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In Part II your party sets out. They will begin in the town they were hired in and go through to the base of the mountains where the cavern is located. Remember to name these places to match your own campaign. You will find no character write ups as this would be nearly impossible without knowing what system you are using. My charts were designed to be used with a d6 as most systems use that, but change to fit your needs.
While the party makes preparations for the journey each is approached by a small, human man, wearing a cloak that covers him from head to toe. He offers 500 GP for the maps they were provided for their journeys. As the party is well aware, this is a very guarded mission, and they should refuse the man. If they accept his offer, he tells them to bring the maps to the local pub for payment. He will meet the first person who arrives, with payment, but will then disappear. Notes: Party will be given an advance in order to purchase needed supplies. If you are looking for a way to lighten their purses however, do not pay them any up front. On the Road The party starts out in the dead of night. They may take a well traveled path for the first leg of their journey, so there should be few rough spots. But the party is being followed. Whether or not they accepted his offer, the small man is tailing them. He has a very high level in stealth (set whatever is appropriate to your campaign). He will not interfere with the party yet; he is only interested in following them to their destination. He is in the employ of the son of the lord who initiated the failed coup. Determined to avenge his father and wrest the titles for himself, he wants the location of the caverns. If it seems unlikely the party will make it to the caverns, however, their tail will attempt to merely grab the archway and tome and run. He is a poor fighter but a very well trained spy and thief. The party should not be able to spot him, yet. However if he is noticed, he will run off, with the arch and tome if he can get them. Notes: After the third day the party must begin making rolls to avoid opening the locked box. It will be impossible to do so, unless one, or more, party member is a magic user of VERY high level. But they can do some damage to the finish on the box. Not likely to impress the guardians. |
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