1. Locations

Ghost Tower of Kara-Inar

🌕 Ghost Tower of Kara-Inar

Location:
The Ghost Tower appears on a rocky outcropping of the Ashkarin Peninsula, 10 miles southwest of Ashkarin City, overlooking the Azure Sea. When it manifests, spectral lights shimmer along the cliffs and locals say the tide goes unnaturally still.

Phenomenon:

  • The tower phases into existence only during the full moon.

  • It vanishes at dawn, leaving behind only scorched grass and a faint layer of lunar frost.

  • The structure is half-material, half-ghostly — its stones glow faintly from within, and creatures within seem to flicker like reflections on water.

Lore:
Old fishermen say the tower was built by ArdĂ»n of the Moon, an astrologer-king who sought to bridge the heavens through mirror magic. When his ritual went awry, his soul and tower were drawn between worlds. Now, once each lunar cycle, the tower aligns with the moon’s reflection and becomes visible.

Hazard:
When the tower phases out of existence, it acts as a magnet for otherworldly beings, pulling creatures from beyond the mortal planes into its shifting structure. Some are left behind when the tower disappears again, wandering the cliffs of the Ashkarin Peninsula as strange remnants of the outer dark. Scholars of the Ashkarin Concorde call the phenomenon a “lunar breach” — a natural portal to alien planes that should not exist in this world.


Kara-Inar (“Black Spring”)

From the Journals of Archmage Valamir the Resplendent

📜 From the Journals of Archmage Valamir the Resplendent, Master of Celestial Correspondences, Peerless Sage of Moon and Sea

Copied from a brittle scroll found in a lacquered tube, the ink silvery and faintly luminescent under moonlight.

To he who follows my path — whether thief, fool, or future genius — know that I, Valamir the Resplendent, first laid mortal eyes upon the Ghost Tower of Kara-Inar.

It stands — when it chooses to stand — upon a rocky outcropping of the Ashkarin Peninsula, 10 miles west of the city whose people still whisper my name with awe and envy. There, where the Azure Sea gnaws the cliffs and the gulls cry warnings to the deaf, the tower appears. Not always. Not often. Only when the full moon swells fat upon the horizon.

Then the air itself shivers. The wind falls silent, and the waves still their breath. From that hush arises a shimmer, as if moonlight found a mirror beneath the sea. Slowly the reflection sharpens — silver light stretches skyward, solidifying into the Ghost Tower of Kara-Inar. Its walls glimmer like glass veined with liquid pearl, half-real, half-dream. Within, one hears the hum of the spheres themselves, a sound that bends reason and inflames genius.

The tower was raised, so the old songs claim, by ArdĂ»n of the Moon, an astrologer-king of ancient Ashkarin who sought to bridge heaven and earth. His folly was magnificent! When his mirror-magic faltered, both tower and soul were dragged between worlds. Now, each lunar cycle, the tower’s reflection aligns once more, granting passage — fleetingly — between planes.

Yet beware, ambitious reader: when the tower fades at dawn, it drags with it what it has touched. Creatures from beyond, summoned or stranded, wander the cliffs in its wake. The Pale Lodge calls this phenomenon a lunar breach; I call it a door for those bold enough to knock.

And within that spectral keep lies the object of my obsession — the Soul Gem of Kara-Inar, heart of ArdĂ»n’s power, gleaming like frozen moonlight. I have seen it pulsing behind the tower’s veil, a prison for a thousand bound souls and a vessel of inestimable worth. The gem’s value, even by the most conservative estimation (mine), stands at no less than forty thousand gold pieces â€” though I would have sold eternity itself for but a touch of its light.

If you would claim it, watch the moon. When the tide stills and the cliffs glow, the tower has come again. Step within before dawn, and you may find glory. Step too late, and the sea will take what’s left of you.

— Valamir the Resplendent

By my hand, beneath the full moon of the 7th Turning, Year of the Azure Tide.

