BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Long Dream the Dead

The heroes delve into Dretha's old chambers to stop the Undercitadel's immediate threat. After the heroes encounter the Ghost of Olman Tavish, they receive a dire warning about what lies even deeper in the Inverted Tower.
The fourth level of the Undercitadel of Szitrag  is one of the smaller ones overall, yet it’s among the finest, as it once served as Dretha’s personal retreat.  

Dretha’s Retreat Features

Ceilings in this level are 10 feet tall in halls and 15 feet in rooms. Unless otherwise indicated, rooms are unlit. The doors are iron-banded wood; ephemeral spirits gently shut any door left open for more than a minute.

Structure

Exposition

Dretha's Dining Room

Moderate 4
A pair of brightly glowing chandeliers illuminates a long banquet table surrounded by luxurious, high‑backed chairs. The table is still set as if for a grand meal, but some of the place settings are scattered and toppled, as are a few of the chairs. Four skeletons in tattered finery are scattered about the room, some of them clutching their own necks.
When the Founders attacked the Fen Watchtower so many years ago, Dretha was dining here with representatives of a now-extinct Mifobi thieves’ guild whom she was courting as potential allies. When word came that the Founders seemed unstoppable, Dretha took no chances. She politely excused herself, bade her guests finish their meal and magically command her chef to poison them all and murder the other servants before taking his own life.
Stairs beyond the north door lead up to the abandoned guard post .
Creatures: The guests died in excruciating pain, then later became havens for corpselights seeking hosts. When a living creature other than Vaidun enters this room, the corpselights within the skeletons begin to glow, and then the skeletons stagger to their feet and attack. Each time a corpselight is forced into wisp form, it flees to one of the adjoining rooms (areas D2, D3, or D6) to claim another corpse and return to the fight.
Corpselight
Corpselight - Creature 2
RAREBLACK, BLUEMEDIUMUNDEAD

A will-o'-wisp that starves to death might rise as a cold, blue, glowing sphere of spongy wetness—a corpselight. A corpselight instinctively seeks out a host corpse to dwell within, as its physical form quickly deteriorates if not hidden within a dead creature.  
  • Recall Knowledge - Undead(Religion): DC 21
  • Unspecific Lore: DC 19
  • Specific Lore: DC 16
Larger Corpselights
A typical corpselight can animate only a Small or Medium corpse, but particularly powerful corpselights can inhabit larger bodies. Their basic abilities remain the same, but the damage they deal and the DC of their Death Light increase as appropriate for their increased level.
Pathfinder #163: Ruins of Gauntlight pg. 84
Perception +7 , corpse sense (precise) 30 feet, darkvision
Languages Common, Necril
Skills Athletics +7 , Intimidation +8 , Stealth +8

STR +3 , DEX +4 , CON +1 , INT +1 , WIS +1 , CHA +2

AC 17
Saving Throws Fort +5, Ref +10, Will +7 , Negative Healing
HP40 - Immunities death effects, disease, fear, paralyzed, poison, precision, unconscious - Weaknesses bludgeoning 5 (in skeletal corpses) or slashing 5 (in fleshy corpses)
Speed 25 feet, fly 25 feet (wisp form only)
Melee pincer +11 +7 / +3 (agile, reach 10 feet) Damage Slashing plus Grab
Stinger +11 +6 / +1 Damage Piercing plus giant scorpion venom
Melee Single Action jaws +10 [+5/+0], Damage 1d8+6 piercing Melee Single Action claw +10 [+6/+2] (agile), Damage 1d6+6 slashing
Special Abilities Corpse SenseA corpselight can sense dead bodies within range. This is a precise sense that functions through solid barriers less than 5 feet thick.
Sunlight Powerlessness A corpselight exposed to sunlight is stunned 2 and clumsy 2, and cannot Claim a Corpse.
Wisp Form When a corpselight is reduced to 0 Hit Points while merged with a corpse, it is instead reduced to 1 Hit Point as the corpse collapses to the ground and the corpselight emerges in its wisp form. While in wisp form, a corpselight is Tiny and can take no actions other than Claim Corpse or Fly. A corpselight that starts its turn in wisp form must attempt a DC 16 flat check at the end of its turn; if it fails, it loses 1 Hit Point. A corpselight reduced to 0 Hit Points while in wisp form is destroyed.
Claim Corpse (necromancy) Prerequisites The corpselight is in wisp form and is adjacent to a Medium or Small corpse that hasn't been claimed by a corpselight in the past 24 hours Effect The corpselight merges with the corpse, causes the corpse to Stand, and regains Hit Points .
Death Light (emotion, fear, mental, necromancy, occult) Prerequisites The corpselight is in a corpse; Effect The corpselight emits a sickly blue beam of light from its mouth and eyes in a 20-foot cone. All living creatures in this area must attempt a DC 18 Fortitude saving throw. If at least 1 creature fails its save, the corpselight regains Hit Points , gaining any that exceed its maximum as temporary Hit Points that last for 1 minute. The corpselight can't use Death Light again for rounds.
  • Critical Success The creature is unaffected.
  • Success The creature takes negative damage .
  • Failure The creature takes negative damage and is frightened 1.
  • Critical FailureThe creature takes negative damage and is frightened 3.

Treasure: A search of the guests’ remains reveals 48 gp, a Bracelet of Dashing, and a Viper Arrow.

Kitchen

A strange, squat cast‑iron stove with no chimney sits in the southwest corner of this room, while to the north, a large oak table covered with cooking utensils sits against a wall. A skeletal body slumps at the base of the cupboards along the western wall.
  The cast-iron stove in this kitchen is a minor magical item that transmutes smoke welling up from its fire into clean air, but it’s built into the stone of this room and far too heavy to be worth the trouble of moving. The body was once Dretha’s cook, who died by suicide after carrying out Dretha’s magical commands to poison the guests and kill the other servants.
A hero who Searches this room and succeeds at a DC 19 Perception check spots a secret door to the north. Some cooking utensils are affixed to the wall; manipulating them in the correct order opens the secret door.

Storage

The walls of this chamber are lined with cupboards, shelves, and cabinets. A few barrels sit in the middle of the room. Two skeletons lie slumped near the barrel.
  The skeletons were two other servants who retreated to this storage room before being murdered by the chef. Nothing of value remains.

Wine Cellar

A tall wine rack, its bottles thick with dust after so many years, stands against the north wall.
  Treasure: Nearly all of this wine has gone bad, but a successful DC 18 Society check is enough to note three valuable bottles worth 20 gp each.

Level Four Portal Chamber

The walls of this chamber are decorated with twisting runes carved into the wall and filled with dull, silvery metal. The floor and ceiling are almost completely covered with large, polished metal discs.
  This room contains an inert teleportation circle like the ones in the Servants Quarters and Library. This teleportation circle must be reactivated with the awaken portal ritual hidden in the Library to connect it to other portal chambers.
XP Award: Award the heroes 30 XP for activating this portal.

Washing Room

A dusty metal washtub with a small skeleton lying inside sits next to a low shelf in this room.
  As the guests in the Dining Room were dying of poison, one of them managed to stab a halfling servant who staggered into this large dishwashing tub and died. If the skeleton is disturbed, the tub momentarily appears to be clean and filled with soapy water before returning to its actual dusty state. The scent of harsh dish soap clings for a minute before fading.

Disposal Room

Low 4
 
An open metal hatch lies in the floor against this room’s east wall. Storage bins sit to the north and south, each heaped with old bones, broken tools, and lumps of stone.
  Several bones in one of the trash bins belong to a human, which a hero Investigating the bones can easily determine. A servant slipped against a trash bin and died here 2 days before Dretha’s last meal in the Dining Room. The other servants hefted her body into the bin.
The hatch opens into a long chute that leads to the disposal pond. Anyone who enters the chute swiftly slides down to the pond in a rough trip that deals 3d6 bludgeoning damage (DC 20 basic Reflex save) upon landing. Anyone in the chute who doesn’t want to slide down can arrest their fall with a successful DC 18 Reflex save to Grab an Edge or with a successful DC 18 Acrobatics or Athletics check to brace in place. In either case, a successful DC 18 Athletics check is required to safely traverse the chute.
Creatures: The spirit of the servant who accidentally died here has returned as a poltergeist wracked with indignation. It’s lurking here, invisible, but it doesn’t attack until it’s spotted or someone approaches the lip of the chute. It hurls debris from the trash bins or uses telekinetic maneuver to Shove foes into the open hatch. It fights until destroyed but can’t leave this room. The poltergeist can be put to rest by disposing of its remains in a respectful manner, such as creating them or saying a word of blessing over them. Poltergeist
 
