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The Ritual of Belial and the Map of Treasure

Sunday, 28 April, 2019 10:36

Treasure rewards:
The story culminates with the three of them facing the cultists. The herbalist's amulet - allows the user to sense useful plants in a large radius
The Sunblade - a silvery sword that improves with the wielder
Yuwe will wake up and be briefed by the innkeep about the poisoning and that they just left to face the cultists, BUT the The Dark Desire - a knife which once cutting a person will force them to reveal their desires
inkeep has new information regarding all of that. He found out that the cultists, the monsters, are actually partial The Dacrium ore - a small amount (around 2.6 kg) of ore that in the hands of a blacksmith can create
demons and the only way to permanently kill them is the hellfire OR silver weapons. He got a few weapons ready for magnificent alloys - enough for a few items
them: a sickle, a curved sabre, and a khopesh. The ring of Fire - a ring, which once activated creates a barrier of flames around the wielder, burning
everyone who attacks the wielder with 1d6 fire damage
She will have to deliver it to the party in time, tracking them through the city. The inkeep knows the last place they went The Wishing Mold - a small mold that can magically copy an item perfectly, together with all of its
was the guards post. enchantments
The inkless quill - saps the user's blood to create ink for itself. The user feels fatigued after writing for
The Guard Captain will be hiding in an abandoned warehouse where the three of them will meet. The cultists were half an hour, loses 1 CON after writing for an hour, and dies of exhaustion after writing for a few hours.
following them and will try and get the Guard Captain before the party saves her. The ink can be read only by those the user names to himself while writing. It can also be revealed
magically but it is not easy.
If the party saves her and locks her with the seal, the cultists will disperse and go away. The ring of regeneration - will regenerate all simple wounds - everything with 4 or less damage, at a rate
of roughly 2hp per hour.
If the party doesn't save her, the cultists will take her and they have to follow them deeper underground, to their lair
where they will try the ritual.

If the ritual fails, all is well, but if it somehow miraculously succeeds, Belial will burst forth and I will have to rewrite most
of the story after. Combat with the cultists

Let's say all goes well and they prevent Belial from rising. That leaves them with nothing to do. Part 1 - the warehouse ambush
3 x human cultist
BUT they will find a treasure trove with a map in a glass vial. 1 x monstrous cultist (lvl 4) to keep Elmyra occupied
3 x monstrous spider

Part 2 - the cultists' lair


6 x cultist (occupied by the ritual and will only engage if the ritual is somehow interrupted)
3 x cultist guard
1 x semi-formed demonic entity avatar of Belial, weakened (will only engage if everyone else dies
Map legend or they cut him off from the rest of Belial by using the seal - boss fight)
1 x goat man

TREASURE LOCK
KEY ONE
KEY TWO
OASIS
GOD TABLE
CITVAR (citadel)

Side Quests Page 1


CITVAR (citadel)
CALIMSHAN DESERT
CALIMPORT
MEMNON
DEAD HILL

Side Quests Page 2

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