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The Place of the All-Spirit

a fantasy RPG adventure for 4-6 players

copyright 1999 Christine Morgan

 

Introduction --

Every five years, a month-long festival is held in the Valley of the Whispering Winds. People come from all around to celebrate and honor the Spirits of the Wild Lands.

It is a time for dancing, feasting, competitions of sports and skill, betrothal arrangements, exchanges of goods, and visiting with friends.

It is also the time when a lucky few are chosen to bear a gift offering to the Place of the All-Spirit and win the blessing of the spirits for the next five years. The prosperity and well-being of everyone in the land depends upon it.

The Valley of the Whispering Winds is a gentle green cradle of hills descending to a grassy floor with a shining blue ribbon of river running along it. Soft lacy trees line the river, trailing their branches and fragrant blossoms in the water. Around the valley, taller trees stand in evergreen ranks. To the northeast, a rearing cliff of grey stone rises above the trees. A waterfall plunges in white froth from its height.

Barely visible at the forest's edge atop the cliff is a vine-draped building of columns and terraces. This is the Place of the All-Spirit.

The festival itself consists of a mingled colony of tents and lean-tos around a large communal cooking area. Children and dogs run and play, adolescents fish and gather and help out, adults hunt and make crafts and cook. It is a noisy, lively gathering.

On the day of the Gift-Bearing, everyone assembles on the north side of the valley, where a large flat boulder called the Speaking Stone rises above the grass. Two elders, Barael and Sanshi, have the honor of addressing the crowd.

Barael, a once-powerful man whose shoulders are bent with age and with the weight of a long white beard, speaks first.

"We come to celebrate the Spirits of the Wild Lands, whose mercy and might send us game and bring bounty to the land. For five years, they have favored us with their blessings and bounty. Now is the time when we give our thanks, and ask once more for their benevolence.”

Sanshi, a frail old woman with very bright eyes, speaks next. “Within this bowl are leaves, each inscribed with a name. Those whose names are drawn forth are chosen by the will of the spirits to have the honor of making this journey.”

The names drawn are those of the player-characters, and they are invited to stand forth before the assembly and introduce themselves. Each is also given the ‘offering,’ a decorated leather pouch filled with polished semi-precious stones, shells, pieces of amber, small toys and other trinkets donated by the people in hopes of gaining the spirits’ favor.

Barael points with his staff to the cliff's height. "There stands the Place of the All-Spirit! The spirits of the forest will come to you with four challenges. If you prove yourselves brave and worthy, you will reach the temple and place your offerings upon the altar. From the All-Spirit’s own hands, each of you will take one golden token. One token of the All-Spirit, to bring good hunting and prosperity to your village for the next five years."

"But if you fail ..." Sanshi’s voice intones ominously, "our land and people shall know five years of hunger and wanting, of scant game and poor hunting."

"You shall leave with the dawn, on foot, and enter the woods by the white-flower tree," Barael continues. "Follow the path and stay to it. Trust in each other, have faith in the spirits. Use caution where it is called for, and boldness when it is needed."

"Go now and collect that which you will need," Sanshi says. "Tonight we will feast to your health and good fortune!"

The party will then enjoy an evening of admiration, envy, and generosity from the rest of the people. They will be welcome to equip themselves reasonably with no charge from the merchants.

At dawn of the next day, an excited crowd will follow the party as far as the white-flower tree, which stands beside the beginning of a narrow path that winds deeper into the woods. The path is wide enough for two to walk comfortably abreast.

 

The First Challenge -- Might.

The path opens into a clearing ringed with unpleasant-looking dead trees, and appears to be a dead end. At the center of the clearing is a stump shaped vaguely like a chair.

As the party investigates the clearing, a shimmer of green light will appear above the stump and solidify into the form of a nymph clad in a flowing cape of leaves.

This is Nuna, a dryad-spirit sent to provide the first of the challenges. If the party can best her wood-warriors in combat, she will reward them with a wineskin of healing elixir (8 draughts in the skin, each draught good for one minor wound).

If the party agrees, Nuna will wave her hands and some of the dead trees at the edge of the clearing (an equal number to the party) will begin to uproot themselves and move. They will take on a more humanoid look, with long branch-arms, knothole eyes, and splintery gaps for mouths.

