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Tower of the Mad Twins An adventure for four to five characters of levels 4-10

Version 1.3

Background: Nimgyu

Cartography: Chris Bissette, Erin Harvey

Cover & Internal Art: Patrick E. Pullen

Editor: Ginny Loveday

Production and Layout: Jeff C. Stevens

Written by: Jeff C. Stevens @jcorvinstevens www.jeffstevensgames.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

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All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content Agreement for Dungeon Masters Guild Sample file

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Using this Supplement Average Party Level This adventure introduces a generic halfling The Average Party Level (APL) can be used to village called Dove’s Hollow, which should be calculate the appropriate challenge level for easy to insert into most campaigns. your party. To calculate the APL, add the total levels of all characters and divide the sum by Text in these yellow boxes is to be read to the number of characters (rounding up for .5 or players. greater).

Text in grey boxes is for the DM only and should You Are the Dungeon Master not be read to players. As mentioned above, you do not have to run this adventure as written. You are empowered Creatures to make changes as you wish – adjusting the Most of the creatures in this adventure are encounters as the game is played, if you like. If found in the 5th Edition Monster Manual. Page you think the adventure is too big, cut out a numbers have been included for easy reference room or two. If the threats are too easy, give but depending on the printing edition of your them additional hit points or an extra attack. Monster Manual, they may not match. Find Any Errors? Unless otherwise noted, all NPCs have the stats We tried to make this perfect but I’m sure we of a commoner. missed a thing or two. If you find something, or

just have a question, send me a message: Maps Unless otherwise noted, for all maps: www.jeffstevensgames.com 1 square = 5 feet.

You can also download the maps from the Dungeon Masters Guild.

Using NPCs During the adventure the party is introduced to several NPCs. This is your chance to engage with the characters and players. Many of the NPCs have personalities written, but feel free to adjusts those personalities based on the actions of the characters.

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The Lighthearts’ paranoia caused them to seal Background the tower’s basement – filling it with traps and A halfling girl, Naona, has contracted a rare using it as a storage area for the Balaba fruit. halfling disease known as Ling-Rot. The disease The only means of accessing the basement is via is hereditary, but can remain dormant for a portal located on the top level of the tower. several generations, only to surface and cause havoc to a family. Ling-Rot begins as a small, The two also hired an alchemist to craft two black spot near the sternum. The spot continues potions; one to sprinkle around the soil of the to grow on the skin and internally. It is a slow tree which keeps the fruit from ripening, and and painful disease; one for which healing another to pour over the unripe fruit which magic has no effect. The only cure is a poultice causes it to ripen instantly. These potions made from the ripe fruit of a rare tree - the protect their fruit, allowing them an endless Balaba Tree. supply of ripe Balaba fruit which they now crave. They didn’t believe that they could trust Naona’s mother, Kylia, is worried about her the alchemist however, so the poor soul now daughter and her tardy husband. When she first spends his days in a cell deep within the meets the adventurers, she assumes they have dungeon. come to assist in gathering the fruit to save her daughter. The Lighthearts have also hired security details. A group of bugbears guards the area around Naona’s father, Pinsot, left the village to the Lighthearts’ tower, and a group of brigands, retrieve a fruit for the poultice. He should have led by Captain Slice (human woman), patrol the returned yesterday, however the forest is ripe forest. These brigands rarely visit the halfling with bandits. Pinsot fell into a trap and is now a village. When they do though, they are often prisoner at the bandit camp. disrespectful and cause mayhem.

A Balaba Tree grows two-day’s journey from the Adventure Synopsis village. However, it is guarded by Devaston The goal of the adventure is to recover a ripe Lightheart, an evil halfling rogue, and Mila, his Balaba fruit, returning it to the village so a wizardly twin sister. They now control the tree poultice can be created to save the afflicted and its fruit. Mila fell ill with Ling-Rot fifteen Naona. summers ago, and she was the last known case

of the disease in this region. Devaston traveled The party must journey to the Balaba Tree, to the tree with Mila, crafted the poultice, and which could include several wilderness healed his sister. encounters at the DMs discretion. They may

also save the girl’s father, release a captive Devaston and Mila grew hungry as she healed, alchemist, and free a couple of servants. The so the two ate the ripe fruit from the tree. The finale of the adventure includes options for fruit of the Balaba tree, when used as a roleplay, negotiation, and combat. poultice, and when consumed in small amounts, has no ill effects. However, if the fruit is consumed regularly, it begins to twist the mind of the consumer, turning it into a paranoid and evil being. Many of the forest animals have learned not to eat the fruit. Unfortunately, SampleDevaston and Mila did not know this. file

