The Ruins of Terezcotta

Siebrianal Isle, Lake Tuvoi, Laekenal Jungles, Halganath Terezcotta was an upriver trading city near Lake Tuvoi in the Laekenala Jungle of Halganath, nearly a millennium before the Storm Wars. Terezcotta had been erected by the native Sholin-like peoples to serve as a center of government and worship for their god, Mikindim, the Stone God. The city fell when the pirate princes of Kur Maeth wiped out the people of Terezcotta, and sent them into the farthest corners of the jungle. With Terezcotta gone, illicit trade opened up even more, and the ruins have served as a bastion for pirates and smugglers ever since. Currently, they are home to the outlawed mercenary group the Black Stars, who use it as a base of operations for extorting the local tribesmen, and playing god to the cannibals.

The ruins that remain above ground are broken remnants of the stone city, overgrown by jungle and vines. The one bridge that leads to the island upon which the city sits, is made of stone that appears almost natural. The thin bridge has weathered well, though its two-mile length and fifteen foot width have prevented many larger animals from moving in.

Outside the ruins, the canabilistic barbarian tribes of the Hyukyar make their home on the landward side of the island. Violent and destructive towards outsiders, they are a stable set of tribes with one another, often raiding the other tribes around Lake Tuvoi. Armed with a sizeable flottilla of canoes and paddled boats, they can be fiercesome adversaries.

The Hyukyar (hundreds): human; Bbn2; CR 2; Size M (4'8", 90lbs); HD 2d12; hp 23; Init +1 (+1 Dex); Spd 40 ft.; AC 11 (+1 Dex); Attack +4 melee (shortspear + poi DC 15 -2d4/2d4 Con, 1d8+2, crit19-20x3), or +3 ranged (shortspear + poi DC 15 -2d4/2d4 Con, 1d8+2, 20ft, crit19-20x3); SV Fort +3, Ref +1, Will +0; AL CE; Str 14, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Languages Spoken: Sholin variant. Skills and feats: Climb +4, Craft (poisons) +2, Handle animal +4, Hide +1, Intimidate +3, Jump +7, Listen +0, Move silently +1, Spot +0, Swim +6, Wilderness lore +3; Dodge, Track. Possessions: Raw green-berryl stones worth 5-25gp each.

The Ruins and the Caverns
Below ground, the city is a maze of sewers that drain into Lake Tuvoi on the opposite side of the island from Terezcotta. The sewers were recarved by dwarven slaves into smuggling tunnels, pirate dens, hidden meeting places, and more during the reign of the Kur Maen pirates. Below that lie ruins even more ancient than Terezcotta, including one of the most ancient crypts to Mikindim in existance. The ruins are criss-crossed with hydraulic stone-traps, many of which are self-resetting and self-maintaining because of the clever engineering involved (Search Check vs DC 21, damage in the range of 4d6+10 and up). An underground river supplies most of the power to the traps, though ancient cisterns and more give the traps additional power. The sewers are collapsed in some areas, and in others, they open up into natural limestone caverns with their own denizens.

Rats, Tiny Animals (hundreds): CR 1/8; HD 1/4d8 (1hp); Init +2 (Dex); Spd 15ft, climb 15ft; AC 14 (+2 size, +2 Dex); Attacks Bite +4 melee (1d3-4), F/R 2 1/2ft by 2 1/2ft/0ft; SQ Scent; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2; Skills: Balance +10, Climb +12, Hide +18, Move Silently +10; Feats: Weapon Finesse (bite).

Some of the traps are organic -- for the spiders within the ruins have evolved to drop webs from above (Search Check vs DC 21), as well as webbing that rises up in front of and behind a creature, trapping it (Search Check vs DC 22). Once prey is within one of their traps, the spiders tend to swarm a victim, continually wrapping them as well as biting them.

