Runner-Up C0-Winner: Secret Graveyard Category |
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Ritual of Rebirth
by Tyson Neumann
Foreword
This adventure was created for Eric Noah’s Unofficial D&D 3E website’s D&D Adventure contest. Special thanks to him for the goading to make this adventure. I had lots of fun running it with my friends. Believe me, improv won the day.
The map to this adventure can be found on WOTC’s website at the following address:
http://www.wizards.com/dnd/images/mapofweek/TheSecretGraveyard.jpg
Preparation
"The Ritual of Rebirth" is a d20 adventure designed for four characters of fourth to sixth level. The mix of the group is not important, though there should be at least one character of good alignment within the group. Also, it may be difficult to explain the presence of any evil characters in the party. While not necessary, a cleric will be useful when combating undead. Likewise, a rogue's skills will also be beneficial to the party. While combat is certainly an important part of this adventure, the focus should be based more on interaction with the villagers and other PCs. Further, it is suggested that the variant rules from chapter 7 of the Dungeon Master's Guide on assigning experience points based on story awards be used. "The Ritual of Rebirth" makes use of two gods, Pelor (a good deity from the 3rd Edition PHB) and The Evil One (a generic dark deity). Both deities can easily be replaced with similar good and evil gods to fit any campaign. Finally, this adventure attempts to keep the PCs guessing by using the fact that they remember little of their previous existence. It helps if the PCs can roleplay that fact that their memories are lost.
Adventure Background
Fahrhandle is a small reclusive village at least a days ride from any other form of civilization. Surrounded by forest on all sides, Fahrhandle began as a single cottage built in a small clearing built by a middle-aged couple who wanted to escape from the harsh realities of the cities. In the century that has passed since the town was found, the couple has passed away; their children and their children's children have ventured forth bringing wives, husbands, and friends back to the small clearing in the forest. As such, the single cottage has become many and the clearing has been expanded, yet the same reclusive goals of the founding couple remains. A small dirt road runs through the town, and as it reaches the forest becomes but a seldom traveled trail. Very little contact with the outer world is maintained, except for the biyearly merchant that brings goods the village cannot make on their own. Travelers and adventures seldom visit as Fahrhandle lies deep within the forest and boasts nothing of wealth or fame. Those of Fahrhandle are simple folk, weary of outsiders, who find comfort in the fact that their cherished village cannot be found on the map.
Kerith, the only merchant in the Fahrhandle, is relatively new to the town. Arriving just over ten years ago, the slender and exotic raven haired woman is the only person in Fahrhandle who regularly travels to the outside world. Because of this, few in the village actually trust Kerith, but her exotic wares and ever constant smiles offset any distrust the villagers may have. Little do they know she serves a banished dark god, conducting vile rituals in another small clear to the northwest of town. With the help of her consort and son, both knowledgeable in the arcane arts, Kerith has kept the townsfolk ignorant to here schemes.
Now she seeks the artifacts to revive her dark god, The Evil One. To do so requires an ancient ritual requiring the destruction of the village by the hands of virtuous souls. To this end she captured the PCs based on their skill and virtue and will attempt to pit the village against them, hoping the force the PCs to kill the villagers in a fit of rage.
Adventure Summary
The PCs wake to find themselves trapped in small wooden boxes with no light. After freeing themselves and each other, the PCs find that they are dressed in nothing more than plain tunics and brown canvas slack - all other possessions are gone. Not knowing who or where they are, the PCs are forced to trust one another to find out how they ended up buried alive.
As the PCs search the area they are accosted by undead until they make it into the town of Fahrhandle. The villagers, suspicious of outsiders, and especially so at night, seek to drive the PCs from the town. Only Evan Soulbrighter, the village cleric is able to keep the villagers at bay. After investigating and dispatching the Undead, Evan offers the PCs refuge in his humble church.
Upon wakening in the morning, the PCs find that Evan has been murdered. Meanwhile, Kerith Evermore works behind the scenes to raise suspicions about the outsiders and prevents any attempts of escape by the PCs. From here, the PCs must piece together what is going on, struggling to survive against the forces which are aligning against them. Ultimately the PCs must figure out Kerith is behind their troubles, clear their name, and banish the evil from the village of Fahrhandle. If they don't, they may find that they have become unwitting accomplices in a destructive ritual of rebirth.
Running the Adventure
Much of the intrigue and challenge of this adventure comes from the fact that the PCs can remember little of who they are and what they are capable of doing. One way to drive this point home is to handicap the PCs’ skills, spells, and memories.
If the PCs want to cast spells, use skills, or remember facts about their lives, it may be useful to make them roll an Intelligence check (DC 15). If they fail an attempt, they can't make another attempt for that skill/spell/fact until the next day. If they succeed, they need not may another attempt for that skill/spell/fact ever – they effectively regain that memory. In any case, the PCs will not remember how they ended up where they are, nor will magical means reveal the fact to them.
Due to biweekly weapons training by Je’an Vigil, treat all non-classed adult members (male and female) of Fahrhandle as level 1 warriors. This became necessary after goblins raided the town twice in the past decade.
It is not in Kerith’s plan to allow the PCs to leave Fahrhandle. In the event that the PCs do try to escape the village, Kerith will send a pack of wolves after them, accompanied by her two ice mephitis. The wolves are kept north of town and can be heard howling at nighttime. The wolves have never attacked Fahrhandle and so the town ignores their howls.
