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Bandits of Siege Tower
Bandits of Siege Tower is an adventure for 4 to 5 players of level 3-4 using the 5th edition of the
world’s greatest roleplaying game.

BY GABE DEGEL

1
Table of Contents
Synopsis and Background 3
Bandits at Siege Tower 4
Travel to Valamar Castle 5
Ruins of Valamar Castle 6
The Bandit Camp 8
The Siege Tower 9
Aftermath 12
Appendix A: Maps
Travel & Random Encounters 13
Ruins of Valamar Castle 14
The Bandit Camp 15
Siege Tower 16
Appendix B: New Monsters
Bandit Enforcer 17
Death’s Shadow 17
Draugr Guardian 18
Trapdoor Spider 19
Appendix C: New Magic Items
Necromancer’s Talisman 20
Obsidian Amulet 20
License 21
Tabletop Outfitter 22
Credits and Acknowledgements 23

2
Background A word to the GM
• This adventure is meant to be run with
• This adventure could be dropped into minimal prep time for the GM. Read the
any campaign setting or run directly adventure and then run it at a glance.
after our adventure, The Trouble with • It uses bulleted points, bolded key
Gnolls. words, and short descriptions so you
• A group of bandit’s prey on merchants can embellish as needed.
travelling the road, the bandits have • Appendix A contains GM versions of the
camped near an old siege tower. maps.
• The siege tower lies at the base of a • Appendix B contains stat blocks for new
nearby mountain. This siege tower was monsters.
used in a battle that brought the • Appendix C contains descriptions of new
destruction of Valamar Castle almost a magic items.
hundred years ago. • Combat cards make it easy to reference
• All that remains of Valamar Castle is monsters, NPCs, and magic items while
ruins. Neghana the Animator, a running the game.
necromancer and leader of the bandits
has placed a draugr guardian at the Pacing
ruins to protect the route to the bandit
camp. • Most chapters of this adventure are kept
• The bandits have fortified the old siege to one page to make referencing the
tower and live inside it. adventure easier.
• The necromancer has resurrected the • All bulleted text in the yellow box is safe
dead and has them dressed as bandits to share with players. It is presented in a
doing mundane activities in a false way that makes it easy for the GM to
camp setup below the siege tower. embellish as needed.

Synopsis
• Willem Byford, a farmer offers the
characters 100 gp to go to the bandit
camp and get rid of the bandits
plaguing the roads.
• The players have to travel through the
ruins of Castle Valamar which is the lair
of a draugr guardian.
• Not far from the castle ruins, the players
will have to face zombies, a Neghana
the Animator, her bandits, and a
Death’s shadow that guards their
riches.

33
• Several townsfolk have died trying to
Bandits at Siege Tower defend their property.

Appeal to reward
• Willem Byford, a local farmer offers the • Willem will reward each character with
characters 100 gp each to get rid of the 100 gp.
bandits that are robbing his wagons.
• It is believed that the bandits have
• Willem either first meets the
amassed a large treasure and keep it at
adventurers in town (or in the
their camp.
adventure The Trouble with Gnolls, at his
home). Appeal to Discovery
Development Willem Byford, NG dwarf veteran

• Willem, a retired adventurer is living a • Appearance. 315 years old.


simple life on the farm. He has grown Braided grey beard with a few
tired of the bandits that raid his goods streaks of black in it.
and rob his farmhands that travel from • Secret. Willem armed his
his farm to the nearest town. farmhands to protect themselves
• Willem sends produce and livestock to and the bandits killed all three of
town. His farmhands that drive the
them on a trip to town. Willem
wagons are sometimes robbed on the
feels guilty for their deaths.
way to town and often on the way
home. • The characters will have to travel
• His wagon is usually robbed by 3 to 4 through the old ruins of Valamar castle
bandits. to get to the siege tower.
• Rumor is that the bandits have a camp • No one goes through the old ruins
at the base of the mountain near the old because they are believed to be haunted.
siege tower. It is said travelling the marshlands
• On occasion a bald female necromancer around the ruins is even worse.
known as Neghana the Animator, has


