The Sword and the Beast

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The Sword and the Beast
Type Dungeon
Status Explored March 883 TA
Location Shadowkeep (now Dwarrowdelf)
Hex 2313
Campaign Shadowkeep Campaign #13
Adventure # 77
Map-dwarrowdelf.jpg

Introduction

The final level of the Shadowkeep Campaign starts in the workshop of a craftsman where the party "activates" the golem that will be used in the battle for the sword. The key involves the party discovering that they are inside of a giant metal golem. They must defeat the "immune system", activate the creature (brain), and arm the creature for battle.

Next, they must find the Crypt of the Sword. This will require that they leave the golem in the workshop and venture into the other rooms of the giant keep, solving the puzzle of the "rooms within rooms". Once found, the guardian golem must be defeated by the "party" golem. Failure will mean that the sword is lost (with the possibility of the "simple" solution).

As an epilog, the party will be sent to the underground meeting place of the Pentaverate: the dwarves of the Shadowyarn Mountains; the nobles of the Eastern Reaches; the nobles of the Western Reaches; the priests of the Church of St. Theodore (from an old U-Gene adventure); and the Monks of the Wait. There, the Pentaverate are planning a raid on the Shadow Keep. However, the groups are arguing about this when "the party" arrives. Shortly thereafter, the crypt will be invaded by the minions of Atli the White, and the stage will be setup for the Siege of the Shadowkeep.

This poem will be found once the party has escaped from the golem.

Canto Thirteen: Sword and Beast

My inner eyes, such sights have seen,
My time is near, my faithful queen.

One more vision comes my way,
How and why I cannot say,
Paramount 'bove all the rest,
Lies this last and final test.

Seek the sword the Stone God mocked,
Within three tests and firmly locked,
No beast nor man may enter there,
Another way must you prepare.

Sometimes the foe is the treasure,
A brilliant man takes a measure,
Of all of the tools that he can see,
Sometimes the dungeon is the key.

Pass through the tests, notice clearly,
Memories may pay off dearly,
Battle rages, swords swing gallant.
Life for all lies in the balance.

Be the one and faithful bearer,
Slay the god within his lair.
First seek the help of those who fight,
For justice, truth, and honor right,

They will guide you through the gloom,
My sight is gone, my life is too.

The Sword and the Beast: Portal 13, Golem Level

The Sword and the Beast: Portal 13, Golem Level

Room 1: Left Foot

You find yourself in a dark room, the floor is slick with liquid, and the smell of oil is very strong here.

If the party "lights up", then the room will catch on fire, filling quickly with billowing black smoke. Magical light will have no effect, only heat.

This room is oddly oblong with with a large column in the center of the room. Along the outside of the column is a circular staircase which disappears into the ceiling of the room. The walls of the room are studded with large circular metal disks. The floors and walls seem to be made of a hard chitin-like substance, almost metallic in its look and feel.

Room 2: Left Leg

The spiral staircase is very long, rising several hundred feet from the room below. Again, the smell of oil is very strong here and the floors and walls are slick with the same dark liquid.

Room 3: Right Leg

The spiral staircase is very long, rising several hundred feet from the room below. Again, the smell of oil is very strong here and the floors and walls are slick with the same dark liquid.

Room 4: Right Foot

This room is oddly oblong with with a large column in the center of the room. Along the outside of the column is a circular staircase which disappears into the ceiling of the room. The walls of the room are studded with large circular metal disks. The floors and walls seem to be made of a hard chitin-like substance, metallic in its look and feel.

There are six exterminator bugs here. They will attack if the room is entered.

Room 5: Lower Body

The western wall of this room has two very large hinge-like structures where it meets the floor. A large metal box hangs against the middle of the western wall near the ceiling. This room has three staircases in its eastern portion. All three revolve around large metal shafts (the middle is larger than the other two). The northern and southern stairways lead down. The center stairway leads up. Other than the staircases, the walls are made of the same studded metal as the rest of the dungeon.

There are six toolbox bugs and six cleaner bugs here.

This is the compartment which is used to hold the sword in Room X. It is locked by the small brass keys around the Master's neck.

Room 6: Middle Body

This large square room has several interesting features. The western wall has two very large hinge-like structures where it meets the floor. A large metal box hangs against the middle of the western wall near the ceiling. A spiral staircase winds up and down around a central pillar near the eastern wall. There are eight holes in the ceiling of the room, burn marks surround the edges of the holes.

