Ravenloft - Ship of Horror
Ravenloft - Ship of Horror
ADVENTURE
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il Adventure
SHIP OF HORROR
i'-i.'1*
The Endurance
One square = 5 feet
Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the
toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Ltd.
This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the
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ISBN 1-56076-127-X
Introduction 3
Chapter 4: Todstein 54
Appendix: Meredoth 62
Maps:
Graben Island Poster Map
Village of Graben Poster Map
Graben Family Estate Poster Map
The Endurance—Main Deck Inside Cover
Island of Todstein Outside Cover
The Endurance—Lower Decks 34
Meredoth's Chambers 35
Credits
Designed by Anne Brown
Edited by Mike Breault
Cover Art by Clyde Caldwell
Interior Art by Stephen Fabian
Graphic Design by Roy E. Parker
Cartography by Karen Wynn Fonstad
Typesetting by Angelika Lokotz
Production by Paul Hanchette
.f> *, -^
ou are about to
embark on a terri- Player Handouts
journey into The DM should pay special attention to
the mists of pages 29-36. These pages contain infor-
Ravenloft. The mation about new monsters, presented in
land that knows the format of the Monstrous Compendium.
no merc calls
y They are placed in the center of this book
your name—you so they can be easily separated from the
m i g h t h e a r jt i n rest of the book and inserted into the
therustlm
9°f Monstrous Compendium binder. By care-
leaves in the au- fully opening the staples, these pages can
tumn wind, in the be removed without damaging them or
creaking of floor- the rest of the booklet. The staples can
boards underfoot, then be pushed back into place.
or in the blast of Also included in these pages are vari-
snow that rattles ous handouts to be distributed to the
the windowpanes. players. Hand them out only as indicated
You can take the in the text—do not simply hand the play-
precautions that ers the entire packet at the beginning of
mortals have taken throughout the ages— the game. The players should feel that
latch the windows, light candles to drive they've been forced to earn each clue. The
out the darkness, and stoke the fire—but DM should become familiar with these
the mists of Ravenloft will not be held at pages and may wish to separate them be-
bay. The land will come to you, slipping fore beginning play to avoid interrupting
under a door, slinking in behind the cat, the flow of the game.
or finding you while you dream. It will not
give up once it has decided to pursue you.
Ability Checks
At various times during the adventure,
for the DM characters will be asked to roll ability
he materials in this module are in- checks. For example, if a player is trying
^m$%
indicate that a character has a burst of setting, Feast ofGoblyns, is helpful but
inspiration that never occurred to the not required to play Ship of Horror. In-
player. This can help the DM to keep cluded in Feast is a DM's screen especially
things moving in a more subtle manner designed for the RAVENLOFT setting. It
than by handing out clues. The DM includes many helpful tables describing
should use this technique sparingly, to the effects of magical spells and brief in-
avoid giving the players too much free structions for making fear and horror
information. checks. It is useful, but not required to
play Ship of Horror.
Modifications to the DM's
Campaign World Getting Started
hip of Horror is designed to begin in
As in any adventure, events must fit
logically into the greater scheme of the
DM's world. If the monsters and treasure
presented in this adventure are not in line
S two different ways. If the Player Char-
acters are already in Ravenloft, the
DM can introduce this adventure in al-
most any location that is near a large
with the DM's campaign world, he is body of water, including any rivers. If the
heartily encouraged to alter them. In a PCs are not already in Ravenloft, the DM
magic-heavy world, the DM may wish to can use this adventure as a way to pull
toughen the monsters by increasing their them into this new realm. The adventure
hit points or lowering their Armor can begin from any campaign world.
Classes, or by simply increasing the num-
ber of monsters encountered. In a cam- This adventure will begin differently
paign with weaker PCs, the DM might depending on whether the Player Charac-
need to weaken the monsters to avoid ters are already in Ravenloft or are in a
'V. killing off the entire party. different campaign world. Chapter Two
.,£* '. gives a choice of two beginnings. The DM
Similarly, the DM should adjust the should choose the start-up that is appro-
amount of treasure available to the PCs. priate. Once the PCs are in Ravenloft, the
Whether the DM prefers the characters to adventure continues in the same way for
struggle in a life of near poverty or he both novice and experienced Ravenloft
allows them all the trappings of a luxuri- adventurers.
ous lifestyle, he should modify the trea-
sure in this adventure to maintain game
balance. Notes for DMs New to the
ftAUENLOFT™ Campaign
About A0&0® 2nd Edition Rules he most important advice for DMs
.-'<S
T
his adventure follows the rules of the
ADVANCED DCJNGEONS & DRAGONS®
2nd Edition game. All references to
T using the RAVENLOFT setting is to
never reveal too much to the
players—keep them guessing at every
game materials refer to the 2nd Edition turn. Many DMs distribute game statistics
books, although the adventure is playable freely to their players as if NPCs and mon-
using the original rules with some minor sters wore signs on their chests listing
modifications by the DM. The their hit points, ability scores, motives,
RAVENLOFT™ boxed set is required to spells, and possessions. This takes the
play this adventure. mystery and surprise out of the game.
The first adventure in the RAVENLOFT Avoid speaking in game terms whenever
possible—better to describe something as dead to a small island to be interred in a
a "horrible creature with twisted, gro- mausoleum. In three cases, he took the
tesque features" than a "ghoul with a Cha- money he was paid and simply dumped
risma of 2." Even simple things can the bodies overboard. He must find these
become exciting and frightening when bodies and inter them properly in the
described properly. Consider the following mausoleum. He hopes that then the spirits
description. of these three will cease haunting him.
After a difficult search, the PCs find the
"It is a small, grey-furred creature, about bodies and recover them from the ocean
the size of your hand. Its mouth opens floor. They must then deliver the bodies
wide, and you can see jaws lined with to a mausoleum on a small, remote
sharp fangs to match the razor claws on its island.
four feet. The last thing you see before it In the process of making this delivery,
darts into the shadows are its black, beady the PCs make a gruesome discovery. The
eyes." family that hired the captain was not
transporting their dead relatives—they
This description is far more evocative were working for an evil necromancer
than saying, "You see a rat, but it runs who required bodies for his research. The
away." This example serves to illustrate bodies they were sending him were stolen
what a creative DM can do to frighten his from graves near their village, and in
players and keep them guessing. some cases, were the bodies of unfortu-
nate local peasants who were murdered
by this evil family.
Adventure Synopsis The PCs now have their work ahead of
he PCs find themselves employed them. They may choose to eliminate the
T (imprisoned, actually) on a ship that
has disguised its true identity, the
Ship of Horror. After becoming lost at sea
family of grave robbers. Whether or not
they destroy the family, they must never-
theless find the necromancer on his island
in a dense mist, a series of eerie visita- and destroy him. This is no easy task,
tions and clues leads the PCs to the real- since he has legions of undead unlike any
ization that their ship, along with its seen before who guard his island.
captain, is cursed to ferry unsuspecting Once the necromancer has been de-
travelers into Ravenloft. The captain is stroyed, the PCs have several choices to
guilty of grave-robbing and is responsible make. Since the necromancer was the
for defiling the bodies of the dead. As island's sole inhabitant, the PCs may take
punishment, he is doomed to a life of tor- possession of the island (if they wish to
ment by the spirits of the dead whom he own a domain in Ravenloft). Also, once
disturbed. the grave-robbing family has been de-
By the time the PCs make this discov- stroyed, the family's land and possessions
ery, they have been lost at sea for several are at the PCs' disposal (if the estates are
days, and it is now too late to save not destroyed in the process). The PCs
themselves—they have already been cap- might also attempt to exit the realms of
tured by the mists of Ravenloft. Ravenloft; success in this endeavor is,
The captain convinces the PCs that if naturally, up to the DM.
they can help him to atone for his sins, he
might be able to ferry them back out of
Ravenloft. He had been hired by a wealthy
family to transport the bodies of their
tf/?/l J X ANa H£fiCR£W
he Endurance is something of a
cross between a galleon and a General Conditions
frigate. The ship has always Captain Garvyn is the victim of a curse
/ been kept in excellent repair. (described later). He can never leave his
Currently, it is painted mid- ship. Some of his crew cannot go more
night blue with red and white than 500 yards from the ship. Those who
trim. The ship's figurehead is know his secret are unable to discuss it;
the head and torso of Poseidon for unknown reasons, they suffer horrible
(or another sea god depending nightmares and hallucinations if they re-
on the campaign setting). He veal too much (the powers of Ravenloft
has long, flowing hair and are indeed strange).
clutches a trident in one hand Either Garvyn or his first or second mate
and gently grasps a seahorse in are in command on the main deck at all
the other. times. A full crew, including officers, is 91
Garvyn's uncle Killian was a men. As a warship, more men would have
seafarer his entire adult life, been needed, but with the change in the
which he spent on the Endur- ship's use and the modifications, fewer
ance, never settling down or men are necessary. The ship is short a few
establishing a home. sailors, despite the addition of the PCs.
