Hello Farland fans,
It's my honor to play D&D5th edition as a DM in the wondrous setting of Farland. I am playing every week from 19:00 till 23:30+- and I will recap on this forum. I am playing D&D for over 10 years so it is not a strange world to me and my friends. Farland, however, offers a nice gritty flavored world. Besides the official rules of D&D5th edition, I have implemented several changes to improve the grittiness of Farland. You can read everything about them in my Farland Guide.
Farland Guide 0.84:
http://homebrewery.naturalcrit.com/share/BJQxN5SGe
I make use of the adventurers of Farland on this page and implement them into the campaign.
http://www.farlandworld.com/tools.html#adventures
With the fourth adventure, the Reign of Strahd, I implemented allot of Curse of Strahd material into the campaign.
I have adapted them to my liking in order to really experience the grittiness I find suitable in a world such as Farland.
We started playing in April 2016. So far there have been
8 character deaths. To read about the dead characters, see Heroes of former glory below. We have completed
3 adventurers and the characters are now level
4 .
Robert: Kielzog, Dungeon master.
Derk: Lo'Gosh, Half-orc Barbarian
Chris: New character in progress.
Dominic: Elena D'orren, Drow Druid/Warlock
Niels: New character in progress.
Lo'Gosh Zul'gar
Half-Orc Barbarian level 4
Played by: Derk van der Ham
Current player State: Currently in the party
Current character State: Alive@Littlespur
Green faces, I'am not one of them! They took my life...The world is getting ill.
I 'am Champion, claimed victory in the Kosh Egh Lo’Gosh !
My tribe is the Zul'Gar.
I'am here with a reason, I reclaim what's ours..
They took our Land, my family and brothers.
In a unfair way of betrayal!
Sbuk is his name.. Sbuk has filthy soul.
the chances came and go, but I wait.. the vendetta will come!
We Zul'Gar are not afraid of anyone!!
They have seen my blood, they have seen my pain.
But nothing is free. ...
Akish'zul opens his eyes.. I'am not alone! There is hope!
Kejh hegha will rise above the lands!
I will fight, their blood will flow, Vengeance is mine...
Nelorah'zeh will be in my body, Akish'Zul will see trough my eyes and Gash'gar will be there before you are.
I WILL NOT REST BEFORE I RECLAIM WHAT IS OURS!
Lo'Gosh is here.....
Written by Derk van der Ham
Elanil D'orren
Drow Druid level 1, Warlock level 3
Played by: Dominic Rowley
Current player State: Currently in the party
Current character State: Alive@Littlespur
Igrasson Illuminatar
Sylvan Elf Cleric of Life level 3, Monk level 1
Played by: Niels van der Ham
Current player State: Currently in the party
Current character State: Alive@Littlespur
Ox
Human Paladin of Vengeance level 4
Played by: Chris
Current player State: Currently in the party
Current character State: Alive@Littlespur
#1
Previous wednesday, the party managed to sneak upon the right tower and assasinated Beryn. This however, had led to a chain reaction of events. This is my plan for the next session. While Beryn's flesh golem has come to existance, the hordes of zombies have surrounded both towers. The undead even turn upon Drokag (who still lives by the way) and his kobold allies. He barricaded himself in the left tower. Part 5 of the Towers of Waiting starts on the roof of the right tower, where they have just slain Beryn, at the cost of many rescourses and hitpoints. They can't have another fight, so they must find a way out. The only choice they have, is to barricade themselves in their tower and investigate an ancient passageway to the other tower. There, they stand before a choice. Cooperate with Drokag to escape from the zombies, or not?
#2
Hello Farland Fans.
Yesterday, we played another session in the gritty world of Farland.
The result is shocking: two player characters died!
Read my previous post to find out where the players started yesterday's session.
The lightning that struck the tower, required everyone to roll two saving throws.
One: DC21 Strength saving throw, or be knocked prone.
Two: DC21 Constitution saving throw, or be deafened for 1d10 combat rounds.
All five party members failed both their saving throws, which is obvious since the DC is ridiculously high. It was my intention as DM that they should really experience the chaos at this very moment.
With a lack of communication, the party members were unsure what to do. 1 skeleton still remained on the tower, while three archer skeletons still had their longbows ready at the brave adventurers.
As one stood up, he immediatly got fired by three skeleton archers, so crawling was the idea here.
The brave paladin stood up as well, took his greatsword and made an attempt on the flesh golem that was still strapped with four thick iron chains. His sword litterly bounced of the stiched skin of the fleshgolem, for he was impervious to non-magical attacks. I flavored it so, that this flesh golem was an encounter not to mess with. I also told them that it had strange humanlike reactions. It was shocked that it found itself on the altar, strapped on chains.
Next turn, the warlock shot her eldrytch blast for an impressive 9 points of force damage. Again I explained the adventurers that this flesh golem was thinking to himself: Why? What is happening? Why are they attacking me?
After four rounds of combat, the flesh golem freed itself from its chains. The adventurers finaly understood the DM's hint that Frankensteins monster was not as monsterious as Frankenstein was himself. By that time however, it was already to late. The large flesh golem stood up, was surprised by its own strength, and started a rampage.
I gave the adventurers four combat rounds to get inside the tower, away from this flesh golem, but two player characters were still on the tower. The fifth round, the flesh golem made two attacks, one at the barbarian, and one at the warlock, who stomped them unconsious with vigorous rage. As he was running downstairs the 6th round of combat, the flesh golem realized that the ranger was stabilizing the unconsious characters, and he ran towards him. The ranger reacted clever. I allowed him to use his animal handling skill to make a peacefull suggestion. He rolled real crap however, so the flesh golem was not impressed. The flesh golem did not want his attackers to leave, so he placed one of his big foots on the almost corpse of the barbarian. In the mean time, the barbarian and warlock got both stabilized.
The paladin and wizard had found their way on the fourth level, and engaged themselves in a combat with the hordes of zombies that were running upstairs, one each combat round. They managed to barricade the stairway by just litterly breaking down the crane and throwing everything they could find down the hole.*
The next round, the ranger offered the flesh golem a goodberry. He even cleverly administered one himself to show how it works. The flesh golem was intrigued and felt no danger from this ranger, as he had not made an agressive move yet. The next round, the flesh golem took one berry and just took his sweet time to investige what it was. The ranger just kept is nerves under control, but he feared for his life. The next round, the flesh golem ate the goodberry and enjoyed it. At this point, the wizard came upstairs and started to ask all sorts of questions to the flesh golem. The flesh golem was obsessed by the berry and paid no response.
Untill the Gnome Wizard named Beryn. At this point, the flesh golem rampaged again and started charging at the gnome wizard. The little gnome quickly moved to the fourth level, climbed on the rope, and started to climb down as fast as he could. The flesh golem, not paying any attention to the ranger anymore, wanted this gnome dead. The word Beryn triggered a bad feeling inside him. As the gnome was climbing down, he repeated the name Beryn as many times as he could. The flesh golem pulled up the rope in one huge swing. I gave the gnome wizard a choice. You either let go and fall down, or hold on and get swung up, probably in the hands of the flesh golem. The gnome wizard was still a long way from a safe landing, and he decided his luck on an acrobatics check DC 10 to let go and grapple the ledge. He failed however, and paid quite some falling damage. He remained on two hitpoints, burried in the bones of the pit. The flesh golem held up the long end of the rope, questioning himself where the small and old gnome went.
In the meanwhile, the paladin was holding the fray against the hordes of incoming undead. However, the flesh golem had lost his target, and saw the juicy paladin as his next victim. He remembered the paladin's attack with his greatsword, and so, the flesh golem attacked him.
As a DM , I almost felt sorry for the party members. But I said to myself: I gave the players four rounds of combat to flee, and they decided to stay. They even thaught for a moment that they could kill the flesh golem and attacked him.
It was there, the paladin got knocked down by the flesh golem. The flesh golem's only point of interest, was the ranger. But the ranger had hid himself on the outside wall. A hide and seek game started, where the ranger succeeded to grab the barbarian and the 80 feet chain, and climbed his way down to the gnome, holding an unconsious barbarian in one hand, and climbing down with the other hand. This left however, the flesh golem with one final duty. Cleaning time. He picked up the stabilized warlock and paladin, and threw them down inside the pit. It was, what he would do, for both the warlock and the paladin made an assault on the flesh golem. The falling damage was more then the characers maximum hitpoints, and so they died instantly from the fall.
the warlock and paladin dead.
The ranger however, climbed his way downwards, with hungry zombies trying to get in reach. With a heavy barbarian on his shoulder, he had to roll athelics checks as well as constitution checks. At one point, he failed his constitution check and he had to drop the barbarian. In the meanwhile, the gnome wizard rolled out his bedroll and cleared the way of sharp bones, minimizing the falling damage. The barbarian dropped down, 'survived' the fall for the damage was less then his max hit points. He immediately got stabilized by the gnome wizard.
The gnome wizard, the ranger and barbarian found the secret hadge beneath the bonepit that leads to the other tower, and climbed their way to the other side. The zombies climbed down, even jumped down, eager to get a meal. The ranger collapsed the narrow cave, and they were safe. But for how long? And what is on the other side of this secret passage?
More Farland D&D next wednesday.
#3
Hello Farland Fans.
Yesterday we played another session of the Towers of Waiting. To see where we ended previous session, read my previous post.
The barbarian, the gnome and the ranger hid themselves in the claustrophobic narrow space passage that connected the left tower to the right. After a rest, they tried to silently crawl their way from under the pile of bones. Total darkness covered the room as they entered the bone pit. They could hear the Kobolds speaking to each other about fortifications against the undead. The party concluded that the undead have turned against the kobold and Drokag as well. Not far later, the party found themselves discussing with Drokag about an espace, as hordes of zombies surrounded the tower. The barricade of wood and piles, fortified with the crane, could hold the zombies at bay for the moment. There, they were introduced to the new player character, a green dragonborn moon druid, who was held captive, but now released in order to cooperate for the escape.
Eventually, the party of adventurers came up with the following plan: They wanted to use a javelin with a rope attached to make a funicular. From the fourth floor, 50 feet high, they wanted to throw the javelin as far as possible into the ground, and then use the metal rings of the barrels to glide on the rope, all the way down. The druid went first, shape-shifted as a spider who webbed himself at the thrown javelin. On impact, he shape-shifted himself into a brown bear to hold the rope thight, so others could glide down. In the meanwhile, the zombies realised what happened, and started to run at the bear, who got shoved feet by feet back to the tower because of the weight of three other party-members, Drokag and 8 kobolds. Eventually, they had to fight of some zombies who got to close. Then, a chase started to escape the battleplains. The party of adventurers had made an agreement with Drokag to split up, to increase the chances of escape.
Project X, Beryn's flesh golem, sat on the other tower, looking at his army of zombies running to something at the distance. He decided to join the chase. The clever party members however, decided to use the other tower to block the line of sight, and thus, Drokag and his kobolds had to choose another direction and were spotted by Beryn's flesh golem. Drokag used his kobolds as bait, as he finaly escaped the flesh golem and the horde of zombies. The party ranger searched for high grass that could serve as difficult terrain to lose the zombies.*
They have now successfully escaped the Towers of Waiting. They have not found out who was the traitor, nor have they found the helmet with continual light. They did found the note from Beryn's friend, suggesting that Northwood was in danger. Since both the Gnome and the ranger came from Northwood and had friends and family living there, they made a quick travel to Northwood.
The letter:
To my wicked colleague Beryn Frankenstein Gravemore.
05-05-8170 F.R
I've done it! Grlarshh answered my prayers! I've bound the extra-planar Queen to our mortal plane. She is such a beauty, her shriek is paralyzing, her eyes are all types of various colors and just looking at her teeth fill me with admirable hopelessness. Soon, the little heads start flying on their own. She is producing faster than expected. Soon, Northwood is under my control.
How is your flesh golem working out? You think these local heroes from the Loch Brech's campsite stand a chance? And, really, you've seen the Gnome with your own eyes? It seems they aren't extinct after all. Funny, I'd love to have a zombie gnome butler, that would just really add up to my maleficent ambiance.*
With undying regards,
Marnak Morgenstein the Harvester.
Heavy rain and the cold of the north exhausted the party. They found the Dalton estate and were welcomed by the Noble Margreth Dalton, who secretly abused her nobility to draw guests and/or adventurers to strip them from their valuables. After a nice cup of thee (poison), at the warming fire, the adventurers were surprised by the old noble who grabbed her crossbow from a distance and shouted:
Get the f*ck down on the floor! Now!
You should have seen the faces of my players. They didn't expected anything. Wonderful.
The barbarian disagreed and a battle occurred. A battle I knew they would not make it. It was not the intent of the bandits to kill them, just to strip them of their valuables, and they succeeded. The barbarian got knocked down hard and failed his constitution saving throw, which led him to suffer an 11 day long -3 penalty to intelligence. Now, with only a blanket and a loin cloth, the party strolls their way into Northwood.*
Quest logs Northwood
#4
Yesterday, We've played another session of D&D@Farland.*
After leaving the house of Margreth Dalton butt naked (they have been robbed of their stuff, see my previous post for a recap), the adventurers crawled themselves inside a random barn and took their long rest. The next morning, the party had a discussion if they should enter Northwood and what to expect there. Nicolas came from Northwood and as such, he knew the following facts about Northwood:
Travel is forbidden, so it's strange that new people come barging in.
Possession of armor and weapons is illegal.
Thursday is market-day
Friday is tax collection day
Saturday is tax day
Sunday is church day
The adventurers relised they entered Northwood on Thursday, seeing the market build up. They decided to enter the tavern/inn the Merry Mage to ask around if they could find work. There, a new PC told them they could find work at farmer Dortmund's place, who told the adventurers the following story:
This will be my last year on Nurion, for I cannot weather another winter. I am alone now, but this was not always so. I had two sons, and a lovely wife. The day they raised the taxes from 6 to 7 silver, we couldn't afford a living anymore. I told my wife I would had to work in the mines several weeks a year. But my boys, they saw it coming. The next tax-day, they offered themselves to the orcs instead, so both me and my wife could live on. A parent should never see their children go like that. Next Saturdays, I awaited their return. I knew chances were slim, but I had a young man's hope these days. Week after week, I felt life running out of my veins. I felt, that they were no more. It was just a fool's hope that they would survive such a horrid place as the mines of Hestor. That's how I lost my boys, both taken away, sold into slavery. <Pause>
Me and my wife had each other, until several weeks ago. Some bandits came barging in when we were sitting at the fireplace. They wanted all valuables. Even some furnitures they took away. When they took my son's plow, my wife startled. It was our last reminder of our son. We begged not to take it. Then one bandit hit my wife with the back of his hand. I stood up, I grabbed my chair and plunged it in the head of the bandit. It least, that's what I thought I did, for the other bandit had fired his crossbow, right in my leg. I felt backwards, not able to resist anymore. My wife yelled, and they hit her again...<Pause>
It was then, I saw the most shocking thing in a very long time. A man barged in to my house , raised his two-handler, swung it at the bandit without warning. From out the back, I saw flashes of magic, shot at the other bandit right into it's face. As it went down, it hit his head, right there on the floor. Look! You can still see the crack in the wood, over here. These two strange heroes cowered of the final bandit. I looked upon the faces of the heroes and I saw, a goodness in their faces I have not seen in a long long time. Besides that, they were quite the unusual couple. A tiefling woman, and a half-orc man. <Pause>
After the fight. I insisted they should stay here for the night. They looked rather exhausted from their travels. The next morning, they left, rather quickly. The following days my wife found it hard to live without our sons. A certain melancholia catched her like a cold, As I found her dead the next week. She hung herself, couldn't bear to live anymore. <Pause>*
For me, I have lived my life. I have seen many of the night, and many of the evil in the eyes of man. But I have also seen good things. I have always worked my fields with dedication and pleasure. I have even had the opportunity to see two heroes, saving my skin from the bandits. Speaking of which, tell me, as adventurers of strange lands, do you happen to have crossed upon a Tiefling and a half-Orc? What happened to them? <Pause>
Well, that's a pity. Well, the darker the night, the brighter light. That's what my father used to tell me, and his father before him. Do not forget, strangers, that there is good in this world, although it's sometimes just covered in the shade.
The adventurers now found themselves a place to stay. From Monday till Friday, they have to work the fields. Saturday and Sunday, they are free. However, Dortmund told them to lay low, for if Mayor Arnulf von Gerhan finds out about new townfolk, he wants to register them for the taxes, which the adventurers can't pay up right now.
From the random rumor table, the adventurers found out the following two rumors:
5. Vuzembi's Shack Rumor 1. [DC 10]*
Water carrier Boris Whiteanvil: 'There is this strange gray fox appearing in the Serpent Woods. It's got a very unnatural stare, with one blue eye and one green eye.'
8. Hides for Money Rumor 1 [DC 10]
Merchant Peter Ack-Telthor: I've heard that Boris Whiteanvil pays quite some silver for animal hides.*
The adventurers decided to march into the Serpent woods to find hides and the fox. However, they were found by two saber-tooth tigers, which resulted in a deadly encounter. The warlock climbed in a tree and started firing away. In a surprise round, I rolled 17 points of damage and downed the moon-druid in that blow. The barbarian could soak up lots of blows, and in the end, they barely survived!
The adventurers hobbled they way out of the forest again and took rest at Dortmund's place.*
Next Wednesday, more Farland D&D!
#5
Dear Farland Folk,
Yesterday we played another session of Farland D&D. Have fun reading the summary.
Broken, battered and bruised, the party of four adventurers returned to Dortmund's farmhouse. They barely survived the battle against two saber-tooth tigers. After a good and long night's rest, the adventurers wake up by the church bells ringing from the center of Northwood. It's a sunday which means churchday. After some investigating, the party find out that ALL people of Northwood must pay tribute to or participate in devotion of Vornoth. Rumors say that only 30% or so of Northwood's population actually visits the church on sunday. The adventurers are curious and decide to enter the church themselves.*
Although this looks to be the temple to the evil god Vornoth, the temple is well kept and has a feeling of peace about it. Inside, the fresh smell of incense and old, well-oiled wood has a calming effect. You see a figure approaching, obviously the temple's priest from his clerical garb. An older, bald fellow, he introduces himself as Abbott Gilden Ack-Gilbert.*
You notice that not all 500 citizens are present, more like a hundred or so. This obviously indicates that Abbot Gilden Ack-Gilbert is just writing everyone's name down on the checklist that is been given to the Orc war chief every sunday. Once everyone has entered, the doors close. Several men start to turn around all holy symbols dedicated to Vornoth, and replace some of them with holy symbols dedicated to Heshtail. Then, instead of a worshop to Vornoth, a worship of Heshtail is starting, led by Gilden Ack-Gilbert himself.*
Gilbert:*'Salvation begins with the words Heshtail taught us. Without these words, we would be up a creek without a paddle. The words about life and light are alive. Notice the words, and you are alive. Words of hope in these dark times can be like seeds in our hearts that can sprout into new spiritual life. Without these words, we are like telling a doctor you want to be healed without medicine or telling a gnome you want your door repaired without tinker tools. Aid the sick and the wounded, work to promote justice. Fight against evil for goodness and light.'*
The half-orc Northern barbarian finds himself in a somewhat uncomfortable situation. The green Dragonborn hides himself underneath his hood. The gnome has fallen asleep. The fresh new party member 15 year old warlock is the only one who can keep a certain interested look upon this happening.*
After the mass, the adventurers decide to have a conversation with the abbot. They share some of their stories from the towers of waiting and their accusations of Margreth Dalton, who of course fall on deaf ears. The abbot explains the party about the incidents that probably occur from the cemetary. Gilbert explains that the sheriff is running an investigation. The adventurers are in for some action, so they have a quick talk with sheriff Tim the quick, who is most happily to help them. He even gives the party some weapons and armor, and off they go, into the cemetery.*
They quickly find out the mausoleum's passageway that leads to a underground complex. After a surprise attack from 7 skeletons, the party finds themselves in a nasty situation. Eight zombies and four ghouls, a very deadly encounter. The party managed to kill them all, at the cost of one party members life. Bloodied and saddened about their loss, they return once again into a bed of hay.*
So far, the score is three for the dungeon master ( I have slain three party members, ) and two characters managed to reach level three, and two characters managed to hit level two. They have still a long way to go before they can become the heroes of Northwood!
Next week, more Farland D&D.
#6
The next morning, Seymore Buts (a new player's character), a halfling bard, greets the party on the town square. All of a sudden, several people start screaming! Something terrible just happened. The adventurers arrive just to late and can only investigate or ask the eye witnesses what happened. Two headless bodies lie on the ground, surrounded by townsfolk who are screaming of fear on what they just saw. Apparently, the heads suddenly began sprouting wings and just flew of the bodies, or so the townsfolk would say. The town guards are having trouble keeping the people calm. After a short investigation, the party decides to go to the mayor to report this crime.
Mayor Arnulf Von Gerhan has got his hands full. Undead attacks at night, the Squint bandit organization is stealing almost daily and now another fiendish happening. The mayor gives Nicolas the key to his own house with the warning to enter it on his own responsibility. They say it is haunted, so be careful! The heroes have arrived at the right moment! After some consultation, the adventurers decides to finish what they started: the cemetery.*
Once again they delve down deep into the dungeon crypts. On the first right, they open the door and see a chest. The greedy barbarian steps forward to open it. TRAP! He falls down into a snake pit. Bloodied and severely injured, they decide to take a rest before continuing. A wise choice. They continue in a very careful approach, investigating every corner, every stone and every door before opening. The next four hours, the adventurers encounter nothing but empty halls and rooms. Until they reach the room with the skeletal minotaurs! They stand ready behind the door and have succeed on their stealth and perception rolls. With their huge cleavers in hand, they await the person that opens the door in order to sink their great axes into him or her.*
Luckily for the adventurers, it was the barbarian who opened the door. With his 35 hit points, he was the best one to take these blows. One missed, but the other hit him for a straight 26 hitpoints of damage. A great surprise after a long and tiring dungeon crawl. Being so overwhelmed by the two huge skeletal beings, the adventurers agreed to disengage. Another wise choice. It seems the adventurers have learned from their previous deaths.
After a long and good night's rest, the party has got several choices. They either could further their luck into the cemetery, or maybe check out something little bit less dangerous like Nicolas his old house. Or maybe they stumble upon another rumor.*
More Farland D&D next Wednesday!
#7
Yesterday, we played another session of Farland DnD. Please read my previous posts to see where we left off.*
The adventurers decided to register themselves at the mayor's house. Keeping their heads low and avoiding the taxes didn't seem right for them. The mayor Arnulf Von Gerhan gladly welcomed these new heroes to Northwood. There were many problems that needed solving.
The Squints.*This group of bandits and thugs called the Squints is giving the people of Northwood a hard life. Once in a week, just before Tax-day, they inflict some serious organized crime so they can pay the ridiculous high taxes themselves while innocent civilians are put to flogging and slavery on a weekly basis. Their main hideout is the Dalton estate, reachable trough the empty well at the town-square. This last piece of information, is of course hidden to the player characters for now.*
The Vargouille queen.*Although the Kingdom of Kelerak is plagued by evil, the town of Northwood was mostly spared from this suffering because of its location. Near the edge of a large forest, away from major roads and trade routes, the town has been largely unmolested. The past two months, however, have been dark times for the folk of Northwood. Recently there have been grizzly discoveries of headless corpses and strange disappearances, mainly at night. The truth behind the murders and disappearances was initially due to a strange extra-planar beast trapped upon the material realm. This queen, a strange warped monstrosity, reproduces by infecting unfortunate humanoids, thereby mutating its victims’ heads into Vargouilles.*
Adding to this turn of events, a local nobleman Marnak Morgenstein and his family have been corrupted by the dark mysteries of Grlarshh and have seen these attacks and disappearances as an unholy sign from their dark god. The Old man Morgenstein and his evil cult have abandoned their secret shrine in the basement of his manor house and currently reside within an old orcish burial ground with the ‘Vargouille Queen’ whom they feed, provide victims, worship, and study with disturbing curiosity. Will a band of brave adventurers uncover the evil and dark truth surrounding this small village? That remains to be seen....
The foul Ghouls.*Timothy Ack-Turpin ("Ack" is Kelerite for "son of") has a problem and the heroes have presented themselves as the obvious solution. After all, it isn't every day that well-armed individuals come to Northwood, especially not people who seem to know how to use those weapons. Recently there have been some very dangerous and troubling attacks in the village. They seem to emanate from the local cemetery and occur only at night, but they have happened several times. Worse, the victims of the attacks are never seen again-- except for grisly pieces and shards of bone. Whatever is attacking them seems to be rending them limb from limb. Timothy went himself to investigate the other night and got a glimpse of several skeletons and worse, some feral, wicked, gray-skinned creatures-- possibly ghouls. He witnessed them emerging from the old Percy Family mausoleum but was forced to flee because he was outnumbered. What the PCs don't know: Timothy did indeed attempt to flee from the ghouls, but he didn't make it. Paralyzed by their touch, he was brought before their fell ghast master, who saw an opportunity to feed his warren. He promised Timothy gold if he would supply the warren periodically with fresh "meat." If Timothy refused, the ghouls would hunt and slay both him and his family. Overcome by fear and greed, the Sheriff agreed. He has since felt guilty about betraying his own fold to a foul end, but the heroes--being-strangers-- cause him to have no such compunctions. He figures if they die he will get paid, and if they succeed, he will be out of a tough bind.*
First things first. Nicolas heard that his house got locked down. Townsfolk say it is haunted. The adventurers wanted to put this to the test. On their own responsibility, the mayor gave them the key to Nicolas' house, and in they went. Everything was looted, the rooms were empty. There was one thing out of place however. A hedge in the basement that had 9 steel locks, all broken. The hedge is open and when looking into it, it seemed endlessly deep and dark.
The Hole of Fear. If opened, the adventurers find that it is empty inside, yet impenetrable darkness cover the seeming endless space in this hole. One who has looked inside the darkness, will awake the fear inside of him. The next night, he will experience a nightmare, awakening him all sweaty and tired, giving him no long rest benefits as well as one exhaustion level. This exhaustion can only be cured if the fear inside the hole is vanquished. If one jumps in, he will be confronted with his up most fear and has to fight it.
Engaging the hole of fear came up with some great roleplay. I haven't had so much D&D fun in such a long time. The fear for the hole was so real that it became real on table. The players didn't want to lose their characters and had no clue what to do with the hole. They made ropes and climbed down into the hole, only to find out the place is endlessly large. They shouted down insults, they slept next to the hole, only to awaken again in fright. Eventually, they discovered that the best way to confront your fear is with courage. They had to jump down.*
Falling into the hole of Fear.*The fall into the shadows is a long and deep fall. After reaching maximum velocity, the character feels it's falling even faster as if someone or something is pulling you even further down. A character with darkvision sees an endless sea of shadows. Nonmagical light fails, magical light shows that all these black spots are actually creatures who hastily move away from the magical light. The fall is taking so long that the character falls asleep, however he does not realize this, for a dream takes over his consciousness, continuing the fall. At some point, the character takes a huge impact on what feels to be a water substantial surface. The dragging continues, pulling the character deeper. The water is of frigid cold temperature. The character eventually suffocates from the water and the cold, paralyzing his body. When the character experiences that he is dying, it suddenly realizes it doesn't need to breath. The cold instantly vanishes at that point, and the character can open his eyes. He is now somewhere else, in another realm. A shadowy echo of the world, an ominous realm of dusk.
The Penumbra, also known as the Place of Shadow, is literally the shadow cast by the shining light of the Maelstrom being partially blocked by the Ethereal Barrier's translucence. The strange powers of the Maelstrom actually turned this shadow into a navigable place, a place of fear, darkness and gloom, of strangely skewed vistas similar to places in Núrion yet somehow nightmarishly different. Gazing at the Penumbra is indeed like looking through a glass darkly. The Penumbra is the first stop of the souls of the dead before they continue their journey... elsewhere. The shades of death wander the Penumbra at will.
Trait of the Penumbra: Gloom
Gloom: The Penumbra mutes light sources, reducing the radius illuminated by 50 percent. Magical light sources are unaffected.
Ruins Reborn: A strange feature of the Penumbra is that the inhabited cities and settlements of Núrion are crumbling ruins in the Place of Shadows, while ancient ruins and lost cities in Núrion are thriving Metropolises. For example, the ancient Fortress-City of Stor-gris still crawls with evil, shadowy creatures.
The Penumbra is the shadow cast by the light of the Maelstrom shining through the cloud of the Barrier Plane; this magical shadow is an actual plane of existence.
The Penumbra touches the Material Plane and the Ethereal Barrier.
Here you can read some of the player characters fears:
The Fear of Lo'Gosh.*Guilt. You find yourself in a burned down environment. Everything is burned to crisps. Thick layers of black and grey ash cover the ground. Several tree stumps rise up above the dead and abandoned environment. Some footsteps of a strong half-orc mark the surface to where Lo'Gosh finds himself sitting down, with his head bowed down. Guilty Lo'Gosh is depressed and without hope, for he is the one who indirectly killed his brother Ram'Zi. He decided to run away, while he should have been there instead. It's Lo'Gosh his goal to tell himself that Ram'zi sacrificed himself so he could live. If Lo'Gosh searches the scorched field, he can find the corpse of Ram'zi. When he closely looks, he doesn't think this blackened corpse belongs to Ram'zi, but someone else! This means that Ram'zi must still be alive!
