The Mystery of The Cursed Statuette High Resolution
The Mystery of The Cursed Statuette High Resolution
The Mystery of The Cursed Statuette High Resolution
OF THE CURSED
STATUETTE
INCLUDES THE
In the dead of night, a burglary takes place at Halls of Lore in Winterhold, and a
small porcelain figurine is stolen.
Sergeant Aramina Thornberry searches for a group of private detectives who can help
her solve the crime, since the town’s guard is busy with a series of recent kidnappings.
However, the simple investigation soon turns into a deadly chase featuring a
cursed statuette, a dangerous primordial demon, and a shadowy web of plots.
Can you solve the case before more blood is spilled on Winterhold’s foggy streets?
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ISBN: 978-1-9196299-8-8
All content © Tove Lund Jorgensen and Erik Jorgensen 2023. First Edition.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
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CONTENTS
Overview 4 Chapter 12: New magic items 54
About this adventure 4 Lady Gooseberringdon’s Magnifying Glass 54
Featured content 4
Chapter 13: New monsters 55
Additional downloads 4
Rat Demon 55
Synopsis 4
How to run this adventure 4 57
The History of the Cursed Statuette 57
Adventure flowchart 5
Appendix 58
Before the adventure begins 6
How to scale this adventure 58
Chapter 1: Running late 10
Timeline 60
Chapter 2: Private detectives 12 Maps: Player versions 62
The town of Winterhold map 13
the magpie secret society compendium
Chapter 3: Solving the mystery 15
Magic items 64
Chapter 4: Interviewing the NPCs 16
Codes and ciphers 67
Chapter 5: Halls of Lore 25
New character background: Detective 70
Halls of Lore map 27
Suspicious suspects 72
Chapter 6: The Scholar’s House 34
The Scholar’s House map 35 Investigator’s apothecary 74
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OVERVIEW
about this adventure investigate the museum at Halls of Lore, interview
witnesses, and search for clues at other locations
The Mystery of the Cursed Statuette is an in Winterhold. When the characters are deep into
adventure for the world’s greatest roleplaying their investigation, a messenger arrives with dire
game (5e). It is designed for a group of three to news: There has been a murder! If the characters
five 4th-level characters, but includes scalable examine the dead body, they find that a strange
encounters to suit any level from 1 to 20. primordial symbol has been carved into its skin,
This mystery adventure is inspired by Sherlock and they are attacked by dire rats.
Holmes, the famous detective created by author At the end of the adventure, all NPCs have
Sir Arthur Conan Doyle. The adventure can be gathered at Halls of Lore, and the characters have
used in any campaign or as an intriguing side to declare whom they believe is guilty.
quest. Some locations and events mean that the However, the guilty person is under demonic
adventure works particularly well as a part of the influence and attacks the characters. If the
Eastern Farraway Adventures, but the adventure characters defeat the villain, they find out that
can easily be adapted to other settings. the cursed statuette is located down in the sewer
system. What is worse, the statuette holds the
featured content primordial rat demon Spor Tayt prisoner – but the
demon is about to break free. The characters must
➛ A mystery adventure inspired by the fight Spor Tayt and save innocent kidnapped victims
famous detective Sherlock Holmes! to prevent the terrible curse from spreading.
➛ Nine NPCs (including a dog) with background
descriptions, agendas, and secrets.
optional: a non-violent finale
This adventure can be played as a murder mystery
➛ An old museum and several other areas in without the need for physical conflict. In this scenario,
Winterhold to search for clues. the villain is exposed and the characters have to stop
➛ Open sandbox adventure. Spor Tayt by breaking the cursed statuette.
➛ New monster: The Rat Demon Spor Tayt. how to run this adventure
➛ New magic item: Lady Gooseberringdon’s
Magnifying Glass This mystery is an open sandbox-style adventure.
The characters can choose between interviewing
➛ Legend & Lore: The History of the Cursed various NPCs, searching for clues, deciphering
Statuette. codes, and investigating different areas in town.
➛ Original full-colour illustrations and maps. If the characters get stuck, they can use their
Genius Point, which they get at the beginning of
additional downloads the adventure. This can help them solve a code,
remember an important clue, or be struck by a
Maps, VTT tokens, handouts, and pre-made characters sudden insight that moves the investigation forward.
for the adventure can be downloaded here: http:// The DM is encouraged to gradually increase the
midnight-tower.com/additional-downloads-tmotcs/ suspense as the adventure shifts its focus from
the theft of a porcelain figurine of little value to
synopsis kidnappings – and ultimately a murder and an evil
ritual orchestrated by a demon! The most important
The characters are hired by Sergeant Aramina part of the mystery adventure is to hunt for clues,
Thornberry of Winterhold Guards to investigate talk to witnesses, and stay alert for dangers on the
the theft of a porcelain figurine. The character can foggy cobbled streets of Winterhold.
4 The game is afoot!
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ADVENTURE FLOWCHART
Start
Quest and information
Final questions
Identify the thief
Culmination
Confront the demon
Conclusion
Rewards and epilogue
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BEFORE THE ADVENTURE BEGINS
nce upon a time, Eastern Farraway was of Lore, while secretly searching for the stone
linked to other planes by arcane portals. statuette. This is a daunting task, as Halls of
However, after years of escalating Lore and its museum hold a vast assortment of
conflicts and war, the magical portals miscellaneous antiquities.
were sealed off using legendary orbstones.
But some creatures were left behind on the wrong a hidden statuette
plane. One such monster was the hideous rat demon Unbeknownst to everyone, the stone statuette,
Spor Tayt, a servant of a long-forgotten primordial which was part of Dr Elianor Storskog’s
deity. (See Legend & Lore for more information.) collection, has been hidden inside a bland
The Abyssal demon spreads plagues, death, porcelain figurine. Highwaymen and robbers
and calamity, but it was finally trapped by a group sometimes attack the trade roads around
of powerful wizards and imprisoned in a stone Winterhold. Therefore clever merchants often
statuette. However, the mystical bonds of the hide valuables or gold inside inconspicuous
arcane prison have weakened over the centuries, objects that appear to be of little value. For this
and the demon has begun to break free. reason, the stone statuette was placed inside a
simple porcelain figurine, which resembles a
a secret society young woman in a wide dress and holding a lyre.
The Magpie Society is a secret organisation
aiming to promote knowledge, thwart evil an inventory gone awry
schemes, and uphold the peace. Its members The mystical bonds that bind the demon inside
are often scholars, but can also be found among the statuette are gradually failing, and Spor Tayt is
paladins, clerics, and travelling adventurers. trying to break free. One of the first victims of the
One of its members, Lucan van Westgaard, demon’s tainted curse was Ingeborg Hildasdottri.
specialises in old books and antiquities. Lucan has Unaware that the demonic statuette was hidden
spent years researching demons and the undead. inside the porcelain figurine, Ingeborg handled
He knows that the demon Spor Tayt was trapped the object during the inventory, and Spor Tayt
inside a stone statuette, and fears that it could managed to possess her.
break free. Lucan has a detailed description of However, the demon siphons the lifeforce of
the statuette, which is said to those it possesses, and Ingeborg’s elderly body was
resemble a rat-like creature unable to sustain it for long. The dwarven scholar
with eyes made of jade. died within a few weeks, at which point the
A couple of months demon’s curse was transferred
ago, Lucan found out to her young assistant.
that the statuette had
been donated as part the curse is passed on
of a large historical The demon Spor Tayt is
collection to Halls currently using Brock
of Lore in Winterhold. Mårtensen for its own
Lucan contacted Ingeborg nefarious deeds. Brock
Hildasdottri, a fellow member of is merely a hapless pawn
The Magpie Society and a scholar in the demon’s scheme.
at Halls of Lore. Together with Since the demon continually
her diligent assistant, Brock plants false memories in Brock’s
Mårtensen, Ingeborg began head, he is completely unaware of its
a full inventory at Halls dark dominance.
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Under the demonic influence, Brock staged a Winterhold, Zerhinda has a perfect, watertight
burglary at Halls of Lore to make it appear as if alibi. Arielle was seen by several people during
the porcelain figurine had been stolen, and later the evening, but left the main room on the pretext
brought it to a secret location in the sewers. Brock of checking the premises for spies or hidden
has also kidnapped several innocent victims and assassins.
brought them to the same location. He is currently Unseen, Arielle snuck through town and hid on
preparing a primordial ritual that will free Spor the roof opposite Halls of Lore, where she waited
Tayt from its arcane prison. for an ideal moment to throw a grappling hook
Once Spor Tayt has broken free, it plans to across the street. Her plan was to deftly climb
spread its cursed influence throughout Winterhold. along the rope, pick the lock to the window, and
The demon’s ultimate goal is to spread chaos steal the enchanted boots.
and restore the worship of the terrible forgotten However, instead of carrying out a burglary,
primordial deity that it once served. Arielle became a witness. From her vantage point,
she saw in surprise how Brock Mårtensen ran
visitors from afar and below down the stairs to the museum, stole a porcelain
A delegation of diplomats from Hammersong figurine, shattered a window leading to the street,
has recently arrived to town. Among them are and cried out after a non-existent thief.
the dark elf Zerhinda De’Corellyn of House Arielle was profoundly puzzled, since Brock’s
Mordiveen and her bodyguard, Arielle Engel. actions made little sense to her. In addition, due
House Mordiveen is known for negotiating mining to the commotion, her own shady opportunity had
privileges between the leaders of Hammersong vanished. She left quickly, but failed to notice that
and the drow who dwell far beneath the town. The her black cloak was snagged by the metal guard
members of the House Mordiveen are among the on the chimney.
few drow who live openly in Eastern Farraway.
They are often invited to accompany diplomats cats and rats
from Hammersong, as this subtly reinforces the Long ago, the powerful archmage Octavia
town’s power and authority. Dragonborn resided in Winterhold and carried
When Zerhinda attended a guided tour around out a series of arcane experiments. However, the
Halls of Lore during her visit, she was shown experiment exposed her cats to low-level magic,
several objects that Winterhold soldiers had which rendered them exceedingly clever but
confiscated during their fights with the local drow. significantly smaller than regular cats.
Among the items was a pair of enchanted boots Octavia left Winterhold many, many years ago,
that Zerhinda coveted. but the strange cats remained. They reside in the
Therefore, she devised a plan together with her old mage’s tower, where they gather ambiguous
bodyguard, Arielle, to break into Halls of Lore and knowledge, monitor the town, and pursue a secret
steal the boots. agenda for world domination (as many cats are
prone to do).
a thief and witness The intelligent cats were among the first to
One of Winterhold’s official leaders, Edna realise that a demonic influence was gaining
Hellmund, is the head of the department at Halls strength in Winterhold. They instantly understood
of Lore. Therefore the local Thieves’ Guild have the severity of the situation, and together with the
quietly agreed to avoid any shady business near rest of the cats, they left town.
Halls of Lore, since they wish to keep a low The cats are currently searching for a fey boy
profile. However, Zerhinda De’Corellyn and Arielle with a magic flute that could help Winterhold.
Engel have no such qualms. However, as a result of Spor Tayt’s growing power
During the evening of the diplomats’ banquet, and the scarcity of cats, the number of rats has
they set their shrewd plan in motion. Surrounded exploded throughout town.
by diplomats and important members of
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8
the town of winterhold
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CHAPTER 1: RUNNING LATE
he characters are currently in
Winterhold, a large town with
approximately 3,000 inhabitants, As usual, time has slipped away from you,
located in the rugged mountains of and you are late.
Eastern Farraway. The autumn air is chilly, and As you quickly make your way towards
every morning the cobbled streets glitter with a the tavern Wyvern & Hammer, you nearly
dusting of frost in the sun. These are telltale signs stumble over a begging boy, but manage to
that winter will come a-knocking soon, but autumn regain your balance and hurry on.
has yet to relinquish its hold of the season. When you reach Haymarket Street, you
People who live in the area call this time of notice a broad-shouldered woman in shiny
year “pea soup season,” an expression that deftly armour and a Winterhold Guards’ corn blue
describes the heavy fog that rolls in over the cloak. The auburn-haired woman is nailing
mountains during a couple of weeks each autumn. a poster to the noticeboard next to a notice
Some days, Winterhold is so enshrouded in fog that that reads “Have you seen this missing cat?”
it is difficult to see farther than a few feet ahead.
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a mysterious theft a righteous quest
If the character speaks to the armoured woman, If the character is interested in knowing more,
she offers a firm, gauntleted hand and presents Aramina explains that they are more than
herself as Aramina Thornberry, sergeant of welcome to join the town’s newly founded
Winterhold Guards. Aramina is a female human detective agency. Winterhold’s Private Detective
guard (see chapter 4 for more information). Agency Against Crime and Misconduct (with
She is putting up posters around town in hope the complicated acronym W. P. D. A. A. C. M.) is
of learning more about a recent theft at a local looking for new members who are willing to look
museum. into the theft and help with the investigation.
A small porcelain figurine was stolen during Since Aramina has to continue putting up
a break-in at Halls of Lore in the Old Quarters. posters around town, she suggests that they
Aramina ardently points out that while the can meet up one hour later at her office at the
figurine isn’t valuable, it is of the greatest Soldiers’ Barracks, and she can tell them more.
importance to stop all types of crimes. Even
the smallest injustice can lead to large-scale
corruption and a general degradation of people’s
moral sense.
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CHAPTER 2: PRIVATE DETECTIVES
ergeant Aramina Thornberry can be
found at the Soldiers’ Barracks near
Old Gate, situated by the weathered The young recruit leads you across the
dwarven stronghold wall that separates crowded courtyard and up the stone stairs
Old Quarters from New Town. to one of the old guard towers. He raps his
knuckles smartly on a heavy oaken door
hidden details before he opens it.
Some details aren’t immediately obvious or easily You enter a sparsely furnished tower room.
found. These details are marked “➛ On a closer Aramina Thornberry sits behind her tidy desk
look,” followed by the ability check and difficulty and looks up at you.
required to discover them. “Sergeant Thornberry.” The young recruit
salutes smartly. “These people are here to
soldiers riding out meet you, Sergeant.”
When the characters arrive, they find the Soldiers’ “Very good, Private,” the broad-shouldered
Barracks teeming with noise and bustling woman replies and turns to you. “Thank you
activity. Soldiers are strapping on axes and for coming. I’m in great need of help with
swords, donning armour, and checking their gear. this investigation.”
Stablehands are busy saddling strong warhorses
and leading the animals to the courtyard, where
soldiers impatiently await. Shouted orders echo Aramina Thornberry asks the characters to sit
between the military buildings. down on a group of mismatched wooden visitors’
Winterhold Guards are preparing to ride out on chairs in front of her large desk. The desk is
yet another mission to protect against the drow, impeccably tidy, with neatly labelled documents
who carry out nightly raids and threaten nearby and quills sorted by size next to a spotless inkwell.
villagers and travellers.
➛ On a closer look, DC 14 Wisdom an intricate investigation
(Perception): You notice that the soldiers’ eyes are Aramina Thornberry explains that a burglary has
hard and their expressions concerned. Many look occurred at Halls of Lore in the Old Quarters
drawn and exhausted. It is obvious that something in Winterhold. A small porcelain figurine of
is taking a heavy toll on them. little monetary value was stolen, but Aramina
The soldiers are harried because of the increase emphasises that all crimes must be investigated
in working hours due to the visiting diplomats thoroughly. According to Aramina, no thief can
from Hammersong and because a string of be allowed to run unchecked in town, or lawless
kidnappings has recently occurred within the chaos would doubtlessly ensue. While she talks,
town’s wall. Everyone believes that the drow are she unfolds a map of Winterhold to show the
behind the abductions, and most soldiers have characters where the crime occurred.
been working double shifts to protect their town. Aramina explains that the town’s guard is
buried with work, and there has been an increase
meeting aramina thornberry in drow raids and kidnappings. Some people
If the characters explain to any of the busy have even been snatched away within the town’s
soldiers that they are here to meet with Sergeant wall, which is especially worrisome. In addition,
Aramina Thornberry, a soldier recruit who doesn’t diplomats from Hammersong are visiting, which
appear to be a day over sixteen years old appears has put extra strain on the guards, as they are
to show them the way. responsible for security. Therefore, Aramina has
decided to hire private detectives who might help
her and Winterhold Guards solve crimes.
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A map of Winterhold with notable districts and locations.
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the true cause of the kidnappings Aramina also explains that she accompanied
Aramina and Winterhold Guards are mistaken: Edna Hellmund and Zerhinda De’Corellyn during
While the drow have indeed ramped up their a guided tour of Halls of Lore. Aramina points
raiding lately, they aren’t responsible for the out that Edna Hellmund is one of the leaders of
recent kidnappings within the city walls. These Winterhold, so it is highly unlikely that she would
abductions were carried out by Brock Mårtensen. be involved in the crime.
He has taken the victims down to the sewers
where the cursed statuette is located. the first steps of the investigation
Brock has committed these heinous acts while Aramina suggests that the characters could talk
under demonic influence and has no memory of to the people on the list and inspect the museum
his actions. at Halls of Lore before reporting back to her. She
emphasises that Winterhold will be a safer and
a list of suspects more secure town if the characters can solve
If the characters agree to investigate the burglary this despicable crime. However, if the characters
at Halls of Lore, Aramina gives the characters a insist, a modest monetary compensation of 10 gp
map of Winterhold together with a list of people of each can also be arranged.
interest that she has put together.
People who worked at or visited Halls of Lore genius point
during the day of the burglary: If the characters agree to become private
detectives working for Winterhold Guards, they
➛ Brock Mårtensen (witness)
each receive one Genius Point. A character can
➛ Aston Surkart (old doorkeeper) use their Genius Point during the adventure to
➛ The late Ingeborg Hildasdottri’s help them with the investigation.
housekeeper, Gull-Britt Stenberg (picked For example, a Genius Point can be spent to
up some books?) decipher a coded message, detect all clues and
hidden objects in a room, recall a vital piece of
➛ Zerhinda De’Corellyn (visiting drow information, or have a sudden epiphany.
diplomat from Hammersong) and Edna The DM decides which type of information the
Hellmund (highly unlikely to be involved) Genius Point reveals and how it can be used.
According to the visitors’ logbook, these
meeting interrupted
following individuals were also present at Halls of
Lore during the day when the crime occurred:
➛ Lucan van Westgaard, a visiting scholar There is a knock on the door to Aramina’s
from Northwind Gate office, which is instantly followed by the
➛ Loofae R. Auoy, a visiting wizard from entrance of the young recruit. He is breathing
Redbridge heavily and looks dishevelled. It is clear that
he has sprinted up the stairs.
“Sergeant, there has been another
kidnapping!” the young recruit pants. “The
captain wants to see you right away.” He quickly
remembers himself and offers a late salute.
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CHAPTER 3: SOLVING THE MYSTERY
he investigation begins at the museum developments
at Halls of Lore, where the characters
can interview witnesses and search an urgent message!
for clues. The characters might find When the characters have interviewed the NPCs
information that leads to other locations in and visited the most important locations, Scotty
Winterhold, including the roof opposite Halls Slink appears with a message from Aramina
of Lore, The Scholar’s House, and the fine Thornberry: A dead body has been found!
establishment The Silver Horn. These locations At the crime scene, the characters find the
contain further clues or other NPCs that the mutilated body of one of the missing townspeople.
characters can talk to and gather information. Carved into the corpse is a primordial, demonic
A timeline of important events and what symbol. Moments later, the characters are
happened during the evening when the theft attacked by rats. Aramina Thornberry arrives just
occurred can be found in the appendix. after the fight ends. When the characters explain
what their investigation has found so far, Aramina
important steps suggests that they gather everyone at Halls of
The key to solving this mystery is to draw Lore in one hour for a final questioning.
conclusions based on information from
interviewing NPCs, and search for clues. a dreadful meeting
It is ideal if the characters realise early on All of the NPCs have gathered at Halls of Lore
that someone has been on the roof opposite when the characters arrive. This is the last part
Halls of Lore, as this discovery is likely to draw of the mystery, and the characters have to present
their attention away from Brock Mårtensen, the their suspect.
real culprit. Brock is influenced by the demon There are several pieces of evidence of Brock
Spor Tayt and not aware that he is guilty of both Mårtensen’s guilt: He was at the scene when the
stealing the porcelain figurine as well as the theft occurred, Arielle Engel saw him steal the
recent kidnappings. porcelain figurine, and his testimony is false,
There are plenty of false leads and red since Scotty Slink never heard the suspicious
herrings, e.g., the uncertainty around Ingeborg noises from the museum that Brock claimed
Hildasdottri’s death, the mysterious coded letters, caught his attention.
and the visiting diplomats’ agenda. Initially Brock will protest against the
If the game slows down, the DM can encourage accusations. He truly believes he is innocent and
the characters to use their Genius Point to doesn’t know that he has been influence by the
remember a vital clue or draw a clever conclusion. demon Spor Tayt, who has altered his memories.
