The Collector - The Guild Companion

CHAPTER 4: Enter the Collector
characters will either have to fight the golem or leave
the room, but they will not be able to pass the golem
without combat. If battle ensues, Kubaz will come
from the next room (room #2) and will ask the PCs
how they arrived here. If the PCs respond that they
killed or captured the Necromancer, Kubaz will bring
them to see Khara the artificer who will offer them a
job gathering items required by “The Collector”. For
more information on Kubaz and Khara please see
Appendix II: NPCs.
The Setting
Once the PCs have killed or captured the
Necromancer and have entered the portal room they
will travel to the Collector’s Domain. The dark
passage turns out to be a secret entranceway to the
domain of the Collector. Eventually the passage
opens up into a large underground cavern. The
characters will then be faced by a golem. The
The Domain of the Collector
1.
2.
3.
4.
5.
6.
Passageway from Portal room. Guarded by a
Golem.
Main Hall. Guarded by Kubaz
Portal Room to Library (portal room on first
level leads to the portal room on second level).
Storage, contains mundane items.
Locked Storage room. Contains one suit of
Half Plate armour and a Broadsword.
7.
8.
9.
Sitting room. A comfortable room with lots of
couches and chairs, a fireplace and a wellstocked pantry.
Hallway. Guarded by a Golem.
WorkRoom with lots of “works in progress”,
Khara the Artificer is hard at work.
Library containing a huge supply of books on
various lores, and spell-books.
Motivations: How to get the PCs to go along with the story line
The PCs are practically abandoned. With little money and equipment, the PCs will find it hard to get through
the Orc infested mountain range (no boats available).
15
The PCs can be bribed with high quality weapons, equipment and armour. Offer each PC one item that fits
their profession.
Khara will offer the PCs treasure maps (for half of any recovered treasure).
Any Spell Users could be offered training in Spells and Lores, possibly even in a limited amount of powerful
magic (not recommended).
Since the PCs know of “The Collector” and the secret portal, they could be offered a choice. “Join us or die”
but most players would take this as a challenge, and attempt to destroy “The Collector” and his organisation.
If the PCs refuse to co-operate, then they will be replaced with another group of adventurers. The PCs could
then be forced to attempt to foil The Collector’s plans.
The Collector could be presented as a side adventure that will prepare the PCs to aid the Dwarven colony. For
this to work the PCs must know that the army was scattered after they left.
The PCs would be given the deeds to the Necromancer’s house. If they accept this, the house would be cleaned
out by the time that they return there.
The PCs could be convinced that the Collector is a special agent for the Crown and that he can arrange for
them to be “seconded” into his service to help assist him counter the threats to Auberk.
will not give any more information on who or what
the Collector is. Here is a partial list of some of the
The Collector’s Wish List
items that “The Collector” wants. Please feel free to
Khara will give the PCs this list of items to fetch and
add, change, or subtract as you wish.
states obviously high prices for the items (suggest
items be priced at 120% to 400% of actual value).
Khara will not say why these items are required, and
Adventure Hook
1. Chameleon skin (lots, to make cloaks).
2. A tongue from a rabid wolf.
3. Live Carnivorous Monkeys.
4. A heart from a giant Lizard Man.
5. Great Eagle Eggs.
6. Magic Potions.
7. Spell Books.
8. Texts and Scrolls.
9. Magic Items.
10. Magic Weapons
11. Magic Armour
12. A Minotaur
13. The Book of N’Mon, an Evil spell book.
14. The Black Axe.
15. Sklug an Orkish sword “Elven soul stealer”
16. A Live Basilisk.
17. Live Unicorn.
18. Unicorn Horns.
19. Holy Weapons
20. Mithral
21. Information on “The Ancient art of
Embalming.”
22. Werewolf (live, or blood, or saliva).
23. Vampire Blood
24. Wood from a Treeman.
25. Six Blue Dragon Scales (or more, to finish a
suit of scale mail).
26. One Dragon Corpse.
27. Three Dragon Eggs
28. Dragon’s Teeth.
29. M’Than’s Broad Sword.
16
Recommended PC Level
1
1-4
1-2
3-5
1-3
varies
varies
varies
varies
varies
varies
4-8
2+
2+
2+
Adventure not included
Adventure not included
Adventure not included
varies
varies
varies
Random Encounter
5+
Random Encounter
4-8
6+
6+
6+
5-8
up or cage him in any way. If the PCs are present
during the next full moon, they may expect to
witness Almon transforming into a werewolf. This
won’t happen, instead the real Werewolf will return
to the farm, attacking the livestock first. If the PCs or
Almon intervene, the Werewolf will attack them. For
more information on Almon the Farmer please see
Appendix II: NPCs.
