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Xaltelolco (shahl-teh-LOHL-koh)

by hughpierre

Levels 4 - 6

Themes

PCs must work together to navigate power structures, evade capture, infiltrate strongholds and -maybe- rally others to their cause.

Structure

Exposition

Wilderness Encounter
Level 4

These encounters can be continuations directly from the end of Ohōme.
Roll on the "Desert Encounters" Table for 3 encounters while in the desert.

Conflict

Crochide

PCs arrive at the desert city of Crochide, where they familiarize themselves with the local NPCs as they recover from their trek. Eventually, a returning warband reports that they have narrowed the location of an infamous bandit basecamp that has been harrassing Crochide for years.   It is here that the ruling elders besiege the party and any volunteers to root out the criminals. In exchange, the PCs would be permitted to settle in Crochide and be given any of the crumbly houses for themselves.

Rising Action

Under The Sand
Level 5

The party eventually comes across an enormous gorge, as deep as a mountain is tall, with curious carvings and holes that will be identified as a disguised hideout with a successful DC 10 Investigation check. What was initially believed to be a camp, was in actuality an underground fortress. Much too sophisticated for mere bandits. Further search of the area finds:
  1. A 5ft wide uneven staircase that descends 150ft to a door hidden the shadow of the wall.
  2. An open passage with a DC 14 Perception check that even the bandit didn't know about. It requires a DC 12 Acrobatics check to climb into and grants the party a hidden entry point.
  3. A hidden cave (DC 16 Investigation) leads to a concealed side entrance.
Concubine Annc Gran-Bosgart
STRDEXCONINTWISCHA
14 (+2)9 (-1)18 (+4)13 (+1)17 (+3)16 (+3)
Armour Class: 9
HP: 59 ( 7d8+28 )
Speed: 25ft
Proficiency Bonus: +2
Abilities:
  • Advantage on saving throws against poison, magic and illusions
  • Resistant to being charmed or paralyzed
  • Targets within 10ft must succeed on a DC 13 CON saving throw or take 2d12 poison damage
  • The only woman in the complex, Annc is Calic's consort in the desert. Strangely, she has witnessed many people from outside the desert journey to meet with Calic. She will immediately assume the same for the PCs and feast with them for a while, but will raise the alarm if she senses anything afoot. Although, if an alarm has already been raised, she will be suspicious and act appropriately.

    Climax

    Patrols
    Teams of guards and slaves patrol in staggered shifts. Avoiding the patrols requires a group DC 14 Stealth check. Players who fail may trigger alarms unless they neutralize the sentries without raising suspicion (DC 13 Insight or Sleight of Hand to time an ambush). If a sandstorm is ongoing, the Stealth DC is reduced to 11, but Perception checks made to spot patrol patterns are also at disadvantage.
    Secret Tunnels
    These hidden entrances were carved by desert smugglers but are unstable and may collapse:
    • DC 15 Survival to navigate the twisting passages.
    • DC 13 Investigation to detect traps or collapsing areas.
    • DC 14 Athletics to clear rubble in tight spaces.
    Failure causes a minor collapse, requiring a DC 14 DEX saving throw to avoid 2d6 bludgeoning damage.  
    Interior
    PCs must succeed on a DC 12 CON saving throw every hour due to the oppressive heat. Failing causes a level of exhaustion unless the PC has appropriate survival gear.
    • A sandstorm reduces this save to DC 10 but requires the party to navigate through sandy corridors with a DC 14 Survival check.

    Falling Action

    Flyaway Dragon
    Level 6

    This phase has a scripted ending where blasts from the parapets loosen the rock wall, allowing the dragon to struggle free and head towards the surface. Anyone within 10ft of the dragon will be knocked prone.
    Cocollo
    Plot | Dec 23, 2024
    Bottom of the Gorge
    The deeper portion of the gorge contains a dragon stuck between the high walls. The area is watched by two parapets (AC 15, HP 30 each), from where comes 3d10 fire damage. Crossing the gorge without being seen requires careful timing and distraction:
    • DC 14 Investigation to analyze line of sight.
    • DC 15 Stealth to slip through without being detected.
    • DC 15 Deception to distract guards with noises or illusions.

