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The​ ​Ruined​ ​Tower​ ​of​ ​Drazhu

An​ ​adventure​ ​for​ ​Dungeon​ ​World​ ​(2017​ ​CC​ ​BY​ ​SA),​ ​inspired​ ​by​ ​Jeremy​ ​Strandberg,​ ​Jason​ ​Lutes,​ ​Johnn​ ​Four​ ​and​ ​Jason​ ​Morningstar

Long​ ​ago,​ ​before​ ​he​ ​became​ ​an​ ​evil​ ​lich,​ ​Drazhu​ ​was​ ​a​ ​hero​ ​renowned​ ​across​ ​the​ ​land.​ ​His
stronghold​ ​a​ ​bastion​ ​of​ ​safety​ ​and​ ​peace​ ​amidst​ ​a​ ​troubled​ ​land.​ ​That​ ​all​ ​changed​ ​the​ ​day​ ​the
servants​ ​of​ ​Ungu​ ​arrived.​ ​Ungu’s​ ​shadow​ ​elves​ ​and​ ​Drazhu’s​ ​warriors​ ​fought​ ​a​ ​great​ ​battle
then.​ ​The​ ​hero​ ​nearly​ ​lost​ ​everything​ ​and​ ​would​ ​have​ ​if​ ​not​ ​for​ ​the​ ​great​ ​act​ ​of​ ​magic​ ​that
occurred​ ​at​ ​the​ ​top​ ​of​ ​the​ ​tower.​ ​A​ ​shock​ ​wave​ ​of​ ​unrestrained​ ​magical​ ​fury​ ​blasted​ ​from​ ​the
tower​ ​top​ ​shattering​ ​Drazhu’s​ ​enemies​ ​where​ ​they​ ​stood.​ ​In​ ​the​ ​days​ ​that​ ​followed,
survivors​ ​sought​ ​entrance​ ​to​ ​the​ ​tower​ ​but​ ​found​ ​its​ ​walls​ ​and​ ​doors​ ​magically​ ​sealed.

That​ ​was​ ​nearly​ ​a​ ​century​ ​ago.​ ​The​ ​tower​ ​has​ ​since​ ​been​ ​nearly​ ​forgotten;​ ​home​ ​to​ ​little
other​ ​than​ ​cobwebs​ ​and​ ​idle​ ​ghosts.​ ​The​ ​magical​ ​wards​ ​have​ ​stood​ ​all​ ​this​ ​time​ ​allowing
nothing​ ​to​ ​pass​ ​in​ ​or​ ​out.​ ​Recently,​ ​ ​however,​ ​rumours​ ​abound​ ​in​ ​the​ ​nearby​ ​hamlets​ ​of
strange​ ​lights​ ​and​ ​sinister​ ​sounds​ ​witnessed​ ​emanating​ ​from​ ​the​ ​dark​ ​ruins.​ ​What​ ​strange
magic​ ​awakes​ ​inside​ ​after​ ​a​ ​centuries​ ​slumber?​ ​What​ ​treasures​ ​await​ ​the​ ​bold​ ​who​ ​dare
enter​ ​the​ ​ruined​ ​tower​ ​of​ ​Drazhu?!

Questions
- Where​ ​is​ ​Drazhu’s​ ​former​ ​stronghold​ ​located?​ ​Describe​ ​it’s​ ​fantastic​ ​surroundings.
- Who​ ​led​ ​you​ ​here​ ​and​ ​what​ ​did​ ​they​ ​tell​ ​you​ ​about​ ​the​ ​curse​ ​that​ ​lies​ ​over​ ​this​ ​place?
- What​ ​signs​ ​tell​ ​you​ ​that​ ​this​ ​once​ ​great​ ​citadel​ ​was​ ​the​ ​site​ ​of​ ​a​ ​climactic​ ​battle​ ​long
ago?
- Which​ ​great​ ​treasures​ ​are​ ​said​ ​to​ ​be​ ​sealed​ ​behind​ ​the​ ​black​ ​doors​ ​of​ ​Drazhu’s​ ​keep?
- When​ ​did​ ​you​ ​first​ ​realise​ ​that​ ​someone,​ ​or​ ​something,​ ​had​ ​already​ ​beaten​ ​you
inside?

