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Scenarios
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Scenario History
The original version of this scenario was created for and run in the Mystic Halls Campaign under the name of The Defiled Temple. That version was set in a ruined temple of Mercury and included fantasy based "orcs" and a "mountain troll". It was run two or three times, with the adventuring party running from the temple to save their lives each time.
The version of the scenario described here was used in the Scotland Campaign. It was highly modified to be more compatible with the Mythic Europe setting, and to make the creatures encountered more like those described in the Faeries supplements. It was also given an actual campaign-consistent background (to try to explain its existence).
The location and setting of this scenario may be anywhere desired, as it has no impact on the scenario. In this case the scenario took place in the Fife region of southwestern Scotland. The original scenario was located near Manchester in England.
Background
Gizella and Onneria are stone nymphae [new faerie type] who live quietly in a tunnel system under a hill. As the stronger of the two nymphae, Gizella is the nominal ruler of the area.
For a long forgotten number of centuries they have been served by humans. Once the humans came from the local tribes who worshiped the nymphae as gods, and went willingly into their service. Women were particularly useful, as they were better cooks and quieter servants. But human times change, and the people moved away from the old ways. To compensate, the nymphae gathered a group of goblins, dwarves, and a troll to help them. Now human servants are taken, unwillingly, into service by these "guards". Sometimes travelers were snatched from camps along pathways. This was quite easy when the humans known as "Romans" ruled the area, as they encouraged travel. Now, human travelers are fewer, and servants must be taken from more distant farms. Recently the last of the servants died (that frustrating mortality issue). It is time to get a fresh batch.
The goblins and the troll (known as "Dorg") were sent to a location where humans were known to live. There, well before sunrise, they raided the village. Houses were set alight to create confusion. Any of the men who got in the way were dealt with. In the end twelve women (actually eight women and four girls) were taken from the village and brought back to the hill.
The goblins are generally aware of what goes on around the hill, patrolling at night. A party which follows the trail and camps within less than a half day's march of the hill will receive a visit from Dorg during the night. He will not intend harm, only to order the party to leave.
Gizella's "Faerie Temple"
Gizella's home may be divided into four areas; 1) the outer, or above ground section, 2) the guard's quarters, and 3) Gizella's retreat.
The outer section is a large circular clearing in the surrounding woods. It is centered on the entrance to the tunnels. In ancient times a semi-circle of six standing stones was erected by the local human tribes around the entrance as a form of temple. Later, as times became more dangerous, the inhabitants of the area filled in the gaps between the stones with smaller stones to create a defensible position. A heavy door was also added between the center stones.
The guard's quarters are a group of tunnels in which the faerie guards and human servants live, eat, and store their equipment. There are always some goblins awake and moving about this area.
Gazella's retreat is at the back of the area. It is not detailed here, as adventurers are not expected to reach this place during the original adventure. If Gazella continues to be a problem, the characters will need to return to deal with her (Part 2 of the scenario).
Approach Encounter
An encounter may occur before a group reaches Gizella's Temple. This may be done if the party has somehow lost the trail to the temple, or just to annoy them on the way.
The best person for the encounter is Dorg the troll. He is most likely to survive any fighting which might occur. Also, as the troll and goblins prefer the dark, the encounter should occur at night.
If the party is on the right trail, Dorg's job should be to warn them away (which, hopefully won't work), give them an idea of what they may face, and, if they are thoughtful, point out that their adversaries prefer to operate in the dark.
If the party is not on the right trail, then Dorg and some goblins may attack them. The intent is not a major battle, but harassment and a warning. Also, the trail the attackers take back to the temple should provide a guide for the party.
General Information
The successful casting of any destructive magic against any stone or mineral (ex. metal) object anywhere in the temple or its Entrance, whether done quietly or not, will immediately alert Onneria. At the Entrance she will send the guards to investigate. Elsewhere, she may also come to see what is happening. The stone around the tunnels of the temple has absorbed faerie power over the years and has a Magic Resistance of 40 to any magic cast on it.
