The Lost Chamber of Gorshss

Part One: The Legend of Gorshss

Introduction

Whichever Adventure Hook you choose, the adventure begins in the Whistling Heifer tavern, in the town of Eversbridge. You may replace the town of Eversbridge with another from your chosen setting, and relocate the adventure as appropriate. Read or paraphrase the following:

You have travelled to the town of Eversbridge, a vibrant market town to the south of a wild land of open moors and wooded hills. You now find yourselves enjoying the pleasant atmosphere of the Whistling Heifer, the large inn just off the town’s market square.

If your party do not already know each other well, this is a good opportunity for the players to introduce their characters, describing their appearance and what food and drink they might order. Once the party is properly acquainted and food is ordered, continue to read the following:

As you wait for your food and drink to arrive, your attention is drawn to a bard performing a song. She finishes, and the locals erupt in rapturous applause. When she restarts, she recounts a story over her melody.

“I will tell ye of the Legend of Gorshss,” she begins, and all the locals smile and turn to face her, this is obviously a popular tale.

“In ages past, now long forgotten, from deepest dark did Gorshss crawl;

Lizardman, dread mother worshipper, eater of flesh and tormentor of souls.

He fled his people, exiled and hated; his thirst for power was not yet sated.

To barren hills came Gorshss, above the water, there he made his den

Of twisted evil and rituals profane. Foul oblations to her he gave,

Until ‘twas gifted, the power he craved; over those who should be interred in grave.

Flesh he craved, and treasure so amassed; fear he spread through the land.

And so it was black fear and foul rot, til the land could bear his evil no more;

Proud knights of the sun, bearing righteous flame, Holy Order to rid it of him came.

Into his chambers their bright light descended, that the evil there be ended.

But Gorshss wielded the gifts of his dread mother; the knights his minions there did smother.

Great was the battle in the dark, the flaming sword cut its bright arc,

Shining shield defended, holy fire descended

And hope stood tallest of all.

But it was not enough, though their faith was true; it was their end, they soon knew!

So youngest of all was given the task, though to flee was the worst they could ask.

Sealed below, Gorshss and knights, fighting still in eternal night.

Ages lost the chambers now, but let us remember how

Their lives those warriors gave, to seal that evil in deep caves

So at peace we may sleep, though we are but sheep

To the monster that there remains.

She finishes to an even louder round of applause, and a number of other patrons tease each other, “Gorshss’ll get ya!”, “I tell ye if ye keep it up, Gorshss’ll come for ye!”

This final performance over, the bard moves over to the bar to enjoy a complimentary drink. As she does so, your food and drink arrives.

Estain the Bard

Estain is a young looking half elven woman (bard) with long dark hair and green eyes. She is dressed well, and comfortably, suggesting a residency at the inn. As such she is very interested to speak to travellers and adventurers. If the party make no attempt to speak to her about the Legend of Gorshss, she will catch their eye to either encourage them to approach or approach them for news from the road.

Estain starts by explaining her performance was a much shortened version of the Legend she has made a few changes to, but the crowd her much prefer the abridged version.

Estain is open and friendly. The information pertaining to the adventure she can give to the party includes:

  • She suspects there is some truth to the Legend, but thinks Gorshss is just a bogeyman
  • No one knows where Gorshss lair is, though people do occasionally look
  • An old shepherd called Gordy is the latest person to make this claim; she will point him out drinking at the bar
  • The local priest, Samuel, is a bit of a historian and might be able to tell them more about the Legend. She will direct the party to his chapel, across the market square

Dregor the Innkeeper

Dregor is a broad shouldered human man (commoner), with thick black hair and dark eyes. He is surprisingly surly for an innkeeper, but he and the locals seem to get along fine. He clearly has a soft spot for Estain.

Dregor can offer modest rooms in his inn for 2gp per night per person including breakfast. The Whistling Heifer is better known for its fine food. Luncheon costs 5sp (typically cold meats, cheese, bread and savoury pies), and an evening meal costs 8sp (typically roasted meats and vegetables, bread, and baked puddings). Both prices include the local ale. Better than average wine is available for 1gp per carafe.

Dregor can provide directions around Eversbridge, but otherwise has no specific information pertaining to the adventure. He thinks the Legend is just a folk story.

Gordy the Shepherd

Gordy is an elderly human (commoner) in his sixties, with a bald head and short, scraggly white beard. He is drinking ale at the bar, and generally being ignored by Dregor as he tries to tell stories and engage someone in a conversation. Should the party approach him, he will be delighted to have someone to speak to!

On mention of the Legend, Gordy will immediately tell his story:

  • Last month he lost a sheep and followed the trails to a cave in the hills, suspecting wolves. Exploring by torch light he heard a strange noise and followed it to a narrow crack in the cave wall. Beyond he swears he saw a strange chamber and the glint of gold.
  • He then heard a terrifying growl and saw two giant red eyes in the dark of the cave, so he sensibly fled for his life.
  • He assumes the sheep was eaten, and has kept his flock away from those hills since.
  • He can give accurate directions to the location (around a four hour hike out of town), should the party wish to investigate and find the gold, he’ll be happy to be proved right!

Insightful characters will suspect Gordy is embellishing his story. On a successful Wisdom (Insight) check, DC12, they will realise Gordy is telling the truth about the cave and the chamber beyond, but is probably lying about the glint of gold, and the growl and eyes.

If pressed, Gordy will become surly, but will admit it might not have been gold but it was definitely metal, and that there was definitely a beast in the cave that got his poor sheep. If the party do not have his directions at this point, it will require a successful Charisma (Persuasion) check, DC14, for him to give any more than vague, unhelpful suggestions.

Samuel the Priest

Samuel is a male halfling (priest), with a friendly bespectacled face and priestly robes that are slightly too long for him. He can be found at his chapel on the market square. As well as being the local pastor, he is also a historian.

He will welcome the interest of the party in the Legend of Gorshss, being interested in the academic discussion. The information he has pertaining to the adventure includes:

  • He has corroborated the existence of the Order of the Holy Fire, who were followers of the Sun God
  • The Sun God and his followers abhor the undead
  • Historical sources about the Order suggest they each wielded a great weapon or magical artefact
  • Through his studies, he has identified five members of the Order who could have been the inspiration for the Legend of Gorshss; Altos Brightblade, Durn the Protector, Jana Fyrestorm, Kalkar the Watcher and Haster Greywind
  • Haster Greywind was interred in a tomb in the northern hills, but the others vanished from record
  • His studies into the sources of the Legend also suggests “Gorshss” was a necromancer
  • He estimates that the events that inspired the legend took place over 500 years ago
  • Although the specific location of Haster’s tomb is lost, Samuel can give the party directions to some ruins that may be connected

Eversbridge

Eversbridge is a vibrant market town of around 2,000 people. The party will be able to find a shop, trader or market stall to purchase any standard adventuring equipment. When doing so, the character can make a Charisma check, DC10. On a success the item is available at the standard price as per the PHB; on a failure, it is available at 150% of the standard price. On a success of 16 or higher, the item is available at half price.

A blacksmith is available to silver weapons for 100g, as per the PHB.

Mounts are available at the stables for the standard price as per the PHB; Ponies 30gp, Riding Horses 75g. The horsemaster is prepared to buy the horses back at half price if the characters wish to rent them.