Chameleon Skins
The Setting
The PCs have been sent to collect as many
Chameleons as possible.
The PCs may set out with bags in hand in a futile
attempt to catch the Chameleons with their bare
hands. The Chameleons will be found climbing on
the side of trees. Using stun-type spells may kill the
Chameleons and perhaps destroy their skins.
However setting a small fire will cause the
Chameleons to jump off of the trees onto the ground
where they can be collected easily.
Variants: The PCs could be sent to collect other
similar mundane items such as: badger teeth or fish
scales.
Live Carnivorous Monkeys
The Setting
In the nearby mountains live Carnivorous Monkeys.
The PCs must travel into the Wyvern Peaks
mountain range and scale one of the mountains
where the monkeys are found. The PCs will then
have to fight the monkeys and capture them. (The
Collector wants live monkeys, not dead ones). An
interesting problem is how the PCs will transport the
monkey(s) back. Rope skills or animal calming magic
will be useful — nevertheless the monkeys will still
attempt to bite even someone who is handling or
feeding them.
The Tongue from a Rabid Wolf
The Setting
There are several wolf packs in the river valley that
prey on the livestock. The PCs could hunt the wolves
or come across them as a random encounter. Local
wolves have a 30% chance of being rabid, roll for
each wolf. If the PCs bring in the wolf pelts to the
village, they will receive a bounty on the pelts, and
their standing in the community may increase. It is
unlikely that the wolves will try and attack the PCs.
The wolves have lots of easy prey (livestock) to hunt,
and would be used to being hunted by the locals. See
the werewolf adventure for ideas on random
encounters.
Great Eagle Eggs
The Setting
Some of the mountains in the Dragon Spine
mountains harbour nests of Great Eagles. The PCs
have been sent to collect the eggs.
The Problems
1) The Great Eagle are noble creatures, who attack
the local Orc population on sight. Reducing the
number of Great Eagles will increase the number of
Orcs in the region.
2) The PCs will have to climb very steep cliffs
(possibly sheer cliffs).
3) The PCs will be attacked by at least one Great
Eagle (but probably more).
4) Transporting the egg(s) back will be very difficult.
5) The local people view the Great Eagles as their
protectors and will not take kindly to having the PCs
rob the Eagles of their eggs.
6) The PCs might encounter Orcs on the way to or
from the nests. The eggs might not survive combat.
Hunting Werewolves
This adventure can be run as a chance encounter
while the PCs are hunting the wolves mentioned
above or as a stand-alone werewolf hunt. This
adventure should start a few days before the next full
moon.
The Setting
Werewolves: As a stand-alone adventure. The PCs
have heard rumours that last month during a full
moon a rather large wolf attacked a farmer who was
defending his livestock. Normally this wouldn’t have
been very news-worthy but the farmer healed very
quickly (within a week).
NOTE: The PCs will probably assume that the
farmer has become inflicted with Lycanthropy. This
is not the case. Almon the farmer is a retired
adventurer who has a few healing spells. Almon does
not want the locals to know this because many local
people do not trust adventurers, especially those who
know a bit of magic. The PCs will probably attempt
to confront him about the quick healing. Almon will
not respond to questions which would hint at his
previous life. Almon will not allow the PCs to tie him
Into the Elven Forest
The nearby town of Formun in the Elven kingdom
of Mempos has recently been plagued by groups of
Lizard men attacking their outlying settlements.
Some of the war bands include Lizard men of
gigantic proportions. Due to the political strife
between the Human and Elven Nations at this time,
any Human or Half Elf PCs will be seen as spies and
saboteurs. There are many patrols of wood elves who
would attempt to take the PCs into custody for trial.
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Travelling
caught (roll for encounters every 6 hours). Once the
PCs near the town of Formun, they will increase their
chances of being caught (within ten miles of Formun
roll for encounters every hour). If the PCs enter the
town without being invisible or (magically) disguised,
they will be spotted and arrested.
The PCs will have to cross the river, and trek
through the mountain range (possibly encountering
Orcs) before entering the Elven Forest. Then the
PCs will have to pass through the woods to Formun.