Poltergeist - Ghost 5
BLUE, BLACKMEDIUMGHOSTINCORPOREALSPIRITUNDEAD

When a creature dies, and for whatever reason, its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that can still manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.   Recall Knowledge - Spirit (Occultism): DC 20 Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore: DC 18 Specific Lore: DC 15   Source Bestiary pg. 264
Perception +11 Darkvision
Languages Common
Skills Acrobatics +14 , Intimidation +15 , Stealth +14

STR -5 , DEX +5 , CON +0 , INT -1 , WIS +2 , CHA +4

AC 22
Saving Throws Fort +9, Ref +14, Will +13
HP55 rejuvenation - Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance against non-magical)
Speed fly 20 feet
Ranged telekinetic object +13 +8 / +3 (evocation, magical, occult, range increment 60 feet), Damage bludgeoning, piercing, or slashing (depending on object)
Special Abilities Site BoundA poltergeist is tied to a location and can’t travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area
Natural Invisibility A poltergeist is naturally invisible. It becomes visible only when it uses Frighten.
Rejuvenation (necromancy, occult) When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
Telekinetic Defense Trigger A creature approaches within 10 feet of the poltergeist. Effect The poltergeist makes a telekinetic object Strike against the triggering creature.
Frighten (concentrate, emotion, fear, incapacitation, mental) Requirement The poltergeist must be invisible. Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. On a critical failure, it’s also fleeing for as long as it’s frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again.
Telekinetic Storm (concentrate, evocation, occult) The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target. When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist’s multiple attack penalty, and the penalty doesn’t increase until after all the attacks.
When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 3d12 . It deals 1d12 damage on a failure, and no damage on a critical failure.
Spells Occult Innate Spells DC 23, attack +13 ; 3rd telekinetic maneuver (at will Cantrips (3rd) mage hand
Distrubed Rest One of the most common ways for a poltergeist to form is when its burial site is desecrated by the construction of a dwelling. This is usually an accident, but some evil creatures seek out such burial sites, intentionally creating poltergeists to serve as guardians.
Poltergeist Treasure A poltergeist needs items to hurl as weapons, and over centuries of use, only durable objects survive its rampages. Silver dinnerware, hatchets, and books might all be found in a poltergeist’s collection.

Conflict

Lounge

Severe 4
The walls of this large chamber are hung with grisly paintings depicting various spectral beings cavorting among ruined neighborhoods, overgrown swamps, and foggy graveyards. Three large overstuffed chairs pair with small end tables, upon which sit empty wine glasses. To the south stands a cluttered writing desk with its own chair, while a large iron tub to the west is visible between standing screens depicting shadowy marshes.
This large lounge once served as a place for Dretha to relax, but today it functions as a den for her one-time apprentice, the drow Vaidun Magmenor. Most papers on the desk are Vaidun’s disjointed notes. More usefully to the heroes, the papers also include detailed blueprints of the top three levels of the Inverted Tower, including all secret doors.
A hero Searching the room and who succeeds at a DC 20 Perception check finds the secret door in the east wall: a lifelike graveyard painting that swings outward. Every 10 minutes or so, a faint scream issues from the other side of the secret door, though it sounds like it’s emanating from the picture. After the first scream, the DC to find the secret door drops to 12. A hero Searching this room who succeeds at a DC 25 Perception check locates an iron key hidden in one of the desk’s legs; it opens Lasda’s manacles (area D9).
Creatures: Unlike most of the denizens who dwelt in the Inverted Tower in Dretha’s day, Vaidun is still alive—after a fashion. After feeding himself to a vat of ritually prepared leeches, he lives on as a hideous Worm That Walks. Vaidun resembles a roughly drow-shaped mass composed of thousands of slithering leeches.He’s been working with the Voidglutton that now dwells in Drethaa’s old chambers (area D20) to restore the Gauntlight, but he is frustrated that Dretha’s ghost doesn’t speak to him directly. Being forced to do his mistress’s bidding through the will of the voidglutton galls the proud occultist.
Vaidun is reading at his desk when the heroes first arrive. As soon as he notices the heroes’ intrusion, he rises up—a squirming, awful mess—and demands to know who they are and why they’ve come. He has little interest in constructive discourse, but if the heroes let him talk, he can use Intimidation to roll initiative Vaidun Magmenor
Vaidun Magmenor - Worm that Walks 7
UNIQUEBLUE, BLACK, REDMEDIUMABERRATIONSWARM

Male worm that walks occultist (Pathfinder Bestiary 2 296)
Perception +15 Darkvision tremorsense (imprecise) 30 feet, all‑around vision
Languages Aklo, Common, Elven, Undercommon
Skills Acrobatics +17 , Crafting +15 , Deception +15 , Intimidation +17 , Occultism +17 , Religion +15 Stealth +15

STR +4 , DEX +6 , CON +2 , INT +6 , WIS +4 , CHA +2

AC 25
Saving Throws Fort +13, Ref +17, Will +15
HP85 fast healing 7 - Immunities disease, paralyzed, poison, precision, swarm mind, unconscious; - Weaknesses area damage 7, splash damage 7; Resistances physical 7
Speed 10 feet, swim 25 feet
Melee Melee tendril +18 +13 / +8 (reach 10 feet), Damage persistent piercing damage
Special Abilities Discorporate As worm that walks, but slow‑moving leeches give the heroes 2 rounds, rather than 1 round, to dispatch the fleeing vermin before they escape
Hateful Memories (enchantment, emotion, mental, occult, visual) If Vaidun can see an accurate depiction of his former appearance as a living drow at the start of his turn, he must attempt a DC 28 Will save or become filled with self‑loathing and become slowed 1 for 1 round.
Squirming Embrace Volluk Strides, ending his movement sharing a space with a creature, and deals [roll:3d8 |piercing damage] to the creature. The creature can attempt a DC 23 basic Reflex save.
Telekinetic Defense Trigger A creature approaches within 10 feet of the poltergeist. Effect The poltergeist makes a telekinetic object Strike against the triggering creature.
Swarm Shape (concentrate) Vaidun collapses into a shapeless swarm of leeches. He drops all held, worn, and carried items. While discorporated, he can’t use attack actions and can’t cast spells, but he can move through areas small enough for his individual leeches to fit without having to Squeeze. He can use the same action to coalesce back into his normal form.
Spells Occult Spontaneous Spells DC 25, attack +17 ; 4th (3 slots) dimension door, suggestion, worm’s repast ; 3rd (4 slots) bind undead, mind reading, paralyze, phantom pain; 2nd (4 slots) comprehend language, illusory disguise, mirror image, vomit swarm; 1st (4 slots) alarm, grim tendrils, mindlink, unseen servant; Cantrips (4th) daze, light, mage hand, read aura, shield
Divine Innate Spells DC 25; 2nd darkness (at will), faerie fire (at will Cantrips (4th) dancing lights
Rituals Rituals animate object, create undead
Treasure: Among Vaidun’s papers are a scroll of comprehend language, a scroll of paralyze, and a scroll of worm’s repast. A lantern of empty light sits on the writing desk. Vaidun takes this lantern on his journeys above ground, where he’s unknowingly spawned the rumors of the lantern-carrying stranger

Dalas' Lament

Moderate 4
The walls of this circular chamber are smooth and gray. A flickering, nauseating ribbon of pale blue light churns in the center of the room. Where the light touches the ceiling, the stone bubbles as if it were infected flesh. Below, the light bathes a screaming, thrashing dwarf bound onto a metal table, his body covered in blisters
As in the Servants Quarters' Portal chamber, the ribbon of light is a manifestation of Gauntlight’s growing power. This eerie light churns in a 5-foot-diameter burst at the room’s center. Any living creature ending its turn in it takes negative damage (DC 18 basic Reflex save) and undead creatures regain the same amount.
In order to reactivate Gauntlight for its test firing on the Engleher Kirkyard, Vaidun and the voidglutton needed a living creature as an anchor for the light. While others who touch the light suffer negative damage, the light simultaneously heals its anchor as swiftly as it harms them, keeping the person in a perpetual state of endless agony.
Dalas Feldspar
Dalas Feldspar - Publican 2
UNIQUEWHITE, GREENMEDIUMDWARF

Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice.
Perception +6 Darkvision
Languages Common, Dwarven
Skills Alcohol Lore +9 , Athletics +6 , Deception +6 , Diplomacy +8 , Performance +6 , Society +5 , Thievery +3

