Notes
A venture for freshly-made cutters.
Content note
Very gross, overall. Significant cruelty suggested.
Context
A sinkhole recently appeared in Farmer Ostcott’s sunflower field.
“A’ve heard sounds from the hole. Some animal. Moaning n’ banging stones. S’gotta be dealt with.”
gear
Limit the Gang’s gear to what they start with plus the goods buyable from Isobel and Spaller.
Weapons or armor found in the hole are rusted (unless specified.) They start with 2 wear.
rewards
Two scenarios. Either:
- Freeboot the place. £60 pounds from Farmer Ostcott and they can keep anything inside, or:
- Venture for the bank. £30 each but valuables must be left inside. 5% share earned of said valuables.
ABANDONING THE RAID
If the Gang leave the hole for more than a day, a crew of competing cutters raids it their absence. This is a risk the Gang are aware of: An unclaimed tomb or ruin is a valuable thing indeed.
THE KELP
Mysterious brown-green kelp appears throughout this adventure. Smells of barley and seaweed. If it or its products—alcohol or dried kelp—are consumed, the meal heals +1 stitch, but a sinister effect befalls the eater: For a week, they cannot level Intellect and their hair grows snowy at the roots; the affect is rapid, noticeable within a night’s sleep.
Topic: Botany, the sea, etc.
on the kelp
Time + Ambushes
The gang will eventually emerge to lunch, rest, and, shop. In this time, account for the white apes’ movements in their absence. They may escape from the hole or change positions within, intending fresh ambuscades. It is recommended that 1d4+2 apes escape and attack the cutters’ sunflower field campground every night. Only foes previously encountered should escape; the others should maintain their starting positions as described.
Merchants
Two merchants are available nearby the hole: Isobel the buttonmouse is there at the outset; Spaller the Leatherer appears in the middle of the first day.
the buttonmouse
A grey mouse in a wide sunhat and gingham jumper. Long whiskers and nervous pink hands. She is Isobel Vallimus, of Rudyard. She is present from the start with her mule and cart. Timid, but proud. Well-motivated by commerce and unlikely to acquiesce to bartering. If insulted twice, she will promptly leave.
“There are starving cutters in Wealik who wouldn’t blink twice at my prices. Harrumph!”
isobel’s stock
| item | desc | weight | stock | price |
|---|---|---|---|---|
| Ash pike shaft, 3 m | screws onto pike heads | 3# | 3 | 10p |
| Bandage, cotton | Lothrheimer military-issue | XS | 20 | 5p |
| Buff coat | armor 3|2 chest, back, abdomen, shoulders, upper arms, forearms | 3# | 1 | 60p |
| Buff vest | armor 3|2 chest, back, abdomen, shoulders | 2# | 2 | 40p |
| Can of kerosene | 2 units | 1# | 6 | 2p |
| Coffee, ground, jar of 64 | Sicadan varietal | S | 3 | £1 |
| Kerosene lamp | with storm shutter | 1# | 2 | 5p |
| Mince toad | a little goggle-eyed toad in a wire cage | S | 1 | 2p |
| Munitions spade | a stout spade, worthy of combat | 1# | 1 | 30p |
| Pike head | mass-produced screw-on blade. Usable as a dagger, alone | 1# | 2 | 20p |
| boiled leather field hat | armor 6|3 skull | 1# | 1 | 35p |
| Rope, hemp, 64 m | decent enough rope | 1# | 4 | 3p |
| Sack of 12 buttercorms | +1 to cooking rolls w/ cooked with butter | 1# | 2 | 4p |
| Sack of 12 onions | lovely onions | 1# | 2 | 4p |
| Sledgehammer | slightly used | 4# | 1 | £6 |
| Hartshorn ampoule | wakes you up | XS | 2 | £1 |
| Tonic soda, horehound flavor | unpopular flavor | S | 6 | 5p |
the leatherer
A ragman swathed in yellow leather bands. He is Spaller, of Badden. He carries a bale of leather goods. He appears in the middle of day 1.
