Robbery by Night

This group of despicable people (to use the term loosely) is very careful. Ad vance spying of a cemetery is done by the union members (who have every right to be there) and by the serpentine owl, and only if the coast is clear will the priests move in with the union men. The four men and the hobgoblin will do the digging while Agarat keeps watch, usually through the owl to give himself plenty of advance visual warning. If anyone comes close, Agarat or Kaak' erek will use silence 15' radius to keep the noise of a fight down, casting this on a stone carried by a union worker and staying at a distance to cast spells in support. A night 's dig will last for 1 to 4 hours, depending on how many zombies Agarat can fit into his ship and how much demand there is about town for skeletons.

PCs can chance upon this group at work, or catch a glimpse of hobgoblinish features under a cowl (but be careful being a hobgoblin is not a crime!), or could become involved in other ways (e.g., employed as guards in the graveyard by relatives of someone just buried who are fearful of tomb-robbing).

If a fight ensues, Agarat will try to flee to his ship to escape. This has a crew of some 20 men, of whom 10 are normal (0 level) men, 6 are F1 's, 2 are F2's, and 2 are F3's, all evil and loyal to Agarat. They wear leather armor and are variously armed with daggers, clubs, and spears. Again, discovenng Agarat's full dealings would implicate a Guildmaster and from his receipt book many in the city who have bought skeletons from him, who will not be pleased to be found out. This latter racket might be hushed up by the authorities, and/or someone in a high place might come gunning for the PCs although not with real perseverance should a first attempt to harm them or run them out of town fail.


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