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*