Kalamar Encounters (from the Servants of the Swift Sword Campaign)


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With the holidays here I have fallen a bit behind - I will write up something for the Barn Encounter from my notes, especially for the main four opponents. I can't promise it right away but its on my to do list :)

The last few sessions have been done from hastily scrawled notes, however the next part of the adventure is already half written with maps and all so when we get there I will start adding to this thread on a regular basis again.
 

The following is unrelated to my current campaign, but I just remembered I had it lying around with nothing really to do with it (Dungeon rejected it :p) so I thought I would post it here as a Christmas freebie to any loyal readers.

There is no map with it but the layout is simple enough not to need one - its basically four rooms, twenty foot by twenty foot - in a straight line - well you will see...

The Traveling Wizard’s Lab
...Good things come in small packages.
By Jonathan McAnulty

The Traveling Wizard’s Lab is a 3rd edition D&D Side-Trek adventure designed specifically for a one-on-one session between the DM and a Player with an arcane spellcaster of 6th level. It centers around a new magical item discovered by the PC spellcaster. Though meant for a one-on one adventure, with a little work it could be altered to accommodate a party of low-level adventurers or a wizard of higher or lower level. The item in question is extremely valuable (70,000 gp value) and DMs must decide how it best fits into their campaign.

Adventure Overview
A spell-book, taken from a fallen foe or a treasure trove, turns out to be more than expected. It is actually a version of Halvena’s Portable Lab (see item description). The laboratory is not completely deserted however. Various creatures reside within, waiting for the return of the previous owner. Needless to say, they are not happy to see the premises change hands. Before the PC spellcaster can take possession of the laboratory, she must first rid the book of its current inhabitants.

Introduction
Before this adventure can be run, it is necessary for a PC spellcaster to obtain an unknown spell-book. The spell-book in question is actually a version of Halvena’s Portable Lab. It does not matter where the PC obtains the book, but the adventure starts as soon as the PC begins to study the new “spell-book.”

Encounters within the Lab are designed to
accommodate a variety of origins for the book. If the book was taken from an ancient treasure trove, then the creatures in the Lab are generally quite upset at being left alone for so long and attack out of sheer spite. If the book was pried from the fingers (so to speak) of its previous owner, then the creatures are upset to see the intruder and attack out of loyalty to their master/companion.

Before the new owner can open the book, she must first dispel or bypass an Arcane Lock (DC 17). The normal procedure would then be for the PC to cast Read Magic. As soon as Read Magic is cast begin the Players Introduction.

Player Introduction
When the PC spellcaster unlocks the book and casts Read Magic, read or paraphrase the following to the player.

The arcane scribblings of the spell-book quickly transform before your eyes, becoming legible, taking on meaning. As you peruse the text and illustrations, to your surprise, you see that what is encoded with the book is not a set of spells at all. Instead they seem to be arcane descriptions of a set of rooms, four to be exact. The rooms in question would seem to be designed for the study of magic. Furthermore, if the text is to be believed, the rooms in question are located within the pages of the book itself! There is a command word, “Germakle,” included in the text, the utterance of which will convey you into and out of the rooms.

If the player asks questions about the nature of the rooms, inform them that there seems to be a study, a set of laboratories and a forge. Spellcasters who utter the command word while holding the book are always teleported into the Study (Room 1). Once within the rooms, the same command word instantly transports the character out of the rooms no matter which room the character is in.

Inside the book
Room 1 – The study (EL 1)
Spellcasters who enter the book using the command word “Germakle” find themselves in this room. DMs may read or paraphrase the following description to the player.

As you utter the command word, there is a flash of light and you feel yourself pulled towards the book. As the light subsides and you orient yourself, you see that you are in a comfortable room, 20-ft by 20-ft square. The walls are lined with books and a soft light from the ceiling provides the perfect reading environment. The floor is lushly carpeted. There is a comfortable looking chair. As intriguing as all these things are, what immediately grabs your attention are the three skeletons advancing from the walls of the room towards you.

Creatures
Skeletons (3)
: hp 5, 6, 6
Treasure
This room contains quite a treasure! The books lining the wall make up a complete arcane library (10,000 gp value). They are everything a spellcaster would need to research a new spell or magic item.

