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The adventure involves investigating a haunted valley and tower to lay a woman's remains to rest. Various hostile plants and creatures have overrun the area.

The players are asked to lay the remains of Baron Henrik Rennet's deceased wife Elenore to rest in her family's abandoned mausoleum in order to end her haunting of the Baron.

The players must confront an invasive plant called the mortis node that has taken over the valley and is controlling the local flora and fauna. It is nesting inside the tomb in the mausoleum.

VALLEY

OF THE GILDED
TOWER

Valley Of The Gilded Tower is a Dungeons & Dragons adventure designed for a group of four
to six players of 2nd-level characters.
This adventure can be used as a continuation of Masque of the Worms, or it can be used
as a standalone adventure.

While from a proud tower in the town / Death looks gigantically down.

-Edgar Allan Poe, The City in the Sea

BY KELSEY DIONNE
ADDITIONAL DESIGN BY STEVEN MACLAUCHLAN

VALLEY OF THE GILDED TOWER 1


TABLE OF CONTENTS
Section Page
Synopsis and Background 3
Seek The Gilded Tower 4
The Painted Valley 5
In Shadow 6
Delerium 7
Death’s Throne 8
Aftermath 9
Appendix A: Maps 10
The Forest Path 10
The Gilded Tower 11
Appendix B: New Monsters 12
Mortis Node 12
Secret Lore 13
Acknowledgements and Credits 14

VALLEY OF THE GILDED TOWER 2


SYNOPSIS A WORD TO THE GM
• The players begin in the sick chambers of This adventure is meant to be run at a glance
Baron Henrik Rennet. He tells the players he with minimal preparation and a natural
has been haunted by dreams of his departed delivery. This required re-thinking the normal
wife, Elenore, and asks them to put her adventure presentation a bit. Here’s what you’ll
remains to rest in her family’s mausoleum. aind included:
• The players arrive at an overgrown valley
housing the mausoleum and meet its strange • Each encounter contained on one page.
groundskeeper. • Bulleted lists. Bolded keywords.
• The players approach the ivory tower where • Hyperlinks to monsters and rules online for
Elenore’s remains must be interred and quick reference.
encounter hostile alora and fauna. • Printable cards for each monster and PC so
• They meet Elenore’s ghost and learn they you can run encounters using a card stack. A
must confront an invasive plant, the mortis short video walkthrough of this method can
node, that is controlling the nearby plants be found here.
and animals from its nest inside the tomb. • Printable cards for special treasure handouts.
• After the battle with the mortis node, the • Short room and area descriptions. No
players must place Elenore’s remains to rest paragraphs of droning alavor text — set the
and escape the mausoleum before it falls. scene naturally and embellish as desired.
• Briealy explained non-encounter rooms.
BACKGROUND Again, embellish as desired!
• GM maps and player-safe digital maps for use
• Elenore Rennet recently died in a tragedy
with virtual tabletops.
that resulted in her ghost remaining behind
• A short video walkthrough of the adventure
in the material world. She now haunts her
that can be found here.
husband, Baron Henrik, and cannot end her
haunting unless she is laid to rest.
PACING/TRANSITIONS
• Elenore was the ainal living member of her
noble line. In life, she had wished to restore A dramatic question is presented with most
her family’s ancestral mausoleum and be scenes. Once that question has been answered,
laid to rest there upon her death. the tension of the scene is resolved. That’s your
• The mausoleum is a dilapidated, ivory tower cue to work toward the transition provided at
in an abandoned, forested valley. Nobody the end the scene — even if that means
knows the tower is is now home to an summarizing the end of a clearly decided
invasive plant, a mortis node, that has combat, or in the case of clever players,
grown inside the corpse of Elenore’s evil skipping combat altogether. Keep the game
grandmother, Berenice. moving toward the next challenge!
• The mortis node has been drinking the Room descriptions that are usually long
consciousness of all nearby sentient blocks of literary read-aloud text have been left
creatures, and it will not abide intruders into short and informational in this adventure.
its nest inside the mausoleum’s tombs. Many Game Masters prefer to paraphrase read-
aloud text and set the scene based on what
tone and level of detail his or her group ainds
engaging. Anything listed before a
Development section is safe to share however
you prefer to do so.

