Uthtower Building / Landmark in Not Forgotten Realms | World Anvil

Uthtower

Uthtower  
 
 

The Kingdom

  Uthtower was the first kingdom established in the region known as the Twilit Land along the Sword Coast North in 146 DR. Its founder was an exiled Lord from the city of Tavaray named Uth Myrmoran. He erected a tower on a rocky pinnacle and named it and his kingdom Uthtower. He brought much wealth to the area, which was one reason the local inhabitants—fishermen, hunters, and loggers mostly—had little objection to his rule. The Shoon mercenaries he brought with him may have been another.[1]   Uth's son, Ornoth I, succeeded his father in rule in 168 DR. Orloth soon ennobled seven families who had shown him support. These nobles came to be known as the Council of Lords of Uthtower. The families included the houses of Aunforthar, Bentather, Forkarl, Greenmarch, Hornsong, Ruldegost, and Scarthann.   In 191 DR, King Ornoth I died suddenly. His twin sons both vied for the throne, but the Council of Lords decreed that Prince Uth II would rule Uthtower since he was born a few minutes before his brother, Prince Ornoth II. Ornoth II was given rulership of a newly formed kingdom to the north of Uthtower that would be named Yarnith. New regalia was commissioned by the Council, including new magical crowns to be produced by the Mage Royal of Uthtower, Iniarv. The crowns were known as the Twin Crowns of Myrmoran, separately the Twinned Crown of Uthtower and the Twinned Crown of Yarnith. The crowns helped the two brothers rule in peace until their mutual deaths in their sleep in 272 DR.   The two kingdoms, ruled by House Myrmoran, remained in peace for centuries to come. That is, until orc hordes from the Spine of the World and later the High Moor, the Fields of the Dead, and the Greypeak Mountains descended on the two kingdoms as well as the neighboring kingdom of Phalorm from the year 523 DR through 615 DR. Yarnith was first to fall to the Everhorde army of orcs and illithids. Soon the city of Neverwinter was under siege, but the siege was broken by the combined armies of Uthtower, Phalorm, and others, as well as the dragon Palarandusk.   Uthtower befell a more sinister end. As the armies of men and demihumans regathered their strength and fought the orc hordes at Iniarv's Tower, Iniarv, now a lich, was awoken. King Uth VII's emissary begged the former Mage Royal of Uthtower for help in driving the orcs out of the kingdom of Uthtower. Iniarv complied by causing the oceans to rise up and flood the kingdom, drowning orc, man, and all other life alike. The few survivors fled the newly created Mere of Dead Men.  

The Tower

The structure known as Uthtower was constructed by Uth I in 146 DR as the literal seat of power of his newly formed kingdom. It stood on a rocky pinnacle overlooking the coastal town below.   The tower stood nearly 70’ tall and was 40’ in diameter with a rectangular gatehouse attached on its western face. There were three stories in the tower and catacombs below connected by a central spiral staircase. The ground floor housed guards and the armory. The middle floor contained the throne room, council room, and kitchen. The third floor was where the monarch and his family had their private chambers including bedrooms and a library. The catacombs served as cellars and crypts for the royal family as well as the seven other noble families of the region.[1]   After the creation of the Mere of Dead Men and the fall of the kingdom in 615 DR, the tower stood abandoned. That is until a black dragon by the name of Chardansearavitriol, also known as Ebondeath, made the tower and catacombs his lair in 685 DR. Just as the Mymoran family ruled the land, so did Chardansearavitriol rule the swamp from the tower for centuries. In 922 DR Chardansearavitriol succumbed to the influence of Strongor Bonebag and the Cult of the Dragon and was transformed into a dracolich. The tower was also converted into a temple to Myrkul, renamed the Mausoleum of Ebondeath, and was occupied by the Ebondeath sect to serve the dracolich until his inevitable ascension.[1]   The sect witnessed what they deemed Ebondeath’s second stage of ascension to Ossavitor’s Way in 1202 DR when his bones crumbled to dust upon an altar to Myrkul in the catacombs. The influence of the sect grew as more worshipers flocked to the hidden temple. They continued their work toward Ebondeath’s further ascension until the end of the Time of Troubles in 1358 DR. Upon Myrkul’s death at that time, the tower and catacombs sank into the swamp drowning many of the cultists.[1]   The Uthtower remained below the waters of the Mere until 1372 DR when an astronomical event known as the Eye of Myrkul once again occurred and three rings of Myrkul were brought close to the tower. The waxing power of Myrkul caused the tower and catacombs to rise from the swamp and drain the filthy waters from it. The Uthtower only remained above the surface until the event passed, at which point it sank back below the marsh, possibly for good.[1]    
 