Wolf (12) CR 1; Medium Animal (5 ft long); HD 2d8+4; hp 13; Init +2 (Dex); Spd 50 ft; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1, bite); SQ scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills and feats: Hide +3, Listen +6, Move Silently +4, Spot +4. Weapon Finesse (bite).
SQ—Scent (Ex): Can detect opponents within 30 feet by smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.
Eis and Sickle: see Area 6 for complete statistics.
Timeline and Plot
The Ritual of Rebirth starts with the characters buried alive (see Prelude to Area 11.) Assuming that the PCs free themselves, they will most likely be full of questions, and since none of them remember anything, they must search for clues. When they find the village of Fahrhandle, most likely they will assume the answers lie inside – they are correct.
Whenever the PCs first meet up with the villagers of Fahrhandle, play up the fact that the PCs are outsiders and the villagers do not trust them. For example, if the PCs mention undead in the area, the villagers will most likely blame the PCs for bringing evil to their community (the villagers have never seen undead before.) If the PCs tell them of their waking in coffins, they may be accused of consorting with evil gods. The most vocal of the villagers will be Je’an Vigil, with most of the other villagers chiming in and agreeing as they all hold much respect for Je’an.
In any event, Evan Soulbrighter will step in and calm the townspeople. He will then offer the PCs a place to stay in the church. (see Area 3.) Displeased by Evan Soulbrighter defusing the situation, Kerith has Thrazdar sneak into the church by a back entrance. Unless Thrazdar spoils his Move Silently checks or the PCs have devised some way to watch the place while they sleep, Thrazdar will most likely succeed. The PCs will then have to deal with the fact that the town’s beloved cleric has been murdered, and that they will be the prime suspects. This is despite the fact that Evan was scheduled to give the weeks sermon the same morning the PCs find him dead.
How the PCs deal with Evan death will have a large impact on how the people of Fahrhandle react. If the PCs come forward, they will most likely be met with hostility and a full fledged battle between the PCs and the villagers will ensue unless the PCs pull off some decent amount of convincing role-playing. Of course, Thomas and Je’an Vigil will be involved as Evan was their close friend. If, however, the PCs are able to keep Evan’s murder from the villagers, Kerith will make attempt to expose the murder and place blame on the PCs, but will do her best to remain unconnected.
If the PCs manage to avoid all out battle, the should have a chance to interact with the villagers of Fahrhandle and perhaps decide to investigate Kerith Evermore. Kerith, of course, will attempt to befriend the PCs while at the same time furthering her agenda. If this means more murders, so be it. In the event that Kerith catches the PCs snooping around, she will not hesitate to deal with them by means of force or treachery, perhaps even using the situation to convince everyone that the PCs are thieves.
Information and Rumors
The following is a list of facts and rumors that the villagers know. Being such a small community, many of the villagers will know much of this information. Those facts and rumors only known by a few will have the villagers’ names listed next to them. Feel free to alter the information to add uniqueness to each NPC the PCs talk to. The truth of each rumor or piece of information is also listed.
The village is named for it’s founder, Fahrhandle Vigil. Fahrhandle’s wife was and Melanthe. (True)
The two unprovoked goblin raids in the past decade were linked to Kerith Evermore, who hired the goblins so she could benefit from sale of weapons. (False, Je’an believes this to be true)
Kerith Evermore’s son is illegitimate and her ‘husband’ isn’t the father. (True, only Cindalie suspects this
Jarandel Steadfast used to be the village peacekeeper. Kerith Evermore now uses his old home as a warehouse for the goods she receives twice a year. (True)
Jarandel came down with a strange flesh eating disease after he had a three day cough. (False, villagers telling this tend to cough unconsciously)
Kerith Evermore had Jarandel Steadfast murdered because he stumble upon her performing rituals to the Evil One. (True, only Je’an Vigil and Evan Soulbrighter suspect Kerith had Jarandel murdered)
There are really no wolves near Fahrhandle. Instead, Jaroleth has been playing tricks on the children to scare them in their sleep. (False)
The wolves started howling less than a week ago. (True)
The wolves are really the ghosts of the goblin pets that were killed in the two goblin raids. (False, the children of Fahrhandle believe this)
Felicia Grison has been courting Thrazdar Evermore (False, the Grison family has not heard this rumor)
Felicia Grison has the most beautiful voice in town (True)
The Grison family was cursed by a stranger who came into Fahrhandle and was denied a place to stay by Velune Grison. (False)
Evan Soulbrighter has been having an affair with Lileanne Vigil. (True, only Evan and Lileanne know this fact)
While the harvest has always been good, this years crops were almost destroyed by a drought. (True)
Kerith Evermore’s son Thrazdar poisoned Jarandel Steadfast’s food. (True, only Kerith, Thrazdar, and Jaroleth know this)
Jarandel died around the time of the drought, two months ago, which makes many villagers wonder if the two events were connected. (True)
Evan Soulbrighter’s sermons have been lacking the energy they once had (True)
The Guide to the Village of Fahrhandle
The following details the areas of Fahrhandle corresponding the Secret Graveyard map. Relevant NPCs and encounters are listed within the descriptions. Shaded areas represent blocks of text that may be read or paraphrased to the PCs.
