TEXT:  
   
   
  
  Bonepicker’s Tower 
  1 
   
   
  The Bonepicker’s 
  Tower 
   
  An Adventure in the 
  Upon the Face of the Deep Campaign 
  for characters level 2-4 
   
   
  Writing, Editing Layout: WR Beatty 
   
  Outdoor Map and Sketch Map: WR Beatty (pages 6, 17, 26, 29) 
   
  All Other Maps: Dyson Logos, modified (pages 30, 31, 32) 
   
  Art: “The Broken Tower” (page 2) and “The Wyvern and the Tower” (page 21)    
  © 2020 WR Beatty/Rosethrone Publishing 
   
  Various Public Domain Pieces:  
  (Front Cover, pages 1,5,6,7,8,9,17,20,27, Back Cover) 
   
  Artwork used under license:  
  “[Greenstone Monument Illustration]” (page 15) © Dyson Logos 
   
  “Forest4” (page 3), “Centopede” and “RATSwarm” (page 12) Publisher’s 
  Choice Quality Stock Art © Rick Hershey/Fat Goblin Games 
   
  “Black Pudding” (page 19) and “Book Table” (page 22) © Patrick E. 
  Pullen/Anubis Entertainment 
   
  “Orcs with Spears” [Gnoles] (page 11) and “Open Scroll” (page 12)  
  © William McAusland 
   
   
  The Bonepicker’s Tower uses 
  Swords & Wizards in the Highlands rules, 
  a rules variant of Swords & Wizardry, 
  but is fully compatible with 
  Swords & Wizardry and most other 
  Old School Games. 
   
   
  Full descriptions of the creatures  
  encountered herein can be found in the  
  Bestiary of the Rosewood Highlands,  
  published by Rosethrone Publishing  
  and available in PDF at Drivethrurpg. 
   
   
  © 2020 Rosethrone Games/WR Beatty 
   
   
  Swords & Wizardry, S&W, and 
  Mythmere Games are 
  trademarks of Matthew J. Finch. 
  Rosethrone Games is not 
  affiliated with Mythmere Games 
  or Matthew J. Finch. 
   
   
   
   
   
   
   
  
  The Bonepicker’s Tower 
   
   
  Design Notes 
  With this adventure we are experimenting with a new layout 
  format. The design is intended to be easy to scan and easy to 
  use. This layout was inspired by the adventure “Castle 
  Thadrian” by John D. Higgins for his Engines and Empires 
  RPG, Relative Entropy Games.  
   
  This adventure is part of the Upon the Face of Deep 
  campaign, a loosely connected series of adventures in a 
  sandbox setting in and around the village of Hope Cross. The 
  adventure can easily be used alone, either set in the larger 
  Rosewood Highlands region or slotted into any campaign 
  world, in a rugged wilderness area near a village. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adventure Background 
  Baron Ogg, those who remember him name him the Mad 
  Baron, built this fortress in a nigh inaccessible location as he 
  descended into insanity, walling himself away from the world 
  in his tower overlooking the valley. 
   
  He was obsessed with immortality and believed that he could 
  stop time from passing if he painted an object or a being with 
  paints magically infused with the very stuff of life. He tried to 
  grant his great love, Sarala, into immortality as he painted her 
  portrait with the magical paints. Instead, he drew her very soul 
  from her and infused it into the painting itself. In his despair, 
  he drowned himself.  
   
  The Baron’s spirit wanders the cells and dungeons beneath 
  the Tower where he and The Caretaker conducted their 
  experiments on a variety of creatures, including a number of 
  unfortunate travelers, seeking the key to immortality. Chained 
  in the dungeon is a doppelganger Baron Ogg believed would 
  be the key to immortality, forgotten in its prison for decades 
  after the Baron’s descent to madness. 
   
  The ruins, variously known by the locals 
  as The Baron’s Tower, the Broken Tower 
  or the Cursed Tower, have been overtaken 
  by a Wyvern, a winged demon according 
  to the people of the area, a demon who 
  strips the flesh off of bone. The Tower’s 
  curse is slowly claiming the Bonepicker, 
  and everyone else who enters the ruins... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This short adventure for characters levels 2-4 may 
  have long reaching effects for the party. A mix of 
  classes should be helpful, and all classes should have 
  an opportunity to shine. 
   
  Person Turns of Work 
  Occasionally, the text will call out the fact 
  that it takes x-person turns (or rounds or 
  hours) to accomplish a task. If four characters 
  work four turns each, the total is 16-person 
  turns of work. This rule is often used for 
  digging through rubble, finding treasure in a 
  pile of refuse, etc. 
   
  The Sign of the Saints 
  Occasionally, as people speak, they will 
  make the “Sign of the Saints” as a way of 
  warding off evil or calling on the Saints to 
  protect them. The Sign is a way of 
  genuflecting (showing respect) before the 
  Holy Saints: worshippers of the Saints touch 
  their forehead and then their heart (usually 
  the middle of their chest) three times in 
  succession, representing the triple connection 
  between the heart and the mind that the 
  Church of the Holy Saints teaches. 
   
  
  Bonepicker’s Tower 
  3 
   
  Rumors 
  As related by the Tinker, Seffan Kirian (Outdoor area 1) or 
  folks from the nearby villages: Glynn Rock, Hope Cross or 
  the residents or laborers at Baron Wyrmslayer’s Demsne, or 
  from Mikan the Woodsman or Allisan (as appropriate). 
   
  1. “They say the old Baron went mad and threw his bride 
  off the top of that cursed tower. Nothing but bad luck for 
  any who go to the Mad Baron’s Tower, I tell you.” 
  (Makes the sign of the Saints) 
   
  2. “Old Baron Ogg had the stone for that cursed keep 
  quarried from way down past Three Corners, hauled all 
  the way up that Saints forsaken crag. Weren’t no surprise 
  he died all alone up there.” 
   
  3. “That tower is haunted by demon, I tell you. Ain’t seen 
  it, but I heard it. And at night sometimes the sheep go 
  missing and that gods awful screech turns your blood to 
  ice.” 
   
  4. “I hear the Woodsman’s kid is sick. Pray to the Saints 
  that all be well. Gonna need to see the witchwoman no 
  doubt.” (Makes the Sign of the Saints) 
   
  5. “They’s a demon up in the old Baron’s Tower. Seen it fly 
  out one night. It’s a giant, all wings and horns. A bull 
  went missing that night, too, I swear.” 
   
  6. “Granny Aida always said the Baron was a good man, but 
  that place is cursed. Ain’t nobody should be going up that 
  way. Even the birds leave it alone.” 
   
  7. “Over to the East there’s some even older ruins. I ain’t 
  been there before, but Mikan says he’s camped in a cave 
  just under the ruins. If you want to find ‘em, just follow 
  that little trickle stream what crosses the road.” 
   
  8. “You just go up this hollow a little ways and you’ll see 
  the most curious thing. The ground shines like the sun, 
  just at the base of the Old Mad Baron’s Tower. Mikan 
  says it’s bones. Can you believe it?” (Shakes his head) 
   
  9.  “I been up past the Baron’s Gate. The path is rocky and 
  overgrown, but you won’t get lost if you want to visit the 
  tower. I didn’t make it. There’s this tree most of the way 
  up what talks at you. Not a Treeman, mind you. And, you 
  won’t believe this but I swear it’s the truth. It was the 
  voice of Saint Agnath. I seen her face in the tree.” (If 
  pressed for details: the mouth of the face didn’t move, but 
  he heard the voice clear as day, she told him to, “Get thee 
  gone, infidel!” So, he got gone...) 
   
  10. “There’s this old monument, older’n the Baron’s tower, 
  made of some kind of green stone I ain’t never seen 
  before. Probably built the same time as the old ruins up 
  the stream. Anyway, it’s this giant stone... thing, but it’s 
  only got two rooms inside with a couple statues. Not 
  much to see, really.” 
   
   
  Hooks/Getting the Party Involved 
  1. Steffian the Tinker (Outdoor Area 1) has a magic dagger 
  for sale or trade.  
  • 
  Steffian purchased the dagger from Mikan the 
  Woodsman who was eager to raise money to buy a 
  cure from Shiralla the Witch-woman for his son who 
  has fallen deathly ill.  
  • 
  He is willing to haggle on his price: he wants 100 gp 
  for the dagger or a minor magic item or some 
  combination thereof. He is willing to go as low as 35 
  gp for the dagger, however.  
  • 
  The dagger detects as magical, though not 
  particularly powerful: the wielder can cause the 
  dagger’s blade to heat up (as the Druid Heat Metal 
  Spell) once per day. For one hour after this ability is 
  used, the blade is weakened, breaking if a natural 1 
  is rolled to hit. In addition, it is infused with a Magic 
  Wasting Curse, affecting anyone who possesses the 
  dagger 
  (or 
  anything 
  else 
  taken 
  from 
  the 
  Bonepicker’s Keep).  
   
  (NOTE: Mikan the Woodsman’s son Dilan [see Outdoor 
  area 3] climbed up to the Baron’s Keep a few days ago 
  but has not admitted this to his parents. Dilan found the 
  warning and the corpse in area 5, took the dagger and ran 
  as the Oozing Black Death began rolling across the 
  courtyard toward him. Dilan fell as he was descending 
  the steep slope but made it home with only a few cuts and 
  scrapes. These wounds have festered, and Dilan has 
  fallen delirious with fever because of the Wasting Curse. 
  See Appendix for more information.) 
   
  2. Reward for killing Bonepicker: offered by Baron 
  Wyrmslayer (200 gp per person) or by villagers in Glynn 
  Rock or one of the other nearby villages (hailed as heroes, 
  a grand feast, free lodging for life, 35 gp each) 
   
  3. Caravan Guards!! Hired on to guard a caravan bringing 
  supplies to Baron Wyrmslayer’s Demesne, the supply 
  train is attacked by Bonepicker (at night) which flies off 
  after it is injured, perhaps carrying off something (or 
  someone!). 
   
  4. The party has a simple 
  random encounter with 
  the Bonepicker (at night). 
   
  5. The party is contacted by 
  Leafbeard the Treeman to 
  rid the region of the 
  winged demon. Leafbeard 
  and his allies cannot 
  assail the tower. He is 
  certain that within the 
  tower there are items that 
  mortals 
  find 
  valuable, 
  careful to point out that 
  some magical items of 
  great power are almost 
  certainly there. 
   
  
  Bonepicker’s Tower 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Random Wilderness Encounters 
  In Wilderness hexes, unless otherwise noted (see Approaching the Tower, Area 11, page 18 for example), roll for random 
  wilderness encounters four times per day: morning, midday, afternoon, night. There is generally a 1-in-8 chance for an encounter. 
   
  Roll 
  2d10 
   
  Encounter 
   
  Notes 
  2 
  Gnole Scouting Party 
  (1d6+6 Gnoles, area 7) 
  Try to remain hidden so they can report back to their chieftain. They have two recently captured 
  human slaves (a young woman [F1] and a little boy) who will try to reveal the hidden Gnoles’ 
  position and will fight fiercely if given the opportunity.  
  3 
  2-8 Wild Boars 
  Foraging, easily surprised (if surprised, -4 on reaction roll). Aggressive but cowardly and they will 
  flee if any are injured. 
  4 
  1d10+10 Wolves 
  Wary of mortals (will flee at the sight of fire), following the trail of an elk herd but might attack a 
  lone mortal (a sentry, for example...) 
  5 
  1d8+6 Coyotes 
  Cowardly, flee when the first coyote is injured or killed. Noise attracts a second wilderness 
  encounter within 1d4 turns. 
  6 
  Gnole Scouting Party 
  (1d8+7 Gnoles, area 7) 
  Arrogant and sure of their fighting prowess, -6 on reaction rolls, these Gnoles have been itching for 
  a fight for weeks. If more than half of their number are injured or killed, they will try to flee. 
  7 
  2 Stirges (area 9) 
  The stirges will always attack if encountered but will try to flee (returning to the nest in the Gallery 
  Ruins, area 9). If the randomly encountered stirges inflict an injury on one of the PCs, the entire 
  flock will be encountered the next time this encounter is rolled.  
  8 
  2 Brown Bears  
  Mother and cub. Normal reaction roll unless the PCs come between the mother and the cub (35% 
  chance unless the PCs are cautious). 
  9 
  2-4 Giant Slicer Beetles  
  Will flee if more than two are killed – there are a total of 8 Slicer Beetles in the area 
  10 
  1-2 Giant Greyback Spiders  Wandering and hunting. Very aggressive (-4 on reaction rolls). If two are encountered, one will 
  engage, and the second will try to circle around (through the trees if possible) to drop behind 
  opponents. There are 6 Giant Greyback Spiders in the Wilderness. 
  11 
  1-3 Sprites 
  Playful and mischievous but always good hearted. Can describe most of the geography of the region 
  and the creatures herein.  
  12 
  2-8 Wild Boars 
  Foraging, easily surprised (if surprised, -4 on reaction roll). Aggressive but cowardly and flee if any 
  are injured. 
  13 
  Gnole Scouting Party (2d6 
  Gnoles, area 7) 
  Careless and distracted, easily surprised (+4 on surprise rolls), arguing among themselves (in their 
  growling, hooting language) over a small strong box containing 5 rubies (200 gp each). 
  14 
  The Forsaken One (area 6) 
  Will try to bluff his way out of any situation, will attempt to flee to its lair if attacked, leading 
  opponents through the Misty Vale if possible. 
  15 
  1d2 Ghouls  
  Feeding on a corpse (elk, bear, moose, goblin, gnole, etc.) and will ignore PCs. Will track PCs once 
  they finish feeding (attacking in 2d6 turns) 
  16 
  6d6 Ravens 
  Squawking and cawing, will explode into flight if approached. 60% chance to attract another 
  wandering encounter (roll again). 
  17 
  Mikan the Woodsman 
  Searching for a cure for his son. He has gathered dozens of types of herbs and berries. 
  18 
  Firbolg Giant (area 4) 
  Seeking out the Firbolgs (area 7). If given information about any Firbolgs, will offer information 
  (see area 4). If the reaction roll is poor, will offer misinformation (area 4). 
  19 
  1d6 Giant Centipedes 
  Feeding on a rotting deer carcass, +4 to surprise (40% likely to not notice PCs if they move away 
  quickly and quietly). 
  20 
  Goblin Raiding Party 
  (1d10+10 goblin warriors) 
  Sent form the Godking of the Chantry of the Deepflame, seeking slaves and plunder. If encounter 
  reaction is positive (18-20+), the goblins are bluffing and will betray the PCs. 
  Reactions for Encounters 
  Roll 
  1d20 
   
