TBG-1: The Manse on Murder Hill An Adventure Adventure for characters level 1-3 By Joe Johnston
“One night fteen years ago ago during the harvest night estival estival,, wild screams screams and sardonic sardonic laughter laughter were heard coming rom the lone mansion perched atop Farview Farview Knoll, ten miles miles north o the village center. center. Unacco Unaccount untab able le light lights s and high high winds winds worrie worried d the knoll. he lightning was was ferce and and odd!colored. odd!colored. "n the morning, the last sod who had my #ob ound the remains o the occupants, a well!respected cleric and his sta, slaughtered by an unknown adversary. adversary. he mansion has remained empty since then. $ost people people in the village village now avoid talking talking about what happened that night, e%cept or calling Farview Knoll &$urder 'ill.&( Several children of Little Flanders have gone missing near an abandoned house of evil repute. desperate town has begged your heroes heroes to e!orcise e!orcise the house of evil spirits and rescue the children. "ill you brave the dangers of the #anse on #urder $ill% Credits &llustrator: Stuart Robertson Reviewers: 'ryce Lynch( Paul )o( Peter Spahn Play testing: Peter *wickler +diting: aron 'eck( )ryphon +ditorial "ritten "ritten content: content: ,opyright ,opyright -- 0oseph 0oseph 0ohnston. 0ohnston. rtwork: ,opyright -- Stuart Stuart Robertson
Labyrinth Lord 1*#2 is copyright -34-( 5aniel Proctor. Labyrinth Lord 1*#2 and dvanced Labyrinth Lord 1*#2 are trademarks trademarks of 5aniel 5aniel Proctor Proctor.. *hese trademarks are used under the Labyrinth Lord 1*#2 *rademark License .-( available at www.goblinoidgames.com . Special Thanks To Sally and Angus Johnston; To Stuart Robertson; To all the fallen heroes of Geneva Lake who cracked the Gate Between Worlds for all of us.
&f you plan to play this( STOP RA!"#$ #O%& Resources Publisher web site: http://games ://games..taskboy.com .com/ Labyrinth Rules: http://www ://www..goblinoidgames.com .com/labyrinthlord.html .html
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A Labyrinth Lord Prepares
interactions with villagers and for placing many false rumors in the heads of the players.
*his adventure is designed for a balanced party of 64 characters of levels 47. 8ou may wish for players to control multiple characters. thief is strongly recommended( as there are many traps and locked items. lso( a solid complement of melee 9ghters will be appreciated( as will a cleric and a magic4user.
=ote that the village has few adventuring supplies. +ncourage the players to buy their e?uipment before traveling to the village. *he scarcity of speciali@ed adventuring gear is part of the challenge.
*his adventure may be played on its own or as the start of a three4part series called he )eturn o the )ed alons. &n broad terms( the challenge presented here is to recover missing children( alive( from an enemy who has forti9ed his position. 8ou will need the Labyrinth Lord core rules 1see the )esources section above2 or compatible rules to play this adventure. For abbreviations used here( see the *ice and +bbreviations section of the Labyrinth Lord core rules. #onster statistics will appear in the following format 1e.g.( ,: 3 $5: : 5: 46 #: 6 #v: ;< Sv: F2. *hese abbreviations e!pand to: ,: rmor ,lass : =umber of ttacks #: #oral Sv: Saves s class/level
$5: $it 5ice 1hit points2 5: 5amage #v: #ove
8ou are encouraged to read the entirety of this module before running your players through it. 8ou might need to strengthen or weaken the opponents in key areas. 8ou might want to include more healing devices( too. *here are a few bo!ed sections of te!t to read to your players. >therwise( it is intended that you set the stage for the players in your own words( based on your own reading of the adventure. *here are two areas described herein: the village of Little Flanders and the eponymous mansion. Little Flanders is part of a larger urban comple! that is e!plored in the other modules of this series. >nly details necessary to frame this adventure are given here( so that you may create the village to your own tastes. $owever( as a small agricultural town( Little Flanders can be placed easily anywhere in a typical fantasy campaign world. &f more convenient( you may change the name to an e!isting town for which you have future plans. s a location( Little Flanders serves to introduce players to many rumors about the Farview #anse( its history and the villagers themselves. lthough not intended as a location for combat( it is a good place for role4playing
#uch of the fun of this kind of adventure is in manipulating the e!pectations of the players. #ost of the people in Little Flanders believe the manse to be haunted 1and in a sense( it isAbut that is not the immediate problem2. 8our players might hear of an evil witch who eats naughty children. >thers will whisper of a pact the founders of this town made with a demon to ensure prosperity. Still others will assure the players that nothing unusual is happening at the manse and that the children probably ran away. dd whatever other red herrings you think are most likely to put your players on the wrong foot. t the end of this manuscript( several ideas are presented to e!tend the adventures in Little Flanders. ll the maps( handouts and pre4generated characters appear in the appendices. #ost of the monsters in this adventure appear in the Labyrinth Lord core rule book. few additional monsters are detailed in the reatures -reat and mall section toward the back of this adventure. *wo monster types appear here that re?uire note: pit vipers and rock li@ards. *o blend in with the e!pectations of a =orthern +uropean setting( the spitting cobra of the ,ore Rules appears here under the title Bpit viper.C Rock li@ards are rebranded giant geckos. *he statistics and behaviors of each creature match their analog in the core rules. A 'illainy (nveiled
bout two weeks before the arrival of the party( a gang of goblinoids called the Ding Ratters moved into the abandoned house on Farview Dnoll 1see the map in ppendi! +2. *heir mission is to sow misery in the village at the urging of an orc named Rooster( who leads a massive group called the Red *alons. Rooster and his scheme to fundamentally change the political landscape of the region does not appear directly in this adventure. *he Ratters< mission is simple: kidnap some of the village
7
town of #iddleton 1covered in the ne!t adventure2. fter the main forces have passed by Little Flanders 1about a week after this adventure starts2( the Ding Ratters will slay their captives.
"hen your players arrive in Little F landers( hand them ppendi! +. *he party will 9nd Sheriff 'rowne somewhere in the town center 1wandering around( in his of9ce( at the bar( etc.2.
RoosterEs mercenary wi@ard has created a few illusions and traps in the house on Farview Dnoll to scare off snoops and would4be heroes. Should these illusions fail to dissuade( the swords of the Ding Ratters will appear in overwhelming numbers to confront intruders.
'rowne recruits the players to investigate the abandoned manse on Farview Dnoll( where he believes the children may be found.
*he Ding Ratters occupy the ground and second oors. *he second oor( which has the only remaining entrance( has been trapped and decorated to discourage investigators. few monsters have been coa!ed into guard duty. *he kobolds avoid being on the second oor( because they do not wish to be seen( and in the basement( which unnerves even them. Rooster wants to toughen up the Ding Ratters( who are composed of kobolds and goblin mercenaries called "olf Raiders. *hey are led by Ree@a( an ambitious and capable kobold who founded the warband. "hile Ree@a has no love of humans or their children( he feels this task is below him. For Ree@a( an additional irritant is the inclusion of two GassistantsG named >ngol and #oress. *hese two large orcs were sent along with the Ding Ratters to make sure that the harassment of the village actually happens. Ree@a would be overHoyed to see his minders meet with the business end of a battle a!e. +ven if the heroes destroy the encampment of goblinoids in the house( Re@@a may be able to ee( Hoining the Red *alon gang in #iddleton. $owever( this isn
)ive your players the /ounty 0otice in ppendi! F( which e!plains the plight of the lost children of Little Flanders. 8ou may wish to have one of the party be related to one of the families whose child has gone missing. 8ou may also want the party to be out of money and desperate for a paying Hob. >r( the party might have come across this bounty notice in their local tavern.