The Uthtower

The ancestral seat of the Royal House of Myrmoran is a sodden, shattered reminder of its former glory. Built atop a rocky pinnacle that rises some ten feet above the waterline, the Uthtower is a roughly cylindrical tower with an extended first level. The broken spire still stands nearly 70 feet tall at its highest point, but its third floor is open to the sky. The most obvious entrance into the tower is through the main gates, located at the top of a steeply inclined path that clings to the face of the rocky pinnacle on which the tower stands. PCs capable of climbing the slick walls (-25% to all climbing checks) or flight can enter through the narrow windows of the second and third floors or drop through the gaping hole in the roof of the tower to the third floor. The doors of the Uthtower and the Mausoleum of the Ebondeath below are fashioned of duskwood, a stout wood with the strength of iron. Years of immersion in the waters of the Mere have caused the wooden doors to swell shut, and all Open Doors checks are made with a -2 penalty.   Narrow window slits open into each chamber of the second and third floor. Each window is 1 foot wide, 2 feet high, and 5 feet deep. A small niche is carved in the ceiling of each window slit, midway between the out­side surface of the tower and the inner chamber. Lurking upside down in each niche is a single dread, armed with a rusted scimitar and ready to attack any intruder not wearing a ring of Myrkul. (The scimitars have a 25% chance of breaking with each successful hit.) The dreads do not leave the narrow confines of their individual window slits. Dreads (one per window slit): INT non (0 AL N; AC 6; MV 6, fly 15 (B), swim 9, jump 3; HD 3+3; hp 15 each; THACO 17; #AT 1; Dmg ld4 or by weapon type (ld8 with rusted scimi­tar SD immune to charm, disinte­grate, hold, mind-related, polymorph- related, shatter, and sleep spells; immune to cold-based attacks; half­damage from edged and piercing weapons, regenerate 2 hp per day; SZ S; ML 20; XP 650; MC Annual 1. Unholy Ground When Myrkul’s position as a greater power of the Faerûnian pantheon was unchallenged, the temple was warded with powerful magical manifestations of his divinity. The death of the Lord of Bones has significantly weakened his power on the unholy grounds of his temple, but a measure of necro­mantic influence still remains. Until such time as Myrkul’s vesti­gial power in the Uthtower and the Mausoleum is broken, the entire above and below ground structure should be considered to be permeated with a mystical field that prevents the turning of undead and cloaks all devout living and undead followers of Myrkul with the benefits of a protec­tion from good spell.

