the ability to turn such creatures is helpful. Combat oriented characters are also useful but less critical. The Adventure can be modified for characters of levels 2-5 as noted under the "Scaling the Adventure" heading.

Adventure Synopsis

A sketch in an old journal leads to the first clue to the location of a necromancer’s lost redoubt. The tower, though long lost, is not abandoned, his last apprentice still lives there, continuing her studies in solitude. Though not the terror her master was she is not without resources…

Beginning the Adventure

It all begins with a box of junk, whether the box is found in the dim recesses of a shabby used goods store or the equally dark corner of a dungeon it matters not. The contents of the box consist of torn scrolls and scraps of parchment, faded maps and nearly destroyed books. It will take several days of searching through the contents of the box but eventually the will find the tattered journal of one Erich of Haldefast. A journal containing partial spells, a few recipes and some rather nicely drawn sketches. The sketches include a landscape of two large hills and a twisted oak tree labeled "The Hills, Looking Toward Home" a small signpost near the tree is labeled Kharne’s Inn 2 Mi. with an arrow pointing off to the left. A successful Knowledge: History roll (DC 15) will reveal that the name Erich of Haldefaste was synonymous with a notorious necromancer who once terrorized travelers through Fell Pass in the mountains nearby. A second Knowledge: History roll (DC 20) reveals that his lair was never found after the king’s men defeated him.

Erich of Haldefast, the Necromancer of Fell Pass

It was nearly twenty years ago that Erich of Haldefast haunted the pass through the mountains that came to be known as Fell Pass. He set himself up as a robber baron, using his undead minions to rob travelers who dared to use ‘his’ road. From those who paid his ‘toll’ he stole a quarter of the goods they carried. Those who resisted he had slain, their bodies added as new zombies to his small horde, those undead he could not control held in reserve should need arise.

Alas for him the king felt that any traveler had right to use the pass and so he sent his men, disguised as merchants, to secure the road. The battle, though fierce, was brief, the king’s men unlike the paunchy merchants that Erich was used to refusing to give ground following their first casualties. And so his short reign ended in blood on the road he considered his own. His body was left for wolves while his head was carried to the mouth of the pass there to be mounted on a pike as a warning to all brigands. Though the area was searched never did the king’s men find his hideout, nor the goods he had stolen from so many travelers.

Finding the Tower

It should occur to one of the players that the sketch of the hills could be used to find the hideout. If it does not, feel free to give each character in the party an Intelligence Check (DC 12) to realize this. After that it is a simple matter for the PCs to find Fell Pass and the village of Kharne’s Inn on a map. Once there it is likely that the PCs will ask around.

Kharne's Inn (Village): Conventional, LN; 200-gp limit; Assets 4170-gp; Population 417; Human 96%, Hafling 2%, Elf 1%, Other Races 1%, Authority Figure; Jacob Kharne (Mayor), Human Male, Exp. 4

Important Characters:

Others: Adp1; Ari2; Bbn1; Brd3; Brd1(X2); Clr3; Clr1(X2); Com9; Com4(X2); Com2(X4); Drd4; Drd2(X2); Drd1(X4); Exp2; Ftr2; Mnk1; Rog3; Rog1(X2); War3; Wiz2; Ari1(X2); Adp1(X2); War1(X19); Exp1(X12); Com1(X351).

Notes Kharne’s Inn serves largely as a way stop for travelers. Most of their industry centers around the inn for which the village was named. Other industries are sheep farming and some light iron mining.

Speaking with Mayor Kharne

Jacob Kharne serves as mayor for this small village and runs the large coaching inn that is the town’s mainstay into the bargain. Large and bustling and of indeterminate age Jacob personally greets visitors as they enter, rightly feeling that a warm welcome ensures a return visit. Jacob Kharne’s father profited from the Necromancer of Fell Pass, acting as a fence for stolen goods and providing Erich Haldefast with those goods and services he required. Jacob is quite open about his father’s relationship with the self-styled robber baron, commenting that the king of the time was unpopular and that had Erich seen fit to send the king a cut he would most likely be there yet. If asked about any treasure that the necromancer might have had he will admit that most of the treasure was sold through his father and the king’s men had taken that the necromancer’s staff after his defeat. He will however also mention that Erich himself crafted several items himself that his father again sold for a small but legitimate profit. Whether there were any other items he doesn’t know. If Mayor Kharne is shown the sketch he will identify the sign as being 2 miles down the road in the opposite direction from the one the PCs arrived by, near the mouth of the pass.

