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Temple of Baphomet

From Fantasia Encyclopedia
Revision as of 22:37, 13 October 2024 by Vorlov (talk | contribs)

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, It is heavy and needs to be pulled by a powerfull creature. 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. (Lead you to Part 1.1 - Feasting Ogres).

- 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.It's expensive... Why leaving it behind?

Part 1.1 - Feasting Ogres (1XP) (Optional)

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 move 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. Reward: If you survive you can explore alone (No NPC's left).

- Convince, Cha Check DC 12: The guards are asking 3 questions (Every hero will have to answer to at least on question. The amount of checks is at least equal to the amount of heroes):

  1. What are you delivering?: 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. If you fail, apply -1 to your reputation.
  2. Who are you, what are your names and what do you wish to do here?: Alvin the Alchimist, Corinna the cook, Garry the guard and Maria the (Stone) Macon. If the heroes get it right they must conitnue to play their role using their names. If you fail, apply -1 to your reputation.
  3. Who has send you and who will you report to?: You have been send to the entrance on the eastern side of the hill south west of Kornwall by the mayor. Ask for a person called "Truemmer Elster". This one is in charge and waits for supplies for a important job given by the mayor. If you fail, apply -1 to your reputation.

Reward: If the heroes are successfull they will meet the "Truemmer Elster", a half elfen woman cloaked in brown leather, wearing a cowboy head, a whip and a Rapier at her side.

Part 3 - The Cave of forgotten past

Goals: Open the enchanted Gate (Nr. 11)

Goal: Open the enchanted gate. Rubble in front of it must be removed and a specific Key stone in the shape of a lightning bolt must be placed in the middle of the gate to open it. The Key is found at the hidden statue (10).

A tunnel system with many small caves open up to the heroes. A large group of individuals has worked on it to make it inhabitable. Broken vases of elfin heritage can be found around here. There are many places of interest, most of them are guarded by NPC's. If every NPC was killed in Part 2. the players can just get the information given to them by the environment.