been seen with these bandits.
If the characters decide to wait a day to
Transition
head to the bandit camp, Willem will • Willem gives a level 3 party 2 greater
pay for a night’s stay at the local inn. healing potions.
• He pulls out a map and shows them that
it is a 4-hour journey to the base of the
Appeal to heroism mountain range where the bandit camp
• The whole town, and those who travel is situated.
to and from it are worried about being • When the players leave town to journey
robbed by the bandits encamped to the bandit camp, go to Travel to Castle
nearby. Valamar.

4 4
or find it a safe place to recover. The
Travel to Valamar Castle giant elk is at half hit points.
• Wizard’s Camp: The party finds a
• It is not far from town where an old campsite with a roaring fire and a large
path leads from the main road that cauldron perched over it. A friendly and
will take the characters to Valamar eccentric wizard in his late 70’s, with a
castle. twinkle in his eyes and long flowing
• The path is overgrown and would no robes greets the party. His name is
longer be visible if it had not been Widius and he uses the mage stat block.
recently used. He invites them to share a bowl of his
famous stew and offers to tell them tales
of his travels and adventures. Any
Development character that eats the stew gains the
benefits of the hero’s feast spell.
• Random encounters are presented as an
option to the GM. They can be used to
and from the Ruins of Valamar castle.
Feel free to roll on the chart or pick your
encounter. You can use more than one.
See APPENDIX A: MAPS, Travel &
Random Encounters.

D6 Encounter
1-2 Trapdoor Giant Spider
3-4 Wounded Giant Elk
5-6 Wizard’s Camp

• Trapdoor Giant Spider: A large trap


door covered in brush and grass
conceals a trapdoor giant spider.
Characters on the lookout for trouble
need to make a DC 18 WISDOM
(Perception) check. Characters that pass
the perception check will not be Transition
surprised by the spider’s attack. See
APPENDIX A for the trapdoor giant • After travelling for about 4 hours a
spider’s stat block. clearing opens up and the ruins of castle
• Wounded Giant Elk: The party finds a Valamar are visible. Go to Ruins of
wounded giant elk in a nearby clearing. Valamar Castle.
Its leg is broken and it’s obviously been
bitten by a predator recently. The elk is
docile and in a lot of pain. The party
might be able to heal the elk, set its leg,

55
• A character could convince the draugr
Ruins of Valamar Castle guardian that they are allies with a DC
12 CHARISMA (persuasion or
• As the party approaches Valamar deception) check.
Castle an unnatural fog seems to
creep over the ruins. Treasure
• Marshlands surround the castle ruins
• Obsidian Amulet worth 5 gp. The
on each side.
draugr guardian wears this around its
• The land is scarred from a battle that neck. See APPENDIX C: Magic Items.
destroyed the castle, leaving behind
walls and rubble where Valamar
Castle once stood.
R1: Courtyard
• See APPENDIX A: Maps, Ruins of
Valamar Castle.
Development • Where the castle walls once stood a
swamp has settled in their place. The
• If the party decides to go around the
swamp is difficult terrain and one of
ruins, they will have to go through a
several entry ways into the castle.
marsh. The marsh is difficult terrain and
• This area is overgrown with plants and
will add an additional two hours to
surrounded by dilapidated stone walls;
their journey. A shambling mound
this old courtyard is now a captivating
hides in the marsh and attacks the party.
blend of nature reclaiming its territory.
Any character who does not pass a DC
15 WISDOM (perception) check is
surprised.
Treasure:
• A character walking through the swamp
COMBAT: WILL THE PARTY DEFEAT
can make a DC 17 WISDOM
THE DRAUGR GUARDIAN AT THE
(perception) check and finds a
RUINS?
waterlogged bag of holding that seems
• A draugr guardian protects the ruins to blend in with the swamp.
and attacks any creature that gets within
40 feet of the castle ruins. The characters R2: Great Hall
might smell death and decay before
• Remnants of intricate stonework and
seeing the creature.
faded tapestries still adorn the walls.
• Some of the stone flooring appears
through patches of grass and weeds.

