(ENG) D&D 5a Ed. - Before The Stroke of Midnight (x Livello 1-20) - Flip eBook Pages 51-85 (2024)

www.midnight-tower.com www.midnight-tower.com 50 dusk wolf Medium monstrosity, neutral evil Armour Class 12 (natural armour) Hit Points 100 (16d8+28) Speed 50 ft. STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 14 (+2) 3 (-4) 12 (+1) 8 (-1) Saving Throws Dex +5, Con +4 Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks Damage Immunities Poison Condition Immunities Frightened, Poisoned Senses Darkvision 120 ft., Passive perception 16 Languages Understands Common and Sylvan but can’t speak Challenge 4 (1,100 XP) Unearthly Swiftness. While in dim light or darkness, the base walking speed of a dusk wolf increases with 10 feet. Incorporeal Movement. The dusk wolf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Bloodlust. A dusk wolf that reduces a creature to 0 hit points adds 1d6 to damage rolls for one minute. The slain creature must be of a type other than undead or constructs. Sunlight Weakness. While in sunlight, the dusk wolf has disadvantage on attack rolls and ability checks. Pack Tactics. The dusk wolf has advantage on an attack roll against a creature if at least one of the shadow wolf’s allies is within 5 ft. of the creature and the pack member isn’t incapacitated. actions Multiattack: The dusk wolf makes one bite attack and one claw attack, or two claw attacks. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 necrotic damage. Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 necrotic damage. Baleful Howl. Each non-undead creature within 30 feet of the dusk wolf that can hear it must succeed on a DC 13 Wisdom saving throw or be Frightened for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the dusk wolf’s Baleful Howl for the next 24 hours. Shadow Leap (Recharge 4–6). The dusk wolf magically teleports up to 60 feet to an unoccupied space it can see.

www.midnight-tower.com www.midnight-tower.com 51 APPENDIX how to scale this adventure Make the following adjustments to scale the adventure up or down so that it suits your group. tiers Tier 1 represents levels 1–4 for an adventure group of three to five characters. Tier 2 represents levels 5–10 for an adventure group of three to five characters. Tier 3 represents levels 11–16 for an adventure group of three to five characters. Tier 4 represents levels 17–20 for an adventure group of three to five characters. skill checks and saves Tier 1: Decrease all DC checks by -2. Tier 2: Use the DC checks in the adventure. Tier 3: Increase all DC checks by +2. Tier 4: Increase all DC checks by +4. Suggested changes to the damage from the trapped metal box that is buried next to the gazebo: Tier 1: 1d6 poison damage. Tier 2: Use the trap as described in the adventure. Tier 3: 4d6 poison damage. Tier 4: 6d6 poison damage. Adjust the saving throws and skill check DC as previously mentioned. Suggested changes to the damage from the poison found on letters and documents in Rose Blackraven’s study (duch*ess’ study, Area 16): Tier 1: 2d6 poison damage. Tier 2: Use the trap as described in the adventure. Tier 3: 8d6 poison damage. Tier 4: 20d6 poison damage. Adjust the saving throws and skill check DC as previously mentioned. encounters Replace the three dusk wolves with: Tier 1: One dusk wolf. CR 4 (1,100 XP) Tier 2: Use the monsters as described in the adventure. Tier 3: Five dusk wolves. CR 11 (7,200 XP) Tier 4: Seven dusk wolves. CR 17 (19,250 XP) Replace the three green hags with: Tier 1: Two sea hags. CR 4 (1,350 XP) Tier 2: Use the monsters as described in the adventure. Tier 3: Five green hags. CR 10 (7,000 XP) Tier 4: Three night hags. CR 13 (10,800 XP) Replace the modified wight with: Tier 1: One ghast. CR 2 (450 XP) Tier 2: Use the monster as described in the adventure. Tier 3: One vampire. CR 13 (10,000 XP) Tier 4: One lich. CR 21 (33,000 XP) Replace Prunellia’s stats as an archmage with: Tier 1: One cult fanatic. CR 2 (450 XP) Tier 2: Use the encounter as described in the adventure or replace it with one mage. CR 6 (2,300 XP) Tier 3: Use the encounter as described in the adventure. Tier 4: Use the encounter as described in the adventure, but increase the archmage’s AC to 20 and hit points to 256. CR 17 (18,000 XP) how to scale treasures Adjust the reward that Caspian offers as follows: Tier 1: 50 gp each for searching for the will, and 150 gp each if they find it. Tier 2: Use the same treasure as described in the adventure. Tier 3: 200 gp each for searching for the will, and 500 gp each if they find it. Tier 4: 250 gp each for searching for the will, and 1,000 gp each if they find it.

www.midnight-tower.com www.midnight-tower.com 52 Adjust Prunellia’s belongings as follows: Tier 1: Decrease the value of her golden ring to 250 gp. Tier 2: Use the same items as described in the adventure. Tier 3: Increase the value of the golden ring to 750 gp. Tier 4: Increase the value of the golden ring to 1,000 gp. Other treasures in the adventure: Tier 1: Decrease the value of the treasure by half. Tier 2: Use the treasure as described in the adventure. Tier 3: Double the value of the treasure in the adventure. Tier 4: Increase the value of the treasure in the adventure five-fold. The properties of the Ring of Serpent’s Tongue remain the same, unless the DM wishes to replace the ring with another magical item.

www.midnight-tower.com www.midnight-tower.com 53 Ground floor: Player version.

www.midnight-tower.com www.midnight-tower.com 54 Middle floor: Player version.

www.midnight-tower.com www.midnight-tower.com 55 Top floor: Player version.

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THE BLACK RAVEN’S COMPENDIUM A MIDNIGHT TOWER COMPENDIUM Gothic magic items, monsters, spells, murder mystery plot ideas, and more for the world’s greatest roleplaying game www.midnight-tower.com

EERIE MAGIC ITEMS candelabra of the silent walker Wondrous item, rare This candelabra must be fitted with newly lit candles and held in one hand to function. When the light of its candles falls on an object or creature that is magically or naturally invisible within 30 feet, roll 1d20. On a roll of 9 or less, nothing happens. On a roll of 10 or higher, the object or creature becomes visible for as long as it remains in the candles’ radiance. In addition, Investigation and Perception checks made inside the radiance of the candelabra are made with a +3 bonus. Its magical properties can be activated only by candles moulded at midnight under a full moon. The candles burn for 30 minutes, provide bright light in a 5-foot radius, and dim light for an additional 10 feet. The Candelabra of the Silent Walker is a threearmed elaborate candelabra made of bright silver that never needs polishing. The candelabra has been used by many adventuring parties over the years. It has been especially valued by groups who specialise in delving into ancient tombs and dungeons. Last week, a famous adventuring party returned to Winterhold after exploring a dungeon in the Hintherdale Region. While their exploration was successful, they left the candelabra behind after fleeing from an infuriated lich that didn’t appreciate their visit. crimson guise Wondrous item, very rare (requires attunement) When you wear this masquerade mask, you can spend one action to activate it by speaking the words “Mortem Obire”. The words are inscribed on the inside of the mask and can be found only by succeeding on a DC 20 Investigation check. When active, the mask turns into a hideous demonic visage. All creatures within 30 feet of you that can see the mask must make a DC 15 Wisdom saving throw. On a successful save, a creature takes 2d6 psychic damage. On a failed save, it takes 4d6 psychic damage and becomes Frightened of you for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect can be used only once per day. The mask also enables the wearer to cast the following spells once per day: misty step, invisibility, and contagion (save DC 15). The mask is made of old, cracked red leather from an unidentified fiendish creature. It features black velvet ribbons, golden studs, and a pointed beak. It always smells of sugary perfume. Crimson Guise has been seen at parties and balls for centuries. The origins of the mask are unknown. candelabra of the silent walker crimson guise www.midnight-tower.com www.midnight-tower.com 58

