TEXT: The Banshee’s Tower
  Words By Vance Atkins 
  (leicestersramble.blogspot.com)
  Map by Dyson Logos 
  (dysonlogos.com)
  Compatible with Swords & Wizardry
  and other old-school rules-lite RPGs
  Swords & Wizardry, S&W, and Mythmere  Games  
  are trademarks of Matthew J. Finch,” 
  Leicester's Rambles and all products are not affiliated 
  with Matthew J. Finch, Mythmere Games™, or Frog God Games. 
  View of a ruined tower of Caernarvon Castle, The British Museum
  
  he tower formerly known as Asher’s Redoubt, served as a minor border fortress and occasional gaol. The 
  tower helped secure the trade road and played host to caravans and couriers. Its captain, Per Yeren, was a 
  popular commander and friend to the locals. During the war a decade ago known locally as the Outburst, the 
  tower fell after a brief siege, its garrison slaughtered. After the hostilities passed, the locals returned from hiding 
  in the fens, buried what remains they could readily recover, and left the place alone, a haunted monument to its 
  defenders and the war.  
  T
  The tower now stands, abandoned and decrepit. Its gates were broken down, the wood burned and trodden 
  away. The walls were breached in multiple locations, and the third floor has partially collapsed into the second.
  The Banshee’s Tower (as it is now called) is further shunned by the locals for the haunting cries that have recently 
  begun echoing over their fields and for the predations of their livestock. 
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  1. A bandit has been left here as guard by the raiding 
  party (4). They will fire one round from their crossbow 
  and flee to the tower to warn their compatriots unless 
  detained (8 gp, 15 sp, and an ornately carved bone 
  whistle (15 gp)).
  2. Tucked into the west arrow slot facing the gateway is 
  an Eldon’s Alarum, a gnome-built arcano-mechanical 
  device used as a doorway ward. Some searching will be 
  involved, but a curved silver mirror may be found 
  among the detritus on the south side of the gateway. 
  When the mirror is paired with the Alarum, the device 
  creates a klaxon if a body crosses the line between the 
  mirror and device. The two parts may be separated as 
  far as 50 feet, as long as line of sight is maintained.  
  3. A viper has taken up residence in the partially-
  collapsed guardroom. The snake is hidden within fallen 
  bricks and detritus, and will only attack if disturbed. It 
  has taken up residence in an old leather bag that holds 
  87 gp, 92 sp, and a Chrysoberyl (120 gp).
  4. There is a 25% chance that four bandits have just 
  burst from the tower’s cellar/dungeon (5) below. They 
  are panicked and disoriented. They have lost a gang 
  member and their leader, and are dragging a partially-
  paralyzed ally covered in odd filaments. They entreaty 
  the party to aid.  They say they were set upon by an 
  undead horror. Although it seemed initially stunned by 
  the light of their lanterns, it quickly recovered, 
  paralyzing party members with cast webs.  
  5. A number of casks and other containers are scattered
  about, evidence of the bandit party’s initial 
  investigation and looting of the cellar. If the bandits 
  have already fled, the trapdoor in the floor has been 
  hastily bolted. If the bandits aren’t encountered here or 
  in 4, they are investigating the cellar. Listening at the 
  trapdoor may reveal either sounds of poking about in 
  the larder or the struggle with the ‘wraith’ (19).
  6. The tower room is empty but for some debris 
  blowing about.  Near the door to the Captain’s Quarters
  (7) hangs a small black dragon skull worked with silver 
  (250GP). The nose of the skull is darkened by the hands 
  of soldiery touching it for luck as they went on duty or 
  mustered for defense.  
  7. The Captain’s Quarters lies in damage and disarray.  
  The ceiling has collapsed, and large bird droppings and 
  shattered bones are scattered about. Half-buried under 
  the collapse are the skeletal remains of the tower’s 
  second-in-command, Per Sevard. Sevard’s remains are 
  clad in rusted plate. In a waxed leather tube around his 
  neck is the deed to the tower, releasing it to the Captain
  in reward for his duty, and wrapped around an amber 
  signet ring (50GP) to verify the claim. Within one of 
  Sevard’s rotting boots is secreted a +1 dagger. The 
  ruling family signified by the ring was on the losing side 
  of the Outburst, so anyone bearing the piece will be 
  questioned closely about its provenance. However, if it 
  can be returned to one of the family’s many cousins 
  living quietly in the area, they will provide what 
  assistance they can in quiet gratitude. 
