Background

 

For centuries the tranquil village of Abbotsford has sat in the shadow of the Old Bald Crag; this domed prominence of whitish stone surrounded by brownish heather clad slopes is named for its resemblance to an aged mans balding pate.

 

Some months ago according to the story related to you, a mysterious stranger appeared in Abbotsford and it was his arrival that served to trigger the subsequent events. The townsfolk have come to suspect that he was a powerful magician from a far country, by his foreign manner of speech. Still such suspicions are merely the product of rampant, unbridled speculation and may be entirely without foundation,

 

What is beyond dispute was that shortly after his departure the town was shaken by a powerful tremor, the likes of which are unknown in the annals of the region. When the shaken villagers had regained their senses, they saw that a crack had appeared in the shining white stone of the mountains summit. Climbing to the top of the dome they found that the tremor had created a gigantic chasm that reached down beyond sight into inky black depths.

 

Some weeks later, two adventuresome youngsters from the village attempted to descend the fissure, they have not returned, and are presumed to have perished.

 

Since then there has been a new development. Groups of goblins, orcs and the like – unreported in the region for generations have been seen in the vicinity of the mountain. Seemingly they are searching for something for they have not attacked or even threatened the village and its inhabitants in any way. Security concerns however have prompted the local earl to reinforce the town’s defences, by sending a company of mounted men-at-arms. But it has been decided by the village council in consultation with the earl, that more information regarding the nature of the threat posed by these groups is required. It is to this end that you have been hired, to scout the mountain and find out what is the objective of these creatures. It is hoped that you will return safely and successfully.

 

The Earl’s Force

Currently consists of 25 men, including the leader – a noble born lieutenant, plus a sergeant and corporal.

Lieutenant 1st fighter AC 5 Hp 6

Sergeant 3rd fighter AC 5 Hp 20

Corporal 2nd level fighter AC 5 Hp 12

 

The rest of the patrol are 1st level fighters (hp 5 or 6 apiece). AC 4 or 5 (chain or chain plus shield). All carry long swords, daggers, plus pike/halberd or heavy crossbow/long bow.

 

Leaving for the Mountain

The adventure is presumed to start early one fresh autumn morning. If you wish the Earl (or a village elder) can give the players a very short send-off speech. If the players have any preliminary questions, they can be answered at this point. The villagers can provide the players with only basic topographical knowledge (for instance, that the northern side has a path leads to the summit, and that the summit is connected to a ridge in the east). A basic map can be provided if the players desire it. They also know of the rope used by the boys in their attempt to descend into the chasm but they are unaware of the cave, which has only been excavated since the wizard’s arrival. There is little else they can provide in the way of information.

 

The mountain lies barely a mile to the east. The characters will pass a few waterlogged paddocks, a small stream and then they will find themselves climbing a heather covered slope leading to the mountain. As they climb they will come across a veritable maze of tracks. Clearly someone has been keeping the village under watch. The vast majority of the tracks will lead around the southern face of the mountain.

 

The Chasm

The summit is approximately 600 metres ASL (about 2000’). It is a steep and exhausting climb, but can be done in a couple of hours on the proviso that the characters are not overburdened. Once the summit has been gained, the chasm is clearly apparent. A frayed rope attached to a metal spike dangles over the edge. If the players pull the rope up, they will find that the rope consists of several lengths approximating 450’ in length. Dropping stones, torches, objects with light spells cast on them will reveal nothing of interest, the chasm is simply too deep and dark.

 

The chasm is approximately 30’ feet at the widest and runs for several hundred yards. If any brave or foolhardy soul peers over the edge they will see the lip of the far wall is about 20 or 30’ below the rim on which they stand, below that there is nothing but inky darkness. The existence of the lower lip may suggest to more intelligent players that a vast cavern lies underneath them. Nothing more can be learned.

