Showing posts with label scenario. Show all posts
Showing posts with label scenario. Show all posts

Thursday, January 25, 2024

Mork Borg Adventure: THE DEATH CRYPT OF GHASTRAL

 Here's that adventure for Mork Borg I ran last year. It was generated using the adventure generation tables, then I flesh it out a bit. In the Roll20 edition I used some AI generated art assets to illustrate each room.

Mork Borg Adventure: THE DEATH CRYPT OF GHASTRAL

The scenario begins at the Bergen Crypt Treeline. A pale one name Savatha has offered you 100 silver to escort her here. Savatha is cold and listless, and prefers to travel at night under the light of the moon. A restless soul named Ghastral has a close tie to Savatha, and she seeks his crypt for communion. The group is to escort her to this location.

While meeting with Ghastral in his crypt, an earthquake strikes! The obelisk in the center of the crypt cracks, and beyond a hidden chamber is revealed, exposing ancient rooms of a lost temple.

The crypt is an inactive dungeon, but because a misery was fulfilled: “Brother shall slay brother, and sister shall poison sister (3:6)” it has been exposed once more! Make note of the misery, should any of the adventurers be siblings.

Imminent Danger: senses are being distorted! DR10 each new chamber that is entered, to see what “appears”: 1-2 fabulous treasure, 3-4 a monster; 5-6 the doppelganger of the adventurer

What Dwells Here Now? A meaty mass of slime, larvae and spider eggs! It is alive. It grows and pulses; slow groups who are too careful will notice is seems to "grow" after them, eventually filling and sealing the doors they pass through.

Distinctive Feature: the bony remains of the Basilisk’s spawn litter the complex, like a vast, winding puzzle serpentine remains.

Room 0: entrance to the tomb, collapsed rubble, shattered obelisk to the Basilisk which oozes the corpulent mass of slime, larva and spider eggs. If anyone steps in it (DR10 to avoid if rushed) they risk 1D4 damage from serious bites and acid. The hollow presence of Ghastral remains long enough to fade away, with a terrible shriek that the Unformed One has Awakened….searching carefully reveals a random scroll deposited in the crack of the obelisk. If the group lingers too long, 1D3 goblins show up to investigate, dropping from holes in the ceiling.

Room 1: Mirrors everywhere! The mirrors show strange distortions and reflect other lands, some worse and others as if they are the Eternal Fields. Amidst this, a strange beast prowls through the mirrors, distorted and strange…

The Mirror Monster: it drags one arm behind, covered in slime, with a dozen bloodshot eyes frantically casting about for victims. Its bloated body is a mass of bilious organs tied together, covered in weeping maws.

Morale 10; Damage D4 (bites and scratched); -D6 armor (regrows wounds); 5 HP

Goal: collect your eyes to add to its own so it can see through the mirror realm to Nechrubel!

Room 2: sooty walls from floor to floor, it looks as if an eruption of fire annihilated this chamber. A strange sooty wet trail leads from the next room into this one, where a mass of water surrounds a Zodiac Lung (Feretory), lying in the floor.

Room 3: graffiti in terrifying inscriptions covers the walls of this chamber. The center of the chamber is bifurcated by a vast chasm with intense rushing water deep below, roaring as loud as the ocean. Salty sea smell fills the air, and a lone gull flies up from below to land on the ledge.

The water trail in Room 2 leads to this chamber and ends at the chasm. Footholds are carved in the chasm and descend to a small grotto below, where 150 Silver, 20 gold and 1D6 trinkets can be found, along with a Galgenbeck Deathmask (Heretic) and one scroll. Guarding the hidden alcove is a Bent hiding in the chamber! His name is Sparrow, and he knows that the raging river leads to the coast.

A lone stone bridge crosses the chasm. A single black form in a cloak resides at the center of the 25 foot span. Wearing the cloak is a Belze, a bloody skeleton named Pavrak, an ancient lost priest of the temple destined to protect the bridge. He will let the group pass if they use the Galgenbeck Mask to tell him how he died….from poison slipped to him by his rival, Onmater.

Room 4: fire damage to walls show recent destruction, and in the center of this chamber is a vast altar to Nechrubel. The altar’s center is a deep pit, from which the endless bones of its spawn appear to have emerged. Amidst the rubble and debris are human skeletons as well. The Formless Priests will rise, randomly assembling, within two minutes of the group entering:

Formless Priests (D4), Morale 10, Damage D6 (clubs and rusted metal), Armor none, 4 HP (will drop lifeless if someone falls into the center pit).

FINALE: On defeating the priests, a ghostly basilisk-form rises from the pit and hovers there. If a sacrifice is made (an artifact or a living being) the ghostly serpent spews forth a random occult artifact from its mouth and then disappears. If a member of the party falls in to the pit they must make a DR14 presence check or succumb to the will of the Basilisks. Each day at dawn a new check may be made, to see who is in control that day.

The chamber rocks in a destructive quake, striking again! The group must make DR10 agility checks to avoid 1D6 damage from falling rubble. When it ends, the pit is sealed, and a crack in the far wall reveals the ominous night of the Bergen Crypts. A cloudburst of rain greets the party as they leave. Everyone may roll to see if they improve.


Friday, August 10, 2012

Tales of Theliad: The Sunken Temple of Ikaros

At last I offer up a starter scenario which begins in Thelaed and quickly turns into a search for an ancient temple in the swamps. This scenario uses no maps, and it involves a "A-B-C" approach to encounters, so I have no idea how many people will find it suitable. When I ran it I actually used a mix of dry-erase maps and dungeon tiles ad-hoc to build the encounter areas as we moved along, using the encounter framework of the scenario as my guide. It was rather fun, and essentially guaranteed the players hit the encounters as outlined, but not really "old school" by any stretch.

As always, while the stats below presume Pathfinder / 3.5 you could adapt this easily to any D&D-like and in fact I ran the first version of this in 4E.



Tales of Theliad: The Sunken Temple of Ikaros

Premise: The PCs arrive in Thelaed, new to the land, but are quickly stranded when their ship is seized for carrying contraband….spell scrolls! The captain had been doing shady dealings, apparently.

   While wandering the streets, they are accosted by known local thugs. Assuming they defeat/intimidate/slay the thugs, this prompts townsfolk to ask the PCs if they can help with a local problem, specifically, cultists in the nearby swamps are extorting the citizens for food and valuables, and occasionally people disappear from the streets. The city guard seems not to care, and the local merchants have pooled money to hire a competent crew (they’ll offer 150 gold pieces per person for an end to the threat, and a bounty of 5 GP per head).

Encounter on the Streets of Thelaed

8 level 1 human bandits and 2 level 2 human bandits (Rogues, LE)



Journey Through the Swamps:

Travelling to the Ethelar Swamps is arduous but only about a day’s journey, just south of Thelaed. Along the way, the PC learn that the swamps are patrolled by skalykind who have wrangled fell beasts to do their bidding.


1st Encounter In the Wilderness (CL 3  XP 1200)

1 Ankheg  (XP 800) (3 gems in stomach worth 50 gp each)

1 lizardman (XP 400) (35 SP total)

   The lizardman is a mad creature and a beast tamer who has trained the ankheg to aid him in his hunts. He will hit any target that looks vulnerable.



2nd Encounter in the Wilderness (CL 5 XP 2000)

3 hyenas (XP 400 each)

2 lizardmen (XP 400 each) (18 SP total)

    This party of hunters in the swamp will challenge the PCs but flee if the odds are clearly against them.



3rd Encounter: Vegepygmie Hunting Party (XP 1600)

6 Veggypygmies (XP 200 each)

1 Hyena (XP 400)

   The vegepygmies have no interest in fighting with humans and their kind, and indeed would prefer to trade. They have about 35 gold pieces between them to offer for goods, but in turn one of the vegepygmies has 2 cure light wounds potions and 1 bull’s strength potion he is willing to part with for 50 gold apiece (or equivalent value in trade). He doesn’t know what they are, just that they are “good stuff.” He’ll let someone identify the potions if they offer him something worth 5 GP, or some food, for the privilege.

 

Arrival at the Sunken Temple

The site of activity is an ancient, sunken temple in the murky mire, its massive walls now covered in vines, with hideous forms on statues peering out. There is an entrance, but it has to be swum to foranyone to reach it (they can spot boggards entering and leaving this way on a DC 14 perception check). The inner entrance is guarded by boggards, who are from a local tribe that occupied the upper levels of the old temple, and have been cowed in to serving the Cult (most boggards will break and run if bloodied).

   The temple though mostly submerged in the swamp water, once looked like a great pyramid that had been scooped out to create a great inner courtyard. The main entry is located on the far (northern) wall midway up its slopes of this inner courtyard, and that is where the adventurers must swim to. The temple’s full dimensions are approximately 150 feet across in both directions, and the inner courty yard is 70 feet across at the base.



Encounters: The Ancient Temple Entrance Region

   Entering the ruins through the swamplands leads to the following encounters:

 

The Ruined Chamber of Sacrifice (Upper Level):

10 skeletons (XP 135 each) and 1 Skeletal Champion (XP 600) Total XP 1950 (Skeletal Champion has a +1 shield and +1 longsword)

   The inner entrance exposes a high-ceilinged chamber approximately 30 feet wide and 40 feet long in which can be found an ancient shrine to a lost deity, the statue of which has been thoroughly defaced. The chamber is flooded with water that is knee-deep. Hidden in the water on the first round are the skeletons, which rise from the murk after the players enter. The skeletons do not attack any servants of Ikaros such as the boggards.

   Beyond the ruined statue lies an open passage with stairs leading upwards.



