Thursday, May 29, 2025

The Crystal Spire of Arcanum: The Necromancer's Ascent

 

The Crystal Spire of Arcanum: The Necromancer's Ascent



An Adventure in Narathzul's Periphery

Party Level: 4-6 Location: Area 8, Narathzul's Periphery (accessible via Area 4) Goal: Acquire a powerful necromancer's spellbook.

I. The Plot Hook: A Favor for The Shroud

I. The Plot Hook: The Necromancer's Secrets, The Underdark's Fate

This critical mission is directly entrusted to your party by the heart of the resistance, revealing stakes far beyond Narathzul's borders. It might be your first foray into the treacherous Periphery, or a dire new assignment following other acts of defiance against the Drow.

Acquisition Point: Mouse (Vexia's Right Hand and The Shroud's Envoy to House Vrael, Leader of the Gnome Resistance, daughter of Kozzmo). The briefing would likely take place in a secure, hidden location within Area 2 or Area 4 (Resistance Territory) in the Periphery, or a discreet safe house in Narathzul City itself.

The Briefing: Mouse, her face etched with grave concern, approaches the party, possibly accompanied by Cynthia (Priest of Eilistraee) and Thalin (her loyal bodyguard). Her usual composure gives way to a chilling urgency as she unveils a terrifying truth that shakes the very foundations of the Underdark and the absolute authority of the Spider Queen.

  • Mouse's Revelation: "House Mizzrym's ambition extends far beyond merely destabilizing Narathzul with their plague. We have uncovered fragments of intelligence, chilling whispers, hints of a betrayal so profound it threatens the very fabric of our world and the sacred order of our kind. Mizzrym is not merely dabbling with the Abyss; they have forged a direct, blasphemous alliance with 'the Master,' a powerful and ancient demon lord. His aim is nothing less than to usurp Lolth's dominion over the entire Underdark. This is an act of supreme heresy, a direct challenge to the Spider Queen's divine supremacy – a treachery that even other Drow houses, for all their evil, would find utterly unforgivable and an affront to the very essence of our race."

  • The Critical Proof: "We believe a necromancer, a former ally or rival of Mizzrym who delved too deep into the secrets of death and demonic pacts, compiled undeniable proof of this heinous alliance. This proof—a powerful spellbook—is hidden within their abandoned lair, The Crystal Spire of Arcanum, deep in the Periphery. The necromancer vanished, but their tower remains, a maze of ancient death-traps and restless spirits."

  • The Mission: "We need that book. It contains the evidence we require to expose Mizzrym's true treachery – not just to the resistance, but to every Drow house that still pledges absolute fealty to Lolth. This proof will turn them against Mizzrym, forcing them to fight this heresy from within. This is a high-risk infiltration, a place that has claimed many. But for the sake of the Underdark, for the sake of every enslaved soul... we must retrieve that book. Its knowledge is priceless; its proof, invaluable."

Mouse emphasizes the extreme danger and the overarching importance of this specific mission, offering the full resources of the resistance for information and planning, but leaving the perilous infiltration itself to the party. The fate of the Underdark and the very hierarchy of Drow society now rests on acquiring this single, crucial tome.

II. Entering the Spire: Starting in Room 1

Your journey leads you to a discreet, often overlooked entrance to The Crystal Spire, a narrow, cleverly disguised crack in the cavern wall of Area 4 (Resistance Territory / Staging Ground) that opens into Room 1. This isn't the primary, more obvious entrance to the Spire (which might be the long hatched corridor from Area 2), but a secretive entry point used by past intruders or perhaps even the necromancer themselves for clandestine activities.

  • Initial Impression: The air within the spire is immediately colder, heavier, and infused with the faint, metallic scent of old blood and grave dust. The walls here are less rough, showing signs of ancient, intricate carving, though time and decay have left their mark.

Room Links and Ascent

The Spire is a vertical dungeon, with lettered segments (a-j) representing staircases that generally ascend towards the top where the spellbook is held in Area 8. The long hatched corridor from Area 2 represents the main, most direct ascent shaft, which may be more challenging or less explored.

