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  WATCHER’S SPIRE
  A RAGING SWAN PRESS MINI-EVENTURE
  VISITING
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  VISITING THE WATCHER’S SPIRE 
  Adventurers coming to Languard in need of divine aid often make their way to the Watcher’s Spire. A place of Darlenite worship here the 
  powers of law and good hold sway. Few are turned away from the Watcher’s Spire without receiving succour, but the clergy’s aid does not 
  come free. Evil lurks everywhere and the priesthood are ever in need of champions to push back the encroaching darkness. 
  Even the smallest town has more locations than all but the most diligent and time-rich GM could ever hope to detail and design. To make 
  matters even worse, when an adventuring party gets to a town or city, the characters often have the irritating habit of going off exploring. 
  What’s a GM to do? Designed speciﬁcally for you, the busy GM, this urban locale is designed to help you bring depth and ﬂavour to your 
  characters’ next urban adventure. This Urban Locale is designed for use with City Backdrop: Languard, but is designed to be easily inserted 
  into virtually any town or city. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art: William McAusland and Matt Morrow. Some artwork 
  copyright William McAusland, used with permission. 
  C O NTE NTS 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  ©Raging Swan Press 2020. 
  WHAT’S A MIN I-EVEN TURE? 
  A mini-eventure is akin to a normal encounter, but does not 
  (normally) feature violence or physical challenges. Instead, a mini-
  eventure focuses on the use of social skills and role-play to resolve 
  the challenges, or events, therein. Most mini-eventures take place 
  in an urban locale. Mini-eventures are an excellent change of pace 
  and can be used as ﬁller between adventures or as situations in 
  which characters who have invested in social skills can shine. They 
  are also perfect for players who enjoy role-playing. 
  USING THIS MINI-EVENTURE 
  This supplement provides everything you need to run a short, 
  ﬂavoursome eventure. As well as presenting an in-depth look at a 
  locale this supplement also present several tables for use during 
  play. Roll on any or all of them as often as desired to create 
  interesting, engaging situations. These tables include: 
  •
  Opportunities & Complications: Fate often throws 
  opportunities and complications at adventurers. Use this list, 
  to determine what befalls the characters while at the locale. 
  •
  Whispers & Rumours: Many rumours, half-truths and 
  outright lies circulate among the folk visiting Watcher’s Spire 
  Use this list, to determine what rumours the characters hear. 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  What’s a Mini-Eventure? 
  1 
  .......................................................................
  Using this Mini-Eventure 
  1 
  ................................................................
  Visiting the Watcher’s Spire 
  2 
  .................................................................
  Notable Folk 
  2 
  ....................................................................................
  Other Folk at the Temple 
  2 
  ...............................................................
  Notable Things for Sale 
  3 
  .................................................................
  Opportunities & Complications 
  3 
  ....................................................
  Whispers & Rumours 
  3 
  ......................................................................
  OGL V1.0A 
  4
  .............................................................................................
  OSR
  
  VI S I TI NG THE W ATC HER’S SPI RE 
  The home of Darlen’s faithful in Languard, the Watcher’s Spire— 
  also known as Champion’s Abbey—is a heavily fortiﬁed temple 
  complex in the north of the city. Girded with 20 ft. walls—and part 
  of Languard’s city wall in places—it is an integral part of the city’s 
  defences. Here dwell Darlen’s militaristic followers, in a perpetual 
  state of readiness. 
   
  The complex’s main feature is a stout, massively fortiﬁed 
  donjon upon which stands a slender watch tower fully 50 ft. high. 
  From its battlemented roof, sentinels keep watch over Languard’s 
  western seaward approaches. 
   
