TEXT: 1
  artifices 
  of 
  quartztoil tower
  artifices of quartztoil tower
  noah mccoy — ralph stickley
  heroes
  of
  high fantasy
  
  1
  artifices 
  of 
  quartztoil tower
  artifices of quartztoil tower
  noah mccoy — ralph stickley
  heroes
  of
  high fantasy
  
  2
  heroes 
  of 
  high fantasy
  Credits
  Author: Noah McCoy
  Layout & Typesetting: Ralph Stickley
  Illustration: Konrad Krogull
  Art Direction: Ralph Stickley
  Proofing: Lou Fryer, Ralph Stickley
  Cartography: Chris Haskins
  Instructions
  This adventure module is designed to be played at any level and 
  in any campaign setting. The appendix includes statblocks for all 
  of the monsters within this adventure at ‘Beginner’, ‘Intermediate’, 
  and ‘Advanced’ challenge ratings. Beginner challenge rating is 
  considered level 1-5, intermediate is 6-10, and advanced is any 
  level 11 or higher. You are free to add more monsters than stated 
  in each section of the encounter to make things more difficult 
  if needed.
  We’ve also included this beginner / intermediate / advanced 
  challenge rating mechanic within the adventure itself. Various 
  skill checks will require higher or lower numbers depending on 
  which difficulty setting you’re running. It’s presented as follows: 
  Make a DC 10 (beginner)/15 (intermediate)/20 (advanced) 
  Strength check to break down the door. This way you can keep 
  the adventure flowing nicely without flipping back and forth to 
  determine the appropriate challenge.
  Overview
  Artifices of Quartztoil Tower is a mid-length adventure which 
  should fill 3–5 average gaming sessions of 3–4 hours. 
  It begins in the marketplace or main square of a town when the 
  calm, peaceful day is interrupted by a hulking golem trouncing 
  through town, smashing objects, and attacking townsfolk. 
  The party witnessing this should intervene and stop the 
  rampaging golem with combat or by luring it into a nearby 
  warehouse to trap it so it can be damaged and, eventually, 
  destroyed by the town guards.
  When the party examines the golem’s remains, they find bones 
  encased in the metal armor and the name 'Quartztoil' written 
  in gnomish script. The town guard explain that this is the 
  eighth construct they have encountered in the area in the past 
  six months. 
  The party can then go on to investigate the name 'Quartztoil', 
  leading them to learn of an old, gnomish, aspiring artificer, 
  Penaral Quartztoil, who had a lab and workshop in a tower in the 
  nearby mountains, but who has not been heard from for close to 
  a century.
  They are not alone in seeking the tower, however; another group, 
  led by the halfling warlock Garrin Ashcopse, is searching for 
  Quartztoil’s library and the wealth of magical secrets therein. 
  They will accept the party’s help, subject to signing a contract, or 
  work to hinder their progress along the way. 
  The party then travels to the tower, where they face some of 
  Quartztoil’s other inventions, both mechanical and arcane, and 
  discover the dark secret of the ‘shortcuts’ the gnome used to 
  complete his work and the price he paid.
  Quartztoil was commissioned to build an army of constructs 
  and, over time, developed an effective, if gruesome, manner 
  of speeding up the process, using necromancy (and his own 
  unfortunate workers) to power his creations rather than the costly 
  and time-consuming enchantments used elsewhere. Quartztoil 
  dabbled in ‘improvements’ on his own body using similar magic, 
  eventually becoming a lich, though an imperfect one; his soul 
  split between a (now lost) clockwork phylactery and the very 
  stones of the tower itself. 
  Now ancient and quite mad, the withered lich has his remaining 
  hapless workers shut inside suits of armor, preserving them to 
  unwillingly power this new unquestioning and tireless workforce. 
  Having no direction but the contract, Quartztoil has set them to 
  work creating more and better constructs until, ninety years later, 
  they have created a design he is happy with, and the constructs 
  have been sent into the world to ‘drum up business’. 
  Integrating the adventure 
  into a campaign
  Artifices of Quartztoil Tower is designed to easily fit into any game 
  world and could simply begin when the party enters a town (the 
  nature of the town itself is intentionally kept vague to allow you 
  to integrate it into your setting with minimal work). However, 
  here are some suggested hooks to move your party towards the 
  adventure:
  Hook #1 - The party encounter a gnome craftsman, Gritz Garick, 
  who has heard rumors of an old gnome outpost that specialized 
  in golem constructs, but fears it must have been abandoned 
  as it hasn’t been heard of in a century. The gnome wishes to 
  pay the party 100 / 250 / 1,000 gold pieces for any notes and 
  research they can uncover, which would surely help him with 
  his tinkering. Gritz suggests they begin in the town where this 
  adventure starts.
  Hook #2 - One of the party who is interested in crafting and/
  or magic items comes across old notes from a gnome named 
  Penaral Quartztoil. The knowledge is too tempting to resist. 
  There is mention that many of his works were shipped out of the 
  town where this adventure starts.
  Hook #3 - While traveling, the party comes across an elven 
  mage named Odalleron Val’Thalis being attacked by 8 crawling 
  gauntlets. Use mage statistics for Odalleron but he only has 
  two 1st level spell slots left and his right leg is broken, meaning 
  he can only move by crawling. The gauntlets cannot reach him; 
  Odalleron is holding them back with a wavering magical barrier 
  while calling out for help. If the party saves him, he will ask for 
  their assistance in finding the source of the constructs, as he is 
  interested in learning about them for research purposes. He needs 
  healing and knows of a nearby town where the adventure begins 
  where he can rest up and recover. He will also provide the party 
  with a special set of rune patterns they can use when casting a 
  magic circle spell to make it effective against constructs (casting 
  the spell in this way requires 300 gold pieces worth of powdered 
  silver and iron rather than 100).
  
  3
  artifices 
  of 
  quartztoil tower
  Part 1: Downturn in the 
  Marketplace
  Read the following when you are ready to begin:
  The buzz of chatter about the quality of merchandise, deals on 
  goods, and the sizzle of fried foods being sold in the marketplace are 
  interrupted by a loud crushing sound of wood snapping and metal 
  scraping. Shrapnel and splinters of barrels rain down over the venue 
  as several townsfolk emerge running from a cloud of flour and 
  spices which were formerly stored in the now-shattered containers. 
  The crowd suddenly stops and quiets as the ground vibrates from 
  heavy footsteps. From the cloud, a large figure entirely clad in a 
  heavy metal armor clanks and groans forward, and its destruction 
  of the town square begins anew…
  The Quartztoil construct will start destroying carts, barrels, and 
  structures; whatever stands in its path. If something attacks it, 
  then it will turn its attention on the attacker, but will not pursue 
  over a great distance unless it is attacked at range.
  On the third round of combat/interaction with the construct, a 
  halfling town guard by the name of Anthron shouts to the party 
  to, “Lead it this way!” Anthron then slings a stone that bounces 
  off the construct’s armored body which, in turn, starts charging 
  after the halfling. Anthron has dealt with these sort of constructs 
  before and is wise to their weaknesses. Anthron can answer 
  several questions about how to best defeat the constructs, telling 
  them that they seem to be unaffected by charm magics and are 
  heavily armored, but that they are slow and can be easily out-
  maneuvered and out-thought.
  The party can lure the Quartztoil construct to follow them 
  through the streets after Anthron. A DC 10 /14 /18 Charisma 
  (Deception) or Charisma (Intimidate) check will keep the 
  construct’s attention on the party and not on destroying other 
  parts of the town, as will attacking it directly.
  Anthron leads the party to a warehouse building where the town 
  guards have laid a trap for the construct. The guards tell the party 
  to goad the construct into the center of the room. A DC 11 / 16 
  / 21 Charisma (Deception) or Charisma (Intimidate) check 
  will allow the party to get the Quartztoil construct into position. 
  Alternatively, a party member can make themselves the ‘bait’ and 
  attack the construct with melee attacks. 
  Once the Quartztoil construct is in position, Anthron tells any 
  party member in melee combat to disengage with it. When the 
  party is clear, the guards release a pit-trap, sending the construct 
  falling into a 25 foot deep pit and releasing several nets holding 
  scrap metal and wood raining down on top of the construct, 
  pinning it down.
  Once the Quartztoil construct is destroyed or contained in the 
  pit, Anthron thanks the party and tells them the attacks from 
  these constructs are getting to be increasingly dangerous. “At least 
  this time we didn’t lose anybody. Hey, you wouldn’t be for hire by 
  any chance, would you?”
  
  4
  heroes 
  of 
  high fantasy
  As the town guards keep the captured construct subdued (if 
  it still functions), Anthron will explain that the town and the 
  surrounding farms have been suffering destructive incursions 
  from these constructs for the past half a year. The golems have 
  been very difficult to combat and only seem interested in causing 
  destruction, but there have been several fatalities including, 
  recently, the town sheriff. The town council is looking to hire a 
  group of adventurers to put a stop to these repeat rampages, as 
  they are impacting on the livelihood of the town. He will offer the 
  party 100 / 400 / 1,600 gold pieces if they track down where the 
  constructs are coming from and stop their repeated incursions. 
  If the party agrees to stop the constructs, read:
  Anthron is elated that you have agreed to assist the town. His first 
  suggestion is to speak with the townsfolk about the attacks or try to 
  find information from travelers at the local inn. 
  Part 2: Searching for 
  Quartztoil
  Assuming the party accepts the offer, Anthron shows them a pile 
  of golem bodies. This pile has been depleted somewhat as some 
  of the parts have been reduced to scrap to be used in pit traps like 
  the one they have just witnessed. Anthron also tells them that 
  the constructs always seem to approach from a north to north-
  westerly direction.
  There are several things the party can do in the town and 
  surrounding area to find out about the construct attacks:
  • Examining the construct parts reveals the name Quartztoil 
  stamped in Gnomish script on several armored parts. There are 
  also bone pieces encased, and incorporated into the constructs 
  structure. A DC 13 / 16 / 19 Intelligence (Arcana) check will 
  reveal that magic of the necromancy school has been used in the 
  creation of these constructs.
  • Speaking with the townsfolk and succeeding on a DC 12 / 15 / 
  18 Charisma (Investigation) check, will uncover that about 100 
  years ago an enclave of gnomish tinkerers under the leadership 
  of one Penaral Quartztoil took up residence in the northern 
  mountains. For a time, they repaired tools and implements for the 
  town, and there was some word of them working for the military, 
  but they haven’t been heard from this century. 
  • Speaking with the townsfolk at inns and taverns and succeeding 
  on a DC 8 / 12 / 16 Charisma (Persuasion) check reveals that 
  four months ago, a local elven woodsman named Yanathis 
  Dreswood set out to track the constructs. For a month he 
  searched, returning every week to resupply. On his last trip he 
  said he was going to scout out around the northern mountains. 
  He has not been seen since. 
  • Anthron or other townsfolk can reveal that the first sighting of 
  the constructs six months ago happened a few miles north where 
  three farms were attacked and livestock was slaughtered and 
  stolen. They can also reveal that when in town the constructs take 
  to destruction over slaughter, unless provoked.
  •Searching the town library about the name ‘Quartztoil’ with a 
  successful DC 13 / 16 / 19 Intelligence (Investigation) check will 
  reveal an old, dusty book containing a list of tinkerer contracts 
  made out to the leader of a gnomish enclave named Penaral 
  Quartztoil. One of the contracts requires the delivery of payment 
  to the enclave’s tower in the mountains to the north. A map to the 
  tower is attached to the contract.
  Once the party has completed investigating around town or using 
  other means to gain the whereabouts of Quartztoil Tower, they 
  can begin traveling to or searching for it. If the party found the 
  map to the tower, they can proceed there directly there without 
  triggering any of the three additional encounters listed below. 
  On their way to the tower, they catch sight of the pale glow of a 
  campfire, initiating the 'Interested Party' encounter.
  If the party only know the general direction of north or they 
  wander around the immediate area, they will generate one of the 
  following additional encounters:
  • The party encounters another Quartztoil construct destroying 
  the barn of a local farm. Three farmers (3 commoners) are 
  attacking it from range and taking turns getting its attention to 
  lure it close and then taking the disengage action to get away 
  while the other farmers attack it. 
  • The party encounters another Quartztoil construct destroying 
  a bridge spanning a small ravine that it is standing on. The 
  party can attack it to save the bridge or wait, and the bridge will 
  eventually collapse taking the construct with it. The construct 
  takes 15d6 bludgeoning damage when it hits the bottom of the 
  ravine. Each member of the party now must succeed on a DC 8 
  / 12 / 16 Strength (Athletics) check to safely cross the ravine. 
  Failure results in that party member plummeting into the ravine, 
  taking 1d6 bludgeoning damage from their fall for each point 
  they missed the DC by (maximum 15d6).
  • The party encounters 6 goblin bodies that seem to have been 
  crushed to death. A DC 8 / 12 / 16 Wisdom (Medicine) check 
  reveals that the goblins were killed by a Quartztoil construct. 
  After the party has come across one of these encounters, they 
  can make a DC 10 / 13 / 16 Wisdom (Survival) check. On a 
  successful check, the party discovers tracks (consisting of several 
  sets of humanoid footprints) cutting a trail that heads to the 
  north-west for a way, before they veer off towards the pale glow 
  of a campfire. If the party follows the tracks, this initiates the 
  ‘Interested Party’ encounter.
  
  5
  artifices 
  of 
  quartztoil tower
  The Interested Party
  As the party travels towards The Tower they encounter a group 
  comprised of two halflings, one half-orc, a human, and a 
  dragonborn.
  As they approach on the trail, read the following:
  Off to the side of the trail, there sit tents and a small campfire 
  barely smoking in the center. The central figure in the group is a 
  gaunt-looking male halfling with aged features, salt-and-pepper 
  hair, and an expression on his face that reveals he is no stranger to 
  nightmares. He is speaking to the rest of the group in a frustrated, 
  condescending tone about places they haven’t looked while pointing 
  to a map with a stick.
  A younger female halfling with short blond hair and gray eyes sits 
  on the ground next to him, looking intently at the other members 
  of the campfire circle, as if she is cataloging each of their reactions 
  to his words. She is dressed in a dark-green traveler’s clothing 
  ensemble topped with a darker green cloak. 
  A lank half-orc with red hair and coal black eyes, dressed in dark-
  brown leather, stares at the fire, half listening to the older halfling 
  with clearly waning interest. Across from him, a raven-haired 
  human female, dressed in navy-blue, looks over the map intently 
  with each explanatory statement. The quintet is rounded out by a 
  female, metallic-skinned dragonborn, who seems to be meditating 
  more than listening... 
  The group is referred to hereafter as the Interested Party and 
  consists of the following party: Garrin Ashcopse, Sala Ashcopse, 
  Grankus Feldspurn, Mara Sageprel, and Kra, respectively. 
  Their quest runs parallel to the party’s goal of finding Quartztoil 
  Tower. Garrin is interested in a great library that is rumored to be 
  housed within the tower’s walls, and is obsessed with finding it. 
  If the party attempts to pass by the campfire stealthily, they 
  must beat the passive Perceptions of the Interested Party except 
  for Mara and Sala who are actively keeping an eye on their 
  surroundings, and will make a Wisdom (Perception) check. The 
  statistics for the Interested Party can be found in the appendices.
  If the party engages the Interested Party, they are civil, but not 
  friendly. They only mention they are traveling, unless the players 
  mention that they are looking for Quartztoil Tower. At that point, 
  Garrin will change his tone to a friendlier one and begin to solicit 
  the party’s help.
  Garrin will attempt to negotiate a deal with the party for getting 
  his group to the tower and securing the library inside. He will 
  offer the party 1,000 / 5,000 / 10,000 gold pieces worth of gems 
  and coin if they agree to secure the library and all its contents. 
  Garrin will require the party to sign a contract for their services. 
  This contract (see Appendix E) has the following effects:
  • Each signatory must give a drop of blood to mix with the ink 
  used to sign the contract.
  • The contract acts as a geas spell with no saving throw for any 
  signatory, and which lasts for one year. 
  • Each signatory has advantage on all saving throws against being 
  charmed or frightened while under the effects of the contract.
  The party is free to negotiate further terms of the deal and a 
  successful DC 14 / 18 / 22 Charisma (Persuasion) check can add 
  one of the following clauses:
  • Payment is increased by 100 / 500 / 1,000 gold pieces.
  • Grankus Feldspurn will accompany and aid the party in his 
  capacity as a thief.
  • The cost of consumable equipment used over the course of the 
  adventure will be reimbursed up to 150 / 750 / 1,500 gold pieces.
  The party can also refuse the deal; this will cause Garrin to 
  cease conversing with them further, and ask them all to leave. If 
  the party does not make a deal with the Interested Party, they 
  will wait for them to clear the way to the library and plot ways 
  to hinder them, culminating in an ambush after they defeat 
  Quartztoil.
  