The Infested Dormitories of the Old Cult:

 1 Yellow Musk Creeper (XP 600) and 3 boggard zombies (XP 200 each) Total XP: 1200 (one zombie has a wand of cure light wounds, 7 charges, caster level 3; there are 57 GP scattered around and 1 masterwork dagger)

   The staircase beyond the shrine leads upwards to a higher chamber overhead, near the top of the temple. This chamber is segmented into about two dozen cubicles linked to a large room of equivalent diameter as below (30X40) but with a low ceiling. Three boggards perished here, turned into zombies by the yellow musk creeper that infests this chamber.

   In one corner of this chamber is a bathing pool and a wide grate once used as a sewage dump. A tracking check (perception DC 12) reveals extensive boggard and lizard man foot traffic that carefully avoided the yellow musk creeper areas of the room and goes back and forth between the sewage pit and the entrance to this chamber. An inspection of the pit reveals a rope ladder leading down (covered in filth and slime), but sturdy enough.



Encounter: Boggard Infestation – the Sewer Entrance Region (CL 6 XP 2400)

   There is a lengthy tunnel that connects to the sewer system of the city of Thelaed. This stretch of sewer is guarded/inhabited by the following:

2 Boggard fighters (XP 1200) (47 GP total)

1 Boggard Sorcerer level  1 (XP 600) (Knows magic missile, charm person)(has  a scroll with burning hands, charm person, fog cloud and daze monster; has a wand of cause fear with 4 charges, level 3)

1 Rat Swarm (XP 600)

   Descending in the tunnel is an arduous task, and requires frequent climb checks (DC 10) for each turn of movement downward or upward. The sewage pit tunnels drops 100 feet and leads to a deep tunnel network that one could (with a tracking perception check DC 16) eventually lead back to the sewers of the city of Thelaed. It also has tracks which lead to a partially flooded chamber in which a boggard guard unit with a trained rat swarm stand guard around a macabre shrine. This shrine is an ancient stone slab with an overhead arch of humanoid bones, jelled together by boggard excrement and slime.

   Any dwarf or character with a DC 13 knowledge (engineering or dungeoneering) check will realize that these ancient sewers are one collapse away from being flooded by the swamps, and that the maze of tunnels must be deep below the base of the ancient temple.

 

The Sunken Temple: Mid-Levels:

   Entry to this region is found by locating the submerged floor of the old temple courtyard outside and taking a deep dive; at the bottom of this submerged chamber is a rusted metal mesh that once opened up in to deep pits in which prisoners of sacrifice were held, but a hole in one wall from a great crack along the western temple wall allows for one to swim inside and then upward, in to an open-air chamber that then leads to the deeper catacombs at the base of the temple. These catacombs are where the boggards made their lair long ago. The upper levels contain mainly females and tadpoles, but is guarded by a tough gang of frogmen.



Encounter: Boggard Infestation-the Upper level (XP 10,000 total)

   The maze of the catacombs contain several small lairs and guard chambers, occupied by:

10 boggard fighters (XP 600 each) (12 GP each)

20 Veggepygmies (Xp 200 each) (slaves of the boggards; a diplomacy check could lead to a calm resolution if the boggard slavers are killed first, or captured)

Encountered in groups of 1-2 boggards and 2-4 veggypygies each (XP 1,000-2,000)

   This reflects the possible number of boggards the PCs could meet while investigating the murky half-flooded catacombs.



Encounter: Boggard Infestation – The Inner Works (XP 3600 total)

   At the bottom-most catacomb level is a wide chamber that connects to the Deep Temple region. Characters investigating the catacombs will eventually find an entrance to this chamber. Here the boggard chieftain Ch’hrak rules:

1 boggard chieftain (Level 2 fighter) (+10 HPs) (XP 800)(A +1 Frost Spear, ring worth 125 GP, necklace worth 500 GP,  and 7 gems worth 50 GP each)

6 vegepygmies (200 XP each)

2  boggards (XP 600 each) (55 GP each and both have masterwork spears)

1 Lizardfolk priest (XP 400) (Spells: bleedX4, sanctuary X1, DoomX1)(named Inansor, an advisor to the chieftain and a priest) (clerical scroll of bane, lesser restoration, aid and animate dead; +1 Heavy Mace of Disruption; +2 Bracers of Fire Resistance (10 pts)) 

   The lizardman is a female shaman name Hsana, who has converted the boggards to the worship of the cloaker Ikaros. Beyond this wide, rough chamber that once held hundreds of interred bodies of priests from the bygone era of this temple’s glory days is a downward passage paved with the bones of the ancient dead. This leads to the Deep Temple Sanctum where the lizard men and Ikaros now dwell.

 

The Deep Temple Sanctum:

Beyond the inner works of the temple lie the sanctum that has been fashioned in to a reworked temple. This complex was once used long ago for the interment of noble corpses, though none have been animated, miraculously. There is a zealous tribe of lizardmen who have occupied the lower level, seeking the wisdom of the Cloaker Ikaros, their new messiah.

   While wandering down here, there are numerous branching tunnels. Some will eventually connect to the sewer tunnels mentioned earlier, and others may lead to remote caves that open up in the swamp.



Encounter: Depraved Lair of Scalykind in the service of the Eleven (XP 2000)

5 lizardfolk warriors (XP 400 each)(115 GPs total)

   Characters who wander deeply will stumble across this murky, partially flooded cavern of lizardfolk, who will otherwise attack if disturbed unless the PCs are all disguised or otherwise not your “typical” surface dwellers.



Level 3 Encounter: Scalykind Lair (XP 2400)

4 lizardfolk warriors (XP 400 each) (87 GPs total)

4 Giant Centipedes (XP 200 each)

   Several lizardmen dwell in the deeps here with pet giant centipedes as guards.

Add more cloakers if your party needs a challenge...


The Temple of the Eleven:

The cloaker named Ikaros has big plans, and he has found a strange object called the Stellar Diadem, which he uses to summon entities from the Far Realm. He finds that these entities can serve as a voice while he channels the spirits of the Demon Kings. He is especially keen on learning from the enigmatic demo-goddess Lady Neth, the demon queen of darkness. Ikaros’ greatest wish is to be transformed in to a demon and to achieve the secrets of immortality in the “Sacred Codex of Ihultur,” written by the mad necromancer Verothikus of the lost age of old Theliad.



Encounter: Outer Lair of the Temple (XP 2400)

2 lizardfolk(XP 400 each) (78 GPs total)

2 darkmantles (XP 400 each)

4 veggypygmies (XP 200 each)

   The outer lair is a wide guard chamber, a cavern hewn of rock and converted to a place of rest for the temple pilgrims and guards, with crude wood and bone prison cells for prisoners from Thelaed, kidnapped to serve as sacrifices. The vegepygmies here have all been brainwashed.



Encounter: Stockades of the Sacrificial Victims (XP 1400)

2 lizardfolk (XP 400) (48 GPs total)

1 Morlock torturer (Eghaz) (XP 600)(112 GPs plus a +1 Shock Whip)

Prisoners: Kauseris, a renegade Zamedian elf from masar (Elf warrior 2 CN); Traimakis, a Theliadan nobleman (human commoner 1 LN); Darius Lorn, a human soldier for hire (human warrior 3 LG); Atrenia Kristis, a woman of the evening (human commoner 1 NG)

   The prisoners, if freed and armed, will help as best they can, although they are all in bloodied condition when found, half starved and with no healing surges of their own.

   This stockade is near the inner temple entrance.



Inner Temple of the Eleven

   This ancient temple to the “Eleven Demon Kings” is not natural, though it is founded on an even more ancient lost temple to the dead god Minhauros, not that any here presently know it (and ancient iconography on the temple walls suggests such, but a DC 24 knowledge (religion) check will be needed to glean this bit of information). The vile megalomaniacal cloaker Ikaros stole the Stellar Diadem from a witch in the deep swamps and retreated here, where he has worked hard to coax evil magic from the device. He has so far summoned a handful of darkmantles from the far realm, and used some infernal magic….Ikaros has no idea what he is doing, but is convinced that if he uses the Stellard Diadem in the name of the Eleven he will be granted great infernal powers. Either way, his acts so far have successfully impressed the local lizardfolk and boggards.



Encounter: Inner Temple of the Eleven (XP 2,400)

4 lizardfolk soldiers (XP 400 each) (25 GP each, masterwork scimitars and masterwork Splint Mail for AC 19 total)

2 Darkmantles (XP 400 each)

   The lizardmen and chaos creatures called darkmantles (they are not natural to this world) serve as direct temple guards in the cavernous chamber that precedes the main temple.

 

The Secret Temple and Dwelling of the Cloaker:

   Ikaros dwells in muddy caves which burrow beneath the temple and open up in to the Lower Dark, where a passage can be found that leads to parts unknown. He keeps his treasure carefully, and is well-protected by his favored minions in his sanctum sanctorum. He has learned some minor infernal magic, with which he has conjured lemure devils for guards, and his familiar, the Imp Nezbergan, which has little loyalty and seeks escape if possible. It might be grateful if the PCs kill the cloaker so he can be free.



Encounter: The Lair of the Gauth Ikaros (XP 4000)

1 Cloaker (Ikaros) (XP 1,600)

2 Lemure Devils (XP 400 each)

1 Imp named Nezbergan (XP 600)

3 Darkmantles (XP 400 each)

   It is within the inner temple that the Stellar Diadem rests, hovering over the central altar, where the stolen victims of sacrifice have been placed. The Stellar Diadem cannot be destroyed conventionally, although sufficient heat damage will shatter it. It can be removed, but anyone wearing it will gain an evil alignment shift while holding it (DC 20 vs. Will to escape the effect; check once per day).

