TEXT: AN ADVENTURE FOR 4 PCS  
  OF 5TH LEVEL BY JABARI WEATHERS
  The Nullifier’s Dream
  The Nullifier’s Dream
  
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  Open Game Content: The Open Content in this adventure includes the greed 
  swarm monster and the Nullifier's Lexicon magic item.
  © 2021 Open Design LLC
  www.koboldpress.com
  noble, Ferdiame von Tressym. Unfortunately, during the 
  subsequent months, seeing the horrible depravity unleashed 
  by the noble’s use of the grimoire, the wizard’s guilt won 
  out, and they stole the book back to enact a desperate plan 
  to undo the damage caused—they would use the book to 
  travel back in time to undo their mistake.
  Hecta’s spell succeeded, and they are now in their own 
  past, just a few days before their present-day self will sell 
  the Nullifier’s Lexicon to Tressym. The wizard must prevent 
  this from happening but also lost their spellcasting ability in 
  the process. So they are desperate to find some adventurers 
  right about now.
  Ferdiame von Tressym
  Youngest of his name—a family who years ago bought 
  themselves out of shame and into nobility within the Grand 
  Duchy of Dornig—Ferdiame von Tressym has turned 
  his eye to more vigorous ambitions. Striking to make a 
  name for himself and his sixteen years in the wake of his 
  father Alexiame’s murder, he has undertaken a propulsive 
  campaign to escape the doldrums of Reywald, leaving his 
  mother, Kivra, in command of their estate. Taking his 
  considerable fortune, Ferdiame has started a mercenary 
  company named the Celebration, which has earned a 
  formidable reputation in the season of its existence. Having 
  THE NULLIFIER’S DREAM
  Design: Jabari Weathers
  Editing: Scott Gable
  Art Director & Graphic Design: Marc Radle
  Layout: Anne Gregersen
  Art: Phil Stone
  Cartography: Dyson Logos
  supported on patreon | www.dysonlogos.com
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  This adventure can easily be adapted anywhere in 
  Midgard (though preferably near a ley line) but would 
  work particularly well on the edge of the Tomierran 
  Forest, on the outskirts of Bad Solitz or Reywald and near 
  either the Archer’s Walk, the Processional, or another 
  unmapped ley line.
  ADVENTURE BACKGROUND
  After years of obsessive, curiosity-driven research, the 
  elfmarked wizard Hecta Quisse was able to track down and 
  claim a copy of the Nullifier’s Lexicon in Kel Azjer. Needing 
  some privacy to effectively study the tome of Void magic 
  though—and to stay ahead of the Northlander Ragnarok 
  cult voidspeakers, who wouldn’t take their possession of 
  the grimoire kindly—Hecta resettled in Dornig, securing 
  a tower on the fringe of the Tomierran Forest: far enough 
  away from the forest to stay out of notice of the church but 
  close enough to tap into one of the more powerful ley lines 
  for the mage’s various topics of research.
  However, Hecta’s sanity prevailed, and the mage decided 
  they had no taste for Void magic after all and drifted down 
  other arcane avenues—traversing dreams. Under the urging 
  of the sandman Vrali, promising much more valuable 
  arcane explorations as a result, Hecta was convinced 
  to sell the Nullifier’s Lexicon to an ambitious Dornig 
  
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  recently hired a number of mercenaries of considerable skill 
  with the advisement of his bodyguard, the nobleite now 
  looks to plant the roots of a stronghold on the edge of the 
  Tomierran forest. 
  ADVENTURE HOOKS
  At the outset of the adventure, it wouldn’t be a surprise 
  that the PCs reputation precedes them in the region. The 
  following hooks can be used to draw the PCs into the forest 
  and the shadow of Tressym’s ambitions:
  • Exploited Town. A village in the region has recently 
  been raided by a small group of Tressym’s mercenaries. 
  Though they were left mostly unharmed, some of the 
  folks recognize something must be done about the 
  weight being thrown around by Tressym, and they will 
  pay the PCs 20 gp to check in on the next village and 
  warn them.
  • Invitation for Hire. Tressym, through his recently 
  hired tiefling mage, invites the adventurers to join his 
  company, the Celebration. The invitation comes with 
  considerable pay and an advance of 10 gp for each PC. 
  • Sanity Prevailing. The adventurers’ patron is following 
  leads suggesting a Nullifier’s Lexicon is in the region and 
  in the possession of a local wizard. The PCs are tasked 
  with ascertaining the motives of the wizard and doing 
  whatever’s necessary to keep it out of the hands of the 
  voidspeakers.
  PART 1: THE RESCUE
  A slight, bright, sandy-skinned and ginger-mopped elfmarked 
  androgyne gallops toward and around the party on a 
  handsome black steed as they cross paths on a road the 
  group happens to be taking. They dismount hastily from the 
  frightened horse, rolling roughly. Before the party can react, 
  the figure entreats the group:
  “You look capable. Help me! Do something about my tail, 
  and not only will I compensate you all handsomely, I’ll also 
  provide ongoing work.”
  In hot pursuit of the stranger are four thugs doubled up on 
  two warhorses. The back riders on each horse dismount and 
  threaten the stranger.
  Enter Hecta Quisse
  The elfmarked stands of average height but holds an above 
  average presence, even in their ramshackle state. They look 
  worse for wear, not the least of which because of the bolt 
  sticking out of their left shoulder. As they amble amidst the 
  party—a key swaying from a chain around their neck—they 
  gibber an unfocused thanks and start searching the numerous 
  pockets of their colorful, cascading clothes. 
  “Hecta Quisse keeps their word…” they say, procuring 
  a purse from some unknown fold in their cerulean jacket. 
  Before they can hand over the cash and explain their needs, 
  the stranger hits the ground—fainting.
  Hecta takes a minute reviving or awakens if the PCs take the 
  coin off their person. They don’t quicken to anger, instead 
  imploring the group to hear out their proposal, pointing 
  out rewards they won’t regret (all the while being careful 
  not to relinquish their purse). If the PCs agree to hear them 
  out, Hecta relinquishes the 100 gp to the group and suggests 
  making their way to the nearest town or village to talk.
