Runner-Up C0-Winner: Secret Graveyard Category
Created for
Adventure Design Contest at Eric Noah's Unofficial D&D Third Edition News


Nymar’s Tears

By Bob Geis

bnsgeis@home.com

Map URL: http://www.wizards.com/dnd/images/mapofweek/TheSecretGraveyard.jpg

Introduction

This adventure is best suited for low (3-5) level characters. It has very little combat and places heavy emphasis on character interaction. This adventure is largely an investigation of the mysterious events plaguing the village of Southwood. The players learn pieces of information from interviews with the remaining residents and this information leads to revelations that will provide them with the means to bring peace to Southwood.

The most important person in Southwood, in terms of resolving the mystery, is Weedeen, the cemetery caretaker. The Dungeon Master should pace the adventure around the revealing information that Weedeen has. However, even if the players interview him early on he will not think to tell the PCs about his relation to Nymar unless he is told of Quinn Merchen’s observation. Once the players learn about Weedeen and his connection to Nymar they will be well equipped to confront her.


Dungeon Master’s Introduction: Nymar’s History

Long ago when Nymar was a young beautiful lass she had the attentions of two suitors. One was Atticus Drake, a wealthy, though homely, young noble. The other was Grimstein Fen, a dashing young adventurer full of sound and fury. To Nymar there was no contest between the two, she fell helplessly in love with Fen. Her parents knew that Drake was the better match but the young girl would not listen. She gave herself to Fen and then revealed as much to Drake. Despite this, Drake who truly loved her, was undeterred. He was still willing and anxious to marry her. Nymar’s parents continued their arrangements with Drake’s family and a date was set. Nymar was unwilling to concede so she concocted a hastily assembled plan. Using a gift that Drake had given her as payment she hired a ruffian named Folsum to kill Drake. The villain did the act and left Nymar free to pursue Fen. Together she and Fen married and left their home to make a life of their own. They settled in a remote area where Fen could pursue his destiny. Unfortunately, his aspirations of wealth and fame came to nothing. Fen died young, leaving Nymar a widow. With no wealth or property Nymar was forced into a life of prostitution until her looks failed her. After that she made her living as a domestic, but her bitter personality and hateful ways made her unattractive to employers. She has lived her life in poverty and want, constantly cursing her husband for wooing her and the villain Folsum for killing the best man she ever knew. (Nymar has lived much of her life in a state of denial regarding her role in the murder.)

This changed one day when an aged scout came to Southwood and began working as the cemetery caretaker. Nymar noticed the old man but paid little attention to him. However his face haunted her in her dreams, disturbing her rest. After a time she grew weaker and weaker eventually becoming bedridden. Then one evening she realized why the old stranger had haunted her. He was the murderer and assassin Folsum. This realization was too much for the hateful old woman and she expired in her sleep. However her passing was not easy and her vengeful spirit lingers hoping to undo the sins of her past and gain some measure of revenge.

* * *

Nymar is now manifested in three ways. Her inanimate bloated corpse rots in the bed in which she died, crying as she cried in the final, bitter, regret wracked moments of her life. These unearthly tears draw water from the earth and are slowly flooding the area surrounding the village. Her second manifestation is that of a lovely, ghostly woman who wonders Southwood village searching for Atticus Drake. In this form Nymar believes that Drake has not yet been murdered. She hopes to find him and intervene. If, in this form, armed males (whom could be mistaken for Folsum or Grimstein Fen) encounter her she will become agitated and attack. When Nymar becomes agitated she assumes the form of her third manifestation, a maddening exaggeration of the hideous hate-filled hag she became in her later years.

Involving the Players

Introducing the players to the events occurring in Southwood is easily done. The simplest methods are to have them either pass through the village and become acquainted with the problems at that point or to have them hear of the problems from a refugee. Seeing as the majority of the population has abandoned the area these types are numerous.