Room 2 – The Work Room (El 2)
As soon as the PC attempts to travel from the study into this room, read or paraphrase the following

You open the door out of the study and peer through. The room adjacent to the study is also well lit. You see a set of shelves containing various canisters, jars, and urns. You see a heavy counter lined with powders, mummified spiders, a jar of eyeballs, a stuffed monkey and other odds and ends. There is even a quaint stuffed crocodile hanging from the ceiling on wires. As you look at the hanging crocodile, you also notice a hideous small shape flying on batwings near the ceiling. As you gaze in horror, it opens its mouth as if to shriek.

Creatures
The flying creature, a “pet” of the former owner is a 2 HD vargouille about to emit its shriek.
Vargouille: CR 2; Small outsider (evil); HD 2d8+2; hp 11; Init +1; Spd 30 ft (fly good); AC 12; Attk +4 melee (1d4 + poison bite); SA shriek, poison, kiss; SV Fort +4, Ref +4, Will +4; Str 10, Dex 13, Con 12, Int 5, wis 12, Cha 8.
Skills: Listen +6, Spot +6. Feats: Weapon Finesse (bite).

Tactics
Roll initiative as normal. Regardless of the outcome or the actions of the PC, the first action of the vargouille is to emit its shriek. If this is successful, it attempts to kiss the unfortunate. Otherwise it bites at the PC, swooping in and out, until one or the other is dead.

Treasure
This room is mainly a storeroom for magical supplies, although the heavy counter allows for some degree of mixing, heating, etc. There are enough ingredients in this room to make 5000 gp worth of magical goods (at caster’s cost, not at market value).

Room 3 – The Laboratory (El 2)
When the PC first enters this room, read or paraphrase the following.

Beakers, burners and even a cauldron fill this room. There are also devices for measuring, sifting, sprinkling and pouring. Everything needed for brewing potions or mixing chemicals seems to be in this room. Thankfully you see no sign of hostile life in this room.

Creatures
In reality, there is a creature in the room, an invisible imp who is just waiting for the right opportunity to strike. This imp was a cohort of the last owner, but has found itself unable to leave the premises of its own accord (it was never taught the command word). This has put the imp in a bad mood and it wants to take its frustration out on someone.
Imp: hp 12.

Tactics
The imp first strikes at the PC from behind. Thereafter, every round, it turns invisible again and again maneuvers behind the PC to strike.

Treasure
This room contains both a complete Arcane Lab and a complete Alchemist’s Lab as detailed in Tome and Blood and the Players Handbook respectively.

Room 4 – The Forge Room (EL 3)
When the PC first enters this room, read or paraphrase the following.

Against the far wall of this room is a forge, a fire burning strongly within. Lining the walls are hammers, tongs and other tools of the smithing trade. You also see bars of steel on the floor and bundles of wood and leather hanging some distance off the floor. As you take all this in, you notice that the fire in the forge seems to be moving as if it had a mind of its own.

Creature
The “fire” in the forge is actually a medium-sized fire elemental about to attack the PC. The former owner used this elemental to heat the forge, but the creature is no longer bound and now merely desires to consume what it can.
Medium-sized Fire Elemental: hp 31

Tactics
The PC has 1 round in which to prepare before being attacked. After this round is up, the fire elemental rushes at the PC, doing all in its power to burn the PC to a crisp. If the PC “escapes” the pages of the Lab without first killing the elemental or closing the door to the forge room, the elemental takes the opportunity to burn anything in any room it can get its “hands” on. This could be bad news for the books in the study.

Treasure
There are enough raw materials in this room to make 500 gp worth of weapons or armor (at the smith’s cost, not at market value).

Concluding the Adventure
Assuming the PC clears out the Lab of its previous inhabitants, it’s all hers. Alternatively, the Lab could have originally belonged to another owner altogether, one who is still around and would not mind having his property returned. (This will appeal to DM’s that dislike giving out valuable treasures.) Perhaps there is a reward for its return. Or perhaps the true owner of the Lab will attempt to retrieve it through violence or stealth. The Lab can thus be used as a means for a mage to create spells and items while traveling or as a way to introduce further adventures.

Scaling the Adventure
The adventure, as written, is quite suitable for a party of four 2nd level characters. By changing the vargouille to a stirge, making the fire elemental a small-sized elemental, reducing the number of skeletons to 1 or 2, and making the imp more conniving and less destructive, the adventure can also be used for spellcasters of lower than 6th level. For PCs of higher than 6th level, consider increasing the HD of the monsters encountered, or increasing the number of monsters encountered. For solo adventures, making the EL roughly 1/3 of the PC’s level seems to be a good rule of thumb and DMs should keep this in mind when determining the strength of the encounters.

