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Artifices of Quartz Toil Tower

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0% found this document useful (0 votes)
248 views66 pages

Artifices of Quartz Toil Tower

Uploaded by

sanjayaujla2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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artifices

of

heroes
quartztoil tower

of
high fantasy

artifices of quartztoil tower


noah mccoy — ralph stickley

1
artifices
of

heroes
quartztoil tower

of
high fantasy

artifices of quartztoil tower


noah mccoy — ralph stickley

1
heroes
of
high fantasy

Credits Quartztoil was commissioned to build an army of constructs


and, over time, developed an effective, if gruesome, manner
Author: Noah McCoy of speeding up the process, using necromancy (and his own
Layout & Typesetting: Ralph Stickley unfortunate workers) to power his creations rather than the costly
and time-consuming enchantments used elsewhere. Quartztoil
Illustration: Konrad Krogull
dabbled in ‘improvements’ on his own body using similar magic,
Art Direction: Ralph Stickley eventually becoming a lich, though an imperfect one; his soul
Proofing: Lou Fryer, Ralph Stickley split between a (now lost) clockwork phylactery and the very
stones of the tower itself.
Cartography: Chris Haskins
Now ancient and quite mad, the withered lich has his remaining
Instructions hapless workers shut inside suits of armor, preserving them to
unwillingly power this new unquestioning and tireless workforce.
This adventure module is designed to be played at any level and
Having no direction but the contract, Quartztoil has set them to
in any campaign setting. The appendix includes statblocks for all
work creating more and better constructs until, ninety years later,
of the monsters within this adventure at ‘Beginner’, ‘Intermediate’,
they have created a design he is happy with, and the constructs
and ‘Advanced’ challenge ratings. Beginner challenge rating is
have been sent into the world to ‘drum up business’.
considered level 1-5, intermediate is 6-10, and advanced is any
level 11 or higher. You are free to add more monsters than stated Integrating the adventure
in each section of the encounter to make things more difficult
if needed. into a campaign
We’ve also included this beginner / intermediate / advanced Artifices of Quartztoil Tower is designed to easily fit into any game
challenge rating mechanic within the adventure itself. Various world and could simply begin when the party enters a town (the
skill checks will require higher or lower numbers depending on nature of the town itself is intentionally kept vague to allow you
which difficulty setting you’re running. It’s presented as follows: to integrate it into your setting with minimal work). However,
Make a DC 10 (beginner)/15 (intermediate)/20 (advanced) here are some suggested hooks to move your party towards the
Strength check to break down the door. This way you can keep adventure:
the adventure flowing nicely without flipping back and forth to Hook #1 - The party encounter a gnome craftsman, Gritz Garick,
determine the appropriate challenge. who has heard rumors of an old gnome outpost that specialized
in golem constructs, but fears it must have been abandoned
Overview as it hasn’t been heard of in a century. The gnome wishes to
Artifices of Quartztoil Tower is a mid-length adventure which pay the party 100 / 250 / 1,000 gold pieces for any notes and
should fill 3–5 average gaming sessions of 3–4 hours. research they can uncover, which would surely help him with
his tinkering. Gritz suggests they begin in the town where this
It begins in the marketplace or main square of a town when the
adventure starts.
calm, peaceful day is interrupted by a hulking golem trouncing
through town, smashing objects, and attacking townsfolk. Hook #2 - One of the party who is interested in crafting and/
or magic items comes across old notes from a gnome named
The party witnessing this should intervene and stop the
Penaral Quartztoil. The knowledge is too tempting to resist.
rampaging golem with combat or by luring it into a nearby
There is mention that many of his works were shipped out of the
warehouse to trap it so it can be damaged and, eventually,
town where this adventure starts.
destroyed by the town guards.
Hook #3 - While traveling, the party comes across an elven
When the party examines the golem’s remains, they find bones
mage named Odalleron Val’Thalis being attacked by 8 crawling
encased in the metal armor and the name 'Quartztoil' written
gauntlets. Use mage statistics for Odalleron but he only has
in gnomish script. The town guard explain that this is the
two 1st level spell slots left and his right leg is broken, meaning
eighth construct they have encountered in the area in the past
he can only move by crawling. The gauntlets cannot reach him;
six months.
Odalleron is holding them back with a wavering magical barrier
The party can then go on to investigate the name 'Quartztoil', while calling out for help. If the party saves him, he will ask for
leading them to learn of an old, gnomish, aspiring artificer, their assistance in finding the source of the constructs, as he is
Penaral Quartztoil, who had a lab and workshop in a tower in the interested in learning about them for research purposes. He needs
nearby mountains, but who has not been heard from for close to healing and knows of a nearby town where the adventure begins
a century. where he can rest up and recover. He will also provide the party
They are not alone in seeking the tower, however; another group, with a special set of rune patterns they can use when casting a
led by the halfling warlock Garrin Ashcopse, is searching for magic circle spell to make it effective against constructs (casting
Quartztoil’s library and the wealth of magical secrets therein. the spell in this way requires 300 gold pieces worth of powdered
They will accept the party’s help, subject to signing a contract, or silver and iron rather than 100).
work to hinder their progress along the way.
The party then travels to the tower, where they face some of
Quartztoil’s other inventions, both mechanical and arcane, and
discover the dark secret of the ‘shortcuts’ the gnome used to
complete his work and the price he paid.

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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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quartztoil tower

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.

5
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Part 3: Quartztoil Tower


Once the party reaches the general location of
Quartztoil Tower, read the following:
As you travel north for the next day-and-a-half, the
temperatures begin to drop as your elevation climbs. Within
the next half-a-day’s journey, the slight inclines give way
to the steep foothills of the adjacent mountains. As you
reach the crest of the latest climb, you see the edifice of a
white tower, slightly glistening in the fading light of dusk, an
ivory spike built on a cliff reaching hundreds of feet above the
valley floor.
The wind howls around you as you walk out from the
cover of the trees that have, up to this point, blocked your
view of the snow-covered tower, studded with glittering,
crystalline quartz...
The gnomes that built Quartztoil Tower built it at the top a
high cliff on the side of a mountain. A quick search reveals
a cave at the base of the cliff and several trails leading up
the mountain. This leaves the party a few ways to reach it
by mundane means:
• The most direct way to the tower is a sheer climb up the
cliff which can be accomplished in approximately five
hours. Every hour, each party member must succeed
on a DC 14 / 18 / 22 Strength (Athletics) check to
safely climb. If they fail the check by 5 or less, they
make no progress. If the party member fails the check
by more than 5, they fall to the base of the cliff and
take 20d6 bludgeoning damage. A climber's kit will
give them +2 to their rolls. A successful climb places the
party at The Gates of Quartztoil Tower.
• The party can try to hike around the mountain
using the various trails. After six hours of exploration,
the party must succeed on a DC 14 / 18 / 22 Wisdom
(Survival) check to find the correct path and avoid becoming
lost. During the last hour of travel, the air gets very cold and begins
to start freezing due to the elevation gain. Each party member
must succeed on a DC 8 Constitution saving throw after one
hour of exposure or suffer one level of exhaustion. Characters
adapted to cold environments, resistant to cold damage, or
wearing clothing specifically designed to keep out extreme
cold do not have to make this saving throw. The hike
places the party at The Gates of Quartztoil Tower.
• The party can explore the
cave, leading to the discovery
of The Great
Quartztoil Elevator.

6
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artifices
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quartztoiltower
tower

77
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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.