    Components

    Goals

    Discover and dismantle the base of a bandit stronghold.

    Cruel Tricks

    Chichinanácatl

    Red mushrooms are often sought by desert wanderers to grant sensory and cognitive enhancements, but with a risk of dangerous side effects that still make crossing the landscape more bearable.   It provides an extreme method of rehydration: drinking the urine of those who consumed the fungus. Recycled multiple times, the psychoactive properties of chichinanácatl become more potent and distorted with each cycle, offering hydration at the risk of intense hallucinations.
    A character who drinks the urine of someone who has consumed chichinanácatl gains the hydration benefits and preventing gaining levels of exhaustion for 1 day. However, the psychoactive properties remain present, and with each subsequent cycle of consumption, the effects grow more concentrated and unpredictable.
     
    Cycle 1
    The results are the same as if the character had consumed the fungus directly.
    Cycle 2
    Roll disadvantage on any saving throws or checks related to the rolled effect.
    Cycle 3
    Roll with disadvantage on the effects table
    Cycle 4
    +2 to the roll
    Cycle 5
    +5 to the roll
    Cycle 6
    PCs can no longer process the toxins effectively. They must make a DC 20 CON saving throw or immediately collapse in a coma-like state for d6 hours. They also have disadvantage on death saving throws if they enter combat.
    Rolling Effect
    1-5 Delirium:
  • PCs must make a DC 15 CON saving throw or become poisoned for d6 hours. While poisoned, they are incapacitated, hallucinating and unable to discern friend from foe.
  • disadvantage on WIS and CON saving throws.
  • 6-10 Sensory Overload: For 1 hour
  • advantage on Perception checks
  • disadvantage on attack rolls and DEX saving throws
  • all attack rolls made against them have advantage
  • 11-15 Heightened Perception: For d4 hours
  • gain advantage on all Perception, Investigation and Insight checks
  • sight extends to 120ft in dim light and can sense hidden creatures within 10ft
  • take a temporary additional d6 mental damage whenever they fail a saving throw
  • 16-18 Clarity:
  • advantage on CHA (magic), WIS (Insight), and INT (Investigation) checks for d6 hours
  • cannot be surprised for the duration.
  • 19-20 Cosmic Vision:
  • PC goes on autopilot for d6 hours while having a prophetic vision according to the GM.
  • For the next 1 hour after, they gain advantage on all saving throws against charm and fear effects during this time.
  •   After the third cycle, the character must make a DC 15 WIS saving throw. On a fail, they develop a psychological dependency, craving the substance and suffering disadvantage on attack rolls, skill checks and saving throws until they consume it again or survive a week of abstinence and a successful DC 18 WIS saving throw.

    Relations

    Adversaries

    Commander Calic

    Calic is a hard-bitten and calculating career army man. His reputation in strategic planning earned him the command of the desert outpost. However, the harshness of the desert and the collapse of old allegiances has pushed him toward secretive goals.
    Flower Wars
    Tradition / Ritual | Oct 11, 2021
    The gardener cities have long since transported supplies to his location with greater and greater in frequency. As a result, he has felt less inclined to report to them on his findings and his halfway to going rouge.
    STRDEXCONINTWISCHA
    16 (+3)11 (+0)18 (+4)12 (+1)13 (+1)18 (+4)
    Armour Class: 16
    HP: 93 ( 11d8+44 )
    Speed: 25ft
    Saving Throws: WIS +4, CHA +7
    Proficiency Bonus: +3
    Skills: Arcana +4, Deception +7, Intimidation +7
    Abilities:
  • Advantage on saving throws against poison, magic and illusions, as well as to resist being charmed or paralyzed
  • 120ft Range: d10+4 force damage
  • (Recharge 4-6 ). Can act as if invisible until he attacks
  • Spiked Gauntlet: d4+3 piercing damage
  • (2/Day). When damaged by a character within 60ft who he can see, they are engulfed in flames and must make a DC 15 DEX saving throw or take 3d10 fire damage, or half as much on a success.
  • Backdrops