Myrkul’s Ebbing Aura

  The reappearance of the Uthtower amidst the gloomy fens of the Mere expended a great deal of Myrkul’s lin­gering power.   The tenuous nature of Myrkul’s position is most evident in the impor­tance of his remaining symbols of power. Each time one of these sym­bols is defaced or destroyed, Myrkul’s influence in the Mere is weakened, and the entire temple quakes as if shaken by a minor tremor. In game terms, destruction of the most potent relics of Myrkul’s faith weakens the magic that maintains the reemer­gence of the Uthtower and the Mausoleum of the Ebondeath. Some individual items are noted as having deific support points. If a net of seven or more points of deific support are lost by desecrating such items, Myrkul’s power quickly ebbs. In such a scenario, the Uthtower slowly crumbles into a pile of rubble as the rocky pinnacle on which it stands sinks back into the Mere. The cata­combs below do not immediately col­lapse, but a slow process of decay sets in, ensuring the structure’s eventual destruction. And finally, from the per­spective of observers in the Mere, the new moon passes outside the circle of seven stars, and the power of the Lord of Bones is forever broken in the Mere of Dead Men.   Employing a ring of Myrkul within the temple’s confines has the opposite effect. Every ten levels of spell energy employed by one or more rings of Myrkul within the confines of the Uthtower or the Mausoleum increas­es the deific support of the temple by 1 point (and incidentally weakens the ring bearer by 1 hp permanently upon the passing of the Eye of Myrkul). The benefits and risks of such powers also apply to Amalkyn the Black and Helduth Flamespell.   If by the end of the adventure and through the actions the PCs the net change in deific support points is positive, the PCs suffer a 5,000 XP penalty to their story award, for the Lord of Bones has been strengthened, not weakened, by their actions.  

