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before

the stroke of
midnight
INCLUDES THE

black r aven’s compendium

Eerie ghosts, mysterious intrigues, and dark secrets await you at the castle.
Look for clues. Sharpen your wits. Search the castle.
Can you solve the murder before it is too late?

A GOTHIC MYSTERY ADVENTURE


Before the Stroke of Midnight

The Duchess Rose Blackraven of Shieldsborg Castle is dead.


However, her last will is missing, and it is unclear who will
inherit from her.
You must find the will before midnight and identify the
true heir to Shieldsborg Castle. Search the old castle for
clues, interview the secretive residents, and investigate the
mysterious surrounding areas.
But be careful – more blood will be spilled, and a new
murder will occur before midnight.
Look for clues. Sharpen your wits. Search the castle.
Can you solve the murder before it is too late?

www.midnight-tower.com

All content © Tove Lund Jorgensen and Erik Jorgensen 2021. First Edition.
Disclaimer: This adventure is inspired by the author Edgar Allan Poe (1809-1949). His views, opinions, prejudices, or personal life do not reflect the opinions or
views of the creators behind Midnight Tower. Midnight Tower supports diversity and inclusion in roleplaying games. Our adventures are meant to be played and
enjoyed by anyone, regardless of race, ethnicity, gender, age, religion, disability, sexual orientation, or background.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.

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CONTENTS
Overview4 Chapter 9: The overgrown maze  42
About this adventure  4 The ramshackle gazebo map 42
Featured content  4
Chapter 10: A dangerous confrontation 44
Additional downloads 4
Synopsis  4 Chapter 11: Rewards and aftermath 46

How to run this adventure 4 Chapter 12: Legend & Lore 47


Adventure flowchart  5 Shieldsborg Castle 47

Before the adventure begins 6 Chapter 13: New magic items 48


Ring of Serpent’s Tongue 48
Chapter 1: The blood-drenched carriage  8
Chapter 14: New monsters 49
Chapter 2: On the road  10
Dusk wolf 49
Mountain road map 11

Appendix  51
Chapter 3: Shieldsborg Castle 12
How to scale this adventure 51
Chapter 4: Developments  15
Maps: Player versions 53
Chapter 5: Interviewing the NPCs 16
the black raven’s compendium
Chapter 6: Shieldsborg Castle 25
Eerie magic items 55
Restless souls (random encounters) 25
Shieldsborg Castle: Ground floor map 26 New monsters 61

Ground floor of the castle 27 Murderous plot hooks 64


Shieldsborg Castle: Middle floor map 30
Common poisons 66
Middle floor of the castle 31
Shieldsborg Castle: Top floor map 34 Dark spells 68

Top floor of the castle 35 Spooky wild magic effects 70


Other areas on the castle grounds 37
Legend & Lore 73
Chapter 7: The neglected rose garden 38
Character sheets 74
The old rose garden map 38
Acknowledgements79
Chapter 8: The haunted graveyard 40
The Blackraven cemetery map 40 Art & Photo credits 82

Open game licence  84

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OVERVIEW
about this adventure suggests that the characters might receive a reward
if they bring the carriage and an important letter
Before the Stroke of Midnight is an adventure to Shieldsborg Castle. The letter contains the last
for the world’s greatest roleplaying game (5e). It will of the Duchess of the Blackraven family, who
is designed for a group of three to five 9th-level recently died.
characters, but includes scalable encounters to On their way to Shieldsborg Castle, the characters
suit any level from 1 to 20. are attacked by dusk wolves (a new monster
This adventure is a murder mystery adventure introduced in this adventure).
inspired by Edgar Allan Poe and can be used in When the characters arrive, they are asked if they
any campaign or as a side-quest adventure. Some can read the will in front of everyone present at the
towns and events used in this adventure mean that castle. However, when the will is announced, one
it works particularly well if played after the Rise of of the relatives claims that it is the wrong will. He
the Ice Dragons Trilogy adventures, but it can easily hires the characters to find the latest version of the
be adapted to suit other settings. will, which has to be found before midnight. But
soon after the characters start their investigation,
featured content the relative is murdered.
Ultimately, the characters must stop the killer, find
➛ A classic gothic murder mystery! the lost will, and figure out who the rightful heir of
Shieldsborg Castle is.
➛ Nine NPCs (including a ghost) with back-
ground descriptions, agendas, and secrets. optional: a non-violent finale
➛ An old castle with three floors and This adventure can be played as a murder mystery
surrounding areas to search for clues. without the need for physical conflict. In this
scenario, the main villain surrenders when their
➛ Open sandbox adventure.
crime is exposed, and is taken to Northwind Gate
➛ New unique monster: Dusk wolf. to face trial.
➛ New magical item: Ring of Serpent’s Tongue.
how to run this adventure
➛ Legend & Lore: Shieldsborg Castle.
This is an open sandbox-style mystery adventure.
➛ Original full-colour illustrations and maps.
The characters are encouraged to interview the
NPCs, search the castle for clues, and investigate
additional downloads the surrounding areas.
As Shieldsborg Castle is haunted, the DM is
Maps, VTT tokens, handouts, and pre-made encouraged to be generous with descriptions
characters for the adventure can be downloaded that emphasise the spookiness of the castle. For
here: http://midnight-tower.com/additional- example, the DM can add creaking noises, hints
downloads-btsom/ of eerie music, restless shadows, or an unnerving
feeling of being watched. Feel free to occasionally
synopsis roll a couple of dice behind the DM screen for no
reason at all!
The characters discover a black horse carriage The most important part of the adventure is to
that contains a dead solicitor and his terrified create a tense and eerie atmosphere. After all, the
manservant. The manservant explains that they old castle is filled with old secrets – and there is a
were attacked on the way to Shieldsborg Castle. He callous murderer on the loose.

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ADVENTURE FLOWCHART

Start
Quest and information

On the road
Dusk wolves encounter

Interview NPCs Shieldsborg Castle Castle grounds


Gather information Search for clues Explore nearby areas

Culmination
Confront the murderer

Conclusion
Rewards and epilogue

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BEFORE THE ADVENTURE BEGINS
hieldsborg Castle has been the the conservatory, which she dried and ground into
home of the Blackraven family for a lethal powder that she sprinkled over the letters
generations. Once proud and grand, and documents in her mother’s study. On the
the castle’s fortunes have declined over occasions when Prunellia was required to keep
the years. The neglected dwelling is now filled her mother company in the music room or the
with shadows and old memories rather than lively orangery, Prunellia also callously poisoned her
gatherings and lavish balls. (See chapter 12 for mother’s tea.
more about the castle’s history.)
how a will goes missing
background Rose Blackraven was unaware of her daughter’s
deadly scheme. As her health gradually declined,
The Duke of Shieldsborg Castle died in battle long she sent for the family’s solicitor, Fenton, in
ago and left his wife, the Duchess Rose Blackraven, Northwind Gate to set up a new will. In her
and their two half-elven children, Caspian and previous will, the Duchess had disinherited
Celestia, behind. Prunellia Mills, who is the young Caspian due to his reckless lifestyle and instead
ward at Shieldsborg Castle, grew up at the castle left everything to his younger sister, Celestia.
together with Caspian and Celestia. However, Rose reconciled with her son, and in
Prunellia was never formally accepted into the her new will she reinstated Caspian as the heir to
family, and while Caspian and Celestia rarely got Shieldsborg Castle and the title.
along, the siblings enjoyed reminding Prunellia Just before Rose died, the castle’s gatekeeper,
that she was an outsider and often joined ranks Medrin, found out about the updated will by
to make her feel inferior. This caused Prunellia chance. Medrin is in love with Celestia and wishes
to erupt in fits of rage when she was young. her to inherit the castle, which Medrin hopes will
However, as she grew older, her fury changed to secure her future and allow her to marry him.
cold manipulation. Therefore, Medrin stole the will and buried it in
a metal box near the gazebo in the maze on the
the making of a murderer castle grounds.
About a year ago, Prunellia stumbled upon an old
letter and discovered the shocking truth: She is, in an unfortunate
fact, the oldest daughter of Rose Blackraven. accident
The fact that she was born out of wedlock The Duchess
didn’t stop Prunellia from deciding that she eventually succumbed
is the true heir to Shieldsborg Castle. to the poisoning and
Seething over the slight, she began to passed away. Upon her
plot her mother’s death and devised death, the family’s solicitor
a plan to claim the castle that she was invited to Shieldsborg
deems is hers by birthright. Castle to read the will.
Prunellia is a keen botanist Fenton brought the old
and soon found a recipe for will, but he expected to read
a potent poison in the the new will that he had helped
castle’s extensive Rose Blackraven write at the castle.
library. She grew However, his carriage was attacked in
White Star Lilies Wolfberg Pass, and Fenton was slain
(also known as by dusk wolves.
Death Lilies) in

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Fenton’s death and the missing will are union. Yet Raziel was passionate and determined to
unimportant to Prunellia. She intends to murder follow his heart’s desire, and they were married in
both Caspian and Celestia and then announce that great secrecy. Later the same year, Raziel and Viola
she is the daughter of Rose Blackraven and the had a son, but kept his identity secret.
only surviving heir to Shieldsborg Castle. Prunellia Unfortunately, Viola was killed in an accident
knows that this claim will be supported by the at the castle not long after their child’s birth.
housekeeper, Daisy Miller. Raziel was heartbroken and mourned her for the
Daisy is Rose Blackraven’s sister and knows about rest of his life. However, his parents had found a
Prunellia’s true heritage, but has kept it secret to perfect bride for him: Rose Miller. Although she
protect the Duchess from being disgraced. lacked a title, her family offered a substantial
When the dust has settled, Prunellia plans to get dowry, as they owned merchant ships and land
rid of Daisy as well, to tie up another loose end. The near Coppertown.
butler, Akeshi Kheltora, is also on Prunellia’s list of Raziel and Rose were married after a year, but
targets, as she suspects he knows more about the Raziel was never truly happy. As a keen rider and
Blackraven family than he admits. excellent strategist, he joined the cavalry and
rarely visited the castle, even after the birth of
the heir unapparent Caspian and Celestia. Raziel fell in battle while
Unbeknownst to almost everyone, including commanding an army in the Hintherdale region
Prunellia, the true heir to Shieldsborg Castle is more than fifteen years ago.
the stablehand Timmy. He is the oldest son of the Timmy remained at the castle as a stablehand.
Duke of Shieldsborg, Raziel Blackraven. The only one who knows about Timmy’s true
Decades ago, Raziel fell in love with a servant heritage is Akeshi and Viola, the ghost of Timmy’s
called Viola Grey long before he met Rose. A dead mother who haunts the castle and its
marriage between a noble Blackraven and a grounds. Her concern for Timmy prevents her
common servant was unthinkable, and Raziel knew from departing this realm, and she will let no
his overly proud parents would never agree to their harm come to her son.

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CHAPTER 1: THE BLOOD-DRENCHED CARRIAGE
he characters have accompanied
the dwarven archaeologist Bjorn
Amberclan, who is investigating a A black carriage pulled by two dark horses
forlorn ruin a week’s ride from the stands on the road near the inn. The carriage
town of Northwind Gate. seat is empty, and the leather reins hang
The party is currently having a late lunch at the loose. One of the horses tosses its head and
Curious Snow Fox, a small roadside inn. Spring whinnies nervously.
is late this year, and winter holds the land in an Silence rushes in when the horse falls
icy grip. The wind in the mountainous region quiet, as if the surroundings were holding
is biting, and occasional snowflakes drift from their breath.
leaden clouds, but the blazing fire at the inn’s
hearth does its best to dispel the chill from the
draughty windows. The carriage looks abandoned. Its doors are
decorated with an ornate coat of arms featuring a
hidden details tower, a key, and two ravens.
Some details aren’t immediately obvious or easily The carriage was sent from Shieldsborg Castle
found. These details are marked “➛ On a closer to escort the solicitor Fenton from
look,” followed by the ability check and difficulty Northwind Gate. However,
required to discover them. the equipage was

dead on arrival
Halfway through the meal, the character with
the highest passive Perception hears the sound
of galloping hooves outside, followed by a horse
whinnying frantically. Read the following
out loud when the characters
look out:

8
attacked by dusk wolves on the way, and both the growls mingled with panicked screams.
horse driver and the two guards were slain. The Rees says that whoever brings the carriage
horses bolted in panic, but without a driver, they and the letter with the will to Shieldsborg Castle
have simply been following the mountain road back might be generously rewarded. The letter is in
towards Northwind Gate. Fenton’s trunk.
➛ On a closer look, DC 10 Wisdom (Perception): Regarding his own future, Rees has had enough
The sides of the carriage are splattered with blood, of both dangers and dull servitude to last him a
and the carriage’s black lacquer has deep gouges. lifetime. He plans to return to his family’s farm
The marks could have been made by a large Apple Hollow, south of Buckbridge, regardless of
animal, perhaps a bear or a very big wolf. his mother’s well-intended hopes that he would
➛ On a closer look, DC 12 Intelligence (History): leave the simple farmer’s lot behind.
You recognise the coat of arms as that of the
Blackraven family, who reside at Shieldsborg Castle. curious communication
If the characters search Fenton’s luggage, they
ill-fated passengers find two envelopes. One is thick, luxurious,
If anyone opens a door to the carriage, the and stamped with the Blackraven’s ornate
body of a middle-aged male human falls out on coat of arms. “The last will of Rose Amandian
the ground. His face is distorted with fear, his Blackraven, Duchess of Shieldsborg Castle” is
unseeing eyes stare blindly towards the sky, and written in slanted longhand on the envelope.
his mouth is open in a silent scream. His once-fine The other envelope contains correspondence
clothes are torn and blood-soaked. between Fenton and someone called Akeshi, who
Have the characters make a Perception check appears to be the head butler at the castle. They
when they discover the body. The character with have agreed that Fenton will travel to Shieldsborg
the highest score hears a faint scratching from the and read the will the following Friday at noon, when
luggage space at the back of the carriage. all the relatives and affected parties will be present.
The luggage space contains a very nervous There are now six days until the upcoming Friday.
young male dwarf called Rees Bäckkvist who hides
behind a large travel trunk.

“Please don’t hurt me!” The young man


raises his hands above his head. His eyes
are bulging with fear, and his face is deathly
pallid.

Rees served as Fenton’s manservant. He explains


that he was travelling with his employer and two
guards from Northwind Gate to Shieldsborg
Castle. The Duchess has recently passed away, and
the solicitor was going to meet with the family and
read her will.
However, they were attacked near Wolfberg Pass
just after dusk. The guards drew their crossbows,
and the driver ordered Rees to hide in the luggage
space. Frightened for his life, Rees obeyed. He
didn’t see the attackers, but he heard snarling and

the blackraven
coat of arms 9
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CHAPTER 2: ON THE ROAD
he characters are on their way to
Shieldsborg Castle, while Bjorn
Amberclan has returned to Northwind The horses suddenly prance in panic and
Gate to study at the library. Persistent neigh. The next moment, several dark
cold weather and bitter winds make travelling wolf-like creatures leap from the shadows
rough. The carriage rattles worryingly on towards the carriage and growl menacingly.
the frozen ground while icy winds push at its
windows. Most of the steep mountains that flank
the road are draped in sheets of snow, punctuated The pack of dusk wolves roam the mountains
here and there by clusters of huddled pine and fir of Wolfberg Pass and prey on animals as well as
trees. The overcast skies have hidden the bleak sun unwary travellers. They fight to their death or until
since the party set out. they fall from the carriage.
The dusk wolves attack in two groups: Three
furry road dusk wolves lead the charge, and two more dusk
Halfway to the castle, the carriage is attacked by a wolves attack after the first three have been
pack of dusk wolves. defeated. They easily leap on top of the carriage
and primarily target the driver.
Optional: If the characters are playing the non-
On your way to Shieldsborg Castle, you enter violent version of this adventure, the wolves cause
Wolfberg Pass. The narrow road hugs the the horses to bolt and follow the carriage for three
edge of a cliff, with a sparsely forested slope rounds but don’t attack.
on one side and a stomach-churning chasm on
the other. claws, hooves, and chaos
The horses panic when the dusk wolves
attack and bolt down the snowy, hazardous
road. At the beginning of each of the three
following rounds, the characters must make
various checks to stay on the carriage while
fighting off the dusk wolves.

round 1: a walloping gallop


The driver must make a DC 12 Wisdom
(Animal Handling) check to keep
the carriage steady. On a fail, it
swerves wildly and gives all
characters disadvantage
on attack rolls during
the round.

10
The mountain road on which the characters are travelling to Shieldsborg Castle.

If the check fails by more than five, two of the the road. Any character who fights on top of the
carriage’s wheels slip off the road and spin off carriage or drives it must make a DC 16 Dexterity
the cliff edge before it gets back on the road. (Acrobatics) check to duck under the branch.
Everyone (including any dusk wolves that are on On a fail, the character is struck by the branch,
the carriage) must succeed on a DC 14 Dexterity suffers 1d6 bludgeoning damage, and is left
saving throw or take 1d6 bludgeoning damage hanging by their fingertips from the top of the
and fall Prone on the carriage. carriage. A character dangling in this fashion must
On a roll of a natural 1, the carriage careens immediately make a DC 12 Strength (Athletics)
off the cliffside and plunges into a rocky chasm. check to scramble back on top of the carriage.
Upon crashing, all creatures in or on the carriage On a fail, they fall off the carriage and take 1d6
take 6d6 bludgeoning damage and the carriage bludgeoning damage.
is wrecked beyond repair. Any surviving dusk
wolves flee. (Astonishingly, the horses are round 3: log-istic problems
completely unharmed.) The carriage crosses a pine tree that has fallen
The characters can follow the mountain path and across the road. All creatures on top of the carriage
eventually get back to the main road before they (including the dusk wolves) must succeed on a
continue towards the castle. DC 16 Dexterity (Acrobatics) check to keep their
balance as the carriage bounces over the tree. On
round 2: branching out a fail, the creature falls prone. If the check fails by
The carriage speeds under a thick low-hanging more than 5, they are thrown off the carriage and
branch that extends from the forest out over take 1d6 bludgeoning damage.  

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CHAPTER 3: SHIELDSBORG CASTLE
he rest of the journey is relatively
uneventful, but the weather remains cold
and overcast with no hints of spring or You pass through wrought-iron gates
sunshine. At one point, one of the horses crumbling with rust, and Shieldsborg Castle
throws a shoe, but luckily the party is near a hamlet appears around a bend. The old castle is
called Coalstop. A farrier called Kåre Revnasen can clearly neglected: Its roof is uneven, thick ivy
amend the problem for the cost of 6 cp. covers much of the façade, and one of its four
towers is partly collapsed. It looks almost
the lady in white abandoned, but it is easy to picture the castle
Shortly before the characters arrive, the ghost of as a grand place a long, long time ago.
Shieldsborg Castle makes herself known to one of Just as the carriage comes to a halt
the characters in the party. Choose one character, outside the castle, a raven caws ominously
or roll a die to select one randomly, and read the somewhere in the distance.
following only to them:

A tall, grave male dragonborn in worn black


As you are nearing your destination, the livery steps out to receive the characters. Judging
carriage passes a deserted crossing along by his careful movements and the dusty and faded
the snowy road. For a split second, you see a look of his scales, he is quite elderly.
translucent, vaguely elvish-looking woman in
a white dress standing next to the road. An
ice-cold shiver crawls down your spine. “I bid thee welcome to Shieldsborg Castle,” the
When you look again, the woman is gone. dragonborn says. “My name is Akeshi Kheltora.
You are unsure if what you saw was real or a I am the head butler at the castle. I recognise
trick of the mind. the carriage, of course, but neither the driver
nor its passengers. May I ask who you are?”