In the center of the room are six exterminator bugs and six toolbox bugs. They move towards the party if they enter the room.

This is where the magical fire is lit.

Room 7: Upper Body

This room is dominated by a large pool with thick metal sides filled with thick viscous gold red liquid. The sides are curved inward. The western wall has two very large hinge-like structures where it meets the floor. A large metal box hangs against the middle of the western wall near the ceiling. A spiral staircase winds up and down around a central pillar near the eastern wall. Two hallways lead from the north and south.

There are six cleaner bugs here.

This is where magical items are sacrificed.

Room 8: Left Arm

A narrow hallway leads to the south with a turn to the west. The hallway is unremarkable except for a semi-circular tube running about 4 feet off the ground on both walls of the hallway.

The hallway ends in a door which has a handle but no lock.

This door leads to the outdoors. The ledge off the end of this hallway is shaped like a giant human hand. From the ledge, the open area around you is immense. A pebble dropped from the ledge tells you that the ground is about four hundred feet down. Looking back, the tunnel that you came through is actually a long outcropping stretching into the darkness.

Room 9: Right Arm

A narrow hallway leads to the north with a turn to the east. The hallway is unremarkable except for a semi-circular tube running about 4 feet off the ground on both walls of the hallway.

The hallway ends in a door which has a handle but no lock.

This door leads to the outdoors. The ledge off the end of this hallway is shaped like a giant human hand. From the ledge, the open area around you is immense. A pebble dropped from the ledge tells you that the ground is about four hundred feet down. Looking back, the tunnel that you came through is actually a long outcropping stretching into the darkness.

Room 10: Head

This room is much smaller than the rest of the rooms, although it is made of the same copper colored metal. The spiral staircase enters the eastern end of this room and ends here, leading only down. There is a small metal block with several large clips in the western end of this room. Under the clips is a huge mace which appears like a giant version of a normal weapon. On the western wall are two glass dials about 3 feet in diameter about 4 feet off the ground. On the eastern wall is a large hinge-like device where the wall meets the floor. In the center of the eastern wall near the ceiling is a metal box, similar to those in the room below.

There are six exterminator bugs here.

This is where the brain is put.

Creatures of the Golem

  • Toolbox Bugs -This creature resembles a large beetle with a brass exoskeleton. The most notable feature of this creature is that its legs end in a number of different tools and two large pouches on either side of its body. These are workers who do not attack. They were used by the craftsmen to carry tools and supplies around the golem. These bugs regenerate after several rounds.
  • Exterminator Bugs - This strange scuttling creation of gears and levers resembles a large mantis at first glance. Its eyes are a deep violet color, and its exoskeleton is brass. The most notable features of this creature are its long whip-like tail which is tipped with a very sharp needle and a long yellow crystal cylinder mounted on its back. The crystal cylinder is actually a vial of poison which is emptied when the creature hits someone with its needle-like tail. These bugs regenerate after several rounds.
  • Cleaner Bugs - This mechanical bug resembles a very large brass cockroach with white glowing eyes. It has two large pinchers in front and a green globe on it back, and moves with a shuffling motion. This is a cleaner bug which these creatures secrete an acid which will bubble through skin (although it has no effect on metal) quickly. The green acid is used to clean excrement and animal remains from the dungeon.

The Sword and the Beast: Portal 13, Level 1

The Sword and the Beast: Portal 13, Level 1

Room 11: Golem's Hideaway

From the ground....

From the ground, you see what appears to be a massive foot-like outcropping of metal. In front of you, a narrow band of light on the horizon shines with a dull yellow glow.

Approaching the light, you see that it is actually a very wide arch way five feet high but several hundred feet long. The material above the archway is made of wood, rather than the dull stone of the floor.

1" = 6 feet (72") ==> things appear 72 times larger than real life

The golem is charged by melting magical items in the furnace in its belly. For each item, the following bonuses are gained.

  • +1 hit point for each level of item sacrificed
  • level is always hit points / 10
  • bonuses to the base AC 0 for magical armor, helmets, shields, and the like
  • bonuses to strength for strength-related items
  • bonuses to other magical abilities for appropriate items
  • note: these are scaled following the table below
  • an intelligent magical item will add the appropriate skill level to use these abilities
Combined Level of Offering Value
1-2 +1
3-4 +2
5-8 +3
9-16 +4
17-32 +5
33-64 +6
65-128 +7
129-256 +8
257-512 +9

A small chest sits behind the golem. It is locked.