  6
  heroes 
  of 
  high fantasy
  Part 3: Quartztoil Tower
  Once the party reaches the general location of 
  Quartztoil Tower, read the following: 
  As you travel north for the next day-and-a-half, the 
  temperatures begin to drop as your elevation climbs. Within 
  the next half-a-day’s journey, the slight inclines give way 
  to the steep foothills of the adjacent mountains. As you 
  reach the crest of the latest climb, you see the edifice of a 
  white tower, slightly glistening in the fading light of dusk, an 
  ivory spike built on a cliff reaching hundreds of feet above the 
  valley floor. 
  The wind howls around you as you walk out from the 
  cover of the trees that have, up to this point, blocked your 
  view of the snow-covered tower, studded with glittering, 
  crystalline quartz...
  The gnomes that built Quartztoil Tower built it at the top a 
  high cliff on the side of a mountain. A quick search reveals 
  a cave at the base of the cliff and several trails leading up 
  the mountain. This leaves the party a few ways to reach it 
  by mundane means: 
  • The most direct way to the tower is a sheer climb up the 
  cliff which can be accomplished in approximately five 
  hours. Every hour, each party member must succeed 
  on a DC 14 / 18 / 22 Strength (Athletics) check to 
  safely climb. If they fail the check by 5 or less, they 
  make no progress. If the party member fails the check 
  by more than 5, they fall to the base of the cliff and 
  take 20d6 bludgeoning damage. A climber's kit will 
  give them +2 to their rolls. A successful climb places the 
  party at The Gates of Quartztoil Tower.
  • The party can try to hike around the mountain 
  using the various trails. After six hours of exploration, 
  the party must succeed on a DC 14 / 18 / 22 Wisdom 
  (Survival) check to find the correct path and avoid becoming 
  lost. During the last hour of travel, the air gets very cold and begins 
  to start freezing due to the elevation gain. Each party member 
  must succeed on a DC 8 Constitution saving throw after one 
  hour of exposure or suffer one level of exhaustion. Characters 
  adapted to cold environments, resistant to cold damage, or 
  wearing clothing specifically designed to keep out extreme 
  cold do not have to make this saving throw. The hike 
  places the party at The Gates of Quartztoil Tower.
  • The party can explore the 
  cave, leading to the discovery 
  of The Great 
  Quartztoil Elevator.
  
  7
  artifices 
  of 
  quartztoil tower
  7
  artifices 
  of 
  quartztoil tower
  
  8
  heroes 
  of 
  high fantasy
  The Great Quartztoil Elevator
  The walls of this cave are a mix of roughly-cut rock and worked, 
  polished stone murals. In the center of the cave is a large, circular 
  disk; an elevating artifice made by Penaral Quartztoil. The party 
  can use this elevator to reach the The Gates of Quartztoil Tower.
  Once the party reaches the Great Quartztoil Elevator, read the 
  following: 
  The wide mouth of the cave leads to a long tunnel of worked stone, 
  which suddenly opens out into a huge, domed chamber, lit by a 
  pale, white glow emanating from sconces lining the walls. Their 
  sickly light illuminates murals of gnomes working on constructs, 
  similar to the ones terrorizing the town. 
  In the center of the chamber, among the scattered debris of rotted 
  wooden crates, is a large circle of untarnished bronze. At each point 
  of the compass around this disk is a pedestal and, in the ceiling, 
  faintly illuminating it from far above, is a large, circular hole...
  The party can determine the function of the device with a 
  successful DC 8 / 11 / 14 Intelligence (Investigation) or 
  (Tinker’s Tools) check. This also reveals that the North Pedestal 
  can make the device rise while the other pedestals maintain the 
  speed, pitch, and yaw of the platform, but that these pedestals 
  are inactive.
  Treasure
  The rotted crates still contain some items that the Quartztoil 
  gnomes were preparing to caravan out and goods they were 
  trading for. The party easily find Artisan’s Tools: two sets of 
  jeweler’s tools and a set of tinker’s tools. They also find 100 lbs.   
  copper bars worth 250 gp.
  While searching, a successful DC 10 / 12 / 14 Intelligence 
  (Investigation) check reveals two copper flasks among the crates, 
  one containing oil of sharpness and one containing a potion of 
  greater healing. 
  The Elevator Ride
  Once the party activates the elevator by placing a palm on the 
  North Pedestal, it begins to rise. After a few minutes into the 
  accent, the device will begin to malfunction; spinning, tilting, 
  speeding up, and abruptly dropping only to stop and rise again. 
  This will continue unless the party can stabilize the platform. The 
  party must attempt to repair the East Pedestal, South Pedestal, 
  and West Pedestal for the elevator to rise smoothly. 
  A party member attempting to move on the malfunctioning 
  elevator must succeed on a DC 12 / 16 / 20 Dexterity 
  (Acrobatics) check or fall prone. A result of 5 or below will cause 
  the party member to fall off of the elevator, taking a maximum of 
  20d6 bludgeoning damage when they reach the bottom of the 
  elevator shaft.
  A party member can attempt to repair the East, South, and West 
  Pedestals with a successful DC 14 / 18 / 22 Intelligence (Thieves’ 
  Tools) or (Tinker’s Tools) check (a successful check is required 
  for each pedestal). After three failed checks, the mechanism locks 
  up and no further checks can be attempted; the elevator continues 
  to malfunction for the remaining duration.
  If the party successfully stabilizes the platform, the rest of the 
  ride is uneventful, coming to a gentle stop in a stone barn-like 
  building 100 yards from the tower (the old stables). 
  If the party fails and the device locks up, they still reach the 
  old stables, but each character must make DC 12 / 16 / 20 
  Constitution saving throw or suffer one level of exhaustion and 
  develop severe motion sickness (represented by the poisoned 
  condition) for one hour.
  The Gates of Quartztoil Tower
  The exterior of the tower is actually quite pristine and looks as 
  if it has been maintained and cared for over these past decades. 
  The tower grounds are mostly rocky shale stone and decomposed 
  granite trails, surrounded by a wrought iron fence atop a worked 
  stone wall, radiating out from the tower over 100 yards in all 
  directions.
  Once the party reaches The Gates of Quartztoil Tower, read the 
  following: 
  A great granite tower rises up at least 110 feet into the air. Chunks 
  of quartz stone glisten in the light of an ethereal glow that seems to 
  radiate from the tower walls itself, only to be reflected and refracted 
  by the inlaid crystal. The top is rounded and covered with a white 
  layer of snow, while midway up an observation deck can be seen 
  overlooking the northern side.
  A large set of gates meet a stone-paved road leading to a smaller 
  building 100 yards away, dilapidated and forgotten. Half the roof 
  is caved in, and snow covers the ruins of wagons and tack. The 
  rough and rocky ground is icy and treacherous, scattered with 
  decomposing crates that were never loaded, abandoned long before 
  a job was finished. 
  You would be able to appreciate the beauty of the tower if it wasn’t 
  for the biting cold and cutting winds battering against you as you 
  approach the massive steel gates barring the entrance to the interior.
  The tower is located at high altitude and the area is very cold. 
  There are no heat sources for the party other than those they 
  bring with them. The structures block the biting wind but do 
  nothing to make the cold more palatable. Each party member 
  must succeed on a DC 10 / 15 / 20 Constitution saving throw 
  after each hour of exposure, or suffer one level of exhaustion. 
  Party members adapted to cold environments, resistant to cold 
  damage, or wearing clothing specifically designed to keep out 
  extreme cold do not have to make this saving throw. 
  If any party members succeed on a DC 12 / 15 / 18 Wisdom 
  (Perception) check, they notice two figures moving slowly in a 
  clockwise fashion on the observation deck. 
  If any party members succeed a DC 15 / 18 / 21 Wisdom 
  (Perception) check, they notice the top of the tower is an opaque 
  dome of a different material to the main structure.
  If the party investigate the old building (or arrive there via the 
  elevator), read the following: 
  The structure is built around a circular hole stretching down in 
  a smooth shaft, seemingly into the depths of the mountain itself. 
  The weight of decades of snow has partially collapsed the roof, and 
  broken timbers, cracked leather packs, saddles, tack, and splintered 
  wagons jut out of the rubble. Within the remains of one old cart 
  lies the frozen, dessicated corpse of a gnome. In its skeletal hand, it 
  clutches a locket, untouched by the frost. 
  
  9
  artifices 
  of 
  quartztoil tower
  The old stables are the final resting place of one of Quartztoil’s 
  workers, who attempted to make off with his phylactery in the 
  early stages of his madness, but was killed by the collapsing roof. 
  A successful DC 12 / 16 / 20 Intelligence (Arcana) check will 
  detect powerful magic emanating from the locket. A DC 14 / 18 / 
  22 Intelligence (Tinker’s Tools) check will reveal that it contains 
  a complex system of gears, but is impossible to open. 
  When the party approaches the gates, read the following: 
  The 15 foot tall, steel gates rise imposingly in front of you, much 
  larger than would be expected of a gnome structure. The exact 
  reason for such a grand entry could only be guessed at, but it can 
  be assumed that much bigger things than gnomes passed through 
  here regularly.
  The gates are locked and can only be opened by succeeding on a 
  DC 14 / 18 / 22 Dexterity (Thieves’ Tools) check to pick the lock 
  or a DC 20 / 22 / 24 Strength check to break one side of the gate.
  A low ramp at the base of the tower leads to a set of bronze 
  double doors, engraved with gears and hammers, which open 
  into the Manufacturing Workshop.
  The party can attempt to scale the tower or fly to the top. Small 
  windows barely larger than arrow slits provide light in the tower, 
  but are not large enough for a Small creature to squeeze through. 
  Each party member must succeed on a DC 15 / 20 / 25 Strength 
  (Athletics) check to safely scale the tower. Failure results in that 
  party member dropping to the ground, taking 1d6 bludgeoning 
  damage for every 10 feet they fall for a maximum of 11d6.
  The top of the tower is impossible to access from outside due to 
  the magical dome, but an intrepid party could reach and access 
  the Observation Deck.
  The Interested Party
  If the party avoided the Interested Party’s campsite earlier, 
  then they now find them searching around the tower entrance. 
  You can run a modified version of the initial meeting where 
  Garrin will still try to hire the party. If the party avoids them 
  again, they will set up camp near the front of the tower gates.
  If the party becomes hostile towards them, the Interested Party 
  will attempt to escape combat to observe from a safe distance, 
  not wanting to expend resources before their exploration 
  of the tower. The Interested Party will not engage the party 
  again until the end of the adventure, and will spend their time 
  preparing an ambush.
  If the party chooses to work for Garrin, the Interested Party 
  will move along behind the party as they explore the tower. Use 
  ‘The Interested Party’ sidebar text to incorporate them into the 
  exploration.
  1. Manufacturing Workshop
  The party makes its way through two sets of double doors into 
  a massive 90 foot wide base chamber. Throughout the chamber, 
  small work stations and forges are set up. In each corner, there are 
  large partially-completed constructs similar to the ones that have 
  been terrorizing the local countryside.
  When the party enters Quartztoil Tower, read the following: 
  The grating noise of the massive doors announces your presence as 
  the light from outside pours into this great chamber. The tower’s 
  base seems to be a collection of several small workshops scattered 
  with metallic hands and other extremities, while four unfinished 
  constructs keep a slumped vigil on racks at each corner of the room. 
  Small magical flames are set in sconces, lighting the dusty metal 
  with a flickering glow. A great stone column is in the exact center 
  of the chamber, and an old wooden staircase inside of it spirals 
  upward to the next floor.
  If the party approaches a construct, read: 
  With closer inspection, you can see that these contraptions are not 
  truly full constructs. Metal seems to be bonded with bone, screws 
  with old sinew. Plates and bolts have replaced some of the joints 
  of the skeleton. The work is exceptional in its way, and it could be 
  appreciated, with a sense of macabre, but this feeling is interrupted 
  by the construct's sudden jerk into movement as it begins to attack.
  4 incomplete Quartztoil constructs rise to attack the party. The 
  fact that they are incomplete makes them no less dangerous and 
  their unattached hand units, 4 crawling gauntlets join the attack.
  
  10
  heroes 
  of 
  high fantasy
  If the party fights the constructs or gets near the center 
  column, read the following: 
  Suddenly, a small, raspy voice, amplified to great volume erupts 
  throughout the tower. “There are no deliveries to be had today, 
  only on the 5th and 20th of the month. This was the deal! Come no 
  further, or be in breach of the contract! Much work to accomplish. 
  Can’t be distracted. Much work, yes?!? Come back on the 20th or 
  the 5th for deliveries…”
  Once this event happens, The Tower, which contains a portion of 
  Quartztoil's spirit, is aware of the presence of the party and its 
  legendary actions become active.
  Legendary Actions
  Quartztoil Tower can take two legendary actions per round, 
  choosing from the options below. Only one legendary action 
  option can be used at a time, and only at the end of another 
  creature’s turn. Quartztoil Tower regains spent legendary actions 
  at the start of each round.
  Disengage Minion. The tower momentarily assumes control of a 
  friendly creature, granting it a tactical insight. One creature under 
  Quartztoil’s control takes the Disengage action and moves up 
  to 10 feet.
  Suppress Magic Item. Quartztoil’s mastery over magical 
  constructions allows him to dampen the effects of those that 
  mean him harm. One creature must succeed on a DC 12 / 14 / 16 
  Intelligence saving throw or one magic item in its possession has 
  its magic dispelled until the end of its next turn.
  Shove. A wave of magical force assaults a creature. One creature 
  must succeed on a DC 12 / 14 / 16 Strength saving throw or be 
  pushed 10 feet in a direction of The Tower’s choosing.
  Trip. The floor roils and bucks, as if alive. One creature 
  must make a DC 12 / 14 / 16 Dexterity saving throw, or be 
  knocked prone.
  Use Objects. To express its displeasure, The Tower quakes and 
  fits. All doors, lids, draws, etc. open or shut in one area. Small 
  objects move around toward or away from the party. Harmful 
  objects like traps are manually reset.
  The Interested Party
  After the battle, assuming the constructs have been slain, Sala 
  will take an interest in their bodies and parts. She will pick at 
  them and separate out the organic parts. If asked why she is 
  doing it, she will rant about the dead needing a proper burial 
  and how she will see it done. Garrin will command her to stop 
  and she will solemnly follow her father’s command. 
  If the party investigates the workshop, they find devices for 
  smelting and refining metal. A successful DC 14 / 18 / 22 
  Intelligence (Smith’s Tools) check will reveal the forge can reach 
  far hotter temperatures than is usual, enabling the creation of 
  superior strength metal alloys.
  These forges are the only thing hot enough to destroy 
  the phylactery located in the old stables (in The Gates of 
  Quartztoil Tower). 
  2. Living Quarters
  This area used to be where the Quartztoil gnomes lived when they 
  weren't working. It's separated into several small dorm rooms and 
  a common area, with dining and kitchen facilities. 
  When the party enters the living quarters, read the following: 
  Once, this was a bustling area where the gnomes of the tower would 
  eat, drink, and revel after a long, hard days’ work. Now cobwebs, 
  mold, broken furniture, and dusty reminders of a time long past 
  haunt this place. 
  This area is mostly empty of any real valuables, but there are 
  several cold weather outfits that can fit a Small character. These 
  outfits cannot fit Medium creatures, though several blankets and 
  furs can be gathered to bind together a makeshift outfit which 
  will give a creature advantage on checks to endure cold weather 
  conditions.
  Heavy double doors on the east and west side of the tower 
  reveal stairways which lead up to the Observation Deck, while 
  a spiral staircase in the center of the tower leads down to the 
  Manufacturing Workshop. By now the party would have noticed 
  that the doors and stairs of this tower are not proportionately 
  appropriate for gnomes. They were designed for much larger 
  creatures.
  Treasure
  In one of the rooms, a chest is hidden under one of the beds. 
  The chest is guarded by a crossbow trap which is activated if the 
  chest is moved and the wire activating the trap is not disarmed. 
  The wire can be detected with a successful DC 15 / 20 /25 
  Intelligence (Investigation) check.
  When activated, the trap fires 4 bolts. The trap makes four 
  ranged attacks against the triggering creature. Each attack has a 
  +8 attack bonus and deals 3 (1d6) piercing damage. These are 
  dragontooth bolts (see Appendix D) and cause extra damage if 
  not removed properly.
  
  11
  artifices 
  of 
  quartztoil tower
  A DC 10 / 15 / 20 Dexterity (Thieve's Tools) check disables the 
  trap, but a check result of 5 or less triggers the trap.
  The chest was owned by a gnomish worker, Allia Rootbootle, 
  who ran a gambling gig on the side to supplement her income, 
  fleecing her fellow workers with a stacked deck of cards. The chest 
  is locked and may only be opened by succeeding on a DC 12 / 14 
  / 16 Dexterity (Thieves’ Tools) check. The chest contains coins 
  (2 pp, 135 gp, 230 sp, 16 ep, 376 cp), a small pouch containing 5 
  rubies (50 gp each), a set of marked playing cards, 6 dragontooth 
  bolts (see Appendix D), and a note (see Appendix E) written in 
  gnomish about how her 'debt is about ready to be repaid’ and she 
  'can’t wait to get back home’.
  The Interested Party
  While exploring, Mara and Grankus will take anything 
  left behind by the party if they leave the area, including 
  Allia Rootbootle’s stash. Grankus is especially skilled at 
  looting quickly. 
  3. Observation Deck
  This deck sits 60 feet up from the base of the tower and overlooks 
  the surrounding mountain ranges.
  When the party ascends to the observation deck, read the 
  following: 
  The freezing air assaults you as you walk onto the tower’s observation 
  deck. Its low stone walls are fit to protect a Small creature from the 
  dizzying drop to the rocks far below, but less so someone of human 
  height. Two figures, like sentries, move slowly in a clockwise fashion 
  around the tower. They look out over the surrounding mountainside 
  in a state of constant vigil, stopping at the northeast, southeast, 
  southwest, and northwest in a half turret shaped section of the 
  observation deck. 
  Patrolling the Observation Deck, 2 ghastructs, smaller constructs 
  containing more organic material, watch for intruders and will 
  begin attacking the party if they are detected. They are constantly 
  on lookout but no longer have anyone to report to, so they 
  continue to follow the last order they received. Because they 
  are actively observing, they have an active +8 bonus to their 
  Perception skill and have advantage when observing anything 
  approaching.
  If the party fights the ghastructs, they will attempt to paralyze 
  as many of the party members as possible while The Tower’s 
  legendary action tries to push them off the ledge. The fall from 
  the deck is a 60 foot drop and deals 6d6 bludgeoning damage. A 
  party member may attempt a DC 12 / 14 / 16 Dexterity saving 
  throw to catch themselves on the low stone wall, if they are not 
  paralyzed.
  Treasure
  The ghastructs' faces have been fitted with eyes of the eagle. They 
  are grafted to the constructs and a successful DC 15 / 20 / 25 
  Dexterity (Thieves’ Tools) or (Tinker’s Tools) check is required 
  to remove them. If removed without finesse, through physical 
  or magical force, then the frames bend and the lenses crack, 
  rendering them useless.
  When the party reaches the north end of the observation deck, 
  read the following:
  A pair of heavy stone doors decorated with metal plating face north 
  and lead to an inner portion of the tower. They are decorated with 
  embossed figures in full armor.
  The Interested Party
  After the ghastruct threat has been removed, Kra will kneel 
  down and begin a small ritual to her deity that takes a minute. 
  If the party waits within the area while Kra performs the ritual, 
  they will have advantage on the next initiative check they make 
  against the creatures in the tower. Conversely, they will have 
  disadvantage on initiative checks made against the Interested 
  Party if they engage them in combat in the next 24 hours. 
  4. Quartztoil’s Laboratory
  When the party enters Quartztoil’s Laboratory, read the 
  following: 
  This laboratory contains several workstations scattered about 
  the room, each with tools that indicate that it was originally 
  tailored towards an individual artisan craft. Other parts of the lab 
  reveal a more nefarious side of this workshop, with bones, skin, 
  fur and blood in labeled bins, indicating that bodies have been 
  methodically taken apart. Skulls and limbs that have been bonded 
  to freshly smelted iron, or bolted with steel plates, dominate each 
  work station. These displays prove the vile methods to which the 
  Quartztoil gnomes must have resorted to make their constructs 
  function. At each station, several armored humanoids work 
  away non-stop.
  5 animated armors are working at the stations and continue to 
  do so unless they are disturbed. They also will attack if the party 
  is seen walking up the stairs to Quartztoil's Library. 
  If the party kills and examines one or more of the armors, read 
  the following: 
  The face plate of the armor falls off, revealing the skull of a dead 
  gnome. Unlike the other constructs, this skeleton does not seem to 
  be bonded to the armor, but was simply stuffed inside. 
  
