TEXT: tower OF baal 
  
  Tower of Baal 
  Dead Men Walking 
  Four hundred years ago, after a brutal conflict 
  with rival barbarians, the Argosans interned 
  hundreds of dead warriors in catacombs beneath 
  a short mountain range known as the Rock of 
  Gorzat.  
  Expanding on the naturally formed tunnels, the 
  Argosans excavated alcoves and ossuaries to lay 
  the fallen, carving out an altar sacred to the Lord 
  of Crows (Baal, god of the dead, decay, suffering 
  and disease). Above ground, alongside the 
  rumbling Red March Falls, a tower was erected 
  as an enduring shrine and monument. 
  Over the centuries, increasing skorn (beastmen) 
  numbers eventually lead to the monument being 
  abandoned. In the underground shrine, an 
  enchanted cloak (once the mantle of the shrine’s 
  eldest priest) began to malfunction, greedily 
  channelling necromantic forces from beyond the 
  Veil.  
  In recent months, the necromantic energies 
  reached a tipping point, animating the bones of 
  the dead. Skeletal warriors are lurching to “life”, 
  emerging from subterranean graves to resume 
  their ancient patrols, slaying anyone they 
  encounter. 
  Although the tower is in a relatively remote 
  location in the High Plains, the nearby outpost of 
  Fronbury is in danger. More than one sighting of 
  the undead has been reported, the settlement’s 
  few rangers are already struggling to fend off 
  barbarian and skorn raiders. 
  Overseer Venka (60s, grey haired Fighter 3, 
  wheezing, religious forehead brand) would be 
  glad to have the assistance of some expendable 
  fortune hunters, and is willing to pay 
  handsomely. 
  The party might become involved in this 
  adventure by (i) accepting Overseer Venka’s 
  standing offer of 400 gp to eradicate the source 
  of the skeletal warriors, (ii) being attacked by 
  undead while camped, or (iii) finding reference 
  to the Cloak of Bellaphas in an old religious tome. 
  Rumours & Hooks 
  Four hundred years ago, the Tower of Baal 
  stood as a sombre monument to the Battle 
  of the High Plains, a tomb for hundreds of 
  fallen Argosan warriors. Abandoned over the 
  centuries, the Libram Damogra suggests the 
  tower’s secret altar was once decorated with 
  the Cloak of Bellaphas, a relic blessed by the 
  Lord of Crows himself. In all the years since, 
  the cloak has never resurfaced. 
  2
  
  Crossing the Plains 
  Reaching the Rock of Gorzat and the tower part 
  way up the cliffs is at least a two day trek from 
  Fronbury through the Great Plains. 
  The plains are dominated by verdant grasses that 
  grow up to four feet high. Trees are uncommon 
  and sparsely spaced, with occasional groves of 
  oaks and willows. In some regions, thorny shrubs 
  have taken hold, overwhelming other plant life. 
  Animals are abundant, including small game, 
  horses, bison, panthers and birds of prey 
  (including giant varieties). 
  Xenophobic thuel (barbarian) clans such as the 
  Skull Drinkers, Burnt Ones and Half Crows ride 
  the plains, taking advantage of their mobility to 
  avoid the skorn horde that controls the region.  
  There is a 30% chance of an encounter every 8 
  hours. If an encounter occurs, roll 1d10:  
  1.
  2d4 Centaurs (LFG p.102) are dragging
  1d4 barbarians of the Skull Drinker tribe
  behind them. The thuels are captured
  scouts, enroute to a nearby centaur
  camp for interrogation.
  2.
  An enormous herd of hundreds of bison
  are wandering through the area,
  migrating to the next major water hole.
  There is a 50% chance of 4d6 Skorn
  (Midlands p.104) in the long grass
  nearby, hoping to ambush any human
  hunters.
  3.
  1d4 Giant Eagles (LFG p.106) and 1d3
  infant birds are riding the thermals high
  above, on the lookout for a potential
  meal. They will try to attack and carry
  away a moderately sized animal (dog, 
  mule, pony, etc).  
  4.
  A single (70%) or pair (30%) of Giant
  Serpents (LFG p.122) are lairing nearby in
  the long grass, the female laying a clutch
  of eggs. They will attack and/or drive off
  trespassers.
  5.
