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  4
  
  SYNOPSIS	
  • The	PCs	begin	in	the	sick	chambers	of	Baron	
  Henrik	Rennet.	He	tells	the	characters	he	has	
  been	haunted	by	dreams	of	his	departed	wife,	
  Elenore,	and	asks	them	to	put	her	remains	to	
  rest	in	her	family’s	mausoleum.	
  • The	party	arrives	at	an	overgrown	valley	
  housing	the	mausoleum	and	meet	its	strange	
  groundskeeper.		
  • The	characters	approach	the	ivory	tower	
  where	Elenore’s	remains	must	be	interred	
  and	encounter	hostile	7lora	and	fauna.		
  • They	meet	Elenore’s	ghost	and	learn	they	
  must	confront	an	invasive	plant,	the	mortis	
  node,	that	is	controlling	the	nearby	plants	
  and	animals	from	its	nest	inside	the	tomb.		
  • After	the	battle	with	the	mortis	node,	the	PCs	
  must	place	Elenore’s	remains	to	rest	and	
  escape	the	mausoleum	before	it	falls.	
  BACKGROUND	
  • Elenore	Rennet	recently	died	in	a	tragedy	
  that	resulted	in	her	ghost	remaining	behind	
  in	the	material	world.	She	now	haunts	her	
  husband,	Baron	Henrik,	and	cannot	end	her	
  haunting	unless	she	is	laid	to	rest.	
  • Elenore	was	the	7inal	living	member	of	her	
  noble	line.	In	life,	she	had	wished	to	restore	
  her	family’s	ancestral	mausoleum	and	be	
  laid	to	rest	there	upon	her	death.	
  • The	mausoleum	is	a	dilapidated,	ivory	tower	
  in	an	abandoned,	forested	valley.	Nobody	
  knows	the	tower	is	is	now	home	to	an	
  invasive	plant,	a	mortis	node,	that	has	
  grown	inside	the	corpse	of	Elenore’s	evil	
  grandmother,	Berenice.	
  • The	mortis	node	has	been	drinking	the	
  consciousness	of	all	nearby	sentient	
  creatures,	and	it	will	not	abide	intruders	into	
  its	nest	inside	the	mausoleum’s	tombs.	
  A	WORD	TO	THE	GM	
  This	adventure	is	meant	to	be	run	at	a	glance	
  with	minimal	preparation	and	a	natural	
  delivery.	This	required	re-thinking	the	normal	
  adventure	presentation	a	bit.	Here’s	what	you’ll	
  7ind	included:	
  • Each	encounter	contained	on	one	page.	
  • Bulleted	lists.	Bolded	keywords.	
  • Hyperlinks	to	monsters	and	rules	online	for	
  quick	reference.	
  • Printable	cards	for	each	monster	and	PC	so	
  you	can	run	encounters	using	a	card	stack.	A	
  short	video	walkthrough	of	this	method	can	
  be	found	here.	
  • Printable	cards	for	special	treasure	handouts.	
  • Short	room	and	area	descriptions.	No	
  paragraphs	of	droning	7lavor	text	—	set	the	
  scene	naturally	and	embellish	as	desired.		
  • Brie7ly	explained	non-encounter	rooms.	
  Again,	embellish	as	desired!	
  • GM	maps	and	player-safe	digital	maps	for	use	
  with	virtual	tabletops.	
  • A	short	video	walkthrough	of	the	adventure	
  that	can	be	found	here.	
  PACING/TRANSITIONS	
  A	dramatic	question	is	presented	with	most	
  scenes.	Once	that	question	has	been	answered,	
  the	tension	of	the	scene	is	resolved.	That’s	your	
  cue	to	work	toward	the	transition	provided	at	
  the	end	the	scene	—	even	if	that	means	
  summarizing	the	end	of	a	clearly	decided	
  combat,	or	in	the	case	of	clever	players,	
  skipping	combat	altogether.	Keep	the	game	
  moving	toward	the	next	challenge!		
  	
