The Forgotten Tower

A D&D One-Shot Adventure for First-Time DMs

Your Job: Describe what the players see, ask "What do you do?", then respond to their choices. That's it! You're the narrator, not the controller.
The Golden Rule: If players try something you didn't prepare for, just say "Give me a [relevant skill] check" and decide: 10+ they succeed, 15+ they succeed really well, below 10 they fail or partially succeed.
Character Intros: After reading the opening, go around the table. Ask each player: "What does your character look like, and why are you in this tavern?" Let them shine!
DM READ ALOUD:

"The Rusty Flagon is exactly what you'd expect from a roadside tavern in Eldoria—low timber beams, the smell of stew and spilled ale, and the constant murmur of travelers swapping stories. You've all found yourselves here tonight, whether by chance or design, when the tavern keeper—a stout woman with flour in her hair—pins a notice on the board near the door.

The common room goes quiet for a moment as she hammers the last nail, then returns to normal. The notice is written in hurried, desperate handwriting."
HELP DESPERATELY NEEDED
The village of Willow's Rest seeks brave souls. Six of our people have vanished in recent weeks. We believe they're taken to the Forgotten Tower in the nearby woods.

Generous reward offered. Please, we are desperate.

—The People of Willow's Rest
DM GUIDANCE: This is your moment to let players introduce themselves! Ask:
  • "What does your character look like sitting in this tavern?"
  • "What catches your attention about this notice?"
  • "Why would your character care about helping this village?"
Let them talk to each other naturally. If they're shy, you can have an NPC (the tavern keeper or another patron) say: "Willow's Rest is just half a day's walk west. Good folk there. Shame about the disappearances."
When they decide to go (and they will), read:

"The tavern keeper nods approvingly when she sees you examining the notice. 'Take the western road come morning. You'll know Willow's Rest by the willow trees surrounding it—can't miss 'em. And... be careful. That tower's been dark for fifty years. Whatever woke up in there... it's nothing good.'"
DM READ ALOUD:

"After half a day's travel along a well-worn road, you crest a gentle hill and see Willow's Rest spread before you. The village earns its name—massive weeping willows ring the settlement, their branches swaying like curtains in the afternoon breeze. Cobblestone streets wind between thatched-roof cottages, and you can see a small inn, a general store, and what looks like a village square with a well at its center.

But something's off. There are no children playing. No one's working in the gardens. The few villagers you see move quickly, heads down, as if afraid to be outside.

As you enter the village square, two figures hurry toward you—a middle-aged half-elf man with worry carved into his face, and an elderly half-elf woman carrying a gnarled walking staff."

NPC Touchstones

GAVRIC WHITEHORN (Male Half-Elf, Village Carpenter)
Surface: Calloused hands, sawdust still in his graying hair, eyes red from crying. Wears a carpenter's apron with tools still hanging from it—he clearly ran straight here when he saw you arrive.
Hidden Quirk: Keeps touching his left hand where a wedding ring used to be (his wife died two years ago—Elira is all he has left). When stressed, he unconsciously makes the motion of sawing wood with his hand.
Immediate Goal: Convince these adventurers to save his daughter Elira
The Contradiction: Despite being terrified, he's too proud to beg—instead he bargains, offering everything he has (which isn't much)
ELDARA MOONBROOK (Female Half-Elf, Village Elder)
Surface: Silver hair in a tight braid, piercing green eyes that miss nothing, elaborate embroidered shawl depicting elvish history. She stands unnaturally straight for her age—dignified and formal.
Hidden Quirk: Speaks in the archaic "royal we" when nervous. Has a habit of quoting old elvish proverbs that are not quite appropriate to the situation.
Immediate Goal: Protect the village from whatever evil has awakened in the tower
The Contradiction: For all her formal dignity, she's absolutely terrified and is barely holding it together—you can see her hands trembling on her staff
GAVRIC: "Thank the gods—you came! You're here for the notice, yes? Please tell me you are. My daughter Elira, she's... she's one of the missing. She went to gather mushrooms at dawn four days ago and never came home. I've searched everywhere, but..." [He stops, voice breaking] "...the tracks lead to the tower. I can't lose her. She's all I have left."
ELDARA: "We have sought aid for weeks, but few dare approach the Forgotten Tower. It was sealed fifty years ago when the wizard Valyrian Stormweaver vanished. We believed it empty. We were... wrong." [Her hands tighten on her staff] "Six of our people, gone. The tower pulses with dark light at night. We hear... sounds. Screaming, sometimes. As the old saying goes: 'The sleeping stone does not wake kindly.'"
DM GUIDANCE: Let Players Ask Questions
Your players will probably ask questions. Here's what the NPCs know:

