(ENG) D&D 5a Ed. - Before The Stroke of Midnight (x Livello 1-20) - Flip eBook Pages 1-50 (2025)

INCLUDES THE black raven’s compendium Eerie ghosts, mysterious intrigues, and dark secrets await you at the castle. Look for clues. Sharpen your wits. Search the castle. Can you solve the murder before it is too late? before the stroke of midnight A GOTHIC MYSTERY ADVENTURE

www.midnight-tower.com 1 Before the Stroke of Midnight All content © Tove Lund Jorgensen and Erik Jorgensen 2021. First Edition. Disclaimer: This adventure is inspired by the author Edgar Allan Poe (1809-1949). His views, opinions, prejudices, or personal life do not reflect the opinions or views of the creators behind Midnight Tower. Midnight Tower supports diversity and inclusion in roleplaying games. Our adventures are meant to be played and enjoyed by anyone, regardless of race, ethnicity, gender, age, religion, disability, sexual orientation, or background. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. The Duchess Rose Blackraven of Shieldsborg Castle is dead. However, her last will is missing, and it is unclear who will inherit from her. You must find the will before midnight and identify the true heir to Shieldsborg Castle. Search the old castle for clues, interview the secretive residents, and investigate the mysterious surrounding areas. But be careful – more blood will be spilled, and a new murder will occur before midnight. Look for clues. Sharpen your wits. Search the castle. Can you solve the murder before it is too late? www.midnight-tower.com

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www.midnight-tower.com www.midnight-tower.com 3 Chapter 9: The overgrown maze 42 The ramshackle gazebo map 42 Chapter 10: A dangerous confrontation 44 Chapter 11: Rewards and aftermath 46 Chapter 12: Legend & Lore 47 Shieldsborg Castle 47 Chapter 13: New magic items 48 Ring of Serpent’s Tongue 48 Chapter 14: New monsters 49 Dusk wolf 49 Appendix 51 How to scale this adventure 51 Maps: Player versions 53 the black raven’s compendium Eerie magic items 55 New monsters 61 Murderous plot hooks 64 Common poisons 66 Dark spells 68 Spooky wild magic effects 70 Legend & Lore 73 Character sheets 74 Acknowledgements 79 Art & Photo credits 82 Open game licence 84 CONTENTS Overview 4 About this adventure 4 Featured content 4 Additional downloads 4 Synopsis 4 How to run this adventure 4 Adventure flowchart 5 Before the adventure begins 6 Chapter 1: The blood-drenched carriage 8 Chapter 2: On the road 10 Mountain road map 11 Chapter 3: Shieldsborg Castle 12 Chapter 4: Developments 15 Chapter 5: Interviewing the NPCs 16 Chapter 6: Shieldsborg Castle 25 Restless souls (random encounters) 25 Shieldsborg Castle: Ground floor map 26 Ground floor of the castle 27 Shieldsborg Castle: Middle floor map 30 Middle floor of the castle 31 Shieldsborg Castle: Top floor map 34 Top floor of the castle 35 Other areas on the castle grounds 37 Chapter 7: The neglected rose garden 38 The old rose garden map 38 Chapter 8: The haunted graveyard 40 The Blackraven cemetery map 40

www.midnight-tower.com www.midnight-tower.com 4 OVERVIEW about this adventure Before the Stroke of Midnight is an adventure for the world’s greatest roleplaying game (5e). It is designed for a group of three to five 9th-level characters, but includes scalable encounters to suit any level from 1 to 20. This adventure is a murder mystery adventure inspired by Edgar Allan Poe and can be used in any campaign or as a side-quest adventure. Some towns and events used in this adventure mean that it works particularly well if played after the Rise of the Ice Dragons Trilogy adventures, but it can easily be adapted to suit other settings. featured content ➛ A classic gothic murder mystery! ➛ Nine NPCs (including a ghost) with background descriptions, agendas, and secrets. ➛ An old castle with three floors and surrounding areas to search for clues. ➛ Open sandbox adventure. ➛ New unique monster: Dusk wolf. ➛ New magical item: Ring of Serpent’s Tongue. ➛ Legend & Lore: Shieldsborg Castle. ➛ Original full-colour illustrations and maps. additional downloads Maps, VTT tokens, handouts, and pre-made characters for the adventure can be downloaded here: http://midnight-tower.com/additionaldownloads-btsom/ synopsis The characters discover a black horse carriage that contains a dead solicitor and his terrified manservant. The manservant explains that they were attacked on the way to Shieldsborg Castle. He suggests that the characters might receive a reward if they bring the carriage and an important letter to Shieldsborg Castle. The letter contains the last will of the Duchess of the Blackraven family, who recently died. On their way to Shieldsborg Castle, the characters are attacked by dusk wolves (a new monster introduced in this adventure). When the characters arrive, they are asked if they can read the will in front of everyone present at the castle. However, when the will is announced, one of the relatives claims that it is the wrong will. He hires the characters to find the latest version of the will, which has to be found before midnight. But soon after the characters start their investigation, the relative is murdered. Ultimately, the characters must stop the killer, find the lost will, and figure out who the rightful heir of Shieldsborg Castle is. optional: a non-violent finale This adventure can be played as a murder mystery without the need for physical conflict. In this scenario, the main villain surrenders when their crime is exposed, and is taken to Northwind Gate to face trial. how to run this adventure This is an open sandbox-style mystery adventure. The characters are encouraged to interview the NPCs, search the castle for clues, and investigate the surrounding areas. As Shieldsborg Castle is haunted, the DM is encouraged to be generous with descriptions that emphasise the spookiness of the castle. For example, the DM can add creaking noises, hints of eerie music, restless shadows, or an unnerving feeling of being watched. Feel free to occasionally roll a couple of dice behind the DM screen for no reason at all! The most important part of the adventure is to create a tense and eerie atmosphere. After all, the old castle is filled with old secrets – and there is a callous murderer on the loose.

ADVENTURE FLOWCHART Start Quest and information Conclusion Rewards and epilogue On the road Dusk wolves encounter Culmination Confront the murderer Interview NPCs Gather information Shieldsborg Castle Search for clues Castle grounds Explore nearby areas www.midnight-tower.com www.midnight-tower.com 5

www.midnight-tower.com www.midnight-tower.com 6 BEFORE THE ADVENTURE BEGINS the conservatory, which she dried and ground into a lethal powder that she sprinkled over the letters and documents in her mother’s study. On the occasions when Prunellia was required to keep her mother company in the music room or the orangery, Prunellia also callously poisoned her mother’s tea. how a will goes missing Rose Blackraven was unaware of her daughter’s deadly scheme. As her health gradually declined, she sent for the family’s solicitor, Fenton, in Northwind Gate to set up a new will. In her previous will, the Duchess had disinherited Caspian due to his reckless lifestyle and instead left everything to his younger sister, Celestia. However, Rose reconciled with her son, and in her new will she reinstated Caspian as the heir to Shieldsborg Castle and the title. Just before Rose died, the castle’s gatekeeper, Medrin, found out about the updated will by chance. Medrin is in love with Celestia and wishes her to inherit the castle, which Medrin hopes will secure her future and allow her to marry him. Therefore, Medrin stole the will and buried it in a metal box near the gazebo in the maze on the castle grounds. an unfortunate accident The Duchess eventually succumbed to the poisoning and passed away. Upon her death, the family’s solicitor was invited to Shieldsborg Castle to read the will. Fenton brought the old will, but he expected to read the new will that he had helped Rose Blackraven write at the castle. However, his carriage was attacked in Wolfberg Pass, and Fenton was slain by dusk wolves. hieldsborg Castle has been the home of the Blackraven family for generations. Once proud and grand, the castle’s fortunes have declined over the years. The neglected dwelling is now filled with shadows and old memories rather than lively gatherings and lavish balls. (See chapter 12 for more about the castle’s history.) background The Duke of Shieldsborg Castle died in battle long ago and left his wife, the Duchess Rose Blackraven, and their two half-elven children, Caspian and Celestia, behind. Prunellia Mills, who is the young ward at Shieldsborg Castle, grew up at the castle together with Caspian and Celestia. Prunellia was never formally accepted into the family, and while Caspian and Celestia rarely got along, the siblings enjoyed reminding Prunellia that she was an outsider and often joined ranks to make her feel inferior. This caused Prunellia to erupt in fits of rage when she was young. However, as she grew older, her fury changed to cold manipulation. the making of a murderer About a year ago, Prunellia stumbled upon an old letter and discovered the shocking truth: She is, in fact, the oldest daughter of Rose Blackraven. The fact that she was born out of wedlock didn’t stop Prunellia from deciding that she is the true heir to Shieldsborg Castle. Seething over the slight, she began to plot her mother’s death and devised a plan to claim the castle that she deems is hers by birthright. Prunellia is a keen botanist and soon found a recipe for a potent poison in the castle’s extensive library. She grew White Star Lilies (also known as Death Lilies) in

www.midnight-tower.com www.midnight-tower.com 7 Fenton’s death and the missing will are unimportant to Prunellia. She intends to murder both Caspian and Celestia and then announce that she is the daughter of Rose Blackraven and the only surviving heir to Shieldsborg Castle. Prunellia knows that this claim will be supported by the housekeeper, Daisy Miller. Daisy is Rose Blackraven’s sister and knows about Prunellia’s true heritage, but has kept it secret to protect the Duchess from being disgraced. When the dust has settled, Prunellia plans to get rid of Daisy as well, to tie up another loose end. The butler, Akeshi Kheltora, is also on Prunellia’s list of targets, as she suspects he knows more about the Blackraven family than he admits. the heir unapparent Unbeknownst to almost everyone, including Prunellia, the true heir to Shieldsborg Castle is the stablehand Timmy. He is the oldest son of the Duke of Shieldsborg, Raziel Blackraven. Decades ago, Raziel fell in love with a servant called Viola Grey long before he met Rose. A marriage between a noble Blackraven and a common servant was unthinkable, and Raziel knew his overly proud parents would never agree to their union. Yet Raziel was passionate and determined to follow his heart’s desire, and they were married in great secrecy. Later the same year, Raziel and Viola had a son, but kept his identity secret. Unfortunately, Viola was killed in an accident at the castle not long after their child’s birth. Raziel was heartbroken and mourned her for the rest of his life. However, his parents had found a perfect bride for him: Rose Miller. Although she lacked a title, her family offered a substantial dowry, as they owned merchant ships and land near Coppertown. Raziel and Rose were married after a year, but Raziel was never truly happy. As a keen rider and excellent strategist, he joined the cavalry and rarely visited the castle, even after the birth of Caspian and Celestia. Raziel fell in battle while commanding an army in the Hintherdale region more than fifteen years ago. Timmy remained at the castle as a stablehand. The only one who knows about Timmy’s true heritage is Akeshi and Viola, the ghost of Timmy’s dead mother who haunts the castle and its grounds. Her concern for Timmy prevents her from departing this realm, and she will let no harm come to her son.

8 CHAPTER 1: THE BLOOD-DRENCHED CARRIAGE he characters have accompanied the dwarven archaeologist Bjorn Amberclan, who is investigating a forlorn ruin a week’s ride from the town of Northwind Gate. The party is currently having a late lunch at the Curious Snow Fox, a small roadside inn. Spring is late this year, and winter holds the land in an icy grip. The wind in the mountainous region is biting, and occasional snowflakes drift from leaden clouds, but the blazing fire at the inn’s hearth does its best to dispel the chill from the draughty windows. hidden details Some details aren’t immediately obvious or easily found. These details are marked “➛ On a closer look,” followed by the ability check and difficulty required to discover them. dead on arrival Halfway through the meal, the character with the highest passive Perception hears the sound of galloping hooves outside, followed by a horse whinnying frantically. Read the following out loud when the characters look out: A black carriage pulled by two dark horses stands on the road near the inn. The carriage seat is empty, and the leather reins hang loose. One of the horses tosses its head and whinnies nervously. Silence rushes in when the horse falls quiet, as if the surroundings were holding their breath. The carriage looks abandoned. Its doors are decorated with an ornate coat of arms featuring a tower, a key, and two ravens. The carriage was sent from Shieldsborg Castle to escort the solicitor Fenton from Northwind Gate. However, the equipage was

www.midnight-tower.com 9 growls mingled with panicked screams. Rees says that whoever brings the carriage and the letter with the will to Shieldsborg Castle might be generously rewarded. The letter is in Fenton’s trunk. Regarding his own future, Rees has had enough of both dangers and dull servitude to last him a lifetime. He plans to return to his family’s farm Apple Hollow, south of Buckbridge, regardless of his mother’s well-intended hopes that he would leave the simple farmer’s lot behind. curious communication If the characters search Fenton’s luggage, they find two envelopes. One is thick, luxurious, and stamped with the Blackraven’s ornate coat of arms. “The last will of Rose Amandian Blackraven, Duchess of Shieldsborg Castle” is written in slanted longhand on the envelope. The other envelope contains correspondence between Fenton and someone called Akeshi, who appears to be the head butler at the castle. They have agreed that Fenton will travel to Shieldsborg and read the will the following Friday at noon, when all the relatives and affected parties will be present. There are now six days until the upcoming Friday. attacked by dusk wolves on the way, and both the horse driver and the two guards were slain. The horses bolted in panic, but without a driver, they have simply been following the mountain road back towards Northwind Gate. ➛ On a closer look, DC 10 Wisdom (Perception): The sides of the carriage are splattered with blood, and the carriage’s black lacquer has deep gouges. The marks could have been made by a large animal, perhaps a bear or a very big wolf. ➛ On a closer look, DC 12 Intelligence (History): You recognise the coat of arms as that of the Blackraven family, who reside at Shieldsborg Castle. ill-fated passengers If anyone opens a door to the carriage, the body of a middle-aged male human falls out on the ground. His face is distorted with fear, his unseeing eyes stare blindly towards the sky, and his mouth is open in a silent scream. His once-fine clothes are torn and blood-soaked. Have the characters make a Perception check when they discover the body. The character with the highest score hears a faint scratching from the luggage space at the back of the carriage. The luggage space contains a very nervous young male dwarf called Rees Bäckkvist who hides behind a large travel trunk. “Please don’t hurt me!” The young man raises his hands above his head. His eyes are bulging with fear, and his face is deathly pallid. Rees served as Fenton’s manservant. He explains that he was travelling with his employer and two guards from Northwind Gate to Shieldsborg Castle. The Duchess has recently passed away, and the solicitor was going to meet with the family and read her will. However, they were attacked near Wolfberg Pass just after dusk. The guards drew their crossbows, and the driver ordered Rees to hide in the luggage space. Frightened for his life, Rees obeyed. He didn’t see the attackers, but he heard snarling and the blackraven coat of arms

