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In Persuit of The Slayer - (6th-9th)

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In Persuit of The Slayer - (6th-9th)

D&D Adventure

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Gamer4242
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IN PURSUIT OF THE SLAYER BY CARL SARGENT Can a merciless killer possibly be your ally? Artwork by Bob Giodtosich Carl Sargent has just finished a third fantasy gamebook, for 1989 publication He has also published a book on the tarot and is currently working on a 160- page fantasy RPG scenario book, other ‘game products and articles, and one or two other writing projects. Carl reports hhe needs to repaint the letters E, R, I, O, and H on his word processor keyboard as they have disappeared with use. “In Pursuit of the Slayer” is a D&D* module for 6.8 player characters of levels 69. Any character class can play the adventure, and a balanced group is vital for success, but the PC party should include at least two strong dwarves or fighters, at least one of 9th level. Chaotic charaeters are not recom ‘mended. Itis essential to the adventure that the PCs have mounts. The module can be played as an individual adven- ture or easily integrated into an ongo- ing campaign in any temperate area of farms, plains, and light forests. ‘This seenario features four monsters from AC9 Creature Catalogue. While it is desirable to have a copy of this book ves all the ies needed to use For the Player Characters ‘You slow your mounts toa trotting pace on this warm summer day as you travel onward; they are feoling the heat as ‘much as you are. Its lazy, humid after: ‘noon, and somewhere to the north a farmer is burning stubble judging by the plume of smoke you can just make out. ‘Then, some way ahead along the road, one of you makes out a small running figure heading south toward you. There is no pursuer in sight, but it must take something unusual to make anyone run 0 fast on so hot a day. You urge your mounts to @ faster pace, and now you cean see clearly that the runner is @ young boy. He stumbles and falls as you got close to him, and he doesn’t get up. ‘When you dismount and run to him, the boy looks up at you, his face streaked with the same black that soils his clothes. He holds out his hands and falls forward, exhausted. ‘Soon revived, the boy say his name is Alberin. He is fleeing from his home at Fairwell Farm some miles north. Close to noon, Alberin tells you, a bearded warrior in armor rode up to the farm on ‘a great black charger. He held a mighty DUNGEON 43IN PURSUIT OF THE SLAYER sword in one hand and a slim length of ‘wood in the other. The redcloaked man simply pointed the wooden stick, and a ‘great ball of fire hurtled from it into the farmhouse, setting it alight instantly As people fled in terror, the warrior slew them with his sword; others per ished in the raging flames. ‘The man spurred his horse to ride away, then saw Alberin cowering by the well. He laughed at the boy, the cruelty in his face emphasized by the black eye patch he wore over one eye. “You're too Tittle to be worth my while killing.” the murderer chuckled. “Know me as the Slayer!” he intoned, then rode off to the north, leaving a dozen souls dead in his ‘wake, Alberin fled in terror despite the ‘man's words and is heading south to the refuge of a cousin's home. ‘The plume of smoke . .. no stubble burning, then. The murderer is mount- ed, and you have litle time in which to ‘choose your next actions. For the Dungeon Master In this scenario the PCs follow Wolfram, the Slayer, and track him to a great funeral barrow upon a devastated pl ‘There, if nothing happens to interfere swith Wolfram’s plans, a great undead army will be magically raised to sweep south and spread death on a scale which will make his efforts look pitiful .. except that they aren't exactly his plans and efforts, ‘Wolfram is actually a deeply Lawful and good man, albeit one of very strict beliefs (ee the end of the module for details on his statisties and personality). His wand of fie balls is occupied by an undead being known as a possession (also called a sword spirit) which has taken over Wolfram's mind, It ean also use the wand itself as a weapon, Wolfram is headed for the Plains of Despair, an ancient battleground. There, the possession intends to leave the wand tnd inhabit a different magical item, the ‘Staff of Shrivening. Together with the staff, which is guarded by another undead creature — a grey philosopher ~ it will begin the infernal work of animating an ‘undead army from the countless bodies in the earth, Wolfram’s stopping to kill peo- ple en route is caused by the possession, which gains power from the deaths it ‘causes, making the animation of undead easier and quicker when it reaches its destination. ‘This grey philosopher has long been filled with an especially deep hatred of living creatures, amplified by magical ‘banes deep within the barrow. Its delib ‘erations, unusual for its kind, have progressed to the stage where itis ready to begin work animating undead. This desolate place is also inhabited by sacrol, a third undead ereature, which will present another major danger for the PCs ‘The PCs begin atthe X on the map. They must follow Wolfram as quickly as possible and destroy the malevolent Entities before the Undead army is sum. ‘moned. This is a race against time, but along the way there are both time: wasting diversions and also sources of Important information, especially about Wolfram. This powerful man has always been ‘known as the Slayer, for very good rea son — he isan implacable and merciless {oe of all that is evil. While he takes no pleasure in his grim work, his task has been to kill marauding monsters, evil creatures, and murderers who have been sentenced to death but have escaped justice — until Wolfram catches ‘up with them, Wolfram is not a vigilan- te, however. When pursuing evil men {2 opposed to monsters), he kills only when he knows that they have been Sentenced to death by judicial authority. He is Lawful, after al. ‘Along the way, the PCs should find «enough information to make them real- ize that all cannot be what it seems ‘where Wolfram is concerned, and they Should probably realize that killing him will mean killing a good man and true! ‘The players’ introduction has been written to sot this adventure in summer for two reasons. First, it helps to explain why a fire bal enuses the com plete destruction of large farm buildings (everything is very dry and the fire spreads quickly). Als, it helps to mark Wolfram as unusual. This man is gallop- ing around and fighting in full plate rail and shows no signs of exhaustion! He must have some magical resistance to the heat, so he's probably something special. Adding Wolfram's apparent lack of probiems with the heat to the ques- tion, "What's a fighter doing using fire balls, anyway?” should make the PCs curious enough about him to set off in pursuit. The hot weather also sets the Scene for the thunderstorm on the Plains of Despair ‘The PCs may want to question Alberin for any more details they can get out of him. Ifso, they must ask clear ‘questions. If asked about the Slayer’s larmor, Alberin deseribes plate mail. He is fairly