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While visiting a bustling market the characters are approached by a merchant named Ayman who has a proposition. His regular trade route takes him near the Great Desert of Shifting Sands. On his last journey he discovered a tower had emerged from the beneath the dunes. He suspects it is part of Khartopolis, a city lost to a sands hundreds of years ago. He is willing to show them the location for either 20% of treasure found or 5,000 gp upfront for a map. Once they arrive read the following: Before you the endless dunes of the Great Desert stretch to the horizon. A land scorched by day and dropping to near freezing by night. The only break in the sandscape is a stone obelisk. Although only 15 feet in high, if the merchant is to be believed, ten times it's height lies buried in the sands beneath your feet. There is an easily accessible opening on one side of the tower (once a window). Due to the glaring sunlight it is difficult to see inside. The first character that approaches will be charged by a giant scorpion taking shelter from the sun. Giant Scorpion (AC 16, Hp 37, Atk 2 claws +6 (d6+4+grab), sting +6 (d6+4+poison), Init +0, SA Poison – d2 str (DC17). Inside the tower is an empty room with a hole in the floor where a sand covered staircase leads down into darkness. Characters must make a reflex save (DC 12) going down the stairs or risk slipping (2d6 damage). At the bottom of the tower is a door that leads into the ruins of Khartopolis. You step from the tower and find yourself standing in what must have been a city square long ago. A few walls and the cobblestones beneath your feet are all that remain. An unusual statue sits on top of a tall pile of stones at one end of the chamber and a corridor leads of to the north. There are four mite sentries hiding behind the precariously stacked pile of stones (8' pile). The statue perched on top is a damaged bust of a man with a hawk's head (25 gp). As soon as the characters are close enough to investigate the mites will push the stone pile over on top of them. Anyone in front of the pile must make a reflect save (DC 13) or take 2d6 damage. If they fail they must make a second reflect save (DC 16) or be trapped under the stones for 1d4 rounds. The mites will shriek obscenities and attempt to escape down the northern corridor. 4 Mites (AC 12, Hp 3, Atk: dagger +2 (d3-1), dart +2 (d3-1), Init +1, SA Hide +10, Craft (traps) +7). This room smells like a sewer and is littered with debris and refuse. Hundreds of insects crawl over small offensive piles of waste. A weaselly voice yells at you from the far side of the chamber “Hey dull teeth! We fight and I stick you in eye!” There are six mites (plus any who fled area 1) standing in the far corner of the room. They will immediately start bickering amongst themselves. “I stick em!”, “No I do.” “Okay you strongest. You stick em!”. After a minute the tallest amongst them step forward pointing his dagger at the largest character, “You fight Igwut. Igwut cut off feet and feed to whelps.” He has no intention of fighting but distracting the characters while the others use their vermin empathy to cause the insects to swarm. Then they'll pelt the characters with darts for two rounds and run away. There are four insect swarms of spiders, centipedes, locusts and scorpions. 6 Mites (AC 12, Hp 3, Atk: dagger +2 (d3-1), dart +2 (d3-1), Init +1, SA Hide +10, Craft (traps) +7, Darts are poisoned with scorpion venom (d2 strength – DC 11)). Two of the mites are wearing gold bracelets (20 gp each). 4 Insect Swarms (AC 17, Hp 10, Atk: 1d6 per round + poison, Init +3, SA Poison d2 str (DC 11) This area is piled with rubble and sand. There are well worn trails leading to all of the exiting corridors. Near a rubble pile in the southwest corner is a copper chest buried under a thin layer of sand. It's badly dented and must be smashed open (DC 14). Inside is an old pouch of coins (35 gp), a small obsidian figurine of a man with a jackal head (100 gp), a packet of dust of dryness and a scarab of protection with 4 charges left. Before the characters leave this area a voice will boom down the northwest corridor. “Go away or our magic will turn you into maggot meat!”. There are a group of ten mites at the end of the corridor (plus any that escaped areas 2). The mites have a horn of shouting they recovered from the ruins. Yelling through the horn will amplify the speakers voice by tenfold. Once per day the horn can cast a Shout spell (30' cone, DC 16 or deafened 2d6 rounds and 5d6 damage). If the characters go down the corridor the mites will use the horn's power then run to area 5 and take the corridor to area 3 where they will try and attack the characters from behind with darts. 10 Mites (AC 12, Hp 3, Atk: dagger +2 (d3-1), dart +2 (d3-1), Init +1, SA Hide +10, Craft (traps) +7). . A Mini Quest Mini Quest Mini Quest Mini Quest By David Dudka 1. 2. 3. Sample file

