TEXT: Dark Skies in Anchorome
  Dark Skies in Anchorome
  Dark Skies in Anchorome
  Dark Skies in Anchorome
  Dark Skies in Anchorome
  
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  Table of Contents
  Dark Skies in Anchôromé ...........................................
  Introduction .....................................................................................
  Adventure Summary .....................................................................
  Adventure Background .................................................................
  Devral and the Skyfish ...............................................................
  The Arrival of Yesorkh Payeh ...................................................
  War of the Ba'atun ......................................................................
  The Fiend's Freedom Elves ......................................................
  Revenge .........................................................................................
  The Adventure ................................................................................
  Meeting the Guilded Priest .......................................................
  The Road to Nozoma .................................................................
  The Bird-Demon's Trial .............................................................
  Flight of Ba'atun ..........................................................................
  Battle Aftermath ..........................................................................
  Shrine of the Sun Father ..........................................................
  Frightened Giants .......................................................................
  Fish Food ...................................................................................
  Cave of the Ancient Ones ........................................................
  Descent into Darkness ............................................................
  Devral's Tower ..............................................................................
  A Gathering of Armies .............................................................
  The Approach ............................................................................
  Tikka-Ti-Jarra ................................................................................
  The Plumb .................................................................................
  The War for Tikka-Ti-Jarra .....................................................
  Epilogue .........................................................................................
  Appendix ........................................................................................
  About
  This adventure is balanced and designed for four characters
  of tier 2 (levels 5-10), starting on the lower end of the tier. It is
  ideally suited for level 5 or 6 characters. ANA1 Dark Skies in
  Anchôromé is set in the Forgotten Realms continent of
  Anchôromé to the north and west of the continent of Faerûn
  on the world of Toril.
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast
  in the USA and other countries. All characters and their
  distinctive likenesses are property of Wizards of the Coast.
  This material is protected under the copyright laws of the
  United States of America. Any reproduction or unauthorized
  use of the material or artwork contained herein is prohibited
  without the express written permission of Wizards of the
  Coast. ©2018 Wizards of the Coast LLC, PO Box 707,
  Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
  Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK. This work contains material that
  is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community
  Content Agreement for Dungeon Masters Guild.
  Credits
  Author
  Jon Hild 
  Cover Art - "Citadel Adrift"
  Chris Becker   www.chrisbeckerart.com 
  Page 15 Art - "Aarakocra Attack"
  "Silvenger"   https://www.deviantart.com/silvenger 
  Page 21 Art - "Mastonto Hattak..."
  "Shabazik"   https://www.deviantart.com/shabazik 
  Page 23 Art - "Umber Hulk 2"
  Doug Snook   with alterations by Jon Hild
  https://www.dmsguild.com/product/260723/Stock-Monsters 
  Page 24 Art - "OE Stock Art - Wolf"
  Jeremy Mohler  
  https://www.drivethrurpg.com/product/142072/OE-Stock-Art--
  Wolf 
  Page 25 Art - "King of Fish"
  "Hoch-Spannung"   https://www.deviantart.com/hoch-
  spannung 
  Page 26 Art - "Native American Shaman
  Ghost"
  Terri Muharsky   https://www.deviantart.com/aracnix 
  Page 27 Art - "Uktena"
  Audray Dorotte   https://www.deviantart.com/dracarian 
  Page 28 Art - "The marvelous land of..."
  Mareike Loges   https://www.deviantart.com/art-meets-me 
  Page 32 Art - "Demon Baboon"
  Jacob Blackmon   https://www.deviantart.com/prodigyduck 
  Page 34 Art - "Glassteel Golem"
  Jacob Blackmon   https://www.deviantart.com/prodigyduck 
  Page 35 Art - "Spectre"
  Bartek Blaszczec  
  https://www.drivethrurpg.com/product/228838/BlaszczecArt-
  Stock-Art-Spectre 
  Page 36 Art - "Lady from the Dark"
  Created by DHackTrix, owned by JasonVoorheesfurry and
  used with permission  
  https://www.deviantart.com/jasonvoorheesfurry 
  Cartography (Pasocada Basin)
  Andrew James Woodyard   
  Cartography (Devral's Tower, Plumb)
  Dyson Logos   https://dysonlogos.blog/ 
  Other Artwork
  Additional images used are public domain images used under
  the Creative Commons License.
  2
  
  Dark Skies in Anchôromé
  S
  omething terrible has been brewing in the
  Pasocada Basin. A tenday past, dark clouds
  gathered over the basin and they have not moved
  regardless of the prevailing winds. The spirits are
  silent on the matter and the Gilded Priest of
  Michaca seeks heroes to find out the source of the
  terrible omen.
  Introduction
  Dark Skies in Anchôromé is the first adventure that uses
  ANC1 The Anchôromé Campaign Guide. While the PHB,
  DMG and MM are necessary to run the adventure, ANC1
  could also be extremely useful for additional background
  information.
  Dark Skies in Anchôromé is inspired by the adventure UK7
  Dark Clouds Gather, which was written by Jim Bambra and
  Phil Gallagher, with art by Brian Williams and published by
  TSR in 1985.
  Many of the same themes, names, creatures and scenarios
  are updated here for the fifth edition of Dungeons and
  Dragons, but the adventure is still very much a unique one. It
  is designed to fit solely in an Anchôromé campaign,
  specifically in the Pasocada Basin, home of the Azuposi
  people in the Forgotten Realms world of Toril.
  In addition to the campaign guide, ANS2 Monsters of
  Anchôromé is recommended, due to frequent use of its
  creatures. However, the statistics for each can be found in the
  Appendix.
  Adventure Summary
  The PCs are approached in Michaca by a Sunwatcher who
  gives them the adventure background story, though his
  information is flawed.
  The characters then travel to Nozoma, where a “demon”
  has been captured by an overzealous pueblo priest of the War
  Twins. The players realize that the demon is actually an
  aarakocra from the far northwest who has come to warn the
  Azuposi of an incoming threat. The players rescue the
  aarakocra in a trial by combat.
  The bird-folk warns that one of their flying aeries, known as
  Tikka-Ti-Jarra, has been taken over by an ancient menace
  known as the ba’atun who once threatened the aearee in
  ancient times which has been awakened by a careless
  aarakocra fledgling.
  In order to reach the flying aerie and defeat the ba'atun, the
  PCs must locate an ancient magic known as the skyfish. They
  search ancient ruins and learn much about the history of the
  Pasocada Basin and its peoples. The skyfish is an ancient
  weapon from these distant times.
  The players use the skyfish to attack Tikka-Ti-Jarra, the
  ba’atun, and their leader Yesorkh Payeh whom they defeat
  once and for all.
  If the PCs are successful, they are hailed as heroes by the
  Azuposi and the aarakocra alike. With some diplomacy, the
  heroes might broker a friendship and alliance between the the
  Azuposi and aarakocra.
  Important Terms to Know
  Term
  Meaning
          Aearee        
  Ancient bird-folk from a time before
  mankind. Known to be a Creator Race
  responsible for the creation of many
  winged creatures of Toril.
  Ancient Ones
  A race of humanoids whcih were humans
  that advanced long before other humans
  had risen from barbarism. This
  acceleration was due mostly to their long
  servitude to the magic laden Weaver
  Empire.
  Azuposi
  The pueblo dwelling humans of the
  Pasocada Basin who wosrship Might
  Spirits instead of true deities
  Ba'atun
  Creatures brought to Toril from an
  unknown world or plane. Their
  appearance is that of a flying ape or
  baboon, and they are both cruel and
  aggressive.
  Devral
  A prominent arcanist of the Ancient Ones
  obsessed with the power of flight. A one
  time enemy of the aarakocra and eventual
  ally. Responsible for creating many flying
  devices, including the fabled skyfish.
  Glassteel
  A material made by magic which has the
  transparency of glass and the strength of
  steel.
  Micha
  A magical dust-like substance sacred to
  the Azuposi people.
  Michaca
  The capital city of the Pasocada Basin,
  also known as the "City of Gold" for its
  sparkling, micha-laden streets and
  buildings.
  Shippapu
  The location from which the Azuposi
  emerged onto the surface world from an
  Underdark existence.
  Weaver Empire
  Weavers, also known as spellweavers, are
  an ancient creature that once had a plane
  and planet spanning empire before the
  entire empire imploded in on itself.
  Remnants still exist, including the
  Pasocado Basin ruins known as Esh
  Alakar, though almost none know its
  history.
  Yesorkh Pahyeh
  A ba'atun exemplar with powers beyond
  that of his normal ken. He is often treated
  as a god by the vile flying apes.
  3
  
  Adventure Background
  The following background is for the DM to read. It will allow
  the DM to understand the history behind all that has occurred
  leading up to the adventure. The Gilded Priest of Michaca,
  Anapacheti, does not know of this history and cannot relay
  any of it to the players beyond his misunderstanding that a
  "demon" responsible for the dark clouds has been captured in
  the pueblo of Nozoma.
  The aarakocra Tcho'eh can provide most of this information
  accurately to the PCs however, once he is freed.
  Devral and the Skyfish
  In ancient times before the Azuposi had even emerged from
  Shippapu onto the surface world, the Pasocada Basin was
  ruled by a race of greedy men and women known as the
  Ancient Ones. The Ancient Ones had broken the shackles of
  slavery from the even older empire of spellweavers, and they
  grew powerful from the magic they stole from their former
  captors.
  One of the most powerful of these Ancient Ones was a
  woman known as Devral. Devral had spent many years
  researching the powers of flight. She sought to gain the ability
  to soar the skies. The Ancient Ones already had magic that
  would allow them to fly, but with nowhere near the skill of
  their aearee enemies. The aearee were a race of powerful
  bird-folk who were far more accustomed to flight and certainly
  more skilled in aerial warfare.
  Devral’s greatest creation was a vehicle which he called the
  “skyfish” because of its ray-like appearance that was inspired
  by creatures of the sea. Using the skyfish, Devral became a
  war leader among the Ancient Ones and he fought relentlessly
  against the bird-folk.
  The Arrival of Yesorkh Pahyeh
  In another part of Anchôromé, the weavers of Esh Alakar had
  found a glowing blue gemstone while in pursuit of magic that
  would assist them in a powerful ritual. Inadvertently, or
  possibly as an opportunity to cause hardship among their
  former servants, the spellweavers released a powerful spirit
  trapped in the glowing gem.
  The gem was a prison for the possessing soul of a being
  known as Yesorkh Pahyeh; a fiend who lorded over an ancient
  race known as the ba’atun.
  When Yesorkh Pahyeh was released, the disembodied spirit
  escaped the spellweavers and eventually possessed one of the
  aearee. In her new body, the lord of the ba'atun opened a
  gateway to her homeworld and ba'atun warriors flocked to her
  call in the thousands.
  War of the Ba'atun
  The ba’atun decimated aearee and Ancient One alike, forcing
  the former enemies to eventually forge a truce. Led by Devral
  and several aearee raptor knights, the ba’atun were turned
  back and Yesorkh Pahyeh was once again imprisoned in a
  gemstone.
  At first Devral held onto the gem to keep it safe, but she
  suspected that her people had become too decadent for it to
  remain with them. Devral sensed the end of her people's
  empire long before it actually occurred. She gave the gem to
  the aearee with whom she had maintained a steady peace.
  Over time, the aearee fled to lands further north. The
  skyfish was hidden away for good, and the Ancient Ones faded
  into memory. The stone remained with the aearee but was
  eventually passed on to their ancestors known as the
  aarakocra. It resided with the aarakocra for thousands of
  years until finally being brought to the flying stone and
  glassteel aerie known as Tikka-Ti-Jarra. Like the skyfish, the
  gem and its powerful occupant were eventually forgotten. The
  blue gem had become just another bauble hidden in the vaults
  of Tikka-Ti-Jarra.
  The Fiends's Freedom
  Last year the fledgling aarakocra Kerakerra, child of one of
  the great skycaptains of the aarakocra, found the dim yet still
  glowing blue gem in the vaults of Tikka-Ti-Jarra. Due to her
  father's high position, she was allowed to explore parts of the
  aerie where other fledglings were forbidden. She took the
  gem, thinking it only a beautiful stone.
  The aarakocra did not notice the missing gem, nor would
  they have particularly cared due to the fact that the gem's
  history had been lost to time.
  One of Kerakerra's favorite games was to drop the gem
  from the clouds of Tikka-Ti-Jarra and fly as fast as she could in
  order to catch it before it fell upon the ground below.
  One day, she missed.
  As the gem shattered a black mist poured from the shards
  and flew directly at Kerakerra. Even at her fastest, she could
  not out fly the menacing smoke. As it poured into her mouth
  she heard the voice of Yesorkh laugh and speak to her in her
  mind. It said, "I thank you for my freedom, but you have much
  more to give" as her mind faded into darkness.
  Revenge
  When Yesorkh gained her freedom, she briefly played the part
  of the fledgling aarakocra while learning of Tikka-Ti-Jarra's
  weaknesses. Eventually, she reopened her ancient portal and
  once again called upon his ba'atun servitors from the darkest
  corners of the Spirit World.
  Tikka-Ti-Jarra was overrun and the aarakocra were killed or
  scattered. The skycaptain Tcho'eh might have been able to
  turn the tide by killing Yesorkh, but he could not thrust his
  lightning spear at the face of his beloved daughter Kerakerra.
  Instead, injured and ashamed, he headed south to the lands of
  men where the ba'atun were directing the flying aerie. The
  skycaptain knew that Yesorkh Pahyeh would now try to exact
  her revenge on the race of men who defeated her long ago.
  The fact that these humans no longer exist would be of no
  concern to the possessing spirit, and it would be the Azuposi
  who would bear the brunt of her wrath.
  4
  