The PCs could use the path that runs through the
forest but this will increase their chances of being
Finding the Lizard Men
Once the PCs enter the area, they will find that the Lizard Men live in a small cave on the far side of the lake.
learn of this and will approach the PCs as friends. If
the PCs show respect to the Treeman according to
Elven standards, they might be invited to the court
of the Elven king in Aroth.
Random Encounter: Wood from a Treeman
The Setting
This is one possible encounter while the PCs are in
the Elven Forest. If the PCs harm or attempt to
harm a Treeman while in the Elven Forest the Elves
will seek to capture or kill the PCs.
The Return Trip
Once the PCs have killed the giant Lizard Men, they
still have to leave the Elven forest. If the PCs are
caught at this point, they will be interrogated but
released at the edge of the forest (assuming that they
didn’t hurt any elves, or commit any other crimes).
Finding A Treeman
Once the PCs kill the Lizard Men and leave, they will
come across an injured Treeman in the woods. The
Treeman has been wounded by the Lizard Men and
is dying. Several branches have fallen off the
Treeman (this is the wood that the PCs are to
collect). If the PCs are able to save the Treeman or at
least stay with him until its death, the local elves will
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Beast Island
The Caves
Setting
1.
Entrance. There is lots of edible plant growth
here. The Minotaurs can actually enter here but
cannot proceed further into the tunnel.
2. Entrance. These entrances are small enough
that the Minotaurs cannot use them.
3. Pool. There is a small pool in this cavern that
the local inhabitants use as a source of drinking
water. The pool is stagnant and not clean
drinking water.
4. Shaft. At first glance this room will appear
empty. However close inspection will show hand
holds carved into the rock face that lead up to
the entrance of the second level (room 6).
5. Pool. This room also has a small stagnant pool.
Owing to the close proximity to an entrance, the
pool has several kinds of plants growing there.
One of these plants is a herb which can render a
minotaur unconscious for six hours.
6. Entrance to Second Level. This is the first
cavern on the second level and also the largest
room in the caves. The room extends up into
the third level (room 11). A few of the older
and weaker criminals have been expelled into
this area.
7. Sleeping Area. This area is used for sleeping,
and the strongest of the criminals have claimed
the best (most protected) areas for themselves.
8. Another Sleeping Area. The younger criminals
have claimed this area for their living and
sleeping quarters.
9. Refuse. This area is used for the dumping of
refuse such as scraps of cloth, pieces of metal,
and bone. There is a small opening in the ceiling
through which agile climbers can reach the final
cavern (10). The opening is very small, and may
be difficult to manoeuvre through while wearing
armour.
10. Pool. This is a large cavern, which has a small
opening to the outside. There are various plants
and birds to be found here, along with a large
pool in which live a few fish.
Beast Island has a population of Minotaurs. The
surrounding nations have taken to banishing their
worst criminals to this island; needless to say the
banishment is not a long one. In the centre of the
island is a mountain with a complex series of tunnels,
which are too small for the minotaurs to enter.
About fifteen or so people live in relative safety
inside the tunnels. However the daily struggle to
survive has nearly driven them all mad. If they find
the PCs, they will attempt to steal food and
equipment, or persuade the PCs to help them escape
from the island. (d20 System: The prisoners are third
level rogues.) (RM: The prisoners are fifth-level
Rogues.) To make this quest more challenging,
include Gortok the Minotaur Chieftan who can be
found in Appendix II: NPCs.
Hunting Minotaurs
On the island, Minotaurs often travel in-groups of
two or more. The Minotaurs hunt the banished
humans for food. Almost as soon as the PCs are on
the island, the Minotaurs will find their tracks and
start hunting them. The adventurers will be attacked
within about two days, probably during the first
night.
If the PCs kill or capture a Minotaur they will have to
transport the Minotaur from the island. One of the
banished humans is a herbalist who has found a local
herb which renders the Minotaurs unconscious. The
herb grows at the edge of the caves, and any PCs
educated in herb lore will have a chance to recognise
the herb’s potential.
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Orcs, Orcs Everywhere
possession of a small group of Orcs who live in the
nearby mountains. The PCs will have to travel into
the Wyvern Peaks to reach the Orcs. The Orcs may
use rockslides to try and kill the PCs
The Setting
The PCs have heard that “Sklug”, an ancient and
powerful orkish sword has turned up, and is in the
A map to Orc Mountain
passage hidden by an illusion. The Orcs then placed
a mesh steel grate in front of the exit. The water will
only rise to an average human’s waist
With a proper observation roll, the adventurers will
notice that the water flooding the cavern is flowing
out through a rock wall. Upon closer inspection they
will discover that a section of the wall is illusionary.
