VILLAGE OF TURTLE BEND(Terrapin Station) ---------------------------------------- * 2 days walk south of Aurora along the River Road. It is very near a section of the Greenmarsh. * Turtle shaped hill nearby with an abandoned fortified house on top. * Houses are a mix of river stone, brick, cob, wood, and plaster, with thatched or wood-shingled roofs for the most part. * Population: 185 BEGINNING/SET UP ---------------- * Merchants along the road have been attacked by lizardmen recently. Some are being held hostage in the marsh. The gold and silver coin of the merchants is being used to buy weapons and mail from a group of smugglers to equip a growing army of Lizardmen. This is HIGHLY UNUSUAL since Lizardmen have never been known to attack human settlements in this area because the Witch of the Fens forbids it. * The Witch-of-the-Fens has lost contact with a Lizardfolk tribe in these parts. The 2 Lizardfolk she has sent to investigate have not returned. * Lizardmen have been seen prowling around the marsh recently. There have been sporadic attacks on livestock and flocks, and a few of the villagers have gone missing. The people are worried but don't know exactly what is going on. Two of the villagers(James and John) set out in their boat along the river to get help from Aurora 3 days ago, but no word has come back. The villagers will almost certainly ask the PCs for assistance if they seem trustworthy and capable. * The village blacksmith(Neil) and his young son(William, 12) have gone missing 2 weeks ago. The boy is being held hostage to force the blacksmith to make weapons for the lizardmen. * A 4th level Green Druid(a servant of The Green Man) named Malachi has a Gem of Reptile Control** and is using it to control the lizard- men. Malachi is building an army of Lizardman minions and is planning an attack on the village in order to gain possession of a scroll that has recently made its way there, and to gain more coin and supplies to support his schemes. The druid has stranglevines surrounding his shelter in the marsh, as well as 2 mobile, carnivorous plants which act as bodyguards. Malachi is looking for a SCROLL with information on the location of the Blue Crystal Skull(Blue Sun Tech Labs) that is believed to be in the possession of one of the village residents. Malachi has the lizardmen watching the road and river to catch anybody who might try and secretly leave town, in case they are in possession of the scroll. He arrived a month ago and has been spellbinding and organ- izing the local lizardmen since. ** The gem flashes green when being used to mesmerize any lizardmen. Lizardmen who are being mesmerized by the GEM OF REPTILE CONTROL - eyes flash green in time with the gem. TIMELINE PRIOR TO THE PARTY'S ARRIVAL ------------------------------------- ONE MONTH AGO: 1) Malachi, The Green Druid, arrives in the marsh near the village and begins mesmerizing the local Lizardmen. He also begins secretly watching the villagers for signs leading to the location of the scroll. 2) Merchants carrying iron or weaponry begin disappearing in the area. 2 WEEKS AGO: 1) Lizardmen begin to be noticed in the marsh near the village. There are a few raids against outlying farms. Lizardmen begin watching the roads to make sure nobody leaves town. 2) Malachi connects with Ivy who acts as a spy in the village to find out who is in possession of the SCROLL. 3) Neil, the village blacksmith, and his son, William, disappear. They are taken by the Lizardfolk after being pointed out by Ivy as useful. The Druid needs to supply his new minions with arms and armor. 4) A group of smugglers begins operating in the area, selling weapons to the Green Druid. They operate late at night. 5) Malachi sends out charmed Lizardmen to draw in others of their kind from further away to grow his lizardman army. 3 DAYS AGO: 1) James and John set out in their boat(The Sundancer) to seek help from Aurora. They are caught and killed by the smugglers. 2 DAYS AGO: 1) Brock, a 3rd level half-ork ranger arrives in the area, brought by rumors by his animal friends of unrest in the marsh. He meets Tom, the village hunter, who becomes an ally. LAST NIGHT: 1) Allie, an agent of B.O.B., tries to escape with the scroll detailing the whereabouts of the Blue Crystal Skull. She but is almost caught by the Lizardmen. Brock, the Half-Ork Ranger, creates a diversion and she is able to flee safely back to the village. NPCs -------------- 1) MALACHI(4th level GREEN DRUID, SERVANT OF THE GREEN MAN). He has a Gem of Reptile Control The Druid has a small shelter on an island in the marsh in the center of a small maze made of shrubs, stunted trees, and twisted grass. The paths of this maze are trapped with snares and pits. The shelter itself is partially subterranean. It is made of earth and has a turf roof. Stolen weapons are stored in a limestone cave near the shelter. They