  The Adventure
  The adventure technically begins in Michaca, but with minor
  alterations it could start almost anywhere in the Pasocada
  Basin. A starting point such as Fort Flame outside of the basin
  would require more significant changes, particularly taking
  into consideration the large distances that would need to be
  covered.
  Meeting The Gilded Priest
  At this point in their careers, the characters likely appear to be
  the hero type. If they are an established Niyannan-Napew (see
  ANC1), they certainly are known by the Gilded Priest
  Anapacheti and if they are a foreign adventuring band, at the
  very least they will stand out among the Azuposi. Anapacheti
  sends a young messenger to invite the PCs to join him in the
  Grand Kiva of Michaca. If they accept and enter the kiva, read
  the following.
  Sitting by the fire of the kiva rests an old man sitting in a
  position that should not be possible for one his age. Four
  younger elders sit by him and look up at you as you enter the
  sacred chamber. With a nod, the old man sends the others
  away so that he may speak to you in private.
  Allow the PCs some moments of uncomfortble silence as
  Anapacheti continues to stare into the fire. After the pause,
  the Gilded Priest will address them with the following.
  In an age not long before the time of my own grandfather, the
  spirits grew angry with the People. We have always loved and
  respected the Mighty Spirits but they saw us grow soft and
  weak. It took people such as yourselves, men and women we
  once considered barbarians to save us, and we learned the
  lesson the spirits taught us well.
  Once again the People are in need of heroes as dark clouds
  gather near the pueblo of Nozoma. The spirits have told us that
  the dark clouds are the workings of a demon. Bern'hardt, a
  powerful servant of the War Twins has captured the demon,
  but still the clouds do not break and the people of Nozoma
  grow in panic.
  Are you willing to help us? The Azuposi would certainly be in
  your debt and we would speak of your noble deeds to the
  Mighty Spirits, ensuring they knew of your service. I would go
  myself were the Gilded Priest not needed here to ensure the
  harvest of micha this year.
  In order for the adventure to continue, the PCs must agree to
  travel to Nozoma. If they require a more tangible reward, the
  Gilded Priest will remark that the goodwill of the spirits is
  more than proper recompense. If the PCs insist, Anapacheti
  will promise them gold and turquoise jewelry worth 2,000
  gold pieces upon their return to Michaca. If the PCs force this
  issue, they will not receive the boon of the Sun Father no
  matter what they do at the adventure's conclusion.
  The Road to Nozoma
  Getting to Nozoma should be relatively simple for the PCs.
  The paths are well traveled but they are still wild areas and
  the characters could certainly encounter some native danger.
  Many creatures and folks are on edge due to the visible
  appearance of the unnaturally blackened skies near Nozoma
  and as the PCs get closer, you might want to increase the
  aggressiveness of the encounters.
  Roll 1d20 once every 8 hours of travel to see if the PCs have
  an encounter. Only repeat the Azuposi hunter encounter, and
  treat all other repeats as "no encounter."
  Road to Nozoma Random Encounters
  Roll 1d20
  Encounter
  1-6
  No Encounter
  7-10
  1d4 Azuposi Hunters
  11-12
  Coyotlwere
  13-14
  Hvcko Capko (2)
  15-16
  Long Canyon Giant
  17-18
  Gici Awas
  19-20
  Pasocada Ghost
  Azuposi Hunters. These Azuposi are looking for big game
  and might actually be helpful if the PCs are injured or need
  something that can be traded for. If the players are willing to
  share a fire with the hunters, they will confirm the Gilded
  Priest’s tales of dark skies that have now moved north of
  Nozoma. They will also tell them that Azuposi hunters have
  been disappearing in the region. Use the stats for scouts
  should the PCs come to blows for some reason with the
  friendly hunters.
  Coyotlwere. The coyotlwere is hungry and will stalk the
  PCs until it feels they are otherwise vulnerable. It will not
  attack while the PCs remain at full strength, but may attempt
  to steal small items or food. The only indication that they the
  characters are being followed are distant howls in the early
  part of the evening. The coyotlwere will not pursue beyond
  Nozomo.
  Hvcko Capko. This mated pair of prehistoric and wolf-like
  hvcko capko have been wandering for days and have been
  displaced by unrelated events far to the north. They are
  hungry and frightened, likely attacking any whom they
  encounter, but they can be placated with food and a successful
  DC 13 Wisdom (Animal Handling) check. Placated hvcko
  capko will remain near the party for an hour or so, but will
  eventually wander off.
  Long Canyon Giant. This long canyon giant fled from the
  darkened skies until it became hopelessly lost. It is incredibly
  jumpy and paranoid at the moment and it would take a
  successful DC 18 Charisma check to convince the giant not to
  attack.
  Gici Awas. This predator has had its recent fill on a
  Pasocada elf but the creature is highly territorial and will
  attack those who come within its hunting range. Should the
  PCs cut the gici awas open, they will find the partially
  digested elven corpse along with the jade and turquoise
  armbands it wore (100 gp value total).
  5
  
  6
  
  Pasocada Ghost. A bent priest who honored Shakak above
  all the Mighty Spirits died alone in the wilds and none have
  come to find him or bury his bones. The bent priest has been
  refused entrance into Wenimats and his spirit haunts the
  wilds as a pasocada ghost, much as he once did as a living
  man.
  The Bird-Demon's Trial
  As the PCs make their final approach to Nozoma, read them
  the following description.
  While your trip has not been a terribly difficult one, you can't
  help but feel a sense of dread in your final few miles before
  reaching the pueblo town of Nozomo. The skies have grown
  intensely dark, with a cloud cover that has turned what should
  be bright daylight into late twilight at best. 
  As the town comes into sight, lightning strikes brightly in the
  distance. Not long after each flash you hear the definitive
  rumble of thunder. Were the clouds to move, even just a little,
  you might think the weather to be simply unusual for this time
  of year. However, the wind is strong and the clouds remain
  static. This is certainly no normal storm.
  The thunder and lightning are still mostly distant (to the north
  and slightly eastward). It is caused by the flying citadel of the
  aarakocra known as Tikka-Ti-jarra, a stone and glassteel
  fortress that has the ability to control its surrounding weather.
  Though once kept secret by the aarakocra, it is now under the
  control of the ba'atun and Yesorkh Payeh. The dark spirit
  searches for remnants of the Ancient Ones, but she will soon
  realize they no longer exist. At that point she will redirect her
  hatred to the Azuposi who have come to inhabit what should
  be her lands.
  When the PCs enter Nozoma, read them the description of
  the following scene.
  Nozomo is a small pueblo carved partially into the canyon
  walls, though it extends outwards towards Pasocada River, with
  some buildings likely built just out of the reach of major floods.
  The town seems positively abuzz at the moment, with the
  attention of almost all of its inhabitants focused in an open
  area right where the rock face meets the red, sandy beach of
  the Pasocada River. 
  As you walk closer to see what the commotion is about, you
  hear a terrible wail. An eagle headed humanoid is tied to a
  wooden post, and it looks to be terribly injured. A heavy set
  man with an uncommonly bushy beard for the Azuposi is
  ripping out the bird-man's feathers one by one.
  The PCs will likely be able to recognize the eagle-humanoid
  as an aarakocra but can make a DC 13 Intelligence (Nature)
  check to be certain. The heavy set man is Bern'hardt, a
  descendant of the great hero Sozarro who once saved the
  Azuposi from a terrible fiend known as a farastu. Use the
  statistics of a priest for Bern'hardt should PCs come to blows
  with him.
  Bern'hardt is a pueblo priest of the Mighty Spirit
  Matsailema, one of two spirits known as the War Twins. True
  to their name, these spirits can be quite aggressive and
  overzealous, and Bern'hardt behaves much in their image.
  Bern'hardt is only minutes from cutting the bound
  aarakocra's throat, fully believing it to be a demon.
  Unfortunately, he has the vast majority of the crowd
  convinced. Ba'atun have been attacking hunters and traders of
  late, and the few who have survived such attacks return with
  reports of "winged demons." Bern'hardt and the people of
  Nozoma are acting in a way they consider brave, but are in
  fact quite frightened of the freak weather and the winged
  demons it hides.
  If the PCs seem on the verge of doing something stupid
  (there are over 400 townsfolk in attendance here) one of the
  PCs will feel a gentle arm on their shoulder. This is Asdos, a
  wise sunwatcher who is attempting to whisper to the PCs.
  You know as I do that the bird-man is no demon. You will not
  convince Bern'hardt or the townsfolk to release it with honeyed
  words and certainly not with the threat of violence. 
  If you wish to save the eagle-man, call out to the priest to
  champion its innocence. It will not be easy for you, but as a
  priest of a War Twin, Bern'hardt is bound to accept your
  challenge. Choose the greatest warrior amongst yourselves -
  the challenge must be met alone.
  Asdos is correct in all he has claimed and if the PCs yell out to
  champion the aarakocra, the crowd will quiet in stunned
  silence before loudly expressing their discontent. The PCs
  will have some food thrown at them and some may get spit on,
  but they will not be the recipients of any real violence.
  After a few abusive moments, Bern'hardt smiles and
  addresses the crowd.
  Silence! These outsiders wish to champion the demon? I would
  say they might be demons themselves, but these ones seem
  more like fools to me.
  [the crowd laughs]
  Fine. But in order to champion the demon, you must slay a
  demon. Which among you wishes to die today? Surely your
  death with bring pleasure to Matsailema.
  Bern'hardt, as Asdos alluded to earlier, is calling the chosen
  PC to step forward to fight a battle to the death against a
  terrible beast known as a caddaja. This man-eating ape-like
  creature was captured months ago and Bern'hardt has been
  planning on using it just for such an occasion.
  On the northern edge of town, the horned beast is kept in a
  30 foot pit where it is fed the occasional goat. As a dedicated
  man eater, it will attack the moment the PC is dropped into
  the pit.
  Note that it is forbidden for the chosen PC to use any type
  of spellcasting. Doing so will forfeit the challenge, making
  thee aarakocra Tcho'eh's life forfeit and banishing the PCs
  from returning on threat of a similar fate (they too must be
  demons after all).
  7
  
  Flight of Ba'atun
  If the champion defeats the caddaja, one of Bern'hardt's men
  will lower a rope ladder to extract the victorious PC.
  Bern'hardt is visibly angry, but just before he can verbalize his
  displeasure, someone in the assembled crowd screams.
  Describe the following scene to the PCs.
  Something is wrong and as the crowd's attention is drawn to
  the sky, this time you realize it is not about you. Bern'hardt is
  snatched up into the air beyond your or anyone else's reach in
  the blink of an eye by two ape-like flying creatures. Others
  descend into the crowd, snatching whatever victims they can,
  and the town soon erupts into chaos as more struggling
  victims are carried off.
  The actions of the PCs could make a huge difference here, but
  there is no way for them to save everyone in the pueblo. The
  flight of ba'atun consists of 32 normal ba'atun, and each is
  paired off and spread throughout the pueblo. There are also
  eight ba'atun flight leaders and one ba'atun swarm leader
  flanked by two ba'atun high priests off to the north, but they
  do not involve themselves unless the PCs pursue. Each pair
  attempts to kidnap a random victim (Bern'hardt coincidentally
  being the first) before flying off to the north.
  Their task will be complete within five minutes and this is
  how long the PCs have to defeat as many duos as possible.
  Due to the crowd and panic, PCs should refrain from using
  area of effect spells given the collateral deaths they might
  incur.
  If the PCs are capable of flight, they can chase after the
  ba'atun who normally fly at a speed of 40 feet, but will only
  move at 30 feet due to being weighted down with a struggling
  victim. Unfortunately, this will force all the remaining ba'atun
  to turn in their direction (including the more powerful ones),
  at which point the PCs should flee back to Nozomo.
  Battle Aftermath
  Depending on their actions during the attack, the PCs will
  likely have fully gained the trust of the people of Nozomo and
  one will immediately cut the aarakocra's (who is the famous
  skycaptain Tcho'eh) bindings. Asdos will cast a healing spell
  on the aarakocra which allows him to stand on his own,
  though it is obvious that only time will heal the wounds that
  remain.
  Asdos invites Tcho'eh (who introduces himself in halting
  Common) and the PCs to his shrine which lies only a few
  minutes walk away. The terrified commoners who still stand
  in the streets beg the PCs to save those who have been taken,
  and bow their head in shame from their earlier behavior.
  Shrine of Sun Father
  Asdos is a young sunwatcher who is extremely devoted to the
  well being of the people of Nozomo. He realizes however, that
  they can be a bit short-sighted as they demonstrated with
  Tcho’eh. He routinely apologizes for the treatment the
  aarakocra received which Tcho’eh stoically dismisses. The
  bird-man explains that the Azuposi priest would likely be
  treated no better had he intruded on aarakocran lands.
  8
  
