L'Trel is the capital of Southern Archstedt. It is run by a city council, but they ultimately answer to Baron X'Celsiah. It is a sprawling coastal city on the Reach river. It is the start of the overmountain highway that leads to Stadoric. It is a fairly old city, and many of the buildings are made of stone. It still has to deal with pirate attacks from the Shattered Lands, and there are slavers to deal with as well. The Archstedt army has a significant presence here and is admired by the locals.
A relatively peaceful town, devoid of many of the dangers of a true frontier town and intrigues of a sprawling city, L'Trel has nonetheless had its share of troubles. The fading scars of a recent terror still linger, a time most folk refer to as the Late Unpleasantness. Just over five years ago, a madman stalked the streets, killing dozens. Known as Chopper, the killer’s month-long terror ended bloodily when an eccentric local artisan was revealed as the murderer and killed during his attempted capture. Adding to the pain, less than a month later the local chapel burned to the ground in a conflagration that nearly consumed the town’s northern half and left the local priest dead.
More recently, during a heat wave, an explosion happened on the top of B'Kon hill. This rained burning debris, causing fires all over town. This fires ran out of control for three days. The army invoked martial law and they have been running the place ever since.
494 AY-The Late Unpleasantness: A madman stalked the streets of L'Trel, killing dozens. Known as Chopper, the killer’s month-long terror ended bloodily when an eccentric local artisan was revealed as the murderer and killed during his attempted capture. Adding to the pain, less than a month later the local chapel burned to the ground in a conflagration that nearly consumed the town’s northern half and left the local priest and his daughter dead.
499 AY, June 4-Explosion in L'Trel: An explosion happens on a hill overlooking L'Trel causing a rain of fire that burns a great portion of the city. This brings together a group of people who join the military.
Boltzson's Brewery- This brewery is well thought of throughout the town, and is source of local pride. It is owned and operated by the dwarf, Kristov Boltzson.
Chopper's Isle- Inaccessible island, previously home to the murderer known as Chopper.
The Dog and Partridge- This well-to-do establishment is a good place for people from out of town to stay at. This place was destroyed in the fire. Nothing is left except some charred support timbers.
Ember's Bakery- A fairly successful bakery in town. Run by a human name Atrel Embers. Was destroyed in the fire.
Glassworks- The Kaijitsu family are well known for the quality of the glass that they produce here.
Halley's Seat- This is the highest point in L'Trel. The army headquarters and main garrison are located in a tight cluster of stone buildings on the top. Expensive homes and estates line the hill's lower slopes, and its neighbour, B'Kon hill
Junk Beach- Beach below the cliffs next to Old Light. Accumulates garbage. Goblins have been spotted here.
Junker's Edge- Cliff next to Old Light. Below is Junker's Beach. Garbage is dumped from here for the sea to take away.
Old Light- This is a lighthouse of ancient origins that lies in ruins.
Rat Alley- A street in L'Trel that seems to be infested with rats. It is not a happy place.
Riverside District- This is where the city's famous shipyards are located. Most of the city's warehouses are located in this district.
Rovanky Tannery- The tannery is run by Larz Rovanky and his partner Banny Harker, situated at the edge of town, next to the innermost bridge and across from a swamp.
Rusty Dragon- An inn that survived the fire. Run by Ameiko Kaijitsu. Serves spicy and exotic food. She tried to be a tomb raider. It didn't go well.
The Tower of Kumashar- This is a tall tower that acts as a lighthouse during the night, but is a clock tower during the day. It's clockworks are considered one of the most impressive of modern times. It does not compare to the Great Clock in the Tower of the Imperial War Academy of Deloarais, but the knowledge of the construction of that clock has been lost in time.
Wharfside District- This section of L'Trel is dangerous at the best of times. The housing here is poor, and the thieves' guild has a firm grip on the local population.
Wicked Man's Bluff- This bluff is located at the mouth of the Reach River and is barren rock. The cliffs are sheer and dangerous for climbing. The local authorities have made proposals to build a fortress atop this bluff—one large enough to house an entire garrison and fend off pirate attacks.
Ameiko Kaijitsu: The daughter of Lonjiku Kaijitsu. Runs the Rusty Dragon, a popular bar for the military. Has recently become the newest noble in L'Trel.
Arwe: A notorious jewelry thief. Captured by the army in the middle of a robbery.
Banny Harker: A penny-pinching businessman who runs the tannery. Killed while have an affair with Katrine Vinder.
Blaise: Well-to-do woman rescued from a burning house by Julie and a bard.
Brienna Soldado: Your child that was saved from the plague.
Brodert Quink: Balding old man with theories that Old Light didn't used to be a lighthouse. Knowledgeable about the ancient Thassilonian empire. He spent two decades of his youth studying with dwarves engineers at Jangerhoff and three decades as a cataloger at the Founder's Archive in Magnimar.
Carowyn, Ausio and Olauren: Idle rich who relish the limelight. No scene is too garish.
Deyanira Mirukova: Sister to Ruan.
Ezakien Tobyn: The previous religious leader in L'Trel. Died in a fire that burnt down the old cathedral. It was presumed that his adopted daughter Nualia also died.
Ironbriar, Justice: Elf raised by humans. Fire and Brimstone justice who sentenced slavers.
Ishani: Priest of Sivis.
Jaren Basvear: Member of the fire-fighting crew. Has nagging cough.
Jolistina Susperio: Crazy person who likes zombies and has been helping spread plague.
Kara: Accomplice of Arwe. Captured by the army while robbing a jewelry store. Nearly died while being apprehended.
