TEXT: 1
  BAD LIGHT
  A Short Adventure for Four 
  4th-Level Player Characters
  CREDITS
  Design:
  Owen K. C. Stephens
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti and Dennis Kauth
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United
  States of America. Any reproduction or unauthorized use of the
  material or artwork contained herein is prohibited 
  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2004 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
  This product is a work of fiction. 
  Any similarity to actual people, organizations, places, 
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  This Wizards of the Coast game product contains no Open Game Content. 
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  please visit www.wizards.com/d20.
  For more DUNGEONS & DRAGONS articles, adventures, and information, 
  visit www.wizards.com/dnd
  Bad Light is a short D&D adventure for four 4th-level
  player characters (PCs). Its design makes it easy to
  introduce into a game, and the villains’ machinations
  are straightforward and easy for players to resolve.
  The scenario is set on an ocean coastline near a trade
  route that’s threatened by a reef, and the plot centers
  around a light-tower built against a cliff. Though the
  adventure requires all these elements to work, you can
  place it on any coastline in your campaign world,
  adding the reef and cliffs to whatever terrain is there
  normally. As always, feel free to adapt the material pre-
  sented here as you see fit to make it work with your
  campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks—the
  Player’s Handbook, the Dungeon Master’s Guide, and
  the Monster Manual—to run this adventure. This sce-
  nario utilizes the D&D v.3.5 rules, but it can easily be
  adapted for use with the 3.0 rules as well. 
  To get started, print out the adventure, including
  the map. Read through the scenario at least once to
  familiarize yourself with the situation, threats, and
  major NPCs (particularly their motivations). Text that
  appears in shaded boxes is player information that you
  can read aloud or paraphrase for the players at the
  proper times.
  ADVENTURE
  BACKGROUND
  Named for the mother-of-pearl scales that once cov-
  ered its exterior, the Pearl Tower is an ancient naviga-
  tional beacon built centuries ago to guide seagoing ves-
  sels around a dangerous reef. The reef lies just below
  the waves and is practically invisible from the surface,
  especially at night. By staying clear of the waters lit by
  the tower, trade captains can sail their ships safely
  around the reef rather than going miles out of their
  way to avoid it. 
  The narrow beach near the reef is cut off from the
  mainland by a long, tall cliff. The Pearl Tower was built
  against a near-vertical section of the cliff so that in addi-
  tion to its primary function of guiding ships, it could
  provide easy access from the cliff top to the beach below.
  Because the presence of the cliff makes fishing
  impractical and the land is too rocky for farming or
  ranching, no community has ever grown up around the
  Pearl Tower, and no lord is willing to invest in a garri-
  son for its protection. The beacon has always been
  
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  maintained by poor commoners who receive a small
  stipend from various merchants’ guilds for their serv-
  ice. Since the Pearl Tower has never contained any-
  thing of value and no one has ever lived in it, brigands
  have never bothered it.
  Recently, however, a green hag named Lykast
  thought of a way to make money from the tower
  despite its lack of treasure. To that end, she forged an
  alliance with a barghest named Skrom, and the two
  used the goblin tribe he ruled to drive off the Pearl
  Tower’s attendants. Once the tower was theirs, Lykast,
  Skrom, and all the goblins moved into it and made it
  their communal lair.
  Lykast and Skrom then sent some of the goblins to
  build a false beacon on a section of the shoreline a few
  miles away. Now the Pearl Tower’s beacon stays dark
  and unlit, and the false beacon burns brightly. Thus,
  the passing ships have begun turning toward shore far
  too early and foundering on the reef just in front of the
  Pearl Tower. The crews of the wrecked ships have thus
  far been no match for Lykast and the remainder of the
  goblin tribe. The green hag is also allied with a number
  of merrow, who buy the items of value that she takes
  from the ships for use as trade goods elsewhere.
  So far, only a few ships have ended up on the reef,
  but the main trading season begins in only a few days.
  Word has reached the local merchants that the Pearl
  Tower’s beacon can’t be trusted, but the captains of for-
  eign merchant ships don’t have that information. If the
  situation isn’t rectified soon, dozens of ships and hun-
  dreds of lives may be lost.