About the Missing People:

  • Six total: Elira (Gavric's daughter, age 19), Erevan (farmer), Nuala (ranger), Gwenneth (baker), Alden (elderly farmer), and one other whose name they don't speak (they're superstitious)
  • All taken at dawn or dusk over the past three weeks
  • No bodies found, no ransom demands—just... gone

About the Tower:

  • Two hours' walk north, there's a clear forest path
  • Wizard Valyrian Stormweaver lived there decades ago, studied time magic
  • One day he went into the tower and never came out
  • It's been sealed and avoided ever since... until now

About the Reward:

  • The village will pool together 700 gold pieces
  • Eldara will give them a family heirloom (Brooch of Elvenkind) if they succeed
  • They'll provide free room and board anytime the party passes through

If players ask about supplies or help:

  • The village has a general store (basic adventuring gear, potions)
  • They can rest at the inn before heading out
  • No one will accompany them—everyone's too afraid
DM READ ALOUD:

"The forest path is easy to follow—years of use have worn it clear, though recent foot traffic seems... sparse. Ancient oaks tower overhead, their branches filtering the afternoon sun into scattered gold coins of light on the forest floor. The air grows cooler as you travel deeper into the woods.

You've been walking about an hour when the path narrows, and the forest presses closer. The birdsong that accompanied your journey fades away."
DM GUIDANCE: Call for Perception checks from whoever you think would be most likely to be paying attention. DC 15 or bandits totally surprise players.

Encounter: Bandits

While travelling to the tower, the party is ambushed by a group of (4) Bandits and (1) Bandit Captain, who demand payment to pass. The players can choose to fight, negotiate, or use stealth to avoid this encounter.

Bandit Captain - Zanros Bloodscar
Male human
Bandits:
  • Kael Duskthorn, male half-elf
  • Thalia Nightshade, female tiefling
  • Ulgar Stonehammer, male dwarf
  • Brondar Stormgaze, male dragonborn
Zanros, Bandit Captain: "Well, well, well... what do we have here? Where are you headed?

A group of do-gooders, come to save the day? It just so happens that this is the only trail that leads to the tower. You have wandered where you don't belong, but we may let you pass for a small fee."
IF THE PARTY DECIDES TO FIGHT:
"Hah! You'll regret setting foot on our territory. Get 'em, boys!"
ROLL FOR INITIATIVE

Loot: The Bandit Captain carries a pouch containing 50 gold pieces and a silver locket with an engraving of a loved one. The Bandits each have a small coin purse with a combined total of 20 gold pieces.

DM READ ALOUD:

"After dealing with the bandits, you continue north for another hour. The forest begins to change—the trees grow twisted, their bark blackened as if by old fire. The underbrush dies away, leaving bare earth.

Then you see it.

The Forgotten Tower rises from a clearing choked with thorns and dead vines. It's a cylindrical structure of dark stone, maybe sixty feet tall, with narrow windows like accusing eyes. The walls are cracked and covered in moss, but there's something wrong—the decay looks frozen, as if time itself has stopped mid-rot.

At ground level, heavy iron double doors stand closed. They're covered in runes that seem to shift and writhe when you try to focus on them. The air here feels thick, heavy with old magic and older secrets."

Setting the Scene

Above the doorway, etched into the arch in jagged Infernal script (or Common if deciphered with DC 14 Arcana or Comprehend Languages) is written:

"He who would command the elements must first master their balance… and their silence."

⚙️ The Puzzle: The Twisted Seal

Before the door stand four obsidian pedestals, arranged in a half-circle. Each bears an etched symbol of one of the corrupted elements — a mark of the sorcerer's twisted experiments.

Pedestal Description Corruption Effect
🔥 Fire A brazier filled with black ash, faint red embers beneath. The flame whispers in Infernal.
💧 Water A basin of murky water that constantly ripples. Reflections show shadowy faces.
🌪️ Air A crystal orb swirling with black smoke. A faint whisper repeats your name.
🪨 Earth A cracked stone bowl filled with fine grey dust. When touched, it briefly hardens like metal.