  A band of 4d6 warrior Skeletons (p.10)
  from the tower are patrolling this area,
  drawn to extinguish the life force of
  nearby humans.
  6.
  Earth rumbles underfoot for a short
  period before a Baby Bulette (2 ft long)
  bursts from the soil, chomping at a
  random PC’s boot.
  Baby Bulette, AC 14, HD 1, Bite 1d8+1, 19: the 
  bulette latches on, automatically causing bite 
  damage on its turn (opposed Str check to shake 
  off), S17 D7 C10 I3 P10 W7 Ch8, L4, Mv 20 ft inc 
  burrowing. +4 to hit and double damage if target 
  surprised. Auto sense ground borne creatures 
  within 90 ft. 
  There is a 50% chance the baby is within 
  communicating distance of its sleeping mother, a 
  full grown Bulette (LFG p.102). Attacking the 
  infant causes a furious parent to arrive in 2d6 
  rounds.  
  7.
  A solitary Wraith (LFG p.130) descends
  on the party’s camp during the witching
  hour. Like all undead, it hungers for the
  souls of the living, and will not retreat
  until at least one large sentient creature
  is dead by its spectral hand (horse,
  human, etc).
  3
  
  8.
  The weather turns foul, inundating the
  plains with cold, misty rain for the next
  two days. The relentless wet grinds on
  the adventurers’ spirits; PCs lose 1 point
  of Will (Luck (Will) save resists).
  9.
  Panicked calls can be heard before 1d4
  Half Crow barbarians (LFG p.114) burst
  into view through the grasses. They are
  clearly running away from something (a
  Western Panther, Midlands p.101 or
  Tiger (LFG p.127).
  10. A 10d6 Skorn (Midlands p.104) war
  party is on the move, horns blaring and
  drums beating as they cross the plains. If
  they notice the PCs, they inevitably
  attempt to catch and eat them (likely
  stealth or chase scenario).
  Climbing the Rock 
  The Rock of Gorzat is an abrupt and isolated 
  stretch of sandstone mountains dividing the high 
  and low plains, as if dropped from the sky to 
  neatly divide the grasslands into two.  
  Reaching the tower is a three day climb up 
  relatively steep slopes (quite taxing; requires a 
  Con check to avoid 1 Str loss). Every 16 hours, 
  there is a 50% chance of a random encounter. If 
  an encounter occurs, roll 1d6:  
  1.
  Recent storms have weakened an
  overhead bluff, creating a 10% chance
  per PC (cumulative) of collapse. Anyone
  on the trail below suffers 4d6 damage as
  part of the mountain suddenly slides
  away (Int or Perc (Wilderness Lore)
  check forewarns of danger, otherwise
  Luck (Dex) save for half).
  2.
  A dark cave retreats into nearby
  mountainside, from which a flickering
  light may be seen (a solitary Minotaur
  (LFG p.118) named Komerzu lives within,
  revered by a handful of outcast thuels.
  The monster is sleeping off a drunken
  binge).
  3.
  A dust covered “pool” gathered at the
  bottom of a narrow pass turns out to be
  a Grey Ooze (LFG p.112). The ooze is
  hibernating but will awaken in 2d4
  rounds if a human approaches within
  120 ft.
  4.
  Odd stalagmites at the base of a small
  cliff section are marked with what
  appear to be blood stained runes. An Int
  (Arcane Lore) check reveals abjuration
  magic is sealing something within the
  stone spires.
  4
  
  5.
  Guttural laughing and snorting can be
  heard before a 12 ft Ettin (LFG p.108)
  emerges from around a bend, chortling
  to itself. It is chewing on the charred
  remains of a human thighbone.
  6.
  4d6 Barbarians (LFG p.114) of the Burnt
  Ones tribe are waiting in ambush for the
  party at the top of a steep ravine. They
  have 1d6 large boulders (2d6 hp
  damage, Luck (Dex) save to avoid) to
  drop on the adventurers, before firing
  arrows and finally closing for melee.
  The Tower 
  The Tower of Baal is approximately 40 ft tall, 
  made of aging, lichen covered sandstone, with 
  small arched windows and oak doors. The 
  structure appears somewhat sound; the roof has 
  clearly collapsed, and some sections of the upper 
  wall crumbled, depositing rubble on the earth 
  below. No light or sounds emanate from within. 