New Magical Item – Halvena’s Portable Lab
Halvena’s Portable Lab is just that, a portable arcane Laboratory carried within a spellbook. The Laboratory has 1-4 rooms (each 20 ft by 20 ft). A single room of Halvena’s Portable Lab takes up 25 pages of a standard spell-book. These 25 pages are covered with arcane details of the room in question. The owner of the Laboratory can enter and exit the Laboratory at will through the use of a command word, carrying up to 500 lbs. into or out of the Laboratory as per Dimension Door. The command word is normally included in the arcane description of the rooms.

Though each room of the Laboratory may include up to six pieces of standard furniture as permanent features in that room, the cost of the Portable Laboratory does not include equipment or books. These must be supplied separately and carried into the rooms by the owner. If the book containing the Laboratory is destroyed, all the contents are destroyed as well. A spellcaster caught in the book while it is being destroyed must make a Reflex save (DC 12) to avoid being destroyed with the Lab.

Caster Level: 7th. Prerequisites: Craft Wondrous Item, Leomunds Secure Shelter, Dimension Door. Market: 52,500 gp for the first room + 2100 gp per additional room (This does not include the value of any items stored within the rooms).
 
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Note: After some delay, I am going to start posting my current campaign notes - which is turning into a sort of mega-module. Some of the following is subject to change and some of it contains spoilers. Because of the amount of maps, notes and area descriptions, it will be extremely broken up and added piecemeal as time allows me.

The heart of Corruption
aka. Tilliana's Past

Background: 25 years ago, four adventurers tamed a piece of wilderness almost halfway between Geanavue and Giilia. These four, all from the coastal area, discovered a small four square mile area from which a number of evil things spread. There was an evil temple, a cavern complex which they named the deep caves, and above it all, a castle in which evil forces lived. They destroyed the temple, cleaned out the caves and then eradicated the evil from the castle. They then settled down in the area and built their homes.

The adventurers were Roanai, a priest of Naemae, Fleet, a ranger who loved fast horses, Elias, a fighter with a penchant for big weapons, and Tamil the Demon-killer, a wizard, who among other things, dearly loved cats. They did not build in the castle, for it was too inaccessible for what they wanted. They had a vision of a large settlement, under their protection, for the area was good for farming, well watered, and fairly level in most places. Instead they built about a mile east of the castle, from whence they could keep an eye on the structure, whilst at the same time accomplishing their goals.

Roanai had the ancient and evil temple razed to the ground, hallowed the site and then built a temple to Naemae along with a house for himself. Elias chose an area about a mile south of Roanai and built a fort and then a water-powered millhouse. Fleet selected some choice fields to the north-east and built a ranch on which he could raise horses. Finally, Tamil built a Tower further downstream from Elias and settled down in it with his familiar, Angel, an awakened cat.

Over a period of about five years, the four friends continued to police the area, while at the same time offering generous leases to farmers who were willing to settle in the immediate region. Soon two small villages had sprung up, one near Elias and one near Tamil. Grain was being harvested and sent to Geanavue, as were horses bred by Fleet. Roanai married a young woman whose father worked in Elias’s mill, and over the course of two years had two children.

And then 15 years ago, disaster struck. A huge red dragon was spotted in the mountains to the west. Rumours soon spread of an army of fire-giants ready to march into the region, perhaps all the way to the coast. The four friends came out of their semi-retirement and made plans to kill the dragon. They left for the mountains and never came back. Soon word reached the villages – the giants had been decimated, but the dragon, in the end, had killed the four heroes. Without the strong swords and mighty magics of the four, the villages did not stand a chance. Evil appeared again in the caves and Roanai’s wife was forced to move out of her house and back in with her parents, leaving the temple to Naemae empty. The evil grew fast however and the villagers and farmers were forced to leave the region entirely. However, when the villagers left, they left one ‘person’ behind. Tamil had not taken his familiar with him to do battle with the dragon. Angel, the cat, was unwilling to leave his master’s tower and so they left him to fend as well as he was able.

At the time of their settlement the four companions drew the following map. The words under the bat read "evil onlee sleeps." The words across the stream from the symbol of the Knight of the Gods reads "deep caves" and the words next to the crossed sword and axe read "mill." In my campaign this was the map given to Tilliana by her aunt.
 

