Vale Tower Ruins
The trail to the ruined tower passes through the rolling farmland of the Vale and into the forest. The trees and undergrowth quickly grow dense, and you hear the sounds of small creatures moving through the underbrush. The thick shade of the forest cuts off a lot of the sunlight, and you move through a twilightcolored world of shadows. The trail passes through the rolling farmland and into the forest. After a time, you come upon a small glade. Here, a squat stone tower rises from the side of a hill. Most of the tower lies in ruins, its upper levels shattered long ago. Just beyond the tower, you see Four Wargs crouched about 100 ft from the tower. It looks like they are about to pounce upon prey.
Wargs
- Warg
- A.R.: 6
- H.P.: 66
- S.D.C.: 40
- Attacks: 3
- Damage Per Attack: Bite: 3D6 , Claw: 5D6
- Horror Factor: 14
- Bonuses: +2 to strike, +6 to damage, +2 to dodge
- Warg
- A.R.: 6
- H.P.: 68
- S.D.C.: 36
- Attacks: 3
- Damage Per Attack: Bite: 3D6 , Claw: 5D6
- Horror Factor: 14
- Bonuses: +2 to strike, +6 to damage, +2 to dodge
- Warg
- A.R.: 6
- H.P.: 65
- S.D.C.: 38
- Attacks: 3
- Damage Per Attack: Bite: 3D6, Claw: 5D6
- Horror Factor: 14
- Bonuses: +2 to strike, +6 to damage, +2 to dodge
- Warg
- A.R.: 6
- H.P.: 70
- S.D.C.: 38
- Attacks: 3
- Damage Per Attack: Bite: 3D6, Claw: 5D6
- Horror Factor: 14
- Bonuses: +2 to strike, +6 to damage, +2 to dodge
With the Wargs defeated or driven off you have time to really look at the squat stone tower has been built at the center of the glade. The tower has been shattered, and all that remains is a ragged stump of fitted stone. Large blocks of granite litter the clearing, and some of these are covered with thick moss. The tower is a wreck; the ruins hundreds of years old, and it looks like it has been blasted by a bolt of lightning. Originally it might have been 40 feet tall, but now it is a blasted stump that does not extend more than 10 feet high. The tower wall nearest the characters is no more than a low wall a foot high, and can be easily stepped over.
You step over the wall and see that the inside of the tower is filled with rubble and debris. Dead leaves, shattered stones, and rotted timbers are scattered around the floor. You see, partly buried by fallen timbers, a door on the far wall, leading back under the hillside.
As you notice this, you also see a pile of leaves rustle slightly to your left. A large rat pokes its head out from beneath the debris. It hisses a warning at you, showing long, razorsharp teeth. It lunges forward, and behind it, three more leap from their hiding places.
There are four giant rats among the debris within the tower, and they are defending their territory The rats are grayish-brown, about two feet long, and have wicked, sharp teeth and red, feral eyes. They only attack characters in the tower area, and will not climb over the walls.
Giant Rats
- Giant Rat
A.R.: 8
H.P.: 5
S.D.C.: 10
Attacks: 1
Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
Horror Factor: 7
Bonuses: +1 to Initiative
- Giant Rat
A.R.: 8
H.P.: 5
S.D.C.: 10
Attacks: 1
Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
Horror Factor: 7
Bonuses: +1 to Initiative
- Giant Rat
A.R.: 8
H.P.: 4
S.D.C.: 5
Attacks: 1
Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
Horror Factor: 7
Bonuses: +1 to Initiative
- Giant Rat
A.R.: 8
H.P.: 5
S.D.C.: 10
Attacks: 1
Damage Per Attack: 1d4 (bite causes disease unless a saving throw is made; victim cannot heal wounds until cure disease is cast)
Horror Factor: 7
Bonuses: +1 to Initiative
There is no treasure among the debris, but if the players want their characters to look, let them do so. When they decide to move on, they should want to investigate the door partly hidden by the fallen
timbers, which can be easily moved aside. The door is a heavy oak door, with a lock that's rusted out and useless. However, the door is swollen in its frame and badly weathered, and the characters will have to use brute strength to open it. Any character can try to open the door as many times as he or she wants. There is no penalty for failing it just takes a while longer to get the door open. Also, Wizard may use the knock spell to open the door. The door opens immediateIy. When the characters open the door, go to the GM section.
GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following 2 adventures are part of several adventures set in the vale for a Game Master to run for his/her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master!
 Vale Tower Ruins below ground
The door is a heavy oak door, with a lock that's rusted out and useless. However, the door is swollen in its frame and badly weathered, and the characters will have to use brute strength to open it. Let the players choose which character will open the door (it makes sense to give this job to the character with the highest Strength score), and have that player roll against PS to determine if he succeeds. Any character can try to open the door as many times as he or she wants. There is no penalty for failing it just takes a while longer to get the door open. Also, a knock spell will open the door. When the characters open the door, go to the next section.
The Corridor and the Pit
To start this section of the adventure, read the following paragraph to the players:
You force the door open, and a puff of damp, musty air billows out of the doorway. The dust settles, and you are looking down a spiral stairway (C on the map) leading down into the ground. The walls and floor are made of finished stone, and are stained from water damage. The ceiling is supported by heavy oak beams. The stairs disappear into darkness about 20 feet deep.
Now would be a good time for the party members to think about lighting their torches or lanterns. It only takes one torch or lantern to throw enough light to see by but note that anyone who is carrying a lit torch or lantern has to use one hand to do so, so weapons like bows or the two-handed sword cannot be used. A lantern can be set down easily if someone suddenly needs to use both hands, but a torch goes out if it's laid on the floor. If the party heads down the corridor in darkness, tell the players that it's getting harder and harder to see...
