NPCs
There are many individuals whom you can meet in and around the Cataclysm Tower. These NPCs do not fit into any particular Faction or require more information due to their importance.
Most of these NPCs have found the tower at some point and have decided to stay or have just lost their minds and can't leave. When creating this megedungeon, I've placed at least 1 NPC per floor for roll tables, but please let them wonder if your adventurers have warmed to them.
NPC Index
Alistair Mortayne - The Lord of the Tower
Alistair Mortayne, now known as The Lord of the Tower, was once a human but is now a Lich. He is the "Big Bad Guy" of this megadungeon, but for most of the early floors, you primarily see his legacy, not the "man" himself.
Alistair has been alive so long that he does not remember his name or, really, his past. He carries with him the pain and sorrow, but does not remember what events these emotions were linked to. Now that he has all the time he could ever need, he has no motivation to do things in the moment; unless disturbed, he will just sit waiting in his personal rooms.
Lore as a Weapon
When fighting the lich, if players call out his past by naming his children or his wife, he might freeze for a round. This might also happen if a player runs into him while wearing his son's armour.
Family
Elara Mortayne - Wife- Grew up in Grimrest, met Alistair when he was trading with the village.
- Very much on Alistair's side throughout her life, she and her sons were targeted in attacks.
- Died in childbirth, now buried in the Temple in Grimrest.
- Alistair planned for his son to take after him but Darius showed no skills in the arcane. He was, however, a talented fighter.
- Left home to adventure and fight, learned about the world and was a good person.
- On one of his adventures, he was severely hurt and was brought home; he eventually died of his wounds at the age of 23.
- Alistair attempted everything he could to save him, but was unable to.
- Destined to take after his father, who was incredibly gifted with the arcane, becoming a spellcaster at a young age.
- During an attack on the tower, Alistair 2nd attempted to help his father but was killed by a wizard's spell. He was 8 when he died.
- Twin with Seraphine Mortayne
- After hearing about the villagers of Grimrest's deaths, he confronts his father, calling him out for his evil ways.
- Escapes the next night with his twin sister, never to be seen again.
- Twin with Lucian Mortayne
- Lived a charming life in the tower, and was always kept safe. All her jewellery was always secretly enchanted with protection magic.
- This protected life kept her separate from the horrors around her, which left her unprepared for the news of the atrocities her father committed.
- Escaped the tower with her brother Lucian.
- Mother Elara died during Isolde's birth.
- Spent most of her life locked in her room, told it was for her protection, but her father could not bear to see her.
- Was given a pet Psudodragon, which she named Lord Breakfast.
- Joined a witch coven
- Still alive, Floor 13
History
Alistair Mortayne was a rich wizard who wanted somewhere quiet to do research. He was sick of the cities' competition and backstabbing and knew wizard towers were an excellent prize for thieves. So he decided to travel to a remote region of the continent to build his tower. That's when he discovered Grimrest, a small hamlet.
His plans were to offer protection in return for supplies and that's where the connection between the two would end. He did not, however, plan to fall in love or grow close to this community. This small community grew rapidly, providing a range of services to the tower, he even started hiring other researchers to work in the tower.
The tower grows rapidly in size to run all these experiments and house his eventual family. This is when the tower starts gaining interest from other arcane practitioners. Some wish to steal secrets, others just want to remove competition. Alistair starts to lose those around him that he loves; no matter how powerful he is he can't protect everyone.
After the deaths of his son Darius and Alistair 2nd he is broken by grief. This is when a powerful Devil (The Forgotten 3-12) appeared to him in his dreams, offering him power to protect those around him. Alistair eventually goes through the process of summoning this Devil and agreeing a deal with him. Alistair was provided with the secrets of how devils control and use souls. The devil was outsmarted however and ended up trapped and tormented, manipulated for information and ever more power.
With this new information, The Heart of the Tower was created. This device trapped the souls of those who died close to the tower to power its defences and, eventually, godlike spells.
