Wonders of the Ancients

An elderly gentleman with a bushy mustache, a monocle, and wearing a pith helmet, makes his way confidently into the Shady Corner. He buys everyone a round, declaring he’s searching for brave individuals to help him on an expedition to explore an ancient ruin and find the treasures rumored to be hidden within.

Story Notes

The gentleman, Gerald von Drake, is an aged explorer secretly searching for a way to cheat death. Without any magical aptitude of his own he cannot use many of the ways powerful wizards would prolong their mortal existence. So he has sought darker magics, in this case a relic which he thinks will allow him to skip the gates and turn him directly into an ever living being with his mind and personality intact. Unfortunately he doesn’t know that it actually possesses any mortal who touches it, turning them into a fiendish vessel.

 

Unbeknownst to von Drake, the artifact is actually housed in the Beyond. The ruins he leads the party to pass into Poqwn. The current state of the structure it is in causes time to not flow normally. Once they enter, they are immediately transported to the final room. Inside the structure time only moves forward in an individual room, leaving the room causes it to reset to the point the players originally entered it.

 

Once that happens the players will have to work their way backwards though time to get out. But since every room resets backwards in time one the room is exited, anything they gather will be lost as soon as they go though the next door. This will mean that even though von Drake will turn into a fiend in the first room (as well as any other player that touches the artifact), once the party leaves the room everyone will return healthy and hale; including Von Drake, who will probably be killed over and over, so the players can ‘pay him back’ for being a gotcha villain if they want.

 

FATE: Once the players enter the mansion (Scene 4A), if a player is left to their fate during this mod (or the entire party is slain), they do not go to their fate as normal. instead, they proceed to the next scene (which is actually earlier in time).

Materials

A Necklace/Medallion

Monsters

NPC Gerald von Drake (Human Explorer)

Fiend Tyrant (Epic)

Exiles

Mimics

1: A Modern Major General

Narrative
An elderly gentleman with a bushy mustache, a monocle, and wearing a pith helmet, makes his way confidently into the Shady Corner. He buys everyone a round, declaring he’s searching for brave individuals to help him on an expedition to explore an ancient ruin and find the treasures rumored to be hidden within.


[Once the party agrees:]
Von Drake leads you down to the docks and you are soon underway. Crossing a span, you arrive at the Talaud Isles within an hour.
Scene Notes
GERALD VON DRAKE - RP NOTES:
You are Gerald von Drake, gentleman explorer and archeologist.
You're wanting to explore an ancient ruin, rumored to house many artifacts and treasures.
You are looking for one particular relic that might help you with your research.
Anything else they find they’re welcome to keep.
If they don’t find anything at all, you'll pay them for their time.
The ruins are in Rica, on the Talaud Isles.


If they ask him about his research, he’ll be a bit dismissive of the group’s ability to comprehend it, but if pressed will pull out some notes to show the party. It’s a bunch of complex algorithms, maps, and charts. Though you can make out his research has something to do with the realms judging by the notations.


Once the party agrees to his request, read the 2nd narration and continue to Scene 2.
Narrative Effects
Insight (Medium): He seems to be telling the truth about his research, though a bit stuck up about it.
Inspect Evil (Very Easy): He doesn’t appear to be evil.

2: Begin at the End

Narrative
Setting out into the jungle, von Drake presses onward, constantly consulting his notes and maps. Hacking your way through the thick underbrush you stand before an ancient stone structure, overgrown by moss and vines. Several statues stand adjacent to the massive stone door. While damaged over the ages, they are vaguely humanoid, and each hold rods in their hands.

Von Drake strides up to the statue on the end, pulling something from his bag and placing it in the statue's mouth. He steps back as you hear a low hum begin, but after a few moments it stops; the door still closed.


[After solving the puzzle:]
Von Drake places another bead in the statue's mouth. The low hum begins again, and as it does the connected rods begin to smoke and smolder; corrosion burning away as the completed connection actuates unseen mechanisms to roll back the stone door. The humming soon stops, leaving you looking down the dark stone corridor into the ancient structure.
Scene Notes
SETUP: Have several monsters stand in a line beside each other, facing the players, with both hands held even in front of them with their weapons held upright. The two monsters on the ends hold a single weapon on the side closest to the next monster.

PUZZLE: The statues cannot be moved, but their hands will rotate at the wrists, in the opposite directions. The goal is to rotate the arms so that the rods form a connection across the whole group. The stone is non conductive so the monsters’ hands are safe to touch. If the players are touching the monsters' weapons when von Drake activates the mechanism, they take "2 Shock".


