TEXT:  
  CCC-CENTRIC01-03 
   
  The Patchwork Tower 
   
   
   
  Modrons have gathered in the Moonwatch Hills to build a strange tower. 
  Ranging far and wide, they pilfer items both valuable and worthless to grow 
  the swaying, shaking mass of the Patchwork Tower. What strange impulse 
  guides them? What exactly are they building? 
   
  A 2-4 Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
   
   
   
  
  CREDITS 
   
  Designer:  Steve Hill 
   
  Editing: Andrew Allen 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Steve Hill 
  Dials and Diagrams: Jamie Bowers 
  Modron Portraits: Jamie Bowers 
   
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Ma’at Crook, 
  Will Doyle, Amy Lynn Dzura, Claire Hoffman, LaTia 
  Jacquise, Greg Marks, Shawn Merwin, Alan Patrick, 
  Travis Woodall 
   
  Playtesters: Bic Boy, Clare Edgecombe, Doug Moss, Ian 
  Stamford, JAM13-B0W3R5 #078, L Bentson, Neil M, Sam 
  Allen, Sam Gavranich, Sam Jackson, Sam Woodham, Tom 
  Pursey, Tyler Brown 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
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  CCC-CENTRIC01-03 The Patchwork Tower (Version 1.0.1) 
   
   
  3 
  Adventure Primer 
  ‘Are you familiar with the old robot saying: “Does 
  not Compute”?’ 
  -Bender (Futurama) 
   
  This adventure is designed for three to seven 1 
  - 4-level characters and is optimized for five 
  characters with an average party level (APL) 
  of 3. Characters outside this level range cannot 
  participate in this adventure. 
   This adventure occurs in Melvaunt and its 
  surrounding lands. 
   
  Background 
  A green hag by the name of NANNY LOVELACE 
  has found a way to charm and cajole modrons 
  into serving her wishes. Using a pentadrone, 
  which she keeps in a permanently muddled state, 
  she has corralled and controlled an army of 
  lesser modrons to build a great PATCHWORK 
  TOWER out of stolen items. The tower is a great 
  thinking machine, which when completed will 
  allow the hag to undertake much greater and 
  more nefarious schemes. Her eventual goal is to 
  turn herself into a creature of living metal like 
  the modrons themselves. Who can say what vile 
  acts will be needed to accomplish her objective? 
   Using the knowledge of a mad sage named 
  BILAM ARUM BAGE, kidnapped from 
  MELVAUNT, Nanny has successfully cut off the 
  area around the tower from direct contact with 
  the plane of Mechanus. Blinded, the modrons 
  occasionally send scouts out to try to reestablish 
  contact with their lost pentadrone; scouts which 
  are soon added to Nanny’s army. 
   Unbeknownst to Nanny, her modrons’ many 
  thefts have come to the attention of the Lords of 
  Melvaunt; who search for adventurers to 
  investigate. 
  Episodes 
  The adventure’s story is spread over three 
  parts and takes approximately 2 hours to play. 
  The adventure begins with a Call to Action scene. 
  It also contains two optional bonus 
  objectives—each taking an additional hour to 
  play. 
   Call to Action: Modrons in Melvaunt. The 
  characters are asked to investigate thefts 
  made by modrons. This is the Call to Action. 
   Part 1: The Moonwatch Hills. The characters 
  follow a trail of stolen objects, heading into the 
  Moonwatch Hills. They discover the 
  Patchwork Tower, and must somehow enter 
  the structure. This is Story Objective A. 
   Part 2: Inside the Tower. The characters must 
  climb the tower, and encounter the hag at its 
  summit. They must either defeat her, or 
  convince her to cease her plans. This is Story 
  Objective B. 
   Bonus Objective A: The Thinking Machine. 
  The control console of the tower contains 
  several gems the characters have been asked 
  to recover. In order to do so, the players must 
  deactivate or destroy the machine. This bonus 
  objective is found in Appendix 1 
   Bonus Objective B: The Second Captive. The 
  sage Bilam Arum Bage is held high in the 
  tower. The characters may attempt to free him 
  and defeat his guards. This bonus objective is 
  found in Appendix 2. 
  Adventure Hooks 
   
  Merchant’s Troubles. The characters 
  may have agreed to work in the docks while in 
  Melvaunt. They could be: security, loading 
  cargo, or crewing a ship. This sort of work 
  would be familiar to characters with the sailor 
  background. 
   
  Get Me Out of Here! The characters 
  might have already spent some time in 
  Melvaunt and arranged passage aboard a ship, 
  most likely the Grand Lady of Daggerdale. Or 
  maybe they’re making a supposedly brief 
  stopover in Melvaunt. 
   
  Passersby. Perhaps the characters are 
  walking through the docks, and see what’s 
  happened. 
   
   
   
   
   
   
   
   
  
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  CCC-CENTRIC01-03 The Patchwork Tower (Version 1.0.1) 
   
   
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of 
  the different paths that your players may take in reaching their stated objective. 
   
   
   
    
   
  MODRONS IN MELVAUNT 
  THE MOONWATCH HILLS 
  INSIDE THE TOWER 
  THE THINKING MACHINE 
  THE SECOND CAPTIVE 
  
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  5 
  Call to Action: Modrons in Melvaunt 
  Estimated Duration: 15 minutes
  An Unusual Crime Spree 
  Adventurers are asked to investigate rumours 
  of items stolen from Melvaunt and the 
  surrounding region being used to construct a 
  tower in the Moonwatch Hills. This is the Call to 
  Action that will set them off on their quest. 
  Adventurers are approached by a member of 
  the city guard of Melvaunt: Daryn Fellweather, 
  who requests that they look into reports of 
  modrons appropriating everything from 
  silverware to the rafters of houses, to build a 
  vast edifice of scrap. 
   The adventure begins with Daryn talking to 
  Captain Marimus Thross, distraught captain 
  of a merchant ship: the Grand Lady of 
  Daggerdale. The ship’s figurehead, the Grand 
  Lady herself, is conspicuously absent. How can 
  the ship sail without her? 
  Area Information 
  This area features: 
   Dimensions & Terrain. Melvaunt is a 
  waterlogged city, shrouded in a mist that the 
  early Spring sun can’t dispel entirely. The smell 
  of smoke and the crash and shout of industry 
  fills the air from early in the morning till the 
  moon sets at night. Sagging, two-story buildings 
  jostle against each other in the close-lined 
  streets. 
   Lighting. A haze of mist and smoke hangs 
  over the city, making a pale ghost of the early 
  morning sun. Forge fires and lanterns with 
  broken glass provide islands of light in the 
  gloom. 
  NPCs 
   Captain Marimus Thross is a human, 
  wearing a coat heavily embroidered with gold 
  thread. He is talking to Daryn, pointing at his 
  ship, and gesturing angrily.  
   Daryn Fellweather is a halfling guard 
  sergeant, talking to Marimus and making 
  sympathetic noises. 
   Objectives/Goals. Because of his past life as 
  an adventurer, Daryn is looking out for likely 
  heroes. Marimus is just looking for someone to 
  blame for the state of his ship. 
   What Does Daryn Know? 
   For the last tenday, odd things have been 
  stolen from buildings and travelers in the 
  area around Melvaunt, and in the city itself. 
   Two nights ago, a rich merchant (he can’t say 
  which one) had a wall of their house stolen, 
  along with a collection of gems. This is Bonus 
  Objective A. 
   A local crackpot, er… sage, named Bilam 
  Arum Bage disappeared shortly before the 
  thefts started; along with many of his books, 
  his bed, and the door to this apartment. They 
  even stole his worthless scribblings on the 
  nature of the planes. This is Bonus Objective B. 
   People claim the thieves are strangely shaped 
  metal creatures, with spherical bodies and 
  tiny wings. A character who succeeds on a DC 
  13 Intelligence (Arcana) check, will recognize 
  these as monodrones: the lowest form of 
  modrons, natives of the plane of Mechanus. 
  They will realise that their behaviour is 
  extremely unusual for the naturally lawful 
  modrons. 
   Shepherds claim that a tower is rising in the 
  Moonwatch Hills, where no structure was 
  before. Metal creatures swarm around it, and 
  no-one has been inside. 
  Call to Action 
  Daryn is a little skeptical about the idea of this 
  tower made of scrap (this ‘Patchwork Tower’), 
  but suggests that whatever the truth of the 
  matter, the adventurers should investigate the 
  area anyway. He asks them to go out into the 
  areas of the Moonwatch Hills where most of the 
  pillaging has occurred, and: 
   Infiltrate the strange tower, if it exists. 
   Discover whatever is responsible for the 
  thefts, and stop them. 
  There’s no money in the job. But there could be 
  some unclaimed valuables, once everything is 
  catalogued and returned to their original 
  owners.  
   
