There is a forest on the island-continent of Aerenal that even the elves fear to enter, called simply the Madwood. They know that within its dark recesses lurk insanity and terror. Those who have entered have either never been heard from again, or have returned broken—driven mad by what they found.

Not all elves leave well enough alone, though. One such was Jeeryth Ritaal, a young elf necromancer looking to experiment with forms of undeath that did not meet with the approval of the Undying Court. He chose to build his research laboratory within the Madwood on the theory that doing so would keep his experiments secret from the elven hierarchy. In his arrogance, he assumed he was strong-willed enough to resist the creeping insanity endemic to the region. He was wrong.

Jeeryth has long since taken his own life, but his tower remains, rising like a twisted white dagger in the heart of the Madwood. Whatever magical secrets the elf was working on remain within, waiting to be discovered.

Lands: The Madwood of Aerenal is a forest poisoned by insanity. The trees twist into horrible shapes, and what animals are there scream for reasons none have ever been able to determine. Some claim an ancient curse is at work, while others theorize that the region is a manifest zone for Xoriat, the Realm of Madness. What is known is that staying within the forest’s borders for more than a few days is potentially fatal.

At the end of each day spent within the Madwood, a character must succeed on a DC 12 Will save or take 1d3–1 points of Wisdom damage. At the end of each week, a character must make a DC 15 Will save or be stricken with insanity (as the spell). For reasons unknown, carrying a small amount of targath can help ward off the madness, granting a +2 resistance bonus on either saving throw. Little targath can be found on Aerenal, however, because the metal is feared by the deathless elves of the island.

Getting There: While Jeeryth’s tower might have been a well-guarded secret during his life, its location and history are common knowledge today, particularly in villages near the Madwood. Occasionally, the top of the tower can be seen above the treetops, though the distance to it is difficult to judge. Other times, however, the tower is nowhere to be found, even by thorough search from the air.

Jeeryth built no roads to his tower, so finding it requires luck more than anything else. Traveling to the citadel takes 3d4 days from any edge of the Madwood, no matter what form of transport is used or what speed is achieved.

Appearance: It is unknown whether Jeeryth originally designed his citadel to reflect the twisting trees of the Madwood, or if his growing insanity drove him to build it that way. Though the twisting white tower looks as if it longs to collapse, some magical force denies it that release, compelling it to remain standing.

Features

Jeeryth’s tower has a fairly simple layout, with each level a single room connected to the floors above and below. Many of the floors are not level, though, with some slanting as much as 60 degrees from horizontal. Moving on these floors requires a DC 0 Climb check (as if using a knotted rope); even the gentler slopes require a DC 10 Balance check to run or charge across.

The Madwood Citadel is now mostly abandoned, with only a few of Jeeryth’s undead experiments roaming the area. It is always possible, howev er, that some new necromancer or undead might choose to take control of the citadel and use it as a hidden base of operations.

Since Jeeryth’s death, no one has fully explored the tower and returned to tell about it. Rumors persist of a dungeon below the tower’s walls, but if an entrance has been found, no one has reliably reported it yet.

  1. Main Entrance: The main entrance to the tower is carved to look like an elf’s face screaming in agony, with two sturdy doors leading to a large ground floor. The doors are not locked; Jeeryth was worried about warding off an army of elf warriors, not petty thieves. Two flesh golems cobbled together from dead elves stand in the entry hall at the foot of the stairs leading up. Before their master’s death, they were given instructions to attack all elves who entered, and they still follow these orders explicitly. If a group containing no elves or half-elves approach, the golems will let intruders pass without moving (though they attack any creature that attacks them).

  2. Tower: The hatch at the top of the stairs leads to the first of many floors teeming with undead horrors. All the floors of the citadel are closed off behind identical hatches, each sealed with an arcane lock (caster level 12th). The hatches have a break DC of 33 (including the effect of the arcane lock). Stairs or ladders connect each level.

    The contents of each level of the tower are as yet a mystery. While some floors might hold the undead remnants of Jeeryth’s work, others might be empty. According to one adventurer who set foot in the Madwood Citadel and lived to tell the tale, certain floors seem to come alive with illusions and terrors designed to steal one’s mind. This poor soul reported that the tower would repeatedly show him his heart’s desire in a dreamlike haze, then twist it into a dark caricature of all that was good and pure.

  1. Jeeryth’s Quarters: The top three floors of the tower were Jeeryth’s personal quarters, and still contain many of his personal effects and magic items. A DC 25 Search check can find a talisman that opens any of the sealed hatches in the tower (as if the wielder were the caster of the arcane lock spell).

    The ghost of Jeeryth Ritaal still haunts these rooms, insane and prone to fits of rage. Ironically, the unfinished business that ties the elf necromancer to this plane is his burning desire to become a lich, and he spends all his time half-coherently researching a magical process that can never succeed because he is already dead.

    At the very top of the tower is the library, containing all the elf’s magical research notes, spellbooks, and experimental reagents. It also contains a secret trapdoor. When alive, Jeeryth would enter and exit the tower through this hatch to avoid dealing with the undead below. Now that he, too, is undead, Jeeryth is trapped by his ghostly nature, and can never leave the citadel. He has seen more than one would-be archmage attempt to set up operations in his home, but so far all have been driven as mad as he.

Adventure Hooks

  • The PCs are approached by a wizard named Sethla Celinar (LN female elf necromancer 8). She hires the PCs to help her in her research by traveling to Madwood Citadel and retrieving Jeeryth Ritaal’s spellbook, which she believes is still within his tower.

  • Negative-energy charged undead are wandering out of the Madwood and attacking innocent elf villagers. Someone needs to find where they are coming from and put a stop to it.

  • A young elf entered the Madwood on a dare and has not returned. The PCs are hired to find and rescue him.