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Mift Drannor

Brief

As far as the allied forces are concerned the goblinoid prophecy has failed to be fulfilled. However the Horde has not fled but simply retreated to higher ground, milling, awaiting something. This has unnerved many and coupled with foreboding dreams, dreamt by priests and holy men the Church are worried that the seeming victory over the goblinoids is not as it seems.
The worshippers of Gia have been affected the most and feel a great sense of foreboding. The sensation is so unnerving, they have decided it is essential that they must find out what the goblinoids are up to. Holding a meeting they plan to gather, hire a group of adventurers to try and find out what is really going on.

The party will end up in an unexplored area of the Outlands which due to orc infestation was previously inaccessible. Here they will discover some serious weirdness involving the true Goblinoid prophecy and an ancient relic.

Encounter 1: Druid of Gia 10 hits, Robe, earthy colours, spear or staff. Elemental Spells (25 power).

Gladewatcher: 15 hits, sword (doubles), cloak. Ranger Abs: 15 power.

You arrive to tell the party of your concern for the goblinoid forces and connect them to the doom-laden dreams being had by yourself and followers of Gia. The dream roughly goes along the lines of a blackness slowly consuming the Realms coupled with a freezing cold then numbness of feeling; at this point there is nothingness and you lie there seemingly forever, until finally waking.
You ask the party to try and find out what exactly is going on. You will first ask those on grounds of honour, then love of nature etc, then eventually offer gifts of potion (for later adv.) and if really pushed you have twenty marks that you can split among the party. However you do not wish to give this money away as you would like to think Gia’s helpers would act for better reasons.
You ask the party to follow you and tell them that Gia has granted them travel behind the goblinoid Horde and let them be transported to the next encounter.

Encounter 2: Orcs: 12 hits (singles), Hobgoblins 15 hits (doubles), Ogre 20 hits (triples) Glaive.

The goblinoids are resting up waiting for the big thing their shamen keep ranting about. Suddenly strange light emanates a few feet from them. This happens just before the party arrive through the transporter. As the first PC appears you are all in shock and backing off. When you realise a human/elf (whatever) has come through you go for your weapons but remain shocked and do not attack. As more come through you get more aggressive and circle them. Unless provoked before hand only attack when the last person comes through and the portal and it disappears.

Encounter 3: Night Goblin Shaman: 15 hits, (double/single thru). Elemental spells to Lv4.
Magic Circle. 3 Skulls in separate magic circle. Orcs, Ogre.: Stats as above.

The true prophecy is slowly being fulfilled. The other races thought it would be the Horde conquering and slaying that would fulfil their prophecy but it is the horror and fear that is being produced which is bringing forth the true prophecy.

The Nightgoblin shaman needs to rant about the true prophecy and gloat. He is quite happy to be killed. However he is protected (or not) by his Chaos circle which is activated by the three skulls hidden around the grounds. While the three skulls are active Chaotic FX happen to anyone at anytime. When someone tries to enter the main circle or the other smaller three an effect happens . To depower the main circle all three skulls must be destroyed. To get to the skulls the person must survive the chaos effect when they try to enter each Skull circle.

One main chaos effect is that a target become frozen in time. While frozen they cannot be harmed or moved or anything. When released (up to the ref) they have no clue that they have been frozen.

Encounter 4: The Prospector, 12 hits, beard. Magic: All Ranger Spells. (pouch + marks)
Prospector’s Men: 12 hits, Swords, cloaks.(pouch + marks) Gnolls 12 hits, Spears.

The Prospector and his men are investigating this spot of land.....prospecting. Because of the Horde a lot of unexplored land has because easier (although still dangerous) to get to. This area was protected fiercely by Kagonesti until the Horde marched through. The Prospector and men are slowly being surrounded by the Gnolls and are attempting to hold the clearing.
When the fighting dies down both sides will want to know what others are doing here. For the prospector it is easy, he’s been doing this sort of thing for many years. (Let me handle the prospector to save typing space). The prospector’s men know that this is their job......’to go deep into unexplored areas’. They also can inform the party about a group of men who met with the Prospector a few days ago at Holdfast village. They say that the other group were heading this way and left before them. You are three days travel from the Holdfast Village.

