Night of the Vampire

A Mystara Adventure in the kingdom of Karameikos

Product Number: 2509
Year Published:  1994

Converted from 2nd Edition to 3rd Edition D&D 
by Kevin Harrison aka Kesh (kevin_harrison@mac.com)
Last Updated: March 3, 2001

Summary of Conversion:  All monsters, NPCs and items have been converted to conform to 3rd Edition rules. . Some special consideration had to be given to the games and challenge by Lord Strolojca. Many encounters have been altered, due to the large change in monster power levels. Even so, I recommend this adventure for parties of 2nd level, though 1st level parties could survive it if they make the right decisions. I have reduced the number of wolves the characters may encounter to two, as they have become much more deadly in 3rd Ed. The DM will have to consider his party’s strength when they are attacked by the assassins, and choose an appropriate number for the challenge. The Dire Bats in the attic where the vampire is hidden were changed to Dire Rats, since Dire Bats have far too high of a CR for this level of an adventure, and normal bats deal no damage. If Laina falls prey to the vampire, the original text called for her to become a Vampire Spawn. However, a 3e Vampire Spawn is CR4. For a first level party, I have simply applied the Vampire template to her original stats, making her CR2 instead. Andru, remains a CR4 monster and will easily kill most of the party unless they manage to stake him before he awakens.

For Adventures:

NPC Stats (these can be used for creatures, classed creatures, and NPCs):

Manor Guard, male human War1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d8+1; HP 5 each; Init +1 (Dex); Spd 20 ft.; AC 16 (+1 Dex, +5 Chain Mail); Atk +3 Melee (1d8+1/crit 19-20, longsword), +2 Ranged (1d8, light crossbow); AL LN; SV For +4, Ref +1, Will -1; Str 12, Dex 12, Con 12, Int 9, Wis 8, Cha 11
Skills: Handle Animal +4, Listen +2, Ride +5, Spot +2; Feats: Alertness, Weapon Focus (longsword)
Posessions: Chain mail, longsword, light crossbow, quiver with 20 bolts, purse with 2 gp

Wolf, CR 1; Medium-Size Animal; HD 2d8+4; HP 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 bite); SA Trip; SQ Scent; AL N; SV For +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*; Feats: Weapon Finesse (bite)
SA–Trip: A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see pg. 139 PHB) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
SQ–Scent: *Wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent. Wolves can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If the opponent is downwind, the range is 15 feet. Scent does not allow the wolf to pinpoint the location of an opponent, just the general area. Once it gets within 5 feet, however, it can determine a specific location. Strong scents (smoke) carry twice as far, and overpowering scents (skunk musk) carry three times as far. Wolves can also follow a trail with a successful Wisdom check. Fresh trails are DC 10 this purpose, and increases by 2 for every hour the trail ages.
Treasure: None

Moubotka’s Guards, male human War1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d8+1; HP 5 each; Init +0; Spd 20 ft.; AC 17 (+1 Dex, +6 Banded Mail); Atk +3 Melee (1d10+1/crit 19-20, bastard sword); AL N; SV For +4, Ref +1, Will -1; Str 13, Dex 11, Con 12, Int 9, Wis 11, Cha 12
Skills: Handle Animal +3, Intimidate +5, Ride +2; Feats: Dodge, Weapon Focus (bastard sword)
Posessions: Bastard sword, banded mail.

Krinac, male human Wiz2, CR 2, Medium Humanoid (6 ft. tall); HD 2d4-2; HP 5 (+3 Toughness); Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 11 (+1 Dex); Atk +1 Melee (1d4/crit 19-20, dagger); AL LN; SV For -1, Ref +1, Will +4; Str 10, Dex 13, Con 9, Int 16, Wis 13, Cha 12
Skills: Spellcraft +8, Concentration +4, Knowledge (Arcana) +8, Knowledge (Nobility) +8, Scry +8, Diplomacy +3, Profession (Scribe) +2; Feats: Improved Initiative, Scribe Scroll, Toughness
Posessions: spell component pouch (with common components), scroll with summon monster I.
Spells Prepared (4/3): 0 – daze, light, mending, read magic; 1st – color spray, charm person, magic missile
Spellbook (All/8): 0 – All; 1st – alarm, color spray, comprehend languages, charm person, mage armor, magic missile, mount, summon monster I
	