6
R3: Library
R6: Graveyard
• A few decayed and damp books litter
the ground and are beyond recognition. • The names on the headstones in this
• Remains of ancient oak bookcases and graveyard are long since worn away.
candle holders that once provided light • Near a small headstone lies a medium
decorate the walls. sized garnet gem (value: 25 gp)
• The gem is surrounded by a handful of
R4: Banquet Hall luminescent moss and a root with a
humanoid shape.
• The remnants of long dining tables give • If a character makes a DC 13
an idea of the grandeur that once filled INTELLIGENCE (Arcana or Nature)
this hall. check they will be able to determine that
• This room is now an open space with a the moss is grave moss and the root is
crumbling stone floor and broken mandrake root. If they rolled an Arcana
stained glass windows. check above 15, the character knows these
• The grand fireplace, once roaring with items along with the gem were used in
warmth, now stands cold and empty. necromancy to create a draugr.

R5: Temple Transition


• Despite being in ruins, traces of a sacred
nature can still be felt. • Whether the characters went around the
• A few worn-out pews and broken castle ruins or through them, go to The
Bandit Camp.
stained glass windows are all that
remain of this temple devoted to a
forgotten god.

77
bandits. If the characters are within 10
The Bandit Camp feet, they will be able to tell these are
zombies.
• As the characters leave the strange • The zombies attack any creature, except
fog and ruins of Valamar Castle those wearing an obsidian talisman
behind, mountains appear on the within 10 feet of them.
horizon. • The siege tower has been recently
• A path leads towards the mountains. boarded up and fortified and seems
• After travelling a few miles, the to be more of a fortress or building
marsh lands disappear and give way now than a weapon of war.
to a large clearing at the base of the
COMBAT:
mountains.
• In this clearing are 3 large tents. A Will the party fight the zombies and
roaring camp fire and three bandit archers?
humanoid figures can be seen sitting
• The tents are empty except for the 5
around the fire. These figures wear
zombies inside them. These zombies
dark cloaks and have covered faces.
shuffle out when the characters get
• Behind the tents and at the base of
within 3o feet of the siege tower
the mountain a very large siege
or if combat occurs.
tower can be seen.
• If combat occurs, two
bandit enforcers come out of
Development the door on top of the siege
tower and fire on the party.
• See APPENDIX A:
MAPS, The Bandit Treasure
Camp.

Obsidian Amulet
• The figures around the campfire worth 5 gp. Each
seem to be talking and bandit enforcer
making gestures with their wears this
hands. If a character gets around their
within 10 feet of these figures, neck and has 1d10
they will be able to determine gp in their coin pouch. See
that there is something not quite APPENDIX C: Magic Items.
right about them. Their movement is
unnatural, they wear gloves and
have their faces covered. A few are
Transition
missing eyes and have deep sockets • If the players
in their stead. investigate or interact with
• On a DC 10 INTELLIGENCE the siege tower in any way
(investigation) check from 10 to then go to The Siege Tower.
50 feet away, the character will realize
that these are zombies dressed as

8 8
• Characters can walk quietly if they pass
The Siege Tower a DC 12 DEXTERITY (stealth) check. All
party members must make the check if
• The century old siege tower is 20 feet they are trying to walk quietly, or a
tall and 35x35 feet wide. group check can be made.