   
  
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  CCC-CENTRIC01-03 The Patchwork Tower (Version 1.0.1) 
   
   
  6 
  Part 1: The Moonwatch Hills 
  Estimated Duration: 30 minutes 
  Moonwatch Hills 
  In this episode, the characters travel to the 
  Patchwork Tower, and find a way inside. 
  Story Objective A 
  Get inside the Patchwork Tower. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The road is simple, 
  but well maintained. There are occasional signs 
  of habitation: small villages, farms, and other 
  structures, but they are few and far between 
  this close to the wild lands of Thar. 
   Lighting. There are clear skies for most of the 
  journey, but clouds gather low over the hills. 
  The Road 
  Modrons have been moving about the road 
  between Melvaunt and Phlan, and a large 
  number of things have been stolen from farms 
  and travelers. As they travel, characters will see 
  the results of this pillaging. DMs should add any 
  interesting thefts they can think of, which may 
  include: 
    A richly appointed carriage, bearing a local 
  noble’s crest, missing all of its wheels; as well 
  as the tack and bridle for the horses. 
   A hole in the ground with a bucket on a rope 
  lying beside it. Characters might recognize it 
  as a well, without any stones. 
   A small cottage, the entire Western wall of 
  which is missing, allowing passersby to see 
  into an attic filled with pigeons. 
   An old barrow mound with a large hole dug in 
  the side. Pieces of golden treasure can be seen 
  lying alongside a handful of vertebrae, all that 
  remains of its former occupant. 
   A signpost. All of the arrows, except for one 
  labeled ‘Melvaunt 10 miles’, have been taken. 
   A blackberry bush, whose thorns have all 
  been harvested while the fruit is untouched. 
   A gate standing in the middle of a mile long 
  furrow in the ground. 
  If characters stop and ask questions of anyone 
  on the way, they only learn that a group of 
  strange metallic creatures came along and stole 
  whatever is missing, then returned the way 
  they had come. 
  The Patrol 
  As the characters crest a small hill, they spot a 
  group of modrons walking back to the tower. 
  They’re burdened by loot, and move slowly. 
  Creatures/NPCs 
  A group of eight monodrones, led by two 
  duodrones, march in single file. They don’t 
  notice the characters and don’t fight, even if 
  attacked. 
   Objectives/Goals. The modrons have specific 
  orders to find building materials, in this case 
  wooden objects. The monodrones have their 
  hands full with random scrap, from planks to 
  tools with wooden handles. The modrons’ 
  orders are: 
   Duodrones: 
   Order monodrones to carry wooden objects. 
   Return when all monodrones have a full load. 
   Monodrones:  
   Follow the nearest duodrone. 
  The Patchwork Tower  
  After travelling for most of the day, the 
  adventurers finally reach the Patchwork Tower. 
  From the relative cover of a copse of trees, they 
  can see the tower rising out of the lower side of 
  a hill. The tower is a mishmash of stolen parts: 
  one section may be made of heavy stones, 
  another red bricks, another wooden planks, 
  while holes large enough to fit a medium-sized 
  creature can be seen here and there. Hastily 
  assembled scaffolds and ladders scale walls like 
  ivy. The fourth floor splits in two, like a massive 
  tuning fork, and two smaller towers reach 
  independently for the clouds. 
  
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  CCC-CENTRIC01-03 The Patchwork Tower (Version 1.0.1) 
   
   
  7 
   The tower is surrounded by a virtual army of 
  modrons, most of which are preoccupied with 
  building, hauling materials, or supervising the 
  builders. The heavy-looking iron doors lay open, 
  flanked by a pair of tridrones. 
   Images of the different varieties of modron 
  can be found in Appendix 6. 
  Creatures/NPCs 
  Three groups of modrons work on the outside 
  of the tower. Groups of scavengers occasionally 
  return with their haul, but the total number of 
  builders doesn’t increase. Each of the groups 
  consists of eight monodrones, four duodrones, 
  and two tridrones, led by a quadrone. 
   When characters approach the tower, a 
  quadrone will approach and demand that they 
  leave. A character that moves closer to the 
  tower, will be attacked. If they move away again, 
  the modrons will ignore them. The modrons 
  will push unconscious or dead enemies out of 
  the protected area. 
   If combat ensues, the quadrone will order the 
  tridrones to order the duodrones to order the 
  monodrones into combat. The monodrones 
  enter combat on the second round, and the next 
  order is given. The duodrones join in on the 
  third round, the tridrones on the fourth, and the 
  quadrone on the fifth. If the quadrone is killed 
  before it can give out all its orders, any 
  modrons which haven’t joined the fight won’t 
  behave with hostility towards intruders: even if 
  attacked. 
   The two other groups are the same size as the 
  first. But they’re busy, and only fight if attacked. 
   The modrons outside the tower cannot 
  perceive anything inside, or go inside 
  themselves. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove four monodrones, two 
  duodrones and a tridrone 
   Weak: Remove two monodrones, a duodrone, and a 
  tridrone 
   Strong: Add two monodrones and a duodrone 
   Very Strong: Add four monodrones, two duodrones, 
  and a tridrone 
   Conversational Robotics. The modrons have 
  little interest in the characters. Only tridrones 
  and quadrones will even notice or talk to them. 
  Thanks to the strange magic of the tower, all 
  modrons speak and understand Common (as 
  long as the language dial found in the control 
  room in Bonus Objective A is set to Common). 
   Tridrones and quadrones are smart enough to 
  speak with non-modrons, but won’t let them 
  inside. If players want to talk their way in, don’t 
  set a DC or allow a roll: instead encourage them 
  to make a good argument, or convincing lie. For 
  example: modrons are mechanical in their 
  thinking, and could be paralyzed by a well 
  constructed paradox. 
   What Do They Know? The modrons aren’t 
  capable of thinking for themselves: they have 
  programmed instructions, which can be 
  changed only by a higher level modron giving 
  them a new order (which overwrites an existing 
  order). If detect thoughts  is cast on a modron, it 
  detects whatever task it’s currently carrying 
  out; if the caster chooses to probe deeper they 
  can learn all of that modron’s programming. 
  The orders currently given to each type of 
  modron are: 
   Quadrones. 
   Oversee construction of the tower 
   Give tridrones orders to supervise 
  construction 
   Warn away intruders 
   Attack intruders if they don’t leave 
   Order tridrones attack intruders 
   Order tridrones to order duodrones to attack 
  intruders 
   Order tridrones to order duodrones to order 
  monodrones to attack intruders 
   Return modrons to work when intruders 
  leave 
  Tridrones. 
   Order monodrones and duodrones to work on 
  the tower, if the number of builders decreases 
   Order duodrones to oversee a section of wall 
   Oversee a side of the tower 
   Warn away anyone who approaches the 
  tower 
  Duodrones. 
   Oversee construction of a section of wall 
   Order monodrones to build their section 
  Monodrones. 
   Put a specific object in a specific place 
  
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  CCC-CENTRIC01-03 The Patchwork Tower (Version 1.0.1) 
   
   
  8 
  Part 2: Inside the Tower 
  Estimated Duration: 75 minutes 
  Having reached the tower and gotten inside, the 
  adventurers must go to the top and end the hag 
  Nanny Lovelace’s control over the army of 
  modrons. Because the tower is ringed with 
  scaffolding and the walls are unfinished, the 
  adventurers may enter any floor they wish; 
  making every floor except the top optional. 
  Likewise, they can pass between floors using 
  these scaffolds instead of internal stairs. But, 
  using the scaffolding risks the characters 
  coming into conflict with any modrons 
  remaining outside. 
  Story Objective B 
  Characters must get to the top of the tower by 
  stealth, diplomacy, violence, or a mixture of all 
  three. They must free or kill the pentadrone 
  that Nanny Lovelace uses to control the 
  modrons. Her death is not required for success. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Rooms within the 
  tower have 20 foot high ceilings, unless 
  otherwise stated. The walls of the tower are 
  covered with spinning, turning and jangling 
  pieces stolen from across the countryside. A 
  cartwheel might connect, via rope and pulley, to 
  an arm taken from a human or orc cairn, to 
  another wheel. The walls are covered in a vast 
  Rube-Goldberg style device, kept in constant 
  motion. It makes a constant low noise that 
  grants characters advantage on Dexterity 
  (Stealth) checks and disadvantage on Wisdom 
  (Perception) checks based on hearing. A Detect 
  Magic spell cast within the tower, will sense a 
  faint aura of divination magic coming from 
  these moving parts. 
   Lighting. There are many randomly placed 
  sources of dim light, and occasional bright lights. 
  These include magical lights, objects on which 
  continual flame has been cast, and pinpoint 
  holes in the wall. In many places, visible on the 
  maps in Appendix 3, large holes in the walls let 
  in the daylight. 
  Creatures/NPCs 
  Like outside, the modrons here are busy 
  building, fixing and calibrating the insides of the 
  tower, and the various constantly moving parts. 
   The tridrones will give characters little time 
  to talk, before ordering an attack, although they 
  may be persuaded to allow non-modrons to 
  move freely if the DM feels the players have 
  convinced them. There should be no Charisma 
  (Persuasion) check; this relies entirely on 
  roleplay and the player’s ideas. 
   The modrons recognize Nanny Lovelace, and 
  will not attack her. All of the hag’s non-
  construct minions are wearing a Clockwork 
  Amulet; these items confuse the modrons into 
  assuming the wearer is an unknown member of 
  their kind. 
   The modrons inside the tower have the 
  following orders: 
   Tridrones: 
   Attack intruders, or retreat if outnumbered 
   Order duodrones to oversee builder 
  monodrones 
   Order duodrones to order monodrones to 
  attack 
   Order duodrones to attack 
   Duodrones: 
   Follow the nearest tridrone 
   Order monodrones to build something 
   Monodrones: 
   Follow the nearest duodrone 
  Similar to the modrons outside, the tridrones 
  will enter combat on the first round, the 
  monodrones on the second, and the duodrones 
  on the third. If the tridrones flee, the duodrones 
  will follow, but the monodrones will be unable 
  to understand the concept and will stay behind 
  and continue fighting. 
   Objectives/Goals. The modrons are busy 
  building the tower. If any survive combat they 
  will move on to the next group of modrons on 
  the next floor up, and will be ready to fight the 
  adventurers. 
  
