Mount Terror
LocationMucklands Sandbox Campaign Setting · p.327
Open source p.327Hex 8.32. The largest mountain on Terror Island and an active volcano, full of VOLCANOIDS. Few have ever ventured into its depths, not only because of the hostile creatures, but fear of the scorching heat, spewing gas, and the bubbling magma that could erupt at any moment.
rumors
- Mount Terror is due to erupt any time now.
- VOLCANOIDS inhabit the mountain, and some believe a giant VOLCANOID dwells at the core.
lair layout
AREA 1: THE CRATER
The central eruption point of the volcano and the most obvious entrance inside. Magma seeps through cracks in the black and charred rocks, waiting to blast open. A central caldera births a baby VOLCANOID (L5-G) each day.
- VOLCANOIDS are literally born as they emerge from the caldera into the Crater. Their rocky carapaces begin to cool and shape. of them passively roam the area; these VOLCANOID “babies” are non-hostile unless disturbed.
- The Magma Throat (Area 3) can be accessed through the caldera, a central pit full of lava. PCs must climb down 20 feet to reach the lava.
- A cavernous entrance near the lava leads to the Lava Tunnels (Area 4).
AREA 2: THE VENT TUNNEL
A dormant vent at the base of the volcano that still emits putrid gas, this is a less obvious entrance into the bowels of Mt. Terror. Entering the vent leads into a tunnel full of tiny vents spouting black ash and gas.
- No lava runs through the vent tunnel, but the gas is harsh on the lungs. Vitality Check or suffer WEAKENED.
- hostile VOLCANOIDS (L5-B) patrol the tunnels.
- Search Check to find the Lava Tunnels (Area 4).
AREA 3: THE MAGMA THROAT
A column of lava spanning the height of the volcano. It periodically rises and falls in a bubbly torrent like a slow, shaky elevator.
- Riding the lava “elevator” requires a lava-proof raft, and eventually goes down directly to the Magma Chamber.
- The heat is immense. Vitality Check or suffer Dread, even with proper equipment.
AREA 4: THE LAVA TUNNELS
A series of tunnels that run tandem to rivers of lava flowing from the magma chamber.
- The network of interconnecting tunnels is a RANDOM MAZE to find Ulfrex's treasure or the Magma Chamber.
- On a Maze Hazard roll of 1, a VOLCANOID (L5-B) pursues the party.
- On a Maze Hazard roll of 4 (Dead End), the heat is sweltering. Vitality Check or suffer Dread.
- Wally Dunkwhiffle hid the treasure within these tunnels (see quest The Treasure of Ulfrex the Cruel p322).
AREA 5: THE MAGMA CHAMBER
The source of Mount Terror's roiling magma, and the throne room of the Prime Mordial, a Huge VOLCANOID that commands the others.
- The Prime Mordial (VOLCANOID L10-C, Huge), a gargantuan mass of molten rock with a single burning eye, commands the other VOLCANOIDS to focus their power and build a bridge that leads out of the Chamber.
- To construct the bridge, a procession of VOLCANOIDS, hundreds of them, dutifully work in a line, passing molten rock down a tunnel that leads out of the volcano and eventually to the mainland.
- The Prime Mordial communes with a humanoid figure in a red cloak. Holding a red orb, the SORCERER controls The Prime Mordial, commanding it to create the massive land bridge.
- When confronted, the SORCERER (L7-B), a middle‑aged human woman called Galgedra, reveals she has captured the will of the VOLCANOIDS with her Magic orb to release their destructive might upon the Mucklands.
- Galgedra believes she must bring an end to the industry, pollution, and cruelty of the Dungeon Era and return the Mucklands to a primordial state, so that civilization can start over.
- Decades ago, Galgedra's village was destroyed by a massive sinkhole caused by corporate undermining. The corporations made a mistake, destroying her home and taking the lives of many people. The fools tried to rebuild, but they could never bring the dead back to life. Only sorcery can do that. Galgedra discovered the Orb of Fire and Stone in an abandoned sarpathi temple. She can control fire, and with it, the souls of the VOLCANOIDS.
- Galgedra is determined, but can be reasoned with by appealing to her sorrow and empathy for her own people. If the PCs share real stories about themselves and other folk trying to do good in the world, for example, it weakens her resolve. The more real, sympathetic stories PCs tell, the less likely she is to go through with her plan.
- However, should Galgedra be convinced to stop, the VOLCANOIDS continue building the bridge under the command of the Prime Mordial. Galgedra realizes she can no longer control them, and the only chance the world has is to defeat the Prime Mordial and shatter its hold on the VOLCANOIDS.