Artifices of Quartz Toil Tower
Artifices of Quartz Toil Tower
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Part 1: Downturn in the them that they seem to be unaffected by charm magics and are
heavily armored, but that they are slow and can be easily out-
Marketplace maneuvered and out-thought.
Read the following when you are ready to begin: The party can lure the Quartztoil construct to follow them
The buzz of chatter about the quality of merchandise, deals on through the streets after Anthron. A DC 10 /14 /18 Charisma
goods, and the sizzle of fried foods being sold in the marketplace are (Deception) or Charisma (Intimidate) check will keep the
interrupted by a loud crushing sound of wood snapping and metal construct’s attention on the party and not on destroying other
scraping. Shrapnel and splinters of barrels rain down over the venue parts of the town, as will attacking it directly.
as several townsfolk emerge running from a cloud of flour and Anthron leads the party to a warehouse building where the town
spices which were formerly stored in the now-shattered containers. guards have laid a trap for the construct. The guards tell the party
The crowd suddenly stops and quiets as the ground vibrates from to goad the construct into the center of the room. A DC 11 / 16
heavy footsteps. From the cloud, a large figure entirely clad in a / 21 Charisma (Deception) or Charisma (Intimidate) check
heavy metal armor clanks and groans forward, and its destruction will allow the party to get the Quartztoil construct into position.
of the town square begins anew… Alternatively, a party member can make themselves the ‘bait’ and
The Quartztoil construct will start destroying carts, barrels, and attack the construct with melee attacks.
structures; whatever stands in its path. If something attacks it, Once the Quartztoil construct is in position, Anthron tells any
then it will turn its attention on the attacker, but will not pursue party member in melee combat to disengage with it. When the
over a great distance unless it is attacked at range. party is clear, the guards release a pit-trap, sending the construct
On the third round of combat/interaction with the construct, a falling into a 25 foot deep pit and releasing several nets holding
halfling town guard by the name of Anthron shouts to the party scrap metal and wood raining down on top of the construct,
to, “Lead it this way!” Anthron then slings a stone that bounces pinning it down.
off the construct’s armored body which, in turn, starts charging Once the Quartztoil construct is destroyed or contained in the
after the halfling. Anthron has dealt with these sort of constructs pit, Anthron thanks the party and tells them the attacks from
before and is wise to their weaknesses. Anthron can answer these constructs are getting to be increasingly dangerous. “At least
several questions about how to best defeat the constructs, telling this time we didn’t lose anybody. Hey, you wouldn’t be for hire by
any chance, would you?”
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As the town guards keep the captured construct subdued (if •Searching the town library about the name ‘Quartztoil’ with a
it still functions), Anthron will explain that the town and the successful DC 13 / 16 / 19 Intelligence (Investigation) check will
surrounding farms have been suffering destructive incursions reveal an old, dusty book containing a list of tinkerer contracts
from these constructs for the past half a year. The golems have made out to the leader of a gnomish enclave named Penaral
been very difficult to combat and only seem interested in causing Quartztoil. One of the contracts requires the delivery of payment
destruction, but there have been several fatalities including, to the enclave’s tower in the mountains to the north. A map to the
recently, the town sheriff. The town council is looking to hire a tower is attached to the contract.
group of adventurers to put a stop to these repeat rampages, as Once the party has completed investigating around town or using
they are impacting on the livelihood of the town. He will offer the other means to gain the whereabouts of Quartztoil Tower, they
party 100 / 400 / 1,600 gold pieces if they track down where the can begin traveling to or searching for it. If the party found the
constructs are coming from and stop their repeated incursions. map to the tower, they can proceed there directly there without
If the party agrees to stop the constructs, read: triggering any of the three additional encounters listed below.
Anthron is elated that you have agreed to assist the town. His first On their way to the tower, they catch sight of the pale glow of a
suggestion is to speak with the townsfolk about the attacks or try to campfire, initiating the 'Interested Party' encounter.
find information from travelers at the local inn. If the party only know the general direction of north or they
wander around the immediate area, they will generate one of the
Part 2: Searching for following additional encounters:
Quartztoil • The party encounters another Quartztoil construct destroying
Assuming the party accepts the offer, Anthron shows them a pile the barn of a local farm. Three farmers (3 commoners) are
of golem bodies. This pile has been depleted somewhat as some attacking it from range and taking turns getting its attention to
of the parts have been reduced to scrap to be used in pit traps like lure it close and then taking the disengage action to get away
the one they have just witnessed. Anthron also tells them that while the other farmers attack it.
the constructs always seem to approach from a north to north- • The party encounters another Quartztoil construct destroying
westerly direction. a bridge spanning a small ravine that it is standing on. The
There are several things the party can do in the town and party can attack it to save the bridge or wait, and the bridge will
surrounding area to find out about the construct attacks: eventually collapse taking the construct with it. The construct
takes 15d6 bludgeoning damage when it hits the bottom of the
• Examining the construct parts reveals the name Quartztoil ravine. Each member of the party now must succeed on a DC 8
stamped in Gnomish script on several armored parts. There are / 12 / 16 Strength (Athletics) check to safely cross the ravine.
also bone pieces encased, and incorporated into the constructs Failure results in that party member plummeting into the ravine,
structure. A DC 13 / 16 / 19 Intelligence (Arcana) check will taking 1d6 bludgeoning damage from their fall for each point
reveal that magic of the necromancy school has been used in the they missed the DC by (maximum 15d6).
creation of these constructs.
• The party encounters 6 goblin bodies that seem to have been
• Speaking with the townsfolk and succeeding on a DC 12 / 15 / crushed to death. A DC 8 / 12 / 16 Wisdom (Medicine) check
18 Charisma (Investigation) check, will uncover that about 100 reveals that the goblins were killed by a Quartztoil construct.
years ago an enclave of gnomish tinkerers under the leadership
of one Penaral Quartztoil took up residence in the northern After the party has come across one of these encounters, they
mountains. For a time, they repaired tools and implements for the can make a DC 10 / 13 / 16 Wisdom (Survival) check. On a
town, and there was some word of them working for the military, successful check, the party discovers tracks (consisting of several
but they haven’t been heard from this century. sets of humanoid footprints) cutting a trail that heads to the
north-west for a way, before they veer off towards the pale glow
• Speaking with the townsfolk at inns and taverns and succeeding of a campfire. If the party follows the tracks, this initiates the
on a DC 8 / 12 / 16 Charisma (Persuasion) check reveals that ‘Interested Party’ encounter.
four months ago, a local elven woodsman named Yanathis
Dreswood set out to track the constructs. For a month he
searched, returning every week to resupply. On his last trip he
said he was going to scout out around the northern mountains.
He has not been seen since.
• Anthron or other townsfolk can reveal that the first sighting of
the constructs six months ago happened a few miles north where
three farms were attacked and livestock was slaughtered and
stolen. They can also reveal that when in town the constructs take
to destruction over slaughter, unless provoked.
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The Interested Party If the party engages the Interested Party, they are civil, but not
As the party travels towards The Tower they encounter a group friendly. They only mention they are traveling, unless the players
comprised of two halflings, one half-orc, a human, and a mention that they are looking for Quartztoil Tower. At that point,
dragonborn. Garrin will change his tone to a friendlier one and begin to solicit
the party’s help.
As they approach on the trail, read the following:
Garrin will attempt to negotiate a deal with the party for getting
Off to the side of the trail, there sit tents and a small campfire
his group to the tower and securing the library inside. He will
barely smoking in the center. The central figure in the group is a
offer the party 1,000 / 5,000 / 10,000 gold pieces worth of gems
gaunt-looking male halfling with aged features, salt-and-pepper
and coin if they agree to secure the library and all its contents.
hair, and an expression on his face that reveals he is no stranger to
Garrin will require the party to sign a contract for their services.
nightmares. He is speaking to the rest of the group in a frustrated,
This contract (see Appendix E) has the following effects:
condescending tone about places they haven’t looked while pointing
to a map with a stick. • Each signatory must give a drop of blood to mix with the ink
used to sign the contract.
A younger female halfling with short blond hair and gray eyes sits
on the ground next to him, looking intently at the other members • The contract acts as a geas spell with no saving throw for any
of the campfire circle, as if she is cataloging each of their reactions signatory, and which lasts for one year.
to his words. She is dressed in a dark-green traveler’s clothing • Each signatory has advantage on all saving throws against being
ensemble topped with a darker green cloak. charmed or frightened while under the effects of the contract.
A lank half-orc with red hair and coal black eyes, dressed in dark- The party is free to negotiate further terms of the deal and a
brown leather, stares at the fire, half listening to the older halfling successful DC 14 / 18 / 22 Charisma (Persuasion) check can add
with clearly waning interest. Across from him, a raven-haired one of the following clauses:
human female, dressed in navy-blue, looks over the map intently
with each explanatory statement. The quintet is rounded out by a • Payment is increased by 100 / 500 / 1,000 gold pieces.
female, metallic-skinned dragonborn, who seems to be meditating • Grankus Feldspurn will accompany and aid the party in his
more than listening... capacity as a thief.
The group is referred to hereafter as the Interested Party and • The cost of consumable equipment used over the course of the
consists of the following party: Garrin Ashcopse, Sala Ashcopse, adventure will be reimbursed up to 150 / 750 / 1,500 gold pieces.
