(Used with the permission of David Schibeci)IntroductionShadows of the Heart is a series of
adventures set in
Legend, the world of the Dragons Warriors Roleplaying System. The module is suitable for any fantasy roleplaying system. You do not need any more than this module to play the
adventures within, but Book 6 or
DWR is highly recommended.
Part 1: Waterfall
Adventure Synopsis
The characters are hired by Geranon De Ferdenand, an explorer who specialises in the cataloguing and collection of rare plants for use in herbal remedies and other plant applications. He needs a group of adventurers to protect him on his journey to
Mungoda, where he believes a rare and exotic plant is located which could cure the black plague. His previous journey ended in tragedy when all the other members of his party were killed in a night time raid by strange monsters, Geranon was very lucky to escape himself.
Mungoda is a dangerous place, and the journey there is not uneventful, as the characters are attacked by a sea serpent. They arrive in the small port town of Paru, and proceed to travel deep into the heart of the jungle.
The character's resources are quickly tested when the group run into a tribe of
elves. The
elves are very hostile, and attack the characters, but they are also a great source of information for the characters. If the characters do a small job for the
elves, they will provide the characters with any information they need, if it is within their power...
Once they have completed their service the characters continue on their journey, and find a temple of some ancient civilisation. After a brief exploration, the characters find that there is nothing in it of value or so they think.
Eventually the characters find their destination, the camp of the previous expedition led by Geranon. And like the previous party, the characters are attacked by some strange beasts on their first night.
Surviving the night time attack, the characters start exploring the forest for the rare plant, but when the find a picturesque waterfall, they discover they are not alone. Following the
bathing figure in the lake, they discover that behind the waterfall...
Adventure Map

The above map should only be used as a rough guide to the general area that the three episodes occur around. The map is not to scale, and only contains the reduced map of
Mungoda (as seen in The
Lands of Legend) without indicating the surrounding oceans (by name) or lands. This is only intended to be a game aid, not a precise map.
1. SettingThe bulk of this adventure situates in the south-western country called
Mungoda. They are hired by an explorer named Geranon De Ferdenand, who believes he has found a rare plant which can cure the Black Plague, but is only found in the tropical rainforest of
Mungoda.
His previous expedition met with tragedy, but he is a stubborn man and wishes to try again. So he is now looking for a group of adventurers to help him, but more importantly, protect him.
Therefore it is important that Geranon finds the characters and hires them for the job, as long as they are suitable. This adventure has been designed for high level parties in mind, as some of the
creatures the characters will face can only be defeated by strong parties. If you don't think the part is suitable, then it is quiet all right that Geranon has hired another party (of equal ability to the characters) but needs another. This way they will have the numbers to overwhelm most of the foes.
Geranon might be looking anywhere, but realism must be kept in mind. He will be most probably looking for the characters in a western-city such as Ferromaine (or any other port city around the Coradian Sea). So if the characters are currently wading through
the Trackless Ooze, it is pretty improbable that Geranon is going to pop out of nowhere and say "Hey! Want a job?".
If the characters are in an unlikely place (GM's discretion) then it is up to the Games Master to lead the characters to a suitable city. The best place for the characters to start in would be Ferromaine, and so the Games Master should lead the character to this city. The rest of the adventure will assume the characters start off in Ferromaine, so if they start off in another city, just make changes where appropriate.
Hired HelpGeranon would quiet naturally look for adventurers in taverns, inns and generally around the harbour of Ferromaine as this are the usual haunts for adventuring groups. Realistically, it is shear coincidence that Geranon picked the characters, but this is a fantasy roleplaying game.
Below is a description of how Geranon meets and introduces himself to the characters. This is important as Geranon does not tell the adventurers everything at this time (his previous expedition for example) and so adds to the atmosphere of the adventure. It also revels to the adventurers a bit of the characters of Geranon.
While you are sitting down at the table waiting for your drinks to be brought to you, a man approaches your table.
"A group of hearty adventurers! Excellent! Excellent! Just what I need. May I?"
He indicates an empty seat at the table, and looks at you inquiringly.
If the characters say no, Geranon will look disappointed and leave, ending the adventure very quickly. If the characters allow him to seat, read on.
"My name is Geranon De Ferdenand. Perhaps you have heard of me? No? Well, it is of little consequence. I am a professor at the University of Ferromaine, and am currently research some of the herbal properties of plants. At the moment I am planning a trip to Mungoda, but require the services of adventurers such as yourself for protection. Mungoda is an uncharted and dangerous region of the world, and so I came to you! If you are interested I will pay all expenses, and will pay you a weekly rate for your help. If any danger is encountered, you will of course be compensated."
If the characters wish to get down to the nitty gritty of their 'reward', Geranon will reluctantly offer the characters the sum of fifty gold pieces each, per week. He will not specify 'danger pay' instead say they will be given a sum proportional to whatever danger is actually encountered. If the characters demand more, Geranon will storm out.
The pay is very generous, considering the characters are being payed for nothing. Geranon can afford to pay so much as his expedition is University funded, and he has quiet a bit of pull in Ferromaine. His expenses are limited so eventually his money will run out (but not for a while).
Coastal PortsThe journey from Ferromaine to the sprawling port of Paru is approximately 1800 miles. As Geranon has hired a cog it will take approximately twenty-six days to arrive at
Mungoda, about one month. No matter where the characters are hired, the cog is located in Ferromaine, so if the characters are hired somewhere else, then they will have to travel to Ferromaine to begin their journey.
The ship is called Wyld Orkid, a joke on the part of Geranon, and is captained by R'a, a Ta'ashim sailor. The ship is crewed by eighteen of R'a's country men, with Herna (the helmsman) and Getot (the boson) are of particular interest.
2. Sea Journey
As mentioned above, the journey will take approximately one month to complete. The Wyld Orkid will stay to the major shipping route from Ferromaine to Paru, marked on the map in The
Lands of Legend (pages 260 to 263).
Geranon will want to leave at dawn the next day, so the characters have most of the day to buy any last minute things they think they will need, but the following day they will leave.