  Room	descriptions	that	are	usually	long	
  blocks	of	literary	read-aloud	text	have	been	left	
  short	and	informational	in	this	adventure.	
  Many	Game	Masters	prefer	to	paraphrase	read-
  aloud	text	and	set	the	scene	based	on	what	
  tone	and	level	of	detail	his	or	her	group	7inds	
  engaging.	Anything	listed	before	a	
  Development	section	is	safe	to	share	however	
  you	prefer	to	do	so.	
  VALLEY	OF	THE	GILDED	TOWER
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  IN	SHADOW	
  TOWER	DOORS	
  • The	white	marble	mausoleum	sits	in	a	
  narrow	clearing	in	the	forest.	It’s	70	feet	tall.	
  • The	tower’s	weathered	roof	is	inlaid	with	
  7laking	gold	leaf.	The	tower	has	no	windows.	
  • Its	heavy	stone	door	is	locked	shut.	
  	
  DEVELOPMENT	
  • Violet	fungi	pursue	the	PCs,	
  closing	in	from	the	perimeter	of	
  the	clearing.	1d4	fungi	
  animate	every	round.	
  • Elenore’s	ghost	passes	
  through	the	door	and	
  beckons	the	characters	
  to	follow.	
  • PCs	can	smash	the	
  door	open	with	a	
  successful	DC	20	
  Strength	check,	or	
  unlock	it	with	a	
  successful	DC	18	
  Dexterity	check	by	a	
  character	
  pro7icient	in	
  Thieves’	Tools.	
  • Characters	can	
  climb	the	walls	with	
  a	successful	DC	13	
  Strength	(Athletics)	
  check.	
  DRAMATIC	QUESTION	
  Can	the	characters	get	inside	the	tower	
  before	the	violet	fungi	overwhelm	them?	
  COMBAT	
  • The	violet	fungi	close	in	from	all	sides.	Each	
  time	a	new	fungus	animates,	distribute	it	
  evenly	in	a	ring	around	the	characters.		
  FLOOR	1:	TOWER	ENTRANCE	
  • This	room’s	walls	are	carved	with	viols,	
  violets,	and	vines.	Stairs	on	the	wall	lead	up.	
  • Black	vines	erupt	through	the	ceiling,	snake	
  down	the	walls,	and	plunge	into	the	earth.	
  • The	ghost	of	Elenore	hovers	in	the	center	of	
  the	crumbling	room,	waiting	to	speak.	
  Elenore,	NG	human	ghost	
  “Let	us	bring	peace	to	this	place	so	I	may	rest.”	
  •Appearance.	Wears	the	torn	
  masquerade	gown	she	died	in.	
  •Does.	Smiles	gently	and	tries	not	to	
  frighten	good-aligned	creatures.	
  •Secret.	Wishes	to	be	laid	to	rest	so	
  she	can	let	Baron	Henrik	7ind	
  peace.	
  SPEAKING	WITH	ELENORE	
  Elenore	tells	the	PCs	the	
  following:	
  •An	evil	ancestor	
  of	hers	has	
  brought	
  corruption	to	this	
  place.	It	must	be	
  annihilated	and	
  Elenore	laid	to	rest.	
  •The	fungi	and	black-
  tongued	creatures	are	a	
  symptom	of	the	corruption.	
  •The	source	of	the	evil	lurks	
  upstairs	in	the	tombs.	It	is	not	human.	It	is	
  not	natural.	It	will	try	to	kill	them.	
  • The	characters	must	act	quickly	before	the	
  creeping	fungi	outside	7ind	a	way	in.	
  TRANSITION	
  Once	the	group	is	ready	to	continue,	go	to	
  Delerium.	
  VALLEY	OF	THE	GILDED	TOWER
  6
  
