shadows of the past (full adv)
TRANSCRIPT
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Shadows of the PastRelease 1Holy Lands RPG Copyright © 2011Faith Quest Games
All Rights Reserved
Holy Lands RPG Adventure
Shadows of the Past is a short Holy Lands(LE) Light Edition classic dungeon
adventure based on an old Basic D&D
fanzine adventure written by Jessie Walker.The Racmaster will need the Holy Lands LE
rules and the Devil Hunters Manual to run
this adventure. All additional rules,
creatures and or additions will be listed in
text or at the end of the adventure.
This is designed as an introductoryadventure for 3 to 6 characters of 1st to 3rdlevel (about 6 total levels). While the
encounters in this adventure are not overly
difficult and are even simplistic in somecases, it is designed more towards new
players and Raconteurs (Racmasters) to
break them into the game gently with a low
chance of character death. The numbers and
strength of the NPCs and creatures can of course be adjusted to the relative strength or
weakness of the party.The following adventure takes place near the
small hamlet of Wythburn at a nearby long
abandoned pagan shrine in Early Medieval
England, but is generic enough that it caneasily be placed anywhere the Racmaster
conducts his campaign.
The portions that are Bold/Italic are
intended to be read or paraphrased to theplayers.
BackgroundFor over the last month or so the forest west
of the village of Wythburn has been quiet,
too quiet, for it is normally teaming withwildlife. The spring weather has been good
and most of the village attention has focused
on the planting of what promises to be avery good growing year. One young hunter,
a rather wild young lady named Jena, has
been hearing persistent rumors from othertrappers and hunters of sounds of mysterious
activity deep within the forest, up in the hills
in the vicinity of the old pagan shrine near
the headwaters of the Wythburn — someone,
or something. What were they doing, werethey stirring up something better left alone?
Jena, always the adventurous huntress, wentto investigate. That was over two days agonow, her father has become worried. He is
offering a reward for her safe return.
What has really happened?Jena had unwittingly stumbled upon an evil
sorcerer, named Kassamaan, and his search
for a powerful evil magical item called the
Shadowgem. This large black jewel containsa trapped demon creature called a Shadow,
which upon command can be released toobey the wielder of the gem. Kassamaan had
learned that the Shadowgem, which is
reputed to have once belonged to the
infamous sorcerer, Galandar, was hiddenwithin the caves beneath the abandoned
shrine. With the hired help of a small band
of greedy goblins, Kassamaan had been
secretly excavating within the caves to findthe precious item when Jena arrived.
Upon entering the ruin, Jena was
immediately captured and imprisoned by thegoblins, and still remains trapped within the
shrine’s catacombs where Kassamaan plans
on using her as the first victim of the Gemspower.
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Beginning the AdventureThe adventure begins as the heroes are
travelling through the small hamlet of
Wythburn. How did the heroes get
involved? Perhaps the rumors of mysteriousactivity in the forest peaks the party’sinterest, the local priest of the small church
request help from his superiors, or perhaps
they are asked (or hired) by Jena’s father Gyle the farmer, to find his daughter.
The exact details of how the heroes becomeinvolved in the adventure is best left to the
Rac so to best suite his campaign and will
not be covered here.
However the party becomes involved the
heroes should shortly find themselves ontheir way to the pagan shrine. Although the
path to the abandoned stone circle andshrine is not well travelled, Jena’s father or any of the local hunters or farmers can point
the party in the right direction if asked.
As the heroes head towards the shrine, read
or paraphrase the following;
The trail leading to the old shrine quickly
turns to an animal path and then to just a
barely passable opening between the oaks and pines, the ferns and grasses wet with
morning dew dampening your boots and
leggings as you wind your way through the forest following the small babbling
Wythburn. After two miles of walking you
see a small sunlit clearing at the top of a
hill with an old vine covered stone buildinglost in the shadows of a large stand of oaks.
This surely must be the shrine.
The PCs discover that the way through thelight woods along the old disused path that
follows the stream is relatively easy going
and it is not long before the heroes find the
crumbling place of worship (presuming theRac has not introduced any random
encounters, example – normal animals
(boar, bear) or a few patrolling goblins that
after being captured can point the PC’s theright direction if they are lost). Normally
no extra encounters should be used as the
players, being beginners, will need to start at
full Life and Faith at the shrine.
