| Display a Printer Friendly Version Desolate Futures [comments:(5),
views:(17018), rating:(8.8)] Author: Bob Homepage: http://www.geocities.com/shaezyra/ System: D&D Other Type: Campaign Category: Horror Requirements: 4-6 zero-level, youthful characters with only minimal skills and equipment. The following scenario presents the outline of a campaign in a fantasy-horror setting.
Graphic: Map Graphic: Title Image
Outline for a fantasy-horror role-playing scenario from the WebRPG Adventure Plots and Ideas forum.
Contents
Introduction
The following scenario presents the outline of a campaign in a
fantasy-horror setting. It is intended for a party of 4-6 zero-level, youthful
characters with only minimal skills and equipment. The heroes will have a
single non-weapon proficiency and perhaps some slight ability with a poor
weapon, such as a club or knife. There is no armor better than leather
available, and useful weapons are limited to those converted from farm
tools.
The campaign setting favors a party of apprentice fighters and thieves, as
any clerics or wizards in the group will be at a grave handicap. Due to the
events that proceeded this campaign, the power of the gods in this world is
gravely limited. Hence any cleric characters will only be able to cast a few
weak spells at most, and will have difficulty turning undead. Likewise, most
of the knowledge of spell casting has been supressed, so wizards will be
unlikely to know even a single useful spell.
Prior to starting this campaign, the GM will have some work to do. This
scenario shows only the outline of the full adventure, and the GM will need to
flesh out many details.
During the great dark age, the civilizations of man were swept aside by the
armies of evil, and the land came to be ruled by the dead. Most of the world
was now a bleak place, occupied by tirelessly roving bands of undead, and
ruled by powerful, evil overlords. The ancient lands are stripped of living
things, and only barren, dust-swept plains survive in its place. A deep layer
of ice now covers much of the globe, and the cold, dry winds blow constantly
across the empty landscape. Only a few hardy lichen and a handful of strange
new insect species survive above the ground.
The pitiful few human survivors of this disaster now cling perilously to
existance in the remaining redoubts of nature. The ancient sites of life force
are ruled by the much loathed Vivimancers. These immortal beingsdraw upon the
primal life energies of these sites for their experiments in life creation,
and they have built an entire menagerie of strange, mutated monsters.
The evil hordes are held at bay by the intense life force of these
redoubts, and by regular sacrifices to the undead overlords. Never forgetting
their tormented past among the civilized nations, the Vivimancer tyrants rule
their pockets of life with an iron hand, and will brook no arguements over
their ruthless decisions. The pitiful inhabitants of the redoubts are kept
illiterate and mostly ignorant of their past and ultimate doom.
Most of the undead dwell in necropolis', the remains of the once vibrant
and glorious cities that existed before this shadow world came into being.
Groups of human sacrifices are led as slaves to these cities, where they will
be tormented and slain, to be raised as new dead to serve the evil
overlords.
All hope is not lost, however, as a secret underground movement exists in
many of the redoubts. The leaders of this movement are called the Sisters of
Eternal Mercy, and their symbol is the ever-blossoming rose. This group was
forged from the descendents of Paladins and White Witches of ancient times.
However, they live a constant life of dread under the every watchful eyes of
the Vivimancer Tyrants. Captured rebels are tormented by the mutant
experiments of the Vivimancers, then sacrificed to the dread hordes of evil.
Their fate in the land of the dead is a most unpleasant end indeed.
Much of the fate of this world was foretold by the ancient writings of a
single seer of great power. It was written in his tome that a group of heroes,
each bearing a lock of white hair, will rise to bring new hope to the world.
The Vivimancers, however, also have copies of these ancient writings, and thus
seek to examine each new born child for such a lock. The Sisters of Eternal
Mercy have been trying their utmost to locate such children and to secure
their lives in secret places.
Thus far, the Sisters have succeeded in only a few notable case. Such
children almost inevitably grow up to become a serious threat to the
Vivimancers. It would seem that these blessed children have some unusual
powers that aid will them in their cause, possibly an inheritance from their
magical forebearers. They are heavily infused with life force, giving them a
bonus to resist life draining attacks of the undead. They are also resistant
to the magics of the Vivimancers, giving them a bonus to their saving throw
against vivimancery whenever they are inside an island of life.
Now, as was foretold, several of these blessed children have been born in
one generation, and the Sisters have labored valiantly to bring them to
maturity in utmost secrecy. Unfortunately, the Sisters are betrayed by one of
their own when they bring the young heroes together, and the children are
taken prisoner by the Vivimancer lord. The blessed ones are little more than
teenage boys and girls with little in the way of useful skills. They have no
understanding of the meaning of good and evil, and have little inkling of the
key role they are about to play in the future of this world.
| Cast of Characters |
|
| Dranken |
Ruler of the Necropolis |
| Elewin Transkiot |
Young tracker from the hidden valley |
| Endolyn |
Krepine's creation and apprentice |
| Geant |
Treant friend to Robin Broadleaf |
| Krepine Wold |
Vivimancer of the Geant Island |
| Laerisus |
Baelnorn of Rosewood Manor |
| Lancel Turcot |
Traitorous "Unclean One" guard |
| Robin Broadleaf |
The Sleeping Druid Prophet |
| Roark the Deceiver |
Dranken's undead wererat spymaster |
| Sword of Requite |
Intelligent sword commands skeleton squad |
| Trisay Byervin |
Member of Sisters of Eternal Mercy
| |
Held against their will inside the living dungeon of the Vivimancer, the
chosen ones desperately plot their escape. They are aided in their efforts by
one of the guards, who is seemingly an agent of the Sisters. After escaping
their cell, they flee to the dangerous underwarrens of the dungeon. In these
unpleasant surroundings, they have several encounters with mutant spawn which
they barely manage to survive.
Desperate and short of food, they are discovered once more by the friendly
guard called Lancel Turcot, who offers them a means of escape from the city.