STR +3 , DEX +0 , CON +2 , INT +0 , WIS +1 , CHA +3

Items Items barkeep’s apron (functions as padded armor), flask of whiskey, pewter mug, sap
AC 14
Saving Throws Fort +7, Ref +3, Will +6
HP25
Speed 20 feet
Melee Sap +6 +2 / -3 (agile, nonlethal), Damage Bludgeoning
Fist +6 +2 / -3 (agile, nonlethal), Damage Bludgeoning
Ranged Mug +3 -2 / -7 (thrown 10 feet), Damage Bludgeoning
Special Abilities Bar Brawler The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage.
Barkeep’s Advice (auditory, fortune, linguistic, mental) Frequency once per day; Effect The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Barkeep’s Advice is temporarily immune to the ability for 1 month.
Spells
This victim is a dwarf named Dalas Feldspar (LG male dwarf bartender 2), once the bartender at the Thirsty Carp in Engleher. Vaidun abducted Dalas just over a year ago for nefarious experiments while the dwarf was on one of his customary predawn walks from the Carp up to the graveyard. Vaidun kept Dalas a prisoner in the Torture Chamber for many months and, impressed by the dwarf’s hardiness, decided to use him as Gauntlight’s anchor.
Creatures: The heroes can’t focus on rescuing Dalas without first defeating a will-o’-wisp that has been gorging itself on Dalas' terror. It is invisible when the heroes first arrive, but it flares up in an angry blue glow as soon as the heroes attempt to aid the dwarf. It pursues foes who flee and fights to the death. Will-o'-wisp
Will-o'-Wisp - Aberration 6
BLUE, BLACKSMALLABERRATIONAIR

Malevolent balls of colored light, will-o’-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o’-wisps can vary the color and illumination they shed and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn’t leading them to safety. Even invisible, however, a will-o’-wisp rarely ventures far from its target as it feasts upon the panic and dread felt by its victims.
Beneath its glow, a will-o’-wisp’s body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o’-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o’-wisps have no need for mundane nourishment and in fact, cannot consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside the undead, which produces terror in their victims. Will-o’-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o’-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat.
Will-o’-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are, therefore reluctant to lead victims into immediately fatal areas such as deadfalls but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o’-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they’re lost produces a much different taste than the sudden stark terror of imminent death in the face of a towering monster. Because of this, will-o’-wisps try to vary how they induce terror in their prey to ensure they don’t tire of certain flavors of fear.
Recall Knowledge - Aberration (Occultism): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17
Perception +16 Darkvision
Languages Aklo, Common
Skills Acrobatics +18 , Deception +12 , Intimidation +12 , Stealth +16

STR -5 , DEX +6 , CON +0 , INT +2 , WIS +4 , CHA +2

AC 27
Saving Throws Fort +10, Ref +16, Will +14
HP50 - Immunities Magic
Speed fly 50 feet
Melee Shock +17 +12 / +7 (electricity, magical), Damage Electricity
Special Abilities Glow (aura, light) 20 feet. A will-o’-wisp is itself naturally invisible but glows with colored light, casting bright light in the aura and making it visible.
Magic Immunity A will-o’-wisp is immune to all spells except faerie fire, glitterdust, magic missile, and maze.
Feed on Fear (concentrate) Requirement An enemy is under a fear effect or dying within 15 feet of the will-o’-wisp. Effect The will-o’wisp feeds on the creature’s terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o’-wisp can take this action only once per round.
Go Dark (concentrate) The will-o’-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o’-wisp only hidden to all observers until it moves.
Eyes of the Dead The elder goddess "Empty Death," is said by many to be the source of all will‑o’‑wisps. Cultists of the Void Casket claim she has no true form, but is merely a presence that can be felt by all in danger of pointless and futile death. These same cultists maintain that all will‑o’‑wisps are Empty Death’s eyes, and it is through these fear‑devouring creatures that she looks upon all worlds from an eldritch realm beyond even the very concept of death.
Side Quest: To remove Dalas from the terrible ribbon of energy, the heroes must first unlock the four manacles that bind him. The key to these manacles can be found in the lounge, or the heroes can succeed at three DC 22 Thievery checks to Pick a Lock on each manacle.
Unless the heroes have some means of working on the locks from a distance, each round a hero works to unlock a manacle (by the key or otherwise), that hero is exposed to the ribbon of necromantic energy. Once freed and removed from the energy ribbon, Dalas recovers his mobility after 2d4 rounds of gasping for breath. Dalas can tell the heroes the harrowing tale of his imprisonment and give a partial description of Dretha's Retreat. The heroes may have heard of Dalas' disappearance if they’ve spoken to his worried mother, Brelda Feldspar, at the Thirsty Carp. If the heroes return Dalas to the Thirsty Carp, his mother is overjoyed and presses upon the heroes a family heirloom, a minor sturdy shield emblazoned with an angry-looking carp, as a reward.
Removing Dalas from the ribbon of light causes the necromantic energy here and in areas up to the light tower to vanish. While this prevents Dretha from firing Gauntlight’s beam again, the reprieve is only temporary. As the heroes will learn from Tavish’s ghost, Dretha continues to prepare Gauntlight for its true purpose far below.
In addition, once Dalas is removed, the haunts on the upper four levels of the Inverted Tower do not reset if they are deactivated or defeated. These effects return if both Vaidun and the voidglutton survive, and they are given several days to find and install a new victim. If they do so, this should be an NPC whose kidnapping spurs the heroes into action!

Scalathrax Pen

Moderate 4
The floor of this rough‑hewn cavern is strewn with bones and scraps of metal and cloth.
All three irregular, rocky passages out of this area end in secret doors. All three secret doors are obvious from within the cavern. Creatures: This cavern once merely connected the southwestern and northeastern wings of the level, but it now serves as a pen for a trio of scalathraxes. They are poorly fed and attack the heroes on sight, pursuing them relentlessly. Scalathrax
Scalathrax - Creature 1
UNCOMMONBLACK, GREENMEDIUMABERRATION

  • Recall Knowledge - Aberration (Occultism): DC 21
  • Unspecific Lore: DC 19
  • Specific Lore: DC 16
These slippery, scaly horrors dwell in remote cave networks in the Darklands, preferring to nest in narrow fissures. When on the hunt, they flick barbs from their long legs, or spray down their foes with a clear, toxic oil. The same oil coats the scalathrax's body, all of which is quite flammable—whether it's coating a victim or the scalathrax itself.
While a scalathrax appears feral, it's more intelligent than it seems and is capable of speaking in a wet, slithery voice. The vast majority of scalathraxes are foul-tempered and quick to anger, and most of them enjoy killing. It's possible to forge an alliance with a scalathrax, but doing so requires either constant bribes of new creatures to kill or a particularly intimidating personality—scalathraxes often respect bullies, seeing in them a mirror of their own cruel values.
Scalathrax Oil
Scalathrax oil is a valuable alchemical component, but it's difficult to harvest and preserve. By spending 10 minutes and succeeding at a DC 21 Crafting check, a character can extract 1 Bulk of scalathrax oil worth 20 gp from a recently killed scalathrax. If scalathrax oil is used to Craft an alchemical item that deals fire damage or would benefit from the slippery quality of the oil, the crafter gains a +1 item bonus to their Crafting check. Scalathrax oil can be used as lantern oil, though it's often considered too valuable for such a mundane use.
Pathfinder #163: Ruins of Gauntlight pg. 86
Perception +11 , Darkvision
Languages Undercommon
Skills Acrobatics +11 , Athletics +11 , Stealth +13

STR +3 , DEX +5 , CON +3 , INT -2 , WIS +3 , CHA +0

Items  
AC 21
Saving Throws Fort +11, Ref +13, Will +9
HP60 - Weaknesses fire 5 - Resistances poison 5
Speed 25 feet, climb 25 feet
Melee Jaws +13 +8 / +3 (finesse) Damage Piercing plus scalathrax venom
Ranged leg quill +13 +8 / +3 (range increment 20 feet) Damage Piercing
Special Abilities Oily Scales A scalathrax constantly sweats a glistening oil that makes it exceptionally slick. It treats the results of Acrobatics checks to Squeeze or of any skill check to Escape as one degree of success greater than the rolled result. A scalathrax loses this benefit for 1 minute after it takes any amount of fire damage.
Scalathrax Venom (poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round Stage 2 clumsy 1 and slowed 1 (1 round Stage 3 clumsy 1 and slowed 2 (1 round)
Spray Toxic Oil (conjuration, primal) The scalathrax disgorges a gout of toxic oil from its mouth in a 15-foot cone. Creatures in the area must attempt a DC 21 Reflex save. The scalathrax can't use Toxic Oil Spray again for rounds . Critical Success The creature is unaffected. Success The creature takes poison damage . Failure The creature takes poison damage . For 1 minute, the creature gains weakness to fire 5, and whenever the creature critically fails with an attack roll with a wielded weapon, it drops the weapon. Critical FailureAs failure, but poison damage .
 