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Running the Adventure Important NPCs The adventure is written for four to five Naona Brownshoe – the young halfling girl characters with an Average Party Level (APL) afflicted with Ling-Rot. between 4 and 6. Scaling Suggestions have been Pinsot Brownshoe – Naona’s halfling father added for adventuring parties with an APL up to Kylia Brownshoe – Naona’s halfling mother 10. Scaling options have not been included for treasure, rewards, or experience. Devaston Lightfoot – halfling rogue Mila Lightfoot – halfling Necromancer A portion of this adventure involves trekking Captain Slice – female human Brigand Captain through a forest and assumes an average party base walking speed of 30 feet. The total walking distance is 40 miles and should require two full- Adventure Hooks days of travel. • The party notices a wanted poster in a tavern that reads ‘There is a sick child in Not all encounters or puzzles in this adventure Dove’s Hollow – please help if you can.’ will be a challenge; some are only present to • The party overhear a few townsfolk enhance the tone of the adventure. speaking about a sick halfling child. If asked about the child, they state ‘She lives in Dove’s Hollow – a halfling village NPCs and Scaling not far from here. They say she has Unless otherwise noted, all NPCs have the something called Ling-Rot.’ statistics of a commoner (MM, p 345). • The party, while traveling along the countryside as they look for their next Creature scaling suggestions are included. Use profitable adventure, come upon a the below to scale the skills checks and saving village of several small huts, with a throws. couple of larger buildings in the town • APL 7-8 add 1 to all written checks and square. They overhear two halfling men saves discussing a dire situation. • APL 9-10 add 2 to all written checks and saves Dove’s Hollow

Feel free to change whatever you want in this Dove’s Hollow is a small halfling village that lies adventure, using it more like a guide for your along a major road. It is often used as a personal DMing style and placing it as you wish waypoint for travelers, and the village has in your campaign. constructed a large inn to accommodate larger- sized travelers. The village includes a It is suggested that you read this module at blacksmith, a supply store, and a healer; all of least once before running it so that you have an which could supply the party with mundane and understanding of the encounters and hazards it basic items. includes, allowing you to make any adjustments that you feel are necessary for your adventuring party. That being said, be prepared to be Sampleunprepared and just roll with it. file

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Dove’s Hollow

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character had a distant relative who passed Chapter 1 – The Afflicted from the disease.

Entering Dove’s Hollow Two halfling men are gathered around a small Ling-Rot begins as a small, black spot near the flower garden which is built 20’ from the road. sternum. The spot continues to grow on the As the party pass by, or as they enter the skin and internally as it slowly and painfully village, read or summarize the below: consumes internal organs, leading eventually to death. It is a slow and painful disease; one for which healing magic has no effect, and it can Two halfling men, dressed in what one would take several months before the afflicted passes. consider farming clothes, sit on a large stone The only cure is a poultice made from the fruit next to a small flower garden at the entrance to of a rare tree - the Balaba Tree. the village.

One, who wears a dirty set of canvas overalls, Meeting Kylia says, “It sure is a shame about that little one. The adventurers are taken to meet the young There hasn’t been a case of Ling-Rot for nearly girl with Ling-Rot and her mother. They live in a fifteen years.” small halfling dwelling. Any creature taller than

5-feet tall must duck when they enter the The other takes a puff on his corncob pipe and home, remaining hunched over while inside so replies, “Yeah, not since the Lighthearts came they don’t hit their head on the dwelling’s through. Mila was the last known case of the ceiling. disease.”

“Right. And Pinsot is overdue, too. He should Kylia Brownshoe is a middle-aged halfling have returned yesterday morning,” says dirty woman with short brown hair, brown eyes canvas overalls. bloodshot from sobbing and worry, and a cute little nose. When the party meet her in her “No doubt he ran into trouble in the forest or, halfling-sized home, it is obvious the woman is even worse, with Devaston,” replies corncob. distraught. Naona is her and Pinsot’s only child. The fact that Naona is battling for her life, and “Poor Kylia. I can’t imagine what she’s going Pinsot is late to return with the ripe Balaba fruit through. A youngster with Ling-Rot and a for the poultice, overwhelms her. Kylia sees the missing husband,” says overalls as he shakes his adventurers as heroes ready to take on any head. challenge. She doesn’t ask them to help; but assumes they will. If the party inquire about the men’s conversation, the halflings explain the situation with the young girl, the disease, the missing “Oh, what a blessed day. My prayers have been father/husband, and what is needed to make answered and you fine adventurers have been the cure. delivered to me. When do you set out?”