Grankus Feldspurn, Mara Sageprel, and Kra, respectively. The party can also refuse the deal; this will cause Garrin to
Their quest runs parallel to the party’s goal of finding Quartztoil cease conversing with them further, and ask them all to leave. If
Tower. Garrin is interested in a great library that is rumored to be the party does not make a deal with the Interested Party, they
housed within the tower’s walls, and is obsessed with finding it. will wait for them to clear the way to the library and plot ways
If the party attempts to pass by the campfire stealthily, they to hinder them, culminating in an ambush after they defeat
must beat the passive Perceptions of the Interested Party except Quartztoil.
for Mara and Sala who are actively keeping an eye on their
surroundings, and will make a Wisdom (Perception) check. The
statistics for the Interested Party can be found in the appendices.
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The Great Quartztoil Elevator If the party fails and the device locks up, they still reach the
The walls of this cave are a mix of roughly-cut rock and worked, old stables, but each character must make DC 12 / 16 / 20
polished stone murals. In the center of the cave is a large, circular Constitution saving throw or suffer one level of exhaustion and
disk; an elevating artifice made by Penaral Quartztoil. The party develop severe motion sickness (represented by the poisoned
can use this elevator to reach the The Gates of Quartztoil Tower. condition) for one hour.
Once the party reaches the Great Quartztoil Elevator, read the
following:
The Gates of Quartztoil Tower
The exterior of the tower is actually quite pristine and looks as
The wide mouth of the cave leads to a long tunnel of worked stone, if it has been maintained and cared for over these past decades.
which suddenly opens out into a huge, domed chamber, lit by a The tower grounds are mostly rocky shale stone and decomposed
pale, white glow emanating from sconces lining the walls. Their granite trails, surrounded by a wrought iron fence atop a worked
sickly light illuminates murals of gnomes working on constructs, stone wall, radiating out from the tower over 100 yards in all
similar to the ones terrorizing the town. directions.
In the center of the chamber, among the scattered debris of rotted Once the party reaches The Gates of Quartztoil Tower, read the
wooden crates, is a large circle of untarnished bronze. At each point following:
of the compass around this disk is a pedestal and, in the ceiling,
A great granite tower rises up at least 110 feet into the air. Chunks
faintly illuminating it from far above, is a large, circular hole...
of quartz stone glisten in the light of an ethereal glow that seems to
The party can determine the function of the device with a radiate from the tower walls itself, only to be reflected and refracted
successful DC 8 / 11 / 14 Intelligence (Investigation) or by the inlaid crystal. The top is rounded and covered with a white
(Tinker’s Tools) check. This also reveals that the North Pedestal layer of snow, while midway up an observation deck can be seen
can make the device rise while the other pedestals maintain the overlooking the northern side.
speed, pitch, and yaw of the platform, but that these pedestals
A large set of gates meet a stone-paved road leading to a smaller
are inactive.
building 100 yards away, dilapidated and forgotten. Half the roof
is caved in, and snow covers the ruins of wagons and tack. The
Treasure rough and rocky ground is icy and treacherous, scattered with
The rotted crates still contain some items that the Quartztoil decomposing crates that were never loaded, abandoned long before
gnomes were preparing to caravan out and goods they were a job was finished.
trading for. The party easily find Artisan’s Tools: two sets of
You would be able to appreciate the beauty of the tower if it wasn’t
jeweler’s tools and a set of tinker’s tools. They also find 100 lbs.
for the biting cold and cutting winds battering against you as you
copper bars worth 250 gp.
approach the massive steel gates barring the entrance to the interior.
While searching, a successful DC 10 / 12 / 14 Intelligence
The tower is located at high altitude and the area is very cold.
(Investigation) check reveals two copper flasks among the crates,
There are no heat sources for the party other than those they
one containing oil of sharpness and one containing a potion of
bring with them. The structures block the biting wind but do
greater healing.
nothing to make the cold more palatable. Each party member
must succeed on a DC 10 / 15 / 20 Constitution saving throw
The Elevator Ride
after each hour of exposure, or suffer one level of exhaustion.
Once the party activates the elevator by placing a palm on the Party members adapted to cold environments, resistant to cold
North Pedestal, it begins to rise. After a few minutes into the damage, or wearing clothing specifically designed to keep out
accent, the device will begin to malfunction; spinning, tilting, extreme cold do not have to make this saving throw.
speeding up, and abruptly dropping only to stop and rise again.
If any party members succeed on a DC 12 / 15 / 18 Wisdom
This will continue unless the party can stabilize the platform. The
(Perception) check, they notice two figures moving slowly in a
party must attempt to repair the East Pedestal, South Pedestal,
clockwise fashion on the observation deck.
and West Pedestal for the elevator to rise smoothly.
If any party members succeed a DC 15 / 18 / 21 Wisdom
A party member attempting to move on the malfunctioning
(Perception) check, they notice the top of the tower is an opaque
elevator must succeed on a DC 12 / 16 / 20 Dexterity
dome of a different material to the main structure.
(Acrobatics) check or fall prone. A result of 5 or below will cause
the party member to fall off of the elevator, taking a maximum of If the party investigate the old building (or arrive there via the
20d6 bludgeoning damage when they reach the bottom of the elevator), read the following:
elevator shaft. The structure is built around a circular hole stretching down in
A party member can attempt to repair the East, South, and West a smooth shaft, seemingly into the depths of the mountain itself.
Pedestals with a successful DC 14 / 18 / 22 Intelligence (Thieves’ The weight of decades of snow has partially collapsed the roof, and
Tools) or (Tinker’s Tools) check (a successful check is required broken timbers, cracked leather packs, saddles, tack, and splintered
for each pedestal). After three failed checks, the mechanism locks wagons jut out of the rubble. Within the remains of one old cart
up and no further checks can be attempted; the elevator continues lies the frozen, dessicated corpse of a gnome. In its skeletal hand, it
to malfunction for the remaining duration. clutches a locket, untouched by the frost.
If the party successfully stabilizes the platform, the rest of the
ride is uneventful, coming to a gentle stop in a stone barn-like
building 100 yards from the tower (the old stables).
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The old stables are the final resting place of one of Quartztoil’s
workers, who attempted to make off with his phylactery in the
early stages of his madness, but was killed by the collapsing roof.
A successful DC 12 / 16 / 20 Intelligence (Arcana) check will
detect powerful magic emanating from the locket. A DC 14 / 18 /
22 Intelligence (Tinker’s Tools) check will reveal that it contains
a complex system of gears, but is impossible to open.
When the party approaches the gates, read the following:
The 15 foot tall, steel gates rise imposingly in front of you, much
larger than would be expected of a gnome structure. The exact
reason for such a grand entry could only be guessed at, but it can
be assumed that much bigger things than gnomes passed through
here regularly.
The gates are locked and can only be opened by succeeding on a
DC 14 / 18 / 22 Dexterity (Thieves’ Tools) check to pick the lock
or a DC 20 / 22 / 24 Strength check to break one side of the gate.
A low ramp at the base of the tower leads to a set of bronze
double doors, engraved with gears and hammers, which open
into the Manufacturing Workshop.
The party can attempt to scale the tower or fly to the top. Small
windows barely larger than arrow slits provide light in the tower,
but are not large enough for a Small creature to squeeze through.
Each party member must succeed on a DC 15 / 20 / 25 Strength
(Athletics) check to safely scale the tower. Failure results in that
party member dropping to the ground, taking 1d6 bludgeoning
damage for every 10 feet they fall for a maximum of 11d6.
1. Manufacturing Workshop
The party makes its way through two sets of double doors into
The top of the tower is impossible to access from outside due to a massive 90 foot wide base chamber. Throughout the chamber,
the magical dome, but an intrepid party could reach and access small work stations and forges are set up. In each corner, there are
the Observation Deck. large partially-completed constructs similar to the ones that have
been terrorizing the local countryside.
The Interested Party
When the party enters Quartztoil Tower, read the following:
If the party avoided the Interested Party’s campsite earlier,
The grating noise of the massive doors announces your presence as
then they now find them searching around the tower entrance.
the light from outside pours into this great chamber. The tower’s
You can run a modified version of the initial meeting where
base seems to be a collection of several small workshops scattered
Garrin will still try to hire the party. If the party avoids them
with metallic hands and other extremities, while four unfinished
again, they will set up camp near the front of the tower gates.
constructs keep a slumped vigil on racks at each corner of the room.
If the party becomes hostile towards them, the Interested Party Small magical flames are set in sconces, lighting the dusty metal
will attempt to escape combat to observe from a safe distance, with a flickering glow. A great stone column is in the exact center
not wanting to expend resources before their exploration of the chamber, and an old wooden staircase inside of it spirals
of the tower. The Interested Party will not engage the party upward to the next floor.
again until the end of the adventure, and will spend their time
If the party approaches a construct, read:
preparing an ambush.
With closer inspection, you can see that these contraptions are not
If the party chooses to work for Garrin, the Interested Party
truly full constructs. Metal seems to be bonded with bone, screws
will move along behind the party as they explore the tower. Use
with old sinew. Plates and bolts have replaced some of the joints
‘The Interested Party’ sidebar text to incorporate them into the
of the skeleton. The work is exceptional in its way, and it could be
exploration.
appreciated, with a sense of macabre, but this feeling is interrupted
by the construct's sudden jerk into movement as it begins to attack.
