Bowls of Eagor's Watch
Eagor's Watch is an isolated fortress near Mausolea. Its outer bastions lay before a hollow volcano whose magma reservoirs have long since diminished. Past these battlements lies the inside of the fortress, built in the middle of a lake of molten stone. This inner keep houses a mechanism that controls a great chan bridge connecting the fortress to the Locked Altar.
Eagor's Watch is in severe disrepair, its walls crumbled, its stations unmanned, and its defenses vanquished. It has become more of a resting ground for low-ranking demons, who infest the place. The commander of the fortress, Illfang the Brazen Lord , is held up in one of the innermost chambers of the keep. Having fallen into madness, he obsessively guards the room housing the chain mechanism.
Main Goal: Release the chain mechanism to raise the bridge to the Locked Altar.
Associated Quest: The Key to Accession
Recommended Level: 8?
The door leading into the room north of the octagonal center room is locked by a trio of arcane locks. A player who has bought the Blue Poe Soul item might recognize the engravings on these locks, as they are meant to house a poe. If a poe is exposed to one of the locks, it is dragged into it unlocking said lock. Deeper into the fortress, in the northmost room, the players can collect a trio of poes to unlock the door. The room past contains a lift that can bring the players up to the chain mechanism. Elevator Pats
The pentagonal rooms to the east and west each have a platform that can be raised to bring a creature up to the first floor of the fortress. An identical platform is also located in the southern tower. The platform in the eastern room is dysfunctional, already being raised, but not coming down automatically. To be able to use the platform, the players must activate it from the first floor. The platforms operate by simply stepping onto them. After a short delay, they will rise up into the air towards the first floor. Normally, if a platform is not at the elevation of a creature being in the room, the platform will either lower or raise automatically to allow the creature to mount it. The dysfunctional platform in the eastern room is also blocking off the hole in the ceiling that would allow a creature to fly or climb up to the next floor. Knight Wings
The two larger rooms on the north side of the ground floor are referred to as the knight wings. These rooms serve as storage rooms. A stone statue of a knight overlooks these rooms. Whenever a creature touches any of the carpentry in one of these rooms, a spectral knight manifests from the statue, attacking the creature. The western room is partly demolished, with some of the furniture being set up as barricades. The corpses of a few demons lie scattered around the room and the knight statue has been moved and damaged, as if someone tried to break it with a blade. If the party moves through this room they will have to do so carefully, making sure not to touch any of the furniture. Players moving through the room must succeed on a plain Wisdom or Dexterity check, or they will accidentally touch something in the room that triggers the knight. Destroying the statue of the night will cause the specter to disappear. Soma's Brew
There is a cup of Soma's brew standing on a table in the eastern knight wing. When tasting this wine, any creature will find this is the best wine they ever had, tasting absolutely perfect. If a creature drinks it, it must make a DC 15 Wisdom saving throw. If they fail, they are enthralled by the booze and are unable to keep themselves from drinking each barrel of Soma's brew in the room that they can find, which are the four barrels behind the knight statue. If a creature drinks at least a quarter of a barrel, it must succeed on a DC 16 Constitution saving throw or become drunk, at this point, it may also repeat the Wisdom saving throw. Each time it drinks another quarter barrel, it repeats the saves. The save against becoming drunk increases by 1 for each successful save. When becoming drunk, if the creature keeps drinking it instead makes a Constitution saving throw in an attempt not to black out. It does so after drinking another quarter barrel, also being allowed to repeat the Wisdom saving throw. When blacking out, a creature rolls on the blackout table (https://www.dandwiki.com/wiki/Drinking_(5e_Variant_Rule)) for the effect. Poe Prison
The northern room on the ground floor contains a sealed-off section that houses the trio of poes needed to unlock the sealed door connected to the center room. The poes are freely zooming through the room, interacting with each other in a playful and mischievous manner. To open the magical gate that keeps the poes in the players must channel at least two 1st level spell slots worth of magic into it. Alternatively, the forcefield can be broken by attacking it with magical blunt, piercing, or force damage. The gate can be identified with an arcana check. Unsealing the room will cause the poes to rush out and scatter throughout to fortress. The creatures can become incorporeal at will, so catching them is impossible by hand. In the middle of the room they were locked lay three shattered jars made of a particular glass, suggesting that the poes were kept in here. On the tables outside of the prisonroom stand similar jars. The players can use these jars to capture the poes. Catching a poe isn't simple, however, requiring a DC 16 sleight of hand check to succeed. The poes will be in the following locations. Either the western or eastern knight wing, where one is being chased by a spectral knight; the top of the southern tower; and the north-eastern room on the first floor. Commander's Chambers