Pagan shrine (Map 1, Pg 13)
As the PCs reach the clearing in which the
pagan shrine stands, read or paraphrase the
following:
As you step from the cool shade of the
forest you see a small stone building standing at one end of an overgrown
clearing with eight standing stones surrounding it. Most of the stones in the
circle have fallen down and are merelylumps in the overgrown grass. The stones
are bone white and reflect the suns light
harshly. You do not recall seeing any stone matching these around here. The shrine,
which once must have been very beautiful,
judging by the intricate stone carvings that
can be seen under the tangle of vines and creepers, is now however, a mere shadow
of its former self. A small clear, spring fed
pool lies centered between the standingstones, it’s clear water reflecting the
dappled sunlit water.
The shrine was once indeed very beautifulwith ornate and delicate sculptures covering
the building’s exterior walls. Closer
inspection of the crumbling exterior wallsreveals that the carvings depict the four
seasons. The dozen standing stones are
arranged in a circle around a small natural
spring pool with the stone at one end.
2. Cottage Ruins.
Lying hidden in the tangle of undergrowth,
about 50 feet from the shrine, but outside
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the stone circle, are the remains of a small single roomed cottage. The collapsed
walls are now only two feet tall at best, and
the flagstone interior floor is cracked and
pushed up by small trees and roots.
The cottage once belonged to the last pagan
priest who tended the shrine many decades
ago. If the PCs make a thorough search of the cottage ruins they find an ancient
tarnished brass statuette (about 6” high). The
statuette (of a unicorn) is non magical, butof exceptional quality, and would fetch up to
30 gp to the right buyer of antiquities.
2. Ancient Well.
Across the clearing and halfway to the
shrine from the cottage lies an abandoned spring well. It’s crumbling stone wall
nearly falling down around it (1’ high) .
The spring is still running clear and cold, but the wall has fallen and the water is now
even with the top edge. The water, in the
well is only a foot deep and many tarnished
and shiny coins can be seen lying on the stony bottom.
The stone lined spring well is home to a
poisonous snake which is lying sunningitself in a niche created by the fallen stone
wall. If a person reaches down, into the well,
before checking, the snake attacks theunfortunate hero.
There are 10sp, and 5 gp at the bottom of
the well.
Snake (1): LP: 7, Wpn Skills: H to H (bite),
Cbt Bonus: ADV +5, ATK +5, DOD +5,
DAM +1, Wpn: Bite (1d4) Venom (4d6+20at 1 LP per Dam per Rd), AtR: 1 (bite),
DEF: 1 (natural)
Sp Abilities: Perception 3, Ex Skills: Night
vision +10, Heightened scent +12,Heightened sight and hearing +10, EXP: 45
This snake is resting after hunting all night
and will be very irritated when disturbed. Itis black with red-brown diamonds along its
length easily identify it as poisonous. After
attacking it will retreat to the woods, unless
attacked again then it will fight to the death.
3. Shrine.
When the PCs are ready to enter read orparaphrase the following to the players:
Standing before the entrance of the
crumbling shrine you can now see just how
magnificent it once must have been. Up
close, however, the sad state of the shrine is also all too obvious. It’ s two, once ornate
stone doors, now green with moss, lie broken and hanging from their pivots.
The entrance to the shrine has not been
trapped, however any PCs not being careful
(at the Rac’s discretion) as they pass through
the entrance will cause the heavy doors tofinally fall off their pivots with a loud crash.
(1 in 6 chance this will alert the goblins
below bringing two (from #2 below) toinvestigate. Any PCs in the doorway when
the doors fall, must make a successful
Agility check or be struck by the falling
doors, resulting in 1d4 points of damage. Asthe PCs enter the shrine read or paraphrase
the following to the players:
You see a chamber roughly 25’ by 25’ in
size. The interior of the shrine, in stark
contrast to its exterior, is plain and undecorated. Like the exterior, however, it
is also in a poor state of repair. The roof
has fallen in, old slate tiles litter the floor
and the walls are overgrown with vines and creepers. At the far end of the room is a
dais and a large niche in the wall where a
symbol of misplaced devotion, no doubt, once stood. The interior of the shrine was
once decorated with elaborate and colorful
tapestries and wall hangings, which have
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long since rotted away, and now the walls are bare except for the creepers and vines
that are slowly reclaiming the shrine.
There is a slight smell of smoke coming
from somewhere.
Laying open to the elements for decades, the
ruin is occasionally used as a temporary
shelter by the less superstitious hunters andforest animals alike. If the PCs search
around they find some evidence of old
campfires. A successful Profile Area orSearch will reveal the marks of a recent
fight, between a smaller human and several
small barefooted huminoids. A successful
Track will allow the Heroes to follow the
tracks to the secret door making the findingof it automatic is looked for.
