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Summary:
The PCs have spent months in Xicalanca learning the Azotchtlan ways. They are close to departing for lands unknown when they receive an urgent message informing them that an attempt is to be made on their lives by the Sun Temple. The PCs follow a Hanahpu priest into the sewers below the temple in order to meet up with the High Priest of Xbalanque and flee the city unseen, but the whole thing is a trap set up by a coven of yuan-ti tasked with capturing one or more PCs.
Assumptions:
The PCs are comprised of some strangers from Jerranq, far to the north, and are dwelling at the Hanahpu Temple in Xicalanca and have participated in the scenario entitled The Game of Life. At least one PC can speak Azotlan. They have been given the password to the forbiddance that wards the Temple.
Location:
Hanahpu Temple in the City of Ghostly Feathers in Xicalanca.
Historical Date:
701 A.C. Quihuatametlinatl (spring)
DM's Introduction:
A band of yuan-ti infiltrators operating in Xicalanca has learned of the PCs when they participated in the Sacred Ball Game (see the scenario entitled The Game of Life) and now wishes to abduct one or more PCs to see who they are and why they are here in Sazhansiir. The yuan-ti do not yet know that the PCs are responsible for the interruption of the ritual in the Heynosht.
To this end, the yuan-ti manage to cast a suggestion on a trusted figure in the temple where the PCs are currently residing. This figure is, of course, able to bypass the temple defenses (such as forbiddance spells) and pass a note to the PCs.
The note is ostensibly from the high priest of the Xbalanque Temple, twin temple to the Hanahpu Temple, telling the PCs that their victory in the game has angered certain factions in the Sun Temple and the PCs are in imminent danger of an attack. The high priest has a safe place known to the Xbalanque members and urges the PCs to make immediate haste and follow the trusted figure with as much stealth as possible to the refuge and from there out of the city.
The PCs sneak out of the temple and make their way through the darkened city to an underground chamber where they meet the high priest. However, he is actually a disguised yuan-ti and he and his minions transform and attack.
Part One - Awakened
The PCs are awakened by Pinachtli, who nervously hands them a note and urges them to follow him to a hidden safe place to meet the High Priest of Xabalanque.
The PCs will be sleeping as guests of the Hanahpu Temple in the City of Ghostly Feathers in Xicalanca. Although patroned by Malinal, she is the High Priestess of Hanahpu in Xonochouco and so she is currently back at her home on temple business. Similarly, Pizotzin, the PCs' friend in the Xabalanque Temple is High Priest in Xonochouco and he also has returned home. Instead, the PCs have been put in the hands of a lesser priest named Pinachtli, a somewhat mousy and timid priest who nevertheless seems quite honoured to be serving the exotic strangers who have been favoured by the Gods in the great game of Yaotzin.
Pinachtli has been hard at work over the last several months teaching some of the PCs how to speak, read, and write Azotlan, and he is learning a few words of Common in exchange (in game terms when he reaches next level he will spend 2 skill ranks in Speak Languages [Common]).
| PINACHTLI CR
4 Male human Cleric (Indolle) 4 LN Medium humanoid (human) Init +0; Senses Listen +2, Spot +2 Languages Azotlan AC 10, touch 10, flat-footed 10 hp 22 (4 HD) Fort +5, Ref +1, Will +7 Spd 30 ft (6 squares) Melee quarerstaff +4 (1D6+1) Space 5 ft; Reach 5 ft Base Atk +3; Grp +4 Special Actions turn undead (5/day, +2 synergy bonus) Combat Gear quarterstaff Cleric Spells Prepared (CL 4, melee touch +4, ranged touch +3): 2nd - divine protection, elation, spiritual weapon, status(d) 1st - bless, comprehend languages(d), protection from evil, sanctuary, shield of faith 0 - amanuensis, detect magic, detect poison, light, resistance Domains: Community (calm emotions 1/day, +2 Diplomacy), Herald (Intimidate class skill, +4 Diplomacy and Intimidate) Abilities Str 12, Dex 10, Con 13, Int 10, Wis 16, Cha 14 SQ spontaneous casting (cure) Feats Open Minded, Resourceful Buyer, Silver Palm Skills Appraise +3, Bluff +4, Concentration +8, Heal +6, Diplomacy +8, Intimidate +9, Knowledge (religion) +7, Sense Motive +5, Spellcraft +5 Possessions combat gear plus spell component pouch, wooden holy symbol to Indolle, belt pouch, 14 gp, 160 sp, 34 cp |
One night, towards the end of the PCs' intended stay in the City of Ghostly Feathers, they will be awakened by a soft but urgent knocking on their bedroom door. At the door is Pinachtli looking very nervous, with beads of sweat running down his forehead and his face flushed. He will glance furtively down the hallway outside the bedchamber and then, even without invitation (something he has never done before) walk ito the room and clsoe the door behind him.