• Once a machine for war the siege Area T2: Bandit Barracks
tower has recently been fortified with
lumber to create a makeshift fortress. • There are 4 disheveled beds, a large
• Two ladders rise up the siege tower dresser, and table with 4 chairs in this
to reach the top. room.
• Empty wine bottles litter the room and
the dresser is full of clothing and a
Development dagger that is engraved with the word
“Bootsy” on the blade.
• The ladders can be easily climbed.
• The siege tower could be climbed at half COMBAT: Will the party defeat the
speed without climbing equipment. bandits inside the tower?
• There is a secret door on ground level at
• There are two bandit enforcers, if the
the back of the siege tower, facing the
characters were stealthy in Area T1, then
mountains. (See Appendix A Maps: The
they are all able to get down the ladder
Siege Tower, Area T3) It could be found
and confront the bandits.
on a DC 20 INTELLIGENCE
• If the party was not successful on being
investigation check.
stealthy then roll initiative for combat
• Each wooden 5-foot panel of the siege
before the party heads down the ladder
tower has an AC of 15 and 54 hp. The
into Area T2. Bandit enforcers get
siege tower is made of oak.
advantage on their initiative roll. As
• If the tower is lit on fire or destroyed in
soon as the first character steps foot on
another way the 2 bandit enforcers and
the ladder or jumps below then combat
the necromancer will slip out a secret
begins. Any character on the ladder
door in Area T3 (See Appendix A Maps:
prevents other characters from entering
The Siege Tower) and confront those
the room.
trying to burn the tower down. Area T4
will be buried in charred wood and
debris and inaccessible.
Treasure
• Obsidian Amulet worth 5 gp. Each
Area T1: Top of the Siege Tower bandit enforcer wears this around their
neck and has 1d10 gp in their coin
• The planks that make up the top of the
pouch. See APPENDIX C: Magic Items.
siege tower are at least a century old.
Made from sturdy oak they are solid
and creak heavily when walked on.
• A hatch door is set into the floor. The
door is unlocked. A ladder descends
into Area T2.
99
Area T3: Necromancer’s Quarters Sneech Doughberry, NE halfling
bandit
• The ladder into this room continues
3 • Appearance. 73 years old. Stout
down a hatch to Area T4.
• Unlike the bandit’s barracks this room is and robust with a head of brown
neat and tidy. The smell of incense and curly hair, a curled mustache and
death hangs in the air. goatee.
• Paintings and tapestries of skeletons,
people devastated by plagues, and • Secret. He was a coachman and
demons adorn the walls. would tip off the bandits to his
passengers that had valuables. He
• There is a bed that is made in the corner
wanted a bigger cut form the bandits,
and the work table is well organized
and the Neghana the Animator used
with vials of black liquid and a human
him to create the Death’s Shadow.
skull. The black liquid is old blood and a
dark red ruby (worth 50 gp) is under the
skull.
• Chanting can be heard from down
• There is a desk in the southern corner
below.
across from the bed. An ancient tome of
necromancy written in abyssal lies on the
desk. There are also notes on the desk
about a couple of gruesome failed
experiments. A large creature with 3
human faces and 9 human limbs
protruding from it is crudely drawn on
another piece of paper.
• A near dead halfling named Sneech is
groaning in the corner. Sneech uses the
bandit stat block. He tells the players
that he is a victim of the necromancer
and that they need to kill the creature
down below to save his life. He is at 3
hp.
• The Death’s Shadow’s existence is tied
to the life of Sneech. If the players do
not heal Sneech, the Death’s Shadow
will be at 25 hit points. If they heal
Sneech, it will be at full hit points. If
they kill Sneech, then the Death’s
Shadow will have disadvantage on all
of its attacks.

10 10
surprised. The Neghana attacks the
Area T4: characters on her turn in initiative order.
• Characters are able to safely descend
down the ladder into Area T4. Treasure
• The room is dark, the only light source
• Neghana the Animator wears the
here is from the dull light from the
necromancer’s talisman. See Appendix
hatch above.
B: New Magic Items.
• There are several piles of bones and
• Inside the open chest is 1400 cp, 210 sp,
bodies in this room. There is no incense
and 7 obsidian gemstones worth 10 gp
strong enough to mask the stench of
each.
death here.
• The closed chest has a stuffed doll and
• On the far side of the room are two a silver hair brush worth 10 sp.
chests against the wall. One is open and
the other is shut.

