Sealing of the Wolfshaunt
Type | Dungeon |
---|---|
Status | Explored March 906 TA |
Location | Wolfshaunt |
Hex | 7916 |
Campaign | The Wolfshaunt Campaign |
Adventure # | 119 |
DM’s Notes
For the wrap-up of the Mustering
- It is still March 905 TA.
- You are not healed, spells recovered, etc.
- Hand out the Necklaces of the Wolfshaunt from faeries!!!
- We will start with the final room and then a draft for magic items.
For the Forbidden Gate and beyond:
- It is March 906 TA. A year has passed since the last adventure. It is the beginning of the campaign season.
Backstory for Awakening of the Wolfshaunt
The release of the Nephew – a vampire who was slew Booth and pretended to be him during the last adventure – was able to contact one outsider to let him know of his location before being recaptured and placed back into the vault. This outsider – Loomis – has been searching for the Forbidden Library his entire life – as his father and previous generations have done before. Calling themselves The Cult of the Shattered Moon – so named because their organization lies sundered by the Wolfshaunt Gate – Loomis stole the cyptex, used their remaining tokens to travel back to the Grandfather’s Castle, and are now trying to open the Wolfshaunt Gate permanently.
Unable to open the device directly, but suspecting where all the answers lay, the Grandfather created the Book of Secrets to “guide” extraordinary adventurers to find the clues, come to the castle, and open the cryptex. Then, he sent a pack of wolves through the gate and left the book on the chair in the Chapel of Udolf to be found.
The correct solution for the party is to find the cyptex and take it away without opening it.
Backstory for the Wolfshaunt Unleashed
Released from the Wolfshaunt, Grandfather Josiah seeks to leave the Wolfshaunt and establish residence in the Reaches. In order to do this on a grand scale, he must bring darkness to the land - which will weaken the people, starving them and making them more docile - and allow him free reign.
In order to do this, he is attempting to create a vast network of lightning rods (which are the real threat - not the storm) and activate them to create a powerful magical dimming of the sun. This requires thousands of lightning rods scattered around the area. He is getting the locals to help him by having the Hermit "selling" them rods and forcing them to protect them from removal.
The second task is to rescue his people from the Library - which will require an army which is currently coming out of the Wolfhaunt. In order to do this, he has enlisted the aid of the Tomb Kingdom - to bring back the Sandwurms to transport the army across the Sands of Time and into Sandal - where they will take the Library by force. The party must go to the Tomb Kingdom and stop the summoning of the great wurms.
The entire Wittenagemot campaign is centered around getting the Wolfshaunt army to Sandal in order to get to the Forbidden Library to release the other members of the Houses that are entrapped there. This would be a good change from the random kill cities campaign. This will be one of the short adventures – go to the Tomb Kingdom and keep the Sandwalkers from arising! Oh, Sandwalkers – actual Wittenagemot units which will transport units across the desert. Brilliant.
The final task is to return to the Wolfshaunt and subdue Father Joseph's line of kin and gain control of a Grandfather's Ring. THE NEPHEW + 12 OTHERS ALLOWED TO GO FREE!!! The Nephew will give them the intel report about what the Wolfshaunt is planning.
The Mustering
From MC 35: The Mustering
This is the Heartwood.
Lycurgus and Talbot will be closest to the trunk. The Mustering is coming to its climax.
The timer is ON. Lycurgus will set off a MAGNETIC BOMB (-) to keep the party from the trunk. The fruit begins to whither quickly with time. Those that have successfully solved the fruit puzzle, can enter the trunk. Each party member must solve the puzzle in 5 minutes to get into the trunk - make this a fun contest. If they fail, they stay outside with the loser wolves. Note: the characters need to break off a tooth to be successful.
This is a player vs. GM challenge using the book of puzzles. Roll a dice to see who goes first. If the GM misses the puzzle, then the player has his tooth in the Heart moves to the Alcove . If the player misses the puzzle, then they are trapped within the tree.
Encounter 1: The Alcove
Glancing about, you notice several cracks in the alcove - narrow at first and quickly widening like the maw of some great beast.
The two shaggy men exchange furtive glances and step into one - the crack closing behind them.
The cloaked figures hiss at you backing slowly into another opening. You are alone in the center of the Heartwood.
Encounter 2: The Endless Glade
Ents from the trees.
Tentacles from the pond.
Any attempt to leave - fly, teleport - will return the character to the center of the glade.
