Alberic Strein
2017-07-02, 01:26 PM
Hello, magnificent people.
I'd kinda love your help, for I find myself in quite a pickle.
Some context:
So, after our last Pathfinder (PF) campaign ended, our GM started another one in Warhammer Fantasy RolePlay 2nd edition (WFRP), and it has been going on strong for a year now. Thing is, that GM is quite ambitious. By the time of our PF campaign he actually had two campaigns the same day set in the same universe, the US team and the European team. Eventually the US team had a near total party wipe due to bad party mechanics and us, the European team, took the one survivor -and borderline problem player- of the US team and finished the campaign. Again, immediately following that our GM switched to another campaign in another setting and game system, but maintaining the same mechanic of having two parties in two different timezones. Except this time he also made it possible for us to have multiple characters, to mix it up a bit, which ended with three different parties (the neutral and evil EU party, and the so-good-it's-uncanny US party.) with the evil party being very high maintenance.
So, after more than two years non-stop of that our GM decided he needed a breather, and asked me to GM a PF one-shot for him and one of his friends on top of our regular games.
I have honestly no idea why he thought that I, who never GM'd for PF, nor GM'd at all in years and who doesn't even speak english as his first language would be the right person for the job. But he did, which is extremely flattering since he is one of my most respected GMs ever, and I care deeply for this dude, so I really don't want to let him down.
So here is the one-shot, please tell me your impressions:
I don't know what my GM will play yet, but his friend will be a sorcerer with a divine archetype giving her access to divine spells. We're starting at 7th level, they rolled their attributes with the pool method and, to quote my GM "Yeah, the magic side of things is pretty much dealt with with her character." my GM should either play a frontline type or a skill-monkey, possibly with leadership to get a frontliner.
The party starts in the biggest capitol of the known world, Malan. They finished a contract in a nearby country a few months prior, were paid in jewels, and thought a place to sell them at the best rate, get some custom magical items done, and spend days pleasantly while said items were being crafted, so they came to the only city with all these traits: Malan. While they were staying here, the tensions between the local nobles were raised to near civil war status, while other countries were preparing to enter full-blown war. In that context, the rumors of an ungodly powerful weapon sleeping forgotten under the ruins of Triste-âme were rekindled. Triste-âme being a minor city whose claim to fame was to have been razed and resettled at the exact same place with the exact same name many, many times. You'd think the villagers would want to settle elsewhere, or at least get rid of the name, but no. One thing to complicate the matters is that Malan is surrounded by a huge marsh named the Rotting Sea (if you read Nausicaä, you get the idea) in which everything rots at extreme speeds due to an ancient curse. The curse dates back to the Third Runic War, the Superweapon dates back to the same period, so having that kind of power resurface may be a very bad idea.
Anyway, the party's first order of the day would be to find an employer, the Danglars noble house (subtle, yes I know) is ready to pay a huge sum for the weapon, but will only pay a tiny bit if the party doesn't deliver the weapon (there will of course be a trick with the weapon, but it's still possible for the party to succeed), while Sir Pellé of the royal administration mainly wants information on the Triste-âme situation and will pay a bonus if the party identifies the weapon, more if they bring it back, but will pay decently if they "only" get to the bottom of the affair. While the Admiral Morcerf mainly wants to put a stop to the renewed Gnoll attacks around Triste-âme that threaten his supply of wood, which he obviously needs for his armada. The rest is just gravy, but he promises he will pay good money for the weapon should it exists, he just very much doubts its existence.
There could be other employers, but this will be the main ones, and others should fall between these lines, with varying degrees of trustworthiness.
Next, the party will have to decide how to reach Triste-âme. I see three main ways of transportation, either they choose to cross the Rotting Sea on foot by themselves, not keeping to roads and going straight for their goal, estimated travel time is seven days, and I'll mostly ask them each day to roll for stealth, failure means they couldn't avoid the pride of manticores, the gallows tree, the gnoll warband if they're close to Triste-âme, and also an encounter where they cross the top of something that looks like a mound, that suddenly trembles, and when they go look at what's going on, they realise they were trekking atop a cave, made some noise and woke up a lazy wyvern. Another encounter is to find an oasis of pure water with a small mound in the center where a single woman plays the harp. The woman is a Nereid, and quite hungry/pissed at humans. The party will receive from time to time the help of some royal roadwardens, with carbine and horse, even if their "help" is simply to tell our fearless adventurers to do the courageous thing and flee like hell, some encounters being way too hard.