Prelude to Area 11.
The enclosure is silent and damp, the darkness thick and invasive; without darkvision, nothing can be seen. The musty odor of soil and decay permeates the air. The enclosure itself seems barely large enough to contain your body. As it is, your legs begin to cramp and your breathing quickens.
As the characters awake in Area 11, they find that they cannot see or hear anything. They are buried 12-inches below the ground in wooden coffins loosely nailed shut. A Strength check (DC 15) is needed to break free of the coffin and the ground above. Alternatively, a Strength check (DC 10) with an Escape Artist check (DC 15) may be used to escape from the coffin and represents the fact that the PC may be able to open the coffin far enough to squeeze through a tight space. Any PC who escapes the confines of the coffin can hear muffled sounds coming from other gravesite.
Area 11. The Gravesites.
This small clearing is just large enough to hold the gravesites the PCs escaped from. In the daytime, just enough light filters through the treetops and overhanging branches to give the area the brightness of twilight. At nighttime, virtually no light finds its way into the clearing. For PCs without low-light vision or darkvision, it is nearly impossible to see, as it is the night of the new moon. Further, the area surrounding the gravesite is enclosed by large trees and their overhanging branches thick with leaves making it difficult even for characters with low-light vision will find it difficult to more than one-third their low-light vision distance.
The gravesites (there are as many as there are PCs in the party) are arranged in a somewhat circular pattern with the foot end of the graves pointing towards the town. Each tombstone is made of obsidian and in unmarked. The coffins themselves are simple wooden boxes just large enough to fit the characters involved.
Anyone making a Search check (DC 10) will find a small trail that leads to Area 12.
Throughout the adventure, the PCs may wish to return to the gravesites from which they started. Assuming that they post no guard and at least one hour has elapsed when they return, the gravesites will be freshly covered. If they decide to then dig the gravesite up and open the coffins, they will see skeletons wearing the same clothes that the PCs were wearing when they awoke. The skeletons are an illusions cast by Jaroleth and Thrazdar under orders from Kerith to confused and disorient the PCs. They are also responsible for the graves being covered. If in the area when the PCs are near, Jaroleth and Thrazdar will use any means at their disposal to remain undetected including silent and darkness spells.
Jaroleth, male human Wiz5: CR 5; Size M (5 ft., 8 in. tall); HD 5d4+10; hp 25; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 ring); Attack +1 melee, or +3 ranged; SV Fort +3, Ref +2, Will +6; AL NE; Str 9, Dex 13, Con 15, Int 17, Wis 11, Cha 15.
Languages Spoken: Common, Halfling, Orc.
Skills and feats: Alchemy +10, Concentration +3, Disguise +3, Hide +1, Intuit direction +1, Knowledge (arcana) +10, Listen +1, Move silently +1, Profession (merchant) +5, Spellcraft +5, Spot +1, Use rope +3; Endurance, Iron will, Scribe scroll, Silent spell (Alter Self), Spell Focus (Illusion)
Possessions: dagger, potion of healing (x2), ring of protection +2, spellbook, wand of silence (23 charges left), various spell components, 300 gp.
Wizard Spells Known (4/4/3/1): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Change Self, Identify, Mage Armor, Shocking Grasp, Silent Image Sleep. 2nd -- Alter Self, Blur, Darkness, Darkvision, Invisibility, Melf's Acid Arrow, Silence. 3rd -- Haste, Major Image.
Jaroleth is the consort of Kerith Evermore. The villagers of Fahrhandle assume that he is the husband of Kerith, but the two are not married. Jaroleth’s real surname is Greander, but prefers to allow those around him assume his surname is Evermore. Jaroleth is with Kerith as much for her looks as the power she promises. While not the nicest person, Jaroleth has a certain charm, which makes people like him.
Thrazdar Evermore, male human Wiz2/Rog2: CR 4; Size M (5 ft., 6 in. tall); HD 2d4+4 + 2d6+4;
hp 22; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +5 ranged; SV Fort +2, Ref +6, Will +5; AL CE; Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 14. Languages Spoken: Common, Elven.
Skills and feats: Appraise +6, Balance +8, Bluff +2, Decipher script +5, Disguise +4, Forgery +6, Handle animal +3, Hide +3, Intimidate +2, Knowledge (arcana) +3, Listen +4, Move silently +8, Open lock +7, Read lips +5, Ride +5, Spot +0, Tumble +6, Wilderness lore +2; Dodge, Extend spell (Change Self), Iron will, Quicken spell (Magic Missile), Scribe scroll.
Possessions: dagger of venom (DMG pg 188), spellbook, wand of darkness (17 charges left), vial of poison (x6) (DC 14, initial damage 1 Con, secondary damage causes unconsciousness), various spell components, 125gp
Wizard Spells Known (4/3): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Change Self, Chill Touch, Hold Portal, Mage Armor, Magic Missile, Obscuring Mist, Silent Image.
The son of Kerith Evermore and an unknown father, Thrazdar is loyal to his mother only so much as he is afraid of her. If the situation presents itself, Thrazdar would help the enemies of his mother if he truly felt she would never be able to harm him.
Area 12. Clear Cut.
Assuming the PCs make their way through the forest towards the town, they will eventually come out of the forest somewhere in Area 12.