  After pleasantries are over, Asdos invites the PCs and Tcho’eh
  to enter the shrine of the Sun Father, which doubles as his
  living quarters. It is a modest shrine and Asdos explains that
  the Sun Father is not as venerated here in Nozomo as he is in
  Michaca and other cities or towns. The War Twins are the
  patron spirits of Nozomo, though Asdos hopes his influence
  may one day change the status quo.
  When everyone enters the shrine, Tcho’eh begins to relay
  his story and warning. He starts with the history of the ba’atun
  (found in the Adventure Background) and is completely
  honest about his own failures and involvement, particularly
  about his possessed daughter Kerakerra.
  The bird man becomes visibly angry whenever he refers to
  the ba’atun spirit Yesorkh Payeh in the story and then warns
  Asdos and the PCs that the only people the ba’atun hate more
  than the aarakocra is the humans of the Pasocada Basin.
  Yesorkh will certainly seek to destroy all she can and the
  recent attack was likely just a precursor to a war that
  humanity will not be able to handle without the help of the
  aarakocra.
  Tcho’eh describes the flying citadel of Tikka-Ti-Jarra, and
  swells with pride when he describes its impressive defenses.
  The entire citadel is designed to defend against the attacks of
  dragons, and it is capable of generating winds that not even
  dragons can fly through. Now that it is under the control of the
  ba’atun, he is at a loss for a solution or a plan.
  Asdos, however, becomes particularly interested when
  Tcho’eh recounts the legend of Devral and her fabled skyfish.
  The sunwatcher has taken a great interest in learning
  everything he could about the Ancient Ones and believes he
  might know where Devral’s ancient tower is buried. The
  skyfish could penetrate the winds and if Tcho’eh’s description
  of Tikka-Ti-Jarra is correct, a small group might be able to
  shut down its defenses if they manage to get in undiscovered.
  Tcho’eh nods enthusiastically at the plan and offers to
  return with enough aarakocra warriors to retake the city if the
  PCs agree to accomplish this task.
  If they do, Asdos wastes no more time and gives the party a
  hand drawn map to a cave located near the giant pueblo of
  Cochilli. Asdos has visited the cave before and he describes a
  long descent into the earth where he came upon a “towering
  citadel of shining glass” in an open vault. The sunwatcher did
  not go any further because of the taboos of tampering with the
  magic of the Ancient Ones. The tower fits Tch'eh's description
  of Devral's tower perfectly however, and this most certainly
  must be it!
  As part of his plan, Asdos intends to travel to Michaca and
  inform the Gilded Priest of the coming aarakocra and their
  good intentions. The PC are welcome to rest at the shrine if
  they so desire. In exactly two tendays, Tcho’eh, Asdos and the
  PCs are to meet “where the dark clouds are their darkest” not
  far from the cave entrance.
  When all are ready to go, the PCs are surprised by a
  gathering of Nozoman commoners who have been waiting
  silently outside the shrine.
  One of the commoners, a young man with both foreign and
  Azuposi features steps forward and introduces himself as
  Dohasan. Dohasan says the following.
  My uncle, the priest you know as Bern’hardt, has made a
  terrible mistake and the spirits have punished him for it. We
  would like offer our gratitude for what you have done for
  Nozomo and apologize for our lack of sight.
  The dark clouds have frightened all of us, but we also know
  you must have been sent to us by the War Twins to end this
  menace. It is not right to ask you for more without
  recompense, but please, if there is anything you could do about
  the taken, would you be willing to help us once again? Perhaps
  we could offer you these...
  Dohasan opens a black circular velvet cloth and then reaches
  his hand into it. His hand and arm disappear, which he does
  not seem to alarm him and in a moment his arm returns
  holding a large leather waterskin.
  This magic was brought to Nozomo by my great, great great
  grandfather Sozarro, a hero not born of the Azuposi, but one
  who saved us all. It is only fitting that such magic be returned
  to those who save the Azuposi once again.
  Dohasan is offering a portable hole and skin of pouring to the
  PCs should they return with the kidnapped villagers. Dohasan
  himself is an acolyte who is training to be a priest like his
  uncle, and the young man already has taken a bit of a
  leadership position in the politics of the pueblo.
  The PCs can reject or accept the offer, but Dohasan cannot
  offer anything more. This magic is a piece of Nozoman
  history, and it’s offering is truly an honor. Dohasan is willing to
  give both items to the PCs now if they simply give their word.
  Should unscrupulous PCs renege on the deal, the DM could
  determine appropriate repercussions.
  The PCs can easily follow Asdos’ map which will lead them
  to the following numbered encounters. Refer to the map of the
  Pasocada Basin for the location of each encounter.
  Frightened Giants
  Two long canyon giants who live on the outskirts of Cochilli
  have been spooked by the gathering dark clouds and lightning
  storm that doesn't seem to move. What's worse is that they
  have been recently attacked by a flight of ba'atun who killed
  their child.
  The giants are not evil creatures but are quite panicked and
  blame the "little folk" for the their current woes. A successful
  DC 16 Charisma (Persuasion) check could convince the
  giants to move along but they are too desperate to be easily
  intimidated, requiring a DC 19 Charisma (Intimidation) check
  to be thoroughly cowed.
  The giants left their home bringing nothing but food.
  However, one of the giant's sacks contains a "toothpick" which
  is actually a +1 dagger made from a substance known as
  plumastone. Plumastone is a form of obsidian which is as
  hard as steel and can be found in relative abundance far to the
  south in the fabled lands of Maztica. Other than its bonus, it
  has no special powers.
  9
  
  Fish Food
  As the PCs approach the cave entrance, they are going to have
  to cross the Pasocada River at some point. What they might
  not realize is that the giants sustain themselves on gigantic
  fish known as mashe namak who will see swimming PCs as
  a tasty snack.
  Three of the fish will attack the party from below, having
  advantage on surprise unless the PCs specifically mention
  they are wary of the river.
  Cave of the Ancient Ones
  The cave of the Ancient Ones is located exactly where Asdos
  indicated on his map, and thankfully so, because the entrance
  would otherwise have been nearly impossible to find (Search
  DC 25). It is more than well camouflaged and there are
  hundreds of similar entrances into the cliff walls nearby. The
  vast majority of these other entrances lead in only a few feet,
  though if the players wish to explore them you might want to
  add other small cavern complexes of your own.
  Unfortunately, a mated pair of gici awas have claimed the
  entrance for themselves. Their burrowing (and that of their
  ancestors) is responsible for the plethora of cave entrances.
  Descent into Darkness
  The descent to Devral's tower is a steep, but relatively
  consistent slope. After the cave of the gici awas, it is nearly a
  straight descent following an incline of anywhere from 15 to
  50 degrees. There are no stairs, no lights, and no side
  passages to explore for almost a full mile. The walls of the
  cave are relatively smooth, cold stone that looks like it may
  have once been worked or at the very least shaped by magic.
  Eventually, the PCs should notice a dim glow from the
  depths and the incline will start to level off. The PCs will step
  out of the darknees onto a 30 foot platform in a massive vault,
  which itself is a cliff 100 feet up from the vault floor. A carved
  overhang juts out from the vault wall 20 feet above the
  platform, but what they will surely notice first is the dimly
  glowing crystalline or glass spire that stands in the center of
  the vault. This of course, is Devral's famous tower and
  undoubtedly the home of the skyfish.
  Unfortunately, a small clutch of three cave fishers hide
  above the PCs and attack as they attempt to descend the cliff
  wall.
  Devral's Tower
  Devral's tower, which can be more accurately described as a
  spire, was created by the arcanist shortly after the truce with
  the aearee. It served as her laboratory, library and living
  quarters where she would only occasionally entertain a guest.
  The tower was once aboveground, but Devral sensed the
  impending downfall of the Ancient Ones and moved it with
  powerful magic into this hidden vault where she spent the
  remainder of her days. Devral remained allies with the aearee
  but abdicated her power and died in the spire peacefully and
  alone.
  The tower itself is made of glassteel (a substance she
  learned was taught to construct by her aearee allies) almost in
  its entirety, but the outer shell is thick enough that it is nearly
  opaque.
  The glowing comes from spire itself and though it is difficult
  to discern there are a variety of colors emanating from every
  thirty or so feet. The tower itself is approximately 120 feet tall,
  its tip only slightly above the vault landing.
  Tower Features
  Devral's tower has the following features throughout.
  Light. The entire tower is lit with dim light of varying colors
  matching the color of the orb on each floor.
  Walls. The walls are made entirely of glassteel, giving them
  a grayish hue. They are AC 19 and have 30 hp per 10 foot
  square section.
  Ceiling. Each level consistently has 30 foot ceilings.
  Doors. Every door is made of the same glassteel substance
  as the walls. Despite the ages, they still open easily as if well
  oiled. The glassteel doors, like the walls, are AC 19 and have
  30 hp.
  Ramps. There are no stairs, but there are ramps going from
  level to level which have a steep incline. To travel from level to
  level, climbing PCs must make a DC 13 Strength (Athletics)
  check or fall 1d6 X 10 feet, taking bludgeoning damage from
  the fall (1d6 per 10 feet fallen). Devral always flew from level
  to level.
  Orbs. Each floor of the spire has a magical orb that controls
  the magical effects found on the level. Celver PCs may be able
  to control the orbs but touching them also has a set of random
  effects. The orbs have an AC 15 and shatter into motes of
  colored light if they sustain over 20 hit points of slashing,
  bludgeoning, piercing, force or thunder damage. they are
  immune to all other forms of damage. Destroying an orb
  cancels all magical affects on a level, but the orbs reform the
  next morning.
  Tower Description
  Read the following to the players when they first stand in front
  of the tower.
  The spire in front of you stands at well over a 100 feet tall and
  seems to be made entirely of a gray-hued glass, though it glows
  from the inside in a variety of muted colors.
  The spire itself tilts at about a forty degree angle from what
  you can estimate, and within 20 feet or so from the peak there
  is a grooved indentation carved in a semicircle which seems to
  be made of a more carefully polished glass. You cannot see
  inside it from this distance.
  A single glass door in front of you opens easily with its
  handle.
  T-1 Welcoming Chamber
  This is the chamber where Devral once entertained his
  guests. Four perches made of stone are in the center of the
  room where aearee visitors would stand comfortably in the
  presence of the arcanist. Feathered couches and wooden
  chairs once graced the Welcoming Chamber as well, but have
  long since rotted to dust.
  10
  
  The room is approximately 60 feet by 30 feet and the northern
  wall recesses to a set of glassteel double doors. Both doors
  swing wide open if the PCs walk between the perches. From
  the right door a head sized glowing silver orb emerges and
  approaches the PCs where only wind seems to flow from the
  left. A disembodied voice emanates from the orb and says the
  following.
  Welcome to the Spire of Devral. Please be seated as I fetch the
  master, and do trust your garments and weapons to the
  servants while you wait.
  The PCs will feel the tug of unseen hands on any loose
  garments and weapons while the orb speeds along (Fly 60
  feet) up the ramp in the south wall. If the PCs give their gear
  to the unseen servants (one per PC) it is brought to the north
  door and closet beyond. The doors will shut and lock requiring
  a Dexterity (Sleight of Hand) check with a DC of 15 to open.
  The doors may also be destroyed, but that will cause a
  glassteel golem to form from the wall who will attack.
  The golem also attacks if the PCs refuse to unhand their
  weapons.
  Without their weapons, nothing will occur for a full 
  minute until the silver orb returns. The orb will 
  hover in front of the PCs - confused because of 
  its inability to contact a living Devral.
  See the sidebar on "Controlling Devral's Orbs" 
  if a PC lays his or her hands on it. The 
  orb controls the unseen servants, the 
  north doors and can deactivate the 
  glassteel golem if it has been activated.
  T-2 Laboratory
  Devral performed her magical 
  experiments in this room, whose 
  door is hidden along the ramp 
  (Wisdom (Perception) DC 16). 
  The door is also trapped, 
  forcing any who 
  intentionally try 
  to open it to make 
  a DC 16 Dexterity 
  save or suffer 
  10 (3d6) lightning 
  damage from a 
  strong static 
  charge.
  The charge takes 1 minute to build back up, so once it has
  released a shock, the PCs can open it easily. There is an old
  pile of rust nearby which was once a contraption Devral used
  to safely discharge her own trap before entering the
  laboratory. A DC 15 Intelligence (Investigation) check allows
  the PCs to concoct similar solutions.
  The orb in this room is such a dark blue that it could pass
  as black and it emits a deep blue light that is still illuminates
  the room, but does not show beyond the glassteel doors. If a
  PC gains control of the orb, they may command it to increase
  this illumination to a normal white light as the orb turns to
  silver. When Devral created the orbs, she used this as a
  precaution against giving away the secretive nature of the
  laboratory.
  The abilities of the orb are closely related to the rooms
  function, and while most of the rooms original trappings have
  rotted away over the many thousands of years, the effects
                  remain. This orb does not summon a golem like the
                  others, but has a random selection of other effects
                  that stem from what were once alchemical
                  capabilities, many of which have been corrupted.
                  Refer to the Laboratory Orb Random Actions to
                  determine both what the orb can do if controlled,
                  and what effects occur if a PC fails to control it. It is
            important to note that if the orb is left untouched,
            ithe room appears empty.
  11
  
