Tremorfall

ORIGINAL ONE-SHOT
The Chamber of the Eye
  • Your journey begins in the hills around Cambrey on approach to a town called Tremorfell: pocked and scarred by a single legend with many aspects. Some whisper of the undead; shambling, rotting corpses grasping from their shallow graves. Others of fey whispers in the trees, promising gold and magick. Still others of waves of memory flickering through their minds, but not entirely their own: blind leading the blind into the marshes. They thought for safety, but only stone madness awaited them there.
  • Adventurers come to Tremorfell for the same reason: the promise of gold and the desire to solve an enigmatic riddle passed through the hands of merchants and finally making it to the bards, con-men, sooth-sayers, and…priests – traveling for hundreds and even thousands of miles; even making it to the far-off territory some call Domunz.
  • You’re not sure this riddle is the same as the first passed down. Perhaps it’s even an invitation, but what you know of it is as follows:
“Within and behind the weeping lid Many arms with danger laden mid And many legs still bleeding Find a token of the mind which leading Can heal the blind and open the chamber of the single, many eye.”
  • You adventurers come for your own reasons, but you find yourselves walking toward a stone parapet on the outskirts of what you know to be Tremorfell. Within is a hastily dressed militiaman with a helm onto which appears to be an even more hastily painted black eye. He holds an iron glaive. He checks the passing tradesmen as they walk into the town.
  • (Allow them to introduce themselves and roleplay as they walk slowly toward the tower.)
Tower of the Passing Lane
  • The tower is of white plastered limestone in fairly good condition. It has battlements on top of which those below likely cannot see. It also has two middle ports, likely making the tower 100ft tall. At the base is a closed door behind which is a staircase.
  • Within the tower are two additional guards playing something like “chess” by the fire”
  • Lance squire Frieden and Lance squire Lugain. Both will aid Grendus in the event of a fight with Frieden firing arrows from the window and Lugain attacking with a lance.
  • The only treasure within the tower is a suit of scale mail. If a high dc is successful, one may find a hidden opening behind the mantle carrying a +1 longbow with a note scribbled in common:
“Though I am blind my arrow may find it’s target with this bow. I am Lance master first and known as Tilk. May all Lance masters use this from here on to keep the many eyes at bay.”
  • Lance master Grendus (attempt cockney) – human male, approx. 45 in age; muscled and scarred
  • Solider
  • As you approach, the guard steps in front of your group, spits to one side a fluorescent blue spittle, and states, “Oi hold there a minute! We’ve no time for beggars, thieves, or aimless wanderers. This is no place for those of weak spirit neiver. I have been ordered by First Iris Corleone to bugger off any who come to Tremorfell for adventuring.”
  • Lance master Grendus, while unintelligent, is dutiful, honorable, and cares above all else about the safety of Tremorfell, even if “adventurers” pass through. He must believe they mean well. He will not take a bribe.
  • Lance Master Grendus will warn the travelers to stay on the path with great gusto.

Approach to Tremorfell
  • The approach is marked by calls in the wind
  • Character with lowest passive wisdom feels as though he’s being watched
  • Character with highest perception notices tiny slices in reality through which he may see:
  1. A serene kitchen
  2. A thunderous cloud
  3. A heavenly host Etc.
  • On the road appears a small stone shrine. – figure of a falling pike into a black iron pool
  • Character with highest insight may feel icky looking at it.
  • IF ANY OF THE CHARACTERS TOUCH THE SHRINE THEY WILL RECEIVE 10 POINTS PSYCHIC DAMAGE BUT WILL IMMEDIATELY KNOW THE LOCATION OF THE HIDDEN BUTTON.
  1. A mirage, A smell of spice in the distance
  • Procession into the mirage, the streets are paved with gold coins and jewels; bells chime in the air, but also the sound of churning stone like gravel.
  • Those who follow will be met by the image of a Dao (if they know what a Dao is DC 14 arcana) who, in all languages will entice the person to make a trade. (attempt Arabic accent) – name not important.