  Reaction 
  1 or 
  less 
  Violently hostile: will likely attack unless somehow 
  restrained 
  2-5 
  Hostile: will take immediate hostile action, but will not 
  necessarily attack (draw weapons, threaten, roar, beat 
  chest) 
  6-9 
  Uncertain, roll again on table with 1d12 
  10-11 
  Neutral: cautious but not hostile 
  12-17 
  Cautious: roll again on table with 1d12+8 
  18-19 
  Friendly: makes gestures of friendship (grunting, 
  snorting or whimpering, bowing head, purring, etc.) 
  20 or 
  more 
  Open and enthusiastically friendly 
   
  
  Bonepicker’s Tower 
  5 
   
   
  Outdoor Map Key 
   
  While the forest is dense, numerous tracks and trails (mostly 
  game trails) crisscross the region making movement easier. 
  No penalties to movement are incurred when staying on paths 
  and game trails, otherwise PCs will move at 75% of their 
  normal movement through the heavy underbrush. 
   
   
   
  Steffan Karian, Tinker 
  Steffan is a traveling tinker. He can fix almost anything 
  mechanical, and many other things besides, and he is a 
  metalsmith, though of only fair ability.  
   
  Steffan is tall, lean, bearded, wearing much mended, brown 
  and red clothing. He is sarcastic, talks fast and loves puns and 
  is honest (except in business dealings, then he embellishes the 
  truth endlessly). He carries several bags and pouches on his 
  belt and over his should from which he can produce a 
  seemingly endless supply of random but useful tools. 
   
  S 12, I 14, W 11, D 17, Cn8, Ch 8, Lvl 0, hp 5, AC 9 [10] 
   
   
  He is a Lvl 0 non-combatant and a worthless fighter.  He 
  wields a heavy wooden staff as a weapon to defend himself, 
  but he has no training and is as likely to hit himself with it as 
  an opponent. Steffan Karian would very much like to become 
  a great warrior and famous adventurer. 
   
  He has two special abilities, however, that may make him 
  especially useful to an adventuring party and he would gladly 
  join for an adventure or two (if he joins the party, he will work 
  toward becoming a thief – though “officially” his class will 
  be fighter):  
  • 
  Outdoors he can Find the Path (as per 6th level cleric 
  spell) 50% of the time if he is new to an area, 90% if he 
  has been in an area before 
  • 
  He has a base 50% chance of knowing something on 
  virtually any subject (per Legend Lore, 6th level MU 
  spell). 
  Steffan travels in a noisy, rickety wagon pulled by a 
  swaybacked (but surprisingly spry) brown mare.  
   
  Besides the magic dagger (see Hooks), Steffan has the 
  following items for sale (asking price/minimum): 
  • 
  A parchment scroll with ancient runes, he claims this is a 
  scroll of protection from demons...it’s not (300gp/45gp) 
  • 
  An ermine-trimmed felt hat (50gp/5gp) 
  • 
  A cutlass etched by saltwater with black ribbons tied 
  around the handle, he claims was once the property of a 
  dreaded pirate and the etchings are really a treasure map 
  (200gp/10gp) 
  • 
  A palm-sized pinewood box embossed with the seal of 
  the Church of the Holy Saints, inside of a which is a strip 
  of dried skin once belonging to the prophet Lessan the 
  Whisperer (a true relic: 500gp/20gp) 
  • 
  Sliced bacon wrapped in oiled paper (2gp/5sp) 
  • 
  A freshly baked peach pie wrapped in paper (5gp/1gp) 
   
  Steffan has 340sp and 122gp hidden away in his wagon.  
   
   
   
   
   
   
   
   
   
   
   
   
  1. Steffan Kirian, the Tinker .
  First Impressions: A welcoming campsite, wagon laden 
  with metal items, old and rundown looking horse, tent, fire, 
  smiling man. 
  What Happens: Steffan Karian the traveling tinker will 
  welcome travelers to his fire. He has just finished making 
  rabbit stew. He will not respond well to rudeness. 
  The Tinker as an Information Resource: 
  Steffan has traveled the Highlands for twenty years so he 
  has a great deal of information about the region, though 
  much of his information is gleaned from conversations 
  with locals so its accuracy is sometimes suspect. He can 
  pass on all of the rumors listed above and, if the party is 
  friendly, he will tell them about the Bone Beacon and the 
  warn them about the disorienting mist. 
  
  Bonepicker’s Tower 
  6 
   
   
   
   
  Trees at about hundred-foot intervals surrounding this hazard 
  are marked (see image to right), to warn passersby of the 
  potential threat. The circular area cut out of the bark is marked 
  with a carved rune (which rangers and others who have 
  expertise in the forest will recognize as a “Danger” warning). 
   
  The Disorienting Mist: 
  Each round spent within the area marked on the map, the PCs 
  must make a save vs. poison or become disoriented. A 
  disoriented victim (animal, mortal or fey) will wander in 
  random directions until the effect wears off. In addition, 
  victims are likely to misinterpret verbal communication (80% 
  minus Wisdom Score to misunderstand anything said).  
   
  Once a save is failed, the effect lasts while within the area of 
  the mist and the disorientation continues for 1d4 hours 
  thereafter. 
   
  Neutralize Poison will negate the effect of the mist, though if 
  still within the mist itself, a new save will have to be made 
  every round... 
   
   
   
   
   
   
   
   
   
   
  2. The Misty Vale .
  First Impressions: A thin, greenish mist hangs in the air, 
  drifting through the trees 
   
  What Happens: Save vs. poison or become disoriented 
  (see below) 
  
  Bonepicker’s Tower 
  7 
   
   
   
  Mikan the Woodcutter lives here with Allisan his wife, and 
  Dilan their son.  
   
  • 
  Mikan is a Werebear, having come under the curse some 
  twenty years ago though he has by and large mastered it. 
  He is an expert woodsman, hunter, and tracker. 
  • 
  Allisan is a Dryad around whose life tree Mikan built 
  their home. She is hedge wizard and has natural healing 
  skills. 
  • 
  Dilan, their (mortal) son, is sick with a festering injury 
  and a terrible fever (which are proving far beyond 
  Allisan’s abilities to cure). 
   
  Mikan is competent warrior, a 3rd Level Ranger (or Fighter 
  with woodsman’s skills), while Allisan is a healer (she can 
  concoct poultices that function as Cure Light Wounds if they 
  remain on a wound for at least 6 hours) and she is the 
  equivalent of a Level 2 Magic User. 
   
  Allisan’s Spells (*indicates memorized): *Detect Magic, 
  *Protection from Evil, Read Languages, Shield, Sleep 
   
   
   
   
   
   
  3. The Woodcutter’s Home .
  First Impressions: This large log home has been expertly 
  crafted around a large oak tree. The grounds are well tended 
  with a large vegetable garden behind and a flower garden 
  to the side.  
   
  What Happens: Implore strangers for aid for Dilan. 
  What Could Happen: 
  Mikan and Allisan will be preoccupied with the health of 
  their son, of course, begging the party to cure him if they 
  can.  
  • 
  If there is a cleric or some other type of healer in the group, 
  Mikan and Allisan will implore them for help. If able, the 
  family will be extremely grateful and will reward the party 
  with whatever they can (see Treasures, below)  
  • 
  If a cleric or healer in the party won’t or can’t help Dilan, 
  Allisan will attempt to charm the PC to force his or her 
  hand. This will be especially frustrating to them if the now 
  charmed PC is unable to heal the child. Again, if the PC is 
  able to help the child, the family will offer what reward they 
  can (see Treasures, below). 
  • 
  Mikan, pacing in frustration, will rant and bellow, 
  complaining about “that cursed pile of rocks on the hill.” 
  He will (forcefully if necessary) demand that the party 
  accompany him to the Broken Tower to find whatever it is 
  that has cursed their son. 
  • 
  If the party is rude or callous about the child’s plight, or if 
  any of family are attacked or hurt in any way, Mikan will 
  begin to transform into a bear while Allison will use her 
  Charm Person ability and her hedge wizard spells to defend 
  the family and drive the offenders away.  
  • 
  Both Mikan and Allisan can articulate most of the 
  information in the rumors section and will warn the party 
  about the Misty Vale (area 3) and to look for the warnings 
  carved into the surrounding trees. 
  Treasures: 
  • 
  Hidden in fireplace: sooty iron box with 1200 gp and nine emeralds 
  worth 100 gp each 
  • 
  In Mikan and Allisan’s Room: chest with 200 gp; six silk dresses 
  (worth 100 gp each); silver necklace with amethyst pendant (worth 150 
  gp), Mikan has a key to the lock on the door of the Hunter’s Chamber in 
  the Ruins of the Northmen (area 7) 
  • 
  Common Room: four silver candlesticks (50 gp each); black bearskin 
  rug (worth 200 gp); Magic Sword (Blade of the East Wind, sword +2, 
  wielder can cast Gust of Wind twice per day, can Control Winds once 
  per week and can Wind Walk once per month) 
  • 
  Garden: useful herbs and vegetables, and one unique plant: Heaven Dew 
  (a white and blue flower, not unlike a daisy, when the petals are eaten, 
  grants a bonus of +1 on poison saves for one hour) 
  
  Bonepicker’s Tower 
  8 
   
   
   
  This Firbolg Giant’s name is Dasvir (which translates from 
  his native tongue as “The Runt”). He is generally friendly, 
  though generally suspicious of mortals (which he doesn’t hide 
  very well).  
   
  Dasvir is scouting for a larger group of Firbolg Giants farther 
  to west. They have heard rumors that a band of Gnoles has 
  moved into the area. If the party has any information about 
  the Gnoles in the ruins to the east, he will be greatly 
  appreciative, and will offer food, fellowship and information 
  in return.  
   
  Food: He is roasting a large haunch of bear meat and has a 
  bag full of bear jerky. In addition, he has a fair supply of nuts, 
  berries and fruit that he has collected. 
   
  Fellowship: Dasvir will offer a horn filled with mead. It is 
  extremely powerful and any mortal who drinks it must make 
  a save vs. poison or become blackout drunk, passing out for 
  2d12 hours (minus their Constitution bonus). If all the PCs 
  black out, Dasvir will be gone when they come to, having 
  moved off to another part of the forest to search for the Gnoles 
  (or to attack the Gnoles). 
   
  Information:  
  If the party is friendly, Dasvir will offer this information: 
  • 
  The mortals in the area are superstitious and silly, but 
  they are generally good people.  
  • 
  The woodsman’s mate has fairy blood, for certain. 
  • 
  There is a dark and deadly curse overshadowing the 
  tower on the hill, though he doesn’t know its true nature. 
  • 
  There are stirges in the forest, and some nest near the 
  broken tower on the hill. 
  • 
  Be wary of the crows in the wood, they seem to watch 
  everything that goes on. 
   
  If the party is rude or hostile, Dasvir will offer this 
  (mis)information:  
  • 
  The mortals of this area are superstitious and silly, 
  wicked in intent and completely untrustworthy. 
  • 
  The woodsman is a powerful evil creature and should be 
  avoided. 
  • 
  The broken tower on the hill is just a pile of rocks, 
  regardless of what the mortals say (superstitious and 
  silly...) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4. Giant’s Camp .
  First Impressions: A 10’ tall, bearskin clothed, bearded 
  man with a woven leaf hat sits beside a fire carving 
  something. Behind him is a pine bough lean to shelter.  
   
