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The Pendulum & The Pit


In one night, after days of heavy rain, an unholy pit will open up under a city street and swallow a house whole. The City Guard, desperate to evacuate the street, finds a household, three doors along, refusing to leave. It is The House that Was Always There, known to be house of charity, a home for orphans.

To save lives, the adventurers will be tasked with this life or death diplomacy ~ and depending on their talents, will either be invited in through the front door, or will crawl up through the basement through a horrific charnel pit.

These differing approaches, as well as different runic affinities, pushed to the limits by an ancient arcane artifact made to create harmony, will lead to two very different experiences! One of festive hospitality and joy, ending in death! Or one of dizzying uncanny horror, ending in salvation. Or perhaps, a bit of both.

For a party of adventurers set in any large city in Esrolia or Sartar, this novel adventure will seamlessly fit into any campaign and provide a taste of the West! 

Also set during Sacred Time it offers the party a unique opportunity to get a party! Ever wanted to play Gloranthan Party Games? Your players will now have their chance! 

The Pendulum & The Pit will provide 1 to 2 sessions of entertainment! It can be played as a stand-alone scenario, but also is the first part of a larger campaign to be published soon called 'With Friends Like These'. 


  • Descriptions of people and places based on Runic Affinity! 
  • Are adventurers naughty? Or Nice? 
  • Party Games for Adventuring Parties! 
  • Mass graves! 
  • Choirs of melodious orphans! 
  • giant murderous Woodpecker! 
  • Two playable fully rounded characters in addition to your party! A Healer! And a Guard!
  • Three Sorcerer NPC characters! 
  • And a magnificent Magus with malevolant motivation! 
  • New Magic Items! 
  • Presents! LOTS OF PRESENTS! 
  • Sacred Time is the season that keeps on giving! 
  • And taking! 
  • New Weird and Wondrous Sorcery Spells 
  • Death, destruction and Capital Punishment! (Hopefully, just in the game)
  • This Scenario HAS IT ALL! 
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Reviews (1)
Discussions (2)
Customer avatar
Stephen L December 26, 2020 12:46 pm UTC
Many thanks, just going through it and it's looking very good.

A quick question, but I'm about to print off and there are two versions of the file, one marked Draft_Final (477031-Pit_Pendulum_Draft_Final), and the other marked finaledit (477031-Pit_and_The_Pendulum_finaledit_Innes_Smith), I wondered which was the latest?

Thanks again,

Customer avatar
December 28, 2020 2:40 am UTC
THIS ONE! Pit_and_The_Pendulum_finaledit_Innes_Smith
Apologies for the confusion! There were a few changes made for clarity, etc, hence the multiple uploads.
But the latter one is the latest! 'finaledit' all one word!
Sorry for responding a couple of days late - hope you enjoy running the game! Let me know how you got on! Thanks!
Customer avatar
February 07, 2021 6:07 pm UTC
Hi Stephen!
Just interested in how it went!?
Care to leave a review & rating?
Customer avatar
Diana P October 13, 2020 7:15 pm UTC
The Law Rune mentioned doesn't appear in RQG as something adventurers are likely to have. What should we roll to test that Rune?

Incidentally, this is horrific and hilarious.
Customer avatar
October 13, 2020 8:54 pm UTC
Yay! Hi Diana!
Nice to virtually meet you! I've still to play your scenario - but my brother's got it and it's on the pile of scenarios to GET TO! (We've got a backlog of to get through first!). But, I'm really looking forward to it.
Let me warn you. I am quite harsh.
My personal preference is that the Law Rune (in RQ:G) is now quite a rare and specialised thing. Something only cultures and cults that apply abstract thinking have an affinity with. I'm sure this is what is intended by the new Gloranthan Guvnors, Jeff n Jason. So, only Sorcerers would really have an affinity with Law. And that's the way it should be. Does this discriminate against Rune Cultists/Theists? Yes. But Rune and Spirit Magic (especially Shamans) have so many advantages, I think Sorcery should have its own quirks, secrets and inscrutable treasures. After all, Brithini live forever, and Zzabbur closed the oceans. That Law Rune has got to be good for something.
My only minor quibble is that the new...See more
Customer avatar
October 13, 2020 9:17 pm UTC

And I'm not finished.

It occurs to me that the issue of switching off the pendulum device is part of the scenario already. They can physically stop the pendulum swinging at the bottom of the pendulum shaft *or* switch off the button the device itself in the attic. Anyone not harmonised can do this easily.

The conceit/ fun bit is the fact that while adventurers might be motivated to switch of the harmoniser, it also prevents the Amoks from *harming them*. So, it's very much a 'be careful for what you wish for' situation!

But yeah. The Sentry. For Sorcerers only. Give it a whack and get your vitals behind a shield and hope for the best!
Customer avatar
Diana P October 14, 2020 7:39 am UTC
I'm totally OK with harshness of GM Rule - but as a relative newbie I didn't know what you meant. Can I suggest putting a line into the explanation there, which says 'it is unlikely that the PCs will have the Law Rune, an IC fact that the household knows and exploits. This automatic failure ensures the effectiveness of the trap'. Something like that, so you don't get people wondering.
Customer avatar
October 14, 2020 12:43 pm UTC
I've just updated the file. But - yes - if I can squeeze that in for 'The Sentry' I will!
I've given you a credit as proofreader/editor! You're earning your stripes!
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File Last Updated:
February 25, 2021
This title was added to our catalog on October 13, 2020.