TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form 
  without permission of the author.  To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHL3−01 
   
   
   
   
   
   
   
  The Lonely Tower 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
   
   
  by Rick LaRue 
  Reviewed by Jason Bulmahn 
   
   
  You have been ordered to relieve the Pathfinders garrisoned at a small border outpost near Torkeep.  The ruined tower 
  once belonged to a Shield Mage named Orand Hastironn.  Orand’s remains were found in the highest level of the tower 
  by Pathfinders during the Battle of Torkeep.  You arrive at the outpost to find that something is definitely wrong at 
  Orand’s Tomb.  Part 1 of The Towers series.  A Living Greyhawk adventure for character levels 3-12. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  The Lonely Tower 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 
  and higher. Three 
  or 
  four, 
  or 
  sometimes 
  even 
  five 
  1
  st-level 
  characters 
  may 
  find difficulty with 
  the challenges in a 
  LIVING 
  GREYHAWK 
  adventure. If your 
  group is APL 1 
  there 
  are 
  two 
  things that you can 
  do to help even 
  the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  pay one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  The Lonely Tower 
   
  Page 3 
  
  Adventure Background 
  Late in the month of Harvester in the common year 591, 
  the Shield Lands won a tremendous victory against the 
  occupying forces loyal to the evil demi-god Iuz.  After 
  three years at a virtual standstill in the War of 
  Reclamation, the Knights of Holy Shielding and the 
  Shield Lands’ army repatriated Torkeep.  Torkeep is the 
  ancestral home of Earl Franz Torkeep of the Council of 
  Lords.  The keep, a smallish motte and bailey structure in 
  the northwest portion of the nation had been under Iuz’s 
  control since its fall in 583 CY.  This victory was the 
  Shield Lands’ first real success against Iuz since the end 
  of the Great Northern Crusade in 588 CY and the first 
  territorial gain without the aid of the nation’s major allies. 
   Within days Iuz’s forces made an attempt to retake the 
  keep.  Though seriously outnumbered, Pathfinders and 
  Shield Lands soldiers held the keep long enough for 
  Knight Commander Katarina Walworth to arrive with 
  reinforcements and drive off Iuz’s minions. 
  Six individuals, brave Pathfinders all, played a 
  unique role in holding Torkeep against a second fall to 
  the Old One.  While their companions faced death on the 
  walls of Torkeep during the final hours of the now 
  famous Battle of Torkeep, Omaya Fairspeak of 
  Heironeous, Eiorhn of Kord , Darius Skye, Reeves 
  Nithtel, Lannona and Brandy Fardale left what little 
  safety the keep offered to race off on what might have 
  been a fool’s errand. 
  The Pathfinders were sent northwest along the 
  banks of the Ritensa River to an abandoned tower.  The 
  tower once belonged to Orand Hastironn the Artificer, a 
  powerful wizard and member of the mysterious Shield 
  Mages.  Known for his skill at creating magical 
  constructs, it was hoped the six heroes could recover 
  something to aid Torkeep until reinforcements arrived.  
  Of particular note was the wizard’s mighty Shield 
  Guardian which had not been seen since Iuz invaded.  
  Both it and its master disappeared shortly after the wizard 
  suffered an apparent mortal wound in battle. 
  The Pathfinders reached the tower only to find it 
  devoid of life and infested with undead shadows.  In the 
  highest room of the tower they found the remains of 
  missing wizard strung up and violated in unspeakable 
  ways.  Apparently, the wizard ordered his construct to 
  return him to his tower to heal, only to be overwhelmed 
  by the undead minions of the Old One.  Sorely wounded 
  and trapped in the tower by undead, the wizard could not 
  call his Shield Guardian servant to his side.  The giant 
  construct lay quietly at the bottom of the Ritensa River 
  while its master was torn to shreds. 
  The heroes found the control device for the shield 
  guardian in the rubble of the wizard’s laboratory, 
  unknowingly left behind by Iuz’s forces.  With a simple 
  mental command, the giant warrior rose amidst a cloud 
  of silt from the bottom of the river, once again ready to 
  serve the Holy Realm. 
  With time running out for the defenders of Torkeep, 
  the Pathfinders hurried back hoping to find the keep’s 
  defenses still intact.  They arrived in time for the final 
  assault by Lord Arbas, a former Shield Lands lord, now 
  traitor and servant of Iuz’s Lesser Boneheart mage Vayne. 
   Orcs, hobgoblins, ogres and giants in great numbers 
  pounded at the gates of Torkeep.  The shield guardian 
  waded into the fray flailing its powerful stone fists, 
  crushing foes with silent fury.  The unexpected attack 
  from outside the walls threw Lord Arbas’ troops into 
  disarray long enough for Lord Torkeep and the 
  remaining defenders to rally and push the attackers from 
  the walls.  By the time Lord Arbas reorganized his 
  confused troops, Lady Katarina and a large force of Shield 
  Knights arrived and broke the siege. 
  In the end, Torkeep remained in the possession of 
  the Shield Lands, but the traitorous Lord Arbas escaped.  
  The six heroes later learned that for their part in his 
  defeat, Lord Arbas placed a price on each of their heads.  
  Though they had likely saved Torkeep and its defenders, 
  their own lives were now in constant danger. 
  Since its recovery, Torkeep has become the northern 
  most bastion of the Shield Lands, replacing the Ritensa 
  Outpost as the first line of defense against attacks coming 
  south along the Ritensa River.  When Gensal was 
  recovered later the same year, Fort Vigilance, the 
  headquarters of the Order of the Northern Guard was 
  moved north to create a steady line of defense stretching 
  from the banks of the Ritensa east to Gensal, and turning 
  south to the South Keep Outpost.  From these border 
  forts, Shield Land’s patrols monitor and protect the 
  border up to a half day’s ride into the occupied lands. 
  Between each of the major forts (Torkeep, Fort 
  Vigilance, Gensal and the South Keep Outpost) lie 
  smaller border forts consisting of little more than a 
  wooden lookout tower surrounded by a stout wooden 
  palisade and manned by 50-100 soldiers, Pathfinders and 
  Knights of Holy Shielding.  One of these smaller 
  outposts now occupies the Shield Mage Orand’s former 
  tower. 
  Due to its proximity to Torkeep, the outpost has no 
  official name (though it has earned the nickname 
  “Orand’s Tomb”) and does not support a large garrison 
  (usually less than 20 soldiers and Pathfinders).  In fact, 
  the tower is occupied only for its position along the river 
  which allows for an excellent view of the surrounding 
  territory.  The defenses at Torkeep have similar vantage 
  points, but the small tower provides a slightly better line 
  of sight to locations across the Ritensa. 
  With Torkeep so close by (only about an hour away 
  on foot), the garrison at Orand’s “Tomb” is rotated fairly 
  The Lonely Tower 
   
  Page 4 
  
  regularly.  The party is one such group of garrison 
  replacements. 
  Unfortunately, not all things are as they are believed 
  to be. Orand was not killed by minions of Iuz.  Months 
  before Iuz invaded the Shield Lands, Orand began a 
  project on a new kind of construct.  During his travels he 
  found an incomplete copy of a book written in the 
  infernal language of the Nine Hells of Baator, describing 
  the making of a type of golem constructed entirely of 
  chains.  The construction of these powerful golems is a 
  closely guarded secret known only to the constructs’ 
  usual masters, the hellish kytons.  Because the book was 
  incomplete, Orand was forced to fill in the blanks by 
  experimentation.  Ultimately the Shield Mage was 
  successful, or nearly so, but his success was also his 
  downfall.   
  One kyton, to whom the book originally belonged 
  (and whom Orand suspected wrote the book, or served 
  the one who did) became aware of Orand’s experiments 
  and his goal to use the chain golems in the coming war 
  with Iuz.  Enraged that a mere human dared to usurp the 
  secret of the chain golems from the kytons of Hell, the 
  kyton found a way to Oerth and killed Orand and one of 
  his apprentices.  After the battle, the kyton hoped to 
  retrieve the book and remove it from the Prime Material 
  Plane.  Unfortunately, Orand had foreseen the possibility 
  of evil creatures attempting to recover the book and had a 
  permanent protection from evil enchantment cast on the 
  book.  The kyton found that as an otherworldly evil 
  creature, he could not touch the book. 
  Unable to take the book back to the City of Chains 
  in the Nine Hells, the kyton decided to place a number of 
  guardians around the book and keep a close eye on the 
  book.  
  Years later on the day this event begins, a few 
  curious soldiers of the tower’s garrison stumbled on the 
  Shield Mage’s hidden workshop.  While investigating, 
  they found and opened Orand’s book.  This drew the 
  kyton’s attention, who then appeared and slaughtered 
  them all (including the ones still upstairs).  After sunset, a 
  group of hobgoblins showed up and were killed as well 
  (except for a few that hid upstairs).  After the bloodshed 
  was finished the kyton dragged all the bodies down into 
  the basement workshop and removed all signs of his 
  attack so others, possibly more powerful than the 
  soldiers, would not find and take the book from him. 
  As the adventure begins, the kyton is just finishing 
  his grim work and will still be in the tower’s lower levels 
  when the PCs arrive. 
  The adventure takes place in mid-Readying, 593 CY. 
   
  Adventure Summary  
  The adventure begins with the PCs about a half-mile 
  away from Orand’s tower.  The weather is terrible and a 
  constant cold rain falls, making things wet, muddy and 
  generally unpleasant.   
  Magical attempts to communicate with or scry the 
  outpost reveal no activity and no garrison, only the tower, 
  the recently constructed wooden palisade and a few, 
  apparently empty tents remain.  Oddly, the outpost’s four 
  horses are still in their pen and seem to be unharmed and 
  completely normal.  The PCs have been ordered to 
  relieve the Pathfinder garrison at the Tower. 
  Upon arrival, the PCs find things just aren’t right.  
  There are no signs of a struggle outside the tower and 
  even the outpost’s horses are still where they should be, 
  but everyone else is gone.  The gates of the palisade are 
  open, but look like they were opened from within.  
  Tracking reveals what are obviously the garrison’s own 
  tracks, but also shows a group of booted humanoids 
  entering the gates sometime last night, but do not show 
  them leaving again. 
  Proceeding cautiously the PCs enter the tower to 
  continue their investigation.  Much like outside, they 
  find no obvious signs of trouble and continue up to the 
  tower’s highest level.  In the make shift outpost 
  headquarters they find two hobgoblins who appear more 
  frightened than hostile.  The hobgoblins serve Iuz, but do 
  not attack the PCs on sight, attempting instead to parlay 
  and possibly convince the PCs to release them. 
  Interrogation of the prisoners earns the PCs some 
  interesting information that confirms much of what 
  they’ve found so far, but introduces some new mysteries.  
  Without a true answer to what happened to the garrison 
  or the reinforcements, the PCs look more closely at the 
  tower. 
  In the entry hall on the first level of the tower, the 
  PCs find faint marks on the floor that lead up to and end 
  at the wall.  With some effort, they open the secret door, 
  revealing a passage down into the depths below the 
  tower.  The PCs head down the passageway hoping to 
  find an answer to what happened to the missing soldiers. 
  On the way down, the party is attacked by shadows.  
  The tight confines of the narrow, twisting staircase make 
  the battle very difficult, but the PCs overcome the 
  undead and continue down. 
  At the bottom of the stairs, the PCs find a much 
  larger and better stocked lab devoted to the creation of 
  mechanical constructs.  Early visitors to the tower found 
  another, smaller lab in the upper levels of the tower, but 
  this one far surpasses it in content and size. 
  Before the PCs can search, several piles of what 
  appeared to be iron chains come alive and attack the PCs. 
  The Lonely Tower 
   
  Page 5 
  
   These “chain golems” give the PCs a good fight, but are 
  defeated. 
  A quick search of the room reveals a number of 
  books including the personal journal of one of Orand’s 
  apprentices, a complete set of instructions for the 
  creation of a homunculus and incomplete notes on the 
  creation of something called a “chain golem”.  The notes 
  indicate that Orand had not yet deciphered the complete 
  process to create a chain golem. 
  In the one room connecting to the lab the PCs find a 
  horrific sight and a new foe.  All of the missing soldiers 
  are scattered about; their bodies crushed and broken as if 
  lashed with iron chains.  Standing over the bodies is a 
  hellish kyton who demands Orand’s book. 
  After defeating the fiend, the PCs return to Torkeep 
  to report and are allowed to keep a copy of the 
  apprentice’s journal and the book on homunculus 
  creation. 
   
