Goals
Explore the Tower of Oblivion
Setup - 72 - A Turtle's Treasure
The party tried to fight a dragon turtle in the ocean, going back and forward with a small rowing boat, but eventually decided to trade with the creature instead for access to the Soul Mines. Once there, they found a blackened landscape of fine black sands and billowing winds, and an enormous complexe of pipes, all having short bursts of purple flame. And in the middle, a huge tower that had an owlbear on it, which turned out to be Giric Tousseau, cursed to have her life force drained for eternity to power the pocket dimensions of the towers. The party freed her, causing her suffering to end, and were left with her cape as a souvenir. Shortly after, the whole area started to cave in, where the party quickly ran away avoiding falling towers and bursts of flame. Lex and Zook were behind and flew magistically between two crashing towers at the very last second.
Locations
- Tower of Oblivion
- Guest House
- Lavish wooden homes with bed mimics that will eat anyone sleeping in one.
- A portal on the tropical island to the Gardens of Clay, and a portal to the Sands of Ligure on a small boat out on the ocean.
- A dragon turtle further out with a portal to the Soul Mines.
- Dinning Halls
- A large hall with wooden tables full of fresh looking food, drinks.
- A group of 4 "robots" on an elevated area playing different instruments (cajon, flute, luth, violin), but they are out of sync. Syncing them will make them stop and the platform they are playing on will open up, revealing a chest with a beautiful red silk cape and a set of travellers clothes.
- Failing will force the robots to start playing faster and faster. Each creature who can hear them must make a DC 18 Charisma Save or be compelled to dance. On each round, the players make a new save and dance faster and faster, attacking nearby allies with weapons or spells. A creature creature that dances for 5 rounds gets one point of exhaustion.
- In the center of the room, a large throne with two long silk curtains on each side that have Selderin embroidered in them. The eyes seem to follow the players. Damaging the flags in any way will cause a voice to be heard "what terrible guests, damaging my treasures. Maybe I should do the same for you." Each creature makes a Wisdom saving throw (DC 16) and lose a "treasured" item on a fail (the object disappears).
- The dining room has windows, with a view that places the halls in a mountaineous and forested region. One of the windows is a portal with a glass with a cloud inside, leading to the Sky Towers.
- At the other end of the halls, a portal to the Arcane Study
- Soul Mines
- A dark carcoal like sand on the floor and mild winds, in some kind of storm (not unlike that one in the abyss)
- In the distance a faint purple light, and many more as they get closer.
- Tall (20 meter) towers of black obsidian granit, sculted carefully, with at the to an opening and this purple flame that burn. The flame is hot, and makes a noise that isn't quit that of a fire, but more like gas burning.
- At the top of the towers, shakles for people to be attached.
- One shackle in the distance has an unconscious owlbear attached such a way. It's a elven druid female named Giric Tousseau. She's been cursed in this body for decades by Selderin and her power is powering the magic of the tower. She helped Selderin build the tower and used to help him gather mages to power it. She's seen his automatons bring people to the towers to collect their power to continue powering the tower, and they eventually die. She hasn't seen Selderin in a few hundred years, and hasn't seen other sentient people in the soul mines for just as long. She guesses he died or got tired of this project.
- Disconnecting Giric from the tower will kill her, and break the magic of the tower (it won't be instantaneous, but it won't allow them to spend more than a few days in the tower before it collapses).
- Disconnecting her makes her body start burning as it is consumed, and behind her cloak.
- --------
- The portals seem to be still working, but as Giric's magic subsides, the whole area will stop working.
- The orbs are losing their magic, causing them to potentially teleport to another dimension.
- Each time they go through a portal, there is a 5% change they end up somewhere else, with the chances increasing.
- Workshop:
- Loud and hot iron workshop.
- A bunch of smaller robotic golems are assembling another golem. As they notice the party, they start attacking.
- After 3 rounds, the robots turn off (no more magic, first elements of the tower to be shut off)
- In the unfinished golem, there is an empty orb, same shape and size to those that are used for portals. In the turned off golems, the players can find similar orbs, but with the following content:
- A blue sky
- A sword and a shield
- An icy world
- https://www.dndbeyond.com/magic-items/manual-of-golems
- There is a massive iron cabinet that is magically locked. Disabling the magic causes bursts of fire from the forge to increase the temperature in the room further, burning the players 3d6 fire damage per round. The door is now normally locked (DC25).
- The cabinet contains 50 diamonds worth 300gp each, as well as an enchanted hammer that gives advantage on all blacksmithing checks used with it.
- A portal leads back to the soul mines. Another portal has the orb smashed into pieces, with ash on the floor.
- Arcane Study
- A library with no windows, the smell of old books and leather.
- Any lost items of the party are placed on various workbenches, ready to be examinated.
- Thousands of books on magic, the arcane, the gods, and a massive statue of Ioun in the center holding a leather book that can be removed.
- The book is a mimic.
- Several stands with unseen servants studying the weapons of weapons of Levin and Qataya, as well as the rod of the enchanter. The unseen servants analyse the items and write down the magical properties, and when they are finished, they throw it in a silver chest that will destroy the magic properties of the item.
- A pile has lots of unenchanted weapons waiting to go to armoury of the fallen.
- Sky Towers
- A platform in the sky, with towers in the distance, and machinery that has parts around the tower that keep moving.
- If they try and fly to the other side (300 feet), a light on one of the towers shined in their direction. 2 robots appear from beneath the clouds that can cancel any magic they shine a light on (giant light instead of a head)
- Armor of the fallen
- The courtyard of a kind of barracks with a massive hole in the ground filled with weapons of all sorts. Some of the armor has decaying corpses, some skeletons mixed with, thousands of weapons in this big whole.
- The whole earth moves and the pile goes down by a few centimeters, causing loud noises as everything is dragged down.
- At the bottom of the pit, a magical presence. A tarrasque slowly eating at the pile of discarded weapons.
- The portal the players came from goes to the gardens of clay.
- Inside the barracks, a staircase leads down into the ground, to the tarrasque.
- From there it opens up to an underneath rift where the tarrasque can be observed from afar. It is chained, and sleeping, with it's mouth slighly open, full of weapons half chewed.
- Frightening presence
- DC25 perception: Between two sets of teeth, an orb, leading to the selderin halls.
NPCS
Loot
- Rod of the Enchanter: +2 on spell attack and spell save DCs. Requires attunement.
- Mask of the Dying: this mask has 3 charges that it regains at dawn. While wearing this mask, when you are hit, you can use your reaction and force the attacker to make a charisma saving throw (save 15). On a fail, the target takes 3d6 necrotic damage and you regain half. On a failed save, nothing happens and the target is immune for 24 hours. Required attunement.
- Frost Brand
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