Each pedestal bears a line of the sorcerer's riddle, scrawled in glowing red script:

"When all is still, the door shall yield." – Crystal orb swirling
"Begin with the cradle," – Cracked stone bowl
"End with the pyre." – Brazier
"Let silence grow before it burns." – Basin of murky water

🧠 Clues & Interpretation

  • "Cradle" → Earth (foundation of life)
  • "Pyre" → Fire (end of the cycle)
  • "Silence grows" → Air and Water must be calmed before Fire ignites.
  • Thus, the correct order is Earth → Water → Air → Fire (balance before destruction).

🔮 How It Works

The players must "calm" each element— reversing the sorcerer's corruption. They can use creative solutions, skill checks, or magic. Examples:

Element Corruption Cleansing Method Ideas
Earth Dust won't settle, as if alive. Press it down, Mold Earth, or mix in pure soil.
Water Reflections mock the party. Pour clean water in, Purify Food and Drink, or use holy water.
Air Whispers grow louder. Cast Silence, Gust, or simply hold breath in meditation (Wis check).
Fire Embers flare violently. Extinguish them gently, Control Flames, or douse then reignite.

Each successful cleansing causes that pedestal's rune to glow faint blue instead of red.

💀 Failure & Consequences

After 3 wrong attempts, the sorcerer notices the intrusion — a Wisp of Malice (use Will-o'-Wisp stats) manifests to taunt them while they try again.

🚪 Completion & Entrance

Once all four elements glow in harmony, the door's sigils spiral inward, forming a single glyph — the Seal of Unmaking. The iron gate melts away into smoke, revealing a dark spiral staircase that leads up into the heart of the tower.

A faint voice whispers as they enter:
"Balance restored… but corruption awaits above."

When the Doors Open:

DM READ ALOUD:

"The doors grind open with the shriek of metal on stone—a sound that hasn't been heard in half a century. Cold air rushes out, carrying the smell of dust, old parchment, and something else... something wrong. Decay mixed with ozone, like a lightning strike in a tomb.

Beyond the threshold, stone steps lead down into darkness. The entrance hall awaits."
PAUSE HERE. Ask your players: "What do you do? Do you enter immediately, or do you want to prepare first?"
The entrance hall is a dimly lit, dusty chamber with a high vaulted ceiling that seems to swallow sound. Cold, damp air carries the scent of decay and abandonment. A grand wooden staircase dominates the center, ascending to darkness above, while two doors flank the room's sides—left and right.

Visible Touchstones (Perception or Investigation Check)

DC 1-13: Staircase Bannister
The grand staircase's bannister is carved with weathered reliefs depicting a wizard's life, from youth to mysterious disappearance.
DC 14+: Staircase Bannister (Closer Examination)
The wizard appears increasingly obsessed with time magic in later panels. One panel shows him standing before this very tower. The final relief depicts him stepping through a doorway filled with stars—but the carving is incomplete, as if he never returned to finish it.
DC 1-13: Floor Debris
Scattered across the dusty floor are broken furniture pieces and torn journals, victims of whatever violence cleared this place.
DC 14+: Floor Debris (Searching)
Searching the debris yields:
  • A still-legible journal page describing "the breakthrough—the eternal cycle can be broken!"
  • A snapped wand made of elder wood (non-magical but valuable, 25gp).
  • Boot prints in the dust leading to the left door, relatively recent (within the past month).

Secret Touchstone (DC 18 Investigation on the ceiling specifically)

DC 18: Vaulted Ceiling
The vaulted ceiling's highest point bears a constellation map that subtly shifts when observed.

Careful study reveals:
  • The stars align with the button puzzle solution when viewed at dawn.
  • A hidden compartment in the keystone holds a platinum key (opens the wizard's bedroom chest).
  • The constellation matches the "eternal sky" mentioned in floor debris.
A spacious chamber illuminated by a few flickering candles casting eerie shadows across book-lined walls. A large four-poster bed dominates the center, while a wooden desk sits against one wall. The air hums with faint residual magic, and despite decades of abandonment, everything remains oddly pristine—as if time itself has been held at bay.