    Locations

    Sandstone Fortress

    The interior is dimly lit throughout and covered in soot and ash; and far more people than anyone believed:
    • Barracks: House 10 soldiers, but at any given time: 4 are sleeping and 2 are on break. PCs can attempt to sneak past or set up traps while they are away.
      • DC 14 Stealth or DC 13 Deception to avoid detection.
      • DC 14 Investigation can disable a ward
    • Workshops
      • DC 15 Acrobatics to move silently over the beams.
      • DC 14 Athletics to climb between levels undetected.
    • Prison cells
      • DC 16 Persuasion or DC 18 Deception may convince any prisoners to parley (buying time for the party to plan).
      • DC 13 Insight reveal weaknesses in the design.
  • Perception checks relying on sight or smell are made with disadvantage
  • Attempting a long rest will only increase hp by half
  • The fortress is - in truth - the responsibility of a gardener mission established many years ago as an emergency holdout shelter lost travellers.   Now, the military uses it to safeguard the downed dragon as a rare and exploitable resource.

    Encounters

    3 Armadillo-like Monsters
    STRDEXCONINTWISCHA
    13 (+1)12 (+1)13 (+1)2 (-4)13 (+1)6 (-2)
    Armour Class: 14
    HP: 27 ( 5d8+5 )
    Speed: 40ft
    Proficiency Bonus: +2
    Abilities:
  • Bite: d8+1 piercing damage
  • Babak Bosel - a Disgruntled Bandit
    STRDEXCONINTWISCHA
    17 (+3)12 (+1)16 (+3)6 (-2)12 (+1)7 (-2)
    Armour Class: 13
    HP: 45 ( 6d8+18 )
    Speed: 30 ft., climb 30 ft
    Proficiency Bonus: +2
    Skills: Athletics +5
    Abilities:
  • While he has 10 hp or fewer, he has advantage on attack rolls. In addition, he deals an extra 2d6 damage to any target he hits with a melee attack.
  • Sword: d6+3 slashing damage
  • 4 Servants
    STRDEXCONINTWISCHA
    17 (+3)12 (+1)16 (+3)2 (-4)6 (-2)1 (-5)
    Armour Class: 13
    HP: 45 ( 6d8+18 )
    Speed: 20 ft., climb 20 ft
    Proficiency Bonus: +2
    Abilities:
  • War Pick: d8+2 piercing damage
  • Babach Cycal - the Barbed Warrior
    STRDEXCONINTWISCHA
    16 (+3)17 (+3)18 (+4)12 (+1)14 (+2)14 (+2)
    Armour Class: 15
    HP: 110 ( 13d8+52 )
    Speed: 30ft
    Saving Throws: STR +6, CON +7, WIS +5, CHA +5
    Proficiency Bonus: +3
    Skills: Deception +5, Insight +5, Perception +8
    Abilities:
  • Advantage on saving throws against magical effects
  • At the start of each of his turns, he deals d10 piercing damage to any character grappling him
  •   If PCs attempt to silently neutralize guards, they must succeed on an opposed DEX (Stealth) vs. the guard's passive Perception (DC 14). Failing by 5 or more triggers an alarm.   On a successful takedown, a DC 13 Sleight of Hand or Survival check is needed to hide the body. If detected, reinforcements will arrive in d6min3 rounds.

    Plot type
    Silent Assault
    Parent Plot
    Related Organizations
    Related Locations


    Cover image: Red Deserts by Timi Honkanen

    Comments

    Author's Notes

    The longest journey - Chapter three
    Generic article | Jan 6, 2025


    Please Login in order to comment!
    Jan 9, 2025 08:50

    Congratulations on completing chapter 3 of "The longest journey". Here is a little memento to remember your story by:

    Our journey continues in the final chapter "Beyond the horizon" Hope to see you there!

    Join me at the sandy beaches of Aran'sha for new adventures.