   The chief power of the Stellar Diadem is to allow the bearer to cast Commune once per day with the Eleven, and to allow the bearer to open a planar gate once per week to the Far Realm (or equivalent chaotic realm).

   The central altar is extremely heavy, but a DC 22 strength test can push it aside. If the PCs befriended the imp he can tell them that Ikaros hides his treasure there. If they make a Perception check (DC 16) they will notice that the altar block appears to have been moved in the past. Once moved, the following treasure awaits: a Ring of Lesser Spell Storing, +1 Amulet of Protection, an ornate priest’s necklace worth 1,000 GP (symbols on this necklace are of Minhauros) and a Wand of Magic Missiles with 11 charges). There’s additional coin in the amount of 875 CP, 1253 SP and 147 GP. Most of it is money stolen from prior sacrifices.

   Brining the hide of the cloaker or the Stellar Diadem back to Thelaed (preferably to be purged of evil...somehow...) will earn the trust and loyalty of the people as well as the reward offered.


Monday, June 18, 2012

Kasdalan: The Qlippothic Menace

Source! Neat site, check it out

This particular plot thread started in a different context, with the intent being to create a zombie apocalypse scenario in fantasyland. It eventually migrated into Kasdalan, a suitable home for such a threat:

Adventure Seed: The Qlippothic Menace

This adventure takes place as a side effect and consequence of the events outlined above in “The Lurking Shadows of Kasdalan.” The characters of this adventure might be the same, or entirely unrelated.
The adventurers are hired by Lord Osterman of Castle Mordren (along the northern Darkwood) to negotiate a peace with the vicious Kasarak barbarian warlord Gamhar of the fortress of Chaz’Godar. The Kasarak fortress sprang up during the previous winter and has been harrying the province ever since. Lord Osterman was gravely wounded in the last excursion, but word has it that the warlord also suffered a crippling blow. He has asked the adventurers to escort his seneschal Tanenbray and his daughter Nestymere to the fortress, to sue for peace.

Journey

Along the way the PCs pass through the battlefield of the recent conflict where bodies still riddle the landscape, and only a handful of harried peasants and soldiers remain for clean-up. Further on is the old graveyard of Algent’s Last Respite, where a nearby crossroads has cages for criminals. In one cage is the prisoner Yaelden, a male necromancer of some ill repute who was accused of practicing necromancy, grave robbing and raising the dead for cheap labor; in the cage beside him is the merchantman Talbor, who was also accused of purchasing the necromancer’s undead agents to serve as free labor in his mines. Yaelden will warn the PCs that he can sense “something coming,” and that he can hear them scratching up through the earth even now. He doesn’t know what it is, exactly; just that it is a wondrous thing, like a great blanket of darkness which has enveloped the land.

Arrival

It takes three days (and 80 miles) to arrive at Chaz’Godar, where there appears to be some consternation on the part of the barbarians, among whom the elder berserker named Madrak will charge out and accuse the arrivals of witchcraft. Assuming they survive an encounter with Madrak, the warlord’s right-hand man and son Andrel will meet with them, and admit that they will concede to peace if they can help Gamhar.

Gamhar, unknown to the superstitious Kasarak, suffered mortal wounds and has perished, to be possessed by one of the first of the Qlippothic demons. He is presently strapped down, speaking in tongues (what the Qlippoths call the Lost Language, though only one who has studied the language of the Ancient Mythrics would suspect it) and frothing at the mouth, seeking a means of escape. Indeed that escape will come if Madrak was fought and slain in the courtyard of the fortress earlier!

A study by any average adventurer will reveal that the man is out of his mind and probably delirious, but a knowledgeable healer will know something is wrong, that the man’s body shows the many signs of death. It will become painfully apparent that the warlord Gamhar is somehow a wight.

By nightfall, the fortress will take on a strange solitude. Outside, moving in the darkness, assemble a large army of the dead, dragging themselves from the graves and barrows of the land, from the murder pits filled with the massacred villagers of the province, and more. They gather to the call of Gamhar, who is filled with the Qlippothic spirit called the Reaver.

So begins the first chapter.

Part 2. Escape from Chaz’Godar

The adventurers are trapped with the Kasarak in a fortress surrounded by a vast army of the risen dead. Somehow they need to escape, bring Nestymere to safety and make haste to warn Castle Mordren. The situation looks grimmer and grimmer as each fallen Kasarak raider rises within moments, a member of the invading undead.

Andrel can help, though. The fortress was not built without contingencies. There is a hidden passage that leads to a cave system, in which they found a number of old dwarven signaling gems. These gems lead the way to safety, he explains. When it becomes clear escape or destruction of the undead is improbable he will reveal this secret passage.

Fighting to the passage and using it to escape are tasks enough, but once in the caverns it becomes clear that this plague of undead is affecting everything. A group of dwarven prospectors led by the dwarf Darius Zern is trying to make a fast escape, for a number of their own as well as a motley assortment of monstrous beings have risen from the dead and now clamor for their blood. It grows worse, for the orcish war tribe called the Zothesk led by the Battle Maiden Chirosca are also seeking to escape, but appear less than happy about the dwarves getting in their way.

Part 3. The Isles of Wintermist Lake

The dwarven escape route ultimately exits in to the ruins of another castle: Greymist, a near-famous ruin in the region reported to have been a great city of fabled Trelithane. Trelithane rests on the edge of Lake Astrahar, and many of the old ruins are centered on a trio of islands just along the shore. Here the adventurers will discover that villagers from the village of Darnesh are traveling to seek refuge from the undead attacks, and are following an old witch named Ygartha, who says that the dead cannot cross the water, which is untrue; anyone who makes a DC 15 knowledge (dungeoneering or religion) check will know this.

Still, at this point the adventurers are just ten miles from Castle Mordren, and the undead seem sparse in this region. It becomes clear from talking to the peasants that the army of the dead was not unique to the region around Chaz’Godar; they are rising everywhere!

New problems arise: the people seeking refuge on the Three Isles of the lake Astrahar are waiting for their scouts to return, to verify the safety of the isles, but the men have yet to come back. They will seek the aid of the adventurers, begging them to investigate or lead them to safety.

The isles are actually under the protection of an old wyrm, the white dragon known as Glimmerwing and her small cult of draconian followers. They might be willing to share the island, but would require much persuasion, for hidden deep beneath the ruins is Glimmerwing’s cache of treasure, as well as a shrine to the spirit Caedra, mistress of beauty. Flattery, ultimately, is Glimmerwing’s weakness, though her elder acolyte, the elder draconian Magastus, will seek to dissuade her from offering shelter to the humans.

Glimmerwing is also lustful, and she presently holds the elvish xernethian knight Elasmus in custody, seeking to persuade him to bed her with her polymorphed elvish charms. He has resisted so far, but will seek to bargain for his freedom with the arrival of the adventurers.

In the end, though, it is only the might of the dragonkin that will save the humans, for the undead are not in the least deterred by the waters of the lake.



Part 4. The Return to Castle Mordren

Mordren has been assaulted mercilessly by the undead, but in the midst of these attacks there is a lone spark of hope. The imprisoned necromancer Yaelden will have either spoken to the adventurers or possibly have gained control of at least one undead being to relay a message: he can save the city, but he demands three things: he is pardoned of all his crimes, he is granted the legal right to practice necromancy in Kasdalan, and he wants lady Nestymere’s hand in marriage!

The city remains under siege in the interim from a horde of immense size, dedicated to the undead Qlippothic lord called the Reaver. Though the city holds firm so far, it is only a matter of time before it falls; it can withstand ten weeks under siege, but the foes in this case can last a lifetime, and their numbers seem to gradually increase over time, for there is no shortage of the dead.

If the form of Gamhar had been previously destroyed, then the Reaver will be here in a new, dark form, having gained control of the body of the ancient fallen hero Licorius. Wearing the fabled azure armor of Licorius the Slayer, the Reaver will lead the dark armies against the city mercilessly day and night, his undead horde clamoring for the flesh of the living.

Getting in to the city is a major feat in itself, should the adventurers seek to do so. With several thousand undead between them and the city the castle may as well be a thousand miles distant. There is a known passage underground, which a close relative or direct agent of Lord Osterman might be familiar with, but this passage if revealed could also lead the undead in to destroy the castle from within if it is discovered. The passage is a long narrow tunnel dug through as a means of escape for the castle lord and his clan if all else fails, and has several small stock rooms of equipment and goods in case of emergency; it’s exterior entrance is located beneath a nondescript barn two miles distant in the village of Hawksmoor.

There are a few options when it comes to resolving the siege on Mordren. Saving the noble family is one option, if the adventurers get wind of the dire intentions of the Reaver; they know that there will soon be a much larger force arriving from the north once the army of undead from Chaz’Godar arrives here. At this point it should be reasonable for the adventurers to assume that other cities, including the regional capitol Tursos to the south-west are probably under siege as well. Running from the problem will not solve it.

Part 5. The Necromancer

Turning to Yaelden reveals a different solution: the necromancer will have likely escaped custody and returned to his own residence, a remote ruined keep located at the height of the Taradys Mountains to the south and east. Mordren is nestled in a deep low valley of these mountains. The exact location of his keep is unknown, but it is said that Yaelden grew up in the village of Tarnish, a logging and mining community in the mountains proper, and there might be a clue as to his location from there. Alternatively, he may have sent an undead minion to the Mordren with his message and to serve as a scout or guide for those who would seek to petition him for aid.

Yaelden is young as necromancers go, just reaching forty years of age, but he has learned much, having pilfered from the subterranean study of his predecessor, the ancient necromancer Yoth’gol, who built the keep two centuries ago. Yoth’gol learned the secret of undead immortality too late in life, and perished of an unknown malady.