Note: Ruffo the stableboy (Human Male Com. 1) is a spy for Rebecca the necromancer who took Erich’s place in the tower. If he hears what the PCs are in the village for he will try to poison their horses or mules, then run off to warn Rebecca. The poison he will use will not do permanent harm to the mounts but will leave them sick for three day and unable to travel. Needless to say Ruffo will not be allowed to continue working at the inn.

If Rebecca receives this warning she will take her personal possessions and all magic items and flee, leaving only the largest items and the zombies. hoping to return to the tower at a later date.

Finding the Tower part 2

After visiting town to gather supplies it is time for the party to find the area shown in the sketch. From there it will require either an Intuit Direction roll (DC 17) or a systematic search likely to take several days. (One Search (DC 20) roll from the best skill in the party, one roll per group if the party splits up.) A ranger who succeeds with a Wilderness Lore roll (DC 21) can make out faint traces of a long disused path.

Goblins in the Woods

The undead aren’t the only hazard in the wooded mountains above Kharne’s Inn, a small raiding band of Goblins has also taken up residence. The first day spent searching, whether successful or not, will result in the following encounter. Let the characters in the lead make an opposed Spot roll against the goblins Hide rolls. If the roll fails then read the following text.

Here the woods thin but do not entirely fade. Rough brambles guard the outlines of a small set of rolling hills. The whir of a badly fletched arrow, and a high pitched squeal break the silence.

If the roll is successful read the following instead.

Here the woods thin but do not entirely fade. Rough brambles guard the outline of a small set of rolling hills. The silence of the birds and a flutter of dark cloth reveal the presence of an ambush.

Goblins (8): CR 2; Small Humanoid; HD 1d8 (4 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded leather); Atk +1 melee (1d6-1, halfspear), or +3 ranged (1d6, shortbow); Face/Reach 5 ft. by 5 ft./ 5 ft; SQ Darkvision 60 ft.; AL NE; Fort +2; Ref +1; Wil +0; Str 8; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills: Hide +6, Listen +3, Move Silently + 4, Spot +3;

Feats: Alertness;

Possessions: Studded leather armor, shortbow, 12 arrows, halfspear, pouch containing 3 silver pieces 8 copper pieces, and a whetstone.

Tactics: The goblins split into two groups of 4, one remaining on the low ground and the other taking a higher position to pepper the characters with arrows. If the goblins succeed in a Listen roll (DC determined by the worst Move silently roll in the party) the goblins will already be in position when the encounter occurs, otherwise the group heading for high ground will need one entire round to reach their positions. If either group sustains 3 casualties or more then both groups will flee, abandoning their camp on the top of the hill.

Treasure: Besides possessions carried by each goblin the camp contains a small keg of sour beer (value 8 silver pieces), and the single tattered tent contains a tiny locked box. (Carved wooden box ½ in. thick, hardness 5, hp 5, break DC 10, Pick Lock DC 15) containing 2 garnets worth 25 gp each and a single dose potion of Cure Light Wounds.

The Tower

After following the long disused trail north for several hours the PCs will find the tower itself:

The tower squats upon the crest of a small hill, its rough granite adding a solid presence to the landscape, a small hall huddled by its side. The large but heavily barred windows on the hall are tightly shuttered. Movement stirs on the top of the building, where a thin wisp of smoke rises.

Large but heavily barred windows are shuttered against the wind. If the adventure takes place in either autumn or winter a thin stream of smoke may be seen ascending from the roof of this hall through a small chimney. From this point on in the adventure please refer to the map found at http://www.wizards.com/dnd/images/mapofweek/TheOldTower.jpg

Four skeletons walk the roof of the tower, three of them armed with longbows, the fourth carrying what appears to be a bell.

Skeleton Archers (3): CR 1; Medium Undead; HD 1d12 (6 hp each); Init +5 (+1 Dex, +4 Improved Initiative; Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk + 0 ranged (1d8,longbow); Face/Reach 5 ft. by 5 ft. / 5.f; SQ Undead, 1/2 damage from piercing or slashing weapons; AL N; Fort +0; Ref +1; Wil +2; Str 10; Dex 12; Con -; Int -; Wis 10; Cha 11;

Possessions: Longbow, 12 arrows

Tactics: If anyone enters the cleared area round the hill the three skeletal archers will begin firing while the fourth skeleton begins ringing its bell. If the encounter occurs at night Rebecca will be unable to here the bell because she is working in the underground laboratory (location 10). During the day she will most likely (75%) be sleeping in the bed in location 7. In order to awaken she must make a Listen roll of 20, made each round the bell sounds.

