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Alex Cook

Josh Eby
Brendan Egan
Laura Ferkaluk
Chad Nilsson

Illustrations
Bia Morassutti, @armazem.fantastico

Writing
Alex Pietrow, patreon.com/coolcrab

Cartography
Alex Hitchen, @TheMadCartographer

Typogaphy
Sakacunky

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Contents

Introducion 4
Chapter I 8
Chapter II 19
Chapter III 31
Character Sheet 35
Build Instructions 37

Special Thanks
Glad & Paul Markunas, Cathy Lin, Christian Cook, Jenny
Hargrave, Muizz Ogbara, Dan & Cathi Eby, John & Kathy Cook,
Patricia Egan, Chris Haskins at Nord Games LLC, Mary-Lynn &
Bill Ferkaluk, Jim & Sheera Eby, Stephanie Eby & TJ Layne,
Abuelita Héctor, lbStudios, CPK, Michael Phillips, Kevin Collins,
Jonathen Henderson, Daniel Styles & Dungeon Cres, Ryan &
Angela, Llyn McClure, Master Builders Max & NaNa, Typhonius
Starheart,Tim Burrell-Saward, Bernard & Carol Marvel, Jonathen
Henderson, Darren Trapp, Thimo Wilke, Andrew Hooghkirk,
Jamie Williams, Stewart Williams, Jason Halbert,
Kelly Ray, Nicholas Young,

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retire to his old home town, building a
Introduction small tower not far outside of it.

A terrible curse has befallen all those


who dwell within Rigel’s Rest - a
curse that drives them to madness
Parsectus resigned from all positions,
councils, and orders, leaving all of his land
and most of his possessions to his servants
each night, forcing them to vandalize, rob, and apprentices. Only his ‘daughter’ lived
maim, murder and worse… However, all with him as a caretaker, a young and attrac-
those that were hurt or even killed during tive girl called Rigel. Unfortunatley, the
the night wake up the following day with real Rigel died many centuries ago,
no recollection of these events. Can our neglected and forgotten by her father as
adventurers save the town from this her lifespan was but a blip compared to
unending cycle, or will they be forever his. He could have saved her and
trapped in it? prolonged her life like he did his own, but
he looked away for a few decades too
The Wizard’s Tower Campaign is a set of many, returning from his travels to find her
adventures that should last at least three dead. Rigel and the other townsfolk had
sessions for a 1st level party of 4 to 6 been killed by a band of raiding
players. At the end of the full adventure, hobgoblins who pillaged and plundered
the players should reach 3rd level. the town and surrounding areas.

Background Parsectus mourned Rigel’s death, and built


a large tomb topped with a statue of her
arsectus was once one of the likeness in what is now the town square.
world's most powerful wizards, Seeking a distraction from the death of his
with access to magics rivaling those daughter, Parsectus embarked on a final
of a god. He went on many adventures journey. After two hundred years of travel
and saw not only most of our world, but he returned to the town as a tired old man.
also a great deal of others. However, time Perhaps out of shame, guilt, or merely
eats away at all things, and even a wizard nostalgia, Parsectus brought his memory
of Parsectus’ caliber stood no chance of Rigel to life, creating a nearly identical,
against it. The now centuries old wizard flesh and blood manifestation of his
slowly beginning to lose his powers, daughter.
memories, and motor skills. Unable to
function at the level that he and others Rigel cared for Parsectus and for the
expected from him, Parsectus decided to house, bought supplies in the town, and
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even had friends
there. She was alive
like you and me, but at
the same time still tied
to her father. The latter
was never an issue until
her father started having
trouble controlling his
magics.

Two weeks before our adventurers


arrived, Parsectus fell ill and refused
to rest so that he could heal. The
wizard was terribly sick for several days,
with no signs of improvement. Rigel tried
all kinds of remedies and bought every type of
herb from the local goods shop, but nothing seemed
to work. Just as she was starting to fear that her father
would die and she would disappear, a mysterious woman
appeared in town. She was a traveling merchant who sold a rare kind
of healing mushroom. The price was steep, but Rigel was willing to try anything.

The wizard recovered almost instantly after eating the mushroom, all of his symptoms
melted away. However, the mushroom did not only heal him, it also embedded its spores
into the wizard, spores that slowly made their way to his brain. Parsectus’ mind
deteriorated as the spores grew, twisting his memories with his nightmares. The wizard
realized what was happening and tried to prevent it, barely managing to keep the spores at
bay through a potion that he brewed.

Despite this, the spores attacked Parsectus’ treasured memory of Rigel and twisted it.
Rigel became merged with the hobgoblin that killed her, and so the living image of Rigel
now looks and acts like a hobgoblin. She can barely speak, is aggressive and liable to
attack. So for her safety, Parsectus keeps her in the cave system under his tower. The magic
of the spell that created her is likewise warped and spreading like a curse into the village.

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At night, Rigel is plagued by terrible after her passing. The town center is situated
apparitions of malformed monstrosities around this monument with several houses
that leak out of the Wizard’s nightmares. along the main road and a second side road
Images dark enough to drive most insane. that leads to a large farm.

When awake, Rigel can somewhat The town is mostly human but has a small elf
control the morphing of her body, but and halfling population, as well as a single
when she falls asleep her restraints fade. dwarf and half-orc. Usually there are no
Her body becomes a beacon of sorts that tensions amongst the races, but now that
broadcasts the curse just far enough to things are mysteriously being vandalized and
affect the people of Rigel’s Rest. Like stolen at night, some people are starting to
Rigel, none of them can die or leave the distrust each other.
town, and the wizards' nightmares drive
them mad each night. The largest and most popular building in the
village is the local tavern called ‘Hinder’s Tap’.
This has been the status quo for two It is a simple stone and wood framed building,
weeks now, but none of the townsfolk with a straw roof and a round door that
remember anything in the morning. The stands open most of the time. Inside stand
curse may have lasted for years without several wooden tables with a large hearth
notice if it was not for the fact that situated in the middle. The tavern has four
outside traders and travelers are getting double rooms in total, three of which are
stuck in the town, waking up each day vacant at the moment. The place is run by an
wondering why they did not leave the
night before.