  What Happens: The giant (slightly drunk) will not react 
  immediately to intruders, preferring to size up their 
  intentions. He will welcome those who come in peace, he 
  will use every tool and weapon at his disposal to repel 
  anyone who comes with evil intentions. 
  A Note on Firbolg Giants: 
  The encroachment of the mortal world on the primeval 
  wood that is the Rosewood Highlands has driven most of 
  the Fey creatures to hiding or to their own (spiritual) 
  realm. 
   
  Only the Firbolg Giants have steadfastly and openly 
  remained among the mortals, guardians of the Old Ways, 
  protectors of the True Forest.  
   
  Consequently, most Firbolg Giants are at the very least 
  suspicious of mortals, and most are outright hostile toward 
  the people they see as responsible for destroying their 
  ancient way of life. 
  
  Bonepicker’s Tower 
  9 
   
   
   
  Among the crows’ nests are 37 gp, a gold ring set with a ruby 
  (worth 300 gp) and a single, large diamond (worth 2400 gp), 
  mixed among various bits of trash, waste and other detritus. 
  Finding the treasures requires 1d6+3 person turns of 
  searching. 
   
  There is a 5% chance during the day and a 25% chance at 
  night that disturbing the crows will attract the attention of the 
  Bonepicker (area 11.8) who will fly over to investigate within 
  1d8 rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The poison ivy is pervasive (save vs. poison or itch for 1d4 
  weeks, -1 on all rolls). The trunk is twisted in such a way that 
  it appears to be a woman’s face (near the branches). 
   
  In a crevice behind the juniper tree lives a Forsaken One who 
  simply wants to be left alone. If his ruse is discovered or if his 
  tiny cave is invaded, he will fight, but if injured or clearly 
  overmatched he will try to parley:  
  • 
  Surrender, offering to leave the area and never return 
  • 
  Surrender, offering its services for as brief a time as it can 
  negotiate 
  • 
  Surrender, offering some or all of its treasure to be 
  allowed to leave the area and never return 
   
  Treasures: 343 gp, 931 sp, 50 gp Moss Agate, 650 gp Coral, 
  650 gp Jacinth. 
   
  The Forsaken One can offer the following information: 
  • 
  The ruins are haunted and a “creature as black as the 
  darkest night” hunts among the ruins 
  • 
  The Bonepicker is a winged creature that only comes out 
  at night 
  • 
  The local people are very superstitious (and gullible) 
  • 
  He saw a beast man sneak by several days ago (NOTE: a 
  Gnole from the ruins at area 7) 
  • 
  There is a giant roaming the area 
  • 
  A child passed by “a week or so” ago 
  5. The Baron’s Gate .
  6. St. Agnath’s Voice .
  First Impressions: Marble structure rises 30’ above the 
  road, decorative pillars within, an iron fence flanks and an 
  iron gate (open) within.  
   
  What Happens: The gate groans very loudly if moved, 
  which, in turn, startles the 50 or so crows that nest on the 
  top of the marble structure. 
  First Impressions: A twisted juniper tree growing out of 
  the rocks, surrounded by vines (poison ivy). 
   
  What Happens: The Forsaken One in the crevice behind 
  the tree will speak in a terrible imitation of a woman’s voice 
  claiming to be St. Agnath and telling intruders to “Get thee 
  gone or face the wrath of the Holy Saints!” 
  
  Bonepicker’s Tower 
  10 
   
   
   
  Many generations ago, the Kingdom of the Northmen reached 
  well into the Rosewood Highlands. To protect these far-
  reaching borderlands, the war chiefs built many fortresses that 
  now lie in ruin. While the Northmen built the fortress that 
  once stood here, the dungeon beneath predates the Northman 
  invasion and was a minor chapel of worship of the old gods. 
   
  If Steffan (or Mikan) has told the party about the ruins up the 
  small stream, this is what they were describing. Mikan has 
  used the cave (7.2) many times when hunting. 
   
   
   
   
  The Gnole Tree Guards will continue their warning signal 
  until intruders are dead or driven off. If the signaling 
  continues for more than four rounds, the other Gnoles 
  assemble in areas 2 and 5 and prepare to attack the intruders. 
   
   
   
   
  These two guards are extremely difficult to surprise (1-in-20 
  chance). They are armed with long swords and shields. 
   
   
   
  There is a total of 32 slaves among these patchwork tents, 
  with 2d6+2 among them at any given time They all know 
  about the secret door in 7.4. 
   
   
   
  Inside: Once great and plush carpets on the ground are mud 
  and waste caked, torn and battered. An ill-made and 
  cumbersome looking palanquin rests in the western part of 
  this tent.  
   
  Daytime: The Gnole Chief (7.5) and 1d6+4 Gnoles will be 
  here with 1d4+4 slaves attending.  
   
  Nighttime, two Gnole guards stand very attentive watch while 
  2 slaves sleep here.  
   
  On the east side, some of the slaves have discovered a secret 
  trap door that leads deep underground, though they have been 
  too closely watched by their beastly masters to explore what 
  lies beyond or seek to escape via the tunnel.  
   
   
   
   
   
  7. The Ruins of the Northmen .
  7.1. Gnole Tree Guards .
  7.2. The Hunters Cave .
  7.3. Tents of the Slaves .
  7.4. Grand Pavilion of the Gnole Chief .
  First Impressions: Ruined walls overgrown with vines, 
  broken pavement heaved by time and weeds, surrounded by 
  the trees and dense underbrush of the encroaching forest; a 
  few scattered tents have been erected within the ruin. A low 
  (20’) cliff face runs across the area and a stream tumbles 
  down the cliff and runs off to the south 
   
  Moving about are several figures (day or night, at night, 
  large fires burn) 
   
  What Happens: The Gnoles have been here for 10 days 
  and will be here for another two weeks unless driven off. In 
  two weeks, they will move toward Hope Cross with the 
  intent of razing the village and plundering the region. 
  First Impressions: Each is a cluster of mixed hardwood 
  (oak, maple and cherry) and pine trees. 
   
  What Happens: Hidden among the foliage, high up in a 
  tree, is a Gnole with a shortbow and twenty-five arrows. 
  If an intruder is spotted, an ululating cry goes out, echoed 
  by all the tree guards (and heard by all the gnoles in the 
  area). Then arrows begin to rain down on the intruders. 
  First Impressions: A low (5’ high) cave entrance beneath 
  a worked stone staircase that climbs the 20’ cliff face. 
   
  What Happens: The cave is well guarded by two very 
  alert Gnoles. If intruders are detected by the Tree Guards, 
  these sentries will call forth the rest of the band in the inner 
  caves (see below). 
  First Impressions: Poorly maintained, ragged tents, 
  pegged to the ground and the walls of the ruins. Human men 
  and women bustle about 
   
  What Happens: The slaves are terrified of their masters 
  and if they see intruders, they are 80% likely to raise an 
  alarm. 
  First Impressions: A large tent, in fairly good repair, 
  colorful. Men and women and Gnoles go in and out. 
   
  What Happens: Daytime: the Gnole Chief (see 7.5) sits in 
  his sedan chair and directs the day to day workings of the 
  clan. At night, two Gnole guards watch the pavilion. 
  A Gnole band is scouting this region, looking for easy 
  prey (like the homesteads outside of Hope Cross or the 
  Woodsman’s cottage) and they have been camping in 
  these ruins for about 10 days. They are alert and tense. 
   
  There is a total of 64 Gnoles in this band. At any given 
  time, there are 2d8+10 Gnoles scouting the area and each 
  hour 1d4+2 Gnoles will leave on patrol and 1d4+2 Gnoles 
  will return to the lair from patrol. 
   
  There are 34 human slaves (21 women and 13 men). 
  
  Bonepicker’s Tower 
  11 
   
   
   
  Among the debris, offal and waste might be found some 
  valuable items. 1 item may be found per 4 person turns of 
  searching. 
   
  • 
  A bronze ring etched with a sacred oath to serve the holy saints 
  (a Ring of Blessing). 
  • 
  A bundle of horse meat sausages in a hempen net. 
  • 
  A green velvet vest with the initials O.E. embroidered on the 
  breast pocket in looping script (worth 125 gp) 
  • 
  Wool robes embroidered along the fringe with a motif of leaves, 
  berries, and acorns (worth 150 gp) 
  • 
  A pouch of powdered glass (worth 200 gp to an alchemist) 
  • 
  A blood-spattered leather jerkin bearing the seal of the High 
  King. 
  • 
  A battle-scarred sword and scabbard etched with a sacred oath 
  to serve the Holy Saints (worth 100 gp). 
  • 
  A tiny pinewood statue of one of the old gods (the god of wind 
  and storms), etched with blasphemous symbols (worth 100 gp 
  to a follower of the old gods, worth a mock trial and a burning 
  at the stake if discovered by a follower of the Church of the 
  Holy Saints). 
  • 
  A rotting leather pouch containing 134 gp and several gems: 
  100 gp Moonstone, 200 gp Sardonyx, 3 gp Malachite, 60 gp 
  Blue Quartz. 
  • 
  6000 gp Arm Band (gold, fashioned as a serpent coiling around 
  the arm, with emerald chips as scales and rubies as eye). 
  • 
  6000 gp Coffer (silver studded with diamonds and rubies) 
  • 
  4000 gp Bracelet (silver with small diamonds arranged in a 
  unique pattern [several constellations]) 
  • 
  Green, thick liquid in a pottery flask (Potion of Fire 
  Resistance) 
  • 
  Blue, watery liquid in a steel vial (Potion of Clairaudience) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Day or night, there are 5d6+12 Gnoles here. 
   
  Among the mess and waste might be found scattered coins: 
  1d6+2 sp might be found for every four person turns of 
  searching, up to 148 coins. Each turn searched, save vs. 
  poison or contract a parasitic disease (causing gastro-
  intestinal distress, -1 on all rolls for 1d6+6 hours). 
   
   
   
  Gorosh the Fomorian Giant is an unwilling ally of the 
  Gnole Clan who will only fight when commanded by the 
  Gnole Chief or when his life is in danger.  
   
  He hates the barbaric and disgusting gnoles but is not strong 
  enough to overcome the entire clan. He does not speak any 
  mortal tongues (he barely speaks his native goblinoid dialect) 
  but if an invading party can communicate a willingness to free 
  him from his bondage, he will likely turn on his captors (if he 
  believes the intruders are strong enough to overcome the 
  gnoles).  
   
   
   
  7.5. The Gnole Chief’s Lair .
  7.6. Gnoll Cave .
  7.7. The Hunter’s Chamber .
  7.8. The Raiders .
  First Impressions: The walls here are crumbling, but 
  sturdier than most of the rest of the ruins. A partial roof still 
  covers this area.  
   
  Inside: a noisome jumble of animal carcasses, pine boughs 
  and bits of treasure. 
   
  What Happens: Daytime: 1d6+6 Gnoles are sleeping here. 
  Nighttime: The Gnole Chief and 2d6+6 Gnoles sleep here 
  with four Gnoles guarding their Chieftain. 
  First Impressions: Across a rickety plank bridge, the cave 
  is a fetid mess of animal carcasses, rotting meat, gnole 
  waste. Many of the beast headed creatures live here. 
   
  What Happens: If no warning has been raised, these 
  gnoles will assume armed mortals are allies and ignore 
  them. If the alarm has been sounded, they ready themselves 
  for battle and begin to assemble in area 2. 
  First Impressions: The door to this has a padlock on it (key 
  is with Mikan, area 3), but the door has been smashed in. 
  The room within is tidy and orderly, a heavy blue and green 
  curtain blocks the west wall 
   
  What Happens: If no warning has been raised, Gorosh the 
  Fomorian Giant is behind the curtain, probably sleeping. 
  If the alarm has been raised, Gorosh is waiting in the main 
  (east) part of the room, watching out the arrow loops for 
  intruders. 
  First Impressions: This shelf rises about 15’ above the 
  cave below. Four Gnole Raiders sleep here. 
   
  What Happens: If no warning has been raised, the Raiders 
  sit in a small circle, growling and hooting with each other.  
  If the warning has been raised, the Raiders hang behind 
  their lesser brethren, longbows ready, launching an aerial 
  barrage at intruders. 
  
  Bonepicker’s Tower 
  12 
   
  7.9-7.19. The Secret Halls of the Old Gods 
   
  These chambers, untouched for nearly a century, are haunted 
  by the spirits of three of the former occupants, murdered by 
  their compatriots, bodies dumped in area 7.12. 
   
  In each room, there is a 1-in-6 chance of encountering one of 
  the Hostile Spirits which will attack mortals on sight. Once 
  one Hostile Spirit has been encountered, the chance in any 
  subsequent room of encountering one is 2-in-6, and then 3-in-
  6 after the second has been encountered (even if the undead 
  spirits are not destroyed but simply driven off). The Hostile 
  Spirits will only be encountered singly (as they hate and fear 
  one another). 
   