Garvyn hired on to his uncle's ship as a During idle periods, sailors spend their
teenager and remained in its service time in their cabins, in the mess hall, in
through adulthood, and therefore, Killian the hammock room, or sometimes in the
left the ship to his nephew. Garvyn has cargo hold, if space permits.
owned the ship for 13 years. The DM should remember that the NPC
The ship is constructed more in the sailors are trained in their jobs and in
manner of a warship than a cargo vessel, fighting. They are not all highly intelli-
but modifications have allowed for an gent, but they understand their jobs and
ample cargo hold. Shortly after inheriting perform them well. The PCs must show a
the ship, Garvyn decided to give up the certain amount of respect for the sailors,
mercenary life. Garvyn has rarely lacked and cannot presume to boss them around.
for work and has hauled almost every-
thing imaginable.
Combat
In combat, 30 men are required to
Technical data for the Endurance properly man the ballistae and 18 men
Length overall: 165 feet are needed for the catapults. Nearly all
Length on deck: 115 feet the men aboard except the youngest and
Beam: 35 feet newest are trained in the use of the weap-
Height of main mast: 130 feet ons. During periods of inactivity, the mas-
Sail area: 13,000 sq. feet ter gunner trains sailors in the use of
Catapults: 3 these weapons. The PCs may choose to be
Heavy Ballistae: 10 trained if they desire.
Armor Class: 4 The ship has 260 hit points. When its
Hit Points: 260 hit points are reduced to zero, the ship
begins to break up and sink. However, if a
single attack inflicts damage equal to
20% or more of the ship's original hit
points, roll on the following table.
\Jfe "** #jf**
HER CR£U)
1D6 Roll Effect
1 Hole in deck
2 Hole in hull above waterline
3 Hole in hull below waterline
4 Mast breaks (determine ran-
domly)
5 Ship shaken (see below)
6 Fire
The Decks
Main Dech
The numbers given here correspond to
areas on the map of the ship (on the in-
side cover of this module). The map is
drawn to scale to accommodate 25-mm
miniatures (1 inch = 5 feet) and provides
a ready playing surface.
a
• ^
inside the 30-foot target. A load can never
be targeted at an individual (catapults are
not that accurate).
If the load misses its target, the DM
rolls Id8 to determine where the load
Dexterity check to avoid damage.
3. Forecastle Rail: This sturdy rail sep-
arates the forecastle from the main deck.
It could be chopped apart by an axe or
hatchet, but it is sturdy enough to support
landed: 1 = left of target and long; 2 = the weight of one man standing on it. It
left of target and short; 3 = left of target will not collapse if a character is thrown
; at targeted range; 4 = short of target; 5 against it in a battle or storm.
= long of target; 6 = right of target and 4. Ladderways to Forecastle: These
long; 7 = right of target and short; 8 = are short stairways with wide, shallow
right of target at targeted range. steps. The wood is painted and sprinkled
' , * *
When the result indicates a long or short with coarse sand to provide sure footing
result, the DM rolls 5dlO. The result is in wet weather.
added to or subtracted from the targeted 5. Foremast: This mast is built from
range. For example, a load that is targeted the trunks of several large trees and is
at 200 feet misses; the Id8 roll indicates encircled with iron bands. It is the short-
that the load is short. A roll of 5dlO results est of the three masts at 90 feet tall. A
in 24. This means that the load lands 176 small crow's nest is positioned 50 feet up
feet (200 - 24) from the catapult. the mast.
For results indicating that the load 6. Rigging: Fashioned of ropes ranging
lands to the right or left of the target, the from one to three inches in diameter, the
rigging can support the weight of several smooth wood (important in wet weather).
men. However, when climbing, the sailors 13. Mizzenmast: This mast stands 120
distribute weight evenly on either side of feet tall. It is constructed like the other
a mast. PCs who have no experience two masts on the Endurance, and it has
aboard a ship must roll successful Dexter- one crow's nest 55 feet off the deck.
ity checks to climb the rigging success- 14. Ladderway to Lower Deck: This
fully. Characters who fall suffer Id6 points ladder is identical to the other ladderway
of damage per ten feet fallen. (area 9). Both ladderwells are capped by a
7. Rope Coils: These ropes range in wooden platform to keep rain out; a hatch
diameter from one to five inches and in can close off the well in foul weather.
length from 50 to 200 feet. The coils are 15. Ladderways to Sterncastle: Identi-
heavy and measure as much as three feet cal to the ladderways leading to the fore-
tall and four feet wide. The number of castle (see area 4).
rope coils on deck varies according to 16. Sterncastle Rail: Identical to the
which sails are in use. forecastle rail (see area 3).
8. Belaying Pins: These are thick 17. Ship's Wheel: Typical of steering
wooden dowels on carved handles that fit devices on ships, this oak wheel turns the
into round holes below the rail. Ropes rudder to control the ship. In rough seas,
from rigging and the sails are wrapped three men may be necessary to maintain
around the pins to hold them in place. If a control of the wheel.
belaying pin is wielded as a weapon, it 18. Aft Catapults: Identical to the for-
should be treated as a dagger, yielding ward catapult.
Id2 points of damage. 19. Lockers: These lockers resemble
9. Ladderway to Lower Deck: This is a enormous wooden trunks or chests. They
narrow ladder with steep steps. It rises at are built right onto the deck and are not
approximately a 70° angle. The steps are transportable. The lockers are held shut
painted and coated with sand like the by enormous iron latches, but they are SB
stairs leading to the forecastle. A wooden
cap fits over the ladderwell to keep rain
out of the lower deck. The cap can be re-
moved for cargo loading.
10. Fire Buckets: These are large
not locked. Iron bands wrap around the
lids and sides of the chests. The lockers
are four feet deep.
The lockers alongside the sterncastle
ladderways hold extra sails and ropes.
s
wooden buckets wrapped in leather. They The lockers between the forward ladder-
hold approximately three gallons each. ways contain shields, short swords, dag-
They are filled daily with seawater. gers, and bows and arrows. The lockers
11. Mainmast: This mast is built of the on the castles contain iron balls for use in
trunks of many large oak trees. It is the catapults (50 loads per castle locker).
bound with iron circles. The mast is 130
feet tall and has two crow's nests, one 60
feet from the deck and a second, smaller Lower Deck
nest 85 feet off the deck. 1. Heavy Ballistae: These should each
12. Anchor Capstan: This great wooden be manned by three crewmen and can be
cylinder is fitted with eight sturdy posts fired once every three rounds. If they are
protruding parallel to the deck. Sailors manned by fewer than three men, they
work together to turn the capstan and raise fire more slowly: if two men handle a bal-
the anchor. On the deck around the cap- lista, it can be fired once every four
stan, many wooden stakes are nailed flat to rounds; if manned by one gunner, it can
the deck. These provide footing on the be fired only once every six rounds.
THtf/WK/M
If a ballista is manned by three experi- space available on the ship, except for
enced gunners, the weapon is considered unoccupied hammocks in area 12. Each
to have a THACO of 12. If it is manned by door has a lock.
inexperienced persons, the THACO wors- These cabins are fitted with a stack of
ens by 3 for each novice (e.g., if two inex- three bunks, like the other cabins. They
perienced men operate a ballista with one are also outfitted with a desk (bolted to
experienced gunner, the THACO is 18). At the bulkhead) and three stools. Three
least one experienced gunner is required small, empty lockers line one wall, form-
to fire a ballista. ing a bench.
Successful hits inflict 4d6 points dam- 7. Second Mate's Cabin: This is outfit-
age. A ballista may be fired at a range of ted exactly like the guest cabins. The
10-250 feet. door is often locked (50%). The second
The ballistae are positioned behind mate and the master carpenter share this
large, square portholes. The portholes room. Each man owns clothing, personal
have wooden covers that can be swung items, and 7dlO + 20 gp.
shut and latched in foul weather. A bal- 8. Master Gunner's Cabin: This is out-
lista can be swiveled 25° to the right and fitted like the guest cabins, except that it
left of its center. has only two bunks. The door is always
2. Quivers: These large wooden cylin- locked to safeguard any navigational in-
ders are bolted to the deck. Each holds 25 formation. The master gunner and master
ballista bolts. navigator share this cabin. Each owns
3. Mess Hall: Long tables and benches clothing, personal mementos, and 8dlO
fill this room. All furniture is bolted to the + 20 gp.
deck. The crew eats in shifts in order to 9. First Mate's Cabin: This is outfitted
accommodate all the men. like the master gunner's cabin. The door
w, 4. Galley: All cooking gear is stored
here. An enormous wood-burning stove
is usually locked (75%). It is occupied
only by Brummett, the first mate. Brum-
fills one end of the room. A stove-pipe mett keeps several sets of clothing, per-
exits the side of the ship. sonal items, and 160 gp.
