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Assault on Eddistone Point (Dungeon & Dragons 5E 2014 Conversion)
Introduction: Revisiting a Classic – Assault on Eddistone Point
When Dungeon Magazine first launched in 1986, it made a promise to Dungeon Masters. It offered a steady supply of fresh and imaginative adventures. These were ready to drop into their campaigns. Among its debut offerings was “Assault on Eddistone Point,” a tightly woven, coastal rescue scenario designed for low-level parties. The adventure unfolded against the backdrop of a windswept lighthouse. It was besieged by hostile forces. This setting offered a mix of intrigue, exploration, and classic dungeon crawling. It captured the spirit of early Dungeons & Dragons storytelling.
Now, as part of our ongoing Project 5Eternal, we are proud to introduce a faithful 5th Edition conversion. This conversion is of this foundational adventure. We aim to preserve the atmosphere and structure of the original. We will update the mechanics, encounters, and treasures to fit the 2014 ruleset of D&D 5E. Whether you’re a veteran DM returning to an old favorite, you will find this version crafted with care. This version is crafted with care. It brings the lighthouse at Eddistone Point to life for a modern audience.
We honor the work of the original designers and editors. They helped define the golden age of tabletop adventures. We hope our conversion helps introduce this gem to a new generation of players.
Assault on Eddistone Point was penned by Patricia Nead Elrod. She is a Fort Worth-based writer, armor crafter, and longtime fan of gothic tales like Dark Shadows. When she’s not forging her own chainmail, she is designing costumes. She’s also spinning gripping stories like this eerie coastal rescue mission. This story was her debut contribution to Dungeon Magazine.
This 5E conversion is designed for 3–5 adventurers of levels 1 to 3. No party composition is required. But a ranger’s wilderness savvy can be invaluable. A cleric’s divine resilience is also helpful. A dwarf’s grit can be quite useful. Their darkvision can help as you ascend into the shadowed halls of the old signal tower.
The question remains:
Will your party restore the light at Eddistone Point?
Or will your party be lost to the fog and fury that claimed it?
ASSAULT ON EDDISTONE POINT
By Patricia Nead Elrod
Adapted and Edited by Cryptic
Difficulty : 6/10
Play Time: 6 to 10 hours
What dark secrets stir in the storm-lashed tower by the sea?
Adventure Background
The Old Crystos Mountains have always been a place of fortune and fear. A jagged spine of stone filled with dwarven mines, elven glades, and whispered legends of lost caravans. Rich in gems and ore, the mountains fuel a thriving trade between the twin city-states of Untala and Strafferburg. Their rivalry once threatened to plunge the entire region into ruin.
Half a century ago, that rivalry turned violent. Each city tried to claim the mountain trade routes as their own. This sparked a brutal conflict. The passes were choked with the bones of soldiers and merchants alike. Dwarves sealed their halls and they refused to offer their gold to conquerors. Elves defended their woodland valleys with bow and blade. The trade died. The mountains fell silent.
Peace was fragile and hard-won. It eventually returned thanks to a circle of druids and their allies. They forged a pact to guard the wild places. They created a brotherhood of rangers, sworn to protect the mountain trails and preserve the hard-earned calm. To strengthen this peace, the cities of Untala and Strafferburg agreed on something unprecedented. They built a system of signal towers stretching from peak to peak. These towers were designed to share news, prices, and warnings with the speed of light.
Using mirrored flashes by day and continual flame spells by night—shuttered to signal coded messages. These towers became the lifeblood of the mountain trade. Now, even across 55 miles of treacherous wilderness, messages can travel in under an hour. Merchants, nobles, and spies alike rely on the towers to keep the balance between the cities fair and competitive.
An enchanter was recently commissioned. She was tasked to upgrade the final tower at Eddistone Point. It is a lonely crag overlooking a vital stretch of trade road. Accompanied by a seasoned adventuring party, she departed the nearby town of Four Trails to finish the job.
She never returned.
Now, the mayor of Four Trails—fearing the worst—has issued a call for heroes. The last party vanished without a trace. The signal tower has gone dark. Trade is faltering. Whispers speak of shadowy figures seen near the cliffs, and caravans have once again begun to disappear.
It falls to a new band of adventurers—you. You must uncover the truth and restore the light at Eddistone Point. Ensure that the fragile peace doesn’t shatter once more.
The Missing Party
A small company of adventurers passed through Four Trails before the tower went dark. They were led by a striking young mage known only as Delea the White. Despite her youth, Delea’s hair shimmered a ghostly white. Her presence left a lasting impression on those who met her. She spoke with quiet confidence. She wore simple robes belted with a plain dagger. She never carried a staff or wand, which was unusual for a spellcaster of her ability. A silver ring glinted on her left hand. It was possibly enchanted. She always kept a traveling spellbook close to her person.
By her side perched a large, unnervingly intelligent white crow. It was often mistaken for a celestial familiar. Some whispered it to be a demon in disguise. Locals never heard her name the bird, though many felt it was always listening.
Delea wasn’t alone.