If the team decides to join a caravan that will bring them to a city close to Triste-âme, they will meet Lars Vanhel, a drunk cleric with a totally inappropriate love for lightning. He should be introduced as a useless bum at first, and then shoot a lightning bolt from the inside of his wagon the first time the party is having issues. The caravan has five wagons, with the three middle ones having small ballista turrets on top. Encounter-wise, once during the first three days the party will be attacked by a wyvern, that will then be attacked by a sepia snake in a "bigger fish" scenario. After that fight the party will meet Serenia, who is in the fifth wagon and a non-magical healer of some skill, apparently she was there from the start, they simply weren't acquainted. In reality Serenia is a vampire that snuck in during the attack, and dominated some people to help with her cover story. She will drain kill, and raise as a vampire spawn a caravan member per two days until she is unmasked. Between the fifth and seventh day, the caravan will chance upon a green woman by the side of the road. She is strangely beautiful, and slowly leaves with a sexy swaying walk to the cover of trees, deaf to all warnings, soon after a horrified scream is heard. A perception 10 reveals the woman as a kelpie, but a relevant knowledge test reveals something weird: Kelpies are aquatic creatures. There are indeed some putrescent lakes where that creature could have lived, but none nearby. If the party follows the kelpie they will get ambushed by assassin vines and then notice a weird pod in front of them, when the fungi queen warps on top of it and attacks, if put in a difficult position, she warps out. If the adventurers don't follow the kelpie, some caravan guards will, and the party will be here to see the caravan get attacked in the rear by four fomorians, one taskmaster and three warriors, with the help of one Grimstalker. If Serenia is still part of the caravan, she will reveal herself as a vampire and help fight that attack, since it directly endangers her wagon, and will take as a personal insult the Taskmaster's vain attempt at dominating her, and his successful attempts at dominating her vampire spawns (yeah, I know it shouldn't work, but I'll houserule that since the vampire keeps the spawns open to domination by her, they are open to domination by a creature as powerful as her). While that happens, a pod appears next to the rear assaillants, while the sides are attacked by two assassin vines each. The Fungus Queen will warp to different sides of the battle to disable the ballistas and drain and dominate the caravan guards, mainly those that got entangled by the assassin vines. At this point the two guards that went to chase the kelpie come back as fungi slaves with said kelpie under its true form to attack the front of the caravan. If the caravan gets destroyed in the fight, then the party will go on alone, possibly with Lars if he survived. Otherwise, if the caravan/players are in bad shape and Serenia is fine, she will turn on them, if she took too many wounds, she will flee. If the fomorians are saved from the fungi infection, they will be dazed for one round and then join the fight on the side of the caravan. If they survive they will gift a minor magical item to the party, otherwise it will be on their carcasses. If the caravan survives, the party will be paid a bonus. At the 8th day, the caravan reaches the trading city of Beri and has to continue alone to Triste-âme.
The party could decide to simply fly to their destination, in which case they reach Triste-âme in two days, and will be attacked by some wyverns, the fight taking the form of a chase of sorts. If the party takes too much damage, they will see one single mountain in range of their flight spell, with the city of Fegrono on top. Halfway towards this city, three wyvern raiders will come meet them, help chase off any remaining monsters if needed, and escort them to Fegrono, where the party can breathe, restock, but unfortunately not learn anything new.
As they reach Triste-âme, no matter the mean of transportation, the party will be visited by a Pale Stranger (except with two kopises instead of two guns and medium armor), the encounter is supposed to be more atmospheric than anything, the Stranger passing as though he didn't even see them, only muttering "Eeeeeeelf..." to himself. The party can engage and defeat him though he should be a hard fight. Then, finally, as the party finally reaches the ruins surrounding Triste-âme, they will chance upon a peculiar situation, with some men fighting off a skeleton attack near a cart. Successful perception tests however, reveal the men as bandits, two innocents hidden under the cart, and the skeleton attacking the bandits. The skeletons will not attack the innocents, and will not try and defend against the party until they strike the first blow. If allowed to finish the bandits, the skeletons will not harm the innocents and take the corpses, then a spectral voice rings and invites the party, whether they destroyed the skeletons or not, to the necromancer's lair, if no skeleton survived, he will send a will o' wisp. The necromancer is actually somewhat decent, will act as a shopkeep for magical items, give what little information he has, and if given a book, any book, will even provide the will o' wisp in a bottle to find the offending gnolls. The party will only have to open the bottle, follow their diminutive guide and find the gnolls.
