The Legendary Halls of Bardoz by Anonymous VERSION 0.12 from 10-10-2019 the LEGENDARY HALLS of BARDOZ
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The Legendary Halls of Bardoz by Anonymous VERSION 0.12 FROM 10-10-2019 THE LEGENDARY HALLS OF BARDOZ This module is Copyright ©2019 Lord Lart Von Klauffextor, Abraxas the Talking Head, Teej Anonz, Nomm DePlume, and Sue Dough Nimm, a.k.a. the Traditional Games Creative Collaborative Collective, a.k.a Anonymous. The images and maps in this module are either Original Content (OC) or Public Domain (CC0). See the license for each work. You can share or print this document. You can’t change it, sell it, or use it for commercial purposes. Special Thanks to John Boorman, writer and director of the inspirational and unforgettable film, ‘Zardoz’. You showed us how madcap audacity can be awesome. No cats were harmed during the compilation of this document. Lord Lart Von Klauffextor, author of the ‘Dark Deadly Places’ series, Zibenheim Tower, town of Belle, Principality of Latrelle. 2 THE LEGENDARY HALLS OF BARDOZ SURFACE Far away from any civilized lands, atop a treeless hill stands MISSING ADVENTURERS the Grand Head of Bardoz. Here the legendary dwarf mage- adventurer built an outpost deep into the earth after his A nearby village or lord hires the PCs to check after the retirement. Yet trouble brewed after his untimely death. previous group and report their status. Perhaps a relative Seven generations ago* fire and fangs destroyed the out- or friend of a local mayor/lord/farmer/PC was among the post and the nearby village of Klemt. Now dark beings move previous group? These are the adventurers that camped in 1-A1-2 ELRYON among the ruins and deep caverns. What horrors and trea- before fleeing: the elven ranger, the dwarf KARRUK THE CUNNING PHE- sures await thee in the Legendary Halls of Bardoz? , and the human female fighter DRA (the villagers may not know their names). SURFACE RUMORS The players may hear some rumors about the Halls of Bar- Hooks doz in a nearby village or town and learn its rough postion. 1. Bardoz is a Lich. (false) THE GHOST SHIP 2. Beautiful elvish maidens sing sweet seductive songs to lure the foolish in. (true—except it’s Father Alex) While the party is traveling along the coast, it is surprised by a sudden storm. Through the storm they can see a large 3. The bats that live in the caves spread lycanthropy. sailing ship, a long pier, and numerous moored rowboats. 4. Dwarves did it. 5. That place has a giant so big that it crawls on all fours! (there are several giant sized creatures, but they can stand in most places) 6. The heat fried the dwarves’ brains and they went crazy over money and killed each other. (partially true) 7. The dwarves were turned into mudmen by a curse! (false—the mudmen are actually the golems that the dwarves intensively used) 8. Bardoz found something deep and dark underground! He might be still fighting it! (partially true) 9. The whole thing is a coverup to build a Dwarf military outpost! 10. The Elves did it. All of it. Weren’t there some hostilities between Dwarfs and Elves back then? There always is! 11. Huge monsters have crawled out of deep caverns. Two nights ago Larry lost two sheep! (true) 12. A dwarven expedition went there when my pops was young. Not many came back. 13. Whole place is unholy and cursed. People have night- mares near the place. Figure 1: Area map (OC). 14. — Some Dwarven songs say Bardoz hung the Sun in the sky. The general atmosphere is remarkably like a storm at — Drinking songs? sea, it’s raining sideways, and waves crash and threaten to — There’s another kind? overturn any row boat. The large sailing ship has ragged 15. Back at Hendricksons Tavern there is old stuff from black sails, and is flying a jolly roger. The sounds of a bat- time when it was still lived in. Few axes and picks. He tle come from the ship’s deck, where ghost of the PIRATE even has a miniature of that Head of Bardoz over his CAPTAIN DREADTIE continually relives his last moments, fireplace! The dwarfs seriously liked that dude! (If the desperately fighting off a mutiny by phantoms of his for- GM decides so, the “Inn” in the maze in 2-C4 may be a mer crew. If the party loiters too long on the ship’s deck one-way teleporter to the nearest working inn, namely or if they attempt to intervene in the replaying events, the Hendricksons Tavern in the town of Belle.) phantoms fade away, and the ghostly pirate captain takes They may also hear the following ballad. on a visage of his appearance in life and