The Needle was designed around the concept of a semi-ruined megacity tower starting in 1980/81. It fits well into the overall Dakalla storyline and gave me a chance to design something different from the 'hole in the ground' dungeons that were the common model. This view is from the city of Velchea, capitol of the Northern Marches.
A rectangular spire of black rock (?) rising out of the low rolling hills about 11 miles NW of Velchea. Located within the Barony of Smithsford. A fused, semi-rectangular mountain, also known in old tales as the 'Tower of the Gods’, it is nearly a mile wide at the base and over 3 miles high (5150 m). Many of the nearby foothills have rectangular fused stumps of rock at the tops, as if other towers once surrounded the Needle. Local legends have it that presumptuous gods raised cities of lights from the hills and were thrown down by Krell, the death god.
The Eye of the Needle glows at night and can be seen for miles.
Many herdsman and local hunters claim to have seen ‘dancing lights’ and to have heard strange music on the winds from the tower late at night. The Priests of Krell preach against ‘bad life’ and the thrice damned Cult of the Reaper, but will avoid entering the Needle at all costs.
No reasonable explanation has ever been given for the strange auroral displays or the strange magical and anti-magical effects found around the area. Until recently the Needle was under strict Imperial Edict (quarantine), and rumors are that it will soon be again.
The quarantine edict was decreed by Grand Duke Herkalan in AE 750 and expired in AE 850. The reason given was a virulent outbreak of the red plague that devastated the troll and ork populations within The Needle. Isolation was seen as the only way to stop the spread to human lands. In recent years a few groups have ventured within, reporting no signs of the plague.
Rumors of strange caverns and crypts under the mountain were confirmed in the past by several parties returning with treasure and strange tales of underground wonders. But for every successful group a score of others turned back with terrible casualties or were lost altogether. Tales of at least one Dragon and strange demons are frequent.
Parties attempting to explore the Needle are strongly required to register with either the Seneschal of the Grand Duke or with the Baron of Smithsford to allow for notification of next of kin. Search and Rescue parties are strongly discouraged.
Important Note
All treasure and materials brought out of the Needle shall be inspected for contamination and contraband by either the Sheriff of the Baron of Smithsford or by the Imperial Marshal's office in Velchea. Licensing and import fees must be paid before the items will be released. Failure to do so will make the adventurers liable for civil and Imperial sanctions, up to and including treason.
Infected adventurers with Red plague or rotting diseases must ring the Quarantine Bell in the Bell Shrine to the SE side of the Needle and await rescue. Failure to do so will be met with lethal force.
General Notes
The exterior stone of the Needle is of a strange, superdense grey-black stone that resists damage from any non-MDC weapon and most magical ones. The entire exterior shell and the deep foundations are made of the same material. The large melted scar on the East (valley) side is proof that it can be harmed by some extreme forces. The material appears to be cross linked between molecules and registers some odd sub-atomic forces. As a result the stone acts as an Inner Planes barrier and at a minimum doubles transit costs to Outer Planes.
Some of the interior structure is relatively normal materials like granite and concrete. Those can be passed on the Etherial or Phase planes but movement stops at the exterior shell. The Shadow Plane does exist through the structure but seems to contain an extraordinary quantity of Shadow Monsters making it suitable for very short hops if at all.
Several locations throughout the Needle have vertical shafts of crystal exposed that are of a material harder than the exterior stone. The shafts radiate equivalent to full sunlight and will burn undead foolish enough to get nearby. Anyone suicidal enough to try to penetrate one by planar shifting or etherealness risks nearly instant incineration as these energy conduits are barely in real space.
There are two areas below the main level that appear to be rectangular up to ¼ mile square metallic columns about 2 miles deep. There are no know accesses but at points faint vibrations and in spots heat can be felt. Plating is Collapsium over other exotic materials. See Core A and B on cutaway view #B map. Perhaps all the towers functions didn't fail... but what do they do?
The Sinkhole drops a long way, see map B. It's about 3 miles below the main entrance to the Sea of Darkness. Many powerful creatures use it as a shortcut to reach the caverns of the Great Deeps. They're not amused if they find trespassers in their way.
NOTE – The Ogre trail is considered a neutral path by most of the Needle tribes and is usually respected. It is from the Main Level upwards on the inside, downwards to the base on the outside. On the other hand, not knowing the passwords and tokens of safe passage is a good way to end up in someones stew pot. No formal trail leads downward inside, although the claw marks of many terrible creatures score the lower shaft where they've crawled upwards.
I started to re-write the notes for this site in 2010. Most of this site will stay TBD as I still occasionally run adventures in it. Some maps are lost, that just gives me a reason to make new challenges.