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1201 Ancient Evil

Hex

Dolmenwood Campaign Book · p.320

Open source p.320
Hex 1201 Region Table Downs Terrain Hills (2)

Relentless moaning wind. The sky seems vast and malevolent.

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Relentless moaning wind. The sky seems vast and malevolent.

  • Terrain: Hills (2), Table Downs
  • Lost/encounters: 1-in

The Excavation

A recently-trafficked trail branches south from the Downs Road, leading to a large mound ringed by a series of concentric ridges (the widest 300 yards across). An encampment of tents and wagons squats amid the ancient earthworks.

Inhabitants: 10 labourers, pack animals, and 3 guards (Level 1 fighters— DMB), led by the adventuring sage Archi bald Helmwhit. The group arrived here three days ago after a long and treacherous journey from Castle Brackenwold.

Approaching: If PCs are spotted, they are warily hailed and allowed into the encampment.

The excavation: Pursuing Helmwhit’s obsession with the ancient civilisations of the Table Downs, the expedition is digging into the earthworks and has also dispatched teams to two smaller mounds nearby (hexes 1101 and 1202). So far, they have unearthed sundry artefacts (pottery fragments, wood carvings, etc.) and have reached a layer of carved stone, which they are working to break through.

Troubles: Several of the workers have had nightmares in which the mound shakes, the sky boils, and a demented, spiteful shrieking fills the air. Helmwhit remains unperturbed and oblivious.

The day after PCs arrive: The workers penetrate the stone barrier, unearthing the tomb of a powerful and malevolent priestess—Kul—who was magically bound and buried here in prehistoric times. Exposure to sun and air causes her wicker-crowned corpse to disintegrate, and her spirit erupts from the ground as a terrible swirling vortex of screams, attacking all present (see Spirit of Kul).

Grave artefacts: Atop the dust of Kul’s corpse lie six heavy bars of intricately carved, polished petrified wood (1,000gp each) that held Kul in place. Searching beneath the bars also reveals a desiccated severed finger; on it is a Ring of Charming (Humans, p410).

Archibald Helmwhit—Sage

A squat, elderly human man, sporting a neatly trimmed beard, blue robes, and an embroidered red smoking cap.

Demeanour (Neutral): As forgetful and unwitting as he is self-assured and condescending.

Speech: Precise but repetitive. Woldish, Old Woldish, Liturgic.

Desires: To unearth the “great treasures” he believes to be buried here. He welcomes assistance with the excavation, offering 5gp per PC to assist in the digging, and 15gp to check on the teams sent to hex 1101 or 1202.

Possessions: 400gp in purse.

Knowledge: Specialises in the history and ancient civilisation of the Table Downs and Northern Scratch. Apply the standard rules for hiring a sage (DPB).

The Glammering Gate (Hidden)

On the side of a low mound in the south-east of the hex, a pale mist roils within a stone-lintelled portal.

Touching the mist: Mortals must Save Versus Spell or be overcome with light-hearted gaiety lasting days.

Stepping through the portal: One is whisked away to the fairy road the White Way (see Fairy Roads, p26).

Spirit of Kul

A seething, 25′ tall, turquoise gyre of spectral energy, emitting mindless howls of malice from a multitude of gaping mouths. Deeper wards prevent the spirit from leaving the ancient earthworks, and it does not pursue targets past that boundary.

Large Undead—Mindless—Chaotic

Level 12 AC 19 HP 50 Saves R6 H7 B8 S9 Att Whirlwind (, ) Fly 120 Morale 10 XP 3,800

Undead: Immune to biological effects (e.g. disease, poison) and mind-affecting spells (e.g. Vapours of Dream, Paralysation, Dominate).

Whirlwind: The spirit makes a single Attack Roll against all creatures in a 10′ radius area. Creatures of Level 2 or lower in the area must also Save Versus Hold or be swept up in the vortex and killed.

Immunities: Only harmed by magic or magic weapons.

Howling: Any within 60′ hearing the spirit’s howls must Save Versus Hold or be paralysed with terror for Rounds (aware but unable to move or act). Each character must save once per encounter with the spirit.