When the party seeks out Yaelden, they will find the necromancer is under siege in his own keep, for the body of Yoth’gol has returned to life, and with its vast necromantic energies within the Qlippothic lord known as Stigmata has sought to cement his own power by trying to gain control or possession of the necromancer. So far it has been a game of cat and mouse, and both have given up on the use of too many undead minions, for one could easily trump the other in gaining control over such.

Yaelden will seek to get the adventurers to eliminate his new unexpected rival, then promise to use his undead wards to protect the city itself. He has secured the mystical runes of Death and Repose, and has a potent sorcerous ritual that will insure the castle and region around it remains safe. He has failed to use such a ward on his own domain precisely because he would force out his own studies of undeath.

If sufficiently convinced Yaelden will concede his aid without requiring Lady Nestymere’s hand in marriage, but he will still demand he be exonerated for all wrong-doings. He will also hint that he has some insight on this mysterious threat of the undead. In truth, he mostly has sensations of what is going on and few hard facts, but he has determined the following:

1. These undead speak a dead language that seems reminiscent of the language translated from the ruins of the ancients

2. These undead are possessing ghosts or spirits, and are reanimating bodies that were never their own

3. The day the dead began to rise he sensed a strange magical “darkness” overlay the land, something which occluded the ley lines of magic. Its presence is almost intoxicating. The source is difficult to pinpoint, but is definitely somewhere deep southeast.

Yaelden, if ever slain, will be immediately possessed by a Qlippothic spirit that calls itself the Irredeemable. The Irredeemable will use the memories of its host to tap into deep necromantic magic and lore and begin forging its own army to go against the Reaver and Stigmata. The PCs might be clued in to this event (or from talking to Stigmata if Yaelden remains alive) that there are distinct forces at play among these possessing spirits, and that certain key figures, these “Qlippothics,” seem to see each other as rivals to be destroyed or subjugated.

If Yaelden is ever slain, he will likely have imparted or left enough clues for the heroes to figure out that the large contraption in the middle of his hidden laboratory is the key to protecting Mordren. The device is called the “Resonator of Malin’ithaer” and it is allegedly able to create a dampening field that drives away or disables the undead by siphoning the vestige energy of this lost god of the ancients. The device has a complicated ritual to activate, but once activated it requires no further action to work. An unknown side effect is that it does summon the vestige of Malin’ithaer, who will begin to pull people in from the Beyond to his strange nether-realm of Dericantus to toy with before devouring their souls, but this is an event which happens slowly and can be negated if a scholar-mage of the vestiges should ever be consulted about how to ward this new threat.

Part 6. The Defense of Mordren

By the time the adventurers make it back to Mordren the city is in dire straits. The easiest way (if it remains available) to transport the machine is by the secret passage, but a direct path can be hewn through as well; Osterman will send out the best cavalry and knights of the castle to cut a hole through the army of the undead, but the Reaver himself will manifest, his form polymorphed in to a demonic guise, to seek to stop the heroes from entering Mordren and saving the city.

If the heroes survive and the device is activated then the undead drop in their tracks, almost immediately; the Resonator actually forces out possessing spirits, and any and all beings with such Qlippothic entities will have the invaders expunged and forced out of the device’s radius, which is approximately ten miles, though it gets progressively weaker towards the edge of its coverage. With this device in action the region is now safe and the defenders can set about to destroying the bodies of the dead, lest they get a chance to rise again.

Conclusion
Osterman will commend and even knight the heroes for their deeds. He will then declare that word must reach the capital of the Northern Province in Tursos, and that it must be determined if the kingdom of Nazdranar at large is in danger, and if so how best Osterman and his knights can help. He tasks squads of armed knights to seek out the capitol and other cities on the region, including Drenaem, the grand capitol of the kingdom along the southern coast where King Charathain himself rules. It is Osterman’s intention to travel to the capitol (though some convincing that he should stay and protect his kingdom while his knights do the journeying could happen) while he sends the heroes to Tursos to seek out governess Tyrenias-Naelinor Poe.

In the meantime, if Yaelden is alive he will seek a way to replicate the Resonator of Malin’ithaer or something like it, though he admits he doubts he can recreate such a singularly unique device. He knows wards against the undead, but they are considerably weaker than what the machine can accomplish. He suggests that there may be one who knows enough about the mysteries of the ancients, the ancient wizard Calim Darithas, founder of the Society of Antiquarians. Of all the students of lost lore, Calim might know what it takes to create such machines, or where to find them.

At this point, PCs can convince Osterman to let them accompany him to see the king, take orders and journey to the regional capital, or venture off to locate this Calim Darithas (who may be at the capitol of Kasdalan, although rumors abound that he actually dwells in the Isles of Mezesor these days). Either way, the threat of the Qlippothic invasion has only just begun…


 
And with this article concludes my Kasdalan special. More to come soon!

Friday, April 27, 2012

The Temple of the Whispering Dark


Thanks to my random dungeon bit for Legend on Wednesday, it looks like I managed to get two dungeons in one week with a “dark” issue. Yay for darkness! It’s what we attack with magic missile. Or Blast. Or TTYF.

Watchers of the Sullen Vigil II:
The Temple of the Whispering Dark


This week continues my ongoing campaign-building/scenario designing exercise, dual-statted for BRP and T&T (and as an exercise I’m including some Legend notes as well). Last week we got an overview of the region around the edge of the vast Camrinal Desert, a wasteland filled with deadly dangers. Here at the edge of the kingdom of Aeronost can be found a mysterious order of vigilant knights, the township of Aeronost, a community of benign ghuls and naga, and an old dwarven miner who strikes it rich along the edge of the desert but pays for it with his soul and sanity.

Camrinal was once a thriving empire, but two centuries ago a terrible magical war wiped it out overnight, leaving the land a desolate waste. All of the old empires struggled to survive the magical apocalypse that Camrinal enshrouded the world with, and only within the last few decades has a sense of order been restored.

One such region where order is returning is in Aeronost, one of the new Young Kingdoms that has arisen from the chaos and ashes of the old times. Aeronost has supported a knightly order called the Vigil of the Sullen Watch. The order consists of knights who have come to this desperate edge of civilization to guard the young caravan routes that are growing and prospering from the creeping beasts of the western lands of Camrinal. The hideous monsters, undead and worse that have plagued the remnants of that land are a constant threat, and only the dour and determined knights of the Sullen Vigil can stand against it. Well, them and the adventurers they like to hire for the really down and dirty jobs…

One such job, discussed in brief last week, is the appearance in the dune wastes of a temple, revealed by the shifting sands for the first time. Old maps of Camrinal kept in the Tower of the Watch indicate that no temple of any size was ever there when it was a living land, so there is a mystery afoot. The Order tried to investigate, but they lost their entire first excursion and the second came back terrified. Only hearty, stout-hearted adventurers desperate for coin can save the day…

Background on the Temple of the Whispering Dark

In the present era the people of Aeronost are dedicated to the monotheistic worship of a single deity, called Nevereth, the All-Mother. Scholars can tell you that she was once part of a much larger pantheon, the so-called old Pagan Gods of the lost empires, a practice of faith that fell out of favor with the destruction of Camrinal among all save the demihuman races. Today, Nevereth is the sole goddess of the land, a matriarchal figure who presides over a troop of angelic seraphim to do her bidding, and a host of saints and prophets who carry forth her will by word and deed.

In the old era of Camrinal, such as not the case. The pagan gods were a mysterious and dark force, redolent with ancient power and dark secrets, worshipped not because they were kind to their followers but because they were so fearsome. The ancient mages of the old empire gained incalculable power from these gods, so many of which are now lost to memory, and in taking that power they destroyed their old world.

Not much is known of this lost era or its gods, but just outside the main gates of Aelghast in the vicinity of the shanty town of the ghuls there is an old ghul hag known as Wachara who claims to have been a young girl when Camrinal fell. More importantly, she claims to know some old stories, and it is possible adventurers inquiring for details about the mysterious temple may learn of her and seek out some history on the matter.

(GMs: this is a chance for you to control the volume of information your characters might want; inquisitve groups should get a lead to follow; those who could care less for backstory need not pursue the matter).

Wachara can tell them that the temple was a real place, but it disappeared shortly before the final days of the last war. The mystery of the temple lies with the worship of a particularly vile old pagan god, a tragic love affair and a dark sacrifice to a rival deity. Wachara is happy to tell the story to any who will talk with her, have lunch and drink tea with the old, miserable but wise ghul woman.

This pagan god of old was called Shamanza’gadhal, which in old Camrinish means “Lord of the Whispering Dark.” His followers were mysterious and hated, but his high priest-mages were potent and regarded as privy to ancient secrets of the future. One old story suggests that they heard within the whispers of their god’s maddened dreams that Camrinal would be bathed in magical fire, wiped from the earth. Upon hearing this they took action.

The mage-priest who ruled the ancient temple of Shamanza’gadhal was a man named Tarsos. He was powerful, but not enough to protect his temple. He had an affair with the emperor’s youngest daughter, Etania Caradosh, who was herself a potent earth mage in servitude to an ancient elemental lord now lost to memory. Etania fell deeply in love with the charming but manipulative Tarsos, who talked her into aiding him in his scheme.

Tarsos’ plan was to submerge the temple beneath the earth, to arise when the empire was reborn. Etania petitioned her elemental lord of the earth to aid in this matter, and it agreed to do so, for a price. She must marry Tarsos, and bear a child, which she must sacrifice to consecrate the ritual necessary to submerge the temple.