Hosk, male human Ftr3, CR 3, Medium Humanoid (6 ft. tall); HD 3d10+9; HP 24; Init +3 (-1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (-1 Dex, +7 chain mail); Atk +7 Melee (1d8+3/crit 19-20, longsword); AL NE; SV For +6, Ref +0, Will +0; Str 17, Dex 8, Con 16, Int 14, Wis 9, Cha 14
Skills: Climb +9, Jump +9, Ride +5, Listen +2, Search +4, Spot +2; Feats: Cleave, Improved Initiative, Power Attack, Weapon Focus (long sword)
Posessions: Long sword, chain mail +2

NPC Swordsman, male human War1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d8; HP 4 each; Init +0; Spd 30 ft.; AC 10; Atk +2 Melee (1d8+1, padded wooden longsword); AL LN; SV For +3, Ref +0, Will -1; Str 13, Dex 11, Con 11, Int 9, Wis 8, Cha 11
Skills: Handle Animal +4, Ride +4, Intimidate +4; Feats: Dodge, Power Attack
Posessions: padded wooden longsword

Strolojca, male human Ftr1, CR 1, Medium Humanoid (6 ft. tall); HD 1d10+2; HP 7; Init +0; Spd 20 ft.; AC 17 (+7 half plate); Atk +5 Melee (1d8+3/crit 19-20, longsword) or +4 Melee (1d4+3/crit 19-20, dagger); AL NE; SV For +6, Ref +0, Will +0; Str 16, Dex 12, Con 15, Int 12, Wis 7, Cha 10
Skills: Climb +7, Jump +7, Ride +5, Intimidate +2; Feats: Power Attack, Sunder, Weapon Focus (long sword)
Posessions: Long sword, dagger, half-plate

Janjevo, male human Exp3, CR 2, Medium Humanoid (6 ft. tall); HD 3d8+3; HP 15; Init +0; Spd 30 ft.; AC 13 (+3 Studded leather); Atk +2 Melee (1d8+1, heavy mace) or +2 Melee (1d4+1/crit 19-20, dagger); AL N; SV For +1, Ref +1, Will -1; Str 12, Dex 10, Con 11, Int 11, Wis 7, Cha 12
Skills: Animal Empathy +7, Craft (Leatherworking) +6, Craft (Blacksmithing) +6, Handle Animal +7, Ride +6, Profession (Stablehand) +6, Use Rope +6; Feats: Skill Focus (Profession: Stablehand), Toughness
Posessions: Studded leather, heavy mace, dagger

Stablehand, male human Com1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d4; HP 2 each; Init +0; Spd 30 ft.; AC 9; (-1 Dex) Atk +0 Melee (1d6, club); AL N; SV For +0, Ref -1, Will +0; Str 11, Dex 8, Con 11, Int 10, Wis 10, Cha 11
Skills: Handle Animal +6, Ride +4, Profession (Stablehand) +6; Feats: Skill Focus (Handle Animal), Skill Focus (Profession: Stablehand)
Posessions: Club

Assassin, male human Rog2, CR 2, Medium Humanoid (6 ft. tall); HD 2d6; HP 6; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, +2 Leather); Atk +2 Melee (1d4+1/crit 19-20, dagger); AL NE; SV For +0, Ref +3, Will +0; Str 13, Dex 16, Con 11, Int 13, Wis 8, Cha 12
Skills: Move Silently +8, Hide +8, Climb +6, Listen +4, Open Lock +8, Search +6, Spot +4, Bluff +6, Intimidate +6, Sense Motive +4; Feats: Dodge, Improved Initiative
SA–Sneak Attack +1d6: Any time the Assassin’s target is denied his or her Dex bonus, or if the Assassin is flanking the target, any successful attack deals an additional 1d6 damage.
SA–Evasion: If exposed to any effect that normally allows a Reflex saving throw for half damage, the Assassin takes no damage with a successful saving throw.
Posessions: Leather, dagger, thieves’ tools