When at least one character lights a torch or lantern, add the following information:
The walls and floor have been heavily damaged by water, and the flagstones of the floor are pitched up in places from uneven settling. About 40 feet down, you see a door. There seems to be something written on the door, but you're too far away to make out what it says. What are you going to do?
Ask the players in what order their characters are moving down the corridor. (There's enough room in a 10-foot-wide area for two characters to walk or run side by side. This makes it easy for them to fight without bashing on each other.) One way to arrange the group is to put the well-armored, strong types in front to protect the guys with the lower hit points in the back. If the characters are afraid of being hit from behind, they may put a fighter in the front and one in the back.
The stairwell is treacherous and uneven, and has been damaged by water seeping through the ancient walls. About 20 feet from the door, the stone is so badly eroded that any pressure on the floor will cause the stair to collapse. If the characters merrily march down the corridor, heading for the door, the characters in front fall into the pit that suddenly appears before them as the floor disintegrates. Read the following aloud if this happens:
You walk down the stairs. About halfway down, the ground suddenly shifts beneath your feet and falls away, revealing a black chasm beneath you. The stones you're standing on slip into the blackness, and you follow.
The pit is 10 feet deep and filled at the bottom with water and soft earth. Each character that falls into the pit takes 1d4 points of damage. They also get muddy from the experience. The edges of the pit are rough and sloped, so it is relatively easy to climb out. If the characters are a bit more cautious (and if the players listened to you when you told them about all the water damage in the hallway) and indicate that they are checking out the corridor as they move into the hillside, read the following:
You move cautiously down the stairwell, making sure you have a firm footing on the uneven flagstones. One of the stones beneath your feet shifts as you touch it, and you pull back quickly. With a deep rumble, a large hole opens directly before you. Another step, and you would have fallen into a large, muddy pit.
The pit is a ragged hole in the floor, and once it has opened it will remain there permanently. There is enough of a ledge around it that the characters can get past it easily. Note that this is a natural pit caused by erosion. Some evil creatures put pits in their lairs just to catch those foolish enough to trespass, and sometimes those pits are filled with sharp spikes or poisonous snakes. (Just thought you'd want to know.)
When the characters reach the door they saw, they see it is badly rotted, and its hinges and latch are extremely rusted. They also see that the stairs continue to go deeper into the ground. There are words carved on the door, almost invisible because of the damage. The sign reads:
- SCRIPTORIUM DO NOT DISTURB
The door is almost completely rotted out, and will disintegrate at the first touch. Go to the Basement section.
If they continue down the stairs, go to the next section, Dungeons.
The Scriptorium
When any character first touches the door (tries the knob, leans against it, knocks on it, whatever), read the following aloud:
The rotted door falls apart at the first touch. The wood cascades into a pile of splinters, and the hinges and knob clatter to the floor.
On the other side of the doorway are two more doors, one straight ahead (D) and the other to the right (E).
D
This is a large, square room, about 35 feet on a side. The floor in here is more level and dry than the corridor was. The room holds several copy desks and stools. Four of the desks are occupied by what look like monks, dressed in robes that at one time were fine but are now old and rotting, their bodies hunched over. One of the monks looks up at you, his hood falling back as he does so. He has no skin or flesh, only a skull with small flickers of red flame burning in the pits of his eye sockets. His skull is that of a Minotaur. He raises a bony hand and points at you. As if by silent signal, the other three minotaur skeleton monks get off their stools. They all carry rusted, triangular daggers. They move toward you. There are four skeletons, though only two may attack a particular target. If the characters stand their ground in the doorway, then only the front rank may be attacked. The characters get to make their attacks first, then the skeletons.
Because the skeletons are magically animated bones, they are less affected by weapons that cut. Swords, arrows, and daggers cause less damage when used against a skeleton. A skeleton causes 1d6 damage when it successfully hits a character. The skeletons have 25 hit points each. The skeletons fight until either they are defeated or the characters are. If the characters flee the room back the way they came, the skeletons will chase them. The skeletons can't catch them.
Skeleton (Minotaur) Stats
Attributes: IQ 6, ME 10, MA 6, PS 15, PP 14, PE n/a, PB 3, Spd 8
Hit Points: 25
Armor Rating: 10
Natural Abilities: Magically animated, immune to mind control, does not need to eat/sleep/breathe.
Skills of Note: None
Combat:
- Attacks per Melee: 2
- Damage: 1d6 with rusted dagger or 1d4 with punch
- Bonuses: +2 to strike, +3 to parry, +1 to dodge
Magic: None
P.P.E.: 5
Habitat: Typically found in ancient ruins, dungeons, or places with necromantic activity.
Enemies: All living beings
Allies: Other undead creatures, necromancers
When the skeletons are defeated, the players may have their characters search the room. They find nothing in the desks the scrolls the skeletons appeared to be working on are nothing more than tattered scraps. The triangular daggers the skeletons carried are of an archaic design, and, though stained with rust, are still useful. The Patriarch gives the characters 5 gold pieces per dagger if they bring them back (20 gold pieces total if they part with all of them).
Room E
The door to Room E is made of heavy wood and bound with bands of iron. A large plate of metal is mounted to the door, and that plate is inscribed with a symbol of a bull's head. The door has been locked and secured from the other side.
