Grand Prize Winner: Secret Graveyard Category |
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A Dungeons and Dragons ® adventure for characters level 8 - 12
By: Johnathon Walls (jwalls@yorku.ca)
Additional Credits
Eric Noah for organizing the contest.
Jamis Buck for his NPC generator.
Wizards of the Coast for revitalizing a game I love to love, and the map.
Introduction
Is a D&D 3rd edition adventure suitable for a party of four player characters level 8 – 12, and adaptable for levels 6 – 15. While the lower level characters might find the role playing part interesting, they will be outmatched in the combat if no modifications are made. Higher level characters, meanwhile, will also undoubtedly require modifications to make the combat more challenging, though the role-playing could suffice as is.
Adventure Background
The isolated village of Khurmish has a terrible secret. Every seven years, an evil group of priests come to the village and sacrifice the youngest child in the town to their deity, leaving the corpse to be buried by the village in their secret graveyard to the north. The town has reached a reluctant agreement with the priests to spare the town in exchange for this child. When the priests first came to the town, many people tried to leave, but all met untimely deaths. The rest, afraid to leave, lived in terror instead, sacrificing their youngest child to the priests. As a result, the people of the town no longer trust each other, and all those who want children try to have them immediately after the priests visit, so as to have the eldest children when the next visit comes.
The priests have recently visited and claimed another victim. Unbeknownst to the priests and the rest of the town, however, this child was the elder in a pair of twins. The parents became accidentally pregnant in the past year, and the child was only a few months old when the priests came. The elder child had been very ill, and the parents decided to keep the younger instead. The priests continued on with the ceremony unknowingly and sacrificed the elder son. Unfortunately, as the child was not the youngest, it did not succeed, though the priests did not know until weeks after they had left. The child became a ghost and began to haunt the town that sent him to his death. His presence in the graveyard has caused the others to rise as well, all becoming ghosts. The town has now barricaded itself in, hoping to keep whatever it is out. Unbeknownst to the townspeople, the priests have also learned of the betrayal, and are returning to slaughter the town.
Adventure Synopsis
This adventure is an event-based adventure in the town of Khurmish with lots of role-playing opportunity, climaxing in a vicious battle. The characters come to the town to seek out its inhabitants, or right a wrong of which they know very little. They discover that the town is under siege from a threat that just appeared, and from a threat that has been around for many years. This adventure can be placed in any campaign world. It is recommended that the town of Khurmish be placed in a very isolated area to maximize its effect as a cult town.
Timeline
> 150 years ago: The town of Khurmish is founded by a religious cult.
> 100 years ago: The townspeople stop bearing children.
~ 100 years ago: The evil priests arrive with a pact to enable the women to bear children in exchange for the youngest child every 7 years.
~ 100 years ago: Their first victim is Surrin, a 12 year old female half-orc.
100 years ago – Recently: The priests return every 7 years to collect a victim. The townspeople once again bear children.
9 months ago: Two parents of the village give birth to twins, the first set ever born in the town.
2 months ago: The priests arrived, took the elder of the twins, and sacrificed him.
Recently: The baby returns as a ghost and haunts the town. The priests realize their error and start the journey back to the town.
Character Hooks
Oops: The PCs can stumble across this town as they venture through your campaign world.
Search & Rescue: A wealthy local merchant is dying, and his only family left many years ago to move to Khurmish. He wishes their return to will his fortune to them, and has contracted adventurers to find them.
Religious: The church of your PC cleric or paladin has information that a terrible injustice has occurred in the town of Khurmish, and the dead walk again. They send the PCs to investigate.
Surrin: The ghost paladin NPC could try to recruit them subtly without revealing herself, perhaps by whisperings or similar attempts, to make it appear as if they are magically enchanted.
The Village of Khurmish
Khurmish – Conventional Thorp – AL N; 12 gp limit, 250 gp assets, population 44, mixed (36 human, 5 halfling, 2 elf, 1 dwarf)
Authority figures: Hrethel Llaris, Male Half-elf, Nob3
Important Characters: Morerk Ungart, Male Dwarf, Exp2/Adp1 (storekeeper and religious guide)
Others: Villagers: War1(1), Com1(41)
Currency: None
Notes: Khurmish was founded by the religious cult Sal’a-Dul, "Peaceful Silence", which revered peace, hard work, friends and family, and xenophobic principles. It discriminated along beliefs, not along racial lines, so the cult was comprised of all races when it first founded its own village. The cult thrived initially, but soon it became evident that the townsfolk could not bear any more children. This continued for over a decade, and many began to wonder if perhaps the gods were angry with the cult. After almost a decade of no children, the townspeople were approached by a dark stranger who offered the cure to their problem. The price: every seven years, the dark stranger would return, and the youngest child of the village would be "sent away". The townsfolk met and deliberated for a long period of time, eventually concluding that the good of the cult depended on the survival, and that they were willing to pay that price in order to continue their beliefs. Unfortunately, "sent away", as some villagers had guessed, meant "sacrificed". The dark stranger was revealed to be the cleric of an evil god, and many other clerics soon followed. Every seven years the cleric returned, and every seven years, the child was sacrificed on an altar near the homes of the villagers. The townspeople buried child after child in a graveyard that they kept within the woods, so as not to remind the village of their terrible pact. Those villagers who tried to flee the village were never heard from again – the rest of the villagers assumed they were killed by the clerics. Soon, the town of Khurmish became little less than a sacrifice farm for the clerics. After a visit by the clerics, the townsfolk would immediately try to conceive, hoping that their child would not be the youngest. Some villagers killed their own children in order to save them from being sacrificed, and the parents of those that were hated them for it.