 

Should the party members attempt to descend the chasm using rope or feather fall, they will simply run out of rope, or in the case of feather fall, the magic user will disappear, never to return (should the party enter the via the cave he or she will most probably be found alive and well in the boneyard, but doubtless cold and scared).

 

The Cave & Optional Encounter

On the southern side of the mountains base is a small cave, obviously recently excavated from the piles of dirt mounded on either side of the entrance. Numerous footprints, both human and otherwise track in and out of the entrance.

 

The Encounter (optional)

If your players are of the hack & slash variety you may want to include this encounter, otherwise it can be omitted for the sake of quickness.

 

As the players move to enter the cave a group of humanoids rounds a pillar of rock. The group is led by a 2nd level chaotic evil human fighter, AC 5 (chain mail), hp 14, weapons: long sword, dagger. He wears a flowing purple cloak of noble manufacture. In a small belt pouch 5 gp and 15 sp will be found. He is mounted on a light warhorse (hp 15).

 

His second-in-command is a burly scarred hobgoblin AC 5 (scale mail and shield), hp 8, weapons long sword, dagger

 

The rest of the group comprises of 8 orcs (Hp 4x4, 4,x5). They wear studded leather armour and carry shields, weapons as per the MM, and 2 goblins (Hp 3, 4), weapons per MM (but at least 2 bows). Collectively they will have 20 gp, 78 sp, 25 cp

 

They will attack until such time as their leaders are slain or that they have sustained more than 50% casualties in which case they will fall back (but it an orderly fashion, engaging anyone who pursues them). If they suffer 80+ % the survivors will flee in panic

 

Entering the cave.

 

1. The Cave Mouth

You slide down an earth incline to the floor of the cave. In the light of the flaring flames of your torches you see high, sloping walls. The floor is rock, the air cold and still.

 

The cave is deep, not as wide. On either wall long faded paintings can be made out, and alongside the wall are a number of fireplaces, the ashes long since cold and grey.

 

As the party moves through the cave they will see the exit tunnel.

 

2. The Antechamber.

 

After traversing the short connecting tunnel, the party will come to the antechamber.

 

This chamber is much the same as the entry cave, although narrower. Small stalagmites of some unidentifiable mineral have formed here, and overhead at the limit of the torchlight, you think you can see the tips of corresponding stalactites. A tunnel leads out from the rear of the cave

 

3. Here the tunnel forks, both tunnels lead to 4, the northern branch forming a huge loop.

 

4.  The False Crystal

The tunnel opens up into a chamber. Immediately seizing your attention is a huge crystal shard of breathtaking symmetry that glistens whitely in the torchlight.

Closer examination of this crystal will reveal by a dwarf, gnome, a skilled jeweller will immediately reveal that the crystal despite its breathtaking symmetry is merely a piece of quartz, pleasing to the eye, but worthless except for its novelty value (approx 50 gp if it can be removed from the rock). The crystal is bedded into the stone plinth on which it stands (in fact it has been carved with the plinth from the rock in situ).

 

Walking around the plinth on which the crystal the party will see the following.

 

On the far side of the plinth you see a sprawled body lying slumped against the wall in a pool of dark liquid. As you approach you can see the liquid is dried blood, the body that of an orc who died from a massive blow to the head.

 

Examination of the body, reveals nothing of value (save the studded leather jack which the orc wears) or interest, nor is there any clue as to what killed the orc.

 

Two tunnels exit the chamber; the western most leads on into the heart of the mountain.

 

5. The Vault

A short walk brings you to a cavern, and a platform - on which you stand. A short flight of steps leading down to a sandy floor is revealed in the light of your torches. The cavern seems airy and you have the sense of a massive void. Far away in the distance, to the left and high overhead, sunlight streams through a tiny fissure. At the edge of the flickering torchlight you see gleaming white pieces of wood.

 

As you approach closer, you realise with a shock that the “white wood” is a sea of bones, scattered as far as the limit of your torchlight. In the dancing shadows where the circle of light meets the all-encompassing darkness you can see a vague cross-shaped object.