Encounter 5: Goblinoids of Choice: Stats as standard.

Since Gakrand’s prophecy the majority of your tribe marched to meet up with the Horde leaving your tribal grounds pretty much undefended. You are a warrior party from your tribe who watch the perimeter of your territory for intruders. You haven’t seen real humans or dwarves for over 20 years.

Encounter 6: Refugees 6 hits, odd weapon. Goblinoids: Any as standard.
Drow: 12 hits (doubles) Scimitars.

You are a scene from the past affecting the present.
The refugees are trying to escape from the Drow and goblinoids, some may put up a fight to let the others escape. The refugees are no match for the Drow forces. When the anyone of you die lie for about ten seconds and then the body fades and disappears. If any refugees survive and start to talk to the party you are escaping from the Drow. Ask them who they are and thank them for their aid, use Shaundakal as a god to bless them with. When questions get to hairy start to ask them where they are going because they start to fade from your view. You also start to fade from there’s and disappear.

Encounter 7: Desecrated building. Empty treasure box (a few gems (inc symbol gem)) Candle stick. Hourglass. Sand.

Destroyed Guardian: Helm, Large sword, Chain, gloves. (Liche Mask)
This building is ancient and was a temple to Mystryl a dead god which has just been desecrated by thieves in encounter (9). The architecture is ancient and the building emits a low magical energy.
There is a symbol in the temple of an hourglass which symbolises Mystryl. Theoretically Mystryl will not be dead in certain time areas. Therefore is a player inscribes the symbol of Mystryl on them then any time based spells or abs used by monsters have no effect.

Encounter 8: Orcs 12 hits, swords. Statue. (Wolf Mask)

Hobgoblin Shaman 15 hits (darkbolt, r ignite, flamebolt.)

The orcs have been here for generations and the first thing they found was this statue. Overtime the tribe forgot how they came to be here and began to worship the idol. A demon of Bhallisandrem that arrived with the tribe picked up on this and spoke through the statue as the orc’s ‘god’. Bhallisandrum represents: Blashemy, Perversion and Dark Humour. The demon finds it amusing to trick the goblinoids into a worshipping a symbol of goodness with him giving the voice to the idol. The whole area reeks of desecration which is why his presence is strong here. The goblinoids worship the idol which they believe is a god of some kind. Some one needs to play the voice of the demon as the party arrive telling them to attack the intruders etc.’ Don’t let them desecrate the shrine ‘(snarf). As the demon you can only see the scene and talk; you cannot hear or answer questions etc. If the statue is destroyed you can no longer do ‘the Voice’. Whoever does the voice will need to play the demon later. .

Encounter 9: Shades of three drow discussing missing unit. Robes and cloaks.
Drow: 12 hits, (doubles) full abs.

As the party approach you should be all facing each other in discussion. At the present you cannot hear the party and they cannot here you. As they approach start to talk about a missing unit that was chasing refugees but never returned. Until you become aware of the party you cannot be harmed by them except with magic. As you get that information out you suddenly become aware of the party and deal with it how you see fit.

Encounter 10: Goblinoids of choice: Stats as standard.

As the party are walking along they get caught in one of these weird temporal distortions which has been allowing them to interact with past events. They have been frozen for a coupled of hours. During this time a group of goblinoids have run across them. Having not seen this bunch of people in their territory before the goblinoids are investigating the party by prodding them and sniffing etc. Suddenly the party come out of the time freeze and begin to move. This’ll shock the shit out of the goblinoids and the party. Don’t have weapons ready to smeg them immediately, give them a chance to react.

Encounter 11: Tomb Raiders hits: 12(magical) Lots of cool kit. items etc.