This door is not just stuck, like the one at the start of the adventure it has been locked by the inhabitants of the room beyond. The characters may think of a number of ways to try opening the door:
- Force it open: They can try to force the door open with brute strength, but it is tougher than they are. It will not open, even if two or more characters try to force it open at the same time.
- Hack it down: The characters can try to hack the lock and hinges off the door. Up to two characters can hack at the door, the door is hit automatically (it can't get out of the way), and takes 20 points of damage before it springs open. The downside of hacking at the door is that it warns the inhabitants of the library (the room behind the door) immediately, and they can prepare.
- Pick the lock: Rogues are very good at opening locks, and if Niles is present, you can tell the players this. The player running Niles needs to roll a 4 or less on 1d10 in order to pick the lock. Niles can try three times to open this door. If he succeeds on one of those tries, he unlocks it without notifying the beings on the other side. If Niles fails to pick the lock after three tries, the lock is too tough for him to open by using his tools. The characters will have to try something else.
The Library
As soon as the characters have managed to open the door, read the following to the players:
On the other side of the door is a large, well-furnished room. The walls are lined with shelves that are filled with large, water-stained books. The floor is littered with bones.
Directly before you are two zombies, unliving humans with their flesh dried and pulled tight over their bones. Their bodies are missing chunks of flesh. It looks as if something has taken bites out of their arms, legs, and torsos. They have blank, mindless expressions on their faces.
Behind these two monsters is another creature that resembles a human, but this one is more savage-looking. Its skin is the purple color of a bruise, its eyes glow with a yellowish light, its hair is mangy and patchy, and its teeth are inhumanly sharp. It is a ghoul, an undead creature of deadly power. The touch of its taloned hands or bite can paralyze a living creature.
The ghoul points at you and hisses, "Kill them! Kill the living intruders!" At his command, the zombies shuffle toward you.
The ghoul in the library is the one responsible for the missing livestock on the nearby farms, and the bones scattered around the room are from the goats and lambs that it has stolen. The zombies are in its service, and it uses them as bodyguards.
The ghoul does not want to fight, but instead tries to flee with its treasure. How successful the ghoul is in getting away depends on how much warning he had before the characters entered the room. (If they tried to force the door or hack it down, the ghoul is alerted to their presence.)
Here's what the ghoul would prefer to do. As soon as it realizes that it's about to be visited by the characters, it goes to a shelf along the east wall and grabs a small chest that contains its "treasure." That takes one round. Then it goes to the northeast corner, where there is a secret door covered by a bookcase. That takes another round. It takes two more rounds to shove aside the bookcase and open the door. After the ghoul passes through the secret door into a tunnel that leads to the surface, the monster is gone, leaving the zombies to fight the characters. Summarizing, here are the ghoul's actions, round by round:
- is made aware of the heroes outside.
- goes and gets the small chest from the shelf.
- goes to secret door.
- shoves aside the bookcase,
- opens the secret door.
- (or later) escapes through the tunnel.
This "schedule" means that if the characters take too long bashing in the door, the ghoul is well on its way to escaping. On the other hand, if the characters pick the lock or use the knock spell, they can catch the ghoul flat-footed. Where the ghoul is in the room depends on when the characters enter. If they take a long time to get into the room, they find the secret door open and the ghoul standing in front of it. The ghoul tells the zombies to kill them, and dashes into the tunnel in the next round.
The ghoul tries to escape, letting its zombies handle the adventurers, unless the characters manage to cause damage to it. If it is damaged (by a hit from a weapon or by the magic missile spell), the ghoul gets mad and attacks the party along with the zombies.
Zombie Stats
Attributes: IQ 3, ME 10, MA 3, PS 14, PP 10, PE n/a, PB 2, Spd 6
Hit Points: 9 each
Armor Rating: 8
Natural Abilities: Magically animated, immune to mind control, does not need to eat/sleep/breathe.
Skills of Note: None
Combat:
- Attacks per Melee: 1
- Damage: 1d8 with slam attack
- Bonuses: +1 to strike, +2 to parry, +0 to dodge
Magic: None
P.P.E.: 3
Habitat: Typically found in ancient ruins, dungeons, or places with necromantic activity.
Enemies: All living beings
Allies: Other undead creatures, necromancers
Ghoul Stats
Attributes: IQ 7, ME 10, MA 6, PS 14, PP 14, PE n/a, PB 2, Spd 8
Hit Points: 14
Armor Rating: 10
Natural Abilities: Magically animated, immune to mind control, does not need to eat/sleep/breathe, paralyzing touch.
Skills of Note: None
Combat:
- Attacks per Melee: 3
- Damage: 1d3 with each claw, 1d6 with bite
- Bonuses: +3 to strike, +2 to parry, +1 to dodge
Magic: None
p>
P.P.E.: 6
Habitat: Typically found in ancient ruins, dungeons, or places with necromantic activity.
Enemies: All living beings
Allies: Other undead creatures, necromancers
The room contains no monetary treasure, but the books are valuable beyond belief to the Patriarch. If the characters bring them back to the Patriarch (or simply bring news back to the Patriarch of the library's existence), he gives each of them 400 gold pieces.
The chest that the ghoul was guarding contains its personal treasure of gems and magical items. The chest is locked. Niles has a 4 in 10 chance of opening the lock (roll of 4 or less on 1d10), or the knock spell can be used, or the lock can be bashed in (one hit from a sword or dagger will do it). Within the box are the following items:
- 12 black pearls.
- A scroll.
- A bottle similar in shape and size to Elanna's potion of healing. If a character pulls the cork, the liquid inside smells like peppermint.