4 incomplete Quartztoil constructs rise to attack the party. The
fact that they are incomplete makes them no less dangerous and
their unattached hand units, 4 crawling gauntlets join the attack.
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If the party fights the constructs or gets near the center
column, read the following:
Suddenly, a small, raspy voice, amplified to great volume erupts
throughout the tower. “There are no deliveries to be had today,
only on the 5th and 20th of the month. This was the deal! Come no
further, or be in breach of the contract! Much work to accomplish.
Can’t be distracted. Much work, yes?!? Come back on the 20th or
the 5th for deliveries…”
Once this event happens, The Tower, which contains a portion of
Quartztoil's spirit, is aware of the presence of the party and its
legendary actions become active.
Legendary Actions
Quartztoil Tower can take two legendary actions per round,
choosing from the options below. Only one legendary action
option can be used at a time, and only at the end of another
creature’s turn. Quartztoil Tower regains spent legendary actions
at the start of each round.
Disengage Minion. The tower momentarily assumes control of a
friendly creature, granting it a tactical insight. One creature under
Quartztoil’s control takes the Disengage action and moves up
to 10 feet.
Suppress Magic Item. Quartztoil’s mastery over magical 2. Living Quarters
constructions allows him to dampen the effects of those that This area used to be where the Quartztoil gnomes lived when they
mean him harm. One creature must succeed on a DC 12 / 14 / 16 weren't working. It's separated into several small dorm rooms and
Intelligence saving throw or one magic item in its possession has a common area, with dining and kitchen facilities.
its magic dispelled until the end of its next turn. When the party enters the living quarters, read the following:
Shove. A wave of magical force assaults a creature. One creature Once, this was a bustling area where the gnomes of the tower would
must succeed on a DC 12 / 14 / 16 Strength saving throw or be eat, drink, and revel after a long, hard days’ work. Now cobwebs,
pushed 10 feet in a direction of The Tower’s choosing. mold, broken furniture, and dusty reminders of a time long past
Trip. The floor roils and bucks, as if alive. One creature haunt this place.
must make a DC 12 / 14 / 16 Dexterity saving throw, or be This area is mostly empty of any real valuables, but there are
knocked prone. several cold weather outfits that can fit a Small character. These
Use Objects. To express its displeasure, The Tower quakes and outfits cannot fit Medium creatures, though several blankets and
fits. All doors, lids, draws, etc. open or shut in one area. Small furs can be gathered to bind together a makeshift outfit which
objects move around toward or away from the party. Harmful will give a creature advantage on checks to endure cold weather
objects like traps are manually reset. conditions.
Heavy double doors on the east and west side of the tower
The Interested Party reveal stairways which lead up to the Observation Deck, while
After the battle, assuming the constructs have been slain, Sala a spiral staircase in the center of the tower leads down to the
will take an interest in their bodies and parts. She will pick at Manufacturing Workshop. By now the party would have noticed
them and separate out the organic parts. If asked why she is that the doors and stairs of this tower are not proportionately
doing it, she will rant about the dead needing a proper burial appropriate for gnomes. They were designed for much larger
and how she will see it done. Garrin will command her to stop creatures.
and she will solemnly follow her father’s command.
If the party investigates the workshop, they find devices for
Treasure
smelting and refining metal. A successful DC 14 / 18 / 22 In one of the rooms, a chest is hidden under one of the beds.
Intelligence (Smith’s Tools) check will reveal the forge can reach The chest is guarded by a crossbow trap which is activated if the
far hotter temperatures than is usual, enabling the creation of chest is moved and the wire activating the trap is not disarmed.
superior strength metal alloys. The wire can be detected with a successful DC 15 / 20 /25
Intelligence (Investigation) check.
These forges are the only thing hot enough to destroy
the phylactery located in the old stables (in The Gates of When activated, the trap fires 4 bolts. The trap makes four
Quartztoil Tower). ranged attacks against the triggering creature. Each attack has a
+8 attack bonus and deals 3 (1d6) piercing damage. These are
dragontooth bolts (see Appendix D) and cause extra damage if
not removed properly.
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A DC 10 / 15 / 20 Dexterity (Thieve's Tools) check disables the A pair of heavy stone doors decorated with metal plating face north
trap, but a check result of 5 or less triggers the trap. and lead to an inner portion of the tower. They are decorated with
The chest was owned by a gnomish worker, Allia Rootbootle, embossed figures in full armor.
who ran a gambling gig on the side to supplement her income,
fleecing her fellow workers with a stacked deck of cards. The chest
The Interested Party
is locked and may only be opened by succeeding on a DC 12 / 14 After the ghastruct threat has been removed, Kra will kneel
/ 16 Dexterity (Thieves’ Tools) check. The chest contains coins down and begin a small ritual to her deity that takes a minute.
(2 pp, 135 gp, 230 sp, 16 ep, 376 cp), a small pouch containing 5 If the party waits within the area while Kra performs the ritual,
rubies (50 gp each), a set of marked playing cards, 6 dragontooth they will have advantage on the next initiative check they make
bolts (see Appendix D), and a note (see Appendix E) written in against the creatures in the tower. Conversely, they will have
gnomish about how her 'debt is about ready to be repaid’ and she disadvantage on initiative checks made against the Interested
'can’t wait to get back home’. Party if they engage them in combat in the next 24 hours.
Treasure
The ghastructs' faces have been fitted with eyes of the eagle. They
are grafted to the constructs and a successful DC 15 / 20 / 25
Dexterity (Thieves’ Tools) or (Tinker’s Tools) check is required
to remove them. If removed without finesse, through physical
or magical force, then the frames bend and the lenses crack,
rendering them useless.
When the party reaches the north end of the observation deck,
read the following:
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Treasure • Why are you attacking villages with your constructs? "You
have an odd way of describing my diplomatic trade caravans, you
A multitude of scattered notes and blueprints can be found in this
silly dragon. That reminds me, I could use five pints of goblin fat
area. If the GM is using Hook #1, these notes are what Gritz is
with my next order! You can get that, right?"
looking for, and taking these back to him will be enough to gain
the promised reward. • What you are doing is wrong! Why are you infusing
the undead with your constructs? "Ah, the old methods of
The Interested Party constructing golems is really rather outdated. You see, the only
really efficient way is to bond a body with necrotic energies. It is the
After the animated armors have been defeated, Sala and Mara
future of construct technology, every artificer worth his alchemical
will go through the contents of the lab. They will be able to
burner knows that. You are getting a far superior product, produced
scrounge up a few bottles of acid and poison, respectively, to
faster, produced better, and produced cheaper than anywhere else
replenish their supplies.
in the land. I dance the waltz with each and every one of them after
they are assembled."
5. Quartztoil’s Library
When the party enters Quartztoil’s Library, read the following: • What happened to you? "I got the craving for squaring the
circle on my business model. Quartztoil constructs need to be in
Shelves of books dotted with artifacts, tools, and contraptions line every home. Magic-magic-magic! It makes the world go round!
the walls of this enormous room. In the center, there is a small desk Magic-magic-magic! Don’t you love my sound! Magic-ma-where
flanked by two rows of bookcases. A humanoid figure in a suit of was I again?"
armor, thumbs through a book with one hand and is writing with
the other. Without stopping, it glances up towards you and, again, a • Are you crazy? "Yes... Genius is crazy. But also, yes. Hee! Hee!"
small, but incongruously loud, voice erupts throughout the tower. • Can you please stop sending your constructs? "I like wolf
“Again, you insist on disturbing my work. Can you not see I am puppies, but stopping deliveries would be a breach of contract. The
busy? Business should be conducted on the 17th and 1st as per our contract is the law that we gnomes live by, along with always taking
agreement. Now that you are here, however, I will take the 237 time to smell the alchemical flasks after brewing up some sulfur."
sapphires I was promised, along with some of that delicious goat • Don’t you know you are destroying towns? "That is a tried and
jerky you brought the last time.” true method on how to effectively advertise your products. Word of
The armor, still writing, silently stares at you with unseen eyes... mouth is never enough. Effective demonstration and handing out
samples of 7-day-old mountain oysters is the only way to advertise."
Although the voice emanates from the walls of the tower itself,
the animated armor behind the desk will move and emote as • What are you working on? "This is my current plan, along with
if it is speaking. The party might ask questions similar to the schematics to encase my body in my lich golem vessel instead of
following: being bound to this tower. Once I am out, I can go ahead and fuse
every living creature I find into a shiny undead construct under
• Who are you? "Why, I am Penaral Quartztoil! You should know my control, so none will question the efficacy of my model. I am
that, because we signed the contract. Did you find the eight spotted also trying to perfect my pig-cheese soufflé recipe. It is absolutely
cats hard to procure?!" delicious."
• We have to stop you! "No refunds! No exchanges! No
sock puppets!"
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If a party member succeeds on a DC 15 / 20 /25 Intelligence
(Investigation) check, they find a spell book, the Artificer’s
Book of Minor Infusions (see Appendix D).