cortain, if asked, that the eye patch was worn over the man’s left eye. Allberin also remembers that the Slayer hhad dark hair, and he ean say that the “fire stick” (as he calls it) was made of pale wood, about half a yard long. If questioned closely, Alberin tells the PCs that the Slayer's horse was sweating in the hot weather, but the man didn’t seem to be affected by the heat. If asked what lies to the north, Alberin tells the PCs of Crabtree Farm, Harakil’s Farm, and the village of Kaldarek (see The Route of the Slayer map), and a few details about them. He ean also give ly accurate directions. Alberin can give alist ofthe dead at his own farm (his father Marat, mother ‘Hamana, brothers Sylran and Bertran, and six farmhands) ifthe PCs really ‘want to know. He has no idea why any- cone would want to do such a terrible thing at Fairwell Farm. ‘The Route of the Slayer map shows number of locations and the path which Wolfram has taken. The players do not receive a copy of this map but can make their own sketch map from information gained as they travel. Each time the PCs do not follow Wolfram’ trail but, make a detour somewhere else, they lose time pursuing him. Such lost time is noted for all loeations where this rule applies. "Keep a careful record of how many detours the PCs make, for this number ‘affects the final combat on the Plains of Despair. Also, in some locations the party can gain information about Wolf ram and the direction he has taken, although they must ask some questions or they won't be able to follow him. If, however, the PCs spend hours asl questions about trivial details, at Kaldarek (area 4) or ofthe dwarven ‘merchants (area 6) for example, treat this as further time-wasting and add +1 to the detour count. Don't penalize PCs trying to think of intelligent ques- tions and looking for people of note in Kaldarek, but only those spending an interminable time over matters. The PCs should realize they are not going to catch anyone while wasting their time in this way. Tt should also become clear to the PCs that they cannot catch the Slayer on the first game day. Ifthe adventure starts just after noon, they will get to the 44 Issue No. 15IN PURSUIT OF THE SLAYER THE ROUTE OF THE SLAYER Dapleth Woods (area 8) in the early evening. After the combat there, the party will have to sleep and regain spells, especially curative ones. The PC: may wonder whether they should pur- sue the Slayer during the night hours. Make it plain that they cannot travel in the woods by night, and that the man they are following must surely stop, rest, and sleep also, No detailed maps are provided for any farms or for Kaldarek, and they should not be needed since no combats take place at any of them. Location descrip. tions give basic details for describing these places to the PCs. Magical Pursuit Tt should not be possible for the PCs to have any magical means of catching up ‘en masse with Wolfram before he gets to the Plains of Despair. A spell such as ‘haste lasts only 30 minutes. While a fly spell lasts longer, it affects only one character, and it should be clear that fone PC — even a strong one — would hhave serious problems trying to deal with a man using a wand of fire balls. If a player is contemplating using this spell, you may drop a hint on this score, similarly, magical items have limited use, either due to short duration (a potion of ying) or because only one or a small number of PCs can be affected (x, boots of speed, carpet offing). Only a party grossly overequipped with magical transport items eould catch up with Wolfram as a group. Ifyou have such a party, you must find some way of relieving them ofa few such items Intelligent players, however, may well use magtical items or spells such as fly {and haste to scout ahead and track Wolfram. A party may split up, agree- ing to meet later at a fixed place, with the majority going one way and one or ‘more flying characters making a quick check off the main trail. This is not a problem in running the scenario, and you should be careful not to increase the detour count if magic is used to speed up investigations. For example, if the main body of a PC group goes straight from Fairwell Farm to Kaldarek, while 1 flying character checks on Harakil Farm, the farm visit should not be counted as a detour since no time has been lot. Encounter Areas Many of these encounter areas include ‘meetings with normal, nonadventuring humans. For convenience, statistics for ‘these people are given here, Villagers and farmhands: AC 9; Normal Man; hp 1-6; MV 120140, #AT 4; Dig by weapon type; Save Normal Man; AL L; equipped as DM sees fit. 1. Fairwell Farm, All that remains here is a single barn to the north o group of still-burning shells of buildings (farmhouse, stables, two barns, farm- hhands' cottages, ete.) which were almost entirely made of wood. There are no survivors, only 10 charred and bloodied bodies, slain by fire and by the sword, ‘Just to the east of the main farmhouse is a large well (hence the farm's name) next to which stand watering troughs. ‘The PCs’ mounts ean drink here (no time penalty) 2. Harakil’s Farm. Visiting this farm is counted as a detour, since Alberin ‘made it clear that the Slayer road off north from Fairwell Farm, and this place is almost due east. It is clear from DUNGEON 15IN PURSUIT OF THE SLAYER ‘distance of half a mile away that all ‘appears well on this grain and livestock farm. The seven farmbands and Hara- ‘was burning stubble over at Fairwell Farm. Once they learn differently, they take steps to arm themselves and defend the farm. 8. Crabtree Farm. Visiting this farm is also counted as a detour, although it's not bad play coming here. Alberin said the Slayer rode off to the north, and the villain might have come here (although he hasn't) ‘This farm is physically similar to Harakil’s Farm, but the owner is a rotired fighter ifthe PCs specifically ‘ask to see the boas, not settling for the “obviously peaceful nature ofthe place at first sight, the five farmhands lead ‘them to farmer Darrigan. Ifthe PCs ask about the Slayer, Darrigan frowns and Tooks thoughtful “T'm sure T've heard that name somewhere, heard something about a fighter called the Slayer” he says slowly. “But it weren't said with fear or anything like that.” He cannot recall any details. Onee informed of the destruction of Fairwell Farm, Darrigan orders his farmhands to arm themselves fand withdraw to the main house. Farmer Darrigan: AC 9; F4; hp 22; MV 1201409, #AT 1; Dmg by weapon type; $15; Save Fé; ML 8; ALL; long sword (kept in farmhouse). 