The ghost is Viola Grey, whose body rests in the


castle cemetery while her spirit lingers on. She While Akeshi speaks, a young elf in simple
knows about Prunellia’s actions and agonises over clothes appears from the stables. He whistles and
the safety of her son, Timmy. Viola senses that the walks with a rolling gait towards the horses that
characters’ arrival is important, and watches them pull the carriage and begins to unharness them.
from the shadows. The elf is Timmy, the castle stablehand.
Akeshi and all other NPCs are fully described in
arriving at the castle chapter 5.
Shieldsborg Castle is situated in the mountains
and framed by jagged cliffs and gnarly trees. A a surprise invitation
constant chilling breeze sweeps across the area If the characters explain who they are and what
that is never warm, even in summer. has happened to Fenton, Akeshi looks concerned
The characters arrive close to noon on Friday. and asks if anyone among the characters would
Grey clouds roil overhead, and the ground is mind reading the will. He explains that it is
covered with slick frost and snow. The only important for legal reasons that the will is read
sounds are the horses’ steady trotting and the by someone who is unrelated to the deceased and
faint creaking of the battered carriage. doesn’t stand to benefit from the will.

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Akeshi invites them to follow him to the dining with cups and saucers. A wobbly cake stand in
room, where the others who live at the castle the middle of the tray is stacked with biscuits and
have gathered. He guides the characters through finger sandwiches. The sandwiches are bland, and
dim corridors that are lit by weak oil lamps and the biscuits are dry.
fluttering candles. Most walls are decorated Prunellia Mills is a slim female human with
with moth-eaten tapestries and huge murky dull hair who wears a pink dress. She sits in a
oil paintings draped with cobwebs. The over- corner on a chair next to the window and studies
furnished dining room is in better order, but all the threadbare carpet on the floor, clearly bored
the furniture is worn and centuries old. and disinterested in the meeting.

the gathering declaring the will


Aside from Akeshi, the following people have Akeshi explains that everyone who needs to attend
assembled in the dining room: is present. The only absent residents at the castle
Caspian Blackraven is a male half-elf in are the gatekeeper, Medrin, and the stablehand
stylish clothes who leans casually against the Timmy, who don’t have to join the meeting.
mantelpiece while watching the rest of the group Akeshi introduces the characters to the gathering
with a raised eyebrow and a small wry smile. and asks one of them to read the will out loud. The
Celestia Blackraven is an elegant female will is written as follows:
half-elf who sits at the top end of the dining table.
When she notices the travelworn characters, she The Last Will and Testament of Rose Amandian
raises her chin and wrinkles her nose as if there Blackraven, Duchess of Shieldsborg Castle.
were an unpleasant smell in the air. The title and deed of Shieldsborg Castle shall,
Daisy Miller, the housekeeper, is a middle- together with all my worldly possessions and the
aged female human dressed in black house livery family fortune, be inherited by my dutiful daughter,
similar to Akeshi’s uniform. She stands next to Celestia Blackraven.
Akeshi and leans forward curiously to catch a Prunellia Mills, ward at Shieldsborg Castle, shall
glimpse of the will. inherit 1,000 gp.
Nell Tintagel, the cook, is a stout elderly female Daisy Miller shall inherit my old sewing kit.
human. She fusses with a tea trolley brimming Akeshi Kheltora shall inherit 250 gp as stated

13
in a previous agreement between Akeshi and the quest
my late husband, Raziel Blackraven, the Duke of Caspian asks the characters to help him find the
Shieldsborg Castle. latest version of the will. He is convinced that the
The rest of the current servants at Shieldsborg will that the characters brought is old since he isn’t
Castle shall receive 50 gp each for their loyal mentioned in it. Caspian explains that he had fallen
service to the family during my lifetime. out with his mother, Rose, but that they reconciled
when he visited her shortly before she grew ill. He is
The will is signed and dated one year ago. sure that Rose updated her will after this.
Caspian offers the characters 100 gp each if they
disinherited? inconceivable! will help him and search for the latest will, and
Upon hearing the reading of the will, Caspian promises them another 400 gp each if they find it.
blanches, and his wry smile is whipped away. However, they need to find the will before the stroke
of midnight. According to the laws in the North
Star Region, once a will has been read in public, it
“W-what?” Caspian stutters in disbelief. “I can only be disputed until the end of the day.
thought Mother changed her will?” If the characters agree, Caspian returns to the
“Clearly not,” Celestia purrs. “It appears that dining room and explains that he has hired them
I was always the favourite. It’s only fair that I to help him find the correct will. Celestia scoffs and
inherit everything, as I looked after both Mother shrugs, seemingly assured that the will is correct
and the castle while you were away revelling.” and that Caspian is wasting both money and time.
“Impossible!” Caspian bursts out. “It must Akeshi diplomatically says that he will assist the
be an old will!” He turns to the characters. characters and show them around. He adds that
“Can I speak to you in private, please?” some parts of the castle are dangerous, as one of the
towers was struck by lightning many years ago.

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CHAPTER 4: DEVELOPMENTS
keshi can guide the characters to any It is Daisy Miller who is screaming. She found
NPC whom they want to interview, Caspian’s dead body when she entered his
and show them around the castle. room to collect his tea tray. Daisy and the other
The characters are free to search the residents have gathered in Caspian’s room.
common rooms, Rose Blackraven’s study, and her Caspian’s face is dark blue, his eyes are bulging,
old bedroom, but Akeshi won’t let them enter any and his face is contorted in agony. Characters
private rooms or the Duke’s old library. who succeed on a DC 10 Intelligence (Medicine)
The characters can also investigate the locations check can tell that Caspian has suffocated, but it
on the castle grounds: The neglected rose garden, is unclear if his death was caused by strangulation
the haunted graveyard, the overgrown maze, Medrin’s or poisoning.
cottage, or the stables. Many of these areas hide vital
clues and dangerous encounters. All locations are a clandestine killing
described in chapter 6–9. It was Prunellia who poisoned Caspian’s tea.
Akeshi warns that the castle grounds might be Every afternoon, Nell brews tea and prepares
unsafe, as they have been neglected for decades meagre refreshments in the kitchen, which Daisy
and are generally avoided by the castle’s residents. serves to Caspian, Celestia, and Prunellia from
a trolley. Prunellia knows this routine well and
solving the mystery stealthily applied poison to Caspian’s teapot.
The clues to solving the murder, finding the will, and When the death is discovered, Prunellia acts
identifying the true heir to Shieldsborg Castle can aghast, and all other residents are genuinely
be found by interviewing the NPCs and investigating shocked. Pale but composed, Akeshi suggests that
the castle and its grounds. It is ideal if the characters everyone should gather in the sitting room. He
focus primarily on the NPCs, as they are likely to then discreetly begs the characters to keep looking
provide clues that point to important areas. for the will, and to look into Caspian’s suspicious
There are several false leads in the adventure. death. Akeshi gravely tells them to be careful, as
If the game slows down, the DM can let NPCs the evening seems to be full of dark surprises.
remind the characters about forgotten clues.
The will must be found before midnight, so the rising tensions
DM is encouraged to remind the characters of how Later, when the characters return to the sitting
time is slipping past to create a sense of urgency. room, Prunellia is reclining on a sofa while some
of the residents are fussing over her. Prunellia says
development that she feels sick and confides to the characters
When the characters investigate any location that she is afraid she too has been poisoned.
outside the castle, Prunellia callously murders In truth, Prunellia is feigning that she is
Caspian. Read the following out loud when the unwell. She is concerned about the characters’
characters are returning to the main building: investigation, so she tries to frame someone
else by pretending to be a victim. She excels
at deception and has advantage on Charisma
As you walk back to the castle, you hear a (Deception) checks. In addition, Prunellia wears a
horrified, high-pitched scream from one of Ring of Serpent’s Tongue that hides her alignment
its rooms. The scream is followed by running (see chapter 13 for more information).
footsteps and raised voices.
“He is dead!” someone yells in panic.  
“There has been a murder!”

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CHAPTER 5: INTERVIEWING THE NPCS
he residents at Shieldsborg Castle
often have strained relationships, and
each person has their own secrets,
goals, and agendas.
The DM has complete freedom to improvise or
modify the NPCs as they choose.
The statistics for all NPCs are listed in the core
rulebooks, but the DM can swap or change these
statistics as they please. caspian
blackraven
raziel blackraven (†)
Raziel was a male high elf noble (NG) and the
Duke of Shieldsborg Castle. He died in battle
more than 15 years ago.
Raziel was married to Viola Grey and later
to Rose Blackraven. He is the father of Timmy,
Caspian, and Celestia.

rose blackraven (†)


Rose was a female human noble (CN) and
Duchess of Shieldsborg Castle. She died after
being poisoned by Prunellia. After her death, Rose
transformed into an undead spirit that haunts the caspian blackraven
mausoleum in the Blackraven cemetery.
Rose is the mother of Prunellia, Caspian, and Caspian is a male half-elf noble (CN). He has curly
Celestia. hair and a chiselled jaw that emphasises his noble
bloodline. Caspian wears a noble’s outfit that has
viola grey (†) seen better days, and his cravat is sloppily tied. He
is restless by nature and has spent many years as
Viola is a female half-elf ghost (NG) who died a carousing scoundrel, sometimes making a living
in an accident many years ago. Her ethereal as a travelling bard to make ends meet.
shape can sometimes be seen around the castle Caspian is the older brother of Celestia.
grounds. She can communicate telepathically or Armour and weapon: Caspian wears Bracers
whisper warnings and guidance. Viola isn’t hostile of Defence and carries a decorative but functional
but will protect her son Timmy if needed. rapier at his hip.
Trait: I seldom reveal myself to outsiders, except Trait: I am highborn, and I make sure that
on rare occasions to deliver messages and warnings. everyone I meet knows this.
Ideal: Haunted. I can’t find peace in death. (Neutral) Ideal: Freedom. I will never settle down for
Bond: My soul won’t leave this world as long as I married, stable life. (Neutral)
can protect my son. Bond: I would have done anything to win my
Flaw: Some of my mortal abilities, such as father’s approval.
happiness and trust, died with me. Flaw: I can never have enough good wine,
women, or song.

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information
Caspian believes that someone has stolen the
latest will because they want Celestia to inherit
Shieldsborg Castle (his suspicion is correct,
although Caspian doesn’t have any proof of this).
He admits that he was excluded in his mother’s
old will, but Caspian is adamant that his mother
forgave him before she fell ill and that there is an
updated will that will make him the heir.
He knows that Celestia wants to restore the
castle to its former glory and status, whereas he
is more interested in the title and whatever is left
celestia
of the family fortune. If Caspian were to inherit
Shieldsborg Castle, he has no intention of staying
blackraven
and taking care of a crumbling pile of stone and
its dull servants. Caspian thinks that life at the
castle is thoroughly boring and would gladly leave
the neglected castle behind and relocate to a large
and lively town.

what he hides
Caspian doesn’t want to share information about
why he once was cut off from the family’s wealth in
his mother’s will. The reason for this was his wild
lifestyle, which culminated in a great scandal that
included reckless debauchery and carnal pleasure. celestia blackraven
what he lies about Celestia is a female half-elf noble (LN) and in line
If pressed, Caspian will admit that his relationship to inherit Shieldsborg Castle. She is excessively
with his father was strained due to the differences attractive and well aware of it. Celestia has a
in their characters. What he will never admit is heart-shaped face, large eyes, and long ringlet
that he had a massive row with his father, who hair. On most days, she wears an elegant, but
accused Caspian (quite accurately) of being slightly worn, velvet gown and a bolero jacket.
spoiled, lazy, and irresponsible. Celestia is the younger sister of Caspian. She has
This accusation caused Caspian to storm out of spent all her life at Shieldsborg Castle and helped
the room without a word. The following morning, to care for her mother, Rose Blackraven, during her
Caspian sought to apologise to his father and illness (caused by Prunellia’s poisoning).
promise that he would try to change his idle ways, Armour and weapon: Celestia carries a hidden
but Raziel had already left the castle. silver dagger. She wears no armour, but one of her
Raziel never returned and later died in battle. many rings is a Ring of Protection +1.
Upon learning about his father’s death, Caspian Trait: I have always been a dutiful daughter and
was crushed but quickly resumed his drinking and sacrificed everything to take care of the family, and
carousing to drown his guilt. I often remind people about my loyalty.
Ideal: Responsibility. I always do my duty, even
if I dislike it. (Lawful)
Bond: Family before honour.
Flaw: I am, in fact, utterly shallow.

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what she hides
Deep down, Celestia is scornful and resents her lot
in life. She secretly disliked her mother, especially
prunellia during the last months of Rose’s life, as tending to
mills her ailing mother became increasingly tiring.
Celestia is also bitter over the fact that although
she is very pretty and of noble birth, she has never
been courted by suitors. Shieldsborg Castle has
been too neglected during her lifetime to hold any
balls, and visitors have been few and far between.
Her lack of a future inheritance, in combination
with Caspian’s bad reputation, has always pegged
her as a spinster with no prospects.

what she lies about


Celestia doesn’t mention her romantic affair with
the gatekeeper, Medrin, and firmly denies it if
she is challenged. She has no intention to marry
Medrin or let their relationship become overly
serious. However, she enjoys their moonlit walks
and stolen kisses at the gazebo in the middle of
the maze. At best, her feelings towards Medrin are
lukewarm, but she is too egocentric to realise that
she might end up hurting his feelings.

prunellia mills
Prunellia is a female human archmage (LE) and
information the ward at Shieldsborg Castle. She is short, slim,
Celestia is more than willing to explain – and and bland-looking with dull brown hair. Prunellia
go into detail – about the countless hours of looks younger than she is and dresses in pink
work she has carried out to uphold the castle dresses with layers of frills. There is an air of a
and her family’s reputation. She also takes every neglected wallflower about her, and she appears
opportunity to point out how she has always been shy and awkward.
the most dutiful daughter. Given the slightest Prunellia is the daughter of Rose Blackraven,
opening in a conversation, she happily lists all of but she was born outside of wedlock. Rose
Caspian’s faults and flaws. brought her to Shieldsborg Castle when she
While Celestia doesn’t know what happened married Raziel and claimed that Prunellia was an
to the latest will, she suggests that her mother orphan daughter to an old family friend. Although
may have destroyed it since Celestia is – after Rose insisted that Prunellia should become a
all! – clearly the most suitable person to inherit ward at the castle, she never allowed herself to
the castle. Celestia has always been highly become attached to her daughter.
responsible, and if she inherited the castle, she When Prunellia learned the truth about her
plans to restore Shieldsborg Castle to its old heritage, she deliberately poisoned her mother
splendour. Meanwhile, should Caspian inherit the and launched a homicidal scheme to murder all
castle, Celestia believes he would most likely waste other heirs to the castle and claim it for herself.
the family’s wealth on drinking and gambling, or The only other person who knows that Prunellia
lose the entire castle on some idiotic bet. is Rose Blackraven’s daughter is the housekeeper,

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Daisy Miller, who is Rose’s sister. the Blackraven siblings, Prunellia claims that she
The dark energies that permeate Shieldsborg doesn’t care who inherits the castle as long as it is
Castle have blackened Prunellia’s soul and the rightful heir.
granted her great magical powers. Prunellia has If asked about what she knows about Celestia
kept her arcane abilities secret from everyone and Medrin, she says that she has seen them walk
else, as she wants to maintain a façade of fragile together on the castle grounds once or twice after
innocence. In truth, she is profoundly heartless as the sun has set.
well as a formidable sorceress.
Armour and weapon: Prunellia wears no what she lies about
armour or weapons, but she wears a magical item Prunellia claims that she is an orphan and doesn’t
called Ring of Serpent’s Tongue that conceals her know who her real parents are, but says that she
evil alignment and increases her AC (described in has been told that her biological father was a rich
chapter 13). To anyone able to discern alignments merchant and an old friend of Rose’s family, who
through magic or other abilities, Prunellia’s took care of her when she was a baby.
alignment appears to be Neutral Good. The Prunellia suggests that Rose couldn’t bear to
ring also enables Prunellia to tell lies that are part from her when she left Coppertown to marry
undetectable by magic or other abilities. Raziel, and that Rose convinced him to take her in
Trait: While I appear to be shy and socially and make Prunellia a ward at Blackraven Castle.
awkward, I coldly inspect people and look for
weaknesses.
Ideal: Egocentrism. It is each person’s
responsibility to make sure they get what they
rightfully deserve. (Evil)
Bond: I am loyal to no one except myself.
Flaw: I secretly enjoy watching people suffer.

information
Prunellia seems shy and insipid at a glance and
speaks with a low voice. Initially, she appears
reluctant to share any knowledge that will reflect
badly on Caspian and Celestia, but she needs only
a little convincing to speak more freely about them.
She is a master manipulator and will say
anything that paints Caspian or Celestia as
suspicious, and she discreetly highlights that both
of them would gain greatly from inheriting after
Rose Blackraven’s unfortunate death. Prunellia
claims (correctly) that Caspian wants the Duke
title but no responsibility, and that Celestia wants
to inherit the castle and restore it to its former
glory only to attract suitors.

what she hides


Prunellia knows many of the servants’ secrets
but reveals only details that make Caspian and
Celestia appear guilty. Unless she is directly
accused, she won’t share any information that can
lead the case forward. Regarding her allegiance to

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information
Akeshi never speaks ill of any member of the
Blackraven family, but he will share information
regarding the servants. He knows that Rose sent
for Fenton when her health declined, and Akeshi
akeshi assumes that it was to draw up a new will after
kheltora she had forgiven Caspian, who recently had
visited her. Akeshi doesn’t know if the will was
completed or its whereabouts, but he believes
that Rose usually kept her most important
documents in a metal box in one of the
drawers in her study.
If asked, Akeshi says that he doesn’t care
who inherits the Duke title and the castle,
as long as Shieldsborg Castle stays within the
Blackraven family.

what he hides
When Raziel began to spend more and
more time away from the castle on military
campaigns, he gave Akeshi a chest of gold for
safekeeping in case something happened to
him. The money is meant to be used to provide for
Timmy for the rest of his days.
akeshi kheltora In return for Akeshi’s service and discretion,
Raziel added Akeshi to his will, and therefore
Akeshi is a male dragonborn veteran (LN) and the Akeshi inherits 250 gp from the family fortune
head butler at Shieldsborg Castle. He is elderly, according to their previous agreement when
nearly six feet tall, and stoops slightly. Akeshi has Shieldsborg Castle is passed on to a new member
served the Blackraven family all his life. He is of the family.
proud, formal, and would rather die than wear an Akeshi has guessed Prunellia’s true heritage, but
unstarched shirt with his black butler’s livery. as his suspicion is unconfirmed, he won’t share this
Armour and weapon: Akeshi wears no armour information. Akeshi also knows that Daisy Miller
and carries no weapon, but he is proficient is Rose’s sister, but he keeps this information to
with many of the old weapons and shields that himself, as he dislikes gossip.
decorate the old castle, including longswords,
halberds, glaives, and javelins. what he lies about
Trait: I am always calm and polite regardless of Akeshi won’t reveal anything about Raziel
the situation. Blackraven’s secret marriage to Viola Grey or
Ideal: Respect. I am committed to the family I the fact that they had a child together. Only if the
serve, not to any dreams or deities. (Neutral) characters discover the truth will he confirm this.
Bond: I owe my old master a favour, and I will
serve the Blackraven family to the end of my days.
Flaw: I can be too rigid in my thinking.

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daisy miller
Daisy is a female human commoner (LN). She is
also the sister to Rose Blackraven, a fact known
by few. The Miller family were farmers who began
trading, and within two decades they became
one of the wealthiest merchants in Coppertown.
However, after Rose’s marriage to Raziel, the
Miller family fell on hard times due to a disaster.
Several of the family’s merchant ships were lost
in a storm close to Sirenholm, and the family lost
their entire wealth to the sea.
With no shiploads to sell and no possibility daisy
to pay off their loans, the family was forced to miller
sell their land near Coppertown for a poor price
before it was confiscated. The rest of the Miller
family lives in gentle poverty, but Daisy got the
position as housekeeper and could support herself
thanks to Rose. Even though she initially was ill
qualified for the job, over the years she has grown
responsible and diligent.
Armour and weapon: Daisy wears no armour,
but she carries a sharp pair of scissors that can
be used as an improvised weapon that deals 1d4
piercing damage. what she hides
Trait: I have a hot temper and can sometimes Daisy hides the fact that she and Rose are sisters,
lose my patience, but I am equally quick to forgive and they had a mutual agreement to keep this
and forget. secret. Rose didn’t want it to become common
Ideal: Aspiration. Everyone has the potential to knowledge that she was born a plain farmer, and
achieve anything. (Neutral) Daisy didn’t want people to believe that she got
Bond: Shieldsborg Castle is my home and the the position as a housekeeper due to her kinship
residents my extended family. with Rose.
Flaw: No one must ever learn about my sister’s If asked, Daisy admits that she would like Caspian
previous lover and their daughter Prunellia. to inherit Shieldsborg Castle, as he is unlikely to
change anything. If Celestia were to inherit, Daisy
information fears that she would soon find herself without
Daisy knew that Rose kept her most important employment, as Celestia most certainly would want
documents in her study. to expand the number of servants and search for
another housekeeper with the finest credentials.

what she lies about


Daisy knows that Prunellia is Rose’s daughter,
born out of wedlock, but she would never admit
this to anyone.

