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Part 3: The Ruins of Dorasharn

The circular hatch opens onto a vertical shaft 5 feet wide and cloaked in pitch blackness. Wind rushes from the depths to find release somewhere higher in the tower, demonstrating that fresh air continues to circulate even in the forgotten sections of the tower. If the PCs have ropes and other climbing gear (which they should have purchased with the advance that Elaydren gave them), the descent isn’t that difficult. Eventually, the shaft begins to level out and becomes an almost horizontal tunnel just before it opens onto a ruined section of ancient Dorasharn.

Plot points/Scenes

The vertical shaft is a mix of crumbling earth and ancient stone, and centipedes and other insects cover the walls like living decorations. The long descent takes you deeper into the bowels of Dorasharn Tower. Soon, the shaft begins to angle, and by bracing yourself you can actually walk along one of the surfaces. Farther still, and the shaft becomes a tunnel, and the footing is no longer difficult to maintain or treacherous.   The tunnel eventually opens onto a vast chamber, though it emerges about six feet above the floor. You can’t see the distant walls in the darkness, and the ruins of nearby walls and building appear as deep shadows in the eternal tower night, but you can feel the change in air currents and pressure that indicate a large open space ahead of you.
  Use the map of the Ruins of Dorasharn for this part of the adventure. This large chamber rises to a height of 30 feet, and the remains of a number of buildings are scattered throughout the open area. The PCs start at the passage marked “A” on the map. Passages on the other walls lead to other areas of the tower’s lower levels. No one has entered this section of the tower in centuries, but that doesn’t mean the place is deserted.

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Cover image: Magic of Eberron by Wayne Reynolds

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