  1. Trade:
  • This land is a strange, one granted, but in all strange lands there is opportunity. I once traveled deep into the desert and what I found there, among the stone people, was a beauty to behold and made even more of a fortune for me.
  • He who accepts the trade will fall into the marshes with an anti-magic collar on his neck and an approaching Basilisk
  • DC to get out of the marshes to run. Basilisk
  1. If the party veers to the left, they will find themselves in a gooey black crypt
  2. A scarecrow (non-monster) at the forefront with the inscription: “fear not the blind but fear forever the dead. Proceed no further”
  3. If the party proceeds further, three ghouls will attack Ghoul
  • If the party survives, in a crypt at the opposite end they will find:
  • A bag of sparkling sand and a necrocloak. (Sparkling sand prevents sleep ray. Necrocloak prevents death ray.)

The approach feels like hours, but only takes 5 minutes  
Tremorfell
  • The town of Tremorfell is one of strange opposites. It is a beauty and a horror. Shanties stand next to wonderfully kept yet strangely out of place stone cottages more fit for the forest and a hearth. Ornate pipework twists across the sky and the less fortunate wade in filth. The main street is paved on each side, but the middle is a muddled patchwork of wooden planks, cloaks, and magical stonework quickly dissolved when the caster walks off.
  • To the left is the tavern, the “Eye Drop,” by far the liveliest structure in town. Drunks stumble out, slap themselves, fall down, get back up, and walk home, almost ritualistically
  • To the right is a line of homes pock marked by what appears to be black sludge strewn on the door handle. Next to every door is an iron bucket.
  • There is no government center.
  • There is what appears to be temple in the distance.
  • There are no standing stores, but in what appears to be the “center” of town are stalls for merchants to sell their wares.
  • This town was built on trade, but the frequency and volume of such trade has long since faded.
  • It is a town of good people who are ruled by superstitions they don’t understand and have no idea where they came from.

  • You witness a well-dressed human merchant kick another human beggar into the muddy street.
  • The merchant spits fluorescent blue onto the beggar.
  • The beggar gets back up, shakes hand with the merchant, and states, “Many thanks, friend. The many and the one.” The other replies, “My pleasure. The many and the one.”
  • You see what appears to be an elven priest in a white robe walking down the street. His eyes are covered. Drawn onto his covering is the black eye insignia you saw on Lance Master Grendus. He, too, spits blue flouresent into the street.
  • You see a towns person, from his balcony go to cut his flowers, does so, and tosses the flowers into the street, keeping the stems and placing them into a vase. He then KIYAH’S and kicks the vase into the street.
  • LORE – the fluorescent blue is a tobacco-like chew called “Krish” which allows the populace to peer deeper into the tears in reality, but sharpens their teeth, making their smiles menacing. It’s a blend of light alcohol, deep mushrooms, and amethyst shavings.
 
Tavern – the “Eye Drop”
  • Sign – A closed eye with a tear drop coming down from the middle.
  • The fire is roaring, but very few tables are out. You can see extra tables and chairs jumbled in the corner. The door opens right to a single bar. The bar is marked with jumbled black onyx shoved into the spaces where the dark oak wood has separated or warped over time. There are no adornments behind the bar save a single black hook protruding from the wall opposite you (those who look up may see a symmetrical hook right above the door). The tip of the hook seems to glow, then it doesn’t.
  • Within this tavern, those who sit at the bar, if any, will see severed heads come into view and then vanish again. Those who sit at one of the tables may see a hooded make Drow bringing a trey out from the door that’s blocked by the chairs and tables, perpetually.
  • The bar produces a very distinct sense of disquiet.