With a shout and a wave, the captain indicates it is time to leave. The ropes are cast off, and under the stern gave of the captain, the crew raise the sails, and hoist anchor.
As the ship pulls away under the steady hand of the helmsman, you move to the bow of the ship to watch the shoreline to either side of you slowly recede into the background. The ship cuts through the surf like a knife, and the waves swell around the hull.
You have started your journey, and what will come, you cannot imagine...
The journey should be fairly uneventful, and only one encounter has been supplied to give the journey a bit of tension. Sea travel is a dangerous mode of transportation, and this should be reflected in the game. More encounters are advised, though not strictly necessary. A better method for adding a bit of tension is the use of few well placed storms in logical places along the trade route.
The following encounter, and accompanying description, should be used when the vessel passes Kiri Moor, deep into the Gulf of Marazid. The encounter can be placed almost anywhere in the journey, except near the ports.
Standing at the bow, you watch the passage of the boat, cutting cleanly through the waves. A strong breeze fills the sails, the rolling deck now familiar under your feet.
Gazing out you notice a small patch of the ocean bubbling strangely. Suddenly a huge head thrusts out of the water, the creature's maw wide open. It surges forward, ready to strike...
3. Arrival
One month after leaving Ferromaine, the characters should arrive at Paru, barring any minor incidents. When they arrive, read the following passage:
"Land Ahoy!"
The cry of the watchman cuts through the silent wind, catching the gaze of every person on the deck. A cheer is taken up, and the crew bustle into motion, preparing for docking. They go about their tasks with a renewed vigour, chanting together.
As you move once more to your favourite position at the bow, you find the land mass is quiet noticeable. As the coast looms closer you notice the lay of the land, the rocky terrain covered in lush tropical rain forest.
Then you notice the scar on the land, what you would have called a town before, now looks like a obvious blemish on the pristine natural environment. The town lies on the fringes of the Cosh Goyope swamplands and consists of hundreds of bamboo huts built on stilts out over the water. The huts are connected by planks, but you notice most of the citizens move around the town in dugout canoes.
As the ship comes closer, it swings around and darts towards the docks. After another half an hour of waiting, the ship is docked, the lines secure and the line drop.
Collecting your belongings, you disembark and make your way through Paru. Geranon leads the way, obviously well versed in local customs, and takes you to one of the huts. After firing a few rapid sentences to a man inside that you can't make heads or tails of, he leads you to the edge of the platform the hut is built on, and starts loading your belongings into five canoes.
Once you have stowed your equipment, been allocated spaces, you start your journey down the river of Mungoda...
The rest of the journey will have to be completed on the river, as even though a fair sized ship can travel about six hundred miles upriver, the characters are going to have to travel more than two hundred and fifty miles into the heart of
Mungoda which most of the crew dislike and the ship will be in danger for the long period of time it would be moored on the shore. So on the rest of the journey the characters will only be joined by Geranon, R'a, Herna and Getot.
4. River Journey
Geranon has hired ten canoes to take the characters, three sailors and himself down river to the entry point into the jungle. The reasoning behind this is to avoid as much as the jungle as possible, and so the entry point is directly south of the previous expedition's camp.
Travelling down the river is, by Geranon's reasoning, safer and quicker.
It will take the characters rowing ten hours a day (at two miles per hour) about two weeks to get to the point of entry into the jungle, but their journey is not going to be so uneventful. Each day the canoes are beached, and the group will make camp on the shore, for tea, sleep and
breakfast. Lunch is had mid-river, as most of the riverside is unstable, and camp is made on shore out of necessity (so the boats won't go off course). Under no circumstances will the characters be able to trek through the marsh, as Geranon will say it is too hard and too dangerous. Once the characters get to the entry point, the marsh will have receded, and it is a simple matter of hacking their way through the jungle.
Background Information: Elven Tribes of MungodaThe countries of the north-
western mainland are the native homeland of the
elves. When the
humans from the east (thousands of years ago) started encroaching on the
Elven lands, instead of starting an all out war with the
humans, the
elves compromised. They decided to co-exist with the
humans, with one
elf ruler and one
human ruler for each country, and the nobility equally distributed between the
humans and the
elves.
Of course not everyone was happy with this arrangement, and for a thousand years
elves and
humans have fought for supremacy. And so period after the collusion of
human and
elf (which is officially called the Joining, but by parties who weren't in favour called it the Tainting) was called the 'Hundred Year Wars'. It was called this, as 'officially' the war between
elf and
human lasted 'only' one hundred years. The war has not in fact stopped, and it is doubted if the hatred will ever end.
The
elves not in favour fled to the woods and have been delivering blows to the kingdoms ever since. The Shen'la is one such grouped, named after the
Elven word for justice, and are the oldest of these groups. They believe that the peninsula belongs to the
elves and will never stop fighting until the land has been returned to its rightful rulers.
The
humans not in favour tried a more subtle approach. They formed a cult called the Moire-Felinon, or the dark blood (in Elvish), who are dedicated to the extermination of the
Elven race in all kingdoms. They don't kill any
elves, but harass, torture and terrify them instead, which helps little in the cause of peace.
Not all the
elves, however, decided to take the fight to the
humans. Some of the
elves made their homes elsewhere, deciding that it was not worth living in a homeland now tainted by the blood of
humans. It is the
humans who left to go to
Mungoda that are of special interest.
This particular group of
elves, about one hundred, decided that they had enough of the
death after ten years of war. To get away they went to the furthest place they could think of,
Mungoda, to start a new life. They soon found life was no so easy there, and after only a week their numbers have been cut to three-quarters of their original total.
But contrary to
human propaganda, the
elves are a hardy race, and eked out a survival from their natural
environment. They dispensed with all the trappings and luxuries normally associated with 'civilised' people, and instead tried to survive.