As all stories of love, tragedy and black magic are prone to go, this one did not end well. Etania bore a child after marrying Tarsos, which itself was a monumental effort as they had to convince her father, the emperor, to allow such a union in the middle of a great war. But when she gave birth, Etania could not bear to slay her child in sacrifice. Tarsos, ever the cruel sort, did the deed, and then slew her as well.

The story is vague about what happened after this point. Some say the temple was submerged protectively beneath the earth, and all traces of it were wiped out as a part of the ritual. Others claim the elemental lord appeared and told Tarsos that he would stand forever as guardian of his accursed temple as punishment for slaying Etania. Still other tellings suggest that the temple sank, but Etania rose as a vengeful ghost to haunt the priests who ensconced themselves within the temple to await a future era when they would be revived after the empire was restored.

Wachara doesn’t know why the temple would reappear now, but she wonders if this means that Aeronost is a spiritual successor to the old empire, or if that portion of the story is simply not true. She does not have a good answer.

Travelling to the Temple

Journeying to the temple requires forging into the wastelands of Camrinal about 20 miles. The desert is hot, the sand dunes barely navigable and the risk of heat exhaustion or dehydration ever present. The lands of Camrinal are a punishing desert, and while Aeronost to the east is a harsh, arid clime, this is much worse.

Each day of travel should require an appropriate fatigue/constitution check to insure that the adventurers are handling travel just fine. On foot will take two days to arrive. By horse not much less, as the horses will find the sands and dunes rough going. Camels, which can be rented from the camel merchant Ghunnar Herdson in Aelghast for 5 gold pieces (with a 30 GP deposit per camel, returnable on safe return of the camels) will cut the journey down to one very long day.

Traveling the deserts can be risky. Wolves and feral ghouls roam the region, as do wandering undead and some more dangerous monsters. Roll on the following chart for each day:

Encounter Risk: 20% chance per two hours of travel or rest while in the desert

D20 - Wandering Monster (Roll of Choose)
1-2 - 2D6 roaming skeletons
3-4 – 2D4 roaming zombies
5-6 A pack of 2D4 wolves
7-8 – 3D6 feral ghouls on the hunt
9-10 – a small caravan of suspicious but potentially friendly ghuls (2D6 in total, with possible nonhuman guards, either orcs or ogres)
11-12 – a young predatory dragon is sighted within 1D6 miles in the sky
13-14 – A manticore lurks in ambush in a sandy hole it has dug for itself
15-16 – A lone demon in the guise of a friendly or innocent looking person (a young girl, child or elderly person) will try to convince the PCs it is a lost person who wandered from a caravan, or who was taken by bandits and released into the wastes to die. There is a 25% chance it is just curious about the adventurers, but if not, then it is either looking for a better host form to possess, or is simply masquerading until it can reveal its true body to feast on flesh.
17-18 – a group of 2D8 bandits who live the rough life, seeking refuge in the wasteland and then raiding caravans. They use their shanty town in the wastes as a place of safety since most locals (except the Watch) won’t pursue them here.
19 – A spectral ghost (1-12) or a host of ghosts and an entire town (13-20) manifest and interact with the PCs as if they are alive and oblivious to the waste around them. Convincing the ghosts of their reality will cause them to become insanely violent!
20 – A lone mad hermit named Arnestos is found by the PCs, either his small shack in the wilds or perhaps while he is out foraging. He is quite mad, but friendly, and a powerful sorcerer. He will offer the PCs a place to rest if they need it, which is safe from wandering monsters that fear the hermit. Arnestos is actually the earthbound spirit of the old pagan god Naradon’Gahar, once a god of scholars and lore, now a divine spirit forced into an old, frail yet immortal form. He is (or was) brother to the Whispering Dark (though he does not mention this), and will warn friendly PCs of the temple’s dangers, offering each of them a talisman that absorb up to 10 points of protection against attacks that deal damage to POW (or WIZ in T&T). “The god of prophecies perished in flame like all of the old gods,” he will intone. “But unlike some, he dwells in the shadows of death, hungry for life, hungry for escape from a prison not of his own making.”

Arrival at the Temple

On arrival, the adventurers will see a wide complex that clearly is much deeper beneath the sands, as if a vast temple complex was forced up from the earth itself. A wide front entry looms dark and open, ringed with eldritch symbols of the lost Mage’s Tongue of Camrinal. Someone who can read it (or try reading a dead language) may learn that the symbols speak of the Whispering Dark by its proper name, and state that all who enter must bow before Shamanza’gadhal and convert willfully, or they will become converts before they leave whether they wish to or not.

The front entrance of the temple also has the dead bodies of half a dozen squires and twice that many horses. Unknown creatures have picked the bodies clean of meat and stolen what goods were stowed in packs.


Thanks to Gozzy.com!
Exploring the Temple

The following locations are keyed to the map. There may be more levels added at the GM’s discretion if you’d like to expand the complex accordingly. The map is keyed at 20 foot squares. This is a big place. The complex is effectively a network of chambers and tunnels carved out of solid sandstone, which runs deep into the old rock on which it was founded long ago.

The outer rock itself (which was once, long ago, a sort of ancient pagan “Ayer’s Rock” place of worship for the Whispering Dark) was in later generations carved to look like a proper temple complex on the outside, replete with ancient supernatural figures standing thirty feet high, though over the centuries most have worn away. Actually, someone with some background in geology or architecture might notice that the external carvings of the temple haven’t so much worn away as they appear to have “grown over” as if the stone itself were expanding and absorbing the crude works of man. One might almost come away from this heavy stone work thinking that the rock itself was erasing man’s attempts to deface it.

E. The front Entry: The Inner Hall

The Arrow point on the map marks the entrance described above. It opens sideways into a long hall which is decorated with dozens of ancient demonic statues carved from the wall rock. The corridor has two primary exits, and to the right it heads north and downward at a slight slope. There’s a dampness in the air that may surprise the adventurers after traveling through the very dry wasteland in the region.

Further along the north passage that descends on a slow slope is a more or less intact body of one of the previous knights of the Sullen Vigil. He has been killed, and something with claws of steel-strength clearly ripped through his breastplate and gutted him. Clutched in one hand is a sword that glows faintly with a luminous blue light, covered in sticky black blood that feels more like tar. In his other hand is clutched a tuft of coarse black hair, that a naturalist or ranger might safely say looks nothing quite like any normal animal they know of. Also, no footprints of the attacker are evident in the dust on the ground. The man has a necklace around his neck of silver (worth 20 SP) with his name on it: Anton.

Both doors in the main hall are decorated with symbols in the Mage’s Tongue. The door to entrance 2 reads, “Repent,” and the door to entrance 1 reads, “Faithful.” Both doors show evidence from scraping in the thick dust of having been opened. Someone or something closed both doors; prints from the previous knights who visited lead to both doors (but no prints lead out).

The sword in the knight’s hands is enchanted. It is a weapon of pure good, blessed by Saint Arastis the dragon slayer, and it is a broadsword that deals +1 damage to foes, or +1D8 to dragons and demons. The weapon is infused with the good soul of the saint, and any being of evil nature or intent which wields it suffers a 1 POW loss per round. The weapon exudes a permanent soft blue glow for a 10 foot radius that can only be extinguished by a scabbard.

(T&T: A broadsword that deals +1 dice normally and doubles HPT against demons and dragons; evil beings lose 1 WIZ per round while holding the weapon; radiates a soft glow for 10 feet).

Area 1. The Chamber of the Faithful

The chamber of the faithful is the first shrine of the old temple, and the point at which most pilgrims of old would travel to make offerings . The center of the chamber contains a tall statue made of smoky quartz (a close examination reveals it is several large pieces placed together) depicting the image of the Whispering Dark. The figure is of a tall man in ancient armor, with a blank face but eyes in both palms of his hands. He has four legs, though they end in long, single barbed claws instead of feet. The smoky quartz of the statue at first appears normal, but those in its presence for a minute or more may notice that the smoky darkness within seems to shift and move as if it is alive, albeit slowly.

The base of the statue is surrounded by ancient bowls, jars, casks and other objects that once held offerings brought to the statue by countless pilgrims from an era long before the fall of the empire. The walls of this chamber are decorated with extensive stucco images of pilgrims offering gifts, while behind them and overhead a mixture of angelic and demonic figures, often with animal heads, cavort about and sample the many offerings.

Studying the offering vessels reveals that someone has left some coin within a few jars, totaling 133 gold pieces and 267 silver pieces. There is also a locket of old bronze that can be forced open to reveal a small carven image in ivory of what looks like a tiny elephant. Finally, and most disturbingly, there are two bowls directly in front of the statue, which each contain hearts. One is a small heart, and the other is a normal human-sized heart. Both appear black and shriveled, but if touched the hearts begin to beat. They can be burned or destroyed, but will reappear in the bowls unharmed 1D6X10 minutes later after any such attempts to damage them.

Taking any of the treasure in this chamber causes a strange effect 1D3 rounds after doing so: the smoky essence in the quartz of the statue begins to ooze like a mist from its joints, fillng the chamber! As it does so, the strange, barely audible whispering of distant voices can be heard, and the noise begins to gnaw at everyone’s sanity.

Each adventurer needs to make a sanity check (1/1D6 San loss) (T&T: L1 Save vs. INT or WIZ). For each adventurer who fails the check, one of the quasi-demons/angel images separates from the stucco on the wall and attacks. The 3D-version of these images seems eerily real but the adventurers may suspect an hallucination. When the first one strikes and draws blood (visible even to those who made their sanity checks) then they know it is not. The guardians can only be seen by those who failed their sanity check, but they will attack all intruders in the room.