Rigel’s Rest
R igel’s Rest is a small fishing town
on the King’s road that lies on the
north side of a river. It was built
around an old statue of a maiden named
Rigel. The townsfolk have no idea who
she is or why she has a monument of this
size, regardless they named the town after
her. In reality, Rigel was Parsectus’
daughter and he built the monument
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older human named Melissa who loves to talk to strangers and is incredibly interested in
any news from outside the town. Besides her job as the innkeeper, she is also the town’s
elected representative, chosen to speak for the people.

Food can be bought in the tavern, from the fishermen and farmers. All other goods are
bought from ‘Balimaar’s Traveling Goods’, a small market store run by the titular Balimaar,
a grumpy old dwarf. Most common and non-magical goods can be found in this bazaar,
but recently many of them have been stolen or destroyed.

Help Wanted
Thieves and vandals are tormenting Rigel’s rest and
evading our patrols.
Help needed bringing them to justice.
Reward 50 Gold

Plot Hooks
It would be ideal if the players knew each other before they enter the town so as to
avoid them suspecting each other while solving the riddle of Rigel’s Rest.

Melissa has sent letters to the neighboring towns and cities, requesting trustworthy
adventurers to find the culprits and bring them to justice. She is offering a handsome
reward of 50 gp stopping the nightly crimes.

Alternatively, the players could be on their way to a larger city and simply pass by the
town on their travels. They can be asked to help by either Melissa or find a copy of
the letter on the wall next to the tavern interest.

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CHAPTER I
Rigel Rests No More
T he players arrive at the town of Rigel’s Rest around Noon, finding it in a strange state of
disarray. Locals are boarding up their doors and windows and locking up their valuables.
Most people eye them with suspicion as they walk in. Others will stand menacingly near their
business while sporting a club or even a sword. Nobody will engage the players, but they will
announce that they are keeping an eye on them. Aim for a cold and distant atmosphere,
but not a hostile one.

The only welcoming place in town is the Hinder’s Tap, the local tavern where Melissa will ask if
they are here for the guard job.

If they confirm, she will welcome the players with a friendly hug and offer them the three
remaining rooms that she has for rent. If they deny, she will ask them their business and try to
convince them to help, emphasizing the trouble that the town is in and the reward that is
offered for resolving it.
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Rigel’s Rest Daytime
E
C F

We have proided a map of Rigel’s Rest in the box set.


Note that there is a night version of this map on the back side of the Wizard’s Tower map.

Legend
A- Hinder’s Tap
A warm and cozy tavern atmosphere leaks out from the windows of this large building.
B- Balimaar’s Open Market
One stop shop for all the goodies.
C- House
If you have the Farmer’s Dice Tower you can place it here. If you dont have it, no biggie, but
you can find it at www.game-tank.com
D- Rigel’s Statue
A statue of Rigel. The maiden that is the town’s namesake.
E- Balimaar’s Home
A sturdy and well built home. Not the most welcoming place.
F- Guard House
Balimaar’s two guards live here. Be careful at night.
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T he players can interact with the NPC’s mentioned below, each of which has a
section in this booklet with more details. All other townsfolk will try to mini-
mize interaction with the players. We suggest that you let the players meet these NPCs
to let them get to know the town and its layout, as this will come in handy during the
night. If the players decide that one of the NPCs is responsible for the crimes, they
can try to arrest them. Melissa will allow the players to use the local jail and schedule a
trial for the next day. Once the day is over, jump to the ‘night’ chapter.

Melissa - Tavern Keeper


Melissa has a clean-shaven head with black eyes and several piercings in her ears, lips, and nose. She is below-average
height but makes up for that with her muscular build. Most people would judge her to be in her late 40’s but she is
actually nearing 60. Melissa loves to hear about the outside world as she has never been outside of her town, it is a
dream of hers to leave one day. She inherited the tavern from her father Hinder, and
kept the name in his memory.

Opinions of others:
Melissa is quite positive about everyone. She does not think that any of them would
be capable of such destruction and that whoever or whatever is doing this surely has
come from outside of Rigel’s Rest.

The players can learn the following things from Melissa by talking to her.

The town has been plagued by mysterious vandals and thieves for about three
months now.
The trouble makers are very quiet, as nobody ever notices them until the towns
folk wake up the following day.
Nightly patrols never find anything, but somehow things are always damaged
or missing the following morning.
The people all suspect each other. Families keep to themselves and race
tensions get worse each day. Especially against the half-orc Bubub, but also
against the elves.
Balimaar is fortifying his shop and has several townsfolk guarding it at all times.
The other rooms in the inn are occupied by Johann and his servant Delron.
They are traders from the nearby city of Kence. Each day Johann announces that
he is going to leave, but always seems to postpone his travels at the last moment.
Bess’ farm has been hit pretty badly recently. She hired a band of goblins to
defend it and even built a guard tower!
An old wizard lives to the north. He almost never comes out but his
daughter does from time to time. However, nobody has seen her in awhile.
Perhaps she is afraid of the criminals.

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Bess - Reclusive Farmer
Bess is a young farmer who lives not too far from the town. She has long red curly hair and a strong physique, as
one would expect from a farmer. Bess generally likes being left alone and only comes to town to sell her goods. She
is a kind but busy person and will be reluctant to waste time on chit-chat. Perhaps she would be more willing if the
players help out at the farm?