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Page 1: 1. Sample file · suspects it is part of Khartopolis, a city lost to a sands ... be charged by a giant scorpion taking shelter from the sun. Giant Scorpion (AC 16, Hp 37, Atk 2 claws

While visiting a bustling market the characters are approached by a merchant named Ayman who has a proposition. His regular trade route takes him near the Great Desert of Shifting Sands. On his last journey he discovered a tower had emerged from the beneath the dunes. He suspects it is part of Khartopolis, a city lost to a sands hundreds of years ago. He is willing to show them the location for either 20% of treasure found or 5,000 gp upfront for a map. Once they arrive read the following:

Before you the endless dunes of the Great Desert stretch to the horizon. A land scorched by day and dropping to near freezing by night. The only break in the sandscape is a stone obelisk. Although only 15 feet in high, if the merchant is to be believed, ten times it's height lies buried in the sands beneath your feet.

There is an easily accessible opening on one side of the tower (once a window). Due to the glaring sunlight it is difficult to see inside. The first character that approaches will be charged by a giant scorpion taking shelter from the sun.

Giant Scorpion (AC 16, Hp 37, Atk 2 claws +6 (d6+4+grab), sting +6 (d6+4+poison), Init +0, SA Poison – d2 str (DC17).

Inside the tower is an empty room with a hole in the floor where a sand covered staircase leads down into darkness. Characters must make a reflex save (DC 12) going down the stairs or risk slipping (2d6 damage). At the bottom of the tower is a door that leads into the ruins of Khartopolis.

You step from the tower and find yourself standing in what must have been a city square long ago. A few walls and the cobblestones beneath your feet are all that remain. An unusual statue sits on top of a tall pile of stones at one end of the chamber and a corridor leads of to the north.

There are four mite sentries hiding behind the precariously stacked pile of stones (8' pile). The statue perched on top is a damaged bust of a man with a hawk's head (25 gp). As soon as the characters are close enough to investigate the mites will push the stone pile over on top of them. Anyone in front of the pile must make a reflect save (DC 13) or take 2d6 damage. If they fail they must make a second reflect save (DC 16) or be trapped under the stones for 1d4 rounds.

The mites will shriek obscenities and attempt to escape down the northern corridor. 4 Mites (AC 12, Hp 3, Atk: dagger +2 (d3-1), dart +2 (d3-1), Init +1, SA Hide +10, Craft (traps) +7).

This room smells like a sewer and is littered with debris and refuse. Hundreds of insects crawl over small offensive piles of waste. A weaselly voice yells at you from the far side of the chamber “Hey dull teeth! We fight and I stick you in eye!”

There are six mites (plus any who fled area 1) standing in the far corner of the room. They will immediately start bickering amongst themselves. “I stick em!”, “No I do.” “Okay you strongest. You stick em!”. After a minute the tallest amongst them step forward pointing his dagger at the largest character, “You fight Igwut. Igwut cut off feet and feed to whelps.” He has no intention of fighting but distracting the characters while the others use their vermin empathy to cause the insects to swarm. Then they'll pelt the characters with darts for two rounds and run away. There are four insect swarms of spiders, centipedes, locusts and scorpions.

6 Mites (AC 12, Hp 3, Atk: dagger +2 (d3-1), dart +2 (d3-1), Init +1, SA Hide +10, Craft (traps) +7, Darts are poisoned with scorpion venom (d2 strength – DC 11)). Two of the mites are wearing gold bracelets (20 gp each).

4 Insect Swarms (AC 17, Hp 10, Atk: 1d6 per round + poison, Init +3, SA Poison d2 str (DC 11)

This area is piled with rubble and sand. There are well worn trails leading to all of the exiting corridors.

Near a rubble pile in the southwest corner is a copper chest buried under a thin layer of sand. It's badly dented and must be smashed open (DC 14). Inside is an old pouch of coins (35 gp), a small obsidian figurine of a man with a jackal head (100 gp), a packet of dust of dryness and a scarab of protection with 4 charges left.

Before the characters leave this area a voice will boom down the northwest corridor. “Go away or our magic will turn you into maggot meat!”. There are a group of ten mites at the end of the corridor (plus any that escaped areas 2).

The mites have a horn of shouting they recovered from the ruins. Yelling through the horn will amplify the speakers voice by tenfold. Once per day the horn can cast a Shout spell (30' cone, DC 16 or deafened 2d6 rounds and 5d6 damage). If the characters go down the corridor the mites will use the horn's power then run to area 5 and take the corridor to area 3 where they will try and attack the characters from behind with darts.

