The lake known as Candlemere is notorious in the Stolen Lands for being haunted. Stories from fishermen, explorers, bandits, and tradesmen alike support these legends with eerie tales of strange lights dancing upon the waters, blood-curdling cries from what could be lost souls, and mysterious sightings of shapes rippling in the lake’s dark waters. There’s a 20% chance per night spent along Candlemere’s shores of seeing what are known as the “Candlemere Lights,” flickering spheres of color that dance over the waves or along its shores. The island in the middle of the lake is particularly prone to these strange lights, especially at its low summit, where a lonely tower stands. The island itself is covered with thick brambles and stinging nettles; moving through it counts as difficult terrain, and anyone who spends any time doing so must make a DC 15 Fortitude save or become sickened from the nettles for 2d4 hours (this is a poison effect).
The tower itself is a crumbling ruin—nothing remains but a half-collapsed, 40-foot-tall stone cylinder and a swath of rubble within and without. The stones of the tower are ancient; a DC 25 Knowledge (engineering or history) check is enough to note that these ruins are far older than any others in the area and could even date from the Age of Destiny. Faint carvings of strange symbols are barely visible in some of the tower’s stones—a DC 25 Linguistics check identifies them as being written in the ancient Aklo language, after which a DC 25 Knowledge (religion) check identifies them as fragments of a series of blasphemous prayers to the ancient gods of the Old Cults (the eerie name “Yog-Sothoth” can be found with a DC 25 Perception check).
Although the cult that once used this site as its center of worship has long since been destroyed, the ruins themselves exude a 100-foot aura of unease. Any creature that enters this area feels as if something unseen were watching or waiting and that intruders to this area are distinctly unwelcome. A DC 20 Will save keeps these feelings to vague senses of unease, but a failed saving throw results in the intruder becoming shaken as long as he remains within 100 feet of the tower. This is a mind-affecting fear effect. It can be suppressed by hallow, or removed entirely with a successful dispel chaos if the caster can make a DC 30 caster level check.