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information
nell If asked, Nell says that she is indifferent to who
tintagel inherits the castle, as she doesn’t believe it would
affect her or her employment. She thinks both
Caspian and Celestia would do a good job of
looking after the castle.

what she hides


Nell knows that Celestia sometimes leaves the
castle at night, as Celestia uses the kitchen door
to sneak out. She guesses that Celestia is meeting
someone. Nell has so far managed to keep this
gossip to herself, and she believes Celestia benefits
from a little romance away from her duties.

what she lies about


Nell is a passionate gossip and can’t lie to save
her life, but that doesn’t stop her from trying
when need be.
She is also skilled with healing herbs and
keeps a black book, bound in strange leather and
written in Primordial, filled with recipes and other
peculiar procedures well hidden in her quarters.
The book has been handed down in her family
for generations and contains various recipes for
nell tintagel cures of common ailments. However, the better
part of the book features dark rituals and even
Nell is a female human mage (CN) and works darker incantations. If anyone confronts her about
as a cook. Nell is short and round, with an open, this ominous tome, Nell is very clear that she
friendly face and a shower of freckles across her has never – ever! – dabbled in any of the rituals
potato-like nose. She wears a rough servant’s beyond page six.
dress, sensible shoes, and a worn apron with If pressed, she admits that she may have read
several pockets. some of the other texts in the book, but only for
Armour and weapon: Nell doesn’t carry any scientific purposes. She also admits that she has
weapons but is skilled with the kitchen knives and carried out only one dark ritual, but it was a rare
meat cleavers, which deal 1d6 slashing damage. exception: When the kitchen cat Jupiter died three
Trait: I am deeply superstitious and tend to explain years ago, Nell brought it back from the dead.
events as direct consequences of earlier ill omens. Unbeknownst to everyone in the castle, Nell
Ideal: Equality. Everyone deserves the same comes from an old family of evil-inclined witches
chance for happiness and prospects. (Neutral) and warlocks. She tries to stay good, even though
Bond: A stranger is a friend you haven’t met yet. the temptation to dabble in dark magic is more
Flaw: My judgement is somewhat clouded, and I than a little inviting.
am a bit too fond of ale.

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medrin karsk
Medrin is a male half-orc (CN) who works as the
gatekeeper at the castle. He uses the statistics of
a scout. Medrin is tall, strong, and handsome in a
rough way with good cheekbones. He is a man of
few words and wears practical outdoor clothes.
Armour and weapon: Medrin wears Hide
Armour +1 and usually carries a longbow with a
full quiver. In addition, he carries a handaxe and a
practical skinning dagger.
Trait: I would rather listen than speak, and
winning my trust takes time. (Neutral) medrin
Ideal: Nature. Only in the wild can a person be karsk
truly free from civilisation’s shackles.
Bond: I am secretly in love with Celestia and
would do anything to secure her heart.
Flaw: I will never fully rely on anyone other than
myself.

information
Medrin doesn’t have much information that
he wants to share, but he quietly warns the
characters against wandering around the grounds,
as some areas are unsafe, especially after dark.

what he hides
Medrin has a secret romantic relationship with what he lies about
Celestia Blackraven and is fiercely loyal to her. Medrin will lie about his relationship with
However, he has lately started to wonder if her Celestia, but if pressed, he will admit that they
feelings for him are equal to his strong emotions. sometimes walk together on the castle grounds.
Medrin dislikes birds, especially carrion birds He claims that Celestia needs to “get away from
and vultures. Even though ravens are part of his the cold halls and all her responsibilities,” and
employer’s family name and are featured in their that she is fond of his quiet company.
coat of arms, Medrin kills them on sight and takes Medrin says that he doesn’t care who inherits
the carcasses back to his cottage, where he strings Shieldsborg Castle, but this is a blunt lie. He
them up for other animals to feed on. wants Celestia to inherit, as he believes it would
enable her to marry him. Medrin knew that the
solicitor, Fenton, came to the castle to meet Rose
Blackraven and draw up a new will.
When Rose was getting increasingly ill later on,
Medrin broke into the duchess’ study late at night,
took the metal box with the new will, and buried it
by the gazebo in the middle of the maze. He hasn’t
told anyone about his actions – not even Celestia.

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information
Timmy happily shares everything he knows, but
he tends to use simple words and struggles to
describe times and places. Short distances are
timmy “here – here”, longer distances are “there – here”,
and very remote locations are “far, far away” (this
includes any location beyond the castle grounds).
Timmy’s description of time follows a similar
pattern: The present is “now – now”, yesterday and
last week are “now – then”, and anything that has
happened before that is “a long, long time ago”.
Timmy likes most people at the castle, but
says that he doesn’t like Medrin because he hurts
birds. Timmy’s favourite person is Akeshi, who
sometimes brings Timmy new watercolours and
drawing papers.
If asked, Timmy admits that he is a little afraid of
Nell’s cat Jupiter, which he claims is strange.

what he hides
Timmy can’t tell falsehoods, but he tries to hide
that he sometimes visits the “White Lady” and
that they used to play together in the cemetery.
If pressed about who she is or her real name,
Timmy will shake his head and become distressed
timmy that he has revealed her existence. He will beg the
characters: “Please don’t tell anyone! If you don’t
Timmy is a male high elf commoner (N) who tell anyone, no one else knows, and then it’s still a
works as a groom and stablehand. He is unusually secret, see?”
short for an elf and walks with a waddling gait. If asked about Raziel, Timmy will say that Raziel
Timmy often smiles happily and tends to hum sometimes came to visit him in the stables before
lullabies or whistle when he works. He loves he went away. Timmy liked him, because Raziel
drawing and taking care of the horses and seems to was fond of horses just like Timmy is.
be able to communicate with them without words.
Timmy is unaware that he is the secret child of what he lies about
Raziel Blackraven and Viola Grey and therefore the Timmy doesn’t lie about anything.
legal and true heir to Shieldsborg Castle.
Armour and weapon: Timmy is unarmed and
wears no armour. If threatened, he tries to flee, but
if he is cornered, he will defend himself using a
broom from the stables as an improvised weapon.
Trait: I am far more comfortable around animals
than people.
Ideal: Kindness. Bringing happiness is the
greatest gift, and I give it freely to anyone. (Good)
Bond: The animals I care for are my best friends.
Flaw: I trust anyone who seems nice.

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CHAPTER 6: SHIELDSBORG CASTLE
hieldsborg Castle is a stone castle 2. When one of the characters glances at a
three stories high and with four towers, mirror, they see the vague reflection of
although one tower was struck by a black-clad person with a hidden face
lightning many years ago and has standing directly behind them. The shape
been boarded up. The ceiling is generally 15 feet of the person dissolves into dark, oily fog
with broad, ornate coving, except in the servants’ that resembles a skull and disappears. If
rooms and corridors, which are undecorated. the character turns around, there is no one
In many rooms, crystal chandeliers hang from behind them.
elaborate ceiling roses, but the chandeliers are
3. One piece of furniture in the room moves 5
covered with cobwebs, dust, and grime. The
feet across the floor with a grating screech
main corridors are dimly lit with candles in wall
when no one is looking in that direction.
sconces, while the servants’ corridors usually lack
The piece of furniture doesn’t move if the
additional lighting.
characters look directly at it, but it moves
The glass panes in the windows are many
again if all characters look away.
centuries old and tinted faintly blue. The air is
generally cold, damp, and carries whiffs of mildew. 4. Choose one character randomly. For a
heartbeat, the character feels cold fingers
restless souls touch their neck. If someone looks closely at
the character’s skin, they see angry red marks
Shieldsborg Castle is located in an isolated spot similar to fingerprints that slowly fade away.
and built on blood-soaked ground: It is constructed 5. When the characters pass a suit of full plate
on an old battlefield where thousands of people armour mounted on a stand in a corridor,
once died, and the dark energies that permeate the its visored helm turns as if it were watching
area have seeped into the castle’s walls. The nearby them. The helm is freezing cold and deals 1
cemetery is also the resting place of many troubled cold damage to anyone touching it with their
souls who met with unexplained accidents, which bare hands. The suit of armour is empty.
are disturbingly common at the castle.
Consequently, the castle is haunted by a host 6. Soon after one or more characters have
of restless spirits besides those of Viola Grey and left an empty room, the door slams shut
Rose Blackraven. Most of these are mere shadows behind them. The sharp bang causes all
of their former existences and make themselves characters within 15 feet of the door to have
known only through strange and frightening effects. disadvantage on Perception checks based on
Roll 1d8 on the Uncanny Encounters Table hearing for the next 5 minutes. The door can
every thirty minutes or whenever you find it be opened again as normal.
suitable to find out which eerie disturbances the 7. One of the candles in a candlelit room flickers
phantoms are causing. as if caught in a sudden draft, although no
wind can be noticed. Then, one by one, all
uncanny encounters table candles in the room are snuffed out.
1. The faint, irregular sound of discordant 8. When one of the characters walks past a
piano music drifts from a room farther away. window, a silken rope from the curtain rail
If the characters enter the room, the music near the ceiling falls down. The rope lands
immediately ends. There are no people or in front of one of the characters’ feet in the
pianos in the room. disturbing shape of a hangman’s noose.

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5 7

6
8
4
9 11

3
10

1
2 12

Ground floor. 1: Grand hall. 2: Kitchen. 3: Cook’s private chamber. 4: Servants’ hall. 5: Ballroom. 6: Conservatory.
7: Broken tower (ground floor). 8: Housekeeper’s room. 9: Boot room. 10: Butler’s room. 11: Corridor. 12: Guardroom.

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ground floor of the castle
1. grand hall
The dark green walls in this spacious room are
the castle cat
decorated with old dusty oil paintings, most Jupiter is a large bright orange female cat.
featuring scenic landscapes or military ships on She was the kitchen pet for almost thirteen
stormy seas. A wide staircase leads upstairs, and years, and Nell was always very fond of her.
a large patterned carpet covers much of the floor.
Three years ago, Jupiter fell to her death
Near the entrance stands a large grandfather
while hunting mice in the castle’s ruined
clock. It ticks loudly, and its steel pendulum gleams
tower, and her feline body was buried in
dully as it swings rhythmically back and forth.
the pet cemetery. However, Nell missed
2. kitchen her cat too much. One dark night, Nell
went to the cemetery with her old ritual
The kitchen is neat and orderly. Pots, pans, and
book and seven black candles. She tried
cooking spoons hang along the walls, and herbs
to cast one of the rituals in the book and
and plants dry on racks hanging from the low
almost succeeded: Jupiter clawed herself
ceiling. On one bench is a large butcher’s block in
out of her grave and was brought back to
which a meat cleaver is stuck at an angle. A huge
life, but with a blind, milky-white eye and a
iron-wrought stove is found in a corner, flanked by
slightly altered state of mind. A faint scent
many workbenches brimming with flasks and jars.
of decay still lingers on the cat’s fur, which
The kitchen also features a scullery, a meagre
sometimes attracts flies.
larder, and a cellar for storing food.
Nell is often in the kitchen, preparing meals, Nell has explained to the others at the
studying one of her cookbooks, or experimenting castle that she adopted a very similar-
with new recipes. looking cat that showed up on her
➛ On a closer look, DC 15 Wisdom (Survival) or doorstep. Everyone believes this little
Intelligence (Medicine): One of the clay pots contains white lie except for Timmy, who recognised
a type of dried Black Rot Leaves that are poisonous. Jupiter and is afraid of the cat.
➛ On a closer look, DC 18 Intelligence Jupiter usually sleeps in Nell’s room or
(Investigation): On one of the shelves in the cellar roams the castle. Most of the castle’s
is a small item wrapped in cloth and covered by a residents are uneasy around the one-eyed
mesh lid. It smells faintly of blood. If the object is cat, although they can’t explain why. Jupiter
unwrapped, it is revealed to be a heart that looks has the statistics of a normal cat, but she has
alarmingly human. an Intelligence score of 7, darkvision (120
➛ On a closer look, DC 14 Intelligence (Medicine): feet), and knows the location of undead
The heart isn’t human but belongs to a pig. (The creatures within 60 feet.
two are deceptively similar.)

3. cook’s private chamber


Nell’s room is over-furnished but cosy. There jupiter
is a single bed with a thick quilted cover and
several wool blankets. A large, fluffy, and
bright orange cat sleeps in the
middle of the bed.
The cat is called Jupiter.
See the sidebar for more
information about this rather
unusual feline creature.

27
The walls in the room are covered with several The room is empty except for three spiders
frames that contain pressed wildflowers. In a that hide among the webs in the ceiling. Still, the
corner stands a table with a large teapot that characters have the eerie feeling that something
smells faintly of raspberry. Several shelves over watches them from under the sheets. If they pass
the bed are filled with decorative porcelain plates through, a sudden cold draught makes some of
and various odd second-hand cookbooks. the sheets move in the wind.
When Nell isn’t cooking or working in the
kitchen garden, this is where she spends her 6. conservatory
spare time and sleeps. The conservatory is made almost entirely of
➛ On a closer look, DC 14 Wisdom green stained glass and was added many years
(Perception): One of the cookbooks has a false ago as an extension to the castle. It is filled with
cover, and its recipes are far more occult than an abundance of pots and planters brimming
culinary. In fact, the book contains dozens of with lush plants in colourful flowers. Some of
complicated and disturbingly dark magical rituals. the plants are thriving while others are wilting
➛ On a closer look, DC 16 Wisdom (Insight): or dead. There is a sweet smell from the flowers
There is something strange about the cat, but you in the air that quickly becomes overbearing and
can’t put your finger on what it is. slightly sickening.
Prunellia likes to tend the flowers in the
4. servants’ hall conservatory in the afternoons and often brought
This room is dominated by a large oak table that Rose here when she was ill. Nell grows vanilla
has seen long and hard use. The worn table is orchids together with a few other exotic herbs in
over three hundred years old, and is used by the one corner of the conservatory.
servants both as serving bench and dinner table. ➛ On a closer look, DC 15 Intelligence
Several cupboards cover the walls and contain (Nature): Some of the plants are poisonous.
a variety of plates, glasses, cutlery, decanters, However, this isn’t uncommon, as many
and bowls. One of the wooden cupboards is ornamental plants or decorative flowers can be
locked (AC 13, 10 HP). Its door is locked with a toxic. The lethal White Star Lilies, for example,
simple metal lock that requires a successful DC seem to flourish in the lush winter garden.
12 Dexterity (Thieves’ Tools) check to pick. It
contains an extensive but incomplete collection of 7. broken tower (ground floor )
silver cutlery (worth 70 gp). Each piece is stamped Both the door and the windows to this space are
with the Blackraven coat of arms. boarded up with sturdy wooden planks (AC 13, 20
HP). The room inside is filled with wet, sooty beams
5. ballroom and the rotting remains of shattered furniture.
The floor in this room consists of large grey and Characters who try to climb the few wooden
white marble tiles in a chequered pattern. Much of beams that are still intact inside the tower must
the floor is occupied by furniture covered with old succeed on a DC 15 Strength (Athletics) check for
sheets for protection. each floor they wish to climb. On a failed check, the
Everything is covered with dust, and layers of character falls to the bottom of the tower and takes
cobwebs hang between the sheets and the walls. A 1d6 bludgeoning damage for every 10 feet they fall.
cracked, dried-out mask in red leather, abandoned There is also a risk that a beam collapses
after some masquerade, hangs from the back of a underneath a character who climbs it. Roll 1d6 for
chair. It is obvious that the ballroom hasn’t been in each successful climbing check. On a result of 1 to
use for at least a century. 3, the beam stays intact. On a result of 4 to 6, the
beam breaks and the character falls.
The tower was struck by lightning and split in
half during a severe autumn storm at the end of
October many years ago. The lightning started a

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fire, and parts of the stone walls are still covered A very old painting of two dragonborn with
with black soot. Part of the tower was destroyed serious expressions hangs on one of the walls.
and it was too costly to rebuild. Judging from the age of the painting and the
➛ On a closer look, DC 12 Intelligence features of the dragonborn, the painting portrays
(Investigation): Among the rubble is a broken Akeshi’s parents.
small chest that contains 3 gp and 2 sp. ➛ On a closer look, DC 15 Wisdom (Perception)
or Intelligence (Investigation): One of the
8. housekeeper’s room floorboards in a corner is loose. Underneath it is
The housekeeper, Daisy, has her private room a hidden compartment that holds a small wooden
downstairs. A curtain runs down the middle of the chest. The chest is unlocked and contains 186 gp.
room and divides it in two. Behind the curtain is a The money was given to Akeshi by Raziel
simple, neatly made bed. At the foot end of the bed is Blackraven before Raziel rode off to war for the
a chest of drawers. A washing stand with a porcelain last time. Raziel intended to make sure that his
ewer and pitcher, adorned with blue hand-painted and Viola’s son, Timmy, would always be well
flowers, balances on the chest of drawers. looked after in case he fell in battle.
The room also contains a simple table with an
oil lamp in brass, two chairs, and a corner cabinet. 11. corridor
The cabinet is filled with yarn, thread, ribbons, This corridor is chilly, dim, and smells faintly of
lace, fabrics in muted colours, and other materials mildew. If the sun is still up, bleak winter daylight
used for needlework. The chest of drawers is filled shines through the window next to the door that
with old, worn clothes. leads outside.
Daisy comes here to sleep or during her spare
time when she isn’t needed elsewhere. 12. guardroom
This room used to be the guards’ quarters when
9. boot room the castle had a permanent watch, but it is now
This room features open wardrobes packed with used for storage. The walls are filled with old
stylish hunting clothes, tall sturdy boots, lacquered weapons and pieces of armour, including two
walking sticks, several different hats, and other suits of full plate armour with halberds mounted
outdoor equipment. All the clothes are dusty and on each side of the door. Several dusty trunks are
stiff. In one corner is a small table with two deep stacked along one wall.
drawers that contain assorted creams for polishing All armour and weapons are too rusty to be
shoes and boots. Two long wooden benches stand of any use. The trunks contain old moth-eaten
on each side of the table. The room smells strongly clothes and castle flags. If one of the trunks is
of leather and goose grease and faintly of vinegar. opened, a large moth with wings that look like
This room is used for storing hunting and staring eyes flutters out and flies away.
outdoor clothes. Most of the hunting clothes here
haven’t been used for decades. Akeshi sometimes
comes here to polish boots, carry out repairs, or to
brush clothes.

10. butler’s room


The head butler Akeshi’s room is tidy and sparsely
furnished. In one corner is a narrow, iron-wrought
bed. A low stool next to the bed functions as a bedside
table. A thin wax candle in a copper holder stands
on the stool. At the bottom of the bed is a large chest
that contains Akeshi’s few personal belongings and
clothes, all of which are old but clean.