4. The Village of Kaldarek. Kaldarek is a small village of some 80 souls on the main north-south trade route between Lamford and Carra- bridge. At the village, horses are often rested, and coach parties and wagons stop for the night, so there isa fair-size coaching inn (run by Martallus and his wife, Diora) and a blacksmith’ stableman, Rodallan, who is also responsible for maintaining law and order in this village. There's little trou- ble, anyway. Outsiders who cause prob- lems quickly find out they must face all the able-bodied men of Kaldarek. ‘The buildings comprise the inn, smithy, two warehouses, stables, stor- tage barns, a small shop selling food and tools, and some 18 small cottages and larger dwellings, mostly made of wood. ‘Just west of the village stands the smoldering, burned-out shell of a farm ‘wagon. Beside it lie the blackened bodies of two horses and four young men. This tragedy happened two hours before the PCs arrive (three hours if they have made a detour, four if they hhave made two detours). Careful exami- nation of the area reveals a blackened patch of ground 20’ in radius and clear- ly circular. At the edge of the village, half a dozen stand being tended by his fiends: He was ‘struck by debris from the explosion and hhas a deep, bleeding gash on his left ‘Acure light wounds spell will heal the ‘damage, and a Lawful PC cleric should ‘most definitely offer this aid. Unless ‘otherwise noted, all villagers here are treated as Normal Men. None of the villagers actually saw ‘what caused the fire, but one of the villagers — a young woman named Farrah — saw a man galloping away ‘east on a black horse just after an explo- ssion was heard. He was some distance away when she saw him, and all she could make out was his red cloak flut- tering in the breeze. Others can confirm Farrah’s report of a loud bang, but no one else saw any detail ofthe rider. Ifthe PCs immediately gallop off east, point out that their horses are sweati and could do with a drink, easily ‘obtained from the pond in the center of the village. There is no water source to the east until they get to Larred's Farm (area 7) oF into the woods. If the PCs fail to water their horses in Kaldarek, their ‘mounts will be slowed. Count such ‘slowing as a detour, even if PC cleric Inter casts a create water spell for the ‘mounts, The horses will need twice their normal water intake after being ridden so far in such hot weather and ‘will drink slowly for the entire hour the ‘magical spring is in existence, so time is still lost. ‘The PCs might split up in Kaldarek, ‘some watering the horses and others looking for more informants. If they ask ‘whether there isa village elder, mayor, or other authority, they are directed to Rodallan, who is in his smithy. Rodallan hhas instructed his assistant, a youth ‘named Cladaw, that he doesn't want to be disturbed in his private rooms behind the smithy. The PCs must either ‘march in, bribe Cladaw to show th in, or impress the lad with a show of. ‘authority to gain entrance. Rodallan angry at being disturbed, but if the PCs ‘make it clear that they are trying to track the Slayer (a name Rodallan has never heard), he becomes amenable and repeats a story tld to him by Garaldath, a young man who was riding into town from Larreds Farm when he sav the mysterious rider. ‘The young man described the rider as black haired and clad in plate mail, with a sword in its scabbard at his side No wand was in view. The horse was large, pure black, and being ridden at a modest gallop since it was clearly sweating. Garaldath plainly saw the red cloak ofthe rider. He didn't approach him, since he was riding tothe south of. the man in the opposite direction, but just after they paseed he heard the man shout out, “Curse! curse!” and looked back to see him kick the black horse into a gallop. Garaldath watched him ride away east. This meeting took place ‘mile or 8 outside of Kaldarek Wolfram's ery was due to his briefly regaining control over his own mind tnd screaming out what he believed ‘must have happened to him — that he hhad been magically cursed. The posses: sion momentarily relaxed its grip on Wolfram's mind, allowing him a few seconds to understand his plight and react with his anguished cry before it reasserted its malign control once more. ‘Ofcourse, what the PCs ae told is ambiguous, as it is meant t be If the PCs converse with Roda further, he explains that he ble for iaw and order in Kaldarek and must report what has happened to the local baron (you may alter this detail to suit your campaign if you wish), hence his earlier interrogation of Garaldath Rodallan has not yet decided what to do ‘about the situation. Its clear that the assailant must be powerful and in pos seasion of magic, andthe village has nly a few men-atarms, They ean hard: {y pursue him. Rodallan has thought of sending messengers to local farms to give warning; Garaldath himself was ager to get home quickly, for Larred's Farm lies to the east, and he left within fan hour of the attack. Rodallan says that now that the PCs are chasing this dangerous man, things nt they? No need to send out poorly equipped men-at-arms. Rodallan will not accompany the PCs, since he has a village ful of terrified people — not to mention four dead bodies — to deal with. The PCs may readily get information about the farms Iying east of Kaldarek, andthe location 16 Issue No. 15IN PURSUIT OF THE SLAYER of the woods, but no further inquiries will bear fruit here. ‘Rodallan: AC 5; P4; hp 21; MV 120140’; #AT 1 at +2; Dig by weapon type; Save F4; D 16, W 13; ML 9; AL L; leather armor, lng sword +1 (in ‘smithy), long bow (in his home). 5. Moynaran's Farm. This farm iffers from the others. The surrounding ‘area is slightly hilly, and the farmhouse small — or rather, was small. Wolfram hhas been here and fire balled the place. Since the farmhouse was made of wood and some stone, most of it has burned down, but a few smoking frames remain above the charred stonework. There are no survivors. Three burned bodies lie within the house, and three more bear. ing sword wounds are scattered outside. One of these lies almost half a mile away from the farmhouse; Wolfram rode down and killed this farmhand as he tried to escape. The PCs should find this body as they travel to the farm. Horses cannot be watered here as the intense heat of the fire ball melted the pump used to raise water from a deep well. ‘The PCs may get stuck at this point. ‘There are no witnesses and no one to tell them where to head. They may llop straight off southeast to Larred’s 'arm (area 7), wasting a good bit of time. Other than magical inquiry, all the party can do is ride carefully around the farm looking for any hint of a trail (or use a spell such as fly for this pur- pose). If they search diligently, make ‘matters easy for them. Just east of the farmhouse and not very far from it, they see a trail of silver coins which have spilled out along a path heading just ‘east of northeast, obviously toward the Dapleth Woods. Wolfram's saddlebag tore and spilled out this trail of 50 sp as he rode along. The trail extends for about 500 yards. After 20 minutes at the farm, tell the PCs that they can see a thin plume of white smoke rising in the south (from area 6). Give them every chance to look for and find the trai of coins first. If they do find this trail, they should not head off south — they have a perfectly fod tral to fllom, afterall Suspicious PCs may suspect that the trail is. decoy, of course.) If they haven't thought of looking for a trail, this enforced etour to the south will get them back on the right path eventually. If the PCs hhave found the trail but ask for details of the smoke, you can say that itis ‘much less than that they have seen from burning buildings, but do not ‘mention this detail unless they are smart enough to ask. 6. The Dwarves. Visiting this ‘encounter counts as a detour. ‘Smoke rises from a group of three wagons on the