After his wife died in childbirth, the last of Alistair's grasp on humanity failed. He falls into his research, trying to find ways to preserve his own life and that of his family. He realised that his new Heart of the Tower needed much more power then the passive harvesting was providing if he intended to do any large spells. His first need to was grow the tower to a larger size to provide better magical defenses.
His idea was to invite the village inside the tower; they would then live and die there, adding to the rate his Heart was charging. The village refused and turned against him, so he killed them all. This gave him all the power he needed and expanded his tower.
This is when his son and daughter left home, and the rest of his world fell apart. His research into ways of preserving life went down two different avenues one to cloning, which he ended up using for The Drop Floor 10, and lichdom, which he used on himself.
He then wished to be left alone and the best way to make sure nobody bothers you is to make sure they are constantly struggling to survive. Every 200/300 years, he will release a global plague to wipe out most life outside the tower. This cataclysm targets humanoid races, especially those with a magical inclination. So whenever someone disturbs his tower, he starts the process of releasing the next wave of this global curse.
Stats
Has the normal physical stats as a lich
Magical Items:
Immovable Staff - This staff has the same magical effect as an immovable rod, but is only movable when Alistair is holding it.- Used as a key for room 9-8.
- Can maintain the concentration of a spell.
- Curse - Any living creature who wears the robe is strangulated by the robe (Robe of Strangulation)
Spells:
Alistair is a 14th level magic user and has access to all spells in his vast libraries. These are the spells that he starts each day with:
4 Level 1 Spells - Detect Magic, Magic Missile, Read Magic, Shield
4 Level 2 Spells - Invisibility, Wizard Lock, Locate Object, knocks
4 Level 3 Spells - Fly, Lightning Bolt, Dispel Magic, Hold Person
4 Level 4 Spells - Dimension Door, Wall of Fire, Polymorph others, Charm Monster
3 Level 5 Spells - Cloudkill, Teleport, Telekinesis
3 Level 6 Spells - Control Weather, Disintegrate, Flesh to Stone
Minor NPCs
These NPCs are found on different floors of the Dungeon; they are placed to serve as information providers, potential friends, and even trainers for classes. I've made most of these classes from OSE to give them a different feel from the roaming monsters.
Jon Jon
Location: Floor 2
Home Room: 2-14
Class/Level: 5th Level Cleric
Jon Jon is a middle-aged elf with his face missing from the right eye, extending over his head to reveal an brilliant white exposed skull. Hair is still growing on the left side of his head, but its wispy and almost translucent.
Jon Jon is an Elven Cleric who came to the dungeon during the last plague 200 years ago with a band of adventurers. He was following signs of the plague's spread and traced it back to the tower. He has worked out that the tower is the cause of the plague, but has no idea how.
He is the only remaining member of his party and now lives in solitude, which has driven him kinda crazy! The main thing that drove him to madness was finding the Heart of the Tower (B1-6), which heavily corrupted him and nearly killed him; he claims that it was his god that saved him. He looks like he should be in a lot of pain and discomfort due to his injuries, but he has none. He acts as if he is perfectly normal, not even realising how horrific he looks.
Wants:
- Learn more about the tower
- Supplies
- Conversation
Chuckles
Location: Floor 3
Home Room: Wondering
Class/Level: Stats of a
Crystal Living Statue
Chuckles is a nearly 7-foot-tall construct with a body resembling a large porcelain urn, stubby stone arms and legs, and a round, smooth head protruding from it. His body and face are painted with bright colours representing a jester, most colours dull now, having faded over a few thousand years.
Chuckles was once a mortal who was the court Jester for Alistair Mortayne thousands of years ago. He did have a normal name, but it's been a very long time since he used it. He was present for the ceremony in which the village of Grimrest had to choose between their homes and the tower. He did not really pick sides, but was next to the throne when it happened. For his loyalty, he was rewarded with eternal servitude. The Lord of the Tower does not require a jester anymore, so he has let him roam free on the 3rd Floor.
He is very similar to the Eternal Servants, but because he needs to maintain his wit, he can still talk and act independently. Any loud noises on the 3rd floor will draw him to them, as he is very bored. Having spent most of his time alone in a very disturbing place, he does tend towards violence, but I hope you bump into him on a good day.
