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The Fortress of Eixtenizti

 

Introduction:

The Fortress of Eixtenizti (EESH-ten-iz-tee) is the PCs' current stronghold. The name was given to it by the Hunaphu priestess Hazuiancachtli in honour of the original name given to the ruins upon which the stronghold is built. Those ruins, set in the foothills of Irmondrin Peak overlooking the eastern lowlands of Aladur, were from a sharn citadel called the Tri-Claw Fortress. In Azotlan, "eixten"" means three and "izti" means claw or talon (DM's note: Eixtenizti actually means "three claws" in the Aztec language).

The Vicinity:

The land surrounding Eixtenizti is rolling hills to the north, south, and east and a verdant, moorish lowland to the west. The fortress commands a good view over the near portion of these lowlands and also is strategically placed to ward the pass between hills and jungle that leads into and out of southern Aladur.

A. Outpost

This was an outpost of the Tri-Claw Fortress, set on the high edge of the foothills to watch over the lowlands. Esha has cleared tthe place of the ruins that formerly littered the area and is in the process of building a massive structure here to house his followers. While this longterm construction project is being undertaken, Esha's followers dwell in a camp on the site, along with Esha and his father, Ahltliconcho.

Creatures: In addition to Esha, his cohort, and his follower, Kinderaxe the firenewt (not his birth name, but one he has given himself in Common since dwelling here) resides in one of the tents here.

Kinderaxe is a loyal servant of Esha; once a part of a demon-worshipping tribe of firenewts that raided a nearby lava children lair, Kinderaxe and some of his fellows were spared by Esha in exchange for service. The rest of the firenewts ran off as soon as opportunity allowed, but Kinderaxe has remained loyal to Esha.

Kinderaxe is not very bright, which is typical of his race, but he seems a bit denser than the rest, which may explain his willingness to remain in Esha's service rather than running off with his fellows. Given his highly subordinate status amongst the demon-revering priests of his old clan, Kinderaxe considers his status as righthand newt of Esha to be a great increase in status, and he acts as if his presence is vital to the security and efficient running of the stronghold. That said, he is a capable warrior.

The +2 banded mail and +1 corrosive battle axe are items lent to Kinderaxe by Esha.

Kinderaxe CR 5
Monsters of Faerun page 48
Male firenewt Barbarian 4
NE Medium monstrous humanoid (fire)
Init +1; Senses darkvision 60 ft; Listen +3, Spot +1
Languages Draconic, Azotchtlan


AC 21, touch 11, flat-footed 21; trap sense +1, uncanny dodge
hp 59 (6 HD)
Immune fire
Vulnerable cold
Fort +8, Ref +5, Will +5; trap sense +1

Spd 30 ft (6 squares)
Melee scimitar +9/+4 (1d6+2)
Melee heavy mace +8 (1d8+2)
Melee +1 corrosive battle axe +9/+4 (1d8+3 plus 1d6 acid)
Ranged
sling +7 (1d4+2)
Space
5 ft; Reach 5 ft (10 ft with lance)
Base Atk +6; Grp +8
Special Actions breath weapon (DC 16), Combat Reflexes, rage 2/day (8 rounds)
Combat Gear +1 corrosive battle axe, scimitar, sling, bullets (10), heavy stone mace

Abilities Str 14, Dex 13, Con 18, Int 7, Wis 12, Cha 8
SQ illiteracy, strider handling*
Feats Combat Reflexes, Mounted Combat, Weapon Focus (scimitar)
Skills
Intimidate +4, Listen +3, Ride +7, Survival +3
Possessions combat gear plus +2 banded mail, amulet of health +2, heavy steel shield, key to double doors to area 1, key to footlocker, key to door to basement

Breath Weapon (Su) Once every 10 minutes, a firenewt can breathe fire on an opponent within 5 ft. This attack deals 1d6 points of fire damage; a successful Reflex save reduces the damage by half. This is a Constitution-based ability.

* In Therra, firenewts have an extra ability called Strider Handling that allows them to treat striders as animals for the purpose of their Handle Animal skill.

B. Pathway

This worn stone pathway seems to be made of a single long, chipped and cracked piece of marble...the same as described in area A above. The pathway is covered in many places by dirt and rocks and overgrown with weeds and bushes, but can still be followed up the hill towards the main ruins (area E).

C. Stream and Druid's Grove

This was once a small stream of lava is between 5 ft and 10 ft wide and between 4 ft and 2 ft deep (respectively). The flow proceeded down the mountain from the east towards the main ruins and then to the pool at area D. The flow has since abated and the lava hardened and now serves as a bed for a small stream that feeds into a pond at area D.

Additonally, a druid's grove has been cultivated by Farbera at the green symbol indicated on the map. The grove is approximately 160 ft in diameter and the stream roughly bisects it. Farby has since used magic to break up the rocky soil around the grove and planted additional trees and bushes, so that from a horizontal distance the place appears to be a copse of trees. From above, however, the grove's nature is unmistakable.

The green areas on the map represent light undergrowth.

Light Undergrowth

A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way.

The entire grove within the area bounded by the circle of trees and hedges is a druid circle. Any good aligned druid that casts spells in the circle does so at +3 caster levels. Furthermore, all healing spells cast by a good druid within the circle are Maximized.

The pool at the center of the grove is placid and only 5 ft deep at its deepest. The entire grove has been the subject of the enrichment version of the plant growth spell (CL 13).

Set just to the east of the pool is a stone altar sacred to the forces of nature. The altar is covered in stone shaped carvings and runes that invoke the power of nature. A hallow spell (CL 12) has been cast upon the altar.

Just south of the pool is a stone structure consisting of two large stone blocks 10 ft tall with another large stone set as a cross piece. This structure is a crossroads created by Farbera. The other end of the crossroads is located about a mile from Ilywtimbre-etel, the main settlement of the killoren. This crossroads is considered to be an N3 crossroads (refer to Magic of Faerun page 46).

In a roughly 40 ft radius circle around the altar are set 11 stone plinths, each about 6 ft tall and 5 ft wide and tapering at the top so that they look almost like stone eggs set halfway into the ground. Every inch of these plinths is covered in stone shaped whorls and designs as well as runes and depictions of trees, animals, the sun and moons, and the stars. The circle of plinths defines the area of affect of the hallow spell cast upon the stone altar.

Surrounding the plinths is a circle of trees. Most of these trees are of standard size, roughly 15 ft tall. This ring of trees and the grass running along it has been the subject of a plant growth spell (CL 13) such that it will take a Medium or smaller creature a standard action to cross the ring and a Large or larger creature will use half of its speed to cross through the dense thicket.

Four of these trees are notable in that they are of types not found locally but rather at certain locations across Sazhansiir. These four trees can be used to teleport using a transport via plants spell.

Tree A = Tree of a type known to grow along the King's Bay and can be used to transport to Mestil-rez, Krenzeen, and Valast (Upper and Lower).

Tree B = Tree of a type known to grow high upon Mallar's Peaks and can be used to transport to those mountains, including Thella-lu and the Temple of the Sapphire Eidolon.

Tree C = Tree of a type known to grow in the western Azotchtlan Lands and useful to transport near the City of Ghostly Feathers.

Tree D = Tree of a type known to grow in the Hurlotzin Lands.

Creatures: Farbera has awakened six massive local trees and convinced them to trudge their way to dwell at the grove and to serve as guardians. Four of these are always at the grove. These are indicated by the massive trees on the grove map above. Two are always at the fortress proper, stationed just outside the main gate standing in the earth patch (area F). The trees take turns guarding the gate.

Chavinluar, one of the smartest and wisest of the trees, has emerged as their quasi-leader and he regards the magical amulet given to him by Farbera as a sort of badge of office. However, the recent awakening of Zeldjluar has cause a bit of upheavel, as the latter has proven more clever and seeks to usurp authority.

Hagizluar is a very sensitive tree who seems to have a strange attraction to animals and children. When he is guarding the stronghold gates he welcomes the children to come and play in his branches.

GINDILUAR CR 7
N Gargantuan plant
Init -2; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0
Languages Azotlan

AC 12, touch 4, flat-footed 12
hp 148 (16 HD); hardness 5
Fort +10, Ref +4, Will +5

Spd 10 ft (2 squares)
Melee slam +15 (2d8+10)
Space
20 ft; Reach 20 ft
Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int 9, Wis 11, Cha 9
SQ plant traits
 
CHAVINLUAR CR 7
N Gargantuan plant
Init -2; Senses darkvision 60 ft, low-light vision; Listen +2, Spot +2
Languages Azotlan, Common

AC 12, touch 4, flat-footed 12
hp 148 (16 HD); hardness 5
Fort +10, Ref +4, Will +7

Spd 10 ft (2 squares)
Melee slam +15 (2d8+10)
Space
20 ft; Reach 20 ft
Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int 13, Wis 15, Cha 11
SQ plant traits
Possessions amulet of tears
 
BREGUNLUAR CR 7
N Gargantuan plant
Init -2; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0
Languages Azotlan, Common

AC 12, touch 4, flat-footed 12
hp 148 (16 HD); hardness 5
Fort +10, Ref +4, Will +5

Spd 10 ft (2 squares)
Melee slam +15 (2d8+10)
Space
20 ft; Reach 20 ft
Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int 12, Wis 10, Cha 9
SQ plant traits
 
EVENRILUAR CR 7
N Gargantuan plant
Init -2; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0
Languages Azotlan

AC 12, touch 4, flat-footed 12
hp 148 (16 HD); hardness 5
Fort +10, Ref +4, Will +5

Spd 10 ft (2 squares)
Melee slam +15 (2d8+10)
Space
20 ft; Reach 20 ft
Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int 10, Wis 12, Cha 11
SQ plant traits
 

ZELDJLUAR CR 7
N Gargantuan plant
Init -2; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0
Languages Azotlan

AC 12, touch 4, flat-footed 12
hp 148 (16 HD); hardness 5
Fort +10, Ref +4, Will +7

Spd 10 ft (2 squares)
Melee slam +15 (2d8+10)
Space
20 ft; Reach 20 ft
Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int 15, Wis 15, Cha 11
SQ plant traits
 

HAGIZLUAR CR 7
N Gargantuan plant
Init -2; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0
Languages Azotlan

AC 12, touch 4, flat-footed 12
hp 148 (16 HD); hardness 5
Fort +10, Ref +4, Will +4

Spd 10 ft (2 squares)
Melee slam +15 (2d8+10)
Space
20 ft; Reach 20 ft
Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int 9, Wis 9, Cha 17
SQ plant traits
 

The crossroads in the grove is warded by a crossroads guardian.

CROSSROADS GUARDIAN CR 7
Magic of Faerun page 183
N Huge fey (incorporeal)
Init +1; Senses Listen +25, Spot +25
Languages Sazhan, telepathy 100 ft


AC 11, touch 11, flat-footed 10; Combat Expertise, Dodge, Mobility; Miss 50% (incorporeal)
hp 88 (16 HD)
Fort +7, Ref +11, Will +16

Spd 20 ft (4 squares), swim 20 ft (4 squares), fly 40 ft (8 squares) (perfect)
Melee incorporeal touch +9 (1d12)
Space
15 ft; Reach 15 ft
Base Atk +8; Grp -
Special Actions Combat Expertise, Combat Reflexes, summon jack-o-lanterns

Abilities Str -, Dex 13, Con 15, Int 15, Wis 18, Cha 15
SQ bound to crossroads, incorporeal traits
Feats Alertness, Combat Reflexes, Combat Expertise, Dodge, Iron Will, Mobility
Skills Bluff +21, Decipher Script +21, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +23, Knowledge (nature) +23, Listen +25, Sense Motive +23, Spot +25, Survival +23 (+25 aboveground natural environments)

Bound to Crossroads (Ex) Guardians must stay within 50 ft of the crossroads they protect.