$e e!plains that the 9rst attempt to investigate the manse ended poorly. loose posse composed of fathers of the childrenAIuimby "aldoon( *homas #iller( Pierre 'agville and Salvator IuenasAstormed the mansion before the sheriff could provide them with support. *he ne!t day( the headless bodies of the men were found strewn carelessly among the branches of a large and dying oak tree in front of the house on Farview Dnoll. *he sheriff will relate the history of G#urder $ill(G insisting that local folklore shouldnEt scare Gprofessionals true:G >ne night 9fteen years ago during the harvest night festival( wild screams and sardonic laughter were heard coming from the lone mansion perched atop Farview Dnoll( ten miles north of the village center. Jnaccountable lights and high winds worried the knoll. *he lightning was 9erce and odd4 colored. &n the morning( the last sod who had my Hob found the remains of the occupants( a well4respected cleric and his staff( slaughtered by an unknown adversary. *he mansion has remained empty since then. #ost people in the village now avoid talking about what happened that night( e!cept for calling Farview Dnoll B#urder $ill.C 'rowne states that the bounty offered for rescuing the children is K gp. n additional gp bonus will be awarded for each child returned alive. Since this money comes directly from the families( the
K
amount is not negotiable. s it is( the reward money will ruin each of the families. 'rowne will offer( somewhat abashedly( the use of a local barn to the players during the investigation. *he barn is empty of animals but has lots of hay. *he closest inn is in #iddleton( a three4day travel from Little Flanders. *he sheriff will also offer -4K potions of cure li)ht +ounds to the party. $e does this believing that something big and ugly is inhabiting the manse. 'rowne suggests that before heading up to the Dnoll( the party should gather as much information as they can in town. $e mentions that ,enobite #aster )ervais might provide more aid to them and that 'arkeep "iggins at the Sleepy )iant public house is a good source of information. *he Sleepy )iant at night will have K4- customers who may be ?uestioned. 5uring the day( there will be only one or two customers. *he village s?uare is ?uiet during the day. +very villager will know at least one rumor from the Rumor *able in 1oose alk . "hen the party has 9nished ?uestioning the locals( it should 9nd 'rowne again. *he sheriff will ask 5eputy >! to lead the players to Farview Dnoll. $owever( >! will enter the house neither for love nor money. "hen the party approaches the manse( >! will point out the oak tree where the bodies of the missing children! will encamp for up to three days waiting for the party to emerge from the manse before leaving himself. $e carries a potion of cure li)ht +ounds that he will g ive to inHured party members.
Part 1: Little Flanders
,onsider setting this adventure in the late harvest season: beautiful foliage( abundant winter s?uashes and fragrant( decaying vegetation. *he village has a very modest GcenterG which consists of a village green( a small monastery 1*he Poor 'rothers of #ercy2( a public house 1*he Sleepy )iant2 and a sheriffEs of9ce that includes a Hail. >nce per week during harvest season( farmers set up stalls to sell their produce on the town green. Local laws prohibit the use of non4clerical magic outdoors in a public area. "eapons may be worn but will draw suspicion from the villagers. ntisocial behavior( including theft outside of adventuring in the manse( will not be tolerated and may get the would4 be heroes escorted from the town. ,oose Talk
*he statistics for these =P,s can be found in the reatures -reat and mall section. illage folk not covered there are assumed to be peasants. Some villagers will volunteer rumors surrounding the Farview #anse if asked. #atch the rumor number given with the Rumor *able in the )umors section below. #on-Playin) Character
Ru*ors kno+n
Sheriff )erhold 'rowne
( M( 3( -
5eputy "anda #ilner
;( -( -N( -3
5eputy Serill G>!G $rofner
K( -( -;
,enobite )ervais
N( ( M( -7( 7
#aster
)iles "iggins
Francis
-( K( 6( 3( --( -K( -N
Ru*ors
*he village of Little Flanders( pop. -( has prospered much in the last - years since the )lorious +!pansion that pushed the hostile goblinoids out of the area. small farming community that trades with nearby #iddleton( Little Flanders enHoys a temperate climate with four varied seasons 1think "estern +urope2. &ts government is composed of Sheriff 'rowne and his two deputies. #ost of the inhabitants are Lawful.
s the players ask locals about the mansion or missing children( roll a dK on the following table for rumors. False information appears inside of s?uare brackets. Some rumors will not be given by certain =P,s for obvious reasons. +ach case where a rumor would be inappropriate( a note is given to re4roll.
*he average villager will be polite but wary of the party. *hey do not care for strangers.
dK can be simulated by rolling both a d and a dM. Jse the following table to determine the result:
ward each character OP for each new rumor.
N
d. 474K N46 34M
d1/ evaluates to 4 4- -47 74K
woods near the manse.Q -.
Farview Dnoll is a mass grave where hundreds of slain goblinoids were dumped at the end of the )lorious +!pansion.Q
--.
*he only entrance to the house on Farview Dnoll is on the second oor.
-7.
Long ago( a powerfulQ demon ruled this land( but was banished.
Ru*or Ta0le Roll Ru*or
.
*his is the 9rst time any of these children have run away or gone missing.
-K.
&n the basement of the manse is a cache of ,hurch gold.Q
-.
=ewly risen corpses can be seen shambling all over Farview Dnoll shortly after sunset.Q
-N.
*he Iuenas and "aldoon families are feuding over land use.Q K( N
7.
*he cleric who lived in the manseQ performed very few healings for the town and e!pected to be paid promptly when he did.
-6.
$orses led toward the manse become over4 mastered by fear.Q
-3.
K.
*he children have been taken by a demon as payment for the prosperity the village enHoys.Q
Salvator Iuenas would unlawfully let his sheep gra@e on Farview Dnoll. K
-M.
N.
*he cleric who lived on the hillQ never visited the monastery in town.
Pierre 'agville was prone to 9ts of violent anger.
-;.
*he "aldoon farm has had several poor harvests that have all but ruined them. N
7.
*om #iller
7.
=orbert 'agville does BunnaturalC things with leftover animal parts from the family
7-.
*empesta Iuenas is a changling.Q
77.
)iles "iggins is a thief.
6
7K.
5eputy >! is part >rc.Q
M
7N.
5eputy #ilner is the bastard offspring of *homas #iller.Q ;
76.
*he "aldoons( in desperation( water their crops with human blood.Q N
73.
*he Iuenases are recent arrivals to Little Flanders( coming from a Bforeign country.C K
7M.
band of slavers took the children and are now long gone.Q
6.
n evil crone who eats children lives in the Farview Dnoll house.Q
3.
0ust after midnight( a ghostly woman can be seen atop the manse looking west.Q
M.
*he manse has been ?uiet for many years.
;.
*he manse has always been hauntedQ.
.
*he manse is empty. *he children simply ran away to their doom.Q
.
*he posse of fathers who tried to rescue their children were torn apart before they entered the manseQ.
-. 7.
,enobite #aster )ervais suspects Little Flanders harbors a demon4worshipping cult.
7
*he clericQ who lived in the manse was not very friendly.
K.
5ark rituals were performed on Farview Dnoll while the clericQ was in residence.
N.
alencia Iuenas is a practicing witchQ.
6.
=o one in the town remembers ever being invited into the manse.
7;.
*he Poor 'rothers monks are a little too BfraternalC with each otherQ 7
3.
*he house on #urder $ill has two stories and a basement.
K.
skeleton can be seen on the second4oor balcony.
M.
*he sheriff is too spooked to go into the manse himself. 3
;.
*he town owes its prosperity to a pact made withQ a demon that lives in the manse.
-.
