Imagine a world where 3/4's or 9/10th's of humanity have perished
in a plague. Vast tracts of formerly human dominated land have
reverted to wilderness. Villages, towns and castles, once epicentres
of human activity have been occupied by orcs, kobold and the like.
These races although similarly decimated by the plague are fecund,
outbreeding the more slowly rebuilding remnants of
humanity.
Generations after the plague has died out (except
for some isolated pockets) humanity is once again pushing to expand
its borders as newly emergent kingdoms seek prestige and more
importantly treasure to grease the wheels of commerce.
Those
bold enough to penetrate the border marches to secure new regions are
generously rewarded with land and power. One such party of
adventurers has elected to cross over the border to capture the
crumbling ruins of a great castle, its history now long forgotten
...
Reaching the castle, they find the ruins garrisoned by a
tribe of orcs. The orcs and their kobold servitors are lax, believing
the location of fortress sufficiently distant from the border to be
safe.
After disposing of the orcs, the party members find an
extensive dungeon beneath the central keep. In the course of clearing
the upper levels they find that the castle was once the stronghold of
a powerful sorcerer (the magic of the ancients now largely lost).
Eventually with the aid of some hastily scrawled messages
(nearly obliterated by decades of orc graffiti) referring to a
underground chapel, they will find their way via a secret door, down
to the unexplored depths of the complex. Here they find a mystery.
Numerous passageways are blocked off by smooth and obviously
unnatural sheets of stone. Careful mapping will reveal that all the
sealed tunnels enter a central hall or suite of rooms.
Curious
the adventurers will find someway around the seals, by magic, or by
digging through the walls.
On entering they find themselves in
a massive hall carpeted with the bones of the dead. Dark stains on
the rock seals, shattered wooden pews and waves of skeletons clumped
together with twisted and broken finger bones reveal their last
desperate attempts to escape the tomb they found themselves within.
At the far end of the hall more skeletons are laid out on
makeshift stretchers before an altar, which is surrounded by scores
of skeletons piled on top of each other, each with its arms outflung
to touch the sanctity of the altar in what must have been their final
moments in life. In the bony embrace of one is shattered collection
bowl, overflowing with coins. An examination of which will reveal
that the coins date back to or before the era of the great plague.
In the chamber of the dead, the party will have to weigh up the
possibility of whether the plague is still alive in these bones,
which have been cold for many a decade. Infected or not, unexplored
passages and rooms lie ahead, awaiting exploration, and perhaps a
cure might be found here.
Pressing onward the party will
encounter a series of storerooms, armouries, sleeping quarters and so
forth; the inhabitants of this castle were clearly well prepared for
a siege.
All the rooms prove to be empty of life, and at
last, far beyond the chapel and its morbid contents, they will come
to staircase which winds down many steps to a new level.
As
they move through more empty chambers, this level will seem similarly
empty. But just when they are beginning to despair, they will come
across evidence of occupation, mounds of hastily stacked papers
overflow chests, leaking sacks of food stuffs, tuns of wine, and a
vast assortment of other esoterica are piled haphazardly in rooms and
corridors. Rounding a corner, they come face to face with a mummified
head, still cradled in the loop of a noose hanging from an iron ring
in the ceiling. The mummified body broken off at the neck and the
kicked over stool tells its own story.
A door not far down the
corridor opens up onto a large room, backed with velvet drapes
displaying large heraldic emblems, with tall iron braziers before.
But all eyes will be drawn to the round table and the frozen tableau
of 12 mummified figures seated around it, tied to their chairs in
some ghastly jest. One, from his princely clothing and long withered
beard, perhaps the magician himself, has been strangled with his own
medallion of office.
In a private room adjoining they will
discover a journal, in it they will find the harrowing account of the
last days of the plague, of how disease overwhelmed the overworked
clerics and how as a desperate last measure, the magician lured his
own people into the subterranean chapel and then sealed it off, so
that the contagion might be contained.
The journal ends in a
curiously upbeat note, stating that they have supplies for a year,
the group is settling in well, and that they plan to eventually
return to the surface, when the scourge of the plague has passed.
If
the party has not removed the mummified head from the corridor
outside, it will come sailing through the doorway, and bounce across
the table top. From the darkness outside will come a mocking laugh.
As the party scramble for their weapons, drums and war horns are
heard faintly from above. The orcs are returning, and in greater
numbers.