Recent Events: The evil priests have been to the village only a month ago, and the dark stranger was no longer with them. The townsfolk tried to argue that the deal was over, but the new leader, a massive and vicious bugbear, would not listen to their pleas. Unbeknownst to the bugbear, the child they then sacrificed was the elder of a pair of twins, the first set ever born in the village. After the ritual, the clerics moved on. Unfortunately, something in the ritual caused the child to rise from the dead as a ghost, who began to haunt the town in a naïve, childlike way. This also began a chain reaction among the others who were sacrificed, each of them rising to become ghosts in their own turn.
Current Events: The rising of the ghosts has attracted the attention of one that none remember: Surrin, the 12 year old half-orc girl that was the first to be sacrificed. She has returned to try to calm the other spirits, and if possible, recruit someone to end the town’s secretive terror. The clerics have also discovered that they have sacrificed the wrong child, and their god has commanded them to return and sacrifice them all in order to atone for their error. They are already making the journey back to the village. The village itself, under the mysterious attacks of the ghost, have barricaded the town with barbed wire fencing, hoping to keep whatever it is out. The fields are no longer tended, and food is now scarce. The villagers are tired, hungry, terrified, and above all, guilty.
NPCs
The Villagers
Mayor Hrethel Llaris, male half-elf noble: Hrethel is very strict, very authoritarian. He believes in the cult’s principles, but recent events have forced him to be unusually dictatorial. He is struggling to keep control of the town, and recent events have made things even worse. He is quick to judge and quick to anger. He will not tolerate outsiders, and has come to despise all things not of the cult. He is the half-brother of Sidia.
Morerk Ungart, male dwarf expert/adept: Morerk is the town shopkeeper, handyman, and religious leader. His shopkeeper duties consist of ensuring that all families have enough to live on – it is not the typical shop that outsiders know of, and he will sell nor buy nothing. He is also the town blacksmith and repairman. Morerk is very quiet, and the essence of the town’s beliefs: quiet strength that keeps to himself. Morerk’s abilities as an adept are very rare in the townspeople: only once in a while does a villager who embodies the cult’s beliefs become imbued with those abilities. However, all members of the cult keep this a secret, and very few would reveal this.
Lurin Hillward, female halfling commoner: Lurin is half-insane, and lives with the Valebarrow family, who care for her. Her son Furis was sacrificed just over 7 years ago, and her husband Walln had since went insane and committed suicide. She rants and raves about the clerics, but is kept quiet in the upper level of the Valebarrow’s house.
Valebarrow family (halfling) – Soim (father), Eleara (mother), Rarry (son), Ysella (daughter): The Valebarrows have cared for Lurin Hillward since her husband committed suicide. They keep her comfortably upstairs in their home, but are saddened by her constant ravings. They will not reveal her to any outsiders.
Golin family (human) –Bern (father), Yaris (mother), Ghorn (son): Bern and Yaris are the parents of Dhorn, the elder twin that was recently sacrificed. They are distraught over the loss of their son, and worried about their living son Ghorn, who at times babbles inanely as he only did when he was near his twin brother Dhorn, even though his brother is dead. Unbeknownst to Bern and Yaris, Dhorn, now a ghost, visits his brother often, and Ghorn can sense his presence.
Eowir family (elf) – Belond (husband), Sidia (wife): Belond and Sidia have gone against the town’s mayor and Sidia’s half-brother, and refused to have children, as they could not subject them to the possibility of being sacrificed by the evil priests. Although both believe deeply in the cult’s teachings, they are a constant thorn in the side of Hrethel.
Hurin family (human) – Carudd (father, warrior), Yseall (mother), Meraniver (daughter), Ysullyra (daughter): The Hurin family has begun to move away from the teachings of the cult into a more survivalist belief since the attacks by the unknown assailant have begun. Carudd is bigger and tougher than most of the other villagers, and has begun to bully people around. He is still respectful of Hrethel, and in awe of Morerk, but so far neither has tried to stop him
Holik family (human) – Teon (father), Melonna (mother), Rhuran (son), Gwoniver (daughter), Jissa (daughter), Elenoic (daughter): The Holiks are the largest family, and the luckiest so far, as they have not yet sacrificed any children. The rest of the village hates them for this. Teon is a farmer, and Melonna is a cook.
Sandwar family (human) – Blyddry (father), Claerka (mother), Teocyn (son), Nwna (daughter), Ysuniver (daughter): The Sandwar family gave their son Teowa to be sacrificed over 14 years ago. Blyddry is a farmer and Claerka is a seamstress.
Pash family (human) – Aethyrcyn (father) Nella (mother), Gwirka (daughter), Licla (daughter), Leniver (daughter): The Pash family has had its own share of misfortune, as 2 of their children have fled and died of exposure and starvation in the woods before they could reach safety. Aethyrcyn is a farmer and Nella is a teacher.
Quint family (human) – Blenyc (father), Ysassa (mother), Nwra (daughter), Rwcla (daughter): The Quint family keeps entirely to themselves, as is the usual custom of their cult. They rarely talk, even to their own cult members. Blenyc is the town’s animal keeper, and Ysassa helps. Blenyc is worried about the oxen’s sudden fatigue and illness.
Vinlis family (human) – Cecyn (father) Bruryan (mother), Eleall (daughter), Ralyan (daughter): The Vinlis family is panicking because of recent events. Cecyn has never been one to keep to himself, to the other cult members’ dislike, and recent events have pushed him to become even more loud and annoying. He is one of the main causes of tensions in the village and the focus of many arguments, some of which have escalated into brief violence. Cecyn is a farmer, and Bruryan helps Morerk.
Liaputia family (human) – Gaen (father), Ysena (mother), Gleonnyn (son): The Liaputia family are unusually small, and found themselves to be lucky to avoid sacrificing their one and only child, and then refused to have any more, much to the frustration of the rest of the cult, some of whom feel that every family should sacrifice at least one child.