  • Room 1: To Room 3 (via staircase e). To an unmapped area (via staircase f).
  • Room 2: To Room 3 (via staircase a). To an unmapped area (via staircase b). To Higher Levels of the Spire (via the long hatched vertical corridor).
  • Room 3 (Central Chamber): To Room 1 (via staircase e). To Room 2 (via staircase a). To Room 4 (via a direct door). To Room 5 (via staircase d). To Room 5 (via staircase i).
  • Room 4: To Room 3 (via a direct door). To Room 7 (via staircase h).
  • Room 5: To Room 3 (via staircase d). To Room 3 (via staircase i). To Room 6 (via a door). To Room 9 (via staircase j).
  • Room 6: To Room 5 (via a door). To a corridor that leads to Room 7 and Room 8 (via staircase c).
  • Room 7: To Room 4 (via staircase h). To Room 8 (via staircase g). To a corridor that leads to Room 6 (via staircase c and the connecting corridor).
  • Room 8 (Spellbook Location): To Room 7 (via staircase g). To a corridor that leads to Room 6 (via staircase c and the connecting corridor).
  • Room 9: To Room 5 (via staircase j). To lower levels or a hidden area (via its hatched section).

III. Room-by-Room Guide: Inside the Necromancer's Lair

Every room in the Crystal Spire of Arcanum presents a unique challenge, holds a secret, or offers a reward. No space is truly empty.


1. Area 1: The Repository of Necrotic Arts (Starting Point)

  • Purpose: A smaller, specialized library focusing on necromantic and death-related lore, serving as the party's entry point.
  • Appearance/Atmosphere: Shelves carved into the rock hold brittle scrolls and dusty tomes. A sturdy, stone reading desk is laden with arcane implements and dried, pressed herbs. The air is dry and carries a faint, acrid scent of formaldehyde. Bookcases line the walls, filled with ancient, decaying texts.
  • Obstacles/Traps:
    • Locked Door: The door leading to Area 3 (via staircase 'e') is secured by a complex arcane lock (DC 16 Dexterity (Thieves' Tools) or knock spell).
    • Magical Trap: Any attempt to remove a specific, seemingly innocuous scroll from a shelf triggers a necrotic burst (DC 13 Con save for half, 3d6 necrotic damage) from the shelf itself.
  • Enemies: Three Shadows (CR 1/2) that lurk in the darkest corners, difficult to perceive until they attack. They are the restless remnants of scholars or captives who perished here.
  • Discoveries/Lore: Among the many texts, a fragmented, coded journal from an unknown Drow agent can be found. A DC 15 Intelligence (Arcana) check identifies a specific, rare magical symbol related to the corruption of living beings, hinting at House Mizzrym's desire to weaponize souls and flesh.
  • Loot: 3d6 spell scrolls (common to uncommon, mostly necromancy but some illusion or abjuration), a cursed book of vile darkness (DM's discretion on specific curse, but radiates an oppressive aura), and 50 gp worth of rare alchemical reagents.

2. Area 3: The Grand Ritual Chamber (Central Hub)

  • Purpose: The large, central hub of this section of the spire, primarily used for major rituals, summoning, or as a convergence point for the necromancer's power. Its octagonal shape suggests a focus for magical energy.
  • Appearance/Atmosphere: The floor is inscribed with elaborate, faded summoning circles and arcane symbols. A large, cracked crystal orb sits on a central pedestal, faintly pulsating with necrotic energy. The high ceiling is lost in shadows. Bookcases line the walls, containing heavily warded tomes on planar theory and ritual magic.
  • Obstacles/Traps:
    • Complex Magical Trap: The central crystal orb emits an antimagic field (DC 15 Intelligence (Arcana) check to suppress for 1 minute) or a necrotic pulse (DC 14 Con save for half, 4d6 necrotic damage) every round if a creature without specific wards stands in its center.
    • Hidden Door: A DC 15 Wisdom (Perception) check (or DC 14 Intelligence (Investigation)) reveals a cleverly concealed door in the wall leading to Area 4.
  • Enemies: One Bone Naga (CR 4). This ancient undead serpent guards the core of the spire's power, capable of casting spells and biting with poisoned fangs. It slithers silently, using the circles for cover.
  • Discoveries/Lore: Fragments of parchment detailing planar calculations for summoning, and a faded diagram of a symbol that, with a successful DC 15 Intelligence (Religion) check, is identified as a minor sigil of a demon lord, subtly suggesting House Mizzrym's early attempts to consult with demons.
  • Loot: A scroll of animate dead, a scroll of speak with dead, and a cursed amulet of the planes (appears useful, but attempts to attune to it cause 1d4 psychic damage per day).