1
1​ ​-​ ​The​ ​Black​ ​Gateway
At​ ​the​ ​foot​ ​of​ ​the​ ​tower​ ​the​ ​structure​ ​seems​ ​to​ ​stretch​ ​forever​ ​into​ ​the​ ​crystalline​ ​sky.​ ​Two
cyclopean​ ​black​ ​doors,​ ​banded​ ​with​ ​cold​ ​iron​ ​lie​ ​shut​ ​before​ ​you.​ ​Do​ ​you​ ​dare​ ​cross​ ​the
threshold​ ​into​ ​Drazhu’s​ ​sealed​ ​tower?

Impressions
- The​ ​faint​ ​hum​ ​of​ ​magical​ ​power
- A​ ​wide,​ ​dead​ ​swath​ ​cleared​ ​between​ ​the​ ​tower’s​ ​base​ ​and​ ​the​ ​buildings​ ​of​ ​the​ ​town.
- Faded​ ​runes​ ​carved​ ​round​ ​the​ ​doorway
- Bitter​ ​cold​ ​emanating​ ​from​ ​the​ ​stones​ ​of​ ​the​ ​tower.

Lore
- The​ ​runes​ ​on​ ​the​ ​threshold​ ​ward​ ​against​ ​trespassers—but​ ​they’re​ ​also​ ​keeping
something​ ​in…
- The​ ​doors​ ​are​ ​magically​ ​sealed…​ ​it​ ​is​ ​said​ ​only​ ​those​ ​with​ ​a​ ​symbol​ ​of​ ​Drazhu’s​ ​trust
may​ ​enter.

PC​ ​Moves
- When​ ​you​ ​study​ ​the​ ​runes​ ​on​ ​the​ ​door,​ ​roll​ ​+WIS:​ ​on​ ​a​ ​10+,​ ​your​ ​vision​ ​blurs​ ​for​ ​a
moment,​ ​but​ ​you​ ​can​ ​then​ ​read​ ​the​ ​runes​ ​just​ ​fine;​ ​on​ ​a​ ​7-9,​ ​you​ ​may​ ​read​ ​the​ ​runes
but​ ​it​ ​feels​ ​as​ ​though​ ​the​ ​cold​ ​from​ ​the​ ​walls​ ​is​ ​entering​ ​your​ ​body​ ​and​ ​mind​ ​-​ ​if​ ​you
choose​ ​to​ ​decipher​ ​them​ ​take​ ​1d6​ ​cold​ ​damage;​ ​on​ ​a​ ​6-,​ ​mark​ ​XP,​ ​and​ ​hunker​ ​down
shivering…​ ​take​ ​the​ ​debility​ ​shaky​ ​and​​ ​you​ ​may​ ​only​ ​act​ ​with​ ​great​ ​difficulty​ ​until​ ​you
are​ ​warmed​ ​up.

- When​ ​you​ ​approach​ ​the​ ​threshold​ ​with​ ​the​ ​intent​ ​to​ ​cross​ ​it,​ ​you’re​ ​head​ ​is​ ​filled​ ​with
ghostly​ ​whispers​ ​wondering​ ​about​ ​your​ ​intentions​ ​for​ ​the​ ​tower’s​ ​master.​ ​If​ ​you
persist,​ ​roll​ ​+CHA:​ ​on​ ​a​ ​10+,​ ​tell​ ​them​ ​what​ ​they​ ​want​ ​to​ ​hear:​ ​a​ ​true​ ​tale​ ​or​ ​a​ ​expert
fabrication​ ​of​ ​your​ ​positive​ ​intentions​ ​toward​ ​Drazhu;​ ​on​ ​a​ ​7-9,​ ​the​ ​spirits​ ​are
suspicious​ ​of​ ​your​ ​tale​ ​and​ ​are​ ​watching​ ​you;​ ​on​ ​a​ ​6-,​ ​mark​ ​XP,​ ​your​ ​impure
intentions​ ​are​ ​revealed:​ ​the​ ​spirits​ ​demand​ ​a​ ​peace​ ​offering​ ​before​ ​you​ ​may​ ​enter.
Better​ ​make​ ​it​ ​something​ ​good.

2
2​ ​-​ ​The​ ​Feasting​ ​Hall
The​ ​black​ ​doors​ ​open​ ​to​ ​reveal​ ​Drazhu’s​ ​once​ ​grand​ ​tower​ ​become​ ​a​ ​tomb.​ ​Caught​ ​as​ ​though
ambushed​ ​in​ ​the​ ​midst​ ​of​ ​a​ ​feast;​ ​corpses​ ​of​ ​proud​ ​warriors​ ​lay​ ​scattered​ ​amidst​ ​upturned
tables​ ​and​ ​smashed​ ​dinnerware.​ ​Overhead,​ ​a​ ​magical​ ​darkness​ ​blocks​ ​all​ ​sight​ ​higher​ ​into
the​ ​tower.

