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 that whips stinging particles of grit into your eyes and face. 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 be.

 

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 cloud that will encircle the party. Once surrounded by the shadows, the party will be attacked, at first desultorily but then with increasing urgency until they are dead, or the gem activates. During the shadow attacks, the party will be able to continue to move, clerics can perform turns, but the effects will be diminished, the shadows only retreating a short distance. Bright light will also serve to keep the shadows at bay.

 

Shadows (as MM)

HP 12 apiece

 

Return

Once again the gem will pulse, and the dying desert lands will wink out of existence. Each character will find him/herself disembodied in an endless swirling grey vortex. Each one will slowly become aware of a presence nearby, and the following words will form in their minds.

 

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

But now your journey is over

For certain things may not be

And time cannot abide a paradox

 

With that, the grey vortex will disappear, and the characters will find themselves waking painfully from the positions in the boneyard in which they first fell. Anything gathered on their travels through time belonging to their own era will appear with them, including any NPC’s/PC’s whom they have become acquainted with. Any persons and all objects from foreign era’s will have vanished, as will have any wounds or scars sustained during their adventures.

 

The gem too has vanished, alternatively the gem might remain, cold and lifeless, never to be reactivated again. If you choose the second option, it will prove to be nothing more than quartz, although of exquisite beauty and symmetry. If the characters can smuggle the gem out, without being intercepted by the Earl’s forces, it can be sold for between 5000-1000 gp on the open market.

 

Further explorations of the mountain will fail to reveal anything other than what is covered in chapter 1.

 

When they decide to return to the outer world, on gaining the entry chamber they will hear the clash of army outside, the blare of trumpets sounding. Climbing to the entrance they will find themselves looking out on watery, sunlit afternoon. Orc’s desperately grapple with men-at-arms amidst the rain, while armoured knights over run the goblin and warg alike.

 

The players can wade into the conflict at this point, encountering goblins, orcs, bandits and the like. Victory will be swift however, regardless of what they decide to do.

 

Unexpectedly the Earl will greet them and proclaim them hero’s, crediting them with luring the opposing force into a trap, and allowing his own forces to strike unnoticed from the rear. In the ensuing celebrations, the Earl will award them 250 – 500 gp each and make good any equipment loses suffered during the adventure.

 

Whether the Earl and his liegeman believe the characters wild tale, is quite another story.