  On the way, Hecta will explain to the group that they 
  stole a horse to get away, escaping the bandits’ campsite and 
  hoping to find help to steal their master’s most dangerous 
  artifact before the insistent Tressym could get his hands on 
  it. When pressed for details, Hecta is fuzzy, but if there’s 
  exceptional skepticism, they exclaim, “I’ve seen what he’ll 
  do!” and look earnestly aggrieved.
  The Pillaging
  Just off the road lies a dirt path into the forest, and a 
  commotion roils ahead. A cul-de-sac village full of concerned 
  folk watch as eight mercenaries harass the locals and load 
  up a horse and wagon with the villagers’ valuables. A rotund 
  man shoves a small boy over a body—now a pin cushion for 
  a volley of arrows. The boy moves back from his tormentor in 
  apparent terror. The man beneath him lies still. 
  These mercenaries are part of Tressym’s company. They 
  are pillaging the locals for supplies. A successful DC 15 
  Dexterity (Stealth) check allows characters to sneak past the 
  mercenaries (eight thugs), granting access to the rest of the 
  village. In addition to the eight mercenaries working away, 
  
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  four wolves can be seen pacing and trailing leashes. One of 
  them sports a bloody muzzle. 
  If the group tarries too long, the mercenaries engage 
  with the party:
  One of the thugs marches up and asks with a drunkenly brash 
  bark, “Don’t ye got somewhere to get gone?”
  Assuming the party involves themselves in preventing this 
  misconduct (with some pressure from Hecta to do so), 
  they’ll have a chance to tend to two villagers: Bram Kervin, 
  who’s fallen unconscious from his arrow wounds, and Hille 
  Honwheaten, who’s leg has been bitten by one of the wolves 
  at the command of the mercenaries.
  The Book
  The villagers offer the group food and shelter for the night 
  as thanks for their rescue, if they’ll take it, or directions to 
  the nearest inn if the party desires stronger alcohol than the 
  small community can provide (though they offer good food 
  and water for the journey). Hecta uses the attack to catalyze 
  their request of the group, highlighting the urgency: 
  “This kind of monstrous conduct is why we have to steal 
  my master’s book—from him, and by proxy from Tressym. 
  The noble will lose his company if he approaches the tower 
  aggressively, but that book yields far greater gain, and 
  Tressym’s hands are the wrong ones for it to slip into. My 
  master… has been asleep for some considerable time—he’s 
  been traveling dreams!”
  Hecta will elaborate on the artifact: 
  “It’s a dark thing, which you’ll most certainly feel before you 
  see, but it wears the guise of a grimoire.” 
  A successful DC 10 Wisdom (Perception) check, from 
  anyone awake while Hecta sleeps nearby, notes Hecta 
  suffering nightmares. The next morning, Hecta declares that 
  they saw in a feverish dream that Tressym is planning to 
  move on the tower in the next day or so.
  PART 2: THE PLAN
  In the morning, Hecta can provide details on the mercenary 
  camp and the mage’s tower. 
  Tressym’s plan is to find and secure the perfect location 
  to serve as the site of their stronghold. And he feels entitled 
  to take what he wants in support of that goal. The noble is 
  well guarded, and his company has established a camp on a 
  hill abutting the mage’s tower—the tower having been built 
  directly into the north side of the hill. A path spirals up the 
  hill and ends at the tower’s front door. Natural formations 
  of rock have been worn into a stepped approach that 
  transitions into the worked stone stairs at the front of the 
  three-story tower. 
  But before concerning themself with that, Hecta explains 
  that they must first deal with the fortified camp in the 
  woodland surrounding the hill and tower and that the hill 
  itself is where the more threatening members of Tressym’s 
  forces camp: two captains, a bodyguard, and a mage. 
  If the PCs press for more, Hecta can offer their 
  opinions on tactics: 
  A Fight
  “I can’t really recommend all-out conflict. I’m pretty 
  vulnerable without my spellbook. I think I left it in the tower 
  when I fled…
  “But if the lot of you are feeling confident, you could fight 
  your way in. We’ll have to be wary though as the numbers 
  aren’t on our side. We should also be wary of the trees. I’m 
  certain I was fired on while escaping, so they’ve definitely got 
  a keen watch on the tower. With all that said, if we subdue 
  Tressym’s bodyguard, captains, and mage, we could easily 
  scare off the rest of the company, in my estimation, and not 
  have to worry about competing with them for the book.” 
  A Feint
  “Sneaking into the tower unseen would be my preference. If 
  memory serves, we could come from the north to the backside 
  of the tower. If we can scope out any eyes in the trees and 
  gouge them out quietly, we could climb up the north side of 
  the hill, trying to stay out of view of the camp. Though we’ll 
  have to stay low as we ascend the tower stairs, we should be 
  able to keep out of view.
  “There is also the possibility of climbing the tower’s 
  north wall to the roof. From what I remember, my master 
  mentioned something strange as a ‘natural security measure’ 
  for any thief stupid enough to do so, but it may behoove us to 
  be fools this evening.”
  
  5
  A Fake
  “Disguises could work. We could borrow from the 
  Celebrations supplies or from its patrols and then just walk 
  through the camp without courting much attention. We’d have 
  to subdue multiple members of the camp of high enough rank, 
  of course, to not be questioned for approaching the tower 
  ahead of schedule. I have a couple scrolls of disguise self if that 
  would help. Oh, and we are sitting on top of a ley line.
  “Whatever happens, we shouldn’t kill the noble turd. His 
  name carries a lot of power, and if anything went sideways, 
  Lady Tressym would be turning over the countryside with far 
  more powerful forces for hire to track each of us down.”
  PART 3: THE HEIST
  Hecta can act as guide for the PCs and moves with 
  instinctual confidence through the wood, toward the forested 
  valley leading to the tower. 