attacks, believing the party to be his mutinous crew. The Ballad of Bardoz, If the Captain’s ghost is defeated, the storm, the ship, The Awesomest Dude that ever swung a Pick. the boats, and the pier all dissolve away, and the scenery (ahem.) is replaced by a sandy beach, in the center of which are several shovels, the skeletal remains of two pirates, and a Lemme tell you a story ’bout this dwarf, Bardoz, corner of a chest which is buried in the sand. Digging here A geomancer, he could tunnel without pause, will reveal a +1 Cutlass and an upended chest of pirate Provider to the poor, defender of the weak, treasure, which contains old dwarven coins and a tattered The only thing better was his Bubble ’n’ Squeak! parchment map with the position of the Halls of Bardoz. Then one day when he was swimming for some ore, * that’s human generations, so around 140 years ago. He stumbled upon the most magnificent score. 3 SURFACE THE LEGENDARY HALLS OF BARDOZ THE SACRED GROVE towns sound too high fantasy. Bardoz sounds far more fun if it is desolate and far from civilization.) MISS ALICE THE DRUIDESS leads a traditional sacred grove Alternative: It would actually make sense for a village to in a cute little valley about 30 miles away, down in the be close. Given the dwarven settlement’s riches, a trading foothills (as well as a hidden one in the Deep Lake under post would be needed to move goods in and out, and thus the Halls of Bardoz). It has beautiful flowers, lush trees, generate wealth. This would eventually grow into a town. babbling brook, pretty singing birds and everything. There With the fall of the dwarves, the trade would stop and the are even unicorns and giant rabbits. She sometimes en- town would shrink, but still exist. The village would now tertains callers here, having tea in the garden. She is very primarily service adventurers going to suicide in the big good at playing the Galadriel. She uses the grove to grow dwarf ruins. There are probably ruins of a large market plants that she can’t in Deep Lake. She also grows a lot of near the town that have been entirely picked clean. Lord food for her pets. Vart might also use the village to resupply, porting minions She is the head of a Circle, there are 12 lesser druidesses; in and out. Note: This could be the next inhabited village elves, humans, and a hamadryad. Some will be gone at any where the survivors of Klemt settled down. given time. The Druidess’s Circle will sometimes sponsor groups to the Halls specifically to destroy undead. They offer free reincarnation for the unfortunate ones. Another possible quest: Alice didn’t report back in a long time and the circle could not contact her, so they are hiring experienced adventurers to investigate her disappearance. One of the druidesses may join the party. This quest can be used if the players didn’t reach dungeon level 3, or to start off the exploration of the Deep Lake. (GM must decide what happened to Alice). The legendary Halls of Bardoz The ancient entrance used to be a small cliffside. After the dwarfs founded the outpost, they started worshipping the geomancer Bardoz who died in magma. In order to honor him, they carved and sculpted the whole cliff into his head. They also burnt down all the nearby trees so the huge stone head is clearly visible. Alternative: The face of Bardoz is carved in the face of a cliff instead of an entire sculpted head. Local humans all agree that the dwarfs took this whole Bardoz thing a bit too seriously but hey, dwarfs are all (at least) a bit mad. And it is rumored that the dude had 18 CHA (before melting)! The entrance to the dwarven outpost and the other parts of the dungeon is a through the mouth of the Head of Bar- doz and down the throat. From there, stairs lead down into the darkness (go to 1-C3-1). Village of Klemt The village of Klemt had just started to form into the shadow of the Head of Bardoz and was not even fortified yet. It was just few houses around a well, an inn, and a stable for travellers visiting Bardoz. Then, around 140 years ago, came fire and fury, slaughtering most of them. At least some humans fled with the dwarves, spreading crazy tales of death and fangs. Now there are just burnt foundations and few standing corners and wall segments. The old well hole is not col- lapsed and reaches the waters in 1-A5-4. A single stone cellar can provide shelter. Far away, to the southwest, there is a surface grotto where an old dwarven escape tun- nel ends; following it, one may reach the cavern in 1-A5-4 below the well, and enter the dungeon.