The furnished room in the center of the first floor are the private quarters of Eagor, the previous commander of the fortress. The door to this room is locked and requires a high DC of 19 to open. The key to the room is still held by Eagor and can be obtained earlier in the campaign during the Rowdy Demon event. Opening the lock using magical means is not possible as the room leading to the commander's chambers contains an enchantment that disables spell casting. In the ceiling of the room, a stone statue of the beholder is carved. Whenever a creature uses magic while under the gaze of this statue, the caster finds themselves unable to perform the spell and takes 1d4 +3 psychic damage as a sharp pain pierces their mind. The statue, as well as the door, are very resistant and will be difficult to destroy. Inside the commander's room, a few treasures can be found. Among them, the Blade of Reflecting Failure, which is mounted on the wall. Impish Ambush
The southeastern room on the second floor is filled with furniture, creating a barricade. A snaking path still allows anyone to pass through the room. These barricades are erected by a small group of imps, who have set up two traps along the path. They lurk behind the barricade, waiting for a passerby to get close to one of the explosive barrels they placed. When a creature is close enough, they will hurl fire at the explosive, setting them off. The trap will deal 21 (3d10 +4) fire damage to any creature within 5ft of the epicenter and 4 less per 5ft out, having a max range of 20ft. The explosion will cause the furniture to catch fire, however, it will burn slowly because the type of wood used is very fire-resistant. The imps have set up two such traps along the path. By entering the room through a broken-down wall near the top of the room, a player can pass behind the imps who will be lurking behind the first barricade. It is possible to ignite one of the barrel traps behind them. This will severely hurt the imps and cause them to flee, if not outright killing them. Traveling Court
The northeastern room of the 1st floor is filled with multiple shaggy decorations, having a sense of order and ... A small treasure pile sits in the corner, and to the back of the room sits a throne alongside three totems, one red and two blue. With a high enough History and or Investigation check, the party may discover that this is one of many locations of an abishai traveling court. These traveling courts consist of a red abishai who acts as its monarch and a bunch of other abishai of lesser status. The court rotates through locations in order to spread its influence across areas. At the moment, the monarch and its followers are not present, but the fresh food and tidying of the space suggest that the fortress is being prepared for arrival. Were the party to linger in the fortress for long enough, they may face the traveling court. The court is split up into two waves, a scouting party and the main court. Regardless of which wave the party may encounter, either of them could be enough to end their adventure. The party may realize that alongside the red abishai monarch, the court may count two blue abishas among its rank. This is represented by the colors of the totems.
A group of 4 Magma Tossers are standing on the outer wall, tossing boulders at any creature they can see, particularly through the broken walls near the eastern elevator. Total exp: 4400
Total difficulty: 6600 Lv0; Western hall
1 White Abishai and 3 Gray Abishai Total exp: 4100
Total difficulty: 6150 Lv0; Both knight wings
1 Living Knight Statue that becomes active and hostile upon touching any furniture in the room. Total exp: 8400
Total difficulty: 4200 Lv1; Southern central room
1 Black Abishai, 1 White Abishai, and 1 Gray Abishai Total exp: 5650
Total difficulty: 8475 Lv1; Throne Room
Illfang the Brazen Lord and 2 Ruin Kymuth Sentinels Total exp: 5100
Total difficulty: 7650 Traveling Court - Wave 1
1 Green Abishai, 2 white Abishai, 3-5 Gray Abishai. The Abishai arrive at the rampart, south of the first floor and scatter through the dungeon in three separate groups. When encountering hostiles, they will head for their allies unless the green Abishai is with them. They will also recruit any of the remaining Abishai still in the fortress and fight the other creatures in the fortress. Total exp: 18950 - 19850
Total difficulty: 18950 - 39700 Traveling Court - Wave 1
1 Red Abishai, 1 blue Abishai, 2 Green Abishai, 2 Black Abishai, 5 White Abishai, 2 Gray Abishai. Their arrival is declared by the wicked sound of trumpets. At this point, the party has about 5 minutes to clear out of the area before the court arrives at the rampart, front gate, and the eastern, open area on the first floor. The red and blue Abishai will head straight to the makeshift throne room, alongside some of the other Abishai. The rest of the court will make their rounds through the fortress. Total exp: 84200
Total difficulty: 84200 - 210500
Associated Quest: The Key to Accession
Recommended Level: 8?