are wrapped in oilskin on wooden racks. Stolen treasure(5000gp, 3000sp) in a wooden chest is buried in the dirt floor of the shelter. The Green Druid has a MAGICAL KNIFE made from the rock of an ancient meteorite that was a remnant of a world destroyed by The Green Man aeons ago. It is dark green in color with shifting veins of chartreuse energy. It is +2 to-hit and double damage against all non plant-based creatures. If hit, a Toughness saving throw must be made. Failure means that the victim's body withers like an old vine as D6 STR and CON points are lost. If any of the characters are captured, the Druid will charm them into service, using them as bodyguards or spies. Level 1 Spells: Detect Magic, Entangle, Faerie Fire Level 2 Spells: Charm Person or Mammal Level 3 Spells: Plant Growth "The ancient world was a garden paradise before Man destroyed it with his technology." The Green Druid may be occupied doing one of several things: * Organizing the Lizardman raids on Turtle Bend or nearby Lizardman villages(for minions). * Interrogating prisoners for information about the village and other villagers or about the location of the scroll(Allie). * Ensorcelling new lizardman recruits. * Examining a map of the area around Aurora IF HE HAS FOUND THE SCROLL ITSELF. * Preparing for the sacrificial ritual 3 days hence. The GREEN DRUID'S OBJECTIVES are to: 1) FIND THE SCROLL with the location of the Clear Crystal Skull. 2) BEGIN BUILDING AN ARMY OF LIZARDMAN under his magical control to serve as minions on his path to power. 3) FINANCE HIS PLANS AND EQUIP HIS MINIONS with gold, weapons, and mail armor. 2) Serve the Green Man by performing a sacrificial ritual using an agent of B.O.B.(IF HE HAS ALLIE ) which will increase the Green Man's power by feeding him the souls of his enemies. The MAGICAL KNIFE will be used in this ceremony along with a wicker man effigy of The Green Man. If the ceremony is completed, the ghostly essence of The Green Man will be seen within the wicker man...and those in the audience will be seen...and marked...by the Green Man. 1A) LIZARDMAN VILLAGE Lizardman tribe numbers around 50(around 20 combatives) but more are being drawn here and ensorcelled each day. They have a small village of round, earth and grass huts with thatched roofs, surr- ounded by a log palisade. A wooden tower overlooks the main gate and a tall, round, wooden cage sits in the middle of the village (the slave pen). Captured villages will be held in the pen while awaiting their fate. Lizardmen will eat villagers deemed to be not useful by the Green Druid, but will not otherwise harass or even pay attention to the prisoners(unless on the orders of Malachi). A long hut, open at both ends, holds many hundreds of dried peat logs/bricks made from turf cuttings in the marsh. There is a small field with little stacks of drying turf logs near the long hut. Tall rattan holders, set around the village, hold small orbs of bone(skulls tops?) containing oil and a wick. Peat log fires, hanging fish oil lamps and rushlight candles (for short duration lighting). There may be underground tunnels between huts and leading out into the marsh. 2) SMUGGLERS A group of smugglers(8) uses the Tusken River to ferry weapons and armor to the Green Druid. They are only active late at night. F:2, F:1 x 7. They have a small, flat-bottomed, single-masted, 6-oar boat. The smugglers will nab unarmed villagers who are trying to leave the town, or single individuals spying on their operation, but will not otherwise fight. The are smugglers, not soldiers and have better things to do than die. 3) A 3rd level, half-ork Ranger(Brock) arrived a the day before the characters. He has been investigating the lizardman activities and is aware of the Green Druid is controlling or directing the lizard- men somehow, and that they are gearing up for a full attack on the village, but he does not know about the Gem(the kids know about this though). He also arrived after the smugglers left, so he does not know about them. He is aware, however, that the lizardmen are getting steel weapons from somewhere. He does not yet know of Ivy's involve- ment(she uses the secret tunnel near her cottage to get through the marsh). The Ranger will aid and/or enlist the aid of the adventurers. Brock is not known to the villagers yet as he has been spending his time moving through the marsh gathering information. He arrived just after James and John were captured going to Aurora but was able to trick the lizardmen to keep Allie from being captured(though he does not know that she is an agent of B.O.B., nor would that mean anything to him). He also arrived after the smugglers left, so he does not know about them. He is aware, however, that the lizardmen are getting steel weapons from somewhere. He does not yet know of Ivy's involvement (she uses the secret tunnel near her cottage to get through the marsh). Brock is being helped by Tom Cotton. Brock wears black leather armor, and carries a recurve bow, short sword and long knife. He has black hair, styled like Johnny Bravo, and dreams of someday finding the far desert town of Elvis and becoming a musical performer. He carries an acoustic guitar in a small, sequin-decorated Bag of Holding. 