  Introduction 
  You ended your daily patrol out of Torkeep expecting 
  another evening much like the one before.  You’ve 
  been stationed at Torkeep for the better part of a 
  week and each day has been pretty much the same; a 
  long, cold early spring patrol, dinner in the mess, a 
  few hours of personal time and then sleep.  Due to its 
  size and defenses, time on the border at Torkeep is a 
  bit easier then at some of the other smaller border 
  forts.  The constant threat is still there, but not quite 
  so vivid and overwhelming. 
   
  i
  t
   
  l
   
  This evening, your routine suddenly changed.  
  Rather than dinner and some much-needed rest, you 
  were ordered to replace the Pathfinder garrison at a 
  nearby outpost.  The Pathfinder Unit that was 
  originally supposed to relieve the garrison was nearly 
  wiped out by a hunter-killer group ambush this 
  afternoon.  You are their replacements. 
  Since coming to Torkeep you have heard rumors 
  of “Orand’s Tomb”, the nickname given to the outpost 
  you are headed for.  Apparently the tower belonged to 
  a now deceased Shield Mage named Orand the 
  Artificer.  The nickname comes from the fact that 
  Pathfinders found Orand’s defiled corpse nailed to 
  the wall in the highest room of his tower. 
  Since childhood you have heard stories of the 
  mysterious wizards called the Shield Mages; loyal 
  spellcasters in the service of the Holy Realm.  It is 
  well known that none have been seen since the 
  invasion. 
   
  Surprisingly, 
  recent 
  reports 
  from 
  Admundfort suggest the Towers of the Shield Mages, 
  the order’s former headquarters, still stand.  More 
  amazing is they appear to be undamaged by Iuz’s 
  occupation of the nation’s former capitol. 
  The trip to the tower is about an hour and you are 
  more than half way there.  Already it is well past 
  sunset and the air is chill with the last vestiges of 
  winter made worse by the incessant rain.  It started 
  early this morning and has continued throughout the 
  day drenching everyth ng with a bone-chilling 
  wetness and turning the hard-packed ground to slick 
  mud. 
   
  The rain continues throughout the adventure.  DMs 
  should remember that rain reduces visibility by half and 
  imposes a -4 penalty on listen, search and spot checks as 
  well as ranged attacks.  Unprotected flames will be 
  extinguished automatically.  See p.87 of the DMG for 
  more details. 
  At this point, give any PC with at least one rank of 
  Knowledge (Shield Lands) Player Handout #1 and let 
  them continue. 
   
  Encounter One:  
  Is Anyone Home? 
  This encounter begins when the PCs arrive at the tower.  
  Allow the players time to prepare before arriving if they 
  wish.  If any of the PCs can fly or move particularly 
  quickly and wish to split up the party, let them.  Begin 
  this encounter when the first PC arrives and allow the 
  others to catch up as appropriate.   
  When the PCs arrive at the tower give them Player 
  Handout #2 and read or paraphrase the following box 
  text: 
   
  The tower sits atop a small rise overlooking the 
  Ritensa River.  Around i  is an obviously new wooden 
  palisade made of stout poles rising about six feet 
  above ground and more than nine inches thick.  A 
  sturdy wooden gate, currently open, pierces the wall 
  along the well worn path leading north to the tower’s 
  only entrance.  The palisade forms a semi-circle 
  around the base of the outcropping that forms the 
  foundation of the tower, preventing an enemy from 
  approaching except from the air or after a difficult 
  climb up the sheer rock face descending to the river 
  far below. 
  Inside the wooden walls five tents and a small 
  horse pen with four horses grazing peacefully can be 
  seen. Besides the horses, there seems to be no other 
  living things within the outpost.  No soldiers walk 
  patrols around the perimeter and no ight shines from 
  within the tower.  Celene’s absence from the night 
  sky during Luna’s waning makes the evening 
  somewhat dark and the utter lack of bonfire or torch 
  further deepens the outpost’s shadowy appearance. 
  The Lonely Tower 
   
  Page 6 
  
  The tower is about fifty-feet tall and probably 
  consists of about four levels.  Before the occupation it 
  was probably much n cer than it is now, as it has 
  fallen into disrepair.  In the faint moonlight, weeds 
  and vines can be seen covering its surface and large 
  cracks are evident in the masonry.  At the top of a 
  short stairway, a newly repaired oak door stands open; 
  beyond the opening l es pitch darkness. 
  i
  i
  l
  i
   
   
  If the PCs look for tracks, a DC10 success reveals a lot of 
  tracks coming and going to the outpost and within the 
  walls (although a second roll is required inside the gates). 
   The rain has made tracking easy, but the resulting mud 
  makes details indistinct.  Still, a DC15 success picks out a 
  separate set of booted feet belonging to a group of 
  medium-sized humanoids entering the open gates and up 
  into the tower (again, a second roll is needed inside the 
  walls).  Finally, a DC20 tracking success distinguishes the 
  tracks as about an hour old and belonging to a dozen 
  goblinoids, most likely hobgoblins. 
  Four of the tents contain the garrison’s sleeping gear 
  and basic equipment.  The fifth is a supply tent filled with 
  rations, basic equipment used by the soldiers, barrels of 
  fresh water and extra arrows and crossbow bolts.  Assume 
  most adventuring gear of less than 10gp value from Table 
  7-7 of the Player’s Handbook is available in limited 
  quantity (1d6 of each).  Most all of the equipment in the 
  tents has recently been ransacked (by the hobgoblins 
  when they arrived) and lies scattered about. 
  The horses have plenty of water and feed and are in 
  perfect health.  If anyone talks to them, they can report 
  that something happened that made all the “two-legs” go 
  in the tower, but they never came out.  Later, some hairy 
  “bad two-legs” came, made a lot of noise in the “two-legs’ 
  pens” (tents) and went in the tower.  They haven’t come 
  out yet either.  The horses think going in the tower is a 
  bad idea, but figured that out after the first “two-legs” 
  didn’t come out.  They’re wondering why the rest went 
  in, but assume it’s some “two-leg” thing they’ll never 
  understand.  During the conversation, they remind the 
  PCs that they haven’t been groomed today.  They would 
  also like a carrot or maybe a nice juicy piece of apple. 
  If the PCs follow the hobgoblin tracks they lead 
  about a half mile downstream where four crude boats are 
  hastily hidden in the underbrush.  The hobgoblins used 
  them to cross the Ritensa River. 
   
  Encounter Two:  
  Inside the Tower 
  Read or paraphrase the following box text when the PCs 
  enter the tower: 
  The tower sits on a large stone outcropping on the 
  edge of a steep cliff.  Below the cliff, the Ritensa River 
  rushes along, swelled by the spring rain.  A set of 
  stairs leads up from the outpost courtyard to the 
  tower’s door.  The stairs are covered in relatively 
  fresh, muddy, booted foot prints that end at the open 
  door.  At the edge of the landing is a worn metal 
  buckler bearing a familiar symbo  of Iuz’s grinn ng 
  skull on a crimson field.  The inside face of the 
  buckler is coated in fresh blood. 
  The buckler on the landing belonged to one of the 
  hobgoblins.  During the battle with the kyton it was 
  thrown out the door and forgotten. 
  A map of Orand’s Tower can be found in Appendix 1. 
    
  Tower Level One 
  When the PCs enter the tower, read or paraphrase the 
  following: 
   
  The inside of the tower is pitch-black and smells 
  vaguely of smoke.  Just inside and on either side of 
  the doorway are sconces holding only the burnt stubs 
  of torches.  Considering the weather and the heavy 
  use the tower receives as the outpost headquarters, 
  the entry hall is surprisingly clean.   
   
  The first level of the tower is about ten feet above ground 
  level.  It consists of two rooms.  The first is an entry hall 
  and sitting room.  The other is a simple kitchen.  Below 
  the kitchen are simple cellars accessed via a ladder in the 
  kitchen (not shown on map).  The entry hall is empty, but 
  the kitchen has been used by the soldiers stationed here 
  and still has many cooking utensils and food scattered 
  about in a quick and careless search by the hobgoblins.  
  The cellars hold more food and many barrels of fresh 
  water. 
  The entry hall has two obvious doors; the one the 
  PCs entered from outside and the one leading to the 
  kitchen.  It also has a secret door leading to the chambers 
  below the tower. 
  The odd thing about the entry hall is that it is 
  perfectly clean.  The muddy tracks leading up the outside 
  stairs completely stop at the door and later reappear about 
  ten feet up the stairs leading to level two.  When the 
  kyton cleaned up after slaughtering the garrison and 
  hobgoblins, he used prestidigitation to remove the blood 
  and gore, but forgot to remove the muddy tracks from 
  the stairs beyond a certain point. 
  The secret door is in the wall beneath the stairs to 
  the left of the kitchen door.  It is well hidden and quite 
  sturdy.  A successful tracking roll (DC13+APL) reveals 
  faint scuff marks leading up to the door as if something 
  was dragged through it while it was open.  This was the 
  The Lonely Tower 
   
  Page 7 
  
  kyton dragging the dead soldiers and hobgoblins down to 
  where he stored them (see Encounter 6).  Otherwise it 
  takes a successful Search roll (DC18+APL) to locate the 
  door. 
   
  � Secret Stone Door: 4 in. thick; hardness 8; hp 60; AC 
  5; Break DC 28. 
   
  At this point, the PCs have two options; head upstairs to 
  explore the other levels of the tower or open the secret 
  door and see what lies beyond.  If the PCs open the secret 
  door, move to Encounter 4; if they head up the stairs, 
  continue with this encounter. 
   
  Tower Level Two 
  Mounting the stairs you travel only a few steps up 
  and around the gradual curve of the stairs when the 
  muddy footprints from outside begin again and 
  continue up the stairs.  The footprints lead up to the 
  next level. 
  The second floor of the tower is one large room. 
   
  It looks like it may have been a simple private 
  chamber or den at one time, but has since been 
  converted to an office and meeting room for the 
  garrison’s officers.  All of the contents are destroyed, 
  but a few tables and chairs and a couple of maps can 
  be made out of the debris.  The muddy tracks are not 
  as noticeable now, but from the destruction, it’s 
  obvious which way the intruders went.  Aside from 
  the noise made by your companions, the tower is 
  oddly quiet. 
   
   
  Level 2 of the tower contains nothing of value or interest 
  besides what is described in the box text above.   
   
  Tower Level Three 
  Like the one below it, this level is a complete mess.  A 
  quick scan of the debris suggests that this was the 
  officer’s quarters before it was thoroughly ransacked 
  and its contents destroyed or stolen. 
   
  Level 2 of the tower contains nothing of value or interest. 
  On a successful Listen check (DC20), the PCs hear 
  the faint sounds of movement from the level above. 
   