  The Woods
  Along the way, the PCs may encounter a group of alseids: 
  four roughed-up alseids (see Tome of Beasts) circling a fifth, 
  who lies unmoving save for labored, shallow breaths. One 
  mourns their dying kin. Two others bicker in biting Sylvan 
  through pain-tinged snarls. A fourth stands alert, looking 
  around, ready for a fight. Two mercenaries lie very dead 
  at her feet. If the PCs confront the alseids or are seen, read 
  the following: 
  The agitated alseid’s head snaps up in the direction of the 
  group, and she knocks an arrow, aiming her shortbow at the 
  party, swearing in Sylvan. 
  “More marauders?! You took our prince and my brother’s 
  life! What else do you want?” She looks at Hecta murderously. 
  “Of course you brought them all here, hedge. You’ve rotted our 
  deal!” She continues, ready to loose her arrow at a genuinely 
  confused looking Hecta. “We shouldn’t have trusted you, 
  shifter.” The other alseids turn their attention to your group, a 
  few whispering, “N’aabri.” Hecta raises their hands innocently, 
  looking ready to talk, flee, or piss. The rest of the Alseid, on 
  guard as they are, seem uncertain that the group is associated 
  with the Celebration. 
  Hecta starts to advocate for themself. The PCs can deescalate 
  the situation by explaining that they aren’t associated with 
  the mercenaries or by offering to help the wounded. Any 
  attempt to threaten the alseid sees them turn aggressive.
  Throughout this negotiation, N’aabri (the alseid who did 
  the talking) continues to circle and size up Hecta, sniffing 
  at them and scrutinizing them suspiciously. One of the 
  bickerers joins in, occasionally hissing things in Sylvan like: 
  • “Didn’t realize the hedge had a sibling!”
  • “He sounds near same as her, smells near the same too…” 
  • “You aren’t being tricksy, are you, hedge?” (in Common)
  If the PCs can tease out an agreeable rapport, the group 
  explains that their prince—an alseid grovekeeper (see Tome 
  of Beasts) named Svh’al—was kidnapped by the mercenaries, 
  likely to be killed or worse, dehorned, his noble eleven-
  pronged crown to be bought and sold across the region. They 
  mention that the prince is being taken to the “hire-mage” 
  for safekeeping and request the group rescue him if they’re 
  going into the valley. They offer official recognition to the 
  party as “woodfriends,” saying that the designation would 
  entitle the PCs to their small alseid tribe’s protection and 
  guidance through this part of the Tomierran. One of the 
  alseids prances off to find herbs to tend the wounded. The 
  others wait here for their hopefully rescued prince.
  The Valley
  A quick scan shows a painterly scene in the middle of the 
  valley where the trees seem to terminate in a respectfully 
  framing circle. The lushly verdant hues of the forest and 
  its grassy floor gradate into a supernatural vibration of 
  turquoise, most concentrated on the hill. A path spirals up the 
  outside of the hill, leading to a wide top where camp has been 
  set: two large tents, a few smaller ones, and on the approach 
  to the tower, a rather gaudy tent with blue and gold regalia 
  that one could assume is Tressym’s. The path continues as 
  weathered, stepped rocks up the backside of the hill before 
  shifting with some suddenness into a zigzagging staircase with 
  a lazy incline, leading to the landing of the tower itself. 
  The shape of the tower is odd. Four blocks of mineral, pulled 
  from somewhere incongruent to the surrounding earth, hang 
  precariously over the camp in a shape resembling a toddler’s 
  building blocks. Its silhouette might simply be amusing were it 
  not for the refractive blue facade, light playing at its edges—
  translucent like crystal. From high up, its shadow cloaks the 
  trees of the valley’s nadir. 
  Tressym’s camp is in two core parts: the main camp on the 
  hill at the base of the tower, where Tressym gives orders, and 
  the outer camp, where much of the day-to-day takes place.
  THE OUTER CAMP
  The outer camp is a ring of tents under tree cover some 
  50 feet from the edge of the hill and another 100 feet 
  from where the valley’s depth plateaus. Each tent dots the 
  diameter of this roughly 300-foot area. A successful DC 12 
  Wisdom (Perception) check scouting the healthily forested 
  area ascertains that there are eight tents pitched. If the PCs 
  
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  Hecta quietly points out that that’s where the stolen horse 
  would be—which they suspect is Tressym’s own. 
  THE CAPTAINS’ TENT
  At the end of the winding path is the captains’ tent: a 
  10-foot-diameter sepia tent with a pointed gold top and 
  a blue and gold flag. Inside, the PCs find two bedrolls 
  (conspicuously pushed together), and if they’re particularly 
  unlucky, the occupants are there as well, between their 
  duties as day captain (Prassis) and night captain (Juute). A 
  successful DC 16 Wisdom (Perception) check notices if the 
  tent is currently occupied.
  Prassis is a bandit captain with an appropriately lithe 
  frame for a human. In comparison to her, Juute is as 
  graceful looking, but he’s an exceptionally toned elfmarked 
  berserker. Both are trouble for the PCs if noticed slinking 
  around—especially in private quarters. Prassis and Juute 
  have a 30% chance of being in the tent when it’s not their 
  respective shift. If the PCs are spotted, either captain 
  can be bribed into silence for 200 gp (or 400 gp if both 
  together)—immediately.
  Otherwise, within the tent are a surprisingly classy 
  selection of drinks and indulgences, a high-quality lute, and a 
  collection of bladed weapons with sharpening accoutrement.
  THE SUPPLY TENT
  North of the captains’ tent and west of the established merc’s 
  tent is the 10-by-20-foot supply tent. A bunch of tools, 
  arms, armor, shields, and food are found here. The veteran 
  patrol pokes their head inside as part of their route. If it is a 
  common bit of adventuring equipment, the PCs likely can 
  find one or two of it here (80% chance).