With the dense forest behind you, ahead is a large open area. For the first time since escaping the gravesites, the sky can be seen clear of the dense trees that blocked it’s view. There is no moon this evening, but the stars twinkle savagely in the sky, as if striving to make up for that fact. Immediately ahead are a multitude of tree stumps of varying ages of decay. The most freshly cut stumps closest to where you are standing. About 100-yards away is a small village with little more than a handful of buildings.
This area is where the villagers routinely cut down trees to build with and burn for heat in the winter. The oldest tree stumps are near the town, with fresher stumps near the tree line.
As the PCs leave the forest, a group of wights attack. The wights will attempt to move silently and attack the PCs by surprise.
Wights (4): CR 3 Medium-sized Undead (6-foot tall); HD 4d12; hp 26; Init +1; Spd 30 ft.; AC 15 (+1 Dex, +4 natural); Atk +3 melee (1d4+1, Slam and energy drain); SA Energy drain and create spawn; SQ Undead; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15.
Skills and feats: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8. Blind-Fight.
SA—Energy Drain (Su): Living creatures hit by a wight’s slam attack receive one negative level unless a Fortitude save (DC 14) is made.
SA—Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under control of the wight that created them and remain enslaved until its death. They possess none of the abilities they had in life.
SQ—Undead (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and necromantic effects; not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain; immune to anything requiring a Fortitude save.
Possessions: None
Area 1. Road and Barricades.
At either end of the town, the road vanishes into the trees as an overgrown trail just big enough to accommodate a small merchant wagon. Inside the town itself, the road is not much bigger, though it remains barren of plant life. Surrounding the town are small barricades made of logs and thicket. The barricades would do little to deter an attack by a mounted enemy, but works well to block the arrows of the goblin races.
The small village of Fahrhandle has but one dirt road that runs East-West through the town. The barricades are 3-foot in height and width, made of logs and thicket, and provide nine-tenths concealment (40% miss chance) from ranged weapons. While the town does not often worry about attacks, there have been two goblin raids in the past decade forcing the town to erect a small perimeter defense.
Area 2. House of Thomas Vigil.
This is the home of Thomas Vigil. It is a two-story log house in which he lives with his wife Lileanne and three children, Lander, Helene, and Martreth. Thomas is the village’s best leather worker, and as such is most often found busy making choice leather items for the rest of the villagers. On the first floor is the kitchen and family/dinning room. On the second floor there are two rooms, one is Thomas and Lileanne’s bedroom, the other is for the children.
Of importance in the house is a small map table Thomas has made for his children. This table is a simple 2-foot by 3-foot wooden table, which has a map of Fahrhandle and the surrounding 100-mile area. Thomas built this so his children could play with their set of 24 toy soldiers. Also in the house are many various items of leather: shoes, belts, armor, hats, boots, etc.
Thomas Vigil, male human Ftr 3: CR 3; Size M (5 ft., 6 in. tall); HD 3d10+9; hp 22; Init +0; Spd 30 ft.; AC 13 (+3 armor); Attack +5 melee, or +3 ranged; SV Fort +6, Ref +1, Will -1; AL NG; Str 14, Dex 10, Con 17, Int 14, Wis 7, Cha 14.
Languages Spoken: Common, Goblin, Orc.
Skills and feats: Balance +1, Climb +8, Craft (Leatherworking) +7, Handle animal +7, Hide +0, Innuendo +1, Knowledge (Geography) +4, Listen -2, Move silently +2, Spot -2; Alertness, Blind-fight, Quick draw, Run, Weapon focus (longsword).
Possessions: Longsword +1, studded leather armor, a small round shield, and a variety of miscellaneous adventuring equipment, ring of the ram (DMG pg194), 750gp.
Thomas Vigil is a descendant of the original couple who lived in Fahrhandle. Thomas set out on adventure with his elder brother Je’an when they were young men. Whilst wondering the world, they met Jarandel Steadfast, and Evan Soulbrighter. After a short few years of adventure, the four decided they had had enough danger and came back to Fahrhandle to take up residence. During these adventures, Thomas met his wife. Now 42 years old, Thomas and his friends gave up adventuring just under 20 winters ago.
Stashed in a trunk in his bedroom, Thomas keeps his weapons, armor and equipment from his days of adventuring, and uses them when trouble arises around the village. In the trunk is his adventuring equipment. He wears a Ring of the Ram at all times.
Area 3. Church of Pelor.
This is a humble church to the god of Good, Healing, Strength, and the Sun. Made in the same log cabin style as the other buildings of the village, this church somehow seems more pristine, as if the wood has stayed fresh years after it was cut down. There is a gilded sun, the symbol of Pelor hanging over the entrance, welcoming all who pass by.
Founded by Evan Soulbrighter at age 24 when his days as an adventuring priest were over, this small place of worship has served Fahrhandle well. The church itself has become a staple of the community, which many feel is responsible for the villages good fortune over the past 20 years.
Inside, the church is quaint but very clean, decorated with simple décor. The walls are lined with mirrored sconces to magnify the light of each torch. The pews are simple wood, but each seat is carved with the symbol of Pelor. The altar, which is at the far end of the room, is white marble with the symbol of Pelor inlaid in gold across the top. The room taken as a whole exudes the feeling of calm, accepting, benevolence.