Impressions
- A​ ​high​ ​ceiling​ ​lost​ ​in​ ​undulating​ ​darkness
- Chaos,​ ​a​ ​once​ ​opulent​ ​hall​ ​ransacked​ ​by​ ​marauders
- Rusted​ ​weapons​ ​and​ ​armor;​ ​tarnished​ ​treasures…​ ​does​ ​anything​ ​useful​ ​survive?
- An​ ​unsettling​ ​presence…​ ​ghostly​ ​whispers…​ ​the​ ​echoes​ ​of​ ​powerful​ ​feelings​ ​from
long​ ​ago
- Fresh​ ​torches​ ​still​ ​smoking​ ​in​ ​the​ ​ancient​ ​sconces…

Lore
- The​ ​warriors​ ​loved​ ​Drazhu​ ​and​ ​defended​ ​him​ ​to​ ​the​ ​death.​ ​Maybe​ ​their​ ​spirits​ ​will
sympathize​ ​with​ ​someone​ ​who​ ​can​ ​prove​ ​they​ ​are​ ​a​ ​friend?
- The​ ​battle​ ​with​ ​Ungu​ ​was​ ​almost​ ​lost​ ​when​ ​the​ ​spider​ ​god​ ​sprung​ ​her​ ​ambush.​ ​The
soldiers​ ​here​ ​were​ ​her​ ​first​ ​target.

PC​ ​Moves
- When​ ​you​ ​touch​ ​the​ ​corpse​ ​of​ ​one​ ​of​ ​Drazhu’s​ ​warriors,​ ​roll​ ​+INT:​ ​on​ ​a​ ​10+,​ ​you
experience​ ​a​ ​vision,​ ​an​ ​important​ ​memory​ ​of​ ​something​ ​the​ ​soldier​ ​once​ ​witnessed;
on​ ​a​ ​7-9,​ ​as​ ​above,​ ​and​ ​the​ ​ghost​ ​pleads​ ​with​ ​you​ ​for​ ​some​ ​favour​ ​to​ ​set​ ​their​ ​soul​ ​at
ease;​ ​on​ ​a​ ​6-,​ ​mark​ ​XP,​ ​and​ ​act​ ​now​ ​to​ ​ease​ ​the​ ​suffering​ ​of​ ​this​ ​angry​ ​spirit​ ​or​ ​risk
your​ ​very​ ​soul.

3
3​ ​-​ ​The​ ​War​ ​Room​ ​and​ ​The​ ​Grand​ ​Terrace
Up​ ​the​ ​stairs,​ ​the​ ​party​ ​comes​ ​to​ ​Drazhu’s​ ​war​ ​room.​ ​Suits​ ​of​ ​armor​ ​and​ ​thick​ ​tapestries
once​ ​decorated​ ​the​ ​room​ ​but​ ​they​ ​have​ ​all​ ​been​ ​slashed​ ​and​ ​scattered.​ ​At​ ​the​ ​room’s​ ​center​ ​a
massive​ ​black​ ​oak​ ​table​ ​lays​ ​in​ ​pieces;​ ​chopped​ ​into​ ​ragged​ ​halves.​ ​Strategic​ ​tokens
representing​ ​Drazhu’s​ ​armies​ ​and​ ​those​ ​of​ ​Ungu​ ​lay​ ​scattered​ ​across​ ​the​ ​floor.​ ​Amongst
them​ ​are​ ​a​ ​handful​ ​of​ ​red​ ​tokens​ ​with​ ​black​ ​stars;​ ​the​ ​symbol​ ​of​ ​Krandor’s​ ​Crimson
Brotherhood.​ ​Beyond​ ​the​ ​room,​ ​doors​ ​lead​ ​to​ ​the​ ​fortresses​ ​grand​ ​terrace.