A creature passing a DC 15 Wisdom (Medicine) The child is not in danger of perishing yet. Ling- or DC 15 Intelligence (History) check, with Rot progresses slowly, and Naona has several advantage granted to halflings, recalls hearing weeks of pain to endure before the disease Sampleabout Ling-Rot. You could add this to a halfling’s takes her life. Still, Kylia is anxiousfile for the family history if you like, stating that the adventurers to begin their quest. She tells the

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adventurers about the fruit if they didn’t Reward? What Reward? acquire the information earlier, emphasizing A reward is not offered, because Kylia believes the fruit needs to be ripe and explaining how to all creatures have a good spot in their hearts, discern if a fruit is ripe. even the most evil of creatures. However, if the party demands a reward, Kylia offers a family The Balaba Fruit heirloom – a shortsword with a ruby encrusted An unripe fruit: hilt. This sword, which has been passed down • Tough, thick green skin with red stripes her family tree, is known as ‘The Red Blade’, • Firm if pressed and it has seen many battles. A creature passing • Bitter flavor a DC 16 Intelligence (History) check, with advantage granted to halflings, has heard of The A ripe fruit: Red Blade, and knows that the sword has been • Soft, red skin a crucial part of many epic battles.

• Gives slightly when pressed • Sweet flavor The Red Blade Shortsword, rare, requires attunement Meeting Naona If the adventurers are taken to meet Naona, Shortsword with a ruby encrusted hilt. they find her resting in her bed. While attuned to this magical shortsword you gain a +1 bonus to melee attack and damage rolls. In Naona Brownshoe is a strong young halfling. addition, the sword has one luck point which may be She’s fighting to stay happy and positive, yet used to reroll an attack or damage roll once per day, her pain is obvious. She knows her father has and you may use either result. The luck point gone searching for the Balaba fruit, but she recharges at dawn. doesn’t know his return is overdue. Hospitality A petite young halfling lays in a small bed. She’s If the party arrive at the halfling village at night, wrapped in blankets, yet shivers, and small they are given rooms at the inn, and treated to beads of sweat dot her brow. Her blonde hair is dinner and breakfast. In addition, before the pulled back in a disheveled pony-tail, and her adventurers leave, the halflings give each party bloodshot green eyes hold a glimmer of joy member two days’ rations. despite her obvious pain.

“Hello,” she says in a soft, weak voice. Her eyes widen as she processes your heroic demeanors, and a faint smile breaks across her face.

“My papa went on an adventure,” she says with a touch of excitement. “He’s searching for the fruit that will cure my disease. He’ll be home soon, and then I’ll feel better.” Sample file

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Chapter 2: The Journey The Owl Bears - additional Scaling the Encounter Traveling Encounters APL 4-6: 2 Owlbears (CR 3, MM, p 249) The journey through the forest could include APL 7-8: 4 Owlbears several encounters. Only one of which is APL 9-10: 5 Owlbears required for the adventure (The Brigand Camp). Feel free to add any of the listed additional This area of the forest has gone deathly quiet. encounters to your adventure if you wish to The other creatures in the area know what lengthen the story. danger lurks in the tree line.

A pair of owlbears are hiding in the forest; one on either side of the trail. They are waiting for their next meal to scurry along the path, and they attack the adventurers when they are within range. When they do attack, one owlbear attacks the lead party member, and the other attacks the rear-most party member.

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The Pit Trap - additional The Bawling Bear – additional The bandits who patrol this area have set up a Scaling the Encounter 10’ X 10’ pit trap in the trail. The trap is APL 4-6: 1 Brown Bear (CR 1, MM, p 319) intended to catch game, but occasionally a APL 7-10: 1 Owlbear (CR 3, MM, p 249) traveler succumbs to the trap; which is what happened to Pinsot. The halfling man is now a As the adventurers travel through the forest, captive in the bandit camp. they begin to hear wailing and bawling. The sound emanates from the forest along the trail. Any creature with a passive Perception of 13 The sound is easy to track and leads the party notices a layer of brush appears out of place in 80 feet into the forest before they find the the trail. A character actively checking for traps source - a brown bear with its leg caught in a notices the pit trap with a successful DC 13 heavy, metal trap. Wisdom (Perception) check. The pit trap is 10’ deep. A creature stepping on the pit trap falls The creature is hurt and afraid and takes every 10’ to the bottom of the pit, taking 1d6 opportunity to defend itself. It is highly bludgeoning damage and landing prone. agitated, causing any DC 15 Wisdom (Animal Handling) checks to be made with Wounded Hobgoblins - additional disadvantage. Though, enticing the creature with food negates the disadvantage. Scaling the Encounter All hobgoblins are injured and are at ½ hit points. If you choose to use this encounter, and the

party do not investigate, the creature continues APL 4-6: 4 Hobgoblins (CR 1/2, MM, p 186) APL 7-8: 1 Hobgoblin Captain (CR 3, MM, p 186) and to howl through the night. The party, as they 4 Hobgoblins rest, hear its faint and distant cries. APL 9-10: 2 Hobgoblin Captains and 4 Hobgoblins

A party of wounded hobgoblins limp along the trail. They are bloody and beaten and wish only to return to their home. If allowed to pass, they tell the party that they were attacked in the forest by a group of human bandits a few hours earlier. If the party acquire this information, they have advantage on skill checks if they encounter The Bandit Hunting Party.

