the
Tower Hollow
Christian Sahlén
Ground floor Second floor
19
First floor
5 18
Tombs
6
�
8 20
2 3 4 �
�
7 22
�
23 S
1 �
21
Lower Tower
Basement Basement
10. Servant’s Quarters
Roof
11. Kitchen
12. Barracks
14 13. Captain’s Office 24
11 10 � 14. Linen Closet
Gaol
9 13 15. Bone Pit Vault
16. Prison Cells
�12 17. Torture Chamber � 25
Tombs 27
18. Horned Devil
19. Embalmer’s Workshop
Gaol 20. Sealed Tombs
21. Hidden Twins
26
Upper Tower �
22. Open Graves
23. Stag Queen’s Tomb
�
Ground floor
The Gate
1. Gatehouse
2. Entrance Hall
15 � Vault
24. Hidden Vault
First floor 25. Sprung Trap
�
3. Balcony 26. Dead-End
4. Grand Dining Hall 27. Fool’s Gold � 33 28
Second floor 16 The Gate
5. Guest Bedroom 28. Ritual Chamber
6. Bats! S 29. Cannibal Hall �
7. Wizard’s Chamber 30. Meat Locker
8. Master Bedroom 17 31. Alchemy Lab 31 29
Roof 32. Library 32 � S 30
9. Outdoor Ritual Site 33. Gate to Infernal Hells �
�
the Tower Hollow
Writing by Christian Sahlén
Cartography by Niklas Wistedt
Proofreading by Fredrik Jarl
Art from the public domain
www.stockholmkartell.com @paths.peculiar
@stockholmkartell
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Introduction
In Hoia Forest stands the ruins of Over the last century the gate has
Rumours
Everyone in the area, including the
Ravenfeather Tower, both the ruin been active, ripping out parts of other player characters, has heard vague
and the tower are known to be cursed realities and placing them in our rumours of the abandoned tower and
and haunted. Legends of monsters world. Every now and then a spirit or about great treasures within. But also
and demons stalking the area have demon comes through, some to be about monsters in the tower and the
always been told here, but more so eaten by the cult, others to escape haunted forest around it.
the last 100 years after the tower was into the forest, adding to the stories
suddenly abandoned. of hauntings and what may be found In the villages surrounding the
inside Ravenfeather Tower. forest, locals can also tell them a few
It was, it is said, built 300 years ago, on of the rumours from the table below:
top of a bottomless pit, part of a grand
project to explore the depths and at the Running the module
same time serve as a keep for the local The Hoia Forest is a real forest in
lord. A gate to an infernal hell was dis‐ Transylvania, famous for being D12 Rumours
covered down there and magicians were haunted. The twisted and bent trees 1 Screams of pain and terror can be heard from the tower at night. All who enter will be
recruited to study the portal. Through that grow there are said to be the captured and forever tortured in the windowless halls at the top of the tower. (False)
their experiments a living corruption result of hauntings. Do yourself a
started to spread through the tower. favour and do an image search for 2 An evil necromancer locked Prince Stelian in the kingdom of death. Surely the prince
Reality, space, time, and the minds of some inspiration. If you don’t want to would reward his saviours with riches beyond their wildest dreams. (Mostly false)
everyone near began to warp and twist. set the adventure in the real world, it
should be easy enough to place it 3 The lord who ruled this area was betrayed and thrown into his own dungeon, he is still
For a long time this corruption went somewhere in your own campaign there, kept alive by infernal magic. (True)
by unnoticed, it hid by forcing the world without any major changes. 4 Prince Stelian’s house has always been vampires, why else would the tower have so
minds of everyone near to ignore the few windows? He was defeated by an unknown hero, but never truly slain. He may rise
subtle changes to the environment. The parts of the tower below ground again to seek revenge on all of humanity. (False)
But 100 years ago, during the rule of is a place where reality has been
Prince Stelian, the corruption made corrupted. The players should 5 A demon prince rules a vast underground kingdom and the tower basement is the only
its move. The prince’s advisor and experience increasingly weird and entrance to it. Horrible demons guard the gate below. (False)
chief magician Toma betrayed his strange things the further down the
lord. He imprisoned the former ruler party ventures. Referees should keep 6 The tower was abandoned due to its horrible architectural design and structural
to gain unregulated access to the gate this in mind and add further weird integrity, the only danger there is that it may collapse at any time. (False)
and its power, only to be betrayed details that challenge the players’ 7 One lone thief managed to enter the tower and come back alive, he claimed the tower
himself, by a cult that had infiltrated perceptions based on what the party was mostly empty but some impenetrable locks had blocked his path. (Partly true)
the lower ranks of his adepts. does and what they investigate. Just
when they think something makes 8 A portal to hell is somewhere in the tower and demons enter our world through it. The
Led by the warlock Claudia, the cult sense, show them how it doesn’t. gate is also corrupting everything around it. (True)
managed to develop rituals that could
transfer infernal energy from the gate Finally, the adventure assumes a silver 9 Powerful warlocks and witches have used the ruin as a place for infernal rituals, great
to their bodies. They used the power coin standard and an unarmoured AC magic has been unleashed here and ripped reality apart. (Mostly true)
for experimenting with flesh-crafting, of 10, adjust accordingly. You should 10 The entire tower is a great treasure vault, kingdoms could be funded with the gold in
shaping prisoners into beasts. When also add a plus or three to the magic there, or destroyed with the powerful magic weapons inside. (Mostly false)
they ran out of prisoners they began items in this module if such items are
working on themselves. Soon they common in your campaign. 11 At night the willows around the tower come alive and will eat a sleeping man. (False?)