10 Mites (AC 12, Hp 3, Atk: dagger +2 (d3-1), dart +2 (d3-1), Init +1, SA Hide +10, Craft (traps) +7)..

A Mini QuestMini QuestMini QuestMini QuestBy David Dudka

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The floor of this room is covered in debris and sand. A group of six mites will throw darts at anyone entering the room. After one round they will retreat scrambling along the sandy pathways. One group of three will run to area 5 and the second group will run to area 7. If the characters follow along the paths they will have to make a reflex save (DC 15) or fall into one of two pit traps. The sand covered planks covering the pits can only support 100 lbs. The bottom of each pit is filled with giant cactus needles. Characters falling into the pits will be impaled by 5d4 needles doing 1 point of damage each. The characters can avoid the traps by traveling across the debris piles (movement speed is reduced by half). 6 Mites (AC 12, Hp 3, Atk: dagger +2 (d3-1), dart +2 (d3-1), Init +1, SA Hide +10, Craft (traps) +7).

You enter a large courtyard with crumbling columns and debris. In life this area would have served as a gathering place for the citizens of Khartopolis. Now it serves as their tomb. Hundreds of mummified bodies are scattered about the area. Some are huddled together in groups while others are kneeling in prayer or laying in curled up balls. Each of their faces is marked with a grimace of terror.

There are over 500 bodies in the area. As long as they are undisturbed then the characters can travel through this area without incident. Many of the bodies are wearing jewelry and other items of value (assume equivalent of 10 gp value of per person for a total of 5,000 gp). If any of the bodies are looted the sand will stir unnaturally into a dust devil and enter the bodies of 1d6+6 corpses. They will rise and attack the characters as long as they remain in the area. If the undead are slain another 1d6+6 will rise. If the second group is destroyed then a single undead revenant will rise and attack. If the characters leave the area for at least 10 minutes the undead will settle. The undead will not rise if Malekhet is in the room. Zombies (AC 12, Hp 12, Atk slam +4 (d6+4), Init +0)

Revenant (AC 19, Hp 76, Atk 2 claws +14 (d8+7), Init +7, SA Baleful Shriek, Reason to Hate (Grave robbers), Self Loathing)

As the characters enter this area a force of twenty well armed mites will be gathered around their Chief Grikhu. The chief will address the characters in common, “Great warriors from above the sand. To avoid war we offer you the treasure of the ancients.” Grikhu (10 hp) will direct the characters to a small chamber off area 6 (marked with a T on the map).

4. In the center of the chamber is a pile of artifacts, jewelry, coins and other valuables (items the mites have collected from the ruins). The mites are hoping the characters will take the bait. As soon as at least half of the characters enter the small chamber the mites will set off their trap by knocking over two support beams causing the corridor to collapse sealing the characters inside with the treasure. It will take 1d4+2 hours to dig free.

The pile consists of twenty small statues, art objects and jewelry (worth 1d6x10 gp each), 2,700 sp, 8,000 cp, 348 gold pieces and a ring of the chameleon.

This area is the hunting grounds of two Giant King Cobra snakes. The mites in area 4 will run here hoping the snake will attack the characters. There is a 50% chance they leave their lair (marked with an S on the map). Inside the lair are the remains of several mite bodies and an ornate flask half buried in the sand (potion of extra healing). King Cobra (AC 18, Hp 21, Atk Bite +5 (d6+7+poison), Init +6, SA Poison – DC 17 or take 1d6 Con)

This chamber was once part of a noble family dwelling. While of high quality most of the furniture is broken. Amongst the debris the characters can find a badly dented metal decanter marked with arcane symbols. The stopper is stuck but can be removed with a strength roll of 14 or higher.

This is a decanter of endless water but the damage has caused it to malfunction. When the stopper is removed a super geyser will erupt immediately flooding the entire room in a maelstrom of churning water (DC 20 to hold onto the decanter. Anyone hit with the initial blast will take 3d6 of bludgeoning damage. The decanter will run out of water after a few rounds but will recharge after 24 hours if the stopper is found and replaced (search roll of 18 or higher to find it).

This area once served as a kitchen for a noble family. There is a copper bowl on a table worth 25 gp. In one corner of the room there is a heavy stone lid sitting on the floor. Under the lid is a circular hole 8 inches across cut into the floor. The hole is 15 feet deep and opens into a small 3' x 3' room filled with green slime. Anything lowered into the hole will be dissolved by the slime. This was used as a garbage chute by the former residents.

