The Slumbering Tower
A mysterious tower.
Elevation 100 feet.
Lore
The Slumbering Tower is built on an island that sits in the middle of a lake, partially formed by the impact of a fallen star, which marks the shared border between the Astrus and Geflus factions. It is an enigmatic structure that has intrigued adventurers and scholars since the colonization of Ataland. The tower is contested ground, not controlled by any faction.
The imposing tower is constructed from the very rock of the fallen star, a strange and otherworldly substance. The tower is 140 feet tall, dotted with tiny windows - small enough that not even a gnome could squeeze through them. The tower is decorated with etchings telling a long-forgotten story, most of which have faded with time. Research on the carvings on the outside of the tower has led to the belief that this inner sanctum contains a magical weapon of considerable power.
The strange rock from which the Slumbering Tower is carved emits a debilitating aura that causes astral sickness to anyone near it. The aura also prevents damage of any kind to the tower, as well as blocking magical travel in the area.
Astral Sickness
Each hour you are near the tower, you must make a Constitution saving throw DC 18, or you become afflicted with a level of astral sickness.
- Level 1: You feel tired. You have disadvantage on all Wisdom and Intelligence checks.
- Level 2: You are struggling to stay awake. You have disadvantage on all checks, except Constitution.
- Level 3: You have fallen into a deep slumber, dreaming of the stars. You are unconscious and cannot be woken.
Lesser Restoration and similar spells can cure a single level of astral sickness. Additionally, spending one week of bedrest away from the tower can also remove one level of astral sickness.
History
The Slumbering Tower is apparently an ancient relic, and some scholars consider it definitive proof that a lost civilization inhabited Ataland hundreds of years before it was colonized by the fleeing inhabitants of Theyruse. The tower's original purpose has been the subject of much speculation, but its creators were clearly skilled in magic and engineering, as evidenced by the traps that protect its inner sanctum.
The magical traps in the tower have bested generations of explorers and adventurers. The few that have made it back out of the tower report that if a trap is disarmed or bypassed, ancient constructs - stone guardians - are activated.
The Astrus and Geflus factions, which share a tense border nearby, have never been able to agree on who should control the Slumbering Tower. Both factions have laid claim to it at various points in history. Due to their troops suffering from astral sickness neither has been able to maintain control for long. Instead, the tower has become a symbol of their rivalry.
The Astral Catalyst
On the very top floor - at the heart of the inner sanctum - is a magical object of extreme power and danger.
Astral Catalyst
Artifact (requires attunement)
The Astral Catalyst is a legendary celestial relic, said to hold a fragment of the fallen star and harness its power. This cosmic artifact is a source of immense destructive potential, capable of unleashing the cataclysmic magic of "Meteor Swarm."
Description:
The Astral Catalyst is a crystalline amulet made from a crystal that was once part of the fallen star itself. The gemstone pulses in tune with the heartbeat of the cosmos.
Properties:
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Charges: The Astral Catalyst contains 7 charges. It regains 1 expended charge daily at dawn.
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Meteor Swarm: While attuned to the Astral Catalyst, you can expend a charge to cast the "Meteor Swarm" spell (9th-level). The amulet amplifies the spell, making it more difficult to resist and more accurate in its targeting.
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Astral Resonance: When you cast "Meteor Swarm" using the Astral Catalyst, it carries a resonance that grants a +2 bonus to the spell save DC for that casting.
Adventures
- Missing children: Some children have gone missing near The Slumbering Tower.
- Retrieve the Astral Catalyst: A race is afoot to retrieve the Astral Catalyst
Travel
There are no well-travelled routes out of this location. Wilderness is the only option.
Nearby Locations
All nearby locations within 5 miles. Note: distances given are as the crow flies.
- Bandit Camp, a bandit-camp, 2 miles away
- Bollingdown, a human village, 2¾ miles away
- Bollingdown Junction, a crossroads, 3 miles away
- Cramlinging Docks, a dock, 3½ miles away
- Cramlinging, an orcish hamlet, 3½ miles away
- Camberstable Junction, a crossroads, 4 miles away
- Camberstable, a human village, 4½ miles away
- Farning Junction North, a crossroads, 4½ miles away
- Farning, a human hamlet, 4¾ miles away
Occupants
The tower is unoccupied.
Itinerants
- Omerus Wise - Male Human Bandit, age 48