Pinachtli will then hand the lead PC a rolled up piece of parchment and say that he has brought a very important and urgent message to them from Azintuhuapil, the High Priest of Xbalanque here in the City of Ghostly Feathers. The PCs have heard of Azintuhuapil, but they have never met or spoken with him.
For effect, the note is given in both Azotchtlan and translated.
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Please, you are in great danger! Despite the judgment of the gods, we have learned that elements in the temple of the Sun God wish to see you dead. There will be an attempt made on your lives at any moment. Please follow Pinachtli as he will take you to me. I have a safe place that is known to my temple, for the god of travel sometimes has need of his servants to come and go unseen and we of Xbalanque have constructed and use this way out of the city. I cannot guarantee your safety if you remain in the temple! Trust no one but Pinachtli and use all stealth possible to reach me. Once you are here I can show you the passage that leads out of the city and provide you with some items that may aid you in days to come. May Xbalanque and Hunahpu guide you safely, and I am sorry for this to have happened. Do not let the actions of a few colour your view of my people as a whole. Signed, |
If questioned, Pinachtli will say that he received the letter from Azintuhuapil personally as well as instructions to reach the meeting place, and that he knows the priest for many years, since Hanahpu and Xbalanque are twin gods. Pinachtli will say that the High Priest appeared every concerned and hurried, though he was not nervous, though Pinachtli can attest that the High Priest of Shadows is about the most cool and collected person he has ever met, even in times of great crisis. He is also known to act cautiously and never rashly, and so for him to urge haste means something very urgent is afoot.
Pinachtli will be looking around nervously during this time, muttering how he cannot believe the Sun Temple would do such a thing, and that this is a defilement of the will of the gods and that he is sure that this must be the work of some splinter faction of the temple, for the great priests of the Sun God are pious and just. The priest will also badger the PCs to please make haste, for in addition to their safety and his own, he does not wish to have violence committed on the holy grounds of Hanahpu.
If the PCs wish to test Pinachtli in a variety of ways (i.e. Sense Motive, or detect thoughts), they will turn up nothing, After all, Pinachtli believes that Azintuhuapil has given him the note to pass onto the PCs and this is reinforced by the suggestion spell.
If the PCs cast detect magic, this will not help, since Sinesstra has cast a misdirection spell on Pinachtli and so he will read to divination spells as if he were his own belt pouch. As such, his location will be basically correct, but his alignment will read as Neutral and there will be no magic cast upon him.
About the only ways for the PCs to determine that there is something afoot would be:
1. If a protection from evil effect is placed on Pinaochtli, which will negate the suggestion spell. In this case, the priest will become a bit more calm and less agitated (as the compulsion to bring the PCs to the meeting chamber in all due haste is gone), but remember the priest still believes with all his heart that the Xbalanque High Priest has urgently sent for the PCs and that their lives are in imminent danger from the Sun Temple. If a PC is very suspicious of this slight change (and makes a DC 20 Sense Motive to notice the change) and really expresses a desire to closely examine what just happened with the protection from evil spell, then allow a DC 23 Spellcraft check to determine that a very subtle compulsion like a suggestion may be at work here.
If a PC asks, a DC 30 Knowledge (religion) check (with a +25 circumstance bonus if the PC is a priest of a thief god and a +15 bonus if a lay worshipper of a thief god or a rogue) will determine that no domain of the thief god has suggestion as a spell.
2. If a detect spell that would normally detect living beings or life of some sort were cast upon him then we would show up as nonliving (which might convince the PCs he is an undead!).
If the PCs attempt to contact Malinal or Pizotzin via sending or the like, they will both be quite concerned and will vouch for Azintuhuapil and Pinachtli and advise the PCs to follow him. Neither will be able to arrive there until an hour after dawn.
If the PCs attempt a divination spell like omen of peril or augury , then the PCs can get some more information. Omen of peril will, if successful, turn up a vision of great danger. Augury will turn up a vision of weal and woe (in this case, the weal is for exposing and decimating a yuan-ti cell and the potential treasure to be recovered from the serpents).