The party then crosses some ruins, and then climbs a dome-shaped hill, finally reaching Triste-âme. The party will find a small village with a big-ass church and a decent inn. Some people have disappeared, and the villagers are on the fence regarding the adventuring party that came before our heroes, with one (elven) wizard, and two humans, one a fighter-type and the other a slayer. That adventuring team works for one of the guys our heroes don't work for, and don't have a competiting goal, so they can easily ally themselves with our heroes.
The party then needs to investigate Triste-âme and the ruins surrounding it. In the ruins the party can eventually find a gnoll raiding party, if they let a gnoll flee, it will lead them to an entrance leading the party to the second level of the Undergrounds, where they will confront 20 odd gnolls and their gnoll leader. Eventually the gnoll survivors will try and make a run for the exit, failing or not depending on our heroes, but leaving our brave adventurers free to explore the Undergrounds.
Otherwise, Triste-âme suffers from disapperances, the first time the party stays up late to try and find the culprit, they will chance upon a gnoll that will lead them to the entrance to the second level. Killing the gnolls doesn't stop the disappearances though, and subsequent times, the team will find that something peculiar happened to the ground in some parts of the village, sometimes it's ancient, sometimes less, sooner or latter they find that the disappearances are centered around the well, when they climb it down, they discover that it's not nearly as deep as it seems, like 30 feet tops, with a persisted darkness spell at the bottom, alongside a water purification and a water creation spell. There also seems to be a side-tunnel, which is helpful because at this point if the party used a rope to rappel down, it is suddenly cut. Luckily, they can stand in the puddle of water without issues. Then as they follow the side tunnel, they come out of a long extinguished fireplace and on the second floor of what definitely looks like an inn. It's even eerily similar to the one the heroes slept in, and filled with skeletons, some of which animate themselves to attack our heroes. They just arrived at the first level of the Undergrounds.
Back in the village, the woodcutter obviously has a secret, but it's a red herring, he merely has an intimate relationship with the innkeeper's daughter, which is adult but still his junior by fifteen years. Likewise, the butcher pings on detect evil and has some very weird and peculiar meat in his backroom. Again it is a red herring, he simply fancies himself a gourmet and considers it his mission to taste the meat of all creatures, that includes sentient creatures and indeed humans, but he only ever tried bandits and corrupt nobles, and didn't fancy it, so he isn't responsible for the disappearances in the village. He does invite the heroes to sample his newest dish: fomorian fillet.
The blacksmith is intriguing, as he sells much, much better quality weapons than he is capable of producing, even including magical arms and armor and some with peculiar steel that cannot be produced in this country. If our heroes play their cards right, the blacksmith will admit that these weapons are from his father's personal stash, which is also weird to him, since his father didn't have that level of skill either. Should the party search the blacksmith's house, they will find a hidden door in the cellar that gives to a poorly dug tunnel that goes straight down and reaches the Undergrounds level one, except that this time the party chances upon the old smithy that has been mostly pillaged, and the door to the rest of the level is heavily barred.
Lastly, the church is excessively weird. It is dedicated to the "Wyrm" (the local priest pronounces it extremely weirdly) and our heroes simply can't get a read on the head priest, who is also condescending and refuses to help them in any way shape or form. If they adventurers insist and infiltrate the church by night, they may reach a secret door in the study of the head priest, that will directly bring them to the first level of the Undergrounds, but still inside a secret passage, there the party needs to pass some tests to keep finding the right doors that allow them to keep going down and bypass the levels, after the seventh test they bypassed all of it and reach the last level.
Otherwise the Undergrounds represent each time Triste-âme was razed, basically the town is razed, sinks into the marsh, rebuilt on top of it, and eventually started forming the mound on which present Triste-âme rests. The levels are as follow:
Level1: Tunnels bring the party to different establishments, all eerily similar to the ones in current Triste-âme. Enemies are skeletons, slime skeletons, and corpse bugs, who disguise as a bone and animate a skeleton, substituting the marrow with his tendrils. These parasitic insects will also try and latch on human targets, a swarm of them once destroyed Triste-âme and is still there, sleeping due to lack of food, but will wake up when the adventurers walk in. Our heroes can flee to the second level with the swarm hot on their tails, the exit is at the bottom of the church, prompting a three-way fight between the swarm, the gnolls and the heroes.