Stories on the Road

While travelling the players happen to meet a refugee family. This family used to live in a small village called Southwood but they were forced to leave after it became "bogged." If the players are curious, and inquire further they will learn that the entire village was sinking into the mire. This family was among the last to leave as they lived on high ground. The man of the family, Cregen Lasker, boasts that he would have stayed if not for the ghost. This should pique the player’s interest. With further inquiries the player’s will discover that the "ghost" is an apparition of a beautiful young woman. At this point Lasker will relate the events that forced he and his family to leave Southwood.

Lasker’s Tale

Lasker worked the stables of Southwood. He had only lived there for a few years and has few regrets about leaving. Lasker thoroughly enjoys his moment in the spotlight and tells the PCs all he knows concerning the mysterious happening in his former home.

"Over the past 6 months the village of Southwood has been sinking. At first, it was hard to tell but later on no one there was no arguing. The waters covered the low-lying areas and it went on from there. Soon folks were leaving. No sense in staying in a sinking village. I stayed on count of my wife was with child. As soon as she was ready I took my family away. I lived in a little place near on top a hill. I weren’t worried about the water… but the ghost. Well, no man can stand against the dead.

Old man Milgers was the first to see her. He lives out on the edge of the village. One evening he was rounding up his goats when he saw a beautiful woman walking at the edge of the woods. He described her as a young, raven-haired beauty. She was the kind of woman that men fought wars for. At first he thought she was carrying a lantern but as he got near her, he noticed that she was bathed in a pale glowing. He could also see right through her. It was then that he ran back to his house and stayed put until sun up. He didn’t mention it until a few weeks later when he noticed that standing water outside his barn. Pretty soon his whole farm was bogged. He had to move into town and he began talking about the ghost. Some young folks went out looking for the ghost and met her. The two who returned were in a bad way. They told that she was a hateful spirit whose beauty was just a disguise. Those two died shortly after. Between that and the sinking most folks up and left.

What follow is a description of the village of Southwood and its environs. After that is a listing of the residents of the town. The typical course of the game includes the players exploring the sinking town and learning of the ghost and the sinking.

Arriving in South Wood

Read the following text aloud to the players when they first come in sight of Southwood.

"You see before you flooded fields, and the peaks of thatched roofs emerging from standing water. A narrow, raised, earthen path leads into a small village sitting atop a hill. The path, and the village itself, is besieged by water that seems bent on consuming them. As you begin going towards the village, you almost feel that the water is edging towards you."

 
Cast of characters:

What follows is a description of the various residents of Southwood. The information that they possess is divided into two types: General and Specific. General information is common to all residents. It can be garnered from the residents through Gather Information skill checks or through role-playing conversations. Specific information is held only by certain individuals. It is best delivered through role-playing. For the most parts the citizens of Southwood are friendly folk who are happy to speak with strangers. They will willingly part with their information, provided they are asked the right questions. (If the PCs are very unusual the residents might be more wary, but they will not be overly rude.) Some Specific Information does require a combination of role-playing and skill checks.

General Knowledge: All the NPCs know this information.

The Sinking

The Ghost

Nymar

 

Merdi the tailor, Area 2

Merdi is very old and he cannot imagine leaving the village in which he has lived his entire life for any reason.

Merdi is a kindly, short, plump old man with snow-white hair. He is very feeble and nearly blind, though his close vision remains sharp. He dresses in bright colors and is still deft with needle and thread.

If Merdi is asked about Nymar read the following text aloud:

"I am so old now that you would not recognize me the way I remember myself. Such is the way with Nymar. When I was a boy she first came to Southwood. That was when I was first learning my trade. My father taught me, you know. He learned from his father and, if I had had a son… Oh, I apologize my mind wonders these days. Nymar, yes Nymar. Oh, what a beauty she was in those days. Dark hair, pale skin and those blue eyes. They were the color of an icy mountain lake. So beautiful. But hers is a sad story. She came here with her husband. (Pointing to any armed and armored PC) You remind me of him, with your clanking armor and bright swords. He was much like you. But he was unlucky. He died very young and left Nymar weeping. Oh, but afterwards, men went to her. Each one she refused. She was so proud, and she was bitter. Very cross she was with men who sought her hand. Soon these men stopped approaching her. But she had so very little money. Her husband was poor and dust was her inheritance from him. Her hardship made her nasty and cruel, but not less fair. And that was her salvation. She entertained travelers at the inn. Oh, but time. Time stole away my sight. And with Nymar time stripped of her only sweet gift. Her appearance soon mirrored her manner. Now she works for folk in the town scrubbing and cleaning, though bitterly complaining all the while. No one keeps her for long. The young fellow at the inn, he shows the most patience. He will tire of her and send her away but he always takes her back."