 

Approaching, the cross resolves into a massive leg bone with another tied crosswise. Hanging from the makeshift cross is a crucified man of primitive appearance. An unruly mop of hair hangs down over his face partially concealing his grotesquely swollen features.

 

A closer examination reveals that the man has been extensively tortured, probably to death.

 

Should the players have the presence of mind to examine the sandy floor for tracks, they will find a confused medley of them, but most will lead to the road at 6.

 

Examination of the bones will reveal an incredible diversity of remains, the majority of which will be from species unfamiliar to the characters (if not the players). However amongst the remains will be numerous deer, rabbit bones etc and a few that are unmistakably human.

 

6 The Road

Some yards from the cross you see the bones have been ploughed up into windrows. Walking across, you see that someone or something has cleared a crude path that leads deeper into the bone field.

 

7 The Jewel

After following the path for some distance, maybe half a mile or so, the light of you torches falls upon the bottom of a set of stairs. Moving closer you see that the stairs lead up to a stone platform, maybe 10 feet above floor level.

 

The whole edifice is a squat stone structure, crudely carved.

 

Taking the short flight of step to the platform, the first thing you see is a massive jewel brilliant beyond human imagination. Unlike the gem you saw before, this is unquestionably the real thing. As you examine it in breath taken awe the flickering torchlight sparks a million dazzling gleams from a myriad facets.

 

Hovering a few inches above the altar is a massive jewel brilliant beyond human imagination.

 

The jewel cannot be shattered or in any way harmed for it exists throughout and outside of the time continuum. Weapons will simply bounce off. Similarly any spells directed against the gem will have no discernable effect (including darkness which will simply cloak the gem),

 

After some time has lapsed the players might notice a slight flicker within the heart of the gem (roll a d20 vs. intelligence) until someone notices. The flickers will at first be barely visible and separated by a minute or two,

 

Flicker …………………………………. Flicker ………………………………….

 

Gradually the flickering becomes more regular and noticeably brighter

 

Flicker ……………………. Flicker …………………… Flicker

 

Clearly something is happening.

 

Flicker ………… Flash …….….. Flash

 

As the characters watch the flickers will become distinct flashes filling the gem with light.

 

If they are still watching, the intensity and tempo of the flashing will increase yet again

 

FLASH …… FLASH …… FLASH

 

The flashes of light now illuminate the entire platform and parts of the surrounding bone yard

 

FLASH … FLASH … FLASH

 

The flashes are becoming dazzling; it will be difficult for the characters to look directly at the gem now

 

FLASH  .. FLASH .. FLASH

 

If they still haven’t run, the flashes have become so intense it is impossible to look at the gem (if they close their eyes, they will still see the flash clearly through their eyelids).

 

FLASH  . FLASH

 

The light is searing, burning afterimages on the characters retinas. The frequency of the flashing is so quick, that even before a flash has faded, the gem has flashed again. All the players will be capable of doing is stumbling away blindly away or cowering in abject terror.

 

FLASH

 

The world turns white and then black, and then there is nothing.

 

 

 

Back in Time

 

The Mists of Dawn

 

You wake. Your first sensations are of hot, steamy air, fetid with the rich scents of decaying vegetation, and overlain by the reek of sulphur. As you take in more of your surroundings, you find yourselves lying in a bed of fine grey ash. The sun is blazing down on you, and distantly you hear a raucous cacophony of birdcalls.

 

Looking around you see that you seem to be in the interior of a mountain. Overhead there is a circle of blue sky, and to one side, more of the intensely blue sky, dotted with towering thunderheads, is exposed by a gigantic gash in the flank of the mountainside.

 

On one of the distant walls you see cliff dwellings. And descending from the buildings a column of riders  - who seem to be headed in your direction. Despite the distance their mounts look like nothing you have seen in your lives. Nearer at hand a boiling pool of green water periodically erupts, spewing forth a heavy sulphurous stench.