  Destroying the remains of the murdered Northmen (in area 
  7.12) will destroy the Hostile Spirits.  
   
  The Hostile Spirits will not leave the underground complex. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Random Encounters in the Dungeons 
   
  1d8 
  Encounter 
  Reaction 
  1-2 
  1d3 Giant Centipedes 
  (11.11) 
  Attack immediately, flee 
  if one or more is killed 
  3-4 
  1d4 Giant Rats  
  (11.15) 
  Sniff the air and try to 
  flee to warn the nest 
  5-6 
  1d3 Crawling Horrors 
  (11.18) 
  Attack immediately, fight 
  to the death 
  7-8 
  Giant Spider  
  (11.13) 
  Cautiously attacks, but 
  flees if injured to set an 
  ambush in the great hall 
  (11.13) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Secret Door has not been opened in more than ninety 
  years. It is locked (key is long lost). The catch (on the cave 
  side) is in a small crevice is barbed so that anyone who 
  reaches in with an unprotected hand is cut (1 hp damage). The 
  catch for the door from the room side is disguised behind a 
  torch bracket.  
   
   
  The table and chairs are ancient, brittle and good for little 
  more than a brief fire.  
   
  If approached from the north (down the stairs), the dust on the 
  floor shows evidence of small creatures (mice, centipedes, 
  rats) traveling through this room. If the secret door is opened, 
  the dust is too disturbed to note anything. 
   
  The shelves are mostly empty. A couple sheepskin scrolls are 
  on one of the north wall shelves. The scrolls are written in the 
  Northman Tongue and are spell scrolls (to use, one must be 
  able to both read magic and comprehend the Northman 
  Tongue): Scroll of Fireball (7HD) and Scroll of Protection 
  from Undead. 
   
   
   
   
   
   
   
   
   
  The symbols painted on the floor and walls are appeals to the 
  gods of the Northmen for good weather, strength against 
  enemies, and wisdom to know when to attack their enemies. 
  The symbols themselves are mundane, but if they are written 
  on a sheepskin scroll with blood, they can be arranged into a 
  cleric scroll that appeals to the Northman Gods as a petition 
  for strength and wisdom (+1d3 to each for the reader of the 
  scroll, lasting 1d6 turns) and Control Weather (at 17th caster 
  level). 
   
  Of course, using such a scroll would be considered blasphemy 
  by the respective deities for either a follower of the Church of 
  the Holy Saints or a follower of the Old Gods. In addition, 
  using any such Northman God magic is 10% likely to attract 
  the attention of the pagan gods who will send an avatar of 
  some sort to seek out and test the faith of this new mortal 
  worshipper (often in the form of a giant raven or a black 
  eagle).  
   
   
   
  7.9. The Shaman’s Workroom .
  First Impressions: A dusty room filled with cobwebs. 
  Several shelves on the walls, a table and some chair in the 
  eastern alcove. Strange symbols are painted on the floor and 
  walls.  
   
  What Happens: Opening the secret door causes a rush of 
  air to swirl the dust in the room. Save vs. poison or cough 
  and gag for 1d4 rounds. 
  
  Bonepicker’s Tower 
  13 
   
   
   
  If the cobwebs ignite, PCs save vs. paralyzation or be partly 
  blinded (-3 on all rolls) for 1d4 rounds. In addition, the flare 
  of the cobwebs attracts one of the Hostile Spirits (if any 
  survive) in 2 rounds, if not already encountered here. 
   
  Hidden Treasure: Beneath the bed, under a moth eaten 
  carpet, under a loose stone is a well-preserved leather bag 
  which contains 84 silver coins unlike any in circulation today 
  (larger, stamped with a Northman’s profile on the face) worth 
  2 sp each for silver value but worth 2 gp each to a collector. 
   
   
   
  11 Giant Centipedes nest here, in addition to any which 
  might be out wandering the complex (see Random Encounters 
  above). 
   
  Both doors are steel sheathed oak, both are locked (key is lost) 
  and both are magically sealed (dispel magic or knock to 
  open). Each door will take 65 hp of damage to break down. 
  Open door attempts are at -3 (or -15%).  
   
  The strange pillar is a Verdant Portal, a system of dozens of 
  teleporters grown by the followers of the Old Gods 
  throughout the Highlands. There is no indication in the room 
  how this portal works though divination magic or research 
  might reveal a key is necessary, an incantation specific to each 
  portal, to control the Verdant Portals. See Appendix for more 
  information. 
  The Pile of Bones is the skeletal remains of three Northmen 
  (seven feet tall, elongated). A Hostile Spirit that is 
  encountered in this room will hover over the bones, longing 
  for these remains to be destroyed to lay the spirits at rest. 
   
  However, damaging the bones causes a Hostile Spirit to attack 
  or attracts a Hostile Spirit if none is present. 
   
   
   
  The dust on the floor is much disturbed. 
   
  If the cobwebs ignite, PCs save vs. paralyzation or be partly 
  blinded (-3 on all rolls) for 1d4 rounds. In addition, the flare 
  of the cobwebs attracts one of the Hostile Spirits (if any 
  survive) in 2 rounds, if not already encountered here. 
   
  The Giant Spider will crawl slowly across the ceiling to drop 
  down on intruders in normal circumstances. If the cobwebs 
  ignite, it will rush across the ceiling and attack after being 
  stunned for one round. 
   
  The Curtains on the walls of the raised platform are moth-
  eaten velvet curtains. Behind each curtain, securely attached 
  to the wall with thick, heavy webbing (treat as Web spell) are 
  egg sacks. Each sack contains 2d12+20 immature spiders. 
   
   
   
  The statue is 12’ tall, portraying a robed and hooded woman 
  with arms outstretched. This is one of the old gods, the Mother 
  of the Hunt.  
   
   
   
   
  7.10. The Shaman’s Room .
  7.11. Centipede Nest .
  7.12. Sealed Room .
  7.13. Great Hall .
  7.14. The Mother of the Hunt .
  First Impressions: The door is not locked and opens easily. 
  Inside: Dust and cobwebs, some mice skitter to the corners, 
  a bed, a couple chests. 
   
  What Happens: If an open flame is brought into the room 
  (a torch or a lantern), the cobwebs ignite spectacularly, but 
  harmlessly.  
  First Impressions: The door is closed, but a three-foot hole 
  has been torn (chewed?) through the bottom half. Inside: 
  broken furniture, rubble, squirmy movement. 
   
  What Happens: Opening the door, entering the room, light 
  shined through the hole, causes the giant centipedes to 
  begin to swarm. 
  First Impressions: This octagonal room has a writhing, 
  plant-like pillar (10’ diameter) in the center. On the floor on 
  the west side of the room is a pile of bones. 
   
  What Happens: Entering the room automatically attracts 
  the attention of one of the Hostile Spirits if any survive, 
  though the undead being will hover around the bones 
  instead of attacking. 
  First Impressions: Dusty and Cobweb filled hall, raised 
  platform in northeast corner with tapestries or curtains 
  covering the walls. Sounds echo eerily, light reflects oddly 
  off surfaces (webs), the edges of the room are uncertain. 
   
  What Happens: If an open flame is brought into the room 
  (a torch or a lantern), the cobwebs ignite spectacularly, but 
  harmlessly, though fully revealing the room (and the 
  monster).  
  The Giant Spider will slowly crawl across the ceiling to 
  attempt to drop down on intruders (taking 1d4 rounds to get 
  into position).  
  First Impressions: Dusty but free of cobwebs. Long stone 
  stairs descend from the east, ending beside a statue of a 
  woman. 
   
  What Happens: An encounter in this room will be with 
  1d6 Giant Rats (11.15). 
  
  Bonepicker’s Tower 
  14 
   
   
   
  14 Giant Rats nest here. If the door is opened, the rats will 
  swarm the invaders and fight to the death. Combat here draws 
  the attention of the Ratman in the next room (11.16). 
   
  The curtain is filthy and rat chewed, an expanse of red and 
  gold velvet. If salvaged, the gold threads woven in this fabric 
  are worth 100 gp. The curtain is 80 pounds whole. It would 
  take 24 person hours of labor to extract the gold thread. 
   
   
   
  • 
  The bed is comfortable if dirty. Between the goosedown 
  mattress and the heavy wooden frame is a leather satchel 
  containing four parchments, a sheepskin scroll and a 
  small leather bag with coins (87 gp).  
   
  The parchments are four copies of a letter which, if 
  looked at carefully, have slight variations, leading to 
  various treasures. All of the directions on the maps are 
  vague (“nine gold bars beneath the spreading oak, 90 
  paces east of the First Gate”, for example –  the other 
  three variations: “the Night Gate” “one day’s walk east 
  of” and “90 paces west of the First Gate”). All four might 
  be forgeries. 
   
  The Sheepskin Scroll is a scroll of Protection from Evil. 
   
  • 
  The shelves contain a number of stained and somewhat 
  rat-chewed books of various mundane topics (history, 
  poetry) though one is a book titled Simple Physick 
  which is a layman’s guide to medical care. Anyone 
  studying the book gains a +1 bonus when tending wounds 
  or illnesses.  
   
  • 
  The carpets are dirty and worn. Under one of them is a 
  slight depression in the floor covered over with a thin 
  plank. Beneath the plank is a small velvet bag containing 
  4 rubies worth 200 gp each. 
   
  • 
  Ring of Invisibility is a ring of polished blue glass. 
   
   
  The Crawling Horrors seek freedom, so each will only attack 
  for one round while passing intruders who, if they step out of 
  the way of the approaching horde, can avoid engaging them 
  in combat whatsoever. 
   
   
   
  24 Crawling Horrors lair here. Since everything in the 
  dungeon complex that lives south of here eats Crawling 
  Horrors, they typically hide when any creature approaches 
  from the south.  
   
  In addition, they are terrified of fire and will attempt to flee if 
  an open flame is present. They will be, however, attracted to 
  magical light (from a light spell, a glowing magic sword, etc.) 
  and will attack the bearers of magical light. 
   
   
   
  Drinking any of the water, save vs. poison or contract a 
  parasitic disease (causing gastro-intestinal distress, -1 on all 
  rolls for 1d6+6 hours). 
   
  If disturbed, the Grey Ooze will attack and will track and 
  follow intruders. 
   
   
   
   
  7.15. Rat Lair .
  7.16. The Ratman .
  7.17. Secret Entrance .
  7.18. Crawling Horrors .
  7.19. Stagnant Pools .
  First Impressions: The door is closed and locked (ratman 
  in 11.16 has key), in good repair, though a small (6”) hole 
  has been broken (chewed?) in the bottom left corner. 
  Inside: a large, tattered curtain covers the south wall. 
   
  What Happens: Noise around the door attracts the 
  attention of the Giant Rats within. If the door is opened, 
  the rats will swarm. 
  First Impressions: The door is locked (ratman within has 
  key). Inside, a comfortable looking apartment, with a bed, 
  table and chairs, shelves; carpets on floor. 
   
  What Happens: Given warning that intruders are about, 
  the Ratman will don his Ring of Invisibility and attempt to 
  hide or escape. If surprised, the Ratman will attack and 
  fight to the death. 
  First Impressions: This secret door is covered over with 
  sod and very difficult to locate (1-in-20 chance) and very 
  difficult to open (the catch is broken so it must be battered 
  down or broken open). 
   
  What Happens: Opening the secret door causes the 
  Crawling Horrors (11.18) to swarm toward the opening, 
  attacking anything in their way. 
  First Impressions: Chittering and scratching sounds echo 
  throughout this high-ceilinged cave. Rubble is scattered 
  about. The floor falls away to the east. 
   
  What Happens: If entered from 11.17, the Crawling 
  Horrors who nest here will swarm toward the opening to 
  the outside. Approaching from the south drives the 
  Crawling Horrors to hide in the crevices and rubble. 
  First Impressions: The floor, about 8’ below the floor of 
  the cave to the west (11.18), is dotted with pools of still 
  water. 
   
  What Happens: There are five shallow pools here, the 
  water is stagnant, the pool marked with an X on the map 
  has a Grey Ooze at the bottom. 
  
  Bonepicker’s Tower 
  15 
   
   
  This 60’ tall monument appears to be carved from a single 
  piece of green stone, with carvings inset on the east and west 
  sides of the lower part and a recessed door. 
   
  The stone is naturally white but is stained green from 
  centuries of algae growing on the surface. The surfaces are 
  smooth and slippery, giving a 40% (-8) penalty to climbing. 
   
   
   
  The words carved into the door: 
  “To the glory of the Sunrise,  
  From the glory of the Night.” 
   