COMBAT: Will the party survive the


necromancer and her Death’s Shadow?

Neghana, a bald female necromancer


covered in arcane tattoos sits on the
floor facing the ladder. Her eyes glow
bright blue and A retching sound of flesh
being torn apart and chanting can be heard
from down below.

• She asks the player’s, “Why do you


disturb my peaceful camp?”
• Any player answering
her will allow the
party time
enough to
notice a dark
shadow with
two small red
eyes
gleaming
from the
darkness. A
Death’s Shadow then
attacks the party without advantage.
However, if anyone attacks her instead
of answering her question a Death’s
Shadow attacks the character nearest
the necromancer and the characters are

11 11
The Aftermath
• True to his word Willem Byford gives
each party member 100 gp if they either
destroyed the bandit camp or killed the
necromancer that led the bandits.

Continuing the Adventure


• This section provides ideas and plot
hooks to continue from the Aftermath.
• A small box was felt in the chest of the
stuffed doll (from Area T4) as it is
handled. Inside the box was a note
and/or a key. The note commands
Neghana to do whatever it takes to keep
the town coffers full. It is signed by the
town magistrate.
• When searching the room in Area T4, the
characters discover a button (or
keyhole) in the room. A secret door is
found that could expand this area under
the siege tower into a dungeon.

12 12
Appendix A: Maps
Travel and Random Encounters

1313
Ruins of Valamar Castle

14 14
The Bandit Camp

1515
The Siege Tower

16 16
Hit Points: 33 (6d8+6)
Appendix B: New Monsters Speed: 40 feet

STR DEX CON INT WIS CHA


Bandit Enforcer 14 16 13 6 10 6
Medium Humanoid (Any Race), Any Non-Lawful (+2) (+3) (+1) (-2) (+0) (-2)
Alignment

Armor class: 13
Skills: Stealth +5
Hit Points: 22 (5d8)
Senses: Darkvision 60 ft, Passive Perception 10
Speed: 30 feet
Damage Resistances: Acid, Cold, Fire, Lightning,
STR DEX CON INT WIS CHA Thunder, Bludgeoning, Piercing, and Slashing from
14 13 10 8 12 8 nonmagical attacks
(+2) (+1) (+0) (-1) (+1) (-1)
Damage Immunities: Necrotic, Poison

Condition Immunities: Exhaustion, Frightened,


Poisoned
Skills: Intimidation +1
Languages: None
Senses: Passive Perception 11
Challenge: 2 (450 XP)
Languages: Any one language (usually common)

Challenge: 1 (200 XP) Shadow Stealth: While in dim light or darkness, the
Death’s Shadow can take the Hide action as a bonus
Reckless: At the start of its turn, the bandit enforcer action.
can gain advantage on all melee weapon attack rolls it
Sunlight Sensitivity: The Death’s Shadow has
makes during that turn, but attack rolls against it
disadvantage on attack rolls, ability checks, and
have advantage until the start of its next turn.
saving throws.
Pack Tactics: The bandit enforcer has advantage on
Shadowy Form: The Death’s Shadow can move
an attack roll against a creature if at least one of the
through other creatures and objects as if they were
enforcer’s allies is within 5 feet of the creature and the
difficult terrain. It takes 5 (1d10) force damage if it
ally isn’t incapacitated.
ends its turn inside an object.