  Much smaller than Father’s Hall, the relative size of the two 
  compounds speaks volumes as to the two sects’ political power 
  and inﬂuence. While Darlen’s faithful are ever-watchful against 
  evil’s rise, they have little inﬂuence over the commoners' day-to- 
  day life, many of whom see them as an irrelevance. 
  NOTABLE FOLK 
  Many of the folk found at the Watcher’s Spire are essentially 
  normal people. A few, however, are notable: 
  •
  Irina Vitikka (LG female human paladin 5) knows the duchy 
  well and is particularly well travelled. A rising star among the 
  Darlenites, Irina is widely acknowledged as one of Darlen’s 
  greatest champions of recent years. Recently returned to 
  Watcher’s Spire from Tor Abbey she spends much time at 
  prayer waiting for a sign from her divine patron. 
  •
  Lady Protector Varma Nikkonen (LG middle-aged female 
  human paladin 5/cleric 3) chafes at the common folk’s 
  opinion of the order and yearns for some great battle or test 
  to prove her followers’ worth. Now grey around the temples, 
  Varma is still a formidable warrior and a skilled diplomat 
  beloved by the common folk (even if her order is not). 
  All too aware of the lurking aura of evil pervading Gloamhold’s 
  halls the faithful keep a particular eye on adventurers frequently 
  plumbing its depths. Church agents may question the adventurers 
  on their return and even preach to them to keep them safe from 
  Gloamhold’s encroaching darkness.  
  OTHER FOLK AT THE TEMPLE 
  The characters are not the only folk at Watcher’s Spire. Use this list, 
  to generate details of other interesting people the characters 
  meet while visiting the temple: 
  1.
  Eerik Ilmarinen (LG male human cleric 1) industriously 
  brushes the ﬂoor and is impressively unaware of his 
  surroundings—meaning he could easily bump into, or knock 
  over, a visitor. Eerik is kind, strong and devout, but has a 
  reputation as a bit of a dreamer. 
  2.
  Seraﬁa Kare (NG female human ﬁghter 3) waits to speak with 
  Irina Vitikka (see “Notable Folk”) about joining her rumoured 
  expedition. Seraﬁa has been waiting for hours, and is getting 
  bored; even worse, her wineskin is almost empty. 
  3.
  Kosti Lemmäs (LG male human cleric 3) hates dealing with 
  visiting adventurers as he (ironically) ﬁnds them arrogant and 
  opinionated. While he does his best to be civil, perceptive 
  characters notice his boredom and frustration. 
  4.
  Reko Arpia (CN male human thief 2) needs coin, and has 
  come here to steal or swindle it. Dressed like a priest he tries 
  to swindle coin from the characters. If they, or an actual 
  member of the clergy, rumbles  Reko's scheme, he ﬂees. 
  5.
  Santeri Tapatora (N middle-aged male human thief 1) begs 
  at the temple gate for alms. Scrawny and be-stubbled he 
  wears ragged, ill-ﬁtting clothes and has an air of desperation. 
  He may be nothing more than a beggar or be could be a spy 
  here to watch over the temple and its doings. 
  6.
  Venla Urho (CG female human wizard 5) loudly curses the 
  rigidity of the Darlenites. She needs aid for a badly injured 
  friend, but is frustrated with the clergy’s slow response. She 
  seeks the characters’ loud agreement that “something should 
  be done—and quickly.” 
  2
  DARLEN 
  LG greater god of law, order, justice and the sun 
  Epithets: The Justiciar, the Shining Light, the Noble One 
  Symbol: The rising sun 
  Favoured Weapon: Longsword 
  Raiment: Voluminous, white cowled habits; unless expecting 
  battle, clerics do not wear armour 
  Worshippers: Nobles, paladins and warriors; enemies of Braal 
  Teachings: The strong must protect the weak. Those with great 
  abilities or aptitudes must use their gifts for the betterment 
  of their fellows. The faithful must be ever vigilant for evil’s 
  rise, but must show mercy when dealing with its tools. 
  The holy warriors of the Order of the Watch Eternal stand 
  between Ashlar and the darkness pressing in on all sides. Its 
  members are heroes and protectors of the common-folk. Some 
  of their number delve into Gloamhold’s sinister, benighted 
  depths while others patrol the duchy’s bounds or strike out into 
  the surrounding wilderlands. 
  