mirror of ilynina Wondrous item, legendary This mirror is cursed. A creature that touches it must immediately make a DC 18 Charisma saving throw. On a failed save, the creature is instantly trapped in the mirror as if they were affected by the Minimus Containment variant of the spell imprisonment. Simultaneously, a hostile creature that already is trapped in the mirror is released. The creature is hostile to all other beings and immediately attacks the nearest creature. The DM decides what type of creature emerges from the mirror, or rolls on the Trapped Monster Table. A creature trapped in the mirror can be freed only when a new creature is trapped or by the spell wish. Creatures that spend more than five days trapped in the mirror must succeed on a DC 18 Charisma saving throw or transform permanently into an evil monster of the DM’s choice. If the transformed creature is released from the mirror and dies, it reverts to its true form. The mirror is made out of elegantly carved engelwood, and its dusky, silvery mirror is cracked. A smoky shadow can occasionally be glimpsed deep inside the mirror. The mirror was once a gift to Ilynina Gnejs, a young noble lady, shortly before her wedding. Her jealous sister bought the mirror in a peculiar antique shop in the old quarters of town before it disappeared. However, Ilynina grew enthralled with the mirror and spent all her time admiring her own reflection until she forgot all around her. The wedding was called off, but the young bride-to-be remained obsessed with her own reflection and gradually withered away. It is said that Ilynina TRAPPED MONSTER TABLE 1. Drow CR 1 2. Shadow CR 1/2 3. Imp CR 1 4. Spectre CR 1 5. Cult fanatic CR 2 6. Green hag CR 3 7. Wight CR 3 8. Ghost CR 4 9. Incubus/Succubus CR 4 10. Night hag CR 5 11. Vampire spawn CR 5 12. Medusa CR 6 13. Oni CR 7 14. Chain devil CR 8 15. Young silver dragon (corrupted, Neutral Evil) CR 9 16. Deva (possessed, Chaotic Evil) CR 10 17. Archmage (insane, Chaotic Evil) CR 12 18. Vampire CR 13 19. Mummy lord CR 15 20. Lich CR 21 finally disappeared and left only the mirror behind. Some people say that she took her own life, but no one truly knows what happened to her. If the mirror is destroyed or repaired by the spell mend, it disappears and leaves behind only a faint trail of blue smoke. Any creature trapped inside the mirror is destroyed. The mirror reappears 1d100 years later in a random antique shop or travelling salesman’s wagon. mirror of ilynina www.midnight-tower.com www.midnight-tower.com 59

veil of the afterlife Wondrous item, rare While wearing this veil, you become aware of undead creatures and know their exact location within 15 feet, and you feel the presence but not the location of undead creatures within 60 feet. You can’t tell the type of undead or its identity. When you are in dim light, the veil’s fabric blends with the darkness and gives you a +2 bonus on Stealth checks made to hide, as well as a -2 penalty on Perception checks based on vision. In addition, you have resistance to necrotic damage, and you register as an undead creature to other creatures that use abilities and spells to detect undead. Veil of the Afterlife is a long widow’s veil made of light black lace with an embroidered hem. It is 2 feet long and must be worn over the wearer’s face for its magical properties to work. Removing or putting on the veil takes one round. Little is known about the Veil of the Afterlife. Some say it was first worn by an ancient queen whose beloved was slain in a battle. The queen mourned so grievously that she perished and became a ghost, doomed to forever haunt a forest in which she and her lover often had walked. ring of thalassi Ring, very rare (requires attunement) While wearing this magic ring, your Dexterity score increases by 1, and you have resistance to poison damage. A successful DC 20 Investigation check reveals how to open the ring. Inside it is a cavity that can contain one dose of poison. An enchantment hides any poison stored inside the ring from magical and natural attempts to detect it. The wearer can use an action to apply the poison to an object within 5 feet, e.g. a goblet. The ring’s intricate mechanism gives the wearer a +5 bonus to Sleight of Hand checks made when applying the poison. The ring is made from matte white silver. It is decorated with an oval green Verdelite crystal, a precious gemstone found only in deep caves on the Farraway Islands. The ring once belonged to the sea elven Thalassi family, who were traders based in Whiteport. It was handed down through generations, but each heir became increasingly ruthless and shrewd. Over time, several merchants who were linked to the Thalassi family’s affairs died from poisoning, and other traders grew suspicious. Eventually, the Thalassi family was shunned and avoided. The ring was lost when the last member of the family was assassinated. The many deaths that the ring has been involved in – together with its magical abilities – have made the ring sentient and malicious. It encourages the wearer to embrace evil through macabre and glorified dreams. The wearer of the ring may remain unaware of the ring’s bloodthirsty influence. ring of thalassi veil of the afterlife www.midnight-tower.com www.midnight-tower.com 60

ghostly cat Tiny monstrosity, unaligned Armour Class 12 (natural armour) Hit Points 4 (1d8) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-3) 17 (+3) 10 (0) 8 (-1) 19 (+4) 15 (+2) Skills Perception +9, Stealth +7 Senses darkvision 240 ft., passive Perception 17 Languages Understands Common, Infernal, Abyssal and Deep Speech but can’t speak Challenge 1/2 (100 XP) Keen Senses. The ghostly cat has advantage on Wisdom (Perception) checks. Otherworldly Comfort. All creatures within 30 feet of a ghostly cat have a +1 bonus on saving throws made against the abilities of undead creatures. actions Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Piercing gaze. The ghostly cat targets a creature that attempts to lie and uses its gaze to unnerve it. The target must be within 30 feet and able to see the ghostly cat. The target must make a DC 15 Wisdom saving throw. On a failed save, the target has disadvantage on Charisma (Deception) checks for 1 minute. Once the ghostly cat has used this ability, it can’t be used again until the next midnight. NEW MONSTERS ghostly cat At a glance, the ghostly cat resembles a normal cat. Most are charcoal black, grey, or white and have a proud bearing. They are usually reclusive and rarely approach humanoids. Only a few details betray the true nature of a ghostly cat. In moonlight, its eyes gleam like golden coins, and it becomes transparent with a faint smokey aura. Some hold that ghostly cats evolved from normal cats that lived near burial sites. Others argue that they arrived from the Plane of Shadow or Hades. Some scholar claims that there is a link to these cats and the famous mage Octavia Dragonborn. Dwelling among the Dead. The ghostly cat has an innate fondness for graveyards and often makes its den among tombstones and mausoleums. Reader of Souls. The ghostly cat can sense hidden feelings and true intentions in the hearts of other creatures. For this reason, the ghostly cat can easily see through lies and notice deception. www.midnight-tower.com www.midnight-tower.com 61