road heading southeast from Kaldarek. Until the PCs approach within 120’, the smoke obscures the ‘wagons, making it appear that itis the vehicles themselves that are on fire. ‘The wagons contain the trade goods (tools) of six dwarves who have had an accident along the way. A wheel fell off fone wagon and the metal rim split. The dwarves stopped and got out some tools to repair the damage, building a small bbut smoky fire to assist their work. ‘The dwarves greet the PCs with com- plaints about the heat, requests for assistance, inquiries as to whether the PCs want to buy some first-rate shovels, and the like. They will not be offended if the PCs get to important business the Slayer) at once, especially if offered a few gold pieces (add +2 to reaction rolls if 10 gp or more is offered for any help or information). ‘The dwarves haven't seen anything of the Slayer, but if the name is mentioned to the gray-haired veteran named Slate Hillsider, he is sure he's heard it before. Ifthe PCs haven't paid any gold yet, he pauses meaningfully, as if trying to recall the name, Ifthe PCs don't take the hint, he may carefully mention the ‘wonderful effect the sight of glinting gold has on the memory of a dwarf. At last he points northeast toward the Dapleth Woods. Slate says that the fairies” there know of this person, although he recalls no details. S ‘the man must be headed there? ( ies” is Slate's derogatory term for elves; he will clarify this if the PCs ask. Ifthe ‘adventuring party includes an elf, he points his thumb at the elven PC when ‘using this term), This information alone is not a strong. indication for galloping off to the woods, but ifthe PCs: Ifthe party is undecided, you may decide to have the old dwarf remember something else (of course, more gold is needed for this). He recalis that one of the “fairies” once told a friend of his that a human known as the Slayer attended their councils at infrequent intervals, Slate's impression was that his informant thought this man was a friend of the elves despite his sinister If this still doesn't get the PCs riding off to the woods, you may have to sug gest that the trail has grown cold and ‘they must either try Larred's Farm or {go back to Moynaran’s Farm and look hhard for a trail (a return trip there ‘counts as another detour). Dwarven merchants: AC 4; D1; HD 1; hp 6 each; MV 60'20°, #AT 1; Dmg bby weapon type; Save DI; ML 8; AL dwarven chain mail, small shields, hhand axes. 7. Larred’s Farm. Visiting this loea- tion counts as a detour, unless the PCs spend less than 20 minutes here. ‘This is a large farm, with two farm. houses and several cottages and barns clustered together, surrounded by mead- ows, fields, and livestock pens. Sheep and a few goats marked with a triangu: lar blue brand graze happily. There has ‘been no here, but there are no people in sight. All inhabitants have retreated into the main farmhouse, the walls and thatched roof of which have ‘been hastily soaked with water from a nearby pond. The PCs won't notice t however, until they get within fifty yard ‘The occupants are Larred, his son Garaldath and wife Birrana, and their 16 male and female farmhands all 19 are treated as Normal Men). The males all have crossbows which they hold ‘behind windows; their cover makes them effectively AC 2 if any missile ‘combat ensues. Garaldath has brought news of the Slayer's doings from Kaldarek, and the farm folk have retreated into the main farmhouse for safety. The 10 male defenders stay put with crossbow bolts nocked, and the PCs will need to persuade them that they are friendly and wish to help. Shouted negotiations will be necessary! Ifthe PCs didn’t hear Garaldath’s Idarek, he can give them the details here (see area 4). Also, one of the farmhands, while tracking a lost goat, ‘saw the red-cloaked rider galloping along some miles away, quite clearly heading toward the Dapleth Woods. However, Larred still ordered his people inside the protection of the farmhouse, DUNGEON 17IN PURSUIT OF THE SLAYER just in case the red-cloaked rider dou. bled back. The folk here can tell the PCs that there are elves in the woods, if the PCs don’t already know this, Lastly, the PCs should water their horses here. Mention that their mounts are getting tired and, when given the chance, drink large quantities of water, taking 10 minutes to do so 8. The Dapleth Woods. As they head for the woods, the PCs should know only that Wolfram was headed this way, and that there are elves in the woods. The adventurers may feel it is hopeless to try to pick up the Slayer's trail. Ifs0, you might suggest that surely an elf or two may have seen something. ‘As the PCs enter the woods it is eve ning — not yet dark, but the sun is not far from the horizon, There is certainly time to make some headway into the woods to look for a friendly elf or two. Make it plain that the PCs cannot con- tinue on through the night; the horses need rest badly, and the PCs themselves will be tired after a long day's busy pursuit in the fatiguing summer heat. If the PCs persist in trying to march on through the night, the next encounter should drain their magical resources enough to make them think better of this, and the elven offer of hospitality they will get should be irresistible ‘The woods are light but seem cheer- Jess; no birdsong filters down through the trees. The horses head into the woods with some nervousness, and elven PCs feel that some force of evil hhas affected the woods, but cannot say what, Ifthe PCs intend to camp outside the woods, again note that their horses need to find water soon. Using a speak with animal spell to converse with some small denizen of the woods reveals that there is a very refreshing spring inside the woods, and directions can be given. ‘The PCs find this spring (not marked ‘on the map) just before it grows dark, ‘and they will have to make camp for the night. They are now in much thicker woodland, almost forest. Allow the PCs time to tether their horses before the following encounter, which occurs just as the party is preparing to retire. It is ‘a dangerous one, so don't spring it on them while they are taking their armor off, ete. They must be fairly clase to full strength to deal with this attack ‘The sound of something huge comes crashing through the darkening forest. Allow the PCs one round to make prepa rations (spell-casting, grabbing weapons and shields, ete) before they are attacked from all sides by two animated trees and four animated bushes. On the round after this vegetation attacks, a bizarre creature comes crash ing into the fray. It appears to be an 18'- tall treant with black bark and armed with a giant club. This creature, a gakarak, is a hostile, treantlike being which fights all intruders. ‘A successful hit from the gakarak’s club entangles the PC in writhing vegetation (Go that the PC is helpless) for six turns unless a successful Saving Throw vs Spells is made. The gakarak can also fire four wood darts from its hands each round (ranges 50/100/150) rather than using its club. It may fire darts at several spell casters if more than one PC is trying, ‘to.cast a spell at it in the same round. ‘The gakarak uses its teleport ability only to escape the battle if reduced to 8 hp or less. Ifthe gakarak escapes in this ‘way, the bushes and trees itis animat- ing immediately cease their attacks. Animated trees (2): AC 2; HD 8; hp 38 each; MV 60'20'), #AT 2 branches; Dmg 2.242-24; Save F4; ML 12; ALN; ceis6. 