The Interested Party 4. Quartztoil’s Laboratory


While exploring, Mara and Grankus will take anything When the party enters Quartztoil’s Laboratory, read the
left behind by the party if they leave the area, including following:
Allia Rootbootle’s stash. Grankus is especially skilled at This laboratory contains several workstations scattered about
looting quickly. the room, each with tools that indicate that it was originally
tailored towards an individual artisan craft. Other parts of the lab
3. Observation Deck reveal a more nefarious side of this workshop, with bones, skin,
This deck sits 60 feet up from the base of the tower and overlooks fur and blood in labeled bins, indicating that bodies have been
the surrounding mountain ranges. methodically taken apart. Skulls and limbs that have been bonded
When the party ascends to the observation deck, read the to freshly smelted iron, or bolted with steel plates, dominate each
following: work station. These displays prove the vile methods to which the
Quartztoil gnomes must have resorted to make their constructs
The freezing air assaults you as you walk onto the tower’s observation function. At each station, several armored humanoids work
deck. Its low stone walls are fit to protect a Small creature from the away non-stop.
dizzying drop to the rocks far below, but less so someone of human
height. Two figures, like sentries, move slowly in a clockwise fashion 5 animated armors are working at the stations and continue to
around the tower. They look out over the surrounding mountainside do so unless they are disturbed. They also will attack if the party
in a state of constant vigil, stopping at the northeast, southeast, is seen walking up the stairs to Quartztoil's Library.
southwest, and northwest in a half turret shaped section of the If the party kills and examines one or more of the armors, read
observation deck. the following:
Patrolling the Observation Deck, 2 ghastructs, smaller constructs The face plate of the armor falls off, revealing the skull of a dead
containing more organic material, watch for intruders and will gnome. Unlike the other constructs, this skeleton does not seem to
begin attacking the party if they are detected. They are constantly be bonded to the armor, but was simply stuffed inside.
on lookout but no longer have anyone to report to, so they
continue to follow the last order they received. Because they
are actively observing, they have an active +8 bonus to their
Perception skill and have advantage when observing anything
approaching.
If the party fights the ghastructs, they will attempt to paralyze
as many of the party members as possible while The Tower’s
legendary action tries to push them off the ledge. The fall from
the deck is a 60 foot drop and deals 6d6 bludgeoning damage. A
party member may attempt a DC 12 / 14 / 16 Dexterity saving
throw to catch themselves on the low stone wall, if they are not
paralyzed.

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).

The Interested Party


If the party made the deal with Garrin, this is the treasure he
seeks. If the party secures the room and goes back to inform
Garrin, he will rush upstairs to the library without delay. He
will start searching for the Artificer’s Book of Minor Infusions
while the rest of the Interested Party starts gathering up
the books from the shelves. Garrin will only pay the party
when the book is found. Garrin doesn’t care about the rest of
Quartztoil Tower beyond the library.

6. Penaral's private quarters


The spiral staircase from the library ends at a large room. On the
North wall is a large locked double door which leads to Penaral
Quartztoil's Private Quarters. The lock can be picked with thieve's
tools and a successful DC 12 / 14 / 16 Dexterity check. To the
east is another spiral staircase that leads upward.
When the party enters Quartztoil’s Private Quarters, read the
following:
This room is fairly dusty and hasn’t been cleaned in years. A
Once the party has had enough time to speak with Penaral
dilapidated bed, dresser, wardrobe, and desk sit unused and
Quartztoil, the animated armor will attack the party. The armor
gathering cobwebs. Around the room, you can see pages of
will adopt the Penaral possessed template when attacking.
parchment pinned to the walls, and vellum design schematics
If the party kills the Penaral animated armor, read the litter the floor with no sense of order to their arrangement. With a
following: quick glance, the designs refer to the constructs and necromantic
The construct drops to the ground and the armor plates dislodge experiments.
and scatter around the body of a female gnome. She suddenly Suddenly, the small, but incongruously loud, voice erupts
gasps in a deep breath as if she has come up for air after a deep throughout the tower, yet again. “No! No! No! Yes! No! Deliveries
dive in freezing water, wildly looking around, scared and confused. are accepted and signed for on the ground floor, not on the top!
She then starts crying out, “Don’t let them get me! Don’t let You could not have messed up the procedure worse! No griffin
them take me!” stew for you!”
The small hysterical gnome is Allia Rootbootle, and the last
thing she remembers is being grabbed by Quartztoil’s golems
and being forced into the armor laying around her. She explains
that Quartztoil has become crazed over the last few months (she
has no idea that she has been trapped inside the armor 90 years)
and that the other gnomes were talking about leaving due to the
rumors he was using necromancy to build his constructs. Other
than that, she feigns ignorance, and plays up being traumatized
more than she is, looking for a chance to run and get away from
Quartztoil Tower as fast as possible.
If the party search the bookshelves, read the following:
There are books on various subjects, but the majority are about
tinkering and metalworking techniques, with a few about the basics
of infusing material with magic to create simple constructs (some of
which are scribbled over with notes decrying their uselessness and
inefficiencies).

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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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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Appendix A: Beginner Monsters


Animated Armor Crawling Gauntlet
Medium construct, unaligned Tiny construct (undead), lawful evil
Armor Class 18 (natural armor) Armor Class 14 (natural armor)
Hit Points 31 (7d8 + 7) Hit Points 7 (2d4 + 2)
Speed 25 ft. Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5) 14 (+2) 13 (+1) 12 (+1) 5 (−3) 10 (+0) 4 (−3)
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 6 Perception 10
Languages — Languages —
Challenge 1 (200 XP) Challenge 1/4 (25 XP)
Antimagic Susceptibility. The animated armor is incapacitated Immutable Form. The crawling gauntlet is immune to any
while in the area of an antimagic field. If targeted by dispel spell or effect that would alter its form.
magic, the animated armor must succeed on a Constitution
Magic Resistance. The crawling gauntlet has advantage on
saving throw against the caster’s spell save DC or fall
saving throws against spells and other magical effects.
unconscious for 1 minute.
Magic Weapons. The crawling gauntlet's weapon attacks
False Appearance. While the animated armor remains
are magical.
motionless, it is indistinguishable from a normal suit of armor.
Turn Immunity. The crawling gauntlet cannot be turned.
Actions
Actions
Multiattack. The animated armor makes two melee attacks.
Gauntlet. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
target. Hit: 4 (1d6 + 1) bludgeoning damage and the target is
Hit: 5 (1d6 + 2) bludgeoning damage.
grappled (escape DC 11) until the grapple ends. The crawling
gauntlet can only grapple one target.
Penaral Possessed Template
A construct can become a vessel for Penaral Quartztoil to
inhabit. It keeps its statistics, with the following amendments:
Damage Resistance necrotic, bludgeoning, piercing, and
slashing damage from non-magical weapons
Speed. The Penaral Possessed gains a flying speed of 30 feet
Ability Scores. The Penaral Possessed has the following new
ability scores: INT 18 (+4), WIS 14 (+2), CHA 12 (+1)
Skills. The Penaral Possessed gains proficiency in Arcana (+6),
History (+6), Religion (+6)
Languages. The Penaral Possessed speaks Gnomish and Goblin
Spellcasting. The Penaral Possessed is a 5th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 15, +5 to
hit with spell attacks). The Penaral Possessed has the following
wizard spells prepared:
Cantrips (at will): chill touch, fire bolt, mending, prestidigitation
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): darkness, misty step
3rd level (2 slots): animate dead, counterspell, lightning bolt

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Ghastruct Incomplete Quartztoil Construct