In the center of the chamber is the secrettrapdoor entrance to the shrine’s crypt. The
heroes will have to successfully search for
secret doors to find the trapdoor but since
the goblins have used it recently (when theycaptured Jena) and the searchers will get a
+5. The trapdoor takes the form of a large
stone slab with a small finger hole.
After Jena’s capture Kassamaan decided to
stop further unwanted guests and has placed
a rune trap on the crypt’s entrance. The trap
releases a cloud of poisonous gas when thestone slab is lifted. Each PC within 30’ of the trapdoor must make a Saving Throw vs.
Fumes or suffer a Daze attack.
(Dazed: This spell causes the victim to
become dazed with confusion for the
duration (2d6 rnds). All Combat rolls,
Combat skill bonuses, Skill rolls and skill
bonuses are reduced by half.)
Apart from the stone trapdoor there is little
of any note within the shrine. Once the
heavy slab has been removed the heroes can
see carefully crafted stone steps leadingdown into the darkness.
The Crypt (Map 2)
1. Chamber of Tombs.Under the stone floor lies the crypt of the
pagan priests who once tended the ancient
shrine. As the heroes enter read orparaphrase the following to the players:
As you proceed cautiously down the well
worn stone steps, your eyes slowly adjust to
the dimness of the light. You see a neatstone chamber about 15’ by 30’ in size.
Along each wall are cut deep alcoves,
which contain ancient human remains.
The crypt has a dry musty smell, but the recent coming and goings of something has
allowed fresh air to circulate improving this a little and a faint haze of smoke
permeates the room. There are obvious signs of many creatures living in the
chamber for a short time recently, with
tracks and trash scattered everywhere in the dust. To the rear of the chamber there
is a hole in the floor, the smashed and
scattered flagstones discarded around it.
The smoke seems to come from the hole.
Although there is no light in this chamber
the light from the crypt’s entrance is
sufficient for PCs without nightvision to seeclearly (or if they came prepared with a
torch or lantern). The skeletons are draped in
faded priests robes which crumble away todust if touched. If the PCs examine the
skeletons a successful search roll will find a
gold head band worth 10 gp, and anotherwill find a tarnished brass dagger with a
gold jeweled hilt worth 20gp. If the Heroes
search each and every alcove, the last one
will have a cloth wrapped scimitar. Everyskeleton has an ancient gold coin placed
over each eye and there are a total of
thirteen skeletons in the thirteen alcoves.
To further deter visitors, the stone floorimmediately at the foot of the stairs has been
magically trapped with runes by Kassamaan.
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When stepped upon, this area of floor causes
Lesser Fear
(Fear: This spell causes an irrational fear to
overcome the victim. Basically the victim’s
phobia comes to life and is real to them. i.e. If they fear spiders, the victim will become
covered in crawling spiders etc. Duration
depends on the level of the caster: Lesser
1d6 rnds, Greater 2d6, and Advanced: 3d6
or half if save is made. The Rac is
encouraged to read the affected characters
sheet o see their phobia and then play it up.)
At the eastern end of the crypt, the PCs see
the first real sign of the activity that has
been going on beneath the shrine. A largehole, about 5’ in size, has been smashed in
the floor of the chamber. The hole reveals a
4’ diameter shaft which drops 25’ into the
darkness. The shaft leads to a series of
natural caves beneath the shrine. The caves,
which were discovered by the priests whenthe crypt was being built, were later used to
extend the crypt when the upper level
became full. Whoever hid the Shadowgem
within the catacomb below had sealed up the
entrance so as to appear as identical to the
rest of the flagstone floor.
2. Mausoleum.
If the PCs successfully search the crypt for
secret doors they find an undiscoveredhidden stone door in the eastern wall.
Behind the door is a short flight of steps
leading down to a small, unlit stonechamber. If the PCs decide to investigate,
read or paraphrase the following:
This chamber is about 20’ by 15’ feet in size. At its center, lying on an intricately
carved solid stone pyre, are the skeletal
remains of a large armored man. Lying across his chest, clasped by his ancient
bony hands, is a huge magnificent war
hammer. There is a strong musty odor.
This is the secret mausoleum of one of thepriest’s most revered brethren, a mighty
warrior priest named Mon-Rath.