VON DRAKE - RP NOTES:
Your research said that giving the first statue a bead should have opened the door.
The mechanism obviously tried to do something; instruct the players to attempt to figure out what went wrong.
{beads} The beads can be found throughout Rica. They're a plentiful artifact from the ancient Alaquaad civilization. Most people use them as decorations or jewelry.


Von Drake will insert another bead into the mechanism so long as the players have changed something; he won't simply waste the beads if they haven't changed the orientation at all.


BRUTE FORCE: If the players cannot determine the solution, von Drake will eventually figure it out himself.


Once the puzzle is solved, read the 2nd narration, then continue to Scene 3 once the party enters the structure.
Narrative Effects
Breach (Impossible): The statue/door does not give at all… in fact you put so much force into the attempt that you actually break your own limb. ["Maim"]
Commune Earth (Easy): Make us one.
Inspect Magic (Easy): You don't detect any magic.
Inspect Secret (Medium): Looking at the statues you see a barely perceptible hairline crack in the wrist of each statue.
Sabotage (Impossible): You cannot find any spot to open to get to the components. It’s as if its it was created in one piece with all the mechanisms already in place.
Translate (Very Hard): What writing you can find is almost completely worn away. The best you can manage is that it is of Alaquad origin, and has existed since before the Age of Wonders.

3: More Statues? A Door?

Narrative
Making your way down the long empty halls, you see more statues adorning the walls. Ahead of you is a crossroads.


[Once the party reaches the end of any hall:]
A smaller stone door awaits you at the end of the hall.


[Once the party opens the door:]
The door opens, revealing the interior of a mansion. You notice that it is very ornately decorated. Gaudy drapery hangs limply around every window, the chandelier looks as though it hasn't been lit in years, and there is a thick coat of dust on every surface. Across the foyer is the entrance to an endless hallway lined with doors.
Scene Notes
ANNOUNCE: Players are afflicted with the flaw "Always Dazzled" unless they have "Adapt Darkness" or "Light".


The statues in the hall are mimics. If the party interacts with them, they will attack. If the party ignores them, they will sneak up and attack. If the party splits up, the mimics will take advantage of the situation.

COMBAT: Mimics
INNOCUOUS: The mimics begin combat under the effect of "Vanish" if the players ignore them and keep going.


The door may be opened by pressing a button on the wall right next to it. The party will likely be confused by the odd change of scenery, but von Drake will assure them that this is what they are looking for.


As soon as someone crosses the threshold of the door, REMOVE THEM FROM PLAY and have them step off to the side until everyone passes through the door. Then proceed to Scene 4A.
Narrative Effects
Adapt Darkness (Automatic): [prevents "Always Dazzled"]
Breach (Impossible): The door does not give at all… in fact you put so much force into the attempt that you actually break your own limb. ["Maim"]
Commune Earth (Impossible): [insert random mutterings of the beyond] ["Fear"].
Explore (Crossroads; Automatic): The hallway extends for a distance, and ends in a stone doorway.
Explore (Foyer/Mansion; Automatic): [Remove player from play].
Inspect Magic (Easy): You don't detect any magic.
Inspect Secret (Very Easy): Checking around the door, you find a button in the wall next to it.
Light (Automatic): [prevents "Always Dazzled"]
Sabotage (Impossible): You cannot find any spot to open to get to the components. It’s as if its it was created in one piece with all the mechanisms already in place.

4A: Final Room! …Wait Already? (Fighting)

Narrative
After such a long journey, with all of the exiles and puzzles, you arrive in the final room. The walls are adorned with paintings depicting the pit, and various fiends and the damned. In the center of the room is a plinth with the bust of a fiend upon it; an amulet around it's neck.


[When von Drake grabs the amulet:]
Gerald picks up the amulet and starts to laugh maniacally. He grows larger, muscles bulging and his skin turning a deep red. Horns and fangs grow as his shirt rips as a pair of leathery wings sprout from his back. When he finishes with a roar, a massive tyrant stands before you.
Scene Notes
SETUP: Have one of the monsters be standing in the room with the amulet physrep. Von Drake should be prepared to make a run for the amulet as soon as "play on" is called.


The players will probably be confused by the wording of the narration but it’s intentional. Time doesn’t work normally inside the structure. The players might ask for clarification but don’t give answers yet. With luck they won’t notice von Drake going to the plinth while they’re confused. If they do, Gerald will counter anything used on him, and snatch up the amulet on it.

DEJA VU: If the scene is repeated later, von Drake can be killed before he gets to the amulet.


When von Drake grabs the amulet, call hold and read the 2nd narration.


They don’t have to start fighting immediately. The First Fiend will monolog if the players let him. Once he’s attacked call a hold and announce him as an epic monster.

MONOLOG - RP:
You have been waiting so long for a vessel. This old man readily gave himself to you, expecting to gain eternal life; and so his body shall live forever, as your new vessel. Thanks to his help, you can now leave this place, bringing destruction to Orn in the name of Herald of Twilight!

