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LighthouseBecause of the steep cliffs it sits above and its low profile, the lighthouse is no longer viewable from the Silt Sea. Approaching over land will reveal the ruin to the PCs: Atop a wind-swept cliff, barely discernible among large rocks, is the circular foundation wall of an ancient tower. Silt constantly blows up from the sea below, sometimes pushed by a gentle breeze, other times by a howling gale. Only a few ordered stones hint that this was once a man-made structure. 1. Lighthouse ruin. The worked-rock floor of this round area is covered with sand, silt, and small rocks. The circular foundation, as well as its location overlooking the Silt Sea, hints that this was once a lighthouse. Silt and dust spin around the "room", pushed by swirling winds. Anything of value was long ago looted or blown away. Hidden under the silt and debris is a trapdoor (Search DC 17). The door, once found, requires a DC 15 Strength check to open. 2. Storage room. Silt floats to the floor as the trapdoor to this hidden room is opened, the smell of stale air suggesting a place long sealed. The thin light reveals a half-dozen crates and an equal number of barrels, all covered with dust, as is the floor. The walls are roughly worked stone, and a doorway along the eastern wall leads off into the darkness of another chamber. The wind howl as it dives into the narrow opening. The crates and barrels are empty - the perishable goods they once contained are long gone. The wood is no longer sturdy and its only use would be for firewood. 3. Map room. The sounds of blowing wind sounds distant in this place. Still and cool, you must be the first people to set foot into this place in an age. On the far wall, painted on a smooth spot on the otherwise rough wall, is a map of the Silt Sea. Instead of the yellow that usually represents pale silt, the sea is colored a deep blue. A collapsed table, surrounded by four stools in an equally sad state, are the only furnishings. A huddled, skeletal figure, sits next to the map. A round after the PCs enter the room, the spirit of the last lighthouse keeper manifests and attacks the PCs. After so many centuries, it is single-minded in its desire to slay invaders, and attacks until destroyed. Monster: Sialvis (45 hp) Treasure: On his hand, the skeleton huddled in the corner wears a small silver ring with an emblem of a sailing ship by a lighthouse. It is worth 50 cp, 125 cp to a collector of ancient mariner artifacts. The map is truly ancient. Faded and barely readable, any part that is touched will crumble instantly. Any comparisons to modern maps will show similar geography, if not location names, but two major differences are notable. First, the Silt Sea is not filled with silt, but water. This in itself may be a major revelation. Second, a series of three islands sits thirty miles to the southeast. Current maps show no reference to these islands, and no sailor has ever reported seeing land masses in the location displayed on the ancient map. These were, in fact, enormous towers raised from the sea floor by a great sahuagin empire that once spanned the ocean. Once the Cleansing Wars ended, the seas had turned to Silt, destroying the sahuagin race. Without the water to help support their great towers, the towers collapsed beneath the silt. But not completely. From fifty feet below the surface of the silt upwards, the stone is gone. Those delving deeper will find immense remains of the once-mighty towers, still impressive at six hundred feet tall, with thousands of chambers digging deep into them. The contents of these towers may be described at a later time. |