If the party is rude to or attack the hobgoblins, they defend themselves and fight to the death.

Treasure: In addition to their standard gear, each of the hobgoblins carries a leather pouch containing 20gp worth of various coins. Sample file

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The Bandit Hunting Party – additional Read or summarize: Scaling the Encounter The big man places a hand to his chin and APL 4-6: 1 Veteran (CR 3, MM p 350), 1 Spy (CR 1, MM, p 349), 4 Scouts (CR ½, MM, p 349) strokes his unkempt beard. He looks at you, APL 7-8: add one Veteran raises an eyebrow, and says, “I might be able to APL 9-10: 1 Gladiator (CR 5, MM, p 346), 1 Veteran, help ya get one of ‘em fruits. I knows Devaston and 4 scouts. and he won’t ‘ave nothin’ to do witcha. He don’t cares much for strangers or trespassers. Four hours into their journey, the party encounters a group of bandits. Several bandits Tell ya what…gives me 100 gold pieces and I’ll (scouts) are hidden among the trees 30-feet off go checks with Devaston. Heck, I mays be able the trail, while two others stand in the middle to bring ya one of ‘em fruits, too. That’d save us of the trail. The bandits are hunting game for the evenings dinner, but heard the adventurers all a heap of trouble.” coming, and have set up an ambush. The bandit tells the party that it should only The two bandits in the middle of the trail order take him a few hours to speak with Devaston the party to halt as they approach, leaving a and, hopefully, return with a fruit. He instructs distance of 30 feet between the party and the them to stay here until he returns. two bandits. This is, of course, a ruse. The bandit has no Read or summarize the following: intention of speaking with Devaston, bringing them a fruit, or telling Captain Slice of the Two gruff-looking men stand in the middle of adventurers. He only wants the gold, and the trail roughly 30-feet ahead of you. One of sharing it amongst his fellow bandits will help keep the secret. A character passing a the men, a burly, barrel-chested fellow, holds contested Wisdom (Insight) check vs. the up his hand and says, “Stop where you are. bandits Charisma (Deception +0) check What business do you have in this forest?” believes the bandit is lying to them. If the party encountered The Wounded Hobgoblins and If the party does not halt and continues to learned of the bandits’ existence from the advance, the bandits reach for their swords. hobgoblins, the party has advantage on this skill One of the bandits hidden in the forest lets check. loose an arrow that impales the ground at the lead adventurer’s feet. If the party continues Bandit Knowledge further, the bandits attack the party. The If any of the bandits are captured and bandits hidden in the forest attack with their persuaded / intimidated, they have the longbows while maintaining 3/4 cover. The two following information to share: bandits on the trail focus their attacks on the • There’s a large bandit camp several lead adventurer. miles ahead. They’d best stay clear of it. • They have a halfling man caged in the If the party complies with the bandit’s request camp. and halts, the large bandit continues to • Good luck trying to sneak around the interrogate the party. If he learns the party is camp. The perimeter is patrolled, and searching for a Balaba fruit, he offers a deal. they have a password. Sample • The password is liver.file

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The Brigand Camp

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The Brigand Camp – required and other detritus at him. The cage is not very Nestled along the trail, the party encounters the strong and can easily be broken (AC 10, 15 HP). bandit camp while traveling to the Balaba tree. If the party attempt to cut the ropes that bind The camp consists of Captain Slice, an Acolyte, the cage together, this is easily accomplished, and 8 bandits. If the adventurers made a deal but takes two rounds. No attack roll is with the Bandit Hunting Party, these bandits necessary, but the adventurer attempting to cut are also in the camp. the ropes must pass a DC 13 Dexterity (Stealth) check to avoid being spotted by the bandits.

