This fortress was constructed recently. It was built to house hostages from many different centaur and minotaur tribes, who have gathered into a fearsome army. The army is commanded by Zakroth, an evil minotaur warlord who seeks to become a god. The prison fort is a large four-story building made from logs, dirt, and other natural substances. Plants and trees grow on the outer walls and roof of the building. It is surrounded by miles of forest in all directions.

Zakroth, Mad Warlord#

Zakroth is a legendary slave-warrior who fought for Mytros against Aresia in several wars. He slaughtered hundreds of Aresians, but his master refused to free him. Eventually, he turned against both cities and led a slave revolt before retreating to the Aresian Peninsula.

The Ambrosia#

During his travels, Zakroth came into possession of an artifact called the Ambrosia (appendix C). Drinking from this amphora grants Zakroth unnatural charisma, which he uses to manipulate his followers. Zakroth knows that the Ambrosia is one of the Divine Artifacts, and he desperately seeks to obtain the other two, so that he can ascend to godhood.

The Coalition#

Thylea’s most powerful centaur tribes have joined together into a massive army, which is currently scattered across the Aresian Peninsula. The centaurs have been joined by hundreds of minotaurs and gigantes under Zakroth’s command. Together, they intend to make war upon all the mortal settlements of Thylea, as retribution for the defeat of the Titans.

Hergeron’s Chosen#

Zakroth’s unnatural charisma makes him a cunning liar. He has convinced the gigantes that he was chosen by the Titan Hergeron to lead the gigantes tribes. He also persuaded Agrius, the Lord of the Centaurs, to anoint him as commander of the coalition army. Zakroth has no desire to protect the tribes of centaurs, gigantes, and minotaurs—he only desires more power, by any means.

The Hostages#

There are four centaur hostages kept in the fort. They are the sons and daughters of the chieftains of the strongest centaur tribes. Their accommodation is modest, but they have no desire to escape captivity. They know that they must remain captive in order to keep the tribes united for Zakroth’s war.

Dealing with the Hostages#

If the heroes decide to assault the fort there are several possible outcomes:

  • Kill the Hostages. The heroes can kill all of the centaur hostages. This will ruin Zakroth’s plans but enrage the centaur coalition.

  • Capture the Hostages. The heroes can capture the centaur hostages and bring them back to Aresia. Queen Helen can use the hostages to negotiate a truce with the centaur coalition and avoid war.

  • Free the Hostages. The heroes can kill Zakroth and return the hostages to their tribes. In this case, the future of the centaur coalition will depend upon the hostages’ opinion of the heroes.

Approaching The Fort#

The fort is located two days north of Aresia. It is hidden deep within the forests of the region. This is a dangerous area that is patrolled by gigantes and minotaurs. Roll on the Forest Random Encounters table for every day that the party spends traveling through the woods.

Arrival at the Fortress#

Read the following when the party arrives:

Through a break in the dense fir trees, an earthen mass rises above the forest canopy. At first it appears to be a natural formation, but then you notice the broad entryway at the base. The fortress stands more than one hundred feet in height, with rough openings that serve as windows. You hear the sounds of clacking hooves and the rhythmic beat of war drums from within.

Fortress General Features#

  • Ceilings. All of the ceilings are 20 ft. in height unless otherwise noted. All of the doors are made from wood unless otherwise noted. There are two types of doors. The small doors are 5 ft. wide and 15 ft. high. The double doors consist of two doors, each 5 ft. wide and 20 ft. high. Opening a double door is trivial for a Large-sized creature, but smaller creatures must use an action.

  • Natural Light. All of the rooms are dimly lit by natural light that shines through gaps in the wooden walls. At night, all the rooms are pitch black.

Event: Returning War Party#

At some point during the party’s time inside the fortress, a gigantes war party returns. The war party consists of four

  • Gigantes and one Gigantes Witch (both in appendix B). If the heroes have left behind any evidence of their intrusion (e.g. leaving behind dead bodies), then the war party will search them out. They might arrive as reinforcements to a fight or just as an additional encounter.

Prison Fort Locations#

Z1: The Entrance#

The stench of death hangs heavily in the humid air of this entryway. In the dim light, you can see six rough wooden crosses laid in a haphazard pattern across the wide courtyard, with twisted, rotting corpses nailed to them. Many wear the tattered remains of crimson cloaks. Flies swarm and buzz around them.

The crucified bodies are Aresian warriors that came too close to the gigantes fort. Most have been dead for weeks, but one of the crucified warriors still barely lives, a dwarf named Ugulat (LN Aresian Monk, appendix B).

If Ugulat is healed, he explains the situation to the party. He describes Zakroth’s history, and he says that the minotaur has clearly gone mad with power. He knows that the fort is guarded by gigantes and minotaurs. He saw a single centaur arrive a few days ago.

Z2: The Cattle Pen#

The scent of manure is overpowering in this area. Gleaming eyes can be seen in the dim lights, and soft bleats and snorts are offered almost apologetically. The large space is sectioned off into uneven pens with splintered boards. Malnourished cows, sheep, and pigs cower in the corners.