VALLEY OF THE GILDED TOWER 3


SEEK THE GILDED TOWER Baron Henrik Rennet, LN human noble
The players are summoned to the sick bed of “Her last wish is all that matters to me, now.”
Baron Henrik Rennet, the local lord whose
wife, Elenore, recently died in a horriaic • Appearance. Red beard, dark circles under
tragedy. The chamber where he lies is draped eyes. Black robes.
in mourning black and crowded with doctors in • Does. Eyes dart around the room as if
beak-nosed masks. The baron is distraught and seeing invisible spirits.
ill with grief. • Secret. Even while awake, hears Elenore’s
voice pleading for a proper burial.
Henrik tells the players he has been haunted in
his dreams by the voice of his dead wife. In
TRANSITION
the dreams, she begs him to be laid to rest
in her family’s ancestral mausoleum in the Baron Henrik equips the
Painted Valley. The baron pleads the characters for the two-day journey
players’ help with interring her to the Painted Valley and gives them
remains there. Use the following the small, silver urn holding
adventure hooks: Elenore’s ashes. The roads to
the valley are safe, but
APPEAL TO REWARD dreams of a woman’s
The baron offers the players a keep whispers haunt the
and tract of land if they lay his characters at night. Go to
wife to rest in the gold-and-ivory The Painted Valley.
tomb on her family’s old
property.

APPEAL TO HEROISM
The player with the highest
passive Wisdom (Insight)
score senses that Baron Henrik
is slipping toward madness in
his grief. Undertaking this
mission might grant him peace of
mind and save his sanity.

APPEAL TO DISCOVERY
The baron tells the players that
Elenore’s family cemetery has been
abandoned for nearly thirty years.
She had hoped in her lifetime to
restore it to digniaied use. Any
news the players can bring about
the state of the cemetery would be a
great boon.

VALLEY OF THE GILDED TOWER 4


THE PAINTED VALLEY
Valdemar, N human commoner
“You’d best go, before somethin’ bad happens.”
Sidebar: The Mortis Node
• The mortis node has grown large and • Appearance. Ancient, grizzled. Wears a
controls much of the alora and fauna in the brown work apron and holds a rake.
Painted Valley. • Does. Mouth slowly droops open and eyes
• The mortis node slowly drinks the grow distant while others are speaking.
consciousness of its victims. Creatures under • Secret. Is mostly under the control of the
its sway have a glassy stare and black tongue. mortis node, but still has traces of his own
consciousness.

THE VALLEY
THE FOREST PATH
• Elenore’s family cemetery lies in a fragrant,
overgrown valley. Low, golden clouds roll • The path to the mausoleum cuts through the
past the mountains. vibrant grass into a dense forest.
• A path winds past an ivy-choked • Birds of paradise sing in the trees and
gate toward a small cottage purplish-black fungi bloom everywhere.
with dusty windows.
• Beyond the cottage, DEVELOPMENT
the path continues •After the airst round inside the forest,
into dense forest. PCs with a passive Wisdom (Perception)
The mausoleum’s of 13 or higher notice the birds have
golden spire glints stopped singing.
through the trees. •Characters who examine their
surroundings notice trees lined
DEVELOPMENT with birds whose beaks hang open,
• The gruff revealing black tongues.
groundskeeper, •The second round, two violet
Valdemar, lurks fungi spring into motion and
near the cottage. attack the group from behind.
• Valdemar says he’s
been the only one here for 30 years. DRAMATIC QUESTION
• He warns the players to leave before
something bad happens, and then he forgets Can the players escape the violet fungi?
he said that and denies it if questioned.
COMBAT
• Characters who pass a DC 15 Wisdom
(Perception) check notice Valdemar’s glassy • Each round, two violet fungi animate 15 feet
stare and the black spots on his tongue. He is behind the characters in the opposite
unaware of both. direction of the mausoleum.
• The shabby cottage holds little of value. • The ghost of Elenore materializes up the
• Valdemar points the way to the mausoleum path and urges the group to follow.
and tells the players to hurry up and then get
TRANSITION
out.
If the players go toward the mausoleum, go to
In Shadow.