  ADVENTURE SYNOPSIS
  Lykast and Skrom are sitting pretty within the Pearl
  Tower, and they have no desire to move. But the two
  leaders have no love for one another, and each is trying
  to figure out how to do without the other. At this point,
  however, Lykast needs Skrom to control the goblin
  tribe, and Skrom needs Lykast to deal with the merrow
  (which don’t appear in this adventure but remain a key
  component of the two villains’ plans). The hag and the
  barghest plan to hire more guards (possibly merrow
  mercenaries) with the money they make from their
  joint venture and eventually turn the tower into a
  pirate haven. One good season’s worth of wrecked
  ships should give them enough additional cash to hire
  a ship of their own and begin looting nearby towns and
  merchant vessels.
  The characters can deal with this situation more
  than one way. The simplest tactic is to assault the tower
  from either above or below and clear out the monsters.
  A group that defeats either Lykast or Skrom ends the
  threat because the other foe can’t keep the venture
  going alone and thus leaves after a day or two. (PCs
  shouldn’t get experience points for villains that simply
  go away, however.) The characters can also make the
  area safe for passing ships by preventing the goblins
  from lighting the false beacon, though they must do so
  repeatedly if Skrom has not yet been defeated (see area
  6 for details).
  ADVENTURE HOOKS
  As the DM, you must decide how to get the PCs to the
  light-tower. You can use the following hooks to spur
  your imagination, modifying them as necessary to fit
  your campaign or the characters.
  • The characters are aboard a boat that founders on the
  reef because its captain was misled by the false beacon.
  • The PCs are hired by a town, merchant guild, ship’s
  captain, or local lord to investigate the disappearance
  of a ship that is long overdue in a nearby port. Alter-
  natively, the characters could be awaiting the arrival
  of an overdue ship that carries a visiting friend or
  some trade goods.
  • The PCs simply come across either the false beacon
  and the goblins that tend it (see area 6) or the wreck-
  age below the tower (see area 1).
  • The characters go to the Pearl Tower to visit an old
  friend, only to find the place overrun with monsters.
  • The PCs are caught out in a bad storm and forced to
  seek shelter in the tower they can see near the cliffs.
  BEGINNING THE
  ADVENTURE
  Bad Light is a site-based adventure in which the action
  occurs in and around the Pearl Tower. The adventure
  begins when the characters come within sight range of
  that structure. 
  The characters may approach the tower from the
  beach or from the top of the cliff. Use the encounter
  areas below in the order that the characters find them.
  
  3
  THE PEARL TOWER
  Mother-of-pearl scales once covered the Pearl Tower’s
  exterior, making it look as though it had been carved
  from a solid piece of pearl. But raiders made off with
  the scales long ago, and now the tower is nothing more
  than a simple stone structure carved from a single spur
  of rock. It has four interior levels, which were origi-
  nally intended to house the caretakers, and the outer
  walls are solid stone. The few windows are shuttered
  with iron and barred from the inside. Except were
  noted otherwise, the doors are made of hewn oak and
  not locked. A spiral stairway connects the tower’s four
  levels.
  s Iron Shutters: 2 in. thick, hardness 10, 60 hp,
  break DC 30.
  1. THE WRECKAGE (EL 4)
  Read or paraphrase the following aloud when the char-
  acters see the beach at the base of the Pearl Tower.
  A dozen ships have already been led astray by the false
  beacon (see area 6), and their wreckage decorates the
  beach in front of the light-tower. Lykast (see area 3)
  descends on each newly wrecked ship and raids its
  shattered hull for both treasure (which she distributes
  among her minions after removing the choicest 
  baubles for herself) and fresh meat, her favorite repast.
  Since Lykast has recently fed on the crew of a wrecked
  ship, she does not come down to investigate any new
  wrecks for a few days. Thus, if the PCs are shipwrecked,
  they have some time to explore the light-tower and its
  environs. Should they remain in the area but fail to
  take on the tower within three days, Lykast gathers
  four goblins from area 6 and attacks at dusk.
  Creatures: Not all the sailors who died in the
  wrecked ships have lain peacefully in their unmarked,
  unhallowed graves—four of them have risen as ghouls.
  These creatures have taken shelter in the largest piece
  of wreckage, and they scuttle out at night to feed on
  human carcasses or, if they are hungry enough, on
  crabs. Since they are not lacedons, they cannot swim.
  D Ghouls (4): hp 12, 13, 14, 15; see Monster Manual,
  page 119.
  Tactics: The ghouls stay hidden behind chests and
  beams while they are within the broken hull that
  serves as their shelter. Because they know the wreck so
  well, each gains a +2 circumstance bonus on Hide
  checks (even against characters with darkvision or low-
  light vision) made inside it. If possible, the ghouls wait
  for living targets to come within 30 feet before attack-
  ing so that they can open the fight with partial charges.