Katrine Vinder: Daughter of Ven Vinder. Was having an affair with Banny Harker. Killed at the same time he was.
Kerga: Halfling who nearly died on a runaway horse.
Larz Rovanky: Runs the tannery
L'Roi, Second Lieutenant: Recently promoted in the Archstedt army during the crisis in L'Trel. In charge of several units under his command.
Lonjiku Kaijitsu: Owner of the L'Trel Glassworks, a prosperous business. His family has come from Sinaga, having left a century ago. He was born in Magnimar. He has a short temper. His "son" is Tsuto, a half-elf. His daughter, Ameiko, has opened up the Rusty Dragon inn, in his terms a tavern and flophouse.
He was killed by his son Tsuto with the help of goblins.
M'Tilda: Mother of a small baby who was rescued by Dr. Archibald when she was trapped by flames in her upper-story home.
Maver Kesk: Owner of jewelry store.
Naffer Vosk: Caretaker of the graveyard, keeping it meticulously clean. He has a twisted spine that gives him a sinister, lurching gait.
Nualia Tobyn: Adopted daughter of Ezakien Tobyn.
Pitar Kratys: Vegetable seller who was a victim of a mob attack.
Reiner Davalus, Doctor: Doctor from Magnimar who has come to help combat the plague.
Ruan: Halfling performer.
Scharfe: Accomplice of Arwe. Captured by the army while robbing a jewelry store.
Shalelu Andosana: Unofficial member of L'Trel's town guard. She is a mix of bounty hunter, survivalist and a mercenary. She stays in the hinterlands and reports what is happening there to the authorities.
Shayliss Vinder: Daughter of Ven Vinder. Tried to get some personal time with Dynith.
Slash: Accomplice of Arwe. Captured by the army while robbing a jewelry store.
Tacota: Alchemist in L'Trel. Doing work for Nolan.
Tarran, Captain: Captain in the army, assigned to oversee "Team Lightning" once they are made troubleshooters.
Titus Scarnetti: Head of the Scarnetti family. The Scarnetti family is known to have many criminal connections. They were one of the investors in the tannery.
Tsuto Kaijitsu: The half-elf son of Lonjiku's wife. He fell in with Nualia and goblins. He killed his father before he was killed himself.
Ven Vinder: Owner of a general store in town.
Vendra Laoggri: Perfumist who was making money selling a fake cure.
X'Celsiah Mia: She is the Baron of L'Trel and much of the Hidden Coast. Known for breeding great horses.
Dagger Rock is an outpost of Archstedt. Recently it has started expanding into the unclaimed wilderness at the western end of the empire. Dagger Rock is one of these strongholds. It started as a small village but quickly expanded when the keep was established there. Richard’s authority comes from Duke Tythion who rules the nearest town, Lanark, beyond the mountains, which provides many of the supplies to Dagger Rock. With the influx of people with the military outpost, the village is no longer self-sufficient.
Due to the reclamation of the previous Dagger Rock, some of the buildings in the village are quite old, and their stout stone construction has withstood the test of time. Newer buildings arose on the old foundations, and some scattered ruins of buildings that couldn't be restored still remain, scavenged for building stone and other materials. There are several dwarven ruins in the area.
Economically, the stronghold is divided into two classes that each receives their food and necessities from a different source. The soldiers who make up the garrison receive 75% of their food and wages via supply caravans dispatched seasonally from Lanark. The rest is made up from the small local farming community. The townsfolk, on the other hand, survive mainly by offering goods and services to the many drifters who stop at the stronghold on their way through the valley. Most of these drifters are adventurers or trappers who collect pelts from the exotic wildlife that lives there.
The village was founded on the banks of the Silverfish. It is located on the only ford there, so most traffic has to come through there. It owes its name to a strange rock formation in the middle of the Silverfish, which markedly resembles a very large granite dagger stabbed straight into the heart of the waterway. Many assume that the ancient dwarves created it as a navigational point, since they were known to have trouble in that respect. It would make sense because there are several dwarven ruins in the area.
Circa 398 AY-Barbarians destroy Dagger Rock: Humans and other good folk from Archstedt settled Dagger Rock long ago, made peace with barbarians of Crescent Moon, and all enjoyed a time of plenty. But the people of Dagger Rock eventually betrayed the tribe, which united with a band of Orcs to drive out the intruders.
466 AY-Civilization brought back to Caliban valley: Adventurers led by a monk named Oda helped push back the Orcs and people once more moved into the area and settled in Dagger Rock.
468 AY-Oda founds monastery: After his success against the Orcs, Oda established a monastery to Zaard within the Caliban valley.
498 AY, October 15-Adventuring party forms in Dagger Rock: A group of three people gathered together in the Dagger Rock and started to adventure around the Caliban valley
499 AY-Caliban valley “civilized”: King Ambrick issues a decree that the Caliban valley is to be considered civilized. This is just a technicality used for tax purposes.
The following rumors have been heard in Dagger Rock
Marketplace- This is where the merchants gather once a week and on festivals. It also contains the town’s well where most people get their water. Most merchants try to get out of the valley before winter closes the pass into the valley, so the harvest festival is usually the last major sale.
After the tensions increasing between the town and barbarians, all the seasonal merchants left town and headed out of the valley. After the orc attack that destroyed the grain silo, prices for food have doubled.
Sword in the Stone- The local bar, named after the legend of Ambrick. The proprietor, Ambrose, likes to collect weird objects and display them. After a bulette attacked town, he acquired the body. With nothing else to do during the long winter, he tried to stuff it and display it outside of the place. Although the mounting wasn't as professional as one could hope for it was servicable enough. Although someone has gone and pierced a sword through the landshark's head. The locals have started to call the bulette “Stone”.
The current item being displayed is a large opalescent gem carved in the shape of a clenched fist. A local adventuring group found it in the ruins of an old monastery. Wendy Merrick purchased it from them and is currently loaning it to the tavern to display.
Other acquisitions have graced his place in the past, and although they still remain, they aren't as prominent as the current star.
The Keep- This is a fortified building that houses most of the military operations within Dagger Rock.
Carmen: Battlemage under Richard. Wears bunny slippers when she gets out of bed. Second circle mage.
Elizabeth: The new cleric of Sirtay, replacing Mika Pharos.
Tam Flinders: The town’s blacksmith. He is a student of dwarven history and is interested in collecting artifacts of theirs.
Leanne: Finlarethel’s groupie. She looks somewhat disheveled, but bright eyed. She could be considered an elven rebel.
Dorna Lutgehr: A small dwarven child. She wants to become an adventurer some day.
John Malcolm: The best of the local archers. He’s a wiry guy with extremely black hair. He has challenged Finlarethel to an archery duel for 50gp, which he won.
Jacob Merrick: The leading citizen of Dagger Rock. His wife is named Catherine. They have an adopted daughter Wendy. He made his money through trading and decided to retire in Dagger Rock. Jacob’s hobby is Getral Jivas.
Recently, while the party was in the faerie lands, a woman named Lucy came to Dagger Rock. She seemed to be a friend of Jacob. However, the next day he had been decapitated and Lucy was no where to be found. Catherine died of grief soon after leaving Wendy the sole inheritor.
Mika Pharos: The town’s cleric to Sirtay. He was supposedly killed during a barbarian raid. He was visiting one of the outlying farms, tending an injured man, when the farm was attacked.
Piasem: A 63-year old hunter. He wants to give a rich dowry to a niece living in Stadoric, so he is trying to sell a magical Quiver of Elhonna for 1200gp. Jander purchased it, on October 30th, 498. He subsequently gave it to Finlarethel.
Ekam Relles: The half-elven sheriff of DaggerRock. He has no tolerance for criminals who hurt one of his men while resisting arrest.
Ryan Tollock: The town’s herbalist and a sorcerer. He is a frail looking man in his sixties with gray hair and a white beard. He was wondering if Finlarethel had seen his friend, a ranger named Jazzad.
Richard: Warden of Dagger Rock. He is a cheapskate. He apparently became the Warden soon after the new king was crowned in Stadoric.
Sarah: John Malcolm’s girlfriend from out of town.
Sister Serka: Part of the answer to Jinna Yost's prayers is Sister Serka, a monk from the Monastery of the Zaard. She has come to aid the village in its negotiations with the barbarians.
Tarrin: Captain of the guard under Richard. He is an older man with a pencil-thin mustache. He is missing his left hand.
Jinna Yost: The priestess of Sirtay. She has taken over the duties from Mika Pharos, but is clearly not ready for all the responsibilities.
Recently a group from the Council of Mages has teleported into Dagger Rock. They appear to be searching for information about the shadowy gem the party found earlier.
Almud Hozarus: First assistant to Somon. Fourth circle. Half-orc.
Leofric: This dwarf is the assistant to Rashid. He isn’t interested in antiques.
Rashid Mustafa: Is a member of the cartography guild. He was brought along by the Council of Mages to see to mapping the valley. Azreil can recognize him as a person from the southern part of the Majuur desert.
Somon the Artificer: This wizard is the leader of the expeditionary force. He is an expert in making constructs. He is the fifth circle and has a shield guardian with him.
Taynith: Second assistant to Somon. Third circle.
A bit south of the Silverfish River, a hill rises out of the water like a skeletal finger, and at its top stands a ruined keep. It forms a small peninsula and is the only level ground that can be seen. There is the remains of a wooden bridge from a path along the cliffs, but it doesn’t look safe. There are short spires that are jutting out from the corners of the keep. They don’t appear to hold anything except a stone monument.
At the top it looks empty except for the unnatural howling of the wind. The wide courtyard is paved in cobblestones, although over the years grass and weeds have grown throughout the area. Rubble from a collapsed wall and a destroyed upper story litter the open space. To the left is the entrance to a tower. Adjacent to the building is a large stone platform. In the center of the courtyard there is a slightly raised circular platform with runes written on the surface all around it. Investigation has shown that the runes are part of a magical circle that protects against some outsiders. It has the remains of a cage around it. Inside there are stairs going down.
When the party was here initially they encountered a cultist of Shinta. He summoned a large demon and gave his life so that it would destroy the party. The party escaped by descending the stairs. The demon was unable to follow.
Below the Diab keep, exists the Anvil of Time.
The entrance area of this dungeon has been buried under a lot of rubble. Beneath it the floor is made of fine white marble. It appears that around this area, additional walls and rooms have been constructed over this fine flooring.
There are a few rooms that are of special interest.
A flight of stairs leads down into what was once an impressive room. Currently it looks as if someone has been dumping gravel here. The room is almost circular, but is bisected by a wall that looks as if a window showing the bottom of the lake has replaced it. In front of the wall, there looks to be a metal wire structure that has been ripped apart. It must have been big at one point. The domed ceiling overhead is covered in faded murals.
High above is a balcony overlooking the room. It is guarded by crenellations.
There is an unnatural chill throughout the area. A cold wind feels like it is blowing here.
During the time of Shinta the Undying, this room had changes. On the southern end of the room there was a brass oval embedded into the wall. It was fifteen feet high and ten feet wide. Above it there was a large symbol of Luthune that appears as if it is rising out of the space between two symbols.
To the left and right there were two pools of water, each a semicircle against the wall. Above each was a bas relief. The one to the west, showed a demon lord presiding over what appeared to be large lizards and beings formed of a mass of writhing tentacles. The east one showed what looked like large constructs destroying a city.
If the southern wall is closely investigated, it can be seen that there was once a metal band that performed an arc between the two pools of water, over the brass oval. There are fourteen sections that have been removed.
This is a set of twelve wheels mounted side by side with number painted on them. A band of wire is mounted over the wheels, apparently indicating the number beneath. These indicators are placed around the keep.
A massive table sits in the center of this octagonal room. A staircase rises up, doubling back to the railed balcony that circles the tall room overhead. A glowing green globe suspended from the ceiling dimly lights the room. Most prominently, a massive crystal globe, nearly five feet in diameter is set into the center of a table. The large globe is supported by a wooden oak ring atop six strong, claw-footed legs. An ornate, golden ring covered in ancient symbols holds the globe in place. On one side of the table, three metal wheels are mounted below three sets of numbered drums. To the left of these, red crystals rest in two of three mounting holes. Both are glowing. To the right of the wheels and drums are three more mounting of identical size but devoid of any crystals.
Turning the three iron wheels increases or decreases the three numbers above it, tuning the crystals to a specific place. The device requires very specific tuning. When all the three sets of numbers are set to a valid number, the target location is shown in the crystal globe. Presumably somewhere else in the complex is a device that will teleport to that place.
The default location 000-000-000 shows an image atop a small stone pedestal. In the distance can be seen mountains. Nearby, the ground is hilly, but not overly hostile.
Three red crystals are required to bring in something using this device. Three green crystals are required to exit using this device.
In the middle of this room is what appears to be a duplicate of the crystal globe device on the lower level. Quick inspection, however, reveals a number of important differences. This device has no mountings for crystals. Instead it has fourteen clear gems mounted in recesses on the golden ring, six on the left and eight on the right of a transfinite repeater.
By pressing down on any of the clear gems, the image in the globe changes. Pressing a clear gem to the left of the repeater shows an image of one of the winch rooms. Pressing a gem to the right of the repeater shows an image of one of the cube rooms.
There is a bedchamber suite with a wooden poster bed covered in blankets. Within the room, there is a concealed door. It reveals a small room filled with chains. The walls there are covered with them. All of them are rusty after being here for so long. There is also a slight feeling of wrongness within this place.
This concealed room did not exist during the Empire of Ice.
A 10-foot diameter hole, ornately edged, gapes in the floor of this room. Directly above it is a similarly sized hole in the ceiling. A small pedestal sits against the southwest wall, a diagram barely discernable above it.
On the pedestal, there are three bowls fixed to the surface. The center bowl is empty. The left and right bowls contain smooth pebbles, each marked with a number of spots.
A technical investigation revealed that this was a method to travel between the levels of the dungeon. To go to a specific level, take a pebble with the corresponding number of dots and hold it while dropping down the hole.
Braced to the floor is a large wheel, with prongs that would allow it to be turned. A chain runs around the wheel and leads around a large axle before disappearing into the floor.
Mounted to one wall of each room is a strange numerical device: a set of twelve wheels mounted side by side with numbers painted on them. A band of wire is mounted over the wheels, apparently indicating the number beneath.
There are a number of rooms of identical shape and contents. These are all located around the cube room, but only one of them has a door to that place.
Each room contains a mechanism consisting of a parabolic dish carved and smoothed out of the face of an octagonal block of granite, all mounted inside a framework with eight metal tracks. A large, screwlike device can move the granite block along these tracks. At the front of the tracks, eight rods hold a crystal in place in front of the granite dish. The crystal pulsates with light.
Mounted to one wall of each room is a strange numerical device: a set of twelve wheels mounted side by side with numbers painted on them. A band of wire is mounted over the wheels, apparently indicating the number beneath.
In the center of the dungeon there is a room in the shape of a fifty-foot cube. The door to this place is from one of the Focus rooms. The door is in the exact center of one wall, so there is a steep staircase/ladder to the door’s left leading down along the wall to the floor.
The floor and walls of this room are made of white marble. However the wall that has the door to this place is instead a reddish color, with the number “16” written all over it in gold lettering. The wall opposite is identical is features, including a door, except it is inscribed with the number “15”. Upon investigation though, the door was determined to not actually exist; it felt like a solid wall.
On the floor, there is a slightly raised path, about an inch high, that leads to the stairs for each door. This “causeway” also leads to openings on the other two walls. There are similar openings on the same walls, but at the ceiling.
In one corner of the room, there is a hole in the floor, with a ladder embedded in the wall leading to the ceiling. In the opposite corner there is a hole in the ceiling, with a ladder leading from the floor to it. The causeway leads to both of these features too.
When the opening in the wall to the right was used, it led to an almost identical room. However, this room was on its side. The group was walking on a reddish wall with a door in the middle. The floor was marked with the number “6”, and the ceiling with the number “5”. This second room, should not have fit into the dungeon, as there was no space for a room of that size next to the original cube room.
If a timecode is activated, the “causeway” changes. The path that will lead to the correct door in the correct way flip over and reveal a metallic path that leads from one wall to another. This is a way to time travel.
In the past, there was a cathedral in this dungeon. It was eventually replaced by the Diab with smaller rooms to house guards and other protectors. During the time of Shinta, there was a battle within this place, with Zaard’s forces attacking cultist of Orcus.
Shattered benches have fallen in rows in this dust-covered chapel. The floor is a fine white marble, but has been covered in many pentagrams of blood. Shelves, now devoid of books, stand against the east and west walls. What was once a large ornate altar stands near the northern end. It has been defaced, and its previous religion covered up. Tall piles of skulls now surround it. On top of the altar are the remains of a small idol that has been recently smashed. Behind it, there is a black symbol of a skull topped rod. To the south, on pedestals, are two skeletons of dragon like creatures (too many legs though) flanking a ramp that leads to a tunnel in the south. One of these had been animated by cultists, so had wandered off to try and kill some soldiers, before being destroyed.
On the ceiling, there is a large mosaic depicting a scene of the gods. To the left there is a depiction of Primus. To the right there is an image of Ravossa. Both have a look of peace on their faces. In the middle, there is a female being rising, presumably another goddess, from an odd symbol. Her expression is almost one of boredom. Beneath her there is a man cringing as he plummets towards the ground.
In the center of the ruins of Andril is the monument. This is the one building to survive the razing of Andril completely intact, but it is cursed so that it is buried beneath the sands. Every two years it rises up for a period of three days at the end of August. The nomads have rumors of the hoard of magical and monetary treasure supposedly hidden within. The few people who have escaped tell of living statues, of companions who vanished into thin air, of monsters from beyond Kire, and of a man who cannot be slain.
Rising from the center of the ruins are two towers, each 40 feet in diameter. A crystal sphere three feet wide rests solidly atop each tower. Each more than 200 feet tall, the towers are covered in old hieroglyphs and pictograms, as wll as having long sections written in ancient languages. It merely describes the history of Kreen.
The towers rest upon the monument base, which is nearly 400 feet long and over 200 feet wide. A stairway rises to the top of the monument base, leading to a large platform beneath an enormous bronze statue of a Kreen which appears to be in excellent condition. Inset into the platform, which is fifteen feet high, are two statues. Hedra, the gynosphinx is resting atop the central building on the monument base, at the feet of the statue.
As the monument is approached, a ghostly male figure appears. It greets people in a soft voice in a long forgotten language. A translation reveals that he says he is the guardian of the monument. He asks each person their reason for coming to the ruins. When all have spoken, he asks that each person leave an offering to the god of the monument before they enter inside; offerings should be of sufficient value, the spirit warns, so as not to offend the deity.
The statue on the left represents Tinel, the former god of magic. This statue shows him as a Kreen wearing flowing robes of white. He has a red jewel on his brow, held there by a silver circlet. In his left hand he holds a tall staff engraved with countless runes, and from his waist hangs a ring heavy with golden keys. His right hand is held aloft in a somatic gesture, as though casting a spell.
The statue on the right represents Ravossa. This statues shows her as a Kreen wearing voluminous robes. She wears a mask of feathers that trail from her face into the dark recesses of her cowled cloak. Behind this statue, there is a secret door that reveals a staircase leading down into the monument.
Hedra: She is a bored gynosphinx. She looks back on the good old days several centuries ago when there were more androsphinxes around. She is fascinated by clerics, and questions them unceasingly for information about ancient history, religion and where an androsphinx might be found. She wears three silver necklaces, pair of gem-stufdded platinum anklets, a small ioun stone flying silently around her head.
Just down the hall from the entry chamber is an oddly shaped room. The far wall is curved and has a beautiful mural painted on it, depicting a view of Andril as it once was: a rich peaceful city surrounded by jungle. The city is shown as if viewed from a point high over the monument, looking to the west. The mural has been defaced somewhat by passing tomb robbers who have signed names on it, marked off dates, and so forth.
A raised stone platform 1 foot hgh lies against the near wall; upon it is a semicircle paved with obsidian. When someone stands on it, they feel strange for a few moments. They then experience a vision of the ruins in front of the monument, seen from an angle above. The perspective is peculiar (and disorienting) as if the ruins and landscape were much smaller than they actually are.
This large hall has a series of seven stone benches in the middle of the room, a raised platform in the far end for speakers, and three ivory-inlaid wooden seats looking over the platform. Previous raiders have taken almost all of the ivory from the chairs, leaving only a bit left. The floor in this room is dark gray stone, polished smooth.
Along the right side is an alcove lined with tapestries depicting the history of Andril. In front of the tapestries are six Kreen statues of various past priests and rulers. One of them is of Shemaya. Each statue is decorated with gems, jewelry, and precious metals. However, a wall of force separates the statues from viewers. Apparently no one has ever managed to take the wall down.
This is the largest room on the first floor of the monument, easily measuring sixty feet across in both directions, and twenty feet tall. It is lower than all the rest of the level, with short stairs leading down to it. On one side there is a massive statue of a Kreen. One of the arms is missing and looks like it was used to beat the rest of the statue up. Before it is a altar, on top of which is the desiccated carapace of a Kreen. From this corpse arose a sinister, spectral figure robed in darkness that attacked the party.
In the middle of the room there is a brass stand that has fallen to its side. It holds nothing now. There are two statues of elves standing awkwardly about the room. In another place there are the remains of another one that was broken apart long ago. On the wall opposite the large statue there is a mosaic. This shows several creatures surrounding an unusual crystal that is half red and half blue. All around them it looks like the sky is raining fire. The creatures appear to be an elf, a druid of giant proportions, the faerie Queen Rhiannon, and two Thri-Kreen. Someone has left ancient elven graffiti over part of the mosaic: "Meelath was here!" On each of the four walls, there is a pair of green pillars, twenty feet apart.
This large room has three curtained exits leading from it. The two to the left and right have hieroglyphic writings upon the floor and the walls around them. A translation of them revealed a warning "Keep out". In the corners are giant statues of Tinel on the left and Ravossa on the right, each of a different color. The near left corner has a brown Tinel. The near right corner has a red Ravossa. The far left corner has a blue Tinel. The far right corner has a white Ravossa. In the center of the room is a long pool of water, level with the floor. In each of the four walls, there is a pair of green pillars, twenty feet apart. Investigation of these pillars show that they continue above the ceiling and below the floor.
This area, screened by a thin purple curtain, is bare of all furniture and ornamentation except for a huge faded painiting on the opposite wall. It shows the god, Tinel, arms outstretched, standing over and behind a small Kreen male figure.
Some hieroglyphics on the wall, next to the Kreen figure, may be read. The message indicates that this was the return point for the high priest of Tinel when he used a word of recall spell.
This area, screened by a thin purple curtain, is bare of all furniture and ornamentation except for a huge faded painting on the opposite wall. It shows the goddess, Ravossa, arms outstretched, standing over and behind a small Kreen female figure.
Some hieroglyphics on the wall, next to the Kreen figure, may be read. The message indicates that this was the return point for the high priestess of Ravossa when she used a word of recall spell.
This room is a soft gray color and has a thick carpet on the floor. The only thing that adorns the plain wall is a single hieroglyphic in the center of the opposite wall: "Meditate".
Above, rises the vast vault of a dome. The heat in this place is unbearable. A skinny brass bridge juts out into space, giving access to a circular platform. This audience platform extends into the center of the room's inner core. Some 20 feet below, standing in a swirling pattern of molten metal and sparkling gems in the floor, is Hu'shurish.
Hu'shurish: He is here because he was unjustly imprisoned by the elves because they refused to live up to the bargain they had made with him. They attacked his empire and destroyed his leaders. He fled and founded a new nation, but their lackeys were only interested in genocide. They hunted every one of his kind down. He is the last survivor of the Sultanate of Brass.
He is a 13-foot tall, red-skinned figure holding a massive brass falchion, sporting a long, black, topknot, and wearing a great deal of jewelry along with billowing pants and shoes. A closer examination shows that he is wearing long chains from his wrists; golden runes traced across their cold iron surface.
This is a vast vaulted chamber. Black, octagonal columns support the roof, rising to meet eight supporting arches, which converge in the center of the roof. The floor is of polished jet with an inlaid octagon. In the center of the octagon is a low black stone altar, with gems, gold and other offerings piled around it. Behind it is a golden throne, much bigger than any human would need.
Upon the throne was Shattra. But right in front of the door was the giant purple worm she controlled, by the name of A'Kef'cla.
A'kef'cla: This is a purple worm that is bigger than any others encountered before.
Shattra: She is a huge figure. Her face has lost much of her Kreen qualities, looking more human, except for the purple hue and the mass of tiny purple worms that make up her hair. Her eyes are hidden behind a pair of goggles. She has four insectile arms that poke through a fine chainmail shirt, but two appear to be vestigial. Her lower half is that of a worm. During the battle she transformed into a grotesque tentacled mass, but nothing else about her appeared to change.
Major Port is the biggest port within the Majuur desert. It is situated in the delta of the Maj'Liath river. Its major industry is trading. It is currently run by an oligarchy of six.
The city has an extensive history, dating back millennia. However, by the time the Juncert came along, it was a shadow of its former self. The Juncert took to establishing colonies along the coast. There they "discovered" Major Port, and turned it into a city. When the encounter with the unknown enemy happened, efforts were made to fortify the empire, and Major Port benefitted from this. A series of six castles were constructed around the Bay of Majuur to help defend the port. When the destruction of the Juncert happened, the city was left untouched. Since then, the residents have thought of themselves as the sole remnant of Juncert, and strive to do their empire proud.
Ferris Street- This is a street in the old quarter which is no different from any other street in the quarter. However, there is a house that was used by Shinta's minions to ressurect her. It has since been taken over by the party.
Next door A parchment with a drawing of a skull is nailed to the door, a sign of plague.
Great Lighthouse- This monument rises 400 feet above the harbour. It's white walls can be seen from anywhere in the city.
Granaries- All along the harbor there are hundreds of huge grainares. These hold all the agricultural bounty along the Maj'Liath river.
Hugo Verdtubb: Outside the temple of Sivis, the bald gnome jewler Hugo Verdtubb keeps a table under an awning.
Idriss, Aloysius, and Marcellus Verlakki: These itinerant halfling triplets park their mahogany box wagon in the city's low quarter and keep an eye on the fastest escape route. Idriss specializes in arms deals, Aloysius in stolen gems and jewels, and Marcellus in purloined art and illegal magic.
Aloysius was recently murdered by unknown parties. It was rumored to be quite a grizzly attack as if his intestines had decided to go their separate ways, but not before attempting to strangle him.
To say that the small city of Scuttlecove is a ruptured boil on an otyugh's ass would be insulting to otyugh everywhere. On its best days, a commoner wandering the streets of Scuttlecove during the day would be lucky to make it an hour without being assaulted.
Scuttlecove is unlike most cities in that the vast majority of its inhabitants are warriors rather than commoners. The primary exports of the city are drugs and stolen properties (particularly art objects, gems, and magic items). The city's economy is anything but stable, driven mostly by the arrival of pirate ships laden with loot, and pirates all too eager to spend it. As a result, the majority of the city's buildings tend to be dilapidated, since their owners do not have the regular income necessary to keep the properties in good repair.
The docks represent the lifeblood of the city, without regular arrivals of pirate ships filled with booty, the entire city would quickly collapse on itself and wither away. Lord Toruk understands this and keeps the docks in fairly good condition. It allows any pirate ship to dock for free, as long as there is open space. The docks are clogged with ships, with additional ships moored further out in the harbor.
This large, two-story building is made of blocks of stone and painted red. It is a fairly large tavern and inn that caters mostly to visitors. The place gets its name from its most popular form of entertainment: a wretched ogre mounted on display on a small stage in the center of the main room, and guests are welcome to practice whatever demented surgery they wish upon it.
The Scuttlecove waterfront is the place to go if you're looking for something that can't be bought in more civilized areas. Slaves, stolen merchandise and magic, poisons, and rare magical components can all be found here. The most popular ware in the waterfront has always been drugs, though; fully a third of the merchants in the region are drug pushers
Named for the ominous spiked edifice that stood as a lone sentinel over the valley’s riverside boundary, this region has long been viewed as taboo by the stone giant tribes that dwell in and around the Iron Peaks. Their tales speak of how the magic of the Ancient Lords still functions within the Black Tower, and how one of the Ancient Lords’ minions still “Lives” beyond death inside.
This tower is not like the others that comprise the Jorgenfist—its architectural style is far more intricate and ancient in appearance, bearing similarities to many of the other ancient monuments that dot the Archstedt landscape. Made of black stone and decorated with gargoyles, the tower’s walls are streaked with thick lichens and moss. it soars twice as high as the other towers, its facade effectively dominating the view.
Within was found the “Black Monk”, an undead being tightly bound in linens, who floated supernaturally. He held in his arms The Scrolls of the Black Monk. He continually muttered in a repeating phrase in an ancient language.
This immense hall is an unexpected break from the rough stone walls of caverns and caves. The rectangular chamber is fifty feet wide and a hundred feet long, with rib-like spines arching up to a vaulted ceiling fifty feet overhead. The room’s floor is loose soil, while the wall opposite the doors is carved with an immense bas-relief of a seven-pointed star. Throughout the room, seven fifteen-foot-tall tree trunks have been driven into the ground like immense stakes, their sides carved with countless more stars. Each trunk has been fitted with an iron ring from which dangle chains affixed to manacles. next to each trunk stands an iron brazier filled with smouldering coals. a long branding iron, its tip also featuring the seven-pointed star, leans against each brazier.
Within the Valley of the Black Tower stands a ring-shaped stone wall, fifty feet in height and surrounding several buildings, the most impressive of which is a looming black tower with blade-like crenellations that overlooks the river gorge. Within the ring, a one-hundred- fifty-foot-tall stone spire rises, surrounded by three low buildings. Apart from the black tower, five smaller towers are built into the fortress wall—one of these towers is wider than the others and seems to be the only gateway into the courtyard within.
Conna: Conna is a stone giant elder. She is peaceful and wants Mokmurian dead.
Mokmurian: Mokmurian is the leader of the Stone Giants in Jorgenfist.
Numerous glowing crystal lanterns hang on fine chains from the domed ceiling sixty feet above, filling this circular room with bright light. The walls of the room are carved with more runes and sigils, while over-stuffed wood and leather chairs and polished oak tables surround a thirty-foot-wide shaft in the floor.
The central shaft contains the library’s holdings. The walls of the shaft, 30 feet wide and 50 feet deep, consist of shelf after shelf of books, scrolls, tablets, and other means of storing information. All of these books are written in Thassilonian, and thanks to the chamber’s preservative effects, all are in excellent condition. The subjects cover all facets of Thassilonian life—this chamber represents perhaps the single greatest repository of lore from this nearly forgotten age in all of Gradallia, and as such, if its existence were made public, it would become a magnet for scholars from around the world. There are no ladders or stairs provided for those who wish to peruse the stacks—the wizard-monks used flight and levitation to sort the holdings and saw no need to make their collection easier for lesser folk to examine.
One remnant from Thassilon remains alive in this chamber—a curious clockwork creature built by the wizard- monks to serve as a caretaker, sorter, and assistant for those who wished to use the library.
The hall ends at an immense bronze double door that bears a huge mirror-like silver inlay of the ubiquitous seven-pointed star. This bronze double door has no obvious hinges, handles, or locks, save for a single tiny star-shaped indention at the centre of the larger mirrored star.
White streaks cover the sides of this stone spire and the surrounding ground, thick as paint. among these immense bird droppings are splintered elk bones and scraps of hide. The spire rises to a needle point one hundred and fifty feet above, but at a height of fifty feet an opening in the northern face allows access to a round chamber within which has been built an enormous nest.
This domed chamber is easily a hundred feet across. A large pool of bubbling prismatic liquid occupies the center of a raised dais in the center of the chamber. The spiky flanges of the seven-pointed Sihedron are engraved into the marble floor. Each tip of the enormous rune points at a twenty-five-foot-tall statue facing the pool with its back approximately ten feet from the wall behind it. The two statues nearest the entrance partially conceal arched openings in the wall directly behind them. Each statue depicts a di erent gure, but all are imperious and nely detailed.
There are a total of seven statues
Karzoug: A towering man with gems set in his forehead and hands, dressed in robes and wielding a burning glaive.
Krune: A short smiling man with a hooked nose and beady eyes, dressed in robes and wielding a spear.
