The Silverskull

This adventure is a great start of a longer campaign. It begins in a town at an inn. The town is divided into two parts, depending on the religion. The GM has to decide what religions. I, myself choose to have four religions in the world; fire, earth, wind and water. The two groups in this town are rivals, but they rarely take any real action, like bloody fights. The people doesn't mingle with people from the other religion. All the characters from your group won't have to be involved in religion. They can be driven by money or just the joy of messing things up.

One of the religious groups, the one that the PCs aren't in, find a small silverskull. It's about the size of a fist and absolutly wonderful. The cheering and laughter from their crowd will propably catch the PCs attention.

This is were you, the GM, has to be smart. The GM has to lead the PCs into the idea of steeling this skull. You may start a rumor about the power of the thing or the value or maybe both. The skull can cast spells from Wind Law up to 20th level (MERP up to 10th) up to 10 times a day. It's worth about 8 gold pieces if the PCs try to sell it, (they can get even more from a magician).

It's all up to the PCs and you now. They know where the main building of their rivals is located and have a good chance of figuring out the exact location of the silverskull if they talk to the right people. The building is guarded by some fanatics. If the PCs are able to get their hands on the artifact they will be hunted and it can lead to a big adventure.

Caracter

Level

Hits

Offensive bonus

Defensive bonus

Spells

Guard

2

40

45/Broadsword

25/No Armor

No

Strong Guard

5

80

75/Broadsword

35/Chain Mail

No

Priest

4

50

65/Directed Spells

35/No Armor

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