(See chapter 2 for more information about Genius However, finally Spor Tayt takes full control of
Points.) Brock and forces him to attack the characters.
If the characters defeat Brock, the demon’s
demonic ill-boding signs power wanes, and the young scholar regains his
There are growing signs of the demon’s influence senses. Before Brock loses consciousness, he
in Winterhold. For example, the character might reveals the location of the cursed statuette and
notice sightings of large rats, meet stressed that the demon is trying to break free.
guards, or hear townspeople talk about the recent The final showdown happens in the secret lair
kidnappings in hushed voices. in the sewer. When the characters reach the lair,
In addition, paladins, clerics, and warlocks have the rat demon is breaking free from its magical
an inkling that something is wrong, like a pulsing imprisonment inside the stone statuette. The
aura of malevolence. It is important that these characters have to defeat it, or Spor Tayt will
signs are ambiguous and rare so that they don’t be set loose in Winterhold and spread its curse
risk leading the characters astray. across Eastern Farraway. 15
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CHAPTER 4: INTERVIEWING THE NPCS
s the characters try to solve the However, during the inventory, Ingeborg came
mystery with the cursed statuette, across the porcelain figurine “Girl with a Lyre”.
they will meet the following NPCs in She didn’t know that the cursed statuette was
Winterhold. Each person has their hidden inside the bland figurine. When Ingeborg
own secrets and agendas. If the DM wishes, they diligently measured and weighed the figurine,
can change or modify the NPCs or their statistics she was inflicted with a demonic curse, which
as they please. The statistics of all NPCs are listed eventually claimed her life.
in the core rulebooks. Ingeborg was old, even for a dwarf, and was
nearing the end of her third century. Therefore,
ingeborg hildasdottri (†) when the curse drained her remaining lifeforce,
everyone assumed that Ingeborg had passed away
Ingeborg Hildasdottri was a female dwarf due to natural causes. The only person who found
commoner (NG) and an elderly scholar in the it somewhat strange was her housekeeper, Gull-
Department of Archaeology, Mining, and History Britt Stenberg.
in Winterhold. Ingeborg is entombed in the Steadfast Clan’s
A few months ago Lucan van Westgaard, a family vault at Granite Glades, a subterranean
scholar from Northwind Gate, contacted her. cemetery in Winterhold. (Exhuming Ingeborg’s
Both Ingeborg and Lucan are members of The body will not reveal anything unusual regarding
Magpie Society, a secret organisation. In a coded her death.)
letter, Lucan wrote that a dangerous primordial
stone statuette might have been donated to aramina thornberry
Halls of Lore many years ago. To search for the
statuette, Ingeborg began the mammoth task of Sergeant Aramina Thornberry is a female human
a full inventory at Halls of Lore together with her guard (LG). She has wide shoulders and wavy,
assistant, Brock Mårtensen. auburn hair. An air of superiority follows her
everywhere, like an obedient invisible servant.
Aramina wears a Winterhold Guards’ uniform,
and her well-polished armour could serve as a
mirror. The round metal clasp fastened on her
corn blue cloak is engraved with a sergeant’s
insignia. Her poker-stick-straight posture and
raised chin suggest a previous life as a paladin,
and she speaks with an upper-class accent.
aramina Armour and weapon: Aramina wears a
thornberry breastplate and carries a longsword marked with
her family’s crest.
Trait: There is no doubt that I am highborn.
Ideal: Heritage. Blood runs thicker than
water. (Lawful)
Bond: My House’s alliance with another
family must be kept at all costs.
Flaw: I hide a scandalous secret.
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information sour glances, and he tends to mutter to himself.
Aramina provides the characters with a map of Armour and weapon: Aston doesn’t wear any
Winterhold and a list of people who visited Halls of armour or weapons.
Lore on the same day that the burglary occurred. Trait: The glass is never half-full, obviously.
She doesn’t believe that the diplomat Zerhinda Ideal: Order. If everyone could just follow rules and
De’Corellyn is involved in the theft. The diplomats’ regulations, things would be so much better. (Lawful)
banquet took place on the same evening when the Bond: Halls of Lore is my corner of the world.
theft took place, and Aramina can give Zerhinda an Flaw: My sullen attitude towards life will never
alibi and saw her bodyguard Arielle Engel several bring me happiness.
times during the event. However, Aramina doesn’t
know that Arielle slipped away when she was information
supposed to check the perimeter during the banquet. Aston has the address to The Scholar’s House,
If asked directly if she knows anything about the Ingeborg Hildasdottri’s old residence. He knows
increasing number of rats in town, Aramina replies that a mourning event to honour Ingeborg’s recent
that she noticed several posters about missing cats. passing is held the same evening, and anyone is
welcome to stop by and pay their respects.
what she hides Aston is also aware that the scholar Lucan van
Aramina likes people to believe that she attended Westgaard has visited Ingeborg, since they share
the diplomats’ banquet for security reasons only, an interest in primordial history.
but in fact, she was invited because she is a If asked about the coal cellar, Aston explains
nobleman’s daughter. that it hasn’t been used for years, since coal is only
Her full name is Lady Aramina Thornberry used for blacksmithing in Winterhold nowadays.
of House Sonnecaelum. Dedicated, ambitious, He believes that the cellar door lock is broken
and the oldest child, she was raised to become a because it has rusted. However, the truth is that
paladin and was sworn into the Order of the Pale the street urchin Scotty Slink has jammed the
Wildrose at an early age. Initially, she exceeded lock to prevent anyone from discovering that he
everything that her family had ever hoped for. lives down in the coal cellar.
However, when she unexpectedly failed the second
test of her paladin schooling, the Test of Bravery,
Aramina left the order in disgrace. She is reluctant
to draw attention to her noble birth or paladin
aston
training, since she is deeply ashamed of her failure.
surkart
what she lies about
Aramina Thornberry would rather throw herself
on her own sword and suffer a gruesome death
than deliberately tell a blatant lie!
aston surkart
Aston Surkart (also known as “Old Grumpy” behind
his back) is a male gnome guard (LN). He has
naturally curly hair that he – in vain! – tries to keep
smoothed down, but which has a life of its own.
Aston wears a brown, inherited suit that went
out of fashion half a century ago, along with
a matching waistcoat and a tired bow tie. His
permanent scowl is sometimes exchanged for
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brock mårtensen
brock Brock Mårtensen is a male half-orc cult fanatic (NG).
martensen He is in his early twenties and has chestnut-brown
hair and a crooked nose that once was broken during
a tavern brawl. Brock wears large glasses and often
has a quill behind one of his ears. He usually dresses
in simple scholar’s robes in muted colours. Despite
his stocky and muscular build, Brock moves like he is
constantly afraid of breaking something and speaks
softly in a Hinterdale accent.
Armour and weapon: Brock usually doesn’t
wear any armour, but he carries a quarterstaff and
a Stone of Good Luck.
Trait: I tend to share random historical facts
when I get nervous.
Ideal: Enlightenment. Books and knowledge
should be available to everyone, everywhere. (Good)
Bond: A wandering scholar stirred my thirst for
knowledge and made me who I am today.
Flaw: I constantly worry about everything.
Furthermore, Aston spoke briefly to the person
information
who calls themselves Loofae R. Auoy. According
to Aston, it was a male half-elf wizard with an Brock says that he was working late with the
aloof attitude, a pointy hat, and who wore a bright inventory during the night when the burglary
purple robe embroidered with golden stars. occurred. He heard an odd, scraping noise from
However, this person was Arielle Engel. She downstairs and decided to investigate. However, on
disguised herself to snoop around and carry out his way he heard the sound of breaking glass from
reconnaissance for her upcoming illegal mission. the museum. Brock ran downstairs and found that
the window was broken, and a porcelain figurine
what he hides on display was missing. Through the broken
Although Aston doesn’t want to admit it, he cares window, Brock saw a hooded person in a dark
deeply about Halls of Lore’s scruffy black-and-white cloak run away and disappear into the thick fog.
cat Tips. Aston is irritable and dour, but Tips has However, Brock doesn’t know that his recollection
managed find a way into the old man’s heart. of the evening is entirely false because his memories
However, Tips is currently missing together have been altered by the demon Spor Tayt (see
with the rest of the cats in Winterhold, including below). It was in fact Brock who stole the porcelain
the strange cats at Octavia’s tower. Aston is deeply figurine, which contains the cursed statuette.
worried, and he has put up several missing cat
what he hides
posters around town.
Brock doesn’t want other people to know about
what he lies about his poor financial situation. He doesn’t have a
During the night of the burglary, Aston wasn’t at scholarship or rich relatives who can pay for his
Halls of Lore because he was out looking for Tips. studies. Therefore, he works as an assistant,
He is infuriated by the theft, and deep down he but also moonlights as a bouncer at the Leaning
believes that it would never have happened if he Alehouse in the shabby part of Lowtown.
had been at his post that night.
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what he lies about gull-britt
stenberg
Brock will lie about knowing that anyone lives
in the old coal cellar at Halls of Lore, to protect
Scotty Slink. One late night, when Brock was on
his way back from work, he saw the young street
urchin climb down the coal chute. Since then,
they have become friends. Brock sometimes gives
Scotty food and has lent him an old ABC book so
that he can learn how to read.
Brock is wholly unaware that he is possessed
by the demon Spor Tayt that is imprisoned in the
cursed statuette. The demonic curse is draining
his life power and slowly killing him. The ordeal
is exhausting Brock, but he tries to keep up
appearances, since he wishes to keep his job. If
asked about his drawn appearance, Brock lies and
claims that it is because he is working day and
night with the huge inventory that he has taken
over after Ingeborg passed away.
gull-britt stenberg
a false memory
When Ingeborg Hildasdottri died, the demonic Gull-Britt Stenberg is a female dwarf commoner
curse moved on to Brock when he handled the (LN). She is a short dwarf with deep dimples and
porcelain figurine during the inventory. Spor Tayt a friendly expression. Her braided curly, steel-grey
has possessed Brock and uses him for its nefarious hair is held in place by several bronze hairpins.
schemes. Brock is affected by the spell dominate Gull-Britt wears a housekeeper’s uniform with
person, and the demon has altered his memories, discreet runic embroidery and low-heeled leather
as if he were affected by the spell modify memory. boots. She always carries a large keyring on her
While Brock believes that he saw a cloaked belt that jangles when she walks.
person run away down the foggy streets during Armour and weapon: Gull-Britt doesn’t wear
the night of the burglary, the truth is that it was armour, but she will use an improvised weapon to
Brock who stole the porcelain figurine and defend herself if needed.
smashed the window to make it appear as if Trait: I like to help others and always lend an
someone had broken in. ear to those in trouble.
However, his deeds were seen by Arielle Engel, Ideal: Duty. Work hard, be honest, and good
who was spying on Halls of Lore from the rooftop things will follow. (Lawful)
across the street. Bond: I have eight nephews and twelve nieces
Under the demon’s thrall, Brock brought the whom I adore above all else.
porcelain figurine to a secret lair in the sewers, Flaw: I can never resist a cup of tea and
where he cracked it open to reveal the primordial scandalous gossip.
stone statuette inside. Brock has also kidnapped
information
several townspeople and brought them to the
sewage system. The demon is using the victims for a Gull-Britt works as a housekeeper and lives at The
ritual to finally set it free from its long imprisonment. Scholar’s House. She loves to gossip and is aware
Meanwhile, Winterhold Guards believe that of much that is going on in Winterhold.
the drow are guilty of the kidnappings within Gull-Britt knows that Ingeborg Hildasdottri
the city wall. Everyone is working double shifts, and Lucan van Westgaard were friends and
patrols have increased, and all watchtowers are colleagues. They shared a mutual interest in
constantly manned. obscure books, especially primordial history,
Ingeborg’s main research topic.
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Lucan has been to dinner at Ingeborg’s what she hides
house on several occasions. Gull-Britt likes the Gull-Britt is aware that she is included in
handsome scholar, who kindly complimented her Ingeborg’s will. This is because of Gull-Britt’s
food the last time he was there, rosemary lamb long and faithful service, but also because they
roast with taters, glazed carrots, and herb gravy, are distant relatives. However, Gull-Britt won’t
although the lamb was a little bit undercooked. mention this, since she doesn’t want to appear
Gull-Britt believes that Ingeborg worked long presumptuous or – worse! – greedy.
hours at Halls of Lore because she “somehow Gull-Britt is the only person who believes that there
knew that her time was coming” and wanted to was something odd about Ingeborg’s death. While
complete the inventory. However, the truth is that Ingeborg was quite old, she was as healthy as a horse,
Ingeborg worked hard because she wanted to find and Gull-Britt has found it weird that her mistress
the cursed statuette, which Ingeborg believed – grew suddenly weaker without any signs of being ill.
quite rightly – to be incredibly dangerous.
Gull-Britt also knows that Ingeborg is buried at what she lies about
the Steadfast Clan’s family vault at the cemetery Gull-Britt knows that Ingeborg belonged to the
Granite Glades. secret association The Magpie Society, since she
Furthermore, Gull-Britt is aware that Ingeborg has previously found a few coded letters while
approved of her diligent young assistant, Brock cleaning. However, Gull-Britt is reluctant to share
Mårtensen, and had explored various scholarships this information. She believes it to be a private
that the young scholar could apply for. matter and doesn’t want to be accused of snooping.
If asked about the rodent problem, Gull-Britt
explains that there has been a recent increase in zerhinda de’corellyn
rats in town, which is probably because all the
cats appear to have left Winterhold. Zerhinda De’Corellyn is a female drow assassin
(N). Like most elves, Zerhinda is lithe and moves
gracefully. She wears rich, tailored clothes in
zerhinda charcoal black and jade green, House Mordiveen’s
colours. Her long white hair is braided and
de’corellyn
decorated with silver and adamantium hairclips,
featuring tiny spiders and crescent moons.
Zerhinda is a visiting diplomat from
Hammersong. She is the youngest daughter of
Alanizza De’Corellyn, the Matrician of House
Mordiveen. House Mordiveen traditionally
negotiates mining privileges between the leaders
in Hammersong and the drow living underneath
the town. Members of the House are among the
small number of dark elves who live openly in
Eastern Farraway’s society.
Armour and weapon: Zerhinda wears a Ring of
Protection +2 and Braces of Defence. She carries a
slender Rapier +2, a small arsenal of hidden daggers
and darts, as well as several bottles of drow poison.
Trait: I am slow to trust, and rarely let anyone
know my true feelings.
Ideal: Self-discovery. Know your enemies as
well as you know yourself. (Neutral)
Bond: I am secretly in love with someone whom
I can’t have.
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Flaw: I keep my thoughts and emotions hidden
behind a cold mask.
information
Zerhinda will coolly point out that she was nowhere
near Halls of Lore during the night of the burglary.
Several people can give her a solid alibi, including arielle
Sergeant Aramina Thornberry. Together with the engel
other diplomats, Zerhinda is visiting Winterhold to
represent her House and Hammersong.
If asked, Zerhinda calmly explains that she
has heard about the recent kidnappings in town,
but that she knows nothing more, since House
Mordiveen has no dealings with the local drow.
what he hides
Scotty is friends with Brock Mårtensen and
knows that the burly half-orc scholar sometimes
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lucan
van westgaard
leaves Halls of Lore after dark wearing studded
leather armour, while trying to hide a sturdy club.
Since Brock doesn’t want to talk about it, Scotty
suspects that Brock is involved in some sort of
illegal activity. However, the truth is that Brock
works as a bouncer in Lowtown to earn extra
money, since he doesn’t have a scholarship or rich
relatives who can pay for his studies.
During the evening when the theft occurred at
Halls of Lore, Scotty was in his room down in the
coal cellar. He heard the doorkeeper, Aston, leave
and lock the back door. Around fifteen minutes later,
Scotty heard someone running down the stairs,
followed by the noise of breaking glass, and Brock’s
voice calling out, “Thief! Someone stop the thief!”
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statuette that he has tracked to Halls of Lore. He has a doghouse around the back of The
If Lucan is asked about the items in his Scholar’s House, but sometimes sleeps in the
room, e.g., the silver-tipped stakes and bottles kitchen during colder nights.
of holy water, he claims that these are merely Armour and weapon: The dog doesn’t wear
a precaution against the dangers on the road, any armour or weapons.
before he admits that his research sometimes has Trait: Woof. Woof, woof, woof, woof, woof. Woof,
a practical aspect. This includes exploring old woof, woof.
tomes and forgotten dungeons, which sometimes Ideal: Woof! Woof, woof, woof, woof. Woof,
are inhabited by hostile monsters. woof, woof. Woof, woof, woof, woof, woof. Woof,
woof, woof. (Lawful)
what he lies about Bond: Woof.
Lucan is deliberately vague about his past and claims Flaw: Bark! Bark-bark-bark!
that he has spent most of his life as a travelling
scholar and book seller. The truth is that Lucan’s information
family home was attacked by a vampire more than If the characters can convince Gull-Britt to let them
a century ago. Lucan held off the vampire, which borrow Admiral, they can use him as a bloodhound.
allowed his two half-elf sisters to escape. However, he Admiral can track people’s movement within
paid a high price for his bravery. 24 hours if the characters can provide an item or
In the end, Lucan managed to slay the vampire, something that the person has been wearing that has
but sustained multiple serious wounds, and his their scent. In addition, Admiral can indicate that an
blood mingled with the vampiric blood. While item or clothes belong to someone with the same
Lucan saved his sisters and technically survived scent. For example, if the characters let Admiral sniff
the attack, it made him far less human. the piece of torn clothes material that they found on
Lucan is a dhampir, a half-vampire doomed to the roof opposite Halls of Lore, the dog will lead them
the shadows. His touch is always cool, and his to Arielle Engel if she is in the same room or nearby.
heart doesn’t beat. He became a monster hunter Communicating with Admiral requires a
for more than one reason. Mainly because he successful DC 10 Wisdom (Animal Handling)
hates evil and especially loathes the undead, check. The characters can also talk to Admiral if
but also because it allows him to slake his thirst they cast the spell speak with animals.
without hurting innocent people. Admiral doesn’t think that Ingeborg
Lucan tries to supress his unnatural needs, Hildasdottri died of old age, but of something
but it has a detrimental impact, and he is else. Furthermore, Admiral doesn’t like Lucan van
plagued by haunting nightmares. He Westgaard, because he smells wrong.
diligently counts the day since the
last time he succumbed to his what the dog hides
dark urges in his diary. Admiral has a secret stash of old bones that
he has buried behind the outhouse at The
admiral the dog Scholar’s House.
The old dog stoically denies that he
Admiral is an elderly dog who knows anything about the juicy, stringed
uses the statistics of a mastiff (LG). pork sausages that disappeared from
Admiral used to belong to Ingeborg the kitchen last Thursday in mysterious
Hildasdottri before she passed away, circumstances, but suggests that the
and lives at The Scholar’s House near neighbour’s cat might have been
Halls of Lore. The dog is tricoloured involved somehow.
with long, droopy ears and a greying
muzzle. Admiral is quite old, a little bit what the dog lies about
blind, and loyal to the bone. A good hound would never lie.
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CHAPTER 5: HALLS OF LORE
t is twilight when the characters arrive wears ragged clothes and an oversized flat cap but
at Halls of Lore, but its museum and no shoes. He walks with an underarm crutch, as
library are still open. he is missing one foot.
For complete descriptions of all NPCs, see
chapter 4.
You step inside the entrance room of Halls about halls of lore
of Lore. The building’s dwarven architecture Halls of Lore is an old two-storey building made of
is cut into thick, angular stone walls and heavy basalt blocks and has a steep slate roof. The
reflected in the sturdy furniture. Along the building is part of a larger octagonal construction
walls stand polished glass cabinets filled built in traditional dwarven style, located in the Old
with curious items and heavy bookcases Quarter deep inside the cavern part of Winterhold.
packed with leather-bound tomes. All the rooms feature tall windows to make the
A gnome in a mouse-brown suit with a best use of the meagre daylight that reaches the
grumpy appearance looks up from behind building, but much of their spaciousness is lost
the doorkeeper’s desk. due to the many towering bookcases and myriad
“Did you wipe your boots properly before curious items that are kept here.
you stepped inside?” His eyes narrow, and The museum at Halls of Lore is home to a
his scowl deepens. “If you are a visitor, you colossal number of quaint antiquities and rarities,
must sign in right away!” many of which have yet to be fully identified.
