Valley of The Gilded Tower Print Friendly V1-1
Valley of The Gilded Tower Print Friendly V1-1
Valley of The Gilded Tower Print Friendly V1-1
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.
BY KELSEY DIONNE
ADDITIONAL DESIGN BY STEVEN MACLAUCHLAN
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.
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.
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.
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.
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