The walls, sides, and tops of the tunnels in the hill are stone. Narrow irregular fissures and cracks appear at random intervals. If someone or something enters the cracks they will find a twisting maze of tiny interconnected passages. They could easily be lost for days, and possibly never get out if they go too deep into the hill. All of the stone in the passages is saturated with faerie magic from eons of occupancy, and will be almost impossible to hurt with magic.
Except at the Entrance, the tunnels are about seven feet high and about nine feet wide. Attacks by outsiders with weapons with a Space of 1 or more suffer a -3 modifier. Attacks with weapons with a Space of 3 or more suffer a -6 modifier.
Except where noted otherwise, the ceiling of the tunnels and rooms glows with a very dim light, equivalent to that at late dusk. Once their eyes have grown accustomed to the level of the light, characters are able to see adequately (-2 to all vision checks), although their distance vision is limited to forty or fifty feet. Vision enhancements which work in low light negate this condition. Vision enhancements intended for no light situations do not help here.
The Clearing
The approach to the temple is through a fairly thick forest. The trail being followed by the characters was trampled by the temple guards going and coming on their raid for servants. It is not a regularly used path.
Approaching the area of the temple its hill will be seen first through the trees. The temple exterior sets in the middle of a circular clearing (the shape of the clearing is odd, but not significant). At the edge of the clearing the undergrowth becomes notably thicker (quite natural, there is more sunlight there), and will easily provide concealment for anyone wishing to spy on the temple.
Anyone following the kidnappers' trail will arrive directly in front of the temple. The six standing stones will be clearly visible, as will be the stone walls and the central door. Large slabs of stone form a room over the temple.
A faint beaten path leads from the forest to the temple door. Also visible on the ground in front of the temple are two pathways leading from the door out each side of the clearing. The path to the right (view's point of view) branches about one hundred feed from the door. One branch goes up the hill via a narrow path full of switchbacks.
The trail up the hill can be climbed safely (no Climb rolls required) if done slowly. It will take about an hour to reach the top of the hill. From the top (but not from the trail up), the roof of the temple is visible. A good look (Scan 9+) will show what appears to be a gap between two of the large stones forming the roof.
A descent to the roof is possible, although the way is steep (two checks at Climb 6+ to avoid slipping and possible injury). On the roof a gap will easily be found. A normal (Size 0) person in armor can barely slip though the gap. A larger (Size +1) person would have remove their armor to get through.
It is possible to climb the exterior wall of the temple (Climb 9+ to get to the roof). However, the loose construction of the walls will undoubtedly result in lots of noise (Climb 12+ and Stealth 12+ not to make excessive noise).
Regio Option: To explain why people do not regularly stumble upon this faerie temple, the edge of the forest may define the limits of a faerie regio. Anyone not specifically seeking the temple will fail to enter the regio and see only an old semi-circle of standing stones around a shallow indent in the side of the hill. Someone looking for the temple will be able to enter the regio without difficulty.
The Clearing
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Temple Entrance
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The Entrance
| (A) | Door |
The door to the temple is seven feet tall and made of heavy, solid wood with large bronze fittings. It is solidly barred on the inside. Weapons will have no effect on it, but will easily make enough noise to alert all of the guards inside. The door and its bar have a faerie Magical Resistance of 50. |
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| (B) |
Standing Stones |
These are large slabs of sandstone. While a naturally somewhat soft rock, these will stand up to attack and show no significant signs of damage. Being ancient standing stones, they are imbued with a massive amount of magic, and cannot be harmed or modified through magic. |
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| (C) |
Stone Walls |
The walls between the standing stones are made of various sizes of natural stone. It is a granite, similar to that in the hill (from which it came). While not "worked", the stones are obviously well fitted together. It is possible to pull some of the smaller ones from the wall, however this will only reveal other larger stones behind them (i.e., it is not possible to pull the wall down or take it apart). The smaller stones and the wall as a whole have a faerie Magic Resistance of 50. |
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| (D) |
Temple Interior |
This is a semi-circle with a radius of approximately fifteen fieet. It is empty. The floor is bare, hard packed earth. The door is barred on the inside by a large beam (Strength 6+ to remove from door, 9+ to do so quietly). Ten feet overhead are long stone slabs forming a roof. Two of the slabs do not meet completely and there is a hole which lets some light in. The back wall (i.e., the hill side) is solid granite. Unlike outside, no sod covers the rock. |