Summon Jack-O-Lanters (Ex) Once per day, a crossroads guardian can attempt to summon 1d3 half-fey jack-o-lanterns with a 35% chance of success. This ability has a duration of 1 hour and is treated as a 4th level spell.

 

HALF-FEY JACK-O-LANTERNS CR 4
Tome of Horrors 3.5 page 241 and Fiend Folio page 89
CN Medium fey
Init +4; Senses darkvision 60 ft, low-light vision; Listen +10, Spot +5
Languages Sazhan


AC 15, touch 14, flat-footed 11; Dodge, Mobility
hp 21 (6 HD)
Immune enchantments
Fort +5, Ref +6, Will +3

Spd 30 ft (6 squares), fly 60 ft (12 squares) (good)
Melee 3 slams +6 (1d6+2)
Ranged fireseed ranged touch +8 (see description)
Space
5 ft; Reach 5 ft (10 ft with tendrils)
Base Atk +4; Grp +6
Atk Options improved grab
Special Actions constrict (1d6+2), rend (2d6+3)
Spell-Like Abilities (CL 6):
1/day - glitterdust (DC 10), hideous laughter (DC 10), hypnotism (DC 9), sleep (DC 9)
3/day - protection from law
At will - charm person (DC 9)

Abilities Str 14, Dex 18, Con 11, Int 6, Wis 13, Cha 6
SQ plant traits
Feats Dodge, Mobility, Stealthy
Skills Hide +15, Listen +10, Move Silently +19, Spot +5

Constrict (Ex) On a successful grapple check, a jack-o-lantern deals 1d6+2 damage.

Fire Seeds (Su) 1/day—as the spell cast by an 11th level druid. The jack-o-lantern can only make use of the first version of this spell, and it casts them on its own pumpkin seeds rather than acorns; range 100 ft., ranged touch to hit, 11d8 damage divided among up to 4 seeds.

Improved Grab (Ex) To use this ability, a jack-o-lantern must hit with at last two slam attacks. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to constrict or rend the foe following round.

Rend (Ex) A jack-o-lantern that hits with at least two slam attacks on a single opponent deals 2d6+3 points of damage at it wrenches and tears the flesh.

 

Finally, a killoren druid follower of Farbera named Ezramdruindil dwells in the grove, happy to sleep under the stars no matter what the weather thanks to her daily casting of endure elements. She and her hawk companion are happy to spend most of their time here, speaking with the awakened trees or other animals. The hawk forages for food for the druid.

Ezramdruindil is a killoren from Ilywtimbre-etel. She had never even heard of humans before meeting with the PCs, and is most intrigued by Farbera and his druidic ways. In order to see his ways of venerating nature, she has asked to travel to Eixtenizti and dwell there for a time. Ezramdruindil is a very gentle soul, and it takes much to raise here ire. Her natural inclination when presented with danger is to flee and hide.

EZRAMDRUINDIL CR 4
Races of the Wild page 102
Female Killoren Druid 4
NG Medium fey
Init +2; Senses low-light vision; Listen +4, Spot +4
Languages Sazhan


AC 14, touch 12, flat-footed 12
hp 26 (4 HD)
Immune sleep affects
Fort +6, Ref +3, Will +7 (+11 vs enchantments, +2 vs fey)

Spd 30 ft (6 squares); trackless step, woodland stride
Melee club +3 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Combat Gear club, potions of cure light wounds (2) (CL 1), infusion of entangle (CL 1), potion of cure moderate wounds (CL 3), infusion of swift fly (CL 5), infusion of swim (CL 3), divine scroll of babau slime (CL1)
Druid Spells Prepared (CL 4, melee touch +3, ranged touch +5):
2nd - barkskin, cure moderate wounds, healing lorecall
1st - cure light wounds, endure elements*, longstrider, speak with animals
0 - cure minor wounds, detect magic, guidance, naturewatch, resistance

Abilities Str 10, Dex 14, Con 15, Int 11, Wis 17, Cha 16
SQ animal companion (link, share spells), cold iron anathema, manifest nature's might (aspect of the ancient**), wild empathy +7
Feats Combat Casting, Extend Spell
Skills
Concentration +7 (+11 casting defensively), Handle Animal +10 (+14 with animal companion), Heal +8, Knowledge (nature) +11, Listen +4, Spot +4, Survival +9
Possessions combat gear plus masterwork potion belt, bark armour, cloak of elemental protection, 24 permanent goodberries, holly leaves, signal whistle, scent breaker (2), spell component pouch, belt pouch

Cold Iron Anathema (Su) Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.

Manifest Nature's Might (Su) Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature's might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling his spirit with the aspect of nature that is most needed for his current tasks. Once a killoren chooses an aspect, he manifests that aspect until the next morning, when he chooses again which aspect to manifest. Many killoren favour one aspect over the others and rarely choose to manifest one of the other two aspects.

Aspect of the Ancient: While manifesting the aspect of the ancients, a killoren embodies the deep and ancient secrets of nature istelf. With this bond to nature's secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to his Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killoren's normal racial bonus on saving throws against enchantment effects. While a killoren manifests the aspect of the ancient, his hair turns white and his eyes turn to the colour of a blue summer sky.

Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per day equal to the killoren's Charisma bonus, minimum 1), a killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When making this smite attack, a killoren adds his Charisma bonus to his attack roll and deals an extra 1 point of damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and counts against the total uses per day. While a killoren manifests the aspect of the destroyer, his hair and eyes turn a deep, lusterless black; many find the gaze of a killoren destroyer's coal-black eyes to be unnerving.

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature's ancient tradition of the hunt, and his senses sharpen to an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunt, his hair and eyes turn a deep forest green, and his skin town becomes a deeper brown than when manifesting one of the other aspects.

* This spell is always cast and lasts 24 hours
** Included in above statistics

 

 

MAGIC ITEMS:

cloak of elemental protection (MIC p87) - 1/day resist 10 to energy type as immed action until next turn)

FASTER-THAN-RATS CR -
Ezramdruindil's hawk animal companion
N Tiny animal
Init +4; Senses low-light vision; Listen +4, Spot +18

AC 20, touch 16, flat-footed 16
hp 13 (3 HD)
Fort +3, Ref +7, Will +3; evasion

Spd 10 ft (2 squares), fly 60 ft (12 squares) (average)
Melee talons +8 (1d4-2)
Space 2.5 ft; Reach 0 ft
Base Atk +2; Grp -8

Abilities Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6
SQ animal companion (link, share spells)
Feats Alertness, Weapon Finesse
Skills
Listen +4, Spot +18
Tricks assist defend, attack, come, down, fetch, hunt, seek, warn
 

Treasure: Buried about 2 ft under the earth at a location 10 ft south of the altar is a large wooden chest. The chest is locked (DC 30 Open Lock) and the key is on Farbera's person. The chest contains a large amount of coins (refer to Farbera's character sheet for the precise amount) and a counterstrike circlet.

D. Pond

At this point the lava flow gathered into a pool. The area now forms a pond from the runoff coming down the old lava flow (area C). The water is fresh and drains into the water table underneath the hillside.

E. Main Fortress

See below for the description of the main fortress.

F. Scorpion Cave

This cave was home to a colossal brood mother scorpion and her various progeny, before the PCs slew the vermin. Due to move earth spells the cave now sits at the base of a steep almost cliff-like slope leading to area I.

Unless otherwise stated, the interior of the cave consists of unworked stone walls (8 hardness, 900 hp, break DC 65 per 5 ft, Climb DC 15) and natural stone floors (it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5; running and charging are impossible). The entrance area outside of the cave proper is normal ground.

There are no natural light sources within the cave, and ceilings are 20 ft tall at the edges and 30 ft tall in the center in numbered cavern areas (2-7) and 20 ft tall in passageways.

The floor within 10 ft of the stream is slippery with water and mossy slime, increasing the DC of Balance and Tumble checks by 5 (this is cumulative with the increase due to the natural stone floor).

Stone shelves and elevation changes (marked by the dotted lines) are about 5 ft and require a Climb or Jump check to navigate (DC 15 Jump check).

The stream is a mere trickle, being about 1 ft wide and 6 inches deep. The pool at the end is about 4 ft deep and drains through tiny fissures at the bottom.

All of the caves are littered with the bones of prey.

1. Entrance

The entrance to the cave is an opening about 20 ft in diameter. This opening was sealed by the druid Farbera in 705 A.C. by means of a wall of stone spell (CL 13). The wall is 3 inches thick (per 5 ft: hardness 8, 45 hp, break DC 26) and has been formed with subsequent stone shape spells. The top of the stone wall has a series of holes in it that allows Tiny flying creatures such as bats to enter and exit the caves. The bottom of the stone wall descends to the surface of the stream, and is thus 6 inches above the floor of the entrance.

A series of normal boulders and rocks has been piled up against the wall of stone, so that, from a distance, it appears to be a normal cave wall. The Spot DC to notice that the wall of stone is not natural is 12 (modified for distance).

2. Cave

This cavern is unremarkable.

3. Cave

This cavern is unremarkable.

4. Cave

This cavern is unremarkable.

5. Cave

This cavern is unremarkable.

6. Cave

This cavern is unremarkable.

7. Cave

This cavern is unremarkable.

G. Earth Aerie

At this location is a vaulted cavern with a wide "front porch" consisting of a concave aerie about 40 ft in diameter.

The front porch is atop a natural column of stone that descends a cliff face some 60 ft before reaching a steep slope. The stone column is unworked stone (Climb DC 15). The aerie itself (shown in the brown dashed line) dips about 5 ft into the top of the column at its center. The cave itself begins at the dotted line shown on the map and is comprised of a single large vault some 20 ft high. The cave consists of unworked stone walls (8 hardness, 900 hp, break DC 65 per 5 ft, Climb DC 15) and a natural stone floor (it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5; running and charging are impossible). There are no light sources in the cave.

Creatures: A mated pair of earth drakes dwells here, having entered the region from the mountains to the northeast about a decade ago. They have a clutch of drakelings and seek to raise their progeny here in peace.

One drake is usually sleeping inside the cave or tending the wyrmlings while the other is in the front porch, peering over the edge and keeping a languid eye on the surrounding countryside.

H. Woods

This is a smallish woods of native trees and shrubs planted by Farbera and grown using plant growth spells.

I. Farmlands

Set upon a plateau created by move earth spells, this area contains much of the farmland worked by the peasants of the stronghold. A variety of traditional Azotchtlan crops are grown here, including corn, legumes of various sorts, and grains, as well as tomatoes and squashes.

The Main Fortress

The main fortress is spread across a roughly 400 ft by 400 ft area set at the top of the spur of the mountain.

The stones (except for the grey walls) appear to be of the same material as those in area A (see bove). An examination of the stonework of the fortress walls will show them to be of unusual composition and workmanship. There are no seams or joints where individual stones might have been set or mortared together, and the stone itself is of a strange smooth marble-like texture that is black but has a weird sheen to it. This stone has a hardness of 12 (making it stronger than iron).

The non-grey walls are 20 ft tall and equipped with walkways and battlements. Stone stairs ascend from the interior grounds to the top of the stone walls at many points along the walls (approximately every 60 ft).

The black stone walls are 3 ft thick, represented by thick black lines. The unmarked square, round, and hexagonal structures shown on the map are between 8 ft and 13 ft tall (1d6+7) and in ruins, though intact enough to be marked on the map. These places have partially intact roofs.