5. Cabins: Experienced crew and those 10. Captain's Cabin: This door is fitted
with seniority sleep in these small cabins. with a sturdy lock. The largest of all the
1 The cooks, carpenters, crack gunners,
and others with important talents are
cabins, this room also holds all the navi-
gational charts and maps. There are four
among those inhabiting these quarters. bunks in two stacks in this room, along
The doors have latches but no locks. with a large map table, four tall stools
These cabins consist of a stack of three around the table, several chests, and a
bunks, barely three feet wide, running comfortable leather armchair. Garvyn's
along the length of the cabin. The bunks entire adult life has been spent aboard
are roughly six feet long. A narrow stor- this ship, so there are many mementos,
age cavity is fitted beneath each mattress. such as animal tusks, furs, inexpensive
Footlockers and sea chests fill the floors. jewelry, and exotic art objects.
Each occupant in these cabins owns Under Garvyn's bunk is his fortune. A
several changes of clothing, personal me- chest is built into the bunk and is only
mentos, and 6dlO + 10 gp. noticeable to someone looking under the
6. Guest Cabins: These are primarily mattress. The chest contains many heavy
for passengers, which the Endurance has sacks, holding a total of 6,000 gp. In the
ferried from time to time. Garvyn assigns other stack of bunks is a similar chest,
the PCs to these cabins. This is the only containing another 6,000 gp. One of the
TH£^/V0M?4iVC£ANO HER CREW ,,
many chests in the cabin contains 4,000 compartments hold sails, ropes, tools,
gp worth of gems. lamp oil, wicks, lanterns, grappling
11. Ladderway to Main Deck: See the hooks, fishing equipment, firewood, and
previous description of the main deck. other gear. The doors are not locked.
12. Hammocks: The greenest sailors 2. Water Storage: Barrels of fresh water
bunk here. Hammocks are strung across and rum are stored here. Any empty bar-
the room, stacked two high, for a total of rels are carried to the main deck during
22 bunks. Footlockers and chests line the storms to catch rainwater. These doors
walls of the room. The chests contain are always locked; Garvyn and the first ;«-
three to four changes of clothing, per- and second mates have the keys.
sonal mementos, and 5d8 + 10 gp. 3. Food Storage: These compartments
A trap door is built in the floor near the are always locked. Garvyn, the first and
ladderway to the cargo deck. The ham- second mates, and the cooks have the
mocks and trap door are removed when keys. Flour, oats, hardtack, dried meats,
loading cargo. salt, onions, potatoes, and other foods are
13. Ladderway to Cargo Hold: This stored here.
ladderway is identical to those leading 4. Ladderway to Lower Deck: This lad-
from the main deck to the lower deck. der is identical to the other ladders.
5. Open Storage: Large crates and
Cargo Deck cargo are kept here during shipping runs.
6. Secure Hold: Double wooden doors
1. Sail, Line, and Tool Storage: These open into this storage space. Valuable
6 5 *•**
cargo is carried here, and ordinary cargo Ravenloft rebuild the ship within 24 hours
is stored here if the space is needed. Gar- of the wreck. Usually, the ship appears
vyn and the first and second mates have near the site of the wreck the morning
the keys to this area. after the destruction. Everything down to
7. Privies: Many sailors take care of the last nail is exactly as it was before the
their needs on deck, but the privies are wreck, including personal property owned
necessary. Buckets must be carried to the by the crew.
main deck or a porthole to be emptied. The captain believes that if he can re-
Special: This area is described in the trieve the bodies he dumped overboard
encounter with Charlotte in Chapter 2. and put them to rest, he can be free of his
curse. This decision is left to the DM and
is addressed in the final pages of this
Crew adventure.
aptain Garvyn (8th-level fighter): AC The Endurance is now a tendril of
C 6 (Dex bonus, shield); MV 12; HD 8;
hp 64; Str 17, Dex 17, Con 15, lnt 17,
Wis 13, Cha 15;#AT3/2; Dmg Id6 + 1
Ravenloft that can extend into any world,
dock at any port, and accept passengers.
These passengers have no clue to the fate
(short sword), Id4 + 1 (dagger), Id6 + 1 that awaits them. Once the ship leaves
(club), Id8 (long bow, sheaf arrow), port, the passengers enter the realm of
1 d6 + 1 (spear), 2d4 + 1 (morning star); AL Ravenloft and are subject to all the condi-
CN;THAC0 13 tions of survival and escape in the realm.
Garvyn is a tall, lean man in his mid-50s. Brummett, First Mate (7th-level fighter):
His skin is deeply tanned and his eyes are AC 6 (Dex bonus, shield); MV 12; HD 7;
an intense shade of blue. He has a salt-and- hp 55; Str 16, Dex 17, Con 15, lnt 17, Wis
pepper beard and hair. He speaks the 15, Cha 18;#AT3/2;Dmg Id6 + 1 (short
brogue typical of sailors; he is spry and sword), Id4 + 1 (dagger), Id6 + 1 (club),
agile beyond his years. Decades of sailing 1 d8 (long bow), 1 d6 + 1 (spear), 2d4 + 1
have kept him fit and lean, and his sea-legs (morning star); AL CG; THACO 14
give him an admirable dexterity.
Brummett is a handsome, charismatic
Garvyn is good-natured and easy going. man in his late 30s. His blond hair is
In a crisis (bad weather or combat), he bleached by the sun and is beginning to
barks orders but remains calm and in con- show a hint of grey. He has deep green
trol. His crew generally trusts him, espe- eyes that sparkle out of his tanned face.
cially in a crisis. Garvyn commands Unlike most sailors, he is clean-shaven.
respect simply through his own self- He is strong and agile from years of ship-
confidence and competence. board service, and he sprints lightly along
Captain Garvyn is cursed as a result of the decks with the grace of a dancer.
accepting payment to deliver a family's The first mate is an eternal optimist,
dead to their mausoleum but instead and although he understands the gravity
dumping the bodies overboard (this is of the ship's situation, he remains con-
described in detail in Chapter 2). As a re- vinced that the curse can be broken. His
sult, he can never leave his ship; if he at- positive outlook is responsible for keep-
tempts to step off the ship, he is stopped ing the crew in good spirits. Brummett is
by an invisible barrier. Furthermore, the friendly and likeable.
powers of Ravenloft have ensured their
grip on Garvyn by enchanting his ship. If Ralfeo, Second Mate (6th-level fighter):
the ship is ever wrecked (whether through AC 6 (Dex bonus, shield); MV 12; HD 6;
storm, siege, or suicide), the powers of hp 42; Str 16, Dex 17, Con 14, lnt 16, Wis
WiiMUBANCt CR£U)
15, Cha 15; #AT 1; Dmg Id6 + 1 (short While he is working, however, he is seri-
sword), Id4 + 1 (dagger), Id6 + 1 (club), ous and attentive, checking all his calcula-
Id8 (long bow), Id6 +1 (spear), 2d4 + 1 tions several times.
(morning star); AL NG; THACO 15 Thorvid, Master Carpenter (3rd-level
The second mate is dark-skinned, with fighter): AC 5 (Dex bonus, shield); MV 12;
black hair, brown eyes, and a short, dark HD 3; hp 25; Str 18/60, Dex 19, Con 15,
beard. He is handsome and likeable, but lnt 12, Wis 10, Cha 9; #AT 1; Dmg ld6 + 3
quiet and reserved. During the impromptu (short sword), Id4 +3 (dagger), ld6 + 3
parties that develop on board ship, Ralfeo (club), Id8(long bow), Id4 +4 (war-
sits among the men, drinking and laugh- hammer); AL NG; THACO 18
ing, but rarely joining in the joking and
storytelling. While in command of the ship Thorvid is as stocky and solid as an oak
during the captain and first mate's off- beam. He has a gravelly voice and his face
times, he is a capable, respected leader. is weathered like tree bark. He generally
prefers woodworking and repairs to so-
Koresh, Master Gunner (8th-level cializing, but he often tips a mug with his
fighter): AC 5 (Dex bonus, shield); MV 12; fellow crewmen.