These include massive ancient tomes, huge
engraved maps, and various eccentric objects that
have been donated over the years.
The gnome is Aston Surkart, the doorkeeper at Halls of Lore is a natural centre for many
Halls of Lore. He wears an unfashionable brown scholars in Winterhold, as it holds a great
suit with a sagging bow tie. His expression is sour repository of books and historical objects.
as he scrutinizes the characters and glares at the
state of their boots. areas
If the characters explain to Aston that they are
working for Sergeant Aramina Thornberry and 1. entrance
Winterhold Guards, Aston gruffly offers to show The entrance room of Halls of Lore is furnished
them around. The characters are free to search the with comfortable chairs and a leather sofa. Along
common areas, but Aston won’t allow them to search the walls are glass cabinets filled with peculiar
private or locked rooms without his company. antique items. A burning log fire crackles in a
fireplace and casts long shadows on the floor. A
other npcs metal mesh screen has been placed in front of the
In addition to Aston Surkart, the following people fireplace to prevent accidents.
can be found at Halls of Lore: At one end of the room is an immaculately
Brock Mårtensen is a male half-orc in his early waxed wooden desk where an open thick visitors’
twenties. He wears a simple brown scholar’s robe, logbook rests. Next to the heavy book is a sign
large glasses, and a forgotten quill behind one ear. with angry lettering that reads “All visitors must
Brock is burly and walks with hunched shoulders. enter their name in the logbook! No exceptions!”
He is currently working with the inventory of On another wall is another sign that reads “This
Halls of Lore and looks tired. way to the museum,” followed by an arrow.
Scotty Slink is a male human street urchin with The doorkeeper, Aston Surkart, is often found
scruffy, blond hair and a tendency to fidget. He behind his desk and sternly reminding people
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to sign the visitors’ logbook, and refreshes their 2. cupboard
memory about the rules at Halls of Lore. The door to this small cupboard is slightly ajar.
The cupboard contains built-in wooden shelves
browsing the visitors’ logbook that hold boxes of candles, polish wax, soap,
If the characters leaf through the thick visitors’ and a selection of cleaning brushes. There are
logbook, they find that Halls of Lore had three also several brooms, a mop, and a bucket. The
visitors during the day when the burglary took place. cupboard smells strongly of wood polish wax
and pine soap. On the floor there are two brown
➛ Gull-Britt Stenberg, The Scholar’s House,
ceramic bowls. One is filled with water, and the
Helm’s Street, Old Quarter.
other contains minced meat.
Reason for visit: Collecting personal items that
➛ On a closer look, DC 10 Wisdom (Survival):
belonged to the late Ingeborg Hildasdottri.
The water and the meat are fresh but haven’t been
➛ Loofae R. Auoy, Trader’s Arms tavern, touched for quite some time.
Turnaround Alley, Trade District. The bowls are used for feeding Tips, the
Reason for visit: Invited wizard who likes to residential cat at Halls of Lore. Tips has currently
use the Hummingbird Library. fled town together with all other cats in Winterhold
➛ Lucan van Westgaard, The Silver Horn, due to the demon Spor Tayt’s growing influence.
Royal Lane.
3. the doorkeeper’s room
Reason for visit: Visiting scholar from
Northwind Gate. This is Aston Surkart’s private room. It contains
plain furniture, a small kitchenette, and a furnace
in wrought iron. In one corner stands a wooden
a snarky signature pole wrapped in jute rope, and a hand-embroidered
➛ On a closer look, DC 15 Intelligence: Loofae R. blue pillow lies on one of the wall shelves.
Auoy is an odd name. After a moment, you realise it Near the mantelpiece is a set of framed paintings
reads “you are a fool” when it is read backwards. that portray various grumpy gnomes who vaguely
The mischievous, false name was created by resemble Aston. By the door is a small wooden
Arielle Engel, who visited Halls of Lore disguised cabinet with an engraving of a key on its front.
as a wizard. Her intention was to snoop around Everything is neat and tidy, there is not a
the building, as she planned to steal a pair of wrinkle or a speck of dust in sight, and the room
magic boots later on. smells of pine soap.
If the characters visit Trader’s Arms tavern, the ➛ On a closer look, DC 12 Intelligence
innkeeper doesn’t recognise the name Loofae R. (Investigation): You find black and white fur on the
Auoy or the description of the flamboyant wizard, scratching pole together with a tiny cat claw. You
since Arielle never hired a room at the tavern. also notice that the blue pillow is embroidered
with the name Tips.
connecting the dots Halls of Lore’s resident cat, Tips, often stays in
If the characters compare the handwriting in the Aston’s room.
visitors’ logbook with other letters or documents If the characters search the key cabinet, they
that they might discover, they notice that Lucan find the keys to several rooms at Halls of Lore,
van Westgaard’s handwriting matches the written including the Coal cellar (Area 10) and Ingeborg’s
coded letters that can be found at The Scholar’s room (Area 13). The hook labelled “The
House and that the signature of the person calling Collection Room” is empty.
themself Loofae R. Auoy is similar to Arielle Aston Surkart has the key to the Collection room
Engel’s handwriting. (Area 14) and will unlock the door if the characters
ask him to. Since the collection room contains
several valuable objects, Aston won’t leave the
characters alone if they investigate the room.
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12
11
17 18
16
14
13 15 19
5 6 3 2
9
4
8 7 1
10
Halls of Lore. 1: Entrance. 2: Cupboard. 3: The doorkeeper’s room. 4: Museum corridor. 5: Cellar stairs. 6: Stairs.
7: Scholar’s library. 8: Museum antechamber. 9: Museum. 10: Coal cellar. 11: Library. 12: Museum storage. 13: Ingeborg’s room.
14: Collection room. 15: Small study. 16: Meeting room. 17: Upstairs corridor. 18: Storage. 19. Brock Mårtensen’s room.
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4. museum corridor tongue-and-groove wood panels.
The corridor leads to the museum at Halls The stairs are mainly used by Aston and
of Lore. The walnut half-panelled walls are servants at Halls of Lore.
decorated with oil portraits of people who have
previously been the head of the department. 7. scholar’s library
At the end of the corridor is an alcove with The scholar’s library is open to everyone at Halls
a woodcut triptych shrine, flanked by two of Lore, as well as visiting scholars. It holds an
ornamental lanterns. The woodcut displays a excellent and prized collection of leather-bound
long-haired woman in a flowing robe next to a books. All books are perfectly arranged and
dark lake surrounded by tall trees. The woman meticulously sorted by genre and alphabetical
is giving a chalice to a kneeling one-eyed warrior. order. There are several comfortable leather
Two black ravens sit on the man’s shoulders. At armchairs scattered around the room for quiet
the bottom of the woodcut is a series of blocky reading. In front of one of the chairs are several
Dwarvish runes that reads “May we all strive to forgotten notes, left by an absentminded scholar.
receive knowledge and enlightenment.” On one wall are several framed notes that remind
➛ On a closer look, DC 12 Intelligence the reader about the 27 extensive rules that apply
(Religion): The illustration on the shrine is a to everyone who visits the library. For example, it is
tribute to Sága, goddess of knowledge and forbidden to bring books outside the room or smoke
prophecies. Sága is widely revered among pipes inside the library. It is also noted that making
dwarves and scholars who seek insight or dog ears in a book may lead to a serious lifelong
knowledge. According to legend, the lake holds ban from using the library! An additional section
water from the Sökkvabekk waterfall. The has added to this rule to clarify that it applies even
kneeling warrior who is accepting Sága’s chalice to people who have been brought back from the
is Odin, god of wisdom, also known as Óðinn and afterlife by magic or divine means.
the All-Father, ruler of Asgård.
➛ On a closer look, DC 15 Wisdom 8. museum antechamber
(Perception): You cock your head to one side and The museum’s antechamber is a smaller room
listen. There is a faint, squeaking noise from adjacent to the museum. A polished desk contains
behind the door that leads to the cellar. a stack of pamphlets with information about
the museum and a donation box to support the
5. cellar stairs museum’s work.
The sturdy oak door (AC 15, 12 HP) appears to There are also several signs that detail the
be locked. However, if the characters examine the explicit rules for the museum. For example, it is
lock, they find that it is jammed. forbidden to enter the museum – or any other part
The door leads to a narrow stone staircase that of Halls of Lore, for that matter! – with muddy
continues down to the Coal cellar (Area 10). boots. Touching any of the objects is strictly
The unevenly plastered walls are covered with forbidden, and if a visitor hasn’t yet signed the
scuff marks and sooty streaks. The black marks visitors’ log at the entrance, they are instructed to
come from the numerous coal bags that have been do so immediately.
carried up from the cellar over the centuries. ➛ On a closer look, DC 5 Intelligence
➛ On a closer look, DC 8 Intelligence (Investigation): The wooden donation box (AC 5, 2
(Investigation): Judging by the door’s rusted HP) rattles when you shake it.
hinges, it hasn’t been opened in years. The box contains 1 sp and 4 cp.
6. stairs 9. museum
These stairs lead from the Museum corridor Halls of Lore’s museum contains an abundance
(Area 4) to the Upstairs corridor (Area 17). The of odd, antique, and historical objects. Glass
stone steps are worn but scrubbed squeaky clean. cabinets and bookshelves line the walls, and
The walls are covered with simple grey-painted several intriguing items are on display on
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wooden pedestals. Everything in the museum is The piece of cloth comes from Arielle Engel’s
impeccably clean and tidily organised. black cloak. It was snagged on the chimney when
The museum’s collection is extensive and she hastily left her hiding place after she saw
ranges from ancient dwarven mining tools to Brock steal the porcelain figurine at Halls of Lore.
curious items donated over the years, including
a lacquered tarot card box, several intricately 10. coal cellar
braided carpets from the Hinterlands, exquisite This grimy coal cellar is filled with broken wooden
sea elven arrowheads, a selection of ornate crates and old coal sacks. The walls are coated
statuettes and figurines in different sizes, a with layers upon layers of powdered coal that
bone crown, and a strikingly large assortment of seem to drink the radiance of any source of light.
gnomish fishing hooks and lures. A whole corner Behind a pair of stacked crates is a small
has been dedicated to Winterhold’s history and pallet bed and grey horse’s blankets. On top of an
bygone mining activities. old vegetable box that serves as an improvised
On one wall is a bronze plaque dedicated to the bedside table is a book, a dagger, and a couple of
memory of Dr Elianor Storskog, a famed explorer, carved wooden items, including a half-finished
anthropologist, and collector. A large part of the flute. There is also a longer object that resembles
museum’s collection was donated by her many a carved crutch resting against the bedside table.
years ago. These items have been carved by Scotty Slink,
The staircase that leads up to the Library (Area who lives in the coal cellar. He likes to play music
11) has been fitted with narrow wheelchair rails and is making a new crutch, since he has nearly
for easy access. outgrown his current one.
Brock Mårtensen can sometimes be found The book on the improvised bedside table is
in this room, sorting through objects as he is Your First Words, a children’s ABC book. If the
working with the inventory. characters open it, they find that it has had many
➛ On a closer look, DC 8 Wisdom (Perception): previous owners, judging by the rows of names
As you look around, you notice that one of the under the title “This book belongs to” on the
wooden pedestals in the museum is empty. On top first page. The latest name on the list is Brock
of the pedestal is a written sign that reads: Mårtensen, written in neat handwriting.
“Girl with a Lyre,” porcelain figurine from Brock has lent the book to Scotty to encourage
Whiteport. Date unknown. Generously donated by the young boy to learn how to read and write.
the famous explorer Dr Elianor Storskog.” On the stacked crates that function as
If the characters search the museum, they find bookcases are various useless items, including
no traces of broken glass, but one of the western rusted tools and bent cutlery, but also two metal
windows has been boarded up. Across the foggy cages that contain two adult rats and nine blind
cobblestone street is a windowless brick building pups. The pink baby rats squeak weakly. Next to
with a slanting slate roof. the cage is a jute bag half full of bruised apples.
➛ On a closer look, DC 14 Intelligence
a vital and mysterious clue (Investigation): You notice that the metal parts
If the characters climb the roof across the street, of the coal chute are surprisingly clean, which
they find fresh marks and footprints in the dark indicates that it is frequently used. It occurs to
layer of soot near the brick chimney. The roof you that this is rather odd, since the fireplaces
offers a clear view of the western rooms of Halls upstairs were fuelled with wood logs.
of Lore, including the museum. Using firewood is common throughout
The character with the highest passive Winterhold these days, and coal is used almost
Perception notices something in the corner of exclusively for blacksmithing.
their eye: On the leaded flashing of the chimney is
a small piece of cloth. The black cloth is frayed as the present occupant
if it has been torn off. The material is made from When the characters are investigating the coal
finely spun wool. cellar, Scotty Slink will appear after a short while.
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He crawls through the narrow coal chute and is Few people know that Lord Hummingbird
surprised that people have found his room. Scotty was the founder of The Magpie Society, a secret
instantly tries to run away, or begs the characters not organisation in Eastern Farraway.
to tell anyone that he is living down in the cellar. The doorkeeper, Aston Surkart, can sometimes
be found in this room, dusting and arranging the
11. library library books in perfect order.
Lord and Lady Hummingbird’s library contains
towering bookcases laden with heavy leather- 12. museum storage
bound books, which cover the subjects of history,
geology, nature, and more. All books are perfectly
sorted, with equal distance from the spines to the The oak door to the storage opens with a low,
edge of the shelf. drawn-out screech.
The library also includes a massive floor- As you peek inside, a ghostly, veiled
standing world globe and a filing cabinet with creature quickly moves towards you!
records of all the books. There is also a marble
bust of Aurora Gnamtrix, the first woman who
successfully mapped the Hinterdale Region.
What first appears to be a veiled spectre-like
A large oil painting of Lord and Lady
creature is in fact a white protective sheet that
Hummingbird in a gilded gold frame hangs
covers a stone statue. The sudden draft when the
over the mantelpiece by the furnace. A plaque
door was opened made the sheet flutter, which
underneath the painting explains that the library
made it look as if a creature were moving.
was graciously funded by a generous donation by
Beneath the sheet is a marble statue, which
Lord and Lady Hummingbird.
portrays a proud dwarven woman with high
➛ On a closer look, DC 15 Wisdom (Perception):
cheekbones and braided hair. She carries a long-
The oil portrait of the noble couple shows Lady
handled flail, and her armour is decorated with an
Hummingbird on a curved loveseat, and Lord
intricate symbol that resembles a crescent moon
Hummingbird standing behind her. The couple
and a snowflake.
wear fine nobles’ clothes in rich burgundy, emerald
➛ On a closer look, DC 15 Intelligence
velvet and salmon-pale tulle. You notice that Lord
(History): The stone statue is a fine example of the
Hummingbird’s cufflinks feature the motif of a
excellent stonecutting work from the legendary
flying black-and-white bird with a key in its beak.
Ironshield Clan era, and it portrays their last
leader, Queen Freya Swiftsteel. The Ironshield
Clan was an invading dwarven clan that once
conquered large parts of Eastern Farraway.
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➛ On a closer look, DC 8 Wisdom (Perception): close examination, you realise that the book has
At the bottom of the glass box is a yellowed paper been hollowed out. Inside the secret compartment
note with slanted handwriting. It reads: is a letter. However, the folded page is filled with a
cryptic text that makes no sense to you.
Halls of Lore, Department of Archaeology,
Mining, and History in Winterhold. Identification coded correspondence
Number: 001892, Ref: E.S.2009-92. ➛ On a closer look, DC 15 Intelligence: You
Description: Dried animal paw (species unknown). scrutinize the strange nonsensical text in the
Location: Found at an ancient stone shrine letter and find that it comprises three different
in the forest near Vittra Springs. (Pers. obs. alphabets: Elvish, Infernal, and Dwarvish runes.
Hypothetically primordial). You deduce that it is a complex code that probably
Discovered by: Dr Elianor Storskog, PhD in requires some sort of key to decipher the text.
Anthropology, MSc, MScR, Honourable Member of The key to the coded letter is a cipher circle that
The Royal Explorers, the Seven Keys Library, etc. can be found in The Scholar’s House.
Date: Found and acquired 3rd of June, 1037. The characters can also decipher the letter
Donated to Halls of Lore September 1287, Year of by using a Genius Point. (See description under
the Speckled Brown Adder. Scholar’s study in chapter 6.)
The coded letter reads:
an unhelpful hand
The glass box contains a crawling claw. It Thank you for your letter, and I apologise for my
remains motionless unless someone opens, late reply (I have unfortunately been unwell recently).
breaks, or shakes the glass box (AC 12, HP 2).
The crawling claw fights until it is destroyed. Nevertheless, I can confirm that Dr Elianor
Storskog made a large donation to Halls of Lore.
13. ingeborg’s room Unfortunately, when I examined our records, I
The door (AC 13, HP 10) to this room is locked couldn’t find any mention of a primordial stone
with a sturdy metal lock that requires a successful statuette that matches your description.
DC 10 Dexterity (Thieves’ Tools) check to pick.
This scholar’s room belonged to the late scholar However, since your concerns are dire, I have
Ingeborg Hildasdottri. It is dark and chilly and initiated a full inventory of Halls of Lore. It is quite
clearly hasn’t been used for some time. possible that the statuette has been mislabelled
The room is furnished with a writing desk, a and can be found among the museum’s extensive
comfortable chair, and a plain visitor’s chair. The walls collection.
are filled with built-in bookshelves. Some shelves still
hold leather-bound books, while others gape empty. Regarding your warning: I shall be most careful,
The majority of Ingeborg’s belongings and of course.
essays have been collected by her housekeeper,
Gull-Britt Stenberg. The remaining books I will write again shortly,
concern legends, folklore, and the occult. A large / I. H.
section covers primordial history, including a full
translation of the Prophecy of the Nine Omens. “The Key to Truth is Knowledge”
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items, anatomical objects in bell jars, and more. The boots are a pair of Rogue’s Boots. (See the
One of the glass cabinets contains drow weapons compendium for this type of magical item.)
and armour, including matte black leather armour,
an engraved dagger with vicious double-sided 15. small study
serrated edges, a pair of soft narrow boots with odd This cramped study contains a writing desk and
pockets, and a sleek hand crossbow decorated with several bookcases. On the desk are papers, quills,
the evil Spider Queen’s symbol. The glass cabinet’s and a heavy, olive-green leather-bound book.
door (AC 15, HP 6) is locked with a complex triple Next to the thick book is a jade sailing boat of
lock that requires a successful DC 18 Dexterity outlandish design and a rolled-up doily tablecloth
(Thieves’ Tools) check to pick. with a colourful embroidered motif of rolling hills
The drow-crafted items were confiscated by and red gnomish patterns.
Winterhold’s soldiers during their fight against the The jade sailing boat and gnomish doily
local dark elves. tablecloth belong to Halls of Lore’s museum and
➛ On a closer look, DC 16 Intelligence (Arcana): are waiting to be recorded as part of the inventory
As you study the dagger, you notice an inscription that Ingeborg Hildasdottri began.
hidden between the decorative spider engravings. Brock Mårtensen is often using this room,
The arcane inscription suggests that the dagger is working late with the inventory. He records each
imbued with some sort of evil enchantment. The spell object and notes its weight and measurements.
detect magic reveals a faint aura of evocation magic. Brock is awkwardly shy and politely answers any
The dagger is a magic Dagger +2, but it is questions that the characters might have.
cursed. If any creature who isn’t a drow touches If the characters ask to look through the heavy
the dagger, they must immediately make a DC 13 leather-bound inventory book, they find information
Constitution saving throw. The creature takes 3d6 about various objects that have been recorded
poison damage on a failed saving throw, or half as during the ongoing inventory at Halls of Lore.
much on a successful one. ➛ On a closer look, DC 10 Intelligence
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(Investigation): You find an entry in the inventory 19. brock mårtensen’s room
book of the stolen porcelain figurine, “Girl with This room belongs to the young scholar Brock
a Lyre”. The entry has a brief description of the Mårtensen. It is sparsely furnished with a second-
porcelain figure, including height and weight (9 ¾ hand chest of drawers and a narrow, creaky
inches and 5 lb). wrought-iron bed that is covered with a worn,
A character who succeeds on a DC 15 green blanket.
