Xel-i-tec: Xel-I-Tec: 1. The Cat-Guard

  1. Door traps
  2. Xel-I-Tec
  3. 2. The Temple of Tec-li-Tec

The xolome guards will generally be aware of any parties coming down the hole, and will position themselves slightly to the north and slightly to the south so as to get a good shot at invaders. Unless someone makes a really good lie, the two xolome will assume that any humans need to be shot.

As you round the huge central pillar of this hall, you see a wooden door set in the eastern stone. Only the upper half of the door is there. Below it is a dark, square hole through which a grey mist twines thinly.

Each half of the door has two hinges on it. Neither half locks. However, the top half is attached to a trap. Opening it causes a blade to slice down on the hallward side. Anyone standing in the doorway outside of the room when the blade drops must make an Evasion roll or lose d8 survival.

The two xolome guards also have a trained panther. The panther will protect the xolome and can be commanded to attack. The panther can go through both the lower side of the normal door and through the hidden door.

The hidden door is a hanging wooden door, hidden behind a small tapestry of angular designs reminiscent of Mayan symbolism.

The xolome wear leather armor and use short bows and spears. They have sixteen arrows each and three spears each. They also have a backpack which contains a hundred Roman silver coins, a single candle, and some six small iron spikes. One iron spike is holding the lower half of the western door open.

Hidden beneath a loose stone in the floor is a small, three foot chamber that contains 60 silver Elven coins. Anyone looking for something secret will find it on a standard Perception roll.

Xolome (Faerie: 1-1; Survival: 5, 6; Move: 8; Attacks: short bow or spear; Damage: 1d6; Defense: 4; Moral Code: Ordered Evil)

Panther (Animal: 3; Survival: 18; Move: 18; Attacks: 2 claws or bite; Damage: 1d6/1d6 or 1d8; Defense: 4)

  1. Door traps
  2. Xel-I-Tec
  3. 2. The Temple of Tec-li-Tec