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  APPENDIX	B:	NEW	MONSTERS	
  Mortis	Node	
  A	bulbous	mass	of	tentacles,	leafy	hide,	and	human	
  anatomy	bursts	out	of	a	cluster	of	black	vines.	Its	
  mouths	howl	in	a	cacophony	of	dissonant	voices,	
  screaming	the	same	twisted	phrases	over	and	over.	
  Madness	and	Rot.	The	seed	of	a	mortis	node	is	
  unknowingly	planted	within	its	host	during	contact	
  with	a	mighty	fey	creature	or	powerful	abomination	
  of	fungus	and	decay.	When	the	host	creature	dies,	
  the	mortis	node	takes	over	its	corpse,	absorbing	the	
  remains	of	life	and	growing	its	7irst	malignant	roots.	
  Mind-Drinker.	A	mortis	node	grows	more	
  intelligent	as	it	saps	the	vitality	and	consciousness	
  of	the	creatures	around	it.	Most	creatures	near	its	
  nest	eventually	fall	under	its	total	control,	kept	alive	
  only	by	a	trickle	of	nourishment	from	the	mortis	
  node’s	far-reaching	vines.	
  A	MORTIS	NODE’S	LAIR	
  Mortis	nodes	sprout	in	the	bodies	of	fell	warlocks	
  and	sorcerers	who	have	made	pacts	with	unseelie	
  fey	or	beings	of	rot	and	mold.	The	mortis	node’s	lair	
  is	often	a	tomb	or	earthen	grave	in	an	area	of	heavy	
  vegetation.	The	area	around	the	lair	transforms	as	
  the	mortis	node	drinks	the	psyche	of	all	living	
  things	around	it	—	plants	become	warped	and	alien,	
  or	even	psychotically	sentient,	and	the	wildlife	
  grows	listless	and	confused.		
  REGIONAL	EFFECTS	
  The	region	containing	a	mortis	node’s	lair	becomes	
  mutated	as	the	plant	devours	the	life	and	
  consciousness	around	it.	This	creates	one	or	more	
  of	the	following	effects:	
  • Each	year,	a	radius	of	effect	centered	on	the	
  mortis	node	increases	by	one	mile.	Black,	oily	
  vines	erupt	from	the	ground	in	the	area.	Each	
  time	a	creature	spends	a	day	in	the	area	of	
  effect,	it	must	pass	a	DC	13	Wisdom	saving	
  throw	or	lose	one	point	of	Wisdom.	A	creature	
  whose	Wisdom	score	becomes	zero	due	to	this	
  effect	falls	under	the	control	of	the	mortis	node.	
  While	controlled	by	the	mortis	node,	the	
  creature’s	eyes	are	glassy	and	its	tongue	is	
  black.	A	creature	who	leaves	the	area	of	effect	
  regains	one	point	of	Wisdom	per	day.	
  • Mushrooms	within	the	area	of	effect	transform	
  into	violet	fungus.	
  • Wildlife	in	the	area	have	a	hive	intelligence	
  shared	with	the	mortis	node.		
  If	the	mortis	node	dies,	the	effects	fade	over	the	
  course	of	2d6	days.	
  MORTIS	NODE	
  Large	plant,	neutral	evil	
  Armor	Class	12	(natural	armor)	
  Hit	Points	76	(9d10	+	27)	
  Speed	20	ft.,	climb	20	ft.	
  Senses	darkvision	60	ft.,	passive	Perception	12	
  Languages	Common,	Sylvan	
  Challenge	2	(450	XP)	
  Putrescent.	The	mortis	node	may	summon	1d4	violet	
  fungi	under	its	control	on	its	turn.	The	violet	fungi	appear	
  within	10	feet	of	the	mortis	node	and	act	on	its	initiative	
  order.	The	violet	fungi	die	if	the	mortis	node	dies.	
  ACTIONS	
  Multiattack.	The	mortis	node	makes	two	attacks.	
  Spines.	Ranged	Weapon	Attack:	+5	to	hit,	range	20	ft./40	
  ft.,	one	target.	Hit:	7	(1d8	+	3)	piercing	damage.	
  Tentacle.	Melee	Weapon	Attack:	+5	to	hit,	reach	10	ft.,	one	
  target.	Hit:	12	(2d8	+	3)	bludgeoning	damage.	The	target	
  must	pass	a	DC	13	Wisdom	saving	throw	or	its	Wisdom	
  score	is	reduced	by	1d4	for	the	next	24	hours.	Any	
  creature	the	mortis	node	reduces	to	0	Wisdom	in	this	way	
  falls	under	its	control,	acting	on	the	mortis	node’s	
  initiative	order.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16	(+3)
  8	(-1)
  16	(+3)
  9	(-1)
  14	(+2)
  10	(+0)
  VALLEY	OF	THE	GILDED	TOWER
  12
  
  THE	ARCANE	LIBRARY	
  Want	to	see	the	7irst	Edgar	Allan	Poe-inspired	adventure	in	this	series?	Check	out	Masque	of	
  the	Worms,	a	terrifying	1st-level	one-shot.	You	can	watch	Castle	Mac’s	live	play-through	of	
  the	adventure	in	the	Edgar	Allan	Poe	Museum	here!	
  	