vengeful bride The vengeful bride is the spirit of a bride-to-be who died from mortal sorrow after her fiancé was murdered. It appears as a corpse clad in a long, bloodied wedding gown and a torn veil. The vengeful bride can fly, but often glides soundlessly along the ground with its head bowed. The vengeful bride prefers complete silence. While it can speak, it does so rarely and only for good reason. Those who have heard the vengeful bride utter a word and lived to recount the experience say that its voice is unnatural and hushed. Mortally Wronged. Stricken dead by grief, a vengeful bride has refused its journey to the afterlife and lingers to exact revenge. It exists solely to kill those who caused its anguish. The rage of the vengeful bride knows few boundaries, and it delights in stealing the life force of others. However, the vengeful bride desires revenge above all else. It may refrain from attacking those who can point it to more desirable victims, such as those who were complicit in killing the vengeful bride’s fiancé. Nightmarish Legend. The vengeful bride is often mentioned in old folklore and cautionary tales. It is said to haunt the places where it was meant to be married, such as churches, chapels, meadows, or stone circles. The vengeful bride has also been sighted in forlorn graveyards and in tombs. However, some bards claim that this fearsome undead creature may roam far and wide to hunt down those who murdered their betrothed. Freezing Aura. The vengeful bride radiates an intense and unearthly cold that is easily noticeable. Within 120 feet of the vengeful bride, the temperature drops sharply, patches of frost grow on surfaces, and the breath of living creatures turns to mist in the air. 62

vengeful bride Medium undead, lawful evil Armour Class 18 (natural armour) Hit Points 105 (14d8 + 42) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 15 (+2) 11 (0) 12 (+1) 21 (+5) Skills Insight +5, Intimidation +4, Perception +7, Stealth +13 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, cold Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned, Unconscious Senses darkvision 120 ft., passive Perception 12 Languages all the languages it knew in life Challenge 18 (20,000 XP) Silent as the Grave. The vengeful bride doesn’t make any sound unless it chooses to, and it always has advantage on Stealth checks based on sound. Legendary Resistance (3/Day). If the vengeful bride fails a saving throw, it can choose to succeed instead. Deathlike Chill. At the initiative count of 20, all creatures within 30 feet of the vengeful bride must succeed on a DC 14 Constitution saving throw every round. On a failed save, the creature suffers one level of exhaustion. actions Multiattack. The vengeful bride uses its Crippling Touch twice, or it uses Crippling Touch and Fatal Beckoning if available. Dead Can Dance. The vengeful bride gracefully moves up to 60 feet without provoking opportunity attacks. Fatal Beckoning (Recharge 5–6). The vengeful bride points at one creature it can see within 120 feet of it and fills its mind with crushing despair. The target must succeed on a DC 18 Wisdom saving throw or take 4d10 psychic damage and become Paralyzed until the end of the vengeful bride’s next turn. If a target’s saving throw is successful, the target is immune to the vengeful bride’s Fatal Beckoning for the next hour. Crippling Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 2d12 cold damage and 2d12 necrotic damage. The target must succeed on a DC 18 Constitution saving throw or have disadvantage on all attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Gift of Mourning (1/Day). The vengeful bride conjures a bouquet of flowers made of negative energy and hurls it at a target within 60 feet. The target must make a DC 20 Dexterity saving throw, taking 14d6 necrotic damage on a failed save, or half as much damage on a successful one. Upon hitting a target, the bouquet turns into ash and disappears. www.midnight-tower.com 63

murder at the manor Quest: Mayor Eirie Wynter has been found dead by her servants in her home of Highgate Hall, a lavish mansion in the centre of town. Also present at the murder scene was Baroness Zael Bellamy, Eirie’s arch-rival. It is an open secret that Zael and Eirie disliked each other, and that both used shady methods to increase their power. The town guard hires the characters to investigate the murder. What the characters don’t know: Zael is innocent. Eirie had planned to poison Zael, but she mixed up their wine glasses and accidentally killed herself. Encounters: If the characters sneak inside Zael’s manor, Blueridge Court, they are confronted by four veterans and one knight (Zael’s brother). Solution: A secret compartment behind a false book in Eirie’s library at Highgate Hall contains Eirie’s diary. By reading this, the characters can deduce that she planned to murder Zael. Red herring: Zael’s brother was secretly in love with Eirie and has been caught spying on her. Reward: The captain of the guard offers the characters 100 gp if they can explain the death. white wedding Quest: Lord Alastin Gallehus is marrying Jaron Artes, the oldest son of a rich merchant family. The town is abuzz but Jaron’s father, Goran Artes, is troubled. It is rumoured that an assassin will attack during the wedding. Goran hires the characters as undercover bodyguards (dressed as guests or servants). During the wedding, the wealthy noble Sergon Reaves-Springwater is stabbed to death. Sergon is related to the Gallehus family and has traded with the Artes family. The guards stop people from leaving until the murder is solved. What the characters don’t know: Goran Artes was in debt to Sergon and hired an assassin to kill him. He pretended to worry about the assassin and employed the characters to give himself an alibi. Encounters: The murderer is an assassin, and Sergon’s bodyguard is a veteran. There are also twelve guards and five knights present at the wedding. The knights fight only if they are provoked or judge that honour calls for combat. Solution: The assassin is disguised as a musician and carries a dagger concealed in a fake flute. Red herring: One of the wedding guests is a bard who forged their invitation to mingle with the nobility. Rewards: Lord Alastin Gallehus rewards the characters with a crate that contains 12 bottles of Emerald Pegasi, an exquisite sparkling wine (worth 25 gp each). the warrior with the wyvern insignia Quest: Over 50 years have passed since the disappearance of the warrior Marda Riverheim, a member of a well-known retired adventuring band called the Argent Blade. Most believe that she was kidnapped, but her body was never found. Kelron Swart, an aged member of the band, has recently received several anonymous messages. The messages feature drawings of places from Kelron and Marda’s adventures together. Kelron is sure that it is Marda’s murderer who sends the messages to taunt him, so he hires the characters to investigate the matter. Kelron is convinced that his old friend is dead, but wants closure and can’t stand the idea that Marda’s killer is still out there. The other two remaining members of the Ardent Blade, Caliborn and Juliez, offer to help the characters with advice and information. What the characters don’t know: Marda is alive and lives in a village near Redbridge in the south. She fled after escaping a murderer and has been hiding ever since. Marda sent the drawings to Kelron to show him that she is alive, but she doesn’t know that he misunderstands her messages. Her attacker was Caliborn, who has been possessed by a fiend for half a century. Caliborn is responsible for the deaths of several other members of the adventuring band. He keeps an eye on the characters and strikes if they learn too much. Encounters: Caliborn has the statistics of an archmage. He is assisted by an invisible imp. Caliborn also hires two spies to shadow the characters. Solution: Marda suspected that someone in her group was evil and wrote down her misgivings in a journal. She left the journal behind when she MURDEROUS PLOT HOOKS www.midnight-tower.com www.midnight-tower.com 64