  Laboratory Orb Random Actions
  A PC who knows of these affects can cause any to occur by
  choice, a failed attempt at control causes one at random.
  Roll 1d6
  Effect
  1
  Gravity Bomb
  2
  Ice Blast
  3
  Red Beam
  4
  Green Gas
  5
  Black Ball
  6
  Hidden Compartment
  Gravity Bomb. The room suddenly inverts its gravity
  causing the PCs to fall to the ceiling, before falling back down
  again. The ordeal causes a total of 14 (4d6) bludgeoning
  damage, with a Dexterity save for half damage.
  Ice Blast. A hidden recess in the glassteel wall shoots a
  blast of freezing cold air. All PCs take 7 (3d4) cold damage.
  Red Beam. A red beam of light fires through the ceiling and
  into the floor. It has no negative affects on any who touch it,
  unless a PC specifically states that they look directly into the
  beam. In this case, make a DC 16 Constitution save or the PC
  is blinded for 1 hour.
  Green Gas. Green gas pumps into the room from above the
  left side of the door. This gas causes 10 (3d6) poison damage
  to any within the room and the target is poisoned for 1
  minute. A DC 14 Constitution save prevents the poisoned
  condition and halves the damage. In the library, there is a
  tablet whose etchings speak of this gas specifically as a
  component that could halve the cost of glassteel creation
  when using the spell or alchemy.
  Controlling Devral's Orbs
  Devral created her orbs to control the various magical affects
  within her spire.
  Controlling an orb isn't easy, and requires a successful DC
  18 Charisma or Intelligence check (PCs choice). However,
  once a PC has mastered one orb, they can always return to it
  without repeating the check, and they gain advantage for
  controlling any other orb.
  Orbs do not communicate their powers in any way, so a PC
  might very well gain control without knowing what it is
  capable of doing. They also do not move at the command of a
  controller, but they all have some programmed motion
  indicated in each room's description.
  Finally, Devral did not want others foolishly tampering
  with her tower's capabilities and thought it quite rude of any
  guest who might attempt to do so. A failed attempt to control
  an orb activates a glassteel golem, one of which exists as part
  of every level (5 total in the spire) and the golem's are
  programmed to attack anyone but Devral.
  Gaining control of the orb allows the controller to return
  the glassteel golem to its deactivated state, but only the
  golem of that orb's level.
  Black Ball. For 1 minute the orb becomes a sphere of
  annihilation. A successful DC 14 Dexterity check means the
  PC touching the orb pulled their hand away in time, otherwise
  they suffer the full effects of touching the powerful item (22
  (4d10) force damage).
  Hidden Compartment. A shelf materializes within the
  glassteel wall and opens to reveal three crystalline vials and a
  stack of gold coins of an unknown minting. The vials each
  contain a double strength vacuum sealed potions of flying
  which lasts for two full hours. The coins have the face of a
  smiling woman on one side which an Intelligence
  (Investigation) check with a DC 15 would allow the PCs to
  realize is Devral herself. On the back side of the coin is an
  image of a powerful raptor's face and wings that have an
  almost human-like quality. A DC 20 Intelligence (History)
  check allows the PCs to realize this is the face of a fabled
  aearee, perhaps the first proof of their existence seen in
  thousands of years. There are 20 coins in total which could be
  sold to a collector of such historical items for 300 gp each.
  T-3 The Glass Griffon
  Devral was not shy about displaying her successes and the
  Glass Griffon was one of her first creations which she was
  proud enough to do so.
  This magnificent magical item stands proudly on display at
  full size on a pedestal in the room's center, surrounded by a
  protective ring of magic and of course this level's red and
  yellow glowing orb. Read the room description below to the
  players.
  The moment you step beyond the ramp your eyes can't help
  but be drawn to a gorgeous blue-white statue of what could
  only be a griffon. It proudly rears so that if faces the ramp, as if
  threatening all who enter.
  An orb, much like the others you have come across, slowly
  approaches your party, its red and yellow light reflecting and
  refracting through the glass griffon.
  A circle of unknown symbols surrounds the statue and
  proudly hums with power.
  The circle of power is written in runes familiar to those who
  can read the draconic script, but many of the symbols are
  incomprehensible; as if they are of a much older form.
  These symbols are the magical runes of the aearee which
  Devral became a master of in her later years. The symbols are
  intensely magical in nature, and tend to have great power in
  the magic of flight. It was her knowledge of these forms that
  allowed her to create both the glass griffon and the skyfish
  itself.
  A dome made of pure, invisible force covers the griffon and
  even extends below which causes 14 (4d6) lightning damage if
  touched and cannot be crossed. The only way to remove it is
  to gain control of this level's orb and command it to lower the
  field. The glassteel golem on this level also has maximum hit
  points for its hit die.
  Should the PCs gain control of the orb, they also need to
  figure out a way to remove the statue. It weighs over 600 lb
  and is the size of a normal griffon. In the library, however, they
  might find the item's "statuette" command.
  12
  
  See the Appendix for the full description of the skyfish and its
  commands.
  On the north wall, there is an easily opened glassteel door
  which leads to a small 10 foot closet. Anything that was in it
  has long since turned to dust.
  T-4 Devral's Library
  Devral's library never had books in the truest sense of the
  word, but rather has hundreds of carved stone tablets. Devral
  was fluent in the tongue of the aearee and was personally
  responsible for engraving most of the tablets.
  While it has some similarities to draconic, aearee cannot be
  read without magic. Some aarakocra might be trained in this
  ancient language, but this is likely not helpful to the party at
  the moment.
  If the PCs manage to translate the tablets, they are in for
  quite a historical treat. They are full of history from the Days
  of Thunder, mostly concerning the reign of the aearee and
  their empire, but they also have some general information on
  the sarrukh and batrachi. Many of the tablets are damaged
  and have crumbled in places.
  In addition to the tablets, there is also a smooth and clear
  glass window that looks out into the underground vault. In
  order to be able to remove the skyfish from the tower, the PCs
  will have to gain control of the library's orb to open the
  window. It is otherwise too large to fit through the doorway in
  the Welcoming Chamber. The window dematerializes to open,
  and rematerializes 10 minutes later once the command is
  given.
  The orb floats in T-4A and approaches the characters when
  they enter though it's only capability is to open the window. If
  the window is shattered (it too is made of glassteel), the
  glassteel golem on this floor will activate as if a PC failed to
  control the orb.
  A selection of the tablets are as follows, each with
  commentary intended only for the DM, and organized by
  which part of the library they are found in.
  Note that each tablet weights approximately 15 lb. They
  might have value if sold to a collector or historian at the DMs
  discretion. Asdos in particular might be interested in the
  words they hold.
  T-4A Tablets
  The first tablet refers to a "Great Beast" that was once
  destined to devour all hope and destroy the world. It was
  killed and its body set adrift on the Ethereal Plane, defying
  fate, at which point it became an entity known as a vestige.
  See the 3.5 Edition Tome of Magic for additional
  information on Chupoclops and the binders that might
  contact it. The DM may do what he or she pleases with this
  information.
  The Great Spider...of End Times. Chupoclops...this world but
  destined to destroy it. ...good and ..., living and dead side by
  side. One ... each day another succumbed until at last the beast
  was vanquished. ...returned to the Spirit Realm but some
  believe she still ... waiting to return and devour the worlds of
  man.
  The second tablet recounts the history of the Ancient Ones
  during their time as slaves of the spellweaver empire, and
  then their subsequent freedom.
  ...ing empire, vast beyond all compare. They took us from
  barbarism and taught us the written word, ... serve and even for
  the most loyal of us, the powers of the Art. ...the mind and
  external forces. But we would not suffer their indifference for
  long. ... rebellion. Freedom to make our own destiny, no longer
  servants of the six-armed ones. They have destroyed
  themselves for us, something we could not have accomplished
  by our own hand. I wonder if this unearned freedom is the
  source of our weakness today. I sense a decline in our people
  that I do not know how to stop.
  The third tablet is the first reference that includes the ba'atun,
  but before Devral knew what they were.
  The great avians ... armies ... terrible war. ...secrets are mine and
  I will use them against the aearee. Something seems to weaken
  their resistance but we too have had many go missing in the
  west. Could there be a new threat that ... man and aearee alike?
  The fourth tablet refers to a huge population of Ancient Ones
  that simply disappeared. Devral believed that they had
  intentionally moved underground, where they may have come
  into contact with batrachi or even the precursors of the
  Azuposi.
  ...long since disappeared under the world. Perhaps they have
  found the rumored dwellings of the ancient tormentors of our
  enemy aearee who were cowed into submission shortly after
  the sky rained fire and stone. Still, rumors abound that they still
  live below and are no longer human as we .... them to be...
  Beware the mounds and their half-spirit guardians.
  T-4B Tablets
  The aearee of the ancient past were not all of one people and
  one nation known as the Aearee-Quor traded their faith in the
  gods for the ancient demon lord known as Pazrael (or
  sometimes in modern times, Pazuzu). Saying either of his
  name three times attracts his attention
  Foolish birds have ... Pazrael. Ancient from times before... I
  hope to keep his name hidden from my own people and risk
  much here in the name of history. ...day his name three times
  under any circumstances. ...obyrith... What might at first seem a
  ... submission of your soul!
  A small tablet has the passwords to gain control of the skyfish.
  The words might not be obvious, but the tablet sits adjacent to
  the another which clearly labels all the command words for
  the glass griffon. A Wisdom (Insight) check with DC 15 can be
  used to determine the nature of these words.
  See the descriptions of both items in the Appendix.
  ...Dom shall set her free and Fil and Fir will light the fire in her
  eyes...
  13
  
  This tablet was written shortly after the Ancient Ones and
  aearee made peace and a mutual alliance against the ba'atun.
  ...white winged fiends of a blackened realm...our mutual enemy
  has forged the bonds of alliance...Yesorkh Payeh the Possessor
  shall fall to our combined might. ...to bring this war to an end.
  The ba’atun shall follow their lord into the Pit.
  A flying aerie of the aearee known as Tchitchi-Kwaaka was
  destroyed by the ba'atun early in the war. It crashed and still
  lies somewhere in the Sesnaajiini Mountains- though it is
  likely unrecognizable. This tablet speaks of its fate.
  Tchitchi-Kwaaka in ruins ... a tomb for the bird folk. I mourn
  now for my former enemies. Strange that I once would have
  done it myself, were I able.
  One of the last written and coincidentally also in the best
  shape, is this tablet where Devral writes of her decision to
  abandon the Ancient Ones.
  I know now what I must do to rid myself of outside distractions
  and the burden of rule. While my love is most certainly bound
  to the blue skies above, I cannot abide the pleas of my foolish
  people who did not heed my warnings of rot and decadence.
  Now it is becoming a damaging reality. Though the underworld
  is full of unknown dangers, I now seek to move my spire below
  ground. I will see if inverting the aearee runes assists me in my
  endeavor. It is below the world that I shall live out the last of
  my days in peace.
  The DM is strongly encouraged to create new tablets leading
  to further adventures of their own, but if this is not desired
  you may simply claim that all other tablets are too damaged to
  be legible.
  T-5 Chamber of the Skyfish
  The fabled skyfish lies in the center of this room which has a
  door to the north and two to the west which are impossible to
  open. Trying to destroy them summons this level's golem.
  The skyfish itself has a similar dome (lightning damage and
  all) to the one surrounding the glass griffon on T-3, but there is
  also a raised dais with four hemispherical depressions. This
  dome cannot be opened simply by controlling the room's sky
  blue orb though the orb itself is part of the puzzle. Its only
  ability (until the skyfish is freed) is to move under the
  controller's commands.
  Beyond her desire to fly, Devral was also obsessed with the
  powers of the elements, particularly that of air and wind. Each
  depression has a symbol above it with the designs shown
  below, which only takes a DC 10 Intelligence check to identify.
  There is also an engraving, written in the same language as
  the tablets. It is cryptic and has references the PCs may not
  understand.
  From the skin of kuku you are formed! From the house of
  gitaskog you emerge. From the bane of the skadegamutc you
  rise to sail in the soul of Wuchowsen.
  A DC 14 Intelligence (Nature) check will give the players the
  information that the kuku (ancient name of a creature now
  known as gougou), gitaskog, skadegamutc and Wuchowsen
  are all creatures of Anchôromé, but the players will have to
  solve the riddle and puzzle themselves.
  The riddle gives the PCs the order of hemispherical
  depressions they must move the orb into. A kuku is known for
  its stone-like skin (second depression is stone), followed by the
  "house of the gitsakog" (it is a lake creature, and the third
  depression is water), the skadegamutc can only be
  permanently slain by fire ("bane of skadegamutc" is the first
  symbol) and finally the Wuchowsen is the titanic daughter of
  the eagle god Remnis whose wings form powerful winds (the
  "soul of Wuchowsen" is the fourth and final symbol).
  Incorrect Sequence. Unfortunately, Devral kept her most
  deadly traps in this level. Upon completion of an incorrect
  sequence the orb will blacken, the western doors swing wide
  open and reveal chambers which summon creatures known
  as uktena. The large, horned serpents will unwind and slither
  from each chamber to attack the unsuspecting PCs, already
  aware of their weaknesses (see the uktena's statistics in the
  Appendix).
  Defeating the uktena will turn the orb back to sky blue
  where the PCs may try again. Two additional uktena will be
  summoned for each incorrect sequence until a total of 10 have
  been slain.
  Correct Sequence. If the correct sequence (earth, water,
  fire, air) is used the orb changes to pure white and emits a
  strong light as it bursts through the protective dome and flies
  directly into the skyfish. The orb merges with the skyfish
  which begins to float a few feet off the floor, its whip like tail
  swaying from side to side. The dome is now deactivated and if
  the PCs know the command words from the library, it is now
  theirs to use. If they haven't opened the window on the library
  level, it will now open automatically.
  14
  
