Tuesday, January 22, 2019

Mystery of the Sea Door Part 14

The door opens to a sandy desert oasis.  The area around the door has palm trees, a small pond, lush plants, even singing birds.  Beyond that is miles of sandy dunes and a bright sun in the sky.  To greet you is a group of humanoids who appear to have jackal heads and are dressed in light, breezy clothing and armed with curved swords.  They glare at you as you enter, their muscles tense and their hands straying toward their weapons.

For the GM, these are guardians of the oasis, protecting a magical font so that no-one takes the water source for their own uses.  They will not attack, unless attacked.  They can be reasoned with and even some knowledge can be learned.  If the group actually talks to them, then have a giant scorpion attack and they can help the guardians.  If they attack the guardians, then make the guardians, (who are jackalweres), two levels higher then the party is, (given that it makes the jackalweres high enough to be an encounter. Either way, take the treasure for a jackalwere.  If you want, add in the treasure for the scorpion.

If they talk to the guardians, the guardians know much about the ruins by the sea and the people who inhabited the ruins.  I will talk about what they know tomorrow.

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