were transformed into beasts with a
12 Toma, the court magician and advisor to the last prince, had several spell books with
taste for flesh.
powerful spells of his own design. (True)
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The Tower Upper Tower First floor
Ravenfeather tower stands 100’ tall The tower above ground is almost
among bent and gnarly willows, empty. It’s decayed, dusty and quiet.
twisted as if they are trying to move If the party decides to go up first, it’s
away from the tower. A well filled
with branches and leaves is found 20’
an excellent mood-setter for the
weirdness to come, but only if you
3 4
from the gatehouse. allow it to take some time. �
The tower itself is almost monolithic, Ground floor
built from irregular grey stones now 3. Balcony
covered in green moss. A wooden ♦ Rickety and windy balcony full of
section protruding from the tower’s bird feathers. Door recently
west side features the building’s only removed, leaning towards the
windows, most of them appear to be wall.
broken. ♦ Reeks of bird shit.
The stairs are a main feature of the
2 ♦ Flakes of paint and coloured glass
shards speak of its former beauty
tower. They are divided into 10’ long � and grandeur.
and 5’ tall sections with a 10’ flat � Rickety window frames—2 in 6
platform in-between. Since there are 1 chance for the boards around the
stairs between doors and rooms on windows to break if anything
each mapped floor, the rooms of a heavier than a grown man tries to
floor are actually on different heights. 1. Gatehouse climb a rope attached here.
♦ Large iron gates recently broken
Below the Basement the stair is into, right door slightly ajar, 4. Grand Dining Hall
circling downwards with a pitch black portcullis sawed open behind it. ♦ Stuck iron door with traces of
bottomless pit in the middle. There ♦ Smells of rust and old leaves. recent but failed break-in
are no walls between the staircase ♦ Empty weapon rack, rotten attempts.
and the pit. What happens if wardrobe with moth eaten furs, ♦ Grand U-shaped table, cabinets in
someone falls down the pit is left up murder holes in ceiling. corners. Heraldic shields with a
to each referee, but a suggestion is to � Alarm trap, a string tied between raven crest mounted on walls.
have the character falling for hours, the right door and a pile of plates ♦ The air tastes of dust and cobwebs.
only to appear on the floor below, and cutlery, creating noise that � Silverware worth 400 sp locked in
with 1d6 new corruptions (p. 20). echoes in the entrance hall inside. a cabinet. Bottles of wine turned
to vinegar in another.
The tower was abandoned about a 2. Entrance Hall
H
century ago and has been mostly left ♦ Ruined and abandoned, dirt
undisturbed since. The major covered floors, three rusty
exception to this is the recent break-in braziers, two iron doors.
by the crusaders currently hiding in ♦ Smells of musk and mould.
the Basement Servant’s Quarters. ♦ Long collapsed wooden stairwell
to ledge over gatehouse.
Icons used in descriptions ♦ Left door to stairwell violently
� Creature broken into, looks recent.
� Key
� Secret
� Treasure
� Trap
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Second floor Roof
7. Wizard’s Chamber
♦ Well kept, abandoned but not
5 ruined. Well made furniture.
♦ Smells like dust and old books.
6
�
8 ♦ Floorboards in bad shape. Locked
cabinet in south east corner.
7
� Floor in front of the cabinet is
rotted through. 1 in 6 cumulative
9
� risk per person standing here for
boards to collapse and everyone 9. Outdoor Ritual Site
5. Guest Bedroom nearby saves vs dragon breath & ♦ Locked door, key found in a pile of
♦ Broken furniture covered in explosion or fall down to the ground guano in the Guest Bedroom.
feathers and piles of guano. outside and take 6d6 damage. ♦ Leaves in corners, old bird nests
♦ It stinks and the floor creaks. � Six tomes on demonology and hell in crenellations. Magnificent view
♦ Faint traces of ruined decorations worth 250 sp each. A locked and of the forest.
of the finest sort. trapped spell book with two ♦ Weather-worn magic circle
� Key to the Roof in a pile of guano. random level 2 spells, one level 3 painted on the roof terrace floor.
spell and In My Darkest Glory (p. 25). � A magic-user who carefully studies
� If the lock on the spell book is the circle will find that it is broken
broken or unlocked without a key and most likely not safe to use.
anyone holding the book needs to
save vs spell & curse or be cursed
and have their maximum hp
halved permanently. Further‐
more, everyone within 30’ should
save vs wand & device or forever see
the pages of the book as blank.