  Tower Level Four 
  When the PCs continue up the stairs, read or paraphrase 
  the following: 
   
   
   
  This part of the tower lacks the destruction you saw 
  on the lower levels.  Rather than one large room, this 
  level is broken into two rooms; neither seems to be in
  use as anything other than a watch post for the tower. 
   The five narrow windows (arrow slits, actually) 
  provide a nice view of the surrounding area, but there 
  is no furniture or equipment anywhere, except 
  wooden stools near each arrow slit.   
   
  The larger of the two rooms on this level is empty.  There 
  are however hobgoblins hiding in the second room.  As 
  soon as the PCs become aware of the hobgoblins (Listen 
  check, DC15 or a visual search of the room, Spot (DC12)), 
  move to Encounter 3. 
   
  Encounter Three:  
  Hiding in the Attic 
  The hobgoblins are hiding from the kyton (see 
  Encounter 6).  The hobgoblins serve Vayne and are under 
  Lord Arbas’ command.  They were part of ten hobgoblin 
  scouts on a typical patrol when they came across the 
  abandoned tower (they see it every time they come this 
  way, but tonight it was dark and quiet.  Figuring it was an 
  easy target for possible loot; they crossed the Ritensa 
  River in boats (now hidden about a half mile down river) 
  and investigated.  On their way back down after 
  ransacking the place, they were attacked by a “creature 
  covered in chains”.  As far as they know, it killed 
  everyone but the two of them.  After the screaming 
  stopped about an hour ago, it got very quiet until the PCs 
  arrived. 
  If given the chance, they will admit they stole 
  whatever they found of value, but did not kill the 
  soldiers.  The soldiers were gone when they arrived and 
  they have no idea what happened to them, but the entry 
  hall was covered in blood when they arrived. 
   
  All APLs – EL3 
  � Hobgoblins (2): AC 15; hp 4 each; see Appendix 3.   
   
  Note: The effective EL of this encounter is one lower 
  than it would otherwise be due to the hobgoblins’ low 
  moral and hit points. 
  Tactics: The hobgoblins aren’t up for a fight and at 
  APLs6+ they really aren’t a match for the PCs.  If the PCs 
  talk to them before attacking and tell them the “chain-
  covered creature” is gone, the hobgoblins will ask to be 
  allowed to leave in exchange for giving back what they 
  took. 
  Treasure: At all APLs the hobgoblins have their 
  weapons, armor and the small amount of treasure they 
  managed to find in their search of the tower. 
  All APLs – loot (197 gp), coin (118 gp), magic items 
  (0 gp). 
  Development: At APLs6+, the hobgoblins will 
  surrender almost immediately if attacked.  They will only 
  attack if the PCs are obviously outnumbered or seem 
  The Lonely Tower 
   
  Page 8 
  
  particularly underpowered or injured.  Under no 
  circumstances will they accompany the PCs anywhere 
  except back to Torkeep as prisoners, unless persuaded by 
  magical means. 
  The hobgoblins have one important piece of 
  information they’ll try to use to save their lives if all else 
  fails.  They know that the High Priestess Althea of the 
  Greater Boneheart is expected to arrive in Law’s Forge 
  very soon.  Her arrival has caused quite the commotion 
  amongst the clerics of Iuz.  The hobgoblins have no idea 
  why she is coming, but are smart enough to know it can’t 
  mean good things for anyone but Iuz. 
  If the PCs search the tower after playing Encounters 
  4-7, the hobgoblins worked up enough courage to make a 
  break for it.  On the way out they attempt to take the 
  horses in the pen (and any the PCs may have left behind), 
  but one of the horses (the one the PCs talked to in 
  Encounter 1, if they talked to them, or any bonded 
  mount or animal companion belonging to a PC) got 
  skittish when the hobgoblins approached and lashed out, 
  killing one of the hobgoblins and scaring the other away 
  before he can actually steal any of the horses or PC 
  mounts.  
   
  Encounter Four: Below the 
  Tower 
  The secret door opens by pressing a concealed pressure 
  plate an arms length to the right of the door.  Read or 
  paraphrase the following box text after the PCs open the 
  secret door in the entry hall: 
   
  With a click, the stone door pivots open silently 
  revealing a set of 5-foot wide spiral stairs leading 
  down into darkness.  Stale air tinged with a faint 
  metallic odor waifs up from the blackness below, 
  leaving a coppery taste in your mouth. 
   
  Just inside the door is a trap.  Or at least what was a trap.  
  To the casual observer (i.e., a rogue making a successful 
  Search check (DC21) to locate the trap), it looks to be a 
  fully functional poison gas trap set off by depressing a 
  pressure plate in the floor.  Upon closer examination (i.e., 
  a rogue making a successful Search check at DC26), will 
  reveal that the container of the poison gas broke (likely 
  due to lack of maintenance on the trap during the years 
  the tower was abandoned) harmlessly releasing the gas 
  without setting off the trap itself. 
  Anyone setting off the trap (or failing to disarm it) 
  will hear a loud “click” and then feel a burst of harmless, 
  but dusty, stale air blow from a concealed hole in the 
  ceiling.  Had the poison gas not escaped long ago, the 
  target would have suffered the traps original effect, but 
  now the trap only makes the PC sneeze and cough for 
  one round on a failed Fort save.  The trap resets 
  automatically ten rounds after each activation. 
   
  � Poison Gas Trap: CR 0; no attack roll necessary; one 
  round sneezing and coughing, Fort save resists (DC 14); 
  Search (DC 21/36); Disable Device (DC 25). 
   
  The stairs lead 40 feet down into the darkness changing 
  direction by 90 degrees for every 15 feet of forward 
  movement and 10 feet descent.  The darkness seems 
  particularly dense, but is completely natural. 
  At the base of the stairs is a 10 foot by 10 foot 
  landing.  Opposite the stairs is a locked door leading to 
  Orand’s workshop.  Aside from the same scuff marks 
  found in the entry hall above, this area is empty. 
   
  � Strong Wooden Door: 2 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 25; Open Lock DC (16+APL). 
   
  Once the majority of the PCs have gone about half way 
  down the stairs, the shadow(s) attack from within the 
  walls. 
   
  APL4 – EL4 
  � Shadow, Advanced (1): AC 13; hp 25; see Appendix 3. 
   
  APL6 – EL6 
  � Shadow, Advanced (1): AC 13; hp 40; see Appendix 3. 
   
  APL8 – EL8 
  � Shadow, Advanced (1): AC 13; hp 47; see Appendix 3. 
   
  APL10 – EL10 
  � Shadows, Advanced (2): AC 13; hp 47 each; see 
  Appendix 3. 
   
  APL12 – EL12 
  � Shadows, Advanced (3): AC 13; hp 54 each; see 
  Appendix 3. 
   
  Tactics: The shadow(s) serve the kyton from Encounter 
  6.  Their orders are straight forward; kill anything that 
  comes downstairs.  They begin their assault by attacking 
  the last PC on the stairs, using their insubstantiality to 
  move through the walls and attack the PC from every 
  side.  Next, they will attempt to drain strength from the 
  smaller PCs first hoping to kill them and add shadow 
  reinforcements to the battle.   
  During the battle, the DM should attempt to make it 
  seem as if there are more shadows than there really are by 
  having the shadows move around a lot and attack from 
  different directions as much as possible. 
  The Lonely Tower 
   
  Page 9 
  
  Because of the curve of the staircase, line of sight is 
  limited and turning attempts will have limited areas of 
  effect.  The shadows will only expose as much of their 
  “bodies” as needed to attack, granting them 50% cover (+4 
  AC bonus due to cover) while within a wall or floor. 
  Treasure: None 
  Development: The shadows will not pursue the PCs 
  beyond the stairs or the landing area at the bottom.  If 
  any of the shadows survive the encounter with greater 
  than 25% HP, they will resume their attack on the PCs as 
  the party attempts to leave. 
   
  Encounter Five: The Hidden 
  Workshop 
  Read or paraphrase the following box text when the PCs 
  enter the workshop: 
   
   
  i
  The air in this dark room is thick with the smell of 
  oil, rust and old incense. In the center of the room is 
  large table covered with books stacked along it edges. 
   The center seems uncluttered, but is not clearly 
  v sible from the doorway.  Directly next to the table 
  on the floor is a book that looks to have fallen off the 
  table and landed face down and open.   
  Around the rest of the room are numerous piles 
  of what appear to be iron chains.  One other door in 
  the far corner is the room’s only exit besides the one 
  you entered. 
   
  This 50 ft. by 30 ft. by 15ft. high room was Orand’s 
  workshop where he attempted to solve the puzzle of 
  creating a chain golem.  It is also where he was killed by 
  the kyton before being dragged upstairs to be put on 
  gruesome display. 
  The book on the floor is the infernal tome Orand 
  found and used to create his golem.  It was dropped by 
  one of the soldiers who investigated the lower level of 
  the towers after opening the book drew the kyton to the 
  tower. 
  Most of the books on the table are notebooks kept by 
  Orand.  They are in Orand’s own code and are essentially 
  undecipherable by anyone but him.  Another book looks 
  to be his personal journal, written in common.  When the 
  PCs have a chance to read Orand’s journal, give them 
  Player Handout #3. 
  Another book found with a successful Search 
  (DC10) is a complete set of instructions for creating a 
  homunculus.  Any PC with the book who meets the 
  requirements can construct a homunculus as described in 
  the Monster Manual and under the Magic Item creation 
  rules listed in the Living Greyhawk Campaign 
  Sourcebook.  To create the construct, the PC must buy 
  the book after the event (it is an Adventure-only 
  frequency item) and follow the instructions listed in the 
  Monster Manual.  Only one homunculus can be created 
  and the effort requires 1 TU. 
  Hidden under the table (Search DC15) is the journal 
  of Orand’s most experienced apprentice (Alewyn), left 
  there to keep safe while he was away.  The journal is in 
  code as well, but any PC spending 1 TU can translate it 
  and read the journal.  The information in this journal 
  provides some important information on the arcane 
  group known as the Shield Mages and clues to Alewyn’s 
  fate.  Having the information found in this journal will 
  help the PC during the next part of this series of regional 
  adventures.  At the end of the event, any PC wishing to 
  spend the extra Time Unit should be given the password 
  and URL to a downloadable file in Adobe Acrobat format 
  that contain the most important journal entries. 
  Most of the piles of chains are leftovers from Orand’s 
  failed attempts to create a chain golem.  Unable to take 
  the book with him after killing Orand, the kyton finished 
  Orand’s work and created a number of chain golem 
  guardians to guard the book until he could find a way to 
  remove the protective enchantment that prevented him 
  (and others of his kind) from touching it.  The golems 
  still guard the book today and attack as soon as anyone 
  comes within 5 feet of the book or one of the golems. 
   
  APL4 – EL5 
  � Chain Golem (1): AC 21; hp 38; see Appendix 3. 
   
  APL6 – EL7 
  � Chain Golems (2): AC 21; hp 38 each; see Appendix 3. 
   
  APL8 – EL9 
  � Chain Golems (4): AC 21; hp 38; see Appendix 3. 
   
  APL10 – EL11 
  � Chain Golems, Advanced (4): AC 21; hp 54; see 
  Appendix 3. 
   
  APL12 – EL13 
  � Chain Golems, Advanced (4): AC 21; hp 65; see 
  Appendix 3. 
   