You are discussing raiding the temple in encounter 7. This will be the major clue about the time distortion. Basically you mention in conversation the Statue with the orcs around it and then the guardian to the temple. You are planning the raid before you actually did it because in the player’s time line you already have. They cannot harm you unless they strike you with magic weapons. This will cause you to moan in pain and then disappear. However to the other Tomb Raiders the ‘killed’ character is still there and you will have conversation with thin air. You have no idea that the players are present.

Encounter 12: Ancient Drow: 12 hits, (triples). Full Abs (10 uses to spread around abs.)
Gems. Magic Scimitar: Elfblade (0/ +1 vs Elves & cannot use elven abs for 2 enc).

You have lived here since your forces ousted the elves etc. from Myth Drannor. You were left here to guard the gateway (en 16). For over a century no one has come to relieve you and the gate has fallen into disrepair. You occasionally suffer from the displacement caused by the broken gate and are tormented by the demon who guards the gate. However you are as loyal as they come and have stuck to your orders for all these years. The party will be the first humans and elves etc. you have seen since you ousted them from Myth Drannor. Your commander at the time was a dragon called Venom. It has been so long you have forgotten the name of your house and will be in agony to try and remember it. You are a tragic figure who however will not let the party pass as they are intruders despite being totally outnumbered.

Encounter 13: Hobgoblins: 15 hits (doubles). Powers: 3xFreeze, 2xFade.

Some creatures have lived in this area for a long time and have subsequently be subjected to the raw effects of the Mythal on a daily basis. A few (due to evolution) have found ways to manipulate the Mythal to their advantage rather than being victims of it. This is very dangerous as it is violently chaotic, but it does enable the Hobgoblin to use special abilities. To create each effect takes a lot of concentration.
The Hobgoblin’s guard the source of the Mythal with great ferocity. They are from the present and are up to date with current events. They do not take too kindly to thieves coming for their power source. You believe that Mythal is Chaos which ties into Gakrand’s true prophecy.

Encounter 14: Demon of Bhallisandrem: 60 magical hits, claws (doubles). Sparkly cloak.
T. Freeze (at will) Neural Synaptic Jump (at will), Summon Monster. Fade
(Gith Mask) Broken Mythal Gateway. Magic Circle & symbol of Mystryl.

Nirwanda (demon) came through the Mythal Gateway when the inhabitants of Myth Drannor were routed. He stayed to make sure that the area was desecrated and has since revelled in tormenting the ancient drow, pretending to be the orc’s totem and being part of the chaos effect of the Mythal. When the goddess Mystryl died the gate fell into disrepair. Nirwanda likes the gate’s effect and has remained so his joke cannot be spoiled. Nirwanda is a pretty ancient and powerful.
Inside the area of the gateway is a symbol of the dead goddess Mystryl who enabled the gateway to function. The party will have picked up gems with Mystryl’s symbol on them. There are six gems placed inside the lower half of the hourglass representing Msytryl’s death. The lower half gems have the immaterial substance the shades have. If the party place the gem’s with the goddess’ symbol in the other half of the Hourglass Nirwanda starts to loose power and become afflicted by the Mythal Gate’s effects. The first four gems lower Nirwanda’s hits by ten for each gem. The fifth prevents Nirwanda from using the Mythal’s power and the final sixth gem freezes him and he ten fades into time. For each top half gem placed in the Hourglass a bottom half becomes material.
If the lower half gems are removed before the top half then everything is okay. However if the top gems are removed first Nirwanda returns in power depending on how many gems removed.

The gateway is a passage to Myth Drannor. However it is broken and doesn’t function. It is magical but ID magic will only tell the caster that the gate is a passage to somewhere no less. As for Myth Lore this thing is the equivalent of Atlantian technology so a big fat no there too.