Actions: Actions:
Multiattack: The bandit enforcer makes two attacks,
Strength Drain: Melee Weapon Attack: +4 to hit, reach
either with its great axe or heavy crossbow.
5 ft., one creature. Hit: 9 (2d6+2) necrotic damage, and
Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., the target’ Strength score is reduced by 1d4. The
one creature. Hit: 9 (1d12+2) slashing damage. target dies if this reduces its Strength to 0. Otherwise,
this reduction lasts until the target finishes a short or
Heavy Crossbow: Ranged Weapon Attack: +3 to hit, long rest. If a non-evil humanoid dies from this
range 100/400 ft., one target. Hit: 7 (1d10+1) piercing attack, a new Death’s Shadow rises from the corpse
damage. 1d4 hours later.

Great Axe: Melee Weapon Attack: +5 to hit, reach 5 ft.,


Death’s Shadow one creature. Hit: 9 (1d12+2) slashing damage.

Medium Undead, Chaotic Evil

Armor class: 12

1717
CONSTITUTION saving throw or its hit point
maximum is reduced by the amount of damage
Draugr Guardian taken. This reduction lasts until the target takes
a long rest.

Medium Undead, Lawful Evil


Special Abilities
Armor class: 15 Undying Vigor: When the draugr guardian
Hit Points: 65 (10d8+20) takes damage that would reduce it to 0 hit
points, it instead returns to 10 hit points. Once
Speed: 30 feet per day.
STR DEX CON INT WIS CHA Frost Aura: The draugr radiates a chilling cold
18 12 14 6 10 8 in a 10-ft radius around it. At the start of each of
(+4) (+1) (+2) (-2) (+0) (-1)
its turns, any creature within this area takes 5
(2d4) cold damage.

Skills: Perception +3, Stealth +3

Saving Throws: STR +6, DEX +3

Damage Resistance: Necrotic, Poison

Damage Immunities: Cold, Non-magical


slashing, Bludgeoning, and Piercing damage

Condition Immunities: Charmed, Frightened,


Poisoned

Senses: Darkvision 60 ft, Passive Perception 11

Languages: Understands the languages it knew


in life but can’t speak.

Challenge: 4 (1,100 XP)

Sunlight Sensitivity: While in the sunlight, the


draugr has disadvantage on attack rolls, as well
as WISDOM (Perception) checks that rely on
sight.

Actions:
Multiattack: The draugr guardian makes two
melee attacks.

Great Sword. Melee Weapon Attack: +6 to hit,


reach 5 ft., one creature. Hit: 10 (2d6+4) slashing
damage.

Reaping Blast: Ranged Spell Attack: +3 to hit,


range 30 ft., one target. Hit: 12 (4d6) necrotic
damage. The target must succeed a DC 13
18 18
Neghana the Animator Trapdoor Spider
Medium Humanoid, Lawful Evil Large Monstrosity, Unaligned

Armor class: 12 (robes), 15 (mage armor) Armor class: 15 (natural armor)

Hit Points: 33 (6d8+6) Hit Points: 75 (10d10+20)

Speed: 30 feet Speed: 30 feet, climb 30 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 14 12 15 13 10 16 16 14 3 12 4
(-1) (+2) (+1) (+3) (+1) (+0) (+3) (+3) (+2) (-4) (+1) (-3)

Saving Throws: INT +4, WIS +2 Skills: Stealth +6

Skills: Arcana +4, History +4, Insight +2 Damage Immunities: Poison

Damage Resistances: Necrotic Condition Immunities: Poisoned

Senses: Passive Perception 11 Senses: Blindsight 30 ft, Darkvision 60 ft, Passive


Perception 11
Languages: Common, Abyssal, Elven
Languages: None
Challenge: 2 (450 XP)
Challenge: 4 (1,100 XP)
Spellcasting: Neghana is a 4th-level spellcaster. Her
spellcasting ability is intelligence (spell save DC 12, Spider Climb: The spider can climb difficult surfaces,
+4 to hit with spell attacks). She has the following including upside down on the ceilings, without
wizard spells prepared: needing to make an ability check.

