#51 : All Hallows' Tower | An Adventure of False Allies, Cursed Heights, and the Necromancer's Final Hour
The tower appeared overnight. The villagers started disappearing at sunset. Corvus Mourne knows exactly what must be done — trust him, he says. He's handled threats like this before.
All Hallows' Tower is the explosive finale of the Halloween Series, a complete 5E betrayal horror adventure for 2-3 players designed to run in 2-3 hours with zero preparation. A massive black stone tower has appeared overnight in a field near Elmwood, and villagers have begun disappearing. Grave Domain cleric Corvus Mourne seeks experienced allies to assault this necromancer's stronghold — after all, you've worked together before, and he knows exactly how to handle supernatural threats. What the players don't know is that Mourne has been dead for days, and the ancient necromancer wearing his face has been planning this moment for months.
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Players must fight through the tower's guardian constructs, solve the bone-carved puzzle doors, survive the betrayal when their trusted ally reveals his true nature, escape the binding ritual that would drain their life force to fuel his transformation into lichdom, and face the ancient evil in his true form atop the storm-swept summit. The tower has four levels, each with escalating threats. The betrayal is personal — Mourne has earned their trust through competent guidance. The final battle is definitive — Valdrus the Pale ends here, permanently. This is how the Halloween Series concludes.
What's Inside:
- A complete 4-act betrayal adventure for 2-3 players at Level 2 or 3
- A binding escape mechanic in Act Four — players have exactly 3 rounds to free themselves from ritual altars before necrotic damage begins draining their life force
- Trick-or-treat doors in Act Two — six doors with Halloween symbols, but only one leads forward while the others spring traps that test different abilities
- Environmental hazards throughout — hay terrain that slows movement and conceals scarecrow ambushes, platform edges with deadly drops, and altar cover during boss fights
- 7 full stat blocks: Overgrown Pumpkin Construct, Bone Warden, Skull Sentry, Emerging Scarecrow, Giant Hay Construct, Valdrus the Ascendant, and Valdrus the Pale
- A two-phase final boss fight — first Valdrus in his empowered human form, then his transformation into his true lich nature
- 5 battle maps, including tower courtyard, circular bone chamber, hay-filled trap room, open-air summit platform, and regional overview
- 4 ready-made characters
The Explosive Finale of the Halloween Series:
All Hallows' Tower stands alone as a complete betrayal adventure — no other books required. But it is the climactic conclusion of the story that began with a pumpkin patch, descended into crypts and wheat fields, faced a towering scarecrow and a hedge-witch coven, and now ends with the revelation that the enemy has been among the heroes all along. The complete series:
- Book 1: The Great Pumpkin
- Book 2: Below the Field
- Book 3: The Tall Man
- Book 4: The Three Sisters
- Book 5: All Hallows' Tower (You are here)
Perfect For:
- DMs who want a Halloween betrayal adventure ready to run tonight with no preparation
- Small groups of 2-3 players who want a complete horror one-shot with a trusted NPC reveal
- Tables that enjoy moral complexity, trusted allies with hidden agendas, and definitive endings
- Groups who played the Halloween Series and want to see how Valdrus's story concludes
- DMs who want to explore betrayal without cheap tricks — the deception must be earned through genuine trust
Trust is a weapon. He's been sharpening it for months.