The wood-warriors move and fight more slowly than the average human, with much creaking as they do so, but they are of above-average strength so that when they do hit, they land solid blows. They can also spit sharpened wooden slivers. Their tough barklike hides make them hard to hurt and they have no vital organs. They are susceptible to plant magics and take extra damage from fire-based attacks.

If the party wins, Nuna will give them the promised healing elixir and reveal to them the continuation of the path. She will then fade back into a shimmer of light, and the remains of the wood-warriors will become ordinary deadwood.

 

The Second Challenge -- Aim

A golden stallion with a crown of vines steps boldly onto the path. This is the second of the spirits, Karhai of the Meadows. He has come to the party with a tale of woe: his mares have been stolen from him by malicious imps.

The only way to stop the imps is to pierce them with an arrow; they will then turn to stone for a year and a day. If the party can rescue the does, Karhai will offer them rides to the river, which they must cross to continue their journey.

The only way into the imps’ territory is through a narrow split in a boulder. Karhai himself cannot fit through, but tracks on the ground indicate that the mares did pass this way. On the other side is a gully of tumbled rocks, where the imps hide and pop up in ambush.

The imps are ugly little insectile creatures with stubby wings that let them glide for short distances. They have long whiplike tails with stinging poison tips. They fight by throwing rocks or gliding down to take a swipe with their tails. They are agile and quick and hard to hit, but when an imp is pierced by an arrow, it instantly falls to the ground and turns to stone (which renders the arrow irretrievable).

At the end of the gully is a wall of brambles corralling the mares. Upon their return, Karhai will make good on his offer and the mares will bear the party to the edge of the river.

 

The Third Challenge -- Wit.

The river here is narrow and swift, churning over a bed of stones. It looks dangerous to cross. On the far side, the continuation of the path can be seen.

A few yards offshore, a small island pokes up from the surface like the back of a turtle. There is what appears to be a grey bush growing from it, but as the party reaches the edge of the water, the grey mass moves and sits up.

It isn’t a bush at all but a wizened little woman with long grey hair like tendrils of willow branches. This is Atisti, a river-spirit, who is here to pose the party three riddles. If they answer all three correctly, she will make the waters smooth as glass to let them cross.

Riddle #1: Tall as a tree, lighter than a feather, yet a hundred horses cannot pull it. What is it? (the tree's shadow)

Riddle #2: As long as I eat, I live. As soon as I drink, I die. What am I? (fire)

Riddle #3: Throw away the outside, cook the inside, eat the outside, and throw away the inside. What is it? (corn on the cob)

If the party is successful, a flat and solid path across the river will appear. If they fail, she’ll tell them they are welcome to go on their way if they can cross safely.

 

The Fourth Challenge -- Strength

On the other side of the river, the land becomes rougher and begins winding upward. Those with keen noses might detect the scents of smoke and cooking stew.

The path leads toward the cliff. High above them, the Place of the All-Spirit is no longer visible, cut off by the rearing edge of stone.

At the base of the cliff is a small camp, with a pot of stew bubbling over a fire. A padded leather square mat pegged to a flat patch of ground. Half a dozen large rocks are lined up neatly at the bottom of a steep gravel slope.

A man is crouched there, rising as the party approaches. He is one of the largest men they have ever seen, and one of the hairiest. He has a full beard and a wild tangle of hair, and as he wears only a pair of trousers, his chest and back and arms can be seen to be covered with a thick pelt as well.

This is Oslo, a friendly fellow despite his fearsome appearance. He’s willing to share his supper, especially if the party offers to chip in food or drink. He has an enormous appetite, seeming to grow even larger as he eats.

To pass his challenge, the party has a choice. They can either select one of their members to take on Oslo in a wrestling match, or they can physically carry the six large stones to the top of the steep gravel slope.

Either choice is daunting. Oslo is as strong as he looks, while the stones are heavy and the footing of the gravel slope is treacherous.

If the party is successful, Oslo will show them the entrance to a passage in the cliffside, which leads up to their goal. The passage is dark and so narrow that the party will have to go single-file, but otherwise it is safe and brings them out on the top of the bluff.

 

The Place of the All-Spirit.

The path ends in front of a building made from cut and shaped granite, partly hidden by an overgrowth of vines. It is a square windowless block with a curved, raised terrace leading to the single door.

