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Part 3: Journey to the Towers

The journey to Trilsmgitt Valley is almost uneventful. Only a day’s easy march from Terek, there is no road but the track is obvious as it follows the natural streams coming from the nearby mountains and hills. About 5 miles from the valley entrance, if the group is actively tracking, they may notice the large footprints of a group of hill giants (DC 18 Per to spot if looking). The giants are scouring the area for food; large elk, bears, etc. but are easy to find, especially if the group camps nearby or looks for them.

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6 Hill Giants: 

XP 3,200
CE Large humanoid (giant)
Init –1; Senses low-light vision; Perception +6

Defense
AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
hp 85 (10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities rock catching

Offense
Speed 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)

Statistics
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub) 
Skills Climb +10, Intimidate +12, Perception +6
Languages Giant

The giants have all of their belongings on them since they are wandering a wide range of the area: in total they have 2655gp, 1230sp, 15 gems x 120gp, 12 gems x 40gp, silver/onyx necklace worth 1850gp, +2 tower shield, +2 longspear, wand of scorching ray, 42ch (used as a toothpick – yuck)
 

Trilmsgitt Valley Map.jpg

Trilmsgitt Valley

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‘The track ends at the rim of a low sweeping depression about 5 to 6 miles wide with low mountains in the distance on three sides. Through the middle of the small valley, going left to right you can see the reflected light off of a small meandering river. From your vantage point, you can also see three distinct structures, a narrow spindly circular tower on the upper plain nearest you, a more squat, squared tower just on the other side of the river and in the distance, butted up against the rise of the mountains is a third structure. From here, you can barely make out a faint violet glow coming from the closest structure, but you are too far away to see the other two very clearly.’

 

Tower qualities:
-    Each tower has a permanent, but slightly modified Dimensional Lock on it (part of the violet field). The portals within are the only way to transport while the Lock spell is active.
-    The violet field is a combination of Dimensional Lock CL15 (DC23 Know Arc, strong aura, abjuration), Non-Detection (DC18 Arc, faint, abjuration) and a layered Wall of Force, CL15 x5 (DC20, moderate, evocation) that regenerates itself every 24 hours if dispelled

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Trilmsgitt Portals:
-    These are freestanding circular archways made of stone with runes on all surfaces. On the right side of the opening is a small red stone and on the left side is a small blue stone. If someone touches the red stone, the archway will activate and allow the person to communicate verbally with someone on the other side. If the other person touches their red stone, the archway displays the people to each other so they may converse face to face, but nothing may pass through other than the conversation. If the blue stone is touched, the portal “knocks” at the other portal and only if the other portal’s blue stone is touched can someone use it for instantaneous transport. The portal will stay open for 1 minute unless the user wills it to close immediately behind him.
-    The brothers have incorporated an ‘autoanswer’ into their own portals so they can use them to transport back to their own tower without having to have someone there to ‘answer the call’. This is one of the powers of the elemental rings they each wear.

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A faint trail leads down into the valley, but it looks like no one has travelled here in a long time (several months, years?) besides animals. 

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1)    A distinct split in the trail leads to one tower or down to the river.
2)    Nyl’s Tower – ‘A narrow singular tower rises from the ground to a height of about 200 feet and 30 feet wide at the base. The top of the tower branches into thin points, reaching to the sky, appearing almost like an inverted tree. There is a single plain stone door on the river side of the structure and a series of 20 windows spiraling up from the ground level to near the top. A faint violet field of energy surrounds the tower at a constant distance of about 5 feet. There does not appear to be any visible way to enter the field.’ The field extends completely around and under the tower. The door has a single rune on it in the shape of a stylized ‘N’.
3)    Fedge’s Tower – ‘This squat, square tower is about 40’ on a side, rising to 30 tall with a single 20’ x 20’ smaller tower rising out of the riverside corner an additional 40 feet with one window on each face. A single stone door faces the river at the base of the 80’ wall. Inscribed on the door is a stylized letter ‘F’. As with the other tower, a violet field surrounds it at a distance of 5 feet. Piled against the river-side wall are a collection of buckets, shovels, pickaxes and wooden troughs. At the river’s bank you can see the remains of a small dock with more of the same implements stacked neatly.’ The group may get the idea that the tower could be accessed via the river, but there is no access that way.

There is no track leading to the last tower, so travel is not as fast (3/4 speed). If the group did not meet the giants in the trip here, they will encounter them near the base of the tower.

4)    Ciuq’s Tower – ‘This large structure utilizes the sheer cliff face of a mountain as its rear side (a la Helm’s Deep). It is about 60’ wide and 40’ deep from front to cliff and stands in two steps, the lower rising about 20 feet and the upper an additional 20 feet, with crenellations surrounding both of its levels. Two large wooden double doors stand in the middle of the center front wall facing the valley.’ As with the other towers, this one is also surrounded by a violet field that sinks 40’ into the ground. However, there is a small area in the NE corner where recent seismic activity has opened up a small area between the field and the cliff face.
 

Part 4: Ciuq’s Tower

Unlike his brother’s standalone towers, Ciuq constructed his tower with more luxuries and the ability to host his infrequent guests. His labs were the best maintained and his brothers really only used their own towers for brief independent study or retreat, preferring to use Ciuq’s or the labs in Waypoint as their main living arrangement.