Note: because of their orders if the party shoots at the skeletons from the edge of the woods without entering the clearing itself the skeletons will not react at all. Clever characters may dispose of the monsters in complete safety in such a fashion. Also, the skeleton with the bell never attacks, it continues to ring the bell until it is destroyed.

Tower Encounters

1. Front Door.

A heavy oak door bound with iron. A small barred window with a shutter allows those within to view any caller, however the shutter remains shut.

Strong wooden door, barred: 2 in. thick; hardness 5;hp 20; Break DC 25

If the PCs take more than 1 round to break open this door then the Skeletal ogre in location 6 will be waiting by the door, ready to strike, giving it a +2 Circumstances bonus to Initiative.. Bashing open the door also has a chance of awakening Rebecca in location 7 if she is sleeping (75% chance during the day). To awaken she must Listen (DC 15)

2. Back Door.

Unlike the front door the rear entry has no shuttered window. Further, a large keyhole indicates that this door may be a quieter entry than the front.

Strong wooden door, locked; 2 in. thick; hardness 5; hp 20, Break DC 25

Large lock; Open Locks DC 20.

Again if the PCs take more than 1 round to break this door down the skeletal ogre in location 6 will be ready and waiting (Gaining a +2 Circumstances bonus to Initiative.). Picking the lock being so much quieter does not alert the monster. Again, bashing open the door has a chance of awakening Rebecca (see location 1, above)

3. Zombie Goblin Ambush.

The stench of carrion wafts through the air and small hunched figures lurch unsteadily from the concealing trees. A low groaning issuing from their slack mouths.

Several weeks ago a small band of goblins similar to the one encountered previously by the PCs attempted an attack against the tower. Rebecca, warned by the clanging of the bell sent her skeletal minions to battle the foul creatures. Though several of her skeletons were destroyed the goblins were completely destroyed. Now they remain as guardians, more to frighten away any more attempts by the goblins than as an effective sentry. The goblin zombies are hidden in a small clearing to the east of the trail. A Spot roll (DC10) will reveal their location while even a roll that fails by 5 or less will notice the stench of the rotting monstrosities. Because of their smell and tendency to drip noxious fluids the zombies are never allowed indoors.

Goblin Zombies (4): CR 1; Small Undead; HD 1d12+3 (9 hp); Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 natural); Atk +2 melee (1d6+1, slam); Face/Reach 5 ft. by 5 ft. / 5 f; SQ Undead, Partial actions only; AL N; Fort 0; Ref -1; Wil +3; Str 13; Dex 8; Con -; Int -; Wis 10; Cha 1;

Feats: Toughness

Tactics: None, they just lurch out of the clearing groaning. (The better to frighten off living goblins…)

4. Goblin Zombie Standby.

The carrion stench of decay is carried by the wind. Small hunched figures stand , as if waiting, no awareness lights their maggot eaten features.

Like location 3 above the four zombies here are the animated remains of goblins from the attack a few weeks ago. Unless Rebecca is able to rebuke undead these zombies will do nothing but stand here. Most of the skeletons are still following the orders given to them twenty years ago by Erich of Haldefast, the goblin zombies however were created by Rebecca using one of her scroll and she currently has more zombies than she can control, so these stand waiting to replace any casualties…

Goblin Zombies (4): CR 1; Small Undead; HD 1d12+3 (9 hp); Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 nanural); Atk +2 melee (1d6+1, slam); Face/Reach 5 ft. by 5 ft. / 5 f; SQ Undead, Partial actions only; AL N; Fort 0; Ref -1; Wil +3; Str 13; Dex 8; Con -; Int -; Wis 10; Cha 1.

Feats: Toughness

Tactics: None, they just stand there until Rebecca needs to activate them.

5. Small Garden.

A small garden of vegetables is kept here, A bed of marigolds surrounds the patch to help to keep the rabbits away. While posts topped with brightly colored rags helps do the same with the birds.

