Halls of The Infinite Moment Player Intro

Maybe you first heard the name around a caravan campfire well after the sun had set, as two old adventurers, well past their prime, whispered about it when they thought they were alone. Maybe it was from your own mother, who swore she'd send you there when you misbehaved. Perhaps you read the name in an ancient tome of history and lore illuminated by flickering candlelight late at night as the wind howled outside. Wherever you first heard of the place, you have long heard tales of The Halls of The Infinite Moment.



A vast underground dungeon of labyrinths and catacombs, built by a people long forgotten--The Infinite Moment is infamous among treasure hunters and monster-slayers. Brimming with deadly dangers and ancient treasure, the dungeon offers both risk and reward in equal amounts, each growing more intense the deeper one goes. How much peril is worth risking for how much return? It's all up to those brave enough to try.
The tales of The Infinite Moment teem with contradictions and unbelievable anecdotes of impossible encounters and bizarre monstrosities. And yet, some of it all must be true. Do demon monks really use The Infinite Moment as a secret base? Is there truly some kind of druidic curse killing off adventurers? Did wizards of old hoard away powerful artifacts in the dungeon's vaults? Do gateways to remote lands and even other planes of existence really lie somewhere in The Infinite Moment? Does an ancient Thassilonian chronomancer really hold sway over the flow of time from the deepest reaches of the subterranean maze?No one knows for certain, but those that could find the answers to even some of these questions, or learn even a few of the dungeon's other secrets, might earn for themselves notoriety and wealth beyond imagining.
If they survive.

Cusp--and the Halls of The Infinite Moment--lies in a remote corner of a long-forsaken wilderness that people once called Rasp. Yet 5,000 years ago, during Earthfall, the landscape was forever changed. Legends persist, and it's nearly impossible to figure out what happened to Cusp. A few scholars speak of evil intent on the part of the Runelords, who had plans for raising a final army against Azlant. Others, however, say the Runelords actions were always benevolent, and that the time fluctuations grew from an accident, or perhaps the intervention of a mysterious third party.

All that is known for certain is that locals call that remote realm the Shifting Moor. There is no ruler and sparsely populated. Wilderness has reclaimed Rasp, and it is now a land of countless dangers.

The people of Cusp claim that murderous undead prowl the ruins. Skeletons? Zombies? Worse? No one seems to know for certain, as eyewitness accounts are few, and contradict each other. They also claim that the dungeon is both haunted and cursed.
So many questions. So many secrets.

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