Wants:
- Entertainment!
- Conversation
How I Used Chuckles
During my run through this megadungeon, I described Chuckles as very tall and intimidating, which led the party to run from him most of the time. The one time they actually spoke to him, they learned a tremendous amount about the tower and its history.
Lord Breakfast
Location: Basement 1
Home Room: B1-37
Stats: Pseudodragon
Lord Breakfast is a pinkish Pseudodragon who was the childhood companion of Isolde Mortayne. He is a very smart book wyrm who spends his time reading and watching those who explore the tower. He is arrogant and hates those who enter his lair; he often leads them into trapped rooms for fun.
He was created as a familiar but is unsure of why he is still alive, as Isolde should be long dead. He hypothesises that Alistair Mortayne actually cast the spell, and he is now trapped, linked to an undying lich.
Wants:
- To be reunited with Isolde
- Discover how to change who he is linked to
- Books, hordes them in his lair.
Sung-Min (The Sleep Wizard)
Location: Basement 1
Home Room: B1-8
Stats: Level 5 Magic User
Wiry man in his mid-thirties, with a restless energy of someone who's spent most of his life on the run. His black hair is cut short and uneven, as though trimmed with a dagger and no mirror. Faint shadows under his eyes hint at too many sleepless nights in the tower. His face bears a few reminders of his old trade: thin scar crossing the bridge of his nose, another nick along his jaw. His spellbook is patched together from stolen pages and bound in mismatched leather, dangling from his belt beside a set of old lockpicks he still carries out of habit.
Sung-Min arrived at the tower a few months ago with an adventering party called the Goldcoats. When exploring Grimrest they were attacked by Zephyrax and were scattered. Sung-Min escaped down the Dead Gate before spending his time exploring the lower levels of the tower. He eventually ran into The Mountain Men and now does work for them in return for supplies and magical items.
Sung-Min has managed to survive for so long due to his love for the Sleep spell. The Union call him The Sleep Wizard due to the rooms they find of sleeping enemies left in his wake. Get on his bad side and you won't be waking up from your magical slumber. Rooms of Kobolds have been found with their throats slit without signs of a fight even starting. Even know he has taken most of his magical secrets he is still a masterful magic user, he has developed his own spell since being in the tower Sung-Min's Lesser Wall of Force.
Sung-Min is a tad reckless and will often cast sleep ask questions later. They are interested in making deals that help them, not so much interested in charity especially down here. They are an experienced dungeneer having started off their life as a burgler and don't feel the need for the rest of their party, being reunited won't be seen as a negative however.
Level 5 Magic-User
Armour Class - [10]
Hit Dice - 13hp
Attacks - 1 x Rod+3 (1d8+3) or 1 x spell
THAC0 - +1
Movement - 120' (40')
Saving Throws - D13 W14 P13 B16 S15
Morale - 12
Alignment - Neutral
Ability Scores STR 11, INT 15, WIS 13, DEX 12, CON 11, CHA 13
Spells: Sleep, Sleep, Sung-Min's Lesser Wall of Force., Knock, Invisibility 10' radius
Items:
- Rod of Striking
- Sung-Min Personal Diary
- Stake of Revival
- 1 Potion of Diminution Unlabled
- 1 Potion of Speed Unlabled
- 4 enchanted silver nails
The Lead Knight
Location: Basement 2
Home Room: B2-23
Stats: Level 3 Fighter
Unstable Individual
Like many things in this dungeon, corruption has had its effect on the Lead Knight. When rolling the encounter with the Lead Knight, roll on the Monster Reaction Roll and use the most extreme result (Furthest from average). This represents the manic personality, might be your best friend or might kill you on sight.
Towering human male in full plate armour that has been messily modified with rough cut lead plates. All you can see of him is his eyes behind the visor.
The Lead Knight entered the tower with the Goldcoats a few months ago and has had a terrible time since. He has been holding up in the lowest level of the tower dazed and confused due to being heavily corrupted by exposure to The Heart of the Tower. He nolonger knows his name or remembers anything from day to day.