Unfortunately for the heroes, however, three
giant rats have also made this chamber theirhome, burrowing down from the surface
above (which could be an alternative entry
into the ruin for the PCs). The rats have theirnest hidden on the far side of the solid stone
pyre. As the PCs enter the mausoleum each
rat lunges at a PC.
Giant Rats (3): LP: 8, Wpn Skills: H to H
(bite), Cbt Bonus: ADV +2, ATK +2, DOD
+2, DAM +1, Wpn: Bite (1d4), AtR: 1
(bite), DEF: 2 (natural)Sp Abilities: Perception 3, Ex Skills: Night
vision +5, Heightened scent +5, Heightenedsight and hearing +2, EXP: 55
Mon-Rath’s armor (Plate mail) is lightly
corroded with all the leather fittings havinglong rotted away, and is of little value unless
cleaned and repaired by a competent smith.
The armor will then be worth 150 gp to acollector. If repaired for wear, it will cost
approximately 50 gp before it is ready. To
wear this armor the new owner will need to
be between 5’10” and 6’ 5”. However, the magnificent weapon laying
across his chest is a two handed War
Hammer of exceptional dwarven quality (+3ATK, 2d12 DAM). The war hammer was
made for Mon-Rath, who died before ever
using it, therefore it meets all therequirements for receiving a holy blessing
and could easily be blessed at the nearest
monastery.
On Mon-Rath’s bony fingers are two silver,plain, non-magical rings worth about 10 gp
each. He also has two gold coins covering
his eyes.
At the foot of the pyre is a stone chest (nolock/no trap) that contains 100 ancient silver
pieces, and 50 old gold pieces. Due to the
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age of these coins their value, to a money
changer, will only be half their face value(i.e. 50sp, 25gp).
The Catacomb (Map 3)
1. Entrance.
An old, crudely made wooden ladder leads
down the 25’ deep dark shaft.
If the PCs decide to climb down the ladder
read or paraphrase the following to the
players:
As you descend down the ladder you hear the muffled sounds of digging in the
distance. When you reach the bottom you find yourselves at the start of a roughly
hewn tunnel with a smooth flagstone floor.
A faint, flickering light is coming from the direction of the sounds of digging.
If the PCs continue down the tunnel read the
following:
As you move down the tunnel towards the
light, the sounds of digging grows louder, but still distant. The catacomb is a series of
natural caves which were roughly leveled
with flagstones by the ancient priests. Lighting throughout the caves is provided
by a handful of flickering torches.
The loud sounds of the goblins digging forthe Shadowgem echo through the rough
stone chambers and so effectively mask the
sounds of the hero’s movement (or combat).
At every loction, on this level, the sound of the scrapping and banging can be heard, it
gets loader the closer one gets to area 8.
Any noise must be above a normal voice
must be very loud to be heard further thanthe immediate surroundings.
As the PCs enter the catacomb Kassamaan is
on the verge of uncovering the Shadowgem.The RAC may decide whether or not the
time taken by the heroes to search through
the remaining chambers affects the final
outcome of the adventure. If the party movesthrough the caves quickly the RAC may
decide that Kassamaan has failed to uncover
the Shadowgem before the PCs meet him inthe final confrontation (see 8. Main
Chamber for further details).
For movement rates see the movement chart
at the end of the adventure.
2. Living Quarters.When the heroes enter this room read or
paraphrase the following to the players:
You see a rough natural cave about 20’ by
35’ in size. The chamber contains a number of simple pieces of furniture,
including a cot, a small night table, a
larger work table and a small wooden
chest, which all stand at the southern end of the cave. Two other tunnels lead out of
this chamber. The room is lit by a number
of flickering candles burning on the table.Three green skinned goblins sitting
together on the floor near the northern
tunnel, surprised by your entrance, jump to their feet and grab their weapons and
attack.
As the PCs enter, three scruffy-lookinggoblins sitting on the floor playing a game
of dice next to the entrance leading from 3
jump to their feet and attack. They are
astonished to find yet more uninvitedintruders in the catacombs so are surprised.