4) A female villager named Ivy is a secret follower of the Green Man and when the Green Druid appeared, she knew it was a Sign! She lives in a little vine-covered cottage at the edge of the woods near the marsh and is an avid botanist. She has collected a wealth of exotic plants from around the area and often adventures across the river into the Wildwood alone to search for new and unusual specimens of flora. The interior of her cottage is essentially a large greenhouse. Many of the plants she has are poisonous in one way or another, and some are dangerously carn- ivorous. Ivy, because of past associations, is the go-between for the Druid and the Smugglers, and the one who set up the initial deal. She is also the one who pointed out the smith and his son to the druid and lizardmen. If asked how she has avoided being attacked since she collects in the marsh, she will answer that the plants are her friends and they protect her. If she is further questioned or feels threatened, she will invite the advent- urers into her abode, offering to answer all of their questions and demon- strate exactly how her "friends" protect her. One species of plant has flesh-colored, trumpet-shaped flowers which shoot spores in a 5 foot cone. These spores connect the victim to the collective consciousness of the plant, charming them to the beauty of a world ruled by plants, and enchanting them to protect Ivy and themselves. Some of the villagers at the Tavern will confide that they are suspicious of her as she spends "too much time in the marsh for her own good". Some believe that she must know, or must have seen, something. Some also wonder why she hasn't been attacked, living so close to the edge of the marsh. One or two may have already been ensorcelled by the spores and will defend her vehemently. Ivy suspects that Allie is the one in possession of the SCROLL, but has not been able to gain access to Allie's home long enough to effect a search. She was interrupted during her last attempt at burglary and left behind an exotic blossom she was wearing at the time. She may attempt to kidnap Allie on the 2nd night the PCs are there, during the Lizardman raid. She has NOT informed the Green Druid of her suspicions about Allie because she wants to be the one to present the Blue Crystal Skull to The Green Man! Ivy will inform the Green Druid that there are new adventurers in town. She will keep a watch on the PCs and send regular reports back to the druid. Ivy is a 2nd level Thief. She carries a ring of twisting ivy containing a tiny needle coated in a plant poison that paralyzes for D4 Turns. She will use it to escape if necessary. The needle is very fine and leaves a barely visible puncture mark on the skin. She wears green and carries many small pouches for collecting seeds and cuttings. Ivy declares herself to be "nature's daughter" She is Chaos personified, and quite psychotic, though she can hide it well. Maiming, mauling, and mutilating are extreme measures, but it's nothing compared to what irredeemable cruelties human- ity's done to the world of nature. Ivy always sees the greater good as she punishes those who deserve it. She also has a SCROLL with LOCATE OBJECT on it that she will use to find the Blue Crystal Scroll when she is sure of its general location and has the time to cast the spell. There is a secret tunnel accessed through an ivy covered stump near her cottage. It leads out into the marsh into a grove of stunted trees. 5) Allie, a young woman from the village is a contact for the Brothers Of Balthazar. She has a SCROLL with the location of the Blue Crystal Skull which she is trying to get to Aurora with, but has almost been caught twice by the druid while trying to escape the town at night. (SHE IS AWARE OF THE GREEN DRUID AND WHY HE IS HERE). A couple of others(James and John) were caught(and killed) while trying to get help from Aurora 3 nights ago. She will have information about the druid and the lizardman patrols for the PCs but she will keep the Green Druid's goals and the scroll a secret unless she feels her best choice is to tell the PCs. Allie has been trained to block ESP, Telepathy, and any mind control techniques. She has a +10 on any saving throws for these things. Allie grows herbs and spices and knows the paths through the marsh well. She is suspicious of Ivy, after finding the strange blossom on the floor of her cottage, and will not go anywhere near her. It is possible that the SCROLL hidden in her cottage will make itself known to one of the adventurers if her cottage is searched following her abduction (by Ivy and/or the Lizardmen). 