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Feathergale Spire

In the Kron Hills stands Feathergale Spire, the Haunted Keep inhabited by the Feathergale Society , Waterdhavian aerial-mount enthusiasts who have pretensions of nobility. They call themselves Feathergale Knights.   Home to the flamboyant Feathergale Society, this tall stone tower stands on a height commanding splendid views across the Kron Hills. It can be seen from afar by anyone traversing the hills and is used as a private retreat by an elite hippogriff flying club comprised of rich Waterdhavians calling themselves the Feathergale Knights. These “knights” affect a dashing image and are given to drinking, singing, wearing fashionable clothing, and general revelry. The club is a cover for the Cult of the Howling Hatred. Cult warriors watch the surrounding area but leave travelers close to the spire alone. They want to avoid drawing attention to their activities for now   Secretly, the knights are dedicated to Yan-C-Bin. They occupied the keep when the air cult established itself in the dwarven ruins beneath the Kron Hills. The knights serve the cult as lookouts, messengers, spies, and a first line of defense.   Thurl hates the Romag's earth cultists as they are mostly just brigands and bandits in his eyes. One of Romag’s most valued agents in southern Verbobonc using the Sacred Stone Monestery as his base of operations. Under orders from Romag he found and built a bandit training camp in a hidden vale between the monastery and Feathergale Spire. Sometimes the Thurl Merosska's Feathergale Knights of Featherspire would get involved and cause problems. While in the air scouting they watch the earth temples activities then join the raid. Take loot and prisoners while participating in the fighting, sometimes killing earth temple cultists in the act which in Thurl's mind is the duty of his knights to bring swift justice to the earth temples cultists.   The greater temple courier Lucius Graeme often visits Featherspire in the guise of a traveling merchant to deliver special orders and help Supreme Commander Hedrack keep tabs on Thurl's activities. It is becoming increasingly difficult to continue with the plans of redirecting Verbobonc's nobility and Mounted Borderers to the gnomes of Greenway Valley. Keeping Thurl's knights under control is an on going problem. Thurl often will fly to see Kelno the Prophet of Air in person at the Temple of Howling Hatred to discuss the plans of the air cult.

Spire Approach

When the characters visit the area, use the unique environment and its weather to add atmosphere.  
During the day, azure sky encompasses the tower and gusty winds buffet it from all sides. The wind sighs through rock formations in the canyon. At night, the wind calms to a breeze, and light fog settles over the canyon. The spire then appears to float among the stars on a sea of clouds. The summits of the hills rise above the fog like islands in that sea.
  You can initially describe the keep as follows:  
Feathergale Spire rises from a pillar of rock high into the air, the tallest point for miles. Built from white limestone and embellished in marble, the spire resembles a gleaming sword that pierces the sky.   The gatehouse faces the opposite cliff, its drawbridge the only apparent point of entry. Tall, wide windows encompass the bottom level of the tower, absent only upon the gatehouse side.   A circle of open stalls rings the tower’s foundation where it meets the rock. Above each stall, the sculpture of a hippogriff in flight leaps from the tower’s base. Beneath Feathergale Spire to the east, a wide gusty canyon yawns through the hills.
  A steep trail leads to the drawbridge over Feathergale Moat and to the keep’s main entrance (area S2). Characters who approach along the floor of the canyon (the Sighing Valley, described later in this chapter) can scale the stone pillar on which the spire stands. It is 400 feet from the pillar’s base to the lowest level of the spire (area S1), and each level of the spire is 20 feet higher than the level below it. Flying characters can enter the spire from the pinnacle or through one of the windows in the courtyard gardens.   Two Feathergale Knight patrol the pinnacle (area S11) at all times, taking flight on giant vultures to meet attackers. One knight is stationed in the front hall (area S2) with two Howling Hatred Initiate. In daylight, the pinnacle knights have an excellent vantage point. They are likely to know of the characters’ approach long before the party arrives.   The knights’ reaction depends on how the party chooses to enter the spire. Peaceful visitors who approach openly are welcome. Those who sneak in or assault the spire meet the full defenses of the keep.  