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| (E) |
Hole in the Roof |
This hole between the roof slabs will allow a normal size person to slip through it. A larger person could also do so, but not while wearing armor. |
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| (F) |
Entrance Tunnel |
A tunnel at the center of the semi-circle penetrates the solid rock of the hill. It varies from six to seven feet wide, and is about six feet high (all outsider Attacks with weapons with a Space of 1 or greater suffer a -6 penalty). Looking down the tunnel a faint glow can be seen in the distance. Otherwise the tunnel is dark. |
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The Guards' Area
The Guards' Area
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| (1) |
Entrance Tunnel |
The entrance tunnel is dark with a glow in the distance. The glow is coming from around a bend. This will become obvious as a party moves down the tunnel. |
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| (2) |
Room of Statues |
his is a roughly circular room, about twenty feet in diameter. Four tunnels lead into / out of the room. Each turn within ten to twenty feet, blocking vision. Along the wall between each of the tunnels is a stone statue (total of four statues). They appear to be rather crude carvings of what looks like short men equipped with ancient armor and weapons. All are facing towards the center of the room. A stone pedestal stands in the center of the room. The stone of the statues and pedestal appears similar to that of the hillside. On the pedestal is a statue. It is made of bronze, about three feet tall, and depicts a slim and quite beautiful woman standing and holding a chip of black rock in her hands. The status is looking at the entrance tunnel. These are all decorative. [In the original version of this scenario all of the statues were stone. The one on the pedestal was broken on the floor next to the body of a long dead orc. The other statues were magical (although this was apparently not detectable), and at least one would animate to attack the party.] Options: The stone statues could animate to oppose the entrance of strangers, although the noise of a fight would surely alert the goblin guards. Alternately, the statues could animate to oppose the exit of strangers (that is how the servants are kept inside). Also, the metal statue could be a watcher, which alerts Onneria (make it a statue of her). Game Master Hint: The intent of the scenario is that a party go to the guard quarters first. If they turn the wrong way out of the Room of Statues, simply reverse the map so that the tunnel taken leads to Onneria's Room and the guard quarters. |
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| (3) |
Empty Room |
This is the room where the guards practice, play, or do whatever it is that faeries do to pass the time. Regardless, to humans it is just an empty room. [In the original version this was a passageway which connected with the passage into the Guard Room (#11). However that, illogically, provided a direct route to the back of the area, and allowed a party to avoid contact with any of the guards. As shown, the passageways at #3 and #11 suggest that they connect, but, obviously, do not.] |
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| (4) |
Onneria's Room |
The light in this room is notably brighter than in the tunnel (about early dusk). It spills out into the corridor. In the room is a large (about five feet wide, two feet thick, and seven feet tall) black stone monolith. It is covered in ancient writing (looks interesting, but is totally undecipherable). In front of the monolith, inset into the floor are four extremely smooth planks (they look like dark stained 1x8s with no tool marks). Sitting on the planks is Onneria. The monolith is Onneria's stone (stone nymphs have a home stone). She spends most of her time just sitting and looking at the stone. The planks are a cushioned surface (to her). She will be very concerned that the party is not "of this place" ("place" is very important to everyone here). [Onneria's purpose here is to put forward Gizella's name as the person in charge, to make it clear that the women will not be released ("They belong here now."), and provide the party with her own name (if asked). The proper use of Onneria's name to the guards will make them think the party has her permission to be here, and cause them confusion.] If asked to take the party to see Gizella, Onneria will demur (it is not their place to go there). However, she isn't really strong willed about such things, and will agree if pushed. Once she agrees, she will tell the party to follow her, and then walk into a crack at the back of the room. She is quite capable of entering any small opening, and to her the cracks are just another tunnel. She knows them well, and is able to go anywhere she wants. It will not occur to her that the human cannot follow her. A search (well, just looking around) will find a small leather bag on the planks. It contains four unidentifiable leaves (each a pawn of Herbam vis). |
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| (5) |
Dorg's Room |
A wooden door with bronze fittings closes this room off from the tunnel. Outside anyone checking the door will notice a very unpleasant odor (the only place this occurs ... Dorg isn't dirty, just a bachelor). When not doing something specific, he will be found in this room. He will not normally come out of the room unless explicitly summoned. In the room is a pallet with bedding. There is nothing else in the room. |