The terrace itself is open to the sky and commands an incomparable view of the Valley of the Whispering Winds. Twelve vine-entwined pillars support a narrow curve of stone above the outer rim. The floor is inlaid with mosaic tiles depicting woodland and hunting scenes.

The doorway into the temple proper is flanked by carved wooden beams, and a heavy green curtain hangs between them.

The interior consists of a single room dominated by a twelve-foot-high marble statue. It depicts a benevolent form of a figure with aspects of male and female and plant and animal. The All-Spirit’s arms are curled around a marble bowl.

The walls are painted with murals of animals, and more animals are represented by fourteen marble statues. The likenesses are all depicted as kneeling or bowing, and lettering along the tops of both murals declares: "The beasts of the land give honor to the All-Spirit."

A simple block of smooth granite with tile inlay along the sides in leafy patterns of green and gold, stands before the statue. A bird foot, a grinning rat's skull, and a dried pat of deer excrement are arranged on the top -- not appropriate offerings, and the party’s first sign that something is amiss.

Upon investigating, they find that the bowl, which is supposed to hold the golden tokens to bring prosperity to the land, is empty.

While the party is looking around, approaching voices can be heard, speaking orcish. Another suitable big, brutish, mean, hardy, but not too bright or civilized race that might inhabit the individual game-world can be substituted; for convenience, they’ll be referred to as orcs here.

Orc #1 -- "... more to find! Silver and jewels, maybe!"

Orc #2 -- "Got silver and jewels already from magic-man!"

Orc #1 -- "Pah! Cheats us! Wants tokens. How we to know tokens made of gold?"

Orc #3 -- "But woods-god -- might make mad, we go back!"

Orc #4 -- "Woods-god not stop us when take tokens. Got no magic."

Orc #1 -- "Is so! Woods-god is weak!"

The intruders are five male orcs named Otok, Gur, Bektur, Halg, and Veb. Each of them wears a heavy leather jerkin and trousers over their normally tough hide. Their swords are made of bronze and therefore have blunt points.

Unless otherwise accosted, they will come into the temple with the intent of smashing apart all the statues and tearing the place up looking for hidden treasure troves.

In addition to their weapons, the orcs each carry: 2 large pouches (stones in one, smoked meat and packet of root paste in other), small pouch (1d6 chump change silver coins, lucky bones, nuts), wears braided colored leather thong around neck with cloth bag (stuffed with moss, down, and animal hair).

Otok, the leader, also has clay jug of sour goat's milk, a red woolen cape with squirrel-fur trim, and a silver medallion with citrine-eyed hawk design on a cord.

If taken prisoner and questioned (under threat of torture or magic), they will tell that a ‘magic-man’ sent them to fetch the tokens. Which they did two days ago.

If the party tries to force one to lead them to the lair, he will instead very unsubtly through some unconvincing bird whistles try to set up a trap.

 

The Orc Camp

Orc tracks lead to a wide ford 6 miles upriver, then continue on toward the lair, which is in a small clearing.

The smell of smoke and meat hangs in the air; the tribe's hunters (the females) have been smoking and curing the hides of their catch of rabbits, squirrels, and wild duck.

One adult male (Trok), eight adult females (Iki, Urda, Cha, Gora, Eddu, Embu, Prin, and Azdi), and four children (Drin, Igra, Tulk, and Karn) remain at the camp.

If alerted by those bird whistles, they will be ready with an ambush -- a large cord net hung in trees just before the camp, with orcs waiting behind the bushes to leap out and attack. The young will be up a tree with the tribe's only hatchet, attempting to bring branches down on the heads of the party.

The females use slings, knives, and bare hands. Each wears a leather tunic and carries 2 large pouches (stones in one, smoked meat and packet of root paste in other) and a small pouch (1d6 chump change silver coins, lucky bones, nuts).

Azdi, as the elder and leader's, mother), wears a gaudy silver and garnet ring. Urda, Otok’s mate, has a brooch of cheap enamel in a floral pattern pinned to her jerkin.

The lair consists of two crude tents, and a bunch of blankets arranged around a central campfire, while off to one side, smaller smoke-fires are set up around a rack for drying meat and hides.

The smaller tent is home to Otok, his mate Urda, his mother Azdi, and his two children. The large tent is shared by the females and young, while the males sleep outside.