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20 21 22

19

18 23

17
13

16 15 14 24

Middle floor. 13: Middle floor landing. 14: Parlour room. 15: Sitting room. 16: Duchess’ study. 17: Kitchen stairs.
18: Drawing room. 19: Servants’ stairs. 20: Duke’s library. 21: Dining room. 22: Broken tower (middle floor).
23: Portrait gallery. 24: Music room.
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middle floor of the castle shaped like bird’s claws. Neat piles of parchments
and envelopes are arranged on the desk next to a
13. middle floor landing silver-nibbed quill that rests in a luxurious wooden
The landing is connected to a long corridor that stand. The writing desk has two drawers.
runs around the entire middle floor. There are Next to the writing desk are two visitor chairs. A
numerous candles in silver wall sconces along the reading armchair stands near the window. A pair
walls, but only a quarter of them are lit and provide of low bookcases along a wall are filled with thick
dim light on the landing and in the corridors. The volumes. A large landscape painting that portrays
flames flicker occasionally in the draught. farmers toiling on vast fields hangs above the
open fireplace.
14. parlour room ➛ On a closer look, DC 18 Intelligence
The parlour room is smaller and more intimate (Investigation): All papers and envelopes on the
than the sitting and drawing rooms. A handful of desk are covered with a powder so fine it is almost
comfortable chairs are next to a low oval table in imperceptible. (See below for more information.)
dark walnut in the middle of the room. A small The drawers in the writing desk are locked.
writing desk and a matching bookcase fill one of the Their locks require a successful DC 13 Dexterity
corners. The tall windows have curtains made of a (Thieves’ Tools) check to pick.
thin white fabric that looks ethereal in the firelight. One of the drawers contains Rose Blackraven’s
The drawers in the writing desk contain a personal letters, including correspondence with
stack of vellum papers and envelopes, two dozen the dead solicitor, Fenton. It becomes clear from
well-used quills, several bottles of ink, a rod of reading the letters that Rose had indeed set up a
red lacquer, and a pair of silver stamps with the second will, which was kept at the castle. There
Blackraven coat of arms (worth 5 gp). The books are also a couple of very old letters from someone
in the bookcase concern the ancestry of prominent called Daisy, who appears to be Rose’s sister.
noble families around Eastern Farraway. The other drawer is empty.
Celestia uses this room to write in her diary and
compose letters. Lately, she has also started to lethal lettering
use this room for doing all of the accounting for The powder is a deadly contact poison. If the
the family’s finances and planning renovations. characters search the study, make a note of who
touches the documents on the desk. One hour
15. sitting room later, they must make a DC 15 Constitution saving
This spacious room features several seating throw. A character takes 6d6 poison damage
areas, including a group of plush lemon-yellow on a failed save, or half as much damage on a
chairs, a mahogany card table surrounded by successful one.
four high-back chairs, and a velvet loveseat near The character must make a new saving throw
a window. In one corner stands a cabinet of each hour after the first save. On a failed save, the
curiosities in which the late Duke’s collection of character suffers another 6d6 poison damage. On a
silver snuff boxes is on display. successful one, the character suffers no damage and
The sitting room is used as a breakfast room for no longer needs to make saving throws each hour.
Caspian, Celestia, and Prunellia. If the characters notice the poison, they can
attempt to deduce its origins with a DC 12
16. duchess’ study Wisdom (Nature) check. On a success, they learn
The door to the study is locked with a brass metal that the poison is made by grounding dried pistils
lock that requires a successful DC 13 Dexterity from White Star Lilies.
(Thieves’ Tools) check to pick. Both Akeshi Kheltora
and Daisy Miller have the key to this room. 17. kitchen stairs
In the middle of the room is Rose Blackraven’s This staircase is dark and unlit. The old steps are
elegant writing desk resting on broad curved legs so worn that they are slightly concave.

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18. drawing room 20. duke’s library
The drawing room has a half-panelled wall and The door to the library is locked with a brass metal
flaking lemon-coloured wallpaper. The fires in lock that requires a successful DC 13 Dexterity
the open fireplaces are burning low and crackle (Thieves’ Tools) check to pick. Both Akeshi Kheltora
occasionally. A couple of snug leather chairs and and Daisy Miller have the key to this room.
small tables are placed around the room, and four The library is a tower room with inbuilt
low bookcases flank the open fireplace. The books bookcases that cover the entire walls, except
contain a massive, multi-volume encyclopedia, but for one area reserved for a large sepia-toned
the pages are brittle and mouldy. map of Eastern Farraway. The volumes on the
Celestia and Prunellia usually spend their shelves seem to be a jumble of books ranging
evenings here reading or engaging in polite from advanced geography and military strategy to
conversation before withdrawing to their rooms. natural sciences and arcane lore. A layer of dust
➛ On a closer look, DC 12 Wisdom (Perception): covers a large motheaten carpet and the large
There are two hidden doors on either side of the marble-topped writing desk. The room smells
room that blend in with the dark wooden half- musty, and the air is stale. It is obvious that no one
panelling and the faded wallpaper. One door leads has ventured in here for quite some time.
to the Kitchen stairs (Area 17) and the other door ➛ On a closer look, DC 12 Wisdom
leads to the Servants’ stairs (Area 19). (Perception) or Intelligence (Investigation): Some
of the books that concern botany are less dusty
19. servants’ stairs than the other books in the library.
The servants’ stairs have seen plenty of use: Each ➛ On a closer look, DC 12 Wisdom (Perception)
step has a patch that is polished smooth from or Intelligence (Investigation): One of the many
uncountable hurried steps. The limewashed stone books on the desk is a chronicle of the Blackraven
walls are rough and unadorned. family line. It contains an illustrated family tree, but
➛ On a closer look, DC 20 Wisdom (Perception): someone has ripped out half of the page.
Someone has installed a secret door in one ➛ On a closer look, DC 18 Wisdom (Perception)
of the walls. The excellent stonemasonry and or Intelligence (Investigation): There is a cleverly
craftsmanship make the door almost impossible to hidden secret door behind one of the bookcases.
spot. It leads to the Duke’s library (Area 20). The door is very hard to spot and must have been
installed after the castle was built. It leads to the
Servants’ stairs (Area 19).

21. dining room


The spacious, rectangular dining room is
dominated by a grand table in mahogany that
easily sits 20 people. There is also a smaller
serving table and a tall cabinet filled with various
crystal glasses.
The wall is decorated with a framed oil
painting of a gallant knight who rides along a
sunlit road towards inky shadows. A large open
fire burns in a fireplace flanked by two chairs.
Celestia dines here with Caspian when he is
visiting the castle. Prunellia usually eats in her
room and joins them only if protocol demands, such
as on the rare occasions that the castle has visitors.

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22. broken tower (middle floor)
The door to the ruined tower on the middle floor ➛ On a closer look, DC 12 Wisdom (Insight):
is boarded up with heavy and sturdy wooden If any characters study the painting of Raziel
planks (AC 13, 20 HP). In the tower, jagged sooty Blackraven carefully, they will later realise that
beams protrude from the walls, and part of the the stablehand Timmy bears some resemblance
floor has fallen away. Characters can try to climb to the Duke. (There is no great resemblance
to the floor above or below. (See Area 7 for the between Prunellia and her mother, Rose
required skill checks). Blackraven, simply because Prunellia looks more
like her father.)
23. portrait gallery
The portrait gallery consists of a long corridor 24. music room
with two large arched windows. Over fifty oil The music room is filled with a variety of
paintings in muted colours and different sizes instruments, including a pianoforte, a gilded harp,
hang on the walls. The paintings portray various and a large piano. Several violins and other string
members of the Blackraven family. Some of the instruments hang on one of the walls. A thick
paintings are partly covered by grey mildew, and a layer of dust covers most of the instruments.
few of the canvases have cracked. Prunellia often comes here to play the
The portrait gallery is rarely visited by the pianoforte during the day.
castle’s residents, but Caspian sometimes comes ➛ On a closer look, DC 12 Wisdom
here when he is in a bleak mood. (Perception): The pianoforte is relatively free from
➛ On a closer look, DC 8 Intelligence dust compared to the other instruments. If its
(Investigation): All paintings feature the names keys are pressed, it is clear that the instrument
of those portrayed in the motif, but no one has is tuned and well maintained. All the other
the initials V.G. This clue is relevant only if the instruments are badly neglected and in dire need
characters have found the locket in the pond. of tuning.

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29 30 31

28 32

27 33

25
26 34

Top floor. 25: Top floor landing. 26: Caspian’s room. 27: Southern guest room. 28: Northern guest room. 29: Duchess’
bedroom. 30: Children’s nursery. 31: Broken tower (top floor). 32: Prunellia’s room. 33: Storage. 34: Celestia’s room.
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top floor of the castle 28. northern guest room
The room contains a wide bed, an empty and
25. top floor landing open wardrobe, and a small writing desk. The air
The spacious landing is chilly and filled with faint is cold and filled with dust. It is clear that it hasn’t
echoes from other parts of the castle. Like the been used for many years.
landing below, it is connected to a long corridor
that runs around the entire floor. 29. duchess’ bedroom
There are several tall glass cabinets along the The door to this room is locked with a brass metal
walls and two reading nooks by the windows. The lock that requires a successful DC 15 Dexterity
cabinets contain an impressive taxidermy collection (Thieves’ Tools) check to pick. Both Akeshi Kheltora
with an assortment of various dead animals on and Daisy Miller have the key to this room.
display. Their glassy eyes seem to follow the This bedroom is clean and tidy, but the sour,
characters as they walk past. sickly odour of long-term illness still lingers in
the air. The furnishing encompasses a large four-
26. caspian’s room poster bed with heavy velvet curtains, a chest of
Caspian’s room features an unmade bed, a large drawers, a tall wardrobe, and a vanity desk with
wardrobe, a lavish writing desk, and a plush an oval mirror in a wooden frame. The drawers
loveseat with a round varnished table. A travel and the wardrobe are filled with old dresses,
trunk stands at an angle next to the bed. beautiful but threadbare clothes, and a collection
Caspian recently returned to the castle after of worn bonnets and hats.
one of his many journeys and hasn’t yet bothered Next to the vanity desk stands a white-painted
to unpack. The trunk contains a surprising wicker sewing basket. It contains sewing
amount of fine clothes, a pair of dice in bleached equipment and materials used for needlework and
bone, a deck of well-used cards, a golden embroidery, such as pins, needles, rolls of thread
snuffbox (worth 10 gp), and a half-empty bottle in multiple colours, and several small cotton bags
of expensive wine. There is also a string purse filled with spare buttons and lace.
in burgundy leather with 13 gp, 54 sp, 9 cp, and ➛ On a closer look, DC 17 Intelligence
three white gems (worth 5 gp each). (Investigation): The pins in one of the boxes have
Caspian has spent a few nights at the castle tiny but perfectly cut green emeralds for pinheads
while waiting for the will to be read. He has spent (worth a total of 1,150 gp).
most of his waking hours wandering restlessly
and longs to be back in a lively town again, away 30. children’s nursery
from the castle’s gloomy memories. The nursery has a slanted ceiling with two dormer
➛ On a closer look, DC 12 Wisdom windows that are so dirty they barely allow any
(Perception) or Intelligence (Investigation): A pair light into the room. A variety of children’s furniture
of wrinkled notes are carelessly hidden between stands around the floor, such as a small group of
two elegant silk shirts with ruffled sleeves. couches, a tiny table, and low bookshelves. There
The notes are crudely worded and indicate are also three small beds with bare mattresses.
that Caspian owes 75 gp to various high-class Several old toys are found on the shelves and
establishments around Eastern Farraway. the floor. A jack-in-the-box on the table springs
open as soon as any character touches it. Under
27. southern guest room one of the beds is a broken doll whose head
This room contains a single bed, a bureau with a is twisted the wrong way. Most of the toys are
smudgy mirror, and a large chair with a mouldy dented and scuffed, and their paint is peeling.
cushion. The room is chilly and draughty. A family The neglected state of some of the toys makes
of mice have nibbled on the velvet curtain hem. them look unsettling and macabre, especially the
rocking horse with its mad stare.
When the characters enter the room, the

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floorboards creak loudly and cause the rocking The bed is filled with over twenty porcelain
horse to move gently back and forth. dolls in frilly dresses. The dolls look very old, and
The most eye-catching item in the room is some of them have had their hair brushed so many
an elegant, dusty dollhouse that stands on the times they are partially bald. The flaking paint on
floor in heavy shadow. Its dark rooms are filled their faces makes them grin unnervingly. If the
with beautifully crafted but wrecked miniature characters search the room, they feel as if the dolls
furniture. Small faceless dolls in exquisite suits are watching them with disapproval in their eyes.
and gowns populate most of the rooms. Prunellia has only innocent (if unnerving) items
➛ On a closer look, DC 14 Wisdom (Perception) in her quarters, as she is too shrewd to keep any
or Intelligence (Investigation): There are scribbles incriminating objects or notes around.
on the bed slats under two of the beds. The
writing reads “I hate you!” and “You are vile and 33. storage
ugly!” This is followed by strings of more obscene This space contains cleaning equipment,
remarks and a few disturbing children’s drawings. including a feathered duster, several bristle
It is unclear who made the drawings, or which brooms, two mops, and a few battered wooden
child slept in which bed when they were younger. buckets. Clean linen and towels are stacked on a
face-high shelf.
31. broken tower (top floor) This was once an old guest room, but it is now
The western door to this room is made of wood used for storage.
(AC 13, 13 HP) and locked. The lock is made of
metal and requires a successful DC 13 Dexterity 34. celestia’s room
(Thieves’ Tools) check to pick. The doors along This room is furnished with a wide four-poster
the southern walls are boarded up with sturdy bed, a tall wardrobe, and a large vanity table.
wooden planks (AC 13, 20 HP). There is also a lady’s writing desk in a corner. The
The upper part of the ruined tower is the most room is neatly dusted and clean, with few signs of
damaged part of the tower, with a large crack mildew, cobwebs, or moth infestations. However,
in the ceiling where the lightning struck. The the velvet curtains and the hangings on the four-
schoolroom and the governess’ room adjacent to poster bed are sun-bleached and worn.
the tower were destroyed in the fires caused by ➛ On a closer look, DC 15 Wisdom
the lightning. Drifting snowflakes are finding their (Perception) or Intelligence (Investigation):
way through the crack and float down to settle on Behind a wooden wall panel is a small secret
the frost-coated floor. compartment that contains Celestia’s diary and
A character who weighs more than 150 pounds, several small bouquets of dried flowers.
including equipment, and steps onto the floor Flicking through the diary reveals that Celestia is
must succeed on a DC 16 Dexterity (Acrobatics) incredibly shallow. It is also clear that she resents
check. On a failed check, they fall through the her family and detests her role as the dutiful
floor. (See Area 7 regarding falling damage and daughter. However, the diary indicates that Celestia
climbing to tower.) wasn’t involved in her mother’s death.
➛ On a closer look, DC 15 Wisdom (Insight): There are also repeated mentions of someone
The floor seems deteriorated and unstable. referred to as “Him”, who seems to be a person
with whom Celestia is involved with romantically,
32. prunellia’s room but the diary indicates that her interest is tepid,
The walls in this room were once painted pink with and she doesn’t seem to have any intention to
faded trailing roses. The room contains a bed with marry the unnamed person.
a bedside table, a chest of drawers, and a winged
reading chair next to a low bookcase. The bookcase
contains well-read antique children’s books.

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other areas wooden beams. If the characters have found
the metal box with Rose Blackraven’s latest will
the gatekeeper’s cottage by the gazebo in the maze, they realise that the
The gatekeeper’s cottage is a round stone ornate design of the key is similar to that of the
building with a crooked chimney, small windows, elegant metal box.
and a thatched roof partly overgrown with moss.
Next to the cottage are two sturdy wooden stables
poles to which a black and brown mastiff is tied. The castle stables are found in an L-shaped
The mastiff is called Stieg and is ferociously loyal building that once held up to thirty horses, but
to Medrin. It growls menacingly at any creatures only a small section is used today. The tack room
that come closer than 30 feet, and tries to attack is unorganised but all the equipment is scrubbed
anyone who attempts to enter the cottage. The clean and carefully oiled. There are currently
rope that the dog is tied up with is 15 feet long. If five horses in the stables (excluding any mounts
the dog can’t reach its target, it barks loudly until belonging to the characters).
the target is out of sight. If Medrin is nearby, this ➛ On a closer look, DC 12 Wisdom (Animal
will alert him, and he will reach the cottage after Handling): The horses are very content and well
ten rounds. cared for.
There is a cord strung between the poles, from
which fifteen dead ravens hang upside down by timmy’s room
their feet next to the cottage. Their black wings Timmy has a little room next to the hayloft in the
move gently in the breeze. stables. It is furnished with a narrow extendable
If Medrin is asked about the ravens, he says bed, a small chest, and a wooden table with a
that he needs to cull them because there are too three-legged chair. On the table are a stack of
many. This is partly true, but the whole truth is drawing papers, a tin mug with pens and pencils,
that Medrin is killing the ravens because they and a set of fine watercolours (worth 25 gp).
remind him of the fact that Celestia is of noble The walls are covered with beautiful
birth from the Blackraven family. Medrin is watercolour drawings, most of them portraying
gradually beginning to realise that her feelings for galloping horses, woodlands, and dramatic
him aren’t as strong as his, and he is worried that mountains. Some of the paintings are so lifelike
she doesn’t want to marry him. that they almost seem real.
Inside the cottage, there is an open hearth, a When Timmy isn’t taking care of the horses,
narrow bed, and a small makeshift stove next to a he spends almost all his spare time in this room,
simple table and two chairs. Some of Medrin’s shirts drawing or sleeping.
and small clothes are drying in front of the fire. The ➛ On a closer look, DC 15 Wisdom
room smells of leather oil, smoke, and laundry. (Perception): In some of the drawings is the
➛ On a closer look, DC 12 Wisdom vague outline of a pale, spectral woman.
(Perception) or Intelligence (Investigation): The indistinct woman is the ghost of Timmy’s
A shelf above the hearth holds several small mother, Viola, who sometimes shows herself to
tin boxes, one of which contains a fine sharp- Timmy when no one else is near.
smelling powder.
➛ On a closer look, DC 18 Intelligence
(Medicine): The powder is arsenic poison. It is
commonly used to eradicate rodents or weeds,
but can be used to kill larger creatures if the dose
is sufficient.
➛ On a closer look, DC 14 Wisdom
(Perception) or Intelligence (Investigation): An
ornamented key is hidden on one of the cottage’s

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CHAPTER 7: THE NEGLECTED ROSE GARDEN
he old rose garden is located to the ➛ On a closer look, DC 18 Wisdom (Perception):
west of the castle. Walking there takes A whiff of rot and decay permeates the area.
approximately 15 minutes. The garden
was once a well-kept haven with wicked and underwater
thriving hedges, polished marble statues, painted The declined fountain has attracted a coven of
trellises covered with climbing roses, and neatly green hags, who have taken up residence in the
raked paths. Its centrepiece was a large, deep depths of its basin.
pond with a beautiful fountain that sprayed jets of The hags delight in the gloom that resides
crystal-clear water in elegant arcs. over the castle and jealously guard their treasure
However, those days are long gone. The fountain at the bottom of the pond. As the gatekeeper,
hasn’t been functional for several decades, the Medrin dislikes the rose garden and avoids it,
roses have withered, and the thorn bushes have and the other residents rarely walk the grounds,
grown wild. The ground is covered with snow, no one is aware of the coven. However, the coven
and the statues are overgrown with frosty ivy. The is protective of their newfound hideout and don’t
paved ground is coated in ice and slippery. Some tolerate intruders.
of the statues are broken and lack limbs or heads,
which makes them look unnerving and macabre.

(MAP)

The cold, snowy rose garden.

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Read the following out loud if any character
walks closer than 10 feet of the fountain:

Suddenly, the fountain’s calm surface erupts


in a shower of foul water and slimy, rotten
water lilies. A nightmarish creature with long
tousled hair and yellowish teeth springs out.
“You won’t steal our precious treasure!” the
creature shrieks. “Protect it with your life, sisters!”