The chest contains: Ring of Protection +3, Book of Pure Prayer, 200 gold pieces

Room 12: Master's Workshop

From a tiny perspective....

The scene in front of you is like one from Gulliver's Travels. You have actually just passed under the bottom edge of a giant door, almost 600 feet high. The room in front of you is massive (from your perspective), several thousand feet in both directions. The room seems to be a workshop of sorts, filled with benches, tools, and the like. The room is musty with disuse.

You hear the sound of a quickly approaching animal. From in front of you, a cat (about 60 feet in height) comes screaming at you (at an unbelievable movement rate), jaws open ready to swallow your diminutive form.

The tables are covered with a myriad of small metal parts, drawings of a mechanical nature, and other items common to the tinkerer's profession.

The door that the party came out from under is a secret door, which can be opened only by solving the following riddle. The answer is "18".

Swordandbeast4 new.jpg

Room 13: Master's Quarters

This room is a simple bedroom containing a bed, table with two chairs, a large chest, a small chest, lamps, and the like. The large chest contains work clothes, some bedding, and some rough towels. The small chest is locked. A skeleton is lying in the bed, dressed in an oversized sleep shirt. The skeleton is wearing a chain about his neck with a large copper medallion and five small brass keys.

Close inspection shows the lock on the small chest fused closed.

Close inspection shows that the medallion has the symbol of four concentric squares etched on it.

The small chest is actually opened by sliding one of the metal studs on the top of the chest to one side, inserting one of the small brass keys, and turning it to slide a tray from the bottom. The "main" part of the chest is filled with a fine metallic powder which will be released if the chest is forced open. The powder is explosive and poisonous, so something bad will undoubtedly happen here.

The tray in the small chest contains a potion that will make very tiny people big again and another which (since the stopper was loose) is empty, presumably to make big people very tiny.

On the table is an inkwell, long since dried, several pens and a scrap of paper with the following message written on it.

Day 647

Well, it happened, and I don't think that any power in the Realm can save us now. I guess this is what we all expected and feared when we voluteered to build this vault. There is one way to make sure that the secret of the vault gets kept, make sure the builders never leave. Markel never showed signs of the sickness, and he was upon poor Abtu slitting his throat before even the tin men could stop him. I'm not sure who I pity more, the four priests left forever chanting in the key room or Bolin and myself, forced to live out our lives eating magical mush and drinking stale water. At least I have my workshop and my cats. Even though the appeal of building seems to be fading. It should be enough that the tin men will remain forever, along with my other creations. Most would be happy to have their legacies guard the most important treasure in the history of mankind. But what I wouldn't give to see the sun one more time.

Room 14: First Apprentice's Dorm Room

This long room is filled with rows of beds on both walls. Several large chests are pushed up against the far wall. The beds are neatly made, although from the appearance of the room it is obvious that nobody has lived here for a very long time. There are three doors into this room.

Room 15: Second Apprentice's Dorm Room

This long room is filled with rows of beds on both walls. Several large chests are pushed up against the far wall. The beds are neatly made, although from the appearance of the room it is obvious that nobody has lived here for a very long time. Sitting near one of the beds are two bug-like creatures, a robe, a medallion, and a dagger.

Beneath the bed is stashed a bag of 800 gold pieces.

Breaking open the bug-like creature reveals two more medallions.

Room 16: Apprentice's Room

This room has a large workbench pushed up against the western wall. The table is filled with gears, tools, mechanical drawings, and the like. Five chairs are pushed up under the table.

Room 17: Guard Room (SW)

This stone room is a large plain square without furniture. Two doorways lead out of the room. There are six mechanical copper guards here, each resembling a large snowman. They are armed with copper swords which glow.

The guards will activate when the party enters the room. Their swords have been enchanted with a permanent sleep spell. This spell works through cloth and most armor. They attack four times per round. AC -4.

Room 18: Common Room

This room has several large tables in the center with a number of chairs pulled around them. There is a door in the west, and a passageway in the east.

Room 19: Cafeteria

Another large table is in the northern part of this room. On the south wall are three large stone basins. The first is filled with a mushy, cereal-like substance, the second is filled with clear water, and the third is empty. A slight aura of magic can be detected near the basins. There is a hallway in the west, and a door in the east.

