Setting: The final approach & the Skull itself
Cast: Party, Martos, Elle
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The Skull is embedded in the side of a mountain, which is surrounded by several smaller hills. It is only visible from the west, though simply passing within about twenty miles will make the hair on people’s necks stand up. They will also feel as if they are being watched constantly.
The mountainous terrain isn’t too steep and the mountain containing the skull is only about 3,000 feet tall, so hardly the largest mountain around. There are a number of tunnels that run under the mountains to reach the skull, but to reach them the party would need to know of their existence. If they chose to ally with Lucifain he will provide them access.
If not they will probably have to approach overland. It is both a more treacherous journey, and a far more dangerous one as it leaves them in the open for all the troll spirits to see. If they choose this route they will have near constant combats.
The rain will return along with a fierce wind. This may help to mask the characters approach, but can also trigger enviromental dangers.
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Events- Overland Path
- The characters will find that it’s safest to approach from the northwest, because they can keep to ravines and ridges to hide their progress. It will take them about twelve hours of walking to get there. They can either camp midway and risk discovery, or suck the exhausted status condition.
- During the initial march have a mudslide hit the party. DC 15 reflex check or be swept down into a ravine. This will cause 2d6 damage and the party will have to throw a rope to get the person back up.
- If they camp midway they will definitely be attacked by a patrol of shamblers led by a single wight. If they don’t they will have fewer combats on the way there.
- Regardless, there will be four indepent combats they have to get through. Each one will involve a couple of wights and a bunch of shamblers. These fights are easily winnable, but they will deplete the party’s resources.
- After the final fight they need to climb a narrow ridge, which leads into the left eye of the skull. This is the most dangerous part, as they may be spotted. DC 15 stealth check. If they fail they a hue and cry will go up and they will hear the screeching of undead from every direction. Their only hope is to flee inside the skull and hope to lose their pursuers.
Events- Subterranean path
- The PCs will enter a tunnel at the base of one of the northern hills about two days west of the Skull. The tunnel is about six feet tall and five feet wide, so anyone taller than that will need to stoop. Ask the party for their heights at this point. Those who are taller will have a -2 penalty to combat in the tunnel.
- The tunnel is also pitch black so the party will need a plan to provide light. This light will be visible for a long distance, make sure they are aware of that. Sound also echoes a great deal, which will give a collective -4 to perception checks.
- The tunnel slopes down for the first mile or two, then opens into a larger cavern with a number of branches leading off of it. When the PCs reach the rough center they will hear movement in the shadows. Literally dozens of trolls have surrounded them. They carry a random assortment of weapons and wear hodge podge cast off armor. Sort of like gully dwarves.
- One of them steps forward and asks if the PCs are the promised ones. If they say yes they will be presented with offerings of large mushrooms, and clear cold water. The one who asked the question will introduce himself as Jok. He will explain that the master explained that the promised ones would come and that they would need guidance to the Skull. Jok was chosen to lead them.
- Jok offers to allow the party to rest in the cavern, or to take them deeper into the tunnels if they are ready. If they rest there will be no incidents.
- The party sets off through a narrow tunnel that is only three feet wide and six feet tall. It stays this way for several miles before finally widening, but it never gets higher than six feet. During this time have the PCs make a perception check to raise tension. If someone makes DC 25 (with a -4 penalty) have them notice a scarab scuttling into the darkness.
- The PCs continue down the narrow corridor, which begins to slope upwards. The temperature begins to rise dramatically. They begin to sweat and the hall begins to smell of sulfur. Jok tells them that they are coming to the lake of fire.