Treasure
The library itself is a treasure. The collection is 4 tons of books
that would be a boon to any mage’s library. A party member
who has access to this library can spend their downtime training
without having to spend 1 gp a day or finding a trainer to learn a
new language or proficiency with a new tool.
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high fantasy
This bedroom and office is littered with notes and designs that Once again, the small, but incongruously loud, voice erupts
led Quartztoil to his madness. As the artificer drove deeper throughout the tower. “This is an insult that cannot be overlooked.
and deeper into combining the necromantic arts with the You are not simple traders, interested in my wares and goods and
construction of golems, he went insane. Eventually this led him to superior hygiene, you are nothing more than thieves set on stealing
attempt the experiment on himself, in which he hoped to become my greatest secrets and my immortality. You shall not have them!”
a lich inside a golem body. This, however, went awry, and now his The wall of force dome becomes inactive, to allow the tower to use
soul is trapped within the tower and has only been able to interact its legendary actions to attempt to push characters off the top of
with the constructs within. The notes indicate that he needed to the tower. The fall from the top is a 100 foot drop, and deals 10d6
procure a ‘modified workforce’ by bonding the gnomes working bludgeoning damage on impact. A party member may attempt
in the tower into construct shells. The bustle of activity can be a DC 14 / 18 / 22 Dexterity saving throw to catch themselves on
heard coming from outside and above, where his 'workforce' are the railing.
working to achieve his perverse dream of a lich-golem on the
Quartztoil Tower Roof. While the withered lich is active, The Tower has the following
additional legendary action available to it:
A successful DC 10 / 12 / 14 Intelligence (Investigation) check
infers from the notes and designs that stopping Penaral requires Smash. The unfinished lich-golem slams down with its
prying open the golem body and crushing the undead gnome’s completed arm. One creature within 10 feet of the lich-golem
withered heart within, destroying his hold over Quartztoil Tower. must succeed on a DC 14 / 16 / 18 Dexterity saving throw or
take 2d10 + 4 / 4d10 + 5/ 6d10 + 5 bludgeoning damage.
A locked safe is hidden behind a painting of a gnome in leather
armor holding various artificer’s tools on the wall, which requires On the first round of combat, read:
a successful DC 15 / 20 / 25 Dexterity (Thieves’ Tools) check to All of a sudden, a burst of wind and snow whip around you as the
open. The safe contains Penaral’s spellbook (see Appendix D). protective dome vanishes in an instant and exposes the tower’s roof
to the elements.
The Interested Party
The 3 animated armors will cease their tinkering and begin
Mara and Grankus will not be content loitering in the attacking the party, while one animated armor on the wall will
library. They will wait for the party to leave then loot the activate and adopt the Penaral possessed template. If one of
private quarters, taking Penaral’s Spellbook if the party has the animated armors is killed, one of the remaining inactive
not already done so. animated armors will activate. Additionally, if one of the inactive
animated armors is attacked then it will activate, increasing the
7. Quartztoil Tower Roof number of enemies the party must face.
The roof of the tower is surrounded by a snow-covered, domed
A successful DC 10 / 13 / 16 Wisdom (Insight) check causes the
wall of opaque magical force which protects the inside from the
party to notice that the animated armors' primary goal is to keep
elements. 12 alcoves have been cut into the wall with 12 suits
the party away from the lich-golem at the top of the tower.
of animated armor standing within. There are also 3 animated
armor suits which are tinkering with a massive steel component
that could be attached to a huge golem.
When the party enters onto the Quartztoil Tower Roof, read
the following:
As the you enter the area of the roof, you notice no biting wind,
though the area is still freezing. Snow drifts and falls onto a ceiling
of invisible force which is fogged with condensation and frost, and
coated outside with a layer of ice.
Around the rooftop, three constructs work on assembling parts of,
what appears to be, an enormous metal arm, while against the
tower wall, more constructs stand like soldiers at attention awaiting
orders. To the north two ladders stand on either side of the pinnacle
of Quartztoil Tower, a platform where a huge golem slumps,
unfinished.
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The animated armors contain the gnomes from the tower that them. The inner workings have an AC of 16, 20 hit points,
have been trapped in these constructs for the past 90 years. If the and are resistant to piercing and slashing damage from non-
party does not choose to knock an animated armor out rather magical weapons.
than kill it, the gnome inside dies when the animated armor • Penaral’s body. This small, shriveled, undead gnome screeches
is killed. as the light hits its eyes that have only known darkness for many
If the party kills an animated armor, read the following: decades. Penaral’s body will immediately animate as a withered
A small cry is heard through the inside of the armor as the construct lich. The withered lich will only have the spell slots the Penaral
falls to the ground, and a pool of blood soaks the snow around it. possessed template has not expended. Once the withered lich
is reduced to 0 hit points, a party member must take an action
The lich-golem construct at the top is incomplete and months to destroy his heart. Once the heart is destroyed, all constructs
away from becoming fully operational. A party member can drop and stop functioning, releasing the trapped gnomes inside.
attempt to reach the lich-golem and destroy Penaral’s Heart to The Tower ceases to perform legendary actions.
stop the constructs. The golem must be attacked in three stages:
outer plates, inner workings, and Penaral’s body. After defeating the withered lich, read the following:
• Outer plates. A party member can pry open the outer plates A great wailing cry erupts from the tower itself so loud that it
of the lich-golem with a successful DC 15 / 20 / 25 Strength echoes for miles. The entire structure shifts and quakes, as if
check or make an attack against them. The outer plates have an experiencing its own death throes. Loose items scatter across the
AC of 19, 35 hit points, and are resistant to piercing and slashing floors, books fall from shelves, and unattended glass vials shatter
damage from non-magical weapons. throughout the tower. Suits of armor open up with a clatter and
a cloud of dust, releasing confused gnomes that have not seen the
• Inner workings. A party member must spend an action to try light of day for over 90 years. After this cascade of events happens,
to cut, pry, or break away the gears, springs, cogs, and wires that one final scream erupts from the walls and the tower falls silent.
make up the inner workings of the lich-golem with successful Magical lights throughout the structure extinguish and the tower
DC 13 / 18 / 22 Strength check or make an attack against falls dark. Quartztoil Tower is free of Penaral’s influence.
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talents to attack characters individually and when they are
The Interested Party weakest; Garrin is a petty, angry individual who holds a grudge,
If the party has been friendly with the Interested Party, then and may hire additional muscle to carry out his revenge if the
Sala and Kra will join the fight in the 2nd round of combat. Interested Party was depleted, possibly waiting and nursing his
Mara and Grankus will show up on the 5th round of combat. ill-will for months, or even years, if needs be.
Garrin himself will show no interest in the party's actions after
If the phylactery was found but not destroyed, it begins to tick,
obtaining access to the library.
building slowly in speed until Penaral Quartztoil is reborn as a
If the party has avoided dealing with, been hostile to, or withered lich after 1d10 days. If possible, he will attack the party
betrayed the Interested Party, then they will be waiting to the night of the celebration, using invisibility to approach on a
ambush them: rooftop and begin his attack by using fireball to cow the townsfolk
• The Interested party has stealth options, magic spells and then attack the party with higher level spells, before returning
items that can help to make a great trap for the party as they to his tower to attempt to restart his work (which he will find
exit through Quartztoil's Library. difficult without his workforce).
• The Manufacturing Workshop is a great ambush spot where If the party followed any of the adventure hooks, they can collect
Mara, Kra, and Garrin can attack from range while Grankus on what is owed to them:
and Sala engage in melee. Hook #1- Gritz Garick is ecstatic to gain the notes on the
• Grankus can sabotage the elevator to crash while the rest of constructs, and also slightly disturbed and disappointed to find
the Interested Party waits in the cave containing The Great how Quartztoil ‘cheated’ by using necromancy. Regardless, he
Quartztoil Elevator to attack any who survive in the wreckage. finds many useful notes on the construct portion of the research
and pays the party their promised reward for the notes. Of course,
Garrin will demand the Artificer’s Book of Minor Infusions now Gritz has the knowledge, will the temptation to use it ever
from the party in the first round of the ambush. If he receives become too much for him to bear?
it, he will not attack the party further but, if not, will have his
allies fight to the death to get what he wants, even his own Hook #2- The party member who was interested in crafting and/
daughter. Garrin will not fight to the death, however, and or magic items finds the tower is abundant with notes and books
will make every attempt to escape if this goes badly, plotting on artifices and arcana. The party member discovers several
revenge while he licks his wounds. formulae for magic items. All common magic item formulae
are available, as well as five uncommon, two rare, and one very
rare magic item formula, discovered among Quartztoil’s notes
Conclusion and books (the GM ultimately determines what those items are).