There are six cats in the room that run towards the party when they enter.

The three basins are magically enchanted to provide the denizens with food and water. The use of the third basin is unknown. This is how the cats have survived over the the years.

Room 20: The Gateway

This octagonal room has doors on the west and east, and a large set of double doors on the north. These northern doors are remarkable because they flicker with a blue black light. In the center of the door is a strange circular symbol.

The door is the entranceway into the center (key) room. If the party attempts to break it down, they will be hit with the corresponding amount of lightning. The answer is 250.

Swordandbeast5 new.jpg

Room 21: Empty Room

This simple room is empty. A single hallway runs from the east, there is a door in the west.

Room 22: Empty Room

This simple room is empty. A single hallways runs from the west, there is a door in the east.

Room 23: Guard Room (SE)

This stone room is a large plain square without furniture. There are twelve mechanical copper guards here, each resembling a large snowman. They are armed with copper swords which glow.

The guards will activate when the party enters the room. Their swords have been enchanted with a permanent sleep spell. This spell works through cloth and most armor. They attack four times per round. AC -4.

Room 24: Wizard's Room

The walls of this room are covered with richly colored tapestries depicting mythical creatures and legendary monsters. The main theme of the tapestries are the four winds which are blowing four dragons towards the observer. Behind the dragons are hordes of small creatures also coming out of the tapestry. The north end of the room has a bed, covered in rich blankets of silk and linen. A small chest sits next to the bed with an oil lamp on it.

A door in the south leads into a privy.

A secret door leads into a small chamber. At the west end of the room is a stone pedestal on which sits a glowing black-blue crystal. The crystal is surrounded by a globe of crackling energy. On the side of the pedestal is carved the following rune.

The small chest by the bed contains the following treasure: Incense of Meditation, Loadstone, Potion of Deadly Healing, Dagger +2

By solving the rune, the party will gain control of the crystal. The answer is 26. The crystal is what allows the mages in the key room to live without air, water, or food. Breaking the crystal will "wake the mages". They will then come through the magic door to find out what is up. Only the wizard himself knows the secrets of the inner chambers, and he has been "melted" ages ago by the cleaner bugs.

Swordandbeast6 new.jpg

Room 25: Meeting Room

This long room has a large table in the center, around which are 18 chairs. A table in the southwest has a decanter (which is empty) and a number of crystal goblets.

These items are worth 500 gold pieces.

Room 26: Adept's Dorms

This long room is filled with rows of beds on both walls (three on the east and five on the west). The beds are neatly made, although from the appearance of the room it is obvious that nobody has lived here for a very long time.

Room 27: Guard Room (NE)

This stone room is a large plain square without furniture. Two archways lead out of the room. There are six mechanical copper guards here, each resembling a large snowman. They are armed with copper swords which glow.

The guards will activate when the party enters the room. Their swords have been enchanted with a permanent sleep spell. This spell works through cloth and most armor. They attack four times per round. AC -4.

Room 28: Game Room

This long stone room has a number of tables and chairs scattered throughout. A number of chess boards and pieces, cards, and dice sit on the tables. A number of cabinets along the north and south walls contain boxes of non-perishable supplies such as cloth, dishes, cups, and the like.

There are a total of 300 gold pieces scattered around the room.

Room 29: Guard Room (NW)

This stone room is a large plain square without furniture. Two archways lead out of the room. There are six mechanical copper guards here, each resembling a large snowman. They are armed with copper swords which glow.

The guards will activate when the party enters the room. Their swords have been enchanted with a permanent petrification spell. This spell works through cloth and most armor. They attack four times per round. AC -4.

Room 30: Center Room (Lightning)

This room is a dark, windowless cube of extraordinary proportions. In the center of the room are four large pillars supporting what appears to be another large cube. A low musical chanting can be heard, and there is a very strong aura of magic here. It is difficult to determine the direction of the sound, as it bounces off the walls creating eerie echoes. There are two doors to the room.

A small globe of glowing blue-black light surrounds a mage that hovers several feet above the ground. The mage seems to be in some sort of a trance, his eyes closed, chanting in some foreign tongue.

These are the mages of lightning. There will always be four here, and four sleeping in the dorm rooms. If attacked, the other four will come to the rescue along with the guards from the other corner rooms. They fight as 21st level magic users.