Visible Touchstones

DC 1-13: Wooden Desk
The large wooden desk is covered in astronomical charts, crystalline instruments, and an unfinished letter written in elegant script.
DC 14+: Wooden Desk (Investigation)
The letter is addressed to "My Dearest Elara" and speaks of "finally achieving what we dreamed—endless tomorrows." Three crystalline hourglasses sit in a row, each containing sand of different colors (silver, gold, and black). A star chart marked with the current date shows celestial alignments that won't occur again for 50 years.
DC 1-13: Four-Poster Bed
The four-poster bed's canopy is embroidered with moving constellations that slowly shift through the night sky's progression.
DC 14+: Four-Poster Bed (Closer Examination)
The embroidery is magically animated, cycling through a full year's worth of star patterns every minute. Touching the fabric causes it to pause at specific dates—the same dates marked on the desk's star chart. A monogrammed pillow bears the initials "V.S." in silver thread.
DC 1-10: Ornate Chest
A small ornate chest rests at the foot of the bed, secured with an intricate platinum lock.
DC 11-15: Ornate Chest (Inspection)
The lock requires the platinum key from the entrance hall's hidden ceiling compartment. The chest is protected by a Glyph of Warding (DC 16 Investigation to detect, triggers Hold Person on opener if key not used). The chest's exterior is carved with hourglasses and the phrase "Time's Secrets Within."

Secret Touchstone (DC 17 Investigation on the bookshelf specifically)

DC 17: Bookshelf
One particular bookshelf section contains leather-bound journals spanning decades, their spines marked with years rather than titles.

Careful reading uncovers:
  • The journals document obsessive research into chronomancy and "breaking the cycle of mortality."
  • The final entry dated 50 years ago reads: "Tomorrow I enter the tower's heart. If I succeed, I'll return. If not... let this record warn others."
  • A false back behind year 4774 YN conceals a Scroll of Time Stop and a Wand of Magic Detection (7 charges).

Chest Contents (if opened with proper key):

  • Spellbook containing: Detect Magic, Identify, Haste, Slow, and two pages of incomplete temporal magic formulas
  • Potion of Speed
  • 140 gold pieces in an antique purse
  • Silver locket containing a portrait of a half-elven woman (Elara)
  • "The Enigma of the Tower" book (provides hints for all three floor puzzles)
The main staircase opens into a vast chamber with a vaulted ceiling lit by flickering torches in ancient sconces. The floor sprawls before you, covered in an intricate mosaic of tiles adorned with arcane symbols—stars, hourglasses, and astronomical signs. At the far end stands an imposing suit of animated armor, motionless but radiating a sense of watchful menace.

Visible Touchstones

The Floor Mosaic
The floor creates a complex pattern, but certain tiles bear symbols that glow faintly when approached—pressure plate traps waiting to be triggered.
Investigation Reveals:
  • Approximately 8-12 tiles (roll 1d4+7) are trapped with darts or flame bursts (DC 14 Dex save, 2d6 damage).
  • The trapped tiles always bear hourglass symbols with sand flowing upward rather than down.
  • A pattern emerges—safe tiles follow the constellation path from the bedroom's canopy.
  • "The Enigma of the Tower" book provides cryptic hints about "walking the eternal sky's path."
The Animated Armor
The animated armor stands seven feet tall, its surface etched with temporal runes and the same "V.S." initials from the bedroom.

  • The runes glow brighter when intruders enter.
  • It activates immediately upon detecting movement in the chamber.
  • The armor is magically bound to this room—if players retreat, it returns to its post rather than pursuing.
Ornate Torch Sconces
Ornate torch sconces line the walls, their flames burning in unnatural colors—silver, gold, and midnight blue.
DC +10: Torch Sconces (Inspection)
  • The flames burn without consuming fuel and cast no heat.
  • Each flame color corresponds to one of the hourglass sands from the bedroom desk.
  • The torches flicker in sequence, subtly indicating the safe path across the trapped floor (DC 15 Perception to notice the pattern).

Secret Touchstone (DC 18 Investigation on the wall behind the guardian after its defeat)

DC 18: Wall Behind Guardian
The stone wall behind where the guardian stood bears faint seams forming a door-shaped outline.

Careful searching uncovers:
  • A hidden switch mechanism is concealed within the armor's pedestal, revealed only after the guardian's defeat.
  • The mechanism opens a section of wall, revealing a narrow spiral staircase ascending and descending into darkness.