   
   
  • 
  The Caryatid Columns are guardians of the holiness of 
  the shrine, driving out infidels. They will defend 
  themselves, but they attack with the intention of subduing 
  and driving away, not to kill. If one Caryatid Column is 
  destroyed, a second will take its place (and so on, until 
  all four are destroyed). 
   
  • 
  The statues are very similar to one another: the east statue 
  is a robed woman, arms upraised with hands splayed, 
  white marble; the west statue is a robed woman, arms at 
  side with hands splayed, black obsidian. 
   
  These are representations of Maiden Day and Mother 
  Night. 
   
  • 
  The large pillar wrapped around by the stairs is hollow 
  with a spiral staircase within, ascending throughout the 
  upper levels (2a). The secret door here is not locked or 
  trapped and is simple to open – press against the panel 
  and it swings out with a small “pop” sound. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Within this chamber only, magic ceases to function. NOTE it 
  is not dispelled, so magical effects (spells cast, potions 
  quaffed, etc.) will continue to expend their duration, but they 
  with no effect. Magic items (weapons, armor, gem of seeing, 
  bag of holding) become mundane items while in this room.  
   
  The stone bookcases hold hundreds of clay tablets with holy 
  scriptures of the cult of Day and Night. 
   
  The two large tablets in the alcoves each contain a prayer: the 
  east to Maiden Day, the west to Mother Night. Praying these 
  prayers out loud grants the effect of a Bless Spell for all within 
  the room, lasting 2 hours. 
   
  The large pillar wrapped by the staircase is hollow, but no 
  access to the staircase within on this level. 
   
  A ladder on the south wall (3a) climbs to a trapdoor that opens 
  onto the ledge around the middle of the Monument. 
  8. The Greenstone Tower .
  8.1. Entrance .
  8.2. Pillared Chamber .
  8.3. The Tablets of Day and Night .
  First Impressions: The door is in good repair and is not 
  locked. Words are carved into the face of the door at 
  roughly eye level. 
   
  What Happens: The door opens easily and silently.  
  First Impressions: Four slender pillars support the roof 
  here while a large (10’ diameter) pillar in the north is 
  wrapped around with a staircase climbing up past the 
  ceiling. Two statues (women) stand in alcoves to the east 
  and west. 
   
  What Happens: Speaking the words carved into the door 
  aloud in this room causes the Caryatid Columns (the four 
  slender columns) to remain inert. If the words are not 
  spoken, one (random) Caryatid Colum will step forth and 
  try to drive intruders out of the chamber. 
  First Impressions: The large pillar surrounding the 
  staircase continues to the ceiling. Stone bookcases line the 
  east and west walls, curtains cover the south wall and in a 
  recess to the east and west are heavy stone tablets on 
  pedestals. 
   
  What Happens: This is an anti-magic area, spells and 
  magic devices do not function. 
  
  Bonepicker’s Tower 
  16 
   
  8.4-8.6. The Chambers of Algerus the Historian 
   
  In these rooms can be found a projection of the Immortal 
  Being Algerus the Historian (see Appendix for more 
  information). The first time room 4 or room 6 is entered, 
  rooms 4-6 will be as described. If these rooms are exited 
  (either going down the spiral staircase or exiting via the 
  trapdoor in the roof at 6a), when returned to, these rooms are 
  completely empty (except room 4, which will have a single 
  sheet of parchment folded up and laying in the center of the 
  floor on which is written in flowing script, “Our wills and 
  fates do so contrary run.”) 
   
   
   
  The sheaves of paper have notes about historical events 
  scrawled all over them, with no discernable order to the notes 
  (a note about a dragon attack far to the south that happened 
  yesterday is followed by a paragraph about the wedding of the 
  first High King a thousand years ago). NOTE if the papers are 
  gathered up and taken from the monument, they crumble to 
  dust (once the papers leave the tower or once Algerus 
  disappears). PCs have a percentage change equal to their 
  Intelligence score of discovering any particular historical 
  information they may see, taking 1d6 days of study to 
  discover any single bit of information. 
   
  If Algerus is here, he will finish writing the sentence he is 
  working on (a treatise on the Battle of the Northpass, some 
  300 years ago) and address the intruders. See sidebar “What 
  Algerus Knows” for general guidelines. 
   
   
   
  Hundreds of books line the shelves here. Every time the titles 
  are investigated, the books on the shelves have changed. They 
  are all books of history. 
   
  If Algerus is here, he will look up, smile, and welcome the 
  intruders.  See sidebar “What Algerus Knows” for general 
  guidelines. 
   
   
   
  The orrery is magical, revealing (through chaotic visions) 
  historical events to the one who invokes its powers.  
   
  The crystals in the corners power the orrery, so damaging 
  them destroys the magic of the orrery.  
   
  The ladder (6a) leads up to a trapdoor in the roof. 
   
  If Algerus is here, he is enthralled by a vision of the Great 
  Hunt of the Firbolg Kings, an event that occurred in the 
  Highlands some 1200 years before the first mortal set foot in 
  the primeval woodlands. See sidebar “What Algerus Knows” 
  for general guidelines. 
   
   
   
  8.4. Algerus’ Scribing Room .
  8.5. Algerus’ Room .
  8.6. Algerus’ Scrying Room .
  First Impressions: This long, narrow chamber is cluttered 
  with sheaves of paper piled everywhere, burying a few 
  tables. A chair and a large scribe’s table stands against the 
  south wall. The spiral stairs continue up and down through 
  the room. 
   
  What Happens: If not previously encountered, there is a 
  40% chance that Algerus is here writing. He cannot be 
  surprised.  
  First Impressions: Thick carpets on the floor, bookshelves 
  in the north east and north west corners and along the south 
  wall, two large tables with comfortable overstuffed chairs. 
  The spiral stairs continue up and down through the room. 
   
  What Happens: If not previously encountered, there is a 
  40% chance that Algerus is here, sitting in a comfortable 
  chair, smoking a pipe and reading a book. He cannot be 
  surprised. 
  First Impressions: In the center of the room is a large 
  orrery, crystals seem to be growing out of the north east and 
  north west corners, small desks with strange elongated 
  chairs on the east and west wall, a ladder climbs to the roof. 
  The spiral stairs descend through the floor. 
   
  What Happens: If not previously encountered, there is a 
  40% chance that Algerus is here, staring at the orrery as it 
  turns in slow motion. He can be surprised here. 
  What Algerus Knows 
  Algerus probably knows every historical fact there is to 
  know, but he is often cryptic in how he reveals 
  information. 
  • 
  Maiden Day and Mother Night are two of the old gods 
  once worshipped in the Highlands. 
  • 
  The gnoles are nomadic raiders who recently moved 
  into the area. The firbolg giants to the west hate 
  gnoles. 
  • 
  There is more to the gnole camp than meets the eye, 
  and a powerful ally might be found within. 
  • 
  The Mad Baron’s tower is cursed. He doesn’t know 
  how to end the curse, but he knows it involves both 
  the Baron’s manic pursuit of eternal life and his 
  obsessive love for a young maiden. 
  • 
  Mika the Woodcutter is cursed but has come to terms 
  with it. His son, Dilan, has fallen under the curse of 
  the tower and will die soon. 
  • 
  There is an area to the west where the air is 
  dangerous, but it is clearly marked with warning 
  signs. 
  • 
  St. Agnath’s voice is not her voice. 
  • 
  The “winged demon” in the tower is no intruder from 
  the Outer Darkness, but it is a dangerous, monstrous 
  creature. 
  • 
  A giant seeks to ensnare the gnoles. A giant is 
  ensnared by the gnoles. 
  
  Bonepicker’s Tower 
  17 
   
   
   
   
  Six Stirges nest here and will attack if disturbed, but they will 
  flee if one or more of their number is killed or if four or more 
  of them are injured. They will return to their nesting area two 
  hours later and, if intruders are still present, they will fight to 
  the death.  
   
  For every 6+1d6 (7-12) person turns spent searching among 
  the ruin, treasure might be found: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mostly animal and humanoid (goblin-kin) bones, a few 
  human remains are mixed in as well. 
   
  Searching among the bone pile has a 20% chance per turn of 
  attracting the attention of the Oozing Black Death from 11.2. 
  In addition, for each 5+1d4 (6-9) person turns spent searching, 
  treasure might be found (use chart in previous entry). 
   
  NOTE: From noon to sunset the pile of bones beneath the 
  tower on the western side shines like a beacon, reflecting the 
  sun, and can be seen clearly from the valley between the tower 
  and the hill to the west. 
   
  The Bone Beacon 
   
   
   
   
   
  9. The Gallery Ruins .
  2d6 
  Treasure 
  2 
  Magic Ring (1d4, each found once only): 
  1. Gold Band with stylized shields etched (Protection +1) 
  2. Silver Band set with a ruby (Fire Resistance) 
  3. Brass Ring etched with an unknown rune (the mark of 
  Sysian the Circle Mage – Ring of Spell Storing) 
  4. Gold Earing set with an emerald (Ring of Language 
  Comprehension) 
  3-11 
  Coins (2d6): 
  2. 12d12 gp 
  3. 6d6 sp 
  4. 1d3 gp 
  5. 9d8 gp 
  6. 1d4 cp 
  7. 3d12 sp 
  8. 1d20 gp 
  9. 4d4 cp 
  10. 3d6 gp 
  11. 8d20 sp 
  12. 4d20 pp 
  12 
  Unique Items (1d6, each found once only): 
  1. A well-used sword etched with devotionals to St. Ashar (if 
  recited while wielded, gain +1 to hit and damage) 
  2. A silver bell engraved with the seal of the cult of Darkness 
  (worth 100 gp, a cultist will kill for it, however...) 
  3. A bone whistle carved from a Manticore Bone, slightly 
  discordant. If skillfully played, tune charms manticore while 
  played (save to negate) 
  4. An ancient iron curved dagger, badly pitted and rusted but, 
  if cleaned up, worth 180 gp 
  5. A pewter flask (worth 50 gp) with roses engraved on side, 
  filled with cheap wine 
  6. A cracked leather bound tome of prayer to various saints 
  (if a cleric studies these prayers for a month, he or she will 
  permanently gain an additional daily first level spell) 
  10. The Bone Pile .
  First Impressions: Grand designs can still be seen in the 
  fallen walls and arched window casings. Piles of stone, 
  broken pillars, overgrown with weeds and vines 
   
  What Happens: If disturbed (by searching the ruin), the 
  Stirges that nest among the rubble will attack. 
  First Impressions: From a distance: as noted below, the 
  sun reflects off a pile of bones at the base of the tower 
  Close up: the bones, there must be thousands, are highly 
  polished 
   
  What Happens: There’s a 20% chance of encountering the 
  Oozing Black Death from area 11.2 among the bones, as it 
  flows about them, cleaning off any bits of flesh left by the 
  Bonepicker, polishing the bones to a gleaming white 
  
  Bonepicker’s Tower 
  18 
   
   
  Approaching the Tower 
   
  The Broken Tower rests high on a steep, rocky, tree-covered 
  crag. The climb is steep and difficult, the path is overgrown 
  and washed out in places.  
   
  On the path, movement rate is normal but each turn on the 
  path there is a 1-in-6 chance of a random wilderness encounter 
  (see Random Wilderness Encounters, page 4).  
   
  Off the path, movement rate is halved, but there is only a 1-
  in-20 chance per turn of a random wilderness encounter (see 
  Random Wilderness Encounters, page 4). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11. Bonepicker’s Tower .
  11.1. The Sundered Gates .
  11.2. Burned Tower .
  11.3. Locked Tower .
  First Impressions: broken hinges, splintered wood, bits of 
  rubble, air “whistles” within, smell of death and decay 
  What Is Hidden: Nothing 
  What Happens: Sounds made here are amplified (heard 
  throughout the keep ruins), alerts all monsters 
  Monsters: None 
  Treasures: None 
  First Impressions: Door gone, roof open to sky, inside 
  charred rubble, floor unstable 
  What Is Hidden: Monster and treasure 
  What Happens: The Death is dormant, digesting its last 
  meal and will not move unless disturbed. If the rubble is 
  disturbed, it flows out from around the broken beams and 
  attacks. The Death fights to the bitter end 
  Monsters: Oozing Black Death  
  Treasures: Under the Death’s nest (a charcoal filled 
  depression in the eastern side of the floor) is 388 gp, a silver 
  chalice worth 180 gp and a bent silver ring set with a ruby 
  worth 320 gp 
  First Impressions: The stout, iron-bound door is locked 
  (key is lost). Inside: tiled floor with a heap of clothing near 
  the center, four torches in brackets on the walls, three 
  candlestands 
  What Is Hidden: Blood stained clothes (very old) are at the 
  bottom of the pile of clothing. In the pocket of the trousers 
  is a beautifully handwritten love note from S. to A. 
  What Happens: Only the Oozing Black Death (area 2) 
  willingly enters this chamber, through the arrow loops. The 
  Bonepicker can’t enter and the undead refuse (treat as if the 
  room had Protection from Evil) 
  Monsters: None, but 10% cumulative chance per hour spent 
  in this room that the Oozing Black Death from area 2 will 
  squeeze through an arrow loop and attack 
  Treasures: Nothing obvious. The clothing is valuable if 
  cleaned (150 gp) 
  Encounters in the Dungeon 
  (11.12-11.19) 
  Beneath the tower there is a is a 1-in-6 chance of an 
  encounter per turn. 
   