Once the PCs remove the grate, they will find the
Orcs waiting outside the passage, thinking that they
have killed the PCs. If the PCs are extremely stealthy,
they might actually ambush the Orcs.
The Orcs lay a Trap
While travelling in the mountains the PCs will
encounter the Orcs (who are looking for trouble).
The PCs could be ambushed or even attacked while
sleeping by the Orcs. Once the PCs engage the Orcs
in battle, the Orcs will break off and flee into a
nearby cavern. Once the PCs enter the cavern, a set
Orc war bands
Group the Orcs according to the size and strength of
the adventuring party. Treasures owned by the war
bands should include the following three items from
the Collector’s wish list.
d20 System:
The Black Axe (+3 Battle Axe, Double Threat range
Vs. Humans).
“Sklug”, an orkish Broadsword +4 (Elven soul
stealer, Elves slain with sword cannot be resurrected).
The Book of N’Mon, an Evil spell book.
of doors slam behind them and the room then begins
to fill with water. The Orcs have fled through a
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Vampire has created 5 spawn to aid her in searching
the town and for her protection. For more
information on Gwellith the vampire please see
Appendix II: NPCs.
RM:
The Black Axe (+30 Battle Axe, (additional slaying
crit of equal severity vs. common men).
"Sklug" an orkish Broadsword +24 (Elven soul
stealer, Elves must make a RR vs channeling or
suffer absolution).
The Book of N'Mon, an Evil spell book, with the
Evil Channeling spell lists: Dark Lore, and
Wounding. Both to 20th Level.
Travelling
As the PCs head toward Lypina, roll for encounters
as needed. Once the PCs get close to Lypina, any
encounter should be with either vampire spawn, bats
or wolves. For dramatic effect, let the PCs hear the
baying of wolves in the distance.
Gwellith the Vampire
In the Town
The Setting
Once the PCs have entered the town, they will feel
that they are being watched. They will periodically see
shadows that move. The PCs are being observed by
the Vampires, who will gather information on the
PCs before attacking (the spawn want to attack but
are afraid of their mistress). The town seems to
have been abandoned. The seemingly contradictory
clues to what has happened in the town will serve
both to confuse the players and to imbue the story
with overtones of horror.
The PCs hear that the people in the nearby town of
Lypina have disappeared. In fact, a Vampire has
moved into town and killed most of the townsfolk.
The Vampire is looking for the Cloak of Shadows, a
powerful magic item which she correctly believes is
located in the town. The cloak wraps the wearer in a
tight layer of magical darkness - this would protect a
vampire even from sunlight. If the adventurers do
not find the cloak, or kill the Master Vampire within
six days, she will find the cloak and leave town. The
Map of the town
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1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15. The Festival Pavilion: This building houses
many of the local celebrations.
16. The Local Hospice: a shelter for poor locals.
17. Mansion: Owned by a local wealthy merchant
and importer, the house has been plundered and
destroyed.
The Blind Fox Inn: The Inn is empty. Close
inspection will reveal a few blood spots on the
floor behind bar. It appears as though the
patrons left in a hurry, a few of the tables are
overturned and several drinks have been spilled
onto the floor.
Malachi’s: a Weapons and Armour Shop. The
shop has been ransacked; most of the remaining
items have been broken.
Blacksmith: this building houses the local
forge, which is still warm, though the shop is
empty.
The General Store: This has been ransacked
and most of the valuable items have been
destroyed. However there is a secret trapdoor
that leads to a root cellar which contains several
items of interest: a bag with 34 gold coins, a high
quality Broadsword (d20 System: +1) (RM: +5),
a chain shirt and a few souvenirs from the
proprietor’s adventuring days, including an old
set of clothes (tunic, pants, boots and cloak), a
few old and dirty maps, and a Dwarven drinking
mug.
Healer: this shop is where the local healer
worked, the building has been ransacked and
most of the healing supplies have been
destroyed.
The Tack shop: sells tack and horses.
However there are no horses present and the
shop has been rifled.
The local Jail. The prison is empty and all but
one of the cells are open. The exception is still
locked, but the bars have been bent wide enough
to let a person out.
Ruin: There is not enough of this building left
to tell what it once was.
Farmers’ Market: This is clean and tidy, with
no obvious signs of any struggle.
The Town Hall. The inside of this building has
been smashed to pieces.
A local grain storage bin: aside from a few
rodents there is nothing unusual about this
place.