Jnholy circles of power have been found in the
K
6
#otes on this ta0le *his rumor should be re4rolled as noted: . &f the speaker is a 'agville -. &f the speaker is a #iller 7. &f the speaker is a Poor 'rother of #ercy K. &f the speaker is a Iuenas N. &f the speaker is a "aldoon 6. &f the speaker is 'arkeeper "iggins 3. &f the speaker is Sheriff 'rowne M. &f the speaker is 5eputy >! ;. &f the speaker is 5eputy #ilner
training before gaining the bene9ts of their e!perience points. & The Sleepy $iant Pu0lic 4ouse
*he pub is generally empty during the day( save for the occasional traveling merchant and members of the sheriff
Places of "nterest
*hese numbered locations refer to the map in ppendi! +. 1& Sheriffs Of2ce
5uring the day( Sheriff 'rowne 1see 1ocal Flavor 2 or one of his deputies will be found here. 'asic adventuring supplies 1i.e.( ropes( torches( < poles( small mirrors( int and steel( manacles and the like2 can be bought at the standard prices from the sheriff( who has a small store of such items for his staff. $e has a small supply of basic weapons that are sold at a markup( but nothing that the players should be too interested in 1i.e.( clubs( spears( daggers and slings but not swords( pole arms or long bows2. =o one sells metal armor( horses( boats or siege e?uipment in Little Flanders. "te*
Cost
'lanket( winter
- sp
,andles( beeswa! 12
N sp
,lub
N gp
,rowbar
N gp
5agger
N gp
5art
N sp
Leather armor 1human2
gp
Pole( wood <
N sp
Iuarterstaff
N gp
Rope( hemp N<
N gp
Sack( large
N sp
Sling 1- stones2
N gp
Spear
N gp
*orch 1M2
N sp
5enu ite*
Cost
+veryday le
N sp
$oliday $efewei@en
gp
"eekend "ine 1red2
7 gp
5oomsday Stout
- gp
Soup du 0our
sp
Pork Scratchings
sp
Pickled +ggs
sp
Salted peanuts
free with beverages
&f approached to fence stolen goods or asked about thief training( "iggins will demand guild fees of gp for operating in this area. *hose who do not comply will be anonymously reported to the sheriff( who will ask the P, thief to leave. )uild membership does entitle the P, to training 1up to 9fth level2 from "iggins. 3& The Poor Brothers of 5ercy 5onastery
*he monks 1not to be confused with the martial art e!pert character class2 of the Poor 'rothers of #ercy lead ?uiet lives of reection( gardening and rendering whatever non4magical aid they can to those in need. >nly ,enobite #aster )ervais 1see 1ocal Flavor 2 is a cleric possessed of magical ability( but the monks can heal the wounded at a rate of - hp per day of complete bed rest for a modest N gp donation. "hen the party informs )ervais of their mission( the ,enobite #aster will give each character an amulet o f Bwarding(C which has no actual power but is a consecrated artifact. *hese amulets can be of use later 1see 2art 34 -enius 1oci 2.
*he sheriff can train 9rst4 and second4level 9ghters( dwarves( and halings if you re?uire that P,s receive
3
$ood +ork perfor*ed
!onation re6uired
Potion of cure li)ht +ounds
gp
Scroll of cure li)ht +ounds
3N gp
,asting cure li)ht +ounds
N gp
,asting cure disease
- gp
)ervais will train lawful clerics who are on good terms with the 'rotherhood. 7& 8arvie+ 5anse
*he details for this location can be found in 2art 54 he Farview $anse.
Part 2: Farview Manse *he manse is a two4story building with a basement. ll ground4oor access( including windows and doors( has been solidly boarded up. *here is a rickety staircase in the back that leads to a balcony with two unlocked doors. #ost of the Ding Ratters are on the ground oor. *he children are in a cage in a storage room in the basement. *he former owner of this property was not a cleric( but an evil wi@ard who trucked in matters that he sho uld not have. $e built a small but vicious cult that tried to broker a deal with an imprisoned demon named 8oral 8nva. For the cult( that attempt ended poorly. *he basement contains their GchapelG as well as a few reminders of their ministry. *he Ding Ratters avoid the chapel area.
signi9cantly mufes sound. Jnless otherwise noted( walls are about one foot thick. character using an a!e or hammer would be able to break through this kind of wall in one turn. *his will attract monsters in 47 rounds. Roll on the "andering #onsters table for this oor to determine what wickedness comes. &f the players retreat from their assault on the manse( make sure that the Ding Ratters improve their defenses. *hey will not be caught at4footed again. &f the players do not penetrate the ground oor( the Ratters may assume that the intruders were frightened off. &f the players do make it to the ground oor and then retreat( the Ratters will heavily fortify the second oor. &t could be a 9ght Hust to get back up the stairs. &f 5eputy >! has led the party to Farview Dnoll( he will point out the large oak tree in the front of the manse where the headless remains of the children! will then direct the party to the back of the house where the stairway to the second4oor balcony is. =o other entrance to the manse will be found. SCO#! 8,OOR
)enerally( everything in this house is ramshackled and in disrepair. *he second oor has been trapped( magicked and monstered to keep nosy people out. lthough some light comes in through windows and holes in the ceiling( the party may want to use a li)ht spell or torches. "ithout additional light( it will be hard for those without infravision to look for traps( search for secret doors or see details in a room. ,ombat will be unaffected by the light conditions. *he ceilings are generally < high or higher 1as is the case in the octagonal wings2. *he second oor of the house has been ensorcelled by the Red *alons with illusions and some traps to discourage investigation. +very 7 turns( roll a d6. or - indicates that an illusion has been set off. Roll a dK to see what that illusion is.
*he interior walls are of wood and plaster construction with wool and leaves used as insulation. *his insulation
Roll
"llusion
.
*he sound of footsteps behind the party
-.
Furtive shadows caught out of the corner of a party member
7.
$eavy breathing from an undetectable direction
M
K.
Low moaning from an undetectable direction
Since these illusions are so transient( no save is possible. "andering monsters may be encountered on this level once every K turns. Roll d6 indicates an encounter. Roll a d- to determine the encounter. Roll
#o&
5onster
4-
-4N
Spitting pit vipers 1,: 3 $5: - : 5: 47 blinding spit #: M #v: 6< Sv: F2
746
-4M
Dobolds 1,: 3 $5: : 5: 4K 1daggers2 #: 6 #v ;< Sv: F2. $alf have slings
34M
-
)iant crab spiders 1,: 3 $5: -( : 5: 4M poison 1- save2 #: 3 #v: -< Sv: F2
;4- -
=ormal bats 1swarm one P, for d7 rounds2 noise attracts monsters
1& O(TS"! BA,CO#9
Rickety wooden stairs end in a second4story balcony. *wo doors appear on the north wall that appear to give entrance to the house. skeleton is pinned against the eastern door with an arrow. 'oth doors are locked. thief has normal chances of picking the lock. *he door can be broken down with a or - on a d6. Strength adHustments apply. $owever( e!cessive noise will attract the critters on this oor and may bring kobolds from below. Roll on the "andering #onsters table K or less on a d6 means something is coming. & (PSTA"RS 8O9R
&n the middle of this room( a large E ! -E collection of planks are nailed to the oor( perhaps covering a hole. 5ust and cobwebs adorn the walls and ceiling here. *here are two doors to the west and two to the east. fter the party has been in this room for a round( a programmed illusion is triggered. robed 9gure with a bestial aspect appears along the north wall. $e bellows G">+T ">+ '+*&5+ *$>S+ "$> 5&S*JR' #8 $>#+( F>R #8 "R*$ &S )R+*TG $e then charges the party. Randomly select a player as the victim of the illusion. $e must save vs. spells or be knocked at on his back for 4- hp of damage. successful save
means that the P, merely disappears on contact.
inches. *he
9gure
3& B!ROO5 O8 !"SAPPO"#T5#T
"alls bearded in mildew contain what was once a handsome bedroom. ,lapboards cover thin( tall windows on the north and west walls. *he ruins of a bed and table lay along the southern wall. bureau has collapsed along the west wall. cursory search of the bed uncovers a sack with - sp under the mattress. 7& SCR"PTOR"(5
#any empty racks are arrayed in rows in what appears to have been a si@able private scriptorium. *he oor is covered in moldering vellum and parchment scrolls in various states of ruin. n e!plicit search will tur n up dark red stains pooling out from under the western door. *hese stains are old( but not years old. careful search of the area re?uires one turn( during which a roll for wandering monsters should be made 1 on a d6 indicates an encounter2. *he search reveals a scroll of lewd poetry concerning the adventures of a wandering monk and the many brothels of his parish. *his could fetch as much as gp from the right collector in a large town. *here is no market for it in Little Flanders. &f the ,enobite #aster discovers the party has this in their possession( he will refuse to talk to them for a week. :& B!ROO5 O8 T4 ,OAT4SO5 "!O,
*his appears to have been a bedroom of some small lu!ury( although only moldy tapestries( broken furniture and a ruined bed now remain. *all( thin windows on the north and east walls are boarded over( but they allow some feeble light in. low chest along the east wall is trapped with poison gas. Jse normal procedures to disarm it. *he gas causes dK points of damage if the save fails. &n the chest( the party will 9nd a small( repellent idol of some frog4like grotes?ue. *he deep blue lapis statue weighs 9ve pounds( and in a large town 1like #iddleton2 it could be sold for up to N gp to a collector or salvaged to a Heweler for gp. &f shown to the ,enobite #aster( he will urge the party to smash the idol immediately or remand it to his care.
