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Adventure:

Vertigo
-written by Quinchris

Outline A Break
The characters are traveling in their Late on the third day the Drilling
Drilling Machine when they run into a huge Machine gives a final lurch before stopping.
cavern deep in the earth. There in the The only sound is the gentle winding down
darkness they discover an ancient lost city. of the drill head. The pilot (this can be a PC
with the required skill or an NPC), reports
Set Up that they have encountered a large cave. As
This adventure assumes that the player it is late in the day he suggests that they stop
characters are traveling through the earth on for a break. It will also be an opportunity to
their way to the Hollow Earth, either on foot do maintenance on the drill bit.
or by Drilling Machine. It could also be used Characters should describe what they
for a party traveling the other way but it are doing. Some passengers are stretching
might lose some of its impact. their legs; others are cooking a hot meal on a
It is also assumed that the Drilling portable stove. The heat inside the Drilling
Machine is at its full capacity of twelve or so Machine has made cooking impossible.
passengers. Any empty positions should be Others are setting up camp beds looking
made up with NPCs. (Red shirts are forward to a peaceful night sleep.
optional). The intimidating darkness encourages
most of the NPCs to stick close to the lights
of the Machine.
The Start
Who ever said that a Drilling Machine
would be the easiest way of getting through The Cave
to the Hollow Earth had obviously never The cave is a massive opening about
traveled in one. Passengers and crew are five miles below the surface. The wall the
packed in tight, combining the worse Machine has emerged from stretches off for
aspects of submarines and military tanks. hundreds of yards in both directions before
The trip to the Hollow Earth is supposed to vanishing out of sight. The uneven floor
take two weeks yet after two days the stink slopes away down to the north. The ceiling
of unwashed bodies competes with the is about eight feet overhead, rising up
fumes of the powerful engine. Sleep become towards the north, although this is difficult
a precious commodity as passengers are to see with the forest of stalactites. The walls
assailed by the roar of the engine, the are damp and the floor is a little muddy.
screaming drill bit, the clanking treads, If GMs know anything about cave
rocks and debris crashing into the armored systems they should feel free to elaborate.
exterior.
This is an opportunity for players to Geographical Note
describe how their characters are coping In 2004 National Geographic reported
with the stress of boredom and that the world’s deepest explored cave was
consignment. Points should be given to the Cheve Cave, which lies deep in Mexico's
players who can relate their character’s Sierra de Juárez region, has a main system
flaws to the situation. that may have tunnels deeper than 6,500
feet. This works out to be a bit over one mile
down.
Exploring Back at the Camp
Our characters are probably going to If the character party has split up it
have a look around. The only really might be a good time to regroup before
important thing to note is what light sources exploring the city although this scene is
they are bringing. After the warmth of the optional.
Machine the cave feels very cool. Back at the camp people have eaten
Characters can explore any direction their first hot meal of the trip and are
they wish but north is the obvious way to settling down for the night. At some point in
go. This floor is uneven with a four or five the night some one will head off to relieve
foot step down every fifty or so feet. After a themselves. As he or she squat behind a
few hundred yards the lights of the Machine convenient column there is a distinct feeling
disappear behind the curve of the cave. for being watched. As the character heads
Players can estimate the have descended back towards to welcoming lights of the
about a hundred feet while the ceiling has Drilling Machine, they can hear footsteps
risen to be about three hundred feet closing in behind them. Nothing can be seen
overhead. in the darkness.
Then characters make their find.