Guardian Combat Notes:

  • Guardian activates when any creature moves more than 10 feet into the room
  • Bound to chamber—will not pursue fleeing creatures beyond the doorway
  • Upon defeat, temporal runes fade and the hidden mechanism becomes accessible
Through the worn wooden door, a vast library unfolds—towering bookshelves reaching toward a vaulted ceiling lost in shadow. Dust hangs thick in the air, and a massive oak table dominates the center, piled with open tomes and scattered papers. Faint whispers seem to echo through the chamber, as if the ancient knowledge yearns to be discovered—or perhaps to remain hidden.

Visible Touchstones

Central Oak Table
The central oak table is covered in open books, their pages filled with complex chronomantic diagrams, temporal equations, and obsessive notes in V.S.'s handwriting.
DC +12: Oak Table (Investigation)
  • The books detail experiments in "breaking mortality's chains" and "achieving temporal immortality."
  • One journal entry reads: "The experiment begins tomorrow. If successful, I transcend. If not... may this knowledge warn others."
  • DC +15: A Wand of Magic Detection (5 charges, regains 1d3 at dawn) lies discarded among the papers, still functional.
  • The most recent date visible is exactly 50 years ago.
Animated Threats
As the party enters deeper into the room, three leather-bound books suddenly lift from nearby shelves, their pages fluttering with malevolent energy.

Three Animated Books attack alongside one Book Wraith that emerges from a shadowy tome. The Book Wraith appears as a dark figure, immune to physical attacks, resistant to most magic, and deals necrotic damage while draining life force. It speaks in Master Valthor's voice: "You... who trespass into my domain... be warned... the knowledge within these tomes... can corrupt even the strongest of minds... Leave this place... or face the wrath... of the forgotten."
Towering Bookshelves
The towering bookshelves contain thousands of volumes on chronomancy, planar theory, and forbidden knowledge. You find a note written on a nearby shelf that reads the following:

The Riddle (written in an open book near the lever):

"From beginning to end, I hold knowledge within,
Yet I am not a book, for that would be a sin.
A wise one seeks me, for secrets I hold,
But only the worthy, the truth will unfold.
Twist me, turn me, I open the way,
A passage revealed, where darkness holds sway."
DC +13: Bookshelves (Closer Examination)
  • Several books on temporal paradoxes have been recently moved.
  • Behind them, a single ornate scroll rests horizontally in a special holder—but it's actually a disguised lever.
  • Pulling/turning the scroll reveals a hidden staircase ascending to the tower's second floor.
  • A book titled "Temporal Creatures: A Bestiary" (worth 150gp to collectors) sits prominently on a nearby shelf.

Secret Touchstone (DC 16 Investigation on the Book Wraith's tome after combat)

DC 16: Book Wraith's Tome
The cursed tome that spawned the Book Wraith lies open on a reading stand, its pages covered in warnings written in multiple hands across different eras.

Careful study reveals:
  • The book contains margin notes from at least five different wizards who attempted to use V.S.'s research, all ending in madness or death.
  • The final entry, dated just 10 years ago, reads: "Vanya was right. Time cannot be cheated. The tower takes all who try."
  • Tucked between pages is a Spell Scroll of Haste and a silver bookmark worth 25gp engraved with "To V.S., may you find what you seek - Elara."
A pungent odor fills the air as you ascend into the wizard's laboratory. Shelves filled with oddities, alchemical ingredients, and strange apparatuses line the walls. A large workbench dominates the middle of the room, cluttered with vials, beakers, and burners. The atmosphere is tense, as if dangerous experiments were recently conducted here—and something went terribly wrong.

Visible Touchstones

Large Workbench
The large workbench in the center is cluttered with shattered vials, overturned beakers, and burned burners—but three torn pieces of aged parchment are scattered across different areas of the room.

When the players go to investigate the center of the room 2 Gelatinous Cubes fall from above. Players who can see magical illusions or roll above 18 Investigation will notice faint shimmer patterns on the ceiling indicating an invisible staircase.