  NOTABLE THINGS FOR SALE 
  It is not uncommon for the clergy to have items of particular 
  interest to adventurers for sale. Roll on the list below, to determine 
  what notable items are available: 
  1.
  +1 Silver Dagger (800 gp): Set with a black onyx in its 
  pommel this dagger comes with a black sheath decorated 
  with silver and gold stitching in the shape of a rising sun. The 
  dagger is obviously of olden construct, but the scabbard is 
  newly made. 
  2.
  Oversized Holy Water (50 gp):  Twice the normal size these 
  ﬂasks of holy water are designed to crack open when thrown. 
  The temple have ﬁve such ﬂasks.  
  3.
  Silver and Gold Holy Symbol (200 gp): This beautiful object 
  is obviously a work of art. The blazing sun symbol is overly 
  large and can be mounted on a battle standard or displayed 
  on a wall. It has a secret compartment, and within lies the 
  ﬁnger bone of a minor saint—Saint Eeva Kalpio also known as 
  the Blessed Maid of Battle.  
  4.
  Gilded Plate Mail (650 gp): Sized for a halﬂing or gnome, 
  this armour is no good to the clergy. If the buyer does not 
  haggle, the order’s armourer will ﬁt it for free. 
  5.
  Scripture of Law (50 gp): This ponderous tome features 
  beautiful illuminations and presents teaching, stories and 
  lessons by some of the order’s early, prominent followers. It is 
  a copy and not the original book. 
  6.
  Map of Gloamhold (50 gp): This copy of the order’s master 
  map of Gloamhold’s known reaches comes with the text of 
  “Abjure the Darkness”—a well-known Darlenite prayer. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Many supplicants have come to the temple today, and the 
  party must wait 1d6 hours to see anyone of note. 
  2.
  As the party explain their reason for visiting the temple to a 
  young acolyte, they pique the interest of Lady Protector 
  Nikkonen (see “Notable Folk”) who stops as she passes by to 
  see what they want at the temple. 
  3.
  An important religious service is in progress when the 
  characters arrive, and they must wait until it is over to pursue 
  their goal. How they act during the service (if they wait) will 
  determine how the clergy treats them.  
  4.
  The clamour of swordplay rises from the courtyard; there, two 
  neophyte paladins spar. If they spot a capable-looking 
  warrior, the paladins invite them to ﬁght a practise round. 
  5.
  A group of adventurers has just donated a magic item to the 
  clergy in return for some favour or service. Roll once more on 
  “Notable Things for Sale”.  
  6.
  The characters encounter Irina Vitikka (see “Notable Folk”) 
  instructing a hopelessly inept acolyte in Darlen’s ways. 
  WHISPERS & RUMOURS 
  The priests, paladins and other adherents at the Watcher’s Spire 
  are not immune to the insidious tug of a good rumour. Characters 
  chatting with folk at the temple may learn some or all of the 
  rumours (which may or may not be true) below: 
  1.
  Darlen’s faithful are ever vigilant—some might say too vigilant
  —against evil’s rise. While they are a force for good, some can 
  be too quick to judge and see evil where it does not exist. 
  Many commonfolk—and some adventurers—have suffered 
  needlessly at their hands. 
  2.
  A darkness is gathering in the ruined village of Greystone. 
  Once the demesne of the cursed and doomed Alanen family 
  the village has been long abandoned. Now, however, 
  something seems to be stirring amid the ruins and at least 
  one adventuring party has disappeared therein. 
  3.
  Obsessed with right and law, the Darlenites have no 
  comprehension of the things that are truly important to the 
  commonfolk—having enough food to eat and somewhere safe 
  to call home. 
  4.
  Lady Protector Nikkonen (see “Notable Folk”) dreams of 
  valorous deeds  to further her order’s inﬂuence. She doesn’t 
  care how many commoners suffering as she pursues glory—
  only that her faith’s political power increases.  
  5.
  Dark doings are on the rise in Languard, and several of the 
  clergy suspect a cult dedicated to some fell power has 
  established itself in the city. Consequently, the priests are 
  looking for adventurers of the “right sort” to investigate. 
  6.
  Irina Vitikka (see “Notable Folk”) is considering an expedition 
  across the bay to Gloamhold, and is accepting application by 
  adventurers keen to join her. Only those strong in the cause 
  of good need apply.  
  3
  IN YOUR CAMPAIGN 
  Watcher’s Spire is location T4 on the City of Languard map, but 
  is easily added to almost any fantasy town or city as the temple 
  or shrine of a good-aligned crusader god.
  RUNNING THIS EVENTURE 
  Visiting the Watcher’s Spire can be nothing more than an 
  interlude between adventures, the venue for the characters to 
  ﬁnd a skilled healer, wise priest or even the unlikely place to 
  meet a patron or new party member. The characters may even 
  come to the temple in search of healing, advice or some other 
  form of aid. Aid will not be without cost—even for a fellow 
  adherent. Such payment will likely entail some form of service 
  that keeps the party away from Gloamhold so any inﬂuence it 
  has over them may diminish with time. 
   
  You can either plan events ahead of time or just “wing” the 
  whole mini-eventure using the tables herein to facilitate play. 
  (These tables could form the basis of repeated visits to the 
  Watcher’s Spire as long as you keep track of what results the 
  characters have already experienced). 
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton Broadhurst.  
   
  City Backdrop: Languard. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  Visiting the Watcher’s Spire. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
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