If Merdi were to see Nymar’s ghost up close, he would recognize her. If this occurs, and he survives, he can confirm that the ghost is appears as Nymar’s younger self.

Geben Shale, Area 3

Shale is a middle-aged man who wants to leave town but is badly conflicted. His family has had the inn for generations. He pledged to his dying father that he would continue the family tradition, when in all reality, he wished to travel to a larger city. As a youth he wished to join a troupe of players, but this dream ended when he acquiesced to his father wishes. He resents the vow he made and this has made him a sullen, joyless man. If pressed about his ill humor he will offer this bit of advice "be cautious when making vows in the shadow of death’s hand." This statement reveals his flare for the dramatic and provides a red herring for players.

Shale knows little of interest concerning Nymar. She worked for him periodically, cleaning rooms and washing dishes. She would usually irritate to the extent that he would dismiss her. As of late she was only employed on rare occasion. She has not been by since before the sinking began. Shale describes her as a thoroughly unpleasant person.

Brandon, Tara and Marcus Ironoak, Area 4

Brandon Ironoak is the proprietor of the Southwood’s general store. He has given up on maintaining the store and is leaving town with his wife and infant son. He can be seen loading his wagon as the heroes enter Southwood. He is a young man and feels that he can start a new life in a new village that is neither haunted nor sinking. He barely knows Nymar. She bought goods from him and always complained about the prices.

The Ironoaks are abandoning Southwood. They will leave the morning after the PCs arrive.

Quinn Merchen, Area 5

Quinn Merchen is robust man of 48. Before the bad times came to Southwood, Merchen would preach of the benefits of honest work to the citizens. Since the situation has begun to deteriorate he has urged the people to remain steadfast in the face of hardship.

He has tended to the faithful of Southwood for thirty years. A plainspoken realist, Merchen believes that Southwood is doomed. He plans on staying until the last residents have left and then he will leave as well.

Of Nymar, Merchen knows the following. The boys who saw the ghost said that at first, her appearance was very fair and she did not seem to notice their presence. They said that she appeared to be searching for someone or something, but when the got close she looked directly at them. Then, very suddenly, her appearance altered and she became a hideous hag. She then attacked and the rest was a blur of fury and grief.

With a sense motive check (DC 15) Merchen can be noted to be withholding a bit of information. Seeing as he feels compelled to disclose this fact, a diplomacy or intimidate check of 12 gains the knowledge that before he died one of the boys said the old hag resembled the widow Nymar.

Read the following text aloud after Merchen has told the PCs about the ghost’s resemblance to Nymar.

"A strange thing happened the last time he saw Nymar. It was the day that the new cemetery caretaker was hired. Old Nymar was walking from the general tore towards her home. I was talking with Weedeen in front of the church. Well, Nymar saw Weedeen and kept walking for a moment. Then, she stopped and looked again. Reacting to strangers is nothing new; most folks do need a second glance when a stranger comes to town. No, what was strange was that for a moment or two Nymar just stared and then, well I can’t be certain for she was a long ways off, but I thought that I saw a tear running down her face. "

Merchen will tell the PCs that Weedeen was sent from a neighboring parish to help out after the old cemetery caretaker died the previous winter. Weedeen lives in a small cottage on the Cemetery grounds.

Old Man Milgers, Area 6

Milgers is a goat herder who has lived near Southwood for thirty of his sixty years. He moved into town after his home became flooded. He has a considerable amount of information on both the sinking and the ghost.