  THE ESTABLISHED MERCS’ TENT
  There are 24 bedrolls for as many mercenaries here in this 
  20-by-15-foot tent, with a quarter of those filled at any 
  given time—and these four thugs and two scouts don’t 
  play nice or fair in a fight. A successful DC 14 Intelligence 
  (Investigation) roll determines there are 18 more of these 
  skirmishers patrolling the camp and surveying from the trees 
  (12 thugs and six scouts). Expect two of the thugs to wander 
  the inner campgrounds around the established mercs’ 
  and supply tents in hour-long shifts, two more to stick to 
  wish to investigate further, they’ll also have to risk being 
  spotted. There are enemy scouts about after all.
  The PCs may discover the following in their scouting, with 
  each being a different DC 13 Wisdom (Perception) check:
  • One mercenary from each tent patrols the wood, then 
  goes into the main camp on the hill to check in before 
  trading shifts with the next. 
  • If the group wishes to take the time, they’ll see that the 
  patrol shifts last 2 hours. 
  • There are four young mercenaries (bandits) to each tent 
  in the outer camp. 
  THE TREES
  A successful DC 14 Wisdom (Perception) check notes one 
  of the taller trees ringing the camp is rigged for climbing. 
  There are four such trees around the camp, each attended by 
  a scout watching the camp. There are twelve bandits in total 
  on patrol at a given time: four scouts in the trees and eight 
  bandits ambling in pairs around the camp or, with a little 
  luck, some may leave the valley for supplies.
  THE BASE OF THE HILL
  Up close, the hill’s flora is radiant to behold, and it unusually 
  draws the fauna of the surrounding forest in, despite the 
  Celebration’s occupation. The long shadow cast by the wizard’s 
  tower swims with refracted hues of sapphire, like the dancing 
  play of light next to a pool of water. The camp bustles in 
  contrast to the placating phenomenon like busy clockwork.
  Two supply wagons rest on the east side of the hill’s base, 
  where a dirt path crawls from the forest floor to the north 
  and spirals up and around the hill to its wide top. The path 
  is interrupted at the north face of the hill by the tower. 
  The riding horses hitched to the wagons are attended by a 
  medic (priest) of gentle disposition. In turn, the medic is 
  guarded by two mastiffs, whom he feeds occasional treats. 
  Periodically, the dogs perk up and patrol the main camp, 
  returning 10 minutes later. The medic, Ewighe, can be 
  intimidated for information about the layout and people in 
  the camp, but it’s clear he isn’t a martial threat.
  Searching the supply wagons yields two ceramic flasks of 
  alchemist’s fire in the right wagon and a potion of greater 
  healing in the left, along with general traveling provisions.
  In the south portion of the base are hitched three 
  warhorses and a conspicuously empty fourth hitching post. 
  
  7
  THE MAIN COOKFIRE
  This isn’t the only fire in the main camp, but it’s the one 
  with the best food and is the most centralized. It can be 
  found behind the supply tent and left of the established 
  merc’s tent. A commoner named Dorley tends to it and 
  the food, which apparently is delicious. For this reason, he 
  sleeps in Tressym’s tent, often awoken to make midnight 
  snacks for the youth. The four mastiffs who patrol the camp 
  make this a consistent stop in their route, and nearly as 
  often, there’s at least one or two mercenaries hanging out 
  here and a few more making this a “point of interest” to 
  check during their patrol. This is a high visibility point, and 
  moving through it is not recommended. As such, Stealth 
  checks are at disadvantage without the PCs justifying any 
  equalizing factors.
  TRESSYM’S TENT
  One tent in the campsite sits like a pimple on the face 
  of the hill: a gaudy tent spun of blue and gold linens. It 
  must be Tressym’s. A shrill, youthfully cruel voice offers its 
  confirmation of the noble accusation.
  “Where is Desh?! They were supposed to be back from 
  the tower six hours ago with a report of what’s inside!” a 
  very boyish voice pitches at someone unidentified with an 
  accompanying pound—presumably a fist on wood. Tired 
  replies advise patience in a reedy, deadpan voice. 
  “We’ll send another scout up the northside of the tower wall 
  to check it out in a few hours. And as for the team you sent to 
  gather resources, we’ll send after them if another day passes 
  without any word.”
  “Mildre! You told me we would be prepared to take this 
  tower today! Figure it out—” retort’s Tressym. Mildre, a 
  formidably framed elfmarked woman erupts from the tent, 
  lighting a pipe to highlight the consternation on her face. She 
  trudges out into the camp.
  The inside of the tent is made up like a city apartment as 
  much as it is a lavish camping setup, complete with carefully 
  crafted wooden furniture and an especially comfortable-
  looking cot adorned with furs and down pillows as well as 
  royal blue silk sheets to match the noble’s own calculatedly 
  gaudy fashion sense. In the middle of the 20-by-10-foot 
  tent is a decently sized war table with five chairs. Since even 
  deep pockets can only hold so much, Ferdiame has a rather 
  sizeable chest containing 3,000 gp, but the vessel is extremely 
  heavy and the size of a grown pig. His elfmarked bodyguard 
  Mildre (veteran), presides over her post with a bought 
  seriousness. Her cooperation could possibly be bought for 
  the right price.
  Tressym like glue in 2-hour shifts, and another three to be 
  off in the woods somewhere or on some errand. Any others 
  are often sleeping, eating, or drinking but most likely the 
  former. You can use these extras as wildcards. 
  THE HIRE-MAGE’S TENT
  The inside of this tent is much larger than the outside would 
  indicate. And off to the right, Sv’hal, the alseid grovekeeper, 
  dangles from the ceiling. He picks his head up to peer at you 
  through a bruised eye. His hind legs are raised high like a 
  lamb primed for butchery, front legs similarly suspended but 
  much lower forward, keeping him off center. His arms are 
  tied behind his back. Three tendrils of silk disappear into the 
  tangled canopy above.
  A pink haze of smoke obfuscates the interior, accompanied 
  by a pleasant floral scent. The grass of the hill has given way 
  to a wooden floor, and the canvas of the outside is replaced 
  with vaulting silk canopies dyed in jeweled tones. A twin-
  sized bed with down pillows and a wine-colored comforter 
  sits perfectly made at the far end of the tent opposite the 
  entrance. A working altar sits off to your left, shimmering blue 
  threads twirling over the workspace. 