Large construct (undead), lawful evil Large construct (undead), lawful evil
Armor Class 16 (natural armor) Armor Class 14 (natural armor)
Hit Points 52 (8d10 + 8) Hit Points 39 (6d10 + 6)
Speed 25 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (−1) 14 (+2) 11 (+1) 12 (+1) 6 (−2) 8 (−1) 5 (−3)
Damage Resistance necrotic, bludgeoning, piercing, and Damage Resistance necrotic
slashing damage from non-magical weapons Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities exhaustion, petrified, poisoned
Condition Immunities blinded, charmed, deafened, Senses darkvision 60 ft., passive Perception 9
exhaustion, frightened, paralyzed, petrified, poisoned Languages —
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 1 (200 XP)
Perception 10
Immutable Form. The incomplete Quartztoil construct is
Languages —
immune to any spell or effect that would alter its form.
Challenge 2 (450 XP)
Magic Weapons. The incomplete Quartztoil construct’s
Immutable Form. The ghastruct is immune to any spell or
weapon attacks are magical.
effect that would alter its form.
Turn Resistance. The incomplete Quartztoil construct has
Magic Resistance. The ghastruct has advantage on saving
advantage on any saving throws against any effects that
throws against spells and other magical effects.
turn undead.
Magic Weapons. The ghastruct’s weapon attacks are magical.
Actions
Turn Immunity. The ghastruct cannot be turned.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Siege Monster. The ghastruct deals double damage to objects
Hit: 6 (1d8 + 2) bludgeoning damage.
and structures.
Death Seep. Unbound, raw, necrotic energy pours out from
Stench. Any creature that starts its turn within 5 feet of the
the construct. Each creature within 5 feet of the Incomplete
ghastruct must succeed on a DC 10 Constitution saving throw,
Quartztoil Construct must make a DC 11 Constitution saving
or be poisoned until the start of its next turn. On a successful
throw, taking 5 (2d4) necrotic damage on a failed saving throw,
saving throw, the creature is immune to the ghastruct’s stench
or half as much on a successful one.
for 24 hours.

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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Quartztoil Construct Withered Lich


Large construct (undead), lawful evil Small undead, chaotic evil
Armor Class 16 (natural armor) Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12) Hit Points 18 (5d6)
Speed 25 ft. Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+1) 14 (+2) 6 (−2) 8 (−1) 5 (−3) 3 (−4) 8 (−1) 10 (+0) 18 (+4) 14 (+2) 12 (+1)
Damage Resistance necrotic, bludgeoning, piercing, and Saving Throws Con +2, Int +6, Wis +4
slashing damage from non-magical weapons Skills Arcana +8, History +6, Insight +4, Perception +4,
Damage Immunities poison, psychic Religion +6
Condition Immunities blinded, charmed, deafened, Damage Resistance necrotic, bludgeoning, piercing, and
exhaustion, frightened, paralyzed, petrified, poisoned slashing damage from non-magical attacks
Senses blindsight 60 ft. (blind beyond this radius), passive Damage Immunities poison
Perception 9 Condition Immunities charmed, exhaustion, frightened,
Languages — paralyzed, poisoned
Challenge 1 (200 XP) Senses truesight 60 ft., passive Perception 14
Languages Common, Gnomish, Goblin
Immutable Form. The Quartztoil construct is immune to any
Challenge 2 (450 XP)
spell or effect that would alter its form.
Rejuvenation. If the withered lich’s heart is not crushed, a
Magic Resistance. The Quartztoil construct has advantage on
destroyed withered lich reassembles its body in 1d10 days,
saving throws against spells and other magical effects.
regaining all its hit points and becoming active again.
Magic Weapons. The Quartztoil construct's weapon attacks
Spellcasting. The withered lich is a 5th-level spellcaster. Its
are magical.
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Siege Monster. The Quartztoil construct deals double damage with spell attacks). The withered lich has the following wizard
to objects and structures. spells prepared:
Turn Immunity. The Quartztoil construct cannot be turned. Cantrips (at will): chill touch, fire bolt, mending, prestidigitation
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
Actions
2nd level (3 slots): darkness, misty step
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage. 3rd level (2 slots): animate dead, counterspell, lightning bolt
Turn Resistance. The withered lich has advantage on any
saving throws against any effects that turn undead.

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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The Interested Party


Garrin Ashcopse Actions
Small humanoid (lightfoot halfling), chaotic evil
Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one
Armor Class 13 (studded leather) creature. Hit: 2 (1d4) piercing damage.
Hit Points 27 (4d8 + 4)
Speed 25 ft. Pact Flail. Melee Weapon Attack: +2 to hit, reach 5ft, one
creature. Hit: 4 (1d8) bludgeoning damage .
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 18 (+4) Weapons, Armor & Items
Saving Throws Wisdom +3, Charisma +6 Ragged fine clothes, studded leather, orb of The Voice, dagger,
Skills Arcana +4, Deception +6, Religion +4, Stealth +2 Dragonchess, lock of hair, theives' tools, 10gp
Senses passive Perception 11 Garrin Ashcopse was a devoted husband to his wife Filna, and
Languages Common, Halfling a loving father to their six children. That man has not been seen
Challenge 1/2 (100 XP) since Filna’s death giving birth to their seventh. Unable to come
Agonizing Blast. Garrin adds +4 damage to his eldrich blast to terms with her loss, Garrin disappeared for years and
spells on a hit. returned… changed.

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.

Weapons, Armor & Items


Leather armor, shortsword, four handaxes, thieves’ tools,
burglar’s pack, potion of healing, 25 gp

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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.

Weapons, Armor & Items


Leather armor, dagger, shortbow, 20 arrows, explorer’s pack,
poisoner’s kit, 5 bottles of basic poison, 30 gp
Mara Sageprel led a charmed life, the daughter of a
wealthy merchant in a safe and prosperous town,
for twenty years. In her hometown, her family
had influence but, after the town was besieged by a
hobgoblin battalion, that all changed. Her family was
killed, her estate burned to the ground, and her father’s
stores were razed. Mara survived by hiding, but her world
was shattered.
In a neighboring city, after days of walking on delicate feet,
she tried to find help, but found none to be offered. She was
forced to the streets, but refused to be reduced to begging,

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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.

Weapons, Armor & Items


Leather armor, rapier, ten darts, four acid vials, dungeoneer’s
pack, 15 gp

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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.

Weapons, Armor & Items


Leather armor, quarterstaff, holy symbol (The Voice), explorer’s
pack, potion of healing, 20 gp
Kra is a devoted servant to the demonic entity known as
The Voice, and would do anything it demands. As a young
dragonborn, Kra suffered from bouts of madness; patches of
blank memory after which possessions would be found destroyed,
animals would cringe from her in fear, and other children would
go missing...

