OTHERWORLDLY WARLOCKS MODULE: OWL008 For use with any RPG Rule System --TAVERN Note that this Adventure takes place in the City of Intrigue (Module 6). PCs might hear a Rumor, see a Wanted Poster, or be approached directly. It will be explained that several Jewelry Shops have been hit and the Merchants have already hired several other investigators who are also Working the case. Whoever recovers the Jewels will be richly rewarded. --JEWELRY SHOP PCs are led to one Boarded up shop to take a look. All the Windows and Glass showcases are smashed. The small Holy Symbol is attached to a broken Chain and is mixed in with the broken displays. The PCs are the first to see it. It is very ugly and the Merchant will say it is not part of his inventory. --SAGE Within a few minutes of looking at dusty old Tomes the Sage of Choice will Identify the Symbol. He is a God of a Dead Universe. His followers will most Likely be found along the Coast, or under the waves. --DOCKS If the PCs ask anybody in the Harbor Area they will tell them the Rumor about Hooded Strangers and direct them to the Warehouses. Only the Bribed Harbor Master and other officials might claim to be unaware. Another group of Investigators Might be trailing them and will try to steal any Jewels they are likely to find. The PCs Can easily Hire or Steal a Fishing Boat from here. --WAREHOUSE There are 10 Cultists armed with Fanged Daggers and Spears. If wounded by a Fang A player must save vs Toughness or contract a disease that will gradually turn him into an Evil Deep one in 4+1D6 Days. They find a stone Egg filled with Gems that glow. The Egg is thin walled and has a Lid. It is a Relic that when filled with Gems is able to Absorb Leyline energy and transfer it to opening and maintaining a Magic Portal. The egg is easily smashed and the Gems recoverable. There is a Map showing the City And 5 Points on it forming a Pentagram. The Warehouse is one of the marked Locations. The others are listed below. --LIGHTHOUSE The Cultists have the Keeper in Captivity. He has Gone Mad. The Hydromancer Is a Level 6 Cultist High Priest. He will Summon a Water Elemental and hit the players With Water blasts. There are 5 regular cultists as well. The Egg is in the basement. The Keeper will explain that Dargon is coming in 5 Days and when he does he will drag The entire City into the Sea. To close the Gate at the center of the pentagram all 5 Eggs must be destroyed. The Keeper gives the party a scroll of Water Breathing. --FISHING PIER The Cultists are disguised as Fishermen. There are 15 of them. They have +2 To Grapple. There are also a dozen unsuspecting normal Fishermen on the Pier. The Egg is easily found in a tiny Shrine devoted to all the Sea Gods. Once found The Cultists Attack. The Giant Octopus under the Pier will pluck away one PC or Fisherman per turn. Each Tentacle has 2 Wounds. It will flee when 4 are destroyed. --ROCKY CAVE 20 Crabmen and 1 Giant Crab Start a Timer once the egg is spotted. In 10 Turns the Cave will Be completely flooded. Increasing penalties as the water level rises. --SUBMERGED TEMPLE PCs will need a Boat. It is 20 Minutes rowing into the heart of the Bay. PCs need Water Breathing Magic or Tech. The Temple is 60 Feet Down. The Shark has Damage +3. There are a Dozen Fish-Men Humanoid Cultists. They have Daggers, Spears, Tridents, and Nets. While underwater PCs Are -3 to Attack, Defense, and Damage. They Move at half Rate. There is a 15% per round one random Party Member will be swept away by the current. The Temple is a small simple open structure with a Dargon Idol holding the Egg. Note: If the players do not return the Jewels, the Merchants will learn of it and send Bounty Hunters after them. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++= IMPORTANT LINKS Spells and Swords Classes CLASSES Spells and Swords Bestiary BESTIARY Spells and Swords Stuff STUFF OTHER RULE RELATED LINKS Combat Rules COMBAT RULES Skills, Spells, and Saves SKILLS, SPELLS, AND SAVES Dungeon Building DUNGEON BUILDING

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