18 Issue No. 45IN PURSUIT OF THE SLAYER Animated bushes (4): AC 5; HD 4; hp 18 each; MV 60'(20°, #AT 1 branch; Dmg 1-8; Save F2; ML 12; AL N; CC/66, Gakaralc AC 0; HD 16; hp 68; MV 180160; #AT 1 club or 4 darts; Dmg 4:24 or 1.8 (4), Save FI6; ML 10; AL N; CCI66 ‘The gakarak has several special defenses, It cannot be harmed by wood. ‘en weapons, is immune to electrical ‘attacks, and blunt weapons do only 1 hp damage per hit (plus Strength and mag. ‘cal bonuses, if any). The creature regenerates 3 hp per round while in contact with vegetation (which here it obviously is) ‘None of these monsters has any trea sure (there will be enough for the PCs at the end of their quest, if they reach and survive it) This fight may be a tough one for the PCs, especially if more than one of them is entangled by the elub attacks of the gakarak. Ifthe party seems to be in ‘Serious danger of being killed off, Kilor- ian the elf see below) enters the fight at ‘once, using his magic missile attacks to help the PCs avoid death. If the PCs are ‘winning the fight, Kilorian enters it one round before the PCs gain their final triumph — give them every chance of slory, but bail them out if necessary! As the fight comes to a conclusion, three magic missiles flare through the air to strike the gakarak. Kilorian the elf comes the party's side, with 24 elven archers two rounds behind. Kilorian: AC ~1; E6; hp 30; MV 120140’ #AT 1 at +1 (melee) or +3 (missiles); Dmg by weapon type; Save B6; ML 10; ALN; $ 13,116, W 13, D 18, C 14, Ch 19; chain mail +3, sword +1; spelis memorized: magic missile (2), read magic, ESP, invisibility, ly, ‘haste. In addition to his magical chain ‘mail and sword, Kilorian has a wand of ‘magic missiles with 10 charges, although he is reluctant to use any ‘more of these. Elven archers (24): AC 3; El; hp 4 each; MV 120(40%; #AT 1 (at +1 for Dmg by weapon type: Save ‘shield, short swords, long bows. these elves know the magic missile spell, 10 know the spell sleep, and two have memorized read magic spells. Because of Kilorian’s help, the PCs ‘should be well disposed toward the elf and his friends, who are equally pleased that the PCs have killed the evil ‘gakarak that infested part of their woods. When the PCs ask about the Slayer, there will be much to talk about! Kilorian is astonished at the PCs’ tale ‘of Wolfram's murderous travels and offers them the hospitality of his group's tree houses, with rest and refreshment, ‘The Elves and the Slayer Assuming that the PCs accept this ‘generous offer, they can drink and eat ‘well under the starlight in Kilorian’s Tuxurious tree house, which can be reached in half an hour. Here, Kilorian tells them what he knows of the Slayer, having surreptitiously used his ESP spell to check on the truth of what they have told him, Kilorian telis the party that “the Slayer” is the professional name used by Wolfram, a brave and good fighter. He is known as such because he is an implacable and utterly dedicated enemy of evil. He never takes any evil pris- coners — hence, “the Slayer.” The elves know of him because he helped them fight off a group of marauding ores five ‘years ago. Wolfram single-handedly slew a hill giant and, pausing for but ‘one spell to be cast from his magical sword, he then took on a monstrous troll and dispatched that as well. The elves hhave good reason to be grateful to him, although they know litte of his history. Wolfram is a secretive man, a natural loner, but he does come back once a year to visit those he fought beside, and ‘while he hardly drinks and makes mer- 1y, he seems to relax a little with the elven folk. Ifthe PCs think to ask, Kilorian tells them Wolfram was last here about a year After detailing the reports they've hhad of the ‘of the Slayer to Kilorian, the PCs find him very wor- ried, Indeed, Wolfram has black hi beard, always wears a red cloak, an ‘has an eye patch. Kilorian tells the PCs that Wolfram can see perfectly well through the covered eye, which is some. hhow enchanted although he knows no etails. Kilorian can also explain about the Slayer's heat regulating magical armor if the PCs think to ask about this But Kilorian is most concerned about the Slayer’s reported use of a wand of fire balls. Ifthe PCs haven't figured out yet that this is what Wolfram has been ‘using, Kilorian realizes immediately the identity of the slender stick. The elf seizes on this fact and says that Wolf ram, as a fighter, cannot use such an item, so clearly this fellow riding around must be an imposter. The PCs ‘might put it to Kilorian that anyone in armor using such a wand must be an oi Pi ves do not have beards, land that Wolfram is the only person he ‘ever knew who possessed plate mail that allowed the wearer to tolerate ‘summer heat. Kilorian insists the man must be possible even someone in Wolfram and stolen his possessions. Kilorian stresses the need to take the marauder alive, to see if he is Wolfram. Ifhe is not, the man ean then be interrogated to learn of Wolf ‘ram's fate, Try to impress the PCs with, the strength of Kilorian’s belief; the imposter motif is one which will be exploited shortly, and the PCs must get the idea that Wolfram is « man the elves trust and can believe no evil of Kilorian tells the PCs to get some sleep (accommodations are readily. available) while he tries to find out if any of the wood elves have seen this ‘imposter. Waiting but one night to see if any of the wood elves have more infor: mation is a perfectly sensible option, ‘and travel at night is very slow and ‘dangerous anyway. The PCs may well need healing after their fight, but Kilor ian says regretfully that he can do noth. ing for them (in fact, one of the elves keeps a supply of a dozen potions of healing, but this is the only magical healing the elves have and, being Neu: tral, they will not give it away or even sell iv. Ifyou wish, Kilorian might even ‘accompany the PCs to find the Slayer, bbut only if the PCs have been weakened by the fight with the gakarak (.e., ater healing they are still many hit points below maximum, oF a PC has been Killed). If you do not wish the elf to go with the PCs, Kilorian explains that he cannot leave his fellows since there have been many evil creatures in the ‘woods of late — ores and even a giant or two — and he is the only elf of high: enough level to deal with such threats. Even if he does accompany the PCs, he will not take his wand with him, leav- ing this with another elf for defense of the group. In the morning, Kilorian excitedly reports that a red-cloaked rider was seen close to the eastern edge of the woods late last night by a wandering elf ‘DUNGEON 19IN PURSUIT OF THE SLAYER of the group. This elf did not know Wolf ram and hence made no approach Kilorian suggests that the man must hhave made for the Plains of Despair, « wretched dust bow! and an evil place. ‘The imposter must have business there! Lamaris, the elf who made the sighting, ‘can guide the PCs to the spot where he ‘saw the rider, Kilorian and the elves know little of the Plains, only that they are desolate and barren, and