The brown contour line shows the boundary of the slope downward, and players should consider the area west of the brown line to be a steep slope (characters moving uphill [to an adjacent square of higher elevation] must spend 2 squares of movement to enter each square of steep slope; characters running or charging downhill [moving to an adjacent square of lower elevation] must succeed on a DC 10 Balance check upon entering the first steep slope square; mounted characters make a DC 10 Ride check instead; characters who fail this check stumble and must end their movement 1d2×5 feet later; characters who fail by 5 or more fall prone in the square where they end their movement; a steep slope increases the DC of Tumble checks by 2).

A set of undeground pssageways has been constructed beneath the fortress grounds to connect various structures. The passages run from the laboratory basement of Vivane's Tower, the basement of Esha's Tower, the passages beneath the Trade Temple, and the basement of Zayeef's Tower and meet in a four way intersection 40 ft underground. The passageways are 10 ft tall and of hewn stone.

From the Trade Temple, the passageway descends 30 ft down a set of stone steps. From Esha's Tower and Zayeef's Tower the passages descend 30 ft down a sloping passageway. All of the passageways end in doors as indicated on the map. The door to Vivane's tower is a stone door. The rest are strong wooden doors.

At the four way intersection, the tunnel leading to Vivane's tower is blocked by a curtain of iron chains. This curtain is easily moved aside to allow passage.

A. Main Gate


This gate is a well-fortified structure, comprised of overlapping thick wooden planks reinforced with iron banding. The gate is 20 ft tall. Two 30 ft tall guard towers flank the portal. Hewn stone walls, 6 ft thick at the base and 3 ft thick at the top, curve out from the curtain walls to form a semi-enclosed courtyard.


The gate is treated as a strong wooden door, which can be barred from the inside with a stout wooden bar (1.5 in thick, hardness 5, hp 20, break DC 25).

The towers are accessible from openings at ground level within the fortress as well as from the wall parapets.

The grey walls are hewn stone. The lower half is 6 ft thick while the upper half is 3 ft thick. These hewn walls are plain and unadorned and have no parapets or walkways atop them.

Creatures: Two of Farby's awakened trees is always present here just outside the gate, guarding against intruders.

Additionally, each guard tower boasts 4 stronghold archers (Zayeef) (M and F, NG, Ranger 1) who rotate duty with those in the barracks (area M).

Secret Doors: Joshua has excavated a small cache about 15 ft north of the northern end of the main gate. The cache is 4 ft square and buried 2 ft underground. It is entirely lined with lead (thereby foiling many divinations).

Treasure: Within the cache is Joshua's bag of holding (type I). Within the bag are the following:

B. Vivane's Tower

Vivane has renovated the tower that once imprisoned the sharn ghost and contained the propylon beam. It now serves as her living quarters, with an extensive library and laboratory situated underground. The tower is 25 ft tall and 20 ft in diameter.

Unless stated otherwise, doors are simple wooden (1 in., 5 hardness, 10 hp, DC 15 break).

Exterior walls of the tower and of areas 4 and 5 are of the same stone as the original walls of the place. There are no seams or joints where individual stones might have been set or mortared together, and the stone itself is of a strange smooth marble-like texture that is black but has a weird sheen to it. This stone has a hardness of 12 (making it stronger than iron).

The walls of area 6 are hewn stone.

Interior walls are wood (in thin brown lines) (3 in., hardness 5, 30 hp, DC 18 break, DC 21 Climb).

1. Antechamber


An iron door leads into this chamber from the south.

This round chamber is 15 ft tall, with a wooden ceiling. To the west, a set of steep stone stairs winds along the wall ascending to the upper level. In the center of the chamber is a circular rug of plain violet weave surrounded by two simple wooden chairs. To the southeast is a simple stone hearth. A wooden chamber is set along the northeast portion of the chamber, with a wooden door leading to it. Along the southwest wall are set wooden pegs and small iron hooks for hanging cloaks and other outer garments.

Hanging from the ceiling is a wooden circle chandelier supported by an iron chain. Several large candles are set into the wooden circle and burn fitfully.



The iron door (2 in., 10 hardness, 60 hp, DC 28 break) has a very simple lock (Open Lock DC 20), with the key on Vivane's person.

The wooden structure is a privy, with a single stone seat and a small wooden basin that is filled with water. A single linen cloth hangs nearby.

Beneath the stone stairway is a niche that leads to a wooden trapdoor. The trapdoor is not locked, and opens onto a wooden ladder that descends into area 4 below.

Secret Doors: A close inspection of the floor of the chamber will reveal a very thin seam running in a circle (as shown by the dotted line on the map). This circle makes up the upper face of a massive plug that seals a 15 ft diameter hole in the floor. This plug was a feature of the original construction of the tower and originally lead to the prison chamber of a sharn ghost.

The plug is a disk about 1 ft thick. The top of the disk is fashioned to look exactly like the floor of the chamber. The lower half of the circle, however, seems to be made up of a strange black metal and a layer of lead that seems to glisten with some sort of latent energy. The lead and the black metal do not radiate magic, however. The bottom of the circle contains a very shiny, reflective argent surface upon which are inscribed geometric patterns and glyphs that are unreadable (even with magic spells like comprehend languages) but Knowledge (arcana) reveals that they seem to be connected to arcane magic somehow.

The circle weighs a good 88000 lbs (176 cubic feet at 500 lbs per cubic foot) and so will likely be very difficult to move (even given that a PC can drag 5 times its maximum load, it would take 26 PCs with a Strength of 18 to move the thing, and even then just barely. However, a couple of strong, large, quadrapeds could possibly move it. For example, a pair Huge Strength 29 quadrapeds could, if rigged up to pull it, drag 84000 lbs). However, the disk is set so tightly into the floor that some means would be needed to push it up from below or to somehow carve into the surrounding floor so that a wide enough gap would be created to allow a strong lever (or levers) to be deployed.

2. Bedroom


This round chamber is 10 ft tall, with a stone ceiling and wooden floor. To the west, a set of steep stone stairs winds along the wall descending to the ground level. A plain wooden bed rests along the east wall, flanked by a fireplace to the south and a wooden dresser with an oval mirror attached to it to the north. A wooden bench sits along the north wall, and another small bench and table sit to the west, overlooking the stairway. On the table is an iron candelabra. To the south, another dresser stands against the wooden wall of a closet accessed by a wooden door.


The closet contains various shelves for personal items and places to hang garments and store shoes and other articles of clothing. Amongst this clothing are 2 sets of noble clothing of Onloran style worth 75 gp each.

At the back of the closet is a wooden ladder that climbs up to an unlocked stone trapdoor set with counterweights that leads to the tower roof (area 3).

3. Roof


The roof is surmounted by a 3 ft tall stone wall. A stone trapdoor is set in the southern portion of the roof area, and the center of the place is dominated by an ovoid tub of metal, almost like a low bathtub, though it appears to be made of silver and studded with gems and engraved to resemble various Scaled Ones (including lizardfolk and yuan-ti) bowing down and making obeisance to the interior of the tub. A chimney emerges from the floor to the southeast and a small hearth has been built into its base. The chimney rises 10 ft into the air.


The tub us used as a bath by Vivane. It was taken from a naga stronghold where it was used as a throne by the naga ruler.

The trapdoor is counterweighted and leads to area 2.

Treasure: The tub weighs a good 300 lbs and is worth a total of 7500 gp, including 25 gems worth an average of 200 gp each.

4. Library


This chamber is 20 ft tall and set into the ceiling is a 15 ft diameter circle of a very shiny, reflective argent surface upon which are inscribed geometric patterns and glyphs.

The room itself is cluttered with massive wooden shelf units, reaching 15 ft tall. The walls of the place are also lined with wooden shelves. All of these are full of tomes, manuals, scrolls, and tablets of every size and style imaginable.

The center of the place contains a large wooden table and several wooden benches. Several oil lamps are set upon the table.

A wooden ladder northwest of the table ascends to a wooden trapdoor in the ceiling. Another trapdoor sits in the floor in the southeast part of the chamber.

Hanging from the ceiling above the table is a wooden circle chandelier supported by an iron chain. Several large candles are set into the wooden circle and burn fitfully.



This room serves as the main library for Vivane and her companions. It is filled mainly with articles looted from various ruins or Scaled One strongholds. The floor here is 3 ft thick.

The trapdoor in the ceiling is unlocked and leads to area 1, while the trapdoor in the floor leads to area 5.

In all, there are spaces for a total of 18 shelved sections of books. Each of these pertains to a specific subject and provides a +2 circumstance bonus to Knowledge checks relating to the subject in question.

Currently, only the following sections are filled. Note that most of these works are written in Slith.

5. Laboratory


This chamber is 20 ft tall.

The room itself is filled with a variety of tables, cabinets, basins, shelves, and benches. The tables are filled with a variety of tools, implements, and equipment. The shelves are filled with a variety of jars, sacks, boxes, vials, flasks, scrolls, etc.

In some areas these items are clearly used in alchemical activities, but other areas contain items useful for various other crafts, including gemcutting and fletching.

Many of the alchemical instruments are of strange construction and some bear obvious Scaled One decorations upon them.

To the west is a 10 ft square area that is comprised of a single flat stone raised about an inch above the floor of the chamber. North of that, a large hearth stands along the wall. Across from the hearth is a large iron cauldron. Next to this are a pair of basins and a couple of large wooden barrels. A falchion and a dark black staff lean against the wall near the barrels.

Leaning against the western wall is a massive tablet of dark grey stone. The tablet is clearly part of some larger construction, as evidenced by the jagged edges as if it had been ripped or chiseled away. The whole is 8 ft tall and 5 ft wide and nearly 6 inches thick and must weigh quite a bit. Inscribed onto the face of the tablet are a series of very complicated lines, circles, and other geometric patterns along with small figures that do not seem to be runes as much as symbols. Next to the stone tablet is a 2 ft wide by 4 ft tall mirror with silvery snakes enrgaved around its edge.

Hanging along the eastern wall is a large silver mirror 2 ft wide by 4 ft tall.

A wooden ladder to the southeast ascends to a wooden trapdoor in the ceiling.

Hanging from the ceiling above the center of the chamber is a wooden circle chandelier supported by an iron chain. Several large candles are set into the wooden circle and burn fitfully.

To the southeast is a strong wooden door set into the curved wall.



This is Vivane's laboratory, which is more properly a series of workplaces that serve as an alchemical laboratory, a magic laboratory, and workplaces for bowyering, gemcutting, and furmaking.

The ceiling here is 3 ft thick.

The facilities here are adequate for crafting magic items, as well as for utilizing the applicable Craft skills mentioned previously.

As a basic alchemical laboratory, using this area provides a +2 circumstance bonus on Craft (alchemy) checks. Similarly, as a basic magic laboratory, using this area provides a +2 circumstance bonus on Spellcraft checks made to determine whether a new spell is viable. Also included here are alchemical devices portable enough to comprise an alchemist's lab from the Player's Handbook.

The workplaces for bowyering, gemcutting, and furmaking do not provide any bonuses to the Craft skill, but are sufficient to negate the -2 penalty for working without proper tools.

The 10 ft square raised stone is reserved for inscribing magic circles.

The tablet is an ancient planar map, pointing to the location of the Bastion of Souls, a planar touchstone related to incarnum located on the Positive Energy Plane. Refer to Magic of Incarnum page 207 for details.