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  9 
  Scaffolding 
  Each floor of the tower, except the first, has at 
  least one hole in the wall that leads to the 
  exterior of the tower. A jumble of scaffolding 
  wraps around the tower, represented as a grey 
  band on the maps, and includes ladders and 
  ramps wherever the DM sees fit. The scaffolding 
  allows characters to avoid obstacles inside the 
  tower, by travelling outside. However, any 
  modrons that were not defeated or encountered 
  outside in Part 1 (including any reinforcements 
  the DM feels are appropriate) may be 
  encountered outside: this should be made clear 
  to the players the moment they first exit the 
  tower. If the characters are spotted by any of 
  the remaining quadrones while outside the 
  tower, the modrons will begin to attack in the 
  same staggered manner described in Part 1. 
  They will not chase characters into the tower 
  under any circumstances, and cannot see 
  anything inside. 
   This area need not be without hazards: poorly 
  constructed areas may fall away, ropes may 
  tangle around characters’ legs, and nails and 
  other obstacles may slow movement. A suitable 
  check, usually at DC 13, should be allowed to 
  avoid hazards, and a DC 12 Wisdom 
  (Perception) check should be allowed to spot 
  them ahead of time. Such hazards are entirely at 
  DM discretion, and should be avoided if the 
  adventure is running over time. 
  Extra Minions 
  The hag doesn’t only employ modrons in her 
  schemes; she’s made deals with a small flock of 
  harpies, among other creatures, and these 
  creatures may decide to help defend against the 
  adventurers. These are entirely optional 
  encounters, provided to add a little bit of drama 
  if it’s needed, to toughen up underwhelming 
  fights, or to attack players who take a long rest 
  inside the tower. They can be inserted into an 
  existing encounter, in which case the DM should 
  decrease the difficulty for the regular encounter 
  by one step (i.e. normal to weak party); or they 
  may be encountered on their own, wandering 
  around the tower. The extra minions are: 
   A nothic, who acts as a lab assistant, and 
  spends most of its time around the Control 
  Room (Appendix 1: Bonus Objective A), and 
  its room on floor 2 (Floor 2.3). It mainly uses 
  its Weird Insight on intruders, to steal secrets 
  from the adventurers that might offer Nanny 
  Lovelace leverage against them. It is most 
  likely to fight intruders alongside Nanny. 
   A harpy, who unlike the rest of her flock is 
  allowed free rein of the inside of the tower. 
  She will happily use her Luring Song to 
  incapacitate intruders while they fight other 
  creatures, and is most likely to use a group of 
  modrons to shield her from retaliation. 
   A quadrone, which unlike its fellows outside 
  has no combat programming. It will fly up and 
  down the tower, passing orders between 
  groups of modrons, and returning news to the 
  hag herself. It will not fight back, but may 
  speak with intruders. 
  Each of these creatures is wearing a Clockwork 
  Amulet (Appendix 4), unless the players have 
  already obtained an amulet (in which case it’s a, 
  non-functional, fake). The faint trace of 
  Mechanus on these items (even the fakes) 
  confuses modrons into thinking that the wearer 
  must be an unfamiliar type of modron; 
  preventing the real modrons from attacking the 
  wearer, unless they witness the wearer 
  attacking one of their allies. 
  Floor 1 (Ground Floor) 
  The ground floor consists of a single round 
  room, around which several rooms are 
  arranged, curving around the outside of the 
  tower. This includes the entry chamber, the 
  control room which is detailed in Appendix 1 
  (Bonus Objective A), and a stairway leading to 
  the second floor. 
  1.1. Lobby 
  Two pairs of double doors face each other in 
  this bean-shaped room. The walls are covered 
  with shields, most undecorated and some 
  stained with centuries of rust; all have been 
  studded with daggers and broken swords. The 
  modified shields spin, blades clanking against 
  
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  10 
  the blades of other shields, like massive crude 
  gears. 
  1.2. Domed Room 
  The centre of this floor is dominated by a 
  mostly circular room, which rises in a great 
  dome thirty feet up. There is a hole in the very 
  top of the dome, about ten feet across. Several 
  doors lead into other rooms. There is an open 
  arch in the Northeastern wall through which a 
  set of stairs can be seen rising to the next floor. 
   One of the two doors to area 6 is open, bright 
  light spilling out. When a non-modron 
  approaches the door, it will close and another 
  will open. The control console is visible while 
  the door is open. 
  Creatures/NPCs 
  Arranged throughout the round room, are 
  worker modrons, programmed for various 
  simple tasks. If they spot intruders, they will all 
  leap into action on the round where the 
  tridrone gives the order. Five monodrones, 
  two duodrones, and a tridrone will attack, 
  retreating if their total number drops below the 
  number of player characters present. The 
  tridrone must order the retreat, so killing it will 
  prevent the group from retreating. 
   Remember that characters may be able to 
  convince the modrons that they are in the tower 
  for some legitimate reason, or just sneak past 
  them. The modrons inside the tower are 
  provided to challenge a party employing stealth 
  or social skills: fighting modrons again and 
  again for a session isn’t much fun. So if your 
  players are particularly combat orientated, it 
  may be better to skip this encounter. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove two monodrones 
   Weak: Remove a monodrone 
   Strong: Add a two monodrones and a duodrone 
   Very Strong: Add three monodrones, two duodrones 
  and a tridrone 
  1.3. Room of Replicas 
  The walls of this room are lined with crudely 
  made modron replicas, of various types, 
  constructed from scrap wood and a mixture of 
  metals. A lone, confused monodrone is 
  wandering among the replicas. It was recently 
  sent here directly from Mechanus, and has not 
  been incorporated into the workforce yet. 
  At the far end of the room is a door that leads 
  into the Control Room in area 6. 
  1.4. Skeleton Party 
  The walls of this room are filled with pieces of 
  human and orc skeletons, arranged into gears. 
  Wheels, made of bent over vertebrae, still lined 
  with dual sets of ribs, click against flicking 
  finger-bones. Whole arms, frozen into a ninety 
  degree angle, run back and forth like the rods 
  on a steam engine. Heads bob and click in place, 
  some with jawbones rising and falling in time 
  with hidden mechanisms. The room is full of 
  frenzied motion, but has no clear purpose. 
  1.5. Stairs Up 
  The stairs can be accessed through an archway, 
  which is only 5 feet tall. Many medium 
  characters will have to bend to get through, and 
  extremely tall characters or races (such as orcs 
  and goliaths) will find it uncomfortable. The 
  arch is sized for modrons, and they have no 
  difficulty going through. 
  1.6. Doors to the Control Room 
  The Control Room is described in Appendix 1 
  (Bonus Objective A). The inside of the room is 
  brightly illuminated, and the control panel can 
  clearly be seen from a distance. There are three 
  doors into the Control Room on this level, and a 
  trapdoor in the floor of level 2 (Floor 2.1). 
   One of these four doors is always open. The 
  creatures inside are able to close one door and 
  open another once per round; this happens at 
  initiative count 20. If a character is close to the 
  control room when the door closes, they may 
  see another door begin to open through the 
  room. The doors are described in detail in 
  Appendix 1. 
  Floor 2 
  The second floor consists of several rooms, 
  connected by a passageway, which connects 
  