The green hag then cackles demonically and


attacks the nearest creature with long nails
that have turned into wicked claws. Unless the
characters have stated that they suspect there are
hostile creatures in the fountain, the characters
are surprised.
Optional: If the characters are playing the non-
violent version of this adventure, the hags cast the
spell fear on the characters and then leave the area
as fast as they can.

unsteady combat
The iced-over ground is slippery and makes it On a success, they maintain their balance and
difficult for the characters to stay on their feet can fight as usual. On a failed check, they fall to
while fighting the hags. the ground and are Prone, and lose their action.
All characters who make a melee weapon attack Each time this happens, one of the hags points her
action on their turn must make a DC 14 Dexterity crooked finger at the unfortunate character and
check before they attack. laughs shrilly.

development
At the beginning of the second round of combat,
two more green hags leap out of the pond and join
the fight. All hags fight to their death.

treasure
At the bottom of the 10-foot-deep pond are 27 gp,
97 sp, 264 cp, two large moonstones (worth 25 gp
each), a bag with various small bones (some which
are disturbingly similar to those of humanoid
fingers), and a golden locket. The locket is old and
engraved with the letters “R.B. & V.G.”
The locket was a gift from Raziel Blackraven
to Viola Grey. He presented it to her on the
day before their secret wedding. It once contained
a miniature portrait, but the portrait was
destroyed by the water long ago.

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CHAPTER 8: THE HAUNTED GRAVEYARD
he Blackraven family cemetery is The ghost is Viola Grey. She has watched the
located on a low hill with gnarled trees characters throughout the evening and senses that
north of the castle, 20 minutes away by their actions may prevent further dark dealings at
foot. When the characters are halfway the castle. Viola knows that Rose’s vengeful spirit
up the hill to the cemetery, the ghost of Viola Grey lurks in the mausoleum, so she tries to warn the
shows herself to the character who saw her earlier. characters about the danger. However, her message
is ambiguous at best, and it is up to the character
who sees her to decide how to interpret it.
Out of the corner of your eye, you see the
ghostly apparition of a female half-elf in the burial ground
white some 60 feet away. A large mausoleum in dark grey stone dominates
“Do not go in there,” a raspy voice the cemetery. The mausoleum is 30 feet high,
whispers close to your ear. “Turn around.” surrounded by a five-foot fence in wrought-
A heartbeat later, the ghostly shape iron capped with black spikes, and so heavily
dissolves into the wintery air like mist. decorated with time-worn carvings it looks almost
like a small Gothic church. It is the final resting
place for members of the Blackraven family.

(MAP)

The old neglected graveyard on the castle grounds.

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There are also several simple graves scattered If the characters open the wrought-iron gate
around the cemetery on the hill, where servants that surrounds the mausoleum, the tormented
and other residents are buried. spirit of Rose Blackraven immediately appears.
The characters can easily tell that the cemetery
hasn’t been maintained for decades. Between patches
of snow, there are frost-covered leaves and bushes A heavy shadow falls over the cemetery, and
covering most of the ground between the graves. the air becomes murderously cold. At the
Many of the tombstones are withered and stand at an same time, the spectral shape of a female
angle, but the text on some of them can still be read. human woman materialises in front of the
mausoleum. Her face is contorted with wrath.
pet cemetery “Haven’t I suffered enough already?” she
One small section has been set aside for departed howls. “Let me rest in peace!”
pets, with over a dozen tiny headstones erected She gives up a ghastly scream and attacks.
in memory of the dead animals. Many of the
crumbling headstones feature rusted miniature
ornaments or fading engravings that portray cats,
The spirit has the statistics of a wraith with the
dogs, and other creatures. Most of the names are no
following modifications:
longer readable, but the writing on one comparably
intact headstone reads: “My Darling Jupiter, ➛ It has 90 hit points.
Faithful Friend & Murderer of Mice.” It appears ➛ It is immune to cold damage.
that Jupiter was a cat that died three years ago.
➛ Dreadful Aspect (1/Day). The spirit briefly
hidden details takes on a horrific shape that freezes the
The cemetery features important clues to the blood in the veins of those seeing it. All
identity of the real heir to Shieldsborg Castle. creatures within 30 feet of the spirit that
➛ On a closer look, DC 10 Wisdom can see it must make a DC 13 Wisdom
(Perception): One of the graves is more well-kept saving throw. On a failure, the creature
than the others. The inscription on its headstone drops to 0 hit points. On a success, a
reads: “Here rests Viola Lenore Grey. Deeply creature takes 2d6 necrotic damage and
loved, but never forgotten.” 2d6 cold damage. This feature has no
➛ On a closer look, DC 16 Wisdom (Perception) effect on constructs or undead. Wizards
or (Survival): There are old footprints on the ground. belonging to the school of necromancy
They all belong to the same pair of sturdy boots. have advantage on the saving throw.
The tracks were made by the stablehand ➛ It has a challenge rating of 8.
Timmy. He sometimes visits the cemetery to
converse and play with the ghost of his mother,
Viola. When Rose was interred in the mausoleum development
and her spirit became an undead creature, Viola The undead wraith radiates unearthly coldness.
warned Timmy to stay away from the graves so At the start of the second round, the air within 30
that he doesn’t become the target of Rose’s wrath. feet of the spirit becomes lethally cold. Creatures
who stand in this area must make a DC 13
undead and unfriendly Constitution saving throw to withstand the deathly
After Rose Blackraven had passed away, her chill. On a fail, they take 1d6 cold damage and
spirit lingered in the castle long enough to learn have disadvantage on attack rolls for 1 minute.
the truth about how she died. Prunellia’s betrayal Optional: If the characters are playing the non-
enraged Rose beyond mortal bounds and turned violent version of this adventure, the spirit uses
her into an undead creature doomed to forever the Horrifying Visage ability of a ghost and then
rage over her fate inside the old mausoleum. fades away.

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CHAPTER 9: THE OVERGROWN MAZE
he sprawling hedge maze is located
east of the castle. It takes approximately
a quarter of an hour to walk there. Its The tall, rampant maze is so overgrown and
evergreen bushes are unkempt and dense that its passages are dim and filled
nearly 15 feet tall. Wooden bridges arc over the with heavy shadows.
bushes to connect different passages, but most of As you press through, you feel as if the
the bridges are thoroughly rotten and disintegrate hedges sometimes move when you aren’t
at the slightest touch. looking at them. For a moment, you think
A long time ago, the maze was kept trimmed you hear faint laughter from inside the maze,
to perfection, and solving it provided great but it could be your imagination.
amusement for countless summer guests, but
those days are forever gone.
The passages in the snowy maze are considered
difficult terrain, and the multitude of twigs and
leaves limits the characters’ visual range to 20
feet. Characters who attempt to reach the centre
of the maze by navigating its passages must

(MAP)

The old gazebo in the middle of the neglected maze.

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succeed with a DC 15 Intelligence check. On
a failed check, the character is lost and finds
themselves back at the entrance after 1d12 A ghostly woman appears in thin air next to
minutes. If the check fails by more than 5, the the old gazebo. Her translucent hair flows as
character gets hopelessly confused and finds their if it were underwater, and her feet levitate a
way out only after 1 hour. Characters who fail can few inches above the frost-coated grass.
try to find the middle of the maze again. Slowly, she turns her head to you, and she
raises an arm to point at the ground next to the
centrepiece in ruins gazebo. Before you have time to act or speak,
In the middle of the maze stands a weatherworn the ghost vanishes like mist in a breeze.
gazebo. Its white paint has been peeled off almost
entirely, and the rotting wood is riddled with
woodworm holes. The old carved decorations Viola is trying to point the characters to the
have been worn down by weather and time. hidden box that contains the stolen will. She
hopes this will end Prunellia’s murderous
eight-legged encounters scheming and lead to brighter times at the castle.
A trio of phase spiders have built a lair in the
maze a couple of days ago. The lair is well ➛ On a closer look, DC 12 Wisdom
concealed and can’t be seen from the air. The (Perception) or Intelligence (Investigation): The
spiders notice if the characters move through the frozen ground has been disturbed next to a patch
maze and attack the first character who emerges of snow near the gazebo.
in the centre. If the characters dig into the ground at this
Since their arrival at Shieldsborg Castle, the location, they find a ornate metal box the size
spiders have been subtly changed by the dark of a book. The box is richly decorated and
energies that coarse through the land. They have engraved with the Blackraven coat of arms. If the
the normal statistics of phase spiders with the characters have found the ornamented key in the
following changes: gatekeeper’s cottage, they realise that the design
of the key resembles that of the metal box.
➛ The spiders are black and dusky grey.
➛ The difficulty of the Constitution saving trap
throw against the spiders’ poison is 15. A poisoned needle is hidden within the box’s lid.
Opening the box without using its key causes a
➛ Their poison deals 4d8 poison damage and
sharp needle to spring out.
2d8 necrotic damage.
One creature touching the box takes 1 piercing
➛ They have resistance to necrotic damage. damage and 3d6 poison damage. The creature
must also succeed on a DC 12 Constitution saving
➛ A creature killed by a spider rises as
throw or be Poisoned for 1 hour. The trap can
a zombie controlled by the DM at the
be spotted with a successful DC 22 Intelligence
beginning of its next turn.
(Investigation) check and disarmed with a
Optional: If the characters are playing the non- successful DC 18 Dexterity (Thieves’ Tools) check.
violent version of this adventure, the spiders try to A failed attempt to pick the lock triggers the trap.
envelop the characters in webbing (using the Web The box contains Rose Blackraven’s latest will. It
action of a giant spider) and then scuttle away. is written on a rolled-up vellum parchment tied up
with a ribbon of black silk.
a ghostly sign When the metal box is opened, a conspiracy of
When the characters have defeated the spiders, ravens takes flight nearby. They caw repeatedly before
the ghost of Viola Grey appears to the character they fly away and disappear against the grey clouds.
who saw her earlier.

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CHAPTER 10: A DANGEROUS CONFRONTATION
hile the characters are trying to locate
the lost will, the castle’s other residents
are gathered in the sitting room. Eyes burning with hatred, Prunellia glowers
Tension rises as the minutes go by at you. Her innocent, insipid expression has
and midnight approaches. Timmy has left the vanished, only to be replaced by cold rage.
room to use the outhouse, but he is currently “Wretched, meddling fools!” she growls.
hiding in the stables and refuses to go back. “How dare you come here and ruin my
Akeshi and Daisy do their best to keep peoples’ beautiful plan. I will burn you to ashes and
spirits up, but everyone except for Prunellia is dance on your graves!”
increasingly nervous.
Prunellia bides her time while waiting for an ideal
moment to continue her deadly plot. She doesn’t With those words, Prunellia attacks.
care about the missing will, and as she plans to Filled with rage and hateful to everyone around
kill Celestia anyway, she feels no reason to worry. her, Prunellia opens her turn with the spell fireball.
Prunellia will try to kill Celestia before midnight if Upon casting this spell, deadly roaring flames
she can do so without rousing suspicion. fill the room. Every window bursts, the furniture
Yet the characters are a liability, so Prunellia and curtains catch fire, and several bottles of
pretends that she too has been poisoned and blames liquor explode in clouds of shattered glass.
Celestia to dissuade potential suspicion. The explosion kills Celestia instantly and
throws Daisy and Medrin into the wall, knocking
blame game them unconscious. If the spell hits Nell or Akeshi,
If the characters accuse anyone other than Prunellia of they lose half their hit points but are partially
having murdered Caspian, Prunellia instantly supports shielded by a large sofa. Although stunned by the
the accusation with a false witness statement. explosion, they manage to crawl out of the room.
Likewise, if the characters say that they have Prunellia uses the metamagic option Careful Spell
found neither the will nor the cause of Caspian’s to protect herself from the effects of the fireball.
death, Prunellia sobbingly declares that the Prunellia is a sorceress and uses the statistics
characters are useless and should leave the castle. of an archmage with the following modifications:
She wants the characters gone so that she can ➛ She has 13 sorcery points and can use the
continue with her murderous odyssey. following metamagic options: Careful Spell,
However, Prunellia is so gleeful over the characters’ Heightened Spell, and Quickened Spell.
failure that she struggles to hide her delight. A
character who succeeds on a DC 15 Wisdom ➛ Her AC is 17.
(Insight) sees that Prunellia is behaving oddly. ➛ She doesn’t have any 8th- or 9th-level spells
prepared.
firestarter
Prunellia immediately drops her act if any of the Optional: If the characters are playing the non-
following happens: violent version of this adventure, Prunellia breaks
down and cries instead of attacking. She claims
➛ She is attacked.
that she had no choice but to commit murder to get
➛ She is accused of causing Caspian’s death. what is rightfully hers.
Later, Prunellia is brought to Winterhold, where
➛ The characters explain that Timmy is the
she is charged with murder and sentenced to lifelong
real heir to Shieldsborg Castle.
imprisonment. She lives out the rest of her days in a
➛ Anyone threatens to destroy one of her dolls. dungeon playing with makeshift straw dolls.

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“I will burn you to ashes
and dance on your graves!”

prunellia mills attacks!


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CHAPTER 11: REWARDS AND AFTERMATH
f the characters survive the battle with departing the dark
Prunellia, a shaken and wounded Read the following out loud when the characters
Akeshi Kheltora politely congratulates leave the castle:
them for identifying Caspian’s
murderer correctly. If the characters have located
the latest will or found out who the true heir to As you leave Shieldsborg Castle behind and
Shieldsborg Castle is, he thanks them for this too, pass through the black wrought-iron gates, you
as it brings some closure to the ordeal. have the strangest feeling that you are being
While Akeshi can’t give the characters the watched. When you turn around, the ghostly
remainder of the reward that Caspian promised shape of a half-elven woman stands by the
them, none of the residents prevent the characters gates. She waves at you before she vanishes,
from taking Prunellia’s belongings. like smoke caught in an unearthly wind.
Prunellia wears a Ring of Serpent’s Tongue, a A raven caws three times in the distance
Pearl of Power, a golden ring with a black opal in as Shieldsborg Castle disappears from sight,
the middle surrounded by small diamonds (worth and you continue your journey.
500 gp), and an embroidered purse that contains
11 pp, 7 gp, and 3 sp.

life after death? aftermath


If any of the characters die during the fight with
The characters receive a group award of 17,700
Prunellia, Nell offers to try to resurrect them by
XP for accomplishing the quest, plus additional XP
using her ritual book. She warns everyone that she
for defeating monsters. Alternatively, the DM can
has never really attempted the ritual on a humanoid
use this as a milestone award and the characters
before, and seems both horrified and curious in
gain one level.
equal measures at the prospect of trying it.
Unbeknownst to Nell, who genuinely wants epilogue
to help, the ritual she is trying to cast isn’t
If the characters didn’t defeat Prunellia, she
resurrection but reincarnate. This means it is
continues her murderous scheme. Her evilness
highly likely that the character may return to
and magical abilities eventually transform her
life as a different race. In addition, because the
into a lich, which proceeds to rule the castle and
ritual is complex and Nell is an inexperienced
surrounding areas with terrible wrath.
spellcaster, the character’s alignment may also
However, if Prunellia is defeated, Timmy
accidentally change.
inherits Shieldsborg Castle. Timmy cares little for
Roll 1d6 when the ritual has been carried out.
castles or political intrigues and focuses mainly
On a result of 1 to 3, the character keeps their
on his horses. However, with time, his horses
alignment, but on a result of 4 to 6, the character’s
become among the best and most expensive
alignment changes. If the character’s alignment
riding mounts in Eastern Farraway, which brings
changes, roll 1d6 to establish the first part of their
prosperity to the castle.
alignment. On a result of 1 to 2, the character is
Good. On a result of 3 to 4, the character is Neutral.
On a result of 5 to 6, the character is Evil.
the end
Roll another d6 to establish the second part of
their alignment. On a result of 1 to 2, the character is
Lawful. On a result of 3 to 4, the character is Neutral.
On a result of 5 to 6, the character is Chaotic.

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CHAPTER 12: LEGEND & LORE
shieldsborg castle darkening days
Liondre and Eitid didn’t heed the warning, and
Shieldsborg Castle is situated in an isolated, problems began to plague the construction
perennially cold vale halfway between Winterhold of Shieldsborg Castle from the beginning.
and Wolfberg Pass. It is built near a historical Stonemasons and other workers took ill, and
battlefield where the Battle of the Triad took accidents were unnaturally frequent. The workers
place. The Battle of the Triad is one of the whispered that the area was haunted, and some
bloodiest battles in Eastern Farraway’s history swore that they saw ghostly shapes at night.
and is generally considered by historians as the However, Liondre and Eitid ignored the workers.
starting point for the Second Winter War. In They fired those who complained and hired new
this huge clash, the King’s army fought against people to work for them. Eventually, the castle was
invading armies from the Plane of Fey and Plane completed, yet the couple’s misfortunes continued.
of Shadow. The two latter armies were also in They had hoped to raise a family and wished for
conflict with each other, and the battle claimed the a child who would continue their family line, yet
lives of over ten thousand warriors. Eitid suffered repeated miscarriages and accidents.
The bodies of the fallen soldiers and dead Finally, they had a child, but Eitid died in childbed
creatures were left on the battlefield. The area shortly after giving birth.
became known as the “Vale of the Dead”, and its Heartbroken and half-crazed with sorrow,
craggy slopes were avoided by people and animals Liondre stormed from the castle, vowing never to
alike except for scavengers such as ravens, return. Prone to dark moods and bleak thoughts,
harpies, and dire rats. he travelled the land as a merciless sellsword and
killed wantonly for whoever paid best. Liondre died
a hero’s boon fighting a clan of frost giants in the Hintherdale
One of the most prominent leaders who fought region against impossible odds.
during the Second Winter War was the paladin
Liondre Shieldsborg. After the war was over, the arrival of the blackraven family
king knighted Liondre and granted him any land Shieldsborg Castle was deserted for many
of his choosing within the kingdom. years until the Blackraven family bought it. The
Liondre humbly asked for a piece of land where Blackraven family were prosperous, well connected,
the Battle of the Triad had taken place, as he wished and planned to throw lavish parties and balls at the
to build a castle as a monument of the King’s grand castle. They were also attracted to the castle
triumph in battle and victory in the war. As the vale because of the many ravens that lived in the area,
was a strategically important location, the king which they believed was a sign of good fortune.
agreed and provided a huge sum for building the However, the misfortunes at the castle
castle, in case war or conflict should ever return. continued and seemed to have found a new host.
Liondre returned home together with Eitid, another The family endured disaster upon disaster while
paladin with whom he had fought side by side during their ranks and wealth dwindled. Eventually, they
the war. They had sworn that if they survived the withdrew from society entirely and spent their
war, they would marry and start a family. However, gloomy days behind the castle’s chilly stone walls,
the village priest heard about their plans to build a longing and dreaming about the golden years
castle near the battlefield and warned against it. before the family moved to the castle.
“The land is soaked in blood and pain,” she warned Today, many believe that Shieldsborg Castle is
them. “Too many have met a violent end in that vale. haunted, and most people avoid the castle, which
Find yourselves another place for your castle and your is gradually becoming more and more neglected
future, and let the tormented souls rest in peace.” with each passing year.

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CHAPTER 13: MAGICAL ITEMS

ring of
serpent’s tongue

ring of serpent’s tongue


Ring, legendary (requires attunement) The ring is over 800 years old and made of
While wearing this ring, you gain a +2 bonus to titan-steel from Northern Farraway. It resembles
Armour Class and a +5 bonus to Deception checks. a lean snake that wound itself around the
The ring appears to be nonmagical as if it were wielder’s finger three times before biting its own
under the effect of the spell arcanist’s magic aura. tail. The snake’s eyes are made of small green
The ring renders you immune to spells emeralds. Centuries of use have matted its sheen
belonging to the school of divination and magical and worn down the engraved pattern.
effects that allow other people to read your The recipe to create this type of ring was a
thoughts, detect your true alignment, or spy on secret, and only a Mastersmith of the Flinthelm
you using magic. Your real alignment doesn’t clan knew how to forge them. However, several
change, and alignment requirements of magical dwarves from Winterhold were kidnapped by dark
items aren’t affected. elves and forced to work in their smithies deep
In addition, you can choose to misinform underground. The knowledge of the secret recipe
creatures that try to read your thoughts, detect died with the enslaved Mastersmith when the
your alignment, or spy on you by magical means. leader of the dark elves, Alyeari Helviath of House
For example, you can make your thoughts T’orrza, sacrificed all of the kidnapped dwarfs to
different to what they truly are, you can seem to the Spider Queen in exchange for great powers.
have a specific alignment, or you can appear to be Ring of Serpent’s Tongue is often used by dark
in a location far from where you actually are. elves when negotiating with other Houses or
The creature trying to gather information about enemies. While the majority of the rings are still
you must make a DC 20 Wisdom saving throw. On a in possession of the drow, a few of these priceless
failed roll, the creature believes the false information rings have found their way to the surface. They are
you choose to present. On a success, their spell or highly sought after by unscrupulous people, but also
ability fails, and they glean no useful information. treasured by merchants, diplomats, and adventurers.

