EP1: THE GHOST OF GRENGER MANOR
This
adventure has been designed for 2-5 characters of any alignment, and of 2nd to
4th level of experience. There should
be at least one cleric in the party, and a thief would also be very helpful. The module is perfect for a single evening
of play, and it can easily fit into any ongoing campaign. It is set in a forested area near the town
of Grenger, but this could be changed without greatly affecting the playability
of the scenario.
Please
remember that Ghost of Grenger Manor is a copyright (© 2001 by Bob Heggie)
work. Please view the copyright policy
on the Empire of the Pearl website for details (http://www.estop.ca/kronar). If you have any questions feel free to
contact the author (Bob Heggie) at bheggie@shaw.ca.
Adventure Background
There
are several ways that the party could be enticed to explore the manor:
1. Read
this passage to the players:
While
drinking one night, in a tavern in the town of Grenger, you overhear one of the
locals telling a ghost story concerning the old manor house by the lake. The only ones listening to the story are a
group of children; the adults are either trying to ignore the storyteller or
giving him angry looks. His story is
fairly cliché and tells how Sir Torin Grenger slew his entire family, and then
himself, after being cursed by an evil witch.
He tells of strange happenings in the manor after this, the Grenger
fortune that is supposedly hidden there, and ends his tale with a cheap effect
in order to frighten the children.
If
pressed for more information about the house (after his story) he will first
ask for 2-5 sp, then tell the players this:
"The house is haunted, you can be sure of that. But, rest assured that that which the
spirits guard is still there." He won't say anymore and he doesn't know
what sort of treasure will be found there.
2. The
characters could be sent on a quest for some item reputed to be in the
manor. The two objects of such a quest
would be either the magic wand (see room 13) or the book of prophesies
(room 19). If the party asks about the manor
on their journey they will hear that it is haunted and that there is some sort
of treasure hidden therein.
3.
Other. If you have a better idea about
how to introduce the players to the manor by all means use it. They might stumble upon it one night in a
rainstorm and . . . well that's up to you.
For the Dungeon Master
If you
enjoy ghost stories and murder mysteries you will probably like DMing this
module, it has a lot of the standard ghost story/murder mystery trappings. The difference is that there is a guy (Terg)
in the attic of this "haunted" house producing all of the
effects. However, the players should
believe that they are in a real haunted house.
Each room description is broken into paragraphs. The first paragraph has the room number and
a general description, which should be read to the players. The remaining paragraphs have descriptions
of hidden features, monster stats and treasure descriptions. Some room descriptions will be a single
paragraph if there is little of interest.
Remember to keep track of the time, once a half hour (of game time) has
gone by the thieves (detailed at the end of the scenario) will return; when
this happens go to the section: Conclusion.
Empire of the Pearl Campaign Setting
If you
are using this adventure in your Gaeoan campaign then you should place the town
of Genger in the Barony of Url, near the town of Jipp. If you decide to place the manor elsewhere
then you will have to change some of descriptions, but otherwise it should
provide an evening of fun role playing.
Approaching the Manor
As the
party rides/walks/sneaks toward the old manor house read this to them:
You
have finally reached the manor. From
what you were told, the manor has been abandon for about 100 years. The outer wall has crumbled in places (it's
made of mortared stone), the gate is rusty, and half of it has fallen off and
is lying in the tall grass--the other half is swinging back and forth in the
wind, making a squeaking sound.
The
house is dark and foreboding; there are 2 floors and an attic. The other buildings in the compound have
collapsed. The front porch is in bad shape but the front doors looks
solid. If a character has tracking
proficiency then a successful check at this point will show that the
pathway to the house has been used recently (a ranger could tell without such a
check). A ride or animal training
check will reveal that whoever was here had horses, and the beasts had plenty
of time to graze.
1.
Foyer. The door is made of heavy oak, there is a
lock on it but it is rusted and useless.
The
room is dark; it is a foyer, as the party enters the door swings shut behind
them. To open the door a character must roll open doors. A find traps or concealed doors
roll will reveal that a wire is attached to it, the wire leads up and
disappears into the ceiling.
From
here the party will see a staircase leading up to a gallery, a door across the room,
a short hallway to the left and a room to the right.