The First Ledge (50 feet up)
The City Getting up should be a little tricky but
In the far northern corner of the cavern, not difficult or dangerous. There are a large
where the walls are about sixty feet apart, is number of buildings on the ledge. Basically
an incredible sight. At the very edge of square about 15 feet on each side, made of
characters torch lights can be seen a city plain stone, each is between one to three
carved deep into the stone. The whole stories tall. As there is only a few feet gap
complex is very reminiscent of Anasazi cliff between each building the level is a maze of
dwellings. twisting alleyways. Each building is empty,
The ledge is fifty feet above the floor of showing signs of an orderly departure. It is
the cave. It is about two hundred feet long typical of construction by Anasazi with
and about fifty feet deep. On the ledge are a layered bricks and rocks, the gaps being
large number of buildings. filled with twigs and clay. Fitted wooden
At the very edge or the characters torch beams form the ceiling. They are strongly
light, about thirty feet above the ledge, can built, obviously intended for defense.
be seen a second ledge with yet another city. Characters can easily see that there is
Amongst the rocks, at the base of the another level above this one and yet another
cliff can be found a large collection of old one above that. There are four levels in this
bones. These are easily identified as human section. It is not difficult to find that at the
remains hundreds of years old, the skulls top of the tallest building there is an old
are cracked, the long bones broken open, ladder that enables characters to climb up to
and the ends rounded off. Some of the a hole in the ceiling. The ladder is prone to
broken rocks are some that have obviously breaking at dramatic moments.
been carved. These could probably be The DM should play up the emptiness
assembled to from a carved boulder about of the level, the strange shadows created by
nine feet tall. torches.
As characters examine the bones and
look for ways up have them make The Second Ledge (110 feet up)
perception rolls to notice the sound of This is much like the First Ledge. Allow
pebbles moving behind them. If they make characters to look around as they wish but
four successes they may even hear there is little to be found except for some old
something that sounds like footsteps, but it farming tools and some broken pots.
just might be their imagination. Characters with Anthropology or
Archeology can work out that these levels
were probably used by farmers and other If someone with Tracking thinks to look,
low caste people. there can be found foot prints in the dust.
Characters should make Perception rolls The more successes the more information
for the DM to describe a strange fall of that can be determined: the footprints are
stones from a higher level. Characters may years old, human in origin, made by
even hear the clink of metal against metal. someone wearing some sort of moccasin.
This time the ladder to the Third Level If players are getting bored an old
runs on the outside of the cliff. Characters building will collapse nearby, possibly
will be suspended about 170 feet over the trapping a character.
cave floor on a flimsy rope ladder. This is another craftsman level. If
Characters should be encouraged to role characters search they can find some intact
play their vertigo. pots. To an academic these are not that
interesting but a millionaire or movie star
The Third Ledge (170 feet up) might recognize them as being highly
The buildings here are larger but with prized in Hollywood. If sold to the right
small alleyways. From the remains of tools person they might be worth hundreds if not
this is probably a craftsman level. Leather thousands of dollars each. A dozen fragile
working tools and pottery kilns can be pots can be found. This is a chance for
found. At the back of the Ledge can be Greedy characters to gain some role playing
found a number of large rooms carved into Points.
the stone. Similar to a Kiva, these rooms
where probably used to store vast amounts Historical Note
of grain and water. All are full of clear, cold The Antiques Roadshow website (2003)
water from natural seepage through the notes that prices on Anasazi Indian pots
rock from a nearby underground river. above $5,000 are commonplace, with some
The most obvious thing noticeable on of the rarest objects selling routinely for
this level is a large rope bridge stretching half-a-million dollars. Unfortunately, jacked
from the Fourth Level above them out into up demand for these beautiful objects has
the darkness. As characters look up they see created an incentive for people to excavate
a flash of movement. It’s only there for an them illegally.
instant before it vanishes. High Perception
characters get the impression that it is some The Rope Bridge
kind of animal like a coyote or wolf. This is the standard fare of pulp stories
Getting up to the Fourth Level is a little and movies. Despite being hundred of years
tricky. Like the First Level there would old it is a lot stronger than it looks. Never
normally be a ladder from the top of the the less it should require a Willpower roll to
tallest building up to a carved hole in the get over as it is very unnerving. Don’t forget
ceiling. This ladder is missing. Someone is to award Style points for good role-playing.
going to have to get to the ceiling and then
climb up the thirty feet of smooth chimney. The Fifth Level (230 Feet Up)
This is a chance for an athletic character to This ledge is a similar size to the others
show his stuff. but the buildings are a little larger and a
little better made. Under the dust on the
The Fourth Level (230 feet up) walls can be painted scenes, faded with age.