Intelligence check will realise that something is ➛ On a closer look, DC 5 Intelligence
wrong: The figurine’s weight is far too heavy for a (Investigation): In one of the drawers you find a
porcelain figurine. stack of letters and a slim paper journal that has
(As a DM, you might want to ask the characters been labelled “Expenses” in small handwriting.
to roll this check during a different time in the The letters are unsent. They are addressed to
adventure, to avoid rousing the players’ suspicion.) what appear to be Brock’s parents and his two
siblings. The pages read almost like a diary and
a lead in the list reveal that Brock misses his family deeply, but
The porcelain figurine’s weight is correctly noted also that his family were strongly opposed to
by Ingeborg Hildasdottri, who began the inventory. his decision to leave the tribe and move to an
The reason for its heavy weight is that the cursed overcrowded, filthy town.
stone statuette is hidden inside the figurine. The letters don’t mention the burglary at Halls
of Lore.
16. meeting room The expense book is meagre; it is clear that
A variety of antique objects and rows of books Brock’s finances are very poor. Despite this, some
fill the built-in bookcases and glass cabinets of costs have been noted as “charity.” The two latest
this octagonal meeting room. In the middle of posts are a bag of apples and a loaf of bread.
the room is a heavy walnut table that is decked The charity expenses are for food that Brock
with old maps and documents. A fire crackles and has given to Scotty Slink, who lives down in the
burns in a fireplace behind a metal mesh screen. Coal cellar (Area 10).
This room is used as a meeting room by In addition, the book reveals that Brock receives
both scholars and occasionally by The Five, money every other week from a source that has
Winterhold’s leaders. been shortened to T. L. A.
The acronym stands for the The Leaning
17. upstairs corridor Alehouse.
This corridor has half-panelled walls where ➛ On a closer look, DC 12 Intelligence
several old paintings hang, and in a corner there (Investigation): As you search under the narrow
is a slim shelf with historical items. The floor bed, you find a suit of black studded leather
is covered with a runner carpet that hides the armour and a sturdy club that looks wildly out of
century-old cold stone floor beneath. place behind a laundry bag.
Brock uses the armour and the club when he
18. storage works as a bouncer at The Leaning Alehouse,
This room is filled with new crates in pale spruce a rowdy tavern with a shoddy reputation in
wood. The southern part of the room is divided Lowtown. Brock detests violence, but got the job
by a red drapery that leads to Brock Mårtensen’s because he is brawny and can easily intimidate
room (Area 19). Brock can’t afford to rent a proper the tavern’s patrons. However, Brock is ashamed
scholar’s room, but has been allowed to use part of his part-time job, since most scholars can
of the storage room as his private room. finance their studies through scholarships or
The new crates have been ordered for the generous support from relatives.
ongoing inventory at Halls of Lore.
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CHAPTER 6: THE SCHOLAR’S HOUSE
og is creeping along the cobbled The dwarven woman is the housekeeper, Gull-
streets when the characters arrive at Britt Stenberg. Her friendly, warm smile reveals
The Scholar’s House. Further away, deep dimples as she bids the visitors welcome.
guards are calling “All is well” to each The dwarven tradition of the Second Mourning
other from the watchtowers along the town wall, for Ingeborg Hildasdottri is being held tonight
as they do every hour. at her home, and anyone is welcome to pay
their respects. While Gull-Britt hasn’t met the
characters before, she assumes that they are
Flickering candles burn in almost all the friends, colleagues, or acquaintances of Ingeborg.
windows at The Scholar’s House, and the Gull-Britt welcomes all visitors, serves food and
sturdy front door stands wide open. drink, and encourages them to sign the memorial
Next to the entrance is a short dwarven book in the library if they wish.
woman with curly steel-grey hair. She wears
an immaculately ironed dark housekeeper’s other npcs
uniform with runic embroidery. In addition to Gull-Britt Stenberg, a few relatives
“Otock, atha mavri-dûm,” she greets you in and scholars are gathered at The Scholar’s
High Dwarvish when you come closer. She House, as well as the following NPCs:
bends her neck and places her fist over her
chest as a gesture of respect.
“You are most welcome,” she continues.
“Please enter; there is plenty of food and
drink to be had. May Ingeborg Hildasdottri
always be remembered.”
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10
5 6 9
7
4
8
3 2
The Scholar’s House. 1: Hallway. 2: Dining room. 3: Sitting room. 4: Scholar’s study. 5: Ingeborg’s bedroom.
6: Library. 7: Gull-Britt’s private room. 8: Kitchen. 9: Backyard. 10: Outhouse.
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Greetings, 5. ingeborg’s bedroom
I write with hope that you will be able to The unused bedroom is chilly. The ashes in the
assist me. During the last year, I have worked fireplace are cold, and all candles are unlit.
determinedly to locate an intriguing, primordial The bed is immaculately made. A thick rug with
statuette. It is made out of granite and resembles a a geometrical pattern covers the stone floor. The
rodent-like creature with inlaid jade stones as eyes. room also contains an empty clothes stand and a
wardrobe that smells vaguely of lavender and vinegar,
According to legend, the stone statuette was which is a common method to prevent moths.
used to imprison a demonic creature, and it could
therefore be exceedingly useful to study arcane 6. library
binding rituals. (Furthermore, I believe that you This room features built-in shelves stacked with
might find it interesting, since your expertise books, a comfortable reading chair, a carved
concerns primordial history.) rosewood secretaire, and a large rug.
The Scholar’s House library has been extended
I have tracked the statuette and believe that it was by resident scholars over time and includes all
acquired by Dr Elianor Storskog, who later donated types of books, including history, nature, and niche
her collection to Halls of Lore. Therefore, I wonder topics with titles such as 17 Forgotten Languages
if you might have the opportunity to search for it. that You Don’t Speak by Bludrion Hillvock, Life
Cycles of River Insects in Eastern Farraway, Part
However, heed my warning: The wards that I-XII by Mallieas Asterïas, and An Anthology of the
imprison the demon may have weakened over the Underlying Socio-Economical Reasons Behind the
centuries, so please be very cautious. Hillsby Uprising by Draxvinia Rackare.
On the secretaire is an open memorial book,
I look forward to your reply, next to an inkwell and a silver-tipped quill. Visitors
L. v. W. are invited to write in the memorial book as if they
were penning a letter to Ingeborg. The leather-
“The Key to Truth is Knowledge” bound book will later be given to the Keeper, the
37
oldest member of the dwarven clan and custodian “Next time Scholar van Westgaard is invited to
of the clan’s books and records. dinner, serve rosemary lamb roast. He likes that.
Lucan van Westgaard might enter the library to (But make sure that it is cooked longer – it wasn’t
write in the memorial book during the evening. entirely done last time!)”
➛ On a closer look, DC 14 Intelligence
(Investigation): As you discreetly search the 8. kitchen
secretaire, you realise that one panel of the furniture The kitchen is thoroughly stocked and dominated
is false, which reveals a secret compartment. by a massive stove in cast iron. The white oak
It contains a letter with an unbroken wax seal workbenches are clean and recently sanded. An
embossed with the dwarven Steadfast Clan’s seal. ingenious handpump by the sink supplies the
Across the envelope is written “The Last Will of kitchen with running water.
Ingeborg Hildasdottri of the Steadfast Clan.” ➛ On a closer look, DC 12 Intelligence (Nature)
If the characters open the letter, they find or Wisdom (Medicine): When you search the
Ingeborg’s will. She had no children, and most kitchen cupboard, you notice that several glass
of her inheritance will go to Gull-Britt Stenberg. jars are teas and herbal remedies. One of the jars
Ingeborg also left some money to her assistant, is labelled Monkshood. Monkshood is also known
Brock Mårtensen, as an annual scholarship, as Wolfsbane, a type of bitter leaves that can
and she donated a sizable amount of gold to soothe aching joints and muscles but rarely are
various charity organisations, including the local used for brewing tea. The leaves are poisonous in
orphanage and The Bird Association for the large quantities, and there is no known antidote.
Preservation of the Corvidae Family. Gull-Britt uses the tea to lessen the pain in her
➛ On a closer look, DC 15 Intelligence bad knee. She suffers from arthritis, which tends
(Nature): The Corvidae family is also known as to flare up when the weather is cold or damp.
the crow family and includes corvid members Gull-Britt Stenberg sometimes enters the
such as ravens, crows, rooks, and magpies. kitchen during the evening to fetch more food or
The association is a front for The Magpie Society, a drinks for the guests who have come to honour
secret organisation that Ingeborg belonged to. Ingeborg Hildasdottri’s memory.
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CHAPTER 7: THE SILVER HORN
ight has fallen over Winterhold when armour and high boots. Arielle has short, black hair
the characters arrive at The Silver that features natural red highlights. She is currently
Horn. standing guard outside the private room where the
diplomats are having dinner. Arielle is bored, and
she is lazily cleaning her clawlike nails with a sharp
dagger, which some of the guests find unnerving.
A fine carriage pulled by four horses with In addition, Lucan van Westgaard will return
arched necks has just picked up a pair from the mourning ceremony at The Scholar’s
of nobles from the inn. The sound of the House and go to his room at some point during
horses’ clip-clopping hooves echoes down the evening.
the street as the carriage leaves. For complete descriptions of all NPCs, see
The chilly autumn air carries a chapter 4.
mouthwatering scent of food together with
the murmur of polite conversation and the about the silver horn
melodious sound of a harp from within. The Silver Horn is one of the oldest and finest
Two well-dressed guards in cream-colored establishments in Winterhold and has served
livery and powdered wigs stand near the patrons for over 800 years. A plaque by the
entrance. They inspect you with an air of entrance informs visitors that Queen Ulfhilda
superiority. Veðurf II herself once stayed there.
“Are you perchance visiting The Silver The inn is a two-story stone building with an
Horn tonight?” one of them asks crisply and elaborate balustrade. The large arched windows
raises an eyebrow. are fitted with heavy velvet draperies to ensure the
guests’ privacy.
The Silver Horn is renowned for its fine
The two pompous guards are veterans. They are entertainment and exquisite cuisine. Only the best
stationed on either side of the inn’s double doors minstrels and bards perform here, and the kitchen
to uphold the standards of visiting guests and is managed by a group of gnome chefs who run it
keep the riffraff out. Only finely dressed clientele is like an army camp.
permitted to enter; others will politely – but firmly The inn is frequently visited by nobles and
members of the upper circles of society, as well as
– be asked to find a different establishment more
suited to their appearance and manners. wealthy travellers and merchants.
Characters who are elegantly dressed or of noble
background might gain entrance to the inn; otherwise areas
they have to find an alternative route inside.
1. common room
npcs The common room is decorated in the style of a
The following people can be found at The Silver Horn: traditional dwarven inn. Robust, exposed beams
Zerhinda De’Corellyn is a female dark elf. She supported by stone pillars engraved with intricate
has long, white hair and wears expensive tailored patterns hold up the low ceiling. The room is
clothes in House Mordiveen’s colours: Charcoal furnished with round tables in polished honey-
black and jade green. She is currently enjoying a dark oak with matching comfortable chairs.
late supper together with the rest of the visiting Heavy bronze chandeliers with thick wax
diplomats at a private room at the inn. candles and several large fireplaces make the
Arielle Engel is a female tiefling. She wears a room pleasantly warm and bright even during
silk shirt and tight trousers, together with leather winter’s most bitter evenings. The flagstone floor
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6
7
5
8
11 10 9
2 4
The Silver Horn inn. 1: Common room. 2: The snug. 3: Wine cellar. 4: Kitchen. 5: Landing. 6: Linen cupboard.
7: Arielle Engel’s room. 8: The Queen’s suite. 9: Rented room. 10: Empty room. 11: Lucan van Westgaard’s room.
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is covered with brown elk skins that mute music holds rows of volumes that can be borrowed by
and conversation to an agreeable murmur. A long the guests. The books consist mainly of travel
bar runs along most of one wall, and a double guides, popular stories, and assorted fables.
staircase offers access to the upper floors. At the end of the corridor are two tall and
A travelling elven minstrel dressed in silk lacquered double doors. Two armed and stony-
is tuning her harp on a low corner stage in faced veterans stand guard in front of the doors
preparation for a new performance. Most tables with their arms crossed. The double doors lead to
are full of guests in exquisite suits, elegant bell the Queen’s suite (Area 8).
dresses and fine frock coats. On one side of the wall is a door with fitted
Arielle Engel can be found next to a stained- leaded windows, which opens to a stone
glass door that leads to the Snug (Area 2). She is balustrade outside.
cleaning her clawlike nails with a sharp dagger
and looks bored. careful circumvention
If the characters manage to distract the guards,
2. the snug they might find an opportunity to sneak out onto
This private corner room is comfortably furnished the stone balustrade without being noticed.
with elegant chairs and a bench with an emerald A slim stone ledge leads from the balustrade
green velvet seat by a dining table. The thick around the building and enables the characters
stained-glass windows and glass door are to reach the windows of other rooms. Climbing
colourful and opaque to ensure complete privacy. along the narrow ledge requires a successful DC
Zerhinda De’Corellyn of House Mordiveen 15 Dexterity (Acrobatics) check. On a failed check,
and the rest of the diplomats from Hammersong the character falls down on the street outside the
are having a private late supper in this room. inn and takes 1d6 bludgeoning damage. On a roll
They don’t wish to be disturbed, and Zerhinda’s of a natural 1, they land with a crash and a yelp that
bodyguard, Arielle Engel, stands guard outside the attracts the attention of all the guards at the inn.
door to ensure that the diplomats are left alone. The check must be repeated each time a
character attempts to reach a new window or
3. wine cellar return to the balustrade.
The cupboard under the staircase functions as The windows (AC 10, 5 HP) to the upstairs
storage for wine and ale casks. It is chilly and smells rooms can be picked open with a successful DC
like a stone cellar mixed with a whiff of old wine. 12 Dexterity (Thieves’ Tools) check.
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comfortable blouses and skintight trousers but also succeeding on a DC 18 Wisdom (Perception) check.
include a full Winterhold Guards’ uniform, a sage A character who has proficiency with Poisoner’s
green silk evening gown, and a purple wizard’s robe Kit can make this save with advantage, as they
embroidered with golden stars and a matching notice the faint scent of bitter almond, which is
pointed hat. You also find several fine black wool commonly associated with certain types of poison.
cloaks, one of which has been mended recently.
➛ On a closer look, DC 12 Intelligence 8. the queen’s suite
(Investigation): In one of the drawers of the desk, This room is rented by Zerhinda De’Corellyn
you find a stack of letters. One letter appears to of House Mordiveen, a diplomatic visitor from
be from the local Thieves’ Guild in Winterhold. It Hammersong.
lists the guild’s rules for people who are in town An oversized four-poster bed with a drapery
on “freelancing business.” At the end of the letter ceiling in heavy sky-blue velvet takes up the better
is a dry note that reminds the reader that those part of the room. Several plush pillows with silk
who choose to ignore the rules have a tendency rope tassels compete for space on the wide bed.
to “disappear during unfortunate circumstances.” Along one wall is a set of built-in wardrobes
However, someone has scribbled “rules schmules” and a dressing screen embroidered with a floral
in the margin along with a somewhat rude pattern. A stately copper bathtub that rests on
drawing next to the thinly disguised threat from gilded griffon’s talons sits in one corner. There is
the Thieves’ Guild. also a fine dressing table with an oval mirror and
a couple of comfortable reading chairs.
items of interest
The purple wizard’s robe matches the description quiet as a mouse
that Aston Surkart may have provided of the If the characters make any suspicious noises, the
person who called himself Loofae R. Auoy and two veteran guards outside the door immediately
who visited Halls of Lore on the same day that the investigate and attack any intruders on sight. The
burglary took place. guards will try to knock any intruders unconscious
The mended wool cloak is made of the same and bring them to the town’s guard, accused of
material as the piece of cloth that the characters burglary, theft, and potential assassination attempts.
may have found on the roof opposite Halls of Lore. ➛ On a closer look, DC 12 Intelligence
(Investigation): You search through the wardrobes
traps and find various nobles’ outfits. You also find a
The drawer with the letters is rigged with a set of six slim daggers and a box with jewellery,
poisoned needle, and the ballgown in the wardrobe including a fine necklace with an elaborate silver
is dusted with a nigh-invisible contact poison. spider (worth 50 gp in total).
If a creature opens the drawer, the rigged needle ➛ On a closer look, DC 16 Wisdom
is triggered. The target creature takes 1d6 poison (Perception): Tiny arcane runes have been
damage and must succeed on a DC 13 Constitution engraved around the edges of the windows and
saving throw or be Poisoned for 1 hour. The hidden the doorframe.
needle can be spotted by succeeding on a DC 15 The rigged alarm can also be discovered by the
Wisdom (Perception) check. spell detect magic.
If a creature comes in direct contact with the
silk ballgown, they must immediately make a DC traps
12 Constitution saving throw. On a failed save, the The runes around the windows and the door are
creature takes 3d6 poison damage and suffers a magic alarm. If a creature passes between them
dire cramps that leave them Incapacitated for 2d6 without pressing a specific rune, a loud gong-like
minutes. On a successful one, the creature takes sound rings out and alerts the two guards outside
half as much damage and doesn’t suffer from the room, who instantly barge in to investigate.
any cramps. The poison dust can be spotted by If a character succeeds with a successful DC
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14 Intelligence (Arcana) skill check, they can secrets abound
deactivate the magical alarm by pressing the ➛ On a closer look, DC 6 Wisdom (Perception):
correct runes in the right order. When you search under the bed, you notice a
strange symbol drawn in white chalk on the floor.
9. rented room It could be some sort of arcane protection rune,
This room is furnished with a bed with an but you aren’t sure.
embroidered moss-green bedcover, a writing desk ➛ On a closer look, DC 12 Intelligence
with an accompanying chair, and a wardrobe. The (Investigation): You search through the clothes
door to the wardrobe is open and reveals several in the wardrobe and find that several of them
sets of elegant clothes tailored to fit a corpulent have concealed pockets or are tailored in a way
individual. There are also two large trunks along that enables armour and weapons to be worn
one of the walls. inconspicuously. You also find a leather shoulder
The trunks (AC 14, 8 HP each) are locked and harness that holds five vials of holy water and one
can be opened by succeeding on a DC 12 Dexterity Potion of Healing.
(Thieves’ Tools) check. They contain twenty bolts of At the bottom of the wardrobe is a leather bag that
different fabrics, including satin in pale fashionable contains six short wooden stakes with sharpened
colours, velvet damask in forest green, and sea elf tips. Each tip is fitted with a silvered spike (worth 5
silk in deep azure blue. There is also a wooden sp each). There is also a matte black foldable hand
box with various buttons. The cloth bolts and crossbow, and a set of darts in a slim leather strap
decorative buttons are worth a total of 15 gp. that can be fastened around the upper thigh.
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CHAPTER 8: A DEAD BODY!
hen the characters have finished uncanny clues
investigating several locations and talking ➛ On a closer look, DC 10 Wisdom (Medicine):
to NPCs, and are on their way to follow up You investigate the body and find no pulse, but you
further clues, they receive a dire message. discover numerous puncture wounds that look
like rat bites. The rats appear to have chewed on
the victim both before and after he died. However,
You walk along a deserted cobblestone street. while there is plenty of blood on the ground, there
It is dimly lit by hanging wrought-iron lanterns, ought to be more if the man died here, which
and drifting veils of fog creep along the ground. means that he perished elsewhere.
Suddenly, there is a quick pitter-patter sound. If the characters investigate the body and turn
A moment later, a street urchin in ragged it over, they realise that a mysterious symbol has
clothes and an oversized cap appears around been carved into the dead man’s chest.
the corner. He is out of breath and leans heavily ➛ On a closer look, DC 14 Intelligence (Religion):
on an underarm crutch, which he uses for You swallow hard and lean closer to inspect the
support, as he is missing one of his feet. blood-smeared symbol. It is surrounded by spiked
“Sergeant Thornberry sent me,” the scruffy decorations and features a half-closed eye in its
boy pants. “There has been a murder!” centre. From what you can tell, the symbol is
demonic in nature and has primordial origins.