If the guardians are destroyed, then the mist will recede back into the statue, and will not be a threat for one hour. After that time, the stucco images reappear on the wall (even if the PCs manually deface these images they seem to “grow” back in) and the trap is reset. In the hour between it is possible to loot the coin and offerings, but doing so will automatically cause the trap to activate when it resets. The guardians can pursue the looters anywhere in the temple to recover the stolen goods.

Regardless of any other events that happen here, any adventurer that seeks to pass through one of the two doors beyond must make a donation of either a thimble of blood or 10 SP. Upon doing so, the doors will unlock. Otherwise, a normal skill check (fine manipulation/mechanisms or L1 SR vs. DEX or LK) will allow one to pick the locks.

Stucco Guardians of the Shrine
STR 12, CON 10, SIZ 15, DEX 16, INT 10, APP nil, POW 12 EDU nil; DB +1D4 HP 13 MW 6
Armor: 1 point natural Movement: 10, 16 flying
Notable Skills: Dodge 55%, Fly 60%, Claw Attack 45%, Spot 40%, Listen 35%, Hide 75%
Weapons: Claws (1D6+1D4 and Soul Drain Attack; Potency 18 vs. POW; deals 1D3 damage to both POW and INT on a failed resistance check).
These are animated entities, and as such have no real intelligence, appearance or education scores to speak of. They are still cunning, and so for practical purposes behave as if they have an INT 10.
If an adventurer falls victim to a soul drain attack by either stat dropping to 0, his image will appear 1D6X10 minutes later on the stucco imagery as another pilgrim eagerly awaiting a chance to offer his meager goods to the Whispering Dark…
Legend: +1D2 DB, SR 13, CAs 3; Persistence 45%, Resilience 45%, Perception 40%; NPC HPs 13; Critical Wound 6; Claw attack deals 1D6+1D4 and Soul Attack works the same way.
T&T Stats: MR 45 each; Spite/2 causes a soul draining attack, dealing 1D3 damage directly to WIZ or INT (player’s choice) for each point of spite damage.


Area 2. Chamber of the Repentant

This wide, dark chamber is completely devoid of any imagery, carvings or other features at all save for a series of wide alabaster circles inset into the stone floor, totaling 31 in all. Each circle save for a few has carved upon it a single name, they appear to be names of the old empire, but none stand out as significant. Interestingly, each adventurer (who is not an adventurer) will notice that there are six newer names carved on some of the circles, which appear to be names of Aeronostian origin. They might deduce that these are the names of the six knights who had recently entered the complex (including Anton’s name from the entrance hall). Worse yet, the adventurers may also notice that there are exactly as many empty circles without names as there are members of the adventuring party…

An adventurer who chooses a blank circle and chooses to earnestly pray upon it and dedicate him or herself to the Whispering Dark may make a roll (roll D100 equal to or under POWX3). If he fails, he loses 1D6 sanity and hears the eerie whispering of distant voices. The voices are taunting, maddening, and always on the edge of consciousness, even when trying to sleep. This effect will not dissipate for 1D6 weeks, and each night that he tries to sleep the adventurer must make a new check (POWX3 or less on D100) to fall asleep or lose another 1D2 sanity.

If the adventurer makes the roll, then his soul has earnestly been pledged to the Whispering Dark. He does not lose sanity or have sleep problems, though he does hear the voices and sometimes they seem to be telling him things. Once per month he may roll D100 vs. POW (no modifiers) and if he succeeds, then the whispers impart some specific and prophetic piece of knowledge to him, though at a cost of 1 SAN. This piece of knowledge will always inevitably turn out to have already happened or will be unavoidable (i.e. a vision of a noblewoman falling to her death that the adventurer seeks to stop will lead to him accidentally knocking her from a balcony, arriving in time to witness the accident, or otherwise finding himself only able to insure the tragedy comes to pass).

If an adventurer does not repent and later dies in the temple, his name will appear on one of the circles.

(T&T Terms: Make a L2 Save vs. LK or INT if repenting. Failure causes the adventurer to lose 1D3 WIZ permanently and develop a random madness. Each night he must make a L1 Save vs. INT or LK to fall asleep despite the maddening whispers or suffer 1 WIZ damage. When WIZ drops to zero he goes permanently mad (but then gains all WIZ back immediately). If he gets through the 1D6 weeks this effect persists then all WIZ returns immediately.

If the adventurer succeeds, then once per month he may roll a L2 save vs. WIZ to gain a prophetic bit of information from the whispers as above, but must expend 1D6 WIZ in exchange (recoverable).)

Area 3. Shrine of the Beast

This door is locked, and is reinforced with tarnished brass. A large lion-like head with a wide door knocker hangs in the center. The key can be found in area 6 to open this door, but a diligent adventurer with lock picks can try to open it on a difficult chance of success (roll equal to ½ relevant skill of Fine Manipulation or Mechanisms, or a level 3 Save vs. DEX or LK for T&T).

Beyond the door is a 40’x40’ chamber in which an impressive statue of carved bronze can be found. The statue of tarnished bronze looks like an ancient cross between dragon and lion, wrapped around what appears to be a child-sized coffin made of iron. The coffin is inset in the statue, so a strong individual (difficult (1/2 score) athletics test or roll L2 save vs. STR) could elevate enough to lift it up from the coiling dragon/lion form that holds it in place. Studious scholars will recognize this as a depiction of a mythical sun dragon, said to be a protector of children, infants and mothers in child birth. It’s a creature revered even today as a servant of the goddess Nevereth.

The coffin is bolted from the outside and can be unlocked easily enough. Within is the mummified form of an infant, missing a heart. The infant has around its neck a gold necklace with an image of what looks like an ancient hill with an eye in it. This is a symbol of the lost earth elemental worshipped by Etania. If someone wears this necklace in the presence of Etania’s ghost she will not attack them (area 11).

The child’s body is really a mummy and does not get up. However, it has some weird properties. Its small hands appear to be covered in recent blood. The body itself feels warm to the touch. Merely handling the body or opening the coffin is also enough to alert the Beast in area 4 that it’s corporeal remains are being mishandled…

Aside from the body and the necklace, a small lockbox at the foot of the coffin contains 100 gold pieces and a small golden brooch, in the image of the lost pagan sun god Yath, which if worn will provide a permanent magical protection bonus of 2 AP to the bearer in all locations (against both physical and magical attacks). The device loses this property if damaged. (T&T: it provides 2 hits of magical protection).

Area 4. The Nest and Pit of the Beast

When the infant son of Etania and Tarsos was sacrificed by its father, the soul of the boy transmigrated into a vile form corrupted by the Whispering Dark. The elemental lord of earth then entombed with temple within the earth, and submerged it such that all within were trapped for centuries to come. As it did so, the beast that the child’s soul transformed into went mad, and charged through the temple, slaying all of the priests before they could anoint themselves properly for death to preserve their forms for the future emergence of the temple. The beast then dragged their bodies here, to this chamber which once served as the dwelling of his mother and father, and began a strange sort of nest.

As adventurers approach this chamber they can smell the musty old smell of death long preserved mixed with animal musk. The walls of the passage leading to this chamber are scraped by hideous claws, but no evidence of prints can be found. When the chamber at last opens up, it is clear something terrible has gone on here. Everyone first entering this room must make a Sanity check (0/1D3 loss; T&T: L1 Save vs. INT or experience a terrible sense of dread causing -5 to personal adds for 1D6 rounds).

The chamber is filled with black, sinuous pillars of dark, oily flesh that stretch to the ceiling. Embedded in these pillars are dozens of half-living, half-dead men and women, the occupants of the temple when the complex was submerged and the beast ran wild. Some are still alive after two centuries, even though portions of their body are hideously aged or rotted away. Others are clearly undead, but move with the agony of one who can feel their flesh rotting even if their very skin and muscle have peeled away to the bone. The whispering is intense here, mixed with the groans and endless pleas of the trapped and tortured souls of the pillars.

The far end of the chamber (which is 160’x120’ in size) contains a nest of debris and materials stitched together and held by the black, mucous flesh of this room like some sort of glue. If the beast hasn’t moved to investigate intruders elsewhere, it will reside here, prowling among the dozens of pillars of suffering or perhaps sleeping in its abode.

The beast is about eighteen feet tall, covered in a wire-like bristled hair, and has vaguely leonine features, with wide, white blood-shot mad eyes. It’s long forearms end in loping claws that appear to be of burnished steel, and its legs are non-existent, tapering to a serpentine tail that disappears in a trail of smoky mist, explaining the lack of footprints. The beast will attack any intruders it comes across, then add them to its pillars at a leisurely pace.

The beast still contains within it the soul of the Etania’s child. It can do no harm to anyone wearing the necklace around its mummified neck from area 4. Likewise, if the PCs befriend Etania’s spirit, she can quell its rage and insure it does not harm them.