- A dagger with symbols carved along the blade in an unknown language.
- A sack made of blue cloth.
The characters may play around with the items, seeking to figure out what they are, or they can take them back to the Patriarch. The items are explained in the "Wrapping Things Up" section.
If the characters caught the ghoul by surprise and defeated it before it reached the secret door, they might not find the door (unless someone thinks to move the bookshelf aside). If they find the secret door, it leads into a narrow, dark tunnel that burrows for about 50 feet and finally surfaces on the far side of the hill from the tower. This tunnel is how the ghoul made its entry to and from his lair. Otherwise, the characters can get out of the ruined tower by backtracking and then return to the Patriarch with their information.
Room F: The Secret Library
Behind the bookcase in Room E, the secret door leads to a narrow, dimly lit passage. The passage opens into Room F, a hidden section of the library.
This room is smaller and more secluded, filled with ancient magical texts and tomes of forbidden knowledge. Shelves line the walls, crammed with books bound in leather and metal. A faint, eerie glow emanates from some of the books.
In the center of the room is a large table covered in scrolls, quills, and various magical implements. There are no visible creatures here, but a sense of lingering magic permeates the air.
Upon closer inspection, the characters can find a secret passage behind one of the shelves that leads back to the stairwell (C). This passage is cleverly hidden and requires a DC 15 Perception check to discover.
The passage allows the characters to either return to the stairwell or head further down to the dungeon level or even deeper into the caverns.
Any characters with a magical background or interest in arcane knowledge will find the contents of this room invaluable. The Patriarch would highly reward any significant magical texts brought back from this secret library.
Wrapping Things Up
If the characters are defeated in the Library beneath the ruined tower, read the following:
Alas! For all your bravery, you failed to discover and defeat the secret of the ruined tower. You awaken a day or two later, resting at the church in Newhaven. Hunters found and rescued you. Your wounds are healed, so perhaps it is time to make another foray into the ruined tower.
If you want to, you can try the adventure again, either from the very beginning, or with whatever changes occurred because of the characters' actions. For example, the corridor may already have the pit in the middle of it, and there may be fewer (or more) rats.
If the characters discover some of the secrets of the ruined tower, but then turn back before reaching the ghoul's lair, read the following:
You return to the Patriarch and tell him what you have discovered. The old man is very excited by your news, and believes that there is greater treasure and knowledge beneath the ruined pile of stones. He asks if you will return to finish the job, or if you would prefer that someone else gets the honor of discovering the secret of the ruined tower.
Again, you can run this adventure again, either from the very beginning, or with the changes that have happened because of what the characters did the first time they visited this place.
If the characters found the library (whether or not they defeated the ghoul), read the following:
The Patriarch is extremely pleased with your discovery of the library beneath the ruined tower! He believes that it may have belonged to an ancient and powerful wizard, whose lair has not yet been discovered and whose treasure still lies out there, waiting for brave adventurers to find it! Congratulations!
If the characters defeated the ghoul,but decide to return to Newhavenbefore continuing
The Patriarch is happy that you have defeated the ghoul that was plaguing the local farms and homesteads. With this menace put to rest, he can turn his attention to other matters, such as finding the hidden tomb of the wizard who once ruled the valley.
As stated above, the Patriarch gives each character 400 gold pieces to reward them for their discovery of the library. If they defeated the ghoul, he gives them an additional 100 gold pieces each.
The Patriarch will gladly identify the magical items the characters found:
- The pearls are worth 100 gold pieces each.
- The dagger is made of magically sharpened and reinforced metal. It is a dagger+1, which adds 1 point to a character's attack roll and 1 point to any damage the attack causes.
- The scroll contains spells, which a wizard may cast. It has a knock spell, a magic missile spell, and a lightning bolt spell which shoots a bolt of lightning that causes 6d6 points of damage.
- The liquid in the bottle is a potion of extra-healing, which heals 3d8+3 points of damage, or 1d8 if a third of the potion is drunk.
- The bag is bigger on the inside than on the outside. It is a bag of holding and can hold up to 250 pounds of stuff while still being easily lifted.
The players can work out their own ways of dividing up the treasure. The best way to split up the gold and gems is to give every character an equal share. Magical items can be divided up according to usefulness the wizard should get the scroll, one of the fighters the potion, the other fighter the dagger, and the rogue the bag, for example. Or, the players can roll dice and the high roll gets the first choice.
Each character has a new XP total now the original number plus any XP earned during the adventure. When a character goes over the "Next Level" number, he or she gains more power, more hit points, and more abilities.
The number of gold pieces a character has is recorded in the "Gold" blank on the character sheet. As the game goes on and characters have more adventures, they can buy things with their gold better weapons and armor, magical scrolls, and other handy items.
Once the treasure is divvied up and the XP and gold recorded on the sheets, the characters retire to the local inn for a fine meal to celebrate their adventures and brag about their success. They might even buy some more equipment in The Vale. The players can bring these characters back to play again, through another adventure, on another day.If the character decide to continue down to the Dungeon level or beyond go to the Dungeon Map.
The Dungeons
This level of the tower has a central spiral staircase (C) connecting tower to the other levels of the tower. The stairwell (C) is the central feature around which the rooms are arranged.
Room G
This room is a grim torture chamber filled with various instruments of pain and suffering. Chains hang from the walls, and a rack stands ominously in the center.
Encounter: Torturer Bugbear
A bugbear torturer is here, enjoying its gruesome work. It will attack any intruders fiercely.