Guilty Lo'Gosh. I killed him. I killed my brother Ram'zi! I ran away, I am a coward, not worthy to live. I am guilty of murder, and not worthy of Lo'Gosh anymore. I am no one, I am nothing.*
The fear of Nicolas. In a dusty and huge library, filled with endless piles of papers and notes, you hear a repetitive squeaking sound and the crisps of a warm fire. Around the corner of a huge bookshelf, you find yourself sitting on a chair, staring in the distance. It's an exact replica of yourself, except there is this emptiness inside your own eyes, as if all wits has been drawn out. You have grown old and demented, and all riddles of life, all mysterious formula's have past beyond your grasp of comprehension. To 'defeat' the demented Nicolas, he must search the library for research notes about Timaeus. There, he will read his own conclusion that the Transmuter stone is impossible to craft. The solution lies that Nicolas must conclude that the twelve-sided die, the dodecahedron, is the answer and solution to Timaeus problem. If Nicolas shares this with demented Nicolas, a spark of life and curiosity shines in his eyes, saying: I think I'm quite ready for another mystery!
Demented Nicolas. Interaction with demented Nicolas is hard, for he suffers on short memory loss. He can remember one sentence, and will vaguely repeat that sentence in a desperate way. If Nicolas convinces Demented Nicolas to remember himself, he will say something about Timeaus. That could lead Nicolas to the following research notes:
Timeaus' claims. Timaeus claims that the minute particle of each element had a special geometric shape: tetrahedron (fire), octahedron (air), icosahedron (water), and cube (earth). The Timaeus makes conjectures on the composition of the four elements that constituted the physical universe: earth, water, air, and fire. Timaeus links each of these elements to a certain Platonic solid: the element of earth would be a cube, of air an octahedron, of water an icosahedron, and of fire a tetrahedron. Each of these perfect polyhedra would be in turn composed of triangular faces the 30-60-90 and the 45-45-90 triangles. The faces of each element could be broken down into its component right-angled triangles, either isosceles or scalene, which could then be put together to form all of physical matter. Particular characteristics of matter, such as water's capacity to extinguish fire, was then related to shape and size of the constituent triangles. The fifth element (i.e. Platonic solid), whose faces are not triangular, and which was taken to represent the shape of the Universe as a whole, possibly because of all the elements it most approximates a sphere, which Timaeus has already noted was the shape into which God had formed the Universe. The extensive final part of the dialog addresses the creation of humans, including the soul, anatomy, perception, and transmigration of the soul. To solidify the fifth element like the primarily four elements, the form must consist out of faces not triangular and not square. All laws of geometry are bound to this conscience and therefor the fifth element cannot be reproduced. Hereby ends my research with the sad declamation that the Alchemist's Stone is a fable.*
The fear of Dovarax.*Defeat. Everything is burned to crisps. Thick layers of black and grey ash cover the ground. Several tree stumps rise up above the dead and abandoned environment. Some footsteps of a Dragonborn mark the surface to where Dovarax finds himself sitting down, with his head bowed down. He is ritually preparing himself for Seppuku. His goal is to convince himself to find hope and purpose. If the real Dovarax is looking in the defeated Dovarax' eyes, he sees that he is a descendant of Firefight, the greedy destroyer of hopelessness. There is evil and thus imperfection running trough Dovarax' vains, so how can he ever pursue that what he trained for? If Dovarax is searching trough the ashes, he suddenly finds a blackened egg beneath the ashes. It's a green Dragonborn egg, and it's in tact still. If he brings the egg to the defeated Dovarax and convince him to watch over it, he has destroyed his fear.*
Defeated Dovarax. What is there to live for? I have been send out into the world, to return to my clan with dignity and honor. The Ragkris legacy is over. Our reputation is burned to ashes. The luminescence of the Moonscale clan is covered in darkness. For all this years, I have been trained to find perfection. All I have found, is illusion. There is no honor in me, for when I found out the truth, the world got turned upside down. The truth Dovarax. Look into my eyes, and you know. Now... Honor demands that I kill myself. Let me be.
The fear of Alucarda.*Inside her castle chamber, Alucarda sees herself sitting down on a chair in a room full of pillows. Beneath every pillow, there lies a dead child, similair to her baby brother. Powerless Alucarda is saying to herself that no matter how many little brother she kills, if a new child is born, she will always be second in line, second in rank, stripped away from any birthright. At that point, she hears the screams of her mother who is conceiving another child. It's Alucarda's goal to search the chamber to look for a book with ancient history about the first Opferblut Lord. His might and power came from his loyalty to Vornoth by sacrificing his weak family members. Only with this lore, Alucarda can convice Powerless Alucarda that in the end, Vornoth is the true lord who will decide the faith of the Opferblut family.*
The fear of Oscar Drok. If the players manage to convince Oscar Drok to enter the hole of fear and confront it, he will lose against his own fears. This results in a shadow-elemental creature skulking out of the hole of fear, which needs to be destroyed.*
The fear of Seymore.*Seymore can be found at a busy tavern. As Seymore is walking trough the crowd, he gets ignored and shoved aside, like he is not seen nor heard by the feasting townsfolk. Then, when he looks around, some people are dancing and praising to some folk that seem to be cheering at some performance. Two human musicians are playing their lute and bagpipe in full glory, to the joy of the crowd. In the far far empty corner, a lone halfling Seymore can be found. This poor and depressed Seymore is chewing some tabaco. He is deafened and therefore scarred for life. He sees no joy in music anymore, so he is just drinking himself to death. A large and fat and ugly version of Seymore can be seen. To communicate, Seymore must either use his hands or write something down. In order to get rid of the deafness, Seymore must persuade himself to clear his ears real good.
#8
Previous Wednesday on D&D@Farland we've played another dramatic session. Read below to find out the depths of Modron's evil!
To find out where we ended the week before, please read my previous post.*
As everyone took a leap of faith in the hole of fear in Nicolas' basement, all player characters have had a private session in where each character faced their most personal fear.*
DM's note: During the character creation phase, I asked the players what would be their characters most personal and greatest fear! I say personal, for everyone fears being robbed from their loved ones. But personal fear makes a character real! For example, Nicolas, the old gnome wizard is prone to dementia. Alucarda, the young human warlock girl who pretends to be a boy, hides the fact that she once murdered her little brother. Seymore Buts, the cheerful and happy halfling bard fears being deaf, for that would mean he can't hear music and can't make much music either. Last but not least, Lo'Gosh the half-orc barbarian hides the fact that he once fled from an enemy, which led to the death of his once best friend. This is what I mean with personal fear.*
The hole of fear, the portal to Penumbra, the shadow reality, was a shocking confrontation! Read about Nicolas his personal fear:
The fear of Nicolas.*In a dusty and huge alchemical lab, filled with endless piles of papers and notes, you hear a repetitive squeaking sound and the crisps of a warm fire. Around the corner of a huge bookshelf, you find yourself sitting on a chair, staring in the fire. It's an exact replica of yourself, except there is this emptiness inside your own eyes, as if all wits has been drawn out. You have grown old and demented, and all riddles of life, all mysterious formulas have past beyond your grasp of comprehension.
To 'defeat' the demented Nicolas, he must search the library for research notes about Flawless Flamel. There, he will read his own conclusion that the Transmuter stone is impossible to craft. The solution lies that Nicolas must conclude that the twelve-sided die, the dodecahedron, is the answer and solution to Timaeus problem. If Nicolas shares this with demented Nicolas, a spark of life and curiosity shines in his eyes, saying: I think I'm quite ready for another mystery!
Demented Nicolas.*Interaction with demented Nicolas is hard, for he suffers on short memory loss. He can remember one sentence, and will vaguely repeat that sentence in a desperate way.
· Smoking his pipe the other way around.
· His eyeglasses are wield the way around.
· His hair is all fluffy and chaotic, even more then you are used to.
Random Nicolas quotes:
1) ‘Ruthelium, Paladium, Indium!... No no no…’*
2) ‘Niobium Titanium and tin!... No, no no!....’ ‘Good Gold! Cornelis, is that you!?...’
3)‘Tomorrow is my 64th birthday! Are you here for the celebration? You are one day to early!’
4) ‘I misplaced something. Can you find it for me?’
If Nicolas convinces Demented Nicolas to remember himself, he will say something about Flamel. That could lead Nicolas to the following research notes:*
Flamels' claims.*
Flamel claims that the minute particle of each element had a special geometric shape: tetrahedron (fire),*
octahedron (air), icosahedron (water), and cube (earth). The Flamel makes conjectures on the composition of the four elements that constituted the physical universe: earth, water, air, and fire. Flamel links each of these elements to a certain Platonic solid: the element of earth would be a cube, of air an octahedron, of water an icosahedron, and of fire a tetrahedron. Each of these perfect polyhedra would be in turn composed of triangular faces the 30-60-90 and the 45-45-90 triangles. The faces of each element could be broken down into its component right-angled triangles, either isosceles or scalene, which could then be put together to form all of physical matter. Particular characteristics of matter, such as water's capacity to extinguish fire, was then related to shape and size of the constituent triangles. The fifth element (i.e. Platonic solid), whose faces are not triangular, and which was taken to represent the shape of the Universe as a whole, possibly because of all the elements it most approximates a sphere, which Flamel has already noted was the shape into which God had formed the Universe. The extensive final part of the dialog addresses the creation of humans, including the soul, anatomy, perception, and transmigration of the soul. To solidify the fifth element like the primarily four elements, the form must consist out of faces not triangular and not square. All laws of geometry are bound to this conscience and therefor the fifth element cannot be reproduced. Hereby ends my research with the sad declamation that the Alchemist's Stone is a fable.*
In truth this is what happened according to the demented Nicolas:
Nicolas the old gnome alchemist, almost nearing his completion of the alchemist stone, read in a book that according to Flamel it cannot be done, as according to his journal. This led to Nicolas great frustration, and he begun wildly experimenting with dangerous chemical substances. Deep underground, he composed a mixture that eventually created the portal to Penumbra, and thus created the hole of fear in his own basement. It is a paradox.*
When 'young' Nicolas confronted 'demented' Nicolas, he remembered that he was been here before. This environment, was actually his true library in his basement, on exactly the same place of the hole of fear. He also remembered that Flamel was wrong, and as the player of Nicolas character found the solution to the puzzle, a twelve sided dice, he realized that he solved his deepest fear: Growing old and demented. However, he found out that he succeeded in creating the alchemist stone that is still hidden somewhere in his basement, and, one of it's powers is to bring back youth and vitality to the old and forgotten! And that is what truly happened to the old gnome. He had already created the alchemist's stone, and he is actually growing younger in stead of older, and remembers more and more in stead of less and less. This paradoxical reality I have created fits Nicolas as he realizes that the more he studies, the younger he becomes and the more spells he remembered just like the once powerful master wizard he once was.*
Quite the personal session. I'll write about the other session and the Wednesday session another time.*
I hope you had fun reading.
#9
It has been a while for me to post a resume of what has happened previous sessions. My apologizes therefor.*
As you might have noticed, I have added information about the party members. They have even written something about their characters themselves, be sure to check it out on the first post of this thread.*
In the future you can expect some photo's of me and my party members, as well as the DnD room, map and environment we play in, so be sure to check for updates here.
Here is a short summary of all the quests of Northwood:
-The Vargouille Queen
-The foul ghouls
-The Squints
-Katrina Rabe's treachery
-Nicolas' basement
-Over a dozen sidequests. Read about them in my first post of this thread.
Now, I will try to summarize what has happened in Northwood so far:
-The party have successfully overcome their personal fears that originated from Nicolas' basement. Read my previous posts for more information. They have not yet encountered Oscar Drok, however, who can lead them to the final step of removing the hole of fear and recovering the content of Nicolas' basement.
-The party have successfully removed the threat originating from the graveyard. The ghast leader Modron has been removed, however, some dark pact has been made with Alucarda in the progress. She is now an undying warlock and has exchanged her 'Opferblut' birthright of nobility to be given a second chance. In exchange, Modron now sits on her fathers seat at Opferblut's castle. In the progress, her former home has been turned into an undead house of deathknights and even more undying creatures. This will be her personal quest for in the future.*
-The party have successfully discovered a map of Northwoods sewer system. This eventually leads them to the Squints main hideout: Dalton's estate.
Previous session, the party were alarmed by the arrival of Drokag and his fellow hobgoblins. They were looking for the party, for in the first adventure their paths have crossed. Drokag wants to send the adventurers into the mines of Hestor, to teach them a lesson. However, because of the heroic endeavors of the adventurers, they have build up a reputation among the fearful citizens of Northwood. Therefor they won't betray the adventurers position in Nicolas' house. It will only be a matter of time however, for someone not so trustworthy to betray them and rat them out. Thus, the party has decided they need to leave Northwood for now. They decided to venture into the dangerous Serpent Woods, where the wildlife has been disturbed by the arrival of the extra-planar being, the Vargouille queen.*
The adventurers have heard about several locations in the Serpent Woods: Oscar Drok's Shack and Moss Glow Cave. The rumors said that Oscar Drok has gone mad after he learned about the faith of the Morgenstein family. Northwood's local herbalist required some Moss Glow in a cave. The adventurers decided to go to Moss Glow cave first. After some hours of travel and successful survival checks to decide if they get lost or not, they encounter two brown bears. A tough encounter, but doable. Then, they come across a cave which is probably the Moss Glow cave they are looking for.*
Inside, they find these strange jelly substances on the rocks. It looks to be some form of organism. The barbarian Lo'Gosh investigates with his fingers and finds out they are of acidic material and suffers a point of damage. In the end of the cave they find a wider chasm with enough Moss Glow and a strange green stone with a seemingly rusty great sword entrapped in a strange green magical stone. They tried to pull it out, but nothing seems to work. It can only be undone by magic, but they do not know how. This can be a quest for later, for the way to clear this magical great axe from the stone is written on paper on Marnak Morgenstein's desk.
With their bags filled with Moss Glow, they leave the cave, only to be surprised by four grey oozes. A deadly combat which leaves our old gnome wizard Nicolas with a 17 day lasting injury: -1 constitution due to acid in his longs.*
After a breather, they have set their minds on Oscar Drok's Shack, which they find after some hours of travel. They see the clearing and the seemingly abandoned house. Then, six large maddened dogs attack them. Another heavy combat. The adventurers have slain the maddened dogs and now stand for the decision to enter this strange shack, stripped from their resources and low on health.
What will happen next week?...
#10
Hello folk of Farland. Yesterday we played another session of Farlandish Dungeons&Dragons and I can say, this was an evening full of laughter, tension and a tiny bit of madness. Have fun reading!
As the adventurers arrived at Oscar Drok's shack, battered, brused and injured from the fights with bears and oozes, they found out that Oscar Drok's shack was ransacked. After an inspection, they found some coin, arrows and a lot of rubble, covering a cellar. Afraid of what might be inside, Cornelis, Seymore, Lo'Gosh and Alucarda all agreed to keep it locked for now. After a long rest and regaining some of their stamina, they entered the cellar, only to be overcome by 8 giant rats. A tough fight where Cornelis was forced to use the shatter spell and hit four giant rats at the same time, while also hitting his companion Seymore because he was in the area of effect. Cornelis managed to shatter the rats into oblivion, but poor Seymore failed his saving throw and he got knocked down to 0 hitpoints. Seymore then failed another saving throw and he had to roll a permanent injury. The damage was thunder and guess what, our ambitious bard was left with deafened ears! Luckely for him, he rolled a three on the duration, so after three days he could hear again. Close call...
The adventurers thought they were safe, only to be surprised by the maddened Oscar Drok, who due to his insomnia saw the adventurers as vargouilles, green flying monstrosities! After hitting Oscar Drok down to half his hitpoints, he began begging the adventurers not to take his head. After some maddening and very funny conversations with the old dwarf, the party investigated the problem. Oscar needed either magical curings or would slowly stabilize himself if he would eat, drink and take care of himself in a safe environment. Due to the lack of a cleric the adventurers decided the second option and took a week to rehabilitate the old mad dwarf, with success.*
Because of the fact that Drokag and his hobgoblins were still in Northwood awaiting the adventurers, they had to sneak up back in town. They wanted to intercept the mayor to have a talk about things. The mayor, Arnulf Von Gerhan, was at his daily routine collecting tax. When they meat, another surprise awaited them. Last week, the official trial for sherrif Tim the quick took place, and the adventurers weren't there! So, Tim won the case, and the adventurers were put to jail for false accusations. Ofcourse, the mayor believed the adventurers, but the law is the law.
After several days in prison, a familiar stranger came by. He had formerly introduced himself as Harold, an informant from 'the resistance.' In the middle of the night, he freed the adventurers and gave them a choice. Either to leave Northwood once and for all and leave it's faith in the hands of the villains, or sneak up into the sewers, find the Squints main hideout and rid of them once and for all. The party made a choice, and that is to end the corruption. Harold warned them however, it's now or never and there is no turning back!
Nicolas Angywook
Gnome Wizard Transmuter level 3
Played by: Niels van der Ham
Current player State: Currently in the party
Current character State: Alive and kicking@Northwood
Hello Farland fans. My name is Nicolas, or recently Cornelis according to my refreshed memories. Every now and then, an old gnome has to summarize his life… But I do so in a complex combination of Gnomish Elvish and Darkspeach (Darkspeach about the glory of the greater races.. Because you know, eventually they will read it.. ). Why? That’sa long story, Coffee ready? let’s get to it shall we? Well let’s see.. Ah.. Yes! Approximately 350 years ago, with a safety margin of 5 years.. I’d say there is a 95% chance that I guessed my age right! Ehm.. yes, I was born in Sheltinnobortanu. A hill.. in the shape of a scientifically perfect hemisphere, similar to my nearly bald head. It was probably not a perfect hemisphere, but the memory is not always what it seems to be…. And that my friend, is why we should measure it one day.
Talking about measurements! I have found the secret to life!! Theoreticly offcourse... Science is the key... How did i come so far? Well in a Far Land around 50 years after I was born.. or was it 150? Hmm…. 100 with a 50 year error interval?.. No.. That is not even science anymore.. just a gues! Anyway, around that time a crazy outsider came to our burrow, it was an elf named Flawless Flamel, or at least, that’s how he called himself... He knew much about... well everything concerning the earth... it seems... I think he came to learn something from the Tunnelgnomes of Sheltinnobortanu... And he was appointed to me! Good Gold, it was the other way around. This Flamel Flawless taught me everything I know... Everything went right! Even Urgl was impressed by me and I swear she was starting to like my young bright self. Flamel tought me many things, elvish...blackspeach... alchemy... and eventually after maybe 10 or 100 years he taught me about the perfect stone... The looks... would not matter… the composition would be everything! The right minerals had to be used, or material components is what he called them I believe... This stone would be so perfect it could even restore life! Ha! Life.. crazy old crook! That is what he was... but it was interesting. Until the dark ones came and took him away... That was the last I heared of Flamel Flawless, the bright but crazy elf... My teacher and best friend…
I never really looked back on these crazy ideas, and continued my masterwork as alchemical perfectionist for my people. Eventually I created a glass type that looked like a diamond (Na2SiO3), and crafted it in a perfect “jubilee” cut! I wrapped it and brought it to Urgl, unsure if she would be happy or would feel deceived… It would not mater; I would make her the happiest Gnome alive! When I reached the noble quarters of her family… I was confronted with the brutal realism of our world once more… I saw a bit of my beloved Urgl... by a troll.. It was over… I cannot write more of this… *page wet with teardrops*
I shall finish what Flamel has started... I have adopted the name Flamel one day... For hiding my true identity I presume... I was banished you see.. BANISHED... my own family and friends thought i was a Wizard... doing MAGIC?!? Poor fools, they did not comprehend the depth of my scientific word so they called me a conjurer of cheap tricks, a follower of a fiend! I must admit that I still have to reproduce my memory of how exactly i created the Alchemists stone... Or my true name for that matter. But I shall see it done! And by the size of my nose I shall bring back Urgl... I shall end the sorrow of this world by the power of science! The secret is as follo... (appearantly Cornelis stopped writting at this point).
Written by Niels van der Ham
Alucarda
Warlock level 3
Played by Chris
Current player state: Active
Current character state: Alive and kicking@Northwood
Hello, fellow farland players. My name is Chris, and I play Alucarda.
This is my first experience with DnD, and Alucarda is my first character. Although I've known about DnD for years, and used to love reading experiences, stories, campaigns, homebrews etc. of others on the internet, I have never played before. I have been fortunate to be allowed to play with Robert as my DM, and other fine people as my fellow party members, and am thoroughly enjoying every minute of it!
About Alucarda: I was a bit inspired by some of the characters from GRR Martin's Game of Thrones. I really enjoyed reading some of his characters that were flawed and did horrible things, yet were relatable and sometimes even made you understand why they did horrible things. I found it easy to write her a certain way, but find it hard to roleplay her in the same way. My own instincts are to do good but I wanted to try to be something different. I need to work a bit at making her a proper brat. The other inspiration comes from a horror movie with the same name, about a girl in a monastery who falls under the spell of Satan and eventually sets a lot of things on fire.
To understand Alucarda you will first need to learn of her family. She is from the noble family Opferblut, and they are the ruling family of a province of Kelerak. While Kelerak is fully occupied by the Orcs, this province acts as a puppet-state of sorts. They are under Orc control, and the Orcs collect taxes in the territory, but are otherwise fairly autonomous. In order for that to happen, certain deals, a sacrifice, betrayal and a lifelong commitment to Vornoth had to be made.
Generations ago, in the times of the great Orc conquests, the head of the Opferblut family, then called by a different name, was but a minor lord of little significance in a faraway corner of the land. In secret, they took up worship of Vornoth. The exact history is unknown, although it is rumoured there is a book that chronicles the exact origins of the Opferblut family. What has survived oral tradition is that in order to prove himself as worthy, an ancestor sacrificed his youngest child on an altar and took on the new name, meaning "offered blood". When the orc armies were at their doorstep, the King of Kelerak raised his armies to defend the borders. In order to gain power, this ancestor allowed the orc armies to pass unseen through his forested lands. This way they were able to flank the Kelerak armies, and defeat them.
Fast forward to now. They hold still hold lands, although over the years the orcs chipped at them bit by bit. Humans, even lords, are still second-rate. The Opferblut family still worship Vornoth, in a chapel dedicated to him in the castle, yet they seem to have lost his favor in the way he once did.
The family have a single daughter, only child and spoiled by mother, but mostly ignored by Lord Opferblut, her father. She was educated in history, etiquette and the worship of Vornoth. Growing up, she was treated different by the other kids in the castle. She always won at games and everybody did what she said, but begrudgingly, and almost never kindly, and she never had a true friend. Growing up in such a family, who follow the tenets of Vornoth, Alcuarda's moral compass is firmly skewed towards the self-serving, evil side, while she's too young and naive to fully understand what that means. (I'd like to use this as a hook for roleplaying with the party. Maybe forming a bond with the rest of the party will be special to her, and cause her to make a step towards good instead of evil. Maybe sooner, maybe later, depends on how the interactions with the other players go. A tale of redemption, perhaps.)
Her favorite game was to explore the castle, sneak around the guards and play tricks on them. While playing in the castle she found a door unlocked that had always been locked before. Exploring it revealed it to be a library. She felt drawn towards a certain ancient looking book, and picked it off the shelf. Reading it caused her head to hurt, and the letters seemed to move and swim and dark thoughts troubled her mind. Frightened, she ran away.
From that moment on, she was more quick to anger and felt she had to suppress her seething rage at the weakness and incompetence of those around her. Each morning, as the family went to the chapel to pray, it was as if she heard whispers telling her dark secrets but when she focused on it, and tried to listen to what they said, it was as if they weren't there.
There was much rejoicing in the castle when lord Opferblut suddenly announced the birth of a baby boy, although Alucarda didn't even know mother was pregnant. There was a big feast and all the courtiers and minor barons came to pay their respects to the family. For the first time in her life, Alucarda might have even seen Father smile. Mother however, seemed absent and not to share Fathers excitement. When she asked mother about it, she could only deflect her questions. Rumors of mistresses and bastard children were rife in the castle, yet none dare speak of it aloud.
One night, while sneaking around, she found herself a hiding spot near her fathers study. Here she heard two voices, one she recognized as father, and one she did not. They where negotiating over some trade, discussing goods, lands and gold. Suddenly she realised, they where talking about a dowry! Listening on, it was clear that Father planned to marry her off somewhere! Then she also recognized the other voice, and it was a noble she'd been introduced to before, with a son she didn't like at all. Suddenly, she was second in line to inherit the title she realized. "And to such a minor house, far below her position"! she thought with disgust.
She ran away, and wandered through the halls of the castle. A rage built inside of her and tears streamed down her face. She hardly noticed where she was walking. Somehow she ended up infront of her brothers nursery, she wasn't sure how. She went inside and looked at him in his crib. His wetnurse was sleeping in a bed in the same room. Tears were streaming down her face without her realising, and a great anger welled up inside of her. She took a pillow and held it firmly over him. Her head was silent. Suddenly, she'd realise what she had done, looked at her hands and gasped. She heard a laugh, but nobody was in the room with her.
The wetnurse stirred, and sat up. "What is it, child?" she said. Alucarda couldn't move. The wetnurse stood up, and went to pick up her baby brother. She screamed, and guards rushed into the room. Everything was a blur to Alucarda, untill she was roughly grabbed and dragged away. She was struck in the face, and suddenly everything was clear again. Father stood over her, shouting. "You will never see the light of day again!" he screamed. He raised his hand, as if to strike her again. She tried to get away, but the guards tightened their grip on her. Alucarda screamed, and a great anger rose inside of her, as before. Suddenly the room was caught ablaze, and her father too. He flailed about, grabbing at his clothes. The guards scattered, screaming and yelling. Alucarda dashed out the door without looking back. She ran and she ran, past the confused people of the castle, who awoke from all the commotion. The castle's bells were rung, and she kept running, past the barracks, through the kitchen, and out of the servants entrance. The guards hadn't been informed about what was going on inside, but were mostly concerned with the thick smoke bellowing from the roof of the main building. She kept running. When she finally felt she couldn't run anymore, she was halfway to the next village and finally dared to look back. In the distance, there was the silhouette of the castle, illuminated by fire. She decided to keep running.
Written by Chris
Seymore Butz
Halfling Bard level 3
Played by Dominic Rowley
Current player state: Active
Current character state: Alive and kicking@Northwood
***As you enter the tavern, you see a young looking halfling that is dressed quite sharp stumbling near the entrance. As the door shuts, he turns around to see who is entering. A big grin appears on his face and he gives you one of his jugs of beer.***
Ah, a new face! This must be the first time for you to enter this tavern. Welcome and bottoms up!
***The halfling moves the remaining two jugs to his mouth and takes quite a big swig, somehow not spilling a drop.***
Let me introduce myself. The name is Seymour Butz and before you say it, yeah I know my father has a sense of humour and he gave me this name. I guess my entire family loves to crack jokes, I mean my grandfather called my dad Harry Butz. And this family joke has been going on for generations and I doubt it will ever end.
Sorry about that little sidetrack, I think I might be a bit tipsy. Where was I? Oh yeah, I used to work here on a daily basis and entertain the masses. You see I love making people smile in these dark and miserable times. When people are depressed they ask me for a funny story to cheer them up, or ask me to play one of my instruments. So I guess that makes me the towns bard.
Though some people think I'm a jester and don't really take me seriously. I guess I have myself to blame for that. I just love to joke around, and now and again that turns into getting some good insults directed to me. My mouth often gets me in trouble, but It can also gets me out of it.
I was actually getting real famous and I even got an invitation to a noble's party in town. Here look I've actually got it with me.
***He slowly opens a scroll and holds it in front of your face so you can read it.***
Dear Seymour Butz,
It is with great pleasure that I write to invite you to our “Farm-to-table” banquet.
The event will be held at the Morgenstein’s residence, on Friday the tenth of June, at dusk.
Our feast will have the finest local products of Northwood.
We would you like you to be our instrumentalist for the evening.
We are mesmerized by your music and we are certain it will allure both young and old.
Your performance would set the tone perfectly for our event.
And we are certain that the banquet will be a milestone in your flourishing career.
If there's anything you wish to know, please don't hesitate to notify us.
We are looking forward to seeing you there.
Yours sincerely,
Ms. Felicia Morgenstein
***The scroll gets rolled up again and is stuffed swiftly into his shirt***
Now I don't know if you've heard the rumours but the Morgenstein's been missing for quite some time now.The word on the streets is that they have "disappeared". I wanted to investigate myself but that place just gives me the creeps. I mean for all I know they might have been murdered and the murderer could still be in the mansion having a party of his own with entrails and body parts. I should stop being so negative, there still is hope!
That was when I stopped working in the tavern. I was trying to solve the mystery but couldn't find any clues. Then I heard that there was a group of detectives in town also trying to solve mysteries. I knew their leader, you probably know him as well, it's Nicolas the gnome. He's the oldest guy I know, and I believe he's the oldest guy in town too. He used to be my teacher quite some time ago. I asked if they could help me, but they were also in need for some help themselves. They just lost a companion to the walking dead! I decided to help them out and never looked back really. Northwood has a lot of problems to be solved, and hopefully we can make Northwood problem free. A task that seems nearly impossible, but I'll be giving it my best shot! So if you ever need a hand with anything let me know. We would gladly help you out.
Anyway enough about me. Why haven't you been in the tavern before? Don't I know you from somewhere?
Written by Dominic
Gale Summerstorm
Human Ranger level 2
Played by: Anonymous
Current player State: inactive
Current character State: Captured by the Orcs.
Zaru'gar, a.k.a. Mr.Z
Paladin level 2
Played by Dominic Rowley
Current player State: Currently in the party
Current character State: Dead. Thrown from the Towers of Waiting by a Flesh Golem.
Astarria
Warlock level 2
Played by Anonymous
Current player state: Inactive
Current character state: Dead. Thrown from the Towers of Waiting by a Flesh Golem.
Dovarax
level 2 Dragonborn Moondruid
Played by Dominic Rowley
Current player state: active
Current character state: Dead. Killed by Modron's Ghouls in the cemetery
These are all the preparations I have made in order to run the first adventure Towers of Waiting, designed for 4/5 characters of level 1 and 2. This contains spoilers for players and is mend for DM's only.