The Beast
STR 32, CON 20, SIZ 28, DEX 12, INT 6, APP 4, POW 16 EDU 0; DB +3D6 HP 24 MW 12
Armor: 4 points natural Movement: 14
Notable Skills: Dodge 35%, Claw Attack 65%, Spot 60%, Listen 75%, Hide 60%, Phase Attack 45%Weapons: Claws (1D8+3D6; bleed); Baleful Howl (1 in 1D4 chance per round it howls; Potency 15 vs. POW: failure means target loses 1D6 SAN, 1 PP and flee at full speed for one round)
Phasing: the beast can move at half speed through solid stone. It can try to do so against living beings, and if it does so it steals 1D6 POW, adding it to its own score. It can only phase for one round at a time, moving as it does so, but when this happens only magical attacks can harm it.
Restoration: Each foe it slays and places in a pillar will restore HP equal to the POW of that fallen foe. Each POW stolen through phasing can be spent to heal 1 HP automatically.
Legend: +1D12 DB, SR 9, CAs 2; Persistence 55%, Resilience 95%, Perception 65%; NPC HPs 24; Critical Wound 12; 4 Pts Natural Armor; Claw attack deals 1D8+1D12 with bleed; Baleful Howl: Potency 75 vs. Persistence; failure means loss of 1D3 POW/MP and flee for one round, unless Sanity rules are being used then as above; HP by Location: 10 for tail, 11 abdomen, 12 chest, 9 per arm, 10 head; same chart as Lamia.
T&T Stats: MR 220; Spite/3 Every time 3 or more spite are dealt the beast lets loose its Baleful Howl. Each adventurer must make a L1 save vs. INT or WIZ or suffer from a random effect: 1: lose 1D3 WIZ, 2-4: flee at full speed for one round; 5-6: lose 1D3 WIZ and INT)


Area 5. The Outer Sanctum and Private Temple

This wide open chamber was once where the priests conducted their own daily prayers and business. A somewhat more modest statue of the same deity as depicted in area 1 can be found centered in a ry water fountain in the center of the chamber, made of the same murky, smoking quartz that seems to move (depending on how they handled area 1 this might make them jumpy). A throne rests in front of the door leading to area 6, where the high priest Tarsos once conducted his daily business.

The throne is now vacant, save for what appears to be a whispery, ghost-like image that rests its chin upon the palm of its hand. The image is little more than a vague, chilling impression of a person to the normal eye, but if the light of the sword from area 1 bathes it in blue light then the image alights as Tarsos in the flesh, and becomes aware of the adventurers around him.

If so revealed (at the GM’s discretion other magical light cast by a caster of good deed or nature may have the same revealing effect) then Tarsos will react with surprise and some fear. “Who are you?” He intones in whispers. “You should not be here. The temple cannot rise until the empire is restored. Now go!” he will get angry.

PCs can try to negotiate with him, talking him down from what appears to be a wild madness as he looks about fearfully, as if afraid the noise he makes will attract unwanted attention. He is right about this; for every round that the adventurers talk to him, if they have not encountered the beast in area 4 yet, it may make a listen/perception check to “hear” Tarsos. It will then charge at full speed to this location, and seek to first rend the spirit of Tarsos to bits (no hard task; he only has spirit stats of INT 17, APP 16 and POW 21 but all damage the beast does is by phasing) before turning on the PCs.

If the PCs can negotiate with Tarsos’s ghost before it is attacked, he will plead with them to leave, and failing that beg them to find his amulet, and present it to Etania as a gift, to beg her forgiveness. He says that he lost track of the amulet long ago, and knows not where it is now, but it was once in his bed chambers where the beast now makes its nest.

PCs who have been to that chamber will know that they found no such amulet. It now rests in the Hall of Lost Memories, where the shade of the child holds it (area 10).

Area 6. The Hidden Chamber of the Priests

This chamber was once housing for the priesthood, a communal bunker for the cloistered order that had given up worldly possessions and delights to pursue the prophetic whispers of their god. The chamber is not derelict, with crumbling furniture, beds, desks and debris everywhere. Moldering remnants of old tomes and books can be found, but nothing appears salvageable. A careful search will reveal a fully intact staff with a solid smoky quartz crystal, a lost relic of worship to the Whispering Dark. The staff has long since lost its power, but could be restored with some effort by those with a talent for enchantment. It once served as a power battery. The staff also has one useful trait which a knowledge or lore (occult) check or a L1 save vs. INT might reveal: the smoky quartz crystal on the end is a pure version of something called a Spirit Stone, and it can be used to channel an otherwise bound spirit or ghost, serving as a focus and bind point for such entities.

Area 7. The Hall of Whispers

Entering this wide and unadorned chamber hall is immediately disconcerting, for it is completely dark by magical means and even magical light such as from the sword in the entrance area is extinguished. The whispering grows intense, and any who seek to pass through here must do so with all senses impaired (sounds is dampened and the chamber makes all within blind).

After 1d3 rounds of entry, each adventurer will feel a sharp and eerie pain, as if something has reached into their very being and pulled something important from them. That same moment, an ebony skeleton armed with the same weapon and armor (if any) as the adventurer it was pulled from appears and attacks. This effect will happen to each person who enters the chamber (and lingers too long) once per hour. If an adventurer fails to slay his skeletal doppelganger after 1 day, he permanently loses 1 POW (T&T: 1 WIZ).

Shadow Skeletons (BRP page 346)
STR 11, CON nil, SIZ 13, DEX 10, INT 10, APP nil, POW 1, EDU nil; DB 0 HP 13 MW 6
Armor: none unless the PC it comes from wears armor Movement: 10
Notable Skills: Dodge 40%, Doppelganger’s Weapon 40%
Weapons: armed with a shadowy version of the PC’s own weapon
These shadow skeletons are normal skeletons, but the armor and weapon they wield is made of shadow stuff and dissipates if they are destroyed, as does their body.
Legend: use the skeletons as presented in Monsters of Legend
T&T Stats: MR 38 each; Spite/1 normal

Area 8. The Unused Hibernation Chambers

This long chamber contains dozens of what appear to be glass coffins along the wall and in the center of the chamber, with a staircase leading to an open second floor above in the 30 foot tall chamber, and dozens more on the second level. Many of these glass coffins have been shattered, and a few skeletal remains can be found draped within. Still more are intact, and appear to be filled with a strange, clear fluid.

There is only a single glass coffin that contains a preserved body floating in the amniotic fluid. The mechanism attached to each coffin to open it is old and stuck, but with some force it can be activated to open the coffin. The man within is an old priest of the Whispering Dark named Baelcar, and he is miraculously still alive, though he knows not why. When he awakens within 1D6 rounds of the coffin being opened and the fluid gushing out he will be disoriented and suffer from amnesia. Within 1D3 days he will begin to recover his memories, realizing that he may have been spared (unlike his fellow priests) by the beast because of the kindness and pity he showed its mother, Etania. Indeed, he explains that he helped her give birth. He was powerless to stop the ritual of sacrifice; however, for after some harsh words about the matter with Tarsos the high priest had Baelcar dragged her and interred immediately to keep him away from the ceremony.

Baelcar is too weak to even walk by himself, and it will take weeks for him to rebuild lost muscle tone, but he could eventually become a useful henchmen or ally to the adventurers, and he is a practiced priest and sorcerer. Stats for him can be devised at a future date by the GM if needed.

Unfortunately, Baelcar does not know how to lift the curse on the temple or free its denizens of their tortured misery. He seems to have faith in the Whispering Dark, however, and proposes that the adventurers petition the god for direction in its inner temple at area 12. He says that the god may be “dead” now, but if its spirit, its essence, were to be freed once more and worshipped by men, then perhaps the god could be reborn into the world anew, to live once more to instruct man of the threats and needs of the future.

Area 9. The Second Hibernation Chamber

Once a meditation room, it was later renovated into a second hibernation chamber much like area 8. Upon entering this chamber the adventurers will notice that something is amiss; it appears that most of the dozens of glass coffins filled with fluid still have bodies inside, but the entire chamber is also permeated with the dark mist-like substance that they have potentially encountered elsewhere. The Whispering Dark’s bound spirit, trapped in madness, has corrupted the bodies of its hibernating priests such that the beast saw no need to seek vengeance upon the occupants of this chamber.

However, there is a bigger problem. Any who enter will notice that the bodies begin to move and thrash about if they approach within 10 feet of a given coffin, eyes flying wide and clear madness radiating from the blackened, saturated flesh of the priest within. Indeed, the priests have become zombies, desperate to escape! For each zombie so awakened, they have a 25% chance per round of thrashing about that they will either shatter the glass or hit the emergency release from within the coffin. They will then proceed toward the nearest living being to sate their insatiable hunger for flesh…

Corrupted Priest-Zombies (BRP page 350)
STR 16, CON 16, SIZ 13, DEX 7, INT 6, APP 3, POW 1, EDU nil; DB +1D4 HP 14 MW 7
Armor: none unless the PC it comes from wears armor Movement: 10
Notable Skills: Bite 30%, Claws 25%, Grapple 35%, Crude Weapon/Club 35%
Weapons: Bite (1D3, bleed), Claws (1D3, bleed), Grapple (special), Club (1D8+1, crushing)
Slashing, crushing and impaling weapons deal half damage to zombies. These zombies require a special success dealing damage to the head to put them down (see page 361).
Legend: use the zombies as presented in Monsters of Legend
T&T Stats: MR 42 each; Spite/2 Bleed effect: each target that takes spite damage continues to bleed for 1 Con/round until they can stop and make a L1 save vs. LK or INT to staunch the flow



Area 10. The Hall of Lost Memories

The hall of lost memories was once another chamber for another purpose, but when the empire of Camrinal fell and the temple was buried by magic beneath the earth, it was repurposed into a reservoir for the unfulfilled prophecies and visions of Shamanza’gadhal. The chamber is decorated with religious ornamentation of obscure and symbolic nature along the walls and floors, and a heavy stone door with an image of the god can be found in the north wall. In the center of the room rests a shadow form of what appears to be a young child holding a golden amulet, over which hulks an immense shadow, that of the beast from area 4. The child speaks eloquently as an adult even though the shadow form can’t be depicting a child of more than a couple years of age (and the infant from the coffin in area 3 was clearly a newborn). So it seems that the true spirit of the child has aged.

The child seems perplexed. Those who approach it wearing the necklace that came from its body in area 3 will earn its ire. “You have my necklace, I want it back,” and if they don’t hand it over (the shade has substance and will clutch the necklace.) When he takes the necklace, he will drop the amulet and lose interest in it (a chance for the adventurers to grab it).