10 CHAPTER 2: ON THE ROAD he characters are on their way to Shieldsborg Castle, while Bjorn Amberclan has returned to Northwind Gate to study at the library. Persistent cold weather and bitter winds make travelling rough. The carriage rattles worryingly on the frozen ground while icy winds push at its windows. Most of the steep mountains that flank the road are draped in sheets of snow, punctuated here and there by clusters of huddled pine and fir trees. The overcast skies have hidden the bleak sun since the party set out. furry road Halfway to the castle, the carriage is attacked by a pack of dusk wolves. On your way to Shieldsborg Castle, you enter Wolfberg Pass. The narrow road hugs the edge of a cliff, with a sparsely forested slope on one side and a stomach-churning chasm on the other. The horses suddenly prance in panic and neigh. The next moment, several dark wolf-like creatures leap from the shadows towards the carriage and growl menacingly. The pack of dusk wolves roam the mountains of Wolfberg Pass and prey on animals as well as unwary travellers. They fight to their death or until they fall from the carriage. The dusk wolves attack in two groups: Three dusk wolves lead the charge, and two more dusk wolves attack after the first three have been defeated. They easily leap on top of the carriage and primarily target the driver. Optional: If the characters are playing the nonviolent version of this adventure, the wolves cause the horses to bolt and follow the carriage for three rounds but don’t attack. claws, hooves, and chaos The horses panic when the dusk wolves attack and bolt down the snowy, hazardous road. At the beginning of each of the three following rounds, the characters must make various checks to stay on the carriage while fighting off the dusk wolves. round 1: a walloping gallop The driver must make a DC 12 Wisdom (Animal Handling) check to keep the carriage steady. On a fail, it swerves wildly and gives all characters disadvantage on attack rolls during the round.

www.midnight-tower.com 11 If the check fails by more than five, two of the carriage’s wheels slip off the road and spin off the cliff edge before it gets back on the road. Everyone (including any dusk wolves that are on the carriage) must succeed on a DC 14 Dexterity saving throw or take 1d6 bludgeoning damage and fall Prone on the carriage. On a roll of a natural 1, the carriage careens off the cliffside and plunges into a rocky chasm. Upon crashing, all creatures in or on the carriage take 6d6 bludgeoning damage and the carriage is wrecked beyond repair. Any surviving dusk wolves flee. (Astonishingly, the horses are completely unharmed.) The characters can follow the mountain path and eventually get back to the main road before they continue towards the castle. round 2: branching out The carriage speeds under a thick low-hanging branch that extends from the forest out over The mountain road on which the characters are travelling to Shieldsborg Castle. the road. Any character who fights on top of the carriage or drives it must make a DC 16 Dexterity (Acrobatics) check to duck under the branch. On a fail, the character is struck by the branch, suffers 1d6 bludgeoning damage, and is left hanging by their fingertips from the top of the carriage. A character dangling in this fashion must immediately make a DC 12 Strength (Athletics) check to scramble back on top of the carriage. On a fail, they fall off the carriage and take 1d6 bludgeoning damage. round 3: log-istic problems The carriage crosses a pine tree that has fallen across the road. All creatures on top of the carriage (including the dusk wolves) must succeed on a DC 16 Dexterity (Acrobatics) check to keep their balance as the carriage bounces over the tree. On a fail, the creature falls prone. If the check fails by more than 5, they are thrown off the carriage and take 1d6 bludgeoning damage.

www.midnight-tower.com 12 CHAPTER 3: SHIELDSBORG CASTLE he rest of the journey is relatively uneventful, but the weather remains cold and overcast with no hints of spring or sunshine. At one point, one of the horses throws a shoe, but luckily the party is near a hamlet called Coalstop. A farrier called Kåre Revnasen can amend the problem for the cost of 6 cp. the lady in white Shortly before the characters arrive, the ghost of Shieldsborg Castle makes herself known to one of the characters in the party. Choose one character, or roll a die to select one randomly, and read the following only to them: As you are nearing your destination, the carriage passes a deserted crossing along the snowy road. For a split second, you see a translucent, vaguely elvish-looking woman in a white dress standing next to the road. An ice-cold shiver crawls down your spine. When you look again, the woman is gone. You are unsure if what you saw was real or a trick of the mind. The ghost is Viola Grey, whose body rests in the castle cemetery while her spirit lingers on. She knows about Prunellia’s actions and agonises over the safety of her son, Timmy. Viola senses that the characters’ arrival is important, and watches them from the shadows. arriving at the castle Shieldsborg Castle is situated in the mountains and framed by jagged cliffs and gnarly trees. A constant chilling breeze sweeps across the area that is never warm, even in summer. The characters arrive close to noon on Friday. Grey clouds roil overhead, and the ground is covered with slick frost and snow. The only sounds are the horses’ steady trotting and the faint creaking of the battered carriage. You pass through wrought-iron gates crumbling with rust, and Shieldsborg Castle appears around a bend. The old castle is clearly neglected: Its roof is uneven, thick ivy covers much of the façade, and one of its four towers is partly collapsed. It looks almost abandoned, but it is easy to picture the castle as a grand place a long, long time ago. Just as the carriage comes to a halt outside the castle, a raven caws ominously somewhere in the distance. A tall, grave male dragonborn in worn black livery steps out to receive the characters. Judging by his careful movements and the dusty and faded look of his scales, he is quite elderly. “I bid thee welcome to Shieldsborg Castle,” the dragonborn says. “My name is Akeshi Kheltora. I am the head butler at the castle. I recognise the carriage, of course, but neither the driver nor its passengers. May I ask who you are?” While Akeshi speaks, a young elf in simple clothes appears from the stables. He whistles and walks with a rolling gait towards the horses that pull the carriage and begins to unharness them. The elf is Timmy, the castle stablehand. Akeshi and all other NPCs are fully described in chapter 5. a surprise invitation If the characters explain who they are and what has happened to Fenton, Akeshi looks concerned and asks if anyone among the characters would mind reading the will. He explains that it is important for legal reasons that the will is read by someone who is unrelated to the deceased and doesn’t stand to benefit from the will.

www.midnight-tower.com 13 Akeshi invites them to follow him to the dining room, where the others who live at the castle have gathered. He guides the characters through dim corridors that are lit by weak oil lamps and fluttering candles. Most walls are decorated with moth-eaten tapestries and huge murky oil paintings draped with cobwebs. The overfurnished dining room is in better order, but all the furniture is worn and centuries old. the gathering Aside from Akeshi, the following people have assembled in the dining room: Caspian Blackraven is a male half-elf in stylish clothes who leans casually against the mantelpiece while watching the rest of the group with a raised eyebrow and a small wry smile. Celestia Blackraven is an elegant female half-elf who sits at the top end of the dining table. When she notices the travelworn characters, she raises her chin and wrinkles her nose as if there were an unpleasant smell in the air. Daisy Miller, the housekeeper, is a middleaged female human dressed in black house livery similar to Akeshi’s uniform. She stands next to Akeshi and leans forward curiously to catch a glimpse of the will. Nell Tintagel, the cook, is a stout elderly female human. She fusses with a tea trolley brimming with cups and saucers. A wobbly cake stand in the middle of the tray is stacked with biscuits and finger sandwiches. The sandwiches are bland, and the biscuits are dry. Prunellia Mills is a slim female human with dull hair who wears a pink dress. She sits in a corner on a chair next to the window and studies the threadbare carpet on the floor, clearly bored and disinterested in the meeting. declaring the will Akeshi explains that everyone who needs to attend is present. The only absent residents at the castle are the gatekeeper, Medrin, and the stablehand Timmy, who don’t have to join the meeting. Akeshi introduces the characters to the gathering and asks one of them to read the will out loud. The will is written as follows: The Last Will and Testament of Rose Amandian Blackraven, Duchess of Shieldsborg Castle. The title and deed of Shieldsborg Castle shall, together with all my worldly possessions and the family fortune, be inherited by my dutiful daughter, Celestia Blackraven. Prunellia Mills, ward at Shieldsborg Castle, shall inherit 1,000 gp. Daisy Miller shall inherit my old sewing kit. Akeshi Kheltora shall inherit 250 gp as stated

www.midnight-tower.com www.midnight-tower.com 14 in a previous agreement between Akeshi and my late husband, Raziel Blackraven, the Duke of Shieldsborg Castle. The rest of the current servants at Shieldsborg Castle shall receive 50 gp each for their loyal service to the family during my lifetime. The will is signed and dated one year ago. disinherited? inconceivable! Upon hearing the reading of the will, Caspian blanches, and his wry smile is whipped away. “W-what?” Caspian stutters in disbelief. “I thought Mother changed her will?” “Clearly not,” Celestia purrs. “It appears that I was always the favourite. It’s only fair that I inherit everything, as I looked after both Mother and the castle while you were away revelling.” “Impossible!” Caspian bursts out. “It must be an old will!” He turns to the characters. “Can I speak to you in private, please?” the quest Caspian asks the characters to help him find the latest version of the will. He is convinced that the will that the characters brought is old since he isn’t mentioned in it. Caspian explains that he had fallen out with his mother, Rose, but that they reconciled when he visited her shortly before she grew ill. He is sure that Rose updated her will after this. Caspian offers the characters 100 gp each if they will help him and search for the latest will, and promises them another 400 gp each if they find it. However, they need to find the will before the stroke of midnight. According to the laws in the North Star Region, once a will has been read in public, it can only be disputed until the end of the day. If the characters agree, Caspian returns to the dining room and explains that he has hired them to help him find the correct will. Celestia scoffs and shrugs, seemingly assured that the will is correct and that Caspian is wasting both money and time. Akeshi diplomatically says that he will assist the characters and show them around. He adds that some parts of the castle are dangerous, as one of the towers was struck by lightning many years ago.