  Development: The ghouls hunger for flesh, but they
  rarely manage to reach any fresh meat before Lykast
  does. Thus, they are unwilling to allow potential food
  to escape. The ghouls follow and harass any PCs they
  spot until they either catch one or are destroyed.
  Treasure: Only a few valuables have escaped Lykast’s
  raids on the wreckage. A DC 20 Search check of the
  hull where the ghouls live reveals a small chest con-
  taining 200 gp worth of diamond dust.
  2. GROUND FLOOR
  The ground floor of the tower consists of several cham-
  bers, all of which are in disrepair. 
  2a. Entry Door
  Read or paraphrase the following aloud when the char-
  acters approach the door to the ground floor from
  either the inside or the outside.
  The door is built of dark-colored wood and set
  into a stone archway. No windows or other aper-
  tures afford a view of what lies beyond it. The
  wood is reinforced with thick, metal-riveted
  straps, and its hinges are cunningly concealed
  from view. Deep scratches mar the wood and
  metal, but the door otherwise looks undamaged.
  The twisted and shattered remains of numerous
  ships lie scattered across a narrow strip of beach.
  Pieces of broken hull, torn beams, and other detri-
  tus drift just offshore, where a coral reef—obvi-
  ously the source of the problem—is just barely
  visible beneath the waves. Crabs and other coastal
  scavengers pick through the wreckage, and water-
  logged refuse of all sorts covers the sand. Thumps
  and creaks are audible as the waves push wood
  against wood, and the powerful odor of rot over-
  whelms the fresh scent of the ocean. Seagulls circle
  overhead, but not a single seabird lands near the
  destroyed vessels. From the largest of the remain-
  ing hulls comes the sound of scratching, and rip-
  ping, as though wet cloth were being torn apart.
  A square column of hewn stone, backed by a
  cliff, rises above the sorry scene. The column
  appears to be a square tower about four stories
  high. Its top is level with the top of the cliff. No
  mortar lines mark any brickwork in the struc-
  ture—in fact, it looks as if it had in fact been
  carved from a single piece of stone. The only aper-
  tures visible are shuttered windows at varying
  heights and a wooden door set into a worn stone
  archway at ground level.
  
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  5
  The iron-reinforced door is extremely well built and
  secured with a good lock. If the PCs smash it open,
  they alert the creature or creatures on the other side
  (either the grick inside the tower or the ghouls on the
  beach, depending on which way they go through the
  door). Lykast has the key to this door (see area 3).
  s Reinforced Wooden Door: 2 in. thick; hardness 5;
  hp 25; break DC 24; Open Lock DC 30.
  2b. Grick Lair (EL 3)
  Though the entire ground floor is now a grick lair,
  these rooms once housed the tower attendants and
  their guests. Read or paraphrase the following when
  the PCs first enter the ground floor.
  A PC with the Track feat can make a DC 15 Survival
  check to identify the drag marks as the tracks of a
  Medium snakelike creature (the grick that Lykast
  keeps as a pet), but actually following them requires a
  DC 19 Survival check. Any character who does manage
  to track the grick finds it in a randomly determined
  room on this level and may surprise it. Otherwise, the
  creature picks up the characters’ scent and slithers out
  to attack them 2d4 rounds after they enter.
  D Creature: Lykast keeps her pet grick on this level
  to prevent the goblins (see area 5) from sneaking down
  to the beach. The creature is tame enough not to attack
  her and to go to her if wounded, but it knows no tricks
  and doesn’t really obey her orders.
  D Grick (1): 16 hp; see Monster Manual, page 139.
  Tactics: The grick attacks and fights until dead. If
  the PCs leave it wounded, it goes to Lykast in area 3.
  She uses a single potion to heal it if she hasn’t been in a
  fight yet.
  Development: Once they have dealt with the grick,
  the characters are free to explore the ground floor of
  the tower. Little remains of the furnishings, but these
  chambers could be returned to functionality with
  proper restocking and repair. The original purposes of
  the individual chambers are noted on the table below.
  Area
  Purpose
  1A
  Storage
  1B
  Officer’s ready room
  1C–1H
  Bedrooms
  1I
  Great hall and dining chamber
  1J
  Kitchen
  1K
  Pantry
  Treasure: This level contains little of value, but the
  PCs can easily pick up ten torches (worth 1 cp each)
  and five hooded lanterns (worth 7 gp each), one of
  which has a pint of oil (worth 1 sp).