6. Bats! 8. Master Bedroom
♦ Bat drawing scratched into door. ♦ Door broken down, cabinets and
� Colony of bats will fly out into wardrobes open and empty.
stairwell when the door opens. ♦ 15’ by 10’ landscape painting
Everyone near the door save vs mounted on wall.
paralysis & stone or be pushed ♦ Fancy furniture, this room used to
down the stairs for 1d6 damage. be a grand display of wealth.
♦ The stench of animals can be felt � The painted landscape is dark and
and almost seen. eerie, possibly a depiction of hell.
♦ Guano covers floor, rubble, walls. It is worth between 500–2,500 sp
depending on buyer.
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Lower Tower 11. Kitchen 13. Captain’s Office
The true weirdness begins in the The Crusaders ♦ 2’ of dead insects, mostly beetles, ♦ Locked, key nowhere to be found.
underground parts of the tower and The three crusaders Baldith, Craita cover the ground and benches. ♦ The bed shows sign of recent use.
it intensifies the further down the and Petre, part of a religious sect ♦ Complete silence. ♦ Large cupboard with chainmail,
party goes. Reality here has merged called The White Circle, came to the ♦ Abandoned and empty kitchen. several swords and halberds.
with or been corrupted by other tower a few days ago to cleanse it of � Silver pendant, worth 750 sp in a
dimensions. Parts of those evil. They soon had to flee from the 12. Barracks lockbox found in a desk drawer.
dimensions have been pulled into this Monster and have been hiding in ♦ Door sealed with an iron bar. � The key to the lockbox is hidden in
one by the gate further down. Make this room since. They can be heard ♦ Sounds of barking and aggressive a compartment in a bedpost.
the characters, and their players, feel whispering through the door. pacing coming through the door.
the hostility and weirdness down ♦ Musky and mouldy bunk beds and 14. Linen Closet
here. They are not welcome. Desperate and prone to acting personal lockers with old and ♦ Large dusty storage.
erratically, their actions will depend wasted common belongings. ♦ Linen, soap and cleaning utensils.
Each floor below has some common on how they are met and treated. � Six possessed guards. ♦ Untouched for decennia.
traits that are described at the They may for example try to use the
beginning of each section. party as bait or distraction as they get The Guards
out, or feel indebted and help those Guardsmen possessed by lesser idiot
who came to their aid. demons. White eyes, greenish skin,
Basement large yellow claws. They wear torn
♦ Large grey blocks of stone make They are able to warn the characters chainmail and tabards with raven
up the basement floor. of the hulking beast that roams the crests. Let out unnatural screams and
♦ The air is cold and still. floor below, and that fiendish beasts the smell of fire and brimstone when
♦ Insects burrowing and scattering have been sealed inside the barracks. slain.
can be heard but never seen.
Baldith—Devout and proud cleric 4HD, AC14, 2AT: Claws 1d6,
6HD, AC17, Holy Mace 1d8 (+1 vs MV120/40, ML9. Healed by fire, takes
undead and demons), MV90/30, ML7. double damage from all things holy.
14 Can cast Cure Light Wounds, Hold
11 10 � Person, & Continual Light.
� Potion of Cure Disease, holy
symbol with sapphires worth 800
13 sp.
� 12 Craita—Filled with doubt and lusts
for power
6HD, AC16, Zweihänder 1d10+1,
MV90/30, ML6. Can cast Bless, Cause
10. Servant’s Quarters Fear, Inflict Light Wounds, & Silence.
♦ North door smashed to pieces, � Scroll of Remove Curse, jewellery
bunk beds inside destroyed. looted from the master bedroom
Something large and violent worth 2,500 sp.
recently passed through.
♦ Smells of sweat and urine. Petre—Scarred and silent defender
♦ East door heavily barred from the 7HD, AC17, Longsword 1d8+1,
inside, faint whispers can be MV90/30, ML8.
heard coming from the other side. � Potion of Cure Light Wounds and a
� Three crusaders are hiding behind poetry book worth thousands of
the barred door. silver in income if published.
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� Items in the Bone Pit, each
Gaol D12
item can only be found once The Prisoner
♦ The stairs from the Skin and bones dressed in rags and a
15 �
Basement go on for 1d4 full 1–6 Worthless trinket. black raven skull helmet locked onto his
rotations without diversions 7 Small lockbox rusted shut, inside head. Broken mentally and physically,
before reaching the Gaol. are three teeth made from ivory, speaks in quiet moans and gasps.