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  two holes in the outer walls. The stair way up is 
  only accessible through this passageway. 
  2.1. Looming Room 
  The stairs from the first floor lead into this 
  oddly shaped room, and a trapdoor leads into 
  the Control room. The northern wall is 
  dominated by a pair of looms, each easily ten 
  feet across, and twice as high. They move 
  constantly, with thread being drawn through 
  tiny holes in the bottom of the wall, and woven 
  into seemingly random patterns. At the top, the 
  weaving is pulled apart by tiny mechanical 
  needles, and the thread disappears into holes 
  near the ceiling. 
   There is a trapdoor in this room that leads 
  down into the Control Room, described in 
  Appendix 1 (Bonus Objective A), thirty feet 
  below. 
  2.2. Music Room 
  A strange contraption in this room seems to 
  have been made from a horn, strapped to a 
  series of bladders (including a dismantled set of 
  bagpipes), and attached to rockers taken from a 
  cradle. The whole thing makes a sort of 
  groaning noise which rises in intensity with 
  every fill of the bag, until it is deafeningly loud, 
  then rapidly dies down to a faint noise that 
  begins building again. 
  2.3. Nothic’s Room 
  Nanny Lovelace’s nothic lab assistant sleeps in 
  this tiny room. The floor is covered with stacks 
  of paper, taken from the Control Room, each 
  covered in gibberish in a multitude of languages. 
  Some of the stacks have been knocked down, 
  and sheets of paper have been trodden down to 
  form a crude nest for a human-sized creature. 
  Treasure & Rewards 
  Buried in the piles of paper is a strange amulet, 
  which the nothic has left behind. Finding it 
  requires a successful DC 12 Intelligence 
  (Investigation) check) 
   Magic Items. Clockwork Amulet: this 
  necklace seems to be made from constantly, 
  silently moving gears, which spin exactly 60 
  times per minute. You get a sense of order 
  and stability just from holding it. Modrons in 
  the tower can sense the influence of 
  Mechanus on the amulet, and assume 
  whoever is holding it is an unfamiliar kind of 
  modron. 
  If the players have found a Clockwork Amulet 
  elseswhere, this one is a non-functional fake, 
  but faint traces of Mechanus on it still confuse 
  modrons. 
  2.4. Corridor 
  The corridor has a 10 foot wide hole in the 
  middle, out of sight of the characters when they 
  enter through the door. Modrons can jump, or 
  fly over this gap, without difficulty. The area is 
  lit by daylight, coming through the massive 
  holes at either end. 
  Creatures/NPCs 
  If the characters allowed modrons from the first 
  floor to escape, they will warn the modrons on 
  this floor, and join forces. If not, this floor’s 
  modrons will be found attaching cartwheels to 
  the walls, tying them into thick leather belts, 
  and testing that the apparatus spins the right 
  way. 
   There are eight monodrones, one duodrone, 
  and a tridrone on this floor. They will retreat if 
  their total number (including extras from the 
  first floor), decreases below the total number of 
  player characters involved in the fight. The 
  modrons will use the hole in the floor to try to 
  put some distance between them and the party, 
  and will attack from the far side if they think the 
  party cannot follow them. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove two monodrones, a duodrone, 
  and the tridrone (the duodrone orders the attack) 
   Weak: Remove the tridrone (the duodrone orders 
  the attack) 
   Strong: Add five monodrones 
   Very Strong: Add a six monodrones, two duodrones 
  and a tridrone 
  2.5. Stairs Up 
  This small room has a set of stairs, and not 
  much else. There is nothing moving on the walls, 
  
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  and for the first time since entering the tower 
  adventurers can hear themselves think. 
  Floor 3 
  The third floor is filled with twisting passages 
  that eventually lead into a single large room, 
  then to stairways to the Eastern and Western 
  towers. The Western stair leads to Floor 4, 
  while the Eastern leads to Bonus Objective B. 
  3.1. Stairs Down 
  As with 2.5, there is nothing moving on the 
  walls. Aside from the incredibly faint sound of 
  mechanisms on the other sides of the walls, and 
  the creak of the tower in the wind, there is no 
  sound at all. 
  3.2. Guarded Corridor 
  If alerted, the modron defenders make their 
  final stand in this long, twisting passageway 
  filled with sealed crates. The crates bear a 
  multitude of merchant’s markings, and offer 
  half cover against ranged attacks. 
   There are a few traps marked on the map: 
  these are weak patches of floor. The first time 
  that a creature weighing at least 150 pounds, 
  steps onto one of these spots they must make a 
  DC 12 Dexterity saving throw. On a success, 
  they get out of the way of the collapsing floor, 
  on a failure they fall down to the second floor 
  and take 7 (2d6) bludgeoning damage. A 5 foot 
  wide hole remains in the floor afterwards. A 
  character who is too light to collapse these 
  patches of floor notices the floor sway 
  underfoot. 
  Creatures/NPCs 
  Along with any modrons from the previous two 
  floors, there are three duodrones and two 
  tridrones on this floor. They will fall back, if 
  overwhelmed, but will not attempt to flee this 
  floor. The boxes that fill this passageway grant 
  them partial cover, and they will use their 
  ranged weapons to engage, falling back when 
  characters enter melee range. The modrons are 
  not heavy enough to fall through the floor. If 
  they reach area 3, they will fight until utterly 
  defeated. 
  If the characters have been fighting their way 
  up the tower, it’s likely that the hag’s other 
  minions will intercede here, if they haven’t 
  already. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove two duodrones 
   Weak: Remove a duodrone 
   Strong: Add a tridrone 
   Very Strong: Add a four duodrones, a tridrone, and a 
  quadrone 
  3.3. Strange Vapours 
  Several barrels of potent spirits have been 
  nailed into the floor of this small room, cracking 
  in the process. Alcoholic fumes waft out into the 
  corridor, making any open flame carried by the 
  characters burn bright blue; no check is 
  necessary to notice this. Any open flame 
  brought into this small room will cause an 
  explosion that tears out the floor, leaving a 
  gaping hole. Anyone within ten feet of the doors 
  must make a DC13 Dexterity saving throw. 
  Those inside the room take 14 (4d6) fire 
  damage, or half on a successful save, and fall 20 
  feet to the second floor, taking an additional 7 
  (2d6) bludgeoning damage. Those outside the 
  doors take 7 (2d6) fire damage on a failed save, 
  no damage on a success. The hole in the floor in 
  the aftermath of the explosion is 20 feet across, 
  and may require creative problem solving to 
  cross. 
   Because of the potency of these spirits, any 
  character who drinks a cupful must succeed on 
  a DC12 Constitution save, or be poisoned for 
  one hour. If the character has another drink, 
  increase the DC by 1 for each previous drink. 
  Once poisoned, they don’t have to make this 
  save again, but the duration of the poisoned 
  condition increases by one hour. While 
  poisoned, they gain the flaw: “I speak without 
  thinking first,” or another flaw agreed upon by 
  the DM. 
  3.4. Two Paths 
  This corridor leads to two sets of stairs, leading 
  up to the split level above. There are two signs, 
  facing the door from area C3: the one leading 
  West says “Hag’s Head” and appears to be a 
  
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  tavern sign; the one leading East has “Gaol 
  House” burned into it, in letters two feet high. 
  The Western path leads to Floor 4.1, the Eastern 
  path leads to Bonus Objective B (Appendix 2). 
  The Western path appears much better built 
  than the East, but also less regularly used; 
  judging by the dust. A thin layer of plaster dust, 
  wood shavings, and metal filings lies on the 
  floor of these passages, marred by numerous 
  footprints. A character who succeeds on a DC 13 
  Wisdom (Survival) check, recognizes that the 
  path to the East (and Bonus Objective B) is 
  more heavily travelled; with footprints from a 
  variety of modron subtypes. 
   If time is running short, the Eastern path is 
  closed off by a pile of rubble of all shapes, sizes, 
  and forms that renders the stairwell completely 
  impassable. 
  Floor 4 
  The stairs end in a small chamber, around 
  which a long passage runs. Portions of the 
  ceiling are incomplete, and Nanny Lovelace and 
  any of her minions present are able to look 
  down at the characters as they approach. 
  4.1. Stairs Down 
  This circular room contains a set of stairs and a 
  single door. The walls are covered with 
  cartwheels, rope pulleys, and garden tools, all 
  moving with eye-watering speed. 
  4.2. Long Passageway 
  This passage wraps around the previous room, 
  in order to get from the door to the stairs up, 
  characters must walk around the passage. The 
  sky can be seen from most of this floor, except 
  where 10 foot wide sections extend out to the 
  other walls on the top floor. Nanny Lovelace 
  and her minions are able to see the characters 
  from her platform, making it impossible for 
  them to sneak up on her this way. If the hag 
  feels like it, she can attack from above, send her 
  minions down to attack the characters, or have 
  the pentadrone use its Paralysis Gas attack as 
  the characters pass by. She is far more likely to 
  talk than fight, especially when she can look 
  down on the adventurers and they can’t see 
  much of her. 
   The walls of the passage are lined with 
  puppets, tied together with long webs of strings 
  that make them twist and flail in strange 
  patterns. In between the puppets hang dried 
  toads, fox tails, jars of jellied eyeballs, and a 
  long list of other sinister objects; some of which 
  dance along with the moving mass of gears and 
  strings on this floor. 
  Floor 5 (Top Floor) 
  This level is still under construction. The floor 
  itself has large holes in it, there’s no ceiling, and 
  the walls are almost non-existent. In the centre 
  of this floor a large cauldrons boils and bubbles. 
  It is attended by an elderly human woman (not 
  so secretly a green hag), who will introduce 
  herself as Nanny Lovelace to any well 
  mannered character. Nearby, a pentadrone is 
  chained to the floor; unable to move from the 
  spot. There are also ten monodrones standing 
  guard over the stairway (though the hag isn’t 
  able to order them to enter combat), they stand 
  at attention, as though presenting arms. 
  Treasure & Rewards 
  The hag’s platform is held in place with the use 
  of an immovable rod (described in Appendix 4), 
  which pierces the floor. The rod anchors the 
  pentadrone’s chains to the floor, but also holds 
  up the central platform. The floor will collapse 
  1d4 turns after it’s removed. Anything still on 
  the platform will fall 20 feet and land in Area 1 
  on Floor 4. 
  Creatures/NPCs 
  Nanny Lovelace will attempt to bargain with the 
  characters, and may be willing to agree to 
  release the modrons from her control in 
  exchange for a future favour, or an interesting 
  magic item. She is most interested in items that 
  allow divination, and will accept a scroll 
  containing a spell from the school of divination. 
  Nanny will not explain the purpose of the tower, 
  but is willing to tell fanciful lies about her goals. 
  If Nanny is reduced to below 20 hit points, or 
  the pentadrone is killed or subjected to any 
  