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Appendix B: Intermediate Monsters


Animated Armor
Medium construct, unaligned Crawling Gauntlet
Armor Class 18 (natural armor) Tiny construct (undead), lawful evil
Hit Points 55 (10d8 + 10) Armor Class 15 (natural armor)
Speed 25 ft. Hit Points 21 (6d4 + 6)
STR DEX CON INT WIS CHA Speed 20 ft., climb 20 ft.
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5) STR DEX CON INT WIS CHA
Damage Immunities poison, psychic 14 (+2) 13 (+1) 12 (+1) 5 (−3) 10 (+0) 4 (−3)
Condition Immunities blinded, charmed, deafened, Damage Immunities poison, psychic
exhaustion, frightened, paralyzed, petrified, poisoned Condition Immunities blinded, charmed, deafened,
Senses blindsight 60 ft. (blind beyond this radius), passive exhaustion, frightened, paralyzed, petrified, poisoned
Perception 6 Senses blindsight 30 ft. (blind beyond this radius), passive
Languages — Perception 11
Challenge 3 (700 XP) Languages —
Antimagic Susceptibility. The animated armor is incapacitated Challenge 1 (200 XP)
while in the area of an antimagic field. If targeted by dispel Immutable Form. The crawling gauntlet is immune to any
magic, the animated armor must succeed on a Constitution spell or effect that would alter its form.
saving throw against the caster’s spell save DC or fall
unconscious for 1 minute. Magic Resistance. The crawling gauntlet has advantage on
saving throws against spells and other magical effects.
False Appearance. While the animated armor remains
motionless, it is indistinguishable from a normal suit of armor. Magic Weapons. The crawling gauntlet’s weapon attacks
are magical.
Actions Turn Immunity. The crawling gauntlet cannot be turned.
Multiattack. The animated armor makes two melee attacks.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage. Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is
Penaral Possessed Template grappled (escape DC 14) until the grapple ends. The crawling
gauntlet can only grapple one target.
A construct can become a vessel for Penaral Quartztoil to
inhabit. It keeps its statistics, with the following amendments: Crush. The crawling gauntlet crushes the creature it is
Damage Resistance necrotic, bludgeoning, piercing, and grappling. The creature must make on a DC 11 Constitution
slashing damage from non-magical weapons saving throw, taking 13 (2d8 + 4) bludgeoning damage on a
failed save, or half as much on a successful one.
Speed. The Penaral Possessed gains a flying speed of 30 feet.
Ability Scores. The Penaral Possessed has the following new
ability scores: INT 20 (+5), WIS 14 (+2), CHA 12 (+1)
Skills. The Penaral Possessed gains proficiency in Arcana +8,
History +8, Religion +8
Languages. The Penaral Possessed speaks Gnomish and Goblin.
Spellcasting. The Penaral Possessed is a 11th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 16, +7 to
hit with spell attacks). The Penaral Possessed 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, see invisibility
3rd level (3 slots): animate dead, counterspell, lightning bolt
4th level (3 slots): greater invisibility, ice storm, stoneskin
5th level (2 slots): cone of cold, wall of force
6th level (1 slots): create undead

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Ghastruct Incomplete Quartztoil Construct


Large construct (undead), lawful evil Large construct (undead), lawful evil
Armor Class 17 (natural armor) Armor Class 15 (natural armor)
Hit Points 78 (12d10 + 12) Hit Points 52 (8d10 + 8)
Speed 25 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (−1) 14 (+2) 11 (+1) 12 (+1) 6 (−2) 8 (−1) 5 (−3)
Damage Resistance necrotic, bludgeoning, piercing, and Damage Resistance necrotic
slashing damage from non-magical weapons Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities exhaustion, petrified, poisoned
Condition Immunities blinded, charmed, deafened, Senses darkvision 60 ft., passive Perception 10
exhaustion, frightened, paralyzed, petrified, poisoned Languages —
Senses darkvision 90 ft., blindsight 60 ft., passive Perception 11 Challenge 3 (700 XP)
Languages —
Immutable Form. The incomplete Quartztoil construct is
Challenge 5 (1,800 XP)
immune to any spell or effect that would alter its form.
Immutable Form. The ghastruct is immune to any spell or
Magic Resistance. The incomplete Quartztoil construct
effect that would alter its form.
has advantage on saving throws against spells and other
Magic Resistance. The ghastruct has advantage on saving magical effects.
throws against spells and other magical effects.
Magic Weapons. The incomplete Quartztoil construct’s
Magic Weapons. The ghastruct’s weapon attacks are magical. weapon attacks are magical.
Turn Immunity. The ghastruct cannot be turned. Turn Immunity. The incomplete Quartztoil construct cannot
be turned.
Projected Stench. Any creature that starts its turn within 10
feet of the ghastruct must succeed on a DC 13 Constitution
Actions
saving throw, or be poisoned until the start of its next turn.
On a successful saving throw, the creature is immune to the Multiattack. The incomplete Quartztoil construct makes two
ghastruct’s stench for 24 hours. slam attacks.
Siege Monster. The ghastruct deals double damage to objects Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
and structures. Hit: 11 (2d8 + 2) bludgeoning damage.
Death Seep. Unbound, raw, necrotic energy pours out from
Actions
the construct. Each creature within 10 feet of the incomplete
Multiattack. The ghastruct makes two steel claw attacks. Quartztoil construct must make a DC 13 Constitution saving
throw, taking 15 (6d4) necrotic damage on a failed saving
Steel Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
throw, or half as much on a successful one.
one target. Hit: 18 (4d6 + 4) slashing damage. If the target
is a creature and not undead, it must succeed on a DC 13
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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quartztoil tower

Quartztoil Construct Withered Lich


Large construct (undead), lawful evil Small undead, chaotic evil
Armor Class 17 (natural armor) Armor Class 16 (natural armor)
Hit Points 60 (8d10 + 16) Hit Points 38 (11d6)
Speed 25 ft. Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+1) 14 (+2) 6 (−2) 8 (−1) 5 (−3) 3 (−4) 8 (−1) 10 (+0) 20 (+5) 14 (+2) 12 (+1)
Damage Resistance necrotic, bludgeoning, piercing, and Saving Throws Con +4, Int +9, Wis +6
slashing damage from non-magical weapons Skills Arcana +9, History +8, Insight +5, Perception +5
Damage Immunities poison, psychic Damage Resistance necrotic, bludgeoning, piercing, and
Condition Immunities blinded, charmed, deafened, slashing damage from non-magical attacks, cold, lightning
exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunities poison
Senses darkvision 90 ft., blindsight 60 ft., passive Perception 12 Condition Immunities charmed, exhaustion, frightened,
Languages — paralyzed, poisoned
Challenge 3 (700 XP) Senses truesight 120 ft., passive Perception 15
Languages Common, Gnomish, Goblin
Immutable Form. The Quartztoil construct is immune to any
Challenge 4 (1,100 XP)
spell or effect that would alter its form.
Legendary Resistance (3/Day). If the withered lich fails a
Magic Resistance. The Quartztoil construct has advantage on
saving throw, it can choose to succeed instead.
saving throws against spells and other magical effects.
Rejuvenation. If the withered lich’s heart is not crushed, a
Magic Weapons. The Quartztoil construct’s weapon attacks
destroyed withered lich reassembles its body in 1d10 days,
are magical.
regaining all its hit points and becoming active again.
Siege Monster. The Quartztoil construct deals double damage
Spellcasting. The withered lich is an 11th-level spellcaster. Its
to objects and structures.
spellcasting ability is Intelligence (spell save DC 17, +9 to hit
Turn Immunity. The Quartztoil construct cannot be turned. with spell attacks). The withered lich has the following wizard
spells prepared:
Actions
Cantrips (at will): chill touch, fire bolt, mage hand, mending,
Multiattack. The Quartztoil construct makes two slam attacks. prestidigitation, shocking grasp
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
Hit: 13 (2d8 + 4) bludgeoning damage.
2nd level (3 slots): darkness, misty step, see invisibility
3rd level (3 slots): animate dead, counterspell, lightning bolt
4th level (3 slots): greater invisibility, ice storm, stoneskin
5th level (2 slots): cone of cold, wall of force
6th level (1 slots): create undead
Turn Resistance. The withered lich has advantage on any
saving throws against any effects that turn undead.

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.