These specific items can be crafted in the tower 50% faster due
If the gnomes trapped in the constructs survived, the party can to the specialized equipment within, but the party member must
determine how to deal with them. The gnomes ask to accompany still provide the materials and cost to create the items (at the GM’s
them back to the village so they can get supplies and try to come determination).
to terms of losing 90 years of their lives. Allia Rootbootle will
subtly ask about anything left in the living quarters; she is hinting Hook #3- The party returns to Odalleron Val’Thalis, who is
about her personal affects and ill-gotten wealth, but will not press still recovering from his wounds, and reports their discovery of
the issue, as she is grateful not to be trapped in a construct shell the tower. The mage is insistent that they immediately destroy
any longer. the hard, metal phylactery as soon as possible. Odalleron is
also keen to go back to the tower to work on cataloging and
The party is now free to go back to town and collect their reward. keeping the arcane works of Quartztoil Tower from reaching
The townsfolk are grateful that rampaging golems will no longer ‘the wrong people’. This can play out in several different ways
threaten their livelihoods and property, and welcome the party to depending how the party left the tower (for example, using it as a
take up residence in the tower (none of them are in any hurry to new stronghold for themselves, giving it back to the gnomes, or
lay claim to the source of their woes); it is a very secure and out- possibly destroying it). Whatever the case, the party have made an
of-the-way location to rest and plan out their future adventures. A ally in Odalleron Val’Thalis, and they can expect him to be very
great celebration is planned in the party’s honor, during which the friendly and amenable to any request for help they make of him.
confused gnomes can be brought up to speed on current events.
If any of the Interested Party survived but were, in any way,
cheated or attacked, the remaining members will seek out the
party when they are vulnerable (most likely when they are
sleeping). The GM is encouraged to use all the Interested Party’s
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Actions
Steel Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage. If the target
is a creature and not undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, end the effect on itself on a success.
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Actions
Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (2d6) cold damage. The target must make a DC 14
Constitution saving throw, taking 5 (2d4) necrotic damage on a
failed saving throw, or half as much on a successful one.
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Brave. Garrin has advantage on saving throws Gone was any warmth in the man, any humor or
against being frightened. forgiveness. His children mourned his loss, even
as they feared what he had become. They are now
Criminal Contact. Garrin has a contact unwilling pawns in Garrin’s criminal enterprise,
in the criminal network, and can send and collecting for him any items of magical power they
receive messages to them through various can get their hands on to an end they know better
means, even over great distances. than to ask about.
Dark One’s Blessing. When Garrin reduces What they do not know is that Garrin is little
a hostile creature to 0 hit points, he gains 8 more than a pawn himself, a puppet dancing
temporary hit points. to the whims of The Voice; a demonic
Eyes of the Rune Keeper. Garrin can maelstrom of threats, mocking laughter
read all writing. and half-remembered promises plaguing
Garrin’s psyche. What is left of Garrin is
Halfling Nimbleness. Garrin can almost certain The Voice is lying when it
move through the space of any claims the items are for a device to return
creature that is a size larger than him. Filna from the dead but, for a man as
Lucky. When Garrin rolls a 1 on an attack roll, ability desperate and broken as Garrin, ‘almost certain’ is
check, or saving throw, he can reroll the die and must not certain enough.
use the new roll. Garrin has the face of a man who sees
Naturally Stealthy. Garrin can attempt to hide even nightmares on a regular basis. His weight has
when he is obscured only by a creature that is at least one dropped quickly and he appears sunken as a
size larger than him. result. His eyes are surrounded by deep grey
bags and rimmed with red. When his anger
Pact Magic. Garrin is a 4th-level spellcaster. flares, it might be possible to notice his eyes
His spellcasting ability is shift to a fiery hue.
Charisma (spell save DC 14,
Recently, The Voice has been leading Garrin
+6 to hit with spell attacks).
to find the texts and research housed in Quartztoil
He regains expended spell slots after a
Tower. The binding of undead to constructs is a
short or long rest, and knows the following
powerful artifice, and one The Voice is determined to
warlock spells:
learn through Garrin (with promises that such secrets may
Cantrips: blade ward, eldrich blast, see his wife returned to him).
poison spray
To his credit, Garrin will keep his word with the party if he is able
2nd level (2 slots): burning hands, command, hellish rebuke, to lay claim to the library and the research within, including the
protection from evil and good, scorching ray. Artificer’s Book of Minor Infusions. If the party attempts to block
him from this knowledge then he will be visibly furious, but tell
Pact of the Blade (Flail). Garrin can use his action to create a
the party through gritted teeth that he understands why they can’t
pact weapon in a free hand. He is proficient with the weapon
keep their part of the deal. His revenge for their transgression
and it counts as magical for the purposes of overcoming
is inevitable but, if needed, may be delayed while he gathers
resistances and immunities. The weapon disappears if it is more
additional strength; if nothing else, Garrin can nurse a grudge.
than 5 ft. away from Garrin for more than one minute, if he
dies or if he dismisses it (no action required).
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Grankus has been a thief and burglar since birth. It was told to
Grankus Feldspurn him that his mother used to latch him to her back as she broke
Medium humanoid (half-orc), neutral evil
into homes and stores. He grew up stealing and continued the
Armor Class 14 (leather armor) family tradition. He is as proud of what he does as any craftsman
Hit Points 9 (2d8) is proud of their skill. Now, at 30 years old, he has begun setting
Speed 30 ft. his sights on bigger and better targets to mark, looking to test
STR DEX CON INT WIS CHA himself against them.
12 (+0) 17 (+3) 11 (+0) 15 (+2) 11 (+0) 13 (+1) This brazen attitude led him to the home of Garrin Ashcopse,
Saving Throws Dexterity +5, Intelligence +4 where he attempted to make off with substantial amounts of
Skills Acrobatics +5, Perception +2, Slight of Hand +5, magical loot. The warlock and his children caught Grankus in
Stealth +2 the act and subdued him. The thief found himself in a losing
Senses darkvision 60 ft., passive Perception 11, situation, but a normally-angry Garrin was passive and calm
Languages Common, Orc, Thieves’ Cant when confronting the half-orc, simply explaining that he needed
Challenge 1/2 (100 XP) someone with his type of specialist skills for several jobs in
the foreseeable future. Garrin required Grankus’
Sneak Attack (1/turn). Grankus can deal an extra 1d6 damage services for one year and, with that, he traded
to one creature he hits with an attack if he has advantage on coin (and allowed the half-orc to keep his life) to
the attack roll. The attack must use a finesse or ranged weapon. procure them.
He doesn’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t Grankus is in a binding contract
incapacitated, and he doesn’t have disadvantage on the working for Garrin Ashcopse and,
attack roll. thus, The Voice, though he is
unaware of that otherworldly
Binding Contract. Grankus has advantage influence. He has an uneasy,
on saving throws against being charmed or unnatural, and unknown
frightened. compulsion to obey
Cunning Action. On his turn, as a bonus action, Garrin when it comes
Grankus can take the Dash, Dodge, Disengage, or to the terms of his
Hide action. employment.
Grankus is three
Relentless Endurance (1/day). When Grankus is reduced months away from
to 0 hit points, but not killed outright, he can drop to 1 the contract's end
hit point instead. and is eager to be
Savage Attacks. When Grankus free from Garrin once
scores a critical hit with it is over.
a melee weapon attack,
he can roll one of the
weapon’s damage dice one
additional time and add it
to the extra damage of the
critical hit.
Actions
Shortsword. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.
Handaxe. Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6
(1d6 + 3) slashing damage.
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instead taking up a life of petty crime. One day, Mara was caught
Mara Sageprel stealing from a merchant’s cart and chased into a back alley. The
Medium humanoid (human), neutral evil
merchant beat her soundly for the theft but, when he turned his
Armor Class 14 (leather armor) back to leave her in a crumpled heap, she was able to gather the
Hit Points 9 (2d8) strength for the final word, and slashed the merchant’s throat
Speed 30 ft. with her knife. At that moment, she discovered a taste for the
STR DEX CON INT WIS CHA rush of power that comes from taking the life of another.
11 (+0) 18 (+4) 11 (+0) 13 (+1) 13 (+1) 15 (+2) Mara began to practice and perfect her new art by targeting
Saving Throws Dexterity +6, Intelligence +3 the beggars and homeless of the city that none would miss.
Skills Acrobatics +6, Deception +4, Perception +3, Persuasion This cleansing caught the eye of the local assassins guild after
+4, Sleight of Hand +6, Stealth +6 Mara had dispatched one of their beggar informants. Instead
Senses passive Perception 13 of exacting revenge upon Mara, they took her in and nurtured
Languages Common, Halfling, Thieves’ Cant her talents. By her 25th birthday, Mara had become a proficient
Challenge 1/2 (100 XP) poisoner, skilled infiltrator, and efficient killer.
Sneak Attack (1/turn). Mara can deal an extra 1d6 damage to When on the job, Mara will prepare at least three arrows or her
one creature she hits with an attack if she has advantage on the melee weapon with poison if she expects combat within the next
attack roll. The attack must use a finesse or ranged weapon. She hour. She is equally inclined to attack at range or to get up-close
doesn’t need advantage on the attack roll if another enemy of and personal with her unfortunate victims.
the target is within 5 feet of it, that enemy isn’t incapacitated, Mara is also in a binding contract working for Garrin Ashcopse
and she doesn’t have disadvantage on the attack roll. and, thus, The Voice, though she is similarly unaware of that
Binding Contract. Mara has advantage on saving throws otherworldly influence. Like Grankus, she too has an uneasy,
against being charmed or frightened. unnatural, and unknown
compulsion to obey Garrin
Escape Artist. Mara leaves no trace. Anyone attempting to when it comes to the terms
track her has disadvantage. of her employment. Mara
rather likes working for
Actions Garrin because she
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. has found abundant
or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. opportunities to
practice her beloved
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., trade with almost
one target. Hit: 7 (1d6 + 4) piercing damage. every job.
