LostSoul
Adventurer
Watcher's Hill
Here is a "lair" - something that I don't know if I'd map up. (The lower levels would be a proper dungeon.)
Watcher's Hill
An old fort (think Weathertop), built during the Bloodspear War to protect Winterhaven's flank and keep the road open. Destroyed by the Bloodspear orcs after a long siege, it has lain empty for a hundred years. Local legend has it that Watcher's Hill is haunted, patrolled by the restless spirits of those who fell during the Bloodspear War. Strange lights have been seen on dark nights and during the full moon, and it is eerily quiet - no birds sing their songs nearby, no crickets chirp, no wolves howl on that haunted tor.
Here is a "lair" - something that I don't know if I'd map up. (The lower levels would be a proper dungeon.)
Watcher's Hill
An old fort (think Weathertop), built during the Bloodspear War to protect Winterhaven's flank and keep the road open. Destroyed by the Bloodspear orcs after a long siege, it has lain empty for a hundred years. Local legend has it that Watcher's Hill is haunted, patrolled by the restless spirits of those who fell during the Bloodspear War. Strange lights have been seen on dark nights and during the full moon, and it is eerily quiet - no birds sing their songs nearby, no crickets chirp, no wolves howl on that haunted tor.
DM's Notes: In truth, Watcher's Hill is not haunted. Bandits use the fort to spy on nearby Winterhaven and their torches are the lights the locals have seen. A Gelatinous Cube lairs here, devouring anything that comes near (hence the absence of animals and insects); the bandits are aware of it and avoid it.
Watcher's Hill was built on the site of an ancient Bael Turathian Warlock's tower, abandonded during the war with Arkhosia. A demon still waits to be released, helpless, in a summoning circle in the secret chambers beneath the hill.
The Bael Turothian chambers are sealed beyond a black, runed-covered door; behind this lies a small chamber (10x10) with a portal circle inscribed into the stone floor and similar runes carved into the wall. Only one rune is missing from the portal; replacing it with one of the wall-runes will activate the teleport circle (cost for components: 50 gp for powdered silver or similar), sending the PCs to another level. Which level can only be determined through exploration or a DC 31 Arcana check.
Within these ancient chambers the PCs may find maps, etc. of nearby areas, including Gardmore Abbey, portal runes that will transport the PCs across the world (and to Vor Kragal), and ley-line information.
This Tiefling Star Pact Warlock - Sargon of Yeth - was a master of portals and came to his end of the world (Nimrud in the ancient tongue) to study them. He created the Shadow Rift and opened a portal (closing it before he left) to the Abyss. He created the portal that leads to the Death Knight in the Cairngorms, closing that one as well.
Valthrun the Wise has a book of his ("The Blessings of Khirad") and, if the PCs ask him about the strange markings and inscriptions in Watcher's Hill (History DC 15 to identify them as ancient Bael Turathian, DC 30 to identify them and Sargon of Yeth), he will recall the information in Sargon's codex and tell them about it. It is a long and rambling treatise about the Far Realm and its "glory". By reading it and making a DC 19 Arcana check, the Linked Portal ritual can be learned - though only at great strain; the reader gains a temporary insanity (treat as a disease) on success or failure of the roll. The reader also gains a +5 bonus on Arcana checks to bypass wards set by Sargon. It sells for 1800gp.
Watcher's Hill was built on the site of an ancient Bael Turathian Warlock's tower, abandonded during the war with Arkhosia. A demon still waits to be released, helpless, in a summoning circle in the secret chambers beneath the hill.
The Bael Turothian chambers are sealed beyond a black, runed-covered door; behind this lies a small chamber (10x10) with a portal circle inscribed into the stone floor and similar runes carved into the wall. Only one rune is missing from the portal; replacing it with one of the wall-runes will activate the teleport circle (cost for components: 50 gp for powdered silver or similar), sending the PCs to another level. Which level can only be determined through exploration or a DC 31 Arcana check.
Within these ancient chambers the PCs may find maps, etc. of nearby areas, including Gardmore Abbey, portal runes that will transport the PCs across the world (and to Vor Kragal), and ley-line information.
This Tiefling Star Pact Warlock - Sargon of Yeth - was a master of portals and came to his end of the world (Nimrud in the ancient tongue) to study them. He created the Shadow Rift and opened a portal (closing it before he left) to the Abyss. He created the portal that leads to the Death Knight in the Cairngorms, closing that one as well.
Valthrun the Wise has a book of his ("The Blessings of Khirad") and, if the PCs ask him about the strange markings and inscriptions in Watcher's Hill (History DC 15 to identify them as ancient Bael Turathian, DC 30 to identify them and Sargon of Yeth), he will recall the information in Sargon's codex and tell them about it. It is a long and rambling treatise about the Far Realm and its "glory". By reading it and making a DC 19 Arcana check, the Linked Portal ritual can be learned - though only at great strain; the reader gains a temporary insanity (treat as a disease) on success or failure of the roll. The reader also gains a +5 bonus on Arcana checks to bypass wards set by Sargon. It sells for 1800gp.