  12
  heroes 
  of 
  high fantasy
  Treasure
  A multitude of scattered notes and blueprints can be found in this 
  area. If the GM is using Hook #1, these notes are what Gritz is 
  looking for, and taking these back to him will be enough to gain 
  the promised reward. 
  The Interested Party
  After the animated armors have been defeated, Sala and Mara 
  will go through the contents of the lab. They will be able to 
  scrounge up a few bottles of acid and poison, respectively, to 
  replenish their supplies. 
  5. Quartztoil’s Library
  When the party enters Quartztoil’s Library, read the following: 
  Shelves of books dotted with artifacts, tools, and contraptions line 
  the walls of this enormous room. In the center, there is a small desk 
  flanked by two rows of bookcases. A humanoid figure in a suit of 
  armor, thumbs through a book with one hand and is writing with 
  the other. Without stopping, it glances up towards you and, again, a 
  small, but incongruously loud, voice erupts throughout the tower.
  “Again, you insist on disturbing my work. Can you not see I am 
  busy? Business should be conducted on the 17th and 1st as per our 
  agreement. Now that you are here, however, I will take the 237 
  sapphires I was promised, along with some of that delicious goat 
  jerky you brought the last time.”
  The armor, still writing, silently stares at you with unseen eyes...
  Although the voice emanates from the walls of the tower itself, 
  the animated armor behind the desk will move and emote as 
  if it is speaking. The party might ask questions similar to the 
  following:
  • Who are you? "Why, I am Penaral Quartztoil! You should know 
  that, because we signed the contract. Did you find the eight spotted 
  cats hard to procure?!"
  • Why are you attacking villages with your constructs? "You 
  have an odd way of describing my diplomatic trade caravans, you 
  silly dragon. That reminds me, I could use five pints of goblin fat 
  with my next order! You can get that, right?"
  • What you are doing is wrong! Why are you infusing 
  the undead with your constructs? "Ah, the old methods of 
  constructing golems is really rather outdated. You see, the only 
  really efficient way is to bond a body with necrotic energies. It is the 
  future of construct technology, every artificer worth his alchemical 
  burner knows that. You are getting a far superior product, produced 
  faster, produced better, and produced cheaper than anywhere else 
  in the land. I dance the waltz with each and every one of them after 
  they are assembled."
  • What happened to you? "I got the craving for squaring the 
  circle on my business model. Quartztoil constructs need to be in 
  every home. Magic-magic-magic! It makes the world go round! 
  Magic-magic-magic! Don’t you love my sound! Magic-ma-where 
  was I again?"
  • Are you crazy? "Yes... Genius is crazy. But also, yes. Hee! Hee!"
  • Can you please stop sending your constructs? "I like wolf 
  puppies, but stopping deliveries would be a breach of contract. The 
  contract is the law that we gnomes live by, along with always taking 
  time to smell the alchemical flasks after brewing up some sulfur."
  • Don’t you know you are destroying towns? "That is a tried and 
  true method on how to effectively advertise your products. Word of 
  mouth is never enough. Effective demonstration and handing out 
  samples of 7-day-old mountain oysters is the only way to advertise."
  • What are you working on? "This is my current plan, along with 
  schematics to encase my body in my lich golem vessel instead of 
  being bound to this tower. Once I am out, I can go ahead and fuse 
  every living creature I find into a shiny undead construct under 
  my control, so none will question the efficacy of my model. I am 
  also trying to perfect my pig-cheese soufflé recipe. It is absolutely 
  delicious." 
  • We have to stop you! "No refunds! No exchanges! No 
  sock puppets!"
  
  13
  artifices 
  of 
  quartztoil tower
  Once the party has had enough time to speak with Penaral 
  Quartztoil, the animated armor will attack the party. The armor 
  will adopt the Penaral possessed template when attacking.
  If the party kills the Penaral animated armor, read the 
  following:
  The construct drops to the ground and the armor plates dislodge 
  and scatter around the body of a female gnome. She suddenly 
  gasps in a deep breath as if she has come up for air after a deep 
  dive in freezing water, wildly looking around, scared and confused. 
  She then starts crying out, “Don’t let them get me! Don’t let 
  them take me!”
  The small hysterical gnome is Allia Rootbootle, and the last 
  thing she remembers is being grabbed by Quartztoil’s golems 
  and being forced into the armor laying around her. She explains 
  that Quartztoil has become crazed over the last few months (she 
  has no idea that she has been trapped inside the armor 90 years) 
  and that the other gnomes were talking about leaving due to the 
  rumors he was using necromancy to build his constructs. Other 
  than that, she feigns ignorance, and plays up being traumatized 
  more than she is, looking for a chance to run and get away from 
  Quartztoil Tower as fast as possible.
  If the party search the bookshelves, read the following:
  There are books on various subjects, but the majority are about 
  tinkering and metalworking techniques, with a few about the basics 
  of infusing material with magic to create simple constructs (some of 
  which are scribbled over with notes decrying their uselessness and 
  inefficiencies). 
  Treasure
  The library itself is a treasure. The collection is 4 tons of books 
  that would be a boon to any mage’s library. A party member 
  who has access to this library can spend their downtime training 
  without having to spend 1 gp a day or finding a trainer to learn a 
  new language or proficiency with a new tool.
  If a party member succeeds on a DC 15 / 20 /25 Intelligence 
  (Investigation) check, they find a spell book, the Artificer’s 
  Book of Minor Infusions (see Appendix D).
  The Interested Party
  If the party made the deal with Garrin, this is the treasure he 
  seeks. If the party secures the room and goes back to inform 
  Garrin, he will rush upstairs to the library without delay. He 
  will start searching for the Artificer’s Book of Minor Infusions 
  while the rest of the Interested Party starts gathering up 
  the books from the shelves. Garrin will only pay the party 
  when the book is found. Garrin doesn’t care about the rest of 
  Quartztoil Tower beyond the library.
  6. Penaral's private quarters
  The spiral staircase from the library ends at a large room. On the 
  North wall is a large locked double door which leads to Penaral 
  Quartztoil's Private Quarters. The lock can be picked with thieve's 
  tools and a successful DC 12 / 14 / 16 Dexterity check. To the 
  east is another spiral staircase that leads upward. 
  When the party enters Quartztoil’s Private Quarters, read the 
  following: 
  This room is fairly dusty and hasn’t been cleaned in years. A 
  dilapidated bed, dresser, wardrobe, and desk sit unused and 
  gathering cobwebs. Around the room, you can see pages of 
  parchment pinned to the walls, and vellum design schematics 
  litter the floor with no sense of order to their arrangement. With a 
  quick glance, the designs refer to the constructs and necromantic 
  experiments. 
  Suddenly, the small, but incongruously loud, voice erupts 
  throughout the tower, yet again. “No! No! No! Yes! No! Deliveries 
  are accepted and signed for on the ground floor, not on the top! 
  You could not have messed up the procedure worse! No griffin 
  stew for you!”
  
  14
  heroes 
  of 
  high fantasy
  This bedroom and office is littered with notes and designs that 
  led Quartztoil to his madness. As the artificer drove deeper 
  and deeper into combining the necromantic arts with the 
  construction of golems, he went insane. Eventually this led him to 
  attempt the experiment on himself, in which he hoped to become 
  a lich inside a golem body. This, however, went awry, and now his 
  soul is trapped within the tower and has only been able to interact 
  with the constructs within. The notes indicate that he needed to 
  procure a ‘modified workforce’ by bonding the gnomes working 
  in the tower into construct shells. The bustle of activity can be 
  heard coming from outside and above, where his 'workforce' are 
  working to achieve his perverse dream of a lich-golem on the 
  Quartztoil Tower Roof.
  A successful DC 10 / 12 / 14 Intelligence (Investigation) check 
  infers from the notes and designs that stopping Penaral requires 
  prying open the golem body and crushing the undead gnome’s 
  withered heart within, destroying his hold over Quartztoil Tower.
  A locked safe is hidden behind a painting of a gnome in leather 
  armor holding various artificer’s tools on the wall, which requires 
  a successful DC 15 / 20 / 25 Dexterity (Thieves’ Tools) check to 
  open. The safe contains Penaral’s spellbook (see Appendix D). 
  The Interested Party
  Mara and Grankus will not be content loitering in the 
  library. They will wait for the party to leave then loot the 
  private quarters, taking Penaral’s Spellbook if the party has 
  not already done so. 
  7. Quartztoil Tower Roof
  The roof of the tower is surrounded by a snow-covered, domed 
  wall of opaque magical force which protects the inside from the 
  elements. 12 alcoves have been cut into the wall with 12 suits 
  of animated armor standing within. There are also 3 animated 
  armor suits which are tinkering with a massive steel component 
  that could be attached to a huge golem.
  When the party enters onto the Quartztoil Tower Roof, read 
  the following: 
  As the you enter the area of the roof, you notice no biting wind, 
  though the area is still freezing. Snow drifts and falls onto a ceiling 
  of invisible force which is fogged with condensation and frost, and 
  coated outside with a layer of ice.
  Around the rooftop, three constructs work on assembling parts of, 
  what appears to be, an enormous metal arm, while against the 
  tower wall, more constructs stand like soldiers at attention awaiting 
  orders. To the north two ladders stand on either side of the pinnacle 
  of Quartztoil Tower, a platform where a huge golem slumps, 
  unfinished. 
  Once again, the small, but incongruously loud, voice erupts 
  throughout the tower. “This is an insult that cannot be overlooked. 
  You are not simple traders, interested in my wares and goods and 
  superior hygiene, you are nothing more than thieves set on stealing 
  my greatest secrets and my immortality. You shall not have them!”
  The wall of force dome becomes inactive, to allow the tower to use 
  its legendary actions to attempt to push characters off the top of 
  the tower. The fall from the top is a 100 foot drop, and deals 10d6 
  bludgeoning damage on impact. A party member may attempt 
  a DC 14 / 18 / 22 Dexterity saving throw to catch themselves on 
  the railing.
  While the withered lich is active, The Tower has the following 
  additional legendary action available to it:
  Smash. The unfinished lich-golem slams down with its 
  completed arm. One creature within 10 feet of the lich-golem 
  must succeed on a DC 14 / 16 / 18 Dexterity saving throw or 
  take 2d10 + 4 / 4d10 + 5/ 6d10 + 5 bludgeoning damage. 
  On the first round of combat, read:
  All of a sudden, a burst of wind and snow whip around you as the 
  protective dome vanishes in an instant and exposes the tower’s roof 
  to the elements.
  The 3 animated armors will cease their tinkering and begin 
  attacking the party, while one animated armor on the wall will 
  activate and adopt the Penaral possessed template. If one of 
  the animated armors is killed, one of the remaining inactive 
  animated armors will activate. Additionally, if one of the inactive 
  animated armors is attacked then it will activate, increasing the 
  number of enemies the party must face.
  A successful DC 10 / 13 / 16 Wisdom (Insight) check causes the 
  party to notice that the animated armors' primary goal is to keep 
  the party away from the lich-golem at the top of the tower.
  
  15
  artifices 
  of 
  quartztoil tower
  The animated armors contain the gnomes from the tower that 
  have been trapped in these constructs for the past 90 years. If the 
  party does not choose to knock an animated armor out rather 
  than kill it, the gnome inside dies when the animated armor 
  is killed. 
  If the party kills an animated armor, read the following:
  A small cry is heard through the inside of the armor as the construct 
  falls to the ground, and a pool of blood soaks the snow around it.
  The lich-golem construct at the top is incomplete and months 
  away from becoming fully operational. A party member can 
  attempt to reach the lich-golem and destroy Penaral’s Heart to 
  stop the constructs. The golem must be attacked in three stages: 
  outer plates, inner workings, and Penaral’s body.
  • Outer plates. A party member can pry open the outer plates 
  of the lich-golem with a successful DC 15 / 20 / 25 Strength 
  check or make an attack against them. The outer plates have an 
  AC of 19, 35 hit points, and are resistant to piercing and slashing 
  damage from non-magical weapons.
  • Inner workings. A party member must spend an action to try 
  to cut, pry, or break away the gears, springs, cogs, and wires that 
  make up the inner workings of the lich-golem with successful 
  DC 13 / 18 / 22 Strength check or make an attack against 
  them. The inner workings have an AC of 16, 20 hit points, 
  and are resistant to piercing and slashing damage from non-
  magical weapons.
  • Penaral’s body. This small, shriveled, undead gnome screeches 
  as the light hits its eyes that have only known darkness for many 
  decades. Penaral’s body will immediately animate as a withered 
  lich. The withered lich will only have the spell slots the Penaral 
  possessed template has not expended. Once the withered lich 
  is reduced to 0 hit points, a party member must take an action 
  to destroy his heart. Once the heart is destroyed, all constructs 
  drop and stop functioning, releasing the trapped gnomes inside. 
  The Tower ceases to perform legendary actions.
  After defeating the withered lich, read the following:
  A great wailing cry erupts from the tower itself so loud that it 
  echoes for miles. The entire structure shifts and quakes, as if 
  experiencing its own death throes. Loose items scatter across the 
  floors, books fall from shelves, and unattended glass vials shatter 
  throughout the tower. Suits of armor open up with a clatter and 
  a cloud of dust, releasing confused gnomes that have not seen the 
  light of day for over 90 years. After this cascade of events happens, 
  one final scream erupts from the walls and the tower falls silent. 
  Magical lights throughout the structure extinguish and the tower 
  falls dark. Quartztoil Tower is free of Penaral’s influence.
  