A DC 25 Knowledge (planes) check will determine that the inscriptions are some sort of planar map. A DC 30 Knowledge (planes) check will determine that the map points to a location on the Positive Energy Plane. A DC 35 Knowledge (planes) check can pinpoint the exact spot of the touchstone, allowing the PCs to pursue it should they desire.

Both the mirror hanging on the eastern wall and the snake-themed one leaning next to the stone tablet are suitable foci for a scry spell.

The trapdoor in the ceiling leads to the library (area 4). The strong wooden door to the southeast leads to an underground passageway (area 7).

Secret Doors: A secret door (Search DC 30) has been built into the northeast wall, near the cauldron. It leads to area 6.

Treasure: The mirror on the east wall is worth 1,000 gp and suitable as a focus for a scrying spell. The snake-themed one leaning next to the stone tablet is also worth 1,000 gp and suitable for a scry spell. It was taken from a naga sorceress.

The falchion is a masterwork falchion. The staff is a normal quarterstaff fashioned from the wood of a tree native to the Plane of Shadow.

A platinum hourglass worth 500 gp and suitable as a focus for the ainticipate teleport spell sits on one of the shelves along the north wall.

A thorough search of the room will turn up 2,000 gp in miscellaneous reagents and items usable in the crafting of magic items (treat as a portion of the cost to craft one or more magic items) as well as enough ink and other components to scribe 17 pages of spells into a spellbook.

The containers on the shelves contain a wide variety of alchemical ingredients, including many exotic items (some of which are preserved in wax sealed pots or in preserving liquids and solutions). All items are clearly marked in Azotlan. Found here are:

6. Secret Room


This 10 ft tall chamber contains a large chest, several wooden boxes, several bags.


This chamber is used to store valuables owned by the PCs.

Treasure: The following items are present:

7. Undeground Pasageway


This 10 ft tall passageway ends in the west in a stone door. It continues to the east.


The passageway is hewn stone and connects Vivane's Tower with the Trade Temple basement, Esha's Tower basement, and Zayeef's Tower basement.

Secret Cache

Vivane has had a 10 ft square chamber built into the ground 30 ft beneath the center of the basement of her tower. This chamber is entirely sealed in stone and is devoid of air. When Vivane teleports into the cache she casts a cooling breeze spell to create fresh air within. This air eventually goes stale.

The chamber currently holds the following:

The spells contained within these books are listed on Vivane's character sheet.

Extra Secret Cache

Vivane has had a smaller 5 ft square chamber built into the ground 60 ft belore the Secret Cache (see above). This chamber is entirely sealed in stone and is devoid of air. When Vivane teleports into the cache she casts a cooling breeze spell to create fresh air within. This air eventually goes stale.

Within this chamber is held a talisman of the sphere.

C. Trade Temple Complex

Hazuiacachtli has used most of her funds to construct a small trade temple here. The place is modest, but designed as a starting point for what appears to be some eventually grandiose plans to construct a full Temple to the Twin gods. Currently, the structure is comprised of a small step pyramid upon which the temple is built. Attached to this is a residence for Hazuiancachtli and her paramour Farbera, along with a hostel for visiting merchants and a storage building to store trade goods.

Unless otherwise stated, all rooms are 10 ft tall. Doors are either simple wooden (1 in., 5 hardness, 10 hp, DC 15 break) or strong wooden doors (2 in., 5 hardness, 20 hp, DC 25 break). Windows are glass windows (1/8 in., hardness 1, hp 1) with good shutters (1.5 in. thick, hardness 5, 15 hp) on the inside.

Exterior walls are either of stone masonry (in thick black lines) (1 ft., hardness 8, 90 hp, DC 35 break, DC 15 Climb), or wood (in thick brown lines) (6 in., hardness 5, 60 hp, DC 20 break, DC 21 Climb).

Interior walls are either of stone masonry (in thin black lines) (6 in., hardness 8, 45 hp, DC 28 break, DC 15 Climb), or wood (in thin brown lines) (3 in., hardness 5, 30 hp, DC 18 break, DC 21 Climb).

Roofs are roughly flat, with a small stone or wooden lip (as applicable) of about 3 inches high cut with small drainage holes. Set upon the roof are 15 long spears.

There is a forbiddance (CL 11) cast by Quichtaca upon the temple proper (areas 1, 1a, 1b) and the residence (areas 4-9, including the cellar). The forbiddance is set to damage evil creatures only.

1. Temple to Hunahpu


This structure is comprised of a two-tiered pyramid atop which rests the temple proper. Each tier is 5 ft tall. The pyramid is made of blocks of stone salvaged from the sharn ruins and is black marble with a strange sheen to it. Carved along the sides of each tier are scenes honouring Hunahpu, God of Trade. These bas-reliefs include scenes of merchants pulling hand carts, grand markets where trades are being made, and coins spilling from bags and feathers tied in bundles.

A 10 ft wide set of steps leads up the eastern end of the pyramid to the temple proper, which is made of normal stone and is 10 ft tall. The roof of the temple is flat.

A pair of wooden double doors leads into the temple, and these are adorned with the Azotlan glyph for wealth and prosperity.



The temple doors are strong wooden doors and bear an average iron lock (Open Lock DC 25), the keys for which are in the possession of Hazuiancachtli and the temple acolyte. During daylight hours, the doors are usually unlocked.

Within the main temple chamber, six slender pillars of stone flank a carpeted aisleway that leads to a stone altar. An oil lamp depends from a chain set into the ceiling just before each of the pillars.

The walls of the temple are adorned with carvings of glyphs and runes of worship to Hunahpu along with pictograms telling various stories of the god and his deeds.

The pillars are each carved to symoblize one of the aspects of Hunahpu, and beginning from the left of the entrance and proceeding clockwise are: Trade (with scenes of markets and commerce), Travel (with scenes of tarvellers traversing strange landscapes), Community (with scenes of towns and villages), Portals (with scenes of doors, cave mouths, and strange archways), Wealth (with carvings of coins and ingots and livestock), and Herald (with scenes of warriors defeating bandits and protecting travellers).

The aisleway flanked by the pillars is decorated with a large ochre coloured carpet, upon which dried drops of blood have been sprinkled liberally, partially obscuring the embroidered scenes of roads cutting through swamps and jungles and leading into the sun hanging low on the horizon.

The altar is carved from a single piece of the black marble found in the ruins and shows the God Hunahpu with his left hand outstretched, reaching for his twin brother. In his right hand is held a small sack and resting at his feet is a quarterstaff with a snake skull at its tip. Set upon the altar is an obsidian knife and a large clay bowl that is stained with dried blood. Set nearby are thin cords of hemp pierced with thorns. A small wooden chest, its lid open, rests near the bowl. Behind the altar is a wooden interior wall painted with scenes of the City of Ghostly Feathers and couatls in flight. Flanking the wooden wall are two purple curtains that lead into the private areas of the temple.



The altar has a hallowed (CL 9) spell cast upon it by Hazuiancachtli. Additionally, it has a boon trap placed on it as described below (see Traps).

Traps: A boon trap has been placed on the altar. Anyone touching the altar who bears a special arcane mark known to the PCs will be subject to the trap. Only 1 person may benefit from the trap at a time, and the trap resets every round. Vivane usually inscribes an arcane mark on each PC and cohort monthly.

Cure Serious Wounds CR 4; magic; visual trigger (clairvoyance, read magic); automatic reset; magic effect (cure serious wounds, 5th-level cleric, heals 3d8+5 damage); selective targets (arcane marked creatures); Search DC 28; Disable Device DC 28.

Secret Doors: The altar can be moved aside by depressing a hidden catch on the back side (DC 25 Search check). As the stone is on small rollers, a DC 5 Strength check is required to move the altar, which rolls 5 ft to the north. Other individuals can aid in this check.

Below is a 5 ft square shaft with iron rungs that descends 10 ft to ground level and follows the dotted line indicated on the map as a 5 ft square tunnel. This tunnel divides at a T intersection. The western branch proceeds 25 ft before ending at the secret door leading into the cellar in area 5. The southern branch proceeds down a set of stairs and heads west before ending in a strng wooden door. Thereafter, it links up with similar passages from Vivane's Tower, Esha's Tower, and Zayeef's Tower.

When the altar is closed, it can be opened from below by deploying a similar secret catch (Search DC 25) and rolling away the altar. Because applying force to the altar is more difficult while hanging on a ladder from below, a DC 7 Strength check is required to slide the altar from below and there is no room for others to aid in this check.

1a - This small chamber is a living place for the temple acolyte that tends the place. While Hazuiancachtli is the high priestess of the temple, she is often absent on missions and so the acolyte is on hand to minister to the needs of the temple. The room is plain, with a straw bed and flax linens, a small table/desk and wooden chair, and a wooden chest for storing personal items. Upon the desk is an oil lamp, while under the bed is a clay chamber pot.

Creatures: The current acolyte is Teocuitlatl (tay-oh-cweet-LAH-till), a priestess recommended for service to Farby and Hazuiancachtli by Malinal. She is bright and eager to please the Trade Temple priestess and, thereby, impress Malinal, whom she idolizes.

TEOCUITLATL CR 5
Female Cleric 5 (Hunaphu)
LG Medium humanoid (human)
Init +0; Senses Listen +3, Spot +3
Languages Aztlan, Celestial, Duskling

AC 12, touch 10, flat-footed 12
hp 26 (5 HD)
Fort +6, Ref +2, Will +8

Spd 30 ft (6 squares)
Melee mwk quarterstaff +4 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Special Actions Divine Vigour, turn undead (5/day, +2 bonus)
Combat Gear masterwork quarterstaff, potion of cure light wounds (2) (CL 1), potion of sanctuary (CL 1), wand of shield of faith (CL 1, 13 charges)
Cleric Spells Prepared (CL 5, melee touch +3, ranged touch +3):
3rd - dispel magic, eagle's splendour
(d), prayer
2nd - eagle's splendour, enthrall (DC 15), hold person (DC 15), status
(d)
1st - bless, command, detect evil, message
(d), protection from evil
0 - create water, detect magic, guidance (2), resistance
Domains Community (calm emotions 1/day, +2 Diplomacy), Trade (detect thoughts 1/day for 5 minutes)

Abilities Str 10, Dex 10, Con 12, Int 15, Wis 17, Cha 16
SQ spontaneous healing
Feats Combat Casting, Divine Vigour, Extend Spell
Skills
Concentration +8 (+12 casting defensively), Diplomacy +13, Knowledge (religion) +10, Profession (merchant) +11, Spellcraft +10
Possessions combat gear plus cloak of resistance +1, masterwork potion belt, wooden holy symbol of Hunaphu, leather headband with feathers and jade (75 gp), turquoise and silver brooch (150 gp), spell component pouch, belt pouch, 242 gp, 224 sp, 164 cp

 

 

FEATS:

Divine Vigour (CW p108) - +2 temp hp/lvl and +10 base spd for 1 turn or rebuke attempt, lasts for 1 min/Cha mod.

1b - This small chamber is the vestry of the temple, and consists of an outer dressing chamber and a small 5 ft square closet that can hold temple vestments and other items of worship. There are wooden shelves built into the closet and wooden pegs from which to hang clothing. The closet currently holds 3 barrels of lamp oil.

2. Hostelry


This wooden structure contains ten plain straw beds, each with an open wooden footlocker at its foot. Three oil lamps depend from chains hanging from the ceiling. A simple wooden door stands to the northeast.


This plain quarters is provided by the Hunaphu temple for the rest and leisure of travellers coming to Eixtenizti Fortress. While the lodgings are quite spartan, they are also free to favoured travellers.

The door entering the place is a simple wooden door.

The door to the northeast is also simple wooden door and opens into a plain privy.