2.
Sitting Room. This looks as if it was once a comfortable
room, but now it is quite dusty and dirty.
There is an old moose head over the mantel, and the window is boarded
up. You hear the sound of chains
rattling upstairs and a loud moan resounds throughout the room.
On a
small table is a lantern full of oil (a PC making an intelligence check
can tell that the lamp is new). If
someone makes a search of the moose head they will find a small pouch
containing an uncut diamond (worth about 50 gp). If a character makes an intelligence check at -3 then
inform the player that the moan came from the fireplace. There is a secret door in the rear of
the fireplace that may be detected normally.
3.
Dinning Room. The windows are boarded up; there is a long
table in the center of the room and a fireplace to one side. You can hear someone walking around
upstairs.
The
table is made of very hard wood (oak) and looks like it has been here for a
long time.
4.
Secret Passage. The back of the fireplace is visible here as
well as a spiral staircase leading down.
The
stairs lead to room 24 (the secret part).
5.
Pantry. There is nothing in here now with the
exception of a large dumbwaiter.
The
dumbwaiter can carry a human of 200 lbs or less, it goes up to the attic (room
20) and down into the basement (room 21).
6.
Kitchen. In this room is a large table; many pots,
pans and utensils hang on hooks. There
is a big cauldron hanging in the fireplace and a fire burns beneath it.
It
doesn't take a genius to see that this room has been used fairly recently. When someone approaches the fireplace the
fire will flare up and a voice will shout "Get out of my house!" An intelligence
check is needed to notice that the voice came from the fireplace. There is some soup in the cauldron (it's not
too bad but it needs a little salt).
7. Library. In this room are a couple
of big, rotting chairs and shelves full of moth-eaten, old books. There are two entrances to this room and
there is a fireplace. There are no
windows.
A
search for secret doors will reveal a catch, if released the bookshelf
beside the fireplace may be swiveled to reveal a hidden passage. As soon as the catch is released a ghostly
voice will shout, "Go back, leave this place, or you will all die!"
An intelligence check will tell the character that the sound came from
the fireplace. If it is specifically
looked for the character can tell, with a successful intelligence check,
that the book of prophesy (see Adventure Background #2) has been
removed. The only other book of interest in this room is one called Ghosts
and Hauntings. For any character
reading this tome make an intelligence check on a successful roll the
character will find this passage that deals with the exorcism of restless
spirits.
The
passage from Ghosts and Hauntings, read to the players:
...There was a particularly nasty spirit that I once
encountered. The apparition was so
stubborn that it refused all of my efforts to end his torment and send him to
his ultimate rest. Remembering an
ancient tome that I had once read, on the subject of restless spirits, I took
out my small holy symbol and presented it strongly as I faced the ghost.
'Away to perdition with you!' I screamed at the specter, and it
retreated from me for a short time. I
soon found the remains of the poor soul, and wasted no time in burying the
corpse and performing the following ritual, which banished the spirit
forever...
The
book is by a traveling cleric who spent his life exorcising spirits; the
passage is from the early days of his career.
It details how to properly bury a corpse so that its spirit may go on to
its final rest.
8. Secret Passage.
This passage leads from room 2 and 7; the stairs go down to an obvious
(on this side only) sliding panel.
9. Laundry Room.
The window in this room is also boarded up. In one corner are a large tub and 2 washboards; there is also a
hand pump.
Both
washboards are broken. The hand pump is
connected to the well outside, but also rusted and useless. One of the doors leads outside (it is stuck,
character must roll open doors). The party will hear music coming from
the next room (room 10). It sounds like
someone playing a flute. In the
backyard, which is overgrown with grasses, are the well and an outhouse. There is a new bucket and rope attached to
the well; the outhouse has been cleaned, and fresh rags have been placed there.
10. Music Room.
In this room are 2 stuffed chairs, the chairs are rotted, and the
stuffing has falling out; there is also a table. On the table is an old brass flute.
If the
flute is examined then the character can see that it is clogged with dirt; it
might be cleaned up and sold (may fetch 10 gp). The windows in here are also boarded.
11.