  There is an additional chamber on this level through the north
  door. When the skyfish is activated, the door unlocks. The
  room contains a single stone throne with a backing carved to
  look like wings. Sitting in it, is the ancient skeleton of Devral
  who died here alone and in peace.
  A Gathering of Armies
  If the PCs have had a difficult time, give them ample
  opportunity to rest. Asdos and Tcho'eh will be waiting for them
  at the appointed location north of the caves.
  When they reach the meeting point, read the following to
  the players.
  As you approach, this first thing you notice is just how
  magnificent your allies actually are. Tcho'eh is an impressive
  aarakocra when he is at full health and he is covered in armor
  made of the strange glass-like substance found in Devral's
  tower. He wields a spear that crackles with sparks of blue
  tinged lightning and he is flanked by two similarly garbed
  aarakocra. You surmise that the decorations on their wings and
  feathers somehow denote rank among the bird-folk.
  Asdos is no less impressive and his transformation from the
  modestly garbed priest of Nozoma is nothing short of
  shocking. The sun priest wears a full headdress whose golden
  yellow and orange feathers mirror the shining sun. He wears a
  full length robe of golden silk that sparkles even with the
  darkened skies above.
  In the near distance thunder rumbles as the three of you
  initiate your battle plans...
  Allow the PCs to input as much in the way off tactics as they
  would like, both Tcho'eh and Asdos trust them implicitly.
  Tcho'eh informs the PCs that the clouds surrounding Tikka-
  Ti-Jarra contain winds so strong that only the most powerful
  dragons would be able to fly through them. The skyfish is
  immune to such weather conditions.
  The winds are also at their worst directly below the flying
  aerie, but that is the only way a raiding party might be able to
  fly in unnoticed. Tcho'eh warns that there are guardians of an
  elemental nature.
  Tcho'eh explains that once the PCs penetrate the cloud
  cover the weather should calm, but it is imperative that they
  reach the aerie's "plumb" before they are discovered. He
  believes that it too will have its guardians which the PCs will
  need to dispatch quickly without blowing their cover. Inside
  the sphere, the PCs will need to shut down Tikka-Ti-Jarra's
  defenses at which time Tcho'eh's armies will attack. The
  aarakocra battalions are hidden not terribly far from their
  current location.
  Asdos has a part to play in this too, mostly for the benefit of
  his new friend. Tcho'eh begs the PCs not to destroy the body of
  Kerakerra who Yesorkh now possesses. Instead, Asdos will
  call upon the Sun Father to separate Yesorkh from Kerakerra
  first. He produces a small blue gem which he can capture the
  dark spirit in once again if it is defeated by the PCs.
  Asdos has no means of flying and the PCs might offer to lend
  him the glass griffon or the potions of flying they might have
  found in Devral's tower. If they do not, Tcho'eh informs them
  that the aarakocra will make arrangements for the
  sunwatcher.
  The Approach
  All should go according to plan in the earliest phase. It is true
  that the ba'atun do not expect an assault from below because
  of Tikka-Ti-Jarra's formidable defenses.
  The winds are extraordinarily powerful here and only
  creatures with a Strength of 25 and flying speed of 50 feet can
  even attempt to approach the aerie from below. Other than
  ancient dragons, very few meet these requirements but the
  skyfish can do so without danger to its occupants.
  On the other hand, the ba'atun realize that they cannot be
  too careful and have no reason to deactivate other defenses
  that were already in place. A pair of elemental beings known
  as thunder children are also part of the aerie's defenses, and
  once they spot the skyfish, they attack. Unfortunately, these
  two creatures are immune to the skyfish's lightning attack, but
  the PCs are also immune to theirs.
  15
  
  Tikka-Ti-Jarra
  Tikka-Ti-Jarra is an ancient citadel that has existed in one
  form or another since the Dawn Ages. It has survived dozens
  of dragon attacks and from creatures or civilizations too
  numerous to mention. It was created by the Aearee-Krocaa
  over 30,000 years ago, but began as a land born citadel of
  stone. Over time, it has been destroyed and rebuilt, but it
  became airborne only at the behest of the aarakocra
  descendants of the aearee long after the Aearee Empire had
  been vanquished. Until that time, it did not maintain much
  significance among the bird-folk. Its (initially) small
  population and smaller notoriety was likely responsible for its
  survival during the time of dragons.
  Improvements in the aerie's design continued throughout
  the citadel's existence. Powerful runes developed by the
  aearee, but put to use by the aarakocra lifted the citadel into
  the skies. Once it was airborne, a whole new dimension was
  opened up for construction. Aarakocran artisan worked slowly
  but consistently on what was once the citadel's undercity until
  the whole citadel took the shape of a peg top.
  Additional spheres have been added to Tikka-Ti-Jarra only
  within the past thousand years via a 20 foot thick adamantine
  chain. At the very bottom of the chain, a tower of stone acts as
  a plumb to steady the the entire construction. It is also within
  this plumb that controls were built to manipulate the aerie's
  formidable defenses.
  The first sphere hangs approximately halfway down the
  chain and is built mostly of glassteel of varying hues. Because
  of this, Tikka-Ti-Jarra refracts light in the bright sun, making a
  stunning display of coloration that could cover half a
  mountainside.
  Further down is a smaller sphere that is used as a prison,
  holding trespassers, prisoners of war, and even the occasional
  aarakocran rogue or deviant. This is currently where the
  abductees from Nozomo (and a few dozen other stray
  humanoids captured by the ba'atun) are being held.
  Defenses
  Tikka-Ti-Jarra owes its continued existence to powerful rune
  magic created by the aearee at the height of their empire.
  Invented by aearee druids, these runes were once "grown"
  organically, eventually leading to entire floating forests. The
  most well known of which was the Aearee-Kocra capital
  Viakoo.
  Years of war and the first flights of dragons destroyed the
  Aearee Empire and much of their magic was lost, but their
  descendants rediscovered the runes and added magical
  alterations of their own. Thousands of years of questing
  aarakocran heroes have located other remnants of the Aearee
  Empire, and they have even discovered the secrets of creating
  a mythallar. Tikka-Ti-Jarra's ability to fly is due to one of these
  powerful artifacts, making it nearly untouchable by landborne
  enemies.
  Aarakocran controllers are able to manipulate the
  surrounding weather within a full mile of the aerie. This
  weather control increases in power the closer one comes to
  the actual citadel. At a few hundred feet, the aerie can
  generate winds of such intensity, that only the most powerful
  fliers could maintain control. Below the Plumb, flying is
  thought impossible.
  16
  
  The Plumb
  The Plumb is where the PCs should continue their assault on
  the ba'atun, who will not expect invaders to approach from
  below. If the PCs attempt an assault on the citadel itself or one
  of the spheres, they will surely need to flee when a ba'atun
  sentry spots them. Once the alarm is sounded, over a
  thousand ba'atun will pour from the aerie. If they choose this
  unwise course of action, the adventure may very well be a
  failure, unless the PCs find another way to shut down the
  aerie's defenses.
  The Plumb itself is well protected, and the PCs may choose
  to attack it from below or above, though the top level has more
  defenders.
  Features of the Plumb
  The following features are found throughout the Plumb.
  Overview. The Plumb is a tower made entirely of stone
  with no glassteel to be found (with the exception of the control
  mechanisms in the Control Room). Its walls are extra thick to
  increase the tower's overall weight. This was done to affect
  the physics of the entire aerie because the Plumb acts exactly
  like the instrument from which it is named. It's weight keeps
  the aerie perfectly vertical even in high winds.
  Murder Holes. In times of war, aarakocra crossbowman
  man the dozens of murder holes that permeate the tower.
  Unlike human towers, there are perches found every ten feet
  and each has its own murder hole. Since the tower levels are
  40 feet high, this means there is a perch at 10 feet up, 20 feet
  and 30 feet up, making a fully armed and prepared tower a
  formidable weapon of defense. The ba'atun are only currently
  manning murder holes as indicated in the text. The tower's
  inhabitants are not expecting resistance.
  Ceilings. Each tower level is 40 feet high, allowing for
  some flight. The pinnacle on the top floor has a roof 50 feet
  above.
  Lighting. The tower is lit by numerous continual flame
  spells, centered on fist sized globes in wall sconces.
  Doors. Each tower door is made of stone and they are
  placed 15 feet above the floor as would be reasonable for
  creatures that are unhindered by a lack of flight. Small stone
  grooves form ladders which lead up to perches on either side
  of the doorways, however. The ba'atun do not keep the doors
  locked, but the mechanisms are there.
  Stairways. The aarakocra were just as likely to walk up
  between levels as they were to fly, ergo the existence of the
  smooth circular stone staircase which winds through the
  entire tower.
  P-1A Portcullis and Entry
  Entry into the Plumb is blocked by an iron portcullis that
  could be bent with a successful DC 15 Strength check.
  However, attempting to do so will get the guards attention in
  P-1B. Each of the standard ba'atun guards is armed with an
  ice javelin which they will throw a the PCs as they attempt to
  break through the bars. Until the portcullis is destroyed, both
  the PCs and ba'atun have half cover. The acolyte will cast
  inflict wounds while the flight leader uses its chilling screech.
  There are 6 normal ba'atun, one ba'atun acolyte and one
  ba'atun flight leader.
  Note that there is enough room for the PCs to leave the
  skyfish behind on this level, once the portcullis is broken.
  P-1B Guard Chamber
  Perchs line the walls and serve a similar function as beds for
  the ba'atun and aarakocra before them. There is scattered
  coinage strewn amidst old meals and other garbage. The
  ba'atun are filthy creatures. In total, the PCs may find 200 gp
  worth of copper, silver, electrum and actual gold. The PCs may
  also find two additional ice javelins leaning up against the
  north wall.
  P-2A Spiral Staircase
  A central staircase runs up through the center of the entire
  tower. If the PCs battle in this room, P3A, or P4A, there is a
  chance (result of 6 on 1d6) that the ba'atun on the levels above
  and below hear the battle and come to investigate. Any time a
  ba'atun uses a chilling screech in one of these rooms forces a
  roll as well.
  P-2B Larder
  Frozen in the back, the PCs see the corpse of a winged polar
  owlbear. The creature was captured and killed earlier in the
  week along with its mate and the corpses have been serving to
  feed the ba'atun of the Plumb since. The meat is preserved by
  the patch of brown mold on the back wall.
  Remember that according to the DMG page 105, "brown
  mold is immune to fire, and any source of fire brought within
  5 feet of a patch causes it to instantly expand outward in the
  direction of the fire, covering a 10-foot-square area (with the
  source of the fire at the center of that area). A patch of brown
  mold exposed to an effect that deals cold damage is instantly
  destroyed."
  The brown mold has AC 11 and 27 hit points if the PCs
  choose to destroy it.
  P-3A Murder Holes
  Of the twelve murder holes found here, six are occupied.
  There are four normal ba'atun one ba'atun priest, and one
  ba'atun high priest. All six wield crossbows in addition to
  their normal attacks.
  P-3B Chapel
  What was once considered nothing more than an additional
  guardroom has become a chapel for the ba'atun to worship
  their "deity" Yesorkh Payeh. Yesorkh once had the powers of a
  Great Spirit or other divine being, but she has been severly
  weakened after tens of thousands of years of imprisonment.
  Ba'atun acolytes and priests throughout the city above are
  praying to her relentlessly in order to return her formidable
  powers.
  The chapel's walls are smeared in blood, both dry and fresh.
  The fresh blood is of the dead winged owlbear, but the old
  stains are from aarakocra. The blood is smeared in patterns
  representing cold, fangs and death. Three items of obsession
  for Yesorkh and the ba'atun.
  The aura of evil is palpable here and unless they make a DC
  16 Wisdom saving throw, good PCs will suffer severe
  melancholy, forcing them to suffer disadvantage on all attack
  rolls for a minute after leaving the chapel.
  P-3C Filth
  The stench in this room is overpowering, forcing all who enter
  to make a DC 15 Constitution save or become poisoned for as
  long as they are in the room.
  17
  