Level2 : This time there is some sort of huge open-space with arches maintaining the ceiling in place. That Triste-âme was wiped by a plague, of which nothing remains, but gnolls have found an entrance to that level, ransacked it and used it as a base of operations. 20 odd gnolls with a leader and a cleric. Likewise, the exit is at the bottom of the church.
Level3 : Can happen a level lower, but this is when the other adventuring parties will start catching up to our heroes, since they cleared the upper floors, it can be only a party with one quaterstaff magus, war priest and archelogist bard (I think, meh, I don't know, the one with detect traps) or there can also be the other party in Triste-âme if our heroes didn't take them along. There could be some tensions between the parties, since the second one has a competiting goal with our heroes. This level is still recognizable as a village, but the buildings seem... Weird. This is also the first level that wasn't looted over the years, and has some masterwork stuff for our heroes to pillage, as well as scrolls and potions. But it's also the home to aberrations such as mimics, to the shopping weekend may not be a walk in the park for our heroes and their fearless companions (if they're still alive). While the stairs to leave the level are inside a building, and our heroes can find religious iconography inside, it is completely different from the previous churches.
Level4 : This level is the dirtiest of all and doesn't look like anything like the previous levels. Huge insects crawl the floor (CR5 insects) and all perishables have been consumed, food, wood, leather, even the parchment magic scrolls were made off and potions (in the former case, the parchments exploded and killed a number of insects) only some treasures hidden behind magic wards survive. Upon further exploration fo the level, the adventurers stumble upon a main room where a huge blob of troll flesh is chained to the wall by a huge centipede feeding on the blob, the entrails of the blob are open and swarming with insects devouring its flesh that is always regenerating. The blob has two heads, remains of the two-headed troll that lead his tribe to destroy Triste-âme in ages past, and the most astute adventurers can see two small intellect devourers exit the twin heads to mingle with the swarm of insects to sneak attack the group. Upon the destruction of the melded troll flesh, a door to the level below is revealed, requiring a special magical key hidden somewhere on that level.
Level5 : Vampires turned insane by the thirst, resembling less humanoids and more huge hulking muscular bats, lampreys, or other sucking beasts. At this level the city is unrecognizable, with ancient architecture, arches, and buildings, the stairs appear to be cursed, resounding like a crypt, in an eerily familiar fashion to the team. They lead to a locked chamber where the fallen vampire lord rests. The door to that room only opens after answering a riddle. The room itself is home to flame flowers, walking upon them instead of the ground incurs damage, the vampire used them to distract him from his hunger. Upon being woken up, the fallen vampire will attack the heroes, but after round one the fight is interrupted by the arrival of the Pale Stranger, who just walks through the walls, muttering "Eeeeeeelf" again, and breaking into a great flaming smile and huge laughter if he indeed sees an elf in the party, charging towards her. Otherwise he would attack the first person to attack him. It is entirely possible to have the two of them fight each other and run like hell to the other side of the room, where the door is locked by the same key the adventurers used to reach that level. Using it opens the door and gives access to the sixth level.
Level6 : Resting from this level onwards gives our heroes weird dreams about dragons and an endless sky. Concidentally -or not- this level is home to some pseudo-dragonkins of different sorts, but is otherwise an eery level filled with blasphemous glyphs and home to evil outsiders brought here by the power of the Dread Jewel. However, upon fighting their way to said jewel, that is part of a pillar, the party that discovers either by moving or destroying it, that it really doesn't have much power at all. Nevertheless, its absence dissipates the outsiders. Stairs from the building it was found in, lead downwards.
Level7 : This is where the shortcut from the church stops, and indeed, for the first time in some levels, the party arrive in a clearly recognizable church. Again it is eerily similar to the one on the surface, except for one fountain of white liquid in the center. That being said it is completely open and a wealth of information in the classical tongue about the world as it was in the closing days of the Third Runic War. Upon exiting the church the party seems to be transported in their dream of an endless sky and about to be devoured by a black dragon when they return to reality, having only made one step into the final corridor. As they reach the last room, they hear an applause from behind, the head priest congratulating them for being the first creatures ever to reach this far, and like any respecting bad guys, explains to them what is going on before engaging them with the help of a huge ass worm.
After that the party is in front of the weapon and needs to decide what to do with it, and has to climb back up (if they don't find the church shortcut)
The End.
Writing this, I realize I really need to think about the Underground Puzzles a lot more, also perhaps have a full team of adventurers with the caravan instead of only Lars (with one of them becoming a vampire thrall).