27
heroes
of
high fantasy

The Interested Party


Garrin Ashcopse Actions
Small humanoid (lightfoot halfling), chaotic evil Thirsting Blade. Garrin makes two Pact Flail attacks.
Armor Class 12 (studded leather) Pact Flail. Melee Weapon Attack: +3 to hit, reach 5ft, one
Hit Points 51 (8d8 + 8) creature. Hit: 4 (1d8) bludgeoning damage .
Speed 25 ft.
Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 2 (1d4) piercing damage.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 20 (+5)
Saving Throws Wisdom +4, Charisma +8 Weapons, Armor & Items
Skills Arcana +5, Deception +8, Religion +5, Stealth +3 Ragged fine clothes, studded leather, orb of The Voice, dagger,
Senses passive Perception 11 Dragonchess, lock of hair, theives' tools, 15gp
Languages Common, Halfling
Challenge 3 (700 XP)
Agonizing Blast. Garrin adds +5 damage to his eldrich blast
spells on a hit.
Brave. Garrin has advantage on saving throws against
being frightened.
Criminal Contact. Garrin has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Dark One’s Blessing. When Garrin reduces a hostile creature
to 0 hit points, he gains 13 temporary hit points.
Dark One’s Own Luck (Recharges after a Short or Long
Rest). When Garrin makes an ability check or a saving throw,
he may add a d10 to the roll. He can do so after the initial roll
but before determining success or failure.
Eyes of the Rune Keeper. Garrin can read all writing.
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.
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.
Pact Magic. Garrin is a 8th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). He regains expended spell slots after a short or long
rest, and knows the following warlock spells:
Cantrips: blade ward, eldrich blast, poison spray
4th level (2 slots): burning hands, command, fireball, fire
shield, hellish rebuke, protection from evil and good, scorching
ray, stinking cloud, wall of fire.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
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 Feldspurn Actions


Medium humanoid (half-orc), neutral evil Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Armor Class 16 (leather armor) target. Hit: 7 (1d6 + 5) piercing damage.
Hit Points 33 (6d8 + 6) Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.
Speed 30 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
12 (+0) 20 (+5) 12 (+1) 18 (+4) 14 (+2) 16 (+3) Reactions
Saving Throws Dexterity +8, Intelligence +7 Uncanny Dodge. When Grankus is hit with an attack from an
Skills Acrobatics +8, Perception +5, Sleight of Hand +8, attacker that he can see, he can halve the attack’s damage.
Stealth +8
Senses darkvision 60 ft., passive Perception 15, Weapons, Armor & Items
Languages Common, Orc, Thieves’ Cant Leather armor, shortsword, four handaxes, thieves’
Challenge 2 (450 XP) tools, burglar’s pack, potion of greater healing, potion of
invisibility, 135 gp
Sneak Attack (1/turn). Grankus can deal an extra 3d6 damage
to one creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon. 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 incapacitated,
and he doesn’t have disadvantage on the attack roll.
Binding Contract. Grankus has advantage on saving throws
against being charmed or frightened.
Cunning Action. On his turn, as a bonus action, Grankus can
take a Dash, Dodge, Disengage, Hide, Use an Object action.
Alternatively, he can make a Sleight of Hand check or use his
thieves’ tools to disarm a trap or open a lock.
Relentless Endurance (1/day). When Grankus is reduced
to 0 hit points, but not killed outright, he can drop to 1 hit
point instead.
Savage Attacks. When Grankus scores a critical hit with 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.

29
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high fantasy

Mara Sageprel Actions


Medium humanoid (human), neutral evil Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
Armor Class 17 (studded leather) or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Hit Points 27 (6d8) Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
Speed 30 ft. one target. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 11 (+0) 19 (+4) 16 (+3) 17 (+3) Reactions
Saving Throws Dexterity +8, Intelligence +7 Parry. When Mara is hit with a melee attack while wielding a
Skills Acrobatics +8, Deception +6, Perception +6, Persuasion melee weapon with the finesse property, she can add +2 to her
+6, Sleight of Hand +8, Stealth +8 AC for that attack.
Senses passive Perception 16
Languages Common, Halfling, Thieves’ Cant Weapons, Armor & Items
Challenge 2 (450 XP) Studded leather armor, silver dagger, shortbow, 20 arrows,
explorer’s pack, poisoner’s kit, 5 bottles of elite assassin poison,
Sneak Attack (1/turn). Mara can deal an extra 3d6 damage to 2 bottles of wyvern poison, 245 gp
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse or ranged weapon. She
doesn’t need advantage on the attack roll if another enemy of
the target is within 5 feet of it, that enemy isn’t incapacitated,
and she doesn’t have disadvantage on the attack roll.
Binding Contract. Mara has advantage on saving throws
against being charmed or frightened.
Cunning Action. On her turn, as a bonus action, Mara can
take a Dash, Dodge, Disengage, or Hide action
Escape Artist. Mara leaves no trace. Anyone attempting to
track her has disadvantage.
Poison Dip. Mara can use a bonus action to add elite assassin’s
poison to her weapon. The next time a poisoned weapon hits,
the target must make a DC 19 Constitution saving throw or
become poisoned. The target is paralyzed while poisoned in
this way. The target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
Mara can substitute her elite assassin’s poison for wyvern
poison with this ability.

30
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quartztoil tower

Sala Ashcopse Actions


Small humanoid (lightfoot halfling), chaotic neutral Multiattack. Sala makes two weapon attacks. Additionally, as a
Armor Class 15 (chain shirt) bonus action she can make an attack with her offhand weapon.
Hit Points 60 (8d10 + 16) Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 25 ft. Hit: 7 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
16 (+3) 19 (+4) 15 (+2) 12 (+1) 12 (+1) 16 (+3) target. Hit: 6 (1d4 + 4) piercing damage.
Saving Throws Strength +6, Dexterity +7, Constitution +5
Acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one
Skills Athletics +6, Perception +5, Intimidation +6, Sleight of
target. Hit: 7 (2d6) acid damage.
Hand +7, Stealth +6
Senses passive Perception 15 Weapons, Armor & Items
Languages Common, Halfling Leather armor, rapier, ten darts, eight acid vials, dungeoneer’s
Challenge 3 (700 XP) pack, potion of greater healing, potion of heroism, 120 gp
Brave. Sala has advantage on saving throws against being
frightened.
Bond of Blood (1/day). When Sala is reduced to 0 hit points,
she grants her father, Garrin Ashcopse, an additional warlock
spell slot that must be used within one minute.
Fighting Style (Two-Weapon Fighting). Sala may add her
ability modifier to damage rolls with her offhand weapon.
Halfling Nimbleness. Sala can move through the space of any
creature that is a size larger than her.
Improved Critical. Sala scores critical hits on rolls of
19 and 20.
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 Sala’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Remarkable Athlete. Sala can add +2 to any Strength,
Dexterity, or Constitution check that doesn’t already use her
proficiency bonus. Additionally, the distance Sala covers with a
running long jump increases by 3 feet.
Second Wind (Recharges after a Short or Long Rest). On her
turn, Sala can use a bonus action to regain 1d10 + 8 hit points.

31
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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.

Weapons, Armor & Items


Leather armor, quarterstaff, holy symbol (The Voice), explorer’s
pack, glyph of warding spell scroll, 90 gp

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quartztoil tower

Appendix C: Advanced Monsters


Animated Armor Penaral Possessed Template
Medium construct, unaligned
A construct can become a vessel for Penaral Quartztoil to
Armor Class 18 (natural armor) inhabit. It keeps its statistics, with the following amendments:
Hit Points 77 (14d8 + 14)
Damage Resistance necrotic, bludgeoning, piercing, and
Speed 25 ft.
slashing damage from non-magical weapons
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5) Speed. The Penaral Possessed gains a flying speed of 30 feet.