Poison Use. Mara applies a basic poison to her weapon or up
to three pieces of ammunition. A creature hit by the poisoned
weapon or ammunition must succeed on a DC 10 Constitution
saving throw or take 1d4 poison damage. Mara’s poisons, once
applied, lose their potency after one hour.
Reactions
Parry. When Mara is hit with a melee attack while wielding
a melee weapon with the finesse property, she can add +2
to her AC for that attack.
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Sala is the eldest daughter of Garrin Ashcopse. The years since her
Sala Ashcopse mother died and her father returned have taken their toll on her
Small humanoid (lightfoot halfling), chaotic neutral
sanity on two fronts; one being Garrin’s abusive personality and
Armor Class 14 (leather armor) demeanor, the second her constant close proximity to The Voice,
Hit Points 26 (4d10 + 4) the entity that plagues her father, and reaches out to touch those
Speed 25 ft. closest to him. These factors have driven her to the point of a
STR DEX CON INT WIS CHA madness akin to her father's; she has become sadistic towards her
13 (+1) 16 (+3) 12 (+1) 9 (−1) 11 (+0) 13 (+1) enemies and masochistic to herself.
Saving Throws Strength +3, Dexterity +5 Sala enjoys tracing runes and symbols onto her skin with acid,
Skills Athletics +3, Sleight of Hand +5, Stealth +5 which has produced intricate scars all over her body. In addition,
Senses passive Perception 10 she appears to have developed a somewhat dual personality,
Languages Common, Halfling friendly and meek to those who could be allies, but gleefully
Challenge 1/2 (100 XP) mutilating the bodies of those she has killed after they declare or
prove themselves to be an enemy.
Brave. Sala has advantage on saving throws against being
frightened. Sala assists her father in seeking out magical artifacts and
forgotten lore. She is obedient to him alone and would never
Bond of Blood (1/day). When Sala is reduced to 0 hit points, knowingly betray him. She is skilled at throwing vials of acid,
she grants her father, Garrin Ashcopse, an additional warlock which she loves to use in combat whenever she gets a chance, to
spell slot that must be used within one minute. make her enemies suffer and caustically burn.
Halfling Nimbleness. Sala can move through the space of any
creature that is a size larger than her.
Lucky. When Sala rolls a 1 on an attack roll, ability check, or
saving throw, she can reroll the die and must use the new roll.
Naturally Stealthy. Sala can attempt to hide even when
she is obscured only by a creature that is at least one size
larger than her.
Pack Tactics. Sala has advantage on an attack roll against a
creature if at least one of the Sala’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.
Acid. Ranged Weapon Attack: +5 to hit, range 5/20 ft., one
target. Hit: 7 (2d6) acid damage.
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She searched for truth in various religions, but none made sense
Kra to her, and all feared her. An obscure cult dedicated to a chorus
Medium humanoid (dragonborn), chaotic evil
of demonic voices was the first to tell her not that she was broken,
Armor Class 14 (leather armor) but that she was special; that these attacks of madness were
Hit Points 9 (2d8) a blessing. Kra studied and worshiped to gain control of this
Speed 30 ft. 'blessing', and harness a portion of the The Voice's power.
STR DEX CON INT WIS CHA For years, Kra has traveled the world, seeking greater insight into
12 (+1) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 12 (+1) The Voice’s goals, needs, and desires so, as a faithful servant, she
Saving Throws Wisdom +4, Charisma +3 can provide for it. These journeys led her to Garrin Ashcopse a
Skills Medicine +4, Religion +2 little over six months ago. He took her into the fold and Kra has
Damage Resistances fire been a devoted follower of the nightmares and whispers she has
Senses passive Perception 12 gleaned from being in close proximity, unknowingly, to Garrin’s
Languages Common, Draconic Orb of The Voice.
Challenge 1/4 (50 XP) The Orb, as a conduit for The Voice itself, directs Kra as a
Pact Magic. Kra is a 2nd-level spellcaster. Her spellcasting follower, and encourages her to steer Garrin towards forbidden
ability is Charisma (spell save DC 12, +4 to hit with spell items and knowledge that it desires to possess.
attacks). She has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Breath Weapon (Recharges after a Short or Long Rest). Kra
breathes fire out in a 5-foot by 30-foot line. Each creature in the
line must make a DC 10 Dexterity saving throw, taking 2d6 fire
damage on a failed saving throw, or half on a successful one.
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Actions
Freezing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
creature. Hit: 7 (2d6) cold damage. The target must make a DC
16 Constitution saving throw, taking 10 (4d4) necrotic damage
on a failed saving throw, or half as much on a successful one.
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Kra
Medium humanoid (dragonborn), chaotic evil
Armor Class 16 (chain mail)
Hit Points 40 (6d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 14 (+2) 13 (+1) 18 (+4) 14 (+2)
Saving Throws Wisdom +7, Charisma +5
Skills Medicine +7, Persuasion +5, Religion +4
Damage Resistances fire
Senses passive Perception 14
Languages Common, Draconic
Challenge 2 (450 XP)
Spellcasting. Kra is a 6th level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell
attacks). Kra has following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, guiding bolt, inflict
wounds, sanctuary
2nd level (3 slots): lesser restoration, silence, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word,
spirit guardians
Maddening Strike (1/turn). Kra channels the madness and
corruption of The Voice through her weapon attacks. On each
of Kra’s turns she can deal an additional 1d8 psychic damage to
a creature she strikes with a weapon attack.
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Breath Weapon (Recharges after a Short or Long Rest). Kra
can breathe fire out in a 5-foot by 30-foot line. Each creature
in the line must make a DC 14 Dexterity saving throw,
taking 3d6 fire damage on a failed saving throw, or half on a
successful one.
Maddening Fear (Recharges after a Short or Long Rest). Kra
instills madness in one creature she can see within 30 feet. The
target must succeed on a DC 15 Wisdom saving throw or drop
whatever they are holding and become frightened.
While frightened by this spell, a creature must take the Dash
action and move away from Kra by the safest available route
on each of its turns, unless there is nowhere to move. If the
creature ends its turn in a location where it doesn’t have line of
sight to Kra, the creature can repeat the Wisdom saving throw,
ending the effect on a success.
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Damage Immunities poison, psychic Ability Scores. The Penaral Possessed has the following new
Condition Immunities blinded, charmed, deafened, ability scores: INT 20 (+5), WIS 14 (+2), CHA 12 (+1)
exhaustion, frightened, paralyzed, petrified, poisoned Skills. The Penaral Possessed gains proficiency in Arcana +10,
Senses blindsight 60 ft. (blind beyond this radius), passive History +10, Religion +10
Perception 6
Languages. The Penaral Possessed speaks Gnomish
Languages —
and Goblin.
Challenge 4 (1,100 XP)
Spellcasting. The Penaral Possessed is a 17th-level spellcaster.
Antimagic Susceptibility. The animated armor is incapacitated Its spellcasting ability is Intelligence (spell save DC 18, +10 to
while in the area of an antimagic field. If targeted by dispel hit with spell attacks). The Penaral Possessed has the following
magic, the animated armor must succeed on a Constitution wizard spells prepared:
saving throw against the caster’s spell save DC or fall
unconscious for 1 minute. Cantrips (at will): chill touch, fire bolt, mage hand, mending,
prestidigitation, shocking grasp
False Appearance. While the animated armor remains
motionless, it is indistinguishable from a normal suit of armor. 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): darkness, misty step, see invisibility
Actions
3rd level (3 slots): animate dead, counterspell, lightning bolt
Multiattack. The animated armor makes three slam attacks.
4th level (3 slots): greater invisibility, ice storm, stoneskin
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5th level (3 slots): cone of cold, hold monster, wall of force
Hit: 12 (3d6 + 2) bludgeoning damage.
6th level (2 slots): create undead, true seeing
7th level (2 slots): finger of death, teleport
8th level (1 slots): maze
9th level (1 slots): prismatic wall
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Withered Lich
Small undead, chaotic evil
Armor Class 17 (natural armor)
Hit Points 59 (17d6)
Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA
3 (−4) 8 (−1) 10 (+0) 20 (+5) 14 (+2) 12 (+1)
Saving Throws Con +5, Int +10, Wis +7
Skills Arcana +15, History +10, Insight +7, Perception +7,
Religion +10
Damage Resistance necrotic, bludgeoning, piercing, and
slashing damage from non-magical attacks; cold, lightning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Common, Gnomish, Goblin
Challenge 7 (2,900 XP)
Legendary Resistance (3/Day). If the withered lich fails a
saving throw, it can choose to succeed instead.
Rejuvenation. If the withered lich’s heart is not crushed, a
destroyed withered lich reassembles its body in 1d10 days,
regaining all its hit points and becoming active again.