“My fellows have a lurk, nearby. Said someone may be needing of cutters’ styles.”
spaller’s stock
| item | desc | weight | stock | price |
|---|---|---|---|---|
| Cutter duster, long, leather | armor 2|1 chest, gut, arms, forearms, thighs, neck, | 0 | 2 | 160p |
| Cutter jacket, short, leather | armor 2|1 chest, gut, arms, forearms, neck | 0 | 2 | 80p |
| Frock coat, long, leather, | armor 2|1 chest, gut, arms, forearms, thighs, | 0 | 4 | 120p |
| Jerkin, sleeveless, leather, | armor 2|1 chest, gut | 0 | 3 | 40p |
| Leather bands, spool | armor 2|1 (for ragmen. Sufficient for one body area) | 0 | 24 | 20p |
| Mouse tunic, w/hood, padded leather | Armor 2/3, chest, gut, neck, head,) | 0 | 3 | 45p |
At the end of day one, Spaller invites cutters whomever bought from him to lurk with his companions. They are holing up in an old shed in the middle of the same field a mile away. Though they are civil ragmen, they are, nonetheless, ragmen: They expect cutters lurking with them to share in cards, smokes, aquavit, and strings of pork sausage with raw tomato and cheese. They also expect stories as payment. There are four rag creatures. Their names are Sodor, Splint, Dicker, and Spool. Their characteristics and personalities are yours to determine. If given any white ape meat, they refuse to eat it.
At the end of day two, Spaller departs for Silton, saying his gang have acquired the heebie-jeebies. He invites the cutters meet him there, saying that he can be found at the Coughlen Glen jasm club.
Map



START
Sunflowers wave in the autumn sun. The smell of earth. A tinge of sour.
There is a hole in the field. An even circle where the ground simply dropped away. Sunflowers droop into it, overlooking a pile of earth and rubble 4 m below. A sickly waft of vinegar and dung wafts without.
Nearby the lip rests a dun mule. Astride it rests a grey mouse in a sunhat wider than she is tall. She is Isobel Vallimus. She’s an opportunist, here with a cart of goods.
“It seemed to be a place requiring of cutter’s wares, so I came.”
LEVEL 1
1.0 | descent
Vinegar fumes. A fecal undertone.
The “sinkhole” is a well or silo, its ceiling collapsed. Rubble is piled up one side, 3 m down. The flagstone floor is littered in debris and small heaps of ochre filth, like cowpies.
The wall above the rubble pile sports blunt claw marks, as if creatures scrabbled and jumped vainly towards freedom.
- A round spent examining the rubble suggests that vegetal patterns existed in the now-collapsed ceiling, but no hatch nor door.
Opposite the pile, in a curve in the wall, a stairway descends to 1.1 | distillery.
1.1 | distillery
Dark. Powerful odor of vinegar. A sewage tinge.
A massive pot still commands the room, surrounded by carved buckets. Block tables stand nearby, covered in sticks. Shelves are cut into the wall behind.
The room’s limestone surfaces are deeply worn; filthy, uneven, and scratched. In high-traffic areas, inches of floor are missing, smoothly subtracted by the passage of feet.
Heavy brass double doors stand half open, south.
- When the doors are approached, a creature leaps out, whooping and hooting, covered in dirty ivory dreadlocks, baring its teeth like a furious ape. Its gesticulates with hands stained ochre, mock-charges the intruders, then leaves towards 1.3.
If the gang respond to the creature’s threat display with real violence, it hurriedly leaves (towards 1.3 | corner.)
The still: Solid copper, impressively thick. Hot. Supported on stout legs over a blackened firepit of smoking ashes. Halfway up, a hatch is caked in dried gunk and shut tight by its own weight. The boiler is full of heady green-dark wash. The swan-neck lyne arm sprouting from the top feeds a condensing pillar. The pillar sports a spile with a stone bucket under it.
- In the condenser and bucket: Harsh, clean spirits, like vodka. Flammable. Body areas soaked in spirits burn at 1d6 intensity if ignited.