escaped, and it is currently hidden in the Argent Blade’s old headquarters. Red herring: Juliez, who is a a hot-tempered rogue, hides that she has spent time in prison for theft and unruly behaviour (carousing). Rewards: Kelron rewards the characters with a large diamond (worth 3,000 gp) and a silvered Longsword +2 looted from a frost giants’ fortress. murders under a full moon Quest: Some twelve years ago, a serial killer caused fear in Whiteport. Every full moon, people were kidnapped and later found dead in the Traders’ District. All victims had strange symbols carved into their bodies. The killer was discovered to be a deranged fisherman called Saltbjorn, who claimed the deaths were part of a ritual to “gain the deep one’s blessing”. The court sentenced him to lifetime imprisonment. Now the murderer appears to be back: Over the past five months, five people have vanished. The captain of the watch, Imilia Grenkvist, hires the characters to solve the case. What the characters don’t know: The imprisoned fisherman once found a strangely undamaged tome in a net. When he opened it, the forbidden knowledge on its pages swiftly drove him mad. However, the recent disappearances are due to a warlock called Molligan who hides in a secret laboratory in the sewers. She has found the same tome and plans to complete the ritual that the fisherman started by a mass sacrifice during the next full moon. The people she has kidnapped are locked away in a cell near her laboratory. Encounters: Molligan has the statistics of a mage. She is accompanied by her loyal servant Fritz, who has the statistics of a cult fanatic, and a bearded devil (the envoy of Molligan’s fiendish patron). Solution: Many disappearances have taken place near entrances to the sewers. There are also reports of nightly thefts of pricey groceries nearby (Molligan and Fritz have expensive habits). Red herring: A notoriously unpredictable wizard (archmage) called Grinnell Flameson lives near two of the places where people have vanished but is innocent. In addition, vigilante townsfolk (commoners) sneak around at night in the hope of catching the killer. Rewards: If the characters foil the warlock and rescue her captives, the captain rewards them with a golden ducat each with the town’s emblem (worth 250 gp each). These coins can be used as a token of honesty in the entire Eastern Farraway. She also offers a trained warhorse with saddle and barding to each character. the cursed statue Quest: Five months ago, the mayor, Jasminne Lysander, inherited a valuable jade statue from a distant relative who had passed away. Jasminne was found dead two months later in her bedchamber. There was no sign of foul play, so the death was believed natural. During the months that followed, the statue was inherited by three other relatives, all of whom perished within weeks of receiving the statue. There has been no trace of violence or poisoning. Mårten Lysander, who will inherit the statue next, fears that it is cursed. He hires the characters to get to the bottom of the mysterious deaths. What the characters don’t know: The murderer is Avery McGallion, a former-friendturned-enemy to the Lysander family. Avery has hired assassins who use insidious poisons to kill all the members of the Lysander bloodline as revenge for the injustice and disgrace Avery has suffered since they became enemies. Encounters: Avery has the statistics of a mage and has employed an assassin to poison the targets of the Lysander family. Avery is always protected by three personal guards who have the statistics of veterans. Solution: Tiny fragments of crushed glass can be found in the victims’ homes. The fragments are from the poison vials that the assassin used. This leads to a specialist glassblower, who points the characters to Avery if he’s threatened. Red herring: Faint magic can be detected in the jade statue, but this is the lingering effects of a century-old protective spell rather than a curse. Rewards: If the character exposes the alchemist’s deadly plot, Mårten offers the characters 1,000 gp in coins, three large framed oil paintings (worth 250 gp each), and a lavish meal at the Travelling Mermaid in the Dock district. www.midnight-tower.com www.midnight-tower.com 65

While some poisons require dealing with shady merchants of dubious morals, many murders have been carried out with the help of readily available poisons that can be found in cleaning cupboards, common stores, gardens, or in the wild. pure lye (contact/digested) Appearance: Pure lye consists of white flakes, with a similar appearance as salt flakes. In its pure form it has a chemical smell, but mixed with water, the smell disappears. Origin: Ordinary lye is often used for cleaning in large households. It is easily distilled into pure lye, which is used for tanning, soapmaking, and alchemy recipes. Effects: Creatures whose skin touches this poison must succeed on a DC 13 Constitution saving throw, taking 2d6 poison damage on a failed save, and half as much on a successful one. If the poison is ingested, the DC is 16 and the damage increases to 4d6. Cost: 10 sp (ordinary lye), 2 gp (pure lye). COMMON POISONS rat poison (digested) Appearance: A fine yellow powder similar to saffron in colour. Origin: One of the most common rat poisons is Dwarven Excellent Vermin Poison, made of a mineral by-product from mining. It is comparatively hard to detect and can be noticed only by succeeding on a DC 22 Wisdom (Perception) check. Effects: One hour after a creature has digested the poison, they must make a DC 14 Constitution saving throw. On a successful save, the creature feels slightly nauseated and the poison wears off. On a failed save, the creature takes 1d10 poison damage and must make a new Constitution saving throw one hour later. For each failed save, the creature takes additional poison damage and must repeat the saving throw after one hour. The damage increases by 1d10 every hour. The effects end if the creature succeeds on its saving throw, dies, or drinks an antidote. Cost: 5 gp false summer rose (inhaled) Appearance: False Summer Rose (also known as Widow’s Blessing or Heartbane) is a small and thorny pink rose. It often grows high in the mountains, on peaks and summits. The False Summer Rose is deceivingly similar to the harmless Summer Rose, which is a popular gift among smitten lovers. The two types can be told apart only by succeeding on a DC 24 Intelligence (Nature) check. Origin: False Summer Roses are native to Eastern Farraway. Effects: A creature that spends more than 30 minutes within 10 feet of a flowering False Summer Rose must make a DC 17 Constitution saving throw. On a successful save, the creature takes 3d6 poison damage and falls into a magical slumber as if they were affected by the spell sleep. If they are moved away from the flower, they wake up after 10 minutes. On a failed save, the creature drops to 0 hit points. Cost: 3,000 gp (it is rarely for sale). www.midnight-tower.com www.midnight-tower.com 66

pixie mushrooms (digested) Appearance: The Pixie Mushroom (or Fey Toadstool) is a white-spotted toadstool mushroom. It can be blue, purple, green, or a combination of these colours. Origin: Pixie Mushrooms are common in both Eastern and Western Farraway in shaded gardens as well as in the wild. Effects: Pixie Mushrooms are poisonous depending on how much you eat. A creature that digests too many mushrooms must make a DC 12 Constitution saving throw. On a successful save, the creature becomes drowsy and relaxed. It has -5 on all skills and abilities for the next hour but regains one level of exhaustion. On a failed save, the creature begins to hallucinate and takes 2d6 poison damage. If the save fails by more than 5, the creature is also affected by short-term madness. If the save fails by more than 10 or the roll is a natural 1, the creature takes 4d6 poison damage and is affected by indefinite madness. Cost: 1 gp adderwort (contact) Appearance: A fine, dark brown and slightly sticky powder. It smells faintly bitter and easily leaves smudges on surfaces. Origin: Adderwort is found in wild woods and urban gardens alike throughout Eastern Farraway. It spreads swiftly, thrives in most conditions, and is generally seen as a weed. Its black-brown roots are dried, ground, and mixed with water to treat lice infestations. Effects: A creature whose skin is in contact with undiluted Adderwort for more than 1 minute must make a DC 14 Constitution saving throw. On a successful save, the creature is Poisoned for 1d4 hours, after which the effect wears off. On a failed save, the creature takes 2d6 poison damage and is Poisoned for 3d10 hours. The creature is also unable to take a long rest due to severe nausea. If the contact is ongoing, the creature must make another saving throw every 12 hours. The DC increases by 2 for every new saving throw. Cost: None (the roots are easily found in nature). ettica (digested) Appearance: A transparent water-like liquid. It has a sharply pungent smell that disappears when the liquid is mixed with milk. Origin: Ettica is widely used by fishermen to preserve food, typically when preparing them for long transports or storage. It is created by boiling the bones of Silverpike, a large predatory fish, in vinegar for at least three hours. Effects: A creature that consumes more than an ounce of Ettica must make a DC 16 Constitution saving throw. On a successful save, it takes 1d8 poison damage. On a failed save, it takes 3d8 poison damage and falls unconscious for 1d10 hours. Cost: 1 sp lurkwar pepper (digested) Appearance: A bright orange powder. Origin: Lurkwar Berries are large red berries that are naturally extremely spicy. They can be harvested only on the Outer Islands, which are located far beyond the Farraway Islands. The berries are roasted in iron crucibles and ground into a highly concentrated spice that is used to season expensive dishes. In very small doses, Lurkwar Pepper is reinvigorating and refreshing (and devilishly spicy). Effects: A creature that digests more than a heaped teaspoon of Lurkwar Pepper must make a DC 22 Constitution saving throw. On a successful save, the creature takes 3d10 poison damage. On a failed save, the creature takes 6d10 poison damage and is Paralyzed for 2d10 hours. Cost: 100 gp www.midnight-tower.com www.midnight-tower.com 67