The players are employed by the Loch Brech Campsite leaders to solve a small problem. They are told to enter Battleplain in search of the problem. Once they find the source of the problem, they are to put a stop to it and return to the camp with word of their victory.
Gale's introduction to the Loch Brech's campsite.
From the Creags, west of Loch Brech's campsite, Gale is mountaineering his way east, finding an answer to the still weak nature. Some unnatural force is hindering the wilds. To much dead animals who after inspection died of a famine. One day he finds some odd tracks of a wanderer who must be either really drunk or badly injured, seeing his footsteps look all weird. After he follows the tracks, he finds an almost dieing human sitting in the three, barely able to speak. Gale finds that he stinks of rotten flesh. Deep slashes of some beast of a kind marks his breast. There is nothing Gale can do than to watch the poor fellow die slowly. Then in a surprise, the dead corpse starts to twitch and become a zombie, attacking Gale with beastly hunger. Gale is slightly scratched on his arm, just enough to inflict him with sight-rot as well. The next day, Gale's vision becoming blurry and groggy and he knows he needs help. After several hours of wandering trough the night, Gale is being caught of guard by the scout leader. 'What's this? A ranger caught of guard?' Ulica offers Gale a place in the Loch Brech's campsite. He is the first party-member to arrive in the camp, but badly needing medicine.
Nicolas' introduction to the campsite
His reason to travel is to complete his research of the Transmuter's stone. He needs to see the world in order to do so. As a gnome, the big evil world outside is not fit for his short legs. He picks up a rumor that soon an illegal merchant from a nomad camp passes his town Northwood. This could be the opportunity he is looking for.
Nicolas Angywook one day hears about the illegal tradesmen that is coming from the wild. His name is Peddler and his stay is short and swift. His first encounter is with Peddler, who has installed his horse and wagon just behind Nicolas house. From out the window, Nicolas could just hop on the cart if he wants to. Let's see what his approach shall be: An open conversation or a stealthy sneak?
While traveling on the road, Peddler explains Nicolas the danger of his work. While Peddler remains an illegal merchant, he managed to get his hands on forged documents in Black-speech, so called signed by the ruler of Hestor, Orc Lord Dargon Skullcrusher himself. Peddler explains that if Nicolas wants to travel with him and they should encounter a patrol, which is most likely to happen on the road, the best thing to do is to hide.
After a few days of travel, when Peddler and Nicolas have set up camp, some black-speech cursing reveals the approach of a goblinoid patrol. Two orcs, each mounted on wargs approach Peddler's tent. Where is Nicolas hiding?
Peddler: 'Hide, they have wargs...'
Fat Orc: 'Well well, what have we here?'
Skinny Orc: 'It looks like a nightly snack! And some fresh horsemeat!'
Peddler gently approaches the orcs as the Wargs are sniffing around.
Peddler: 'Ur snog ut luz' (in Black-speech, I am a slave and you are great.)
Fat Orc: 'Curses. He didn't muck it up. Alright, you ask the questions this time Groburg.'
Skinny Orc: 'No, today it's Wednesday and it's your turn to do the talking.'
Fat Orc: 'Fine. What are you carrying and where are you taking it to?'
Peddler bows deeply and replies: Fine gentleman sirs, if law would allow it so, I would gladly serve thy with some horsemeat, perhaps even a slice of meself. I am ashamed to tell you however that I have official trading to attend to. These goods must be taken to Hestor, the great and ugly Lord Dargon Skullcrusher signed these papers himself! Here, have a look!
Peddler hands over the forged document and the fat orc rips it from his hands. As he is looking at the document, he slowly turns to his comrade Orc and whispers:
Fat Orc: 'Can you read this?'
Skinny Orc: 'Ofcourse I can't you maggot. Just pretend you do!'
Fat Orc: Alright it's fine, here take this piece of paper back and have a good nightmare sir...
Peddler: 'The name is Peddler, the most adequate, most generous, the most polite employer in the service of Lord Dargon Skullcrusher, the most unholy of ugliness.'
The Wargs seem to have picked up a smell of something particular as they tend to move towards Nicolas. Will they catch him? If so, how will he react? Can Peddler keep up his show? Nicolas will be the second of the party members to arrive in Loch Brech. Giving him the time to make acquaintance with the camp members as well as finding some basic herbs. He is being told that a lone ranger was found who has been diseased by Sight-rot. Maybe Nicolas is willing to help a hand?
Lo'Gosh' introduction to the campsite
After he is betrayed by a goblin tribe member and his home is burned down to the ground by the Dark Force, Lo'Gosh is on his own now. While he is stealthily scouting the burned forest, a feral humanoid with an head like that of an hyena, spots Lo'gosh.
Will Lo'gosh confront, or run?
It must have been a lone scavenger from the war-force that just raided his tribe. He just took a breather, as in the far corner of his eyes more Gnolls start appearing. Now he has no choice, he has to run.
He travels east for weeks until he finds himself in a nasty situation. Undead stalk him at night, making it hard for him to find a rest at night. This time he is being chased by a foul ghoul, a clever undead, until at one point, arrows shoot across Lo'Gosh face, straight into the chest of the ghoul. Two archers and one warrior, wielding a torch and an axe approach the exhausted Lo'Gosh. It is Tarlach who is inspecting if he can trust this savage of an Half-orc. Being heavily exhausted he finally finds the Loch Brech camp. Now, he can rest. He is the third partymember to join Loch Brech's campsite. He can make acquaintance with the camp members for Nicolas is searching for a cure for Gale.
Zaru'gar and Astarria's introduction to the campsite
From Dragonspur city, smuggled in barrel's of rice, Astarria and Zaru'gar are dropped in the river that runs trough Hestor. From there, they are on their own. After some hours of walking, after Zaru'gar and Astarria had the chance to introduce themselves, they encounter Holg mounted on a Warg. Holg is an huge and broad green-skinned Orc, missing one eye, armored in chainmail, carrying an axe and shield, he charges Zaru'gar and Arizima.
Holg: 'Hold it right there! Not one step further!'
A battle is inevitable. Zaru'gar suffers one injury, that is naturally cured once arrived in the campsite. The half-Orc Balzuk intervenes in the battle, giving Zaru'gar and Arizima a chance to escape.
They traverse trough the wild, finding the plains of Zeland is a harsh terrain to survive with the increasing amount of undead.
Foraging. Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region. If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll ld6 +the character's Wisdom modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons). Being exhausted, they find their way into the campsite. Tarlach is welcoming the new blood. They are the last to arrive from the party members. They and Gale have not received the opportunity to explore the campsite.
PART 1: EXPLORING THE NOMADIC CAMPSITE 02/05 - 8170 F.R.
The adventure begins after the players have arrived in the Loch Brech Campsite, located somewhere on the northern shore of Loch Brech in northern Zeland. The camp leaders are, Kieran O'Nel, Ulica, and Bebbin O'nel. They are primarily concerned about the skills that each character has. Unless a character has a craft or profession the leaders deem important, the leaders will see only one use for them. Kieran will be the first to broach the subject of residency. He states quite clearly that if the players wish to use the camp for refuge, they need to do something for the camp itself. Barring a craft or profession that is desired in the camp, he offers up a job. Upon their arrival at the campsite, they are immediately escorted by a male warrior, Tarlach, to the center tent, where the camp leadership conducts business.
Tarlach: 'The camp is primarily run by three individuals. Kieran O'Nel is in charge of the meager defense force that we have put together over the years. Ulica takes care of intelligence, keeping an eye out for rogue undead, new arrivals, and the rare patrol. Bebbin O'nel keeps the craftsmen and other skilled peoples working. When a need arises, she will provide them with specific tasks for the situation. Whatever you do, don't enter the southern tent. Why? The less you know, the better for ye.'
NON-PLAYER-CHARACTERS
Kieran O'nel, Campleader, woodsman and cook. Missing fingers, Persuasive, forceful, born leader. Speaks loud. Argumentative. Ideal: Community. Flaw: Phobia for contagions.
Ulica, Campleader, scout. Nervous eye twitch. Agile, graceful. Skilled dancer. Tabs fingers. Honest. Ideal: Fairness. Flaw: Enjoys decadent pleasures.
Bebbin O'nel, Campleader, Warrior. Missing half her nose. Strong, powerful built. Plays the drums. Uses colorful oaths and exclamations. Quiet. Ideal: Might. Flaw: Foolhardy bravery.
Tarlach. Warrior, smith. Several eyebrow piercings. Hardy, healthy. Draws beautifully. Hot tempered. Uses colorful oaths and exclamations. Ponderous. Ideal: Whimsy. Flaw: Enjoys decadent pleasures. Tarlach can provide the players with any weapon or armor worth less than 30 gp.
Grandmother Hawkins. Priest of Bestra. Formal, clean clothes. Perceptive, spiritual, insightful. Speaks several languages fluently. Stares into the distance. Blustering. Ideal: Self-sacrifice. Flaw: Secret crime or misdeed. Grandmother Hawkins, an aging healer who worships of Bestra, can provide minor healing to the players as they need it. She can cast Cure Wounds as a level 1 cleric and will do so for 30 gp, and she is proficient in the Medicine skill. She can tell the PC's anything about the Religion codex.
Sabi. Apprentice healer. Unusual white skin color. Sickly, pale. Expert juggler. Stares into the distance. Argumentative. Ideal: Respect. Flaw: Prone to rage. The young adept under Grandmother Hawkin's charge, Sabi, would be a willing hireling, if the players are in dire need of a healer, for a cut of the treasure found. He can cast the same spell as Grandmother Hawkins and is proficient in the Medicine skill as well.
Barindal. Archer. Flamboyant and outlandish clothes. Oblivious, absent-minded. Fearfull. Great with animals. Chews on something. Irritable. Ideal: Logic. Flaw: Secret crime or misdeed.
Peddler. Merchant. Bald. Sickly, Pale. Great with animals. Speaks in peculiar way. Curious. Ideal: Glory. Flaw: Forbidden love or susceptibility for romance. Peddler provides basic goods worth under 30 gp. There is no source of alchemical or magical items in the camp. He can tell the PC's anything about the Zeland codex.
Tommen. 1st level wizard. Long and thin. Catched a cold. Studious, learned. Expert cook. Prone to predictions of doom. Ideal: Greater good. Flaw: Has a powerful enemy.
Other camp Inhabitants. Laoise and Keva, scouts; Larson, woodsman; Cenn, apprentice healers; Aed, Aedan, and Aulaith, craftsmen; Diurmot O'Dirn, and Guaire, woodcutters.
Other Notes. at all times, one warrior and one scout will be out of the camp, seeking out possible threats to the campsite. Depending on the threat, the camp will either pick-up and move on, or rally a party to raid the enemy. They do not venture into the Battleplain proper, and therefore do not know about the cause of the sudden surge in undead. Likewise, at least one woodsman is gone at a time, hunting both animals and stray dark folk (like goblins and orcs).
APPROACHING PEDDLER
Peddler: 'Oi! You there. Come to see my merchandise. I've got the best deals around here.'
Persuasion check 10. see codex Everyday life in the Conquered Kingdoms, or codex Zeland.
Insight check 10. Peddler seems to hide a deep sorrow → Missing Sarah, the horse.
APROACHING AEDEN
There is this sobbing sound of a woman, who is staring at the plains to the east. She seems to hold something dear, clutching it to her chest. After inspecting, it is a baby. If spoken to her, her sobbing turns into a soft crying. The baby died few days ago.
Aeden: 'My poor, poor Elizabeth...She has been taken from me. Polluted...Must have been something in the milk...First Hormon, now Elizabeth... my poor, poor Elizabeth'
PART 2: THE QUEST BEGINS – ENTERING THE LEADERS TARP
Flavor text: ´The decor in the tent is simple, to put it mildly. There is a support in the center, on which hangs an unlit lantern. At the end opposite the entrance is a table, seemingly designed to fit snug and secure into one of the carts you saw as you were lead through the camp. On the other side of the tent are three humans, each seated on a simple wooden stool. On the left is a middle-aged man, dressed in worn leather armor. It is obvious that, while he is no great hero, he has seen his fair share of battles. In the center is a young, plain looking woman, dressed in simple commoner's clothing. On the far right stool is seated a woman, obviously past her prime, who has spent a life working hard. Each one looks at you with interest in his or her eyes.´
Kieran O´nel: A’ite lads and lasses. Here's the deal. You are here because you have nowhere else to go in Zeland. We have a problem you can solve. There are one too many undead as of late. They generally wander in from the north, from the Battleplain. None of our men can be spared now, so it’ s up to you. If you wish to join us, we need proof of your worth. Stop the source of the dead, whatever it is. It shouldn't be too hard; the dead are weak, so whatever is making them should be as well.
IN THE EVENING AT THE BONFIRE
Grandmother Hawkins: 'A great many years ago, in the year 7955 F.R. (215 years from now), our ancestors stood together and rebelled against lord Orax. Our forefathers, united as the nomadic army of Zelands, allied with the proud Mountain Dwarves of Wawmar, took up arms to fight for freedom. They stood together at the gates of Zel city. From the highlands of Zeland they laid siege. After a long and prolonged battle, they were defeated by the armies of lord Orax. Freedom did not mend to prevail that day.
There was a sound heard across the land, and it was heard across the sea.
You could hear it if you listen with your heart, and one day hope to be free.
To hear the sound of freedom, many gave their lives. They fought for you and me.
Those memories will always live inside us, for the hope to be free.
After the battle the rebellion was crushed and our ancestors fled. In memory of bravery of the fallen, our remaining ancestors brought the dead to the Towers of Waiting, as is custom to our culture. There, they mark the land and represent their bravery more then just a memory.
Religion check 10. Red rose with 5 leaves hanging upside down, follower of Bestra.
Persuasion check 10. If you want to know more about the culture of Zeland. See codex Zeland, or see codex Religion.
Tarlach's Song:
The war's of beast, down in the woods
Crave to drink a thousand Zeland's blood
In fact the men know still he roars
and screams that he could eat a thousand more
But I, was one, that could not yield
And so, I took my trusted axe and shield
And found, the beast, down in the wood
And now, I drink the monster's blood
A ho ha! A ho ha, Hahaha!
A ho ha! A ho ha, Hahaha!
IN THE MIDDLE OF THE NIGHT
Aulaith is having a nightmare and dies from her Cackle fever, the shrieks. A maddening laughter of pain and cries is heard in the middle of the night. Initiative is rolled. Whatever the approach, you will find Grandmother Hawkins runs inside the tent at her initiative roll, no modifiers. She yells, forbidding anyone from coming closer then 10 feet. Everyone who watches Aulaith dieying from the Shrieks must roll a wisdom saving throw DC 13 or roll for a short-term maddness.
Cackle Fever, the Shrieks: This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. Any event that causes the infected creature great stress- including entering combat, taking damage, experiencing fear, or having a nightmare- forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.
SHORT-TERM MADNESS
dlOO Effect (lasts ldlO minutes)
01-20 The character retreats into his or her mind and becomes paralyzed . The effect ends if the character takes any damage.
21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31 - 40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41 - 50 The character begins babbling and is incapable of normal speech or spellcasting.
51 - 60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71 - 75 The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
76- 80 The character experiences an overpowering urge to eat something strange such as dirt, s lime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.
LEAVING THE CAMP
Barindal: ´Psst! Hej you, yes you! Come over here. I heard you talking ´bout the undead and some. Well I´m telling ye, don´t go near the battleplains! The undead will get you that´s for sure. Same like they grabbed Hormon last week when we were scouting. We were about to finish our final patrol, but then, Hhhh... Hormon wasn´t there. Then we heard a shout, an agonizing cry of fear. I, I knew it was Hormon so I ran. When I found him all he said was Run! We need to get out of here. Then before I knew it he fell, something must have grabbed his leg. I looked behind him and I saw it!!!
The walking dead!... They took him and ate him alive! I did n´t do anything because I could n´t, I mean what could I do I'm just a scout and... ramble ramble´
Persuasion/Intimidation check 10. You calm Barindal.
Tarlach:´For pity sake Barindal, get your sanity together! Your fearing our guests with your stories of cowardliness. If I were there, If I was scouting that night, Hormon would still be alive. It was not the undead that killed him but your inaction!´
Ulica: ´Don't be so harsh on the poor fellow. He's still in shock. It´s true, we lost a scout. We can´t afford to lose more. The situation is very dire now. I want to tell you, that you should proceed with caution. And should you find what is causing this, don't go in without knowing what you are up against and please report back and return safely and sound. Your the best we've got.´
PART 3: JOURNEY TO THE BATTLEPLAINS
Reaching the Towers of Waiting. It is a 30 miles travel north, which means the party could reach it in one day only if they go fast(30 miles a day). The terrain is normal. Each 3 hours of walking (12 fast, - 5 Perception, -5 survival, 9 normal, or 6 slow +5 perception, +5 survival) requires a successful survival DC5 (Grassland, proficiency required) in order to come closer to the Towers of Waiting. Also, each 3 hours the party must roll a d100. Hestor Patrol can only be encountered once per 2 days. If they rest at night, roll one d100. The first 3 hours of travel does not result in an encounter roll.
Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column (slow 2, normal 3, fast 4) for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.
Other Activities. Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance o f noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM’s permission.
Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (DC 5)
Draw a Map. The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required.
Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it. (No particular results)
Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it. Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region.
20 Very little, if any, food and water sources
If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll ld6 +the character's Wisdom modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons).
Weather. You can pick weather to fit your campaign or roll on the
Weather table to determine the weather for a given day, adjusting for the terrain and season as appropriate.
Temperature (d20)
1-14 Normal
15-17 Hot
18-20 Cold Campfire or no long rest and 1 exhaustion lvl.
Wind (d20)
1-12 None
13-17 Light
18-20 Strong No campfire possible.
Rain (d20)
1-12 None
13-17 Light Tent required or no long rest and 1 exhaustion.
18-20 Heavy Tent required or no long rest and 1 exhaustion. No campfire possible.
Strong Wind. A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
Heavy Rain. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Food and water. Characters who don’t eat or drink suffer the effects of exhaustion. Exhaustion caused by lack o f food or water can’t be removed until the character eats and drinks the full required amount.
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
A normal day of eating resets the count of days
without food to zero.
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of
exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case.
D100 Encounter
0-19 Hestor Patrol, 2 wargs and 2 goblins
20-34 3 Skeletons (MM p. 272)
35-49 3 Zombies (MM p. 315)
50-64 1 Ghoul (MM p. 148) (When rolled for the first time, it is devouring Sarah's remains, and easy to surprise.)
65-100 Nothing
Approach at day. At day, each encounter starts witch a distance equal to 1d20x20 feet (20->400 feet.) Both the monster as well as the party sees each-other. If an encounter is lasting longer then three combat rounds, roll one more random encounter.
Approach at night. At night, the monsters try to approach in stealth.
ENCOUNTER ONE
The field of wild Zeland horses. Because of the undead activity, the horses are unfed. Requires Animal Handling DC 15 to approach a wild horse and interact.
ENCOUNTER TWO
The corpse with a letter. The stench of rotting meat engulfs your noses, giving you a vomiting urge. Flies are feasting and worms are tunneling in a corpse just ahead of you. The expression on the face is that of anguish. Someone died a horrible death here, not very long ago. The position of the corpse is that of someone who tries to protect something he holds dear.
If someone inspects the corpse and comes closer then 10 feet from the corpse, he must roll a DC 15 Wisdom Saving throw or become infected by Sightrot.
Sightrot. This painful infection causes bleeding from the eyes and
eventually blinds the victim. A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a - 1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches - 5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
You notice he holds a bloodstained envelope in his hand. If you open the letter you will read: [DC 10 Investigation to read]
'To my best friend Barindal at the Loch Brech's campsite.
My last dying wish is this letter reaches you. I empathize in how you handled yesterday. I understand you ran away when I was wrestling with the zombie, please, do not be angry at yourself. You must know, that I miraculously survived the initial attack. The zombie and I tumbled from a cliff and as we wrestled, he bit me in the neck. I could grab a firm stone and smashed his head. It just kept going biting further in me neck. I enraged and just kept smashing it's face until it finally released it's grip on me. I After the struggle I took a short breather, only to find myself slumbering in a long deep sleep. The next day I awoke, my vision is blurry, hence the bad handwriting. I can't see sharp. I know what it looks like. Sightrot. I don't want to bring this to the camp, so I decided the best thing to do is to accept my faith. I venture north, to the Towers of Waiting, for I presume that's the source of the undead. May the merciful Heshtail guide me path.
[DC 15 Investigation to read]
Hormon 27/04 - 8170 F.R.
My eyes hurt. It's aching so bad, almost compelling me to just rip them out. When I woke up today my face was all red. I'm crying bloodtears. I know this sightrot will be the end of me, I'll never make it back. However, I managed to sneak upon the Towers of Waiting and overheard a conversation in Black Speech between what I think was a hobgoblin and a humanoid. The voice of the hobgoblin was obvious, but that of the humanoid I could not determine. He had a slow and dark assurance in his voice. They were talking about raising an army of undead and by doing so gaining the favor of Lord Orax. Here comes the most important part. They spoke about an infiltrator at the Loch Brech's campsite. Who could it be? Ulica? Tarlach? Maybe Peddler struck a deal with this foul necromancer and his hobgoblin associate. Whoever it is, it is not a small treat we are facing. This necromancer has got many skeletons and zombies at his disposal. I think I even heard some kobolds near his campsite. In anyway, the Towers of Waiting is their headquarters, probably filled with all sorts of undead. This necromancer is obviously using the bones of old warriors to raise his army. He must be stopped. He must be dealt with, for the gods will punish us all if we do not justify these unholy acts. May you find strength and courage.'
Hormon 28/04 - 8170 F.R.
There are further notes, but they are incomprehensible writings in dark bloodstained ink.
PART 4: THE TOWERS OF WAITING
Nicolas Angywook rolls 2xd20 for the Black Feather has spotted him.
This feather looks like an ordinary feather, but closer inspection reveals that the point end is razor sharp. The feather is in a flawless condition as if it has just been fallen of a wing. The color is as black as the night and it does not reflect sunlight.
Dweller's Feather of the Black Swan. This unholy relic has been used by the Dweller of the Wintervale to write the Book of Seven. It's magics are still active however. It requires a DC15 Nature check to investigate it is a feather from a black swan. It has the following properties:
Nondetection. Whenever someone directs a Detect Magic or Identify spell-like ability it repels its magic back to the caster, resulting in 3d6 psychic damage. A successful charisma saving throw DC22 is needed to dodge the mental assault.
Sentient. The item is so intelligent and mind-strong, it chooses a creature to let itself be attuned with.
Writing. It can be used as a quill, providing black ink endlessly. A creature who is not attuned with the item experiences a harmless flash of pain when writing.
Foretell. When an attuned creature speaks the command word (Foretell in elvish) and wields at least 1 page of clean writable paper, the black feather starts writing uninterpretable codes uninterruptedly in blood for one minute. The attuned creature is mentally unconscious during that time, as the black feather has taken over the creature's mind as a vessel. After a minute the attuned creature is able to read the written text, and while he does so he or she experiences flashes and visions of the future. While the attuned creature is reading, the text and paper is burning away in red hot flames until there are only black crisps remaining. The reading of the foretelling text results in the following benefit:
Glimpses of the future have pressed in your awareness. You roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. This ability only works once per long rest.
Lore. The Dweller of the Wintervale required a feather of the holy white swan from the elves in order to write the book of Seven. She secretly plucked one feather of the holy swan and began corrupting it in her lair.
Flavor text: At the base of the towers (50 x 80 feet), it is immediately obvious that something is indeed abnormal. A large tarp has been put up in between the two Towers. Beneath it stand three skeletons, armed with aging weapons scrounged from the Battleplain. Behind the skeletons are four kobolds, who are fussing over a pile of bones.
D6 Improvised Weapon Improvised Weapon Stats
1 Hand Saw 1d4 Slashing Damage
2 Hammer 1d6 Bludgeoning Damage
3 Pile Pole 1d6 Bludgeoning Damage
4 Small Bone 1 pt Bludgeoning Damage, 10/20 ft. range
5 Medium Bone 1d3 Bludgeoning Damage, 15/30 ft. range
6 Jawbone Large Bone 1d6 Bludgeoning Damage, 10/20 ft. range
BERYN'S TARP
1 bedroll, blanket. Table with notes in black-speech about Beryn's plans to raise an undead army so he might get Lord Orax' attention and move up in the world. Purple orb, spell-casting focus of Tommen. Rations and water-jugs, and a scroll case with a scroll Feign death spell.
Tommen is inside the tarp, trapped in a dog kennel. DC 15 to lock-pick, DC 20 to forcibly open. He will try to intimidate the players, wearing a club bone and a loin cloth. Tommen has got 4 exhaustion levels.
Tommen: 'Hold right were you are! I am a powerful necromancer and I will destroy you if you not let me pass!'
Tommen then awaits the players reaction, after he quickly realizes his attempt to intimidate fails.
Tommen: 'Who am I fooling. No one but myself. I'm just an apprentice, not a bad necromancer.'
If the players leave Hommet alive he will tell them that he once served Beryn as his aprentice. He just wanted to learn more about his hidden talents, so he heard about Beryn. But when he found out the depth of his plan, Beryn didn't want Tommen to escape and imprisoned him here. He can tell the party about Drokag the hobgoblin and Beryn the necromancer.
THE QUEST ENVOLVES
After a short while, Tommen suddenly feels the urge to tell the party something he did not told before.
Tommen: 'Have I told you about project X? Oh boy oh boy, hold on tight for this is a rough ride. Project X stands for the secret project Beryn and I have been working on. Not even Drokag knew about it.'
'Where to begin.. Oh yes. Euhmm. Well, at first, our experiments of creating life from nothing, was quite innocent. We gathered the necessary organs from animals. The stomach of the horse is quite strong you know. Not to mention it's lungs. And from the Sarumvest Forrest, north of the Battleplains, we've found a dead ape. That very ape we used as a vessel for the new organs. We cleaned it's inside and Beryn persevered it from bacteria and the like. When we found all the organs we needed, we placed them inside the ape, all according to plan. But then, there was a problem. We had this ape, but it was still dead. All the conditions were met, but one. The secret of life's initiation. We researched for so long, what could it be?
A spark! A lightning charge! And so we delved into the old books again for the right spell until Beryn found it: Eels. Fish! Eels provide an elcetrical charge neccisary for our experiments. So I started fishing at the Loch Brech's lake. Six eels provide a charge of over 300 volts, enough to kill an elephant, and enough to bring our ape back to life. We prepared everything, and with the right charge, it came into existence. We created life ourselves! The myth that the gods created life, was busted. For a moment, we felt gods ourselves. The ape started to breath, to walk, but then, it went into a rampage and started attacking me! I almost toppled over the edge of the tower. It was then, I remembered my place again, for Beryn was more concerned about is ape, then he was concerned about me.
We eventually killed the ape, and we celebrated. For it was possible! Creating life from nothing, is possible! Then, Beryn started to think big. We wanted to make a human being. An actual living person! So we made a plan that same night and the enthusiasm of Beryn completely drove me to work until the morning light. Eventually we managed to succeed, and the beings we created showed activities of life again. But we were deceived, for the beings we created were neither living nor dead. They were soulless beings. Beryn however, would not see it this way. It only drove him further and further into the art of necromancy. At one point, he explained me his masterplan...
We called it, project X. We needed two sets of hearts and four longs to pump the blood into this giant of a man. I asked him how many eels he would need, for such a giant of man needs a lot of electric power for the life's spark. Then, he pointed at the sky, and I understood what he mend.
Then, he ordered me to search the fields for some unhappy humans who's organs we could use. For the harts of kobolds is just to small. It was then, I stopped cooperating. I told Beryn that he went to far. And ever since, he is using the undead to work for him and he locked me up.
Back at the Camp. The camp is gone. You are sure this is the same spot. You recognize some squares on the ground. That's where the tents used to be. Where could they have gone? It is only then you hear someone singing. You also notice six decapitated human bodies on the floor, with their heads lying a few feet away. You recognize two of them: Kem and Larson, two camp scouts. There is this trail of empty ale bottles, running from the corpses to the singing man just behind the hill.
Tarlach's Song:
The war's of beast, down in the woods
Crave to drink a thousand Zeland's blood
In fact the men know still he roars
and screams that he could eat a thousand more
But I, was one, that could not yield
And so, I took my trusted axe and shield
And found, the beast, down in the wood
And now, I drink the monster's blood
After Tarlach notices you, he takes another nip of his axe and swings with is bottle of ale. As he turns around, you see his eyes are all red, not from the booze, but probably from sightrot.
Tarlach: 'Damn these undead. They came swimming from the waters. The scouts did not had any chance to warn the camp on time. They took Kem and Larson. Someone set us up. Someone is telling these damned undead where the location of the campsite is. If I can get my hands on him... Hiccupz!
Finally back at the camp. If the players follow the tracks they finally find the campsite's new location. In a hurry, several man and woman gather arms and point them towards the party out of distrust, including Bebbin and Ulica. Ulica stands ready with a longbow and Bebbin stands ready with sword and shield. Several others gather whatever weapons they can find.
Ulica: 'Hold your ground! Stay right where you are!'
From out the back, a man approaches the scenery, supported by Sabi, the apprentice healer on one side and Grandmother Hawkins on the other side. It is Kieran O'nel with a walking stick. He lost his right leg and seeing the still red and bloody bandage, it wasn't a long time ago.'
Kieran: 'You bring the contagious sightrot into our camp. Tarlach can't stay here.'
Kieran: 'Did anyone of you got in conflict with a zombie? Even a scratch could cause sightrot.
If you do, we do not have the means to cure you. After a few days you go blind and eventually scratch out your eyes and die. Then, you grow nails and join the undead.'