  1d6 
  Encounter 
  Doing 
  1 
  Apparition of Sarala 
  (area 11.9) Note: an 
  image of her, not the 
  undead creature 
  Wandering the dungeon in search 
  of her love, harmless, moves 
  through walls, people, etc. 
  2 
  1d2 Stone Crawlers 
  (area 11.4) 
  Scouting, defend themselves but 
  flee if injured 
  3-5 
  1d3 Rats (area 
  11.16) 
  Scouting, will scurry away to warn 
  the lair unless cornered, then will 
  fight to the death 
  6 
  The Mad Baron’s 
  Spirit (Spectral 
  Haunt) 
  Longing to be released from this 
  eternal torment, the Baron’s Spirit 
  will try to lead intruders to the 
  Poison Pool to properly lay his 
  body to rest. His long, lonely 
  confinement to these halls has 
  driven him a bit mad and he will 
  attack if not obeyed (NOTE: laying 
  his physical remains to rest does 
  not destroy the Spectral Haunt, it 
  still must be killed and blessed or it 
  will continually rise again) 
   
  Encounters in the Upper 
  Ruins (11.1-11.7) 
  In any areas of the upper ruins outside the numbered 
  rooms, there is a 1-in-6 chance of an encounter per turn. 
   
  1d6 
  Encounter 
  Doing 
  1 
  Oozing Black Death 
  (area 11.2) 
  Hunting, attacks without quarter, 
  fights to death 
  2 
  1d2 Stone Crawlers 
  (area 11.4) 
  Scouting, defend themselves but 
  flee if injured 
  3-5 
  Falling Rubble 
  Dexterity check of 1d6 damage 
  6 
  Bonepicker (night) 
  or Murder of Crows 
  (daytime) 
  Bonepicker: hunting, attacks on 
  sight, tries to flee if injured 
   
  Crows: nuisance (flutter around 
  party, caw loudly), if attacked or 
  bothered, raise a great cry, and 
  awaken the Bonepicker... who 
  attacks 
   
  
  Bonepicker’s Tower 
  19 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The woman in the painting has long brown hair, is wearing a 
  red velvet dress, star-shaped gold and diamond broach and a 
  gold necklace with a ruby pendant. She is seated beneath a 
  trellis of many-colored flowers. 
   
  The painting is of amateur talent, but the artist used paints 
  infused with his very soul. The remaining paint and the artist’s 
  corpse (area 12 below) have cursed the entire tower. See 
  Appendix for the Wasting Curse. 
   
  Behind the portrait is access to the tower’s well, a bucket on 
  a rope with a pulley.  See room 12 for information about the 
  water in the pool. 
   
   
   
  The large black stains are the ashy remains of two Oozing 
  Black Deaths who laired here but were slain by intruders. 
   
   
   
   
  11.4. The Fallen Chapel .
  11.5. A Posted Warning .
  11.6. The Unbothered Room .
  11.7. The Once Great Hall ..
  First Impressions: Double Doors are not locked (stiff and 
  loud opening), breach in north wall is 5’ wide and 4’ high. 
  Inside: the plaster from the walls and large chunks of stone 
  and timber are piled throughout, a dust and stone covered 
  altar table stands beneath the broken window in the east 
  wall 
  What Is Hidden: Monsters and Treasures 
  What Happens: Opening the doors alerts the Stone 
  Crawlers (see below), entering through the breach or the 
  broken window gives intruders surprise. Stone Crawlers 
  viciously attack but withdraw if injured 
  Monsters: Seven Stone Crawlers lair here 
  Treasures: Twenty-seven Geodes here, worth 100 gp each 
  (they look like simple round stones, the Stone Crawlers 
  protect them with their lives). 
  First Impressions: The walls are shattered, unstable, no 
  roof, an animal hide with something written on it is nailed 
  to the southern wall 
  What Is Hidden: A skeletal corpse behind the hide 
  What Happens: The hide (a horse hide) is painted (in 
  blood) with a warning:  
  “Cursed be your luck for finding this 
  place. Only death awaits. Leave with 
  nothing or die with everything.” 
  Monsters: None 
  Treasures: The corpse wears rotted leather armor and a 
  rusted steel helm, a hidden coin purse has 54 gp and 132 
  sp, an empty dagger’s sheath hangs from the corpse’s belt 
  First Impressions: Both doors are locked. Inside: plush 
  carpets on the floor, tapestries on the walls (scenes of 
  hunting), overstuffed chairs. On the west wall (between the 
  doors) is an oval framed portrait of a beautiful woman 
  What Is Hidden: The trapdoor in the floor is “hidden” 
  beneath one of the heavy, plush carpets, well 
  What Happens: The undead refuse to enter this room and 
  the Bonepicker cannot. Touching the painting causes the 
  Desecrated Corpse in room 9 to rise and begin to pace  
  Monsters: None, but 5% cumulative chance per hour spent 
  in this room that the Oozing Black Death from area 2 will 
  squeeze under the southern door and attack 
  Treasures: While the painting is worthless (see below), the 
  frame is covered in gold leaf and is worth 300 gp (it is 6’ 
  tall, 3’ wide oval) 
  First Impressions: Double doors to east hang partly 
  opened, south door is locked. Inside: ruined carpets and 
  tapestries, broken chairs and tables, large dark stains on the 
  floor, stairs spiral upward 
  What Is Hidden: Nothing 
  What Happens: Making any noise here alerts the 
  Bonepicker to the intruders’ presence. The Oozing Black 
  Death (area 2) will not enter this room 
  Monsters: None 
  Treasures: The remains of the Deaths (see below) are 
  worth 300 gp to an alchemist. There are enough ashy 
  remains to fill a medium-sized backpack 
  
  Bonepicker’s Tower 
  20 
   
   
   
  During the day the Bonepicker sleeps, wracked by the agony 
  of its injuries. During the night, there is only a 10% chance 
  that the Bonepicker will be here (it will likely be hunting, 
  60%, or eating on the rooftop area 10, 30%). Remember 
  taking anything from the tower incurs the Wasting Curse. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The illusory woman is the one in the painting in 
  area 6, the portrait being painted is that very 
  painting. 
  The Desecrated Corpse will attack if not 
  comforted or if anything in the room is moved.  
   
  Speak with the dead will reveal: 
  • 
  Her name was Sarala 
  • 
  She deeply loved Baron Ogg (Oggie, she 
  calls him) 
  • 
  She was betrayed by Oggie, though she 
  does not blame him 
  • 
  She 
  is 
  insane 
  from 
  grief 
  (NOTE: 
  comforting her will stop her from 
  attacking) 
   
  NOTE: Noise here alerts the Bonepicker to the 
  presence of intruders 
   
   
   
  11.8. The Bonepicker’s Lair ..
  11.9. Garret of the Mad Artist .
  First Impressions: Door in west wall is locked and barred 
  from other side, large gap in eastern wall, floor is covered 
  in shredded and rotting hides, stinks of death and decay 
  What Is Hidden: Monster and Treasure 
  What Happens: Coming through the door alerts the 
  Bonepicker if it is sleeping here, coming through the wall 
  does not 
  Monsters: The Bonepicker (an injured Wyvern, see 
  Appendix) sleeps buried under the piles of rotting hides 
  during the day and hunts during the night 
  Treasures: Four Gems: 10 gp Moss Agate, 500 gp Spinel, 
  700 gp Aquamarine, 800 gp Alexandrite; a Magic Sword 
  (Blessed Arm of the Saints: a sword +1, wielder can 
  detect undead within 20’ and be Blessed (as the spell) twice 
  per day; Spell Scroll (Mage: Fumble, Wizard Eye) 
  First Impressions: Looking in through windows or from 
  stairs: The room is carpeted, hundreds of candles bathe the 
  room in warm orange light, a dignified looking older man 
  stands at an easel painting a large portrait, a beautiful 
  brown haired woman is sitting on a small wooden chair 
  beneath a trellis of colorful flowers, smiling (or she is 
  pacing about the room if the portrait in area 6 was 
  touched) 
  What Is Hidden: This is all illusion, powered by the 
  Artist’s tortured soul (see area 12 in the dungeon below). 
  The reality is the carpets are tattered and stained, the 
  candles are burnt out stubs, the artist, easel and portrait are 
  not there, the trellis is a shambles and the beautiful woman 
  is a corpse 
  What Happens: Entering the room rouses the Desecrated 
  Corpse of the woman in the portrait: illusory woman or 
  corpse will begin pacing back and forth and will only stop 
  if confronted which will cause her to attempt to put her 
  arms on the shoulders of the one who approaches her so 
  she can collapse sobbing into his or her arms 
  Monsters: Desecrated Corpse 
  Treasures: On the corpse: a gold and diamond broach 
  (fashioned into a stylized star, worth 300 gp), a gold 
  necklace with a gold and ruby pendant (worth 200 gp).  
  
  Bonepicker’s Tower 
  21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roleplaying Notes: 
  The Bonepicker is a Wyvern who is suffering under the wight 
  of the curse of the Broken Tower (see Appendix). Any injury 
  he suffers festers and doesn’t heal properly (permanently 
  losing one of its maximum hit points) so if the Bonepicker is 
  seriously injured, it will try to flee, preferring to hide in its 
  lair, hoping intruders will leave it alone, but flying (poorly) 
  away for a day, hoping the intruders will have left by then. 
   
  The Bonepicker is not a mindless animal, but it has been 
  driven somewhat mad by the torment of the curse. If the curse 
  is lifted, the Bonepicker will begin healing normally. If the 
  PCs can somehow communicate to the Bonepicker that they 
  lifted the curse, the wyvern will allow them to leave 
  unharmed. If they don’t leave immediately, however, its 
  appreciativeness only lasts for about 1 turn... 
  11.10. The Bonepicker’s Retreat..
  First Impressions: The roof to the east has collapsed, the 
  parapet and wall to the west seems sturdy (Nighttime 
  chance the Bonepicker will be here), bits of bone are 
  scattered about 
  What Is Hidden: Nothing 
  What Happens: Daytime: sounds here alert the 
  Bonepicker to the presence of intruders;  
  Nighttime: 30% chance that the Bonepicker is stripping 
  the flesh off of bones here, dropping bones to the pile 
  below 
  Monsters: Chance of Bonepicker’s presence (if roused 
  during the day, the Bonepicker will crawl up through the 
  shattered eastern roof and surprise intruders on 4 in 6) 
  Treasures: None 
  
  Bonepicker’s Tower 
  22 
   
   
   
   
   
  The barrels and crates contain (now rotted and worthless) 
  foodstuffs. 
   
  The swirling colors in the pool are the magical oil paints that 
  Baron Ogg used to paint Sarala’s portrait (area 6).  Anything 
  dipped in the water comes out with a swirling, multicolored 
  coating of the paint. 
   
  At the bottom of the well (20’) is the corpse of Baron Ogg, 
  strangely well preserved. Tied around his waist is a canvas 
  back filled with heavy stones. In his pocket is the gold ring.  
   
  The Source of the Curse: 
  In his despair, Baron Ogg threw himself in the well, weighted 
  down with stones, to his demise. His rage and grief were fully 
  absorbed into the magical, spirit-infused paints, and cursed 
  the tower. Meanwhile, the Baron’s spirit roams the dungeons. 
   
  To Lift the Curse: 
  Remove Curse, Bless, Purify Water or Dispel Magic will lift 
  the curse long enough for the party to escape (maybe – 10 
  minutes per caster level). Removing the corpse from the water 
  and giving it a proper burial (or consecrating it with a Bless 
  spell) and somehow purifying the water (Purify Water spell, 
  obviously, but more creative solutions can be applied) will 
  permanently lift the curse. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Caretaker (of the Prisoner, see area 22) was murdered by 
  the Baron the night he took his own life, the bloody corpse 
  stuffed into the large chest and locked away.  
   
  The Caretaker’s spirit remained with the corpse, bitter and 
  enraged by his fate. If the chest is opened, the Vexed Corpse 
  attacks. 
   
  The left eye of the Caretaker appears to be a glass eye but is 
  actually a Gem of Seeing in the shape of an eye with a green 
  iris. The Gem of Seeing only functions if placed in living 
  being’s eye socket. In addition, the Caretaker has a key that 
  unlocks the door to area 22 from the north (the southeastern 
  door is barred but not otherwise locked). 
   
   
  The journal, written in an increasingly sloppy and crazed 
  handwriting, details hundreds of experiments performed on 
  “The Demon,” a creature that the writer believed held the key 
  to eternal youth. Experiments involved bleeding, burning, 
  tearing flesh, cutting part of the Demon’s liver, lung, even 
  brain, and comparing them to samples from “the Infidels.” 
   