This chamber contains an ornate bed with a now moldy mattress. On one wall hangs an intact mirror inset in a bronze frame. The mirror radiates magic. An inscription is etched into the back of the mirror but requires read magic to understand.

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Speak “Bellaphobos”All will worship your

sightand in your presence

delightFrom dusk to dawnOr dawn to duskThen fear you will

incite.

Anyone gazing into the mirror at dawn or dusk and speaking the command word will immediately gain an 18 charisma or +2 bonus if they already have an 18 charisma. The effect will last for 12 hours. Only one person can be under the mirror's enchantment at any one time.

Once the effect wears off the persons charisma is reduced to 3 for the next 12 hours. The mirror is worth about 5,000 gold despite being partially cursed.

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Page 3: 1. Sample file · suspects it is part of Khartopolis, a city lost to a sands ... be charged by a giant scorpion taking shelter from the sun. Giant Scorpion (AC 16, Hp 37, Atk 2 claws

This room contains stone work tables and dozens of bronze platters and canopic jars. The walls of the room are painted with a murals of people performing religious ceremonies. In the center of the chamber is a statue of a dog headed man wielding a khopesh sword.

Any priest will recognize this as a preparatory chamber for ritual sacrifices. The platters (worth 15 gp each) and jars (5 gp) are used to present food and wine to the gods. The statue is that of a guardian of sacred places.

Careful inspection of the murals will reveal that parts of them are made up of gemstones embedded into the wall (20 gemstones x 25 gp each). They can be removed with some effort but doing so will activate the statue. Caryatid Column (AC 14, Hp 36, Atk Khopesh sword +8 (d8+4), Init -1, SA Shatter weapons, Statue).

A large stone archway of two pillars topped with crossed stone swords dominates this area. On the floor near the archway is a stone tablet which has been smashed into dozens of pieces. You notice some of the pieces have symbols and letters chiseled into them.

Reassembling the stone tablet will reveal vital clues to summoning the sphinx (optionally, cut out and give the players the pieces on the last page).

Beyond the arch is a chamber where they will find a large statue of a winged creature with a lion's body and a human head. The statue is that of the Sphinx Ra-Ramzes. If anyone utters his name within this chamber the statue will transform. He will be expecting an offering and will be angered at the characters lack of respect if he is summoned empty handed.

“I am Ra-Ramzes, advisor to men since long before the coming of the great sands. You dare use my name and offer not even a morsel to sate by hunger or a drop to sate my thirst. Stay your hands from your weapons and speak quickly or I will consider your lives to be the offering.” For the next 24 hours the characters suffer a curse spell.

If however they present him with an offering he'll be extremely pleased. “It is good to see that after so many passings of the moon respect for the old ways still exist. I am pleased by your gift. Now tell me how you have come to find this place?” For the next 24 hours the characters benefit from a bless spell.

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After listening to the character's tale, Ra-Ramzes will offer to tell them the story of how Khartopolis came to ruin.

“In the throne room not far from here you will find the amber princess. Her name is Raia-Selene, the daughter of a once wise Pharaoh, Mordhotep. Mordhotep sat on the throne of Khartopolis longer than any other. But as the remaining years of his life grew few he went mad with the notion he could cheat death.

The gods of light had no answers. For them the cycle of life and death is the natural order of things. This forced Mordhotep to turn to the gods of the underworld. They offered him the chance to live ten thousand life times for the price of ten thousand lives.

Mordhotep accepted their offer and on a moonless night the dark gods summoned a colossal sandstorm. It's sole purpose to consume Khatopolis and all life in it.

I became aware of Mordhotep's plan too late to stop it but I could deny him the immortality he sought by saving a single life. One life short of the ten thousand promised, the life of his daughter Raia-Selene. Instead of immortality, Mordhotep was cursed, trapped in undeath. He seeks to complete the ritual by killing Raia-Selene. I would free her and end is reign if you were willing to help.

If the characters do not agree to help Ra-Ramzes will respond, “Even if it takes a millennium for true heroes to find this place, stone endures. Begone or Khartopolis will become your tomb.” Ra-Ramzes will convert back to a stone statue.

If they agree he'll smile broadly. “Excellent. There is unfortunately only one way to free the princess from her amber prison. We need the wish of a genie.”

The Sphnix will use his detect object ability to locate the lamp of Zindin, the genie that created the amber prison in the first place. “The genie lamp is still where I placed it hundreds of years ago. Mixed in with the royal treasury. The chamber lies through a secret passage behind the throne room. You must retrieve the lamp and bring it to me. I caution you not to release Zindin on your own.”