Events
Sealed DoorThe door leading into the room north of the octagonal center room is locked by a trio of arcane locks. A player who has bought the Blue Poe Soul item might recognize the engravings on these locks, as they are meant to house a poe. If a poe is exposed to one of the locks, it is dragged into it unlocking said lock. Deeper into the fortress, in the northmost room, the players can collect a trio of poes to unlock the door. The room past contains a lift that can bring the players up to the chain mechanism. Elevator Pats
The pentagonal rooms to the east and west each have a platform that can be raised to bring a creature up to the first floor of the fortress. An identical platform is also located in the southern tower. The platform in the eastern room is dysfunctional, already being raised, but not coming down automatically. To be able to use the platform, the players must activate it from the first floor. The platforms operate by simply stepping onto them. After a short delay, they will rise up into the air towards the first floor. Normally, if a platform is not at the elevation of a creature being in the room, the platform will either lower or raise automatically to allow the creature to mount it. The dysfunctional platform in the eastern room is also blocking off the hole in the ceiling that would allow a creature to fly or climb up to the next floor. Knight Wings
The two larger rooms on the north side of the ground floor are referred to as the knight wings. These rooms serve as storage rooms. A stone statue of a knight overlooks these rooms. Whenever a creature touches any of the carpentry in one of these rooms, a spectral knight manifests from the statue, attacking the creature. The western room is partly demolished, with some of the furniture being set up as barricades. The corpses of a few demons lie scattered around the room and the knight statue has been moved and damaged, as if someone tried to break it with a blade. If the party moves through this room they will have to do so carefully, making sure not to touch any of the furniture. Players moving through the room must succeed on a plain Wisdom or Dexterity check, or they will accidentally touch something in the room that triggers the knight. Destroying the statue of the night will cause the specter to disappear. Soma's Brew
There is a cup of Soma's brew standing on a table in the eastern knight wing. When tasting this wine, any creature will find this is the best wine they ever had, tasting absolutely perfect. If a creature drinks it, it must make a DC 15 Wisdom saving throw. If they fail, they are enthralled by the booze and are unable to keep themselves from drinking each barrel of Soma's brew in the room that they can find, which are the four barrels behind the knight statue. If a creature drinks at least a quarter of a barrel, it must succeed on a DC 16 Constitution saving throw or become drunk, at this point, it may also repeat the Wisdom saving throw. Each time it drinks another quarter barrel, it repeats the saves. The save against becoming drunk increases by 1 for each successful save. When becoming drunk, if the creature keeps drinking it instead makes a Constitution saving throw in an attempt not to black out. It does so after drinking another quarter barrel, also being allowed to repeat the Wisdom saving throw. When blacking out, a creature rolls on the blackout table (https://www.dandwiki.com/wiki/Drinking_(5e_Variant_Rule)) for the effect. Poe Prison
The northern room on the ground floor contains a sealed-off section that houses the trio of poes needed to unlock the sealed door connected to the center room. The poes are freely zooming through the room, interacting with each other in a playful and mischievous manner. To open the magical gate that keeps the poes in the players must channel at least two 1st level spell slots worth of magic into it. Alternatively, the forcefield can be broken by attacking it with magical blunt, piercing, or force damage. The gate can be identified with an arcana check. Unsealing the room will cause the poes to rush out and scatter throughout to fortress. The creatures can become incorporeal at will, so catching them is impossible by hand. In the middle of the room they were locked lay three shattered jars made of a particular glass, suggesting that the poes were kept in here. On the tables outside of the prisonroom stand similar jars. The players can use these jars to capture the poes. Catching a poe isn't simple, however, requiring a DC 16 sleight of hand check to succeed. The poes will be in the following locations. Either the western or eastern knight wing, where one is being chased by a spectral knight; the top of the southern tower; and the north-eastern room on the first floor. Commander's Chambers
