Monday, February 5, 2024

Ternketh Keep

Ternketh is an unusual collection of floating platforms, and bridges that drift some two thousand feet above the ground. At the center of these is Ternketh Keep, a place of peace and contemplation where monks and lords would rest, study and converse. The floating town was launched more than a thousand years ago for reasons that aren’t precisely known (it is suggested the DM should create a reason that suits the campaign); since that time it has drifted from land to land, moving in a great circle over the whole world.

The contents of the keep, and its history, should allow for the DM to create a unique purpose for the keep that does not necessarily conform to the one I chose to run for my campaign. In the game that I ran, the keep was deserted, the inhabitants attacked and killed by nearly two hundred harpies. This happened about four years ago. These harpies dwelt in great numbers on Ternketh for a time, until the number of victims dwindled and the harpies left in groups. There remain a dozen of the beasts in Ternketh Keep.

Approaching Ternketh

It is presumed that the party has some means of reaching the town. Perhaps they have an airship, perhaps they are able to fly or they are teleported into the adventure by themselves or by someone powerful. If themselves, it is suggested that the number of beasts (or the type of beasts) be greatly altered. I would estimate that the adventure as planned would be sufficient to frighten a group of 5th – 8th level characters, depending on how much healing power they have. The original idea was intended for AD&D . . . so adjustments would have to be made in the number and power of the creatures if the adventure were adapted for later editions. Going forward, the description hereafter will presume the party has arrived in an airship.

Ternketh Town

The main town is made of platforms that surround the keep in a large circle. Each of these platforms, or ‘docks,’ each of which is large enough to serve as a foundation for a dozen residences that are built together as a block, with a narrow street that runs around the outside. This street is perhaps ten to fifteen feet wide and serves only foot traffic.

The docks are built close together, so that one can cross from dock to dock by rope bridges, 10 to 30 feet long. Underneath the docks are posts, as though the docks were built on water – but of course, the docks float. However, a dock may be destabilized by cutting these posts away, as if the dock’s weight is supported on the poles. No one knows why this is – but it helps to think of the whole town floating in a liquid that happens to be air and is able to sustain the town’s weight as evenly as if the town were built on a shallow pond.

The party’s airship can be used to look down into the keep (in which case, the Ramparts map should be shown to the party). If the airship is small enough, the party can set down in the yard; alternately, the party may wish to dock the airship to the outer wall and step onto the ramparts. The party may also prefer to dock the ship somewhere by the town and proceed to the keep using the bridge between the keep and the town (see below).

In any case, keep in mind that if the harpies wish to attack the ship before the characters descend to the keep, that is an option that should be considered. The harpies are very intelligent in this scenario and will consider if attacking the ship is in their best interest. There is a very high chance that they will do this if the ship is moved into the vicinity of the keep at night – as the harpies will do their best to stealthily pick off people or sing their charm.

Townspeople

There yet remain a dozen of the beasts and perhaps a hundred people – these are protected by a venerable wizard, Shan, who is too old to campaign or fight.

Shan keeps a part of the town safe by setting out glyphs and wards, the precise location of which he changes. The harpies have been caught by these and now leave the remaining residents of Ternketh alone. The party can meet these residents, and Shan, who can explain what has happened.

Shan will have a limited knowledge of the interior of the keep. He will say that it has two levels below ground, that there is a treasure room, that there are an unknown number of harpies who dwell there, that there are barracks for soldiers and a central tower where the chief lord dwelt. He had only visited the keep many times, but as he did not live there his only experience is with the yard itself (the ‘ground’ of the keep). He has not been even there in ten years, as he was getting quite aged when the harpies attacked.

If the party decides to enter the keep and see about cleaning it out and finding the treasure room, Shan has little he can do to help. He possesses no potions, no magic items, no special gifts to give; he cannot even offer to put a ward on the party to protect them because he needs all he has for the town. He cannot walk along with the party and the other people of the town are too frightened to go anywhere near the keep. The party should not expect help.

If some fool of the party chooses to kill the wizard, it should be very easy. He is 9th level, but very weak in constitution and hit points, has no energy to put up a fight and will almost be grateful to be killed. On the other hand, he will always be surrounded by at least forty of the townsfolk, who will dogpile any character who has killed Shan, regardless of the damage they take, seeking to grab hold and swing the character over the edge of the street, to their deaths. These frightened people have nothing left to live for except for Shan, as they feel distraught by the four year ordeal. They will gladly sacrifice themselves in the name of justice.

Approaching the Keep

While the keep is in the middle of the town, no part of the keep is less than 100 feet from the nearest edge of any town dock. It can be approached without flying only by the stone bridge that links one town dock with the east edge of the Keep. This bridge is narrow, only about eight feet, with walls on either side that are only two feet high and crowned with machicolations (which are about three and a half feet above the stones of the bridge). The walls are only a foot thick, the machicolations only six inches. Obviously, the nature of the bridge was designed to discourage persons from wandering across for pleasure. The dock side of the bridge has no fortifications whatsoever, suggesting that the town was friendly in design and rulership.

In the campaign I ran, the player characters left their boat hidden under the town docks and crossed the bridge into the keep.

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As I haven't the time to post regularly here, and since no one's bought this module from me in four years, perhaps five ... I guess I'll just go ahead and post the whole adventure from start to finish.  I'll include all the images as they apply.

Some, I know, are familiar with the keep, as I wrote it all out in 2016 as a means of raising money.  I've teased about it sometimes, but have never made it fully public.  Seems like a good time.  This is probably the most traditional module I ever created from start to finish.

The cover was a gift given by a reader.  I've searched to find the name, but my email has been twice sliced up since 2016 and I've no idea the name of the kind soul.  To my great misfortune.  So if the individual would please come forth, I'd like to make my apologies.

Obviously, the writing is terrible.  I've improved so much in 8 years.  But I'm going to leave it as is.

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