Beyond the main room of the church is Evan Soulbrighter’s living quarters which lies through a door behind the alter. His furnishings are simple, as befits a man of the cloth, and the room itself consists of a bed, a desk by which to study, and a chest of drawers, which hold his worldly possessions.
Of import in this room is the chest of drawers. The first drawer contains Evan’s priestly garments. The second contains eight vials, all cast by Evan at his current level, four of which are Potions of Extra Healing. The other four vials are Potions of Remove Disease. The third drawer contains 5 scrolls, two are Raise Dead, one is Control Weather, and the other two are Neutralize Poison. The scroll with Control Weather inscribed is the only complete spell. The Raise Dead and Neutralize Poison scrolls are each missing an important phrase which is needed to complete the spell. When deciphering and activating the spells on the scrolls, refer to pages 199-203 in the 3rd Edition Dungeon Master’s Guide. With regards to the incomplete scrolls, they may be deciphered and activated in the same way except that the decipher and activation DC is increased by +5. In the bottom drawer, Evan keeps his diary hidden under a suit of Studded Leather armor +1.
The diary: Evan’s diary details his love affair with Lileanna and explains what he knows about the events surrounding Jarandel’s death. The drought was caused due to Evan’s affair with Lileanne and Pelor’s displeasure with the situation. Evan had brought bountiful harvests to Fahrhandle with the help of Pelor’s power. Pelor had been granting Evan the spells Plant Growth and Control Weather each year, but when he began his affair with Lileanne, Pelor withdrew these blessings. Meanwhile, Evan’s friend Jarandel became suddenly ill and died. Distraught, Evan knew that his current failings would prevent him from receiving help from Pelor to revive his friend. As such, Evan sought out help from Kerith and bought priestly scrolls from the merchant with which to bring rain and revive his friend. Fortunately the Control Weather spell worked and the crops survived the harsh drought. Unfortunately, and unbeknownst to Evan, the Neutralize Poison and Raise Dead scrolls were defective and did not revive his friend. Evan, distraught, has spent the past two months living in shame, unable to talk to anyone about his woes. His sermons have lacked energy and many of the villagers have become worried about him. Evan’s affair with Lileanne has since ended, with Thomas Vigil none the wiser.
Evan Soulbrighter, male half-elf Clr6: CR 6; Size M (5 ft., 2 in. tall); HD 6d8+12; hp 54; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +7 melee, or +5 ranged; SV Fort +7, Ref +3, Will +8; AL LG; Str 16, Dex 12, Con 15, Int 12, Wis 17, Cha 16.
Languages Spoken: Common, Elven, Goblin.
Skills and feats: Diplomacy +8, Disguise +4, Hide +1, Knowledge (religion) +11, Listen +4, Move silently +1, Profession +11, Scry +6, Search +2, Spot +4; Empower spell (Cure Light Wounds), Skill focus (knowledge (religion)), Spell Penetration (Hold Person).
Possessions: heavy mace +1, Holy Symbol of Pelor, staff of healing (12 charges remaining)(DMG pg 204), studded leather armor +1 (which he has not worn since his adventuring days), 120 gp
Cleric Domains: Healing, Sun.
Cleric Spells Per Day: 5/4+1/4+1/3+1.
Evan Soulbrighter is a caring soul, troubled by his recent actions, and seeking to atone for his sins. Evan came to Fahrhandle after meeting the Vigil brothers (Thomas and Je’an). Since then he has become one of the most respected members of the small village – a fact that troubles him even more since his failings. He suspects Kerith is not all that she seems, but will not press the issue as she knows many of his secrets.
Area 4. The Warehouse.
Once the home of Jarandel Steadfast, this simple, one story building has since been acquired by Kerith Evermore for storage of goods. The two windows that the house once had have been boarded over and the door to the warehouse is locked with a well-crafted lock (Open Lock check (DC 30)) complete with a trap designed to fool all but the best rogues (Disable Device Check (DC 25)). The trap itself is well hidden (Search check (DC 24 )) and contains a poisoned needle with blue whinnis (DC 14, initial damage 1 Con, secondary damage causes unconsciousness).
The warehouse itself houses many barrels and crates. Most of these contain grains, exotic fabrics, cured meats, spices, and the like. While worth a decent amount in gold, most PCs will find these items useless. Two crates, though, most PCs will find more important, though both are protected by a glyph of warding spell cast by Kerith (6th level cleric) as a cold blast glyph.
The first of the two crates contains weapons and armor: two longswords, one suit of scale mail armor, two short swords, two suits of studded leather armor, one suit of studded leather armor +2, and one sword of beserking (DMG pg 235). All of the nonmagical weapons are of exceptional quality and made of adamantine. These weapons a +1 natural enhancement bonus, a value of 2,315gp for the longswords, and 2,310gp for the short swords.
The second crate contains all the equipment needed to create an Alchemist’s lab (total worth of 400gp).
Kerith checks on the goods in her warehouse twice a day and will know if anything is missing. Further, Kerith will stop at nothing to recover any items stolen from her and will consider thievery an act punishable by death.
Area 5. Home of Je’an Vigil.