Thoughts?
I'd kinda love your help, for I find myself in quite a pickle.
Some context:
So, after our last Pathfinder (PF) campaign ended, our GM started another one in Warhammer Fantasy RolePlay 2nd edition (WFRP), and it has been going on strong for a year now. Thing is, that GM is quite ambitious. By the time of our PF campaign he actually had two campaigns the same day set in the same universe, the US team and the European team. Eventually the US team had a near total party wipe due to bad party mechanics and us, the European team, took the one survivor -and borderline problem player- of the US team and finished the campaign. Again, immediately following that our GM switched to another campaign in another setting and game system, but maintaining the same mechanic of having two parties in two different timezones. Except this time he also made it possible for us to have multiple characters, to mix it up a bit, which ended with three different parties (the neutral and evil EU party, and the so-good-it's-uncanny US party.) with the evil party being very high maintenance.
So, after more than two years non-stop of that our GM decided he needed a breather, and asked me to GM a PF one-shot for him and one of his friends on top of our regular games.
I have honestly no idea why he thought that I, who never GM'd for PF, nor GM'd at all in years and who doesn't even speak english as his first language would be the right person for the job. But he did, which is extremely flattering since he is one of my most respected GMs ever, and I care deeply for this dude, so I really don't want to let him down.
So here is the one-shot, please tell me your impressions:
I don't know what my GM will play yet, but his friend will be a sorcerer with a divine archetype giving her access to divine spells. We're starting at 7th level, they rolled their attributes with the pool method and, to quote my GM "Yeah, the magic side of things is pretty much dealt with with her character." my GM should either play a frontline type or a skill-monkey, possibly with leadership to get a frontliner.
The party starts in the biggest capitol of the known world, Malan. They finished a contract in a nearby country a few months prior, were paid in jewels, and thought a place to sell them at the best rate, get some custom magical items done, and spend days pleasantly while said items were being crafted, so they came to the only city with all these traits: Malan. While they were staying here, the tensions between the local nobles were raised to near civil war status, while other countries were preparing to enter full-blown war. In that context, the rumors of an ungodly powerful weapon sleeping forgotten under the ruins of Triste-âme were rekindled. Triste-âme being a minor city whose claim to fame was to have been razed and resettled at the exact same place with the exact same name many, many times. You'd think the villagers would want to settle elsewhere, or at least get rid of the name, but no. One thing to complicate the matters is that Malan is surrounded by a huge marsh named the Rotting Sea (if you read Nausicaä, you get the idea) in which everything rots at extreme speeds due to an ancient curse. The curse dates back to the Third Runic War, the Superweapon dates back to the same period, so having that kind of power resurface may be a very bad idea.
Anyway, the party's first order of the day would be to find an employer, the Danglars noble house (subtle, yes I know) is ready to pay a huge sum for the weapon, but will only pay a tiny bit if the party doesn't deliver the weapon (there will of course be a trick with the weapon, but it's still possible for the party to succeed), while Sir Pellé of the royal administration mainly wants information on the Triste-âme situation and will pay a bonus if the party identifies the weapon, more if they bring it back, but will pay decently if they "only" get to the bottom of the affair. While the Admiral Morcerf mainly wants to put a stop to the renewed Gnoll attacks around Triste-âme that threaten his supply of wood, which he obviously needs for his armada. The rest is just gravy, but he promises he will pay good money for the weapon should it exists, he just very much doubts its existence.
There could be other employers, but this will be the main ones, and others should fall between these lines, with varying degrees of trustworthiness.
Next, the party will have to decide how to reach Triste-âme. I see three main ways of transportation, either they choose to cross the Rotting Sea on foot by themselves, not keeping to roads and going straight for their goal, estimated travel time is seven days, and I'll mostly ask them each day to roll for stealth, failure means they couldn't avoid the pride of manticores, the gallows tree, the gnoll warband if they're close to Triste-âme, and also an encounter where they cross the top of something that looks like a mound, that suddenly trembles, and when they go look at what's going on, they realise they were trekking atop a cave, made some noise and woke up a lazy wyvern. Another encounter is to find an oasis of pure water with a small mound in the center where a single woman plays the harp. The woman is a Nereid, and quite hungry/pissed at humans. The party will receive from time to time the help of some royal roadwardens, with carbine and horse, even if their "help" is simply to tell our fearless adventurers to do the courageous thing and flee like hell, some encounters being way too hard.