Following a confusing series of sewers, tunnels, side streets, and abandoned
buildings, he leads them out of the live zone and into the death blight.
The chosen ones are unwittingly trapped inside a culvert by a horde of
undead. At this point, the guard removes his disguise and reveals his true
self as one of the "Unclean Ones", an undead skeleton that served as a
framework for the Vivimancer experiments. He informs them that they have been
selected by his powerful master for an important mission, and they can either
agree to his task or be sacrificed to the dark gods.
As it turns out, the powerful master is an undead beholder known as
Dranken. He describes a site of unspeakable evil that none of his forces have
been able to breach. However, his most powerful rival has also grown
interested in the place, and appears to be working on a means to enter. It has
reason to believe that living beings can enter the place, which would allow
his forces to follow. However, a special ritual must be performed before the
undead forces can safely enter. The heroes are to reach the ring of stones,
perform the ritual, then await the arrival of his forces.
| (see below) |
Figure 1. Campaign Map. Key: 1) Vivimancer Prison;
2) Necropolis; 3) Stonehedge; 4) Lost Castle; 5) Refuge; 6) Bioforge
Sanctum. |
Prior to leaving the Necropolis, the heroes are carefully coached by
Dranken to make certain they have the ritual memorized. He is extremely harsh
to any member who fails to follow the procedure, having them flogged by the
undead guards. When ready, the heroes are then escorted across the bleak lands
by a sizeable undead contingent. Upon reaching the site, they discover that it
has been invested by a horde of undead from Dranken's arch rival. To get
within, therefore, the escort will serve as a suicidal distraction while the
heroes enter through the back way.
Unfortunately, a few of the undead remain to guard the site even after the
two undead groups are engaged. They will need to outwit or fight their way
past these scattered guards before reaching the safety of the site. Once they
make their way past the guards, they discover a Stone Henge-like site
surrounded by a wall of roses. There is no other way in, so they must hack
their way through into the middle.
| The Stonehenge site is guarded by a ring of sacred
roses that protect it from all undead and evil life forms. All who seek
to enter the ring are instantly transported to another plane of
existance. Only the chosen ones may safely enter. However, by hacking
their way through the ring, the heroes will have opened the way for
others to follow. They need to complete their ritual before the large
undead horde can return from their fight. |
It should be noted that the heroes are utterly ignorant of the true nature
of good and evil, so they are unaware of the consequences of their actions in
this ritual. It is only after they complete the rites that they begin to get a
glimmer of the horrible act they have committed. All is not lost, however, as
their actions have been foreseen and they will have the opportunity to rectify
the situation.
|
Ritual of Corruption:
5 Human Skulls 5 Special Candles 1 Bag of Salt and Ash 1
Bag of Brimstone 4 Bottles of Unholy Water 1 Horn of a Goat 1
Scroll of Ritual Instructions 1 Bottle of Human Blood 1 Iron
Hammer 1 Shovel
Begin with the skulls of five evil murderers. Arrange the skulls in a
pentacle at the center of the ring of stones, with all facing outward.
Create a closed line of brimstone between each of the skulls. Place a
lit candle, rendered from the fat of a suitable sacrifice, atop each
skull, then ignite the wicks.
Using flasks of unholy water, sprinkle every stone in the henge with
a few drops of the evil substance. Speaking words of utmost evil, all
now stand in the center of the pentacle and pour human blood onto the
ground in each of the four compass directions. As an evil glow begins to
permeate the place, continue to chant the dire words with hands linked
and moving in a circle.
The sky above the site will grow dark, with an evil red glow along
the horizon. Bolts of orange lightning will flash between the stones,
sending shards of rock flying in all directions. Finally, the
participants cut their palms with the horn of a goat, and use the drops
of blood to douse the candle flames. When the ritual of corruption is
complete, a great wave of magical energy will be sent outward from the
stones, possibly destroying the evil horde that waits outside the
Stonehenge's barrier against evil. The place will have an unpleasant,
darkened appearance thereafter. As a last step, the party must crush the
skulls and bury them in the center of the stones, under a layer of salt
and ash. This will seal the corruption against decay.
|
The wounds upon the palms of the participants will never truly heal until
they restore the site, a sign that they have committed a truly monstrous act.
Every time they commit an evil act thereafter, the wounds will drip blood and
they will lose 1d3+1/level in hit points.
While digging into the earth to place the skull shards, the party also
discovers an unusual piece of crystal. This bears some kind of message. (The
heroes are all illiterate at this point.) On the back side is a simple symbol
depicting a sword pointing downward that represents peace. As the characters
will discover later, this piece of crystal, and the other matching chunks, are
vital components of a powerful artifact.
At this point, the horde of undead have been obliterated by the explosion
of energy, and the heroes are left to their own resources. However, they are
now alone in a cold, bleak world with little food and plenty of threats. They
will need to ponder the events during the ritual; figure out what the symbols
on the item mean; decide that it would be unwise to return to their new evil
master; and figure out how to survive in the wilds.
To move things along, Dranken will begin actively seeking the heroes using
undead flying spies and roving patrols. He wants to sacrifice them as pawns in
retribution for the failure of a Vivimancer to supply his monthly allotment of
living bodies. If the heroes get wise to the fact that they are being pursued
(and they should get enough clues) then they will be hounded in the direction
of a distant mountain range. Otherwise, they face a hopeless battle against
waves of undead.
Along the way, they will have several opportunities to gather food and
learn survival techniques. Food can be obtained from giant insects and
toadstool caves, while water can be melted from ice patches. They will also
need to fight off some minor undead scavengers. Some implements could be
scavenged from the occasional ruins, although most iron will be rusted beyond
recognition.
Once they reach the mountains and hope seems all but lost, they are
discovered by a young tracker named Elewin Transkiot. When assured of their
good intentions, she leads the group to a hidden valley containing a sanctum
of life. Here they are fed, well treated, and given some essential training in
combat and other skills. They will have several peaceful months in which to
build friendships with the locals, and to gain their trust.