Background

THE GHOST TOWER OF KARA-INAR

Know you that in the elder days, before the fall of the Sterling Potentate and before the Wars of the Nine Banners, when the hills of the Ashkarin Peninsula still rose untamed from the Azure Sea and the first Moon Temples shone their silver fires, there stood a fortress of wondrous design and dreadful repute — the Tower of Kara-Inar. Its walls were said to defy all craft of mortal hand and all sorcery of mortal mind, for they were wrought of stone that was never quarried and of moonlight that was never seen by day.

Know you also that within this stronghold dwelt ArdĂ»n of the Moon, the great wizard-king of old Ashkarin, who sought to bind heaven’s reflection to the world below. It is told that he raised the tower upon the cliffs by mirror-magic, bending the light of the full moon through silver lenses and polished crystal until stone itself obeyed his will. Yet most grand — and most terrible — of his labors was the tower’s central spire, for therein rested his greatest treasure: an eldritch jewel known as the Soul Gem of Kara-Inar.

Legend holds that the Soul Gem was not born of this earth, but had fallen blazing from the firmament into the sea’s edge at the height of ArdĂ»n’s power. Through enchantments forbidden and calculations most perilous, he shaped its radiance to his desire. The light of that gem, say the chroniclers, could draw forth the souls of living men and imprison them within its mirrored depths, where they writhed as silver motes forever. ArdĂ»n wielded this power against his enemies, and the dead served him still, shimmering in spectral chains.

For the gem’s keeping he filled his tower with traps and with guardians not of flesh but of reflection — creatures born from mirror and moonbeam. Then, weaving a spell beyond mortal reckoning, he wrested the tower from the world’s fabric, setting it apart from time itself. There it hung between moments, half in light, half in dream, untouched by decay or age.

But in the fullness of years ArdĂ»n vanished, journeying eastward in pursuit of some greater mystery, and was seen no more. In his absence, the folk of Ashkarin, fearful of his lingering power, laid siege to the tower. They say they shattered its gates and cast down its upper stones — yet on nights of the full moon, when the tide lies still and the air hums like a struck bell, the Ghost Tower of Kara-Inar is seen once more upon the cliffs, shimmering with pale fire.


Complete Miniature List

Complete Miniature List (Alphabetical)

CreatureQuantityNotes
Basilisk1Wandering monster; petrifying gaze
Bombardier Beetle1Wandering monster; acid spray
Brown Bear1Wandering monster
Bugbear16 + 1 ChieftainLargest group in Bugbear Room
Carnivorous Ape1From Crystal Pedestal encounter
Gargoyle3Final Bead Curtain encounter
Gelatinous Cube1Wandering monster
Ghoul1Wandering monster
Giant Ant1Wandering monster
Giant Badger1Wandering monster
Giant Centipede1Wandering monster
Giant Lizard1Appears in Monster Squares
Giant Spider1Appears in Monster Squares
Giant Spitting Snake1Appears in Monster Squares
Gnoll6First Bead Curtain encounter
Gray Ooze1Wandering monster
Green Slime1Wandering monster
Hell Hound1Appears in Monster Squares
Horned Devil1Wandering monster; powerful fiend
Hydra (6-headed)1Wandering monster
Ice Toad1From Crystal Pedestal encounter
Illusionist (human NPC)1Wandering monster; spellcaster
Leucrotta1Appears in Monster Squares and wandering table
Manticore1Rubble Room encounter
Minotaur1From Crystal Pedestal encounter
Ogre4Third Bead Curtain encounter
Ogre Mage1Wandering monster
Owlbear1From Crystal Pedestal encounter
Rust Monster1Appears in Monster Squares and wandering table
Stone Giant1Wandering monster
Umber Hulk1Tunnel Room encounter
Weretiger1Wandering monster

Summary

  • Total unique creature types: 32

  • Largest group size: 16 Bugbears + 1 Chieftain

  • Average individual miniatures needed: 45 total (if using full non-tournament wandering monster list)


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