Rebecca often tends this patch when she’s trying to get her mind off of her studies. There is a small (25%) chance that she will be working in the garden during the day. If she notices trespassers she will attempt to gain the upper hand in any negotiations, grabbing her staff and holding it as though it had powers. She will if necessary threaten interlopers with ‘joining her undead minions’, again gesturing with her staff. If she manages to frighten them off she will gather her belongings and flee, knowing full well that sooner or later adventurers always return.

6. Great Hall.

Once the main living quarters of the tower the hall is nearly empty. Tattered, worn out clothing and broken furniture clutter the floor. Most of the articles of clothing are a man’s garments, while the furniture is old and worn out. The clear space is widest around the back door. The most important feature of the room however is the huge spear armed skeleton that has turned its attentions in your direction.

The back door is the one Rebecca normally uses.

Skeletal Ogre (1): CR 1; Large Undead; HD 2d12 (20 hp); Init +5 (+1 Dex. +4 Improved Initiative; Spd 40 ft.; AC 16 (-1 size, +1 Dex, +3 natural, +3 armor); Atk +2 melee (1d8 +2 Longspear or 1d6+2 claw (two attacks)); Face/Reach 5 ft. by 5 ft. / 10; SQ Undead, half damage from piercing and slashing weapons.; AL ; Fort +0; Ref +1; Wil +3; Str 14; Dex 12; Con -; Int -; Wis 10; Cha 11;

Feats: Improved Initiative;

Possessions: Tattered Scale Mail (so damaged that it grants only a +3 AC bonus), Longspear

Tactics: This guardian will use a longspear until someone moves adjacent to it, when it drops the spear and begins rending with its oversized claws. It was Erich’s favorite creation and in some ways shows some small amount of cunning.

Treasure: Unnoticed in the pockets of one of the discarded men’s robes is a ring of protection +1 and a grand total (after turning out all the pockets of all the garments) of 2 silver pieces and 18 copper pieces.

Note: Any combat in this room has a chance of awakening Rebecca if she is asleep in location 7. To awaken she must roll Listen (DC 12), rolling every round combat continues.

Entry to Location 7 is made through a bound wooden door to the east.

Strong wooden door, barred: 2 in. thick; hardness 5;hp 20; Break DC 25

7. The Bower

The inside of the tower is taken up by a single enormous room. Cool despite a small fire burning on an open heart near the north wall the rooms white washed walls seem to radiate a deep chill. A steep set of stairs climbs the south wall a rusted iron ladder clings to the wall above the landing where the stairway abruptly ends. A large canopied bed occupies the center of the room, an ornate brassbound chest lying near its foot. On the east wall hulks a huge cabinet, while at its side is a wooden pallet currently holding a single sack.

This is where Rebecca sleeps during the day. (See Locations 1 and 2 as well as the description of the tower.)

Brassbound Chest, Locked; 2 in. thick; hardness 5; hp20, break DC 20

Paralysis Trap: CR 2; Touch, Paralysis for1d6 +2 rounds, victim exudes stench in 10 circle that causes a –2 penalty to all rolls by people within that circle until effect ends; Fort. Save (DC 15) negates; Search (DC 25); Disable Device (DC26)

A Disable Device roll that beats the DC by 5 indicates the character has learned how to disable the trap without damaging it. Closing the chest rearms the trap.

Treasure: The chest holds Rebecca’s Spellbook containing the following spells: All Cantrips except illusions, Magic Missile, Mount Ray of Enfeeblement, and Wizard’s Expeditious Retreat.. It also contains Rebecca’s clothing, a book filled with somewhat stilted poetry, a purse containing 20 GP and a small box containing 190 GP. At the very bottom of the chest is a sketch of a dark, solemn looking man labeled ‘Erich’.

The chest itself is a minor treasure, and for its crafting and magical protections might fetch as much as 150 GP if the characters can learn how to open it safely.

The cabinet, not locked, contains some meager supplies of food, while the sack is filled with barley.

If it is day there is a 75% chance she is sleeping in the bed. (Location 7)

If the bell rung by the skeleton awakened her then the chest will be empty and she will have fled, the bed covering the trapdoor once again. (Rebecca will have first looked to see what set the skeleton off THIS time. (Like car alarms these things seem to go off for no good reason on occasion.)

If she is awakened by the sound of the doors to the great hall being broken down then she will also flee, and if the fight with the skeletal ogre takes more than 3 rounds the bed will again cover the trapdoor. If they are quick about things they will arrive in time to see the bed sliding back into position.