6) Tom Cotton is a hunter and is helping Brock the Ranger with some of his scouting forays into the marsh. He has stealth abilities at +8 and has the uncanny ability to move almost completely silently when barefoot. Tom fights at a +6 with hunting bow and longknife. 7) James and John are(were) a married couple living in the village, along the river. They are/were the only two fishermen in the village and are friends with one of the PCs. They supply the village with fresh fish, crayfish, and freshwater clams. James is also an all around handyman and was a boatwright and riverboat captain in Carnelian back in the day. John was a Cajun chef in Oyster Shoals when he was younger and cooks seafood at the tavern from time to time. They met 7 years ago and decided to settle in Turtle Bend. The couple have a small sailboat called "The Sunfish". It is painted blue and has a dancing yellow-orange fish on the bow. Both are good friends with Granny Hawkins who runs the General Store and Trading Depot, with Rose, who runs the tavern, and Nicholas the Dwarven woodcarver. 3 days ago, they volunteered to sail up the river at night to alert Aurora and bring back help. They slipped by the lizardmen watching the river but were caught(and killed) by Flavius and the smugglers. Their boat was holed and hidden in the river brush a mile north of town. 8) The village blacksmith(Neil) and his young son(William, 12) have gone missing. The boy is being held as hostage to force the black- smith to make weapons for the lizardmen. They were taken a week ago, before the lizardman presence was known of. 9) Rose is past middle-age and a retired prostitute from the Westmarch. She owns and runs the Tortoise Shell Tavern and is close with most of the people in the village, excepting Ivy. "Cookie" is the short order cook for the place. He served in the Portown Navy, once upon a time, and has the look of a southern barbarian. He is very strong but never speaks. Rose thinks he may be a mute. It is whispered that he knows occult rituals and other secret knowledge from the jungles of the south. He understands everything being said and will help any person of good alignment without question and is known to have almost a sixth-sense about many things. Cookie is tall and powerfully built(STR 18), with dark bronze skin, long black hair tied into a ponytail, and has several tattoos - tribal designs and a feathered serpent. Rose trusts him with her life. 10) Drew(girl, 11) and Wayan(boy, 12 1/2) are children of one of the farmers. They have been bravely spying on the druid and lizardmen and may have useful information for the PCs. They know pathways through the marsh and have seen the "Green Wizard" doing something to the lizardfolk with a strange amulet. The kids know of a strange tree in the marsh which has an effect similar to a Rope of Climbing (you disappear into an extra-dimensional space when you reach the top but are able to see the land all around. This is how they spied on the Green Druid and the tree is a secret they keep). 11) Granny Hawkins is and old woman who runs the General Store/Trading Post. She's been here all her life, is very wise, and ain't afraid of nothin'. Granny is also an herbalist and knows a few minor, useful spells taught to her by her mother when she was a child. Granny smokes a corncob pipe. 12) Nicholas is a Dwarf from the mountains who has been living here for over 20 years. He is the resident carpenter and woodcarver, and makes toys for the children at Yule. He is also the village "Santa". He is 3rd level and carries a Luckstone +1 made of Red Fox Agate. Places/Things in Turtle Bend ---------------------------- 0) The Road In - about a mile from the village, several sets of boot tracks lead off to the right side of the road, down to the water's edge. The tracks show people both coming and going. In the heavy bushes and vines, drawn up from the river, is hidden the wreckage of James' and John's blue fishing boat. To the left of the road are a few tracks that stop about 5 feet off the road. The rest have been magically erased by the druid. 1) Village Hall - meeting place for the villagers for events, and for dis- cussion and voting on new ideas. 2) Jail/Post Office - run by the village Sheriff(Andy) and his Deputy(Taylor). They take care of the village. Andy(F:3). Taylor(F:2). Mild-mannered and friendly. Andy was once a captain of the watch in a big city. They have taken to nightly patrols of the village in order to deter the lizardmen's predations. Taylor carries a horn which he will use to rouse the town in case of an attack. 3) General Store/Trading Post - run by Granny Hawkins. You can find most anything here. When merchants come through town, this is where they stop to trade. 