Monsterous Spiders, Small (2-12): CR 1/2; Small Vermin; HD 1d8 (4hp); Init +3 (Dex); Spd 30 ft, climb 20ft (40 ft, climb 20ft); AC 14 (+1 size, +3 Dex); Atk Bite +4 melee (1d4-2 and poison); SA poison, web; SQ vermin; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int --, Wis 10, Cha 2; Skills: Climb +10, Hide +14, Jump +6, Spot +8; Feats: Weapon Finesse (bite). Poison (Ex): DC 11, Initial and Secondary Damage 1d3 Str. Web (Ex): Escape DC 18, Break DC 24, hp 4. DC 20 to notice the web; attempts to break free gain a +5 bonus if there is purchase. Vermin (Ex): Immune to mind-influencing effects. 3ft wide; body the size of a man's head.

Near a fair-sized lake in one of the caverns, into which the ruins open up, is a Will-'o-Wisp. The creature often electrifies the lake when creatures come to drink, and so a lot of bones have built up in the ruins. A nest of spiders has built itself along one wall and part of the ceiling, and the Will-'o-'Wisp often helps them by shocking prey to death as it gets trapped within the webbing of the monsterous spiders. The spiders gain from the Will-'o-Wisp's ability to bring in intelligent wanderers, and large, lost animals, with its light.

Will-'o-Wisp, Small Aberration (Air): Cr 6; HD 9d8 (40hp); Init +13 (+9 Dex, +4 Improved Initiative); Spd Fly 50ft (perfect); AC 29 (+1 size, +9 Dex, +9 deflection); Attacks Shock +16 melee (2d8); F/R 5x5/5ft; SQ Spell Immunity, Natural Invisibility; SV Fort +3, Ref +12, Will +9; Str -, Dex 29, Con 10, Int 15, Wis 16, Cha 12; Skills: Bluff +11, Listen +17, Search +14, Spot +17; Feats: Alertness, Blind-Fight, Dodge, Improved Initiative. Spell Immunity (Ex): The only spells that affect them are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil. Natural Invisibility (Ex): A startled or frightened one can extinguish its glow, effectively becoming invisible as per the spell. Treasure: 391 gold coins (Karatikan make), bluestone gem (3.6 gp), green fluorite (crystals are like intertwined blocks) (8.5 gp), divine scroll (25 gp) Womb of the Earth (l1, cl1), wand of light (l0, cl1) (33 charges) (248 gp) (an image of dwarves using it to light their way gives a clue to its function).

Snake, Giant Constrictor, Huge Animal: CR 5; HD 11d8+11 (60hp); Init +3 (Dex); Spd 20 ft., climb 20ft; AC 15 (-2 size, +3 Dex, +4 natural); Attacks bite +13 melee (1d8+10 damage); F/R 15ftx15ft (coiled)/10ft; SA Improved Grab, Constrict 1d8+10; SQ Scent; SV Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9.

All the sewage systems drained into one massive pool beneath Terezcotta, where a number of otyughs made their living. The pool leads out through an underground river, effectively trapping the otyughs, but plenty of offal and detritus make it below during floods and the rainy season. The pool has a dark film of brown slime, complete with floating mushrooms.

Otyugh, Large Aberration: CR 4, HD 6d8+6 (33hp); Init +0; Spd 20ft; AC 17 (-1 size, +8 natural); Attacks 2 tentacle rakes +3 melee (1d6 ea) and bite -2 (1d4); F/R 5x5/10(15w/tentacles); SA Improved grab, constrict 1d6, disease, SQ scent; SVs Fort +3, Ref +2, Will +6; Abilities STR 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6; Skills - Hide +5*, Listen +6, Spot +9; Feats - Alertness. Improved Grab (Ex): Auto-grab with a successful tentacle attack. Constrict (Ex): Automatic tentacle damage with a successful grapple attack. Disease (Ex): Fort save (DC 12) or 'filfth fever' - damage 1d3 Dex and 1d3 Con temporarily. *Skills: +8 bonus to hide when in its lair, because of camouflage. Treasure: ghosttouch dagger +1, spessartine (red to orange garnet, 3,671 SP), medium masterwork dwarven waraxe (330 GP).

The Stonehammers
The Stonehammers are a self-made clan of two-dozen escaped dwarven slaves. They eak out a living in the ruins of Terezcotta by finding the rare gem or two, and making prayers to Galgiran for deliverance. They've survived so far because of their maintenance of the cunning traps, all arrayed to kill the unwary visitor. The Black Stars cannot ferret them out of the mountain, but the Hyukyur might be able to. Fiercely defiant of the undead, and the magic the Black Stars use, they will resist anything and anyone attached to magic. As allies, they could prove formidable against the Black Stars, but as enemies, they could prove the undoing of both any outsiders and the Black Stars.