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Heart of Corruption -entry 2

Present Overview: The evil in the caves, goblinoids and other subterranean monsters, did not spread far. But other evils entered the region. A small army of orcs took the castle first, led by a powerful ogre. The temple stood silent for many years, until at least it was desecrated and an evil devil was summoned to inhabit it. The entity summoning the devil was perhaps an unlikely summoner. Embittered at being left behind, saddened by the loss of his master, Angel the cat, already versed in the arts of wizardry, took to the study of necromancy and demonology. The study of some of the darker books in his former master’s library tainted his thoughts and hatred grew. Consumed with a desire for revenge, Angel summoned a devil in the temple of Naemae, choosing that site as a sign of his perverse and blasphemous desires. The devil Angel summoned, and for a time bound, was an osyluth in service to the Queen of Inequity. Angel bound the devil to aid him through the use of strong oaths and then set him loose. Soon, through the further corrupting influence of the devil, Angel entered into the service of the Harvester of Souls.

Through the influence of Angel and the Osyluth, undead filled the area in greater numbers and even in Geanavue the small region started to develop a very bad reputation. Several young adventurers died trying to discover the source of the evil over the years and the patrols from Geanavue seldom went that far north if they could help it.

Meanwhile the devil, whose name was Heartrot, made some other plans. He contacted an evil cult, one led by a charismatic druid bent on spreading the doctrine of death and decay. The druid, Nelo, needed money, the devil wanted to spread more corruption. Between the two of them they hatched a scheme to export certain exotic ingredients needed for some less than savory rituals. For some reason the devil had easy access to zombie flesh, ghoul spittle and even the dread ‘worms of Xiznoom.’ Furthermore, Heartrot arranged for the inhabitants of the caves, who had learned to fear him, to gather stirge wings, giant spider eggs and other strange unmentionables. The demand for such things was never high, but over the course of about five years, the cult, led by the druid, has become one of the foremost suppliers of spell ingredients in the world. They carry the ingredients to the coast, then go by barge to Loona and from there to ports all across Tellene. Through his business endeavor, Heartrot has gathered the names and locations of several evil cults and has subtly spread ideas which further his nefarious cause (the spread of evil and corruption).

Lately however, a fourth power has entered into the area. The devil, content in his temple, had never given much thought to the castle on the hill overlooking the area. Like the adventurers who first settled the region, the devil felt it was too inaccessible for his needs. The castle had changed hands about three times over the course of the fifteen years, the owners never greatly affecting Heartrot or Angel. But then, only about four months ago, a vampire took control of the castle. This vampire, named Risk, is originally from Giilia and has dreams of operating his own small kingdom. The castle was easy for him to take, but the areas below the castle are proving less easy. He has entered into a sort of impasse with Heartrot, knowing that a devil that can teleport at will could prove a danger to him as a foe and would serve better as an ally. The vampire has found taking Tamil’s tower to be very difficult due to its many permanent daylight spells and is looking for some covert way to kill the owner. He does not however suspect that a mere cat operates the entire tower, much less that this cat controls the many undead that roam the immediate area. For his part, Angel knows full well about the vampire, but also sees no immediate way to get rid of this crimp in his plans. Angel sees Risk, who honors no god, as a slight to the Harvester of Souls, and furthermore, as a dangerous nuisance. The cat would be glad to see Risk destroyed.

Just recently, Risk has gained an advantage in the form of a new vampire. A young adept named Tarl, a member of Nelo’s cult, had always been envious of the cult leader. He offered himself willingly to Risk and promised to help Risk take control of the valley. Tarl, as a new formed vampire, has taken control of Elias’s old fort and even now seeks to find out the truth about the inhabitants (and the secrets) of the Tower. Tarl has managed to gain entry into the tower once (stealing a scroll in the process) but a sudden daylight spell caused him to leap out a window and flee. He is now much more leery of entering the tower at any time.

Summary of Locations
A. Elias’ Mill
A vampire, Tarl, dwells in the Fort on the north side of the stream. Several vampire spawn, creations of Tarl, also inhabit the area. A pack of ghouls has inhabited the mill house for many years and zombies and skeletons wander through the area in great numbers.

B. Angel’s Tower
Unfortunately for the vampires, the tower that once belonged to Tamil Demon-slayer, was sometimes called the Tower of the Sun due to Tamil’s love of the Daylight spell to light his rooms. The tower is now occupied by undead in service to Angel, Tamil’s former familiar, a Cat who is now an unlikely priest in service to the Harvester of Souls. Skeletons and zombies, of all forms wander the area in large numbers as do many cats. The undead have learned not to harm the felines and the cats have grown used to the smell of death.