  18
  
  The ba'atun have been using this chamber for their leavings
  and there is an awful pit of midden between doors. An otyugh
  has been captured and "cleans up" with its appetite. The
  otyugh attacks any who attempt to find their way to P-3D by
  walking or search the midden pile.
  P-3D Swarm Leader
  A ba'atun with dark blue fur has claimed this room for itself. It
  is a ba'atun swarm leader who is currently relaying plans for
  a second assault on Nozoma. It is accompaied by two ba'atun
  flight leaders.
  A rudimentary map of the Pasocada Basin is drawn across
  a circular stone table and is being held down by four ornate
  weights made of gold and amethyst. Each is worth 100 gp
  individually and 500 gp as a set.
  P-4A Soul Beckoner
  Yesorkh Payeh has dominated an undead being from its home
  plane known as a soul beckoner. The creature will attempt to
  kill any non-ba'atun who enter.
  Other than the soul beckoner and the standard murder
  holes found here, there is a rather large perch from which the
  PCs might assume is reserved for and aarakocran general.
  Rather, this perch was actually designed for the clawed feet of
  a living, breathing aearee commander that could usually be
  found in the Plumb. One of a few who survive yet to this day.
  There are eleven that frequent Tikka-Ti-Jarra and all of them
  escaped before the ba'atun assault.
  The information that aearee survive in the present day is a
  secret of the aarakocra that even Tcho'eh will guard with his
  life. With a Wisdom (Insight) check with a DC of 20, the PCs
  will realize that this particular perch is not actually designed
  for aarakocra, but there is not way for them to know it was
  built for an aearee.
  P-4B Control Room
  When the PCs enter the Control Room, read the following.
  As you enter the room, you see quite the marvel of a machine.
  There are at least a dozen rods of multihued glass connected to
  a metallic box which hums with power. There are multiple
  grooves which each rod could be shifted towards and strange
  runes similar to those in Devral's tower line mark each groove.
  This is the control for the entire defense system of Tikka-Ti-
  Jarra and the multiple rods and settings constitute quite an
  array of possibilities. Some rods control lightning, others can
  be used to summon and control elementals or djinn, some
  control the winds and one setting (all rods at top setting)
  release the entire Plumb from its adamantine connection to
  act as one giant missile in a last ditch effort to destroy all that
  lies below.
  Tch'eh will have given the proper setting (all rods down)
  which shuts off the entire defense system. This is the signal
  for the aarakocra armies to attack and reclaim their aerie.
  If the PCs insist on playing with the controls, they will likely
  not cause any damage, but the changes will blow their cover
  and they will soon have to contend with over a thousand
  ba'atun who fly from the citadel above.
  Shutting down the defense system is the only way for them to
  survive as the ba'atun quickly become embroiled in war with
  the aarakocra.
  P-5A and P-5B Landing and Spire
  There are 6 normal ba'atun, 6 ba'atun flight leaders, 4
  ba'atun wing sergeants, and 2 ba'atun priests that patrol the
  inside and outside of the Plumb's conical spire. If the PCs
  attempt to enter from the top level, they will need to fight their
  way through this rather large force of ba'atun which is most
  certainly a deadly encounter. However, if they have shut down
  Tikka-Ti-Jarra's defenses, half of the ba'atun will be
  preoccupied with battling aarakocra elsewhere.
  If the PCs attempt to exit through the roof landing or simply
  explore it after the defenses have been shut down, there will
  only be 3 normal ba'atun, 3 flight leaders, 2 wing sergeants
  and one priest.
  The War for Tikka-Ti-Jarra
  Once the defenses are shut down, the aarakocra army arrives
  within minutes. The battle to come is meant to be an epic war,
  and the PCs have no small part to play in it. Encourage them
  to get to the skyfish as soon as they are able by reading the
  description of the approaching battle below.
  You pull down the last rod and in a single instant you no longer
  hear the rumble of thunder. Light pours in through the murder
  holes and even the incessant winds no longer whistle. The light
  of dawn illuminates the chamber and in a few moments you
  hear the bark like howls of the ba'atun. What at first is only a
  few becomes hundreds until you cannot stand it any longer.
  But then from the distance you hear another sound. The
  powerful screech of an eagle or similar creature draws your
  attention. You look into the distance and in the glare of
  sunlight you see a titanic bird followed by hundreds of other
  flying creatures. The aarakocra have come, and it appears that
  many are riding birds of immense size as steeds. Lightning
  crackles from a multitude of spears and sunlight glints off of
  sheened adamantine wings and glass battle armor.
  Give the PCs the chance to join the fray just as the battle
  starts. The aarakocra are outnumbered by the ba'atun, but the
  battle rocs of the aarakocra certainly even the odds. Though
  the players have yet to observe them, there is even a
  contingent of aarakocran wyvern riders ready to decimate
  ba'atun forces.
  At this point allow the PCs to get as involved in the war as
  they would like to and throw flights or swarms at them as
  much as you believe they can handle. However, they have one
  major battle ahead, and unless they should be somewhat fresh
  in order to survive it.
  19
  
  Yesorkh Payeh
  Read the following to the PCs when they are within the midst
  of the war.
  The most recent of the fiends you have slain falls from the sky
  and slams atop another ba'atun who is run through by an
  aarakocran spear. Just as the battle looks like the aarakocra will
  win the day and turn back the demonic creatures, you hear a
  wail unlike any you've heard from the ba'atun before.
  Shockingly, the sound comes from a small aarakocran
  fledgling of bright plumage. Her movements and intensity belie
  her small size as she drives a spear far too large for her into the
  back of an aarakocran battle roc, killing the creature instantly.
  The fledgling turns towards you and you notice small plumes
  of black smoke escape from her beak. In a voice no young
  aarakocra should be able to speak in she cries out to you, "It is
  you that have brought about this calamity, the alliance of bird
  and ape is renewed. No matter, you shall all perish together."
  If you had any doubt before, you are now certain that this is
  Yesorkh Payeh in the body of Tcho'eh's innocent daughter
  Kerakerra. While you decide whether or not to run the fledgling
  through you feel a powerful wind on your back and the warmth
  of the golden sun.
  Asdos, astride the glass griffon and aglow with holy sunlight
  confronts the demon possessed aarakocra and shouts words of
  power while holding aloft a shining blue gem.
  Kerakerra/Yesorkh screams at first in the voice of the ba'atun
  queen but slowly its pitch increases to the frightened squawk
  of a young birdling. Black smoke pours from Kerakerra's beak
  and forms a body of its own. A black, demonic ba'atun the size
  of one of the rocs roars in anger and attacks. A blue ba'atun
  flies into the fray and tangles with Asdos as griffon and fiend
  bite at each other's throats.
  This is the final battle that will determine the outcome of the
  war. Yesorkh's appearance has given the ba'atun the burst of
  morale necessary to overcome the aarakocra, but if the PCs
  can destroy their "goddess" the resistance will be crushed. No
  aarakocra are nearby to assist and Asdos is currently
  occupied with a ba'atun swarm commander. It is up to the PCs
  to defeat Yesorkh Payeh once and for all.
  If the fiend is destroyed, Asdos reappears after he and the
  glass griffon finished off their ba'atun attacker. When she
  reaches 0 hp, Yesorkh once again becomes a pillar of black
  smoke, but Asdos lifts the blue gem once again and proudly
  beseeches the power of the Sun Father. The gem shines with
  power and draws the dark soul into itself, hopefully for longer
  than 30,000 years this time.
  Yesorkh Payeh and the ba'atun have been defeated.
  Epilogue
  Success is cause for great celebrations and the aarakocra do
  not disappoint. Tikka-Ti-Jarra is in shambles, but the
  aarakocra quickly get to cleaning up the mess with the
  assistance of summoned elementals. Before they even begin,
  however, the bird-folk rip open the prison sphere and carry the
  abducted people of Nozoma back to the pueblo.
  Everywhere the PCs go, bird-folk bow to them in unsubtle
  deference until finally Tcho'eh makes an appearance hand in
  hand with his daughter Kerakerra.
  Tcho'eh simply smiles as wide as his beak will allow, and it
  is his duaghter who steps forward to talk to the PCs first.
  "What you have done for me, for our people, simply cannot be
  repaid."
  Kerakerra steps forward and presents an exquisite necklace
  of gold and sky blue sapphires to the party.
  "This necklace belonged to my mother, who was once
  considered what the groundfolk would call queen. She would
  want heroes such as yourselves to have it."
  Kerakerra goes on to explain that the necklace is well known
  amongst all good bird-folk, which doesn't only include the
  aarakocra. Its holder will be recognized as tchitchi-kwaa or
  flock-friend in the ancient tongue of the aearee. Its worth in
  materials could be upwards of 5,000 gp, but its value is far
  greater to one who has earned it.
  The necklace's magic causes it to appear blackened and
  rusted if it is in the hands of any other than bird-folk or a
  designated flock friend. In addition, it is attuned to a crystal
  which the aarakocra keep in the throne room of Tikka-Ti-Jarra
  and it can allow 10 minutes of communication each day with
  any who stand before it. If the PCs are ever in need of
  assistance from their friend Tcho'eh, he can be counted on.
  Asdos bids the PCs and the assembled aarakocra fairwell
  but before he goes, he makes plans with Tcho'eh to send a
  delegation to distant Amoyelli Island. Perhaps the Azuposi
  and aarakocra can form an alliance that actually lasts far into
  the future. He goes to hand the blue gemstone (which now has
  a dark, smoky center) to Tcho'eh but the skycaptain remarks
  that the Azuposi and their great sunwatchers would be better
  stewards of the dangerous item.
  Asdos looks longingly at the glass griffon, now in statuette
  form, but stoically walks up to the PCs to hand it back. If the
  players decide to let Asdos keep it (he will not ask) Asdos' face
  lights up like the sun and bows to the party. If the PCs commit
  such a selfless act, reward each of them with the blessing of
  the Sun Father which can be found in the Appendix. Either
  way, he will have the micha promised to the PCs by the Gilded
  Priest in Michaca.
  The fate of the skyfish is up to the DM to decide. If the DM
  does not want such a powerful vehicle/item in the possession
  of the PCs, remember that it is 30,000 years old and its magic
  may be failing. Perhaps it is slowly losing its strength since it
  has been activated and each tenday it loses 5 feet of speed
  until it no longer functions. Then again, perhaps they can just
  keep it.
  20
  
  The appendix is broken into three sections. The first and
  second are all of the monsters found in this adventure that
  also aren't found in the Monster Manual. Appendix A
  creatures have been reprinted directly from ANC1 The
  Anchôromé Campaign Guide or ANS2 Monsters of
  Anchôromé for your convenience.
  Appendix B displays new creatures including the ba'atun
  and all of their variations (Yesorkh Payeh included), glassteel
  golems, the soul beckoner and thunder children.
  Appendix C is a miscellaneous collection of a new spell,
  blessing, material and magic items, including the fabled glass
  griffon and the artifact/vehicle known as the skyfish.
  Appendix A
  The following creatures are found in other Anchôromé
  Campaign products.
  Caddaja
  The caddaja is a man-eating ogre that is thankfully not terribly
  bright, nor particularly willing to venture into populated
  regions. It is a vile, hairy beast that some believe have a
  relation to other hairy forest folk such as alaghi.
  Man-Eater. The caddaja are dedicated predators of sentient
  beings. They can subsist on deer, moose and other creatures
  of the forest, but prefer man-flesh over all others.
  Incredible Strength. Even for their already intimidating
  size, the caddaja is remarkably strong. They are known to
  have lifted small trees out of the ground to wield as a club
  when in pursuit of its favored prey. Luckily, the caddaja is not
  bright and it is frightened by both large groups of individuals
  and can be kept at bay by fire.
  Cannibal Curse. The caddaja were once alaghi who
  succumbed to the whispers of dark spirits, and partook too
  often of the flesh of mankind and were cursed by the spirits
  for their evil deeds.
  Appendix
  21
  
  Coyotlwere
  Coyotlwere are a race of animals that have been both blessed
  and cursed by the spirits. They are a cowardly lot, but are
  known for their thievery and their tendency to pick on those
  who are weak.
  Normal coyote abhor their presence, which is odd given
  their origins, but it is believed that they have betrayed the
  animal lord and spirit Coyote himself, or at least their
  ancestors did at some distant point in the past.
  Cowardly Thieves Coyotlwere are not up front combatants,
  and will use their holding gaze ability in order to escape any
  threat they perceive.
  However, they are opportunists to the extreme, and will gladly
  kidnap a human child who has strayed far from a camp or
  pilfer small objects and food at any opportunity. Coyotleweres
  have been known to follow traveling caravans, small groups or
  even individuals for weeks awaiting the right opportunities.
  Coyotlweres are typically loners, but have been known to
  work together to take down prey.
  Cursed by Coyote. All coyotlwere are descended from one
  pack of coyotes who were tricked by humankind into leading
  them to the domain of Coyote himself. The humans, who
  some believe were the Ancient Ones of the Pasocada Basin,
  slew the spirit Coyote while it rested and stole its skin,
  becoming the first of the skinwalkers. These humans soon
  learned to use the skin of Coyote to gain his powers and the
  legend of the skinwalker was born.
  Not very long afterwards, Coyote was reborn, but the
  damage had been done and the new Coyote's first action was
  to curse the pack that had betrayed him. They were given the
  ability to change into a human (or hybrid) in an ironic retort to
  what the skinwalkers had stolen, but they would forever after
  be cast out of the animal kingdom and recognized as enemies
  by all true coyotes.
  22
  