He has enjoyed living in town far more than he had anticipated. His stories of the ghost made him very popular and he is enjoying his celebrity status. The waning population has dampened his spirits, but if the heroes show interest he will gladly tell them what he saw.

Milgers is a tall, rail thin old man with a perpetual scowl. He wears a short beard of stubble that is stained yellow from the dribble of his chewing tobacco. Despite his rough appearance and crude manners, Milgers is anxious to please and glad for the notoriety his recent travails have earned him.

If Milgers is asked to describe his relationship with Nymar read the following text aloud:

"Have you ever had a tooth that got to achin’ then turned black with rot? That was Nymar, the old hag. She was a rottin, stinkin, miserable old wench who should died long ago but lives on to vex us all. As I was born under an unlucky star, I had the burden of living near her midden heap of a home.

She stole a goat of mine once. It was a far piece back, but it still burns me. I had to go before the village elders to get it back. Ever since she cursed at me and spat when I saw her ugly face. Every time I hear that old blind fool Merdi say how purty she was, it near to splits my side. That old bag of bones was never purty, no how."

If Milgers is asked when he last saw Nymar read the following:

"I saw her a while back. Twas before moved to town. She came a walking cross my fields hacking and coughing. It were possible that old miserable hag looked worse than ever. I caught myself athinkin that she might caught a fever. But as I was born under an unlucky star, I tries not think on wishful things as they might not come to pass."

If Milgers is asked about the Ghost read the following aloud:

"Goat farmin’s a hard life. Demanding. You got to fetch them goats back at night and tether ‘em up. That’s what I was doing when I saw her. She was fine, she was. Her skin was pale as milk and her hair was as dark as night. Being that I’m a gentleman I was leery of her being out in the wilderness alone. And she was glowing. Did I mention that? T’weren’t no lantern neither, I looked. She was just glowing. I thought that mighty peculiar and when I saw that I could sort o’ see right through her, well that did it. As they say "no man can stand against the dead." I lit straight back on to my house, shut the doors and stayed tight till morning."

He has not seen the ghost since. When the sinking forced him to move into town he related the ghost story at the Chaff and Grain. It was only then that a few other citizens reluctantly came forward with their own sightings. Milgers is the only citizen remaining in Southwood who has seen the ghost.

Weedeen the Caretaker, Area 11

Living in a small cottage on the Cemetery grounds, Weedeen spends his time preparing graves and tending the grounds. He is an old man of 70 whose hunched back makes him seem shorter than he actually is. He keeps to himself and no one in the village, besides Quinn Merchen can remember speaking to him. If the PCs visit him he will be cordial.

His small cottage is clean, but sparse. It consists of a single room, with a cot and fireplace. The only decorations are several religious effects that reflect Weedeen’s deep religious convictions.

Weedeen has a checkered past that he has put fully behind him. He used to be called Folsum and was the killer who slew Nymar’s betrothed. Shortly after this villainous act he joined into military service where he became a scout. He was badly wounded in battle and this event changed his life. He foreswore his evil ways and embraced the faith of St. Cuthbert. He served the church’s military arm for the next 30 years as a scout. Since his retirement he has preformed various menial tasks in several parishes. His latest assignment was to be the caretaker at the Southwood Cemetery. He has served in this capacity for the last few months. Upon his arrival in town he chanced to cross the path of Nymar. Despite the passage of years, she stirred dim memories in him. Later he fully recalled his earlier misdeeds. He deeply regrets them, but he feels that he has atoned for his sins with a lifetime of service to St. Cuthbert. (Incidentally, Weedeen is not evil. His alignment is Lawful Good.)

If Weedeen is confronted with Quinn Merchen’s story of Nymar’s tears he will relate the following:

"I am an old man now. Years back, I weren’t much different from you all. I was out to show the world how tough I were. I was loud and mean and quick to fight. I did some mighty bad things. Some I did for money, some I did out meanness, some I did for no reason at all, other than to see it done.