4) Tortoiseshell Tavern - This is where the villagers gather at night for some dinner and a pint and to socialize. It is owneed and run by Rose. The tavern has 6 rooms for guests. 5) Smithy - run by Neil who has been missing for a week. Neil is very strong (STR +2, CON +2). 6) Chapel and Graveyard - Old Faith. Brenden(cleric is lvl 5). The chapel is built into the base of an ancient Live Oak tree. Brenden speaks the Faerie Language and carries a Staff +2 which does D4+2 damage. First Level Spells = 2 per day: ------------------------------ Detect Magic, Cure Light Wounds, Tongues, Protection From Evil, Mend, Purify Food & Water(eliminate poison or spoilage in enough to feed 12 people), Faerie Fire, Identify Poison, Light Second Level Spells = 2 per day: ------------------------------- Produce Flame, Create Water, Slow Poison, Chant(+1 on rolls for allies, -1 for enemies), ESP, Pyrotechnics 7) Mill - At the southwest end of town along the river. 8) Doctor/Vet - Max, who lives in a wood-shingled cottage that is filled with shelves and worktables of potions, elixirs, pills, herbs, creams and ointments. (He has been known to work "miracles"). 9) Fortified House - sits atop Turtle Hill. It was built by a traveling adventurer named Tom Tuttle 3 years ago as a place to settle down. He went off on a new business venture at that time and has never returned. The house is in good shape but mostly unfurnished. It has a heavy oak door and window shutters with arrow slits and sturdy wooden planks to bar them shut. There is a lookout tower with a slate roof reachable only from the inside via a hidden and trapped(spear trap, falling portcullis) staircase. The house itself is made of large bricks and has 3 stone hearths. There are several hidden spike traps in and around the house which can be set(none are now) and spear traps in the chimneys. There is a well in the basement and shelves of tools, weapons, firewood, and dry goods. The house(because of its location?) is highly resistant to magic, fire, and natural effects. THINGS TO KNOW -------------- * If ESP, or similar spell, is used on the lizardmen, the caster will hear the commands of the Green Druid to the lizardmen. "Kill the intruders", "Bring them to me", "They want to destroy you and all of your kind", etc. * The scroll is hidden in Allie's cottage. If she is kidnapped on the 2nd night, and the party searches her place for answers, it may reveal itself to one of them. * Smoke will rise from the lizardman village during day and night as the Smith is forced to forge weapons for the Green Druid. Skin drums and turtleshell rattles can be heard far across the marsh. Chirps, growls, and a low, raspy, guttural singing together with softer sibilant voicings rise and fall throughout the night. * It is possible that an extradimensional, mobile hut on giant bird legs will arrive, along with many lizardman warriors, if the PCs are losing the final battle. If the party has avoided trying to kill all of the lizardmen, she will be likely to favor them with a gift and/or helpful information. She may also aid them in the future. The Witch will also take the GEM/AMULET OF REPTILE CONTROL to "protect her children". MAPS NEEDED ----------- 1) Area Hex Map: 200 feet per hex. 2) Village Map. 50 feet per hex. 3) Marsh Hex Map(Maze of trails): 50 feet per hex. 4) Lizardman Village Map: 25 feet per hex. 5) Druid's Island Map: 25 feet per hex. 6) Interior floor plans of fortified house(?). 7) Floor plans of Ivy's house(?). 8) Map of underground passages for Druid and Lizardmen (?). ENCOUNTER AREAS/ORDER OF EVENTS ------------------------------- FIRST DAY(afternoon/evening) ----------------------------- 1) Ruined Boat/Lizardman Ambush: 1 mile north of the village. The merchant's mule(Flower) will be dropped with javelins in order to stop the cart of iron ingots and the party will be attacked by Lizardmen. This will occur in the late afternoon/early evening. The Ranger(and possibly Tom Cotton) will fire from the bushes and drive off the lizardmen temporarily. The merchant will loudly protest leaving his cart behind in order to get to the village safely. He will also be very distraught over the death of "Flower" and insist that the party help carry his mule to the village for a proper burial. The party MAY notice the tracks leading to and from the water at this point and end up finding the ruins of James' and John's boat. The Ranger will inform the PCs that the Lizardmen are using steel weapons (shortswords + shields, spears) as most unusual since lizardmen don't forge metal and only use stone tipped spears and knives. The Lizardmen will return late that night to recover the iron ingots(if they have somehow been brought into the village) or for a general raid on the livestock herds and farms of the village. 