Overview
A few nights after the players arrive in the quaint village of Tiryn, an ominous silence blankets the streets. Suddenly, the tranquility shatters as the village is besieged by a horde of increasingly formidable foes. Unbeknownst to the villagers, a group of Dwarven miners camped nearby harbors a dark secret—they are cultists intent on unleashing their malevolent deity through a hidden portal.
Cultist Plot
The miners, appearing as ordinary laborers, are actually devoted followers of a forgotten god. Their leader, a charismatic figure named Thrain, believes that the archway in the heart of Tiryn serves as a magical conduit to the underworld. As the attack unfolds, players must navigate the chaos while uncovering the truth behind the miners' sinister intentions.
Tiryn
Nestled along the serene shores of a sea and encased within a thick coastal mountain redwood forest, Tiryn is a quaint village that thrives in the shadows of ancient trees. A single, meandering road connects the bustling dock to the heart of the village, inviting travelers into its embrace. Upon approach, a sturdy wooden wall comes into view, encircling the community for protection. Instead of formal towers or gates, a large opening in the wall serves as the primary entrance, creating an inviting yet guarded threshold.Beyond the protective barrier lie lush farmlands, where villagers cultivate crops and tend to livestock, embodying a simple yet fulfilling way of life. Inside the walls, approximately twenty wooden structures dot the landscape, with three towering above the rest at the village’s center. This hub features essential establishments: a general goods store stocked with weapons, light armor, and supplies; a bustling blacksmith's shop; and a welcoming inn where weary travelers can find respite. The three larger buildings are the village barracks, a temple dedicated to a deity of the GM's choice, and a grand manor that serves as the town hall. Guards patrol the village like a well-oiled machine, maintaining order and peace in this tranquil haven.
Grooten
A path leading from Tiryn winds through the verdant forest and up toward the mountains, where a small mining camp, Grooten, awaits. This crude outpost is surrounded by a sturdy fence, enclosing four functional buildings: sleeping quarters for the Dwarven miners, a modest dining hall, a storage facility, and a barn for livestock. The well-worn tracks reveal the constant ebb and flow of supplies brought in and out by wagon, hinting at the camp's significance amid the encroaching darkness.
Estadant
Venturing further into the mountains, the ruins of an ancient city known as Estadant lie hidden beneath the rocky terrain. Once a thriving metropolis, its buildings—crafted from cut stone and adorned with intricate patterns—now stand in silent decay. An eerie glow emanates from a massive floating blue crystal that hovers above the city, casting an otherworldly light upon the remnants of a forgotten civilization. At the city's heart, a colossal stone archway looms, beneath the crystal's dimmed radiance. In its center lies an empty pool, a relic of purpose long lost to time. What secrets does this city hold? What fate befell its inhabitants? The answers remain shrouded in mystery.
Getting the PCs Involved
As the PCs arrive at the dock, they are greeted by a throng of villagers gathered around a disheveled man, who appears battered and breathless. With desperation in his voice, he implores anyone willing to help his village, recounting harrowing tales of dark creatures that haunt their nights. He offers a promise of ample reward—shelter and sustenance—if someone would investigate the origins of these sinister beings.
Upon Reaching the Village of Tiryn
During daylight hours, Tiryn exudes tranquility, but as night descends, an unsettling tension fills the air. Creatures emerge from the shadows, launching small-scale attacks to test the villagers' defenses. Each night, the threats grow bolder, driving the terrified populace toward the mining camp, where safety is sought but danger lurks.Unbeknownst to the villagers, the Dwarven miners at Grooten are not who they seem. They are cultists, intent on herding the villagers into the ruins of Estadant under the guise of protection. Their true goal is to initiate a dark ceremony, utilizing the empty pool within the archway to summon their malevolent deity. Once the ritual begins, the fate of those trapped in the pool becomes sealed, as they are sacrificed to open a portal to the hellish realm.
Cultist Leader and the Dark Creatures
The leader of the Dwarven cultists wields an ancient tome, a sinister artifact that allows him to summon and command the dark creatures assailing the village. This book is not merely a tool; it is the key to the ceremony and the awakening of their dark god.
GM Considerations
Flesh out the nature of the creatures: What do they look like? What unique abilities do they possess? What happens when they die? Encourage creativity and fun in their design!
Develop a strategy for how the cultists will manipulate the villagers into the mining camp.
If the PCs investigate the mining camp, the Dwarves will maintain a facade of indifference, offering curt responses to inquiries. Their stated purpose is to explore the ruins of Estadant, seeking to uncover the secrets of its former inhabitants.
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Great stuff! May have to inject the ruined city with the floating crystal into my megadungeon. Thank you for sharing this.