3. Storage


Double wooden doors lead into a plain room with dirt floor and rough wooden walls. Crude wooden shelves reach from floor to ceiling along the walls.


This room is used to store the goods brought by traders. The storage is meant only to be temporary, and in no way is the structure intended to be a vault or to keep valuables safe. The strong wooden double doors have a good lock (Open Lock DC 30), with the key in the possession of Hazuiancachtli.

In total, about 2,000 cubic feet of goods can be stored here (this allows for aisleways and easy access).

Treasure: Currently, there are trade goods stored here worth a total of 4,000 gp. Of this, 2,000 gp belongs to Hazuiancahtli and 2,000 gp to Farbera. Also stored here are a leather sack and 150 ft of hemp rope.

4. Dining Hall


This large chamber is dominated by a large wooden table flanked by trestle benches with pair of wooden chairs at the heads. To the east is a large stone hearth and in the northwest corner stands a wooden cabinet and side table. Two oil lamps hang from chains above the dining table.

To the south, stone steps lead up to a landing and then curve to the right to ascend to the upper storey.



The door to the northeast is the front door of the residence and is a strong wooden door with an average iron lock (Open Lock DC 25).

This is the dining chamber and common room of the residence. In a pinch, 14 people can fit around the table, although 10 would be a more comfortable fit.

The cabinet holds plain clay pottery and dishes, along with wooden utensils.

The fireplace contains logs and an iron rack from which to hang a pot. Next to the hearth is a wooden broom and an iron poker. The hearth vents out of a small hole about 8 ft up and the smoke emerges in the space between the wall of the residence and the second teier of the Hunaphu temple.

5. Kitchen and Larder


This room is the kitchen, as evidenced by the brick oven set to the southeast. Wooden counters and shelves line the walls, and various racks hold obsidian and bone utensils, including knives and cleavers. Pottery ware of all sorts are here, empty and set back on the counters or on the shelves, or some filled with spices and other non-perishable foodstuffs. Several brooms and a rack of rags stand in the southwest corner. Two oil lamps hang from the ceiling.


The door to this room is a simple wooden door.

The oven vents out of a small hole in the wall about 8 ft up that emerges in the space between the residence and the second tier of the Hunaphu temple.

This plain kitchen is serviceable to feed up to 15 people if properly manned. As it currently feeds only 3, it is more than adequate.

Nothing in the kitchen is of any great value, and the spices and other foodstuff here are plain and usable for basic fare.

Cellar:

In the floor to the southwest is an obvious wooden trapdoor that leads down a set of wooden steps 10 ft into a room that is identical to the kitchen, but 10 ft below ground. The walls of the cellar larder are earthen, supported by wooden beams across which wooden shelves have been laid, and the floor is also made of wood.

Here are a variety of foodstuffs and containers, including barrels of fresh water from the nearby stream, kegs of beer and mead and casks of wine. Dried meats hang from the rafters and bins of salt, dried fruits, nuts, and wheels of cheeses are also present.

Secret Doors: A secret door has been built into the eastern wall of the cellar (Search DC 25). The door is 5 ft square and leads to a 5 ft square passageway that eventually arrives beneath the altar of the temple of Hunaphu. Refer to area 1 for more information.

6. Living Room


To the south, a set of stone stairs descends to a landing before turning left and proceeding to ground level. The room here is plain, but nicely appointed. Three couches of cerulean blue line the walls, looking over a deep red carpet embroidered with scenes of a massive step pyramid that is surrounded by a ghostly couatl. A small wooden end table sits in the northwest corner, while a small hearth stands along the east wall. Set upon the end table is an oil lamp, a merchant scale, and some small items. Above the end table are mounted some wooden shelves that hold some books, tomes, and scrolls.


None of the furnishings here is of any particular value. The carpet displays a representation of the Hidden Shrine of Tamoachan as it would have looked in its glory days, and the ghostly couatl represents Okoth (a DC 30 Knowledge [history] check will identify the subject of the emroidery, with a -5 penalty to any who are not Azotchtlan or well-versed in Azotchtlan history).

The fireplace vents into a small hole in the wall.

In addition to the merchant scale, the table holds a masterwork artisan tools for the Craft (jewelry) skill and a whetstone.

The books and scrolls are about 25 treatises on dragons (a library worth about 500 gp).

7. Bedchamber


This place is obviously a bedchamber, although the furnishings are rather plain. To the northeast sits a feather bed set on a plain wooden frame with flax linens. Next to this is a set of drawers topped by a polished mirror some 3 ft square. On the dresser rests a clay washbasin, a candle in a plain holder, and flint and steel. Next to the drawers is a plain brass brazier with coals.

To the southwest is a small table and two wooden chairs. The table clearly serves as a makeshift desk, as clay tablets, a stylus, an ink pot, and sheaves of parchment are set upon it.



The door leading into this room from area 6 is a simple wooden door.

Beneath the bed are a pair of clay chamber pots.

The door to the northwest is a simple wooden door and opens into a walk-in closet, where outfits for a man and woman hang. Amongst these are 100 gp worth of men's clothing in the style worn by Onloran humans. Another 50 gp of clothing in the style worn by Onloran female humans is here as well.

8. Bath


Behind a plain mauve curtain is a small chamber dominated by a large wooden tub. Next to the tub is a smaller iron pot with a set of iron tongs nearby. To the east of the tub is a low wooden bench. The walls of the chamber contain small shelves that are sticked with perfumes, unguents, oils, and soaps. Plain looking linens hang from a wooden rack.


The bath is usually empty. When used, a barrel of water is hauled up from the larder in area 5. The iron pot is filled with water and heated in the hearth in area 6 and poured into the tub until it is full of nice, hot water.

Across the hall from the curtain is a simple wooden door that leads to a wooden privy.

Secret Doors: At the end of the short hallway is a secret door (Search DC 30) that leads to the strong room (area 11). The door is locked as described below.

9. Children's Room


This room's walls are decorated with plain, colourful tapestries depicting children cavorting through pastoral settings with bunnies, puppies, and kittens.

There is a set of bunk beds to the northeast and a wooden dresser to the northwest upon which rests a porcelain bowl and a silver mirror.

A small blue carpet is set on the floor and a small brazier sits in the southeast corner.

Shelves along the walls hold various children's toys and momentos.


This chamber is a bedroom of Micthuitz (M, 5 yrs old) and Naomie (F, 4 yrs old), the children of Farbera and Hazuiancatchtli.

The door is a simple wooden door.

The dresser contains the clothing of the children, along with toys and other such items.

10. Secret Entrance

Secret Doors: At the base of the trade temple pyramid is a secret door carved into the stone of the lowest tier, just south of the stairs to the trade temple. The secret door is extremely well crafted (Search DC 30) and leads to a 5 ft wide stone passageway that leads 10 ft to the west before ending in a spiral staircase that winds down 50 ft before entering the Xbalanque Temple (see below).

11. Strong Room

The door to this room is a secret stone door with a very good iron lock (Open Lock DC 35); the key is on Hazuiancachtli's person. It is also warded by a greater glyph of warding (see Traps below).


This plain room contains wooden shelves and a variety of containers, including chests, sacks, boxes, jars, etc.

The walls, floor, door, and ceiling of this room have been lined with lead (to thwart most divinations, especially detect spells) and magically treated by Hazuiancachtli, such that the hardness of each is doubled, as are the hit points. The break DC is increased by 20, and the structure receives a save against spell effect wiith a +8 save bonus.

This chamber is used to store valuables and other special items.

The chamber proper is only on the upper level of the house. The bottom level of this chamber is simply solid stone used for support and is not magically treated or lead lined.

Traps: A greater glyph of warding has been cast on the door. It is set to activate if any Medium sized creature except for Hazuiancachtli or Farbera opens the door or causes any damage to the door or passes through the doorway.

Greater Glyph of Warding (spell) CR 7; spell; spell trigger; no reset; spell effect (sarcophagus of stone, 12th-level cleric, entrapment, DC 20 Reflex save negates); single target; Search DC 31; Disable Device DC 31.

Treasure: The following items are being stored here by Hazuiancachtli (all of which that are not obvious are labelled in Azotlan):

Fire Crystals

Fire crystals are rare mineral structures that have been imbued with the essence of the Elemental Plane of Fire. They are sometimes found on the Elemental Plane of Fire where earth nodes have intruded, and someone on the Elemental Plane of Earth where fire or magma nodes have intruded. On the Material Plane, they are sometimes found deep in volcanoes of other locations where the boundary between the world and the Plane of Fire are weak.

Crystals are usually found imbedded in stone and are fragile. Each crystal can be broken off with only a little effort. Doing so, however will destroy the crystal, releasing the flame in a sharp burst that causes 1d6 points of fire damage in the 5 ft square in which the crystal was broken. If a crystal is broken within this chamber, the flame released will begin to swirl around the three columns. Each time a crystal is broken in this cave, the flame will join the others whirling around the columns, growing larger and larger each time.

For each crystal broken, there is a cumulative 5% chance that the flames will form into a fire elementite swarm. Once a swarm forms, the chance resets to 5%.

If a crystal is carefully removed in whole from the column (via stone shape or pried out with a DC 10 Dexterity check or Craft [stonemasonry] check, a failure means the crystal has been broken), it can be kept and used in a variety of ways:

1. The crystal will illuminate like a candle.

2. The crystals can be thrown or slung and will break on contact, requiring a ranged touch attack to hit its target.

3. The crystal can be used as a material component for any fire spell (including any spell that summons or calls a fire creature) and any such spell cast will be cast at +1 caster level for all purposes. Using the crystal in this manner destroys it utterly.

4. The crystal can be used (and consumed) as a component in the crafting of any wand that causes fire damage and will imbue the wand with an extra charge (so that the wand has 51 charges when created).

The crystals radiate dim magic (of no particular school) and while the two uses may be apparent, the other two require a week of research and experimentation along with a DC 20 Knowledge (arcana) check. However, just a simple examination of about a minute and a DC 25 Knowledge (arcana) check will allow the observer to determine that the crystals may have some possible use in spellcasting or magic item creation and that further research in an arcane lab might reveal these details.

A large wooden chest is here with a good lock (DC 30 Open Lock) full of coins. The key is on Hazuiancatchtli's person. This contains Hazuiancatchtli's stored wealth (refer to her character sheet for a precise amount).

Xbalanque Temple

The Xbalanque Temple is located beneath the Trade Temple (see above). As Xbalanque and Hunaphu are twin gods and closely aligned, it is common to have their temples side by side, usually with a passageway connecting the two. In some locations, the Xbalanque Temple is built beneath the Hunaphu Temple in order to preserve its closeness to the Hunaphu Temple while emphasizing its secretive nature as well. Sometimes, even the worshippers at the Trade Temples are not even aware that a Temple of Secrets resides beneath their feet.

The Xbalanque Temple is run by Tlilpotonqui, cohort of Joshua Lazarus. It is carved out of the hewn stone bedrock of the hill upon which the fortress is set, and unless otherwise indicated, all walls are of hewn stone, smoothly carved out of the earth using traditional methods as well as stone shape spells. As befits a god of shadows and secrets, light is not prevalent here. Most places are dimly lit in shadowy light conditions, as indicated in the description of each area.

Almost all doors in the temple are secret stone doors (Search DC 25, hardness 8, 60 hp, break DC 28). Normal doors are simple wooden doors (hardness 5, 10 hp).

Entrance into the temple is by means of a spiral staircase that descends from a secret passage built into the first tier of the Trade Temple above. The floor of the main temple is 50 ft below ground level. The living quarters are 40 ft below ground level. Unless indicated, all passages and chambers are 10 ft tall.

