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