Goblins, Lesser (3): LP: 8, Wpn Skills: H
to H (bite), Cbt Arms, Cbt Bonus: ADV +0,ATK +1, DOD +0, DAM +0, Wpn: Bite
(1d3) Goblin dagger (1d4+1), Goblin hand
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axe (1d6), DEF: 7(Studded Leather jerkin,
Leather breeches, Natural)Sp Abilities: None, Ex Skills: Sneak +1,
Night vision +1, HP hearing +1, EXP: 45
This room is where Kassamaan sleeps andeats, and where he spends most of his time
when not overseeing the digging in the main
chamber. In the southern corner of the cave,next to the cot and table, stands a trapped
chest which belongs to Kassamaan. The
chest is locked and the catch is protected bya tiny needle which when activated injects a
painful poison into anyone opening the
chest. Effected PCs must make a successful
Save vs. Poison or be Paralyzed (completely
immobile for 1d4 rounds and it turns thestuck finger a bright yellow for 2 days).
The chest contains two scrolls (Daze, andFear), Kassamaan’ spell book (1’x 1.5’,black leather with a stylized K on the front,
5 lbs), a leather sack with 225 silver pieces
(the goblins’ pay), a smaller leather sack with 50 gold coins, two Drafts of health, and
a Draft of Poison.
The Rac should describe the spell book ascontaining unreadable runes but obviously
evil. The scrolls contain an incantation for
the runes Daze and Fear. Destroying both
the book and the scrolls should net the PC’san EXP reward of 200 points (100 for the
book and 50 for each scroll).
The Drafts were taken from a mine that heand his goblins attacked 2 weeks ago.
Lying on top of the small night table is a
badly damaged scrap of parchment. Theparchment contains the details to the
location of the Shadowgem which led
Kassamaan to the shrine. The scroll appears
to have been badly damage by fire andstained by what appears to be blood so much
in fact that much of the writing is illegible.
However, the heroes can just make out the
following passages:...the ancient shrine of ….Die… lying to the
north... ford… forest clearing...holy stones….
deep…..is hidden... bones... is buried
….black field…..the gem of
shadows...Gal…dar
For the Rac:
What the scroll said originally was:
“At the ancient shrine of the goddess Diena
which is found lying to the north of where
the elves ford their oxen, near the forest
clearing. Within the circle of holy stones,
deep under the crypt there is hidden a
second place of bones. Here is buried,
beneath the black fieldstone floor, the gem
of shadows which belonged to Galandar .”
3. Tunnel.
This tunnel, leading from the livingquarters, is muddy and slippery.
As the PCs enter they must make a
successful Agility check or fall, suffering1d4 points of damage. Movement rates are
reduced by half while in the tunnel.
4. Flooded Chamber.
The dim flickering light from a single torch
reveals a small natural chamber about 10’
by 15’ in size, which has been flooded bywater seeping from a crack in the wall.
Floating in the dark pool is a bloated
goblin body, greenish white from decay.
Suspended above the water, in a large hastily rigged net, is a young woman –
bound, and sobbing in fear. The large net
is suspended from a heavy beam that has
been wedged across the chamber some twenty or so feet above the water. The net
itself hangs about 10 feet above the water.
Recent rain has flooded the chamber (to a
depth of 4’ at the deepest point), which has
attracted a large and unwelcome visitor.
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If the PC’s make any noise or call out to the
young woman (Jena) she will become veryagitated and whisper that there is something
in the dark.
If the PCs enter into the water read or
paraphrase the following:
A soft rustling chittering noise comes from the darkness as a huge red and black
spider emerges from behind the corpse to
attack, its yellow fangs and glittering eyes gleaming in the torch light as it scuttles
along the ceiling towards you!
Giant Spider: LP 24; Hand to Hand (bite);
ADV +5, ATK +5, DOD +5, DAM +3; Bite
(2d6 +poison: 1d6 Dam per rd for 2d6 rds :ATR 1: DEF 3 Special Attributes:
Perception 3, Jump 3 Exceptional skills:Nightvision +4, Heightened Sight and
Hearing +3; Jump 15’ horizontal 7’ vertical:
This is a non web using spider. The spider
is about the size of a beach ball with legs
that are around 4’ long.
If the PCs manage to get Jena down fromthe net the young woman will be extremely
pleased to see the PCs, and more than happy
to answer any of their questions. If the
spider has not yet been killed, Jena will beextremely nervous and expresses her desire
to leave quickly. If the PCs ask Jena if she
knows what the goblins are up to, she tellsthe heroes that the goblins are working for a
sorcerer named Kassamaan, and that they
are digging for something in the nextchamber. If the PCs ask what they are
searching for, Jena does not know exactly,
but she was questioned by the sorcerer about
her knowledge about the shrine. Then sheheard him speaking to a couple of goblins
about something called the Shadowgem.