If the PCs refuse to go with Pinachtli, he will remain with the PCs, quite nervous (at least until 6 hours go by and his suggestion wears off - see #1 above if this happens). When dawn comes and there is no attack, he will relax, and when Malinal arrives she will go to the Xbalanque Temple and speak with Azintuhuapil, whi will deny knowing anything about an attack, a note, or anything that Pinachtli says. At that point it will be up to the DM to decide how the powers-that-be handle this mystery. The scenario itself will be ended.
Assuming the PCs go with Pinachtli, he will lead them to the cellars of the Hanahpu Temple, and then do some counting of bricks until he pushes one and a secret door opens. A narrow passage (Pinachtli will use his light spell if needed) will lead to the city sewers. Here he will begin to count tunnels and turns, memorizing directions, for a short 3 minute trek before coming to a side passage that leads 30 ft to a blank wall. Here he will again look for and find a stone, turn it, and a secret door half way down the passage will open.
Part Two - Treachery! (EL 13)
The PCs are ambushed by the yuan-ti and must fight for their lives!
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S = Sinesstra
K = Khassin-Sessin
B = Bachinuati
H = Histachii Guards
Ceiling is 15 ft tall. The walls are masonry (hardness 8, 90 hp per 1 ft, break DC 35, Climb DC 20) and the floor is flagstone. Black circles are large stone columns. The cross-hatched areas are stacks of wooden crates and boxes, about 5 ft - 10 ft high.
When the PCs first enter the chamber, the DM should not draw out the room or describe it in any detail, as the PCs may get suspicious. Instead, the DM should simply say that within is a large dark storeroom with some wooden crates and boxes stacked along the wall. Standing on a stone platform at the opposite end of the chamber is a figure in a Xbalanque grey hooded cloak with a sack slung over his shoulder. He has a wand in his hand and a dagger in his belt. Near him is a small passageway that continues on past the room. An oil lantern rests on a crate next to him.
The figure will say in Azotlan:
Am a glad you have come. This is a travesty beyond all belief! It is not normal for a priest of Xabalanque to reveal himself, but these are trying circumstances.
With that the figure pulls back his hood, showing a middle-aged balding Azotchtlan male with piercing brown eyes and a largish curved nose.
But the anger of the gods should come down upon all of us and not just the Sun Priests should we not do our uttmost to save you. Here is the passageway that will lead you out of the city. I believe this place is secret, but I do not know what knowledge the Sun Temple may have, though we can hope that a place so far removed from the light of the sun may still be hidden. But I would recommend we make all due haste, for I would not put it past circumstance that there will be fighting before we make it out of the city. And I do beg of you, despite your feelings for the Sun Temple, to attempt to do as little lethal harm as possible to any who accost us. While you may be gone from the city, we have to live with the consequences.
With that he will produce a large sack off of his shoulder.
What I have to give you is not much, but as I said, the gods would expect us to balance the perfidy of the Sun Priests with what aid we can give. Here is some money, as well as those potions, scrolls, and some other items we can spare that should be useful to you. I cannot go with you, but Pinachtli can accompany you to the exit and then report back to me that you are free. I will stay here and make sure to delay any who come following. But do keep your eyes to the rear, for I cannot guarantee how long I will be able to fend pursuers away! Now come...hurry!
With that the High Priest will open the bag and begin to remove vials and rolled up scrolls. He will also offer the lantern to the PCs.
When the ambush begins, the DM
can describe the room:
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The room is roughly 85 feet wide and 35 feet long and the ceiling is 15 ft overhead. The walls are simple mortar and unadorned, and five thick round pillars support the ceiling. The floor is somewhat dusty with disuse, and cobwebs hang from the ceiling corners and between pillar and ceiling. Several large stacks of wooden crates and boxes are stacked around the place. Bhind a row of the pillars to the north, the entire place is stacked to a height of 10 feet with such crates and boxes. To the east is a raised stone platform some 5 ft above the floor, which contains some crates and a small 5 ft wide passageway that leads east into the darkness. A set of stone steps leads up to the platform along the north wall. |
Creatures: The ambush consists of Sinesstra, the leader of the yuan-ti coven, her second in command Khassin-Sessin, and her consort Bachinuati, as well as a dozen histachi. Sinnesstra has used her runestaff of infiltration to cast misdirection on Pinachtli and herself and used alter self and her masterwork disguise kit on herself to appear like the Xbalanque High Priest (using also a stolen Xbalanque hooded cloak.