The players outside the tree have a new challenge: take the puzzle apart. The players inside the tree have to survive until this is done.
Encounter 3: Taking the Heart
The players inside the tree have a new challenge: put the puzzle together.
The players outside the tree have to survive until this is done.
The secret = the Wolves were tasked with gathering a bit of skin or clothing from each party member.
Lycurgus, Leader of the Baneback
A large man, clearly a werewolf from his shaggy appearance. On his back is a wicked serrated sword which glows with a dull reddish light. He is dressed in leather armor.
Talbot, House Blackwolf
A burly, hairy man - again clearly a werewolf. He wears a simple ironmonger's apron. In his hand, he carries a massive blacksmith's hammer which flickers with a blue-black lightning.
You are oath-bound to protect us - just as we are oath-bound to protect you.
Lycurgus tells the party of the Josiah and Bela's plans.
- The vampires fear an invasion of the Wolfshaunt by the forces of the Eastern Reaches.
- They know that Sandal, the Orc Nation, and now the Tang Empire have all been forced into submission from the aggressive forces of men, elves and dwarves.
- The Grandfathers sent an emissary east across the great continent four years ago - when the Valley Gate was first re-opened. There, they sought a pact with the Old Kingdom.
- Two years ago, now desperate, a deal was struck for a one-time invasion of the Reaches by the Old Kingdom forces. The price was high - one million gold pieces - paid to the Overlord. The invasion is underway - only the final payment needs to be sent to insure full cooperation. Tonight, this sum will be pulled from the darkest and deepest vaults under the mostly-deserted city of Everblack. The terms are simple. The Old Kingdom gets the fertile Western Reaches. The Wolfshaunt gets the tangled woods and sandy fields of the Eastern Reaches. The Shadowyarn Mountains will be the border.
- You must protect us from the Families. Now, that we are bound to you, the Grandfathers will ally with the Unfettered Wolves and seek to kill our packs, exterminating us without conscious.
- OR - You must protect us from the Families. Now, that we are unbound, the Grandfathers will ally with the Unfettered Wolves and seek to kill our packs, exterminating us without conscious.
Encounter 4: The Vaults of Everblack
Two rogue vampire brothers - rumored to be younger siblings of Radu - have long worked as "bankers" to the Families of the Wolfshaunt. One is impossibly fat and quiet. The other is rail thin and is the face of the organization. They are known as Mr. Black (fat) and Mr. Sly (thin). Militantly neutral, these brothers provide services to vampire, wolves and men alike. Their stronghold in the city of Everblack is at the center of commerce. Their stronghold is completely run by automatons - sentient beings cannot be trusted.
With the roads being dangerous and unpredictability, the Everblack Bank uses the Exchange boxes found on the roads of the Wolfshaunt. Using a two-phase teleport, valuable artifacts and gold are exchanged without risk.
But for the payment to the Old Kingdom must be made from outside Wolfshaunt, so the money must be moved through the gate - the Loch Gate in this case. The money will be moved by mechanical spiders led by Mr. Sly himself. The party must figure out how to intercept this money in order to minimize the Wittenagemot attacks.
The legs are "cars" that allow a visitor to be moved up the main building. The main building is a series of eight private rooms - each which are serviced by a conveyor belt that will allow deposits and withdrawals. Chess mazes are used that allow access. The party could put themselves on the conveyor and use a code to get into the main room.
The entire building can move - by standing up and crawling like a giant mechanical spider.
Encounter 5: The Eastern Exchange
Entering, you go down a short flight of stairs into a small 20x20 room. On a table in the center of the room is a large box - wooden framed with glass panels. The box is divided into two compartments.
One part is closed - behind its glass hovers the flickering image of the treasure. The other compartment is empty. If the party puts in the other part of the bargain, the flickering object will materialize. The payment will vanish.
A grid of squares is carved into the top of the box. These are Square Crosswords.
A perfect deal needs a trusting pair,
Each row and column a perfect square.
During the transfer, spiders will enter one-by-one and get a load of gold. Thus, the gold is spread out among a number of very, very fast spiders. Each transfer is small. With a spider leaving the Exchange and immediately going to the Loch Gate.
Encounter 6: The Loch Gate
The journey from the Eastern Exchange to the Loch Gate is a mere 20 miles - about 15 minutes at super speedy spider movement.
A trail of spider prints lead directly into the water.