Temple of the Harvest: this temple is
dedicated to Golial and Golandra, the gods of
the harvest. Although the Temple is empty, the
building seems untouched. The town’s
graveyard, which is behind the Temple, has
recently been dug up, and several corpses are
missing.
Priest’s Residence: Home to the local temple
priest, this house appears empty but untouched.
The Hall of Records. All records of births,
deaths, marriages, and the farmers’ almanac
along with a few other books were kept here.
Unfortunately when the PCs arrive, all that is left
is a smoking pile of rubble.
So Where is The Cloak of Shadows?
The Cloak is in the root cellar under the General
Store. It appears to be just an old musty cloak until
the magic is activated.
The Cloak of Shadows
Legends claim that in the time before the coming of
Kl’shaasa, the cloak was forged by the god Centaph
from the very essence of darkness itself. Centaph
then gave the cloak to his chief priests to enable
them to walk among the gods of darkness to gather
information for him. The seemingly mundane cloak
is activated through a prayer to Centaph. Once
activated, the cloak wraps a tangible layer of darkness
around the wearer that is nearly impervious to light.
d20 System: In game terms the wearer of the cloak is
protected from the damaging effects of intense or
magical light, the wearer may reroll any appropriate
failed saving throws for spells like lightning bolt and
sudden light. The wearer can also see in total
darkness, and never suffers blindness from low light.
RM: In game terms the wearer of the cloak is
protected from damaging effects of intense or
magical light, the wearer may re-roll any appropriate
failed Resistance Rolls for spells like Sudden Light or
Utterlight. The wearer can also see in total darkness,
and never suffers blindness from low light.
Other points
-The Church and the Priest’s Residence are on Holy
Ground and therefore the Vampire cannot enter
them.
-The Vampire and the Spawn have selected a home
to stay in during the day. This house is near the
woods and may be guarded by a pack of wolves.
The Return Trip
Once the PCs have killed the Master Vampire any
remaining spawn will flee. If the adventurers have
recovered the Cloak but have not killed the Master
Vampire, they will be ambushed at night on the way
home or at some point in the future — after all,
Vampires can wait. If the PCs kill a vampire spawn
and steal the blood, this is all that the Collector
requires. However the adventurers would be paid
more for the Master Vampire’s blood.
Hunting Dragons
The Setting
In this adventure, the PCs meet a couple of Wood
Elves named Leos and Megos who hunt Dragons.
22
map in one of the books of ancient lore that they are
gathering for the Collector.
A Dragon destroyed their village so they have been
hunting Dragons ever since. (So far they have killed
four dragons). The PCs will have to convince the
Elves that they are worthy hunters to be included in
their group. The Elves will make them track and kill a
smaller dangerous creature. Once the PCs have
completed this task they will be included in a Dragon
Hunt. Either select a dragon of appropriate power to
the party, roll on an appropriate random encounter
table or use the table below. For more information
on Leos and Megos please see Appendix II: NPCs.
The Setting
The Trolian Wastes is a very hot desert filled with
sand and small rock formations everywhere. Very
little vegetation grows here and what does isn’t
edible, at least not by Humans. The Trolian Wastes
acquired its name because in ancient times a large
band of War Trolls living here caused mayhem to the
neighbouring regions. The Mages hunted them down
and in the struggle their arcane magics turned some
of the dirt and sand into glass, devastating the area.
The PCs may come across chunks of glass on the
surface of the desert. Some of the glass will look like
large crystals or even gems to an untrained eye. The
PCs might end up hauling a large piece of glass
around the desert, thinking that it was worth a lot
more than it actually is. A few horseman will watch
the party from a distance, always just in sight but
never approaching.
d20 System: Dragon Encounter
Table
%
1-30
31-40
Dragon
Hunt Unsuccessful
Mature Red Dragon
41-55
56-65
66-80
Young Black Dragon
Wyrmling Green Dragon
Ambushed by a Mature Red
Dragon
Young Red Dragon sleeping
Ambushed by a mature Blue
Dragon
81-95
96-100
Random Encounter Table for the
Trolian Wastes
RM: Dragon Encounter Table
%
1-30
31-40
41-55
56-65
66-80
Dragon
Hunt Unsuccessful
Mature Fire Drake
Young Light Drake
Young Plasma Drake
Ambushed by a Mature Fire
Drake
81-95
Young Fire Drake Sleeping
96-100
Ambushed by a mature Cold
Drake
Once the Dragon has been killed, and any treasure
has been divided among the party (including the
Elves), the Elves will wish to destroy the body of the
Dragon. The PCs have three choices:
1) Let the Elves destroy the Dragon’s body (The
teeth can be recovered).
