TEXT: A 5E WARLOCK MIDGARD ADVENTURE 
  BY JON SAWATSKY
   The 
  ReTuRneRs’  
    ToweR
  FOR 
  4 PCS OF 
  4TH—5TH 
  LEVEL
  
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  Open Game Content: The Open content in this book includes the trap 
  mechanics and the azza gremlins.
  © 2018 Open Design
  www.koboldpress.com
  the elves will return is a lie, of course, told to convince naive 
  disciples, such as Ralio. In truth, the beacon is a weapon that 
  Yenithia plans to use against the garrison of Valeran soldiers 
  in hopes of stoking the tensions at the border.
  The arcs of electrical energy are visible from Tarrini, and 
  the town grows concerned. While investigating the tower, 
  the characters find it guarded by traps and Returner cultists; 
  crackling gremlins lair in the upper chambers, having made 
  a mutually beneficial arrangement with Ralio. The doubting 
  recruit might be reasoned with at the top-most level, where 
  the dreadful weapon is nearly complete. The characters will 
  have little time however, as the banshee soon arrives to test 
  her new invention.
  I will light a beacon bright enough to reach the very edge of our world. 
  Every creature will see our greatest hope—the return of the elves.
  THE RETURNERS’ TOWER
  Design: Jon Sawatsky
  Editing: Blaine McNutt 
  Art Director & Graphic Design: Marc Radle
  Cover Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  Background
  TM
  TM
  TM
  Tarrini, a small border town between Valera and Triolo, 
  has been a reluctant addition to the Valeran territories. 
  A resentment toward the Valeran rulership simmers, 
  and a fully equipped military garrison is stationed there 
  indefinitely. Several ruined elven towers persist in the hills 
  around the town, and it is there, in one such tower, that the 
  Returners lurk and plot.
  Yenithia the Gilded, an elven banshee and a prominent 
  leader of the Returners, has drawn a promising young 
  recruit named Ralio to her cause. If he agrees to reclaim 
  one of the old towers near Tarrini and build a great beacon 
  to guide the elves home, she has promised the young man 
  great power when the elves return. The banshee’s claim that 
  
