TOWER LAZARAC


UPDATE

 

Mystra moves both towers (and the ground under them to include the secret 20'x20' storage area but no deeper) and the outbuildings and two orc servants from the location north of Waterdeep to a forest hilltop north and east of Hullack Town some time on the late evening of 26 Tarsakh or early morning of 27 Tarsakh 1387. (20110904)

On 03 Nightal 1387 Astra and Morgan capture a seven-level-tall flying tower from an evil Halruuan wizard and lands it near the two towers. At seven levels in height it is significantly taller than the two towers. (20120311)

On 02 Hammer 1388, the two mountain orc servants, Dumbass and Stupid, are killed by Willis. (20121221)

On 01 Tarsakh 1388, Astra and Morgan begin creation of a portal between their tower and Alax's Granite Port mansion. (20141019)

Currently, the two towers are inhabited by:

  • Astra Obarskyr, wife of Trent
  • Morgan Obarskyr-Tallman, wife of Alax Tallman and unofficial de facto wife of Trent
  • Trent, wife of Jaleen, Astra and Alysan
  • Jaleen, wife of Trent
  • Alysan Obarskyr, wife of Trent
  • Paige, daughter of Morgan and Alax
  • Thoric, son of Morgan and Alax
  • Tharyl, daugher of Morgan and Alax
  • Aluara, daughter of Astra and Raymond
  • Arangarr, son of Morgan and Alax
  • Kyra, daughter of Kalan-hrae and Raymond
  • Nairon, son of Astra and Raymond
  • Kail, son of Morgan and Raymond
  • ???, daughter of Trent and Jaleen
  • Jeeves, an intelligent iron golem constructed and animated by Morgan (with Astra's assistance)
  • And probably some servants (I'll have to search to see if it's still Miska and Navine or if something happened to them)
There is also a guard force of 13 paladins sent from the Waterdeep temple by Mystra, when the towers were still north of Waterdeep, to protect Astra and Morgan. These paladins accompanied the towers here when moved. Not all of them are the original 13 who arrived at the tower from Waterdeep; a few have been replaced after having been killed or moved on to other assignments.
Name Position Race Gender Class/Level Origin Appearance model Notes
Llandron Glaeyn Commander h m Pal 12 / DvDf 5 Waterdeep Mark Harmon/Leroy Jethro Gibbs wife & children murdered years ago, focuses on duty and no desire for another romatic relationship
Marstyn Silverblade Shift #1 leader h m Pal 11 / DvDf 4 Silverymoon via Waterdeep Ioan Gruffudd has a crush on Astra & Morgan
Maeryl Gherridar Shift #1 h f Pal 9 / Sor 1 Waterdeep relationship with Sarthryn of shift #2
Andil Maerelor Shift #1 he m Pal 8 Waterdeep
Zarnin Duvraler Shift #1 h m Pal 8 Waterdeep
Marelei Terethan Shift #2 leader he f Pal 11 / DvDf 3 Waterdeep single & unattached, no interest in long term relationship at this time
Sarthryn Gaspiir Shift #2 h m Pal 10 Waterdeep relationship with Maeril of Shift #1
Ildrathril Tornsar Shift #2 he m Pal 9 Cormyr
Hasteel Ustovil Shift #2 h m Pal 7 Cormyr
Deter Thaltuvor Shift #3 leader h m Pal 11 / DvDf 2 Waterdeep son of stonemason, is capable stonemason and engineer himself
Rhaundel Olarmeth Shift #3 h m Pal 9 Cormyr
Cheressa Timmarr Shift #3 h f Pal 8 Waterdeep relationship with Shaliriel
Shaliriel Emmareth Shift #3 he f Pal 7 Waterdeep relationship with Cheressa

As noted, the guards are divided into three 8-hour shifts of four guards each. At any given time, one shift will be "on duty", another will be on "stand-by", and another will be off duty.

When on duty, two of the shift are stationed at the door and the other two patrol both the inside of the tower and the area immediately surrounding the towers. The door guards and patrollers switch places every 2 hours.

When on stand-by, the guards are on call in case something should happen and they are ready to respond at a moment's notice. Otherwise, they spend their time maintaining their gear and exercising, and they also get a bit of time off (one at a time) to tend to personal needs. If the twins should choose to leave the towers to go somewhere for a short time, two of this shift will accompany them.

When off duty, most of the time will be spent sleeping, but a small bit of time may also be spent on personal needs. Only if the need is great (e.g. an attack on the tower) will this shift be awakened and called to arms.