  The catacombs beneath the tower are mostly 
  naturally formed, about 7 ft high and 5 ft wide. 
  The tunnels are completely dark (barring Area 
  17), cold, and largely silent.  
  The entire complex is tainted with necromantic 
  energy, partly as a result of the original cultist 
  blessings, but mostly due to the malfunctioning 
  cloak in Area 16. Local barbarians and beastmen 
  abhor the site as cursed and stay well away. No 
  living person has set foot in the tower for more 
  than two centuries.  
  Interior Encounters 
  While exploring the tower, the GM may call for a 
  random encounter at any time. Alternatively, 
  there is a 50% chance of an encounter every 20 
  minutes, or if the party is overly noisy or draws 
  attention to itself. If an encounter occurs, roll 
  1d8:  
  1.
  2d6 freshly risen Skeletons from Area 14
  are gaining their bearings, patrolling the
  tower and caverns.
  2.
  A Fungus Zombie from Area 13 shambles
  around the corner, wandering the
  complex in an effort to locate the living,
  or make its way outside.
  3.
  A faceless, incorporeal spirit emerges
  from a wall, drawn to the PCs. It has a
  vaguely female shape, and appears
  “clothed” in barbarian garb. The spirit
  wants to guide the party to its bones in
  Area 17. If they refuse, a supernatural
  chill comes over them (lose 1 Luck), and
  the ghost vanishes.
  4.
  A flock of bats flutters out of a doorway
  or 
  winding 
  passage, 
  piercing 
  the
  darkness with short squeaks and chirps.
  The bats are harmless, but might draw
  attention to the area.
  5.
  1d4 Giant Centipedes from Area 15 are
  crawling along the ceiling, antennae
  twitching for a fresh, juicy meal.
  6.
  Strange clicks, hisses, skittering and
  clattering can be heard echoing in
  nearby tunnels. If the PCs investigate,
  they find a Giant Scorpion (LFG p.121)
  battling 1d6 Skeletons (the scorpion
  entered via Area 18).
  7.
  An earth tremor releases pockets of
  vertigo inducing gas from beneath the
  pool in Area 17. The invisible, lighter
  than air gas smells acidic, and slowly
  5
  
  tower of
  baal
  
  floats up the main passage. It passes 
  around the doorframe of Area 8, Area 6, 
  etc until escaping into the atmosphere at 
  Area 2. PCs exposed to the gas must 
  make a Luck (Con) check or suffer 1d4 
  Dex loss.  
  8.
  A patch of 1d4 Green Slime (LFG p.112)
  are dormant on the ceiling nearby. They
  awaken within 1d6 rounds of a living
  human approaching within 120 ft.
  Interior Areas 
  Area 1 – Ground Floor 
  Entry to the ground floor is via a locked oak door, 
  marked with a silver murder of crows icon (Baal’s 
  symbol). A Dex (Traps & Locks) check opens the 
  door, or a Str check forces it open.  
  The 30 ft diameter chamber has a 20 ft ceiling, 
  much of which has collapsed and is in pieces on 
  the floor. The plaster walls are painted with 
  frescoes of Baal services, including funerals, 
  ancestor 
  worship, 
  tending 
  the 
  suffering, 
  torturing enemy soldiers, and executions. 
  A large table, fireplace and shelves are the only 
  furnishings (mugs, plates, utensils, a few old 
  books and tied papers that are no longer legible). 
  An Int (General Lore) check suggests one of the 
  books appears to be some kind of pilgrim 
  register, dating back 270 years. A large hole in a 
  rotting trapdoor leads to the cellar (Area 3), or 
  stairs to the upper floor (Area 2). 
  Area 2 – Upper Floor 
  The upper floor is approximately 20 ft off the 
  ground,  the ceiling completely collapsed along 
  with small sections of wall, leaving gaps in the 
  stone. Climbing up is possible (Str (Athletics) 
  check or automatic with a rope and grapple).  
  Whatever furniture once occupied the chamber 
  has eroded in the weather, long rotten pieces of 
  timber the only trace. The floor is heavily 
  damaged with large sections collapsed. Walking 
  here in heavy armour requires a Dex check to 
  avoid plummeting through the rotten beams to 
  the ground floor below (2d6 fall damage). 
