TEXT: Terregaunt’s Tower
  More than four miles southwest of Brindenford stands an old tower.This is a fairly massive structure as free-standing.
  towers go.Even after the top floor partially collapsed the tower still stands 120 feet high.At its base,the tower stretches
  more than 80 feet across.Strange greenish-silver vertical rods seem built into its structure,but they seem too thin to provide
  any actual support.
  B
  uilt by an adventurer that served the powerful and
  infamous warlord, Lord Saral, as a henchman, the
  tower is over 500 years old. Its builders wove magic
  into its structure, however, and thus it remains in excellent
  condition. Only the damage to its rooftop betrays its age.
  Terregaunt, a skilled fighter in his own right, spared little
  expense in the tower’s construction, and after the success he
  enjoyed at his master’s side, the retired adventurer had vast
  wealth to spend. He lived only a few short years in his com-
  pleted home before Azassarah, the Red Saint, led a vengeful
  army into the region to attack Lord Saral and his own amassed
  forces. Because of his past association with Saral, the Red
  Saint went after Terregaunt as well and laid siege to the tower.
  Aided by conjured griffons and giant eagles, the Red Saint’s
  followers broke into the tower through the roof,lead by a half-
  celestial named Uoto.Eventually,Terregaunt himself was cap-
  tured and imprisoned by the Red Saint. For a short time, the
  Red Saint himself took up residence in the tower.
  For more information, read “The Song of Azassarah.”
  Very recently, a blackguard named Jarla Vreech claimed the
  tower for herself, probably drawn by the lingering Abysmal
  Effect. She uses it as her home and a place for her friend,
  Barzonyn DuMair, a necromancer, to practice her dire work.
  Near the Tower
  The tower stands upon a tree-covered precipice at the edge
  of the gentle hill known as Bryson’s Look. No paths lead to
  it, and no farms or homes lie nearby.
  The existence of the tower is no secret to the people in the
  surrounding area. They’ve lived in its shadow their entire
  lives. Unlike the ruins of Chordille Keep, however, the aban-
  doned tower has always remained quiet until fairly recently.
  Details of the Tower
  Exterior walls are 5 feet thick. Interior walls are 5 inches
  thick. All doors are iron, but are unlocked unless otherwise
  mentioned. Ceilings are 20 feet high except on the top two
  levels where they are 15 feet high. The interior staircases are
  extremely steep with very low ceilings and (intentionally)
  difficult to ascend or descend quickly. Speeds are halved
  going down and one-quarter normal going up.
  One square equals 10 feet on all Tower interior maps.
  Encounters on the Way 
  to the Tower (EL 3)
  DMs may place any (or all) of the following encounters
  between Brindenford or Dragon’s Delve and Terregaunt’s
  Tower. (Make sure to read “Using Terregaunt’s Tower.”)
  1. Ettercap
  An ettercap has set a trap using its web. Unwary PCs (Spot
  check DC 20) will walk right into a fine sheet of webbing,
  entangling them and anchoring them in place.Then it attacks
  from a high tree branch,launching netlike webs from above
  on the unentangled,so it can descend and feed on prey safely.
  Ettercap: hp 30
  2. Centaur
  A centaur named Bruenica makes her way through the
  wilderness, hunting. She isn’t automatically hostile to the
  PCs, but they’ll have to use Diplomacy or Bluff to improve
  her Unfriendly attitude (DC 25 to make her Friendly) if they
  want to get any information from her. She knows the area
  well and can tell them with certainty that someone has very
  recently taken up residence in the formerly long-abandoned
  tower. She won’t go there, for fear of the dark sorcery pres-
  ent. Her people say that the place has always been on the
  verge of great evil, and now it stands on a precipice, ready to
  be pushed over the edge. She can’t explain any further.
  If attacked, she defends herself with her longbow, using a
  run-and-shoot tactic.
  Bruenica,centaur:hp 26
  3. Shadow
  Close to the tower, a shadow spy working for the necro-
  mancer, Barzonyn, spies on the PCs as they approach. It
  keeps to the shade of the thick foliage and darts from natural
  shadow to natural shadow. It doesn’t attack immediately, but
  if PCs spot it, it will attack them—assuming it doesn’t have
  to come out into direct daylight to do so.