Kieran: 'They bit my leg, so I had to take it of myself. I'd rather die a free man then forever walking without a soul.'
Kieran: 'Sabi, go check them out.'
After the investigation from Kieran, he invites the party into his tent once again, and requests a full explanation on what the party find. He also tells that the undead were being sent to the campsite, like they knew the location. Someone is trying to set them up. But who?
Kieran: 'This is serious. Some mad blasphemous necromancer. Couple of months ago, we were with forty, all strong and healthy. Then these plagues came. Then the undead. Now this necromancer. There is nothing more that I can ask of you. You are free to roam wherever you please.' Please, I need to lie down for a while. Give me a break.'
Going back again. If the party decides to go back to the Towers of Waiting after they have rested, Sabi offers to join them. He can cast one cure light wounds spell and has the medicine skill (+3). He won't fight. Because the encampment moved further away south, it is now a 34 miles distance to the towers of waiting, resulting in four encounter rolls. The patrol cannot be rolled again however.
Towers of Waiting. The four kobolds are now risen as zombies. Three skeleton archers have hid themselves (DC20 Perception to see them). The Zombies can be surprised (DC 8 group stealth). If they enter the tent, engage trap: DC11 Dex saving throw or 1d6 falling damage and 1d10 piercing damage.
Encountering Beryn. He seems to have a huge hunchback witch appears to be a backpack filled with some jetpack mechanism to unleash little parachutes with copper conductors. He will unleash it when he is killed with a final interaction. He himself is strapped with iron chains to the flesh golem on the altar, guiding the electricity trough him. If he dies, he will fly up in to the sky about 100 feet almost instantaneous and attracts a lightning charge from the sky. Then, everyone on the tower must succeed on a strength saving throw of 21 or be knocked prone and suffer from the deafened condition for ten rounds.
Beryn: 'I am not a madman. My methods and reasons are scientifically sound. I succeeded discovering the cause and generation of life. A graveyard has furnished the few raw materials I required. Tonight I have gathered my instruments and shall shatter the ideal bounds of life and death! Tonight I shall show all of you the power of creating life, trough self-sacrifice. Is that not the greatest virtue of them all? Self sacrifice!?'
To my wicked colleague Beryn Frankenstein Gravemore.
05-05-8170 F.R
I've done it! Grlarshh answered my prayers! I've bound the extra-planar Queen to our mortal plane. She is such a beauty, her shriek is paralyzing, her eyes are all types of various colors and just looking at her teeth fill me with admirable hopelessness. Soon, the little heads start flying on their own. She is producing faster than expected. Soon, Northwood is under my control.
How is your flesh golem working out? You think these local heroes from the Loch Brech's campsite stand a chance? And, really, you've seen the Gnome with your own eyes? It seems they aren't extinct after all. Funny, I'd love to have a zombie gnome butler, that would just really add up to my maleficent ambiance.
With undying regards,
Marnak Morgenstein the Harvester.
'To my best friend Barindal at the Loch Brech's campsite.
My last dying wish is this letter reaches you. I empathize in how you handled yesterday. I understand you ran away when I was wrestling with the zombie, please, do not be angry at yourself. You must know, that I miraculously survived the initial attack. The zombie and I tumbled from a cliff and as we wrestled, he bit me in the neck. I could grab a firm stone and smashed his head. It just kept going biting further in me neck. I enraged and just kept smashing it's face until it finally released it's grip on me. I After the struggle I took a short breather, only to find myself slumbering in a long deep sleep. The next day I awoke, my vision is blurry, hence the bad handwriting. I can't see sharp. I know what it looks like. Sightrot. I don't want to bring this to the camp, so I decided the best thing to do is to accept my faith. I venture north, to the Towers of Waiting, for I presume that's the source of the undead. May the merciful Heshtail guide me path.
[DC 15 Investigation to read]
Hormon 27/04 - 8170 F.R.
My eyes hurt. It's aching so bad, almost compelling me to just rip them out. When I woke up today my face was all red. I'm crying bloodtears. I know this sightrot will be the end of me, I'll never make it back. However, I managed to sneak upon the Towers of Waiting and overheard a conversation in Black Speech between what I think was a hobgoblin and a humanoid. The voice of the hobgoblin was obvious, but that of the humanoid I could not determine. He had a slow and dark assurance in his voice. They were talking about raising an army of undead and by doing so gaining the favor of Lord Orax. Here comes the most important part. They spoke about an infiltrator at the Loch Brech's campsite. Who could it be? Ulica? Tarlach? Maybe Peddler struck a deal with this foul necromancer and his hobgoblin associate. Whoever it is, it is not a small treat we are facing. This necromancer has got many skeletons and zombies at his disposal. I think I even heard some kobolds near his campsite. In anyway, the Towers of Waiting is their headquarters, probably filled with all sorts of undead. This necromancer is obviously using the bones of old warriors to raise his army. He must be stopped. He must be dealt with, for the gods will punish us all if we do not justify these unholy acts. May you find strength and courage.'
Hormon 28/04 - 8170 F.R.
There are further notes, but they are incomprehensible writings in dark bloodstained ink.
THE LEFT TOWER
Sublevel 2 (-20 feet) Bonepit (Darkness).
A 10 feet high, 20 feet wide pile of bones centers the room. 1D6 falling damage per 10 feet and 1d6 damage from the Black Feather. The character who falls here becomes poisoned (DC21 CON). This place is only accessible trough the pit hole. Whenever a character or creature falls in the pit, it makes a lot of noise, alarming the entire tower. Drokag will come down with all his kobolds.
Sublevel 1 (-10 feet) Maintenance (Darkness).
3 zombies are locked up on this level. If a character has fallen down to sub-level 2, the zombies will jump down, taking 1d6 bludgeoning falling damage. A hole in the north side of the room fits a ladder to climb up.
Level 1 (0 feet) Entrance (Dim light at day, darkness at night).
In the opposite of the entrance there lies all sorts of ruble, covering a hole to sub-level 1. A ladder of 10 feet lies flat on the ground. In the western side of the tower there are crude stairs leading to level 2. There is a rope bungling down from up all the way to the ceiling. You hear some goblinoids giggling and fuzzing from the ceiling, probably coming from the next floor.
Rope. Acrobatics DC10 to move on, or fall down.
Stairs. Difficult terrain and squeezing condition. (15 feet.)
Perception DC 10 or Investigation DC 10 To see the hole beneath the ruble.
Perception 8. You spot three zombies on the lower floor.
Entering without stealth. If the characters are not entering in stealth or with a stealth check of 10 or lower, Drokag from level 2 is alarmed, immediately shushing his fellow kobolds, which can be heard by the PC's. Drokag will then try to hide to ambush.
Level 2 (10 feet) Memorial chamber (Darkness).
In the opposite of the room there is Drokag the hobgoblin with four kobolds, looting trinkets from old wooden crates. Depending on the situation on level 1, there will be a combat. Drokag will attack elves first, for hobgoblins hate elves. If Drokag is at half of hit hp, he will flee the room and alert Beryn, pushing the weakest looking player down. Drokag carries a cypher-scroll for level 3.
Combat end. If they examine the plaques, they find a rusty metal strap on an old stone, indicating the date of 478 F.R. The skeletons interred in this tower are all dead from long passed battles. Further investigating reveals an ivory statue of Bestra (worth 50 sps) and a Miner’s Helmet.
Miner’s Helmet: This sturdy metal helmet contains a small box with cunningly designed mirrors inside it. Cast upon the mirrors is a continual flame spell. The helmet projects a beam of light as a bullseye lantern, directed at whatever the wearer is looking at. The box on the top of the helmet has a shutter which may be used to hide the projecting light. Opening and closing the shutter to project or extinguish the light is an action. The helmet otherwise leaves the user's hands free.
Investigation/Perception 10 You find the switch to open the light-switch inside the helmet.
Level 3 (20 feet) Send-off chamber (Darkness).
High quality tiles. No barricade around the hole. Unlit scones on the wall, an altar with various scrolls and notes. A ladder leads upward on the eastern wall. There is a large ladder rising 30 feet high to the next floor where some bright light shines.
Investigation 10. The scroll is a crude map with past locations, as well as the current location of Loch Brech's campsite. A successful check is required to decipher the stack of notes with the cypher-scroll. It reveals the fact that Bebbin O'nel, younger sister of Kieran O'nel is passing out information about the campsite's whereabouts.
Level 4 (50 feet) Send-off chamber (Bright light at day).
Slightly smaller hole without barricade. 20' high ceiling. Wooden platform, tangled mess of rope coils, broken crane. Bright light from the hole in the ceiling as well as from the windows (8), massive wooden supports on which you could climb on from the window.
Level 5 (70 feet) Rooftop (daylight at day, or darkness at night).
Larger roof, stretching another 5 feet on either side. Few old skeletons. A knee-wall on the edge of the roof. In the center a hole without barricade. On the eastern side 3 skeletons holding longbows, intent on the other tower.
Perception 10 (daylight). There is a humanoid figure, dancing and brambling, on the rooftop of the right tower. He has not yet noticed you.
Arcana 10. The humanoid figure is ritually raising the dead.
THE RIGHT TOWER
Sublevel 2 (-20 feet) Bonepit (Darkness).
A 10 feet high, 20 feet wide pile of bones centers the room. 1D6 falling damage per 10 feet and 1d6 damage from the bones. Whenever a character or creature falls in the pit, it makes a lot of noise, alarming the entire tower. Four kobolds are furiously gathering bones from the huge pile. Roll improvised weapons when engaged in combat. The crane is in tact, filled with bones. The only way up or down is with the crane or the ladder.
D6 Improvised Weapon Improvised Weapon Stats
1 Hand Saw 1d4 Slashing Damage
2 Hammer 1d6 Bludgeoning Damage
3 Pile Pole 1d6 Bludgeoning Damage
4 Small Bone 1 pt Bludgeoning Damage, 10/20 ft. range
5 Medium Bone 1d3 Bludgeoning Damage, 15/30 ft. range
6 Jawbone Large Bone 1d6 Bludgeoning Damage, 10/20 ft. range
Sublevel 1 (-10 feet) Maintenance (Darkness).
Some fruit baskets and some piles of bone. Ropes from the crane. The only way down is with the crane, which is currently in use at sub-level 2 or with the ladder in the north side. The only way up is with the crane that is currently at sublevel 2, or with the ladder on the north side.
Level 1 (0 feet) Entrance (Dim light at day, darkness at night).
Entrance got a square inset tile depicting the sun in all its glory. Large hole dominates the center surrounded by 2 feet high wooden rail. Large hole in the roof. A rope from the crane hangs from up to down in the middle of the hole. Some planks and tiles, bags and crates bursting with bones. Ladder north leads down, stairs on the western side lead up.
Rope. Acrobatics DC10 to move on, or fall down.
Stairs. Difficult terrain and squeezing condition. (15 feet.)
Perception 8. Sound of dog-like yipping and movement of many bones from below.
Entering without stealth. If the characters are not entering in stealth or with a stealth check of 8 or lower, the kobolds are alarmed, immediately shushing his fellow kobolds, which can be heard by the PC's. The kobolds will then try to hide to ambush.
Level 2 (10 feet) Memorial chamber (Darkness).
Chamber in shambles. Anything of any value is sacked. Stairs by which you entered continue up and down.
Level 3 (20 feet) Send-off chamber (Darkness).
Once a nice floor, high quality tiles. Hole without barricade. On the altar's place is a bookcase with very old tomes. Ladder on the eastern wall leads up, stairs west lead down. Ceiling is 30' high. A small dim light originates from the ceiling where the ladder ends to the next floor.
Investigation DC10. One tome with the title Serpent of Twilight(50XP) draws the attention. It is in tact and those who know elvish must succeed on a Investigation DC 10 to read it. It is still decipherable but requires a lot of time.
Passive Perception DC 12. The players hear a chewing sound from the level 4. It is a ghoul chewing of some remaining flesh. They require a stealth DC 10 to prevent the ghoul from hearing them. If they succeed, they can surprise the ghoul. If they fail , the ghoul will try to ambush them, standing in the windows on level 4.
Level 4 (50 feet) Send-off chamber (Bright light at day).
Slightly smaller hole without barricade. 20' high ceiling. Wooden platform, tangled mess of rope coils, broken crane. Bright light from the hole in the ceiling as well as from the windows (8), massive wooden supports.
If party is not in stealth, Ghoul will move on top of the wooden supports trough the window and ambush the party if they climb to level 5.
Level 5 (70 feet) Rooftop (daylight at day, or darkness at night)
Larger roof, stretching another 5 feet on either side. Few old skeletons. A knee-wall on the edge of the roof. In the center a hole without barricade.
A human in peasant clothings is rambling, chanting in black speech. Beryn will use three skeletons and fight the party. If the skeletons on the other side are not killed they will fire their longbows. If the ghoul is not killed, he will come and ambush from behind.
PART 5: ZOMBIE INVASION
After Beryn is slain he will madly laugh at his killer(s), thanking them for bringing him to his final eternal state of death. He continues ranting about the perfection of death and that he shall return the favor to his killer(s).
The party quickly perceives that the tower they are standing on is surrounded by zombies. In fact, the first few zombies have already entered the tower. Each two combat rounds, one zombie climbs up 1 level. Each round, one zombie enters level 1. The starting scenario is the following:
Level 1 (0 feet): 5 Zombies
Level 2 (10 feet): 0 Zombies
Level 3 (20 feet): 0 Zombies
Level 4 (50 feet): 0 Zombies
Level 5 (70 feet): 0 Zombies
Each zombie encountered on stairs is subjected to the squeezing condition.
Squeezing. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
The party needs to find a way to barricade themselves from the endless horde of zombies. If they find materials large enough to cover a space from a ladder or door (wooden rubble, broken crane, etc), they must make strength checks against the pushing zombies until they can strap it and secure it with enough force.
PART 5: ZOMBIE INVASION
Beryn is dead. He has electrified himself in order to charge his flesh golem with life. And he has done so successfully. The party-members find themselves prone and deafened because of the lightning that struck the tower. Beryn's project X has been successful, for the flesh golem is alive. Still strapped to four thick chains, it will take him four combat rounds to release himself. This unstoppable force will start a rampage on every living creature it encounters.
Drokag is willing to cooperate with the party-members to escape from the zombies. They need however to come up with a plan. A short rest is possible. A long rest however will result in a breach, or the flesh golem throwing stones at the tower, eventually collapsing entire layers of the tower.
Lo'Gosh, who delivered the killing blow, saw a letter flying out of Beryn's pocket before he pulled his parachute. It now lies in front of his feet, ready for the taking.
The party quickly perceives that the tower they are standing on is surrounded by zombies. In fact, the first few zombies have already entered the tower. Each two combat rounds, one zombie climbs up 1 level. Each round, one zombie enters level 1. The starting scenario is the following:
Level 1 (0 feet): 4 Zombies fighting 4 kobolds.
Level 2 (10 feet): 0 Zombies
Level 3 (20 feet): 0 Zombies
Level 4 (50 feet): 0 Zombies
Level 5 (70 feet): 0 Zombies
Each zombie encountered on stairs is subjected to the squeezing condition.
Squeezing. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
Rope. Acrobatics DC10 to move on, or fall down.
Stairs. Difficult terrain and squeezing condition. (15 feet.)
The party needs to find a way to barricade themselves from the endless horde of zombies. If they find materials large enough to cover a space from a ladder or door (wooden rubble, broken crane, etc), they must make strength checks against the pushing zombies until they can strap it and secure it with enough force.
The Right Tower.
Level 5 (70 feet) Rooftop. Bright light.
Larger roof, stretching another 5 feet on either side. A knee-wall on the edge of the roof. In the center the Fleshgolem that is constructed around an altar, is bashing his way out of his chains after four combat rounds. He is not to be beaten by the characters and if he is given a chance, will recklessly attack any living creature that stands in its way.
One skeleton armed with short-sword still stands on the tower, shoved prone by the lightning charge.
From the other tower, three skeletons fire their bows each round.
Level 4 (50 feet) Send-off chamber. Bright light.
Slightly smaller hole without barricade. 20' high ceiling. Wooden platform, tangled mess of rope coils, broken crane. Bright light from the hole in the ceiling as well as from the windows (8), massive wooden supports.
Level 3 (20 feet) Send-off chamber. Darkness
Once a nice floor, high quality tiles. Hole without barricade. On the altar's place is a bookcase with very old tomes. Ladder on the eastern wall leads up, stairs west lead down. Ceiling is 30' high. A small dim light originates from the ceiling where the ladder ends to the next floor.
Level 2 (10 feet) Memorial chamber. Darkness.
Chamber in shambles. Stairs by which you entered continue up and down. Four Kobolds are fighting four zombies at level 1.
Level 1 (0 feet) Entrance. Dim light.
Entrance got a square inset tile depicting the sun in all its glory. Large hole dominates the center surrounded by 2 feet high wooden rail. Large hole in the roof. A rope from the crane hangs from up to down in the middle of the hole. Some planks and tiles, bags and crates bursting with bones. Ladder north leads down, stairs on the western side lead up.
Four Kobolds are fighting four Zombies. This is noted at first when someone enters level 2. The four zombies need three combat rounds to kill the four zombies. Each of the zombie is then left with half of his hitpoints.
Sublevel 1 (-10 feet) Maintenance (Darkness).
Some fruit baskets and some piles of bone. Ropes from the crane. The only way down is with the crane, which is currently in use at sub-level 2 or with the ladder in the north side. The only way up is with the crane that is currently at sublevel 2, or with the ladder on the north side.
Sublevel 2 (-20 feet) Bonepit (Darkness).
A 10 feet high, 20 feet wide pile of bones centers the room. 1D6 falling damage per 10 feet and 1d6 damage from the bones. There is a secret passageway underneath the bones. It requires a DC15 Investigation check to discover. One character requires three combat round actions to clear the passageway underneath the bones.
Secret passageway to the left tower.
This passageway is a small and secret route to the other tower of Waiting. It connects beneath the bone-pit of the left tower. It's a crawling space and requires 130 feet of movement before you get to the other side.
The left tower.
Sublevel 2 (-20 feet) Bonepit (Darkness).
A 10 feet high, 20 feet wide pile of bones centers the room. After crawling trough, (taking another three combat rounds) the Black Feather scratches Nicolas for 1 point of damage. He then most likely becomes poisoned by the feather. (DC21 CON). Roll 2d20 for Foresight. There is no way to climb or to move to the upper layer but one. You need to climb on each other to reach the edge of the next layer. Zombies will not be able to climb beyond this level. The player can hear some kobolds and a hobgoblin fortifying the door at level 1.
Sublevel 1 (-10 feet) Maintenance (Darkness).
3 slain zombies are found on the floor. A hole in the north side of the room fits a ladder to climb up. The players again need to climb on each other to reach the edge of the next layer. You hear some goblinoids giggling and fuzzing from the ceiling, probably coming from the next floor.
Level 1 (0 feet) Entrance (Dim light at day, darkness at night).
The ruble has been used to create a fortification to stop the endless horde of zombies bashing their way in. In the western side of the tower there are crude stairs leading to level 2. Drokag is here, as well as eight Kobolds. Drokag carries a cypher-scroll for level 3, the note which reveals Bebbin as a spy.
Level 2 (10 feet) Memorial chamber (Darkness).
If they examine the plaques, they find a rusty metal strap on an old stone, indicating the date of 478 F.R. The skeletons interred in this tower are all dead from long passed battles. Further investigating reveals an ivory statue of Bestra (worth 50 sps) and a Miner’s Helmet.
Miner’s Helmet: This sturdy metal helmet contains a small box with cunningly designed mirrors inside it. Cast upon the mirrors is a continual flame spell. The helmet projects a beam of light as a bullseye lantern, directed at whatever the wearer is looking at. The box on the top of the helmet has a shutter which may be used to hide the projecting light. Opening and closing the shutter to project or extinguish the light is an action. The helmet otherwise leaves the user's hands free.
Investigation/Perception 10 You find the switch to open the light-switch inside the helmet.
Level 3 (20 feet) Send-off chamber (Darkness).
High quality tiles. No barricade around the hole. Unlit scones on the wall, an altar with various scrolls and notes. A ladder leads upward on the eastern wall. There is a large ladder rising 30 feet high to the next floor where some bright light shines.
Investigation 10. The scroll is a crude map with past locations, as well as the current location of Loch Brech's campsite. A successful check is required to decipher the stack of notes with the cypher-scroll. It reveals the fact that Bebbin O'nel, younger sister of Kieran O'nel is passing out information about the campsite's whereabouts.
Level 4 (50 feet) Send-off chamber (Bright light at day).
Slightly smaller hole without barricade. 20' high ceiling. Wooden platform, tangled mess of rope coils, broken crane. Bright light from the hole in the ceiling as well as from the windows (8), massive wooden supports on which you could climb on from the window.
Level 5 (70 feet) Rooftop
Larger roof, stretching another 5 feet on either side. Few old skeletons. A knee-wall on the edge of the roof. In the center a hole without barricade. On the eastern side 3 skeletons holding longbows, intent on the other tower.
PART 6: BACK AT THE CAMPSITE
The adventurers will find that the campsite has moved. Many undead tracks as well as tracks of battle can be discovered. To find the campsite's and follow its tracks, the party must travel 6 more hours.
On return to the campsite, characters can receive healing and rest from grandmother Hawkins. Kieran O'nel imideatly invites the party into the main tarp for questioning. Bebbin O'nel, the spy, is out on the field scouting. Kieran O'nel is shocked to hear from her true faith and requests proof. If none can be given he is suspicious of the claim. Either way, he wants to confront Bebbin with this fact and awaits her response. She is his sister and Kieran knows when Bebbin lies. Kieran wants to confront Bebbin in private with guards waiting outside. Should the night come, Kieran sends Bebbin away, never to return again. Bebbin will then join some bandits. Depending on how is handled, Kieran is probably more then satisfied by the result and is inviting the PC's to stay and join a nomadic life. With the undead gone, things will settle down. It is then for the players to decide if they move on or stay. Eventually, after a ten-day, the camp will move for a few days and settle down again. Tommen is relieved to find the lifestyle of the nomads. He decides to stay. If the players decide to leave and gather information about nearby civilization, they will find that the closest village nearby is called Northwood. Tarlach has a favor to ask for the party. Kieran will tell about a note that he received from his nephew that help is requested in a nearby town called Northwood.
Tarlach: Should you ever come to Northwood, please give Hogan this statue. He is my son and I want him to have this. It's worth quite some and should buy him some weeks of food and drink. He lives right next to the inn, the Hobbling Goblin, can't miss it.
PART 7: TRAVELING TROUGH FARLAND
5 level 1 players, combined need 3000 XP to reach level 3.
Creatures. Thug(100XP), Bertha(25XP)
Codex. The Kingdom of Kelerak(50XP)
Plots. The Dalton Estate(50XP)
These are all the preparations I have made in order to run the second adventure Northwood, designed for 4/5 characters of levels 2 and 3. This contains spoilers for players and is mend for DM's only.
ADVENTURE SYNOPSIS
The Vargouille queen. Although the Kingdom of Kelerak is plagued by evil, the town of Northwood was mostly spared from this suffering because of its location. Near the edge of a large forest, away from major roads and trade routes, the town has been largely unmolested. The past two months, however, have been dark times for the folk of Northwood. Recently there have been grizzly discoveries of headless corpses and strange disappearances, mainly at night. The truth behind the murders and disappearances was initially due to a strange extra-planar beast trapped upon the material realm. This queen, a strange warped monstrosity, reproduces by infecting unfortunate humanoids, thereby mutating its victims’ heads into Vargouilles.
Adding to this turn of events, a local nobleman Marnak Morgenstein and his family have been corrupted by the dark mysteries of Grlarshh and have seen these attacks and disappearances as an unholy sign from their dark god. The Old man Morgenstein and his evil cult have abandoned their secret shrine in the basement of his manor house and currently reside within an old orcish burial ground with the ‘Vargouille Queen’ whom they feed, provide victims, worship, and study with disturbing curiosity. Will a band of brave adventurers uncover the evil and dark truth surrounding this small village? That remains to be seen....
The foul Ghouls. Timothy Ack-Turpin ("Ack" is Kelerite for "son of") has a problem and the heroes have presented themselves as the obvious solution. After all, it isn't every day that well-armed individuals come to Northwood, especially not people who seem to know how to use those weapons. Recently there have been some very dangerous and troubling attacks in the village. They seem to emanate from the local cemetery and occur only at night, but they have happened several times. Worse, the victims of the attacks are never seen again-- except for grisly pieces and shards of bone. Whatever is attacking them seems to be rending them limb from limb. Timothy went himself to investigate the other night and got a glimpse of several skeletons and worse, some feral, wicked, gray-skinned creatures-- possibly ghouls. He witnessed them emerging from the old Percy Family mausoleum but was forced to flee because he was outnumbered. What the PCs don't know: Timothy did indeed attempt to flee from the ghouls, but he didn't make it. Paralyzed by their touch, he was brought before their fell ghast master, who saw an opportunity to feed his warren. He promised Timothy gold if he would supply the warren periodically with fresh "meat." If Timothy refused, the ghouls would hunt and slay both him and his family. Overcome by fear and greed, the Sheriff agreed. He has since felt guilty about betraying his own fold to a foul end, but the heroes--being-strangers-- cause him to have no such compunctions. He figures if they die he will get paid, and if they succeed, he will be out of a tough bind.
The Squints. This group of bandits and thugs called the Squints is giving the people of Northwood a hard life. Once in a week, just before Tax-day, they inflict some serious organized crime so they can pay the ridiculous high taxes themselves while innocent civilians are put to flogging and slavery on a weekly basis. Their main hideout is the Dalton estate, reachable trough the empty well at the town-square.
Faction 'the Resistance.' The resistance is an anti occupation movement that operates throughout all the conquered kingdoms. Mainly, they move within a faction of the thieves guilds in capital cities. Their aims are freedom and justice and their means are subterfuge, assassinations and stealth.
Faction 'the Lightbringers'. This faction's primarily concern is undead, demons and feints. They specialize themselves with these creatures to locate and recognize them in order to destroy them or send them back to their own plane. Their aims are the liquidations of undead, demons and feints and they use whatever means possible. This used to be a great faction before the occupation. Now, it's members are disorganized and spread throughout many conquered kingdoms. They are most active still in the kingdom of Daven in the south.
Faction 'the Sylvan Safeguard.' The creatures of the forest have withdrawn themselves from the goblinoid world. Deep within their ancient forests, they have hidden themselves in order to survive the occupation like a passing storm. Some, however, realize that just sitting idly will not be enough. These few are loosely organized to place the right force at the right time to protect the right source. Their goals are knowledge and preservation and their means are magics and ancient mysteries.
ADVENTURE HOOKS
Marnak's letter. If the players have defeated Beryn, they will find this letter on him:
To my wicked colleague Beryn Frankenstein Gravemore.
05-05-8170 F.R
I've done it! Grlarshh answered my prayers! I've bound the extra-planar Queen to our mortal plane. She is such a beauty, her shriek is paralyzing, her eyes are all types of various colors and just looking at her teeth fill me with admirable hopelessness. Soon, the little heads start flying on their own. She is producing faster than expected. Soon, Northwood is under my control.
How is your flesh golem working out? You think these local heroes from the Loch Brech's campsite stand a chance? And, really, you've seen the Gnome with your own eyes? It seems they aren't extinct after all. Funny, I'd love to have a zombie gnome butler, that would just really add up to my maleficent ambiance.
With undying regards,
Marnak Morgenstein the Harvester.
PART 0: THE OLD DALTON ESTATE IN THE WILD
Somewhere in the wilderness near Northwood, an ancient estate appears on the horizon. The party is exhausted and desperately need a rest, for it's been raining non-stop for days and the foraging has not been fruitful. Nicolas remembers this place. It is a short mile away from Northwood. He knows that Margreth Dalton runs the place, a good-doer for the entire village of Northwood. She is known for her charity, donating money for those who can't pay up there taxes. While at first all looks are very promising and warm, it appears to be a deadly trap. For years, the old woman Margreth cooperates with the thieves guild called the Squints. Bertha offers travelers warm soup which turns out to be strong poison. She uses her reputation as a cover.
Outside House. An old sign hanging of the mark which says 'Welcome to House Dalton' indicates this was once a noble house. From the outside it looks abandoned. On the backyard there is a water well and an in tact garden full of growing crops, indicating that someone must definitely still live here.
Knocking on the door. After some knocks, the door is opened by Margreth who is most delighted to see some fresh adventurers. The characters can hear a fire crisping in the background, welcoming their presence with the comfort of warmth.
Inside House. The door is a trapped door and instantaneously locks itself after closing. You need the key from Margreth to open it or lock pick it with a DC15. If you want to open it by force it requires a strength check of DC20. The house has got a kitchen with many cooking tools and enough rations. There is also some valuable artwork hanging in the living room. One painting (100 gold) and one ivory statue of the Thief-god Bel (100 gold). The thugs wield leather armor and one of them has got a key to a chest downstairs which holds 4d12 silver pieces and 4d12 copper pieces. In the bookcase there can be found a codex with interesting information about the Kelerak kingdom. There is a secret passage going underground, all the way to the town-square in Northwood.
Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage: on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Margreth is a noble (9hp) without armor (ac10) using her crossbow to fire (+3 to hit, 1d8+1 damage).
'This is house Dalton, of the famous Baron Diedrick Dalton, who served Keller in the early days of the kingdom of Kelerak a great many years ago. I am it's last descendant, Margreth Dalton. How can I be of assistance?'
'Please enter. Come have a sit down in my living quarters. I will prepare some tea! Oh, and why don't you take a look at the painting. Come, come Here you see the painting of Baron Diedrick Dalton, made by the famous artist and bard Galdin Palantar. He was an elf , did you know? It's proof they existed! Oh, and here you should read about the foundings of the great kingdom of Kelerak. Here why don't you have a look? Oh, yes... Tea!'