Spire Features

The refurbished spire has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 18 feet high.   Defenders. The spire is described as it is when the characters arrive. At that time, four Feathergale Knights and their giant vulture mounts are away until that evening’s feast (see the “Knight’s Quest” section).   Doors. Interior doors are made of wood banded with iron. Most have no locks but can be barred. It takes a successful DC 20 Strength check to break open a barred door.   Floors. All floors are made of white stone.   Light. Due to its many windows, Feathergale Spire is brightly lit during the day and dimly lit at night. With the reinforced shutters closed, the light becomes dim during the day and dark at night.   Locks. Any locks require thieves’ tools and a successful DC 15 Dexterity check to open.   Treasure. Feathergale Knights keep their wealth locked in chests in their cells. Each knight also has 2d10 gp in mixed coinage and minor valuables.   Windows. Oversized windows on the ground level allow light and air to pass easily into the tower. They stand 3 feet from the ground and are 6 feet tall and 8 feet wide. Smaller windows, about half the size of the larger ones, are on levels 2 and 3. Shutters reinforced with iron bands permit the windows to be shut and barred. A barred window is like a barred door.  

Feathergale Moat

A gap of twenty feet separates the ledge where the path ends from the closed drawbridge on Feathergale Spire. The space between the cliff’s edge and the gatehouse drops several hundred feet to the bottom of the canyon. Near the ledge, a brass bell hangs from a wooden post.
  At the bell’s ring, a female human Feathergale Knight named Savra Haxx opens a small window near the gate, welcomes the characters, and courteously asks what brings them here. Savra lowers the drawbridge to allow friendly visitors entry.   If the characters accompany her, go to the “Knights’ Quest” section.  

S1. Stable Level

A circular landing surrounds the central shaft of a spiral staircase. The landing is piled with supplies and bales of straw. Radiating from the landing are twelve stalls with straw-covered floors. A harness, riding crop, and saddle hang in each stall. Swinging wooden doors cap either end of each stall, one leading from the tower to the stall and the other from the stall to the open air.
  The round room in the center of the spire serves as a storeroom. It is filled with supplies. Any gear from the Player's Handbook you want the characters to have can be found here. The knights are willing to sell items at a ten percent markup.   When the characters arrive, four hippogriffs and two giant vultures occupy the stables, each in its own stall, and one Feathergale knight (see chapter 7) stands watch and tends the creatures. The hippogriffs and vultures are aggressive toward strangers that enter their stalls unless a knight introduces the newcomers. Knight disguises can fool the creatures, but only at a distance.The latches on the stall doors are fastened at multiple points on each door, so it takes two actions to open each door.  

S2. Front Hall

The entrance is a thirty-foot-long hall of white stone. At the opposite end of the hall are two twelve-foot-tall doors like those of the entry gate. An eagle carved from a massive timber hangs from the far side of the ceiling, suspended on strong chains. Slender wings of steel sweep close to its sides. Its head is also fashioned of steel.
  One Feathergale Knight (Savra when the characters first arrive) and two Howling Hatred Initiate keep watch in the entry hall. See chapter 7 for their statistics.   Friendly Entry. If Savra has allowed the characters in, she tells the characters that they have excellent timing. She invites them to join the knights’ feast this evening, commemorating the tenth year of the Feathergale Society. Savra leads the party through the tower to meet her captain, Thurl Merosska, in area S11.   The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5-foot-wide path in the center of the hall. Each creature in this area must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage. Those who fail the save by 5 or more are swept along with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever.  

S3. Weapons Locker

The Feathergale knights stow weapons and armor here under lock and key. The weapon racks currently hold four longswords, four suits of scale mail, four shields, four helmets, four longbows, and four quivers of twenty arrows each.  

S4. Central Stairs

A single spiral stair runs through the tower’s center, with landings at each floor. The stairs have a handrail along the outer edge.  

S5. Initiate Dormitory

Howling Hatred initiates, priests, hurricanes, and Skyweavers sleep in this room on four double bunks. Most cultists spend their days in other parts of the spire.  

S6. Kitchen

In this kitchen, sacks are heaped along the walls, and a small pile of vegetables is spread on a table. A huge, steaming cauldron stands at the center. Two wooden paddles and two knives hang on a rack next to a brick oven. Four wall shelves hold a dozen loaves of bread.
  Four Howling Hatred Initiate stand around the cauldron inhaling the steam wafting from it. The initiates are trying to “inhale—and become—the steam.” These cultists also serve as kitchen staff.  