Using a Genius Point: You close your eyes and
search your memory palace until you find what
The young messenger is Scotty Slink. Sergent
you look for: The symbol represents Spor Tayt, a
Aramina Thornberry has sent him and other
primordial demon from the Abyss, known as “The
messengers across the town to find the characters. A
Unclean.” According to legend, the rat demon spread
dead body has been discovered in an alley near Khron’s
plague and mayhem across Eastern Farraway
Concoctions. Scotty has been tasked with taking the
before a group of powerful spellcasters managed to
characters to the crime scene as quickly as possible.
trap it inside an enchanted stone statuette.
the dead-end alley If the characters describe the symbol to Lucan
van Westgaard, he will immediately recognise it
Scotty leads the characters to a narrow dead-end
as the mark of the demon Spor Tayt.
alley in the Trade District, where a nervous recruit
is stationed as guard. The recruit is the same young a savage swarm
man who showed the characters to Aramina’s office
When the characters have finished their
at the barracks. He is as pale as a sheet and keeps
examination, the character with the highest passive
drying his palms on his wrinkled uniform trousers.
Perception notices that something is wrong.
The young recruit tells the characters that they
can investigate the body if they wish, but warns
them that it is deeply unsettling.
The hair at the back of your neck stands up,
the scene of the crime and goosebumps form on your arms. You look
A grim sight meets the characters at the end around the narrow alley. It rests in shadow;
of the shadowy alley. A dead man, smeared in the century-old brick-and-stone walls are
dark red blood, lies flat on his belly on the damp damp and grimy.
cobblestones. His face is turned away, but the Suddenly, a pair of eyes glow red among the
characters notice that he has short-cropped hair rubbish that litters the ground. A heartbeat
and wears a linen shirt with rolled-up sleeves, later, more eyes light up in the dark – and
brown working trousers, sturdy leather boots, and then a swarm of rodents dashes towards you!
a stained leather apron.
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The alley in which the dead body is discovered.
The swarm consists of one giant rat and twelve branches off into multiple tunnels after ten feet, and
rats. They all fight to their deaths. the characters realise that it is impossible to search
the entire network of complicated, maze-like sewers.
vanishing trails
If the characters defeat the rats and decide to the plot thickens
search the ground, they might find further clues. Aramina Thornberry catches up with the
➛ On a closer look, DC 14 Wisdom (Survival): You characters after a short while. She explains that the
notice a blood-smeared trail on the muddy ground, victim was Sirmion Govihann, a local baker and a
which suggests the body was dragged to the alley. The foul-tempered fellow with a habit of getting drunk
trail leads to a well located at The Five’s Square. at the cheap alehouses outside the town wall.
If the characters look into the well, they see a Aramina asks the characters to give her a short
3-foot-wide circular outlet above the water surface. summary of their findings, and her expression
The outlet has been designed to prevent the well becomes graver with every word as she listens.
from overflowing during heavy rainstorms. She and the rest of Winterhold Guards had
The well is equipped with a bucket and a rope. assumed that the local drow were behind the
A character who succeeds on a DC 10 Strength kidnappings, but this gruesome discovery makes
(Athletics) check can climb down the well and that idea less likely. There is clearly more to this
enter the outlet. On a failed check, the character mystery than meets the eye.
falls into the well’s icy water but takes no damage. In the light of recent events, Aramina suggests
If a character enters the outlet, they find that allthat everyone should gather at Halls of Lore. She
tracks end here and have been washed away by will send messengers around town and instruct all
the slow-moving stream of offal. The outlet tunnel involved parties to meet in one hour for questioning
– before any more dead bodies are discovered! 45
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CHAPTER 9: SUSPICIONS AND ACCUSATIONS
he characters make their way back
to Halls of Lore along the dimly lit
mastermind feature
streets. The shroud-grey fog has
thickened, and the few people they If a character correctly deduces that Brock
meet at this late hour appear like faceless ghosts. is guilty, their quick wit is rewarded. They
When the characters arrive at Halls of Lore, receive a Mastermind Feature – a rare
Aramina Thornberry and the rest of the NPCs are blessing from Odin’s ravens, Hugin and Munin
gathered in the Entrance room (Area 1). (also known as Thought and Memory).
The character gains 1 temporary luck
point that can be used to make an attack
Sergeant Aramina Thornberry clears her throat roll, ability check, or saving throw with
to get the attention of everyone in the room. advantage.
“As you probably are aware, there has
been a burglary here at Halls of Lore, as
well as a series of kidnappings in town.” She
makes a hand gesture towards your group.
“Therefore, I hired these accomplished “I don’t know what you’re talking about.” The
private detectives to start an investigation.” young scholar nervously adjusts his large
Aramina pauses before she continues, glasses. “I had nothing to do with the theft,
“However, we have reason to believe that the the kidnappings, or Ingeborg’s death!”
culprit of these crimes is here tonight, in this
very room.”
Using a Genius Point: You instantly realise that
it is odd that Brock added Ingeborg’s death to the
a final round of questions list of crimes that he is accused of when everyone
Aramina encourages the characters to ask the else assumes that she died of old age – unless he
NPCs a final round of questions before they was involved in her death!
present who they believe is guilty of the crimes While Brock honestly believes that he is
and explain how the incidents are connected. innocent, Arielle quickly confirms that she saw
If the characters still have one Genius Point him steal the porcelain figurine. (See the section
left, they can use it to draw further conclusions. Innocent – but guilty!)
Depending on whom the characters accuse, the The characters are right in their suspicion: It
NPCs will react in different ways. is Brock who is guilty! The character who made
the accusation is rewarded with a Mastermind
if the characters accuse brock Feature (see the sidebar).
mårtensen if the characters accuse arielle engel
If Brock is accused of stealing the porcelain
If Arielle is accused of any crime, her employer,
figurine from Halls of Lore or being involved in the
Zerhinda De’Corellyn, instantly defends her.
kidnappings, he immediately claims innocence.
46
Lucan explains that he is a member of a secret
society, which he declines to name. Together
The tiefling’s long tail swishes angrily, but with the late Ingeborg Hildasdottri, he has
before Arielle has time to reply, Zerhinda been searching for a primordial statuette that
slowly rises from her chair. he believes is dangerous. Due to recent events,
“A highly interesting observation,” Zerhinda Lucan suspects that the stolen porcelain figurine
says. “However, I fear that you are mistaken, hides the statuette, which could have spread its
because–” demonic curse and possessed those who handled
“I had nothing to do with the theft!” Arielle the figurine – without them being aware of it.
interrupts, her eyes flashing. “But I saw who Using a Genius Point: Your mind is racing. If
stole the figurine!” Lucan is telling the truth, then perhaps Ingeborg’s
death wasn’t a result of old age but a result of
the demonic curse that he mentioned? In that
Arielle is infuriated at being accused of stealing case, the only other person who has been in close
the porcelain figurine. To clear her name, she contact with the figurine is Brock Mårtensen!
admits that she saw Brock steal the figurine while
she was hiding on the roof opposite Halls of Lore. if the characters accuse anyone else
Using a Genius Point: You realise that If any of the other NPCs is accused of the crimes,
Zerhinda is covering for Arielle and that they they demand that the characters explain what
are hiding something. Zerhinda attended the motive they would have had to steal the figurine
diplomats’ banquet during the evening when the and how they could have done so.
theft occurred and has a solid alibi. However, the Using a Genius Point: After hearing all the
only logical reason for Arielle to be spying on witnesses, you conclude that Aramina Thornberry
Halls of Lore must be that she was involved in and Zerhinda De’Corellyn can provide each other
something dishonest. with alibis. According to Brock Mårtensen’s
A sudden insight strikes you like lightning: statement, the thief jumped out a window and ran
Zerhinda probably sent Arielle to steal one or more down the street, which rules out Aston Surkart
of the confiscated drow-made items at Halls of and Gull-Britt Stenberg, who are too old for such
Lore – which means that someone else is guilty! athletic escapades. It also eliminates Scotty Slink,
who walks with a crutch and can’t run.
if the characters accuse lucan van This leaves only three main suspects: Arielle
westgaard Engel, Lucan van Westgaard, and Brock
If Lucan is accused of being involved in the theft Mårtensen. Arielle had the opportunity, but lacks
or the kidnappings, he politely listens to all of the a clear motive for the theft. The remaining two
characters’ allegations before he replies. suspects are Lucan and Brock, so the culprit must
be one of them.
However, at the time the theft occurred, Brock
“I applaud your intellectual capability and was at Halls of Lore. He claimed that he heard a
deductive conclusion. Your reasoning is noise from downstairs before he heard the sound
both logical and sound, but nevertheless of broken glass. At the time, the doorkeeper,
incorrect.” Aston, wasn’t at his desk at Halls of Lore, but
Lucan chooses his words carefully, and his Scotty should have heard the same noise that
emotionless voice betrays nothing. “While I caught Brock’s attention – but he didn’t!
have not been involved with the theft of the This means that Brock’s testimony is false and
porcelain figurine, I admit that I have been that he probably is guilty.
searching for a cursed stone statuette that
could have made its way to Halls of Lore.”
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the final clues
innocent – but guilty! If the characters manage to defeat or restrain
If the characters press Brock for answers – for Brock, Spor Tayt loses its power over him.
example, by demanding that he explain why
Arielle saw him steal the figurine, why he
mentioned Ingeborg’s death when most people Moments before Brock loses consciousness,
assumed that she died of old age, or something his eyes change, and he turns back to his
similar – Spor Tayt, the demon that possesses normal self again as the demon’s influence
Brock, grows enraged. leaves him.
The demon refuses to believe that it has been “Go to…the well,” Brock mumbles as
outsmarted by a group of lowly cretins and takes oblivion is closing in. “Climb down the well
full control of Brock. at the Queen’s Courtyard. Take the left tunnel
and keep going left. But hurry. You must stop
the demon before the ritual is complete.”
“I’m innocent, I swear!” Brock exclaims, his The young scholar whispers his final
eyes wide with panicked disbelief. words: “I am so, so sorry for everything that
His body suddenly convulses before his has happened…”
expression changes and turns into a chilling
smirk.
“You pitiful fools.” Brock’s distorted voice
cracks, and the pupils in his eyes turn into
flickering, sickly vomit-green flames. “I am
the chosen vessel. I will return the mighty
demon Spor Tayt to this realm.”
The scholar throws his head back and laughs.
“Fear and grovel at my feet – or die!”
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CHAPTER 10: THE CHASE CONTINUES!
f the characters climb down the old assume belong to Brock. There are also plenty
well at Queen’s Courtyard, they find an of smaller paw prints that appear to belong to
outlet tunnel that leads to the sewer rodents. Some of the tracks are unnaturally large.
system under Winterhold.
ominous sounds
troubling signs in the tunnels When the characters have followed the tunnels
The hexagonal brick tunnels were originally for a while, the character with the highest passive
constructed by the dwarves who founded Perception hears something strange.
Winterhold and are over a millennium old. The
dark tunnels are cold and damp, with icy water
dripping from above and foul, ankle-deep muck You stop and listen. A strange sound from
covering most of the bottom. farther down the tunnel has caught your
If the characters follow Brock’s previous attention. Could it be a song, or maybe
instructions, they can easily navigate the tunnels chanting?
and reach Spor Tayt’s lair. They might also The uncanny echoing sounds are
discover signs of the countless rats that are occasionally cut short by muffled cries of
attracted by the demon’s presence. pain. A shiver dances down your spine, and
➛ On a closer look, DC 12 Wisdom (Survival): the hair on the back of your neck stands up.
You notice a couple of faded footprints that you
(MAP)
The rat demon Spor Tayt has its lair in the sewers under Winterhold.
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hideous hideaway development
If the characters continue forward, they reach a At the start of each new turn, 1d4 + 1 rats crawl
large open area similar to a crossroads in the tunnel from the mouth of one of the three bound victims
network. The cursed statuette stands on a makeshift and attack the nearest character.
pedestal in the middle of the room, surrounded by
the shattered porcelain of the old figurine in which it dodge this
had been encased. The statuette’s jade eyes pulsate Spor Tayt can draw on the cursed statuette’s
with a sickly green glow. arcane power and use it for protection. For as
The sinister primordial symbol of Spor Tayt has long as the statuette remains intact, the demon
been carved into the stone floor in the middle of takes only half damage from all attacks.
the room. A bound and blindfolded person has The remaining damage is reflected as a beam
been placed on the ground at three of the occult of nauseatingly green lightning that targets a
symbol’s pointed ends. An ill-boding puddle of random creature within 100 feet that is hostile
blood has spread out from the fourth pointed end to the demon. The beam has +5 to hit and deals
of the symbol. necrotic damage.
The demonic symbol has been carved into each The cursed stone statuette (AC 10, 25 HP) has
of the blindfolded victims’ chests, and their blood is resistance to all damage not made with silvered
slowly seeping onto the ground. The victims moan weapons or objects.
in pain, but some of them also chant as if they were
entranced and repeat an unintelligible phrase, faster a non-violent finale
and faster: “Baltesium, Baltesium, Baltesium.” If the characters are playing the non-violent
version of the adventure, the demon is a terrifying
the demon breaks free illusion that leaves the characters frightened and
If the characters try to free the victims, interfere overwhelmed with terror. Each character must
with the stone statuette in any way, or move make a DC 14 Wisdom saving throw at the start
within 15 feet of the symbol on the ground, the of their turn. On a failed save, the character is
rat demon Spor Tayt finally breaks free from its Paralyzed with fear until the start of their next turn.
arcane prison and emerges. Instead of fighting the demon, the characters
need to break the stone statuette to dispel the
illusion and free the kidnapped victims.
Acid green smoke pours from the stone
statuette’s eyes and turns into a swirling the end of a demon
cloud that reeks of rotting meat and decay. If Spor Tayt is defeated, the rat demon sinks to
You force down a wave of nausea and barely the ground with an ear-piercing shriek, where
manage to keep down your latest meal. it falls to its side and gradually turns into a
When the smoke dissipates, a malformed bubbling puddle of green goo. The stinking puddle
rat-like humanoid covered with patches of fur evaporates into a dissipating fog within minutes.
and pus-filled boils stands before you. If any rats are still around, they quickly scurry off
The horrific creature hisses, spreads its into the dark sewers.
demonic wings, flicks its naked tail – and The surviving kidnapped victims are confused
attacks! and scared. They have no memory of what has
transpired, and desperately want to be escorted to
safety.
The hideous monster is the primordial rat
demon Spor Tayt. (See chapter 13 for more
details about this new monster.) The demon fights
until its death.
50
“I shall lick the marrow
from your bones as you die
and feast on your corpses!”
51
CHAPTER 11: REWARDS AND AFTERMATH
f the characters survive the Winterhold’s Private Detective Agency Against
confrontation in the sewers and defeat Crime and Misconduct (W. P. D. A. A. C. A. M.)
the rat demon Spor Tayt, they return to has been renamed Winterhold’s Private Agency
Winterhold’s foggy streets and are met (W. P. A.) after complaints by people who couldn’t
by Sergeant Aramina Thornberry and the town’s remember the previous long name and overly
guards, who will take care of any surviving victims. complicated acronym.
The W. P. A. pin can be used by the characters
a heroes’ reward when they are carrying out official business in
A couple of days later, the characters are Winterhold and nearby areas. The DM decides
summoned by Aramina Thornberry to her office how the bronze pin can be used and its effects.
at the Soldiers’ Barracks, where the other NPCs The carved box contains 100 gp. This reward
are already gathered. is greater than the one that Aramina initially
promised, as it includes generous donations from
the kidnapped victims’ families.
“There you are! The heroes of Winterhold!” The young recruit whom the characters met
Aramina Thornberry exclaims when she previously uncorks a bottle of Elvish wine with a
sees you, and everyone spontaneously claps pop. When everyone has been served, they raise
their hands. their glasses and cheer three times in honour of
“Please accept my and the rest of the town’s the characters.
heartfelt gratitude.” She gives you an elegant
wooden box engraved with the Winterhold
additional rewards!
symbol: Two pickaxes and a snowflake. On behalf of Halls of Lore, the characters also
“I have also had these made for you.” receive a curious item of magical nature. The item
Aramina gestures at a velvet-padded tray is a strange-looking magnifying glass, and it is said
with a row of bronze pins featuring the to once have belonged to the famous detective
elaborately intertwined letters W. P. A. “You and author Lady Seridline Gooseberringdon
are now officially members of Winterhold’s (pronounced Gossberrington) from Coppertown.
Private Agency!” See chapter 12 for more information about this
new magic item.
an intriguing offer
When the characters mingle and sip their chilled
Elvish wine, Lucan van Westgaard may approach
one or several of the characters and take them
aside. He asks if they might be interested in
becoming a member of The Magpie Society, and
explains that the organisation needs more people
like them.
Optional: If the characters accept, Lucan gives
them a letter of introduction. He can later act
as a quest giver for future adventures, and the
characters might contact him regarding arcane or
academic knowledge and lore.
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an offer of a shadier nature aftermath
During the celebrations, one or several of the The characters receive a group award of 3,300 XP
characters might also be approached by Arielle Engel, for accomplishing the quest, plus additional XP for
who discreetly asks for a moment of their time. defeating monsters. Alternatively, the DM can use
Arielle slips a rolled-up note into the character’s this as a milestone award and the characters gain
palm and gives them a crooked smile while she one level.
asks if they are interested in some moonlighting
work outside of the law. Arielle has put in a good
word for the characters and arranged an interview Somewhere in a dusty antique shop in
with the leader of the local Thieves’ Guild. Whiteport near the harbour.
Optional: If the characters follow the “What a lovely bracelet, don’t you think? I’m
instructions on the note, they have the possibility sure little Miraana would love it.” The finely
to meet Arion Dahl, a dwarven assassin, in the dressed woman turns to her husband.
basement of The Drunk Fool’s Inn in Lowtown. An elderly shopkeeper emerges from
Arion can act as a quest giver for future the deep shadows behind her. The woman
adventures, and it might also be possible to shrieks and then laughs nervously.
purchase poisons or other illegal items through “Oh, I’m sorry. I didn’t see you there, my
his shady connections. good sir.”
When the elderly shopkeeper doesn’t reply,
the end of an extraordinary adventure the younger man clears his throat.
The broken statuette is returned to Halls of Lore “We would like to purchase this bracelet.
for safe and secure storing. Lucan van Westgaard It’s a gift for our godchild.”
has been appointed as a visiting scholar by Edna A couple of minutes later, the couple
Hellmund, the head of the department. Together leave the antique shop with their wrapped
with several other scholars, he will study the purchase. As they step out into the
statuette and the arcane binding ritual that was sunlight and the bustling street, the elderly
used to imprison the demon. shopkeeper watches them with gleaming
eyes. Silence settles over the dusty shop, and
the cats return
only the dust motes are dancing in the still air.
The following week, all of the cats return to “Excellent,” the old shopkeeper mumbles to
Winterhold together with a young boy with a himself. “Excellent.”
white streak in his hair and strange, silvery
markings. He wears a deep hood that hides his
face, and carries an ornamental flute.
The boy plays an ariose that is hopelessly catchy
and instantly attracts all types of rodents nearby.
the end
He then leaves town, followed by a throng of rats
and mice.
Much to the doorkeeper Aston Surkart’s relief
and happiness, Halls of Lore’s residential cat,
Tips, is among the cats that came back. Rumour
has it that the grumpy doorkeeper was seen
whistling and even smiling for weeks after the
scruffy black-and-white cat’s return.
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CHAPTER 12: MAGICAL ITEMS
lady gooseberringdon’s
magnifying glass
lady gooseberringdon’s
magnifying glass
Wondrous item (requires attunement) Dastardly Drawback. Using this magnifying
This curious antique magnifying glass grants glass too frequently may have a detrimental effect
you a +1 bonus on your Intelligence, Wisdom, on your eyesight and balance. Roll 1d20 each time
or Charisma score. that you use it more than once during 24 hours. On
On A Closer Look. When using this magnifying a roll of a natural 1, you are afflicted by distorted
glass to search for clues, you can add your vision, ongoing vertigo, and a devastating
proficiency bonus to Investigation headache. While affected in this way, you
(Intelligence) and Perception (Wisdom) have disadvantage on Dexterity and
skill checks. If you are already proficient in Intelligence saving throws. The effects last
these skills, the bonus is doubled. until you have finished a long rest.
The magnifying glass can also provide you with The magnifying glass is made from silver and brass
advantage on Wisdom (Insight) skill checks if you use and features a handle crafted from green ebonite. It
it to inspect a creature within 5 feet of you. Once this can be mounted on a stand or used by holding it in
feature has been used, you can’t use it again until 1d6 + your hand. Its case includes a set of extra lenses that
2 days have passed. can be used to decrease or increase the magnification.
