A Beer and Barbarians
Production
To paraphrase the advice given by the old time Judges Guild, you are welcome to fold, spindle, mutilate or in anyway adjust this module to your liking. Nothing is written in stone, and everything should be considered mutable for the pleasure of you and your players. We hope you enjoy this adventure.
This
module is intended for a low level party of perhaps 2-8 members - depending on
the size of your group of players. It is not recommended for characters over 4th
level, although it could be played with higher levels if the threat level is
scaled up commensurately. This is not a purely hack and slash adventure.
Although it offers plenty of scope for action, for the players to succeed it will
require a measure of guile and intelligence.
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 widely believed that is was his arrival that
served to trigger the subsequent events. The townsfolk have come to believe
that he was a powerful magician; but such suspicions are for the moment,
entirely speculative.
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 light
lance or heavy crossbow/long bow.
This
force will remain garrisoned in the town until such time as the party returns
with concrete information. If required, they may assist the party in fighting
the orcs and bandits.
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.
Near
to the point of departure is a small knoll, with a single standing hole stone
atop (displayed on the cover). If the characters look through the hole, they
will see a portion of the valley south of the mountain, and those with very
keen sight (elves and the like) will be able to discern a finger of stone.
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 (to the cave).
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
On
the southern side a tall pillar of stone, about 20’ from the mountains base
serves to draw attention to 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
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 brevity.
As
the players move to enter the cave a group of humanoids rounds the 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
Should
the adventurers ignore the cavern, they can track the bandits back to their
lair, the amphitheatre at 1. (See terrain map). Here, crowding the tiers of the
natural amphitheatre they will find an assemblage of orcs, goblins and men
loudly arguing. Numerous guards are posted, but when the party arrives, their
attention will be focussed on the argument below. Nearby are the caves in which
the group shelters within, and a graveyard shallowly dug into the stony soil.
If any bodies (victims from past fights between factions of the band) are
exhumed they will be found to have been stripped already.
‘Bandit
Force’
Approximately
a little over 200 comprising of
About
50 bandits, of which about 5 are higher level NPC’s (up to 4/5th
fighting ability)
75
Orcs including a subchieften
25
Hobgoblins
50
goblins including about a dozen Worgs
Additionally
there may be a small number of bugbears, ogres, a troll or even a hill or stone
giant. It should be made clear that the numbers are too great to consider
attack. If the party reports this information to the village, they will be
rewarded, but in the ensuing discussions heavy emphasis will be placed on the
objective of these creatures, and why the interest in the mountain. If the
players fail to take the hint a second time, throw this module into the bin and
make your own adventure.
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 since faded paintings can be
made out, and alongside the wall are a number of hearths, the ashes 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, are 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, then you realise its different, smaller and cruder
but with the same 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.
If
the party remains waiting for the lizard men in the vicinity of the gem then
the following will occur:
“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
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 (5% chance per day – failure to make a single save against
poison over 3 rolls, 1 per day, will indicate that the character has died from
the disease).
When
the party enters the encampment for the first time one of the men (who speaks
with an surly, arrogant tone) will demand to know who they are.
If
asked his name, he will respond
“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.
Should
the party wish to leave, Seran will say
“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.
Seren
and 2 other bandits
AC
6 Hp 5, 4, 4 (weapons as per MM)
3
Orcs AC 6 Hp 5, 5, 4
Hobgoblin
AC 5 HP 8 Chain Mail Long Sword Composite Bow (handful of improvised arrows)
The
hobgoblin is in fact the trustworthiest of the bunch, and if given the
opportunity will throw his lot in with the party.
The
party can conceal themselves in the small jungle inside the mountain, which is
large enough to offer a number of good hiding spots.
Above
the jungle, a rough track leads up steep talus slopes lead up to the “window”,
a wide gash in the mountains flank - from which the characters initially
glimpsed the sky. A parapet of varying width (4-16’) crosses the bottom sill of
the window to the lizardman village. Looking out and down, the characters will
see near vertical drop of between 20’-80’.
Looking
out they will 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
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. Guards are posted, but unchallenged in their hegemony of the
mountain they are lax, frequently sleeping or wandering off.
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). Should the
party be captured or infiltrate the village, they may be able to entice the
chief into fighting the parties champion in single combat.
Attentive
players should be informed that the level of craftsmanship displayed in the
huts, is over and above that observed in their crude tools and weapons; perhaps
a lost colony of men or others exists in this time!
The
interiors of the huts are generally alike, being spartan in the extreme. Food
and such tools as the lizard men use will be hapzardly scattered around the
floor. A typical hut will be home to a male and female of average hp’s and
possibly some young (averaging 0.25 hit
die).
Wandering
the “streets” of the crude village is
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
Charnock
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” Charnock 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, Charnock 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 should be able to logically deduce, and if
questioned he will begin expostulating on ripples through the ether, time
nodes, dimensional rifts and various other topics which will be uniformly
useless to the players. If the players have not worked out what the gem has
done with them, he will inform them that they travelled back in the time. He
will also tell them that the gem is triggered by the presence of life, and
although he unsure of the mechanism he will be able to tell them that the
trigger period is 15-20 minutes.
In
one of the village squares is a vast, crude prison containing between 20-40
prisoners. Their numbers and composition should vary inversely to the strength
and numbers of the party. Should the party need reinforcing, a number of
characters can be supplied from the ranks of the prisoners.
Generally
they will be apathetic and hopeless, their moral and energy depleted by the
enervating heat, although if the party is obviously well prepared and armed,
they will become excited by the prospect of escape.