If the team decides to join a caravan that will bring them to a city close to Triste-âme, they will meet Lars Vanhel, a drunk cleric with a totally inappropriate love for lightning. He should be introduced as a useless bum at first, and then shoot a lightning bolt from the inside of his wagon the first time the party is having issues. The caravan has five wagons, with the three middle ones having small ballista turrets on top. Encounter-wise, once during the first three days the party will be attacked by a wyvern, that will then be attacked by a sepia snake in a "bigger fish" scenario. After that fight the party will meet Serenia, who is in the fifth wagon and a non-magical healer of some skill, apparently she was there from the start, they simply weren't acquainted. In reality Serenia is a vampire that snuck in during the attack, and dominated some people to help with her cover story. She will drain kill, and raise as a vampire spawn a caravan member per two days until she is unmasked. Between the fifth and seventh day, the caravan will chance upon a green woman by the side of the road. She is strangely beautiful, and slowly leaves with a sexy swaying walk to the cover of trees, deaf to all warnings, soon after a horrified scream is heard. A perception 10 reveals the woman as a kelpie, but a relevant knowledge test reveals something weird: Kelpies are aquatic creatures. There are indeed some putrescent lakes where that creature could have lived, but none nearby. If the party follows the kelpie they will get ambushed by assassin vines and then notice a weird pod in front of them, when the fungi queen warps on top of it and attacks, if put in a difficult position, she warps out. If the adventurers don't follow the kelpie, some caravan guards will, and the party will be here to see the caravan get attacked in the rear by four fomorians, one taskmaster and three warriors, with the help of one Grimstalker. If Serenia is still part of the caravan, she will reveal herself as a vampire and help fight that attack, since it directly endangers her wagon, and will take as a personal insult the Taskmaster's vain attempt at dominating her, and his successful attempts at dominating her vampire spawns (yeah, I know it shouldn't work, but I'll houserule that since the vampire keeps the spawns open to domination by her, they are open to domination by a creature as powerful as her). While that happens, a pod appears next to the rear assaillants, while the sides are attacked by two assassin vines each. The Fungus Queen will warp to different sides of the battle to disable the ballistas and drain and dominate the caravan guards, mainly those that got entangled by the assassin vines. At this point the two guards that went to chase the kelpie come back as fungi slaves with said kelpie under its true form to attack the front of the caravan. If the caravan gets destroyed in the fight, then the party will go on alone, possibly with Lars if he survived. Otherwise, if the caravan/players are in bad shape and Serenia is fine, she will turn on them, if she took too many wounds, she will flee. If the fomorians are saved from the fungi infection, they will be dazed for one round and then join the fight on the side of the caravan. If they survive they will gift a minor magical item to the party, otherwise it will be on their carcasses. If the caravan survives, the party will be paid a bonus. At the 8th day, the caravan reaches the trading city of Beri and has to continue alone to Triste-âme.
The party could decide to simply fly to their destination, in which case they reach Triste-âme in two days, and will be attacked by some wyverns, the fight taking the form of a chase of sorts. If the party takes too much damage, they will see one single mountain in range of their flight spell, with the city of Fegrono on top. Halfway towards this city, three wyvern raiders will come meet them, help chase off any remaining monsters if needed, and escort them to Fegrono, where the party can breathe, restock, but unfortunately not learn anything new.
As they reach Triste-âme, no matter the mean of transportation, the party will be visited by a Pale Stranger (except with two kopises instead of two guns and medium armor), the encounter is supposed to be more atmospheric than anything, the Stranger passing as though he didn't even see them, only muttering "Eeeeeeelf..." to himself. The party can engage and defeat him though he should be a hard fight. Then, finally, as the party finally reaches the ruins surrounding Triste-âme, they will chance upon a peculiar situation, with some men fighting off a skeleton attack near a cart. Successful perception tests however, reveal the men as bandits, two innocents hidden under the cart, and the skeleton attacking the bandits. The skeletons will not attack the innocents, and will not try and defend against the party until they strike the first blow. If allowed to finish the bandits, the skeletons will not harm the innocents and take the corpses, then a spectral voice rings and invites the party, whether they destroyed the skeletons or not, to the necromancer's lair, if no skeleton survived, he will send a will o' wisp. The necromancer is actually somewhat decent, will act as a shopkeep for magical items, give what little information he has, and if given a book, any book, will even provide the will o' wisp in a bottle to find the offending gnolls. The party will only have to open the bottle, follow their diminutive guide and find the gnolls.