  Shadow:hp 20
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  3
  The Abysmal Effect
  The greenish-silver rods worked into the tower’s construc-
  tion infuse it with strength and stability. What even
  Terregaunt did not realize, however, is that they also turn the
  tower into a massive receiver for otherworldly magical ener-
  gy. When the Red Saint attacked the tower, the violence that
  ensued keyed the tower’s receptors to the lower planes-
  specifically the Abyss. Its connection to the plane of chaos
  and evil has lain dormant for centuries but anyone attempt-
  ing to use detect evil will sense a faint aura of evil everywhere
  in the tower. Further, they will notice that violence causes
  the aura to strengthen dramatically.
  Powers in the Abyss, specifically Rivenyk, who has a vest-
  ed interest in the area, seek to encourage the growth in the
  strength of this conduit. To further this aim, Rivenyk dis-
  patched a quasit named Irreb to serve Jarla and encourage
  acts of violence. Irreb, however, took an instant dislike to
  Barzonyn due to her mistrust of it. Now Irreb only seeks to
  tear the two companions apart.
  Regardless, after just six more rounds of violent conflict
  within the tower, Abyssal energy begins to pour into the
  tower. This is the pinnacle of the so-called Abysmal Effect,
  which comes in stages. Neither Jarla nor Barzonyn knows
  that it is coming, and even Rivenyk doesn’t know what will
  happen when it does.
  The Abysmal Effect at its zenith opens a crackling gate of
  black and gold lightning at the top of the tower. The sky
  above the tower darkens even if the sun remains in the sky.
  The entire tower reverberates with unstable, evil energies.
  Evil creatures within the tower suddenly gain the fast heal-
  ing 1 ability. Good creatures must make an initial Will saving
  throw (DC 15) to avoid being dazed for 1d4 rounds. After
  that, they experience no ill effects. The Abysmal Effect imme-
  diately enters “Stage One.” As time passes, the Abysmal
  Effect continues to further stages.
  Stage One:All creatures, regardless of alignment, sense
  the change inside the tower. Maniacal laughter reverberates
  occasionally throughout the structure. Normal objects or
  even the walls and floors themselves take on momentary vis-
  ages of evil, demonic faces, sinister eyes, or looming skulls.
  Further, all concerned know intuitively what has happened,
  at least on a basic level: violence in the tower has somehow
  caused it to draw power from some evil otherworldly realm.
  Stage Two (EL 5):After 1d10 minutes, three dretches
  come through the gate and begin to smash their way
  through the tower, wrecking things, and attacking any living
  creature they find (they ignore the undead). They generally
  cause mindless chaos. If these demons are slain, three new
  dretches show up after 1d10 minutes.
  Dretches (3):hp 16, 13, 11
  Stage Three: After another 1d10 minutes, any dead crea-
  tures in the tower are animated as zombies. These zombies
  take no action unless there are living creatures within
  sight, in which case they attack relentlessly. This animation
  effect is ongoing. Destroyed undead rise again after 1d10
  minutes.
  Stage Four:After another 1d100 minutes, the tower men-
  tally enslaves any evil creature or mindless undead in the
  tower (no save). These slaves now work to protect the tower
  from intrusion. No undead in the tower will attack evil crea-
  tures.
  Stage Five (EL 6):After 2d10 days, a babau takes up resi-
  dence in the tower to defend it against intrusion. If this
  demon is slain, a new babau shows up after 1d6 days.
  Babau:hp 70
  Terregaunt’s Tower
  
  Stage Six (EL 13): After another 2d100+50 days, the
  Abysmal Effect spreads to the surrounding countryside.
  Effects of Stages One, Two, and Three spread out in a half-
  mile radius from the tower (not quite to Dragon’s Delve).
  Further, a glabrezu takes up residence in the tower to defend
  it against intrusion. Lastly, every 1d6 days, demons randomly
  come through the gate and begin to maraud across the
  countryside. These demons are typically eight babaus, three
  vrocks, two hezrous, a glabrezu or a nalfeshnee.