Places:
  1. Entrance: A slim tunnel leads into the cave. On the ground there are many trails of heavy crates being pulled in.
    1. NPC: There are two thugs guarding the entrance at all times. They make sure nobody get's out and nobody get's in without a fitting story. They get advantage on all checks to catch intruders.
  2. The Sign and the Gate: (All players must make a stealth check DC10. For every failed save the following DC's increase by 1). To the east a big and poorly crafted wooden door blocks the way with the following words on it: "Rest in peace". Anybody who knows how to craft wood would have an oppinion about it. There is no lock on it. On the ground there is a large symbol made of salt. It looks religious in nature. It was seemingly spread upon slim trails mixed with footsteps of varying sizes.
    1. The wooden door, Woodwork or similar DC 12: This wooden door was created from scraps. A terrible peace of work but funktional. It is obvious that it was build to be never opened again. By force and the right tools and weapons this door is not really a hindrance. Attacking the door will open it.
    2. The salty ring, Religion DC 12: The symbol has been done sloppy, obviously by amateurs, The use of salt combined with the shape shows that it is supposed to lock out demons or other fiendish beings. It won't work.
    3. The trails, Survival DC 12: Looking at the tracks an burrowing into the sandy ground shows that skeletal body's have been pulled into the room behind the door. There are no trails of garment, leading to the conclusion that whatever was dragged in here was dead for a long time.
    4. (NPC). A frightened thug who guards the dead, DC 14: A guard will make sure nobody get's to close to the circle. He says: "The dead are behind these door. Let them sleep. I was ordered by the Truemmer Elster herself to make sure nobody destroys the ring of salt she drew.". The heroes can interact with the guard creatively DC 14.
  3. Pile of wierd bones: A pile of deformed bones: The cave is filled with dirt, rock and the bones of humanoids - seemingly dozens of them. They are cramped in one place, seemingly piled on purpose in the far end of the other side of the wooden door. Some of them seem "unnatural" when it comes to shape, twisted versions of bones. The pile itself is so high, that pritty much anything could be hidden under it, but the pile is large and it will take time.
    1. The Deformed Bones, Medicine DC 12: These bones seem to belong to tall and slender body's, seemingly mostly Elves. There are some weird and unnatural deformations: Heads growing horns, legs turning to hooves, shoulders widening unnaturally... Some of these body's have been forcefully changed by magic. The remains are at least 10 years old for no flesh of fabric is remaining.
    2. Search the pile: It costs at least an hour. There is nothing of interest.
  4. The Pit To the right, a partially broken vase that looks ancient but needs an expert to identify, to the left, a pile of rubble stone, to the south, a gaping hole leading into the unknown darkness. Listening into the darkness below reveals outerwordly shouts of misery and the sound of clashing flesh. Trales on the ground seem to avoid this hole completely.
  5. Kitchen: In the far end of the cave the heroes find a make shift kitchen. A slightly rotten smell hit's the nostrils. Half closed crades, boxes and barrels hold different kind of vegetables, meat and fruits stand at each sinde of the room. On a table there lies a peace of leather beneath ordered kitchen tools, everything you need to cook (Cook utensils). With these ingrediants it would need a skilled chef to cook something worth eating. If the mood of the workers is as bad as the food available a riot is short at hand. A large iron cattle stands on a pile of fire wood. This seems to be the only way to prepare a meal.
    1. Cook Utensils: The players find Cook utensils +1.
    2. The Stored food, Nature 12: This food is rotten but a skilled cook could still make a tasty meal with them for 2 days. Using the stock would make it much more difficult for the cook though (Disadvantage on the role)
    3. The Cattle to cook for everyone, Cook utensils DC 12: Create a meal for every worker by using the rotten stock (Make the role with disadvantage) or use 25 rations. If successfull increase your reputation by 1, if you fail decrease your reputation by 1.
  6. Sleeping quarters: A bunch bedrolls lie in a dark room and about 3 Backpacks, one near the entrance, one in the middle of the bedrolls and on at the far end of the cave. You here snoring coming from this area. Obviously people in hear work in shift. To not awake people sleeping here you must treat lightly. Turning on the light will surely draw the anger of the resting. Here you can take rest if needed.
    1. The Backpack near the entrance, Slight of Hand DC 10: You find 10 Goldpieces, Clothing for a cook and a notebook filled with cooking recepies (Investigation DC 12: The first revepies seem nice but the last few one get more and more macabre, ending with "Bloody Liver of frightened pray, no cooking needed"). Calligraphers Supplies DC 12: The disturbing notes have been made very recently.
    2. The Backpack in the biddle of the bedrolls, Stealth + Slight of Hand DC 12: The bag is filled with clothing for a male and a single peace of female clothing, smelling of flowery perfume. You also find a potion of enlarge.
    3. The bag in the far back, Stealth + Slight of Hand DC 13: The heavy black leather bag holds the black and golden signet of Noxis, a kingdom famous for their skilled sell swords, head hunters and slavery. The bag contains: 50 Gold Pieces, A scroll of Banishment, a contract: Noxic only headhunt. The reward is 25.000 Gold Pieces, Dead or alive, she goes by the name of "Granny Gravelfood. Magic user. l. Minotaur, white fur, roughly 70 years old, 6/10 danger level. Report to Key-Keeper Prosh Swiftquil in Kornwall".