The furnished room in the center of the first floor are the private quarters of Eagor, the previous commander of the fortress. The door to this room is locked and requires a high DC of 19 to open. The key to the room is still held by Eagor and can be obtained earlier in the campaign during the Rowdy Demon event. Opening the lock using magical means is not possible as the room leading to the commander's chambers contains an enchantment that disables spell casting. In the ceiling of the room, a stone statue of the beholder is carved. Whenever a creature uses magic while under the gaze of this statue, the caster finds themselves unable to perform the spell and takes 1d4 +3 psychic damage as a sharp pain pierces their mind. The statue, as well as the door, are very resistant and will be difficult to destroy. Inside the commander's room, a few treasures can be found. Among them, the Blade of Reflecting Failure, which is mounted on the wall. Impish Ambush
The southeastern room on the second floor is filled with furniture, creating a barricade. A snaking path still allows anyone to pass through the room. These barricades are erected by a small group of imps, who have set up two traps along the path. They lurk behind the barricade, waiting for a passerby to get close to one of the explosive barrels they placed. When a creature is close enough, they will hurl fire at the explosive, setting them off. The trap will deal 21 (3d10 +4) fire damage to any creature within 5ft of the epicenter and 4 less per 5ft out, having a max range of 20ft. The explosion will cause the furniture to catch fire, however, it will burn slowly because the type of wood used is very fire-resistant. The imps have set up two such traps along the path. By entering the room through a broken-down wall near the top of the room, a player can pass behind the imps who will be lurking behind the first barricade. It is possible to ignite one of the barrel traps behind them. This will severely hurt the imps and cause them to flee, if not outright killing them. Traveling Court
The northeastern room of the 1st floor is filled with multiple shaggy decorations, having a sense of order and ... A small treasure pile sits in the corner, and to the back of the room sits a throne alongside three totems, one red and two blue. With a high enough History and or Investigation check, the party may discover that this is one of many locations of an abishai traveling court. These traveling courts consist of a red abishai who acts as its monarch and a bunch of other abishai of lesser status. The court rotates through locations in order to spread its influence across areas. At the moment, the monarch and its followers are not present, but the fresh food and tidying of the space suggest that the fortress is being prepared for arrival. Were the party to linger in the fortress for long enough, they may face the traveling court. The court is split up into two waves, a scouting party and the main court. Regardless of which wave the party may encounter, either of them could be enough to end their adventure. The party may realize that alongside the red abishai monarch, the court may count two blue abishas among its rank. This is represented by the colors of the totems.
Loot
The weapons found throughout the fortress are in various states of disrepair. Only +1 weapons are still of good quality, the rest is damaged to some degree.- Picture of Unicornius (300gp): Lv0; Drawer in the eastern knight wing.
- Barrels of Soma's Brew (50 gp each): Lv0; Barrels behind the knight statue in the eastern knight wing.
- 2 Coral gemstones: Lv0; Embedded in the eyes of the top right demon statue in the large western room.
- Chest of old demonic coins (100 gp or 700 gp when sold to collector): Lv0; Chest in western knight wing.
- 1 Longsword +1, 1 Longbow +1, 5 Spears, 4 Shortbows: Lv0; Western knight room.
- Coat of Midnight: Lv1; Skeleton laying in one of the destroyed cells, northwestern room.
- Blade of Reflecting Failure: Lv1; Hanging on the wall in the commander's chambers.