Torturer Bugbear Stats
Attributes: IQ 8, ME 12, MA 7, PS 18, PP 13, PE 16, PB 5, Spd 11
Hit Points: 32
S.D.C.: 45
Armor Rating: 14
Natural Abilities: Nightvision 90 ft, keen hearing, stealth 60%.
Attacks per Melee: 4
Damage: Whip 1d6+4, Punch 1d4+4
Bonuses: +3 to strike, +2 to parry, +2 to dodge
P.P.E.: 8
Habitat: Often found in dungeons or lairs with a torture setup.
Enemies: Humans, elves, dwarves, and other good-aligned races
Allies: Other goblinoid creatures, ogres
Room H
A storage room filled with old crates, barrels, and broken furniture. The air is damp, and cobwebs hang from the ceiling.
Encounter: Escaped Ghoul
A ghoul that has escaped from the previous area is hiding here, waiting to attack The unsuspecting adventurers.
Ghoul Stats
Attributes: IQ 9, ME 6, MA 5, PS 17, PP 12, PE 15, PB 8, Spd 10
Hit Points: 20
S.D.C.: 30
Armor Rating: 12
Natural Abilities: Nightvision 60 ft, bio-regeneration 2d6 S.D.C./hour, immune to poison, paralysis, and diseases.
Attacks per Melee: 3
Damage: Claws 1d6+2, Bite 2d4
Bonuses: +3 to strike, +2 to parry, +2 to dodge
P.P.E.: 8
Habitat: Typically found in crypts, cemeteries, or dark, damp places.
Enemies: All living beings
Allies: Other undead creatures
Room I
An empty room with dust-covered floors and walls. There are signs of recent movement, suggesting someone or something has been here recently.
Encounter: Bugbear Patrol
A group of bugbears returning from the lower caverns. They are armed and ready to defend their territory.
Bugbear Stats
Attributes: IQ 10, ME 11, MA 9, PS 20, PP 14, PE 17, PB 6, Spd 12
Hit Points: 30
S.D.C.: 40
Armor Rating: 14
Natural Abilities: Nightvision 90 ft, keen hearing, stealth 60%.
Attacks per Melee: 4
Damage: Club 2d6+5, Punch 1d4+5
Bonuses: +4 to strike, +3 to parry, +3 to dodge
P.P.E.: 10
Habitat: Often found in caves, dungeons, or abandoned ruins.
Enemies: Humans, elves, dwarves, and other good-aligned races
Allies: Other goblinoid creatures, ogres
Room J
This long curved hallway contains 8 cells, each 5x5 feet in size. The cells have iron bars and are used to imprison captives.
Encounter: Xvart Slaves
A group of xvarts is being forced to work for the bugbears. They are weak and malnourished but may provide useful information if rescued.
Xvart Stats
Attributes: IQ 7, ME 6, MA 5, PS 9, PP 12, PE 8, PB 6, Spd 10
Hit Points: 10
S.D.C.: 15
Armor Rating: 10
Natural Abilities: Nightvision 60 ft, stealth 50%, climb 60%.
Attacks per Melee: 2
Damage: Dagger 1d6, Punch 1d4
Bonuses: +1 to strike, +1 to parry, +1 to dodge
P.P.E.: 6
Habitat: Often found in caves, dungeons, or as slaves in goblinoid lairs.
Enemies: Bugbears, goblins, and other creatures that enslave them
Allies: Other xvarts
Room K
A barracks room containing old, tattered bunks and a small table with a few chairs. The room smells of mildew.The bugbears use this as their main base of work
Room L
This room contains a kitchen area with a well. The walls are lined with shelves holding dusty pots and pans.
Well Description
The well is deep and filled with surprisingly clean water, though it has a metallic taste.
Room M
A long hallway with walls lined with old tapestries, now faded and tattered. The floor is uneven, and there are signs of recent activity.
Room N
This is the armory, filled with old, rusted weapons and armor. There are racks and stands that once held equipment, now mostly empty.
Encounter: Bugbear Guard
A bugbear guard is stationed here, keeping an eye on the equipment. It will attack any intruders fiercely.
Bugbear Guard Stats
Attributes: IQ 10, ME 11, MA 9, PS 20, PP 14, PE 17, PB 6, Spd 12
Hit Points: 32
S.D.C.: 45
Armor Rating: 14
Natural Abilities: Nightvision 90 ft, keen hearing, stealth 60%.
Attacks per Melee: 4
Damage: Club 2d6+5, Punch 1d4+5
Bonuses: +4 to strike, +3 to parry, +3 to dodge
P.P.E.: 10
Habitat: Often found in caves, dungeons, or abandoned ruins.
Enemies: Humans, elves, dwarves, and other good-aligned races
Allies: Other goblinoid creatures, ogres
Room O
This is the main entry of the dungeon level. Four Minotaur skeletons are chained to the walls, serving as grim sentinels.
Encounter: Minotaur Skeletons
The Minotaur skeletons will animate and attack anyone who enters this room without the proper passphrase.
Minotaur Skeleton Stats
Attributes: IQ 4 (animalistic), ME 5, MA 5, PS 22, PP 12, PE n/a, PB 3, Spd 15
Hit Points: n/a (undead)
S.D.C.: 50
Armor Rating: 14
Natural Abilities: Nightvision 60 ft, immune to poison, paralysis, and mind-affecting spells, skeletal regeneration (2d6 S.D.C./hour).