  Gici Awas
  Sometimes mistaken for some type of stiff-legged bear, the
  gici awas is a horrid creature known for its great hunger and
  penchant for eating man. Up close, however, there is no
  chance of confusing the gici awas with a normal beast. Very
  few who are able to look into its cold, blue eyes live to correct
  the assumptions of others.
  Cave Ambusher. Gici Awas can burrow, albeit slowly, into
  solid rock and do so to create well hidden dens from which
  they surprise a potential meal. Though they aren't terribly
  intelligent, a gici awas is a clever creature who has even been
  known to leave treasure where it might attract victims.
  Poison Spines. Gici Awas have a row of quills on their
  backside much like a porcupine or hedgehog. They do not use
  these to attack, but unless their attacker has a long reach it is
  impossible to avoid the damage they cause.
  Maneaters. It is believed among elders of the minnenewah
  that the gici awas were once indeed true bears who were
  transformed by the spirits because of their penchant for man-
  eating. This hairless, stony brute is what such bears have
  become due to their behavior which is ironic considering they
  are now only better at finding meals.
  23
  
  Hvcko Capko
  Also known as "Long Ears," this wolf-like creature is the 
  size of a small horse and is a near fearless predator.
  Prehistoric Wolves. Hvcko Capko are likely 
  prehistoric predators and precursors of normal wolves. Unlike
  normal wolves, they are not generally part of a 
  pack and only tend to meet up in order to mate. They 
  do raise their pups, however, and are incredibly overprotective
  of their young.
  Apex Predators. In Anchôromé, the long ears have
  managed to spread out from the region of the northern Unole
  known as Kaaya'yeeda. They are successful predators who
  have been known to prey on other alpha predators such as
  other wolves or even bears. They often stalk the edges of
  minnenewah settlements and a rare few have been tamed.
  Long Canyon Giant
  The long canyon giant is frequently mistaken as a subspecies
  of hill giant, which is understandable considering the
  similarities. However, the two species are not related.
  Altered Azuposi. It is no coincidence that the Long Canyon
  hill giants appear much like overgrown Azuposi. Ages ago, the
  Ancient Ones used magic they had stolen from their former
  weaver captors to create these brutes. The Azuposi did not
  exist alongside the Ancient Ones for very long, and it was only
  within the first few decades of their emergence from the
  Underdark that the Ancient Ones all but disappeared.
  Perhaps this was a lucky thing for the Azuposi since their
  initial meeting resulted in slave taking and creation of the
  Long Canyon giants. The now lost formula for the potion that
  initiated the transformation included elements for a dimming
  of mental facilities in addition to increasing size and strength,
  making them easy to control.
  The newly formed giants bred true, however and now the
  Long Canyon giant have established themselves where the
  Ancient Ones once reigned.
  Tool Makers. Long Canyon giants have kept much of their
  industrial nature from when they were normal humans.
  Unlike normal hill giants, Long Canyon giants are known to
  make and use complex tools, fish, build homes, and even
  carve what few trees they can get their hands on into
  enormous crude spears.
  24
  
  Mashe-Namak
  Mashe-Nomak is massive and aggressive fish resembling
  either a pike or occasionally a sturgeon. They are carnivorous
  and humanoids are perfectly sized meals.
  Sustainable Food Source. Mashe-Namak are found only in
  the Long Canyon in the vicinity of Cochilli where the lingering
  magic of the Sundering keeps them so large. They are the
  primary source of food for the Long Canyon Giants and
  possibly the sole reason so many giants are able to congregate
  in such a small region, given their dietary needs.
  25
  
  Pasocada Ghost
  The Pasocada ghost is a common form of undead that arises
  in the Pasocada basin and similar areas.
  Restless Spirits. Azuposi and other folk who die in the
  wilds but are not properly buried cannot find their way to the
  Spirit Realm and become restless harbingers of disease.
  They appear much like translucent manifestations of their
  mortal selves and their ghostly weapons carry a wasting
  disease that is difficult to recover from.
  Even if destroyed, a Pasocada ghost returns to its haunting
  region until its remains are found and given a proper burial.
  The time it takes to return is variable, and can be anywhere
  from a day to a full year.
  Undead Nature. Pasocada ghosts do not require air, food,
  drink or sleep.
  26
  
  Uktena
  Legends of the origin of the horned serpent known as the
  uktena are varied and conflicting, but what is certain is that it
  is a malevolent creature with very little in the way of mercy or
  compassion.
  Magical Gaze. The uktena is an intensely magical creature
  who can create a variety of effects with its gaze. Though it
  cannot use more than one of these powers at a time, the
  variety of powers make it a difficult opponent no matter what
  an opponents strengths are. The uktena is also supernaturally
  intuitive, and can discern a creature's weaknesses with nary a
  glance.
  Though the physical focus of the uktena's magical abilities
  reside in the creature's eyes, the source of its magical powers
  are said to be in its horns. There are legends of heroes of the
  past who have slain an uktena by first sundering its horns,
  weakening the creature greatly before slaying it.
  Rite of Passage. Slaying an uktena is considered a great
  honor among certain tribes, and returning to a settlement
  with its unmistakable horns are an almost certain way to
  increase one's social standing. Uktena have few allies, even
  among their own kind and they only congregate in order to
  produce offspring.
  Their range of attacks and ability to discern weakness makes
  them an ideal de facto "judge" to identify a future chieftain or
  other leader. One who bested such a creature must
  undoubtedly be worthy of leadership.
  Very few chieftains of the minnenewah tribe have become
  so without slaying an uktena. There is a quiet respect
  bordering on reverence for the creatures despite their terrible
  cruelty. The minnenewah believe (and perhaps rightfully so)
  that the minnenewah live in a sort of symbiotic relationship
  with the creatures, where the uktena weeds out the weak and
  unworthy among those who wish to hold power over others.
  27
  
  Appendix B
  The following creatures are either brand new, or have yet to
  appear in the 5th Edition of Dungeons and Dragons.
  Ba'atun
  The ba'atun are creatures who resemble winged baboons with
  fur ranging from pale white to the darkest black (and all
  shades of blue in between), but they are hardly normal beasts.
  Ba'atun are terrible fiends from an unknown homeworld.
  An Ancient Threat. Few know the origin of the black-furred
  spirit known as Yesorkh Payeh, but it is believed that she first
  arrived in Anchôromé well over 30,000 years in the past
  during the times of the Creator Races and specifically during
  the Aearee Empire.
  It is likely that the batrachi, in a last ditch effort to destroy
  their rebellious bird-folk slaves, summoned her from the
  nether dimensions or even another, distant world.
  What is for certain, however, is that Yesorkh Payeh was able
  to open a more permanent portal to her home and summon
  forth thousands of her winged warriors. The ba'atun
  decimated aearee and human alike, eventually forcing the two
  warring peoples to form a truce and turn back the fiendish
  tide.
  The ba'atun were mercilessly hunted down and the spirit form
  of Yesorkh Payeh was entrapped in a large blue gemstone.
  Until just recently, this is where she has remained for untold
  ages.
  Fiends of Cold. The ba'atun homeworld (or plane) is a
  region of cold mountains and frozen valleys. They prefer such
  environments, but they are not harmed by warmer weather
  and if left unchecked, a ba'atun empire would happily
  encompass anywhere from deserts to islands in the ocean.
  Because of their origin, however, they are particularly
  resistant to cold and vulnerable to fire.
  Ba'atun Ranks. Ba'atun society is strictly regimented and
  they are clearly ranked based on power. Weaker ranks will
  always defer to those of greater strength.
  A ba'atun's fur also darkens as it increases in power. The
  rank and file ba'atun has the snow white fur of a polar bear,
  which becomes light blue when it reaches wing sergeant, dark
  blue as a flight leader, and a deep navy as a swarm leader.
  Priests follow a similar coloration (though they tend to
  intentionally stain their fur with blood) starting with the sky-
  blue acolytes, and darkening as priests and finally high
  priests.
  Yesorkh Payeh, who is the size of a roc, is a mix of dark
  blues and black when in her ba'atun form.
  28
  
  Author's Note - Ba'atun Statistics
  Statistics for the ba'atun (all forms) and the soul
  beckoner were updated by Mark Stout on DMsGuild
  in the product Classic Modules Today: UK7 Dark
  Clouds Gather.
  https://www.dmsguild.com/product/257978/Classic
  Modules-Today-UK7-Dark-Clouds-Gather-5e
  Ba'atun
  Rank and file ba'atun have white fur and are the most unruly
  creatures among the race. Those who start to exhibit
  increased battle prowess eventually become wing sergeants
  and those who revere Yesorkh Payeh with the most intense
  fervor become acolytes. In both cases, their fur gradually
  gains a bluish tinge.
  Ba'atun Acolyte
  Ba'atun acolytes are just beginning to understand or to believe
  that Yesorkh Payeh is a divine spirit that can share her power
  with the worthy. Some acolytes remain as such until the end
  of their lives, but others delve into greater mysteries as their
  fur darkens and become ba'atun priests.
  Priests tend to be particularly cruel to acolytes even as they
  train them - even more so than how they treat the white-furred
  ba'atun. Priests expect their acolytes to be fully obeisant.
  29
  
  Ba'atun Wing Sergeant
  Wing sergeants are the more martial ended result of the first
  step in ba'atun evolution. All flight leaders were once taken
  from the ranks of wing sergeants who tend to bicker among
  each other as they compete for the right to evolve even further.
  Typically, two of the most powerful wing sergeants will fight to
  the death leading to the victor's direct evolution. When this
  occurs, their fur darkens into blue and the last vestiges of
  white disappear.
  Ba'atun Priest
  Yesorkh Payeh's flock correctly believes that their devotion ties
  directly into the spirits power. This gives the fiend and the
  ba'atun priests a symbiotic relationship that affords them a
  special place among ba'atun. While similar in strength, a flight
  leader will always defer to the wisdom of a ba'atun priest, with
  the sole exception of matters of war.
  Except for their frequent use of adornments and blood soaked
  fur, ba'atun priests have a similar appearance to flight leaders.
  If Yesorkh Payeh takes special note of a priest's devotion (an
  infrequent occurrence), the priest will darken further to blue
  the color of midnight and evolving into a powerful ba'atun high
  priest.
  30
  
  Ba'atun Flight Leader
  Ba'atun flight leaders typically command 10-12 normal
  ba'atun and a selection of wing sergeants who vie for his
  attention. Flight leaders enact the will and planning of the
  ultimate swarm leaders without question, but can be
  internally resentful of their power. Yesorkh Payeh encourages
  this resentment by bestowing special favors upon the swarm
  leaders, giving flight leaders an additional reason to push their
  own training.
  The life of a flight leader is too valuable to the ba'atun to
  waste by battling for ascension, but occasionally after many
  years of service, the blue fur of the flight leader will darken
  almost to black. This is an indicator that the flight leader has
  evolved to swarm leader - the final stage of the martial wing of
  ba'atun society.
  Ba'atun High Priest
  Ba'atun high priests are the only ba'atun allowed an audience
  with Yesorkh Payeh herself. Their fur is midnight blue, much
  like the swarm leaders, but they are often decked out in
  adornments stolen from the victims of ba'atun raids.
  A high priest is strictly devoted to Yesorkh and if one sees
  disrespect towards the spirit, whether real or simply
  perceived, it will slay the offending ba'atun regardless of rank.
  A high priest's clerical powers are significant, and their
  symbiotic relationship with Yesorkh is unlike that of any other
  ba'atun.
  31
  
  Ba'atun Swarm Leader
  Ba'atun swarm leaders are the undisputed generals of the
  ba'atun armies. While they defer to the greater wisdom of high
  priests, they are often tasked with all of the military
  campaigns undertaken by the ba'atun. Swarm commanders
  are usually responsible individually for 7 or 8 flights, each of
  which contain at least ten ba'atun of their own.
  Swarm leaders have the same coloration of high priests, but
  have a more impressive musculature and tend to be more
  aggressive.
  32
  
  Yesorkh Payeh
  Yesorkh Payeh is a spirit-fiend from another world or plane.
  Usually, she takes the form of a massive ba'atun of the darkest
  fur, but her true form is a demonic, baboon-like spirit with
  black fur covering a muscular blue body. Her features are
  decidedly demonic or devilish, though if she was once an
  inhabitant of the Abyss or Hells, even she doesn't remember.
  Yesorkh may also become a pillar of formless smoke when
  attempting to possess another creatures.
  Yesorkh Payeh has never quite reached the status of a deity,
  but her power is strongly dependent on the fervor of her
  ba'atun worshipers. When she first came to the world of Toril
  in the Days of Thunder, she was nearly a true goddess, but her
  powers were at the very least on par with demon lords or the
  Lords of the Nine.
  Yesorkh Payeh has been locked away in a blue gem enchanted
  to hold her spirit for over 30,000 years and in that time she
  has become at best a legend. Somehow, on her home world
  however, the ba'atun have not forgotten their queen and
  mother. Their fates are inexorably linked with hers and on
  their cold, mountainous world, they have waited through the
  ages.
  Now that Yesorkh is back, the ba'atun have been whipped
  into a frenzy. Using magic from the savage times, Yesorkh has
  reopened a portal to her homeworld and thousands of ba'atun
  have once again flocked to her banner. Her power has already
  grown exponentially and her gigantic size has indicated just
  how quickly their devotion has returned her power.
  33
  
