TEXT:  
   
   
    
  WHITESTONE 
  TOWER 
   
   
   
   
   
   
    
   
   
   
   
   
   
  
   
  2 
   
  Whitestone Tower 
   
   
  Vardova 
  In a tract of forested land, between the Sunstone 
  Ranges and outermost borderlands of Vorngard, 
  stands a decaying tower of white stone.  
   
  The age of the dwelling is uncertain, but weather 
  stained stone and collapsed walls suggest several 
  generations have past. What happened to the 
  original resident, a sorceress, is a mystery, but 
  there is no mistaking the current master; a 
  fearsome 12 ft Manticore named Vardova. 
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  The monster is a recent arrival to the area, the 
  only manticore to descend from the Sunstone 
  peaks. His mate and cubs died from Ribcage Rot, 
  a horrible lung disease, during the last winter. 
  Vardova is also afflicted, but is showing only early 
  symptoms at present (occasional wheeze, and 
  spitting up bloodied phlegm).  
   
  Though dull witted, Vardova understands what is 
  happening to him, and has decided to spread as 
  much misery and suffering as he can before he 
  dies. Whether there are other manticores living 
  in the high peaks is a matter for the GM, but if so, 
  they shun him as cursed, offering no assistance.  
   
  Since taking up residence in the abandoned 
  tower, Vardova has managed to draw a deal of 
  attention to himself; eating barbarians, skorn, 
  Midlanders and any other intelligent beings he 
  can get his claws on.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rumours & Hooks  
  Rumour has it a winged beast is picking off 
  Vorngard’s messenger ravens and the 
  occasional scout venturing too far west. If the 
  tales are true, Borgotha, one of Vorngard’s 
  best apothecaries, is offering good coin in 
  exchange for the monster’s wings.  
  
   
  3 
   
  The manticore speaks old common, with a heavy, 
  growling accent, and enjoys taunting his prey 
  before devouring them live, like a cat toying with 
  a field mouse. Following the death of his pack, 
  Vardova has grown ever more reckless and 
  murdersome, taken to slaying humanoids for the 
  bloody sport of it (as opposed to eating them), 
  leaving corpses where they drop, or dangling 
  them from high branches in gruesome displays. 
   
  In recent weeks, the beast has upped the ante, 
  eating any messenger ravens to/from Vorngard, 
  seeking to disrupt communications and draw 
  more humans out of the walled city to be feasted 
  on.  
   
  Borgotha 
  Borgotha (6 ft, robust, auburn hair, never 
  without her wiry ratdog Gibbit), an apothecary 
  living in the city, spotted the monster whilst 
  collecting herbs one afternoon. She is willing to 
  pay 400 gp for its dragonesque wings, and 
  another 300 gp for the spiked tail. Borgotha does 
  not require that the beast be slain, necessarily, 
  but in order to claim the appendages it will likely 
  need to be incapacitated. 
   
  The party might become involved in this 
  adventure by (i) accepting Borgotha’s bounty, (ii) 
  stumbling across the ruined tower whilst 
  travelling, or (iii) discovering an old letter 
  referring to the sorceress Trinnien said to dwell 
  there.  
   
  Random Encounters 
  Travelling to the tower is at least 3 days trek 
  through forested, alpine hills. There is a 50% 
  chance of a random encounter every 12 hours. If 
  an encounter occurs, roll 1d10:  
   
  1. A lone Dire Wolf (LFG p.130) begins 
  tracking the PCs, howling to its pack. A 
  single responding howl is very, very 
  distant. If the PCs attempt to catch the 
  wolf, it baits them deeper into the forest, 
  where 2d4 of its pack members are 
  silently waiting to ambush them.  
   
  2. At the base of a huge fir tree is the 
  outline of a door covered in heavy moss. 
  If scraped clear, silver elvish script can be 
  seen along the edges.  
   
  3. The desiccated husk of a dead Skorn 
  (beastman, Midlands p.104) with yellow 
  warpaint lies on the ground. The body is 
  several days old and laden with grubs. In 
  the high trees, a Phase Spider (LFG 
  p.125) is watching, hoping to ambush 
  the outermost party member if they stop 
  to investigate.  
   