Attacks per Melee: 3
Damage: Gore 2d6+6, Claw 1d6+6
Bonuses: +5 to strike, +2 to parry, +2 to dodge
P.P.E.: 0
Habitat: Found in ancient ruins, dungeons, or places of dark magic.
Enemies: All living beings
Allies: Other undead creatures
The Caverns
This level of the tower consists of rooms P and Q as the last handmade rooms. All other rooms are carved-out tunnels leading to old natural caverns and existing tunnel works. Cavern Y has a tunnel that slopes downward to the Deep Cave Level.
Room P
This is a storage room with various supplies such as wooden beams, tools, and other materials used for shoring up the tunnels. The room is well-organized, with shelves and crates neatly arranged.
Encounter: Bugbear Slaver
A bugbear slaver is here, overseeing the distribution of supplies. It will attack any intruders fiercely.
Bugbear Slaver Stats
Attributes: IQ 10, ME 11, MA 9, PS 20, PP 14, PE 17, PB 6, Spd 12
Hit Points: 35
S.D.C.: 45
Armor Rating: 14
Natural Abilities: Nightvision 90 ft, keen hearing, stealth 60%.
Attacks per Melee: 4
Damage: Whip 1d6+5, Club 2d6+5
Bonuses: +4 to strike, +3 to parry, +3 to dodge
P.P.E.: 10
Habitat: Often found in caves, dungeons, or as overseers in goblinoid lairs.
Enemies: Humans, elves, dwarves, and other good-aligned races
Allies: Other goblinoid creatures, ogres
Room Q
This room is a makeshift barracks for the bugbears. There are several bedrolls and a small fire pit in the center of the room. The air is thick with the smell of smoke and unwashed bodies.
Encounter: Bugbear Warriors
A group of bugbear warriors is resting here. They will attack any intruders on sight.
Bugbear Warrior Stats
Attributes: IQ 10, ME 11, MA 9, PS 20, PP 14, PE 17, PB 6, Spd 12
Hit Points: 32
S.D.C.: 40
Armor Rating: 14
Natural Abilities: Nightvision 90 ft, keen hearing, stealth 60%.
Attacks per Melee: 4
Damage: Club 2d6+5, Punch 1d4+5
Bonuses: +4 to strike, +3 to parry, +3 to dodge
P.P.E.: 10
Habitat: Often found in caves, dungeons, or abandoned ruins.
Enemies: Humans, elves, dwarves, and other good-aligned races
Allies: Other goblinoid creatures, ogres
Room R
This small cavern is used as a storage area for mining equipment. Various tools and supplies are scattered around the room.
Encounter: Xvart Slaves
A few xvart slaves are here, taking inventory of the supplies. They will try to flee if attacked.
Xvart Slave Stats
Attributes: IQ 7, ME 6, MA 5, PS 9, PP 12, PE 8, PB 6, Spd 10
Hit Points: 10
S.D.C.: 15
Armor Rating: 10
Natural Abilities: Nightvision 60 ft, stealth 50%, climb 60%.
Attacks per Melee: 2
Damage: Dagger 1d6, Punch 1d4
Bonuses: +1 to strike, +1 to parry, +1 to dodge
P.P.E.: 6
Habitat: Often found in caves, dungeons, or as slaves in goblinoid lairs.
Enemies: Bugbears, goblins, and other creatures that enslave them
Allies: Other xvarts
Room S
Room S is a natural cave chamber with stalactites hanging from the ceiling and stalagmites rising from the floor. The air is cool and damp, and water drips from the ceiling.
Encounter: Bugbear Patrol
A small group of bugbear warriors is patrolling this area, keeping watch for intruders.
Bugbear Patrol Stats
Attributes: IQ 10, ME 11, MA 9, PS 20, PP 14, PE 17, PB 6, Spd 12
Hit Points: 32
S.D.C.: 40
Armor Rating: 14
Natural Abilities: Nightvision 90 ft, keen hearing, stealth 60%.
Attacks per Melee: 4
Damage: Club 2d6+5, Punch 1d4+5
Bonuses: +4 to strike, +3 to parry, +3 to dodge
P.P.E.: 10
Habitat: Often found in caves, dungeons, or as patrols in goblinoid lairs.
Enemies: Humans, elves, dwarves, and other good-aligned races
Allies: Other goblinoid creatures, ogres
Room T
Room T is a junction where several tunnels converge. It is dimly lit by torches mounted on the walls.
Encounter: Xvart Scouts
A group of xvart scouts is here, preparing to explore further into the cavern network.
Xvart Scout Stats
Attributes: IQ 7, ME 6, MA 6, PS 8, PP 13, PE 8, PB 6, Spd 12
Hit Points: 8
S.D.C.: 12
Armor Rating: 8
Natural Abilities: Nightvision 60 ft, stealth 50%, climb 50%.
Attacks per Melee: 3
Damage: Short Sword 1d6, Punch 1d4
Bonuses: +1 to strike, +1 to parry, +1 to dodge
P.P.E.: 4
Habitat: Often found in caves, dungeons, or as scouts in goblinoid lairs.
Enemies: Bugbears, goblins, and other creatures that threaten their lairs
Allies: Other xvarts
Room U
Room U is a natural chamber with a large pool of water in the center. The water is clear and cold, and stalactites hang from the ceiling above.
Encounter: Giant Cave Toad
A massive cave toad lurks in the pool, waiting for prey to come near.
Giant Cave Toad Stats
Attributes: IQ 4, ME 8, MA 3, PS 30, PP 12, PE 16, PB 3, Spd 10 (Swimming: 40)
Hit Points: 60
S.D.C.: 30
Armor Rating: 8
Natural Abilities: Nightvision 40 ft, keen hearing, excellent swimmer.