haunt 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (the skull of a knighted soldier, dirt from a grave less than a day old, and a black diamond worth at least 1,000 gp, all of which the spell consumes) Duration: 101 years or until dispelled You cause an area to be haunted by undead spirits that protect it from intruders. The spirits are hostile to all living creatures except for you and up to seven other creatures that you choose when casting the spell. The haunting can be removed only by the spell hallow or wish. The haunted area can be up to a total of 3,000 square feet. The haunting spirits protect the area in the following ways: ➛ Shadows fill the space and make it lightly obscured. The dimness affects magical sources of illumination (such as the spell light) and creatures that have darkvision. ➛ Persistent whispers, sighs, and murmurs give creatures that can hear them to have a -2 penalty on Wisdom saving throws and prevents them from sleeping in the area. ➛ Poltergeists fling loose items at intruders up to three times per day. Each time, the poltergeists can throw up to 1d8 items. They throw one item per round. Examples of possible items include books, chairs, trays, pots, and vases. Each item has +6 to hit and does 1d4 bludgeoning damage. The poltergeists can target only creatures inside the area. This effect requires enough items to be present. ➛ The area is protected by a ghost that attacks 1d20 minutes after an intruder enters the area. The ghost has advantage on Initiative checks and may retreat into solid objects to resume its attack later. The DM determines the ghost’s appearance. séance 1st-level necromancy Casting Time: 5 minutes Range: 10 feet Components: V, S, M (a piece of a dried heart and a tiny sharp hook) Duration: 1 minute You call upon a spirit of a deceased sentient creature to respond to your questions. The questions must be asked out loud by you, and you can ask no more than three questions. You must know the spirit’s true name for the spell to work. At the point when contact with the spirit is established, all sources of light within 15 feet of you are dimmed, and the area becomes lightly obscured. The spirit can communicate only by knocking against a surface within the range of the spell. It is limited to answering yes or no, with one knock implying “yes” and two knocks “no”. The spirit understands all languages, but knows only what it knew in life and may choose to lie. A spirit can be affected by this spell only once every week. If the spirit is evil or hostile to you, roll 1d20. On a roll of a natural 1, the spirit escapes the afterlife after the spell ends and appears as a ghost within 1 mile of you. summon undead familiar 1st-level necromancy Casting time: 1 hour Range: 10 feet Components: V, S, M (a pinch of soot from a funeral pyre and a ruby worth 10 gp, all of which the spell consumes) Duration: Instantaneous You gain the service of an undead familiar, a spirit that takes the skeletal form of one of the following creatures, chosen by you: bat, cat, raven, owl, poisonous snake, rat, or goat. It appears in an unoccupied space within range and has the statistics of the chosen beast, but its type is undead. The undead familiar has darkvision (120 feet) and resistance to necrotic damage. Your undead familiar acts independently but DARK SPELLS www.midnight-tower.com www.midnight-tower.com 68

obeys your commands. While it can’t attack, it rolls its own initiative and acts on its own turns. When the familiar drops to 0 hit points, the skeleton falls apart and turns to ash. It reappears after you cast this spell again. As long as your undead familiar is within 100 feet of you, you can communicate with it telepathically. As an action, you can also choose to see through its eyes. While doing so, you are oblivious to your own senses. A spell with the “touch” range cast by you can be channelled by your undead familiar to a target. The familiar must be within 100 feet of you and use its reaction to channel the spell. Any attack rolls required are made using your modifiers. You can temporarily dismiss your undead familiar by spending an action to spirit it away to the Plane of Shadow, and summon it back again to a location within 100 feet of you by spending another action. You can also spend an action to permanently dismiss your familiar. Casting this spell again has no effect unless your familiar has been destroyed, in which case the same familiar reappears in a shape selected by you from the list above. You can have only one familiar at a time. tormentor 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a miniature curved blade and a tear from a celestial creature) Duration: Concentration, Up to 1 minute You conjure an avatar of death that attacks a target of your choice. The avatar is a semitransparent withered humanoid that wears a hooded dark cloak and wields a large scythe. It has a flying speed of 40 feet and can move through other creatures and objects as if they were difficult terrain. The avatar materialises in an unoccupied space within range. It makes two attacks with its scythe at the beginning of your turn against its target until the spell ends or the target dies. Its scythe is a magical weapon. The avatar’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d8 necrotic damage. The avatar sees invisible creatures. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. winged herald 3rd-level conjuration (ritual) Casting Time: 1 action Range: Unlimited Components: V, S, M (a black feather and a normal silver coin) Duration: Up to 1 hour You summon a magical raven to be your messenger. Your message must be written on a single parchment and rolled up before the spell is cast. The raven arrives from the nearest shadow when the spell is cast. It picks up the message in its claws and departs back into the shadow. It then jumps from shadow to shadow and takes shortcuts on the Plane of Shadow to deliver the message. You decide the recipient of the message when casting the spell. The recipient can be anywhere on any plane of existence, including magical or extra-dimensional places such as those created by the spell imprisonment or the Donjon card in a Deck of Many Things. If the intended recipient is dead and its soul has been destroyed, the raven caws mournfully three times when summoned before it fades away. You can instruct the raven to return with a reply. In this case, the raven reappears no more than 1 hour later with the reply written on the other side of the parchment. The raven has an Intelligence score of 14 and understands all languages. It is large for its kind, and its cunning eyes glow pale red in the dark. www.midnight-tower.com www.midnight-tower.com 69 undead familiar

SPOOKY WILD MAGIC EFFECTS 01–02 Roll twice on this table. (Ignore this result on subsequent rolls.) 03–04 For the next minute, you are aware of all undead creatures within 100 feet, even if they aren’t visible to you. 05–06 A skeleton chosen and controlled by the DM appears in an unoccupied space within 5 feet of you and disappears 1 minute later. 07–08 You cast blight as a 4th-level spell centred on yourself. 09–10 You cast vampiric touch as a 3rd-level spell. 11–12 Your appearance changes. Roll any die. If the roll is odd, you grow fangs. If the roll is even, you grow fur. The effect lasts until the next full moon. 13–14 You cast darkness centred on yourself. 15–16 For the next minute, you regain 3 hit points at the start of each of your turns. At the same time, the creature closest to you (including undead) loses 3 hit points. 17–18 Your entire eyes turn midnight black. The effect is permanent. 19–20 You cast fog cloud centred on yourself. 21–22 You have advantage on ranged and melee spell attacks during the next three rounds. 23–24 Your skin turns cold and deathly pallid. The spell remove curse ends this effect. 25–26 Your eyes glow red for 1 minute. During this time, you have advantage on Charisma (Intimidation) checks. 27–28 For the next minute, you can use two bonus actions instead of one. 29–30 The nearest creature to you is swallowed by mist and teleport up to 60 feet to an unoccupied space randomly determined by the DM. 31–32 You are transported to Hell for one turn and take 2d8 psychic damage. When you reappear, a flaming but harmless pentagram surrounds you for a short moment. 33–34 The next necromancy spell that you cast within 1 minute causes double damage. 35–36 You stop aging permanently. The spell remove curse ends this effect. 37–38 A swarm of bats controlled by the DM appears in an unoccupied space within 60 feet of you and attacks the nearest creature. They vanish after 1 minute. 39–40 If you see a creature die within the next hour, you regain 2d10 hit points, and a voice that only you can hear whispers, “You are welcome.” 41–42 You turn into a skull until the start of your next turn. While a skull, you are Incapacitated and have vulnerability to all damage. You can still speak. If you drop to 0 hit points, the skull cracks in half and you return to your normal shape. 43–44 For the next minute, you can step into a shadow and reappear in another shadow within 20 feet as a bonus action. 45–46 You turn into a bat for 10 minutes. 47–48 A horned devil controlled by the DM appears in a space within 5 feet of you and disappears 1 minute later. www.midnight-tower.com www.midnight-tower.com 70