The culture that resulted from the
elves exodus is very similar in structure as the Mungodan Tribes. The
elves are loosely divided into tribes, with a chief as the leader and a
shaman (
priest) as an adviser. The main difference is that where the
Mungoda tribes rarely interact except in warfare, the
Elven tribes have retained a lot of their previous culture. All the tribes meet once a year in the Great Clearing (a clearing of forest which is equidistant from all the tribes homes). They discuss matters of trade, local incursions and generally try and form a cohesive society as they have learnt that safety in numbers is the only way in which they will survive.
After one thousand years of life like this, the
Elven tribes know no other life. They are now content with their existence, and are very wary of strangers who could easily break the fabric of their society.
5. Entry into the Jungle
In the previous episode, the characters had to travel a few hundred miles to reach the entry point into the jungle. From here the characters have to travel north, until they reach a point just south of the Thanagost peaks. There is a semi-trail leading to the camp of the previous expedition which is 375 miles from the entry point. This will allow the characters to move at their normal movement rate, or a slightly reduced rate. The journey will take approximately thirty-one days to complete (one month).
There are, however, two events along this journey of importance. The first is an encounter with one of the
Elven tribes of
Mungoda. This encounter is important, as the
elves can provide the characters with a lot of useful information, as long as they help them complete a task. This encounter is detailed below.
The other event is the discovery of a temple.
Ambush!About a week after the characters enter the jungle, they will be set upon by a patrol of
elves who have been observing the characters and now consider them threat. It is important to note that the seven days was used as this is how far the
Elven tribe's home is, and now the characters are nearing it, the
elves consider the character's a threat.
There is little chance that the characters are some how going to be able to detect the ambush before it happens, as the
elves are well suited to their
environment, and know exactly what they are doing.
You continue down the thin jungle trail, assailed by small insects and the incessant heat. Your tempers are starting to fray as the heat and dampness press on your mind.
A dozen figures jump in front of you, and as you fumble for your weapons, they rush at you, screaming a war cry...
The patrol is a group of twelve
elves is led by their patrol leader (of the same level, but they others defer to him in decision making). They will fight to the
death, unless the characters can some how stop them, and the characters will be well advised to do this. If one of the characters is an
elf, she can talk to the
elves in their language which will make them stop, as even though the
elves can't understand, they recognise the language as
Elven.
If the whole party is non-
Elven then they will have to offer the
elves some treasure to stop them. Waving gold pieces in their face isn't going to help, but a beautiful necklace or magical sword will make the
elves think twice about killing the players. If the characters demonstrate they are trained warriors and have great power, the
elves will take them back to their camp for further guidance by their leader and their
shaman.
Elven HomeOnce the characters have saved their skin, they aren't out of the hot pot just yet. The characters will be taken to the home of the
Elven tribe, Hankati. Their lives will be in peril as the chief and
shaman decide what to do with the characters. A map has been provided to show an overview of the character's travels and the important areas in the adventure. It is located in Appendix C at the end of this module.
You seem to have to have calmed down the elves for the moment as they regard warily. One of them shouts out something, and your party is quickly rounded up and escorted deeper into the forest.
After about an hours trek through the dense jungle you reach a clearing . . . it would have been a clearing if not for the huge wooden barricade around what you presume to be the Elven village. The fence is made up of long wooden trunks, sharpened at one end. The front entrance is a large wooden gate, currently open and being guarded by two men. You are quickly taken aside, for your fate to be decided...
Now the characters will be taken to see the chief and
shaman of the tribe, and have to plead for their freedom. If they offer money or treasure then the
elves will dismiss them and kill them. If the characters hint they have a greater purpose (saving the world from the plague) or will do something for the
elves then the
elves will give the characters a task to complete (details can be found in
Elven Task below).
Elven TaskOther characters have proved themselves worth setting free, the
elves will give the characters a task. Marked on the map in Appendix C there is a section labelled Tribal Meeting Area. This is where all the tribes meet to have their meetings, to discuss and negotiate.
At the moment the area has been over run with trolls, who have taken a liking to the clearing. The tribes are currently trying to organise a meeting somewhere else to discuss the bet way to meet this incursion. The
Elven chief of this tribe is quiet happy to send in the characters instead. If they survive, they win their freedom. If not . . .
Troll Hunting
Getting to the clearing isn't difficult, as the characters are led there by the same patrol who caught them. The journey only takes an hour, so the characters will make good time.
If the characters try to escape before completing their task, then the patrol will kill them all. If they do succeed, then the characters are returned to the path they were
travelling on, and allowed to ask three questions about what lies ahead. How this is adjudicated is up to the Games Master.
You are guided to the clearing by the same elves who captured you. Stopping at the edge of the clearing, you take stock of the task ahead.
In the centre of the clearing a throne has been erected, and sitting on it is the biggest troll you have ever seen. A numbers of other trolls roam around the clearing. The leader barks something, and the other trolls gather near to listen...
The characters can tackle the situation any way they wish, but they are going to have to contend with six trolls and their leader.
A Task Well DoneIf the characters succeed in their task, they get to keep any booty they find. They are also led back to the path, to the exact position they were kidnapped to continue on their journey.
6. Arrival at the Temple
The journey to the temple should take another week. As indicated above, no encounters have been specified, but can be used if wished. Referring to the map in Background Information, the area we are concerned with in this episode has been indicated by Temple. When the characters arrive, read them the following description.
As you continue on the patchy trail, you notice a stone wall hidden by thick walls. Deciding to investigate, you start towards the wall. As you get closer, you notice that the wall is not alone. There is some sort of building hidden in the under bush.
After a bit of scrabbling you find what you presume to be the main entrance into the building...
The characters are going to want to explore the temple, and so details on the layout of the temple have been provided below. If the characters decline to investigate, Geranon will suggest that the party should investigate.
TempleThe temple is a building with only a single room. It was a place of worship for the Mungodan tribes, but has now been left untouched for many years after the exodus into the mountains almost fifty years ago. The Mungodan tribes were rumoured to have vast quantities of gold horded in their temples and villages, and treasure hunters flocked onto the area.
After many years of terror and torture, the tribes decided that fleeing was the only option opened to them. Thus all their old villages and temples were abandoned.