Topic: Brewing, physics, engineering, etc.
on the still
Stone buckets with crock lids sit by the boiler. Caked with wash, redolent of yeast. One contains spirits. Others contain a mealy mash smelling of barley, seaweed, and yeast. Others, fresh water.
The tables hold dense bundles of flat, dry brown-green stalks. 12 burden-weight bundles tied with pale-hair twine. They smell faintly of barley and and seaweed. The table surfaces are dirty, stained with plant matter and blood.
Topic: Botany, agriculture, culinaryetc.
on the plant matter
The shelves, mere stone slots in the wall, are packed with bundles of the seaweed-stuff, white hairy twine, dried humanoid bones, and dried strips of flesh (cured apeman.) Under it all, concealed, is a small iron box forgotten in a dune of dust.
- The box is locked, but fragile. Inside: Dust, flakes of paper, and 9 fat pale golden coins, like slices of radish (XS size, stack to 12.) They glug, filed with fluid. If spun, they spin for a long time. The reverse side features a cruelly rectangular woman’s face flanked by decorative reeds; the obverse: a grid of indecipherable symbols. To Isobel, they are worth £2 each (40p)
Topic: History, Sorcery, or Banking
on the coins
1.2 | brass doors
Dancing light and shadow. Greasy, thin smoke.
Rectangular, unadorned doors hang on vast metal hinges. One side is permanently open, immobilized by time.
Through them: A landing and stairway descend eastward. Alongside the stairs hangs a filthy hide, its hem level with the top step.
- Behind the hide wait 2 white apes in the concealed loft, eager to throw spirit pots at passersby. They roll Subtlety to stay quiet at +2. Their breathing is noticed if they fail. After throwing their pots or being spotted, they join their fellows in 1.3.
1.3 | corner
Flickering lights. Candlesmoke. Mouth-breathing and grunting.
Around the corner stand 3 white apes prepared to fight. They brandish fragile rusted gladii and burning greasy earwax tapers on bone rods. They whoop and scream, spraying spittle.
- They fight with simple tactics, dousing and lighting up cutters with spirits and tapers and flanking behind through 1.3.5.
- If near defeat, they flee south for the secret door in 1.3.5 | loft.
The hallway’s bulbous end sports a short stair to 1.3.5, a bronze door south (1.5,) and a statue alcove east (1.4.) The floor is worn: Feet have worn a groove down the center of the hall. Trailing claws have scraped waist-high channels along the wall.
1.3.5 | loft
Dark.
The walls are covered in rude cloth daubed in rude representations of figures. Artless and profane.
- A hidden alcove lies behind a cloth, hiding 6 crude clay pots of spirits (1#/ea.,) 4 bundles of kelp (1#/ea), 3 spools of hair twine (s) and any apemen who fled the fighting. If not found, they exit the dungeon and lurk in the sunflower field, where they strike in night.
Three squalid nests are arranged on the floor.
1.4 | alcove
A statue stands here. A half-scale woman of chipped limestone. Her face is bronze and cruelly geometric. Her hand is graciously outstretched and likewise bronze.
The hand is stained in orange dung. If touched, the statue slides back and away into the wall, revealing a narrow walkway and a tower chamber (6.)
- Resetting the door requires a Might success at -4 to slide the statue back into place up the counterweighted slot she slides on.
1.5 | flautist
Dark, but firelight flickers under the door. A faint piping music.
A thin bronze door, dented and abused. Unlocked. Light quavers in the jamb. Beyond, someone plays sweetly on a leaky flute.
Beyond: A drumlike chamber. A stairwell spirals down to the east. A large bronze lamp burns near the southern wall. A gloomy hallway extends to the west.
An apeman hunches at the hallway’s mouth, playing on a bone flute. Though he shirks and looks on with fear, he will not stop. His crouching-place is worn deep into the floor.
- He plays to sedate the calcatrix sleeping in 1.5.5 | calcatrix.
1.5.5 | calcatrix
Dark. A regular hiss of metallic breath.
A clean hallway larded in undisturbed dust.