Her farm was hit particularly worse during the recent unrest, and despite her best efforts to protect it, things were
always vandalized the next day. Tired of waiting for the locals to solve the problem, Bess hired a gang of 5 goblins
to help her out on the farm. She would pay them with food and shelter and they would help her defend the farm.
The goblins grew to like and respect her and were glad to work for such a fair boss. Recently they built a tower on
top of her house to better defend the area.

Opinions on others
Bess likes Melissa and thinks that she is running the town well.
Bess does not think that Bubub has even the slightest hint of evil in him and trusts him completely.
She hires Bubub whenever she can but can’t afford to keep him on permanently.
She sees Balimaar as her ‘grumpy grandad’ and likes to cheer up the old
geezer. She does not believe that he is a bad man, just someone
with bad manners and a bad mood.
She punched the fat man once when he tried to grope her at
the inn, but does not know anything else about him.
She does not know Delron at all.
She met Parsectus once when she delivered a large order of
supplies from her farm to his tower. He was a very friendly
old man but obsessed with his work. She does not think that
he could do something like this.
Bess met Rigel once and describes her as a typical
a‘princess’ who never worked a day in her life. She’s
sure that she is nice, but can she plow a field?

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Bubub - Destitute Blacksmith
Bubub is a middle-aged half-orc of about 30 years old. His long black hair is tied back in a messy bun and both of
his tusks are missing. Bubub is a blacksmith by profession but has not yet been able to find proper work here due
to his background. Despite this, the orc is friendly and inviting to all. He spends his time making flint daggers,
spearheads, and arrowheads, which he sells to the locals. His dream is to open a smithy, but he cannot afford the
cost of an anvil, bellows and the rest of the equipment.

What Bubub will not tell the players, is that he has recently stolen some chickens from Balimaar’s garden. He
needed food and did not want to be a burden on Melissa, plus that dwarf did not deserve them. One of the
chickens is hidden under a basket near Bubub’s tent.

Opinions of others:
Bubub likes Melissa, as she treats him well and offers him food when he fails to sell his goods. He would never
suspect her of any crime.
Bubub hates the little Balimaar, because the dwarf blames him for everything and does not let him buy anything in
the market. He believes the dwarf to be too much of a coward to personally cause so much trouble, but suspects
that he could be paying his guards to do it.
Bubub does not know Johann or Delron
Bubub likes Bess and works for her every now and then when she needs a strong pair of hands. However, he does
not trust the goblins at all.
Bubub never met the wizard or Rigel, but he has heard of him. He hopes to one day make a great sword for the
wizard that will be as famous as the wizard himself.

Balimaar - Shopkeeper
The general store that he runs has two burly men standing guard at the entrance, and one more near the counter.
Balimaar stands behind the counter. He is old even for dwarven standards, having passed 200 about a decade ago.
His most recognizable features are his intricately braided gray beard and the poorly disguised comb-over. Balimaar
is a greedy and heartless fellow with little love to spare for those around him. His replies will be short and irritated
unless he is paid or his goods are bought.

Balimaar is secretly planning to overthrow Melissa in the near future, using his guards to assert his power as the
new representative. Once he has power, he will do what it takes to stop the nightly raids.

Opinions of others
Balimaar thinks that Melissa is an ineffective leader and the fact that these crimes are not solved proves that. The
town needs a more effective leader who is not afraid of making tough decisions.
Bubub is too dumb to orchestrate this ordeal but there is no way that that monster is not involved in these
crimes. Their kind is always violent and criminal.
Balimaar greatly respects Johann for his continual patronage. He will bring him up as an example of a proper
citizen. (Despite Johann not being from here.)
Balimaar tolerates Delron because he is connected to Johann. He suspects that he steals from his master, as all
servants do, but does not believe that Delron could be behind this.
Balimaar respects Bess for her strength and the fact that she managed to tame a group of goblins. He regularly
buys her produce to sell in his market and hopes to continue working with her.
Balimaar greatly respects Parsectus for his patronage and local fame. He hopes to meet him one day, not just his
daughter.

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Johann - Merchant
Johann is a typical rich merchant who likes to live in luxury wherever he stays. The town of Rigel’s Rest is hardly
fitting for a man of his perceived stature, but he makes due with what he has. Johann is very heavy set and out of
shape, losing his breath after even the shortest of strolls. He always wears fine clothes and tall hats. Johann wishes
to leave this place and return to his hometown, but somehow he always wakes up at the inn. The man is rich and
looks down on anyone who is not. The players need to really play up to his vanity if they want to talk to him at all.

Opinions on others
Johann refers to Melissa as ‘the help’ because he never bothered to learn her name. If asked, he will admit that it
is possible that she is behind the crimes, as she is certainly not doing her job full time.
Johann does not know who Bubub is and will laugh at the name.
Johann knows Balimaar as ‘that greedy dwarf ’, but does not have any other opinion about him. His goods make
his stay here bearable.
Johann will constantly complain about Delron, pointing out everything that he does wrong and about his speed
if there is nothing wrong to complain about. All the while he will praise himself for keeping such a screw-up
around.
Johann met Bess once when she came to the inn to deliver milk. He tried to hit on her but failed miserably. Of
course, his version of the story will be quite the opposite.
Johann never met the wizard or his daughter but assumes that it's just some crazy hermit.

Delron - Servant
Delron is a young man of around 20 years of age. He has short
curly blond hair and a thin physique that strongly contrasts that of
his master. Delron is excessively friendly to everyone and will help
in whatever way he can. He seems completely unphased by the
ill-treatment of his master towards himself and others. If asked about it privately, he will explain
that master Johann is all alone and only behaves this way because of the sadness in his heart. Delron will be
with him until the end because even the most wicked deserve kindness in their lives.

When not serving his master, Delron sneaks out of the room to help around Melissa the inn.

