The Dark Tower
How to run the adventure:
Compile rules into a packet for session 0
IDEAS FOR HOOKS
Harried for adventuring services by a noble, all the PCs are put on a job together delivering stock goods on a
caravan that foolishly travels through Redmoon Pass. Maybe this comes at the end of a level 1 to level 3
campaign.
Notes on chapter 1
Be prepared to adjust encounters on the fly or encourage players to flee. Mitra and Set are not gods, Mitra is a
Saint at most and Set is a Powerful Demon.
The original village is buried, Mitra's curse was originally founded as a town od treasure seekers. Acolytes and
true believers still call it Mitra's fist. There is a Shrine in this village, built by the faithful to make sure any relics
recovered remained their own.
Rumors
D4 roll                                                       # of Rumors
1                                                             1
2                                                             2
3                                                             3
4                                                             0
Each NPC also gets these rumors DC 10 Charisma check or an outright bribe of 1 GP, or a drink could also
garner information.
F Denotes false information, but on an NPC an ‘L’ denotes that they are aware of the falsehood DC 10 INT to
detect deception.
    1.    The underground complex below Mitra’s fist has four levels.
    2.    The Tower of Set is totatlly deserted. (F)
    3.    Somewhere in the ruins is a gem as large as the outstretched span of a hand.
    4.    The church of Mitra will pay handsomely for the capture of Set’s Tower.
    5.    Jewelry and art objects with lion images are more valuable than they seem.
    6.    Old Cornelius, the prefect of Mitra, is dead. (F)
    7.    Beware statues!
    8.    The words “Set, Set, Merchant of Dath. Let all of the world feel your soul-chilling breath.” Will allow
          passage through pentagons.
    9.    The Sword of Kroan, an enchanted blade, disappeared in the region near the Village of Mitra’s Fist.
    10.   The Village of Mitra’s Fist is abandoned (F)
    11.   Haffrung the Beneficent seeks to aid heroes against the Tower of Set (F)
    12.   Mordred the Druid is missing and is feared lost in the depths beneath the Village of Mitra’s Fist.
    13.   The Caravan of Mumchandar is planning to journey to their homeland via the Redmoon Pass.
    14.   “Ware the curse! Transgress Ye Not in Mitra’s Holy Tower!”
    15.   Entrances to the depths below Mitra’s First can be found at the Overlord’s inn.
    16.   The signet ring of Avvakris the Merchant is a valuable password.
    17.   Speaking the name of Mitra, while presenting his holy symbol, turns away all un-dead (F)
    18.   The Cult of Set will pay extravagantly to have a group of heroes destroy the occupants of Mitra’s Tower.
    19.   The Legendary “Sons of Set” are rumored to walk among the mortals in the depths of Redmoon Pass.
    20.   Beldar the Sodden is untrustworthy (F)
Chapter 2
The Village of Mitra’s Fist
“Cursed I tell you!” Croaked the crooked-jawed man, “many a caravan lost to the pinion of Mitra’s Curse!”
Wedging the tobacco pipe firmly between his molars. It had smoldered out seemingly hours ago. After a few
moments of his nervous jittering a wicked CRACK uttered from below the carriage – the consecutive sloping of
your seats meaning only one thing…
Unless noted, all buildings are constructed of Field stone. (flag stone)
Upon dismounting your cabin you look throughout the fog to make out shapes of undistinguished flag stone
buildings.
A handful of men from nearby houses filter out into the streets, a lot of them with blank expressions. One steps
out from the small crowd and introduces himself. “I am Avvakris, the leading citizen of Mitra’s Fist” He will
continue “It is a shame that it seems your cart has been put out of commission – far from blessed today! I hope
this is not because any of you disappoint St. Miiitra?”
Villagers are all 300+ years old. More than 2 miles away they age at 10 years per hour, and at 20 miles 10 years
per hour, at 20 they are as good as dead.
Provisions in each residence they have 1d4 weeks of edible provisions and 1d10 gallons of water
Night Moves 75% chance they are set upon by brigands and powerful village residents who are intent on
capturing adventurers for sacrifice later.
Encounters – During the day roll 1d6, on a 1 roll on the encounter below.
At Night Add +3 to the roll.
 D6 roll                                                 Encounters
1-3                                                       Townsfolk
4                                                         Merth
5                                                         Avvakris
6                                                         Manor House Guards
7-8                                                       Bandits
9                                                         Sinstar the Sly
AVVAKRIS is here with his 2 bodyguards, Seth the Huge and Wormgear Bonegnawer, likely moving to the
Constabulary(V-10), the Overlord’s Inn(V-7), or going back home(V-5) after coming back from the dungeon’s
below. High WIS 12 or Perceptive characters might notice his or his bodyguards clothes are ordained with
similar filigree. (Player Handout 1)
A fat – obviously corrupt priest, he will probably comment that the PC’s should not be wandering about at night,
“People might become suspicious, it’s not quite safe out at night.” a wry smile while doing so. If questioned
about his motives: “Why I am protected by Miitra, I have no reason to fear the night, as well, it assures the folk
that I am out to ward against those who would do us harm!”