  16
  heroes 
  of 
  high fantasy
  The Interested Party
  If the party has been friendly with the Interested Party, then 
  Sala and Kra will join the fight in the 2nd round of combat. 
  Mara and Grankus will show up on the 5th round of combat. 
  Garrin himself will show no interest in the party's actions after 
  obtaining access to the library. 
  If the party has avoided dealing with, been hostile to, or 
  betrayed the Interested Party, then they will be waiting to 
  ambush them:
  • The Interested party has stealth options, magic spells and 
  items that can help to make a great trap for the party as they 
  exit through Quartztoil's Library. 
  • The Manufacturing Workshop is a great ambush spot where 
  Mara, Kra, and Garrin can attack from range while Grankus 
  and Sala engage in melee.
  • Grankus can sabotage the elevator to crash while the rest of 
  the Interested Party waits in the cave containing The Great 
  Quartztoil Elevator to attack any who survive in the wreckage.
  Garrin will demand the Artificer’s Book of Minor Infusions 
  from the party in the first round of the ambush. If he receives 
  it, he will not attack the party further but, if not, will have his 
  allies fight to the death to get what he wants, even his own 
  daughter. Garrin will not fight to the death, however, and 
  will make every attempt to escape if this goes badly, plotting 
  revenge while he licks his wounds.
  Conclusion
  If the gnomes trapped in the constructs survived, the party can 
  determine how to deal with them. The gnomes ask to accompany 
  them back to the village so they can get supplies and try to come 
  to terms of losing 90 years of their lives. Allia Rootbootle will 
  subtly ask about anything left in the living quarters; she is hinting 
  about her personal affects and ill-gotten wealth, but will not press 
  the issue, as she is grateful not to be trapped in a construct shell 
  any longer.
  The party is now free to go back to town and collect their reward. 
  The townsfolk are grateful that rampaging golems will no longer 
  threaten their livelihoods and property, and welcome the party to 
  take up residence in the tower (none of them are in any hurry to 
  lay claim to the source of their woes); it is a very secure and out-
  of-the-way location to rest and plan out their future adventures. A 
  great celebration is planned in the party’s honor, during which the 
  confused gnomes can be brought up to speed on current events.
  If any of the Interested Party survived but were, in any way, 
  cheated or attacked, the remaining members will seek out the 
  party when they are vulnerable (most likely when they are 
  sleeping). The GM is encouraged to use all the Interested Party’s 
  talents to attack characters individually and when they are 
  weakest; Garrin is a petty, angry individual who holds a grudge, 
  and may hire additional muscle to carry out his revenge if the 
  Interested Party was depleted, possibly waiting and nursing his 
  ill-will for months, or even years, if needs be. 
  If the phylactery was found but not destroyed, it begins to tick, 
  building slowly in speed until Penaral Quartztoil is reborn as a 
  withered lich after 1d10 days. If possible, he will attack the party 
  the night of the celebration, using invisibility to approach on a 
  rooftop and begin his attack by using fireball to cow the townsfolk 
  then attack the party with higher level spells, before returning 
  to his tower to attempt to restart his work (which he will find 
  difficult without his workforce).
  If the party followed any of the adventure hooks, they can collect 
  on what is owed to them:
  Hook #1- Gritz Garick is ecstatic to gain the notes on the 
  constructs, and also slightly disturbed and disappointed to find 
  how Quartztoil ‘cheated’ by using necromancy. Regardless, he 
  finds many useful notes on the construct portion of the research 
  and pays the party their promised reward for the notes. Of course, 
  now Gritz has the knowledge, will the temptation to use it ever 
  become too much for him to bear?
  Hook #2- The party member who was interested in crafting and/
  or magic items finds the tower is abundant with notes and books 
  on artifices and arcana. The party member discovers several 
  formulae for magic items. All common magic item formulae 
  are available, as well as five uncommon, two rare, and one very 
  rare magic item formula, discovered among Quartztoil’s notes 
  and books (the GM ultimately determines what those items are). 
  These specific items can be crafted in the tower 50% faster due 
  to the specialized equipment within, but the party member must 
  still provide the materials and cost to create the items (at the GM’s 
  determination).
  Hook #3- The party returns to Odalleron Val’Thalis, who is 
  still recovering from his wounds, and reports their discovery of 
  the tower. The mage is insistent that they immediately destroy 
  the hard, metal phylactery as soon as possible. Odalleron is 
  also keen to go back to the tower to work on cataloging and 
  keeping the arcane works of Quartztoil Tower from reaching 
  ‘the wrong people’. This can play out in several different ways 
  depending how the party left the tower (for example, using it as a 
  new stronghold for themselves, giving it back to the gnomes, or 
  possibly destroying it). Whatever the case, the party have made an 
  ally in Odalleron Val’Thalis, and they can expect him to be very 
  friendly and amenable to any request for help they make of him. 
  
  17
  artifices 
  of 
  quartztoil tower
  Appendix A: Beginner Monsters
  Animated Armor
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 31 (7d8 + 7)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  11 (+0)
  CON
  13 (+1)
  INT
  1 (−5)
  WIS
  3 (−4)
  CHA
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 6
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The animated armor is incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the animated armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the animated armor remains 
  motionless, it is indistinguishable from a normal suit of armor.
  Actions
  Multiattack. The animated armor makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Penaral Possessed Template
  A construct can become a vessel for Penaral Quartztoil to 
  inhabit. It keeps its statistics, with the following amendments:
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Speed. The Penaral Possessed gains a flying speed of 30 feet
  Ability Scores. The Penaral Possessed has the following new 
  ability scores: INT 18 (+4), WIS 14 (+2), CHA 12 (+1)
  Skills. The Penaral Possessed gains proficiency in Arcana (+6), 
  History (+6), Religion (+6)
  Languages. The Penaral Possessed speaks Gnomish and Goblin
  Spellcasting. The Penaral Possessed is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 15, +5 to 
  hit with spell attacks). The Penaral Possessed has the following 
  wizard spells prepared:
  Cantrips (at will): chill touch, fire bolt, mending, prestidigitation
  1st level (4 slots): fog cloud, magic missile, shield, thunderwave
  2nd level (3 slots): darkness, misty step
  3rd level (2 slots): animate dead, counterspell, lightning bolt
  Crawling Gauntlet
  Tiny construct (undead), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 7 (2d4 + 2)
  Speed 20 ft., climb 20 ft.
  STR
  14 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  5 (−3)
  WIS
  10 (+0)
  CHA
  4 (−3)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages —
  Challenge 1/4 (25 XP)
  Immutable Form. The crawling gauntlet is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The crawling gauntlet has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The crawling gauntlet's weapon attacks 
  are magical.
  Turn Immunity. The crawling gauntlet cannot be turned.
  Actions
  Gauntlet. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage and the target is 
  grappled (escape DC 11) until the grapple ends. The crawling 
  gauntlet can only grapple one target.
  
  18
  heroes 
  of 
  high fantasy
  Incomplete Quartztoil Construct
  Large construct (undead), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 39 (6d10 + 6)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  11 (+1)
  CON
  12 (+1)
  INT
  6 (−2)
  WIS
  8 (−1)
  CHA
  5 (−3)
  Damage Resistance necrotic
  Damage Immunities poison, psychic
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1 (200 XP)
  Immutable Form. The incomplete Quartztoil construct is 
  immune to any spell or effect that would alter its form.
  Magic Weapons. The incomplete Quartztoil construct’s 
  weapon attacks are magical.
  Turn Resistance. The incomplete Quartztoil construct has 
  advantage on any saving throws against any effects that 
  turn undead. 
  Actions 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage.
  Death Seep. Unbound, raw, necrotic energy pours out from 
  the construct. Each creature within 5 feet of the Incomplete 
  Quartztoil Construct must make a DC 11 Constitution saving 
  throw, taking 5 (2d4) necrotic damage on a failed saving throw, 
  or half as much on a successful one.
  Ghastruct
  Large construct (undead), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 52 (8d10 + 8)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10
  Languages —
  Challenge 2 (450 XP)
  Immutable Form. The ghastruct is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The ghastruct has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The ghastruct’s weapon attacks are magical.
  Turn Immunity. The ghastruct cannot be turned.
  Siege Monster. The ghastruct deals double damage to objects 
  and structures.
  Stench. Any creature that starts its turn within 5 feet of the 
  ghastruct must succeed on a DC 10 Constitution saving throw, 
  or be poisoned until the start of its next turn. On a successful 
  saving throw, the creature is immune to the ghastruct’s stench 
  for 24 hours.
  Actions 
  Steel Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. If the target 
  is a creature and not undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, end the effect on itself on a success.
  
  19
  artifices 
  of 
  quartztoil tower
  Quartztoil Construct
  Large construct (undead), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  11 (+1)
  CON
  14 (+2)
  INT
  6 (−2)
  WIS
  8 (−1)
  CHA
  5 (−3)
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9
  Languages —
  Challenge 1 (200 XP)
  Immutable Form. The Quartztoil construct is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The Quartztoil construct has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The Quartztoil construct's weapon attacks 
  are magical.
  Siege Monster. The Quartztoil construct deals double damage 
  to objects and structures.
  Turn Immunity. The Quartztoil construct cannot be turned.
  Actions 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) bludgeoning damage.
  Withered Lich
  Small undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 18 (5d6)
  Speed 5 ft., fly 30 ft.
  STR
  3 (−4)
  DEX
  8 (−1)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Saving Throws Con +2, Int +6, Wis +4
  Skills Arcana +8, History +6, Insight +4, Perception +4,  
  Religion +6
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 60 ft., passive Perception 14
  Languages Common, Gnomish, Goblin
  Challenge 2 (450 XP)
  Rejuvenation. If the withered lich’s heart is not crushed, a 
  destroyed withered lich reassembles its body in 1d10 days, 
  regaining all its hit points and becoming active again.
  Spellcasting. The withered lich is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The withered lich has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, fire bolt, mending, prestidigitation
  1st level (4 slots): fog cloud, magic missile, shield, thunderwave
  2nd level (3 slots): darkness, misty step
  3rd level (2 slots): animate dead, counterspell, lightning bolt
  Turn Resistance. The withered lich has advantage on any 
  saving throws against any effects that turn undead. 
  Actions
  Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) cold damage. The target must make a DC 14 
  Constitution saving throw, taking 5 (2d4) necrotic damage on a 
  failed saving throw, or half as much on a successful one.
  
  20
  heroes 
  of 
  high fantasy
  The Interested Party
  Garrin Ashcopse 
  Small humanoid (lightfoot halfling), chaotic evil
  Armor Class 13 (studded leather)
  Hit Points 27 (4d8 + 4)
  Speed 25 ft.
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving Throws Wisdom +3, Charisma +6
  Skills Arcana +4, Deception +6, Religion +4, Stealth +2
  Senses passive Perception 11
  Languages Common, Halfling
  Challenge 1/2 (100 XP)
  Agonizing Blast. Garrin adds +4 damage to his eldrich blast 
  spells on a hit.
  Brave. Garrin has advantage on saving throws 
  against being frightened.
  Criminal Contact. Garrin has a contact 
  in the criminal network, and can send and 
  receive messages to them through various 
  means, even over great distances. 
  Dark One’s Blessing. When Garrin reduces 
  a hostile creature to 0 hit points, he gains 8 
  temporary hit points.
  Eyes of the Rune Keeper. Garrin can 
  read all writing.
  Halfling Nimbleness. Garrin can 
  move through the space of any 
  creature that is a size larger than him.
  Lucky. When Garrin rolls a 1 on an attack roll, ability 
  check, or saving throw, he can reroll the die and must 
  use the new roll.
  Naturally Stealthy. Garrin can attempt to hide even 
  when he is obscured only by a creature that is at least one 
  size larger than him.
  Pact Magic. Garrin is a 4th-level spellcaster. 
  His spellcasting ability is 
  Charisma (spell save DC 14, 
  +6 to hit with spell attacks). 
  He regains expended spell slots after a 
  short or long rest, and knows the following 
  warlock spells:
  Cantrips: blade ward, eldrich blast, 
  poison spray
  2nd level (2 slots): burning hands, command, hellish rebuke, 
  protection from evil and good, scorching ray.
  Pact of the Blade (Flail). Garrin can use his action to create a 
  pact weapon in a free hand. He is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Garrin for more than one minute, if he 
  dies or if he dismisses it (no action required). 
  Actions
  Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) piercing damage.
  Pact Flail. Melee Weapon Attack: +2 to hit, reach 5ft, one 
  creature. Hit: 4 (1d8) bludgeoning damage .
  Weapons, Armor & Items
  Ragged fine clothes, studded leather, orb of The Voice, dagger, 
  Dragonchess, lock of hair, theives' tools, 10gp
  Garrin Ashcopse was a devoted husband to his wife Filna, and 
  a loving father to their six children. That man has not been seen 
  since Filna’s death giving birth to their seventh. Unable to come 
  to terms with her loss, Garrin disappeared for years and 
  returned… changed.
  Gone was any warmth in the man, any humor or 
  forgiveness. His children mourned his loss, even 
  as they feared what he had become. They are now 
  unwilling pawns in Garrin’s criminal enterprise, 
  collecting for him any items of magical power they 
  can get their hands on to an end they know better 
  than to ask about. 
  What they do not know is that Garrin is little 
  more than a pawn himself, a puppet dancing 
  to the whims of The Voice; a demonic 
  maelstrom of threats, mocking laughter 
  and half-remembered promises plaguing 
  Garrin’s psyche. What is left of Garrin is 
  almost certain The Voice is lying when it 
  claims the items are for a device to return 
  Filna from the dead but, for a man as 
  desperate and broken as Garrin, ‘almost certain’ is 
  not certain enough. 
  Garrin has the face of a man who sees 
  nightmares on a regular basis. His weight has 
  dropped quickly and he appears sunken as a 
  result. His eyes are surrounded by deep grey 
  bags and rimmed with red. When his anger 
  flares, it might be possible to notice his eyes 
  shift to a fiery hue.
  Recently, The Voice has been leading Garrin 
  to find the texts and research housed in Quartztoil 
  Tower. The binding of undead to constructs is a 
  powerful artifice, and one The Voice is determined to 
  learn through Garrin (with promises that such secrets may 
  see his wife returned to him). 
  To his credit, Garrin will keep his word with the party if he is able 
  to lay claim to the library and the research within, including the 
  Artificer’s Book of Minor Infusions. If the party attempts to block 
  him from this knowledge then he will be visibly furious, but tell 
  the party through gritted teeth that he understands why they can’t 
  keep their part of the deal. His revenge for their transgression 
  is inevitable but, if needed, may be delayed while he gathers 
  additional strength; if nothing else, Garrin can nurse a grudge. 
  
  21
  artifices 
  of 
  quartztoil tower
  Grankus Feldspurn
  Medium humanoid (half-orc), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  12 (+0)
  DEX
  17 (+3)
  CON
  11 (+0)
  INT
  15 (+2)
  WIS
  11 (+0)
  CHA
  13 (+1)
  Saving Throws Dexterity +5, Intelligence +4
  Skills Acrobatics +5, Perception +2, Slight of Hand +5,  
  Stealth +2
  Senses darkvision 60 ft., passive Perception 11, 
  Languages Common, Orc, Thieves’ Cant
  Challenge 1/2 (100 XP)
  Sneak Attack (1/turn). Grankus can deal an extra 1d6 damage 
  to one creature he hits with an attack if he has advantage on 
  the attack roll. The attack must use a finesse or ranged weapon. 
  He doesn’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Binding Contract. Grankus has advantage 
  on saving throws against being charmed or 
  frightened.
  Cunning Action. On his turn, as a bonus action, 
  Grankus can take the Dash, Dodge, Disengage, or 
  Hide action.
  Relentless Endurance (1/day). When Grankus is reduced 
  to 0 hit points, but not killed outright, he can drop to 1 
  hit point instead.
  Savage Attacks. When Grankus 
  scores a critical hit with 
  a melee weapon attack, 
  he can roll one of the 
  weapon’s damage dice one 
  additional time and add it 
  to the extra damage of the 
  critical hit. 
  Actions
  Shortsword. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage.
  Handaxe. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage.
  Weapons, Armor & Items
  Leather armor, shortsword, four handaxes, thieves’ tools, 
  burglar’s pack, potion of healing, 25 gp
  Grankus has been a thief and burglar since birth. It was told to 
  him that his mother used to latch him to her back as she broke 
  into homes and stores. He grew up stealing and continued the 
  family tradition. He is as proud of what he does as any craftsman 
  is proud of their skill. Now, at 30 years old, he has begun setting 
  his sights on bigger and better targets to mark, looking to test 
  himself against them. 
  This brazen attitude led him to the home of Garrin Ashcopse, 
  where he attempted to make off with substantial amounts of 
  magical loot. The warlock and his children caught Grankus in 
  the act and subdued him. The thief found himself in a losing 
  situation, but a normally-angry Garrin was passive and calm 
  when confronting the half-orc, simply explaining that he needed 
  someone with his type of specialist skills for several jobs in 
  the foreseeable future. Garrin required Grankus’ 
  services for one year and, with that, he traded 
  coin (and allowed the half-orc to keep his life) to 
  procure them.
  Grankus is in a binding contract 
  working for Garrin Ashcopse and, 
  thus, The Voice, though he is 
  unaware of that otherworldly 
  influence. He has an uneasy, 
  unnatural, and unknown 
  compulsion to obey 
  Garrin when it comes 
  to the terms of his 
  employment. 
  Grankus is three 
  months away from 
  the contract's end 
  and is eager to be 
  free from Garrin once 
  it is over.
  