 

Turning around you see the altar, no it’s different, smaller and cruder with the gem gleaming dazzlingly in the sunlight. The riders are coming closer, and now you can make out details. They appear to be lizard folk or the like. Their mounts are something out of a nightmare, upright lizards that bare a bizarre resemblance to their riders. The slathering, drooling monsters stalk stiffly over the grey ash beds towards you.

 

As they come closer you see that the leader wears a necklace of humanoid skulls, strung across his broad chest.

 

“Over here quickly”, calls a hoarse voice from behind you, “quickly before the lizards get you”

 

Turning round, you see several rough looking men gesturing to you from the border of the jungle.

 

If the players heed the calls, they will be able to escape into the jungle (the lizard men will send a couple of babblers in after them to flush them out), other than that they will make no attempt to follow their prey.

 

Should the party stay and try to fight or negotiate with the lizard men, they will be swiftly attacked. The lizard men will attempt to subdue the characters rather than killing them outright (they like their food fresh and still wriggling).

 

25 – 30 Lizard Men (MM) mounted on Babblers (FF)

Lizard men HP average 10

Leader HP 15

 

They carry a motley assortment of weapons, mainly clubs, stones and some very crude spears. A few however will sport weapons of obviously modern manufacture (swords, axes and the like).

 

Babblers

Average HP 18

Leaders mount HP 38

 

9 The Encampment

Assuming that the players have heeded the call, the men (and orcs) will lead them to their “encampment”. The gang comprises 7 members – 3 humans, 3 orcs and a hobgoblin. Two (a man and an orc) are badly diseased, perhaps dying; all of the rest have minor afflictions of some type. Should the players remain in the encampment for more than a day or two, one or both will die. Staying any longer will result in one or more of the characters being afflicted with some obscure tropical malady.

 

“Who are you?” one of the men demands.

 

“I’m Seran”, he says shortly, “We” he jerks a finger at his companions “came here with that accursed wizard”

 

“Wish we had run him through, while we had the chance” he continues viciously.

 

“Take your pick” he laughs, “go anywhere you want. Tell you what though, just leave us your food, and we won’t come a bothering you, know what I mean” he smiles a gap toothed smile.

 

Hobgoblin AC 5 HP 8 Chain Mail Long Sword Composite Bow (handful of improvised arrows)

 

The hobgoblin is in fact the most trustworthy of the bunch, and if given the opportunity will throw his lot in with the party.

 

Looking Out from the Volcano

Looking out you see ranges of blue, jungle clad ridges stretching out to the horizon. From nearer at hand the thrash of the undergrowth and the roars of mighty beasts hunting and being hunted suggestion that any foolish enough to venture forth will meet a quick and messy end.

 

The players can conceal themselves in the jungle, which is large enough to offer a number of good hiding spots.

 

The gem won’t recommence flashing until such time as the players have either visited the lizard man village and attempted to rescue the hostage or they have lost interest in the scenario and the DM needs to move play along.

 

Lizard Man Village

Supports approximately 150 adult warriors and their families. All told the population nudges about 500.

 

The village is constructed of rude adobe huts that huddle in a number of staggered tiers against the inside slope of the volcano. The largest hut is that of the chief who is a subspecies of lizard man (see Lizard Man King FF). He has 56 Hp and attacks with a wickedly clawed club. Guarding his dwelling at all times is his bodyguard of 4 robustly built henchmen (HP 15, 15, 16, 16).