HD 8; hp 68; Str 18, Dex 18, Con 14, lnt Seadogs (eight 5th-level fighters): AC 6
15, Wis 14, Cha 8; (FAT 3/2; Dmg ld6 + 2 (Dex bonus, shield); MV 12; HD 5; hp 40;
(short sword), Id4 +2 (dagger), ld6 + 2 Str 17, Dex 17, Con 15, lnt 11, Wis 11,
(club), Id8 (long bow), ld6 + 2 (spear), Cha 14; #AT 1; Dmg Id6 + 1 (short sword),
2d4 + 2 (morning star); AL CN; THACO 13 Id4 + 1 (dagger), Id6 + 1 (club), Id8(long
Koresh has seen many battles in his bow), 1 d6 + 1 (spear); AL N; THACO 16
lifetime. His body is a testimony to his
busy life, as it bears numerous scars. Sailors (16 4th-level fighters): AC 8 (Dex
Koresh is in his late 20's, and is bonus, shield); MV 12; HD 4; hp 35; Str
weathered-looking and ordinary except 17, Dex 15, Con 15, lnt 11, Wis 10, Cha
for his long, red hair. He is a master of the 13; #AT 1; Dmg Id6 + 1 (short sword),
catapults and ballistae. A favorite pastime Id4 + 1 (dagger), Id6 + 1 (club), Id8(long
on the ship is challenging Koresh to tests bow), Id6 + 1 (spear); AL N; THACO 17
of skill with a bow and arrow or dagger- Sailors (16 3rd-level fighters): AC 9
throwing. Koresh is the undisputed cham- (shield); MV 12; HD 3; hp 22; Str 16, Dex
pion to date. 14, Con 12, lnt 10, Wis 11, Cha 12; #AT 1;
Peregrine, Master Navigator (3rd-level Dmg Id6 + 1 (short sword), Id4 + 1 (dag-
fighter): AC 9 (shield); MV 12; HD 3; hp ger), Id6 + 1 (club), Id8(long bow),
26; Str 13, Dex 14, Con 12, lnt 16, Wis 16, Id6 + 1 (spear); AL CN; THACO 18
Cha 17; #AT 1; Dmg Id6 (short sword), Sailors (20 2nd-level fighters): AC 9
Id4 (dagger), Id6(club), Id8(long bow), (shield); MV 12; HD 2; hp 14; Str 16, Dex
Id6 (spear); AL NG; THACO 18 12, Con 11, lnt 10, Wis 10, Cha 12; #AT 1;
Peregrine is intelligent and scholarly. Dmg Id6 + 1 (short sword), Id4 + 1 (dag-
He has excellent eyesight and is always ger), Id6 + 1 (club), Id8(long bow); AL
the first to sight land if he is on deck. He CG; THACO 19
also has an uncanny sense of knowing
when the ship is off-course. Peregrine is Sailors (20 lst-level fighters): AC 10;
thin but devastatingly handsome. He has MV 12; HD 1; hp 6; Str 15, Dex 11, Con
brown eyes and hair. Peregrine laughs 11, lnt 9, Wis 9, Cha 12; #AT 1; Dmg Id6
easily and thinks almost all jokes are (short sword), Id4 (dagger), Id6(club),
funny, no matter how dumb they may be. Id8 (long bow); AL CG; THACO 20
IMS
apter/:
I7-*
he strides along the deck with confidence.
sive rigging that the many sails must Garvyn asks the PCs to tell him a little
make this a fast ship. You see a dozen about themselves. He listens attentively
or more sailors busy making prepara- with a smile, nodding in acknowledge-
tions on every part of the ship. ment. When the PCs have completed their
As you walk along the dock, one of introductions, he states his terms.
the sailors notices your party and ad-
dresses you. "Hail, mateys!" he calls to "Ye can call me Cap'n or ye can call
you in a gravelly voice. "Are ye looking me Garvyn or ye can call me Cap'n Gar-
to sign on? I'll fetch the cap'n straighta- vyn, it makes no matter to me. I'm in a
way." He nimbly hops off his position hurry on this voyage," he begins. "I
and disappears below decks without must make a delivery to a wealthy mer-
waiting for your response. chant in time for his daughter's weddin'
in seven days. If the winds are even
Allow the PCs time to examine the exte- partly cooperative, we'll make it with
rior of the ship. Every detail is in perfect little trouble. But I'm short on crew and
repair. Point out to the PCs that they no- I must leave at first light. I'm payin' well
tice no peeling paint, no frayed ropes, and 'cuz I must get underway quick. After
no scratches in the paint around the bal- the delivery, ye can stay with me and
listae. They notice a few scrapes and return to this port, or ye can stay be-
blemishes in the wood, but all have been hind across the sea. I'll pay extra, of
expertly sanded and painted. course, if ye make the return trip."
After a few minutes, a head appears The DM should select a destination for
above the rail and you are greeted by a Garvyn's ship that is appropriate for the
tall, middle-aged man. He sizes you up campaign world. The journey should re-
as he calls to you, "Aye, an adventuring quire approximately six days, with Garvyn
lot! Have ye a priest among ye?" He allowing a day for poor weather.
waits for your answer, then asks, "And
have ye a wizard among ye?"
The DM should also select a payment
that is in line with the scheme of his cam-
I
paign. It should be large enough, however,
If the party has both a priest and a wiz- that the PCs feel that they are taking
ard, Garvyn grins broadly and drops a candy from a baby. A ship voyage of only
rope ladder, enthusiastically waving the seven days normally would not be consid-
PCs aboard. If the party is missing either a ered high-paying work. A fee in the neigh-
cleric or a wizard or both, he shrugs and borhood of 400 gp per PC (650 if they
then grins, saying, "Aye, ye'll suit with or return to this port) might be appropriate.
without the spell-tossers. Climb up and
we'll talk terms." He drops the rope ladder Garvyn is not concerned about the ex-
and waves the PCs aboard. perience of the PCs. He simply needs ex-
Garvyn leads the PCs to the sterncastle
tra hands who are willing to obey orders
and pitch in at the direction of the sailors.
**.v
and takes a seat on a short barrel, motion- Cooking and sewing skills are a plus, as
ing the PCs to do likewise on nearby bar- are the skills of a wizard and priest.
rels and coils of rope. The PCs find
themselves in the company of a tall, lean If the PCs are reluctant to sign on, Gar-
man with a deep tan, salt-and-pepper hair vyn ups the offer in a manner appropriate
and beard, and twinkling eyes as blue as to the DM's campaign. This can be in the
the sea. He is nimble despite his age, and form of free passage to another location,
a treasure map, a magical item that Gar-
vyn owns but doesn't understand or wish
to mess with, or anything else that may
catch the PCs' fancy. Garvyn insists that
he must leave at first light if he is to make
his delivery. He will do whatever is neces-
sary to hire the hands he needs.
If the PCs inquire at any time about
Garvyn's cargo, he explains that there are
two chests locked in the hold. One con-
tains nearly a hundred yards of fine fabric,
much of it silk, and much of it woven with
threads of real gold. The second chest
contains an assortment of fine buttons,
beads, sequins, and other trims, some of
them gold and silver, some of them cut
from semi-precious stones. The cargo
belongs to a wealthy merchant who or-
dered the materials for his daughter's
trousseau. For every day that the cargo is
delivered late, Garvyn's payment is to be
reduced by 15%.
If the PCs press the issue or ask to see
the cargo at any time during the voyage,
Garvyn amiably shows them to the secure
cargo hold (area 6 on the Cargo Deck),
unlocks a door with two locks, and points
out two chests sitting alone in the small
room. He explains that he does not have
p the keys to the chests, but he was shown
their contents before the chests were
or the PC might respond to a knock on part of the ship before, this door was
the cabin door. never noticed.
Opening the lock with a key around her
neck, Charlotte opens the door to reveal a
A little girl, no more than nine years small cabin. The bunk and footlockers are
old, stands before you. She is dressed the same as in the other cabins, but two
in a white ruffled nightdress with a large trunks occupy one wall of the cabin.
matching cap. Long, curly red hair One trunk is partly empty, and it is easy to
spills down her shoulders. Her blue guess that it contained the blankets and
eyes are swollen with tears, and she white quilt that cover the bed. The other
sobs when she sees you. "Can you help trunk is a steamer trunk, filled with
me?" she chokes through the sobs. dresses hung neatly on hangers. The
"I've lost Clara, my doll. I've been look- drawers in the trunk contain doll clothes
ing all over, but I can't find her." The in addition to Charlotte's underclothes,
little girl shudders and you realize that bedclothes, and shoes.
If the PC helps Charlotte search the indeterminable reason.
room for her doll, Clara is found buried If the PCs should attempt to use ESP or
between the blankets on the bed. Once similar spells while asking questions
Clara has been recovered, Charlotte hugs about Jacob (the other mysterious visi-
her tightly and also gives the PC a hug tor), they sense the same feeling of regret
and a kiss. Charlotte then asks shyly if the in Garvyn. The captain has been hiding
PC would mind tucking her into bed. these feelings for a long time, however,
Shortly after being tucked in, Charlotte is and he is subconsciously able to mask his
fast asleep. emotions about these matters.
This is the last the PC will see of Char- Mo matter what the PCs do to learn
lotte for a while. On the next visit to the more about Charlotte or Jacob, they find
cargo hold, the room occupied by Char- out nothing.
lotte is gone; the area is part of the secure
hold. There is absolutely no sign of Char-
lotte, her doll, or her belongings. Day Three—All at Sea
The morning following the stormy
Unanswered Questions night is unusually calm. The air is
The space marked "Special" on the heavy and damp, and a light mist hov-
map of the cargo deck is the room where ers about one foot over the surface of
Charlotte's cabin appears. Except for this the water. The sails hang limp. Ggly
encounter, the whole area makes up the gray clouds obscure the sun, bathing
secure hold. When the PC accompanies everything in a filtered, dingy light. As
Charlotte to her cabin, there appears to the ship drifts, all on board sense a feel-
be a wall dividing the secure hold into two ing of helplessness in the midst of the
rooms: Charlotte's room and the secure vast, dark ocean. Not even the cry of
hold. At no other time is there any sign of sea gulls is heard to break the monot-
Charlotte's room. From this point on, ony of the nothingness on the sea.