  Area 3 – Cellar 
  Access to the 30 ft diameter cellar is via the 
  broken trapdoor in Area 1. Below the 5 ft wide 
  hole is a circular stair that winds around the 
  eastern wall.  
  Funnelled webs dominate the southern half of 
  the room, making it difficult to see beyond. 
  Beneath the stairs (leading to the ground floor 
  trapdoor) are 1d4+3 Baby Giant Spiders (about 2 
  ft wide).  
  The spiders sleep in webs during the day, and go 
  out hunting at night with their Broodmother (in 
  Area 4). An attack on the baby spiders draws the 
  attention of the mother. 
  Baby Giant Spider, AC 10, HD 1d4 hp, Bite 1d4 
  + poison, 19: special, S7 D17 C6 I2 P8 W7 Ch5 L3,
  Mv 30 ft inc up walls etc. On a Nat 19+ the victim
  in webbed and helpless (Luck (Str) save resists,
  victim may spend an action to break free,
  opposed Str check vs Str 10). Poison causes 1d6
  damage + 1 Dex loss (Luck (Con) save resists). An
  adventurer has a 25% chance of harvesting 1
  dose of poison from a dead spider.
  The 30 ft diameter cellar holds a number of 
  barrels of old spirits (75% chance they are 
  spoiled, but if not, a barrel is worth 50 + 5d10 
  gp).  
  7
  
  Area 4 – Pantry 
  The kitchen and pantry contains various tables 
  and shelves filled with old spoiled food and 
  spices. The entire area is covered with webs, with 
  a central funnel in the middle. A number of dead 
  barbarian and ranger corpses can be seen 
  hanging in the sticky strands.  
  The Broodmother (7 ft long) is concealed in the 
  webs, hiding in the western corner (Perc check 
  spots her darker patch). The giant spider is 
  decades old, and will attempt to flee if severely 
  injured. Lighting the webs on fire, or killing the 
  baby spiders in Area 3 however, sends the 
  Broodmother into a rage. 
  Broodmother, AC 13, HD 4 (29 hp), Bite 1d6+1 + 
  poison, 19: special, S14 D16 C12 I2 P12 W10 Ch4 
  L5, Mv 40 ft inc up walls etc. Off Turn Attacks and 
  Major Exploit Protection. On a Nat 19+ the victim 
  in webbed and helpless (Luck (Str) save resists, 
  victim may spend an action to break free, 
  opposed Str check vs Str 17). Poison causes 1d6 
  damage + 1 Dex loss (Luck (Con) save resists). An 
  adventurer may harvest 1d3 doses of poison 
  from the dead monstrosity.  
  If the broodmother is slain, searching the various 
  corpses turns up 1 x Carry Loot.  
  Area 5 – Storage 
  This 20 ft by 15 ft storage room is empty (50%) or 
  contains a large crate holding 2d6 candles, a 
  lantern, and 1d4 flasks of oil. 
  Area 6 – Bedchamber 
  The door to this 20 x 15 ft bedchamber is locked 
  (Dex (Traps & Locks) check to open, or force with 
  a Str check). The interior includes some shelving 
  (old decaying books and some trinkets, including 
  1 x Trinkets & Curios) and a mould ridden bed. 
  Pulling back the threadbare bedsheets reveals a 
  patch of Orange Mould. The fungus is in stasis 
  until a warm blooded creature comes within 30 
  ft, at which point it awakens after 1d6 rounds.  
  Orange Mould, AC 10, HD 3, 5 ft radius choking 
  cloud 1d6, 19: special, S14 D5 C12 I2 P10 W- Ch- 
  L6, Mv 20 ft inc up walls etc. Orange Mould 
  moves in a hypnotic, wave like motion, releasing 
  spore motes in its wake, choking its victims 
  before incubating within them. On a Nat 19+ the 
  victim is exposed to a random disease. 
  8
  
  Area 7 – Strongroom 
  The 10 ft square strongroom is locked (Dex (Traps 
  & Locks) check at -3 penalty to open, or Str check 
  great success). Inside are three chests containing 
  old tithes (1 x 2 HD Lair Treasure). Hidden within 
  the coins however are 1d4 Treasure Ticks.  
  Treasure ticks are 1 inch parasites drawn to the 
  smell of valuable metal and gems. The bugs have 
  an uncanny chameleonic ability, able to change 
  colour and shape to match surrounding coins, 
  gemstones, etc, where they hibernate until a 
  suitably warm blooded victim becomes available. 