 

Aboragus

 

Male Magic User Level 11 AL Neutral

HP 7 AC 10 (11)

S 5 D 7 I 17 C 5 Ch 10 W 10

Spells (known)

1st Read Magic, Mend, Unseen Servant, Sleep, Comprehend Languages, Protection from Evil, Detect Magic

2nd Invisibility, ESP, Continual Light, Locate Object

3rd Clairaudience, Clairvoyance, Tongues, Blink

4th Dimension Door, Minor Globe of Invulnerability

5th Contact other Plane, Distance Distortion

 

Aboragus is the mysterious stranger whose appearance in the village initiated the current chain of events, although he will not volunteer this information freely, fearing retribution. He was captured almost immediately after triggering the gem for the first time, since his capture he has survived by awing the lizard men with displays his magic, but now severely weakened by tropical diseases and fearing that the lizard men will slay him once his magic is exhausted (the spell book if recovered from the jungle is his) he is desperate to strike a bargain with any who might potentially rescue him from the village.

 

A devotee of the “science of magic” Aboragus is a studious, self-absorbed man, totally out of his element in the rough and tumble adventure in which he finds himself embroiled in. If the party contains a magic user Aboragus will approach him or her in preference to anyone else, hoping to find a sympathetic ear from a fellow intellectual. He will gladly agree to teach the parties mage spells in return for being rescued.

He knows little more that the players will be able to logically deduce,

 

The village is ruled by a Lizard man king, who may be persuaded to enjoin the parties champion in single combat.

 

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 age in which the players departed. The only exceptions are:

 

 

7. From the altar platform, the characters will see the fires at 7, if they examine their surroundings carefully they will also spot the reflected radiance of the camp fire at 8.

 

Half a dozen humpies (constructed from Mammoth skin and bones) huddle together and in the centre around a miserable fire, which casts forth the barest flicker huddle a dozen fearful tribesmen. The

 

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 infamy. Since her capture by the cavemen and 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 shamans tent.

 

8. 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

 

5 Children

AC 10 Hp 1-2 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.

 

10. 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.

 

A Grimlockian Future

 

Outside sprawls the ruins of a vast city. A dirty brown cloud. Industrial. Quite streets. The dwellings are heavily barred.

 

in the blazing heat. Overhead the sun is a blazing ball of fire, the sky a brazen brassy hue. The air is thin, and you feel like you are suffocating. Each breath is an effort.

 

Hunched, horribly grotesque figures boil out into the road. Despite their physical abnormalities they move with incredible shuffling speed, and before you can retreat they are upon you

 

20 Grimlocks

 

The Dying Earth  – Or Shadows at the End of Time

 

Blinking the afterimages away, you look around. In every direction arid desert sands shift restlessly stirred by a chill wind which whips stinging particles of grit against you. The only relief from the serried ranks of sand dunes are the broken shards of once lofty crystal towers that pierce the sky some miles distant. The sky is a peculiar brazen colour, and despite the fact that sun blazes nearly directly overhead the air is thin and cold. Every breath is an effort. Somehow the sunlight seems less bright, and the shadows amongst the dunes darker than they should.

 

You are standing in a shallow basin, maybe a mile or more across, and it is with a sudden shock that you realise that these eroded remnants are all that remains of Old Bald Crag.

 

The players have travelled to the far future, to a time when the earth is dying, and even magic is passing. Spells of any sort will be noticeably weaker, natural light sources will appear diminished. Fighting will be an effort due to the thinness of the air.

 

The gem will not activate until sometime in the early evening, in the meantime the party can explore as much as they like, but it will quickly become apparent that the world in which they find themselves is long dead. If they walk to the towers they will find them utterly empty (apart from the sand drifts). Exploration will be limited in any event; the anti-gravity lifts having ceased to work countless millennia ago.

 

From the towers they will be able to see the sea. But the sea will prove equally dead, the seawater long since saline beyond the ability of life to survive.

 

Around nightfall the shadows amongst the dunes will begin to move of their own volition, coalescing into a swirling

Surrounded by shadows. Attack until party dead, or the gem activates

 

 

Shadows

HP 12 apiece

Fighting the dizziness, you turn looking for the jewel.

 

 

As the gem flashes

 

There are paths not meant to be trod beneath the foot of man

Roads as yet un walked

You have seen a past, which may not have been,

And a future, which yet may not be