Peculiar Perks. The magnifying glass offers several This magnifying glass once belonged to the famous
practical benefits besides helping with investigations. detective and author Lady Seridline Gooseberringdon
Its exquisite and highly polished lens can concentrate (pronounced Gossberrington). It was designed and
sunlight to a small area 5 feet from the glass, which created by her best friend, Zoeddia “Addie” Lindvion.
after one round produces a flame that can be used Together, they helped the town guard’s captain
to light smoking pipes or ignite flammable materials. Ikion Strömholme solve several cases despite the
The handle is hollow and can be used to store secret captain’s reluctance and irritation. Lady Seridline
messages, vials, or small objects such as miniature Gooseberringdon and Addie Lindvion have officially
thieves’ tools. Noticing the cap of the handle requires retired, but they still occasionally take on new cases.
actively searching for it and succeeding on a DC 18 They have specialised in solving old, cold crimes and
Intelligence (Perception) check. Unscrewing the cap have an odd tendency to stumble upon mysteries
requires one action. wherever they go.
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CHAPTER 13: NEW MONSTERS
spor tayt
Spor Tayt is a rat demon that once served a long-
forgotten terrible primordial deity.
rat demon
Its appearance resembles a winged, sinewy, Medium fiend (demon), chaotic evil
and human-sized rat covered with infected warts
and pus-seeping blisters. As with many demons, Armour Class 16 (natural armour)
the rat demon is a shrewd and malicious creature Hit Points 52 (8d8 + 16)
that relishes in spreading plague, chaos, and strife
Speed 30 ft., fly 60 ft.
among mortals.
Cruel Coercer. The rat demon can possess
STR DEX CON INT WIS CHA
another creature’s mind and turn them into a
wretched puppet. Someone possessed in this 15 (+2) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 8 (-1)
fashion is wholly controlled by the demon and
retains no memories of their actions. However, the Damage Resistance acid, fire, poison
possession is broken if the host dies or is targeted Senses darkvision 120 ft., passive
by the spell bless, which expels Perception 15
the demon’s spirit.
Languages Abyssal, Common, telepathy
Macabre Minions. Rats and
other rodents instinctively 120 ft.
recognise the rat demon’s Challenge 3 (700 XP)
superiority and are enthralled
to do its bidding. Fetid Fate. When the rat demon dies, its
body decomposes at an unnatural rate and
turns into a bubbling, vomit-green puddle.
Any creature within 15 feet must make a
DC 15 Wisdom saving throw. On a failed
save, they take 3d6 + 3 psychic damage and
become Diseased with Sewer Plague. On
a successful save, they take half as much
damage and don’t become Diseased.
actions
Bite. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 2d6 + 3 piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 2d8 + 3 slashing damage.
Rancid Reek (Recharge 5–6). The rat demon
spews out a stinking cloud of acid in a 15-
foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw, taking
5d6 acid damage on a failed save, or half as
much damage on a successful one.
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CHAPTER 14: LEGEND & LORE
the history of the cursed the pestilence years
statuette Spor Tayt wandered the realm for years and
spread destruction and diseases wherever it
Once upon a time, arcane portals linked Eastern went. It is generally believed that Spor Tayt was
Farraway to other realms and planes. However, after responsible for a serious outbreak of Sewer
the Second Winter War, the portals were closed to Plague that raged across Eastern Farraway and
prevent further conflicts and disasters. Orbstones later was referred to as the Pestilence Years.
imbued with tremendous power were used in pairs The Pestilence Years were foretold in an obscure
to siphon the magic from the portals on either side text known as the Nine Omens Codex. The
until the links between the planes were severed. translation refers to a demonic creature that received
The fates of some of these legendary orbstones its power from Baltesium. However, the meaning of
are known, while the destinies of other ones the primordial word “Baltesium” remains unknown
have been lost to time. According to the ancient and might refer to a name or place.
records at the Seven Keys Library, the orbstone
that closed the portal to the Abyss was called The the cursed statuette
Pact. Only a few scholars are aware of its history, Finally, a group of powerful spellcasters hunted
and it is said to have been hidden away centuries down Spor Tayt and managed to trap the demon
ago in an unknown grave in the Silent Woods. inside an ancient stone statuette. The statuette
was kept in a secure vault, high in the mountains
the gate is shut near Vittra Springs. For centuries, secret
When the arcane portals were closed, some guardians protected the vault, but an ill-fated
creatures were trapped on the wrong plane. One of earthquake ended their duty, and the vault was
these creatures was the hideous rat demon Spor later explored by a group of adventurers.
Tayt. Rat demons from the Abyss have existed for The stone statuette changed hands many times
as long as imps from the Nine Hells have spread and ended up in the famous explorer Dr Elianor
mischief, but Spor Tayt was especially loathsome. Storskog’s vast collection, which she later donated to
Many of the creatures that were unable to return Halls of Lore. As the collection had to be transported
to their native plane died or were slain, but Spor on unsafe roads to Winterhold, the statuette was
Tayt thrived. The demon quickly grew in influence hidden inside a plain porcelain figurine to fool
and soon gained a greatly extended lifespan. eventual highwaymen. The caravan was in fact
However, its rat-like body changed as well: It lost attacked during its journey, but the trick worked,
its sleek fur, and its bald patches became covered and the figurine was ignored. However, upon
with vile boils that ooze green and yellow pus. arriving at Halls of Lore, the figurine was mistakenly
It is unlikely that Spor Tayt’s true origin will ever labelled as a quaint object of little value.
be revealed, but what is certain is that over time,
the demon has become vastly more powerful, the story continues
intelligent, and shrewd. Some scholars have Recently, Lucan van Westgaard, a diligent member
hypothesised that Spor Tayt entered a pact with a of the secret group The Magpie Society, has
powerful deity, while others claim that the demon tracked the stone statuette to Halls of Lore. He
discovered a magic item in the heart of the Frozen is particularly interested in learning more about
Labyrinth near Northwind Gate that granted it the ritual that was used to entrap the demon Spor
increased powers. In contrast, a few scholars argue Tayt. However, he also fears that the statuette is
that Spor Tayt originally was an altogether different dangerous, as the arcane chains that bind Spor
creature that became cursed by meddling with an Tayt will have weakened with the centuries, and the
ancient stone table deep in the forest in Buckwild. demon will do anything in its power to break free.
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APPENDIX
how to scale this adventure Tier 3: 5d6 poison damage and the creature
becomes Incapacitated for 2d10 minutes.
Make the following adjustments to scale the adventure
Tier 4: 6d6 poison damage and the creature
up or down so it suits the level of your group.
becomes Incapacitated for 2d12 minutes.
tiers Adjust the saving throws and skill check DC as
Tier 1 represents levels 1–4 for an adventure previously mentioned.
group of three to five characters.
Suggested changes to the magical alarm at The
Tier 2 represents levels 5–10 for an adventure
Silver Horn (The queen’s suite, Area 8):
group of three to five characters.
Tier 1: Use the trap as described in the adventure.
Tier 3 represents levels 11–16 for an adventure
group of three to five characters. Tier 2: Use the trap as described in the adventure.
Tier 4 represents levels 17–20 for an adventure Tier 3: Use the trap as described in the adventure.
group of three to five characters. Tier 4: Use the trap as described in the adventure.
Adjust the saving throws and skill check DC as
skill checks and saves
previously mentioned.
Adjust the DC for skill checks and saves in the
following way: other effects
Tier 1: Use the DC checks in the adventure. Adjust the cursed statuette in the Sewers’ lair with:
Tier 2: Increase all DC checks by +2. Tier 1: Use the same effects as described in the
Tier 3: Increase all DC checks by +4. adventure.
Tier 4: Increase all DC checks by +6. Tier 2: The cursed stone statuette has AC 15
and 50 HP. The beam has +10 to hit and deals
traps necrotic damage.
Suggested changes to the needle trap at The Tier 3: The cursed stone statuette has AC 20
Silver Horn (Arielle Engel’s room, Area 7): and 200 HP. The beam has +15 to hit and deals
Tier 1: Use the trap as described in the adventure. necrotic damage.
Tier 2: 2d6 poison damage and the creature is Tier 4: The cursed stone statuette has AC 25
Poisoned. and 500 HP. The beam has +20 to hit and deals
necrotic damage.
Tier 3: 3d6 poison damage and the creature is
Poisoned. encounters
Tier 4: 4d6 poison damage and the creature is Replace the two veteran guards by the entrance
Poisoned. to The Silver Horn with:
Adjust the saving throws and skill check DC as Tier 1: Use the same encounter as in the adventure.
previously mentioned.
Tier 2: Four veterans. CR 10 (5,600 XP)
Suggested changes to the contact poison on the silk Tier 3: Eight veterans. CR 15 (14,000 XP)
gown at The Silver Horn (Arielle Engel’s room, Area 7): Tier 4: Twelve veterans. CR 20 (25,200 XP)
Tier 1: Use the trap as described in the adventure.
Replace the two veterans at the Landing (Area 5)
Tier 2: 4d6 poison damage and the creature
at The Silver Horn with:
becomes Incapacitated for 2d8 minutes.
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Tier 1: Use the same encounter as in the adventure. Fetid Fate. When the rat demon dies, its body
Tier 2: Two gladiators. CR 9 (5,400 XP) decomposes at an unnatural rate and turns into
a bubbling, vomit-green puddle. Any creature
Tier 3: Two assassins. CR 14 (11,700 XP) within 15 feet must make a DC 17 Wisdom
Tier 4: Two gladiators and two hidden assassins. saving throw. On a failed save, they take 5d6 + 4
CR 19 (22,800 XP) psychic damage and become Diseased with Sewer
Plague. On a successful save, they take half as
Replace one giant rat and twelve rats with: much damage and don’t become Diseased.
Tier 1: Use the same encounter as in the adventure. Multiattack. The rat demon can make three attacks.
Tier 2: One wererat (rat shape only) and twelve Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
swarms of rats. CR 7 (3,100XP) one target. Hit: 3d6 + 4 piercing damage.
Tier 3: Six wererats (rat shape only) and eight Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
swarms of rats. CR 13 (9,300 XP) one target. Hit: 3d8 + 4 slashing damage.
Tier 4: Fifteen wererats (rat shape only). CR 21 Rancid Reek. (Recharge 5–6). The rat demon
(36,000 XP) spews out a stinking cloud of acid in a 15-foot
cone. Each creature in that area must make a DC
Replace Brock Mårtenson’s statistics as a cult 16 Dexterity saving throw, taking 7d8 + 5 acid
fanatic with: damage on a failed save, or half as much damage
Tier 1: Use the same encounter as in the adventure. on a successful one.
Tier 2: One mage. CR 6 (2,300 XP) CR 8 (3,900 XP)
Tier 3: One archmage. CR 12 (8,400 XP)
Tier 3:
Tier 4: One archmage. Adjust the AC to 20 and
Armour Class 17 (natural armour)
hit points to 256. CR 17 (18,000 XP)
Hit Points 184 (16d10 + 96)
Replace the 1d4 + 1 rats at the Sewer’s lair with: Damage Resistances bludgeoning, piercing, and
Tier 1: Use the same encounter as in the adventure. slashing from nonmagical attacks
Tier 2: 1d4 + 1 giant rats. CR ½ 1 (75–250 XP) Damage Immunity acid, fire poison
Tier 3: 1d4 + 1 swarm of rats. CR 1–2 (150–500 XP) Condition Immunities poisoned
Tier 4: 1d4 + 1 wererats. CR 4–9 (1,350–4,500 XP) Magic Resistance. The demon has advantage on
saving throws against spells and other magical effects.
spor tayt Fetid Fate. When the rat demon dies, its body
Change the statistics for the rat demon in the decomposes at an unnatural rate and turns into
following way: a bubbling, vomit-green puddle. Any creature
Tier 1: within 15 feet must make a DC 21 Wisdom
saving throw. On a failed save, they take 7d6 + 5
Use the monster as described in the adventure.
psychic damage and become Diseased with Sewer
Plague. On a successful save, they take half as
Tier 2:
much damage and don’t become Diseased.
Armour Class 16 (natural armour)
Multiattack. The rat demon can make three
Hit Points 136 (13d10 + 65) attacks: One with its bite, one with its claw, and
Damage Immunity acid, fire poison one with Rancid Reek ability.
Condition Immunities poisoned Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 4d6 + 5 piercing damage.
Magic Resistance. The demon has advantage on
saving throws against spells and other magical effects. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
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one target. Hit: 4d8 + 5 slashing damage. how to scale treasures
Rancid Reek. The rat demon spews out a stinking Adjust the reward from Aramina Thornberry as
cloud of acid in a 15-foot cone. Each creature in follows:
that area must make a DC 18 Dexterity saving Tier 1: Use the same reward as described in the
throw, taking 9d10 + 10 acid damage on a failed adventure.
save, or half as much damage on a successful one. Tier 2: 200 gp.
CR 13 (10,000 XP) Tier 3: 500 gp.
Armour Class 18 (natural armour) Replace the Potion of Healing that can be found in
Hit Points 300 (24d10 + 168) Lucan van Westgaard’s room with:
Damage Resistances bludgeoning, piercing, and Tier 1: Use the same reward as described in the
slashing from nonmagical attacks adventure.
Damage Immunity acid, fire poison Tier 2: Potion of Greater Healing.
Condition Immunities poisoned, charmed, Tier 3: Potion of Superior Healing.
exhaustion, grappled, restrained, stunned Tier 4: Potion of Supreme Healing.
Magic Resistance. The demon has advantage on
saving throws against spells and other magical effects. other treasures in the adventure:
Tier 1: Use the treasures in the adventure.
Fetid Fate. When the rat demon dies, its body
decomposes at an unnatural rate and turns into Tier 2: Double the value of the treasures in the
a bubbling, vomit-green puddle. Any creature adventure.
within 15 feet must make a DC 23 Wisdom saving Tier 3: Quadruple the value of the treasures in the
throw. On a failed save, they take 9d6 + 6 psychic adventure.
damage and become Diseased with Sewer
Tier 4: Increase the value of the treasures in the
Plague. On a successful save, they take half as
adventure fivefold.
much damage and don’t become Diseased.
Multiattack. The rat demon can make four
attacks: One with its bite, two with its claws, and timeline
one with Rancid Reek ability.
historical events
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., Once upon a time, Eastern Farraway was linked to
one target. Hit: 5d6 + 6 piercing damage. other planes by magic portals. These portals were
Claw. Melee Weapon Attack: +11 to hit, reach 5 eventually shut and sealed due to a growing risk
ft., one target. Hit: 5d8 + 6 slashing damage. of conflicts between creatures from the different
Rancid Reek. The rat demon spews out a stinking planes. However, the rat demon Spor Tayt was left
cloud of acid in a 15-foot cone. Each creature in behind on the Material Plane when its passage
that area must make a DC 20 Dexterity saving to the Abyss was closed. The demon worked its
throw, taking 12d12 + 15 acid damage on a failed wicked schemes to spread plague and destruction
save, or half as much damage on a successful one. throughout Eastern Farraway, but it was eventually
trapped and imprisoned in a stone statuette.
CR 19 (22,000 XP) Unfortunately, the mystical bonds of the demon’s
arcane prison have weakened over the centuries.
The statuette traded hands numerous times and
eventually made its way into the hands of Dr Elianor
Storskog, a famed explorer and collector. On her
deathbed, Elianor donated her vast collection to the
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museum at Halls of Lore in Winterhold. While controlled by the demon, Brock kidnapped
Elianor’s enormous collection was transported several townspeople in Winterhold to prepare
to Winterhold. However, this was during a time a ritual that would set the demon entirely free.
when the roads in Eastern Farraway were far However, since the local drow often carry out
more dangerous than today. Therefore, more raids and kidnap people, Winterhold Guards
expensive or valuable items were often stashed believed that they were behind the abductions that
away or hidden. The antique statuette was place happened within the town wall.
inside a plain porcelain figurine to conceal it
from highwaymen and robbers. The porcelain where were the npcs?
figurine, called “Girl with a Lyre,” made its way to During the night when the theft occurred at Halls
Winterhold, but the documents that revealed that of Lore, the NPCs were doing the following:
the statuette was hidden inside got lost on the way.
➛ Aston Surkart was out in the town, looking
for Tips, the cat that lives at Halls of Lore.
recent events
Around a year ago, the scholar and book collector ➛ Scotty Slink was carving a wooden flute in
Lucan van Westgaard began studying how to trap his room in Halls of Lore’s coal cellar.
monsters inside enchanted objects, and stumbled ➛ Brock Mårtensen was controlled by the
upon an old record that referred to the stone demon Spor Tayt, which made Brock
statuette. rush down the stairs, steal the porcelain
A couple of months ago, Lucan found that the figurine, break the window, and shout after
statuette had been donated to Halls of Lore in a non-existent burglar.
Winterhold and contacted Ingeborg Hildasdottri, a
fellow scholar and member of The Magpie Society. ➛ Sergeant Aramina Thornberry and
He told Ingeborg about the statuette and that it Zerhinda De’Corellyn were attending the
could be somewhere at Halls of Lore and gave her diplomats’ banquet at The Silver Horn.
a description of it. Lucan also warned her that the ➛ Arielle Engel left the banquet under the
statuette could be dangerous, since the demon’s excuse of securing the perimeter, but made
arcane imprisonment might have weakened over her way to Halls of Lore and hid on the
the centuries. However, Lucan didn’t know that roof across the street. She was waiting
the stone statuette had been hidden inside a bland for a quiet moment to break in and steal
porcelain figurine. a pair of magic drow boots, but instead
Ingeborg started the inventory of all items she witnessed Brock steal the porcelain
kept at Halls of Lore together with her assistant, figurine and behave oddly.
Brock Mårtensen. For the sake of discretion,
she never told anyone that she was searching ➛ Gull-Britt Stenberg and Admiral the Dog
for the statuette. However, when she diligently were at The Scholar’s House, where Gull-
measured and weighed the porcelain figurine that Britt was cooking, and Admiral was sleeping
hid the stone statuette, the imprisoned demon in the kitchen.
broke through the weakening arcane bonds and ➛ Lucan van Westgaard was studying
possessed her. primordial rituals in his room at The Silver
The primordial curse immediately began to Horn. He later took an evening walk but
drain Ingeborg’s life essence. She soon grew faint wandered nowhere near Halls of Lore.
and weak, but thought she was becoming ill from
a natural affliction.
A few weeks ago, Ingeborg died, and Brock
Mårtensen took over the inventory. When Brock
handled the porcelain figurine, he too became
possessed by the demon.
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The Silver Horn inn: Player version.
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ADVENTURES
THE MAGPIE
SECRET
IN THE
SOCIETY
COMPENDIUM
NIGHT
A MIDNIGHT TOWER
A ONE-SHOT COMPENDIUM
MINI ADVENTURE
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enchanted umbrella
MAGIC ITEMS Wondrous item, very rare (requires attunement)
When holding this item, you have resistance
nchanted devices for spying, to damage from water-based spells, and water
eavesdropping and infiltration have long elementals will not attack you unless provoked.
been used by detectives as well as thieves. The umbrella has 6 charges. While you hold the
Here are a few examples of such items umbrella, you can use an action to expend 1 or more
that you can add to your campaign as loot or rewards. charges to cast one of the following spells: Acid
arrow (2 charges), blur (2 charges), shield (1 charge).
detective’s glasses The umbrella also has the following features:
Wondrous item, very rare Instant Rope (3 charges). As an action, you can fire
These metal-frame glasses come with a set of the top of the umbrella at a point within 60 feet. The
interchangeable magic lenses stored in a wooden case. top functions as a grappling hook and is attached to a
While wearing the glasses, you can use an action 60-foot wire. The wire can hold up to 300 pounds.
to activate the lenses. Each pair of lenses grants A Storm of Darts (3 charges). As an action, you
the wearer a specific benefit. They remain active make the umbrella rotate swiftly and expel the
for 1 minute or until they are removed. When a tips along its rim. Each creature within 30 feet
pair of lenses have been activated, they can’t be must make a DC 13 Dexterity saving throw, taking
activated again until the next dawn. 3d4 piercing damage on a failed save, or half as
The case contains 1d4 + 1 pairs of lenses. Roll much damage on a successful one. This feature
1d6 to see which lenses the case contains: can only be used again if the tips are reinserted.
Feathery Escape (1 charge). If you fall from
➛ On a result of 1: Blue-tinted lenses. You
a height greater than 10 feet, you can use your
gain advantage on Perception checks.
reaction to make the umbrella open and slow your
➛ On a result of 2: Green-tinted lenses. You descent to 60 feet per round for 1 minute.
gain a +3 bonus on Persuasion checks. At noon, the umbrella regains 1d4 + 2 charges
daily. If it is raining at this time, it regains an
➛ On a result of 3: Yellow-tinted lenses. You
additional 1d4 charges.
gain advantage on Investigation checks.