www.midnight-tower.com www.midnight-tower.com 15 CHAPTER 4: DEVELOPMENTS keshi can guide the characters to any NPC whom they want to interview, and show them around the castle. The characters are free to search the common rooms, Rose Blackraven’s study, and her old bedroom, but Akeshi won’t let them enter any private rooms or the Duke’s old library. The characters can also investigate the locations on the castle grounds: The neglected rose garden, the haunted graveyard, the overgrown maze, Medrin’s cottage, or the stables. Many of these areas hide vital clues and dangerous encounters. All locations are described in chapter 6–9. Akeshi warns that the castle grounds might be unsafe, as they have been neglected for decades and are generally avoided by the castle’s residents. solving the mystery The clues to solving the murder, finding the will, and identifying the true heir to Shieldsborg Castle can be found by interviewing the NPCs and investigating the castle and its grounds. It is ideal if the characters focus primarily on the NPCs, as they are likely to provide clues that point to important areas. There are several false leads in the adventure. If the game slows down, the DM can let NPCs remind the characters about forgotten clues. The will must be found before midnight, so the DM is encouraged to remind the characters of how time is slipping past to create a sense of urgency. development When the characters investigate any location outside the castle, Prunellia callously murders Caspian. Read the following out loud when the characters are returning to the main building: As you walk back to the castle, you hear a horrified, high-pitched scream from one of its rooms. The scream is followed by running footsteps and raised voices. “He is dead!” someone yells in panic. “There has been a murder!” It is Daisy Miller who is screaming. She found Caspian’s dead body when she entered his room to collect his tea tray. Daisy and the other residents have gathered in Caspian’s room. Caspian’s face is dark blue, his eyes are bulging, and his face is contorted in agony. Characters who succeed on a DC 10 Intelligence (Medicine) check can tell that Caspian has suffocated, but it is unclear if his death was caused by strangulation or poisoning. a clandestine killing It was Prunellia who poisoned Caspian’s tea. Every afternoon, Nell brews tea and prepares meagre refreshments in the kitchen, which Daisy serves to Caspian, Celestia, and Prunellia from a trolley. Prunellia knows this routine well and stealthily applied poison to Caspian’s teapot. When the death is discovered, Prunellia acts aghast, and all other residents are genuinely shocked. Pale but composed, Akeshi suggests that everyone should gather in the sitting room. He then discreetly begs the characters to keep looking for the will, and to look into Caspian’s suspicious death. Akeshi gravely tells them to be careful, as the evening seems to be full of dark surprises. rising tensions Later, when the characters return to the sitting room, Prunellia is reclining on a sofa while some of the residents are fussing over her. Prunellia says that she feels sick and confides to the characters that she is afraid she too has been poisoned. In truth, Prunellia is feigning that she is unwell. She is concerned about the characters’ investigation, so she tries to frame someone else by pretending to be a victim. She excels at deception and has advantage on Charisma (Deception) checks. In addition, Prunellia wears a Ring of Serpent’s Tongue that hides her alignment (see chapter 13 for more information).

www.midnight-tower.com www.midnight-tower.com 16 CHAPTER 5: INTERVIEWING THE NPCS he residents at Shieldsborg Castle often have strained relationships, and each person has their own secrets, goals, and agendas. The DM has complete freedom to improvise or modify the NPCs as they choose. The statistics for all NPCs are listed in the core rulebooks, but the DM can swap or change these statistics as they please. raziel blackraven (†) Raziel was a male high elf noble (NG) and the Duke of Shieldsborg Castle. He died in battle more than 15 years ago. Raziel was married to Viola Grey and later to Rose Blackraven. He is the father of Timmy, Caspian, and Celestia. rose blackraven (†) Rose was a female human noble (CN) and Duchess of Shieldsborg Castle. She died after being poisoned by Prunellia. After her death, Rose transformed into an undead spirit that haunts the mausoleum in the Blackraven cemetery. Rose is the mother of Prunellia, Caspian, and Celestia. viola grey (†) Viola is a female half-elf ghost (NG) who died in an accident many years ago. Her ethereal shape can sometimes be seen around the castle grounds. She can communicate telepathically or whisper warnings and guidance. Viola isn’t hostile but will protect her son Timmy if needed. Trait: I seldom reveal myself to outsiders, except on rare occasions to deliver messages and warnings. Ideal: Haunted. I can’t find peace in death. (Neutral) Bond: My soul won’t leave this world as long as I can protect my son. Flaw: Some of my mortal abilities, such as happiness and trust, died with me. caspian blackraven Caspian is a male half-elf noble (CN). He has curly hair and a chiselled jaw that emphasises his noble bloodline. Caspian wears a noble’s outfit that has seen better days, and his cravat is sloppily tied. He is restless by nature and has spent many years as a carousing scoundrel, sometimes making a living as a travelling bard to make ends meet. Caspian is the older brother of Celestia. Armour and weapon: Caspian wears Bracers of Defence and carries a decorative but functional rapier at his hip. Trait: I am highborn, and I make sure that everyone I meet knows this. Ideal: Freedom. I will never settle down for married, stable life. (Neutral) Bond: I would have done anything to win my father’s approval. Flaw: I can never have enough good wine, women, or song. caspian blackraven

www.midnight-tower.com www.midnight-tower.com 17 information Caspian believes that someone has stolen the latest will because they want Celestia to inherit Shieldsborg Castle (his suspicion is correct, although Caspian doesn’t have any proof of this). He admits that he was excluded in his mother’s old will, but Caspian is adamant that his mother forgave him before she fell ill and that there is an updated will that will make him the heir. He knows that Celestia wants to restore the castle to its former glory and status, whereas he is more interested in the title and whatever is left of the family fortune. If Caspian were to inherit Shieldsborg Castle, he has no intention of staying and taking care of a crumbling pile of stone and its dull servants. Caspian thinks that life at the castle is thoroughly boring and would gladly leave the neglected castle behind and relocate to a large and lively town. what he hides Caspian doesn’t want to share information about why he once was cut off from the family’s wealth in his mother’s will. The reason for this was his wild lifestyle, which culminated in a great scandal that included reckless debauchery and carnal pleasure. what he lies about If pressed, Caspian will admit that his relationship with his father was strained due to the differences in their characters. What he will never admit is that he had a massive row with his father, who accused Caspian (quite accurately) of being spoiled, lazy, and irresponsible. This accusation caused Caspian to storm out of the room without a word. The following morning, Caspian sought to apologise to his father and promise that he would try to change his idle ways, but Raziel had already left the castle. Raziel never returned and later died in battle. Upon learning about his father’s death, Caspian was crushed but quickly resumed his drinking and carousing to drown his guilt. celestia blackraven Celestia is a female half-elf noble (LN) and in line to inherit Shieldsborg Castle. She is excessively attractive and well aware of it. Celestia has a heart-shaped face, large eyes, and long ringlet hair. On most days, she wears an elegant, but slightly worn, velvet gown and a bolero jacket. Celestia is the younger sister of Caspian. She has spent all her life at Shieldsborg Castle and helped to care for her mother, Rose Blackraven, during her illness (caused by Prunellia’s poisoning). Armour and weapon: Celestia carries a hidden silver dagger. She wears no armour, but one of her many rings is a Ring of Protection +1. Trait: I have always been a dutiful daughter and sacrificed everything to take care of the family, and I often remind people about my loyalty. Ideal: Responsibility. I always do my duty, even if I dislike it. (Lawful) Bond: Family before honour. Flaw: I am, in fact, utterly shallow. celestia blackraven

www.midnight-tower.com www.midnight-tower.com 18 information Celestia is more than willing to explain – and go into detail – about the countless hours of work she has carried out to uphold the castle and her family’s reputation. She also takes every opportunity to point out how she has always been the most dutiful daughter. Given the slightest opening in a conversation, she happily lists all of Caspian’s faults and flaws. While Celestia doesn’t know what happened to the latest will, she suggests that her mother may have destroyed it since Celestia is – after all! – clearly the most suitable person to inherit the castle. Celestia has always been highly responsible, and if she inherited the castle, she plans to restore Shieldsborg Castle to its old splendour. Meanwhile, should Caspian inherit the castle, Celestia believes he would most likely waste the family’s wealth on drinking and gambling, or lose the entire castle on some idiotic bet. what she hides Deep down, Celestia is scornful and resents her lot in life. She secretly disliked her mother, especially during the last months of Rose’s life, as tending to her ailing mother became increasingly tiring. Celestia is also bitter over the fact that although she is very pretty and of noble birth, she has never been courted by suitors. Shieldsborg Castle has been too neglected during her lifetime to hold any balls, and visitors have been few and far between. Her lack of a future inheritance, in combination with Caspian’s bad reputation, has always pegged her as a spinster with no prospects. what she lies about Celestia doesn’t mention her romantic affair with the gatekeeper, Medrin, and firmly denies it if she is challenged. She has no intention to marry Medrin or let their relationship become overly serious. However, she enjoys their moonlit walks and stolen kisses at the gazebo in the middle of the maze. At best, her feelings towards Medrin are lukewarm, but she is too egocentric to realise that she might end up hurting his feelings. prunellia mills Prunellia is a female human archmage (LE) and the ward at Shieldsborg Castle. She is short, slim, and bland-looking with dull brown hair. Prunellia looks younger than she is and dresses in pink dresses with layers of frills. There is an air of a neglected wallflower about her, and she appears shy and awkward. Prunellia is the daughter of Rose Blackraven, but she was born outside of wedlock. Rose brought her to Shieldsborg Castle when she married Raziel and claimed that Prunellia was an orphan daughter to an old family friend. Although Rose insisted that Prunellia should become a ward at the castle, she never allowed herself to become attached to her daughter. When Prunellia learned the truth about her heritage, she deliberately poisoned her mother and launched a homicidal scheme to murder all other heirs to the castle and claim it for herself. The only other person who knows that Prunellia is Rose Blackraven’s daughter is the housekeeper, prunellia mills

www.midnight-tower.com www.midnight-tower.com 19 Daisy Miller, who is Rose’s sister. The dark energies that permeate Shieldsborg Castle have blackened Prunellia’s soul and granted her great magical powers. Prunellia has kept her arcane abilities secret from everyone else, as she wants to maintain a façade of fragile innocence. In truth, she is profoundly heartless as well as a formidable sorceress. Armour and weapon: Prunellia wears no armour or weapons, but she wears a magical item called Ring of Serpent’s Tongue that conceals her evil alignment and increases her AC (described in chapter 13). To anyone able to discern alignments through magic or other abilities, Prunellia’s alignment appears to be Neutral Good. The ring also enables Prunellia to tell lies that are undetectable by magic or other abilities. Trait: While I appear to be shy and socially awkward, I coldly inspect people and look for weaknesses. Ideal: Egocentrism. It is each person’s responsibility to make sure they get what they rightfully deserve. (Evil) Bond: I am loyal to no one except myself. Flaw: I secretly enjoy watching people suffer. information Prunellia seems shy and insipid at a glance and speaks with a low voice. Initially, she appears reluctant to share any knowledge that will reflect badly on Caspian and Celestia, but she needs only a little convincing to speak more freely about them. She is a master manipulator and will say anything that paints Caspian or Celestia as suspicious, and she discreetly highlights that both of them would gain greatly from inheriting after Rose Blackraven’s unfortunate death. Prunellia claims (correctly) that Caspian wants the Duke title but no responsibility, and that Celestia wants to inherit the castle and restore it to its former glory only to attract suitors. what she hides Prunellia knows many of the servants’ secrets but reveals only details that make Caspian and Celestia appear guilty. Unless she is directly accused, she won’t share any information that can lead the case forward. Regarding her allegiance to the Blackraven siblings, Prunellia claims that she doesn’t care who inherits the castle as long as it is the rightful heir. If asked about what she knows about Celestia and Medrin, she says that she has seen them walk together on the castle grounds once or twice after the sun has set. what she lies about Prunellia claims that she is an orphan and doesn’t know who her real parents are, but says that she has been told that her biological father was a rich merchant and an old friend of Rose’s family, who took care of her when she was a baby. Prunellia suggests that Rose couldn’t bear to part from her when she left Coppertown to marry Raziel, and that Rose convinced him to take her in and make Prunellia a ward at Blackraven Castle.

www.midnight-tower.com www.midnight-tower.com 20 akeshi kheltora akeshi kheltora Akeshi is a male dragonborn veteran (LN) and the head butler at Shieldsborg Castle. He is elderly, nearly six feet tall, and stoops slightly. Akeshi has served the Blackraven family all his life. He is proud, formal, and would rather die than wear an unstarched shirt with his black butler’s livery. Armour and weapon: Akeshi wears no armour and carries no weapon, but he is proficient with many of the old weapons and shields that decorate the old castle, including longswords, halberds, glaives, and javelins. Trait: I am always calm and polite regardless of the situation. Ideal: Respect. I am committed to the family I serve, not to any dreams or deities. (Neutral) Bond: I owe my old master a favour, and I will serve the Blackraven family to the end of my days. Flaw: I can be too rigid in my thinking. information Akeshi never speaks ill of any member of the Blackraven family, but he will share information regarding the servants. He knows that Rose sent for Fenton when her health declined, and Akeshi assumes that it was to draw up a new will after she had forgiven Caspian, who recently had visited her. Akeshi doesn’t know if the will was completed or its whereabouts, but he believes that Rose usually kept her most important documents in a metal box in one of the drawers in her study. If asked, Akeshi says that he doesn’t care who inherits the Duke title and the castle, as long as Shieldsborg Castle stays within the Blackraven family. what he hides When Raziel began to spend more and more time away from the castle on military campaigns, he gave Akeshi a chest of gold for safekeeping in case something happened to him. The money is meant to be used to provide for Timmy for the rest of his days. In return for Akeshi’s service and discretion, Raziel added Akeshi to his will, and therefore Akeshi inherits 250 gp from the family fortune according to their previous agreement when Shieldsborg Castle is passed on to a new member of the family. Akeshi has guessed Prunellia’s true heritage, but as his suspicion is unconfirmed, he won’t share this information. Akeshi also knows that Daisy Miller is Rose’s sister, but he keeps this information to himself, as he dislikes gossip. what he lies about Akeshi won’t reveal anything about Raziel Blackraven’s secret marriage to Viola Grey or the fact that they had a child together. Only if the characters discover the truth will he confirm this.