  4. 4d4 Frost Eater barbarians (LFG p.114) 
  are camping nearby, roasting game. They 
  are in good spirits, high on fermented 
  alcohol. They will be suspicious of the 
  PCs, but might be talked or bribed into 
  sharing their fire, with a demonstration 
  of the party’s strength.  
   
  5. The 
  weather 
  turns 
  treacherous, 
  unleashing 
  a 
  thunderstorm 
  and 
  powerful winds. The freezing cold saps 
  the explorers’ strength as they slosh 
  through slippery mud. All PCs must make 
  a Con (Athletics) check or lose 1 Str due 
  to exhaustion.  
   
  6. In the midst of the night, a single Tree 
  Abomination emerges from the forest, 
  creaking and groaning with inhuman 
  hunger.  
  
   
  4 
   
  Tree Abomination, AC 14, HD 11, 2 Batter 3d6, 
  19: a sliver of the veil is unleashed, the target 
  rolls on the Dark & Dangerous Magic table, S22 
  D10 C20 I3 P13 W17 Ch4, L11, Mv 20 ft. The 
  abomination Causes Injuries on a natural 19-20 
  attack roll, 10 ft reach. If both batter attacks hit, 
  the target is also bitten (roll on the Injuries & 
  Setbacks table). The abomination has Off Turn 
  Attacks. Advantage on saves against magic. 
  Particularly susceptible to fire which causes 
  double damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7. The sounds of horns can be heard 
  minutes before 5d4 Varnori (viking) 
  scouts appear along the rise of nearby 
  hills. They seek to extort the “Jarl’s tithe” 
  from the party, at the cost of 20 gp per 
  PC, for “the right to bear arms”. The 
  captain, Geira (blonde, brazen female 
  who likes to “pat down” handsome PCs 
  to check for “weapons”), might give one 
  PC a pass in exchange for a tussle in the 
  bushes instead (well respected in 
  Vorngard, Geira might make a useful 
  future contact). 
   
  8. Beneath the rotting trunk of a fallen fir 
  tree crawl 2d12 Giant Centipedes (LFG 
  p102), antennae twitching curiously. The 
  nest is very old; a handful of barbarian 
  skeletons can be seen amongst the 
  bracken (1 x Carry Loot, LFG p.136). 
   
  9. Within the branches of a tall fir tree are 
  the bodies of two Frost Eater barbarians, 
  brutally torn apart and missing large 
  strips of flesh. They appear to have been 
  dropped into the tree from on high. 
   
  10. Vardova the Manticore (p.8) wheels in 
  the sky overhead, on the lookout for 
  fresh prey. Depending on their location, 
  the beast might try to kill one of them 
  with his long range tail spikes before 
  retreating to the tower (if pressed). 
   
  Tower Approach 
  The tower itself is located at Area C on a high 
  bluff. There are two primary approaches, 
  following old, overgrown paths ascending the 
  rise from opposite directions. 
   
  Area A – Grey Star Tribe 
  This access point involves a 30 ft rotting bridge 
  spanning a 25 ft wide stream. The bridge is very 
  old, mostly termite ridden timber but patched in 
  critical locations by the manticore’s human 
  followers. Crossing the bridge is safe unless 
  fighting upon it, in which case a Dex check is 
  required to avoid falling into the river (and being 
  swiftly dragged downstream).  
   
  
   
  5 
   
  3d4+10 barbarians, known as the Grey Star tribe,  
  camp near the bridge, keeping watch on behalf 
  of their monstrous master. The Grey are a mix of 
  tribal exiles banded together for protection, 
  beholden to Malmogg (hulking young teen, bald, 
  skin covered in battle scars, exiled for seducing 
  his chief’s second wife). 
   