  If collected in a pouch etc, the bugs burrows out 
  in 1d6 minutes, entering the flesh of their victim 
  to feed on their blood (they secrete an anesthetic 
  effect similar to a leech). Detecting the 
  burrowing tick requires a Perc check at 
  disadvantage. If undetected, the parasite causes 
  blood poisoning (1 Str and Dex loss after 1d4 
  hours, and a minor madness). Removing the tick 
  requires deep flesh surgery (Int (Apothecary) 
  check, causing 1d4 damage. If improperly 
  performed, the victim suffers an Injury (roll 1d6, 
  1: Arm, 2: Leg, 3: Internal Bleeding, 4: Festering 
  Wound 5: Muscle Tear, 6: System Shock). 
  Area 8 – Study 
  This 15 ft by 25 ft study contains several desks 
  and 
  bookshelves 
  (lined 
  with 
  religious 
  iconography and brittle, sacred tomes; worth 
  2d6 x 50 gp to the right buyer).  
  One of the desks has a blessed book (if read, a 
  believer in the gods gains 1 Reroll Pool die 
  (temporarily increasing beyond their maximum if 
  applicable, once only), and a ritual knife (cold 
  iron). 
  Area 9 – Trap 
  The door from Area 8 has a sliding bar on the 
  study side (not breakable in the absence of a 
  ram). Descending stairs lead to a series of 
  warding prayers part way down the corridor.  
  The prayers are inscribed into the walls and floor 
  in ruby red, spidery lettering (traditional of Baal 
  cultists). The prayers include intonations such as 
  “All are equal before Baal”, “No life without 
  death”, “Bones & Dust, Blood & Rust” etc). 
  Anyone passing by without intoning a prayer to 
  the Lord of Crows is subject to a sacred rebuke. 
  Roll 1d4: 
  1.
  Suffer a serious madness (Luck (Will)
  save resists).
  2.
  1d4 Will loss (no save).
  3.
  Weapon shatters on next fumbled attack
  (if magical, damaged instead, not usable
  until repaired).
  4.
  Suggestion (gift all your coins to the next
  holy person you meet, lasts 1d4 weeks).
  At the far end of the corridor is an iron gate 
  (locked; a Dex (Traps & Locks) check opens it, or 
  it can be broken open with a heavy weapon or 
  tool and 2 x Str (Athletics) great successes). 
  When the gate is opened, roll on the Interior 
  Encounters table (p.5).  
  Area 10 – Stalagmite Shade 
  This large cavern includes a number of 
  stalagmites. A single Shade lingers here, a long 
  dead warrior with no memory of its original 
  existence. The shade hungers for the life force of 
  living sentients, but can only leave the cavern 
  complex for short periods. It is currently 
  9
  
  absorbing the shrine’s necromantic energies, 
  rebuilding its strength.  
  Shade, AC 12, HD 4, Touch 1d6+1 + Str drain 19: 
  the target’s weapon or armour (50%) is 
  transformed into shadow (Luck save resists), S- 
  D16 C- I10 P13 W10 Ch7, L7, Mv 40 ft inc walls, 
  ceiling, etc. Incorporeal Undead with the usual 
  benefits. On a hit, the target loses 1 Str. Targets 
  reduced to zero Str are slain and have a 50% 
  chance of rising as a shade.  
  Area 11 – Mould Colony 
  This small cavern has 1d4 patches of Yellow 
  Mould living within. The flesh eating mould is 
  hibernating, but will awaken after 1d4 rounds if 
  humans approach within 30 ft.   
  Yellow Mould, AC 10 (automatic hit in melee), 
  HD 3, Projectile Spore (see below), 19: the spore 
  is extra strong, bursting in a 10 ft radius, S6 D- 
  C16 I2 P14 W- Ch-, L6, Mv immobile. Attacks by 
  way of projectile spores up to 60 ft that burst in 
  a 10 ft diameter (causing horrible choking death 
  in 1d6 rounds, Luck (Con) save resists). An 
  adventurer protecting their nose and mouth with 
  a mask gains advantage on the check.  