That old lady Nymar, she were known to me. I remembered her once I got to sit a spell. Now, I ain’t never told no one what I am to tell you. This is a bad thing that I done. It weren’t the worst, but its bad enough. You see, when I was young I had a reputation. Best I can guess that girl had heard that I’d do bad things to folks for gold. Well, she came to with a goodly sum, some trifling ring or something, and asked me to put a fellow down. Seems he was a lover or the likes and she wanted some other fellow.

Anyways, I did the deed. I don’t even remember his face or anything about him, I imagine I was pretty drunk when I did it. Well, he was dead all the same. And that was the end of it ‘til I saw her again.

Things like that put me well on the path to damnation. If it weren’t for the grace of St. Cuthbert, I be in a pit of hell by now. He plucked me out and let me make amends. I been doing right by the Saint for nigh on 50 years now."

Putting Nymar to Rest

Essentially the PCs can encounter Nymar (see end of this document for her statistics) any evening they choose to venture onto the flooded areas around her home (Area #12.) If they manage to defeat her she will return the next evening. There are only two ways to permanently put Nymar at rest.

The first way would be to satisfy her craving for vengeance. To do this the PCs could give Weedeen to her. This is a very questionable choice seeing as Weedeen is not an evil person (at this point in his life.) If the PCs choose this it should be considered an evil act. Despite the moral considerations, this is the easiest way to satisfy Nymar’s wrath. If Weedeen is given to her, he will be slain in a nasty manner. Afterwards, Nymar’s ghost will fade away. Subsequently the waters will begin to recede.

The other solution would be to drag Nymar’s bloated corpse from her one room and inter her in the cemetery (or any other hallowed ground.) This interment must be accompanied by a funeral service to permanently end Nymar’s torment. If not, her corpse will not decay and if it ever were to be removed from hallowed ground, the cycle would begin again.

To inter her, the PCs obviously must retrieve her corpse. This can be done by entering Nymar’s home. Breaking through her thatched roof (Str DC 15) accomplishes this easily. Once inside the players will see the following gruesome scene.

"Peering inside the flooded hovel, the light casts dancing shadows on the interior walls. You glance around catching sight of floating rubbish and other bric-a-brac, then drifting into view you see the dead form of an aged woman. The water has caused the corpse to become grossly distended, its flesh stretched taut, making a hideous parody of the human form. As the floating mockery spins with the lazy current, it filthy garments undulating gently, its face comes into view. This visage at once appears to be that of an old woman, judging by the stringy gray hair, and a young woman, as the water has stretched the skin tight and smoothed away the wrinkles. From her gaping staring eyes, you see water seeping, as if she were crying."

If the PCs poke or prod the corpse it will animate and attack them. Treat this creature as a lacedon, with one exception. If it is slain and left there it will reconstitute the next night. If the PCs disable the creature and haul it to the cemetery Weedeen will assist them in interring the body. Quinn Merchen will gladly perform a funeral ceremony if asked. Weedeen will suggest this if the PCs do not.

If the PCs successfully end Nymar’s torment they will have earned the eternal gratitude of the citizens of Southward. These people have little to offer the PCs, but they will scrape together 20 gold pieces as a reward. They will also hold a celebration in the heroes’ honor.

Scaling the Game

If the Dungeon Master feels compelled to introduce more combat, he or she could develop the following tangent.

The situation of Nymar’s Tears has actually benefited several humanoid tribes living in the New Mire as it has extended their territory and driven many humans out. They view the apparition as a blessing and they will not be pleased that the PCs are meddling. These creatures will harass the PCs while they investigate the mystery.

The Map

The Village (Areas 1-9)

Southwood Village lies atop a series of low, gently rolling hill. The tiny clusters of wooden homes are small, sparse and sturdy, befitting the poor, honest folk who reside there.

Note: The villagers are under the misimpression that the village is sinking. They have not connected the appearance of the ghost with this event.

Area 1: Village Gate and Wall

A six-foot high wooden palisade surrounds the village. It deters raids by the goblins residing in the forests nearby but would not withstand any concerted efforts to breach it. The five-foot high gate stands open during the day unguarded and is closed at dusk.

Area 2: Merdi the Tailor’s home

This is one of the homes still occupied in the village. Its only resident is Merdi the tailor.