At the end sleeps a curled-up monster: A rubbery scaleless bird-lizard large as a hound, its four bony limbs tipped in strong, long bladed fingers like a bat’s wings sans webbing. It sleeps atop 12 golden dewdrops. A tiny butterfly key glitters on a thin silver chain round its neck.
- 6 dewdrops are fully under the chimera’s weight, but the rest may be stolen with a successful Subtlety roll -2. Failure wakes the chimera.
- The key cannot be removed without waking it unless the chain is subtly cut.
If the piping stops for more than a minute, the calcatrix wakes.
- The piping apeman succumbs to exhaustion in 12 hours. If this occurs while the cutters are asleep, the chimera strikes up an ambuscade in 1.3.5 | loft, hidden by the curtains.
Topic: Sorcery
on calcatrices
1.6 | ossuary
Dark. Chill. Faint putrescine and the dry odor of rawhide.
Down a narrow corridor lies a tall tower chamber, unadorned. There are four crystal windows set in the floor. An ape-creature lies between them, face up. At the eastern end, a statue overlooks the room .
The prostrate ape-creature is a carcass with cuts of flesh taken from its limbs. If a human nears, it springs to scuttling life as a grue. It is a particularly weak, degenerate grue.
Each crystal window is set in bronze fittings. They are really hatches, each with a wide handle that must be rotated then pulled to open.
- Through the glass, deep down, lie innumerable grues in a crystal well, bunched like spiders in a test tube. It is an awful sight (+1 distress.)
- If opened, a hatch swings upward on hidden hinges. The misshapen mass of black bones below clambers towards the top.
- The hatches are counterweighted, requiring a Might roll at -2 to shut.
The statue across the room is like that in 1.4 | alcove but life-scale. Its bronze hands are extended graciously. It’s face is twisted: each side bears a different expression.
- The left hand is tarnished but clean. The corresponding face is an expression of incredible hate. If the hand is touched: the grue-well hatches open simultaneously.
- The right hand is filthy. The right face is somber, eye shut. If the hand is touched: a steel barrier slides into place a foot beneath each hatch, creating a safe airlock.
If one or more grue wells are opened:
Grues reach the top in 1d4 rounds, after which 1–2 grues appear from each open hatch at the start of each round.
There are hundreds of grues in the tanks. If more than a few make it beyond 1.4, the dungeon and those inside are lost to the scuttling dead. Cutters trapped in 1.6 | ossuary with the grues are similarly lost.
1.7 | stairs to level 2
Dark. Muttering. Sounds of dragging. An odor of barley or seaweed.
These steps are swaybacked and lumpen with use.
The first cutter down the stairs hears scuffling, scraping, and muttering in some half-language receding to the right, as of creatures hurriedly dragging something away.
LEVEL 2
2.0 | drying room
Dark. A hideous latrine odor. Rushing water.
A circular tower chamber. North, a slimy archway frames hanging kelp beyond. West: a heavy brass door. East: An archway; falling water beyond. (2.0.1.)
Racks tied from long bones and sinew line the walls, hung with brown, ropey kelp. Dry, flakey, barley-scented. Some still slimy and wet.
- Amidst the kelp are curing strips of meat backed with yellow fat.
- Beneath one rack, half-covered in gunk, is a bronze sheet. Lines of holes are punched into it. They are notations for a six-hole whistle, meant to soothe the calcatrix.
To the west: A massive brass door under an arch, matte black with tarnish. Sports a keyhole. Flush; no hold for a prybar. If forced: -6 to the Might roll.
An arch slick with gelatinous slime yawns to the north. Beyond it, stinking tendrils of brown-green kelp hang, swaying in some incongruous breeze.
2.0.1 | font
Wet, dark. The rush of water. Animal wimpering.
A low cylindrical room. A foot-wide pillar of water crashes from a hole in the ceiling into a low well surrounded by dirty stone buckets. Its ceaseless descent pulls air down with it, creating the breeze felt in 2.0.
- The font is powerful; attempts to draw from it require a Might roll -2. Failure causes 1d4+1 bludgeoning damage to the head or hands as the drawer is dashed down against the well. Water drawn from it is clean, potable.