Her companion, a gruff dwarven warrior named Haril, spent time in local taverns speaking of stonework and storms. Haril was the son of the legendary engineer who designed the original signal towers. He was not just a fighter. He was a trained mason and builder. He was hired to assess the tower’s structure and prepare it for the new magical upgrades. He wore ring mail and bore a shield. He carried a short sword and light crossbow. Townsfolk recall he seemed more comfortable with a chisel than a blade.
The rest of the company consisted of five professional mercenaries. Each were silent, disciplined, and distant. They wore leather armor and carried longswords, longbows, and tower shields. They bore the mark of a private military company. Their code demanded minimal interaction with outsiders, and they left little impression beyond their grim efficiency.
The group set off up the winding trail with eleven mules—seven ridden, four packed heavy with provisions and arcane equipment. That was the last anyone saw of them.
Delea the White and her company arrived in Four Trails six days before your party. She rested for a day and prepared quietly. Then, she secured the aid of a trusted local ranger. He was a grim, battle-hardened man named Shaador.
Shaador is something of a legend in these parts. His horse was an obsidian-black light warhorse with a white blaze. It had a half-missing ear and was known to every child and elder in town. Locals say the scar was earned in a moonlit duel with a mountain troll. Shaador himself was clad in chainmail. He was armed with a longsword, longbow, and throwing dagger. He was more shadow than man—seasoned by years of surviving the Crystos wilds.
Together, the group departed toward Eddistone Point, planning to complete the tower’s magical upgrade and return within three days. But the days passed. Four of them. Then five.
At first, Mayor Edmond wasn’t worried. The druid Cullivan, stationed at Eddistone, was known for being sociable—perhaps even long-winded—and might have simply delayed their return. After all, the midsummer festival had drawn away most of the local druids, leaving Cullivan lonely and eager for news.
But that comfort shattered two nights ago—when a strange sound awoke the mayor from his sleep.
A large white crow crashed through the open shutters. It flapped wildly and landed directly on the mayor’s stomach. The impact caused his poor wife to scream. The bird was once a familiar sight perched on Delea’s shoulder. Now it carried something in its beak: a rolled scrap of paper. The paper was stained and smudged.
It dropped the scroll and vanished back into the night.
Edmond, hands shaking, lit a lamp and unrolled the paper. Written hastily in charcoal, the message read:
“Bandits in tower — help!”
That’s when the panic set in.
The druids were away at their festival. The rangers were battling orc uprisings in the north. Most mercenaries were hired out to guard the trade caravans. Four Trails was left dangerously exposed. The signal tower had gone dark. No word had come from the mountains.
If bandits have taken the tower, what’s to stop them from descending on the town next?
Desperate and out of options, Mayor Edmond quickly spots the arrival of any adventurers. He especially notices those with weapons and courage in their eyes. He’s prepared to offer coin, rations, and favor in exchange for a swift response. The situation is too delicate for his inexperienced town guards.
He won’t mention his deeper fear—that this may be no ordinary raid.
But it’s written on his face.
The tower must be reclaimed. The missing must be found.
And time is running out.
One unexpected blessing has delayed disaster: fog.
For the past few days, a dense veil of mist has clung to the mountains like a shroud. Though normally a hazard to the signal towers, this time the fog is working in the town’s favor. The druidic tower network notified both Untala and Strafferburg of the coming weather. They have assumed the break in communications is natural. For now, at least, no one suspects anything is wrong.
But the fog won’t last forever.
Mayor Edmond knows the truth. If bandits have taken Eddistone Point, they could be preparing to destroy the signal mirror, corrupt the enchantments, or worse. They could send false signals to provoke one of the old city-states into rash action. In these politically tense times, a single false message could reignite a decades-old conflict. And the moment the skies clear, the silence from the tower will become very loud.
Acting quickly, Edmond makes the adventurers a generous offer:
- 2,000 gold pieces for reclaiming the tower intact.
- An additional 100 gold for each member of Delea’s party rescued alive.
- Full rights to any loot or spoils recovered from the bandits—excluding captives or stolen town property.
He even hints, perhaps too casually, that the cities of Untala and Strafferburg might offer. Further reward for ensuring the safe restoration of the signal line. But between the politics, the lack of documentation, and the delicate nature of the operation, he doesn’t promise anything concrete.
Adventurers with a sharp eye may sense the truth: whatever glory or gratitude awaits beyond Four Trails is uncertain. What’s guaranteed is the gold on the table now, and the opportunity to carve their names into local legend.
The fog is beginning to lift.
Time is short—and Eddistone Point won’t save itself.
The Town of Four Trails
Nestled at the crossroads of the Untala–Strafferburg Road and the Elvenkings Trail, the small frontier town of Four Trails stands. It is a testament to resilience. It embodies commerce and stubborn good luck. With a population of just over 700 adults, it’s a rugged yet well-traveled waypoint. Caravans pause here and rumors flow. The nearby Eddistone Point Signal Tower casts both literal and symbolic light over the region.
The town was founded as a humble trading post after the Trade War ended 50 years ago. It grew swiftly with the revival of inter-city commerce. The construction of the signal tower just five miles away changed Four Trails. It transformed from a remote outpost into a vital junction. Locals—mostly farmers, goatherds, and prospectors—revere the tower as a beacon of prosperity. That’s why its recent silence has the town buzzing with concern… and wild speculation.