Opinions on others:
Delron likes helping Melissa with little tasks around the inn and enjoys her company. He will not admit that he
is in love with the woman, as he worries that it can never work due to the age differences and his commitments to
Johann.
Delron saw Bubub visit the inn a few times, but has no opinion about the man.
Delron feels bad for the dwarf and remarks that he must be lonely. He tried to connect with Balimaar, but the
dwarf was never responsive. He does not believe that he is evil or would ever harm anyone.
Delron does not believe that his master is physically capable of committing a crime.
Delron feels bad for how his master treated Bess, but does not know her beyond that.
Delron met Rigel once and describes her as a charming young lady of whom her father must be very proud.

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14
Town at Night
A t the end of the day, the players will have to sleep somewhere. This can be in
the tavern, with one of the NPCs that they met, or perhaps in the
outdoors. Regardless, their first interaction with the curse should be the
same, namely that they get visited by the closest known NPC. In the case of the
tavern, it would be Melissa, if they sleep on the farm it will be Bess, etc. The character
walks in and stares at the players with their eyes glazed over. Pitch black veins mark
their face and hands, something is clearly wrong. As soon as any of the players move
or make a sound, the NPC lets out a screech and run towards the one who drew their
attention. If this distance is 10 ft. or less let the NPC have a surprise attack before
initiative starts. Otherwise, start initiative and give the NPC an initiative of 15 and
use the ‘Enraged Commoner’ stat block. If the players are sleeping in shifts, this
intrusion will happen on the second shift in the middle of the night.
An enraged NPC does not understand any language, but is attracted to sounds and gets
distracted by any noise to the point where they will try to switch targets if someone
screams at it. However, if they manage to knock someone out, the NPC will keep attacking
the body with the intent to kill. Even if they are attacked, they will not leave the body until
they kill it or have died themselves. The commoner will fight to the death or until
incapacitated. Their wounds bleed pitch-black blood.

Enraged commoners will attack each other if no other target is near, but band together if
they see a non-cursed target. They will also pursue fleeing targets, but ‘forget’ about them
several seconds after losing sight of them.

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Rigel’s Aura
R igel’s Aura generally spans only a few
hundred feet, but expands significantly
when she sleeps. While in general its effects are positive, they become a problem when mixed
with her and Parsectus’ nightmares.

Anyone who sleeps or dies while in this aura will come back to life the following
morning in the location where they went to sleep or died for the first
time. All wounds and memories of the previous night are
gone, only remaining in the form of a vague and distant
dream. From this point on, the person is tied to Rigel,
which causes the following effects.

The cursed person always wakes up in the place


where they first died or went to sleep regardless
of whether they died again, slept somewhere
else, or even left the town.

The cursed person falls into a rage at night as


unbearable horrors are beamed into their head. The only
thing that distracts from the pain is violence and destruction,
which is what drives these creatures.

While enraged, the cursed person’s Intelligence and Wisdom is reduced to 2, their eyes
glaze over and their blood turns pitch black.

All blood and bodily fluids disappear along with the person, but the damage remains. This means
that people can find their clothes to be full of stab wounds the following day, but not a drop of
blood would be on them.

A player character under the effect of the curse has to pass a DC 5 Wisdom saving throw every
minute (10 turns) after night falls. Once they fail, they fall under the same effect as the NPCs and
become hostile towards their friends until the end of the night.

A cursed player shows no sign of the curse during the day but is clearly surrounded by a magical aura
at night. This is arcane healing magic, not something evil.

Spells like ‘Protection from Evil and Good’ nullify the effect of the curse for as long as they are
active.

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A Crazed Town
T he town has a population of 98 people, 70 of them dead by the time that the players defeat the
first NPC. The remaining 28 roam through the village looking for new targets, looting or
vandalizing. Two of them are town guards and three more wield a scimitar (1d6 slashing damage).
The rest can have any kind of improvised weapon, daggers, or a club (1d4 bludgeoning damage).

The screaming from the NPC that the players just fought will attract several of these remaining
villagers to the spot where the players are. Momentarily forgetting their mutual hatred, the villagers
will band together to kill the outsiders.

The players need to either escape or defeat all the commoners. Both cases will require a good deal of
sneaking and stealth. A large enough group of enraged villagers can easily mean the end of our
adventurers. If they barricade themselves in a house, let the villagers attack the doors (10 HP, 15 AC)
and windows (4 HP, 10 AC) until they find a way in.

Any player that dies in the meantime will become cursed and wake up inbed the following morning.

If the players manage to kill or incapacitate enough enemies to survive the night, they will see all
bodies disappear as the first rays of sunlight hit the town, with the cursed reappearing in their beds.
This includes all those that were tied down or locked up somewhere. If any of the players have slept
or died they will also appear in the last place where they rested, healed and without memory of the
night. Each consecutive night will be the same as the last, the townsfolk go mad and forget the next
day. Any cursed players join them when they fail their wisdom check.

The players have to find a way to convince Melissa and the others of what is going on and
potentially also each other. If all players are cursed, then perhaps they can leave notes the following
night or devise some other way to keep themselves from forgetting. See the hints section for advice
on how to help the players solve this session.

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Once this has been achieved, the
question arises of where this curse comes
from and what could possibly cause it. The
magic is strong and Parsectus will come to
mind as a possible cause or at least someone
who can help, as there are no other magi-
cians in this town. If the players do not
come to this conclusion themselves,
perhaps one of the NPCs can
remark on this and make it clear that
they should visit the wizard.

At this point, the players level up to


level 2 and start Chapter II.

Hints
Balimaar keeps a journal, but recently
he found that someone had used it to
write strange fiction about him being
attacked by his own guards while the
townsfolk had gone mad. He is furious
about this indignity and asks the players
to help protect his house for a modest
3 sp per person, per night. Upon further
inspection, the journal entries seem to be
written by his own hand. Very strange!

Johann woke up tied to his bed, with


strange holes all over the mattress.
He would still be there if
Delron had not heard his
screams and freed him.