Behind the font shivers an apeman with arms overhead, pressing something into the ceiling. He shakes, near exhaustion, drenched with spray from the crashing water. His yellow eyes flit in fear. He stands in a worn bowl in the floor.
- He will not drop his arms or leave his post unless forced.
- He depresses a large marble button into the ceiling. If released, it sinks slowly down, stopping abruptly after 1 minute, at which point a grinding sounds in the nearby stone. The water flows coral and sickly, sulfurous. Drinking it causes 2 Poison stress.
On the well itself, marred and dinged, is a lead plaque bearing a phrase in Ancient Nôr:
suffer for your thirst
2.1 | kelp maze
Dark. Wet vegetal slime and a sulphureous stench of dung.
Through the slimy arch twists a maze of narrow, wet passages thickly curtained with banging kelp rooted in the ceiling and floor. Black algae coats the walls, falling in sloppy sheets as an entrant’s hands search the bends in the walls. The floor is inches thick in ochre waste, squelching.
It is a slick, wet, random squeeze to either the 2.2 | ARMORY, 2.3 | BALCONY, 2.4| dunghill, or the door to 2.5.1. A cutter can memorize the path to a given room by refollowing the maze and succeeding an Intellect roll to navigate.
A cool breeze passes incongruously through the maze, not originating in 2.0 | drying room. A Perception roll at +2 permits a cutter follow it to 11 Balcony.
2.2 | armory
Warmer. Dung and sour flesh waft from below.
A large tower chamber of rotten limestone, floor partially collapsed by fallen ceiling chunks. Below: Huge ivory-furred masses hurtle and grunt. Up flit their yellow, rheumy eyes, angry.
Across the collapse, 4 white apes protect a large brass chest, spinning loaded slings.
- If a cutter jumps across, the apemen shove them over the ledge into 3.3 | Mother pit.
On the north-eastern curve of the armory, a weapon rack is affixed to the wall, the floor fallen away beneath. The rack holds two ancient polearms; like gladii affixed to two-meter poles (as spears.) They are rusted. If dislodged, they tumble into 3.3 | Mother pit.
The brass chest is locked. Mottled green-black with tarnish, but solid. It requires the beetle key in 2.4 | dunghill. It contains a heavy bronze key and 19 golden dewdrops. A false bottom lies under a 2 mm brass sheet, containing a ball.
- Ball: Clear crystal with silver clockwork inside bathed in golden oil. It requires the butterfly key to wind. Wound, it produces a warbling tune in an ancient time signature, like a flute played through water. It is the tune the calcatrix requires to be sedated.
Over the chest: A marred lead plaque in Ancient Nôr:
STRIVE IF YOU MUST
2.3 | balcony
Wet cavelike air. A breeze, fresh enough.
The maze lets onto a small balcony with crumbling limestone parapets. By the light of a lantern, to the left, a tower stands in the blackness, giving the impression stepping out of a castle. Its top is buried in natural stone above. Arrow slits show in its side. To the right yawns open space and breeze scented with minerals.
6 m below is 3.5 | Courtyard. To the right can be seen the outline of a wrought bronze fence and gate blocking the way to 3.6 | pier. To the north, at the light’s edge, a faint glint shines on the seated knees of what must be a statue, gloomy, indistinct.
- Attempts to climb down into the courtyard with rope may be stymied by the rotted parapet, which collapses under persons larger than a mouse,
2.4 | dunghills
An immense effluvium of sewage, dizzying.
This tower room is clearly a latrine. Massed, orange-slimy waste overflows through grates in the floor, mounded a meter high in places. In these, the dung is compact and full of burrow holes.
- The floor is slippery. In peril, the cutters must succeed Agility to avoid being staggered when moving. The dung mounds require the same, but cause knockdown.
Through the dunghills, the plague-tubes extend through the room. Grues writhe horrifyingly within the stained crystal.
Atop the largest pile of poo squats a white ape. He is hurriedly hiding a beetle key in the waste.
