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Contents Legal
Adventures Inspired by Hollywood ................. 3 DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Cinematic Adventures ...................................................................3 Forgotten Realms, the dragon ampersand, Player’s Handbook,
The Ruins .........................................................................................3 Monster Manual, Dungeon Master’s Guide, D&D Adventurers
The Relic ..........................................................................................3 League, all other Wizards of the Coast product names, and
AvY .....................................................................................................3 their respective logos are trademarks of Wizards of the Coast
A Trilogy of Adventures .................................................................3 in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast.
Adventure 1: The Ruins ................................................4 This material is protected under the copyright laws of the
Background ..................................................................................... 5 United States of America. Any reproduction or unauthorized
Adventure Overview .......................................................................5 use of the material or artwork contained herein is prohibited
Character Hook .............................................................................. 6 without the express written permission of Wizards of the
Jungle Features ...............................................................................6 Coast. ©2018 Wizards of the Coast LLC, PO Box 707,
Ruins Exterior Features ................................................................8 Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
Random Markings ......................................................................... 8 Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Adventure 2: The Relic .............................................. 12 Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Background ...................................................................................13 Middlesex, UB11 1ET, UK. This work contains material that
The Village and Ruins .................................................................13 is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community
Adventure 3: AvY ..............................................................15 Content Agreement for Dungeon Masters Guild.
Background ...................................................................................16
The Rotating Fortress .................................................................16
Features Inside the Fortress ......................................................16
Keyed Areas .................................................................................. 17
Credits
Author
Jon Hild
Map (Page 3)
Phillip Wallace
Interior Art (Page 4)
Caleb Voorhees http://calebvoorhees.deviantart.com/
Interior Art (Page 10)
Thamara Gomez
Interior Art (Page 11)
Marta https://www.deviantart.com/weirda-s-m-art
Hakuna Stats (Page 11)
Leonaru
Interior Art (Page 12)
Wagnerf https://wagnerf.deviantart.com/
Map (Page 14)
Derek Ruiz
Interior Art
Joel Amat Guell https://www.deviantart.com/joelamatguell
Map (Page 17)
Dyson Logos
Interior Art (Page 20)
Thamara Gomez
2
Adventures Inspired by Hollywood
I
n the depths of the deepest jungles, there are secrets The adventure utilizes the creature featured in the movie
and horrors that thankfully remain hidden to those (known there as a kothoga but here altered to kothoggo) and
who do not seek them out. But once in a while, brave tries to recreate events and the sense of horror that occurred
individuals will travel under those darkened canopies in the movie. The setup is different however, and the ordeal
and put their lives in terrible danger. Will the intrepid that the players will have to go through is only designed to last
explorers live to tell their tales? for one session of adventuring.
The adventure is ideally designed for four players who
should be around 5th level. The main battle is a CR7
Cinematic Adventures encounter.
Once in a while, either Hollywood or an independent studio AvY
will produce a film that is just begging to be converted into a
Dungeons and Dragons adventure. I've thought this with such AvY stands for "Anadjin versus Yagrel" which is a not so subtle
greats as the Predator, Aliens, Lord of the Rings, the Last allusion to the Alien vs. Predator film. AvP (as it was stylized)
Unicorn, the Dark Crystal, and countless others too numerous is a 2004 science fiction action film which starred Sanaa
to name. This adventure book is an attempt to take three Lathan, Raoul Bova, Lance Henriksen and Ewen Bremner
personal favorites that have at least partially a Mesoamerican and was written and directed by by Paul W. S. Anderson.
flavor and use them for the Maztica Campaign setting. In this adventure, the "predators" are creatures from the far
These adventures do not have world shaking consequences off world of Anadia known as anadjin, and the "aliens" are a
to them, but since they are based on movies with horror degenerate breed of illithid known as "yagrel." While the
themes they are meant to scare the life out of your players. setting is certainly different than in the movie, there are some
New monsters are at the center of each adventure and easily recognizable plot elements that should be fun to play
perhaps halfway through them, your players will recognize with.
what a horrifying (but fun!) time they are in for. This adventure is slightly more difficult than the other two
and it is recommended that the PCs reach at least 6th level
The Ruins before tackling the terrors they will encounter here.
The Ruins is based on the 2008 movie also known as The A Trilogy of Adventures
Ruins. It is a supernatural horror film directed by Carter
Smith and it stars Jonathan Tucker, Shawn Ashmore, Jena These adventures could be run separately or as sequels. They
Malone, Laura Ramsey, and Bella Sana. The movie itself is are independent stories, but all three are set in the southern
based on the novel of the same name by Scott Smith, who jungles of the Green Folk and the Green Folk feature in each
also wrote the screenplay. adventure.
The adventure tries to recreate many of the events that If a foray is ever planned to the southerly land of Lopango,
occurred in the movie, though the setup is different, and the the adventures here make a perfect transition geographically.
ordeal that the players will have to go through is only designed Each adventure is set in the Chapulellel Jungle which is either
to last for one day of adventuring. the southernmost tip of Maztica or northern point of Lopango,
The adventure is balanced for four players who should be at depending on who is asked.
5th level. The main encounter itself can easily be adjusted to
accommodate higher level parties, though lower level parties
will require some reworking of the main monster.
As it always is with magic, there are a number of ways that
a party that is rich in magic could end up avoiding the
encounter altogether. Flying magic in particular could end the
adventure before it begins. Considering the party’s level, and
the fact that the hook assumes that the party is traveling on
foot through the jungle, this should not be a problem.
The Relic
The Relic is a short, site based adventure that gained its
inspiration from the 1997 movie also known as The Relic. It is
a supernatural horror film directed by Peter Hyams and it
stars Penelope Ann Miller, Tom Sizemore and Linda Hunt.
The movie itself is based on the novel of the same name by
Douglas Preston and Lincoln Child.