3 throughout the rest of the adventure, the
secure hold is always considerably colder
Captain Garvyn orders the anchor
dropped, as the drift of the waves would
than the rest of the ship, regardless of the take the ship far off course. It is safer to
;*& weather. hold position and wait for the winds to
None of the sailors knows anything return.
about Charlotte. If questioned, they all As the morning passes, the fog thick-
claim that the PC is either a "wee bit daft," ens, first rising to the level of the port-
suffering from seasickness, or has suc- holes, then to the level of the ballista
cumbed to too much rum. ports, finally to the rail of the ship. By
noon, the flag at the top of the main-
If Garvyn is questioned, he claims the mast is obscured in the mist.
same answers as the sailors and says he
knows nothing about Charlotte or her This is an excellent opportunity for the
strange cabin. PCs rolling successful Wis- DM to spook the PCs. In a thick fog such
dom checks notice, however, that Garvyn
is not telling the truth. He knows far more as this, sound carries unusually far. The
about Charlotte than he is letting on. If murmur of far-off birds, the slapping of
the PCs attempt to use ESP or similar waves against the ship, the whine of wet
spells to learn about Garvyn's secret, they ropes rubbing against each other, and the
learn only that Garvyn deeply regrets an creak of wooden planks on the ship can
event that involves Charlotte, for some all prove to be effective scare tactics. PCs
might think that they hear their names,
the names of their companions, or various sabres, cutlasses, scimitars, or long
threats murmured in the breeze. With a swords. As the ship nears, you can
little effort, the PCs should be jumping at make out her name burned into the
every little sound. bow: Eternal Torture.
th,
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Exhibit D Exhibit C
Lebendtod
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Any
ACTIVITY CYCLE: Any (usually day)
DIET: Carnivore
INTELLIGENCE: Very (11-12) to Highly (13-14)
TREASURE: Z (per 10 individuals)
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 9
HIT DICE: 12
THACO: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-24
SPECIAL ATTACKS: Cone of cold
SPECIAL DEFENSES: Immune to cold- and
water-based attacks
MAGIC RESISTANCE: Nil
SIZE: L(ll'tall)
MORALE: Fearless (19-20)
XP VALUE: 6,000
A snow golem is a weak version of a greater golem. It is cre-
ated in the same manner as any other golem (described be-
low). It can be sculpted in any appearance of the creator's
choosing, and usually is portrayed wearing armor and a hel-
met. It never carries a weapon and does not have the power of Habitat/Society: Snow golems are automatons capable of
speech. Although it is the same size as other golems, it is following a few simple commands. They cannot think on
considerably lighter because it is created from snow. their own and are under the complete control of their master.
They have no society and do not breathe, eat, or sleep.
Combat: Snow golems conform to the strategies of other
golems listed in the Monstrous Compendium, with the ad- Ecology: Only a wizard of at least 15th level can create a
denda that follow. Snow golems have a Strength of 19 for snow golem. The body may be sculpted of snow and then
purposes of lifting, throwing, or smashing objects. Snow go- turned to stone by use of a transmute snow to stone spell, or a
lems are immune to all water-based and cold-based attacks. block of snow may be turned to stone via the spell and then
They regain 1 hit point for every die of damage that a water- the body sculpted. If the body is sculpted of snow, the sculpt-
or cold-based attack would have caused. ing takes about four weeks. If the body is sculpted of stone
If a snow golem is touching any creature when it is struck transmuted from snow, the process takes six weeks. The re-
by an electrical attack, the current flows through the golem sulting body weighs about 600 pounds. Materials and spell
and into the captive creature. The golem suffers no damage components for creating the golem cost 45,000 gold pieces.
from the attack; his captive suffers full damage. If the golem Required spells are transmute snow to stone, wish, poly-
is not in contact with another creature when struck by an morph any object, cone of cold, and permanency.
electrical attack, it suffers damage normally.
Snow golems can be struck only by magical weapons.
They suffer the effects of fire attacks as if they were 12-HD
human fighters (including saving throws).
The snow golem is able to breathe a cone of cold once
every five rounds as if it were a lOth-level mage.
Transmute stone to snow slows the snow golem for 2d6
rounds.
Starfish, Giant
CLIMATE/TERRAIN: Any saltwater
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: Z
ALIGNMENT: Chaotic neutral
Lower Deck
One square = 5 feet
i
pecic il
7 3 2
1
5 =
1 ^v
6 4
2
S
3
—— •
Cargo Deck
1 Sail and Line Storage
2 Water Storagi
3 Food Storage
4 Ladderway to Lower Deck
5 Open Storage
6 Secure Hold
One square = 5 feet 7 Privies
Mausoleums
Meredoth s
Chambers
One square = 1 0 feet
/ / A 2/ / / / /
/ / / / / /7/ / / /
The caster can create one vision stone per level
frost Shroud (Alteration) of spell ability, as long as all objects are imbued
lst-Level Wizard Spell with the same message and the same criteria for
Range: Touch delivery of the message. Thus, if a lOth-level caster
Components: V, S, M desires to create ten objects with the same mes-
Duration: Special sage, only one spell is required. If a lOth-level
Casting Time: 1 mage desires to imbue ten objects with ten differ-
ent messages, ten spells are required. The object
Area of Effect: 10' square per level
on which the uision stone spell is placed disinte-
Saving Throw: None
grates immediately after the message is delivered.
This spell enables a wizard to cover a surface of the Wizards below 15th level of ability can enchant
designated size with a thick coating of frost. Any only gems and objects worth 100 gp or more. Wiz-
type of surface may be affected, but the spell is ards of 15th level and above can enchant gem-
used to best advantage if the frost blends in with stones of any value and fabricated items of any
surrounding ice or snow, thus obscuring the cov- value. Thus, a 15th-level mage could not enchant a
ered surface. broken tree branch, but he could a small wreath
The surface to be affected must be cold enough woven out of tree branches.
to enable water to freeze. The spell remains in The vision stone may not be used to deliver mag-
effect until temperatures warm sufficiently to melt ical spells or command words. The material com-
surrounding ice or snow. In an arctic climate, the ponents are the item to be enchanted, and an
spell could last permanently. Warming the affected eyelash and a tooth from any creature.
surface melts the frost temporarily, but if tempera-
tures are cold enough, the frost forms again after
one round. Transmute Snow to Stone
Similar spells have been known to exist, creating
shrouds of moss, mold, grass, etc.
(Alteration)
The material component for the spell is a pinch 5th-Level Wizard Spell
of powdered glass mixed with several drops of Range: 10 yards per level
water. Components: V, S, M
Duration: Special
Casting Time: 5 segments
Uision Stone (Divination) Area of Effect: One 20-foot cube per level
4th-Level Wizard Spell Saving Throw: None
Range: Special This spell functions like transmute mud to rock.
Components: V, S, M Any naturally occurring snow can be transformed
Duration: Special into relatively solid rock resembling porous white
Casting Time: 4 segments marble. The rock can be chipped with a hammer or
Area of Effect: One gem or item per level chisel, but fragments revert to snow immediately.
Saving Throw: None Stone created with this spell can be cut or quarried
like normal stone for purposes of construction.
This spell enables the caster to enclose a tele-
Buildings and other items created of snow can be
pathic message in a gem or other object. The
transformed to stone, retaining their shape.
caster is able to set the conditions under which the
message will be revealed. These conditions may be The reverse of the spell transforms stone to
as generic or as specific as the caster desires, fol- snow. If the stone is formed into a statue or build-
lowing the criteria for the magic mouth spell. When ing of sound construction, there is a 50% chance
a designated creature holds the object in his hand, that it retains its shape. Otherwise, it collapses into
the object glows and pulses and the message is piles of clean snow. Stairways and bridges trans-
delivered mentally to the creature. The message formed to snow collapse immediately.
remains in the object until the conditions for deliv- Creatures standing on the stone when it reverts
ery are met. to snow sink initially to a depth of Id6 feet. They
The spell enables the caster to place a 50-word do not sink farther on subsequent rounds.
message or a one-minute vision into the designated Stone created through this spell can be changed
object. When the conditions of the delivery of the back to snow through a dispel magic or transmute
message are met, the message is delivered men- stone to snow spell. The stone suffers the effects of
tally to the recipient—no one else can hear the heat as if it were actual marble.
message. The material components are a chip of white
marble, a pinch of salt, and a teardrop.
know me" and "Who will be mother to Ravenloft if they were trying to escape),
you?" they are correct. At some time while
The woman makes no attempt to at- trapped in the fog, the ship was trans-
tack. If she is attacked, the vision melts ported to Ravenloft. The DM should not
away and reappears on another portion of inform the PCs of the change; they should
the ship. be allowed to figure it out on their own.