The cows, sheep, and pigs kept here are used for food by the gigantes garrison. They are in a state of perpetual terror since they can hear the butchering of the other animals in the Slaughterhouse (area Z4).

Z3: The Central Stair#

Very little light filters from the rafters to the central stair. This appears to be the core of the fortress. Huge wooden planks have been inserted into an enormous tree. The planks spiral upwards like a staircase, but they are spaced more than three feet high. The roof of the structure can be seen high above, indicating the stairs will reach as far as the uppermost floor.

The central stair is guarded by Murgrat (Gigantes , appendix B). Murgrat is young and more curious than most of his kind. He greets the party and asks their names. Then he proudly explains that he is one of Zakroth’s warriors, and Zakroth is “Hergeron’s Chosen.” He and his brothers and sisters plan to eat all the mortals in Thylea, and then Hergeron the Titan will be resurrected so that he can put the finishing touches on the gigantes race. As Murgrat explains all of this, he draws closer to the party, and his poisonous saliva splashes onto the floor. Eventually, he attacks the party and tries to eat them.

Z4: The Slaughterhouse#

The smell of death and rotting meat fills the air of this room. In the center of the bloodstained floor are hunks of meat and the remains of butchered livestock. The freshest carcasses are crawling with flies, as are several large pools of sticky blood.

This is where livestock is taken to be butchered for meat. Currently a Minotaur Warrior (appendix B) is butchering the carcass of a cow. When he notices the party, the minotaur retreats to the Kitchen (area Z6) to get help from the maenads there. He then fights to the death.

Full-page art, p.253
Full-page art — p.253

Z5: The Abattoir#

The skinned bodies of a dozen pigs and cows dangle on hooks from the ceiling, their draining blood dripping like rain from above. A wide, shallow trough runs down the middle of the floor, channeling the blood into a pool where it is collected for later use.

The carcasses of the animals are hung here to be drained of blood. The room has been infested by a flock of five

  • Swarms of Stirges which are eagerly sucking the blood.

Z6: The Kitchen#

This kitchen is full of sharp knives, forks, and other wicked-looking utensils. Mountains of raw meat sit on crushed ice, vegetables are piled in enormous barrels, and giant tubs of water line the walls.

The kitchen is managed by a trio of Maenads (appendix B, The Great Labors) who were sent by Lutheria to assist Zakroth. They hate Zakroth, but they will do anything to serve the Mistress of Death.

Message from the Dead Titan. If the heroes killed Lutheria, then the maenads taunt the party:

“Wretched mortals, Lutheria is very angry with you. Did you really think you could kill the goddess of death?”

Eventually, the maenads summon the Minotaur Warrior (appendix B) from the Slaughterhouse (area Z4) and fight to the death.

Z7: The Sleeping Den#

These chambers resonate with deep, raspy snores. The walls are lined with large woven mats and giant lumpy pillows. Two hulking forms are curled up on the largest mats, the source of the deafening snores.

There are two Gigantes (appendix B) asleep in this chamber at any given time. If awakened for any reason, they bellow angrily at the party and fight to the death.

Z8: The Guest Den#

There is a musty odor in the air, and dripping can be heard in a distant corner. Worn straw mats are scattered across the floor, and dirty pillows are piled in a corner. A young centaur woman rests on the bedding.

Lesia (NG centaur Druid) is the guest staying in this chamber. She has been sent by her father, Agrius, to

negotiate with Zakroth. She is to replace her brother as a hostage. Lesia attempts to converse with the party, trying to ascertain why they have invaded the fortress.

Lesia’s Request. Zakroth has so far refused to allow Lesia to see her brother. She asks the party to escort her to The Prison (area Z11), so that she can free him. She cautions the party that the centaurs should be treated with respect, or else her father will be very angry. Lesia has serious doubts about Zakroth’s leadership, so the party can convince her that he is an enemy with a successful DC 15 Charisma (Persuasion) check.

If the heroes threaten Lesia, then she will use her shapeshifting ability to transform into a snake and attempt to escape through holes in the floor.

Z9: The Main Hall#

This enormous hall spans almost the entire width of the tower. Savory scents fill the air. A huge table sits at the center, standing eight feet high, with a dozen oversized chairs scattered around it. Six gigantes recline in the chairs, slurping and smacking noisily as they shovel food into their mouths with their hands.

This is where most of the gigantes garrison can usually be found. There are four Gigantes and two Gigantes

  • Witches (both in appendix B) eating messily at the table. They attack trespassers on sight. When one of the gigantes witches takes damage, the witches in The Shrine (area Z12) are alerted. The two Gigantes Witches will arrive within 2-3 rounds, along with Zakroth (Minotaur

  • Berserker, appendix B) and his Naiad (appendix B, The Great Labors) advisor.

Z10: The Armory#

This room smells of oil and dried blood. Crooked racks are set against the wall, filled with a haphazard collection of iron weapons. Dozens of spears and axes are stored here, of various sizes and designs. Most are chipped and dented from heavy use.

The armory has dozens of spears and axes that are much too big to be used by human-sized wielders. The iron weapons were forged by gigantes, who have spent many centuries scavenging for the ore to forge them.