Bed Chamber. This large room shows signs of having once
been a woman's bedroom. There is an old
bed against the west wall, and a fancy fireplace in the southeast corner. The curtains and bed sheets are frilly and
feminine, but rotted and worthless. The
window is boarded up but there is a small glass door leading out onto the
balcony. Opposite the glass door is a
closet door.
The secret
door in this room slides to reveal a secret staircase leading up to another
sliding panel. These stairs lead to
area 14 (the attic stairs) and unless all characters have move silently
and make their die rolls, then Terg, who is in room
20, will hear and he will
escape down the dumbwaiter.
12.
Closet. This looks like a large closet; there is
nothing in here now.
Roll secret
doors to find the sliding panel in the back of the closet (leading to area
13).
13.
Closet. This small room was probably a linen closet,
but there isn't any linen in it now.
Roll concealed
doors to find the hidden niche in this room, in the hole the character will
find a wand: it is a wand of size alteration, and functions normally
only for a female character; the item holds 18 charges. Scratched on the side of the wand are the
words: "gross" & "klein." These are the command words;
the former means big and the latter means small. The effect of the wand lasts for 1/2 hour (30 melee rounds).
14.
Staircase. This is a curved set of stairs leading up to
the attic. The door at the bottom of
the stairs is barred from the inside.
To open
the door from the hallway characters must roll to open magically locked or
barred doors. If the party enters
the stairs are from room 11, and any fail their move silently rolls,
then they will all hear a squeaking sound coming from the attic. Naturally, if the party breaks down the door
then Terg not only hears them, but he also has plenty of time to escape.
15.
Front Balcony. From here you have an excellent view of the
surrounding forest. The site is quite
breathtaking actually.
If a
search is made of the balcony then the character will find a wire running up
from the front door toward the attic. A
character with good eyesight, such as an elf, will be able to see several
mounted persons heading toward the manor; tell the player that it looks like
they will be here within a half hour.
16.
Guestroom. The door to this room is locked. It was very
likely a guestroom; there is no fireplace but there is a closet and a glass
door leading out onto the balcony (room 15).
17.
Children's Room. The Grenger’s children used this room; there
are two small beds (rotten - weak), a few sticks of broken wood (probably a
night table), a fireplace, and a closet.
The window is of course also boarded up.
18. Large Balcony.
The rear balcony is quite large; from here you get a good view of the
lake behind the manor.
From
here one can see the roof; on a successful intelligence check tell the
player that there are pipes running from the attic to the three chimneys.
19.
Bedroom. The door from the hallway is locked.
Once
the party is inside read this: You can tell that this is not only the master bedroom, but also
that it is still in use! The bed is
very good and has clean sheets. Light
enters the room through the glass-door on the south wall. You hear a scream and a howling voice,
"Leave my house, this is your final warning!"
A thief
could tell (on a successful intelligence check) that the lock on the
hallway door is new (and it is complex, -10% to open). The closet holds some good men and women's
clothing (all new). There is a glass-door
leading out onto the balcony, but a set of bars prevents the use of this door
(roll bend bars/lift gates to open).
A search of the closet will uncover a book hidden under some women's
shoes. The title is Light of the
Sun; it is a book of prophesies of Solonar, the sun god (at a major temple
to the deity this book would fetch 3000 gp).
A detect concealed doors roll made by the fireplace will reveal a
loose stone hiding a niche in the hearth; in it is a book. A wizard could tell that it is a book of
spells (it belongs to Midina, see Conclusion).
If one
of the characters reads Light of the Sun hoping for some revelation,
then read this passage to the player:
...Things may not be as they seem ...a frightening spirit may be
nothing more than a sheet on a clothesline... There will be times when your
only escape will be through the paths of the dead...
20.
Attic. Depending on the actions of the party you
will read one of the two passages below.
The
room is empty: You
see a large attic with wide windows facing south, east and west. Piled around the room are 16 cots, 16 bags
and a flute. From here you can clearly
see how all the haunting effects were done.
You can see the pipes connecting to the chimneys, the wires, bellows,
chains, etc.
The
room is occupied: You
see a large attic room and over to one side you see a very surprised little man
jangling a set of chains.
If Terg
is alerted to the party’s approach then the room is empty and the dumbwaiter
cart is in the basement, otherwise it is here.