  Barbarians, AC 13, HD 1, Spear 1d6+1 or Axe 
  1d8+1 or Sword 1d8+1 or Long Bow 1d8, 19: as 
  weapon, S12 D10 C13 I10 P10 W12 Ch11, L4, Mv 
  30 ft. 50% of the Grey are berserkers with S13, +2 
  bonus to attack, +2 damage, and never check for 
  morale. 
   
  Malmogg, Boss monster, AC 14, HD 4+4 (31 
  hp), Huge Club 2d6+4, 19: target stunned and 
  loses next action, S18 D10 C15 I10 P10 W12 
  Ch15, L7, Mv 30 ft. Malmogg is a Boss Monster 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  with all the usual benefits (LFG p. 95). He is 
  fearless to the point of recklessness, leading his 
  “tribe” from the front or not at all.  
   
  Malmogg respects the manticore’s strength and 
  serves him in the hope of convincing the beast to 
  destroy his old tribe. He might let the party pass 
  the bridge for a suitable bribe, but only if he 
  gauges them as little more than a snack for 
  Vardova. If defeated, the exiles have 1 x Carry 
  Loot (LFG p.136) hidden amongst their bedding 
  and travelling furs.  
   
  Area B – Manticore Feasting Ground 
  The top of this 50 ft high cliff is blood stained and 
  scattered with bones,  old and new. At the 
  bottom are more skeletons, overgrown with 
  glass and other plant life.  
   
  Area Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  Vardova comes here to feed when he has the 
  choice, reluctant to eat in his tower lair, given the 
  mess that usually results. Searching through the 
  remains garners 1 x Valuables (LFG p.147) hidden 
  in the bottom of a boot.  
   
  There is a 50% chance 1d4+1 Giant Worker Ants 
  are at the site when the PCs arrive, picking over 
  some recent corpses. If they detect the party, 
  they prefer to carry a live human back to their 
  nest instead. If the workers are killed, 3d6 Giant 
  Soldier Ants swarm the area in 1d6 x 10 minutes. 
   
  Giant Worker Ant, AC 13, HD 2, Bite 1d6, 19: the 
  worker knocks the target prone, S16 D10 C16 I1 
  P10 W10 Ch4, L5, Mv 40 ft and may climb walls, 
  ceilings etc. Workers may swarm a target, gaining 
  +1 to hit for each additional ant beyond the first 
  (maximum +4). 
   
  Giant Soldier Ant, AC 15, HD 3+3, Bite 2d4 + 
  poison, 19: the soldier spits acid on the target, 
  causing 2d4 damage, S19 D12 C16 I1 P12 W12 
  Ch8, L6, Mv 40 ft and may climb walls, ceilings 
  etc. Soldier ants have a venomous bite that 
  requires a Luck (Con) save or the target loses 1d4 
  Con. Soldiers may swarm a target, gaining +1 to 
  hit for each additional ant beyond the first 
  (maximum +4).  
   
  Area C – The Tower 
  The tower is approx 100 ft tall with a 40 ft wide 
  base at the lowest point (ground level), cut from 
  white stone. The entire structure is riddled with 
  lichen and decaying daub adorns the tiered 
  rooftops.  
   
  About 30 ft southeast of the tower are a pair of 
  gateway stones, 10 ft high, carved with swirling 
  symbols akin to some kind of Elvish writing (but 
  not Elven). The stones are enchanted, working a 
  potent charm on any humanoid that comes 
  within 30 ft of the tower (Luck (Will) save or 
  suffer a serious madness; “This place is cursed, I 
  feel it in my bones. No brother, I won’t let you 
  make the mistake of entering here”). 
   
  The interior of the tower is fairly bright during 
  the day, sunlight penetrates the windows and 
  large holes, allowing light to stream in. At night, 
  the tower is dark, but for a strange glow in Area 
  5. All doors are made of pine.  
   
  Numerous entry points are available, from 
  breaking down doors (Str (Athletics) check), to 
  windows (automatic or Dex check perhaps), or 
  climbing (up to the big hole in Area 3, or deck in 
  Area 4, automatic with a grapple and rope or else 
  Str (Athletics) check). 
   