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  ability that removes the charm effect; Nanny 
  will attempt to escape using her Invisible 
  Passage ability. Nanny has the stats of a normal 
  green hag, except that she speaks the Modron 
  language (instead of Draconic). In her hag form, 
  her left arm appears to be made of brass and 
  copper; which moves noticeably slower than 
  her fleshy arm. 
   The pentadrone has been charmed by Nanny, 
  and will fight to protect her. However, it can’t 
  use any actions except its Paralysis Gas attack, 
  as its mind is so fogged by Nanny’s magic that it 
  has little sense of its own. Even if freed, the 
  pentadrone will only move away from its spot if 
  it is moved by a character, offering no 
  resistance. If the hag escapes or is defeated, the 
  pentadrone will cease fighting, and will slowly 
  come to its senses over the next minute or so. 
  With Nanny gone; the pentadrone will thank 
  the adventurers for helping it, and begin 
  corralling the remaining modrons. The 
  characters will be able to safely leave the tower 
  area. 
   If the pentadrone is killed, Nanny will use her 
  Invisible Passage ability to escape on her next 
  turn; her ability to control the modrons lost. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak: When the green hag is below 40 hit 
  points, she will attempt to escape; the pentadrone is 
  incapacitated 
   Weak: The pentadrone is incapacitated 
   Strong: The pentadrone may use its multiattack on 
  characters that approach within five feet 
   Very Strong: the pentadrone is fully under the hag’s 
  control, and may move and act freely in combat 
   Nanny’s Lies: 
  If players try to get an explanation for Nanny 
  Lovelace’s scheme, she will spin them an 
  unbelievable lie. This is entirely up to the DM’s 
  creativity, but could include: 
   The tower is a beauty spa: the looms are 
  designed to make dresses, the gears are great 
  for abrading her feet, she’s looking to steal a 
  mineral spring somehow, etc 
   She’s trying to foment revolution in Mechanus, 
  against the tyrannical and unjust rule of Primus: 
  modrons should be free, and have free will 
   She’s been trying to stop the modrons for 
  days now, and doesn’t know what’s making 
  them keep building and stealing things, but as 
  soon as she works it out they’ll stop 
  Nanny will spin any lie that she thinks will 
  make the characters go away. She wants the 
  characters on her side, if at all possible, and is 
  not above spinning sob stories. She has no 
  conscience and feels no shame. 
   If asked, however, she will confirm that the 
  tower’s construction cuts modrons off from 
  communicating with, or travelling to Mechanus. 
  She’s quite proud of its design. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Wrap-Up 
  If the characters left the majority of modrons 
  alive, and defeated the hag without killing the 
  pentadrone: the modrons will begin flooding 
  back across the local area, returning the things 
  they stole and fixing the things they broke. The 
  modrons appear to move in a more coordinated 
  and disciplined manner than before, and after 
  two days of this they will disappear entirely, 
  leaving the skeleton of the tower partially intact. 
  The scholar, Bilam Arum Bage, will explain to 
  anyone who will listen about how a confluence 
  of the planes occurred and a shard of Mechanus 
  was severed from the multiverse. But no-one 
  cares about his ramblings, and sooner or later he 
  will be forced to find cheaper lodgings in the 
  docks. 
   
  If the characters killed the pentadrone, or killed 
  the majority of modrons: the mysterious tower 
  will remain standing in the Moonwatch Hills. 
  Occasionally a lower order of modron will 
  appear inside the tower, and without orders will 
  either stay there, wander randomly in the 
  nearby countryside, or go rogue. In the next few 
  years, academic societies and groups of wizards 
  will visit the tower, trying to divine its purpose, 
  and the means of its construction. But most will 
  be unable to penetrate or understand the 
  strange hag magic that pervades it, and will leave 
  frustrated and no closer to any answer. 
   
  If characters promised Nanny Lovelace a favour, 
  they will likely grow to rue that decision. The 
  hag will come to them, one day, perhaps when 
  they are much more powerful than they are now, 
  to claim her side of the bargain; and who can say 
  what evils she will ask in return?
   
   
  
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  Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, 
  each character gains a level. At their discretion, 
  they may choose to decline advancement. 
  Remind your players that the amount of gold 
  that their characters can earn per level is 
  limited; declining advancement means that they 
  may reach a point where they earn no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 4: 
   Immovable Rod 
   Clockwork Amulet 
   Oil of Slipperiness 
   Scroll of Darkvision 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information. 
   
   
   
  
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  Dramatis Personae 
   
  The following NPCs feature prominently in this 
  adventure.  
  Bilam Arum Bage (bill-AM are-UM beige). A 
  crackpot sage and well known eccentric, 
  captured by Nanny Lovelace due to his 
  extensive knowledge of the planes.  
   What They Want: To leave the tower, with 
  his books. Then come back and study it 
  properly. 
   Crackpot/ Visionary: Bilam has a wide range 
  of “interesting” theories on the nature of the 
  planes, and planar creatures; including 
  Mechanus and the modrons. These theories 
  are politely disregarded by the majority of his 
  listeners, and Bilam has difficulty paying rent 
  for large stretches of time. 
  Captain Marimus Thross (marry-MUSS thro-
  OSS). The captain of the ship: the Grand Lady of 
  Daggerford. 
   What They Want: The figurehead of his ship 
  back. They absolutely can’t sail without it. 
   Sailhead: He is a man who is utterly, and 
  totally devoted to his ship. He is also fond of 
  his crew, to an extent, but he mostly cares 
  about the ship. 
  Daryn Fellweather (DA-run fell weather). This 
  halfling ex-adventurer has risen to a position of 
  moderate power in the guard of Melvaunt. His 
  shock of wind-tousled grey hair makes him look 
  roguish, but his enormously swollen belly 
  makes it clear that his days of sneaking through 
  ruins are long behind him. 
   What They Want: Daryn wants adventurers 
  to investigate these ridiculous rumours of a 
  tower in the middle of nowhere. Even if 
  there’s nothing there, there will be less 
  adventurers here. 
   Set a Thief: As a former thief, scoundrel, and 
  ne’er do well: he doesn’t trust adventurers. 
  They’re far too much like he used to be. 
   
  Nanny Lovelace (NA-nee love lace). All green 
  hags enjoy corrupting and outwitting members 
  of other races, in this Nanny is no different from 
  another member of her kind. What makes her 
  different from other hags is her fascination with 
  modrons, and with constructs of all kinds. 
   What They Want: Nanny wants to become an 
  intelligent construct, like a modron, but 
  doesn’t know how to do it. So first, she must 
  build a great machine that can provide the 
  answers she seeks. 
   They Told me I was Mad: Nanny is obsessed 
  with machines, to a degree that other hags 
  find unseemly. She speaks modron, and has 
  spent years experimenting on a variety of 
  constructs. 
   
  
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  Creature Statistics 
   
  Crawling Claw 
  Tiny undead, neutral evil 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 20 ft., climb 20ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  poisoned 
  Senses blindsight 30ft. (blind beyond this radius), 
  passive Perception 10 
  Languages understands Common but can’t speak 
  Challenge 0 (10 XP) 
   
  Turn Immunity. The claw is immune to effects that 
  turn undead. 
  Actions 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning or slashing 
  damage (claw’s choice). 
   
