shadows of the past (full adv)

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1 Shadows of the Past Release 1 Holy Lands RPG Copyright © 2011 Faith 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 introductory adventure for 3 to 6 characters of 1st to 3rd level (about 6 total levels). While the encounters in this adventure are not overly difficult and are even simplistic in some cases, 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 can easily be placed anywhere the Racmaster conducts his campaign. The portions that are  Bold/Italic are intended to be read or paraphrased to the players. Background For over the last month or so the forest west of the village of Wythburn has been quiet, too quiet, for it is normally teaming with wildlife. The spring weather has been good and most of the village attention has focused on the planting of what promises to be a very good growing year. One young hunter, a rather wild young lady named Jena, has been hearing persistent rumors from other trappers 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, were they stirring up something better left alone? Jena, always the adventurous huntress, went to investigate. That was over two days ago now, 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 contains a trapped demon creature called a Shadow, which upon command can be released to obey the wielder of the gem. Kassamaan had learned that the Shadowgem, which is reputed to have once belonged to the infamous sorcerer, Galandar, was hidden within 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 find the precious item when Jena arrived. Upon entering the ruin, Jena was immediately captured and imprisoned by the goblins, and still remains trapped within the shrine’s catacombs where Kassamaan plans on using her as the first victim of the Gems power.

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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.

.