Je’an Vigil’s home is quite similar in appearance to that of his brother Thomas. Two stories tall and made of the same logs as every other building in town, this is the oldest home in Fahrhandle, at one time belonging to Je’an grandfather Fahrhandle. Whilst the wood has seen almost a centuries worth of winters, it remains a sturdy structure. Je’an lives here with his wife Cindalie, and two of their four children: Fahr (12 winters old) and Melanthe (16 winters old). Their other children, Rachel and Brandt, left the village last summer when they came of age. Though promising warriors, their mother worries daily that their adventuring will be their end.
Cindalie, next to Evan and Kerith, is probably the most learned person in the small village of Fahrhandle, and while resources are limited, she manages to maintain a modest twenty book library.
Je'an Vigil, male human Ftr5: CR 5; Size M (5 ft., 11 in. tall); HD 5d10+15; hp 58; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +8 melee, or +8 ranged; SV Fort +7, Ref +4, Will +0; AL LN; Str 17, Dex 16, Con 17, Int 10, Wis 9, Cha 8.
Languages Spoken: Common.
Skills and feats: Disguise +1.5, Forgery +4, Hide +3, Listen -1, Move silently +3, Search +2, Spot +2, Wilderness lore +2; Blind-fight, Combat reflexes, Improved initiative, Quick draw, Two-weapon fighting, Weapon focus (sword, short).
Possessions: Leather Armor +1 of Fortification, Longsword, Murlynd's spoon, Short sword +2 of Disruption, Short sword, a variety of miscellaneous adventuring equipment, 350 gp
Je’an acts as the villages militia leader in time of need. With the help of both the men and women of Fahrhandle, Je’an has been able to thwart two goblin raids in the past decade. In fact, he holds biweekly weapon and defense training which no one capable of lifting a sword misses. Je’an was good friends with Jarandel Steadfast and suspects Kerith Evermore was behind his death, but has no proof of the fact. Further, Je’an is weary of all outsiders and will not take kindly to the PCs. If the PCs cause trouble in town or commit outright evil acts, Je’an will not hesitate to step in and put them in their place. If the PCs and Je’an get into a battle, the rest of the town will aid Je’an as best possible. Thomas and Evan will also do their best to help their friend. Kerith, though, will stay out of any direct involvement, but try to escalate the situation where the PCs have no choice but to attack everyone.
Area 6. The General Store and Bazaar.
The General Store is the only building in the small village which is actually built with lumber and not logs. This sets it apart from every other building in Fahrhandle and this alone makes the store itself somewhat of an oddity. As if that wasn’t enough, two metal sconces border the entrance and are powered by a continual flame spell which at nighttime reflects off the burgundy wine colored lumber in such a way as to make the whole street appear stained with blood.
Built nearly a decade ago when Kerith Evermore first came to the village of Fahrhandle, the General Store and Bazaar specializes more in exotic items, which seems strange to the villagers in general and has led to most of the suspicions surrounding Kerith in the first place. Yet Kerith does sell many items which would otherwise be foreign to Fahrhandle, and as such, the families in town come here to purchase their spices, fabrics, and other hard to make or harvest items. The two times a year that Kerith has items imported also signals the two times a year that the villages dine on such exotics as bananas and tomatoes.
The one room sales area of the General Store seems much larger than would be assumed from seeing the outside of the building. It is immediately obvious that there are no windows inside; the only light comes from strategically placed sconces complete with continual flame spells to light the room and cast shadows in corners that could contain any manner of trouble. The walls themselves are lined with exotic trinkets from all sorts of cultures. From elven rugs and ancient vases to oil burning lamps and gnomish gadgets, strange items encompass the room. One item in particular sticks out, an ornately jeweled dagger which seems to pulsate with an eerily red glow.
Upon entering the room, Kerith greets the PCs and asks if there is anything in particular they are interested in. If asked about the dagger, Kerith will say that it is not for sale and answer no questions about it. In truth, the dagger is a +1 dagger of Hell Hound bane which Kerith keeps in case one of her summoned minions rebels. If asked, Kerith also has a lens of detection (DMG pg 221) and a potion of darkvision for sale, both at double the list price in the DMG.
Kerith will attempt to engage the PCs in conversation, doing her best to convince them that the rest of the villagers are aligning against them. If Evan Soulbrighter’s death has been discovered, she will play upon the fact that the obvious culprits seem to be the PCs. If Evan’s death has not been discovered, Kerith will have her son spread the rumor that the PCs have done something to Evan. When talking to the PCs in this situation she will tell the PCs that she believes them innocent but that Je’an is ready to call for a town lynching.
The back room to the General Store and Bazaar is Kerith’s living quarters. It consists of an ornate bed covered in blood red satin sheets, a cherry wood desk and study, a chest of drawers, and a large wooden trunk. An intricately woven rug depicting a battle between a red and gold dragon covers most of the floor and hides a door leading to Kerith’s Alchemist lab in the cellar. The wooden trunk, chest of drawers, and desk are protected by a glyph of warding spell cast by Kerith (6th level cleric) as a cold blast glyph. The trunk contains the PCs equipment. The chest of drawers contain Kerith’s clothing, as well as 13 vials of poison (DC 14, initial damage 1 Con, secondary damage causes unconsciousness), 5 potions of healing, and 2 scrolls of cure serious wounds. The desk contains Kerith’s ledger of purchases and sales, notes on the Evil One and the ritual of his rebirth, and a scroll of raise dead.
