Old Neverquaker has finally died and the narrator sees no reason why his fortune should simply sit in an abandoned tower. Given that the old man had no known family and got along with no one, the tower seems like a reasonable destination. It turns out to be a poor choice. The building is cursed in a way that makes even competent magic unreliable — a simple light spell barely holds together. The enchanted clothing at least provides protection against physical harm. The treasure is at the top. Every step toward it costs a little more of the narrator's composure, and the creeping sense of losing one's mind is not a metaphor.