  • Tavernkeeper – a Female Drow named Vestigia (mischievous sexual), Approx 30, Will not suffer fools, Exceptionally serious. If she likes you, (if you speak undercommon especially) she may admit that she’s here to revel in the strange sufferings of Tremorfell, and that though it would ruin her fun, she believes she could point you to the source. Not actually 30 but 300 years old; and a very powerful warlock if the party engages her in combat. Will actually kill everyone without flinching.) If you are DROW or dedicated to LOLTH and she likes you, she will show you a path to the catacombs without having to go through the temple. A baseboard will open up revealing a lever. She will pull the lever and additional hooks will rise from the center of the floor, pulling up with it the floor itself and revealing a staircase. The party may skip the “arms” section this way. If the party does, they will notice a door close behind them as they reach the bottom sealing off the arms portion with this written in undercommon: “The many and the one have caused much delicious suffering. Perhaps if you survive you may do the same.”


Patrons – Only one is available to be hired or convinced to join.
Male Halfling Rogue – Brundle Sibblefoot – (grizzled American)
  • Appearance: A middle aged halfling with a stubbled beard. His cloak and clothes are tattered and dirty. He doesn’t smell, but he is fairly unkempt. His cleanest possessions are the daggers and sheathes, crossbow, and bolts.
  • Motivation/Notes: He knows what’s down there. Or thinks he knows. He’s passing through to see the mysteries of this town and perhaps pilfer some poor fool (which he will attempt to do to you if you’re not looking). For this reason, he will be exceptionally difficult to recruit or hire.
  • Actions: Drinking alone with his feet up in front of the fire, brown hood pulled above his head.
Female Orc Ranger – Gruntaz (speaks only orcish)
  • Appearance: A muscled and toned orc with long dreadlocks and orcish tattoos all over her arms and legs depicting great battles and heroic feats. On her face is a single, white dot next to her right eye. Beautiful, for an orc.
  • Motivation/Notes: Gruntaz craves adventure and will follow the heroes if they show the requisite degree of respect. Speaking orcish will go a long way to achieving this. So too would a contest of archery or mastery over animals. Any insults, slights, or speaking elvish to her will cause Gruntaz to collect her things and walk out of the bar.
  • Actions: Re-stringing her bow in the corner; long bottom tusks perhaps indicating that she is older. Occasionally mutters to herself in orcish. If someone speaks orcish they will figure out she speaks in exceptionally fine orcish, if that is such a thing, using overly verbose language to describe things – almost Shakespearean.
Female Dwarf Fighter – Mantassa Firebelt (Scottish like Merida) (remembers the weird group from the One-Shot)
  • Appearance: Broken nose, cauliflower ear, but a smile that lights up a room, Mantassa sports short black hair and countless scars on her face; the mostnotable is the deep slash across her right cheek. Her armor is pristine but clearlyoften hammered. She either knows smithing herself, or has a connection. Gloved hands in calf-skin.
  • Motivation/Notes: Mantassa believes a vampire hides in this town. What else could explain all the weird things?!? She is the easiest to hire or recruit, and she especially will join those who hate the undead. 20 gold otherwise. Or beating her in a drinking contest.
  • Actions: Sitting right at the bar pugging down ale
 
Market stall
  • Various merchants robed in various states of dress (and undress) walk through the market stalls. You believe they setup shop only to notice that that merchant is gone.
  • One merchant is constant, however
  • Tempest-like male Aasamir named Brutenlish Runeseer (harsh tone in and out of whisper and echo)
  • Appearance: flowing robes pressed from behind by the temptest of forces; handsome but in flux.
  • Motivation/Notes: Brutenlish is an emissary from the Astral plane, but he himself has great leeway to pursue these ends how he chooses. As such, the path to his actual gift is within the tapestry and not through discussion. However, he is willing to sell various powerful items, only one of which will truly aid the company
A rune-etched magnifying glass – sold with a dwarfish boast.
An impossibly sharp needle – sold with a cat’s meow
A blessed quill – sold with an act of divination
A flask of green acid – sold with an act of kindness
ONLY ONE MAY BE PURCHASED
 
  • Actions: as you approach, the edges of the stall glow purple and unfurl into fanciful tapestries and ribbon-work depicting a floating city. Within the floating city, for those who investigate, is an endless zooming of detail, filling the on-looker with the knowledge that this tapestry may depict the Astral plane. Suddenly it stops and goes black. The Aasamir is gone, and only a golden amulet remains.
