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According to what Lesoth tells them, Saramuthak's tower has been declared off limits by the Church. The locals fear it and don’t come near it. It's been essentially abandoned.
The players may decide to investigate Saramuthak's Tower before they rescue him. If they come here without him, it'll be a challenge to get into the tower. Once in, they will have to explore this dark, eerie tower full of animated constructs and undead.
If, however, they have already rescued Saramuthak and have him with the party, then this tower will be much less scary and easier to get in to. Saramuthak will just open the front door and lead the way.
It's also possible that the players never come here. They might free Saramuthak from his prison, ask him to make them a batch of the antidote and then head for the dragon's lair to find a piece of the Key. If that's the case, they might never actually enter the Tower. It all depends on what order the players decide to do things.
Below is the general description of Saramuthak's Tower, if you need it.
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Saramuthak lived in a tower on the northern coast, near the Wall. He is a genius that combines artificial constructs with undead creation. Many of his creations are mechanical and have a cyborg aspect. But he is also fascinated with undead. His tower is filled with half finished golems, cyborgs, undead. Many of the are physically integrated into the tower. Doors, traps and architectural elements are animated and intelligent. The tower is a complex system. Saramuthak's Tower still stands. When they imprisoned him, they couldn't get into the tower and most were terrified of it. It was declared cursed and off limits. No one is allowed near it. The locals shun it. It stands now as a reminder to warn citizens of the dangers of necromancy.
Saramuthak's Tower is a circular tower 10 stories tall. Each floor is one large chamber. There are no stairs. There is an animated elevator.
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| Animals in cages – some are dead. Others are alive and apparently have fresh food. Possibly being fed by programmed automatons. All cages are locked. | |
| Prison cells – Four. Two are empty. One has humanoid skeleton. One is broken out from the inside. All cells are locked. | |
| One section of the cellar is a large wine cellar. Dusty and cobwebs all over bottles and casks. | |
| A short hallway leads to a well. |
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| Skeletal arms surround main door. Open and close like petals or ribcage. | |
| Main door is a heavy iron thing. Runes etched in the metal. | |
| Entry hall is large and impressive. 25 foot ceiling. Banner on far wall. Skull with iron chain encircled it. Four tall suits of armor. All four will animate. | |
| Back wall is flat with shaft leading up and down. Into darkness. | |
| They will hear a creaking as of squeaking wheels coming from the shaft. Then they will see the skeleton elevator. |
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| Skeletal arms surround main door. Open and close like petals or ribcage. | |
| Main door is a heavy iron thing. Runes etched in the metal. | |
| Entry hall is large and impressive. 25 foot ceiling. Banner on far wall. Skull with iron chain encircled it. Four tall suits of armor. All four will animate. | |
| Back wall is flat with shaft leading up and down. Into darkness. | |
| They will hear a creaking as of squeaking wheels coming from the shaft. Then they will see the skeleton elevator. | |
| Elevator shaft |
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| Two dozen blankets, Candles, Lantern, Oil, Cloak, Boots, Parchment, Ink. | |
| Elevator shaft | |
| Small skelbot is cleaning up here. |
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| Large chamber with four large beds, a desk, chair, unlit lantern. | |
| There is a humanoid skeleton on one of the beds. Fracture to the skull. Not animated. |
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| This door is locked. | |
| Skeleton soldiers, weapons, armor, shields, arrows, | |
| Skeleton soldiers have empty bracket for power source. | |
| Large metal case. The case is humming audibly. Inside are 12 brackets. Eight of the brackets hold tiny slivers of molari crystal | |
| A large ornate lantern with a complex lens system. Bullseye. Directional. | |
| A golden arrow in a long, sleek case. An undead destroyer. |
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| Huge central cauldron. | |
| Enormous oven. | |
| Enormous fire pit. | |
| Pots and pans hanging overhead. | |
| Stench of rotten food. | |
| Zombie stands at attention. |
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| Luxurious bed chamber. | |
| Table | |
| Chest | |
| Statuette | |
| Undead musical contraption. Skelbots merged with instruments. Hangs on the wall. One of the undead heads is a woman’s head, 90% intact. Asks what they would like to hear? She can sing. | |
| Large magic bedchamber pot. | |
| Traskill the Mighty - Among the curios and relics of Saramuthak’s tower, is Traskill the Mighty. An animated skull. The dull yellowy ivory color of a very old piece of bone. Can speak and knows several languages. Never shuts up. Is immuned to all magic. And is indestructible. Has no useful functions. He was an experiment of Saramuthak’s. Served as something of a pet/companion to Saramuthak. Traskill has an ego and believes himself a God. Mildly insane. Very amusing. Tells bad jokes often. Is afraid of water. For no reason. Insists on being fed, even though he can’t eat. Thinks he can fly. | |
| Book – Journal. Handwritten. Notebook. Old Kurtar. | |
| Book – Chaddamarian. Poetry. | |
| Book - Chaddamarian. Priestly magic of the Chaddamar. |
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| Moldy old tomes and scrolls. | |
| Huge map of the Chaddamar Theocracy. | |
| Large map of the Desolation. | |
| Huge map detailing interconnections of extraplanes. | |
| Scroll – Written in Omarin |
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| Another Grimnoth. Different look, different parts. But definitely the same style and model. This one is only half complete. | |
| Huge central round table. High backed chair. Shelves. | |
| Cage with skeleton of something small. | |
| Rotating wire matrix collecting energy. Huge glass lens. (This is a self-recharging battery of magical energy – collects Drellis negative energy. For later experimentation). | |
| A pair of goggles. – Magic Detection, Positive/Negative Life Energy Detection. | |
| Glowing crystal in between five glass rods. (This is a disintegration vortex in a magnetic bubble). | |
| Cauldron with black, tarry resin (worthless resin of former experiment) | |
| Large iron sphere hovering over an iron disk. Humming loudly. (Field Stabilizer – cancels out the Drellis Effect when turned on) | |
| Large rack with several corpses. Lots of body parts. | |
| Another workbench with robotic arms, copper wires, pieces of severed muscle (now hard and sinewy, like leather). | |
| A large rack with 40 place holders for small spheres. There are 11 stassis spheres. The other brackets are empty. | |
| An elaborate rack with two separate glass jars, tubing etc. A central small bracket with vial. Orange paste in one. Fine green powder in the other. Whatever it was, it’s obviously spoiled. | |
| Book – Old Kurtar – Magical tome. | |
| Book – Old Kurtar – Necromancy treatise. | |
| Book – Chaddamarian – History of Chaddamar |
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Huge telescope. Book of notes. Stellar cartography maps. Journal. Book on stars.
This website was last updated March 31, 2026. Copyright 1990-2026 David M. Roomes.