3
The Ruins
The Ruins
A
cruel and sadistic plant, gargantuan in size and The Green Folk
desperate to spread its evil to the jungles of the
True World has long been trapped by the The Green Folk are an isolated people who know close to
simplest of means. To the Green Folk, keeping nothing of the arrival of the Amnians, the wars to the north, or
the evil contained is far more important than the even the Night of Wailing. When the skies changed from blue
lives of a few strangers. to steel gray, they feared that the gods had become angry with
them, and this drove them into even greater isolation and
xenophobia.
Background The skies are blue once again which is something not even
their greatest elders are old enough to remember. To the
In the Chapullelel Jungles south of the House of Tezca and city Green Folk, this means that the message is clear that the gods
of Tukan, there are ruins of a civilization that are a complete are pleased with their work.
mystery to the tribal Green Folk who reside nearby. Though The tribes of the Green Folk are not unified. Leaders are
they have a similar structure to the grand pyramids of the selected through common consensus and based on merit.
northern nations, they tend to be smaller and have dissimilar Usually the wisest is chosen rather than the fiercest and one
markings. The ruins are ancient, and the Green Folk tend to tribe which is led by a portly but brave middle aged man
keep their distance for fear of the evil that may lie within. considers preventing the spread of the ezcochitli his sacred
In one small ruin, a squat and square pyramid 80 feet on a duty.
side and 30 feet high, the evil that the Green Folk fear literally It is utterly forbidden to set foot near the ruins, and only
covers the ruins. those who periodically salt the ground ever enter the clearing
An intelligent, carnivorous plant that appears to be nothing where it lies. Like all Green Folk, this tribe is distrustful of
more than a common jungle creeper (with vibrant red flowers) strangers. As long as they are left alone, the tribe is not
covers practically the entire ruin. This creature is known in immediately hostile. They are however, serious about their
the tongue of the Green Folk as the ezcochitli, which means sacred duty, and killing trespassers who do not abide by their
"bloodflower," and they believe it is their sacred duty to keep it rules is considered a holy act, rather than an evil one.
contained.
The Plant
Adventure Overview
While traveling through the Chapullelel Jungle which
The ezcochitli is a gargantuan and sadistic plant of unknown separates Maztica from Lopango, the players come upon a
origin, but it is possible that it is a result of evil magic young green folk boy playing by a stream.
remnants from the ancient civilization which once occupied The boy stares at the players but does not respond to any of
the Chapullelel Jungle. their questions. If the characters approach the boy, they are
The plant has a massive surface area, but it remains attacked by an ambush predator that resides within the
relatively flat on whatever surface it occupies or it climbs up stream.
structures like a hanging ivy or jungle creeper. When By the time the players defeat the creature the boy has
attacking, its thorny vines snap outward from many different disappeared into the jungle, but they hear his screams coming
directions, slashing at anyone who stands within its confines. from further into the wood. If the players follow the screams
Though the ezcochitli can move at a very slow pace, it is they come upon a clearing which contains a square ruin in the
effectively trapped atop the ruins. The simple Green Folk, who shape of a pyramid.
are usually awed by the supernatural and strange, discovered When the players set foot on the ruin, the boy emerges from
an effective means of keeping the creature contained and not the forest, followed by dozens of Green Folk who make it clear
by the power of some awesome magic. that the players are not allowed to leave and can only continue
Long ago, at the cost of many lives, the Green Folk into the ruin.
discovered that the ezcochitli could not cross earth that had After hourly events that should serve to rattle the players,
been salted. Though it is not hurt by the substance, it still the main villain, which is a malicious plant creature that
cannot pass such a barrier. covers a major portion of the ruin, finally attacks. The party
The ezcochitli has desires that are easy to understand. either fights back or flees from the plant, and during the battle
Other than the occasional animal that wanders or alights some may have been infected by its spawn.
upon the pyramid steps, it has not fed well in many decades. Considering the implied hostility of the Green Folk, the
The Green Folk repeat the salting of the earth every so often, players must flee through the only egress available which is a
but they never approach close enough to the creature for it to shaft that passes deep through the pyramid and into a hidden
feed. tunnel which has guardians of its own.
It also seeks to spread by infecting humans with its spawn.
Only living humanoids are capable of carrying its live young
within their bodies. These wriggling larva-like vines that
cannot be removed without magic.
Eventually, the vines burst forth from the body, killing their
host and seeking a place among the jungle creepers where
they can grow unmolested. An "infection" of such terrible
creatures could decimate the entire jungle.
5
The players may escape; exiting distantly into the jungle The Jungle. The jungle is very densely packed in this area and
should they overcome all attackers. anywhere that jungle is indicated counts as difficult terrain.
There are numerous well-traveled paths used both by jungle
Character Hook animals and the Green Folk, however, and the clearing can be
navigated easily.
The adventure location is simple to apply almost anywhere The River. There is a seasonal fresh water stream where
and can be found while the characters are wandering through the characters have their first encounter. It does not get
a jungle setting. This can occur anywhere, even outside of terribly deep, though there are frequent low waterfalls.
Maztica if the DM desires. Moving through the river is considered difficult terrain.
Jungle Features The Green Folk Boy
It is early in the morning when the characters first see the The characters’ first encounter occurs as they come upon a
Green Folk boy and encounter the cipactli. small river and waterfall. The dense jungle clears out a bit
Light. Though it is early in the morning when the players here and near the waterfall, a young boy stands by the river
begin this adventure encounter, the sun is already high with a pointed wooden stick; apparently using it to spear fish.
enough in the sky to offer bright illumination. There will be a When the players notice the boy, read the following.
full 12 hours of light before nighttime and darkness.
6
The boy was staring intently into the water with a sharpened
stick in hand. When he noticed your presence, he simply
stopped and stared, with the stick being held in a non-
aggressive manner.
At this point, the PCs should notice nothing unusual about the
The cipactli is an aggressive predator which attacks from ezcochitli which virtually covers the ruins. It appears to be
multiple mouths that can be found at each joint of their body. nothing more than ivy with occasional bright red flowers and
While not evil, they enjoy the taste of human flesh and make it is in fact intermixed with other, normal jungle vegetation.
excellent ambush predators as the Green Folk boy almost Though the ezcochitli typically covers 2 feet for every hit
discovered. point, this one has grown to perfectly encompass the surface
of the pyramid.