Geranon is not in fact looking for a plant that can save people from the plague, but is in fact a treasure hunter who is trying to find the lost tribes under the guise of a healer. He is interested in the temple as he believes it may give him some clues as to the whereabouts of the hidden valley.
Brushing cobwebs and dirt away, you enter the small building which appears to be a single room. Geranon pushes past you and starts scrabbling on the walls and ceiling.
Ignoring him you look around the room. In the centre of the room there seems to be a altar of some kind, and behind is a stone carving in the shape of the sun. Little else seems to be in the room except for dust and cob webs.
Geranon suddenly shouts out and grabs something from the dust and quickly shoves it in his back pack. He then leaves the temple, and you quickly follow behind...
Geranon has discovered a golden bowl, used in one of the ceremonies of the Mungodan, and is worth about one thousand gold pieces. This is the evidence he needs to prove that there is in fact a source of untold wealth that the Mungodans have.
7. Camp
The final leg of the journey to the area of the previous expedition will take about another two weeks. Once again no encounters have been set, but a suggested list of suitable encounters has been provided above.
The camp is marked on the map in Appendix C as Expedition Camp. Once the characters arrive, read the following description.
You have finally come to you final destination, as you enter a large clearing.
"Here we are!" exclaims Geranon, waving his hands to indicate the clearing. "My sources tell me this is the area in which we will find what we are looking for."
The clearing looks like it has been previously used, with the ruins of some camp lying about the ground. Burnt canvas, and broken stakes are scattered around the clearing. Someone has been here before, and met a grisly end.
This as where Geranon's previous expedition was camped, and was where they were attacked. The beasts that attacked dragged off the bodies to eat, but there are still signs of the previous inhabitants.
Geranon believes that the beasts are in league with the Mungodans so they be close to the treasure. His plan is to set out at first light to start exploring, but the beasts have other things in mind.
If the characters ask about the previous camp, Geranon will deny any knowledge of it, just saying it was some "ill prepared group of treasure hunters". If they ask what their task is, he will finally "reveal" why he hired the characters.
He will tell the characters that he is looking for a plant that he believes can help him in curing the plague. This was in fact his first intention, but as he heard more rumours about the untold wealth that lies hidden in
Mungoda his primary mission has changed from "world saviour" to "treasure hunter".
ExplorationGeranon puts the characters to work straight away. They characters are giving pictures of the plants they have to look for and told to search in the north quadrant while R'a searches the east quadrant, Herna searches the west quadrant and Geranon and Getot search the south quadrant.
Once the characters leave, go to Discovery, as the characters are led on a pre-arranged voyage to discovery.
Note: To carry on the campaign, proceed directly to Part 2: Rainforest, and miss out the Discovery immediately below.DiscoveryThis is the last real section of the adventure, and represents the cliff hanger. The players should be quiet happy to sit back and listen as they are dropped in the hot pot.
You start off to the north, slowly scouring the surrounding jungle for the plants. From behind you hear the receding steps of the other four members of your group.
After about an hour of fruitless searching, your throats are dry, and you are feeling hot and dirty. One of you hears the sound of distant water, and at the promise of relief quickly go off in search of water.
You soon find that the source of the noise is a lake, feed by a huge waterfall. As you look up you notice the mountain range for the first time, which was hidden by the jungle, but supports the flow of the waterfall.
As you gaze into the lake longingly, you notice for the first time that you aren't alone. Bathing in the lake is a woman, back turned to you as she cleans her body. As you move forward, a branch snaps, and she whirls around, naked form poised for danger.
Seeing you see dives into the water and swims to the edge of the lake. You dash around the shore in an attempt to catch her, but the woman has already raced up a small mountain trail and behind the waterfall.
You follow the trail, which leads behind the waterfall and into a large cavern. The sound of water pounds in your ears. As you turn around you notice the cavern leads into a valley beyond.
Your breath catches in your throat...
9. Epilogue
Waterfall represented the journey phases of Shadows of the Heart. The most important element was creating an air of mystery, and allowing the characters a small insight into the strange wonders that lie in the heart of
Mungoda.
The character's discovery is the heart of the adventure, and will be revealed in the second half of Shadows of the Heart, entitled Rainforest. This adventure will revel to the character's what is behind the waterfall they discover, who this strange girl is, and what Geranon is really after.
Part 2: Rainforest
Adventure Synopsis
Five thousand years in
Mungoda's past there were only two tribes, the Henka and the Kentitiwa. The Kentitiwa had in their possession a powerful artefact, powerful enough to control the world. The Henka wanted it, wanted it so badly that they went to war with the Kentitiwa. To protect the artefact, and save the world, the Kentitiwa disappeared from the world, never to be seen again . . .
Five thousand years after the disappearance of the Kentitiwa, a group of adventurers stumble upon a waterfall, following the trail of a maiden. Behind the waterfall they find the city of the Kentitiwa, lost for five millennia.
Kentitiwa, untouched all these years by present day races, are wary of the adventurers, suspecting that perhaps they might be seeking the powerful artefact in their hands. After taking a test the character's are trusted, and given free reign over the city.
But the employer of the group, Geranon, has another motive for coming, to seek the lost treasure of the Kentitiwa, gold and riches beyond the beliefs of even the most greedy. He is a patient man, and waits for the right time to steal what he wants.
His moment comes in the form of an old nemesis of the Kentitiwa. The characters were followed by a group of Henka, who now know the location of the city. They attack the city, and in the cross-fire Geranon leaves with his treasure.
Unfortunately he took the artefact, and is soon pursued by the Henka, and at the insistence of the Kentitiwa, the adventurers must also pursue. For if the artefact falls into the hands of the Henka...
Background Information: History of MungodaFive thousand years before the present day, and almost two millennia before any modern-day civilisation had been born, there were two great civilisations occupying
Mungoda. They were two tribes of Mungodans, split from the same ancestor.
One of the tribes was called Kentitiwa. They were located in the north, their people kind, beautiful and wise. Their civilisation flourished, and they learnt how to live in harmony with their
environment.