From here an amazing sight can be seen. They show people in Indian dress tending
The rope bridge stretches about seventy feet crops, raising livestock, and engaging in
out over the corner of the cavern to the other trade while living underground. The gods
wall. There another series of Ledges rise had evidently provided the faithful citizens
high up into the darkness! Each crowded with a source of light to illuminate the cave.
with silent buildings. While the city is ruled by a king residing up
on the Seventh Level the true power is and still avoid the darts. Coming down the
wielded by a terrifying caste of priests. steps is another matter.
There is a little furniture surviving over Characters with Engineering or
the centuries. Successes on any relevant Mechanics will realize that this device is far
skills (Archeology, Anthropology or too complex to have survived for centuries
History) suggest that this level was the without some kind of maintenance.
home of wealthy, successful merchants. The first character to reach the top of the
Perceptive or alert characters will be stairs will be attacked. A barbed javelin will
able to hear running water coming from be thrown from deep within the shadows of
above. Anyone with Geology will know that the Sixth Level. That character will see
there is an underground river nearby. something that looks like a large dog slip
At the far end of the level is a wide stair away between the buildings. No tracks will
heading up to the Sixth Level. be found. It was as if the creature vanished
into the darkness.
The Stairway
Getting up the stair is trickier than it The Sixth Level (290 Feet Up)
looks. The walls of the stairway are heavily This is the level for nobility. The
carved with images of animals, ancient buildings are large, about twenty feet per
kings and gods. Where every eye or mouth side, and most are two or three stories high.
should be is a circular opening about an There is more furniture and other
inch across. belongings here. The paintings on the wall
The steps of the first two flights of steps are very high quality and many carvings can
are covered in engraved tiles. We all know be seen. They show the priests ordering the
what’s going to happen here. Step on the citizens to leave the surface world and come
wrong tile and you get a poison dart. The down here. The Gods did this an eon ago
darts are set to fire at odd angles so simple and it was their duty to follow them.
trial and error will be risky. There is a 25% Over near the rim of the ledge a
chance of be struck for every tile tested. painting can be found that shows the light
Stepping on a tile will be automatically in the cave has been fading. There are scenes
stuck. The poison is particularly nasty (three of food starting to run out and priests
successes to resist). There are many darts for extorting the faithful. The Dm should
each step and will fire from different emphasize the dizzying height of the level
direction each time. Each dart will reload and the way the rim of the ledge is
after a few seconds. crumbling. Any character near the rim can
A character with the appropriate skill see a narrow stone bridge stretching from
can report that the tiles are engraved with the Seventh Level out into the darkness.
letters from the Aztec alphabet. There are 15 By looking through some of the
steps on each flight. On the first flight the buildings a small stash of Anasazi jewelry
safe steps are 2, 3, 5, 7, 11, and 13. On the can be found. It is made from mainly gold
second flight the safe steps are 17, 19, 23, and semiprecious stones.
and 29. At the far end of this ledge a way up can
On the third flight there are no be found.
markings at all, just plain stone tiles. The
Dm should encourage players to work out The Tube
the next sequence of steps without relying The way up to the Seventh Level is not a
on their characters skill rolls. The same steps stairway but rather a smooth tube carved
are obviously 31, 37, 41, and 43. from the stone that circle upwards. At
Acrobatic characters could get to the top various points along the tube scrape marks
of the stairway by climbing along the carved can be seen. The tube is nine feet wide.
images. The steps are far too steep to run
There is a ten foot section of the tube designed to be collapsed be removing
near the top that serves as a trigger. If it is supports at either end.
steps on a large boulder will drop from the Crossing the bridge is not physically
ceiling and roll down the tube. The boulder difficult, just unnerving. The DM should
fills the tube with inches to spare and weigh really hammer the dizzying height.
multiple tones. Running away is Willpower and Balance rolls should be
encouraged. Once clear of the tube the required to avoid freezing or slipping.