Sinesstra's disguise check is a +21 (with alter self and acting under observation and with her masterwork kit) but she suffers a -4 penalty for playing a different gender and race. So the total bonus is a +17. Assuming she rolls a 11, that means a Disguise check of 28. Unless a PC specifically states he is looking at the High Priest to see if he is disguised somehow, then even if the PCs are evidencing a bit of suspicion, it should be assumed they are taking 10 on their Spot checks (as per the Disguise skill description in the Player's Handbook). Remember that distance also plays a factor on the Spot check.
Also, do not forget that Sinesstra has a misdirection spell on her that will have any detect spells instead hone in on a nearby wooden crate.
Bachinuati and Khassin-Sessin are under total cover, ducking behind tall stacks of crates. There is enough wood in these piles to block most detect spells.
The histachii are hidden in the shadows behind a row of large pillars and behind a thin line of empty half crates that have been piled up 10 ft so that it appears as if a large mass of crates is stacked along that edge of the room. In actuality, the false crates can be moved through and toppled or knocked asunder with no effort and no effect on movement.
The ambush will begin when most of the PCs are near the center of the chamber. The stone platform at the eastern edge is 5 ft tall, and so it is likely the PCs will head towards the set of stone steps to the north that lead up to the platform. Certainly, by the time a PC is about to set foot on those steps or jump up to the platform, the ambush will occur.
If the PCs are hesitant or otherwise reluctant to cooperate, the DM will have to wing it. Sinesstra will certainly urge the PCs to quickly close the secret door and get out of sight of the sewers. This should seem like a very reasonable request given that the Sun Priests are ostensibly on their trail. If the PCs at least manage to do that, but refuse to come closer and instead ask the High Priest to bring the sack over to them, she will do so, muttering about wasting time and the growing danger, and initiate the attack when she is about halfway to the PCs.
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SINESSTRA CR 9 Chameleon Power (Sp) A yuan-ti halfblood can psionically change the colour of itself and its equipment to match is surroundings, granting it a +10 circumstance bonus on Hide checks. Poison (Ex) Injury, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC is Constitution-based. Produce Acid (Sp) A yuan-ti halfblood has the psionic power to exude acid from its body, dealing 3d6 points of acid damage to the next creatureit touches, including a creature hit by its bite attack. if the yuan-ti is grappling or pinning a foe when it uses this power, its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the yuan-ti's body, and the yuan-ti is immune to its effects. * Yuan-ti halfbloods using chameleon power gain a +10 circumstance bonus on Hide checks. ** AC includes the effects of a mage armour and shield spells. *** +10 bonus to Disguise checks when under the effects of an alter self spell. |
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RUNESTAFF OF INFILTRATION This staff is twisted into a long spiral shape and is comprised of a dull grey wood. Tiny runes have been carved into the recesses of the staff in such a way that casual observation by someone not weilding it would not notice the inscriptions. A runestaff of infilitration allows you to cast any of the following spells (each three times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
Prerequisites: Craft Staff, alter self, expeditious
retreat, friendly face, invisibility, minor image, misdirection |
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BACHINUATI CR 6 Poison Bite (Ex) The saliva of a tainted one is poisonous when ingested or introduced into the blood. A tainted one can inject its venom only while grappling a foe with exposed skin. Fortitude save is DC 13 and Constitution-based. Initial and secondary damage is 1d4 Con. A tainted one's kiss is also poisonous, though in this case the save DC is reduced by 2. Yuan-ti Blood (Ex) For all special abilities and effects, tainted ones are considered yuan-ti. |
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HISTACHII GUARDS (12) CR 4 Yuan-ti Blood (Ex) For all special abilities and effects, tainted ones are considered yuan-ti. |
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KHASSIN-SESSIN CR 7 * A pureblood gains a +5 racial bonus on Disguise checks when impersonating a human. ** AC includes the effects of a shield of faith spell. |
Tactics: Sinesstra, when the ambush begins, will turn to the PCs and say:
Remember, do not be too hard on the Sun Priests
and as the features of the High Priest melt away into those of Sinesstra and her voice becomes sibilant:
after all, they are not the ones after you!
With a final hiss the attack will commence.
Sinesstra has no desire to get into melee combat, trusting her histachi to manage that. As her mage armour and shield spells are already cast, she needs no preperatory spells and will instead attack with her spells. If she has surprise on the PCs (and it is likely she will), then she will begin the attack with her wand of lightning, since her minions are commanded to allow her to make the first move (i.e. they will delay their surprise actions until after she takes her turn) and this will be the best time for her to use the wand before her minions get in the way. Thereafter, she will basically make herself a suppressor of spellcasters, using readied magic missile spells and other readied spells to disrupt casters. She also knows that casters tend to lead with their biggest spells, and so it is likely after the surprise round that she will ready a dispel magic to try to counterspell any major spells she sees being cast.