The other was called Henka. They were located in the south, when it was lush rainforest, but were not content with their lot. They were continually looking elsewhere to expand, and it was inevitable that they would clash with the Kentitiwa. They were continually destroying their land, making it almost uninhabitable (and was were the Cosh Goyope came from) and so had to move further north to survive.
The Henka were, however, a plentiful people, and when their hordes were at the threshold of the kingdom of Kentitiwa, they were a sight to see. The wise men of Kentitiwa forged an artefact of great power, to repel the hordes, and it succeeded, with a price. For the Henka learnt of this object, and they were so consumed with greed that they had to have it. It could not be destroyed, and since it had so much power, the Henka would continue to throw themselves at the Kentitiwa until they had the object.
The Kentitiwa could think of only one solution. They had to disappear, to lock themselves up in their kingdom. And so all the Kentitiwa fled to their mountain cities, and locked them off to the world. The Henka scoured for hundreds of years, but never found the Kentitiwa.
They still search to this day, even though their kingdom has dwindled to a tribe, and they have been almost completely forgotten, an obscure footnote in the annuals of history.
1. Discovery
The following is a repetition of the cliff hanger located in Waterfall (part 1, above), the first part of Shadows of the Heart. It has been revised and completed to lead on to the heart of the adventure, the discovery of a civilisation lost for five millennia . . .
You start off to the north, slowly scouring the surrounding jungle for the plants. From behind you hear the receding steps of the other four members of your group.
After about an hour of fruitless searching, your throats are dry, and you are feeling hot and dirty. One of you hears the sound of distant water, and at the promise of relief, quickly go off in search of water.
You soon find that the source of the noise is a lake, feed by a huge waterfall. As you look up you notice the mountain range for the first time, which was hidden by the jungle, and supports the flow of the waterfall.
As you gaze into the lake longingly, you notice for the first time that you aren't alone. Bathing in the lake is a woman, back turned to you as she cleans her body. As you move forward, a branch snaps, and she whirls around, naked form poised in defence.
Seeing you, see dives into the water and swims to the edge of the lake. You dash around the shore in an attempt to catch her, but the woman has already raced up a small mountain trail and behind the waterfall.
You follow the trail, which leads behind the waterfall and into a large cavern. The sound of water pounds in your ears. As you turn around you notice the cavern leads into a valley beyond.
Your breath catches in your throat. The valley is gigantic, nestled in the confronting hands of the mountains. It is ringed from above by a river, which you suspect to feed the waterfall. It is a magnificent sight, a spectacular display of nature.
This is not what makes you catch your breath.
There is a city in the valley... the huge valley.
The city is bigger than Ferromaine.
You have stumbled upon a civilisation that has been undiscovered by man for five millennia. You have stumbled upon the city of one of the first civilisations ever to be born. You have stumbled upon a discovery which would mean fame and riches for yourselves for as long as you live.
Frankly... you don't know what you have stumbled upon.
2. Suspicion
The characters have little time to wonder what they have stumbled upon, as they are snatched up by the city militia. The person they saw
bathing was in fact Princess Alinya, the sole heir to the Sun-Throne of the Kentitiwa Tribe. They are immediately taken to the see the Sun-King, and his two most trusted advisers, the High
Priest Potushi, and his Counsellor, Kutawa.
As you stare in amazement at the what you have stumbled upon, a crowd begins to form around. They point at you, muttering in a language you can't understand, eyes wide.
Muscling their way through the crowd is a group of what you presume to be the local militia, or the equivalent. They are all carrying spears, and quickly surround you, cutting off any exit.
The characters could fight if they wanted, but no statistics have been provided as this should be highly persuaded against.
They soon hustle you down one of the wide paths that meander their way through the city. They are made out of packed earth, and it
looks like the soil is quiet rich here.
You are herded towards the most prominent building in the city, a huge pyramid, with what seems to be a temple placed on its apex. It towers above, an imposing sight.
But it is not the temple which you are taken to, but a smaller, but no less impressive building. It is pyramidal in shape, but is smaller and squatter. It is richly decorated in symbology and hieroglyphics which you can't recognise, in a mixture of gold and emeralds.
You are taken through the front entrance, down a long corridor, and into a huge room. Towards the back of the room is a throne, a huge sun-symbol situated being it. The room is richly decorated in a mixture of plants, golden artefacts and a numbers of feathered totems.
Seated in the throne is a man who has the appearance of middle age, but his eyes suggest otherwise. On his right stands a man with an impressive feathered staff in his hand, cloaked in a long, colourful robe. The man on his right holds an unremarkable staff, but his robes seem to contain every colour in the rainbow, and he is wearing a bejewelled helm.
"Hera Zyla, jer yo?"
The question came from the man on the throne, but you don't recognise any of the words. The man with the feathered staff, steps forward, wiggles his fingers, and mutters a quick incantation.
"I am the Sun-King Zyla, of the tribe of the Kentitiwa. Why have you come?"
The question is more of a statement.
"We have lived in peace and isolation for five thousand years, and you have shattered it. Why?"
The rest of the conversation has to be roleplayed, but anything the characters say will be treated with caution and hostility. Geranon will not be with the character's at this stage, but will be found by a patrol and be brought into the Sun-King's presence. If the characters do not tell the Sun-King about Geranon they will be treated with great scorn, but if the do, they will be treated more leniently.
A scuffle is heard from the back of the chamber, and you turn to see Geranon and his three companions being dragged into the chamber. He is whining on about this outrageous behaviour, but his eyes are wide with fear.
Geranon will of course stress that his party is on a mission of mercy, and stumbled upon the city by accident. He will blubber incessantly, and make everyone quiet nauseous. Eventually the Sun-King will put the character's lives on trial, leaving in up to the Sun-God to decide their fate.
Test
The characters are going to have to take a ritual test that all children must take to pass into adulthood. The Sun-King believe the characters are like children, and if they pass the test, they will become adults and trustworthy. Geranon and his three companions will of course have to take the test as well, and if anyone fails they will all be crucified.