C. The Fallen Temple
An Osyluth, Heartrot, dwells in the desecrated temple of Naemae. Undead roam the area and Heartrot has allowed a group of Spawn of Xiznoom to inhabit the house. The huge zombie of some fiendish beast dwells just east of the temple and inside the temple many shadows make their home.

D. Fleet’s Ranch
An evil druid has rebuilt Fleet’s home and with his cult, operates a thriving enterprise out of the area. The ranch is home to many cult members and is guarded by corrupted animals in service to the druid and his followers. In addition to carting out evil spell supplies, the cult has also been useful in procurring bodies and victims for both Angel and Heartrot.

E. The Babbling Castle
Built just above a tall waterfall (fed by two swift streams) the babbling castle is so named for the continuos muttering of the water around it. Currently the castle is inhabited by Risk, a half-elf vampire. Risk has populated the castle with his servants, which includes wolves, vampire spawn and ghouls. The lone problem with the castle is its remoteness and the lack of nearby food, which forced Risk to fly some distance each night to feed. However, he has plans for making a deal with some ogres to the west for a regular supply of food (captured from raiding parties).

F. The pond
This large pond was once an idealic fishing spot. However, Heartrot and angel arranged for a huge zombie to dwell in the waters, a twin to that zombie guarding the temple
 

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Heart of Corruption - entry 3

A. Elias’ Mill
Elias’s fort is in a sad state of disrepair, as are the buildings on the south side of the stream. Tarl, who has made the fort his home, has done some work to the fort but it needs much more. The bridge over the stream collapsed eight years ago in a flood which also destroyed the mill wheel and the two houses nearest the stream. A pack of wolves has entered the forest, and other wolves now dwell in the fort-yard. These wolves, corrupted by the vampire, are unafraid of the undead and will attack anyone they see.

For every hour spent in the area, roll 1d20 for random encounters and consult the following table.
1 Wolves (1d6)
2 Skeletons (2d6)
3 Zombies (2d4)
4 Ghouls (1d8)
5 Vampire Spawn (only at night)
6-20 No encounter

Numbered Areas on the map are as follows

1 – Ruined house.
Nothing is left of these houses except for crumbled walls, collapsed roofs and debris. There is a 25% chance per site explored of disturbing either a medium sized monstrous centipede or a medium sized monstrous spider.

2 – Body
This is the shell of a stone house. Most of the walls are missing and the roof is gone. In the middle of the walls, lying in a shallow grave (Spot DC 10) is the body of a young man. Left alone, he will rise as a vampire spawn the following night, increasing the number of vampire spawn under Tarl. The man is a shepherd who wandered too far north.

Vampire Spawn (Simar): CR 4; Init +6; Spd 30 ft; HD 4d12; 24 hp; AC 15; Attk +5 Melee (1d6+4+energy drain slam) SA Charm (Will Save DC 14), Energy Drain (DC 14), Blood Drain; SQ Undead, +2 Turn Resistance, Damage Reduction 10/silver, Cold and electricity resistance 10; Gaseous Form, Spider Climb, Fast healing 2; CE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14.
Skills and Feats: Bluff +8, Climb +8, Profession (Animal Husbandry/sheep) +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11; Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (sheep).
Possessions: Dagger, clothing, ring (5 gp value).

Roleplaying Notes: Simar will arise hungry, stalking and attacking the first living things he can find. In a fight he will attempt to grapple and drain blood. Driven by hunger he will only flee a fight if reduced to Gaseous Form. As he fights he will snarl such things as, “I need your blood. I am so thirsty!”

3 – Vampire Spawn
This stone house is mostly intact except for the roof, which has mostly collapsed. There is a coffin in the basement housing a Vampire Spawn, a giant of a man with a long blond beard. This particular spawn wields a Great-Ax +1. At dusk, he emerges from the house and heads to the west to hunt.