Evil Clerics
Angishk, male bugbear cleric: Angishk has recently murdered the previous leader of the cult in a contest for leadership, and has taken the reins of the sect. He has led his first expedition into the town of Khurmish, and it could not be any worse for him. He did not expect to come across a group of twins, and as a result, he sacrificed the wrong child, even though G'gyrrl, one of his followers, suggested sacrificing them both. Upon returning to the temple, their god refused them entrance until they raised themselves from their error by sacrificing the entire town. Angishk, humiliated and angered, for he would then have to find a new town to terrorize into providing sacrifices, leads his frustrated, angry, and doubting followers back to the village.
Saashk, male orc cleric: Saashk was previously one of Angishk’s strongest supporters. Unfortunately, Angishk has now placed himself in a bad position, and Saashk is trying to do damage control by staying neutral in the situation, leaving Angishk to his own devices, but not attacking him either for fear of angering the others. His motto is "If you don’t know what to say, keep quiet. Someone else will make the mistake." He has a tendency to allow others to act, and then he reacts.
Gyda, female human cleric: Gyda is an elder member of the cult, one who was hoping to gain power herself until Angishk appeared and wrested control away from her previous leader. Furious, but unable to do anything against the powerful bugbear, she bowed to his command. Gyda is now angrier than ever because of Angishk’s failure. She despises him entirely and, given the chance to betray him and escape with her life, she would quickly take it.
G’gyrrl, male hobgoblin cleric: A new recruit of the sect, G’gyrrl is rough, mean, quick, ruthless, intelligent, and overall, very terrifying to all those who hope to rise to power. He defied Angishk’s authority by suggesting an alternative plan in Khurmish during the last sacrifice, the end result that Angishk was forced to carry out his original plan in order to save embarrassment. G’gyrrl assumed that his deity would be angry only with Angishk, and has taken the point that the failure of one is the failure of the group. He has a constant eye towards leadership of the sect. He is the most important figure of the followers and all look to him for leadership when the others are not around.
Gyrk, T'gortrah, Frazzk, male hobgoblin clerics: These three are angered at Angishk for his actions, but far too terrified to do anything about it. The follow without question, but will quickly switch allegiances to anyone who shows they will defeat Angishk and assume leadership of the sect.
Gybrah, Woshk, male goblin clerics: These two are the weakest of the group, and do the dirty work. They are continually stepped on, beaten, abused, and ignored. They hate all the others above them but are completely terrified of them. They are worried that their deity is angered with them, as it now seems that everyone is against these two. They follow orders without question, but if seriously threatened, will try to flee.
Undead
Surrin is a 12 year old female half-orc ghost paladin. She was the first of the children to be sacrificed to the evil priests, and immediately rose as a ghost. She believed very strongly in the cult, and was not angry with the town after she came back. Instead, she watched over the town as it anguished over its horrible decision, and feeling pity for them, but realizing she could do nothing to help them, resolved to help others instead. She wandered the face of the earth, meeting friend after friend on the Ethereal Plane, helping them to uncover what terrible wrong brought them back, and in many cases, helping them find someone to right it. During her travels she met an old ghost, older than any living being, older than his own memory would serve him. A paladin himself, he too wandered the earth, trying to help others on the Ethereal Plane. He took Surrin under his wing, and taught her the ways of the paladin. Soon, Surrin learned enough from him, and she ventured off on her own, gaining renown through the Ethereal Plane, helping those ghosts that needed help, and defeating those that wanted only to destroy others. After many years, she heard of the new ghosts rising from Khurmish, and she immediately went to investigate, hoping that she could find a group of brave adventurers on the Material Plane who would finally help her put the ghosts to rest, and end the evil reign of the clerics.
Surrin wears equipment as described in the NPC section. However, each piece of equipment is ornate, and incredibly ancient. Use her armour and weapons to place ancient symbols, words, and designs to indicate that it is equipment that is no longer found in your campaign world. She will initially wear a helm adorned with a lion’s mane that covers her face with a lion mask. She is aware that mortals sometimes misjudge her youthful appearance. Surrin rides a ghost warhorse with all the accoutrements, all as ornate and ancient as her own armour and weapons.
Dhorn, male baby ghost: Dhorn was the last to be sacrificed from the village, the elder of a pair of twins. As a result of the flawed ritual, Dhorn rose from the grave as a ghost, creating a chain reaction of risings that resulted in all those sacrificed slowly coming back as ghosts themselves. He is angry, but he’s not sure at who, as he doesn’t have the faculties to process the information. He does recall the presence of his twin brother, and does visit him often. Otherwise, he rushes through the village, flying oddly and ungainly, and does enjoy scaring the town’s oxen with his frightful moan and horrific appearance abilities.
Furis, male halfling child ghost: Furis is 6 years old, the eldest of the ghosts, and the angriest of them all. He is the first to rise, quickly attacks the village, including his mother, and tries to assert control when the others rise.
Teowa, male human child ghost: Teowa is 4 years old, and very impressionable. He isn’t quite sure how he feels about the situation, but if exposed to Furis, will begin to hate them as much as Furis does.
Walln, allip: Walln is the undead spirit of Lurin’s husband, who committed suicide when he could not deal with having to sacrifice his only son to the evil clerics. He has risen only recently due to the catalyst of Dhorn’s rising.
Child ghosts: The other children rise periodically because of Dhorn’s return as a ghost. They are between the ages of 3 – 5, and for the most part, can communicate. The younger ghosts are led by the older ones, specifically Furis if no one interferes. He will lead them all into attacking the town, tricking those who don’t understand into thinking it’s a game. Some of the children don’t necessarily realize they are ghosts and may behave as if they weren’t.
Peaceful Silence
When you’re ready to being play, read or paraphrase the following. Depending on your hook, you may want a Knowledge (local) (DC 20), Knowledge (history) (DC 20), Knowledge (religion) (DC 25) to reveal the information.