♦ During the descent the �
ebony, and gold. 500 sp total.
stairwell’s inner walls This is Toma the Wizard, initially
disappear, revealing the
bottomless pit in the centre.
16 8 Curved obsidian knife, very sharp
(1d8 dmg), shatters on a natural 1.
scared and suspicious of everyone.
He will avoid giving proper answers
♦ The Gaol is built from red to any questions until he figures out
9 Black meteorite prosthetic eye
bricks covered in soot. S engraved with runes. Can cast
how he can use the party to escape.
♦ Faint screams of pain can be
heard, but always from 17 Detect Magic twice a day and can
dispel any illusion once a day. Must
1HD, AC10, no attacks, MV30/10, ML–.
around the corner, below the � Helmet, Armour of the Raven.
floor or behind a wall. be placed in a hollow eye socket. If he’s given water, food and a safe
♦ Magic-users can sense traces 10 Locket with two silver coins, each place to rest outside the tower he will
of ancient and powerful marked with a river on one side begin to recover. He will be more than
magic as the hair on their and a skull on the other. Any ghost happy to manipulate the characters to
bodies stand on end. 15. Bone pit or spirit given these coins can recover his own or other mages’ spell
♦ The Monster roams this floor, ♦ Door from stairs locked. safely pass on to the afterlife. books and start to plot his revenge on
randomise its current location. ♦ Skeletons lie in thick black and Claudia and the cult. Once that is
red substance that fill the pit. 11 A sawtooth greatsword made from done, he can be used as a catalyst for
The Monster ♦ Smells of tar and rot. a single piece of bone. Surprisingly other adventures, either as a patron or
Hulking man-thing standing 8’ tall. ♦ Chipped and stained wooden durable, inflicts 1d12 damage and as a new threat/big bad.
Metal cage nailed into skull partly block, worn executioner’s axe. an additional 1d4 if the target is not
covers the once human face. Rusty ♦ The skeletons have horns, fangs wearing any armour. Suggested stats after 1 week of rest
chain with spikes attached to right and other features indicating 3HD, AC12, Dagger 1d4, MV90/30, ML7.
12 Wooden spoon inscribed with
shoulder. Beetles crawl across its their otherworldly origin. Can cast Charm Person, Enlarge, Forget.
unfamiliar symbols. A spell cast as
body, nesting in hollow eye sockets. � Save vs death & poison each turn
the spoon is broken in two is
someone searches the Bone Pit or After 1 month
greatly enhanced. Max damage,
This used to be Prince Stelian but be infected with Bone Beetles, an 9HD, AC14, Rapier 1d6+1 or Darts 1d4,
extended duration, no save, or
has been forever changed by flesh- infernal parasite that eats bone MV120/40, ML9. Can cast Charm Person,
similar, the referee decides details
crafting experiments and torture. marrow and lays eggs inside the Enlarge, Magic Missile, Forget, Invisibility,
depending on the spell cast.
victim’s bones. -1 strength, dex‐ Mirror Image, Hold Person, Meteor Shower,
12HD, AC13, 3AT Ragefire Branding terity, and constitution upon in‐ In My Darkest Glory (p. 25).
Iron 1d12, Pummel 1d8, Spiked Chain fection, further -1d10 the follow‐ 16. Prison Cells
1d6 to all within 15’, MV90/30, ML9. ing day. A week after infection 1” ♦ Rusted and deserted.
Immune to mind-affecting spells. beetles gnaw their way out, deal‐ ♦ Cells with burnt skeletons. Chains 17. Torture Chamber
Burning blood burst from its veins ing 3d10 points of damage. Can be and bars almost rusted through. ♦ Stained and rusted metal tools of
each round it is hit for more than 10 removed with Cure Disease, Remove ♦ Soot and ash hang in the air. torture hang along the walls.
points of damage, it deals 1d6 damage Curse, or an Exorcism ritual. � Door to bone pit hangs ajar, ♦ Well used rack and an iron
to all within melee range, save vs � 1 in 6 risk for 1d6+2 Possessed unless special care is taken the maiden built for pouring victim’s
dragon breath & explosion for half. Guards to show up every turn. scraping sound of opening the own blood over them.
� Ragefire Branding Iron (p. 24). � Roll on the table opposite each door will alert the Monster. ♦ Glass jars with almost liquidised
� Key for The Prisoner’s chains. turn someone searches the pit. � Hatch under a pile of chains leads body parts.
down to the Sealed Tombs. � Keys to The Prisoner’s cell and
� The Prisoner is chained to the the Bone Pit hang among the
wall in a locked cell, almost dead. tools.