  The hire-mage’s tent on the outside is 5-by-5-feet square. 
  Inside, it’s a 20-by-10-foot shelter. An alarm spell on the 
  entrance alerts the tiefling mage Riege, and she will come 
  back to the tent within 30 seconds of it being triggered.
  The group can try to free the prince, but they’ll have 
  to untie each of the three silk ropes with successful DC 
  13 Dexterity checks or cut or break them away (AC 15, 2 
  hp, and a DC 17 Strength check to burst). The ropes are 
  designed to entangle, and if a creature fails any check or 
  melee attack made on the ropes, they become restrained 
  until they can escape the ropes. 
  Should Riege return, a successful DC 13 Charisma 
  (Persuasion) check uncovers that the mage is none too fond 
  of her employer, despite the handsome pay. She’ll accept 
  500 gp and not only loose the princely grovekeeper and 
  not expose the party but also escort the prince back to the 
  wood herself. The captivity is something she evidently feels 
  bad about, though not enough to skirt her pay, but if the 
  party is sharp-tongued, she reveals that the money that 
  Ferdiame pays his men is in a chest in his tent and that 
  the tent is also warded. With a 100 gp advance, she’ll 
  dispel the second ward. Otherwise, the group is in for a fight.
  
  8
  The Tower
  The party can make their way up the naturally formed 
  steps that lead to those of the wizard’s tower. Ascending 
  the steps, climbing the two ladders on the tower’s side, 
  and making for the front door requires three successful 
  DC 13 Dexterity (Stealth) checks, the final being made 
  at disadvantage (without some kind of direct mitigation) 
  because of the elevated and very visible position of the front 
  landing that leads into the tower. On a failure, the mercenary 
  camp goes on alert.
  THE FRONT DOOR 
  The front door—a handsome, iron-barred, wood-slatted 
  door with a simple series of three triangular windows to 
  peer through at eye level—is preceded by a humbly woven 
  mat in jovial Gnomish. Despite the invitational guise, the 
  door is locked.
  A successful DC 15 Dexterity (thieves’ tools) check opens 
  the door. A DC 18 Strength (Athletics) check also opens 
  the door but risks a vigilant mercenary in camp noticing. A 
  DC 14 Wisdom (Perception) check while standing on the 
  welcome mat notes an unevenness and that something is 
  underneath the mat: a key, identical to the one Hecta wears 
  around their neck, right down to its bow, inlaid with a square 
  bit of ceramic, sporting a black and white face on either side 
  of the tile. Should the PCs not find this, Hecta will recall their 
  key belatedly and open the tower door.
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  AREA 1: KITCHEN
  Entering the tower brings the group into a modest kitchen—
  downright humble compared to the tower’s arresting facade. 
  The cozy space shifts from kitchen to reading nook with the 
  wall opposite the front door filled with three shelves full of 
  impressive books from wall to wall and a series of mapping 
  drawers above them that reach to the 15-foot ceiling. Next 
  to the right wall, adjacent to the gap leading farther into the 
  first floor, is a comfy looking purple chair stitched of suede 
  and subtly embroidered. The surface of the seat is worn pale. 
  Lining the limestone interior walls are three unlit sconces: 
  one of them hangs over the sink, the other two flank the open 
  doorway, affixed to the heavy wood of the empty doorframe 
  in the middle of the right wall and halfway through the room. 
  Immediately to the left of the door is an iron stove, built into 
  the southwest corner of the room, with a glowing cauldron 
  hanging within. Some stacks of wood for burning sit next 
  to it on the left wall as well as an overfull sink brimming 
  with what looks like valuably fey-wrought glassware, kept in 
  various stages of cleanliness. 
  Coatrack. On the right wall, immediately next to the front 
  door, are four coat hooks with three empty cloaks (see Tome 
  of Beasts) hanging, and they will begin to drift behind the 
  group, engaging them if they decide to get sticky fingers.
  Witch’s Brew. The cauldron itself pulses with an eerie 
  glow, and further investigation reveals a shy witchlight (see 
  3
  9
  5
  2
  1
  7
  10
  4
  6
  8
  
  9
  Tome of Beasts) practically hiding inside of the cauldron. It 
  trails the party.
  Mapping Drawers. These are filled with not only maps but 
  indeed—mimic maps (see Tome of Beasts)! One open drawer 
  should send enough of a message to not trust the rest. 
  Handsome Rug. Sitting in front of the map wall is an 
  ornate and expensive-looking Siwali rug, 6-by-9 feet in area, 
  near the left wall, the word adrift handsomely embellished 
  into its surface. (Adrift is the command word for the carpet 
  of flying found later.) 
  The Puzzling Tile. The most peculiar adornment is the 10-
  foot square of tile inlaid in the sandstone floor, itself a grid of 
  sixteen evenly sized square tiles arranged in a simple four-
  square pattern of moonlight white and navy. On the ceiling 
  in the passage, mirroring the placement of its sibling pattern 
  in the floor, is another 16-tile grid of alternate arrangement. 
  A successful DC 13 Intelligence (Investigation) check 
  shows a faint engraving in Common, handsomely done in 
  the white tiles on the floor’s pattern:
  “I end where you begin,” says the first white cluster of squares. 
  The second, “Seek this end to be let in.”
  (There are similar but subtly different tiled patterns on 
  the floor and ceiling of each level of the tower. See Area 8: 
  Tile Puzzle below.)
  AREA 2: DINING ROOM
  A cat the size of a greyhound lies curled around the 
  diminished candle on the worn, circular wooden table at the 
  northern end of this long room. It purrs in its lazy sleep, but 
  something feels calculated and theatrical about its nap. Its 
  indigo fur rises and falls gently, catching impossible moonlight 
  refracting from somewhere in the tower. The guardian seems 
  to be begging for disturbance.
