A25.192,465 Manticore Belfry
The Manticore Belfries... Home to madmen breeding bloodthirsty manticores.
The promise of treasure is great. That - I'll admit.
But I'd stay clear of that place if I were you...
Unless you are a madman yourself, or enjoy the feeling of spines piercing your flesh.
A cluster of 200ft tall tapered towers made of alabaster bricks topped with a bulbous cage that serve as belfries for manticores.
The towers are connected to one another via 100ft wide cliffside tunnels open to one side, held up by rock-hewn pillars fixed with sconces.
These partially open tunnels snake around the edges of the cliff, connecting the Greater East Wall to the north and the Lesser Wall to the south.
At the foot of each of the towers are fortifications accessible through a thick iron gate, staffed with a platoon of undead soldiers. They will not attack unless provoked.
The towers are all 6 levels high, and access to each level is allowed through a large spiral staircase that skirt the internal circumference of the tower.
The top of the towers is a fungal magic forest microbiome that is well suited for the nesting of manticores, overseen by an undead Belfry Warden who lives in a mansion somewhere hidden in the microbiome.
It is said that many treasures can be found at the top of the belfy, especially rare ingredients used for the tincturing of highly valuable potions. As such, occasionally one may find veteran adventurers attempting to scale the Belfry, likely on a quest to retrieve some rare ingredient.
However, it is extremely dangerous and one may instead encounter the remains of fallen adventurers.
Encounters
Below the tower
Roll | Encounter |
---|---|
1 | 1d6 Patrolling Skeletal Huntsmen. |
2 | Lasher Automaton. Roll 1d6 , on a 1, it is accompanied by 1 vampire sorcerer (stats determined by Referee) and 1d6 Skeletal Huntsmen. |
3 | Magic item mimic. Pretends to be a magic item, emanating a powerful aura. |
4 | Architectonic slime. Pretends to be a harmless flight of stairs, arch, column or some other architectural element. Will clamp onto a creature's limbs when touched, stepped on, or if it deems as a perfect chance to ambush prey. |
5 | Sentient Caltrops. Pretends to be an obvious trap. When creatures tread across carefully, they will suddenly levitate and charge creatures in the area. |
6 | Corpulent Skink. Hangs onto ceilings and ambushes creatures by falling onto them with their spike-studded bellies. |
Atop the tower - Aviary
Roll | Encounter |
---|---|
1 | 2d6 Skeletal Velociraptor Rangers patrolling the area. |
2 | 2d6 Zombie Glyphback Snails herded by a Necromancer Herd Wizard. |
3 | Cloudform Beehive guarded by 3d6 giant cloudform bees. Roll 1d6 on a 6, the hive is being raided by 1d6 Young Manticores. |
4 | Manticore Nest. Roll 1d6 . On 1 , the nest is unguarded with at least 2 eggs. On a 2 , the nest is occupied by 1d6 Young Manticores. On a 6 , one Adult Manticore is roosting. On all others, the nest is empty and only covered in manticore droppings. |
5 | 2d6 Dimorphodons hunting swarms of giant bugs. |
6 | 1d2 Adult Manticores hunting looking for prey. |
Manticore Wardens
Each Belfry is managed by a powerful Manticore Warden who is always undead and is a master of a number of advanced druidic abilities, allowing them to easily call upon nearby creatures they have brought up in the microbiome.
The referee may roll up a random character to determine the nature of this warden.
Each warden is accompanied by a sizeable troop of 1d6 * 1000
undead soldiers led by 1d6 * 2
necromancers who are stationed across various parts of the Belfry.
Each necromancer is similar to a Herd Wizard, but is more powerful, has access to and has at least 1 magic item and a additional few spells in necromancy.
Comments
Post a Comment