The Rings of Myrkul

  The rings of Myrkul are the primary magical agents behind the reemer­gence of the Uthtower from the Mere of Dead Men. Depending on the size of their adventuring band and the degree of success they have had in recovering multiple rings of Myrkul, many oi- all of the PCs might have the power to pass unscathed and unnoticed by the lesser undead, if they so choose. (This benefit is also conferred to Amalkyn and Helduth, of course, since they too bear rings of Myrkul.) If all the PCs bear rings of Myrkul (or judiciously employ magics such as the lst-level Priest spell invisibility to undead), their expedi­tion of the Uthtower is made easier by dint of their earlier successes. If only some of the PCs bear rings of Myrkul, they still hold a sizable tacti­cal advantage against the Uthtower’s guardians, but their path through the temple of Myrkul is apt to be much more treacherous.   1. Rocky Pinnacle. The cobblestone path that leads up the steep incline of the rocky pinnacle has been swept free of silt and debris by the deluge from the tower’s upper floors, but the slick mossy coating makes for a treacherous ascent. To avoid sliding back down into the waters of the Mere, each PC must make a success­ful Dexterity check to reach the summit. Skilled climbers, including PCs with the Mountaineering profi­ciency or Thieves with Climb Walls abilities, succeed automatically. Those who attempt to make the ascent without resorting to their hands and knees automatically fail and slide ignominiously into the swamp. Scaling the sheer rockface off the path is even more treacherous. Climbers must make a successful climbing check with a -10% penalty.   A small, long-dormant obliviax hides among the slime-coated stones at the base of the tower wall, some five feet from the edge of the cobble­stone path. The memory moss can sense intelligent creatures within 60 feet of its location and chooses one sentient being to attack, preferring Wizards above other spellcasters. It attacks once per round until it suc­ceeds, then makes no more attacks for 24 hours. If attacked, it forms part of itself into a tiny moss imitation of the creature whose memories it stole. The mossling remains attached to the parent moss and defends it by casting stolen spells. The memory moss has not stolen any memories or spells in a long time, and thus any victim who consumes it regain no memories or spells except their own.   Obliviax: INT average (8 AL NE; AC 10; MV 0; HD 'A; hp 2; THACO 20; #AT 0; Dmg 0; SA steals memories and spells, employs stolen spells; SZ T; ML 9; XP 35; MM/293. 2. Gatehouse. The gatehouse is a rectangularly shaped structure on the tower’s flank with a steeply sloping roof that blends seamlessly into the adjoining cylindrical walls. The only external entrance to the gatehouse is a pair of steel-reinforced duskwood doors, swollen shut by their long immersion in the brackish waters of the Mere. The doors have survived their extended bath relatively unscathed, although the first signs of rot have begun to mar their surfaces.   Passage through the double doors is barred by a lock spell (essentially a Priest’s variant of the wizard lock spell) cast at 14th-level. Anyone who speaks the word "Ebondeath” can bypass the ward for the next seven rounds. In addition, a powerful glyph of warding is triggered by anyone who attempts to open the twin por­tals who does not venerate Myrkul or wear a ring of Myrkul. The glyph unleashes the effects of the 6th-level Myrkulyte Priest spell dolorous decay—a withering that spreads from existing injuries, inflicting additional damage. The spell is fully detailed in Faiths & Avatars (page 128 if this resource is unavailable, the glyph afflicts mummy rot instead.   Inside, the gatehouse is a 15' x 20' room with a steeply sloping roof that ascends from approximately 12 feet to nearly 20 feet near the back wall. A single door stands closed at both the northern and southern ends of the eastern wall. Stagnant water, over 1 foot deep, covers the floor. The rotted remnants of once-fine tapes­tries adorn the north and south walls, but the all-pervasive murk has reduced them to tattered strands in the years since the temple sank beneath the surface of the Mere. Four champion skeletons stand as silent guardians in this chamber. Each wields a rusted longsword. There is a 20% chance per successful strike that a rusted blade shatters, forcing its undead wielder to fight unarmed, as the blades have not weathered the conditions nearly as well as their wielders. The skeletons do not attack PCs wearing rings of Myrkul unless attacked by them first.   Champion skeletons (4): INT non (0 AL N; AC 7; MV 12; HD 4; hp 20 each; THACO 17; #AT 1; Dmg by weapon type or ld2 unarmed; SA coldfire', SD immune to all cold-based attacks as well as sleep, charm, and hold spells edged or piercing weapons do only half damage; MR all spells are turned 100% (as a ring of spell turning)', SZ M (6' tall ML 20; XP 1,400; Dragon Magazine #188.   SA—When ‘‘killed,” champion skeletons collapse into heaps of bone, but unless a dispel magic is cast upon their remains or all the bone shards are immersed in holy water, they re­form and animate 2d4 rounds later at their full hit points, attacking all liv­ing creatures in the vicinity. This rise is accompanied by a pale-white, flick­ering burst of faerie fire radiance known as coldfire, which lasts for one round. Any living thing touching or attacking an undead emanating cold­fire suffers 2d4 points of cold-based damage. Champion skeletons rise up three times each. SW—Champion skeletons suffer 2d4 points of damage per vial from holy water. 1. Great Hall. Two stout duskwood doors lead in from the gatehouse, swollen shut by the water. Three doors lead eastward into the smaller rooms and central staircase beyond. A foot of standing water covers the floor until one of the doors through which the water can flow is breached.   