ANNOUNCE: The First Fiend is an EPIC MONSTER!
COMBAT: Tyrant (Epic)


After the epic falls continue to Scene 4B.

4B: The Final Room! …Wait Already? (Exposition)

Narrative
The fiendish body of von drake collapses; engulfed in fellfire it is reduced to nothing but ash- and the amulet.
Scene Notes
The players will probably have questions. Though they just killed the guy who knows the most about what’s going on, but they can use narratives. And if they ask out of character about the intro to the room, specifically about remembering puzzles and fights leading into the room, let them know yes, they have memories of the previous rooms.

If they use narratives on the artifact, keep note if they touch it or not. The narratives can be used without touching, but if they do, go to the part on players touching the amulet (below).


TOUCHING THE AMULET:
If any player touches it call a hold. Let them know, they’ve been possessed by the First Fiend, feel an intense loyalty to Dhuroscht, and a hatred for all life. Ask them how much HP they have so they can be counted. They’re an epic version of themselves. When they fall, their body is consumed in fellfire and leaves nothing but ash (player is REMOVED FROM PLAY until the next scene).

ANNOUNCE: Possessed [Player] is an EPIC MONSTER!
OPTIONAL COMBAT: Possessed Player (Epic)


NOTE FOR KADE:
If Kade Crysilore touches the amulet, she will become an Epic as normal, however she will not be possessed and she will also not trigger a hold for a transformation narration. If she leaves the room while wearing it, the First Fiend amulet will disappear, returning to the bust on the plinth once the entire party leaves the room.


Once the players are done, there is only one door to the room. Passing through it proceeds to Scene 5.
Narrative Effects
Inspect Evil (Amulet; Automatic): It is definitely evil.
Inspect Magic (Amulet; Automatic): It is POWERFUL magic, seems like it’s designed to contain a soul.
Inspect Aura (Amulet; Impossible): The Aura of Sin from the imprisoned First Fiend pervades your perceptions. ["Frenzy"]
Purge (Amulet; Impossible): As you try to purge the relic, the First Fiend lashes out at you. [Player is possessed (see Scene notes)]
Search/Inspect (Plinth; Automatic): On the plinth you see an inscription: "Imprisoned here is the essence of the First Fiend. Their name lost to time, and not inclined to reveal it."
Search/Inspect (Room; Automatic): All of the relics and paintings in this room are of fine quality, gathered over years, ages even. It must be worth a small fortune… no… on closer inspection it must be worth a LARGE fortune.

5: Self Locking Door

Narrative
You quickly enter the next room, slamming the door behind you. Back in the hall of infinite doors you can hear the exiles moving through the mansion. This room is barren save for several columns with levers on them. A closed door on the other side of the room. You notice that everyone is here, including von Drake who mentions “Quickly! We're almost there! Hurry before those things get in here!”
Scene Notes
Have several monsters stand in a line, side by side, facing the players, with one arm either in an up or down position. Every time one of the levers is moved, the levers on the either side of it also changes position. Getting all the levers either up or down will open the locked door on the other side of the room. If any of the players have caught on and ask if they remember how this puzzle works, the answer is yes, and just explain they have to get all the levers in the same direction.

Anyone who died or was possessed in the previous scene is back. They remember what happened in the final room as well. Gerald Von Drake is also alive.

However that is not the door the party wants to go into. The answer is to just turn around and walk into the door back into the endless hallway. They can do this without even doing the puzzle.


IF THE PLAYERS SOLVE THE PUZZLE:
Read the 2nd narration. If they go through the doorway into the plinth room, return to Scene 4A, though they can stop Gerald this time as in the scene notes.

IF THE PLAYERS RETURN TO THE ENDLESS HALLWAY:
If they go back into the endless hallway, proceed to Scene 6.
Narrative Effects
Inspect Secret (Automatic): The craftsmanship in this device is amazing, you’re pretty sure it’d be impossible to sabotage or break.
Breach (Impossible): The device/door does not give at all... in fact you put so much force into the attempt that you actually break your own limb. ["Maim"]
Sabotage (Impossible): You cannot find any spot to open to get to the components. It’s as if its it was created in one piece with all the mechanisms already in place.

6: Too Many Doors

Narrative
Fleeing the foyer, you run down the endless hallway. Doors line both walls of the hall; each is identical: they are a standard height, made of an unremarkable wood but beneath each doorknob is a hole. Von Drake kneels down near a door and begins tearing through the contents of his bag frantically. "Stall them! I have to find the key!" The exiles from the foyer begin to follow you down the hall!