Approach. Margreth insists the players to lay down their weapons and to remove any armor. After 10 minutes drinking the tea, the poison kicks in. Then Margreth will ask if something is wrong. While walking to her closet for her 'medicine' she picks a light crossbow. At the same time a secret door opens and the first thug aims a heavy crossbow at the most threatening looking character. The second round of combat two more thugs enter the living room. If fought, this can be a deadly encounter. If the group surrenders, they must leave everything of value behind. They will be given a cure for the poison after they have surrendered. If the party decides to fight and win, one bandit will be ranting about more bandits coming soon.
After the fight. Two hours after the fight, four more thugs approach the house. The players got an opportunity to defend or to flee after a short rest.
PART 1: ENTERING NORTHWOOD
Northwood lies a few miles from the Loch Iron lake, on the foothills. The river runs further north into the Creaglands, a mountainous area with a lot of forgotten history. The large Serpent Wood marks the northern horizon with it's large oaks. A small and thin road is the only way out of this town, leading to the main road between Hestor and Keller. Northwood is known for it's beautiful flower fields, giving a pleasant mix of all kinds of colorful dots, as well as an ambient and pleasant smell. The current calamities are bandits, ghouls and vargouilles.
Entering Northwood from the road, the players find a sign which says the current Northwood population. An old sign tells this village once held 512 citizens. Multiple times, a number has been striked trough, degrading the amount of citizens from 512 to 479. There is no fortification around the village, it is open for anyone to enter. As you enter the village, you notice people are staring at you, giving you an unwelcome feeling. A farmer stops plowing his fields, children are told to go inside and people walk a few feat around you.
Northwood is a small village with a population of around 500 and only one drinking establishments, the Inn and Tavern (The Merry Mage). It is a farming town, and its major products are wheat and other crops, as well as some small amounts of fish and timber. Northwood has a furrier, a clothier, a shoemaker, multiple farmers, a maidservant, a fisherman, a hunter, a tavern owner, and a blacksmith. As far as settlements go, Northwood is fairly representative of typical villages in Kelerak. The inhabitants live a simple life, farming, fishing, hunting, and working. Although life is difficult, the simple fact they are earning a living makes them rejoice in what they have. They are however complaining about high taxes, criminal activities and strange disappearances. Population: 500 adults. (95% human, 5% half orc).
It is most likely that the players enter Northwood broke. Their equipment and valuables has been stolen by the Squints at the old Dalton estate. Therefor, the characters could be looking for work, for paying two silver piece a day for a rest at the tavern could be too expensive.
Tension between races. Because of the Occupation, Dragonborn, half-orcs and tieflings gain disadvantage on their social interaction rolls with the humans. Humans gain disadvantage on social interaction rolls with Dragonborn, half-orcs, tieflings and members of the Occupation. Only after the adventurers have solved one of the main quests, the disadvantage on social interaction rolls is negated and Dragonborn, Tieflings and Half-orcs can roll normally.
IMPORTANT CHARACTERS
Farmer Dortmund. Ragged, dirty, old, hardy. Chews something. Quiet. Live and let live.
Blacksmith Conrad Smithstan. Half Orc, Ragged, dirty. Bald. Pronounced scars. Brawny. Low voice. Honest. Respect.
Priestess Katrina Rabe. Exceptionally beautiful, learned. Perfect memory. Twirls hairs. Irritable. Vornoth Worshiper.
Watercarrier and Skinner Boris Whiteanvil. Ragged, dirty, young. Hardy, healthy. Expert cook. Enunciates over clearly. Suspicious. a former Squint bandit.
Alchemist Nebnel Luts Hiller. Braided hair and beard. Perceptive. Squints. Friendly. Logic.
Town Guard Wolf. Stud. Strong. Speaks loudly.
Town Guard Horl. Ugly. Strong. Silent. Stares into the distance.
Bouncer Fulk Ack-Kaler. Bear-pelt as clothings, powerful build, stutters. Arrogant, prone to rage.
Abbot Gilden Ack-Gilbert. Bald. Spiritual. Sings beautiful. Speaks particularly high. Self-sacrifice.
Merchant Peter Ack-Telthor. Nice, quintessential business man. Distinctive crooked build. Learned. Whispers. Ideal: People.
Innkeeper Matilda. Silver-white hair. Persuasive. Walks smooth and agile. Straight to the point. Loyal to the people.
Hermit Oscar Drok. Old Dwarf. Golden hair. Broad and wide. mad due to insomnia. If cured, friendly and calm. Honor.
Voodoo Shaman Vuzembi. Half-troll Druid(see MM). Huge tusks. Earrings, necklaces and piercings all over. Insightful.
Jojin 'the Toll Troll.' Half troll, ferry guard. Small tusks. Calm. Does not speak. Prone to rage. Dimwitted, slow.
Brian Shaw. Huge strongman. Calm, veteran. Does not speak allot. Wise and healthy. Former member of 'the Resistance.'
Flint the Glassblower. Calm, short and smart. Deceptive. Squint bandit member.
Erevan Dawnwalker. Calm, calculative, perceptive. Bald and old, half-elf without noticeable elven properties. Former member of the Lightbringers. 223 years old.
AUTHORITY FIGURES
Mayor Arnulf Von Gerhan. Iron will, respected. Formal clean clothes. Born leader. Argumentative.
Guard captain Hogan Von Feran. Aristocrat, Formal clean clothes. Healthy. Rude. Arrogance.
Sheriff Tim the Quick. Old, farmer, landowner. Can call upon 15 peasants in times of trouble. Mustache, cowboy hat. Veteran.
Kogan 'the Black' Orc Warchief. Ruthless. Strong and tall black orc. Enjoys to see the suffering of the lesser races.
PLACES OF INTEREST
There are several places of interest in Northwood that the heroes may want or need to visit. They are the Sheriff's Post, Church of Vornoth/Heshtail (-in the Church Cemetery is the Ghoul Warren.), The Merry Mage Tavern and Inn, Vuzembi's shack inside the Serpent Woods. These are described below.
The Merry Mage Tavern/Inn. The DM should read the following to the players if they approach from 3 PM until midnight (if they approach on the off hours, the place is locked up tight):
This tavern is a shabby looking establishment. Stray dogs are slinking around the front doors and the smell of greasy meat and stale ale wafts from the wooden and brick building. Upon entering, you realize the place is quite popular. There are barely any empty tables (it is mostly filled with farmers) and the homely barmaid saunters up to you and gives you a wide, snaggle-toothed smile. "Welcome to the Merry Mage, strangers. I'm Matilda. What'll ye 'ave?"
Once you sit down you notice there is this wanted poster hanging on a quite obvious spot so everyone can see it. It's face looks quite familiar.
After a more close inspection you see that Gale is wanted for avoiding the penalty of the third offense. Bringing him in to Kogan the Orc chief rewards 40 gold pieces.
Poor. Players can buy themselves a poor lifestyle here, for 2 silver piece a day. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, rumormongers, peddlers, thieves, mercenaries, and other disreputable types.
Merchant's House. Peter is the local trader, and he gets in a new shipment of goods about every week. Items unfortunately take approximately a week to arrive from Dragonspur City. Peter charges a 10% markup on any item. If the PCs want to haggle with him over prices, they must make opposed Charisma (persuasion) checks; Peter has a +2 persuasion score.
Max value for one item that can be bought or sold: 100 gp.
The Smith. Conrad Smithstan charges triple prices if the party wants to buy weapons or armor. Thats because he needs to create them illegally. He only gets the iron ore necessary to craft weapons and armor for the guards. Unless the players can find some iron ore, maybe at the bottom of Loch Iron lake, Conrad will ask for a lot of coin.
Fulks house. Fulk is at sleeping at his house at day. At night, he is working as a bouncer at the tavern the Merry Mage. If confronted, he will deny anything and wonders why the adventurers are asking about the disturbing noises. If the players attempt to sneak in, however, (DC10 lockpick) they can hear some groaning downstairs. There is a nasty smell coming from the basement door. If opened, it is completely dark in the basement. Further in the back, there is this ghoul creature, chained up. It was a she, and she begs the players to let her go. She is on her full strength, but tries to deceive the players.
Whatever the players do, if they confront Fulk again, he will admit and cry about it. For this ghoul, once was his girlfriend went she still lived. Fulk begs the players not to tell anyone about this, for he will definitely be thrown in jail by the sheriff. Fulk even offers the adventurers 16 silver pieces and eight copper pieces, all he possesses, if they keep their mouths shut.
Any moment later, priestess Katrina Rabe will confront the adventurers and ask if they have seen anything. If they lie to her, she will probably know it (DC16 Deception).
The Hide merchant. Boris Whiteanvil pays quite some coin for hides. To skin a hide from a beast, roll a DC15 Nature or DC15 Animal Handling to successfully remove the hide from the beast. Boar and wolf hides are worth a silver each. Brown Bear hides are worth four silver each, Sabertooth Tiger hides are worth six silver each.
The blackmail rumor. When I was sleeping two days ago, I got disturbed in the middle of the night. I heard some noises downstairs. When I came down, I saw these man with bivouacs, looking for something specific. It must have been one of the squints. When they saw me, they threatened me not to say anything to anyone, or they would harm my family. Then they saw what they were looking for. It's an ornamented idol of a water carrier. It's not worth a lot, but to me it's of emotional vallue. When they left, I recognized the clothes of one of the bandits. It had this little small stitch on the backside. I sold that shirt to one of my customers the day before. And so, I know that one of the Squint bandits is Flint the glassblower. I dare not to go to the authorities with this news, and If I did, I think they won't do anything about this. This Squint organization is running this town! But you, if you manage to either get me that ornamented idol back, or intimidate Flint the Glassblower, I'd pay you quite handsomely. 10 gold-pieces if you can bring me back the idol. 5 gold-pieces if you just can intimidate Flint in such a way he will never try to steal from me again.
Flint's house. At day, Flint will be working in his shop. At night, he is sleeping. In the week-end, Flint is not at home at all.(DC10 Lockpick) You can find him at the Squint Bandit house (Dalton Estate.) It requires a DC15 intimidation check. The idol can be found in his bedroom. If Flint is confrontated, he will deny anything. If an intimidation check fails, he will tell that it is not he who is the bandit, but Boris. Who in fact was a former Squint bandit. Flint has got a map of the sewers on his desk, just besides the idol.
Vuzembi's Shack: Crudely formed under the roots of a huge tree, stands this wooden formed shack. The door and windows are quite large. There are no nails visible, it's like this shack has been formed from huge chunks of trees. Outside this shack you are greeted with several skulls on stakes from all type of beasts. A strange and noxious smell rises your nose as you approach the door. Someone must be cooking or brewing something very exotic. You can't peak trough the window for the curtains block your vision.
Just before you nock, the door opens already.
Once inside, the smell gets even worse. The ceiling is covered with all sorts of hanging creatures, differing from mice to snakes. They are all dead. There is a desk with all types of substances, probably alchemical. In the middle of the room there is this boiling pot of green stew, presenting you again with this noxious smell. On the other side of this room, there stands this tall and yet skinny figure with his back facing you. His posture is enormous. He must be at least 9 feet tall. His flesh got a strange unhealthy gray skin and he looks really lean, for you can count the bones on his hips and shoulders. It wears nothing but some rags. He seems to be studying a book. Then he slowly turns around and faces you with huge tusks, starting from his cheeks, running all the way to his eyebrows. His left eye is blue, his right eye is green.
Vuzembi: 'Vuzembi has been expecting you, adventurers! Welcome welcome.. Good to see you again Lo'gosh, alive, kicking and strong.
Do not worry, you have got nothing to fear little gnome. Vuzembi is a vegetarian. You do not interest Vuzembi. But what carries you, does interest Vuzembi. Let me see that...Yes... Never identify it with magic, it will backfire. You need to visit the Glimmer elves of Gloralion, far, far to the west of here, if you want to find out the mystery covering the truth of the Black Feather. Also, if you want to learn more about the Sylvan Safeguard, you should definitely visit the elves.
This Sbuk who betrayed us, this treacherous one-balled dipstick maggot sucker, have you found him already? He is sure one lama lord to keep an eye out for. About the phoenix egg, it was not a lie. The egg was only given in a useless state as it was. You see, the egg is petrified, turned to stone, time has no effect on it. Vuzembi thinks the petrification can be undone only by ancient red flames. You know of what Vuzembi speaks, don't you, born from Firefight?' Anyway, Vuzembi thinks you should carry the petrified egg with you Lo'Gosh, for both you and the egg must be protected. And perhaps, you might come across the ancient the ancient Dwarven stronghold of Wawmar beyond the Vestbreak mountains, far far to the east. Yet, Vuzembi is not willing to part from the Phoenix egg willingly. Vuzembi wants something in return. This is a matter I will discus with Lo'Gosh in private.
Once Lo'Gosh and Vuzembi are alone. Vuzembi needs you to get an item for me. This item, is on a place Vuzembi cannot go. There is this false god the humans are worshiping inside their precious church. I know every week they bow down before it like it is their god. I want you to bring me a statue that represents their god. It should be there, right on the altar. Bring it to me and you will have your phoenix egg. What do you say?
The Phoenix Egg. Although it is called a phoenix egg, it is in fact a petrified Dragonborn egg. A Dragonborn like Dovarax would feel some connection with it if he is wielding the egg.
Tim the Quick Sheriff's Post. When the PCs arrive here, the DM should read them the following text:
As you walk down the short dusty lane towards the Sheriff's post, you marvel at the size of the manor house to your left. Upon entering the small wooden building to your right, your eyes adjust to the dim light, and you see a man with an average build sitting on a bench behind a small wooden table. On pegs on the wall hang a well-kept chain-mail shirt and a small shield. A longsword is strapped to the man's belt. He holds out his hand to you as you enter. "Well met! I am the local sheriff here in the thriving Metropolis of Northwood. The name's Timothy. Some call me Tim the Quick, because I used to be a good runner when I was younger."
Timothy will explain the situation and ask for the heroes to remedy it. This should be a good opportunity for roleplaying, as Timothy has been authorized to give the PCs as much as 50 gold pieces and a potion of healing each, as well as whatever they find, but he will start lower. The PCs will have to haggle. Of course Timothy will not explain the deal he has made with the ghast. He sees the heroes as his opportunity.
Sheriff Timothy (Use Veteran stats on MM pg. 350).
Tim: Recently there have been some very dangerous and troubling attacks in the village. They seem to emanate from the local cemetery and occur only at night, but they have happened several times. Worse, the victims of the attacks are never seen again-- except for grisly pieces and shards of bone. Whatever is attacking them seems to be rending them limb from limb.
Church of Vornoth (Heshtail). - Unlocks codex#35 Vornoth
Although this looks to be the temple to the evil god Vornoth, the temple is well kept and has a feeling of peace about it. Inside, the fresh smell of incense and old, well-oiled wood has a calming effect. You see a figure approaching, obviously the temple's priest from his clerical garb. An older, bald fellow, he introduces himself as Abbott Gilden Ack-Gilbert.
Abbott Gilden will tell the heroes about the problem, although he doesn't know anything more than the Sheriff. He states that the ghouls do not bother the temple, and lately he and his other priests have been giving shelter at night to anyone who needs it. Only he actually lives in the temple. He will be happy to show them around the cemetery--but only in the daytime. He points out a large, grand old mausoleum as the source of the problem. It has the letters "Percy" inscribed over the archway, but the stone door to the mausoleum is unlocked. He will tell the heroes that he locks it every day, and every morning he finds it unlocked again. If they enter, go to part 5, the Cemetary. The heroes can buy holy water from the Abbott for 75% of the price. He has ten vials for sale, as well as 4 potions of healing (which are full price). For Abbott Gilbert, use the statistics for the priest found on p. 349 of the Monster Manual.
Gilbert can cast the spell lesser restoration if needed. He charges 20 silver pieces for it, and can only do so twice a week.
Gilbert can cast the spell remove curse if needed. He charges 50 silver pieces for it, and can only do so once a week.
The Toll Troll. To wander into the Serpent Woods, one must cross the Serpent river. The only safe way to cross the dangerous river [Athletics DC20] (or be drifted downstream to where some crocodiles awaits you), is to go by ferry. This so called Toll Troll is actually half troll, half man. He goes around by the name of 'Jojin the Toll Troll.' He is a large clumsy and dumb but a very strong man, which only task is to bring people into the woods for a price of three copper per person. You can get a week-card for three silver pieces per person that allows you to endlessly cross the river for a week. Once paid, he will step away from the counter and step into his small and sturdy boat. The peddles are big and strong, almost looking like trees just placed in the water. With huge strength, Jojin the Toll Troll will bring the brave adventurers safely across. He is a silent and simple man, that wouldn't hurt a fly. When provoked however, he can be deadly.
Serpent Woods. Should the party decide to roam the quite dangerous Serpent Woods, roll on this random encounter table once for each hour they wander there. It requires a DC15 group survival for each hour to move closer to their intent destination. If the player characters have discovered the area, the survival DC becomes 10.
D100
0-80 Nothing
81-82 9 Twig Blights
83-84 6 Needle Blights
85-86 3 Vine Blights
87-88 6 Boars
89-90 2 Brown Bears
91-92 2 Saber-tooth Tiger
93-94 6 Giant Poisonous snakes
95-97 6 Wolves (Rabies)
98-100 6 Vargouiles (Rabies)
Vuzembi's Shack. 3 hours of travel.
Oscar Drok's Shack. 2 hours of travel.
Moss Glow Cave. 4 hours of travel. 1 Ochre jelly attacks from behind once they are in the cave. In the back of the cave, there is this strange green stone with a greataxe locked in it. The secret ritual to undo this can be found at Marnak's desk.
Step 1: Acid to loosen the surface of the green stone. Step 2: Liquefy Moonblossom and sprinkle it on the green stone, saying the incantations of invisibility spell. Step 3: Sprinkle a thin layer of silver-dust (50 GP) around the green stone. Step 4: Cast the spell Arcane Lock in reverse. Then last but not least, speak a short phrase that expresses a true or wise idea in elvish.
Katrina Rabe's location. 7 hours of travel, can't get lost if following the river. Katrina Rabe is a priest (see MM) and she is joined by six acolytes, all devoted to Vornoth. They can find a small campsite next to the river. The players can decide to confront her, or to sneak upon her. She will fight to her death is necessary, to honor Vornoth.
Orcish Burial grounds. 5 hours of travel.
Rabies. When bitten by a wolf or vargouile, the target must succeed on a DC14 constitution saving throw or become infected by Rabies. After 1d8 days, the target suffers the poisoned condition. After 1d8 days of the poisoned condition, the target becomes paralyzed. After 1d8 days of the paralyzed condition, the target dies. It can be cured by a DC14 medicine check, cleaning the wound. If the target is poisoned already, the target must rest one day in addition to the DC14 medicine check. If the target is paralyzed, it must rest two days in addition to the DC14 medicine check.
Farmhouse. Farmer Dortmund is willing to let the adventurers work here. They can stay for free, and eat for free, but are required to do heavy labor everyday, existing of at least 8 hours of work. Saturday and Sunday is a day off.
Nicolas old house. Near the market square, there is this locked down old house. Everything is sealed tight with wooden planks. The door is locked with chains. There is this sign that says: 'Entry forbidden, by Mayor Arnulf Von Gerhan's authority.'
If the adventurers have managed to get the key from the guards, they can enter. There is no light inside. On the ground level, everything is gone besides two furnitures. A bookcase and a bed. The wood is all rotten and old. Cobwebs cover the corners in the rooms It is a long time anyone has been here. In the basement, there is this hole in the ground with a valve covering it. This is the moment Nicolas remembers now that this had to be sealed and, locked up, very tight. The locks are now broken and gone however.
The Hole of Fear. If opened, the adventurers find that it is empty inside, yet impenetrable darkness cover the seeming endless space in this hole. One who has looked inside the darkness, will awake the fear inside of him. The next night, he will experience a nightmare, awakening him all sweaty and tired, giving him no long rest benefits as well as one exhaustion level. This exhaustion can only be cured if the fear inside the hole is vanquished. If one jumps in, he will be confronted with his up most fear and has to fight it. The old dwarf hermit Oscar Drok has seen the hole of fear as well, hence the insomnia. Oscar and all who has seen the darkness of the hole must face their fears before they can clear this evil once and for all. If cleared however, Nicolas will find a lot of herb stacks. Three stacks to create a Battle Crog potion, five stacks of Bestra's Weed, two stacks of Calbran's Fist, four stacks of Cloudspur, one stack of Corpse leaf, two stacks of Honeycap, eight stacks of Humblewort, one stack of Moonblossom and four stacks of Moss Glow. Besides the herbs, he can find tinkertools and a magical in-scripted stone and a pouch with 12 gold-pieces. Now he remembers again that he left it there. It's his later to be transmuter's stone and it is unfinished still. It now functions as a spell gem, requires attunement and 10 minutes of preparation time to hold a 1st level spell.
The Fear of Lo'Gosh. Fire surrounds his environment. It is his home-ground territory, a pine-forest that is burning down. As the heat encloses him, he hears screams of agony and pain from within the fires. He sees his tribe members burn and burn, but no matter for how long, they just keep burning. Their pain does not end. Lo'Gosh wants to run, but he realizes that he is not moving forward. No matter how hard he tries, he keeps standing still. His legs are moving, but he himself keeps standing on the exact same spot. Then, S'buk, together with several goblins appear and they start poking Lo'Gosh' tribe members with the blunt sides of their spears. Then, the goblins and S'buk notice Lo'Gosh, and turn upon him. six goblins start throwing spears at Lo'Gosh, who can only try to throw them back, killing the goblins faster than they would kill him. If the fear would kill Lo'Gosh, he is thrown out of the hole of fear and is forever cursed with two levels of exhaustion. He also gains a new flaw: 'I continuously think about my past and the pain, stunning me with fear and impotence.' A remove curse can cure this affliction.
The fear of Nicolas. In a dusty and huge library, filled with endless piles of papers and notes, you hear a repetitive squeaking sound and the crisps of a warm fire. Around the corner of a huge bookshelf, you find yourself sitting on a chair, staring in the distance. It's an exact replica of yourself, except there is this emptiness inside your own eyes, as if all wits has been drawn out. You have grown old and demented, and all riddles of life, all mysterious formula's have past beyond your grasp of comprehension. To 'defeat' the demented Nicolas, he must search the library for research notes about Timaeus. There, he will read his own conclusion that the Transmuter stone is impossible to craft. The solution lies that Nicolas must conclude that the twelve-sided die, the dodecahedron, is the answer and sollution to Timaeus problem. If Nicolas shares this with demented Nicolas, a spark of life and curiosity shines in his eyes, saying: I think I'm quite ready for another mystery!
Demented Nicolas. Interaction with demented Nicolas is hard, for he suffers on short memory loss. He can remember one sentence, and will vaguely repeat that sentence in a desperate way. If Nicolas convinces Demented Nicolas to remember himself, he will say something about Timeaus. That could lead Nicolas to the following research notes:
Timeaus' claims. Timaeus claims that the minute particle of each element had a special geometric shape: tetrahedron (fire),
octahedron (air), icosahedron (water), and cube (earth). The Timaeus makes conjectures on the composition of the four elements that constituted the physical universe: earth, water, air, and fire. Timaeus links each of these elements to a certain Platonic solid: the element of earth would be a cube, of air an octahedron, of water an icosahedron, and of fire a tetrahedron. Each of these perfect polyhedra would be in turn composed of triangular faces the 30-60-90 and the 45-45-90 triangles. The faces of each element could be broken down into its component right-angled triangles, either isosceles or scalene, which could then be put together to form all of physical matter. Particular characteristics of matter, such as water's capacity to extinguish fire, was then related to shape and size of the constituent triangles. The fifth element (i.e. Platonic solid), whose faces are not triangular, and which was taken to represent the shape of the Universe as a whole, possibly because of all the elements it most approximates a sphere, which Timaeus has already noted was the shape into which God had formed the Universe. The extensive final part of the dialog addresses the creation of humans, including the soul, anatomy, perception, and transmigration of the soul. To solidify the fifth element like the primarily four elements, the form must consist out of faces not triangular and not square. All laws of geometry are bound to this conscience and therefor the fifth element cannot be reproduced. Hereby ends my research with the sad declamation that the Alchemist's Stone is a fable.
The fear of Dovarax. Defeat. Everything is burned to crisps. Thick layers of black and grey ash cover the ground. Several tree stumps rise up above the dead and abandoned environment. Some footsteps of a Dragonborn mark the surface to where Dovarax finds himself sitting down, with his head bowed down. He is ritually preparing himself for Seppuku. His goal is to convince himself to find hope and purpose. If the real Dovarax is looking in the defeated Dovarax' eyes, he sees that he is a descendant of Firefight, the greedy destroyer of hopelessness. There is evil and thus imperfection running trough Dovarax' vains, so how can he ever pursue that what he trained for? If Dovarax is searching trough the ashes, he suddenly finds a blackened egg beneath the ashes. It's a green Dragonborn egg, and it's in tact still. If he brings the egg to the defeated Dovarax and convince him to watch over it, he has destroyed his fear.
Defeated Dovarax. What is there to live for? I have been send out into the world, to return to my clan with dignity and honor. The Ragkris legacy is over. Our reputation is burned to ashes. The luminescence of the Moonscale clan is covered in darkness. For all this years, I have been trained to find perfection. All I have found, is illusion. There is no honor in me, for when I found out the truth, the world got turned upside down. The truth Dovarax. Look into my eyes, and you know. Now... Honor demands that I kill myself. Let me be.
The fear of Oscar Drok. If the players manage to convince Oscar Drok to enter the hole of fear and confront it, he will lose against his own fears. This results in a shadow-elemental creature skulking out of the hole of fear, which needs to be destroyed.
TIMED EVENTS
Monday, Tuesday, Wednesday. Because of the very nature of the disappearances and their cause, every monday, or tuesday or wednesday, more innocent people may go missing/be found without their heads. The next attack will come after one week has passed, in which an elderly couple and their middle aged farmer son are found dead in an outlying farm stead, all with their heads missing (a vargouille attack-- don’t forget to add three additional vargouilles at some point in the adventure). After two weeks, if the Queen is not dead yet, the local Inn is attacked by eight vargouilles during the following night.
Thursday. Market on the town-square. Today, ALL rumor rolls gain advantage.
Friday. The day before Tax day it's mayor Arnolf von Gerhan's responsibility to collect the taxes from all the families. Unable to do so will result in their names being written down, which is passed on the Orcs on Saturday.
Saturday. Every Saturday, Orc troops from Hestor come to collect the weekly taxes. Not being able to pay the taxes for the first time results in public flogging on the pillory. The second week a family is not being able to pay the taxes, one family member is being taken to Hestor to work as a slave. The taxes are currently standing on 7 silver pieces per person, per week. This means a weekly taxation is worth about 350 gold pieces. The tax collectors are led by one orc war chief, four orc bodyguards, and twelve goblins which one is a coin-counter. They are all mounted on wargs, totaling a small army of five orcs, twelve goblins and 17 wargs. Besides tax collecting on the village square, the tax collectors check the rapport from the Abbot Gilden Ack-Gilbert to see if everybody has been to the religious ceremony of Vornoth. Other duties are to see if anyone is carrying anything illegal or not paying respect to the treaty. The treaty is to bow and to say 'Ik ben slaaf en jij bent groot,' Blackspeach for I am slave and you are great. The penalties for the first offense are floggings until one drops to 0 hit points, suffering one exhaustion level for going unconscious, and maybe a second exhaustion level for a critical hit (roll 1 point of damage each floggings). The second penalty is that two other innocents suffer the floggings as well. They are either randomly chosen or volunteered. The third penalty is the final penalty, after which the offender has to come to Hestor to work in the mines as a slave for one week. The circumstances the poor men face there, can lead to their deaths. Most of them do not return.
First Saturday. As the convoy enters Northwood, citizens bow down, honoring the treaty. The last two orc goblin Wargs are connected to a series of chains, on which several exhausted and naked men and woman are bound. These are the slaves that have probably just returned from work at Hestor. Most of these men and woman have deep scars on their backs, probably from the floggings. Their skin is entirely white and bruised. They look desperate, as if life has been whipped out of them.
While the convoy is slowly approaching the town square, the Orcs are closely observing the peoples. One does not bow to far to one Orc's liking, and he gets slapped down by the blunt side of a blade, while the Orc curses: 'Down dog! Down!' In the meanwhile, several Northwood citizens fall down to their knees and start crying, calling out names of their loved ones, who have probably not made it back.
Then, at the town square, the Orc leader, Kogan 'the Black,' nods his head to the goblins, and they start freeing the slaves one by one. Each slave runs relieved to his or her beloved ones, some uttering and crying of happiness, some just in silent despair. All slaves are set free and have ran to the citizens, yet one holds his ground, still strapped on iron chains. It is the strongman with the towering build.
Mayor Arnulf Von Gerhan approaches, with what looks to be a list in his hands. With a humble attitude, he delivers the list to the Orc leader, Kogan 'the Black.' After a short inspection, Kogan gives the list to one of his Orc comrades. Mayor Arnulf Von Gerhan then humbly delivers a bag of coin, which is being counted by golbins.
One Orc steps forward and start naming a few citizens: Dortmund! Unable to pay the weekly taxes! First penalty, floggings! An old farmer approaches, already uncovering his shirt. Two Orcs approach Farmer Dortmund, who take him to the center of the town square. A third Orc, grabs his whip and starts flogging the poor old man, until he bleeds, and then some more. After what it looks like the man is passing out, he is being thrown aside. Several citizens grab Farmer Dortmund, and bring him inside the Tavern.