With the help of the village elders, the heroes finally discover the
meaning of the markings on the back of the blue crystal. It is part of a map
and has directions leading to a location about a week's travel to the south.
At this site is an old, abandoned castle that contains a crystal with the
second part of the map. If the heroes have not already decided to do so, the
elders encourage them to seek out this site, as it may hold the key to the
survival of the sanctum.
| The intelligent sword "Requite" contains the spirit of
a good-aligned felon tracker. It has several abilities, including
concealment from some detect spells. In the hands of a typical fighter,
it is a +1 weapon. But a valorous hero (with an alignment of "good")
will gain the aid of the sword and it becomes +2 with some special
abilities. The sword came into the possession of a skeleton, which it
dominated and used to take over a squad of lesser undead. This squad has
moved into the castle and is now using it as a base of operations to
perform raids on evil forces. The sword also guards the altar mentioned
below. |
The skeleton commanded by the sword fights as a third-level warrior, and it
commands the other skeletons in a clever and experienced manner. The young
heroes can expect a difficult fight before they defeat the undead and obtain
the sword.
Within the castle is an altar to one of the good deities of yore. However,
the altar has been desecrated and is now haunted by the spirits of three
former worshippers. To gain the second piece of the puzzle, the heroes must
defeat the skeleton guards, then remedy an ancient injustice in order to
restore the altar and lay the spirits to rest. The bones of the skeletons must
be given a proper burial or they will eventually re-animate and attack
again.
The castle was the site of a last stand against the undead hordes in the
vicinity. Within the sacred chambers beneath the castle, the surviving priests
attempted to call forth the aid of the gods. However, the powers of the gods
had been gravely weakened on this world, in part due to the lack of
worshippers, but also because the evil one who travelled back in time somehow
found a way to block the good gods from aiding the people. During the time of
growing evil, the evil gods grew so powerful that they were able to block the
portals that allowed the good and neutral gods to reach this world.
During the ritual that was intended to slay the besieging armies, the
surviving priests gathered in the holy sanctum. The called upon their
collective gods to save the forces of light from the encroaching darkness.
Unfortunately there was a betrayer among them, a worshipper of the evil gods
who used the dark arts to mask his true nature.
At a critical moment during the ritual, the betrayer, acting upon the
instructions of his evil deity, attacked the high priest who was leading the
ritual. With only a portion of the god energy invested in the crystal, the
unleashed forces tore a hold into a realm of the spirit world. The betrayer,
along with the ritual leader, was drawn body and soul into the rift. The
remainder managed to avoid the tear, but their bodies were torn assunder by
the negative energy forces.
In order to rectify this great evil, the heroes, as instructed by the
surviving priest spirits, must enter the portal and retrieve the body of the
evil priest. The energies in the crystal will serve to keep them alive during
their brief journey, although they are not immune to undead attacks. Passing
through the rift results in a brief, wrenching sensation.
Once through, the heroes stand in a garden that does not quite seem to
exist. Wispy spirits of beings long dead wander through the garden, dressed as
if enjoying a social picnic. Overhead the sky is the color of bone, and a
black sun hangs in the sky. The air is an utter cold that penetrates to the
bone, although standing in the shade of a tree seems to lessen this sensation.
Each step the heroes take through the garden leaves a glowing footprint that
emits a wisp of smoke. The pale grass in the foot print turns an ashen
white.
It is at this point that the heroes hear some strangely muted yelling
coming from atop a nearby hill. A pair of more substantial figures are beating
each other bloody. They are surrounded by a ring of spirit beings that are
threatening in appearance and seem to be slowly closing in on the pair.
When they approach the fighting duo, the heroes see that the threatening
spirits are disturbed by their crystal stone and open a path for the party.
However, they still continue to close on the combantants.
Time on the spirit plane does not really exist in the manner as on the
mundane world. Hence, the two figures they see fighting are the same evil
priest and the ritual leader who were drawn through the rift. When the evil
priest views the heroes approaching, he will immediately shape shift into the
same form as the ritual leader in order to confuse them. If the heroes
separate the combatants, they have only a few minutes to sort out who is whom,
as the dark, encircling spirits continue to gather and close.
Whichever priest the heroes choose to pull back to the rift, the other will
be seen being dragged into the mists by a pack of howling spirits. (Unless
they manage pull both back toward the rift, a difficult task with the dark
spirits hounding their steps.) Once the body of a priest is brought out, it
will crumble into dust as the aging of many centuries catches up.
If the good priest was brought through, the portal will immediately close
and the god energy of the crystal will be released. A garden of roses and
food-bearing plants and trees instantly bloom within the castle courtyard.
This provides a source of life-sustaining nutrition for the characters. The
roses provide a barrier to further undead intrusions, making this a safe
haven.
Should only the evil priest be brought back, the characters now have a real
problem. They will need to expend the energy in the crystal in order to rescue
the good priest, but this will eliminate their sanctuary.
Before they pass to the great beyond, the spirits provide another clue that
helps the party locate the second piece of crystal and decipher its message.
As they fade from view, the priest spirits will wisper "bless you" to the
heroes.
| The four pieces of crystal that must be located by the
chosen ones contain symbols of good. These represent peace, health, love
and life, the opposites of the four great evils: war, pestilence,
famine, and disease. The pieces are keys that fit into the stone door of
a time vault. When assembled, they also display a map to the location of
the vault. |
At this point, the party will need to travel back to the isolated sanctum
in order to improve their skills, as the next test will prove more difficult.
Once there, they discover that several of the inhabitants have been killed by
marauding bands of undead, and the valley is getting increasingly pressed from
all sides. (Dranken tracked the heroes to this place and has been raiding at
night for more sacrifices.) The heroes may attempt to aid the valley folk, but
will soon be convinced that the fight is best served by solving the
puzzle.