A forbiddance spell (CL 12) wards the entirely of the temple complex, from the top of the stairway leading down into area 1 and including all of the locations shown on the map below. The forbiddance is set to allow safe passage by anyone who utters the proper password. The password is known to the PCs and their favoured cohorts. Any other creature of any alignment who tries to breach the forbiddance will be subject to its full effects. Good aligned creatures take no damage. Neutral creatures suffer 6d6 damage, and evil creatures suffer 12d6 damage.

1. Temple of Secrets


This large chamber is shaped like an inverted step pyramid. Each tier is 5 ft tall and descends towards the center of the place. A spiral stone staircase, open to the room, winds around a stout stone column to the southeast, landing in the corner of the lower tier of the place. All of the walls of these tiers are carved with stylized handholds that allow easy ascent and descent between the tiers (equivalent to climbing a ladder). The flat ceiling is 10 ft above the topmost tier.

The uppermost tier contains two dark grey tapestries hanging from wooden rods along the east and west walls. Each tapestry is 30 ft wide and 9 ft tall and is embroidered in silver thread with a circular design of a coyote chasing its tail with a raven in the center. Along the north and south walls of the upper tier are ten man-sized statues, each one the image of a human figure. Set into a small niche above each figure is a small, lit oil lamp of clay that casts flickering shadows along the top tier. The statuary figures seem fairly ordinary, and include as follows:

North wall (from east to west):

  • A man in a hood whose face is obscured and who welds a dagger in his right hand
  • A beautiful woman in a feathered robe holding a folded fan in her left hand
  • A child in rags holding out a hand as if begging
  • An old man leaning on a walking stick, his back bent with age
  • A young warrior whirling a sling above his head

South wall (from east to west):

  • An elderly matron pointing a stick or wand with one hand and holding a scroll with her other
  • A warrior in feathered snakehide armour wielding a klanth and wearing a feathered headband
  • A portly man holding a large sack before him in both hands
  • An upright man in a very stoic pose with eyes closed, as if dead or sleeping upright, but with the left eye slightly open
  • A middle aged man with arms forward, palms up as if in greeting, a strange smirk on his face

The middle tier is empty.

The lower tier contains a 15 ft by 20 ft curtained area warded by deep black curtains hung from silver rods that depend from slender stone pillars that ascend all the way to the ceiling 20 ft overhead. The curtains are unadorned.



The statues along the north and south walls represent various well known guises of Xbalanque in some of the more popular tales of the god. The warrior in snakehide armour is a spellthief, which a DC 15 Knowledge (history) check will reveal.

The curtained area is actually divided into two sections, each 10 ft by 15 ft. The easternmost area is apparently empty, other than small clay oil lamps hanging from chains on the pillars, but actually contains a trap (see Traps below). The westernmost area is the holy sanctum of Xbalanque and contains a grey stone altar to the God of Secrets. The altar contains an obsidian bowl for capture of manatlan, and several silver razors rest nearby for supplicants to use. There are no oil lamps in this prtion of the chamber.

The entire temple area is affected by a hallow spell (CL 12). In addition to the normal effects, Tlilpotonqui has fixed a darkness spell to the site, and designated that the effect would apply only to evil creatures. Thus, any evil creatures invading the temple will normally suffer a 20% miss chance, while temple defenders will be unhindered.

Traps: The easternmost curtained section contains a 5 ft square pit trap. The trap is 40 ft deep and leads to a prison (see Prison below). The trap is operated by a stone switch built into the southwest pillar in this curtained area (Search DC 20). The switch has 2 positions. The upper position locks the pit trap so that it can be stepped on without triggering it. In this position, the stone top of the pit is treated as a stone door with a bar lock (break DC 28). The lower position activates the trap so that if someone steps on the pit (or is already standing on it) the trap door will spring open, dumping them into the pit.

Pit Trap CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable Device DC 20.

The wall behind the center of the eastern tapestry on the upper tier contains a symbol of fear (CL 12). This symbol is set to activate whenever anyone who does not utter the password looks at the rune. Tlilpotonqui knows the password. Additionally, he has attuned himself and Joshua to the symbol, so that they cannot be harmed by it.

Symbol of Fear CR 7; spell; spell trigger; no reset; spell effect (symbol of fear, 12th-level cleric, panic for 12 rounds, DC 20 Will save negates); multiple targets (all targets within 60 ft); Search DC 31; Disable Device DC 31.

Secret Doors: Along the western wall, behind the tapestry on the top tier, are two secret doors that lead to the living areas of the temple.

2. Main Hall


This hallway is lit by an oil lamp set into a niche in each of the alcoves leading east from this north-south hallway. In the middle of the east wall is a wooden wall with a wooden door set into it.


The oil lamps are set next to the secret doors leading to area 1 (see Secret Doors below). Those navigating the living area without a light source or ability to see in the dark commonly take one of the oil lamps with them as they travel.

The wooden wall covers a privy and bath area, one separated from the other by a dark velvet curtain. The bath area contains a shelf with soaps, unguents, and combs. There is a small niche under the bath that can hold hot coals to warm water. The bath is usually filled using create water orisons.

Secret Doors: There are two secret doors at the end of the eastrn alcoves that lead to area 1. Four additional secret doors are set along the western wall of the hallway and lead to areas 3-6.

3. High Priest's Chamber


This chamber is lit by a bronze brazier set along the south wall between a comfortable but plain bed and a wooden closet. Along the east wall is a large wooden chest and a wooden dresser with a silver mirror hanging on the wall above it. To the northeast is a table and chair.


This is the bedchamber of Tlilptonqui.

The chest is locked (Open Lock DC 25, key on Tlilpotonqui) and contains personal items. The dresser contains clothing and personal effects, and a wooden wash basin sits atop it.

The closet contains various priestly vestments and travelling outfits, none of which are particulary fancy.

Secret Doors: The secret door to the northeast leads to the hallway (area 2).

4. Joshua's Chamber


This chamber is lit by a bronze brazier set along the west wall between a comfortable but plain bed and a wooden table and chair. To the southeast is a closet. Along the north wall is a large wooden chest and a wooden dresser with a silver mirror hanging on the wall above it. Along the south wall is a stone shrine.


This is the bedchamber of Joshua Lazarus.

The chest is unlocked and contains personal items. The dresser contains clothing and personal effects, and a wooden wash basin sits atop it.

The closet contains various priestly vestments and travelling outfits, none of which are particulary fancy.

The stone shrine is to the Mordant "All God" that Joshua worships. A DC 25 Knowledge (religion) check will reveal to whom the shrine is dedicated. Natives to Sazhansiir suffer a -10 penalty to this check, due to their unfamiliarity with Mordantism.

Secret Doors: The secret door to the east leads to the hallway (area 2).

5. False Hallway


This hallway is empty. At the western end of the hall a secret door stands slightly ajar.


The slightly opened "secret door" to the west is actually a false stone door designed to look like a secret door left open just a crack.

Traps: If the false door at the western end of the hallway is approached to within 10 ft, it will set off a greater glyph of warding blade barrier trap. The glyph is inscribed on the face of the false secret door. The blade barrier runs the entire length of the hall, and from floor to ceiling. Anyone who saves against the effect will be squeezing on one side or the other of the spell effect, but must make another save if moving along the hallway. The glyph can be bypassed by anyone who utters the proper password. Only Tlilpotonqui knows the password.

Greater Glyph of Warding (spell) CR 7; spell; spell trigger; no reset; spell effect (blade barrier, 12th-level cleric, 12d6 damage, DC 20 Reflex save half damage); multiple targets (all targets within hallway); Search DC 31; Disable Device DC 31.

Secret Doors: The secret door to the east leads to the hallway (area 2).

6. Common Chamber


Stone steps lead down 10 ft to this chamber, which is lit by two bronze braziers set along the south wall. The place is dominated by a large wooden table and two wooden benches. Several wooden cups and clay pots and plates are set on the table.


This chamber serves as a common chamber, a meeting place, and a place of repast for the temple. While there are no kitchens or larders here, the priest often takes his food and drink from the stronghold above and retires here to eat.

Secret Doors: The secret door to the east at the top of the stairs leads to the hallway (area 2). Another secret door to the south leads to the storeroom (area 7).

7. Vault


This chamber contains stone shelves along the walls. Bags and boxes are set on the shelves or floor near them. For the most part, however, the place is barren.


The inner wall of this chamber is lined with lead, thus foiling most detect spells and similar divinations.

This room currently serves as the vault and storeroom for the temple, and contains mundane supplies, including oil for the lamps, flint and steel, jars of grease, at least 150 ft of hempen rope, and some easily preserved foodstuffs such as nuts and dried fruits.

Also present are two sets of masterwork manacles (hardness 10, 10 hp, break DC 28, Escape Artist DC 35) with good locks (Open Lock DC 30).

On the floor of the chamber are six wooden chests. Each has a good lock (Open Lock DC 30) and each is currently empty.

The keys to the chests and manacles are on the person of Tlilpotonqui.

Prison

Every Xbalanque temple has a prison called the oubliette. It is always a pit at the bottom of which is a cell. Usually prisoners are lowered down the pit on a rope, but sometimes they are tossed down or even lured atop the pit. This oubliette is under the main temple (area 1) and is accessed by way of a 5 ft shaft under a concealed trap door in the curtained area of the temple. The shaft is 30 ft deep before ending in a 10 ft square chamber of stone with no other exits beyond the shaft above. The walls of the shaft are regularly greased with animal fat and as such the Climb DC is 25 if the climber can reach both sides of the shaft. If the climber is too short to reach both sides, but can use the corner of the shaft to climb, the DC is 30. If the grease is somehow removed or negated, the Climb DCs are 20 and 25 respectively.

Within the prison is a straw pallet, a wooden bucket for waste, and another for water. There are no light sources.

D. Guards Tower

This tower serves as a living quarters for the head of the stronghold guard with a barracks on the ground floor. The tower is 20 ft tall and 20 ft square with a large basement.

Unless stated otherwise, ceilings are 10 ft tall. Doors are simple wooden (1 in., 5 hardness, 10 hp, DC 15 break).

Exterior walls of the tower are of the same stone as the original walls of the place. There are no seams or joints where individual stones might have been set or mortared together, and the stone itself is of a strange smooth marble-like texture that is black but has a weird sheen to it. This stone has a hardness of 12 (making it stronger than iron).

The walls of area 3 are hewn stone.

Walls of the outbuildings are wood (in thin brown lines) (3 in., hardness 5, 30 hp, DC 18 break, DC 21 Climb).

1. Barracks


The double doors to this chamber are of stout wood reinforced with iron bands. Within the chamber, a set of stone stairs climbs the northeast wall and ascends to the upper level.

Five plain bunk beds are set around the place, with a pair of footlockers at the side of each. Flanking the double doors are a weapon rack and a shield rack.

Several oil lamps are set into iron cressets around the place.



The double doors are strong wooden doors (2 in., hardness 5, 20 hp, DC 23/25 Break) that can be barred from the inside and have a key lock set into them (Open Lock DC 30). The key to open the doors is on the person of Uetamachitl.

The footlockers also have locks (Open Lock DC 25) and contain personal effects of the soldiers here. Each soldier has a key to the locker.

There are two outbuildings attached to this room. The northernmost is a simple wooden privy. The southernmost is a set of wooden stairs that descend to the basement (area 3). The door to these stairs is a strong wooden door and is locked (Open Lock DC 25), with the key on the person of Uetamachitl.