All that remains in the once grand chamber are twin dragon skulls carved into the convex outside walls of the central staircase. These skulls flicker with deep purple continual faerie fire. Although fearsome, both carvings are merely totems of Chardansearavitriol. Defacing either dragon skull weakens the tower’s deific support by 1 point, and defac­ing both weakens it by 2 points, although dispelling the magical flames has no impact beyond the obvious visual effect.   2. Barracks. This wedge-shaped chamber is over 20 feet long at its greatest extent. A small hearth and chimney in the eastern corner once provided warmth to the tower guards berthed here, but now a small pile of silt and slime spills forth from the long-cold fireplace. The rotted remains of a dozen tightly-packed, wooden bunkbeds lie across the floor. The water stands a foot deep until the door is breached and an outflow is provided through the Great Hall.   A careful search of the muck that coats the chamber’s floor reveals ld6 silver coins of varied ancient mintage per hour of searching. At most, 24 such coins may be found. 3. Armory. A small hearth and chim­ney in the eastern corner gushes forth silt and slime. The water stands a foot deep until the door is breached and an outflow is provided through the Great Hall beyond.   The Myrkulytes used this chamber as an armory, but little remains of the once-fine arsenal stored within. What the fleeing cultists did not seize as they fled has been destroyed by the brackish waters. A few deeply cor­roded scimitars, scythes, maces, flails, and other weapons lie scattered across the floor, the wooden weapon racks on which they once rested hav­ing long since rotted away. All but one of the weapons are worthless, and they shatter upon their first suc­cessful strike.   One Myrkulyte weapon remains in pristine condition, thanks to the magical enchantments it bears, despite being buried beneath the silt. Death’s Edge is a scimitar +1, +3 vs. warm-blooded creatures. It has a hilt of bone and a black steel blade. On a natural roll of 20, the weapon’s blade flickers with a thin film of Negative Energy, inflicting an additional 4d4 points of damage unless the victim is tied to the Negative Energy Plane or protected by a negative plane protec­tion spell. At will, the scimitar can detect the presence of warm-blooded creatures within 30 feet. Death’s Edge is sentient (INT 12, Ego 7) and Neutral Evil, and it communicates empathically by means of bitter chill that infuses its hilt. Death’s Edge can be employed by wielders of any align­ment, but a nonevil, warm-blooded wielder also suffers 4d4 points of damage on every natural 20, and any protections against the effects of the Negative Energy Plane are ineffective while the blade is wielded. 6. Great Staircase. Steps of wet stone lead up the Uthtower’s central shaft and down into the catacombs. When the tower was erected, stout wooden doors spaced one-and-a-quar- ter revolutions apart led from the great staircase to the tower’s above- ground floors and roof. In the cen­turies since the tower’s construction, the upper walls of the central shaft have collapsed, and now the great staircase ends in the open air nearly 18 feet above the third floor.   The doors in the staircase open into the chambers beyond. If a door to the first, second, or third level is opened before the standing water beyond is drained, a torrent of water pours forth and runs down the stair­case. A successful Dexterity check with a -2 penalty is required of any­one standing in the path of the flood (i.e., at or below the step onto which the door opens). Failure indicates the unlucky victim is swept down a full revolution of the stairs, suffering ld4 points of damage, at which time another Dexterity check is required. This process repeats until the victim suffers 8d4 points of damage or a Dexterity check succeeds. A PC fail­ing every Dexterity check is carried to the base of the staircase leading into the mausoleum (see area 13).   Before petering out above the third level, the staircase ceiling fol­lows the stepped pattern of the stairs themselves. Hidden in the shadows of the ceiling directly opposite the door to the third level, where they can be easily seen, are three human skulls on near-invisible strings. Each skull is enchanted with a skullshatter spell, inflicting ld8 points of damage to creatures within a 9' radius. (See “New Spells” sidebar for more details on the skullshatter spell.) The central skull bears a magic mouth dweomer as well, which when triggered unleashes a blood-curdling scream audible to anyone in a room adjoining the central staircase. Both of the cen­tral skull’s dweomers are triggered by the presence of a living creature breaking the line of sight between it and the opposing door. The skullshat­ter dweomers of the other two skulls are triggered by the explosion of the central skull. In addition, the initial explosion unleashes a small packet of dust of sneezing and choking hidden inside the central skull. Although kept in a waterproof package, a small amount of moisture has dampened the magical dust; thus, victims auto­matically make their saving throws vs. poison to avoid its most deadly effect but are still temporarily inca­pacitated by its other effects if their saving throws fail.   1. Throne Room. Once the throne room of the monarchs of Uthtower, this large, 12' high, semicircular chamber is dominated by a great throne of bone built for Strongor Bonebag and the high priests of the Ebondeath Sect who succeeded him. Three window slits, each guarded by an individual dread as noted above, open out into the Mere. A medium­sized hearth and chimney in the east­ern corner once provided warmth. Now, small piles of silt and slime spill forth from the fireplace and dreary window slits. Standing water fills the chamber to a depth of three feet—the height of the bottom of the window slits—until the door to the great staircase is opened. White marble tiles, each the hue of bleached bone and engraved with the image of a dragon skull, adorn the floor, and the tattered remnants of rich tapestries hang from metal hooks in the walls.   