  3. THE HAG’S LAIR (EL 5)
  This floor was once a training complex for the troops
  that protected the Pearl Tower when it was first built.
  Lykast has now made it her lair, and no trace remains of
  its original purpose. Read or paraphrase the following
  aloud when the PCs reach the second level of the tower.
  The rooms on this level are empty except for Lykast’s
  possessions (see below). Her door is the only one on
  this level that’s closed, and she keeps it locked at all
  times.
  s Wooden Door: 2 in. thick; hardness 5; hp 20;
  break DC 23; Open Lock DC 25.
  Creature: Lykast is a horrid, bitter, greedy creature
  that enjoys inflicting pain and has no compassion or
  love in her soul. She trusts no one and doesn’t expect to
  be trusted. Though cunning and deceptive, she is too
  impatient to think much beyond her own immediate
  benefit. Lykast wants money not to buy things of
  beauty or value, but just to sate her gold lust and allow
  her to inflict more pain.
  The green hag is allied with Skrom but plans to deal
  with him only as long as she has to. Once she can do
  without him, she intends to kill him with help from
  her grick, since she knows the grick will prove useful
  for bypassing his damage reduction.
  Unless she’s short on food, or suspects a goblin of
  sneaking through her tower, or hears a ship crash on
  the reef, Lykast remains in her room (area 3A), plotting
  against Skrom. 
  D Lykast: Female green hag; CR 5; Medium mon-
  strous humanoid; HD 9d8+9; hp 49; Init +1; Spd 30 ft.,
  The air on this floor is stale and heavy with the
  scent of rot. The ocean’s roar can be heard in the
  distance, but no other sound is audible. The stone
  walls, ceiling, and floor were once covered in plas-
  terwork and burnished wood, but the surfaces
  have long since faded and begun to peel.
  The damp, musty smell of a house long aban-
  doned mingles with the tang of salt air. Thick
  piles of rotting clothes sit in corners of the cold
  stone halls, and the floor is covered with dried
  sand marred by strange drag marks. Broken bits of
  furniture are scattered across the floor and piled
  in corners, and a few old torches and rusty
  lanterns are mounted in wall sconces. The ragged
  remains of tapestries hang here and there on the
  walls, and plaster flakes from the ceiling.
  
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  swim 30 ft.; AC 23, touch 11, flat-footed 22; Base Atk +9;
  Grp +13; Atk +13 melee (1d4+4, claw); Full Atk +13
  melee (1d4+4, 2 claws); SA mimicry, spell-like abilities,
  weakness; SQ darkvision 90 ft., spell resistance 18; AL
  CE; SV Fort +7, Ref +8, Will +8; Str 19, Dex 12, Con 12,
  Int 13, Wis 13, Cha 14. 
  Skills and Feats: Concentration +7, Hide +9, Knowl-
  edge (dungeoneering) +7, Listen +11, Spot +11, Swim
  +12; Alertness, Blind-Fight, Combat Casting, Great
  Fortitude.
  Mimicry (Ex): Lykast can imitate the sounds of
  almost any animal found near her lair.
  Spell-Like Abilities: At will—dancing lights, dis-
  guise self, ghost sound (DC 12), invisibility, pass with-
  out trace, tongues, water breathing. Caster level 9th.
  Weakness (Su): Lykast can weaken a foe by making
  a special touch attack. The opponent must succeed on a
  DC 16 Fortitude save or take 2d4 points of Strength
  damage. The save DC is Charisma-based.
  Possessions: Bracers of armor +1, cloak of resistance
  +1, 5 potions of cure light wounds, jewelry (worth 300
  gp), 3 keys (to her door, the door in area 2, and trapdoor
  in area 5).
  Tactics: If Lykast hears foes approaching, she makes
  herself invisible. She then targets the weakest-looking,
  least-armored target with her first attack. If possible,
  she keeps attacking one foe until it drops, then moves
  on to whichever opponent has dealt her the most
  damage. Because of her spell resistance, she has little
  fear of spellcasters. She often chooses to take out
  ranged combatants first, then close to melee with the
  rest. She uses her weakness attack to reduce the
  Strength of any foe who seems particularly effective
  with a weapon.
  If Lykast is reduced to 10 or fewer hit points, she
  flees. Her Concentration check to cast defensively is
  good enough (+11 with Combat Casting) that she can
  usually make herself invisible even if threatened—a
  tactic that greatly improves her chances of escape.
  Once she is out of immediate danger, she uses her pass
  without trace ability to hide her tracks.