The third piece is located within an island of life run by a particularly
tyranical Vivimancer. The island of life where the characters must enter is
centered around a tree of immense stature and girth. This tree towers over the
surrounding landscape and can be seen for days before the characters
arrive.
| The Vivimancer is a practitioner of the magic of life.
This differs from the Druidic abilities in that a Vivimancer is skilled
at the creation of new life and the alteration of existing beings into
different forms. There skills combine the arts of the chiurgeon,
biologist, and geneticist, but employ the magical skills of a wizard,
rather than the abilities of a scientist or technician.
He has some healing abilities, but these tend to take the form of a
flesh graft from one creature to another, producing no net gain in hit
points. However, he is alss a master of rejuvenation, so Vivimancers can
stay alive for great lengths of time. In exchange for this endless life,
however, the Vivimancer must draw upon the powers of other life forms to
sustain his own body.
Before the great incursions of evil undead in centuries past, the
Vivimancers where much loathed by civilized people. This was caused by
the ability of the Magi to perform horrific acts to other life forms,
such as altering a child within a mothers womb, or causing a dire
pestilence. (While they can practice their trade in this manner, they
were in fact more likely to attempt to repair a birth defect.) Another
cause for dislike is the habit of Vivimancers of experimenting with
microscopic creatures, which has sometimes resulted in highly contagious
plagues.
The Vivimancers were driven from common society by church decree. and
came to dwell in a few islands of life. Within these islands, the powers
of the Vivimancers were greatly improved, and they could do almost as
they willed to the life forms around them. They protected themselves
will various mutated monsters, then set about to experiment with their
arts inside their living homes. These dwellings pulse with a life of
their own, and bleed green goo when injured. The doors of the dwelling
are shaped like heart valves and can be commanded whom to let in and
when.
It was within these life islands that the Vivimancers learned to
control the life crystals and used them to alter Treants into giant,
rooted, intelligent trees that could serve as a dwelling and an immortal
companion. Around the great tree, they formed a fortress of life using
mutated creatures and plants as obstacles to invaders. The tree is
permeated by many natural cavities that serve as rooms, and the face of
the old treant is now turned inward and rests within the great hall.
Over the centuries, the Vivimancers have replaced various portions of
flesh and weakened organs with new copies. The result is a patchwork
quilt that somewhat resembles the aliens on the Start Trek series that
are suffering from the Phage. As a result, their Comeliness is down in
the 2-4 range. However, their great life span has given them
considerable knowledge to compensate for this loss.
Here are some typical Vivimancer abilities:
- Graft Flesh (transfer 1d8+1 hit points)
- Graft Limb (attach a limb to a new organism)
- Graft Organ (replace a defective organ)
- Pool of Slime (acidic pool of organic goo that can move and
attack)
- Rejuvenation (recover from the effects of aging during sleep)
- Minute View (view very tiny features)
- Living Wall (a wall of living flesh is created)
- Mutate (Weaker form of Polymorph)
- Womb Transformation (modify a fetus)
- Numb (temporarily neutralize nerves in the skin)
- Disease (create a nasty new disease)
- Create "Unclean One" (cloak animation with a layer of flesh)
This cosy world of the hermit Vivimancers came to an abrupt change,
however, as the incursions of undead swept aside the life forms that had
ruled the world for millenia. The fleeing survivors earned the pity of
the Vivimancers, enough at least so that some were allowed to enter the
sanctums and take refuge. However, the Magi long remembered how they
were turned out from the civilized world, and now treated these poor
innocents as so much chattel. They maintain a network of mutant beasts
who control and spy upon the refugee offspring, bringing news to the
Vivimancer of any plots in the making. As a result, mosts coups were
crushed in the formulative stage. Only the hidden mountain valley was
able to successfully overthrow their Vivimnacer Tyrant, and that was
most likely the result of a fluke.
To keep out the encroaching hordes of undead, Vivimancers have formed
various life-based defenses along the outskirts of the Sanctums. They
have also forged deals with neighboring Evil Overlords to supply them
with new livestock to be animated as undead in the
Necropolis'. |
This sanctuary of life is approximately sixteen kilometers in diameter, and
is ringed by a dense wall of thorn trees that create an all but impermeable
barrier to the undead hordes. Within the ring of trees is an area of swampy
woodlands that is patrolled by Ogre-sized, half-animal half-plant creations
known as the Sentinels. These have been specially bred by the vivimancer for
this purpose. As they are imbued with life forces, these creations are nearly
immune to the life-draining effects of undead.
In the center of the sanctuary, the ground rises to allow the rich,
cultivated fields of the village of Biowright. Because the life energy is so
strong here, bumper crops grow every two weeks, allowing a surplus population.
The village buildings are made from mutant plants that grow all the walls and
ceiling under the care of experienced building tenders. The other serfs are
busy practicing other necessary life-based crafts, as skills such as smithying
or carpentry are banned - or at least limited. All metal and rock items are
banned within the village.
There are all manner of wierd plants and animals being used for various
cottage industries. Some plants grow blades that are almost as tough as steel.
These are used for ploughs, shearing wool, clearing fields, etc. Other plants
pump water up from deep underground, leaving pitcher-shaped leaves filled with
sweet water.
At the very center of the sanctuary, forming the home of the Vivimancer
Krepine Wold, is the immense tree known as the Geant. At one time this tree
was a treant, but the Vivimancer altered its basic form to such an extent that
it is now immobilized and the huge trunk is now riddled with chambers and
passages. Krepine keeps his laboratory and experiments within the Geant in
these various chambers. The face of the Treant, know known as a Geant, is
still present within the great hall about half way up the trunk. The
Vivimancer uses this hall when he needs company, although the Geant is at best
a reluctant companion to the mage.
Due to their isolation, the villagers have become heavily inbred and
weakened genetically. They suffer from many ailments as a result, including
albinism. However, this has allowed some members of the Chosen Ones to be born
and raised in relative safety within the village, providing a source of help
for the heroes when they arrive. The only means by which the Vivimancer can
identify the "Chosen Ones" among the villagers is through their great measure
of life force. He has thus grown extremely paranoid of the villagers, and uses
extreme measures to maintain his hold on power.