Continue reading after the players have gotten a good look
at the area and describe whatever they wish to investigate, but
nothing will seem amiss until they turn to the pyramid.
7
Markings. Underneath the brush, the pyramid is covered in
Though you cannot see the top of the pyramid from your angle,
ancient markings that have mostly faded over time. Some can
you do hear the scuffling sounds of movement and you hear be seen without removing the brush, but most of them are
one final, gurgling cry. covered and attempts to expose them subject a character to
the vegetation.
The following carvings are examples of what might be
When the last character has set foot upon the ruin, read the discovered, with 1-3 being plainly visible anyway. Each could
following. be used as future plot hooks or insight into the history of the
civilization which created these pyramids (or possibly even the
As the last of you sets foot on the pyramid, you hear a whistle ezcochitli).
from the nearby wood. From the darkness steps the Green Folk
boy who you thought you were attempting to rescue. Random Markings
A moment later, you realize that he is not alone. A portly Roll 1d8 when brush is removed and consult the following
middle-aged man steps out from behind him. Within moments, table.
dozens of Green Folk emerge from both the path and the 1d8 Markings
jungle itself. Most of the men who appear are armed with
An erect, feathered crocodile swallowing a heart.
bows, and though they keep the bows low, they remain drawn.
1 DC 13 Intelligence (Nature) check reveals this is a
Maztican Ahuizotl.
The portly man begins to yell at you in the language of the
Green Folk. A parrot like creature trailing motes and stars
2 behind it. DC 13 Intelligence (Nature) check reveals
this is a corollax.
The Green Folk will absolutely not allow the characters to 3 A cipactli, as encountered by the characters earlier.
step off of the pyramid at this point. If the characters approach
the edge, they have only the clearly drawn bows of thirty three 4
An elaborate carving of a warrior being sacrificed.
Green Folk scouts and one veteran (armed with a bow The removed heart is on fire.
instead of a crossbow) to warn them of their certain death Two intertwined serpents that span an entire side of
should they continue. Stepping back up the pyramid allows 5 the pyramid. One is smooth to the touch and the
the scouts to lower their weapons, and even without other grainy and segmented.
communication, the intent is obvious. A gaping mouth of fanged teeth. Behind these, what
The portly man continues to yell in the Green Folk tongue. initially appeared to be a second row of teeth is in
If they can understand him, he only repeats warnings to step 6
fact a collection of buildings which forms a
back. He refuses to answer any questions, including inquiries miniaturized town.
into the Green Folk’s intentions. The characters truly have no
choice but to go to the top of the pyramid or remain where 7
Jaguar headed humanoids with furry wings and
clawed feet like those of an eagle.
they stand.
At no point during the events of this adventure will the Humans with elongated skulls and gossamer robes
Green Folk leave, and they will stand guard through all hours. 8 either joining or separating with the jaguar headed
Women and children arrive soon after, bringing enough humanoids.
supplies to demonstrate to the players that the Green Folk are
here to stay. They set up camp in a corner of the clearing. Trapdoor
A trapdoor leading into the tunnel area is in the center of the
Ruin Exterior Features pyramid top. As long as the ezcochitli is alive, the trapdoor is
The players have nothing to do but to explore the exterior of extremely difficult to find despite its rather obvious location,
the pyramid at this point. and it requires a DC18 Wisdom (Perception) check to find. In
Vegetation. If the players focus on the vegetation, and use a addition, the character must be searching by removing the
Search action, they can make a DC 13 Intelligence (Nature) creepers, most of which will be the ezcochitli. If a character
check to determine that there are a dozen different species of gets hurt by the thorns here, roll 1d6 as usual, but on a 4-6 it is
plant on the pyramid, all of which are some form of ivy or caused by the ezcochitli.
jungle creeper.
Six species, one of which is the ezcochitli, have small Events
thorns and cause 2 (1d4) piercing damage if they are handled. The ezcochitli does not immediately attack the characters,
Roll 1d6 if the characters take damage to determine if the perhaps because it likes to see its victims suffer before a kill. It
character inadvertently got injured by the ezcochitli, at which is intelligent enough to know that unless they find the
point you can refer to its infection ability. This occurs on a roll trapdoor, there is no way for the characters to escape.
of 6 only. Certain precautions can be made to avoid the If the characters have some form of travel magic that could
damage at the DMS discretion, but the ezcochitli can subtly quickly end this encounter, the DM has a number of options.
make small movements that might foil them.
8
Remember, the Green Folk fear the characters escaping
because they do not want there to be even a small chance that Event 2
the ezcochitli might spread. If they recognize a caster’s Five Green Folk men and women with woven sacks full of
intentions, or see flying magic in action, they will all train their something white and grainy approach closer to the pyramid
bows on the offending caster. If a few warning shots don’t than any others have come before.
deter the players, a volley of arrows might be unleashed. They pour the contents of the sacks in a circle which
The ezcochitli should not attack yet, unless the encounter is completely surrounds the pyramid. A Wisdom (Perception)
otherwise certain to end. It will not let its prey go easily. check with a DC of 12 allows a player to recognize that the
Reveal the following events to the players at a rate of about substance is salt.
one per hour. The events should give the players clues as to
the nature of their foe, until it is finally revealed in the sixth Event 3
event. At this point it is time for the main battle, which could The sound of a baby crying comes from the other side of the
be deadly for the characters. pyramid. If the characters investigate, they find nothing.
Event 1 Event 4
A flock of birds fly into the clearing but make a sharp turn into One of the characters catches movement at the corner of their
the trees just before the come close to the ruin. Their eye. When the character looks it is just a rabbit rustling in the
avoidance of the area was obvious. brush. A few moments later, the character hears a pitiful
squeal and intense shaking in nearby bushes. If he or she
investigates, the rabbit has disappeared.