Little is known of the village of Khurmish. Settled many years ago by the peaceful and loving but xenophobic religious cult Sal’a-Dul, the "Peaceful Silence", it has never been heard from. Those who venture in never venture out, though the nearby villages doubt any wrongdoing. More likely, they venture, they found a place they don’t want to leave. Some of the nearby villagers look at Khurmish as an example to follow, a place where families are treasured above all, wandering adventurers don’t stir up any trouble, hard work is highly valued, and if any suffering occurs, it is silent suffering which makes one strong. Others look upon it as an oddity, and that which relies only on itself cannot survive. One thing is common across all of the theories: it is a mystery which none of them really care to solve. Xenophobes are rarely predictable. |
The players, upon arrival, will note that there is no inn in the village of Khurmish, as they don’t tolerate visitors. They will have to somehow gain some acceptance of the townsfolk before they discuss any problems with them. This can be done one step at a time, issue by issue, unless the players take a more direct route, such as intimidation or physical violence. The following legend will describe what actions will gain the trust of the individual families (described by a bonus to any skill check designed to gain trust, e.g. Diplomacy, Bluff, Gather Information).
Food (+X) – Supplying this family with food
Farming (+X) – Toiling the fields
Healing (+X) – Healing these families
Sympathy (+X) – Providing a sympathetic ear, or offering excellent advice. Use this feature for encouraging role playing.
Feel free to create your own bonuses. For example, a PC can gain the trust of a child by using a toy or something similar. Unless otherwise stated, all families (other than Hrethel or Morerk) are Food (+5), Farming (+5), Sympathy (+5).
Information to be obtained in Khurmish
The following information can be obtained by any of the individuals in Khurmish. Each piece of information is followed by the Gather Information DC to obtain the knowledge. Don’t forget to add the bonuses as described above.
Any other information regarding the priests and the children are DC 35.
The villagers seldom wander during the day. To find out those who are wandering, roll according to the following table:
Table 1: Wandering Villagers
Roll d%
01 – 15 | Blenyc Quint |
16 – 20 | Soim Valebarrow |
21 – 49 | Carudd Hurin |
49 – 75 | Hrethel Llaris |
76 – 80 | Morerk Ungart |
81 – 99 | Cecyn Vinlis |
00 | Lurin Hillward |
Area 1. The Entrance to the Thorp
If the PCs arrive in the morning, read them the following:
Eerie silence greets you from the crudely fenced village. The barbed wire and wood fences, haphazard around the city, even block the path in front of you and across the village to the path leading out. A quick glance shows 8 buildings, the largest to the other end of the village, and the smallest nearby. South of the village are the fields, which look unkempt from the weeds which have poked through the surface. |
Area 2. The Home of the Holik family, the Quint family, the Liaputia family
The two story wooden house shows signs of age which should be tended. The small wooden door shows cracks and wear, and the steps are worn down from apparent use. The sole window on the front face has its drapes closed. |
Solving the illness of the oxen, or curing them will gain a +5 skill check bonus from the Quint family.
Area 3. The Hillward and Valebarrow family home
This small house is evidently suited for use by smaller people. Although two stories in stature, it is much smaller than the other two story homes you see. The boards are worn and weathered, and all the drapes are drawn. |
A Spot check (DC 15) will reveal that someone is looking at them from the upstairs window through the drapes, which drop as they are noticed. A successful Listen check (DC 20) will reveal ranting and raving, while a Listen check of DC 25 can make out the words. There is a 15% chance that when the PCs approach, the ranting and raving reaches loud proportions, giving them a +10 bonus to their check.
Lurin Hillward has a Sympathy (+10) bonus, if one can appease her growing insanity.
Area 4. The Stables
The unusually well kept stable houses surprisingly sickly looking oxen. Worn and haggard, these oxen, who flinch violently at your presence, look as if they have been frightened. Harnesses and farming equipment, covered in a thin layer of dust, rest in the far corner. |
If the PCs frighten the oxen, they will begin mooing until Blenyc Quint arrives, who will then gain a +5 DC bonus to any Diplomacy, Bluff, and Gather Information checks (that is, it becomes harder). The farming equipment here is rusty and broken, but is usable to till the fields in Area 10.
Area 5. The Sandwar and Vinlis family home
This home is broken down and dilapidated. Although smaller than the others, there is an outdoor stairwell that leads up to the second floor, which has an outside entrance. The windows, as all the other homes, are draped. |
The tensions between the Sandwars and the Vinlis are so great, they had to split their home in two to avoid further arguments. Calming the feud between the Sandwars and the Vinlis gain a +2 sympathy bonus.
Area 6. The Mayor’s House
Larger and slightly more opulent than the others, this home looks in better shape than the others, but the odd weathering or splinter is easily visible. An symbol of outstretched wings framing lips and a finger over the lips adorns the space above the entrance. |
A Knowledge (religion) check (DC 25) recalls that the symbol is the symbol for the Sal’a-Dul. Hrethel is virtually unreachable (DC 50) for any information. Only if food has been provided for the majority of the village, farming completed, the oxen cured, and the town defended will he gain accessibility (DC 25).
Area 7. Morerk’s Home
The large building lurches over you with no distinguishing marks, and it is the best kept home in the village. Although slightly weathered, it is evident that the house has been recently patched. There are no windows on the ground floor, but there are a few dotting the upper floor, though they are all draped. |
Morerk is also difficult to talk to, though only because he is typically very silent. Once the PCs get Morerk to speak (Diplomacy DC 30), he is available as a source of information. He can give the history of all the children sacrificed, including Surrin (DC 40). Morerk’s DCs also are reduced by 10 if the townspeople are looked after, similar to Hrethel. If Morerk is attacked by the PCs, he will not fight back.
Area 8. The Pash and Golin family home
As all other buildings in this area, there is little decoration on this building. A door, slightly weathered, is slightly open, knocking against its frame quietly in the very slight breeze. |
Both of these families have suffered enormous tragedies recently. Any Sympathy checks here are doubled to +10. There is a 15% chance that the Dhorn ghost will be nearby, which will require opposing Spot and Hide checks if the ghost is aware of them coming.
