A
Grimlockian Future
The transition
from the frozen world of the ice ages will be a jolting contrast. As with the
earlier jumps, the party will arrive unconscious, but this state will last a
bare few seconds. When they scramble to their feet, they will find the interior
of the mountain changed almost beyond recognition.
Huge silent
machines shrouded in gloom pack the interior space of the mountain, and the
area where once the boneyard was is now a level stone (concrete) floor. Above,
the gash in the summit has been enlarged and in the gathering dusk outside the
party will be able to pick out a few faint stars.
The function
of the machinery is incomprehensible. Towering over the gem platform is some
giant machine that vaguely recollects a striking T-Rex of the far past. Many of
the machines have been crudely dismantled, parts littering the floor; the
reason for the vandalism is unclear.
The original
tunnels leading into the mountain are now blocked by a complex airlock system,
and doors of thick armoured glass will prevent the party from exiting this way.
On the north wall is a new passage, cut as straight as the eye can see.
Outside the
ruins of a vast city sprawl, chimneys belch plumes of smoke skywards. The dirty
brown pall obscures the horizon; in the west the sun is a lowering ball of
orange-red. The stifling air is thick, suffocating, rasping irritably at the
lungs. Noises are weirdly distorted, sudden concussions of sound beat at the
eardrums while other sounds are oddly muted.
The party will
pass more looted machinery until they come at last to a grand promenade. Here
the raw offal of man and machine trickles along open sewers into foul smelling
stagnant ponds and canals. Alongside, stately buildings of another age stand
begrimed by generations of soot, exuding an air of past greatness. Of better
times long forgotten. The streets are quiet, and the door fronts of the
buildings heavily barred.
Beyond lies an
old industrial district. Here warehouses and workshops crowd together. All
about is the clamour of industrial processes, the screech of saw, and the
percussive staccato of hammering, yet the streets are strangely empty of life.
The streets
will remain empty until sundown, when sirens will blare out for a long minute
(give the players 2 minutes to find a hiding place or otherwise react), if the
party is still on the streets then:
“Hundreds,
thousands of hunched, horribly grotesque figures boil out of the buildings onto
the road. Despite their physical abnormalities they move with an incredible
shuffling speed, and before you can retreat you are surrounded.”
Grimlocks AC
as per FF, Hp average; they are well armed.
The grimlocks
will seek to capture the party, clubbing at them with bare fists, axe handles
and the like. If they succeed in subduing the party, they will drag the hapless
members to the Ziggurat where they will be imprisoned within the Hall of the
Ancestors. If the party avoid the grimlocks they will be able to investigate
the workshops where they will find tens of thousands of weapons and suits of
armour being churned out.
Old
Observatory
An ancient
observatory now crowns the summit of Old Bald Crag; here the party will gain a
view of the coastal plain despite the layer of foul, choking brown smog that
smothers the metropolis by day and by night. In daylight hours, it will become
apparent (despite the smog) that a large part of the city has been reduced to a
lifeless, cinder plain. Every building and every monument razed to the ground.
At night the lights of furnaces feeding the vast grimlock industrial machine
can be seen burning as far as the eye can see.
The
Thri-Kreen Invasion
The Thri-Kreen
came from the clean wind whipped grasslands of the eastern steppes.
Encountering the grimlocks a generation ago they have waged an unending war
ever since in their efforts to cleanse the earth of the stain of man and his
works. The situation the characters will encounter is a virtual deadlock.
Decades of constant war has weakened both sides, but despite the seemingly vast
chasm that divides the two races, the party will find that both societies have
much in common, being harsh, repressive, militaristic and ultimately alien to
the parties outlook.
The Temple
of the Moon
Fearful of the
sun, the grimlocks worship the moon at a vast ziggurat set amidst the smoky
fires of their furnaces. Here they offer sacrifices every full moon, those of
men, thri-kreen and of last resort, themselves. A blood-drenched altar occupies
the summit of the ziggurat and on the night of every full moon, tens of
thousands of grimlocks form a jostling sea around ziggurat chanting a primal
paean of worship.

Should the
party be captured they will be imprisoned in the chambers beneath the ziggurat.
1. Hall of the
Ancestors. A single passage descends into the heart of the pyramid, and then
opens into a large, high vaulted hall. All around are sculptures and works of
art depicting ancient (pure strains) humans.
2. Beyond a
tunnel leads into another wide hall, which is lined on all sides by cells, most
of which are empty, but one contains half a dozen thri-kreen who regard the
party with their inscrutable multi faceted insect eyes. If released they will
immediately attack the party, seeking to kill them and take their weapons. In
another two cells crouch groups of men and women – all pure strain humans of
fair complexion and light coloured hair. They will regard the party fearfully
at first and then hesitantly attempt to communicate in what seems to be a
foreign dialect, but if the characters listen carefully, they will identify a
few similarities with words (the language is a descendent of common, 8000 years
into the future).
If
communication is established, it will be found that the entire group was part
of an expedition from some islands far out to sea (think of the Hawaiian
islands or perhaps the Azores in the middle of the Atlantic). They will implore
the party to help them escape and return to their home islands.
The grimlocks
maintain system of canals as part of their defences against the Thri-Kreen.
These narrow waterways are patrolled by primitive steam powered ironclad rams
(equipped with ballista’s and catapults). If the party decides to assist the
islanders, one of these ironclads can be stolen.

The gem will
reactivate about 48 hours after the parties arrival and will remain so for
approximately the next 12 months, after which it will cease to function,
trapping the party forever.