49–51 A ghostly hand with clawlike nails appears for 1 minute and protects you from ranged attacks by catching projectiles. While the hand is present, ranged weapon and spell attacks against you are made with disadvantage. 52–54 You are immune to all poisons and lycanthropy until the next full moon. 55–56 Your hair turns completely white. This effect is permanent. 57–58 Your fingers turn icy cold for 1 minute, and your touch causes 1d6 cold damage. 59–60 You regain one expended spell slot of your choice. 61–62 For the next minute, you growl or bark when you try to speak. During this time, you can’t communicate using your voice or cast spells with verbal components. 63–64 You cast bestow curse as a 3rd-level spell. 65–66 You conjure a ghastly wind that deals 4d10 necrotic damage to up to three creatures that you can see within 60 feet of you. 67–68 The creature closest to you is Frightened of you for 1 minute. 69–70 Creatures within 30 feet of you become ghostly transparent for 1 minute. All attacks against affected creatures are made with disadvantage. 71–72 You have resistance to damage caused by undead creatures and immunity to necrotic damage for 1 minute. 73–74 One random creature that you can see turns into a marble statue and is Petrified for 1d4 minutes. 75–76 Your shadow grows and creates darkness in a 30 feet sphere centred on you for 1 minute. You and creatures with darkvision are unaffected. 77–78 You cast polymorph on yourself. If you fail the saving throw, you turn into a swarm of rats for the spell’s duration. 79–80 The sound of flapping bats and howling wolves fills the air within 30 feet of you for 1 minute. 81–82 You are briefly possessed by a ghost, which prompts (and enables) you to immediately take one additional action. 83–84 A bloodstained pentagram with a 30-foot radius appears on the ground centred on you. Creatures other than you that stand inside the pentagram take 1d10 necrotic damage. Meanwhile, you regain hit points equal to the damage dealt by the pentagram. 85–86 You cast false life on yourself. 87–88 You cast bestow curse on a random creature within 60 feet of you. 89–90 You fade away into unearthly mist and become invisible for 1 minute. During this time, other creatures can’t hear or see you. The invisibility ends if you attack or cast a spell. 91–92 If you die within the next minute, you return to life as a vampire or a werewolf. Your alignment and memory remain unchanged. 93–94 You grow large bat-like wings and sharp claws, which disappear after 1 minute. 95–96 You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. 97–98 You are surrounded by eerie piano music and ghostly choruses for 1 minute. 99–100 You regain all sorcery points that you have spent, and you are filled with bloodthirst. If a creature dies close to you within the next hour, you are compelled to drink its blood. www.midnight-tower.com www.midnight-tower.com 71

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One time the raven caws, and good fortune awaits you Two times the raven caws, and dark days ahead of you Three times the raven caws, and death stalks you. – From an old nursery rhyme (author unknown) a winged omen Black ravens have long been viewed as portentous in the North Star Region. A dead raven is a sign of ill fortune and impending death, while ravens roosting near one’s home mean future wealth and great happiness. In the olden days, many kept ravens as companions, but also as protection against bad luck and dark magic. Tame ravens are rarer today, but some are familiars of mages and druids, or as pets in rural areas or remote inns. In addition, many northern establishments have painting of ravens in their common rooms or a stuffed specimen perched on their bar, as this is considered to bring good luck to travellers. It is also still a tradition to bury dead ravens under the foundation of a new house as a ward against hardship. Similarly, small tokens, such as a bottle that contains the bones of a raven, are sometimes placed under the stairs or the hearth for luck. The tokens are often presented to someone who has moved into a new home, to newly wedded couples, or as a housewarming gift together with a miniature bag of salt and seven copper pieces. reverence The worship of ravens is common in the North Star Region, especially among barbarians and members of the Nightwing Clan. They often pray to animal totems that represent the mysterious and ominous animal spirit of the raven. Other deities who are closely associated with ravens include Odin, the Raven Queen, and the Morrigan. Of these three deities, Odin is by far the most commonly worshipped in the North Star Region, LEGEND & LORE: RAVEN FOLKLORE although the Queen of Ravens is also venerated by many wizards and warlocks. The Morrigan is an ancient goddess of war, destiny, and death. She is nearly forgotten but still has a small number of devoted followers, and there are rumours of a secret paladin order dedicated to her faith. the raven day The Raven Day is a holiday celebrated on the first Friday after the autumn equinox in September. It is generally a merry day on which most people don’t work, and the weather is said to indicate what the rest of the winter will be like. Children often dress up in black feathered costumes and wander from house to house, begging for sweets and coins. Inns and taverns traditionally serve “Raven’s Mead”, which is the first mead to be brewed after midsummer. According to tradition, the village elder is the first to sample the mead. This is often done in a crowded inn or on the packed village green. The merry crowd must ask three times if the mead is good or bad before the elder replies. The village elder usually pretends not to hear the first two times, although sometimes the elder is in fact partly deaf. If the mead is proclaimed to be good (which usually is the case, regardless of the quality of the mead), people cheer loudly, as this is viewed as a sign of good fortune and a mild winter. heralds of warfare According to legend in the North Star Region, war has always been predicted by ravens. It is said that when ravens disappear from an area, it is because they are drawn to a battle nearby. Likewise, when great numbers of ravens gather in one place, it is thought that they have foreseen a huge battle or calamity to take place, and that they anticipate plenty of carrion to feed on. Most of this is considered folklore, but several scholars have nevertheless discovered ancient documents and diaries that mention how all ravens vanished from the North Star Region just before the start of the Second Winter War. www.midnight-tower.com 73

www.midnight-tower.com www.midnight-tower.com 74 SPECIAL FEAT URES & T RAI TS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA SAVING T HROWS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA ACROBATICS (DEX) ANIMAL HANDLING (WIS) ARCANA (INT) AT HLETICS (ST R) DECEPTION (CHA) HISTORY (INT) SKILLS INSIGH T (WIS) INTIMIDATION (CHA) INVESTIGATION (INT) MEDICINE (WIS) NAT URE (INT) PERCEPTION (WIS) PERFORMANCE (CHA) PERSUASION (CHA) RELIGION (INT) SLEIGH T OF HAND (DEX) STEALT H (DEX) SURVIVAL (WIS) OT HER PROFICIENCIES & LANGUAGES INSPIRATION PROFICIENCY BONUS PASSIVE WISDOM (PERCEPTION) ARMOUR INITIATIVE SPEED CLASS AT TACKS & SPELLCASTING NAME BONUS DAMAGE COIN GOLD ELECTRUM SILVER COPPER PLATINUM CURRENT HI T POINTS TEMPORARY HI T POINTS DEAT H SAVES SUCCESSES FAILURES MAXIMUM HI T POINTS LEVEL EXPERIENCE PLAYER NAME CLASS BACKGROUND RACE ALIGNMENT FLAWS BONDS IDEALS PORTRAIT CHARACTER BACKSTORY OT HER PLAYERS FRIENDS, ALLIES & ENEMIES ADVENT URING GEAR MAGICAL I TEMS & POTIONS WEAPONS ARMOUR & SHIELDS T RAVEL RATIONS