Torture Chamber

Moderate 4
Three five‑foot‑square iron cages, the bars lined with spikes on the inside, hang from chains in the middle of this room. Blood‑crusted manacles dangle from chains on the west wall. A stout wooden table with more manacles anchored to it stands in the southwest corner, and on it sits a whip made of blood‑red leather with a silver handle
Here, Dretha imprisoned and tortured those lacking the qualities she sought for Fleshwarp experiments or arena battles in the levels below. Once she was satisfied her prisoners had nothing left to offer, or once she grew bored, she sent them to the Upper Temple for sacrifice. The dwarf bartender Dalas inhabited the central hanging cage for many months.
The northern cage has silver-lined runes carved into its exterior. This cage is the destination of the inactive teleportation circle in the Library. It can be restored with the Awaken Portal Ritual; if so, it makes a useful way to imprison anyone pushed into the alcove in the area. A hero who Searches the table and succeeds at a DC 20 Perception check spots a hidden switch on its underside that opens the secret door to the south.
Creatures: An Evangelist Velstrac named Vaulgrist has been bound here by Dretha’s magic for centuries. The interminable years instilled a sense of listlessness and ennui in the torturer and she rarely even moves about the room. Her hope of cruel amusements was briefly rekindled when she had Dalas to toy with, but she’d only just begun a few months of laying the groundwork for his torment when he was taken away.
Her ennui has returned even stronger than before. At first, Vaulgrist can hardly stir herself to bother with the heroes. She morosely invites them to depart this chamber and never return. There’s no trick here— if the heroes simply leave at once, the velstrac lets them go. If they persist or question her, she sighs in frustration and attacks; she has no interest in talking. She fights until destroyed but doesn’t leave this area. With all the manacles present here, Vaulgrist can use her animate chains ability from anywhere in this room. Vaulgrist
Chained Evangelist - Fiend 6
WHITE, BLUE, BLACKMEDIUMVELSTRAC

Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering secret paths to power in exchange for mortal's souls or choice mortal flesh. Evangelists are the same size as humans, although with the heavy chains that always drape their forms, they often weigh 350 pounds or more.   Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore: DC 20 Specific Lore: DC 17
Perception +13 greater darkvision, painsight
Languages Common, Infernal, Shadowtongue
Skills Acrobatics +13 , Athletics +15 , Intimidation +15 , Religion +11 , Torture Lore +12

STR +4 , DEX +3 , CON +2 , INT +0 , WIS +1 , CHA +1

Items
AC 24
Saving Throws Fort +15, Ref +14, Will +11 , +1 status to all saves vs. magic
HP90 regeneration 10 (deactivated by good or silver) - Immunities cold - Weaknesses good 5, silver 5
Speed 25 feet
Melee Chain +17 +12 / +7 (disarm, evil, magical, reach 10 feet, trip), Damage Piercing and Persistant Bleed and impaling chain
Special Abilities Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions
Unnerving Gaze (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure).
Attack of Opportunity
Animate Chains (divine, transmutation) Chains in the evangelist's vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature adjacent to an unattended chain within 20 feet, in addition to those within the reach of the evangelist's chain Strike.
Focus Gaze (concentrate, divine, enchantment, fear, mental, visual) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn.
Impaling Chain When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. The creature cannot recover from persistent bleed damage until it gets free (DC 25 Escape).
Treasure: The whip is a +1 ghost touch whip. It was once one of Vaulgrist’s favorite weapons, but she doesn’t use it any longer.

Rising Action

The Ghostwalk

Moderate 4
The ceiling of this wide hall rises to a height of twenty‑five feet. Stone sarcophagi carved with tormented, emaciated figures stand upright in alcoves along its walls. To the northeast, a fifteen‑foot‑wide portion of the wall has crumbled away into a series of ledges that drop down into a cavern. Eerie blue lights glow to the north and south—the light to the south is brighter and constant, while the light to the north flickers softly.
This long hallway served as a gruesome trophy hall. Except for the two northernmost alcoves and the alcove leading to the Scalathrax Pen, each sarcophagus contains the defiled remains of one of Dretha’s enemies, stripped of gear and put on display. As soon as anyone steps up to a sarcophagus, its stone lid becomes transparent, providing a view of the long-dead body within. Each corpse is dressed in rags and marked with obviously fatal wounds. Most of these are the remains of long-dead heroes with no significant relation to the story of the Inverted Tower. The corpses here used to be linked to enslaved ghosts that guarded the hall, but their undead presences have been inadvertently drawn into the magical wall at the south end of this hallway.
A large flight of stairs to the south leads down to the fifth level of the Undercitadel of Szitrag. For now, progress to this level is blocked by a shimmering wall of ectoplasm. Now and then, silently shrieking ghosts flit through the swirling mist of this wall. The stairwell beyond remains visible yet tauntingly inaccessible. This wall acts as a wall of force heightened to 9th level and has been forged from the agonized souls of the heroes displayed throughout this hallway—they are the trapped ghosts who silently cry out in agony within the wall. This wall’s creation was an unintended side effect of Gauntlight’s test firing after it had lain dormant for so long. For now, though, the wall blocks progress deeper into the dungeon. Only the icons of Drethaa’s killers can bring it down, as the ghost of Olman Tavish in his doom can explain, though only one icon can be found in this adventure.
The secret door in the alcove, which leads to the Scalathrax Den, is built into the back of the only empty sarcophagus. A hero who Searches the empty sarcophagus and succeeds at a DC 20 Perception check discovers the latch to swing the sarcophagus open like a door. The collapse in the northwest wall leads to a series of 5-foot-high ledges that drop down to the pavilion.
Creatures: The two northernmost sarcophagi contain traitorous apprentices transformed into cairn wights. If anyone approaches within 15 feet of them, both lids pop open, and the cairn wights emerge to attack. They relentlessly pursue foes through this level. Cairn Wight
Cairn Wight - Undead 4 4
UNCOMMONBLACKMEDIUMUNDEADWIGHT

Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time. Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed. As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.   Recall Knowledge - Undead (Religion): DC 21
Perception Expert , Darkvision
Languages Common, Necril
Skills Athletics Expert , Intimidation Expert , Religion Expert , Stealth Expert

STR +4 , DEX +2 , CON +4 , INT +1 , WIS +3 , CHA +3

Items longsword, studded leather armor
AC 20
Saving Throws Fort +12, Ref +10, Will +11
HP67 - Immunities death effects, disease, paralyzed, poison, unconscious
Speed 25 ft
Melee longsword +14 +9 / +4 (versatile P), Damage slashing plus drain life claw +14 +10 / +6 (agile), Damage slashing plus drain life  
Special Abilities
  • Final Spite Trigger The cairn wight is reduced to 0 Hit Points; Effect The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.
  • Wight Spawn (divine, necromancy) A living humanoid slain by a cairn wight's weapon or claw strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or wight spawn and is clumsy 2 for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy.
  • Drain Life (divine, necromancy) When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude save or become drained 1. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.
Spells
  • Funereal Dirge(auditory, divine, emotion, fear, mental, necromancy) The cairn wight chants a low, haunting melody. Living creatures within 50 feet must attempt a DC 21 Will save. The cairn wight can't chant a new Funereal Dirge for 1d4 rounds . Critical Success The creature is unaffected SuccessThe creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and takes a –2 status penalty to saving throws against drain life.
  • Cairn Wight Dirges
    Unlike a typical wight, cairn wights have an unusual affinity for music. The lyrics of their dirges often contain a valuable bit of knowledge or long-lost lore, possibly the greatest treasure a cairn wight guards. There are even brave souls who seek out the creatures to listen to their songs in hopes of finding profit from the dry, rasping words.