Ourosco’s Thugs, male human War1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d8; HP 4 each; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 Leather); Atk +4 Melee (1d6+2/crit 19-20, short sword); AL NE; SV For +2, Ref +1, Will -1; Str 14, Dex 13, Con 11, Int 8, Wis 8, Cha 7
Skills: Intimidate +2, Jump +6; Feats: Dodge, Weapon Focus (short sword)
Posessions: Leather armor, short sword

Ourosco’s Guards, male human War1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d8+2; HP 6 each; Init +1 (Dex); Spd 20 ft.; AC 17 (+1 Dex, +5 Chain Mail, +1 Small steel shield); Atk +3 Melee (1d8+1/crit 19-20, longsword), +2 Ranged (1d8, light crossbow); AL LN; SV For +4, Ref +1, Will -1; Str 16, Dex 13, Con 14, Int 13, Wis 13, Cha 9
Skills: Handle Animal +3, Intimidate +3, Jump +1 (-6 Chain mail and shield), Ride +5; Feats: Point Blank Shot, Weapon Focus (longsword)
Posessions: Chain mail and small steel shield, longsword, light crossbow, quiver with 20 bolts

Ourosco, male human Ars1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d8-1; HP 3; Init -1 (-1 Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 ring of protection); Atk +0 (1d4/crit 19-20, dagger +1); AL NE; SV For -1, Ref -1, Will +3; Str 8, Dex 8, Con 9, Int 13, Wis 9, Cha 13
Skills: Bluff +7, Diplomacy +5, Gather Information +5, Intimidate +5, Knowledge (Nobility) +5, Sense Motive +3; Feats: Iron Will, Skill Focus (Bluff)
Posessions: ring of protection +2, dagger +1

Tonja and Bani, female human War1, CR 1/2, Medium Humanoid (6 ft. tall); HD 1d8-1; HP 3 each; Init +2(+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 Melee (1d4/crit 19-20, dagger); AL LE; SV For +1, Ref +2, Will -1; Str 11, Dex 15, Con 9, Int 12, Wis 8, Cha 13
Skills: Climb +4, Intimidate +5, Listen +1, Jump +4; Feats: Dodge, Weapon Focus (Dagger)
Posessions: Dagger

Constantina,  female human Rog3, CR 3, Medium Humanoid (6 ft. tall); HD 3d6+3; HP 12; Init +4 (+4 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 Leather); Atk +2 Melee (1d4+1/crit 19-20, dagger); AL NE; SV For +2, Ref +7, Will +1; Str 10, Dex 18, Con 12, Int 14, Wis 11, Cha 15
Skills: Move Silently +10, Hide +10, Climb +6, Listen +8, Open Lock +10, Disable Device +8, Search +8, Spot +6, Bluff +8, Intimidate +8, Sense Motive +6; Feats: Dodge, Mobility
SA–Sneak Attack +2d6: Any time Constantina’s target is denied his or her Dex bonus, or if she is flanking the target, any successful attack deals an additional 2d6 damage.
SA–Evasion: If exposed to any effect that normally allows a Reflex saving throw for half damage, Constantina takes no damage with a successful saving throw.
SA–Uncanny Dodge: Constantina retains her Dex bonus to AC even when caught flat-footed or struck by an invisible attacker. She still loses her Dex bonus if immobilized, however.
Posessions: Leather, short sword, dagger, thieves’ tools

Sergeant, male human War2, CR 1, Medium Humanoid (6 ft. tall); HD 2d8+4; HP 12; Init +1 (Dex); Spd 20 ft.; AC 17 (+1 Dex, +6 Banded Mail); Atk +5 Melee (1d8+3/crit 19-20, longsword), +3 Ranged (1d8, light crossbow); AL NG; SV For +5, Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 12, Wis 13, Cha 10
Skills: Handle Animal +5, Listen +6, Ride +6, Spot +6; Feats: Alertness, Weapon Focus (longsword)
Posessions: Banded mail, longsword, light crossbow, quiver with 20 bolts