  22
  heroes 
  of 
  high fantasy
  instead taking up a life of petty crime. One day, Mara was caught 
  stealing from a merchant’s cart and chased into a back alley. The 
  merchant beat her soundly for the theft but, when he turned his 
  back to leave her in a crumpled heap, she was able to gather the 
  strength for the final word, and slashed the merchant’s throat 
  with her knife. At that moment, she discovered a taste for the 
  rush of power that comes from taking the life of another.
  Mara began to practice and perfect her new art by targeting 
  the beggars and homeless of the city that none would miss. 
  This cleansing caught the eye of the local assassins guild after 
  Mara had dispatched one of their beggar informants. Instead 
  of exacting revenge upon Mara, they took her in and nurtured 
  her talents. By her 25th birthday, Mara had become a proficient 
  poisoner, skilled infiltrator, and efficient killer. 
  When on the job, Mara will prepare at least three arrows or her 
  melee weapon with poison if she expects combat within the next 
  hour. She is equally inclined to attack at range or to get up-close 
  and personal with her unfortunate victims.
  Mara is also in a binding contract working for Garrin Ashcopse 
  and, thus, The Voice, though she is similarly unaware of that 
  otherworldly influence. Like Grankus, she too has an uneasy, 
  unnatural, and unknown 
  compulsion to obey Garrin 
  when it comes to the terms 
  of her employment. Mara 
  rather likes working for 
  Garrin because she 
  has found abundant 
  opportunities to 
  practice her beloved 
  trade with almost 
  every job.
  Mara Sageprel
  Medium humanoid (human), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  18 (+4)
  CON
  11 (+0)
  INT
  13 (+1)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Saving Throws Dexterity +6, Intelligence +3
  Skills Acrobatics +6, Deception +4, Perception +3, Persuasion 
  +4, Sleight of Hand +6, Stealth +6
  Senses passive Perception 13
  Languages Common, Halfling, Thieves’ Cant
  Challenge 1/2 (100 XP)
  Sneak Attack (1/turn). Mara can deal an extra 1d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of 
  the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Binding Contract. Mara has advantage on saving throws 
  against being charmed or frightened.
  Escape Artist. Mara leaves no trace. Anyone attempting to 
  track her has disadvantage.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Poison Use. Mara applies a basic poison to her weapon or up 
  to three pieces of ammunition. A creature hit by the poisoned 
  weapon or ammunition must succeed on a DC 10 Constitution 
  saving throw or take 1d4 poison damage. Mara’s poisons, once 
  applied, lose their potency after one hour.
  Reactions
  Parry. When Mara is hit with a melee attack while wielding 
  a melee weapon with the finesse property, she can add +2 
  to her AC for that attack. 
  Weapons, Armor & Items
  Leather armor, dagger, shortbow, 20 arrows, explorer’s pack, 
  poisoner’s kit, 5 bottles of basic poison, 30 gp
  Mara Sageprel led a charmed life, the daughter of a 
  wealthy merchant in a safe and prosperous town, 
  for twenty years. In her hometown, her family 
  had influence but, after the town was besieged by a 
  hobgoblin battalion, that all changed. Her family was 
  killed, her estate burned to the ground, and her father’s 
  stores were razed. Mara survived by hiding, but her world 
  was shattered. 
  In a neighboring city, after days of walking on delicate feet, 
  she tried to find help, but found none to be offered. She was 
  forced to the streets, but refused to be reduced to begging, 
  
  23
  artifices 
  of 
  quartztoil tower
  Sala Ashcopse
  Small humanoid (lightfoot halfling), chaotic neutral
  Armor Class 14 (leather armor)
  Hit Points 26 (4d10 + 4)
  Speed 25 ft.
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  9 (−1)
  WIS
  11 (+0)
  CHA
  13 (+1)
  Saving Throws Strength +3, Dexterity +5
  Skills Athletics +3, Sleight of Hand +5, Stealth +5
  Senses passive Perception 10
  Languages Common, Halfling
  Challenge 1/2 (100 XP)
  Brave. Sala has advantage on saving throws against being 
  frightened.
  Bond of Blood (1/day). When Sala is reduced to 0 hit points, 
  she grants her father, Garrin Ashcopse, an additional warlock 
  spell slot that must be used within one minute. 
  Halfling Nimbleness. Sala can move through the space of any 
  creature that is a size larger than her.
  Lucky. When Sala rolls a 1 on an attack roll, ability check, or 
  saving throw, she can reroll the die and must use the new roll.
  Naturally Stealthy. Sala can attempt to hide even when 
  she is obscured only by a creature that is at least one size 
  larger than her.
  Pack Tactics. Sala has advantage on an attack roll against a 
  creature if at least one of the Sala’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Acid. Ranged Weapon Attack: +5 to hit, range 5/20 ft., one 
  target. Hit: 7 (2d6) acid damage.
  Weapons, Armor & Items
  Leather armor, rapier, ten darts, four acid vials, dungeoneer’s 
  pack, 15 gp
  Sala is the eldest daughter of Garrin Ashcopse. The years since her 
  mother died and her father returned have taken their toll on her 
  sanity on two fronts; one being Garrin’s abusive personality and 
  demeanor, the second her constant close proximity to The Voice, 
  the entity that plagues her father, and reaches out to touch those 
  closest to him. These factors have driven her to the point of a 
  madness akin to her father's; she has become sadistic towards her 
  enemies and masochistic to herself. 
  Sala enjoys tracing runes and symbols onto her skin with acid, 
  which has produced intricate scars all over her body. In addition, 
  she appears to have developed a somewhat dual personality, 
  friendly and meek to those who could be allies, but gleefully 
  mutilating the bodies of those she has killed after they declare or 
  prove themselves to be an enemy.
  Sala assists her father in seeking out magical artifacts and 
  forgotten lore. She is obedient to him alone and would never 
  knowingly betray him. She is skilled at throwing vials of acid, 
  which she loves to use in combat whenever she gets a chance, to 
  make her enemies suffer and caustically burn.
  
  24
  heroes 
  of 
  high fantasy
  Kra
  Medium humanoid (dragonborn), chaotic evil
  Armor Class 14 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Saving Throws Wisdom +4, Charisma +3
  Skills Medicine +4, Religion +2
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Draconic
  Challenge 1/4 (50 XP)
  Pact Magic. Kra is a 2nd-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with spell 
  attacks). She has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Breath Weapon (Recharges after a Short or Long Rest). Kra 
  breathes fire out in a 5-foot by 30-foot line. Each creature in the 
  line must make a DC 10 Dexterity saving throw, taking 2d6 fire 
  damage on a failed saving throw, or half on a successful one.
  Weapons, Armor & Items
  Leather armor, quarterstaff, holy symbol (The Voice), explorer’s 
  pack, potion of healing, 20 gp
  Kra is a devoted servant to the demonic entity known as 
  The Voice, and would do anything it demands. As a young 
  dragonborn, Kra suffered from bouts of madness; patches of 
  blank memory after which possessions would be found destroyed, 
  animals would cringe from her in fear, and other children would 
  go missing...
  She searched for truth in various religions, but none made sense 
  to her, and all feared her. An obscure cult dedicated to a chorus 
  of demonic voices was the first to tell her not that she was broken, 
  but that she was special; that these attacks of madness were 
  a blessing. Kra studied and worshiped to gain control of this 
  'blessing', and harness a portion of the The Voice's power. 
  For years, Kra has traveled the world, seeking greater insight into 
  The Voice’s goals, needs, and desires so, as a faithful servant, she 
  can provide for it. These journeys led her to Garrin Ashcopse a 
  little over six months ago. He took her into the fold and Kra has 
  been a devoted follower of the nightmares and whispers she has 
  gleaned from being in close proximity, unknowingly, to Garrin’s 
  Orb of The Voice.
  The Orb, as a conduit for The Voice itself, directs Kra as a 
  follower, and encourages her to steer Garrin towards forbidden 
  items and knowledge that it desires to possess.
  
  25
  artifices 
  of 
  quartztoil tower
  Appendix B: Intermediate Monsters
  Animated Armor
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 55 (10d8 + 10)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  11 (+0)
  CON
  13 (+1)
  INT
  1 (−5)
  WIS
  3 (−4)
  CHA
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 6
  Languages —
  Challenge 3 (700 XP)
  Antimagic Susceptibility. The animated armor is incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the animated armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the animated armor remains 
  motionless, it is indistinguishable from a normal suit of armor.
  Actions
  Multiattack. The animated armor makes two melee attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) bludgeoning damage.
  Penaral Possessed Template
  A construct can become a vessel for Penaral Quartztoil to 
  inhabit. It keeps its statistics, with the following amendments:
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Speed. The Penaral Possessed gains a flying speed of 30 feet.
  Ability Scores. The Penaral Possessed has the following new 
  ability scores: INT 20 (+5), WIS 14 (+2), CHA 12 (+1)
  Skills. The Penaral Possessed gains proficiency in Arcana +8, 
  History +8, Religion +8
  Languages. The Penaral Possessed speaks Gnomish and Goblin.
  Spellcasting. The Penaral Possessed is a 11th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 16, +7 to 
  hit with spell attacks). The Penaral Possessed has the following 
  wizard spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, mending, 
  prestidigitation, shocking grasp
  1st level (4 slots): fog cloud, magic missile, shield, thunderwave
  2nd level (3 slots): darkness, misty step, see invisibility
  3rd level (3 slots): animate dead, counterspell, lightning bolt
  4th level (3 slots): greater invisibility, ice storm, stoneskin
  5th level (2 slots): cone of cold, wall of force
  6th level (1 slots): create undead
  Crawling Gauntlet
  Tiny construct (undead), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 21 (6d4 + 6)
  Speed 20 ft., climb 20 ft.
  STR
  14 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  5 (−3)
  WIS
  10 (+0)
  CHA
  4 (−3)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 11
  Languages —
  Challenge 1 (200 XP)
  Immutable Form. The crawling gauntlet is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The crawling gauntlet has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The crawling gauntlet’s weapon attacks 
  are magical.
  Turn Immunity. The crawling gauntlet cannot be turned.
  Actions
  Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is 
  grappled (escape DC 14) until the grapple ends. The crawling 
  gauntlet can only grapple one target.
  Crush. The crawling gauntlet crushes the creature it is 
  grappling. The creature must make on a DC 11 Constitution 
  saving throw, taking 13 (2d8 + 4) bludgeoning damage on a 
  failed save, or half as much on a successful one.
  
  26
  heroes 
  of 
  high fantasy
  Ghastruct
  Large construct (undead), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 78 (12d10 + 12)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses darkvision 90 ft., blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 5 (1,800 XP)
  Immutable Form. The ghastruct is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The ghastruct has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The ghastruct’s weapon attacks are magical.
  Turn Immunity. The ghastruct cannot be turned.
  Projected Stench. Any creature that starts its turn within 10 
  feet of the ghastruct must succeed on a DC 13 Constitution 
  saving throw, or be poisoned until the start of its next turn. 
  On a successful saving throw, the creature is immune to the 
  ghastruct’s stench for 24 hours.
  Siege Monster. The ghastruct deals double damage to objects 
  and structures.
  Actions 
  Multiattack. The ghastruct makes two steel claw attacks.
  Steel Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 18 (4d6 + 4) slashing damage. If the target 
  is a creature and not undead, it must succeed on a DC 13 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, end the effect on itself on a success.
  Incomplete Quartztoil Construct
  Large construct (undead), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 52 (8d10 + 8)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  11 (+1)
  CON
  12 (+1)
  INT
  6 (−2)
  WIS
  8 (−1)
  CHA
  5 (−3)
  Damage Resistance necrotic
  Damage Immunities poison, psychic
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 3 (700 XP)
  Immutable Form. The incomplete Quartztoil construct is 
  immune to any spell or effect that would alter its form.
  Magic Resistance. The incomplete Quartztoil construct 
  has advantage on saving throws against spells and other 
  magical effects.
  Magic Weapons. The incomplete Quartztoil construct’s 
  weapon attacks are magical.
  Turn Immunity. The incomplete Quartztoil construct cannot 
  be turned.
  Actions 
  Multiattack. The incomplete Quartztoil construct makes two 
  slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 11 (2d8 + 2) bludgeoning damage.
  Death Seep. Unbound, raw, necrotic energy pours out from 
  the construct. Each creature within 10 feet of the incomplete 
  Quartztoil construct must make a DC 13 Constitution saving 
  throw, taking 15 (6d4) necrotic damage on a failed saving 
  throw, or half as much on a successful one.
  
  27
  artifices 
  of 
  quartztoil tower
  Quartztoil Construct
  Large construct (undead), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  11 (+1)
  CON
  14 (+2)
  INT
  6 (−2)
  WIS
  8 (−1)
  CHA
  5 (−3)
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses darkvision 90 ft., blindsight 60 ft., passive Perception 12
  Languages —
  Challenge 3 (700 XP)
  Immutable Form. The Quartztoil construct is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The Quartztoil construct has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The Quartztoil construct’s weapon attacks 
  are magical.
  Siege Monster. The Quartztoil construct deals double damage 
  to objects and structures.
  Turn Immunity. The Quartztoil construct cannot be turned.
  Actions 
  Multiattack. The Quartztoil construct makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Withered Lich
  Small undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 38 (11d6)
  Speed 5 ft., fly 30 ft.
  STR
  3 (−4)
  DEX
  8 (−1)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Saving Throws Con +4, Int +9, Wis +6
  Skills Arcana +9, History +8, Insight +5, Perception +5
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical attacks, cold, lightning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 15
  Languages Common, Gnomish, Goblin
  Challenge 4 (1,100 XP)
  Legendary Resistance (3/Day). If the withered lich fails a 
  saving throw, it can choose to succeed instead.
  Rejuvenation. If the withered lich’s heart is not crushed, a 
  destroyed withered lich reassembles its body in 1d10 days, 
  regaining all its hit points and becoming active again.
  Spellcasting. The withered lich is an 11th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit 
  with spell attacks). The withered lich has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, mending, 
  prestidigitation, shocking grasp
  1st level (4 slots): fog cloud, magic missile, shield, thunderwave
  2nd level (3 slots): darkness, misty step, see invisibility
  3rd level (3 slots): animate dead, counterspell, lightning bolt
  4th level (3 slots): greater invisibility, ice storm, stoneskin
  5th level (2 slots): cone of cold, wall of force
  6th level (1 slots): create undead
  Turn Resistance. The withered lich has advantage on any 
  saving throws against any effects that turn undead. 
  Actions
  Freezing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 7 (2d6) cold damage. The target must make a DC 
  16 Constitution saving throw, taking 10 (4d4) necrotic damage 
  on a failed saving throw, or half as much on a successful one. 
  
  28
  heroes 
  of 
  high fantasy
  The Interested Party
  Garrin Ashcopse
  Small humanoid (lightfoot halfling), chaotic evil
  Armor Class 12 (studded leather)
  Hit Points 51 (8d8 + 8)
  Speed 25 ft.
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving Throws Wisdom +4, Charisma +8
  Skills Arcana +5, Deception +8, Religion +5, Stealth +3
  Senses passive Perception 11
  Languages Common, Halfling
  Challenge 3 (700 XP)
  Agonizing Blast. Garrin adds +5 damage to his eldrich blast 
  spells on a hit.
  Brave. Garrin has advantage on saving throws against  
  being frightened.
  Criminal Contact. Garrin has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Dark One’s Blessing. When Garrin reduces a hostile creature 
  to 0 hit points, he gains 13 temporary hit points.
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When Garrin makes an ability check or a saving throw, 
  he may add a d10 to the roll. He can do so after the initial roll 
  but before determining success or failure. 
  Eyes of the Rune Keeper. Garrin can read all writing.
  Halfling Nimbleness. Garrin can move through the space of 
  any creature that is a size larger than him.
  Lucky. When Garrin rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must use the new roll.
  Naturally Stealthy. Garrin can attempt to hide even when he is 
  obscured only by a creature that is at least one size larger than him.
  Pact Magic. Garrin is a 8th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). He regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, eldrich blast, poison spray
  4th level (2 slots): burning hands, command, fireball, fire 
  shield, hellish rebuke, protection from evil and good, scorching 
  ray, stinking cloud, wall of fire.
  Pact of the Blade (Flail). Garrin can use his action to create a 
  pact weapon in a free hand. He is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Garrin for more than one minute, if he 
  dies or if he dismisses it (no action required). 
  Actions
  Thirsting Blade. Garrin makes two Pact Flail attacks.
  Pact Flail. Melee Weapon Attack: +3 to hit, reach 5ft, one 
  creature. Hit: 4 (1d8) bludgeoning damage .
  Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) piercing damage.
  Weapons, Armor & Items
  Ragged fine clothes, studded leather, orb of The Voice, dagger, 
  Dragonchess, lock of hair, theives' tools, 15gp
  
  29
  artifices 
  of 
  quartztoil tower
  Grankus Feldspurn
  Medium humanoid (half-orc), neutral evil
  Armor Class 16 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  12 (+0)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving Throws Dexterity +8, Intelligence +7
  Skills Acrobatics +8, Perception +5, Sleight of Hand +8, 
  Stealth +8 
  Senses darkvision 60 ft., passive Perception 15, 
  Languages Common, Orc, Thieves’ Cant
  Challenge 2 (450 XP)
  Sneak Attack (1/turn). Grankus can deal an extra 3d6 damage 
  to one creature he hits with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of 
  the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and he doesn’t have disadvantage on the attack roll.
  Binding Contract. Grankus has advantage on saving throws 
  against being charmed or frightened.
  Cunning Action. On his turn, as a bonus action, Grankus can 
  take a Dash, Dodge, Disengage, Hide, Use an Object action. 
  Alternatively, he can make a Sleight of Hand check or use his 
  thieves’ tools to disarm a trap or open a lock.
  Relentless Endurance (1/day). When Grankus is reduced 
  to 0 hit points, but not killed outright, he can drop to 1 hit 
  point instead.
  Savage Attacks. When Grankus scores a critical hit with a 
  melee weapon attack, he can roll one of the weapon’s damage 
  dice one additional time and add it to the extra damage of the 
  critical hit. 
  Actions 
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 5) piercing damage.
  Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 6 (1d6 + 5) slashing damage.
  Reactions
  Uncanny Dodge. When Grankus is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Leather armor, shortsword, four handaxes, thieves’ 
  tools, burglar’s pack, potion of greater healing, potion of 
  invisibility, 135 gp
  
  30
  heroes 
  of 
  high fantasy
  Mara Sageprel
  Medium humanoid (human), neutral evil
  Armor Class 17 (studded leather)
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  20 (+5)
  CON
  11 (+0)
  INT
  19 (+4)
  WIS
  16 (+3)
  CHA
  17 (+3)
  Saving Throws Dexterity +8, Intelligence +7
  Skills Acrobatics +8, Deception +6, Perception +6, Persuasion 
  +6, Sleight of Hand +8, Stealth +8
  Senses passive Perception 16
  Languages Common, Halfling, Thieves’ Cant
  Challenge 2 (450 XP)
  Sneak Attack (1/turn). Mara can deal an extra 3d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of 
  the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Binding Contract. Mara has advantage on saving throws 
  against being charmed or frightened.
  Cunning Action. On her turn, as a bonus action, Mara can 
  take a Dash, Dodge, Disengage, or Hide action
  Escape Artist. Mara leaves no trace. Anyone attempting to 
  track her has disadvantage.
  Poison Dip. Mara can use a bonus action to add elite assassin’s 
  poison to her weapon. The next time a poisoned weapon hits, 
  the target must make a DC 19 Constitution saving throw or 
  become poisoned. The target is paralyzed while poisoned in 
  this way. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on a success.
  Mara can substitute her elite assassin’s poison for wyvern 
  poison with this ability.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Reactions
  Parry. When Mara is hit with a melee attack while wielding a 
  melee weapon with the finesse property, she can add +2 to her 
  AC for that attack.
  Weapons, Armor & Items
  Studded leather armor, silver dagger, shortbow, 20 arrows, 
  explorer’s pack, poisoner’s kit, 5 bottles of elite assassin poison, 
  2 bottles of wyvern poison, 245 gp
  