VALLEY OF THE GILDED TOWER 5


FLOOR 1: TOWER ENTRANCE
IN SHADOW
• This room’s walls are carved with viols,
TOWER DOORS violets, and vines. Stairs on the wall lead up.
• Black vines erupt through the ceiling, snake
• The white marble mausoleum sits in a down the walls, and plunge into the earth.
narrow clearing in the forest. It’s 70 feet tall. • The ghost of Elenore hovers in the center of
• The tower’s weathered roof is inlaid with the crumbling room, waiting to speak.
alaking gold leaf. The tower has no windows.
• Its heavy stone door is locked shut.
Elenore, NG human ghost
DEVELOPMENT “Let us bring peace to this place so I may rest.”
• Violet fungi pursue the players,
closing in from the •Appearance. Wears the torn
masquerade gown she died in.
perimeter of the
•Does. Smiles gently and tries not to
clearing. 1d4 fungi
frighten good-aligned creatures.
animate every round.
•Secret. Wishes to be laid to rest so
• Elenore’s ghost passes
through the door and she can let Baron Henrik aind
peace.
beckons the players to
follow.
• Players can smash SPEAKING WITH
the door open with
ELENORE
a DC 20 Strength
check, or unlock it Elenore tells the
players the following:
with a DC 18
Dexterity check by
a character •An evil ancestor of
proaicient in hers has brought
Thieves’ Tools. corruption to this place. It
must be annihilated and
• Characters can climb
Elenore laid to rest.
the walls with a DC 13
Strength (Athletics) check. •The fungi and black-tongued
creatures are a symptom of the
corruption.
DRAMATIC QUESTION
• The source of the evil lurks upstairs in the
Can the players get inside the tower before tombs. It is not human. It is not natural. It
the violet fungi overwhelm them? will try to kill them.
• The characters must act quickly before the
creeping fungi outside aind a way in.
COMBAT
• The violet fungi close in from all sides. Each
TRANSITION
time a new fungus animates, distribute it
evenly in a ring around the players. Once the players are ready to continue, go to
Delerium.

VALLEY OF THE GILDED TOWER 6


Treasure
DELIRIUM One of the dusty statues in the room is actually
a Figurine Of Wondrous Power (Silver Raven).
FLOOR 2: MEMORIAL HALL
• Faded oil pantings and busts of Elenore’s DRAMATIC QUESTION
ancestors line the walls.
Can the players safely pass through the
• Stairs on the wall lead up.
• Clusters of knotty, black vines hang overhead hall?
like reaching hands.
• The air has a strange haze similar to a light COMBAT
rainfall. • The fungi target players who are sleeping.
• A sleeping character who takes damage
DEVELOPMENT automatically wakes up. A character can also
• Players who inspect the paintings notice one spend an action to shake someone awake.
of a middle-aged woman with a cruel smile
named Berenice. The placard shows she was TRANSITION
Elenore’s grandmother. A player who passes
If the players go up the stairs, go to Death’s
a DC 15 Intelligence (Investigation) check Throne.
spots the signs that the woman was a
sorceress of a dark order.
• The vines of the mortis node pollenate this
room with spores. PCs who breathe the
unailtered air must pass a DC 13 Constitution
saving throw or fall asleep for 1d4 hours.
• Any character who falls asleep here must
choose a memory to permanently sacriaice
to the hunger of the mortis node.
• While the characters are in this room, the
black vines begin to writhe. Every 1d4
rounds, they spit out a violet
fungus in a random area.