S7. Solarium

A bright room occupies the east quarter of this floor. Flowers and shrubs of many varieties grow in a labyrinth of planters. Spidery red and purple plants grow suspended in baskets in mid-air. Robed humans water the plants.
  Three Howling Hatred Initiates and one Hurricane tend to the plants, contemplate philosophy, or train in this room..   Several barrels of fresh water are located around the perimeter of the room.  

S8. Great Hall

This great hall spans half the diameter of the tower. Between the overlarge windows, tapestries depict scenes of gallant knights on flying hippogriffs, fighting dragons and jousting with one another among the clouds. High on the walls are the mounted heads of griffons, wyverns, owlbears, and manticores. A long, curved table set for a feast stretches between the hall’s twin hearths.
  When the characters first arrive, two Feathergale Knight who aren’t occupied with other duties or rest are found here. At night, the tower’s servants sleep here after the knights have retired for the evening.  

S9. Knights ’ Cells

This chamber contains two beds, a fireplace, a closet, two chests, and a small tapestry on the wall.Each knight’s chest contains valuables worth d100 gp, and a feathered cloak.  

S10. Merosska's Apartment

This chamber contains a bed, a fireplace, a closet, a writing desk, a chest, and a small tapestry on the wall. On the desk, in a cylindrical leather case, is a letter to Thurl Merosska from Aerisi Kalinoth, written by her minstrel Windharrow. It reads as follows:  
Merosska, We are pleased to hear about the outcome of your altercation with the Black Earth cult, and we praise you for the capture of one of their prisoners. This noblewoman from Greyhawk has an interesting tale to tell, and we shall enjoy interrogating her further. Keep a close watch on the Sacred Stone Monastery. I want to know what our enemy is planning next.Your beloved queen,
  • Aerisi Kalinoth
  • Treasure In addition to clothing and personal effects, the chest contains 320 gp in a sack, a potion of heroism, a scroll of beast bond, and a scroll of skywrite (see appendix B for descriptions of both spells).  

    S11. Pinnacle

    At the apex of the tower, the stairs terminate at a round stone gazebo that continues upward in a needle-like minaret. Beyond this enclosure, a small lawn grows upon the top of the tower. Four paths paved with white stones point the directions of the compass, each path ending in a pointed stone crenellation. At the pinnacle’s edge is a spyglass on a tripod, pointed downward.   From this vantage point, the Feathergale Knights possess a supreme view of all that transpires in the nearby canyon and the Kron Hills beyond.
      Two Feathergale Knight and their giant vultures are stationed here. Every hour, one of them patrols the air around the spire. The other patrols the tower. They watch for danger and fellow knights sent on errands. When the characters first arrive at the spire, ThuThurl Merosska) is here as well, gazing west toward Verbobonc.   Shrine to Elemental Evil. Here in the high open air, the cultists gather to worship Yan-C-Bin. They sacrifice their enemies, first marking them with the sign of Yan-C-Bin and then throwing them off the pinnacle. In the Sighing Valley, area C2, scavengers swiftly remove evidence of the knights’ dark deeds.   Spyglass. Those who gaze through the spyglass without moving it first see a hooded figure enter the concealed door in Knifepoint Gully (area C3).  