  31
  artifices 
  of 
  quartztoil tower
  Sala Ashcopse
  Small humanoid (lightfoot halfling), chaotic neutral
  Armor Class 15 (chain shirt)
  Hit Points 60 (8d10 + 16)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  19 (+4)
  CON
  15 (+2)
  INT
  12 (+1)
  WIS
  12 (+1)
  CHA
  16 (+3)
  Saving Throws Strength +6, Dexterity +7, Constitution +5
  Skills Athletics +6, Perception +5, Intimidation +6, Sleight of 
  Hand +7, Stealth +6
  Senses passive Perception 15
  Languages Common, Halfling
  Challenge 3 (700 XP)
  Brave. Sala has advantage on saving throws against being 
  frightened.
  Bond of Blood (1/day). When Sala is reduced to 0 hit points, 
  she grants her father, Garrin Ashcopse, an additional warlock 
  spell slot that must be used within one minute.
  Fighting Style (Two-Weapon Fighting). Sala may add her 
  ability modifier to damage rolls with her offhand weapon.
  Halfling Nimbleness. Sala can move through the space of any 
  creature that is a size larger than her.
  Improved Critical. Sala scores critical hits on rolls of 
  19 and 20.
  Lucky. When Sala rolls a 1 on an attack roll, ability check, or 
  saving throw, she can reroll the die and must use the new roll.
  Naturally Stealthy. Sala can attempt to hide even when 
  she is obscured only by a creature that is at least one size 
  larger than her.
  Pack Tactics. Sala has advantage on an attack roll against a 
  creature if at least one of Sala’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Remarkable Athlete. Sala can add +2 to any Strength, 
  Dexterity, or Constitution check that doesn’t already use her 
  proficiency bonus. Additionally, the distance Sala covers with a 
  running long jump increases by 3 feet.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Sala can use a bonus action to regain 1d10 + 8 hit points. 
  Actions 
  Multiattack. Sala makes two weapon attacks. Additionally, as a 
  bonus action she can make an attack with her offhand weapon.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 4) piercing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage.
  Acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one 
  target. Hit: 7 (2d6) acid damage.
  Weapons, Armor & Items
  Leather armor, rapier, ten darts, eight acid vials, dungeoneer’s 
  pack, potion of greater healing, potion of heroism, 120 gp
  
  32
  heroes 
  of 
  high fantasy
  Kra
  Medium humanoid (dragonborn), chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 40 (6d8 + 12)
  Speed 30 ft.
  STR
  13 (+1)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  13 (+1)
  WIS
  18 (+4)
  CHA
  14 (+2)
  Saving Throws Wisdom +7, Charisma +5
  Skills Medicine +7, Persuasion +5, Religion +4
  Damage Resistances fire
  Senses passive Perception 14
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Spellcasting. Kra is a 6th level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell 
  attacks). Kra has following cleric spells prepared:
  Cantrips (at will): guidance, light, sacred flame, thaumaturgy
  1st level (4 slots): bless, cure wounds, guiding bolt, inflict 
  wounds, sanctuary
  2nd level (3 slots): lesser restoration, silence, spiritual weapon
  3rd level (3 slots): dispel magic, mass healing word, 
  spirit guardians
  Maddening Strike (1/turn). Kra channels the madness and 
  corruption of The Voice through her weapon attacks. On each 
  of Kra’s turns she can deal an additional 1d8 psychic damage to 
  a creature she strikes with a weapon attack.
  Actions 
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Breath Weapon (Recharges after a Short or Long Rest). Kra 
  can breathe fire out in a 5-foot by 30-foot line. Each creature 
  in the line must make a DC 14 Dexterity saving throw, 
  taking 3d6 fire damage on a failed saving throw, or half on a 
  successful one.
  Maddening Fear (Recharges after a Short or Long Rest). Kra 
  instills madness in one creature she can see within 30 feet. The 
  target must succeed on a DC 15 Wisdom saving throw or drop 
  whatever they are holding and become frightened.
  While frightened by this spell, a creature must take the Dash 
  action and move away from Kra by the safest available route 
  on each of its turns, unless there is nowhere to move. If the 
  creature ends its turn in a location where it doesn’t have line of 
  sight to Kra, the creature can repeat the Wisdom saving throw, 
  ending the effect on a success.
  Weapons, Armor & Items
  Leather armor, quarterstaff, holy symbol (The Voice), explorer’s 
  pack, glyph of warding spell scroll, 90 gp
  
  33
  artifices 
  of 
  quartztoil tower
  Appendix C: Advanced Monsters
  Animated Armor
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 77 (14d8 + 14)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  11 (+0)
  CON
  13 (+1)
  INT
  1 (−5)
  WIS
  3 (−4)
  CHA
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 6
  Languages —
  Challenge 4 (1,100 XP)
  Antimagic Susceptibility. The animated armor is incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the animated armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the animated armor remains 
  motionless, it is indistinguishable from a normal suit of armor.
  Actions
  Multiattack. The animated armor makes three slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (3d6 + 2) bludgeoning damage.
  Penaral Possessed Template
  A construct can become a vessel for Penaral Quartztoil to 
  inhabit. It keeps its statistics, with the following amendments:
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Speed. The Penaral Possessed gains a flying speed of 30 feet.
  Ability Scores. The Penaral Possessed has the following new 
  ability scores: INT 20 (+5), WIS 14 (+2), CHA 12 (+1)
  Skills. The Penaral Possessed gains proficiency in Arcana +10, 
  History +10, Religion +10
  Languages. The Penaral Possessed speaks Gnomish 
  and Goblin.
  Spellcasting. The Penaral Possessed is a 17th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 18, +10 to 
  hit with spell attacks). The Penaral Possessed has the following 
  wizard spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, mending, 
  prestidigitation, shocking grasp
  1st level (4 slots): fog cloud, magic missile, shield, thunderwave
  2nd level (3 slots): darkness, misty step, see invisibility
  3rd level (3 slots): animate dead, counterspell, lightning bolt
  4th level (3 slots): greater invisibility, ice storm, stoneskin
  5th level (3 slots): cone of cold, hold monster, wall of force
  6th level (2 slots): create undead, true seeing
  7th level (2 slots): finger of death, teleport
  8th level (1 slots): maze
  9th level (1 slots): prismatic wall
  
  34
  heroes 
  of 
  high fantasy
  Crawling Gauntlet
  Tiny construct (undead), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 28 (8d4 + 8)
  Speed 20 ft., climb 20 ft.
  STR
  14 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  5 (−3)
  WIS
  10 (+0)
  CHA
  4 (−3)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 11
  Languages —
  Challenge 2 (450 XP)
  Immutable Form. The crawling gauntlet is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The crawling gauntlet has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The crawling gauntlet’s weapon attacks 
  are magical.
  Turn Immunity. The crawling gauntlet cannot be turned.
  Actions
  Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 13 (3d6 + 3) bludgeoning damage and the target is 
  grappled (escape DC 16) until the grapple ends. The crawling 
  gauntlet can only grapple one target.
  Crush. The crawling gauntlet crushes the creature it is 
  grappling. The creature must make on a DC 13 Constitution 
  saving throw, taking 16 (3d8 + 6) bludgeoning damage on a 
  failed save, or half as much on a successful one.
  Ghastruct
  Large construct (undead), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 135 (18d10 + 36)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  8 (−1)
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception10
  Languages —
  Challenge 8 (3,900 XP)
  Immutable Form. The ghastruct is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The ghastruct has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The ghastruct’s weapon attacks are magical.
  Turn Immunity. The ghastruct cannot be turned.
  Projected Stench. Any creature that starts its turn within 10 
  feet of the ghastruct must succeed on a DC 15 Constitution 
  saving throw, or be poisoned until the start of its next turn. 
  On a successful saving throw, the creature is immune to the 
  ghastruct’s stench for 24 hours.
  Siege Monster. The ghastruct deals double damage to objects 
  and structures.
  Actions 
  Multiattack. The ghastruct makes two melee steel claw attacks.
  Steel Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 26 (4d10 + 4) slashing damage. If the target is 
  a creature and not undead, it must succeed on a DC 15 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, end the effect on itself on a success.
  
  35
  artifices 
  of 
  quartztoil tower
  Incomplete Quartztoil Construct
  Large construct (undead), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 25 ft.
  STR
  14 (+2)
  DEX
  11 (+1)
  CON
  18 (+4)
  INT
  6 (−2)
  WIS
  8 (−1)
  CHA
  5 (−3)
  Damage Resistance necrotic
  Damage Immunities poison, psychic
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 8 (3,900 XP)
  Immutable Form. The incomplete Quartztoil construct is 
  immune to any spell or effect that would alter its form.
  Magic Resistance. The incomplete Quartztoil construct 
  has advantage on saving throws against spells and other 
  magical effects.
  Magic Weapons. The incomplete Quartztoil construct’s 
  weapon attacks are magical.
  Turn Immunity. The incomplete Quartztoil construct cannot 
  be turned.
  Actions 
  Multiattack. The incomplete Quartztoil construct makes two 
  slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 20 (4d8 + 2) bludgeoning damage.
  Death Seep. Unbound, raw, necrotic energy pours out from the 
  construct. Each creature that is within 10 feet of the incomplete 
  Quartztoil construct must make a DC 15 Constitution saving 
  throw, taking 27 (6d8) necrotic damage on a failed saving 
  throw, or half as much on a successful one.
  Quartztoil Construct
  Large construct (undead), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 147 (14d10 + 70)
  Speed 25 ft.
  STR
  18 (+4)
  DEX
  11 (+1)
  CON
  20 (+5)
  INT
  6 (−2)
  WIS
  8 (−1)
  CHA
  5 (−3)
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses darkvision 90 ft., blindsight 60 ft., passive Perception 12
  Languages —
  Challenge 8 (3,900 XP)
  Immutable Form. The Quartztoil construct is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The Quartztoil construct has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The Quartztoil construct’s weapon attacks 
  are magical.
  Siege Monster. The Quartztoil construct deals double damage 
  to objects and structures.
  Turn Immunity. The Quartztoil construct cannot be turned.
  Actions 
  Multiattack. The Quartztoil construct makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 22 (4d8 + 4) bludgeoning damage.
  
  36
  heroes 
  of 
  high fantasy
  Withered Lich
  Small undead, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 59 (17d6)
  Speed 5 ft., fly 30 ft.
  STR
  3 (−4)
  DEX
  8 (−1)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Saving Throws Con +5, Int +10, Wis +7
  Skills Arcana +15, History +10, Insight +7, Perception +7, 
  Religion +10
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing damage from non-magical attacks; cold, lightning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 17
  Languages Common, Gnomish, Goblin
  Challenge 7 (2,900 XP)
  Legendary Resistance (3/Day). If the withered lich fails a 
  saving throw, it can choose to succeed instead.
  Rejuvenation. If the withered lich’s heart is not crushed, a 
  destroyed withered lich reassembles its body in 1d10 days, 
  regaining all its hit points and becoming active again.
  Spellcasting. The withered lich is a 17th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 18, +10 to hit 
  with spell attacks). The withered lich has the following wizard 
  spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, mending, 
  prestidigitation, shocking grasp
  1st level (4 slots): fog cloud, magic missile, shield, thunderwave
  2nd level (3 slots): darkness, misty step, invisibility
  3rd level (3 slots): animate dead, counterspell, lightning bolt
  4th level (3 slots): greater invisibility, ice storm, stoneskin
  5th level (3 slots): cone of cold, hold monster, wall of force
  6th level (2 slots): create undead, true seeing
  7th level (2 slots): finger of death, teleport
  8th level (1 slots): maze
  9th level (1 slots): prismatic wall
  Turn Resistance. The withered lich has advantage on any 
  saving throws against any effect that turn undead. 
  Actions
  Freezing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) cold damage. The target must 
  make a DC 18 Constitution saving throw, taking 21 (6d6) 
  necrotic damage on a failed saving throw, or half as much on a 
  successful one.
  
  37
  artifices 
  of 
  quartztoil tower
  The Interested Party
  Garrin Ashcopse
  Small humanoid (lightfoot halfling), chaotic evil
  Armor Class 13 (studded leather)
  Hit Points 66 (12d8 + 12)
  Speed 25 ft.
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  20 (+5)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving Throws Wisdom +5, Charisma +9
  Skills Arcana +9, Deception +9, Religion +9, Stealth +4
  Senses darkvision 120 ft.. passive Perception 11
  Languages Common, Halfling
  Challenge 4 (1,100 XP)
  Agonizing Blast. Garrin adds +5 damage to his eldrich blast 
  spells on a hit.
  Repelling Blast. When Garrin hits a creature with eldrich blast, 
  he can push the target up to 10 feet away.
  Brave. Garrin has advantage on saving throws against  
  being frightened.
  Criminal Contact. Garrin has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Dark One’s Blessing. When Garrin reduces a hostile creature 
  to 0 hit points, he gains 25 temporary hit points.
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When Garrin makes an ability check or a saving throw, 
  he may add a d10 to the roll. He can do so after the initial roll 
  but before determining success or failure. 
  Devil’s Sight. Garrin can see in magical and non-magical 
  darkness to a distance of 120 feet. 
  Eldrich Master (1/day). Garrin can spend one minute 
  entreating his patron to regain all his expended spell slots from 
  his Pact Magic feature.
  Eldrich Sight. Garrin can cast detect magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Garrin can read all writing.
  Fiendish Resilience. When Garrin finishes a long or short 
  rest, he may choose a damage type. He gains resistance to that 
  damage type until he chooses a new one with this feature. 
  Damage from magical weapons or silver weapons overcomes 
  this resistance.
  Halfling Nimbleness. Garrin can move through the space of 
  any creature that is a size larger than him.
  Lucky. When Garrin rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must use the new roll.
  Mystic Arcanum (Mass Suggestion). Garrin may cast mass 
  suggestion as a 6th-level spell once per day.
  Naturally Stealthy. Garrin can attempt to hide even when he is 
  obscured only by a creature that is at least one size larger than him.
  Pact Magic. Garrin is a 12th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). He regains expended spell slots after a short or long 
  rest, and knows the following warlock spells:
  Cantrips: blade ward, eldrich blast, poison spray, true strike.
  5th level (3 slots): burning hands, command, enthrall, fear, 
  fireball, fire shield, hellish rebuke, protection from evil and 
  good, scorching ray, stinking cloud, wall of fire.
  Pact of the Blade (Flail). Garrin can use his action to create a 
  pact weapon in a free hand. He is proficient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. The weapon disappears if it is more 
  than 5 ft. away from Garrin for more than one minute, if he 
  dies or if he dismisses it (no action required). 
  Actions
  Thirsting Blade. Garrin makes two Pact Flail attacks.
  Pact Flail. Melee Weapon Attack: +4 to hit, reach 5ft, 
  one creature. Hit: 4 (1d8) bludgeoning damage plus 5 
  necrotic damage.
  Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) piercing damage.
  One With Shadows. When he is in an area of dim light or 
  darkness, Garrin becomes invisible until he moves or takes an 
  action or reaction.
  Weapons, Armor & Items
  Ragged fine clothes, studded leather, orb of The Voice, dagger, 
  Dragonchess, lock of hair, theives' tools, 30gp
  
  38
  heroes 
  of 
  high fantasy
  Grankus Feldspurn
  Medium humanoid (half-orc), neutral evil
  Armor Class 16 (leather armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  12 (+0)
  DEX
  20 (+5)
  CON
  13 (+1)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving Throws Dexterity +9, Intelligence +8
  Skills Acrobatics +9, Perception +6, Sleight of Hand +9,  
  Stealth +9 
  Senses darkvision 60 ft., passive Perception 16, 
  Languages Common, Orc, Thieves’ Cant
  Challenge 4 (1,100 XP)
  Sneak Attack (1/turn). Grankus can deal an extra 6d6 damage 
  to one creature he hit with an attack if he has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. He 
  doesn’t need advantage on the attack roll if another enemy of 
  the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and he doesn’t have disadvantage on the attack roll.
  Binding Contract. Grankus has advantage on saving throws 
  against being charmed or frightened.
  Cunning Action. On his turn, as a bonus action, Grankus can 
  take a Dash, Dodge, Disengage, Hide, Use an Object action. 
  Alternatively, he can make a Sleight of Hand check or use his 
  thieves’ tools to disarm a trap or open a lock.
  Relentless Endurance (1/day). When Grankus is reduced 
  to 0 hit points but not killed outright, he can drop to 1 hit 
  point instead. 
  Savage Attacks. When Grankus scores a critical hit with a 
  melee weapon attack, he can roll one of the weapon’s damage 
  dice one additional time and add it to the extra damage of the 
  critical hit. 
  Second Story Work. Grankus can climb without spending 
  extra movement. In addition, when he makes a running jump, 
  the distance he covers increases by 3 feet.
  Supreme Sneak. Grankus has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Actions 
  Two-Weapon Fighting. When Grankus makes a shortsword 
  attack, as a bonus action he can make an attack with his 
  offhand weapon, but does not add his ability modifier to 
  the damage.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
  Reactions
  Uncanny Dodge. When Grankus is hit with an attack from an 
  attacker that he can see, he can halve the attack’s damage.
  Weapons, Armor & Items
  Leather armor, shortsword, four handaxes, two daggers, 
  thieves’ tools, burglar’s pack, potion of greater healing, potion of 
  invisibility, 185 gp
  