"An interesting story," mutters the Sun-King, looking at you intently. "There is only one course of action, you must pass the test. Let the Sun-God decide your fate."
3. Test
Stage 1The first part of the test involves the characters having to walk across a bed of hot coals. They must walk slowly across, without altering their pace, before they are worthy on moving on to the next stage.
You are taken out of the throne room, back through the doors in which you first come, and around the building, heading north. Eventually you see your destination in sight . . . a park.
In the centre of the park is a huge lake, put in front of it are two obstacles, obviously part of the test. The whole of the city seems to have gathered to see you take the test.
The Sun-King steps forward. His hand points to a shallow pit in front of you, filled with red-hot coals.
"The Sun-God is angry. Too long have you wallowed in anger. It is time for you to awaken."
The coals are obviously supposed to symbolise your anger, and you are supposed to walk over them to symbolise his approval.
Each character must make two saving throws vs. petrification, or the heat of the coals burns so much that they run across the coals, thus failing the test. The characters will receive 1d8 points of damage for each round they travel across the coals, and the journey will take three rounds.
Stage 2The second stage of the test involves the characters being placed in a pit, which is then filled with ants. If they can stay in the pit, without screaming, and without dying, then they are worthy to move on to the next stage.
Moving on you come to a pit. You peer towards, and look inside the pit. It is dark, but you notice on the sides, ants have begun crawling around, and down into the pit.
The Sun-King steps forward. His hand points to the ant infested pit in front of you.
"The Sun-God is angry. Too long have you wallowed in fear. It is time for you to awaken."
The ants are obviously supposed to symbolise your fear, and you are supposed to walk over them to symbolise his approval.
Each character must make two saving throws vs. petrification, or the ants terrify them so much that they rush out of the pit, thus failing the test. The ants have a 50% chance of bitting the characters (do not roll individually, but divide the ants between the characters and treat these groups as one super-ant, thus multiplying damage went hitting).
Stage 3The last stage is the easiest, as it involves the characters washing the ants and their sins in a large lake situated in the park. This symbolises their purification. Once they have done this, the test is over.
You are removed from the pit, still covered in ants. The Sun-King steps forward. His hand points to the icy lake in front of you.
"The Sun-God is angry. Too long have you wallowed in sin. It is time for you to awaken."
The water is obviously supposed to cleanse you of your sins. You waling through the water is some sort of purification ritual.
The characters must make a single saving throw vs. petrification or they are so cold that they swim to the other side of the shore.
SuccessYou stand proud, but shivering, on the other side of the shore. You have passed the test, and gained both your life and the respect of these strange people.
3. A Sigh of Relief
The characters have proven that they are trustworthy, and are so allowed free reign over the city. The characters are most probably going to think this test was very strange, and no real test for seeing wether they are trustworthy or not. This may be true, but the people of the city have strong religious beliefs, and are happy to put their faith in their god.
After your test, you are ushered back into the audience chamber, this time the atmosphere seems a lot more relaxed. The Sun-King stands, addressing both you and the crowd that has gathered.
"It seems Our Lord has faith in you, and so we have faith in you. We can not, of course, let you out of the city quiet yet, but you are no longer prisoners within the city."
He indicates for the two men beside him to step forward. He first points to the man with the feathered staff.
"This is my most trusted adviser, and a great wizard. His name is Kutawa."
He then points to the other man.
"This is the high priest of our city, and also a good friend. His name is Potushi."
He then indicates for you to step forward.
"These men will take you to your lodgings for the entirety of your stay in the city. Please follow them, and don't hesitate to call upon them if you need anything."
4. Prisoners?
The characters may think they are prisoners, and they are in a way, as they can not leave the city. They do however have free reign over the city, and so can get a feel for the place.
They will first be taken to their lodgings, a house situated in the 'Ruling Houses and Temples' section of the city (see Map 1 below), which will be their home for the entirety of their stay.
You are guided out of the palace, and to a small building close to the centre of power. Potushi indicates for you to enter.
"This is where you will stay for the remainder of your visit. If you need anything please just ring the bell." He points to a bell next to the front door. There is a kitchen for you to prepare food, or we can get a servant to prepare your meals if you wish?"
He guides you through the house.
"You each have your own room, and please feel free to explore the city. I will leave you now."
The house has enough rooms for the characters to each have their own room, and they all lead into a common eating/relaxation room. There is also a simple kitchen attached to the common room, where there is food for the characters to make
meals. The kitchen is regularly restocked, so the characters need not worry about buying food. The house is also regularly cleaned, but the character's possessions are in no danger of being stolen.
5. Exploration

A map of the city has been provided below, so the characters can explore the strange home of the Kentitiwa Tribe. This episode of the adventure has been built so the characters can get a feel for the city, and the people who inhabit it. It should be used to build atmosphere, and let the Games Master put a few events into motion.
The Kentitiwa CityGeneral descriptions of the most important people and places in the city have been provided below, and should be used when the characters explore the city.
Geranon will immediately go exploring, but will quickly loose anyone trailing him, as if he is familiar with the layout of the city. He is looking for treasure, and doesn't want anyone following him. When he has found the treasure he will wait for the right moment before escaping.
R'a, Getot and Herna will be happy to tag along with the characters, and generally stick with them like glue. They weren't told of the true nature of the mission either, and so believe themselves trapped as well.
When the Games Master believes it is a suitable time to move on, go on to The Next Act for details on how the transition between Exploration and Attack should go . . . .
Significant People of the Kentitiwa City
Sun-King ZylaThe ruler of the city, Zyla has supreme control over his people. Statistics and a description have been provided in Characters.
Princess AlinyaThe Sun-King's only child, and heir to the throne. Statistics and a description have been provided in Characters.
High Priest PotushiSpiritual leader of the city, and close friend of the Sun-King. Statistics and a description have been provided in Characters.
Counsellor KutawaBoth adviser to the Sun-King and the most powerful magic-user of the city. Statistics and a description have been provided in Characters.