Then, the Orc shouts another name: 'Henry!' Unable to pay taxes, twice in a row. Second penalty. Floggings! A woman next to Henry, appears to be his daughter, cries out and says: 'No, please, don't take him! Please!' The Orc then nods to the other Orcs, who seem to randomly look around if one is volunteering. Bouncer Fulk steps forward and shouts: 'Take me.' The Orc approves, pointing at the strongman, Henry, and the woman that appears to be Henry's daughter. The three are held up, with their backs to the Orcs, who are whipped until they bleed, and until they can take no more and drop prone. After nine floggings, the daughter collapses. After twelve floggings, Henry collapses. Bouncer Fulk however, is taking an impressive sixteen floggings, after which he passes out. Henry, Fulk and his daughter are being taken to the Tavern.
Then, several peoples are being summoned to the town-square, who suffers the third penalty, unable to pay taxes for two weeks. These poor men and woman, are being strapped around in chains and being taken away. A ray of grief and sorrow passes down the streets of Northwood as they pass.
After a while, a hooded man whose hands are bound by ropes is brought forward by three other adult men. They all three approach the Orcs as they humbly bow, honoring the treaty. After a short conversation, Kogan the Orc chief takes of the hood of the bound figure, and you are instantly reckoning it is Gale. Kogan the Orc chief hands over a pouch of gold and the three adult man quickly step back and disappear in the crowd. Gale is being publicly flogged 20 times and then chained up, together with all those other men and woman who are brought to the slave mines.
Before the convoy leaves however, the Orc leader and his orc comrades enter the church of Vornoth. There, they seem to be given a second list, delivered by Abbot Gilden-Ack-Gilbert. There seem to be a short conversation between him, a Priestess Katrina Rabe and the Orc leader. The orcs then step inside and return after a short while. Then, the convoy leaves.
Second Saturday. There is one of these slaves however, with a quite unusual towering and strong built. In contrary of the other slaves, this man is walking up straightforward with a certain undefeated spirit. His body is even more scarred and ravaged then the others, as dried out blood streams cover his neck, shoulders and legs. The Orc who whips him stops, all sweaty and tired. He gets hit prone by a foot of the other Orc, who then pushes him some more, into the crowd. The strongman however, keeps his composure and stands up, joining the crowd. This strongman is named Brian Shaw, former member of 'the Resistance,' and if no one is willing to pay his 21 silver pieces of tax, he will be taken into slavery for another week.
Margreth Dalton, beautifully dressed, enters the market Square and she is welcomed by the common folk as a celebrity. She pays the taxes of four random persons who else would have been flogged or taken into slavery. The people cheer out to her, they love her and admire her.
Third Saturday. The taxes are increased to 8 silver pieces a person a week.
Walking around with weapons and armor. If players decide to wear armor and weapons publicly without hiding them enough, the people will start concerning about the strange adventurers. If several citizens have noticed the illicit possessions of weapons and armor, they will together discuss the issue and come to an agreement that they should report this to the Orcs the next Saturday. This will result in a thoroughly research by the Orcs. They will search the suspects if they wield anything illicit. If the orcs can find weapons or armor, they will be flogged. If they can't find it, the reporters of the crime will be flogged for inaccurate information and a waste of time.
Sunday. Every Sunday morning, the church bells ring, indication the start of the religious ceremony. You notice that not all 500 citizens are present, more like a hundred or so. This obviously indicates that Abbot Gilden Ack-Gilbert is just writing everyone's name down on the checklist that is been given to the Orc war chief every sunday. Once everyone has entered, the doors close. Several men start to turn around all holy symbols dedicated to Vornoth, and replace some of them with holy symbols dedicated to Heshtail. Then, instead of a worshop to Vornoth, a worship of Heshtail is starting, led by Gilden Ack-Gilbert himself. Once a week, every good aligned character who joines this ceremony, is cured of one exhaustion level, as well as regaining half of your spend hit dice.
Gilden Ack-Gilbert. 'Salvation begins with the words Heshtail taught us. Without these words, we would be up a creek without a paddle. The words about life and light are alive. Notice the words, and you are alive. Words of hope in these dark times can be like seeds in our hearts that can sprout into new spiritual life. Without these words, we are like telling a doctor you want to be healed without medicine or telling a gnome you want your door repaired without tinker tools. Aid the sick and the wounded, work to promote justice. Fight against evil for goodness and light.'
Rob-day. Once every three days, the Squints target one of the party members. They will choose one who looks the least perceptive. This occurs during the night, when the party is sleeping in the inn. The Squint thief gains advantage on the stealth (+3, see bandit) check at night. If the members sleep at the tavern, no sleigh of hand check is necessary. During the day, the Squint thief will try a sleigh of hand check (+3, see bandit) at the least perceptive party member, without advantage. On a failed roll, a chase is starting. The squint thief will escape trough a window and run as quick as it can to the dried out well at the village square. There, the Squints have got the way trapped to slow intruders down. It will lead eventually to their main guild-house, the warehouse. A squint thief can always do a bonus action dash, so it's very hard to keep up. Should the adventurers catch the thief, it requires a DC15 to intimidate/persuade to tell him anything about the secret hideout. He does carry a map of the sewers, however.
The diseased Serpent River. After one week the adventurers have come to Northwood, Katrina Rabe is tired of all the good deeds done by the adventurers. As an apprentice of Vornoth, her prayers get answered. She is told to venture up north, near the Loch Serpent, where she is defiling the water. It becomes infected by a Cackle disease. Anyone who drinks four gallons from it must roll a DC13 Constitution Saving throw or become infected.
Cackle Fever, the Shrieks: This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. Any event that causes the infected creature great stress- including entering combat, taking damage, experiencing fear, or having a nightmare- forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.
SHORT-TERM MADNESS
dlOO Effect (lasts ldlO minutes)
01-20 The character retreats into his or her mind and becomes paralyzed . The effect ends if the character takes any damage.
21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31 - 40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41 - 50 The character begins babbling and is incapable of normal speech or spellcasting.
51 - 60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71 - 75 The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
76- 80 The character experiences an overpowering urge to eat something strange such as dirt, s lime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.
Paying Brian Shaw's Depts. Brian Shaw, the former member of the 'Resistance,' will explain the adventurers his reasons of his self-sacrifice attitude. He believes this is his way for showing the resistance is still strong. This veteran came from Dragonspur city several weeks ago, where his organization got betrayed by someone during a mission to assassinate an important Orc general. If the adventurers want to find out more about this guild, they should ask Damakos, the old Tiefling with goat horns for more information.
Peddler's visit. After 12 days in Northwood, Peddler, the merchant from the first adventure Towers of Waiting comes to visit the town square. He will sell and buy goods with a discount (20%) for the brave adventurers who saved Loch Brech's campsite.
Erevan Dawnwalker's invitation. After the mini-quest with the Ghoul in Fulk's cellar, Erevan invites the adventurers to have a conversation at the inn. If they have killed the ghoul, he approves. If not, he dis-approves. He is interested in the adventurers and wants to know where they come from, and why they are here. In return, Erevan will tell something about the Lightbringers of Daven. If the adventurers make a good impression at Erevan, he is willing to give his silvered battleaxe to them, as a gift.
Katrina Rabe's invitation. If the players have disappointed Katrina, she will invite them at her house. Once inside, the door will lock its self and Katrina will attack the party with her acolytes. She means not to kill them but to show them a lesson who's boss.
Personal items on the market. Lo'gosh and Dovarax recognize their stolen items on the market (thursday). One merchant is selling Dovarax' clan banner for 9 silver pieces. One random commoner is walking around with Lo'gosh his necklace. He just bought it from a trinket merchant.
Random Urban Encounters. This table is useful for city- and town-based adventures. Check for a random encounter at least once per day, and once at night if the characters are out and about. Re-roll the result if it doesn't make sense given the time of day.
d20 Encounter, do not re-roll on an already occurred encounter.
1 Beggar 2 Animals on the loose
3 Announcement 4 Brawl
5 Bullies 6 Companion
7 Intellectual Contest 8 Drinking Contest
9 Brawling Contest 10 Corpse
11 Draft 12 Familiar Stranger
13 Registration request 14 Fire
15 Found Trinket 16 Procession
17. Protest 18 Runaway Cart
19. Shady transaction 20 Urchin
1. Beggar. A poor beggar asks the party to give him some money so he can pay the taxes on the upcoming tax-day. He fears he will get flogged. He requires three silver pieces and eight copper pieces.
2. Animals on the Loose. The characters see two bears loose in the farm-fields of Dortmund. They are eating the honey and fearing the farmers and other citizens. Animal handling DC 15 to steer them back to the forest. Reward: 5 silver pieces.
3. Announcement. A herald, town crier, mad person, or other individual makes an announcement on a street corner for all to hear. The announcement might foreshadow some upcoming event (such as a public execution), communicate important information to the general masses (such as a new royal decree), or convey a dire omen or warning. Choose one of the disturbing rumors that would fit the announcement.
4. Brawl. A tavern brawl erupts near the adventurers. There seems to be dispute about some loan. Fred loaned money from Barry to pay his taxes last tax-day, but now he won't pay up. It's about 5 silver pieces.
5. Bullies. The characters witness ld4 + 2 bullies harassing an half-orc child. (use the commoner statistics in the Monster Manual for all of them). A bully flees as soon as he or she takes any amount of damage. This half-orc child is the son of Conrad Smithstan, the half-orc smith. If the characters help the half-orc child and bring him back to Conrad Smithstan, he will forge them armor and weapon for normal price instead.
6. Companion. One or more characters are approached by a local who takes a friendly interest in the party's activities. As a twist, the would-be companion might be a spy sent to gather information on the adventurers. Harold is the spy's name, who is send out by Damakos from the thieves guild to report any news.
7. Intellectual Contest. The adventurers are drawn into an impromptu contest-anything from an intellectual test to a drinking competition-or witness a duel. Katrina Rabe is challenging people on the street for an intellectual contest. She promises people one gold piece if they can answer all her questions about Vornoth.
8. Drinking Contest. There is this drinking contest at the inn. If the character wins, he gains 5 silver pieces. It requires to roll constitution saving throws with increasing DC's from 5, 10, 15, 20, etc. If you lose, you must pay 5 silver pieces. The character is poisoned for at least one day. The next day he or she must roll a Con save with the DC of where they ended up with the drinking contest, or suffer the poisoned condition from a hangover. The third day, the character is naturally recovered from this condition.
9. Brawling Contest with Fulk. In a brawl, the one who can grapple the other more than three combat rounds, wins. The stake is 5 silver pieces.
10. Corpse. The adventurers find a humanoid corpse with the head still in tact. If they ask people about it, they say that they should report this to Timothy Ack-Turpin, the sheriff and landowner.
11. Draft. The characters are drafted by a member of the city or town watch, who needs their help to deal with an immediate problem. As a twist, the member of the watch might be a disguised criminal trying to lure the party into an ambush (use the thug statistics in the Monster Manual for the criminal and his or her cohorts). Four thugs without weapons start beating up the Dragonborn. They all make non-lethal attacks. If the players draw any weapon, the thugs will think twice.
12. The familiar stranger. Boris Whiteanvil, a former Squint bandit, is being chases by random citizens. He is being accused of being a Squint bandit. He is very fast however and will outrun them. But can Boris outrun the party? He quickly turns around and runs inside an alley. At first, Boris Whiteanvil will deny that he was a member of the Squints. A successful DC15 Insight check (group?) might find out that he is lying. Boris Whiteanvil could tell the party some more about the Squints. He also tells the party that he met a Tiefling and a Half-orc once, who stopped his crime at Dortmunds farmhouse. Boris has got an old map of the Sewers at his house. But he will only give it to the adventurers if they promise to protect him from the Squints.
13. Registration request. Guard captain Hogan Von Feran encounters the party. He has been searching for them in order to ask them about their stay in Northwood. They need to register themselves and pay up their taxes Friday, or suffer the consequences.
14. Fire. A fire breaks out, and the characters have a chance to help put out the flames before it spreads. The building on fire is that of Peter-Ack Telthor the merchant. The players can gather water from the river to the west. Because of the fire, it results that Peter can now only buy and sell goods worth of one gold piece or less, for two weeks.
15. Found Trinket. The characters find a random trinket. You can determine the trinket by rolling on the Trinkets table in the Player's Handbook. This trinket belongs to Fulk who works as a bouncer at the Merry Mage tavern/inn.
16. Procession. The adventurers encounter a group of citizens parading in celebration. It's Wolf's (brave town-guard) birthday. All drinks are for free this evening. This results in advantage on the disturbing rumor table (see below).
17. Protest. The adventurers see a group of citizens peacefully protesting about the increased taxes. A handful of guards maintain order.
18. Runaway Cart. A team of horses pulling a wagon races through the city streets. The adventurers must avoid the horses. If they stop the wagon, the owner (who is running behind the cart) is grateful. Nebnel Luts Hiller rewards the one who stops the cart with 5 silver piece. It requires a successful strength check of 20 or receive trample damage of 2d6 bludgeoning.
19. Shady Transaction. The characters witness a shady transaction between two cloaked figures. One of them disappears in the alley, the other one enters the inn.
20. Urchin. A street urchin glooms onto the adventurers and follows them around until frightened off.
PART 2: THE DISTURBING RUMORS
To acquire the knowledge from a rumor, the party must somehow be trusted with a NPC from Northwood. One can try to haggle with a NPC the entire day, without trust the players won't come far. The rumors below can thus only be heard if the characters first succeed on a group-persuasion check DC15. It is rolled with disadvantage for half-orcs and thieflings. The next roll is an group-investigation check. The DC depends on the rumor, see below. On a group check, at least half of the party must succeed the difficulty. The party can roll for a rumor once a day. If the rumor is received, the players have the choice to investigate further.
D20 Rumors – Re-roll an already discovered rumor.
1 Bandits (3 rumors)
2 the Queen (2 rumors)
3 The Foul Ghouls (4 rumors)
4 The Missing Gnome (3 rumors)
5 Vuzembi's Shack (2nd rumor if Oscar is cured) (2 rumors)
6 Brian Shaw(1st week) / Katrina's Plot (2nd week) (4 rumors)
7 Undead Investigator (1 rumor)
8 Hides for money (1 rumor)
9 Blackmailed (1 rumor)
1. Bandits Rumor 1 [DC 5] The Bounty-hunt.
Townguards Wolf and Horl: 'Arnolf Von Gerhan, the major, supposedly rewards 250 gold pieces for those who solve the problems with the bandits. It's quite a bounty, if we had the man and the time, I would definitely have a go for it. However, I'm guessing that this bandit thing is way bigger then everybody thinks.'
See daily encounters 13 should they visit Arnolf Von Gerhan.
Bandits Rumor 2 [DC10] The theft.
Alchemist Nebnel Luts Hiller: 'I got stolen by a thief in clear daylight, in the middle of the streets when I was on the market! I now require some new Humblewort herbs from the Serpent Woods, but I dare not to go venture there in these dark times. Should you go into the Serpent Woods, could you also keep an eye out for Moss Glow in a cave, a while travel to the north inside the Serpent Woods.' I'll give you ten silver pieces for a stack of Humblewort, as well as fifteen silver pieces for a stack of Moss Glow. What you say?
Unlocks location of this cavern.
Bandits Rumor 3 [DC15] The empty well.
Town-guards Wolf and Horl: 'I saw someone climbing in the well at night. I'm sure he never came out again. It's not my duty to crawl into the sewers however. They say that anyone who ventures there, never returns.'
2. The Queen Rumor 1. [DC 10] Missing huntsmen.
Innkeeper Matilda: 'Two huntsmen were killed in the woods three weeks ago; they were both very familiar with the forest and until their deaths there had been no hint of trouble in those woods for several years. Their bodies were recovered with their heads missing. Strangely, the rest of their bodies and possessions were present and completely intact. Careful, the forest is a dangerous place! To cross the river, you must pay the Toll Troll Jojin.'
The Queen Rumor 2. [DC 15] The old hermit.
Merchant Peter Ack-Telthor: 'An old Dwarven hermit by the name of Oscar Drok lives in a cabin within Serpent Woods to the north, two miles to the west inside the woods. He normally journeys to the village every week on market day to pick up supplies. But he has not been seen in over a month.'
Unlocks location of the Morgenstein Manor, if Oscar Drok has been cured of his insomnia.
3. The Foul Ghouls Rumor 1: Missing farmer. [DC 5]
Farmer Dortmund: A local farmer, Herbert Ack-Johan, has been missing for three days.
The Foul Ghouls Rumor 2: [DC 8] The Ghoul's Touch.
Abbot Gilden Ack-Gilbert: I think that ghouls can paralyze people with their touch.
The Foul Ghouls Rumor 3. [DC 10] Sheriff Timothy's Money.
Guard captain Hogan Von Feran: Sheriff Timothy has been spending more money recently. No one knows where he got it.
The Foul Ghouls Rumor 4. [DC 15] Tim's investigation.
Guard captain Hogan Von Feran. He did indeed go to investigate the attacks and took a party of four local fighters with him. When they all fled they were separated, but the four locals met up soon after and Timothy didn't reappear for an hour.
4. The missing Gnome Rumor 1. [DC 5]
Innkeeper Matilda: Nicolas, a Gnome teacher, disappeared some weeks ago. The children are without his teachings now.
The missing Gnome Rumor 2. The hole of fear [DC 10]
Erevan Dawnwalker: There is some evil in your old house, Nicolas. I've tried to find it, but it was clear except for a dark magic radiating from your basement. When I got there, I found this hole covered with a steel plate, locking this hole with twelve steel locks. What are you hiding there Nicolas?
The Missing Gnome Rumor 3. [DC15]
Townguards Wolf and Horl: Nicolas his old house has been locked down. When he left, some people who entered came out mad with fear! It had something to do with a hole in his basement. Come to think of it, I believe it was Oscar Drok who was running out, wasn't it? Haven't seen him for quite a long time.
5. Vuzembi's Shack Rumor 1. [DC 10]
Water carrier Boris Whiteanvil: 'There is this strange gray fox appearing in the Serpent Woods. It's got a very unnatural stare, with one blue eye and one green eye.'
Vuzembi's Shack Rumor 2. [DC 15] (If Oscar is cured of his madness)
Hermit Oscar Drok: The wise Vuzembi, an half troll half man, lives secluded inside the Serpent Woods. He is supposedly a member of the Sylvan Safeguard, an old and forgotten faction of sylvan creatures primarily ran by elves.
Unlocks location of Vuzembi's shack.
6. Brian Shaw [DC5].
Bouncer Fulk Ack-Kaler: 'Brian Shaw should have returned last Saturday. He was being taken by the Orcs for he deliberately refusing to pay taxes for three weeks. Could it be that the hard work of the mines in Hestor took the best of him? I can't believe that.'
6. Katrina's Plot Rumor 1. [DC 5]
Innkeeper Matilda: Someone died of the Cackle fever today.
Katrina's Plot Rumor 2. [DC 10]
Merchant Peter Ack-Telthor: Katrina is been missing for a few days now. People have seen her leaving Northwood, venturing inside the Serpent Woods. She has never been seen ever since.
Katrina's Plot Rumor 3. [DC 15]
Water carrier Boris Whiteanvil: The source of the river is Loch Serpent, a 6 hours march inside the Serpent Woods.
7. The Undead Inspestigator Rumor 1 [DC 10]
Priestess Katrina Rabe: When I was walking past Bouncer Fulk Ack-Kaler's house, I heard some disturbing sounds from his basement. I wonder what he is hiding there. If you can find out, I'll pay you, lets say, eight silver pieces?
8. Hides for Money Rumor 1 [DC 10]
Merchant Peter Ack-Telthor: I've heard that Boris Whiteanvil pays quite some silver for animal hides.
9. Blackmailed Rumor 1 [DC 10]
Blacksmith Conrad Smithstan: I've heard that Boris Whiteanvil has been blackmailed! Puh, I wish they tried blackmailing me, I showed them my iron!
PART 3: OSCAR DROK’S SHACK
For the past 25 years, Oscar Drok, an aging dwarf and local huntsman, has lived in his quiet shack quite content with his hermit lifestyle. With only his dogs for company, the dwarf wiled away his hours perusing his hobbies of archery, hunting, smoking and fletching. A month ago, Oscar was walking through the woodland not far from his home when he spotted something that disturbed him greatly. He saw an entrance to a cave and near the entrance he and his dogs watched a young boy’s deformed head tear from his body (see the info on vargouilles). Naturally he and his dogs fled in terror from the scene and hid themselves within his house. Although not dead, Oscar is currently boarded up inside his home, driven mad by the attacks of strange fear- inducing glowing green-eyed creatures at night (the vargouilles). Similarly, his dogs have suffered the same fate and likewise they cower in their kennels, starving to death and maddened with fright. If the PCs approach his shack (being only a mile from the village, it is easy to find), then the PCs will have the following encounters. It is assumed that the PCs approach at day and do not attempt to do so under cover of stealth; if this is not the case, then you will have to adjust the encounters as you see fit.
Outside the Shack. As you approach the old-looking shack in a small woodland clearing, not closer than 200 ft. away, you notice that the visible doors and shutters are all closed and there is no smoke rising from the stone chimney. You see large kennels, presumably for more than one pet, that look empty. At a glance it doesn’t like anyone is home.
When the PCs get to within 60 ft of the shack, compare the PC’s passive perception scores against a DC 12. Those with 12 or higher scores notice movement in the large kennels. When the PCs come within 40 ft. of the kennels, read the following.
As you near the kennels, suddenly, with a torrent of barking and snarling, five big wolf-like dogs, each weighing nearly a hundred pounds each, bound from the cover of the large gloomy kennels. With wild ferocity, they run at you with glaring mad eyes and frothing mouths!
The five big dogs within are maddened with hunger and fright, and will attack (charging) any PCs who try to get close to the shack. They will achieve surprise against the party if all of the party failed their passive perception checks. Anyone with trained in Animal Handling will immediately notice that the animals are clearly distressed and confused. If the party throws the dogs some food, any party member may attempt a Handle Animal check DC 15 may attempt to influence the dogs. On a success, the dogs will allow the PCs to approach the house and will not attack, although they will growl if directly approached and will attack if someone attempts to touch them. A further attempt to influence the dogs like this is possible if they are given more food with each attempt.
Large Maddened Guard Dogs(Rabies): Use stats for wolves on MM p. 341.
Once the dogs are defeated or subdued and the PCs investigate the shack further, read the following to them.
As you investigate the rickety old shack further, you notice that the only door leading into the house is solidly locked, and although there are widows, they are similarly locked with wooden shutters. You manage to peer through a gap in one of the shutters and see a ransacked room within. A table lies overturned, the remnants of what may have been some chairs lie scattered over the floor along with some arrows, torn clothing, broken pottery, and a liberal scattering of silver, copper, and tin coins.
In madness and fear, Oscar ransacked his own home. The door is a sturdy wooden one and is barred from the inside and locked via a key (DC 20 Dexterity check to open the lock, DC 20 strength check to smash down). Alternatively, the PCs may simply pry one of the shutters away from the glassless window (DC 15 strength check) and enter that way.
Inside the shack. You stand amid the piles of broken wood, torn clothing and broken pottery; against the wall to your right there is an old looking wooden door. On closer inspection, you now notice that there is an iron bound trapdoor partially hidden under a pile of broken wood and cloth in the center of the room. Perhaps the most sickening thing is a stale but feint smell of urine and excrement in the air, and small spiders have begun to spin webs across the ceiling and around the window frames. It doesn’t look like anyone has been in this room for weeks
If the PCs choose to search the piles of refuse, they will find the following items of worth without the need for rolling a search check: - 8 sp - 67 cp - 8 arrows If the PCs say that they are specifically searching through the piles of refuse, have them make a Perception check (DC 15) to find the following: - Leather pouch containing 2 gp, a small uncut emerald (20 sp) and a small smooth topaz (30 cp) If the PCs investigate the trapdoor read the following out loud.
You shove aside a pile of broken wood and pottery that was covering the trap door and with little effort you pull the creaking hatch upwards, revealing a dark and dingy cellar beyond.
If the PCs investigating have dark vision or have a light source, then continue reading.
Peering through the gloom you see a small room with an earthen floor and a low 4 ft. ceiling. In the left hand corner of the room are piled barrels, old pieces of furniture, an old lantern and dusty boxes of cloth. Stood by the wall on the right hand side of the room is a large iron bound chest with a sturdy looking padlock sealing it shut. Also in the wall on the right hand side of the room, a foot wide hole has been dug through the sandstone and earth….
Cellar. Compare the passive perception scores of any PCs looking down into the cellar with a DC 12 to hear the feint scratching and squeaking of rats. Eight giant rats will attack from their hiding places amid the boxes and barrels as soon as any PCs enter the cellar. Unless the PC/PCs who entered have detected the rats, the giant rats will achieve surprise on the PC.
8 Giant Rats: See MM p. 327.
When the PCs search the cellar more closely, they notice that the piles of barrels, cloth, and old furniture are riddled with gnaw marks and large rat droppings; they are of no value. The lantern is a bullseye lantern and is still usable, although the PCs will have to find some oil for it. The chest, however, is perhaps the most noteworthy item within the cellar. It is locked with a simple but sturdy lock (DC 18 to open) and inside is the following items: Potion of climbing and potion of resistance. Meanwhile Oscar is currently watching any remaining PCs through a gap in the door that leads to his larder and bedroom. The emaciated dwarf will leap through the door, dagger and club in hand, and will attack when he thinks he has the best chance of catching the PCs unawares (i.e. when one or more of the PCs climb down the trap door or move towards the door where he’s hiding), all the while screaming at the top of his voice; “Yar’ll never take me! Yar green eyed bastards!”
Oscar Drok, the maddened woodsman: See Appendix
If reduced to less than half hit points, he will drop to the floor and sob uncontrollably whilst trying desperately to get away from the PCs and back to his bedroom. Oscar has been maddened by his experiences over the past month and as a result he is convinced in his mind’s eye that the PCs are the same green-eyed monsters (vargouilles) that have come for him in the night.
The only way the PCs can get him to reason with them is either through days of constant reassurance (with the PCs present he can begin to heal and regain his sanity), by casting calm emotions (which will cure temporarily suppress his madness, or by casting lesser restoration, which will cure him permanently (they may be able to attain one of these spells within the village temple for free). Once Oscar is no longer mad, he will be able and willing to aid the PCs any way he can. If asked some questions whilst in an untreated maddened state, the PCs will get nothing of value out of him other than frantic babbling about glowing green eyes in the night and invisible creatures that tear off people’s heads! If Oscar Drok is cured of his insomnia, he will tell the adventurers that he had heard a disturbing rumor about the Morgenstein manor. He concluded that they were praying to Grlarshh, and talked about an ancient Orcish burial ground inside the Serpent Woods. Oscar Drok went investigating himself, and became mad eventually.
PART THREE: THE MANOR AND SHACK
As hinted in some rumors within the village, the apparently deserted Morgenstein manor house harbors more than just dust and cobwebs. The PCs will likely discover that within its cellars dwell foul undead, evil cultists, and a disfigured hunchback gardener (Victor), lead by an insane priest of Grlarshh (young Gregory Morgenstein). The tale of the Morgenstein family is a sad and horrific one. For the past seven years, Marnak Morgenstein, an ex-adventurer and the man of the house, has been slowly but undeniably turning mad with delusion. After a long history of wavering mental health, six months ago he became convinced that those closest to him (his wife and daughter) were conspiring to poison him in his sleep. As a consequence, Marnak took to boarding himself in his own cellar, and there, with an evil scroll he had obtained, he animated some skeletons and began construction of a secret private sanctum where he was convinced he would be safe from those who would conspire to kill him. The only one who was even close to Marnak was his son, Gregory, and he also was not the most stable minded of young men. So together, Marnak and Gregory took refuge in the cellars of the manor. Guarded by the undead that Marnak had created, they studied dark secrets and turned to powers that should have been left well enough alone… The mother and daughter (Lady Henrietta and Miss Felicia respectively) although suspecting the use of dark magics, were torn between the love for their family and the nagging of their conscience to do the right thing and inform the local church of the foul deeds committed by Marnak and Gregory. But it was not to be: their family ties won in the end and Marnak’s and Gregory’s secluded studies were allowed to continue behind closed doors. Consumed by the powers and dark secrets of Grlarshh, both Gregory and Marnak were eventually overcome with madness and sacrificed Henrietta and Felicia to the lord of dark secrets.
Such an evil and great sacrifice did not go unrewarded; the lord of death revealed to them both an evil that dwelled beneath the forest not two miles away. He told them of an extra planar creature that had hid itself from the prying eyes of the cattle-like folk of Northwood within an ancient burial ground. It was an abomination that would greatly please the dark god if it were captured and revered. So Marnak and his son set about finding this place, this tomb; and in doing so they discovered the vargouille queen, an evil beast both terrible and great…
The old manor house is an aging and disused house, once fine and richly furbished; it is now derelict and gathers dust. Old man Morgenstein no longer resides here and has instead taken up residence in the nearby orcish tomb to study and protect this beast Queen that was revealed to him by Grlarshh. Instead, his son Gregory watches over the house and is aided by the family’s faithful hunchback house servant and gardener, Victor. The chances are that the PCs will enter the grounds via the dirt track road and through the main (and overgrown) gardens. If this is the case they will most likely be spotted at day by Victor who is watching out from one of the manor house windows 50% of the time and walking the grounds 50% of the time. If the PCs are spotted (usually Perception DC 10 for Victor to spot them), Victor will not engage them in a conflict but will attempt to return back to master Gregory and report to him that armed humanoids are approaching the manor house.