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  N
  h
  Sharp Hooks and Enticing Stories
  • Travelling through the region, the party hears rumors 
  of a haunted tower near Tarrini. Arriving in town, 
  they discover the place is rife with Returner cultists 
  encouraging the locals to rebel. The Valeran army 
  captain and mayor of the town hire the party (300 gp) 
  to investigate the tower under suspicion of it being a 
  Returner stronghold. 
  • The characters are hired (3 x 100 gp gemstones) by a 
  Valeran noble to investigate Returner activity in Tarrini. 
  On the outskirts of town, the party is ambushed by cultists 
  who wield magically electrified blades (+2 lightning 
  damage). That night, lightning flashes in the sky though no 
  storm can be seen—its origin is the elven tower.
  THE RETURNERS
  The Returners are a cult devoted to the return of the elves. 
  See the Midgard Worldbook for details.
  YENITHIA THE GILDED
  As a banshee, Yenithia appears as a golden spectral elf 
  whose face transitions from lifeless horror to beautiful elven 
  woman. She carries a ghostly staff whose form changes with 
  her face, alternating between shattered-looking glass and 
  natural wood. Pretending to be a leader of the Returners cult, 
  she is really devoted to the project of building her weapon, 
  and she is obsessed with rekindling war in the region so that 
  she can watch the people suffer.
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  RALIO, THE BEACON’S BUILDER
  Ralio (cult fanatic) was a promising Returner recruit tasked 
  with building the beacon according to Yenithia’s design. He 
  has done his job well, but he has only just realized the true 
  purpose of his work. He suffers now at the top of the tower, 
  aware of what he has built but unwilling to set aside the 
  fantasy of recalling the elves to the region.
  The Beacon
  The beacon is a large metal orb set upon four metal stands. 
  Each stand is enchanted with lightning magic, and the orb 
  acts as a focus. Any creature trained in its use (3 days of 
  downtime) can use an action to cast lightning bolt (at 9th 
  level) with a range of five miles. The beacon requires 30 
  minutes to recharge. A trained creature may also use an 
  action to have the beacon emit bright light in a columnar 
  shape reaching a mile into the air. The light lasts for one 
  hour, and the beacon must recharge before being used again.
  On a successful DC 20 Wisdom (Perception) check, a 
  small button is located on the side of one of the stands 
  releases the energy from the beacon thus rendering it 
  unusable for 30 minutes. 
  The beacon (AC 18, 40 hp) is dangerous to those wishing to 
  destroy it. Any creature attacking the beacon takes 14 (3d8) 
  lightning damage and is stunned until the end its next turn.
  Area Descriptions
  Set in the hills along the border between Valera and Triolo, 
  the ancient elven lookout tower seems to have undergone 
  recent repairs and shows other signs of use. 
  1. THE ENTRY STAIRS
  The Returners have set a trap at the top of the stairs that 
  lead to the entry landing. On a successful DC 20 Wisdom 
  (Perception) check, a charged stone trap is spotted. It 
  triggers if any creature of small or larger size passes over it. 
  When triggered, the stone sends an electrical blast upward, 
  and all creatures within 10 feet of the triggering creature 
  must make a DC 15 Constitution saving throw, taking 18 
  (4d8) lightning damage on a failed save or half as much 
  on a successful one. On a successful DC 15 Intelligence 
  (Archana) check combined with a DC 15 Dexterity check 
  (can be two different characters in the party), the trap is 
  disarmed. Otherwise, the blast alerts the cultists in area 3 
  and two of them rush into the guard spires on either side of 
  the main entrance.
  2. MAIN ENTRANCE
  Only the inner doors are locked (DC 15 Dexterity with 
  thieves’ tools to pick, DC 18 Strength to kick open). The 
  exterior doors swing freely and are slightly unhinged. If the 
  party sprang the trap in area 1, the two snipers (spies) from 
  area 3 shoot at them as they enter the corridor. The arrow 
  slits in the stone walls offer three quarters cover.
  3. LIVING QUARTERS
  A small cadre of Returner cultists have made their home 
  on the main floor of the tower. The cultists consist of two 
  snipers (spies) who flee partially up the stairs and fire at 
  intruders and one veteran who guards the bottom of the 
  stairs. The floor here is marked with arcane symbols. A DC 
  14 Intelligence (Arcana) check suggests the symbols are 
  related to evocation magic, specifically the generation of 
  electrical fields. Water, rations, bedrolls, and other basic 
  living supplies are scattered throughout this room.
  4. STORES
  These two connected chambers are used by the cult to 
  store equipment. Several large metal devices used in the 
  construction of the beacon sit discarded on the floor. They 
  are blackened by scorch marks. A successful DC 16 Wisdom 
  (Perception) reveals a wooden chest containing 175 gp and 
  four common/uncommon potions that is hidden under 
  debris deeper in the chamber. The chest is trapped with 
  a poison needle. It requires a successful DC 16 Wisdom 
  (Perception) to spot, and a successful DC 15 Dexterity with 
  thieves’ tools to disarm. The needle pierces any creature that 
  attempts to open the chest. The creature must make a DC 15 
  Dexterity saving throw, or take 2 piercing and 9 (2d8) poison 
  damage on a failed save.
  5. BARRED LARDER
  The door to this room is blocked by debris on the other 
  side. The Returners have not gained access to this room. 
  On a successful DC 18 Strength check, the door (AC 14, 30 
  hp) can be forced open. Inside are the desiccated foodstuffs 
  stored by the tower’s former inhabitants. If searched, a flask 
  of expensive spirits (25 gp value) is found.
  6. BUZZING LAIR
  This entire floor is occupied by a colony of twelve azza 
  gremlins (Tome of Beasts, p. 28) drawn to the tower by 
  the beacon’s construction. Ralio has an arrangement with 
  the gremlins, feeding them lightning in exchange for safe 
  passage. The gremlins are neither evil nor are they guardians 
  of the tower though they demand payment from the party to 
  pass through their lair. For payment, they accept lightning 
  or thunder-based spells cast upon them or items related to 
  lighting or thunder. 
  