A Town on Edge
Word of the tower’s troubles was meant to be contained, but secrets don’t keep well in taverns. Now, the town is alive with rumors, ranging from the outlandish to the unsettling:
- “It was orcs—dozens of ‘em—come down from the Scar Ridge!”
- “No, I heard it was a ghost tower all along, and now it’s awakened!”
- “Swear I saw a man dressed in black flyin’ circles on a dragon… ‘course, it was foggy.”
Most locals are eager to help adventurers. They offer information for the price of a drink or two or a few shiny coins. The more the party asks, the wilder the stories become.
Town Layout & Features
Fortifications:
Four Trails is modestly defended by a 20-foot wooden palisade and surrounded by farmland and grazing slopes. A broad ditch encircles the town, crossed by four drawbridges, one for each road. Crossing a bridge requires a toll:
- 1 cp/day for locals
- 5 cp per person for visitors
- 1 sp per wagon
Bridge Guards (4 per gate):
- Guards (AC 16 [chain + shield], HP 11, +3 to hit, Spear or Club, Lawful Good)
- If a scuffle breaks out, 2d4 additional guards may join in. 1d4+4 rock-throwing local youths (non-combatants, +2 to hit with rocks, 1 damage) might also participate.
If the party causes trouble, Mayor Edmond may arrest them. He might then “persuade” them to handle the tower situation in exchange for waiving any fines. A useful stick-and-carrot approach for reluctant heroes.
Key Locations
🛏️ The Tower and Light Inn
This is the largest inn and tavern in town. It is located at the heart of Four Trails along the main east-west road. Known for strong ale, tougher stew, and local gossip. The town council house lies just across the street. At midday, council members (including Edmond) often lunch here. They grumble about trade. They also try not to spill soup on their ledgers.
🏥 Temple of the Verdant Flame
Clerics here are currently overwhelmed by a seasonal outbreak of Spotty Fever. It is a mild but unpleasant skin disorder caused by local ticks. They can’t accompany the party. However, a few potions of healing (2d4 available) may be purchased for 50 gp each. This is possible if the party makes a respectful request and succeeds on a DC 13 Charisma (Persuasion) check. Additional potions may be “donated” for a cause (i.e., a side quest, favor, or higher bribe).
🦠 Spotty Fever Mechanics (Optional):
Upon entering Four Trails, each character and NPC has a 1% chance (DC 1 on d100) of catching Spotty Fever:
- Incubation: 1d4 days after arrival
- Symptoms: Red/purple spots, itchy skin, mild lethargy
- Effect: Disadvantage on Initiative and Constitution checks for 1d3 weeks
- Can be cured instantly by a Lesser Restoration or Cure Disease spell
DMs may use this as flavor or a minor complication—particularly if the party lacks healing magic.
Local Flavor & Encounters
- Prospectors and goat herders regularly drift into town from the lower slopes. They offer vivid (and usually inaccurate) tales about Eddistone Point for the price of a drink.
- The mayor’s assistant, Iveena Varr, is a no-nonsense bureaucrat. She screens all visitors. She may pressure the party to act quickly.
- Children run around with wooden swords pretending to fight “fog dragons”—a silly game… or an eerie omen?
- A wandering bard named Klen of Stoneflute is composing a ballad about the “Siege of the Tower.” He does this despite not knowing how it ends. He’ll pay for any firsthand accounts (and may exaggerate the truth for performance flair).
DM Notes
Four Trails serves as a narrative staging ground. It can be:
- A simple resupply town and rumor source
- A social and investigation hub
- A location where complications arise (arrested, diseased, bribed, recruited)
You can expand the town further with side quests or keep it focused and streamlined. Either way, it gives your players a solid sense of the stakes before they set off into the fog-choked mountains.
Eddistone Point
Eddistone Point rises like a stone sentinel from the spine of the Old Crystols. It reaches a windswept height of 6,240 feet. While modest by mountain standards, it stands alone—sharp, sheer, and perfectly placed for signal relay across the valleys below. At its summit rests the now-silent Eddistone Signal Tower—a structure meant to be a beacon of peace… but now shrouded in ominous silence.
There is only one path to the tower. It is the Dwarven Trail, a 10-foot-wide switchback. It was carved decades ago by stonecutters and reinforced with ancient engineering. The people of Four Trails still remarkably maintain it. The path winds its way up the mountainside in a long, looping ascent.
The surrounding cliffs and rocky brush are treacherous to all but the most seasoned climbers. Flight is technically possible. This assumes the adventurers possess such magic. However, the dense fog clinging to the heights makes aerial travel especially dangerous.
Fog of Mystery
The entire mountain is cloaked in dense fog. Visibility is reduced to 400 feet or less (one-quarter mile in open stretches). It is even tighter in narrow sections or under tree cover. The mist deadens light and distorts sound. There’s almost no wind. Voices carry up to 240 feet in the still air. Adventurers must tread with care if they hope to approach the tower undetected.
- Stealth checks will be required to avoid detection as the party nears the upper path.
- Perception checks made at disadvantage beyond 100 ft unless magical aid is used.
Signs of Violence
Roughly two-thirds up the trail, the party comes across a patch of ground that feels… wrong.
The air is heavier. The animals restless. And the trail, though undisturbed at first glance, tells a grim story to those who stop and look closely.