If Victor is caught unawares in the grounds, he will run as fast as he can towards one of the manor’s several entrances (he has the keys) and will try to report back. If he gets back to the cover of the house, he will lock the door behind him. All locks on the exterior will be locked and will require a Dexterity check DC 20 to open. Of course the PCs can just break one of the many windows, but if they do this without taking any precautions to avoid being heard, they will automatically alert Gregory and the handful of cultists to their presence. The interior of the house buildings themselves are bare save for one small and dirty room (Victor’s sleeping quarters). All of the valuable furniture and paintings have been sold off/traded for magical scrolls and valuable materials needed to create the undead and the shrines to the dark god. The only place of interest is an entrance to the cellar, which unlike the rest of the house, looks considerably less dusty and more recently used.
Morgenstein Manor Basement. Unless otherwise stated, the walls and floors of all passageways and tunnels are constructed with worked stone blocks or are smooth worked stone, covered with moss and/or damp soil, and as a consequence they are slippery. Any PCs trying to charge, run, jump or tumble within the cellars must make a Dexterity save DC 10 to avoid slipping and falling prone. All climb checks within the cellars are made at disadvantage for the same reasons. All of the descriptions assume that the PCs approach in the day and the enemy are not aware of the PCs approach; if they are aware that there may be trouble or the PCs attack at night, then you will have to adjust the encounters as you see fit.
The Top of the Stairway. Looking down the moist and worn looking stone staircase, you can see the flickering of torchlight some thirty feet below. From the chamber below you can hear the unmistakable sound of muttered conversation. You estimate the presence of around half a dozen different voices…
The room below serves as a dining/common room for the handful of cultists that reside within the cellars. The group below is currently engaged in a game of cards and is in-between ritualistic ceremonies. Unless they have had any forewarning of the PCs’ approach, they will not react to anything short of a full on charge!
Entering the room (A) 3 Cultists, Skeletal Bear. The taller of you brush away the occasional cobweb and descend the moist and worn stone stairway. After around twenty steps, you emerge into a torch lit room. In the center of the room, three dark red robed humanoids of various ages, are sitting around a large oak table deeply engrossed in a game of cards. In the corner of the room resides a most unsettling sight. With empty and blackened eye sockets, a six-foot tall, eight foot long skeletal bear stands vacantly and seems to stare strait at you!
Only a few seconds after entering the room, the PCs will be spotted, the cultist will sit shocked and then hurriedly ready their clubs and daggers (full round action), whilst one of the group calls a command word (“nefarious”) to get the skeletal bear to attack anything that is not wearing a dark red robe (the command word for it to stop attacking is “dictum”). When the cultists eventually do act, the one nearest the door leading to areas B and C will make a dash to alert Gregory in his private sanctum (area E on the map).
In the center of the table the PCs will find a lit hooded lantern (half an hour illumination remains), a jug of cheap smelling ale, several tankards and a several small piles of coin totaling 18 cp. Obviously the cultists were gambling before the PCs’ intrusion. In one corner of the room lies a pile of two dirty red robes (similar to those worn by the other cultists in the room), two unused torches, and 8 pints of oil.
Area B. You walk through the wooden framed doorway and into a small unlit cross roads. Only ten feet away there are doors to your left, right, and dead ahead. From the door to your left you can clearly hear muffled screams as though someone was trying to get your attention whilst being gagged…
The area serves as a small prison for the cult’s next sacrifices. The doors to the right and left are small cells. The one on the right is empty and unlocked whilst the one to the left is locked and holds a bound and gagged prisoner (Dexterity check DC 20 to open the lock; one of the cultists from area A has a key).
You open the door to a dirty cell that reeks of filth and urine. Curled in a fetal position upon the floor is a gray haired elderly man with a long beard matted with filth. His hands and ankles are bound and he shields his eyes from your light source as though he had been in darkness for days.
The prisoner is an elderly local tax collector named Frederic Goldhorn. For the past two weeks Frederic has been held captive and has been periodically beaten and taunted. He is badly malnourished and although he has been occasionally watered and fed, he is in desperate need of both food and water. If the PCs free him he is more than willing to divulge the information he has gleaned whilst imprisoned. He informs the PCs that he was to be a sacrifice for a cult of Grlarshh, an evil god of dark secrets, and that he heard his captors speak of a secret passage leading below somewhere on this level, though he is not sure where exactly. He also informs the PCs that he has heard some of the cultists speak of the beast queen within a tomb several times, but again he has no further information. Beyond this information, Frederic knows little. Although if escorted back to the village he will ensure that the PCs are rewarded for their kindness. He promises to pay each of them 25 sp for his safe return, which is all of the tax collectors personal wealth.
Area C. You enter a dusty ten foot wide and thirty foot long room. Along each of the walls to the left and the right are columns and columns of old empty wine racks; other than this the room is bare. Not twenty feet ahead rests a sturdy- looking doorway in the left hand wall.
This room served as part of the Morgenstein household’s wine cellar, but like the expensive furniture and paintings from the floors above, almost all of the expensive wine and spirits were sold off to pay for magic and building materials. If the PCs spend the time to search this room (10 minutes) they may find three bottles of vintage spirits worth 5 gp each that have fallen down behind one of the racks (Perception check DC 20). The door set into the left hand wall is trapped with a twin crossbow bolt trap on the other side of the door. A small wooden catch on the floor protruding from underneath the door allows people to pass though without setting off the trap. The trap will trigger when the door is opened:
Twin Crossbow Bolt Trap. Fires 2 bolts at random targets within the area that triggers the trap; Ranged weapon attack: +4 to hit, range 30 ft./60 ft., two targets. Hit: 6 (1d8+2) piercing damage. Perception check DC 15 to spot the trap; Investigation check DC 5 to comprehend and disable the trap without setting it off once it is spotted.
The next chamber is a mirror of the one you have just left, with similar wine racks lining each side of the room excluding the far wall. Though this time there is no door set into the left hand wall.
The room harbors the secret entrance that leads to the level below. Also, hidden in the floor of the chamber ten feet from the secret door is a pit trap concealed by a dirty leather sheet spread over the floor and camouflaged with dust and gravel to look like the dirty hewn stone floor.
Pit Trap. 15 feet deep pit with broken glass at the bottom. DC 15 perception notices lack of foot traffic over the pit. DC 12 investigation discerns it is a pit. Dexterity saving throw DC 15 to avoid falling into the pit if it is stepped upon. Anyone falling takes 6 (2d6) bludgeoning damage from the fall and an additional 5 (1d10) slashing damage from the broken glass. The walls of the pit are greased, so anyone trying to climb out of the pit without aid makes climbing ability checks at disadvantage.
Concealed Door in the North Wall: Perception DC 15 to find and Investigation DC 10 to open (hidden loose stone catch to the left of the doorway).
As you pull a loose stone to the left of the concealed doorway, what looked like a coincidental line in the masonry opens slightly, allowing you to push it open further with little effort. As the heavy door swings open it reveals a spiraling stone stairway beyond that leads further down....
Area D. You round the dirty spiraling staircase until you see flickering torchlight. Gingerly you peer around the corner and into an unnaturally cold and large paved chamber beyond. In the large room are three armed and armored skeletons that stand stiffly to attention guarding a large wooden double door. A flickering torch above the closed double doors provides poor illumination and is the only feature in an otherwise bare room.
The three skeletons are Gregory’s Morgenstein’s pride and joy, and they are armed and armored as such. Each of the undead are wearing chain shirts and carrying long swords. They will attack anyone who enters the room unless they utter the pass phrase “Mortis nu vigo.” If Gregory and his two helper cultists hear the combat in the next room (very likely) they will come to the skeletons aid and try to repel the adventurers before they can get to the inner sanctum (see area E for details on Gregory and the cultists).
Skeleton Sanctum Guards: See MM p. 272 except skeletons have an AC 15 (chain shirt) and longswords (Hit: 6 (1d8+2) slashing damage).
SPECIAL NOTE: This entire level is unholy; undead trying to resist being turned have advantage on their Wisdom saving throws. If the PCs are getting the upper hand in the combat, Gregory will likely bar himself inside the sanctum until he is ready to emerge. The Strength check to burst open the heavy barred door is DC 20.
Area E. The features of this torch-lit room are dominated by an enormous blood- stained granite altar on a dais. Hanging on a wall behind the altar is a large wooden symbol to some dark god, and lying on the altar is an ornate curved and serrated dagger caked in dried blood; the dagger appears to have more of a functional use than a military one. In one corner of the room are stacked two mattresses, one on top of the other, along with several thick winter blankets, and sitting nearby is a large chest. Against the other wall are two shelves brimming with ancient- looking books, and a bureau cluttered with quills, parchment and inks. Standing over the altar is a priest in swathes of rich, dark red and black robes. He is an imposing young man with deathly pale skin and short greasy hair. In one hand he holds aloft a black symbol on a chain, similar in design to the one hanging on the wall behind him, and in the other he wields another more robust and fine looking dagger with a silver design. He glares at you with wide, maddened eyes and the two similarly dressed cultists that were flanking him ready their crossbows. In the corner of the room skulks a cowering hunchback, who stares wide eyed in fear…
This is the inner sanctum of the complex; it is where Gregory spends nearly all of his time. The chances are that Gregory will have heard the PCs approach, and as such, reading the second of the descriptive paragraphs will not be necessary. On the first round of combat Gregory will target the most heavily armored and most unintelligent looking of the group with hold person (DC 11 saving throw) and then on the following rounds he will join his cultist minions in the fight. Due to his maddened and deluded state, Gregory Morgenstein will fight to the death.
2 Cultist: See MM p. 345
Gregory Morgenstein, Old Man Morganstein’s son. Use stats for Cult Fanatic on MM. p. 345.
Personality and Appearance: Gregory Morgenstein is every bit as evil as his father, only Gregory seems to take pleasure in killing; his father does it more out of curiosity or frustration. He regularly sacrifices innocents to his evil lord just to hear them squeal as he slices them with a knife! Like his father was in his youth, Gregory is a heavy set man. Standing over six feet tall and broad shouldered, with black greasy hair, pale skin and dark penetrating eyes, he is an imposing figure.
Tactics: Gregory is as blunt as he is large. If a fight breaks out, he doesn’t hesitate to get into the thick of things, taking great pleasure in cutting into his opponents with his blade and cackling insanely as he does so. Because he is completely insane and maddened with blood lust, Gregory will fight to the death if his home is invaded.
Aside from what he was carrying, Gregory has some coin and a collection of valuables that he salvaged from the house above that he one day hopes to sell if he is ever short on coin. In the locked chest (DC 15 Dexterity check to unlock, AC 15, HPs 12) are the following items: - 7 sp - 258 cp - 2 pieces of amber (10 sp each), a silver emerald encrusted ring (10 sp) and a small sapphire (20 sp) in a small leather tied pouch. - Some silver candlesticks (10 sp total) - A silver cutlery set (5 sp) - Some gold and silver women’s jewelry (20 sp total) - A potion of healing. A crude map of Eichen and the surrounding forest. The map has a large black X inked over an area in the forest.
SPECIAL NOTE: If the box is smashed open the potion vial will break thus ruining it. On the small bureau desk the PCs will discover a collection of half-scribbled notes on the best means of torture and sacrifice. And in another person’s handwriting there is an account of a study into a strange beast referred to as ‘The Queen dated a week ago. See below:
My dear son, Contrary to our doubts, over the past week the subject has been a most interesting study. Although not the most intelligent of creatures, it displays an animalistic cunning and has claimed the lives of two of our lord’s followers. Therefore we have exercised the utmost caution of late. Based on my limited observations it would seem that this creature and her spawn have been the cause of the attacks within Northwood, and I plan to begin ‘acquiring’ some new humanoid vessels for our Queen in a bid to learn more of her reproductive cycle. The renovations and extensive mining of the new facility is almost complete, including a custom made pen for our queen and dwellings for at least ten of our most loyal follows; I may send for them before long. I trust things are well where you are. Have you been able to commune with the great one of late? I am keen to know if we still have the favor of our lord and I look forward to hearing from you again.
With love, Father.
P.S- Keep a close eye on Victor. For the past month I have had doubts as to where his heart truly lies. I fear that he may not be loyal to our cause. If necessary, use any means to silence him; he knows too much.
Unlocks codex#36 – Gnarlshh
Where to go next. Once the PCs have killed Gregory and his minions, they shouldn’t be at a loss for where to go next. If Victor (the Hunchback) was present during the final encounter and they refrained from attacking him (he spent the entirety of the final combat cowering in the corner, skulking in a puddle of his own urine) they may ask him what he knows and they may also him to guide them to the ‘new facility’. Victor has limited knowledge of Marnak and Gregory Morgenstein’s plans, and what he does know he doesn’t really like the idea of (see the description of Victor in the NPC section). If asked some of the more obvious questions he will reply in the following manner:
Who are you?
Pleashe don’t kill me mashtersh! My name ish Victor; I am but a shimple houshe shervant and gardener. I didn’t want to help Mashter Gregory but it ish my duty…
What’s going on here?
It ish a long shtory mashters, but I will tell if you’ll hear me out! Shix monthsh ago, after a history of mad behaviour, mashter Marnak Morgenshtine became convinshed that those closhesht to him were conshpiring to poishon him in his shleep. As a conshequence, Marnak took to boarding himshelf down here in his shellar, and here he made the shkelletonsh and began conshtruction of this shecret private shanctum where he was convinshed he would be shafe from those who would conshpire to kill him. The only one who wash even closhe to my mashter wash hish shon, Gregory; and even he wash not the most shtable minded of young men. Sho together, Marnak and Gregory took refugshe here in the manor. Guarded by the undead that my masheter had created, they shtudied dark shecrets and turned to powersh that shhould have been left well alone… My mishtressh and daughter, Lady Henrietta and Missh Felishia reshpectively, although shushpecting the use of dark magic’sh, were torn between the love for their mosht noble family and the nagging of their conshcience to do the right thing and inform the local church of the foul deedsh committed by Marnak and Gregory. But it wash not to be, their family tiesh won in the end and Marnak’sh and Gregory’sh shecluded shtudiesh were allowed to continue behind closhed doors. Conshumed by dark powersh, both Gregory and my mashter eventually were overcome with madnessh and shacrificed my mishtresshesh Henrietta and Felicia to the dark powersh. Whatever dark powersh they now worship told them of shomething evil that dwelled beneath the foresht not far away, in a tomb. Sho my mashter and his shon set about finding this plashe, thish tomb; and in doing sho they dishcovered an evil beasht both terrible and great. Although I’ve never sheen it, my mashter thinksh the beasht ish reshponshible for the murdersh. That ish where mashter Marnak ish now…
Why were you aiding them?
They are my mashtersh, I do not know a life beyond my shervitude to thish family. They looked after me and gave me a job when I wash a young lad, homelessh on the shtreetsh. My mistressh wash alwaysh sho nishe to me… With these words the hunchback looks downcast and tears drop to the floor. I know my mashters were evil but I wash too shcared to act againsht them… I..I..I’m shorry…
Will you aid us in finding and killing your master?
Do you plan to shtop my mastersh killing people? If sho, I will help you. I can lead you to the tomb but I do not know what lurksh within. Though… once my mashter ish gone, I will have no one to look after me…
It is also quite possible that the PCs have killed Victor before they read the letter or get to talk to him; if this is the case have the map in the chest be a little more detailed (to the point where with a little searching they could find the way to the tomb entrance).
PART FOUR: THE ORCISH BURIAL GROUNDS
The orcish burial grounds have been beneath the forest long before any humans ever moved near the forest and claimed the lands for their own. For hundreds of years the tomb remained sealed and undisturbed until two months ago when something found its way in. That something was a creature not of this world, a multi-headed, monstrosity responsible for many of the murders and disappearances around Eichen of late. And it is to this place that the ex adventurer and local land owner, Marnak Morgenstein, was drawn by his dark lord of secrets, Grlarshh. Over the past four weeks, Marnak, with the aid of his undead legions and cultist followers, has excavated a small complex just beyond the burial chambers to house his fellow followers of Grlarshh, and to continue his research on the beast he has affectionately dubbed The Queen. As stated above, the intention of the previous clues and hints was to draw the PCs to this point as this is where the PCs will get to the bottom of the mystery around the Morgenstein family and the answer to the strange disappearances of late.
The Broken Entrance. After trudging through thick undergrowth for the past half an hour, you suddenly emerge into a small clearing, no larger than 20 ft. across. In the center of the open ground facing you, set into a large mound of earth standing over ten foot high, is a crudely constructed doorway, made of ancient- looking granite slabs adorned with strange glyphs etched into the doorframe. The stone double doors, long since broken and tossed aside into the long grass nearby, are overgrown and moss covered. Just beyond the threshold of the ancient stone doorway is an old and broken stairway that descends into the darkness below.
The doorway leads down into the flooded burial chambers below. If the PCs stop and listen, they will hear the distant dripping of water and even more distant chanting from the depths below (DC 15 perception to hear). If they pass the check by five or more, the listener will be able to discern that the multiple voices below are chanting a prayer in infernal (the prayer is a daily ritual to Grlarshh). The strange runes chipped onto the surface of the stone doorframe are of an old orcish dialect similar to the orcish Dark Speech spoken in the current day. Anyone who attempts to read the strange runes and is fluent in orcish Dark Speech may attempt an intelligence check (at DC 15) to roughly translate the wording. It says the following:
Here rests the bones of Red Fang’s strongest. May any who cross this threshold contend with the wrath of the ancestors!
If the players are not quiet when descending the stair or investigating the doorway, they may alert the Vargouilles below to their presence (see areas B and C below for more details).
The Entrance Area. As you come to the bottom of the broken and soil covered stairway, you can see the area beyond is more of a subterranean cavern than a room. The low earthen ceiling is riddled with protruding string-like tree roots from the surface above, much like a forest of gnarled and elongated fingers. Twenty foot ahead, you clearly notice that the bank of compact soil that you are standing upon gradually drops away and becomes submerged under dark murky water. Forty ft. away, jutting from the water on a similar island of compact earth, stands a 10 ft. high crudely constructed and fungus covered monument of some kind. In the far distance, you can see two larger islands of soil; upon them, jutting from the earth like the macabre teeth of some giant beast, are the unmistakable shapes of headstones. To your immediate right you can see that the wall has been recently excavated to allow space for a number of coat hooks, on which hangs an assortment of dark red robes, a large table and two chairs currently unoccupied, a chamber pot and an unlit lantern.
This cave is an old orc burial ground; the monument is a tribute to the god Vornoth and is nothing more than that. The islands in the distance contain the headstones of many great orc warriors, but are now the homes of vargouilles. The chances are that the vargouilles will know of the PCs’ intrusion (perception check at DC 5 for the vargouilles to hear any loud noises) and are lying in ambush behind gravestones. If the PCs remain suitably quiet, any PCs that are present in the cavern will see glowing green eyes moving about on the distant islands. If the PCs enter the water (which is muddy but no deeper than three feet at the deepest point) the regular vargouilles will ambush them when they are moving towards the island in area ‘B’ and try to get a surprise round where they will use their shriek attacks and then move in for the kill. Any vargouille shriek attacks or loud melee noises in this chamber will 70% of the time alert the cultists currently in prayer in the main temple area, where they will prepare to ambush any intruders (see below for details). The area containing the coat hooks, table, and chairs are for the cultists to hang their robes to avoid getting them wet in the waist-high water in the room beyond. It is occasionally manned by a cultist or two, but when the PCs initially investigate the complex, all of the cultists will be in prayer to Grlarshh in the main chamber.
If the PCs investigate the large stone statue (only possible if they wade out to the small island) they may investigate the large idol more closely.
Looking closely at the 10 ft. tall fungus and lichen covered statue still reveals nothing. The subterranean plant life smothers it like a blanket, hiding most of its features almost as if they were grown there intentionally.
The statue as mentioned above is of the god Vornoth. It can only be identified if much of the yellow-colored fungus is scraped off. Once the face is uncovered it is plain to see two large emeralds in place of the statue’s eyes. If the PCs can climb up the statue (DC 20, as it is slippery), they can prize the gems from the eye sockets with ease. The large emeralds are each worth 100 sps.
Area A. Pulling yourself from the thick swamp- like mud you can see twenty some gravestones arranged in no particular order. The eerie flickering shadows of the crude headstones sends shivers down your spine.
Area B. This island is possibly the largest you’ve seen within this small cave. Upon its muddy bank you can see over 30 crude gravestones, half of which have been dug up and strewn about the floor in a random fashion. In the far corner of the cave you can see a mound of earth 20 ft. wide and 5 ft. high, behind which you suspect a hole has been dug, but currently it is obscured from your vision. In and amongst the clumps of dug up earth you can see many glittering objects: pieces of metal armor and ancient rusty weapons.
This ‘hole’ is in fact a passage way down to a living quarters and temple of Grlarshh, dug by Old man Morgenstein’s undead minions and cultists. If the PCs have managed to avoid alerting the cultists below, they may be able to hear the sound of chanting from beyond as soon as they step foot on the island (perception check DC 10). Two vargouilles lie in wait on this island; they are hiding behind nearby headstones, and they spring from cover to attack when they think the PCs least expect it or when they think they’ve been discovered (DC 14 perception to spot a hidden vargouille). If the PCs are attacked, the vargouille from area A also attacks from the opposite island in an attempt to surprise the PCs. Don’t forget that the cultists have a 70% chance to hear any loud noises within this cavern (this includes any vargouille screams). If they are alerted to anything untoward, they will stop their prayers and get ready to ambush the party (see below for details). If/once the PCs have defeated the vargouilles within this room and move towards the hole dug in the loose earth, read the following aloud. As you peer over the large trampled mound of earth and into the hole beyond, you see that a crude stone block stairway descends 20 ft. into a newly dug 5 ft. wide corridor with an earthen floor and walls. The corridor only leads one way, strait ahead, and in the distance you can clearly see the flickering of torch light and some doors set into both the right and left hand walls some 60 ft. in the distance.
The corridor itself in unguarded and the PCs will encounter little resistance here. If the PCs alert the cultists to their presence (quite likely) they may see some of the cultists rushing to/from the armory (Area D) and back to the main temple (Area E). If the PCs attempt to attack any cultists when they are rushing to and fro in the corridor, the cultists will flee back to the temple immediately.
Area C. As you open the door to what appears to be a sleeping quarters of some kind, lined with beds, chests, chamber pots and other such furniture, a seven foot tall, four foot wide bugbear with a half rotten face and no lower jawbone slowly lumbers toward you with its crude morning star and shield raised, ready for combat!
The zombies in each of these rooms have been commanded to guard them against intruders. If anyone enters without knocking three times, the bugbear zombie will attack. The zombies will not leave this room unless Marnak Morgenstein specifically instructs them to.
Bugbear Zombies: See MM p. 316.
In each of the rooms are three beds, a collection of humble bedroom furniture and some iron bound chests (three chests in each room, each are un-trapped and have a simple lock, DC 15 Dexterity check to open). The contents are the following:
Chest 1 - Commoners clothing - A belt pouch containing 3 cp and a small piece of amber (worth 10 sp) - A mace
Chest 2 - Commoners clothing - Small leather bag containing 4 ivory dice, 17 cp
Chest 3 - Commoners clothing - A small doll with a dozen pins/nails stuck into it. - A pouch containing 7 cp - A silver bracelet studded with topaz (worth 25 sp)
Chest 4 - Expensive and flamboyant clothing (worth 25 sp) - Some shiny knee high black leather boots - A pouch containing 6 sp, 55 cp - A plain gold ring (worth 10 sp)
Chest 5 - Commoners clothing - Small leather pouch containing a deck of worn cards, 37 cp, 5 tp.
Chest 6 - Commoners clothing - Small suede bag containing 10 cp, - A straw hat
Area D. Before you is a small newly dug room, and lining the walls are racks of spears, daggers, morning stars, small wooden shields, and suits of armor in various states of repair and of various sizes. There seems to be enough here to equip around twenty people! Stood by one wall are two barrels and hanging from wooden beams set into the earth ceiling are slabs of salted meat and cheeses.
This room serves as a small armory and larder for the handful of cultists that live here. Ever the optimist, Old man Morgenstein plans to eventually gather a small army of cultists and undead which he intends to arm and armor with this equipment. One barrel contains water, the other ale and the meat and cheese are just that (although they might not look it; the hanging meats are of the human variety!). The cultists from the temple (Area E) will rush here and grab suits of armor and morning stars. To get fully equipped it will take the cultists around 2 minutes from when they are alerted to the PCs’ presence. They will get what they need from the armory and ready themselves in the Temple area.
Area E. As you push aside the large sturdy wooden door, a torch lit, wide stone walled chamber greets you. In the centre of the room is a dais and upon the dais stands a large black granite altar. Stood around the altar, four cultists wearing dark red robes and leather armor carry an assortment of weapons. Behind the altar is a stooped elderly figure with white, wispy hair in a set of flamboyant red and black velvet robes. He points his finger at you and begins chanting a spell with mad widened eyes!
This is the final combat (or so the players think!) and should be played as such. Marnak Morgenstein is an evil individual and will use every trick in the book (no matter how evil) to save his own life; including (if things take a turn for the worse) turning invisible and leaving his followers to die as he makes a hasty retreat. The above description assumes that the PCs give the cultists and Marnak sufficient warning of their approach. The cultists require 2 full minutes to gather weapons and don armor retrieved from the armory. If the PCs don’t give them this time then you will have to adjust the encounter where appropriate (see the difference between a typical cultist and a typical armed and armored cultist below). Before the PCs engage the cultists and Marnak, Marnak will cast Mage Armor as soon as he is aware of any trouble and will then retrieve his spell book from area E (takes one minute). As soon as the PCs open the door to the temple, they will be swarmed by an assault spells and melee combatants (see the appendix for Marnak’s tactics in combat).
Marnak: See Appendix.
4 Cultists: With no time to prepare, use stats on MM p. 345. If they have time to prepare, use the stats on p. 345 with the following changes: AC 14 (chain shirt), Morningstar. Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. Add 5 XPs per cultist if they are prepared.
As soon as Marnak has taken at least 12 HP of damage or three of the cultists have been slain, he will use invisibility to try and escape from the PCs via the only way he can get out (the way the PCs came in!). The only way the PCs will be able to locate him is by a perception check (at DC 10 when he is close by) or to wait for him when he tries to wade through the waist high water in the entrance area. If he escapes he will return to his manor; if he finds that the PCs have already been there and murdered his son, he will flee the village, never to return.
Special Note: This is a very challenging encounter if the PCs allow the enemy time to prepare themselves for combat.
There are some interesting notes on the table about a magical greataxe+1 that is stuck in some green mysterious stone inside Moss Glow cave in the Serpent Woods. It says that it requires some magical ritual with specially prepared ingredients to retrieve the axe.
Magic ritual. Step 1: Acid to loosen the surface of the green stone. Step 2: Liquefy Moonblossom and sprinkle it on the green stone, saying the incantations of invisibility spell. Step 3: Sprinkle a thin layer of silver-dust (50 GP) around the green stone. Step 4: Cast the spell Arcane Lock in reverse. Then last but not least, speak a short phrase that expresses a true or wise idea in elvish.
Area F. You enter a large and luxurious living quarters, complete with a bed and a small library; the sweet and sickly smell of decay assaults your nostrils. Against one of the walls rests three shelves packed with leather- bound books of various sizes; against the other is an expensive-looking four poster bed and by a large desk sits a plush red armchair. Piled neatly on the desk are a collection of papers and books, along with an expensive-looking ink and quill set and a two foot wide terrestrial map depicting the kingdoms. But perhaps the most disturbing item in the room, and the source of the rank smell, is a headless and partially decayed naked male corpse suspended at head height from the ceiling on hooked chains as though it were some form of freakish ornament. By the looks of it, the body must have belonged to a young boy.
The body hanging from the ceiling is that of the missing boy (see The Disturbing Rumors section above). The body is too badly decomposed and mangled to identify. Nothing short of a spell will reveal the body’s owner. It has been hung there so that Marnak could examine it more closely. If they examine the notes on the table, they will discover some detailed drawings of the body (in particular around the neck wound) and detailed notes on the study of the vargouilles’ breeding habits. It is in the notes that they also discover the nature of the attacks on the villagers (again the vargouilles) and the study and strange pictures of a tentacled creature referred to as The Queen. The notes state that Marnak, although obviously keen to know, has no idea what this queen is or where it came from. Though he suspects it’s from another plane of existence. Also in the diary of Marnak Morgenstein are multiple references to The Lord of Death and the numbers and details of sacrifices to his name, as well as a detailed description of his paranoia towards his wife and the murder of his wife and daughter by Marnak and his son.
The contents of the room, if searched, are the following:
In a hidden compartment in the desk (catch is perception DC 18 to find): Marnak’s Spell Book (may be gone if Marnak had time to retrieve it, see above)
- A gold ruby ring (his wedding ring, worth 50 sp)
In an iron bound chest at the foot of the bed: (locked at DC 20, break DC 20. Marnak has the keys). A medium sized battleaxe of fine quality, - A large leather pouch bulging with coin (contains 3 gp, 20 sp, 230 cp) - A small leather pouch containing black gem stones (contains 30 sp of black onyxes) - A suit of man-sized Chain mail - A scroll tube containing a scroll of Animate Dead.
Other valuable contents of the room: The large globe on the desk is worth 20 sp - The expensive ink and quill set is worth 10 sp - There is 50 sp of fine inks that are valuable for scribing spells in a spell book. If used for some other purpose, they are worth nothing. Two rare books on the bookstand, one entitled The Gentleman’s Guide to Plane Shifting Magic by G.J.T.L.P Jinglehop (worth 50 sp) and the other is entitled Life in the Forge, a complete guide to maintaining your magical forge by T.G.Whiteanvil (worth 40 sp).
Area G. The Final Encounter! Leaving the recently mined earthen corridor, you cautiously emerge into a dark, wide deep natural cave. In the center of the room is a large hole that, when you peer down into it, you see continues beyond your light source (darkvision) allows you to see. Stalagmites and stalactites line the ceiling and floor of this truly ancient cave like a small inverted forest of thin cacti.