- Chest of old demonic coins (50 gp or 350 gp when sold to collector): Lv1; Chest in commander's chambers.
- Two books, "How not to Summon a Demon Lord" (15 gp) and "Misfits of Demon King Academy" (25 gp): Lv1; Bookcase northeastern room.
- 80 gp worth of old demonic coins (560 gp when sold to a collector), 120 gp worth of gemstones: Lv1; Treasure throve northeastern room.
- 15 days worth of rations: Lv1; Crates northeastern room.
- 4 mana potions: Lv1; chests northeastern room.
- Monarch's Globe (1 charge left): Lv1; Chest behind throne northeastern room.
- 2 Longswords, 4 Shortswords, 1 Warhammer: Lv1; northeastern room.
Encounters
Lv0; East side.A group of 4 Magma Tossers are standing on the outer wall, tossing boulders at any creature they can see, particularly through the broken walls near the eastern elevator. Total exp: 4400
Total difficulty: 6600 Lv0; Western hall
1 White Abishai and 3 Gray Abishai Total exp: 4100
Total difficulty: 6150 Lv0; Both knight wings
1 Living Knight Statue that becomes active and hostile upon touching any furniture in the room. Total exp: 8400
Total difficulty: 4200 Lv1; Southern central room
1 Black Abishai, 1 White Abishai, and 1 Gray Abishai Total exp: 5650
Total difficulty: 8475 Lv1; Throne Room
Illfang the Brazen Lord and 2 Ruin Kymuth Sentinels Total exp: 5100
Total difficulty: 7650 Traveling Court - Wave 1
1 Green Abishai, 2 white Abishai, 3-5 Gray Abishai. The Abishai arrive at the rampart, south of the first floor and scatter through the dungeon in three separate groups. When encountering hostiles, they will head for their allies unless the green Abishai is with them. They will also recruit any of the remaining Abishai still in the fortress and fight the other creatures in the fortress. Total exp: 18950 - 19850
Total difficulty: 18950 - 39700 Traveling Court - Wave 1
1 Red Abishai, 1 blue Abishai, 2 Green Abishai, 2 Black Abishai, 5 White Abishai, 2 Gray Abishai. Their arrival is declared by the wicked sound of trumpets. At this point, the party has about 5 minutes to clear out of the area before the court arrives at the rampart, front gate, and the eastern, open area on the first floor. The red and blue Abishai will head straight to the makeshift throne room, alongside some of the other Abishai. The rest of the court will make their rounds through the fortress. Total exp: 84200
Total difficulty: 84200 - 210500
Details
- The maps that can be found in the fortress depict the province of Meydia, albeit an older version. A few small settlements can be seen dotted around the province with a larger city being located where Hazegate stands. The Secluded Wilds are not shown on the map. Instead, the area where the jungle is in modern times shows the location of a few temples including the entrance to the Caverns into the Depths and Sanctum of the Bat God. The Ancient Tower is already part of the map. Lastly, a marking of a bat is made in the highlands that are above the Secluded Wilds. This marking points to the layer of Camazotz the Great Bat.
- In the room past the ceiled door, a number of banners hang. They are black with a silver signal of what seems to be an abstraction of two serpents coiling around each other with spiky wings, the same symbol as on the Green Glowing Pendant. There is also a statue of a demon standing in the center of the room with an altar in front of it. This is a statue of Arenez.
Enemy References
- Magma Tosser
- Gray Abishai: https://roll20.net/compendium/dnd5e/Gargoyle#content
- White Abishai https://forgottenrealms.fandom.com/wiki/White_abishai
- Black Abishai: https://forgottenrealms.fandom.com/wiki/Black_abishai
- Green Abishai: https://forgottenrealms.fandom.com/wiki/Green_abishai
- Blue Abishai: https://forgottenrealms.fandom.com/wiki/Blue_abishai
- Red Abishai: https://forgottenrealms.fandom.com/wiki/Red_abishai
- Living Knight Statue: https://www.dndbeyond.com/monsters/2486208-living-knight-statue
- Ruin Kymuth Sentinel
- Illfang the Brazen Lord
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