;
lso in the chest is a small monograph of arcane procedures for summoning demons and binding them to servitude. &n particular( the manuscript stresses the importance of maintaining the purity of power circles. &t lists the following ways that such circles may be destroyed: . -. 7.
Pour unholy water on each circle Place unholy artifacts at each circle
$owever( the information in the rest of the book is manifestly rubbish and contains no useful instructions or information. &t has no intrinsic value. ;& ,"BRAR9 O8 T4 ROC< ,"=AR!S
From the shelving on the wall( it is clear that this was once an impressive library for a private collection. long the southern wall are eight boarded4up windows that would have made this room a wonderful study. $owever( most of the shelves are now bare( and what books remain are tattered and wormworn. "hat is most noticeable are the two 9ve4foot4long li@ards menacing you. *hese giant rock li@ards 1,: N $5: 7 1hp 3( -2 : 5: dM #: - #v: -< Sv: F-2 are kept alive but hungry 1hence the increased morale2 by the kobolds. fter the li@ards are dispatched( a close e!amination of the shelves 1taking turn2 will turn up a cleric scroll with cure li)ht +ounds . >& 4A,,%A9 O8 ARRO%S
*his hallway is unremarkable but for doors on the east and west walls. &t has no windows. concerted effort to search the eastern wall will show signs of old blood stains. *he east door opens into room K and the west wall opens into room 3 itself. "hen the eastern door is opened( rigged crossbows 9re bolts at the party. Select two party members 1dwarves or taller2. +ach must make a save v. petrify or be hit for dK points of damage. *he crossbows are attached to the western wall( toward the ceiling. "ithout construction tools( it would be dif9cult to remove the crossbows without damaging them. &f the trap is detected before 9ring( the bolts may be salvaged.
clever party entering from room 3 may be able to detect the trap and set it off harmlessly at your discretion. N OP award is suggested for this. .& #C,OS! BR=%A9
*his covered walkway affords outside views to the north and south. 5oors appear to the east and west. Leaves( twigs and bird droppings have collected where the oor meets the low wall. ,haracters so inclined could Hump over the walls to escape the house( but they will receive d6 damage from the fall. ?& 5AP ROO5
*his room contains various celestial maps on the walls( more maps scattered about the oor( and built4 in tables that line the north and east walls. 'oards cover windows along the north and east walls. *here are four stools here that allow a human4si@ed occupant comfortable access to the tables. careful search of the maps will reveal two in good shape and of careful draftsmanship. +ach is about -
*his windowless room has been ransacked. 'o!es( both opened and closed( lay scattered all over the place. careful search of the room 1taking - turns2 will turn up a pewter pot with black ink. &n a large town or city( this will fetch N gp. lso( a small pouch with gp will be found. 5uring each turn searching( there is a in 6 chance of a wandering monster coming into the room. 11& %STR# OBSR'ATOR9
Large open windows appear in every corner of this roughly octagonal room. Part of the 6< roof may be opened to give a clear view of the night sky. Patterns of wear on the oor suggest heavy usage at one time. *here are planks nailed to the oor along the eastern wall. granite statue of a wi@ened( robed man contemplating a globe appears in the center of this room. 7 giant toads 1,: 3 $5: -- 1hp N( 7( 2 : 5: dK #: 6 #v: ;< Sv: F2 live here and may attack the characters. ,heck for reaction.
careful search of the statue will uncover a @1 rin) of protection on the hand of the 9gure. =ote that the toads can leap from the ground to the open windows without much dif9culty. *he staircase to the ground oor has been destroyed and covered over with wooden planks. 5etermined characters could hack through the planks. *his takes 7 turns to complete and would put all of the goblinoids on an attack footing. 1& A ST(!9 "# SCAR,T
'roken shelves( scattered parchment and a ruined desk suggest that this room was once a study. *he windows here are boarded over. spray of dried blood can be discerned along the western wall. >n the eastern wall( a large 6 and ) have been carved into the wall. >n the desk is an old pipe. >n a windowsill lies a tattered slipper half49lled with roasted leaves. $owever( the leaves have been spoiled by mold. Should a P, attempt to smoke or burn the leaves( all in the room should save vs. poison. *hose that fail will take 4- hp of damage. 13& B!ROO5 O8 T4 S,P"#$ '"PR
&n this dilapidated bedroom is a simple bed with moldy( stained sheets. Jnder tattered sheets sleeps a small spitting pit viper 1,: 3 $5: 1hp 62 : 5: d7 blinding spit #: 6 #v: ;< Sv: F2 who attacks if disturbed. *here is nothing of value here.
$RO(#! 8,OOR
*he massive ground oor is where the Ding Ratters live. $owever( there are a few locked areas 177 and 7K2 that have remained unopened by them. *he ceilings are < high. s the inhabitants of this oor do not need additional light( all areas are generally very dark( resulting in 4- on P, to hit rolls. &f the P,s bring a light source( this penalty is removed( but monsters will notice the light. *here are no wandering monsters on this level.
"hile the Ding Ratters hope to complete their child murder undetected( they have the following plans to deal with intruders: .
17& ASTR# OBSR'ATOR9
-.
>pen windows line the walls of this octagonal room. portion of the 6< roof may be opened to afford a view of the sky. Paintings on the wall depict fantastic gods and demons battling among the stars.
7.
K kobolds 1,: 3 $5: 1hp K(7(-(-2 : 5: dK 1daggers2 #: 6 #v: 6< Sv: F2 guard this room and attack visible targets. &f a morale check fails( the kobolds ee down the stairs.
K.
Re@@a avoids melee combat at all costs in room 6 *he Ratters will attempt to stop hostile forces in room 6. &f that battle goes poorly( Re@@a or another kobold will fetch reinforcements from rooms --( -N and -6 &f those forces can
Reinforcements take 4K rounds to arrive. &t is possible for hostile forces to completely knock out the goblinoids in room 6 before any kobold can ee. 1:& 5A<S4"8T AR5OR9
*he door to this room is locked.
&t appears that this room was once a large common area study. 'enches are built into the north( west and south walls. $owever( this room is now 9lled with half4 opened crates of arrows( slings( daggers( short swords and what seems to be child4si@ed leather armor. n area along the eastern wall speaks of a sloppily removed stairway that ends in wooden boards tacked on to the ceiling. *he weapons found here are of poor ?uality and little worth. *here are a total of N daggers that are worth sp for the lot -N slings that will fetch -N cp - short swords worth 6 gp and - suits of half4si@ed leather armor worth -K cp. *he goblinoids removed the staircase here that led to roo* 11. *he hole in the ceiling has been boarded over. 1;& T4 <",,=O#
*his room is bare but for the stairway leading to the second oor and a large wooden table turned on its side along the eastern wall.