they believe the area to be cursed in some way. The elves are very superstitious about the Plains and will not willingly enter there, save under Kilorian's orders. After a quick meal, more water for the horses, and time for more healing and ‘memorizing spells, the PCs should head off at once. Lamaris is a light, willowy elf and can easily ride behind one of the PCs the same applies to Kilorian if he is with the party). He asks to dismount close by the eastern edge of the woods where he saw the man (near area 9) and says the man was heading east from here. It is about a quarter mile to the ‘edge of the woods and the Plains of Despair. Lamaris wishes the PCs well and sets off back into the woods. The PC may head through the rapidly thinning trees to the edge of the Plains ‘of Despair, a deathly silent area of cracked and dry ground coated with dust. This old battle site is desolate and despoiled. No plant life grows here save for « thin border of scraggly, stunted bushes and hardy grass close to the edge of the forest. ‘Allow the PCs a little time to look for any sign of the Slayer before they find tunmistakable hoofprints headed east. As they are about to remount and follow the tracks, who should happen along on his black horse, about 200 yards to the north as he skirts the edge of the woods, but a dark-haired rider wearing a red cloak! 9. The End Is Nigh. The PCs should realize at once that the rider approach- ing might not be the Slayer. The mur derer’s trail heads east, but this rider is traveling south, and he ambles along with no sign of attack. He also has no ‘armor, wand, sword, oF eye patch, Although this is not obvious at first, it is clear when he gots within 100 yards of the PCs, Ifthe adventurers attack the rider, he turns around and gallops off west for all he is worth, disappearing into the woods before the PCs can get to him. He is out ‘of bow range, o only a long-distance spell attack (euch as a fire ball) can be used against him when he is first seen, In this event, the rider assumes (not unreasonably) that he is being attacked by homicidal maniacs and fights to the death. Ifthe PCs kill him and think they have dealt with the Slayer, they will have many more problems facing them in the near future (see area 10 and “Concluding the Adventure”). If the party chases the rider into the woods fafler a first attack which leaves his horse alive, they eventually eatch up with him, although this counts as another detour If the PCs choose not to attack him, Steinmeyer the cleric rides up and sreets them. He does have black hair and a red cloak, but (a8 already noted) ‘no eye patch, armor, sword, or wand! He is an itinerant elerie who greets the PCs with the amazing line, as he gazes out over the Plains, “Wonderful day to think of all the deaths here, isn't i? Steinmeyer is an unusual man, to say the least Steinmeyer: AC ~3; C10; hp 48; MV 12040"), 24080") on horseback; #AT 1 Dmg by weapon type; Save C10; S 12, 112, W 18, D 16, C 15, Ch 13; ML 10; ALN; bracers of defense AC 2, ring of protection +3, mace +3, Steinmeyer hhas 1,200 gp worth of treasure (gems and jewelry), but no experience:point award is given for killing him since he is not hostile. No experience points should be given for obtaining his trea. sure, either. His magical bracers are enchanted bracelets of copper which confer a basic AC equal to that of plate mail (AC 2) Steinmeyer has the following spells memorized: cure light wounds (x4), bless, resist fire (X2), speak with ani ‘mal, remove curse, speak with the dead, striking, create water, cure serious wounds, cure critical wounds (this spell cures 3.18 +3 hp damage), Steinmeyer is 33 years old, of medium build with short black hair and brown ‘eyes. His faith is simple: Life is a vale of tears, the world is an unhappy and terrible place filled with sin and misery, and death is merciful release from the toils and travails of existence. However, every creature's passing from the world has its appointed time and place, so taking a shortcut by ending one’s own. miserable existence is not approved of. Places where many have died (like the Plains of Despair) attract Steinmeyer, for he truly believes that many souls were released from the miserable bond: age of worldly life there. ‘War horse: AC 7; HD 3; hp 20; MV 120140°s #AT 2 hooves; Dmg 1.6/1.6; Save F2; ML 9; AL N; ERI. Ifthe PCs kill Steinmeyer's horse, they have made Run this encounter for fun. Steinmey. ler would appreciate a chance to impress his beliefs on the PCs, but he also has a serious purpose in this adventure, While he knows nothing of the Slayer (but likes the name!) and won't accom pany the PCs, he will sell them healing spells if they need them. The PCs should be at full strength for the forth- ‘coming combat; being even a few hit points down could be dangerous for them. Steinmeyer charges 50 gp for a ‘cure light wounds spell, 100 xp for a ‘cure serious wounds spell and 150 gp for ‘cure critical wounds spell Ifthe PCs talk to Steinmeyer about Wolfram, the cleric appears intrigued by the fact that a fighter is using a wand of fire balls and offers one possible expla: nation. He suggests that the item must be cursed (PCs may recall Wolfram's ery 2D issue No. 15IN PURSUIT OF THE SLAYER here) or infested by some malevolent undead spirit which is using the item ‘and controlling Wolfram. Steinmeyer offers no detailed theories, saying that he strongly prefers to avoid undead ‘himself and doesn’t know too much about them. ‘Steinmeyer also knows some things about the Plains of Despair that he can tell the PCs if asked. Many years ago, this was the site ofa great battle between an evil cleric and his minions none side, and human warriors led by ‘powerful and good magic user on the other. The battle was fierce and unyield ing, and thousands were sain. The ‘once-fertile plain is now blasted and barren, believed by many to be cursed. Steinmeyer has heard from several sources that a great barrow mound lies ‘on the Plains, allogedly infested with ‘ome awful undead presence. Adventur- fers have tried before to lot it, but none have come back. “Dead, all ofthe the cleric continues Iconically. “You hheading that way? Ab, well. For you, at Teas, the end is nigh,” he intones, rub- bing his hands with an expression of pleasure. He explains that he is pleased for the PCs, as they will soon be liber ated from the oppressive weight of their existences. With this bleak proclama- tion, he rides off south to spread hi depressing creed to any who will listen. ‘The PCs now have a fair idea of where too. As they follow the tral east onto the Plains, their horses become skittish forced to continue on foot. Hal a mile later they find a dead black horse with ‘two saddlebags containing 700 gp, 2,200 ‘sp, and mundane supplies (ropes, a ham. mer and tools, a blanket, waterskins, and the like). The horse has no wounds, Dut a lather of sweat still coats its body. If PC asks for more information about the horse, tell him that it looks as ifthe poor creature was ridden until it roped from exhaustion. If Kilorian is with the PCs, he insists that Wolfram ‘would never treat an animal in this way. Something must be affecting his ‘mind or the man is an imposter. From the site of the dead horse, the PCs can make out