- A DC 12 Survival check reveals scattered blood stains in the soil. It also shows crushed underbrush. These are the faint aftermath of a recent fight.
- A DC 15 Investigation check uncovers a drag trail leading off the main path to a clump of brush.
Hidden beneath the brush lie the corpses of five mercenaries—the hired swords who accompanied Delea the White. Stripped to their undergarments, all valuables removed, their expressions tell the rest of the story.
Three died with grievous wounds—stabbed, slashed, and bludgeoned.
But the other two?
No wounds. No blood. Just wide, frozen eyes… and mouths locked mid-scream.
Whatever killed them, it wasn’t just steel. Something else was at work.
- A DC 13 Medicine check identifies the signs of extreme cardiac arrest, possibly caused by magical fear or psychic trauma.
- A Detect Magic spell will reveal faint lingering necromantic residue in the soil around the unmarked corpses.
All five have been dead at least three to four days.
No gear. No survivors. And no sign of Delea, Shaador, or the white crow.
Atmosphere & Tension
This discovery should raise tension and suspicion among the players. Encourage paranoia and uncertainty. Foreshadow something worse than mere bandits.
If the party presses on, the fog only thickens. The trail narrows. A dark shape looms above. It is the Eddistone Tower, lost in shadow and silence.
The Signal Tower
The Eddistone Signal Tower stands like a silent guardian atop the mist-shrouded summit. It rises 45 feet high and stretches 50 feet in diameter at its base. It sits on the edge of an oval-shaped plateau. Its northern half juts dangerously close to a sheer drop down the cliffside. The only visible approach is from the south, via the winding dwarven trail.
From a distance, the tower appears smooth and impenetrable—no doors, no seams. Just one large shuttered window about 30 feet up on the southern face. The shutters are closed, hiding whatever lies inside. No smoke rises. No lights glow.
Atop the tower, the mirror-signaling apparatus lies hidden beneath a heavy oilskin tarp. This setup is meant to protect the polished surface from the mountain fog. A 15-foot metal pole juts out from the eastern edge of the roof. Normally it would fly a flag, but now it stands bare, serving only as a lightning rod.
If the party gets close and watches quietly, they may see figures pacing along the top. Whether they’re friend or foe is unclear. Visibility is still reduced to a quarter mile, and the fog makes identification difficult. Long-range shots, even with magic, are unreliable in this murk. A reckless attack could hit a prisoner, or even Delea herself.
Approaching the Tower
The upper slope is mostly bare, with only low scrub, stone outcroppings, and a few scattered pines for cover. If the party attempts a night assault, they’ll have a better chance to close in unnoticed. They’ll need to make Stealth checks (DC 13) as a group to avoid detection. Failure means the lookouts on the roof are alerted and the tower’s defenders prepare an ambush.
The Hidden Entrance
On the southern face, just beneath the shuttered window, there is a secret door. It is cleverly carved. It is camouflaged to look like part of the stonework. This wooden oak door is disguised with mortar and rock dust to match the wall perfectly. The mechanism allows it to swing inward on a vertical axis, the left half wider than the right.
- The door is barred from the inside with a heavy beam.
- A Knock spell opens it instantly.
- Forcing it open requires a combined Strength score of 60 or more from the party (equivalent to lifting a 600 lb. barrier), and doing so makes loud noise, automatically alerting anyone inside.
The White Crow
Hiding in the pine closest to the tower is a lone, ghostly figure—Delea’s white crow, her familiar. Its feathers shimmer faintly in the mist, its eyes sharp and alert. The crow cannot be surprised unless the creature approaching is both invisible and magically silent.
If the party gets close, it lets out a soft caw to draw attention. Then, it flutters down to perch near the group. If anyone casts Speak with Animals, the crow communicates in broken, urgent phrases:
“Mistress… trapped… second floor. Won’t wake up. Bad men. Shot at me. Must help!”
The crow grows increasingly agitated if pressed for more information, flapping and hopping in frustration, unable to describe events clearly.
Crow Familiar
- White Crow
Tiny beast, neutral
AC: 13 (natural)
HP: 4 (1d4 + 2)
Speed: 10 ft., fly 60 ft.
STR 3 | DEX 16 | CON 10 | INT 2 | WIS 14 | CHA 6
Skills: Perception +4
Senses: Darkvision 60 ft., passive Perception 14
Languages: Understands Common and Elvish, but cannot speak
Special:- Familiar Bond: If the crow is slain, Delea suffers 8 psychic damage. Delea cannot regain those hit points until the crow is restored.
- Eye Peck (1/day): If forced into a fight, the crow can make a melee attack. On a hit, the target must succeed on a DC 12 Constitution saving throw. If they fail, they suffer disadvantage on Perception checks involving sight for 1 hour.
The tower looms above, silent and waiting. Somewhere inside, Delea lies unconscious, and her captors may already be preparing for the party’s arrival. The summit holds answers, dangers, and the chance to shift the fate of the Old Crystols.
The Tower’s Interior
1. The Stable
As the players enter the base of the Eddistone Signal Tower, they’re immediately hit with the thick, pungent stench of old hay. The odor of manure mixes with the smell of sweat-soaked leather. This large, circular chamber—50 feet across—is dimly lit, packed wall-to-wall with restless animals and the stale weight of neglect.