Dire Rat, CR 1/3; Small Animal; HD 1d8+1; HP 5; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 Size, +3 Dex, +1 natural); Atk +4 Melee (1d4 bite); SA Disease; SQ Scent; AL N; SV For +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
Skills: Climb +11, Hide +11, Move Silently +6; Feats: Weapon Finesse (bite)
SA–Disease: When a character is bitten by a dire rat, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect. If he fails, he takes damage after an incubation period.
SQ–Scent: The rat can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If the opponent is downwind, the range is 15 feet. Scent does not allow the rat to pinpoint the location of an opponent, just the general area. Once it gets within 5 feet, however, it can determine a specific location. Strong scents (smoke) carry twice as far, and overpowering scents (skunk musk) carry three times as far. Dire Rats can also follow a trail with a successful Wisdom check. Fresh trails are DC 10 this purpose, and increases by 2 for every hour the trail ages.
Treasure: None

Laina, CR 2; Medium-Size Undead; HD 1d12; HP 6; Init +2 (Dex); Spd 30 ft.; AC 20 (+4 Dex, +6 natural); Atk +3 Melee (1d6+4 Slam); SA Domination, energy drain, blood drain, children of the night, create spawn; SQ Undead, damage reduction 15/+1, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses; AL CE; SV For +0, Ref +4, Will +7; Str 17, Dex 14, Con 10, Int 14, Wis 14, Cha 18
Skills: Diplomacy +10, Gather Information +8, Intimidate +8, Innuendo +6, Knowledge (Nobility) +6, Sense Motive +14, Bluff +12, Hide +10, Listen +10, Move silently +10, Search +10, Spot +10; Feats: Iron Will, Skill Focus (Diplomacy), Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes
SA–Domination: This is similar to a gaze attack, except the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.
SA–Energy Drain: Living creatures hit by a vampire’s slam attack suffer 2 negative levels.
SA–Blood Drain: If a vampire pins its foe in a successful grapple check, it drains their blood, inflicting 1d4 points of permanant Constitution drain each round the pin is maintained.
SA–Children of the Night: Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
SA–Create Spawn: A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the vicitime returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s death.
SQ–Damage Reduction: A vampire’s undead body is tough, giving the creature damage reduction 15/+1.
SQ–Turn Resistance: A vampire has +4 turn resistance.
SQ–Resistance: A vampire has cold and electricity resistance 20.
SQ–Gaseous Form: As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinately and has a fly speed of 20 with perfect maneuverability.
SQ–Spider Climb: A vampire can climb sheer surfaces as though with a spider climb spell.
SQ–Alternate Form: A vampire can assume the shape of a bt, dire bat, wolf or dire wolf as a standard action.. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.
SQ–Fast Healing: A vampire heals 5 points of dmage each round so long as it has 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form  and attempts to escape. It must reach its coffine within 2 hours or be utterly destroyed. (It can travel up to 9 miles in 2 hours.) Once at arest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Posessions: None

Andru, CR 4; Medium-Size Undead; HD 3d12; HP 18; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 8 (+2 Dex, +6 natural); Atk +8 Melee (1d6+5 Slam); SA Domination, energy drain, blood drain, children of the night, create spawn; SQ Undead, damage reduction 15/+1, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses; AL CE; SV For +1, Ref +5, Will +5; Str 21, Dex 14, Con 11, Int 14, Wis 12, Cha 20
Skills: Bluff +19, Diplomacy +11, Indimidate +11, Knowledge (Nobility) +8, Ride +8, Sense Motive +15, Listen +11, Spot +11, Hide +8, Listen +8, Move Silently +8, Search +8; Feats: Mounted Combat, Power Attack, Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes
SA–Domination: This is similar to a gaze attack, except the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.
SA–Energy Drain: Living creatures hit by a vampire’s slam attack suffer 2 negative levels.
SA–Blood Drain: If a vampire pins its foe in a successful grapple check, it drains their blood, inflicting 1d4 points of permanant Constitution drain each round the pin is maintained.
SA–Children of the Night: Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
SA–Create Spawn: A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the vicitime returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s death.
SQ–Damage Reduction: A vampire’s undead body is tough, giving the creature damage reduction 15/+1.
SQ–Turn Resistance: A vampire has +4 turn resistance.
SQ–Resistance: A vampire has cold and electricity resistance 20.
SQ–Gaseous Form: As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinately and has a fly speed of 20 with perfect maneuverability.
SQ–Spider Climb: A vampire can climb sheer surfaces as though with a spider climb spell.
SQ–Alternate Form: A vampire can assume the shape of a bt, dire bat, wolf or dire wolf as a standard action.. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.
SQ–Fast Healing: A vampire heals 5 points of dmage each round so long as it has 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form  and attempts to escape. It must reach its coffine within 2 hours or be utterly destroyed. (It can travel up to 9 miles in 2 hours.) Once at arest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Posessions: None