He is happy to help if you catch him in a good mood but is very protective about his room and his things. The Lead Knight understands the corruption and how lead can protect against it, just unfortunate that his protection is not adequate due to his poor worksmanship.
Level 3 Fighter
Armour Class - [18] (Lead Plate)
Hit Dice - 10hp
Attacks - 1 Mace (1d6+3) Horn of Blasting
THAC0 - +1
Movement - 60' (20')
Saving Throws - D12 W13 P14 B15 S16
Morale - 12
Alignment - Chaotic
Ability Scores STR 10, INT 12, WIS 10, DEX 11, CON 11, CHA 12
Items -
Horn of Blasting, Mace +3
NPCs Outside the Tower
Knight Magician Sir Christoph
Location: Outside the Dungeon in the Player's Camp
Stats: Level 5 Magic User
Sir Christoph is an NPC I used to introduce the party to the dungeon. He is a magic user who was gifted an enchanted suit of armour and now pretends to be a knight with no weapons training or title.
He originally found the tower and gathered the adventurers to explore it. He does not go in himself but manages the camp and trade, etc.
Kurax the Crushed Worm
Lair Location: Worms Nest under the Cliff Tower
Stats: Modified
Blue Dragon
Kurax is from the same clutch of eggs as all the Tower Dragons, but is no longer a member of that faction. Kurax used to be the strongest of the flight but was cruel, which led its family to turn against it. The attack was brutal and quick, 3 vs 1. Kurax was left in Grimrest to die but managed to crawl away and somewhat recover from its wounds.
Kurax has been left horribly disfigured from this attack. She is missing both back legs and wings, now dragging herself along the ground like a serpent. Her scales are a dull blue with twisting red scars crossing over them. This gives her fantastic camouflage when in the water. Blue dragons are often seen as highly intelligent and possibly open to bargaining, not Kurax; she is full of rage and hate.
Kurax was named the Crushed Worm by her family after the fight and has claimed it as her own. She is allowed to live by the Tower Dragons as she now poses no threat to them, a clear signal to others of what they are capable of. Kurax now spends most of her time in her lair under the cliff tower, coming out at night to eat the dead pouring out of The Dead Gate she does prefer living flesh, but that's not too easy to find.
Injured Blue Dragon
Due to his injuries, Kurax is unable to fly and moves at a reduced speed. I reduced her speed to 20' and removed flying speed. This does reduce the lethality of this dragon, but just play her smarter; nothing like an ambush at the broken bridge.
Zephyrax, the Storm Herald
Lair Location: Woulden't you like to know.
Sats:
Blue Dragon
(with spells)
Spells: Floating Disk, Ventriloquism, Detect Magic, Invisibility.
2 level 1 spells
1 level 2 spells.
After the Tower Dragons dealt with Kurax the Crushed Worm, Syrindrax demanded the other dragons accept her as their leader. Azeroth agreed, but Zephyrax had no desire for that and left.
Zephyrax is a glistening, sky-blue dragon and fits all the stereotypes of his kind. He is arrogant, cunning and too clever for his own good. He has mastered spell craft after being intrigued about what he could glean from the tower, and wants to learn more, but is unable to fit inside the entrance.
He often makes deals with adventurers under his family's noses to get magical items, spells and knowledge. Above all else, however, is his desire to have the Dragon Aviary to himself; he would give up all the gold in the horde just to sit up there.
He spends his nights in his lair, located in some remote cave in the forest or mountains. When he travels, he does it invisibly to hide himself from his family and pray.
Hooks/Interactions with Adventerers
I had so much fun in my game with Zephyrax. Nothing is more terrifying for a dnd party than a dragon that can go invisible. Here are a few ideas for how to use Zephrax:
- Shake down a wizard for spells/books when leaving the tower.
- Demand they look up how to control the doors to the dragon aviary.
- Could offer a reward if feeling generous.
- Team up with the party to ambush one of the dragons who is occupied with something.
In my game, one of the party members had been bitten by a giant spider and was about to die. Zephrax offered them an antidote in return for a debt he could recall at any time. They obviously took the deal.