  Across from the open doorway in the middle of the floorplan 
  is a shelf full of stoneware, topped with the most handsome 
  pieces, which resemble the fey-worked stuff in the sink 
  across the way. The far wall of this narrower room houses a 
  round table that is accompanied by four wooden chairs and 
  topped with a Bastet temple cat (see Tome of Beasts) who 
  seems to have sworn a lazy allegiance to this place. The group 
  can try to sneak up the stairs spiraling up the southeast 
  corner of the tower to the next floor without disturbing it, 
  but Stealth checks are at disadvantage. Even so, as long as the 
  group behaves, the cat seems docile enough, and it seems to 
  take a shine to Hecta.
  AREA 3: ARCANE STUDIO
  Two more guardian cats lounge around this arcane studio, of 
  which the northeast and northwest corners sport elaborate 
  desks laid into the corners. The former holds alchemical stuff 
  and is flanked by shelves, drawers, and cubbies full of rare 
  components while the latter is piled with maps to somewhere 
  and nowhere and with diagrams of other esoterica. A rolling 
  wooden chair sits between the two workstations. Evidence 
  of a busy mind often rolling between them decorates the 
  wood floor. 
  Windows in the middle of each 30-foot wall of this room 
  stretch 5 feet tall and 10 feet across, letting in ample natural 
  light for study. The south window is at a perfect eyeline for 
  a keen scout from across the camp, so the group needs to 
  make Stealth checks (at advantage if they are aware of this) 
  to cross safely or risk inviting investigation from outside.
  AREA 4: BACK PATIO
  The stairs in the left corner of the studio ascend through 
  double doors, leading outside to a back patio of sorts with an 
  overhanging ceiling made from the back lip of the top block 
  of the tower. Its precarious wood support can be seen driven 
  through a point on the right side of this strange, sapphire 
  patio. Stranger is the floor and its arrangement—mostly of the 
  blue jewel tones like outside of the front door. 
  Looking at the left corner of the landing, a 6-by-9-foot carpet 
  of flying lies incognito, set for a long-ended tea. 
  High Watch. Beyond the right corner of the landing, 
  some 20 feet away, a Celebration scout watches the landing 
  dutifully from a tall tree set as the northern post. 
  AREA 5: STORAGE
  A U-shaped room greets the group. Shelves full of supplies 
  and fashioned arcane implements adorn the storage space, 
  and Hecta beholds it all with an expression shifting between 
  wonder and recollection. 
  The three shelves on the outside walls bear minor magical 
  tools for use, but the real catch are the two unlocked chests 
  filled with greed swarms (see Tome of Beasts 2 or Appendix) 
  at the right of the stairs going up and down the left hall 
  in the far northwest corner of the room. The sound the 
  swarms make will draw the Bastet temple cats of the tower 
  immediately. If the commotion lasts for more than a few 
  moments, it will alarm of the camp below. Conspicuously, 
  the swarms do not target Hecta, even if the cats do seem 
  more suspicious of them after the PCs’ supposed infraction.
  
  10
  AREA 6: WARDROBE
  Up the stairs and to the right is a hallway of wardrobes, 
  mirrors, and open-faced closets that line the inner and 
  outer walls of this floor, displaying a vast and colorfully 
  adventurous wardrobe. Immediately at the left of the prior 
  stairs are stairs leading up. For the first time, the lavish azure 
  of the tower’s outside seeps into the interior of the structure, 
  spanning across the floor.
  With a successful DC 18 Wisdom (Perception) check, the 
  group can discern while walking through the space that 
  Hecta’s current clothes are from this collection. Hecta 
  will even comment that their master is rather fashionable, 
  whether or not the PCs investigate.
  Bathrooms. At the far end of this winding room is a 
  mirrored door connected on two hinges. Opening it with 
  the right handle leads to a serviceable privy that smells of 
  patchouli. The left handle leads to a cozy washroom that 
  is a fit match for the tower’s eccentric exterior. The spatial 
  impossibility speaks to clever arcana. 
  AREA 7: LIVING ROOM
  The stairs ascend straight into a living room with another 
  round table set for tea and coffee and a few books of leisure 
  sitting on one stool. Three portraits resembling people 
  identical to Hecta adorn the north wall. They vary in fashion 
  and subtly in guise of gender: the leftmost portrait presenting 
  more “feminine,” the middle resembling Hecta as the party 
  knows them, and the rightmost a more “masculine” portrait. 
  As the group passes by Hecta, the middle portrait asks in 
  familiarly honeyed intonation—
  “Which relative is oldest of us three? If you’re here to visit, 
  you must know me.”
  A successful DC 14 Intelligence (History) check reveals 
  that the fashions of all three portraits are an anachronistic 
  pastiche. A successful DC 14 Intelligence (Investigation) 
  check reveals that the portraits show comparably little sign of 
  weathering or cracking. Finally, a successful DC 15 Wisdom 
  (Perception) check (with advantage if players home in on 
  the exactness of Hecta) reveals that the figure in each bears 
  the same face—down to the freckle. All three of these are 
  portraits of one and the same person.
  Should the group guess otherwise, the PC who assumes 
  as such is pointed to the southside open doorway by the 
  middle portrait, where sits an outside landing with no rail. It 
  is cloaked in an illusion, showing a hallway beyond the open 
  portal with a door at the end with a tile grid like the ones 
  throughout. A PC looking onto the landing must make a DC 
  15 Wisdom saving throw to see through the illusion. On a 
  failed save, the target is compelled, as the suggestion spell, 
  to follow the hallway and may end up walking off the side 
  of the tower and taking 12d6 bludgeoning damage from the 
  plummet to the camp below.
  Personal Writings. The library nook in the southeast 
  corner is guarded by another Bastet temple cat (see 
  Tome of Beasts). 
  Outside Landing. The outside landing, when not disguised 
  with illusion, is decorated with a swarm of ravens who 
  demand to be fed if the PCs set foot outside on this floor.
  AREA 8: TILE PUZZLE
  A flight of stairs leading to a wide, oak door. Laid in its 
  surface, a puzzle made of 16 ceramic tiles, half the size of the 
  floor displays and checkerboarded in arrangement alternating 
  between dark and light tiles on each row. At each of the 
  nine points where four corners join is an opening that seems 
  to invite a key. Below that is a radial display resembling a 
  clockface with only ten hours displayed, the last decorated 
  with a pair of comedy and tragedy masks. Below the clock is 
  yet another pattern, matching the arrangement to that of the 
  tiles on the tower’s first floor. 