To maintain absolute control over his dominion, the Vivimancer created a
cult of worshippers who sought his favors, and used them to manage the worker
peasants. These cultists tried to use their favored position to learn the
secrets of the Vivimancers, and some suceeded to a degree. The Vivimancer was
forces to ruthlessly suppress these upstarts, and he created a small host of
Homonoculi to spy on the cultists and the peasants, as well as to carry
messages to the other life sanctuaries. These small creatures are created with
a chemical dependency that only the Vivimancer can satisfy, so they are
utterly loyal to their maker. As a result, mosts ruthlessly coups are detected
crushed in the formulative stage. Only the hidden mountain valley was able to
successfully overthrow their Vivimanacer Tyrant, and that was most likely the
result of a fluke.
A few of the cult of worshippers use their position to aid the poor and
down trodden, but many seek to profit by blackmailing the supplicants and
threatening them with entry on "the list of the damned". These unfortunates
are then turned over to the undead as sacrifices. As a result, the cultists is
greatly feared and hated by the villagers.
The cultists have been heavily mutated so they appear like enhanced
Mongrelmen, with some wierd grafts. They have infiltrated every aspect of the
life within the village, so they act more like party members in a communist
state. The Vivimancer is normally too busy with his experiments to monitor the
priesthood closely, so they usually have free reign within the village.
Despite the presence of the Geant, the cultists, and the peasants, Krepine
Wold has grown lonely over the years. As a result, he has built a youthful
companion that he created from the pure forces of life. As a result he is
almost completely impervious to the draining attacks of the undead. His "son"
Endolyn is as hideous in appearance as his "father", and is maintained purely
by the Vivimancery arts. Unfortunately, it has taken all of Krepine's arts to
keep the youth alive, and the lad is almost always sickly.
Located in a hidden chamber deep within the roots of the Geant is a Druid
held in a state of stasis, awaiting the arrival of the "Chosen Ones". When the
Vivimancer first grew to power within the domain of the sanctum, the young
druid Robin Broadleaf grew suspicious of the Mage and hid within the root
chamber created to house the crystal, seeking to study it - and got trapped
inside. Affected partially by the magics of the crystal and of the spells put
apon the treant, she has slept hidden inside, with the crystal, for all this
time. But while her body sleeps, her mind has been very active.
The Giant Treant has been hiding the presence of the Druid from the
Vivimancer for nearly a millenium, awaiting the time when heroes arrive to
free it from an eternity of bondage. The body of the druid Robin Broadleaf has
merged somewhat with the surrounding wood, allowing her to draw any required
nutrients from the root system. Despite the extremely slow rate of metabolism
required by the Druid, however, she has still aged considerably in the time
she has been asleep. Her long, white locks are tangled with dirt, and her
finger nails have grown to almost a meter in length.
The sleeping druid is magically able to project her spirit in the vicinity
of the tree, allowing her to have some interaction with the village and the
surrounds. She has become closely integrated with the life forms inside the
zone, so she travels between various plants and animals through the astral
plant. This allows her to observe the goings on without being too obtrusive.
The villagers refer to this walking spirit as "The Sleeper", as it often acts
much as a sleep-walker would. A legend, passed quietly by the peasants thru
the generations states: "All shall be free when the Sleeper Awakes!"
Once inside, the characters will start seeing some peculiar behavior on the
part of the local life forms. They are getting subtle clues about where and
how to proceed... "What's that rabbit doing hopping on one foot and spinning
around?" It will provide some amusing moments for the GM as the heroes try to
figure out what is going on.
At first the Sleeper would not recognize the heroes as members of the
Chosen Ones, as the druid has been too long asleep to remember her true
mission. The Druid is also suffering from identity awareness, since she has
become so tightly integrated with her environment. As the characters begin to
show their purpose through deeds, however, this spirit will grow increasingly
helpful. Thus, a shrub may suddenly part in front of the characters and allow
them to escape capture, or a tree branch could bend lower to allow them to
climb a tree.
Direct entry into the island of life will be extremely difficult for the
characters. First they will need to work their way through the thorn bushes
and interlocking branches along the perimeter. Next, while slogging through
the marshy ring of ground, they will be assaulted by the more mobile hybrid
monsters. Finally, the Vivimancer will rally his defenses and launch an all
out assault on the "Chosen Ones".
An alternative approach will present itself within a few days of their
arrival outside the island. In order to ward his sanctuary from the greater
undead, Krepine, like the other Vivimancers who survive in the world, has
forged a truce with his evil neighbors. In exchange for periodically turning
over a group of humans to the Evil Lords, the land is kept free of invasion by
the undead hordes. These captives, however, are taken to the Necropolis' to be
used as sport and eventually turned into undead. The ruthless Vivimancers have
little remorse for these captives, as they allow the majority of the villagers
to survive.
Near the island is an old, abandoned building that is used for turning over
the sacrifices to the undead. There is a tunnel beneath the building that
passes into the island of life. The characters will discover this entry during
a dramatic moment when a large party of undead head toward the character's
location near sanctum. Fortunately they will stop at the abandoned building to
receive the captives.
The captive turnover is performed on the night of a full moon. The
Vivimancer cultists round up the captives and drive them through the
underground ways to an old, abandoned building located just outside the
perimeter of the sanctum. From there, the victims are rounded up by their
undead captors and driven off to the city.
A bit of a search through the ruins will reveal a hidden trap door leading
below ground. The catacombs beneath the earth form a confusing passage and the
characters will have a difficult time trying to locate the entrance into the
island of life. A number of hazards exist here, primarily as a deterent
against undead and fleeing villagers.