The air is stale. Only a few grated ventilation windows are present. Each is no wider than a handspan. They offer a view of the sheer cliff just beyond. They let in a hint of light and the faint sound of wind, but little else. The windows are iron-barred but removable from the inside using rusted swivel catches. A small smudge of charcoal is tucked behind the grate of the westernmost window. It may have been used to write a desperate message. It might have been used to scrawl a mark.
Contents of the Stable
- 11 mules and 10 light riding horses are crammed together, kicking at the stone floor, whinnying softly, and clearly agitated.
- There is a black warhorse among them. It has a white blaze across its face and a notched left ear. This horse is recognizable as Shaador’s mount.
- To the east lies a covered stone well, used for watering the animals.
- Near the back wall sits a chicken coop, now home to a single bedraggled hen pecking at scattered feathers.
The space is cluttered with bales of hay, sacks of oats, saddles, tack, and a few overturned feed buckets. It hasn’t been cleaned in days—perhaps longer.
Potential Hazards & Clues
- Noise Warning: If the party isn’t careful, their presence will spook the animals. Any loud actions (fighting, yelling, stomping) require a DC 13 Animal Handling check. On failure, the animals panic and cause a ruckus that can alert creatures on the floor above.
- Ceiling Hatch: In the center of the chamber is a wooden hatch. It covers a 2-foot square opening. A secured iron ladder leads up to the Crew Quarters.
- Waste Chute: Near the coop is a grated waste chute, sloped downward at a 45-degree angle. A faint, eerie moaning echoes from within.
- A DC 12 Perception check reveals the sound.
- If investigated, the characters discover someone trapped inside. The person is just 10 feet down the slick shaft. They are barely visible in the dim light.
Haril’s Fate
Haril, the dwarven engineer and member of Delea’s missing party, has been tossed down the chute. His clothing snagged on jagged rock, preventing a fatal fall, but he’s barely conscious and dangerously hypothermic.
- Rescue Attempt: Climbing down requires a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. If you fail, the rescuer and Haril tumble down the mountain slope outside. They take 20d6 bludgeoning damage or half on a DC 15 Dexterity save.
- Using a rope grants advantage on the check and avoids most danger.
Once rescued, Haril is in rough shape:
- Haril Ironbind
Dwarf (male), Neutral
AC: 10 (unarmored), HP: 2/15
Speed: 0 ft. (cannot walk)
STR 14, DEX 14, CON 13, INT 12, WIS 10, CHA 11
Condition: Incapacitated, delirious, and frostbitten
Status: Requires magical healing and one week of rest to recover
Dialogue: Haril can mutter only fragments—“half-orcs… demons… she’s asleep… won’t wake…”—before falling unconscious again.
Healing Haril with Cure Wounds or a Healing Potion stabilizes him but does not restore his memory or lucidity immediately.
Atmosphere & Tone
This area sets the mood: grim, suffocating, and tense. The players should feel the pressure from the confined space. They should also realize that something terrible has already happened here. The discovery of Haril is not just a moment of relief. It’s a sign that whatever took the tower is ruthless, organized, and possibly inhuman.
2. Crew Quarters
The narrow iron ladder creaks softly as the party ascends to the second level of the tower. As the trapdoor opens with a faint click, the smell of stale smoke and unwashed bodies drifts down. Inside lies a lived-in, now-defiled chamber—once orderly, now taken by force.
The room is circular, with five simple beds arranged against the walls. At the foot of each is a small footlocker—some kicked open, others left hanging ajar. A round wooden table sits in the center with five chairs, one of them knocked over. A fireplace glows weakly in the northern wall, barely keeping the mountain chill at bay. A neatly stacked woodpile rests beside it.
Along the western wall, there are five desks and chairs. They show signs of recent use. Parchment is shuffled, ink is smudged, and dog-eared codebooks are left open. Above them, three narrow, shuttered windows look out over the sheer northern drop. The chimney pipe exits through the center window, spewing the occasional puff of smoke into the fog outside.
Oil lanterns hang from the four central wooden pillars, their flickering light casting long shadows across the cluttered floor. Under the center desk, a chamber pot sits, long overdue for emptying.
The trapdoor leading to the stables below is closed but unbarred. A similar trapdoor, leading to the third floor, hangs 10 feet overhead, accessible via the ladder.
Enemies Present
This floor is currently occupied by three bandits, lounging with cruel ease. They wear mismatched gear, stolen from victims and locals alike.
- Bandits (3)
Medium Humanoid, Chaotic Evil
AC 12 (studded leather) | HP 18 each
STR 15, DEX 14, CON 12, INT 10, WIS 10, CHA 8
Weapons: Shortsword (+4 to hit, 1d6+2), Longbow (+4 to hit, 1d8+2), Handaxe- One wears Shaador’s Ring of Protection +2, raising his AC to 14
- They fight dirty, aiming to wound and intimidate, not just kill.
The bandits become alert if the party made noise in the stable or disturbed the animals. Otherwise, they can be ambushed.