    Knights’ Quest

    Savra Haxx  escorts the characters through the spire and up to the pinnacle where Thurl Merosska surveys the territory. Briefly describe any other rooms or inhabitants of the tower the characters observe on their ascent. When the characters reach the pinnacle, read the following text:  
    The commander of the Feathergale Knights is a well-built male human in his early fifties. Embossed feather patterns ornament the plates of his armor, and his kingly cloak boasts a feathered mantle. He smooths his white-blond hair into place, then bows low before you as if he were only a lowly courtier.   “Welcome to Feathergale Spire, retreat of the Feathergale Society. I am Thurl Merosska, the lord commander.”
      Thurl Merosska offers the hospitality of the tower, inviting the characters to a feast in honor of the society’s tenth year. Merosska especially shows favor to nobles, knights, members of the Lords’ Alliance, and members of the Order of the Gauntlet.   If the characters wish to interview Merosska now, they can do so. He might answer questions on the following topics:   • The Feathergale Society, an “elite” group of aerial￾mount enthusiasts from Greyhawk
    • The origins of Feathergale Spire (see chapter 2)
    • Doing one’s duty for the realm
    • Hunting and hawking
    • Hippogriffs, giant vultures, and other aerial mounts.
      If the characters mention elemental cults, read the following text:  
    Thurl’s face darkens. “Great evil lurks among these hills,” he says. “Depraved cultists led by wretched monsters. But let us speak of such matters after the feast has warmed our blood.”
      Thurl allows the characters to rest in the tower until it is time to begin the feast. If the characters join the feast, read the following text:  
    Clad in the finest garments of velvet brocade, the knights feast at a curved table in the great hall, where twin hearths blaze. Thurl Merosska sits at the head of the table.   “Honored guests,” he says. “Tell us of your adventures in the Kron Hills. Let us aid you in any way we can.”   The knights use the feast to learn about the characters and how much they know about the elemental cults. Applauding bravery and offering toasts, the knights listen to the characters’ stories and share anecdotes. When you decide it’s time, read the following:   The doors to the great hall fly open and a sentry from the pinnacle shouts, “Manticore! It’s on the move!”   At this announcement the Feathergale Knights rise as one, the feast before them unfinished.   “We should take this opportunity to slay the monster,” Thurl says. From his finger he removes a feather-patterned golden ring set with a garnet and holds it aloft, saying, “A prize for the one who brings me the beast’s head!”
      Merosska asks the characters to join four of his knights in the manticore hunt. He offers to lend them hippogriffs for the task. If the characters agree, go to the “Manticore Hunt” section. Those who decline the invitation can stay at Feathergale Spire and rest, or explore the tower.   Treasure Thurl’s ring is worth 250 gp. Thurl also carries 3d10 gp and 2d6 pp in a pouch.   The manticore hunt takes place in the skies above the Kron Hills.   Visibility. Vision is limited to 100 feet within the canyon because of the fog and night sky. The manticore, hippogriffs, and giant vultures know the canyon well enough to avoid running into the cliffs.  

    Hunting the Manticore

    The knights ride giant vultures and stay together as a group. Characters can join the knights’ group, form their own group, or split up into multiple groups. A character or knight who moves more than 100 feet away from the rest of his or her group becomes a separate group.   Finding the Manticore. At the end of each minute spent searching for the manticore, have each group of hunters in the canyon roll a d20, adding 1 for each character or knight in the group. Any group that rolls a total of 18 or higher comes within 100 feet of the manticore. Any and all groups that find the manticore can engage it in battle.   If the knights find the manticore first, they blow their horns so that other groups can pinpoint the knights’ location and join the battle in 1d6 rounds.   Battling the Manticore. The giant vultures and hippogriffs are faster fliers than the manticore, and the manticore knows it. Once it is found, the manticore fights until it has no targets to attack, using its action every round to make three Tail Spike attacks. If there are no characters present, assume that one knight is injured and the manticore’s hit points are reduced by 8 at the end of each round of battle. A knight that is injured leaves the hunt. When no more knights remain, the knights are out of the hunt. If the manticore has nothing to attack, the battle ends and it flies off. Remaining groups can try to search for it again.   The manticore has twenty-four tail spikes. When it runs out of spikes, it does nothing other than fly away from its pursuers on its turn. At the end of each of these turns, have all characters and knights in the battle make a DC 13 Wisdom (Perception) check. If all of their checks fail, the manticore gets away, though groups can try to search for it again.   Manticore Lost. If 10 consecutive minutes pass and neither the knights nor the characters find the manticore, it returns to its lair (area V9).  

    Conclusion

    After the manticore hunt, a few courses are open for furthering the story.   The Party’s Fate. Thurl decides what to do with the characters. If they’ve been polite, Thurl tells the characters the location of the Sacred Stone Monestery . He suspects the reclusive monks could be harboring evil and wants them investigated. If the characters have been rude or proven themselves to be enemies of all the elemental cults, the knights try to kill the characters later that night. Fighting all of the knights and cultists at once is a deadly encounter, but the villains aim to capture the characters first, and then hurl them from the top of the spire (area S11). The aarakocra in area V8 come to the characters’ aid in that event.   If the characters defeat their attackers, surviving knights flee on hippogriffs and giant vultures. They lead pursuers past the griffon roost at area V7. Surviving cultists retreat to the Temple of Howling Hatred in the Temple of Elemental Evil.  