Area 9. The Hurin and Eowir family home
This building is unlike all the others in that it has a few small decorations on its exterior. Above the door is painted a large male human fist, clenched. Around the window exteriors is very subtle detailing, though they are draped like the other windows in the village. |
The PCs gain + 5 Sympathy bonus from both Sidia and Hrethel if they manage to mend any arguments between them.
Hurin will be difficult to deal with, especially as so far he has been bullying everyone in the town and is unafraid of many people.
Area 10. The Fields
Four overlapping fields grow wild, untended. It appears that these fields have been neglected for months, but a small plant is visible here and there. |
The PCs can till the fields here with the equipment in Area 10. A Profession (Farming) check (DC 10) will give much better results, and a +2 bonus to any skill checks in addition to the standard +5 skill check bonus for Farming.
Area 11. The Graveyard
Nestled among the trees lies a deathly silent, grassless field, dotted occasionally by simple crude headstones. Nothing seems to grow in the field, and an uncomfortable feeling surges through your stomach. The newest headstone reads simply: "Dhorn Golin. 7 months." Some of the headstones are now unreadable. |
The headstones are all of the above format for the names of the children. Only the past 7 headstones are visible, the others too weathered to read.
Area 12. The Field
The field spreads wide around you, dotted partially with patches of grass that appear to be dead. In the centre of the field lies incredibly dark, rich earth, but nothing grows there. An evil presence bears down on you viciously, and it feels as if every step you take in the field burns your feet. |
A successful Spot check (DC 15) reveals that the ground was recently disturbed.
This is where the priests conduct their vile rites. A stone temple lies buried in the ground, which rises to meet the priests every seven years. The altar begins to rise several days before the priests arrive, both warning and terrorizing the villagers.
Sequence of Events
Time the sequence of events to the progression of your party. If your PCs are going fast, decrease the time between events. If they’re proceeding slowly, increase the time. As time progresses, the DC for the NPCs decrease by 2 each event (excluding the first).
Event 1: The PCs arrive. Depending on the time they arrive, there might not be much to do. The will undoubtedly have trouble finding a place to stay, and if they stay in the field (area 12), the townspeople will consider them evil, and refuse to talk to them (+10 DC difficulty for any checks). If Surrin is not already aware of their presence (see Character Hooks), she immediately recognizes the potential in the PCs. If the PCs try to help the villagers, she will try to offer her help very subtly, perhaps by whispering information that would normally be obtained in a Gather Information check to put the PCs on the right track, then disappearing. If the PCs move to threaten the people, then Surrin will attack, using her Ghost abilities to their fullest.
Event 2: The ghost strikes again. If the PCs destroy the ghost, it returns in 1d4 days.
Tactics: Dhorn is a baby, and behaves as such. He likes spooking the cattle, and likes to be near Ghorn. He has a 50% chance to flee if attacked, or he wails. If the PCs attack Dhorn, Surrin will try to command them to stop without appearing before them if she has to. If they continue, she will appear before them and try to explain as little as possible to get them to stop. If they still proceed, she will attack.
Event 3: The situation worsens. The Golin parents saw Ghorn babbling to a misty shape that looked like Dhorn. The grass in area 12 begins to appear patchy in very specific locations, as if a pattern were emerging.
Event 4: If alive, Dhorn returns. Furis, now risen, and 1d3 additional ghosts attack the town. Surrin will try to get Furis and the others to stop. The PCs might come across Surrin and Furis arguing. The PCs can try to get a meeting with Furis through Surrin. Furis is incredibly, unbelievably angry, but can be assuaged with a Diplomacy (DC 40) or Bluff (Sense Motive) check with a –10 penalty.
Tactics: One of the ghosts will attack the oxen first, for fun. If successful, he will continue to attack the villagers, thinking it’s all in good fun. Furis and the others will target the mayor and anyone else they can get close to.
Event 5: Things have gotten really bad, though nobody seems to want to leave. The grass in area 12 is much patchier than before, beginning to show a pattern that can be recognized as a circle with two bars (Intelligence DC 20).
Event 6: Any remaining ghosts, 2d3 additional ghosts, and the allip appear. . Surrin will not aid the PCs in battle, though she keeps trying to prevent the PCs from fighting.
Tactics: The allip wanders aimlessly around the town. Lurin will recognize her husband’s voice in the allip if he approaches her, and if she has not been cured of her insanity yet, this will drive her over the edge and she will commit suicide the first chance she gets. The ghosts will attack anything that approaches, relying heavily on their special abilities.
Event 7: The grass is now obviously in a pattern forming a circle crossed by two bars. A stone altar decorated with the same symbol has risen from the ground, stained with blood.
Event 8: The priests arrive, and all remaining undead return. Surrin will not fight unless the townsfolk are on the verge of being destroyed.
Tactics:
Tactic #1) Angishk is impatient and angry. He and his followers arrive, as the priests typically do, as soon as the sun sets. He will march into town unless he sees the PCs or ghosts first, in which case he will hang back and take Tactic #2. Otherwise, he will announce his presence by screaming as loud as he can. This will attract the attention of the ghosts, who will race towards the group from wherever they are in the village. Angishk, Saashk, Gyrk, T’gortrah, Frazzk, Gybrah, and Woshk will be caught by surprise, but Gyda and G’gyrrl will not. The clerics will first try to control the undead as others fend off the PCs (if they choose to fight). If they gain control of the ghosts, they will force them onto the PCs and townsfolk.
Tactic #2) Angishk wisely waits until he assesses the situation. He will try to dispatch the quieter clerics, and those with Extra Turning to first control the ghosts. If they are under his control, he will then mount an attack on the PCs, forcing the ghosts to attack the magic users or any who can turn undead while bolstering them from being turned. At this time, if the PCs are near the woods, they can see the priests (Spot DC 20). Once the ghosts are destroyed, Angishk will order his troops to fight, and so will he.