If the sound of combat from room 7 alerts her then she will be ready for combat, scrolls and wand at hand. In this event she will be chary of using her scrolls and wand, trying to conserve them.

If it is the door to the bower being smashed open that finally wake her up then she will still be in the bed and suffer a –2 circumstances penalty to her initiative. In this case she is the most dangerous, using her wand of magic missiles freely and desperately. (She keeps it in a pocket sown into the bed curtains when she sleeps.)

If Rebecca was not awakened then she will be sleeping soundly (and loudly, she has had no company to tame her snores in twenty years…) in the canopied bed. If she awakens with strangers in her room she will attempt to negotiate, taking her life and the contents of her pouches and chest. If she is not allowed to take these things with her then the party will have made a very bad enemy and she will stalk them for some time to come, causing minor damage but always striking at unfortunate moments and in petty, viscous ways. (Magic missile while under attack by goblins etc.). Never confronting them directly, just at a distance. She is NOT the fight to the bitter end sort. Ironically, her skills will increase more with this vendetta than the would have with years of study in her lonely tower.

8 The trapdoor and Stores.

Beneath the canopy bed in location 7 is large trapdoor with a ladder going down to the storeroom beneath. A rope and pulley system allows the bed to be pulled back into position once the trapdoor is closed. A second rope allows the bed to be pulled away from the trapdoor so that it may be opened from underneath.

The room beneath the trapdoor is cluttered with the tag end of the goods pilfered twenty years ago, most of it appears to be of questionable value.

Treasure: The furniture, clothing, books, hinges, doorknobs, etc. might fetch as much as 50 GP all told. Just about anything of real value has been sold off over the years to buy food, clothing, and other essentials.

Rebecca of Fell Pass, Female Human, Cleric of Wee Jas 2, Nec 2: CR 4; Medium-Size Humanoid (5 ft. 2in. tall). 2d8 +2d4+ 8,hp 25; Init +1 (Dex); Spd. 40 ft.; AC 13 (+1 Dex, +2 Leather Armor +1) or 11 (+1 Dex); Atk + 6 melee (1d6+1 masterwork quarterstaff). SQ: Cleric spells, Wizard spells; AL LN; SV Ref +3, Fort +6, Will+10;Str 12, Dex 13, Con 15, Int 18, Wis 17, Cha 13.

Skills: Alchemy 9, Bluff 5, Concentration 7, Heal 7, Intimidate 5, Knowledge, Arcana 9, Knowledge, Religion 7, Knowledge, Undead 8, Listen 6 Scry 5, Spellcraft 9

Feats: Iron Will, Empower Spell, Run, Scribe Scroll.

Cleric Spells: Read Magic, Mending, Detect Magic, Cause Fear(Domain Spell), Cure light wounds, Entropic Shield

Wizard Spells: Daze x 2, Read Magic, Disrupt Undead, Ray of Enfeeblement, Wizards Expeditious Retreat.

Magic Items: Rebecca has the following scrolls to hand any time she is not in bed, Mount x 3, Animate Dead x 6, Mage Armor, Shield and Hold Portal x2. She also has a Wand of Magic Missile with 8 charges, and a Ring of Featherfall.

Note: The six scrolls of Animate Dead and the Wand of Magic Missiles she carries are the last items created by Erich of Haldefast, she is loath to use them except in an emergency. If pressed she would be more likely to trade her wand for her freedom than either the scrolls or her spellbooks, the scrolls being more necessary for her studies.

Tall and spare Rebecca might be called attractive if not for the severe set of her face. Dark auburn hair is set against her equally dark clothes. Her carved wooden staff is never far from her hand.

Trained by Erich of Haldefast both as a Cleric of Wee Jas and as a Wizard Rebecca has had little human company for twenty years. The only person she ever sees is Ruffo, the stableboy from Kharne’s Inn, who brings her supplies up about once a month. When working in the Lab she has a tendency to talk to the skeletons and zombies, sometimes even with the inanimate skull that decorates her desk.

Of late she has been giving thought to leaving the tower that has been her home for thirty years. The goblins have been becoming bolder, her money is running low, and her studies have hit a brick wall without a better teacher than Erich’s books. Last of all, after twenty years alone she is finally growing lonely. Adventurers finding her dwelling could well be the last straw.