If anybody approaches the large cube in the center, it will activate like a plasma-ball filling the room with lightning.

The outside of the large cube begins to glow in an eerie black-blue light, and a faint crackling sound can be heard. Both the intensity of the light and the volume of the sound increase quickly with time.

The room lights up as blue-black tendrils of light fork out from the cube, creating an effect like a plasma-ball.

They are attracted to mass and metal, so the effects will be divided accordingly. The lightning will do 200 hit points per round to the party unless they flee.

The Sword and the Beast: Portal 13, Levels 2-4

The Sword and the Beast: Portal 13, Levels 2-4

Room 31: SW Guard Room

This stone room is roughly square with one corner cut out and a very high ceiling which is lost in the darkness. Two archways lead out of the room. There are six mechanical copper guards here, each resembling a large snowman. They are armed with copper swords which glow.

The guards will activate when the party enters the room. Their swords have been enchanted with a permanent petrification spell. This spell works through cloth and most armor. They attack four times per round. AC -4.

Careful examination shows a secret trap door in the corner of this room leading to a spiral staircase leading down.

Room 32: NW Guard Room

This stone room is roughly square with one corner cut out and a very high ceiling which is lost in the darkness. Two archways lead out of the room. There are six mechanical copper guards here, each resembling a large snowman. They are armed with copper swords which glow. There are six gardening implements which look like rakes without tines propped up against the NW corner of this room.

The guards will activate when the party enters the room. Their swords have been enchanted with a permanent petrification spell. This spell works through cloth and most armor. They attack four times per round. AC -4.

Room 33: NE Guard Room

This stone room is roughly square with one corner cut out and a very high ceiling which is lost in the darkness. Two archways lead out of the room.

If the party enters this room, a number of the ghosts (see Center Room) will enter here through the SW corner.

Room 34: SE Guard Room

This stone room is roughly square with one corner cut out and a very high ceiling which is lost in the darkness. Two archways lead out of the room. There are six mechanical copper guards here, each resembling a large snowman. They are armed with copper swords which glow.

The guards will activate when the party enters the room. Their swords have been enchanted with a permanent petrification spell. This spell works through cloth and most armor. They attack four times per round. AC -4.

Room 35: The Pendulum Hallway (W)

This hallway is narrow with three archways. The archway midway along the wall has a shimmering glow of magic covering it. The ceiling is impossibly high.

Careful examination of this room shows a spoked wheel on the wall.

This room is trapped for "human" adventurers travelling through it. The guards will not enter here until the trap is sprung. In this case, a razor sharp pendulum which will slice through the party if they enter here (again, it is triggered by warm-blooded creatures entering). It will swing back and forth until it comes to a complete rest at the bottom. The wheel will raise the pendulum back to its full position, a loud click signalling that it is in place.

Room 36: The Spiked Plate Hallway (N)

This hallway is narrow with three archways. The archway midway along the wall has a shimmering glow of magic covering it. The ceiling is impossibly high. The floor of this room is made of a soft dirt.

Careful examination of this room shows a spoked wheel on the wall.

This room is trapped for "human" adventurers travelling through it. The guards will not enter this room until the trap is sprung. In this case, a plate of sharpened spikes will drop on the party if they enter here (again, it is triggered by warm-blooded creatures entering). The spiked plates are attached to the ceiling by a long length of chain. The wheel will raise the plates back to its full position, a loud click signalling that it is in place.

Room 37: The Magnetic Hallway (E)

This hallway is narrow with three archways. The archway midway along the wall has a shimmering glow of magic covering it. The ceiling is impossibly high.

Careful examination of this room shows that the eastern wall of this room is made of metal painted to look like stone.

Very careful examination will show a hidden button on the west wall of this room.

This room is trapped for "human" adventurers travelling through it. The ghosts will enter this room when the trap is sprung. In this case, the eastern wall is a very powerful magnet which will hold the party against it while the ghosts attack. The button will shut off the magnet for one round.

Room 38: The Gravitational Hallway (S)

This hallway is narrow with three archways. The archway midway along the wall has a shimmering glow of magic covering it. The ceiling is impossibly high.

This room is trapped for "human" adventurers travelling through it. There are a number of sharpened spikes on the ceiling of this room. When entered, a powerful reverse gravity spell will fire off, slamming the party into the ceiling. After one minute, it will shut off. Then, it will turn on again. Then off. Until everything is dead. Also, the ghosts will enter this room when the trap is sprung.