If the PCs attempt to communicate with
her, they have to ask their first question
several times before they gain the wom- Madeline's Story
an's attention and she decides to reply. If the PCs question Captain Garvyn
Her answers burst forth in short sobs. about Madeline, he insists that he does
The woman's name is Madeline Stern. not know her. He maintains that he never
She died in childbirth several years ago, met anyone named Madeline and does
and she wails that her son, Morvan, is now not know about her husband or her child.
a young man. He grew up without ever This much of Garvyn's story is true.
knowing his mother. DM's Note—do not reveal the follow-
If the PCs ask why Madeline haunts the ing information to the players: Garvyn
ship, she replies that Captain Garvyn pre- encountered Madeline briefly after her
vented her eternal rest. She does not elab- death. Garvyn was hired by a wealthy fam-
orate, but she says that Garvyn's greed ily to transport Madeline's body to the
does not allow her to be at peace. family mausoleum on a small island. He
Thirty minutes after Madeline's appear- was paid for the job, but instead of com-
ance, her ghostly form takes leave of the pleting his mission, he dumped her body
ship. She drifts up to the deck; still clutch- overboard rather than make the three-day
ing the blanket in her arms, she floats journey to the island. Madeline has
over the rail of the ship. She disappears haunted him ever since.
into the mist toward the east. Garvyn knows why he is being haunted,
A few minutes after Madeline's disap- but he is ashamed to admit to his wrong-
pearance, the fog begins to lift. The sky doing. He maintains his ignorance until
gradually clears and, just before dawn, the the PCs confront him with solid evidence
stars can be seen in the heavens. (see the sections that follow).
PCs with the astrology or navigation Jacob and Charlotte are likewise vic-
proficiency quickly notice that the posi- tims of Garvyn's greed. He was paid to
tions of the stars have changed dramati- deliver their bodies to a mausoleum, but
cally. They do not resemble in any way he took the money and dumped the
the stars that should be in the sky based bodies overboard. He was not aware that
on the position of the ship. If the PCs do Charlotte was a child until her body had
not have these proficiencies, the DM been disposed of; Garvyn feels especially
should allow an Intelligence check for the guilty about not delivering her. Garvyn
characters to make this discovery. does not admit to these wrongdoings ei-
Not only are the stars in the wrong posi- ther, unless presented with hard evidence.
tions, but they are not recognizable. The
sky has changed completely and is unrec-
ognizable by any PC. Captain Garvyn and Garuyn's Secrets
a few of the crew know these stars, but f the PCs decide that a search of Gar-
they do not volunteer any information.
If the PCs guess that they are in
Ravenloft (or guess that they never left
I vyn's cabin is in order, they should be
allowed to do so. If this does not occur
to them, the ghosts should visit repeat-
edly, offering verbal clues about Garvyn's Clever players should be able to conclude
guilt or pointing to Garvyn's cabin or the that retrieving the bodies and interring
area where his log books are kept within them properly might put these souls to
his cabin. Once the search is underway, rest. Garvyn believes this to be true. If the
the ghosts may appear at the DM's discre- PCs do not come to this conclusion on
tion to silently observe the PCs or to re- their own, the DM might allow a Wisdom
peat the behavior they have already check for the PCs to make the connec-
exhibited. tion. Otherwise, Garvyn can simply tell
Garvyn's cabin may be searched easily the PCs of his plan to remove the curse.
while Garvyn is on deck, or he can be
overpowered easily in order for the search
to proceed. Garvyn puts forth only a mi- Breaking the Curse
nor struggle, quickly giving in and admit- arvyn can navigate the ship to the
ting to himself that the PCs would learn
his secret eventually.
Clues turn up in Garvyn's old log books.
O approximate locations where each
body was dumped into the ocean.
The PCs must then find a way to locate
These are stored in a large, locked trunk and recover the three bodies.
in his cabin. For every hour that the PCs Until the bodies are located, the ship
search through the books, they find one continues to be haunted by the three spir-
Exhibit from Exhibits B, C, and D in the its. As soon as a body is recovered and
handout section at the center of this ad- transported to Todstein, the visits by the
venture. The DM should hand these out spirit of that person cease. The ghosts do
one at a time as appropriate. not terminate their visits until their bodies
There are notes in Garvyn's log book have been buried.
that record the position of the Endurance During the time that the bodies are on
when the bodies were dumped overboard. the ship awaiting transport to Todstein, the
These notes do not appear in the player visits become noisier and more frequent;
handouts. The ship's positions become for example, Charlotte cries uncontrolla-
important when the time comes to re- bly, Madeline shrieks and cries for a longer
trieve the bodies. period of time, and Jacob pounds the
Garvyn denies none of the details in the bulkheads with his fists. The DM should
log book. As the PCs search the pages, he make the most of these opportunities for
simply cowers and holds his head in his role-playing. The PCs should not be told
hands. He is prepared for the PCs' anger that the ghostly visits will cease once the
and wrath; after all, he dragged them into bodies have been properly buried.
Ravenloft and has condemned them to The PCs must locate each body and
forever sailing the Endurance unless the return it to the ship. Garvyn follows their
curse is broken. recommendations whether to deliver the
Garvyn explains to the PCs that his be- bodies to the island one by one or to
havior caused him to be cursed. He is con- gather all three bodies and then transport
demned to Ravenloft and his domain is them.
his ship. He cannot set foot off the ship, Following are the conditions under
but his crew is able to leave the ship for which each body may be found. The DM
varying ranges up to 500 yards. The PCs should refer to the rules for swimming in
are faced with the same limitation when the Player's Handbook and the DMG, rules
they make landfall. for the functioning of spells underwater in
Garvyn knows that he is responsible for the DMG and The Complete Wizard's
the restless souls who haunt his ship. Handbook, and rules for spell use in
Ravenloft in either the RAVENLOFT™
boxed set or the Dungeon Master's Screen Charlotte's Clues
included with the Feast of Goblyns After Charlotte's body has been recov-
adventure. ered, her visits change. Instead of looking
PCs need magical means to breathe un- for her doll, she cries that she misses her
derwater. If none are available, DMs might parents. If the PCs are kind and sympa-
allow for a few magical potions to surface thetic, Charlotte calms down and talks to
in one of Garvyn's trunks; otherwise, the them. If they are angry or impatient, she
PCs are left to their own ingenuity. cries harder to the point of hysteria and
While searching for each body, each PC finally fades away. She returns for future
has a cumulative 10% chance per hour of visits, however.
locating the remains. Any time the search The DM should carefully distribute the
is suspended and resumed, a PC starts clues from Charlotte (and all the spirits),
again with a 0% chance and must build being careful not to dump all the informa-
up his percentage chance anew. Each PC tion at once. The players will gain greater
rolls individually for locating a body. satisfaction from the adventure if they
feel that they've earned the information
the PCs receive.
Charlotte The PCs can learn the following from
he location of Charlotte's body is Charlotte. Her parents are Karl and Louisa
more. Since the skeletal sharks cannot every five rounds a PC walks on the ocean
smell blood, there is no danger of attract- bottom, he must roll a successful Dexter- £•"'.,
ing their attention if blood is spilled. The ity check or suffer Id4 points of damage
DM may choose to have additional from losing his footing on the rocks.
schools of sharks arrive if desired. Jacob's skeleton is found wearing
Charlotte's skeleton is located on the leather breeches and the tatters of a white
sandy ocean bottom. Tatters of her white shirt. His bones are lodged between two
dress and burial garments are tangled large rocks, but they are not difficult to
about her bones. Around one wrist is a retrieve.
gold bracelet that matches the necklace
found in the cargo hold of the Endurance.
yards from shore, but within 100 yards of
the beach, the water is calm and tranquil.
When Jacob's body has been recovered, The underlying currents help to draw
his visits change. If the PCs question him, swimmers toward the shore.
they learn that he is angry with the Gra- All the sailors are strong swimmers. If
ben family. He was murdered by the Gra- the DM uses nonweapon proficiencies,
ben's eldest son, Horst. Jacob was a assume that all the sailors have the swim-
cooper (barrelmaker) in his lifetime, and ming proficiency. Captain Garvyn disap-
Horst murdered him with his own cooper's pears among the wreckage. Attempts to
tools and barrel hoops. Jacob suspected locate him are futile.
the family of graverobbing, and believes If the PCs and sailors are marooned on
that this is the reason he was murdered. Todstein, they find no way of getting off
Jacob would do anything to exact re- the island. They are forced to spend at
venge on the Grabens. He implores the least one night camped on Todstein. The
PCs to go to Graben Island and deal with DM should use this opportunity to make
the evil family. He suspects them not only the PCs' stay a terrifying one. PCs and
of graverobbing, but also of murder. He sailors should have nightmares of being
does not know why the family takes part chased by hordes of undead or encounter-
in such activities. ing their greatest fears. Strange noises
Jacob even offers to guide the PCs should be heard coming from the woods,
around Graben Island if they agree to in- and ghostly shadows might appear to rise
vestigate the family. In order to do so, from the water or the campfire.
they must carry Jacob's skeleton with If the PCs take time to explore the is-
them around the island. The skeleton land, they find the mausoleum as Garvyn
must be contained in a trunk, box, or bag, described it. The DM should refer to
and may not be carried in a bag of holding Chapter 4 for the description. The PCs
or other magical device (the magic would cannot find a way into the mausoleum,
temporarily sever the connection between however, since Captain Garvyn is the only
Jacob and his body). one (as far as the PCs know) who knows
the secret to opening it.