The Wizard’s Tower emits a


glow at night that can be seen
from the town.

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CHAPTER II
The Wizard’s Tower
T he players should have had enough hints by now to suspect that
Parsectus has something to do with the curse on the town. They
know that he lives about half a day's travel north-east of the
town. If they have horses, then the travel time is cut in half.
This is important because most, if not all of the players, will
be affected by the curse now. Which means that they
appear back in their beds at daybreak. This gives the
players half a day plus part of the night where they do
not go crazy. This should be enough time for the
adventure if the players do not take a long rest.
However, if the players waste too much time with
investigations or get distracted by other things, do
not hesitate to ‘reset’ the adventure by making the
players wake up back in the town the next day.

Read Aloud:
“At the end of the road, the players find a modest-looking tower in the
middle of a clearing. It sits perched on top of a small rock that protrudes
up from the otherwise flat meadows, almost as if it was summoned from
below. The architecture of the tower is strange and without a clear
defensive purpose. Especially because of the wooden stairs that lead directly
to an entrance at the first floor. Could it really be so poorly designed, or
does this simply mean that the inhabitant has other ways of staying safe?”

The tower is unguarded and approachable. There


are no traps laid out and there are no defenses to
deter those coming near. The players can explore
the bottom level freely after jumping the fence (See
2.1 The Ground Level), they can inspect the rock
face (See 2.2 The Cave Entrance), and can also walk
up to the tower entrance (see 2.3 The Tower Entrance).
There is also a secret entrance to the cave hidden behind
a rock near the water (See 2.4 The Secret Door).

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The Wizard’s Tower
A C

We have proided a map of The Wizard’s Tower in the box set.


Note that there is a Night Version of Rigel’s Rest on the back of the map.

Legend
A- Path to Rigel’s Rest
This is where players will enter the map, this path leads back to Rigel’s Rest
B- Ground Level (2.1)
A fenced off alcove below the tower. See 2.1 Ground Level for details
C- The Cave Entrance (2.2)
The rock here seems strange and unnatural. See 2.2 The Cave Entrance for details.
D- The Tower Entrance (2.3)
Wood steps lead to the entrance of the Wizard’s Tower. See 2.3 The Tower Entrance for details.
E- The Secret Door (2.4)
Entrance to a secret tunnel. See 2.4 The Secret Door for details.

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2.1 Ground Level
Read Aloud:
“A fenced-off area right next to the stairs leads to a small alcove below the tower. A simple coffee
table and chair sit near a smouldering fire. Further into the alcove you find a set of stone stairs
leading into a dark cave like structure.”

If the players decide to go into the cave proceed to 2.2 The Cave Entrance

2.2 The Cave Entrance


A small fire burns just outside the entrance to a dark hole leading under the tower.

The rock feels strange and unnatural. It makes the


player characters uneasy and requires a Wisdom
saving throw DC 10 to enter the cave. The walls
have the texture of volcanic rock and yet are
colored like ordinary stone. They are
incredibly hard, to the point where
even the strongest attack can’t leave
a single scratch on it.

An Arcana check of 16 or
higher will reveal that this
rock has a strong magical
signature that seems to
consist of a mix of
Transmutation, Abjuration,
and Illusion magic. This suggests
that the rock has a magical origin and is protected by a
combination of spells.

The players dont know this at their current level, but


the whole tower is protected against portals and
teleportation magic (other than the owners) and
divination magic by means of a permanent nondetec-
tion and forbiddance spell. The ground is also affected
with the Hallow spell with Tongues as the extra effect.

If the players successfully enter the cave continue at


2.5 The Hobgoblin Cave

21
2.3 The Tower Entrance
Read Aloud:
“You hear a loud creak as soon as you touch the first step of the stairs, almost as if the old wood is bending
away from your foot in disgust. No matter how lightly you step, the tortured sounds persist all the way up
to an ancient wooden door. It looks quite plain, without a knocker or bell.”

The stairs are enchanted to produce loud creaks when a foot is placed upon them. No sound will be heard
if the steps are touched by hand or even when a heavy object is placed on them. The creaking can thus be
avoided if the players walk on their hands, or find a way up that does not involve using their legs to get up.
The enchantment will still work if they walk on stilts or other such things. A DC 10 Arcana check will
reveal that several high-level abjuration spells are cast on the stairs.

The door is only enchanted with a magic mouth spell (Illusion). As soon as it is touched, the thick oaken
wood twists into a humanoid mouth that addresses the players with a deep voice. “Rigel dear, I must insist
that you remain below until I get rid of this bug.”

The door is locked with a simple slide lock from the inside and can be opened with a DC 14 Sleight of
Hand check (DC 7 if a lock picking set is used) or with a DC 14 Strength check. The latter will destroy
the lock and cause a loud crash. Knocking will only trigger the mouth again, which will repeat the same
message.

Once the door is open read the following:

“You step into a small antechamber where


you can see a travel cloak and a pair of thick
leather boots in the corner. Clearly, someone
is home. To your left, the space opens into a
cozy study with a warm fireplace, a round
coffee table, and an old portrait hanging on
the wall. Apart from the hearth, the walls are
lined with books on various topics. In the back
of the room, a stone staircase leads to a higher
floor.”

While exploring the players can find or


discover the following things in the tower.

Above the hearth hangs a portrait of a young


Parsectus with a young lady that the players
will recognize as the lady from the statue in
town. The portrait is not dated but is clearly
several decades if not centuries old.

First Floor
22
On the table is a book about telepathic bonds which describes various creatures and explains the way
their bonds function and the range at which they work.

A powerful force field prevents the players from reaching the stairs. Parsectus can be heard above,
muttering to himself while working on a concoction that hopefully can remove the thing from his
head. The wizard will not react to the players; he is completely lost in his work. The most they can get
him to say is, ‘go back to the cave, it’s not safe!’