Their clan hearth is located in a hidden passage, accessible only through a series of traps. Secretive and quiet, they are content to spend decades cutting the berryl gems the Hyukyar pull from the raw earth, some several days away.

Stonehammers (23): male dwarves (hill) Ftr2; CR 2; Size M (4 ft., 3 in. tall); HD 2d10+10; hp 29; Init +2 (+2 Dex); Spd 20 ft.; AC 20/18/12 (+2 Dex, +6 masterwork banded mail, +2 large shield); Attack +6 (dwarven waraxe, 1d10+4, crit 20x3) melee, or +4 (composite shortbows, 1d6+2, 70ft, crit20x3) ranged; SV Fort +8, Ref +2, Will +1; AL N; Str 18, Dex 14, Con 20, Int 13, Wis 12, Cha 13. Languages Spoken: Common, Dwarven, Giant. Skills and feats: Appraise +3, Climb +9, Craft (armor) +7, Handle animal +3, Hide +2, Listen +1, Move silently +2, Sense motive +3, Spot +1; Combat reflexes, Dodge, Toughness. Possessions: Raw iron bars, blacksmithing equipment, coke, rations, food stuffs, leathers, et cetera., perfectly cut emeralds (22,000gp worth).

Names: Galth, Tobrek, Gralth, Nakthal, Dommik, Ralthan, Hrul.

The Black Stars
The Black Stars -- an elite group of mercenaries -- were ousted out of Vridara by shame and disgrace. They took up to running with the bandits and smugglers of the Laekenala Jungle, and even made fair to ties some of the more powerful undead lords and pirate princes. In the ruins of Terezcotta -- where the vampiress Vessiss acquired some of her magic, and her power -- the Black Stars wait for the unwary. To lure them to the ruins, they will steal, kill, and harass outsiders into acting. They have with them a small tribe of rather violent tribesmen known as the Hyukyur. The Hyukyur will aid the Black Stars because of their shared lust for evil, and an eagerness for gold and power -- and the fact the Black Stars are passing themselves off as gods.

Chimunga, their leader, keeps a tight reign on them. They observe, and let outsiders test their way through the ruins. Anyone that can make it to the hidden crypts is dealt with rather quickly, but they otherwise simply observe.

Chimunga: male Alekdanian Rog5/Rgr5; CR 10; Size M (6'4" and 250lbs); HD 5d6+20 + 5d10+20; hp 91; Init +9 (+5 Dex, +4 Improved initiative); Spd 30 ft.; AC 22/17/17 (+5 Dex, +4 leather armor of darkness +2, +1 buckler, +2 ring of force field); Attack +10/+5 (shortspear +3, 1d8+5, crit19-20x3) melee, or +13/+8 (shortspear of returning +3, 1d8+5, 20ft, crit19-20x3) ranged; SV Fort +9, Ref +10, Will +4; AL NE; Str 14, Dex 20, Con 18, Int 12, Wis 15, Cha 12. SA/Q: Sneak Attack +3d6, Uncanny Dodge. Languages Spoken: Common and Vridaran. Skills and feats: Appraise +9, Balance +11, Diplomacy +8, Disable device +9, Gather information +7, Heal +7, Hide +23/+38, Intimidate +9, Listen +5, Move silently +5, Pick pocket +12, Profession +9, Read lips +9, Spellcraft +3.5, Spot +13, Tumble +9.5, Use rope +12, Wilderness lore +8; Alertness, Blind-fight, Improved critical (shortspear), Improved initiative, [Track], Two-weapon fighting. Ranger Spells Per Day: 1 (delay poison, alarm, entangle, pass without trace). Possessions: +4 leather armor of darkness +10 hide, shortspear of returning +3, ring of force shield (8,500 gp), ring of chameleon power (12,000 gp) -- curse: possessor becomes paranoid about losing the item or having it stolen, emerald and gold ring (1,500gp), waterskin.