New Spells:
No unique spells were present in this adventure. 

New Magic Items:
No unique magic items were present in this adventure.  

Other Changes: 

Page 7

Due to the general increase in monster difficulties, the characters are only attacked by two wolves in the forest, making this an EL 2 encounter... very deadly for level 1 characters, and still difficult for level 2 PCs. The DM is free to add more wolves as necessary, but please consult the chart on page 100 of the DMG to match the number of wolves to your PCs party level.

Page 9

	Area 9: Lord’s Chambers
		The weapons listed are to be replaced with a flaming bastard sword +1, and a large steel shield +1. If the PCs steal these items, or the long sword +1 listed in Front Hall section, the guards will attempt to capture them, but Lord Vandevicsny will release them when the vampire begins his rampage. However, these items must be returned to the lord when the adventure is over, unless they prove themselves exceptionally heroic. DM discretion is advised, as these items can be too powerful for 1st level characters.

Page 10

	Area 11: Lord’s Study

		Replace the third paragraph with the following:

	One of the bookshelves contains the lord’s magical collection. His spellbook is here, with the spells Charm Person, Detect Magic, Feather Fall, Read Magic, Sleep, Detect Evil, Invisibility, Knock, and Arcane Lock. The case is kept locked and Arcane Locked, and the lord disguises his spellbooks as a series of old atlases.

Page 12

	Area 22: Upper Hall

		In the third paragraph, replace the line between parenthesis with the following:

	A character who jumps carefully gets a Reflex check (DC 20) to avoid all damage, and only takes 1d4 damage if he or she fails.

Page 13

	Area 23: Iajo Moubotka’s Room

		In order to notice the hidden compartment at the bottom of one of Iajo’s trunks, the PC must make a Search check (DC 25).

	Area 27: Lord Moubotka’s Chambers

		Krinac’s spellbook can be found in Lord Moubotka’s luggage along with the other treasure listed.

Page 18

	Track 12

	Archery consists of 10 arrows fired at a target at 60 feet with a shortbow, and 10 arrows fired at a target at 180 feet. The target is AC 12 due to its tiny size, and archers have a -4 penalty to hit in the 180 foot round.

Page 19

	Track 13

		All damage inflicted is treated as subdual damage, and each blow inflicts only 1/2 damage.

	Track 14

		Each contestant must make three Ride checks (DC 18), and the character with the most successes wins. In case of a tie, the character who succeeded his checks by the largest margin wins. (e.g. Dylan and Marion both succeeded in two Ride checks. Dylan rolled two 20s, Marion rolled an 18 and a 23. Marion wins, because she had the widest margin with 5 points total over 18, while Dylan only had 4 points total over 18.) If a PC rolls a 1 for any check (after modifiers), he falls off his horse and is disqualified! There are 1d6+2 NPC riders, each using the stats given above for an NPC Swordsman.

	Track 16

		Armor is allowed for this challenge, but special dulled swords are provided that only cause 1/2 damage. The challenge continues until one combatant is reduced to 1 HP or less.