   
   
   
  Green Hag 
  Medium Fey, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 
  Skills Arcana +3, Deception +4, Perception +4, 
  Stealth +3 
  Senses darkvision 60ft., passive Perception 14 
  Languages Common, Draconic, Sylvan 
  Challenge 3 (700 XP) 
  Amphibious. The hag can breathe air and water. 
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 12). She can 
  innately cast the following spells, requiring no 
  material compontents: 
  At will: dancing lights, minor illusion, vicious mockery 
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the sounds 
  can tell they are imitations with a successful DC 14 
  Wisdom (Insight) check. 
  Actions 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like another creature of 
  her general size and humanoid shape. The illusion 
  ends if the hag takes a bonus action to end it or if she 
  dies. 
  The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could 
  appear to have smooth skin, but someone touching 
  her would feel her rough flesh. Otherwise, a creature 
  must take an action to visually inspect the illusion 
  and succeed on a DC 20 Intelligence (Investigation) 
  check to discern that the hag is disguised. 
  Invisible Passage. The hag magically turns invisible 
  until she attacks or casts a spell, or until her 
  concentration ends (as if concentrating on a spell). 
  While invisible, she leaves no physical evidence of 
  her passage, so she can be tracked only by magic. 
  Any equipment she wears or carries is invisible with 
  her. 
   
   
  
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  19 
  Harpy 
  Medium monstrosity, chaotic evil 
  Armor Class 11 
  Hit Points 38 (7d8 + 7) 
  Speed 20 ft., fly 40ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1) 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Multiattack. The harpy makes two attacks: one with 
  claws and one with its club. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 6 (2d4 + 1) slashing damage. 
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. 
  Luring Song. The harpy sings a magical melody. 
  Every humanoid and giant within 300 feet of the 
  harpy that can hear the song must succeed on a DC 
  11 Wisdom saving throw or be charmed until the 
  song ends. The harpy must take a bonus action on its 
  subsequent turns to continue singing. It can stop 
  singing at any time. The song ends if the harpy is 
  incapacitated. 
  While charmed by the harpy, a target is 
  incapacitated and ignores the songs of other harpies. 
  If the charmed target is more than 5 feet away from 
  the harpy, the target must move on its turn toward 
  the harpy by the most direct route, trying to get 
  within 5 feet. It doesn’t avoid opportunity attacks, 
  but before moving into damaging terrain, such as 
  lava or a pit, and whenever it takes damage from a 
  source other than the harpy, the target can repeat 
  the saving throw. A charmed target can also repeat 
  the saving throw at the end of each of its turns. If the 
  saving throw is successful, the effect ends on it. 
   A target that successfully saves is immune to this 
  harpy’s song for the next 24 hours. 
   
   
   
   
  Modron, Monodrone 
  Medium construct, lawful neutral 
  Armor Class 15 (natural armor) 
  Hit Points 5 (1d8 + 1) 
  Speed 30 ft., fly 30ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 13 (+1) 12 (+1) 4 (-3) 10 (+0) 5 (-3) 
  Senses truesight 120ft., passive Perception 10 
  Languages Modron 
  Challenge 1/8 (25 XP) 
  Axiomatic Mind. The monodrone can’t be compelled 
  to act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the monodrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  Actions 
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 3 
  (1d6) piercing damage. 
   
   
  
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  Modron, Duodrone 
  Medium construct, lawful neutral 
  Armor Class 15 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2) 
  Senses truesight 120ft., passive Perception 10 
  Languages Modron 
  Challenge 1/4 (50 XP) 
  Axiomatic Mind. The duodrone can’t be compelled 
  to act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the duodrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  Actions 
  Multiattack. The duodrone makes two fist attacks or 
  two javelin attacks. 
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 
  + 1) piercing damage. 
   
   
   
   
  Modron, Tridrone 
  Medium construct, lawful neutral 
  Armor Class 15 (natural armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 13 (+1) 12 (+1) 9 (-1) 10 (+0) 9 (-1) 
  Senses truesight 120ft., passive Perception 10 
  Languages Modron 
  Challenge 1/2 (100 XP) 
  Axiomatic Mind. The tridrone can’t be compelled to 
  act in a manner contrary to its nature or its 
  instructions. 
   
  Disintegration. If the tridrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  Actions 
  Multiattack. The tridrone makes three fist attacks or 
  three javelin attacks. 
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 
  + 1) piercing damage. 
   
   
   
   
  Modron, Quadrone 
  Medium construct, lawful neutral 
  Armor Class 16 (natural armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., fly 30ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 
  Skills Perception +2 
  Senses truesight 120ft., passive Perception 12 
  Languages Modron 
  Challenge 1 (200 XP) 
  Axiomatic Mind. The quadrone can’t be compelled 
  to act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the quadrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  Actions 
  Multiattack. The quadrone makes two fist attacks or 
  four shortbow attacks. 
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  
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  Modron, Pentadrone 
  Large construct, lawful neutral 
  Armor Class 16 (natural armor) 
  Hit Points 32 (5d10 + 5) 
  Speed 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1) 
  Skills Perception +4 
  Senses truesight 120ft., passive Perception 14 
  Languages Modron 
  Challenge 2 (450 XP) 
  Axiomatic Mind. The pentadrone can’t be compelled 
  to act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the pentadrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  Actions 
  Multiattack. The pentadrone makes five arm attacks. 
  Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Paralysis Gas (Recharge 5-6). The pentadrone 
  exhales a 30-foot cone of gas. Each creature in that 
  area must succeed on a DC 11 Constitution saving 
  throw or be paralyzed for 1 minute. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
   
   
   
  Nothic 
  Medium aberration, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1) 
  Skills Arcana +3, Insight +4, Perception +2, Stealth 
  +5 
  Senses truesight 120ft., passive Perception 12 
  Languages Undercommon 
  Challenge 2 (450 XP) 
  Keen Sight. The nothic has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The nothic makes two claw attacks. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Rotting Gaze. The nothic targets one creature it can 
  see within 30 feet of it. The target must succeed on a 
  DC 12 Constitution saving throw against this magic 
  or take 10 (3d6) necrotic damage. 
  Weird Insight. The nothic targets one creature it can 
  see within 30 feet of it. The target must contest its 
  Charisma (Deception) check against the nothic’s 
  Wisdom (Insight) check. If the nothic wins, it 
  magically learns one fact or secret about the target. 
  The target automatically wins if it is immune to 
  being charmed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix 1: The Thinking Machine (Bonus Objective 
  A) 
  A set of strange gems stolen from a noble in 
  Melvaunt can be located inside the tower’s 
  control console on Floor 1. The room is guarded 
  by a small number of monsters, but getting the 
  gems is not as simple as defeating these 
  guardians. 
  Prerequisites 
  The characters must find the doors to the 
  control room, on the first floor of the tower. 
  This must be done before entering Nanny’s 
  chambers at the top of the tower (Floor 5). 
  Bonus Story Objective A 
  Recover the three gems that make up part of the 
  control console, and return them to Melvaunt. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The control room 
  follows the curve of the tower, being ten feet 
  wide and forty feet long. There are four ways in: 
  two doors from the central room (Floor 1.2), 
  one from a side room (Floor 1.3), and a trap 
  door leading down from the second floor (Floor 
  2.1). 
  The back wall of the room is covered with tubes, 
  whirling wheels, and blinking lights. A pile of 
  parchment covered in neatly written gibberish 
  slowly builds up in the Eastern corner of the 
  room. 
   Lighting. The room is lit by a diffuse white 
  light, with no obvious source. On the console, 
  tiny lights blink on and off seemingly at random. 
  Opening the Doors 
  Before they characters can recover the gems, 
  they must gain entrance to the control room. 
  The room’s occupants will do their best to 
  prevent this from happening. 
  Creatures/NPCs 
  Six hands made of metal and wood scrap (use 
  crawling claw stat block), move over the 
  control panel; flicking switches and turning 
  knobs rapidly, co-operating wordlessly. 
   Objectives/Goals. These hands want to keep 
  intruders out of the room, and continue to keep 
  the machine working. One of the four entrances 
  into this room is open at all times, the other 
  three being always closed. The claws have 
  access to the dial that selects the open door, and 
  can change it once per round on initiative count 
  20 (losing ties). The hands will attempt to 
  prevent characters from entering the control 
  room. They are able to sense anything within 
  twenty feet of the doors, using their blindsight. 
   
