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Eagor's Watch Outer Fortress

To reach the Bowls of Eagor's Watch, creatures will first have to make their way through the outer part of the fortress. This area is divided into three sections, the middle section, east section, and west section. Each of the sections are separated by an inner wall. There are two ways to reach the inner keep, either through the Inner Gate or through a passageway starting at the Overlook. The fortress can be accessed through the Main Gate or the Funnel Entrance, an out-of-view drainage to the east of the main gate.   The fortress is inhabited by a few creatures, including a horde of Tanaruk who have made the western part of the fortress their camp, a swarm of Hell Wasp who turned the eastern section into their hive, a pack of Felstalkers sleeping at the Inner Gate, and a group of Abishai who live in the inner part of the fortress.   The players will have to make their way through the crumbled streets of the fortress in an attempt to reach the inner area. Unfortunately, a lot of the buildings have collapsed, leaving only a few roads accessible. On their way, they will encounter a number of the fortress' occupants. They always have a way to avoid these demons by sneaking around. If they get spotted, however, they must either stand their ground and fight or try to run away. Luckily, most creatures in the fortress don't give chase for too long. Given the many encounters that the party may run into, it would be best to avoid as many as possible through stealth.   In case the party fights the Tanaruk and gets knocked out. They will instead be brought to The Pit where the Pit Fight event will play out.  

Main Gate

Past the rubble that was once the main gate of the fortress lies a big square. The square allows the party to go three ways. Straight ahead to the Centra Crossing, left to the Tanaruk Gaurdpost, or right to the Burning Wall. The corpse of a Nalfeshnee lays just on top of the battlement across from the demolished gate, its legs just bungling between the crenelations. A Vrock is feasting on the corpse, its back turned to the gate. If the Vrock notices that party, it will call two of its kind, one which lands on the wall next to the gate, and one on a nearby building.  

Central Crossing

A crossing of two large roads. Continuing onwards from the Main Gate to the south leads to the Inner Gate, going left leads to the Tanaruk Camp, and going right leads to the Burning Wall. As the party approaches the crossing, they will hear heavy voices speaking in infernal. If they peek past the rubble that’s on the path, they can spot a group of Tanaruk standing around. There are a total of 7 Tanaruk and 2 Canoloths at the crossing. There are two bridges crossing the horizontal road on each side of the vertical road. The East bridge is made of wood and in a bad state, however, the buildings it is connected to are stable. The other bridge is a walkway between two towers. Although it itself is stable, the buildings that connect to it are partly crumbled and hard to get on top of.  

Inner Gate

The section leading to the inner area of Eagor’s Watch is a circular area disconnected from the rest of the fortress by a high wall and a lava-filled mote. The area is occupied by a small horde of Felstalkers, consisting of 6 of these demons. They are fast asleep but can be woken up if someone were to make too much noise. The way to the inner part of Eagor’s Watch is blocked by a heavy metal door with a closed gate in front of it. The mechanism to open the gate lies beyond this door, however, due to a hole in an above wall, it can be accessed from outside. By taking the left stairway, the players can spot the broken wall and reach the mechanism. Opening the gate could, however, wake up some of the Felstalkers. Turning around away from the gate leads back to the Central Crossing, Tanaruk Camp, or Burning Wall, depending if you head straight, west, or east.  

Tanaruk Gaurdpost

A large crack in one of the inner walls connects the center and eastern sections of the fortress, a large pile of rubble forming the passage. Beyond it is a guardpost leading to the Tanaruk encampment that spans the eastern part of the fortress. It is guarded by around 4 Tanaruk and 3 Canoloths. Going north leads to the Tanaruk Camp, east to The Pit, and west back to the Main Gate.  

Tanaruk Camp

On the northern side of the eastern section of the fortress is the main camp of the Tanaruk. It is filled with numerous tends, as well as shabby huts that are patched-up parts of destroyed buildings. There are dozens of Tanaruk around the camp. Surrounding the camp are numerous tall buildings. Additionally, near the southwestern section of the camp, there is a broken walkway that connects some of the buildings. There are four ways to go from here. South leads to the Tanaruk Gaurdpost, southwest to The Pid, east to the Central Crossing, and northeast to the Inner Gate.  

Fighting Pit

The Pit is a large “arena” that existed in the fortress back in the day for the demons to enjoy some entertainment. It used to house fights between slaves, captives, but also guards and occasionally captains. Currently, it is used by the Tanaruk for the same purpose. When any of the party members are knocked out and dragged off by the Tanaruk, this is where they end up during the Pit Fight event.
There are around 10 Tanaruk hanging around the pit normally. Going south leads to the Tanaruk Gaurdpost and going north leads to the Tanaruk Camp. At the end of the Mountain Stairway lays a platform built onto the slope of the volcano that has a passageway leading to the inner part of the fortress. The platform is flanked by two towers which are right next to an elevated section compared to the point where the stairway ends. A few Abishai stand guard at the overlook, one white one and three gray ones. Two of the gray Abishai are standing on the lower platform looking over at the western part of the fortress. The last gray Abishai is on top of the eastern tower, not paying much attention. The white Abishai is inside the passageway finicking with its blade, its back turned away from the entrance.  