  Tower Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  There is a 50% chance the manticore is home in 
  Area 3 or 4 when the PCs arrive, alternatively he 
  is out hunting (and returns in 2d6 hours, in which 
  
   
  7 
   
  case, a fresh, mostly devoured barbarian corpse 
  is left in Area B. He then settles in to sleep for a 
  time). Vardova is too large to fit through the stair 
  ways leading to Areas 1, 2 and 5.  
   
  Area 1 – Main Entry, Lounge, Bathroom 
  The iron banded pine entry door is locked tight, 
  sporting a brass turning knob and keyhole. The 
  door is trapped, any attempt to yank violently on 
  the handle detaches the knob and unleashes a 
  small cloud of choking dust (5 ft diameter, 5d6 
  poison damage, Luck (Con) save for half). A Dex 
  (Traps & Locks) check picks the lock or Str 
  (Athletics) check (2 successes) busts the door 
  down.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The entry hall beyond is compact and covered in 
  dust. A few long dead pot plants sit by windows, 
  along with walking sticks, boots, hooded walking 
  cloaks on wall pegs, and so on. A short corridor 
  leads to a decaying lounge covered in mildew, 
  stairs wind up to level 2, and a door opens into a 
  bathroom/toilet.  
  Sometime after the sorceress died, the 
  bathroom was taken over by 3d4+5 Horned 
  Worms that burrowed their way through the 
  buckled northern wall. The room is covered in 
  worm faeces and smells awful. The invertebrates 
  sleep by day and hunt by night, sometimes 
  daring to scavenge the manticore’s left overs. 
  Vardova is aware of the infestation but pays it no 
  heed.  
   
  Horned Worm, AC 13, HD 1d4 hp, Bite 1d3+1, 
  19: the worm’s horns vibrate, emitting a hypnotic 
  hum (Luck (Will) save or lose next action), S3 D14 
  C8 I2 P14 W6 Ch4 L3, Mv 20 ft or 5 ft burrowing. 
  A worm bite has a 50% chance of carrying 
  Puckering Filth disease, causing 1d3 Dex loss 
  each day until bedridden at zero Dex. A Luck 
  (Con) save resists. An apothecary may be able to 
  cure the disease with the right healing herbs.  
   
  Horned Worms are 2 ft, carnivorous annelids 
  with undulating “horns” that sense motion. Their 
  rubbery hides are surprisingly resilient, maws 
  lined with sharp, flesh rending canines.   
   
  Area 2 – Laboratory, Storage Room 
  Stairs from the ground floor lead to this level and 
  continue up to Area 3. Two doors at the end of a 
  short corridor open to a laboratory, and a storage 
  room. 
   
  The storage room contains timber, some blocks 
  of white stone, and other building materials, as 
  well as an assortment of tools (shovel, mattock, 
  saw, etc). Additionally, there are three crates 
  containing 3 x random weapons, a suit of 
  chainmail, and two shields.  
   
  The laboratory is dusty, tables laden with 
  beakers, flasks and chemical stains, all manner of 
  strange bric a brac (organs, crystals, powders, 
  
   
  8 
   
  etc) scattered about or stored in pots, boxes, etc. 
  The various ritual components are worth 1 x 4 HD 
  Lair Treasure (LFG p.140). 
   
  The lab is watched over by twin guardians. Whilst 
  the young sorceress lived, she animated two sets 
  of spiked armour to serve her. Originally charged 
  with patrolling the tower grounds, the suits were 
  temporarily housed in Area 2 for minor repairs 
  just before their mistress died (each suit shows 
  signs of denting, etc). Although motionless for 
  decades, the guardians creak to life if the PCs 
  pocket any of the lab’s valuables (adhering to 
  their prime directive).  
   
  Animated Armour, AC 14, HD 6, Spiked Mace 
  2d8, 19: opponent’s weapon is shattered by a 
  spiked mace (Luck (Dex) save resists, magical 
  weapons are damaged/unusable until repaired), 
  S17 D8 C18 I- P14 W- Ch-, L8, Mv 30 ft. The suits 
  are Golems (LFG p.111) but without any 
  resistance to non-magical weapons. They have 
  30% Magic Resistance, except against Heat Metal 
  which Slows them.  
   