Jena Gyles: 0 Lvl Scout, LP: 18, WpnSkills: Cbt Arms, Thrown Wpn, Cbt Bonus:
ADV +0, ATK +1, DOD +1, DAM +0,
Wpn: 2x Exceptional Long daggers (2d8 +3
Dam), 2x Throwing Dagger (2d6), DEF:7(Exceptional Leather jerkin +3,
Exceptional Leather breeches +3)
Sp Abilities: Perception, Hide, Excep Skills:
Animal science +2, Herbal science +1,Track +2, Night vision +1, HP hearing +1,
Jena’s wpns and armor have beenconfiscated by the goblins and is being kept
in room 7.
Jena, a decent, if somewhat naive hunter,
went to the ruins despite her father warnings
to see what all the fuss was about, “Strange
happenings indeed” she had said as she lay
down wrapped in her cloak inside the shrine.The goblins returning from a late night hunt
surprised her and captured her, taking herbelow for their master. Kassamaan
interrogated her to see if she knew anything
about the “Shadowgem” and then put her in
the flooded room for holding.
Upon release she will be willing to continue
searching the caves if given a weapon andsomething to wear (she has on a tunic).
After the adventure Jena could be persuaded
to join the party if an additional NPC is
needed.
5. Bone Tunnel.
As you walk down this passageway you
notice that the floor ahead is covered with
white sticks and stones. But when you look closer you can tell that all around you lay
piles of ancient human bones, crumbling
away with age. As you move along the
tunnel your feet crunch on the bones withevery step.
When Kassamaan first entered the caves he
ordered the goblins to collect all theskeletons buried throughout the caves and to
unceremoniously dump them in this tunnel.
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If the heroes carefully search the tunnel they
find a tarnished silver ring on the hand of one of the skeletons. The rest of the
treasures was taken by the goblins. If a PC
tries to remove the ring from the skeletal
hand, the bones beneath the party’s feet stirand a skeleton forms from the pile of bones.
The skeleton attacks the PC who removed
the ring from its hand, using a large leg boneas a club. The ring is a non-magical silver
ring that was used as an identifier to the old
pagan cult. No one except historians wouldrecognize them as such now.
Skeleton (1): LP 27; Cmbt Arms, Shied
play; ADV +2, ATK +2, DOD +2, DEF +2
(+5 shield), DAM +2; Leg bone (1d6): ATR1: DEF 2 (Natural), Special Abilities:
Perception 5, Jump 4, Exceptional skills:Night vision +8, Save Bonus: +2 vs
Miracles & Holy Items, Weakness: Holy
Wpns do double DAM, Magical Ability;
Giant Leap, EXP: 160
6. Storeroom.
This chamber is used by Kassamaan as astoreroom.
The chamber is unlit and contains a number of boxes of supplies; food, digging
equipment, candles etc. Most of the
supplies of food and ale are generally of poor, but, acceptable quality. Set aside and
separate from the main piles there is
another pile of supplies.
These are intended for the goblins: dried
jerky (50 lbs), dried moldy cheese (50 lbs),
stale hardtack bread (20 lbs), a barrel of
watery beer (50 lbs). Three small picks, twoshovels, 20 med candles, 2 flasks of oil, 1
lantern, 3 moth eaten blankets, 4 rotten
leather sacks, and at the very bottom of a
crate there is a small leather pouch with fouruncut emeralds (each worth 10 gold each to
a jewler).
However, set aside is an area of supplies for
Kassamaan and so has much better qualityfoodstuffs. There is a small cask of fine red
wine (20 lbs), a wooden box with two
wheels of special smoked cheese (5 lbs
each), and a barrel of pickled fish from theNorthern seas (50 lbs).
Most of the supplies were stolen from ahuman mine about 20 miles away. The
gems were hidden by a dishonest miner to
sell later. If they are taken to anyone otherthan the Baron at Oxford, who will pay full
price) the PC’s will be accused of attempting to steal from a royal mine (the
only source of uncut emeralds around).
7. Sleeping Chamber.
You see a smelly chamber about 20’ by 25’
feet in size, which is illuminated by a single
flickering torch. The chamber contains several small sleeping pads covered in dirty
old rags, furs and blankets. In the corner
are two goblins engrossed in playing dice.
The goblins attack on sight, cursing and
sputtering obscenities at the party as they
enter into battle, unless the party has made
excessive noise the goblins will besurprised.