    Upper Temple of Empty Death

    Severe 4
    This vast octagonal chamber is mostly empty. The walls are carved and painted to resemble a sprawling graveyard half‑sunken into a swampy morass, yet all the graves in the mural are open and empty. Carved images of shrieking ghosts parade upward and into the hungry pupil of a malevolent eye at the apex of this room, thirty feet above. A circular fifteen‑foot‑diameter platform sits in the middle of the room, raised three feet off the surrounding floor. The platform supports an altar stone made of an irregular slab of rock marked by seven deep indentations, almost as if a huge, seven‑fingered hand had gripped the stone with enough force to leave grooves behind. Now and then, a faint blue light flickers and pulses inside one of these indentations. Small objects lie heaped atop the altar.
    A successful DC 25 Religion check to Recall Knowledge identifies this chamber as a shrine dedicated to Empty Death, the Outer God of despair, ghosts, and swamps. Her shrines are often empty of additional furnishings such as statues or benches, symbolizing the emptiness of death itself. Worshipers typically kneel or prostrate themselves on the stone floor while priests lead sermons and sacrifices at the altar.
    The entire shrine is infused with an overwhelming sense of despair and hopelessness. Any living creature who enters this room must succeed at a DC 22 Will save or become Frightened 1 (frightened 2 on a critical failure). A living creature can’t reduce its frightened condition while in this chamber. A critical success grants the creature temporary immunity for 24 hours.
    Creatures: A hero who succeeds at a DC 16 Perception check from the room’s entrance identifies the objects on the altar as four severed hands. These undead guardians scuttle forth and attack when the heroes enter this room. When the hands animate, four flickerwisps slither out from indentations on the altar’s sides and join in their attack. The flickerwisps and crawling hands do not pursue foes from the shrine room. If no foes are present, they return to their original places on the altar. They fight until destroyed. Flickerwisps
    Flickerwisp - Creature 2
    UNCOMMONBLACK, BLUESMALLABERRATIONAIR

    The dancing, twisting flickerwisp is a less powerful but no less malevolent type of will-o'-wisp. Like their more dangerous kin, flickerwisps prefer to haunt lonely swamps or stretches of lonely rivers or creeks, particularly near the shorelines where they can pass themselves off as nothing more than a small gathering of fireflies. A flickerwisp's body is a 3-foot-long length of hair-like fibers that flashes and pulses with ribbons and points of eerie yellow light as the creature flits through the air.   While a flickerwisp can taste fear, and finds the flavor delectable, it does not feed on this emotion. Instead, flickerwisps subsist on confusion and doubt. The sense of unease a traveler exudes when they become lost in the woods is flickerwisps' favorite repast. They can sip from this sense of disorientation without betraying their presence or harming their prey. Eventually, the flickerwisps grow too hungry and are compelled to flit closer, confuse their prey, and glut on the raw emotions. Flickerwisps do their best to swoop away before death occurs, and the most skilled of these tormentors can keep a chosen meal alive for days, sipping from confusion in small doses.
    • Recall Knowledge - Aberration (Occultism): DC 18
    • Unspecific Lore: DC 16
    • Specific Lore: DC 13
    Empty Caresses
    Just as the cult of Empty Death regards will-o'-wisps as their goddess's eyes, their teachings hold that flickerwisps are the gentle caress of her touch. To them, the confusion imposed by a flickerwisp is akin to opening the mind to the goddess's presence, and many cultists of the faith keep flickerwisps around to use in much the same way other faiths use incense or intoxicants to achieve deeper religious ecstasies.
    Pathfinder #163: Ruins of Gauntlight pg. 83
    Perception +9 , darkvision
    Languages Aklo, Common,
    Skills Acrobatics +8 , Deception +7 ,Intimidation +5 , Stealth +8

    STR -5 , DEX +4 , CON +0 , INT +0 , WIS +3 , CHA +1

    Items
    AC 20
    Saving Throws Fort +6, Ref +10, Will +7
    HP18 - Immunities magic - Weaknesses bludgeoning 5 (in skeletal corpses) or slashing 5 (in fleshy corpses)
    Speed fly 25 feet
    Melee Shock +11 +6 / +1 (magical) Damage Electricity
    Ranged .  
    Special Abilities Glow(aura, light) 5 feet. A flickerwisp is itself naturally invisible, but glows with pale yellow light, casting bright light in the aura and making it visible
    Innocuous A flickerwisp's appearance registers strangely in the minds of creatures who are confused. A creature with the confused condition never targets a flickerwisp with attacks unless the creature has been damaged by the flickerwisp's shock ability within the last 24 hours.
    Magic Immunity A flickerwisp is immune to all spells except faerie fire, gust of wind, magic missile, and maze.
    Consume Confusion (concentrate) Frequency once per round Requirement A creature within 15 feet of the flickerwisp is confusedEffect The flickerwisp feeds on the creature's confusion, even as its flashing body and disjointed gyrations cause existing confusion effects to persist. It regains Hit Points , and if the creature's confused condition has a limited duration, it lasts 1 additional round.
    Flicker (emotion, enchantment, mental, visual) The flickerwisp churns and flits in the air around an adjacent creature's head, and its length flashes and sparkles in a bewildering array of distracting pulsations. The creature must succeed at a DC 18 Will save or become confused for 1 round (2 rounds on a critical failure). On a critical success, the creature is temporarily immune to Flicker for 24 hours.
    Elite Crawling Hand
    Elite Crawling Hand - Undead 0
    BLACKTINYUNDEAD

    A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.
    Perception +6 ; lifesense 30 feet, tremorsense (imprecise) 30 feet
    Languages Common
    Skills Athletics +6 , Stealth +7 , Survival +3

    STR +1 , DEX +3 , CON +0 , INT -4 , WIS +0 , CHA +0

    AC 13
    Saving Throws Fort 3, Ref 6, Will 3 , Negative Healing
    HP16 - Immunities death effects, disease, paralyzed, poison, unconscious, visual
    Speed 30ft, Climb 30ft
    Melee claw +7 +3 -1 (agile, finesse), Damage slashing plus Grab
    Special Abilities Grip Throat A Medium or smaller creature that is grabbed by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait.   Mark Quarry A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it Seeks its quarry, to Survival checks when it Tracks its quarry, and damage rolls when it Strikes its quarry.
    Typically, crawling hands are formed when severed appendages are endowed with crude sentience by evil necromantic energies that turn them into tireless killers. Yet crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the Negative Energy Plane.

    Lights from the Altar: The altar produces a new flickerwisp each day at dusk, but no more than four flickerwisps can exist in this chamber at one time. The malevolent aura and flickerwisp generation persist until the heroes place the four Founder icons atop the altar stone, as directed by Olman’s ghost. At this point, the frightening despair in the room ends and the altar produces no more flickerwisps

    Climax

    Pavilion

    Severe 4
    This immense cavern is cold and damp. Water drips from condensation above into a large, still lake. Thick patches of moist mushrooms, some nearly four feet tall, grow along the western shore of the lake, while a narrow trickle of water feeds in from a tunnel to the south. A thirty-five-foot-long pavilion made of stone stands in the middle of the lake, elevated ten feet above the water level by more than a dozen stone columns. The entire pavilion is encrusted with damp, pale fungus. Two stone bridges arch from the pavilion—one connecting it to a door set in the northern wall and another to a door to the east. A faintly flickering campfire burns in the middle of the pavilion, its smoke curling to the ceiling.
    The fungus growing here may look ominous, but it is harmless. The lake has steep banks that drop away into a nearly uniform depth of 15 feet.
    Dretha built this pavilion as a place to meditate. The denizens of the Undercitadel don’t visit here, as the lingering presence of Olmani’s Ghost in Olman's Doom subconsciously influences them to stay away. Living creatures (such as the pavilion’s current inhabitants) don’t feel these influences.
    Creatures: A grizzled, feral-looking man lives in the pavilion. He is Jaul Mezmin, a violent criminal and murderous Werewolf wanted in the town of Engleher for the slaying of several locals 30 years ago. Jaul’s last victim was a woman named Ayla Nolock, wife of Lathan Nolock, the owner of the Engleher Market. Jaul hid in plain sight as one of the druids of the Stone Ring of Vrur while he committed his murders, but when he was found out, he escaped capture by leaping from the cliffs into the river. The currents pulled him into caves, leaving him nearly drowned, but over the following weeks he recovered and found his way here.
    Jaul’s been living here ever since. His skin is pasty and pale, and he reeks of mushrooms and sour sweat. Cave crickets make up the bulk of his diet. His only companions over the years have been a series of loyal wolves; when one perishes, Jaul simply makes his way out through the caves to bond with another. At first, he made plans to return to Engleher, but after living in this cave for so many years, Jaul knows no other life.
    The heroes disrupt that life, though. When Jaul notices them, he staggers up to the edge of his pavilion and howls and barks wildly to warn them away. The wolf at his side accompanies his howls with its own. A hero who succeeds at a DC 27 Society check to Recall Knowledge realizes this man is the killer who disappeared from Engleher a generation ago. At your discretion, a hero familiar with Jaul’s legacy treats the result of this check as one degree of success greater than the rolled result.
    If the heroes attack Jaul or attempt to enter his pavilion, he assumes his hybrid form and attacks. If the heroes hang back, he continues to bark and howl until someone can calm him down. As soon as the heroes successfully use any skill with the linguistic trait on Jaul (such as to create a convincing Lie, use Diplomacy to Make an Impression, or try to Coerce him), he stops howling and blinks several times as he remembers that he can talk as well. A few moments later, he calls out in a halting voice, warning the heroes that this is his territory and they are not welcome. His initial attitude is hostile, and if the heroes try to talk to him too much he grows frustrated and uses his magic to attack from afar. Depending on the questions the heroes ask, Jaul may reveal his name or who he is, but it’s likely only a matter of time before the paranoid werewolf loses patience and attacks.
    If Jaul is reduced to 30 or fewer Hit Points, he begs for mercy and promises to reward the heroes if they spare him. This reward is Ayla’s necklace. Heroes who show Jaul mercy can get him to talk further; Jaul is somewhat familiar with the eastern half of this level. For example, he can warn the heroes of the shadowy ghost on the island to the south and tell them that if they enter the “nightmare stairs” to the north, they’d do well to keep their eyes closed if they want to ever escape them. If the heroes spare Jaul, he uses the caves to emerge near Engleher and flees the region entirely. Whether or not he takes up his murderous ways is left for you to decide. Jaul Mezmin
    Jaul Mezmin - Werewolf 6
    UNIQUEBLACK, REDMEDIUMBEASTKINHUMAN