Angishk is not accustomed to fighting in groups, nor does he trust any of his followers, so he will attack swiftly, though he will order his troops to heal him if he needs it. He will follow the attack pattern:
Saashk will follow one tactic only: attack whoever is nearest as ferociously as possible, healing himself when necessary.
Gyda will attack, but hold back. If she herself is being attacked, she will move to a position where she is safer. If the opportunity arises where she can betray Angishk and escape, she will.
G’gyrrl will follow Gyda’s lead.
Gybrah and Woshk will follow Angishk, but will flee if the tide of combat begins to turn.
Conclusion
There are several ways to resolve this situation
1) Kill everything.
2) Right the wrong. Cut down the trees, open up the area, make the graveyard no longer secret. Make the townspeople admit to their crimes, and set a penance, or pass the information along for a penance to be handed to them. If the players cannot come up with a way to right the wrong, Surrin will make the suggestion. They must persuade the townspeople to do this. The DC will range from 5 to 30 depending on the actions of the PCs while in the village. This wrong will return the ghosts to rest, forever. See "What next?"
3) Die trying.
"It is a sad day in our village’s history", intones Hrethel, "that we must finally admit our lifelong
mistake. A wrong which can never truly be righted, and it took the help of outsiders to make us see it. How long
would we have continued? I blame you not, for I was among you. I blame all of us." "Let us no longer hold our tongues when we see injustice. Let us no longer keep quiet while we suffer terrible wrongs. Let us no longer be Sal’a-Dul, Peaceful Silence, but instead let us be Sal’a-Poj, Peaceful Vigilance. Let us never forget the mistakes of the past, and be forever wary of the mistakes of the future. May the restless dead forgive us." |
What next?
Depending on your hook, you might have a different ending. Don’t forget, some of the villagers may have been killed during the adventure, so adapt accordingly.
Some options:
NPC Statistics
Surrin, female half-orc ghost Pal7 (incorporeal): CR 9; Size M (5 ft., 6 in. tall); HD 7d12; hp 54; Init +1 (+1 Dex); Spd fly 30 ft. (perfect); AC 22 (+9 armor, +3 shield); SQ undead, incorporeal,; SA Manifestation, Frightful Moan, Telekinesis, Malevolence, Rejuvenation, +4 turn resistance; Attack +7/+2 melee, or +7/+2 ranged; SV Fort +5, Ref +2, Will +5; AL LG; Str 11, Dex 10, Con -, Int 12, Wis 16, Cha 16.
Note that when Surrin manifests, she gains a deflection bonus of +2 to her AC. It is recommended that Surrin not be able to turn undead, as she herself is undead. She will not use her malevolence ability, as she feels it is evil.
Languages Spoken: Common, Orc.Skills and feats: Hide +9, Listen +3, Move silently +9 , Spot +3; Combat reflexes, Improved Initiative, Quicken spell.Note: As a ghost, Surrin obtains a +8 racial bonus to Hide, Spot, Search, and Listen checks.
Possessions: +1 full plate, large metal shield, +1 longsword (att +1 dam 1d8+1 crit 19-20/X2), masterwork longbow (att +1 dam 1d8 crit X3), 20 arrows, helm. Star pendant. Potions: 2 potions cure light wounds, 2 potions cure moderate wounds. Scrolls: 4 protection from evil.Paladin Spells Per Day: 2.
Paladin’s Mount: Ghost warhorse
Ghost information: MM p. 212-213.
Angishk, male bugbear Clr7: CR 9; Size M (6 ft., 9 in. tall); HD 3d8+9 + 7d8+21; hp 77; Init +1 (+1 Dex);
Spd 30 ft.; AC 26 (+1 Dex, +3 Natural, +9 armor, +3 shield); Attack +10/+5 melee, or +8/+3 ranged; SV Fort +11,
Ref +5, Will +12; AL CE; Str 17, Dex 13, Con 16, Int 10, Wis 15, Cha 12.Languages Spoken: Common, Goblin.Skills
and feats: Climb +2, Spellcraft +7, Hide +2, Listen +4, Move silently +2, Scry +7, Spot +4; [Alertness], Extra
turning, Quicken spell, Weapon focus (heavy mace).Possessions: +1 full plate, +1 large metal shield, dagger,
masterwork heavy mace (att +2 dam 1d8+3 crit X2), masterwork heavy crossbow (att +1 dam 1d10 crit 19-20/X2), 10
bolts. Potions: blur, haste. Scrolls: 3 cure light wounds, invisibility, change self. Misc.: pearl of wisdom +2,
wand of hold person (38 charges)
Cleric Domains: Evil, Trickery.Cleric Spells Per Day: 6/5+1/4+1/2+1/1+1.
Saashk, male orc Clr5: CR 5; Size M (6 ft., 1 in. tall); HD 5d8+5; hp 29; Init +0; Spd 30 ft.; AC 10; Attack
+7 melee, or +3 ranged; SV Fort +5, Ref +1, Will +5; AL CE; Str 18, Dex 10, Con 12, Int 11, Wis 12, Cha 10.Languages
Spoken: Orc.Skills and feats: Appraise +1, Escape artist +4, Hide +0, Knowledge (arcana) +8, Listen
+1, Move silently +0, Spot +1; Run, Scribe scroll.Possessions: +1 splint mail, large metal shield, +1 heavy
mace (att +1 dam 1d8+5 crit X2), masterwork heavy crossbow (att +1 dam 1d10 crit 19-20/X2), 20 bolts. Potions:
fly, alter self. Scrolls: 5 cure light wounds.
Cleric Domains: Death, Trickery.Cleric Spells Per Day: 5/4+1/2+1.