In Otok's cave is a small woolen sack with a drawstring top, which contains: 150 assorted silver coins, 18 uncut polished semi-precious stones, an ivory carving of a timberwolf, and a box containing a gritty grey substance the orcs firmly believe is magic powder (it's volcanic ash).

If questioned about the ‘magic-man,’ the orcs will eventually admit that he lives in a cave several miles from their camp; he has cast many lucky spells for them in exchange for meat and hides, and paid Otok the coins and gems in exchange for the ‘wood-god tokens’ from the building. He is guarded by ‘dragon-hounds’ and wields terrible magic.

 

The Magic-Man.

The cave’s mouth is a small opening in a grassy bank, about four feet wide and seven feet high at its tallest point, though moss hangs down several inches.

Around the mouth is a cleared spot made by the continual dragging of chains by the watchdogs, who take shelter under two canvas tarps. Their names, Sunglow and Minstrel, are painted on pieces of wood hanging over their shelters.

The watchdogs, two mean-tempered females whose breed is part mastiff and part who-knows-what, are large, thick-chested, powerful-jawed creatures. They will bark and snarl and try to bite anyone attempting to enter the cave (and their barking will alert the ‘magic-man’ within).

Sunglow is the bigger of the two, her fur auburn with a golden blaze running from her forehead to her nose. Her ruby-studded golden collar is magical and gives her the ability to breathe fire.

Minstrel has dark brown fur with black and white markings. Her collar is silver set with emeralds and is not magical. She is fascinated by music and will stop even a killing frenzy to listen to a skillfully-played tune or song.

At the first sign of commotion, Corvaise, the ‘magic-man,’ will come to investigate. He is a human male approaching middle age, with thinning hair, a struggling goatee, and a bit of a pot belly. He wears ostentatious but threadbare blue and crimson robes over ordinary clothes, and carries a plain black staff.

Corvaise is actually not much of a wizard at all. He believes that by collecting enough magical items, he'll be able to pass himself off as more skilled than he is, back in his homeland, where wizards are awed, feared, and respected.

He knows a handful of spells, but they are only really effective in impressing the uneducated. So far, his collection of magic items includes Sunglow’s collar, a ring that lets him breathe smoke and poison gas as if it were clean air, a miniature silver harp that plays the same tune over and over when held, and his staff.

The staff is a nasty piece of work that can induce pain, sickness, or paralysis in those it touches. It is not much of a weapon, though, and Corvaise’s skill with it is only average.

He has the golden tokens from the All-Spirit’s bowl in a pouch tied to a belt beneath his robes.

If he feels he is at risk, he will retreat into the cave to Area 1. If overpowered, he will surrender and give up the tokens, while whining that people don’t understand, that he’s just trying to better himself, how’s a body supposed to get ahead in this world when any old bunch of ruffians can shove in and mess up a man’s plans ... and so on.

 

The Cave

1 -- Living area. The hardpacked dirt floor is partly covered with a large round black carpet, magical, that cloaks its area in an impenetrable dark cloud once activated; Corvaise will stand on it if forced to retreat, moving about, swatting out of it with his staff. There is a small pony-cart against one wall (pony went to feed the dogs a while ago), a wooden chair, a small round table, a lamp, a bowl of nuts, and a book titled A Hundred Sorcerous Tales.

2 -- Sleeping area. The rope bed has a grass-filled mattress and woolen blankets, a small chest contains more clothes, a nightshirt hangs on a peg.

3 -- Cooking area. The firepit is under a hole in the ceiling that makes a chimney, stacks of wood are nearby. An iron kettle on fire is filled with fruit/grain/meat pottage. Supplies rest on a higher shelf: oilcloth-wrapped 1/2-eaten wheel of hard cheese, a small 1/3 full ale keg, a jar of jam, plates and crockery, etc.

4 -- Bathing area. An underground creek flows through rear of cave. The only items of interest are a jar of lye soap, a wooden comb, and a pewter shaving mug and brush with J.C. engraved on handle (Jennar Corvaise).

 

Conclusion.

Once Corvaise has been dealt with, the party can return the tokens to the bowl, and then properly complete their mission by placing their offering-bags on the stone block and then each removing a single token.

With the continued prosperity of the land and people ensured, they will return to a hero’s welcome and have an even better tale to tell than usual.

 

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