    Male Human Werewolf Stalker a violent criminal and murderous Werewolf‌ wanted in the town of Engleher for the slaying of several locals 30 years ago. Jaul’s last victim was a woman named Ayla Nolock, wife of Lathan Nolock, the owner of the Engleher Market. Jaul hid in plain sight as one of the druids of the Stone Ring of Vrur while he committed his murders, but when he was found out, he escaped capture by leaping from the cliffs into the river. The currents pulled him into caves, leaving him nearly drowned, but over the following weeks he recovered and found his way here
    Perception +14 low-light vision, scent (imprecise) 30 feet
    Languages Common; wolf empathy
    Skills Acrobatics +12 , Athletics +15 , Deception +12 , Nature +14 , Survival +14

    STR +5 , DEX +2 , CON +0 , INT -1 , WIS +4 , CHA +2

    Items +1 striking katar (2), bejeweled necklace worth 10 gp featuring a porpoise and the engraving, “Ayla, My Beloved”
    AC 24
    Saving Throws Fort +12, Ref +14, Will +16 , +1 status vs. poison
    HP120 - Weaknesses silver 7 - Resistances poison 3
    Speed 25 feet
    Melee Katar +17 +13 / +9 (agile, deadly d6, magical, monk), Damage Piercing
    Claw +16 +12 / +8 (agile), Damage Slashing
    Jaws +16 +11 / +6 , Damage Piercing plus curse of the werewolf
    Ranged
    Special Abilities Wolf Empathy (divination, primal) Jaul can communicate with lupines.
    Change Shape (concentrate, polymorph, primal, transmutation) As werecreature; human with fist +16 for 1d6+7 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.
    Curse of the Werewolf (curse, necromancy, primal) This curse only affects humanoids; Saving Throw DC 23 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious at dawn.
    Moon Frenzy (divine, transmutation) Chains in the evangelist's vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature adjacent to an unattended chain within 20 feet, in addition to those within the reach of the evangelist's chain Strike.
    Wolf Coordination Jaul’s Strikes deal extra damage to creatures within his wolf’s reach.
    Spells Primal Prepared Spells DC 24, attack +15 ; 3rd heal, lightning bolt, wall of thorns; 2nd heal, summon animal, water breathing; 1st feather fall, grease, magic fang; Cantrips (3rd) acid splash, detect magic, produce flame, tanglefoot
    Animal Order Spells 1 Focus Point, DC 24; 3rd heal animal
    Bonded Wolf
    Bonded Wolf - Creature 4
    UNCOMMONGREEN BLACKMEDIUMANIMAL

    These Wolves have been bonded to a werewolf or Druid.
    Perception +11 ; low-light vision, scent (imprecise) 30 feet
    Skills Acrobatics +9 , Athletics +11 , Stealth +11 , , Survival +9

    STR +5 , DEX +3 , CON +2 , INT -4 , WIS +3 , CHA +0

    AC 21
    Saving Throws Fort +10, Ref +13, Will +9
    HP60
    Speed 35ft
    Melee Jaws: +13 / +8 / +3 Damage: Piercing plus Knockdown
    Special Abilities Pack Attack: The wolf deals extra damage to creatures within reach of an Ally.
    Side Quest: The heroes can bring Jaul in, dead or alive, to Engleher for a 50 gp bounty. If the heroes don’t realize who he is right away, allow a hero who looks over the inscription on his necklace to attempt a DC 18 Society check (DC 13 if the hero is affiliated with the Engleher Market). On a success, the hero recognizes the name as Ayla Nolock, the dead wife of the Engleher Market merchant, Lathan Nolock. Approaching Nolock with proof that the werewolf is dead—as the bitter man won’t accept his wife’s murderer remaining alive—earns the heroes a 20 percent discount for all purchases at the Englher Market for life.

    Twisting Tunnel

    Several slippery ledges lead up and out of the pavilion, joining a small complex of caverns that stretches between the Cursed Fens and the Drurzaz River. It was via these tunnels that Jaul Mezmin arrived, and he uses them today to hunt for food. The tunnels connect to the waterways west near Engleher in a cave that’s underwater. The actual contents of these caverns are beyond the scope of this adventure, but they likely contain other predators and dangers. You should feel free to expand them if the heroes wish to explore them and need additional XP.

    Haunted Stairs

    A staircase leads upward from this narrow landing. The south wall, facing the stairs, flickers and glows with ribbons of eerie green luminescence.
      These stairs lead up to the Library. During his flight through the Undercitadel, Olman Tavish made one of his final stops on this staircase. He waited here for only an hour to patch some wounds and regain his courage, then moved on through the door to The Pavilion, hoping to find an escape route. Unfortunately, he never made it to the cave exit, for the enormous otyugh that dwelt in the cavern in those days attacked him at once. Olman was forced to flee south and made it to Olman's Doom. The otyugh was too large to reach him there but too stubborn to leave, and it’s there that Olman finally perished. As in areas The Servants Quarters and Library , Olman’s spiritual energy remains here. When the heroes reach this point, another message manifests in the glowing light on the wall: “Gauntlight is a weapon, built to raze Irhurma —it must be brought down!” After the message is read, the words slide down into a writhing ribbon of footprints that leads into the Pavilion, then makes a panicked twisting route down through the Disposal Pond and into Olman's Doom. This spectral manifestation can appear once per day.

    Disposal Pond

    A rusty metal chute protrudes from the ceiling to the west here, coming to an end over a pool of slimy water. A huge mound of fungus lies under the tube against the west wall, resting in a strangely monstrous shape.
      This chute leads up to The Disposal Room, but it is slick and requires a successful DC 18 Athletics check to Climb. Characters who are dumped into the pool of water here find it cold and unpleasant, but it’s only 3 feet deep. Fortunately, the immense otyugh once kept here for trash disposal purposes died long ago. Its strangely preserved body lies encased in fungus under the pipe. Anyone who examines the remains of the Huge otyugh can identify it with a successful DC 23 Occultism check to Recall Knowledge.

    Olman's Doom

    Severe 4
    The water in this area is dark but only 3 feet deep. A low rocky isle rises less than a foot above the surrounding water here, its surface covered with a fine layer of pale green mushrooms and mold. A human skeleton dressed in rotten leather armor and clutching a rapier lies in a heap at the center of the isle.
    The skeleton on the island was once Olman Tavish. He survived the battle with Dretha and a desperate flight through the upper levels of the Undercitadel only to become trapped here by the immense otyugh waiting in the Disposal Pond. Already weakened from his ordeal before contracting Filth Fever from the fight with the otyugh, Otari lingered on the tiny islet only 2 days before he perished.
    Today, his spirit lingers on, both in the form of the strange warnings on the walls throughout the Inverted Tower and also as a Ghost consumed by two linked desires—vengeance on Dretha Scythevex and fear that Gauntlight may yet be used to harm his hometown of Irhurma. As the heroes draw near, Olman’s ghost rises up from his skeleton, appearing much as he did during the late stages of filth fever, albeit with a transparent green shade. Olman can’t leave this area, and since the heroes are the first potentially helpful adventurers to visit his haunted remains, he is eager to provide what aid he can.
    Creatures: Before Olman can speak to the heroes, a Will-o'-wisp and two Flickerwisp that have tormented him for years dart forth to protect their fear-laden victim. Olman can do little more than warn the heroes about the “Eyes of the Empty Death” before they swoop forth to attack.
    Once combat begins, Olman provides what aid he can. The aberrations long ago learned to stay out of the ghost’s reach, but Olman makes Infested Shadow Strikes against them by momentarily possessing the heroes’ shadows. Once the wisps are defeated, Olman provides the heroes with much more information
    Will-o'-Wisp
     
