A Battle of Survival for a 1 or more characters of Level 1-3
For the past two weeks you have pursued the notorious group of outlaws known as the Red Hand gang, led by their infamous leader, the black hearted Seth Denigan, long known for his acts of cruelty and callousness to all who have had the misfortune of crossing his path.
But now the reward promised to you by Lord Halford for his head lies tantalisingly close at hand, the outlaws are just hours ahead of you and unaware that you are hot on their heels.
The road you find yourselves on is a lonely back roads one, empty of travellers. A violent earth tremor shook these sparsely populated parts recently, and no doubt the outlaws have decided to take advantage of the chaos following the quake to loot the shattered towns and villages.
Dark sombre clouds scud overhead and a chilling wind picks out chinks in your armour. Behind you lies a lonely, empty village, mysteriously deserted. You didn’t stop for long there, something about the silence of that desolate place sent shivers down your spines.
Now as you urge your horses through a bank of tree’s you see the bulk of a mountain lying ahead and nearer at hand a solitary figure wearing grey robes, staff in hand hurries your way. He stops as if considering fleeing, but you see his shoulders slump as he realises flight is impossible, and then you are drawing abreast of him.
“A bleak day for travel” he greets you “and few there be that seek entry to these accursed lands”
His name is Tarn Goodfellow, which he will disclose if asked. He is cautious in his replies, preferring to tell the truth whenever possible.
If asked about his occupation, he will reply
“I am a merchant by trade, I have worked these roads for many a year, selling pots and pans, for all manner of things, but principally for the fungi’s and mushrooms prized by alchemists and workers of magic”
If questioned about whether he has met the bandits, he will respond:
“No, I have met no one, you are the first travellers I have encountered since leaving the village of Byford, many leagues and two days distant”
He will then elaborate of this statement by adding:
“As I came down the road I saw a curious thing. The quake had shaken the mountain, the side of which had slipped, crashing down into the forest below, and in the newly created cliff I saw all manner of rooms and tunnels”
“In all the years I have travelled this road, I have never known that such a place existed. I thought to investigate but then I thought on the tales of the evil that dwells in such places, so I hurried onwards”
The Entrance
Once the party leaves the merchant (unless they take him captive) they will quickly find themselves climbing the lower slopes of the mountain. The trail ascends in a series of zigzags until it passes through a cutting across the crest of a razor backed spine, and then descends a steep V-shaped valley.
Then, rounding a bulge in the mountain side,
Ahead,
the path has disappeared beneath a morass of tumbled clay and stone, above
which is a freshly torn scar in the mountainside. Near the top of the slide,
dark against the tumbled expanse of white clay, are exposed galleries and
passageways -- evidently the caves of which the tinker spoke.
Near the slide, concealed in a small copse of willows are the bandits horses, 9 in total. All are normal riding horses for the purposes of resale and Hp. One particularly large and vicious brute with a glossy black coat, will attempt to bite anyone who approaches too closely. It can be identified as Black Seth’s mount.
Pannier’s dangle from the flanks of each horse, which if searched will be found to contain, food, water and wine for several days, as will assorted pieces of cheap jewellery and assorted coinage to the value of about 100 gold pieces.
A bu
Climbing the slide, the party will find ample evidence of the bandits passing,
Room 1
A low narrow tunnel of about 7’ or 8’ connects this room to the main passage.
Inside the room is utterly pitch black, once illuminated the party will find themselves in tall beehive shaped chamber. Two oblong dark masses occupy the centre of the room, the remains of a tiny fire between them.
On closer examination the dark objects suddenly resolve into two mummies lying on pallets. The creatures are of no race known to you. The passing of years has reduced them to dried husks of no more than hair and bone.
From the few that have survived in a greater state of preservation you see something that might have looked like a polite raccoons face upon a furred humanoid body.
Utensils and furnishing are sparse consisting of no more than bedrolls, some low simple furniture and equally simple eating implements. These people whoever they were lived frugally, that much is evident.
The tunnel walls fall away as you emerge into a chamber. The cavern seems airy and you have the sense of a massive void. Ahead, the flickering light of your torch illuminates a low stone parapet that curves away into the darkness on either side. A confused medley of footprints indicates that the bandits milled around uncertainly here, before going to the parapet
The Temple
You find yourselves looking down into a vast circular room, the floor of which is perhaps 80 or more feet below you. A lighted lantern casts a pool of light across the mysterious room, and in its light you can see a small building of whitish stone, with a colonnaded portico, which somehow doesn’t seem to fit with the simple and austere stonework you have observed so far. Across the far side you see a staircase descending into the gloom and around the outside, ovals of the deepest darkness indicate the presence of many tunnels.
As the party descends the staircase
From far away, but quite clearly you hear the cry of a seagull.
If the players ask, tell them the location is some 80 miles (or kilometres, leagues) or more from the nearest coast.
As the player’s characters approach the building you should built the mood of unease. Should they scout around the temple (describe it as a building – which may be a temple) they will find only the one entrance, the large double doors on the portico. Surrounding the temple is a bed of cinders, for which there is no rational explanation (there are no burn marks or soot adhering to the walls of the temple despite the fact that the ashes go right to the foot of the wall).
Touching the marble of the temple will produce a sensation of
As the players approach the double doors
From the darkness you hear the scream of a woman in the pains of giving birth.
You swing the door open …
… and find yourselves staring at the decapitated head of Black Seth
Mouth opened in an eternal rictus scream.
Forid
Hearts hammering from the shock, it takes you a moment to recollect yourselves and tear your gazes from the terrible spectacle of the decapitated head on the marble pedestal and the slow trickles of blood.
Then a moment later you wish you hadn’t as you take in the forest of human limbs dangling from the roof, and the slow drips of blood puddling in crimson pools on the floor
As you step from the building you hear an enormous hollow boom, the sound echoing and re-echoing throughout the chamber. Its difficult to estimate the direction of the boom, all you can say for certain is that the thud emanated from somewhere to your left, deep in the bowels of the complex.
Then before the last echoes have died away you hear a viscous sucking sound.
And then the clatter of booted feet, running. “Help” someone cries distantly “help ussss!” as the thuds of the boots come closer. In one of the passages to your left you see a bobbing light, steadily approaching.
Twisted, demented, like visions from some deranged nightmare, yet they slide towards you foot by foot, blubbering, gibbering, screeching in endless torment
Scream
Tormented
Deranged
Hoot/hooting
Screech
Nightmarish
Hideous
Molten
Waxen
Sucking
Viscous
Flow
Visions
Souls