Vampire Spawn (Fredrig): CR 4; Init +6; Spd 30 ft; 30 hp; AC 15; Attk +7 Melee (1d6+6+energy drain slam) or +9 (1d12+7 great-ax); SA Charm (Will Save DC 14), Energy Drain (DC 14), Blood Drain; SQ Undead, +2 Turn Resistance, Damage Reduction 10/silver, Cold and electricity resistance 10; Gaseous Form, Spider Climb, Fast healing 2; CE; SV Fort +1, Ref +5, Will +5; Str 20, Dex 14, Con -, Int 11, Wis 9, Cha 14.
Skills and Feats: Bluff +8, Climb +10, Run +10, Hide +10, Jump +10, Listen +9, Move Silently +11, Search +7, Sense Motive +9, Spot +9; Feats: Alertness, Improved Initiative, Lightning Reflexes, Weapon Focus (Great-ax).
Possessions: Chain shirt, +1 Great-ax, 2 daggers, small gem (120 gp)

Role-playing Notes: Fredrig was a warrior, more brawn than brains. As a vampire spawn he is even stronger, but little smarter. In battle he will first attack with his axe and then follow up with a slam attack. If in a one on one battle he will attempt to grapple an injured foe. Otherwise he will merely drink after his foes are dead. Typical comments include remarks like, “You cannot win puny mortals!”

4 – The Mill
This building is in bad shape. The wheel is busted and the roof has collapsed making the second floor useless. However both the ground floor and the basement are solid and in these two large rooms dwell ghouls. During the day, five ghouls rest on the top floor and a Ghast and three ghouls rest in the cooler basement. At night, they cross the stream and hunt in the woods for those few remaining deer. They will not harm a cat as Angel as hurt them before for doing so. At its deepest the stream is only about 10 feet deep. It flows fast however (-2 to swim checks) and is about twenty to thirty feet wide. A failed swim check indicates the swimmer took 1d6 subdual damage from the rapids and the rocks.

Ghouls (8): CR 1; Init +2; (5, 8, 11, 12, 12, 13, 15, 19 hp) AC 14; Attk +3 (1d6+1+par bite) and +0 (1d3+par 2 claws); SA Paralysis (DC 14 1d6+2 minutes).
Ghast (1): CR 3; Init +2, 28 hp; AC 16; Atk +4 (1d8+1+par bite) and +1 (1d4+par 2 claws); SA stench (DC 15 or nausea(-2) for 1d6+4 minutes), Paralysis (DC 15 1d6+4 minutes).

Treasure: On the bottom floor of the mill, in a pile of old bones, the PCs may find 400 gold pieces, 2 gems worth 100 gp each, and a potion of clauraudience.

5 – Silo
The roof of this silo is still partially intact, though the ladder up the side of the stone walls is not. Likewise, the wooden building built next to the silo has collapsed. Four stirges live among the wood rafters at the top of the silo. There is a dead stirge on the ground. Buried just beneath the dirt (Spot DC 12) is a coffin in which a vampire spawn rests during the day. This spawn, a young female, enters the coffin through a small brass tube as a gaseous cloud. She exits the same way and at night emerges and goes south to hunt.

Stirges: CR ½; Init +4; AC 16; hp 4, 5, 6, 7; Atk +6 touch (1d3-4); SA attach, blood drain (1d4 temp constitution).

Vampire Spawn (Racel): CR 4; HD 4d12; hp 39; Init +6; Spd 30 ft; AC 15; Attk +4 Melee (1d6+3+energy drain slam) SA Charm (Will Save DC 14), Energy Drain (DC 14), Blood Drain; SQ Undead, +2 Turn Resistance, Damage Reduction 10/silver, Cold and electricity resistance 10; Gaseous Form, Spider Climb, Fast healing 2; CE; SV Fort +1, Ref +5, Will +5; Str 14, Dex 14, Con -, Int 13, Wis 11, Cha 18.
Skills and Feats: Bluff +10, Climb +7, Craft (cooking) +10, Hide +10, Jump +7, Listen +11, Move Silently +11, Search +8, Sense Motive +13, Spot +11; Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (cooking).
Possessions: Clothing, 4 gems (10, 11, 120, and 1200 gp).

Role playing notes: Racel is not a fighter at heart but has become a natural seductress. She will prey upon males in particular, though a weak looking female will be attacked. Her chosen method of attack is to bluff and charm her way into the veins of men.


6 – Vampire Spawn
The walls of this stone house still stand, but the roof and second floor have both collapsed. Along with six dire rats, a vampire spawn dwells in the rubble. Digging through the rubble takes 12 man hours before one can reach the coffin. The vampire spawn, who still wears the blue robes of one of the cult members, emerges each evening and travels to hunt his former cult-mates, as per Tarl’s instructions.