Two tunnels behind the chiefs house leads to the outside. The lower and larger of the two, descends into a large domed chamber containing a caged stegosaur. This docile creature is the mount of the lizard king and can be ridden as any normal steed. The upper of the tunnels exits half way up a steep talus slope. A poorly defined track will lead the party up to a ledge containing the eggs of nesting pterodactyls.
The
party can easily climb to the summit of the mountain, so long as they are in
reasonable shape. The summit is above 4100m (13,500’) and the very top (last
150m) is snow capped. Here the party will be safe from all threats – apart from
that posed by time travellers of their own kind.
From
the summit, the party will be able to see in all directions, to the west are
the aquamarine waters of an unknown ocean, licking the golden beaches of many
little coves and islets, while further out, the sea darkens to a deep brilliant
azure with increasing depth.
Should the party wish to
descend into the steaming jungles, they should be permitted to do so. The
jungle contains many species of dinosaur covered by the MM and the MM2. Amidst
coral reefs of the western ocean exists an evil empire of Ixitxachitl.
At
some
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 little group is
dominated by a violently tempered shaman who cruelly and cunningly manipulates
the tribes warriors into obeying his every whim.
Shaman 4th level cleric Hp 15 AC 8 (thick furs) Al NE
Spells
1st level resist cold, command
2nd
level chant, hold person
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.
The
Tomb
Should the party venture outside they will find a tomb located on the icy moors in the general location of the village in the future. Buried a scant few inches beneath the permafrost floor of the tomb are the bones of a dozen individuals, accompanied by flint tools and other artefacts of their past lives. One set of bones belonged to a shaman, which if disturbed, will summon forth the shaman’s wraith from the spirit world.
Wraith
AC
as per MM Hp 25
The
wraith will not pursue the violators beyond a few yards from the tombs portal.
If the party flee’s it will dissolve into mist and sink once more into the
frozen soil.
Extending
the Level
1)
Venturing out into the glaciated valleys, the party will find not far away a
pyramid being constructed in the freezing weather. Thousands of chained cavemen
labour to construct the edifice while all the time their Cthulhu masters drive
them until they literally drop dying in the mud churned snow and ice. They will
be able to identify the pyramid as a prominent hill in their own time.
2.) In a small valley they will encounter a space craft, badly smashed up.
Venturing within they will find the bodies of the crew, who had all perished,
save one insane survivor who they will have to fight and defeat. Nothing can be
done with the ship, but some items are lootable.
The
transition from the frozen world of the ice ages will be a jolting contrast. As
with the earlier jumps, the party will arrive unconscious, but this state will
last a bare few seconds. When they scramble to their feet, they will find the
interior of the mountain changed almost beyond recognition.
Huge
machines pack the interior space of the mountain, and the area where once the
boneyard was is now a level stone (concrete) floor. Above, the gash in the
summit has been enlarged and in the gathering gloom outside the party will be
able to pick out a few faint stars.
The
function of the machinery is incomprehensible. Everywhere lights flash, and
towering over the gem platform is some giant machine (an incredibly huge
industrial laser) that vaguely recollects a striking T-Rex of the far past.
Attempts to operate the machinery will result in the following:
%
01-50
No
visible results
51-75
Lights
ripple across nearby consoles, but otherwise no tangible result
76-90
A
siren sounds, and in 2-20 rounds a party of 2-8 Githyanki will arrive to
investigate
91-95
Nothing
appears to happen, but a party of 2-8 Githyanki will arrive in 2-12 rounds
96-100 A machine operates, this might involve a
robot shifting its position, or a hologram forming and playing. The result can
be anything you desire.
The original tunnels leading into the mountain are now
blocked by a complex airlock system, and doors of thick armoured glass will
prevent the party from exiting this way. On the north wall is a new laser cut
passage, with a miniature train line running along one side.
Outside a vast city sprawls. Chimneys belch plumes of smoke skywards. The dirty brown pall obscures
the horizon; in the west the sun is a lowering ball of orange-red. The stifling
air is thick, suffocating, rasping irritably at the lungs. Noises are weirdly
distorted, sudden concussions of sound beat at the eardrums while other sounds
are oddly muted.
Passing
more machinery you come at last to a grand promenade. Here the raw offal of man
and machine trickles along open sewers into foul smelling stagnant ponds and
canals. Alongside, stately buildings of another age stand begrimed by
generations of soot, exuding an air of past greatness. Of better times long
forgotten. The streets are quiet, and the door fronts of the buildings heavily
barred.
Beyond
lies an old industrial district. Here warehouses and workshops crowd together.
All about is the clamour of industrial processes, the screech of saw, and the
percussive staccato of hammering, yet the streets are strangely empty of life.
The
streets will remain empty until sundown, when sirens will blare out for a long
minute and if the party is still on the streets at this time then:
Hundreds,
thousands of hunched, horribly grotesque figures boil out of the buildings onto
the road. Despite their physical abnormalities they move with an incredible
shuffling speed, and before you can retreat you are surrounded.
Grimlocks
AC as per FF, Hp average; they are weaponless for the most part, but some will
carry work tools (axes, hammers etc).
The
grimlocks seek to capture the party, clubbing at them with bare fists, pick axe
handles and the like. When subdued, they will drag the hapless party members to
the old observatory.
Old
Observatory
In
daylight hours a layer of smothering brown smog will blanket the entire
metropolis, and at night the lights of furnaces feeding the vast industrial
machine extend as far out along the coastal plain as the eye can see.
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
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.
Credits:
Design and Writing: Atherton
Proofing and Art: Charnock
Layout and Production: Sauna