The sky is clear and the weather is mild. 

Evidence of the Gjallarmoot can be heard/seen in the distance. It looks like a storm that never moves from its spot.

A Yuan-ti exploration party has made a base camp at the edge of the canyon. A priest named Mulkithu, Shesku (type - 1 male) and Hotish (type - 3 female), 2 yuan-ti broodguard, and 5 giant dragonflies. Mulkithu is the head researcher.

The yuan-ti want to investigate the tower but do not want to die.

“A fall from that height? I used to climb to the roof of the highest tower in Oroboros when I was a hatchling, but the jungle canopy was below to break my fall. Here it’s just open air and 5 times the height. You’d be lucky to even leave a stain behind.”

When they road up on the dragonflies to scout stirges flew from the mote and attacked. Additionally, they know from experience that the tower likely holds many dangers. They propose the players go in their stead, using their dragonflies to fly, and clear out threats within. They offer the players 25% of the riches within and any magic items they don’t want. A DC 14 persuasion check can be made to increase the player’s share to 35%, with the share increasing by 5% * the amount the check is cleared by.

Stirge Encounter Mid way up to the mote the player’s are attacked by 5 + the number of players stirges.

Exterior

Landing on the mote of earth, a large stone structure reminiscent of a keep rests on flat grass covered dirt.

The structure closest to them has rounded walls, split by a large golden archway leading inside. The interior is obscured by darkness. It appears to lead into a large rectangular stone structure.

The right portion of the building is large and boxy, with has sizeable glass windows, and bits of foliage can be seen peeking above the stone sills. The exposed wall has a small hole in it where some stones have fallen in.

Further right are two raised structures, 20 feet above the ground on large stone columns. They face each other and seem to be open on the facing side.

Behind these buildings are two more structures, all made of the same light stone.

Entrance Hall The large archway opens up into a sparse stone room. The same light colored stone of the exterior covers the floors and walls. A smaller golden archway leads further in and opens up to a foyer. The foyer is undecorated and empty, save for a simple golden door on the left, a large red carpeted grand staircase, and strange golden bowls recessed into the walls.

At the top of a staircase is a large golden door, notably ornate compared to the other.

Dining Room The door opens up to a large dining hall. Massive benches line both sides of an equally large table set with clean plates and cutlery. At the close and far end of the table are two chairs. The further chair is massive and ornate, thronelike in its majesty.

The red carpet of the stairs continues through the room under the dining tables. In the far corner of the room sits a harpsicord.

The right and left walls have similar recessed golden bowls.

Two halls on the right wall have golden doors. The far wall holds a massive golden double door. The left wall near the far end of the room has a simple golden door.

Greenhouse The right doors lead into a large high ceilinged greenhouse. The top and bottom walls have large glass windows.

The room is lined with large plots of soil each growing lush unfamiliar plants. The center of the room has fountains and trees alternating. The fountains are still and the water within is stagnant and mossy.

The top wall has shelves lined with gardening equipment. The southern wall appears to have broken down and some point and rubble is strewn on the floor.

The right walls possess two golden doors. Mantraps x 2 Haunspeir - It has narrow, oval leaves, which are light red. It also grows small flowers, which can be orange, light orange and dark grey. In its consumable form, haunspeir was processed into a paste that resembled tobacco or, on occasion, dried and pressed into a swallowable tablet. When taken, the drug significantly increased the intellect of the user for a short duration, a matter of minutes. It had the side effect of making an individual more prone to harm from physical attacks that pierced or cut open the flesh. Mordayn patch - Very rare, Mordayn is a small herb that grows in patches in fertile soils. It has thin, spoon shaped leaves, which are usually bright green. It also grows quite small flowers, which can be dark silver and light purple.When a poultice of mordayn was steeped in boiling water, it produced a distinct mist with hallucinogenic properties. This vapor was known as dreammist, a drug that was highly sought after and extremely addictive. Mordayn tea was a lethal poison. Similarly, ingesting the herb in its raw form, or ground into powder, also proved to be quite deadly.When dreammist was inhaled, it entranced the user with visions of profound beauty for a matter of minutes. During this time, the imbiber could not readily function as they were so distracted by the poignant and bewitching sights. After the effect wore off, the user’s normal life seemed so boring and mundane that they often felt compelled to find a second dose. If this occurred within an hour of the first, it often proved to be fatal. Regular users often disposed of the tea immediately after their first inhalation, so as not to be tempted for a quick second fix.

Alindluth roots - The alindluth is a small hardy and can be found all across Aecury. It has large, rosette leaves, which are usually dark green. It also grows decent sized flowers, which can be bronze, dark red and dark grey. The leaves and flowers are useless and mildly poisonous, but the roots are known for their medicinal effects.When a dose of the powered root is taken, it removes all sensations of pain and nausea, and prevents a body from going into a state of shock. This dosage of alindluth was dependent on the user’s size and weight. If a subsequent dose was taken too soon after the first, or a dosage was too large, it was possible for the user to slip into a brief coma.A small to large player who has taken a dose of Alindluth has advantage on their next death saving throw, and advantage on any checks made to resist the effects of extreme pain.

Cockatrices x4

Raven Cote Beyond the greenhouse the halls raise steeply in large stairs. The open up into a dusty hall. It contains 4 alcoves strewn with straw. The alcoves are open to the outside, and a few feet across are other alcoves, a mirror of the first.