- If approached, out from the mound burst 2 large brown beetles. 2 more appear next turn from random dunghills.
The beetles are the size of cats, and apt to leap. They are long-bodied, brown, with queer knife-like noses flanked with blades.
On the dunghills grow 2d10 fat, green fungi. Fist-sized orbs redolent of black walnuts. Not unpleasant once washed, but poisonous unsalted (succeed Immunity or suffer 2 poison stress.)
Topic: Monsters, entomology, etc.
on the beetles
Topic: Mycology, agriculture, gutter life, etc.
on the fungus balls
2.5 | statue stairs A
Dark.
High bronze double doors block the way, tarnished black. They require the heavy bronze key in 2.2 | Armory.
Past them, a statue looms before the central pillar of some spiral stairs leading down.
- Statue: A hooded woman, life-scale. Her expression cruel. Her bronze hands folded over her breast. Hinges show at the wrists. The hands may be pulled open, causing the face to rotate back and away into the hood, revealing a bronze skull. Behind the hands: A circular cavity. Inside rests a sculptural human heart of solid lead.
- Opening the hands also causes the secret door to 2.5.1 to grate open.
The spiral stair leads down 8 meters into 3.0 | blockade. They are caked in orange footsteps.
2.5.1 | secret arbor
Dark.
This vaulted room was once florid with paint. The ghosts of vined trellises in a sunlit forest adorn the stone. The floor is dusty, level. Not often tread.
At chest height, a rectangular slot in the wall is surrounded with fragments of silver leaf. Sprays of silver berries on a curling vine. Beneath the slot is a hole amongst bygone images of fruits, large enough for a plump grape. A carved word under it reads relief in Ancient Nôr. Ruddy stains surround the hole and speckle the floor.
- The slot accepts golden dewdrops. If one is fed into it, a spike of cruel iron shrieks out from the hole. d4+3 piercing damage. Dodge at -4.
A brass door in the north wall opens into the slime of 2.1 | Kelp maze. If the arbor is entered via 2.1, the secret door to 2.5 is shut. Breaching it requires explosives roll or a sledgehammer and a Might roll at -4.
LEVEL 3
3.0 | statue stairs B
Flickering, smoky flame around the curve. Animal grunting nearby.
Down a short hall, 4 white apes have struck up a defense.
Nearby the base of the stairs, a section of curved wall is crazed with dry cracks. Breaching it requires a Might roll at -4 (-2 with a sledgehammer.)
3.0.1 | mural stairs
Dark.
A decorated cylindrical room. A steep spiral stair crawls upwards. Up the walls, pigments depict wondrous cities. Marble, bright metal, and crystal. Spires, flying buttresses, and arches to rival the novel skyscrapers of Empereaux and Fortenshire. Enclosing these manmade glories roil luminous skies of red, magenta, and green fire—a borealis of Armageddon. Tiny daubed people despair and beat their heads in hopelessness under the glow, and some burn like candles, exposed to the killing light. These images exist for mere seconds: After their exposure to air, the walls run with falling flakes. These antique scenes of an even-elder apocalypse disappear forever, borne to dust.
Up the stairs is another cracked wall leading into 3.2 | great hall. It requires the same effort as the first to smash open.
Topic: Ancient History
on the mural
3.1 | blockade
Firelight. Gibbering, grunting. Sour breath and dirty limbs.
Lit from behind by large bronze lamp in antique style, posturing and prepared to defend, stand 4 white apes.
- 2 in front a wield a bronze door together as a shield
- 2 behind wield rusted antique polearms longer than those in the armory (reach 3.)
They fight desperately, reading stabs with their pikes at approachers. They retreat under the archway into room 16.
Behind, a great bronze lamp smokes and dances, set on a low plinth. It is filled with spirits.
In the wall behind it stare deep holes in the wall, head-sized. Identifiable as the holes of stone-burrowing animals, for they penetrate both floor and walls at organic, crawling vectors. If a mouse enters follows the holes beyond, they enter 3.1 | wormholes.
3.1.1 | wormholes
Dark, close, earthen.