Once the throne was invested with a great number of dweomers, but the magical power of the high priest’s seat faded with the destruction of the Lord of Bones and the sinking of the Uthtower beneath the dark waters of the Mere. Nonetheless, a small mea­sure of Myrkul’s divine taint remains within the throne, for it still radiates evil and necromantic magic. Any sig­nificant damage to the high priest’s traditional seat weakens the tower’s deific support by 1 point.   2. Council Chamber. A great mahogany table lies crumbled on the dark marble floor. One window slit, guarded by an individual dread as noted above, opens out into the Mere. Standing water fills the chamber to a depth of three feet—the height of the bottom of the window slits—until the door to the kitchen or throne room is opened. A painted map of the Sword Coast, ere the Curse of Iniarv inundated Uthtower, once adorned the curved inner wall of the chamber, but only faded chips of its former detail remain. At the DM’s option, a PC with the Cartography or Ancient History proficiency might be able to deduce the location of other long-lost ruins in the lands once claimed by the monarchs of Yarlith and Uthtower from a careful study of the fragmen­tary remains of the map.   3. Kitchen. This chamber spans over 20 feet at its widest extent. A medi­um-sized hearth and chimney in the eastern corner once served as a kitchen cooking area, and all food preparation for the royal family was done here. Members of the Ebondeath Sect who succeeded the Royal House of Myrmoran employed this chamber for a similar purpose. Two window slits, each guarded by an individual dread as noted above, open out into the Mere. Standing water fills the chamber to a depth of three feet until the door to the council chamber or throne room is opened.   4. Library. Damage caused by the sinking of the Uthtower has left this room open to the sky. A large hearth and chimney along the eastern wall once warmed this chamber and the two adjoining bedchambers. Silt, water, and debris reaches as high as the base of the twin window slits, each of which is guarded by an indi­vidual dread as noted above.   This room served as a library for both the kings of Uthtower and the Myrkulytes who succeeded them. The tomes were stored on shelves carved into the walls before the Uthtower sank into the Mere. Before fleeing, several cultists managed to gather nearly every tome of value from the wooden shelves, but the fate of those volumes is unknown. Those books left behind were nonmagical, and they disintegrated—with one notable exception.   Anyone who spends at least one hour digging through the muck has a 25% chance per turn of finding the fell tome left behind by the fleeing priests. Seemingly unharmed by its lengthy immersion, the tome is wrapped in a cover fashioned from the skin of a black dragon inlaid with a depiction of a dragon skull in white marble. The book radiates magic and has the powers of a hook of vile dark­ness. Destruction of this Myrkulyte relic lessens the tower’s deific support by 1 point, as discussed above. 11-12. Bedchambers. Damage caused by the Uthtower’s sinking has left both rooms open to the sky. Nearly three feet of silt, water, and debris covers the floor to the base of the window slits, each of which is guarded by a dread. These rooms served as the bed­chambers of the king and queen of Uthtower before that realm’s fall and later were occupied by the ranking priests of the Ebondeath Sect. Nothing remains of the opulent fur­nishings that once graced these chambers aside from bits of rotted cloth and wood amid the debris. Beneath the muck in area 11, once known as the King’s Chamber, is a small storage niche hidden beneath a secret panel in the floor and sealed against moisture. The chamber’s last occupant never recov­ered the phylactery of faith fulness or twin blocks of incense of meditation stored within a small leather satchel hidden therein. Anyone who opens the niche releases five flying fin­gers—aerial variants of crawling claws—that still serve as guardians. The flying fingers attack everyone present unless the word “Vitriol” is spoken by whoever lifts the floor plate. The flying fingers do not attack any PC wearing a ring of Myrkul unless attacked by him. Flying fingers have eyes sewn onto their palms, giving them 90' infravi­sion. The can sense vibrations and temperature differences even when their eyes are blinded and locate tar­gets accordingly. Flying fingers (5): INT low (5 AL LE; AC 7; MV 9, fly 15 (A HD 1; bp 6 each; THACO 16 (19 if blinded #AT 1; Dmg ld4 (foes in metal armor) or ld6 (foes in leather or no armor SA spells; SD see below; SZ T; ML 20; XP 270; Ruins of Undermountain and Dragon Magazine #188. SA—Each flying finger has been enspelled to deliver a single touch spell upon its first successful attack. Suggested spells include burning hands, cause light wounds, chill touch, ghoul touch, faerie fire, and shocking grasp. SD—Flying fingers are immune to turning, holy water, charm, sleep, and hold spells, undead control, death magic, and raise dead spells. Resurrection spells render them immobile for one turn per caster level. Edged weapons inflict only half damage. Magical weapons cause only “normal,” nonmagical damage, though attack bonuses still apply. SW—Cold-based spells make fly­ing fingers brittle so that all damage rolls are increased by 1 point per die.  
     