a large barrow ‘mound (area 10) in the distance, some ‘two miles from where they now stand. Above them the sky is darkening with @ ‘sudden storm, and a tremendous crack of thunder splits the silence, impossibly loud in their ears. As the PCs get with: {in half mile of the barrow, a downpour ‘of rain and guste of wind hit them. The driving rain and preternatural darkness reduce visibility to 50. "The darkness and the unnatural ‘storm are magical effects triggered by the proximity of the undead possession ‘to magical banes buried deep below the ‘mound. What happens when the PCs ‘get close to the mound will depend on ‘their timing and how many detours they have made, 10, The Barrow Mound. A long, ‘grase-covered hill rises 20’ above the plain. It is the tallest object for miles ‘and the only possible place that the roughly oval mound is about 100" long and 65' wide. The only entrance is a 5 diameter tunnel in the mound’s east face. Inside, the ceiling height in the burial tombs is 89. ‘The Combat ‘This section looks very detailed, but you hhave only to organize the combat as shown in one of the four following para- graphs, depending on how quickly the PCs have followed Wolfram's trai. ‘No detours. Ifthe PCs have made no detours (clever and fortunate’), Wolfram and the sacrol detailed later) are out- side the barrow mound and attack the PCs. The grey philosopher within the ‘barrow has not yet been disturbed, and he and his malices (see details below) ‘can be fought separately when the PCs center the barrow after dealing with Wolfram and the sacrol. Wolfram will ‘use only two of the three remaining charges in his wand and will not use it if'a PC closes to melee. The possession bides its time, animating Wolfram’ ‘sword and attacking the PCs after Wolf ram has been overcome. ‘One detour. Ifthe PCs have made only fone detour, the sacrol stands outside the Darrow and attacks there. Wolfram is inside the barrow with the grey philoso- ppher and the malices. The warrior is ‘about to take hold ofthe Staff of Shriven- {ng (details at barrow encounter area A) to conjure and animate undead creatures. Wolfram fights with his sword while the ‘alices attack; the fires off one ‘charge from the wand of fire balls at the POs as they enter the barrow (ifthe PCs lose initiative), then animates Wolfram's sword and attacks after Wolfram has been Two detours. Ifthe PCs have made two detours, things are worse. Ringing the barrow are 20 skeletons which must be fought along with the sacrol. Inside the barrow, the grey philosopher is fully awake and able to send four of the mal: {ces outside to attack the PCs (these ‘cannot travel more than 100’ from the ‘grey philosopher). Inside the barrow, Wolfram has abandoned the wand of fire balls and wields the Staff of Shrivening ‘as well as his sword (using both weap- ‘ons in melee). The possession inhabits ‘the wand and attacks the PCs. If Wolf ‘ram is overcome, it animates the Staff of Shrivening to attack the PCs. Three or more detours. If the PCs have made three or more detours, the combat is the same as for two detours except that the number of skeletons outside the barrow is doubled. Twenty of these fare present at first, and as the PCs close to melee, another ring of 20 rises from the ground to attack. Dealing with Wolfram ‘The PCs should by now have realized that Wolfram must be insane, cursed, ‘magically controlled, or have suffered DUNGEON 24IN PURSUIT OF THE SLAYER an alignment change. Thus, they may wonder how to overcome the fighter rather than kill him. Ifthe PCs express this intention, there are several possi bilities. Be heipful ifthe players ask ‘you about the feasibility of any course of action One obvious possibility is the use of magic, most obviously the hold person spell or a spell such as web, Wolfram ccan be affected normally by these, but his saving throw isn't bad and this strategy may fail, Unarmed combat, if you have the D&D Companion Set with the full rules, is another possibility for the PCs, who may try to grapple and overwhelm Wolfram. He, of course, will attack with a weapon in reply to such attempts to overcome him, ‘You should also allow PCs the option of subduing Wolfram with blunt weap- fons or the flats of their swords, Roll all hit rolls and damage normally; when Wolfram's hit points fall to zero or below, he falls unconscious. (All such damage must be done in this way; the PCs can't decide halfway through to kill him, If they do, discount all previous damage from “flat blade” blows and run ‘normal fight to the death’) Likewise, the party cannot decide to start subdu: ing him in the middle of a combat. A dispel magic spell will not affect the possession that controls Wolfram, but @ dispel evil spell (against which it makes 1 Saving Throw vs. Spells) forces it to leave the item which it eurrently occu: pies, thus freeing Wolfram, although the horrid thing will infest some other ‘object after five rounds and attack as best it can. Ifthe possession fails its Saving Throw vs. Spells, itis destroyed Tf Wolfram is incapacitated (in which cease the possession drops its control and ‘animates an object to attack) or the con trol over him is otherwise broken, he falls into a state of catatonic shock and is out ‘of the action forthe rest of the combat ‘The Undead Creatures Skeletons: AC 7; HD 1; hp 5 each; MV 60(20"), #AT 1; Dmg by weapon type; Save F1; ML 12; AL C; swords; BD/S7. These animated skeletons can be ‘Turned normally but are immune to sleep and charm spells. Sacrol: AC 5, HD 8; hp 47; MV 18060’, #AT 2 (1 touch/I choke}; Dmg level drain28; Save F8; ML 12; ALC; CCI87. The sucrol is an undead creature formed of the angry spirits of those who died here. It appears as a large floating human skull surrounded by a many hhued mist which billows out over sev: eral yards. Two tentacular extensions of ‘the mist body drain one level of experi ‘ence each per hit, then choke the victim for 2-8 hp damage in every succeeding round, These extensions always strike two different opponents. A sacrol may be Turned as if it were a spectre, but 80 close to this barrow a successful Turn: ing attempt only makes the sacrol hes tate for 1-4 rounds before attacking ‘again, The sacrol will pursue the PCs ‘anywhere on the Plains within one mile of the barrow mound. Grey philosopher: AC 4; HD 9; hp 40; MV nil; FAT nil; Dmg nil; Save C9; ML 12; ALC; CC/B5. The grey philoso: pher dwells within area A of the barrow ‘mound but may project its malices (fit ting, almost invisible figures which are the projections of its evil and brooding thoughts) up to 100" away. The philoso pher, the undead relic of a Chaotic cleric who died in the ancient battle here, is a fray, insubstantial figure that sits atop ‘stone throne in the barrow. It does not attack, nor does it defend itself. When it is destroyed, its previously cowled and invisible face peers out with an expres sion of evil enlightenment, and the figure disappears with a bloodcurdling scream. The grey philosopher cannot be ‘Turned, but its malices can be Turned fs speetres (a successful Turning attempt affects 2-12 of them). These hateful little entities look like small, wisps of smoke with vaguely human, faces and spindly clawed hands. Malices (15): AC 1; HD 1; hp 5 each; MV 15050"; #AT 1 