www.midnight-tower.com www.midnight-tower.com 21 daisy miller Daisy is a female human commoner (LN). She is also the sister to Rose Blackraven, a fact known by few. The Miller family were farmers who began trading, and within two decades they became one of the wealthiest merchants in Coppertown. However, after Rose’s marriage to Raziel, the Miller family fell on hard times due to a disaster. Several of the family’s merchant ships were lost in a storm close to Sirenholm, and the family lost their entire wealth to the sea. With no shiploads to sell and no possibility to pay off their loans, the family was forced to sell their land near Coppertown for a poor price before it was confiscated. The rest of the Miller family lives in gentle poverty, but Daisy got the position as housekeeper and could support herself thanks to Rose. Even though she initially was ill qualified for the job, over the years she has grown responsible and diligent. Armour and weapon: Daisy wears no armour, but she carries a sharp pair of scissors that can be used as an improvised weapon that deals 1d4 piercing damage. Trait: I have a hot temper and can sometimes lose my patience, but I am equally quick to forgive and forget. Ideal: Aspiration. Everyone has the potential to achieve anything. (Neutral) Bond: Shieldsborg Castle is my home and the residents my extended family. Flaw: No one must ever learn about my sister’s previous lover and their daughter Prunellia. information Daisy knew that Rose kept her most important documents in her study. what she hides Daisy hides the fact that she and Rose are sisters, and they had a mutual agreement to keep this secret. Rose didn’t want it to become common knowledge that she was born a plain farmer, and Daisy didn’t want people to believe that she got the position as a housekeeper due to her kinship with Rose. If asked, Daisy admits that she would like Caspian to inherit Shieldsborg Castle, as he is unlikely to change anything. If Celestia were to inherit, Daisy fears that she would soon find herself without employment, as Celestia most certainly would want to expand the number of servants and search for another housekeeper with the finest credentials. what she lies about Daisy knows that Prunellia is Rose’s daughter, born out of wedlock, but she would never admit this to anyone. daisy miller

www.midnight-tower.com www.midnight-tower.com 22 nell tintagel Nell is a female human mage (CN) and works as a cook. Nell is short and round, with an open, friendly face and a shower of freckles across her potato-like nose. She wears a rough servant’s dress, sensible shoes, and a worn apron with several pockets. Armour and weapon: Nell doesn’t carry any weapons but is skilled with the kitchen knives and meat cleavers, which deal 1d6 slashing damage. Trait: I am deeply superstitious and tend to explain events as direct consequences of earlier ill omens. Ideal: Equality. Everyone deserves the same chance for happiness and prospects. (Neutral) Bond: A stranger is a friend you haven’t met yet. Flaw: My judgement is somewhat clouded, and I am a bit too fond of ale. information If asked, Nell says that she is indifferent to who inherits the castle, as she doesn’t believe it would affect her or her employment. She thinks both Caspian and Celestia would do a good job of looking after the castle. what she hides Nell knows that Celestia sometimes leaves the castle at night, as Celestia uses the kitchen door to sneak out. She guesses that Celestia is meeting someone. Nell has so far managed to keep this gossip to herself, and she believes Celestia benefits from a little romance away from her duties. what she lies about Nell is a passionate gossip and can’t lie to save her life, but that doesn’t stop her from trying when need be. She is also skilled with healing herbs and keeps a black book, bound in strange leather and written in Primordial, filled with recipes and other peculiar procedures well hidden in her quarters. The book has been handed down in her family for generations and contains various recipes for cures of common ailments. However, the better part of the book features dark rituals and even darker incantations. If anyone confronts her about this ominous tome, Nell is very clear that she has never – ever! – dabbled in any of the rituals beyond page six. If pressed, she admits that she may have read some of the other texts in the book, but only for scientific purposes. She also admits that she has carried out only one dark ritual, but it was a rare exception: When the kitchen cat Jupiter died three years ago, Nell brought it back from the dead. Unbeknownst to everyone in the castle, Nell comes from an old family of evil-inclined witches and warlocks. She tries to stay good, even though the temptation to dabble in dark magic is more than a little inviting. nell tintagel

www.midnight-tower.com www.midnight-tower.com 23 what he lies about Medrin will lie about his relationship with Celestia, but if pressed, he will admit that they sometimes walk together on the castle grounds. He claims that Celestia needs to “get away from the cold halls and all her responsibilities,” and that she is fond of his quiet company. Medrin says that he doesn’t care who inherits Shieldsborg Castle, but this is a blunt lie. He wants Celestia to inherit, as he believes it would enable her to marry him. Medrin knew that the solicitor, Fenton, came to the castle to meet Rose Blackraven and draw up a new will. When Rose was getting increasingly ill later on, Medrin broke into the duchess’ study late at night, took the metal box with the new will, and buried it by the gazebo in the middle of the maze. He hasn’t told anyone about his actions – not even Celestia. medrin karsk Medrin is a male half-orc (CN) who works as the gatekeeper at the castle. He uses the statistics of a scout. Medrin is tall, strong, and handsome in a rough way with good cheekbones. He is a man of few words and wears practical outdoor clothes. Armour and weapon: Medrin wears Hide Armour +1 and usually carries a longbow with a full quiver. In addition, he carries a handaxe and a practical skinning dagger. Trait: I would rather listen than speak, and winning my trust takes time. (Neutral) Ideal: Nature. Only in the wild can a person be truly free from civilisation’s shackles. Bond: I am secretly in love with Celestia and would do anything to secure her heart. Flaw: I will never fully rely on anyone other than myself. information Medrin doesn’t have much information that he wants to share, but he quietly warns the characters against wandering around the grounds, as some areas are unsafe, especially after dark. what he hides Medrin has a secret romantic relationship with Celestia Blackraven and is fiercely loyal to her. However, he has lately started to wonder if her feelings for him are equal to his strong emotions. Medrin dislikes birds, especially carrion birds and vultures. Even though ravens are part of his employer’s family name and are featured in their coat of arms, Medrin kills them on sight and takes the carcasses back to his cottage, where he strings them up for other animals to feed on. medrin karsk

www.midnight-tower.com www.midnight-tower.com 24 timmy Timmy is a male high elf commoner (N) who works as a groom and stablehand. He is unusually short for an elf and walks with a waddling gait. Timmy often smiles happily and tends to hum lullabies or whistle when he works. He loves drawing and taking care of the horses and seems to be able to communicate with them without words. Timmy is unaware that he is the secret child of Raziel Blackraven and Viola Grey and therefore the legal and true heir to Shieldsborg Castle. Armour and weapon: Timmy is unarmed and wears no armour. If threatened, he tries to flee, but if he is cornered, he will defend himself using a broom from the stables as an improvised weapon. Trait: I am far more comfortable around animals than people. Ideal: Kindness. Bringing happiness is the greatest gift, and I give it freely to anyone. (Good) Bond: The animals I care for are my best friends. Flaw: I trust anyone who seems nice. information Timmy happily shares everything he knows, but he tends to use simple words and struggles to describe times and places. Short distances are “here – here”, longer distances are “there – here”, and very remote locations are “far, far away” (this includes any location beyond the castle grounds). Timmy’s description of time follows a similar pattern: The present is “now – now”, yesterday and last week are “now – then”, and anything that has happened before that is “a long, long time ago”. Timmy likes most people at the castle, but says that he doesn’t like Medrin because he hurts birds. Timmy’s favourite person is Akeshi, who sometimes brings Timmy new watercolours and drawing papers. If asked, Timmy admits that he is a little afraid of Nell’s cat Jupiter, which he claims is strange. what he hides Timmy can’t tell falsehoods, but he tries to hide that he sometimes visits the “White Lady” and that they used to play together in the cemetery. If pressed about who she is or her real name, Timmy will shake his head and become distressed that he has revealed her existence. He will beg the characters: “Please don’t tell anyone! If you don’t tell anyone, no one else knows, and then it’s still a secret, see?” If asked about Raziel, Timmy will say that Raziel sometimes came to visit him in the stables before he went away. Timmy liked him, because Raziel was fond of horses just like Timmy is. what he lies about Timmy doesn’t lie about anything. timmy

www.midnight-tower.com www.midnight-tower.com 25 CHAPTER 6: SHIELDSBORG CASTLE hieldsborg Castle is a stone castle three stories high and with four towers, although one tower was struck by lightning many years ago and has been boarded up. The ceiling is generally 15 feet with broad, ornate coving, except in the servants’ rooms and corridors, which are undecorated. In many rooms, crystal chandeliers hang from elaborate ceiling roses, but the chandeliers are covered with cobwebs, dust, and grime. The main corridors are dimly lit with candles in wall sconces, while the servants’ corridors usually lack additional lighting. The glass panes in the windows are many centuries old and tinted faintly blue. The air is generally cold, damp, and carries whiffs of mildew. restless souls Shieldsborg Castle is located in an isolated spot and built on blood-soaked ground: It is constructed on an old battlefield where thousands of people once died, and the dark energies that permeate the area have seeped into the castle’s walls. The nearby cemetery is also the resting place of many troubled souls who met with unexplained accidents, which are disturbingly common at the castle. Consequently, the castle is haunted by a host of restless spirits besides those of Viola Grey and Rose Blackraven. Most of these are mere shadows of their former existences and make themselves known only through strange and frightening effects. Roll 1d8 on the Uncanny Encounters Table every thirty minutes or whenever you find it suitable to find out which eerie disturbances the phantoms are causing. uncanny encounters table 1. The faint, irregular sound of discordant piano music drifts from a room farther away. If the characters enter the room, the music immediately ends. There are no people or pianos in the room. 2. When one of the characters glances at a mirror, they see the vague reflection of a black-clad person with a hidden face standing directly behind them. The shape of the person dissolves into dark, oily fog that resembles a skull and disappears. If the character turns around, there is no one behind them. 3. One piece of furniture in the room moves 5 feet across the floor with a grating screech when no one is looking in that direction. The piece of furniture doesn’t move if the characters look directly at it, but it moves again if all characters look away. 4. Choose one character randomly. For a heartbeat, the character feels cold fingers touch their neck. If someone looks closely at the character’s skin, they see angry red marks similar to fingerprints that slowly fade away. 5. When the characters pass a suit of full plate armour mounted on a stand in a corridor, its visored helm turns as if it were watching them. The helm is freezing cold and deals 1 cold damage to anyone touching it with their bare hands. The suit of armour is empty. 6. Soon after one or more characters have left an empty room, the door slams shut behind them. The sharp bang causes all characters within 15 feet of the door to have disadvantage on Perception checks based on hearing for the next 5 minutes. The door can be opened again as normal. 7. One of the candles in a candlelit room flickers as if caught in a sudden draft, although no wind can be noticed. Then, one by one, all candles in the room are snuffed out. 8. When one of the characters walks past a window, a silken rope from the curtain rail near the ceiling falls down. The rope lands in front of one of the characters’ feet in the disturbing shape of a hangman’s noose.