The umbrella resembles an ordinary black
➛ On a result of 4: Purple-tinted lenses. You umbrella with a round button on its handle that
gain advantage on History checks. can be used to activate the umbrella’s unique
features. It was created by the couple Jounna
➛ On a result of 5: Pink-tinted lenses. You
and Primrose Bloomsday from Storby,
gain a +3 bonus on Insight checks.
who are renowned for their curious
➛ On a result of 6: Transparent lenses. You umbrella shop.
gain the ability to read Abyssal, Infernal,
and Celestial.
These glasses were made by Zoeddia “Addie”
Lindvion for Lady Seridline Gooseberringdon
(pronounced Gossberrington), a famous sleuth
from Coppertown who
specialised in solving
old crimes. enchanted
umbrella
detective’s
glasses
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rogue’s
boots
spy letter
opener
rogue’s boots
Wondrous item, uncommon spy letter opener
While you wear these magical boots, you gain a +1 Wondrous item, rare
bonus to your Dexterity score. The boots feature If you use this magic letter opener to open a closed
sharp metal claws that grant you advantage on envelope, replace its contents within 10 minutes,
Strentgh (Athletics) checks made to climb. You and speak the words “What you know shall be
can also use your bonus action to make two spikes forgotten,” the envelope magically reseals itself
coated with basic poison spring out of the heels. and mends any broken sigils. Spells such as detect
The spikes count as simple melee weapons and magic reveal a faint aura of transmutation magic.
deal 1d4 piercing damage + poison damage. If the envelope or its contents is poisoned, the
If you speak the Elvish words “Allumëria ruby on the letter opener’s handle glows red if it
nilthÿans mei,” you can make the boots magically is within 10 feet of the poison. It does not react to
resemble any type of footwear. A creature can other poisoned items.
see through the illusion by succeeding on an The letter opener can be used as an improvised
Investigation check contested by your spell weapon that grants you a +1 bonus to attack and
save DC. If anyone touches the boots, they damage rolls made with it. It also features a secret
automatically succeed on the check. compartment that can be filled with poison. As a
The boots consist of low-cut boots with matching bonus action, you can press a button to make the
gaiters that can be worn above or below the knees. poison flow out and coat the blade.
Several buckles and straps make them snug and This elegant letter opener features a silver blade
tight-fitting. The boots are also equipped with and a rosewood handle decorated with a cut ruby.
various pockets and clips that hold a slim dagger, These letter openers are frequently used by
15 feet of braided adamantium wire, and six darts. paranoid nobles and cunning spies across Eastern
It is said that these boots were initially worn Farraway. Some claim that the letter openers
by noblewomen who wished to appear unarmed, initially were created by drow, who are frequent
but remain able to defend themselves against targets of poisoning and assassination attempts.
kidnappers and assassins. According to rumours, It is said that the matrician of House Mordiveen,
Saalidor Drachvion, who runs a small antique Alanizza De’Corellyn, frequently uses one of these
shop in the Trade District in Winterhold, knows letter openers. However, this rumour has never
how to acquire a pair of these boots. been verified.
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uggleholm’s
listening device
MALFUNCTIONS
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CODES AND CIPHERS
ust like clever riddles, codes and
ciphers can be used to make an
adventure more interesting and fun
for the players. Perhaps a letter that
the group has received contains a hidden plea for
help? Or maybe a mage has created an elaborate
trap that can be disabled only by solving a cipher?
Or possibly the characters find a dead drow with
a secret message that at a glance appears to be
scribbled nonsense?
Here below are seven examples of codes and
ciphers that you can add to your next adventure.
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replacing letters with symbols
This type of cipher is created by replacing letters
with symbols or numbers. It is harder to decipher
than texts that are written backwards and
requires more than a mere glance.
The cipher is solved by guessing words and counting
symbols (also known as frequency analysis). For
example, vowels such as A, E, I, and O are the most
common letters in English. A lone letter is almost
always “I” or “A”. This provides a starting point for
deciphering the most common short words, such as
“you” and “the”, which in turn will let you decipher
words such as “your”, “there”, and “that”.
Optional: To make this cipher simpler or harder,
you can add a time limit for the characters to solve
it. For example: Ten minutes for an easy challenge,
skip code five minutes for a harder challenge, or three
A skip code is a message hidden in what appears minutes for a very hard challenge. Alternatively, the
to be a normal letter or text. It can be a short text DM can make this challenge easier and less time-
in which every second word forms the secret consuming by exchanging only part of the message,
message, or a longer text in which the first word in for example, by replacing consonants with symbols
each sentence or line forms the hidden message. while retaining all vowels. The DM can also let the
This type of code isn’t based on painstaking characters solve the cipher by finding its key, which
code-cracking methods, but rather on a character’s features each letter next to the symbol that it has
perception and their familiarity with the author. For been substituted for.
example, if an NPC who the characters know hates
formal events sends them a letter that is all about
the latest dances and ballgowns, it might rouse the
characters’ suspicion.
Optional: The DM can make it easier for the
players to figure out that something is amiss by
exaggerating the message to draw their attention.
To make it harder to discover, the message might
read like a normal message with only one single
comment being out of place. For example, the
author could mention that they love riding, even
though the characters know that the author is
afraid of horses. mixed code
This type of code is created by changing the
advanced codes and ciphers letters in each word around without following
a specific pattern. It can be used to confuse the
characters, who might mistake the code for a text
written backwards or try to carry out frequency
analysis, when the solution is far simpler.
A code of this kind can’t be cracked by using a key,
but if the characters examine the text, they can solve
it by first decoding short words. When all the short
words have been solved, it is easier to guess longer
words depending on the context of the message.
68
Optional: To make this challenge harder, you unbreakable ciphers
can apply a strict time limit and raise the stakes
by making the characters aware of complications
that will ensue if they fail. If you wish to make the
challenge easier, you can give the characters a
hint of how to solve the code if they succeed on an
Intelligence check.
vigenère ciphers
Vigenère ciphers are nearly unbreakable unless
you have the key. The ciphers are created by first
choosing a keyword, for example, the word “magic”,
which can be used to decipher a specific text.
Next, the numerical position of the keyword’s
letters in the alphabet is noted, counting from 0.
For example, M therefore equals 12. A equals 0,
and so on (see above). The word “magic” then
turns into the numbers 12, 0, 6, 8, and 2.
shift encryption When encrypting a message using this key,
This coded encryption is created by shifting the each letter in the text is shifted accordingly. For
alphabet a specific number of steps. For example, example, if the message is “The secret password
if the alphabet is shifted 3 steps, then the letter A is ‘Balderdash’”, the first letter T is shifted 12
equals D. By the same logic, B equals E, C equals steps (because the first letter of the key equals
F, D equals G, and so on. 12), the second letter H is not shifted (because the
This is a rather simple encryption that can be second letter of the key equals 0), and so forth.
solved with a Caesar’s circle or by identifying When the end of the numbers is reached, one
words that have only one letter, as these almost starts from the beginning of the key again.
always are “I” or “A” in English. For example, if the This type of cipher can’t be solved by frequency
encrypted letter for A is C, the alphabet needs to analysis or guessing words, as the encrypted
be shifted 2 steps. If this results in a nonsensical letters are assigned varying numbers, so there
text, it might be that the single letter could instead is no obvious pattern. Hence, the characters will
mean “I”, which means that the alphabet must be need a key – and also figure out how to use it.
shifted 17 steps. Optional: You can drive your characters insane
This type of encryption can also be solved with this type of cipher. If you want to, you can let
through frequency analysis or by guessing words, them find it before ending a session so that they will
similarly to ciphers in which letters have been have plenty of time to try to solve the cipher between
replaced with symbols. It is a fun type of cipher, sessions. Even with a key, it takes a little bit of
especially if the characters get to use a Caesar’s patience to solve this type of cipher, but it is perfect
circle to solve it. to use for archmages or highly intelligent villains.
Optional: You can make this challenge easier
by letting the characters find a corresponding
Caesar’s circle that has already been locked in
place. To increase the difficulty, use very short
messages that are harder to crack manually. You
can also double-code the encrypted message, for
example, by letting it be written backwards.
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NEW BACKGROUND: DETECTIVE
ou have spent most of your life hunting specialty
down wrongdoers and investigating Investigators often develop a specific area of
crime scenes. For years, you have expertise depending on what type of crimes they
search burglarised houses, interviewed frequently come across. Some might excel at
victims of foul play, and examined dead bodies. tracking down burglars or thieves in bustling
Your experiences have granted you a skill set that towns, while others help the town’s guards stop
lets you excel at finding clues, tracking crooks, street charlatans and scams, perhaps by gathering
and catching them. evidence by discreetly carrying out cat-burglary or
You may have assisted the town guards as sleight of hand themselves. A few detectives might
a talented sleuth, worked for free to protect also gather information by disguising themselves
vulnerable victims, or simply rented out your and infiltrate an organisation to reveal the
services to anyone who could afford them. mastermind behind large-scale operations.
Alternatively, you might come from a shady To determine which kind of criminals you are
background yourself, which has taught you how to specialised in hunting down, roll 1d8 or choose
think like a criminal – and how to snare them. from the options in the table below.
Skill Proficiencies: Choose two from
Deception, Insight, Intimidation, Investigation, d8 type of criminals
Perception, or Persuasion
1. Pickpockets
Tool Proficiencies: Choose one from
Alchemist’s supplies, Disguise kit, Forgery kit, 2. Forgers
Poisoner’s kit, or Thieves’ tools 3. Burglars
Language: Two common languages of your choice
Equipment: A well-used magnifying glass, a 4. Charlatans
bullseye lantern, five small bags for collecting 5. Kidnappers
evidence, tweezers, a crowbar, and a worn leather
6. Poisoners
pouch containing 5 gp
7. Assassins
8. Masterminds
feature: informant
You know one or several people who are well
informed regarding ongoing illegal activities in the
underbelly of society. They might be former crooks,
relatives who are a member of the local Thieves’
Guild, or spies at a royal court. They could also be
guardsmen, street urchins, members of a secret
society, or others who have extensive networks.
You might know your informant in person and
have regular meetups, but they could also be
anonymous and stay in touch only through coded
messages left in secret locations. At the DM’s
discretion, your informant may provide assistance,
for example, by creating forged invitations,
enabling access to secure buildings, or sharing
sensitive information.
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suggested characteristics d6 bond
Many detectives and amateur sleuths spend
1. My mentor taught me everything I know. He
countless hours studying crime scenes and
is now old and frail, but I still have plenty to
clues to identify thieves, murderers, and other
learn from him.
wrongdoers. This can leave them with a dogged
attitude often misinterpreted as cynicism or 2. A captain of the guards caught me red-
eccentricity. However, many investigators also handed but freed me on the condition that I
know the value of gaining people’s trust, and help her catch thieves.
actively hone their social skills or have a knack of 3. An elusive mastermind is orchestrating
getting strangers to open up. crimes throughout the realm. I both hunt
and respect them.
d8 personality trait
4. My allegiance is sworn to a powerful guild of
1. I constantly make sagacious, aloof, or cryptic thief-catchers and its secret leader.
comments when I’m working.
5. The person I am in love with is wrongfully
2. My old enemies are out to get me, and I imprisoned – I will clear their name by
never trust strangers. catching the real perpetrator!
3. Thinking hard is impossible without 6. I am the servant of a hopelessly incompetent
smoking my favourite pipe. detective. They don’t know that I help them
4. I never go anywhere without all my solve all of their cases.
investigative gear.
5. I look up to a famous detective and often d6 flaw
quote their wise sayings, regardless of the 1. I love when people flatter my intellectual
circumstances. skills and milk it for as long as I can.
6. I am nocturnal, since most crimes occur at night. 2. If I can’t find a real clue, I sometimes scream
7. Playing an instrument helps me focus, so I “I knew it!” and storm off.
have become an expert musician. 3. I usually choose intimidation over
8. I always examine new places thoroughly – persuasion. It’s quicker that way.
clues can hide anywhere! 4. I am, of course, always the smartest person
in the room – no one can match my genius!
d6 ideal 5. When I’m close to my quarry, I stop at
1. Virtuousness. I heed a natural call to fight nothing to catch them.
crime and help others. (Good) 6. I am deeply paranoid and believe that
2. Order. Civilization is doomed without laws everyone I have helped put behind bars will
and regulations. (Lawful) one day be freed and seek their revenge.
3. Deviousness. I am a criminal myself, but
hunt other thieves to avoid suspicion and cull
the competition. (Evil)
4. Revenge. My life was ruined by outlaws, and
I seek revenge. (Neutral)
5. Thrill. I enjoy hunting thieves more than
catching them. (Chaotic)
6. Curiosity. I would never become a criminal
myself, but I am drawn to the excitement and
danger surrounding crime. (Any) 71
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SUSPICIOUS SUSPECTS
ven though the town’s guards do Thivanos is charming, courteous, and mingles
everything in their power to prevent easily with all types of people. They are also a
crimes, there are still plenty of dubious member of the local Thieves’ Guild in Winterhold
individuals who live in the busy trading and one of the best cat burglars in town. When
town in the mountains, Winterhold. Here are a Thivanos is working, they dress in black, tight-
couple of shady NPCs that you can add to your fitting clothes with numerous pockets that contain
next adventure – or use as an inspiration for everything from thieves’ tools and potions to wire
creating a new player character. cutters and darts with sleeping poison.
A week ago, an anonymous client hired
otto “the brawler” tryggvesen Thivanos to steal an expensive emerald necklace
Otto Tryggvesen, also known as “The Brawler”, from an exclusive shop in the Jewellery District.
is a male half-orc bandit captain (N). He works However, the necklace was intended as an
at The Drunk Fool’s Inn, which is owned by his engagement gift from Lord Fitz-Pigletcourt to his
grandmother and located outside of the town’s betrothed. Lord Fitz-Pigletcourt is furious that
wall. Otto is uncommonly large for a half-orc and the necklace is missing. He looks for a group of
usually wears leather armour, a green cotton shirt adventurers who can find the thief – and return
and a dirty apron. His worn trousers have been the necklace at all costs!
patched up more than once, and his leather boots Trait: I am charming and flirty and always give
are stained and scuffed. people nicknames.
Otto is a member of a small-scale band who Ideal: Easy Come, Easy Go. I have a carefree
smuggle goods for crooked merchants who wish to attitude to money and spend my earnings
avoid paying taxes on their goods that are brought frivolously. (Neutral)
into Winterhold. Among Otto’s recently smuggled Bond: I will face any challenge to win people’s
cargo, which he collected from the nervous approval.
merchant Hugo von Silverton, is a large wooden Flaw: I gossip wildly and sometimes
crate that is currently stored in the basement at accidentally hint about my past crimes.
The Drunk Fool’s Inn. But as the full moon rises,
ominous growls are heard from the crate. saalidor drachvion
Trait: I’m a bully and use my size to intimidate Saalidor Drachvion is a male dragonborn veteran
others to get what I want. (LE). Saalidor has dark green scales with jade
Ideal: Aspiration. I plan to earn enough money green central ridges, and piercing orange eyes.
to one day have a tavern of my own. (Neutral) He wears fine merchant’s clothes, studded
Bond: My grandmother constantly criticises and leather armour and carries two shortswords with
nags at me, but I still love her. bronze handles shaped like roaring, emerald-eyed
Flaw: I crack under pressure, and I can’t keep a dragon’s heads. Saalidor speaks with a slight lisp,
secret. but the few people who have casually commented
on this have regretted their action. Permanently.
thivanos miannës Saalidor runs a small antique shop in a
Thivanos Miannës is a gender-neutral half-elf bandit narrow alley opposite the inn Trader’s Arms in
(NG). They are lean and nimble, with short dark hair Winterhold. His shop is unorganised and contains
and calm eyes, and they have an air of grace about various antiquities that look like they belong at a
them. Thivanos tends to wear fine clothes along flea market. However, most people who cross the
with snug leather armour and a fine rapier at their shop’s threshold aren’t interested in the objects on
hip. Thivanos’ long, elegant fingers are adorned with display, but wish to trade in stolen goods or buy
several engraved Elvish silver rings. sensitive information.
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Recently, a whispered rumour reached Ideal: Influence. Real power can never be
Saalidor: His sworn nemesis, Finn Pickleback, earned or given. You must seize and wield it for
is coming to town. Saalidor plans to hire a group yourself. (Chaotic)
of adventurers to plant a stolen object in Finn’s Bond: I have a son whom no one knows about,
room, frame him for the theft, and watch as his but I keep an eye on him from afar.
enemy rots in prison for years to come. Flaw: I secretly take great pleasure in knowing
Trait: I often explain interesting facts about that I can destroy anyone if I wish to.
antiquities that I have come across, even if I bore
my audience. tyra rosenkvist
Ideal: A Deal Is a Deal. I would rather kill Tyra Rosenkvist is a female human spy (NG).
someone than break my word. (Lawful) She is elegant, eloquent, and walks with her chin
Bond: The local Thieves’ Guild has my raised. She usually wears noble’s attire, ranging
unwavering loyalty. from embroidered day dresses with short coats
Flaw: One day, my all-consuming greed will or capes to extravagant and wide evening gowns
probably lead to my downfall. depending on the occasion. All her clothes are
made of the finest materials and dyed in the latest
ida åsasdottri fashionable colours, which currently are sage
Ida Åsasdottri of the Silversmith-Bell Clan is green, bright yellow, and pale cream.
a female dwarf assassin (CN). She is tall for a Tyra has waist-long curly hair that she often
dwarf, and her Ironshield Clan heritage is evident keeps braided halfway up. Her eyes are framed by
in her fair hair and sharp cheekbones. Her hair is long lashes, and her smile is easy.
kept in two thick and intricate braids decorated Although Tyra appears to be unarmed, her high
with numerous bronze hair clips. leather boots contain a formidable arsenal of slim
Ida wears studded leather armour engraved daggers and darts. Two poisonous spikes can
with dwarven runes, and she carries several be triggered to spring out of her boots’ heels for
different weapons, including a scimitar with emergencies.
a jewel-studded grip, a light crossbow, and Tyra was born into nobility but turned to crime
numerous sleek daggers. when her family fell on hard times. Today, she
While most people believe that the Thieves’ is a skilled and successful pickpocket who uses
Guild in Winterhold is led by Ida’s cousin, her charm to get close to her victims. However,
Arion Dahl, the truth is that Ida Åsasdottri is a while ago she stole an elaborate gold ring set
the mastermind behind almost all the illegal with a large ruby. What she doesn’t know is that
operations in town. She is Arion’s quiet advisor, the ring belonged to a covert cult fanatic who
but like a puppeteer, she skilfully manipulates desperately wants it back.
people and bends their will to hers while always Trait: I’m exceedingly charming and can’t help
keeping a low profile. stealing anything that looks valuable.
A few days ago, Ida decided to celebrate her Ideal: Generosity. I pass on much of what
latest heist by expanding her private art collection I steal to my family, and I donate frequently to
with the painting “Deep in the Dark Mines” by various charities. (Good)
Brygg Ulfson. The painting is currently owned Bond: I pursue wealth to save my family from
by Duchess Gobblersbury, who keeps it at her ruin and disgrace.
summer estate, located a three days’ journey Flaw: I faint at the sight of blood.
from Winterhold. Ida is discreetly searching for
someone who can infiltrate the Duchess’ yearly ball
and steal the painting – without getting caught.
Trait: I am quiet, but attentive. It is amazing
how much people are willing to share with a good
listener.
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INVESTIGATOR’S APOTHECARY
unting down criminals can be a dust of smoke
challenging task. Wrongdoers are Appearance: This dust is made from dried pink
found in every corner of Eastern smokepuff mushrooms, which grow in dark
Farraway, from the quietest hamlet caverns far from sunlight. The mushrooms have
to the largest bustling town. Many of them are an earthy smell and brighten in colour when they
slipperier than an oiled eel and excel at covering are dried. The dried mushrooms are typically
their tracks. Consequently, those who hunt crooks stored in pepper mills made of brown glass,
for a living must use all their wit and wisdom. which are used to produce the dust.
Luckily, there are also plenty of potions and Origin: While this dust has long been used at
items that make life easier for a thief-catcher. Here amateur theatres and unconvincing magical shows
is a selection of gear that may provide an ailing in Eastern Farraway, it is also commonly used by
detective with a much-needed upper hand. thieves, spies, and drow during night-time raids.