Cantrips (at will): chill touch, mage hand, spare the Charge: If the spider moves at least 20 feet straight
dying toward a target and then hits it with a bite attack on
the same turn, the target takes an extra 9 (2d8)
1st Level (4 slots): detect magic, inflict wounds
piercing damage.
2nd Level (3 slots): blindness/deafness, gentle repose, ray
Trapdoor: This spider does not use or create webs to
of enfeeblement
catch its prey. It hides under a trapdoor made of
branches and grass in the wilderness. As soon as any
Actions: creature is within 30 feet of the trapdoor it uses its
Charge ability or Slam attack as a surprise action.
Dagger: Melee Weapon Attack: +1 to hit, reach 5 ft., one
This can only be used once, and only if the spider is
target. Hit: 2 (1d4-1) piercing damage
under the trapdoor.
Chill Touch: Ranged Spell Attack: +4 to hit, range 120
ft., one creature. Hit: 8 (2d8) necrotic damage, and Actions:
target cannot regain hit points until the start of its
next turn. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 11 (2d8+3) piercing damage, and the
target must make a DC12 Constitution saving throw,
taking 9 (2d8) poison damage on a failed save, or half
as much damage on a successful one.

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 8 (1d8+3) bludgeoning damage.

19 19
Appendix C: New Magic Items
Necromancer’s Talisman
Wonderous Item, uncommon

This talisman grants a necromancer


protection from some of the undead
creatures it might conjure up. Any creature
can wear the Necromancer’s Talisman.
The talisman grants resistance to
necrotic damage and advantage
against being charmed. It does not
need to be attuned.

Obsidian Amulet
Wonderous Item, common

The Obsidian Amulet is a small,


unassuming amulet made of polished
obsidian.

As an action the wearer can spend 1 minute


focusing on the Obsidian Talisman. After
doing so, they gain Darkvision with a range
of 30 feet for the next hour. This item does
not need to be attuned.

Necromancer’s Talisman

20 20
License
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved.

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You have written permission from the Contributor to do so.

2121
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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1
Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax
and Dave Arneson.

Bandits of Siege Tower © 2023 Tabletop Outfitter LLC.

All new monsters, magic items, locations, spells, and NPCs in this adventure are not part of the open game license and are the
property of Tabletop Outfitter LLC.

END LICENSCE

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Credits and Acknowledgement
Cover Art: IOBard

Alternate Cover Art: Gabe Degel

Interior Art: Daniel Comerci, Dean Spencer, Mark Turner, Gabe Degel, DomCritteli,
IOBard, Kalleeck, Melkor3d, T Studio, and Visuality Store

Writing, Design, Layout, & Cartography: Gabe Degel

Foundry VTT: Dragon Kat Concepts

Editing: Jon Degel

Special Thanks:
My wife and #1 supporter, Marie. My creative daughter and fellow TTRPG enthusiast,
Anya. My son and constant reminder to remain young in heart and full of wonder,
George.

Thank you to Mike Collins, Josh Bailly, Joe Baez, and Junior Lum for helping with the
playtesting. A barbarian learned that jumping down a ladder (without looking) on the
siege tower is a bad idea and contributed to the TPK that soon occurred.

Thank you to the Kickstarter backers who made this project possible! Special thanks
to the Platinum (All-In and More!) backers, they are as follows:

Peter J. Fla, Greg S Mueller, Noah Roach, Ryan Cully, Steven and Scott Sobotta (The
Twins), Joey Graham, Christopher van Brunt, Vic "Jako Dar" Morris, David Stephenson,
Ewen Riddle, Alexander Thissen, Jason Mackenzie, Jerrod M Boucher, Jason Taylor,
Abdulaziz Al-Kaboor, Sterling J. Doiron, LuethianDM, Annette Napolitano,
Craig McMahon, Aaron Mizell, Matthew Koleda, Kenny Saputra, Rob Wilkison,
Melody Hawley, Chad Stone, Anthony Baumayr, Jeff Steel, Executioner,
Jeremy Willhoit

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