The water swirls when life is nearby. The spiders just walk along the bottom.
Mr. Black. Puzzle with "donation" box to make the teleport active.
Encounter 7: Beyond the Loch Gate
The cave will be empty or Mr. Black might be here.
Another puzzle, another token.
If the party needs to pass back through the gate.
The Forbidden Gate
Prologue: The Sleeper
DM's Notes: The Grandfathers are running out of tokens and realize that soon they will be trapped in the Wolfshaunt without a way to escape with their Families.
They are also worried about the armies of the Eastern Reaches invading the Wolfshaunt.
They make up a story of a great evil, slumbering in the Wolfshaunt Valley - the reason that they were drawn to this corner of the Realm. This, of course, is a great deception. They will parlay with the Party for a mutual terms to release some of them to the Realm.
When the Sleeper arises from slumber immortal
His tendrils pass through time and space
Those who follow his path can Journey
To far-away lands in a far-away age
The Grandfathers will open their tendrils by having their spies piggyback on the party entering the gate - via the necklaces.
Also, the "mustering" areas are surrounding the falls - in several large open areas. The party will see these if they fly over the forest in front of the Forbidden Gate.
The vast canopy of the forest is thick and unbroken - with the exception of six large circular areas - equally spaced in an arc centered on the waterfall.
The last missing throw will have 3 as the result. This is because, with each pair of the throws you can find that the total sum is increasing by three and then decreasing by one. Therefore the missing throw be 3.
My Ancient and Esteemed Family,
Just four short years ago, we celebrated the opening of the Valley Gate. The cryptex violated, the seal broken. Our scouts reported the human cattle of the Eastern Reaches had multiplied and grown fat from the soft life outside the Wolfshaunt. Like many of you, I planned to establish a new stronghold outside the Wolfshaunt to grow my family to include a new generation bound in servitude. That time has not come. My assault on the infernal gnomish device at the Flower Gate has failed, and instead of triumph we are faced with a new threat from the Reaches. I write to each of you to tell of my plans. I have sent my son and twelve of his most trusted comrades to the Forbidden Gate beneath the Square Lake. Do not try to stop me, for they have already made the journey through the Gate and await the appointed time to fulfill their mission. I recognize the dangers of awakening the Ancient One that slumbers there in the darkness. The risk may very well sunder the Wolfshaunt and even the Reaches. But, this desperate mission represents our last, best chance to release our Families, armies and households from this accursed Valley. Muster at the Gate on the Vernal Equinox if you wish to join me in this expedition. Eternally yours, Joshiah. |
Encounter 1: The Camps
These are the "mustering" areas for the armies that will be teleported to the Reaches for Wittenagemot.
The areas around these mustering areas is filled with werewolves and vampires - armed with the weapons of war. None will go into the circular area - until the teleport columns are established. The troops are at high alert.
Encounter 2: Fake Vampires
The camp is, of course, a fake to get the party to believe that the vampires have already made their way into the dungeon.
The black dragon is real - and will spit metal disintegration acid (Level 35) at the party.
Searching the coffin will reveal a note written in the spidery hand of Grandfather Josiah.
When the Sleeper arises from slumber immortal His tendrils pass through time and space |
Each hut contains a single wooden coffin - now empty. Each appears to have been slept in by a vampire. There are signs of crates and boxes - impressions in the ground - now gone.
Encounter 3: The Entrance
Underneath the waterfall, the deep pool is hidden by the frothy waters. Occasionally, a glint of silver metal can be seen coming from its depths.
A set of silver doors with a strange octopus-like design encircles a silver metal panel with the following figure etched on it.
If the party incorrectly solves the puzzle, they will take a jolt of electrical shock from the door.
If the party takes too long to solve the puzzle, they will be attacked by non-corporeal octopii. These will jump the player ahead in time 1-6 rounds - during which they will be "frozen". The effect will of their hits will be a slow drain of beans (blue octopii) or hit points (red octopii). They ignore armor and pass through bodies.
The door is an oculus which opens allowing passage in. After the party has entered, it will close. If they look closely, the door will have a different puzzle to exit.
Encounter 4: The Long Hallway
When the party moves over the ridges, the walls of the long hallway will constrict slightly - moving with a faint undulation that follows the party along the hallway.
Along the hallway, the party will encounter a gelatinous cube that causes paralyzation - and mind control. It contains a strange multi-eyed creature in its center. The cube can become rock hard at command.
