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