Occasionally some of the sacrifices manage to escape these exchanges by
secret ways along the underground tunnels. Many of these escapees are slain by
the abominations that dwell beneath the earth, but a few manage to live by
their wits. These survivors band together for mutual support and have built
small sanctuaries of their own. They are supported in part by the Sisterhood,
who use these survivors as an underground railroad of sorts to spare the lives
of the occasional chosen one.
While wandering through the tunnels, however, the characters will be
"fortunate" to meet up with a member of the Sisters of Eternal Mercy known as
Trisay Byervin. (It seems she was directed here by the spirit of the sleeping
druid.) She will lead the heroes to a refuge where they will meet up with
several refugees rescued by the sisters. Among this group are two more "Chosen
Ones."
This underground railroad will become equally vital to the heroes after
meeting the druid, as the final assault of the undead hordes upon the islands
of sanctuary is about to begin. Once the characters have successfully taken
possession of the third crystal and received training from the Druid, they
will hear news that this attack is underway. The only way out of the beseiged
sanctum is through the secret ways known to the Sisterhood.
In order to gain access to the crystal, the characters need to pass a test
to the satisfaction of the Geant - the test being to awaken the sleeping
Druid. The Geant will drop hints for the characters once they become aware of
its presence. They will need certain possessions of the Vivimancer to perform
this task, so some sneaking around inside the tree passages will be
required.
When the characters finally awaken the sleeping druid, she endeavors to
teach the group something of their duty to save the world. She also grants the
heroes a boon in the form of two magical items. These charged items will allow
the heroes to change their forms and disguise their life force from
undead.
Unfortunately the vivimancer has grown far to powerful to be overthrown, so
she concentrates all of her remaining energy into transferring the life
essence of herself and the Geant into the crystal fragment. The resulting
memories implanted inside the crystal will prove important later when the
characters have the opportunity to fulfill their chosen destiny.
News is received at this point that the undead hordes are beginning their
final assault on the islands of life. The heroes are forced to flee before
they become trapped in the island. Nobody is able to join the heroes on their
quest as they are all engaged in this final, desperate struggle. Indeed,
escape via the underwarrens is the only means out, and even that requires a
tough struggle with the undead hordes.
Upon completion of this third step, the party will likely return to the
valley. Upon arriving in the mountain pass, however, they are devastated to
discover that the place has been sacked by undead hordes. This should be a
truly wrenching moment for the characters, as all of their remaining friends
from the enclave are either dead or doomed to undeath, and their final hope
for a future is dashed. There were few left to tell the tale, although they
did discover an old woman who survived by hiding in a cave. She related that
the survivors had been been chained up and led off by Death Knights. She also
saw their leader, an undead beholder that bore a remarkable resemblance to
their former evil overlord.
Meanwhile, the fourth piece of crystal is, unfortunately, hidden within the
very city run by Dranken. With a bit of work, the heroes manage to finally
solve the third map and discover that it indeed points to a location within
the heart of Dranken's Necropolis. What remarkable coincidences brought these
events together in the heart of the city of the dead, the heroes are yet to
discover. For now, however, they need to find a way back into the city without
being discovered by their former master.
One possibility, aided by the disguise spell cast by the old priest, is to
pose as inhabitants of the sacked valley. They must join one of the groups of
sacrifices as they straggle into the city of the dead. The spell allows the
heroes to appear as defenseless commoners, even while carrying their weapons
and armor. The heroes will need to follow one of the groups of chained
refugees. When a suitable moment arrives, they can sneak into the camp and
join as slaves.
Once more the heroes draw close to the city of the dead. Shrouded by the
perpetual cloud hanging overhead, the decaying city remains every bit as
gloomy as during the last visit. A sensation of utter malevolence hangs about
the place, perhaps more noticeable now as the heroes have come to know the
true nature of good and evil. The following description can be read aloud to
the players:
|
The utterly disheartened captives trudge slowly across the barren
dirt, their dragging chains rattling with pitiful clinks as they draw
close to the great gates. Overhead, the dark, foreboding cloud hangs low
over the city, like a great omen of doom. Flaying the slaves with his
cruel bone whip, the knight of darkness drives the wretched herd forward
to their certain end.
Passing beneath the decaying wall, the humans quake in terror as they
view the many victims impaled upon curved iron stakes, or hanging at the
end of a noose. Dark stains running down the walls tell of the torment
suffered by these victims before they mercifully passed beyond. Now only
their bones and a few pitiful rags hang down as witness to their fate.
Within the heavy stone walls, the gloom from the low, dark cloud only
adds to the great sense of oppression. The human captives stand in a
shivering pack in the center of an old court awaiting their fate.
Hideous ghouls strain against the wall of skeletal guards, their eyes
locked on the living feast beyong. With a voice so hideous that it sends
the humans into a moan of terror, the death knight orders the ghouls
away, and the slaves are driven onto their final march.
Everywhere the captives glance within this city, they find only death
and decay. Groups of walking corpses labor over many tasks, repairing
crumblingwalls or other, less comprehensible tasks. Every action of
these groups is guided by beings of death so utterly vile that the
humans are forced to shield their sight. The clanking footsteps of the
slaves stir small clouds of choking white dust, the fine remains of the
skeletal forms which dwell in this city of the dead.
|
This dark cloud has become an entity into itself, a manifestation of the
horrific fate of all the life forms on this world. The cloud hides the
daylight from the city, allowing any undead to safely wander the streets after
sunrise. However, the cloud also pelts the place with black blobs of decay.
This evil matter has run down into the sewers, where it has become an evil
gloop that consumes both the living and the dead.
The city is broken up into several circular zones, each performing a
particular function in the service of the overlord. The outermost ring is
defensive, with scores of skeletons and badly rotting zombies ready to fight
off any incursions by other evil overlords.
The inner ring is the "administrative" center of the city, and has the best
preserved undead ready to serve the needs of the overlord Dranken and his
commanders. Many of these undead are maintained in near living condition by
the necromantic arts. Dranken's spy-master Roark is one such well-preserved
undead who is capable of passing himself off as a living being. Unfortunately,
he was a Wererat when alive, and his flesh is sufficiently well preserved that
he still suffers from this condition.