A DC 13 Investigation check aimed at the floor will reveal a hatch hidden under a rug that leads to
room 1 of the cave (see 2.5 The Hobgoblin Cave).

The fireplace is lit with a magical fire that cannot be extinguished. A small player could try to climb up
the chimney to the next level, but would likely get burned in the process. A player who attempts this
needs to pass 2 DC 12 Athletics checks to
get to the floor above or three to get to the
roof. If the roll fails, the player stays in
place, if the total is 5 or lower then the
player falls into the fire and suffers 1d6 fire
damage. They suffer 1d4 fire damage each
turn that they spend in the chimney.

The room above has a bed, a workbench,


and more books all over the wall. A long
L-shaped balcony lines the right side of the
room. Parsectus can be found bent over the
workbench mixing various liquids and
muttering to himself. Players can try to
interact with Parsectus if they manage to
enter the room by climbing the outside of
the tower (see above) or by crawling up via
the chimney.

The wizard thinks that the players are just


another illusion caused by the parasite. If
the players persist, touch him, or interfere
with his work, he will teleport them outside
the building with a wave of his hand.

On the desk, there are 3 unknown potions


and 8 anti-sleep tonics. From this, the
players should be able to deduce that Parsectus
is fighting sleep.
Second Floor

23
2.4 The Secret Door
If the players decide to search the area outside of the tower, they should be drawn to the dark rocks near the river,
right under the tree. A passive or active perception check of 12 or higher will reveal a fist-sized hole in the rock face.
This hole is a magic funnel that can convert any spell it is fed into energy for an arcane mechanism that opens and
closes a secret door in the rock.

If the players cast any magic on or into the hole, then the wall will slide open with a loud rumbling, revealing a cave
entrance. This door will then remain open until a new spell is cast on or into the funnel. Players can find hints on
the function of the funnels in various ways. A high perception check will reveal some scorch marks around the
funnel that were left there after a firebolt impact. An Arcana check could reveal that the hole is completely devoid of
magic, which is odd. Putting in non-magical items and body parts will not cause any negative effects, and unless let
go can be retrieved.

If the players open the door, read the following:

“A white glow originating from the hole spreads out across the entire rock surface, enveloping it like some kind of
mist. As this happens, the heavy stone starts to rumble and shake ominously. After several seconds the rumbling
intensifies as it moves towards you at a slow but steady pace before stopping again several feet further, uncovering the
entrance to a dark cave.”

The rock has moved 10 feet back, allowing the players to enter Room 6 of the cave (See Room 6 of 2.5 The
Hobgoblin Cave). This means that they can immediately resolve their encounter with Rigel if she does not run away.

2.5 The Hobgoblin Cave


DM HINT: Try to keep the map covered so players are suprised when they explore the cave
If the players walk into the cave through the main entrance, read the following text aloud:

“You walk down a set of roughly hewn stairs into a large underground cavern. The outside light allows you to
see most of the room, but everything beyond that is obscured in darkness. Some old furniture is
stored in this space, as well as some crates containing books. A rickety
ladder leads to a hatch above.”

If the players head down through the ladder read the following text aloud:

“You descend the creaking old ladder into a large underground cavern. The
outside light allows you to see most of the room, but everything beyond that is
obscured in darkness. Some old furniture is stored in this space, as well as some
crates containing books. A large roughly-hewn staircase leads up to the
outside.”

The cave was dug by a pack of monsters that are loyal to


Parsectus. He lets them live in the back of the cave in
exchange for maintaining the space. The front
rooms are used for storage and Rigel
is kept in the last. Powerful illusions
protect the cave from intruders by
hiding passageways and traps.
24
To Ground Level Room 4
Room 1 Illusion Wall
To Tower First Floor

Room 1
The main features of
this room are the rough
Room 3
stone stairs that lead up
to the ground level of the
tower and the old
furniture that is strewn
Room 2 Pit Trap
about. The outside light is
enough to light this room,
but everything beyond
disappears in the darkness.

An illusion hides the passage to


rooms 2 and 3, making it appear like a
part of the rock wall. The passages can be Room 5
found very easily when players inspect the walls (DC 5
Investigation check), but will otherwise be very difficult to
notice. Hints can be given if players drop something and it
happens to roll past the illusion and disappear.

There is a hatch at the top of a ladder that can


be easily opened . This creates a passage to
the first floor of the tower. (See 2.3
The Tower Entrance.)

Room 6
Secret Exit
To River

25
Room 2
When the players enter read the following text aloud.

“As you enter the room, you first notice the barrels that line the far side of it, each of them filled with various kinds
of weapons. Everything from long swords to spears and axes can be seen. Just when you thought that this was too
good to be true, you see something shiny to your right and turn your head to see a massive pile of gold pieces
reaching halfway up to the ceiling. Not even a king has this much gold!”

When standing in this room, the players will also notice that they can look through the illusionary wall into Room
1 and Room 5, much like a two-way mirror.

The players will likely be suspicious of the riches that are so openly kept in this cave, and with good reason. All of
these items are fakes that look real because of another illusion spell. The weapons are simple sticks useful for little
more than kindling, and the gold pieces are in fact copper pieces enchanted to look and feel like gold. At this level,
the players have no way of knowing that these are fake items apart from using the weapons and finding that they
only do 1d4 damage, or by going more than one mile from the cave as this undoes the magic revealing the true form
of each item. The main goal of these items is to throw off would-be thieves with fake loot.

Room 3
This room is hidden in much the same way as Room 2 is. However, the spell that hides this room is weaker, so the
illusionary wall will disappear when touched. This is done intentionally to lure potential intruders into this room.