  Glassteel Golem
  Glassteel golems are a form of golem created by the the
  Ancient Ones made entirely of their namesake 
  material, but possessing six powerful arms.
  A Taunting Form. The human race of Ancient Ones 
  spent many centuries as the servants of the Spellweaver
  Empire in the lands now known as the Pasocada Basin. When
  they finally broke free of their captors, the Ancient Ones
  simply would not miss an opportunity to enact revenge, even
  in the smallest of ways.
  Glassteel golems are shaped to resemble spellweavers but
  are typically built with much more of a hearty build. The
  Ancient Ones saw their former captors as physically frail
  beings and the more physical depictions of the golems were
  meant to taunt their former masters. The Ancient Ones used
  glassteel golems to hunt down spellweavers who survived the
  Spellweaver Empire's destruction.
  Hidden Guardians. Though they initially began as
  enemies, the aearee and Ancient Ones allied in a war against
  the ba'atun. The aearee taught the Ancient Ones many of their
  secrets with the alchemical process for creating glassteel
  being one of their greatest.
  The Ancient Ones became very fond of using glassteel once
  they had knowledge of its use, but unfortunately their own
  empire imploded not too long afterwards. Some of their later
  structures were built entirely of glassteel, however and
  glassteel golems were easily hidden within the walls of such
  structures. Finding a glassteel structure built by the Ancient
  Ones most likely indicates the presence of glassteel golems as
  well.
  Constructed Nature. A glassteel golem doesn't require air,
  food, drink or sleep.
  34
  
  Soul Beckoner
  A soul beckoner is a formless undead creature that drains
  creatures of their life force in order to give themselves a
  semblance not unlike the creatures they have drained.
  Otherworldly Origin. Soul beckoners come from the same
  realm as the ba'atun and on their homeworld the ba'atun have
  found a means of controlling such creatures.
  When the ba'atun were defeated in the Days of Thunder,
  some soul beckoners were freed and they have found a way of
  "reproducing" as much as an undead being is capable of doing
  so. There are now soul beckoners loose upon Toril that have
  no connection to the ba'atun.
  They are still a rare creature, but with a recent opening of
  the portal between worlds, additional soul beckoners have
  likely found their way through.
  Soul Thieves. If a soul beckoner is able to completely drain
  a creature of its life force, its smoky form starts to take the
  shape of the soul it has drained. The soul is completely
  consumed within ten days, and such an unfortunate creature
  cannot be resurrected without the intervention of a deity or
  magic such as a wish.
  Undead Nature. Soul beckoners do not require air, food,
  drink or sleep.
  35
  
  Thunder Children
  Thunder children are chaotic and mischievous elementals
  that take the form of humanoids made from the very blackest
  of storm clouds. Lightning of all colors play throughout their
  bodies as if they are each a thinly contained thunderstorm.
  Elementals of Mischief. For elementals, thunder children
  behave more like fey than any others, with perhaps mephits
  being a close second. Their pranks range from the
  troublesome to the deadly, but just like actual children,
  thunder children seem to wish to always play. They are most
  active during particularly violent thunderstorms since their
  behavior (ripping off doors, smashing windows, etc.) can be
  attributed to the storm itself.
  Like mephits have equivalents across the elemental
  spectrum, some believe that thunder children are the
  air/water equivalent to lava children for earth and fire. While
  their behaviors do not match identically, there are certainly
  similarities.
  Aarakocra Allies. Perhaps due to some favor in the ancient
  past, thunder children seem to defer to aarakocra and often
  act as guardians or allies to the bird-folk. Only magic could
  force a thunder child to actually attack an aarakocra.
  Cloud Homes. Though some thunder children live in caves
  among tall peaks, they are all capable of solidifying parts of
  storm clouds permanently. It is unknown if they have an
  innate magic to do so or if they know a secret alchemical
  process that is a shared among their kind.
  36
  
  Appendix C
  This portion of the appendix is a miscellaneous collection of
  magic found in ANA1 Dark Skies in Anchôromé.
  Blessings
  Blessings can be found on page 227 of the Dungeon Master's
  Guide under Other Rewards. The blessing provided below is
  bestowed upon mortals by the Mighty Spirit known as the
  Sun Father only in the rarest of circumstances, and never
  upon his own clergy. The Sun Father believes that he bestows
  enough gifts upon his children and those who perform a great
  service or show great charity to one of his flock is more
  deserving of such a reward.
  Blessing of the Sun Father. You may cause your body to
  shine like the sun, emitting bright light in a 15 foot radius and
  dim light for an additional 15 feet. The light is sunlight. You
  can maintain this light for up to 4 hours.
  In addition, you may add 2d8 radiant damage to one melee
  or spell attack which extinguishes your light and ends the
  blessing. Once used, you may not use the blessing again until
  7 days have passed.
  New Material and Spell
  Glassteel is a powerful substance which has the appearance
  of glass, but the tensile strength of steel. It can be made
  alchemically with the correct ingredients or created by a spell
  which requires diamond dust as a material component.
  Glassteel (Material)
  Glassteel has the appearance of glass but the tensile strength
  and unbreakability of steel. It weighs half as much as steel and
  is typically gray-blue in hue or completely transparent.
  Glassteel can be made both through an alchemical process
  (often a well guarded secret) or by casting the spell glassteel
  which can become quite expensive for larger structures and
  items. Cosmetically, the spell can only create the dusky gray-
  hued or transparent version, while alchemically all colors of
  the rainbow can be created, making some artworks incredibly
  durable.
  Glassteel does not shatter like actual glass, but can melt like
  steel under conditions that would also melt steel. When it
  cools, it reforms as an irregular lump of glassteel. It behaves
  physically like steel in all other ways.
  Whether created by spell or alchemy, glassteel always
  detects as magical. In some of the more magical cultures,
  glassteel is also known as theurglass.
  Glassteel
  6th-level transmutation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (500 gp worth of crushed diamond,
  which the spell consumes)
  Duration: Instantaneous
  You touch normal glass and turn it into a grey hued or
  transparent glassteel (caster's choice). You can only affect up
  to a 15 foot cube of material in a single casting, and it must
  form one whole object.
  New Magic Items
  The glass griffon is a new figurine of wondrous power with
  some unique abilities and the skyfish is a magical vehicle and
  legendary magical item.
  The Glass Griffon
  Wondrous item, very rare 
  The glass griffon follows all of the standard rules of a figurine
  of wondrous power but has a few additional abilities. While
  considered a "very rare" item as far as its powers are
  considered, it is in fact a unique item created by the ancient
  arcanist Devral.
  The glass griffon's command word to become a living
  griffon is flas. To return to statuette form it is glis. Unlike most
  figurines of wondrous power it may be grown or shrunk and
  remain in its unliving glass form, mostly for cosmetic display
  purposes. The command words to grow and shrink while still
  a statuette are emla and dumlo respectively. Finally, the
  command word imfa provides the rider with 60 foot
  darkvision.
  The glass griffon may be activated once per day, but once
  activated, there is no time limit for when it must return to
  statuette form. However, if the griffon is killed, it reverts to
  statuette form immediately and can't be used again for 7 days.
  If it is bearing a rider when killed, its death confers the
  benefits of feather falling on its rider.
  37
  
  The Skyfish
  Wondrous item, legendary 
  The skyfish is both a vehicle and a magical item. As a vehicle,
  it can hold up to 16 passengers, it only takes a single being to
  crew it (the "controller"), it has 200 hp with an AC of 18 while
  it is being used (AC 12 otherwise) and it can hold no cargo. It
  is 50 feet long, with an additional 20 feet for the tail. From
  wing to wing, it is 100 feet wide.
  The skyfish can move at a flying speed of 90 feet, which
  allows it to out pace even dragons. It can also function
  underwater and swim with a speed of 50 feet.
  The skyfish is utterly immune to bad weather conditions
  and when it is in operation, it forms a magical dome that
  protects its riders (making them immune) to cold, lightning
  and thunder damage. The dome also continuously generates
  its own air, allowing its passengers to survive underwater
  indefinitely. The dome is a magical field that is not made of
  force, however, and it offers no protection from weapons such
  as arrows or thrown spears. If the riders are attacked from
  below, they naturally have three-quarters cover, but targets of
  the riders' attacks also benefit from this.
  The controller of the skyfish can use a number of actions
  while controlling it. If he uses the command word fir the right
  eye fires a lightning bolt which does 28 (8d6) lightning
  damage (DC 15 Dexterity save for half) and fil similarly fires
  the left eye. Both lightning bolts are 100 feet long and 5 feet
  wide and they each recharge after 1 minute.
  Also as an action, the controller can attack a target that is
  behind the skyfish with a whip of the skyfish's tail. The tail
  attack is a Melee Weapon Attack; +6 to hit, reach 15 feet., one
  target. Hit: 9 (2d8) bludgeoning damage.
  The final, and likely the most notable power of the skyfish, is
  that it is a remarkably strong flyer. It essentially flies with the
  strength of ancient dragons and if a Strength save is ever
  necessary as a flyer, consider the skyfish to have a Strength of
  28.
  Option - Too Powerful?
  As mentioned in the epilogue, the DM might not
  want this item in the possession of a party after the
  adventure is concluded. This is a powerful vehicle
  that gives the PCs virtual dominance of both the
  skies and underwater. If the DM prefers, it does
  eventually crumble into dust. Perhaps, however, the
  orb that animated it remains and returns to its "true
  form," that of a fist sized diamond worth 10,000
  gp. Or, perhaps if the DM would like the PCs to be
  able to keep the skyfish, it needs to be repaired. The
  aarakocra might do this for the heroes (returning it
  far later in their careers), or it requires quite a hefty
  repair bill from a prominent wizard.
  38
  
  The dark clouds
  The dark clouds
  The dark clouds
  The dark clouds
  The dark clouds
  gather...
  gather...
  gather...
  gather...
  gather...
  The Pasocada Basin has seen many years of peace
  since the Second Sundering. Strife has all but fled
  the land and the Azuposi have benefited from
  both good hunting and harvests. The Gilded
  Priest of Michaca rules with great wisdom, and
  the Great Spirits seem content with their chosen
  people.
  But now something foreboding comes from the
  distant northwest. Clouds of pure darkness have
  moved with purpose above the pueblo of
  Nozoma and they have not broken for many days.
  It is also rumored that Nozoma's priests have
  captured a demon! The Gilded Priest of Michaca
  wishes to know more, and the PCs are the
  perfect candidates to investigate!
  Cover Art: "Citadel Adrift" 
  Chris Becker www.chrisbeckerart.com
  Familiar Faces, Different Story
  UK7 Dark Clouds Gather was released in 1985
  for the Advanced Dungeons and Dragons role
  playing game's first edition. It was written by Jim
  Bambra and Phil Gallagher, with art by Brian
  Williams, and was published by TSR in 1985.
  The plot revolved around a strange race of flying
  creatures known as the ba'atun whose leader,
  Yesorkh Payeh, possessed a young cloud giant and
  took over the giant's flying castle.
  The adventure involved aarakocra, flying polar
  owlbears and and the crystalline tower of an
  ancient sorcerer.
  Besides being one of my favorite adventures as a
  preteen, the important parts of the story also just
  happen to fit perfectly in an Anchôromé campaign!
  The aarakocra were quite heroic in the story and
  Anchôromé is known for its own nation of the
  eagle-folk. With flying aeries of their own, it was
  easy to cut out the giants and rewrite what
  remained to become Dark Skies in Anchôromé.
  Is it coincidence that the Pasocada Basin had an
  ancient race of arcanists that most certainly would
  have built crystalline towers of magic?
  Many familiar faces are here, but they are
  certainly not presented exactly the same as they
  were in UK7. Bernhardt the priest has become
  Bern'hardt the pueblo priest of the War Twins.
  Tcho'eh the aarakocra is a great war captain who
  has come seeking aid in freeing his possessed
  daughter, and Asdos the kindly cleric has become a
  young sunwatcher of great destiny. Yesorkh Payeh
  is no different than she ever was!
  If you want to know what the flying aerie looks
  like, just take a peak at the cover made by the
  amazing Chris Becker!
  So, whether you have defeated the ba'atun in the
  1980s or have never even heard of one, get ready
  for some surprises and let your players stop this
  menace before it is too late for Azuposi and
  aarakocra alike. Ancient alliances will be reforged!
  The Anchôromé Campaign
  Anchôromé is a continent found in the
  northwestern reaches of the planet Toril which
  was first described in any detail in the Maztican
  supplement FMQ1 City of Gold. It is found to the
  north of the fabled lands of Maztica and is mostly
  unknown to the inhabitants of both Faerûn and
  Maztica.
  On DmsGuild, a new Anchôromé campaign has
  been introduced starting with ANC1 The
  Anchôromé Campaign Guide, and followed up
  with ANM1 The Bee Tribe of Anchôromé, ANS1
  The Land of the Insect Men, ANM2 Kci
  Athussos, the Great Snail Dragon and ANS2
  Monsters of Anchôromé.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Maztica 5e/ANA1 - Dark Skies in Anchorome.pdf