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Tombs
♦ 1d6 full stair rotations without 19. Embalmer’s Workshop
diversions. ♦ Combined storage and workshop,
♦ Dark green blocks of salt stone shelves with urns.
replace the bricks. Some have ♦ Pungent, irritating odour of
carved pictures of beetles or towers. formaldehyde and soap.
♦ Cool, dry air perfectly still. ♦ Urns contain organs, some
♦ Clerics feel a pressure on their strange, of eight creatures.
skull, like the natural order of the � Silver embalming tools, 350 sp.
world is under threat.
♦ The sarcophagi found here are 20. Sealed Tombs
made from single blocks of salt ♦ Thrice barred and locked door.
stone. Lids are heavy and multiple ♦ Stalactites and stalagmites of salt.
people and/or tools are required ♦ Towers of alien architecture
to get them open. carved on the walls.
♦ Humanoids with large beaks
18. Horned Devil buried in the sarcophagi. 21. Hidden Twins 23. Stag Queen’s Tomb
♦ Eerie glowing sarcophagus. � Shaft hidden among stalactites � An easily spotted but hard to ♦ Shining silver sarcophagus.
♦ Reliefs of horned beetles cover lead to a cell in the prison cells. move 5’ block of salt stone needs Ornate stag beetles on lid, no
every wall. � Gold torc with opals on the left to be pushed aside to gain other decorations in the room.
♦ Quiet, smells of salt water. mummy, worth 2,000 sp. entrance to this tomb. � Sarcophagus in silver, worth
♦ Mummified humanoid with large � Chest piece, Armour of the Raven, ♦ An unnatural darkness seem to 15,000 sp but is a difficult
horns in sarcophagus. among stalagmites. swallow almost all light inside. challenge to get out of here.
� Two long, black and moist talons ♦ Large sarcophagus with dual- � The Stag’s Husk (p. 24) on the
in the right sarcophagus can be headed scarab engraved into the mummy in the sarcophagus.
made into venomous daggers by a incredibly heavy lid. � Disturbing the corpse summons
skilled craftsman. ♦ Corpse of siamese twins with and enrages her ghost.
large fangs in the coffin.
� The twins are buried with the two The Stag Queen
rapiers of Vira and Vari (p. 24). Pale white ghost of a fierce woman
wearing the Stag’s Husk without the
19 22. Open Graves helmet. Angered by grave robbers
♦ Door broken down, lids to the disturbing her peace. Cannot leave
sarcophagi smashed. the west tombs unless her body or
18 ♦ Putrid, rotten odour leaks out sarcophagus is moved outside the
into stairwell. same halls.
20 ♦ Giant carving of a stag beetle on
wall opposite the entrance. 10HD, AC11, Ghost Grip 1d8,
�
♦ One mummy crushed by the MV150/50, ML–. Victims of Ghost
22 broken lid, the other sarcophagus Grip have to save vs paralysis & stone or
23 S filled with mummy soup-liquid lose their next action.
mixed with the dissolved corpse. Every 1d4 rounds she lets out a high
� Secret door to the Stag Queen’s pitched screech that deals 1d6
Tomb is opened by tracing the damage to everyone within 30’, save vs
21 carved beetle with a finger. spell & curse for half.
50% chance of ignoring any damage
from a non magical source.
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Vault
♦ 1d8 laps of empty stairs before the 24. Hidden Vault
walls turn into 10 by 10” uneven � Water trickling down this wall
and cracked tiles in different disappears into the cracks of the 25. Sprung Trap
shades of yellow. secret door here. It can be opened ♦ A large block of stone has fallen
♦ Water trickling down the walls, by pressing three distinctively from the ceiling. 27. Fool’s Gold
dripping down into the pit. darker tiles in order of their ♦ Metal door barely visible behind ♦ Short corridor that ends in a door.
♦ Distant sounds of tiles cracking. shades, from dark to light. Each the debris. The door is false and ♦ Abundance of faintly glittering
failed try triggers the trap. leads nowhere. treasure in the room to the south.
� On a failed attempt to open the � Crushed backpack under debris, ♦ The treasure is just painted wood
secret door water starts to fill the 400 sp in coins dated 75 years in and glass baubles. Wooden
room behind the door. Once the the future. weapons with faded paints, like
door finally opens, the water will toys for adults.
24 flood out, taking treasure and � Pressure plate in front of the false
people with it down the pit. The 26. Dead-End door triggers a block of stone
effect gets worse for each failure as ♦ Empty corridor ends in a puddle from the ceiling. All within 10’
described in the table below. of water and a rusty metal door. take 3d6 damage, save vs dragon
� The vault contains a big hoard, ♦ Metallic aroma. breath & explosions for half.
� 25 but much of it may be flushed
down the pit depending on how
♦ Only wall behind the door.