DC 12 Dex Save or become engulfed.
Closer Examination: Parchment Fragments
The three parchment fragments contain portions of a potion recipe written in V.S.'s hand. When assembled, they read: "Essence of Shadow's Grasp (1 part), Blossom of Moonlit Rose (2 parts), Powdered Dragon's Scale (3 parts), Elixir of Liquid Night (1 part). Mix in a glass vial, swirl thrice widdershins, consume and reveal what remains unseen."
Shelves and Workbench
Among the salvageable supplies on the shelves and workbench are intact alchemical tools and a few valuable items that survived the cubes' rampage.
Searching Yields:
  • A complete set of Alchemist's Supplies (50gp value)
  • A sealed vial of Sovereign Glue
  • A Potion of Greater Healing
  • An old inkwell and quill with cracking parchment rolls suitable for spell scrolls
  • Remarkably, all the ingredients listed in the recipe are present on the shelves—V.S. clearly intended to brew this potion but never completed it.

Secret Touchstone (DC 17 Investigation on the workbench's bottom drawer after defeating the cubes)

DC 17: Workbench Bottom Drawer
A locked drawer beneath the workbench's main surface bears heavy acid scoring but remains intact, protected by residual warding magic.

Careful examination reveals:
  • The drawer contains a complete schematic for a "Planar Threshold Device"—blueprints for a magical apparatus intended to open stable portals to other planes of existence.
  • Marginal notes read: "The potion allows one to perceive the device's anchor points. Without it, the staircase remains hidden."
  • Also inside: a Ring of Feather Falling and 75 gold pieces in an acid-resistant platinum case.

Potion Puzzle Solution:

  • Locate all three torn parchment pieces (scattered around room)
  • Gather ingredients from shelves (all present if players search)
  • Mix in proper proportions using Alchemist's Supplies
  • Swirl counter-clockwise (widdershins) three times
  • Drinking the potion grants See Invisibility for 10 minutes
  • Reveals hidden magical staircase ascending to the third floor
The party enters a circular room with a high, domed ceiling. A massive summoning circle dominates the floor, etched with intricate arcane symbols and surrounded by flickering candles. Dark energy radiates from the circle's center, making the air feel thick and oppressive. At the far end, a robed figure—Seraphin Darkwhisper—stands before a group of frightened villagers bound with magical chains, their fates intertwined with his ritual.

Visible Touchstones

The Summoning Circle
The summoning circle pulses with malevolent energy, its arcane symbols glowing brighter with each passing moment as the ritual nears completion.
DC +14: Summoning Circle (Investigation)
  • At least half the candles must be extinguished (physically or with Gust/Mage Hand) to weaken the portal.
  • Arcane symbols can be erased, obscured, or damaged using Dispel Magic, physical destruction, or acid damage.
  • The circle itself can be disrupted by breaking the wizard's concentration through damage, grappling, Counterspell, or Silence.
  • Each method weakens the dimensional breach differently.
To disrupt the ritual, the players must:
  • Extinguish at least half of the candles surrounding the circle (either physically or by using spells like Gust or Mage Hand).
  • Erase or obscure a portion of the arcane symbols etched on the floor (using Prestidigitation, Dispel Magic, or physically damaging the floor).
  • Defeat the rogue wizard or interrupt his concentration (by causing damage, grappling, or casting spells like Counterspell or Silence).

Combat Dialog

Beginning of fight - Seraphin: "Fools! You dare to meddle in my affairs? I have harnessed the power of the Shadowfell, and with it, I will bend the world to my will! You are nothing but insects, standing in the way of my inevitable triumph!"
Middle of Fight - Seraphin: "You cannot stop the darkness. It seeps through the very fabric of your world, corrupting and consuming all in its path. Embrace the shadows, or be devoured by them!"

Environmental Effects

The Portal Becomes Unstable: With the connection to the Shadowfell established, the portal becomes unstable, causing environmental hazards in the summoning chamber. The area could be affected by random surges of necrotic energy, pools of shadowy darkness, or ghostly winds, each causing various effects (e.g., damage, forced movement, or impaired vision) that the players must navigate during the battle.

Dark Energy Overload: The portal's opening causes an outpouring of dark energy, which enhances the rogue wizard's power. Seraphin Darkwhisper gains temporary hit points, an increase in spell save DC, and/or a new, more powerful spell (e.g., Chain Lightning, DM's discretion) that he can use against the players.
After Defeated - Seraphin: "No... this cannot be... the darkness... it promised me...power... *coughs*. You may have defeated me, but the shadows are eternal. They will find a way... they always do..."