  • Whispers of danger and assistance for those who seek to heal the blind.
  • In order to use the amulet, the user must speak celestial, and the words must be, “Close out the darkness. Open your eyes!”
  • Any attempts to attack him will cause him and the stall to instantly vanish with this on the wind:
“Now here come the damned. Ever to fail in abject death. Weep no tears for their eyes are shut.”
   
Temple of Truesight
  • The final “real” structure in town, the Temple of Truesight, has been sealed since the cataclysm that forced this town into this state. It is made mostly of pink hued marble with fanciful columns inlaid with silver. On the frescoes and stele of the temple are motifs depicting regular people opening their eyes and gazing into another plane, opening their third eye, washing out black ichorous fluid to see dragons and angels and wonderous things.
  • The door is sealed with a massive oaken cross.
In front of the temple there is a kind of makeshift desk with sitting arrangement and a conference table. At the desk sits First Iris Corleone and his attendants, Lash Master Frendin and Globe seer Nullis. All human, males in their 40s – creepy/craven voice, boisterous, and old and decrepit, respectively Priest  
  • They will explain that the temple was sealed to prevent whatever is causing this catastrophe from escaping into the greater world.
  • The superstitions are harmless, but Tremorfell is certainly worse for the disruption in trade and commerce.
  • They are not government officials, but “wise” men, whose use of Krish has sharpened their teeth to terrible points. They appear to be a kind of demon simply on that, but they are otherwise good people save Nullis.
  • They will not attempt the adventurers from breaking into the temple, and will run if they attempt to.
  • But they will warn, nearly to the point of violence, to prevent the party from opening the temple
If the temple is opened, behind the Zodar they may find a portal to the catacombs, if they succeed on an Arcana check 13.
INSIDE THE TEMPLE THERE IS A ZODAR Zodar
  • If the adventurers attack the zodar, it will kill them all, but it will first attempt to communicate, at great pain to itself.
  • “body is encased in an obsidian exoskeleton. It has no facial features aside from two narrow, vertical slits that resemble eyes, and its countenance betrays no hint of pain or emotion. “
  o Catacombs  Entrances  Vistigia’s entrance inside the Eye Drop o Skips the “arms” entirely.  The path behind the Eye Drop to the temple o Can’t find it without proceeding through the “right” back door just right of the bar. Vestigia can show, or a high DC perception check – 15 - can find it as well.    Behind the Zodar o DC 13 arcana check to find the ethereal portal    Front door  Inscribed on the front door, in ethereal, ever-changing blood red then to black then to golden yellow script is an eye similar to the soldier’s helm and under it an inscription in Deep Speech: o “Within and behind you come. o The many arms to crush o The many legs to sop o No token within o Only your mind to crop.”    Arms  Three passageways o Left – entirely empty but for a trigger point on the ground which has been exposed by previous travelers or the passing of foot soldiers.  DC 12  Failure – a chemical flask drops, causing lighting damage of 5 to all within 10 feet   o Middle  Ghost - https://www.dndbeyond.com/monsters/16871-ghost  It will allow the party to attempt to speak with it.  Must speak elvish to understand the ghost  If the ghost likes the party, it will reveal how to access the hidden token.  If the party does not speak elvish or attacks the ghost on site, it will attempt to kill them all.  Ghost’s name in life was Creanda the midwife.  She is dressed in nurse’s robes and has a comely, comforting look on her face.   o Right  nothing    Legs  Left o Poisonous gas o Spikes from holes in the floor  Middle   o No traps, and 4 potions of healing sitting on a table with a note written in Gnomish:  “to all who come after: I am a coward. My heart could not take the horrible sight. And my mind could not take the inward sight. I leave you these so you may see beyond seeing. And under the world much to be sought”  If the party inspects under the table they will find the gem of truesight.  