The duty shift rotation is as follows. The hours were selected specifically to make sure that the guards on duty at the 3am-4am period are fresh, to counteract the typical rule that this period before dawn is when guards are least alert thus most susceptible to attack.
Duty Shift 2am-10am 10am-6pm 6pm-2am
On-Duty 3 1 2
Stand-By 2 3 1
Sleep 1 2 3


AREA MAP

Tower Lazarac is about 40 miles northwest of Waterdeep, near the High Road and at the foot of the Sword Mountains. This is a full day's travel from Waterdeep on the back of a heavy horse, or almost two days on foot.

LOCAL MAP
The original Tower Lazarac is the eastern tower. Astra had the western tower built in 1380 DR. The towers are in a small clearing that is about a quarter-mile east the High Road. The clearing is at the top and at one end of a small hill. The access road approaching the front door of the keep forks off of the High Road. The access road goes around a hill then crosses a small stream. The crossing is a stone bridge that is just south of a pond that is fed by a waterfall coming over a cliff to the north. The access road then goes up the shallow northern slope of the hill to the tower, goes between the two towers and underneath an arch supporting the second-floor passage, then curves around the tower and goes behind it to a barn and a couple of smaller out-buildings. Two docile mountain orcs tend the grounds and the livestock. The base of the tower is a little over 60' higher in elevation than the point where the access road branches from the High Road.

(Each contour line represents about 20' of elevation.)


CLOSEUP MAP
  1. Towers
    As of 3 Eleasias 1386, Astra has hired permanent staff to reside in the tower. They are:
    • Miska (female X human): daughter of head of a construction crew in Waterdeep, good cook and housekeeper
    • Navine (female X human): daughter of head of a construction crew in Waterdeep, good cook and housekeeper
  2. Barn
  3. Corral
  4. Tool shed
  5. Smith's shop. However dumb he might otherwise be, the orc named "Dumbass" (N male mountain orc Com5) is a passable blacksmith for simple things like horseshoes or nails
  6. Vegetable garden. The orc named "Stupid" (N male mountain orc Com5) maintains the garden to provide the tower with fresh vegetables.

(Each contour line represents about 20' of elevation.)


FIRST FLOOR
  1. Entrance; one 5' wide wooden door; thick, made of the toughest oak, and reinforced with steel bands.
  2. Coat & cloak closet for guests.
  3. Main hall
  4. Stairs leading up to second floor. Direction of blue arrow indicates up.
    The lower part of the staircase is also a secret door leading downward to the dungeon level. When a specific large diamond is inserted in the end of the bannister in a slot cut to exactly fit it, the staircase rises to reveal a stone staircase leading into the depths.
  5. Study. There is a desk and chair here, along with a small bookshelf, along with a hunting trophy and a couple of paintings.
  6. Closet for the study.
  7. Kitchen
  8. Larder for food storage.
  9. Entrance; one 5' wide wooden door; thick, made of the toughest oak, and reinforced with steel bands.
  10. Closet
  11. Hall
  12. Stairs leading up to second floor. Direction of blue arrow indicates up.
  13. Room
  14. Room
  15. Closet for room #14
  16. Room
  17. Closet for room #16

SECOND FLOOR
  1. Landing for the stairs coming from the first floor.
  2. This recession in the stone wall is directly over the front door downstairs. There are several murderholes built into the floor through which arrows and such can be fired upon anyone entering. There is also a strong door that can be barred to close off the passage to the other tower, but it is normally left open.
  3. Magical Fountain. The fountain is self-contained and self-circulating.
  4. Foot of stairwell leading up to third floor. Direction of arrow indicates up.
  5. Library. Almost the entire circular wall, except the fireplace and two windows, (a total of 72 feet of wall space) is covered with bookcases. Each bookcase has shelves 18" apart. The bottom-most shelf is covered in lockable wooden doors and used for general storage and a few most delicate or most prized books, but the three shelves above that are open shelves. Around the center of the room are an assortment of chairs and sofas.
  6. Passageway between the two towers. This passageway is supported by a stone arch between the towers, and has thick stone walls and a stone roof as well. There are two windows on each side that overlook the road and can be barred shut, as well as several arrowslits. There are also arrowslits/murderholes in the floor that are arranged to fire into the road or into anyone standing at either tower door.
  7. This recession in the stone wall is directly over the front door downstairs. There are several murderholes built into the floor through which arrows and such can be fired upon anyone entering. There is also a strong door that can be barred to close off the passage to the other tower, but it is normally left open.
  8. Landing for the stairs coming from the first floor.
  9. Foot of stairwell leading up to third floor. Direction of arrow indicates up.
  10. open area.

