Trynnie Treasure

Design by kwyncee
 
Unused Items used in the Quest:
Berserkers’ Blade (throwing dagger)
Bertie’s Blow Gun (blow gun)
Book of Power (book two)
Cape of Heroes (rapax cloak)
The Conductor (wand 3)
Exacto Blade (henchman’s staff)
Fingers of Death (t’rang finger rod)
L’Impermeable (cloaking cape)
Magneto’s Marbles and Mental Helm (boomerang marbles and barbute)
Mercurian Shield
Nakor’s Quiver (glass tube)
Shaman’s Staff
Thunder and Lightning (rapax black sword)
 
If the party has completed the 'kill the breeders' quest, has obtained the helm of serenity, has a bard with 100+ communication skill and visits Fuzzfas' potion palace, Fuzzfaz will mention that Shaman Das has become non-communicative and depressed about a lack of purpose since he no longer has to await Marten's messengers etc. Fuzzfas gives the party a zuzu petal and mystery potion and sends them to see Shaman Das on the seventh bow.

If your bard has 100-119 communication skill, when the shaman appears he is hostile and attacks the party. if he is killed he drops the shaman's staff 100% of the time.

If your bard has 120-125 communication skill, the shaman is hostile when he appears but the bard has the chance to try to negotiate (not sure exactly how the communication/negotiation skills work, but my idea is that at 120 communication it is 75% chance of success with a 5% increase for every point over 120.) if the peace negotiations are successful, Shaman Das tells the party about the legendary Trynnie treasure that has been "borrowed" and "safeguarded" from the other inhabitants of Dominus throughout the ages. the treasure is hidden in the graveyard and the shaman gives the party directions and the shaman's token to gain access to the treasure. 

You follow the directions, insert the token into the correct headstone and climb down into the treasure chamber which happens to be warded against magic and filled with the remains of all the past Trynnie shamans.  The treasure chest is armed with the alarm trap and has a 75% chance to be opened by a lock picker with 100 lock and trap skill and a 100% for a picker with 125 skill.  If the trap is set off, the magic wards dissolve as 13-25 shaman spirits (level 35 bishops) come to life to protect their treasure.

The treasure chest contains three of the items listed above: (the contents are set the first time the party enters Arnika-Trynton road)