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Kaer of the Lost

Near one of the peaks on the Throal Mountains lies an ancient, hidden kaer named Kaer Highview.

Backdrops

Encounters

Entrance Cave

The entrance cave is littered with bones, the lair of a bear. At the back of the cave is a large door, warded with sigils. Of course, the bear will return while the PCs are trying to open the door.   Opening the door Opening the stone door isn't difficult, it only requires a Difficulty 10 check to open. The problem is the ward.   Kaer Highview Door Ward
Detection 5, Disarm/Dispel 12
Initiative: 12
Trigger: Opening the kaer door. Make a Spellcasting text at Step 12 against the Mystic Defense of all characters within 20 yards
Effect: Deals Step 12 damage (minus Mystic Armor)   Beyond the door Beyond the door is a ghoulish scene...dozens of Namegivers in various states of decomposition, appearing to have been trying to claw their way out of the door from the inside. The ones near the front have their fingernails torn, broken and ripped out from scratching at the door. Piles of dead litter stairs leading down to the entrance.   The stairs lead down to a floor covered in bright tiles, a mosaic depicting the Throal mountains with a blue sky and a golden sun rising over it. It is covered in dried blood. The doors leading deeper into the kaer have been blocked from this side by various bits of furniture, debris and rocks as though the people were trying to keep something deeper in the kaer.   If the party starts clearing the debris away (which they should....of course) one body per 2 PCs animates as cadaver men. They will attempt to flee the front door, unless attacked.   Inside the Kaer Inside, the kaer has been transformed into an Ant Invae nest. The ants have completely taken over the kaer and will initially attempt to get the PCs to help them spread out if possible. Along the way the PCs should find a notebook detailing a ritual to summon one of the Invae (of course that would be a huge mistake)   After the Training The invae within the kaer have discovered how to get out, once the PCs broke the seals and wards.   The party should come across a camp. The camp has been wrecked, obvious signs of a struggle. Three campers, dwarven hunters named Da'wal, Enit and Morlin Stoneaxe, were captured and dragged off. It's here that Accalia should meet her wolf (who will likely be named later on), wounded nearby.   The party should also meet up with a group of invae scouts, who are out looking for more. The scouts will try to capture the PCs if possible.   The Inner Chamber The inner chamber used to be Korvax's "office." Here he learned how to summon the initial Invae into the kaer. He wrote down his notes so any of the characters that learn the Summon Talent can eventually do so.   The chamber also has treasure.   2 small light quartz lanterns
700 silver per character
A journal containing the alchemical formula for a Last Chance Salve
Related Locations

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