  Tactics: The chain golems will attempt to surround or 
  corner the PCs and use their chain barrier special attack 
  to cut them to ribbons.  The range of these chain golems’ 
  chain barrier is a 10 ft. radius around the creature.   
  Anyone within or adjacent to this area is affected as 
  described in Appendix 3. 
  Treasure: The only treasure in this encounter is the 
  three books and the excerpt from Orand’s journal.  One 
  book is the incomplete and damaged Tome of Chain 
  Golem Construction, another is Orand’s Discourse on 
  The Lonely Tower 
   
  Page 10 
  
  Homunculus Design and the last is Alewyn’s journal.  
  Only Orand’s Discourse on Homunculus Design and the 
  Tome of Chain Golem Construction have any gold piece 
  value. 
  All APLs – loot (0 gp), coin (0 gp), Orand’s Discourse 
  on Homunculus Design - (750 gp), Tome of Chain Golem 
  Construction – (250 gp). 
  Development: Any of the chains lying about the 
  workshop can be improvised as a spiked chain by a PC 
  looking for a reach weapon.  Unless they have the Exotic 
  Weapon (spiked chain) feat, the normal -4 attack penalty 
  applies. 
  Once the battle begins, everything in this room will 
  be severely damaged.  The table and any book (except 
  three) not in the possession of a PC during the fight will 
  be destroyed.  The three surviving books are the Tome of 
  Chain Golem Construction, the Orand’s Discourse on 
  Homunculus Design and the journal hidden beneath the 
  table.  After the battle they can be found on a successful 
  Search (DC15) in the rubble and debris.  The last page of 
  Orand’s 
  journal 
  (see 
  Player 
  Handout 
  #3) 
  will 
  conveniently survive as well if the PCs have not found it 
  yet, though the journal itself will be destroyed. 
  The DM should pay attention to who has the Tome 
  of Chain Golem Construction or where it was last put.  
  The chain golems will be very careful not to damage it in 
  their attack, going so far as to avoid any player holding it, 
  or any map square it is in. 
  If any PC successfully attempts to open the door 
  leading to the storage room, the party is in for a big 
  surprise as they will have to face both Encounters 5 & 6 
  at the same time.  
   
  � Strong Wooden Door: 3 in. thick; hardness 5; hp 30; 
  AC 5; Break DC 30; Open Lock DC (20+APL). 
   
  Encounter Six: The Final Chain 
  of Events 
  Read or paraphrase the following box text when the PCs 
  defeat the last chain golem: 
   
  f
   
  i
  i
  i
  As the last construct falls, the door on the far side of 
  the room swings open, seemingly under its own 
  power.  From within the room beyond you can hear a 
  single pair of hands clapping as i  in mock applause. 
  Slowly the clapping grows closer and a figure 
  darkens the doorway.  The creature is draped and 
  bound with heavy chains but does not seem to notice 
  their weight.  Without entering the workshop, the 
  figure speaks in a resonant voice “The book is mine.” 
  As he speaks the chains near the creature rise 
  from the floor and begin to rattle and dance about 
  madly. 
  Roll initiative.  At this point, the kyton only wants to 
  kill the PCs. 
  The 10 ft. by 15 ft. by 10 ft. high room the kyton was 
  waiting in was a storage room for the tower from before 
  Orand was killed.  It is now full of the bodies of the dead 
  soldiers and hobgoblins, but also contains a chest 
  containing some of Orand’s magical and mundane 
  treasure.  Read or paraphrase the following when the PCs 
  search the room: 
  The inside of this room contains a gruesome sight.  
  Tossed about like broken dolls are the crushed bodies 
  of over two dozen creatures.  You have found the 
  missing soldiers and something else.  Amidst the 
  bodies of your comrades are the bodies of eight 
  hobgoblins.  All of them, Shield Landers and 
  hobgobl n al ke, are dead and show obv ous signs of 
  being beaten to death by heavy, blunt objects.  
  Partially covered by the corpses is a medium sized 
  wooden chest with a broken lock. 
   
  APL4 – EL6 
  � Kyton, Advanced (1): AC 18 (25); hp 46; see 
  Appendix 3. 
   
  APL6 – EL8 
  � Kyton, Advanced (1): AC 18 (25); hp 63; see 
  Appendix 3. 
   
  APL8 – EL10 
  � Kyton, Advanced (1): AC 18; hp 73 (97); see 
  Appendix 3. 
   
  APL10 – EL12 
  � Kyton, Advanced (1): AC 18; hp 83 (111); see 
  Appendix 3. 
   
  APL12 – EL14 
  � Kyton, Advanced (1): AC 18; hp 93 (125); see 
  Appendix 3. 
   
  Tactics: The kyton is confidant he can kill the PCs, 
  particularly so soon after fighting the chain golems.  
  Since the workshop is filled with chains, the kyton can 
  use his Dancing Chains special attack to great advantage.  
  The “chains” are located where they are marked on the 
  map, or where each chain golem fell in battle in the last 
  encounter.  He will stay in the storage room to limit the 
  directions the PCs can easily get at him and move one 
  “chain” to either side of the door hoping to flank anyone 
  who tries to go through the door and get to him.  He will 
  use the other “chains” to attack the PCs around the 
  The Lonely Tower 
   
  Page 11 
  
  workshop.  Chains in the hands of PCs cannot be 
  animated. 
  The kyton will not run and has no other way to 
  escape if the battle goes against him so his only options 
  are to kill the PCs or die trying.  His goal is to keep the 
  Tome of Chain Golem Construction out of anyone’s 
  hands until he can find a way to retrieve it, but will settle 
  for destroying it if all else fails.  He will attempt to 
  maneuver the PCs into destroying for him if possible.   
  At all APLs the kyton will use his arcane spells to the 
  best advantage.  Appendix 3 has detailed notes regarding 
  his spell use at each APL prior to the start of the battle.   
  On the first round of combat he attacks the closest 
  PC to take advantage of the +20 attack bonus.  If 
  necessary, he will hold his action until someone gets 
  within range.  At APL12, he will cast lightning bolt as a 
  partial action and then use his dancing chains and/or 
  chain rakes as appropriate. 
  At APL8 and up, the kyton will buff with endurance 
  long before the PCs arrive.  At APL10 and up, he will add 
  bull’s strength to his list of buff spells and cast haste two 
  rounds before opening the door).  He will also be wearing 
  the bracers of armor +2 from the treasure in the chest.  At 
  APL12, he will have minor globe of invulnerability up as 
  well and will be wearing the bracers of armor +3 from the 
  chest. 
  At APLs 4-6 he will have access to the potion of cure 
  serious wounds (from the chest).  At APLs 8-12 he’ll have 
  the wand of cure light wounds available. 
  Treasure: The treasure in this encounter is found in 
  a chest in the storage room. 
  APL4 – loot (0 gp), coin (393 gp), Brooch of 
  Shielding (Adventure, 1,500gp), Wand of Magic Missiles 
  (1
  st-level caster) (Adventure, 750gp), Potion of Cure 
  Serious Wounds (Adventure, 750gp), Arcane Scroll: 
  Arcane Eye (Adventure, 700gp). 
  APL6 – loot (0 gp), coin (243 gp), Brooch of 
  Shielding (Adventure, 1,500gp), Wand of Magic Missiles 
  (1
  st-level caster) (Adventure, 750gp), Potion of Cure 
  Serious Wounds (Adventure, 750gp), Arcane Scroll: 
  Arcane Eye (Adventure, 700gp), Dust of Tracelessness 
  (Adventure, 250gp). 
  APL8 – loot (0 gp), coin (593 gp), Brooch of 
  Shielding (Adventure, 1,500gp), Wand of Magic Missiles 
  (3
  rd-level caster) (Adventure, 1,125gp), Potion of Cure 
  Serious Wounds (Adventure, 750gp), Arcane Scroll: 
  Arcane Eye (Adventure, 700gp), Dust of Tracelessness 
  (Adventure, 250gp), Ring of Counterspells (Adventure, 
  4000gp). 
  APL10 – loot (0 gp), coin (643 gp), Brooch of 
  Shielding (Adventure, 1,500gp), Wand of Magic Missiles 
  (3
  rd-level caster) (Adventure, 1,125gp), Potion of Cure 
  Serious Wounds (Adventure, 750gp), Arcane Scroll: 
  Arcane Eye (Adventure, 700gp), Dust of Tracelessness 
  (Adventure, 250gp), Ring of Counterspells (Adventure, 
  4000gp), Bracers of Armor +2 (Adventure, 4000gp), Pearl 
  of Power (Adventure, 4000gp). 
  APL12 – loot (0 gp), coin (543 gp), Brooch of 
  Shielding (Adventure, 1,500gp), Wand of Magic Missiles 
  (5
  th-level caster) (Adventure, 1,875gp), Potion of Cure 
  Serious Wounds (Adventure, 750gp), Arcane Scroll: 
  Arcane Eye (Adventure, 700gp), Dust of Tracelessness 
  (Adventure, 250gp), Ring of Counterspells (Adventure, 
  4000gp), Bracers of Armor +3 (Adventure, 9000gp), Pearl 
  of Power (Adventure, 4000gp), Bracers of Health +2 
  (Adventure, 4000gp). 
  Development: DMs should keep in mind that the 
  Tome of Chain Golem Construction has a permanent 
  protection from evil on it, which can be suppressed for 
  1d4 rounds by a dispel magic targeted at it.  The caster 
  level check DC is 27.  If the protection from evil is 
  suppressed at any time, the kyton will try to grab it.  He 
  will of course be forced to drop it again when the spell 
  effects resume, but it will give the PCs a moment of stress 
  when they see he has the book. 
  If the PCs cast speak with dead on the bodies, they 
  will learn that most of the soldiers and all of the 
  hobgoblins have no idea what attacked them or where it 
  came from.  A few soldiers (three of the eighteen) know 
  that when they found the secret door in the entry way 
  and went investigating, they found the lab.  While 
  looking around, a creature draped in chains appeared and 
  attacked them.  They were dead before they could warn 
  anyone.  The rest of the soldiers heard screaming from 
  within the tower, ran to help and were attacked by the 
  kyton (which they describe as the “chain demon”, the 
  “thing with chains”, etc.) who followed the stairs up into 
  the tower to see where the soldiers came from.  Beyond 
  that, they don’t know anything about the kyton, Orand, 
  Alewyn or the tower (besides what’s in Player Handout 
  #1).  The hobgoblins know what the hobgoblins from 
  Encounter 4 knew, minus the part about hiding. 
   
  Conclusion 
  Depending on how long the PCs spend at the tower, 
  different things may happen afterwards. 
  If the PCs return to Torkeep right away after 
  Encounter 6, they are met by a patrol of Knights of Holy 
  Shielding.  The knights are led by a Shield Knight named 
  Sir Galodin.  Read or paraphrase the following: 
   
  i
   
   
  The rain that has fallen for the better part of the day 
  and n ght is finally letting up.  Your journey back to 
  Torkeep is damp, but not as bad as your earlier trip to
  the tower.  About half way to your destination you 
  hear the hoof beats of approaching riders. 
  The Lonely Tower 
   
  Page 12 
  
  A man in heavy armor rides at the head of a small 
  group of mounted knights.  Their pace is quick 
  despite the mud slick road.  Upon seeing you, the 
  leader reins in his mount and signals the others to 
  stop as well. 
  “I am Sir Galodin o  the Knight of Holy 
  Shielding.  What news from Orand’s tower?” 
  f
   
  l
  f
   
  f
   
   
  Sir Galodin is a young Shield Knight and lacks the 
  arrogance of many of the older knights.  In fact he tends 
  to be very humble and good natured.  He’ll be sorry to 
  hear about the death of the soldiers at the tower and will 
  offer to escort the PCs back to Torkeep while his men 
  secure the tower until reinforcements can arrive.  He 
  won’t press the issue if the PCs refuse. 
  If the PCs instead decide to stay the night at the 
  tower, Sir Galodin will arrive at the tower with a sizable 
  force of Shield Knights and infantry soldier about two 
  hours after the PCs finish Encounter 6.  He and his men 
  are on patrol and stopping at the tower is a normal part of 
  his route..  Read or paraphrase the following: 
  The rain that has fallen for the better part of the day 
  and night has final y stopped.  Shortly after finishing 
  your explorations of the tower you hear the hoof 
  beats of approaching riders. 
  A man in heavy armor rides at the head of a small 
  group of mounted knights.  Their pace is quick 
  despite the mud slick road, but cautious.  Upon 
  seeing you, the leader reins in his mount and signals 
  the others to stop as well. 
  “I am Sir Galodin o  the Knight of Holy 
  Shielding.  What news from Orand’s tower?” 
   