www.midnight-tower.com 26 Ground floor. 1: Grand hall. 2: Kitchen. 3: Cook’s private chamber. 4: Servants’ hall. 5: Ballroom. 6: Conservatory. 7: Broken tower (ground floor). 8: Housekeeper’s room. 9: Boot room. 10: Butler’s room. 11: Corridor. 12: Guardroom. 1 2 3 4 5 7 6 8 9 10 11 12

www.midnight-tower.com 27 the castle cat Jupiter is a large bright orange female cat. She was the kitchen pet for almost thirteen years, and Nell was always very fond of her. Three years ago, Jupiter fell to her death while hunting mice in the castle’s ruined tower, and her feline body was buried in the pet cemetery. However, Nell missed her cat too much. One dark night, Nell went to the cemetery with her old ritual book and seven black candles. She tried to cast one of the rituals in the book and almost succeeded: Jupiter clawed herself out of her grave and was brought back to life, but with a blind, milky-white eye and a slightly altered state of mind. A faint scent of decay still lingers on the cat’s fur, which sometimes attracts flies. Nell has explained to the others at the castle that she adopted a very similarlooking cat that showed up on her doorstep. Everyone believes this little white lie except for Timmy, who recognised Jupiter and is afraid of the cat. Jupiter usually sleeps in Nell’s room or roams the castle. Most of the castle’s residents are uneasy around the one-eyed cat, although they can’t explain why. Jupiter has the statistics of a normal cat, but she has an Intelligence score of 7, darkvision (120 feet), and knows the location of undead creatures within 60 feet. ground floor of the castle 1. grand hall The dark green walls in this spacious room are decorated with old dusty oil paintings, most featuring scenic landscapes or military ships on stormy seas. A wide staircase leads upstairs, and a large patterned carpet covers much of the floor. Near the entrance stands a large grandfather clock. It ticks loudly, and its steel pendulum gleams dully as it swings rhythmically back and forth. 2. kitchen The kitchen is neat and orderly. Pots, pans, and cooking spoons hang along the walls, and herbs and plants dry on racks hanging from the low ceiling. On one bench is a large butcher’s block in which a meat cleaver is stuck at an angle. A huge iron-wrought stove is found in a corner, flanked by many workbenches brimming with flasks and jars. The kitchen also features a scullery, a meagre larder, and a cellar for storing food. Nell is often in the kitchen, preparing meals, studying one of her cookbooks, or experimenting with new recipes. ➛ On a closer look, DC 15 Wisdom (Survival) or Intelligence (Medicine): One of the clay pots contains a type of dried Black Rot Leaves that are poisonous. ➛ On a closer look, DC 18 Intelligence (Investigation): On one of the shelves in the cellar is a small item wrapped in cloth and covered by a mesh lid. It smells faintly of blood. If the object is unwrapped, it is revealed to be a heart that looks alarmingly human. ➛ On a closer look, DC 14 Intelligence (Medicine): The heart isn’t human but belongs to a pig. (The two are deceptively similar.) 3. cook’s private chamber Nell’s room is over-furnished but cosy. There is a single bed with a thick quilted cover and several wool blankets. A large, fluffy, and bright orange cat sleeps in the middle of the bed. The cat is called Jupiter. See the sidebar for more information about this rather unusual feline creature. jupiter

www.midnight-tower.com www.midnight-tower.com 28 The walls in the room are covered with several frames that contain pressed wildflowers. In a corner stands a table with a large teapot that smells faintly of raspberry. Several shelves over the bed are filled with decorative porcelain plates and various odd second-hand cookbooks. When Nell isn’t cooking or working in the kitchen garden, this is where she spends her spare time and sleeps. ➛ On a closer look, DC 14 Wisdom (Perception): One of the cookbooks has a false cover, and its recipes are far more occult than culinary. In fact, the book contains dozens of complicated and disturbingly dark magical rituals. ➛ On a closer look, DC 16 Wisdom (Insight): There is something strange about the cat, but you can’t put your finger on what it is. 4. servants’ hall This room is dominated by a large oak table that has seen long and hard use. The worn table is over three hundred years old, and is used by the servants both as serving bench and dinner table. Several cupboards cover the walls and contain a variety of plates, glasses, cutlery, decanters, and bowls. One of the wooden cupboards is locked (AC 13, 10 HP). Its door is locked with a simple metal lock that requires a successful DC 12 Dexterity (Thieves’ Tools) check to pick. It contains an extensive but incomplete collection of silver cutlery (worth 70 gp). Each piece is stamped with the Blackraven coat of arms. 5. ballroom The floor in this room consists of large grey and white marble tiles in a chequered pattern. Much of the floor is occupied by furniture covered with old sheets for protection. Everything is covered with dust, and layers of cobwebs hang between the sheets and the walls. A cracked, dried-out mask in red leather, abandoned after some masquerade, hangs from the back of a chair. It is obvious that the ballroom hasn’t been in use for at least a century. The room is empty except for three spiders that hide among the webs in the ceiling. Still, the characters have the eerie feeling that something watches them from under the sheets. If they pass through, a sudden cold draught makes some of the sheets move in the wind. 6. conservatory The conservatory is made almost entirely of green stained glass and was added many years ago as an extension to the castle. It is filled with an abundance of pots and planters brimming with lush plants in colourful flowers. Some of the plants are thriving while others are wilting or dead. There is a sweet smell from the flowers in the air that quickly becomes overbearing and slightly sickening. Prunellia likes to tend the flowers in the conservatory in the afternoons and often brought Rose here when she was ill. Nell grows vanilla orchids together with a few other exotic herbs in one corner of the conservatory. ➛ On a closer look, DC 15 Intelligence (Nature): Some of the plants are poisonous. However, this isn’t uncommon, as many ornamental plants or decorative flowers can be toxic. The lethal White Star Lilies, for example, seem to flourish in the lush winter garden. 7. broken tower (ground floor) Both the door and the windows to this space are boarded up with sturdy wooden planks (AC 13, 20 HP). The room inside is filled with wet, sooty beams and the rotting remains of shattered furniture. Characters who try to climb the few wooden beams that are still intact inside the tower must succeed on a DC 15 Strength (Athletics) check for each floor they wish to climb. On a failed check, the character falls to the bottom of the tower and takes 1d6 bludgeoning damage for every 10 feet they fall. There is also a risk that a beam collapses underneath a character who climbs it. Roll 1d6 for each successful climbing check. On a result of 1 to 3, the beam stays intact. On a result of 4 to 6, the beam breaks and the character falls. The tower was struck by lightning and split in half during a severe autumn storm at the end of October many years ago. The lightning started a

www.midnight-tower.com www.midnight-tower.com 29 fire, and parts of the stone walls are still covered with black soot. Part of the tower was destroyed and it was too costly to rebuild. ➛ On a closer look, DC 12 Intelligence (Investigation): Among the rubble is a broken small chest that contains 3 gp and 2 sp. 8. housekeeper’s room The housekeeper, Daisy, has her private room downstairs. A curtain runs down the middle of the room and divides it in two. Behind the curtain is a simple, neatly made bed. At the foot end of the bed is a chest of drawers. A washing stand with a porcelain ewer and pitcher, adorned with blue hand-painted flowers, balances on the chest of drawers. The room also contains a simple table with an oil lamp in brass, two chairs, and a corner cabinet. The cabinet is filled with yarn, thread, ribbons, lace, fabrics in muted colours, and other materials used for needlework. The chest of drawers is filled with old, worn clothes. Daisy comes here to sleep or during her spare time when she isn’t needed elsewhere. 9. boot room This room features open wardrobes packed with stylish hunting clothes, tall sturdy boots, lacquered walking sticks, several different hats, and other outdoor equipment. All the clothes are dusty and stiff. In one corner is a small table with two deep drawers that contain assorted creams for polishing shoes and boots. Two long wooden benches stand on each side of the table. The room smells strongly of leather and goose grease and faintly of vinegar. This room is used for storing hunting and outdoor clothes. Most of the hunting clothes here haven’t been used for decades. Akeshi sometimes comes here to polish boots, carry out repairs, or to brush clothes. 10. butler’s room The head butler Akeshi’s room is tidy and sparsely furnished. In one corner is a narrow, iron-wrought bed. A low stool next to the bed functions as a bedside table. A thin wax candle in a copper holder stands on the stool. At the bottom of the bed is a large chest that contains Akeshi’s few personal belongings and clothes, all of which are old but clean. A very old painting of two dragonborn with serious expressions hangs on one of the walls. Judging from the age of the painting and the features of the dragonborn, the painting portrays Akeshi’s parents. ➛ On a closer look, DC 15 Wisdom (Perception) or Intelligence (Investigation): One of the floorboards in a corner is loose. Underneath it is a hidden compartment that holds a small wooden chest. The chest is unlocked and contains 186 gp. The money was given to Akeshi by Raziel Blackraven before Raziel rode off to war for the last time. Raziel intended to make sure that his and Viola’s son, Timmy, would always be well looked after in case he fell in battle. 11. corridor This corridor is chilly, dim, and smells faintly of mildew. If the sun is still up, bleak winter daylight shines through the window next to the door that leads outside. 12. guardroom This room used to be the guards’ quarters when the castle had a permanent watch, but it is now used for storage. The walls are filled with old weapons and pieces of armour, including two suits of full plate armour with halberds mounted on each side of the door. Several dusty trunks are stacked along one wall. All armour and weapons are too rusty to be of any use. The trunks contain old moth-eaten clothes and castle flags. If one of the trunks is opened, a large moth with wings that look like staring eyes flutters out and flies away.

www.midnight-tower.com www.midnight-tower.com 30 Middle floor. 13: Middle floor landing. 14: Parlour room. 15: Sitting room. 16: Duchess’ study. 17: Kitchen stairs. 18: Drawing room. 19: Servants’ stairs. 20: Duke’s library. 21: Dining room. 22: Broken tower (middle floor). 23: Portrait gallery. 24: Music room. 13 16 15 14 17 18 19 21 22 23 24 20

www.midnight-tower.com www.midnight-tower.com 31 middle floor of the castle 13. middle floor landing The landing is connected to a long corridor that runs around the entire middle floor. There are numerous candles in silver wall sconces along the walls, but only a quarter of them are lit and provide dim light on the landing and in the corridors. The flames flicker occasionally in the draught. 14. parlour room The parlour room is smaller and more intimate than the sitting and drawing rooms. A handful of comfortable chairs are next to a low oval table in dark walnut in the middle of the room. A small writing desk and a matching bookcase fill one of the corners. The tall windows have curtains made of a thin white fabric that looks ethereal in the firelight. The drawers in the writing desk contain a stack of vellum papers and envelopes, two dozen well-used quills, several bottles of ink, a rod of red lacquer, and a pair of silver stamps with the Blackraven coat of arms (worth 5 gp). The books in the bookcase concern the ancestry of prominent noble families around Eastern Farraway. Celestia uses this room to write in her diary and compose letters. Lately, she has also started to use this room for doing all of the accounting for the family’s finances and planning renovations. 15. sitting room This spacious room features several seating areas, including a group of plush lemon-yellow chairs, a mahogany card table surrounded by four high-back chairs, and a velvet loveseat near a window. In one corner stands a cabinet of curiosities in which the late Duke’s collection of silver snuff boxes is on display. The sitting room is used as a breakfast room for Caspian, Celestia, and Prunellia. 16. duchess’ study The door to the study is locked with a brass metal lock that requires a successful DC 13 Dexterity (Thieves’ Tools) check to pick. Both Akeshi Kheltora and Daisy Miller have the key to this room. In the middle of the room is Rose Blackraven’s elegant writing desk resting on broad curved legs shaped like bird’s claws. Neat piles of parchments and envelopes are arranged on the desk next to a silver-nibbed quill that rests in a luxurious wooden stand. The writing desk has two drawers. Next to the writing desk are two visitor chairs. A reading armchair stands near the window. A pair of low bookcases along a wall are filled with thick volumes. A large landscape painting that portrays farmers toiling on vast fields hangs above the open fireplace. ➛ On a closer look, DC 18 Intelligence (Investigation): All papers and envelopes on the desk are covered with a powder so fine it is almost imperceptible. (See below for more information.) The drawers in the writing desk are locked. Their locks require a successful DC 13 Dexterity (Thieves’ Tools) check to pick. One of the drawers contains Rose Blackraven’s personal letters, including correspondence with the dead solicitor, Fenton. It becomes clear from reading the letters that Rose had indeed set up a second will, which was kept at the castle. There are also a couple of very old letters from someone called Daisy, who appears to be Rose’s sister. The other drawer is empty. lethal lettering The powder is a deadly contact poison. If the characters search the study, make a note of who touches the documents on the desk. One hour later, they must make a DC 15 Constitution saving throw. A character takes 6d6 poison damage on a failed save, or half as much damage on a successful one. The character must make a new saving throw each hour after the first save. On a failed save, the character suffers another 6d6 poison damage. On a successful one, the character suffers no damage and no longer needs to make saving throws each hour. If the characters notice the poison, they can attempt to deduce its origins with a DC 12 Wisdom (Nature) check. On a success, they learn that the poison is made by grounding dried pistils from White Star Lilies. 17. kitchen stairs This staircase is dark and unlit. The old steps are so worn that they are slightly concave.