Failure Consequences

If the players fail to disrupt the ritual, choose one or more:

Reinforcements Arrive: The portal allows several creatures from the Shadowfell to enter the summoning chamber, bolstering the rogue wizard's forces. You introduce (1) Shadow Mastiff and (2) Shadows to the encounter. The players must now face these additional foes while still attempting to close the portal and defeat the rogue wizard.
The Bound Villagers
The bound villagers huddle together near the portal's opening point, their terror palpable as shadowy tendrils begin reaching toward them from the forming gateway.
Inspection Reveals:
Six villagers (commoners) are magically restrained and serving as living anchors for the portal. Freeing them (DC 15 Arcana check to break magical chains, or Dispel Magic) significantly weakens the ritual. If freed, they flee but can provide information: Seraphin discovered this tower weeks ago and has been using its residual temporal magic to amplify his necromantic experiments.

Secret Touchstone (DC 18 Investigation on the ceiling after disrupting ritual)

DC 18: Domed Ceiling
High above in the domed ceiling, temporal runes identical to those throughout the tower pulse in sync with the summoning circle—V.S.'s original safeguards corrupted for Seraphin's purposes.

Careful study uncovers: The ceiling bears an emergency countermeasure—a master rune that, if activated (DC 16 Arcana check + touching it), immediately dispels all active magic in the chamber, including the portal. However, it also triggers a temporal backlash that deals 4d10 force damage to all creatures in the room (DC 15 Dex save for half). V.S. installed this as a last resort to prevent precisely this type of magical catastrophe.

Victory Conditions:

  • Defeat Seraphin AND disrupt ritual
  • Close portal completely
  • Save villagers (optional but heroic)

The Rescue

As the wizard's body crumples to the floor, the crackling magical energies surge wildly. At the chamber's center, five villagers hang suspended in a swirling vortex of violet light, unconscious and bleeding from their eyes and ears. The vortex shudders, unstable.

You have moments.

Working together, you pull each villager free from the collapsing spell—Elira Whitethorn, Gavric's half-elf daughter; the farmers Erevan and Alden; Nuala the elven ranger; Gwenneth the halfling baker. Their skin is cold, their breathing shallow, but they're alive.

The Return

The forest path back to Willow's Rest feels shorter in the fading evening light. The rescued villagers lean on each other, weak but walking. No monsters dare approach—the forest itself seems to exhale in relief.

As you emerge from the treeline, Gavric spots his daughter. He runs, nearly stumbling, tears already streaming. "Elira!" His embrace nearly crushes her.

"Father, I'm alright," she whispers. "They saved me."

Gavric turns to you, voice breaking. "Name your reward. Anything."

Before you can answer, he presses a chest of gold into your hands (200gp) and helps Elira toward home.

Elder Eldara approaches with quiet dignity. From an ancient box, she produces an elven brooch glowing soft green, along with a heavy coin purse (500gp).

"The Brooch of Elvenkind," she says, placing it in your palm. "Passed down through my family for generations. May it remind you that you will always have friends in Willow's Rest."