  Sir Galodin will be relieved to find the PCs well, but 
  saddened by the loss of the original garrison.  After 
  receiving their report and posting a new garrison at the 
  tower form of half of his patrol, he will offer to escort the 
  PCs back to Torkeep, but will not force the issue if they 
  refuse. 
  Regardless of when the PCs meet him, the DM 
  should play Sir Galodin as a likeable and trustworthy 
  fellow.  If the PCs should happen to mention Orand’s 
  apprentice Alewyn, he will tell them he once met Alewyn 
  of the Shield Mages years ago in Admundfort, not long 
  before Iuz invaded in fact.  Once the PCs break the code 
  in Alewyn’s journal, this bit of trivia will actually confirm 
  for them the Shield Mage indeed made it to Admundfort 
  as his journal indicates was his destination after leaving 
  his master Orand.  The DM doesn’t need to point this out 
  to the players; let them figure it out in retrospect. 
  If the PCs mention the Tome of Chain Golem 
  Construction to Sir Galodin he will seem concerned, but 
  only if they also tell him that it was what the kyton was 
  after.  He will suggest turning it over to Lord Torkeep or 
  the Church of Holy Shielding for safe keeping.  If the 
  PCs refuse his suggestion openly, he will simply say “Do 
  as you think is best.  It was only a suggestion.”  The PCs 
  are free to keep the tome, as it is damaged, incomplete 
  and essentially useless as well as totally valueless except 
  to kytons (see below). 
  If any of the PCs kept Alewyn’s journal, they can 
  spend an extra Time Unit after the event deciphering his 
  simple code.  The DM should give any PC who does this 
  the following URL and password: 
  URL: http://www.shieldlands.net/files/Alewyn.pdf 
  Password: orand 
  After reporting to Sir Galodin and returning to 
  Torkeep, the PCs can return to their normal assignments 
  and the event is over.  If they want to make further 
  reports to their superiors, let them or just read or 
  paraphrase the following: 
  The return journey to Torkeep is thank ully 
  uneventful and your mind is left to drift to the events 
  of the past few hours.  Orand’s journal indicated his 
  apprentice Alewyn was headed for Corell’s Watch on 
  a mission of some importance.  Corell’s Watch is a 
  lighthouse overlooking the Straits of Corell on 
  Walworth Island northeast of Admundfort. 
  Did the young mage ever reach his destination?  
  What mission could have been so important to make 
  a loyal young apprentice leave his master on the eve 
  of an invasion?  Before you can answer your own 
  questions, the lights of Torkeep stir you from your 
  musings.  Perhaps you’ll find the answer to those 
  questions another day. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three 
  Defeat the hobgoblins in battle or negotiate their non-
  violent surrender:  
  APL4 90 xp; APL6 90 xp; APL8 90 xp; APL10 90 xp; 
  APL12 90 xp. 
   
  Encounter Four 
  Defeat the shadows: 
   
  APL4 120 xp; APL6 180 xp; APL8 240 xp; APL10 300 xp; 
  APL12 360 xp. 
   
  The Lonely Tower 
   
  Page 13 
  
  Encounter Five 
  Defeat the chain golems: 
   
  APL4 150 xp; APL6 210 xp; APL8 270 xp; APL10 330 xp; 
  APL12 390 xp. 
   
  Encounter Six 
  Defeat the kyton:  
  APL4 180 xp; APL6 240 xp; APL8 300 xp; APL10 360 xp; 
  APL12 420 xp. 
   
  Story Award 
  Learn of the Greater Boneheart visitor to Law’s Forge 
  from the hobgoblins and return them to Torkeep as 
  prisoners: 
   
  APL4 60 xp; APL6 60 xp; APL8 60 xp; APL10 60 xp; 
  APL12 60 xp. 
   
  Find Alewyn’s Journal: 
   
  APL4 75 xp; APL6 75 xp; APL8 75 xp; APL10 75 xp; 
  APL12 75 xp. 
   
  Total possible experience:  
   
  APL4 675 xp;  APL6 885 xp; APL8 1035 xp; 
  APL10 1215 xp; APL12 1395 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Three 
   
  APL4: L: 33 gp; C: 21 gp; M: 0 gp 
   
  APL6: L: 33 gp; C: 21 gp; M: 0 gp 
   
  APL8: L: 33 gp; C: 21 gp; M: 0 gp 
   
  APL10: L: 33 gp; C: 21 gp; M: 0 gp 
   
  APL12: L: 33 gp; C: 21 gp; M: 0 gp 
   
  Encounter Five   
   
  APL4: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL6: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL8: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL10: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL12: L: 83 gp; C: 0 gp; M: 0 gp 
   
  Encounter Six   
   
  APL4: L: 0 gp; C: 154 gp; M: 308 gp 
   
  APL6: L: 0 gp; C: 333 gp; M: 329 gp 
   
  APL8: L: 0 gp; C: 325 gp; M: 788 gp 
   
  APL10: L: 0 gp; C: 508 gp; M: 1,454 gp 
   
  APL12: L: 0 gp; C: 533 gp; M: 2,329 gp 
   
  Total Possible Treasure 
  APL4: 600 gp 
  APL6: 800 gp 
  APL8: 1,250 gp 
  APL10: 2,100 gp 
  APL12: 3,000 gp 
   
  Special 
   
  The Lonely Tower 
   
  Page 14 
  
  Alewyn’s Journal 
  This simple, leather-bound journal is unremarkable 
  except for the name “Alewyn” written in ink on the 
  inside cover.  The journal is about three-quarters full of 
  what are obviously journal entries, but seems to be 
  written in some type of code. 
  The code is actually quite elementary and can be 
  deciphered after about a week of work.  Any PC spending 
  one Time Unit (1 TU) after this event can break the code 
  and read the journal.  Once broken, that PC can always 
  read messages of notes written in this code. 
  After spending the extra Time Unit, the player will 
  receive a password and internet URL for a downloadable 
  .pdf document containing the important entries from the 
  journal. 
  URL: ____________________________________ 
  Password: _________________________ 
  Value: 50 gp. 
   
  Orand’s Discourse on Homunculus Design 
  This simple book has plain brown leather covers with the 
  title engraved upon the front.  The spine and corners are 
  reinforced with varnished oak and the pages are of 
  sturdy, but slightly rough paper. 
   
  The contents of the book describe the complete 
  procedure for constructing a minor magical construct.  
  Any PC who meets the requirements can construct a 
  homunculus as described in the Monster Manual and 
  under the Magic Item creation rules listed in the Living 
  Greyhawk Campaign Sourcebook.  To create the 
  construct, the PC must buy the book immediately after 
  the event and follow the instructions listed in the 
  Monster Manual.   
  Only one homunculus can be created.  The effort 
  requires 1 TU and cost 620 gp (including the cost of the 
  lab, body and other magical ingredients, but not the cost 
  of the required spells). 
  Frequency: Adventure Only. 
  Value: 750 gp 
  Date Created: __________  
   
  Tome of Chain Golem Construction  
  This large book is bound in thick black leather with steel 
  reinforced corners.  The book can be secured a pair of 
  fine but sturdy iron chains that wrap around the tome 
  from top to bottom, and from left to right.  Normally the 
  chains would lock with a matching pair of tiny iron 
  skeleton key locks, but these are now missing. 
  Written in infernal, the tome discusses in great 
  detail the process for creating a chain golem.  
  Unfortunately, the book is so badly damaged that little 
  more than the subject matter of the tome and some 
  random details and descriptions of the chain golem can 
  be gleaned from the writings.  In its current condition 
  the tome provides only a +2 circumstance bonus on 
  Knowledge (Chain Golem) checks. 
  The book is currently protected by a permanent 
  protection from evil spell that affects only the book itself. 
   This enchantment provides the book with all the normal 
  protection of that spell; the most important aspect being 
  that evil outsiders cannot touch the tome. 
  This book is extremely important to kytons.  If the 
  book is ever brought within 100 ft. of a kyton, the devil 
  will know of the book’s presence and will make every 
  effort to take the book from its current owner. 
  Value: 200 gp. 
   
  Items for the Adventure Record 
  Item Access 
  APL4 
  Brooch of Shielding (Adventure, 1,500gp) 
  Wand of Magic Missiles (1
  st-level caster) (Adventure, 
  750gp) 
  Potion of Cure Serious Wounds (Adventure, 750gp) 
  Arcane Scroll: Arcane Eye (Adventure, 700gp) 
  APL6 
  APL4 Items 
  Dust of Tracelessness (Adventure, 250gp) 
  APL8 
  APL4 & 6 Items 
  Wand of Magic Missiles (3
  rd-level caster) (Adventure, 
  1,125gp) 
  Ring of Counterspells (Adventure, 4000gp) 
  APL10 
  APL4, 6 & 8 Items 
  Bracers of Armor +2 (Adventure, 4000gp) 
  Pearl of Power (Adventure, 4000gp) 
  APL12 
  APL4, 6, 8 & 10 Items 
  Wand of Magic Missiles (5
  th-level caster) (Adventure, 
  1,875gp) 
  Bracers of Armor +3 (Adventure, 9000gp) 
  Bracers of Health +2 (Adventure, 4000gp) 
   
   
   
  The Lonely Tower 
   
  Page 15 
  
  Appendix 1: Map of Orand’s Tower (Upper Levels) 
   
  The Lonely Tower 
   
  Page 16 
  
  Appendix 2: Map of Orand’s Tower (Lower Levels) 
   
  The Lonely Tower 
   
  Page 17 
  
  Appendix 3: NPCs 
  Encounter 3  
  All APLs 
  � Hobgoblins (2): CR2; Ftr1/Rgr1: Medium 
  Humanoid; HD 2d10+6; hp 4; Init +5; Spd 30; AC 15 
  (touch 11, flat-footed 14) [Dex +1, chain shirt +4]; Atk 
  +3/+3 (1d8+3, Longsword; 1d6+1, Handaxe); +3 (1d8, 
  Longbow); SQ: Darkvision (Ex); AL LE; SV Fort +7, Ref 
  +1, Will -1; Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 
  10. 
  Skills and Feats: Climb +3, Jump +3, Listen +1, 
  Move Silently +3, Ride +3, Spot +3, Swim +5, 
  Wilderness Lore +1, Alertness, Improved Initiative, 
  Track. 
  Possessions: Longsword, longbow, arrows (20), 
  handaxe, chain shirt. 
   