If the PCs attempt to bring significant summoned creatures into the battle, she will certainly cast her magic circle against good at the first opportunity.
Sinesstra will also, if her histachii are being slain, use her summon monster IV spell to summon huge fiendish vipers.
| HUGE FIENDISH
VIPER SNAKE CR N/A CE Huge magical beast (extraplanar) Init +6; Senses darkvision 60 ft, scent; Listen +7, Spot +7 Languages Abyssal AC 15, touch 10, flat-footed 15 hp 33 (6 HD); DR 5/magic Resist cold 5, fire 5; SR 11 Fort +6, Ref +7, Will +3 Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares) Melee bite +6 (1d6+4 plus poison) Space 15 ft; Reach 10 ft Base Atk +4; Grp +15 Atk Option smite good 1/day (+6 damage) Abilities Str 16, Dex 15, Con 13, Int 3, Wis 12, Cha 2 Feats Improved Initiative, Run, Weapon Focus (bite) Skills Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11 Poison (Ex) A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The Fortitude save DC is 14. The save DCs are Constitution-based. |
Despite not wishing to get into melee, she is quite a formidable melee opponent, and will not shrink from an assault.
The histachii are essentially fodder, and will simply attempt to overwhelm the enemy and to keep them at bay and allow the leaders to ply their trades against the foes.
Bachinuati will take advantage of flanking opportunities offered by the histachii, using his Improved Feint ability if necessary.
Khassin-Sessin will begin with a dimensional anchor spell on the most likely spellcaster. Since it is not known that some of the PCs may be arcane casters, this will likely be cast at any PCs that are obvious clerics or divine casters, beginning with the most powerful one. Lacking any clear distinction of this, he will cast it at the least armoured and least physically strong foe.
After this, the cleric will swallow his haste potion and rely on his longbow skills to suppress spellcasters, saving his dispel magic for whenever necessary and casting his silence spell in a propitious location once the battle has developed. As with Sinesstra, if the PCs evidence powerful summon monster capabilities, he will cast magic circle against good at the first opportunity.
Pinachtli is not a fighting cleric, and he will be somewhat useless in a battle. He will certainly cast his bless and elation spells, and shield of faith upon himself. Thereafter, his use will be limited to cure spells and defending himself with his staff.
Developments: The yuan-ti will not retreat, with the exception of Sinesstra if, and only if, the battle is hopeless (i.e. her favoured minions are dead and most of the histachii are defeated). In this case she will use her runestaff of infiltration to invisibility and expeditious retreat to escape down the eastern tunnel. This tunnel proceeds for quite a ways and does eventually reach a hidden copse outside of the city walls.
The PCs can attempt to simply escape the trap. The yuan-ti will pursue until the PCs reach the Hanahpu Temple cellar, in which case the forbiddance will cause the yuan-ti to retreat into the sewers. The yuan-ti know this part of the sewers quite well, and unless Pinachtli is with the PCs it will take a DC 15 Intelligence check to find the way back to the Temple cellar door. The DM will have to wing it as far as a map of the sewers should a fight ensue. There are various ways out of the sewers and into the city, and should the PCs find one of these, the yuan-ti will not follow, fearing the forces of the Azotchtla.
The yuan-ti are after as many captives amongst the strangers to this land as they can manage. As such, they will not slay those they defeat, but will keep them captive and immediately attempt to flee the city by way of the tunnel and take such captives to a safe spot in the wilderness. Exactly what this might be and how any untaken PCs can rescue them could be the setting of a new scenario.
Treasure: Searching amongst the crates on the platform (Search DC 15) will turn up six vials of green glass stoppered with a black wax. Within each is a draught of histachii brew. Any human who drinks the mixture, which is not magic, must make a DC 16 Fortitude save. Success means an immediate lapse into a coma, followed by death 1 hour later. Failure leaves the imbiber sickened and requires an immediate DC 15 Consitution check. Success on this check begins a painful and permanent change into a tainted one during the next 1d6 days. Failure means a groggy, torpid transformation into a broodguard over a period of 1d6+6 days.
Refer to page 17 and 18 of Serpent Kingdoms for more details including the effects if a non-human drinks the draught.
A DC 30 Craft (alchemy) will not reveal the nature of the brews, but will at least determine that the draught has the potential to be harmful.