Kerith’s cellar contains a full alchemy lab as well as Kerith’s 15 book library. The library consists of works devoted to the Evil One, dark rituals, creation of poisons, and both devils and demons. The most recent work added to her collection details many of the rites necessary to begin the revival process of the Evil One, The Libram of Infinite Chaos.
Two ice mephitis named Eis and Sickle guard Kerith’s quarters. If anyone but Kerith, Jaroleth, or Thrazdar enter this room without Kerith’s permission, both mephitis will attempt to use their summon mephit ability and then attack the intruders outright. If the battle does not go well, one of the mephitis will attempt to escape and warn Kerith, Jaroleth, or Thrazdar.
Ice Mephit (2): CR 3; Small Outsider (Ice); HD 3d8; hp 13; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft, fly 50 ft (perfect); AC 18 (+1 size, +3 Dex, +4 natural); Atk +4 melee (2 claws 1d3, and 2 ice); SA: breath weapon, spell-like abilities, summon mephit; SQ fire subtype, fast healing 2, damage reduction 5/+1; AL NE; SV Fort +3, Ref +4, Will +3; Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15.
Skills and feats: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6. Improved Initiative.
SA—Breath Weapon (Su): Cone of ice shards, 10 feet; damage 1d4, every 1d4 rounds. Reflex save (DC 12) for half damage.
SA—Spell-like Abilities (Sp): Once per hour, can cast magic missile as a 3rd level sorcerer. Can cast chill metal as a 6th level sorcerer (DC14) once per day.
SA—Summon Mephit (Sp): Once per day may summon other mephitis as per summon monster spell with 25% chance of success to summon one mephit of the same type. A newly summoned mephit cannot use this ability for one hour.
SQ—Ice Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
SQ—Fast Healing 2 (Ex): Heals 2 point of damage each round provided it is still alive and touching a piece of ice at least Tiny size or ambient temperature is freezing or below.
SQ—Damage Reduction (Ex): Ignores the first 5 points of damage inflicted by a nonmagical attack.
Kerith Evermore, female human Clr6/Wiz3: CR 9; Size M (5 ft., 6 in. tall); HD 6d8+ 3d4; hp 41; Init +0; Spd 20 ft.; AC 15 (+3 bracers, +2, +2 cloak); Attack +6 melee, or +5 ranged; SV Fort +3, Ref +4, Will +16; AL CE; Str 13, Dex 11, Con 10, Int 17, Wis 18, Cha 15.
Languages Spoken: Abyssal, Common, Goblin, Infernal.
Skills and feats: Alchemy +3, Bluff +1, Concentration +10, Diplomacy +5, Disguise +0, Hide +11 (+10 cloak of the bat), Knowledge (arcana) +6, Knowledge (religion) +10, Listen +0, Scry +6, Sense motive +2, Spellcraft +5, Spot +0; Brew potion, Combat casting, Craft wand, Exotic weapon: hand crossbow, Leadership, Scribe scroll
Possessions: bracers of armor +2, cloak of the bat (DMG pg 213), hand crossbow, heavy mace, holy symbol of the Evil One, ring of mind shielding (DMG pg 194), wizard’s spellbook, various spell components
Cleric Domains: Chaos, Evil.
Cleric Spells Per Day: 5/4+1/4+1/3+1.
Wizard Spells Known (4/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Change Self, Mage Armor, Magic Missile, Silent Image, Sleep, Spider Climb. 2nd – Darkness, Darkvision, Hypnotic Pattern, Silence.
Kerith Evermore is a 29 year old zealous follower of the Evil One, a long forgotten elder god of evil. She has poured her life’s works into seeking the knowledge and power necessary to bring about the rebirth of this elder god, but has fallen short of her goal many times. Twice a year, Kerith ventures forth to the great libraries of the world in search of knowledge which will allow her to complete her goal. The last time, she brought back a book which seemed to hold the information needed, The Libram of Infinite Chaos. The first ritual described in the book requires that a group of virtuous souls must willingly commit an act of evil against a village mostly free of sin. Kerith performed the beginnings of the ritual described in the Libram which released magiks causing the PCs to loose their memories. Following the ritual, Kerith kidnapped the PCs because of their virtue and buried them alive to be ‘reborn’ on the night of the full moon. Knowing the closed minded views of the townsfolk, Kerith believes she can align the community of Fahrhandle against the PCs and force the PCs to slay the villagers. If she has to, she will use magic to provoke the villagers into attacking the PCs.
The Evil One: Nearly a millennium ago the elder god of evil sought to destroy existence. Had not the good and neutral gods allied themselves together, the Evil One may have succeeded. As it was, they were not able to fully defeat him, but rather imprisoned the Evil One within his own powers. Today, the Evil One is all but forgotten, yet there are a few zealots who still seek to bring about the rebirth of the Evil One. As it is, these zealots cannot cast spells higher than fourth level.
Area 7. The Underwood Home.
The Underwood home is a simple log building with a tool shed off to the side. While only one story in height, the home is fairly large, easily housing three bedrooms, a kitchen, and a living area.
Greal Underwood, a simple man nearing the twilight of his life still lives in Fahrhandle with his equally aged wife. While most of his family has left the quaint village, his son Zeal remains with his wife Renalde and their three children Pegline, Jonas, and Lindsay. Renalde is a descendant of Fahrhandle Vigil, and met Greal Underwood when he passed through the village in search of a lost horse. Taking kindly to the village, Greal stayed and married Renalde. Renalde is the best cook in Fahrhandle.