"hatever the previous purpose of this room( it has been forti9ed by the kobolds as a defensive position. *here are K very large kobolds in chain mail with short swords 1,: N $5: 1hp 6( 6( 6( 62 : 5: 46 #: 6 #v: 6< Sv: F2 who lead a pack of M normal kobolds 1,: 3 $5: 1hp 72 : 5: 4K #: 6 #v: 6< Sv: F2 armed with slings and daggers. "hen the players come down the stairs( the large kobolds will move to engage in melee with the party. *he other kobolds will provide covering 9re from behind an overturned table 14- to hit2. Ree@a and >ngol 1see reatures -reat and mall 2 will be in this room inspecting the forti9cations when the party enters. Ree@a and >ngol will initially not engage in melee( but they will attack with missile 9re. &f the battle goes against the kobolds 1i.e.( there are no melee 9ghters left2( >ngol will step into melee and Ree@a will fetch reinforcements from rooms --( -N and -6. *hese reinforcements will arrive - rounds after Ree@a leaves. &f the battle still goes against the Ratters or if >ngol is killed( Ree@a will again ee to bring in #oress and the kobolds from rooms 7 and 7-. $owever( he will not return to room 6 again. &nstead( he will ee to room 76. 1>& R=AS B!ROO5
*his long( narrow room contains a small bed with blankets( a small wooden chest and nothing else of obvious interest. &t has been converted from a storage closet to a bedroom 1much to Ree@aEs ire2. Ree@a 1see reatures -reat and mall 2 is a large kobold with red4orange fur on his head who stands slightly shorter than the average orc. &f he hasn
From the si@e and fading decorations( this looks to have once been a bedroom of some opulence. =ow(
-
it has been Gorci9edG with crude wall paintings( hanging bones and lewd fetishes. *his is >ngol
*his bedroom was one of some comfort( Hudging by the furniture and wall coverings 1which would have been worth up to N gp before the mold and water damage2. >n the bed is a religious book of orcish cults 1no value2. #oress has made no attempt to personali@e his room( save for the bed. &t has been stripped of its original coverings. &t now has a worn and utilitarian dark gray wool blanket that is thick and uncomfortable looking. t the foot of the bed is a low( locked chest. *his footlocker holds a letter 1see ppendi! &2( a pair of non4magical boots and nothing else. /& !# O8 %O,8 RA"!RS 1
*his long( narrow room is dark. &t contains eight bedrolls( each of which contains a sleeping 9gure. *his unremarkable room has M G"olf RaidersG goblins 1,: 6 $5: 4 1hp 3( 6( N( K( 7( 7( 7( 72 : 5: 46 1short swords2 #: 3 #v: 6< Sv: F2 asleep on bedrolls. *hey are armed with swords and normal bows. cautious party will surprise them N out of 6 times. >therwise( the goblins are awoken immediately( though the party does get a free round of attack for surprise. +ach goblin has a purse with dK- sp. 1& !OOR,SS C,,
*his long( narrow room has no door. &t is dark( stinky and 9lled with refuse. *his is a trash room for the Ding Ratters. M giant rats 1,: 3 $5: 1hp K( K( K( 7( 7( -( -( 2 : 5: 47 1 in - disease2 #: 6 #v: 6< Sv: F2 will attack if the trash is disturbed. $uman remains( charred and half eaten( appear among the refuse( but nothing of value is here.
& 5A<S4"8T BARRAC
>n entering this room( the powerful smell of wet fur is immediately present. *here is a lit lantern in the middle of a series of eight small bunk beds. +ach bed contains a small dog4faced humanoid in light armor. *hose M kobolds 1,: 3 $5: 1hp K( 7( 7( 7( 7( 7( -( 2 : 5: 4K 1daggers and slings2 # 6 #v: 6< Sv: F2 will attack immediately. +ach has a purse on him with -dM sp. 3& ,OC<! C,O"STR
*he door to this room is locked but untrapped. *wo beds each support a robed 9gure lying prone. t the foot of each bed is a small wooden chest. *he 9gures are - @ombies 1,: M $5: - 1hp ;( 32 : 5: 4M # - #v: 6< Sv: F2 who will attack immediately. $owever( the party does get a free round of attack while the @ombies attempt to rise. *here are two unlocked and untrapped chests here containing clerical robes. >ne chest has a clerical scroll with cure li)ht +ounds and the other has ;7 cp and a scroll with the following unwholesome instructions: *he power circles must be anointed with the blood of a one4eyed bat and smeared with the 9lth of venerable ogre magi. Deep the circles free from those elements of the "eak )ods: holy water( healing draughts and holy tokens. 7& 5PT9 C,,
*his room is devoid of furnishings( monsters and treasure. healthy layer of dust and cobwebs carpet the ground. :& !# O8 %O,8 RA"!RS
*his narrow room contains si! small humanoid 9gures sitting and eating on bedrolls arranged around a lighted lantern.
7
*hese 6 G"olf RaidersG goblins 1,: 6 $5: 4 1hp 3( N( K( K( K( K( K2 : 5: 46 1swords2( 4K 1slings2 # 3 #v: 6< Sv: F2 attack immediately. +ach has a purse with dK- sp. *here is enough oil in the lantern to last more turn 1 hour2. =o additional oil appears in this room. ;& 5A<S4"8T BARRAC
Four bunk beds are pushed against the walls of this narrow room. *here is a lighted lantern against the east wall. Four pairs of small( canine4visaged humanoids enough room to s par with each other. M kobolds 1,: 3 $5: 1hp 7( 7( 7( -( -( -( -( -2 : 5: 4K 1daggers and slings2 #: 6 #v: 6< Sv: F2 are practicing combat here. +ach has a purse with -dM sp. *here is enough oil in the lantern to last turn 1 hour2. =o additional oil can be found here. >& 5PT9 C,, O8 !A#$R
*his room is empty( but there is a pressure plate on the oor halfway in. &f the party attempts to search the Gwhole roomG or the far wall without looking for traps( a random player will be hit by a crossbow bolt for dK hp of damage. *he trap
good deal of the tiled oor. "here a grand staircase once connected to the upper oor( an ugly patchwork of nailed4in wood planks now perches to the ceiling. Loud noises here may 1NU of the time2 attract kobolds from the various cells 1rooms -4-M2 and room 7. *he double doors to the outside have been boarded over. *hese could be removed with - turns of noisy work 1which will attract all living monsters that are free to move on this oor2. 31& !"#"#$ 4A,,
*his grand hall once had the remnants of pious mosaics along the north wall( which in years past would have been illuminated throughout the day by broad windows along the southern wall. =ow( the mosaic has been pulled down and the windows have been crudely covered by planks. gainst a plank on the southern wall( a severed boar
.& !OOR,SS C,,
*his room is 9lled waist4high with dirt. *here is nothing of value here. ?& ,OC<! C,O"STR
*he door to this room is locked and trapped. &f incorrectly disarmed( a *a)ic *outh spell will trigger screams of B*hiefT *hiefT *hiefTC *his will attract all nearby monsters in rooms -N( -6 and 7-( ruining a careless partyne contains a small bag of -7 gp. *he other contains an arcane scroll( the contents of which appear in ppendi! 0. 3/& $RA#! 8O9R
>nce the main receiving room for guests seeking clerical assistance( this foyer is now dark. knocked4 over pedestal and brass bowl 1no value2 appear in the western corner near the double doors. 5irt covers a
&f 9ghting happens in the grand foyer( they may leave to help their comrades 177U of the time2. +ach kobold has a purse with -dM gp. *he tin crown is valueless. *he boar
*wo long preparation tables built along the north and east walls hold mi!ing bowls( clay pots and dishes. 9replace on the south wall holds a si@able wrought iron pot( though no 9re is lit. "hen you enter what is clearly a kitchen( four short( dog4faced humanoids stop their work at the northern table and move to attack. K kobolds 1,: 3 $5: /- 1-( -( -( - 1daggers22 5: 4 7 #: 6 #v: 6 Sv : $2 are preparing food here. +ach carries -dM sp in a purse. *here is enough edible food here for the party to eat several meals( but none is an Giron rationG and all will rot within a week. *here are rough kitchen knives here that could cause 47 hp of damage in combat. *he prep table supports a pot of
K
a foul4tasting concoction that will restore 46 hit points 1 dose2. 33& 5ASTR B!ROO5