   
   
  The door to the west is barred from this side, but not otherwise 
  locked.  
   
   
  11.11. Slippery Steps .
  11.12. The Poison Pool .
  11.13. The Caretaker .
  11.14. The Laboratory .
  11.15. The Fate of the Servants .
  First Impressions: Steep steps, darkly stained 
  What Is Hidden: Nothing 
  What Happens: Stains are a slippery mold that grows here, 
  Dexterity Check or fall down the stairs  
  Monsters: None 
  Treasures: None 
  First Impressions: Door is locked (key is at the bottom of 
  the pool within), stinking, oozing barrels and crates to the 
  north, a pool of swirling colors to the south 
  What Is Hidden: Corpse 
  What Happens: Water is oil covered (magic paints) 
  Monsters: None 
  Treasures: Gold band (inscribed “forever”) in the corpse’s 
  pocket (worth 300 gp) 
  First Impressions: Door is locked (key is lost), simple bed, 
  large chest, dark stain on floor 
  What Is Hidden: Caretaker’s Corpse (folded up and 
  stuffed in the chest), treasure 
  What Happens: Three rounds after the room is entered, the 
  corpse in the chest will begin scratching to get out 
  Monsters: Vexed Corpse 
  Treasures: Gem of Seeing 
  First Impressions: Tables are overturned, tools and 
  instruments of torture are scattered about, chains dangle 
  from the ceiling, hole in northwest corner floor 
  What Is Hidden: Under a flipped table is a leather-bound 
  journal 
  What Happens: If any noise is made in this room, sounds 
  of clanking chains and low moaning can be heard from 
  beyond the hole in the floor  
  Monsters: None 
  Treasures: None 
  First Impressions: Three pallets with blankets covering 
  what appears to be bodies, brooms, mops, buckets, rags, etc. 
  What Is Hidden: Beneath the blankets are skeletal remains 
  What Happens: Entering the room causes the skeletons to 
  rise and attack 
  Monsters: Three skeletons 
  Treasures: None 
  
  Bonepicker’s Tower 
  23 
   
   
   
  A scout rat will observe intruders for 1-3 rounds, doing 
  nothing but trying to stay hidden (spot as secret door), then 
  scurrying back to the lair. The rats swarm out if the scout rat 
  observed 4 or fewer beings in the room, otherwise they remain 
  in their lair. 
   
  The gold locket contains a tiny portrait of a brown-haired 
  woman (Sarala) and is worth 800 gp, the silver choker is an 
  intricate knotted chain worth 300 gp. Most of the parchments 
  are rat chewed and soiled, worthless, but two are of interest: 
  • 
  A magic user scroll containing the spells: Erase, Unseen 
  Servant and Cloudkill 
  • 
  A map, purportedly to some hidden treasure of great 
  value. Notes written on the map (in a much different 
  handwriting) indicate that the treasure is “a vessel of the 
  Divine Essence” and “gold and silver “implements of 
  worship.” The map leads to the ruins of the Temple of the 
  Old Gods to the southwest, fully detailed in the adventure 
  New Temple of the Old Ways. A sketched map is 
  included in the Appendix. 
   
   
   
  The keys hanging by the door unlock the doors to rooms 18-
  20 below (the cells of the Infidels) as well as a key for 21 (the 
  drying room) and 22 (the Demon’s prison). 
   
   
   
   
   
  The isolation and solitude have driven the already mad 
  Crooked Dwarf to a nearly catatonic state. NOTE: he is not 
  (and, thus, will not detect as) EVIL.  
  • 
  If spoken to through the cell door, the creature will 
  simply look up at the speaker, slack jawed and silent 
  • 
  If the door is opened, the dwarf will slowly lift the chain 
  that shackles it to the wall and hold it forth with a 
  pleading expression on its face 
  • 
  If the Dwarf is freed, it will explode into motion, trying 
  to push past anyone in the way so that it can escape. If 
  unhindered, it will get as far as room 14 and stop at the 
  edge of the hole in the floor and return to its catatonic 
  state 
  • 
  If engaged in combat, the Crooked Dwarf is 50% likely 
  to change into an albino fish for 1d4 rounds, otherwise he 
  will fight with long, sharp claws or any weapon he can 
  get his hands on as well as casting Burning Hands or 
  Stoneshape, if he remembers he can do such things... 
   
  The Crooked Dwarf has taken the name Laman, though what 
  it may have originally been even he does not remember. He 
  was a servant of the Great Mind Beneath the Mountain but 
  was kidnapped and brought here so long ago that time has no 
  meaning to him any longer. He is thoroughly insane but not, 
  generally, violent. His insanity can be cured with high level 
  healing magic such as Heal or Restoration as well as Powerful 
  magic like Wish. If cured, Laman will serve his savior for one 
  year and one day as a faithful retainer provided that he does 
  not go deep underground where he will again hear the call of 
  the Great Mind Beneath the Mountain and will wander off to 
  serve his former master. 
   
  In Laman’s mouth is a single gold tooth. It is worth 50 gp, but 
  it is also magical: when placed in a toothless gap in a living 
  being’s mouth, the Tooth of Laman magically binds itself to 
  the being’s mouth. The Tooth grants the following powers: 
  • 
  Speak Other Languages 
  • 
  Speak to Animals 
  • 
  Speak to Plants 
  • 
  Suggestion (3/day) 
   
  NOTE: the Tooth of Laman grants the above abilities at 
  will (except Suggestion), allowing the being to 
  communicate TO other beings, creatures and plants in their 
  native languages, but cannot understand any replies (it does 
  not, for example, grant Comprehend Languages... only 
  Speak Other Languages). Of course, the target must be 
  within listening distance and able to hear (GM will have to 
  adjudicate about the language of plants...) 
  11.16. Rats! .
  11.17. The Jailer .
  11.18. Flayed Corpses .
  11.19. The Crooked Dwarf .
  First Impressions: A table on its side, broken legs, chairs 
  scattered, floor is covered in debris (and rat droppings) 
  What Is Hidden: Rats in lair (hole in east wall) with 
  treasure 
  What Happens: Entering the room causes a scout rat to 
  come and investigate  
  Monsters: 12 Rats and one Giant Rat 
  Treasures: In rat lair: gold locket, silver choker, coins, 
  parchments 
  First Impressions: The door is not locked, Spartan 
  bedchamber 
  What Is Hidden: A ring of keys hang on the wall near the 
  door, unseen until the room is entered 
  What Happens: Nothing  
  Monsters: None 
  Treasures: None 
  First Impressions: The door has a barred opening and is 
  locked (keys in room 17), a pile of rotting corpses; the 
  walls, floor and ceiling are spattered in dark stains 
  What Is Hidden: Nothing 
  What Happens: The corpses remain motionless unless the 
  door opens, then they attack  
  Monsters: Four Flayed Corpses 
  Treasures: None 
  First Impressions: The door has a barred opening and is 
  locked (keys in room 17), a motionless dwarf staring at the 
  floor, seated on a stool, chains from his feet to a hook in the 
  wall, the cell is immaculate 
  What Is Hidden: Nothing 
  What Happens: See below 
  Monsters: Crooked Dwarf 
  Treasures: Laman’s Tooth (see below) 
  
  Bonepicker’s Tower 
  24 
   
   
  Door is locked, the room is empty. Key hangs on the wall in 
  room 17. 
   
  Graffiti on the east wall written in blood (a nonsense verse 
  from the 17th century, feel free to substitute your own): 
   
  I Saw a Peacock, with a fiery tail, 
  I saw a Blazing Comet, drop down hail, 
  I saw a Cloud, with Ivy circled round, 
  I saw a sturdy Oak, creep on the ground, 
  I saw a Pismire, swallow up a Whale, 
  I saw a raging Sea, brim full of Ale, 
  I saw a [Highland] Glass, Sixteen foot deep, 
  I saw a well, full of men’s tears that weep, 
  I saw their eyes, all in a flame of fire, 
  I saw a House, as big as the Moon and higher, 
  I saw the Sun, even in the midst of night, 
  I saw the man, that saw this wondrous sight. 
   
   
   
  Once the door has been opened, the Skin Spirits re-possess 
  their physical remains and tear themselves from the hooks 
  anchoring them to the ceiling. They will attack any being that 
  stands in their way with a smothering attack, but each Skin 
  Spirit’s greatest desire is to kill the Caretaker or the Mad 
  Baron, both of whom are already dead (Rooms 13 and 12 
  respectively).  
   
  The Spirits will rush around the dungeon complex until they 
  get into the rooms where their tormentors’ remains are, wail 
  an unholy howl that sends chills down the spine and then 
  attack anything living until either all the living beings in their 
  way, or the Skin Spirits themselves, are destroyed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chained to the wall in the alcove marked X on the map is the 
  brown-haired beautiful woman in the portrait in area 6 and the 
  illusion in area 9, looking weak and emaciated, dirty and 
  wearing rags. Every breath is labored and ragged, every 
  movement elicits a wince of pain. 
   
  What she claims to know: 
  • 
  Her name is Elissa 
  • 
  She was imprisoned here by a mad sorcerer decades ago 
  (she doesn’t know how many years) 
  • 
  He painted her portrait and then threw her in the dungeon 
  • 
  The Grey Man did terrible experiments on her (she has 
  the scars to prove it – cut into her side, her chest and her 
  head) 
  • 
  She used to hear awful screams from beyond the door (to 
  the north) but hasn’t in so very long 
  • 
  She believes the chains are magical and have kept her 
  alive these many years, but she is very weak 
  • 
  She is famished and parched and longs to eat and drink 
  anything 
   
  Most of the above is true. The Doppelganger was once named 
  Elissa (having taken the body of a servant called by such 
  name). It was captured by a sorcerer decades ago and given to 
  the Mad Baron as a gift. The Grey Man is the Caretaker (area 
  13) who kept a journal of the experiments he carried out on 
  “the Demon” (journal is in area 14) and used to flay living 
  creatures in the cells to north of this cavern.  
   
  The chains are, indeed, magical and have kept the creature 
  alive, though starving, these many years. They are Manacles 
  of Sustaining, a magical device intended to keep prisoners 
  alive so they can be tortured endlessly. The Manacles will 
  magically regenerate the wearer, but only to remain at a single 
  hit point.  
   
   
   
   
  11.20. Empty Cell .
  11.21. The Drying Room .
  11.22. The Distressed Damsel .
  First Impressions: The door is solid, iron-bound and 
  locked (key is in room 17). Inside: ragged sheets of some 
  translucent material hang from the wall 
  What Is Hidden: Monsters, Treasure  
  What Happens: When the door opens, the sheets of 
  material (dried human skin) flutter slightly, as if a breeze 
  has rippled across them 
  Monsters: Four Skin Spirits (see below) 
  Treasures: 900 gp, ruby worth 300 gp, magic dagger 
  First Impressions: The southwest door is barred from the 
  outside (room 15) while the northern door is locked (key in 
  13 and key in 17). Inside: natural cave, drops down from 
  the “main” dungeon level, the clanking of chains and low 
  moaning can be heard from within 
  What Is Hidden: The Damsel is out of sight from either 
  door or the hole in the floor at 14 
  What Happens: Once the Damsel realizes that someone is 
  here, “she” will begin calling out for help 
  Monsters: Doppelganger  
  Treasures: Magic Chains 
  Doppelganger Tactics and Notes (Room 11.22) 
  “Elissa” will not reveal its true nature until it has regained its full strength 
  (it regains 3 hp per day, so after 6 days it will be at full strength if given 
  enough food and rest), and even then its greatest desire is to get to a 
  community where it can blend in, live, and thrive (and feed off the local 
  population!). “Elissa” will play the Damsel in Distress to the fullest of 
  its ability, trying to talk its way out of any corner it finds itself in. 
   
  If confronted directly about the name of the woman in the portrait 
  (Sarala), the creature will his and attack, no matter how weak. 
   
  If “Elissa” is taken into Room 9, the Desecrated Corpse of Sarala will 
  immediately attack. 
  
  Bonepicker’s Tower 
  25 
   
   
   
  Appendix 
   
  The Curse of the Baron’s Tower:  
  The Source of the Curse: In his despair, Baron Ogg threw himself 
  in the well, weighted down with stones, to his demise. His rage and 
  grief were fully absorbed into the magical, spirit-infused paints, and 
  cursed the tower.  
   
  Anything taken from the ruined keep curses the taker. Any item that 
  spends at least one day in the environs of the keep ruins is cursed. 
  From the moment the item is taken, any injury or wound contracted 
  by the victim will not heal properly, becoming infected and 
  decreasing the victim’s maximum hit points by 1 permanently (for 
  each wound or injury).  
   
  Remove Curse stops the continued effect of the Curse, provided that 
  the item taken from the ruins is no longer with the victim, with 
  healing returning to normal (though maximum hit points will still be 
  diminished). Restoration or similar powerful magic will restore 
  permanently lost hit points. 
   