  VALLEY	OF	THE	GILDED	TOWER
  13
  
  Acknowledgements	
  This	adventure	was	written	in	partnership	with	the	amazing	Castle	Mac	crew	for	their	
  second	livestream	from	the	Edgar	Allan	Poe	Museum	in	Richmond,	VA	on	April	27,	2019.	I	
  can’t	thank	the	Castle	Mac	folks	enough	for	their	talent,	hospitality,	and	generosity	—	they	
  are	all	an	amazing	boon	to	the	gaming	community,	true	friends,	and	heroes	of	great	legend.	
  Thank	you	so	much	to	Jake	from	Beware	The	Wizard	for	this	adventure’s	gorgeous	
  cartography	and	for	being	able	to	read	my	handwriting.	Many	thanks	to	John	from	
  5thsrd.org	for	permission	to	link	to	his	site.	Major	appreciation	to	Hank	at	Runehammer	for	
  being	a	tremendous	creative	inspiration.	Many	thanks	to	The	Angry	GM	for	wisdom,	
  especially	about	pacing	and	structure.	Finally,	my	most	heartfelt	gratitude	to	Jessee	Egan	for	
  phenomenal	art	direction	and	design.	
  Some	of	Poe’s	works	that	in7luenced	this	adventure	included	“Eldorado,”	“The	City	in	the	
  Sea,”	“Eleonora,”	and	“The	Facts	in	the	Case	of	M.	Valdemar.”	Inspiration	credit	also	goes	to	
  the	movie	“Annihilation.”	If	you	want	to	see	Steven	MacLauchland	and	I	concept	the	ideas	
  for	this	adventure,	check	out	the	adventure-writing	episode	of	Adventure	Engineers!	
  Art	Credits	
  Logos,	trade	dress,	art	direction:	Jessee	Egan	/	jesseeegan.com	
  Cartography:	Jacob	Martin	/	www.bewarethewizard.com		
  Cover:	Melkor3D	/	shutterstock.com	
  Fungus,	Plague	Doctor,	Ghost,	Mortis	Node:	Publisher’s	Choice	Quality	Stock	Art	©	Rick		
  Hershey	/	Fat	Goblin	Games	
  Purple	Vine,	Raven:	©	2015	Dean	Spencer,	used	with	permission.	All	rights	reserved.	
  Forest:	Critical-Hit	/	criticalhitgames.biz	
  VALLEY	OF	THE	GILDED	TOWER
  14
  
  ©	2019	The	Arcane	Library,	LLC.	All	rights	reserved.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de7ined	in	the	Open	Game	License	Version	1.0a,	below.	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	the	Open	Game	
  License	version	1.0a.	No	portion	of	this	work	other	than	previously	
  designated	Open	Game	Content	may	be	reproduced	in	any	form	without	
  written	permission.	
  Designation	of	Open	Game	Content:	Subject	to	the	Product	Identity	
  Designation	herein,	the	following	material	is	designated	as	Open	Game	
  Content.	(1)	all	monster	statistics,	descriptions	of	special	abilities,	and	
  sentences	including	game	mechanics	such	as	die	rolls,	probabilities,	and/	
  or	other	material	required	to	be	Open	Game	Content	as	part	of	the	game	
  rules,	or	previously	released	as	Open	Game	Content,	(2)	all	portions	of	
  spell	descriptions	that	include	rules-speci7ic	de7initions	of	the	effect	of	the	
  spells,	and	all	material	previously	released	as	Open	Game	Content,	(3)	all	
  other	descriptions	of	game-rule	effects	specifying	die	rolls	or	other	
  mechanic	features	of	the	game,	whether	in	traps,	magic	items,	hazards,	or	
  anywhere	else	in	the	text,	(4)	all	previously	released	Open	Game	Content,	
  material	required	to	be	Open	Game	Content	under	the	terms	of	the	Open	
  Game	License,	and	public	domain	material	anywhere	in	the	text.		
  Product	Identity	Designation:	This	Product	Identity	Designation	
  includes,	but	is	not	limited	to,	the	following	items	that	are	hereby	
  identi7ied	as	Product	Identity,	as	de7ined	in	the	Open	Game	License	
  version	1.0a,	Section	1(e):	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	artifacts,	place	names,	new	deities,	monsters,	
  organizations,	etc.),	dialogue,	plots,	story	elements,	locations,	characters,	
  artwork,	sidebars,	logos,	and	trade	dress.	These	items	are	not	Open	Game	
  Content.	Elements	that	have	previously	been	designated	as	Open	Game	
  Content	are	not	included	in	this	declaration.	
  OPEN	GAME	LICENSE	Version	1.0a		
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	
  Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  	
  	