  Glabrezu:hp 175
  Reversing or Ending 
  the Abysmal Effect
  The only way to put an end to the Abysmal Effect is to “re-
  tune” the tower. A bless or calm emotions spell cast within
  the tower moves the tower back one stage, but never fur-
  ther back than Stage One and each spell only works once
  in this regard. An atonement, banishment, consecrate, dis-
  missal, or good hope spell moves the tower back two stages,
  but never further back than Stage One. A hallow spell cast
  while the tower is at Stage One will undo the Abysmal
  Effect, otherwise it moves the tower back two stages, but
  not further back than Stage One. A miracle, limited wish, or
  wish spell, or a gate cast by a good cleric, will undo the
  Abysmal Effect regardless of stage. A dimensional anchor
  spell will prevent the tower from progressing to the next
  stage for its duration.
  Lastly, if a non-evil character spends 24 hours in the
  tower without engaging in any violent acts and succeeds at
  a DC 25 Concentration check, he or she can move the
  tower back one stage, and eventually even undo the effect
  entirely.
  Allow a successful Knowledge (Religion), Knowledge
  (Arcana) or Knowledge (the Planes) check (DC 20 + spell
  level) to learn each of the spell remedies individually, or a
  DC 25 check to learn the non-spell solution. This is also
  good fodder to get the PCs to go visit Felstor the sage or
  the Temple of Vune. Both will offer advice, but won’t act on
  the PCs’ behalf.
  In theory, after the Abysmal Effect is ended, the tower
  could be cleansed entirely of its influence and retuned to
  more positive energies. This would, however, likely require
  a miracle or wish spell, and some sort of dramatic (perhaps
  even divinely-inspired) event.
  Outside the Tower 
  (EL 0 or 7)
  Summary:The old
  abandoned tower isn’t
  so abandoned, and the
  new owner, a black-
  guard, doesn’t like visi-
  tors.
  You will need the
  “Terregaunt’s Tower
  Illustration” handout.
  Sights and Sounds:
  During the day, the tower appears dark and quiet. At night,
  strange flickering lights come from within the tower, and
  every great once in a while, a ghastly moan echoes from
  inside (no Listen check needed).
  Getting to the old tower wasn’t easy—there were no paths
  or roads.It stands tall and broad,its carefully cut stones still
  clenched together like a fist despite centuries of punishment.
  Only the very top level shows its age,with a collapsed roof
  and a portion of the wall torn away.Stairs run up to an iron
  door approximately 20 feet above the ground,and small
  arrow-loop windows punctuate the rounded walls here
  and there from that point upward.Thin,vertical,greenish-
  silver rods run the length of the tower’s sides.
  The Tower:Show the players the “Terregaunt’s Tower
  Illustration” handout. Getting to the door on the entry level
  is straightforward, but some PCs will want to climb the
  walls. The DC to climb the outside of the tower is 25. Note
  that the windows are all far too small to crawl into, even for
  a halfling. They’re more like arrow loops. Unless there’s light
  in a given room, peering in through a window into the tower
  reveals little detail. Getting up to the top level is possible, of
  course, and the PCs could use the trapdoor on the ruined
  roof to enter that way.
  Inhabitants:During the day, Jarla hunts in the woods,
  reads, or practices swordplay. Barzonyn sleeps. At night,
  Barzonyn works on the third level or in the cellar and Jarla
  sleeps. Both night and day, the quasit on the Fourth Level
  watches for intruders. Unless the player characters are
  extremely careful in their approach, using stealth or magic,
  they’re likely to be seen and the demon flies off invisibly to
  Jarla to warn her, wherever she may be.
  Dungeonaday.com: Dragon’s Delve
  4
  
  If Jarla is present, she will move to confront intruders out-
  side. If she is away, she returns to the tower with all due
  haste. Essentially, the DM will need to decide whether it is
  appropriate to have the PCs encounter her first or last.
  Jarla Vreech
  Female Human (Neutral Evil)
  Fighter 6/Blackguard 1 CR 7
  Init +5 
  Speed 20 feet
  HD 6d10+12 + 1d10+1
  hp 61
  Languages Common, Abyssal
  AC 19, touch 11, flat-footed 18
  BAB/Grapple +7/+10
  Attack +11 melee (1d8+4, battleaxe)
  Full Attack +11/+6 melee (1d8+4, battleaxe)
  SQ detect good, poison use
  Fort +9 Ref +3 Will +2
  Str 16, Dex 13, Con 15, Int 12, Wis 11, Cha 11
  Crucial Skills Concentration +4, Hide +5, Jump +4,
  Listen +2, Move Silently +6
  Other Skills Handle Animal +2, Knowledge (Local)
  +2, Knowledge (Religion) +5, Ride +2, Search +2
  Crucial Feats Cleave, Combat Reflexes, Dodge, Great
  Cleave, Improved Sunder, Power Attack, Quick Draw
  Other Feats Improved Initiative
  Possessions +1 silent moves chainmail, +1 light wooden
  shield, +1 battleaxe, potion of haste, 2 doses of medium
  spider venom (DC 14 1d4 Str/1d4 Str damage), 7 pp,
  18 gp, 6 sp, 8 cp.