  5
  7. RALIO’S QUARTERS
  Ralio has established his living quarters on this floor. A 
  large worktable contains a lit bullseye lantern and dozens of 
  parchments detailing his construction of the beacon. Once 
  collected, the parchments can be sold for up to 500 gp to 
  the right type of buyer. Characters who spend a short rest 
  reading the parchments discover the emergency shutdown 
  mechanism as described in “The Beacon” section. They also 
  discover that Ralio is concerned that his device is not just a 
  beacon but also a weapon. 
  8. ARCING TOP
  At the top of the tower, Ralio stands 
  beside his humming contraption. 
  He looks at the party when they 
  arrive at the top of the stairs; his face is 
  conflicted. A character who succeeds 
  on a DC 12 Wisdom (Insight) check 
  can determine that Ralio suffers 
  from psychological distress. 
  He stands threateningly beside 
  the ominously buzzing beacon, 
  and he pleads with the party to leave 
  before she arrives (referencing Yenithia). 
  A character who succeeds on a DC 15 
  Charisma (Persuasion) check convinces 
  Ralio to step away from the beacon; 
  additionally, he will not join Yenithia 
  when she and two shadows teleport to the 
  tower’s top. If the party fails to persuade 
  Ralio, he joins his patron in combat but 
  fights half-heartedly, only casting cantrips. 
  Yenithia cannot operate the beacon, and 
  she is enraged by the party’s presence. 
  Conclusion
  Even defeated, the Returner cult’s beacon remains intact. 
  Decommissioning and destroying this device is no simple 
  matter and what the party does with Ralio’s parchments can 
  have lasting effects. The Valeran military may take an interest 
  in the weapon, which could create an imbalance of power in 
  the region.
  
  6
  Azza Gremlin
  These tiny, hairless, rail-thin creatures crackle with static 
  electricity. Arcs of lightning snap between their long ears. 
  Lightning Lovers. Azza gremlins live among storm 
  clouds, lightning-based machinery, and other places with an 
  abundance of lightning. 
  Magnetic Flight. Although wingless, their light bodies 
  are perfectly attuned to electromagnetic fields, giving them 
  buoyancy and flight. They love playing in thunderstorms and 
  riding lightning bolts between the clouds or between clouds 
  and the ground. They feed off lightning and love to see its 
  effects on other creatures. 
  Work with Spellcasters. Although they aren’t 
  much more than hazardous pests by themselves, more 
  malicious creatures and spellcasters that use lightning as 
  a weapon work with azza gremlins to amplify their own 
  destructiveness. 
  Azza gremlins stand 12 to 18 inches tall and weigh 
  approximately 8 lb.
  AZZA GREMLIN
  Small fey, neutral
  Armor Class 14
  Hit Points 7 (2d6) 
  Speed 10 ft., fly 40 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  5 (–3) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  Damage Immunities lightning, thunder
  Senses darkvision 120 ft., passive Perception 11 
  Languages Common, Primordial
  Challenge 1/4 (50 XP) 
  Contagious Lightning. A creature that touches the azza 
  gremlin or hits it with a melee attack using a metal 
  weapon receives a discharge of lightning. The creature 
  must succeed on a DC 10 Constitution saving throw 
  or attract lightning for 1 minute. For the duration, 
  attacks that cause lightning damage have advantage 
  against this creature, the creature has disadvantage on 
  saving throws against lightning damage and lightning 
  effects, and if the creature takes lightning damage, it 
  is paralyzed until the end of its next turn. An affected 
  creature repeats the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Actions
  Lightning Jolt. Melee or Ranged Spell Attack: +6 to 
  hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 
  (1d6) lightning damage, and the target is affected by 
  Contagious Lightning. 
  Reactions
  Ride the Bolt. The azza gremlin can travel instantly 
  along any bolt of lightning. When it is within 5 feet of a 
  lightning effect, the azza can teleport to any unoccupied 
  space inside or within 5 feet of that lightning effect.
  
  7
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  15. 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.
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  The Returners’ Tower. Author: Jon Sawatsky. © 2018 Open 
  Design LLC.
  
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