Scribbled in GNOMISH is the name Reeling Cogwheel. o If this name is read aloud and said aloud, the party will hear a tipping tapping coming very very fast behind them.  If they do anything to attack, the humunculous will be destroyed, if not, it will attach to whoever said the words.  Appears to be the bottom half of a bronze chicken with a small opening where the top should be   the owner may, immediately after their turn, use the homunculus to fire a +5 piercing projectile  Movement of 15 feet  Squeaks instead of speaks  Hp 15    Right o Mimic in the hall  Appears as a chest made of a giant eye. – The eye is open and appears crusted with blood  https://www.dndbeyond.com/monsters/16957-mimic   o Spikes from holes in the floor    Head  All paths lead to a great chamber. o This is the most warped place you have yet seen, with full humanoids coming into being and passing beyond the veil without a trace. Horrors and Glories flicker into and out of existence. o It is a circular room held aloft by smooth, red columns bespeckled with black onyx and gold filigree. o On the roof is the same eye inscription you saw before. – perhaps no iris in the eye.  Now all of you are able to read it in your native tongue.  “Within and behind you come.  The many arms to crush  The many legs to sop  No token within  Only your mind to crop.”   o There is a long table, no chairs at the far end in front of a golden door. The door is laden with diamonds, rubies, and all manner of sapphires. You could easily pry them off, if you tried.  An impression in the middle of the table    Back spiked chairs at each end and a golden scepter perpendicular to you in the middle of the impression   o Upon closer inspection, the walls are charred with magical energy, and madness looms within the char.  Staring into it takes the looker to black places.    The floor is polished gold inlay with black onyx o If the party proceeds onto the gold floor, 4 cultists, led by Globe Seer Nullis will appear from the tears in reality  https://www.dndbeyond.com/monsters/16835-cultist  They will attempt to speak to the party and convince them to join, but to do so they must pluck out their eyes since, “only the many and the one may see”  And that with their help, they may “unseat the dark princess.”    “token of the mind”/ button sits in the ethereal plane. o It is in the center of the eye inscription on the ceiling. o It can only be seen with truesight or some other method of peering beyond the veil  Such as by touching the shrine at the beginning. o If pressed, the beholder will be crushed out of existence and in his place an opening to Lolth’s realm will momentarily appear, spilling out spiders  IF THE PARTY SECURES THE TOKEN OF THE MIND AND PRESSES IT, IT WILL CAUSE THE BEHOLDER TO DIE  Beholder - https://www.dndbeyond.com/monsters/17099-beholder o Zanthraseer the Watchful King  Will kill every single person before first monologuing.  Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around.
  • 1. Charm Ray: gold, to match the color of the staff of charming.
  • 2. Paralyzing Ray: grey, to match the color of the wand of binding.
  • 3. Fear Ray: amber, to match the color of the Cone of Fear effect from the wand of fear.
  • 4. Slowing Ray: brown, to match the color of the molasses spell component of the slow spell.
  • 5. Enervation Ray: purple, to match the "tendril of inky darkness" of the enervation spell.
  • 6. Telekinetic Ray: silver, to match the color of the ring of telekinesis.
  • 7. Sleep Ray: pink, to match the color of the rose petal spell component of the sleep spell.
  • 8. Petrification Ray: white, to match the color of the lime ingredient of the flesh to stone spell.
  • 9. Disintegration Ray: green, to match the color of the "thin green ray" of the disintegrate spell.
  • 10. Death Ray: black, to match the color of the "shadow-wreathed hand" of the vampiric touch spell.