Creatures: 5 stronghold archers (Zayeef) (M and F, NG, Ranger 1) and 5 stronghold soldiers (Farbera) (M, N, Fighter 1) dwell here. These are always on duty and rotate from the main body of soldiers and archers in the barracks buildings (see areas L and M below).

2. Bedroom


Stairs along the northeast wall of this 10 ft tall chamber descend to the lower level. Within the room is a plain bed, two wooden dressers (the one next to the bed with a mirror hanging on the wall above it), and a small table with a wooden bench and chair next to it. On the table is an oil lamp.

Along the southwest wall is a small hearth, and to the east is a wooden door that leads to a small closet. A weapon rack stands against the wall at the top of the stairs.



The closet contains Uetamachitl's clothing and personal effects.

Creatures: Uetamachitl, the commander of the stronghold garrison, dwells here.

UETAMACHITL CR 5
Miniatures Handbook page 11
Male Marshal 5
CG Medium humanoid (human)
Init +2; Senses Listen +2, Spot +2
Auras resilient troops (60 ft, +1 to all saves), motivate wisdom (60 ft, +3 to Will saves)
Languages Aztlan

AC 17, touch 12, flat-footed 15
hp 33 (5 HD)
Fort +6, Ref +3, Will +6

Spd 30 ft (6 squares)
Melee mwk spear +6 (1d6+2)
Ranged javelin +5 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Atk Options Power Attack
Special Actions Combat Reflexes, grant move action 1/day
Combat Gear masterwork spear, javelins (6), potions of cure moderate wounds (3) (CL 3), potion of bull's strength (CL 3)
Auras Known:
Major - motivate urgency +1, resilient troops +1
Minor - motivate wisdom +3, over the top +3, watchful eye +3

Abilities Str 14, Dex 14, Con 15, Int 11, Wis 14, Cha 17
Feats Combat Reflexes, Power Attack, Skill Focus (diplomacy), Skill Focus (profession [siege engineer])
Skills
Bluff +8, Diplomacy +12, Intimidate +7, Knowledge (nobility) +5, Profession (siege engineer) +9, Sense Motive +8
Possessions combat gear plus masterwork studded leather armour, heavy wooden shield, potion belt, belt pouch, keys to the doors of his guards tower, 72 gp, 134 sp, 116 cp

 

 

AURAS:

motivate urgency - increase land speed by 15 ft x bonus

motivate wisdom - bonus to Wisdom checks and Wisdom-based skill checks

resilient troops - bonus on all saves

over the top - bonus on damage for charge attacks

watchful eye - bonus on Reflex saves

3. Basement Storeroom


Wooden steps lead down into this large basement. Shelving units line some of the walls, as well as various barrels and boxes. A folded tepee lies set against one wall. Along the southeast wall is a strong wooden door.


The tepee is a standard type used to house travellers on the road.

The strong wooden door leads to a 10 ft tall passageway that proceeds southeast and descends 30 ft via stone stairs before eventually linking up with similar passageways from Vivane's Tower, the Trade Temple, and Zayeef's Tower.

Treasure: Amongst the boxes can be found 10 suits of leather armour and 10 wands of cure light wounds (CL 1).

E. Warlock Tower

Zayeef has had this tower built using the rubble and stones from the stronghold ruins. It now serves as the quarters for his warlock followers.

Unless stated otherwise, ceilings are 10 ft tall. Doors are simple wooden (1 in., 5 hardness, 10 hp, DC 15 break).

Exterior walls of the tower are of the same stone as the original walls of the place. This stone has a hardness of 12 (making it stronger than iron).

The walls of area 3 are hewn stone.

Interior walls are wooden (in thin brown lines) (3 in., hardness 5, 30 hp, DC 18 break, DC 21 Climb).

1. Common Chamber


Double doors allow ingress into this chamber from the north. Within, a wide hearth stands long the western wall, flanked by a wooden closet to the north and a wooden privy to the south. The center of the place contains a large wooden table flanked by two benches and two wooden chairs.

In the northeast corner is a wooden trapdoor set into the floor.

To the southeast, stone stairs ascend to the upper level.



The double doors are strong wooden doors (2 in., hardness 5, 20 hp, DC 23/25 Break) that can be barred from the inside and have a key lock set into them (Open Lock DC 25).

The closet contains pegs from which to hang cloaks.

The trapdoor leads down to the basement (area 3).

2. Adept Bedrooms

The stairs from the Common Chamber (area 1) lead up to a small hallway/entry area. In the southwest corner of this area is a privy. Two doors along the north wall open into two bedrooms.

The westernmost bedroom is the suite of 2 adepts.


A door to the south opens onto this bedroom, which contains a wide hearth along the western wall. In the northwest corner is a walk-in closet, and opposite that sits a large, plain wooden bunk bed with a small nightstand set next to it. On the nightstand rests a washbasin.

Along south and east walls are wooden dressers, with the southern one having a mirror hanging on the wall above it. A small table and bench sit in the center of the chamber.



The dressers contain numdane clothing and personal articles. The closet also contains mundane clothing as well as an explorer's outfit and a noble's outfit, both in the style worn in Onlor.

The easternmost bedroom belongs to a single adept.


A door to the south opens onto this bedroom. In the northeast corner sits a large, plain wooden bed with a small nightstand set next to it. On the nightstand is a washbasin.

Along the south wall is a wooden dresser, while a small wooden bench rests against the western wall.



The dresser contains mundane personal effects and clothing belonging to the adept.

Creatures: These quarters belong to warlock adepts who hope to one day become enlightened spirits.

WARLOCK HOPEFUL ADEPTS (3) CR 3
Complete Arcane page 5
Male and Female Warlock 3
CG Medium human (humanoid)
Init +2; Senses Listen +0, Spot +0
Languages Aztlan

AC 14, touch 12, flat-footed 12; Miss 20% (ranged only)
hp 11 (3 HD); DR 1/cold iron
Fort +1, Ref +3, Will +3

Spd 30 ft (4 squares)
Melee dagger +2 (1d4)
Ranged eldritch blast +5 (2d6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Atk Options Point Blank Shot, Precise Shot
Special Actions detect magic
Combat Gear obsidian dagger, potions of cure light wounds (3) (CL 1)
Invocations Known (CL 3, melee touch +2, ranged touch +4):
Least - eldritch spear, entropic warding

Abilities Str 10, Dex 14, Con 10, Int 11, Wis 10, Cha 14
Feats Point Blank Shot, Precise Shot, Weapon Focus (ranged spells)
Skills
Concentration +6, Knowledge (planes) +6, Use Magic Device +8
Possessions combat gear plus leather amour, belt pouch, potion belt, 24 gp, 62 sp, 112 cp.
 

3. Basement


This room contains five plain beds, each with a footlocker adjacent to it.

To the northwest, a green curtain screens a set of 3 wooden privies.

There is a stout wooden door to the north.



The wooden door is a strong wooden door (2 in., hardness 5, 20 hp, DC 23/25 Break) that can be barred from the inside and has a key lock set into it (Open Lock DC 25). The key is on the person of the adepts. The passageway beyond the door leads to the underground tunnels that connect this tower with Esha's Tower, Vivane's Tower, and the Trade Temple.

The footlockers are unlocked and contain mundane personal effects.

Creatures: Five novice warlocks dwell here.

WARLOCK HOPEFUL NOVICES (5) CR 2
Complete Arcane page 5
Male and Female Warlock 2
CG Medium human (humanoid)
Init +2; Senses Listen +0, Spot +0
Languages Aztlan

AC 14, touch 12, flat-footed 12; Miss 20% (ranged only)
hp 7 (2 HD)
Fort +0, Ref +2, Will +3

Spd 30 ft (4 squares)
Melee dagger +1 (1d4)
Ranged eldritch blast +3 (2d6)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Atk Options Point Blank Shot, Precise Shot
Special Actions detect magic
Combat Gear obsidian dagger, potion of cure light wounds (CL 1)
Invocations Known (CL 2, melee touch +1, ranged touch +3):
Least - eldritch spear, entropic warding

Abilities Str 10, Dex 14, Con 10, Int 11, Wis 10, Cha 14
Feats Point Blank Shot, Precise Shot
Skills
Concentration +5, Knowledge (planes) +5, Use Magic Device +7
Possessions combat gear plus leather amour, belt pouch, 14 gp, 37 sp, 16 cp.
 

F. Patch of Earth


There is a roughly 80 ft diameter patch of packed soft earth here. A gravel pathway leads from the east to the gate to the west.


The patch of earth is 30 ft deep and represents an area of the ancient ruins that collapsed into a cellar during the PCs' initial exploration of the area. Farby later cleared away the rubble and used magic to fill the place with packed earth in order to fill the hole and to provide a place of comfort for his awakened trees to stand guard duty near the fortress gates.

G. Kithmal's Dwelling

Unless stated otherwise, ceilings are 10 ft tall. Doors are simple wooden (1 in., 5 hardness, 10 hp, DC 15 break).

Exterior walls of the tower are of the same stone as the original walls of the place. This stone has a hardness of 12 (making it stronger than iron).

Interior walls are wooden (in thin brown lines) (3 in., hardness 5, 30 hp, DC 18 break, DC 21 Climb).

Windows (marked by a pair of lines) are covered in glass (1 hardness, 1 hp) and are 2 ft wide by 3 ft tall.

1. Courtyard


An 8 ft tall wrought iron fence separates the eastern end of this courtyard from the rest of the stronghold. The fence's bars are decorated in the shape of vaguely humanoid nude figures in various contemplative poses.

A double iron gate pierces the fence at its center, these being unadorned except for a small barred window at face level.

Within is a courtyard made of crafted stone bricks of various hues cut to form interesting patterns when viewed from above.

Two stone benches sit to the north and south where windows overlook the courtyard from the building's two flanking wings.

To the west, a single wooden door leads into the structure proper.


The iron gates are barrable from the inside (hardness 10, 60 hp, break DC 28 when barred).

The wooden door into the structure is a strong wooden door (2 in., hardness 5, 20 hp, DC 23/25 Break) that can be barred from the inside and has a key lock set into it (Open Lock DC 25). The key to the door is on Kithmal.

2. Dining Hall


The central portion of the ground floor of the structure is filled by this common chamber, which is dominated by a large wooden table and the chairs and benches that surround it. To the south is a stone hearth and to the north and west stone stairs ascend to the upper floor. The walls of the place are decorated with simple tapestries of various colours decorated with geometric patterns embroidered in silver-coloured thread.


Kithmal dines in this chamber, particularly when he has guests to entertain.

3. Office/Study


This small chamber contains a wooden desk and chair, a small table holding various mundane writing implements and sheaves of parchment, and several shelves. The shelves hold various tomes as well as scrolls bound in colorful ribbons.

Along the central wall of the place, a stone ramp descends into the floor.



This office is where Kithmal conducts his business dealings and records his various contracts and agreements. The tomes and scrolls on the shelves hold Kithmal's detailed and voluminous records of his activities, for the githzerai has a tendency to note every event he undertakes or witnesses down to the most minute details. Also present are signed copies of all of the various contracts and agreement he has entered into.

4. Bath Chamber


This chamber holds a large wooden tub that contains a space below it for the placement of hot coals in order to warm bathwater. Along the east wall of the place is a long, low wooden bench for changing and relaxing, and linens and bottles of unguents sit nearby.

A grey curtain to the north separates two wooden commodes from the rest of the place.


5. Kitchen


This kitchen area contains two hearths to the west. One is a true hearth venting into a chimney that rises up to the next storey. The other is a true oven that connects to the hearth's flue. A sturdy wooden table occupies the center of the chamber, this littered with cooking implements. Several shelving units hang from the walls, these holding dishes and mugs as well as boxes and bags of spices, seasonings, and herbs of all sorts.