This is the resting place of the vargouille queen. She is currently lying in wait at the bottom of this shaft and flies into the room as soon as she hears anything enter her cave (use her passive perception score). Compare the passive perception scores of any PCs in the room against a DC 12 to hear her flying up the shaft; she will gain surprise against any PCs who did not detect her.
Like a foul daemon rising from the depths of hell, a wingless seven foot wide floating mass of tentacles emerges from the pit in the centre of the cave. Each of its scaled slimy appendages ends in a hideously distorted human-like head with scaly skin and glowing green eyes. You do not have time to count but feel sure that there are at least eight such heads. The beast suddenly lurches forwards through the air and hisses angrily!
THIS is the vargouille queen! Although she looks fierce and is cunning, she lacks real intelligence and lives only to feed and procreate. Therefore her tactics are simple: spring out, use the scream ability to cause as much disruption as possible, and then tear into her opponents with as much force as possible. Due to her insatiable lust to procreate as much as possible (by delivering the vargouille kiss), she will attack the PCs until death.
The Vargouille Queen: See appendix.
If the PCs venture into the layer of the Queen 100 ft. below, apart from the strong smell of ammonia, they will find the headless body of an adventurer and a belt pouch of coins scattered over the floor (see the list below).
Treasure in the Queen’s layer: - Suit of Plate Armor - Long Sword - Heavy Wooden Shield - Potion of healing - Backpack containing a bed roll, a water flask, 50 ft. of rope, and a grappling hook. - 5 sp, 120 cp and 56 tp scattered over the floor.
PART FIVE: THE CEMETERY
If the heroes search the cemetery, a DC 10 Wisdom (Perception) check will uncover some apparently fresh bones--with teeth marks on them-- and some newly disturbed graves. A DC 18 Wisdom (Perception) check will reveal a small bag hidden under a bush at the entrance to the cemetery. The bag has 50 silver coins in it. It is actually payment to the Sheriff, and he just hasn't had a chance to pick it up yet. A DC 15 Wisdom (Perception) check will reveal a slab that is freshly askew covering a grave. Moving this slab will reveal a gaping hole leading down to Room 4 (See the Ghoul Warren section below).
There is this other gravestone with the name of Diedrick Dalton. It also leads to room 4 if checked (DC 15 Wisdom Perception). A scroll-case can be found with the notes of a family tree, indicating that Margreth Dalton supposedly has a son Hogan Dalton, while it is known that Margreth is the last remaining of the Dalton bloodline.
The Ghoul Warren Level One.
The Percy family mausoleum houses seven coffins (it is a very large and regal mausoleum). Now, however, things are in shambles. Read the following to the PCs:
The light illuminating this mausoleum reveals a chaotic scene: seven coffins are overturned, and the skeletons of their ancient inhabitants are strewn about the floor, their old bones splintered and broken. There is no obvious exit from this crypt room.
A Wisdom (Perception) check DC 12 will reveal a trap door. Character must make a strength check DC 12 to lift it. When they do, they will see: A rough hewn spiral staircase descends some twenty feet into the earth. A foul stench wafts out and you feel your stomach roll over with fear and excitement.
The DM may encourage the players to search this mausoleum, but the ghouls have picked it clean. Go to Room 1.
Random encounters in the Ghoul Warren Level One. Use the chart on this level to roll for random encounters. They will occur with a 2 in 10 chance per hour. The DM should check again if a battle occurs, as the sound may attract the grisly residents. The DM must remember, however, that the random encounters all come from room locations as indicated, and if the residents of a certain room are dispatched, they will not be encountered again-- there are only a limited number of evil creatures in the warren, as is fair.
The DM should remember that the players will need a light source to explore the warren, and he or she should carefully keep track of it. If they end up stranded in the warren without light, they will likely come to a bad end. Of course descriptions will change dramatically if the PCs have no light source.
Random encounters 1d6
1 4 Ghouls Room 2
2 7 Zombies Room 5
3 2 Ghouls Room 10
4 1 Ogre Zombie Room 10
5 2 Minotaur skeletons Room 14
6 2 Ghouls Room 16 and 17
Room 1—An Ambush. The tunnels you find yourself in are newly hewn out of the hard-packed earth. Rough beams support the ceiling. The ceilings are about eight feet high and the walls little more than five feet apart. The wriggling ends of earth worms and other slimy creatures peak from the walls, and the occasional old bone from the grave yard above juts from the wall or is kicked under foot. The atmosphere is evil and oppressive.
Get the PCs' marching order, and then have them make Wisdom (Perception) checks DC 15. Those who make it are not surprised by what happens next.
A small passage opens to your left. Suddenly, from out of the darkness of the passage there is a horrid clatter as of dry bones rubbing together, and the yawning maws and clawing fingers of several skeletons-- hungry for your warm life-- leap out of the darkness to attack your party.
7 Skeletons (See MM pg. 272)
The skeletons have no valuable items (beyond their rusted and shoddy weaponry) or treasure, and are meant to deter invaders. The DM should check for a random encounter after this battle.
Room 2 - Guard Room. Before the PCs enter this room: The DM should make Wisdom (Perception) checks DC 12 for the ghoulish residents. If they succeed the ghouls will have one round to act and will attempt to hide to both sides of the door to ambush the PCs as they enter. The ghouls here are wily and will not hesitate to take hostages, to bargain, or to flee if they began to lose. Plus, they use tactics when they fight. If the ghouls succeed in their Wisdom checks but the PCs do not enter the room, the ghouls will emerge and follow behind them as stealthily as possible. They will go up and lock the door to the mausoleum with a key that one of them possesses. Then they will try to find the location of the PCs and attack, preferably when they are about to enter another battle. Read this if the PCs enter the room:
The use of this low-ceilinged, large room is not readily apparent. There are bundles of refuse and trash, including old blankets and crates, scattered throughout the space.
4 Ghouls (See MM pg. 148)
The DM should play the ghouls to their actual intelligence level-- they are cunning creatures. If the PCs search, they will find a necklace worn by one of the ghouls, worth 50 SPs.
Room 3 - Pit trap. As you enter you see what looks to be an old chest approximately 15 feet in front of you, sitting a little bit out from the wall. A sack sits next to the chest. In the north wall, a narrow passage, almost a crack, yawns ominously. Water drips from the ceiling. There is a pit trap in this room. If the PCs approach the chest without having spotted the Pit, they will trigger it, unless for some reason they tell the DM that they approach the chest in a roundabout way.
Hidden Pit: DC 15 Wisdom (Perception) check to spot something amiss with the floor; DC 15 Intelligence (Investigation) check to confirm that it is a covered pit. When a creature weighing more than 20 pounds steps on the dirt-covered planks covering the pit, they break. The pit is 20 feet deep and anyone falling in takes 2d6 bludgeoning damage and lands prone. In the bottom of the pit, however, is a giant poisonous snake, an asp.
Giant Poisonous Snake (See MM pg. 327).
A search of the bottom of the pit (Wisdom [Perception] DC 15) will reveal 12 SP hidden under loose dirt.
Room 4 - The charnel house. The passage rises some five feet to this chamber, which is rougher hewn than most. Several piles of bones line the floor of this chamber, and some of those bones look hideously fresh. Fresh piles of dirt also cover the ground. A rickety ladder leans against one wall.
The PCs should make a Wisdom (Perception) check DC 15 to notice that the ceiling of the chamber is not entirely dirt. It seems that the ghouls dug up into some covered graves-- perhaps to recover the contents. This also offers another exit from the warren. A Strength check DC 10 will allow a character to remove the marble slab covering the grave, but this must be done from a ladder, and this requires a DC 12 Dexterity (Acrobatics) check. If a character falls 15 feet to the floor they take 2d6 bludgeoning damage. The DM should check for random encounters in this room. A search of this room (Wisdom [Perception] DC 20/Intelligence [Investigation]) will reveal a jeweled +1 short sword buried in the mounds of dirt and bones on the floor. The ghouls didn't notice that they dislodged the magical sword from one of the graves above.
Room 5 – Zombies. At the end of this narrow, claustrophobic passage is a door.
The door is locked with a simple lock, DC 15 Dexterity check to pick. If the heroes choose to break down the door, it is a DC 18 Strength check to do so but will bring the denizens from both areas 2 and 8 if they haven't been dispatched. Read the following when the PCs make it into the room.
Multiple recently dead corpses are sprawled in this room. They show evidence of bite marks and other ghoulish damage to their flesh.
These are zombies placed here by the ghast ruler to fend off any attacks from above, and they will rise and attack the heroes on sight. The ghast doesn't entirely trust Sheriff Timothy and wants to make sure that any visitors are sufficiently damaged before his ghouls have to fight them.
7 Zombies (See MM pg. 316).
Room 6 - Holy room. In front of you is a sturdy wooden door with a large handle. The door is not locked but can be barred from the inside. As you enter this room, a swarm of large, insectile shapes scurries out of the shadows and right towards you!
The swarm of bugs simply wants to escape and will not fight the heroes unless attacked. They will scurry right by the PCs and into a foot-wide hole in the wall.
Swarm of Insects (See MM pg. 338)
Your light illuminates a large holy symbol of Heshtail, which partially juts from the wall. Upon closer inspection it seems to be an old gravestone. It appears that the undead denizens of this warren-- probably ghouls-- were excavating the wall and unearthed this old marker. Disturbed by the holy power of the symbol, the fell creatures seem to have abandoned this room.
The PCs can rest undisturbed in this room for as long as they want without fear of being bothered by undead. However, if the ghouls discover or have discovered that they are here, the beasts will set up an ambush outside the door to this room and wait patiently for them to emerge.
Room 7 – Treasure. A water-filled passage leads from the bottom of the pool in area 10 to a dry room, set above the level of the water, in area 7. If the players swim the passage, read this to them: Entering the water-filled passageway is extremely frightening, especially since you have no idea where it comes out or when. As you take several strokes, small fish flit by you in the darkness. Suddenly, 3 long sinuous shapes swim toward you from the shadows-- snakes!
These water snakes live in chamber number 7 and feed off the small fish in the passage. They are a very aggressive variety and were placed here on purpose by the ghast to deter any intruders. They will attack anyone attempting to swim through the passage and will follow the intruders into area 7. The DM should keep careful track of the number of rounds it takes to the players to emerge into the air (see the Drowning Rule in the DMG). Without the snakes in the passage, it would take them 6 rounds - 4 with a successful swim check.
3 Giant Poisonous Water Snakes (See MM pg. 327)
After making the harrowing swim through the underground passage, you emerge in a roughly rectangular room. Several boxes and chests are in this room. It appears to be a secret storage area of some sort.
This room is used by the master ghast to store his treasure and valuables from the other ghouls, whom he does not fully trust. There are four chests here, all locked (DC 15 Dexterity check to pick) and trapped:
Chest One: 230 cp, a silver spoon worth 20 sp; Poison Needle Trap (See DMG pg. 123).
Chest Two: 140 cp, 9 sp, Carved Wooden Animal Statue worth 25 sp; arrow trap (DC 15 Wisdom [Perception] to detect the trap, DC 15 Intelligence [Investigation] to disarm it; Opening the lid of the chest causes the arrow to fire; it makes a ranged attack against someone directly in front of the chest with a +6 bonus and does 1d10 piercing damage if it hits).
Chest Three: Fine cloth robe worth 25 sp, leather belt set with turquoise worth 25 sp; the arrow trap on this chest has been sprung.
Chest Four: Scroll with an invisibility spell, a well wrought silvered battleaxe; hail of darts trap (DC 15 Wisdom [Perception] to detect the trap, DC 15 Intelligence [Investigation] to disarm it; Opening the lid of the chest causes the hail of darts to fire; it makes a ranged attack against a random target within 10 feet of the chest with a +6 bonus; a target that is hit takes 2 [1d4] piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 [2d10] poison damage on a failed save, or half as much on a successful one).
Room 8 - Random encounter. You enter a rough-hewn area, the junction between two passages. Water drips from the ceiling into a small puddle on the floor. Some words are scrawled on the wall in the common tongue. They are barely legible.
An Intelligence (Investigation) check DC 12 will allow these words to be read. They state: "Death, cold death, is hungry." The DM should check for a random encounter in this area. He should remember, however, to eliminate the denizens of rooms from those areas if they are dispatched during a random encounter.
Room 9 - Empty room. This room has several coffins strewn about. The coffin lids look as if they were removed with some terrific force. The coffins appear to be empty.
The DM should roll some dice to keep the players on their toes, but the room is empty.
Room 10 – Pool. As you enter this fairly large room, you immediately notice a standing body of water-- apparently a pool of some sort, in the middle of the area. Crouching in front of the pool are two figures. They seem to be washing something in the water. Suddenly they leap to their feet, eyeing you warily. The figures are emaciated, gray-skinned humans, or at least they were once humans. One is apparently a female. In the shadows behind them is a large, rotting animated corpse standing against the wall.
The ghouls are washing body parts in the water, which they are about to eat. They have with them an ogre zombie, which will not attack unless they order it to. The ghouls are wary and will use tactics to attempt to defeat the party. Their first tactic will be to attempt to convince the PCs, verbally, that they are not the PCs' enemies and that they don't want any trouble. They will claim to be confused about what happened to them, and they will say that they just want to go home. They will even ask for the PCs' help. This is all a lie. If this ruse fails, they will shout for the zombie to attack, and they will also move to attack. They will attempt to shove anyone near the pool into the water, which is 10 feet deep (see shove rules in the PHB). The snakes in the water (see Room 7 description) will attack on the second round that a PC is in the water. While in the water, a Wisdom (Perception) check DC 15 will reveal the opening of the passage leading to area 7. The ghouls have no wish to be slain and will attempt to flee if the battle turns against them.
2 Ghouls (See MM pg. 148)
1 Ogre Zombie (See MM. pg. 316)
Room 11 - Locked room. When the PCs try the door to this room, they will find it is locked. It is a Dexterity check DC 15 to pick the lock. If the heroes choose to break down a door it takes a Strength check DC 18 but will bring the denizens from both areas 10 and 12 if they haven't been dispatched. Read the following if they get the door open.
This is a bare room. A wooden coffin rests against the south wall. The lid is closed. The coffin is leaning against the wall with its "feet" towards the floor.
The coffin is a trap. When the lid is opened, it sets off a poison dart trap (DC 15 Wisdom [Perception] to detect the trap, DC 15 Intelligence [Investigation] to disarm it; Opening the lid of the coffin causes the dart to fire; it makes a ranged attack against a target that is in line with the top opening of the coffin with a +8 bonus; a target that is hit takes 2 [1d4] piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 [2d10] poison damage on a failed save, or half as much on a successful one).
Room 12 – Prisoner. When the PCs try this door, they will discover that it is locked. It is a very sturdy door. The lock can be picked with a Dexterity check DC 15. If the heroes choose to break down this door, it takes a Strength check DC 20 but will allow the ghouls in area 10 to make a Wisdom (Perception) check DC 12 to detect the heroes, if the ghouls haven't been dispatched. When you enter the room, your light reveals a figure cowering in one corner. The figure looks emaciated but is covered in dirt, which obscures its features.
If the PCs approach the figure, it will throw itself on them, but only out of joy to see them. This is Herbert Ack-Johan, a local clothier, who was captured three days ago. He begs the PCs to escort him out of the dungeon but is not interested in going deeper into it with them. This is a role-playing opportunity and a conundrum for the heroes. What to do with Herbert?
Room 13 - Empty room. Read this to the players: The passage widens into a room-like area, which appears empty.
The DM should check for random encounters here.
Room 14 - Staircase down. In the corner of this large room is an earthen staircase leading down into darkness. Two large apparitions guard the stairs, presenting rusty swords in bloody arms as you step into the room. They seem to be the skeletons of minotaurs or some other large creatures with horns.
The large skeletons are guards and will fight to the death anyone who is not a ghoul, ghast, or zombie that comes into the room. The stairs lead down to The Ghoul Warren Level Two.
2 Minotaur Skeletons (See MM pg. 273).
The Ghoul Warren Level Two.
Random Encounters 1d6
1 4 Ghouls Room 2
2 7 Zombies Room 5
3 2 Ghouls Room 10
4 1 Ogre Zombie Room 10
5 2 Minotaur Skeletons Room 14
6 2 Ghouls Room 16 and 17
Room 15 - Pit trap. This large room has one exit, besides the staircase going up. Other than that, it appears to be empty.
Because the pit lies right in the natural path to the doorway, the heroes will encounter it unless they actively avoid it and inform the DM so.
Hidden Pit: 20 feet deep (See DMg pg. 122).
If any PCs fall into the pit, the ghouls in area 16 and 17 get a Wisdom (Perception) check DC 15. If they hear the trap, they will come within two rounds. They will attempt to maneuver the PCs into a position where they can shove them into the pit.
Room 16 – Guardroom. This room contains one ramshackle table set low to the ground. A hideous ghoul sits crossed legged at the table, gnawing on a horrible piece of unidentified meat. He looks as shocked to see you as you are to see him.
The PCs and the ghoul should make Wisdom (Perception) checks DC 15 to see if either side is surprised, unless they are previously aware of the other party for some reason. If any battle occurs in this room, the ghoul in room 17 gets a Wisdom (Perception) check DC 12 to notice the fight. If he becomes aware of it, he will join the fray, attempting to attack the PCs from behind and flank them. The ghoul in this room has a pouch with 30 silver pieces secreted in a corner of the room behind a thin layer of dirt (Intelligence [Investigation] DC 18 to find it).
1 Ghoul (See MM pg. 148).
Room 17 - Guard post. This room contains one ramshackle table set low to the ground. A hideous ghoul leans against the back wall, mindlessly twiddling his clawed thumbs. He looks quite surprised to see you.
The PCs and the ghoul should make Wisdom (Perception) checks DC 15 to see if either side is surprised, unless they are previously aware of the other party for some reason. If any battle occurs in this room, the ghoul in room 16 gets a Wisdom (Perception) check DC 12 to notice the fight. If he becomes aware of it, he will join the fray, attempting to attack the PCs from behind and flank them.
1 Ghoul (See MM pg. 148).
Room 18 - The final fight. This whole room is desecrated ground (see DMG pg. 110); Undead in the room have advantage on all saving throws. The room has a very ominous, foreboding feel. The DM should determine whether or not the Master Ghast is aware of the presence of the PCs by this point. It is likely he is if any ghouls have escaped or if the PCs have encamped in the dungeon over night. Also, any ghouls that fled from the players will be in this room. If there was a fight in the guard rooms, the ghast and ghouls here have a chance to make a Wisdom (Perception) check DC 20 (DC 15 if it spilled into the hallway) to hear it. If he is aware of the characters, the DM should read the following to the players:
You see before you a set of double doors, sturdily constructed out of old planks, perhaps scavenged from old coffins.
The door is unlocked.
Upon opening the doors, you find yourself in a large chamber. The twelve-foot high ceiling is shored up with makeshift columns -- really planks -- which run down the sides of the room. A pile of dirt shaped to look like a throne is set a little ways out from the back wall. Disgusting pieces of flesh and bones lie strewn about the base of the seat. A horrible, nauseating stench assails your nostrils. Standing beside the seat is are old yet obviously animated skeletons, leaning on a broken spears.
If the ghast was aware of the PCs, he will have tried to hide. His guardian ghouls (as well as any other ghouls who fled) will also make stealth checks and attempt to savagely ambush the PCs from behind the pillars as they walk into the room. If this is the case, describe the seat and the room as empty except for the skeletons, then begin the battle when they enter the room. Allow them to make spot checks, but if they fail to notice any of the ghouls or the ghast, they will be surprised by them.
If the ghast is unaware of their presence, read this:
Seated on the dirt seat is what looks like another ghoul, but you immediately detect that the stench is emanating from this figure. The figure appears to be eating some horrible meat. Another ghoulish figure squats at the base of the throne, almost seeming to beg for the "table scraps" of the creature occupying the seat.
The DM should allow the ghast to make a Wisdom (Perception) check DC 12 to see if he is surprised. If he is not, or if he is not immediately attacked, the ghast (whose name is Mordron), will attempt to speak with the PCs, offering them a ransom if they will leave his warren. He will do all he can to convince them to leave and will even give them the 75 SPs he has in a bag behind his throne. If they do leave, he will gather all his minions and run after them to attack them on his terms. If the PCs begin to win the battle, the ghast will tell them he knows a secret and will tell it to them if they spare his life. He will tell them about the culpability of Sheriff Timothy and will try to prove it by telling them about the sack of coins that is hidden in the graveyard. The coins are in a distinctive sack, which the ghast will describe. He even has another sack like it. He informs the heroes that another sack very similar to his and the one in the graveyard can be found in the home of the Sheriff. The ghast will flee at the first opportunity if he is losing the fight and if this is possible. If he gets away, the PCs may have made themselves a long-term enemy. If the PCs slay the ghast and wish to confront the Sheriff for his role in the attacks, go to The Confrontation.
Mordron the Ghast (See MM pg. 148)
2 Ghouls (See MM pg. 148)
2 Skeletons (See MM pg. 272)
The Confrontation. If the players wish to confront Sheriff Timothy with the knowledge that they gained from the ghast (or possibly from some unforeseen source), he will of course deny it. There are several ways the PCs may choose to resolve this issue. If they attack the Sheriff, he will defend himself and call upon others in the community to help him. If the PCs kill the Sheriff, it is likely that they will be tried for murder. If they attempt to report the Sheriff to a higher authority, the mayor (this is an excellent role-playing opportunity), the PCs will need to present strong proof to the Mayor, and they will need to win opposed Charisma (Persuasion) checks with the Sheriff to convince the mayor of his deceit. If he beats them by more than 5 points, they will be banished from the town. If they fail critically, they will be locked in the jailhouse under the control of the Sheriff! It is likely the Sheriff will try to see that the PCs meet with an unfortunate accident in this case. If the PCs do manage to convince the mayor, the Sheriff will be locked up and the mayor will see that the PCs get the reward that Sheriff Timothy promised them. (The PCs should get the experience they would have gotten for defeating Sherriff Timothy in battle if they successfully resolve the encounter in their favor without combat).
Sheriff Timothy (Use Veteran stats on MM pg. 350).
CONCLUDING THE ADVENTURE
If the players have managed to clear out the warren, the town is in their debt, and they will be welcomed there and treated like heroes for the near future. The Church of Heshtail will prefer to have the warren filled in/collapsed and may ask the heroes’ advice/help on how to do so. If they rescued Herbert Ack-Johan, he will swear his undying loyalty and will prove a valuable contact in the future.
FURTHER ADVENTURES
If you wish to expand on this adventure, the PCs may encounter any number of political intrigues stemming from their confrontation with Sheriff Timothy. If he was arrested or killed, his friends and family will not be happy with the heroes, to put it mildly. If the ghast escaped, he will begin to patiently arrange to meet the heroes again so that he can have his revenge. If the heroes agree to help the Church fill in the warren, you could choose to place a hook for further adventures with the undead inside the warren—for example, when they collapse one part of the warren, a buried note is uncovered that reveals that the ghast was sent to Kenby by a vampire from a distant kingdom. The PCs could then begin a quest to bring down this ancient vampire. If you plan on playing the next adventure in the World of Farland adventure series, “The Ties that Bind,” have Abbot Gilden mention that he is considering sending a party to investigate word of a former paladin who seems to be seeking to recover a lost holy symbol. Would they be interested?
PART SIX: SEWERS
1. Sewers entrance. Climbing down the well, a noxious smell enters your nose. The stones are slippery as green moss, fungi and mold cover the rocks. Inside, you are confronted by darkness and a humid environment. A small passage (5 feat) lead to a bridge.
The DM should check the party's marching order. If a character somehow comes in contact with the water and is missing hitpoints, roll for Sewer plague. If players do not have a map, and wander around, they find out that this place is big enough to get lost in. Roll a DC10 Wisdom/Survival check every 10 minutes. On a fail roll, the adventurers are lost and randomly stroll into the sewer encounters.
Sewer plague. Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
2. A pouch with 10 gold pieces lie behind steel bars with a lock. DC25 Strength or DC25 Lock-pick to open. This is a drop point for the bandits. The key can be found at the bandit leader.
3. Leads to a crawling space to 5.
4. Leads to a crawling space to 6.
5. Leads to a crawling space to 3.
6. Leads to a crawling space to 4. Inside the chest are several coin pouches, totaling a worth of 54 gold pieces, 7 silver and 3 copper pieces.
7. Leads to a crawling space into a long tunnel, that after a short while leads to the Squint bandit house.
Poison needle. A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
A. A rotten corpse floats here. 8 giant rats attack the party from behind, from out of the water.
B. 2 Carrion Crawlers attack the party from above.
C. Slippery bridge with a poison dart trap. The bridge seems to be covered with a layer of wax. A perception DC15 is needed to discover this. If one steps on this bridge, he must succeed on a DC15 Dexterity saving throw or drop prone. If prone, he must succeed on a DC15 Acrobatics check to hold on the bridge or fall in the water. If the trap is triggered and one dropped prone, he also triggers the poison darts, making them roll with advantage on the prone target.
Poison Darts. When a creature steps on the hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded on the bridge floor. The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.
D. 4 Grey Oozes
E. An arrow on the wall, pointing the way to the guild house, with the Squint symbol, a circle within a diamond.
F. One Gibbering Mouther.
G. An arrow on the wall, pointing the way to the guild house, with the Squint symbol, a circle within a diamond.
SQUINT BANDIT HOUSE
If bandits or thugs have been warned, which can happen because of the bandit from room 6 or if a combat lasts longer then three rounds, they either ambush, or move upstairs to the third level, but they will always arm themselves with leather armor and swords.
1. Entrance. Entering from the sewers crawling space, you find yourself in the basement of some other aristocratic house. After some corridors you find some doors and a stairs in the back that leads up.
2. Desk-room. You find some desks and chairs in this room. This looks to be some sort of planning or writing chamber. Several maps of the sewers of Northwood can be found besides a map of Northwood itself. Some houses in Northwood seems to be marked with the Squint symbol.
3. Laboratory. You enter a room what looks like to be some sort of laboratory. Some ingredients, oils and serums seem to be ready to be mixed. A DC15 Investigation or DC15 Nature can relay that poison is being made here. A DC10 Perception/Investigation check is required to spot the healing potion on the desk.
4. Bathroom. There seems to be some form of aristocratic wash table with a water-crane mechanism. If switched on, drinkable water runs down from tubes and pipelines connected to the ceiling.
5. Basement Living Room. Before you head up the stairs, you hear someone groaning in the room just next-door. Someone is murmuring to himself how bad things went and that he should not disappoint the boss next time. If entered, you see a bandit taking care of a wound on his head. He is on half of his hit-points and will surrender, seeing that he is outnumbered. There is a small locked chest with 4d12 silver and 4d12 copper. Margreth has got the key to this chest.
6. Toilet room. One bandit is here, who probably overhears the conversation in room 5. He will stealthily warn the others upstairs. Roll a stealth check versus the perception of the adventurers to see if he succeeds.
7. The Library. The house has got a kitchen with many cooking tools and enough rations.
8. Ground level main room. This long hallway has got an expensive-looking carpentry running from the entrance to the dining chamber. Luxurious chandeliers cover the roof of this room. The adventurers reckon this house now, they have been here before. This is Dalton's estate. If not alarmed by the bandit from the basement, Margreth (noble) is softly singing to herself as she is cleaning this chamber, unaware of the presence of the adventurers. If the players do not muffle her on time, she will alarm the thugs and bandits inside room 9 and 10.
The door that leads to outside is a trapped door that instantaneously locks itself after closing. You need the key from Margreth to open it or lock pick it with a DC15. If you want to open it by force it requires a strength check of DC20. There is also some valuable artwork hanging in the living room. One painting (100 gold) and one ivory statue of the Thief-god Bel (100 gold).
9. Comfort room. Two thugs are playing cards on the table here. If they have been warned they set up an ambush.
10. Living room. Three bandits are chilling in this living room, drinking thee served by Margreth. If they have been warned they set up an ambush.
11. Library. Several bookcases stocked with all types of romans, including the Kelerak codex.
12/13. This looks to be a living room for one of the Squints. A bed, table and a closet with a Squint bandit outfit with bivouac. If not alarmed, one thug is sleeping in both room 12 and room 13. If alarmed, they join up to the third floor to protect the bandit leader. If one of the bandits is approached, or to combat or for conversation, the other one starts to stealthily warn the others.
14. There seems to be some form of aristocratic wash table with a water-crane mechanism. If switched on, drinkable water runs down from tubes and pipelines connected to the ceiling.
15. You enter a room what looks like to be some sort of laboratory. Some ingredients, oils and serums seem to be ready to be mixed. A DC15 Investigation or DC15 Nature can relay that poison is being made here. A DC10 Perception/Investigation check is required to spot the healing potion on the desk.
17. There seems to be some form of aristocratic wash table with a water-crane mechanism. If switched on, drinkable water runs down from tubes and pipelines connected to the ceiling.
18. Three bandits are chilling in this living room. If they have been warned they entered the third level to defend the bandit leader.
19. Three bandits are chilling in this living room. If they have been warned they entered the third level to defend the bandit leader. Bandits from rooms 18 and 19 can hear each other and will try to warn the boss.
20. At the end of the hallway, there can be two situations. One if the bandit captain is alarmed, or two if this is not the case. In either case, it is surprising to see for the adventurers that no one less then Guard captain Hogan Von Feran is the Squint leader.
Alarmed. 2 thugs and 6 bandits have joined Hogan Von Feran's bodyguards, making this a deadly fight. Hogan Von Feran has had the time to sober himself and his two thug bodyguards with Honeycap, see codex Herbalism.
Stealthily. Hogan Von Feran and his two thug bodyguards can be found drunk and under the poisoned condition.