VALLEY OF THE GILDED TOWER 7


COMBAT
DEATH’S THRONE
• The mortis node summons 1d4 violet fungi
on each of its turn and hides behind them,
FLOOR 3: TOMBS using its tentacles to attack.
• Cofains and urns rest on the aloor and shelves • The mortis node climbs the walls if needed,
of this dusty chamber. The gold roof comes shooting its spines at creatures below.
to a point 30 feet above the room. • While aighting, the mortis node screams
• Four unlit, iron lamps hang on chains from phrases it absorbed from other creatures in
the ceiling. They are ten feet off the ground. their own voice. Phrases include:
• Thick, black vines erupt from a central cofXin.
The vines push through the aloor and walls. • (Berenice’s voice) “Elenore, my
granddaughter. You were made perfect in
loveliness, only to die!”
DEVELOPMENT
• (Valdemar’s voice) “I saw something
• The mortis node is inside the vine-covered
horrible in the tower… But I can't
cofain. When the players approach, a
remember what…”
woman’s voice inside the cofain says: “I have
been sleeping… waiting for you, Elenore!” • References to a memory the mortis node
stole from a sleeping player on Floor 2.
• The mortis node bursts from the cofain to
attack the players once they are within range.
DEFEATING THE MORTIS NODE
DRAMATIC QUESTION • When the mortis node dies, it screams,
“living I have been your plague, and dying I
Can the players defeat the mortis node, lay shall be your death!”
Elenore to rest, and escape the tower? • The black vines lash out, weakening the
tower walls. The mausoleum begins to
tremble and will collapse in 3 rounds.
Characters inside when it collapses must
pass a DC 15 Dexterity save or take 17 (5d6)
bludgeoning damage (half on a success).
•Elenore appears and begs the players
to lay her urn to rest before they go.

Treasure
If the players lay Elenore to rest before leaving,
she grants them each a blessing in
the form of good luck. Once per day,
each player may re-roll one failed
roll and must use the new result.

TRANSITION
Outside the tower, alora and fauna return
to their original colors and behaviors.
Valdemar awakens as if from a long dream.
Go to the Aftermath section once the players
leave the Painted Valley.

VALLEY OF THE GILDED TOWER 8


THE PAINTED VALLEY… SAFE?
AFTERMATH
• The Painted Valley is a quiet, peaceful place
LAST WISH UNFULFILLED following the death of the mortis node. Or is
it? What other secrets are hidden away on
• If the players weren’t able to lay Elenore to the property? Does Valdemar know anything
rest before the Gilded Tower collapsed, they about what caused Elenore’s family line to
lost the chance to fulaill her last wish. She die out?
haunts Baron Henrik for the rest of his days,
or until some greater intervention happens. ANGRY ENTITY
The baron’s madness grows during this time,
and he becomes deranged and evil. • The fey or demonic being who planted the
mortis node in Berenice is unhappy that it
ELENORE LAID TO REST has been destroyed. It plots revenge against
the players, striking out when they least
• If the players were able to lay Elenore to rest expect it.
before the Gilded Tower collapsed, her spirit
departs to the afterlife. Baron Henrik is still
stricken with grief, but his health slowly
returns, and his growing madness dissipates.

VALLEY OF THE GILDED TOWER 9


APPENDIX A: MAPS

THE FOREST PATH

VALLEY OF THE GILDED TOWER 10


THE GILDED TOWER

VALLEY OF THE GILDED TOWER 11


APPENDIX B: NEW MONSTERS • Wildlife in the area have a hive intelligence
shared with the mortis node.