Spellcasting. The withered lich is a 17th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). The withered lich has the following wizard
spells prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, mending,
prestidigitation, shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): darkness, misty step, invisibility
3rd level (3 slots): animate dead, counterspell, lightning bolt
4th level (3 slots): greater invisibility, ice storm, stoneskin
5th level (3 slots): cone of cold, hold monster, wall of force
6th level (2 slots): create undead, true seeing
7th level (2 slots): finger of death, teleport
8th level (1 slots): maze
9th level (1 slots): prismatic wall
Turn Resistance. The withered lich has advantage on any
saving throws against any effect that turn undead.
Actions
Freezing Touch. Melee Spell Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 10 (3d6) cold damage. The target must
make a DC 18 Constitution saving throw, taking 21 (6d6)
necrotic damage on a failed saving throw, or half as much on a
successful one.
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STR DEX CON INT WIS CHA 5th level (3 slots): burning hands, command, enthrall, fear,
10 (+0) 10 (+0) 13 (+1) 20 (+5) 12 (+1) 20 (+5) fireball, fire shield, hellish rebuke, protection from evil and
good, scorching ray, stinking cloud, wall of fire.
Saving Throws Wisdom +5, Charisma +9
Skills Arcana +9, Deception +9, Religion +9, Stealth +4 Pact of the Blade (Flail). Garrin can use his action to create a
Senses darkvision 120 ft.. passive Perception 11 pact weapon in a free hand. He is proficient with the weapon
Languages Common, Halfling and it counts as magical for the purposes of overcoming
Challenge 4 (1,100 XP) resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he
Agonizing Blast. Garrin adds +5 damage to his eldrich blast dies or if he dismisses it (no action required).
spells on a hit.
Repelling Blast. When Garrin hits a creature with eldrich blast, Actions
he can push the target up to 10 feet away. Thirsting Blade. Garrin makes two Pact Flail attacks.
Brave. Garrin has advantage on saving throws against Pact Flail. Melee Weapon Attack: +4 to hit, reach 5ft,
being frightened. one creature. Hit: 4 (1d8) bludgeoning damage plus 5
Criminal Contact. Garrin has a contact in the criminal necrotic damage.
network, and can send and receive messages to them through Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one
various means, even over great distances. creature. Hit: 2 (1d4) piercing damage.
Dark One’s Blessing. When Garrin reduces a hostile creature One With Shadows. When he is in an area of dim light or
to 0 hit points, he gains 25 temporary hit points. darkness, Garrin becomes invisible until he moves or takes an
Dark One’s Own Luck (Recharges after a Short or Long action or reaction.
Rest). When Garrin makes an ability check or a saving throw,
Weapons, Armor & Items
he may add a d10 to the roll. He can do so after the initial roll
Ragged fine clothes, studded leather, orb of The Voice, dagger,
but before determining success or failure.
Dragonchess, lock of hair, theives' tools, 30gp
Devil’s Sight. Garrin can see in magical and non-magical
darkness to a distance of 120 feet.
Eldrich Master (1/day). Garrin can spend one minute
entreating his patron to regain all his expended spell slots from
his Pact Magic feature.
Eldrich Sight. Garrin can cast detect magic at will without
expending a spell slot.
Eyes of the Rune Keeper. Garrin can read all writing.
Fiendish Resilience. When Garrin finishes a long or short
rest, he may choose a damage type. He gains resistance to that
damage type until he chooses a new one with this feature.
Damage from magical weapons or silver weapons overcomes
this resistance.
Halfling Nimbleness. Garrin can move through the space of
any creature that is a size larger than him.
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or
saving throw, he can reroll the die and must use the new roll.
Mystic Arcanum (Mass Suggestion). Garrin may cast mass
suggestion as a 6th-level spell once per day.
Naturally Stealthy. Garrin can attempt to hide even when he is
obscured only by a creature that is at least one size larger than him.
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Maddening Fear (Recharges after a Short or Long Rest). Kra
Kra can use her action to instill madness on one creature she can
Medium humanoid (dragonborn), chaotic evil see within 30 feet. The target must succeed on a DC 18 wisdom
Armor Class 18 (plate mail) saving throw or drop whatever they are holding and become
Hit Points 65 (10d8 + 20) frightened.
Speed 30 ft.
While frightened by this spell, a creature must take the Dash
STR DEX CON INT WIS CHA action and move away from Kra by the safest available route
16 (+3) 10 (+0) 14 (+2) 13 (+1) 20 (+5) 14 (+2) on each of its turns, unless there is nowhere to move. If the
Saving Throws Wisdom +9, Charisma +6 creature ends its turn in a location where it doesn’t have line of
Skills Medicine +9, Persuasion +6, Religion +5 sight to Kra, the creature can repeat the Wisdom saving throw,
Damage Resistances fire ending the effect on a success.
Senses passive Perception 15
Languages Common, Draconic Weapons, Armor & Items
Challenge 3 (700 XP) Leather armor, quarterstaff, holy symbol (The Voice), explorer’s
pack, glyph of warding spell scroll, symbol spell scroll, 270 gp
Spellcasting. Kra is a 10th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 17, +9 to hit with spell
attacks). Kra has following cleric spells prepared:
Cantrips (at will): guidance, light, resistance, sacred flame,
thaumaturgy
1st level (4 slots): bless, cure wounds, guiding bolt, inflict
wounds, sanctuary
2nd level (3 slots): lesser restoration, silence, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, revivify,
spirit guardians
4th level (3 slots): death ward, freedom of movement,
guardian of faith
5th level (2 slots): contagion, flame strike, mass cure wounds
Maddening Strike (1/turn). Kra channels the madness and
corruption of The Voice through her weapon attacks. On each
of Kra’s turns she can cause an additional 2d8 psychic damage
to a creature she strikes with a weapon attack.
Actions
Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) bludgeoning damage.
Breath Weapon (Recharges after a Short or Long Rest). Kra
can breathe fire out in a 5-foot by 30-foot line. Each creature
in the line must make a DC 15 Dexterity saving throw,
taking 4d6 fire damage on a failed saving throw, or half on a
successful one.
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8 Animals fear the creature intensely and are unable to Penaral Quartztoil’s Spellbook
remain calm or be calmed in their presence, instead Advanced Challenge Rating
fleeing or fighting as best suits their nature. 1st level: burning hands, charm person, color spray, comprehend
9 When the creature casts a spell, roll a d20. On a 1, languages, detect magic, false life, fog cloud, grease, identify,
the spell backfires, creating the opposite effect to that mage armor, magic missile, protection from evil and good, shield,
intended, or targeting the caster or an ally rather than an thunderwave, unseen servant
enemy (or vice-versa) at the GM’s discretion. 2nd level: acid arrow, arcane lock, blindness/deafness, continual
10 The creature immediately takes 1d12 psychic damage, flame, darkness, detect thoughts, invisibility, knock, magic weapon,
and its hit point maximum is reduced by the damage misty step, see invisibility, shatter
taken for the duration of the week. 3rd level: animate dead, bestow curse, clairvoyance, counterspell,
On a successful save, the orb’s bonus increases to +2 and the dispel magic, fly, glyph of warding, haste, lightning bolt, magic
wielder has advantage on Wisdom and Intelligence saving throws. circle, remove curse, vampiric touch
These benefits last for 24 hours. 4th level: arcane eye, blight, conjure minor elementals, fabricate,
Value: 4,600 gp greater invisibility, ice storm, locate creature, polymorph, stone
shape, stoneskin
Penaral Quartztoil’s Spellbook 5th level: animate objects, cone of cold, conjure elemental, contact
Beginner Challenge Rating other plane, hold monster, legend lore, scrying, telekinesis, wall of
1st level: burning hands, comprehend languages, detect magic, force, wall of stone
false life, fog cloud, grease, identify, mage armor, magic missile, 6th level: chain lightning, circle of death, create undead, magic jar,
protection from evil and good, shield, thunderwave, unseen servant move earth, true seeing
2nd level: arcane lock, blindness/deafness, continual flame, 7th level: finger of death, simulacrum, symbol, teleport
darkness, invisibility, knock, magic weapon, misty step, see
invisibility, shatter 8th level: clone, demiplane, maze
3rd level: animate dead, clairvoyance, counterspell, dispel magic, 9th level: power word kill, prismatic wall, wish
fly, glyph of warding, lightning bolt, magic circle, vampiric touch
4th level: arcane eye, conjure minor elementals, fabricate, greater
invisibility, ice storm, stone shape, stoneskin
5th level: animate objects, contact other plane, legend lore,
wall of stone
6th level: create undead, magic jar
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Appendix E: Documents
Allia Rootlebootle's Letter
I know we didn't leave on the best of terms, but it won't be long now before
I've enough to settle my debt and get the Jackdaws off our backs. I can't wait
to get back home.
Production has really ramped up over the last couple of weeks. Quartztoil has
had some sort of big military contract come through. Soldier constructs, very
hush-hush. I'd be out the door if anyone found out I wrote this, but folk
know not to go poking around my stuff since Nackle almost lost a finger trying
to steal back his loses from our game...
Speaking of, I've not seen him for a few days now. People pull all-nighters
at the workshop, sure, but not this long. Besides, I've never known Nackle
to do a hard day's work in his life. Could you ask his sister if she's had
any word from him recently? I've been hearing bad stories from upstairs.
Quartztoil's been acting plain weird, even compared to his usual charming
self. He's working the crew hard for this contract, but it looks like their days
are numbered anyway from what I've been hearing about this new mechanical
workforce. All I know is I'm out of here as soon as I'm paid.