Prisoners Held Here
Bound with rope at the hands and ankles are four captives, barely moving and guarded closely. They are not gagged but can’t do much more than whisper unless freed:
Delea the White (Wizard, Level 4)
- AC: 10 (unarmored) | HP: 9 (13 if familiar is alive and nearby)
- Condition: Unconscious from magical narcotics
- Recovery: Awakens in 3d4 hours unless a Lesser Restoration or Neutralize Poison spell is cast
- Personality: Dreamy and dazed if woken without magic; fiercely intelligent and grateful once lucid
- Known Spells (unmemorized): Magic Missile, Prestidigitation, Levitate, Continual Flame
Shaador (Ranger, Level 3)
- AC: 10 (no armor) | HP: 13/24
- Condition: Weakened but alert, willing to fight if armed
- Skills: Proficient with longsword, longbow, dagger
- Personality: Quiet, driven, full of guilt over the failure to protect Delea
Alf & Clyde (0-level NPCs)
- AC: 10 | HP: Alf (3), Clyde (6)
- Role: Tower attendants taught to operate the signaling mirror
- Condition: Shaken but unharmed; eager to help
- Skills: Can send basic distress signals using the mirror if given the chance
The prisoners are tied to their chairs or bedframes. If cut loose, they’re too weak to run or fight immediately but can assist with insight or intel once safe.
Notable Features & Treasure
- Footlockers: Emptied—only rags, torn socks, and worn boots remain.
- Desks:
- 2 large codebooks: Detailing the mirror signaling system.
- 3 logbooks: Catalog daily communications from the last two months, abruptly ending five days ago.
- A DC 12 Intelligence (Investigation) check reveals a note in the margin about “strange pulses of light from Scar Ridge.”
These books are invaluable to any military, spy, or scholarly organization. If returned to the cities, they could be traded for favors or gold, at the DM’s discretion.
If things go loud:
- Bandits upstairs may respond in 2 rounds.
- Prisoners may become caught in crossfire unless protected.
3. The Kitchen
As the characters ascend from the crew quarters below, they see the trapdoor to the third floor. It is yawning open or slightly ajar about 75% of the time. The moment they enter, the warm scent of old spices clashes with the sharp tang of iron and rot.
This once-functional kitchen is now a mess. A sturdy iron stove-fireplace hugs the north wall. Its chimney pipe pierces the center window slit. It vents smoke into the fog-choked sky. To the east, a preparation station is littered with rusting cutlery, cracked bowls, and grease-stained cutting boards. A cleaver is buried blade-first into the wall—perhaps thrown in a fit of rage or boredom.
The south pantry’s doors hang open like broken jaws. Shelves are bare or overturned, and half-rotted vegetables lie in moldy heaps. Chicken feathers—likely from a recent butchering are scattered across the floor. A blood-spattered apron hangs limply from a peg, as if forgotten mid-meal.
Barrels line the west wall. Three of them are filled with lard. One is filled with fresh water, complete with a bucket for drawing. (Per tower protocol, wine and spirits are forbidden here—though it looks like someone tried to sneak some in, judging by the broken bottle shards beneath one bunk upstairs.)
A large round table dominates the center of the room, ringed with mismatched chairs. Food scraps, gnawed bones, and overturned mugs clutter the surface. Despite the chaos, a careful search reveals 12 days of edible food remaining. It was scavenged from the land. Some of it was hauled up from Four Trails by mule.
There are no enemies here, only the oppressive silence of abandonment and the distant creak of wood under strain. A successful DC 12 Wisdom (Perception) check picks up faint noises from above. You might hear movement or whispered voices on the next floor. The metal ladder continues upward, disappearing into the hatch leading to the fourth floor.
This room holds no treasure. However, its disarray tells a story of haste and neglect. It also suggests a recent, violent change of command. The players may find evidence of previous residents—or signs that not all of them left willingly.
4. Storage Room
This circular chamber, roughly 23 feet across, smells of dry hay, iron, and timeworn wood. Crates and sacks are stacked high in semi-orderly rows. Each is marked with the faded seal of Four Trails or the Signal Corps. They contain flour, dried beans, salted meats, sugar, grain, and trail rations. This is where the tower’s lifeblood is stored. It’s been looted less than the lower levels. This is likely because the bandits haven’t been here long enough to bother.
Facing south, an 8-foot-square shuttered window dominates the room. Perched behind it on iron rails is a wheeled loading crane, cleverly counterweighted and still functional. It creaks softly in the mountain air, used to hoist supplies from the trail far below. The shutters open outward on concealed hinges and can be locked from the inside with a steel bar. When opened, the wind whistles through with a cold, eerie sound. The drop is sheer—any fall from here means certain death.
Around the crane and crates are supplies critical to the tower’s upkeep:
- A spare signaling mirror, still in its velvet-lined crate.
- Coils of rope, some enchanted with a faint lingering aura (non-magical, but could be mistaken for such).
- Tools: hammers, chisels, lamp oil, nails, and tower schematics sealed in an oiled-leather scroll case.
- Two collapsible rope ladders, one of which is partially frayed (DC 10 Investigation check to notice).
- Three signal flags tucked behind a shelf: crimson, gold, and black.
The air up here is colder and thinner. If players listen closely (DC 12 Perception), they might hear muffled footsteps. A soft moan from above is also possible. These sounds hint at trouble awaiting on the final level.