  Encounter 4  
  APL4 
  � Shadow, Advanced: CR 4; Medium Undead 
  (Incorporeal); HD 4d12; hp 25; Init +2; Spd 30 ft., fly 40 
  ft. (good); AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk 
  +3 melee (1d6 Str, incorporeal touch); Face 5 ft. by 5 ft. 
  / 5 ft.; SA Strength damage (Su), Create Spawn (Su); SQ 
  Undead, Incorporeal, Turn resistance +2 (Ex); AL CE; 
  SV Fort +2, Ref +4, Will +7; Str --, Dex 14, Con --, Int 6, 
  Wis 12, Cha 13. 
  Skills and Feats: Hide +8, Intuit Direction +5, 
  Listen +7, Spot +7; Dodge. 
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 points of temporary Strength damage to a 
  living foe. A creature reduced to Strength 0 by a 
  shadow dies. 
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds.  
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from a 
  corporeal source. Can pass through solid objects at will, 
  and own attacks pass through armor. Always moves 
  silently. 
   
  APL6 
  � Shadow, Advanced: CR 6; Medium Undead 
  (Incorporeal); HD 6d12; hp 40; Init +2; Spd 30 ft., fly 40 
  ft. (good); AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk 
  +3 melee (1d6 Str, incorporeal touch); Face 5 ft. by 5 ft. 
  / 5 ft.; SA Strength damage (Su), Create Spawn (Su); SQ 
  Undead, Incorporeal, Turn resistance +2 (Ex); AL CE; 
  SV Fort +2, Ref +4, Will +7; Str --, Dex 14, Con -, Int 6, 
  Wis 12, Cha 13. 
  Skills and Feats: Hide +11, Intuit Direction +7, 
  Listen +7, Spot +7; Dodge. 
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 points of temporary Strength damage to a 
  living foe. A creature reduced to Strength 0 by a 
  shadow dies. 
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds.  
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from a 
  corporeal source. Can pass through solid objects at will, 
  and own attacks pass through armor. Always moves 
  silently. 
   
  APL8 & 10 
  � Shadow, Advanced: CR 8; Medium Undead 
  (Incorporeal); HD 8d12; hp 47; Init +2; Spd 30 ft., fly 40 
  ft. (good); AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk 
  +4 melee (1d6 Str, incorporeal touch); Face 5 ft. by 5 ft. 
  / 5 ft.; SA Strength damage (Su), Create Spawn (Su); SQ 
  Undead, Incorporeal, Turn resistance +2 (Ex); AL CE; 
  SV Fort +2, Ref +4, Will +8; Str --, Dex 14, Con --, Int 6, 
  Wis 12, Cha 13. 
  Skills and Feats: Hide +13, Intuit Direction +11, 
  Listen +7, Spot +7; Combat Reflexes, Dodge. 
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 points of temporary Strength damage to a 
  living foe. A creature reduced to Strength 0 by a 
  shadow dies. 
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds.  
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from a 
  corporeal source. Can pass through solid objects at will, 
  and own attacks pass through armor. Always moves 
  silently. 
  The Lonely Tower 
   
  Page 18 
  
   
  APL12 
  � Shadow, Advanced: CR 9; Medium Undead 
  (Incorporeal); HD 9d12; hp 54; Init +2; Spd 30 ft., fly 40 
  ft. (good); AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk 
  +4 melee (1d6 Str, incorporeal touch); Face 5 ft. by 5 ft. 
  / 5 ft.; SA Strength damage (Su), Create Spawn (Su); SQ 
  Undead, Incorporeal, Turn resistance +2 (Ex); AL CE; 
  SV Fort +3, Ref +5, Will +8; Str --, Dex 14, Con --, Int 6, 
  Wis 12, Cha 13. 
  Skills and Feats: Hide +14, Intuit Direction +12, 
  Listen +7, Spot +7; Combat Reflexes, Dodge. 
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 points of temporary Strength damage to a 
  living foe. A creature reduced to Strength 0 by a 
  shadow dies. 
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds.  
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from a 
  corporeal source. Can pass through solid objects at will, 
  and own attacks pass through armor. Always moves 
  silently. 
   
  Encounter 5  
  APL4-8 
  � Chain Golem: CR 5; Medium Construct; HD 7d10; 
  hp 38; Init +3; Spd 30 ft. (can’t run); AC 21 (touch 13, 
  flat-footed 18) [+3 Dex, +8 natural]; Atk +9 melee (2 
  chain rakes, 1d8+4 plus wounding); Face 5 ft. by 5 ft. / 
  10 ft.; SA Chain barrier (Ex), Wounding (Ex); SQ 
  Construct traits, magic immunity (Ex), resistance to 
  ranged attacks (Su); AL N; SV Fort +2, Ref +5, Will +2; 
  Str 18, Dex 17, Con --, Int --, Wis 11, Cha 1. 
  Skills and Feats: Dodge (B), Expertise (B), 
  Improved Disarm (B), Improved Trip (B). 
  Chain Barrier (Ex): As a full-round action, a chain 
  golem can surround itself with a whirling, slicing 
  shield of chains similar in effect to a blade barrier spell. 
   Anyone adjacent to the chain barrier must make a 
  successful Reflex save (DC17) or take 7d6 points of 
  damage.  Any creature or object entering or passing 
  through such a barrier automatically take that amount 
  of damage.  The chain barrier moves with the golem 
  and serves as one-half cover for it (+4 bonus to AC).  
  Maintaining the barrier once it is activated is a 
  standard action. 
  Wounding (Ex): A wound resulting from a chain 
  golem’s chain rake attack bleeds for an additional 2 
  points of damage per round thereafter.  Multiple 
  wounds from such attacks result in cumulative 
  bleeding loss (two wounds for 4 points of damage per 
  round, and so on).  The bleeding can be stopped only 
  by a successful Heal check (DC10) or the application of 
  a cure spell or some other healing spell (heal, healing 
  circle, or the like). 
  Construct Traits: A chain golem is immune to 
  mind-affecting 
  effects, 
  poisons, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires Fortitude save unless it also 
  works on objects. The creature is not subject to critical 
  hits, subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage.  It cannot 
  heal itself but can be healed through repair.  It cannot 
  be raised or resurrected.  A chain golem has darkvision 
  (60-foot range) 
  Magic Immunity (Ex): A chain golem is immune 
  to all spells, spell-like abilities, and supernatural effects 
  except as follows.  An electricity effect slows it (as the 
  slow spell) for 2 rounds (no saving throw).  A fire effect 
  breaks any slow effect on the chain golem and cures 1 
  point of damage for each 2 points of damage it would 
  otherwise deal.  A chain golem gets no saving throw 
  against fire effects. 
  Resistance to Ranged Attacks (Ex): A chain 
  golem gains a +2 resistance bonus on saving throws 
  against ranged spells or ranged magical attacks that 
  specifically target it (except touch attacks). 
   
  APL10 
  � Chain Golem, Advanced: CR 7; Medium 
  Construct; HD 10d10; hp 54; Init +3; Spd 30 ft. (can’t 
  run); AC 21 (touch 13, flat-footed 18) [+3 Dex, +8 
  natural]; Atk +9 melee (2 chain rakes, 1d8+4 plus 
  wounding); Face 5 ft. by 5 ft. / 10 ft.; SA Chain barrier 
  (Ex), Wounding (Ex); SQ Construct traits, magic 
  immunity (Ex), resistance to ranged attacks (Su); AL N; 
  SV Fort +2, Ref +5, Will +2; Str 18, Dex 17, Con --, Int --, 
  Wis 11, Cha 1. 
  Skills and Feats: Dodge (B), Expertise (B), 
  Improved Disarm (B), Improved Trip (B). 
  Chain Barrier (Ex): As a full-round action, a chain 
  golem can surround itself with a whirling, slicing 
  shield of chains similar in effect to a blade barrier spell. 
   Anyone adjacent to the chain barrier must make a 
  successful Reflex save (DC17) or take 7d6 points of 
  damage.  Any creature or object entering or passing 
  through such a barrier automatically take that amount 
  of damage.  The chain barrier moves with the golem 
  and serves as one-half cover for it (+4 bonus to AC).  
  The Lonely Tower 
   
  Page 19 
  
  Maintaining the barrier once it is activated is a 
  standard action. 
  Wounding (Ex): A wound resulting from a chain 
  golem’s chain rake attack bleeds for an additional 2 
  points of damage per round thereafter.  Multiple 
  wounds from such attacks result in cumulative 
  bleeding loss (two wounds for 4 points of damage per 
  round, and so on).  The bleeding can be stopped only 
  by a successful Heal check (DC10) or the application of 
  a cure spell or some other healing spell (heal, healing 
  circle, or the like). 
  Construct Traits: A chain golem is immune to 
  mind-affecting 
  effects, 
  poisons, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires Fortitude save unless it also 
  works on objects. The creature is not subject to critical 
  hits, subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage.  It cannot 
  heal itself but can be healed through repair.  It cannot 
  be raised or resurrected.  A chain golem has darkvision 
  (60-foot range) 
  Magic Immunity (Ex): A chain golem is immune 
  to all spells, spell-like abilities, and supernatural effects 
  except as follows.  An electricity effect slows it (as the 
  slow spell) for 2 rounds (no saving throw).  A fire effect 
  breaks any slow effect on the chain golem and cures 1 
  point of damage for each 2 points of damage it would 
  otherwise deal.  A chain golem gets no saving throw 
  against fire effects. 
  Resistance to Ranged Attacks (Ex): A chain 
  golem gains a +2 resistance bonus on saving throws 
  against ranged spells or ranged magical attacks that 
  specifically target it (except touch attacks). 
   
  APL12 
  � Chain Golem, Advanced: CR 9; Medium 
  Construct; HD 12d10; hp 65; Init +3; Spd 30 ft. (can’t 
  run); AC 22 (touch 11, flat-footed 21) [-1 size, +2 Dex, 
  +11 natural]; Atk +13 melee (2 chain rakes, 1d8+8 plus 
  wounding); SA Chain barrier (Ex), Wounding (Ex); SQ 
  Construct traits, magic immunity (Ex), resistance to 
  ranged attacks (Su); AL N; SV Fort +2, Ref +4, Will +2; 
  Str 26, Dex 15, Con --, Int --, Wis 11, Cha 1. 
  Skills and Feats: Dodge (B), Expertise (B), 
  Improved Disarm (B), Improved Trip (B). 
  Chain Barrier (Ex): As a full-round action, a chain 
  golem can surround itself with a whirling, slicing 
  shield of chains similar in effect to a blade barrier spell. 
   Anyone adjacent to the chain barrier must make a 
  successful Reflex save (DC17) or take 7d6 points of 
  damage.  Any creature or object entering or passing 
  through such a barrier automatically take that amount 
  of damage.  The chain barrier moves with the golem 
  and serves as one-half cover for it (+4 bonus to AC).  
  Maintaining the barrier once it is activated is a 
  standard action. 
  Wounding (Ex): A wound resulting from a chain 
  golem’s chain rake attack bleeds for an additional 2 
  points of damage per round thereafter.  Multiple 
  wounds from such attacks result in cumulative 
  bleeding loss (two wounds for 4 points of damage per 
  round, and so on).  The bleeding can be stopped only 
  by a successful Heal check (DC10) or the application of 
  a cure spell or some other healing spell (heal, healing 
  circle, or the like). 
  Construct Traits: A chain golem is immune to 
  mind-affecting 
  effects, 
  poisons, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires Fortitude save unless it also 
  works on objects. The creature is not subject to critical 
  hits, subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage.  It cannot 
  heal itself but can be healed through repair.  It cannot 
  be raised or resurrected.  A chain golem has darkvision 
  (60-foot range) 
  Magic Immunity (Ex): A chain golem is immune 
  to all spells, spell-like abilities, and supernatural effects 
  except as follows.  An electricity effect slows it (as the 
  slow spell) for 2 rounds (no saving throw).  A fire effect 
  breaks any slow effect on the chain golem and cures 1 
  point of damage for each 2 points of damage it would 
  otherwise deal.  A chain golem gets no saving throw 
  against fire effects. 
  Resistance to Ranged Attacks (Ex): A chain 
  golem gains a +2 resistance bonus on saving throws 
  against ranged spells or ranged magical attacks that 
  specifically target it (except touch attacks). 
   