DMs Note: This is a potentially large combat encounter. If you Patrol wish to reduce the combat time of this encounter, Two bandits patrol the area around the camp. If consider reducing the number of bandits and the party attempts to sneak around the camp, scouts. or along the road, have each adventurer roll a DC 12 Dexterity (Stealth) check to avoid being noticed. Scaling the Encounter APL 4-6: Failure results: Captain Slice (human woman, Gladiator, CR 5, MM, p • 8-11: the patrolling guards think they 349) hear something but aren’t certain. They 1 Acolyte (CR 1/4, MM, p 342) may stop and peer into the dark 8 Bandits (CR 1/8, MM, p 343) surroundings for a moment, ask ‘who’s

APL 7-8: there’, and then continue their patrol. Captain Slice (human woman, Gladiator, CR 5, MAX • 7 or less: the patrolling guards spot the HP 165) adventurers, state ‘We see you,’ and 1 Bandit Captain (CR 2, MM, p 344) then ask, ‘What’s the password?’ 1 Acolyte (CR 1/4) 8 Bandits (CR 1/8) Password The password is liver. If the adventurers state APL 9-10: the password, the guards ask them what they Captain Slice (human woman, Gladiator, CR 5, MAX are doing in the woods, and then carry on with HP 165) their patrol. 1 Knight (CR 3, MAX HP 80, MM) 1 Acolyte (CR 1/4, MM, p 342) Fast Talkers 8 Bandits (CR 1/8, MM, p 343) If noticed, it’s possible the adventurers could talk themselves out of this situation. The two Potentially also: patrolling bandits aren’t very happy with night Any of the bandits from the Bandit Hunting Party duty and they are new to the group, so they are encounter. paid the least.

Pinsot A bribe of 100 gp could persuade the guards to A halfling man, Pinsot, is held in a cage crafted let the adventurers slip by. The guards promise from tree limbs that stands 40 feet from the not to notify the camp, and they stick by that fire. Pinsot, while traveling the trail to reach the promise. Balaba tree, fell into a pit trap. The bandits Bandit Camp Battle found him to be a cute little halfling and have If a battle ensues, 4 bandits stand back and Samplekept him caged while they torment him by make ranged attacks with theirfile longbows. The poking him with sticks and throwing food scraps

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other bandits, including Captain Slice, engage in Pinsot melee attacks. If rescued, Pinsot thanks the adventurers but Captain Slice then explains he must be going. His daughter is ill, and he needs to retrieve a rare fruit. A woman who has made a name for herself as

an expert fighter and dueler. She’s tough, Pinsot is anxious to get moving. He knows his demanding, yet well respected by her followers. wife must be worried, and his daughter needs She doesn’t give up easily, and resists being the fruit to get well. If the adventurers tell interrogated. If one of her followers is being Pinsot they are retrieving the fruit for him, interrogated, she threatens them, stating they Kylia, and Naona, he’s skeptical at first, but then will die by her hand if they release any accepts their help. He’d like to assist, but he’s information. obviously not the adventuring sort. He leaves

the quest to the party and returns to Dove’s Although, most brigands have a soft spot for Hollow. gold. If she and her brigands have been bested and captured, she might see this as an Treasure opportunity to find a new job. She’ll gladly help In addition to their standard gear, each of the if the following terms are met: enemies carries 15gp worth of coin. • Freedom for her and her brigands • 500gp If the smaller tents are searched, a creature succeeding on a DC 14 Wisdom (Perception) If released, Captain Slice and her brigands leave check finds two of the below items: the forest. They are not encountered again, nor do they ever return to Dove’s Hollow or this 1. Three +1 arrows / bolts forest. 2. A potion of greater healing 3. A potion of gaseous form Bandit Knowledge 4. One +2 arrow / bolt If captured, the bandits plead for their lives. They offer information if the party promises to If Captain Slice’s tent is searched, a creature release them. succeeding on a DC 13 Wisdom (Perception) • Devaston and Mila are in their tower. check finds a medium-sized, locked, wooden • The fruit of the Balaba tree never chest hidden under a bed. Captain Slice carries ripens. the key in her pocket. • Several guards (bugbears) guard the tree and the tower. The chest has an AC 16 and 40 hit points. A successful DC 16 Dexterity check using thieves’ tools opens the chest. The chest holds a diamond worth 200gp.

The Trail The trail continues past the camp and leads the adventurers to the Balaba tree and the Lightheart’s tower. Continuous travel from the camp to the Balaba Tree takes three hours.

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Chapter 3: The Tree and the Tower unripe and cannot be used to make the poultice. The Balaba Tree Climbing the Tree An old tower, originally built by wood elves but Climbing the tree freehand requires a successful abandoned many years ago, stands 100 ft. tall DC 18 Strength (Athletics) check. A failure next to the Balaba tree. The tower is now home results in a character falling 10 feet. If this to Devaston and Mila. Two service people live occurs, have the character roll a DC 15 on the second floor, and Devaston and Mila live Dexterity (Acrobatics) check. A failure results in near the top. the character landing prone and suffering 1d6 bludgeoning damage. A tall white stone tower with a wood shingled roof stands high on a low hill. A large tree with Shooting the Fruit white bark and red leaves, its limbs loaded with Shooting a fruit from the tree using an arrow green and red colored fruit, grows close to the requires a successful ranged attack roll of 17 or higher. The characters may also attempt to use tower. magic (mage hand, misty step) to reach the A wooden shack stands 60 feet away from the fruit.