Ra-Ramzes (AC 21, Hp 102, Atk 2 claws +17 (2d6+6), Init +5, SA Pounce, Spells)

TRIBULATION OF THETRIBULATION OF THETRIBULATION OF THETRIBULATION OF THE

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Page 4: 1. Sample file · suspects it is part of Khartopolis, a city lost to a sands ... be charged by a giant scorpion taking shelter from the sun. Giant Scorpion (AC 16, Hp 37, Atk 2 claws

In front of you stands a pair of ornate double doors. On either side of the doors, perched eight feet off the ground are tiny windows in the stone wall. You can hear the deep echo of a voice coming from inside. It is filled with anger.

“Another day in an eternity of days has passed and you still deny me what is mine! I am Pharaoh! I decide the fate of my people, NOT you my daughter and not Ra-Ramzes. Curse this amber shield! Curse you! Curse the Gods and Curse Ra-Ramzes!”

Once they enter: Beyond the doors is a grand court with sculpted pillars to either side and a throne at the far end of the chamber. The throne and the person sitting in it are encased in a cube of amber. A tall mummified man wearing a golden crown is kneeling in the middle of the room. As he stands and meets your gaze you feel an overwhelming sense of despair assail you mind. “How dare you disturb this place!”

The characters will have to make will saves (DC16) against despair or be paralyzed with fear for 1d4 turns. Mordhotep intends to take his rage out on the characters who interrupted him at the wrong time. He will fight until he is reduced to 25% of his hit points or set on fire.

Mordhotep (AC 20, Hp 60, Atk slam +14 (d8+10+mummy rot, Init +0 SA Despair (DC 16), DR 5/-, undead traits, speak with dead, vulnerable to fire). Mordhotep is immortal. If reduced to 0 hit points he will flee to area 15 where he can regenerate by spending 10 minutes in his sarcophagus. Even if his body is completely destroyed he will reform inside the sarcophagus after an hour. The only way to kill Mordhotep permanently is by using the Rod of Resurrection held by Raia-Selene (it can also cures mummy rot and poison at a touch).Once Mordhotep is gone the characters can approach the throne.

Sitting on the throne is a beautiful woman. She appears as if she is in a peaceful sleep. In her left hand is a rod shaped like an Ankh. Both her and the throne are covered in a cube of what appears to be solid amber.

The amber cube is completely indestructible. Only through the power of a wish can it be undone.

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This chamber is filled with over twenty large chests. Each contains 10,000 gp of valuables. Buried in one of the chests is the lamp described by Ra-Ramsez.

Once the characters exit the treasure chamber they will again feel a hint of despair. Mordhotep will have returned and be waiting for them inside the throne room. He will hold up his hands in a gesture of peace.

“Forgive my manners. You caught me in a moment of weakness and anger. I am Mordhotep. All that you see here belongs to me. The stone, the sand and yes, the treasure you have discovered. All of it is mine to give to whomever I chose.

There is a sphinx named Ra-Ramzes. He is responsible for what happened to my daughter and what happened to me. But all of it can be undone with his death.

All you must do is make an offering of food and wine while speaking his name. Into the wine you will place this poison (holding up a flask). Even a beast as mighty as a sphinx will be slain by a single drop. Kill Ra-Ramzes and all of this will be yours.

If the characters decide to kill Ra-Ramzes, Mordhotep will use his speak with dead spell to uncover the secret of freeing the princess. He will seize the lamp if Zindin and reward the characters by allowing them to leave with as much treasure as they can carry.

14.This chamber is only accessible through the secret doors (DC 25 to find and open). It contains a large ornate sarcophagus (10,000 gp) that serves as Mordhotep's sanctuary. It cannot be opened or destroyed as long as he is alive.

Summoning the GenieSummoning the GenieSummoning the GenieSummoning the GenieOnce the characters recover the lamp they can release the genie Zindin. A plume of blue smoke will flow from the lamp forming into a Marid. “At last my endless boredom has ended. What have we here? How wonderful, mortals for my amusement!”

If Ra-Ramzes is present, he'll roar, “They are not here for your amusement Zindin. It is time to undue the amber spell.”

Zindin will laugh, “I've already given you a wish Ra-Ramzes and cannot give you another. If you want your precious Raia-Selene to be free then I'll have to give it to one of these mortals. For me to do that they must first either amuse me or defeat me.”