  Tactics:Jarla is not subtle. She charges into battle with her
  poisoned axe often assailing the weakest foes first to make
  use of her Cleave and Great Cleave. Unless an opponent is
  clearly difficult to hit, she will use Power Attack for 3 points.
  If she faces more than three capable-looking foes, she will
  drink her potion of haste before going into battle.
  The blackguard is cruel and merciless, but she is also both
  brave and shrewd.
  Upping the Ante (EL 8):Have the quasit from the Fourth
  Level show up with Jarla. He flies far overhead and uses his
  wand.
  Connections:This area connects to the Tower Entry
  Level.
  Tower Entry Level (EL 3)
  Summary:Once inside the tower, the characters face
  undead guardians.
  Door:The iron door into the tower is typically kept
  unlocked, but if the inhabitants of the tower know that
  intruders are coming, the door is locked and barred
  (Hardness 10, 60 hp, Break DC 28).
  Sights and Sounds: This level is usually dimly lit during
  the day and dark at night. The skeletons continuously shuf-
  fle about, making eerie noises as bones clatter against metal.
  Anyone listening at the door can hear this noise (Listen
  check DC 14).
  A half dozen skeletons,glistening white bones banded
  in iron etched with mystic runes,scuttle toward you,
  swords,axes,and shields at the ready! 
  The interior of the tower is stark.Although clearly new
  residents have come on the scene,they have done little to
  add to the abandoned tower’s décor.The only exception is
  an undulating curtain of translucent,greenish-white ener-
  gy that hangs across the length of the northern wall,
  including across the closed doorway.This ghostly sheet
  fades in and out,shimmers,and at times seems to drip
  and flow more like a viscous liquid than energy.
  Inhabitants:In the southernmost room, waiting by the
  door, stand six human skeletons. Through experimentation,
  Barzonyn developed a process to improve these animated
  skeletons by banding many of their bones in enchanted iron.
  Terregaunt’s Tower 5
  
  This adds a +2 armor bonus to the AC (for a total of AC 17)
  and a +2 bonus to their Strength score, adding +1 to attack
  and damage rolls for them. Each uses a masterwork
  longsword or battleaxe for a total of +3 attack, 1d8+2 dam-
  age. These skeletons are 1/2 CR challenges.
  Iron-bound (human warrior) skeletons (6): hp 12, 10, 9,
  8, 6, 6
  Ectoplasm Curtain:Anyone touching the ectoplasm cur-
  tain notices that it is cold, damp, and slimy. It is not danger-
  ous, however, unless one passes through it. In this case, a
  Fortitude (DC 16) saving throw is in order. Failure means
  that the ectoplasm drains energy from the intruder.
  Half the time, the curtain draws its energy from its victims
  themselves. In this case, the creature suffers one point of
  Strength damage. The other half of the time, the curtain
  drains energy from magic items the character may possess. If
  this is the case, determine one item randomly. A potion or
  scroll is drained completely and becomes useless. Any other
  item is suppressed for an hour.
  Undead (and their gear) are immune to the effects of the
  ectoplasm curtain, and Jarla and Barzonyn know the pass-
  word to cause the curtain to part and let them pass
  through the door. Barzonyn created this curtain using the
  power of the Abysmal Effect without completely under-
  standing it. It fades away if the Abysmal Effect reaches its
  pinnacle.
  A successful Knowledge (arcana) check (DC 18) suggests
  that this magical barrier is very new.
  Northernmost Room: No dangers present themselves in
  this room.