If the party searches thoroughly (DC 14 Investigation), they find a false bottom beneath one crate. Inside is an old, unused healing potion (Potion of Healing, 2d4+2 HP). It was forgotten or perhaps hidden by a previous crew member.
This room is unguarded. However, the signs of recent passage, such as muddy boot prints and a broken crate, suggest someone was here not long ago.
5. Signal Platform
Atop the tower, this 20-foot-diameter platform serves as both lookout post and signaling station. Encircled by a sturdy 5-foot-high stone wall, the platform feels more like a battlement than a workspace. The wooden floor is subtly angled, allowing rainwater to run toward small drainage holes in the outer wall. A slight lip surrounds the metal ladder hatch leading down, keeping water from draining into the tower’s interior. A canvas canopy can be pulled over the hatch to block rainfall when left open.
In the center of the platform rests a powerful signaling mirror. It is currently draped in a heavy oilskin tarp. This protects its reflective surface. The device is mounted atop a rotating pedestal, just tall enough to rise above the protective wall. The mirror is designed with knobs, sighting tools, and levers. Dwarven engineers crafted it. It can send long-range flashes to other towers, assuming the operator knows the proper codes.
Signal Mirror Mechanics (Optional Rule):
A creature proficient with Tinker’s Tools or Smith’s Tools can use a signal mirror when it’s uncovered in bright daylight. They can attempt to focus sunlight. The sunlight transforms into a dazzling beam. As an action, the user may target a creature within 120 feet that can see the tower. That creature must succeed on a DC 14 Constitution saving throw or be blinded until the end of their next turn. A successful save reduces the effect to disadvantage on attacks for 1 round.
A few empty barrels double as makeshift stools on the southwest side, mostly used by lookouts pulling long shifts. The eastern wall is anchored with a 15-foot-high iron flagpole, which doubles as a lightning rod. It stands bare—no banners fly today.
Due to the dense fog, visibility tops out at around 1,300 feet (a quarter mile). If the party attempts to approach from below, creatures standing watch on the platform have disadvantage on Wisdom (Perception) checks to notice them—unless the characters make loud noise or use lights.
Stealth Challenge (Approaching the Tower):
Characters sneaking through the surrounding terrain can attempt DC 13 Dexterity (Stealth) checks. If successful and the watchers fail a contested Wisdom (Perception) check (with disadvantage), the party may get within 60 feet of the tower without being noticed.
Encounters/Notes:
- Up to two bandit sentries may be stationed here during daylight hours.
- If combat breaks out below, the mirror may be used creatively (either by the players or enemies).
- A Detect Magic spell reveals faint residual enchantments on the mirror’s frame, hinting it may have once had greater power.
Major NPCs
The following NPCs are not fixed to any one room. They may be encountered anywhere in the tower. This is especially true between levels 3 through 5. As the DM, consider the time of day. Be aware of current alerts and ongoing events. This will help determine their placement when the adventurers arrive.
Cullivan, Druid of the Tower
Neutral Human Druid (Level 2), Medium Humanoid
AC: 10 (unarmored) HP: 13 Speed: 30 ft.
STR 13 DEX 10 CON 11 INT 14 WIS 14 CHA 15
Saving Throws: WIS +4, INT +4
Skills: Nature +4, Insight +4, Animal Handling +4
Spells Prepared (Druid Level 2):
- Cantrips (at will): Druidcraft, Produce Flame
- 1st Level (3 slots): Cure Wounds, Purify Food and Drink, Detect Magic
Note: The bandits only allow him to prepare utility spells, fearing he might turn them against them.
Cullivan is a kindly and perceptive druid, the last of the signal tower’s true guardians. With the senior druids away at a Midsummer Gathering, Cullivan was left in charge, only to find himself outnumbered and taken hostage. Though technically “free” to move about the tower, he is constantly watched and forced to assist in interpreting signal codes. He plays the role of a loyal servant to avoid endangering the lives of his assistants, Alf and Clyde. If given a chance, he will aid the party—especially if he senses they are heroes.
Scalf, Half-Orc Mercenary Commander
Chaotic Evil Half-Orc Fighter (Level 4), Medium Humanoid
AC: 16 (chain mail, shield) HP: 42 Speed: 30 ft.
STR 16 DEX 14 CON 15 INT 13 WIS 10 CHA 10
Multiattack: Scalf makes two melee attacks with his bastard sword.
Weapons: Bastard sword (versatile, 1d10 slashing), mace, heavy crossbow (1d10 piercing), dagger.
Abilities: Darkvision 60 ft., Relentless Endurance (1/day), Menacing Presence
Treasure: 6 gems (worth 50 gp each) sewn into his undergarment, 45 gp in a pouch.
A ruthless and pragmatic leader, Scalf has been paid well to occupy the tower—but he’s not above accepting a bribe. A DC 15 Insight check reveals his suspicious nature; any bribe over 1,000 gp makes him assume it’s a trick. He holds a deep hatred for elves and targets them on sight. If the tide turns against him, he will consider cutting a deal or escaping, but betrayal is his first instinct.