Together, the family takes care of the town farm (see Area 10), seeking help from the others in town only during the times of harvest and planting.
The inside of the home contains a bedroom each for the couples, and a third for the children. The kitchen and dining room are unremarkable. The shed itself contains tools and equipment needed for farming.
Greal Underwood, male human Exp (farmer) 4; Wis 13; Handle animal +5, Profession (farming) +13,Wilderness Lore +11
During daylight hours, Greal and his family can be found working the farm. Greal will be wary of the PCs if they talk to him, and will give them little information.
Renalde Underwood, female Com 2; Profession (cook) +8
Renalde has a kind heart but is fearful of the PCs.
Zeal Underwood, male human Exp (farmer) 2; Wis 12, Cha 13; Craft (brewing) +4, Handle animal +1, Profession (farming) +7,Wilderness Lore +5
Zeal can be found most of the time working his father’s farm. He will be more receptive to the PCs than his father, unless Kerith has already told him that the PCs are trouble. If this is the situation, Zeal will have nothing to do with the PCs.
Area 8. Widow Dardeney’s House.
Caitlyn Dardeney is the oldest person in the village of Fahrhandle, and eldest daughter of Fahrhandle and Melanthe Vigil, and Aunt to Thomas and Je’an. Having seen a full 89 winters, Caitlyn can relay to whole history of the town. Next to Evan Soulbrighter, she will be the warmest, most kind person in Fahrhandle to the PCs. She lives alone in her one story home since her husband died 10 years ago from a heart attack.
Of import in her house is the silver medallion scarab she wears which was once her mother’s. It is a scarab of protection.
Area 9. The Grison Family’s House.
Feldspar and Velune Grison are perhaps the most unfortunate couple in town. Pregnant 12 times in her 45 winters, Velune has miscarried eight times. Of the four children that lived, only two survived into adult hood. Their son, Harold, died 3 years ago in the latest goblin raid – the only casualty of either skirmish. Their only living child is Felicia, a beautiful 19 year old woman with golden tresses and fair skin. Yet Feldspar and Velune fear so much for her safety, she is never allowed to leave their sight.
Felicia, female human Brd1: CR 1; Size M (5 ft., 1 in. tall); HD 1d6+2; hp 8; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +2 melee, or +2 ranged; SV Fort +2, Ref +4, Will +4; AL NG; Str 14, Dex 15, Con 14, Int 13, Wis 15, Cha 16.
Languages Spoken: Common, Elven.
Skills and feats: Gather information +5, Knowledge (arcana) +5,Knowledge (geography) +3, Knowledge (religion) +3, Knowledge (local) +4, Listen +6, Perform +7, Scry +5, Spot +6; Alertness, Ambidextrerity
Possessions: 900 gp in gear.
Bard Spells Known (2): 0th -- Detect Magic, Flare, Ghost Sound, Mage Hand.
Forced to live her life in constant fear, Felicia finds relief by burying herself in books and playing the flute. She has read ever book that Cindalie Vigil owns and even purchase a minor spellbook from Kerith two years ago. With nothing else to do, Felicia studied the spellbook she bought and begun to grasp the workings of magic as well as the art of story telling. 4 months ago, Felicia had the idea of putting music to her magic, and that is when she cast her first cantrip. Felicia is currently working on a story about Jarandel, Thomas, Je’an, and Evan which she plans to put to music. She plans to debut the ballad at the Fahrhandle winter festival in a few months.
Area 10. The Underwood Farmland.
The farm is a small pasture which has been plowed by hand. The evidence of a recent harvest can be seen, with corn, wheat, and barley being the obvious crops.
If the PCs come to the farmland in the daytime, they will meet the Underwood family. If, however, they venture into the farmland at night, they will be met by a group of zombies. These zombies will not chase the PCs if they run, towards the village. If however, the PCs make it past the zombies and try to leave Fahrhandle, the Zombies will pursue.
Zombies (20): CR 1/2 Medium-sized Undead (6-foot tall); HD 2d12; hp 9; Init -2 (Dex); Spd 30 ft.; AC 13; Atk +2 melee (1d6+1, short sword);SQ may take partial actions in any given round, undead immunities AL N; SV Fort +0, Ref +1, Will +2; Str 13, Dex 10, Con -, Int-, Wis 10, Cha 11.
Feats: Toughness
Special Qualities: Undead Immunities: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and necromantic effects; not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain; immune to anything requiring a Fortitude save, unless it specifically affects inanimate objects.
Concluding the Adventure
In the event that the PCs expose Kerith, Jaroleth, and Thrazdar and are able to defeat them without anyone in Fahrhandle being killed, the PCs should be awarded a bonus award of 1,000 XP. If Evan Soulbrighter dies, but Kerith and her accomplices are defeated and the village survives, the bonus awarded should be 400-600XP. Should the PCs fail to defeat Kerith and Fahrhandle is destroyed, no bonus XP award should be given.
Assuming the PCs defeat Kerith and expose her corruption, they will eventually regain all of their memories. Further, the small village of Fahrhandle will be forever indebted to the group. If Kerith escapes, she would provide a worthy adversary for most campaigns.