  Area 3 – Manticore Lair  
  The 25 ft wide central chamber was once a large 
  study, filled with shelves and books, until a 
  magical accident obliterated the contents (inc 
  the sorceress), and blew out the eastern wall. 
  The walls are still blackened by fire, and burnt 
  pages make up part of the manticore’s bedding 
  (along with clothing torn from victims), massed 
  on the western side. A burnt out stairwell (no 
  longer intact) is located by the northern wall. 
   
  If the beast is home when the PCs arrive, he is 
  most likely here. If the PCs manage to take 
  Vardova by surprise, he will be shocked, and fly 
  into a rage. If he sees them coming however, the 
  manticore will attempt to speak with them (who 
  are they, why have they come here to die, what 
  crime have they committed to deserve such a 
  fate, which one should he let live to spread word 
  of his might, and so on).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If battle commences, the manticore will take 
  wing and use its tail spikes to shoot from afar, 
  using flyby style attacks (LFG p.82) to rake his 
  foes or grab them to drop from great heights. He 
  will not willingly land to engage in protracted 
  melee, except perhaps to finish an almost 
  downed PC.  
   
  Vardova, Boss Monster, AC 14, HD 7 (54 hp), 2 
  Claws 1d6, Bite 1d8 and 1d6 Tail Spikes 1d6+1 
  (180 ft range), 19: special, S19 D14 C18 I7 P11 
  W12 Ch8, L9, Mv 60 ft or 120 ft flying. Vardova is 
  a Boss Monster with all the usual benefits (LFG 
  p.95). On a 19+, Vardova wing buffets the target 
  prone, pushes them up to 1d4 x 5 ft (Luck (Str) 
  save resists), or grabs them and flies away (Str 
  contest to resist).  
  
   
  9 
   
  If Vardova is defeated, searching the chamber 
  reveals 1 x Scroll (LFG p.152), secreted in a fire 
  blasted bronze case, buried under the remains of 
  some charcoal shelving.  
   
  Area 4 – Viewing Deck, Kitchen, Dining 
  This 20 ft roofed platform provides excellent 
  views over the surrounding area. The ceiling is 
  dangerously unstable, any attempt to climb up 
  causes it to collapse (3d6 damage, and Luck (Dex) 
  save or knocked off the edge (60 ft drop). Two 
  doors to the east lead to a small kitchen and 
  dining area (grimy and untouched for decades). 
  Stairs in the kitchen lead down to Area 3 and up 
  to Area 5.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The manticore sometimes settles himself on the 
  platform, surveying the forest and hills. If 
  Vardova is home when the PCs arrive, he is either 
  here or in Area 3. 
  Area 5 – Bed Chamber 
  This 10 ft diameter sleeping chamber contains a 
  mouldy hammock and rug, small trunk, tarnished 
  mirror and dressing table.  
   
  Silently lurking within is the ghost of the 
  sorceress and mistress of the tower; Trinnien 
  Cinderil (female, 30s, translucent, ethereally 
  shifting form as if seen through water).  
   
  Trinnien barely remembers her name, and recalls 
  only a colossal explosion before she “woke up 
  this morning” – some kind of bad dream, to be 
  sure. Trinnien is lost in her own world 
  (materializing into view reading tarot cards, 
  brushing her hair, gazing upwards as if studying 
  the sky, etc), and will mostly ignore the PCs. A PC 
  attempting to touch her ages 3d10 years (Luck 
  (Dex) save to pull away at the last moment). 
   
  Every now and then however (1-2 on 1d6, check 
  every minute the PCs are in her presence), 
  Trinnien will have a moment of lucidity, wailing 
  about the utter loneliness of her cursed 
  existence, prevailing upon at least one of the PCs 
  to remain with her as a companion.  
   