Dranken looks for those within his "tribute" for those with some skill he
can use - musicians, furniture makers, jewelers, silversmiths, weaponsmiths,
etc. When these and other artisans come back as undead, some measure of their
skill dies with them. Hence he has elected to keep a few of these "special"
slaves around for his use - or until he tires of them. These are kept within
the walls of the palace, where they are relatively safe from marauding undead.
However, may of these living "pets" of Dranken have become infected with
Lycanthropy, courtesy of Roark.
The other rings within the city serve to hold and torment the living
tributes provided by the Vivimancers, or as manufacturing centers for making
military equipment. Work gangs of undead maintain the building walls in some
semblance of their original state, cleaning up rubble and repairing the fallen
walls. The streets between these zones are patrolled by squads of skeleton
lords, zombies, and vampiric commanders. These groups are particularly drawn
to living beings, so careful concealment is required for living creatures to
wander the streets.
Each ruler of a Necropolis controls a special gem or crystal, which he uses
to bind his creations to him - a greater one which is used to draw off most of
the life essense for the undead lord to feed off of and to hold his power, and
small chips (broken off of the main crystal) that are used to allow small
groups and armies to venture forth away from the cental crystal.
For an undead lord to defeat another, they must take the other lord's
crystal and battle for control of the inner magic. The loser of this battle
will be stripped of magic and suffer a complete mental breakdown. These
deranged overlords are often kept in gaols within the ruling palace for the
endless amusement of the victor.
The following locations within the city hold features of interest:
- The Slave Pens
When the captives are led into the city, they are dragged into the "Pit
of Despair" next to the coliseum. Each captive is collared, and each collar
contains a small piece of the crystal. As each captive dies, the crystal
removes the lifeforce and transfers it's own evil power back into the
victim. The intended victims fight each other in the coliseum for the Undead
lord's amusement. How well they fight is used to determine where they wind
up.
The slaves are given rudimentary training in combat techniques by their
Death Knight masters, if only to make the fights more interesting. To build
their fighting spirits, they are told that after ten victories in these
"contests", the survivors are allowed to live free within the palace.
(Indeed, there are a few living survivors within the palace.)
Nine fights is fairly rare, but there have been a few gladiators that
have lasted that long and usually seem to be able to win the tenth fight.
However, at a critical moment, each seems to make a fatal mistake. The
crystal within the collars controls some of the actions of the fighters,
allowing Dranken to "fix" the fight by means of his greater crystal.
To watch the climactic fights in the coliseum, Dranken sits on his throne
in the coliseum with the greater crystal safely concealed in the base of the
throne. As luck would have it, the heroes are able to witness once of these
culminating fights. The heroes, with their life force safely masked, are
randomly selected along with a few zombies and skeletons to guard Drankens
little chamber at the coliseum.
Since the crystal is the final key to their quest, they are able to feel
its presence and power nearby. This pulsing energy, the result of
generations of life forces drawn from the coliseum, forms the final and most
vital component of a time artifact. Without this collosal energy, the
artifact will be unable to perform its essential function of activating a
hidden time gate. With all the heavy undead in the vicinity, however,
obtaining the crystal by an all out assault, however, would be suicidal at
this point.
Since the heroes were able to use the disguise magic provided by the
priest to hide some of their weapons and armor, they will eventually be able
to escape the arena. There is almost no hope of rescuing all the other
survivors from the valley, although they may free one or two of the fittest
prisoners to aid them in their cause. Once outside the Arena, the heroes
will be alone inside a city of undead - all hungry for the taste of life
force.
Fortunately, the druid had provided for this eventuality by giving each
hero a bone necklace with a small skull engraved with an open rose. When
worn about the neck, these devices will hide the life force of the hero from
lesser undead, allowing them to move freely through the necropolis.
Unfortunately, the heroes may occasionally be rounded up and pressed into
work details by the skeletal lords.
- Rosewood Manor
From the outside, this appears to be a mere shell of a building, with a
collapsed Wizard's tower, a barren garden, and a ring of dead roses. This is
actually an illusion created by Laerisus, a Baelnorn (LG Elven Liche) who
makes the manor his home.
The ring of roses are enchanted with a necromantic spell that produces a
narcoleptic effect on any undead, sending them into a deep sleep from which
they never awaken. The manor is indeed a shell of its former self, although
it is covered by a rich layer of ivy. (The entire manor grounds are
protected from the raining gloop by a large force disk.) The Wizard's tower
is still intact, however, and is protected by a Necrophidius, Crawling
Claws, Dreads, and a few undead recovered from the grounds.
If the party is successfully able to reach Laerisus, he can aid them in
several ways. The undead Elf can summon supplies and equipment, a few
scrolls and potions, and magical training for any Wizard's in the group. He
is also familiar with the many writings of the ancients, and can answer many
questions for the group. He will not, however, leave his tower to aid their
cause. (But his familiar is able to travel through the city and send them
news he has uncovered.)
- Scriptorium Cellar
The cellar of this old scriptorium now houses a Bone Naga and a nest of
undead serpents. The cellar contains a number of items considered of value
to the former owners and the Naga guards the horde of knowledge against
their return. Of course, most of the scrolls have decayed to dust, save for
a couple of notes of historical interest. They may also find a useful
scroll.
- Abandoned Temple
This old Temple is home to several Berserker Spectral Minions. These are
the ghosts of the guards who were charged by their god with protecting the
site. They have quite lost their minds and now attack anything that enters
the sacred grounds. Priests in the group will find a useful item or two
hidden within the defiled altar.
- Royal Mausoleum
The royal mausoleum is guarded by a Crypt Thing, created as a last,
desperate measure to protect the royal remains from being animated. He
controls several squads of skeleton guards to protect any intruders he
teleports inside. The tombs have long since been plundered by powerful
undead, although there is one well-hidden tomb of interest within the
catacombs...