Rocky Pinnacle

The cobblestone path that leads up the steep incline of the rocky pinnacle has been swept free of debris, but the slick mossy coating makes for a treacherous ascent.   Creatures 2 Green Slimes ambush the PCs at the top of the hill.     Gatehouse The only entrance to the gatehouse is a pair of steel-reinforced duskwood doors, swollen shut. The doors are locked by a spell, only uttering the proper word will allow entrance, in addition a Glyph of Warding is activated by anyone who attempts to open the door who does not worship Myrkul or wear of the Rings of Myrkul.   Inside the gatehouse there is a over three feet deep of stagnant water.   Creatures 4 Skeletons stand guard, poised to attack.    

Great Hall

All that is left of the once great chamber are twin Myrkulyte skulls adorned with Faerie Fire. The hall is also flood some three feet deep.     Barracks A dozen tightly packed bunk-beds lie across the floor, some containing the skeletal corps of human bodies. The barracks are flooded about a foot deep.   Treasure 2d6 ancient silver pieces    

Armory

Most weapons found here are rusted and beyond use, but its obvious this was once a fine armory. The armory is flooded about a foot deep.    

Staircase

Opening this door may potentially flood the staircase, hurling the PCs down the stairs and alerting Myrkulytes below. A Burning Hands and Fog Cloud trap is hidden on the ceiling of the stairs heading down.   Creatures 4 Skeletons rush up the stairs should they be alerted by flooding or traps.     Throne Room King Uth's throne room has been corrupt the Myrkulytes, the once great thrown has been piles in bones and blueish skulls paint the once exquisite marble floor. Remnants of rich tapestries hang from the walls, no tattered in blood. There is a dais in the middle of the room which once held the Myrmoran Crown.    

Council Chamber

A great table lies crumbled on the ground here, though a very large and surprisingly well in tact map of ancient Faerun lies amongst the debris.    