www.midnight-tower.com www.midnight-tower.com 32 18. drawing room The drawing room has a half-panelled wall and flaking lemon-coloured wallpaper. The fires in the open fireplaces are burning low and crackle occasionally. A couple of snug leather chairs and small tables are placed around the room, and four low bookcases flank the open fireplace. The books contain a massive, multi-volume encyclopedia, but the pages are brittle and mouldy. Celestia and Prunellia usually spend their evenings here reading or engaging in polite conversation before withdrawing to their rooms. ➛ On a closer look, DC 12 Wisdom (Perception): There are two hidden doors on either side of the room that blend in with the dark wooden halfpanelling and the faded wallpaper. One door leads to the Kitchen stairs (Area 17) and the other door leads to the Servants’ stairs (Area 19). 19. servants’ stairs The servants’ stairs have seen plenty of use: Each step has a patch that is polished smooth from uncountable hurried steps. The limewashed stone walls are rough and unadorned. ➛ On a closer look, DC 20 Wisdom (Perception): Someone has installed a secret door in one of the walls. The excellent stonemasonry and craftsmanship make the door almost impossible to spot. It leads to the Duke’s library (Area 20). 20. duke’s library The door to the library is locked with a brass metal lock that requires a successful DC 13 Dexterity (Thieves’ Tools) check to pick. Both Akeshi Kheltora and Daisy Miller have the key to this room. The library is a tower room with inbuilt bookcases that cover the entire walls, except for one area reserved for a large sepia-toned map of Eastern Farraway. The volumes on the shelves seem to be a jumble of books ranging from advanced geography and military strategy to natural sciences and arcane lore. A layer of dust covers a large motheaten carpet and the large marble-topped writing desk. The room smells musty, and the air is stale. It is obvious that no one has ventured in here for quite some time. ➛ On a closer look, DC 12 Wisdom (Perception) or Intelligence (Investigation): Some of the books that concern botany are less dusty than the other books in the library. ➛ On a closer look, DC 12 Wisdom (Perception) or Intelligence (Investigation): One of the many books on the desk is a chronicle of the Blackraven family line. It contains an illustrated family tree, but someone has ripped out half of the page. ➛ On a closer look, DC 18 Wisdom (Perception) or Intelligence (Investigation): There is a cleverly hidden secret door behind one of the bookcases. The door is very hard to spot and must have been installed after the castle was built. It leads to the Servants’ stairs (Area 19). 21. dining room The spacious, rectangular dining room is dominated by a grand table in mahogany that easily sits 20 people. There is also a smaller serving table and a tall cabinet filled with various crystal glasses. The wall is decorated with a framed oil painting of a gallant knight who rides along a sunlit road towards inky shadows. A large open fire burns in a fireplace flanked by two chairs. Celestia dines here with Caspian when he is visiting the castle. Prunellia usually eats in her room and joins them only if protocol demands, such as on the rare occasions that the castle has visitors.

www.midnight-tower.com www.midnight-tower.com 33 22. broken tower (middle floor) The door to the ruined tower on the middle floor is boarded up with heavy and sturdy wooden planks (AC 13, 20 HP). In the tower, jagged sooty beams protrude from the walls, and part of the floor has fallen away. Characters can try to climb to the floor above or below. (See Area 7 for the required skill checks). 23. portrait gallery The portrait gallery consists of a long corridor with two large arched windows. Over fifty oil paintings in muted colours and different sizes hang on the walls. The paintings portray various members of the Blackraven family. Some of the paintings are partly covered by grey mildew, and a few of the canvases have cracked. The portrait gallery is rarely visited by the castle’s residents, but Caspian sometimes comes here when he is in a bleak mood. ➛ On a closer look, DC 8 Intelligence (Investigation): All paintings feature the names of those portrayed in the motif, but no one has the initials V.G. This clue is relevant only if the characters have found the locket in the pond. ➛ On a closer look, DC 12 Wisdom (Insight): If any characters study the painting of Raziel Blackraven carefully, they will later realise that the stablehand Timmy bears some resemblance to the Duke. (There is no great resemblance between Prunellia and her mother, Rose Blackraven, simply because Prunellia looks more like her father.) 24. music room The music room is filled with a variety of instruments, including a pianoforte, a gilded harp, and a large piano. Several violins and other string instruments hang on one of the walls. A thick layer of dust covers most of the instruments. Prunellia often comes here to play the pianoforte during the day. ➛ On a closer look, DC 12 Wisdom (Perception): The pianoforte is relatively free from dust compared to the other instruments. If its keys are pressed, it is clear that the instrument is tuned and well maintained. All the other instruments are badly neglected and in dire need of tuning.

www.midnight-tower.com www.midnight-tower.com 34 Top floor. 25: Top floor landing. 26: Caspian’s room. 27: Southern guest room. 28: Northern guest room. 29: Duchess’ bedroom. 30: Children’s nursery. 31: Broken tower (top floor). 32: Prunellia’s room. 33: Storage. 34: Celestia’s room. 25 26 27 33 34 28 32 29 30 31

www.midnight-tower.com www.midnight-tower.com 35 top floor of the castle 25. top floor landing The spacious landing is chilly and filled with faint echoes from other parts of the castle. Like the landing below, it is connected to a long corridor that runs around the entire floor. There are several tall glass cabinets along the walls and two reading nooks by the windows. The cabinets contain an impressive taxidermy collection with an assortment of various dead animals on display. Their glassy eyes seem to follow the characters as they walk past. 26. caspian’s room Caspian’s room features an unmade bed, a large wardrobe, a lavish writing desk, and a plush loveseat with a round varnished table. A travel trunk stands at an angle next to the bed. Caspian recently returned to the castle after one of his many journeys and hasn’t yet bothered to unpack. The trunk contains a surprising amount of fine clothes, a pair of dice in bleached bone, a deck of well-used cards, a golden snuffbox (worth 10 gp), and a half-empty bottle of expensive wine. There is also a string purse in burgundy leather with 13 gp, 54 sp, 9 cp, and three white gems (worth 5 gp each). Caspian has spent a few nights at the castle while waiting for the will to be read. He has spent most of his waking hours wandering restlessly and longs to be back in a lively town again, away from the castle’s gloomy memories. ➛ On a closer look, DC 12 Wisdom (Perception) or Intelligence (Investigation): A pair of wrinkled notes are carelessly hidden between two elegant silk shirts with ruffled sleeves. The notes are crudely worded and indicate that Caspian owes 75 gp to various high-class establishments around Eastern Farraway. 27. southern guest room This room contains a single bed, a bureau with a smudgy mirror, and a large chair with a mouldy cushion. The room is chilly and draughty. A family of mice have nibbled on the velvet curtain hem. 28. northern guest room The room contains a wide bed, an empty and open wardrobe, and a small writing desk. The air is cold and filled with dust. It is clear that it hasn’t been used for many years. 29. duchess’ bedroom The door to this room is locked with a brass metal lock that requires a successful DC 15 Dexterity (Thieves’ Tools) check to pick. Both Akeshi Kheltora and Daisy Miller have the key to this room. This bedroom is clean and tidy, but the sour, sickly odour of long-term illness still lingers in the air. The furnishing encompasses a large fourposter bed with heavy velvet curtains, a chest of drawers, a tall wardrobe, and a vanity desk with an oval mirror in a wooden frame. The drawers and the wardrobe are filled with old dresses, beautiful but threadbare clothes, and a collection of worn bonnets and hats. Next to the vanity desk stands a white-painted wicker sewing basket. It contains sewing equipment and materials used for needlework and embroidery, such as pins, needles, rolls of thread in multiple colours, and several small cotton bags filled with spare buttons and lace. ➛ On a closer look, DC 17 Intelligence (Investigation): The pins in one of the boxes have tiny but perfectly cut green emeralds for pinheads (worth a total of 1,150 gp). 30. children’s nursery The nursery has a slanted ceiling with two dormer windows that are so dirty they barely allow any light into the room. A variety of children’s furniture stands around the floor, such as a small group of couches, a tiny table, and low bookshelves. There are also three small beds with bare mattresses. Several old toys are found on the shelves and the floor. A jack-in-the-box on the table springs open as soon as any character touches it. Under one of the beds is a broken doll whose head is twisted the wrong way. Most of the toys are dented and scuffed, and their paint is peeling. The neglected state of some of the toys makes them look unsettling and macabre, especially the rocking horse with its mad stare. When the characters enter the room, the

www.midnight-tower.com www.midnight-tower.com 36 floorboards creak loudly and cause the rocking horse to move gently back and forth. The most eye-catching item in the room is an elegant, dusty dollhouse that stands on the floor in heavy shadow. Its dark rooms are filled with beautifully crafted but wrecked miniature furniture. Small faceless dolls in exquisite suits and gowns populate most of the rooms. ➛ On a closer look, DC 14 Wisdom (Perception) or Intelligence (Investigation): There are scribbles on the bed slats under two of the beds. The writing reads “I hate you!” and “You are vile and ugly!” This is followed by strings of more obscene remarks and a few disturbing children’s drawings. It is unclear who made the drawings, or which child slept in which bed when they were younger. 31. broken tower (top floor) The western door to this room is made of wood (AC 13, 13 HP) and locked. The lock is made of metal and requires a successful DC 13 Dexterity (Thieves’ Tools) check to pick. The doors along the southern walls are boarded up with sturdy wooden planks (AC 13, 20 HP). The upper part of the ruined tower is the most damaged part of the tower, with a large crack in the ceiling where the lightning struck. The schoolroom and the governess’ room adjacent to the tower were destroyed in the fires caused by the lightning. Drifting snowflakes are finding their way through the crack and float down to settle on the frost-coated floor. A character who weighs more than 150 pounds, including equipment, and steps onto the floor must succeed on a DC 16 Dexterity (Acrobatics) check. On a failed check, they fall through the floor. (See Area 7 regarding falling damage and climbing to tower.) ➛ On a closer look, DC 15 Wisdom (Insight): The floor seems deteriorated and unstable. 32. prunellia’s room The walls in this room were once painted pink with faded trailing roses. The room contains a bed with a bedside table, a chest of drawers, and a winged reading chair next to a low bookcase. The bookcase contains well-read antique children’s books. The bed is filled with over twenty porcelain dolls in frilly dresses. The dolls look very old, and some of them have had their hair brushed so many times they are partially bald. The flaking paint on their faces makes them grin unnervingly. If the characters search the room, they feel as if the dolls are watching them with disapproval in their eyes. Prunellia has only innocent (if unnerving) items in her quarters, as she is too shrewd to keep any incriminating objects or notes around. 33. storage This space contains cleaning equipment, including a feathered duster, several bristle brooms, two mops, and a few battered wooden buckets. Clean linen and towels are stacked on a face-high shelf. This was once an old guest room, but it is now used for storage. 34. celestia’s room This room is furnished with a wide four-poster bed, a tall wardrobe, and a large vanity table. There is also a lady’s writing desk in a corner. The room is neatly dusted and clean, with few signs of mildew, cobwebs, or moth infestations. However, the velvet curtains and the hangings on the fourposter bed are sun-bleached and worn. ➛ On a closer look, DC 15 Wisdom (Perception) or Intelligence (Investigation): Behind a wooden wall panel is a small secret compartment that contains Celestia’s diary and several small bouquets of dried flowers. Flicking through the diary reveals that Celestia is incredibly shallow. It is also clear that she resents her family and detests her role as the dutiful daughter. However, the diary indicates that Celestia wasn’t involved in her mother’s death. There are also repeated mentions of someone referred to as “Him”, who seems to be a person with whom Celestia is involved with romantically, but the diary indicates that her interest is tepid, and she doesn’t seem to have any intention to marry the unnamed person.

www.midnight-tower.com www.midnight-tower.com 37 other areas the gatekeeper’s cottage The gatekeeper’s cottage is a round stone building with a crooked chimney, small windows, and a thatched roof partly overgrown with moss. Next to the cottage are two sturdy wooden poles to which a black and brown mastiff is tied. The mastiff is called Stieg and is ferociously loyal to Medrin. It growls menacingly at any creatures that come closer than 30 feet, and tries to attack anyone who attempts to enter the cottage. The rope that the dog is tied up with is 15 feet long. If the dog can’t reach its target, it barks loudly until the target is out of sight. If Medrin is nearby, this will alert him, and he will reach the cottage after ten rounds. There is a cord strung between the poles, from which fifteen dead ravens hang upside down by their feet next to the cottage. Their black wings move gently in the breeze. If Medrin is asked about the ravens, he says that he needs to cull them because there are too many. This is partly true, but the whole truth is that Medrin is killing the ravens because they remind him of the fact that Celestia is of noble birth from the Blackraven family. Medrin is gradually beginning to realise that her feelings for him aren’t as strong as his, and he is worried that she doesn’t want to marry him. Inside the cottage, there is an open hearth, a narrow bed, and a small makeshift stove next to a simple table and two chairs. Some of Medrin’s shirts and small clothes are drying in front of the fire. The room smells of leather oil, smoke, and laundry. ➛ On a closer look, DC 12 Wisdom (Perception) or Intelligence (Investigation): A shelf above the hearth holds several small tin boxes, one of which contains a fine sharpsmelling powder. ➛ On a closer look, DC 18 Intelligence (Medicine): The powder is arsenic poison. It is commonly used to eradicate rodents or weeds, but can be used to kill larger creatures if the dose is sufficient. ➛ On a closer look, DC 14 Wisdom (Perception) or Intelligence (Investigation): An ornamented key is hidden on one of the cottage’s wooden beams. If the characters have found the metal box with Rose Blackraven’s latest will by the gazebo in the maze, they realise that the ornate design of the key is similar to that of the elegant metal box. stables The castle stables are found in an L-shaped building that once held up to thirty horses, but only a small section is used today. The tack room is unorganised but all the equipment is scrubbed clean and carefully oiled. There are currently five horses in the stables (excluding any mounts belonging to the characters). ➛ On a closer look, DC 12 Wisdom (Animal Handling): The horses are very content and well cared for. timmy’s room Timmy has a little room next to the hayloft in the stables. It is furnished with a narrow extendable bed, a small chest, and a wooden table with a three-legged chair. On the table are a stack of drawing papers, a tin mug with pens and pencils, and a set of fine watercolours (worth 25 gp). The walls are covered with beautiful watercolour drawings, most of them portraying galloping horses, woodlands, and dramatic mountains. Some of the paintings are so lifelike that they almost seem real. When Timmy isn’t taking care of the horses, he spends almost all his spare time in this room, drawing or sleeping. ➛ On a closer look, DC 15 Wisdom (Perception): In some of the drawings is the vague outline of a pale, spectral woman. The indistinct woman is the ghost of Timmy’s mother, Viola, who sometimes shows herself to Timmy when no one else is near.