The inside of the room looks empty apart from a passageway in the back that leads to Room 5. However, another
illusion hides a 5-foot wide trench that stretches from wall to wall. Like with the illusionary walls, this pit is
indistinguishable from the surrounding floor until it is touched. A
player that walks onto this a trapped square will fall 10 feet into an
underground section of the river. The rapidly flowing water takes them
out of the cave and to the main river, where they get washed up on the
river bank. While in the underground section of the river, the affected
player smashes up against the rock face, suffering 2d6 bludgeoning
damage. DM TIP: Do not let the other players know what happened to
the ones who fell other than that they got dragged away by the water.
This makes the trap seem much more dangerous. Once the players are
aware of the trench, they can easily jump over it.

Room 4
This room contains several chests stashed under a bed. They are
filled with rare and valuable books as well as a box of rubies (x20)
and diamonds (x10) that are used for casting high-level spells. The
people of Rigel’s Rest will have little use for these items, but in a
larger city, a small fortune can be made by selling them. The players
will also find a ‘wand of dirt awakening’.

26
Room 4 cont.
Wand of Dirt Awakening
Wondrous Item, Rare
While holding this, you can use an action to expend its charge and choose a target within 120 feet
of you. This target must be a pile of dirt which will then animate into Awakened Dirt. The
creature is loyal to its creator and will stay with them until it dies.
The wand turns into dirt after one use.

Room 5
When the players enter this room read aloud:

“You enter another large cavernous space much like the ones before, however, this room has a dirt floor that seems
to be moving slowly. Could this be another illusion?”

It is not an illusion, the dirt is home to a pack (6) of monsters: golem-like creatures known simply as Awakened
dirt. These creatures were made by Parsectus to dig this cave and guard its contents. They prefer not to
leave their pile of dirt but will do so if threatened. They will fight to the death.

The dirt floor counts as difficult terrain for the players, but not the monsters.

The room connects to room 2 and room 6. The latter connection is


open without any illusions or doors, but the former is hidden in the
same way as in room 1.
SW
OR

Room 6
D

When players enter this room read the following text:

“As you enter the room you find a hobgoblin hunched over what is
left of a chicken, tearing off small parts and eating them. Its ears
twitch as it realizes that it is not alone, and slowly the creature
turns around to face you. Its mouth is covered in blood, with a
stream dripping down its chest. It screams something unintelligible
and throws the dead chicken at (name of the nearest player).”

The hobgoblin is Rigel, caught in the middle of a meal. Realizing


how she looks, she shouted ‘Don’t hurt me please’ in goblin while
while running to the corner and drawing her sword. She will not
attack them, however she will defend herself if attacked.

If the players attack, then it should be relatively easy to kill her. In this case, go to 2.6 Rigel is
Dead. If one of the players understands Goblin or the group is willing to play charades with
Rigel, they can learn more about what is happening. In this case, go to 2.7 Rigel Befriended.

27
2.6 Rigel Dead
If Rigel dies, read the following text aloud:

“As the monster hits the ground it starts to turn transparent like some kind of illusion.
However, right before it flashes out of existence, its form changes from that of a hobgoblin
to a beautiful young lady. Mere seconds later a strange tremor surges through the cave and
some kind of explosion can be heard above.”

The psychic shock of his daughter dying momentarily weakens


Parsectus just enough for the hive mind to take over completely.
A powerful aura emanates from the wizard that washes over
everything in the near vicinity, dispelling all of Parsectus’
magical effects when it touches them. This includes all
illusions, the curse on the townsfolk and players, and the
magical door in Room 6, which now is just a rock that can
be pushed aside with a collective strength check of 20.
(The players will not wake up in their beds after death
anymore, death is permanent now.)

If the players leave the cave, they will see the wizard
floating above his tower with a strange white fog surrounding
him. Go to Chapter 3.

2.7 Rigel Befriended


Dungeon Master should act out the following responses in
charade format:

She is the daughter of the wizard.

Parsectus is sick and this sickness turned her into her current form.

She is a living and sentient projection of Rigel created by Parsectus.

She is the cause of the curse that rests on the townsfolk and the
players. It is a re-projection of the malformed magic that created her.

If she can get far enough away from Parsectus, the curse may end.

Her curse prevents her from leaving the cave, but the players can pull her out.

There is a secret door in this room (see 2.4 The Secret Door).

28
Rigel will go with the players if they offer
to help her. She can not leave the cave on
her own, held back by an invisible wall.
However, she can be pulled or pushed
through by others. As this happens, Parsec-
tus becomes aware of his daughter leaving
the cave and the distraction is enough for
the hive mind to take over completely. A
powerful psychic shock emanates from
the wizard that washes over everything
in the near vicinity, dispelling all of
Parsectus’ magical effects when it touches
them, including Rigel's curse on the town.
This means that the players and the
townsfolk can die again. Rigel herself still
looks like a hobgoblin.

Read the following text aloud when


the players leave the cave with Rigel.

“A loud explosion can be heard


from the top of the tower and
Rigel screams in agony as her
body and facial features twist,
contract, and expand. Then it ends
as soon as it all started, and Rigel
gives you a confused and scared
look before her eyes wander off to
the tower and grow big. As you
turn your heads towards the tower,
you find Parsectus floating above
his tower with a strange white fog
surrounding him. ”

29
30
CHAPTER III

R egardless of whether or not Rigel was saved, Parsectus has fallen


under the control of the hive mind. The session starts with the
wizard floating above the tower as the hive mind tests out its new toy.
Externally not much seems out of the ordinary about Parsectus, except
for his pale complexion and the prominent blue veins around his
milky white eyes.

The wizard will start spawning monsters from his shared memory,
using the same spell that created Rigel. If the players are in
initiative, this happens at a pace of one monster per turn. These
monsters will congregate in front of the tower, weapons drawn. Once
five creatures have been summoned, Parsectus will float down from the
tower and start heading towards the town. He will not look for the
players, as neither he nor the hive mind are aware of their presence and
the hive mind does not care about Rigel.

