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.
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.
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
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
The
flashes are becoming dazzling; it will be difficult for the characters to look
directly at the gem now
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).
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.
The world turns white and then black, and then there is nothing.
Back in Time
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 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.
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).
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.
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.
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
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