This is the 89th in an ongoing series aimed to provide the overworked DM with ready-to run encounters.
The PCs encounter a walking tower. Will they catch a ride or be trampled? The base encounter is CR 2.
In ancient times, the gods cursed the D’Aoine Deighe with the Mallacht Oighir. This supernatural cold was created by linking the material world to the coldest realms of other planes. As the gods are not omniscient and are often careless with their actions, they were unaware and unconcerned that this supernatural cold would have a broad impact on the region. Over the centuries, the region grew colder, forcing the inhabitants to adapt. The expanding cold also attracted cold loving creatures, such as frost giants and white dragons. It is thus that the human kingdom of Weir Gallum found itself threatened by an incursion of white dragons.
The initial raids by the dragons proved devastating but the resourceful humans soon developed magic, technology, and tactics to counter the attacks. Noteworthy among the developments was the creation of walking towers by the great mage Tilja. These protected Weir Gallum for centuries, until the frozen dracolich Drakir Daour destroyed the nation and transformed its people into frozen undead.
Some of Tilja’s original towers remain in the frozen wastes of what was Weir Gallum, waiting to be claimed. Other mages copied her work, creating their own walking towers for various purposes. In other worlds, other mages created their own walking towers. As such, a walking tower might be found almost anywhere among the possible worlds.
- from the publisher's blurb