"By order of the Church of Chaddamar, the Tower of
Saramuthak is declared off limits."
- The Church of the Chaddamar
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Saramuthak is a very powerful necromancer. One of the most powerful wizards in eastern Aggradar. A little over a year ago, Saramuthak was captured and imprisoned. (He had a long history of run-ins with the Church of the Chaddamar Theocracy). He was cast into the deepest dungeon, walled up and forgotten. It was a lead lined cell (to prevent magical escape). They did not execute him because they feared he would arise as an unstoppable undead revenant. So, instead, they just entombed him alive. As far as the government of the Chaddamar is concerned, he died in that cell and his bones litter the floor of that dark cell.
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Saramuthak dwelled in a tower on the northern coast, near the Wall. He was a genius that combines artifical constructs with undead creation. Many of his creations are mechanical and have a "cybernetic" aspect. However, he was also fascinated with undead, the mechanics of living bodies, etc.. He specialized in the fusion of these two disparate sciences. His tower is filled with bizarre combinations of metal and flesh. His creations often consist of flesh and limbs sewn together which are augmented by metal plates, tubes pumping chemicals and nutrients, wire stitching, metal pins through bones, gears and so on. His tower is filled with such creations, many of them in various states of completion and repair. Many of these creatures are physically integrated into the tower. Doors, traps and architectural elements are all animated and intelligent. The very tower is a complex system of integrated elements of undead and automatons. Saramuthak's Tower still stands. When the priestesses of Chaddamar imprisoned him, they couldn't get into the tower and most were terrified of it. The tower was declared cursed and it was decreed that the tower was 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.
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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. (An odd looking construction - a metal platform to which four partial skeletons are fused. These skeletons are little more than torsos and arms. They pull the platform arm by crawling up the sides of the shaft, dragging the elevator platform with them)
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The tower of Saramuthak has stood for a year, utterly abandoned.
The Guardians
Floating undead constructs...
Light Crawlers
Small, mobile crawling constructs that have large glowstones embedded in their backs. These creatures crawl around the walls and tower, following anyone they see, illuminating their way.
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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. |
| 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 squeeking wheels coming from the shaft. Then they will see the skeleton elevator. |
| 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 squeeking wheels coming from the shaft. Then they will see the skeleton elevator. | |
| Elevator shaft |
| Two dozen blankets, Candles, Lantern, Oil, Cloak, Boots, Parchment, Ink. | |
| Elevator shaft | |
| Small skelbot is cleaning up here. |
| 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. |
| 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. |
| Huge central cauldron. | |
| Enormous oven. | |
| Enormous fire pit. | |
| Pots and pans hanging overhead. | |
| Stench of rotten food. | |
| Zombie stands at attention. |
| 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. |
| 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 | |
| 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 Drelis 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 |
Huge telescope. Book of notes. Stellar cartography maps. Journal. Book on stars.
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This website was last updated March 1, 2026. Copyright 1990-2025 David M. Roomes.