  8. The partially-collapsed roof of the tower has become 
  home to a Harpy Eagle (HD 3; AC 7 [12]; Atk 2 talons 
  (1d4), 1 bite (1d6); Move 3 (Fly 24); Save 14; AL N; 
  CL/XP 3/60). The eagle is the eponymous “banshee” of 
  the tower, its calls heard over the valley. It is large 
  enough to take prey of up to sheep size, and can carry 
  off small humanoids (goblins, halflings) in its talons. 
  Within the nest are two downy immature chicks. If 
  captured alive, they may be of value to an austringer 
  seeking a larger or more exotic hunting bird to train.  
  9. The former strong-room for the Tower once 
  contained the payroll for the garrison, and was also 
  used to temporarily store valuables or sensitive 
  documents in transit. The lock is sprung, and room is 
  emptied of all valuables. Unfortunately, its security 
  device is still intact. A crossbow trap has 1d4 bolts 
  remaining. The trap will fire each time the door is 
  opened until it is disarmed, or out of ammo.  
  10. Storeroom: Most of the casks, crocks, and crates 
  have been broken or spoiled, although a case of good 
  wine (12 bottles, 25 GP each) remains intact and viable.
  11. South of the larder, the floor steps down to a pool 
  used as an emergency water source at the tower. 
  Lurking within the water is a small (3HD) Stun Jelly. 
  Poking around the pool will alert the jelly. It is 
  translucent and exceptionally difficult to spot in the 
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  water (surprises 5 in 6). The jelly will not pursue 
  intruders past Room 10.
  12. A dead bandit lies here, covered in tendrils, their 
  head bashed in. A broken lantern is nearby.
  13. This former storeroom is empty, although the walls 
  and floors have a healthy growth of fungi.  Rooms past 
  this one will also have a fungal crop, a side effect of the 
  moist environment and the current occupants of the 
  cellars….
  14. This room was used as a watchman’s post when 
  prisoners were held in the jail, but is empty and devoid 
  of objects besides a broken stool and burned-out torch 
  sconces. 
  15. This room has become inundated with naturally-
  accumulated gasses seeping through the walls.  The gas 
  will explode if the door opened and atmosphere is 
  exposed to flame (2d6 dmg, 10’ radius, save for half 
  dmg). A PC attempting to listen at the door has a 2 in 6 
  chance of smelling the gas.
  16. A room formerly used as a cell. Its door is locked. 
  Within are the remains of Per Yeren. He escaped here, 
  badly injured, but expired before being able to make his
  escape after the siege.  He wears high-quality plate 
  armor (2/3 weight, 250 gp), and bears his +1 
  greatsword. In his purse is 30 gp and a few loose 
  aquamarine gems (120 gp total).
  17. An immature fungal wraith (2HD, otherwise as 
  fungal wraith, 19, below) is lurking in this cell.  Because 
  it is still metamorphosing/maturing, its paralysis effect 
  may be saved at +2. It was formerly a local shepherd-
  boy who investigated the tower seeking the cause of 
  the lost sheep.  
  18. A room formerly used as a cell is now empty. Its 
  door hangs loosely on its hinges.
  19. Fungal Wraith: Not a true undead, but a low-
  intelligence myconid-symbiote that possesses a live 
  creature (HD 5; AC 6[13]; Atk 2 bash (1d6), paralyzing 
  tendrils (below); Move 3; Save 13; AL N; CL/XP 6/400; 
  Special: The wraith may be ‘stunned’ by a strong light 
  source (e.g. lantern or magical) for one round (-2 to-
  hit)). The wraith can cast tendrils up to 20 feet to 
  entangle and paralyze a victim for 1d6 turns (save vs 
  paralysis). The ‘wraith’ reproduces by paralyzing a 
  victim-creature and inoculating it with a fruiting body 
  full of spores. A save vs disease (-2) will prevent 
  implantation.  1d2 days later the creature will arise as a 
  fungal wraith unless cure disease is applied prior to the 
  transformation.
  20. The lost bandit captain lies paralyzed and cocooned 
  in filaments. There is a 40% chance that the fungal 
  wraith is here instead of at 19. If the ‘wraith’ is present, 
  it will be beginning the inoculation process, releasing 
  spores onto the paralyzed victim.
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  COPYRIGHT NOTICE
  ‘The Banshee's Tower', Copyright © Leicester’s Rambles, 2020, Author: Vance Atkins .
  Cover illustration: Caernarvon Castle, view of a ruined tower of Caernarvon Castle, and part of the adjacent wall with 
  arched openings, overgrown with vegetation; two goats lying and two standing on a hillock in foreground at right; 
  after John Sell Cotman. 1833, CC BY-NC-SA 4.0 The Britich Museum ; Map is courtesy of Dyson Logos 
  (dysonlogos.com)
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SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/Leicester's Rambles/The Banshee's Tower (S+W).pdf