Daniel: male Slate Rog5/Sor5 (demonic): CR 10; Size M (5'8", 130lbs); HD 5d6+5 + 5d4+5; hp 43; Init +4 (+4 Dex); Spd 30 ft.; AC 26/17/19 (+4 Dex, +5 expertise, +4 leather armor of darkness +2, +3 ring of protection); Attack +1 (dagger, 1d4+1, crit19-20x2) melee, or +4 (dagger, 1d4+1, 10ft, crit19-20x2) ranged; SV Fort +3, Ref +9, Will +6; AL NE; Str 12, Dex 19, Con 12, Int 14, Wis 13, Cha 18. SA/Q: Sneak Attack +3d6, Uncanny Dodge. Languages Spoken: Vridaran, Demonic. Skills and feats: Appraise +7, Balance +12, Bluff +10, Concentration +7, Decipher script +6, Disable device +9, Hide +11, Intuit direction +9, Knowledge (arcana) +10, Listen +1, Move silently +4, Open lock +6, Read lips +8, Spellcraft +10, Spot +1, Swim +7, Tumble +12, Use magic device +9.5, Use rope +12; Craft magic arms and armor, Expertise, Heighten spell, Improved unarmed strike, Point blank shot, [Alertness], [Empathic Link]. Sorcerer Spells Known (6/7/5): 0th -- Detect Magic, Ghost Sounds, Mage Hand, Open/Close, Prestidigitation, Read Magic. 1st -- Mage Armor, Charm Person, Spider Climb, Magic Missile (4d4+4 each). 2nd -- Rope Trick, Web. Possessions: +4 leather armor of darkness +2, ring of protection +3 (18,000 gp), diamond earrings (450gp), rations, waterskin.

Daniel's Familiar, Sthiss: snake, tiny viper; CR 3; HD 21 (1hp); Init +3 (Dex); Spd 15ft, climb 15ft, swim 15ft; AC 20 (+2 size, +3 Dex, +5 natural); Attack bite +5 melee (poi DC 15 -2d4/2d4 Con); F/R 2.5x2.5/0ft; SA Poison; SQ Scent; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 8, Wis 12, Cha 2. Skills and Feats: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8, Weapon Finesse (Bite), [Improved Evasion], [Empathic Link], [Touch Spells]. Languages: Demonic.

Gamille: male Sholin Rog5/Clr5 (Samis): CR 10; Size M (5'4", 134lbs); HD 5d6+5 + 5d8+5; hp 43; Init +4 (+4 Dex); Spd 30 ft.; AC 22/18/14 (+4 Dex, +3 bracers of armor, +5 leather scale armor of darkness +2); Attack +8/+3 (shortsword + poi DC 15 -2d4/2d4 Con, 1d6+2, crit19-20x2) melee, or +10/+5 (dagger, 1d4+2, 10ft, crit19-20x2) ranged; SV Fort +6, Ref +9, Will +9; AL NE; Str 14, Dex 18, Con 13, Int 18, Wis 19, Cha 12. SA/Q: Sneak Attack +3d6, Uncanny Dodge. Languages Spoken: Demonic, Common, Goblin, Vridaran, Sholin Variant. Skills and feats: Appraise +13.5, Diplomacy +9, Disable device +12, Disguise +9, Escape artist +7, Forgery +9, Gather information +8, Hide +19, Intimidate +8, Jump +7, Knowledge (arcana) +12, Knowledge (religion) +12, Listen +4, Move silently +10, Perform +1.5, Profession (poisons) +11, Read lips +12, Search +11.5, Spellcraft +12, Spot +4, Swim +7, Use rope +10; Blind-fight, Combat casting, Dodge, Extra turning, Weapon focus (shortsword). Cleric Domains: Trickery, Knowledge. Cleric Spells Per Day: 5/4+1/3+1/2+1 (0th - detect magic, detect poison, mending, 1st - obscuring mist, sanctuary, entropic shield, command, cure light wounds, 2nd - darkness, hold person, silence, zone of truth, delay poison). Possessions: holy symbol in onyx and platinum (500gp), prayerbook, ring of minor elemental resistance (electricity) (16,000 gp), bracers of armor (+3) (9,000 gp), sapphire and silver necklace (1,500gp), rations, waterskin.