  Once this request has been made, whatever 
  other reveries Trinnien might fall into, she 
  remains acutely aware of the PCs actions, and 
  will move to prevent any of them leaving the 
  tower. As far as the ghost is concerned, their sole 
  purpose is to keep her company, and she will kill 
  them rather than let them leave.  
   
  Trinnien, Ghost, AC 12, HD 8, Touch 1d4 + 
  special, 19: the target ages twice as much as 
  usual, S- D15 C- I10 P13 W17 Ch3, L9, Mv 30 ft 
  flying. Ghosts are Incorporeal, able to pass 
  through objects, and are harmed only by magic 
  or cold iron weapons. A ghost’s awful caress 
  
   
  10 
   
  instantly ages the target 3d10 years (no Luck save 
  permitted) and requires a Luck (Will) save to 
  resist suffering a serious madness. If a target is 
  aged more than its expected lifespan, it dies a 
  desiccated husk. 
   
  If one or more PCs agree to remain as her 
  companion, Trinnien treats them well, and 
  manages long stretches of lucidity discussing a 
  wide range of subjects.  
   
  After 2 weeks, assuming the PC(s) build a 
  rapport, the ghost invests part of her power into 
  a single PC (her favourite “student”), granting 
  them the ability to cast a single 1st or 2nd level 
  spell of their choosing (castable once per long 
  rest, or alternatively if a Magic User, learning 2 
  new spells of their choosing).  
   
  In order to bestow this ability on the PC however, 
  she must touch them on the forehead, aging 
  them 3d10 years.  
   
  After conveying her gift of knowledge, Trinnien’s 
  soul is finally at peace. The PC(s) may leave 
  unmolested, and Trinnien fades away, never to 
  be heard from again. Alternatively, at the GM’s  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  option, she might remain as a strange and 
  volatile scholar whom the PCs might consult 
  from time to time, provided they are willing to 
  stay with her a period (longer and longer on each 
  subsequent occasion).  
   
  If the bed chamber is searched, the trunk 
  contains 1 x Carry Loot, 1 x Valuables and 1 x 
  Trinkets & Curios (LFG p.136, 147, 141). 
   
  Aftermath  
  If the manticore is allowed to survive, he 
  slaughters all messenger ravens and begins 
  harassing caravans, causing ongoing supply 
  shortages in Vorngard.  
   
  Returning the beast’s wings and/or tail to 
  Borgotha earns the agreed fee, and a degree of 
  fame amongst other apothecary, explorers, 
  caravan guard, rangers and so on.  
   
  If Trinnien endures, she stays put in her tower, 
  engaging in necromantic rites meant to extend 
  her lucidity. Over time however it becomes clear 
  that her sanity is eroding. Eventually she will turn 
  on the PCs, or any other humans entering her 
  crumbling home, until she finally slips through 
  the veil forever.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  11 
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki. Copyright © 2018. 
   
  Artwork:  
  Some artwork copyright Maciej Zagorski, The Forge Studios LLC, used with permission. 
  Some artwork copyright Luigi Castellani, used with permission. 
  Some artwork copyright Jeremy Hart, used with permission. 
   
  Some artwork copyright 2018 Earl Geier, used with permission. 
   
  Some artwork copyright 2018 Dean Spencer, used with permission. 
  Some artwork copyright William McAusland, used with permission.  
   
  Website: 
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  places, locations, environments, creatures, equipment, magical or 
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  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement.  
   
  
   
  12 
   
  The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.  
   
  Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.  
   
  Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content.  
   
  Representation of Authority to Contribute: If You are contributing 
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  Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
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  compatibility or co-adaptability with any Trademark or Registered 
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  Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
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  Updating the License: Wizards or its designated Agents may publish 
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  Copy of this License: You MUST include a copy of this License with 
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  Termination: This License will terminate automatically if You fail to 
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  Reformation: If any provision of this License is held to be 
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  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
  13th Age, Copyright 2013 Fire Opal Media. 
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, 
  visit www.goodman-games.com or contact info@goodman-
  games.com 
   
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #42 Whitestone Tower [white] (LowFG).pdf