Attacks per Melee: 3
Damage: Bite 2d6+4, Tongue Grab 1d6+2 (plus grapple)
Bonuses: +3 to strike, +3 to parry, +3 to dodge, +3 to roll with impact
Habitat: Large natural caves, underground rivers, and pools
Enemies: Anything it perceives as food
Allies: None
Room V
Room V is a narrow tunnel that twists and turns, making it difficult to navigate without a light source. The walls are slick with moisture.
Encounter: Cave Bats
A swarm of cave bats fills this narrow tunnel, screeching and fluttering about.
Cave Bat Swarm Stats
Attributes: IQ 2, ME 6, MA 4, PS 1, PP 16, PE 12, PB 4, Spd 12 (Flying: 36)
Hit Points: 5 per bat (average 100 bats per swarm)
S.D.C.: 1 per bat
Armor Rating: 3
Natural Abilities: Flight: 36, echolocation, nightvision 60 ft.
Attacks per Melee: 1
Damage: 1 S.D.C. per bat
Bonuses: +2 to strike
Habitat: Caves, tunnels, and other dark, enclosed spaces
Enemies: Bright lights, disturbances in their nesting areas
Allies: Other bats in the swarm
Room W
Room W is a small cavern filled with strange, phosphorescent fungi that glow softly in the dark. The air is musty and tinged with the scent of damp earth.
Encounter: Giant Centipedes
A few giant centipedes are crawling along the walls and floor of this cavern, attracted to the warmth and moisture.
Giant Centipede Stats
Attributes: IQ 2, ME 10, MA 2, PS 16, PP 14, PE 12, PB 4, Spd 6
Hit Points: 25
S.D.C.: 10
Armor Rating: 2
Natural Abilities: Nightvision 30 ft, climb 90%, poison (save vs. poison or take 1d6 damage per melee for 1d6 melees).
Attacks per Melee: 1
Damage: Bite 2d6
Bonuses: +1 to strike, +2 to dodge
Habitat: Damp caves, underground passages, and tunnels
Enemies: Disturbances in their habitat
Allies: Other giant centipedes
Room X
Room X is a narrow tunnel that leads to a dead end, where a small cache of stolen goods and treasures is hidden away.
Encounter: Hidden Treasure
The cache contains various items such as coins, jewelry, and small magical trinkets.
- Gold coins: 500
- Silver coins: 200
- Small gemstones: 3 (worth 50 gold each)
- Magic potion (unknown effect)
Cavern Y
This cavern is large and naturally formed. Stalactites hang from the ceiling, and the floor is uneven and rocky. A tunnel slopes downward, leading to the Deep Cave Level.
Encounter: Bugbear Patrol
A patrol of bugbear warriors is moving through this cavern, ensuring no slaves are attempting to escape.
Bugbear Warrior Stats
Attributes: IQ 10, ME 11, MA 9, PS 20, PP 14, PE 17, PB 6, Spd 12
Hit Points: 32
S.D.C.: 40
Armor Rating: 14
Natural Abilities: Nightvision 90 ft, keen hearing, stealth 60%.
Attacks per Melee: 4
Damage: Club 2d6+5, Punch 1d4+5
Bonuses: +4 to strike, +3 to parry, +3 to dodge
P.P.E.: 10
Habitat: Often found in caves, dungeons, or abandoned ruins.
Enemies: Humans, elves, dwarves, and other good-aligned races
Allies: Other goblinoid creatures, ogres
Room Z
Room Z is a large cavern with a high ceiling and natural columns of stone. The walls are covered with ancient cave paintings depicting scenes of hunting and rituals. There is a tunnel that leads to the bugbear village at the end of this cavern.
Encounter: Ancient Cave Guardian
An ancient guardian spirit controled by a Bugbear Shaman inhabits this cavern, protecting the tunnel from intruders.
Ancient Cave Guardian Stats
Attributes: Spirit form with no physical attributes
Hit Points: Incorporeal
S.D.C.: Incorporeal
Armor Rating: Incorporeal
Natural Abilities: Incorporeal form, ghostly presence, possession of natural elements.
Special Abilities: Illusions, fear-inducing aura, ethereal travel.
Attacks: Spiritual energy blasts, fear-inducing presence.
Habitat: Ancient burial grounds, sacred caves, and spiritual nexuses
Enemies: Desecrators of sacred spaces, those who disturb the natural balance
Allies: None
The Deep Caves
Cave AA
Cave AA is a large, natural cavern with stalactites hanging from the ceiling and stalagmites rising from the floor. The air is cool and damp, and the echoes of dripping water resonate throughout the chamber.
Encounter: Xvart Outpost
An xvart outpost is established here, with makeshift wooden structures and bonfires. Xvart warriors and slaves scurry about, engaged in various tasks.
Xvart Warrior Stats
Attributes: IQ 6, ME 5, MA 5, PS 10, PP 14, PE 12, PB 7, Spd 10
Hit Points: 20
S.D.C.: 15
Armor Rating: Leather armor (AR 10)
Natural Abilities: Nightvision 60 ft, stealth 40%, climb 50%.
Attacks per Melee: 2
Damage: Short Sword 1d6, Punch 1d4
Bonuses: +1 to strike, +1 to parry, +1 to dodge
P.P.E.: 4
Habitat: Underground caverns and tunnels
Enemies: Bugbears, humans, and other threats to their lairs
Allies: Other xvarts
Cave BB
Cave BB is a smaller chamber offshoot from Cave AA, filled with piles of rubble and ancient, half-buried artifacts. The ceiling drips with mineral-rich water, creating small puddles on the floor.
