Blackleaf Vale Wizard's Tower

This is a ruined wizard's tower in the Blackleaf Vale. The PCs purchased a map of it from Duine, an unreliable source in Marshwood's inn The Bloody Thorn.
== Areas ==
=== Approach/Entrance ===
* Overgrown path through the woods off the main one
* Leads to a gate in a moss-covered wall
** Wall stretches off into the forest growth
** Gate is plain iron with four swords set into the pillars
*** Touching the swords will trigger an alarm spell
** The whole area hums with magic
** Behind the wall, PCs who listen can hear the occasional clank and thud
*** If they wait long enough, the iron golem will come to the door and do a five minute guard stop (can see PCs if they don’t hide)
** No lock on the gate
*** Trapped with alarm spell, noticeable with good investigation
*** Alarm spell will wake four Flying Swords and call the Iron Golems to the gate
* Any fight here or in the courtyard will bring a second golem from the forge
=== Courtyard ===
* Patrolled by an iron golem (above)—PCs need to make a contested stealth check to move around the area
* Several buildings: the tower itself and two small huts
==== Small Hut 1 (golem workshop) ====
* Metal limbs and body parts are scattered about on various workbenches
* Metalworking and enchanting tools are scattered about
* Some space reserved for an enchanting circle, very dusty
* If PCs look long enough, they find the wizard’s notes on the golems (ie stat block)
==== Small Hut 2 (forge) ====
* Another iron golem is in here, waiting by a long-cold forge
** Doesn’t activate when PCs enter, simply sits
** Will join a fight in the courtyard if PCs fight the other golem or if attacked
=== Main Building ===
==== First Floor ====
* Rooms are all mundane, but very messy
* Library contains spell scrolls (above) and a number of books that Eli recognizes & has read
**Some books are about demonology (basic facts about demons vs devils, details of wars, etc)
**Some books are about ancient religions, but are copies of ones that Eli has already read
==== Second Floor ====
* Simple hallway with a ladder going up, a staircase going down, and a door
* Room appears to be some sort of practice and working room
** In the corner is a beaten up target dummy
** A ragged, singed rug adorns the floor
** Two tables are covered in all sorts of instruments and experiments
** A small chair near a globe completes the room
==== Third Floor ====
* Summoning circle with corpse in it
** This demon killed the wizard 
** If summoned, the demon will converse briefly with the PCs, but may try to get them to enter into the circle
*** Crossing the boundary of the circle will make that PC vulnerable to the demon within it
*** Scuffing or removing any of the runes will allow the demon to break out of the circle
** “What do you seek in return?"
***"I can offer you the knowledge which you seek.”
*** “If you accept these gifts, you are to kill the proprietor of Redwood’s Rest for me. Burn the body. Return their treasure to me. You are familiar with the place?”
**** “You must burn the body so they cannot be resurrected.”
****"The treasure is mine. You will know what it is. Do not use it, or you risk incurring my wrath."
**** “I’ll leave one of my gifts here as an advance, and you will find the other shortly after you’ve completed my task.”
*****If accepted, the demon leaves behind The Book of Vile Darkness when they depart.
**** “What difference does my reason make to you? I am offering what you seek—do you accept this deal?”
*****One of the caravans recently raided was carrying a crystal ball important to Mozol. Iriedhen (the proprietor) uses it to direct bandit raids.
* Nearby desk has notes scattered on it, including the summoning ritual and a name circled and underlined twice: “Mozol”
**Mozol (demon) is a Glabrezu (stats)
** PCs can spend an hour setting up the circle and summoning the demon
*** Intelligence / Arcana check to make sure the circle is correctly set up once the summoning begins
**Resummoning Mozol & returning the crystal ball to them will make them an ally. Mozol will ask if there's anything else they need before they release him again. 
***"I shall remember your efficiency if I need future agents in the Material Plane."
== Discoverable Secrets & Loot ==
*The wizard was researching ancient religions
*The wizard was killed by a summoned demon, Mozol
**The wizard entered the summoning circle and was thus vulnerable
***The demon offered the wizard the Book of Vile Darkness, a foul manuscript of ineffable wickedness. It contains knowledge so horrid that reading even one page invites madness!
**** Demon has only read a few pages but learned both the secrets of unending life and a ritual to destroy a god
**The wizard was questioning the demon about Orcus
***Orcus is the Demon Lord of Undeath
***Orcus is believed to have been defeated and bound ages ago, but the tomb has never been discovered
****The Wand of Orcus, a powerfully evil artifact, is believed to be in the tomb as well
****An ally of Orcus (Lolth) secretly created a compass pointing to the tomb
* The wizard was skilled at building & enchanting golems
** The automatons are still operating around the tower
** There are plans for a golem’s construction and enchantment in the workshop
=== Loot ===
*Oil of slipperiness
*Potion of animal friendship (x3)
*Potion of hill giant strength
*Scroll of Spiritual Weapon
*Potion of Healing
*2x potion of climbing
Category:Locations