[After several waves:]
Von Drake pulls out a small chunk of reddish stone with a sulpherous odor. Presenting it to the hole in the door, it changes shape to accept it, the door audibly unlocking. "It's open!"
Scene Notes
Von Drake will search for the key during combat. The exiles shouldn't specifically go after him, but they also won't ignore him if nobody stops them.

ANNOUNCE: "Field Fear"

COMBAT: Exiles


After several waves, stop respawns. Have von Drake find the key. Read the 2nd narration. Then give the players a chance to choose whether to go to the foyer or go through the unlocked door.


IF THE PLAYERS GO THROUGH THE NOW UNLOCKED DOOR:
If they go through the doorway into the column room, return to Scene 5.

IF THE PLAYERS RETURN TO THE FOYER:
If they go back into the foyer, proceed to Scene 7.

7: More Exiles, or did we just arrive?

Narrative
Standing in the entrance of the mansion, you notice that it is very ornately decorated. Gaudy drapery hangs limply around every window, the chandelier looks as though it hasn't been lit in years, and there is a thick coat of dust on every surface. Across the foyer is the entrance to an endless hallway lined with doors.

As you move further into the foyer, the chandelier lights itself, illuminating the long empty room. You notice paintings covering the walls, all depicting what you can only assume is the same figure. The face of every painting has been ripped out but they all show a man wearing a red vest, a bowler hat and a frilly shirt.

In the distance, from outside, you hear echoes of unimaginable things drawing ever closer...


[If someone goes to look out the window:]
Looking out the window you are greeted by absolute darkness. Suddenly, an unfathomable creature looms out of the darkness just outside the window! You barely have time to scream as it's multitude of shifting tentacles and limbs smashes through the glass, grabbing ahold of you and pulling you into it's shapeless mass of eyes and mouths!


[After several minutes, or if someone tries the door, or if they start to move towards the endless hallway:]
Suddenly, an unfathomable creature smashes through the window; a multitude of shifting tentacles and limbs, a shapeless mass of eyes and mouths!


[As the party attempts to leave through the door:]
Von Drake slams to the floor, screaming in terror as one of the creatures has grabbed him by the leg. Too far away, he still attempts to reach out to you before the creature pulls him out through the window it came from!
Scene Notes
If someone goes over to the window before combat starts, read the 2nd narration. They are LEFT TO THEIR FATE and combat immediately starts.

If the party waits, or attempts to either open the door, or head to the endless hallway, read the 3rd narration and combat immediately starts.


The NPC playing von Drake should show back up and promptly scream in fear, he’s never seen an exile before. He’ll run around during the fight and the monsters can kill him. The exiles shouldn't specifically go after him, but they also won't ignore him if nobody stops them.

ANNOUNCE: "Field Fear"

COMBAT: Exiles


After several waves, have a break in the respawns to allow the party to open the door or proceed down the hallway.

IF THE PLAYERS GO TO THE ENDLESS HALLWAY:
If they go to the endless hallway, return to Scene 6.

IF THE PLAYERS EXIT THE FRONT DOOR:
If they exit the front door, read the 4th narration, then proceed to Scene 8.

8: End at the Beginning

Narrative
Hacking your way through the thick underbrush you stand before an ancient stone structure, overgrown by moss and vines. Several statues stand adjacent to the massive stone door. While damaged over the ages, they are vaguely humanoid, and each hold rods in their hands.
Scene Notes
The party is back outside the structure, at the point before they ever entered, though they remember everything that happened. Von Drake is nowhere to be seen, having been removed from the mansion before the party exited the door, he did not reset with them.

As the party does not have any of the beads that von Drake used, they cannot open the door.

From this point, they are free to return to town and catch a ship back to Jastrey. THIS ENDS THE CONTENT.
Narrative Effects
Breach (Impossible): The statue/door does not give at all… in fact you put so much force into the attempt that you actually break your own limb. ["Maim"]
Commune Earth (Easy): Make us one.
Inspect Magic (Easy): You don't detect any magic.
Inspect Secret (Medium): Looking at the statues you see a barely perceptible hairline crack in the wrist of each statue.
Sabotage (Impossible): You cannot find any spot to open to get to the components. It’s as if its it was created in one piece with all the mechanisms already in place.
Translate (Very Hard): What writing you can find is almost completely worn away. The best you can manage is that it is of Alaquad origin, and has existed since before the Age of Wonders.

EPILOGUE

Scene Notes
Things of note for other writers:
1) If players manage to acquire any of the Alaquad beads and find their way back to the ruins, they may open the door again.
2) The ancient Alaquad structure no longer connects to Poqwn (unless written to do so).
3) It also does not directly lead to the mansion.
4) The First Fiend is back on the bust, on the plinth. The mansion itself is reset to the point as if the party never entered it.