The first morning after camping on the
Attach on the Endurance island, the Endurance appears anchored
While searching for Jacob's body, the off the beach near the site where the ship
Endurance is attacked by a giant starfish. went down. Captain Garvyn is aboard,
Refer to the Monstrous Compendium page alive and well. The ship is intact, dry, and
in the handout section at the center of every bit as seaworthy as she was before
this adventure for a complete description. the wreck. Observant PCs notice that any
recent scars on the ship (such as any that
Giant Starfish (1): AC 2; MV 6 Sw 30; HD may have been inflicted during the ghast
13; hp 88; #AT 12; Dmg l d l O (xl2); AL attack) are present as well.
CN;THACO 7 Garvyn explains this appearance as an
element of his curse. His ship has been
If the Endurance is destroyed by the wrecked before, and each time, he has
giant starfish, the PCs and sailors have no gone down with the ship, only to reappear
trouble clinging to debris. They may at- the following morning. He never remem-
tempt to lash planks together to form a bers any details of his whereabouts. He
raft, or more likely, they may swim for believes he might be unconscious, coma-
Todstein. The sea is rough beyond 100 tose, or magically suspended during the
ordeal. The powers of Ravenloft somehow
ensure that Garvyn is locked to his curse
by "saving" him and rebuilding his ship.
Garvyn adds that when he first became
aware of his curse, he tried wrecking the
ship as a way of breaking the curse, but
the ship was rebuilt just as it was in this
encounter. Apparently, Ravenloft does not
give up its captives easily.
When Garvyn and the ship are found
intact, Garvyn insists upon retrieving the
third body before exploring the island. He
allows the bodies of Charlotte and Jacob
to be interred if the PCs insist upon it.
However, if the DM needs to feed clues to
the PCs, the spirits of the dead may be
useful. The PCs could be encouraged to
keep the bodies on board in order to gain
more clues from them.
Madeline
adeline's body is located in 250 feet
M of water in the open ocean. There
are no landmarks or land forma-
tions visible from the ship.
The skeleton is found wearing a tat-
tered red velvet gown. Part of the burial
shroud is still wrapped around Madeline's
bones.
Approximately 100 feet from Made-
line's skeleton is a small cave. The cave
holds nothing of value and is roughly 40
feet in diameter. It is home to three vo-
dyanoi (aquatic umber hulks) that attack
the PCs after they have searched for one
hour.
Vodyanoi (3): AC 2; MV 3 Sw 6; HD 8; hp
58, 48, 42; #AT 3; Dmg 3d4/3d4/ldlO; SA
50% chance per day of summoning ld20
electric eels; AL CE; THAC0 13
„*£ i»°
choose, they always find themselves
Madeline's Clues bound for Graben Island.
After Madeline's body is recovered, her
visits to the ship change. If the PCs be-
have sympathetically toward her, she Jacob and Madeline as NPCs
gives them the following clues. If the PCs wish the assistance of Jacob
The delivery of Madeline's baby was and Madeline as NPCs, they must carry
attended by Lucretia, one of the younger their skeletons along to maintain contact
Graben sisters. Lucretia often served as with their spirits. As outlined above, the
midwife in the small village on Graben skeletons cannot be carried in any sort of
Island. Madeline believes that Lucretia magical container or contact is broken.
was partly responsible for her death, be- Every story, even horror, needs comic
cause she left Madeline right after the relief from time to time. Jacob in particu-
baby was born, before seeing Madeline lar can be effective in this regard. Jacob
through the final stages of the delivery. might best be played as a "back-seat
Madeline was buried in the Stern family driver," telling the PCs to hurry up, to take
plot in one of the small graveyards on a different course than the one they've
Graben Island. She knows that the Graben chosen, or to comment on every decision
family stole her body and intended to they make. Jacob is not hostile toward
send it to Todstein, but she does not know the PCs, but he is impatient for the mis-
the reason. They also stole a sapphire ring sion to be accomplished. If the PCs ignore
that she wore when she was buried. Jacob's suggestions, Jacob may fade
Madeline is aware of other activity in from view, sulking, or he may dissolve
the cemetery where she was buried. She into grumpy mumbling, complaining
claims that the Grabens stole other bodies about knowing what he's talking about
and returned to their home with them. but nobody listens.
After Madeline's body was stolen, her Madeline can be played the same way.
remains were taken back to the Graben She is not as assertive as Jacob, but she
house, her jewelry was taken, and a mes- communicates her displeasure to the PCs
sage was tucked into her clothing. Then if she does not like their course of action.
she was delivered to Captain Garvyn to be Madeline bursts into tears, however, if the
carried to Todstein. Madeline asks that PCs become angry or hot-tempered to-
the PCs not take her to Todstein, but bury ward her. An argument between Jacob
her instead in her grave on Graben Island. and Madeline about a course of action
would also be appropriate, with Madeline
dissolving into tears if she feels that she
Uoyage to Graben Island lost the discussion. The PCs should find it
he clues provided so far should be necessary to console and comfort Made-
X-'
,A
•*,
Pieter has seen the Grabens on the support itself on acquired wealth for as
docks in the early morning hours. They long as the Grabens have.
always seem to be making deliveries of
some kind to a single ship. He has seen The Black Sheep Inn: Since the island
them delivering merchandise, but never rarely has visitors, there is only one place
accepting any. for travelers to board. The Black Sheep
Inn is the building nearest the beach. The
General Store: This shop sells every- inn has six rooms above a large common
thing from blankets and fabric to lanterns, room that serves wine, ale, and a variety
household goods, and foodstuffs. Lars of lunch and dinner items. The fare in-
Stromm and his family operate the store. cludes soups, stews, breads, meat pies,
They also buy eggs, vegetables, and and potato dishes. All meals are cooked
goat's milk from villagers for sale to other on the premises, and the beverages are
villagers. The store receives monthly ship- brewed and stored in the cellar.
ments of goods that cannot be produced Barnabas Vincent owns the inn. A
on the island. member of the Graben family stops at the
Lars does a good business but rarely inn at the end of every month to purchase
sees members of the Graben family. When large amounts of wine and ale.
they do shop in his store, they buy huge Mill: Situated next to the river, the mill
quantities of everything and want only the cleans and grinds all types of grain into
best quality merchandise. Lars cannot meal and flour. The mill is operated by
figure out where the Grabens get their Hans Mueller and his family, and employs
money, since none of them holds a job or many people in the village.
trade. He can't believe that a family can Hans has never met the Graben family.
Weaver: Marcus Gwynn is the local
weaver, assisted in his business by his that, the fog obscures everything. The
four daughters. He produces all types of slosh, slosh, slosh of waves can be
cloth and also takes special requests. heard far below the graveyard's cliff.
The Graben family visits Marcus regu- The fog rolls and curls about you in
larly. They often request fine weaves of an eerie dance. The sound of the waves
cloth, but they also request large quanti- seems to whisper to you in the dark-
ties of fabric made from the heavy-duty ness. A damp chill grips your body as
thread made by the Ackermans. the moist air closes in. Faraway sounds
of bleating sheep, wagon wheels
crunching the road, and muffled voices
Wool Spinner: Vance Stellen and his are amplified in the mist. They sound
family clean, card, dye, and spin wool. as if they could be right beside you—
They have a standard inventory, but also but you'd never know it in this weather.
fill special orders. The Grabens always
seem to buy dark colors. This is an excellent opportunity for the
DM to scare the PCs. The PCs could be-
The Cemetery come separated among the headstones,
having difficulty finding one another.
When the PCs visit the cemetery, re- They might also have problems finding
gardless of the time of day, the DM should the gate that leads out of the cemetery, or
inform them that the sky is cloudy and lose their sense of direction entirely.
overcast. As the PCs approach the grave-
yard, a light mist covers the grounds. As When the PCs leave the graveyard to
the PCs explore, the mist thickens, but so return to the village, they have an encoun-
slowly as to be barely noticeable. ter with a gypsy (see below).