Impressions
- Battle​ ​scenes​ ​depicted​ ​on​ ​the​ ​tapestries​ ​of​ ​great​ ​victories​ ​in​ ​battles​ ​long​ ​forgotten
- Fresh,​ ​dark​ ​blood,​ ​pooled​ ​on​ ​the​ ​stairs.
- Someone​ ​groaning​ ​in​ ​pain​ ​and​ ​speaking​ ​a​ ​strange​ ​language​ ​behind​ ​the​ ​terrace​ ​door
- Time​ ​stuck​ ​visions​ ​of​ ​a​ ​long​ ​ago​ ​council​ ​or​ ​war…​ ​led​ ​by​ ​noble​ ​Drazhu
- Puffs​ ​of​ ​frozen​ ​breath​ ​in​ ​the​ ​air…​ ​is​ ​it​ ​getting​ ​colder?
- Sounds​ ​of​ ​battle​ ​ringing​ ​above.​ ​The​ ​ones​ ​that​ ​beat​ ​you​ ​here?

Lore
- Drazhu​ ​was​ ​winning​ ​the​ ​war​ ​until​ ​Krandor’s​ ​brotherhood​ ​caused​ ​discontent​ ​among
the​ ​populace;​ ​draining​ ​the​ ​war​ ​effort.​ ​Where​ ​did​ ​the​ ​come​ ​from​ ​and​ ​where​ ​did​ ​they
go?
- The​ ​language​ ​of​ ​the​ ​Shadow​ ​Elves​ ​still​ ​retains​ ​some​ ​similarity​ ​to​ ​that​ ​of​ ​their​ ​more
numerous​ ​cousins…​ ​to​ ​an​ ​elf​ ​the​ ​strange​ ​speech​ ​may​ ​sound​ ​eerily​ ​familiar…
- Magical​ ​cold​ ​could​ ​be​ ​a​ ​sign​ ​of​ ​evil​ ​magic​ ​draining​ ​the​ ​life​ ​essence​ ​from​ ​this​ ​place.

Discoveries
- Behind​ ​the​ ​door​ ​on​ ​the​ ​terrace,​ ​a​ ​wounded​ ​Shadow​ ​Elf​ ​lies​ ​abandoned​ ​by​ ​his
comrades.​ ​Maybe​ ​if​ ​you​ ​help​ ​him​ ​he​ ​will​ ​tell​ ​you​ ​his​ ​secrets.​ ​Or​ ​maybe​ ​he​ ​will​ ​betray
you​ ​the​ ​first​ ​chance​ ​he​ ​gets.

4
4​ ​-​ ​Drazhu’s​ ​Mausoleum
A​ ​battle​ ​rages​ ​in​ ​this​ ​magic​ ​blackened​ ​room.​ ​A​ ​small​ ​band​ ​of​ ​Shadow​ ​Elves​ ​crosses​ ​swords
with​ ​the​ ​resurrected​ ​warriors​ ​of​ ​Drazhu’s​ ​retinue.​ ​And,​ ​behind​ D ​ razhu’s​ ​Death​ ​Guard
something​ ​more​ ​powerful​ ​awaits.​ ​Who’s​ ​side​ ​will​ ​you​ ​take?

Impressions
- A​ ​large,​ ​circular,​ ​room,​ ​walls​ ​of​ ​frosted​ ​black​ ​stone:​ ​it’s​ ​roof​ ​a​ ​magically​ ​sealed​ ​portal.
- Grave-niches​ ​ringed​ ​round​ ​the​ ​outside​ ​holding​ ​the​ ​well-preserved​ ​corpses​ ​of
Drazhu’s​ ​finest​ ​warriors
- The​ ​glint​ ​of​ ​gaudy​ ​rings,​ ​fine​ ​armour,​ ​and​ ​untarnished​ ​steel
- A​ ​massive​ ​sarcophagus​ ​skilfully​ ​carved​ ​of​ ​black​ ​oak​ ​at​ ​the​ ​room’s​ ​heart.
- The​ ​lid​ ​of​ ​the​ ​sarcophagus,​ ​cut​ ​in​ ​the​ ​image​ ​of​ ​a​ ​great​ ​warrior​ ​resplendent​ ​in​ ​his
arms​ ​and​ ​armor
- An​ ​inscription​ ​in​ ​an​ ​ancient​ ​tongue
- Herein​ ​lies​ ​one​ ​who​ ​never​ ​died:​ ​defending​ ​his​ ​homeland​ ​to​ ​death​ ​and​ ​beyond.​ ​Herein
lies​ ​one​ ​who​ ​does​ ​not​ ​rest:​ ​fighting​ ​for​ ​a​ ​peace​ ​he​ ​may​ ​never​ ​know.