THIRD FLOOR
  1. Stairwell leading up from second floor. Direction of arrow indicates up.
  2. Landing at top of stairwell from second floor.
  3. Iron door.
  4. Bath room. This room contains a tub for bathing and the usual acessories. The bathroom is entirely closed, with a wall separating it from the stairwell.
  5. Bedroom. Currently, Willis occupies this room when Astra and group are resident.
  6. Closet for bedroom #5.
  7. Bedroom. This is Morgan's room.
  8. Closet for bedroom #7.
  9. Bedroom. This is Astra and Raymond's room.
  10. Closet for bedroom #9.
  11. Stairwell leading up from second floor. Direction of arrow indicates up.
  12. Landing at top of stairwell from second floor.
  13. Iron door.
  14. Bath room. This room contains a tub for bathing and the usual acessories. The bathroom is entirely closed, with a wall separating it from the stairwell.
  15. Bedroom.
  16. Closet for bedroom #15.
  17. Bedroom.
  18. Closet for bedroom #17.
  19. Bedroom.
  20. Closet for bedroom #19.

UNDERGROUND MAP
From the secret entrance in the main hall of the keep, the stone stairs underground curve around for a quarter circle (following the profile of the stairway above) and descends 10'. The tunnel then straightens out and continues to descend 10' for every 15' lateral distance due south until it has descended 90' and moved 135' south.
30' laterally south and 20' down from where the tunnel straightens out, in the left (east) wall there is a secret door in the corridor. This secret door opens onto a room that was once a shrine to Bhaal and has been blessed to remove the evil taint. The room is now used as a storeroom.
The stone stairs end a total of 100' below the floor of the tower and widens to a corridor 10' wide. This corridor continues due south for about 80' then turns southeast and goes almost another 80 feet. There are several traps along the 160'-long corridor. The corridor opens onto a large roughly circular cavern approximately 100' in diameter and about 40' tall at its highest. There is a cubical iron vault in the center of the cavern. There are several passages along the perimeter of the cavern that lead deeper into the Underdark.

--- Notes for later adding to map ---

South from cavern a distance I can create, then an 20' long and 20' deep pit with a 1' wide ledge on each side, then another distance then a 30'x30' room that once contained a gray ooze.

A trap door in the floor of the 30'x30'room opens onto a shaft leading 40'down to a large room with a north/south corridor running through it. The room has dwarven runes carved on he wall that identify this place as Dunhey, a fortress and mithril mine.

100' north of the large room is the main chamber of the mine, 250' long and 100' wide with a smelt and forge in the center. They enter near the top, and there is a ramp/walkway that corkscrews down. Side passages radiate from the cavern along the ramp. Halfway down the ramp is one passage that is straight and even and lined with doors.
Door 1) bedroom or living quarters; dishes, armor, and ancient bottle of dwarven ripple
Door 2) dwarf skeleton, 90 gold coins, 2lb hunk of mithril
Door 3) 2 hacked apart dwarven skeletons, +2 mithril shortsword
Door 4) several elven skeletons in dark mithril armor
Door 5) dwarven skeleton with a mithril crossbow bolt in the ribs
Door 6) storage room filled with 2lb mithril ingots and several chests, first two chests opened contained 1,000 gp each, also some sort of trap with a magic mouth, last two chests contained 5,000 gp each.

From the main chamber of the mine a passage goes north for a distance with several dead-end side paths (the ore appeared to have played out) then comes to a set of stairs. The stairs wind down into the ground like the stairs of some great round tower. Finally they enter a large cave that runs north and south. The cave is about 100' wide and they can't see the north or south ends of it. They have come out on the east wall of the cavern. Lovily mutlicolored stalatites and stalagmites fill the area. Some glow with a strange greenish dim light. They can fee dampness on their skin as a soft breeze moves throught the cavern. Going northward, one can "seem" to walk for hours until entering an area with massive mushrooms in it, with many as big as trees. Myconids inhabit this area. At the north end of this area the mushrooms give way to a beach on the south side of a large underground lake. It takes almost an hour to cross the lake by raft to get to the beach on the other side.

Also from the main chamber of the mine a passage leads down at a steep angle (too steep to keep one's footing; one *will* slide) into a large room holding a thick layer of waste and refuse and the dead body of an otyugh. There are a number of other passages from the main mine that followed spider veins of ore that are now all played out.