- Sewer Grating
During one flight from a more powerful undead patrol, the heroes are
forced down a dead end alley. When it looks like the end is imminent, a
sewer grate opens up and a voice shouts to them "Come on, this way!!"
Into the sewers they go. They meet their rescuer who is covered head to
toe in sewer slime and mud. He leads them through a labyrinth of tunnels and
to a large chamber which serves as the living area for the few lucky
refugees. Somewhere along the trip a drain opens up, getting the players
soaking wet but, more importantly, washing a little dirt off of their
mysterious leader to reveal..... WHITE HAIR!! Just like their own.
He is, of course, the leader of the small band of refugees but he has no
knowledge of any "prophecy" that he is a part of. He does, however, know a
lot about the inner workings of the city, including where Dranken keeps the
crystal while he sleeps and even a secret way into the chamber with it,
avoiding some of the guards. The only drawback to this secret entrance is
that it goes right past the lair of the "devourer" (the slime monster that
is made out of concentrated evil globs.)
Unfortunately, most of the refugees are old and crippled from their
constant battles with the "devourer" in the sewers. However, they are
healthy enough for a suicidal attack on the palace while the young heroes go
after the crystal. This would buy the party the time they need to get past
the traps in the inner sanctum.
The sewer survivors are also able to supply the starving party with food
stuffs and replace lost equipment with supplies salvaged from the city. They
may even have a magic item or two...
- Palace
Dranken, the undead beholder overlord, has cleverly arranged a false
crystal trap designed to draw in his opponents. Anybody attempting to
capture this fake crystal is liable to be killed or captured by the traps
and guards. Meanwhile, he stores his primary crystal in a well hidden
chamber beneath his inner sanctum.
Life within the city of the dead will be especially difficult for the
characters. They will need to live by their wits from moment to moment,
seeking to avoid the more powerful undead who could see through their
disguise. There will also be the problem of lack of food and safe hiding
places, plus poor sleep brought on by nightmares due to the negative energy in
this place. The wounds suffered when the characters performed the Ritual of
Corruption will turn into seeping sores.
While the characters are wandering through the streets of the Necropolis,
use the following tables to generate random encounters:
|
| 1d100 |
Necropolis Encounter |
|
| 01-20 |
Patrol zombies* lead by a Ghast |
| 21 |
Lich and a Flesh Golem |
| 22-29 |
Skeleton guards with Penanggalan Leader |
| 30 |
Death knight on undead horse with Skeleton knights on undead
horses |
| 31-36 |
Slaves with Sons of Kyuss Guards |
| 37 |
Undead entertainer trying to get money by juggling small
painted skulls |
| 38 |
Undead cat and dog chase each other around the PCs |
| 39-48 |
Undead guards march down the street |
| 49-53 |
Undead horses drag undead in cages to the arena for disposal
guarded by ghasts and zombies* with a Skeleton knight leading
|
| 54 |
A man with no hair runs past the PCs |
| 55-61 |
Patrol of skeletons lead by a ghast |
| 62 |
A Skeleton with out a head stumbles into the PCs |
| 63-70 |
A group of undead merchants tries to sell something |
| 71 |
Two Flesh Golems carry a coach past them and a piece of paper
is thrown from inside the coach and lands next to the PCs |
| 72-74 |
Some bone golems push a catapult past lead by a ghast |
| 75 |
A undead bumps into a PC and tries it steal something |
| 76 |
A "band" of deranged skeletons wearing thread-bare kilts
marches down the street attempting to play various broken musical
instruments, including three bagpipes. They make no sound
whatsoever, but any undead in the vicinity flee in obvious pain
with their hands held over their ears... |
| 77 |
A group of skeletons is buried under a pile of rubble from a
collapsed wall or ceiling. Only their limbs project out from the
pile, scraping futilely at the various rocks which hold them down.
|
| 78-83 |
A sudden strong gust of wind stirs one of the omnipresent
piles of bone dust, creating a cloud of white powder that
functions much like a Choking Cloud spell. Unfortunately, this
bone powder will also disable the life masking magic for 1 turn,
drawing any predatory undead in the vicinity. |
| 85 |
A drunken undead tries to pick up a party member... and tries
to take her back to his place for another drink, etc. (Use a
female skeleton for a largely male party.) |
| 86 |
An obviously intoxicated undead wanders up to one of the party
members, places an arm around them and begins telling their death
story. |
| 86-90 |
With the influx of new life-energy into the crystal, all the
nearby undead are affected, getting almost drunk - the closer to
the Coliseum, the stonger the effects. To add to the effect, the
clouds overhead can darken and rumble, then later spit out more
globs of gloop. However, the intoxication effect has diminishing
effect on higher-level undead, otherwise the city would be
unguarded and vulnerable to invasion whenever there is a
death. |
| 91 |
A kid, alone and desparate within the city, is spotted by the
characters. The name of the kid is "Toad", the sole surviving
member of the fey races, allowing him some magical abilities that
have kept him alive in this city of the dead. He barely stays
alive by stealing food from the two areas with live humans (the
Arena and the Palace) and has come to know some underground paths
fairly well. However, Toad has not yet joined up with the other
group of chosen ones that live in the sewers, perhaps because he
thinks they are merely well-preserved undead. Toad may also sense
that a good mage lives somewhere in the city, having met and
played with Laerisus' unusual Faerie Dragon familiar. However, he
does not know where the mage lives. |
| 92-00 |
Roll twice and combine encounters |
| 1d10 |
*Zombie Reaction |
|
| 1 |
Blank, idiotic Stare |
| 2 |
Fixed Stare |
| 3 |
Cold Stare |
| 4 |
Emotionless Stare |
| 5 |
Wandering Stare |
| 6 |
Gawking Stare |
| 7 |
Dazed Stare |
| 8 |
Vacant Stare |
| 9 |
Love Struck Stare |
| 0 |
Mindless, cold-blooded Stare
| | |