tower and to the west. A large, furry creature holding a javelin sits in a chair on the shack’s The Bugbears porch. The Bugbear Guards APL 4-6: 3 Bugbears (CR 1, MM, p 33) and The Balaba Tree 1 Bugbear Veteran (CR 3, MM, p 33) The Balaba tree is nearly 70 feet-tall and its APL 7-8: 2 Bugbears and 2 Bugbear Veterans. branches, loaded with unripe fruit, are 20 feet (Bugbear Veterans are at MAX HP – 100) from the ground. APL 9-10: 4 Bugbear Veterans at MAX HP – 100.

A wood shack, which houses the bugbears who guard the tower and tree, is built along the ridge. One bugbear is outside sitting on a chair standing guard, another is patrolling near the tower, and the others (including the Veteran) are in the shack and playing cards. The Patrolling Bugbear The patrolling bugbear can be noticed with a successful DC 10 Wisdom (Perception) check. If the party is not stealthy when they approach (DC 13 Dexterity (Stealth) check) the Tree and Tower, the guard and the patrolling bugbear notice them. These bugbears attack with their The bark of the tree is very thin and smooth, javelins and then engage in melee attacks. The and there are very few foot or hand holds on bugbears in the shack join the combat the next the tree. round, with one engaging in ranged javelin attacks, and the others in melee attacks. SampleThe fruit on the tree has a green skin with red file stripes, is firm, and is bitter if tasted. This fruit is

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Encountering the Bugbears them to return, attacking them when they exit the tower. If the bugbears notice the party, they yell

ferociously, telling the party to turn around and If the party happen to sneak past the guards leave. If engaged verbally, the bugbears are not and enter the tower unnoticed, the bugbears interested in talking to armed adventurers. enter the tower and attack the adventurers Although, if a bribe is mentioned, their interest once they learn of the intrusion (screams from is slightly piqued. The bugbears are quite happy the NPCs in the tower, crashing of pots and with their current job; Devaston pays them pans…) each 20gp a month to guard the tower. A

successful DC 15 Charisma (Persuasion) check and a bribe of 500 gp or more could convince Bugbear Knowledge the bugbears to leave the tower and tree, If a bugbear is captured and interrogated, he allowing the party to proceed without battling knows: the bugbears. On a failed check, the bugbears • The Lighthearts are in the tower. Sampleaccept the bribe, allow the party to enter the • Two service folk livefile in the tower. tower using the key they hold, but wait for

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• They have never seen a ripened Balaba Level 1 fruit. • The Lighthearts gather unripe fruit The door opens to a kitchen area with a spiral • The Lighthearts sprinkle a potion or staircase set in the center of the room. The something on the ground around the lower quarter of a humanoid, the upper torso tree once a week. concealed by the staircase, scurries up the final Treasure steps and then out of view. In addition to their normal equipment, each of the bugbears carries a small leather pouch The kitchen is complete with a pot-belly stove, containing 5 gp. One of the veteran bugbears butcher-block prep table, a wood-top dining also carries a brass key which is used to unlock table with four chairs, and a mahogany dresser. the tower door. Two tall, oak cabinets stand along the east wall

A search of the bugbear shack yields a deck of and a spiral staircase rises in the center of the playing cards, two six-sided dice, and six sealed room, leading up. bottles of rum.

The Tower The tower stands 100 ft. tall, is made of stone blocks, and has several 3 ft. X 3 ft. barred windows on each floor. The Barred Windows Each of the barred windows is trapped with a glyph of warding that stores a 5th level shocking grasp spell. The glyph can be detected by a creature passing a DC 14 Intelligence (Investigation) check.

Any creature touching the bars suffers 2d8 lightning damage and can’t take reactions until its next turn (no save). Once the trap is sprung, that window is no longer trapped; but it is still barred. Treasure The Tower Door The cabinets hold several metal pots and pans, The tower door is wooden and locked. A and various spices which could be collected and successful DC 15 Dexterity check using thieves’ sold for a total of 5 gold pieces. In addition, tools unlocks the door. The door may also be fresh fruits and vegetables, enough for three broken down with a successful DC 18 Strength meals for a party of five adventurers, are found (Athletics) check, but doing so alerts the in the cabinets and under the butcher-block bugbear guards if they have not been dealt table. with, the service folk, and the Lighthearts.