Area 3: Chaff and Grain Inn

Formerly occupied by seasonal labor this quaint inn is currently deserted except for its proprietor, Geben Shale

Area 4: General Store

This store carried essential items needed by the community. It is now closing, as its owner, Brandon Ironoak and his family are leaving town.

Area 5: Temple

Dedicated to St. Cuthbert, this small rustic church is home to Quinn Merchen

Area 6: House of old man Milgers

After his home outside the village became flooded old man Milgers moved into this small house. Old Man Milgers used to live in the home east of the "12" on the map.

Area 7,8,9: Partially submerged houses

The effect of Nymar’s tears has left these homes partially under water. All have been abandoned and are unoccupied.

Area 10: Flooded Fields

To the southeast of the village are the communal fields of Southwood. Water stands in the fields now preventing any work from being done and expressly sealing the fate of the village.

Area 11: Cemetery

Atop a small hill, lies the Southwood Cemetery. The headstones are laid out in an orderly fashion and the grounds are well tended. At the north end of the cemetery is a footpath leading in the woods. At the end of this path is a small hovel that serves as storage shed and home to the caretaker Weedeen.

Area 12

This large area has been most severely affected by Nymar’s tears. It almost completely submerged. Of the farmsteads that once stood on dry ground now only the tops of their chimneys remain visible. These are noted on the map as the black dots. The black dot to the south of the cemetery is Nymar’s squalid hovel. If the heroes chose to investigate, they will discover Nymar’s bloated corpse in the upper level. The path was raised long ago and is equipped with adequate drainage tiles, for now it remains above water.

 Nymar’s Manifestations

(Nymar’s statistics were created using the ghost template. Before her death Nymar was a 4th level commoner. )

Nymar (Ghost)

Medium-Size Undead

Hit Dice: 4d12 (30)

Initiative: +4 (Improved Initiative)

Speed: Fly 30 ft. (Perfect)

AC: 17 (+1 Dex, +6 Deflection) or 11 (+1 Dex)

Attacks: +2

Damage: 1-4

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Manifestation, Corrupting Touch, Frightful Moan, and Horrific Appearance

Special Qualities: Undead, Incorporeal, +4 Turn Resistance, Rejuvenation

Saves: Fort +1, Ref +1, Will +1

Abilities: Str 10, Dex 13, Con -, Int 11, Wis 9, Cha 22

Skills: Craft (weaving) +4, Listen +3, Profession (cook)+4, Spot +3

Feats: Improved Initiative, Dodge

Climate/Terrain: Village of Southwood and surrounding area

Organization: Solitary

Challenge Rating: 5

Treasure: None

Alignment: Neutral Evil

Advancement: N/A

Nymar, when first encountered, appears as a truly beautiful young woman. Bathed in a pale luminescence, her long raven hair, sapphire eyes and shapely form enchants men and brings forth jealously in even the fairest women. When Nymar becomes agitated her visage twists into that of an ancient crone. This wretch’s face bares the scars of a harsh and hateful life, exaggerated to a ghastly degree.

Nymar (Ghoul-form, Lacedon)

Medium-Size Undead

Hit Dice: 2d12 (20)

Initiative: +2 (Dex)

Speed: 30 ft. Swim 30 ft. (Perfect)

AC: 14 (+2 Dex, +2 natural)

Attacks: Bite +3 melee; 2 claws +0 melee

Damage: Bite 1d6+1 and paralysis, claw 1d3 and paralysis

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Paralysis, create spawn

Special Qualities: Undead, +2 Turn Resistance

Saves: Fort +0, Ref +2, Will +5

Abilities: Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16

Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7

Feats: Multiattack, Weapon Finesse (bite)

Climate/Terrain: Village of Southwood and surrounding area

Organization: Solitary

Challenge Rating: 1

Treasure: None

Alignment: Chaotic Evil

Advancement: N/A

This manifestation of Nymar is restricted to her home. It floats there unmoving but will animate and attack if disturbed. It will reconstitute itself the following day if not interred in hallowed ground.