Should the party manage to sneak up on Terg then he will be in here and
he will be totally surprised (no need to roll for this, you may roll for the
party if you like). The bags contain no
treasure, only clothes.
Terg: AC 5; MV 12; T4; hp 15; THAC0 19;
#AT 1; Dmg 1-8; ML 6; AL CN; D 16; other stats are normal; PP 20%; OL 20%; F/RT
10%; MS 70%; HS 45%; HN 30%; CW 75%; RL 5%; has 10 gp and an earring (worth 25
gp).
Terg is
a whiner, a complainer and has zero tolerance for pain, but he is a very good
thief and is quite clever at sneaking around undetected (note that he has very
high percentages for move silently and hide in shadows). It was this ability that motivated Telford
(see Thieves section) to choose Terg for the task of running the haunting effects,
since some of them require a person with a light step. If the party captures him, and the word torture
is even mentioned, he will probably (95% chance) tell them whatever they want
to know. Telford knows about this
little weakness of his, so he tends to tell Terg very little (just in case the
haunted house scam doesn't work). Terg
doesn't know exactly when the thieves will return; he knows that Telford is a
good fighter; he knows that Midina is a sorceress because she has cast some
minor spells in his presence. He knows
what visible treasure the thieves possess, but not stuff they keep hidden (i.e.
the spell book, contents of purses, etc.).
He does not know about the magical club (Telford and the gang just stole
it and Terg has not yet seen it).
Should the characters enter combat with him he usually carries a
longsword, uses a short bow, wears leather armor, and carries a shield.
From
the window the characters can see for miles; all will be able to see several
persons on horseback approaching the manor; they will be here soon. The dumbwaiter goes to room 5 and
21.
21.
Storeroom. In this room you see a few barrels, a
smaller cask, and a few boxes.
One of
the barrels is filled with ale, the cask contains brandy (good stuff); a few of
the boxes hold fruit, vegetables, dried meat and spices. The room is clean and slightly cooler than
the rest of the manor house. The cask
of brandy is worth 2 gp and weighs 2 lbs., the other stuff is valuable, but too
big to carry out of here (if the party somehow got all this stuff to a market
it could fetch as much as 100 gp), the party would need a cart if they wanted
to take it all since it weighs several hundred pounds.
22.
Basement. You see
a large room at the bottom of the stairs.
There are three great pillars, which support the ceiling, and scattered
across the floor are a few bits of wood, a rusty tool here and there, and some
other bits of miscellaneous junk. You
hear mumbling coming from the next room (Room 24--the crypt).
There
is nothing of interest in this room.
23.
Ash Pit. These
small rooms hold nothing but ashes; the door is very small, just enough to
admit head and shoulders.
24.
Crypt. The door to this room is made of rusty,
vertical, iron bars, which have horizontal supports. On the back wall you see several rows of small doors on each of
the smaller doors is a plaque. It looks
like a crypt.
If the
players state that they are checking for traps before they go into the
crypt then a successful roll will reveal a wire connected to the cage door and
leading to the back of the crypt. If
they didn't check for traps then they have fallen for Terg's
last trick
(provided he is still alive). When the
party moves into the room Terg will pull on the wire and swing the cage door
shut; the party will be trapped in the crypt.
They will then hear "Hee hee hee! I got you . . . hee hee
hee..." (ad lib); Terg will jeer at the them for about 10 seconds then go
back upstairs to await the others. The
secret door has a peephole (you can see a spiral staircase beyond) and is
barred from the inside (roll to open barred doors). The cage door is still sturdy, and locked
(it will require an open locks or a bend bars roll to get
through).
On each
plaque is etched the name of the person who's remains are buried therein. On a successful intelligence check
the character can tell that one of the names does not belong (the name on the
cell is "Weg Aus"). This
crypt is false and there is no corpse within.
If the party searches this crypt then roll once for each party member
searching to find the sliding panel in the back (as for finding secret doors). On the other side of the false crypt is a
rough, man-made tunnel leading south.
The
thieves' loot was originally stashed in here but a group of orcs found it and
(being hopelessly greedy) went off to explore the rest of the cave. A successful tracking proficiency
check will show orc tracks in the dirt leading toward the east side
passage. The passageways leading east
and west are natural.