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

33
heroes
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high fantasy

Crawling Gauntlet Ghastruct


Tiny construct (undead), lawful evil Large construct (undead), lawful evil
Armor Class 16 (natural armor) Armor Class 18 (natural armor)
Hit Points 28 (8d4 + 8) Hit Points 135 (18d10 + 36)
Speed 20 ft., climb 20 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 5 (−3) 10 (+0) 4 (−3) 18 (+4) 14 (+2) 14 (+2) 11 (+0) 10 (+0) 8 (−1)
Damage Immunities poison, psychic Damage Resistance necrotic, bludgeoning, piercing, and
Condition Immunities blinded, charmed, deafened, slashing damage from non-magical weapons
exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunities poison, psychic
Senses blindsight 30 ft. (blind beyond this radius), passive Condition Immunities blinded, charmed, deafened,
Perception 11 exhaustion, frightened, paralyzed, petrified, poisoned
Languages — Senses blindsight 60 ft. (blind beyond this radius), passive
Challenge 2 (450 XP) Perception10
Languages —
Immutable Form. The crawling gauntlet is immune to any
Challenge 8 (3,900 XP)
spell or effect that would alter its form.
Immutable Form. The ghastruct is immune to any spell or
Magic Resistance. The crawling gauntlet has advantage on
effect that would alter its form.
saving throws against spells and other magical effects.
Magic Resistance. The ghastruct has advantage on saving
Magic Weapons. The crawling gauntlet’s weapon attacks
throws against spells and other magical effects.
are magical.
Magic Weapons. The ghastruct’s weapon attacks are magical.
Turn Immunity. The crawling gauntlet cannot be turned.
Turn Immunity. The ghastruct cannot be turned.
Actions
Projected Stench. Any creature that starts its turn within 10
Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one feet of the ghastruct must succeed on a DC 15 Constitution
target. Hit: 13 (3d6 + 3) bludgeoning damage and the target is saving throw, or be poisoned until the start of its next turn.
grappled (escape DC 16) until the grapple ends. The crawling On a successful saving throw, the creature is immune to the
gauntlet can only grapple one target. ghastruct’s stench for 24 hours.
Crush. The crawling gauntlet crushes the creature it is Siege Monster. The ghastruct deals double damage to objects
grappling. The creature must make on a DC 13 Constitution and structures.
saving throw, taking 16 (3d8 + 6) bludgeoning damage on a
failed save, or half as much on a successful one. Actions
Multiattack. The ghastruct makes two melee steel claw attacks.
Steel Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 26 (4d10 + 4) slashing damage. If the target is
a creature and not undead, it must succeed on a DC 15
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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Incomplete Quartztoil Construct Quartztoil Construct


Large construct (undead), lawful evil Large construct (undead), lawful evil
Armor Class 16 (natural armor) Armor Class 18 (natural armor)
Hit Points 133 (14d10 + 56) Hit Points 147 (14d10 + 70)
Speed 25 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+1) 18 (+4) 6 (−2) 8 (−1) 5 (−3) 18 (+4) 11 (+1) 20 (+5) 6 (−2) 8 (−1) 5 (−3)
Damage Resistance necrotic Damage Resistance necrotic, bludgeoning, piercing, and
Damage Immunities poison, psychic slashing damage from non-magical weapons
Condition Immunities exhaustion, petrified, poisoned Damage Immunities poison, psychic
Senses darkvision 60 ft., passive Perception 12 Condition Immunities blinded, charmed, deafened,
Languages — exhaustion, frightened, paralyzed, petrified, poisoned
Challenge 8 (3,900 XP) Senses darkvision 90 ft., blindsight 60 ft., passive Perception 12
Languages —
Immutable Form. The incomplete Quartztoil construct is
Challenge 8 (3,900 XP)
immune to any spell or effect that would alter its form.
Immutable Form. The Quartztoil construct is immune to any
Magic Resistance. The incomplete Quartztoil construct
spell or effect that would alter its form.
has advantage on saving throws against spells and other
magical effects. Magic Resistance. The Quartztoil construct has advantage on
saving throws against spells and other magical effects.
Magic Weapons. The incomplete Quartztoil construct’s
weapon attacks are magical. Magic Weapons. The Quartztoil construct’s weapon attacks
are magical.
Turn Immunity. The incomplete Quartztoil construct cannot
be turned. Siege Monster. The Quartztoil construct deals double damage
to objects and structures.
Actions
Turn Immunity. The Quartztoil construct cannot be turned.
Multiattack. The incomplete Quartztoil construct makes two
slam attacks. Actions
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Multiattack. The Quartztoil construct makes two slam attacks.
Hit: 20 (4d8 + 2) bludgeoning damage.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Death Seep. Unbound, raw, necrotic energy pours out from the Hit: 22 (4d8 + 4) bludgeoning damage.
construct. Each creature that is within 10 feet of the incomplete
Quartztoil construct must make a DC 15 Constitution saving
throw, taking 27 (6d8) necrotic damage on a failed saving
throw, or half as much on a successful one.

35
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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.

36
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The Interested Party


Pact Magic. Garrin is a 12th-level spellcaster. His spellcasting
Garrin Ashcopse ability is Charisma (spell save DC 17, +9 to hit with spell
Small humanoid (lightfoot halfling), chaotic evil
attacks). He regains expended spell slots after a short or long
Armor Class 13 (studded leather) rest, and knows the following warlock spells:
Hit Points 66 (12d8 + 12)
Speed 25 ft. Cantrips: blade ward, eldrich blast, poison spray, true strike.

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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Grankus Feldspurn Actions


Medium humanoid (half-orc), neutral evil Two-Weapon Fighting. When Grankus makes a shortsword
Armor Class 16 (leather armor) attack, as a bonus action he can make an attack with his
Hit Points 55 (10d8 + 10) offhand weapon, but does not add his ability modifier to
Speed 30 ft. the damage.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
12 (+0) 20 (+5) 13 (+1) 18 (+4) 14 (+2) 16 (+3) target. Hit: 8 (1d6 + 5) piercing damage.
Saving Throws Dexterity +9, Intelligence +8 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
Skills Acrobatics +9, Perception +6, Sleight of Hand +9, or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Stealth +9
Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
Senses darkvision 60 ft., passive Perception 16,
or range 20/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Languages Common, Orc, Thieves’ Cant
Challenge 4 (1,100 XP)
Reactions
Sneak Attack (1/turn). Grankus can deal an extra 6d6 damage Uncanny Dodge. When Grankus is hit with an attack from an
to one creature he hit with an attack if he has advantage on the attacker that he can see, he can halve the attack’s damage.
attack roll. The attack must use a finesse or ranged weapon. He
doesn’t need advantage on the attack roll if another enemy of Weapons, Armor & Items
the target is within 5 feet of it, that enemy isn’t incapacitated, Leather armor, shortsword, four handaxes, two daggers,
and he doesn’t have disadvantage on the attack roll. thieves’ tools, burglar’s pack, potion of greater healing, potion of
Binding Contract. Grankus has advantage on saving throws invisibility, 185 gp
against being charmed or frightened.
Cunning Action. On his turn, as a bonus action, Grankus can
take a Dash, Dodge, Disengage, Hide, Use an Object action.
Alternatively, he can make a Sleight of Hand check or use his
thieves’ tools to disarm a trap or open a lock.
Relentless Endurance (1/day). When Grankus is reduced
to 0 hit points but not killed outright, he can drop to 1 hit
point instead.
Savage Attacks. When Grankus scores a critical hit with 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.
Second Story Work. Grankus can climb without spending
extra movement. In addition, when he makes a running jump,
the distance he covers increases by 3 feet.
Supreme Sneak. Grankus has advantage on Stealth checks if he
moves no more than half his speed on the same turn.