Bird droppings cake the floor, each filled with the bones of numerous creatures, not all small.

An investigation DC 17 reveals a platinum necklace worth 5000 gp.

1d3 giant ravens will land and attack players within. They will not fight to the death.

Runefoundry Heavy wooden doors bar the entrance to the rune forge. The room is darkened. At the far end heavy curtains cover large windows. A whole in the fabric allows a single beam of light through, which illuminates a raised stone dais.

On the dais sits a massive steel anvil. A glowing golden rune lightly pulses on the surface. In each corner of the room are floating crystals chained to the floor, each different colors.

When powered, a piece of weapon or armor can be enchanted to +1 and granted the magical property.

Above the door hangs a huge mask. Its eyes are squinting and its lips are pursed, as if focused on some important task.

Study A study with a large writing desk, and a massive perch, for one of the giant ravens. The papers on the desk are written in jotun. Some of the letters are:

Vismir, I know we’ve not spoken since the Gjallarmoot, though as Warmaster I’ve had little time for social frivolities. The war effort continues. We have made steady progress southward, reclaiming much of our lands, though it seems we’ve reached a stalemate. The rats, Stouts and Van alike, are most resilient. They refuse to meet us on the field and instead attack our camps in the night, scurrying off before we are able to mount a proper response. Such are the ways of vermin. They make a mockery of the all Jotun by dragging out this conflict. Furthermore, the Stout clan leaders have strange weapons, like nothing we’ve seen before. The wield them with such skill, like an extension of their own bodies, and fell us by the dozens. The Stoutfolk have always taken pride in their arms but this goes beyond mere smithcraft. We are lucky they seem to only possess seven. Now, I should not have to tell you that the Cloud-dwellers’ refusal to fight is a pitiful display of cowardice. Nor should I need to remind you that your participation is mandatory. As Warmaster, my word is law for all Jotun. You lost the Gjallarmoot and now must bend to my will. If not for your damnable floating hovels, I’d drag the lot of you here myself. Have you no honor? Quit hiding from your duty. I expect to see your warriors here before Iadath waxes full. Geirröd Blackflame, Warmaster of the Unified Jotun Alliance.

To Geirröd Blackflame Warmaster of the Unified Jotun Alliance, It’s clear from your conduct at the Gjallarmoot that we have a fundamental difference in our understanding of ‘honor’. We have no interest in your campaign against the Stoutfolk and their van allies from the west, nor excessive bloodshed for the sake of pride. Long have I discouraged your savage treatment of the children of stone and now it seems they’ll have their vengeance at long last. I dislike ambiguity, so let me state it outright. I, Vismir Nimbus, speaking on behalf of all Cloud Jotun of these lands, deny your request for military aid in any form. When the ‘vermin’ eventually wipe you from the face of Aecury, know we will look upon from the cloud tops, ashamed to have once called you brethren. Magos Vismir Nimbus

Javelin of WarningElemental Gem, Red CorundumAlchemy Jug179 gp in coinage: 40 gp 1,200 sp 1,900 cp 25 gp art objects (×5; worth 125 gp total): Carved bone statuette Copper chalice with silver filigree Embroidered silk handkerchief Silver ewer Small gold bracelet Magic Items (Table F) (×4) Amulet of Proof Against Detection and Location Gem of Brightness Necklace of Adaptation

Basement

Generator Room

The tower is powered by an djinn, trapped within a giant diamond. A system of vents lead from its cage. The djinn can use its wind abilities to pressurize the vents which runs the different functions of the house. Huge pistons move in response to the djinn’s actions. The machinery is currently jammed into place by thick roots and vines, overgrown from the garden above.

Even if the vines were cleared, it is doubtful the djinn would continue to power the tower, as it seeks an escape from its long imprisonment. It is trapped as if under the effect of the imprisonment spell, with the modification that a 6th-level or higher dispel magic is required to end the spell.

The djinn craves freedom but also intelligent contact. News of the outside world, flattery, promises kept, and simply good company can convince the djinn to power a room in the house. The djinn might also give information about the surrounding region if it takes a shine to a particular individual.

Store Room

The store room has been long abandoned. Crates of supplies have long mildewed or turned to dust. A crack in the floating island has allowed a group of stirges to enter the tower and use the storeroom as a nest. They all sleep on and aggregate around a 5-foot-tall glass canister with a golden cap and base. Contained within the canister is a swirling gray gaseous substance with red pulsing tendrils of gas within. They move and lunge in response to the stirges and any other humanoid near the canister. The substance is actually vampiric mist, the remnants of a vampire battled and killed by the owner of the tower. If the mist escapes it attacks the closest, most wounded creatures, surrounding it.

Some crates contain silks and other offerings to the tower’s original owner. A thorough investigation reveals 1300gp worth of tapestries and fine silks.

Wine Cellar

A densely packed wine cellar full of barrels. An acrid scent indicates that some may have a leak. The barrels have gone unchecked for so long, many have turned from wine to brandy. Flammable puddles. In the corner of the room is a gelatinous wine ooze. The ooze is the same as a normal gelatinous ooze, with the following changes:

It is not transparent. It is vulnerable to fire damage. An engulfed creature takes 1d6 acid damage. The engulfed creature makes an additional DC 12 Con save to resist becoming drunk. On a fail they get the poisoned condition for 1d4 hours.

Kitchen A long abandoned kitchen smells of must. A whimpering sound emanates from the corner behind a pile of creates.

Gremishkas