� Falling block of stone crushes
� Gauntlets, Armour of the Raven,
is the only real treasure in the pile
27 many attempts it took to get the anyone within 10’ of the door for of fakes.
door open. See table below. 3d6 if attempts are made to open
it. Save vs dragon breath & explosions
26 for half damage.
�
Tries Effect
1 All standing within 10’ from the door save vs dragon breath & explosions or take 1d6
damage and be knocked prone. Those next to the pit are also flushed down.
All treasure remains: gems worth 3,000 sp, magical ring granting the wearer the
ability to cast Mount once per day, claymore set with rubies worth 3,500 sp, Coins of
unknown origin totalling 600 gp and 2,500 sp.
2 As 1, except all within 15’ are affected and dmg taken is 2d6.
Treasure as 1 except 50% of the gems and coins are lost.
3 Everyone within 20’ takes 3d6 damage, save for half damage. Those who fail the
save are pushed into the pit.
75% of the gems and coins and the ring are lost.
4 As 3, except damage taken is 4d6.
Only the claymore remains.
5 The door explodes due to the pressure, as 3 except 6d6 damage.
All treasure is lost.
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The Gate
♦ 1d12 empty stair rotations ♦ Any cleric casting spells on this
between the Vault and the Gate. floor needs to save vs spell & curse
♦ Smooth grey marble covered in
green lichen make up the level.
or become nauseous the following
round, suffer disadvantage on � 33 28
♦ The stairs end abruptly, the pit attack rolls and other physical
seems to continue forever. actions.
♦ A sticky smell of rot fills the air and ♦ Every cast magic-user spell have a �
screams from unknown creatures 2 in 6 risk of being empowered to
can be heard but their source can maximum possible effect (damage, 31 29
never be located.
♦ The temperature shifts between
duration, etc). When this occurs
the magic-user has to save vs wand
32 � S 30
freezing and sweat-inducing from & device or be corrupted according �
one step to the next. to the table below. On a successful
♦ The corruption from the gate can save the corruption instead affects
be felt by everyone as a prickling the person standing closest to the
sensation upon their skin. magic-user. The Cultists
Heavy hooded robes hide their
28. Ritual Chamber corrupted and demonic features.
♦ Magic circle on the ground. Fresh Once human and ambitious, they are
d12 Permanent Corruptions candles and incense. now without sense of purpose and
♦ Fell the fell raven written with highly erratic and quick to change
1 Nails and teeth blacken, harden and never stop bleeding lard on the northern wall. their minds. They communicates
2 Irises turn a pale, milky white and glow in the dark
♦ The magic circle is an improved using broken sentences and respond
version of the one on the roof. to threats with relentless violence.
3 Ears grow and become bat-like, a painful tinnitus starts to develop
29. Cannibal Hall 5HD, AC11,Dagger, claw, bite, or
4 Ram horns start to grow from the temples, they will keep growing for as long as the ♦ Dirty and disgusting table set horns 1d6, MV120/40, ML10. Every 1d4
corrupted person is alive with plates that have not been rounds the cultist can leap up to 30’
5 Skin hardens and turns grey with a bark-like texture washed in years. and strike a target for 2d6 damage.
♦ Rotting leftovers thrown on the � One cultist carries the key to The
6 Sharp fangs replace all teeth, raw meat is now the only thing that gives sustenance floor. Prisoner’s helmet.
♦ Blackened tapestries on the walls.
7 Tongue splits in two, like the forked tongue of a serpent, the character now speaks � Five Corrupted Cultists.
with a heavy lisp � 500 sp of silverware spread around 30. Meat Locker
8 Constantly sweats soot and ash the room, easily mistaken for ♦ Horrible stench and sight.
worthless tin under all the grime. ♦ Butchered humanoids of different
9 Feathered antennae grow out of the cheekbones, a sharp and painful electric shock � Door to the alchemy lab hidden shapes and origins.
is sent through the entire body whenever the antennae touch something under a tapestry.
31. Alchemy Lab
10 Bone in the shape of a tall crown painfully tear apart the skin on the corrupted’s scalp ♦ Long forgotten and unused,
11 Hair turns white and seems to float on invisible winds in the air empty bottles line shelves.
♦ Notebooks with mad ravings on
12 Midnight blue husk like that of a beetle start to appear over torso and head flesh-crafting.
� Various alchemical gear, 2,500 sp.
� A dusty notebook with
instructions for A Ritual to Learn
Most Secrets (p. 25).