  	
  	
  	
  1.	DeXinitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	
  owners	who	have	contributed	Open	Game	Content;	(b)"Derivative	
  Material"	means	copyrighted	material	including	derivative	works	and	
  translations	(including	into	other	computer	languages),	potation,	
  modi7ication,	correction,	addition,	extension,	upgrade,	improvement,	
  compilation,	abridgment	or	other	form	in	which	an	existing	work	may	be	
  recast,	transformed	or	adapted;	(c)	"Distribute"	means	to	reproduce,	
  license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	(d)"Open	Game	Content"	means	the	game	mechanic	and	
  includes	the	methods,	procedures,	processes	and	routines	to	the	extent	
  such	content	does	not	embody	the	Product	Identity	and	is	an	
  enhancement	over	the	prior	art	and	any	additional	content	clearly	
  identi7ied	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	
  covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	law,	but	speci7ically	excludes	Product	Identity.	(e)	"Product	
  Identity"	means	product	and	product	line	names,	logos	and	identifying	
  marks	including	trade	dress;	artifacts;	creatures	characters;	stories,	
  storylines,	plots,	thematic	elements,	dialogue,	incidents,	language,	
  artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	
  concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	
  representations;	names	and	descriptions	of	characters,	spells,	
  enchantments,	personalities,	teams,	personas,	likenesses	and	special	
  abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	
  supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	
  any	other	trademark	or	registered	trademark	clearly	identi7ied	as	Product	
  identity	by	the	owner	of	the	Product	Identity,	and	which	speci7ically	
  excludes	the	Open	Game	Content;	(f)	"Trademark"	means	the	logos,	
  names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	
  identify	itself	or	its	products	or	the	associated	products	contributed	to	the	
  Open	Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	means	
  to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	
  create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	"Your"	
  means	the	licensee	in	terms	of	this	agreement.	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	
  contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	
  under	and	in	terms	of	this	License.	You	must	af7ix	such	a	notice	to	any	
  Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	subtracted	
  from	this	License	except	as	described	by	the	License	itself.	No	other	terms	
  or	conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	
  this	License.	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	
  Your	acceptance	of	the	terms	of	this	License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	
  License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty	free,	
  non	exclusive	license	with	the	exact	terms	of	this	License	to	Use,	the	Open	
  Game	Content.	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	
  original	material	as	Open	Game	Content,	You	represent	that	Your	
  Contributions	are	Your	original	creation	and/or	You	have	suf7icient	rights	
  to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	
  of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	
  You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	
  to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	
  Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	
  including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	
  in	another,	independent	Agreement	with	the	owner	of	each	element	of	
  that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co	
  adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	
  with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	
  another,	independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	
  Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	
  Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	
  shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.		
  8.	IdentiXication:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	
  Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	of	
  this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	
  originally	distributed	under	any	version	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	
  every	copy	of	the	Open	Game	Content	You	Distribute.	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	
  Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	
  written	permission	from	the	Contributor	to	do	so.	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
  the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	
  Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	
  may	not	Use	any	Open	Game	Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	
  comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	
  becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	
  termination	of	this	License.	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	
  unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	
  necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	LLC.	
  System	Reference	Document	5.1	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	
  Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	
  Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	R.	Cordell,	Chris	Sims,	
  and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	
  Dave	Arneson.		
  Valley	of	the	Gilded	Tower	©	2019	The	Arcane	Library,	LLC.	
  END	LICENSE
  VALLEY	OF	THE	GILDED	TOWER
  15
  
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