    Knifepoint Gully (area V3).

    Savra’s Revelation. If a character makes a strong impression on Savra Haxx and the party is on good terms with the knights, Savra looks for an opportunity to pull that character aside. Delighted with the character’s deeds, Savra confides that the Feathergale Knights have a secret mission to master elemental air to annihilate Verboboncs enemies. Savra offers to meet with Thurl to request he recruit the character into the Feathergale Knights. In doing so, she unwittingly reveals part of the knights’ secret.   Indoctrinated by the air cult, Savra’s heart and mind belong to Yan-C-Bin. If the characters defeat the cult and destroy Windvane, Savra is freed from prince’s influence and returns to her senses. She returns home to House Haxx   

    Sighing Valley

    Sighing Valley is actually a wide canyon consisting of a deep gorge through which a small river flows. Rock spires rise from the canyon floor, and when the wind blows past these natural structures it makes a sighing— and sometimes a howling Light. The canyon is brightly lit during the day, and light varies at night from dim to dark.Walls. The canyon walls are 200 to 400 feet high.
     

    V1. Feathergale Spire

    See the “Feathergale Spire” section.  

    V2. Dead Rocks

    A giant vulture picks at the gruesome remains on the rocks. The giant vulture attacks the characters only if provoked. Six blood hawks circle overhead, attacking any other creature that comes near the kill. After half an hour, the vulture flies away and the blood hawks swoop in.   Among the dry, days-old gore lie shattered bones.A successful DC 15 Intelligence (Investigation) check reveals the bones belong to a humanoid creature. If the check succeeds by 5 or more, the character discovers rusty stains among the rocks and bone fragments indicating that many more humanoids have died here.  

    V3. Knifepoint Gully

    A narrow fissure in the canyon wall leads through a gully choked with pale brush and shrubs. A swift breeze passes through the fissure. At the end, a dark, jagged crevice awaits.   Carved into the crevice at the end of the gully is a stairway that leads down to the Temple of Howling Hatred (see chapter 4). Three Hurricane watch the entrance for intruders.  

    V4. The Lost River

    A river courses through the canyon, winding around tall spires and through the base of a plateau. Coarse green shrubs huddle along its banks.   A gnoll pack lord and three gnolls from Gnoll Fortress forage among large rocks west of the river. During the day, when the sky is clear, they use their longbows to take shots at characters. At night, they huddle behind the rocks, gnawing on fish from the river.Treasure   The gnoll pack lord carries a severed human finger with a gold ring (worth 25 gp) worn on it.  

    V5. Howling Plateau

    This high rocky plateau rises from the center of the canyon. A river cuts through the canyon bottom, passing through it to the other side. The wind on the plateau keens and moans, alternating its pitch with the force and direction of the wind.
      A creature standing atop Howling Plateau can see the whole canyon, but not the surrounding lands.  

    V7. Griffon Roost

    A mated pair of griffons occupies a cliff cave about 150 feet from the canyon floor. The griffons attack any horse or hippogriff that nears the lair. They slay the mount and escape with the carcass. This cave stinks of animal musk and damp straw.   A nest of straw and twigs follows the curvature of the cave walls.The nest holds two griffon eggs, worth up to 2,000 gp each. For each day without sixteen hours of incubation, each egg has a ten percent chance of spoiling.  

    V9. Manticore Lair

    A pool fills the center of this deep cave, born from a natural spring beneath the rock and flowing outward into the river. Long stalactites hang above the pool, surrounding a natural central pillar. Water drips from the stalactites into the pool, echoing throughout the cave. Some of the debris here looks like leftovers from an old camp, including four old crates. Three splintered crossbow bolts lie about the floor. None have any blood on their points.
      Two manticores lair here. Only one manticore is present at a given time, with the other one out hunting. If a manticore died in the “Manticore Hunt” event, the other is here.   Treasure The bones of six orcs litter the cave, along with signs the orcs camped here for many days. Coins scattered in the pool and around the lair total 60 cp, 26 sp, and 14 gp. The orcs also accumulated four crates of plunder that include plates, candlesticks, and silks worth 50 gp total.


    Cover image: by 3orcs

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