CAS

CAS

Tuesday, January 29, 2019

The Tower of Eldorath Part 2


The adventure begins in the City of Greyhawk.

For those looking for such work the word has gone out for adventurers who will brave dangers in return for some coin and what treasure they can find within the ancient abandoned tower of Eldorath. 

The mage Talberth is much respected within the city. He is said to have been (or perhaps still is) an agent of the city, the Circle of Eight, or the Grey College. He is a tall, thin man with a scarred face but a friendly manner. He has recently acquired knowledge and, at least within the society of mages in the city, ownership of an old tower. It is ancient and unoccupied for several years and Talberth offers an intriguing amount of gold and any items or treasure that may be recovered from the tower, (he just wants the tower), to any who will venture forth and empty the place of occupants from cellar to ceiling. 

Research into the tower will easily reveal its known history. It is located on a peninsula on the Wild Coast (97-F4 on the Darlene Map) overlooking Woolly Bay. It is elven-built from before human settlement of ther area by a powerful Elf-Mage named Eldorath who occupied it for centuries. It was found abandoned and no word of Eldorath has been heard since. It was a monster filled ruin when humans settled the area and the Flan avoided it for the most part with heroes occasionally venturing inside though none chose to occupy it for themselves. With the coming of the Suel the tower was occupied again, but here the stories about are scanty and if Eldorath's Curse (as it has been called) descended upon these Suel occupiers no records tell of it. 

Eldorath's Curse is the sudden and complete disappearance of the tower's occupants. It has happened to those staying in the tower for as little as a month while others have stayed decades without any ill or surprising effects. No one has found out what causes the Curse to trigger or if there is even a curse at all. 

The tower itself radiates powerful magic at artifact intensity. It allows no form of tranportation through its walls or interior. It inhibits transformation either from abilities or spells. The stones cannot be damaged through physical or magical means, and the tower shows no wear or damage except for a section of merlons on the battlement of the roof which are strangely melted.

The doors of the tower are also immune to damage and possess a strange lock. The front, ground level gates can only open from the inside are currently shut. The roof is the only form of entrance.

No key is needed for the lock on the roof or on any of the doors within the tower but all doors can only be opened with blood. The lock is in the shape of mouth set with needle fangs. Someone must push their hand onto the fangs to unlock the door. This will cause the door to unlock and 1HP damage. The wound will not heal while within the tower and it will drip blood continuosly at a low pace. Each door in the tower has the same mechanism and the wounds are cummulative. Doors will lock if shut and will swing shut if not prevented from doing so.

The tower is 120ft high and players must find a way to reach the roof to gain entrance.

1 comment:

  1. Very nice, Jason!

    Now if some of the door locks have wounding capabilities....

    Allan.

    ReplyDelete

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