Allia
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In return for this service, Garrin Ashcopse will provide The Undersigned with
_______________ gold pieces, this amount split between precious gems and coin in a
manner dictated by Garrin Ashcopse at the time of payment. Additionally, Garrin
Ashcopse pledges magical protection over The Undersigned. Specifically, The Undersigned
shall be bolstered in courage and against beguiling magic for the duration of the
contract term.
This contract, made with blood The Undersigned gives of their own body and of
their own free will, is binding for the period of 1 (one) year or until the claim to The
Library, formally of Penaral Quartztoil, has been obtained by Garrin Ashcopse. For
the duration of the contract term, The Undersigned agrees to carry out, without delay,
any and all commands, directions, instructions, and/or orders, both direct and indirect,
given by Garrin Ashcopse, and understands that failure to do so will be met with severe
psychological pain. The Undersigned understands that Garrin Ashcopse is under no
obligation to provide employment or reimbursement beyond the duties and payment
detailed above for the duration of the contract term.
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Progress is slower than I had hoped. The covert nature of procuring the necessary organic
components is a significant bottleneck on production. If we are to produce the required
numbers, I will need more personal insight into the procedure.
-
The experiment was... a partial success. The vessel was unsuitable and shall need to be rebuilt
which, at least, gives me an opportunity to build in some of my improvements. The locket only
seems to have captured a portion of my power, and has since gone missing; while searching
for it, I found myself unable to leave the tower proper. This has worrying implications and
has caused the workers to question why I have stopped taking my morning rambles. Their
insolent curiosity is bothersome, to say the least.
-
My body is beginning to fail; as I feared, my essence is contained within the tower. Work on
the vessel must begin in earnest... The workers are getting too inquisitive for their own good.
Doubling the shifts should serve to keep their prying eyes off my faltering form. I want to eat
some cake, but a tooth came out in the last one…
-
A breakthrough! The prototype golems respond not only to voice commands but to direct
thought, provided they remain within the tower. A few workers have proven to be a great
help in operating them and they seem to be fully immersed in their work now. They proved
themselves by securing the tower's defenses and entertaining me with a jolly puppet show.
Best show I ever saw in my life! The psychic link will be a great help when the conversion to a
modified workforce nears one hundred percent.
-
Some workers have been asking where the others are. Impudent tinkers. I told them they were
out picking up some butter bread and delicious tickle-berry wine. Can you believe one of them
said it was absurd and that there was no such thing?! All I could do was have the new batch of
golems secure the nosy-nelly at the top of the tower with his questioning friends. And to think
I was going to throw them a party with all the trimmings! Now I get to eat all the butter bread
and drink all the tickle-berry wine myself! No other news, save that my right leg is withered
to the bone now and I can no longer walk.
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-
The fully modified workforce has been a great success. No expenses wasted on food, water,
or sleep. The chamber pots are also staying cleaner. Pure efficacy and pure perfection, minus
the things I need to change. The crudeness of the process was unfortunate but necessary,
given the short-sightedness of the subjects and their unwillingness to take part in the more
comprehensive and refined conversion of the golems. Also, they do not like it when I throw
them parties! This must be an unfortunate side effect of the process.
In time, they shall come to see their error as we work out the kinks of the process.
-
too weak… too happy… too-ta-too-ta-loo
-
This body will be contained today in the vessel (iteration 2). I look upon the sunrise and its
rotting red disgusts me as it burns my eyes. Confinement within the vessel will help me
achieve the imperfect perfection I seek and be a great boon in spreading the word. Best form of
advertisement. Madam, I use these products myself, and look at me now! Happiness is gained
only through potato soup and flagellation.
-
Writing by golem shall take some getting used to, but a much-needed step in increasing
work flow. My mortal eyes see only the interior of the vessel (iteration 6), but the eyes
of the tower are mine to command, the golems and workers all, and the dances are a
nice touch if I do say so… and I do. Oh the workers' sleeping minds rebel, but they are
mine all the same. Work shall continue. The research will continue. The shipments will
continue. The continuations will continue. The contract shall be fulfilled.
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2. Living Quarters
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5. Library
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Konrad: This one is was really important to me. Planning
to make the characters reoccur in later illustrations, I
designed them, focusing on keeping them faithful to the
source material as well as adding excitement to them.
Garrin, especially, had a really good and straightforward
design – so I was able to keep most of his elements.
Ralph provided me with a lot of references and assisted me
greatly on finding the right group dynamic on this piece.
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Quartztoil Tower
Ralph: This one went through quite a few iterations before
landing on the final design - from the tower gates, to the base of
the cliff looking up. The long shot was chosen to give the feeling
of the weary travelers catching their first glimpse, hopefully
giving the tower an air of mystery and wonder.
The design of the tower shifted quite a bit from an elaborate,
baroque structure surrounded by sharp buttresses. to the more
stripped-down and simple final look; while the place is imposing,
we wanted to give the impression that maybe this could have been
a beautiful place to live once.
The addition of the figures was a fairly late one; I realized once
the front cover was all but complete that we didn't have an image
to wrap to the back! Luckily, Konrad is a good sport. Having
a group of adventurers climbing towards the tower seemed an
obvious fit, and we already had one ready-made in the form of the
Interested Party.
Konrad: The Tower piece went through a lot of design iterations
and was the toughest to nail. We were thinking very carefully
about how we wanted to introduce the players to the tower,
starting with a long road winding up a steep mountain.
Simplifying the tower gave us a lot of options to contrast it to an
environment that was deadly, sharp and unforgiving. It felt like
the last safe place for miles and I genuinely loved it!
The wrap-around cover was a rather late addition. At first,
Ralph suggested a wide and open field where our heroes in
the background would fight against a storm. But then I started
asking him, "Wouldn't it be cool if our heroes had to climb a
steep rock on top a mountain to get their first good look at their
destination?"
Thinking back, our whole process could be described by the
words, 'Wouldn't it be cool if...'
We would regularly discuss ideas and add to the world together. It
was a really fun way of working!
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The Library
Ralph: This one very much took on a life of its own. The original
brief had a fairly generic suit of armor plonked behind a desk,
but Konrad's imagination was piqued by this character, and
he created designs for this ragged figure who had repaired
and improved itself over the years with curtains, clasps and
bookcovers. The helmet design was chosen to invoke the idea of
a spider's many eyes (a chameleon-like design with two eyepieces
focusing on two different tasks was deemed a little too silly).
While a few of his ideas went a bit beyond the scope of the
constructs as set in the adventure, he certainly pushed the idea far
further than the original concept, and the piece is better for it.
Konrad: Starting out, I had the big, strong, heavy, moving armors
in mind, like the one attacking the market that pushed the town
into chaos, with its giant torso, thick armor and large, clumsy
fingers...
I couldn't articulate it at first, but I started to realize that the
librarian would need to be different to the other armors, while
retaining the same underlying structure.
In my mind, the librarian was one of the oldest armors created by
Quartztoil; a manifestation of Quartztoil's obsessive urge to learn
and improve on his knowledge.
I like to believe that it started to deteriorate over time, leaving
the skeleton-like scraps of metal we see. But Quartztoil couldn't
be bothered, or was too much into his research, to even care
that parts of metal were crumbling and falling off on their own
over time.
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The Pinnacle
Ralph: Of all the pieces in the adventure, this one probably had
the largest number, and greatest variety, of rough sketches; it took
a lot of back and forth to nail down something everyone was
happy with, and with it being such an important and climactic
piece, nobody wanted any half measures!
I was keen to keep a low angle to emphasize the size and grandeur
of Quartztoil's final project, as well as to put the viewer in the
place of characters just entering the roof area. Ultimately, some
of the big influences my end were video games like Mass Effect
2, and Shadow of the Colossus, but turning Quartztoil into a
Byzantine-owl-Greek-god-robot-monster was a genius stoke of
Konrad's own doing.
Konrad: The final piece we worked on; the final fight!
Quartztoil was my final boss as well. We started discussing
the final scene quite early on, but always had a different angle
or composition in mind. We agreed to push working on the
piece to the end, so all my experience on this project could
culminate here.
Quartztoil's basic design derived from a lot of cultural places, and
is meant to represent his varied knowledge over the years . There
are some European armor parts mixed with Byzantine armor
into a steampunk aesthetic. The helmet derives a lot from the
Byzantine era, and came close to my expectations.
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other trademark or registered trademark clearly identified as Product identity System Reference Document, 5.0 Copyright 2016, Wizards of the Coast, Inc.;
by the owner of the Product Identity, and which specifically excludes the Open Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
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associated products contributed to the Open Game License by the Contributor Dave Arneson.
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END OF LICENSE
64
heroes
of
high fantasy
A town is beset by incursions from strange creatures; constructs of metal, magic, and old bones.
All signs point to the mysterious Quartztoil Tower, standing tall over the mountains to the north,
and thought long abandoned. Rumors of the magical secrets contained within have not gone
unnoticed, however, and others are drawn to the tower by dark dreams, and darker voices…
This 3–5 session variable difficulty adventure is designed to be played at any level, and can be
easily tailored to fit any fantasy campaign setting.