Indeed, he is lying, at the first sign of trouble he will hide behind his guard and call out others as he retreats.
BANDITS (areas V-12 to V-16) 3d4 bandits heading to or from Overlord’s Inn if the Caravan is in town then
they are possibly getting into position to waylay them – meaning 30% chance bandit hero is with this group.
MANOR HOUSE GUARDS (area V-5) This is an off-duty patrol from Avvakris’ Manor. During the day they
are going out to the wilderness with 1d3 Mastiff. At night, they are heading to or from Overlord’s Inn.
Roll 1d4 and reroll if the result is on-duty.
Patrol                                 On Duty                                 Description
1                                      12am – 6am                              A) Guard
                                                                               B) Soldier with longsword and
                                                                               crossbow
                                                                               C) Soldier with longsword and
                                                                               crossbow
2                                      6am – 12pm                              A) Guard
                                                                               B) Soldier with longsword and
                                                                               crossbow
                                                                               C) Soldier with longsword and
                                                                               crossbow
3                                      12pm – 6pm                              A) Guard
                                                                               B) Soldier with mace and crossbow
                                                                               C) Soldier with mace and crossbow
4                                      6pm-12am                                A) Guard
                                                                               B) Soldier with mace and crossbow
                                                                               C) Soldier with longsword and
                                                                               crossbow
MERTH (area V-7) Merth, the Sheriff is most likely moving to cover up something Avvakris did, or gathering
intel on visitors. He is always with 2 henchmen 40% chance that 1d4 additional henchmen are present.
LONGSWORD +2 (The Righteous Destruction) – Sentient, Communicates helpful strategic advice, Refuses
to be used for “Unimportant” or “Boring” tasks. INT 4, AL L.
 D6 roll                                                henchman
1                                                         Hannon Hellriser
2                                                         Gernstead the Grim
3                                                         Bolt of the Northern Marches
4                                                         Scarvonii the Dark
5                                                         Han Filo
6                                                         Vorgrim Baresarcks
SINSTAR THE SLY (area 1-15) slinks from building to building looking for an easy mark. DC 15 WIS
perception check to spot him. If confronted he will flee back to his lair (possibly via the well) 30% chance that
he will summon 2d6 RAT, GIANT to cover his retreat.
TOWNSFOLK – roll 1d6 to determine who they see.
D6 ROLL                                VILLAGER (LOCATION)                     TASK
1                                      Old Cornelius (area V-1)                Bringing a bushel of vegetables to
                                                                               the Overlord’s Inn
2                                      Ollem Hairy-Arms (area V-4)             Bringing a few crates of weapons to
                                                                              the constabulary or returning with
                                                                              weapons and armor that need repair.
                                                                              There is a 50% chance he is
                                                                              accompanied by one of his
                                                                              apprentices.
3                                      Hastor (area V-3)                      Busily hurrying to meet a merchant
                                                                              to discuss the purchase of grain.
                                                                              There is no merchant, as Hastor is
                                                                              afflicted with madness.
4                                      Beldar the Sodden (area V-7)           Taking a brisk walk to relieve
                                                                              himself after excessive drinking at
                                                                              the Overlord’s Inn. He is quite
                                                                              drunk.
5                                      Rufo the Ugly (area V-9)               Performing some ominous task on
                                                                              behalf of Avvakris or Merth
6                                      Malicia (area V-7)                     On the prowl, looking for a solitary
                                                                              target to “feed” on. She avoids large
                                                                              groups.
BELDAR THE SODDEN – At one time, an accomplished wizard, resistant of the curse that has affected the
rest of the villagers. He faked being evil to fool everyone else, when he tried to leave he realized he started aging
rapidly, came back and decided to just stay nice and drunk for 2 and a half centuries – one of Melkor’s best
customers. Every few months he sneaks into the dungeon to recover wealth to pay for booze.
If the PC’s sober him up a bit he tells them of the dungeons beneath the village, the Dark Tower and the buried
village below.
If paid 100gp up front, an equal share of treasure plus promised protection, he may accompany them.
Drink has muddled his brain, APPRENTICE
Beldar has knowledge of the first two Dungeon Levels as they were 250 years ago, memory hazy, 40% chance
that they are incorrect.