The party then crosses some ruins, and then climbs a dome-shaped hill, finally reaching Triste-âme. The party will find a small village with a big-ass church and a decent inn. Some people have disappeared, and the villagers are on the fence regarding the adventuring party that came before our heroes, with one (elven) wizard, and two humans, one a fighter-type and the other a slayer. That adventuring team works for one of the guys our heroes don't work for, and don't have a competiting goal, so they can easily ally themselves with our heroes.
The party then needs to investigate Triste-âme and the ruins surrounding it. In the ruins the party can eventually find a gnoll raiding party, if they let a gnoll flee, it will lead them to an entrance leading the party to the second level of the Undergrounds, where they will confront 20 odd gnolls and their gnoll leader. Eventually the gnoll survivors will try and make a run for the exit, failing or not depending on our heroes, but leaving our brave adventurers free to explore the Undergrounds.
Otherwise, Triste-âme suffers from disapperances, the first time the party stays up late to try and find the culprit, they will chance upon a gnoll that will lead them to the entrance to the second level. Killing the gnolls doesn't stop the disappearances though, and subsequent times, the team will find that something peculiar happened to the ground in some parts of the village, sometimes it's ancient, sometimes less, sooner or latter they find that the disappearances are centered around the well, when they climb it down, they discover that it's not nearly as deep as it seems, like 30 feet tops, with a persisted darkness spell at the bottom, alongside a water purification and a water creation spell. There also seems to be a side-tunnel, which is helpful because at this point if the party used a rope to rappel down, it is suddenly cut. Luckily, they can stand in the puddle of water without issues. Then as they follow the side tunnel, they come out of a long extinguished fireplace and on the second floor of what definitely looks like an inn. It's even eerily similar to the one the heroes slept in, and filled with skeletons, some of which animate themselves to attack our heroes. They just arrived at the first level of the Undergrounds.
Back in the village, the woodcutter obviously has a secret, but it's a red herring, he merely has an intimate relationship with the innkeeper's daughter, which is adult but still his junior by fifteen years. Likewise, the butcher pings on detect evil and has some very weird and peculiar meat in his backroom. Again it is a red herring, he simply fancies himself a gourmet and considers it his mission to taste the meat of all creatures, that includes sentient creatures and indeed humans, but he only ever tried bandits and corrupt nobles, and didn't fancy it, so he isn't responsible for the disappearances in the village. He does invite the heroes to sample his newest dish: fomorian fillet.
The blacksmith is intriguing, as he sells much, much better quality weapons than he is capable of producing, even including magical arms and armor and some with peculiar steel that cannot be produced in this country. If our heroes play their cards right, the blacksmith will admit that these weapons are from his father's personal stash, which is also weird to him, since his father didn't have that level of skill either. Should the party search the blacksmith's house, they will find a hidden door in the cellar that gives to a poorly dug tunnel that goes straight down and reaches the Undergrounds level one, except that this time the party chances upon the old smithy that has been mostly pillaged, and the door to the rest of the level is heavily barred.
Lastly, the church is excessively weird. It is dedicated to the "Wyrm" (the local priest pronounces it extremely weirdly) and our heroes simply can't get a read on the head priest, who is also condescending and refuses to help them in any way shape or form. If they adventurers insist and infiltrate the church by night, they may reach a secret door in the study of the head priest, that will directly bring them to the first level of the Undergrounds, but still inside a secret passage, there the party needs to pass some tests to keep finding the right doors that allow them to keep going down and bypass the levels, after the seventh test they bypassed all of it and reach the last level.
Otherwise the Undergrounds represent each time Triste-âme was razed, basically the town is razed, sinks into the marsh, rebuilt on top of it, and eventually started forming the mound on which present Triste-âme rests. The levels are as follow:
Level1: Tunnels bring the party to different establishments, all eerily similar to the ones in current Triste-âme. Enemies are skeletons, slime skeletons, and corpse bugs, who disguise as a bone and animate a skeleton, substituting the marrow with his tendrils. These parasitic insects will also try and latch on human targets, a swarm of them once destroyed Triste-âme and is still there, sleeping due to lack of food, but will wake up when the adventurers walk in. Our heroes can flee to the second level with the swarm hot on their tails, the exit is at the bottom of the church, prompting a three-way fight between the swarm, the gnolls and the heroes.