    Will-o'-Wisp - Aberration 6
    BLUE, BLACKSMALLABERRATIONAIR

    Malevolent balls of colored light, will-o’-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o’-wisps can vary the color and illumination they shed and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn’t leading them to safety. Even invisible, however, a will-o’-wisp rarely ventures far from its target as it feasts upon the panic and dread felt by its victims.
    Beneath its glow, a will-o’-wisp’s body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o’-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o’-wisps have no need for mundane nourishment and in fact, cannot consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside the undead, which produces terror in their victims. Will-o’-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o’-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat.
    Will-o’-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are, therefore reluctant to lead victims into immediately fatal areas such as deadfalls but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o’-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they’re lost produces a much different taste than the sudden stark terror of imminent death in the face of a towering monster. Because of this, will-o’-wisps try to vary how they induce terror in their prey to ensure they don’t tire of certain flavors of fear.
    Recall Knowledge - Aberration (Occultism): DC 22
    Unspecific Lore: DC 20
    Specific Lore: DC 17
    Perception +16 Darkvision
    Languages Aklo, Common
    Skills Acrobatics +18 , Deception +12 , Intimidation +12 , Stealth +16

    STR -5 , DEX +6 , CON +0 , INT +2 , WIS +4 , CHA +2

    AC 27
    Saving Throws Fort +10, Ref +16, Will +14
    HP50 - Immunities Magic
    Speed fly 50 feet
    Melee Shock +17 +12 / +7 (electricity, magical), Damage Electricity
    Special Abilities Glow (aura, light) 20 feet. A will-o’-wisp is itself naturally invisible but glows with colored light, casting bright light in the aura and making it visible.
    Magic Immunity A will-o’-wisp is immune to all spells except faerie fire, glitterdust, magic missile, and maze.
    Feed on Fear (concentrate) Requirement An enemy is under a fear effect or dying within 15 feet of the will-o’-wisp. Effect The will-o’wisp feeds on the creature’s terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o’-wisp can take this action only once per round.
    Go Dark (concentrate) The will-o’-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o’-wisp only hidden to all observers until it moves.
    Eyes of the Dead The elder goddess "Empty Death," is said by many to be the source of all will‑o’‑wisps. Cultists of the Void Casket claim she has no true form, but is merely a presence that can be felt by all in danger of pointless and futile death. These same cultists maintain that all will‑o’‑wisps are Empty Death’s eyes, and it is through these fear‑devouring creatures that she looks upon all worlds from an eldritch realm beyond even the very concept of death.
    Flickerwisp 
    Flickerwisp - Creature 2
    UNCOMMONBLACK, BLUESMALLABERRATIONAIR

    The dancing, twisting flickerwisp is a less powerful but no less malevolent type of will-o'-wisp. Like their more dangerous kin, flickerwisps prefer to haunt lonely swamps or stretches of lonely rivers or creeks, particularly near the shorelines where they can pass themselves off as nothing more than a small gathering of fireflies. A flickerwisp's body is a 3-foot-long length of hair-like fibers that flashes and pulses with ribbons and points of eerie yellow light as the creature flits through the air.   While a flickerwisp can taste fear, and finds the flavor delectable, it does not feed on this emotion. Instead, flickerwisps subsist on confusion and doubt. The sense of unease a traveler exudes when they become lost in the woods is flickerwisps' favorite repast. They can sip from this sense of disorientation without betraying their presence or harming their prey. Eventually, the flickerwisps grow too hungry and are compelled to flit closer, confuse their prey, and glut on the raw emotions. Flickerwisps do their best to swoop away before death occurs, and the most skilled of these tormentors can keep a chosen meal alive for days, sipping from confusion in small doses.
    • Recall Knowledge - Aberration (Occultism): DC 18
    • Unspecific Lore: DC 16
    • Specific Lore: DC 13
    Empty Caresses
    Just as the cult of Empty Death regards will-o'-wisps as their goddess's eyes, their teachings hold that flickerwisps are the gentle caress of her touch. To them, the confusion imposed by a flickerwisp is akin to opening the mind to the goddess's presence, and many cultists of the faith keep flickerwisps around to use in much the same way other faiths use incense or intoxicants to achieve deeper religious ecstasies.
    Pathfinder #163: Ruins of Gauntlight pg. 83
    Perception +9 , darkvision
    Languages Aklo, Common,
    Skills Acrobatics +8 , Deception +7 ,Intimidation +5 , Stealth +8

    STR -5 , DEX +4 , CON +0 , INT +0 , WIS +3 , CHA +1

    Items
    AC 20
    Saving Throws Fort +6, Ref +10, Will +7
    HP18 - Immunities magic - Weaknesses bludgeoning 5 (in skeletal corpses) or slashing 5 (in fleshy corpses)
    Speed fly 25 feet
    Melee Shock +11 +6 / +1 (magical) Damage Electricity
    Ranged .  
    Special Abilities Glow(aura, light) 5 feet. A flickerwisp is itself naturally invisible, but glows with pale yellow light, casting bright light in the aura and making it visible
    Innocuous A flickerwisp's appearance registers strangely in the minds of creatures who are confused. A creature with the confused condition never targets a flickerwisp with attacks unless the creature has been damaged by the flickerwisp's shock ability within the last 24 hours.
    Magic Immunity A flickerwisp is immune to all spells except faerie fire, gust of wind, magic missile, and maze.
    Consume Confusion (concentrate) Frequency once per round Requirement A creature within 15 feet of the flickerwisp is confusedEffect The flickerwisp feeds on the creature's confusion, even as its flashing body and disjointed gyrations cause existing confusion effects to persist. It regains Hit Points , and if the creature's confused condition has a limited duration, it lasts 1 additional round.
    Flicker (emotion, enchantment, mental, visual) The flickerwisp churns and flits in the air around an adjacent creature's head, and its length flashes and sparkles in a bewildering array of distracting pulsations. The creature must succeed at a DC 18 Will save or become confused for 1 round (2 rounds on a critical failure). On a critical success, the creature is temporarily immune to Flicker for 24 hours.

    Treasure: Olman encourages the heroes to claim and use his gear once he’s done speaking with them. His infiltrator thieves’ tools are one of the four icons required to overcome the barrier in the Ghostwalk. His other gear consists of a dagger of venom, a sneaky key, and +1 studded leather armor

    Falling Action

    The Forever Stairs

    The walls of this five-foot-wide hallway shimmer and ripple with faint whorls of pale blue energy.
      A staircase to the west leads upward, and the one to the east leads down. Both the ascending and descending stairs reach small landings. While at first glance this hallway might seem unremarkable, it should quickly become clear that something truly strange is going on once the heroes start to travel it. The hallway loops back upon itself; for example, if the heroes choose to go clockwise, the stairs will always lead upward, but they end up at the same place they started after making a complete circuit. Dretha created this distorted spatial effect in the early days of her construction of the Undercitadel as she was experimenting with several magical methods of delivering her monsters directly into the streets of Irhurma. While she ultimately abandoned spatial warping as too inefficient to be used on a sufficiently large scale, she kept this warped square hall as a sort of “moat” around her quarters.
    The outside doors to the Upper Temple and Pavilion are always present, but the alcove and door to her suite are concealed by an illusory wall created by a 5th-level illusory object spell. The Will DC to disbelieve the illusion is 26, but the heroes might find the wall in other ways. A hero who succeeds at a DC 20 Perception check while Searching the north hallway or a DC 20 Arcana or Occultism check while Investigating the north hall identifies anomalies in the blue energy that indicate something unusual about that section of the wall.
    XP Award: Grant the heroes 30 XP the first time they manage to reach Dretha's Suite.