Gyda, female human Clr5: CR 5; Size M (4 ft., 8 in. tall); HD 5d8+10; hp 33; Init -1 (-1 Dex); Spd 30 ft.;
AC 9 (-1 Dex); Attack +5 melee, or +2 ranged; SV Fort +6, Ref +0, Will +7; AL LE; Str 14, Dex 9, Con 15, Int 14,
Wis 16, Cha 12.Languages Spoken: Common, Orc.Skills and feats: Craft +2, Heal +9, Hide -1, Knowledge
(arcana) +8, Listen +3, Move silently -1, Profession +10, Spot +3, Tumble -0.5; Brew potion, Empower spell, Extra
turning.Possessions: : +1 splint mail, large metal shield, +1 heavy mace (att +1 dam 1d8+3 crit X2),
masterwork heavy crossbow (att 0 dam 1d10 crit 19-20/X2), 20 bolts. Potions: bull’s strength, detect thoughts.
Scrolls: 5 cure light wounds.
Cleric Domains: Evil, Death.Cleric Spells Per Day: 5/4+1/3+1/2+1.
Gyrk, male hobgoblin Clr1: CR 1; Size M (5 ft., 9 in. tall); HD 1d8+1; hp 9; Init +0; Spd 30 ft.; AC 18
(+6 armor, +2 shield); Attack +2 melee, or +0 ranged; SV Fort +3, Ref +0, Will +3; AL CE; Str 14, Dex 11, Con 13,
Int 9, Wis 12, Cha 13.Languages Spoken: Common, Goblin.Skills and feats: Balance +2, Hide +0, Listen
+1, Move silently +4, Spot +1; Extra turning.Possessions: Splint mail, large wooden shield, heavy mace (att
+0 dam 1d8+2 crit X2), light crossbow (att 0 dam 1d8 crit 19-20/X2), 20 bolts. Scrolls: 3 cure light wounds
Cleric Domains: Evil, Trickery.Cleric Spells Per Day: 3/2+1.
T'gortrah, male hobgoblin Clr1: CR 1; Size M (6 ft., 8 in. tall); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC
18 (+6 armor, +2 shield); Attack +1 melee, or +0 ranged; SV Fort +2, Ref +0, Will +4; AL CE; Str 13, Dex 11, Con
10, Int 5, Wis 15, Cha 14.Languages Spoken: Common, Goblin.Skills and feats: Disable device -1, Hide
+0, Listen +2, Move silently +4, Spot +2; Extra turning.Possessions: Splint mail, large wooden shield, heavy
mace (att +0 dam 1d8+1 crit X2), light crossbow (att 0 dam 1d8 crit 19-20/X2), 20 bolts. Scrolls: 3 cure light
wounds Cleric Domains: Death, Evil.Cleric Spells Per Day: 3/2+1.
Frazzk, male hobgoblin Clr1: CR 1; Size M (5 ft., 9 in. tall); HD 1d8+4; hp 12; Init +2 (+2 Dex); Spd 30
ft.; AC 18 (+6 armor, +2 shield); Attack +1 melee, or +2 ranged; SV Fort +6, Ref +2, Will +3; AL CE; Str 12, Dex
15, Con 18, Int 8, Wis 12, Cha 12.Languages Spoken: Common, Goblin.Skills and feats: Disable device
+1, Hide +2, Listen +1, Move silently +6, Spot +1; Scribe scroll.Possessions: Splint mail, large wooden
shield, heavy mace (att +0 dam 1d8+1 crit X2), light crossbow (att 0 dam 1d8 crit 19-20/X2), 20 bolts. Scrolls:
3 cure light wounds Cleric Domains: Evil, Trickery.Cleric Spells Per Day: 3/2+1.
G'gyrrl, male hobgoblin Clr1: CR 1; Size M (6 ft., 8 in. tall); HD 1d8+3; hp 11; Init +2 (+2 Dex); Spd 30
ft.; AC 19 (+2 Dex, +5 armor, +2 shield); Attack +3 melee, or +2 ranged; SV Fort +5, Ref +2, Will +5; AL CE; Str
16, Dex 14, Con 16, Int 15, Wis 17, Cha 16.Languages Spoken: Common, Gnoll, Goblin, Infernal.Skills and
feats: Bluff +4, Climb +4, Craft +4, Forgery +4, Hide +2, Knowledge (arcana) +6, Knowledge (religion) +4, Listen
+3, Move silently +6, Spot +3; Extra turning.Possessions: Chainmail, large wooden shield, masterwork heavy
mace (att +1 dam 1d8+3 crit X2), light crossbow (att 0 dam 1d8 crit 19-20/X2), 20 bolts. Scrolls: 3 cure light
wounds Cleric Domains: Trickery, Death.Cleric Spells Per Day: 3/2+1.
Gybrah, male goblin Clr1: CR 1; Size S (3 ft., 4 in. tall); HD 1d8-1; hp 7; Init +2 (+2 Dex); Spd 30 ft.;
AC 18 (+1 Size, +6 armor, +1 shield); Attack +1 melee, or +3 ranged; SV Fort +1, Ref +2, Will +3; AL CE; Str 11,
Dex 14, Con 8, Int 12, Wis 13, Cha 8.Languages Spoken: Goblin, Orc.Skills and feats: Bluff +1, Hide
+6, Innuendo +3, Listen +1, Move silently +6, Profession +5, Spot +1; Quicken spell.Possessions: Splint
mail, small wooden shield, light mace (att +0 dam 1d6 crit X2), light crossbow (att 0 dam 1d8 crit 19-20/X2), 20
bolts. Scrolls: 3 cure light wounds Cleric Domains: Trickery, Death.Cleric Spells Per Day: 3/2+1.