Encounter 15: Tomb Raiders: 10 to 15 hits. Treasure. Items. (singles thru’s) (triples) *

You guys are highly trained adventuring crew. Therefore you all have specialities. *For this reason the hits etc. are generally ambiguous. You range from thieves to mages. Your main specialities are evasion.
The chances are the party will try to kick your ass to get the temple items you stole. You do not want a confrontation. Be wary of them, if attacked try to escape more than fight. Argue etc. If caught you work for a man named Eusarious Calidor. You have committed no crime and therefore use the law in your arguments etc. Remember they should have started on you and therefore if they let you go you can attempt to get them arrested back in Dellgate. Finally you main excuse is that you are protecting the items so that they are not lost or end up in the hands of the orcs. etc.

Encounter 16: Druid as encounter 1. Temporal Rift (flour line)

The Druid meets the party and gets them the hell out of there back to the safety of around Dellgate.

Additional Ref’s Guide

Hallo! This covers the magic items put in, spells and covers the puzzle parts in more detail.
The first half of the adv. takes place outside of the unexplored territory. Inside the territory the players are subject to distortions of time from a broken ancient gateway that used to lead to MythDrannor. Now the Gateway is broken down the power source (Mythal) is loose and causing weird effects.

Inside the Territory: Enc. 5+

From this point the party are subject to the effects of the Mythal. Because this raw magical source is uncontrolled it is very similar to Chaos in a way. Therefore spell effects may not work or may work better or even be a different spell (this effects abilities as well). Call these at any time.
Following tracks in this area can also be hazardous as well. One minute a scout may be following tracks from the present and then be in the past where they did not exist and vice versa.
Before the players enter a past event or an encounter that concerns the distortion of time (they’ll be marked on the encounter thingy below) they here a sound like an insect buzzing. Those with sense magic will also get an electric shock feeling .

Encounter Info

Encounter 1:

General tracks of soldiers and rangers, some elven tracks. The players are led to the next encounter. The passage is a dull green ‘Time Bandits’ portal. Players go one by one into it.

2: Tracks:- Goblinoid, goblinoid, goblinoid etc. More definite ogre & orc.

Players arrive one by one with a 10 second gap between each entry. When the last person passes through it slowly fades away.

3: Okay there are four circles. The main circle houses the shaman and protect him from any nasty effects. There are three other separate circle dotted about the area. Inside these circles there are skulls. If all the skulls are destroyed the main circle fades away and the chaos effects cease. To enter all the circles the player is subjected to a Chaos effect (your choice). If they survive it then they can enter the circle. Meanwhile chaos effects happen to random players and monsters until the main circle fades is depowered.
Travelling away from this encounter a scout will spy human tracks that join the path from the bushes and lead to encounter 4: There are Gnoll tracks about 10 minutes behind the human tracks.

4: Not much also to write here apart from the Prospector will tell them where to go.

5: Tracks: lots of goblinoid. However now they are inside the Unexplored area the tracks can fluctuate between: Fleeing human and elf. Normal human and elf. Goblinoid (lots) Drow.
As the players approach enc. 6 they get the weird buzzing mentioned above.

6: This is a distortion of the past and present mixing. When the monsters die they fade back into there own time period. Any left alive get long enough to chat but will fade away before the players eyes. Also all tracks and evidence of there presence start to fade including weapons.

7: This is a desecrated temple to Mystryl. She was the goddess replaced by Mystra and is a dead goddess. Some players might know that she is a dead god. Her symbol is an hourglass because she represented both magic and time. She was a patron of the Myth Drannor Gateways, speeding up the journey from A to D(rannor) The temple was protected by a guardian which the goblinoids feared. Therefore there are no goblinoid tracks around here. Inside the building there are no Mythal effects because in some time lines Mystryl still is alive and can use her powerz :o). The temple has been turn over by the tombraiders. A few bit of treasure are left over, especially two Hourglass Gems which are important later on. Find out who has them!

8: The orcs worship their fake totem here. It is really a demon playing a nasty trick. The demon makes his voice emit from the statue which the goblinoids believe is their totem. The statue is a creation from the Myth Drannor period built by elves with the wolf totem an ancient representation of the Lord of the Hunt, Solonar Thalanquiel. Worshippers of the elven deity might recognise the symbol and elves will recognise the statue as elven craft work.