  39
  artifices 
  of 
  quartztoil tower
  Mara Sageprel
  Medium humanoid (human), neutral evil
  Armor Class 17 (studded leather)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  11 (+0)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  19 (+4)
  WIS
  16 (+3)
  CHA
  18 (+4)
  Saving Throws Dexterity +9, Intelligence +7
  Skills Acrobatics +9, Deception +8, Perception +7, Persuasion 
  +8, Sleight of Hand +9, Stealth +9
  Senses passive Perception 17
  Languages Common, Halfling, Thieves’ Cant
  Challenge 4 (1,100 XP)
  Sneak Attack (1/turn). Mara can deal an extra 6d6 damage to 
  one creature she hits with an attack if she has advantage on the 
  attack roll. The attack must use a finesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another enemy of 
  the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and she doesn’t have disadvantage on the attack roll.
  Assassinate. Mara has advantage on attack rolls against any 
  creature that hasn’t taken its turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Binding Contract. Mara has advantage on saving throws 
  against being charmed or frightened.
  Cunning Action. On her turn, as a bonus action, Mara can 
  take a Dash, Dodge, Disengage, or Hide action.
  Escape Artist. Mara leaves no trace. Anyone attempting to 
  track her has disadvantage.
  Evasion. When Mara is subjected to an effect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  take no damage on a successful saving throw and half damage 
  on a failed one.
  Poison Dip. Mara can use a bonus action to add elite assassin’s 
  poison to her weapon. The next time a poisoned weapon hits, 
  the target must make a DC 19 Constitution saving throw or 
  become poisoned. The target is paralyzed while poisoned 
  in this way. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on a success.
  Mara can substitute her elite assassin’s poison for purple 
  worm poison with this ability.
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage.
  Reactions
  Parry. When Mara is hit with a melee attack while wielding a 
  melee weapon with the finesse property, she can add +2 to her 
  AC for that attack. 
  Weapons, Armor & Items
  Studded leather armor, silver dagger, shortbow, 20 arrows, 
  explorer’s pack, poisoner’s kit, 5 bottles of elite assassin poison, 
  2 bottles of purple worm poison, 285 gp
  
  40
  heroes 
  of 
  high fantasy
  Sala Ashcopse
  Small humanoid (lightfoot halfling), chaotic neutral
  Armor Class 17 (studded leather)
  Hit Points 99 (11d10 + 1d6 + 36)
  Speed 25 ft.
  STR
  16 (+3)
  DEX
  20 (+5)
  CON
  17 (+3)
  INT
  13 (+1)
  WIS
  13 (+1)
  CHA
  18 (+4)
  Saving Throws Strength +7, Dexterity +9, Constitution +7
  Skills Athletics +7, Perception +5, Intimidation +8, Sleight of 
  Hand +9, Stealth +9
  Senses passive Perception 15 
  Languages Common, Halfling
  Challenge 5 (1,800 XP)
  Action Surge (Recharges after a Short or Long Rest). On her 
  turn, Sala can take an additional action on top of her regular 
  action and a possible bonus action. 
  Brave. Sala has advantage on saving throws against being 
  frightened.
  Bond of Blood (1/day). When Sala is reduced to 0 hit points, 
  she grants her father, Garrin Ashcopse, an additional warlock 
  spell slot that must be used within one minute. 
  Fighting Style (Two-Weapon Fighting). Sala may add her 
  ability modifier to damage rolls with her offhand weapon.
  Halfling Nimbleness. Sala can move through the space of any 
  creature that is a size larger than her.
  Improved Critical. Sala scores critical hits on rolls of 
  19 and 20.
  Indomitable. Once per day, Sala can reroll a failed saving 
  throw. Once she uses this feature, she must finish a long rest 
  before using it again.
  Lucky. Sala rolls a 1 on an attack roll, ability check, or saving 
  throw, he can reroll the die and must use the new roll.
  Naturally Stealthy. Sala can attempt to hide even when 
  she is obscured only by a creature that is at least one size 
  larger than her.
  Pack Tactics. Sala has advantage on an attack roll against a 
  creature if at least one of the Sala’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Remarkable Athlete. Sala can add +2 to any Strength, 
  Dexterity, or Constitution check that doesn’t already use her 
  proficiency bonus. Additionally, the distance Sala covers with a 
  running long jump increases by 3 feet.
  Second Wind (Recharges after a Short or Long Rest). On her 
  turn, Sala can use a bonus action to heal 1d10 + 11 hit points.
  Sorcerer Initiate. Sala is a 1st-levelspellcaster. Her spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). She knows the following sorcerer spells:
  Cantrips (at will): acid splash, true strike
  1st level (1/day): shield
  Actions 
  Multiattack. Sala makes three weapon attacks. Additionally, 
  as a bonus action she can make an attack with her 
  offhand weapon.
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one 
  target. Hit: 8 (1d4 + 5) piercing damage.
  Acid. Ranged Weapon Attack: +9 to hit, range 5/20 ft., one 
  target. Hit: 7 (2d6) acid damage.
  Weapons, Armor & Items
  Leather armor, two rapiers, ten darts, eight acid vials, 
  dungeoneer’s pack, potion of greater healing, potion of 
  heroism, 120 gp
  
  41
  artifices 
  of 
  quartztoil tower
  Kra
  Medium humanoid (dragonborn), chaotic evil
  Armor Class 18 (plate mail)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  13 (+1)
  WIS
  20 (+5)
  CHA
  14 (+2)
  Saving Throws Wisdom +9, Charisma +6
  Skills Medicine +9, Persuasion +6, Religion +5
  Damage Resistances fire
  Senses passive Perception 15
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Spellcasting. Kra is a 10th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell 
  attacks). Kra has following cleric spells prepared:
  Cantrips (at will): guidance, light, resistance, sacred flame, 
  thaumaturgy
  1st level (4 slots): bless, cure wounds, guiding bolt, inflict 
  wounds, sanctuary
  2nd level (3 slots): lesser restoration, silence, spiritual weapon
  3rd level (3 slots): dispel magic, mass healing word, revivify, 
  spirit guardians
  4th level (3 slots): death ward, freedom of movement, 
  guardian of faith
  5th level (2 slots): contagion, flame strike, mass cure wounds
  Maddening Strike (1/turn). Kra channels the madness and 
  corruption of The Voice through her weapon attacks. On each 
  of Kra’s turns she can cause an additional 2d8 psychic damage 
  to a creature she strikes with a weapon attack.
  Actions 
  Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 3) bludgeoning damage.
  Breath Weapon (Recharges after a Short or Long Rest). Kra 
  can breathe fire out in a 5-foot by 30-foot line. Each creature 
  in the line must make a DC 15 Dexterity saving throw, 
  taking 4d6 fire damage on a failed saving throw, or half on a 
  successful one.
  Maddening Fear (Recharges after a Short or Long Rest). Kra 
  can use her action to instill madness on one creature she can 
  see within 30 feet. The target must succeed on a DC 18 wisdom 
  saving throw or drop whatever they are holding and become 
  frightened.
  While frightened by this spell, a creature must take the Dash 
  action and move away from Kra by the safest available route 
  on each of its turns, unless there is nowhere to move. If the 
  creature ends its turn in a location where it doesn’t have line of 
  sight to Kra, the creature can repeat the Wisdom saving throw, 
  ending the effect on a success.
  Weapons, Armor & Items
  Leather armor, quarterstaff, holy symbol (The Voice), explorer’s 
  pack, glyph of warding spell scroll, symbol spell scroll, 270 gp
  
  42
  heroes 
  of 
  high fantasy
  Appendix D: New Items
  Artificer’s Book of Minor Infusions
  Wondrous Item, Very Rare
  This book describes how to cast minor infusions on mundane 
  items to produce magical effects. Each infusion can be cast as a 
  ritual that takes 10 minutes to complete and consumes alchemical 
  oils and materials when it is cast. Each infusion lasts for 1 hour or 
  until its infusion is expended. Once an item has been infused, it 
  cannot be infused again until 24 hours have passed. The following 
  infusions are scribed in this tome:
  Energy Alteration Infusion. Any item that uses charges and has 
  an effect that deals acid, fire, cold, lightning, or thunder damage 
  can be infused with this effect. At the time the infusion is cast, 
  another damage type is chosen from the list. The item can be 
  activated with the chosen damage type in place of the normal 
  damage type, but it uses up double the amount of charges and the 
  infusion is expended. If the item does not have enough charges 
  then the effect cannot be used. 
  Cost: 30 gp in alchemical oils to cast
  Glowing Item Infusion. Any item can be infused with a colored 
  light (chosen at the time the infusion is cast) that radiates bright 
  light out 30 feet and dim light out an additional 30 feet. An action 
  can be used to end the infusion.
  Cost: 10 gp in alchemical phosphorous powder to cast
  Lesser Armor Enhancing Infusion. A mundane set of armor 
  can be infused to have its weight reduced by half, grant its wearer 
  advantage on all saving throws against a damaging effect, and not 
  impose disadvantage on Dexterity (Stealth) checks.
  Cost: 20 gp in alchemical oils to cast
  Lesser Weapon Augment Infusion. A mundane weapon can be 
  infused to be considered magical, made of a different material 
  (silvered, cold-iron, adamantine, etc.), and gain a +1 bonus to 
  damage rolls.
  Cost: 30 gp in alchemical oils to cast
  Lesser Spell Storage Infusion. You can cast one cantrip or 
  one first level spell (using a spell slot of at least 1st level) into a 
  mundane item when you cast this infusion. A creature holding 
  the item can use an action to speak a command word (chosen 
  at the time the infusion is cast) to cast the spell. If the spell uses 
  an attack roll or saving throw, it uses the spellcasting modifier or 
  saving throw DC of the creature whose spell slot was used. Once 
  the spell is cast, the infusion is expended.
  Cost: 50 gp in alchemical powder and oils to cast
  Quicken Activation Infusion. Any item that uses charges and has 
  an effect that can be activated with an action can be infused with 
  this effect. The item can be activated as a bonus action but it uses 
  up double the amount of charges and the infusion is expended. 
  If the item does not have enough charges, the effect cannot be 
  quickened. 
  Cost: 50 gp in alchemical powder and oils to cast
  Dragontooth Ammunition
  Smith Item
  Market Cost: 4gp
  Crafting: 2gp / 1 day
  This ammunition shreds the insides of any creature struck by it 
  and is difficult to remove.
  The arrow or bolt has small, jagged barbs on the edges of its tip. 
  It causes normal damage when it hits a target, but is exceedingly 
  difficult to remove. If a creature embedded with a piece of 
  dragontooth ammunition receives any healing, it gains 1d4 fewer 
  hit points but the ammunition falls out. 
  A creature can use an action and attempt a DC 10 Wisdom 
  (Medicine) check to remove a piece of ammunition with 
  no ill effects, but a failed check, or attempting to remove it 
  with no check deals 1d4 slashing damage to the creature it is 
  removed from.
  Weight: —
  Orb of The Voice
  Wondrous item, rare
  This orb is a means of communication for the entity known only 
  as The Voice. Within is a whirling, churning maelstrom which 
  feeds paranoia, mocks, threatens and laughs. When the orb is 
  nearby, sentient creatures suffer frequent nightmares. The orb can 
  be used as an arcane spellcasting focus and grants a +1 to attack 
  and damage rolls. Additionally, a creature can gaze into the orb 
  to attempt to harness a portion of its power. Each time a creature 
  gazes into the orb, they must make a DC 20 Wisdom saving 
  throw. On a failed save, roll a d10. The creature is given a new flaw 
  or personality quirk that lasts for 1 week (use the  table below, or 
  use it as inspiration to create your own); after multiple failures, 
  these can become severe. 
  d10
  Effect
  1
  New flaw - “I WILL NOT BE MOCKED!”
  2
  New flaw - “Gold. I have to have it. I have to have it!”
  3
  Every time the creature faces a new enemy, they must 
  make a Wisdom saving throw (DC 15). On a failed save, 
  the character is frightened of the enemy. The creature 
  may repeat this saving throw as a bonus action on 
  their turn.
  4
  The creature is mute.
  5
  New flaw - “The Voice knows best. If I’m the only one that 
  can hear it, that just means I’m special.” 
  6
  Every time the creature finishes speaking, they must 
  say, “so says The Voice,” or suffer intense pain (1d4 
  psychic damage).
  7
  Once per turn, before the creature declares an attack, 
  they must roll a d20. On a 1, the creature must attack the 
  closest ally, moving up to their speed if necessary.
  
  43
  artifices 
  of 
  quartztoil tower
  8
  Animals fear the creature intensely and are unable to 
  remain calm or be calmed in their presence, instead 
  fleeing or fighting as best suits their nature. 
  9
  When the creature casts a spell, roll a d20. On a 1, 
  the spell backfires, creating the opposite effect to that 
  intended, or targeting the caster or an ally rather than an 
  enemy (or vice-versa) at the GM’s discretion.
  10
  The creature immediately takes 1d12 psychic damage, 
  and its hit point maximum is reduced by the damage 
  taken for the duration of the week.
  On a successful save, the orb’s bonus increases to +2 and the 
  wielder has advantage on Wisdom and Intelligence saving throws. 
  These benefits last for 24 hours.
  Value: 4,600 gp
  Penaral Quartztoil’s Spellbook
  Beginner Challenge Rating
  1st level: burning hands, comprehend languages, detect magic, 
  false life, fog cloud, grease, identify, mage armor, magic missile, 
  protection from evil and good, shield, thunderwave, unseen servant
  2nd level: arcane lock, blindness/deafness, continual flame, 
  darkness, invisibility, knock, magic weapon, misty step, see 
  invisibility, shatter
  3rd level: animate dead, clairvoyance, counterspell, dispel magic, 
  fly, glyph of warding, lightning bolt, magic circle, vampiric touch
  4th level: arcane eye, conjure minor elementals, fabricate, greater 
  invisibility, ice storm, stone shape, stoneskin
  5th level: animate objects, contact other plane, legend lore, 
  wall of stone
  6th level: create undead, magic jar
  Penaral Quartztoil’s Spellbook
  Intermediate Challenge Rating
  1st level: burning hands, charm person, comprehend languages, 
  detect magic, false life, fog cloud, grease, identify, mage armor, 
  magic missile, protection from evil and good, shield, thunderwave, 
  unseen servant
  2nd level: acid arrow, arcane lock, blindness/deafness, continual 
  flame, darkness, invisibility, knock, magic weapon, misty step, see 
  invisibility, shatter
  3rd level: animate dead, bestow curse, clairvoyance, counterspell, 
  dispel magic, fly, glyph of warding, lightning bolt, magic circle, 
  remove curse, vampiric touch
  4th level: arcane eye, blight, conjure minor elementals, fabricate, 
  greater invisibility, ice storm, locate creature, stone shape, stoneskin
  5th level: animate objects, cone of cold, conjure elemental, contact 
  other plane, hold monster, legend lore, scrying, wall of force, 
  wall of stone
  6th level: circle of death, create undead, magic jar, move earth, 
  true seeing
  7th level: finger of death, simulacrum, symbol, teleport
  Penaral Quartztoil’s Spellbook
  Advanced Challenge Rating
  1st level: burning hands, charm person, color spray, comprehend 
  languages, detect magic, false life, fog cloud, grease, identify, 
  mage armor, magic missile, protection from evil and good, shield, 
  thunderwave, unseen servant
  2nd level: acid arrow, arcane lock, blindness/deafness, continual 
  flame, darkness, detect thoughts, invisibility, knock, magic weapon, 
  misty step, see invisibility, shatter
  3rd level: animate dead, bestow curse, clairvoyance, counterspell, 
  dispel magic, fly, glyph of warding, haste, lightning bolt, magic 
  circle, remove curse, vampiric touch
  4th level: arcane eye, blight, conjure minor elementals, fabricate, 
  greater invisibility, ice storm, locate creature, polymorph, stone 
  shape, stoneskin
  5th level: animate objects, cone of cold, conjure elemental, contact 
  other plane, hold monster, legend lore, scrying, telekinesis, wall of 
  force, wall of stone
  6th level: chain lightning, circle of death, create undead, magic jar, 
  move earth, true seeing
  7th level: finger of death, simulacrum, symbol, teleport
  8th level: clone, demiplane, maze
  9th level: power word kill, prismatic wall, wish
  
  44
  heroes 
  of 
  high fantasy
  Appendix E: Documents
  Allia Rootlebootle's Letter 
  I know we didn't leave on the best of terms, but it won't be long now before 
  I've enough to settle my debt and get the Jackdaws off our backs. I can't wait 
  to get back home. 
  Production has really ramped up over the last couple of weeks. Quartztoil has 
  had some sort of big military contract come through. Soldier constructs, very 
  hush-hush. I'd be out the door if anyone found out I wrote this, but folk 
  know not to go poking around my stuff since Nackle almost lost a finger trying 
  to steal back his loses from our game...
  Speaking of, I've not seen him for a few days now. People pull all-nighters 
  at the workshop, sure, but not this long. Besides, I've never known Nackle 
  to do a hard day's work in his life. Could you ask his sister if she's had 
  any word from him recently? I've been hearing bad stories from upstairs. 
  Quartztoil's been acting plain weird, even compared to his usual charming 
  self. He's working the crew hard for this contract, but it looks like their days 
  are numbered anyway from what I've been hearing about this new mechanical 
  workforce. All I know is I'm out of here as soon as I'm paid.
  Looking forward to finally seeing you again,
  Allia 
  