Woshk, male goblin Clr1: CR 1; Size S (3 ft., 4 in. tall); HD 1d8-1; hp 7; Init +0; Spd 30 ft.; AC 11 (+1
Size, +6 armor, +1 shield); Attack +1 melee, or +1 ranged; SV Fort +1, Ref +0, Will +4; AL CE; Str 10, Dex 11,
Con 9, Int 9, Wis 14, Cha 9.Languages Spoken: Goblin.Skills and feats: Gather information +1, Hide
+4, Listen +2, Move silently +4, Spot +2; Maximize spell.Possessions: Splint mail, small wooden shield,
light mace (att +0 dam 1d6 crit X2), light crossbow (att 0 dam 1d8 crit 19-20/X2), 20 bolts. Scrolls: 3 cure light
wounds Cleric Domains: Trickery, Evil.
Cleric Spells Per Day: 3/2+1.
Villagers
Hrethel Llaris, male half-elf Nob3: CR 2; Size M (5 ft., 3 in. tall); HD 3d8-3; hp 18; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +2 melee, or +4 ranged; SV Fort +0, Ref +3, Will +5; AL N; Str 10, Dex 14, Con 8, Int 13, Wis 15, Cha 17.Languages Spoken: Celestial, Common, Draconic, Dwarven, Elven, Ignan, Orc, Terran, Undercommon.Skills and feats: Diplomacy +10, Hide +2, Intimidate +10, Knowledge +7, Knowledge (religion) +10, Listen +3, Move silently +2, Search +2, Speak language +6, Spot +3; Skill focus(intimidate), Skill focus (disguise).Possessions: 2,500 gp in gear.
Morerk Ungart, male dwarf Exp2/Adp1: CR 1; Size M (4 ft., 4 in. tall); HD 2d6+4 + 1d6+2; hp 14; Init +1 (+1 Dex); Spd 20 ft.; AC 11 (+1 Dex); Attack +1 melee, or +2 ranged; SV Fort +2, Ref +1, Will +6; AL N; Str 10, Dex 13, Con 14, Int 12, Wis 13, Cha 7.Languages Spoken: Common, Dwarven, Goblin.Skills and feats: Animal empathy -1, Appraise +3, Balance +6, Bluff +3, Craft +6, Diplomacy -1, Disable device +3, Hide +3, Knowledge (nature) +2, Listen +1, Move silently +1, Profession +5, Search +3, Spot +1, Use magic device -1.5; Extend spell, Profession.Possessions: 2,500 gp in gear.Adept Spells Per Day: 3/2.
Hillward family (halfling) – Lurin (Female Com1)
Valebarrow family (halfling) – Soim (Male Com1), Eleara (Female Com1), Rarry (Male Com1), Ysella (Female Com1)
Golin family (human) –Bern (Male Com1), Yaris (Female Com1), Ghorn (Male Com1)
Holik family (human) – Teon (Male Com1), Melonna (Female Com1), Rhuran (Male Com1), Gwoniver (Female Com1), Jissa (Female Com1), Elenoic (Female Com1)
Sandwar family (human) – Blyddry (Male Com1), Claerka (Female Com1), Teocyn (Male Com1), Nwna (Female Com1), Ysuniver (Female Com1)
Pash family (human) – Aethyrcyn (Male Com1) Nella (Female Com1), Gwirka (Female Com1), Licla (Female Com1), Leniver (Female Com1)
Quint family (human) – Blenyc (Male Com1), Ysassa (Female Com1), Nwra (Female Com1), Rwcla (Female Com1)
Hurin family (human) – Carudd (Male War1), Yseall (Female Com1), Meraniver (Female Com1), Ysullyra (Female Com1)
Vinlis family (human) – Cecyn (Male Com1) Bruryan (Female Com1), Eleall (Female Com1), Ralyan (Female Com1)
Liaputia family (human) – Gaen (Male Com1), Ysena (Female Com1), Gleonnyn (Male Com1)
Eowir family (elf) – Belond (Male Com1), Sidia (Female Com1)
Undead
Allip, CR 3; Medium-size undead (incorporeal) HD 4d12; hp 28; Init +5 (+1 Dex, +4 Improved Initiative); Spd fly 30ft. (perfect); AC 15; Atk +3 melee (1d4 Wisdom drain, touch); SA Babble, Wisdom drain; SQ undead, incorporeal, madness; +2 turn resistance, madness, AL NE; SV Fort +1, Ref +2, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18.
Skills and Feats: Hide +8, Intimidate +11, Intuit Direction +4, Listen +7, Search +7, Spot +7, Improved Initiative.
Allip information: MM p.16.
Dhorn, Child ghost, CR 2; Small-size undead (incorporeal) HD 1/2d12; hp 5; Init –4 (-4 Dex); Spd fly 30 ft. (perfect); AC 7 (-3 Dex); Atk –4 melee, –4 ranged; SQ undead, incorporeal,; SA Manifestation, Frightful Moan, Horrific Appearance, Rejuvenation, +4 turn resistance; AL N; SV Fort 0, Ref -4, Will –5; Str 3, Dex 3, Con --, Int 1, Wis 1, Cha 13.
Skills and Feats: Hide +4
Note: As a ghost, Shindjal obtains a +8 racial bonus to Hide, Spot, Search, and Listen checks.
Child ghost, CR 3; Medium-size undead (incorporeal) HD 1d12; hp 8; Init ; Spd fly 30 ft. (perfect); AC ( Dex); Atk –1 melee, 0 ranged; SQ undead, incorporeal,; SA Manifestation, Corrupting Touch, Corrupting Gaze, Rejuvenation, +4 turn resistance; AL NE; SV Fort 0, Ref 0, Will +1; Str 8, Dex 11, Con --, Int 8, Wis 12, Cha 14
Skills and Feats: Hide +4
Note: Ghosts obtain a +8 racial bonus to Hide, Spot, Search, and Listen checks.
Map
http://www.wizards.com/dnd/images/mapofweek/TheSecretGraveyard.jpg