Sample file

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The oak dresser is a concealed bar that holds: Ivana Thumblestick is a middle-aged rock gnome. She is bound to the Lighthearts as a A small cask marked ‘mead’. The cask of mead contract servant and only has a few months is half-full and contains a very tasty honey mead remaining before she is free to leave. The and could be sold for 15 gold pieces. Lighthearts paid her family 50 gold pieces for Ivana to serve two years as their cook. Ivana only A small cask marked ‘brandi’. The cask of has two months left on her contract and she is brandi is misspelled for a reason. It is brandy anxious to get back to her husband (Grum) and her two daughters (Perri and Styla). If spoken to, that has been tainted with the Assassin’s Blood Ivana is of mixed emotion about the adventurers. poison (DMG, p 258). A creature drinking the Even though the Lighthearts have treated her well, brandy must succeed on a DC 10 Constitution she would love to return home early, but doesn’t save or take 6 (1d12) poison damage and be want to help in the event the adventurers are poisoned for 24 hours. A successful save results unsuccessful when they confront the Lighthearts. in half as much damage and the creature is not poisoned.

Three bottles of wine. These are fine wines and are valued at 10 gold pieces each.

The Spiral Staircase The spiral staircase is 5 feet-wide and leads up, reaching the many levels of the tower. A creature passing a DC 14 Wisdom (Perception) check notices that the base of the staircase appears to lead into the floor and may have led to a lower level, but now that entrance is sealed.

Level 2

Light spills in from a barred window on the south wall, revealing a large open room with a door on the west and east walls.

Second Level NPCs: Tom Crider is a human in his late fifties. He What the NPCs know started serving the Lighthearts as a grounds- • The Lighthearts have forbidden them keeper three years ago. He’s a grumpy man with from ever entering the 3rd level of the no time for this type of thing. He enjoys working tower, which contains many books and for the Lighthearts. They give him food, a nice a few treasures. place to sleep, and an honest wage which he • Tom hardly ever goes past this level of spends on expensive pipe-weed. He feels at home the tower. If he does, it is only to do in the tower, more so than he ever did in any town some type of maintenance work. he has ever lived in. If spoken to, Tom is very mad • Ivana is allowed on the 4th level of the at the adventurers and orders them out of the Samplehouse. He will not willingly give them any tower once a week . fileShe changes the information about the tower or the Lighthearts.

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Lighthearts’ bed-linens and collects the four small drawers fill the face of the cabinet, laundry. and each drawer contains a different variety of • They have never seen a ripened Balaba pipe-weed. Each of these drawers is labeled as fruit. below. Each stash is enough for four bowls and • The Lighthearts gather unripe fruit and valued at 10 gold pieces. take them upstairs. • Cherry • The Lighthearts sprinkle a potion or • Cinnamon something on the ground around the • Peach tree once a week. • Vanilla • Neither NPC knows anything about a lower level of the tower. This is Tom’s stash of pipe-weed. Tom travels to a local town once a month for necessities and A: Tom Crider’s Room he’s allowed to pick up pipe-weed when he goes. The barred window opposite the door lights the room. Two tall, wooden cabinets stand along A small nightstand next to Tom’s bed holds the northwest wall. three pipes. • An ivory pipe with a bowl carved to look To the southwest, an older-looking man with a like a sailing ship (50 gold piece value). scowl on his face and a middle-aged gnome • A typical wooden pipe with a long stem woman sit huddled together on a bed. The and made from cherry wood (5 gold piece value). woman looks terrified! She clings to the man • A two-toned wooden pipe with an with her left arm and holds her right hand to ornately carved griffon on the bowl. The her mouth as if stifling a scream. lower bowl of the pipe is apple wood, and the stem is stained black (30 gold If Tom and Ivana are allowed to leave the piece value). tower, Ivana runs down the stairs, leaves the tower, but returns to the kitchen area three rounds later. She wants to make sure the B: Ivana Thumblestick’s Room adventurers defeat the Lighthearts before she breaks her contract. Tom runs from the tower, The barred window opposite the door lights the alerts the bugbear guards (if any remain), and room. Two tall, wooden cabinets stand along then grabs an axe from the bugbear shack. He’s the northwest wall and a feather mattress and mad about the intrusion and doesn’t want to nightstand sit in the southeast corner. return to living in civilization. Tom waits for the adventurers to exit the tower and then The cabinets hold several sets of common confronts them outside. “What am I going to do clothing and a couple pairs of shoes. now? I don’t want to go back to living in a The nightstand contains an ink pot, quill, and a village.” leather-bound journal.