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CHAPTER 14: NEW MONSTERS
dusk wolf strategical allies
Dusk wolves are also known as shadow wolves, or During the first battle of the Second Winter War,
“Skymnings-varg”. dusk wolves were widely used by the Unseelie
The dusk wolf’s origin has long been debated by Court’s army. Dusk wolves are both intelligent and
scholars at the Department for Higher Education ferocious, albeit highly unpredictable once their
in Northwind Gate and other academic institutes bloodlust has been stirred. Their feeding frenzy is
in Eastern Farraway. It is generally agreed that the infamous, and they were commonly used during
natural habitat of dusk wolves is the Plane of Fey. attacks to decimate enemies and spread chaos
However, some scholars stubbornly maintain that and fear.
dusk wolves clearly originate from the same plane During the Battle of the Triad, which took place
as fellstalkers, a feline creature that inhabits the near the location where Shieldsborg Castle is
Plane of Shadow and bears some resemblance to situated today, thousands of warriors from the
dusk wolves in that they too can teleport. Unseelie Court lost their lives, and most of their
The dusk wolf’s ancestry is more uncertain. dusk wolves were slain. However, dusk wolves
According to some academics, dusk wolves are the can’t truly die unless they are on their plane of
feral cousins of blink dogs, while others insist that origin, and are therefore magically resurrected
the two species have evolved independently of each after approximately seven days. (For more
other. In addition, a third group of scholars argue information about the dusk wolf’s ability to return
that dusk wolves are the direct descendants of the from the dead, see Octavia Dragonborn’s book
legendary Fenris-wolf (also known as Fenrisúlfr). Experimental Design and Practical Studies of
Whichever their true origin, dusk wolves are Non-Planar Species, Volume IV).
generally found throughout the Plane of Fey. Some
may have entered Eastern Farraway by the means appearance
of planar travel and ancient portal stones, and Dusk wolves are larger than ordinary wolves
there is a prevalent group of dusk wolves that has but still medium in size. Their fur is dark grey
lived in the mountains north-east of Winterhold or black with shades of midnight blue, and their
for centuries. Their presence has even given rise eyes glow yellow or orange in the dark. They
to the name Wolfberg Pass, a long, narrow, and easily blend into the shadows at night and in dim
notoriously dangerous pass that runs between the light. In addition, similarly to blink dogs, they can
mountain ranges. teleport from one location to another,
leaving behind only a trail of
black smoke.
They tend to hunt in
packs of five up to twelve
individuals that are led by
an alpha couple. It is said
that dusk wolves can be
trained from a very young
age, and according to
some bard’s songs and
tales, the famous ranger
Elsie the Wanderer
had a dusk wolf called
Vangar as an animal
companion.

49
dusk wolf Pack Tactics. The dusk wolf has
advantage on an attack roll against a
Medium monstrosity, neutral evil creature if at least one of the shadow
wolf’s allies is within 5 ft. of the
Armour Class 12 (natural armour)
creature and the pack member isn’t
Hit Points 100 (16d8+28) incapacitated.
Speed 50 ft.
actions
STR DEX CON INT WIS CHA
Multiattack: The dusk wolf makes one
15 (+2) 17 (+3) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
bite attack and one claw attack, or two
Saving Throws Dex +5, Con +4 claw attacks.
Damage Resistances Bludgeoning, Piercing, Bite: Melee Weapon Attack: +5 to hit, reach
and Slashing from nonmagical attacks 5 ft., one target. Hit: 1d10 + 3 necrotic
Damage Immunities Poison damage.
Condition Immunities Frightened, Claw: Melee Weapon Attack: +5 to hit,
Poisoned reach 5 ft., one target. Hit: 1d8 + 3
Senses Darkvision 120 ft., Passive necrotic damage.
perception 16 Baleful Howl. Each non-undead creature
Languages Understands Common and within 30 feet of the dusk wolf that can
Sylvan but can’t speak hear it must succeed on a DC 13 Wisdom
Challenge 4 (1,100 XP) saving throw or be Frightened for 1
minute. A Frightened target can repeat
Unearthly Swiftness. While in dim light the saving throw at the end of each of
or darkness, the base walking speed of its turns, ending the effect on itself on
a dusk wolf increases with 10 feet. a success. If a target’s saving throw is
successful or the effect ends for it, the
Incorporeal Movement. The dusk wolf target is immune to the dusk wolf’s
can move through other creatures and Baleful Howl for the next 24 hours.
objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends Shadow Leap (Recharge 4–6). The dusk
its turn inside an object. wolf magically teleports up to 60 feet to
an unoccupied space it can see.
Bloodlust. A dusk wolf that reduces a
creature to 0 hit points adds 1d6 to
damage rolls for one minute. The slain
creature must be of a type other than
undead or constructs.
Sunlight Weakness. While in sunlight,
the dusk wolf has disadvantage on
attack rolls and ability checks.

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APPENDIX
how to scale this adventure Tier 3: Five dusk wolves. CR 11 (7,200 XP)
Tier 4: Seven dusk wolves. CR 17 (19,250 XP)
Make the following adjustments to scale the
adventure up or down so that it suits your group. Replace the three green hags with:
Tier 1: Two sea hags. CR 4 (1,350 XP)
tiers Tier 2: Use the monsters as described in the
Tier 1 represents levels 1–4 for an adventure adventure.
group of three to five characters. Tier 3: Five green hags. CR 10 (7,000 XP)
Tier 2 represents levels 5–10 for an adventure Tier 4: Three night hags. CR 13 (10,800 XP)
group of three to five characters.
Tier 3 represents levels 11–16 for an adventure Replace the modified wight with:
group of three to five characters. Tier 1: One ghast. CR 2 (450 XP)
Tier 4 represents levels 17–20 for an adventure Tier 2: Use the monster as described in the
group of three to five characters. adventure.
Tier 3: One vampire. CR 13 (10,000 XP)
skill checks and saves Tier 4: One lich. CR 21 (33,000 XP)
Tier 1: Decrease all DC checks by -2.
Tier 2: Use the DC checks in the adventure. Replace Prunellia’s stats as an archmage with:
Tier 3: Increase all DC checks by +2. Tier 1: One cult fanatic. CR 2 (450 XP)
Tier 4: Increase all DC checks by +4. Tier 2: Use the encounter as described in the
adventure or replace it with one mage. CR 6
Suggested changes to the damage from the trapped (2,300 XP)
metal box that is buried next to the gazebo: Tier 3: Use the encounter as described in the
Tier 1: 1d6 poison damage. adventure.
Tier 2: Use the trap as described in the adventure. Tier 4: Use the encounter as described in the
Tier 3: 4d6 poison damage. adventure, but increase the archmage’s AC to 20
Tier 4: 6d6 poison damage. and hit points to 256. CR 17 (18,000 XP)
Adjust the saving throws and skill check DC as
previously mentioned. how to scale treasures
Adjust the reward that Caspian offers as follows:
Suggested changes to the damage from the Tier 1: 50 gp each for searching for the will, and
poison found on letters and documents in Rose 150 gp each if they find it.
Blackraven’s study (Duchess’ study, Area 16): Tier 2: Use the same treasure as described in the
Tier 1: 2d6 poison damage. adventure.
Tier 2: Use the trap as described in the adventure. Tier 3: 200 gp each for searching for the will, and
Tier 3: 8d6 poison damage. 500 gp each if they find it.
Tier 4: 20d6 poison damage. Tier 4: 250 gp each for searching for the will, and
Adjust the saving throws and skill check DC as 1,000 gp each if they find it.
previously mentioned.

encounters
Replace the three dusk wolves with:
Tier 1: One dusk wolf. CR 4 (1,100 XP)
Tier 2: Use the monsters as described in the
adventure.

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Adjust Prunellia’s belongings as follows:
Tier 1: Decrease the value of her golden ring to
250 gp.
Tier 2: Use the same items as described in the
adventure.
Tier 3: Increase the value of the golden ring to
750 gp.
Tier 4: Increase the value of the golden ring to
1,000 gp.

Other treasures in the adventure:


Tier 1: Decrease the value of the treasure by half.
Tier 2: Use the treasure as described in the
adventure.
Tier 3: Double the value of the treasure in the
adventure.
Tier 4: Increase the value of the treasure in the
adventure five-fold.
The properties of the Ring of Serpent’s Tongue
remain the same, unless the DM wishes to replace
the ring with another magical item.

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Ground floor: Player version.

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Middle floor: Player version.

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Top floor: Player version.

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THE
BLACK R AVEN’S
COMPENDIUM

Gothic magic items, monsters, spells, murder mystery plot ideas,


and more for the world’s greatest roleplaying game

A MIDNIGHT TOWER COMPENDIUM


EERIE MAGIC ITEMS
crimson
guise

candelabra of
the silent walker

candelabra of the silent walker


Wondrous item, rare
This candelabra must be fitted with newly lit
crimson guise
candles and held in one hand to function. Wondrous item, very rare (requires attunement)
When the light of its candles falls on an object When you wear this masquerade mask, you can
or creature that is magically or naturally invisible spend one action to activate it by speaking the
within 30 feet, roll 1d20. On a roll of 9 or less, words “Mortem Obire”. The words are inscribed
nothing happens. On a roll of 10 or higher, the object on the inside of the mask and can be found only
or creature becomes visible for as long as it remains by succeeding on a DC 20 Investigation check.
in the candles’ radiance. In addition, Investigation When active, the mask turns into a hideous
and Perception checks made inside the radiance of demonic visage. All creatures within 30 feet of
the candelabra are made with a +3 bonus. you that can see the mask must make a DC 15
Its magical properties can be activated only by Wisdom saving throw. On a successful save, a
candles moulded at midnight under a full moon. The creature takes 2d6 psychic damage. On a failed
candles burn for 30 minutes, provide bright light in a save, it takes 4d6 psychic damage and becomes
5-foot radius, and dim light for an additional 10 feet. Frightened of you for 1 minute. A Frightened
The Candelabra of the Silent Walker is a three- creature can repeat the saving throw at the end
armed elaborate candelabra made of bright silver of each of its turns, ending the effect on itself on a
that never needs polishing. The candelabra has success. This effect can be used only once per day.
been used by many adventuring parties over the The mask also enables the wearer to cast
years. It has been especially valued by groups the following spells once per day: misty step,
who specialise in delving into ancient tombs and invisibility, and contagion (save DC 15).
dungeons. Last week, a famous adventuring party The mask is made of old, cracked red leather
returned to Winterhold after exploring a dungeon from an unidentified fiendish creature. It features
in the Hintherdale Region. While their exploration black velvet ribbons, golden studs, and a pointed
was successful, they left the candelabra behind beak. It always smells of sugary perfume.
after fleeing from an infuriated lich that didn’t Crimson Guise has been seen at parties and balls
appreciate their visit. for centuries. The origins of the mask are unknown.

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TRAPPED MONSTER TABLE

1. Drow CR 1

mirror 2. Shadow CR 1/2


of ilynina
3. Imp CR 1

4. Spectre CR 1

5. Cult fanatic CR 2
mirror of ilynina 6. Green hag CR 3
Wondrous item, legendary
7. Wight CR 3
This mirror is cursed. A creature
that touches it must immediately 8. Ghost CR 4
make a DC 18 Charisma saving
throw. On a failed save, the creature 9. Incubus/Succubus CR 4
is instantly trapped in the mirror as if they were
10. Night hag CR 5
affected by the Minimus Containment variant of
the spell imprisonment. Simultaneously, a hostile 11. Vampire spawn CR 5
creature that already is trapped in the mirror is
released. The creature is hostile to all other beings 12. Medusa CR 6
and immediately attacks the nearest creature. The
13. Oni CR 7
DM decides what type of creature emerges from
the mirror, or rolls on the Trapped Monster Table. 14. Chain devil CR 8
A creature trapped in the mirror can be freed only
when a new creature is trapped or by the spell wish. 15. Young silver dragon CR 9
Creatures that spend more than five days (corrupted, Neutral Evil)
trapped in the mirror must succeed on a DC 18
16. Deva (possessed, Chaotic Evil) CR 10
Charisma saving throw or transform permanently
into an evil monster of the DM’s choice. If the 17. Archmage (insane, Chaotic Evil) CR 12
transformed creature is released from the mirror
and dies, it reverts to its true form. 18. Vampire CR 13
The mirror is made out of elegantly carved
19. Mummy lord CR 15
engelwood, and its dusky, silvery mirror is
cracked. A smoky shadow can occasionally be 20. Lich CR 21
glimpsed deep inside the mirror.
The mirror was once a gift to Ilynina Gnejs, a young
noble lady, shortly before her wedding. Her jealous finally disappeared and left only the mirror
sister bought the mirror in a peculiar antique shop behind. Some people say that she took her own
in the old quarters of town before it disappeared. life, but no one truly knows what happened to her.
However, Ilynina grew enthralled with the If the mirror is destroyed or repaired by the
mirror and spent all her time admiring her own spell mend, it disappears and leaves behind only
reflection until she forgot all around her. The a faint trail of blue smoke. Any creature trapped
wedding was called off, but the young bride-to-be inside the mirror is destroyed. The mirror
remained obsessed with her own reflection and reappears 1d100 years later in a random antique
gradually withered away. It is said that Ilynina shop or travelling salesman’s wagon.

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veil of the
afterlife

ring of
thalassi

ring of thalassi
Ring, very rare (requires attunement)
While wearing this magic ring, your Dexterity
score increases by 1, and you have resistance to
poison damage.
A successful DC 20 Investigation check reveals
how to open the ring. Inside it is a cavity that can
contain one dose of poison. An enchantment hides
any poison stored inside the ring from magical and
natural attempts to detect it. The wearer can use veil of the afterlife
an action to apply the poison to an object within 5 Wondrous item, rare
feet, e.g. a goblet. The ring’s intricate mechanism While wearing this veil, you become aware of
gives the wearer a +5 bonus to Sleight of Hand undead creatures and know their exact location
checks made when applying the poison. within 15 feet, and you feel the presence but not
The ring is made from matte white silver. It is the location of undead creatures within 60 feet.
decorated with an oval green Verdelite crystal, a You can’t tell the type of undead or its identity.
precious gemstone found only in deep caves on the When you are in dim light, the veil’s fabric blends
Farraway Islands. with the darkness and gives you a +2 bonus on
The ring once belonged to the sea elven Thalassi Stealth checks made to hide, as well as a -2 penalty
family, who were traders based in Whiteport. It on Perception checks based on vision. In addition,
was handed down through generations, but each you have resistance to necrotic damage, and you
heir became increasingly ruthless and shrewd. register as an undead creature to other creatures
Over time, several merchants who were linked to that use abilities and spells to detect undead.
the Thalassi family’s affairs died from poisoning, Veil of the Afterlife is a long widow’s veil made
and other traders grew suspicious. Eventually, the of light black lace with an embroidered hem. It is 2
Thalassi family was shunned and avoided. The feet long and must be worn over the wearer’s face
ring was lost when the last member of the family for its magical properties to work. Removing or
was assassinated. putting on the veil takes one round.
The many deaths that the ring has been involved Little is known about the Veil of the Afterlife.
in – together with its magical abilities – have made Some say it was first worn by an ancient queen
the ring sentient and malicious. It encourages whose beloved was slain in a battle. The queen
the wearer to embrace evil through macabre and mourned so grievously that she perished and
glorified dreams. The wearer of the ring may became a ghost, doomed to forever haunt a forest in
remain unaware of the ring’s bloodthirsty influence. which she and her lover often had walked.

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NEW MONSTERS
ghostly cat
At a glance, the ghostly cat resembles a normal
cat. Most are charcoal black, grey, or white and ghostly cat
have a proud bearing. They are usually reclusive
and rarely approach humanoids. Only a few Tiny monstrosity, unaligned
details betray the true nature of a ghostly cat. In
Armour Class 12 (natural armour)
moonlight, its eyes gleam like golden coins, and it
becomes transparent with a faint smokey aura. Hit Points 4 (1d8)
Some hold that ghostly cats evolved from normal Speed 40 ft., climb 30 ft.
cats that lived near burial sites. Others argue that
STR DEX CON INT WIS CHA
they arrived from the Plane of Shadow or Hades.
Some scholar claims that there is a link to these 3 (-3) 17 (+3) 10 (0) 8 (-1) 19 (+4) 15 (+2)
cats and the famous mage Octavia Dragonborn.
Dwelling among the Dead. The ghostly cat has Skills Perception +9, Stealth +7
an innate fondness for graveyards and often makes Senses darkvision 240 ft., passive
its den among tombstones and mausoleums. Perception 17
Reader of Souls. The ghostly cat can sense
hidden feelings and true intentions in the hearts
Languages Understands Common, Infernal,
of other creatures. For this reason, the ghostly cat Abyssal and Deep Speech but can’t speak
can easily see through lies and notice deception. Challenge 1/2 (100 XP)

Keen Senses. The ghostly cat has


advantage on Wisdom (Perception) checks.
Otherworldly Comfort. All creatures
within 30 feet of a ghostly cat have a +1
bonus on saving throws made against
the abilities of undead creatures.

actions
Claws. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 1 slashing damage.
Piercing gaze. The ghostly cat targets a
creature that attempts to lie and uses
its gaze to unnerve it. The target must
be within 30 feet and able to see the
ghostly cat. The target must make a DC
15 Wisdom saving throw. On a failed save,
the target has disadvantage on Charisma
(Deception) checks for 1 minute. Once the
ghostly cat has used this ability, it can’t be
used again until the next midnight.

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vengeful bride
The vengeful bride is the spirit of a bride-to-be
who died from mortal sorrow after her fiancé
was murdered. It appears as a corpse clad in a
long, bloodied wedding gown and a torn veil. The
vengeful bride can fly, but often glides soundlessly
along the ground with its head bowed.
The vengeful bride prefers complete silence. While
it can speak, it does so rarely and only for good
reason. Those who have heard the vengeful bride
utter a word and lived to recount the experience
say that its voice is unnatural and hushed.
Mortally Wronged. Stricken dead by grief, a
vengeful bride has refused its journey to the
afterlife and lingers to exact revenge. It exists
solely to kill those who caused its anguish.
The rage of the vengeful bride knows few
boundaries, and it delights in stealing the
life force of others. However, the vengeful
bride desires revenge above all else. It
may refrain from attacking those who
can point it to more desirable victims,
such as those who were complicit in
killing the vengeful bride’s fiancé.
Nightmarish Legend. The vengeful
bride is often mentioned in old folklore
and cautionary tales. It is said to haunt
the places where it was meant to be
married, such as churches, chapels,
meadows, or stone circles. The
vengeful bride has also been sighted
in forlorn graveyards and in tombs.
However, some bards claim that this
fearsome undead creature may roam
far and wide to hunt down those who
murdered their betrothed.
Freezing Aura. The vengeful
bride radiates an intense and
unearthly cold that is easily
noticeable. Within 120 feet of the
vengeful bride, the temperature
drops sharply, patches of frost grow
on surfaces, and the breath of living
creatures turns to mist in the air.

