1. Locations

Tower of Kol Korran

Stronghold

If Coasthold can be likened to a fortress, then the Tower of Kol Korran is the unbreachable keep within. The tower is the most secure structure in the city, and House Kundarak has taken every precaution to ensure that it stays that way. The dwarves even removed the tower from direct view, surrounding it with a massive circular wall several feet thick. A lone gatehouse near the Kundarak enclave is the only means of entering the tower’s courtyard, and the gatehouse and its doors are covered in protective wards.

Nobody outside House Kundarak knows what goes on inside the tower. Whatever it is, locals know it has little to do with the god Kol Korran. In the months after the tower’s construction, followers of Kol Korran would approach the tower, seeking to offer prayers there, only to be turned away by guards. When asked to clarify the tower’s purpose, the guards confirmed that it was no house of worship but an extension of the enclave, where important matters of house policy and security could be tested. The agreement the house had made with the city forbade any interference from the Storm Lords, and the enclave’s presence in Stormreach—outside the reach of the Korth Edicts—forbade any interference from the other dragonmarked houses. Some burglars could not resist testing the tower’s security, but each one disappeared soon after, never to be seen or heard from again.

Adventure

Stormreach has many secrets. Few are as closely held— or as important—as the truth behind the Tower of Kol Korran. Many residents see how protective and secretive the Kundarak dwarves are about their mysterious inner keep, but that’s where it begins and ends. Even the most curious trust the dwarves not to be involved in anything that could put the city in danger—and in that, they are mistaken.

In reality, the Tower of Kol Korran is little more than a glorified tent existing primarily as concealment for what lies beyond. When the Kundarak dwarves first arrived, they found a substantial tract of open land on the eastern edge of the city, an area that had curiously escaped modern development until their arrival. Not one to look a gift horse in the mouth, the head of the operation, an ambitious noble named Korbek Ghedin, immediately staked a claim and began working on the plan that would one day transfer ownership of the area to his house.

Early in the process, Kundarak surveyors made a remarkable discovery. They unearthed a massive opening to a huge subterranean chamber. When Korbek saw what lay below, he could scarcely believe his eyes: a cavernous underground complex containing treasures untold from the days when giants ruled the city. His first act was to erect scaffolding around the site, both to hide the cavern entrance and to assist in the construction of a more permanent structure—a secure tower, to be named in honor of the god of commerce and wealth.

Unknown to the dwarves, the ancient chamber was as much prison as it was vault, and the shattering of its borders and wards resulted in unseen chain reactions. Among these unforeseen consequences was the accidental release of what is now the area’s oldest living resident, a giant imprisoned here before the fall of its civilization (see The Titan’s Curse, page 158). However, the greatest risk posed by the operation is its proximity to the resting place of Sakinnirot, the Scar that Abides (see The Ship’s Tiger, page 156). The deeper the dwarves dig, the more they open the channel between the sleeping rajah and the unsuspecting city above—and the stronger Sakinnirot grows.

Today, the tower serves two purposes beyond concealing the existence of the underground complex. First, its spacious interior hosts the processing of all ores mined beneath it, as well as the study of all relics from the Age of Giants. Second, the tower acts as a massive focal point for all the warding magic placed in and around it, precautions intended not only to keep intruders out but also to keep the area secure in the unlikely event of something wicked crawling up from the depths. Korbek Ghedin is, as ever, confident in the strength of these measures, but even he has no idea just what waits in the dark heart of the Dragon Below.

GETTING INVOLVED

Any number of avenues can lead a party of characters into investigating House Kundarak’s affairs in Stormreach. The most direct of these might involve the PCs being hired—or, in the case of certain dragonmarked party members, commanded—to surreptitiously uncover the truth surrounding the dwarves’ secret tower. Given the power dynamics at work in the city, the most logical candidate for such a brazen request would be Storm Lord Paulo Omaren, with or without the assistance of her dragonmarked paramour, Greigur d’Deneith. The Omaren family interests lie at odds with Storm Lord Amanatu’s, and have for some generations now. If one of the PCs is a scion of House Deneith, he could scarcely refuse an offer from its local leader. Alternatively, Omaren might use one of her allies among the Iron Watch to persuade the characters to get involved, especially if one of them is a warforged. Either way, the DM has to decide whether or not to make her and/or Greigur’s involvement known from the start.

If a somewhat less risky setup is called for, consider the following: Korbek Ghedin owes the continued privacy and prosperity of his operation to his own mind—not merely for its quick thinking and shrewd negotiating skills, but also for his gifts of manipulation and telepathy. He uses psionic charms the way veteran diplomats use bribes, and he always makes sure that all involved leave with clear consciences and fat purses. In the course of these many manipulations, the PCs could easily come across one of Korbek’s former associates whose recollections of things don’t precisely match those of the PCs, thanks to the dwarf’s application of psionic modify memory. The most logical possibility for such a role would be Amilene Santor d’Sivis, the head of the local House Sivis operation, who has been psionically manipulated by Korbek more than any other character in Stormreach. (Both her close proximity and her arcane knowledge are potential threats to him, and he has chosen to handle her directly and aggressively, confident in his ability to blame any memory gaps or behavior incongruities on the old gnome’s eccentric good humor.)

It’s also possible for the PCs to find themselves investigating the tower as part of the unfolding of the larger story about Stormreach’s true origins and the existence of Sakinnirot. Despite the many guards and wards, a capable and determined researcher could eventually trace the rumors of the existence of the Scar that Abides back to Coasthold. If you decide to bring this metaplot to the fore in your campaign, then it makes sense for the characters to eventually find themselves at the entrance of the Tower of Kol Korran—the literal doorway to hell.

However you ultimately decide to reveal the story of the tower, it’s worth noting that any direct assault on the tower is probably doomed to fail. The wards are exceedingly strong and complex, and Korbek is instantly aware of anything that happens to any of his many sentries. The PCs could target Korbek himself, but he is a truly terrifying opponent, and he’s never without his bodyguard Yarik. Any physical confrontation with Korbek would be a stiff challenge for even the mightiest of Eberron’s adventurers. Although he’s not eager to lose his primary advantage in Stormreach, Korbek is not a stupid person. Given proof of the true threat, he might be persuaded to end his tower operation of his own accord, if you decide to allow the PCs to resolve the matter without combat.