Zindin (AC 23, Hp 114, Atlk 2 slams +17 (2d6+6), Init +8, SA Vortex, Spells including Wish)

Ra-Ramzes is angry enough that if the characters want to fight Zindin he will join them. They must reduce the genie to 10% of his hit points before he submits. As an alternative, Zindin will agree to give the wish if he can be defeated in a game of Lions & Jackals (see back of adventure). If the characters lose he will give them the wish but they must agree be Zindin's slaves for a month.

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Cut along gray lines

Final ConfrontationFinal ConfrontationFinal ConfrontationFinal ConfrontationOnce the characters have earned the wish from Zindin, Ra-Ramzes will expect them to use it to free the princess. Technically, they can make any wish they want although they will make an enemy of Ra-Ramzes if they decide to use it on something else.

Ra-Ramzes cannot leave his area so it will be up to the characters to defeat Mordhotep (again) and free the princess. When the characters arrive at the throne room Mordhotep will be waiting for them behind the secret door. He will wait until they use the wish before he attacks.

Mordhotep will do everything in his power to kill Raia-Selene once she is freed. If he succeeds he will become human again but will be immortal (regenerating 10 hp per round). At that point he will have little interest in the characters and will demand they leave the ruins or die. If they don't leave he will awaken all 500 corpses in area 5 and order them to attack.

Once the princess is released it will take her 1d4+2 rounds to regain her senses.

Raia-Selene (AC 14, Hp 35, Atk Rod +8 (1d6+2), Init +2). The rod she is carrying is the Ankh of Life. It functions as a rod of resurrection and can cure poison and disease including mummy rot.

She will use the rod on Mordhotep turning him back into a mortal. If killed in this form he will not reanimate. As soon as Mordhotep is injured as a mortal he will fall to his knees and beg for mercy. Raia-Selene will show none.

“You have brought about the death of our people and our civilization. There can be no mercy father, only the afterlife in the underworld.”

EpilogueEpilogueEpilogueEpilogueRaia-Selene and Ra-Ramsez will be thank the characters for their help. They intend to use the rod of resurrection to bring the population of Khartopolis back to life. They will need most of the treasure to rebuild but will offer the characters a total of 10,000 gold coins for their assistance plus any magic items found. They will also always be welcome in Khartopolis.

Other Mini QuestMini QuestMini QuestMini Quest adventures:

Maze of the Man-BullThe Baron's BastardRise of the Vampire

Song of the Siren QueenThe Hollowing of GreyhavenBeware the Wyvern Wood

Terror at InarukRevenge of the Kobold KingReturn to the Doom Tower

The Lost KingTrail of the Giant

Sword of the ArchonThe Mad Manor of Astabar

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Page 6: 1. Sample file · suspects it is part of Khartopolis, a city lost to a sands ... be charged by a giant scorpion taking shelter from the sun. Giant Scorpion (AC 16, Hp 37, Atk 2 claws

Lions & JackalsLions & JackalsLions & JackalsLions & Jackals

Lions Start Here

Jackal Starts Here

DENDENDENDEN

The goal of Lions & Jackals is for the Lion to get their cubs to the Den and for the Jackal to eat the cubs. Players should play as the Lions. The GM (Genie) is the Jackal. Turns run as follows.

● Cubs move first. Roll 1d6 for each cub to determine how many spaces they move. Cubs must always move forward towards the den at the center. Cubs can occupy the same space. Once they get to the Den cubs must roll the exact number of spaces to enter. Lion players wins 10 points for every cub who escapes. If a cub lands on a black square it misses the next turn.

● The adult Lion moves next. Roll 1d6 to determine the maximum number of spaces the adult Lion can move. The adult Lion can chose to move fewer spaces but must move at least one space. The adult Lion can move forward or backwards. If the adult lion lands on the same space as a cub that cub is protected. If the Lion lands on the same space as the Jackal, the Jackal must immediately move back one space or forward one space (Jackal's choice). If that space is occupied by a cub then it is eaten (bad move on behalf of adult Lion). If the adult Lion lands on a black square it misses the next turn.

● The Jackal moves last. Roll 1d6. The Jackal must move the number of spaces rolled but can move forward or backwards. If the Jackal can land on a space with an unprotected cub that cub is eaten and removed from play. The Jackal receives 10 points for every cub it eats. If all three cubs are eaten the current rounds ends. The Jackal cannot land on the same space as the adult Lion. The Jackal is not affected by the black squares.

● The first player to reach 50 points wins (or pick any amount)

JL C C C

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