touch; Dmg 1-6, 18, oF 1-10 (see below); Save C6; ML. 12; AL’ C; CC/R5, The touch of a malice causes 1.6 hp damage to Chaotic creatures, 18 hp damage to Neutrals, and 1-10 hp damage to Lawful. Possession: AC variable; HD 7; hp 30; MV 30(10", #AT special; Dmg varia. ble; Save C9; ML 12; AL C; Ego 21; CC! 87. The possession is not a visible creature (although a detect evil spell will reveal its presence as a glowing, amorphous shape, and a detect invisible spell may also reveal it. It is a spirit which inhabits objects and which can attack only through them. Thus, it ean 22 Issue No. 15fire the wand of fire balls which Wolf ram carries and can animate objects, causing them to fly through the air in ‘order to attack as a HD monster. ’A poscession can be attacked and damaged, its armor class depending on the object it occupies. In this eomba is AC 2 within either Wolfram sword or the Staff of Shrivening (detailed lat er) The possession an be Turned (as a ‘ampire, causing it to be driven from the weapon it occupies in the form of a ray, shadowy cloud shaped like the Object it has just le. The clerie must specifically direct his Turning attempt alt the object occupied or atthe cloud form. In cloud form the possession can- not attack, but neither ean it be at- tacked (save by dispel evil spells, and it ‘must find a new objeet to occupy. You may wish to have it flee to one ofthe PC's weapons and snatch it from the fadventurer’s hand to attack (but only do this ifthe combat is going fairly well for the PCs) Finally, ifa second attempt to ‘Turn the possession is successful while it sin cloud form, itis at once destroyed, Allin all, this is a complex and very tough combat indeed. You should try a simulation of it before using it in game play. The undead creatures will fight to the end, although only the sacrol will pursue the PCs ifthey flee, Barrow Encounter Areas A. Main Chamber. The grey philoso- pher (see “The Undead Creatures”) sits fn its cold throne here if it has not yet been disturbed. There is one object in this chamber that is important. This is the magical Staff of Shrivening, which ‘may be used by Wolfram in melee or be animated by the possession and fly to the attack. This isa highly evil staff +2 which strikes victims for 212 +2 hp damage (2-12 +4 hp damage against a Lawful opponent). On any hit, the vie tim must Save vs. Spells or be affected by one of the following effects (roll 146): paralysis for one turn (1-3), mummy rot (45), energy drain (6). Ifa natural 20 is rolled, the vietim is drained of two expe- rience levels (as if hit by a spectre) ‘The staff also has powers of summon- ing and controlling undead, but these are determined in part by how, where, and by whom it is used. The PCs will rot be able to use it (to do so is a highly evil act), Ifthe staff is controlled by the possession, it takes the possession's ‘umber of hit points to destroy it (37, in this case), B. Chamber of Tombs. Three wood. ‘en tombs, broken open and unoccupied, take up almost all the space in this ‘small side chamber. The first tomb contains five gems scattered in the dust, worth a total of 2,700 gp. The second tomb holds a silvered dagger +2, and the third contains a gold-banded and ‘gem-set ivory horn worth 3,000 gp. C. More Tombs. There are only shal low, empty tombs here, but 2" below the soil, at the point marked with an X on the barrow map, is a buried chest of iron-banded hardwood which contains wealth and magic looted by some of those who fought and died on the Plains 0 long ago. The chest is locked but not trapped and contains the following treasures: three bags holding 800 pp, 1,700 gp, and 4,000 ep; a pair of gold bracelets worth 1,000 gp apiece; a heavy silver neckchain set with jaspers, tour malines, and a dazzling ruby worth 12,500 gp; a short sword +2 which can detect invisible objects three times per day on command; a carefully wrapped wand of polymorphing with 16 charges; a heavy ceremonial mace +2, and a ‘small casket containing three magical rings, ll of plain gold. One of these is a ring of protection +1, 5' radius, the second isa ring of regeneration, and the third is a ring which magically raises the Wisdom of any character wearing it to 16 so long as itis worn on the hand. (PCs with a Wisdom score of 16 or bet: ter gain no benefit from wearing this ring.) Concluding the Adventure ‘The PCs may be forced to flee this final combat at some stage. Ifthey do, only the sacrol will pursue them. If one of the adventurers looks back as they run, he sees a massive phalanx of skeletons rising from the ground around the bar- row. There can be no return against such a force. The depredations of this skeletal army will be highly unpleasant for the surrounding country but not @ total disaster. If you wish, you can inform the PCs some weeks later that the undead army has been finally over- come by a large force of men-at-arms ‘commanded by some other brave heroes. Ifthe PCs return to fight, the DM IN PURSUIT OF THE SLAYER should create the statistics of the undead army as he sees it. ‘The PCs may triumph against the ‘undead but kill Wolfram, being either ‘unable or unwilling to subdue him (or not having thought of this). If Wolfram dies, there will be no additional experience-point award. Ifthe PCs defeat the undead and overcome Wolfram without killing him, they have indeed succeeded well, You should award a bonus of 1,000 xp per action (see statistics on Wolf: end of this module). Wolfram will have no memory of his actions while under the control of the posses: sion. He is absolutely horrified to hear ‘what he has done and insists on making amends. Sensible PCs will point out that he can hardly ride back and try this, since everyone in the area will try to kill him on sight. Wolfram will then ‘make his way back to the elves in the Dapleth Woods for their advice. ‘One special note about experience: point awards: If Lawful PCs in the par- ‘ty decide with no prompting to donate money to the farmers and others who ‘have lost relatives and property, award ‘an additional 100 xp to each character ‘ho does this. Give the full experience: point award for treasure gained with no reduction for any given away in this ‘manner. But don’t suggest such generos- ity to the players. The extra experience- point award is only given for good role playing of Lawful characters ‘There are plenty of possibilities for spin-off adventures should you wish to develop any of these. Wolfram is a man with powerful contacts who can intro- duce the PCs to important NPCs in your campaign world. Such NPCs could com: sion the party for all kinds of tasks and quests. Wolfram himself might pledge his service to a Lawful PC fight- ter for a fixed period (run him as an NPO), but given his grim and uncom: promising personality, this might create some problems. He might also want to ‘atone for the murders he has commit. ted: begging « Lawful PC cleric o pre table penance for him. ‘Wolf then plead withthe cere to take him to a major temple of the cler- 's deity so that he can make atone- ‘ment and pledge service to the most powerful cleric there (setting up @ minor adventure for the PC cleric along the way, if you wish), (eontinued on page 64) DUNGEON 23

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