2) The PCs will be taken by the Ranger to the village and arrive at the Tortoise- shell Tavern and Inn where they will be welcomed by Rose. Rose is worried about James and John(The PCs may have already found the wreck of their boat). The Ranger will introduce himself to Rose and will tell the PCs what he has discovered in the last 2 days**. He will then leave briefly to talk with the sheriff before returning to the Inn. If Tom Cotton was with the ranger, he will give the same info to everyone at the tavern and possibly call a town meeting that evening. ** Before this point, only Tom Cotton is really aware of the Ranger and his investigations in the area. FIRST NIGHT ------------- 1) SMUGGLERS arrive at midnight with a scheduled load of weapons. 2) If the iron cart was brought back to town somehow, the LIZARDMEN will stage a raid in order to retrieve it. They will also break into Allie's house to search for the scroll or to kidnap her to learn its whereabouts, as the Druid suspects her because of the escape attempt. The escape attempt the night before was reported to the Druid by the Lizardmen. If the attempt is unsuccessful because she is with the PCs or not at home, her house will be watched by the Deputy or Tom Cotton on the following day to prevent any future attempts. 3) Ivy will be keeping an eye on Allie's movements. She will thwart the Lizard- mens' kidnapping attempt if she thinks she can do it without being noticed. (She wants to charm and interrogate Allie herself). SECOND DAY ---------- 1) James' and John's boat is found by the Ranger. The village folk may be riled and want to attack the Lizardman village. 2) Drew and Wayan tell the Party about what they've seen and show them the "magic tree" in the marsh. 3) New "recruits" will arrive in the Lizardman village to be charmed by the Druid. The Lizardmen are making raids, or using deception, on nearby lizardman villages on the Green Druid's orders to procure more recruits. Smoke will rise from the lizardman village during day and night as the Smith is forced to forge weapons for the Green Druid. Skin drums and turtleshell rattles can be heard far across the marsh. Chirps, growls, and a low, raspy, guttural singing together with softer sibilant voicings rise and fall throughout the night. 4) If Allie was captured, she will be interrogated by the Druid. Allie is trained to withstand mental control attempts and will not give the Druid any information. She will be slated for sacrifice in the Ritual that night and the Druid will be overseeing the construction of the Wicker Man for the ceremony. 5) Ivy will try and lure PC's into her cottage saying that she has "secret information" about the reason for the Lizardman attacks and how to defeat them. She will have her plants charm them (or attack them if the charming is unsuccessful). She wants to use the charmed PC's to kidnap Allie if the Druid has not already done so. If cornered, she will have her plants attack while she escapes to her tunnel hidden underneath the old tree stump out back. SECOND NIGHT ------------ 1) Green Man Sacrifice Ritual of GREEN FLAME if Allie has been captured. Otherwise, the Druid will be organizing the Final Attack on the village for the following day. 2) Ivy will try and sneak into Allie's house to find the scroll. If Allie has not been captured by the Druid, and is home, Ivy will try and get close enough to her to use her Poison Ring, before searching the place. Ivy will use her Scroll of Locate Object once she has the time to cast the spell. THIRD DAY --------- 1) If the Green Druid has been successful in procuring The Scroll, he will leave that morning, taking a small force of Lizardmen as guards and porters/ bearers for the treasure and weapons he has gathered. They will travel north to the area around the Blue Sun Tech Labs. The rest of the charmed Lizardmen will be ordered to attack the village in force and completely destroy it. The fortified house on the hill may be used as a defense, and the Witch of the Fens will appear in her walking hut sometime after the battle has started in order to stop the destruction and discover what has happened to her 'children'. If the PC's have learned of the importance of the SKULL, they will have t choice of whether to stay and defend the village OR leave it to its fate and follow the Green Druid. (At least one of the PC's will have been shown a vision of the Tech Labs and its location, so they will know where the Druid is heading.) 2) If the Green Druid has thus far been unsuccessful in procuring the SCROLL, he will launch an outright attack on the village in the evening. When the Witch of the Fens appears, he will try to escape in the confusion. If he successfully escapes, the Green Druid will follow the PCs with new Lizardman recruits, where he will either 1)ambush them on the road in order to capture the Scroll or 2) allow them to find the Blue Sun Tech Labs (and possibly the Blue Crystal Skull itself) before ambushing and killing them.