25.
Tunnel and Clearing. The man-made tunnel leads for over 100 feet
out the side of a hill, and into a small clearing. Roll for surprise as normal for in the clearing are five
centaurs.
Centaurs (5): AC 5 (4); MV 18; HD 4; hp 25,
21, 18 (x2), 16; THAC0 17; #AT 3; Dmg 1-6/1-6/1-8; ML 15; AL CG; MM1/14; each
has 2-12 gp, leader has 20 gp & a ring worth 50 gp.
As the
players decide what to do the centaurs surround them, their leader (the one
with 25 hps) says in common, "You have stolen our chieftain's club, return
it or die!" The characters must
show the centaurs their weapons and explain that they know nothing of the club
and the centaurs will believe them, otherwise the centaurs will attack. The leader has an AC of 4 and his first
attack will be to charge with his lance doing 2-24 hps of damage on a
successful hit. Subsequent attacks will
be the normal damage listed for the centaurs.
If the
characters tell the centaurs about the men coming up the trail they will go to
ambush them; the party is invited to join them.
26.
Restless Spirit. The tunnel ahead opens out into a large
cavern about 30 feet across. In the
middle of the cavern you see a body.
There is a leather sack near the body that has split open and reveals
some of its contents; gold coins.
Guarding
this treasure is a shadow.
Shadow: AC 7; MV 12; HD 3+3; hp 15; THAC0
17; #AT 1; Dmg 2-5; SA strength drain; SD +1 or better weapon to hit; ML
15; AL CE; MM1/86.
A
successful intelligence check reveals the body to be that of an
orc. Any characters approaching the
body will be attacked. If a cleric
character has read Ghosts and Hauntings then allow that character a
chance to turn this creature at +5 on the roll (for this encounter only); this
will give the party enough time to bury the body of the orc and dispel the shadow.
If the
characters manage to get the bag it contains 3500 gp, three rings (two are
plain gold, 5 gp each, and the third has a small diamond inset--50 gp).
27.
Unstable Cave. You see another large cavern; one section of
the cavern has crumbled and there is a large pile of rubble in here. You can see a boot sticking out between two
of the larger boulders.
A
dwarf, or a character with mining proficiency, could tell that the
ceiling is cracked and very unstable.
If the party makes a loud noise (such as running quickly through this
room) the DM should roll a D20, and if a 9 or less is rolled then part of the
ceiling will come down. Characters in
the area of the cave-in will take (1-4)xd6 dice of damage. Those characters making either a Save vs.
Petrification (dexterity bonuses apply), or a dexterity check, will
only take 1/2 damage (DM’s choice). A dexterity
check is necessary to quietly move the boulder off the body.
On the
body of the orc is a bag containing: 2400 sp, a silver brooch (worth 250 gp),
and a set of gold and diamond earrings (worth 100 gp).
28. Bear Cave. Ahead your torches illuminate a cavern that
is about 20 feet across. In here are
the bodies of four orcs; there are also four bags and one huge, grizzly bear. The bear is sleeping, for the moment. Two of the bags have split open, spilling
some gold and silver coins on the floor.
Greedy characters (such as dwarves and gnomes)
should make a wisdom check here (at +3) or do nothing except try to get
the treasure. Any noise will awaken the
bear, 1 failed move silently roll is all it will take. An intelligence or a healing
proficiency check will tell the character that the orcs didn't go down
without a fight; two wounds are visible on the bear, one in the head and one on
the left fore-leg.
Grizzly bear: AC 6; MV 12; HD 5+5; hp
21 (26); THAC0 15; #AT 3; Dmg 1-6/1-6/1-8; SA hug for 2-12; ML 10; AL N; MM1/9.
The number in brackets, under hit points, is the
beast's total, sans wounds. If the bear
hits for 18 or better with one of its claws then it will also hug for the extra
damage. This creature will continue to
fight after reaching 0 hps for 1-4 melee rounds; at -9 and beyond it will die
instantly.
There is in total about 3000 sp and 2000 gp
scattered about the room and in the bags.