2) Try and convince the Elves that there is some
reason not to destroy the body (and recover it later).
3) Kill the Elves.
The Dragon may have a lair with eggs that the PCs
could recover.
%
1-10
Day
1d10 Lizards
Night
1d10 Bats
11-20
21-30
31-40
Nothing
Troll
Weird
Vegetation
Dog
Pack
1d10+1
Young Dragon
Carnivorous
Monkeys
Three Camels
Snake
Gila Monster
Apparition
Hell Hound
Classic Lich
41-50
51-60
61-70
71-80
81-90
91-100
Black Snake
Nothing
Earth Elemental
Cobra
Faerie Dragon
Ogres
Encounter with a Lich
If the Lich is encountered, it will appear at night (if it
is encountered no other encounters will occur until
the Lich leaves). The Lich is one of the ancient
Mages who hunted down the War Trolls. However
the Lich is no longer completely sane and it has
forgotten that it is an undead creature (it uses
illusions to appear human). If the PCs come across
the Lich, it will ask if it may approach the fire. The
adventurers will notice how cold it is and will
probably figure out the Lich’s nature. However if the
PCs mention the temperature drop to the Lich, it will
not have felt a change. The characters could attack or
even talk to the Lich. If the PCs treat the Lich well
they should get an appropriate “gift”. For more
information on Kelez the Lich please see Appendix
II: NPCs.
The Paladin’s Grave
To Introduce the Plot
The PCs hear rumours that the ancient grave of a
powerful Paladin is located somewhere in the Trolian
Wastes. Eventually the PCs could stumble across a
23
The Paladin’s Grave
Field plate Armour. (Encumbers as chainmail).
Paladin Shield. Cast healing spells as if three levels
higher.
M’Than’s Sword. An intelligent weapon, see NPC
appendix for details.
The Black Crystal. (25 - caster level %) chance to
reflect spells back at caster.
RM:
Crucifix of Warding (Repel Undead as two levels
higher).
Field plate Armour. (Encumbers as AT 13).
Paladin Shield.
M'Than's Sword.
An intelligent weapon +50
Broadsword (Causes an additional Slaying Critical of
one less severity vs. Dragons).
The Black Crystal. (40 - caster level %) chance to
reflect spells back at caster.
The gravesite is situated inside of an artificial cave
hidden within a rock face in the wastes.
There are two Trolls in the upper chamber. The
grave is in the lower chamber.
1. Entrance way (going down)
2. Passageway (trapped 8 Heavy Crossbow Bolts,
d20 System:1D8 Damage each, RM: +20 Heavy
Crossbow).
3. Passageway (trapped, d20 System: Fireball, 4d6
Damage, RM: Fire Ball 10’R).
4. Passageway (trapped, d20 System: Fireball, 4d6
Damage, RM: Fire Ball 10’R).
5. Passageway (trapped d20 System: 4 Javelins,
1d6 Damage, RM: 4 +15 Javelins).
6. Room with sarcophagus. This sarcophagus
contains a metallic being in knight armour. If
disturbed, this construct will attack the PCs.
(d20 System: Golem) (RM: Greater Construct)
7. This room is identical to room number 6.
8. Passageway hidden by an Illusion.
9. Room with Sarcophagus. This sarcophagus
contains the actual body of the Paladin, and his
equipment.
On the Way Home
A few horseman continue to watch the party from a
distance. The PCs have been followed by a group of
Nomads who want the treasure for themselves. The
Nomads will attack as soon as the party leave the
cave; they will release a volley of arrows, including
the Ethereal arrow (see below). The Nomads will
then demand the treasure. The Nomads have
formed a circle around the base of the rock face, and
will attack with arrows and melee weapons while
riding on their horses.
d20 System: All of the Nomads are second level
warriors armed with scimitars and longbows. The
nomads know the following skills: Riding: Horse, and
Mounted Combat.
RM: All of the Nomads are average third-level
Fighters. For more information on Asmon the
Decapitator, the nomad leader, please see Appendix
II: NPCs.
If the Nomads take more than 8 casualties (or if
Asmon is slain) they will leave to regroup. They will
return during the night to attack once more (roll to
detect ambush) before the PCs exit the Trolian
Wastes.
Treasures
d20 System:
Crucifix of Warding (Repel Undead as two levels
higher).
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