Moloch: Mini Quest Mini Quest Mini Quest Mini Quest
Moloch: Mini Quest Mini Quest Mini Quest Mini Quest
If Sorensa was killed during the last adventure. Sorensa's body The merchant is unscrupulous but not evil. He doesn't
has gone missing. She was a loyal follower of Moloch so I fear know the true nature of the potions and is in
the worst. fear for his life. Sorensa insisted he convince the
characters to buy them or else.
If the characters are hesitant, Kezmar will insist that as adventurers
they bring an unexpected element to the quest. He will offer each a
reward of 500 gp plus the favor of the Baron.
The journey to the tomb will take five days. They will meet Arista and
her paladins the following morning at the North Gate.
ARISTA
I am thankful for your company. Kezmar speaks highly of your
skill. May the Light be our guide through this darkness.
ARISTA (Human, Cleric 6th) Init +2, AC 15, Hp 33, Atk Holy Staff
+6, Dmg 1d6+2 SA Holy Staff +2 (Smite Evil 3/day +4 to hit/+8
Dmg)
Spells:
Lvl-0 (4) detect magic, stabilize, light, guidance
Lvl-1 (4) bless, cure light wounds x2 (d8+5)
Lvl-2 (4) remove paralysis, aid, cure mod wounds x2 (2d8+5)
Lvl -3 (3) Prayer, Searing Light x2 (3d8/6d6 vs undead)
LEONA & REYNALD (Human Paladins, 5th) Init +2, AC 17, HP 38,
Atk Mace +8 Dmg d8+2, SA Aura of courage +4 morale, Aura of
Good, Detect Evil, Lay on Hands (2d6, 3 times/day), Smite evil
(+2 to hit/+5 damage)
LEVINTO
An elven women, with a fearful look, ordered me to sell these
potions to you under threat of death. I know not their true nature
but I pray you take them for if they are found in my keeping her
wrath will be terrible.
Day 3
As the characters pass a swampy area they'll find a wagon in the
middle of the road. The horse is dead, it's ribs crushed by some
constricting force. Inside are a woman (Isilda) and her two children.
ISILDA
Our farm was laid barren by drought so we are travelling south
to make a better life in the city. We came upon what looked to be
a log lying across the road. As we drew near, the trunk moved
revealing itself to be a snake of great size. It grabbed our horse Day 5
coiling its body around it. My husband Tomin seized his axe and As the characters approach the foothills where the tomb is located
tried to save it. As soon as he struck, the snake turned on him they will come upon a remote homestead. The place appears
dragging him off into the swamp. Please help us. desolate and no smoke rises from the chimney. Arista will insist
they investigate.
If the characters investigate the swamp they'll spot a large snake
basking in the sun several hundred yards away. Its belly is bloated You draw near the farm home when the doors to the barn
with a recent meal. crash asunder. Emerging from inside strides a great bull, its
ARISTA face has been eaten away leaving only the leering skull
Tomin is beyond saving but I would bring peace to this family underneath. A fiery light burns inside its hollow eyes as it
and see him properly laid to rest. paws at the ground and charges forward.
TEMPLAR REYNALD UNDEAD BULL (Init +0, AC 17 Hp 42, Atk Gore +8 Dmg 1d8+6
I understand your desire to do good here my lady but this is a SA Trample 2d6+8 DC 20), Undead immunities
powerful beast that will not be easily slain. We cannot risk the
quest. There is no sign of the farmers.
Weedy is a fire belcher. He has three elixirs of flame breath which he Covered in dirt (DC 15 to spot) is a leather pouch dropped by one
takes in very small doses (1 dmg). His balls of fire spit can hit targets of the thieves who robbed the tomb. Inside is 20 gp and a Ring of
up to 25 feet away. Escape. Twice per day the wearer can teleport 1d10 x 100 feet in a
random direction (1d8 with 1 indicating north). The ring
Rota claims to be immovable. She will challenge the strongest automatically activates if the character fails a fear check or is
character to try and budge her from inside a circle drawn in the dirt. reduced to 10% hit points or less.
She wears a belt of giant strength +4 (Str 18).
At the center of this stone chamber is a obelisk covered in
Once most folk are asleep, Arista will seek out a character that has 2. holy glyphs. Upon seeing it, Arista will immediately give a
impressed her with their skill, courage or compassion. short prayer of thanks.
ARISTA Arista will explain that this is a sanctuary pillar which protect those
It gives me hope to see three so full of life. (silence for several loyal to the Light. Any good creature touching the pillar will
minutes) immediately be affected by a Sanctuary spell lasting for 10 rounds.