  7. Excavation site: a wooden structer serves a balcony, allowing to overview the whole area. In the north there stands a large, glowing gate made of glowing metal, holding a magical lock lightened up by crackling lightning. To the east there is a path to the common area and a small path leads to the west towards a large iron gate. Many people are working here to remove rubble that blocks of the gate in the north. the two existing ladders allow to move up to the balcony, safeguarded by wooden trapdoors. Beneath the balcony several crates can be fount holding Pick axes and some Stone macens supplies. Out of the many people present, 3 seem to stand out: The overseer on the balcony, that will demand the heroes to start working, a Minotaur swinging the pick-axe with an incredible force and threatening the other workers to be faster and a halfling, trying to clean up the area of rubble, loading of the rubble beneath the balcony, forming a pile of rock.
    1. Overseer Veteran, Social Skill DC 14: The Overseer will shout at anyone not working. He is working for the "Truemmer Elster" for many years. Not following is a terrible idea if people want to get payed. Working for one day, Atletics DC 12: on a success increase your reputation by 1, on a failure decrease your reputation by 1.
    2. The giant Minotaur, Intimidation or athletics DC 12: He can not be reasoned with but being better at intimidation or being able to work well will open him up to conversation. He wants to get payed and then leave this cursed place at once. He does not eat in the common room because something terrible is watching him there: "Something is brewing down here, he just does not know what it is. One of the other workers fled in the night, driven mad over time clutching a talisman. She felt it as well. Where is the four, where is the four, where is the four...?"
    3. Scared Halfling. "I don't know where the cook is!" are the first words he says to the heroes. Incide Check DC 12: He is nervous and his gaze changes between the common area to the east and the pile of stones that he is creating with the rubble. Percuasion DC 14 helps to get answeres out of him: "The Cook has gone mad! He went to the common room many times when no one was there. When he returned, he was bodied. At the next day one of the workers was missing. Thats all I know! please don't tell the Truemmer Elster! She is scary!"
  8. The common room, Find the secret statue an a Lighning shaped Key: A room filled wit tables and many workers enjoin a meal of questionable quality rolling dice for money, talking about the Truemmer Elster in secret. Under the sandy ground a marble floor is visible, masterfully crafted and indicating that this once was some kind of a temple. Three large statues made of bronze surround this area: 1. in the north-west, a medium armored figure, armed with a shield and a blue painted rapier (The Fighter), 2. A female archer, hooded and cloaked in leather with a loaded wooden bow in hand cooling the air around it (The Hunter), 3. A heavily armored, helmet figure holding a magical book and staff, seeming to observe anyone near it, no matter where you stand. (The Defender).
    1. Playing Dice with the workers, Int Dice Set DC 12: Double your money up to 20 Gold Peaces. If you win this amount you may converse with the workers freely: "The Truemmer Elster, she is famous in these parts of the world. Robbing the dead seems to be a lucrative business but she will find an early grave if she tries to rob the Soul's Rest, east pf Kornwall, or even worse, the Howling Tower south of Sinnersrun."
    2. The Fighter, Religion or Smithing Tools, DC 12: This Statue represents "the Fighter", a legendary hero of High elven religion, known for it's unblockable strikes. The Rapier in the hand of this statue is called "Lightning", a rapier of legend. It is said that a strike from it can't be blocked for how fast it is.
    3. The Hunter, Survival or Woodworking DC12: The statue represents "The Hunter", a hero of ancient, high elfen lore. It is said that her bow shoots the lightning of truth, revealing any lie and/or secret. She is represented by a tall elfen lady drawing the string of her bow without an arrow..
    4. The Defender, Arcana DC 12: Heavily armored mage-knights are found in the ranks of the Magi - The Guardians of Knowledge. They are said to be the defenders of secrets, blindly obsidian to the the goddess of secrets. Take a closer look, Religion or painters supplies, DC 12: The book held by the statue shows a dark sign of demonic heritage. The abstract art looks like a human head with horns and the eyes seem to be made of black stone (Onix). Pressing both eyes at the same time will make the statue swing aside.
  9. Quarters of the Truemmer Elster (rubble magpie): A wooden door, guarded by a noxic knight in black and gold armor is protecting the door at an given time. It is protected by an iron lock, blocking the way to the quarters of the Truemmer Elster . When entering the room a the heroes can see an altar at the far end of the room. A face is carved into the wall above it showing a skull with many horns. The quality of the carving is lackluster. copper bowl is standing on the stone table beneath it. to the right there is a finely crafted bedroll smelling of cinnamon on the ground and a fine leather backpack right beside it. On the left stands a large wooden table with fine, magical carving and several peaces of parchment on it. Usually the Truemmer Elster is in her quaters ready to confront the heros regarding their questions.
    1. The noxic guard, All DC 15: This guard will not leave it's post except if he is ordered to by the Truemmer Elster. He does not answer questions and the helmed does not to insight check him. He is ready to fight to the death. H just answeres to the order of the Truemmer Elster. The lock (DC 15, AC 18, HP 20).
    2. The Altar, Religion DC 15: The face on the wall vagely resembles drawings of a demon price from the Abyss - Baphomet, the horned one. The dirty bowl beneath it is most likeley used to catch the blood of dying prey. Believers of this demon tend to decapitate those they cought after a hunt to offer their blood to their prince.
    3. Well packed bag:In the back you find 500 Gold Pieces, a book written by Timmy Trouble and a handwritten note: "Aelster, I accept. Bring me the artifact hidden in the mountain of Bridgewatch Hill. It must be there, I know it!I will pay you 1000 Gold Pieces plus the expenses for up to 20 commoners to get me the item i need. Bring me the dagger!"