Ungerd, the Enforcer
Chaotic Evil Half-Orc Fighter (Level 2), Medium Humanoid
AC: 17 (chain mail, ring of protection +3) HP: 24 Speed: 30 ft.
STR 17 DEX 13 CON 15 INT 7 WIS 7 CHA 5
Weapons: Short sword, longbow, 4 throwing daggers
Abilities: Darkvision 60 ft., Intimidating Presence
Ungerd is Scalf’s brutal lieutenant. He’s not the brains of the operation—just the muscle. Loyal to coin and cruelty, he won’t hesitate to cut down prisoners or intruders alike. He wears a stolen Ring of Protection +3 (originally Delea’s). He carries 27 gp and 42 sp. He trusts no one but Scalf, and even that loyalty frays under pressure.
“Voro,” the Mysterious Old Man
Disguised Identity of Voronia da Cancri, Lawful Evil Human Illusionist (Level 5)
AC: 12 (mage armor or unarmored) HP: 28 Speed: 30 ft.
STR 10 DEX 16 CON 12 INT 16 WIS 12 CHA 15
Saving Throws: INT +5, WIS +3
Skills: Deception +5, Arcana +5, Insight +4, Stealth +5
Spellcasting (DC 13, +5 to hit):
- Cantrips: Minor Illusion, Prestidigitation, Mage Hand
- 1st Level (4 slots): Mage Armor, Disguise Self, Sleep
- 2nd Level (3 slots): Mirror Image, Phantasmal Force
- 3rd Level (2 slots): Hypnotic Pattern, Major Image
Voronia has disguised herself as “Voro,” a harmless old woodcutter taken captive by the bandits. In truth, she orchestrated this entire plot, hiring the half-orcs to capture the tower and intercept signal communications. Her ultimate employer is a powerful merchant family from Untala seeking to manipulate gold prices by tampering with coded tower messages.
She’s clever, charming, and utterly ruthless. If cornered, she plays the role of the terrified victim. If her deception is discovered, she will attempt to escape using Change Self, Rope Trick, or even sacrificing her allies. She carries six doses of a powerful sleeping draught (DC 13 Constitution save or fall unconscious for 12 hours), one of which she used on Delea.
Her spellbook contains and illusionist-only cantrips such as Dancing Lights and Minor Illusione.
Notable Clue: Delea’s familiar, a white crow, squawks angrily at Voronia regardless of her appearance—having seen her drop the disguise firsthand.
🗒️ Additional Notes: Secrets in the Fog
If the adventurers manage to rescue the captives or employ divination magic such as detect thoughts, they’ll begin to unravel a grim tale of deception, ambush, and illusion.
Delea’s party was ambushed under the cover of night, halfway up the fog-drenched mountain trail. Voronia, disguised as a helpless old man, unleashed a Phantasmal Force spell to conjure a terrifying illusion — a demonic horde descending from the darkness. In the ensuing panic, two of Delea’s guards fell dead from sheer fright, while the remaining fighters were cut down with brutal efficiency by Voronia’s hired mercenaries.
The survivors — Delea, Haril the dwarf, and Shaador the ranger — were bound and stripped of their gear. The attackers looted their supplies, disguised themselves as Delea’s companions, and used that ruse to gain entry to the tower without suspicion.
Haril’s fate was especially grim. Proud and outspoken, his hatred for half-orcs got the better of him. After one too many insults, he was beaten nearly to death and unceremoniously shoved down the waste chute in the stables. It’s only by a shred of fate — and snagged clothing — that he didn’t tumble to his death.
Delea’s familiar, a white crow, escaped during the chaos. It later returned to the tower and, at Delea’s whispered command, flew off with a desperate message. Voronia, realizing what had happened, drugged Delea with a powerful sleep draught. Unless Lesser Restoration or Dispel Magic is used, Delea will remain in a dreamlike stupor for 3d6 hours before she regains full lucidity.
🌫️ The Fog
A thick fog continues to blanket the peak of Eddistone Point throughout the adventure. It reduces visibility to 300 feet at most, and much less at night or during strong gusts. The fog is entirely natural. It is not magical. However, it serves Voronia’s plans well. It cloaks the tower and limits aerial or ranged recon.
🧠 The Mercenaries’ Mindset
The half-orcs and human mercenaries are hardened sellswords — vicious in battle, but pragmatic. If the tide of combat turns against them, they may attempt to parley, offer surrender, or accept bribes. After all, dead men can’t spend coin.
They know nothing of Voronia’s true motives. She’s kept her plans and her identity carefully guarded, even from them. To the mercs, this was just another well-paying job: secure the tower, hold it, and await further instructions.
🏃 If Voronia Escapes…
Should Voronia flee (likely using Disguise Self or Invisibility), the adventure doesn’t end — it escalates. Delea wakes up. She reveals that Voronia stole her personal spellbook. This book is a priceless item. She’s willing to reward the party handsomely for recovering it.
The pursuit could lead through the foggy wilderness. It might continue into nearby towns or secret hideouts. It could even uncover deeper plots tied to the economic sabotage of entire merchant houses.
Voronia is clever and calculating, but she’s now desperate — and dangerous. She may slip into her “Voro” disguise once more, hoping to vanish among the hills… unless the adventurers act quickly.













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