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15 CHAPTER 4: Enter the Collector 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 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 Domain of the Collector 1. Passageway from Portal room. Guarded by a Golem. 2. Main Hall. Guarded by Kubaz 3. Portal Room to Library (portal room on first level leads to the portal room on second level). 4. Storage, contains mundane items. 5. Locked Storage room. Contains one suit of Half Plate armour and a Broadsword. 6. Sitting room. A comfortable room with lots of couches and chairs, a fireplace and a well- stocked pantry. 7. Hallway. Guarded by a Golem. 8. WorkRoom with lots of “works in progress”, Khara the Artificer is hard at work. 9. 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).

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Page 1: CHAPTER 4: Enter the Collector - Guild Companion · CHAPTER 4: Enter the Collector The Setting Once the PCs have killed or captured the Necromancer and have entered the portal room

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CHAPTER 4: Enter the Collector

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

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 Domain of the Collector

1. Passageway from Portal room. Guarded by a

Golem. 2. Main Hall. Guarded by Kubaz 3. Portal Room to Library (portal room on first

level leads to the portal room on second level). 4. Storage, contains mundane items. 5. Locked Storage room. Contains one suit of

Half Plate armour and a Broadsword.

6. Sitting room. A comfortable room with lots of couches and chairs, a fireplace and a well-stocked pantry.

7. Hallway. Guarded by a Golem. 8. WorkRoom with lots of “works in progress”,

Khara the Artificer is hard at work. 9. 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).

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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.

The Collector’s Wish List Khara will give the PCs this list of items to fetch and 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

will not give any more information on who or what the Collector is. Here is a partial list of some of the items that “The Collector” wants. Please feel free to add, change, or subtract as you wish.

Adventure Hook Recommended PC Level 1. Chameleon skin (lots, to make cloaks). 1 2. A tongue from a rabid wolf. 1-4 3. Live Carnivorous Monkeys. 1-2 4. A heart from a giant Lizard Man. 3-5 5. Great Eagle Eggs. 1-3 6. Magic Potions. varies 7. Spell Books. varies 8. Texts and Scrolls. varies 9. Magic Items. varies 10. Magic Weapons varies 11. Magic Armour varies 12. A Minotaur 4-8 13. The Book of N’Mon, an Evil spell book. 2+ 14. The Black Axe. 2+ 15. Sklug an Orkish sword “Elven soul stealer” 2+ 16. A Live Basilisk. Adventure not included 17. Live Unicorn. Adventure not included 18. Unicorn Horns. Adventure not included 19. Holy Weapons varies 20. Mithral varies 21. Information on “The Ancient art of

Embalming.” varies

22. Werewolf (live, or blood, or saliva). Random Encounter 23. Vampire Blood 5+ 24. Wood from a Treeman. Random Encounter 25. Six Blue Dragon Scales (or more, to finish a

suit of scale mail). 4-8

26. One Dragon Corpse. 6+ 27. Three Dragon Eggs 6+ 28. Dragon’s Teeth. 6+ 29. M’Than’s Broad Sword. 5-8

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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.

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.

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

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.

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.

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.

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 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

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.

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.

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.

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

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.

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).

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Beast Island

Setting 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.

The Caves

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.

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Orcs, Orcs Everywhere The Setting The PCs have heard that “Sklug”, an ancient and powerful orkish sword has turned up, and is in the

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

A map to Orc Mountain

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

of doors slam behind them and the room then begins to fill with water. The Orcs have fled through a

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.

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.

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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.

Gwellith the Vampire The Setting 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

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.

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. In the Town 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.

Map of the town

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1. 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.

2. Malachi’s: a Weapons and Armour Shop. The shop has been ransacked; most of the remaining items have been broken.

3. Blacksmith: this building houses the local forge, which is still warm, though the shop is empty.

4. 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.

5. Healer: this shop is where the local healer worked, the building has been ransacked and most of the healing supplies have been destroyed.

6. The Tack shop: sells tack and horses. However there are no horses present and the shop has been rifled.

7. 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.

8. Ruin: There is not enough of this building left to tell what it once was.

9. Farmers’ Market: This is clean and tidy, with no obvious signs of any struggle.

10. The Town Hall. The inside of this building has been smashed to pieces.

11. A local grain storage bin: aside from a few rodents there is nothing unusual about this place.

12. 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.

13. Priest’s Residence: Home to the local temple priest, this house appears empty but untouched.

14. 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.

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.

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.

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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.

d20 System: Dragon Encounter Table

% Dragon 1-30 Hunt Unsuccessful 31-40 Mature Red Dragon

41-55 Young Black Dragon 56-65 Wyrmling Green Dragon 66-80 Ambushed by a Mature Red

Dragon 81-95 Young Red Dragon sleeping 96-100 Ambushed by a mature Blue

Dragon

RM: Dragon Encounter Table % Dragon

1-30 Hunt Unsuccessful 31-40 Mature Fire Drake 41-55 Young Light Drake 56-65 Young Plasma Drake 66-80 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.

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

map in one of the books of ancient lore that they are gathering for the Collector.

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. Random Encounter Table for the Trolian Wastes

% Day Night 1-10 1d10 Lizards 1d10 Bats 11-20 Nothing Apparition 21-30 Troll Hell Hound 31-40 Weird

Vegetation Classic Lich

41-50 Dog Pack 1d10+1

Black Snake

51-60 Young Dragon Nothing 61-70 Carnivorous

Monkeys Earth Elemental

71-80 Three Camels Cobra 81-90 Snake Faerie Dragon 91-100 Gila Monster 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.

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The Paladin’s Grave

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.

Treasures d20 System: Crucifix of Warding (Repel Undead as two levels higher).

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.

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.