![]()
![]()
At this point, the party has acquired one portion of the Key (from the dragon's lair). They may or may not have Saramuthak with them. If they do, Saramuthak will brew them up a batch of the antidote. If they don't, Lesoth can brew it for them.
It takes a few days to brew the antidote. In the mean time, this is a good opportunity for the party to rest and recuperate. They might also take this time to identify any magic items that they have that aren't identified yet.
Finally, if they want, they could go to the town of Soleth and take a tour of the Wall. The local church gives tours of the Wall, heavily laced with religious propaganda and lecture. Citizens from all over Chaddamar often come to see the Wall. Hundreds of people go to visit the Wall every day. So, it's possible the party could get a close look at the Wall and hear about the Desolation from the Church officials without drawing too much attention to themselves.
![]()
If they go for a tour of the Wall...
People are allowed to take tours of the Wall. There they can look out upon the Desolation and have a tour guide tell them the history, etc. Also, this would give the players to get a close up look at the soldiers manning the wall, their weapons and their armor. Kaelig could suggest this while the mages are identifying stuff.
![]()
The party needs to start thinking about their journey into the Desolation. Make the players track their food, water and other expendable items meticulously. There are NO inns or shops where they’re going. So, they only have what they carry in with them.
Fauna and Flora - Saramuthak and Kaelig can tell the party about the Desolation monsters. They have encountered many diverse species of plants and animals in the Desolation and can warn the players. For full details, see the Desolation Fauna and Flora section.
The Spirit Wraiths and the Lantern - Saramuthak can also tell them about the spirit wraiths (strange invisible creatures that cannot be hit with normal weapons). He describes their method of attack - a freezing sensation that strikes suddenly and without warning, from an invisible foe. He has a special enchanted lantern that he created specifically to deal with the spirit wraiths. (The lantern is enchanted such that the spirit wraiths become visible in its light). He will give the party this lantern for their journey. The lantern has a special lens and is lit up by a magic stone (which glows constantly). So there is no need to "light" the lantern or provide fuel for it. The stone inside will simply always be "on". Saramuthak can also tell the players that the spirit wraiths are unaffected by normal or magic weapons. He has devised weapons to combat them - something he calls "spirit sticks". Each spirit stick is an ornate carved staff with a large jewel on the end and handle that can twist. He explains that the tip of the stick must be inside the wraith and then you have to twist the handle, causing the jewel to shatter. Timing is critical. And once the jewel has shattered, the stick is expended. They are essentially, one shot items. He has one for each member of the party.
![]()
They have two choices – boat or tunnel. Kaelig can tell them all about the tunnel. They might suggest going in by boat, but Kaelig says it’s dangerous.
"I know a way to get under the Wall and go in by land. Approaching the shore by ship is dangerous. No captain would willing do it. Besides, every ship that has approached the shore has vanished without a trace. No one knows what happens to them. No one knows what those blasted towers do."
If they insist on going by boat, they have to STEAL a boat. Then they get pursued by a big war galleon. Then they hit the towers. Then they get attacked by the big monsters churned up by the bells. Then they get attacked by little fishes in the water. Then they get attacked by a big winged bird. Then they are attacked by things on land.
![]()
A possible side encounter...
Kaelig leads the way. Heading for a tavern
named “The Hole in the Wall”
Hearing Check – Overview 3 guys talking in Rukemian.
Check them out – one tall, skinny guy with a ponytail, one fat blonde guy and
one shaven headed Vin Diesel type with a scar on his cheek. They are wearing
armor which looks like standard Duthelm military issue, but it’s been modified –
scraped clean, dented, dirted up. Like a disguise to fit in. Also, heavy cloaks
over it. Cloth and leather twine wrapped around certain parts. But there’s
enough there that you can tell it’s modified Duthelm military armor.
Possibly they have friends in the bar.
Possibly leads to a HUGE bar fight.
Then the city militia shows up.
And a priestess.
Everyone hauled off to the local magistrate.
Possibly someone gets killed during the fight.
![]()
Encounter with the Thieves Guild at the “Hole in the Wall” tavern/gambling hall
Thieves Guild is a gambling hall and bets are being placed on the groups
entering.
The barmaid and bartender
Journey to the private room – talk with the henchman
Secret door leads to secret private audience chamber
The local thieves’ guild has a tunnel which is just outside one of the remote
villages against the wall. Mostly these villages are farming villages that
support the soldiers through food, services and storage facilities.
The Guild Master informs them of others who are interested in using the tunnel.
One group has already gone through. Another plans to go through in 2 days.
Possibly went to a rival guild and THEIR tunnel. Try to keep Duthelm separate
from the group.
Thieves Guild is a gambling hall and bets
are being placed on the groups entering.
Information on the “Other Groups”
Duthelm has split up. One group went through the tunnel yesterday. Another group
left two weeks ago to retrieve an “item” from the Iron Lords.
Perhaps a fight, a contest, something like that.
The fee – 200 Chaddamarian gold AND something else.
![]()
The party is taken, blindfolded, in a windowless wagon, on a journey which lasts several hours. Obviously, they are being taken from the town of Soleth to one of the villages along the Wall.
After several hours with only the creak of the wagon wheels, the party hears the sounds of a village (dog barking, children playing, etc) and then they hear the echoing of the wagon against walls... they've entered a building. They hear the ring of a blacksmith's hammer, the sounds of a large door closing and then the wagon is opened up.
They are taken down stairs. An iron door creaks open and then closes. Taken down more stairs. Finally, unblindfolded.
The party finds themselves in a large stone chamber underground with a pair of iron doors. Weapons and shields line the walls. Surrounding the party are several well armed guards.
![]()
The entrance is a cleverly designed and is located under a blacksmith’s forge. The tunnel runs straight for about one mile. It is 50 feet deep. Tunneled through soft rock. It took them 17 years to build it. It has a number of very heavy iron doors that must be cranked open by hand. Blast doors. Shield doors.
After the double iron doors are unlocked,
you see a long tunnel. It’s about 8 feet tall and 8 feet wide. The tunnel runs
straight for about two mile. It is 50 feet below the surface. The tunnel is
bored through soft rock. The walls and ceiling are lined with lead to prevent
the authorities from discovering it with magic. It took them 17 years to build
it.
Every hundred yards, there’s a set of “blast doors” – heavy iron doors. Locked.
Designed to take an impact from the other side. These immense iron doors must be
cranked open by hand.
Upon opening each door, two thieves crank them open and two thieves will hold
Dragon Cannons at the ready.
The last door is very heavy and dusty and cobwebs. Many people chicken out
before they get to the last door.
The thieves refuse to go beyond the last sectional door.
Beyond the last door there is a long 300 foot tunnel which gently slows upwards.
It ends in a very heavy stone door on wheels which must be cranked open.
Requires three men.
Beyond the stone door, there is a small chamber. A skeleton will be down here,
face down, several broken bones. Mangled. A small hand written note – Save
yourselves… There are odd double scratch marks all over the room. Thousands of
them.
In the ceiling there is another stone door. Vertical and circular. It must be
slide off. The top of that stone door is made to resemble natural rock. From the
outside, it is very cleverly disguised.
This website was last updated March 31, 2026. Copyright 1990-2026 David M. Roomes.