Once a character touches a pillar they cannot touch it again for 24
There is a truth you deserve to know. You know that creature in hours.
the grave uttered Moloch's name. It can only mean that he has
risen in yet another incarnation of undeath. This changes Before the group leaves this chamber one of the templats will call
nothing for me and the templars. Should we fall our faith will see out in alarm. Read the following:
our bodies protected from his undead curse. You and your
friends, however, will not be spared this fate. If you die at Beyond the tomb entrance the skies darken and a chill wind
Moloch's hands you will rise to join his army of death. I need weaves through the barrow mounds. All around, stone cracks
your help but cannot in good conscience ask you to continue and the earth heaves as skeletal hands claw their way out
without knowing the risk. I will respect whatever you decide. from darkness. Warriors, long dead, and numbering in the
hundreds rise to answer their master's calls.
In the morning, Weedy will approach the character Arista was
speaking to and admit to overhearing their conversation. He will offer Two hundred skeletons will crawl from the barrows and march
the character one of his elixirs of flame breath (4d6 damage, DC 13) towards Moloch's tomb. Their goal is not to kill the characters but
to aid in their quest. If the characters decide to not continue, the to prevent them from leaving. They will only attack if attacked.
adventure ends here and Arista and the templars will die at Moloch's
hands.
TEMPLAR LEONA
My lady. Reynald and I will hold them here at the entrance for
as long as we can. You must search every corner of this tomb
and see the amulet returned to Moloch's neck.
The paladins will insist on this course of action indicating that if the
door is left unguarded and the skeletons get inside the group will
be quicklyl overhwlemed.
This room contains three stone crypts. Two are sealed while
3. the third stands open, its stone lid broken upon the ground.
Hanging feet first out of the crypt is the body of a man
wearing leather armor.
The man has only been dead for several weeks and appears to
have been a member of the thieve's guild. His hands grasp a
golden necklace (1,500 gp) hung around the neck of the corpse
This large room contains dozens of stone crypts in various
inside. The corpse's hands are wrapped around the thief's neck
which has been crushed. If the necklace is touched the corpse will
5. .
states of ruin. The bones of those interned here litter the floor.
attack.
As the characters pass through the room a familiar voice will
COFFER CORPSE (Init +1, AC 14, Hp 20, Atk Slam +4, Dmg whisper from the shadows.
d4+4+grab, DR 5/Magic, SA Death Grip (d4+4), Deceiving
Death, Fear (DC 13) SORENSA
In life I've always regarded most people as vermin. Now,
The three crypts in this chamber have been reduced to rubble through Moloch's teachings, I know the truth. You are not
4. with pieces of stone scattered around the room. The crypts vermin. You are prey.
occupants sit side by side against the far wall.
A gaseous cloud will materialize into Sorensa Daring. She'll smile
The characters will notice that one of the corpses is wearing a gold revealing wickedly sharp fangs.
wedding band (100 gp). The other two have nothing of value but
one is missing a finger. As they are about to leave the room one of SORENSA
the characters will notice a finger lying on the floor. On it is a Give me the Talisman and I'll not only grant you life but eternal
matching wedding band (100 gp). Should the characters touch the life. Refuse and I'll take it anyway and you'll die and rise for
band the corpse with the missing finger will cry out nothing. I'll see that you wander aimlessly and eternal as the
“MIIINNNNEEEEEE!!!!!”. mindless dead. The choice is yours.
The debris in the room will immediately start flying at the character Sorensa has been transformed into a vampire. If reduced to 0 hit
until the ring is dropped or returned to the corpse. points she will retreat and reform in area #10.
Poltegeist (Init +1, AC 12 Hp 16, Atk Telekinesis +3, Dmg 1d6, SORENSA DARING (AC 18, Hp: 40, Atk Iron Spear +8 (d8+4),
SA Incorporeal, invisible, Fear, rejuvination – if destroyed the Dagger +4 (d4+4), DR 10/Magic or silver, SA (Thief) Backstab
poltergeist will reform in 2d4 days fully healed. It will +2d6). SA (Vampire) Resist cold/electricity (10), Fast Healing 5,
continually haunt anyone who takes the ring, even beyond the Vampire weaknesses, Blood drain (1d4 Con), dominate (DC15),
tomb, as it is bound to the ring and not the grave site) energy drain, change shape, gaseous form, spider climb.
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Juan Blanco (Order #10027909)
This long corridor is lined with stone doors marking the
6. This long corridor is lined with stone doors marking the 7. tombs of the dead. At the far end of the welcome sight of
tombs of the dead. At the far end of the hall is the welcome
sight of another pillar of sanctuary. another pillar of sanctuary.
The pillar functions the same as the one in area #2. Arista will The pillar functions the same as the pillar in area #2. Just as the
indicate they need to check each tomb for Moloch's corpse. The characters enter this corridor they'll hear stone scrape against
contents of the tombs are: stone as all of the crypts doors slide open at the same time.
Nothing else happens.