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Mara Sageprel Actions


Medium humanoid (human), neutral evil Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.
Armor Class 17 (studded leather) or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Hit Points 55 (10d8 + 10) Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
Speed 30 ft. one target. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 12 (+1) 19 (+4) 16 (+3) 18 (+4) Reactions
Saving Throws Dexterity +9, Intelligence +7 Parry. When Mara is hit with a melee attack while wielding a
Skills Acrobatics +9, Deception +8, Perception +7, Persuasion melee weapon with the finesse property, she can add +2 to her
+8, Sleight of Hand +9, Stealth +9 AC for that attack.
Senses passive Perception 17
Languages Common, Halfling, Thieves’ Cant Weapons, Armor & Items
Challenge 4 (1,100 XP) Studded leather armor, silver dagger, shortbow, 20 arrows,
explorer’s pack, poisoner’s kit, 5 bottles of elite assassin poison,
Sneak Attack (1/turn). Mara can deal an extra 6d6 damage to 2 bottles of purple worm poison, 285 gp
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse or ranged weapon. She
doesn’t need advantage on the attack roll if another enemy of
the target is within 5 feet of it, that enemy isn’t incapacitated,
and she doesn’t have disadvantage on the attack roll.
Assassinate. Mara has advantage on attack rolls against any
creature that hasn’t taken its turn in combat yet. Additionally, if
she hits a surprised creature, it is counted as a critical hit.
Binding Contract. Mara has advantage on saving throws
against being charmed or frightened.
Cunning Action. On her turn, as a bonus action, Mara can
take a Dash, Dodge, Disengage, or Hide action.
Escape Artist. Mara leaves no trace. Anyone attempting to
track her has disadvantage.
Evasion. When Mara is subjected to an effect that allows her
to make a Dexterity saving throw to only take half damage, she
take no damage on a successful saving throw and half damage
on a failed one.
Poison Dip. Mara can use a bonus action to add elite assassin’s
poison to her weapon. The next time a poisoned weapon hits,
the target must make a DC 19 Constitution saving throw or
become poisoned. The target is paralyzed while poisoned
in this way. The target can repeat the saving throw at the
end of each of its turns, ending the effect on a success.
Mara can substitute her elite assassin’s poison for purple
worm poison with this ability.

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Sala Ashcopse Actions


Small humanoid (lightfoot halfling), chaotic neutral Multiattack. Sala makes three weapon attacks. Additionally,
Armor Class 17 (studded leather) as a bonus action she can make an attack with her
Hit Points 99 (11d10 + 1d6 + 36) offhand weapon.
Speed 25 ft. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 9 (1d8 + 5) piercing damage.
16 (+3) 20 (+5) 17 (+3) 13 (+1) 13 (+1) 18 (+4) Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one
Saving Throws Strength +7, Dexterity +9, Constitution +7 target. Hit: 8 (1d4 + 5) piercing damage.
Skills Athletics +7, Perception +5, Intimidation +8, Sleight of
Acid. Ranged Weapon Attack: +9 to hit, range 5/20 ft., one
Hand +9, Stealth +9
target. Hit: 7 (2d6) acid damage.
Senses passive Perception 15
Languages Common, Halfling Weapons, Armor & Items
Challenge 5 (1,800 XP) Leather armor, two rapiers, ten darts, eight acid vials,
Action Surge (Recharges after a Short or Long Rest). On her dungeoneer’s pack, potion of greater healing, potion of
turn, Sala can take an additional action on top of her regular heroism, 120 gp
action and a possible bonus action.
Brave. Sala has advantage on saving throws against being
frightened.
Bond of Blood (1/day). When Sala is reduced to 0 hit points,
she grants her father, Garrin Ashcopse, an additional warlock
spell slot that must be used within one minute.
Fighting Style (Two-Weapon Fighting). Sala may add her
ability modifier to damage rolls with her offhand weapon.
Halfling Nimbleness. Sala can move through the space of any
creature that is a size larger than her.
Improved Critical. Sala scores critical hits on rolls of
19 and 20.
Indomitable. Once per day, Sala can reroll a failed saving
throw. Once she uses this feature, she must finish a long rest
before using it again.
Lucky. Sala rolls a 1 on an attack roll, ability check, or saving
throw, he 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.
Remarkable Athlete. Sala can add +2 to any Strength,
Dexterity, or Constitution check that doesn’t already use her
proficiency bonus. Additionally, the distance Sala covers with a
running long jump increases by 3 feet.
Second Wind (Recharges after a Short or Long Rest). On her
turn, Sala can use a bonus action to heal 1d10 + 11 hit points.
Sorcerer Initiate. Sala is a 1st-levelspellcaster. Her spellcasting
ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). She knows the following sorcerer spells:
Cantrips (at will): acid splash, true strike
1st level (1/day): shield

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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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Appendix D: New Items


Artificer’s Book of Minor Infusions Dragontooth Ammunition
Wondrous Item, Very Rare Smith Item
This book describes how to cast minor infusions on mundane Market Cost: 4gp
items to produce magical effects. Each infusion can be cast as a Crafting: 2gp / 1 day
ritual that takes 10 minutes to complete and consumes alchemical
oils and materials when it is cast. Each infusion lasts for 1 hour or This ammunition shreds the insides of any creature struck by it
until its infusion is expended. Once an item has been infused, it and is difficult to remove.
cannot be infused again until 24 hours have passed. The following The arrow or bolt has small, jagged barbs on the edges of its tip.
infusions are scribed in this tome: It causes normal damage when it hits a target, but is exceedingly
Energy Alteration Infusion. Any item that uses charges and has difficult to remove. If a creature embedded with a piece of
an effect that deals acid, fire, cold, lightning, or thunder damage dragontooth ammunition receives any healing, it gains 1d4 fewer
can be infused with this effect. At the time the infusion is cast, hit points but the ammunition falls out.
another damage type is chosen from the list. The item can be A creature can use an action and attempt a DC 10 Wisdom
activated with the chosen damage type in place of the normal (Medicine) check to remove a piece of ammunition with
damage type, but it uses up double the amount of charges and the no ill effects, but a failed check, or attempting to remove it
infusion is expended. If the item does not have enough charges with no check deals 1d4 slashing damage to the creature it is
then the effect cannot be used. removed from.
Cost: 30 gp in alchemical oils to cast Weight: —
Glowing Item Infusion. Any item can be infused with a colored
light (chosen at the time the infusion is cast) that radiates bright Orb of The Voice
light out 30 feet and dim light out an additional 30 feet. An action Wondrous item, rare
can be used to end the infusion. This orb is a means of communication for the entity known only
Cost: 10 gp in alchemical phosphorous powder to cast as The Voice. Within is a whirling, churning maelstrom which
feeds paranoia, mocks, threatens and laughs. When the orb is
Lesser Armor Enhancing Infusion. A mundane set of armor
nearby, sentient creatures suffer frequent nightmares. The orb can
can be infused to have its weight reduced by half, grant its wearer
be used as an arcane spellcasting focus and grants a +1 to attack
advantage on all saving throws against a damaging effect, and not
and damage rolls. Additionally, a creature can gaze into the orb
impose disadvantage on Dexterity (Stealth) checks.
to attempt to harness a portion of its power. Each time a creature
Cost: 20 gp in alchemical oils to cast gazes into the orb, they must make a DC 20 Wisdom saving
Lesser Weapon Augment Infusion. A mundane weapon can be throw. On a failed save, roll a d10. The creature is given a new flaw
infused to be considered magical, made of a different material or personality quirk that lasts for 1 week (use the table below, or
(silvered, cold-iron, adamantine, etc.), and gain a +1 bonus to use it as inspiration to create your own); after multiple failures,
damage rolls. these can become severe.