9
While the characters may not escape the way they came,
Event 5 another exit readily makes itself visible outside the watchful
This event will lead to revelation of the main antagonist of the eyes of the Green Folk, who still won’t cross the salt barrier.
adventure. Read the following out loud to the players. The trapdoor, long held in place by the ezcochitli’s vines, has
swung open. Handholds along the side of a stone wall lead
A small boy, younger even than the one at the river, somehow into darkness that has not seen the light of day in ages. The
manages to slip past a few scouts who are apparently less
climb descends 60 feet; well below the base of the pyramid
and the characters will realize they are underground if a DC
focused on what is going on behind them than who is
12 Wisdom (Perception) check is made. The climb leads into
attempting to leave the pyramid. a moderately sized chamber that smells of musty earth.
The boy manages to grab a red flower from the very edge of
The chamber is completely dark with the exception of the
shaft of light from the surface that is disappearing slowly as
the pyramid before the portly man notices him. The man starts
the day turns to night. If the characters have a light source
yelling at the child, who can’t possibly be more than 7 years of read them the following.
age. You recognize the tone.
Your light illuminates an earthy chamber which can’t be more
It is obvious that the boy is doomed as you are, though he
than 30 feet on a side. To your right, you see what appears to
does not have the sense to come to the top of the pyramid.
be an irregular tunnel, three and a half feet high at the most. To
What can only be his mother appears from the nearby camp
your left there is a stone pedestal, upon which sits a copper
and cries the boy’s name aloud. The portly man holds her back
statuette of some horse-like creature with wings. Sprinkled
and the boy cries out “mama” as he steps forward and presents
around the statuette on the pedestal are what can only be tiny
his red flower.
blue gemstones.
It is unclear which of the six arrows took the boy’s life.
From the earthen tunnel comes the growing sound of
chittering, almost as if thousands of insects are headed this
At this point the characters should be sufficiently horrified at way.
what the Green Folk have done. Unfortunately, this is only the
beginning of the horror. As the boy’s body falls backward into
the vegetation, vines rise up and start to entwine his corpse. The tunnel is not a natural part of the pyramid, but was
The vines, obviously alive, begin to feed. All around them, actually dug by terrible chitin covered reptiles known as
the entire pyramid erupts in movement. The mother of the kruthik. Deep below ground, there is a magma flow which has
child screams and all around the players, the red flowers attracted these creatures and a small hive has recently
repeat the scream over a thousandfold hatched over a dozen of the tiny kruthik spawn which the PCs
The battle with the ezcochitli has commenced. Make sure have unfortunately broken right into.
you are familiar with all of its powers. This is not a standard While the hatchlings are harmless, the there are also four
creature, and its abilities are quite unique. Despite the sounds young kruthik and two adult kruthik with which the PCs will
of the screaming mother, the ezcochitli is not using the magic have to contend. See Mordenkainen's Tome of Foes for the
behind its horrifying mimicry. It does not want its prey to run kruthik's statistics.
off to be killed where it cannot reach their corpses and feed.
Underground Passage
Once the ezcochitli is defeated, the vines quickly wither and
die as do the red flowers. The remaining vegetation is no
longer enough to cover the surface of the pyramid and
each carving from page 7 can now be clearly seen.
The Green Folk do not relent in their quarantine
of the characters unfortunately, because they
do not know if there is spawn living in the
bodies of one of the characters or not.
The portly man however, does give
the characters somewhat of a
respectful nod, and once
the Green Folk realize
the threat is forever
dead, a bit of
a cautious
celebration
occurs.
10
The reward for characters is in the gems and the statuette.
There are 18 tiny, but perfectly cut sapphires worth 100 gp
each. The statuette detects as magical. With a DC 13
Intelligence (Nature) check, they can identify the winged
creature as a hakuna, which is a Maztican beast similar to the
dragonne of Faerûn . The statuette is a relic from the ancient
builders of the ruin who could tame these beasts, and in
essence the copper hakuna is a figurine of wondrous power.
The characters may use the tunnel to crawl well beyond the
confines of the clearing and escape the Green Folk. The
kruthik actually arrived in the chamber over a year ago from
the Underdark and branching tunnels lead upwards to the
surface and down into the Underdark for further adventures.
There is most certainly a kruthik hive lord lairing somewhere
nearby.
Copper Hakuna
Wondrous item, rare
If you use an action to speak the command word and throw
the copper hakuna on the ground within 60 feet of you, it
becomes a living hakuna. If the space where the hakuna
would appear is occupied by other creatures or objects, or if
there isn't enough space for the hakuna, the figurine doesn't
become a hakuna.
The hakuna is friendly to you and your companions. It
understands your languages and obeys your spoken
commands, but it fights only to defend itself. If you issue no
commands, the hakuna takes no other actions.
The hakuna can remain alive for up to 24 hour. Once it has
been used, it can't be used again until 5 days have passed. It
reverts to a statuette early if it drops to 0 hit points or if you
use an action to speak the command word again while
touching it.
11
The Relic
The Relic
O
f all the nations and peoples of the True World, In life, he was a cruel torturer who made pacts with dark
the Green Folk still remain the most distrustful forces that have no place in the True World, and his current
and outwardly hostile towards outsiders. Most condition is the end result of those pacts. He was the one who
are content to remain hidden in the southern brought about the decimation of his village by performing the
jungles as long as they are left alone, but others kothoggo ritual, though he did not truly understand the
would actively seek to bring harm to the creature he had created.
outside would. The wraith rises from among the bodies, dark and wispy.
Similar to the corpses, the wraith is missing its head.
Background Room 2
A century ago, one of the tribes ignored cultural taboos and The door to this room is locked but easily forced open with a
entered ruins once forbidden. In those ruins they found a way DC 12 Strength (Athletics) check as the lock is badly rusted.
to defeat the light-skinned invaders and return to their lives. Inside the PCs will find what was once a small barracks for
This new weapon was a ritual of unknown origin, coupled guards that would have defended the complex for Cordell’s
with a mushroom-like spore that grows only within the missionaries from rebelling natives.
forbidden ruins. With the ritual and mushrooms, they have A few rusted weapons can be found that have not held up
learned to transform a man or woman into the dreaded well in the humid jungle climate. One longsword gleams
kothoggo. brightly amidst the rot, however because it is a +1 longsword.