Part Three - Denoument
Assuming the PCs defeat the yuan-ti or at least escape the trap, they will presumably return to the Hanahpu Temple. There they can muster aid and rally the Temple. Upon informing authorities as to what has happened, the Hanahpu Temple and Xbalanque Temple will form hunting parties and scour the sewers, looking for surviving yuan-ti. The next morning word will spread to the King of Xicalanca, and the Temples of Uemac and Oromoxco, and a "snake hunt" will develop, with essentially overwhelming force moving into and through the sewers. Of course, no sign of any further serpent activity will be forthcoming, but such activity will at least reassure the populace and illustrate to the PCs how fervent is the snake hatred of the Azotchtla.
If the Sun Temple becomes aware of the details of the ruse used by the yuan-ti, they will become quite indignant, chiding the PCs and Pinachtli for ever thinking that the Sun Priests would dishonour the will of the gods and the sacred ball game.
Pinachtli will be quite embarrassed, if he is still alive, for having fallen for serpent wiles, and he will offer himself up for sacrifice to Malinal when she arrives the next morning. Malinal will turn his fate over to the PCs, and although Pinachtli will not serve the PCs (unless one has taken the Leadership feat and wants him as a cohort), but the PCs may decide whether he is to be sacrificed or undergo some other penance for being weak-willed. If the PCs show compassion to Pinachtli, Malinal will be pleased. If they, for some reason, deem Pinachtli should be sacrificed, then Malinal will think much less of the PCs, and her disappointment and anger will be apparent.
In any event, Malinal will suggest to the PCs that if they plan on leaving the city, now might be a good time, since it is clear the yuan-ti have caught their scent and are after them. If queried, she will tell the PCs that being from a strange land, and with strange powers and ways, they are not only a curiousity to powers like the Fezen and yuan-ti, but such groups might seek to learn to wield such powers or to learn more of this land to the north and what riches might be there for the taking.
Epilogue
This epilogue has nothing to do with the above scenario, and merely documents a historical event in the campaign that will serve eventually as the basis of future scenarios. DMs intending to run these future scenarios can introduce this event as indicated below.
Just before the PCs leave the city, Yayauhqui Farseer will arrive bearing a bundle wrapped in a cloth. He will call the PCs and Malinal and Pizotzin into a private chamber in the Hanahpu Temple and begin to speak:
You will remember that the magical writing these people showed us last time we met sparked some memory in my mind's eye. I knew I had seen such writings before! And so I have spent the last months digging through ancient libraries and consulting with wise ones and I have only recently determined where I saw such writings...in some of the works set down by Karsus himself! Mind you, it was in the from of a single character here, or a word there, and often it would involve him writing about something and then lapsing into these characters and then resuming the text, as if these characters were intruding on his chain of thought.
But that is not the most interesting thing I found, for the realization that these characters of Karsus were similar to the arcane writings of these strangers caused me to look further.
Have you a statue or picture of Karsus handy?
Malinal and Pizotzin will both shake their heads.
Well, no matter. How is he described in all of the texts?
Malinal will indicate that he is described and pictured as an elderly man with wild shocks of white hair and a scraggly white beard and wild, wide, mad eyes.
Yes, but he is depicted as an Azotchtlan male yes?
Pizotzin will nod, of course.
Yayauhqui will then place his bundle on the ground and open it, revealing a stone tablet that is inscribed with cuneiform runes but is clearly worn with age.
This is a contemporary account of Karsus. One of the few that has survived through the ages. It dates from after the Creation Blast and before Karsus perished. Of its authenticity I am assured by the rainbowed ones. Here is what this passage says...
And he points to a piece of the text
"...and Karsus was in a trance as he spoke. And he raised his hands high, his holy staff glowing with divine radiance, and he spake: 'Circles from now, when I am gone and with the gods, the People of the Book shall come! Into your midst they shall come! And you shall reject them at first, as I was rejected. But they shall prove themselves amongst you and they shall show you the way. What is profane shall become holy, and what is holy shall become profane. For they are the pale reavers, the destroyer of nations, the slayers of the sacred! And you shall know them because they shall have the colour of the pages they revere...like mine. They will have what I have lost.' Then the divine one collapsed and froth formed about his lips and he was taken away by his servants..."
You see! I believe that Karsus may have been one of them. Perhaps from the same land to the North! I think over the ages he was depicted as one of us...not as a deliberate falsehood, but as a form of respect and reverence for one of Okoth's favourites.
There is more I must investigate, but this is quite intriguing!
Malinal and Pizotzin will agree.
Experience Points:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows: