The Ice Age

 

 

 

To the Land of Fire and Ice - An Ice Age adventure

Deep bone aching cold greets the characters as they regain consciousness, finding themselves once more in the bone field.

If the stegosaurus was caught in the teleportation zone, the characters will hear the creature’s anguished bellows, which, will quickly diminish to long drawn out moans as it succumbs to the bite of the deadly chill.

The cavern and the tunnels are identical to the characters own age. The only exceptions are:

1. From the altar platform, the characters will see the fires at location 2, if they examine their surroundings carefully they will also spot the dimly reflected radiance of the campfire at location 3.

2. Here half a dozen humpies (constructed from Mammoth skin and bones) squat together. In the centre of the huts, a dozen fearful tribesmen huddle around a miserable fire, which casts forth the barest flicker. Sitting slightly apart from the rest is the tribe’s shaman, a powerfully muscled individual with cruel eyes and a long shaggy grey beard. The little group is dominated by a violently tempered shaman who ruthlessly manipulates the tribe’s warriors into obeying his every whim.

Shaman 4th level cleric Hp 15 AC 8 (thick furs) Al NE

Spells 1st level resist cold, command

2nd level chant, hold person

If the party searches the shaman’s humpy they will find a bound and gagged woman dressed in only a long satin shirt shivering amongst the furs. She is Theah.

Human Thief 2nd Level AL Neutral

S 12 D 16 I 12 C 15 Ch 13 W 7 AC 8 Hp 9

There is some slight chance that a player (10%) may recognise her as a local bandit of some little fame. Since her capture by the cavemen, believing that a cold, dark death is inevitable she has been contemplating the evil deeds of her past, and come to deeply regret them. When the characters find her she will be neutrally aligned, but if encouraged or treated in a respectful or friendly manner she will shift to neutral good. A +1 ring of protection dangles on a chain from her neck – but she is unaware of its properties, claiming simply that she considers it a good luck charm. Her suit of leather armour and matching short sword and dagger will be found buried in the furs of the shaman’s tent.

If questioned on how she came to be there, she will relate that she was hired as a member of a party of mercenaries (the description of the hirer will match the warrior in the blue cloak – if already encountered), and hid from the lizardmen in the jungle before being transported to the current era trying to escape from a hunting party, only to stumble into the clutches of the shaman.

3. The Vanquished Tribe

On the shelf in the south west of the cavern, an emaciated group of cavemen huddle around their dying fire, awaiting the darkness, and then death to claim them when the final coal crumbles to grey ash.

This pitiful remnant were camped at the mouth of the cavern, but were dispossessed in a violent tribal struggle with the group at 7. Their supplies of food and wood virtually exhausted they hopelessly wait for the end. If the characters appear with the other tribesmen in tow they will defend their encampment to best of their meagre ability (attacking the opposing tribesmen only, the characters to them will be as hostile spirits). If the characters come alone, they will prostrate themselves before them.

10 Warriors. AC 10 Hp 3-5 on average (chief has 5 hp). Armed with clubs, crude spears (treat as javelins for damage) and stones.

12 Females, AC 10 Hp 2-4 non-combatant and 5 Children, AC 10 Hp 1-2 also non-combatant

The gem will trigger after events with the two feuding tribes are settled in someway, however there is nothing to restrict the players from leaving the cavern and venturing out into the outside world at any stage.

4. The Outer Chamber

A pair of cave bears (HP 34, 30) inhabit the entry cavern. These huge creatures have trapped both tribes inside, preventing them from foraging for food.

Alternatively a pair of sabre-toothed tigers or a small pack of dire wolves could inhabit the cave.

The snow choked valley beyond, a small herd of mammoths shelter in the lee of the mountain.

Mammoths HP

The Tomb

Should the party venture outside they will find a tomb located on the icy moors in the general location of the village in the future. Buried a scant few inches beneath the permafrost floor of the tomb are the bones of a dozen individuals, accompanied by flint tools and other artefacts of their past lives. One set of bones belonged to a shaman, which if disturbed, will summon forth the shaman’s wraith from the spirit world.

Wraith

AC as per MM Hp 25

The wraith will not pursue the violators beyond a few yards from the tombs portals. If the party flee, it will dissolve into mist and sink once more into the frozen soil.

Extending the Level
1) Venturing out into the glaciated valleys, the party will find not far away a pyramid being constructed in the freezing weather. Thousands of chained cavemen labour to construct the edifice while all the time their Cthulhu masters drive them until they literally drop dying in the mud churned snow and ice. They will be able to identify the pyramid as a prominent hill in their own time.

2.) In a small valley they will encounter a space craft, badly smashed up. Venturing within they will find the bodies of the crew, who had all perished, save one insane survivor who they will have to fight and defeat. Nothing can be done with the ship, but some items are lootable.