The kothoggo is a creature whose lifespan is remarkably
short, but in that short time it can decimate entire villages. Room 3
When a human consumes the spores from the ruins and the
ritual is performed he or she slowly begins to change, This door is unlocked but warded with a magical trap that
becoming more and more monstrous until five days have blasts cold in a 10 foot cone and does 11 (2d10) cold damage
passed and they transform completely. The creature loses to any that open the door. Along with the blast of cold, an
almost all semblance of its humanity but does not need to kill audible “whoosh” can be heard as the room’s vacuum seal is
as long as it is fed with the rare mushroom that spawned it. broken. A DC 15 Intelligence (Investigation) check discovers
When the tribe stopped feeding the creature it sought out the trap and a DC 15 Dexterity (Sleight of Hand) check can
the closest source of the compounds found in the mushroom, remove it (a failure sets it off and opens the door).
which can only be found elsewhere in part of the human Inside, there appears to be a small library. Its old books and
brain. scrolls have held up remarkably well due to the room’s
Knowing this, the Green Folk have found themselves a vacuum seal. The books tell the history of Amn, up to and
terrible weapon which they use as a doomsday weapon of including Cordell’s subjugation of Nexal and the True World.
sorts. The ttribe eradicated a settlement of Cordell’s men who In addition, there is a manual of stone golems. The resident
set themselves up to plunder the region of its resources. Now, wizard was going to use it to construct a powerful guardian
over a century later, the settlement has remained as a ruin, before the Amnians were all slain by the first kothoggo.
but the Green Folk have recently returned to occupy the
neighboring region. Room 4
Unfortunately, an evil shaman who is generally shunned A 15 ft. ladder leads to a hallway whose walls are gouged by
because of his experimentation with dark forces has the kothoggo’s claws. The marks are on both the walls and the
performed the ritual on an unwitting simpleton, and the ceiling. It doesn’t seem that the creature stayed on the ground
kothoggo has come again. at any point.
This is the scenario that the PCs stumble upon when they About 30 feet into the hallway, there is a large spiked pit
find the Green Folk village, its multitude of headless corpses, trap. If a PC walks across it and fails a Dexterity saving throw
and notice an entrance in the nearby rock face. (DC 15), the floor drops out beneath them resulting in 5
(1d10) bludgeoning damage from the fall in addition to 13
The Village and Ruins (3d8) piercing damage from the spiked floor. The spikes used
The village itself is small and poor. It perhaps could have been to be poisoned as well, but the poison has since worn off.
occupied by a half dozen families of hunters and gatherers. Room 5
The most notable feature is the sheer rock wall behind the
village. A door leading into the wall lies to the side, crushed by The door to this room is locked and rusted, but it is not as
some tremendous pressure. fragile as the one found leading into Room 2.
A Strength (Athletics) check of 20 can break it, but it is
Room 1 more easily picked with a DC 14 Dexterity (Sleight of Hand)
Fifteen headless bodies are strewn about the main entrance. check.
Despite the heat outside the room feels uncomfortably cold.
This is because one of the dead has become an undead
wraith and inhabits the room, desperate to snuff out whatever
life it can find.
13
This room was once the abode of a high priest of Helm.
Candles and holy symbols of Helm still remain in the room
from over a century ago.
There is also a loose stone which requires a DC 15 Wisdom
(Perception) check to notice The prior resident hid 25 gold
quills (125 gp) he stole from the natives here.
Room 6
These are the bedrooms of other former residents of the
structure. Not much remains as they fled or were killed when
the first kothoggo attacked a century ago.
The walls are covered in once beautiful tapestries that are
now moldy and worm eaten. Some sort of leak in the ceiling
has put 6a in the worst condition, and 5 violet fungus have
sprung up from the rot.
Room 7
This is where the kothoggo has chosen to lair. A statue of
helm stands at the northern end of the hallway and has had its
head removed by the bite of the kothoggo. If the kothoggo is
caught unaware, the PCs see it with its long prehensile
tongue deep in the eye socket of a villager's severed head.
There is a gold offering plate (75 gp) in front of the headless
statue that has a variety of small gemstones (one small ruby,
two topazes, an emerald and three sapphires each worth 50
gp).
If the PCs replace the head on the statue, it magically fuses
to its original position and the PCs each gain Inspiration. If
they simply take the loot and don’t replace the statue head,
Helm curses them to suffer disadvantage on their next saving
throw or skill check.
14
AvY
AvY
S
ometimes comflicts that have gone on for ages During this minute, it is difficult to balance and a creature
have nothing to do with the heroes that stumble must make a DC 12 Dexterity check at the start of their first
upon them. Unfortunately, even though the turn in order to avoid falling prone unless they remain still.
violence is really not directed at them, there is no Communication during rotation is difficult as well because the
way to avoid becoming a participant. In AvY, the grinding metal and gears drown out all sounds except for
heroes become involved in such a war between yelling. The seams are small enough and the motion starts off
two very strange species. slow enough that creatures do not need to be concerned with
getting crushed between walls in rooms 2, 3, 4, 5 8, or 19.
Background There is no pattern to the rotation and the connections are
made randomly. The hour timer between rotations begins
The story of "AvY" is the story of a conflict that has lasted for immediately after the characters enter and the first movement
many centuries between two races of creatures. occurs.
One of these races is a degenerate form of illithid known as
the yagrel. While these creatures no longer have the powerful Features Inside the
mental capabilities of their illithid forbears, they have
developed a powerful musculature to compensate for what Fortress
they have lost and a savagery to match.