www.midnight-tower.com www.midnight-tower.com 75 CHARACTER BACKSTORY OT HER PLAYERS FRIENDS, ALLIES & ENEMIES ADVENT URING GEAR MAGICAL I TEMS & POTIONS WEAPONS ARMOUR & SHIELDS T RAVEL RATIONS

www.midnight-tower.com www.midnight-tower.com 76 SPELLCASTING ABILI T Y SPELL SAVE DC SPELL AT TACK BONUS CANTRIPS SLOTS TOTAL EXPENDED LEVEL 1 SLOTS TOTAL EXPENDED LEVEL 2 SLOTS TOTAL EXPENDED LEVEL 6 SLOTS TOTAL EXPENDED LEVEL 7 SLOTS TOTAL EXPENDED LEVEL 8 SLOTS TOTAL EXPENDED LEVEL 9 SLOTS TOTAL EXPENDED LEVEL 3 SLOTS TOTAL EXPENDED LEVEL 4 SLOTS TOTAL EXPENDED LEVEL 5

www.midnight-tower.com www.midnight-tower.com 77 NOTES NOTES

www.midnight-tower.com 78 WHAT HAPPENED TO EVY ASHWOOD? MORE ADVENTURES AWAIT IN A mystery adventure for characters of level 6. See all adventures at midnight-tower.com FOLLOW THE MIDNIGHT TOWER midnighttowerrpg @Midnight_Tower @midnighttoweroxford www.midnight-tower.com Get FREE character backgrounds, unique maps, new subclasses, intriguing NPCs, and exciting one-shot adventures straight to your inbox!

www.midnight-tower.com www.midnight-tower.com 79 thank you! We hoped you enjoyed this adventure! If you would like to support us, please leave a review on the website where you found this adventure. production Midnight Tower © text Tove Lund Jorgensen Erik Jorgensen art Tove Lund Jorgensen Lyra Jorgensen Alaina Milare design Erik Jorgensen playtesting DM (Tove Lund Jorgensen) Feng (Joakim Flisberg) November (Erik Jorgensen) Ebbe (Mattias Karlsson) Alicia (Martin Mathiasen) Thain (Rydiz Rydgren) maps Toby Lancaster (Dark Realm Maps) LeslieAnn Khoury (Lizard Ink Maps) beta reading Anders Jordahl Tom Fitz-Hugh proofreading Pauline Nolet, www.paulinenolet.com special thanks Kurtis Dziki, who helped us name the cat! ACKNOWLEDGEMENTS epic special thanks Frank Wiseler, Michael Gionfriddo, Stuart Ferguson, Chase Street, davrion, Donald Kiesling II, James, Paul Howell, Chris Striker, Tzah druker, Sebastian Tworek, Devin, Salvatore Puma, Skyrider10, Brad G., Benn Mace, Christian Sp*rnraft, Benjamin T. Erickson, Hammerweld, Tina Maddox, Erik Balcazar, Kayla Zumsteg, Bradley, A. de Roode, Darren Trapp, David Galbis-Reig, Dingess, Erik Kupferer, Daniel Scheerer, Christopher Cullan, Trisha Giromini, Sandy Wilkie, Brett schumpert, Brandon Ali, Frances, John Rogers, Mychal, Beau Sampson, Eric, Xilus, Amy Willett, Eric Lentz, Bill Alley, Carl Ellsworth, Matthias Vandaele, David Straube, Pegana, Eric Dittert, Shaunna, The12ZodiacKeys. special thanks RuinRuler, Chris, Daniel Halstead, Stuart Kennedy, Dan Kawecki, Rob Stokes, David Gopsill, Lars Halling, Samantha Michaels, M Eric Sherwood, shawn, ch\/\/olfgang, Hyldrid Carcosa, Stephanie Möllmann, Dave Towers, eXar, Daniel Clements, Jordan Schreck, Richard Poteat, Jacob Dodd, Cwyllog, Ido Moses, Robert c Flipse, Nicholas Austin Thorne, Clainekun, Kathryn Andrews, Robin Wallace, Jeremy, Carter Gale, Curse of Sebs, Igor Coura de Mendonça, Lucas Metzen, Jackson Means, Emilie Henriksen, Alayna, David, Arne Sahlberg, Brian Weibeler, Taylor, Abbey-Taylor Weber, Lien De Clercq, James Bryant, Fabian, 윤대, Dale van den Berg, Josue Pena, Eric, Farfignugen, Jacob Benedek, Hawk Silverthorn, Kevin Gray, Bart, Cindy S, Szymon, Aaron M Frederick, David Reus, ascloud, Thomas Pontette, Ruxandra Ionescu, Kyle Brophy, Jimmy Paton, Espen Tveit, Vesala, M3Tarot, David Jacobs, Andy, garrett moynihan, Daniel Shellard, Claas, Minakie, Brandon Blewett, Allan Osgood, Talk With Your Hands, Jessica Hird, Jay, Dylan Crawford, Juan Oliverez, ANIL KOC, Deborah Gard, Jef Vereycken, Elia Santi, Natalie Wood, Juan Pablo Gonzalez, Carley, Anne Johnson, Emily Figgins, jadeite, Harlan Brown, Rickety Kick-It, Sarah Dillon, O0megaChaos, Ivan Rael Nunez Harper, TheRustyFork, Poor Seal, Zac Shilling, Mark, Victor Lopes, Katia, TheConflicted, John Ickes, Docknock, Cassandra Kenworthy, Wortweber, Bracken, Monica Belle, Kristen Hastings, Robert Arrowood, Andrew Turbott, Keegan Schroer, Abignerd, Matthias, Adrian Cruz, Lachlan Fergusson, Giovanni Colaci, Felix Wright, Nic, ElStasio, Church, Dennis Archer, Larry Hatton, MainlyGames, Manuel Fernando Camperos Durán, Schaeffer Tolliver, Kate Sargent, Grant Wunderlin, S3nbonz4kura, Rachel Azaroff, Grumpy Shaman, Kyle Salquist, Jonathan Martínez Miranda, eremin936, Alexandre Moine, Missy Snark, AMDISI, Joel, Isaac Wurmbrand, Theo Josephs, JustTimo, Thomas König, Jeremiah Lee, Michael Roop, Penoesh, Campyrockt, Daniel Rutledge, Chanelle, Tim Rousselle, Luke, Chris Spitz, Rithrade, Jake Barrett, Juanjo Collado, Darkstand, Owen Buchanan, Josh Sjothun, Stephanie Kellogg, Jacob Day,

