“Birthed in the belly of a demon, an ancient and terrible blade awakens. Across Alfheim heroes are drawn to the depths of Dur Moro, their Doom to seek amongst those ruins of old…”
1) The Pool of Lost Heroes, and the Tree of Death.
A dark pool fills most of the cavern. The water is stagnant, but shows no sign of the life associated with that state. Totally opaque, it reflects the scene like a mirror, giving no clue as to what lies beneath the surface. A tall willow tree rises from the centre of the water, it’s drooping branches terminating beneath the glassy surface. It’s leaves are grey, but show no sign of loss or decay. The stench of undeath is cloying…
As the party look into the pool, one of them makes eye contact with their reflection. The eyes begin to dim, becoming glassy. The flesh around the sockets shrinks and turns to grey. A dead face breaks the surface, staring idiotically into oblivion. Above, the willow begins to move, it’s branches rising from the deep. With them come the bodies of lost heroes, terrible unlife given them by powers beyond comprehension…
2) Hidden Depths and Terrible Sigils.
Darkness. Complete darkness is all the party can see in the depths. Like an axe wound dealt by a vengeful god, the crevasse goes on forever. A single, sturdy looking but ancient bridge crosses from one side to the other. Beyond that a huge sigil sits in the cavern floor. The angles are deeply wrong, and seem to shift and change, subtly, before the eyes. The whole circle is carved of red stone, the deep channels running downhill to the centre, each one of them stained a deeper red. The circle demands blood, drawn by the giver’s own hand, and it will have it’s red toll.
3) Tunnel of Cracks and Circle of Stones.
A narrow ledge leads to a broken corridor. The rocks hold tentatively, and any wrong move could cause a devastating cave in…
Beyond, a circle of stones ring the figure of a dwarf. He breathes not, but he lives. As his eyes open, he sees you. He knows you. He cannot let you leave. Doom and Ruin are his weapons, Fate wielded as a blade. The future is his gift, and his burden.
4) The Chamber of Red Fang.
You look on, unsure, as your friend and companion walks certainly towards the sigil. Standing at it’s apex, directly in front of the wall behind it, he lifts his head. “Devour me, Lord; for your queen, She Who Seeks Ruin, I shall be your Fang, and you strong arm!” From nowhere a red, ethereal blade flashes into existence, as your friend raises his arm. As you cry out in anguish, he drives the blade deep into his own neck, tearing it out with gurgle of horror and awe. He falls, his life blood leaking out and filling the channels of the sigil around him. As the life finally fades from his eyes, the wall before him shifts and dissolves to nothing.
A clear pool of water, deep enough to submerge the tallest Hillman sits in front of the entrance to this new cavern. Behind it, on a tall plinth, is an altar. A body, wrapped in a black cloak and holding a res-bladed greatsword lies in state atop it. As you enter, the body shifts, then turns and sits up. Rising, it descends the stairs, stopping at the pool. Your watch as the friend you just watched die removes the cloak, flinging it into the pool, and raises the greatsword in a patronising salute to you. The cloak begins to sink, the water around it turning a deep crimson.
As your friend stalks towards you, you see a shape rise from the pool, now filled entirely with blood. Soon, a tall, lithe figure stands before you in a black robe. No body is visible beneath the hood, except for a trail of blood dribbling sickly from where the creature’s maw would be. One decrepit, decaying hand holds a jet black obelisk that seems to absorb the light around it. A red aura links this thing and your friend. Together they attack, and desperate battle is joined.