Magnet Trap. There is a 10 ft. wide steel plate just inside the door of this room. Whenever someone steps on this plate, any metal armor they are wearing becomes ultra-magnetized, and all the iron weapons in the room hurl toward them at high speeds. Victims must make three consecutive DC 20 Dexterity saving throws or they take (in order) 3d12 Slashing damage, 3d12 Piercing damage, and 3d12 Bludgeoning damage. This trap only functions if the victim is wearing metal armor.

Treasure. One of the weapons in the armory is a blood-soaked vicious Greatclub +1. It has been etched with invocations in the Giant tongue.

Z11: The Prison#

This wide room is lit by torchlight. A hulking minotaur stands guard, with an iron key hanging from his belt. There are two portcullises on either side of the main entryway. Through each portcullis, the sharp eyes of prisoners glint in the dim light.

The prison is guarded by a single Minotaur Warrior (appendix B). He attacks trespassers and fights to the death. He carries a key chain that opens both of the cells.

The Hostages. Each of the cells contains two centaur hostages (CN Centaur Heroes, appendix B). One of the centaurs is named Perimedes. He is the son of the great centaur lord Agrius. Due to their cult-like adoration for Zakroth, the centaurs view the heroes as enemies. Lesia can persuade them to cooperate. Otherwise, the players can persuade them with a successful DC 25 Charisma (Persuasion) check. If released, the centaurs will run to the armory in order to arm themselves and then return to attack the heroes.

Z12: The Shrine#

At the center of this crescent-shaped room stands an imposing statue of a titan. The area before him is littered with colorful flowers and shiny baubles—sacred offerings. The room is tidy and well kept.

This shrine to the Titan Hergeron is maintained by the gigantes. Centaurs are disdainful of the shrine—Sydon long forbade the worship of his lesser siblings. There are usually two Gigantes Witches (appendix B) in this room praying to Hergeron. If any of the other witches in the fortress are hurt, the two witches in this room are alerted by a divine premonition. They immediately warn Zakroth and his naiad advisor, and then all four search for the intruders.

Z13: The Treasury#

This tiny, cramped space smells of dust, and appears to be rarely visited. There are large chests and sturdy wooden boxes shoved inside. The glittering of silver and gold can be seen in the scant patches of light.

The door to this room is locked. It requires a successful DC 20 Dexterity check using Thieves’ Tools to open.

Treasure. The two chests in the room contain a total of 1,500 SP and 350 GP. One of the chests contains a letter from Agrius, Lord of the Centaurs:

Zakroth,

I have entrusted you with the life of my youngest son, Perimedes, to secure the coalition of the tribes. As for your proposal of war, I agree. With the return of the Dragonlords, we must be united as one, or else we face extinction.

—Agrius

Z14: Commander’s Quarters#

This crescent-shaped room is filled with large furniture that has been ruined by filth and neglect. An enormous canopied bed sits against the far wall. Clay jugs and wooden barrels have been stacked in the corners.

Zakroth (CE Minotaur Berserker, appendix B), is usually found here. He is always accompanied by his advisor, Belladona (NE Naiad Nymph, appendix B in The Great Labors). Whenever they encounter the party, they first try to learn anything they can about the locations of the other two Divine Artifacts. Then they summon nearby

  • Gigantes and fight to the death. Sword of the Grandmaster. Zakroth wields a legendary

Mithral Honorblade (appendix C) that he won in a duel from the grandmaster of the Temple of the Sword (area A11) in Aresia.

illustrated quote
I know I should hate the centaurs, but we have too much in common. —Pythor, God of Battle

Zakroth’s Statistics. In addition to his normal statistics, Zakroth wears bronze plate armor (AC 18). The honorblade uses the same statistics as his battleaxe, but it destroys any non-magical shield wielded by creatures that he hits with it. Additionally, the Ambrosia has increased Zakroth’s Charisma score to 20. He can use a Bonus action to cast the Command spell, with a spell save DC of 18.

Treasure. Zakroth carries the Mithral Honorblade and a bronze key that opens the door to the treasury. The Ambrosia (appendix C) is a painted amphora that he keeps next to his bed.

The Centaur Lord#

When the heroes leave the prison fort, they are confronted by a band of centaurs led by Chieftan Agrius (NG

  • Centaur Lord, appendix B). He is accompanied by four

  • Centaur Heroes (appendix B) and six additional Centaur

  • Troopers. He sent his daughter Lesia to try and negotiate for the release of his son, Perimedes. If Lesia managed to escape the fort, then she is here with her father. Agrius starts by investigating the situation and sending scouts into the fort. The encounter with Agrius can unfold in several different ways, depending on how the heroes have treated the hostages:

  • Negotiation. If the heroes have taken the hostages as prisoners, then Agrius will negotiate for their release. He is willing to swear an oath to disband his army, but he will remember how the party treats his people.

  • Provoking War. If the heroes have harmed his children or the other hostages, then Agrius furiously attacks the party, and all the strongest centaur tribes become sworn enemies of the Dragonlords.

  • Swearing Fealty. If the heroes rescued the hostages and treated them kindly, then Agrius may be willing to swear fealty to the Dragonlords to ensure a new generation of peace with the settler races.