If the PCs somehow manage to approach her in a friendly fashion she will prove an adequate hostess, inviting them in to the bower where she will serve them a rather bland barley stew. (It is nearly time for Ruffo to bring her supplies, so her pantry is rather low.) Spell caster and would be necromancer she may be but her choice of lifestyle is largely benign. Though after speaking with the PCs she will return to her solitary ways, her need for company sated for another few years.

9. Passage.

Granite walls beaded with moisture line this narrow passage. A large wooden crate, hinges added to its lid sits awkwardly in the corner.

Treasure: The crate contains a backpack, a weeks worth of iron rations, a candle lantern and six candles, a bedroll 20 ft. of rope, 100 yards of twine, some shears, bandages, and other emergency supplies. If Rebecca has fled then only the rope, twine, shears, and emergency supplies will remain.

10. Laboratory.

Light gleams from the corners of this room, perpetual flames dancing in the lanterns. Small scuttling figures rush toward the door, leaping out from under the tables, skeletal mouths open with silent glee.

Kobold Skeletons (8): CR 2; Small Undead; HD 1/2 d 12 (3 hp); Init +5 (+1 Dex, + 4 Improved Initiative); Spd 30 ft.; AC 13 (+1 size, +1 Dex, +1 Natural); Atk + 0 Melee ( 1d3-1, claws x 2); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Undead, Immunities (Half damage from piercing or slashing weapons.); AL N; Fort +0; Ref +1; Wil +2; Str 8; Dex 12; Con -; Int -; Wis 10; Cha 11;

Feats: Improved Initiative

These little monsters attack anyone but Rebecca, whether she is with them or not. If the PCs have befriended her then she will warn them against entering the lab.

The room is furnished with tables, a desk, and benches. Grimly an empty wrought iron cage sits near the door into the passage, rusty and empty. A second door, heavy and iron bound is set in the east wall.

Treasure: A nearly complete alchemists lab sits on the benches and tables and on the desk rests Erich of Haldefast’s spellbooks. (Missing if Rebecca has escaped.) The spells written in the first volume are: All cantrips except illusions, Magic Missile, Sleep (Rebecca has never mastered this one), Hold Portal, Protection from Good, Protection from Evil, Mage Armor, Mount, Identify, Ray of enfeeblement, Arcane Lock, See Invisible, Continual Flame, Dispel Magic, Phantom Steed, Hold Person, Lightning Bolt, Slow, and Hold Monster. This book while intimidating is essentially harmless save for its contents.

Detect Undead, Ghoul Touch, , Magic Circle Against Evil, Spectral Hand, Gentle Repose, Halt Undead, Vampiric Touch, Fire Trap, Dismissal, Bestow Curse, Contact other Plane, Fear, and Animate Dead are in a second spellbook, protected with a Fire Trap.

Fire Trap: CR 3; 5 ft. blast(1d4+10) Reflex save (DC 18) ½ damage; Search (DC 29);Disable Device (DC 29)

Unlike most Firetraps this one will consume the book when triggered. (Such magics being illegal in so many places…)

Trap: The desk drawer that the book is supposed to be kept in is both locked and trapped, though empty.

Poisoned Blade Trap: CR 2; + 8 melee: (1d4 plus greenblood oil poison), Search (DC 22); Disable Device (DC 20)(Note see page 80 of DMG for a description of greenblood poison and its effects.)

Heavy Iron Bound Door: locked; 2 in. thick; hardness 5; hp 20, Break DC 25

Large lock: Open Locks DC 20.

Like the necromantic spellbook the door is warded with a FireTrap spell.

Fire Trap: CR 3; 5 ft. blast(1d4+10) Reflex save (DC 18) ½ damage; Search (DC 29),;Disable Device (DC 29)

11. Store Room.

This room is packed with the odds and ends of castle life, lumber, a small keg of nails, bundles of rushes and other necessities. A door, the twin to the other door to this room, stands closed.

Heavy Iron Bound Door: locked; 2 in. thick; hardness 5; hp 20, Break DC 25

Large lock: Open Locks DC 20.

Like the necromantic spellbook the door is warded with a FireTrap spell.

Fire Trap: CR 3; 5 ft. blast(1d4+10) Reflex save (DC 18) ½ damage; Search (DC 29),;Disable Device (DC 29)

These two doors were locked and trapped to slow pursuers in the event the tower falls. As long as Rebecca opens the doors the Fire Traps remain harmless.