  Tile Puzzle. To solve the puzzle, the arrangement of the top 
  grid must match the bottom. The 
  grid is manipulated with either 
  the key that Hecta carries or the 
  one under the tower welcome mat 
  being pushed into one of the nine 
  junctures. This lifts that juncture 
  of four tiles out of the door, and 
  the selection of tiles can be turned 
  either right or left. 
  The group gets ten rotations or 
  less to match the bottom pattern 
  or else the door mechanically 
  resets itself as a violent crack goes 
  off from a crushed thunderstone 
  within the mechanism—with 
  the abrasive consequences. The 
  proper sequence is the reverse of 
  the tiles displayed throughout the 
  tower, with the ceiling tile on this 
  floor being the first of the turns 
  to make. The door is flanked by 
  cascading decorations laid in the 
  doorframe showing the sequence 
  in reverse, five steps per side (see 
  diagram below: the “start” is the 
  configuration that is in front of 
  you on the door and the others are 
  numbered in descending order, 
  
  11
  so 10 is the configuration from the ground floor’s mosaic). 
  The alarm of a failure draws the attention of the tower’s 
  guardians, the mercenaries outside, and the wizard themself. 
  The group will have 1d10 + 6 rounds before Mildre, Prassis, 
  and Juute ascend through the tower accompanied by four 
  seasoned mercenaries (thugs). If they don’t come back, 
  Tressym sends many more of his forces up to find them.
  The group can also attempt to carefully dismantle the 
  door with a successful DC 20 Dexterity (thieves’ tools) 
  check. Tinkering with a few steps of the puzzle will give 
  advantage to this approach, but failing the check triggers 
  the thunderstone trap as well. After the puzzle is solved, or 
  failed, the following transpires:
  “Wait,” Hecta says to the group. “I can’t go in. It’s me. The 
  wizard is… was me. You’re all going to have to get the book 
  without me. If I see myself, I don’t know what will happen. I 
  don’t know of a magical precedent for this 
  situation, and I don’t know what happens 
  if I, as you know me, drive my past—er, 
  present-self mad, but I suspect it would be 
  gravely dangerous. Look for the grimoire 
  under my pillow and, if you’re able to do so, 
  destroy it. I’ll wait here, out of sight.”
  If the group failed the puzzle, a disgruntled 
  present-Hecta opens the door, robed in 
  silks embroidered to resemble ornate 
  moth wings, looking ready to cast. She asks 
  the party why they’ve come to the tower, 
  being vaguely surprised that its deterrents 
  hadn’t warded the group off. The sound of 
  following mercenaries struggling with the 
  cats, cloaks, and greed swarms heightens 
  her suspicions.
  AREA 9: BEDROOM 
  Read the following only if the party has not 
  sounded alarm: 
  Hecta’s bedroom is bifurcated by a curtain 
  that seems to shift in colors of night and 
  dreams, but it is sheer enough to show 
  that behind it, apparently in bed, there 
  are two figures sleeping. One snores, the 
  other does not.
  The Nullifier’s Lexicon is under present-
  Hecta’s pillow. The group will have to make 
  Stealth checks at advantage against the 
  unconscious mage and her guest. Parting 
  the curtain reveals a sandman (see Tome of Beasts) holding 
  her tenderly, sniffing the dreams from her ears in its own 
  pleasant unconsciousness. A successful DC 14 Dexterity 
  (Sleight of Hand) check removes the grimoire from under 
  the occupied pillow without alerting the sleeper.
  There isn’t much of an opportunity for the group to take 
  in the space if they’ve sounded Hecta’s alarm, but she leads 
  them into her room, interrogating their presence as she goes. 
  AREA 10: STUDY
  Opening the door to this room reveals a dimly lit room filled 
  with astrological supplies, the corpse of Tressym’s missing 
  scout, and the death butterfly swarm (see Tome of Beasts) 
  that killed him. If the group survives the swarm, they’ll be 
  able to access the roof for a possible exit down the outside of 
  the tower, using the scout’s climbing gear.
  
  12
  Nullifying the Future
  Should they botch the theft, they’ll have to talk their way to 
  the book. They can choose to involve future-Hecta, getting 
  them to explain this strange heist to their past self. If they do 
  so, present-Hecta will explain that the sandman—Vrali—
  had convinced them to let Tressym purchase the Nullifier’s 
  Lexicon from them only hours from this point in time, with 
  the rationale being that the boy had exquisite dreams and 
  ambitions that would make wonderful arcane explorations 
  for the two of them to galivant through in the realm of 
  dream. Future-Hecta, seeing where things would fall in 
  the remaining months and being unable to stop Tressym’s 
  ambitions directly, once buffeted by the reality-shifting book, 
  opted to do something about it and stole the book back. 
  Using the book, future-Hecta returned to this point of 
  time, but they’d lost many memories of their own arcane 
  skill in the process, some of which have evidently returned 
  and others not. What they do remember are the nightmares 
  of Tressym’s atrocities—which they are personally 
  responsible for, by giving Tressym the means of power. One 
  thing complicates this negotiation if both Hectas are present: 
  if they touch, both Hectas takes 5 (1d10) psychic damage 
  from this arcane anomaly, each round of contact. Should this 
  happen enough to kill them, they will fall to dust, becoming 
  blue sands of time.
  However the negotiation goes down, the push and pull is 
  between Vrali’s will and future-Tressym, with the players 
  as unfortunate arbiters. If they are able to convince present-
  Hecta, she turns over the book, but ideally, they’ve just 
  stolen it instead and brought it back to future-Hecta who 
  then explains their journey detailed above. 