  Encounter 6  
  APL4 
  � Kyton: CR 6; Sor1; Medium Outsider (Evil, Lawful); 
  HD 7d8+14 + 1d4+2; hp 46; Init +4; Spd 30 ft.; AC 18 
  (25) (touch 10 (17), flat-footed 18 (25)) [+8 natural, +7 
  shield spell]; Atk +13 melee (2 chain rakes, 1d8+4); 
  Face 5 ft. by 5 ft. / 10 ft.; SA SA: Dancing chains (Su), 
  Unnerving gaze (Su); SQ: Damage reduction: Acid (20) 
  (Su), Spell Resistance (17) (Ex), Regeneration 2 (Ex), 
  Immunity: Cold, Fire & Poison (Ex), See in Darkness 
  (Su), Telepathy (Su); AL LE; SV Fort +8, Ref +6, Will +6; 
  Str 18, Dex 11, Con 14, Int 10, Wis 10, Cha 16. 
  Skills and Feats: Climb +12, Concentration +6, 
  Craft (Blacksmithing) + 8, Escape Artist +11, Listen 
  +13, Spot +13, Tumble +2; Combat Casting, Combat 
  Reflexes, 
  Improved 
  Critical 
  (chain), 
  Improved 
  Initiative. 
  The Lonely Tower 
   
  Page 20 
  
  Spells Known: (Sor 5/4): 0 -- Detect Magic, Mage 
  Hand, Prestidigitation, Read Magic; 1st -- Shield, True 
  Strike. 
  Dancing Chains (Su): A kyton's most awesome 
  attack is its ability to control all chains within 20 feet as 
  a standard action, making them dance or move as it 
  wishes. In addition, the kyton can increase the chains' 
  length by up to 15 feet and cause them to sprout razor-
  edged barbs. These chains attack as effectively as the 
  kyton itself. A kyton can climb chains it controls at its 
  normal speed without a Climb check.  
  Unnerving Gaze (Su): A kyton can make its face 
  resemble one of the opponent's departed loved ones or 
  bitter enemies. Those subjected to the gaze must 
  succeed at a Will save (DC 15) or suffer a -1 morale 
  penalty to all attack rolls for 1d3 rounds.  
  Regeneration (Ex): Kytons take normal damage 
  from fire, acid, and blessed weapons. A kyton that loses 
  a piece of its body regrows it in 2d6x10 minutes. 
  Holding the severed member against the stump 
  enables it to reattach instantly. 
  Note: At this APL, the kyton does not have it’s 
  normal 20/+2 damage reduction.  The kyton begins the 
  battle at this APL with no 0-level spells and only two 1
  st 
  level spells remaining.  In the two rounds before 
  opening the door he cast shield and true strike.  Keep 
  in mind he can burn higher level spell slots to cast 
  lower level spells. 
   
  APL6 
  � Kyton: CR 8; Sor2; Medium Outsider (Evil, Lawful); 
  HD 8d8+16 + 2d4+4; hp 63; Init +4; Spd 30 ft.; AC 18 
  (25) (touch 10 (17), flat-footed 18 (25)) [+8 natural, +7 
  shield spell]; Atk +13 melee (2 chain rakes, 1d8+4); 
  Face 5 ft. by 5 ft. / 10 ft.; SA SA: Dancing chains (Su), 
  Unnerving gaze (Su); SQ: Damage Reduction 20/+2, 
  Damage reduction: Acid (20) (Su), Spell Resistance (17) 
  (Ex), Regeneration 2 (Ex), Immunity: Cold, Fire & 
  Poison (Ex), See in Darkness (Su), Telepathy (Su); AL 
  LE; SV Fort +8, Ref +6, Will +8; Str 18, Dex 11, Con 14, 
  Int 10, Wis 10, Cha 16. 
  Skills and Feats: Climb +12, Concentration +6, 
  Craft (Blacksmithing) + 8, Escape Artist +11, Listen 
  +13, Spot +13, Tumble +3; Combat Casting, Combat 
  Reflexes, 
  Improved 
  Critical 
  (chain), 
  Improved 
  Initiative. 
  Spells Known: (Sor 6/5): 0 -- Detect Magic, Mage 
  Hand, Prestidigitation, Read Magic; 1st -- Shield, True 
  Strike. 
  Dancing Chains (Su): A kyton's most awesome 
  attack is its ability to control all chains within 20 feet as 
  a standard action, making them dance or move as it 
  wishes. In addition, the kyton can increase the chains' 
  length by up to 15 feet and cause them to sprout razor-
  edged barbs. These chains attack as effectively as the 
  kyton itself. A kyton can climb chains it controls at its 
  normal speed without a Climb check.  
  Unnerving Gaze (Su): A kyton can make its face 
  resemble one of the opponent's departed loved ones or 
  bitter enemies. Those subjected to the gaze must 
  succeed at a Will save (DC 18) or suffer a -1 morale 
  penalty to all attack rolls for 1d3 rounds.  
  Regeneration (Ex): Kytons take normal damage 
  from fire, acid, and blessed weapons. A kyton that loses 
  a piece of its body regrows it in 2d6x10 minutes. 
  Holding the severed member against the stump 
  enables it to reattach instantly. 
  Note: The kyton begins the battle at this APL with 
  no 0-level spells and only three 1
  st level spells 
  remaining.  In the two rounds before opening the door 
  he cast shield and true strike.  Keep in mind he can 
  burn higher level spell slots to cast lower level spells. 
   
  APL8 
  � Kyton: CR 10; Sor4; Medium Outsider (Evil, 
  Lawful); HD 8d8+16 (+32) + 4d4+8 (+16); hp 73 (97); 
  Init +4; Spd 30 ft.; AC 19 (26) (touch 18, flat-footed 25) 
  [+1 Dex, +8 natural, +7 shield spell]; Atk +14 melee (2 
  chain rakes, 1d8+4); Face 5 ft. by 5 ft. / 10 ft.; SA SA: 
  Dancing chains (Su), Unnerving gaze (Su); SQ: 
  Damage Reduction 20/+2, Damage reduction: Acid (20) 
  (Su), Spell Resistance (17) (Ex), Regeneration 2 (Ex), 
  Immunity: Cold, Fire & Poison (Ex), See in Darkness 
  (Su), Telepathy (Su); AL LE; SV Fort +9, Ref +8, Will 
  +10; Str 18, Dex 12, Con 14 (18), Int 10, Wis 10, Cha 16. 
  Skills and Feats: Climb +12, Concentration +8, 
  Craft (Blacksmithing) + 8, Escape Artist +11, Listen 
  +13, Spot +13, Tumble +4; Combat Casting, Combat 
  Reflexes, 
  Improved 
  Critical 
  (chain), 
  Improved 
  Initiative, Power Attack. 
  Spells Known: (Sor 6/7/4): 0 -- Detect Magic, 
  Mage Hand, Open/Close, Prestidigitation, Read Magic, 
  Resistance; 1st -- Shield, Spider Climb, True Strike; 2nd 
  -- Endurance. 
  Dancing Chains (Su): A kyton's most awesome 
  attack is its ability to control all chains within 20 feet as 
  a standard action, making them dance or move as it 
  wishes. In addition, the kyton can increase the chains' 
  length by up to 15 feet and cause them to sprout razor-
  edged barbs. These chains attack as effectively as the 
  kyton itself. A kyton can climb chains it controls at its 
  normal speed without a Climb check.  
  Unnerving Gaze (Su): A kyton can make its face 
  resemble one of the opponent's departed loved ones or 
  bitter enemies. Those subjected to the gaze must 
  The Lonely Tower 
   
  Page 21 
  
  succeed at a Will save (DC 20) or suffer a -1 morale 
  penalty to all attack rolls for 1d3 rounds.  
  Regeneration (Ex): Kytons take normal damage 
  from fire, acid, and blessed weapons. A kyton that loses 
  a piece of its body regrows it in 2d6x10 minutes. 
  Holding the severed member against the stump 
  enables it to reattach instantly. 
  Note: The kyton begins the battle at this APL with 
  no 0-level spells, only four 1
  st level spells and three 2
  nd 
  level spells remaining.  About 10 minutes before the 
  PCs reach Orand’s workshop he casts endurance on 
  himself.  Then in the three rounds before opening the 
  door he casts (in order) spider climb, shield and true 
  strike.  Keep in mind he can burn higher level spell 
  slots to cast lower level spells. 
   
  APL10 
  � Kyton: CR 12; Sor6; Medium Outsider (Evil, 
  Lawful); HD 8d8+16 (+32) + 6d4+12 (+24); hp 83 (111); 
  Init +4; Spd 30 ft.; AC 21 (32) (touch 11 (22), flat-footed 
  20 (31)) [+1 Dex, +8 natural, +7 shield spell, +4 haste 
  spell, +2 bracers of armor +2]; Atk +15 melee (2 chain 
  rakes, 1d8+4); Face 5 ft. by 5 ft. / 10 ft.; SA SA: Dancing 
  chains (Su), Unnerving gaze (Su); SQ: Damage 
  Reduction 20/+2, Damage reduction: Acid (20) (Su), 
  Spell Resistance (17) (Ex), Regeneration 2 (Ex), 
  Immunity: Cold, Fire & Poison (Ex), See in Darkness 
  (Su), Telepathy (Su); AL LE; SV Fort +10, Ref +11, Will 
  +11; Str 18, Dex 12, Con 14 (18), Int 10, Wis 10, Cha 16. 
  Skills and Feats: Climb +12, Concentration +10, 
  Craft (Blacksmithing) + 8, Escape Artist +11, Listen 
  +13, Spot +13, Tumble +5; Combat Casting, Combat 
  Reflexes, 
  Improved 
  Critical 
  (chain), 
  Improved 
  Initiative, Lightning Reflexes, Power Attack. 
  Spells Known: (Sor 6/7/6/4): 0 -- Daze, Detect 
  Magic, Mage Hand, Open/Close, Prestidigitation, Read 
  Magic, Resistance; 1st -- Protection from Good, Shield, 
  Spider Climb, True Strike; 2nd -- Bull's Strength, 
  Endurance; 3rd -- Haste. 
  Dancing Chains (Su): A kyton's most awesome 
  attack is its ability to control all chains within 20 feet as 
  a standard action, making them dance or move as it 
  wishes. In addition, the kyton can increase the chains' 
  length by up to 15 feet and cause them to sprout razor-
  edged barbs. These chains attack as effectively as the 
  kyton itself. A kyton can climb chains it controls at its 
  normal speed without a Climb check.  
   
  Unnerving Gaze (Su): A kyton can make its 
  face resemble one of the opponent's departed loved 
  ones or bitter enemies. Those subjected to the gaze 
  must succeed at a Will save (DC 21) or suffer a -1 
  morale penalty to all attack rolls for 1d3 rounds. 
  Regeneration (Ex): Kytons take normal damage 
  from fire, acid, and blessed weapons. A kyton that loses 
  a piece of its body regrows it in 2d6x10 minutes. 
  Holding the severed member against the stump 
  enables it to reattach instantly. 
  Note: The kyton begins the battle at this APL with 
  no 0-level spells, only four 1
  st level spells and four 2
  nd 
  level spells and three 3
  rd level spells remaining.  About 
  10 minutes before the PCs reach Orand’s workshop he 
  casts bull’s strength and endurance on himself.  Then 
  in the three rounds before opening the door he casts 
  (in order) spider climb, haste and shield (in the same 
  round) and then true strike as a partial action.  Keep in 
  mind he can burn higher level spell slots to cast lower 
  level spells. 
   