Encounter: Giant Cave Spider
A massive cave spider lurks in the shadows, waiting to ambush unsuspecting prey.
Giant Cave Spider Stats
Attributes: IQ 4, ME 8, MA 3, PS 30, PP 12, PE 16, PB 3, Spd 10 (Webbing: 24)
Hit Points: 60
S.D.C.: 30
Armor Rating: 8
Natural Abilities: Nightvision 40 ft, keen hearing, excellent climber.
Attacks per Melee: 3
Damage: Bite 2d6+4, Webbing 1d4 (plus grapple)
Bonuses: +3 to strike, +3 to parry, +3 to dodge, +3 to roll with impact
Habitat: Large natural caves, underground tunnels, and webs
Enemies: Anything it perceives as food
Allies: None
Cave CC
Cave CC is a complex of tunnels carved out by xvarts, leading towards Newhaven. The tunnels are narrow and winding, with occasional support beams and signs of recent excavation.
Encounter: Bugbear Slavers
A group of bugbear slavers oversees xvart slaves, forcing them to dig deeper into the tunnels towards their intended target, Newhaven.
Bugbear Slaver Stats
Attributes: IQ 7, ME 6, MA 5, PS 20, PP 12, PE 18, PB 4, Spd 12
Hit Points: 40
S.D.C.: 20
Armor Rating: Chainmail (AR 14)
Natural Abilities: Nightvision 90 ft, excellent tracker, climb 60%.
Attacks per Melee: 2
Damage: Battle Axe 2d6, Punch 1d6
Bonuses: +2 to strike, +2 to parry, +2 to dodge
P.P.E.: 5
Habitat: Underground caverns and tunnels, goblinoid lairs
Enemies: Elves, humans, and creatures that threaten their plans
Allies: Other bugbears
Tunnel to Newhaven
The tunnel from Cave CC leads towards Newhaven, branching off into a labyrinthine network beneath the city. This complex serves as the lair for the xvarts and their bugbear allies, who have dwelled here for centuries, plotting their invasion.
The tunnels beneath Newhaven are dark and ominous, echoing with the sounds of xvart chatter and bugbear commands.
Encounter: Lair of the Xvarts and Bugbears
The lair beneath Newhaven is a sprawling complex of tunnels and chambers, filled with xvart huts, bugbear barracks, and stolen treasures. The atmosphere is tense, as the inhabitants prepare for their impending attack on the city above.
Xvart Chieftain Stats
Attributes: IQ 9, ME 8, MA 7, PS 14, PP 16, PE 14, PB 8, Spd 12
Hit Points: 30
S.D.C.: 20
Armor Rating: Leather armor (AR 10)
Natural Abilities: Nightvision 80 ft, leadership, tactics.
Attacks per Melee: 2
Damage: Short Sword 1d6, Punch 1d4
Bonuses: +2 to strike, +2 to parry, +2 to dodge
P.P.E.: 6
Habitat: Underground lairs, city sewers, and hidden passages
Enemies: Humanoids, adventurers, and anyone who threatens their plans
Allies: Bugbears and other xvarts
Adventure Wrap-Up
After their harrowing journey through the mysterious tower now known as Alaxus's Scriptorium, the adventurers returned to Newhaven, weary but determined. They sought an audience with the Patriarch, hoping to shed light on the dark secrets they had uncovered within the ancient halls.
The Patriarch listened intently as they recounted their tale. He bids them to wait in the town until he next sends for them as he must contimplate the next moves needed to be taken.
Several days later he sends for them and goes over what he has discovered over the last days since they met. He had trusted priests and members of the congregatiopn go back to the tower and empty it of its various treasures and books. Having spent many hours going through documents and books he has discovered that the tower was once the tower of Alaxus, the enigmatic Minotaur mage whose legacy holds possible keys to many unanswered questions. The books revealed the existence of Alaxus's tomb and the origins of the powerful Sentinel Fortresses that once guardinged the Vale. The tower's library, a treasure trove of knowledge, revealed clues about the ancient hematite mine of Wyvern Falls.
The Patriarch's expression darkened with concern and contemplation. "These discoveries are grave news indeed," he murmured, his gaze piercing through the flickering candlelight. "Alaxus's Scriptorium was thought to be lost to time, its secrets buried with the ages. That you have unearthed such knowledge speaks volumes about the perils that lie ahead."
He paused, his fingers steepled in thought. "You have proven yourselves capable beyond measure, but the path ahead is fraught with danger. The Dragon's threat looms large, and the secrets of Wyvern Falls are yet untold. You must choose: to venture forth into the unknown depths in pursuit of truth and justice, or to rest here in Newhaven, regrouping before the storm breaks upon our doorstep."
The adventurers exchanged glances, their minds racing with the weight of their decision. The call of adventure tugged at their hearts, but the need for preparation whispered caution in their ears.
With resolve in their eyes, they made their choice, knowing that whatever lay ahead, their journey had only just begun.
Reward from the Patriarch
The Patriarch, impressed by their bravery and resolve, bestows upon them:
- A purse of 500 gold coins to aid in their future endeavors.
- Access to the archives of Newhaven, granting them further knowledge and resources.
- Blessings and well wishes for their safety and success.
With their reward in hand and the weight of their mission clear, the adventurers set forth once more, ready to face the challenges that awaited them.
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