GENERAL DESCRIPTION
Into the dark heart of the continent. There are no colonists here and the natives are not the group’s friends. All of the areas here are hostile or require intense negotiation. Stops include a trip to see the native god Satha, Hellion, and Kurtz’s Interior estate.
CHARACTER GOALS
Don’t get killed smarting off to the native god or the big dragon. There are allies to be made and powerful magic items to collect.
ENTER THE SNAKE
The natives are not “Friendlies.” If asked, the natives will say they are still enemies of the colonists, but there is a greater threat to them both. Their benefactor, Kurtz, has started using sub-humans and turning the natives into undead; troops he can control absolutely. Soon, there will be no need for the natives. The native god, Satha, has heard of the characters. He has summoned them to an audience, as their magic and power may help topple Kurtz.
The group is taken, assuming they’re willing, further up river by canoe. They are then given an hallucinogenic mixture (not an option if they want to continue) and lead overland to a location deep in the jungle. The characters come to their senses in front of a cave. If you’re a DM good at creating logic puzzles, this would be a great place for one. Otherwise, how about Shambling Mounds or some other such vegetal guardians? Something to test the characters’ worthiness before meeting with a “god.”
The party enters a large underground cavern. A tremendous hissing sound is audible. A 20’ tall armored wall spans the middle of the room. As the characters approach, a giant snake head rears up. His enormous tongue flicks out over the party to smell them. With a voice like thunder, the creature introduces himself as Satha, god of all. "You may all bow.”
Anyone not bowing, will get swallowed and quickly spit out, before being allowed to try bowing again. (Don’t give Satha any stats. If it has stats, it can be killed.) Satha has severe delusions of grandeur, but he’s pretty darn grand as is. He is sane enough to realize that he needs the characters to take out Kurtz. Hopefully the characters will realize Satha’s tips could be quite helpful in their quest.
While he is certainly against the colonials, Satha has his own plans for running them out. Kurtz is fighting the colonials as well and has seduced many of the natives to his cause. But what he is really doing is trying to destroy both sides so that he can rule. “His actions will destroy my people, grinding them to powder against you. He surrounds himself with monsters, sub-human creatures, and demons. He is no friend of my people.” Satha insists that “the devil must kill the devil.” He will have them lead to the place where they can acquire an ally and then to the Forbidden City, where Kurtz is. The characters will then be dismissed.
At best, the players will come out of this having just gotten a lecture and their marching orders. At worst, they will have made a powerful enemy. I’ll stick with the best case here. A very old Treant, one of the guardians of the area, will be the group’s guide. He carries with him a variety of native food and healing mixtures if needed, but doesn’t fight.
ENTER THE DRAGON
The Treant brings the group up into the mountains. The party will be told not to bother mapping, as there is an enchantment, which hides their destination. In a secluded, hidden valley, is a glittering white field of bones. This is the Boneyard, the secret graveyard of the dragons. The characters will be warned not to take any of the bones, as it will invoke the wrath of the guardian dragon, Hellion. They are also advised that they have been brought here to gain an ally, not slay a dragon. Trent waits for them outside.
The dragon sleeps in a raised open temple with an excellent view of the whole valley. He will appear to be sleeping until the characters come near. He will say he remembers them without actually opening his eyes. If the characters insist on fighting the dragon, he’s a large, ancient red. Otherwise, he’s quite amused by the company and wants to know how they got there and why. (The players may be wondering about this as well.) The characters need only mention being sent by Satha for help against Kurtz, and he will understand.
Hellion will give a highly biased version of his backstory with Kurtz (as laid out in the Dark Continent Background section). He will mention the Forbidden City, Kurtz’s seat of power. Kurtz lives on an island in the river running next to the city. It is surrounded by a lethal red mist. If it were dispersed, or an opening made, he could enter and “discuss” his differences with Kurtz. He will be keeping an eye on the area, waiting for an opportunity.
Hellion looks the group over and shakes his head. He is doubtful of the group’s success. Offhandedly, he mentions he is leaving for next 24 hours. Guarding the bones is his sacred duty, but he needs a day off every so often. He would hunt down anyone stealing his bones (such as Kurtz), though there are other items that he guards, that he’s not so sentimental about. With that, he gets up, revealing a capstone in the floor, which he casually pops open, and then he takes off.
Underneath that capstone is an old crypt, a burial ground of heroes and kings. It is terribly haunted of course. Various sorts of powerful corporeal and incorporeal undead should react badly to being disturbed. The rewards however are the powerful magic armor, weapons, and items that these personages were buried with. This should be a harrowing encounter though. “Smash, grab, and run” should the characters’ tactics.
If the players are sick of being lead around by the nose, they need not worry further. When they exit, they find Treant is dead and apparently tortured before that. The telltale signs of the 13 should be in evidence. More pressingly, the group is lost in uncharted jungle. They won’t be able to find their way back into the valley. (Kurtz found his way past this magical baffling, thanks to his high-level magical powers.) At some point in wandering (DM’s discretion), they should eventually come across a native village. Assuming they’re going to be asking for help, the natives will do so and take them to the nearest colonial village. Of course, these natives are in the thrall of Kurtz. They will lead the characters right into a trap and disappear after they’ve done so.
KURTZ’S STATION
The settlement where the characters have been lead to is Kurtz’s old Interior station. There is a small keep with a mill next to the river with a sign that labels Kurtz as the stationmaster. Other than some meager supplies, the keep only contains a scrawled message across its inside walls, “Exterminate all the brutes!” There is an overly large cemetery of fresh, upturned graves next to the station. Beyond that is untended fields of crops. On a bluff overlooking everything is a magnificent mansion. Significantly noticeable, there are no birds or other wildlife visible or even sounds of them in the area.
The fields are the domain of one of the 13, the Insect Master. Entering the fields, the group will be attacked by scarecrows and crop warriors (plant golems). Further in are hives of giant locusts, giant wasps, and giant ants, which all attack in swarms. The only way to keep from getting overwhelmed is to kill the master. He’ll be elusive, but will fight to the death here.
ELYSIUM
Kurtz’s Interior estate for his Intended was meant to be a paradise. Elysium is even the name on the gates. There are any number of artistic flourishes and little Cupid statues and such adorning the building. The phrase, “For my Intended” is inscribed on every brick and stone. Paintings and sculptures of her are everywhere inside.
One of the 13 guards this palace, the Undead Master. Advanced, powerful, regenerating, and fast (hastened) zombie creatures roam the grounds and rooms. They are relentless hunters with a keen telepathic sense guiding them and coordinating their packs. Supernatural darkness fills the interiors. The master himself hides inside the estate, directing his minions. When confronted, he wields an energy-draining sword and fights to the death (or undeath in his case). His demise deactivates the zombies and lifts the darkness.
There are any number of riches, supplies, and equipment likely to be had here, but the most important item is in the study. There, among the many books and loose notes is a large map on the wall showing the route to the Forbidden City.
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