If Parsectus and his monsters are not engaged at the tower, then they will go
to the town. Once there, the monsters will run wild and start killing people
while Parsectus stands on the town square, close to his daughter's statue. He
replaces dead minions and attacks those who come close but otherwise, he
looks distracted and unengaged in his conquest. This should be a hint for
the players that the hive mind is not in full control yet. Most of the
townsfolk will be easy to kill for the monsters, even if they have a weapon.
There are however several exceptions listed on the next page. Each of these
characters are in their respective houses and can be saved and recruited by
the players to fight Parsectus. Depending on how long the battle takes, the
DM may (randomly) choose to declare one or more of these places
overrun, and all those inside dead.

31
Bess
Bess and her goblins are no pushover. They fight off all of the monsters that dare approach the farm, and can be
brought in to help the players if the DM wants to swing the battle in the player's favor. Use the Enraged Commoner
stat block for Bess and her goblins, but leave out the mob tactics and aggressive abilities.

Bubub, Delron and Melissa


Bubub can be found in the tavern defending the building and its patrons. They are not warriors but fight ferociously
nevertheless. Bubub will try to grapple the monsters, while the other two stab them to death with sharp kitchen
knives. Use the Enraged Commoner stat block for all three, but give Bubub a +2 to his Grapple (Strength) checks
and leave out the mob tactics and aggressive abilities. If saved by the players, they can join the fight against the
wizard.

During the battle, Delron will admit his feelings to Melissa, who confesses her love in return. Both of them thought
that it would not work due to their differences, but now see that they are meaningless. If they survive the ordeal,
they will marry at a later time with Bubub serving as the best man. Later he will be allowed to convert part of the
tavern's barn into a smithery.

Johann is hiding in his room, terrified. He will not approve of the


marriage if he survives, but Delron will tell him to accept it and stay
or find another helper. Insulted, Johann fires Delron and leaves the
town for good.

Balimaar
Balimaar and his guards use the fortified shop as a funnel for the
monsters. They stand behind the counter and slash at the intruders,
dispatching them with relative ease. However, they will fall eventually if
no help comes from the players.

If the players manage to get to the shop and save Balimaar, he can be
persuaded to assist the players in fighting the wizard and his troops.
He sees this as his chance to become the leader of the town once
and for all. Use the Enranged commoner stat block for
Balimaar but give him an ax (1d6) and the Enraged guard
stat block for his two guards, but leave out the mob tactics
and aggressive abilities.

If the day is won with Balimaars help, he will become


the new town representative.

32
Engaging Parsectus

P arsectus will focus his unengaged minions on the


players once he is aware of them. If his attention is
drawn while at the wizards tower, then most of the
battle can take place there. The players can also choose to
lure the enemies into the underground caves if they wish.
This should be relatively easy as the summoned monsters do
not fight strategically at all.

The summoned monsters are little more than animated anger


and can not be negotiated with. As a result, they will always go
directly towards their targets, only dodging the most obvious of
obstacles. This gives the players opportunities to trick or trap the
monsters. To a degree, the same can be done with Parsectus, as the
hive mind sees this encounter more as a game than something
serious.

The monsters get distracted quickly when Parsectus is not


directly ordering them around. This means that if the players
hide for long enough, the monsters will return to their master
and wait for new orders. The minions die relatively easily.
However, there seems to be a near-endless supply of them as
Parsectus can replace those that fell during his turn.
Fortunately, these minions take most of the wizard’s
spell slots, and he will not use high-level attacks.
Furthermore, the hive mind has only a very superficial
grasp on Parsectus, which means that he can be snapped
out of it with help of the players.

To defeat Parsectus the players have to inflict a total of 20


damage to him. At that point, the hive mind will lose
control just long enough for Parsectus to cast a shield
spell over his mind. This should not be an easy task
with Parsectus flying. He will take cover inside or
behind buildings, send his minions to defend him, and
use the townsfolk as hostages/distractions. Read the
following when the players deal the final blow.

With that last strike, Parsectus stops, shakes his head,


and touches his temples like waking from a dream. He
then looks up with a shocked expression and mumbles
something while moving his hands around his head in a
mysterious manner. Once he is finished, he raises his hand to
dispel all of the foul creatures that he had previously
summoned. The people cheer as this happens,
but still nervously eye Parsectus.

33
Ending the Adventure

O nce Parsectus’ mind is shielded, he is free of the hive mind’s influence, but
still infected by the fungus. He will immediately dispel all his monsters
and apologize for what has happened, explaining that he was not
himself. He will then use his magic to restore all damage to the town and
heal the hurt, but he cannot bring back those who have died. After that
he excuses himself, saying that it is not safe to be around him until he
has cured himself of this infection. Before he teleports away, he
thanks the players and tells them that they should talk to his
daughter and that she will be able to explain more now that he
shared his memories with her.

If Rigel is still alive at this point, the players will find


that she has turned back into her original form,
looking just like the statue. If she was killed under the
tower or died during the battle, the players will be
surprised to find a new Rigel come out of the inn.

She will thank them for everything and explain the


missing pieces of the puzzle. From this conversation
the players will learn about the mushroom merchant
and that she is most likely behind all of this. The
merchant was seen going east along the king's road
several days ago and has not been seen since. Rigel then
asks the players to go after this mysterious merchant
and capture her alive if possible.

Afterward, the players will have a chance to talk


to the surviving townsfolk. If the battle
happened at the tower, then the status quo
was maintained and nothing changed, apart from
the townsfolk no longer being trapped. Johann and
Delron will leave that night, and everyone else will live on
as normal. However, if the battle took place in the town,
then the aforementioned character developments will take
place. The people of Rigel’s rest will bury and mourn their
dead, but they will be forever grateful to the players.

The players level up after their next long rest to lvl 3 (they
also level up after the first session to lvl 2).

The Adventure Will Continue


34
Please Rotate Booklet

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