Mortis Node If the mortis node dies, the effects fade over the
A bulbous mass of tentacles, leafy hide, and human course of 2d6 days.
anatomy bursts out of a cluster of black vines. Its
mouths howl in a cacophony of dissonant voices, MORTIS NODE
screaming the same twisted phrases over and over. Large plant, neutral evil
Madness and Rot. The seed of a mortis node is
unknowingly planted within its host during contact Armor Class 12 (natural armor)
Hit Points 76 (9d10 + 27)
with a mighty fey creature or powerful abomination
Speed 20 ft., climb 20 ft.
of fungus and decay. When the host creature dies,
the mortis node takes over its corpse, absorbing the
remains of life and growing its airst malignant roots. STR DEX CON INT WIS CHA
Mind-Drinker. A mortis node grows more
intelligent as it saps the vitality and consciousness 16 (+3) 8 (-1) 16 (+3) 9 (-1) 14 (+2) 10 (+0)
of the creatures around it. Most creatures near its
nest eventually fall under its total control, kept alive
only by a trickle of nourishment from the mortis Senses darkvision 60 ft., passive Perception 12
node’s far-reaching vines. Languages Common, Sylvan
Challenge 2 (450 XP)
A MORTIS NODE’S LAIR
Mortis nodes sprout in the bodies of fell warlocks Putrescent. The mortis node may summon 1d4 violet
fungi under its control on its turn. The violet fungi appear
and sorcerers who have made pacts with unseelie
within 10 feet of the mortis node and act on its initiative
fey or beings of rot and mold. The mortis node’s lair order. The violet fungi die if the mortis node dies.
is often a tomb or earthen grave in an area of heavy
vegetation. The area around the lair transforms as ACTIONS
the mortis node drinks the psyche of all living
things around it — plants become warped and alien, Multiattack. The mortis node makes two attacks.
or even psychotically sentient, and the wildlife Spines. Ranged Weapon Attack: +5 to hit, range 20 ft./40
grows listless and confused. ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one
REGIONAL EFFECTS target. Hit: 12 (2d8 + 3) bludgeoning damage. The target
must pass a DC 13 Wisdom saving throw or its Wisdom
The region containing a mortis node’s lair becomes score is reduced by 1d4 for the next 24 hours. Any
mutated as the plant devours the life and creature the mortis node reduces to 0 Wisdom in this way
consciousness around it. This creates one or more falls under its control, acting on the mortis node’s
of the following effects: initiative order.

• Each year, a radius of effect centered on the


mortis node increases by one mile. Black, oily
vines erupt from the ground in the area. Each
time a creature spends a day in the area of
effect, it must pass a DC 13 Wisdom saving
throw or lose one point of Wisdom. A creature
whose Wisdom score becomes zero due to this
effect falls under the control of the mortis node.
While controlled by the mortis node, the
creature’s eyes are glassy and its tongue is
black. A creature who leaves the area of effect
regains one point of Wisdom per day.
• Mushrooms within the area of effect transform
into violet fungus.

VALLEY OF THE GILDED TOWER 12


THE ARCANE LIBRARY
Want to see the airst Edgar Allan Poe-inspired adventure in this series? Check out Masque of
the Worms, a terrifying 1st-level one-shot. You can watch Castle Mac’s live playthrough of
the adventure in the Edgar Allan Poe Museum here!

VALLEY OF THE GILDED TOWER 13


Acknowledgements
This adventure was written in partnership with the amazing Castle Mac crew for their
second livestream from the Edgar Allan Poe Museum in Richmond, VA on April 27, 2019. I
can’t thank the Castle Mac folks enough for their talent, hospitality, and generosity — they
are all an amazing boon to the gaming community, true friends, and heroes of great legend.

Thank you so much to Jake from Beware The Wizard for this adventure’s gorgeous
cartography and for being able to read my handwriting. Many thanks to John from
5thsrd.org for permission to link to his site. Major appreciation to Hank at Runehammer for
being a tremendous creative inspiration. Many thanks to The Angry GM for wisdom,
especially about pacing and structure. Finally, my most heartfelt gratitude to Jessee Egan for
phenomenal art direction and design.

Some of Poe’s works that inaluenced this adventure included “Eldorado,” “The City in the
Sea,” “Eleonora,” and “The Facts in the Case of M. Valdemar.” Inspiration credit also goes to
the movie “Annihilation.” If you want to see Steven MacLauchland and I concept the ideas
for this adventure, check out the adventure-writing episode of Adventure Engineers!

Art Credits
Cartography: Jacob Martin / www.bewarethewizard.com
Logos, trade dress: Jessee Egan / jesseeegan.com
Cover: Melkor3D / shutterstock.com
Fungus: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Plague Doctor: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Purple Vine: © 2015 Dean Spencer, used with permission. All rights reserved.
Ghost: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Raven: © 2015 Dean Spencer, used with permission. All rights reserved.
Mortis Node: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Forest: Critical-Hit / criticalhitgames.biz

VALLEY OF THE GILDED TOWER 14


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VALLEY OF THE GILDED TOWER 15

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