  APL12 
  � Kyton: CR 14; Sor8; Medium Outsider (Evil, 
  Lawful); HD 8d8+16 (+32) + 8d4+16 (+32); hp 93 (125); 
  Init +4; Spd 30 ft.; AC 22 (33) (touch 11 (22), flat-footed 
  21 (32)) [+1 Dex, +8 natural, +7 shield spell, +4 haste 
  spell, +3 bracers of armor +3]; Atk +16 melee (2 chain 
  rakes, 1d8+4); Face 5 ft. by 5 ft. / 10 ft.; SA SA: Dancing 
  chains (Su), Unnerving gaze (Su); SQ: Damage 
  Reduction 20/+2, Damage reduction: Acid (20) (Su), 
  Spell Resistance (17) (Ex), Regeneration 2 (Ex), 
  Immunity: Cold, Fire & Poison (Ex), See in Darkness 
  (Su), Telepathy (Su); AL LE; SV Fort +10, Ref +11, Will 
  +12; Str 18, Dex 12, Con 14 (18), Int 10, Wis 10, Cha 17. 
  Skills and Feats: Climb +12, Concentration +12, 
  Craft (Blacksmithing) + 8, Escape Artist +11, Listen 
  +13, Spot +13, Tumble +6; Combat Casting, Combat 
  Reflexes, 
  Improved 
  Critical 
  (chain), 
  Improved 
  Initiative, Lightning Reflexes, Power Attack. 
  Spells Known: (Sor 6/7/7/6/3): 0 -- Daze, Detect 
  Magic, 
  Flare, 
  Mage 
  Hand, 
  Open/Close, 
  Prestidigitation, Read Magic, Resistance; 1st -- Magic 
  Missile, Protection from Good, Shield, Spider Climb, 
  True Strike; 2nd -- Bull's Strength, Endurance, 
  Invisibility; 3rd -- Haste, Lightning Bolt; 4th -- Minor 
  Globe of Invulnerability. 
  Dancing Chains (Su): A kyton's most awesome 
  attack is its ability to control all chains within 20 feet as 
  a standard action, making them dance or move as it 
  wishes. In addition, the kyton can increase the chains' 
  length by up to 15 feet and cause them to sprout razor-
  edged barbs. These chains attack as effectively as the 
  kyton itself. A kyton can climb chains it controls at its 
  normal speed without a Climb check.  
  Unnerving Gaze (Su): A kyton can make its face 
  resemble one of the opponent's departed loved ones or 
  bitter enemies. Those subjected to the gaze must 
  The Lonely Tower 
   
  Page 22 
  
  succeed at a Will save (DC 21) or suffer a -1 morale 
  penalty to all attack rolls for 1d3 rounds.  
  Regeneration (Ex): Kytons take normal damage 
  from fire, acid, and blessed weapons. A kyton that loses 
  a piece of its body regrows it in 2d6x10 minutes. 
  Holding the severed member against the stump 
  enables it to reattach instantly. 
  Note: The kyton begins the battle at this APL with 
  no 0-level spells, only four 1
  st level spells and five 2
  nd 
  level spells and five 3
  rd level spells and two 4
  th level 
  spells remaining.  About 10 minutes before the PCs 
  reach Orand’s workshop he casts bull’s strength and 
  endurance on himself.  Then in the three rounds 
  before opening the door he casts (in order) spider 
  climb, haste and shield (in the same round) and then 
  true strike and minor globe of invulnerability (in the 
  same round).  Keep in mind he can burn higher level 
  spell slots to cast lower level spells. 
   
  The Lonely Tower 
   
  Page 23 
  
  Player’s Handout #1: Recent History of Orand’s Tomb 
  Late in the month of Harvester in the common year 591, the Shield Lands won a tremendous victory against the occupying forces 
  loyal to the evil demi-god Iuz.  After three years at a virtual standstill in the War of Reclamation, the Knights of Holy Shielding and 
  the Shield Lands’ army repatriated Torkeep.  Torkeep is the ancestral home of Earl Franz Torkeep of the Council of Lords.  The keep, a 
  smallish motte and bailey structure in the northwest portion of the nation had been under Iuz’s control since its fall in 583 CY.  This 
  victory was the Shield Lands’ first real success against Iuz since the end of the Great Northern Crusade in 588 CY and the first 
  territorial gain without the aid of the nation’s major allies.  Within days Iuz’s forces made an attempt to retake the keep.  Though 
  seriously outnumbered, Pathfinders and Shield Lands soldiers held the keep long enough for Knight Commander Katarina Walworth 
  to arrive with reinforcements and drive off Iuz’s minions. 
  Six individuals, brave Pathfinders all, played a unique role in holding Torkeep against a second fall to the Old One.  While their 
  companions faced death on the walls of Torkeep during the final hours of the now famous Battle of Torkeep, Omaya Fairspeak of 
  Heironeous, Eiorhn of Kord , Darius Skye, Reeves Nithtel, Lannona and Brandy Fardale left what little safety the keep offered to race 
  off on what might have been a fool’s errand. 
  The Pathfinders were sent northwest along the banks of the Ritensa River to an abandoned tower.  The tower once belonged to 
  Orand Hastironn the Artificer, a powerful wizard and member of the mysterious Shield Mages.  Known for his skill at creating 
  magical constructs, it was hoped the six heroes could recover something to aid Torkeep until reinforcements arrived.  Of particular 
  note was the wizard’s mighty Shield Guardian which had not been seen since Iuz invaded.  Both it and its master disappeared shortly 
  after the wizard suffered an apparent mortal wound in battle. 
  The Pathfinders reached the tower only to find it devoid of life and infested with undead shadows.  In the highest room of the 
  tower they found the remains of missing wizard strung up and violated in unspeakable ways.  Apparently, the wizard ordered his 
  construct to return him to his tower to heal, only to be overwhelmed by the undead minions of the Old One.  Sorely wounded and 
  trapped in the tower by undead, the wizard could not call his Shield Guardian servant to his side.  The giant construct lay quietly at 
  the bottom of the Ritensa River while its master was torn to shreds. 
  The heroes found the control device for the shield guardian in the rubble of the wizard’s laboratory, unknowingly left behind by 
  Iuz’s forces.  With a simple mental command, the giant warrior rose amidst a cloud of silt from the bottom of the river, once again 
  ready to serve the Holy Realm. 
  With time running out for the defenders of Torkeep, the Pathfinders hurried back hoping to find the keep’s defenses still intact. 
   They arrived in time for the final assault by Lord Arbas, a former Shield Lands lord, now traitor and servant of Iuz’s Lesser Boneheart 
  mage Vayne.  Orcs, hobgoblins, ogres and giants in great numbers pounded at the gates of Torkeep.  The shield guardian waded into 
  the fray flailing its powerful stone fists, crushing foes with silent fury.  The unexpected attack from outside the walls threw Lord 
  Arbas’ troops into disarray long enough for Lord Torkeep and the remaining defenders to rally and push the attackers from the walls.  
  By the time Lord Arbas reorganized his confused troops, Lady Katarina and a large force of Shield Knights arrived and broke the 
  siege. 
  In the end, Torkeep remained in the possession of the Shield Lands, but the traitorous Lord Arbas escaped.  The six heroes later 
  learned that for their part in his defeat, Lord Arbas placed a price on each of their heads.  Though they had likely saved Torkeep and 
  its defenders, their own lives were now in constant danger. 
  Since its recovery, Torkeep has become the northern most bastion of the Shield Lands, replacing the Ritensa Outpost as the first 
  line of defense against attacks coming south along the Ritensa River.  When Gensal was recovered later the same year, Fort Vigilance, 
  the headquarters of the Order of the Northern Guard was moved north to create a steady line of defense stretching from the banks of 
  the Ritensa east to Gensal, and turning south to the South Keep Outpost.  From these border forts, Shield Land’s patrols monitor and 
  protect the border up to a half day’s ride into the occupied lands. 
  Between each of the major forts (Torkeep, Fort Vigilance, Gensal and the South Keep Outpost) lie smaller border forts consisting 
  of little more than a wooden lookout tower surrounded by a stout wooden palisade and manned by 50-100 soldiers, Pathfinders and 
  Knights of Holy Shielding.  One of these smaller outposts now occupies the Shield Mage Orand’s former tower. 
  Due to its proximity to Torkeep, the outpost has no official name (though it has earned the nickname “Orand’s Tomb”) and does 
  not support a large garrison (usually less than 20 soldiers and Pathfinders).  In fact, the tower is occupied only for its position along 
  the river which allows for an excellent view of the surrounding territory.  The defenses at Torkeep have similar vantage points, but 
  the small tower provides a slightly better line of sight to locations across the Ritensa. 
  The Lonely Tower 
   
  Page 24 
   
  
  Player’s Handout #2: Overview Map of Outpost 
  The Lonely Tower 
   
  Page 25 
   
  
  Player’s Handout #3: Last Page of Orand’s Journal 
   
  10 Flocktime, 583 CY 
   
  I am close to the end.  After years of study and months of 
  experimentation, I have nearly put all the pieces in their places.  This has not 
  been easy.  The condition of the book forced me to rebuild more than half its 
  meaning.  Worse, I found the book was intentionally laced with errors to 
  mislead the careless.  Errors that would have certainly killed me had I blindly 
  began my enchantments without double and triple checking everything.  I pray I 
  can complete my work before the beating of Iuz’s war drums reach my tired old 
  ears. 
   
  Alewyn left for Corell’s Watch today.  From there he will accompany 
  Eórdsidh to the Towers.  I did not think the boy would ever leave.  He has 
  worried without rest about my project.  He fears the legends… and rightly so.  
  What I am attempting will undoubtedly attract unwanted attention, but if it 
  works we will have a weapon to use against Iuz.  I have taken steps to protect 
  myself and the book.  At least if they do come, they will not reclaim this 
  dreaded tome. 
   
  I think it surprised Alewyn that I asked him to speak for me within the 
  Towers.  He is a bright lad and a fine wizard, but he does not yet trust his 
  skills.  I have told him time and again he is ready to take his place within the 
  Order, but he delays.  Perhaps this mission away from so much that reminds him 
  of his role as my apprentice will kindle in him the desire to become his own man. 
   I admit, I will miss him when he is gone, but I see so much potential in him.  I 
  just hope that what is coming does not steal from him the opportunity to 
  achieve it.  Perhaps between the lighthouse and Admundfort Eórdsidh, bless 
  her undiplomatic heart, will ask him directly why he delays his graduation.  I 
  suspect his excuses will not sit so easily with her as I allow them to sit with me. 
   
  News from Admundfort is not good.  I fear what Alewyn might be 
  headed for.  Holmer, as good intentioned as he is, sees potential enemies where 
  only allies exist.  Oh, I am certain Furyondy has more than once considered the 
  possibility of bringing the rich farmlands of the Holy Realm under its wing, but 
  far better to be a province within Belvor’s domain than a squirming slave under 
  the boot heal of the Old One.  Still, Holmer commands the respect and loyalty 
  of the Shield Knights and carries the support of the other lords.  They will do 
  as he commands, even unto certain death.  Mores the pity.  I fear the years to 
  come will not be kind to my beloved Shield Lands. 
   
   
  The Lonely Tower 
   
  Page 26 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/593/Normal Scenarios/SHL3-01 - The Lonely Tower (APL 4-12)/SHL3-01 - The Lonely Tower.pdf