13: The Chasm at the Base of Mt. Sahambla.
It is normally very difficult to find this without the guidance of either the
Black Rook or the White Stag. The chasm isn’t terribly formidable: it’s a 10-20
foot gap at any given point, possible for an enterprising adventurer to jump or
otherwise make it across (although falling in is a bad idea; the chasm is
infinitely deep, and may eventually open up into the plane of Limbo). What is
ominous is the immense mountain lurking on the other side. Mt. Sahambla is only
ever visible from a distance, as if it’s always “over there about 50 miles”
when moving through the woods, for those who climb tall enough trees to spot it….a
single great mountain in the distance. The mountain is already ominous because it does not exist anywhere outside of the
wood. No one can see it until they are actually in the Vosjin Wood. But
once you have found the chasm….then you are suddenly not only able to see the
mountain, but it is right there, the steep slopes and cliffs visible just
dozens of feet past the chasm itself. The sense of presence of the mountain is
overwhelming.
Once across
the chasm one may discover a lost primordial temple, though there are likely
many more secrets to be found on this mountain which exists coterminously in
the Outworld and the mortal plane.
The Temple of Sahambla: the base of the
mountain includes a vast stretch of sheer stone cliffs stretching up for
several hundred feet. At the base of this cliff lies a secret door hidden with
primordial runes that glow only on nights of the full moon. The passage will
open for true believers on these nights, or those who have special sight (such
as detection of secret doors) if the runes are read: a prayer of humble
submission to Sahambla.
Once open,
the passage reveals the depths of a great subterranean temple and dominion. A
vast descending staircase in an immense cavern reveals a lost elven court and
temple, and at the center lies a dais on which rests the primordial Iron Sphere
of Sahambla. Guarding the sphere are two gear maidens, with many more in the
depths of the vast temple complex. There are also undead elves in the area,
including ghosts of the old priests and librarians of this dominion, though
most are merely sad at their existence and have no ill feelings….they would be
laid to rest if the temple were ever restored.
The Iron
Sphere is a lost artifact of great power. On occasion the White Stag will guide
prospective candidates for this artifact to the chasm in the hopes they find
the temple and come to possess the Iron Sphere. Those who survive the discovery
may become the Voice of Sahambla, a means of restoring the lost cult of the
banished primordial to the mortal world.
The Iron Sphere
of Sahambla requires a DC 17 constitution save to even hold (elves gain advantage
on this save); failure means the person attempting to grab the sphere is
subject to a petrification attack, and if he fails the save by 5 or more is
petrified immediately. If failing by less, the save is made next round and if
failed then the subject is petrified; the gear maidens will shattered the body
and restore the Iron Sphere to the dais.
If the
adventurer overcomes the challenge of picking up the Iron Sphere then he
experiences some changes: his skin will default to a metallic state and he now
functions as if wearing adamantine full plate armor henceforth (will not stack
with existing armor). As an action the bearer of the sphere can will his flesh
to reappear, but this requires concentration to maintain normal skin.
Second, the
user gains access to several spells which may be cast using his or her own
spell slots, but each may be cast using the magic that is imbued within the
Iron Sphere: stoneskin, stone shape, wall of stone. Each may be cast as a level
9 effect twice per day.
As the Iron
Sphere is an artifact, it also imbues 2 minor beneficial properties, 2 major
beneficial properties and 1 minor and 1 major detrimental property to its
bearer (DMG pg. 218-22).
Beyond the
temple chamber of the orb is an extensive but unexplored remnant of the temple
which links to a vast abandoned subterranean city, in which there may still be denizens
of unknown nature.
14: The Yawning Chasm of the Outworld.
Adventurers can on occasion stumble across one of the planar rifts which link
the Vosjin Wood to the Outworld. The adventurers will suddenly find a break in
the woods, opening up to a wide chasm, usually 5-100 feet in width (roll 5D20
for the number of feet across). Beyond the chasm is a vast plain of desert
scrub stretching as far as the eye can see, in a deep cerulean and purple sky
with no visible moon, sun or even stars. There is a 10% chance a bridge may be
visible allowing easy passage across (though if the adventurers are employing a
tymardiae guide he will always take them to a location with a safe bridge to
cross).
Moving
beyond the chasm to the plains beyond puts the adventurers in the Outworld,
about which more will be written in the future. Here lie the ruined cities of
the primordials and their ancient tomb-prisons, as well as mysteries of
incalculable nature. Wandering too far can make returning to the Vosjin Wood
difficult….but Mt. Sahambla is always visible in the distance, and easy to
reach in the Outworld. The chasm here will eventually connect to the chasm that
runs the length of Mt. Sahambla, and so serves as the best navigational beacon
for those who dare to explore Outworld.
15: The Spectral Fields. Here lie the
bodies of thousands of warriors who perished in battle before the matter was
settled by the wrath of the Enkanneth. The fields initially appear bare of any
distinct features except for an absence of trees and thick grass. As one moves
through the fields, bones become visible, remnants of rusted armor and
weaponry, and soon enough it is clear that an ancient battlefield lies beneath
the adventurer’s feet.
By night the
battlefield becomes a haunted landscape as wraiths, ghosts, specters and worse
manifest and re-enact their final moments, over and over again. Interrupting
this process, even by accident, will earn the dire enmity of the undead. Moving
through the field during a spectral event requires good grace (Dexterity check
DC 15) each round to avoid stumbling in to one of the dead’s pantomimes.
Should the
battle be interrupted, 3D6 wraiths, 1D6 ghosts and 4D4 specters as well as a
50% chance of 2D6 shadows may be in the immediate area. Initially 1D3 undead
will be interrupted by a stumbling adventurer, but each turn of combat another
1D3 may be drawn in as each round all parties must make Dexterity checks to
avoid further interruptions.
16: The White Stag. This spirit
champion of the Vosjin Wood reflects a purity of spirit and a balance of
goodness. It is in many ways the embodiment of the goodness that lay within the
elves of Sar, even as they fell due to the corruption and lost ways toward the
end of their empire. The White Stag is also an avatar or servant of the
primordial Sahambla, and will on occasion seek to guide travelers to the base
of the mountain (entry 13) to aid them in finding the lost temple of the
primordial. The White Stag can take pity upon those who have no wish to be
here, and will lead them to escape the woods as well. Just as likely if it
happens upon evil men it will lead them to their doom, usually a creature from
entry 17, Caldare’s lair, or even worse.
The White Stag
is a means (like the Black Rook) for DMs to lead the players where they wish,
but if it is purely a random encounter then the White Stag will react according
to the predominant alignment of the group. When encountering the White Stag,
adventurers of good nature will notice it immediately, but evil characters must
make a DC 12 insight check to spot the stag. Any efforts to hunt it will prove
difficult, for it appears the stag has no physical form (but if somehow tricked
into the Outworld it becomes a normal stag while there; if killed it will
reform in the Vosjin Wood). The White Stag does have a physical form, but it is
protected from harm by the spirit of the wood. There are rumors that Aruman has
crafted an arrow which can kill the stag, however.
Next: the finale with entries 17-20!!!
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