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1)    At the northeast corner of the tower is a small (2’ wide x 1’ high) irregularity (DC 20 PER to spot opening) in the field that would allow a small creature or a human-sized without armor to enter the 5’ area between the structure and the field. Anything larger would require moving or digging rock away from the back side. The tower has small 5’ high x 3’ wide windows 8’ up, but they are covered by wooden shutters from the inside. There are more windows an additional 20’ up.
2)    The main double doors of the keep are made of heavy wood and are arcane locked (DC20 disable, on all exterior doors). An old fashioned knocker in the shape of a stone fist hangs on the right door. If the knocker is used, it activates a mental alarm to notify Ciuq of a visitor.
3)    Grand foyer – this large room is tiled with alternating stone of dark green and light tan and 6 columns of green stone rising to a ceiling 30 feet above. At the X stands a large 9’ tall humanoid-shaped creation (name is Varve), which begins to lumber forward as the intruders enter. When he gets within 10 feet of them, he will stop and inquire:
“Good [morning/afternoon/evening], how may I be of service? May I take your coats? Would you care for refreshment?”
The clay golem has been imbued with a very limited intelligence that can do the simple tasks of a household staff: cook, clean, wait, mend, light a fire, fetch water, etc. But it only has a limited intelligence and any questions directed to it about Ciuq will be met with the common “I will notify the master at once” or “the master will be attending to you shortly” or “the master is currently indisposed but has been notified that you wish to speak with him”. Normally, the creation would activate a message ability to convey his visitor’s questions to Ciuq, but is not getting any answers.
If the group attacks, he will immediately go into offensive mode and attempt to eradicate the intruders.
 

Ciuq's Tower.jpg

4)    Kitchen/pantry – most of the food goods, except for preserved foods are gone. If ordered to do so, the golem will prepare food from these stores and are only so-so. 
5)    Greatroom – general relaxation and reading here by a roaring fire. In the center of the room is a 4’ tall pedestal with a closed book on it. The title on the spine reads “The Art of Peace” by Dzar Reskin. Left here on purpose by Ciuq as a joke for his curious guests, if opened, the blank book will emit a 10’ radius random effect to anyone in the area as per Rod of Wonder. All effects will be removed in 24 hours if they should last longer.
6)    Guest rooms are furnished with beds, footlockers, armoires, nightstands, chair. All are empty and unused for years. During the time Ciuq was here, his brothers would stay in these rooms.
7)    Upstairs lounge is used by Ciuq when he wants to relax near his quarters. Small fireplace has a stack of ready firewood in it. When room is entered, a low light will emit from globe above couch and can be commanded to different levels of brightness.
8)    Storeroom for magic lab has extra glassware, crockery, mundane items, oil, water, alcohol, etc.
9)    Library has books detailing spell research focusing on elemental magic (all elemental spells). No spellbooks, but all could be used to research those spells. 
10)    Ciuq’s quarters (locked) are elegantly appointed but haven’t been occupied in a long time. It looks like whoever lived here neatly packed everything away and was not planning to come back soon. Linens are folded and put away, etc. Door is locked with a normal and arcane lock (DC35 to open) and trapped with a sonic blast Glyph of Warding (5d8 dam) DC28 Per/Dis, DC14 Arcana to identify. In back of armoire is a well-concealed secret door (DC30 Per) that leads to secret labs.
11)    Research lab – this lab was rarely used by Ciuq but some of his personal projects were conducted here that were more earth-related. DC24 Know Arcana to identify this. Under bottom drawer of desk in here is a lost scrap of paper (handout). DC20 to find if desk is searched.
12)    Secret lab – this is where the three brothers used to do the majority of their work developing the teleportal devices. They have created five portals, Nyl’s tower (a) Fedge’s tower (b) The Tooth (c) Waypoint (d) and the future portal to Headwater, which appears uncompleted- lack of runes (e). The portals are not labeled in any way and all look very similar. The room has a large desk, standing workbench, couch and shelves for notes, books, materials, etc. It looks like the room has been neatly organized and everything put away.  A few odd scraps of blank parchment, inkwells and unused quills are on the shelves. 

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The desk and table are mostly empty as are their drawers. There is very little of value in this lab, but a DC 25 PER search will reveal a set of arcane notes that describe the method of attuning a portal to another specific portal. 

A DC 25 Per search of the books will reveal an old parchment dating back to the original agreement (see handout).

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If the group wants to study the notes, it will take them from 1 to 3 days to decipher the most pertinent information, depending on the sum total of a progression of Knowledge Arcana or Spellcraft rolls:

DC total    Information Acquired
24    portals are attuned to one other specific portal
30    each portal’s endpoint is known
36    the function of the red and blue crystals is known
42    a portal can also be attuned to a specific person or item to allow solo travel

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The portals to the two brothers’ labs won’t work without either the owner on this end, his attuned ring or someone on the other side to answer. However, the portal to Waypoint is working due to a malfunction on the other side. The ‘accept’ gems have been left in an ‘on’ state and so if they use the gems from here, they can hear/see and transport if they’d like. However, once there, they will find that the gems will not allow reverse travel/communication.
 

© 2021 by MF

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