Decorrator
1. Keep entrance. Metal gates 20' high and 4 crenellated towers guard the entrance. High atop the mountain in a niche is another guardian
2. Guard rooms. In these rooms are 10 oread fighters, 1 oread sorcerer, and 1 oread cleric. They are also in charge of releasing
3. Hell Hounds - 2
4. Trapped Hallway - The door at the southern end of this hall is false. It is here to to lure the party to the corridor where they will then be attacked.
DC 25 Perception - can see peep holes in the eastern wall of this corridor leading into room 5.
4a. 6 9th level Oread Devil-bound Fighters
5. 5 9th level Oread Devil-bound Sorcerers
6. Barracks - 10 9th level Oread Devil-bound Fighters
7-9. Sorcerer Rooms
7 - 5 9th level Oread Devil-bound Sorcerers
8 - 10 9th level Oread Devil-bound Sorcerers
9 - 5 9th level Oread Devil-bound Sorcerers
10 Mess Hall - Tied down in the southeast corner of the room is a dragon horse - Midnight Moon. Around its back hooves are dimensional shackles which he could not break out of.
11. Kitchen Rooms - 2 cooks - 3 hell hounds
12. Stairs Down - To gain access through the door, a phrase must be spoken, "All serve Manzanish the Cruel"
Behind the door is an antechamber that has pegs with 12 robes upon them. Human-sized - black velvet (2,000gp) with an eye on the back with a ruby in the center (500gp). Also in the room
13. Audience chamber
This is the chamber where DZ has guests for an audience. Currently, he has had many of the humanoid tribe leaders here for discussion about a new country once "The Break" happens.
In the chamber is the throne made of black ironwood inlaid with onyx (10-100gp each) and fire opals (10 - 250gp each). As a piece it is worth 5,000gp. if the gems are pried out, they are their value. The throne weighs 50 pounds.
Behind the throne is a statue an eye creature with tentacles coming from its head. Inside the eye's mouth is a reddish liquid. It is beholder blood. Survival DC 20 to collect 1 vial.
In the room are -
4 Clockwork Golems disguised as pillars holding up ornamental eyes.
Guest Room Area: This area was reserved to entertain guests to the Citadel. Recently, most of the items of value have been removed to pay for the Citadel's functions. The only room remaining with some value is room 14. The other rooms are sparse with bare furniture.
14. Ulthorak diplomat
Boresha of Krussik is here on a visit from the kingdom of Ulthorak. She is here to hear the proposals the Citadel has to offer her king, Krag Ulthorak, the Massive.
She has a coffer of newly minted coins of Ulthorak - 2,000gp, 10 - 1,000gp sapphires, and an ivory handled silver dagger - 2,000gp.
15. Abandoned worship fonts. In the middle of the room is a statue of a beholder. The fonts to the north and south are filled with stagnant water that will detect as evil.
16. Depleted library - although the library is depleted, there is still much information available. If players decide to take the time, they can learn much about the citadel and its beginnings and how it has evolved over the years. There is, however, very little about the new happenings.
17. Private meditation rooms. Statues of beholders are in the middle of these rooms.
18. Korrizak the minotaur roams these halls. He disagreed with the conversion to the devil and was banned to the lower levels. He has slain all that was down here.
18a. Trash pit. Rotting carcass of a creature. Unidentifiable.
19. Clockwork Guards
Here are 6 clockwork Soldiers guarding the door to this area. They will activate and attack.
19a. Teleport using the words "All serve Manzanish the Cruel" - it will port people to trash room 18a
20. Pentagram room and lab
A statue of a beholder has been turned backward and a pentagram has been drawn in the center of the room. In the pentagram is an Erinyes - Juesella. She will answer questions if paid. If allowed freedom, she will try to break from the pentragram.
21. DZ library.
Books cover the shelves, but many spaces still riddle the shelves. A fiery hearth blazes on the west wall. The plus leather chair has been scratched on the arms as if in frustration. Secret door in the fireplace leads to treasure room. The word, "FAWE" must be spoken to open it.
21a. Treasure room. Several chests are on the floor and appeared to be locked. A glass case on the south wall stands open and empty. It appears that many of these chests have been rummaged and emptied. Near the ceiling in the NE corner embedded into the wall is a copper coin - Coin of Threes - does NOT glow magical - 3/day for 3 rounds, the owner gets a +3 luck bonus to ALL rolls.
Goblin Tribe - Hirksht