9: Temporal Distortion. When the party see the three figure the figure will appear blurry. The closer the party get the more real they will become. The surroundings will merge as the past catches up and trees etc. get smaller. The drow’s conversation will be inaudible until the slowly start to merge with the present. Then they have a few seconds of audible conversation before they notice the players.
The drow are physically there but cannot be harmed until they notice the party and vice versa. Basically the party are spying on the drow like spectres. Just as the drow slowly appeared to the party the party will eventually become apparent to the drow. From there the fighting will kick off. Once again the bodies fade away.

10: The party walking along get hit by a temporal distortion. Call a time freeze. the monster appear next to them. Time in. If the player check for tracks they’ll notice that their own tracks have become about two hours old (because they’ve been frozen in time for two hours).

11: Temporal Distortion. Like spying in on the Drow the party will spy in on the Tombraiders. However this time the Tombraiders will fade before the party become visible to and tracks which head towards the Temple in Enc (7). They are five hours old.

12: The ancient Drow is perfectly real, and there are few goblinoid track around here. However there is another different pair of seemingly elven tracks present here. They lead to encounter (14).
The elfblade is explained later.

13: The Hobgoblin’s will probably fade into view. This means the players get an advanced warning with the buzzing and the sense magic crew will get a direction as well. The abs the Hobgoblins use will be explained later.

14: The gateway and Nirwanda. This area reeks of magic. Nirwanda’s tracks are those from enc (12).

Nirwanda is stupidly powerful and therefore it is pretty essentially they suss the gem thing out.
The gem thing goes like this. Hourglass symbol with 6 gems (pink) in the lower half of the glass. They need to be counteracted by blue gems with the Hourglass symbol inscribed on them. The blue gems are placed in the tophalf of the Hourglass. The gems work on a one for one basis. The gems in the lower half have no substance as they are frozen in time. When counteracted with a blue gem, a pink (lowerhalf) gem will become substantial. Imagine the blue gems as a positive current charging up the hourglass while the pink gems represent a negative current depowering the hourglass. A balance must be created to get the hourglass to work at peak effectivity.
Now say the blue gems are put in and a pink removed this can still create an imbalance but will not aid Nirwanda, just make it harder for the party to ever fix the gateway. It is pretty obvious that this construction is a gateway, but how it works is an entirely different matter. You are not heading in the direction of the Gateway!

15. Tracks of the Tombraiders, goblinoids. Not much to say here.

16. Gateway back to the outskirts of Dellgate.

New spells

Freeze Lv4:- Only works in Mythal area or as part of Chaos effect. The player is frozen in time. They do not exist but can be seen as a faded version of themselves by other people.

Effect: The target cannot move for One minute (or ref’s discretion) but cannot be harmed or harm during that time. The target is still physically present but cannot be moved or interacted with in anyway. When the spell duration ends the target has no idea he has been frozen and continues what they were up to before frozen. (like a time freeze!)

Fade Lv3: Only works in Mythal area.

Effect: Similar to freeze but cast on oneself to avoid damage or to hide. The caster fades into time for 30 seconds. From that point the caster is considered not even there. In 30 seconds the caster fades back to the same spot they disappeared from.

Summon Monster: Calls a single or number of creatures to an area.

Effect: A time freeze is called. On time in, monster crew monsters appear in random placs within twenty yards of caster.

Magic Items:

The Hour Glass Gems: If held in the hand it makes the holder immune to spell Freeze. they have the value of normal gems and have no latent magical ability outside of the Mythal area. They are symbols of Msytryl; a dead goddess of magic and time.

The Elfblade: Forged purposely for the invasion of Myth Drannor this magical blade is magical +1 only when striking elves. If an elf is struck by this blade they loose the use of their abs or negates them for two encounters/ ten minutes. It is possible for an elf to wield the blade but they will not be able to use their abilities while using it and for 10 minutes afterwards. These elf blades are infamous and do show up as evil to elves. It the item is recognised by an elven character (up to the ref) they would like to see it destroyed.


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