3. Area 2: The Ascent Chamber (Path to the Apex)

  • Purpose: This room serves as a staging area and a heavily guarded bottleneck for the final ascent to the spire's highest levels.
  • Appearance/Atmosphere: The room is unusually bare, with smooth, cold stone walls. The long hatched corridor dominates one side, appearing as a long, winding staircase or a magically inclined shaft disappearing into the darkness above. A low, guttural growl sometimes echoes from the upper reaches. A few heavy stone plinths stand here, perhaps for guardians.
  • Obstacles/Traps:
    • Physical Trap: The first few steps of the hatched ascent trigger a collapse, sending debris down (DC 14 Dex save or take 3d6 bludgeoning damage and be restrained).
    • Jammed Door: The door to Area 3 (via staircase 'a') is warped and jammed, requiring a DC 16 Strength check to force open, secured by heavy necrotic energy.
    • Magical Trap: A silence spell (DC 13 Wis save or be deafened for 1 minute) is triggered at the base of the main ascent, preventing spellcasting with verbal components.
  • Enemies: Two Flesh Golems (CR 5, if the necromancer dabbled in them, or two Minotaur Skeletons (CR 2, from Monsters of the Multiverse)) stand motionless until intruders attempt to ascend.
  • Discoveries/Lore: A Drow-scripted maintenance log detailing the construction and magical reinforcement of the tower's ascent, and an entry mentioning "periodic 'delivery' through the lower levels" that, with a DC 14 Intelligence (Investigation) check, can be cross-referenced with similar activity seen around the Shipping Hub (Area 1 in the Periphery), linking it to the gnome smuggling plot.
  • Loot: A Wand of Fear (7 charges, rare) and 1d4 potions of superior healing.

4. Area 4: The Corpse Preparation Chamber (Apprentice's Lab/Holding Cells)

  • Purpose: This room was used for preparing and preserving corpses for animation, as well as holding short-term test subjects. Likely an apprentice's lab or a less-frequented experimental area.
  • Appearance/Atmosphere: Dominating the room are several cold, stone slabs with drainage channels, and hooks hanging from the ceiling. A few rusty restraints remain attached to walls. A lingering, sickly sweet stench of decay and preservation chemicals is strong. Dark, dried stains mar the floor. Bookcases here hold texts on anatomy and decay.
  • Obstacles/Traps:
    • Physical Trap: Stepping on a loose floor tile triggers a release of poisonous gas from concealed vents (DC 14 Con save or take 3d6 poison damage and be poisoned for 1 minute).
    • Hidden Door: A DC 15 Wisdom (Perception) check reveals a concealed lever that opens a hidden door to a small, empty holding cell, perhaps a secret storage for test subjects.
  • Enemies: Four Ghasts (CR 2) are chained (loosely, they break free when disturbed) to the slabs, hungrily awaiting fresh flesh. Their stench nauseates the living.
  • Discoveries/Lore: Loose notes detailing the necromancer's early, cruel experiments on unwilling subjects, with crude sketches of Deep Gnome anatomy. Some notes refer to a "new source" of test subjects, potentially linking to the gnome smuggling plot before Mizzrym's involvement.
  • Loot: A collection of rare (but disturbing) surgical tools, 1d4 potions of healing, and a single, valuable Obsidian Skull (500 gp, arcane focus).

