Temple of Baphomet
More actions
An old cave south west of Kornwall. A path leads up the large hill through a steep forest often plagued by Ogres trying to intercept the travel route to Citys of the southern Stormlands. A tight cave leads into the rocky hill into a number of halls formerly used by an ancient civilization of elfin heritage - Aravaile. A huge door littered with strange symbols is blocked by rubble, locking the path into a deep cave system build like a maze and inhabited by beasts, aborations and demons. In the depth there are many secrets to be found, the most important one a gate to the realm of Baphomet himself, hidden behind a regular stone statue. In front of this statue is a lake of lava inhabited by a demonic minotaur spirit called hate, that connects these halls to the story of Lebos and Mahabi, Bloodmother, the leader and creator of the Blood Whitches.
Quests
Quest 1 - First Steps into the unknown (Recommended lvl 3-4)
Part 1 - Intercepted delivery
The players enter the forest that is spreading around the entrance to the Temple of Baphomet. The heroes see 3 heavily ravaged humanoid corpses dead on the ground, an empty cart on the road with a small bag still on it, a wounded and aggressive dog guarding the cart and large bloody trails of something heavy that was dragged into the surrounding forest while some shredded leafs are scattered all over the place. (Find the ogres or progress to part 2).
- Three dead Humanoids, These humanoids have been crushed to death. Medicine DC12: Wounds like this must have been created by bludgeonign weapons that should be to heavy for a normal sized being. In some wounds there are still left overs of bark. It seems like these people were attacked with medium sized trees.
- The bag on the cart, There is roughly 5kg of very smelly small rocks in it. Alchemy Kit DC 12: Rocks of sulfur usually used to build explosives.
- The wounded dog. It's barking at anyone trying to come close, shivering and being afraid. Animal Handling DC12: The dog let's you help her. She wears a collar with a name - Lady. She will follow you and warn you when enemy's are near or you get close to the ogre camp. If succesfull she will allow a unique option in the next quest.
- The large trails, a hooved creature was slain here and draged into the woods. The trails end a few steps into the forest. Survival DC 12: There is a trail of blood leading deeper into the forest to be followed. The beast bleeding was seemingly carried.
- The shredded leafs, the smell nice and familliar. Cooking/Nature/Herbalist DC 12: Parsley and Basil crushed the way people use it to cook. Fantastic for every delicate meal and expensive. It was left behind seemingly.
Part 1.1 - Feasting Ogres
Ogres are sitting around a large campfire roasting a whole bull. They will defend the stuff stole from the cart with their lives or are willing to trade for food. Through the dark forest the crackling of a fire can be heard. Deep voices are talking about how to properly grill a bull. Through the trees the heroes can spot 3 ogres sitting around a campfire not being aware of the heroes presence yet. Behind them there is a mountain of sacks and crates. Near the heroes there is a hightened position that could allow a view around, just big enough for one person. Getting closer means a chance to be spotted. If so the heroes need sharp blades or good arguments for stupid monsters.
- Sneak up, Stealth DC 8: Get up to 30ft.
- Kill the Ogres to claim their robbed goods, Fight and Kill or convince for Food, Persuasion/Deception/Intmidation DC12: Reward. 1500 Gold Pieces, 50 Rations, 5 Pick Axes, 1x Silvered Longsword, 1x Historic Book about Blood Whitches, 1x Book about Stormlands History, 3x Potion of healing, 1x potion of fire resistance.
- Heightened Ground, Perception DC 12: You can see/smell another bull near by outside of the immediate area. It is bound to a tree waiting to be freed. Reward: Bull. This Bull can mave the cart. Otherwise it might take fatigue for the players to move the restocked cart.
- If you have the dog Lady with you: She will sprint off into the woods: If she is followed by a character that is not part of the combat then, this character will find a roughed up human. He sais his name is Ben, he is an alchemist and lady is his dog. Reward: Information. The Prisoner tells the heroes his name is Alvin and he is an Alchemist. He was part of a Team of four: Alvin the Alchimist, Corinna the cook, Garry the guard and Maria the (Stone) Macon. All of them have been send to the entrance on the eastern side of the hill south west of Kornwall by the mayor. He paid well for their discretion (10 Gold each). They should ask for a person called "Truemmer Elster". This one is in charge and waits for supplies for a important job given by the mayor. After being freed he will disappear with his dog Lady.
Part 2 - Guards to the cave
A path leads the heroes to the entrance of a cave. Two guards are standing in front of it having a mundain conversation about good food and how they miss it. They seem to be of simple nature but they seem to take their orders seriously. The moment the heroes reveal themselves they have to make a decision - Fight or Convince.
- Fight: Try to kill the both of them before they can blow their horn (2x Thugs). The inside of the cave will be violent towards the characters until they are thrown out the cave. After that the will call for support and disappear, ending the quest.
- Convince, Cha Check DC 12: The guards are expecting 3 things:
- A delivery of the following: Gold (A sack with 1500 Gold Pieces), 50 Rations, 5 Pick Axes, 1x Silvered Longsword, 1x Historic Book about Blood Whitches, 1x Book about Stormlands History, 3x Potion of healing, 1x potion of fire resistance.
- Names and positions of the one delivering it as well as their contractor and : Alvin the Alchimist, Corinna the cook, Garry the guard and Maria the (Stone) Macon. All of them have been send to the entrance on the eastern side of the hill south west of Kornwall by the mayor. He paid well for their discretion (10 Gold each). They should ask for a person called "Truemmer Elster". This one is in charge and waits for supplies for a important job given by the mayor. After being freed he will disappear with his dog Lady.