Goblins, Lesser (2): LP: 8, Wpn Skills: Hto H (bite), Cbt Arms, Cbt Bonus: ADV +0,
ATK +1, DOD +0, DAM +0, Wpn: Bite
(1d3) Goblin dagger (1d4+1), Goblin handaxe (1d6), DEF: 7(Studded Leather jerkin,
Leather breeches, Natural)
Sp Abilities: None, Ex Skills: Sneak +1,
Night vision +1, HP hearing +1, EXP: 45
Under one of the goblins bed rags is hidden
Jena’s 2 two long daggers, 2 throwing
daggers and her armor.
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8. Main Chamber.
Just before the PC’s enter this room (fromnorth or south) the Rac should describe the
sound of digging getting louder then a
guttural yell is heard and the sound of digging stops.
The badly flickering torch light reveals a
large chamber about 40’ by 25’ in size
floored in black stained flagstones. At the northern end of the chamber you see a
gaping hole, which has been dug into the
floor. Three goblins stand at its edge
looking down into the hole as though they are watching something. At the southern
end of the chamber there is a large pile of rubble. Although the room is reasonably
well lit in comparison to the other chambers, the badly flickering torches are
casting wild shadows all around the room.
The hole in the floor is where the goblinshave been digging for the Shadowgem. The
hole is 15’ deep and a ladder is provided to
reach the bottom. The large pile of rubble isfrom the excavations.
When the party enters there are three goblins
standing at the edge of the pit. Kassamaan is
at the bottom of the hole examining thesmall locked chest containing the
Shadowgem, which the goblins have just
uncovered. The goblins attack the PCs firstand if things seem to be going badly only
then will Kassamaan enter the battle by
using the trapped shadow demon within the
Shadowgem.
If the PCs haven’t faced the two goblins in
the Sleeping Chamber (see area 7) the
goblins will join the fight in three rounds.The RAC could decide that the heroes
should only face Kassamaan and the handful
of goblins, and forgo a battle with the
particularly dangerous shadow contained inthe Shadowgem. Simply determine that
Kassamaan was unable to unlock the small
chest in time to use the gem against the PCs.
If, as discussed earlier, the heroes havemoved quickly through the catacomb, an
alternative may simply be that the
Shadowgem is yet to be uncovered. If this is
the case, Kassamaan stands overseeing thedigging on the far side of the hole to the
heroes when the PCs enter, one goblin is in
the hole whilst the other two are dumpingrubble. Proceed with the rest of the
encounter as outlined above.
Goblins, Lesser (3): LP: 8, Wpn Skills: H
to H (bite), Cbt Arms, Cbt Bonus: ADV +0,
ATK +1, DOD +0, DAM +0, Wpn: Bite
(1d3) Goblin dagger (1d4+1), Goblin hand
axe (1d6), DEF: 7(Studded Leather jerkin,Leather breeches, Natural)
Sp Abilities: None, Ex Skills: Sneak +1,Night vision +1, HP hearing +1, EXP: 45
Kassamaan (Lesser Sorcerer): LP: 24,
Wpn Skills: Cbt Arms, Thrown Wpn, CbtBonus: ADV +1, ATK +1, DOD +1, DAM
+1, Wpn: Dagger (2d6), Staff (1d12), DEF:
7 (Robe of Armor +3 DEF)Sp Abilities: Perception 7, Excep Skills:
Sorcery Studies +3, Demonology +2,
Read/Write +2, Save bonus: +2 vs
Miracles/Holy Items, EXP: 110Spells: See Holy Power, See the Unseen,
Stun, Drain Faith, Absorb Miracle.
Equipment: Staff, Dagger, Ring of Invisibility, 2 Potions of Healing
Valuables: 5 gold, 10 silver, 4 gems (rubies)
5 gp each
Kassamaan is a tall, severe looking man in
his early thirties with pale death like skin
and black greasy hair that hangs down to hisshoulders. He has a trimmed black beard and
is dressed in a simple midnight blue robe,
which is held at the waist by a wide belt
embroidered with serpents. Unaccustomedto failure, Kassamaan is as ambitious as he
is ruthless. His lust for power is second only
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to his arrogance for which he is widely
known amongst his peers. Any attempt toconvert or preach to him will result in an
immediate attack, as Kassamaan is fully
aware of whom he follows.