House-ChiefThe Kentitiwa tribe was formed when a number of smaller tribes banded together to protect themselves from the Henka. To provide unity there was only a singular leader, elected during the historic joining of the tribes. To placate the old tribes, they were renamed houses, and the leader of each tribe was given the title of House-Chief and a seat on the council. The council has no power, but advises the Sun-King, which was considered wise, both politically and intellectually.
The number of houses are numerous (hundreds or more) and are of varying importance. The two most powerful are House Nash'bane, currently ruled by Chief Desc, and House Tenx, ruled by Chief Qoug.
Significant Places of the Kentitiwa City
The following is a guide to Map 1.
Ruling HousesThis area is where the residences of the House-Chiefs are (see above). They are the most elaborate and impressive house in the city, and they vary in size from small single room houses to massive mansions. The bigger and more elaborate the house, the more powerful and influential the house.
TemplesInterspersed through the ruling houses are a number of temples. Before the joining there were also a number of different gods which were worshiped. After the joining there was only one official religion, the worship of the Sun-God, but
the old gods are still respected.
HousesThis section of the city is devoted to the housing of the 'rest' of the people in the city. These house also vary widely, but are far less elaborate than those the ruling house area.
ShopsThe section, closet to the centre of the city, is set aside for shops and other services that are provided to the inhabitants.
PlazasThere are four minor plazas, and a single major plaza in the city. The minor plazas are just open squares, with a few fountains and statues scattered through them. The major plaza, however, is more important.
The Main Plaza
The main plaza has four small fountains in each corner, and a larger statue in the 'shape' of their god situated in the lower south end.
The centre of the plaza is dominated by the biggest temple in the city, dedicated to the Sun-God. It is a pyramid with a small temple placed on top, to show the importance of the Sun-God in the affairs of the city.
The palace is located in front of the temple, and is the second biggest, and the most elaborate building in the city. This was where the characters were first taken when they arrived in the city.
ParkThe park is a jungle of life, and is a kind of micro-ecosystem. This is where most of the ceremonies and rituals within the city take place. It is also a place of relaxation and meditation.
6. The Next Act
The next episode begins the start of the action part of the adventure. As has been mentioned above, Geranon's sole reason for coming to the city was to find the Kentitiwa's treasure. Since he is as much of a prisoner as the characters, he must wait for the right moment to escape. This will come in the form of an attack, hiding his escape.
There is a fine line between the character's exploration and when the attack is to begin. It is up to the Games Master to decide when the character's have explored enough, and the attack will commence soon after (see Attack below for details). Before the attack happens, read the following description to add a bit of suspicion. Geranon will not say where he has been, but the characters can hypothesise.
In the evening, seated around the small table in the common room, you notice Geranon skulk in. Before you can ask where he has been, he slinks off to his room.
DangerFrom the moment the characters left Paru, they were being tracked by a group of Henka warriors. They were tipped off by Geranon, who sold his plans to the Henka in exchange for his life and all the treasure he could carry.
The deal allowed the Henka to track the party right up to the waterfall. The Henka then left for backup, and prepared to attack the city under the cover of darkness. This would also allow Geranon to escape in all the confusion.
Attack - First WaveThe Henka warriors know that they would be overwhelmed if they attacked directly. Therefore they have planned their attack carefully. They will only attack under the cover of darkness, as they know that this will be when the Kentitiwa will be at their weakest. To soften up the Kentitiwa, they have made a pact with a group of Jungle
Giants, who will attack first. The Henka promised the
giants as many of their enemies that they can eat, provided they don't touch any of the buildings.
After the characters have been exploring, and the moment is appropriate, read the following passage.
The night is still, only occasionally pierced by the cry of some strange creature, a bird perhaps or maybe something a little more exotic. As you try in vain to fall into a fitful sleep, your rest is cut short by a cry.
It cuts through the air like a knife, only to be cut short almost as quickly as it came. You dash out of your rooms, only pausing for a moment to arm yourselves, before you find yourself enveloped by the cold night air.
A thudding sound brings your attention to a group of figures approaching you. They are enormous... they look like giants.
Attack - Second WaveOnce the inhabitants of the city have been soften up by the
giants, then the Henka will get to work. They are unfamiliar with the city and be ill at ease in the city. They will, however, sweep the city systematically , searching for the object of their attack, a powerful artefact.
After the characters have defeated the
giants, read the following passage.
The sounds of battle seem to have spread throughout the city, though there doesn't seem to be much pillaging.
You dash off towards the palace, believing that it is there where the attack will be centred. A few fires dot around the city, but damage seems to be limited.
As you approach the building, you notice there seems to be another group who have entered the fray of the battle.
They are built like the Kentitiwa, but seem leaner and a lot meaner. A small group of them notice your unusual dress, and head straight for you, fanned out in attack formation.
I doubt they have your best interests at heart.
The characters will only meet a small group of warriors at first, though there is a large number of them in the city. The Henka are being led by Teqwa, a warrior chief, but the characters wont have the pleasure of her company for a while yet. To keep them occupied, a few Henka warriors have been supplied.
Henka warriors are trained warriors. From the day they are born they must survive in the harshness of the jungle, which soon becomes their world. There first lesson is kill, or be killed.
They are very loyal to one another and understand the value of team work. They are also very shrewd, understanding the value of numbers and how to work effectively as groups.
Groups of twelve Henka warriors are called Marigoes, and they excel in working in numbers. The sum of their skill is more than the sum of their individual skill. The only way to defeat them is to cut them down, one by one, as they work less effectively in smaller numbers. They will faint, and jab, constantly exchanging position and tactics.
DefenceThe Kentitiwa are anything but weak, and are fearlessly defending their homes. They are overrun, as the have been caught by surprise.
They could beat the force currently attacking their city if it were a siege, but the Henka planned their attack well. They have a small attack force of about one hundred and twenty men, divided into ten Marigoes, all led by Teqwa. There are also about sixty
giants, who have no leader, nor do they care.