The other race is the noble, but unforgiving Lopangan The following features are common throughout the entire
anadjiin. Powerful predators originally from the world Anadia, rotating fortress.
they were stranded on Toril hundreds of years in the past and Light. The anadjiin have intentionally captured and
have since adapted to the very different world which they have dispersed glowworms throughout the entire fortress. The
come to occupy. glowworms instinctively remain close to the ceiling and they
The two races have had their histories intertwined for give the whole complex the dim light condition.
nearly five-hundred years now and the anadjiin have always Ceilings. The fortress is nearly perfect in its geometry and
maintained the upper hand. However, because of some bizarre each level has 15 foot ceilings with an addition 10 feet of pure
and twisted desire to maintain balance, the anadjiin have iron in between. thus, staircases to upper levels are 25 feet
never finished off their opponents when the opportunity has and the overall fortress is 85 feet tall.
arisen. Instead, when yagrel populations grow too large, they Doors. The outer doors are forged of adamantine, and all
begin an event known as the Culling. others are made of thick brass. The outer doors have AC 23
During this purge, which has no set cycle other than that and 54 hitpoints, and the brass ones are AC 18 with 40 hit
due to the anadjiins' keen sense of population imbalance, the points.
anadjiin capture as many yagrel as they are able. These yagrel Configuration. Where the connections are formed between
are then placed in strange puzzle-like fortresses created by the cylinders is up to the DM to decide or can they can be
anadjiin and hunted by young, untested anadjiin. assigned randomly. The outermost layer has four possible
Many yagrel escape the Culling, but typically their numbers connectors to the exit and three connections to the middle
are brought low enough so that it takes almost a century for cylinder. The middle cylinder has two connections to the
their savage elder brains to replenish them. The Culling is central, stationary cylinder.
occuring just as the players stumble upon one of the anadjiin On the second level, there are only two possible connections
puzzle-fortresses. This one a rotating deathtrap for all which do not necessarily alternate (they might end up in the
creatures inside. same position after a rotation) but using the staircases as a
reference will make it easier to determine the most current
The Rotating Fortress layout.
Of course, since the central cylinder is stationary, its
The rotating fortress of the anadjiin is a monstrous marvel orientation always remains the same.
wrought purely of iron and outfitted with magical and When the you are ready to begin the adventure, read the
mechanical gears that cause it to rotate once every hour or following to the player characters while they are still in the
when a new being enters it. jungle.
The fortress is in fact one titanic iron cylinder surrounded
by two hollow cylinders of increasing size, and an outer wall.
The spaces in between are so small that the seams are As the jungle canopy clears in front of you, you see a sight
practically imperceptible and they remain so until the
cylinders begin their motion. which you truly did not expect.
A movement of the fortress is heralded with a loud metallic A black fortress of stacked cylinders rises above the trees
clang and is followed by a terrible grating which lasts for a full
minute as the outer two cylinders rotate. seemingly having come out of nowhere.
16
Keyed Areas Area 3. Archere
The following descriptions are for each numbered area on the If facing west, north or south these rooms simply face walls
map. If changes occur because of the PCs actions at area 16, and serve no purpose. To the east however, the area combines
they will be indicated at the end of a description. with another open space.
It is important to keep track of the fortress' current While the fortress mostly serves as a training ground for
configuration at all times during the adventure, noting that it anadjiin young and as an effective location to enact the
changes at random ever hour, on the hour with a full minute Culling, the murder holes indicate its secondary use as a full
alloted for rotation. blown fortress. Twice in the past, the yagrel have grown to
such numbers that the anadjiin have been forced to retreat to
Area 1. Entrance complexes such as these and go on the defensive. In their
understanding, this cycle is all a part of the balance they
The only visible entrance to the fortress is a large set of heavy revere.
adamantine doors which, despite their great weight, are easy
to open from the outside. Area 4. Central Cylinder Entry
Area 2. Entry Chamber Another set of brass doorways lead inwards toward the
central cylinder. Depending on the fortress configuration,
Once the PCs enter the fortress, the adamantine doors gently there may be side passages leading deeper into the middle
close because they are set on springs. cylinder or it may only head directly inwards to the inner
If the fortress has rotated, the entry chamber might now cylinder.
face another direction depending on the configuration. If it
faces west, the room simple ends at a wall, northward allows Area 5. Inner Cylinder Entry
partial entry to Area 3 (see the description) and southward These short halls lead to the innermost cylinder which does
has a secret exit which the adandjiin can recognize, but the not rotate. One of these entries has a tiny empty side chamber
yagrel have no idea exists. which contains inscriptions written in a pictographic
PCs may find this door by searching the area and making language. There are no recognizable images but if the players
an Intelligence (Investigation) check with a DC of 15 or a read it with magic, they can learn the ancient history of the
Wisdom (Perception) check with a DC of 18. From the anadjiin and their conflict with the illithids who eventually
outside, the secret door is nearly impossible to find by those became the yagrel. The writing reads in strips from top to
who are unaware of its existence and the DCs increase to 20 bottom and some glowworms need to be cleared from the
and 25 respectively. pictographs at the top of the ceiling if the players want to get
the full history.
17
Anadian Exodus This is why we suffer them to live. Today, you prove yourself
worthy of the name "Yatilli" should you find your way from oyr
Long did the ancestors of the beings we now call yagrel prey most blessed fortress. Find your weapons by the iron spear and
upon us as we cowered in the dunes and badlands of Anadia. kill what you can, or be killed in the process. If it is your deaths
which result, that is the will of the Balance. Good luck to you all
The name itself means "Wet-One" for their skin was moist like
and remember if you emerge victorious, you emerge as Yatilli -
it had been soaked in the deep World-Below lakes of Anadia.
the greatest warrior clan among anadjiin for all time.
While we were not a soft species, the tentacle-faces used mind
magic from which we had no defense and they rained death
upon our fiercest warriors from the skies where we could not Another set of doors leads to Area 16, but the doors are
rake our claws against their soft bodies. Would only such warded with a glyph of warding. Anadjiin Balance-Seekers
cowards have come to ground, the early days of our war would have placed these glyphs to prevent the yagrel from entering
not have gone how they had. and they are keyed to strike aberrations only for 5d8 acid
damage.