5. Area 7: The Master's Retreat (Necromancer's Private Quarters/Scrying Chamber)

  • Purpose: This room served as the necromancer's private living quarters and a chamber for remote magical observation.
  • Appearance/Atmosphere: This room feels subtly different from the others, still sinister but with a touch more refinement. A simple stone cot, a low table, and a few comfortable (though now dusty) chairs are present. A large, still pool of dark, viscous liquid occupies one corner, acting as a scrying basin. A small collection of finely bound, personal journals sits on a bedside table.
  • Obstacles/Traps:
    • Hidden Door: A DC 16 Wisdom (Perception) check (or DC 14 Intelligence (Investigation)) reveals a hidden door behind a loose stone in the wall, leading to a small, empty safe.
    • Magical Alarm Trap: Disturbing the scrying pool without proper knowledge triggers a silent alarm spell, alerting any remaining intelligent undead in adjacent areas (e.g., in Area 6 or Area 8 if a guardian is there).
  • Enemies: Two Crawling Claws (CR 0) acting as "servants," attempting to disarm PCs, plus one Specter (CR 1) that floats menacingly, the angry spirit of a victim.
  • Discoveries/Lore: The necromancer's personal diary, revealing their growing paranoia and concerns about rival Drow houses (possibly Mizzrym) encroaching on their research. Recent entries might contain observations about strange slave shipments or unusual magical activity in the Periphery, directly referencing events near the Shipping Hub (Area 1) and the gnome plot.
  • Loot: 1d4 potions of healing, a small pouch containing 100 gp and 5 pp, and a mundane, but exquisitely crafted, silver locket (25 gp) that feels cold to the touch.

6. Area 6: The Chamber of Lingering Vengeance (Trophy Room/Summoning Chamber)

  • Purpose: This room likely served as a powerful summoning chamber for more significant entities, or a place where the necromancer contained particularly challenging undead or displayed trophies of past conquests.
  • Appearance/Atmosphere: The walls are marked with scorch marks and faint, malevolent runes, suggesting intense magical energies. Several empty, heavy chains hang from the ceiling. A large, stone sarcophagus sits ominously in the center, partially opened, as if something broke free. A palpable sense of unresolved rage lingers. Bookcases here are fewer, holding tomes on planar binding and monster lore.
  • Obstacles/Traps:
    • Magical Trap: Touching the sarcophagus or standing too close to it triggers a necrotic wave (DC 15 Con save for half, 4d6 necrotic damage) that ripples out.
    • Locked Door: The door to Area 5 (via a door) is secured by a magically reinforced lock (DC 17 Dexterity (Thieves' Tools) or knock spell at 5th level).
  • Enemies: One Revenant (CR 5). This powerful undead is the tormented spirit of a great warrior or rival who was defeated by the necromancer and trapped here, now endlessly seeking revenge on any who disturb its resting place. It will relentlessly pursue the party once activated.
  • Discoveries/Lore: A chilling journal entry detailing the necromancer's efforts to "bind the unwilling" and failed attempts to control demonic entities. There are crude, yet recognizable, diagrams that seem to indicate House Mizzrym's current, more successful, consultation rituals with demons from the Abyss.
  • Loot: A Cloak of Protection (uncommon, magical), 1d2 potions of greater healing, and 250 gp worth of dark, polished gemstones embedded in the sarcophagus.

7. Area 8: The Necrotic Sanctum (Spellbook Location & Final Encounter)

  • Purpose: This is the necromancer's most private and powerful chamber, serving as their main laboratory, extensive forbidden library, and secured vault for their most prized possessions, including the coveted spellbook.
  • Appearance/Atmosphere: This chamber hums with suppressed necrotic energy. Shelves filled with black-bound tomes and scrolls line the walls, reaching high into the shadowed ceiling. A large, ornate lectern stands before a heavily warded pedestal upon which the spellbook rests, subtly glowing with an inner darkness. Alchemical equipment of dark, polished stone and bone lies on workbenches, alongside chilling implements. The air is thick with the dust of ages and the cold breath of the grave.
  • Obstacles/Traps: This chamber is a masterwork of necromantic defense.
    • Multiple Traps: The entrance to this room will have layered magical and physical traps. Expect tripwires releasing poisoned darts, arcane runes that trigger necrotic blasts, and even false flooring leading to pit traps.
    • Final Obstacle (Spellbook Retrieval): The spellbook is secured by a complex, dual-layered defense. It requires a DC 17 Dexterity (Thieves' Tools) check to disarm the intricate mechanical locks, and a DC 16 Intelligence (Arcana) check to unravel the arcane warding that binds the book to the pedestal, preventing it from simply being snatched. Failure on either check triggers a powerful necrotic backlash (5d6 necrotic damage) or animates dormant guardians.
  • Enemies: A single, powerful Bone Naga (CR 4) is the last sentient guardian, positioned near the spellbook. It is possibly empowered by the chamber's necrotic energies or bound to protect the book specifically.
  • Discoveries/Lore: The sought-after Necromancer's Spellbook itself. Additionally, the necromancer's ultimate research notes can be found, possibly detailing specific weaknesses of the lycanthropy curse (if applicable), or even a ritual to sever a demon's influence on a Drow house (like Mizzrym).
  • Loot: The Necromancer's Spellbook, 3d8 rare to very rare spell scrolls (heavy on necromancy, but some other schools), a Wand of the Web of Shadow (custom rare wand with 7 charges, allowing casting of web or darkness), a +1 Dagger with a necrotic property, and a hidden compartment with 500 gp and 2 pieces of valuable Deep Crystal (worth 250 gp each).