MALICIA – a succubus. Enjoys charming humanoids at the Overlord’s inn, she won’t drain them all the way,
but turn them over to Avvakris for eventual sacrifice on the altar down below. DEVIL, CUBI
OLD CORNELIUS (CLERIC OF MITRA) – The only visibly OLD person in the village you’ve seen so far,
frail, hunched, stringy white hair and a long beard. Big nose, dead eye that twitches. He is very lonely and a little
senile. 20 years ago he was assigned this post as punishment, polishing the wood and marble, tending his
vegetable garden.
He suspects that something is funny with the villagers but can’t make it out.
The villagers keep him around as a joke showing how weak Mitra is.
If the PC’s are friendly with him he shares the following information:
     • There have been mysterious disappearances of visitors in the village. “You fine people remind me of the
         last ones! Shame...”
     • “Sometimes I think ‘where has the time gone?’ it feels like everything just stayed the same, same kids,
         same adults. I really must check in with Brother Timothy, he was put in charge of birth records you know
         some... 20 years ago now!”
     • “You kids seem like good folk, if you’d allow me, Mitra would like to impart good tidings to you all!” If
         followed he will take FOREVER to get to the secret entrance under the front two pews of the shrine
         (area V-2) Only he knows of these entrances
Lawful Cleric or Lawful PC (in order of preference) that convinces him of their good intentions he will give
them Mitra’s Favor a relic.
    •   Mitra’s Favor – (The Lion Ring) Lion headed, gold ring with Topaz Eyes. Contains the Guardian Spirit
        INT +3 AL L Dedicated to championing the faith of Mitra. +1 bonus to saving throws against Chaos, un-
        dead, demons, and anything hostile to Mitra. All attacks against the wearer of those kind suffer -1
        penalty.
        Guardian spirit: 20% chance that this is inhabited by the spirit of a Lion of Mitra named George,
        Prince of the High Peaks and Champion of the Faith. Jovial, sings benign tavern ditties. Champion of
        Law who died at the hands of the Nomads, who he still dislikes, he will share this with anyone who
        listens to his passionate rants and sermons.
OLLEM HAIRY-ARMS – Blacksmith, as his name foretells, is a large hairy man with flame-red hair. No
beard, but bushy mutton-chops and looks to be about 30 years. Gruff, seems to be in a foul mood, if it’s not the
weather it’s his lazy workers, or perhaps the fire can’t get hot enough today. Only Avvakris and Merth know that
he is a Werebear.
RUFO THE UGLY – One of the only 3 in the village not affected by the power of Set, (Beldar and Old
Cornelius being the other two) He is Melkor’s Servant and ends up doing their dirty work. He knows most of the
secret entrances to the dungeon.
Unkempt scrawny young man with greasy brown hair and he smells like BO. He wears soiled padded armor and
limps in his left leg, sometimes the right. He carries a cane, (club). And he’s completely illiterate.
If the characters interact with him he tries to help in any way he can
     • There is a secret trap door in the Manor House (area V-5D) that leads to area 1-18
     • There’s a trap in Avvakris’ manor stairway (area V-5E) and how to avoid it. The pit can be used to get to
         the dungeons (area 1-42)
     • In the easternmost stall of the stable (area V-7A), behind the trade monopoly, is a trapdoor that leads to
         area 1-13 of the dungeon.
     • He is aware that there is a secret passage from the constabulary (area V-10) to the tower (area V-11) that
         also leads to Dungeon Level 1.
     • He is aware that Sinstar uses the well (area V-17) to enter and leave the dungeons, but doesn’t exactly
         understand how.
He’s not bright, but he’s not stupid. He’s been down to the deepest level of the dungeon, only surviving because
they underestimate him.
Helpfulness aside, he must be coerced to accompany characters into the dungeon - DC13 CHA, or 100gp gold up
front.
HASTOR, CLERIC OF SET – Dry, sticklike man, appearing to be in his late 40’s. Slight lisp, squeaky voice
Mutters to himself constantly like he’s doing all the trade in the world, not true, Kinda crazy.
Under tunic is a bronze holy symbol and a mace with a serpent’s head.
THE CARAVAN OF MUMCHANDAR PCs rode in on this.
Carries spices and rich cloth for merchants for (Insert city here). 4 wagons, each has 4 Horse each(16) The
whole cargo is about 10,000gp but weighs 8,000 pounds. The caravan pitches camp north of V-3. The horses are
secured to random posts around an abandoned building.
Moran Virdontii and all of the guards spend the night in the camp, while all of the other NPCs get
accommodations at the Overlord’s inn.