If the journal is opened, read or summarize: Treasure One cabinet holds three sets of Tom’s work clothes. A nice, but out of style, grey cotton suit hangs behind the work clothes. The other Samplecabinet holds a medium-sized oak storage file cabinet that Tom crafted by hand. A total of

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The journal appears to be a diary. Skimming pulled from the shelf. Most of the books on the through it, you see very little of interest - a few shelves will hold little interest to the party, but nice sketches of a man and two young girls, two books on each of the shelves may.

hearts, and flowers. The last entry in the journal reads, “My lovelies, I count the days incessantly Bookcase A The bookcase holds a magical tome which until I see you again!” radiates magic if the detect magic spell is cast. The purple-leather bound book is titled Tome of C: The Lavatory Understanding (DMG, p 209). A wooden plank with two cutout holes sits under a barred window on the north wall. Two wash basins with silver pitchers sitting on them line the opposite wall.

A bag of holding (DMG, p 153) hangs below each of the holes in the wooden bench. Ivana empties the bags once a week into a nearby lagoon.

Level 3: The Trapped Room

The entrance to the next level is blocked by a 5- foot tall bronze gate. Several bookshelves line the walls of this level, along with a wooden chest, a metal chest, and a wicker basket. Two comfortable reading chairs, separated by a small wooden table with a gold goblet, sit at the The bookcase is trapped. The trap can be north of the room. detected by a creature succeeding on a DC 15 Intelligence (Investigation) check. Disarming The gate is locked but may be easily picked with the trap requires a successful DC 15 Dexterity a successful DC 5 Dexterity check using thieves’ check using thieves’ tools, with a failed attempt tools. Devaston wants intruders to enter this activating the trap. area of the tower, so he has made the lock simple and the gate flimsy. The gate may also If this book is removed from the shelf, 12 be broken with a successful DC 5 Strength crossbow bolts fire from the shelves of the (Athletics) check. bookcase in a 10-foot wide line originating from the bookcase. The creature removing the book This room is heavily trapped. Each of the traps must pass a DC 20 Dexterity save or be impaled are described below: by 6 of the crossbow bolts, taking 20 (6d6) piercing damage, or half as much damage on a successful save. The next closest creature, and Bookcases A & C in-line with the bookcase, must succeed on a DC Each of these bookcases is built with four hand 15 Dexterity save or be impaled by 3 of the Samplecrossbows hidden in each of the three shelves. file crossbow bolts, taking 10 (3d6) piercing The trap is activated when a specific book is

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damage, or half as much damage on a Chest E successful save. Only the first two creatures in A locked metal chest. The chest is a trap and is the line are hit. activated when a creature steps on a pressure plate (labeled X). The trap can be detected by a Bookcase C creature succeeding on a DC 15 Wisdom The bookcase holds a spellbook which radiates (Perception) check. Disarming the trap requires magic if the detect magic spell is cast. The a successful DC 15 Dexterity check using spellbook contains the spells Cloud of Daggers, thieves’ tools, with a failed attempt activating Remove Curse, and Slow. the trap.

The bookcase is trapped. The trap can be Twenty pounds of pressure on the plate detected by a creature succeeding on a DC 15 activates the trap. When activated, the lid of Wisdom (Perception) check. Disarming the trap the chest pops open, and four vials contained in requires a successful DC 15 Dexterity check the chest rupture and mix to create a 20-foot using thieves’ tools, with a failed attempt radius sphere of gas centered on the chest, activating the trap. which has the effect of the confusion spell (PHB, p 224) save DC 15. The effects of the gas last for If this book is removed from the shelf, 12 3 rounds. crossbow bolts fire from the shelves of the bookcase in a 10-foot wide line originating from Chest F the bookcase. The creature removing the book The chest is unlocked and holds 20 gold pieces. must pass a DC 15 Dexterity save or be impaled One gold piece is a magical trap. A creature by 6 of the crossbow bolts, taking 20 (6d6) succeeding on a DC 15 Wisdom (Perception) or piercing damage, or half as much damage on a DC 15 Intelligence (Investigation) check notices successful save. The next closest creature, and that one gold piece appears slightly different. in-line with the bookcase, must succeed on at Instead of looking like a normal coin for this DC 13 Dexterity save or be impaled by 3 of the region, the coin has an image of a hooded crossbow bolts, taking 10 (6d6) piercing figure on both sides. damage, or half as much damage on a successful save. Only the first two creatures in The Coin the line are hit. Three rounds after the coin is removed from Bookcases B & D the chest, it dissolves into a thick, green mist These bookcases are not trapped and hold no that rapidly fills a 20-foot radius sphere treasure. They do hold two books with centered on the creature carrying the coin. Any interesting titles, each of which is worth 5gp to creature inside this radius must succeed on a the right buyer. DC 13 Constitution saving throw or suffer 2d6 acid damage, or half damage on a successful Hold On There! A guide on speaking with save. conviction. Chest G Intermediate Flower Gardening The chest is locked but not trapped. A successful DC 10 Dexterity check using thieves’ tools unlocks the chest. The chest contains a small leather pouch that holds 10 small rubies worth 20gp each. Sample file

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