*he door is locked and has not been opened by the Ding Ratters. *his room appears to be in unaccountably good condition. *here is very little dust anywhere( the furniture appears undecayed and the walls( ceilings and oors all are sound without water damage. &t is as if the owner had only recently stepped out. *here are two tapestriesAone of the north wall( the other on the south Athat depict scenes from the )lorious +!pansion 1e.g.( heroes battling cowering goblinoids2. *here is a bureau( a desk( a large bed( two side tables and a chest at the foot of the bed. *he side tables contain candles( int( incense and N gp. >n one of the side tables there is a history book that gives a full account of the )lorious +!pansion( should the characters have 6 turns to study it. Roll d6 for each turn spent reading. result of or - indicates that the goblins from room -6 intrude on the readers. >bviously( this interruption can only happen once. *he bureau contains clothing of 9ne ?uality. *he room belonged to the evil wi@ard who formerly lived here. *he well4crafted furnishings speak to a high level of wealth and comfort. +ach tapestry will fetch N gp in a large town and each weighs K pounds. *he chest is locked and trapped with poison gas 1save vs. poison or die2. &nside are ( gp( a large gem worth 7 gp and a rin) of re)eneration. *he desk has a parchment( ?uills and ink. locked drawer contains accounting records for the Gseminary.G "hile worthless( this ledger will be of interest to )ervais( who will see the fraudulent records as a further indictment against the former cleric of Farview #anse. 37& OCC,(!! S4R"#
*he center of this 7
*his room was the personal shrine of the evil wi@ard who led the e!tinct cult. ll lawful characters will feel deeply uneasy upon entering. *he circle here is one of two power circles built by the destroyed cult that lived in this manse 1the other circle is in room 732. See 2art 34 -enius 1oci for more details about the utility of these circles. =on4chaotic P,s reading more than a sentence or two must save vs. spells or receive d6 hp of damage. ,haotic characters who read it must save vs. spells or go into a berserker rage and attack their party for 746 rounds. >n the book is a @1 silver da))er. "edged between the pages is a note that contains the te!t of ppendi! 0. BAS5#T
*he stone walls of the basement are moist with ground water. *he oor is of compacted earth. *he ceiling is generally 3<4M< high. *here are no light sources here. $uman P,s will need a light source or face a 4K to hit penalty in combat. $armless creatures such as 9eld mice( normal spiders and the like will often be seen here( but no wandering monsters will be present. 3:& PA#TR9
&n this 7
*his -
N
&f the party allows Ree@a to ee( he will successfully travel to #iddleton. &f the party attempts to apprehend or 9ght him( Ree@a ?uaffs his haste potion and ees. "ithout magic( the party is unlikely to catch him. *he children are bound in manacles that a thief may unlock normally. )iven time( Sheriff 'rowne will be able to e!tract the children. >nce ungagged( the captives will identify themselves as nna( Lawrence and =orbert( the missing children of Little Flanders. *hey will say that *empesta badgered them into e!ploring the haunted house( where they were captured by the kobolds. *hey also say that *empesta
closer to the eastern wall( a circle of sinister runes surrounds a 9ve4pointed brass star inlaid in the oor. long the southern wall( four robbed 9gures appear to be looking at the party( although their faces are obscured by their hoods. &n this noisome place( black oaths were uttered to alien things that sane men fear to name. lthough it has been nearly two decades since the last ceremony( the sticky evil of those acts poisons the air here even now. *he large power circle is dif9cult for lawful characters to look at. long the southeast wall are K skeletons 1,: 3 $5: 1hp M( 6( K( 72 5: 46 #: - #v: 6< Sv: F 2 in dark purple robes trimmed with gold. *hey are holding clubs and will attack when the party enters the room. *he skeletons will not pursue the party outside of the room. *he robes( although tattered( can be sold to a tailor for N gp each. 3.& CO#TA"#5#T C,,
*his mostly empty room now contains a poorly made wooden bench. *his room was used to hold victims before sacri9ce. secret door leads to the warrens of a carcass scavenger. 3?& CAR#A, STORA$
*his -
3>& '", C4AP,
*his 6
*his room contains a low table( a chair( and a coat rack holding ceremonial robes. >n the table is a statue and a wide4mouthed silver bowl with old( ruddy stains. pedestal along the eastern wall holds a moldy tome. *his room was used by the evil wi@ard to prepare his vile ceremonies in the adHoining chapel. *he unholy vestments are worth - gp to buyers in a town larger
6
than Little Flanders. *he unwholesome obsidian fetish statue 17 gp2 and the silver bowl 1 gp2 also re?uire buyers in a larger venue that Little Flanders. ,enobite #aster )ervais will be very interested in both the tome and the statue( but he will not pay for them. &nstead( he will insist that these unholy items be remanded to his custody. &f the party refuses( he will assume the party is under chaotic inuence and attack with all the monks he can muster. >n a pedestal is a moldering book( locked with a clasp in the shape of a demon biting his tail. Should a lawful character touch the book( he will receive -43 hp of damage. *o a collector of such blasphemies( the book will easily fetch N gp. nother copy of the te!t that appears in ppendi! 0 appears here. 71& ,A"R
crude hole appears in the foundation wall. small alcove has been roughed out beyond. *he oor of this alcove is littered with bones and fragments of un9nished meals. young girl lies prone toward the back. Filling most of the space is a giant worm4like creature with insect eyes and eight wiggling tentacles protruding from its head.
mighty carcass scavenger 1,: 3 $5: 7 1hp --2 : M 5: paralysis/swallow #: ; #v: -< Sv: F-2 has made this room his lair. &t wanders out into the winding hall to hunt rodentia but will be found in its lair when the party arrives. "hen engaged in combat( the carcass scavenger will be aided by - giant 9re beetles 1,: K $5: - 1hp ( M2 : 5: -dK #: 3 #v: -< Sv: F2 that will appear in the second round of combat 1if the scavenger is still alive2. live but paraly@ed is *empesta. She re?uires immediate medical attention. She will die without imbibing a healing potion or receiving a healing spell within K turns of being found. Jpon being healed( *empesta will say that a fair4 seeming voice spoke in her mind while she was e!ploring outside the house. &t said sweet things to her and wanted to meet her friends. "hen *empesta brought the other children with her to the Farview #anse( they were attacked by kobolds and taken prisoner. midst the clutter is a @1 short s+ord and a @1 shield.
Part : Genius Lo!i *his section becomes available under the following conditions: . -.
ll the children are free ll the children are dead
"hen one of the above conditions is met( read the following to the party: From the walls around you( you hear an otherworldly laughter whose source cannot be found. voice ill4suited for human words bellows: Bt lastT & am awake once moreT 8ou have completed the Sacrament of 'lood. & need a corporeal vessel in which to manifest. IuicklyT 'ring the sacri9ce to one of the circles of
3
power in this hovel so that the #illennium of *orment can begin.C *he party and the Ding Ratters have inadvertently completed the work of the original occupants of this house. middle4level demon named 8oral 8nva 1see reatures -reat and mall 2 has been trapped in an inaccessible tomb deep under Farview Dnoll. &f a living human or demihuman is brought into contact with one of the power circles 1found in rooms 7K and 732( the demon will possess the victim forever. fter which( 8oral 8nva will open a portal to his infernal realm to bring forth an army of unpleasant critters.
torrent of blood to gush forth( preventing players from entering the hole for 4- turns 1the blood will not ood the house2. +ven if the party appears to be going along with the demon
$ouse shakes accompanied by manic laughter 1each player must save vs. spells or suffer fear 2
N46
-4N animated kobold skeletons 1, M $5 : ( 5: 4K( #: - #: 6< : ,2 attack
34M
Swarm of normal bats appears roll for random encounter from second oor chart
*his is undesirable( even for chaotic players. *he party must ruin the dark magic of these circles to break the connection with 8oral 8nva. *o do this( they must do any of the following: . -. 7. K. N.
Pour holy water on each circle Place the amulets from the ,enobite #aster at each circle
#erely attacking the circles with melee weapons will not destroy them. 5isplacing the section of oor upon which the power circles are inlaid will not break the enchantment either. *he demon has a few tools to enforce his will on the players. *hese include: .