  Development: If Lykast isn’t killed, she’s likely to
  harass the PCs as long as they’re in or near the tower. If
  injured, she uses her healing potions. She may use invis-
  ibility to ambush PCs later or disguise self to change her
  appearance to that of a stranded sailor. In the latter case,
  she sneaks ahead of the PCs and pretends to be a pris-
  oner of either Skrom or her pet grick, depending on
  which way the PCs are going through the tower.
  Once Lykast has been defeated, the PCs can explore
  her chamber. The room is furnished with a single chair,
  a rope cot, and a chest, and she keeps a few rotting
  human limbs on hand for food.
  Treasure: The following items are stored in a chest
  in Lykast’s lair: 480 gp, 1,200 sp, 3,600 cp, 10 malachite
  gems (worth 10 gp each), cloth of gold vestments
  (worth 60 gp). She leaves this treasure behind if she is
  forced to flee.
  4. THE DEN (EL 4)
  Read or paraphrase the following aloud when the char-
  acters reach this level.
  This floor once housed important staff for the tower,
  but Skrom has commandeered it for his own forces.
  The barghest has a nest in the largest back room of this
  floor (area 4A), and his troops sleep in all the other
  rooms.
  Creatures: Skrom hates having to work with Lykast,
  but he needs her connections with the merrow in
  order to sell the goods taken from the wrecked ships.
  The barghest isn’t likely to open negotiations with the
  PCs on his own, but if approached respectfully by a
  group that hasn’t killed his goblins, he might well con-
  sider an alliance with them if they promise to fence his
  raided goods. In such an event, he might provide aid in
  slaying Lykast. Skrom insists on maintaining posses-
  sion of the tower in any case, however.
  D Skrom (Barghest): 33 hp; see Monster Manual,
  page 22.
  Tactics: Skrom’s keen senses make it unlikely that
  the party can surprise him. If he hears intruders any-
  where on this level, he assumes his wolf form and
  stalks out to attack. Skrom figures that any attackers are
  assassins sent by Lykast, and he would rather fight to
  the death than leave the tower to her. He attacks spell-
  casters first if possible, but he doesn’t risk attacks of
  opportunity to do so.
  Development: Any group that attacks Skrom must
  kill him to be rid of him. If his attackers flee, Skrom
  follows, tracking them as far as necessary to ensure
  their deaths. If no goblins have been killed (see areas 5
  and 6), Skrom brings a dozen with him on any foray he
  makes in search of foes. If he is wounded, he waits
  until he has healed and his foes are camping, then tries
  to take them by surprise in the wilderness.
  Once the PCs have dealt with Skrom, they can
  explore this level fully. Skrom’s chamber is area 4A,
  The air on this floor is redolent with the odors of
  fur, old meat, and waste. Filth has been pushed
  aside into every corner and unused hall.
  
  7
  which was once the tower’s library. Stone shelves still
  line the walls, but all the books and scrolls that once
  filled them are long since gone. Skrom has a pallet of
  grasses for sleeping and a single chest, but no other fur-
  nishings.
  The other chambers are empty save for camping
  gear and refuse, though they could be returned to func-
  tionality with proper restocking and repair. The origi-
  nal purposes of the individual chambers are noted on
  the table below.
  Area
  Purpose
  4A
  Library (now Skrom’s chamber)
  4B
  Trophy room 
  4C
  Infirmary
  4D
  Chapel
  4E
  Meeting room
  4F
  Suite for visiting dignitaries
  4G
  Officer’s chamber
  4H
  Priest’s chamber
  Treasure: Skrom has a Heward’s handy haversack
  containing 250 gp and 10 pieces of obsidian worth 25
  gp each.
  5. TOWER TOP (EL 4)
  Read or paraphrase the following when the characters
  come within sight of the tower’s top.
  The tower was built for easy defense, and Skrom has
  taken advantage of its features.
  Creatures: A dozen warrior goblins under Skrom’s
  control always patrol the tower top. His tribe actually
  numbers 120 goblins, including 60 warriors, but the
  rest are currently hiding out in the nearby wilderness. 
  D Goblins: 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3 hp; see Mon-
  ster Manual, page 133.
  Tactics: The goblins fight because they fear Skrom,
  not from any desire to guard the tower. When attacked,
  they beat on the trapdoor in hopes that Skrom will hear 
  them (DC 20 Listen check for Skrom). If he does, he
  waits 5 minutes, then comes to see what’s happened
  (see area 4). The goblins fight to the death to protect
  the tower top because they know Skrom will kill them
  if they fail to guard him.