  Two marble statues stand watch in this room,both larg-
  er than life at nearly 10 feet tall.The westernmost statue is
  a handsome man with a hawkish nose in plate armor and
  a crested helm.He stands in a supremely confident,almost
  regal pose.The easternmost statue depicts a vaguely
  female figure draped from head to toe in voluminous
  robes.Though her features are concealed entirely by a dark
  veil,there is something alien about her you can’t quite
  identify.
  Beyond the statues is a staircase winding both upward
  and down to other levels of the tower.
  The statues are Lord Saral and Nibul of the Seven Arches,
  commissioned, of course, by Terregaunt when he built his
  tower.
  Treasure: As stated above, each skeletal guard uses a mas-
  terwork weapon.
  Connections:This area connects to the Tower Ground
  Level and the Tower Second Level.
  Dungeonaday.com: Dragon’s Delve
  6
  
  Tower Ground Level (EL 2)
  Summary:Although the ground level is appears empty, it
  hides a few interesting secrets. You will need the “Red Saint
  Letter” handout.
  Sights and Sounds:This level is always dark. Anyone lis-
  tening at the trap door can hear what sounds like ritual into-
  nations and guttural moans coming from below (Listen check
  DC 13) if Barzonyn is there.Otherwise,the zombies are quiet.
  Old crates of rotting wood and barrels that have long
  since burst fill this chamber.Mold-covered burlap sacks
  rest in disheveled heaps.The floor here is mainly loose
  stones.The stairs continue down no further.
  Storage:All four rooms on this level were used for stor-
  age. A stone lid covers a small cistern in the small western
  room. In the northernmost room, a relatively new crate con-
  tains ten longbows and a newer wooden barrel holds 200
  arrows.
  Hidden Box: In the easternmost chamber rests an old
  crate filled with ceramic dishes that hides something (Search
  check DC 18). Moving it causes them to rattle and break
  because the straw inside the crate has mostly rotted away.
  Behind it however, lies a place in the wall where a stone has
  been removed. This niche contains a very strange-looking
  locked box. The box is made of bronze with inlaid pieces of
  ivory and wood. It is shaped like a kneeling angel. Each side
  of the box has a keyhole, but only one is the correct one. The
  others are all trapped. Attempting to pick the wrong keyhole,
  or even using the correct key (which is long since lost) in the
  wrong keyhole, triggers a trap. There’s really no way of deter-
  Terregaunt’s Tower 7
  
  mining which keyhole is the right one except successfully
  searching for traps on all of them (requires a separate check
  for each lock), or by trial and error.
  Magic Missile Traps: CR 2; 3 missiles, 3d4+3 damage, no
  save,no reset;Search (DC 31);Disable Device (DC 26).
  Inside the chest is a rolled up piece of parchment and a
  large gold key. Give the players the “Red Saint Letter” hand-
  out. The key bears the name “Terregaunt.” This key has a
  very special use on Level 4 of Dragon’s Delve. A successful
  Knowledge (history) check allows a character to know that
  the “Bethirion” mentioned in the note was a cohort of the
  Red Saint’s who ultimately betrayed him.
  Secret Trap Door:Located beneath the crumbling ruined
  remains of a pair of mold-covered barrels, this hidden stone
  door (Hardness 8, 60 hp, Break DC 28) is locked (DC 25 to
  open) if Barzonyn is not in the secret cellar.
  Connections: This area connects to the Tower Entry Level
  and the Tower Secret Cellar.
  Tower Second Level 
  (EL 3 and 5)
  Summary:Once used by Terregaunt’s servants as quar-
  ters, this level is now haunted by shadows.
  Sights and Sounds: This level is dark. Strange whispers
  can be heard by anyone succeeding at a Listen check (DC 15),
  but words cannot be discerned.
  Suddenly,an impossibly huge skull appears,its eye
  sockets filled with writhing tendrils and greenish light.Its
  massive jaw yawns open wide with a massive scream as if
  to swallow you whole!
  Giant Skull Trap:Just stepping into this level—even if
  only to get to the next level up—triggers a magical trap of
  Barzonyn’s devising. A skull of magical energy appears and
  makes a bite attack against the first target it sees and then
  disappears in a swirling gray vortex. It appears and attacks
  anytime anyone comes into the level from above or below,
  but never more than once per round.
  Dungeonaday.com: Dragon’s Delve
  8
  Tower Secret Cellar
  (EL 3,6 or EL 6, 3)
  Characters access this
  room and its treasure
  from the Ground Level.