-.
7.
K. N.
%iard lockin) all doors that lead directly outside the manse 1which happens immediately2 *hrowing random obHects telekinetically at the party for 4- hp of damage 1to hit as a K$5 monster2 Shaking the house violently to make the party less able to defend themselves 14- on party to hit rolls2 Ani*atin) dead ,asting sophisticated illusions 1no saves2
8oral 8nvane of his favorites is to make the walls of the manse appear to pulse as if of living esh. *his alone is likely to cause fear in the party 1save vs. spells2. $acking the walls will seem to cause a violent
;4 47 P,s are assaulted by telekinetically thrown obHects 1see above2 -
- giant toad @ombies 1, 6 $5 7 : 5: 4 M #: - #: ;< : ,2 attack
nimated corpses will not directly attack the children( since 8oral 8nva prefers to possess one of the them. Similarly( the thrown obHects will not hit the children. "hile the demon is raging( the party cannot rest inside the house. Remember( the demon
M
corruption billows out from the wreck( choking you briey( but the day is yours.
Part ": #ettlin$ %p >n returning to town( the party will be met by all of the families who have lost their children as well as by the sheriff and his deputies.
"hen the power circles in rooms 7K and 73 are despoiled in some manner( read the following: "ith the destruction of the 9nal circle( a disembodied roar of cyclopean despair rips through the Farview #anse like an e!plosion knocking all members of your party off their feet. n inhumanly loud voice wavers between malice and sadness: B"hat have you done% thousand years of slow corruption( putting the pawns on the chessboard every few years Anow goneT )oneT nd for what% *he lives of a few ignorant whelps who will lead anonymous lives and die like cattle soon enough.
Sheriff 'rowne will pay the bounty of K gp for clearing out the manse. $e will also award a bonus of gp for each of the four missing children returned alive to his or her family. Should the party refuse the entire bounty( insisting that the families keep the money( award each player M OP. &f all the children have survived( there will be a big celebration in the town s?uare where the party will be publicly lioni@ed. &f some children have died( the party will be thanked and rewarded as per the bounty. =o one will be in the mood to celebrate. $owever( each player will have a positive reputation with most of the townsfolk. &f all the children have died( the players will be curtly paid K gp and asked to leave town as soon as possible. *hey will forever after be given a cold shoulder in Little Flanders. Jpon successful e!ploration of the manse( award the party N OP. +ach character will receive an additional OP for each missing child returned alive. +ach returned corpse of a child will yield but -N OP per character.
B*hough buried( & yet have friends and minions & can call upon. Remember what you have chosen to do this day. 'e assured that & will...C
&f the party banishes 8oral 8nva( award - OP to each player. $alve the award if the ,enobite #aster had to accompany the party. &n all cases where the demon is banished( )ervais will give the party a letter of recommendation and tell them to present it to his colleague in #iddleton( who has need of capable individuals.
*he house begins to shake even more violently and threatens to collapse on your party. 8ou 9ght your way up stairs to the second oor( then on to the balcony and down the stairs.
Appendi& A: 'reatures Great and #(all
'arely clearing the last stair( the Farview #anse collapses in upon itself. foul smell of fetid
The %aldoon 8a*ily includes husband Iuimby 1now deceased2( wife Sarah and daughter nna 1aged N2. *hey are farmers. nna was lost along with the other children. *hey have promised nearly all their money to the sheriff to fund the bounty. Sarah is frustrated with the slow pace of the sheriffEs efforts.
;
The 5iller 8a*ily includes widower *homas 1now deceased2( son Ronald 1aged 62( son >dd 1aged 2 and son Lawrence 1aged 62. *homas ran a our mill with his three boys. *he youngest son has been missing for a week. fter *homas
$e has four talismans that he claims are protection from demons. $e will offer these to the party for free. *he talismans are non4magical and virtually worthless( but he does not know this. *hey have been properly blessed though and are holy artifacts. )ervais can train clerics up to level N.
The Ba)ville 8a*ily includes husband Pierre 1now deceased2( wife 5onna and son =orbert 1aged N2. *he 'agvilles ran the local butchery. =orbert has been missing for a week. fter =orbert
Francis )ervais( a stout and affable man( leads the monastery in town. $e wears plain brown robes over chain mail and carries a mace. $e normally carries no money( but he has access to monastery funds 1roughly gp kept in a locked strongbo!2. )ervais had thwarted the machinations of two evil cults before being assigned to Little Flanders. $e has a knack for detecting occult activity and prosecuting its destruction. 'ased on other investigations( his church believes a demon4worshipping cult was once active in Little Flanders. $is superiors desire that the cult remains inactive and have charged )ervais with ensuring this. )ervais now leads a group of ten monastic priests in a ?uiet life of meditation and good works in Little Flanders. +!cept for )ervais( monks of his brotherhood are not clerics. *he monastery is well4regarded in town. side from rumors( he has no speci9c information about the current crisis.
Spells: Cure ,i)ht %oundsE !etect vil& Protection fro* vilE BlessE
"iggins runs the Sleepy )iant tavern and coordinates the efforts of thieves in the area. $e normally carries a dagger at all times( but he can also suit up with @1 leather ar*or and a normal sword if combat is e!pected. #ost villagers do not suspect that he is a thief or anything other than a barkeep. n affable man known for his ?uick wit and deep tankards( "iggins is perhaps the second most popular villager in Little Flanders. $owever( most people do not know that he is head of a tiny branch of the larger Stillwater Logistics( a si@able thieves guild. &f P, thieves make themselves known to "iggins( he will attempt to levy fees from them. &f the P, thieves pay their dues( "iggins can train them up to level N. Sheriff $erhold Bro+ne 4 Fighter( Level 7 rmor ,lass: N $it 5ice: 7 1hp M2 ttacks: 5amage: 4M 1add - damage for s trength2 #ove: ;< #orale: lignment: Lawful bilities: Str 6 &nt - "is 5e! ; ,on N ,ha 7
*he sheriff of Little Flanders regularly wears chain mail armor and carries a normal sword. $e has a purse with a random assortment of coins worth - gp.
-
$e is an avuncular( middle4aged 9ghter who likes his village ?uiet. $e has adventured ?uite a bit in his past but has settled in Little Flanders to grow fat and old. $e is fair4minded( but not naive. Players that try to lie to him will ?uickly fall into disfavor. $e is well4regarded around town. $e can train 9ghters( dwarves and halings. !eputy Serill FOGF 4rofner 4 Fighter( Level rmor ,lass: 3 $it 5ice: 1hp M2 ttacks: 5amage: 46 1add - bonus for strength2 #ove: ;< #orale: ; 1- with Sheriff 'rowne or 5eputy #ilner2 lignment: Lawful bilities: Str 3 &nt M "is M 5e! ,on M ,ha 3
Serill $rofner is kitted out with studded leather armor and a spear. $e has a refreshingly simple view of the world: the town( the sheriff and the deputy are all BgoodC and anything that threatens them is Bbad.C $e has a purse with but N cp. lthough he is not the sharpest knife in the drawer( Serill might be the biggest. $is easy4going nature has earned him acceptance in the village. =ote that no one calls him Serill he is G>!.G *he sheriff appreciates what >! brings to the team and often pairs him with "anda when there are GsubtleG problems to deal with. !eputy %anda 5ilner 4 Fighter( Level rmor ,lass: 6 $it 5ice: 1hp 62 ttacks: 5amage: 46 1add damage for strength2 #ove: ;< #orale: M 1- with Sheriff 'rowne2 lignment: Lawful bilities: Str K &nt ; "is ; 5e! - ,on - ,h ;
"anda #ilner wears scale armor and wields a spear. She dislikes mercenaries and is not inclined to help the players more than she is directed to. She has a small pouch with - sp. =ever one to be described as a Gwilting ower(G "andarc( Red *alon rmor ,lass: 7 $it 5ice: K 1hp -N2
ttacks: 5amage: 4M #ove: 6< #orale: Save s: F lignment: =eutral #oress >ne4+ye is a large( middle4aged orc with black skin and a gray chin beard. "hile years of combat have mellowed his thirst to kill everything he sees( he is still a dangerous opponent. $e is inclined to take a longer view of conicts than his orcish comrades. $e respects neither >ngol nor Ree@a( but he follows the spirit of his orders. $e wears chain mail and carries a heavy ail( @1 shield and N gp. $e has a key to the armory in room N. Reea 4 Dobold( Ding Ratters rmor ,lass: N $it 5ice: -- 1hp M2 ttacks: 5amage: 4M #ove: ;< #orale: 6 Saves s: F lignment: ,haotic
Ree@a is Hust shorter than an orc( which makes him a very large and dominant kobold among his peers. $e wears chain mail and carries a sling with stones. $e also carries a sword( which he will use when the occasion arises. $e carries a purse with gp and a potion of haste that is strictly reserved for retreating. Ree@a has a key to the armory in room N. On)ol 4 >rc( Red *alon rmor ,lass: N $it 5ice: 7 1hp -2 ttacks: 5amage: 4M #ove: ;< #orale: Saves s: F lignment: ,haotic
>ngol( while a veteran of many skirmishes( is still young. $e is powerfully muscled and has dark olive skin and ugly tribal tattoos across half his face. $e thinks of his current assignment as a vacation and a reward for loyal service to Rooster. $e respects no kobold( especially not Ree@a. $e carries a battle a!e he calls B'ig ,hoppha(C wears orcish chain mail and
-
carries about 3 gp on his person. $e is always ready for combat.
