Tempure

 

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.

 

Copyright

This is an original work. As the author of the work, I reserve no rights to the text, which may be freely redistributed, copied, altered, manipulated or incorporated into other works. Any images in this work are the property of the artist, whom you should contact for permission before using them.

 

Notes for the Dungeon Master

 

Levels

This module is intended for a low level party of perhaps 2-8 members - depending on the size of your group. 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 module 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.

 

Railroading

Just about any event driven adventure (such as this one) leads to railroading, which is generally undesirable as it is you as DM driving the story, rather than the players making the game.

 

Players should be given plenty of freedom to make their own decisions, even if it takes them out of the game. Of the scheduled events to take place in the game, only the first two are really necessary, and even these events can be altered to be more suitable to your players.

 

Boxed Text

There is no boxed text in this module. Portions of the descriptions can be read out word for word (or pasted into an online chat discussion) if you wish. However it is probably better for you to create your own version or paraphrase for greater fluency, as reading boxed text often leads to a stilted delivery.

 

 

 

 

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.

 

According to the story related to you, a mysterious stranger arrived in Abbotsford a few months back, and it is widely believed that it was his arrival triggered the subsequent events that have brought you to the village.

 

The townsfolk believe that he was a powerful magician; but such suspicions are entirely speculation. 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 regained their senses, they saw that a crack had appeared in the shining white stone of the mountains summit. When the boldest of the villagers climbed 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 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.

 

Chapter 1 – Beginnings

 

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.

 

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 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

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 at the amphitheatre (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 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.

 

 

 

 

 

 

 

 

 

 

 

 

The Transition

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.

 

Chapter 2 - Back in Time

The Mists of Dawn

 

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

 

1) 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 (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, an ill favoured rogue with a gap toothed leer will demand to know who they are in a surly arrogant tone. If questioned, he will inform them of his name (Seren) and admit that he came through the gate with the wizard, who he will further inform them, survives as a captive of the lizardmen. He will also intimate that he intends to kill the wizard and the party, if they do not comply with his wishes.

 

The Bandits

AC 6 Hp 5 (Seren), 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 trust worthiest of the little group, 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.

 

 

2) The Window: Looking Out from the Volcano

Above the jungle, a rough track climbs a steep talus slope that leads 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’.

 

Beyond they will see range after range of jungle clad ridges stretches away to a hazy blue horizon. From nearer at hand the thrash of the undergrowth and the roars of mighty beasts hunting and being hunted, suggest that any foolish enough to venture forth will meet a quick and messy end.

 

3) Lizard Man Village

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 about 50 or 60 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

 

Charnock

 

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.

 

4) The Chiefs Hut

At the very top is a rude square, the largest of the buildings fronting onto the square is home the Lizardman king and his harem. This is permanently guarded by 2 lizardmen of the largest size (hp 15,16) armed with sword. The two sets of guards will rotate in relays, and unlike the guards posted elsewhere, this building is constantly guarded while the king is within.

 

5) The prisoner Compound

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.

 

6) The Babbler Stockade

For reasons unknown the lizardman tribe suffers an unusually high rate of genetic mutations, these aberrations are kept secured in a stockade and are used as mounts by the higher status lizardmen. The stockade although crude, is massively constructed to secure these terrible creatures. Should any make the mistake of entering the compound; these savage creatures will attack unhesitatingly until either they or their prey is dead. The

 

7) Outside the Mountain

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.

 

Extending the Level

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 and possibly amongst the liana-choked swamps a lost colony of men may exist. Amidst coral reefs of the western ocean exists an evil empire of Ixitxachitl.

 

Chapter 2

To the Land of Fire and Ice - An Ice Age adventure

 

 

Deep bone aching cold greets the characters as they regain consciousness, finding themselves once more in the bone field. If the stegosaurus and lizardmen were 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 lizardmen will simply curl into foetal balls, perishing quickly in the arctic cold.

 

The cavern and the tunnels are identical to the age in which the players departed. The only exceptions are:

 

 

1) From the altar platform, the characters will see the fires at 2, if they examine their surroundings carefully they will also spot the reflected radiance of the camp fire at 3.

 

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.

 

3) 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.

 

4) 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.

 

5) 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.