  New Magic Item: Saint’s
  Scepter. This golden rod
  is tipped with a large diamond and bears golden
  images of winged lammasu. The bearer can negate the
  force field blocking entry to Level 4 on Level 2 (area 62).
  Further, the bearer can conjure the stairs to Level 5 on
  Level 4 (only in area 110) automatically. There are three
  of these minor artifacts.
  Strong Transmutation; Caster Level: 20th
  
  Biting Trap:CR 3; +10 attack, 2d6+6 plus 1d6 cold dam-
  age, automatic reset; Search (DC 30); Disable Device
  (DC 26).
  A successful Knowledge (arcana) check (DC 18) suggests
  that this magical trap is very new.
  Side Rooms:When PCs enter the side rooms to the east
  and west of the room with stair access, they should attempt
  Spot checks (DC 17). Whether or not they succeed, tell them
  that they see the shadows moving strangely in this room,
  particularly around the curtains. If they succeeded, allow
  them to notice that everything in the room seems to have a
  large, distorted shadow, but that the PCs’ seem to have
  become greatly diminished.
  Curtains:The essence of the shadows here has tainted
  the curtains. Anyone touching them must make a Fortitude
  save (DC 16) or have their shadow permanently drawn into
  the curtains. Characters without shadows are treated as sick-
  ened. Any exposure to magical light restores the shadow, a
  fact that a successful Knowledge (arcana) check (DC 20)
  reveals.
  Cauldron: In the southernmost room, amid the clutter of
  old furnishings and rolled-up carpets, rests a large iron caul-
  dron embossed with complex images of masons toiling to
  build a large structure. Underneath it someone long ago
  stashed an old leather sack. It contains 3 pp, 117 gp, 199 sp,
  and a broken and dented gold brooch worth 75 gp, as well as
  an empty glass vial, a vellum scroll with a crude drawing of a
  nude woman with a sword, three pieces of chalk, flint and
  steel, a bit of lye soap, and a small whistle that doesn’t work.
  Inhabitants:Two undead shadows lurk on this level, spir-
  its of those fallen when the tower was attacked hundreds of
  years before. They attack 2d4 rounds after the PCs arrive on
  this level or after a PC has had his or her shadow stolen by a
  curtain, whichever comes first.
  Shadows:hp 20 and 17
  Background:Servants and followers of Terregaunt lived
  on this level, and it hasn’t really been touched since the
  tower was invaded by the followers of the Red Saint.
  Upping the Ante (EL 7):Each side chamber holds two
  shadows.
  Connections:This area connects to the Tower Entry Level
  and the Tower Third Level.
  Terregaunt’s Tower 9
  
  Tower Third Level (EL 5 or 7)
  Summary:This level is where Barzonyn sleeps and where
  she keeps her laboratory. You may need the “Barzonyn
  Illustration” handout.
  Sights and Sounds:This level is usually dimly lit by can-
  dles in sconces. It is also usually quiet—the wights make no
  sound.
  This level appears lived in.Rugs cover the floor,and the
  walls are decorated with woven hangings of blue and sil-
  ver.An iron ladder rises up to a trapdoor in the ceiling.
  Inhabitants:The room at the top of the stairs is guarded
  by two bizarre wights. These creatures look like standard
  wights, with shriveled flesh and hunched backs, but their
  heads have been surgically altered post-mortem. Essentially,
  most of their face has been hollowed out and a large marble
  sphere painted to look like an eyeball has been placed in the
  hole, replacing their normal eyes, nose, and mouth. The mar-
  ble eye moves as would a normal eye. This eye allows them to
  see as though they had see invisible cast upon them. These
  wights attack and fight until destroyed.
  If it is daytime, Barzonyn is almost assuredly asleep in her
  chamber. She wakes at the sound of the fight with the
  wights, however, and eventually comes out to attack as well.