Kitchen

The kitchen appears to still be in use and likely the most well preserved (and least foul-smelling room in the tower.     Library Damage caused to the Uthtower has left the library open to the sky. A large tome of myrkul is laid out carefully on a desk where a Myrkulyte priest reads intently.   Treasure Three tomes still in tact may be found here. The trials of King Uth, A Realm of Three Crowns and the The Orcs of Everhorde.     Guest's Bedchambers This was once the bedchambers of noble guests, little is left in tact.   Creatures 2 Myrkulytes are performing dark rituals here.     Servant's Bedchambers This was once the bedchambers of servants, little is left in tact.   Creatures 3 Zombies and 2 Skeletons roam without orders here.     Entrance Hallway A stone door blocks the entrance to the mausoleum, the skull symbol of Myrkul has been drawn unto the door in blood. Passing through the hallway triggers a Magic Mouth trap which will echo the ghostly, bone chilling chanting Myrkulyte priests.   Creatures 4 Skeletons guard the hallway, though its possible they already attacked the PCs in the stairway.     Storeroom A storage room for dried foods, drink and mundane items. six shattered skeletons lay on the ground.   Treasure 1 Scythe, 2 maces, 16gp, 143 sp     Wine Cellar King Uth's impressive wine collection was once here, thick piles of solidified wax mixed with bones and blood cover the floor, once used in rituals.   Secret Door A small gap remains on the edges of the secret door, a PC observing the water current may notice the water level sink around the door.     Hallway & Guardroom Six shields bearing the symbol of Myrkul hang from the walls, most badly rusted and decaying.   Creatures 2 Myrkulytes stand guard here, likely praying or practicing rituals.   Treasure Shield +1 (resistance to undead)     Hagul's Chamber Once the chambers of an ancient High Priest, now Hagul Bonehand's quarters. The bed has had all its wood replaced by various bones and five giant skulls can be found among others, used for rituals.     Barracks Its unclear what this room used to be for but bunkbeds made of bone now fill this room.   Creatures 3 Myrkulytes   Secret Door A small gap remains on the edges of the secret door, a PC observing the water current may notice the water level sink around the door.     Denizen in the Dark Once a mighty guardian stood here, now corrupted by Myrkul's magic, the hellish knight wears blackened plate and carries a large blade, its helm has been replaced a reptilian skull and red eyes pierce through.   Creatures Ser Kurden Greenmarch     Vault of House Aunforthar This burial vault contains 30 nobles of House Aunforthar, the family crest features a brilliant blue crab over three stylized waves.   Creatures 1d12 Zombies, 1d10 Skeletons     Vault of House Scarthann This burial vault contains 27 nobles of House Scarthann, the family crest features twin mountain peaks split by a ribbon of water.   Creatures 1d10 Zombies, 1d8 Skeletons     Vault of House Hornsong This burial vault contains 17 nobles of House Hornsong, the family crest features a great horn over a shattered castle.   Creatures 1d4 Zombies, 1d4 Skeletons     Vault of House Greenmarch This burial vault contains 27 nobles of House Greenmarch, the family crest features a great tree overlaid with crossed swords.   Creatures 1d10 Zombies, 1d8 Skeletons, 1 Mummy     Vault of House Ruldegost This burial vault contains 21 nobles of House Ruldegost, the family crest features a suit of armour on a field of fire.   Creatures 1d6 Zombies, 1d4 Skeletons     Vault of House Bentather This burial vault contains 24 nobles of House Bentather, the family crest features a great boar's head atop a bloodied spear.   Creatures 1d8 Zombies, 1d6 Skeletons     Vault of House Forkarl This burial vault contains 27 nobles of House Forkarl, the family crest features a rampant griffon facing forward.   Creatures 1d8 Zombies, 1d6 Skeletons     Crypt of the First Royals Stone steps climb to a vaulted, octogonal chamber thirty feet high at its domed peak. The room is dark, and the marbled floor is littered with bones, bits of stone and puddles of water or perhaps blood. Arched passages, each just as high lead north, west and east into darkness. As you reach the top of the stairs, you hear the chant of crazed priests as a ghastly apparition appears in the middle of the room and presents its stag-like horns made of bone. The terrible Myrkulyte presents its bony, decaying frame — a lich no doubt. Its half-flesh skull greets you with spectral facial hair and flaring purple eyes.   "I.... am Hagul Bonehand, Come to join us have you? But please be silent the master must not be disturbed"   Creatures 1d12 zombies, 1d10 Skeletons, 1d6 Ghouls, 1d4 Mummys (the undead will be coming slowly from the adjacent chambers), 8 Myrkulytes, Hagul Bonehand     Uth Vault Once the burial chamber of King Uth's successors, now a ritual haven for the Myrkulytes.     Myrmoran Vault Once the burial chambers of House Myrmoran, now a mound of human remains, these are fresh bodies that do not come from this place.     Temple of Myrkul This newly dug up room is still under construction, being turned into a temple worthy of Myrkul. The Crown of Horns can be seen levitating overNhyris D'Hothek knelt a large carpet featuring the unholy symbol of Myrkul.   DM Notes Before the PCs have a chance to interject, a cloaked figure will snatch the crown of horns, breaking the trance and leaving Nhyris terribly weak. The unknown figure will cast a portal and disappear with the crown, a PC may catch a glimpse of the symbol of the Iron Ring Consortium.     Nhyris' Chamber Nhyris D'Hothek's chambers are riddled with ancient books and scrolls that once belonged to peoples buried here. The room contains a bone-carved desk and a simple bed.   DM Notes Welzour is in this room, surrendering, with a dead red wizard at his side.

 
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