  Area 12 – Skeleton Camp 
  This 15 ft diameter cavern has a charcoal fire pit 
  in the centre. 3d6 Skeletons are here at any one 
  time, recently animated from the catacombs.  
  Skeleton, AC 11, HD 1, Spear 1d6+1, 19: another 
  skeleton reanimates or comes to aid this one, 
  S13 D13 C10 I- P13 (special) W- Ch- L4, Mv 30 ft. 
  Undead, 
  impervious 
  to 
  piercing 
  attacks. 
  Automatically sense living creatures within 60 ft. 
  Area 13 – Fungus Zombies 
  This 10 x 15 ft chamber contains large swathes of 
  stringy dead brown mould that crumbles at a 
  touch (non-hazardous). 1d6 Fungus Zombies are 
  huddled in the southeast corner, motionless, 
  where toxic mould and mushrooms are growing 
  on them. They lurch to “life” if a living creature 
  moves within 10 ft or if they are attacked.  
  Fungus Zombie, AC 11, HD 2, Fist 1d8, 19: 
  another zombie reanimates or comes to aid this 
  one, S15 D7 C18 I- P12 W- Ch- L5, Mv 20 ft. 
  Undead. When a fungus zombie is reduced to 
  zero hp, it falls to pieces, releasing a 5 ft diameter 
  cloud of toxic spores (Luck (Con) save or 1d4 Str 
  or Dex loss; even chance).  
  If the zombies are defeated, 1 x Carry Loot (LFG 
  p. 136) may be scavenged from them.
  Area 14 – Catacombs 
  Beyond this point, the catacombs divide up into 
  a maze of hundreds of alcoves containing the 
  bones of fallen Argosan warriors.  
  10
  
  If the party ventures here, their life force 
  accelerates the animating process, causing 1d8 
  skeletons to rise every round (up to a maximum 
  of 5d10+500 skeletons). If the party leave this 
  area within 1d4 minutes (back to Area 14), the 
  animating process returns to normal (2d6 
  skeletons every few days). Each alcove has a 5 - 
  10% chance of 1 x Carry Loot within.  
  Area 15 – Giant Centipede Nest 
  A nest of 2d12 Giant Centipedes lairs in this 
  chamber, clustered around three large rock 
  stalagmites. The undead ignore the insects (not 
  sufficiently sentient to attract them) and the 
  bugs stay out of their way (primarily by crawling 
  along the ceiling out of reach).  
  Giant Centipede, AC 13, HD 2, Bite 1d3 and 
  Stinger (poison), 19: extra strong dose of poison 
  requiring two Luck saves instead of one, S14 D14 
  C10 I- P10 W10 Ch2 L5, Mv 30 ft. Giant centipede 
  poison causes 1 Dex loss (Luck (Con) save resists). 
  25% chance of harvesting one dose of poison 
  from a dead centipede.  
  Area 16 – Baal Shrine 
  This 20 ft by 15 ft cavern has a 20 ft ceiling. A 
  manmade altar to Baal (crow motif) can be seen 
  at the southern end. Behind the altar is a 10 ft 
  stone statue, carved in the likeness of a skull, 
  hovering above a bubbling ooze. 
  Laying on the altar is the Cloak of Bellaphas, one 
  of the tower’s most elder priests. The fine, red 
  coloured cloak is enchanted, but malfunctioning, 
  siphoning dark forces from the Veil to animate 
  the dead. Removing the cloak from the site ends 
  the curse.  
  Unfortunately for all concerned, the cloak has 
  developed a modicum of sentience, and has no 
  wish to go anywhere. Any PC touching the cloak 
  is attacked.  
  Cloak of Bellaphas, AC 13, HD 5, Choke 2d6, 19: 
  special, S18 D17 C- I- P10 W- Ch- L5, Mv 30 ft 
  flying. On a Nat 19+ the target is wrapped up 
  tight and helpless, automatically suffering 2d6 
  damage on the cloak’s turn (victim may spend 
  their action to make an opposed Str test to break 
  free).   
  As a magical item, the cloak cannot be destroyed 
  by normal means. If reduced to zero hp however 
  it submits to the party, accepting one of them as 
  its new master if they attune to it.  
  The cloak has three levels of attunement, as 
  follows:  
  1.
  The wearer’s skin takes on a pallid tone,
  and they no longer need to eat or drink.
  2.