Our people and the balance was in peril! Only those who hid
away under the sands or in the deepest ravines managed to Area 6. Confused Yagrel
avoid the strange spiraled structures from which the tentacle- Three yagrel that have been released from Area 7 have just
faces came. Year after year, there were less and less of us and wandered into this dead end were confused by their
those who set forth to find sustenance for their brood often imprisonment and the hourly motion of the citadel. They have
never returned. To emerge from cover was to die. no idea where they are going but are certainly not wiiling to
talk or negotiate with PCs.
When all was thought lost, the sounds of battle rang across
the skies where the tentacle-faces lingered. Such foul and
imbalanced beings surely had terrible enemies of their own and
it was apparent that they had come to collect what was due.
Yet this was the type of battle our people understood. One
clan gathered together some of their finest warriors and
ambushed over a dozen of the vermin-structures, taking them
for their own. Though it took some time, our Balance-Seekers
discovered a means to control the structures which they called
"ships" and more specifically "mindspiders."
This clan of the fiercest warriors, known as the Yatilli, are our
descendants. You, as the young and untested must earn your
way by Culling our former oppressors. Yes, we came to this
blue-green orb to escape the death upon our world. Yes, we
abandoned many. But to maintain the Yatilli needed to survive.
The foolish tentacle-faces followed us to this world and could
not find us among the strange green living behemoths the
natives people call "trees." So the fools came to ground where
we could finally enact our revenge.
18
Area 7. Yagrel Prison #1 Area 8. Injured Anadjiin Youth
This room smells of filth and PCs who approach hear a high One of the anadjiin youths was separated from its kin earlier
pitched bark or growl that has an otherworldly quality to it. when the yagrels were released from their prisons. It ran afoul
Another yagrel remains here in what was once its holding of the kigrid and yagrel in Area 7 and was certain to die, but
prison and stands besides five tentacle-faced dog creatures when the PCs triggered another movement it managed to
with bird-like beaks and a nasty disposition. These creatures escape and was sealed off into these rooms. It is gravely
are kigrids and they attack any who approach their yagrel injured (6 hit points remaining) and wont know what to make
master. of the PCs though it does not attack unless the PCs have
When the illithid who would one day devolve to the taken the weapons from Area 11.
degenerate yagrel came to Toril, there were a number of If the PCs don't have the anadjiin weapons and assist it with
servant creatures on their ship with them which escaped with healing magic, the creature will quietly accompany them until
the illithids into the wilds of northern Lopango. they encounter the other anadjiin youths. In such a scenario,
Over the centuries, these strange beasts have remained the anadjiin will automatically act indifferently towards the
with their masters and when the yagrel were captured by the PCs instead of hostile and allow them to go about their
anadjiin and brough to the fortress, their pets were business.
imprisoned alongside them.
19
Area 10. Yagrel Prison #3 Area 13. Anadjiin Youth Seekers
The yagrel that were released from this prison moved quickly Three anadjiin youth have just entered this chamber
from their confines once they were released and have made it searching for the anadjiin weapons. They will be surprised to
to the second floor through Area 14 before the anadjiin even see the PCs but will likely not mistake them for yagrels nor
made it down to the first floor. All that remains in this will they attack immediately, unless the PCs carry the
chamber is their filth from being locked inside for a tenday. halberds.
Even with a language barrier, the PCs can make a DC 13
Area 11. Temptation Chamber Charisma (Persuasion) check in order for the anadjiin to allow
While it is rare, the occasional anadjiin has had its mind them to move on. If the injured anadjiin from Area 8 is
polluted by temptations that would not be beneficial to Clan accompanying them, this check succeeds automatically.
Yatilli. This room was designed by the elder anadjiin to weed If hostilities ensue, the anadjiin are not cowards and will
out such abominations. fight to the death.
From the hallway a continual flame spell illuminates a pile
of gold and gemstones as if it is attempting to highlight the
objects. While seasoned PCs might suspect a trap, anadjiin
youth are not privy to such tricks and should they become
distracted by the wealth, they might briefly abandon the
Culling for a moment for easy pickings.
20
Area 14. Staircase and Secret Door Due to the fact that they do not yet have their weapons, the
outnumbered anadjiin youth will fall to the yagrel if left alone,
Another spiral staircase leads up to the second level here like but only two yagrel and one badly injured kigrid (half hit
the one in area 12, but there is also a secret door leading into points) will survive.
weapons cache in Area 15. This door is seamlessly cut into
the surrounding iron and is remarkably difficult to find. It Area 18. Fortress Lookout
would require a DC 22 Wisdom (Perception) check to notice If the fortress is ever under attack, from the outside, the
or if the PCs are specifically looking for a secret door a DC 20 murder holes that ring the second floor of the fortress will be
Intelligence (Investigation) check would suffice. manned by anadjiin who wield bows that have the anadjiin
Opening the door is a challenge as well because there is no weapon quality. These bows are in the armory of Area 22 at
lock to pick and no obvious handle or mechanism visible from the moment.
the outside to enter and it is thick iron like the surrounding
wall. The iron door simply slides aside once the control rune Area 19. Doorway to the Center
is touched in Area 16.
The door to Area 26 is made from adamantine like the
Area 15. Weapons Cache entrance and only opens from the inside unless a secret
There are ten weapons in a long stone coffer in this chamber. command word known only to the anadjiin adults is spoken.
Each of these are anadjiin weapons which are described Once the anadjiin youths travel beyond this point, they are on
below. There are ten halberds, six spears and four war picks. their own within the lower chambers of the fortress.
If any of these weapons are taken, the anadjiin will actively Area 20. Dead Yagrel
pursue the characters and will be automatically hostile.
Returning the weapons can end these hostilities, but the A yagrel that made its way upstairs to this level ran into the
anadjiin often wont give thieves an opportunity to do so. full contingent of anadjiin and was quickly torn apart. Its
remains have been left here and the glowworms that
Anadjiin Weapons illuminate the complex have crawled from the ceiling to slowly
Weapon, rare consume the remians.