As soon as the oculus closes and the coast is clear, the vampires will jump out and try to get ahead of the party. This will be done via a darkness spell which is cast from a bead - silent and distracting.
At the top of the climb, the long hallway ends at a "T" with identical hallways running in a vaguely circular path.
The light is actually scan which is a charm spell without a saving throw. The charm will cause the character to move to the nearest door and enter the main chamber.
Encounter 5: The Mind Ticklers
Each square below contains either a fulcrum, or a weight from 0-3. Each group of squares surrounded by black lines is a balance containing one fulcrum where it would balance, with equal torque on both sides. The fulcrum will not be at the end of a balance. Each number outside the grid indicates the total weight in that row or column, counting fulcrums as 0.
You get the strange impression that another mind is listening to your thoughts.
As soon as the party enters the alcove, five vampires will come from the shadows behind them - moving quickly across the small room and disappearing into the darkness beyond.
The creatures in the tanks will attempt to charm or confuse the party.
Encounter 6: The Map Room
Looking down, you see the floor is now a map of the Reaches. This room overlays with the 120x200 the map of the Reaches.
Another flash. Another tendril. Outside, the armies begin to move into the Reaches.
No teleport out of the area. Each vampire will fight to the end to delay the party leaving.
Sealing of the Wolfshaunt
Encounter 1: Lycurgus and Talbot's Plea
Lycurgus and Talbot will give the party an escort and a description of the Chapel of the Lamp.
Each mustering, when the vampires have bound the wolves, the prisoners are released. They can describe the interior of the chapel.
Encounter 2: Outside the Chapel of the Lamp
The werewolves cannot pass within 180 feet of the chapel.
There is a slightly burned circle in the grass.
NOTE: If the dragons are not taken care of beforehand, they will slay the wolves running from the Chapel.
Encounter 3: The Chapel
Once the party is in the center of the chapel, four giant bats will attack from the corners of the chapel. A vampire will pop up in the lectern and start casting a spell to hold the party.
Encounter 4: The Undercrypt
As soon as the wall is brought down, the wolves will attack - unless they are quickly convinced that the party is there to save them.
Puzzle to open wall.
Each empty white square in the grids below contains one of the numbers 1 thru 8. Each of the horizontal and vertical equations should be true. Each number will be used exactly once.
Trap set to kill all of them. The key is the lamp - which holds the wolves in - even though the door is open. Careful examination of the lamp shows the flame to be produced by a strange globe with spikes.
You hear the rush of water. (which activates the poison)
Poison will start pouring in through the stone pillars throughout the cellar. Originally used to burn incense in order to keep the crypt smelling fresh. These are mundane and can be blocked.
Encounter 5: The Lamp Tower
The only way to get the wolves out is to break the lamp. Or take it apart.
Encounter 6: The Lampbearers
Of note, there is an inconspicuous vampire flying in the from the north carrying a large bundle - which happens to be another lamp. This one is tuned to the party specifically. A trap.
Try to capture the party by having lamp put in place by them. Brought by vampires.
Encounter 7: Freeing the Prisoners
The dragons will attack them.
They will give the party information about Bennett & Sons, Lampmakers.
Encounter 8: Radu
I will help you in your quest - if I'm given free range of the Reaches. I have decided to start a family. After you destroyed my home, I realized that I had become too attached to my treasures and this dreary place has grown droll.
I will help you take the one thing that is most precious in the Wolfshaunt - the hoard of both family's tokens. They have recently been moved. I will help you take them. This will cripple any large-scale movements from the Wolfshaunt. For my part of the bargain, I want 100 tokens.
Encounter 9: Radu's Revenge
With this, Radu will "disappear" promising to meet the party back at the great-grandfather's room.
Encounter 10: The Hoard - Entrance
Start the clock.
The upward staircase leads to the chambers of Mr. Sly and Mr. Black. Both are currently asleep - unaware that their bank is at risk. Mr. Black currently has the vault key.
The party can fashion a key. If they force the device to 162 and pull the handle, the room will begin to spin.
Encounter 11: Tokens!
Setting the locks back to 000 will bring the staircase back.
If there is time, the party can try another puzzle and another number. Roll a d6. On a 6, the mechanism overheats and the party is trapped.
If needed, Mr. Black and Mr. Sly will intervene. If the time runs out, the mechanical bugs will overrun the party.