  Placing the cloak on a dead body
  animates it, similar to Animate Dead,
  controlled by the cloak’s master.
  11
  
  3.
  Once per six months, the cloak animates
  (use stat block above) for up to 2d6
  rounds, obeying the master’s commands
  (no action).
  At the GM’s option, the cloak might from time to 
  time rally against its master, particularly if their 
  conduct somehow disparages Baal’s tenets. In 
  such a case, the PC must make a Will check to 
  resist being possessed by the cloak for 1d6 x 10 
  minutes. What the cloak does during this time is 
  up to the GM.  
  Area 17 – Underground Pool 
  A 25 ft wide underground river passes through 
  this cavern, forming a deep pool before 
  cascading off the cliff’s edge.  The bones of a 
  dead barbarian (female) are scattered on the 
  bottom of the pool (see Interior Encounter 3, 
  p.5), along with a silvered axe inscribed with a
  flaming brand (Burnt Ones tribe).
  The pool is tainted with a small number of Throat 
  Leeches. Swimming or exploring the pool 
  exposes a random PC to the parasites (Luck (Dex) 
  save to avoid swallowing the horrible wrigglers).  
  On a failed save, leeches have entered the 
  victim’s throat and latched onto their gullet. 
  Over the next 1d4 hours, and every day 
  afterwards, the leeches feed, causing 1 Str or Con 
  loss (even chance, to a minimum of half the 
  victim’s maximum stats).  
  Removing internal leeches requires surgery 
  and/or special alchemical tinctures that are 
  highly poisonous if not properly administered. 
  An Int (Apothecary) check kills the parasites in 
  1d3 days. If failed, the victim also suffers 2d4 
  damage. A desperate victim might drink and 
  regurgitate a flask of acid to kill the creatures in 
  minutes (the drinker suffers 3d6 damage, and 
  cannot use their vocal chords for 1d4 months). 
  Retrieving the bones, and either (i) granting 
  them a proper burial according to Burnt Ones 
  custom, or (ii) returning them or the axe to the 
  tribe, allows the spirit to rest, and permanently 
  increases one PC’s maximum Luck by 1 point 
  (whoever was most influential in the endeavour). 
  Area 18 – Red March Falls 
  The 150 ft falls descend to a deep pool that runs 
  off down the mountain. Steps cut from the rock 
  form a precarious stairway up to Area 17 above. 
  The steps are slippery with water spray, requiring 
  a Dex check to avoid sliding off if the climbing is 
  done with any kind of speed, or during combat.  
  A number of skeleton and zombie body parts are 
  scattered about the area (fallen from the 
  descent, and/or picked at by wild animals). A 
  family of 1d2+1 Giant Eagles roosts in a high 
  eyrie above. There is a 50% chance the birds are 
  on the wing, looking for a quick meal. If they spot 
  the party, they target the smallest member, 
  attempting to carry them away to their nest to 
  eat in private.  
  Giant Eagle, AC 13, HD 3+3, Bite 2d4 and 2 x 
  Claws 1d6, 19: the target is grabbed and may be 
  carried away, S16 D14 C14 I2 P15 W14 Ch7 L6, 
  Mv 90 ft flying.  
  If the giant eagles are defeated, and their nest 
  reached, amongst the barbarian and beastmen 
  bones is 1 x Carry Loot.  
  Aftermath 
  If the cloak is removed from the shrine, the 
  undead cease to animate. If not, they emerge in 
  ever increasing numbers, eventually attacking 
  Fronbury en masse, slaying everyone within. The 
  outpost is abandoned thereafter.  
  12
  
  CREDITS 
  Author: 
  Stephen J. Grodzicki, Copyright © 2018 Pickpocket Press. 
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
  Artwork: 
  Cover art copyright Eric Lofgren, used with permission.  
  Some artwork by Publisher’s Choice Quality Stock Art copyright Rick Hershey / Fat Goblin Games, used with 
  permission. 
  Some artwork copyright Daniel Comerci, used with permission. 
  Map copyright 2017 Miska Fredman, used with permission.  
  Some artwork copyright 2017 Matt Morrow, used with permission.  
  Ink splashes copyright 123RF, used with permission. 
  Website: 
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  Check our DTRPG storefront: https://www.drivethrurpg.com/browse/pub/10564/pickpocket-press 
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