0+++++++- 20 +-++++++) 0+++++++- 21 +-++++++)
32. Library 33. Gate to Infernal Hells
♦ Dead raven engraved on the door. ♦ Church-like portal with a void like
� Unless the phrase Fell the fell the night sky inside.
raven is spoken as the door is ♦ Flakes of ash hang still in the air.
opened a 30’ fog cloud appears ♦ All sounds are muffled.
centred on the door. All melee ♦ Any act of violence in this room,
attacks are made with dis- either aimed at a living creature or
advantage and all ranged attacks an object, will temporarily activate
miss when fighting in the fog. the portal and there is a 50% chance
♦ Pile of furs on the ground, like a a lesser infernal creature comes
bed for a large dog. through. Everyone in the room will
♦ Smells like a rotting forest. also have to save vs wand & device to
♦ Most books are mouldy, avoid suffering a corruption.
unreadable and written in ♦ The gate leads to a hell or other
unknown languages. miserable plane of the referee’s
� Claudia, the second betrayer. design or choosing, should
� Spell book with seven random someone try to enter the gate
spells of level 1–4. when it is active.
� 5 tomes of arcane power transfer ♦ At least 50 points of damage is
and flesh-crafting worth 800 sp. required to destroy the gate if
� Leg plates, Armour of the Raven. pure violent force is used.
The Second Betrayer Lesser Infernal Creature
Claudia has skin like ashen bark with Beetle-men, maggots with bat wings,
green lichen growing in the cracks. She imps, hellhounds, or other more
wears a red and gold dress with a silken imaginative creatures.
collar blackened from dirt. A bronze
khopesh hangs from her black sash. 1–4HD, AC12, 1 or 2AT claw, bite,
horn, or weapon 1d6, MV120/40, ML6.
She is insane, rambling and hungry. They are immune to fire, but take
double damage from silver, holy
10HD, AC15, Khopesh of the Bark- items, and divine magic.
Wytch 1d8, MV150/50, ML10.
Can cast 2×Faerie Fire, 2×Magic Missile,
Invisibility, 2×Mirror Image, Haste,
2×Dispel Magic, Confusion, Protection
from Normal Weapons, Wall of Fire.
Whenever the khopesh hits for 6 or
more damage, a random memorised
spell may immediately be cast.
0+++++++- 22 +-++++++) 0+++++++- 23 +-++++++)
Artefacts
Ragefire Branding Iron
Magic
A Ritual to Learn Most Secrets
Used by The Monster The notebook found in the Alchemy In My Darkest Glory
Forever white-hot and needs leather Lab describes a ritual which a magic- A Level 3 spell for Magic-Users
gloves to be handled. Inflicts 1d12 user easily can identify as a summon‐
points of damage but on any natural 1 ing ritual. The ritual requires a magic You turn one target black like a night
it burns through the wielder’s gloves circle, candles, incense, chanting and a sky full of stars. For 1 round per
and they take 1d6 points of damage blood sacrifice in the presence of stars. caster level the target has a base AC
per round the iron is in their hands. of 15 and can attack twice per round
If the ritual is carried out it will ignoring any armour the defender is
Armour of the Raven The Stag’s Husk summon Duke Eligos, a grand duke wearing, dealing either 1d6 damage
Helmet on The Prisoner In 23. Stag Queen’s Tomb of hell who knows of future wars, how unarmed or roll weapon damage with
Chest piece in 20. Sealed Tombs This set of plate armour is engraved soldiers should meet and where most advantage. When the spell ends the
Gauntlets in 27. Fool’s Gold with beetles that start to move when hidden things can be found. He covets to target suffers 1d6+level points of
Leg plates in 32. Library the armour is worn. It provides the know the location of more secret and damage.
This plate armour is painted black wearer one more AC than a regular hidden things. He may be willing to
and is engraved with feathers, the plate but is cursed—anyone who tries trade secrets for other secrets if he is
helmet is shaped like a raven’s head. to heal the wearer of this armour is summoned and bargained with.
If all four pieces are worn the armour attacked by the beetles, causing as
grants the ability to predict an much damage as the spell would have Summoning demons is never safe,
opponent's next move once a day, healed the wearer for the first round and if the magic circle on the Roof is
effectively granting its wearer +8 AC and if a save vs wand & device fails half used for this ritual the Duke will
and attack for the next two rounds. that the following round. realise he is free to go as he pleases
after a few rounds.
Rapiers of Vira and Vari Khopesh of the Bark-Wytch The magic circle in the ritual chamber
Keys
In 21. Hidden Twins Used by The Second Betrayer can be safely used if stars are
Two beautiful and magical swords A bronze sickle-sword with a grip somehow brought into the chamber,
seemingly made from glass, one black made from demon-skin. It deals 1d8 for example by using the spell In My
as soot, the other white as milk. They damage and whenever the damage Darkest Glory (p. 25).
deal 1d10 damage and if they are roll is 6 or higher a random Lock Key
dual-wielded they grant the user 1 memorised spell may immediately be The Gate provides an excellent source Roof Guest Bedroom
extra attack every second round. If cast targeting either the wielder or of starlight but also an abundance of
separated they turn against the users the target of the blow. infernal energies. Performing the ritual Captain’s Office Lost
by inflicting 1d6 damage to them next to the Gate will empower Duke
Captain’s Lockbox Captain’s Office
every time an attack misses. Eligos. He will appear riding on his
six-eyed and bat-winged black steed Prisoner’s Cell Torture Chamber
Cedu-Barra and an army of demons
and devils will pour through as he eas‐ Prisoner’s Chains The Monster
ily breaks any protective circle and
Prisoner’s Cultist in Cannibal
opens the Gate to Infernal Hells.
