a
tower
darkly
jon davis
spoor1. broken weapon
2. child bones
3. castaway helm
vii
4. green miasma
5. blood smear
6. retch
vi v
iii ii i
loot
1. 3d6 fake coins
iv viii
2. stolen banner
3. hidden grimoire
4. vial of poison
5. stiletto dagger
6. a Treasure
hooks
• The village of Rasten is
experiencing a rash of
disappearances as of late.
Mostly young folk with no sign
of a struggle or foul play.
• The Duke of Karminrot has
contracted the party to kill his
brother, the Duke of Schwarz.
The blackguard can be found in
his dark tower to the south.
• The Church of Gung has asked
that you pay a visit to the Duke
of Schwarz. His tithes are late,
a heresy most foul.
• Your path was swallowed by the
moor, leaving you to wander
this blasted landscape. A tower
darkly looms southward.
b
a c
i
ii
iii
iv
v
vi
vii
Any hex not filled in is barren
moors and blasted heath.
schwarz moor
• AII: Village of Rasten. Carpenters, toy
makers, a trading post, and beer hall.
• AIV: Gallows Hill. Constant creaking of ropes
and branches. d3 witches executed by the
Church of Gung.
• AVI: Clearcut Wastes. 3 woodcutters argue
over what could very well be the last standing
tree in this stump-strewn hellscape.
• BI: Karminrot Haus. Red and gaudy. Summer
home of the Duke of Karminrot, visiting his
brother.
• BV: Sparrow Camp. Mercenaries in the service
of the Duke of Schwarz. Easily swayed with
sufficient coin.
• BVII: The Seat of Schwarz. A tower darkly.
• CIV: Clearcut Wastes. An old witch mutters
incoherently in what used to be her isolated
hut in the woods, now easily spotted from the
road.
• CVI: Butcher’s Bay. Waves crash against the
sawtooth cliffside. Pirates from the Brotherly
Isles frequent the bay for smuggling.
and
it rose
from the desolate
middenland
a finger
of
death
i foyer
Grand entryway festooned with
stolen banners and sundered
shields. Floor trapped with
collapsing tiles that dump
unwary trespassers into Glowing
Tomb below, only the Duke and
his guards know the safe path
forward. d6 guards stand gibbering
mad, attack the party on sight.
Large double doors to the end lead
to Feasting Hall. Barricaded on
this side with stacked furniture
and dead guards. Attempting to
dismantle the barricade carefully
will take some time, otherwise it
collapses (d6 damage).
ii
feasting
hall
Massive table set for a stately
dinner. 7 dead guests are seated at
the table, one seat is empty. The
food is poisoned and kills instantly
on a failed Save, only detectable by
an assassin.
Opulent stairs wind upwards to
Gallery. Small door at the back
leads to Kitchen. Locked door
leads down to Ghoul Lair, the
Duke has the key.
iii kitchen
Dead chef lays vivisected on
a large butcher’s block. 2d6
animated knives sing through the
air and attack the party. On one
wall is the cooking hearth and atop
its mantle is a great wooden spoon,
as big as an oar.
Loose bricks at the rear of the
cooking hearth can be pried out
to reveal a reeking cesspit beyond,
the base of the privy. The privy can
easily be scaled to access Duke’s
Chamber, but not with armor on.
If taken, Greatspoon acts as a
heavy weapon and can create
meals that bestow advantage on
Saves once per day.
ivghoul lair
The Ghoul, a blubbery grey
mass of muscle and sinew,
makes what was once the Duke’s
torture chamber its home. Still
in possession of some shred of
humanity, the Ghoul took pity on
the poor children kept down here
and decided the best course of
action was to eat them alive.
Many of the Duke’s
torture devices have
been torn asunder and
repurposed as furniture.
It craves carrion above
all else, relishing long
dead flesh and gristle.
In exchange for more dead flesh,
the Ghoul will reveal the
secret door into
Glowing Tomb.
vgallery
Grandiose hall full of paintings
and statues dedicated to the Duke
and his exploits. Many exaggerate
real events, if not outright
fabricate them. d3 guards cower
behind a moth-eaten tapestry, may
be willing to work with the party if
they can promise safe passage out
of the tower.
A set of double doors hang open,
revealing Library.
The tapestry, though
damaged, depicts the
Duke and his
brother, the Duke
of Karminrot,
during happier
times. It might fetch
a pretty penny at
Karminrot Haus.
vi
wizard’s
library
What was once an immensely
valuable library of grimoires and
scrolls, is now nothing more than
heaps of shredded paper and
sullied vellum. Every book here
has been methodically defaced by
the Duke and his men, no doubt at
the request of the Church of Gung.
Though irreparable, a wizard with
several days to spare could parse
together d3 spells from the refuse.
Tucked between two bookshelves,
a spiral staircase leads up to
Duke’s Chamber.
vii
duke’s
chamber
Luxurious four-poster bed
dominates the room, the Duke
hides under the covers with a ring
of invisibility. If any of the party
nears the bed, the Duke flings the
covers their way and sprints to
the privy in an attempt to escape
through the cesspit below.
The Duke is a rogue and a
blackguard, an utter coward. He
kidnapped the children of Rasten
in an attempt to ransom them
back. But the monstrous Ghoul
dug its way into the chamber and
ate them all.
In addition to his ring of
invisibility, the Duke possesses a
Femto Black Cloak which gives its
wearer the ability to melt into pure
shadow and slink away unseen.
viii
glowing
tomb
Pure malice radiates in green
miasma from this antediluvian
grave. The old wizard that lived
in this tower had his body placed
here upon reaching lichdom, in
order to safely astral project.
Anyone that succumbs to the
miasma melts into green ooze.
Nestled in the sarcophagus
along with the lich are 3d6x100
gemstones, d3 magic scrolls, and
one random Magic Item.
If the wizard’s body is distrubed
it begins to glow pure white.
The glow increases in intensity
until it engulfs the entire tower,
transporting it and all inside to
other spaces beyond.
appendix
3 HP: blackguard. You may Test
Luck to successfully run away
from a fight. You have Advantage
on lying, cheating, and stealing.
and
it fell
from the desolate
middenland
but
its mark
would never
leave
for use with the
bastards.
system