  Escape
  There are four ways out of the tower. The first is to climb 
  from the parapets down the north face to escape into 
  the wood. The second is taking the carpet of flying and 
  using it to sail away into the woodland and far away from 
  the camp. (Future-Hecta notes the activation word is 
  adrift.) The third is to sneak back through the camp, which 
  the group may want to do in order to rescue the alseid 
  grovekeeper, and finally, if Vrali hasn’t been put off by the 
  negotiations for the book, the group can convince the 
  sandman to planeshift them out of the tower and back into 
  this plane somewhere far away—but they’ll only do it for 
  the price of the PCs dreams and nightmares.
  CONCLUSION
  After completing this heist for future-Hecta, the group 
  will find their reward. If future-Hecta survived, they 
  present the group with a small purse—full of 10,000 gp. 
  “Perhaps I’ll see you all in due time,” they say as they 
  wander off to the future.
  If future-Hecta died in the adventure, the group will still 
  find a purse among their things with the same pay and a 
  handwritten note in common saying the above. 
  APPENDIX
  All of the new game elements in this adventure are 
  presented here.
  Magic Items
  These items may prove useful to resourceful adventurers. 
  (The Nullifier’s Lexicon is reprinted from Midgard 
  Worldbook for your convenience.)
  NULLIFIER’S LEXICON
  Wondrous item, very rare (requires attunement)
  This book has black leather pages with silver bindings and a 
  silver front plate. Void Speech glyphs adorn the front plate, 
  which is pitted and tarnished. The pages are thin sheets of 
  corrupted brass and are inscribed with more blasphemous 
  glyphs. While you are attuned to the lexicon, you can speak, 
  read, and write Void Speech, and you know 
  the crushing curse* cantrip.
  
  13
  By intoning certain passages from this book, you can cast 
  the following spells: conjure voidborn*, dominate monster, 
  life drain*, shatter, and thunderwave.
  You can cast a spell once from the Nullifier’s lexicon 
  without difficulty. For each successive casting, you take 
  a cumulative 1d6 necrotic damage. This resets when you 
  finish a long rest.
  Finally, you can spend 1 minute pronouncing a 
  complicated passage in Void Speech to rearrange reality to 
  your will. State your general intention when you make the 
  pronouncement (“strike down my enemies,” “repair the 
  damage the dragon did to me,” etc.). The GM decides the 
  form this alteration of reality takes, but the effect of any 
  wizard, cleric, or Void magic spell is appropriate. When the 
  effect occurs, you suffer 5d10 necrotic damage, and you can’t 
  use this ability again for 7 days.
  *indicates a spell contained in Midgard Worldbook
  Monsters & NPCs
  There are many foes that seek to block your progress. 
  (The greed swarm is reprinted from Tome of Beasts 2 for 
  your convenience.)
  GREED SWARM
  The sound of metal clinking against metal becomes 
  a deafening cacophony as a swirling cloud of coins 
  mindlessly hunts for more valuables to absorb into its 
  ever-expanding mass.
  Located in densely populated areas, the greed swarm 
  is solely focused on increasing the size of its hovering 
  collection of valuables. Able to differentiate between objects 
  of value and worthless junk, the swarm stalks streets and 
  sewers alike. Its movements are erratic; the cloud swells and 
  contracts in quick succession, repositioning itself in jerky, 
  stilted bursts of motion.
  Bad Penny. The swarm consists of normal, mundane 
  valuables animated by a magical master coin. Often mistaken 
  as a standard regional coin, this master coin is created in a 
  dark ritual to serve as a vessel for pure, ceaseless avarice. If 
  the master coin is destroyed or separated from the swarm, 
  the remaining coins return to their normal inert state and 
  fall to the ground.
  All that Glitters. The master coin cannot exert its power 
  without a large enough supply of valuables to control in 
  close proximity. Bank and vault owners who fail to screen 
  incoming coinage for latent magical properties may find 
  themselves in need of adventurers to discreetly quell a storm 
  of their accumulated wealth. Wishing wells and public 
  fountains are also common homes for greed swarms.
  Construct Nature. The greed swarm doesn’t require air, 
  food, drink, or sleep.
  GREED SWARM
  Medium swarm of Tiny constructs, unaligned
  Armor Class 13 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 0 ft., fly 40 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (–2)  
  16 (+3)  12 (+1)  1 (–5)  
  9 (–1)  
  1 (–5) 
  Damage Vulnerabilities force
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9
  Languages —
  Challenge 1/2 (100 XP)
  Antimagic Susceptibility. The swarm is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the swarm must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  Deafening Clatter. A creature in the swarm’s space 
  is deafened.
  False Appearance. While the greed swarm remains 
  motionless, it is indistinguishable from a normal pile of 
  coins and valuables.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through 
  any opening large enough for a Tiny object. Except 
  for Gather, the swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Coin Slam. Melee Weapon Attack: +5 to hit, reach 0 ft., 
  one target in the greed swarm’s space. Hit: 10 (4d4) 
  bludgeoning damage, or 5 (2d4) bludgeoning damage if 
  the swarm has half of its hit points or fewer.
  Coin Barrage. Ranged Weapon Attack: +5 to hit, range 
  20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, 
  or 3 (1d6) bludgeoning damage if the swarm has half of 
  its hit points or fewer.
  Gather (1/Day). The swarm magically gathers up to 
  100 gp worth of coins, gems, and other small, valuable 
  objects within 60 feet of it, adding them to its mass. It 
  regains 7 (2d6) hit points and has advantage on its next 
  attack roll. A creature wearing or carrying such valuables 
  must succeed on a DC 11 Dexterity saving throw or its 
  valuables fly toward the swarm, joining the mass.
  
  14
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  System Reference Document 5.0 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.
  Midgard Worldbook. © 2018 Open Design LLC. Authors: Wolfgang 
  Baur, Dan Dillon, Richard Green, Jeff Grubb, Chris Harris, Brian Suskind, 
  and Jon Sawatsky.
  Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, 
  Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, 
  Kelly Pawlik, Brian Suskind, Mike Welham. 
   The Nullifier's Dream © 2021 Open Design LLC. Author Jabari 
  Weathers.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #59 The Nullifiers Dream.pdf