If they are wiped off, the PCs can find a golden armband on
The anadjiin of Lopango have moved somewhat from the the yagrel which is worth 250 gp.
savagery of their ancestors on the planet Anadia. They prefer
to use weapons instead of their claws in battle, but their ability Area 21. Secret Door
to cause an excess loss of blood is lost when they do so.
The anadjiin discovered a silver-like metal, however, that Area 21 is still a part of the fortress lookout, but there is a
allows them to transfer the extra necrotic damage they cause secret door which leads to another weapon cache. This cache
through their weapon. This means that in the hands of an and secret door is not controlled by the control pillar and
anadjiin, anadjiin weapons do an extra 1d8 necrotic damage must be found separately.
when in the hands of anadjiin youth or 2d4 in the hands of an The door is extremely well hidden and requires a DC 22
adult. This damage transfers to ammunition as well. check to find (either with Perception or Investigation).
Other than serving as normal weaponry, anadjiin weapons Opening it requires another DC 20 check using Dexterity
are useless to any other creature. (Sleight of Hand). The anadjiin adults in Area 28 have a key.
The door is made of iron and appears to be part of the wall.
Area 16. Control Pillar Area 22. Armory
All configurations lead to this central chamber which controls The anadjiin adults store many of their own weapons here,
a number of effects in the complex. An iron pillar with including 14 longbows and 8 halberds, all with the anadjiin
numerous anadjiin pictographs can be used to remove the weapon quality.
prison walls of force, open secret doors in Areas 2 and 14 and
start the random rotations of the fortress. Taking these weapons has the same affect on anadjiin
The pictographs include instructions for the controls and disposition as the weapons in Area 15 do.
the proper series of runes must be touched in the proper Area 23. Guard Chamber
order for them to function. It requires a DC 12 Intelligence
check to understand the prison controls, DC 15 Intelligence Normally, when the fortress is not being used for the Culling,
for the secret doors and DC 20 Intelligence to stop or start the anadjiin adults remain stationed in this room and in Area 24.
fortress rotation. At the moment, it is empty.
Area 17. Anadjiin vs Yagrel Battle
Three anadjiin youths and four yagrel with two kigrid battle
in the cramped confines of this room. The PCs should hear
the sounds of battle from Area 5 but sounds will be muffled
through the doors to Areas 4, or 16.
The PCs can get involved on one side or another, but
neither group will have an improved disposition towards the
PCs in the aftermath. However, the anadjiin adults in Area 28
are observing this battle using a crystal ball and their actions
will be watched from this point forward (DC 17 Wisdom save).
21
Area 24. Guard Quarters How they react now is based on a Charisma (Persuasion)
check made by the PCs with the following modifiers to the roll
This room usually houses the anadjiin adults who guard the on a DC 15 check.
fortress, but it has been cleared of all its contents in -10 The PCs took anadjiin weapons and have not returned
preparation for the ritualistic Culling. them.
Area 25. Shrine -5 The PCs killed one or more anadjiin youth during the
adventure
This large chamber serves as a shrine of sorts to the +5 The PCs joined the battle against the yagrel in Area 17
Lopangan anadjiin. They maintain belief in a foreign deity +5 The PCs helped/healed the injured youth in Area 8
otherwise unknown on Toril.
The room is lit with six everburning torches and the shrine If the PCs make the Charisma Check one of the anadjiin
has a golden idol of a statuesque anadjiin. It's appearance is speaks to them in halting Common or Maztican.
much more savage than the anadjiin the PCs have likely
encountered so far and is in fact a deity from their home You fight like the Yatilli and represent your race well. We have
world. not thought of you as true warriors in the past but perhaps we
There are various instruments placed throughout the room, must rethink. Take this as a token of our respect and then
but the golden statue itself is worth 15,000 gp. Taking the begone from these lands. Powerful you may be, but let us not
statue will certainly earn anadjiin ire and the PCs will not be believe that you might upset the balance. No few such as
allowed to leave with it. yourselves could withstand the might of the Yatilli clan.
Area 26. Grand Entryway
The walls in the grand entryway are carved with dozens of With that, the anadjiin throws a longsword that it holds to the
depictions of anadjiin in a variety of heroic roles. When the most martial looking PC. This is a longsword of wounding
anadjiin youth are released and the Culling begins, this room which it took from one of Cordell's men over a century ago
serves to build their pride and sense of superiority as they when they attempted to pass through the southern
prepare to battle the yagrel. Chapullellel Jungle.
Passing through this room gives all anadjiin inspiration if it After the sword is passed on, the PCs can teleport to just
is the first time they have done so. outside the fortress using a permanent teleportation circle
The top portion of the control pillar passes through this that the anadjiin guide them to in the eastern portion of the
room as well, but it does not have any of the controls found in room. This circle teleports them to Area 1.
Area 16. If the PCs fail the Charisma check, the anadjiin say nothing,
give them nothing, but still lead them to the teleportation
Area 27. Stairway to Level 2 circle. Should the PCs fails the check by 10 or more, the
A murder hole is the only feature of these rooms except for anadjiin attack which will likely lead to a total party kill, unless
the staircase down towards the second level. However, there is the PCs flee immediately.
a secret door similar in design to the armory secret door in
Area 21. This leads to the Culling Chamber where the adult
anadjiin can be found.
The doors will open when the PCs walk to the top of the
stairs.
Area 28. Chamber of the Culling
Read the following to the PCs as they enter this chamber.
Standing before you there are six beings with appearances
much like the other clawed creatures you have encountered in
this strange complex. These creatures seem more sure of
themselves, however, and despite being armed with bows and
halberds they stand as if they do not fear you in the slightest.
Something makes you think that they really do not have reason
to.
22
Movie Magic in
Maztica!
If you have ever watched a Hollywood flick and
thought, "Wow, this would make a great D&D
experience," this is your book.