12. Escape Tunnel.

This small, roughly shaped tunnel leads drunkenly to the east. Small roots have penetrated the ceiling and the air smells of damp earth and mildew.

The tunnel goes for over a mile, leading to a small cave beneath a hill in the woods, not too far from where the sketch in the journal was drawn.


Scaling the Adventure

The easiest way to scale the adventure for levels 2 and 3 is to change Rebecca’s attitude and motive, making her more likely to stand and fight rather than flee for her life. Then too she can be a tad more vindictive in persecuting adventurers who dare her anger, plaguing them for months after they plunder her tower.

For Levels 4 and 5 replace the goblins (and their zombies) with orcs. Raise her levels to 3rd or 4th in each class and increase the number of undead under her active control accordingly, again making her attitude more aggressive. Finally replace the ogre skeleton with a pair of wights.

Random Encounters. (Optional)

Random encounters should only be rolled while searching in the woods, there are no wandering monsters in the tower itself. Roll twice each day spent searching.

D6 roll:

  1. 4 goblins, searching for food or trouble.
  2. 2 Wolves, a mated pair. More likely to flee from confrontation than attack, these wolves may cautiously follow the party for several hours in hopes they will leave some rubbish behind when they stop to eat. Or just possibly they encounter goblins
  3. Cheerful ogre, singing as he stumbles through the woods. Safer if the party avoids him. Thanks to his off key singing they have a good chance to. Listen (DC 10)
  4. Ranger. A lone hunter in the woods, willing to share a warm camp for some company.
  5. Skunk. Yep, you guessed it. Any hostile moves and… Leave it alone and it will leave you alone.
  6. Food animal. Whether a rabbit, a covey of quail, or a ruffled grouse, this encounter is just food with fur or feathers. AC 12, 1hp, no attacks.

Goblins (4): CR 1; Small Humanoid; HD 1d8 (4 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 studded leather); Atk +1 melee (1d6-1, halfspear), or +3 ranged (1d6, shortbow); Face/Reach 5 ft. by 5 ft./ 5 ft; SQ Darkvision 60 ft.; AL NE; Fort +2; Ref +1; Wil +0; Str 8; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills: Hide +6, Listen +3, Move Silently + 4, Spot +3;

Feats: Alertness;

Possessions: Studded leather armor, shortbow, 12 arrows, halfspear, pouch containing 3 silver pieces 8 copper

pieces, and a whetstone.

Wolves (2): CR 2; Medium Animal; HD 2d8+4 (13 hp); Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 bite); Face/Reach 5ft. by 5 ft./ 5 ft.; SA Trip; SQ Scent; AL N; Fort +5; Ref +5; Wil +1; Str 13; Dex 15; Con 15; Int 2; Wis 12; Cha 6;

Skills: Hide +3, Listen +6, Move Silently + 4, Spot +4, Wilderness Lore +5;

Feats: Weapon Finesse (Bite)

Ogre (1): CR 2; Large Giant; HD 4d8+8 (26 hp); Init -1 (Dex); Spd 30 ft.; AC 16 (-1 size, -1 Dex, + 5 natural, +3 hide); Atk +8 melee (2d6+7 huge greatclub);

Face/Reach 5 ft. by 5ft. /10 ft; AL CE; Fort +6; Ref +0; Wil +1; Str 21; Dex 8; Con 15; Int 6; Wis 10; Cha 7;

Skills: Climb +4, Listen +2, Spot +2;

Feats: Weapon Focus (greatclub);

Possessions: Greatclub, filthy hide armor, and bag filled with smashed skulls and heads, mostly animals and goblins.

Ranger Use the 1st level NPC ranger from the DMG

Skunk (1): CR 0; Tiny Animal; HD 1/2 d8 (2 hp); Init + 4 (Improved initiative); Spd 30 ft.; AC 10; Atk +0 melee (1d4-2 bite); Face/Reach 2 .5 ft by 2.5 ft/ 0; SA Stinking Spray 20 ft. cone.; AL N; Fort +2; Ref +1; Wil +1; Str 6; Dex 11; Con 10; Int 2; Wis 10; Cha 7;

Skills: Listen +2, Spot +2;

SA- All creatures caught within the cone must make a fort. save (DC 13) or be overcome with nausea for 10 rounds, taking 1d10 temporary Strength damage. Even a successful save results in a -2 penalty to all rolls for 10 rounds. (Higher penalties apply for such tasks as hiding in shadows, etc.)