  Characters can get inside this room by using 
  teamwork to place one or more adventurers at 
  each door, using speed to dash into the room 
  from outside the area of the hands’ blindsight, 
  or by breaking the door down. The doors are 
  surprisingly tough, each being made of long 
  strips of iron, like mine cart tracks, hammered 
  together into a solid sheet. They are designed to 
  slide into the wall, and therefore have no hinges 
  or handle, and nothing for a crowbar to dig into. 
  Breaking the door down requires a successful 
  DC 20 Strength check; whether the strength 
  check is successful or not, the character 
  attempting it takes 7 (2d6) lightning damage. 
  The doors have AC 12, 20 hit points, and 
  immunity to poison and psychic damage. When 
  a character successfully hits the door with a 
  melee attack, they take 7 (2d6) lightning 
  damage. 
  The Control Console 
  The control console is essentially a magically 
  computer. When it works properly, the user will 
  be able to gain the effect of an augury, commune, 
  or legend lore spell; at will, without any of the 
  usual components of those spells, with 
  responses printed out on parchment. However 
  the machine isn’t working yet, since the tower is 
  incomplete, and any attempt to ask the machine 
  any question provides only gibberish. 
  
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  23 
   The surface of the console is covered in 
  switches and dials, including the gems and dials 
  described below. A pile of parchment covered in 
  strangely constructed common, with far too 
  many brackets and semicolons, is slowly piling 
  onto the floor in the Eastern end of the room. 
  The parchment slides out of an aperture in the 
  console, and seems to be a single long piece of 
  paper, potentially many hundreds of feet long, 
  piled up in a single neatly folded stack. 
   In the centre of the room, another piece of 
  parchment is fixed into the top of the console. 
  Above it hangs a quill, attached to a crude metal 
  arm, which inputs data to the system when 
  anything is written on the paper. The words: 
  ‘What is the capital of Tethyr?’ and ‘How far 
  away is the nearest hag?’ can be made out 
  among a mess of illegibly overwritten words. 
  Gems and Dials 
  Three brightly coloured gems are socketed into 
  the control panel. One is a bright red, the 
  second bright green, and the third bright blue; a 
  successful DC 13 Intelligence (Arcana) check is 
  enough to recognize that they are slaad control 
  gems. However, there is no way of telling where 
  the slaad to whom they belong is, or even if they 
  are still alive. 
   The Dials. The console has four dials with 
  pictographic symbols (Appendix 5 has a 
  diagram of the console, as well as dials to cut 
  out, place, and turn). 
   The top right dial has four direction arrows, 
  which determines which door into the room is 
  currently open. 
   Top left is a dial with Common, Dwarvish, 
  Elvish, and Draconic script; which changes the 
  language that is printed onto the ever growing 
  stacks of parchment. In addition, all modrons in 
  the area surrounding the tower can speak and 
  understand the language to which the dial is set. 
   
  The lower two dials are used together with a 
  small button that sits between them. One 
  contains astrological symbols: sun, moon, stars, 
  and solar eclipse. The other has lightning, 
  snowflake, wind lines, and clouds. Pressing the 
  button, will cause an effect based on the two 
  symbols displayed. 
  The weather dial has four systems, all of which 
  are affected by the current Power Level (PL) of 
  the system. 
   Power levels range from 0-3, and start at 0. A 
  system with a power level of 0 is still operative, 
  but is in standby mode, not the same as being 
  turned off. The other effects of combining the 
  dials are detailed in the table below. Every time 
  the dials are changed, the system will print out 
  an update, such as: ‘Wind Power Level set to 1’. 
   
   
   
  Wind 
  Snow 
  Clouds 
  Lightning 
  Sun 
  Increase wind Power 
  Level in the room by 1. 
  All creatures must 
  succeed on a DC 10 + PL 
  Strength saving throw, 
  every round, or be 
  knocked prone. 
  Decrease the 
  temperature in the 
  room. All creatures must 
  succeed on a DC 10 + PL 
  Constitution saving 
  throw every 10 minutes 
  or gain a level of 
  exhaustion. 
  Increase printout speed. 
  All creatures within 5 
  feet of the printer must 
  succeed on a DC 10 + PL 
  Dexterity saving throw 
  or be buried under a pile 
  of paper and begin 
  suffocating. Escape DC is 
  10 + PL. 
  Increase power to the 
  system. All lightning 
  damage dealt by 
  attacking the console or 
  its gems is increased by 
  1 point per PL. Lights on 
  the console glow 
  brighter. 
  Moon 
  Decrease wind Power 
  Level by 1. 
  Decrease temperature 
  Power Level by 1. 
  Decrease printout speed 
  Power Level by 1. 
  Decrease electricity 
  Power Level by 1. 
  Stars 
  Air vents suck instead of 
  blowing. Any creature 
  that fails its saving 
  throw is pinned to the 
  nearest wall. 
  The room is heated 
  instead of cooled. Any 
  creature that fails its 
  saving throw gains a 
  level of exhaustion. 
  Printouts are pulled 
  back into the machine 
  and shredded. Any 
  creature trapped in the 
  paper takes 1d6 slashing 
  damage per round. 
  Lightning flowing 
  through the system 
  turns black, and deals 
  necrotic damage on a 
  hit. 
  Eclipse 
  Turn off all air flow in 
  the room.  
  Turn the cooling system 
  off. 
  Turn the printer off. 
  Turn off the console’s 
  power. 
  Current Power Level of 
  System 
   
   
   
   
  
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   Removing the Gems. To safely remove the 
  gems, the power must be turned off. This can be 
  done by setting the dials to lightning and eclipse. 
  DM’s can use the Current Power Level row in 
  this table on the next page, to keep track of the 
  Power Level of each system. 
   DMs can start the dials at any position they 
  choose; but for best effect, start the puzzle with 
  the language dial on Common, and the lower 
  two dials on Sun and Wind. 
   If players are having difficulty working out 
  how to use the console, consider allowing them 
  to make a DC 13 Intelligence (Arcana) check to 
  understand the effect of any of the astrological 
  or weather symbols they’ve tried. Alternatively, 
  you may introduce the wandering quadrone 
  from the ‘Extra Minions’ section at the start of 
  Part 2. This quadrone is not programmed to 
  attack intruders, and may give characters 
  information. 
   Forcing a Gem. If a character tries to remove 
  a gem by force, they take 7 (2d6) lightning 
  damage, and may attempt a DC 15 Strength 
  check. On a success, the gem is freed, and 
  carries a spark of lightning within itself which 
  causes it to radiate dim light within five feet for 
  the next hour. If the check fails, the gem 
  remains stuck. At the start of their turn, the 
  character takes further lightning damage if 
  they’re still in contact with the gem socket. 
   Damaging the Console. The console has AC 
  10, 15 hit points, and immunity to poison and 
  psychic damage. Treat each five foot section of 
  the console as a separate entity. On initiative 
  count 1 (losing ties), anyone within five feet of a 
  damaged section of the console must make a DC 
  12 Dexterity saving throw, or take 7 (2d6) 
  lightning damage. If a portion of console is 
  reduced to 0 hit points, the console loses power 
  and the lightning stops. This does not damage 
  the gems. 
  Treasure & Rewards 
  Perched upon the very top of the console is a 
  container of oil of slipperiness, just in case the 
  machine seizes up. 
   Magic Items. Oil of Slipperiness: this viscous 
  blackish-brown liquid is contained in a rusty 
  metal bottle with a screw-top lid. It looks like 
  it has sat unused for a very, very long time. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Weak/Very Weak: Console, doors, etc deal 1d6 
  lightning damage when hit 
   Strong/Very Strong: Add six crawling claws 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix 2: The Second Captive (Bonus Objective B) 
  A captured sage, Bilam Arum Bage, is held 
  captive at the top of the unfinished Eastern 
  tower, guarded by a group of harpies. He 
  doesn’t seem to realize his danger, and chats 
  happily with his captors; who seem confused by 
  his behaviour. 
  Prerequisites 
  Adventurers must choose to go up the Eastern 
  stairs on the third floor, or along the scaffolding 
  between the split towers. 
  Story Objective B 
  Rescuing Bilam Arum Bage and either getting 
  him safely away from the tower, or bringing 
  him with the characters for the rest of the 
  adventure, will complete the bonus objective. 
  Alternate Floor 4 
  The fourth floor consists of several rooms 
  arranged around the stairs from the third floor. 
  The only light in this area comes from holes in 
  the outer wall. 
  A4.1. Entry Room 
  This half-circular room is bare except for doors 
  to the North and South. The wall is made of 
  mismatched bricks, in a wide range of colours 
  and sizes. 
  A4.2. This Room is Mine! 
  The corridor is lined with mining equipment. 
  Mine cart wheels turn alongside pickaxes that 
  click against each other only once per 
  revolution, and the floor is lined with thick 
  wooden planks aged to the hardness of stone. 
  A4.3. Unlit Lanterns 
  This sharply curved corridor is filled with 
  lanterns: ranging from simple paper, to fanciful 
  glass and metal constructions, to miners’ 
  helmets with candle stubs melted on. None of 
  the light sources are lit, and the only light in this 
  room comes from the large hole in the exterior 
  wall to the South. There is no sign of a way up. 
  Creatures/NPCs 
  Two monodrones have built themselves into 
  the Western Wall of area 3 (marked with a T on 
  the map). Their current order is to build the 
  wall they’re trapped in, but they are unable to 
  move to finish their work. If killed, their bodies 
  disintegrate, leaving a hole in the wall and 
  collapsing a portion of the ceiling. Anyone 
  within ten feet of the monodrones when one 
  dies (including the other monodrone) must 
  succeed on a DC 13 Dexterity saving throw, or 
  take 7 (2d6) bludgeoning damage, and be 
  restrained under rubble; escape DC 13. On 
  initiative count 20, a creature restrained in the 
  rubble will fall through the ceiling and outside 
  the tower, landing on the scaffolding around the 
  third floor, and taking an additional 7 (2d6) 
  bludgeoning damage. 
  A4.4. Hidden Stairwell 
  There is no internal connection between areas 2 
  or 3, and area 4. However, there are holes in the 
  exterior walls of those areas, leading to the 
  scaffolding which surrounds this entire floor. 
  The harpies on the top floor are mostly resting, 
  but one of their number might be seen flying in 
  the distance. 
  Alternate Floor 5 
  The characters emerge into another curved 
  room, this one filled with bird droppings and 
  nesting materials. As they emerge from the 
  harpies’ nesting area they will see the open sky 
  above them, with the sun setting over the hills 
  to the West, and a cage half hanging over the 
  missing Western wall. Inside the cage is a 
  scruffy looking human man, with a long beard, 
  wearing black robes. Perched on the roof, on 
  the cage, and flying above the area are a 
  number of harpies. 
   Nanny Lovelace bought the harpies’ loyalty by 
  promising them that they could eat intruders. 
  Mostly these have been sheep, rabbits, and 
  other animals that failed to heed the modrons 
  warnings not to approach the tower; but there 
  