An exploring mouse in the wormholes finds that they bend in many directions, namely:
North, high into 15 | great hall.
East, low into 18 | belltower.
South, into an unkeyed kidney-shaped chamber containing the husk of a stoneworm triply wide as an arm. Nearby: A splintery greenish mass of flint. The worm died facing it. Its teeth, hard in the dried leathery head, are clamped about fragments of the stuff.
Topic: Geology, caves, etc.
on the strange mineral
The other wormholes are dead ends.
3.2 | great hall
Shifting shadows of blade and limb in candlelight. Anxious grunting.
A large two-level chamber supported by pillars. It is musty and grey, inside. The floors are stained by orange poo and worn down nearly a half-meter, bowl-like.
A stair climbs up to the north, to the second level and the pillars. Atop it, 2 on either side, 4 white apes taunt and spin slings. They bear rusted gladii. One bears a bundle of firebombs. They wear battered panoplies of bronze plates. They fight anxiously, but some retreat to guard the mouth of 3.3 | Mother pit.
A bend to the north-west leads into a unlit tower room (3.3.) Around the corner, huge shadows shift nervously. Sounds of crying young.
North: Broad arching bronze doors. No lock nor handle. Sealed from the outside. If applied with incredible force (success at Might -8,) they open.
To the east is inset a narrow door. Bronze, merely tarnished, strangely clean, with a keyhole.
3.3 | mother pit
Dark. Stink of waste, milk, and saliva. High, wordless bawling.
A large tower room like those before with three arrow loops looking out onto black to the east.
The floor is a mass of hair a foot deep. Some fresh, pulled from hairy breasts, laid over a dank matted humus of hoary pelt.
Atop this next stand 3 great mothers. Triply larger than the ape-men, their great hairy forms are armored by thick fat over muscled thews. Their fur is clean, but stiff, licked pure white. Combed by teeth. They hunch on the nest amidst littered of bones, bundles of kelp, disembodied statue parts, and squalling pinkish neonates (2d6.)
Over the chamber looms a huge bronze statue from the north wall, reduced to a torso and extended stumps of arms.
Upon entering, the mothers begin to rumpus. Two seize bronze hands by their broken forearms. The third wields the statue’s head, raising it overhead, roaring. They fight with no regard for the neonates, squashing them carelessly.
In the foul nest is hidden a small red metal bell key.
3.4 | belltower
Dark. Clean metallic smells.
Separated from the great hall by a bronze door, requiring the red bell key, is a vast belltower.
Overhead hangs a great black bell. Under it stands a statue: The same figure who looks so cruelly out from her alcoves in other rooms. Beautiful and imperious, clad in deep, rich robes and sashes. Crafted from pure silver. She extends a gracious hand, fingers open and slightly cupped. Tarnished, never before touched.
- Touching the hand does nothing, but if the lead heart from 2.5 is placed in the palm it quickly shimmers with heat. The fingers run with liquid metal. In the open palm, hot, remains a steel sphere diminutively etched with circumferential lines in Ancient Nôr. The hand cools. For what the sphere reads, see here.
In the the bell hangs a tongue deeply inscribed in Ancient Nôr.
MY WORD WILL END YOUR SUFFERING.
Above and around the bell descend the bottom hatches of the plague tanks located on the upper floors. If the bell is rung, the hatches come slowly open, filling the room with scuttling plague in 1 minute, spelling doom for everyone within.
On the curved northern wall are 3 arrow loops. They observe a gigantic cavern filled with a black, calm subterranean river overhung by toothy stalactites, its extent lost in blackness. A cool breeze passes through the loops, mineral and clean.
3.5 | courtyard
Mineral, cavern air. Wet stone and old metal.
Separated from the great hall by great bronze doors. They are sealed from the outside by a lead plaque soldered to their seam. If forced open, the plaque remains attached to one door.
The plaque bears an inscription in Ancient Nôr:
FOR YOUR CRIMES, SUFFER HERE FOREVER.
Across the courtyard, paved in smooth, black bedrock covered in slick creeping fungus, sits a great eidolon on the plinth of another statue depicting the same dispassionate woman as the rest.