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Sean Molley, Mark Watson, Peter Flagg, Sarah Fleischmann, matt, Dakota, alberto alonso, Alain Bennett, Caleb Schirmer, Matt, Erin, Jo Hornsey, Steven Nelson, Kassie, David Norton, JayHawk, Edward Hansen, Jason Householder, Headless Hydra Press, August McDaniel, Daniel Swaney, Darrell Jones, Kaiton2000, NickN, Jamie Morgan, Sky Underwood Jones, Craig Hindle, M G, Harry, Martin Blake, Grouik, Heather kirkland, stephen napoles, Stig Arne Lærkerød, Lauri Huusko, Lon Lademann, Ian Taylor, Edward Chavers, Chris McBride, Corey Raines, Adam Canvas Giangregorio, Paul Tansley, Peter Graff, Melody Huckins, Ingvald Arne Meland, Larry Hetrick, Brian, Max Henry, Nick Miller, Patrick Mastrobuono, Isaac Cacciottolo Brightmore, Arlais, Namboi, Kalyn, martian66, Kaitlin, Chris R, Miranda Finell, Cornelia Siegmund, Jim Cook, Meg Hanna, Jean Cox, Laura Rojas Torres, Hayley Mateen, Doug Johnson, Josh Gaunt, Katharine Johansson, Brian Spicer, Daniel Lane, Mark Muston Jr., Laura Picou, Graham mould, Wouter Baernd Verschoof-van der Vaart, Elisabeth Duwe, Zacchary Falconer-Barfield, Scott Hayes, CharlesDM, Joshua creba, David Skelt, Brian Christianson, Red Sven, Jack, Keith C. Estanol, Josh Gavrilov, ParadoxGery, Jason H., Adam, Lee Boone, Michael Pierce, Cully Smutzler, Jason, Becca, Cindy, Eric Duffy, Ronando, Jesper Nøhr, Aimee Edwards, Raregold134, Chelsea, Ivan Loginov, Nolwenn LAHOTTE. retail backers Do Dragao Gaming The Jousting Yeti 3 Trolls Games & Puzzles art & photo credits cover: mysterious castle Tove Lund Jorgensen (design, montage and art) Susana Herrera (123rf), www.123rf.com page 1: rose blackraven’s will Tove Lund Jorgensen (montage and art)

www.midnight-tower.com www.midnight-tower.com 83 Pavel Timofeev (123rf), www.123rf.com Thalia Ruiz (Unsplash), https://unsplash.com/photos/ZuBaIwqbrbA Dan-Cristian Pădureț (Unsplash), https://unsplash.com/photos/wpyQ_uSsQdU Pixel 77, https://pixel77.com/free-vector-vector-dividers/ page 2: regional map LeslieAnn Khoury (Lizard Ink Maps) page 3: blackraven family coat of arms Tove Lund Jorgensen (original artwork) page 6: black raven Natalia Hubbert (123rf), www.123rf.com page 7: blackraven family tree Tove Lund Jorgensen (montage and art) El Design (Shutterstock), https://www.shutterstock.com page 8: spooky carriage Tove Lund Jorgensen (montage and art) Melkor3D (Shutterstock), https://www.shutterstock.com page 9: family coat of arms Tove Lund Jorgensen (original artwork) page 10: snarling dusk wolf Tove Lund Jorgensen (montage and art) Philipp Pilz (Unsplash), https://unsplash.com/photos/QZ2EQuPpQJs page 11: mountain road map Tove Lund Jorgensen (original artwork) page 13: viola’s ghost Tove Lund Jorgensen (montage and art) Laura Chouette (Unsplash), https://unsplash.com/photos/zOY-j9C03Dw Ibrahim Rifath (Unsplash), https://unsplash.com/photos/dt_52sPH1jw page 14: rose blackraven’s will Tove Lund Jorgensen (montage and art) Pavel Timofeev (123rf), www.123rf.com Thalia Ruiz (Unsplash), https://unsplash.com/photos/ZuBaIwqbrbA Dan-Cristian Pădureț (Unsplash), https://unsplash.com/photos/wpyQ_uSsQdU Pixel 77, https://pixel77.com/free-vector-vector-dividers/ page 16: caspian blackraven Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 17: celestia blackraven Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 18: prunellia mills Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 19: family coat of arms Tove Lund Jorgensen (original artwork) page 20: akeshi kheltora Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 21: daisy miller Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 22: nell tintagel Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 23: medrin karsk Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 24: timmy Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ page 26: shieldsborg castle, ground floor Toby Lancaster (Dark Realm Maps) page 27: jupiter Tove Lund Jorgensen (original artwork) page 30: shieldsborg castle, middle floor Toby Lancaster (Dark Realm Maps) page 32: viola’s diary page 1 Tove Lund Jorgensen (original artwork) page 33: golden harp Tove Lund Jorgensen (montage and art) Metropolitan Museum of Art, CC0 / Public domain (Wikimedia commons), https://commons. https://upload.wikimedia.org/wikipedia/commons/9/9a/Chromatic_Harp.jpg page 34: shieldsborg castle, top floor Toby Lancaster (Dark Realm Maps) page 37: elaborate key Lyra Jorgensen (original artwork) page 38: old rose garden map Tove Lund Jorgensen (original artwork) page 39: engraved locket Tove Lund Jorgensen (original artwork) page 39: viola’s diary page 2 Tove Lund Jorgensen (original artwork) page 40: blackraven cemetery map Tove Lund Jorgensen (original artwork) page 42: ramshackle gazebo map Tove Lund Jorgensen (original artwork) page 45: prunellia attacks! Alaina Milare (Alaina Milare Art), https://www.alainamilareart.com/ Tove Lund Jorgensen (background montage and art) Henry Tanworth Wells/ Public domain (Wikimedia commons), https:// commons. https://commons.wikimedia.org/wiki/File:Victoriatothrone.jpg Ganapathy Kumar (Unsplash), https://unsplash.com/photos/wpyQ_uSsQdU page 48: ring of serpent’s tongue Tove Lund Jorgensen (original artwork) page 49: dusk wolf Tove Lund Jorgensen (original artwork) page 53-55: shieldsborg castle, all floors Toby Lancaster (Dark Realm Maps) black raven’s compendium cover Tove Lund Jorgensen (design, montage and art) Natalia Hubbert (123rf), www.123rf.com Scott Rodgerson (Unsplash), https://unsplash.com/photos/ZLHBjxbCCEc Austin Wehrwein (Unsplash), https://unsplash.com/photos/FY0SnQMVnOM page 58: candelabra of the silent walker Tove Lund Jorgensen (original artwork)

www.midnight-tower.com www.midnight-tower.com 84 page 58: crimson guise Tove Lund Jorgensen (original artwork) page 59: mirror of ilynina Tove Lund Jorgensen (original artwork) page 60: ring of thalassi Tove Lund Jorgensen (original artwork) page 60: veil of the afterlife Tove Lund Jorgensen (original artwork) page 61: ghostly cat Tove Lund Jorgensen (original artwork) page 62: vengeful bride Andrey Kiselev (123rf), www.123rf.com page 66: poison bottle Lyra Jorgensen (original artwork) page 69: undead cat familiar Tove Lund Jorgensen (montage and art) Unknown author / Public domain (Wikimedia commons), https://commons. wikimedia.org/wiki/File:Cat_skeleton_drawing.JPG page 72: raven in a misty forest Tove Lund Jorgensen (montage and art) Elena Schweitzer, (123rf), www.123rf.com page 74-77: character sheets Erik Jorgensen (design and montage) Tove Lund Jorgensen (background montage and art) El Design (Shutterstock), https://www.shutterstock.com Melkor3D (Shutterstock), https://www.shutterstock.com Natalia Hubbert (123rf), www.123rf.com Wenceslaus Hollar / Public domain (Wikimedia commons), https://commons. wikimedia.org/wiki/File:Wenceslas_Hollar_-_Right_profile_of_a_skull.jpg other art and decorations smudges and splatter Lyra Jorgensen (original artwork) music & sound effects trailer DSmusic (Pond5), https://www.pond5.com/royalty-free-music/item/45422303- epic-inspiring Additional sound effects from https://www.zapsplat.com open game licence Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) “You” Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.12 or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty--free, non--exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. 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(ENG) D&D 5a Ed. - Before The Stroke of Midnight (x Livello 1-20) - Flip eBook Pages 51-85 (2024)

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