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The Ruined Tower of Drazhu
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!
7
Dangers
Many dangers may lurk within the tower. This is just the beginning.
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