Lore
- The​ ​sword​ ​carved​ ​into​ ​on​ ​the​ ​lid​ ​of​ ​the​ ​sarcophagus​ ​resembles​ ​one​ ​of​ ​the​ ​fabled
Blades​ ​of​ ​Light,​ ​the​ ​work​ ​of​ ​the​ ​witch​ ​smiths,​ ​it​ ​is​ ​said​ ​their​ ​skill​ ​has​ ​no​ ​match​ ​in​ ​the
world​ ​today.
- Faint​ ​runes​ ​of​ ​protection​ ​rim​ ​the​ ​edge​ ​of​ ​the​ ​sarcophagus​ ​lid—​ ​symbols​ ​of​ ​darkness
and​ ​necromantic​ ​resurrection.

PC​ ​Moves
- When​ ​you​ ​disturb​ ​the​ ​corpse​ ​of​ ​one​ ​of​ ​Drazhu’s​ ​warriors,​ ​it​ ​rises​ ​as​ ​a​ ​Death​ ​Guard.
- When​ ​you​ ​attempt​ ​to​ ​remove​ ​a​ ​treasure​ ​from​ ​the​ ​corpse​ ​of​ ​a​ ​warrior​ ​without
disturbing​ ​it,​ ​roll​ ​+DEX:​ ​on​ ​a​ ​10+,​ ​you​ ​get​ ​it,​ ​and​ ​the​ ​dead​ ​do​ ​not​ ​stir;​ ​on​ ​a​ ​7-9,​ ​you
get​ ​it​ ​or​ ​you​ ​avoid​ ​disturbing​ ​the​ ​corpse,​ ​your​ ​choice.
- When​ ​you​ ​attempt​ ​to​ ​lift​ ​the​ ​lid​ ​of​ ​the​ ​sarcophagus,​ ​take​ ​1d6​ ​damage​ ​(ignoring
armor)​ ​as​ ​you​ ​are​ ​wracked​ ​with​ ​pain.​ ​If​ ​you​ ​persist,​ ​roll​ ​+STR:​ ​on​ ​a​ ​10+,gain​ ​1
progress,​ ​and​ ​if​ ​you​ ​have​ ​3​ ​or​ ​more​ ​progress,​ ​lift​ ​the​ ​the​ ​lid​ ​clear​ ​of​ ​the​ ​sarcophagus;
on​ ​a​ ​7-9,​ ​as​ ​above,​ ​but​ ​1d6​ ​damage​ ​(ignoring​ ​armor).​ ​When​ ​you​ ​lift​ ​the​ ​lid​ ​clear​ ​of​ ​the
sarcophagus,​ ​Drazhu’s​ ​Shade​ ​awakens.

Discoveries
- The​ ​Full​ ​Moon​ ​Blade
- Drazhu’s​ ​Witch​ ​Smithed​ ​Armor

5
5​ ​-​ ​The​ ​Phylactery​ ​Chamber
The​ ​final​ ​room​ ​can​ ​only​ ​be​ ​reached​ ​through​ ​the​ ​sealed​ ​portal.​ ​The​ ​Moon​ ​Blade,​ ​upon
removal​ ​from​ ​the​ ​sarcophagus,​ ​will​ ​open​ ​the​ ​way.​ ​ ​Once​ ​Drazhu’s​ ​private​ ​chamber,​ ​this
room​ ​is​ ​now​ ​host​ ​to​ ​the​ ​pulsing​ ​horror​ ​of​ ​his​ ​phylactery.​ ​It​ ​is​ ​the​ ​source​ ​of​ ​the​ ​magical​ ​cold
in​ ​this​ ​place.​ ​It​ ​is​ ​the​ ​evil​ ​secret​ ​the​ ​tower​ ​has​ ​striven​ ​to​ ​protect​ ​and​ ​contain​ ​for​ ​a​ ​century.

