Location Approaching the Ruins: High Watch sits atop a modest hill roughly two miles east of Greendale, accessible by a winding dirt path that’s become overgrown with brambles and weeds. The ruins consist of what was once a small watchtower and adjacent guard house, built decades ago when bandit activity was more common in the region. Abandoned for nearly twenty years, nature has begun to reclaim the stone structures.
As the party approaches, several unsettling details become apparent:
The Ascent (Perception DC 12):
- Flickering pale blue-green light emanates from within the ruined tower
- The normal sounds of insects and night birds are conspicuously absent
- A faint, acrid smell carries on the wind—something like burning herbs mixed with decay
- Fresh footprints in the dirt path, along with drag marks suggesting something heavy was pulled up the hill
The Ruins Themselves: The watchtower stands about thirty feet tall, though its upper third has crumbled away, leaving jagged stone teeth against the sky. The attached guard house is in better condition, with most of its roof intact. Scattered around the base are fallen stones, rusted weapons from the tower’s active days, and the remnants of wooden structures long since rotted away.
The Eerie Scene (Perception DC 14):
- Eight humanoid shapes move with jerky, unnatural motions around a makeshift ritual circle in the tower’s base
- A thin young man in dark robes kneels in the center, hands pressed to a small mound of earth
- Candles arranged in a precise pattern cast the strange blue-green light
- The air shimmers with barely visible magical energy
Initial Misunderstandings: From a distance, this scene could easily be interpreted as:
- Bandits performing some dark ritual to enhance their abilities
- A necromancer raising an undead army for nefarious purposes
- Cultists summoning something terrible
- Evidence of the “corruption” that elven traders mentioned
The Necromancer x1: Aldwin Blackthorne
Physical Description: Aldwin is a gangly young man of perhaps nineteen years, with the pale complexion of someone who spends too much time indoors studying forbidden texts. His dark hair hangs limp and greasy around a thin face marked by sleepless nights and constant worry. His robes, clearly secondhand and too large for his frame, are stained with grave dirt and dried tears. His hands shake constantly, whether from magical exhaustion, grief, or fear.
The Truth Behind the Horror: Aldwin is not a malevolent necromancer plotting against Greendale—he’s a heartbroken apprentice mage whose beloved cat, Whiskers, died three days ago. Unable to accept the loss of his only companion, he’s attempted to resurrect the small creature using half-remembered lessons from his former master’s forbidden texts.
His Story:
- Former apprentice to a hedge wizard who died six months ago
- Has been living alone in the ruins, surviving on foraged food and small magic
- Whiskers was his only friend and emotional anchor
- The cat died when Aldwin accidentally poisoned it with a poorly prepared alchemical experiment
- Has been attempting resurrection for three nights, growing more desperate and careless with each failure
The Encounter
Initial Approach: If the party approaches openly, Aldwin notices them when they’re about 60 feet away. His reaction depends on their approach:
Aggressive Approach: “Stay back! I won’t let you stop me! Whiskers deserves to live!” - Initiative rolled immediately
Stealthy Approach (Stealth vs. Passive Perception 13): Party can observe the full ritual and potentially realize this isn’t a military threat
Key Information Revealed
What This Encounter Provides:
- False Lead Resolution: Clearly establishes that the “evil magic” isn’t connected to the bandit threat
- Misdirection Consequence: Time spent here means less time for other investigation
- Possible Redirect: Aldwin’s mention of “rough men” camping “near old stones” could point toward the real threat
- World Building: Shows that not every magical threat is connected to the main plot
What Aldwin Knows (if properly questioned):
- Has seen no organized groups of bandits or raiders
- Noticed increased wildlife fleeing south from the northern forests
Evidence Left Behind:
- Necromantic spell components and ritual materials
- A crude journal detailing his failed resurrection attempts
- Letters to/from his dead master mentioning legitimate magical threats in the region
- A small grave containing a beloved pet (if investigators are thorough)
Time Investment: This encounter should consume 30-45 minutes of game time, representing a significant investment in a false lead. However, it provides character development opportunities and reinforces that the world contains multiple threats and stories beyond the main plot.
Connecting to the Larger Investigation: While this encounter doesn’t advance the bandit plot directly, it can:
- Eliminate one potential threat from consideration
- Provide misleading information about “dangerous camping areas”
- Create time pressure as dawn approaches
- Offer redemption/recruitment opportunities if handled compassionately
- Demonstrate that not every mysterious threat is what it appears