Level2 : This time there is some sort of huge open-space with arches maintaining the ceiling in place. That Triste-âme was wiped by a plague, of which nothing remains, but gnolls have found an entrance to that level, ransacked it and used it as a base of operations. 20 odd gnolls with a leader and a cleric. Likewise, the exit is at the bottom of the church.
Level3 : Can happen a level lower, but this is when the other adventuring parties will start catching up to our heroes, since they cleared the upper floors, it can be only a party with one quaterstaff magus, war priest and archelogist bard (I think, meh, I don't know, the one with detect traps) or there can also be the other party in Triste-âme if our heroes didn't take them along. There could be some tensions between the parties, since the second one has a competiting goal with our heroes. This level is still recognizable as a village, but the buildings seem... Weird. This is also the first level that wasn't looted over the years, and has some masterwork stuff for our heroes to pillage, as well as scrolls and potions. But it's also the home to aberrations such as mimics, to the shopping weekend may not be a walk in the park for our heroes and their fearless companions (if they're still alive). While the stairs to leave the level are inside a building, and our heroes can find religious iconography inside, it is completely different from the previous churches.
Level4 : This level is the dirtiest of all and doesn't look like anything like the previous levels. Huge insects crawl the floor (CR5 insects) and all perishables have been consumed, food, wood, leather, even the parchment magic scrolls were made off and potions (in the former case, the parchments exploded and killed a number of insects) only some treasures hidden behind magic wards survive. Upon further exploration fo the level, the adventurers stumble upon a main room where a huge blob of troll flesh is chained to the wall by a huge centipede feeding on the blob, the entrails of the blob are open and swarming with insects devouring its flesh that is always regenerating. The blob has two heads, remains of the two-headed troll that lead his tribe to destroy Triste-âme in ages past, and the most astute adventurers can see two small intellect devourers exit the twin heads to mingle with the swarm of insects to sneak attack the group. Upon the destruction of the melded troll flesh, a door to the level below is revealed, requiring a special magical key hidden somewhere on that level.
Level5 : Vampires turned insane by the thirst, resembling less humanoids and more huge hulking muscular bats, lampreys, or other sucking beasts. At this level the city is unrecognizable, with ancient architecture, arches, and buildings, the stairs appear to be cursed, resounding like a crypt, in an eerily familiar fashion to the team. They lead to a locked chamber where the fallen vampire lord rests. The door to that room only opens after answering a riddle. The room itself is home to flame flowers, walking upon them instead of the ground incurs damage, the vampire used them to distract him from his hunger. Upon being woken up, the fallen vampire will attack the heroes, but after round one the fight is interrupted by the arrival of the Pale Stranger, who just walks through the walls, muttering "Eeeeeeelf" again, and breaking into a great flaming smile and huge laughter if he indeed sees an elf in the party, charging towards her. Otherwise he would attack the first person to attack him. It is entirely possible to have the two of them fight each other and run like hell to the other side of the room, where the door is locked by the same key the adventurers used to reach that level. Using it opens the door and gives access to the sixth level.
Level6 : Resting from this level onwards gives our heroes weird dreams about dragons and an endless sky. Concidentally -or not- this level is home to some pseudo-dragonkins of different sorts, but is otherwise an eery level filled with blasphemous glyphs and home to evil outsiders brought here by the power of the Dread Jewel. However, upon fighting their way to said jewel, that is part of a pillar, the party that discovers either by moving or destroying it, that it really doesn't have much power at all. Nevertheless, its absence dissipates the outsiders. Stairs from the building it was found in, lead downwards.
Level7 : This is where the shortcut from the church stops, and indeed, for the first time in some levels, the party arrive in a clearly recognizable church. Again it is eerily similar to the one on the surface, except for one fountain of white liquid in the center. That being said it is completely open and a wealth of information in the classical tongue about the world as it was in the closing days of the Third Runic War. Upon exiting the church the party seems to be transported in their dream of an endless sky and about to be devoured by a black dragon when they return to reality, having only made one step into the final corridor. As they reach the last room, they hear an applause from behind, the head priest congratulating them for being the first creatures ever to reach this far, and like any respecting bad guys, explains to them what is going on before engaging them with the help of a huge ass worm.
After that the party is in front of the weapon and needs to decide what to do with it, and has to climb back up (if they don't find the church shortcut)
The End.
Writing this, I realize I really need to think about the Underground Puzzles a lot more, also perhaps have a full team of adventurers with the caravan instead of only Lars (with one of them becoming a vampire thrall).
Thoughts?