Belimarius: A heavyset woman with a sneering visage and an imperious stance, dressed in a flowing dress and wielding a halberd.
Sorshen: A voluptuous woman with a seductive look, large eyes, and long flowing hair; this statue is nude and wields a double- headed guisarme.
Xanderghul: A strikingly handsome man with a close-cropped beard and a charming expression, dressed in extravagant clothes and wielding a lucerne hammer.
Alaznist: A gothic beauty with wild hair and a somewhat insane expression, this woman wears a long flowing dress and wields a thorny ranseur.
Zutha: An obese man, his flesh rotten in places so that the bones show through, wearing a ragged robe and wielding a scythe.
A wide avenue anked by crimson stone pillars runs down the center of this chamber—the ceiling arches sixty feet above and seems to be made of fire. At the center of the room, a huge seven-pointed star made of silver is engraved into the floor and surrounded by a circle of low-burning flames.
The Sihedron Rune in the middle of the room is an immense portal, the master circle. It has two functions.
Calling: Once per day, the master circle can be commanded to call a single creature, functioning as a planar binding spell (CL 15th)—only one called outsider may be active at a time via this effect.
Travel: If any teleportation effect is used while the caster is standing within the circle, the teleportation energy is instead absorbed by the master circle, which then opens a gate to the center of the Sihedron Circle on the lower slopes of Rimeskull. The gate is a two-way portal, and remains open for one hour before closing.
Highlady Athroxis: A very angry fighting wizard. Had the Mark of Wrath. Attempted to have carnal relations with Krusk. Deceased.
This grand cathedral can be called nothing less than opulent. The floor is covered in polished red and white tiles. Thick pillars carved into the likenesses of nude women with long flowing hair circle the room and support a ninety-foot-high domed ceiling, where a gargantuan mural depicts men and women engaged in all manner of carnal acts. Numerous plain ten-foot-by-ten-foot cubes line the outer ring of the cathedral, while at its center stands a pavilion of opaque silk sheets. Near the walls of the cathedral stand several delicate-looking cages, their sides more decorative than practical. Some of them contain what appear to be long-dead bodies, although one body in a cage in the chamber’s northern corner seems to be clinging to life.
Eryalla: An alu-demon daughter of Delvahine. Not as smart as the others.
Delvahine: The succubus in control of the Iron Cages. She has had relations with Vraxeris in the past.
Mr. Mutt: A Thassilonian soldier. He was previously a commander in Sorshen's army.
Lelyrin: An alu-demon daughter of Delvahine.
Voivod: An alu-demon daughter of Delvahine. Deceased.
Zevashala: An alu-demon daughter of Delvahine.
The walls of this room have been plated in iron, each plate of which bears a single rune—the upside down hooked “U” shape. What appears ti ve twi ten-foot-tall smooth crystal pylons stand in the middle of the room. A rippling curtain of blackness shimmers between these crystals. On the opposite side of each crystal, strange tendrils of black energy—reverse lightning crackling in extreme slow-motion—extend out from the crystals into spheres of roiling blackness in circular caverns to the left and right of the entrance. The air in the room is shockingly cold.
An immense cathedral of polished ivory flagstones. Mirrored walls rise to a height of nearly a hundred feet, where the vaulted ceiling arches majestically. four immense chandeliers hang from golden chains and brightly illuminate the entire room. At the center of the cathedral, a four-step dais of polished wood supports a peacock the size of a wyvern, its feathers spread regally behind it. The creature’s eyes seem to hold a great depth of wisdom and intelligence.
Bookcases full of tomes and scrolls line its walls and a reading table with several matching chairs sits atop a thick rug in its center. A peacock made of gold sits on the table, holding a single stick of incense cleverly positioned in its tail feathers. A heavy wooden door exits the room through the wall to the northwest. A figure lies slumped in the chair in the far corner—the body of a man wearing rich robes and a cloak made of peacock feathers. An elegant mirror is clutched in his hand, and a book and quill sit on the table before him.
This room is filled with religious essays on the subject of the Peacock Spirit, one of the more popular faiths during Thassilon’s height. Unfortunately, the books kept here are maddeningly vague and coy in revealing actual details about the Peacock Spirit, made all the worse by the large volume of material at hand
Vraxeris: The wizard formerly in control of the Shimmering Veils. He kept alive over the millennia through a series of clones, using a more powerful version of the common spell. Unfortunately he had a hereditary disease that eventually caught up with him, leaving a good looking corpse.
Silver beams support a domed ceiling covered in polished darkwood panels inlaid with spiky glyphs. Most of the chamber’s floor ripples in an immense, forty-foot-diameter pool of deep blue liquid. Flashes of lightning and gouts of flame dance along its surface, punctuated by thunderclaps, hisses, and cacophonous shrieks. Vague shapes writhe and twist in the currents below the pool’s surface.
The waters of the pool are infused with raw magic, and could possibly be used to repair or recharge magic items.
Ordikon: A wizard made of mithral. Deceased.
Zuvuzeg: A nalfeshnee demon. He is confined to the Hall of Golden Repose due to a binding spell placed on him by Izomandakus, now dead. The wording of the particular binding spell that keeps him here was constructed such that Zuvuzeg would escape the term of his permanent servitude only after he successfully made Izomandakus laugh, cry, shriek, and cheer by using nothing more than the power of his storytelling ability. Over the years, Zuvuzeg had finished three of these tasks with jokes, parables, and tales, but had yet to manage to make the stoic transmuter shriek. He will now never be able to escape its servitude except via death.