boulder will roll out to the edge of the ledge Talking down a paralyzed character could
and tumble into the darkness. After long be a dramatic moment for someone with
seconds there is a crash as it hits the cave diplomatic skills. For the inhabitants of the
floor. underground city crossing over to the
There are half a dozen boulders stacked priest’s level is intended to be a test of
up in the ceiling magazine style. Perceptive courage, willpower and faith. Role playing
characters should notice that the third should be encouraged.
boulder is wet. While halfway across one character
Jumping over the trigger is the only way should realize that someone is watching
past the trap. Once past a level can be found them from up on the ninth level. At the edge
that will disable the trap. The only other of their torch light he gets an impression of a
way past is to climb out over the rim of the hunched furry humanoid figure with a face
ledge and free climb up. This should be full of fangs and burning red eyes. As soon
difficult but not impossible. as he is spotted he turns and vanishes into
The first few people up on the level the shadows.
should make Perception Rolls. The DM
should encourage paranoia. Eighth Level (350 Feet Up)
The architecture of this level is
The Seventh Level (350 Feet Up) noticeably different to the previous seven.
This is clearly the level of royalty The buildings are made of large square
residing high above their subjects. The stones carefully fitted together, very much
dozen or so buildings are separated by wide in the Aztec style.
streets and empty plazas lined with fitted This is obviously the level for junior and
flag stones. Every wall is decorated in a middle ranking priests. The buildings are 15
mosaic of carved and painted stone. The feet a side and form a bewildering, almost
language of the carvings is a strange hypnotic maze. Every corner is adorned
combination of Mesoamerican and Aztec. with hideous carved figures of the gods of
Against the back wall there is a large darkness, war, death, blood and the harvest.
painting show that as the light fades and the Where alleys naturally widen can be found
darkness closes in the hungry nobility are altars to blood thirsty gods. Carved wooden
provided with meat by the priests. The bowels can be found with a black powder in
painting is shows the king and his court are the bottom. Some bowls are filled with dried
careful not to investigate the origin of the leathery objects the size of a man’s fist.
food. Occasionally a water filled pit can be found.
The most interesting feature to this level The paintings make it clear that these were
is a stone bridge arcing out back to the other used to down sacrifices to the god of water.
wall. Again another series of ledges carved This is a nightmarish place and the dark
into the stone wall rise up into the darkness. shadows created by the character’s lights
Looking down the wall characters can see only made things worse. Every black stain
the first few levels and the rope bridge far, should be a reminder of pain and suffering.
far below them. A large number of definite tracks can be
The stone bridge is two feet wide and seen in the dust. Both recent and ancient the
there are no hand rails. A character with tracks are a mixture of canine and human.
Engineering can tell that the bridge is
Heavy stone tablets can be found along blasphemous rituals best left undiscovered.
with long decayed parchments. Educated Every wall is covered in prayers to the dark
characters can piece together that a gods. The languages can be seen to be a
blasphemous faction of Aztec priests split combination of Aztec and other South
away from the rest of the empire and set American civilizations as well as various
themselves up as the ruling caste of a ancient Asian and Middle Eastern tongues.
peaceful farming society, using a terrifying As soon as the characters are on the
combination of bloody sacrifices and black level they are attacked. The last surviving
magic to maintain their power. Eventually priest of the city, he has been kept alive
they were discovered by the rest of the through back magic and a terrible curse. He
Empire and the priests ordered their is naked except for a large furred cloak and
subjects to flee with them deep a hideous carved wooden mask. He throws
underground. According to their legends javelins and poisoned darts from a distance
there is a promised land deep beneath the and always keeps moving. After centuries
earth where the gods and their chosen he knows the entire city like the back of his
servants went to centuries before. hand. He keeps to the shadows and will not
When the discovered the massive come into the light unless trapped. If a
cavern with its miraculous light it was characters closes to hand to hand combat the
considered to be a sign from the gods and priest will fling a strong hallucinogenic
they settled down to rebuild their society. powder into the face of any opponent.