(*Kassamaan is Pilipino for Evil)
Destroying the Robe is worth 100 EXP,Potions 25 EXP each and the Ring is worth
50 EXP.
Concluding the Adventure
When the PC’s return to Oxford, Jena
warmly thanks the heroes if they are
successful in rescuing her from Kassamaan
and the goblins. If the PCs became involvedin the adventure through Jena’s father, he is
more than willing to pay them any rewardthat they might have negotiated with him
before the adventure began. If they did not
then he will show at their door the next
morning with a Dwarven Dagger (non-magical +2 ATT/+2 DAM).
In addition, the people of Oxford will be
impressed by the PCs’ actions andexaggerated tales of their exploits will
precede them when travelling in the
surrounding area.
The Baron will reward the PC’s with freeroom and board at the keep for a week and a
feast in their honor. Warriors and Knights
may get free training while staying at thekeep.
The PCs might decide to keep digging for
the Shadowgem if they faced Kassamaanbefore the item was uncovered. The RAC
could also easily add other interesting items
buried with the Shadowgem, which could
lead to further adventures.If Kassamaan manages to escape with the
Shadowgem, additional scenarios to track
down Kassamaan are left up to the RAC.
One possible adventure idea might be that anote is found amongst Kassamaan’
possessions outlining his intention to use the
Shadowgem to fulfill a contract to
assassinate an important figure. What mightthe heroes decide to do in order to protect
the target?
The Shadowgem
Description: The Shadowgem is a large
black jewel about the size of a small child’sfist. The
item can only be used by an elf or a sorcerer.When activated by a command word a
shadow demon emerges from the gem and
attacks the gem wielder’s opponents to the
best of itsability until either he or she commands that
the attacks cease, the gem is destroyed, or
the shadow demon is slain.
All normal lights within 30’ of the exposedShadowgem will dim and flicker causing
even more shadows.
The Shadowgem can never be allowed to be
touched by sunlight, if it is it will beimmediately destroyed. Holy light cast
directly at the gem will cause the it to save
vs Holy Items of lose all abilities for 24 hrs.
Destroying the Shadowgem is worth 1000
EXP
History:The exact history of the Shadowgem is
unclear. Some scholars believe that it wascreated by an infamous sorcerer, named
Galander the Dark who reigned with terror
over 100 yrs ago with an army of creatures
that ruled the night,, but how and when it
passed from his malign ownership no one iscertain. Galander was slain by the Saint
Killian Redgill. The Shadowgem had been
thought lost to history until Kassamaancame across the badly damaged scroll
hinting that it was hidden deep beneath the
pagan shrine, years after the structure had
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been abandoned. Why the gem was hidden,
and by whom, remains a mystery.
New Monster
Shadow Demon: LP: 65 + 2d6 Greater
Demon,
Weapon Skills: H to H (bite & claw),Combat Bonus: ADV +8, ATK +8, DOD
+8, DEF +0, DAM +5,
Weapon: Bite (1d12), Claw (2d12) Any hit
by a shadow drains one point of Strength,
recoverable at 1 point per hour.AtR: 2
DEF: 7 (in total dark or daylight) 10 (inshadowy light, i.e torches candles etc.)
(Natural)
Sp Abilities: Perception 9,
Ex Skills: Sneak +10, Night vision +10, HPhearing +10,
Save Bonus: +3 Miracles/Holy Items
Special Abilities: Double DAM by Holywpns, Spirit drift and able to pass from
shadow to shadow at will.
EXP: 400
As with others of its kind, the ‘tamed’
shadow demon is very afraid of holy
weapons. So much so that Shadow Demonswill attack any person they see wielding a
Holy Weapon first and foremost. The
creature looks like a real shadow and canalter its shape slightly making it hard to see
and therefore it usually gains surprise (1-5
on 1d6).
The shadow demon is most powerful in anyshadowy light, such as torches, candles, or
open fires like a campfire. Holy light causes
it pain and will force it to flee if it fails to
make a save vs Holy Items.
If the shadow demon scores a hit, a save vs
curses must be made or it will drain 1 pointof
Strength in addition to doing normal damage
(each time). This weakness will last for 1hour. Anyone whose Strength is reduced to
zero will die (save vs Death or go into a
coma as per rules) and will become a
shadow demon within 24 hrs unless hisremains are blessed by a clergy and given a
proper funeral. Shadows are not undead but
can be exorcised as an evil spirit.
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MAP 1: Area map around the old shrine.
1. Spring Fed Lake (Wythmeer)
2. Old Cottage Ruins
3. Well Spring
4. Pagan Shrine
1 Square = 5’
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MAP 2: Crypt, under the Shrine
MAP 3: Catacombs under the Crypt.
.