Helmet Hall
All other details of the Duke, the Bone Pit Torture Chamber
ritual and its consequences are left to
the referee to decide. Sealed Tombs Lost
0+++++++- 24 +-++++++) 0+++++++- 25 +-++++++)
Creatures
The Crusaders The Stag Queen
Panicking paladins hiding in 10. Armoured and angry ghost in 23. Stag
Servant’s Quarters/Basement Queen’s Tomb/Tombs The Second Betrayer/Claudia
10HD, AC11, Ghost Grip 1d8, Insane and hungry Bark-Wytch in 32.
Baldith MV150/50, ML–. Library/Gate
6HD, AC17, Holy Mace 1d8 (+1 vs Targets of Ghost Grip have to save vs 10HD, AC15, Khopesh of the Bark-
undead and demons), MV90/30, ML7. paralysis & stone or lose their next Wytch 1d8, MV150/50, ML10.
Cure Light Wounds, Hold Person, & action. 2×Faerie Fire, 2×Magic Missile,
Continual Light Every 1d4 rounds she lets out a high Invisibility, 2×Mirror Image, Haste,
� Potion of Cure Disease, holy symbol pitched screech that deals 1d6 damage 2×Dispel Magic, Confusion, Protection
with sapphires worth 800 sp. to everyone within 30’, save vs spell & from Normal Weapons, Wall of Fire.
Craita curse for half. Whenever the Khopesh hits for 6 or
6HD, AC16, Zweihänder 1d10+1, The Monster/Prince Stelian 50% chance of ignoring any damage more damage, a random memorised
MV90/30, ML6. Hulking parody of a man roaming the Gaol from a non magical source. spell may immediately be cast.
Bless, Cause Fear, Inflict Light Wounds, & 12HD, AC13, 3AT Ragefire Branding
Silence Iron 1d12, Pummel 1d8, Spiked Chain The Cultists
� Scroll of Remove Curse, jewellery 1d6 to all within 15’, MV90/30, ML9. Mad hooded cannibals in 29. Cannibal Lesser Infernal Creature
looted from the master bedroom Immune to mind-affecting spells. Hall/Gate Lesser beings of different shapes from 33.
worth 2,500 sp. Burning blood burst from its veins 5HD, AC11,Dagger, claw, bite, or Gate to Infernal Hells
Petre each round it is hit for more than 10 horns 1d6, MV120/40, ML10. 1–4HD, AC12, 1 or 2AT claw, bite,
7HD, AC17, Longsword 1d8+1, points of damage, it deals 1d6 damage Every 1d4 rounds the cultist can leap horn, or weapon 1d6, MV120/40, ML6.
MV90/30, ML8. to all within melee range, save vs dragon 30’ and strike a target for 2d6 damage. They are immune to fire, but take
� Potion of Cure Light Wounds and breath & explosion for half. � One carries the key to The double damage from silver, holy
a poetry book worth thousands of � Ragefire Branding Iron. Prisoner’s helmet. items, and divine magic.
silver in income if published. � Key for The Prisoner’s chains.
The Guards
Possessed by idiot demons in 12. The Prisoner/Toma the Wizard
Barracks/Basement and possibly in Mentally and physically broken captive in
15. Bone Pit/Gaol 16. Prison Cells/Gaol
4HD, AC14, 2AT: Claws 1d6, 1HD, AC10, no attacks, MV30/10, ML–.
MV120/40, ML9. � Helmet, Armour of the Raven.
Healed by fire, takes double damage
from all things holy. After 1 week
3HD, AC12, Dagger 1d4, MV90/30, ML7.
Charm Person, Enlarge, Forget.
After 1 month
9HD, AC14, Rapier 1d6+1 or Darts 1d4,
MV120/40, ML9.
As above plus Magic Missile, Invisibility,
Mirror Image, Hold Person, Meteor
Shower, In My Darkest Glory.
Deep in a haunted forest stands the abandoned Ravenfeather Tower. Strange
to behold, but stranger still are the tales of curses, a bottomless pit, and
stories of betrayal. Stories that nearby villagers eagerly tell whenever
travellers ask about the windowless pillar of stone.
The Tower Hollow is an adventure for SKR and other old school games
compatible with the best versions of the original RPG. It is written by
Christian Sahlén from Stockholm Kartell and features maps by Niklas
Wistedt aka Paths Peculiar.
It is suitable for 3–6 characters of levels 4–6.