Darwell's Tower

2001 · Scenario / Avontuur / Module

Darwell's Tower

The characters are recruited to investigate the tower of Darwell Umbruskor, a reclusive sage suspected of necromancy and service to an evil power. With Darwell away, they must enter the tower and recover a gray glass sphere containing swirling mists, an artifact believed to be part of a sinister plan. The adventure emphasizes stealth rather than open combat, as bribed town guards watch the tower and cannot be openly opposed. Characters explore the building, avoid detection, and retrieve the artifact before escaping with it.

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