The villagers gather, lanterns flickering in the dusk, and as one they bow.
Animated Book
Tiny construct, unaligned
Armor Class 18
Hit Points 22
Speed flying 30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
12
(+1)
WIS
10
(+0)
CHA
1
(-5)
The animated book attacks by slamming its pages shut on its target, dealing bludgeoning damage. It has a limited range of perception, but it can detect creatures within 10 feet of itself using blindsight. The book is unable to speak, but it can understand the languages of its creator.
Actions
Melee Attack: Slam. +4 to hit, 1d6+2 bludgeoning damage
Book Wraith
Medium undead, neutral evil
Armor Class 14
Hit Points 45
Speed 30 ft.
STR
14
(+2)
DEX
16
(+3)
CON
14
(+2)
INT
10
(+0)
WIS
12
(+1)
CHA
16
(+3)
Damage Resistances cold, fire, lightning, poison, bludgeoning, piercing and slashing from non-magical attacks
Damage Immunities necrotic, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Traits
Etherealness. The book wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The book wraith has advantage on saving throws against spells and other magical effects.
Actions
Melee Attack: Longsword. +4 to hit, 1d8+2 slashing damage
Melee Attack: Life Drain. +4 to hit, 1d6+2 necrotic damage
Ranged Attack: Paper Storm. +4 to hit, 2d4 slashing damage, 30/90 ft.
Bandit
Medium humanoid, any non-lawful alignment
Armor Class 12
Hit Points 11
Speed 30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
12
(+1)
INT
8
(-1)
WIS
10
(+0)
CHA
8
(-1)
Actions
Melee Attack: Shortsword. +3 to hit, 1d6+2 slashing damage
Ranged Attack: Light Crossbow. +3 to hit, 1d8+1 piercing damage, 80/320 ft.
Bandit Captain
Medium humanoid, any non-lawful alignment
Armor Class 15
Hit Points 65
Speed 30 ft.
STR
16
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
10
(+0)
WIS
12
(+1)
CHA
14
(+2)
Actions
Melee Attack: Scimitar. +4 to hit, 1d6+3 slashing damage
Melee Attack: Dagger. +5 to hit, 1d8+1 piercing damage
Ranged Attack: Dagger. +5 to hit, 1d4+3 piercing damage
Reactions
Parry. Adds 2 to its AC against one melee attack that would hit. The Bandit Captain must see the attacker and be wielding a melee weapon.
Gelatinous Cube
Large ooze, unaligned
Armor Class 6
Hit Points 84
Speed 15 ft.
STR
14
(+2)
DEX
3
(-4)
CON
20
(+5)
INT
1
(-5)
WIS
6
(-2)
CHA
1
(-5)
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Traits
Transparent. Even while moving, the gelatinous cube is practically invisible. It has advantage on Dexterity (Stealth) checks made to hide.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Corrode Metal. Any nonmagical weapon made of metal that hits the cube corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the cube is destroyed after dealing damage.
Actions
Engulf. When the cube moves over a creature, the creature must make a DC 12 Dex save or be engulfed. The creature takes 3d6 acid damage each round it is engulfed and is restrained.
Helmed Horror
Medium construct, neutral
Armor Class 20
Hit Points 60
Speed 30 ft., fly 30 ft.
STR
18
(+4)
DEX
13
(+1)
CON
16
(+3)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Damage Immunities poison, psychic, bludgeoning, piercing and slashing from non-magical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Traits
Magic Resistance. The Helmed Horror has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Helmed Horror's weapon attacks are magical.
Immutable Form. The Helmed Horror is immune to any spell or effect that would alter its form.
Actions
The Helmed Horror makes two melee attacks per action.
Melee Attack: Longsword. +6 to hit, 1d8+4 OR 1d10+4 slashing damage if using two hands
Special (1/Day)
The Helmed Horror gains the effects of the Haste spell for 1 minute.
Seraphin Darkwhisper - Rogue Wizard
Medium humanoid (human), any alignment
9th Level Wizard
Armor Class 12
Hit Points 40
Speed 30 ft.
Spell Save DC 14, +6 to hit with spell attacks
STR
9
(-1)
DEX
14
(+2)
CON
10
(+0)
INT
17
(+3)
WIS
12
(+1)
CHA
11
(+0)
Spellcasting
Seraphin is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
Cantrips (at will): Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation
1st Level (4 slots): Mage Armor, Magic Missile, Shield
2nd Level (3 slots): Invisibility, Melf's Acid Arrow
3rd Level (3 slots): Counterspell, Fireball, Fly
4th Level (3 slots): Greater Invisibility, Ice Storm
5th Level (1 slot): Cone of Cold
Shadow Mastiff
Medium monstrosity, neutral evil
Armor Class 14
Hit Points 45
Speed 50 ft.
STR
16
(+3)
DEX
14
(+2)
CON
17
(+3)
INT
7
(-2)
WIS
12
(+1)
CHA
8
(-1)
Actions
Melee Attack: Bite. +5 to hit, reach 5 ft., 2d8+4 piercing damage
Baying. Each creature in a 50ft radius of the mastiff that can hear its howl, must make a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mastiff's baying for the next 24 hours.
Bonus Actions
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16
Speed 40 ft.
STR
6
(-2)
DEX
14
(+2)
CON
13
(+1)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained
Traits
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Melee Attack: Strength Drain. +4 to hit, reach 5 ft., 2d6+2 necrotic damage
On a hit the target's strength score is reduced by 1d4. The target dies if its strength reaches 0. This effect lasts until the target takes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse in 1d4 hours.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.