Jerimond's Tower
Jerimond's Tower
Treefall - City Builder
A Small Keep in Treefall
Score 292
11/24/24Jerimond's tower is a small, two-story keep with one large entrance to the north. The place has been been left untended for years.
Downstairs
Jerimond's downstairs sanctuary is in good condition. Anyone who ventures into this area can scavenge 12 gp worth of the wizard's spell components from the area. An unlocked but closed chest sits in the north of the room. It holds 1000 gp and three emeralds worth 50 gp each.
The Heroes of the Ridge never entered this area of Jerimond's tower.
Main Chamber
Once a formal living chamber, this room is in sad shape, with broken vines and twisted, small trees growing inside. Only the stone pillars, inscribed with Jerimond's code are still intact. To the rear sits a large, empty fireplace. One of the pillars near the fireplace seems disturbed, as if something large is leaning against it. A slight glow spreads out from under a door to the west.
DuVall would have been able to reveal to the Heroes of the Ridge the means to open the secret door (properly rotating and lining up the stones of the pillar, then placing Jerimond's Orb into the secret niche that opens); however, they skipped past any part of the quest where that would have been possible, or even where they may have met DuVall in the first place.
Kitchen
This area contains a long fireplace, a table, and several counters. A small fire crackles in the fireplace. A bandit named Edward Wallens is in here, where he was eating, until the Heroes of the Ridge arrived. When they opened the door, Edward jumped them, screaming an alarm.
The Heroes slew him without mercy.
Pantry
The pantry's shelves hold a few backpacks brought in by the bandits. They each hold two weeks worth of traveling rations.
The Heroes of the Ridge passed by this room.
Cook's Quarters
The furniture in this ramshackle room is in poor shape, mostly turned into firewood for the small stove in the kitchen.
Guest Chambers
When the Heroes of the Ridge arrived in early 1/1000 (see "Whose Orb?"), these rooms housed a relatively large bandit force (twice as many as the Heroes had). The Heroes decimated their forces.
Upstairs
The upstairs portion of Jerimond's tower houses his laboratory. The place is now a sad wreck of stone crawling with vines. The shutters on each of the four windows are open, and bad weather has blown leaves and other debris into the room. The lone table is in ruins, torn apart. Everything up here has already been ransacked or fallen, totally weather-beaten, but the floor is in good condition, and the walls are sturdy.
Connections
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