Campaigns

Firefinger

Firefinger is a 300-foot-tall natural stone spire rising above the jungle canopy near the River Tiryki, serving as an ancient Chultan signal tower from...

Firefinger is a 300-foot-tall natural stone spire rising above the jungle canopy near the River Tiryki, serving as an ancient Chultan signal tower from before the Spellplague. Smoke and magical flames issue from its peak, making it visible for miles around. The spire has sheer walls dotted with small caves and crumbling rope-and-wood ladders connecting four distinct levels.

Inhabitants

The spire is currently occupied by a flock of pterafolk (see appendix D) who use it as a perfect hunting lair. From the 300-foot vantage point, they can spot movement on the river up to 10 miles away in clear weather. The pterafolk capture explorers along the River Tiryki, strip them of valuables, and throw them from the top of the tower to their deaths. Broken bodies litter the base of the spire.

Level distribution:

  • Levels 1-2: Nine stirges inhabit a cave at 160 feet, unused by the pterafolk
  • Level 3 (240 feet): Four elder pterafolk (13 hp each) maintain a traditional nest with a fire and carve bone totems
  • Level 4 (pinnacle, 300 feet): Six pterafolk including their leader Nrak (40 hp), who bears a distinctive scar running from head to chest down the right side

Prisoners

The pterafolk sometimes keep prisoners at level 3. Currently they hold Nephyr, a male aarakocra from Kir Sabal, bound at wrists, ankles, and beak. If freed, Nephyr urges characters to visit Kir Sabal and petition Asharra to perform the Dance of the Seven Winds—a ritual granting flight to non-flying creatures. His rescue grants the party advantage on Charisma checks with Kir Sabal’s aarakocra.

Approaching the Spire

Characters can avoid detection with a successful DC 12 group Dexterity (Stealth) check, especially during rain or darkness when visibility is limited. Failure triggers an aerial attack by two pterafolk per party member. Once at the base, climbers are surprisingly safe—pterafolk only spot them on a DC 20 Wisdom (Perception) check in clear daylight.

Climbing Hazards

The ancient ladders require DC 8 Dexterity (Athletics) checks to ascend safely between levels. Failure damages the ladder (increasing DC by 2 for followers), and failure by 5+ causes a fall—potentially lethal given the heights involved. A 50-foot chimney with handholds (DC 8 Strength (Athletics)) connects level 3 to the pinnacle.

At level 2, a ledge on the west face threatens wind gusts (1-in-6 chance) requiring a DC 9 Dexterity saving throw or fall unless roped.

The Beacon

A magical flame hovers above a crumbling 30-foot stone tower at the pinnacle. Any creature within 10 feet at turn start takes 10 (3d6) fire damage; entering or starting in the flame deals 35 (10d6) fire damage. The flame can be dispelled with dispel magic (DC 17).

Treasure

  • Level 2: A six-month-old explorer’s corpse contains 15 gp, a gold and carnelian ring (60 gp), and two onyx chwinga figurines (50 gp each)
  • Level 4: Four moldy chests in the tower hold 2,000 cp, 730 sp, four gemstones (50 gp each), a spell scroll of commune with nature, and a cloth-wrapped wooden tiger mask (Azaka Stormfang’s mask of the beast—see appendix C)

Connection to Azaka Stormfang

The guide Azaka Stormfang (NG female Chultan human weretiger) works for free if characters help retrieve her family heirloom stolen by Firefinger’s pterafolk—the mask of the beast. She insists on attacking the spire and suggests waiting for nightfall or rain. If characters refuse, she leaves in disgust. During combat, she swings the balance heavily toward the attackers.

Knowledge Holders

Nephyr and other potential sources at Firefinger may know that Omu is the source of the death curse and could provide its location, at the DM’s discretion.

Strategic Value

From the pinnacle in clear weather, characters can see over 20 miles: scattered plateaus, the Peaks of Flame, southern coast mountains, and major landmarks like the Aldani Basin, Lake Luo, and Valley of Embers.