Theyra: female Slate Rog10; CR 10; Size M (5'6", 105lbs); HD 10d6+10; hp 41; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 19/19/13 (+3 Dex, +4 leather armor of darkness +2, cloak of resistance +2); Attack +8/+3 (+7 Base, +1 Str) melee, or +10/+5 (+7 Base, +3 Dex) ranged; SV Fort +4, Ref +10, Will +7; AL NE; Str 13, Dex 17, Con 12, Int 18, Wis 18, Cha 15. SQ/A: Uncanny Dodge, Sneak Attack +5d6, Improved Evasion. Languages Spoken: Common, Draconic, Goblin, Halfling, Infernal. Skills and feats: Appraise +14, Balance +13, Bluff +14, Decipher script +17, Diplomacy +15, Disable device +17, Forgery +11, Heal +6.5, Hide +23, Innuendo +15, Intimidate +13, Intuit direction +15, Jump +14, Listen +4, Move silently +9, Open lock +16, Profession +16, Spot +4; Dodge, Improved initiative, Mobility, Quick draw, Weapon focus (dagger). Possessions: cloak of resistance +2 (18,000 gp) [Int: 11, Wis: 10, Cha: 15, Ego: 3, Communication: semiempathy, Alignment: neutral, see invisible at will], ruby and silver bracelet (1,500gp), rations, waterskin.

The Crypts
Few make it to the crypts, because of how well hidden they are ( Search Check vs DC 21), and how well trapped they are. From the crypts of the priests (which were long ago looted), one can find the hidden entrance into the treasury. Well secreted, the door to the treasury can only be accessed by touching a series of stone glyphs in the crypts in the proper order. The sarcophogi of the priests each bears a hint to accessing the treasury -- for within it lies a holy item of Mikindim.

Gamille of the Black Stars has desecrated large portions of the ruins, but the crypts have been particularly hard hit, as he uses them for his shrine. Between the various traps the Stonehammers have set up, and the Black Stars themselves, the ruins are a villainous, twisted set of passages and paths. At the heart of the ruins, beneath the crypts, lies a stone statue that guards the greatest of the ruins' treasures. The statue wields a massive sword, and casts powerful spells at anything that attempts to slip in and steal some of the treasure. Its not impossible to take some of the easier-to-reach items, but staying for too long in the treasury can be lethal.

Zolix: stone statue Sor7: CR 17; Size L (13'6", 4,500lbs); hp 189; Init +3 (+3 Dex); Spd 40 ft.; AC 28 (+3 Dex, -1 Size, +15 Natural); Attack +19/+14/+9 melee (stone warhammer, 3d8+8, crit20x3) or +14/+9/+4 ranged (stone boulders, 2d6+8, 40ft, crit19-20x3); SQ damage reduction 15/+2; SV Fort +16, Ref +9, Will +9; AL NG; Str 27, Dex 16, Con 21, Int 12, Wis 10, Cha 14. Skills and feats: Climb +13, Craft +7, Hide +7, Jump +10, Knowledge (nature) +3, Listen +0, Move silently +3, Scry +10, Speak language +5, Spot +3; [Combat reflexes], [Point blank shot], [Power attack], [Precise shot], Still Spell, Improved Critical (boulders), Enlarge Spell. Following Sorcerous spell-like abilities are cast at 7th-level, silently (6/7/7/4): 0th -- Daze, Detect Magic, Ghost Sound, Flare, Light, Dancing Lights, Resistance. 1st -- True Strike, Jump, Mage Armor, Magic Missile, Shield. 2nd -- Arcane Lock, Mirror Image, See Invisibility. 3rd -- Gaseous Form, Fireball.

Treasury: Gems and jewelry worth 50,000gp, raw gold coins and bars worth 150,000gp (all of Karatikan stamp), holy avenger (great hammer shaped like a fist) named the Fist of Mikindim (145,315 gp), (Int: 14 , Wis: 10, Cha: 17, Ego: 15; Communication: speech; Alignment: lawful good; Languages: common, aulde common, Virthalan; Skills: intuit direction +10; uncanny dodge as 5th-level barbarian; detect opposing alignment at will).