Vampire Spawn (Minj): CR 4; Init +6; HD 4d12; 18 hp; Spd 30 ft; AC 15; Attk +5 Melee (1d6+4+energy drain slam) SA Charm (Will Save DC 14), Energy Drain (DC 14), Blood Drain; SQ Undead, +2 Turn Resistance, Damage Reduction 10/silver, Cold and electricity resistance 10; Gaseous Form, Spider Climb, Fast healing 2; CE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14.
Skills and Feats: Bluff +8, Climb +8, Knowledge (religion) +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11; Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (knowledge).
Possessions: Blue robes, 2 gems (13 and 800 gp), and a Periapt of Proof against Poison.

Roleplaying notes: Minj is particularly interested in feeding off of cult members and will generally leave other prey alone. He is still fixated on death and will talk of death and destruction, even as he fights.

7 – Vampire Spawn
The fourth vampire spawn dwells in this building. The ceiling of this building, being mostly slate, is still fairly stable. But a hole in the north corner of the roof has let in rain water and allowed the first and second floor of the building to rot. This makes walking on the floors extremely unsafe and there is a 50% chance each minute that any given person walking on the floor will plunge through the floor (Reflex DC 20 to prevent) and take 1d6 damage. Anyone doing this on the second floor has a 90% chance of plunging through the first floor for an additional 1d6 damage. The vampire spawn has placed his coffin in the rafters of the roof. A family of giant spiders lives in the basement of the house. This particular spawn is the only one who kept Tarl from getting his money – he had it well hidden when he was killed. Now his gold and a magical shortspear both lay with him in his coffin.

Vampire Spawn (Mokal): CR 4; Init +6; HD 4d12; 23 hp; Spd 30 ft; AC 17; Attk +5 Melee (1d6+4+energy drain slam) or +6 melee (1d8+4 +1 shortspear); SA Charm (Will Save DC 14), Energy Drain (DC 14), Blood Drain; SQ Undead, +2 Turn Resistance, Damage Reduction 10/silver, Cold and electricity resistance 10; Gaseous Form, Spider Climb, Fast healing 2; CE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14.
Skills and Feats: Bluff +8, Climb +8, pick pockets +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11; Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (pick pockets).
Possessions: Leather Armor, short sword, +1 shortspear, 500 gp, ring (90 gp)

Roleplaying Notes: Mokal was an adventuring thief in life. In undeath he is still a cautious and secretive individual, choosing normally to attack from the shadows only to retreat and attack from a different direction.

8 – The fort
 

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Heart of Corruption - entry 4

8 – The fort
Parts of this building are inbetter repair than other parts. The wolves that patrol the ground have thus far kept Angel from getting to the vampire’s coffin, though given enough time Angel would probably manage to eliminate the wolves.

8a – Courtyard (EL 5)
Walled in with stone, the courtyard contains a well, the water of which is still clean. On the west side of the courtyard are stables. Currently six wolves lair in the courtyard, sleeping in the stables at night and prowling the yard by day.
Wolves (6): CR 1; HD 2d8 +2 (9, 10, 11, 11, 12, 13 hp) Init +2; Speed 50 ft; AC 14; Attk +3 melee (1d6+1 bite); SA Trip; SQ Scent; 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, Wilderness Lore +1(+5); Weapon Finesse (bite).

8b – Carriage house
This two story stone building is still in good repair, though the slate roof has a slight leak. The bottom room of the building used to hold horse gear and tack and harnesses but now only contains pegs on the wall and places for four saddles. The top floor used to once hold hay but is also now empty. The doors on the second floor lead to 8c.

8c – Roofs
The flat roofs above the stables and the first floor of the living quarters can be easily reached via doors from the hay loft and from the keep. Arrow slits in the wall allow for archers to shoot to the north and west.

8d – Sitting room
Four still useable chairs are in this room, facing the fireplace on the north wall. There used to be a painting over the fireplace but it is long gone.

8e – Dining room
A large oak table and a fireplace on the south wall dominate the room. The chairs for the table are long since gone and the carpet in here is moldy.

8f – Private Study
Old and musty chairs line the room. Bookworms have eaten most of the books and a good portion of the shelves in this room, there are none that can be salvaged. Searching the crumbling books might reveal the existence of the bookworms (spot DC 20). Anyone carrying books, parchments or scrolls will attract 2d4 worms per round. Worms on the move are easier to spot (Spot DC 15). There are a total of 35 worms in the room, each with 1 hp.

8g – Servants Lounge
A puddle of water lies on the floor, a symptom of the leaking ceiling above. All the furnishings in this room are water damaged and there is a distinct musty smell in the room. However there is nothing dangerous in here and despite the water the floor is still sound.