Cost: 30 gp in alchemical oils to cast d10 Effect


Lesser Spell Storage Infusion. You can cast one cantrip or 1 New flaw - “I WILL NOT BE MOCKED!”
one first level spell (using a spell slot of at least 1st level) into a 2 New flaw - “Gold. I have to have it. I have to have it!”
mundane item when you cast this infusion. A creature holding
3 Every time the creature faces a new enemy, they must
the item can use an action to speak a command word (chosen
make a Wisdom saving throw (DC 15). On a failed save,
at the time the infusion is cast) to cast the spell. If the spell uses
the character is frightened of the enemy. The creature
an attack roll or saving throw, it uses the spellcasting modifier or
may repeat this saving throw as a bonus action on
saving throw DC of the creature whose spell slot was used. Once
their turn.
the spell is cast, the infusion is expended.
4 The creature is mute.
Cost: 50 gp in alchemical powder and oils to cast
5 New flaw - “The Voice knows best. If I’m the only one that
Quicken Activation Infusion. Any item that uses charges and has can hear it, that just means I’m special.”
an effect that can be activated with an action can be infused with
this effect. The item can be activated as a bonus action but it uses 6 Every time the creature finishes speaking, they must
up double the amount of charges and the infusion is expended. say, “so says The Voice,” or suffer intense pain (1d4
If the item does not have enough charges, the effect cannot be psychic damage).
quickened. 7 Once per turn, before the creature declares an attack,
they must roll a d20. On a 1, the creature must attack the
Cost: 50 gp in alchemical powder and oils to cast
closest ally, moving up to their speed if necessary.

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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

Penaral Quartztoil’s Spellbook


Intermediate Challenge Rating
1st level: burning hands, charm person, comprehend languages,
detect magic, false life, fog cloud, grease, identify, mage armor,
magic missile, protection from evil and good, shield, thunderwave,
unseen servant
2nd level: acid arrow, arcane lock, blindness/deafness, continual
flame, darkness, invisibility, knock, magic weapon, misty step, see
invisibility, shatter
3rd level: animate dead, bestow curse, clairvoyance, counterspell,
dispel magic, fly, glyph of warding, lightning bolt, magic circle,
remove curse, vampiric touch
4th level: arcane eye, blight, conjure minor elementals, fabricate,
greater invisibility, ice storm, locate creature, stone shape, stoneskin
5th level: animate objects, cone of cold, conjure elemental, contact
other plane, hold monster, legend lore, scrying, wall of force,
wall of stone
6th level: circle of death, create undead, magic jar, move earth,
true seeing
7th level: finger of death, simulacrum, symbol, teleport

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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.

Looking forward to finally seeing you again,

Allia

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Garrin Ashcopse's Contract

___________________________________, hereafter 'The Undersigned', hereby swears to


aid in Garrin Ashcopse's endeavor to secure and lay claim to The Library, formerly of
Penaral Quartztoil, located in Quartztoil Tower. Specifically, the undersigned shall, to
the best of their abilities, ensure safe passage for Garrin Ashcopse to Quartztoil Tower
and, should a hostile presence be found therein, remove said presence. The Undersigned
agrees to lay no claim to any contents of The Library, but no such limitations apply to the
remainder of The Tower, save in the case of such items which it can reasonably be assumed
were once a part of The Library, at Garrin Ashcopse's discretion.

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.

I hereby agree to the above terms,


Garrin Ashcopse
Garrin Ashcopse The Undersigned

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Peneral Quartztoil's Notes

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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Appendix F: Full Page Maps


1. Manufacturing Workshop

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2. Living Quarters

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3 & 4. Observation Deck & Laboratory

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5. Library

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6. Quartztoil's Private Quarters

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7. Quartztoil Tower Roof

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Appendix G: Artwork Process


Chaos in the Market
Ralph: The first to be worked on for
the adventure, this piece really set the
tone and got us very excited for the
rest of the artwork. We knew that we
wanted a fairly consistent look between
the large golems and the animated
armors which would feature in some of
the other pieces (they come from the
same manufacturer after all), so this
piece was also a proof of concept as far
as they were concerned. An original
concept which incorporated chunks of
living crystal into their forms separated
them a little too much from the
clockwork, vaguely-steampunk world
of Quartztoil, so we went with a more metallic look, easier to tie
together with the animated armor. I liked thinking that, though the technology involved was
Once colored, there were few changes to be made, save for advanced, it was still not powerful enough to produce two robotic
replacing a splash of wine with a cloud of flour, as it originally eyes that were small enough to fit into the same helmet. The same
looked like the construct had just smashed some poor translated to the fingers, only allowing them four fingers per
unfortunate townsfolk to pulp! hand. Also, the armor of the construct attacking the town was
more fancy than the animated armors back at the workshop; it's
Konrad: Ralph always provided me with fantastic and short all about sending a message.
descriptions starting a project. We spent a lot of time discussing
details of the environment and the characters involved and I am I was really heartbroken when Ralph decided that the wine wasn't
certain it shows! working but, on the first look, it might have looked like some
poor guy being smashed to a puddle, so I totally understood him,
We began working on the market scene almost right away, and I ended up liking the flour much more.
starting with creating the first sketches. At one point, we were
considering using elemental robots, bound solely by magic to A small note: I like to imagine the scenes from the perspective of
armor and rock-like structures, but we kept scratching our heads, Garrin, which might be the reason for the low camera angles in
because it didn't feel right. So we shifted the armors more towards most of the illustrations. So, in some sense, I managed to smuggle
these humanoid-looking steampunk-ish shells. him in to every one of them!

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The Interested Party


Ralph: This was an interesting one to put together, as it included
a character (Garrin) who had appeared in our book, 'Ultimate
NPCs: Skulduggery'. Konrad did a great job of translating Garrin
to his own style, while keeping consistent with Takashi Tan's
original design (right).
First of all, a design board was created for the characters
themselves; we wanted to settle on a look for each of them that
we were happy with before placing them in the scene. While
originally just intended as conceptual pieces, these went on to be
colored as part of Konrad's artistic exercising, and so became the
character portraits beside their statblocks.

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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.

I liked the idea of them being pods of partners in crime, not


a full-fledged group of friends, and we tried to show it by
positioning the characters accordingly in the scene. Those
characters less involved sit a bit farther apart, while Garrin and
his daughter, Sala, are very close and central. I felt that showing a
glimpse of the mountains in the background helped to position
the crew and pull the players ever closer to the tower!

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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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He might have abandoned the heavy


leather gloves of the other armors in order
to be able to flip the pages on smaller
books. He might also have added the sharp
pointy ends to his fingers on his own,
leaving skeletal hands with which he is able
to do precise tasks like dissections.
I was also thinking about giving him
multiple eyes (inspired by the sewer robots
from The Matrix), but we scrapped the
idea early on. Later, Ralph introduced
the idea of the gladiator helmet and it
blew my mind!

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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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The head went through a lot of changes, starting with skull-like


features blending into a metal helmet, turning gradually into
a Darth Vader-like helmet, but we wanted to keep him more
ambiguous. That's why we used the traditional-looking armor
parts to shield his mechanics, and provided him with a look
more reminiscent of an owl.
I envisioned him to be a manipulator and a mastermind who is
equally crazy – I liked the idea of him commanding his minions
while they are standing on a chess-like floor. The first sketches
laid a lot of emphasis on him commanding from afar, but Ralph
and I agreed that he would need to play a much more active part
in the final battle.

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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.

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