comple! infested with ghouls who are shepherded by a particularly brutish leader who styles himself Fenris the >ver4)houl.
$e has a key to the armory in room N. 9oral 9nva( 5emonic 5uke of *orment =o. +nc: rmor ,lass: $5: 3 1hp K2 ttacks: - 1claws2 5amage: -4M/-4M #ove: ;< #oral: Saves s: FN lignment: ,haotic
8oral 8nva is a minor demon who styles itself as a demonic noble. &n a forgotten age( it rampaged across the lands of Little Flanders. &t was trapped in its current location by long4dead heroes. &t has telekinetic powers which it can use thrice per day to move N pound obHects. &t can ani*ate dead thrice per day as well. &f it were to manifest in this world again( it would attack with its claws. 8oral 8nva stands somewhat larger than an average man( with piercing eyes( scaly esh and protrusions aside its head. $eavily muscled and generally unpleasant when angry( it prefers using seduction and persuasion rather than brute force to further its plans.
Appendi& B: Further Adventures in Little Flanders &f your players enHoyed their time in Little Flanders( here are some ideas for additional scenarios. (ntil it is turned over to revealH A#TSI Several colonies of giant ants have been eating crops and worrying cattle on several local farms. *he party is asked to deal with these vicious things. >nly after clearing a couple of hives will the heroes uncover the horror of Pra!is &mmortis( the undead Iueen of the ntsT The %arrens of the Over-$houl n unsettling string of murders in the outlying farms brings Sheriff 'rowne to call on our heroes once again. ,lues point back to the manse on Farview Dnoll( but how can this be% more careful inspection of the basement of the manse ruins uncovers an access point in the oor leading to a crudely e!cavated tunnel
A %olf at the !oor 0ust as life in Little Flanders is getting back to normal( a new crisis emerges in the form of bandits plundering the produce shipments going to nearby #iddleton. Sheriff 'rowne contracts the party to seek out and end the bandit menace. 'ut is there something more than mere greed behind these attacks% "hy isn
Appendi& ': Li!ensin$ *he names *askboy )ames( Little Flanders( #iddleton( Rooster the >rc( Re@@a( >ngol( #oress( ,enobite #aster Francis )ervais( Sherrif )erhold 'rown( 5eputy Serill G>!G $rofner( 5eputy "anda #ilner( Ding Ratters( Red *alons( 8oral 8nva and the #anse on #urder $ill are copyright 0oe 0ohnston. ,a0yrinth ,ord Trade*ark ,icense 1&E 5arch /11
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-7
Appendi& ): Farview Manse Maps
Second 8loor
$round 8loor
Base*ent
-K
Appendi& *: Little Flanders
-N
Appendi& F: Bounty +oti!e
Appendi& G: Letter 1
'eings of Hust demeanor and conscience who are also possessed of stout sword arms and fearless hearts are re?uired.
*ake the Ding Ratters to Little Flanders and establish a base. #ake sure that it is secure from spies. "atch the town for opportunities to cause distraction but 5> =>* get into a direct conict with the humans. & need your Ratters for the 9nal operation.
Several innocent children of the town have disappeared near an ancient pile of ill4omen. Should you return the children to their parents( a reward in gold shall be yours( with additional incentives to be detailed later. Fail( and see the future of our town diminish. &nterested parties should seek out Sheriff 'rowne in the center of Little Flanders town.
& have assigned my lieutenants( >ngol and #oress( to advise you. "hen your operation is complete( send a messenger and decamp. "e will rende@vous outside of #iddleton. 5o not fail me. AR
-6
Appendi& H: Letter 2 8ou are to advise Ree@a and the Ding Ratters in the Little Flanders operation. Ree@a needs e!perience planning more subtle operations.
Appendi& ,: Letter 8ou are >ngolEs wet nurse on the Little FlanderEs mission. Should Ree@a and >ngol fail( you must complete it. 5o not allow >ngol to kill Ree@a unnecessarily.
&f he fails( you will complete the mission. 8ou are not to kill Ree@a unless he attempts to ee.
8ou have proven yourself again and again during our long years together( old friend. & order you to stay alive.
AR See you in #iddleton. AR
-3
Appendi& : Ar!ane #!roll ll praise and celebration to the 5uke o f *orment( 8oral 8nvaT $e that reigns from below will come again when payment of blood is rendered here and a mortal vessel chosen. Long ago( the *ormenter walked these lands and brought low those false and prideful kings who fancied themselves masters of all they saw. *hey were to learn the depths of their mistake when 8oral 8nva opened the 5un )ate and brought forth his Penumbra rmy. For decades( $e ruled the weak and rewarded the strong. &t was only by ill4starred luck that the wandering priest of the Soft )ods entombed our Lord. 'ut our memories are long and we are patient. Long have we in the 'rotherhood labored to make ready $is return. *he circles are drawn and sancti9ed with unholy rituals. *he sacri9ces( easily obtained from the local population of rubes( are nearly complete. lready $e stirsT $is anger rumbles through the very ground and blanches the weak. *he time of waiting is nearly over. nd our #aster will again put his boot to the throat of the weak.
-M
Appendi& .: Pre-Generated 'hara!ters #a*e
Derrok
)rum
Sir )uy
0ane 5oe
"alt
#ad *om
*horn
Class
5warf
5warf
Fighter
*hief
,leric
#agic4Jser
+lf
,evel
-
-
-
L
=
=
=
L
=
L
#
#
#
F
#
#
F
7
K
K
N
7
6
7
4P
;
;
6
3
Str
M
3
6
7
N
M
K
"nt
3
;
3
7
M
M
%is
N
3
;
M
M
!eG
7
-
N
M
7
M
3
Con
3
M
M
7
;
6
Cha
6
M
;
K
;
3
N
A, SeG AC
#a*e Derrok )rum Sir )uy 0ane 5oe "alt #ad *om *hor n
6uip*ent Splint mail( war hammer( backpack( N< rope( gp ,hain mail( shield( scimitar( backpack( < pole( small mirror( gp Scale mail( shield( sword( short bow( - arrows( backpack( crowbar( gp Leather armor( sword( long bow( - arrows( thieves< tools( backpack( gp ,hain mail( shield( ail( sling( - stones( backpack( holy water 1 vial2( gp Silver dagger( sling( - stones( backpack( int and steel( torches 1!62( gp ,hain mail( sword( long bow( - arrows( backpack( gp
#a*e "alt #ad *om *horn
Spells Cure li)ht +ounds ( detect *a)ic 5a)ic *issile( sleep 5a)ic *issile
-;