Decades later the light began to fade and the Players should then feel free to role play the
crops started to fail. The priests attempted to terrors that then ensue. He is fast, skilled
appease the gods with an every increasing and very strong but not particularly sturdy.
number of sacrifices. As the food became A few hits from a firearm should put him
low the sacrifices were then eaten. It was down.
noticed by some of that those people who When the Aztec Empire reached this
feasted on the remains became stronger, place and saw what had happened they
faster along with other physical changes. imprisoned the bestial inhabitants in a tomb
The senior priests that this was a sign from sealed for all eternity. The last high priest
the gods that the fittest, most ruthless were was cursed to remain as it’s guardian for all
to survive. An orgy of bloodletting and time.
gluttony then ensued. In the middle of the Ninth Level there is
The only thing that can be recovered is a a large open plaza. In the middle of the
number of very sharp obsidian knives. plaza is a large stone cartouche, (it means
Getting up to the eighth level is difficult. lid). With a bit of stage managing the DM
The outside of the cliff has to be climbed. could arrange to have the inured priest
Originally rope ladders where lowered but stagger here to die, his life’s blood filling the
these have long since decayed. Even with a grooves before draining away.
lowered rope Willpower rolls should still be At the end of the plaza up against the
required due to the giddying height. stone wall is a massive idol of a terrible
Aztec god. Nearly thirty feet high it scrapes
Ninth Level (410 Feet Up) the ceiling of the ledge. In the lap of the idol
The ceiling of the cavern is only feet is a book made with metallic pages,
above this level with a forest of stalactites preserved for all these centuries. The strange
hanging past the level. script is Atlantean and cannot be
This level is forbidden to all the deciphered. The old priesthood believed this
inhabitants of the underground city except book was left for them by the gods.
for the most senior ranks of the priesthood. At the other end of the plaza, situated
There are only a dozen single story on the edge of the precipice overlooking the
buildings constructed in the Aztec style, entire city, is a massive altar. Resting on the
previously used as living quarters and for altar is a huge ruby carved into an exact
replica of a human heart. It is warm to the -Someone trapped behind the tide of
touch. ghouls could swing down on a rope to a
If either the book or the Heart is lower level.
removed the following scene will -Someone could slow down the ghouls
commence. If characters are fast or by cutting the rope bridge.
coordinated they might be able to get away -Being chased across the cavern floor by
with both of the treasures. a horde of ravenous ghouls, while the
cavern collapses. Falling stalactites will have
The Opening to be avoided.
As soon as either object is moved the -Struggling to get inside the Drilling
ground begins the shake and there is a loud Machine. Some characters could fight with
grinding sound. Stalactites start to fall from ghouls to get the hatch closed while other
the cavern ceiling and some of the building characters get the engine started.
collapse. The cartouche falls away to reveal
that is was covering a cave under the ledge. The End
As characters watch hideous ghoul like As the Drilling Machine moves away
creatures crawl their way out, glaring at into the ground, or the party flees into the
PC’s with insatiable hunger. passage to the hollow Earth the cavern
These bestial creatures are all that collapses behind them destroying the
remain of the cannibalistic citizen that were remains of the cavern city and the revolting
imprisoned by the Aztec’s. There are dozens ghouls.
upon dozens of them pouring forth in a tide
of unreasoning appetite.
Hollow Earth Expedition TM and © 2006
The Chase Exile Game Studio, LLC
At this point discretion is the better part
of valor. It is assumed that characters are
going to run for the safety of the Drilling
Machine.
This is intended to be a dramatic an
exciting scene. My suggestions are;
-A running gun battle with pursuing
ghouls.
-Dodging collapsing buildings as the
earthquake shakes the city apart.
-Sprinting through deathtraps.
-A few brave heroes could hold off
ghouls with gunfire while comrades attempt
to collapse the stone bridge. Ghouls can still
climb down but this is a lot slower.
-As the walls of the cavern weaken the
underground river breaks through sending
water everywhere.
-If characters are loaded down with
gold or bulky pots they will have to struggle
with their greed as it slows them down. Do
other characters also slow down the wait for
them?
-Any expendable NPCs could be torn
apart by the creatures.

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