  Eye wights (2): hp 25 and 23
  Barzonyn DuMair 
  Female Human (Chaotic Evil)
  Cleric 3/Necromancer 2 CR 5
  Init +4
  Speed 30 feet
  HD 3d8+3 + 1d4+1
  hp 29
  Languages Common, Abyssal, Draconic
  AC 10, touch 10, flat-footed 10
  BAB/Grapple +3/+5
  Attack +6 melee (1d6+4, quarterstaff)
  SA rebuke undead 6/day
  Fort +4 Ref +3 Will +9
  Str 14, Dex 10, Con 12, Int 14, Wis 16, Cha 16
  Crucial Skills Balance +4, Concentration +7, Heal
  +8, Listen +6, Spot +5
  Other Skills Appraise +5, Diplomacy +8, Knowledge
  (Arcana) +7, Knowledge (Local) +7, Search +5,
  Spellcraft +12
  Crucial Feats N/A
  Other Feats Alertness, Brew Potion, Improved
  Initiative, Lightning Reflexes, Scribe Scroll
  Cleric Spells 4/3+1/2+1; +5 melee touch, +3 ranged
  touch 
  2nd—bull’s strength, shatter (DC 15), silence (DC 15)
  1st—bless, divine favor, magic weapon, protection from law
  0—detect magic, detect poison, inflict minor wounds
  (DC 13), resistance
  Domains: Chaos, Evil
  Wizard Spells 4/2+1; +5 melee touch, +3 ranged
  touch 
  1st—chill touch (DC 13), magic missile, shield
  0—acid splash, touch of fatigue (DC 12) (2), light
  Prohibited Schools: Divination, Illusion
  Possessions +1 quarterstaff, potions of cure moderate
  wounds and cure light wounds, scroll of animate dead,
  scroll of ray of enfeeblement and chill touch, scroll of
  cause fear, silver holy symbol (death’s head), 16 gp,
  8 sp, 10 cp.
  Barzonyn’s raven familiar:hp 14
  Tactics:If she’s present, Barzonyn takes the time to cast
  the following spells before going into battle, in this order, if
  she has time:
  • bull’s strength (+2 to attack and damage)
  • divine favor (+1 to attack and damage, for a total of +3
  each) 
  • shield (+4 to AC, for AC 14)
  If, at this point, the wights are still alive, she comes out
  and heals them if need be using inflict moderate wounds (per-
  haps from the scroll on the bench), or else bless. She will
  then cast magic missile, ray of enfeeblement or shatter at range
  or charge into battle.
  Remember that her raven familiar shares all of her spell
  effects (+4 to AC, +3 to attack and damage). Barzonyn does
  not hesitate to send her familiar into melee.
  Bedchamber:This western room is used by Barzonyn as a
  very large bedroom.
  Dungeonaday.com: Dragon’s Delve
  10
  
  This chamber is well-appointed with new furnishings
  including a large oak frame bed,a half-filled bookcase,a
  long pine bench,a chest of drawers,a wardrobe,some
  chairs,and a few rugs.
  The chest and wardrobe hold clothes and personal effects,
  which includes a bottle of perfume worth 25 gp and a silver
  mirror worth 35 gp. Hidden amid the clothing (Search DC
  15) are five pieces of miscellaneous jewelry worth 50 gp each.
  Barzonyn placed a scroll of inflict moderate wounds on the
  bench. The books in the bookcase cover a miscellany of sub-
  jects, but aren’t worth much.
  Laboratory: The southernmost room is Barzonyn’s labo-
  ratory.
  This room reeks of chemicals and death.A partially dis-
  sected corpse lies shackled to a large wooden platform.A
  table holds a large open leather-bound book.Another
  holds a variety of glass and ceramic containers.An ebony
  bureau holds a multitude of labeled jars.The rest of the
  room is filled with barrels and crates of strange imple-
  ments,chemicals,and ingredients.
  If anyone enters the room,the corpse—a zombie—begins
  to moan and struggle in its shackles.If left alone,it cannot get
  free,although it bites and lunges at anyone coming too close.
  Human commoner zombie: hp 12
  The various ingredients range from the mundane (sulfur,
  salt, alcohol) to the odd (bat wings, eye of newt, corpse
  dust). If all the equipment and ingredients could be gathered
  and transported safely, they would be worth 1,000 gp.
  The book is Barzonyn’s wizard spellbook. It has the fol-
  lowing spells:
  0—all core not of the Divination or Illusion school
  1st—chill touch, grease, hypnotism, magic missile, mount, ray
  of enfeeblement, shield
  Development: If it is night and she was not in the secret
  cellar, Barzonyn may be here working in the laboratory.