    Dretha's Suite

    Extreme 4
    These four angled rooms have identical basic descriptions; adjust the following as needed to account for the location of any doors in the room. Rhe suite also features a plain stone archway in one wall filled with blank stone. This is an inactive portal to the depths of the Undercitadel.
    A pair of doors provide exits from this room, one of which is set a foot higher than the room’s dusty floor on a semicircular step.
    When Dretha first began construction of the Inverted tower, these chambers served as her personal suite. She lived here for many years as she oversaw the construction of the dungeons both above and below, but once the project was complete, she abandoned this home for one even deeper underground. She moved her belongings deep below as well, leaving these chambers abandoned and empty, but when she became a ghost, her spiritual energy reacted in much the same way Olman’s did by manifesting lingering images within these rooms where she spent so many hours.
    As a result, each time the heroes step into one of these four rooms, they are greeted with a brief ghostly image of the room as it once was. Each time, they also see a vision of Dretha herself within the room.
    North This room was once a comfortable sitting room with two chairs and a low-end table between them. In the brief vision, Dretha is meeting with the drow Vaidun (as he was in life, as a drow). Although the image has no sound, Dretha is speaking animatedly about something, and Volluk is listening attentively.
    East Originally a lounge with two plush divans, this room flashes an image of Dretha relaxing while reading a large tome. A hero who succeeds at a DC 18 Perception check sees that the book is titled The Whispering Reeds (this book is currently in the Restricted Collection).
    South A well-set table reveals this to have once been Dretha’s private dining room. In the image, she sits alone at the table, drinking a glass of wine and enjoying an elegantly plated roast arm that looks disturbingly human.
    West Dretha’s bedroom features a large bed along the west wall. The stone archway to the north shimmers as a portal opens and Dretha steps through with a cruel smile on her lips and blood on her hands.
    Creatures: A powerful and horrific entity known as a Voidglutton has dwelt within these chambers since Dretha abandoned them. Unlike many of Dretha’s minions, the voidglutton came to her of its own free will, drawn from across the dimensions by echoes of Empty Death’s presence. It volunteered to aid Dretha as a guardian of the upper shrine (area D13), but once she relocated her personal effects to deeper within the Undercitadel, it took over these rooms. It basks in the latent fears and pains of the dungeon’s haunts and ghosts.
    When Dretha rose as a ghost, the voidglutton took note and visited her, learning of her plans to reactivate Gauntlight and realizing it would take time to awaken the dormant artifact. The voidglutton helped her refine the plans to testing Gauntlight, and has recently done so with Viadun’s aid (as the heroes experienced at the beginning of Chapter 2). Since then, the voidglutton has lurked here, understanding that it’s just a matter of time before Dretha contacts it again to enact the next stage of her plan.
    The voidglutton moves from room to room in this area, as it finds the echoes of Dretha’s spirit soothing. It therefore has an equal chance of being in any of these chambers when the heroes arrive. It notes the heroes’ intrusion immediately, however, and swiftly moves to confront them. The creature has no interest in negotiation; it attacks at once and fights to the death, but it doesn’t pursue heroes who flee these rooms. If the voidglutton clearly has the upper hand over a group of intruders, it might offer to let most of them flee if they leave it a single survivor to torment to death over a few months. Voidglutton
    Voidglutton - Aberration 8
    RAREBLACKMEDIUMABERRATIONAIR

    A voidglutton is a powerful type of will-o'-wisp that haunts a site where misery dwells—such as a graveyard, prison camp, or recent battlefield. A voidglutton appears as a seething sphere of glowing eyes swirling around an empty black vortex 4 feet wide. From within this vortex extend long, semi-transparent tendrils that end in seven-fingered, needled hands. Recall Knowledge - Aberration (Occultism): DC 29 Unspecific Lore: DC 27 Specific Lore: DC 24
    Perception +18 Darkvision
    Languages Aklo, Common
    Skills Acrobatics +18 , Deception +15 , Intimidation +15 , Occultism +18 , Stealth +18

    STR +0 , DEX +6 , CON +3 , INT +6 , WIS +4 , CHA +3

    AC 30
    Saving Throws Fort +13, Ref +18, Will +16
    HP90 - Immunities Magic
    Speed fly 40 feet
    Melee Claw +20 +16 / +12 (agile, finesse), Damage Piercing plus force and fearful strike
    Ranged ectoplasmic web +20 +15 / +10 (range increment 10 feet), Effect ectoplasmic web trap
    Special Abilities Glow (aura, light) 30 feet. The tips of a voidglutton's fingers and its seven eyes glow, casting bright light in the area and making it visible if it was invisible.
    Magic Immunity A voidglutton is immune to all spells except faerie fire, glitterdust, magic missile, maze, and spells with the light trait.
    Consume Light (darkness, evocation, occult) Trigger The voidglutton casts darkness; Effect The voidglutton extinguishes its Glow as part of Casting the Spell. It becomes invisible as long as it remains in the area of darkness. If the voidglutton uses a hostile action, its invisibility ends as soon as the hostile action is completed.
    Ectoplasmic Web Trap (conjuration, occult) A creature hit by the voidglutton's ectoplasmic web trap is immobilized and stuck to the nearest surface until it succeeds at a DC 26 check to Escape. Ectoplasmic Web Trap can immobilize incorporeal creatures.
    Fearful Strike (emotion, fear, mental, occult) When the voidglutton damages a creature with its claw Strike, the creature must succeed at a DC 26 Will save or become frightened 1 (frightened 2 on a critical failure).
    Feed on Fear (concentrate) Frequency once per round; Requirement An enemy is affected by a fear effect or has the frightened or dying condition, and is within 25 feet of the voidglutton; Effect The voidglutton feeds on the creature's terror. It regains Hit Points and its Glow reignites if it had been extinguished. It cannot use Consume Light again for 1d4 rounds, as it is too glutted on fear to suppress its Glow.
    Spells Occult Innate Spells DC 26; 4th darkness (at will)
    Eyes of the Dead The elder goddess "Empty Death," is said by many to be the source of all will‑o’‑wisps. Cultists of the Void Casket claim she has no true form, but is merely a presence that can be felt by all in danger of pointless and futile death. These same cultists maintain that all will‑o’‑wisps are Empty Death’s eyes, and it is through these fear‑devouring creatures that she looks upon all worlds from an eldritch realm beyond even the very concept of death.

    Trophy Vault

    The walls of this octagonal chamber are sheathed in a foul‑looking moist webbing made of stringy, semi‑transparent slime. The bodies of three creatures have been mounted on the walls in this webbing, as if on display: a lavender-skinned elf, the legless body of a spider-like humanoid, and a hideous humanoid with transparent flesh.
      Dretha took all of her treasure with her when she left, but the voidglutton has used this place as a den for many years and has placed a few of its favorite trophies here—bodies of creatures whose minds it fed upon and found to be particularly delightful, along with some of their potent gear and treasures.
    The bodies themselves are encased on the walls by the voidglutton’s ectoplasmic webbing and must be cut free before they can be searched. Once freed, the bodies swiftly begin to decay, no longer held in stasis by the effects of the voidglutton’s webs.
    Treasure: The upper torso of a drider from the fleshwarping labs on the sixth level of the Undercitadel carries a vial with a lesser mistform elixir. A drow outcast from the Vhalthu Outpost on the ninth level of the Undercitadel wears a strand of holy prayer beads on one wrist. The body of an urdefhan from the ninth level of the Undercitadel carries a +1 striking composite longbow in a case.

    Resolution

    Concluding the Adventure

    Ruins of Fen Watchtower ” doesn’t have a specifically scripted end, but as the heroes explore the first four levels of the Undercitadel of Szitrag, they should learn three key pieces of information: that Dretha has returned as a ghost, that she intends to use Gauntlight to attack Irhurma , and that they can open the way to the levels below by placing four icons once carried by the Founders upon the altar in the Upper Temple. The heroes might complete several other side quests along the way. Even after the heroes open the way to the lower levels, they could still have areas in the upper four levels left to explore.
    Of course, word should spread through Engleher  that the heroes have discovered a sprawling dungeon below the ruins of the Fen Watchtower. At your option, locals in Engleher might approach the heroes with new requests.
    Some of these side quests await discovery as the following adventures play out, but feel free to invent new side quests of your own, particularly if the players are ready to press into the deeper levels but aren’t yet 5th level. Perhaps Herbert Ludwig  asks the heroes to create detailed maps of the dungeon levels for display in his museum-manor, or maybe Chidi Rivertoes offers healing supplies in exchange for exorcising all of the lost souls and ghosts from the dungeon. Certainly, Reni’s curiosity about the Inverted Tower continues, and while her claustrophobia prevents her from joining the heroes, she asks them to update her with tales of their adventures, promising new discounts on items she purchases from traders in return for their entertaining stories. But for now, the upper levels of the Inverted Tower have been explored. If the heroes wish to proceed deeper, and if they hope to stop Dretha from her nefarious plan, they’ll need to gather up the three remaining Founder icons. This quest is more complicated than it initially appears and kicks off the next adventure in the Inverted Tower Adventure Path, “Claws of Hell ”
    Plot type
    Adventure Section
    Related Organizations
    Related Locations

    Remove these ads. Join the Worldbuilders Guild

    Guild Feature

    Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

    Comments

    Please Login in order to comment!