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THE SKY-BLIND SPIRE

an Adventure Location by Michael Prescott


The Blue-Clad Thieves
The Ricalu have been sending lone thieves
in blue cloaks into the tower to sneak out
16 & 17. Hall of the Giants
Four giants from Firevault seized the
spire two years ago. Armored Faroch is their
what treasure they dare. leader, but Sossa is feared most for drinking
Folly of the Kastromancer Unto Each Room, A Number (and spitting) molten lead. Affa and Isho,
inseparable twins, feud incessantly.
Titardinal’s final work was a kastromantic Titardinal engraved each room with They are distressed and wary, as
spire, a spell in the form of a stone tower. a number. Anyone entering room the hoard has begun to shrink. Worse,
With it, he hoped to control the spirit 1 attracts a tiny, orbiting spark of the blue tapestry over the north exit
of the great lake at its base. energy stolen from the lake spirit. in room 18 now prevents them from
He fell to his death before he Walking the rooms in sequence finding their way out of the tower.
could use it, however, and the casts the spire’s spell and They have six sacks of silver
tower has changed hands many gradually enlarges one’s spark loot, one containing a circlet of
times since then. until by room 23 it is as bright clear sight.
as a torch.
Ricalu Camp Stepping into any room out of order
makes one’s spark disappear. 15. The Changeling Cone
Three days ago, eight An error in Titardinal’s work: those
Ricalu goblins set up camp descending (40’) to the fly-swarmed garbage
under a sky-blue tarp, 22. The Study
heap double in size for d6 days; those
with the intention of Along with a dozen ascending shrink by half. These
stealing silver from tomes on kastromancy, changes are imperceptible: to
the tower. a hundred torn maps litter normal vision, the chamber simply
Their shaman has surrounded the floor, showing alternate layouts appears conical, small-featured at
the tower area with buried teeth to inflict for the tower. All show a 24th “altar the bottom, large at the top.
the curse of “sky-blindness” on its occupants: room”, somewhere or other.
those inside are completely blind to anything
blue. The effect begins an hour after entering, 9. Dire Pelicans’ Roost
13. Bleak Hall
and lasts two days after leaving. This room stinks like a
Four wicked idols fill wharf and is home to seven
They have knives, slings, the curse on a
the air with invisible, birds, all large enough to
scroll, some stolen silver and two blue cloaks.
hungry spirits. Dead swallow humans. They fly
bodies reanimate in and out all day, catching
The Tower of Gates here; sleepers and the fish on the lake.
The tower’s every window and doorway is badly injured must They do not normally
magical, making its interior geometry very resist possession. wander the tower, but
different from its outside appearance. Praying will call forth they are relentless
The map shows each window’s exterior Titardinal’s spectral and vindictive if
height and facing (e.g. window ‘4N’ looks mentor, who will try to disturbed.
northwards from the 4th floor). manipulate visitors into Three venomous
Windows on the second floor and up each completing the ritual. quills are lodged in
have a rusty chain bolted to their sills, which a pelican jawbone, a
dangles to the next window down (4N->3N). 7. The Fountain Room potion of leaping beneath.
d6 Encounter Titardinal used this font to
commune with the lake spirit, 24. Rooftop Altar 1. Unwelcoming Hall
1 Giant, investigating the man-smell
learning its weaknesses. Bearing a full-sized spark to the Titardinal filled
2 Huge muck-fly from the cone If any sparks are present, d6 altar completes Titardinal’s master iron gibbets with
3 Ricalu thief in a blue cloak undines (serpentine water spirits) emerge to spell. Lightning arcs from the lake bodies (long decayed)
attack and reclaim them. and strikes the spark-bearer; if they to frighten off visitors.
4 The halls echo with the giants’ songs The fountain contains a defender’s blade survive, they are granted a wish. A ring of water
5 Young dire pelican, possessed and most of a suit of plate armor, but the After d3 wishes, the lake spirit breathing adorns one
undines will only yield this in return for a and the undines die, and the lake skeletal finger.
6 d3 Undines from the fountain solemn oath to destroy “the altar”. becomes gray and barren.

Copyright © 2016 Michael Prescott - v1.2p pg. 1/1


c b a - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com

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