Under CoverThere is one last event that has to occur, one which will turn the tide of the battle. It is about fifteen minutes into the battle when Geranon scarpers off, treasure in hand. He has, however, taken something that is not his.
At this time, the Henka have been reduced to about eighty, and only ten of the
giants are left alive. Once the Henka see Geranon scarper off, they know he has switched the deal, and has taken the artefact. At this time they will all leave to go after Geranon, and hunt him down (see Hunting below).
Once the characters have defeated the Henka Marigo, read the following passage.
As the last warrior falls, you notice a lone figure run through the city, with a large sack over his shoulder. As you look closer you recognise him... Geranon.
Bad TidingsAfter the characters have seen Geranon rush off into the night, they should continue on to the palace. If they don't, Alinya will find them and beg them to come and see her father. This should get their attention, and nudge them in the right direction.
Once they arrive at the palace, the Sun-King will explain what has been going on, and then ask for the character's assistance in retrieving the artefact.
You make your way to the palace, and are soon accompanied there by the princess, Alinya.
"My father has been looking for you."
She guides you to the room where you were first taken when you arrived in the city, and is known to the citizens of the city as the Sun-Room.
Alinya's father is seated on the throne once more, his face drawn and grave. His gaze is focused on you, and you alone.
"I have grave news for you my friends." He turns his head, his gaze now focused out of something distant . . . something lost. "The city was attacked, as you might know, by a band of giants. Normally they are not this organised, but they were in league with a group of our enemies, the Henka."
The atmosphere in the room has changed, and the people's faces around you have hardened.
"The Henka followed you here, they have been tracking you since you left Paru. It seems that your employer sold the rights to his trip. In exchange for showing the Henka the location of this city, he would be given his freedom and as much treasure as he could carry.
"The Henka were after an artefact we had in our possession, one powerful enough to allow them to control the world. That is why we have been hidden for so many years, to protect this artefact.
"Geranon has it now, and is attempting to return home. The Henka will stop at nothing to get it, and so will we. We need your help to recover the artefact, as you know which way Geranon has gone. I can give you men to go with you, but I need your help. Will you?"
Once the characters have agreed to help, the hunt is on, and so see Hunting below. Alinya, twenty of her men, Potushi and Kutawa will also go with the characters to aid in their fight.
HuntingGeranon is making his way back to Paru,
travelling along the same route that the characters came up to find the city (see Background Information and Waterfall for more details on the route). They will finally catch up with him at the temple, and when the characters do reach the temple go to A Lost Friend below.
The Henka will arrive later, having gone for backup first, before making their way to the temple (as they know they can track Geranon as easily as they can track a bird).
In this stage of the adventure, it is important to give the characters a feeling of the atmosphere of the hunt. They are running against a clock, namely the moment Geranon reaches Paru and his ship. They also know they have definite hostiles tracking them, as well as unknown dangers lurking somewhere in the forest.
Dark ShadowsSo the characters don't think this is a simple search and rescue, an encounter has been provided. More are of course suggested, but at least one must be provided.
This encounter can be place anywhere between the city and the temple, as it is at the temple that the final act is played out.
Camped for the night in the heart of the jungle, your thoughts weigh heavily on you. You are just about to turn in for the night, when you hear a rustling in the bushes next to you.
Suddenly, half a dozen figures burst out of the underbrush and attack...
A Lost FriendThe characters will catch up with Geranon about a week after they leave the city, when they arrive at the temple where Geranon found his first piece of treasure (see Temple of Waterfall for more details). It took them two weeks last time to make the journey, but the characters have pushed themselves a lot harder.
You enter the clearing where you first found the strange building Geranon was so interested in, and which you now know to be some kind of temple.
In the clearing around the temple, you notice a small campsite, and next to the now cold fire, sleeping like a baby, is your old employer, Geranon.
The characters can now have a little 'chat' with their former employee, but they will soon found that they are not alone.
ConfrontationSoon after the characters have been reunited with their old friend, they will find themselves in very hot water.
A cry cuts through the jungle, and you ignore it, thinking it is just a bird. Alinya believes otherwise, and indicates for you to prepare for battle.
Just as you have gotten ready, warriors seem to appear in the clearing as if from thin air. You are quickly surrounded by dark faced warriors, who don't seem to have your best interests at heart.
The warriors are being led by Teqwa, and the characters can at long last meet their new nemesis. The warriors will fight to the
death, except for Teqwa, who realises the benefits of cutting her loses when appropriate.
The Journey Home
The characters must now return to the city, even if they have other ideas. Potushi, Kutawa and the princess will make sure they return, and the characters also have to return the artefact anyway.
The return journey takes two weeks, as the party strikes out at a much more leisurely pace.
Leave TakingOnce the characters return, they are thanked by the Sun-King.
"Your help has been invaluable. You have earned the respect of the Sun-God, and the gratitude of a civilisation."
The Sun-King's face becomes grave.
"I can not let you go, until you swear by whatever god you believe in, that you will never reveal the location of this city. Will you swear?"
If the characters do not promise not to reveal the location of the city, they will be executed. If they do promise, then they will be released but note before receiving a reward.
"That is good. Soon we must part ways, for we will have to close out gates once more to the world. It was nice to know that your civilisation has matured."
The Sun-King indicates a small pile of objects which have been heaped near the throne.
"These items are a small token of our gratitude, for we can never truly repay you. You must bear a heavy burden I fear, for your discovery could make you rich."
The Sun-King rises, smiling once again.
"But enough of sombre thoughts, for we must celebrate your departure."
And so you celebrate into the night, and well into the next morning, feasting, drinking and dancing.
A few days later you stand in the cave which changed your life, the entrance into the lost civilisation. The Sun-King, his two friends, and the princess which first led you on this adventure, stand at the gate to bid you farewell.
As you leave, a gate shuts. An ominous thud resonates through the cave. Perhaps one day they will open their gates again.
For now, your last memory of this wonderful civilisation is the waterfall. The force of nature.
***
Note: This mini-campaign was first published on the Wanderers Rest.