8h – bedroom
This was once the bedroom of the house maid. The bed is still sturdy, though it needs a mattress. A cracked wardrobe is empty. There is little water damage in this room and besides dust, there is nothing untoward in here.

8i – small bedroom
This room once housed the cook. It is now completely devoid of furniture. There are water stains on the floor and the ceiling above sags from the weight of rock and wood on it. If the ceiling takes 15 hp of damage for any reason it will collapse and anyone and anything in the room will have to make a Reflex save (DC 15) or be struck for 3d6 hp worth of bludgeoning damage.

8j – Kitchen (EL7)
When the staff fled 15 years ago, they took all the kitchen utensils with them. A fireplace is on the east wall and the west wall is taken up with cupboards and counters. The hall between the kitchen and the tower has been filled with clutter and rocks by Tarl. It takes 8 man hours to clear a way through. Like the ceiling in 8I, the ceiling in here is buckled and weakened and could collapse if it takes any damage. A pack of Shadow Rats lairs in the chimney. They are early victims of Angel’s experimentation with raising the dead. They leave the undead vampires alone, but will attack any living creature that enters the kitchen.

Shadow Rats (10): CR 1; tiny undead; 3 hp each; Spd 15 ft., climb 15 ft.; Init +2; AC 15; Atk +4 melee (1d3+1d2 temp. Str incorporeal bite); SA Strength Dam.; SQ Partially Incorporeal, undead, scent, shadow blend; Fort +0, Ref +2, Will +4; Str -, Dex 15, Con -, Int 2, Wis 12, Cha 2.
Skills and Feats: Balance +12, Climb +12, Hide +12; Weapon Finesse (bite)

8k - cupboard and stairs to the basement
The cupboard is empty, but stone stairs next to them leading to the basement are still quite serviceable.

8l – Guest room
Anything of value has long been gone from this room except for a large four poster bed with a straw mattress. The straw however is moldy and stinks. Like the kitchen and the cook’s bedroom, the ceiling in this room sags and if it takes too much damage it would collapse.

8m – Small Guest Room
This room is newly refurnished and quite serviceable as a bedroom for one or two.

8n – Linen closet
This closet is nothing but empty shelves.

Note: Both the book worms and the Shadow Rats are detailed in Tome of Horrors.
 

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Heart of corruption - entry 5

Elias' Fort continues (basement)

8o – Sparring room (EL 4)
In this room, Elias used to fence with some of his friends and followers. Now a patch of green slime has filled the damp room. Small patches of it are on the ground, but the east and south wall are covered with it, as is the ceiling. Anyone entering the room has a 50% chance per round of having some of it drop on them.

8p – weapon master’s bedroom (EL 4)
Elias’ good friend and weapons-master slept here, along with two other men. They helped patrol the countryside. Now all that is left are three beds and three empty trunks. The trunks and the beds are bolted to the floor. A vampire spawn sleeps curled in one of the trunks during the day. He was in life, the brother to Fridrag and they look and act alike.

Vampire Spawn (Gesdal): CR 4; Init +6; HD 4d12; 17 hp; Spd 30 ft; AC 15; Attk +6 Melee (1d6+6+energy drain slam) or +8 (2d6+7 greatsword); SA Charm (Will Save DC 14), Energy Drain (DC 14), Blood Drain; SQ Undead, +2 Turn Resistance, Damage Reduction 10/silver, Cold and electricity resistance 10; Gaseous Form, Spider Climb, Fast healing 2; CE; SV Fort +1, Ref +5, Will +5; Str 18, Dex 14, Con -, Int 13, Wis 11, Cha 14.
Skills and Feats: Bluff +8, Climb +8, Run +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11; Feats: Alertness, Improved Initiative, Lightning Reflexes, Weapon Focus (Greatsword).
Possessions: Clothing, 1 gem (200 gp), +1 Greatsword.

8q – Vault
Elias kept his treasure in this room. The lock on the door is unique and though it can be picked (DC 35), it is more easily opened through the use of a special medallion worn by Elias when he died. A spell will have to overcome a DC of 20 to magically open the door. The door, made of a unique stone-like substance and magically enhanced has a hardness of 10 and 100 hp. The break DC is 35. The room is sealed against ethereal entry, scrying and cannot be entered in gaseous form.

Inside are three chests still containing 5000 gold pieces, 200 platinum pieces, and 20 gems and jewels. There is also a Longsword +2, a suit of Elven Chain mail, a small metal shield +2 and a pair of Gloves of arrow snaring.
 

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