- The fungal lawn is midnight blue and sprouted with tendrils capped in mucous-y orange bulbs like hard boiled yolks. Lubricous and difficult to pick. Harvesting requires Subtlety -4, or -2 if a suitable spoon is used. 2d6 can be picked per person in an hour.
The eidolon is a bronze titan thrice the size of a man. His domed helmet is split by a cruciform occularium. He sleeps, bowed over his blade: A great silvery span of steel with no point, just a flat cleaver-end. On one side, the it bears an inscription in Ancient Nor: silentium. The other: purgatorium.
He is peaceful unless challenged. His purpose is to keep his prisoners within. Their ancestors were committed to an eternity of wretchedness and imprisonment. He is sworn to guard them until they finally succumb. He won’t prevent their slaughter, but he won’t aid in it. He cannot speak; he only turns the engraved faces of his sword to indicate the words engraved thereon, point to the plaque on the door, or shake his head. Otherwise, he ignores those who speak.
If the apemen are slain entirely: The eidolon rises with a great creaking of metal and tired bone, emitting a wearisome sigh. He
removes a gift of his misericorde from the sheathe at his back and grants it to those who freed him from his task. He opens the gate to 3.6 | pier and wades the still water, never to be seen again.
- The misericorde serves as a short (reach 1) masterwork estoc to a human. Its blade is shiny and grey, the forte textured like a file.
Topic: mycology, underworld, sorcery, etc.
on the yolk-fungus
3.6 | dock
The lap of water. A thin smell of silt and stones.
A great bedrock ramp descends into the black water. A hollow, cold wind blows. No boat is tied here, though one could
certainly be launched. Its crew would be met with no destination, save the perilous black of the underworld.
If a mince toad is thrown beyond the end of the dock-ramp, it disappears some meters out. A magician’s compass set correctly detects the same.
The sphere
The text is advanced: Only a reader with level 6 Language: Ancient Nôr can decipher it. It is written in an unusual grammar with a superfluous tone surpassing in its emotive depth. It is astonishing in its hate, its cruelty, its regret, and its remorse, all felt complexly, in sequence, structured formally—like an incantation.
The upper hemisphere is a carceral sentence passed upon the Ancient Nôr for their destruction of Nôren. It declaims their evil and their hubris laboriously and regrets that the punishment devised here could not be more elaborate or more tortuous. Further, it regrets that they could not be punished sooner.
The lower hemisphere is a entreaty to the world, to Nôren itself, asking it notice this inadequate act of contrition; begging that humanity be allowed to cherish what beauty remains in their universe after having destroyed an infinity of its splendor.
Topic: Ancient History, etc.
on the sphere’s timeline
Monster Stats
⁂
White ape
- Fire taper (ignites all soaked areas;)
- Rusted gladius (d4+1 S, block 1d4, reach 1;)
- Ancient pike (d4+2 P, block 1d4, reach 3;)
- Hairy sling (d4 B, ROF: every other action, range 8 m;)
- pot (target soaked in spirits, 1d6 soaked areas. Ignited areas burn at 1d6 intensity. Miss: 1 sq.m of ground is soaked;)
calcatrix
1-4: Skull
5–6: Neck
7–8: Torso
9–12: Forelimb
13–15: Limb (as upper arm, suffers +1 bleed stress)
16–20: Claw: as hands
Brandistock beetle
1-4: Antennae (takes only wound stress)
5–6: Head: as skull
7–12: Thorax: as torso
13–20: Carapace: as back
bronze eidolon
- execution sword(2 nearby targets. No attack roll, targets must dodge/block: 1d6+2 s + if dodged: succeed Agility -4 or knocked down andthrown 1d6 m or if blocked succeed Might -4 vs the same;)
- misericorde (only unconscious/prone targets: 1d6+3 p;)
- grab (No attack roll, targets must dodge @ -2. Target is grabbed, or their weapon is if they counterattacked;)
as human. +2 to hit location rolls for melee attacks due to height