Betrayal: Adventure Resources

Chapter Summary

Here you can find maps, magic items, monsters and NPCs used in this adventure.

Chapter 1: The Collector Arrives

Chapter Summary

A pale, wealthy man who calls himself “the Collector” approaches the party one night, looking to hire them to obtain a few magic artifacts, then use those artifacts to capture specific undead quarry for his collection. He’ll pay a total of 1,000gp per party member once all quest objectives are complete. In addition to gold, he can also offer 1 finely forged writ of pardon for each character, which could be used to free the character from prosecution or jail for a future offense. (Each writ has an 80% chance to succeed, with a +5% chance in large cities.)

Once the quest is accepted, the Collector gives the party a set of five Pyramidion Stones that he previously acquired, and tells them where they can locate two more artifacts: a wand (Particle Wand) and an amulet (Cyclotronic Amulet), both of which are required to complete the quest.

The Collector requires the party to obtain and test the artifacts, then capture the required undead creatures. He provides the locations of the artifacts and undead creatures with a hand written note that summarizes the main quest details.

Payment won’t be made to the party until all quest objectives are completed, but the Collector may be persuaded to provide down payment of 100gp per party member. He will return to the party in 10 days to receive the delivery of artifacts and creatures in exchange for payment. He instructs the party to meet him after sunset at the crossroads on the eastern outskirts of Greenwood Village.

Chapter 2: Obtaining the Artifacts

Chapter Summary

With the Pyramidion Stones in their possession, the party must now travel to the Archeological Dig Site and prepare a plan to locate and obtain the wand (Particle Wand) and amulet (Cyclotronic Amulet) from the site.

The Dig Site is active during the day and well guarded, so the party may want to scout the location by day and infiltrate it at night. The site hosts 1 Archeologist, 2 assistants (Commoners), and 5 to 8 watchmen (a mix of Veterans & Guards). They live and camp directly on site. At night, the edges of the excavation area are each lined with trip wires that trigger poison dart traps.

Five Cyclotronic Amulets can be found in a locked chest in the Archeologist’s tent (southwest tent).

Three Particle Wands can be found within the excavation area, buried in the long-dead grasp of a dragon’s claw.

If the party is caught sneaking or thieving and they return to the Dig Site later, they find 7 to 8 watchmen, and the Particle Wands are now held in a locked chest in one of the watchmen’s tents (southeast tent).

Once any PC tries to leave the map area of the dig site with an artifact in their possession, three deadly Earth Elementals arise to give chase.

Chapter 3: Testing the Artifacts

Chapter Summary

The Collector’s note points the party to an impoverished area of Greenwood Village, known as The Alley) where the party can enter the sewer system and encounter incorporeal creatures to test the artifacts and learn how to use them before tracking down the quest quarry.

The party may want to investigate the artifacts to learn what they can about them before entering the sewer.

The party will encounter Disgusting Blobs in the sewers. Once the party has successfully captured a Disgustiung Blob in a Pyramidion Stone, they are ready to progress to their next objective.

Chapter 4: The Spectral Hound

Chapter Summary

The Collector’s note points the party towards an impoverished area of Greenwood Village known as The Alley, rumored to be haunted by a Spectral Hound. This alley is the same place where the party can enter the Sewer.

A neighborhood child named Martin Littlefoot may be convinced to provide info to the party, telling them about a “nice lady from the saloon” (Franthia) who used to visit the hound late at night (while it was alive) to bring scraps of meat and vegetables.

The Spectral Hound appears late at night in the street, but if it is attacked or provoked, it will use its reaction to escape into the sewer through incorporeal movement. In order to coax the Spectral Hound out of hiding and prevent it from vanishing, the party can use mutton and carrot stew from the Wood Spike Saloon. As an alternative, the party can use the scent of rosemary and lavender (found in Franthia’s room at the Green Spike, or found in the wild outside town). The Hound will emerge to investigate the smell and will not immediately disappear. The Hound shows compassion towards any creature that smells of rosemary and lavender unless that creature causes harm to it.

The Hound’s spirit will not rest until it is reunited with Franthia (or Franthia’s spirit). The Hound cannot speak.

Chapter 5: The Vengeful Ghost

Chapter Summary

The Collector’s notes point the party to the Greenwood Cemetery where they can find their next target: a vengeful Ghost.

The Ghost is the spirit of a deceased 18 year old named Ferdinand. Ferdinand was murdered in the cemetery after being lured there by a man (the Collector) who had just murdered Ferdinand’s mother, Franthia, that very same evening.

The party has been hired to capture the Vengeful Ghost (Ferdinand), must avoid the acidic fog and grappling vines, and fend off the Swarms of Snakes that continually appear while Ferdinand’s ghost remains in the cemetery.

Chapter 6: The Woeful Banshee

Chapter Summary

The Collector’s notes point the party to a saloon on the outskirts of Greenwood Village. The saloon is haunted by a Woeful Banshee. In life, the Woeful Banshee was a warmflanks named Franthia who was killed in one of the second floor rooms. The banshee never leaves the room where she was killed, but the haunting nonetheless keeps customers away, so the bartender/owner is desperate to have the banshee removed.

On the night of Franthia’s murder, her son Ferdinand was to arrive from out of town so they could spend a few days in the mountains together outside Greenwood Village. But Ferdinand was intercepted by the man who would later murder his mother that very evening. Ferdinand was lured to the Greenwood Cemetery where he was murdered before ever seeing hos mother. The banshee remains in the room at the saloon, eternally waiting for her son. The banshee’s spirit won’t rest until she sees her son again.

Before leaving the saloon, bounty hunters arrive to inquire about the warmflanks. They are seeking out her accused murderer whose description may sound awfully familiar to the party.

Chapter 7: Payment Due

Chapter Summary

The party meets back up with The Collector to deliver the quarry and accept payment, unless they have other ideas in mind…

If the party chooses to release any creatures from the pyramidion stones, they see the Collector and immediately attack him.

If the party releases the creatures and allows them to reunite with each other rather than destroying them, and each creature is able to attain their rest requirement, the party earns a special ability from each creature.

Betrayal