Two wooden doors lead to pantries, the larger one holding crates, sacks, and barrels of foodstuffs. The smaller one contains a wine rack and holds various wines and other alcoholic delights.


6. Training Area


This area is clearly a training room of some sort. While a hearth is set against the south wall, the rest of the place contains a variety of practice dummies, some of wood and others of iron and comprised of various shapes, including humanoid, bipedal, winged humanoid, serpentine, etc. The dummies all bear markings painted onto them that seem to indicate targetted areas, and all of the dummies bear a surprising variety of scarring, including slices, smash marks, burns, acid scouring, splintering, etc. It is clear that a variety of potentially lethal forms of damage dealing have been visited upon these hapless implements.

To the east is a wooden rack that can hold weapons, staves, and even a smaller rack for wands or dorjes.

The the west, stone stairs descend to the lower level.

The floor of the place is also scarred and marked, and below these are various carved lines and shapes that may indicate range markings.


7. Master Bedroom


The northern wing of the second floor is given over to Kithmal's bedroom.

Along the south wall is a pain bed and a wooden chest. In the center of the place is a wooden table and a plain wooden bench. The table holds a variety of mundane personal items.

Along the west wall are two wooden dressers, while a single wooden bench sits at the north wall beneath a large metal mirror.

The east wall contains a single window, flanked by two wooden doors.



The chest at the foot of the bed is locked (Open Lock DC 25), with the key on Kithmal. It contains personal items, but nothing of value.

The two dressers contain clothing and personal effects.

The doors to the east lead to a closet holding various garments and to a wooden commode that also contains a wash basin and towels.

Amongst the clothing in the dressers and closet are a cold weather outfit and a nobles outfit of the style worn in Onlor.

8. Library


Also used as a meeting chamber, this place contains a table and four wooden chairs. A small hearth sits in the western wall, while shelves line the other walls. To the east, a set of stone stairs rises to the next level.


The shelves hold maps and various reference books and works collected by Kithmal during his travels.

9. Roof Sand Garden

The roof of the structure is accessed by means of a set of stone stairs to the south that descend to the second level of the structure. The stairs are covered, and a strong wooden door wards access (2 in., hardness 5, 20 hp, DC 23/25 Break). The door can be barred from the inside and has a key lock set into it (Open Lock DC 25). The key to the door is on Kithmal.


The roof of the place is bounded by a 2 ft tall stone lip, but is otherwise open to the sky. In the center of each of the three wings of the structure, a sand garden has been cultivated. Each sand garden consists of fine sand set into a 3 inch shape carved into the stone roof. Strangely shaped stone carvings, none resembling any actual creature or object but seemingly having various subtle patterns and shapes integrated into them, sprout from the sand, rising as high as 8 ft into the air. Set next to each sand garden is a wooden rake.


These sand gardens provide meditation and contemplatin for Kithmal, who can often be found on the roof staring at a given set of rock carvings while sitting in the sand amidst strange whorls made in the sand by a rake. During rainy days, the entire place can become a morass of mud, but the sand dries out quickly and drainage has been built into the rooftop so that water flows over the side of the building.

Secret Doors: Near the center of the northernmost garden, a larger depression has been cut into the roof. Into this depression has been set a chest (see Treasure below). The chest is then covered with sand and requires a DC 20 Search check by someone probing the sand in order to locate it. If all of the sand is removed, the chest can be found easily.

Treasure: The chest hidden beneath the sand is lead-lined, concealing its contents from many divination spells. Within is Kithmal's treasure, as indicated on his character sheet.

10. Brewery


The northern wing of the basement contains a stone ramp that ascends to the ground floor. Set around the ramp are a table and bench with several wooden mugs set upon it, and another small table holding a variety of brewing tools. The rest of the place holds a set of large wooden barrels and two open wooden bins.

Shoved into a pile near the ramp is a meager fur pallet and some personal effects.



Creatures:
This area is used and lived in by the brewer Rizamnuul, a young adult who was an apprentice to a brewer in Fezen lands. His knowledge of his master's secret breweing recipes caused him to keep Rizamnuul in apprenticeship well past his time to ascend to a brewer. Realizing he would never be set free by his master, Rizamnuul took the recipes and fled, eventually coming to the stronghold initially as a hireling of Kithmal, but later gravitating to Zayeef. He still, however, brews in Kithmal's basement brewery.

RIZAMNUUL CR 1
Male Expert 2
N Medium human (humanoid)
Init +0; Senses Listen +5, Spot +5
Languages Aztlan

AC 10, touch 10, flat-footed 10
hp 11 (2 HD)
Fort +3, Ref +1, Will +3

Spd 30 ft (4 squares)
Melee club +2 (1d6+1)
Ranged club +0 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Combat Gear club

Abilities Str 12, Dex 10, Con 14, Int 12, Wis 12, Cha 10
Feats Alertness, Skill Focus (craft [brewer])
Skills
Appraise +6, Craft (brewer) +9, Craft (barrelmaker) +6, Diplomacy +5, Gather Information +4, Knowledge (nature) +4, Listen +5, Search +6, Sense Motive +6, Spot +5
Possessions combat gear plus belt pouch, brewing recipes, 26 gp, 77 sp, 123 cp
 

11. Basement Work Area


The central wing of the basement holds a work area. Two work tables hold mundane tools like hammers, nails, wooden vices, etc. Also present are several round tubs of water and a wooden bin holding firewood and coal for the hearths.


12. Storage

The southern wing of the basement has its walls covered by wooden storage shelves, which reach from floor to ceiling.


The shelving holds various mundane supplies used around the structure (i.e. lamp oil, tools, cloth, etc.).

13. Hidden Chamber

This 17.5 ft by 10 ft chamber is completely cut off from the rest of the structure and its floor is 20 ft below the level of the basement. The ceiling is 10 ft tall. The chamber is essentially and airtight underground chamber used by Kithmal to dimension door into and out of in order to store very valuable items or possibly as a place of refuge. The air within his stale and unbreathable and anyone entering would have to hold his breath.


This bare chamber contains a single large chest in the center of the place.


The chest is lead-lined and unlocked.

Treasure: The chest contains a potion of cure serious wounds (CL 5)

H. Houses

These plain houses are roughly 10 ft square and built of glazed, hardened clay bricks supplemented with wooden beams (1 ft thick, hardness 7, 75 hp, break DC 30, climb DC 20). The structures are two stories tall (about 15 ft), although only the ground floor has windows, which are 2 ft square holes covered by wooden shutters. Doors are simple wooden doors (hardness 5, 10 hp, break DC 15) with wooden latches.

Furnishings within are usually quite simple and crude, including stools, wooden tables, a stone hearth, and a loft with several straw pallets separated by leather hangings. Woven mats serve as flooring.

Each house provides residence for a family usually, though some house unrelated occupants who have chosen to dwell together for convenience or romantic reasons.

Current residents of these dwellings include:

Tenamcotiz (Farbera) (M, N, Expert 6)
Klazatla (Farbera) (F, NG, Truenamer 4)
Nicpia and Quipia (Farbera) (M, N, Fighter 3)
Quezticol (Farbera) (M, LN, Cleric [truth] 3)
Razif-lin (Zayeef) (M, CG, Warlock 6)
Fezzrimbin (Zayeef) (M, CN, Binder 5)
Wazatch (Zayeef) (M, CN, Fighter 3)
Azifzar (Zayeef) (M, N, Commoner 3)
Aychaque (Farbera) (F, N, Karsite Binder 1)
Panaphue (Farbera) (M, LN, Expert 2)
67 Fezen Peasants (Zayeef) (M and F, N, Commoner 1) plus 34 children
60 Azotchtlan Peasants (Farbera) (M and F, N, Commoner 1) plus 22 children

Therefore, there are roughly 3 adults per house.

I. "Smithy"

The Fezen and Azotchtla do not have smithies, but this structure, which is basically a house (see H above) with a 10 ft square wooden work area attached to it, serves as a crafting area and shop for Zarimtam (Zayeef) (M, LN, Expert 4), who crafts armour, weapons, bows and arrows, and other mundane items of leather and wood. He is especially skillful in crafting obsidian melee weapons and leather and padded armour.

J. Sages

This building is effectively a larger version of a house (see H above). It is the residence of Manalkuln (Farbera) (M, LN, Cleric [knowledge] 4) and Irzmarim (Zayeef) (F, LN, Expert 4), who, despite whisperings, are not romantically involved. But as both are budding sages interested in collected knowledge, it made logical sense for them to pool their resources. The larger structure is used to house the many tablets and vellum scrolls referenced by the two, though in no way does this "library" rival those of Vivane or Kithmal.

A portion of the place is given over to scribing desks and stores of vellum, parchment, and clay tablets.

K. Gathering Place

Effectively a tavern, this place is not really run by any one person. The place is made of hardened clay bricks and wooden beams (1 ft thick, hardness 7, 75 hp, break DC 30, climb DC 20) and is a single storey, albeit 15 ft tall. Access is via an opening covered by a linen curtain. There are no windows. Within are two stone hearths and many wooden tables and stools, along with a dugout cellar holding roots, foodstores, and barrels and bladders of potent drinks.

While no one owns this tavern, it does have two residents who have taken to running it. The first is Quitlapichullia (Farbera) (F, CN, Expert 3) who serves as a bard and performer at the place. She shares the room at night with Astlizantli (Farbera) (F, N, Expert 3) who uses the tavern to find paying companions.

Sometimes, Cuauhtlamazatl spends the night within as well, assuming she has not proven too annoying to the older women (Farbera) (F, CN, Commoner 2).

L. Soldiers' Barracks

This clay brick building (1 ft thick, hardness 7, 75 hp, break DC 30, climb DC 20) is formed of two tiers, the first being 50 ft by 20 ft and 10 ft tall, and the second atop the first being 40 ft by 10 ft and 10 ft tall. The two tiers form a squat pyramid. Both tiers have windows cut into them and covered by wooden shades, and a simple wooden door (hardness 5, 10 hp, break DC 15) with a wooden latch allows access from the ground.

The building houses 25 stronghold soldiers (Farbera) (M, N, Fighter 1), and 4 elite soldiers (Farbera) (M, N, Fighter 2) which are led by Uetamachitl (Farbera) (M, CG, Marshal 5). The lower tier contains living and sleeping quarters for the soldiers, while the upper tier, separated by a wooden floor and accessed by wooden ladder, contains the stores of the garrrison and the quarters of the elite soldiers. Included here are 25 sunrods.

M. Archers' Barracks

This clay brick building (1 ft thick, hardness 7, 75 hp, break DC 30, climb DC 20) is formed of two tiers, the first being 40 ft by 20 ft and 10 ft tall, and the second atop the first being 30 ft by 10 ft and 10 ft tall. The two tiers form a squat pyramid. Both tiers have windows cut into them and covered by wooden shades, and a simple wooden door (hardness 5, 10 hp, break DC 15) with a wooden latch allows access from the ground.

The building houses 27 stronghold archers (Zayeef) (M and F, NG, Ranger 1), and 6 stronghold expert archers (Zayeef) (M and F, NG, Ranger 2), which are led by Hazirtuum (Zayeef) (M, NG, Ranger 4). The lower tier contains living and sleeping quarters for the regular archers, while the upper tier, separated by a wooden floor and accessed by wooden ladder, contains the stores of the garrrison and the quarters of the expert archers and Hazirtuum. Included here are 25 sunrods.

 

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