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vengeful bride actions
Medium undead, lawful evil Multiattack. The vengeful bride uses its
Crippling Touch twice, or it uses Crippling
Armour Class 18 (natural armour)
Touch and Fatal Beckoning if available.
Hit Points 105 (14d8 + 42)
Speed 0 ft., fly 60 ft. (hover) Dead Can Dance. The vengeful bride
gracefully moves up to 60 feet without
STR DEX CON INT WIS CHA provoking opportunity attacks.
14 (+2) 16 (+3) 15 (+2) 11 (0) 12 (+1) 21 (+5)
Fatal Beckoning (Recharge 5–6). The
vengeful bride points at one creature it
Skills Insight +5, Intimidation +4,
can see within 120 feet of it and fills its
Perception +7, Stealth +13
mind with crushing despair.
Damage Resistances necrotic; bludgeoning, The target must succeed on a DC 18
piercing, and slashing from nonmagical Wisdom saving throw or take 4d10
attacks psychic damage and become Paralyzed
Damage Immunities poison, cold until the end of the vengeful bride’s
Condition Immunities Blinded, Charmed, next turn. If a target’s saving throw is
Deafened, Exhaustion, Frightened, successful, the target is immune to the
vengeful bride’s Fatal Beckoning for the
Poisoned, Stunned, Unconscious
next hour.
Senses darkvision 120 ft., passive
Perception 12 Crippling Touch. Melee Spell Attack:
+10 to hit, reach 5 ft., one creature. Hit:
Languages all the languages it knew in life
2d12 cold damage and 2d12 necrotic
Challenge 18 (20,000 XP)
damage. The target must succeed on
a DC 18 Constitution saving throw or
Silent as the Grave. The vengeful bride have disadvantage on all attack rolls for 1
doesn’t make any sound unless it minute. The target can repeat the saving
chooses to, and it always has advantage throw at the end of each of its turns,
on Stealth checks based on sound. ending the effect on itself on a success.
Legendary Resistance (3/Day). If the Gift of Mourning (1/Day). The vengeful
vengeful bride fails a saving throw, it can bride conjures a bouquet of flowers made
choose to succeed instead. of negative energy and hurls it at a target
Deathlike Chill. At the initiative count within 60 feet. The target must make a
of 20, all creatures within 30 feet of the DC 20 Dexterity saving throw, taking 14d6
vengeful bride must succeed on a DC 14 necrotic damage on a failed save, or half
Constitution saving throw every round. as much damage on a successful one.
On a failed save, the creature suffers one Upon hitting a target, the bouquet turns
level of exhaustion. into ash and disappears.

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MURDEROUS PLOT HOOKS
murder at the manor provoked or judge that honour calls for combat.
Quest: Mayor Eirie Wynter has been found dead Solution: The assassin is disguised as a musician
by her servants in her home of Highgate Hall, a and carries a dagger concealed in a fake flute.
lavish mansion in the centre of town. Also present Red herring: One of the wedding guests is a bard
at the murder scene was Baroness Zael Bellamy, who forged their invitation to mingle with the nobility.
Eirie’s arch-rival. It is an open secret that Zael and Rewards: Lord Alastin Gallehus rewards the
Eirie disliked each other, and that both used shady characters with a crate that contains 12 bottles
methods to increase their power. The town guard of Emerald Pegasi, an exquisite sparkling wine
hires the characters to investigate the murder. (worth 25 gp each). 
What the characters don’t know: Zael is innocent.
Eirie had planned to poison Zael, but she mixed up the warrior with the wyvern insignia
their wine glasses and accidentally killed herself. Quest: Over 50 years have passed since the
Encounters: If the characters sneak inside Zael’s disappearance of the warrior Marda Riverheim, a
manor, Blueridge Court, they are confronted by member of a well-known retired adventuring band
four veterans and one knight (Zael’s brother). called the Argent Blade. Most believe that she was
Solution: A secret compartment behind a false kidnapped, but her body was never found.
book in Eirie’s library at Highgate Hall contains Kelron Swart, an aged member of the band, has
Eirie’s diary. By reading this, the characters can recently received several anonymous messages.
deduce that she planned to murder Zael. The messages feature drawings of places from
Red herring: Zael’s brother was secretly in love Kelron and Marda’s adventures together. Kelron
with Eirie and has been caught spying on her. is sure that it is Marda’s murderer who sends the
Reward: The captain of the guard offers the messages to taunt him, so he hires the characters
characters 100 gp if they can explain the death. to investigate the matter. Kelron is convinced that
his old friend is dead, but wants closure and can’t
white wedding stand the idea that Marda’s killer is still out there.
Quest: Lord Alastin Gallehus is marrying Jaron The other two remaining members of the
Artes, the oldest son of a rich merchant family. Ardent Blade, Caliborn and Juliez, offer to help
The town is abuzz but Jaron’s father, Goran the characters with advice and information.
Artes, is troubled. It is rumoured that an assassin What the characters don’t know: Marda is alive
will attack during the wedding. Goran hires the and lives in a village near Redbridge in the south.
characters as undercover bodyguards (dressed as She fled after escaping a murderer and has been
guests or servants). hiding ever since. Marda sent the drawings to
During the wedding, the wealthy noble Sergon Kelron to show him that she is alive, but she doesn’t
Reaves-Springwater is stabbed to death. Sergon is know that he misunderstands her messages.
related to the Gallehus family and has traded with Her attacker was Caliborn, who has been
the Artes family. The guards stop people from possessed by a fiend for half a century. Caliborn is
leaving until the murder is solved. responsible for the deaths of several other members
What the characters don’t know: Goran Artes of the adventuring band. He keeps an eye on the
was in debt to Sergon and hired an assassin to kill characters and strikes if they learn too much.
him. He pretended to worry about the assassin and Encounters: Caliborn has the statistics of an
employed the characters to give himself an alibi. archmage. He is assisted by an invisible imp. Caliborn
Encounters: The murderer is an assassin, also hires two spies to shadow the characters.
and Sergon’s bodyguard is a veteran. There are Solution: Marda suspected that someone in her
also twelve guards and five knights present at group was evil and wrote down her misgivings in
the wedding. The knights fight only if they are a journal. She left the journal behind when she

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escaped, and it is currently hidden in the Argent Rewards: If the characters foil the warlock and
Blade’s old headquarters. rescue her captives, the captain rewards them
Red herring: Juliez, who is a a hot-tempered with a golden ducat each with the town’s emblem
rogue, hides that she has spent time in prison for (worth 250 gp each). These coins can be used as
theft and unruly behaviour (carousing). a token of honesty in the entire Eastern Farraway.
Rewards: Kelron rewards the characters with She also offers a trained warhorse with saddle
a large diamond (worth 3,000 gp) and a silvered and barding to each character.
Longsword +2 looted from a frost giants’ fortress.
the cursed statue
murders under a full moon Quest: Five months ago, the mayor, Jasminne
Quest: Some twelve years ago, a serial killer Lysander, inherited a valuable jade statue
caused fear in Whiteport. Every full moon, people from a distant relative who had passed away.
were kidnapped and later found dead in the Jasminne was found dead two months later in her
Traders’ District. All victims had strange symbols bedchamber. There was no sign of foul play, so the
carved into their bodies. The killer was discovered death was believed natural.
to be a deranged fisherman called Saltbjorn, who During the months that followed, the statue
claimed the deaths were part of a ritual to “gain was inherited by three other relatives, all of whom
the deep one’s blessing”. The court sentenced him perished within weeks of receiving the statue.
to lifetime imprisonment. There has been no trace of violence or poisoning.
Now the murderer appears to be back: Over the Mårten Lysander, who will inherit the statue
past five months, five people have vanished. The next, fears that it is cursed. He hires the characters
captain of the watch, Imilia Grenkvist, hires the to get to the bottom of the mysterious deaths.
characters to solve the case. What the characters don’t know: The
What the characters don’t know: The imprisoned murderer is Avery McGallion, a former-friend-
fisherman once found a strangely undamaged tome turned-enemy to the Lysander family. Avery has
in a net. When he opened it, the forbidden knowledge hired assassins who use insidious poisons to kill
on its pages swiftly drove him mad. all the members of the Lysander bloodline as
However, the recent disappearances are due to revenge for the injustice and disgrace Avery has
a warlock called Molligan who hides in a secret suffered since they became enemies.
laboratory in the sewers. She has found the same Encounters: Avery has the statistics of a mage
tome and plans to complete the ritual that the and has employed an assassin to poison the
fisherman started by a mass sacrifice during the targets of the Lysander family. Avery is always
next full moon. The people she has kidnapped are protected by three personal guards who have the
locked away in a cell near her laboratory. statistics of veterans.
Encounters: Molligan has the statistics of a mage. Solution: Tiny fragments of crushed glass can
She is accompanied by her loyal servant Fritz, who be found in the victims’ homes. The fragments are
has the statistics of a cult fanatic, and a bearded from the poison vials that the assassin used. This
devil (the envoy of Molligan’s fiendish patron). leads to a specialist glassblower, who points the
Solution: Many disappearances have taken characters to Avery if he’s threatened.
place near entrances to the sewers. There are also Red herring: Faint magic can be detected in
reports of nightly thefts of pricey groceries nearby the jade statue, but this is the lingering effects of a
(Molligan and Fritz have expensive habits). century-old protective spell rather than a curse.
Red herring: A notoriously unpredictable Rewards: If the character exposes the
wizard (archmage) called Grinnell Flameson alchemist’s deadly plot, Mårten offers the
lives near two of the places where people have characters 1,000 gp in coins, three large framed oil
vanished but is innocent. In addition, vigilante paintings (worth 250 gp each), and a lavish meal at
townsfolk (commoners) sneak around at night in the Travelling Mermaid in the Dock district.
the hope of catching the killer.

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COMMON POISONS
While some poisons require dealing with shady rat poison (digested)
merchants of dubious morals, many murders have Appearance: A fine yellow powder similar to
been carried out with the help of readily available saffron in colour.
poisons that can be found in cleaning cupboards, Origin: One of the most common rat
common stores, gardens, or in the wild. poisons is Dwarven Excellent Vermin Poison,
made of a mineral by-product from mining.
pure lye (contact/digested) It is comparatively hard to detect and can be
Appearance: Pure lye consists of white flakes, noticed only by succeeding on a DC 22 Wisdom
with a similar appearance as salt flakes. In its (Perception) check.
pure form it has a chemical smell, but mixed with Effects: One hour after a creature has digested
water, the smell disappears. the poison, they must make a DC 14 Constitution
Origin: Ordinary lye is often used for cleaning saving throw. On a successful save, the creature
in large households. It is easily distilled into pure feels slightly nauseated and the poison wears off.
lye, which is used for tanning, soapmaking, and On a failed save, the creature takes 1d10 poison
alchemy recipes. damage and must make a new Constitution saving
Effects: Creatures whose skin touches this throw one hour later. For each failed save, the
poison must succeed on a DC 13 Constitution creature takes additional poison damage and
saving throw, taking 2d6 poison damage on a must repeat the saving throw after one hour. The
failed save, and half as much on a successful one. damage increases by 1d10 every hour. The effects
If the poison is ingested, the DC is 16 and the end if the creature succeeds on its saving throw,
damage increases to 4d6. dies, or drinks an antidote.
Cost: 10 sp (ordinary lye), 2 gp (pure lye). Cost: 5 gp

false summer rose (inhaled)


Appearance: False Summer Rose (also known
as Widow’s Blessing or Heartbane) is a small
and thorny pink rose. It often grows high in the
mountains, on peaks and summits.
The False Summer Rose is deceivingly similar
to the harmless Summer Rose, which is a popular
gift among smitten lovers. The two types can
be told apart only by succeeding on a DC 24
Intelligence (Nature) check.
Origin: False Summer Roses are native to
Eastern Farraway.
Effects: A creature that spends more than
30 minutes within 10 feet of a flowering False
Summer Rose must make a DC 17 Constitution
saving throw. On a successful save, the creature
takes 3d6 poison damage and falls into a magical
slumber as if they were affected by the spell sleep.
If they are moved away from the flower, they wake
up after 10 minutes. On a failed save, the creature
drops to 0 hit points.
Cost: 3,000 gp (it is rarely for sale).

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pixie mushrooms (digested) ettica (digested)
Appearance: The Pixie Mushroom (or Fey Toadstool) Appearance: A transparent water-like liquid. It
is a white-spotted toadstool mushroom. It can be blue, has a sharply pungent smell that disappears when
purple, green, or a combination of these colours. the liquid is mixed with milk.
Origin: Pixie Mushrooms are common in both Origin: Ettica is widely used by fishermen to
Eastern and Western Farraway in shaded gardens preserve food, typically when preparing them for
as well as in the wild. long transports or storage. It is created by boiling
Effects: Pixie Mushrooms are poisonous the bones of Silverpike, a large predatory fish, in
depending on how much you eat. vinegar for at least three hours.
A creature that digests too many mushrooms Effects: A creature that consumes more than an
must make a DC 12 Constitution saving throw. On ounce of Ettica must make a DC 16 Constitution
a successful save, the creature becomes drowsy saving throw. On a successful save, it takes 1d8
and relaxed. It has -5 on all skills and abilities for poison damage.
the next hour but regains one level of exhaustion. On a failed save, it takes 3d8 poison damage and
On a failed save, the creature begins to falls unconscious for 1d10 hours.
hallucinate and takes 2d6 poison damage. If the Cost: 1 sp
save fails by more than 5, the creature is also
affected by short-term madness. If the save fails lurkwar pepper (digested)
by more than 10 or the roll is a natural 1, the Appearance: A bright orange powder.
creature takes 4d6 poison damage and is affected Origin: Lurkwar Berries are large red berries
by indefinite madness. that are naturally extremely spicy. They can be
Cost: 1 gp harvested only on the Outer Islands, which are
located far beyond the Farraway Islands. The
adderwort (contact) berries are roasted in iron crucibles and ground
Appearance: A fine, dark brown and slightly into a highly concentrated spice that is used to
sticky powder. It smells faintly bitter and easily season expensive dishes. In very small doses,
leaves smudges on surfaces. Lurkwar Pepper is reinvigorating and refreshing
Origin: Adderwort is found in wild woods and (and devilishly spicy).
urban gardens alike throughout Eastern Farraway. Effects: A creature that digests more than a
It spreads swiftly, thrives in most conditions, and heaped teaspoon of Lurkwar Pepper must make a
is generally seen as a weed. Its black-brown roots DC 22 Constitution saving throw. On a successful
are dried, ground, and mixed with water to treat save, the creature takes 3d10 poison damage.
lice infestations. On a failed save, the creature takes 6d10 poison
Effects: A creature whose skin is in contact with damage and is Paralyzed for 2d10 hours.
undiluted Adderwort for more than 1 minute must Cost: 100 gp
make a DC 14 Constitution saving throw. On a
successful save, the creature is Poisoned for 1d4
hours, after which the effect wears off.
On a failed save, the creature takes 2d6 poison
damage and is Poisoned for 3d10 hours. The
creature is also unable to take a long rest due
to severe nausea. If the contact is ongoing, the
creature must make another saving throw every
12 hours. The DC increases by 2 for every new
saving throw.
Cost: None (the roots are easily found in nature).

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DARK SPELLS
haunt séance
7th-level necromancy 1st-level necromancy
Casting Time: 1 hour Casting Time: 5 minutes
Range: Touch Range: 10 feet
Components: V, S, M (the skull of a knighted Components: V, S, M (a piece of a dried heart and
soldier, dirt from a grave less than a day old, and a tiny sharp hook)
a black diamond worth at least 1,000 gp, all of Duration: 1 minute
which the spell consumes) You call upon a spirit of a deceased sentient
Duration: 101 years or until dispelled creature to respond to your questions. The
You cause an area to be haunted by undead spirits questions must be asked out loud by you, and you
that protect it from intruders. The spirits are can ask no more than three questions. You must
hostile to all living creatures except for you and know the spirit’s true name for the spell to work.
up to seven other creatures that you choose when At the point when contact with the spirit is
casting the spell. The haunting can be removed established, all sources of light within 15 feet of you
only by the spell hallow or wish. The haunted area are dimmed, and the area becomes lightly obscured.
can be up to a total of 3,000 square feet. The spirit can communicate only by knocking
The haunting spirits protect the area in the against a surface within the range of the spell. It
following ways: is limited to answering yes or no, with one knock
implying “yes” and two knocks “no”. The spirit
➛ Shadows fill the space and make it lightly understands all languages, but knows only what it
obscured. The dimness affects magical knew in life and may choose to lie. A spirit can be
sources of illumination (such as the spell affected by this spell only once every week.
light) and creatures that have darkvision. If the spirit is evil or hostile to you, roll 1d20. On
➛ Persistent whispers, sighs, and murmurs a roll of a natural 1, the spirit escapes the afterlife
give creatures that can hear them to have after the spell ends and appears as a ghost within 1
a -2 penalty on Wisdom saving throws and mile of you.
prevents them from sleeping in the area.
summon undead familiar
➛ Poltergeists fling loose items at intruders
1st-level necromancy
up to three times per day. Each time, the
Casting time: 1 hour
poltergeists can throw up to 1d8 items.
Range: 10 feet
They throw one item per round. Examples
Components: V, S, M (a pinch of soot from a
of possible items include books, chairs,
funeral pyre and a ruby worth 10 gp, all of which
trays, pots, and vases. Each item has +6
the spell consumes)
to hit and does 1d4 bludgeoning damage.
Duration: Instantaneous
The poltergeists can target only creatures
You gain the service of an undead familiar, a
inside the area. This effect requires
spirit that takes the skeletal form of one of the
enough items to be present.
following creatures, chosen by you: bat, cat, raven,
➛ The area is protected by a ghost that owl, poisonous snake, rat, or goat. It appears
attacks 1d20 minutes after an intruder in an unoccupied space within range and has
enters the area. The ghost has advantage the statistics of the chosen beast, but its type is
on Initiative checks and may retreat into undead. The undead familiar has darkvision (120
solid objects to resume its attack later. The feet) and resistance to necrotic damage.
DM determines the ghost’s appearance. Your undead familiar acts independently but

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undead
familiar
It has a flying speed of 40 feet and can move
through other creatures and objects as if they
were difficult terrain.
The avatar materialises in an unoccupied space
within range. It makes two attacks with its scythe
at the beginning of your turn against its target
until the spell ends or the target dies. Its scythe is
a magical weapon.
The avatar’s attack bonus is equal to your
spellcasting ability modifier + your proficiency
obeys your commands. While it can’t attack, it bonus. On a hit, it deals 3d8 necrotic damage.
rolls its own initiative and acts on its own turns. The avatar sees invisible creatures.
When the familiar drops to 0 hit points, the At Higher Levels: When you cast this spell
skeleton falls apart and turns to ash. It reappears using a spell slot of 5th level or higher, the damage
after you cast this spell again. increases by 1d8 for each slot level above 4th.
As long as your undead familiar is within
100 feet of you, you can communicate with it winged herald
telepathically. As an action, you can also choose 3rd-level conjuration (ritual)
to see through its eyes. While doing so, you are
Casting Time: 1 action
oblivious to your own senses.
Range: Unlimited
A spell with the “touch” range cast by you can
Components: V, S, M (a black feather and a
be channelled by your undead familiar to a target.
normal silver coin)
The familiar must be within 100 feet of you and
Duration: Up to 1 hour
use its reaction to channel the spell. Any attack
You summon a magical raven to be your messenger.
rolls required are made using your modifiers.
Your message must be written on a single
You can temporarily dismiss your undead
parchment and rolled up before the spell is cast.
familiar by spending an action to spirit it away to
The raven arrives from the nearest shadow when
the Plane of Shadow, and summon it back again
the spell is cast. It picks up the message in its claws
to a location within 100 feet of you by spending
and departs back into the shadow. It then jumps
another action. You can also spend an action to
from shadow to shadow and takes shortcuts on the
permanently dismiss your familiar.
Plane of Shadow to deliver the message.
Casting this spell again has no effect unless
You decide the recipient of the message when
your familiar has been destroyed, in which case
casting the spell. The recipient can be anywhere
the same familiar reappears in a shape selected
on any plane of existence, including magical or
by you from the list above. You can have only one
extra-dimensional places such as those created
familiar at a time.
by the spell imprisonment or the Donjon card in
a Deck of Many Things. If the intended recipient
tormentor
is dead and its soul has been destroyed, the raven
4th-level necromancy caws mournfully three times when summoned
Casting Time: 1 action before it fades away.
Range: 30 feet You can instruct the raven to return with a
Components: V, S, M (a miniature curved blade reply. In this case, the raven reappears no more
and a tear from a celestial creature) than 1 hour later with the reply written on the
Duration: Concentration, Up to 1 minute other side of the parchment.
You conjure an avatar of death that attacks The raven has an Intelligence score of 14 and
a target of your choice. The avatar is a semi- understands all languages. It is large for its kind,
transparent withered humanoid that wears a and its cunning eyes glow pale red in the dark.
hooded dark cloak and wields a large scythe.