TOMB A: This tomb contains a single stone crypt. The lid is
partially open and a corpse's hand is sticking out. There is a gold As they move along the corridor try and build the tension as they
ring inset with a pearl on the hand (150 gp). Nothing will happen if pass and inspect each tomb. The contents of the tombs are as
taken. follows:
TOMB B: A long dead dog with a ball in its mouth lays on top of TOMB A: Two crypts. Nothing of interest.
this stone crypt. Inside is the corpse of its master. When the TOMB B: Two crypts. Nothing of interest.
characters leave the crypt they'll hear something following them. TOMB C: Inside this tomb is the body of one of the thieves. He
Out of the darkness will come the undead dog. It will drop the ball has a look of horor on his face and appears to have died of
at one of the character's feet. Being undead it never needs to rest unnatural old age.
so therefore will play fetch forever. It will attack if attacked. TOMB D: Two crypts. Nothing of interest.
Undead Dog (Init +3, AC 15, Hp 16, Atk Bite +4, Dmg d6+3+trip) TOMB E: Two crypts. Nothing of interest.
TOMB C: As the characters pass this tomb they will hear pounding As the party passes the last tomb they'll hear heavy breathing
on the door from the other side. Inside the crypt is a pair of behid them as a ghost manifests. As soon as they lay eyes upon
mummified hands clenched into fists. the creature it will let out a frightful moan (Will check versus DC 18
or become panicked for 2d4 rounds). It will then disappear unless
TOMB D: This tomb contains two crypts but nothing of interest. attacked.
TOMB E: Instead of a crypt, this tomb contains a large iron chest. Ghost (Init +5, AC 17, Hp 73, Atk Corrupting Touch +6, Dmg
The lid is flat and inset with four square depressions. On the floor 7d6, DC 18 for half, SA incorporeal, undead traits, frightful
in front of the chest is the charred corpse of a thief holding four moan, corrupting touch, telekinesis.
marble tiles (Cut out the tiles below and scatter them about on the
table in a random order). This large chamber contains three pillars of sanctuary near an
8. alcove at the south end of the room. A metal door leads north
On the front of the chest is a fire symbol and the inscription: but fades from sight as a coiling darkness begins to grow
from the center. Black tentacles reach out into the room as a
MOLOCH
Deny me and you'll never leave this tomb.
ARISTA
Moloch's tomb lies beyond that iron door. The moment the
Talisman touches his corpse he will be robbed of his power. I
think we should divide ourselves into two groups. One group
will attack Moloch directly to keep him at bay while the other
tries to reach his body with the Talisman. Since myself and
the paladins will be spared Moloch's undead curse I suggest
we face him alone.
MOLOCH An unholy cry of rage comes from above. As you look up, the
Don't you realize that life has blinded you? I am undead. You ethereal tendrils of Moloch appear at the opening of the pit.
cannot win against that which is eternal. Forsake your mortal The pitch of his infernal cry intensifies as Moloch charges
coil! Embrace what I offer or suffer all my hate for what you downward towards you. As brace for death, suddenly, his
are. dark form rushes past and is absorbed into the Talisman.
Moloch will fully rise from the pit at which point Alysa will attack Once the characters ascend from the pit they'll find Alysa kneeling
with a Searing Light spells driving him back. over the slain bodies of the Templars. When the characters
approach her body will tense.
ALYSA
We must strike now! ALYSA
Please stay back. I praise the Light for Moloch's defeat but my
Alysa and the paladins will attack. It is up to at least some of the faith was misplaced in believing I was immune to his power.
characters to get to the bottom of the pit where Moloch's body
rests. On the off chance the characters are able to reduce Moloch Aylsa will turn revealing pale skin, sunken eyes and vampiric
to 0 hit points his undead form will dissipate for 24 hours giving fangs.
them plenty of time to return the Talisman. ALYSA
Please do not grieve. Maybe it is the Goddesses wish that I
stay as an eternal guardian to Moloch's tomb or perhaps this
10. Thirty feet below you at the bottom of the shaft is a stone
crypt. With the lid still in place you can only hope that is just the curse it appears to be. I do not know but am
Moloch's body rests inside. fulfilled by our victory. If you will stay your hand in ending
whatever it is I have become then I will stay and ensure
There is no obvious way down. Anyone jumping will take 3d6 Sorensa and others like her do not undo what we have
damage. With a spot roll (DC15) they see pitons driven into the accomplished.
stone on one side. These were used by the thieves when they
stole the Talisman. Once at the bottom anyone opening the crypt All of the undead in the tomb will be gone and the skeletal army
must make a tough strength check (DC15). Read the following if will have returned to their graves. The characters can return to
it's been less than an hour since Sorensa escaped in gaseous Kezmar and collect their 500 gp reward each. He will send a letter
form. off to the Baron detailing their exploits but will inform them that it's
likely take some months for a response, if one comes at all. He'll
You push back the heavy lid. To your surprise it is not the wish the characters well and offer his assistance to them should
withered corpse of Moloch that greets you but the intense they need it in the future.
beautiful eyes of Sorensa Daring. You Immediately feel her
will assail your mind, “Keep everyone away from this crypt.