The Eye of the Storm
By Jester
A floating island 500 ft in the sky, nestled in the eye of a perpetual hurricane. The hurricane and island have existed since the Time of A Thousand Magics when it was create. It had been an Elven sanctuary during the war , it was abandoned early on during the war as all who knew of it had been destroyed. It has been slowly ((20mph) normal hurricane speed is 5 to 10 mph)) moving back and forth from one end of a 200 mile long ley line. There are 3 nexus points that the island crosses during its journey. The island and storm slows to a stop for 1 hour at each nexus point where it draws the energy needed to power itself.
This place had been one of refuge for the elves during the great war. After their own and unbeknownst to them last successful attack against the dwarves, the elves thought they had gotten away with minimal losses. But before they could even toast their success the dwarves counterattacked with horrible demonic magic. It is now the home and secret refuge of a family of dragons. Ultican 4 mated pairs performing magical/medical experiments live here.
Very few living beings have seen the island and then only its underside. The log of the Captain
Elias Grey of the Eastern flagged merchant vessel "The Vivant" states " While sailing 7 days south of West Minn we were caught in a small hurricane that quickly swept over the ship, 3 men were washed overboard while battening down the hatches and sails, such was the speed of the storm. When at last the eye of the storm came over us we expected to see the full moon above only to see blackness, no stars at all either. Out the dark came a horde of vicious harpies, they carried off the first mate Dave Halloran and 3 more of the crew before the storm swept over us again."
The storm is 10 miles across with the eye being 1 mile across. The island is 1 mile in diameter.
Where once were lush gardens with trees and grass. It is now covered by extremely dense jungle, massive trees 200 to 300 feet high. The dense undergrowth is a tangle of thorny vines and leaves. The only intact above ground structure is the massive stone tower, now dwarfed by the jungle surrounding it. The dense jungle is home to the twisted mutants created tortured and studied by the Ultican.
The lead in. While traveling through a mountain pass. The group seeks refuge in a nearby cave from an icy mountain storm. One of the group finds a hidden entrance to some ancient underground dwarven ruins . The remains of an elven wizard killed during the war is found along with an amulet showing a cross section of a hurricane with the island and tower in the middle. The amulet is magical and will open a mystic portal once a day to the tower, when the word "Sanctuary" in elven is spoken The amulet can be recharged at any nexus point or ley line for 60 PPE. Note it will only open a portal to the last nexus point that recharged it. If not recharged back on the island it is unlikely that the island will easily been found again.
A close examination of the wizards desiccated remains reveals that his arms, legs and feet were broken in several places, the breaks appear to been made with an ax if( medical is rolled). There is nothing else of value in the ruins.
The arrival atop the tower and the guardians.
The sun is shining brightly a faint and constant roar can be heard in the distance. You are atop some type of circular roofed building 60 ft across. There are huge jungle trees covered with vines towering 50 ft above you. The roof is littered with leaves, branches and twigs. There are three
12 ft tall weathered stone statues of elves in robes holding iron staffs aloft as if holding something at bay. These are Golems (Average stats) and will attack the group if a dwarf is present, otherwise they will do nothing as long as no one tries to enter the tower through the crushed entrance. Elves will not be attacked if they are passive only and may enter the tower at will. They will be attacked if they attack the golems. If you look over the side you see the trees grow right up next to the tower. The ground is not visible below. There is no wind the air is warm and humid. There is a smell of rotting vegetation that permeates the air. A small stone building stands covered in vines, its roof and door are smashed in by a huge fallen branch. It will take an hour to clear the debris without tools. Note there is a teleportation circle permanent inscribed in the roof floor hidden by debris, it can be used to escape provided the person has fairy wings to activate it and inscribes a destination. This circle is special in that it will intercept anyone who teleports to the island, they will always appear atop the tower.