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  are also some humanoid bones piled here and 
  there. 
  A5.1. Harpies’ Nest 
  This room is filled with torn bedding, bones, 
  and bird droppings. A portion of the wall is 
  incomplete, and there are holes in the ceiling, 
  which appears to be made of mismatched 
  planks. No harpies are currently in residence. 
  A5.2. Harpies’ Nest 
  Like area 1, this room is home to a small 
  number of harpies. In the furthest Eastern 
  corner stands a life-sized, painted wooden 
  figure of a matronly woman in an elaborate 
  gown. Characters who saw the Grand Lady of 
  Daggerdale previously, immediately recognize 
  this as the ship’s figurehead. 
  A5.3. Prison 
  This area has no ceiling yet, and the 
  Southwestern corner has no walls. A large 
  metal cage sits precariously close to the edge of 
  the tower, much of it hanging over nothing. 
  Inside a disheveled man is watching everything 
  with a curious expression on his face. Several 
  harpies perch atop their nesting areas, looking 
  down at anyone who enters their domain. 
  Creatures/NPCs 
  Three harpies will attack intruders as soon as 
  they enter area 3, followed by four 
  monodrones and a duodrone; which have 
  been stationed here to watch the prisoner. If 
  characters approach quietly, they may hear 
  Bilam unsuccessfully trying to start a 
  conversation with his guards, seemingly 
  unperturbed by their stubborn silence. These 
  modrons have the order to attack non-
  constructs on sight. All of the harpies have 
  amulets made in imitation of the Clockwork 
  Amulet: as long as they wear them, the modrons 
  won’t attack them. 
   Objectives/Goals. The modrons have been 
  assigned to guard the prisoner, this is their only 
  goal and they will fight to the death against any 
  intruders. The harpies have been promised to 
  be allowed to kill any intruders, and they are far 
  more interested in eating the adventurers than 
  in guarding the prisoner. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove four monodrones and a harpy 
   Weak: Remove a harpy 
   Strong: Add three monodrones and a duodrone 
   Very Strong: Add three monodrones, two duodrones, 
  and three harpies 
  A5.4. Bilam’s Cage 
  The sage, Bilam Arum Bage is standing by the 
  bars of this fifteen foot square cage. A collection 
  of random books and papers is locked away 
  with him; occasionally a gust of wind threatens 
  to carry a page away, and Bilam must rush to 
  protect it. 
   Nanny Lovelace believes she has long since 
  learned everything she needs from Bilam, but 
  keeps him around just in case. She is not kind to 
  those in her power, and Bilam is looking rather 
  malnourished and scrawny when he’s 
  discovered by the characters. He maintains a 
  positive attitude though, and will talk their ears 
  off if given the chance. 
  Treasure & Rewards 
  Bilam has a Spell Scroll of Darkvision, which he 
  will gratefully offer to the characters in 
  exchange for rescuing him. If he is somehow 
  killed, it can be found on his body. 
   The harpies are carrying non-functional, 
  imitation Clockwork Amulets, which make 
  modrons think the wearer must be an 
  unfamiliar type of modron. If the players have 
  not yet found an amulet, one of these may be 
  the real deal. 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix 3: Maps  
  Map 1. Floor 1 
   
   
   
  
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  Map 2. Floor 2 
   
   
  
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  Map 3. Floor 3 
   
  
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  Map 4. Floor 4 West Tower 
   
   
   
  
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  Map 5. Top Floor West Tower 
   
   
   
  
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  Map 6. Floor 4 East Tower (Bonus Objective B) 
   
   
   
  
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  Map 7. Top Floor East Tower (Bonus Objective B) 
   
   
   
  
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  Appendix 4: Magic Items 
   
  Characters completing this adventure’s 
  objective unlock this magic item.  
  Immovable Rod (Table B) 
  Rod, uncommon 
  This flat iron rod has a button on one end. You 
  can use an action to press the button, which 
  causes the rod to become magically fixed in 
  place. Until you or another creature uses an 
  action to push the button again, the rod doesn’t 
  move, even if it is defying gravity. The rod can 
  hold up to 8,000 pounds of weight. More weight 
  causes the rod to deactivate and fall. A creature 
  can use an action to make a DC 30 Strength 
  check, moving the fixed rod up to 10 feet on a 
  success. 
   The rod speaks the word “on” or “off” in 
  Modron, when activated or deactivated. 
   
  Clockwork Amulet 
  Wondrous item, common 
  This copper amulet contains tiny interlocking 
  gears and is powered by magic from Mechanus, 
  a plane of clockwork predictability. A creature 
  that puts an ear to the amulet can hear faint 
  ticking and whirring noises coming from within. 
   When you make an attack roll while wearing 
  the amulet, you can forgo rolling the d20 to get 
  a 10 on the die. Once used, this property can’t 
  be used again until the next dawn. 
   Nanny’s modrons confuse the wearer for 
  another of their kind. 
  Oil of Slipperiness 
  Potion, uncommon 
  This sticky black unguent is thick and heavy in 
  the container, but it flows quickly when poured. 
  The oil can cover a Medium or smaller creature, 
  along with the equipment it’s wearing and 
  carrying (one additional vial is required for 
  each size category above Medium). Applying the 
  oil takes 10 minutes. The affected creature then 
  gains the effect of a freedom of movement spell 
  for 8 hours. 
   Alternatively, the oil can be poured on the 
  ground as an action, where it covers a 10-foot 
  square, duplicating the effect of the grease spell 
  in that area for 8 hours. 
   
   
  
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  Appendix 5: Player Handout – Dials 
   
  
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  Appendix 6: Player Handout – Modron Images 
   
   
   
   
   
   
   
   
  Monodrone 
   
   
   
   
   
   
   
   
  Tridrone 
   
   
   
   
   
   
   
  Duodrone 
   
   
   
   
   
   
   
   
  Quadrone 
   
   
   
   
  
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  Appendix 7: Dungeon Master Tips 
  To DM an adventure, you must have 3 to 7 
  players—each with their own character within 
  the adventure’s level range (see Adventure 
  Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they 
  play a different hardcover adventure, they can’t 
  return to the first if outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such 
  as a way you’d like to portray an NPC or a 
  tactic you’d like to use in a combat. Familiar 
  yourself with the adventure’s appendices and 
  handouts. 
   Gather any resources you’d like to use to aid 
  you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, 
  class, and level; passive Perception score, and 
  anything the adventures specifies as notable 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, 
  gold and downtime days. These are updated at 
  the conclusion of the session. The adventure 
  information and your information are added at 
  the end of the adventure session—whether the 
  completed the adventure or not. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to 
  ensure that nothing looks out of order. If you 
  see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If 
  they cannot, feel free to restrict item use or ask 
  them to use a standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to 
  spend downtime days and it’s the beginning of 
  an adventure or episode, they can declare their 
  activity and spend the days now, or they can do 
  so at the end of the adventure or episode. 
  Players should select their characters’ spells 
  and other daily options prior to the start of the 
  adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about 
  what they might face. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the result by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party 
  strength for the adventure, consult the table 
  below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Concentric Games Con (CENTRIC)/CCC-CENTRIC01-03 - The Patchwork Tower (1-4).pdf