  Development: Any goblins that survive this
  encounter run into the tower to warn Skrom. If he is
  alive, he tries to hunt down the PCs (see area 4) and
  sends more goblins out to the bonfire within a day. If
  all of Skrom’s warriors are killed, the rest of the goblins
  in his tribe flee. If Skrom is killed, the goblins dissolve
  their tribe and scatter. 
  Treasure: Each of the 12 goblins has 50 gp as a share
  of the tower’s spoils.
  6. THE BAD LIGHT (EL 4)
  About 3 miles down the cliff from the Pearl Tower is
  the false beacon—a large bonfire. Read or paraphrase
  the following aloud when the characters come close
  enough to see the fire and its protectors clearly.
  The fire is positioned just 5 feet from the cliff face to
  make it visible for a great distance at sea, and the gob-
  lins have cleared all foliage within 50 feet of it. They
  keep the bonfire going night and day, scavenging the
  surrounding area for fuel. 
  Creatures: The huge fire keeps away most preda-
  tors, so the goblins here have become lax about secu-
  rity. They make no effort to secure or patrol their area;
  they simply gather fuel and ensure that the fire does
  not go out.
  D Goblins: 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 2 hp; see Mon-
  ster Manual, page 133.
  Tactics: The goblins fight because they fear Skrom,
  not from any desire to guard the bonfire. Once more
  than half their number are dead, the remaining goblins
  flee.
  Development: Any goblins that survive this
  encounter run to the tower to warn Skrom. If he is
  alive, he tries to hunt down the PCs (see area 4) and
  sends more goblins out to the bonfire within a day. If
  he is dead, the goblins dissolve their tribe and scatter.
  Treasure: Each of the 12 goblins has 50 gp as a share
  of the tower’s spoils.
  A huge bonfire burns next to the cliff edge,
  attended by a dozen or so goblins. These small,
  grubby creatures seem bored, and they make little
  effort to patrol or monitor their huge fire.
  The top of the tower is even with the top of the
  cliff that rises behind it. A crenellated stone bat-
  tlement surrounds the tower top on three sides,
  and the cliff face forms the fourth side. Two 5-foot
  high platforms, both blackened and soot-stained,
  stick up above the battlement. Each platform is
  accessible via a short staircase. Outside the tower,
  set in a niche in the cliff, is a trapdoor.
  A dozen small humanoids with sallow com-
  plexions, long arms, and drab clothing prowl
  around the tower top, evidently standing guard.
  
  8
  CONCLUDING THE
  ADVENTURE
  As noted earlier, defeating either Lykast or Skrom ends
  the threat because the two villains need each other to
  make their scheme pay. The PCs must also extinguish
  the false beacon at area 6 and relight the tower’s beacon
  in order to make the area safe for shipping again.
  FURTHER ADVENTURES
  If you want to give the PCs a base of operations, the
  local peasants could ask them to become the new care-
  takers of the Pearl Tower. They could spend several
  game sessions dealing with creatures in the nearby
  wilderness, or a merchant guild might pay them to deal
  with threats farther away, supplying temporary caretak-
  ers for the tower in their absence.
  If you wish to expand upon the hag’s involvement
  with the scheme, Lykast could be part of a covey. If she
  dies, her sisters might then seek vengeance against her
  killers. The merrow with which Lykast dealt should
  also be upset about losing their trade partner, and they
  may try to take over the Pearl Tower themselves and re-
  establish the false beacon. 
  If Skrom survived, he might decide to track down
  the PCs at a later time. Realizing that they are power-
  ful adversaries, however, he kills and eats foes until
  he becomes a greater barghest before confronting
  them again.
  ABOUT THE AUTHOR
  Owen Kirker Clifford Stephens was born in 1970 in
  Norman, Oklahoma. He attended the TSR Writer’s
  Workshop held at the Wizards of the Coast Game
  Center in 1997 and moved to the Seattle area in 2000,
  after accepting a job as a Game Designer at Wizards of
  the Coast, Inc. Fourteen months later, he returned to
  Oklahoma with his wife and three cats to pick up his
  freelance writer/developer career. He has author and
  coauthor credits on numerous Star Wars and
  EverQuest projects, as well as Bastards and Bloodlines
  from Green Ronin. He also has producer credits for
  various IDA products, including the Stand-Ins print-
  able figures.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 01-05/Bad Light.pdf