www.midnight-tower.com www.midnight-tower.com 38 CHAPTER 7: THE NEGLECTED ROSE GARDEN (MAP) The cold, snowy rose garden. ➛ On a closer look, DC 18 Wisdom (Perception): A whiff of rot and decay permeates the area. wicked and underwater The declined fountain has attracted a coven of green hags, who have taken up residence in the depths of its basin. The hags delight in the gloom that resides over the castle and jealously guard their treasure at the bottom of the pond. As the gatekeeper, Medrin dislikes the rose garden and avoids it, and the other residents rarely walk the grounds, no one is aware of the coven. However, the coven is protective of their newfound hideout and don’t tolerate intruders. he old rose garden is located to the west of the castle. Walking there takes approximately 15 minutes. The garden was once a well-kept haven with thriving hedges, polished marble statues, painted trellises covered with climbing roses, and neatly raked paths. Its centrepiece was a large, deep pond with a beautiful fountain that sprayed jets of crystal-clear water in elegant arcs. However, those days are long gone. The fountain hasn’t been functional for several decades, the roses have withered, and the thorn bushes have grown wild. The ground is covered with snow, and the statues are overgrown with frosty ivy. The paved ground is coated in ice and slippery. Some of the statues are broken and lack limbs or heads, which makes them look unnerving and macabre.

www.midnight-tower.com www.midnight-tower.com 39 Read the following out loud if any character walks closer than 10 feet of the fountain: Suddenly, the fountain’s calm surface erupts in a shower of foul water and slimy, rotten water lilies. A nightmarish creature with long tousled hair and yellowish teeth springs out. “You won’t steal our precious treasure!” the creature shrieks. “Protect it with your life, sisters!” The green hag then cackles demonically and attacks the nearest creature with long nails that have turned into wicked claws. Unless the characters have stated that they suspect there are hostile creatures in the fountain, the characters are surprised. Optional: If the characters are playing the nonviolent version of this adventure, the hags cast the spell fear on the characters and then leave the area as fast as they can. unsteady combat The iced-over ground is slippery and makes it difficult for the characters to stay on their feet while fighting the hags. All characters who make a melee weapon attack action on their turn must make a DC 14 Dexterity check before they attack. On a success, they maintain their balance and can fight as usual. On a failed check, they fall to the ground and are Prone, and lose their action. Each time this happens, one of the hags points her crooked finger at the unfortunate character and laughs shrilly. development At the beginning of the second round of combat, two more green hags leap out of the pond and join the fight. All hags fight to their death. treasure At the bottom of the 10-foot-deep pond are 27 gp, 97 sp, 264 cp, two large moonstones (worth 25 gp each), a bag with various small bones (some which are disturbingly similar to those of humanoid fingers), and a golden locket. The locket is old and engraved with the letters “R.B. & V.G.” The locket was a gift from Raziel Blackraven to Viola Grey. He presented it to her on the day before their secret wedding. It once contained a miniature portrait, but the portrait was destroyed by the water long ago.

www.midnight-tower.com www.midnight-tower.com 40 CHAPTER 8: THE HAUNTED GRAVEYARD (MAP) The old neglected graveyard on the castle grounds. The ghost is Viola Grey. She has watched the characters throughout the evening and senses that their actions may prevent further dark dealings at the castle. Viola knows that Rose’s vengeful spirit lurks in the mausoleum, so she tries to warn the characters about the danger. However, her message is ambiguous at best, and it is up to the character who sees her to decide how to interpret it. the burial ground A large mausoleum in dark grey stone dominates the cemetery. The mausoleum is 30 feet high, surrounded by a five-foot fence in wroughtiron capped with black spikes, and so heavily decorated with time-worn carvings it looks almost like a small Gothic church. It is the final resting place for members of the Blackraven family. he Blackraven family cemetery is located on a low hill with gnarled trees north of the castle, 20 minutes away by foot. When the characters are halfway up the hill to the cemetery, the ghost of Viola Grey shows herself to the character who saw her earlier. Out of the corner of your eye, you see the ghostly apparition of a female half-elf in white some 60 feet away. “Do not go in there,” a raspy voice whispers close to your ear. “Turn around.” A heartbeat later, the ghostly shape dissolves into the wintery air like mist.

www.midnight-tower.com 41 There are also several simple graves scattered around the cemetery on the hill, where servants and other residents are buried. The characters can easily tell that the cemetery hasn’t been maintained for decades. Between patches of snow, there are frost-covered leaves and bushes covering most of the ground between the graves. Many of the tombstones are withered and stand at an angle, but the text on some of them can still be read. pet cemetery One small section has been set aside for departed pets, with over a dozen tiny headstones erected in memory of the dead animals. Many of the crumbling headstones feature rusted miniature ornaments or fading engravings that portray cats, dogs, and other creatures. Most of the names are no longer readable, but the writing on one comparably intact headstone reads: “My Darling Jupiter, Faithful Friend & Murderer of Mice.” It appears that Jupiter was a cat that died three years ago. hidden details The cemetery features important clues to the identity of the real heir to Shieldsborg Castle. ➛ On a closer look, DC 10 Wisdom (Perception): One of the graves is more well-kept than the others. The inscription on its headstone reads: “Here rests Viola Lenore Grey. Deeply loved, but never forgotten.” ➛ On a closer look, DC 16 Wisdom (Perception) or (Survival): There are old footprints on the ground. They all belong to the same pair of sturdy boots. The tracks were made by the stablehand Timmy. He sometimes visits the cemetery to converse and play with the ghost of his mother, Viola. When Rose was interred in the mausoleum and her spirit became an undead creature, Viola warned Timmy to stay away from the graves so that he doesn’t become the target of Rose’s wrath. undead and unfriendly After Rose Blackraven had passed away, her spirit lingered in the castle long enough to learn the truth about how she died. Prunellia’s betrayal enraged Rose beyond mortal bounds and turned her into an undead creature doomed to forever rage over her fate inside the old mausoleum. If the characters open the wrought-iron gate that surrounds the mausoleum, the tormented spirit of Rose Blackraven immediately appears. A heavy shadow falls over the cemetery, and the air becomes murderously cold. At the same time, the spectral shape of a female human woman materialises in front of the mausoleum. Her face is contorted with wrath. “Haven’t I suffered enough already?” she howls. “Let me rest in peace!” She gives up a ghastly scream and attacks. The spirit has the statistics of a wraith with the following modifications: ➛ It has 90 hit points. ➛ It is immune to cold damage. ➛ Dreadful Aspect (1/Day). The spirit briefly takes on a horrific shape that freezes the blood in the veins of those seeing it. All creatures within 30 feet of the spirit that can see it must make a DC 13 Wisdom saving throw. On a failure, the creature drops to 0 hit points. On a success, a creature takes 2d6 necrotic damage and 2d6 cold damage. This feature has no effect on constructs or undead. Wizards belonging to the school of necromancy have advantage on the saving throw. ➛ It has a challenge rating of 8. development The undead wraith radiates unearthly coldness. At the start of the second round, the air within 30 feet of the spirit becomes lethally cold. Creatures who stand in this area must make a DC 13 Constitution saving throw to withstand the deathly chill. On a fail, they take 1d6 cold damage and have disadvantage on attack rolls for 1 minute. Optional: If the characters are playing the nonviolent version of this adventure, the spirit uses the Horrifying Visage ability of a ghost and then fades away.

www.midnight-tower.com 42 CHAPTER 9: THE OVERGROWN MAZE (MAP) The old gazebo in the middle of the neglected maze. The tall, rampant maze is so overgrown and dense that its passages are dim and filled with heavy shadows. As you press through, you feel as if the hedges sometimes move when you aren’t looking at them. For a moment, you think you hear faint laughter from inside the maze, but it could be your imagination. The passages in the snowy maze are considered difficult terrain, and the multitude of twigs and leaves limits the characters’ visual range to 20 feet. Characters who attempt to reach the centre of the maze by navigating its passages must he sprawling hedge maze is located east of the castle. It takes approximately a quarter of an hour to walk there. Its evergreen bushes are unkempt and nearly 15 feet tall. Wooden bridges arc over the bushes to connect different passages, but most of the bridges are thoroughly rotten and disintegrate at the slightest touch. A long time ago, the maze was kept trimmed to perfection, and solving it provided great amusement for countless summer guests, but those days are forever gone.

www.midnight-tower.com 43 succeed with a DC 15 Intelligence check. On a failed check, the character is lost and finds themselves back at the entrance after 1d12 minutes. If the check fails by more than 5, the character gets hopelessly confused and finds their way out only after 1 hour. Characters who fail can try to find the middle of the maze again. centrepiece in ruins In the middle of the maze stands a weatherworn gazebo. Its white paint has been peeled off almost entirely, and the rotting wood is riddled with woodworm holes. The old carved decorations have been worn down by weather and time. eight-legged encounters A trio of phase spiders have built a lair in the maze a couple of days ago. The lair is well concealed and can’t be seen from the air. The spiders notice if the characters move through the maze and attack the first character who emerges in the centre. Since their arrival at Shieldsborg Castle, the spiders have been subtly changed by the dark energies that coarse through the land. They have the normal statistics of phase spiders with the following changes: ➛ The spiders are black and dusky grey. ➛ The difficulty of the Constitution saving throw against the spiders’ poison is 15. ➛ Their poison deals 4d8 poison damage and 2d8 necrotic damage. ➛ They have resistance to necrotic damage. ➛ A creature killed by a spider rises as a zombie controlled by the DM at the beginning of its next turn. Optional: If the characters are playing the nonviolent version of this adventure, the spiders try to envelop the characters in webbing (using the Web action of a giant spider) and then scuttle away. a ghostly sign When the characters have defeated the spiders, the ghost of Viola Grey appears to the character who saw her earlier. A ghostly woman appears in thin air next to the old gazebo. Her translucent hair flows as if it were underwater, and her feet levitate a few inches above the frost-coated grass. Slowly, she turns her head to you, and she raises an arm to point at the ground next to the gazebo. Before you have time to act or speak, the ghost vanishes like mist in a breeze. Viola is trying to point the characters to the hidden box that contains the stolen will. She hopes this will end Prunellia’s murderous scheming and lead to brighter times at the castle. ➛ On a closer look, DC 12 Wisdom (Perception) or Intelligence (Investigation): The frozen ground has been disturbed next to a patch of snow near the gazebo. If the characters dig into the ground at this location, they find a ornate metal box the size of a book. The box is richly decorated and engraved with the Blackraven coat of arms. If the characters have found the ornamented key in the gatekeeper’s cottage, they realise that the design of the key resembles that of the metal box. trap A poisoned needle is hidden within the box’s lid. Opening the box without using its key causes a sharp needle to spring out. One creature touching the box takes 1 piercing damage and 3d6 poison damage. The creature must also succeed on a DC 12 Constitution saving throw or be Poisoned for 1 hour. The trap can be spotted with a successful DC 22 Intelligence (Investigation) check and disarmed with a successful DC 18 Dexterity (Thieves’ Tools) check. A failed attempt to pick the lock triggers the trap. The box contains Rose Blackraven’s latest will. It is written on a rolled-up vellum parchment tied up with a ribbon of black silk. When the metal box is opened, a conspiracy of ravens takes flight nearby. They caw repeatedly before they fly away and disappear against the grey clouds.