There is also an intricate gold ring (worth 120 gp), 3 gems (1x500 gp,
1x150gp & 1x50 gp), a silver ring with an emerald set in it (450 gp), and a
golden thimble (5 gp).
29. Noisy Fungi. The tunnel opens into a cavern about 20 feet
across. In here you see several large
mushrooms about 3 to 7 feet in height.
Shriekers (4): AC 7; MV 1; HD 3; hp
21, 17, 12, 9; THAC0 nil; SD noise; ML nil; AL N; MM1/87.
A character with Herbalism proficiency should
roll a skill check before entering the cavern.
On success the character will know that the mushrooms are in fact
shriekers. Entering the cavern will be
enough to set off the shriekers; this may attract the attention of the centaurs
(75%, see room 25), and/or the grizzly bear (25%, see room
28), but will
certainly alert the gambado (see room 30).
30. Gambado Cave. The tunnel expands into a larger cavern
roughly 20 feet by 30 feet. The walls
are damp, and there are many dark corners.
Strewn about the room are the bones of several creatures, some human and
some not. Various weapons and pieces of
armour also lie about.
Roll an intelligence check for each member of the
party as they enter this room. On a
successful roll tell them that there is a small hole in the cave wall to the
left of the entrance. The hole is
roughly one foot in diameter and inside the characters can see a human
skull. The "skull" is
actually a gambado waiting to strike.
Gambado: AC 6; MV 12; HD 4; hp 22;
THAC0 17; #AT 3; Dmg 1-8/1-4/1-4; ML 12; AL CN; FF/41.
The obvious thing for the party to conclude here is
that the skeletons on the floor will animate, so let them poke about. When you
think that they have had enough fun with this then spring the gambado at
one of the characters (+2 to hit from surprise. It will also spring at any character that comes too close (such
as trying to examine the "skull in the hole"). If the gambado fails its morale check
then it will retreat into its lair.
All of the weapons and armour in this room are
rusted and useless. There is no
treasure.
31. Gambado's Lair: This is where the gambado stores its
treasure; only a little squirt could fit through the entrance though (someone
shrunk by the wand of size alteration could fit). However, if the party has defeated the
gambado, and one of them has the wand, or some other appropriate spell then
they have earned the treasure: 4000 sp, 1500 ep, 3000 gp, 2500 pp, 10 gems
(1x3000 gp, 1x1000 gp, 3x 500 gp, 2x100 gp, 2x50gp, 1x10 gp), a diamond
necklace (worth 3000 gp), a gold ring with a dragon head carved on it (worth
250 gp), a single gold earring with a tear-drop gem (120 gp), and a gold belt
buckle, studded with gems (1500 gp value).
Don't give them the treasure right away. Have the magic using character(s) make characteristic checks in
order to transport treasures back to the party. A shrunk person will need to make some strength checks in
order to move some of the treasures.
Wizards using a telekinesis spell will have to make wisdom
checks in order to grab a piece. You
may have to come up with others if the players think of different methods to
extract the gambado's horde.
Conclusion
No matter what the party does in the manor
eventually they will encounter the returning thieves, however their actions
will determine the number of opponents that they will have to face. If Terg was
not killed or otherwise immobilized then he will show up some time during the
fight. If the fight takes place outside
then Terg will fire arrows from the attic window; otherwise he will try to
sneak up behind one of the PCs and use his back attack (+4 to hit and x2
Dmg). If the party let the centaurs go
by themselves to ambush the thieves (see room 25) then there will be only 7
bandits left when the party finally encounters Telford and Midina. Telford might have taken some damage in this
case (50% chance for 2-12 hps lost to wounds); and while Midina will not have
taken any damage she will have used from 1-4 spells (choose the correct number
of combat spells from her list at random).
If the party did accompany the centaurs then the characters only have to
fight Telford and Midina, since the centaurs will easily deal with the
bandits. If the characters are having
trouble then you may have the centaur leader come in at the last minute to help
(but not unless they are really getting whipped).
If the characters do not encounter the centaurs at
all during the scenario then they will definitely be met as the party leaves
the manor (see room 25 for their reaction).
They may have trouble explaining how they came into possession of the club.
The Thieves.