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| (6) |
Goblin Guard Quarters |
This chamber is curtained off from the tunnel with a thick piece of cloth. There are a dozen pallets in two rows. Beside each pallet will be a few unidentifiable trinkets of stone or bronze. None have any value except to their owners. Snoring can be heard through the curtain. If checked, or problems occur, there are six goblins asleep here. |
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| (7) |
Goblin Guard Quarters |
Physically this is the same as the other Goblin Guard Quarters (#6). However, minor rustling and thumping can be heard. The Guard Leader (Dongor) and three goblin guards are in here. |
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| (8) |
Dwarve Guard Quarters |
This curtained off room is similar to the previously described Guard Quarters, except there are only ten pallets, and they are slightly larger (Alertness 15+ to notice the difference). There are stone trinkets next to the beds. No one is present in this room. |
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| (9) |
Treasure Room |
A wooden door with bronze fittings closes this room. Inside are two chests and a piece of cloth covering a pile. Each chest is about 1-1/2 foot long by 1 foot wide, and 1 foot high. They are made of dark wood with bronze hardware. There is no lock on either chest. One chest contains six small lumps of gold, each about the size of a baby's fist. The contents of the other chest are similar, but the lumps appear to be of silver. Under the cloth is a pile of six beautiful white flowers (Intelligence 10+ to realize that it is out of season for any such flower - assuming this is true). They are not identifiable (coming from Arcadia). Nothing in the room is magical. If taken out of the temple, the true nature of these items will be revealed. In the chest the humans were seeing what the faeries consider to be valuable. The chest of gold will contain six yellow flowers (a local variety). The chest of silver will contain six white flowers (a local variety). The six white flowers will be revealed to be six lumps of silver, each worth about 50 pence. |
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| (10) | Armory |
Another wooden door with bronze fittings closes this room. Inside are faerie weapons. There is a pile of five large bronze knives. Leaning against a wall are two clubs (1h) plus a very large club (2h, like the one Dorg carries). Also leaning against a wall are two spears with bronze spear tips. |
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| (11) |
Guard Room |
This room is used by the goblins who guard the tunnel leading to Gizella's Retreat. There will always be three to five goblins present. Anyone out of the ordinary coming near the room will encounter the guards. No one is allowed down the tunnel to Gizella's Retreat without clear permission. |
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| (12) |
Eating Area |
This large chamber is where the guards eat, and generally hang out. There are eight low tables, each about six feet in diameter. Four to eight stools are set at each table. At any given time there will be two to six goblins and three or four dwarves present, and expecting to be fed. The entrance to the chamber is not closed off. Along the back wall is a wooden door leading to the kitchen. |
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| (13) | Kitchen |
There are three tables and a number of chests in this room. The chests contain miscellaneous cooking equipment of no notable value. Along one wall is a large cooking fire. Above it is an angled hole leading up (the hole eventually degenerates into lots of cracks and fissures into which the smoke flows). Across the room from the Eating Area door is a curtain closing off another room. At the far end of the room is a narrow wooden door which is securely barred on the outside. Working in the room are seven women. Their leader, Eta (or any other appropriate local name) will do most of their talking. They are the ones sought, and want nothing more than to get out. However, they nothing about the layout of the place and can provide no information about anything except the Eating Area, the Kitchen, and the Servants' Quarters. |
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| (14) |
Servants' Quarters |
This room contains a dozen pallets on the floor plus a stack of spare material. There are no other items in the room, although an old woman, two teen age girls, and two younger girls are there. The older woman is generally attempting to comfort the girls, all of whom are distraught. |
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Gizella's Retreat
| (15) | Tunnel |
This tunnel curves to the left within twenty feet of the intersection, blocking sight. Perceptive individuals (Scan 10+) will note that the light from around the bend is brighter than is common in the tunnels. If this area is entered, place a large wooden door across the tunnel. It should not succumb to any magical or physical effort to open or get by it. If, however, a party is allowed past this point, then see Part 2 of this adventure. |
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Onneria
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Updated: 6 September 2005 |