  • Party Actions: 1. Though perturbed by his mannerisms, the party was able to navigate Lance Master Grendus and approach Tremorfell through the warped pass. 2. The party was allured by the path to the left, with Latazzo, Berella, and Egon called by the crypt. a. Attacked by ghouls, easily handled b. Obtained the necrocloak and the shimmering bag of sand. 3. The party was able to avoid the other path to the Dao mirage and the basilisk trap with She-biscuit especially navigating arcane doings quite well. 4. Party makes it to town a. Rickett confronts an elven priest b. Party eventually proceeds into the Eye Drop i. Rickett offends Brundle Sibblefoot; he leaves ii. She-Biscuit offends Mantaz, she leaves iii. Party is able to recruit Mantassa through a drinking contest iv. Berella figures out that there is a “back path” 1. But Berella wearing the necrocloak and the Party’s general “evil” attitude convinced Vistigia that they were “worth” using the path underneath the bar.   5. Party split up at the “legs” of the catacombs. a. Berella injured by spikes b. Mantessa and Latazzo attacked by mimic c. She-biscuit and Egon got health potions but did not speak gnomish, so didn’t know what they were and did not recruit humunculous   6. Party easily handled legs and approached the main chamber a. Attacked by cultists; Globe Seer Nullis killed – party did not discover his identity 7. Token a. Though he knew the location of the token in a different plane, it took the Party a few rounds to figure out that only those with knowledge beyond the plane could actually access the token. i. She-Biscuit saw it through the shine on approach and through gazing into the charred remains and informed Rickett of the same   8. Beholder a. The beholder attempted to recruit the party to aid it in fighting Vistigia. i. The party insulted the beholder and doubted his power 1. Beholders, being incredibly proud, obviously hate this a. This is what caused combat b. Beholder disintegrated Berella and nearly killed Egon c. The party was barely able to get the token, but when they did, they activated it and the beholder was killed and sent to Lolth’s realm.
    Temple (After the One-Shot)
    • a. The temple will be opened back to the public, and First Iris Corrleone and the priesthood of the Temple of Truesight will return, build a barracks-like structure, and begin cultivating enchanted mushrooms throughout the temple in fairy-like gardens for their main ritual – truesight and staring into a large, decorated pool in the center of the temple.
    • b. His mission complete, the Zodar returned to its own plane, leaving a faint echo in time where it stood, which can be seen with truesight.
    • i. The echo will convince supplicants that this temple is divinely ordained, causing more pilgrims and additional funds to flow into Tremorfell.
    GHOST IN THE CATACOMBS  (for reliquary quest)
    • Ghost’s name in life was Creanda the midwife. She is dressed in nurse’s robes and has a comely, comforting look on her face.
    • still there, only speaks Elvish
    • if she likes them, will help them find the Reliquary
    • if they attack her, are rude, or she doesn't like them, will try to kill them
    Tremorfell in general after the One-Shot
     
    • a. The warping of reality will cease, and the townsfolk will eventually realize their superstitions are unfounded and silly. They will progressively remove them with no small amount of shame.
    • b. Their ground teeth, however, are permanent.
    • i. This will also shame the denizens of tremorfell which will cause them not to smile, and for passers-by to colloquially call it the “Town without Smiles”
    • c. Even more curious travelers and merchants will come to Tremorfell to look into how the town was cured of its curse, causing trade and wealth to return. The shanties will eventually disappear and additional stories will be built on the stone structures already standing, creating apartment-like structures.
    Founding Date
    600 years ago
    Alternative Name(s)
    Town without Smiles
    Type
    Village
    Population
    a few hundred people
    Inhabitant Demonym
    Tremorfallen
    Related Reports (Primary)
    Related Reports (Secondary)
    Eye Drop (Tavern) (after the One-Shot)
    • a. If the party were to return to the Eye Drop, they would find it empty with the two black spikes still in place, coated with fresh blood.
    • b. Vistigia would have gone onto entrap others in a different place, smart enough not to tempt fate – the party would surely spread the word.
    • i. Her goal is suffering and slavery, but she will take any and all actions to remain secret.
    • ii. She will, eventually, if successful and undiscovered, will summon a demon servant to manageher slaves, such as a Yochlol.
    Market square (after the One-Shot)
    • a. Will eventually be paved, benches inserted, and beautified. Fountains both for appearance and for quenching the thirst of the people.
    • i. The water is sweet and tinged with magical spice – serves as holy water and to cure exhaustion.