www.midnight-tower.com 44 hile the characters are trying to locate the lost will, the castle’s other residents are gathered in the sitting room. Tension rises as the minutes go by and midnight approaches. Timmy has left the room to use the outhouse, but he is currently hiding in the stables and refuses to go back. Akeshi and Daisy do their best to keep peoples’ spirits up, but everyone except for Prunellia is increasingly nervous. Prunellia bides her time while waiting for an ideal moment to continue her deadly plot. She doesn’t care about the missing will, and as she plans to kill Celestia anyway, she feels no reason to worry. Prunellia will try to kill Celestia before midnight if she can do so without rousing suspicion. Yet the characters are a liability, so Prunellia pretends that she too has been poisoned and blames Celestia to dissuade potential suspicion. blame game If the characters accuse anyone other than Prunellia of having murdered Caspian, Prunellia instantly supports the accusation with a false witness statement. Likewise, if the characters say that they have found neither the will nor the cause of Caspian’s death, Prunellia sobbingly declares that the characters are useless and should leave the castle. She wants the characters gone so that she can continue with her murderous odyssey. However, Prunellia is so gleeful over the characters’ failure that she struggles to hide her delight. A character who succeeds on a DC 15 Wisdom (Insight) sees that Prunellia is behaving oddly. firestarter Prunellia immediately drops her act if any of the following happens: ➛ She is attacked. ➛ She is accused of causing Caspian’s death. ➛ The characters explain that Timmy is the real heir to Shieldsborg Castle. ➛ Anyone threatens to destroy one of her dolls. Eyes burning with hatred, Prunellia glowers at you. Her innocent, insipid expression has vanished, only to be replaced by cold rage. “Wretched, meddling fools!” she growls. “How dare you come here and ruin my beautiful plan. I will burn you to ashes and dance on your graves!” With those words, Prunellia attacks. Filled with rage and hateful to everyone around her, Prunellia opens her turn with the spell fireball. Upon casting this spell, deadly roaring flames fill the room. Every window bursts, the furniture and curtains catch fire, and several bottles of liquor explode in clouds of shattered glass. The explosion kills Celestia instantly and throws Daisy and Medrin into the wall, knocking them unconscious. If the spell hits Nell or Akeshi, they lose half their hit points but are partially shielded by a large sofa. Although stunned by the explosion, they manage to crawl out of the room. Prunellia uses the metamagic option Careful Spell to protect herself from the effects of the fireball. Prunellia is a sorceress and uses the statistics of an archmage with the following modifications: ➛ She has 13 sorcery points and can use the following metamagic options: Careful Spell, Heightened Spell, and Quickened Spell. ➛ Her AC is 17. ➛ She doesn’t have any 8th- or 9th-level spells prepared. Optional: If the characters are playing the nonviolent version of this adventure, Prunellia breaks down and cries instead of attacking. She claims that she had no choice but to commit murder to get what is rightfully hers. Later, Prunellia is brought to Winterhold, where she is charged with murder and sentenced to lifelong imprisonment. She lives out the rest of her days in a dungeon playing with makeshift straw dolls. CHAPTER 10: A DANGEROUS CONFRONTATION

www.midnight-tower.com 45 prunellia mills attacks! “I will burn you to ashes and dance on your graves!”

www.midnight-tower.com www.midnight-tower.com 46 CHAPTER 11: REWARDS AND AFTERMATH f the characters survive the battle with Prunellia, a shaken and wounded Akeshi Kheltora politely congratulates them for identifying Caspian’s murderer correctly. If the characters have located the latest will or found out who the true heir to Shieldsborg Castle is, he thanks them for this too, as it brings some closure to the ordeal. While Akeshi can’t give the characters the remainder of the reward that Caspian promised them, none of the residents prevent the characters from taking Prunellia’s belongings. Prunellia wears a Ring of Serpent’s Tongue, a Pearl of Power, a golden ring with a black opal in the middle surrounded by small diamonds (worth 500 gp), and an embroidered purse that contains 11 pp, 7 gp, and 3 sp. life after death? If any of the characters die during the fight with Prunellia, Nell offers to try to resurrect them by using her ritual book. She warns everyone that she has never really attempted the ritual on a humanoid before, and seems both horrified and curious in equal measures at the prospect of trying it. Unbeknownst to Nell, who genuinely wants to help, the ritual she is trying to cast isn’t resurrection but reincarnate. This means it is highly likely that the character may return to life as a different race. In addition, because the ritual is complex and Nell is an inexperienced spellcaster, the character’s alignment may also accidentally change. Roll 1d6 when the ritual has been carried out. On a result of 1 to 3, the character keeps their alignment, but on a result of 4 to 6, the character’s alignment changes. If the character’s alignment changes, roll 1d6 to establish the first part of their alignment. On a result of 1 to 2, the character is Good. On a result of 3 to 4, the character is Neutral. On a result of 5 to 6, the character is Evil. Roll another d6 to establish the second part of their alignment. On a result of 1 to 2, the character is Lawful. On a result of 3 to 4, the character is Neutral. On a result of 5 to 6, the character is Chaotic. departing the dark Read the following out loud when the characters leave the castle: As you leave Shieldsborg Castle behind and pass through the black wrought-iron gates, you have the strangest feeling that you are being watched. When you turn around, the ghostly shape of a half-elven woman stands by the gates. She waves at you before she vanishes, like smoke caught in an unearthly wind. A raven caws three times in the distance as Shieldsborg Castle disappears from sight, and you continue your journey. aftermath The characters receive a group award of 17,700 XP for accomplishing the quest, plus additional XP for defeating monsters. Alternatively, the DM can use this as a milestone award and the characters gain one level. epilogue If the characters didn’t defeat Prunellia, she continues her murderous scheme. Her evilness and magical abilities eventually transform her into a lich, which proceeds to rule the castle and surrounding areas with terrible wrath. However, if Prunellia is defeated, Timmy inherits Shieldsborg Castle. Timmy cares little for castles or political intrigues and focuses mainly on his horses. However, with time, his horses become among the best and most expensive riding mounts in Eastern Farraway, which brings prosperity to the castle. the end

www.midnight-tower.com www.midnight-tower.com 47 CHAPTER 12: LEGEND & LORE shieldsborg castle Shieldsborg Castle is situated in an isolated, perennially cold vale halfway between Winterhold and Wolfberg Pass. It is built near a historical battlefield where the Battle of the Triad took place. The Battle of the Triad is one of the bloodiest battles in Eastern Farraway’s history and is generally considered by historians as the starting point for the Second Winter War. In this huge clash, the King’s army fought against invading armies from the Plane of Fey and Plane of Shadow. The two latter armies were also in conflict with each other, and the battle claimed the lives of over ten thousand warriors. The bodies of the fallen soldiers and dead creatures were left on the battlefield. The area became known as the “Vale of the Dead”, and its craggy slopes were avoided by people and animals alike except for scavengers such as ravens, harpies, and dire rats. a hero’s boon One of the most prominent leaders who fought during the Second Winter War was the paladin Liondre Shieldsborg. After the war was over, the king knighted Liondre and granted him any land of his choosing within the kingdom. Liondre humbly asked for a piece of land where the Battle of the Triad had taken place, as he wished to build a castle as a monument of the King’s triumph in battle and victory in the war. As the vale was a strategically important location, the king agreed and provided a huge sum for building the castle, in case war or conflict should ever return. Liondre returned home together with Eitid, another paladin with whom he had fought side by side during the war. They had sworn that if they survived the war, they would marry and start a family. However, the village priest heard about their plans to build a castle near the battlefield and warned against it. “The land is soaked in blood and pain,” she warned them. “Too many have met a violent end in that vale. Find yourselves another place for your castle and your future, and let the tormented souls rest in peace.” darkening days Liondre and Eitid didn’t heed the warning, and problems began to plague the construction of Shieldsborg Castle from the beginning. Stonemasons and other workers took ill, and accidents were unnaturally frequent. The workers whispered that the area was haunted, and some swore that they saw ghostly shapes at night. However, Liondre and Eitid ignored the workers. They fired those who complained and hired new people to work for them. Eventually, the castle was completed, yet the couple’s misfortunes continued. They had hoped to raise a family and wished for a child who would continue their family line, yet Eitid suffered repeated miscarriages and accidents. Finally, they had a child, but Eitid died in childbed shortly after giving birth. Heartbroken and half-crazed with sorrow, Liondre stormed from the castle, vowing never to return. Prone to dark moods and bleak thoughts, he travelled the land as a merciless sellsword and killed wantonly for whoever paid best. Liondre died fighting a clan of frost giants in the Hintherdale region against impossible odds. arrival of the blackraven family Shieldsborg Castle was deserted for many years until the Blackraven family bought it. The Blackraven family were prosperous, well connected, and planned to throw lavish parties and balls at the grand castle. They were also attracted to the castle because of the many ravens that lived in the area, which they believed was a sign of good fortune. However, the misfortunes at the castle continued and seemed to have found a new host. The family endured disaster upon disaster while their ranks and wealth dwindled. Eventually, they withdrew from society entirely and spent their gloomy days behind the castle’s chilly stone walls, longing and dreaming about the golden years before the family moved to the castle. Today, many believe that Shieldsborg Castle is haunted, and most people avoid the castle, which is gradually becoming more and more neglected with each passing year.

ring of serpent’s tongue www.midnight-tower.com 48 CHAPTER 13: MAGICAL ITEMS ring of serpent’s tongue Ring, legendary (requires attunement) While wearing this ring, you gain a +2 bonus to Armour Class and a +5 bonus to Deception checks. The ring appears to be nonmagical as if it were under the effect of the spell arcanist’s magic aura. The ring renders you immune to spells belonging to the school of divination and magical effects that allow other people to read your thoughts, detect your true alignment, or spy on you using magic. Your real alignment doesn’t change, and alignment requirements of magical items aren’t affected. In addition, you can choose to misinform creatures that try to read your thoughts, detect your alignment, or spy on you by magical means. For example, you can make your thoughts different to what they truly are, you can seem to have a specific alignment, or you can appear to be in a location far from where you actually are. The creature trying to gather information about you must make a DC 20 Wisdom saving throw. On a failed roll, the creature believes the false information you choose to present. On a success, their spell or ability fails, and they glean no useful information. The ring is over 800 years old and made of titan-steel from Northern Farraway. It resembles a lean snake that wound itself around the wielder’s finger three times before biting its own tail. The snake’s eyes are made of small green emeralds. Centuries of use have matted its sheen and worn down the engraved pattern. The recipe to create this type of ring was a secret, and only a Mastersmith of the Flinthelm clan knew how to forge them. However, several dwarves from Winterhold were kidnapped by dark elves and forced to work in their smithies deep underground. The knowledge of the secret recipe died with the enslaved Mastersmith when the leader of the dark elves, Alyeari Helviath of House T’orrza, sacrificed all of the kidnapped dwarfs to the Spider Queen in exchange for great powers. Ring of Serpent’s Tongue is often used by dark elves when negotiating with other Houses or enemies. While the majority of the rings are still in possession of the drow, a few of these priceless rings have found their way to the surface. They are highly sought after by unscrupulous people, but also treasured by merchants, diplomats, and adventurers.

www.midnight-tower.com 49 CHAPTER 14: NEW MONSTERS dusk wolf Dusk wolves are also known as shadow wolves, or “Skymnings-varg”. The dusk wolf’s origin has long been debated by scholars at the Department for Higher Education in Northwind Gate and other academic institutes in Eastern Farraway. It is generally agreed that the natural habitat of dusk wolves is the Plane of Fey. However, some scholars stubbornly maintain that dusk wolves clearly originate from the same plane as fellstalkers, a feline creature that inhabits the Plane of Shadow and bears some resemblance to dusk wolves in that they too can teleport. The dusk wolf’s ancestry is more uncertain. According to some academics, dusk wolves are the feral cousins of blink dogs, while others insist that the two species have evolved independently of each other. In addition, a third group of scholars argue that dusk wolves are the direct descendants of the legendary Fenris-wolf (also known as Fenrisúlfr). Whichever their true origin, dusk wolves are generally found throughout the Plane of Fey. Some may have entered Eastern Farraway by the means of planar travel and ancient portal stones, and there is a prevalent group of dusk wolves that has lived in the mountains north-east of Winterhold for centuries. Their presence has even given rise to the name Wolfberg Pass, a long, narrow, and notoriously dangerous pass that runs between the mountain ranges. strategical allies During the first battle of the Second Winter War, dusk wolves were widely used by the Unseelie Court’s army. Dusk wolves are both intelligent and ferocious, albeit highly unpredictable once their bloodlust has been stirred. Their feeding frenzy is infamous, and they were commonly used during attacks to decimate enemies and spread chaos and fear. During the Battle of the Triad, which took place near the location where Shieldsborg Castle is situated today, thousands of warriors from the Unseelie Court lost their lives, and most of their dusk wolves were slain. However, dusk wolves can’t truly die unless they are on their plane of origin, and are therefore magically resurrected after approximately seven days. (For more information about the dusk wolf’s ability to return from the dead, see Octavia Dragonborn’s book Experimental Design and Practical Studies of Non-Planar Species, Volume IV). appearance Dusk wolves are larger than ordinary wolves but still medium in size. Their fur is dark grey or black with shades of midnight blue, and their eyes glow yellow or orange in the dark. They easily blend into the shadows at night and in dim light. In addition, similarly to blink dogs, they can teleport from one location to another, leaving behind only a trail of black smoke. They tend to hunt in packs of five up to twelve individuals that are led by an alpha couple. It is said that dusk wolves can be trained from a very young age, and according to some bard’s songs and tales, the famous ranger Elsie the Wanderer had a dusk wolf called Vangar as an animal companion.


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