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SPOOKY WILD MAGIC EFFECTS

01–02 Roll twice on this table. (Ignore this 27–28 For the next minute, you can use two
result on subsequent rolls.) bonus actions instead of one.

03–04 For the next minute, you are aware of 29–30 The nearest creature to you is
all undead creatures within 100 feet, swallowed by mist and teleport up
even if they aren’t visible to you. to 60 feet to an unoccupied space
randomly determined by the DM.
05–06 A skeleton chosen and controlled by
the DM appears in an unoccupied 31–32 You are transported to Hell for one
space within 5 feet of you and turn and take 2d8 psychic damage.
disappears 1 minute later. When you reappear, a flaming but
harmless pentagram surrounds you for
07–08 You cast blight as a 4th-level spell a short moment.
centred on yourself.
33–34 The next necromancy spell that you cast
09–10 You cast vampiric touch as a 3rd-level within 1 minute causes double damage.
spell.
35–36 You stop aging permanently. The spell
11–12 Your appearance changes. Roll any die. remove curse ends this effect.
If the roll is odd, you grow fangs. If the
roll is even, you grow fur. The effect 37–38 A swarm of bats controlled by the DM
lasts until the next full moon. appears in an unoccupied space within
60 feet of you and attacks the nearest
13–14 You cast darkness centred on yourself. creature. They vanish after 1 minute.

15–16 For the next minute, you regain 3 hit 39–40 If you see a creature die within the next
points at the start of each of your hour, you regain 2d10 hit points, and a
turns. At the same time, the creature voice that only you can hear whispers,
closest to you (including undead) “You are welcome.”
loses 3 hit points.
41–42 You turn into a skull until the start of
17–18 Your entire eyes turn midnight black. your next turn. While a skull, you are
The effect is permanent. Incapacitated and have vulnerability to all
damage. You can still speak. If you drop
19–20 You cast fog cloud centred on yourself.
to 0 hit points, the skull cracks in half and
you return to your normal shape.
21–22 You have advantage on ranged and
melee spell attacks during the next
43–44 For the next minute, you can step into a
three rounds.
shadow and reappear in another shadow
within 20 feet as a bonus action.
23–24 Your skin turns cold and deathly pallid.
The spell remove curse ends this effect.
45–46 You turn into a bat for 10 minutes.
25–26 Your eyes glow red for 1 minute.
47–48 A horned devil controlled by the DM
During this time, you have advantage
appears in a space within 5 feet of you
on Charisma (Intimidation) checks.
and disappears 1 minute later.

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49–51 A ghostly hand with clawlike nails 77–78 You cast polymorph on yourself. If you
appears for 1 minute and protects fail the saving throw, you turn into a
you from ranged attacks by catching swarm of rats for the spell’s duration.
projectiles. While the hand is present,
ranged weapon and spell attacks against 79–80 The sound of flapping bats and
you are made with disadvantage. howling wolves fills the air within 30
feet of you for 1 minute.
52–54 You are immune to all poisons and
lycanthropy until the next full moon. 81–82 You are briefly possessed by a ghost,
which prompts (and enables) you to
55–56 Your hair turns completely white. This immediately take one additional action.
effect is permanent.
83–84 A bloodstained pentagram with a
57–58 Your fingers turn icy cold for 1 minute, 30-foot radius appears on the ground
and your touch causes 1d6 cold damage. centred on you. Creatures other than you
that stand inside the pentagram take
59–60 You regain one expended spell slot of 1d10 necrotic damage. Meanwhile, you
your choice. regain hit points equal to the damage
dealt by the pentagram.
61–62 For the next minute, you growl or bark
when you try to speak. During this time, 85–86 You cast false life on yourself.
you can’t communicate using your voice
or cast spells with verbal components. 87–88 You cast bestow curse on a random
creature within 60 feet of you.
63–64 You cast bestow curse as a 3rd-level spell.
89–90 You fade away into unearthly mist and
65–66 You conjure a ghastly wind that deals become invisible for 1 minute. During
4d10 necrotic damage to up to three this time, other creatures can’t hear
creatures that you can see within 60 or see you. The invisibility ends if you
feet of you. attack or cast a spell.

67–68 The creature closest to you is 91–92 If you die within the next minute,
Frightened of you for 1 minute. you return to life as a vampire or a
werewolf. Your alignment and memory
69–70 Creatures within 30 feet of you become
remain unchanged.
ghostly transparent for 1 minute. All
attacks against affected creatures are 93–94 You grow large bat-like wings and sharp
made with disadvantage. claws, which disappear after 1 minute.

71–72 You have resistance to damage caused 95–96 You and all creatures within 30 feet
by undead creatures and immunity to of you gain vulnerability to radiant
necrotic damage for 1 minute. damage for 1 minute.

73–74 One random creature that you can 97–98 You are surrounded by eerie piano music
see turns into a marble statue and is and ghostly choruses for 1 minute.
Petrified for 1d4 minutes.
99–100 You regain all sorcery points that you
75–76 Your shadow grows and creates have spent, and you are filled with
darkness in a 30 feet sphere centred on bloodthirst. If a creature dies close
you for 1 minute. You and creatures with to you within the next hour, you are
darkvision are unaffected. compelled to drink its blood.

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72
LEGEND & LORE: RAVEN FOLKLORE
One time the raven caws, although the Queen of Ravens is also venerated
and good fortune awaits you by many wizards and warlocks. The Morrigan is
Two times the raven caws, an ancient goddess of war, destiny, and death. She
and dark days ahead of you is nearly forgotten but still has a small number
of devoted followers, and there are rumours of a
Three times the raven caws, secret paladin order dedicated to her faith.
and death stalks you.
– From an old nursery rhyme (author unknown) the raven day
The Raven Day is a holiday celebrated on the first
a winged omen Friday after the autumn equinox in September.
Black ravens have long been viewed as portentous It is generally a merry day on which most people
in the North Star Region. A dead raven is a sign don’t work, and the weather is said to indicate
of ill fortune and impending death, while ravens what the rest of the winter will be like. Children
roosting near one’s home mean future wealth and often dress up in black feathered costumes and
great happiness. wander from house to house, begging for sweets
In the olden days, many kept ravens as and coins.
companions, but also as protection against bad Inns and taverns traditionally serve “Raven’s
luck and dark magic. Tame ravens are rarer Mead”, which is the first mead to be brewed after
today, but some are familiars of mages and midsummer. According to tradition, the village
druids, or as pets in rural areas or remote inns. elder is the first to sample the mead. This is
In addition, many northern establishments have often done in a crowded inn or on the packed
painting of ravens in their common rooms or a village green. The merry crowd must ask three
stuffed specimen perched on their bar, as this is times if the mead is good or bad before the elder
considered to bring good luck to travellers. replies. The village elder usually pretends not
It is also still a tradition to bury dead ravens to hear the first two times, although sometimes
under the foundation of a new house as a ward the elder is in fact partly deaf. If the mead is
against hardship. Similarly, small tokens, such proclaimed to be good (which usually is the case,
as a bottle that contains the bones of a raven, regardless of the quality of the mead), people
are sometimes placed under the stairs or the cheer loudly, as this is viewed as a sign of good
hearth for luck. The tokens are often presented fortune and a mild winter.
to someone who has moved into a new home, to
newly wedded couples, or as a housewarming heralds of warfare
gift together with a miniature bag of salt and According to legend in the North Star Region, war
seven copper pieces. has always been predicted by ravens. It is said that
when ravens disappear from an area, it is because
reverence they are drawn to a battle nearby. Likewise, when
The worship of ravens is common in the North great numbers of ravens gather in one place, it is
Star Region, especially among barbarians and thought that they have foreseen a huge battle or
members of the Nightwing Clan. They often pray calamity to take place, and that they anticipate
to animal totems that represent the mysterious plenty of carrion to feed on.
and ominous animal spirit of the raven. Other Most of this is considered folklore, but several
deities who are closely associated with ravens scholars have nevertheless discovered ancient
include Odin, the Raven Queen, and the Morrigan. documents and diaries that mention how all
Of these three deities, Odin is by far the most ravens vanished from the North Star Region just
commonly worshipped in the North Star Region, before the start of the Second Winter War.

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CLASS LEVEL EXPERIENCE RACE

ALIGNMENT BACKGROUND PLAYER NAME

ST RENGT H SAVING T HROWS ARMOUR INI T IAT IVE SPEED


ST RENGT H CLASS

DEXTERI T Y

CONST I T U T ION PORTRAIT

INTELLIGENCE

WISDOM
DEXTERI T Y CHARISMA MAXIMUM HI T POINTS

SKILLS
CURRENT HI T POINTS
ACROBAT ICS (DEX)

ANIMAL HANDLING (WIS)

CONST I T U T ION ARCANA (INT)

AT HLET ICS (ST R)

DECEPT ION (CHA)

HISTORY (INT)

INSIGH T (WIS) TEMPORARY HI T POINTS

INT IMIDAT ION (CHA)

INTELLIGENCE INVEST IGAT ION (INT)

MEDICINE (WIS) DEAT H SAVES SPECIAL FEAT URES & T RAI TS

NAT URE (INT) SUCCESSES FAILURES

PERCEPT ION (WIS)

PERFORMANCE (CHA)
AT TACKS & SPELLCAST ING
PERSUASION (CHA)
NAME BONUS DAMAGE
WISDOM
RELIGION (INT)

SLEIGH T OF HAND (DEX)

STEALT H (DEX)

SURVIVAL (WIS)

CHARISMA
INSPIRAT ION

IDEALS
PROFICIENCY BONUS

PASSIVE WISDOM (PERCEPT ION)

BONDS
COIN

OT HER PROFICIENCIES & LANGUAGES


PLAT INUM

GOLD

ELECT RUM FLAWS

SILVER

COPPER

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CHARACTER BACKSTORY

OT HER PLAYERS

ADVENT URING GEAR MAGICAL I TEMS & POT IONS

FRIENDS, ALLIES & ENEMIES

WEAPONS ARMOUR & SHIELDS

T RAVEL RAT IONS

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SPELLCAST ING ABILI T Y SPELL SAVE DC SPELL AT TACK BONUS

SLOTS TOTAL EXPENDED SLOTS TOTAL EXPENDED


CANT RIPS LEVEL 3 LEVEL 6

SLOTS TOTAL EXPENDED


LEVEL 7
SLOTS TOTAL EXPENDED
LEVEL 1

SLOTS TOTAL EXPENDED


LEVEL 4

SLOTS TOTAL EXPENDED


LEVEL 8

SLOTS TOTAL EXPENDED


LEVEL 2
SLOTS TOTAL EXPENDED
LEVEL 5

SLOTS TOTAL EXPENDED


LEVEL 9

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NOTES NOTES

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ACKNOWLEDGEMENTS
thank you! epic special thanks
We hoped you enjoyed this adventure! If you would Frank Wiseler, Michael Gionfriddo, Stuart
like to support us, please leave a review on the Ferguson, Chase Street, davrion, Donald Kiesling
website where you found this adventure. II, James, Paul Howell, Chris Striker, Tzah druker,
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production Skyrider10, Brad G., Benn Mace, Christian
Midnight Tower © Spornraft, Benjamin T. Erickson, Hammerweld,
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text Bradley, A. de Roode, Darren Trapp, David
Tove Lund Jorgensen Galbis-Reig, Dingess, Erik Kupferer, Daniel
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design special thanks


Erik Jorgensen
RuinRuler, Chris, Daniel Halstead, Stuart Kennedy, Dan Kawecki,
playtesting Rob Stokes, David Gopsill, Lars Halling, Samantha Michaels, M
Eric Sherwood, shawn, ch\/\/olfgang, Hyldrid Carcosa, Stephanie
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art & photo credits
Michael, Steve Riese, Victor Otani, Joshua D Garcia, Melliee
Bryson, Dario Martini, Giuseppe, Joakim Waern, Amanda Lynea, cover: mysterious castle
Jason B, Jason Ostrowski, Matthew Carey, William Lee, Federico, Tove Lund Jorgensen (design, montage and art)
Amber Kelsall, Aaron Chapman, Krystal Heslip, Mike Mancini, Susana Herrera (123rf), www.123rf.com
Shawn Ebright, Julia Morris, Christopher Colvn, Bryan Barlow,
Layna-Boo, pob1941, Kara Roncin, Robert Mittel-Carey, Mark page 1: rose blackraven’s will
Gleason, Figment of Your Imagination, Alex Parker, Trent, Anita Tove Lund Jorgensen (montage and art)

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Pavel Timofeev (123rf), www.123rf.com page 24: timmy
Thalia Ruiz (Unsplash), https://unsplash.com/photos/ZuBaIwqbrbA Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/
Dan-Cristian Pădureț (Unsplash), https://unsplash.com/photos/wpyQ_uSsQdU
page 26: shieldsborg castle, ground floor
Pixel 77, https://pixel77.com/free-vector-vector-dividers/
Toby Lancaster (Dark Realm Maps)
page 2: regional map
page 27: jupiter
LeslieAnn Khoury (Lizard Ink Maps)
Tove Lund Jorgensen (original artwork)
page 3: blackraven family coat of arms
page 30: shieldsborg castle, middle floor
Tove Lund Jorgensen (original artwork)
Toby Lancaster (Dark Realm Maps)
page 6: black raven
page 32: viola’s diary page 1
Natalia Hubbert (123rf), www.123rf.com
Tove Lund Jorgensen (original artwork)
page 7: blackraven family tree
page 33: golden harp
Tove Lund Jorgensen (montage and art)
Tove Lund Jorgensen (montage and art)
El Design (Shutterstock), https://www.shutterstock.com
Metropolitan Museum of Art, CC0 / Public domain (Wikimedia commons),
https://commons.
page 8: spooky carriage
https://upload.wikimedia.org/wikipedia/commons/9/9a/Chromatic_Harp.jpg
Tove Lund Jorgensen (montage and art)
Melkor3D (Shutterstock), https://www.shutterstock.com page 34: shieldsborg castle, top floor
Toby Lancaster (Dark Realm Maps)
page 9: family coat of arms
Tove Lund Jorgensen (original artwork) page 37: elaborate key
Lyra Jorgensen (original artwork)
page 10: snarling dusk wolf
Tove Lund Jorgensen (montage and art) page 38: old rose garden map
Philipp Pilz (Unsplash), https://unsplash.com/photos/QZ2EQuPpQJs Tove Lund Jorgensen (original artwork)

page 11: mountain road map page 39: engraved locket


Tove Lund Jorgensen (original artwork) Tove Lund Jorgensen (original artwork)

page 13: viola’s ghost page 39: viola’s diary page 2


Tove Lund Jorgensen (montage and art) Tove Lund Jorgensen (original artwork)
Laura Chouette (Unsplash), https://unsplash.com/photos/zOY-j9C03Dw
page 40: blackraven cemetery map
Ibrahim Rifath (Unsplash), https://unsplash.com/photos/dt_52sPH1jw
Tove Lund Jorgensen (original artwork)
page 14: rose blackraven’s will page 42: ramshackle gazebo map
Tove Lund Jorgensen (montage and art) Tove Lund Jorgensen (original artwork)
Pavel Timofeev (123rf), www.123rf.com
Thalia Ruiz (Unsplash), https://unsplash.com/photos/ZuBaIwqbrbA page 45: prunellia attacks!
Dan-Cristian Pădureț (Unsplash), https://unsplash.com/photos/wpyQ_uSsQdU Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/
Pixel 77, https://pixel77.com/free-vector-vector-dividers/ Tove Lund Jorgensen (background montage and art)
Henry Tanworth Wells/ Public domain (Wikimedia commons), https://
page 16: caspian blackraven commons.
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ https://commons.wikimedia.org/wiki/File:Victoriatothrone.jpg
Ganapathy Kumar (Unsplash), https://unsplash.com/photos/wpyQ_uSsQdU
page 17: celestia blackraven
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 48: ring of serpent’s tongue
Tove Lund Jorgensen (original artwork)
page 18: prunellia mills
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 49: dusk wolf
Tove Lund Jorgensen (original artwork)
page 19: family coat of arms
Tove Lund Jorgensen (original artwork) page 53-55: shieldsborg castle, all floors
Toby Lancaster (Dark Realm Maps)
page 20: akeshi kheltora
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ black raven’s compendium cover
Tove Lund Jorgensen (design, montage and art)
page 21: daisy miller Natalia Hubbert (123rf), www.123rf.com
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/
Scott Rodgerson (Unsplash), https://unsplash.com/photos/ZLHBjxbCCEc
page 22: nell tintagel Austin Wehrwein (Unsplash), https://unsplash.com/photos/FY0SnQMVnOM
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/
page 58: candelabra of the silent walker
page 23: medrin karsk Tove Lund Jorgensen (original artwork)
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/

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page 58: crimson guise
Tove Lund Jorgensen (original artwork)
open game licence
Version 1.0a The following text is the property of Wizards of the Coast, Inc. and
page 59: mirror of ilynina is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Tove Lund Jorgensen (original artwork) 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations (including
page 60: ring of thalassi into other computer languages), potation, modification, correction, addition,
Tove Lund Jorgensen (original artwork) extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted;(c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display,
page 60: veil of the afterlife transmit or otherwise distribute; (d)”Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines
Tove Lund Jorgensen (original artwork) to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified
page 61: ghostly cat as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law,
Tove Lund Jorgensen (original artwork) but specifically excludes Product Identity. (e) “Product Identity” means product
and product line names, logos and identifying marks including trade dress;
page 62: vengeful bride artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
Andrey Kiselev (123rf), www.123rf.com formats, poses, concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of characters, spells,
page 66: poison bottle enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural
Lyra Jorgensen (original artwork) abilities or effects, logos, symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product identity by the owner of
the Product Identity, and which specifically excludes the Open Game Content;
page 69: undead cat familiar (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
Tove Lund Jorgensen (montage and art) used by a Contributor to identify itself or its products orthe associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used”
Unknown author / Public domain (Wikimedia commons), https://commons. or “Using” means to use, Distribute, copy, edit, format, modify, translate and
wikimedia.org/wiki/File:Cat_skeleton_drawing.JPG otherwise create Derivative Material of Open Game Content. (h) “You”
Not for resale. Permission granted to print or photocopy this document for
personal use only. System Reference Document 5.12 or “Your” means the
page 72: raven in a misty forest licensee in terms of this agreement.
Tove Lund Jorgensen (montage and art) 2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under
Elena Schweitzer, (123rf), www.123rf.com and in terms of this License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or subtracted from this License
page 74-77: character sheets except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License. 3.Offer and
Erik Jorgensen (design and montage) Acceptance: By Using the Open Game Content You indicate Your acceptance of
Tove Lund Jorgensen (background montage and art) the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License,
El Design (Shutterstock), https://www.shutterstock.com the Contributors grant You a perpetual, worldwide, royalty--free, non--exclusive
license with the exact terms of this License to Use, the Open Game Content.
Melkor3D (Shutterstock), https://www.shutterstock.com 5.Representation of Authority to Contribute: If You are contributing original material
Natalia Hubbert (123rf), www.123rf.com as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.
Wenceslaus Hollar / Public domain (Wikimedia commons), https://commons. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
wikimedia.org/wiki/File:Wenceslas_Hollar_-_Right_profile_of_a_skull.jpg portion of this License to include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
other art and decorations 7. Use of Product Identity: You agree not to Use any Product Identity, including
as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
smudges and splatter You agree not to indicate compatibility or co--adaptability with any Trademark
Lyra Jorgensen (original artwork) or Registered Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent Agreement with
the owner of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the ownership
music & sound effects of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
trailer which portions of the work that you are distributing are Open Game Content.
DSmusic (Pond5), https://www.pond5.com/royalty-free-music/item/45422303- 9. Updating the License: Wizards or its designated Agents may publish updated
epic-inspiring versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
Additional sound effects from https://www.zapsplat.com any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission
from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms
of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.

end of licence

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