Page 21

	The Stables

		Note: Because Janjevo and both stablehands are involved in the combat, this battle is effectively EL 3, meaning the PCs are in trouble. Not to mention the guards, who are fast approaching. It is well advised that the DM do his best to discourage any hostile actions on the part of the PCs at this point.

Page 22

	Lord Strolojca’s Duel

		See above for Lord Strolojca’s stats, but note that he is AC 11 (+1 Dex) for this duel.

	Track 26

		When Strolojca is wounded, play Track 26. He dishonorably attacks the PC with a hidden dagger. On Strolojca’s next action, if the PC fails a Spot check (DC 20), he or she is caught flat-footed, and loses any Dex bonus to AC against this attack.

Page 25

Replace the last line in the first paragraph of the second column with the following:

	Allow the players to make Spot checks (DC 15) for their characters if the players question the DM about physical changes (Constantina has a natural dignity Tonja lacks, and walks differently).

Page 26

	Track 52

		For the Assassins’ stats, see previous section of this document. There should be an appropriate number of Assassins for your PCs (typically just one for a 1st level party, and two for a 2nd level party).

Page 27

	Know Thy Enemy

Holy Water: Holy water burns vampires for 2d4 points of damage per full vial (1 point if only splashed with the water), but Vandeviscny Manor has none. The PCs only have holy water if they brough it with them.

Holy Symbols: Vampires recoil from a lawful good holy symbol, just as they do garlic. If there is a lawful good priest in the PC party, his or her holy symbol is also lawful good. Holy symbols burn vampires for 1d6+1 damage on contact.

Page 29

	Vampire’s Servant

		There are 3 dire rats in the attic, rather than the Giant Bats listed. I chose Dire Rats instead of Dire Bats, because dire bats are CR 2 each, which would mean more than one would probably spell certain doom for the PCs. On the other hand, normal bats cannot deal any damage, so I chose to replace them with the dire rats, as it fits the vampire image just as well. This creates an EL 3 battle with the rats and Janjevo combined, or an EL 1 if the PCs are smart and recognize the stablemaster’s lie but still foolish enough to enter the attic, so they only have to battle the dire rats. The party should be rewarded for Janjevo if they either defeat him in battle, or expose his lie (but not if he escapes the battle). If they do not enter the attic, there is no reward for the rats.

Page 30

	I chose to make Laina a true vampire, even though as a 1st-level Aristocrat she should have become a Vampire Spawn. However, spawn are CR 4, which would make her too tough for the characters to defeat. By making her a true vampire, her low human level makes her CR2 (rounded down) which is still a challenge but not impossible. However, you may wish to have Lord Vandevicsny pull them aside after the confrontation with Janjevo, and offer them the use of his flaming bastard sword +1 or longsword +1 to assist them in defeating Andru. This will allow them to survive a confrontation with Laina, if she has become a vampire. He does expect to receive the swords back afterwards, though, as they are family heirlooms. But, he may reconsider and allow them to keep one or the other (not both) if they prove especially valiant.
	Also, if things seem to be going badly, you may wish to run Laina as ignorant of some of her newfound powers, so that she is unable to thwart the PCs as easily. I would suggest that she be unable to use her gaseous form, alternate form, children of the night or energy drain just yet, as these could seriously hinder the PCs.

	Master of the Night

Andru appears and attacks one of the PCs with his hypnotic gaze. When Andru attacks, he dominates the party’s wizard or best fighter. His victim must make Will save (DC 15) or fall under Andru’s control, turning against his friends.

Page 31

	Moubotka

Moubotka should still give the characters a scroll of protection from evil, but the dagger should only be a dagger +1.

	Track 69

	A PC must make a Strength check (DC 23) to remove the lid to Andru’s stone coffin, or two PCs can remove it without a check.

	The Skies Clear

		The PCs should have an exceptional amount of experience from this adventure, well over enough to increase them to second level, possibly even third if they had to fight Janjevo & the rats and Laina as a vampire. There should be no need for the additional XP awards listed in this section. Should the PCs survive, they will have a tremendous amount already! However, if you feel situational rewards are appropriate, use the numbers given in the adventure for each successfully completed goal.