8. Area 9: The Bone-Strewn Vestibule (Lower Entrance / Storage)

  • Purpose: This room serves as a crude, lower entrance point into the spire, often used for storage or as a guard post for less significant animated servants. It's connected to Area 5 via staircase 'j'.
  • Appearance/Atmosphere: A damp, rough-hewn cavern, haphazardly stacked with discarded crates, broken tools, and the scattered, gnawed bones of various creatures. A faint, cloying odor of decay hangs in the air. The hatched section implies a deeper descent or a hidden passage leading down into the earth.
  • Obstacles/Traps:
    • Physical Trap: A pressure plate triggers a falling net (DC 13 Dex save or restrained) or a volley of poisoned darts (DC 13 Dex save for half, 2d6 poison damage).
    • Jammed Door: The door connecting to Area 5 (via staircase 'j') is warped and jammed, requiring a DC 14 Strength check to force open.
  • Enemies: Two Animated Armors (CR 1) standing sentinel, appearing as discarded suits until approached. They are slow but relentless.
  • Discoveries/Lore: Scattered notes detailing supplies required for "deep storage," and perhaps a cryptic symbol scratched into a wall, hinting at the necromancer's ultimate master (perhaps Torog or a specific demon).
  • Loot: Basic components (bat guano, sulfur), a few rusted but functional tools, 2d4 mundane healing potions (often expired, requiring a DC 10 Con save or taking 1d4 poison damage).

9. Area 6: The Chamber of Lingering Vengeance (Trophy Room/Summoning Chamber)

  • Purpose: This room likely served as a summoning chamber for more powerful entities, or a place where the necromancer contained particularly challenging undead or displayed trophies of past conquests.
  • Appearance/Atmosphere: The walls are marked with scorch marks and faint, malevolent runes, suggesting intense magical energies. Several empty, heavy chains hang from the ceiling. A large, stone sarcophagus sits ominously in the center, partially opened, as if something broke free. A palpable sense of unresolved rage lingers. Bookcases here are fewer, holding tomes on planar binding and monster lore.
  • Obstacles/Traps:
    • Magical Trap: Touching the sarcophagus or standing too close to it triggers a necrotic wave (DC 15 Con save for half, 4d6 necrotic damage) that ripples out.
    • Locked Door: The door to Area 5 (via a door) is secured by a magically reinforced lock (DC 17 Dexterity (Thieves' Tools) or knock spell at 5th level).
  • Enemies: One Revenant (CR 5). This powerful undead is the tormented spirit of a great warrior or rival who was defeated by the necromancer and trapped here, now endlessly seeking revenge on any who disturb its resting place. It will relentlessly pursue the party once activated.
  • Discoveries/Lore: A chilling journal entry detailing the necromancer's efforts to "bind the unwilling" and failed attempts to control demonic entities. There are crude, yet recognizable, diagrams that seem to indicate House Mizzrym's current, more successful, consultation rituals with demons from the Abyss.
  • Loot: A Cloak of Protection (uncommon, magical), 1d2 potions of greater healing, and 250 gp worth of dark, polished gemstones embedded in the sarcophagus.

Escape Route: The Teleportation Crystal

Upon successfully navigating the highest levels of the spire via the long hatched corridor from Area 2, adventurers will discover a Teleportation Crystal at the tower's true apex. This ancient, pulsating crystal serves as a powerful magical anchor, allowing for a swift and convenient magical exit from the dangerous spire. It is designed to safely transport creatures to a pre-set, non-hostile location outside the Periphery, likely a discreet point known only to the necromancer or their master.

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