The tower. A circular stone stair follows the interior wall all the way down to the base of the tower. There are 4 levels to the tower. At each level the stair ends in a landing. The single room on each level is round, with a center stone support column and 4 wooden supports. There is an archway open to the landing. The only levels with doors are the meeting hall and living area. No locks or traps are located in the tower. The gantry door is barred.
1. The Armory: through the doorway there are several racks of old rusted weapons smashed and strewn about the room. There are several suits of armor Elf sized hanging from the wall, they are very rusty and will fall to bits if disturbed. 1 suit of scale mail looks brand new. It is weightless, noiseless and glows softly silver. There are bits of bone strewn about on the floor and several scorch marks on the floor, walls and
ceiling. This room is haunted by 2 dwarven ghosts.
2. The magic laboratory. The walls floor and ceiling are scorched black. A great fight happened in here. Scorched books, papers broken glass and bit of smashed wooden shelves lie in heaps on the floor. 6 skeletons 3 dwarven and 3 elven are amongst the remains. The dwarven remains all have horns and 1 has a tail .There are many intact jars of components in the piles, the labels are burned off. The following components are to be found
1 bit of dragon bone for 1 ward 1 oz Hydra tooth 3 fairie wings 6 butterfly wings
3 oz arsenic 6 oz salt 7 quartz crystals Dried 1 oz green, red, black paint
There is a 10 % chance of finding any of the above per 1minute of searching.. A roll higher will give a bottle of spoiled or useless herbs or powder. This room is haunted by the ghost of an elven wizard.
3. The Meeting hall. a large empty chamber with only bits of rotting wood and leaves. There is a hole int he wall made by a fallen tree eons ago, giving
access to the forest floor 25 ft below.
4. The Living area. Jug of infinite wine or water. The stone oven of much bread .
This room too is littered with debris, rotting tables and chairs.
The stairs continue on down to a set of double iron doors.
The nexus point. There is a large wide hall leading from iron doors at the base of the stairs to this chamber.
This is a large chamber, there is a large raised circular dais in the center of the chamber. There is another hall leading out of the chamber on the opposite wall leading 50 ft to a set of thick iron doors that are barred from this side they are in good condition as they are maintained by the dragon. Beyond the door is the gantry.
The Ley line goes right thru the base of the dias.
The dais is covered with numerous strange magic circles used by the Ultican to change their
victims. There is always 2 to 4 Ultican and at least one victim being worked on here. Numerous scrying devices and other mysterious magical and
nonmagical components, books and devices line the shelves on the walls.
A smaller hallway leads off into a series of twisting tunnels leading to the chambers used by the Ultican to sleep, mate, relax and study in.
Another smaller tunnel leads to a series of rooms with iron doors used as cells for the soon to be victims of the experiments. There will be 2d6 mixed race and level NPC here, awaiting their horrible fate at the hands of the Ultican.
The gantry (Harpies). The gantry is a circular stone walkway 200 ft in diameter. It is 10 ft wide with a 4 ft high stone railing. The harpies have made their home on this walkway, hunting from the ships that are caught in the storm. They have no treasure to speak of and will attack anyone coming through the door. There are 4 adults and 3
juveniles. The Harpies are permitted to live by the Ultican and are occasionally fed the remains of any victim that does not survive the experiments.
The jungle is sparsely populated by numerous denizens. All avoid the tower for fear of recapture.
Most are insane or very reclusive.
Most feed off the numerous fruit trees and small birds and lizards, frogs and small fish from several of the untended pools. Some are quite
cannibalistic and will try to capture and kill anyone they can.
The grounds of the isle were once dotted with stone altars, viewing pools, benches, walking paths, fruit trees and grassy
areas. Over the eons huge trees have completely covered the isle. Twisting paths run along the branches and the forest floor. Numerous hollows can be found where one huge tree has fallen over. Providing a lair for one of the mutants.
I have purposefully not listed the denizens. Nor the stats of the dragons as they can easily be generated and tailored to be
suitable opponents for the group to engage.