 

A Grimlockian Future

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 silent machines shrouded in gloom 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 dusk outside the party will be able to pick out a few faint stars.

The function of the machinery is incomprehensible. Towering over the gem platform is some giant machine that vaguely recollects a striking T-Rex of the far past. Many of the machines have been crudely dismantled, parts littering the floor; the reason for the vandalism is unclear.

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 passage, cut as straight as the eye can see.

The Metropolis

Outside the ruins of a vast city sprawl, chimneys belch plumes of smoke skywards. The dirty brown pall obscures the horizon; and 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.

The party will pass more looted machinery until they 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 (give the players 2 minutes to find a hiding place or otherwise react), if the party is still on the streets 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 well armed.

The grimlocks will seek to capture the party, clubbing at them with bare fists, axe handles and the like. If they succeed in subduing the party, they will drag the hapless members to the Ziggurat where they will be imprisoned within the Hall of the Ancestors. If the party avoid the grimlocks they will be able to investigate the workshops where they will find tens of thousands of weapons and suits of armour being churned out.

Old Observatory

An ancient observatory now crowns the summit of Old Bald Crag; here the party will gain a view of the coastal plain despite the layer of foul, choking brown smog that smothers the metropolis by day and by night. In daylight hours, it will become apparent (despite the smog) that a large part of the city has been reduced to a lifeless, cinder plain. Every building and every monument razed to the ground. At night the lights of furnaces feeding the vast grimlock industrial machine can be seen burning as far as the eye can see.

The Thri-Kreen Invasion

The Thri-Kreen came from the clean wind whipped grasslands of the eastern steppes. Encountering the grimlocks a generation ago they have waged an unending war ever since in their efforts to cleanse the earth of the stain of man and his works. The situation the characters will encounter is a virtual deadlock. Decades of constant war has weakened both sides, but despite the seemingly vast chasm that divides the two races, the party will find that both societies have much in common, being harsh, repressive, militaristic and ultimately alien to the parties outlook.

The Temple of the Moon

Fearful of the sun, the grimlocks worship the moon at a vast ziggurat set amidst the smoky fires of their furnaces. Here they offer sacrifices every full moon. Those of men, thri-kreen and of last resort, themselves. A blood-drenched altar occupies the summit of the pyramid and on the night of every ritual, tens of thousands of grimlocks form a jostling sea in the plaza below, chanting primal paeans of worship.

Should the party be captured they will be imprisoned in the chambers beneath the ziggurat.

1. Hall of the Ancestors. A single passage descends into the heart of the pyramid, and then opens into a large, high vaulted hall. All around are sculptures and works of art depicting ancient (pure strains) humans.

2. Beyond a tunnel leads into another wide hall, which is lined on all sides by cells, most of which are empty, but one contains half a dozen thri-kreen who regard the party with their inscrutable multi faceted insect eyes. If released they will immediately attack the party, seeking to kill them and take their weapons. In another two cells crouch groups of men and women – all pure strain humans of fair complexion and light coloured hair. They will regard the party fearfully at first and then hesitantly attempt to communicate in what seems to be a foreign dialect, but if the characters listen carefully, they will identify a few similarities with words (the language is a descendent of common, 8000 years into the future).

If communication is established, it will be found that the entire group was part of an expedition from some islands far out to sea (think of the Hawaiian islands or perhaps the Azores in the middle of the Atlantic). They will implore the party to help them escape and return to their home islands.

The grimlocks maintain system of canals as part of their defences against the Thri-Kreen. These narrow waterways are patrolled by primitive steam powered rams equipped with ballista’s and catapults. If the party decides to assist the islanders, one of these ships can be stolen.

Ending the Level

The gem will reactivate about 24 hours after the parties arrival, allowing them to leave at anytime thereafter.

 

Extensions

If any extension is desired at this late stage of the game, then the party could be entrusted with the mission of the returning the pure strain humans to their island homeland. If this occurs then the ship will encounter an unknown island with a desolate, long deserted city. The city will be an eerie affair, full of fleeting shadows, half heard movements, but the real threat will lie in the harbour itself where the ship will attract the attention of the sea hags that dwell within the seaweed beds that surround the island.

 

Chapter 4

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 5000-10,000 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

Acknowledgements: SightBlinderX