Telford: AC -1; MV 9; F/T 4/3; hp
23; THAC0 17; #AT 1; Dmg 6-11; SA +5 to hit due to magic & strength; ML 15;
AL CN; S 17; D 17; other stats normal; PP 45%; OL 43%; F/RT 30%; MS 32%; HS
25%; HN 15%; CW 87%; he has 45 gp, a ring set with gem (450 gp), and a potion:
extra healing.
Telford is getting on in years (he's 39) and is
using the manor as a base to make a last few really big scores before he
retires. He couldn't believe his luck
when the sorceress (Midina) asked to join up; but he distrusts her
motives. In combat he will either use a
longbow, or the club +4, which he stole from the centaurs. He will not be able to use his thief skills
while he wears his chainmail; he also carries a medium shield +2.
Midina: AC 5; MV 12; M4; hp 15;
THAC0 19; #AT 1; Dmg 2-5; SA +1 to hit with magic dagger, spells; ML 13;
AL NE; I 18; W 15; other stats normal; 35 gp, earrings (95 gp), a wizard
scroll: knock, detect magic, monster summoning I; spells: charm person, magic missile, shield, mirror image,
web.
Midina is an adept sorceress who became bored by the
life of a practicing mage and decided to strike out on a more adventurous life
with a band of thieves. Due to her poor
choice of company she attracted the everlasting ire of the Academy for this
decision (see The Free City of Köln, Gaeoapedia). She is greedy and enjoys causing pain to others, but does not
like getting hurt herself and will not put up with dirty, disgusting people. She has been able to convince Telford to
bathe occasionally but not his men; which is why they stay in the attic. She recently found a scroll (in an
unfortunate mage's home--whom she killed) containing the spells indicated
above. Her familiar is a black cat
named Surt (AC 7; hp 4), it has all of the usual abilities of a wizard's
familiar; she uses it as a scout. In
addition to the treasure noted above she has bracers of defense (AC 5),
and a dagger +1. Her spell book
contains all the spells which she knows plus: (1st) read magic, burning
hands, dancing lights, identify, Nystul's magical aura, Tenser's floating disc,
(2nd) continual light, detect invisibility, knock, strength, wizard lock.
Bandits (15): AC 7; MV 12; F0; hp
4 each; THAC0 20; #AT 1; Dmg 1-8; ML 12; AL N; MM1/66; each has 2-8 gp.
These guys are basically street scum that Telford
recruited for his gang. They are fairly
competent with swords and will follow Telford's orders as long as they stand to
gain something. If the party is proving to be too much for the thieves then
these guys will be the first to panic and run (especially if the sorceress is
killed which will give them -2 to ML).
Further Play
If any of the centaurs survive the battle, then have
them invite the party back to their tribe so that they can share in a
celebration. The ride to the centaurs’
encampment is uneventful, and they are more than willing to help carry the
party's treasure (provided that the characters acquitted themselves well in the
battle with the thieves). The
celebration consists of ceremonial dances, feasting, story telling, and the
music of the flute and drum. When they
leave the centaur tribe the party will have a weeks worth of provisions with
them, and the good will of these woodland creatures.
If a character is both literate and has the appraising,
religion proficiency or something similar, then she would be able to
evaluate the true wealth of the book of prophesies (see room
19). Unfortunately, in order to get the full
price for the book the party will have to go on a little quest. A major temple to Solonar, the sun god, is in the
Free City of Köln, which lies beyond the great Storm Range, far to the
east. If they don't want to go on this
great and perilous journey then they can still sell the book to a local fence
or collector (getting anywhere from 30 to 240 gp).
If the characters are unable to use the magic wand (from
room 13) for one reason or another (i.e. there are no women in the party) then
they could try selling it to a local fence as well. A wizard character has to make an intelligence check to
recognize the worth of this item, and where to sell it; but a character with appraising
proficiency might also be able to discern its value (check at -2). Information gleaned from a successful roll
might be: In the City of Kronar, far to the south and west, there lives a
sorceress who has been looking for the magic wand ever since it was stolen from
her years ago. It is said that she
would pay up to 5000 gp for its return.
If they try to sell the item to a fence, or another wizard, then they
will get only a fraction of this (say 1000 to 2500 gp).