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.

 

 

 

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