Impressions
- Withering​ ​light​ ​stains​ ​and​ ​twists​ ​everything…​ ​time​ ​is​ ​unstable​ ​here.
- Dessicated​ ​corpses​ ​piled​ ​in​ ​a​ ​ring​ ​all​ ​reaching​ ​toward​ ​the​ ​skeletal​ ​remains​ ​of
Drazhu’s​ ​bride​ ​sitting​ ​in​ ​her​ ​chair.
- Her​ ​wedding​ ​ring​ ​pulses​ ​with​ ​sinister​ ​power…​ ​could​ ​this​ ​be​ ​the​ ​evil’s​ ​source?
- Magical​ ​and​ ​mundane​ ​treasures​ ​heaped​ ​temptingly​ ​about​ ​the​ ​room

Lore
- Lich’s​ ​phylacteries​ ​are​ ​objects​ ​of​ ​great​ ​power​ ​and​ ​great​ ​evil.​ ​It​ ​is​ ​said​ ​they​ ​can​ ​only​ ​be
created​ ​through​ ​the​ ​transmutation​ ​of​ ​powerful​ ​emotions.
- The​ ​means​ ​with​ ​which​ ​to​ ​destroy​ ​such​ ​an​ ​object​ ​are​ ​rare​ ​indeed​ ​and​ ​only​ ​known​ ​by​ ​a
select​ ​few.
- But​ ​who​ ​said​ ​anything​ ​about​ ​destroying​ ​it…​ ​this​ ​could​ ​be​ ​just​ ​the​ ​tool​ ​you​ ​need…

PC​ ​Moves
- When​ ​you​ ​attempt​ ​to​ ​approach​ ​Drazhu’s​ ​bride,​ ​say​ ​what​ ​great​ ​love​ ​will​ ​be​ ​destroyed
if​ ​you​ ​fail​ ​to​ ​gain​ ​possession​ ​of​ ​her​ ​ring,​ ​and​ ​roll​ ​+WIS:​ ​on​ ​a​ ​10+,​ ​his​ ​bride​ ​accepts
your​ ​noble​ ​purpose​ ​and​ ​allows​ ​your​ ​approach;​ ​on​ ​a​ ​7-9,​ ​you’re​ ​overwhelmed​ ​with​ ​the
anguish​ ​of​ ​the​ ​bride’s​ ​lost​ ​love.​ ​You​ ​are​ ​dazed​ ​by​ ​mental​ ​shock​ ​and​ ​may​ ​not​ ​act​ ​until
recovering​ ​your​ ​senses​ ​through​ ​injury​ ​or​ ​help​ ​of​ ​your​ ​friends;​ ​on​ ​a​ ​6-,​ ​mark​ ​XP,​ ​and
you’re​ ​dazed​ ​as​ ​above,​ ​but​ ​take​ ​-1​ ​ongoing​ ​until​ ​you​ ​do​ ​something​ ​desperately
reckless,​ ​sacrificially​ ​noble,​ ​or​ ​supremely​ ​charitable.

Discoveries
- Drazhu’s​ ​Phylactery:​ ​His​ ​Beloved’s​ ​Ring
- Other​ ​treasures​ ​great​ ​and​ ​small.​ ​Tainted​ ​by​ ​evil​ ​magic?

6
Discoveries
Add​ ​other​ ​discoveries,​ ​treasures​ ​etc​ ​here​ ​as​ ​you​ ​see​ ​fit.​ ​Much​ ​booty​ ​awaits​ ​in​ ​the​ ​Cursed
Tower!

Drazhu’s​ ​Witch​ ​Smithed​ ​Armor


worn,​ ​3​ ​armor,​ ​2​ ​weight
- When​ ​worn​ ​by​ ​a​ ​warrior​ ​of​ ​pure​ ​heart​ ​and​ ​great​ ​courage​ ​this​ ​armor​ ​is​ ​light​ ​as​ ​a
feather.​ ​If​ ​your​ ​motives​ ​are​ ​selfish​ ​it​ ​is​ ​clumsy​ ​and​ ​ill-fitting

The​ ​Full​ ​Moon​ ​Blade


close,​ ​+1​ ​damage,​ ​2​ ​piercing,​ ​1​ ​weight
- Strikes​ ​fear​ ​in​ ​the​ ​heart​ ​of​ ​all​ ​creatures​ ​of​ ​darkness.