If the adventurers don’t have the necklace the child will ignore them. If they try to take the amulet by force then they can do so, but the child shrieks and summons monsters (see the summoning roll below for what). Any attempt to take the amulet that isn’t a trade will lead to a fight.

Those who speak to the child soothingly (Persuade or Charisma check) can get his attention without spooking or angering him. Some coaxing reveals he needs to answer a question before he can pass through the stone door, and he needs to get through the stone door. “My father is in there,” he will state. “But he needs to know my true name. I don’t know my name.”

His only clue, if he has the necklace, is that it was fashioned by his mother. “She knows my name. She gave it to me.”

Adventurers who approach the stone door will hear the persistent whispering in the chamber reach a crescendo and then a single voice asks two pertinent linked questions, heard by all:

“You stand within the Chamber of Lost Memories. Our lord has but fragments of knowledge, and to enter you must share your own. Tell me, mortal, has the Empire Risen, such that He May Rest?”

Depending on how they answer the question, the door may or may not open. Here are some guidelines:

Yes it has risen, and he may rest: The voice answers, “You lie. The visions have shown no restoration of this lost glory.”

Yes it has risen, but he may not rest: “You lie, but you speak the truth, for his wanderings must be endless.”

No it has not risen, and he may rest: “You speak the truth, but his prison is eternal.”

No it has not risen, and he may not rest: “You are honest, and you may enter.” At which the door will open for all.

Any other answer will result in a increase in the whispering noise, followed by a pained cry. Roll for what happens next:

Monsters Summoned; Roll 1D6: 1-3 1D2 skeletons per adventurer in the room manifest in area 7 and proceed to this chamber to attack; 4-5 the Beast from room 4, if it has not already been dealt with, moves toward this chamber to attack; 6: both of the above.

If, after defeating the foes anyone lives, then the door quietly slides open. It will not allow the child to enter, who in turn refuses to do so until he knows his true name.

Meanwhile, the child has the power to rid the temple of the beast if the adventurers can talk it into understanding what harm its unleashed id has caused. If they can convince the shade to put on its burial necklace, then the beast is destroyed immediately. This can happen automatically if they befriend Etania’s ghost, whom the boy will listen to in room 11.

The child’s shade is weak. If anyone were to use a means of destroying it (INT 9, APP 12, POW 16; T&T: MR 18) then they would be able to do so, but many events possible in area 11 and 12 end in what could be called “the bad ending.” 1D6 minutes after the child’s spirit is destroyed, the entire complex begins to submerge beneath the earth again, and the adventurers have 1D10 combat rounds to escape! (This time is shorter than at the end for other options; the idea being the process happens faster when the one innocent soul in the complex gets snuffed.)

Area 11. The Shrine of the Mother

This simple chamber is similar to room 3, but there is not statue within, only a plain, unadorned coffin wrapped in chains on the ground. A faint whimpering and crying can be heard over the persistent whispering of this infernal temple.

There is no way to manifest Etania’s spirit without the amulet of Tarsos, which is held by the shade of the infant in area 10. Placing the amulet on top of her coffin in an inset of the master lock that fits it precisely will cause the chains to rupture, and within one round her ghost flows fluidly like ectoplasmic smoke from the coffin itself. Her appearance requires a sanity check (0/1D4 loss; T&T: L1 Save vs. INT or lose 1 WIZ).

If the adventurers are foolish and brave and attack her, refer to BRP page 342 for details on ghosts, with her specific stats being INT 21, POW 24, APP 18. However, Etania has no desire to fight, and will only do so because she is disoriented and wreathed in blind madness and pain from what she has suffered through. Seeing the amulet is enough for her to speak rationally.

(T&T: Etania’s spirit is MR 146 and all damage dealt reduces WIZ and INT, player choice).

“I…have been freed…..but why?” and if adventurers respond with some of what they have learned, they get different responses:

Telling her of Tarsos’s Desire for Forgiveness: She will become enraged and shout that the curse is not his but hers: “I could not kill my child! Satarnas demanded it, my beloved chthonic lord of the depths, but I could not give my child over. Tarsos was stronger, but he banished his own god to hellish imprisonment in doing so. Satarnas played us both for fools, he only wanted to imprison his rival, the one who whispers in the dark, Shamanza’gadhal. We were but pawns in this madness….”

Telling her of her son’s Shade in the Chamber of Lost Memories: “My child! His soul is intact, but trapped within this hell. If you could but take me to him….alas, I am bound to this coffin which contains my mortal husk…”

On the Name of the Child: “Only I can tell him. If there is but a way to bring me to him…”

Other inquiries may reveal the following:

Etania’s earth god was a being whose name was previously lost to history called Satarnas. Satarnas is an ancient elemental spirit, the literal embodiment of the stone hill in which this temple was crafted. Apparently, long before it was consecrated as a temple to Shamanza’gadhal it was a place of ancient druidic worship for Satarnas. Satarnas, it turns out, was weak, and needed the sacrifice of blood started (and continued) by Etania’s child. When the child was slain, its spirit was immediately split into its passive and aggressive sides, creating the shade and the beast. The beast spilled much blood, fueling the ritual and allowing Satarnas to engulf and entrap the entire complex beneath the earth. The ritual was only set to last for two centuries; it has at last worn off, and the temple has resurfaced. Satarnas has since passed on into deep slumber beneath the mantle of the land, but his victory was complete, for Shamanza’gadhal was trapped, and when the magical destruction hit Camrinal and destroyed not only the empire but its gods as well, he was slain immediately in his prison and now his spirit alone lurks, haunted and doomed, and unable to do much more than whisper prophecies of dire yet inevitable portent.

Etania thinks that freeing Shamanza’gadhal will lift the curse and allow her spirit and the others to rest, at last. Taking her to her son is the first step, she says.

If the adventurers either use the staff from area 6 or manually drag the coffin down the hall to area 10, they can get her to speak with her son. There, she will tell her son his true name:

“My child, who I did not name before you died. I shall call you Sempitermus.”

And with that, the child will nod approvingly, give the necklace to his mother and then approach the door, which opens for him. He will enter area 12. If the beast still lives, the revelation of the child’s true name will summon the beast, which dissipates and blends seamlessly with the child, making him whole once more.

Area 12. The Inner Temple and Throne of the Whispering Dark

This chamber is the center of the cacophonic whispering, which is now so loud and prevalent that it is as if ten thousand voices are all whispering the dire secrets of the universe at once. Smoky mist fills the chamber, obscuring site, and a vast, squat figure rests in the center of the chamber, fully twenty feet across, slouched forward as if in some sort of slumber. The figure is an immense, toad-like being, with black, dry skin, faceless, and four immense legs ending in thick, powerful barbs. It is the real Shamanza’gadhal, lord of the Whispering Dark, not merely the stone image of him that rests here.

The chamber contains dozens of shadowy figures moving about, some appearing, some disappearing. The shades of the many who died and were entrapped in the temple can be found here. They will move angrily toward and away from the adventurers, but will not seek to harm….yet.

The adventurers could take a number of actions within this chamber. Some good, some not so much, and some having dire consequences.

Entering with the child Sempitermus: The child will step before the body of the god, and tell him, “Father, I know my true name. Please accept this and release my mother from purgatory.”

The whispers will coalesce into one voice, and the deity will speak, “Tell me thy name, son.”

As the child speaks it, the body will shudder and then collapse on itself, withering away. As it does so, the temple will begin to shake, and the adventurers will get the sense that the will of the dead god was all that kept the complex standing. They have 1D3 minutes to escape!

Note that as the beast shudders and begins to collapse, a thick orb of pure platinum will roll from its chest, a palantir-like object which is the stuff of dreams and visions. It is the Orb of Shamanza’gadhal, a powerful artifact containing the essence of the god’s power. GMs can run with this for future plot hooks as desired, assuming the adventurers grab it before fleeing!

Entering without the child: Any attempt to mess with the god’s moldering body will anger the shades in the chamber of which random ones will attack (1-2 per adventurer per round). Each shade has INT 10, APP 10 and POW 12, but a phasing attack at 60% that strips away 1 POW from the target it strikes. They are otherwise insubstantial ghosts and can only be affected like ghosts.

(T&T: the shades are MR 22 but all damage done including spite comes off of WIZ).

Nonetheless, hacking at the body for 1D6 minutes can reveal the orb by accident. If the orb is removed from the god’s body, then the temple shudders and begins to sink into the earth in 1D3 minutes (albeit without the freedom of the spirits trapped here).

Entering with more than Half the adventurers dedicated to Shamanza’gadhal: If all the PCs entered chamber 2 and passed the ritual, becoming true dedicates to the god, then when they enter this chamber Shamanza’gadhal’s spirit will coalesce out of the voices and beseech them to take the Orb of Shamanza’gadhal within its chest, to carry it out of this hellish prison, and to revive its cult that he may live again. The body will then shudder and expel the orb willingly. If the adventurers (now being true dedicates) follow through then they have an entirely new adventure lying in wait as they become the founders of a new cult dedicated to an ancient god of prophecy. New worshippers might, in fact, cause the deity to be reborn anew, though the act of worshipping one of the old pagan gods will put them at dire odds with the monotheistic church of Nevereth, as such old beliefs are now publically outlawed.

There may be other possible endings, but you may have to adjudicate accordingly!


NEXT WEEK: Hexblades in Legend and T&T!

(Note: apologies for any typos! I didn't properly proof this before getting it on the blog; long week, not nearly as much time as I would have liked to polish this as it needed)
(Note #2: Cleaned up some of the typos and made a few corrections, so at least some of the more obnoxious (to me) glitches are gone now)