  Upping the Ante (EL 7 or 8):There are four eye wights
  here, and thanks to a bit of supernatural intuition, Barzonyn
  (if present) has already cast all of her preparatory spells by
  the time the PCs arrive.
  Connections:This area connects to the Tower Second
  Level and the Tower Fourth Level.
  Terregaunt’s Tower 11
  
  Tower Fourth Level
  (EL 2 or 7)
  Summary:Jarla the blackguard uses this level as her bed-
  chamber.
  Sights and Sounds:This room is usually dark and quiet.
  One room takes up the entirety of this upper level of the
  tower.An iron ladder rises up to a trapdoor in the ceiling.
  The room is furnished with a four poster bed,an iron-
  bound oak chest,a few shelves,a table with some food,
  and a handful of leather-covered chairs.
  Inhabitants:A quasit named Irreb lives here. He is always
  awake and on watch. He has has a wand of magic missiles (3
  missiles, caster level 5, 12 charges) that he has learned to use
  proficiently. He also wears the key to the chest in this room
  on a cord around his neck
  Irreb,Quasit:hp 22; wand of magic missiles
  Tactics: As mentioned previously, if Jarla’s not in the
  tower, Irreb flies off to where she is and tells her to come. If
  possible, he fights at her side or not at all, turning invisible
  and flying away from any danger. In battle, he uses his
  wand, turns invisible, flies to a good vantage, uses the
  wand, turns invisible, flies to a good vantage... etc.
  The quasit does not like Barzonyn and does not alert her
  if he knows intruders are present.
  Treasure: The chest is locked (DC 25) and contains
  clothing, personal effects, and a large velvet bag. The bag
  holds 19 pp, 344 gp, and the key to the trapdoor to the level
  above.
  Development:If the PCs come to the tower in the night
  and manage to sneak up successfully, Jarla is here sleeping,
  with Irreb watching over her.
  Connections: This area connects to the Tower Third
  Level and the Tower Ruined Rooftop.
  Dungeonaday.com: Dragon’s Delve
  12
  
  Tower Ruined Rooftop 
  (EL Varies)
  Summary:The top level of the tower is empty—unless
  the Abysmal Effect has opened a portal directly to the Abyss
  here.
  Sights and Sounds:This is open to the outside, so light
  and sounds are based on time of day.
  The roof and part of the wall has collapsed here,leaving
  the top level of the tower open to the sky.Rubble lies
  strewn about,suggesting perhaps a titanic struggle once
  took place here.
  Trapdoor:This wooden door is locked (DC 27 to open).
  Abysmal Effect Gate: When the Abysmal Effect reaches
  its pinnacle, a magical gateway to the Abyss opens here.
  A hole rent in the air as though it were a piece of fabric
  hangs just above the floor of this ruined level.Black and
  red energy seethe out of the gateway as its size fluctuates
  as if it were the gaping maw of a terrible beast working its
  jaw.Your skin feels tiny pinpricks all over your body and it
  is somehow uncomfortably warm and yet chilling at once.
  See the description of the Abysmal Effect for the basics of
  what comes through this gate, and when. These rules, how-
  ever, are true only if the gate is left undisturbed.
  If anyone touches the portal, a babau demon comes
  through almost immediately. It is angry and attacks immedi-
  ately in a rage.
  Babau:hp 66
  Tactics: The demon attacks with its claws and fights to the
  death. It attempts to make bull rush attacks to knock foes off
  Terregaunt’s Tower 13
  
  the tower. Characters that fall drop 20 feet to the top of the
  Third Level. There is no easy access from there, either up or
  down.
  Entering the Gate: Anyone passing through the gate to
  the Abyss is likely in for a world of hurt. The Abyssal realm
  on the other side of the gate is a fetid swamp teeming with
  fiendish lizardfolk, fiendish crocodiles, vargouilles, dretch,
  horrific diseases, and swarms of insects. Smart characters
  will turn right around and come back (bringing red ache-
  ridden biting insects with them). Actually, smart characters
  won’t go through at all. Characters that explore the fiendish
  fen have a cumulative 10% chance per hour of not being able
  to find their way back, ever.
  Connections:This area connects to the Tower Fourth Level.
  Dungeonaday.com: Dragon’s Delve
  14
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dungeon A Day/DungeonADay Terregaunt Tower.pdf