Drazhu’s​ ​Phylactery:​ ​His​ ​Beloved’s​ ​Ring


worn,​ ​1​ ​weight
- Upon​ ​seeing​ ​his​ ​beloved​ ​slain​ ​by​ ​Ungu’s​ ​assassins,​ ​the​ ​mortally​ ​wounded​ ​Drazhu
poured​ ​all​ ​his​ ​anguish​ ​and​ ​hatred​ ​into​ ​the​ ​symbol​ ​of​ ​his​ ​love.​ ​Thus​ ​the​ ​Lich​ ​was​ ​born
and​ ​thus​ ​the​ ​Servants​ ​of​ ​Ungu​ ​were​ ​defeated.
- If​ ​you​ ​dare​ ​wear​ ​Drazhu’s​ ​Beloved’s​ ​Ring,​ ​describe​ ​the​ ​most​ ​intense​ ​experience​ ​of
your​ ​life,​ ​answer​ ​any​ ​questions​ ​the​ ​GM​ ​has​ ​about​ ​it,​ ​and​ ​hold​ ​1​ ​power.
- When​ ​you​ ​channel​ ​your​ ​emotions​ ​into​ ​raw​ ​kinetic​ ​force,​ ​roll​ ​+power:​ ​on​ ​a​ ​10+,
choose​ ​2​ ​from​ ​the​ ​list​ ​below,​ ​or​ ​spend​ ​1​ ​power​ ​to​ ​choose​ ​3;​ ​on​ ​a​ ​7-9,​ ​Choose​ ​1​ ​from
the​ ​list,​ ​or​ ​spend​ ​1​ ​power​ ​to​ ​choose​ ​2;​ ​on​ ​a​ ​6-,​ ​mark​ ​XP,​ ​lose​ ​1​ ​power,​ ​and​ ​the​ ​GM
makes​ ​a​ ​move.
✓ The​ ​effect​ ​is​ ​potent​ ​(+forceful,​ ​+messy)
✓ The​ ​effect​ ​is​ ​far-reaching​ ​(+far)
✓ You​ ​can​ ​affect​ ​multiple​ ​targets​ ​or​ ​a​ ​small​ ​area
✓ You​ ​can​ ​sustain​ ​the​ ​effect​ ​with​ ​little​ ​effort
✓ You​ ​wield​ ​the​ ​force​ ​with​ ​great​ ​precision
- By​ ​default,​ ​you​ ​can​ ​affect​ ​a​ ​single​ ​target​ ​within​ ​near​ ​range.​ ​If​ ​used​ ​to​ ​inflict​ ​direct
harm,​ ​the​ ​force​ ​of​ ​the​ ​ring​ ​deals​ ​1d10​ ​damage​ ​(ignoring​ ​armor).
- When​ ​you​ ​experience​ ​an​ ​overwhelming​ ​sensation​ ​or​ ​emotion​ ​and​ ​indulge​ ​it
wholly—consequences​ ​be​ ​damned,​ ​gain​ ​1​ ​power​ ​(max​ ​3)​ ​and​ ​the​ ​GM​ ​makes​ ​a​ ​hard
move.

7
Dangers
Many​ ​dangers​ ​may​ ​lurk​ ​within​ ​the​ ​tower.​ ​This​ ​is​ ​just​ ​the​ ​beginning.

The​ ​Shadow​ ​Elves​ ​of​ ​Ungu​ ​(Cabal)


Impulse:​​ ​to​ ​absorb​ ​those​ ​in​ ​power,​ ​to​ ​grow
Grim​ ​Portents
•​ ​ ​ ​The​ ​ancient​ ​ruins​ ​are​ ​disturbed;​ ​someone​ ​has​ ​been​ ​here​ ​recently.
•​ ​ ​ ​A​ ​wounded​ ​creature​ ​calls​ ​out​ ​offering​ ​a​ ​bargain​ ​for​ ​help.​ ​Is​ ​it​ ​trap?
•​ ​ ​ ​The​ ​bargain​ ​is​ ​betrayed​ ​and​ ​the​ ​Shadow​ ​Elves​ ​true​ ​form​ ​revealed.
•​ ​ ​ ​The​ ​Elves​ ​seize​ ​the​ ​Phylactery​ ​and​ ​harness​ ​its​ ​immense​ ​power​ ​for​ ​their​ ​evil​ ​ends.
Impending​ ​Doom:​ ​Ungu’s​ ​servants​ ​are​ ​returned​ ​to​ ​their​ ​former​ ​terrible​ ​glory.