Burning Wall

The eastern part of the fortress has been infected by hell wasps, which have turned it into a large hive. In an attempt to keep the hell wasps out, the Tanaruk maintain an icy flame along the entire eastern inner wall. The players can learn this by overhearing a small group of 3 Tanaruk who just return from stoking the flame, heading west to their camp. Crossing the wall is difficult, but possible. The easiest way is to push over a nearby wooden building to create a temporary bridge.
In order of north, east, south, and west, the roads out of this area lead to the Inner Gate, Wasp Nest Border, Main Gate, and Center Crossing.  

Wasp Nests Border

Going past the eastern inner wall, the party will find themselves in the territory of a bunch of hell wasps. They will end up at a y-junction where the northern road leads to the Upper Gate and the southern one to the Hive Mote. The western path leads back to the Burning Wall. The southern path is accessible but is blocked up ahead by the start of a giant hive. This hive can be seen stretching along a good part of the southern outer wall.
There are 3 wasps around in the area, two of them working on a hive-like structure in the northern part of the area and one resting on a rooftop to the south. An old mote passes through the area. It used to drain lava but has since dried out. A small bridge interrupts the mote in the center of the junction. It obstructs the mote through a set of bars. These bars can be bent apart in order to pass. This requires a DC 16 Strength check. Failing this check might alert some of the wasps.  

Funnel Entrance

An alternative way to enter the fortress is to enter through an old funnel that used to let lava flow out of the fortress. It is located on the southeastern side of the fortress’ outer defense. Small pools of lava are formed around the end of the funnel’s entrance, making it difficult to get to it. In addition to that the funnel is sealed off by a grate. Due to the bits of lava that are still around, this grate is very hot to the touch. The bars can be sufficiently bent or broken through a DC 16 Strength check. However, due to the temperature of the bars, a creature attempting to bend the bars by making physical contact with them must succeed on a DC 18 Constitution Saving throw or have disadvantage on their strength check. Following the funnel leads to the Hive Mote.  

Hive Mote

When passing through the lava drain from the Funnel Entrance, the party will end up at a mote inside of the fortress, just past the wall. The mote is close to a giant hell wasp nest. As a result, hive-like structures have been made here too. One of which is blocking the stairway upwards. There is a ladder a bit further up, near a covered section of the mote. Just pat there, the rest of the drain is blocked off by the hive structures. A loud buzzing can be heard just past there. If the party makes too much noise, it will attract some of the wasps that are within the tunnel. Additionally, a scout might be alerted when the players break some of the hive structures. It will crawl out of the tunnel and briefly fly about to find any intruders. If it spots the players, it will make a loud vibrating sound to recruit allies. At which point 1d4 +1 wasps will show up to join their ally.
A single non-blocked road leads out from the mote to the Wasp Nest Boarder.  

Upper Gate

From the northeastern part of the fortress, a stairway leads up the volcano. To get to this stairway, one would have to pass through the upper gate of the fortress. This gate is nowhere as imposing as the main gate before it crumbled, however, it still stands. The gate is blocked off from the inside of the fortress by a large beam sitting across the door. The players will have to remove this beam and push open the door if they wish to head towards the Mountain Stairway. They can, however, always return south to the Wasp Nest Border or west to the Burning Wall.
The players should be careful with splitting up, however, as an escaped Succubus lurks about the gate, inside one of the broken buildings. This succubus has been able to flee from the Tanaruk camp, where she and some of her kin are kept as slaves. As a result, she is starved and will try to drain the life of anyone she can get her hands on.  

Mountain Stairway

Connecting the Upper Gate and the Overlook is a small, feeble stairway. Most of the steps are broken, shifted, or sunken into the mountainside, leading to a difficult-to-climb path. With the way this will slow down the party, they will have a hard time avoiding the toxic clouds of ash and sulfur that breeze along the mountainside. If any of the party members gets caught up in the clouds, they will have to succeed on a DC 13 Constitution saving throw or take 4d6 Poison damage. On a successful save, they take half as much. If they succeed with at least 4 above the DC, they take no damage at all.  

Overlook

At the end of the Mountain Stairway lays a platform built onto the slope of the volcano that has a passageway leading to the inner part of the fortress. The platform is flanked by two towers which are right next to an elevated section compared to the point where the stairway ends. A few Abishai stand guard at the overlook, one white and three gray. Two of the gray Abishai are standing on the lower platform looking over at the western part of the fortress. The last gray Abishai is on top of the eastern tower, not paying much attention. The white Abishai is inside the passageway finicking with its blade, its back turned away from the outside.

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