Room 39: Center Room (Petrification)

This room is a dark, windowless cube very similar to the outer room only smaller proportionally. In the center of the room are four large pillars supporting what appears to be another large cube. The room is filled with wispy transluscent figures which float and hover about the air. The most notable features of these ghosts are their glowing red eyes. A low rumble, as if a collective moans of a hundred ghosts, can be heard coming from the room. There are four archways leading from this room.

The ghosts can wail, pass through, or use vision to petrify the party. They are immune to physical attacks, but they can be hit with magic.

Room 40: Illusionary Center Room

This is the tricky level. It is setup just like the previous level, except that the stone box (which would be thought to be the final room) on the pillars is a trap. There are two "dimensions" to this level. In reality, it is empty. There are no creatures, no traps, no guards. The "dimension" that will be displayed to the party is the "trap" version. The "trap" version will have the following illusions in it. If the party can see through the illusions, then the same rooms will appear, although they will be empty.

Entering this level triggers a very intense anti-magic shield that will cause spells which have mind effects to be cancelled.

This room is a dark, windowless cube very similar to the other center rooms only smaller proportionally. Around the edge of the room are a number of half-pillars forming a number of niches in the wall. In the center of the room are four large pillars supporting what appears to be another large cube. From the ceiling of this room hang hundreds of small incredibly fragile-looking glass globes from impossibly thin threads. Some hang within inches of the floor, and other hang almost against the ceiling. The globes glow slightly. In the center of the room, under the cube, sleeps four dragons: one red, one white, one black, and one green. They each are facing out a different direction.

Careful examination shows that the glass globes each contain a small creature or several small creatures (orcs, goblins, minotaurs, etc.).

If the party enters the room, the dragons will wake up. They will try to cast spells to capture the party (charming them into thinking that they are in a bubble) or they will roar causing the globes to drop and form into real creatures. If that happens, they will also use their breath weapons. The goal here is to get the party to blow off all their beans, just to turn around and have the whole thing be empty.

If they manage to make it into the cube without dispelling the illusion, they will see the following sight.

This room is a simple stone chamber. A large dias, carved in a star shape, sits in the center of the room. Thrust into the dias is a large glowing sword, its jewel encrusted handle glowing brightly.

As they try to pull the stone out, they will be put into a battle against a mirror image of themself (run by the DM). If they will the battle, the sword will stay stuck.

Room 41: The Sword and The Beast

This simple room is comprised of an outer stone wall which surrounds a inner globe of shimmering light. The inner globe surrounds a mechanical golem identical to the one found in Room 1. A small chest sits in the corner of the room. It is locked. Despite its seemingly ordinary appearance, this room radiates a powerful magical aura.

The small chest can be unlocked by using one of the small brass keys found on the master's body. The chest contains: a strange mechnical device with two handles attached to a hollow disk (somewhat like an exercise grip). When squeezed together they produce a very bright spark of fire. The chest also contains a number of old oily rags, a jar of a thick viscous yellow grease, and a large metal screwdriver.

If touched, the globe will feel warm to human skin. Pressing harder against the globe merely causes the warm glow to become hotter and hotter. Magical items pressed against the globe will cause a bright white light to cover the surface of the globe, near where the item contacts it. The item will not pass within the globe however. Non-magical items can be slowly pressed into the globe, although the strength required to do so is massive, and the rate that they enter is very, very slow. The golem enters by inching its way in slowly. The globe is invulnerable to magical spells of any type, disapating their effects over its surface with a bright white light. This should reduce the party to watching their golem fight the guardian golem for possession of the sword.

The golem in the sphere has been charged with 200 level of magic items and has the intelligence of a singing sword named Rondulet. The golem has a base armor class of 0 and a modified armor class of -2.

Monsters

Exterminator bugs (18)
Toolbox bugs (12)
Cleaner bugs (12)
Cats (7)
Copper guards (48)
Mages (4)
Cleaner bugs (2)
Copper guards (24)
Banshees (24)

Treasure

Ring of Protection +3
Book of Pure Prayer
200 gold pieces
800 gold pieces
Incense of Meditation
Loadstone
Potion of Deadly Healing
Dagger +2
Crystal Decanter and Goblet (500 gold pieces)
300 gold pieces
Sword of the Elder Gods