  For game purposes, a wound or injury occurs on a “per encounter” 
  basis. That is, a combat where a PC loses 3 hp, then 2 hp, then 3 hp 
  is still considered “one encounter” and a single injury/wound that 
  reduces maximum hit points by 1 permanently. In addition, a fall 
  down the stairs that results in 1 hp of damage is considered “one 
  encounter” and does the same. 
   
  Some items that might be removed from the ruins: 
   
  • 
  Treasure (of course) 
  • 
  Blood spatter from the Bonepicker, Stone Crawlers 
  • 
  The artist’s paints from the poisoned well 
  • 
  The party camps within the ruins overnight... and become 
  carriers of the curse themselves... 
   
  To Lift the Curse: Remove Curse, Bless, Purify Water or Dispel 
  Magic will lift the curse long enough for the party to escape (maybe 
  – 10 minutes per caster level). Removing the corpse from the water 
  and giving it a proper burial (or consecrating it with a Bless spell) 
  and somehow purifying the water (Purify Water spell, obviously, but 
  more creative solutions can be applied) will permanently lift the 
  curse. 
   
   
  The Bonepicker:  
  The Bonepicker is a Wyvern which has fallen under the weight of 
  the Curse of the Baron’s Tower.  
   
  The Wyvern is still an 8 HD creature for the purposes of combat, but 
  its normal 34 maximum hit points have been reduced to a maximum 
  of 17, with a number of festering, pus-filled wounds lacing its body 
  (a few encounters with large predators in the area as well as a few 
  accidental injuries).  
   
  In addition, the Bonepicker’s left wing is damaged and it doesn’t fly 
  well. NOTE in the Highlands, Wyvern poison is save vs. poison or 
  become paralyzed (for 1d10 rounds). 
   
   
   
   
   
   
  The Sketch Map: 
  The sketch map (next page) is a tie-in for the larger Upon the Face 
  of the Deep campaign. It leads to the ruins of the New Temple To 
  The Old Gods, deep in the heart of the Highlands, a future adventure 
  installment in the campaign. 
   
   
  The Projection of Algerus the Historian:  
  Algerus is presented as a potential source of information for the 
  party, a pleasant mystery perhaps. He is a Fey creature, an immortal 
  from before the foundations of the world, who keeps the history of 
  the world. At times he breaks into the mortal world either to observe 
  firsthand some obscure historical events or to subtly guide mortals 
  down a certain path.  
   
  Algerus’ projection which appears in the upper levels of the 
  Greenstone Monument is something akin to an illusion with 
  substance. That is, PCs can physically interact with the projection 
  and the various items that Algerus imagines in these rooms, but they 
  are not truly there. If a parchment is taken from the rooms, for 
  example, disappears when Algerus disappears. The information, 
  however, can be retained (either from having read or copied it). 
   
  If Algerus is attacked, he will not defend himself. He can take 9 hp 
  of damage before his projection “dies” in a horribly acted, overly 
  dramatic way.  
   
   
  Verdant Portal:  
  Just a curiosity in this adventure, the Verdant Portals were fashioned 
  by disciples of the Old Gods centuries ago. Verdant Portals are 
  “grown” in place from bits of all the elements of creation (in the 
  Highlands there are 8 – the physical elements: earth, air, fire, water 
  and the intangible elements: light, darkness, life, death). The portals 
  are teleporters, sending a being from one Verdant Portal to another, 
  provided the correct incantations are known, one for the origin portal 
  and one for the destination portal. There are dozens (perhaps 
  hundreds) of Verdant Portals throughout the Highlands, though only 
  a few are in use by the Old Gods.  
   
   
  Manacles of Sustaining:  
  Fashioned by a wicked, sadistic being in a lost era, these chains keep 
  a prisoner from dying. Any creature bound by these manacles will 
  survive torture, dismemberment, starvation, etc. as long as the 
  manacles remain in place. Body parts reattach (or the stump scars 
  over), blood flow is staunched. The catch is that the one bound by 
  these manacles remains constantly just at death’s door, with a single 
  hit point, and once released from the manacles must spent ten times 
  the normal amount of time healing. Beings dismembered while 
  wearing the manacles will “fall apart” once released from the 
  manacles (if the body part reattached), the starving victim must eat 
  voraciously while healing, the torture victim will still bear every 
  scar. 
   
   
   
  
  Bonepicker’s Tower 
  26 
   
   
  Map to the New Temple of the Old Gods 
   
   
   
   
   
   
   
  
  Bonepicker’s Tower 
  27 
   
   
  License 
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  Bonepicker’s Tower 
  28 
   
   
   
    
   
  Combined Monster Statistic Table 
  Creature 
  Statistics 
  Anguished Spirit 
  HD 4+3; AC 4[15]; Atk chains/lashes (as whip 1d4/1d4); Move 9; Save 13; CL/XP 5/240; Special: Anguish 
  Avenging Spirit 
  HD 8; AC 9[10]; Atk: 1 (2d8); Move 9; Save 8; CL/XP 9/1100; Special: Paralyzation, regeneration, Constitution drain 
  Bear, Brown 
  HD 4+1; AC 7[12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: Hug. 
  Beetle, Giant 
  Slicer  
  HD 6; AC 2 [17]; Atk Bite (3d8); Move 9; Save 11; CL/XP 8/800; Special: Critical Bite 
  Boar, Wild 
  HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 15; Save 14; CL/XP 4/120; Special: continue attacks 1d3 rounds after death. 
  Caryatid 
  Column 
  HD 5; AC 5[14]; Atk 1 stone sword (2-8); Move 6; SD Snap wpns. 
  Centipede, Giant 
  HD: 1d2hp; AC 9 [10]; Atk 1 bite (1d6 + poison); Move 13; Save 18; CL/XP 1/10; Special paralyzing poison, latching on. 
  Coyote 
  HD 2; AC 7 [12]; Atk 1 bite (1d6); Move 14; Save 16; CL/XP 2/30; Special: None 
  Crawling Horror 
  HD 1hp; AC 9[10]; Atk bite (1hp); Save 18; CL/XP A/5; Special: swarm 
  Crooked Dwarf, 
  Fey Creature 
  HD 4; AC 5[14]; Atk stone axe or short sword (1d6); Move 9; Save 12; CL/XP 5/240; Special: Spell-like effects, detect invisible 
  Crow, Giant 
  HD 1+1; AC 6[13]; Atk peck (1-3), claw (1-2); Move 3 (Fly 30); Save 14; CL/XP 1/15; Special: none. 
  Desecrated 
  Corpse 
  HD 2; AC 6[13]; Atk 2 claw (1d4/1d4) or weapon; Move 6; Save 14; CL/XP 3/100; Special: None. 
  Doppelganger 
  HD 4; AC 5[14]; Atk 1 claw (1d12); Move 9; Save 13 (5 vs magic); CL/XP 5/240; Special: Mimics shape, immune to sleep and charm. 
  Dryad, Fey 
  Creature 
  HD 2; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; CL/XP 3/60; Special: Charm person (-2 save). 
  Firbolg, Giant-
  kin 
  HD 12+1d6 hp; AC 3 [16]; Atk 1 weapon (4d6); Move 12; Save 3; CL/XP 13/2300; Special: Spell like powers 
  Flayed Corpse 
  HD 1; AC 6[13]; Atk 1 claw or bite (1d6); Move 9; Save 17; CL/XP 3/60; Special: Disease, victims animate as Flayed Corpses 
  Forsaken One 
  HD 3; AC 3 [16]; Atk 2 strikes (1d4) twice per round; Move 12; Save 14; CL/XP 4/120; Special: Heat Metal 
  Ghoul 
  HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch 
  Giant, Fomorian, 
  Goblin-kin 
  HD 9; AC 4[15]; Atk 1 weapon (2d8)-2/+6; Move 12; Save 8; CL/XP 9/1100; Special: Throw boulders. 
  Gnole 
  HD 2 + 2; AC 1 [18]; Atk sword or spear (1d8+1 or 1d6+1); Move 12; Save 16; CL/XP 2/30; Special: none 
  Gnole Raider 
  HD 3 + 2; AC 1 [18]; Atk sword or long bow (1d8+1 or 1d6+1); Move 12; Save 15; CL/XP 2/30; Special: none 
  Gnole Chief 
  HD 5; AC 1 [18]; Atk sword or spear (1d8+2 or 1d6+2); Move 12; Save 13; CL/XP 2/30; Special: none 
  Goblin, Goblin-
  kin 
  HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight. 
  Grey Ooze 
  HD 3; AC 8[11]; Atk 1 strike (2d6); Move 1; Save 14; CL/XP 5/240; Special: Acid, immune to spells, heat, cold, and blunt weapons 
  Haunt 
  HD 5; AC 2[17]; Atk possession; Move 12; Save 12; CL/XP 5/240; Special: Possession. 
  Hostile Spirit 
  HD as in life or 4; AC 6[13]; Atk touch (1d3 CON); Move 12; Save 11; CL/XP 5/240; Special: Constitution drain, Enraging Touch. 
   
  Lycanthrope 
  Werebear: HD 7+3; AC 2[17]; Atk Bite (2d4); Move 9; Save 8; CL/XP 8/800; Special: Lycanthropy 
  Oozing Black 
  Death 
  HD 10; AC 6 [13]; Atk 1 attack (2d8); Move 6; Save 5; CL/XP 12/2000; Special: Digestive surface, regeneration, immune to cold, divides when 
  hit with lightning. 
  Rat, Giant 
  HD 3; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d6); Move 12; Save 14; CL/XP 3/120; Special: 5% are diseased 
  Rats, Normal 
  HD 1-2hp; AC 7[12]; Atk 1 bite (1+possible disease); Move 15; Save 17; CL/XP 1/20; Special: Disease, Swarm. 
  Ratman 
  HD 1; AC 9[10]; Atk 1 bite (1d6+poison) or weapon; Save 17; Move 12; CL/XP 2/30; Special: Diseased bite, Thief Skills. 
  Raven, Giant 
  HD 3; AC 5[14]; Atk 1 bite (1d8); Move 2 (Fly 20); Save 14; CL/XP 4/240; Special: None. 
  Skeleton 
  HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None. 
  Skin Spirit 
  HD2; AC 3 [16]; Atk Smother (1d4); Move 6; Save 16; CL/XP 2/30; Special: Smother 
  Spectre 
  HD 7; AC 2[17]; Atk 1 spectral weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; Special: Drain 2 levels with hit, 
  immune to non-magical weapons. 
  Spider, Giant  
  HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Save 16; CL/XP 5/240; Special: lethal poison, 5 in 6 chance to surprise prey. 
  Spider, Giant 
  Greyback 
  HD 4+2; AC 4[15]; Atk 1 bite (1d6+2 + poison); Move 4; Save 13; CL/XP 7/600; Special: paralyzing poison, webs. 
  Sprite, Fey 
  Creature 
  HD 1; AC 6[13]; Atk 1 (dagger 1d4 or arrow 1d3); Move 9/18; Save 15; Special: Magic abilities, magic arrows. 
  Stirge 
  HD 1+1; AC 7[12]; Atk 1 proboscis (1d3); Move 3 (Fly 18); Save 17; CL/XP 2/30; Special: blood drain (1d4), +2 to hit bonus. 
  Stone Crawler 
  HD 1hp; AC 9[10]; Atk bite (1hp); Save 18; CL/XP A/5; Special: swarm 
  Treeman 
  (Leafbeard) 
  HD 11; AC 2[17]; Atk 2 strikes (4d6); Move 6; Save 4; CL/XP 11/1700; Special: Control trees. 
  Vexed Corpse 
  HD 3; AC 6[13]; Atk bony claw (1d8); Move 9; Save 15; CL/XP 4/120; Special: Immunities, corpse dust. 
  Wolf 
  HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; Save 16; CL/XP 2/30; Special: None. 
  Wyvern 
  Wyvern: HD 8; AC 3[16]; Atk 1 bite (2d8) or 1 sting (1d6+poison); Move 6 (Fly 24); Save 8; CL/XP 10/1400; Special: Poison sting 
  (paralyzing) 
  
  Bonepicker’s Tower 
  29 
   
   
   
  Wilderness  
  Map 
  
  Bonepicker’s Tower 
  30 
   
    
   
   
  The Woodsman’s House 
  Area 3 
  The Gnole Ruin 
  Dungeon 
  Area 7 
  The Greenstone Monument 
  Area 8 
  
  Bonepicker’s Tower 
  31 
   
   
   
  The Gnole 
  Ruins 
  Area 7 
  
  Bonepicker’s Tower 
  32 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Bonepicker’s Tower 
  And Dungeon 
  (The Broken Tower) 
  Area 11 
  
  Bonepicker’s Tower 
  33 
   
   
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands Bonepicker's Tower (SW).pdf