  45
  artifices 
  of 
  quartztoil tower
  Garrin Ashcopse's Contract
   ___________________________________, hereafter 'The Undersigned', hereby swears to 
  aid in Garrin Ashcopse's endeavor to secure and lay claim to The Library, formerly of 
  Penaral Quartztoil, located in Quartztoil Tower. Specifically, the undersigned shall, to 
  the best of their abilities, ensure safe passage for Garrin Ashcopse to Quartztoil Tower 
  and, should a hostile presence be found therein, remove said presence. The Undersigned 
  agrees to lay no claim to any contents of The Library, but no such limitations apply to the 
  remainder of The Tower, save in the case of such items which it can reasonably be assumed 
  were once a part of The Library, at Garrin Ashcopse's discretion. 
  In return for this service, Garrin Ashcopse will provide The Undersigned with 
  _______________ gold pieces, this amount split between precious gems and coin in a 
  manner dictated by Garrin Ashcopse at the time of payment. Additionally, Garrin 
  Ashcopse pledges magical protection over The Undersigned. Specifically, The Undersigned 
  shall be bolstered in courage and against beguiling magic for the duration of the 
  contract term.
   This contract, made with blood The Undersigned gives of their own body and of 
  their own free will, is binding for the period of 1 (one) year or until the claim to The 
  Library, formally of Penaral Quartztoil, has been obtained by Garrin Ashcopse. For 
  the duration of the contract term, The Undersigned agrees to carry out, without delay, 
  any and all commands, directions, instructions, and/or orders, both direct and indirect, 
  given by Garrin Ashcopse, and understands that failure to do so will be met with severe 
  psychological pain. The Undersigned understands that Garrin Ashcopse is under no 
  obligation to provide employment or reimbursement beyond the duties and payment 
  detailed above for the duration of the contract term. 
  I hereby agree to the above terms,
   
  Garrin Ashcopse
   
  Garrin Ashcopse  
   
   
   
   
   
  The Undersigned 
  
  46
  heroes 
  of 
  high fantasy
  Peneral Quartztoil's Notes
  Progress is slower than I had hoped. The covert nature of procuring the necessary organic 
  components is a significant bottleneck on production. If we are to produce the required 
  numbers, I will need more personal insight into the procedure. 
  -
  The experiment was... a partial success. The vessel was unsuitable and shall need to be rebuilt 
  which, at least, gives me an opportunity to build in some of my improvements. The locket only 
  seems to have captured a portion of my power, and has since gone missing; while searching 
  for it, I found myself unable to leave the tower proper. This has worrying implications and 
  has caused the workers to question why I have stopped taking my morning rambles. Their 
  insolent curiosity is bothersome, to say the least. 
  -
  My body is beginning to fail; as I feared, my essence is contained within the tower. Work on 
  the vessel must begin in earnest... The workers are getting too inquisitive for their own good. 
  Doubling the shifts should serve to keep their prying eyes off my faltering form. I want to eat 
  some cake, but a tooth came out in the last one… 
  -
  A breakthrough! The prototype golems respond not only to voice commands but to direct 
  thought, provided they remain within the tower. A few workers have proven to be a great 
  help in operating them and they seem to be fully immersed in their work now. They proved 
  themselves by securing the tower's defenses and entertaining me with a jolly puppet show. 
  Best show I ever saw in my life! The psychic link will be a great help when the conversion to a 
  modified workforce nears one hundred percent. 
  -
  Some workers have been asking where the others are. Impudent tinkers. I told them they were 
  out picking up some butter bread and delicious tickle-berry wine. Can you believe one of them 
  said it was absurd and that there was no such thing?! All I could do was have the new batch of 
  golems secure the nosy-nelly at the top of the tower with his questioning friends. And to think 
  I was going to throw them a party with all the trimmings! Now I get to eat all the butter bread 
  and drink all the tickle-berry wine myself! No other news, save that my right leg is withered 
  to the bone now and I can no longer walk.
  
  47
  artifices 
  of 
  quartztoil tower
  -
  The fully modified workforce has been a great success. No expenses wasted on food, water, 
  or sleep. The chamber pots are also staying cleaner. Pure efficacy and pure perfection, minus 
  the things I need to change. The crudeness of the process was unfortunate but necessary, 
  given the short-sightedness of the subjects and their unwillingness to take part in the more 
  comprehensive and refined conversion of the golems. Also, they do not like it when I throw 
  them parties! This must be an unfortunate side effect of the process. 
  In time, they shall come to see their error as we work out the kinks of the process.
  -
  too weak… too happy… too-ta-too-ta-loo
  -
  This body will be contained today in the vessel (iteration 2). I look upon the sunrise and its 
  rotting red disgusts me as it burns my eyes. Confinement within the vessel will help me 
  achieve the imperfect perfection I seek and be a great boon in spreading the word. Best form of 
  advertisement. Madam, I use these products myself, and look at me now! Happiness is gained 
  only through potato soup and flagellation.
  -
  Writing by golem shall take some getting used to, but a much-needed step in increasing 
  work flow. My mortal eyes see only the interior of the vessel (iteration 6), but the eyes 
  of the tower are mine to command, the golems and workers all, and the dances are a 
  nice touch if I do say so… and I do. Oh the workers' sleeping minds rebel, but they are 
  mine all the same. Work shall continue. The research will continue. The shipments will 
  continue. The continuations will continue. The contract shall be fulfilled. 
  
  48
  heroes 
  of 
  high fantasy
  Appendix F: Full Page Maps
  1. Manufacturing Workshop
  
  49
  artifices 
  of 
  quartztoil tower
  2. Living Quarters
  
  50
  heroes 
  of 
  high fantasy
  3 & 4. Observation Deck & Laboratory
  
  51
  artifices 
  of 
  quartztoil tower
  5. Library
  
  52
  heroes 
  of 
  high fantasy
  6. Quartztoil's Private Quarters
  
  53
  artifices 
  of 
  quartztoil tower
  7. Quartztoil Tower Roof
  
  54
  heroes 
  of 
  high fantasy
  Appendix G: Artwork Process
  Chaos in the Market
  Ralph: The first to be worked on for 
  the adventure, this piece really set the 
  tone and got us very excited for the 
  rest of the artwork. We knew that we 
  wanted a fairly consistent look between 
  the large golems and the animated 
  armors which would feature in some of 
  the other pieces (they come from the 
  same manufacturer after all), so this 
  piece was also a proof of concept as far 
  as they were concerned. An original 
  concept which incorporated chunks of 
  living crystal into their forms separated 
  them a little too much from the 
  clockwork, vaguely-steampunk world 
  of Quartztoil, so we went with a more metallic look, easier to tie 
  together with the animated armor. 
  Once colored, there were few changes to be made, save for 
  replacing a splash of wine with a cloud of flour, as it originally 
  looked like the construct had just smashed some poor 
  unfortunate townsfolk to pulp! 
  Konrad: Ralph always provided me with fantastic and short 
  descriptions starting a project. We spent a lot of time discussing 
  details of the environment and the characters involved and I am 
  certain it shows!
  We began working on the market scene almost right away, 
  starting with creating the first sketches. At one point, we were 
  considering using elemental robots, bound solely by magic to 
  armor and rock-like structures, but we kept scratching our heads, 
  because it didn't feel right. So we shifted the armors more towards 
  these humanoid-looking steampunk-ish shells.
  I liked thinking that, though the technology involved was 
  advanced, it was still not powerful enough to produce two robotic 
  eyes that were small enough to fit into the same helmet. The same 
  translated to the fingers, only allowing them four fingers per 
  hand. Also, the armor of the construct attacking the town was 
  more fancy than the animated armors back at the workshop; it's 
  all about sending a message. 
  I was really heartbroken when Ralph decided that the wine wasn't 
  working but, on the first look, it might have looked like some 
  poor guy being smashed to a puddle, so I totally understood him, 
  and I ended up liking the flour much more. 
  A small note: I like to imagine the scenes from the perspective of 
  Garrin, which might be the reason for the low camera angles in 
  most of the illustrations. So, in some sense, I managed to smuggle 
  him in to every one of them!
  
  55
  artifices 
  of 
  quartztoil tower
  
  56
  heroes 
  of 
  high fantasy
  The Interested Party
  Ralph: This was an interesting one to put together, as it included 
  a character (Garrin) who had appeared in our book, 'Ultimate 
  NPCs: Skulduggery'. Konrad did a great job of translating Garrin 
  to his own style, while keeping consistent with Takashi Tan's 
  original design (right).  
  First of all, a design board was created for the characters 
  themselves; we wanted to settle on a look for each of them that 
  we were happy with before placing them in the scene. While 
  originally just intended as conceptual pieces, these went on to be 
  colored as part of Konrad's artistic exercising, and so became the 
  character portraits beside their statblocks. 
  
  57
  artifices 
  of 
  quartztoil tower
  Konrad: This one is was really important to me. Planning 
  to make the characters reoccur in later illustrations, I 
  designed them, focusing on keeping them faithful to the 
  source material as well as adding excitement to them. 
  Garrin, especially, had a really good and straightforward 
  design – so I was able to keep most of his elements. 
  Ralph provided me with a lot of references and assisted me 
  greatly on finding the right group dynamic on this piece. 
  I liked the idea of them being pods of partners in crime, not 
  a full-fledged group of friends, and we tried to show it by 
  positioning the characters accordingly in the scene. Those 
  characters less involved sit a bit farther apart, while Garrin and 
  his daughter, Sala, are very close and central. I felt that showing a 
  glimpse of the mountains in the background helped to position 
  the crew and pull the players ever closer to the tower! 
  
  58
  heroes 
  of 
  high fantasy
  Quartztoil Tower
  Ralph: This one went through quite a few iterations before 
  landing on the final design - from the tower gates, to the base of 
  the cliff looking up. The long shot was chosen to give the feeling 
  of the weary travelers catching their first glimpse, hopefully 
  giving the tower an air of mystery and wonder. 
  The design of the tower shifted quite a bit from an elaborate, 
  baroque structure surrounded by sharp buttresses. to the more 
  stripped-down and simple final look; while the place is imposing, 
  we wanted to give the impression that maybe this could have been 
  a beautiful place to live once. 
  The addition of the figures was a fairly late one; I realized once 
  the front cover was all but complete that we didn't have an image 
  to wrap to the back! Luckily, Konrad is a good sport. Having 
  a group of adventurers climbing towards the tower seemed an 
  obvious fit, and we already had one ready-made in the form of the 
  Interested Party. 
  Konrad: The Tower piece went through a lot of design iterations 
  and was the toughest to nail. We were thinking very carefully 
  about how we wanted to introduce the players to the tower, 
  starting with a long road winding up a steep mountain.
  Simplifying the tower gave us a lot of options to contrast it to an 
  environment that was deadly, sharp and unforgiving. It felt like 
  the last safe place for miles and I genuinely loved it!
  The wrap-around cover was a rather late addition. At first, 
  Ralph suggested a wide and open field where our heroes in 
  the background would fight against a storm. But then I started 
  asking him, "Wouldn't it be cool if our heroes had to climb a 
  steep rock on top a mountain to get their first good look at their 
  destination?"
  Thinking back, our whole process could be described by the 
  words,  'Wouldn't it be cool if...' 
  We would regularly discuss ideas and add to the world together. It 
  was a really fun way of working!
  
  59
  artifices 
  of 
  quartztoil tower
  
  60
  heroes 
  of 
  high fantasy
  The Library
  Ralph: This one very much took on a life of its own. The original 
  brief had a fairly generic suit of armor plonked behind a desk, 
  but Konrad's imagination was piqued by this character, and 
  he created designs for this ragged figure who had repaired 
  and improved itself over the years with curtains, clasps and 
  bookcovers. The helmet design was chosen to invoke the idea of 
  a spider's many eyes (a chameleon-like design with two eyepieces 
  focusing on two different tasks was deemed a little too silly). 
  While a few of his ideas went a bit beyond the scope of the 
  constructs as set in the adventure, he certainly pushed the idea far 
  further than the original concept, and the piece is better for it. 
  Konrad: Starting out, I had the big, strong, heavy, moving armors 
  in mind, like the one attacking the market that pushed the town 
  into chaos, with its giant torso, thick armor and large, clumsy 
  fingers...
  I couldn't articulate it at first, but I started to realize that the 
  librarian would need to be different to the other armors, while 
  retaining the same underlying structure. 
  In my mind, the librarian was one of the oldest armors created by 
  Quartztoil; a manifestation of Quartztoil's obsessive urge to learn 
  and improve on his knowledge. 
  I like to believe that it started to deteriorate over time, leaving 
  the skeleton-like scraps of metal we see. But Quartztoil couldn't 
  be bothered, or was too much into his research, to even care 
  that parts of metal were crumbling and falling off on their own 
  over time.
  
  61
  artifices 
  of 
  quartztoil tower
  He might have abandoned the heavy 
  leather gloves of the other armors in order 
  to be able to flip the pages on smaller 
  books. He might also have added the sharp 
  pointy ends to his fingers on his own, 
  leaving skeletal hands with which he is able 
  to do precise tasks like dissections. 
  I was also thinking about giving him 
  multiple eyes (inspired by the sewer robots 
  from The Matrix), but we scrapped the 
  idea early on. Later, Ralph introduced 
  the idea of the gladiator helmet and it 
  blew my mind! 
  
  62
  heroes 
  of 
  high fantasy
  The Pinnacle
  Ralph: Of all the pieces in the adventure, this one probably had 
  the largest number, and greatest variety, of rough sketches; it took 
  a lot of back and forth to nail down something everyone was 
  happy with, and with it being such an important and climactic 
  piece, nobody wanted any half measures!
  I was keen to keep a low angle to emphasize the size and grandeur 
  of Quartztoil's final project, as well as to put the viewer in the 
  place of characters just entering the roof area. Ultimately, some 
  of the big influences my end were video games like Mass Effect 
  2, and Shadow of the Colossus, but turning Quartztoil into a 
  Byzantine-owl-Greek-god-robot-monster was a genius stoke of 
  Konrad's own doing. 
  Konrad: The final piece we worked on; the final fight! 
  Quartztoil was my final boss as well. We started discussing 
  the final scene quite early on, but always had a different angle 
  or composition in mind. We agreed to push working on the 
  piece to the end, so all my experience on this project could 
  culminate here.
  Quartztoil's basic design derived from a lot of cultural places, and 
  is meant to represent his varied knowledge over the years . There 
  are some European armor parts mixed with Byzantine armor 
  into a steampunk aesthetic. The helmet derives a lot from the 
  Byzantine era, and came close to my expectations. 
  
  63
  artifices 
  of 
  quartztoil tower
  The head went through a lot of changes, starting with skull-like 
  features blending into a metal helmet, turning gradually into 
  a Darth Vader-like helmet, but we wanted to keep him more 
  ambiguous. That's why we used the traditional-looking armor 
  parts to shield his mechanics, and provided him with a look 
  more reminiscent of an owl.
  I envisioned him to be a manipulator and a mastermind who is 
  equally crazy – I liked the idea of him commanding his minions 
  while they are standing on a chess-like floor. The first sketches 
  laid a lot of emphasis on him commanding from afar, but Ralph 
  and I agreed that he would need to play a much more active part 
  in the final battle.
  
  64
  heroes 
  of 
  high fantasy
  Legal
  Designation of Product Identity: The following items are hereby designated as 
  Product Identity as provided in section 1(e) of the Open Game License: Any 
  and all material or content that could be claimed as Product Identity pursuant 
  to section 1(e), below, is hereby claimed as product identity, including but 
  not limited to: 1. The name “Nord Games” as well as all logos and identifying 
  marks of Nord Games, LLC, including but not limited to the Nord Games 
  logo as well as the trade dress of Nord Games products; 2. The product name 
  “Heroes of High Fantasy” as well as any and all Nord Games product names 
  referenced in the work; 3. All artwork, illustration, graphic design, maps, and 
  cartography, including any text contained within such artwork, illustration, 
  maps or cartography; 4. The proper names, personality, descriptions and/or 
  motivations of all artifacts, characters, races, countries, geographic locations, 
  plane or planes of existence, gods, deities, events, magic items, organizations 
  and/or groups unique to this book, but not their stat blocks or other game 
  mechanic descriptions (if any), and also excluding any such names when they 
  are included in monster, spell or feat names. 5. Any other content previously 
  designated as Product Identity is hereby designated as Product Identity and is 
  used with permission and/or pursuant to license. 
  This printing is done under version 1.0a of the Open Game License, below.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  Notice of Open Game Content: This product contains Open Game Content, as 
  defined in the Open Game License, below. Open Game Content may only be 
  Used under and in terms of the Open Game License. 
  Designation of Open Game Content: Subject to the Product Identity 
  Designation herein, the following material is designated as Open Game 
  Content. (1) all monster statistics, descriptions of special abilities, and 
  sentences including game mechanics such as die rolls, probabilities, and/
  or other material required to be open game con-tent as part of the game 
  rules, or previously released as Open Game Content, (2) all portions of spell 
  descriptions that include rules-specific definitions of the effect of the spells, 
  and all material previously released as Open Game Content, (3) all other 
  descriptions of game-rule effects specifying die rolls or other mechanic 
  features of the game, whether in traps, magic items, hazards, or anywhere else 
  in the text, (4) all previously released Open Game Content, material required 
  to be Open Game Content under the terms of the Open Game License, and 
  public domain material anywhere in the text. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute;(d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 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.
  2. 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.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. 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.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. 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, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name 
  to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  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. 
  Heroes of High Fantasy: Artifices of Quartztoil Tower, Copyright 2018, Chris 
  Haskins, Nord Games LLC.
  END OF LICENSE
  
  2
  heroes 
  of 
  high fantasy
  A town is beset by incursions from strange creatures; constructs of metal, magic, and old bones. 
  All signs point to the mysterious Quartztoil Tower, standing tall over the mountains to the north, 
  and thought long abandoned. Rumors of the magical secrets contained within have not gone 
  unnoticed, however, and others are drawn to the tower by dark dreams, and darker voices…
  This 3–5 session variable difficulty adventure is designed to be played at any level, and can be 
  easily tailored to fit any fantasy campaign setting. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nord Games/Heroes of High Fantasy Artifices of Quartztoil Tower.pdf