The main caravan crew conists of eight human GUARDs who were driving, 10 Nomad
Warriors(GLADIATOR) and 10 nomad mercenaries SOLDIERS, The leader is
MORAM, INFIDEL BANE, CHAMPION OF ISHTAR – rugged but dashing middle-aged human with wild
black hair and a carefully trimmed goatee. He speaks with a booming voice sprinkled with boisterous colorful
metaphors, but only to other nomads. Verbal communication with others is minimal as he deems it “unclean”.
Ishtar’s Talon (+2 scimitar) – INT 6 Creatures of Chaos only inflict half damage on the wielder. Has conditions,
protect the weak, punish evildoers, if the wielder ever violates these the sword will rust and become a regular
scimitar as the spirit of Ishtar leaves it. Shed light 1/day 1hour.
Traveling along with the Caravan are the following personalities:
    •   AUROKA THE FLAILER – Average height but seems as wide as he is tall. Short cropped blonde hair
        and a boyish face. Wears chain mail and wields a flail with a long black handle.
    •   HALTASHAAR – dried weathered skin and greying black hair, kept in check by a purple turban. Quiet
        and reserved until his tongue is loosened by wine he enjoys spinning fanciful yarns of his travels.
    •   VASHALLA, CLERIC OF ISHTAR – Long blonde hair, often braided in fancy patterns, and pale skin,
        soft motherly countenance, but a husky commanding voice. Wears chainmail under beige robes and
        carries a plain mace.
    •   VASTAVAAR SPEARTONGUE – A lanky frame and numerous facial scars. Brown hair and a scraggly
        beard. He prefers his leather armor and shortswords. His surname comes from his foul language.
    •   VERDONTII – short man, wiry frame, built with hard muscle and wears simple white robes. Bald, no
        facial hair, and bears several whirling tattoos of black ink. He appears to be unarmed save for a walking
        stick, in truth his fists are all he needs. He is carrying a mace with an invisible message, if captured and
        deprived of his equipment he will stop at nothing to escape and recover it to complete his quest.
This Caravan dissappears overnight without a trace if the PC’s aren’t there to witness it. Any villagers questioned
say that they left in the middle of the night, DC 8 personality check.
Wagons and horses are taken to a ravine on Mount Vision and valuables moved to V-8, choice items sent to the
dungeon to be given to Set’s devoted.
BANDITS IN THE NIGHT
They live in buildings V-12 to V-16. They report to Avvakris – but always through villagers as middle men. This
group is the base for the Night attack on the caravan or the PC’s, This is in conjunction with Melkor (area V-7)
and his allies lacing the food and drink with the sleeping poison.
     • 30 BANDITs, each carrying a dagger, 15’ feet of rope, blackjack, oil, weighted net led by a SOLDIER
         and a HERO
     • 60% chance 1 or 2 (50%) patrols from the manor are with them.
     • 40% chance Merth, the Sheriff and 1d4+1 of his henchman are present (V-10)
     • 30% chance Avvakris himself oversees the operation, along with his guards.
     • 20% chance Haffrung Helleyes is here, he is using the body of Grom (body #1 area 3-17) and is
         guarded by Tarshigid Farreacher and Tirian of Asalbar (area 3-16) and his assistant Mervyn (area 3-
         18)
                                                   CAPTURED!
 Depending on how it goes, this is one way for the characters to get captured, the other being poisoning in the
 inn, ambush at the Overlord’s Inn, or poking around the village at night.
 Unconscious characters awake in an empty cell, B, C, D, or G, in 2-21. All gear removed from their persons.
 PC’s with Heavy armor still wear the underpadding +1 AC. Regular weapons and inexpensive armor are stored
 in area 2-21A. Copper, Silver, Gold pieces are divided across the Bandits.
 Gems, jewelry, valuable art objects, rare weapons, platinum and magic armor are in 4-18 with Aphris.
 Unless PCs stated before hand they had very specific and effective hiding spots for their gear.
            KEY TO THE VILLAGE OF MITRA’S FIST
AREA V-1 – THE HOVEL OF OLD CORNELIUS A worn path leads up the side of a hill to this unassuming
hovel. Situated on the edge of the village, this worn structure is composed of mismatched field stone crudely
plastered together with mud. The sagging roof appears ready to collapse. Along the side is a carefully tended
garden of vegetables and herbs, contained by a makeshift stone wall.
Inside is a pallet of straw to sleep on, a rickety table and chair, and an earthen hearth. Along the floor is clay pots
and cups appearing to catch raindrops from the roof. Near the door is a bunch of spades, hoes, to tend to his
robust garden.
AREA V-2 – THE SHRINE OF MITRA’S TOWER – Set on a hill overlooking the sleepy village is a circular
white marble tower. A winding dirt path leads to the open-ended structure. A pair of white marble columns flank
the entrance to the dome shaped ediface.