Drazhu’s​ ​Phylactery:​ ​His​ ​Beloved’s​ ​Ring​ ​(Sentient​ ​Artifact)


Impulse:​​ ​to​ ​find​ ​a​ ​worthy​ ​wielder
Grim​ ​Portents
•​ ​ ​ ​Scare​ ​off​ ​would​ ​be​ ​trespassers​ ​with​ ​cold,​ ​creeping​ ​magic
•​ ​ ​ ​Send​ ​visions​ ​of​ ​the​ ​fall​ ​of​ ​a​ ​long​ ​ago​ ​hero
•​ ​ ​ ​Pit​ ​would-be​ ​claimants​ ​against​ ​a​ ​powerful​ ​guardian
•​ ​ ​ ​Test​ ​their​ ​resolve​ ​with​ ​the​ ​demand​ ​for​ ​a​ ​true​ ​love​ ​revealed.
Impending​ ​Doom:​ ​The​ ​ring​ ​rejects​ ​the​ ​claimant​ ​and​ ​Drazhu’s​ ​evil​ ​remains​ ​unchecked

Stakes
- Who​ ​will​ ​claim​ ​the​ ​ring?
- How​ ​will​ ​the​ ​great​ ​power​ ​of​ ​the​ ​ring​ ​be​ ​wielded​ ​by​ ​its​ ​new​ ​bearer?
- Will​ ​the​ ​party​ ​escape​ ​in​ ​time​ ​to​ ​stop​ ​Drazhu’s​ ​evil​ ​machinations?

8
Bestiary

Drazhu’s​ ​Shade
Solitary,​ ​Organized,​ ​Intelligent,​ ​Noble,​ ​Terrifying
Damage​​ ​The​ ​Full​ ​Moon​ ​Blade​ ​b[2d12]+1​ ​(close,​ ​messy,​ ​2​ ​piercing)
HP​​ ​16​ ​Armor​​ ​4​ ​Special​ ​Qualities​​ ​Undead,​ ​aura​ ​of​ ​cold​ ​dread
Drazhu​ ​bound​ ​his​ ​shade​ ​to​ ​stand​ ​guard​ ​over​ ​the​ ​horrible​ ​secret​ ​of​ ​the​ ​chamber​ ​above.​ ​It​ ​is
the​ ​keeper​ ​of​ ​the​ ​last​ ​vestiges​ ​of​ ​his​ ​goodness​ ​and​ ​will​ ​perform​ ​his​ ​duty​ ​to​ ​the​ ​end​ ​of​ ​time.
Instinct​​ ​To​ ​protect​ ​his​ ​master’s​ ​secrets.
- Fight​ ​with​ ​supernatural​ ​skill
- Parry​ ​all​ ​but​ ​the​ ​most​ ​concerted​ ​attacks
- Teleport​ ​through​ ​shadows
- Rally​ ​the​ ​Death​ ​Guard​ ​to​ ​him

Drazhu’s​ ​Death​ ​Guard


Group,​ ​Organized,​ ​Intelligent
Damage​​ ​Sword​ ​or​ ​spear​ ​b[2d8]​ ​(close​ ​or​ ​reach,​ ​1​ ​piercing)
HP​​ ​10​ ​Armor​​ ​2​ ​Special​ ​Qualities​​ ​Undead
Warriors​ ​under​ ​Drazhu’s​ ​command,​ ​loyal​ ​even​ ​in​ ​death.
Instinct​​ ​To​ ​slay​ ​the​ ​enemies​ ​of​ ​their​ ​master
- Attack​ ​with​ ​military​ ​precision
- Shrug​ ​off​ ​all​ ​but​ ​the​ ​deadliest​ ​blows
- Group​ ​together​ ​with​ ​fellow​ ​soldiers​ ​to​ ​press​ ​the​ ​enemy​ ​back

Shadow​ ​Elf​ ​Raider


Group,​ ​Intelligent,​ ​Organized
Damage​ ​Poisoned​ ​Blade​ ​1d8+1​ ​(Close)​ ​Hand​ ​crossbow​ ​1d8​ ​(Near)
HP​​ ​6​ ​Armor​​ ​1
Twisted​ ​in​ ​darkness​ ​by​ ​their​ ​worship​ ​of​ ​the​ ​spider​ ​god​ ​Ungu;​ ​the​ ​Shadow​ ​Elves​ ​want
nothing​ ​more​ ​than​ ​to​ ​spread​ ​their​ ​webs​ ​of​ ​deceit​ ​and​ ​treachery​ ​across​ ​all​ ​the​ ​world.
Instinct​​ ​To​ ​corrupt​ ​something​ ​good
- Dull​ ​enemy​ ​senses​ ​with​ ​poison
- Entangle​ ​with​ ​illusions
- Slip​ ​into​ ​the​ ​shadows

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