Effects: The dust can be used in different
advanced disguise kit dosages, and each dose produces a unique effect.
Appearance: The advanced disguise kit contains a
➛ One dose creates veils of fog that fill a
hooded body suit in a rubbery material that covers
sphere with a radius of 20 feet. The effect
your entire body except for your face. The kit also
is similar to that of the spell fog cloud, but
contains tubs of paint in various colours, a set of
the area is lightly obscured and centred on
fine brushes, a small copper spray pump for liquid
the point where the dust settles.
paints, a bottle of paint remover, and a large sponge.
Origin: No one knows who invented the ➛ Two doses have an effect similar to that
advanced disguise kits, but some claim that they of one dose, but the fog is thicker, and the
were created by an organisation of expert spies area is heavily obscured.
or assassins. It is well known that the Famous ➛ If the mill is emptied, the dust produces
Grimfoot Brothers’ Remarkable Circus used the a loud bang and a large opaque cloud. All
kit for years in their popular travelling show, which creatures within 20 feet are Blinded until
included a group of actors who could blend in with the end of their next turn. This effect has
the painted background with astonishing results. frequently been used at theatres to create a
Effects: When you use the advanced disguise dramatic entrance or exit.
kit to camouflage yourself to blend into the
surroundings, you can add your proficiency bonus The mill contains ten doses of dried and
to Dexterity (Stealth) checks. If you already have unground mushrooms.
proficiency in Stealth, your bonus is doubled. In Cost: 100 gp
addition, for as long as you remain motionless,
other creatures have disadvantage on Perception interrogation tea
checks made to spot you. Appearance: This highly potent brew is created
It takes 30 minutes to put on from a blend of black tea, common dandelions,
the rubber suit and apply and the extremely rare star-shaped snow
the body paint. You daffodils. The tea is prepared by pouring
must have proficiency boiling water over the blend
with disguise kits and letting it brew for five
to use the advanced minutes.
disguise kit. Origin: Snow daffodils
Cost: 25 gp have been used by wise women
among mountain tribes in
74
northern Eastern Farraway for as long as are overwhelmed by a torrent of recollections
anyone can remember. The dried leaves and become afflicted by Long-Term Madness.
of the flower are traditionally used for Cost: 1,000 gp
brewing tea, but they are also sometimes
chewed in small quantities by hunters. zoelwinna’s tracking powder
Effects: When you consume this tea, Appearance: This odourless, flour-like
your senses are heightened, and your mind powder is carefully packed in a small
grows clearer. During the next one hour, you paper bag along with a tiny wooden
have advantage on Wisdom (Perception) spoon. Each dose of the tracking
checks and Intelligence-based skill checks. powder is sold together with a
The tea can be lethal unless it is brewed pine-green wax candle that smells
properly. A character must succeed on a DC of seaweed and the ocean.
10 Wisdom (Survival) or (Cook’s utensils) Origin: Zoelwinna Songberg
check to make a brew that is safe to was a widely renown alchemist
drink. On a failed check, the creature who dedicated her life to
that drinks the tea must succeed on a advancing the field. According to
DC 15 Constitution saving throw or legend, she successfully turned
take 2d6 + 2 poison damage. lead into gold, a discovery that
In addition, repeated use of the tea made her immensely rich. It is said
is hazardous. Each time you consume this that she married a pirate from Whiteport,
tea less than 24 hours after you have consumed and that they retired together at an unknown
it earlier, your Constitution score permanently location on Crownest Isle in the Outer Islands.
decreases by 1, and you are afflicted by a migraine Many have sought Zoelwinna’s lost research
that renders you Stunned for 1d12 hours. notes, but the recipe for creating gold from lead
Cost: 150 gp for 5 doses. has yet to be discovered. However, other recipes
created by Zoelwinna have resurfaced, including
potion of perfect recall her remarkable tracking powder that is activated
Appearance: This potion resembles liquid by a special candle.
quicksilver and is slightly acidic. Effects: If you sprinkle the powder, it
Origin: A talented student invented this potion immediately fades away upon contact with a
to pass the infamously difficult Final Year’s Exam surface and becomes invisible, although spells
at the Alchemy Academy in Northwind Gate. such as detect magic will reveal its faint arcane
However, the potion’s dire side effects mean it aura of divination.
is illegal to produce, handle, or sell this potion During the next ten days, a creature that comes
anywhere in Eastern Farraway. Nevertheless, its in contact with the powder continues to leave
secret recipe has changed hands many times, and tracks behind. The tracks are invisible to the
a shady dealer might sell the potion at a hefty price. naked eye, but glow a luminous neon yellow when
Effects: When you drink this potion, you they are illuminated by the light of a burning wax
temporarily gain an eidetic memory, and your seaweed candle.
memories are restructured into a memory When you use the seaweed candle to illuminate
palace. For the duration of the potion, you can the tracks, you have a +15 bonus on Wisdom
recall everything that has happened to you since (Survival) checks made to follow the tracks for
childhood, and you remember everything that the first 1,000 feet. This bonus stacks with other
you see and hear in the present. In addition, you bonuses. The bonus decreases to +10 after 1,000
have advantage on Intelligence saving throws and feet, and to +5 after another 1,000 feet. After 3,000
Intelligence-based skill checks. feet, the powder has been worn away, and you gain
The potion may have adverse side effects. When no further bonus on your tracking skill checks.
you drink it, roll 1d20. On a roll of natural 1, you Cost: 150 gp
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QUEST & PLOT HOOKS
ergeant Aramina Thornberry’s newly disappeared! Worse, one of the two gravediggers
founded Winterhold’s Private Agency has vanished too, and their terrified colleague
(W. P. A.) is proving a great success. refuses to return to work. Something has to be
Every day, the town’s citizens come done – or there can be no funerals in Winterhold!
forward to seek help. Here are five plot hooks that What the characters don’t know: Far away
you can use to create a mystery adventure so that in Eastern Farraway, the necromancer Haidrian
your characters can continue their investigations! Darkheart recently cast a ritual spell so powerful
that it accidentally affected corpses throughout
the haunted manor the land. When its arcane weaves reached Granite
Quest: Lady Ellornia Bronzehill is a recluse who Glades, several corpses rose as undead and
lives alone at Highbury Manor, situated a day’s trudged off towards the necromancer’s lair.
journey from Winterhold. When her husband, However, when Haidrian realised his mistake
Lord Goivhan Bronzehill, passed away many and tried to end the ritual, the undead turned
years ago, she withdrew from society to grieve her into mindless zombies that currently threaten
spouse. Although the marriage had been unhappy, the gnomish hamlet of Storkby. If the characters
Ellornia had no plans to remarry – but her heart follow the tracks from the cemetery or talk to
betrayed her, and she fell in love with her steadfast recently arrived travellers, they learn about the
butler, Fridreck Forsman. zombies and can help the villagers.
However, Lady Ellornia has recently contacted Encounters: Eight zombies.
the town guard and asked for help. She is plagued CR: 2 (400 XP) – 4 (1,000 XP), depending on if
by nightmares and nocturnal visions of her the characters deal with the encounters in smaller
departed husband and worries that Lord Govihan groups or all at once.
has returned from the grave to haunt her. Reward: The nightguard offers a reward of
What the characters don’t know: Lady Ellornia’s 25 gp. In addition, the elder in Storkby, Matilda
son, young Lord Emil Bronzehill, wishes to prevent Goosefeet, gives the characters her grandmother’s
his mother from remarrying, as he is the sole heir secret apple pie recipe, a Scroll of Alarm, a Scroll
to the family’s fortune and estate. He has hired the of Blur, and a Scroll of Grease.
unscrupulous illusionist Kobin Faff to plague Lady
Ellornia with dark dreams in hope that the ordeal the missing bone crown
will make his mother doubt her senses, which Quest: Aston Surkart, the doorkeeper at Halls of
would legally prevent her from marrying again. If Lore, sourly reports to the characters that another
Emil can prove that his mother is insane, he will item has gone missing from his workplace: A carved
also assume control of the family’s business and bone crown, which disappeared during a public tour
treasure vault earlier than anticipated. of the museum. The crown is part of the museum’s
Encounters: Lord Emil Bronzehill is a knight, collection, and Aston wants it returned immediately.
and Kobin Faff is a mage (the DM can replace the The characters can borrow Gull-Britt Stenberg’s
mage’s spells with illusion spells if they like). hound Admiral, which quickly picks up a trail in
CR: 6 (3,000 XP) if the characters deal with the the museum. It leads the characters to a closed
young lord and the illusionist separately. and boarded-up shop in the Trade District.
Reward: Lady Ellornia Bronzehill offers a What the characters don’t know: Unbeknownst
reward of 200 gp if her torment is ended. to most scholars, the bone crown was created in a
dark ceremony centuries ago and enables its wearer
the mystery at granite glades to communicate with undead creatures. Recently, a
Quest: The old night guard at the local cemetery secret society called The Seventh Gate stole the crown
Granite Glades has contacted W. P. A. with to use it for a ritual in the closed shop’s basement.
disturbing news: Bodies from the cemetery have The members of the secret society wear hooded
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cloaks to conceal their identities. Their leader, Reward: Captain Osil Twoaxe, one of
Valyis Harm, is a devious and cold-blooded Winterhold’s leaders, is pleased with the characters’
cambion who is zealous about the group’s secrecy. work and rewards them with 500 gp. In addition,
Encounters: One cambion and six cultists. Oskar offers them 1d8 + 1 barrels of salted herring.
CR: 5 (1,950 XP) – 9 (4,875 XP), depending
on if the characters deal with the encounters in an encore of evil
smaller groups or all at once. Quest: Bilbertius’ Travelling Theatre Company is
Reward: Aston can only offer a paltry reward currently on tour and entertaining the townsfolk
of 10 sp, but the cambion carries a Sword of of Winterhold with their latest play, “The Last
Wounding and 132 gp. Conundrum.” However, one of the actresses, Ada
Mossmoor, has discreetly contacted W. P. A. and
death lives next door wants them to investigate the theatre company’s
Quest: Ormhild Knutdottri, an elderly woman with leading performer, Fabula Sjöstrand. According to
kind eyes and flowers in her grey hair have contacted Ada, Fabula has become impossibly charismatic
W. P. A., as she fears that something has happened during the last couple of days, and she is getting
to her neighbour. Her neighbour is called Brenn showered with both praise and coins. Ada believes
Silverfinger, and she hasn’t seen him for three days. that Fabula might have struck a dark bargain or
Ormhild guides the characters to her house that something strange is going on.
near Haymarket in the Trade District. Her If the characters visit the theatre and speak to its
neighbour’s house is dark and quiet, and it is pompous tour director, Jani Worsten-Flyke, he has
situated next to a fishmonger’s shop. only good words for Fabula. However, if pressed,
Inside the house, the characters find Brenn, a Jani admits that he has heard muffled noises at
male middle-aged halfling, lying dead near a wall, night from one of the theatre company’s storage
with a knife buried in his back. Someone has wagons. If the characters watch the show, they are
scrawled “The Fishmonger Did It” in blood on the utterly spellbound by Fabula’s performance and find
wall near the body. On the table is a smashed lute themselves compelled to tip the troupe generously.
and a bowl of cold eel stew. What the characters don’t know: A doppelganger
The fishmonger next door, Oskar Fellson, claims has infiltrated the theatre company in search of
innocence but admits to having a key, as he knew wealth and easy fame. It kidnapped Fabula after a
Brenn and often prepared his dinners when the late performance, left her bound and gagged in one
halfling was composing music. The characters also of the company’s carriages, and proceeded to usurp
spot that a knife is missing from a block in Oskar’s Fabula’s role in the play. The doppelganger revels in
shop. If the characters investigate Brenn’s home, they the attention that it receives on stage and the easy
find traces of poison in the bowl. However, they also coin that the enthralled audience donate.
notice that the writing on the wall is quite high up. Encounters: One doppelganger.
What the characters don’t know: Ormhild CR: 3 (700 XP).
is a botanist and retired assassin. Brenn’s Reward: The director happily rewards the
constant lute-playing and the stench from Oskar’s characters with 100 gp and one year’s membership
fishmonger’s shop displeased Ormhild, so she at the theatre. Interested characters are also invited
decided to poison Brenn and frame Oskar for the to audition for the company’s upcoming performance,
crime. A local scholar can confirm that the toxin is which is titled “A Crimson Examination.”
made from flowers.
Encounters: Ormhild is an assassin. She also
keeps a pet giant poisonous snake.
CR: 8 (3,950XP) – 10 (5,925 XP),
depending on if the characters
deal with the encounters
in smaller groups or all
at once.
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LEGEND & LORE
who murdered the royal heir? the vanished princess
On the day of Erla’s disappearance, she was
ne of the greatest mysteries in Eastern playing hide-and-seek in the royal gardens
Farraway is the murder of the royal heir, together with her dog, Patience. Spring warmed
Princess Erla Veðurfr, which occurred the air, and the cherry trees were in bloom.
more than 100 years ago in Hammersong. The walled garden had two entrances: A main
The crime has been investigated thoroughly by entrance with two guards, and a side entrance
many experts and scholars. Although plenty of to the stable paddock, where a single guard was
theories have been presented over the years, no posted. In addition, Erla’s handmaiden, Ingritt
satisfactory explanation has ever been found. Steele, kept an extra eye on the heir.
According to Ingritt, she was watching Erla play
the royal family when she became uncommonly tired. She sat
Princess Erla Veðurfr was the daughter of King down, leaned against a tree, and fell asleep. When
Alfrid and Queen Ulfhilda Veðurfr II. The royal she woke up, the princess had vanished. Ingritt
dwarven Veðurfr Clan had ruled Eastern Farraway spoke to the guards, who immediately sounded
for as long as anyone could remember. the alarm.
However, while dwarves generally tend to have
large families, the royal couple had but three
children, and only Erla reached adulthood: Her older
sister was killed in an accident, and her younger
brother died from eating poisonous berries.
The parents grew overprotective of Erla due
to their loss and also because Hammersong
was ripe with political intrigue and attempted
assassinations. Consequently, Princess Erla
grew up safe – but alone and isolated behind the
castle’s thick walls.
78
searching high and low Years later, the royal line died with the king
The following days were frantic. The town guard and queen, since they had no more children. The
and the royal guardsmen turned Hammersong Frostdottri family ascended to the throne and took
upside down in search of Erla. A reward of 200 the Emerald Crown.
gold pieces was offered, which later increased to But many questions remain unanswered. What
5,000 gold and half the kingdom. happened to Princess Erla Veðurfr? Was the
Accusations and speculations quickly ensued. Frostdottri family behind the crime? Or the drow
Some claimed that the handmaiden was guilty or organisation The Diplomats that had much to
at least had been intoxicated. Others suspected gain from the incident? Had Winterhold’s leaders
the lone guard who was in charge of the side hired Smoke and Whispers to assassinate the
entrance, or shady organisations such as The princess? Or did she run away with the young
Diplomats or Smoke and Whispers. There were guard who was stationed at the side entrance to
even those who suggested that a mage assassin the royal garden and later disappeared?
had used magic to turn invisible and pass The truth may never be unveiled. What is known
through the stone walls. However, this particular is that the Frostdottri family forged an alliance
theory was rebutted, as the garden’s walls were with House Mordiveen and allowed them to
enchanted with wards against such intrusions. negotiate mining privileges with the drow who
dwell under Hammersong. The organisations
an unsolved mystery The Diplomats and Smoke and Whispers became
It was generally assumed that Princess Erla had enemies. Winterhold and Hammersong’s political
been kidnapped and later assassinated. One relationship improved, and trade between the two
year after her disappearance, a royal funeral was towns has flourished.
held to honour her memory, and Hammersong Since then, occasional sightings of the young
mourned for 10 days. The endless sound of princess have been reported, but no one has ever
hammers against anvils and pick axes against been able to verify them. The disappearance of
rock that has earned Erla Veðurfr remains one of the greatest unsolved
the town its name mysteries of the realm.
stopped, and a
solemn hush fell
over the town.
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FOLLOW THE MIDNIGHT TOWER
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ACKNOWLEDGEMENTS
thank you!
We hoped you enjoyed this adventure! If you would
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website where you found this book.
production
Midnight Tower © collector’s edition backers
text Adam Easterday, Alejandro Serrano Loredo,
Tove Lund Jorgensen Alizandra Plantin, Beau Sampson, Bengt Olav
Olsen, Benjamin P. Powell, Brad G., Brandon
editing Pelinka, BriarGrey, Bryan Carter, Calum King,
Erik Jorgensen Christina Marie Costa, Christopher Milos,
Dana Jensen, Dezirae Katt, Drew schmaeng,
art EposVox, Eric Dittert, Eric Lentz, Geostreet,
Tove Lund Jorgensen Ian, James Baker III, Jennifer Smith, Juniper,
Lyra Jorgensen Justin Offermann, Kristen Shields, Mark Bowery,
Alaina Milare Melissa Schöttler, Michael Correia, Michael
Janna Sophia Gionfriddo, Mike, Monica, Paolo Setti, Paul
Daniel Kvasznicza Youdan-Smith, Pegana, Randy Crockett, Ray
Watters, Sarah Mazul, Scarlet Magus, Scot,
design ShowerHammer, Stuart Ferguson, Tammie
Erik Jorgensen Westman, and Toby S Pedrick.
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Tove Lund Jorgensen (design)
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page 8-9: the heroes arrive to winterhold page 45: primordial symbol
Daniel Kvasznicza (Inetgrafx), https://www.inetgrafx.com/ Tove Lund Jorgensen (original artwork)
page 11: become a private detective poster page 48: the cursed statuette
Tove Lund Jorgensen (original artwork) Oleksii Chernik, https://cara.app/gratshnag
page 14: candle and a list of suspects page 51: the rat demon spor tayt attacks
Tove Lund Jorgensen (original artwork) Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/
Tove Lund Jorgensen (background design)
page 16: aramina thornberry
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 52: winterhold’s private agency bronze pin
Tove Lund Jorgensen (original artwork)
page 17: aston surkart
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 53: primordial symbol
Tove Lund Jorgensen (original artwork)
page 18: brock mårtensen
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 54: lady gooseberringdon’s magnifying glass
Tove Lund Jorgensen (original artwork)
page 19: gull-britt stenberg
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 55: rat demon monster
Tove Lund Jorgensen (original artwork)
page 20: zerhinda de’corellyn
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 56: spellcasters preparing the binding ritual
Georgios Antonatos (Shutterstock), https://www.shutterstock.com
page 21: arielle engel
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 62: silver horn inn map, players version
Tove Lund Jorgensen (original artwork)
page 22: scotty slink
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ the magpie secret society compendium cover
Tove Lund Jorgensen (art, design, and montage)
page 23: lucan van westgaard Vera Petruk (Shutterstock), https://www.shutterstock.com
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/
page 65: detective’s glasses
page 24: admiral the dog Tove Lund Jorgensen (original artwork)
Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/
page 65: enchanted umbrella
page 27: halls of lore map Tove Lund Jorgensen (original artwork)
Toby Lancaster (Dark Realm Maps)
page 66: rogue’s boots
page 30: dried monster hand Tove Lund Jorgensen (original artwork)
Tove Lund Jorgensen (original artwork)
page 66: spy letter opener
page 32: coded letter 1 Tove Lund Jorgensen (original artwork)
Tove Lund Jorgensen (original artwork)
page 67: uggleholm’s listening device
page 34: the foggy streets of winterhold Tove Lund Jorgensen (original artwork)
Vezdehod (Shutterstock), https://www.shutterstock.com
page 67-69: various codes and ciphers
page 35: the scholar’s house map Tove Lund Jorgensen (original artwork)
Tove Lund Jorgensen (original artwork)
page 70: thieves’ tools
page 37: coded letter 2 Tove Lund Jorgensen (original artwork)
Tove Lund Jorgensen (original artwork)
page 71: primordial symbol
page 40: the silver horn inn map Tove Lund Jorgensen (original artwork)
Tove Lund Jorgensen (original artwork)
page 74: cup of tea
page 43: silver-tipped stakes Tove Lund Jorgensen (montage)
Tove Lund Jorgensen (original artwork)
Wacomka (Shutterstock), https://www.shutterstock.com
page 45: dead-end alley map
page 75: potion of perfect recall
Tove Lund Jorgensen (original artwork)
Tove Lund Jorgensen (original artwork)
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trailer 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the
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