If the PCs ask in town or ask Jacob,
This small graveyard overlooks the sea
and is surrounded by a five-foot-tall stone
they are told that a small team of men SB
takes care of the duties of burying the
wall. It lies in the rough prairie grass, and dead. Jacob can find these men if the PCs
the terrain is untouched except for the wish to talk to them. All of them have the
graves that have been dug. Wooden or same information. They have never bur-
stone markers delineate the graves. ied a member of the Graben family; they
The PCs can find Madeline's, Char- believe the Grabens have a small family
lotte's, and Jacob's tombstones in the plot on their grounds. The men also add
graveyard. If the PCs dig up the sites, the that no matter how well they cover a
coffins are empty. If they dig up any other grave site and replace the turf, within a
site in the graveyard, those coffins are few days the site is messy and looks as if
also empty. animals have been digging at the grass.
After several turns of searching, the DM If the PCs ask about the Graben family's
should inform the PCs that the fog has mausoleum, none of the graveyard crew
overtaken the cemetery and that they can knows anything about it. They simply as-
see only 20 feet ahead. sume that the family has their own grave-
yard or mausoleum, because none of the
As you make your way among the family is ever interred in the cemetery.
tombstones, you realize that the fog If the PCs ask about the difficulty of
has been thickening ever since you ar- burying the dead on the island, the men
rived. You can see perhaps three head- all agree that, although the soil is hard
stones on each side of you, but beyond and the grass is tough, nothing prevents
the burial of caskets. The southern end is
too swampy and the northern end is too Conversation A
rocky, but the prairie region is suitable.
The other villages on the island have You recognize the middle-aged
small mausoleums built of native stone woman as Vincenzia, the gypsy who
just outside their borders. New mausole- instructed you to find the Endurance.
ums are added as necessary. If the PCs She obviously seems to enjoy startling
search the mausoleums, they find evi- you. She speaks to you in her cryptic
dence that bodies were interred here, but manner.
no bodies are found. "You have come far since last we
met. Fate never moves in a straight
line, does she? You are closer to your
Uincenzia Returns goals than when last I saw you, yet you
believe you are farther away."
Read the following passage to the PCs
after they leave the cemetery.
bens' "unusual" abilities. It might occur as After about ten minutes, the PCs are
the PCs observe the Grabens robbing a joined by Colin Graben. He politely enter-
grave, or it might occur if the PCs sneak tains any business proposals, but if the
into the mansion, secretly observing the PCs merely make small talk or ask ques-
family. The PCs should observe one or tions about the family or the island, he
more family members detaching or reat- asks them to leave. Colin dryly explains
taching their limbs. A woman may have that he is busy and has many business
placed her head on a table to arrange her matters that need his attention. He walks
hair, a man might injure his arm while to the front door intent on showing the
robbing the grave and remove it, or the PCs out. If the PCs resist, he pulls a
children might get into a scuffle and drop nearby bell rope. The sound summons 20
a few limbs in the process. These clues of the family's strongest men, arriving in
should be sufficient to tip off the PCs that less than two rounds. They do not attack
the Grabens are not what they seem. unless the PCs attack first.
The family takes every precaution to If the PCs have Jacob as a guide, he
ensure that the villagers do not learn that points out a secret panel in the floor of
they are undead. They leave the estate the sitting room. If the PCs do not have
only when necessary, and when they do, Jacob, the DM must invent a suitable
they ensure that their disguises are work- method for the PCs to find the panel. If
ing to their best advantage. On the estate, the PCs announce that they are searching
they maintain the facade in the event that the room, they automatically find it.
someone stumbles onto the property. Gnder the panel is a ledger and a small
The servant families who work for the sack of 50 gold coins. The ledger contains
Grabens are also undead. This was neces- a record of shipments and transactions
sary to safeguard the secret. An ordinary with various ship captains. Captain Gar-
family was once employed, but the Gra- vyn's name can be found in the book at
bens "disposed" of them when their secret least six times. If the PCs have observed a
was discovered. shipment, they find it recorded in the
The Grabens' condition is the result of book. The records include the name of
Meredoth's necromancy. When the do- the ship, the name of the captain, the
main formed, Meredoth realized that he name of the victim, the amount paid for
needed a way to maintain the supply of shipment, and the date. Shipments are
bodies required for his research. In time, recorded at a minimum of once per
he developed the necessary magic, poi- month and a maximum of once per week.
soned the entire family, then converted The destination of the shipments is not
their bodies to their current state. They listed, but the PCs can safely assume that
are faithful servants and are intelligent it is Todstein.
enough to maintain the facade that safe-
guards their secret.
Investigating the Estate
are reac
Confronting the Oraben family *yto ' a u n c n a
full-scale attack, the DM should
f the PCs decide to pay the family a
mi/,:
he island of Todstein is a rocky The island is an igneous extrusion of an
knoll located 60 miles to the ancient, extinct volcano. This gives it a
west of Graben Island. The wa- hard, stable base. A 20-foot layer of perma-
ters around the island for 50 frost lies over the igneous base. Despite the
yards are calm and placid, but extreme climate, the island is covered by
outside that boundary for one pine forest and a variety of hardy evergreen
mile, the waters are choppy shrubs growing and thriving right in the
and boiling. The necromancer permafrost. Snowshoe hare, wolves, ptarmi-
who claims the island uses the gan, and a few other varieties of arctic crea-
powers of his domain in order tures inhabit the island.
to safeguard it. A wide beach rises gradually to meet
Meredoth was cursed to the pine forest, which rises in a steep hill.
Ravenloft for the crimes and The beach is sandy within 20 feet of the
deeds he perpetrated in his water, giving way to frozen sand, then per-
homeland (DM's choice of mafrost, and finally the thick pines.
homeland to fit the campaign The rest of the island looms 150 feet
setting). His necromancy was over the water in icy, treacherous cliffs.
twisted and perverted to suit Except for the beaches, the rest of the
his own goals, and when Mere- island stands at a 150-foot elevation.
doth could not find bodies for his horrible The two mausoleums stand on the
experiments, he provided his own through northern end of the island. They can be
murder and grave robbing. reached by following a snowy, narrow trail
Meredoth is now lord of the domain from either the western or eastern side of
known as Nebligtode. The domain in- the island.
cludes Todstein, Graben Island, a few scat- Except for the mausoleums and trails,
tered uninhabited islands, and the ocean the island appears to be untouched by
surrounding all these land masses. The civilization. Animal tracks are abundant,
powers of the domain allow "fingers" of forming trails through the thick woods.
the realm to permeate other worlds, thus Human tracks are discernable along the
capturing unsuspecting travelers. Mere- trails. They appear to be several days old.
doth is immediately aware of anyone set- The tracks lead only to the mausoleums
ting foot on his island. and do not lead anywhere else on the
island.
The Island
espite a similar latitude to that of Mysterious Uisions
D Graben Island, Todstein has a radi-
cally different climate. The climate of
the island, for unknown reasons, is arctic. A
s the PCs near the mausoleums, they
find a small purple pouch, its con-
tents partly spilled, lying in the snow.
The temperature can drop to - 6 0 ° in the The pouch contains a number of tiny stick
winter and reaches a maximum of 40° in figures, each about two inches high. The
the summer. number of figures matches the number of
During the winter, snow falls every few PCs, and each figure resembles a PC (the
days. Blizzards assault the island every DM should fill in the details: for example,
two to three weeks. For this reason, the a figure might have long, red string for
animals dig deep burrows and warrens, hair and be wrapped in green fabric to
and they survive quite well despite the match a red-haired female wearing a
harsh climate. green cloak).
Presumably, each PC takes his or her
figure. If the PCs do not take their figures, maintaining its intensity. The sound
allow Intelligence checks or explain the could be right behind you or it could be
effects that follow to the first character miles away. It sounds vaguely like the
who touches his figure. cry of an animal, but it is strangely un-
When a PC takes his figure, he has a natural. A shiver overcomes you as the
brief vision. Each vision should be de- sound dies away.
scribed to the individual player secretly,
although all visions are similar. The DM On either side of the doors leading into
should describe a situation in which some the mausoleums stand two giant statues
or all of the rest of the party conspires sculpted out of the snow. They resemble
against the PC. It may seem to be a con- giant men and wear armor, helmets, and
spiracy or a subtle effort to make the PC gauntlets.
take the biggest risks. In either case, the The creatures are snow golems (refer to
player should be left with no doubt as to the Monstrous Compendium entry in the
the meaning of the message. Refer to the center of this module). The four golems
vision stone spell in the "New Magic" sec- are trained to attack when they hear Mere-
tion on page 36 for a description of these doth's signal (the whine).
effects. Meredoth prepared these figures
and messages in the hope of splitting the Snow Golems (4): AC 6; MV 9; HD 12; hp
party or weakening their group spirit. 74, 66, 62, 57; #AT 1; Dmg 2dl2; SA cone
of cold; SD immune to cold- and water-
based attacks; AL N; THACO 9; XP 2,000
The Mausoleums each.
hese structures are shaped like rec-
%:
curving tunnel of sheer ice. A character
A loud groaning arises as the door is who pushes the door open finds himself
pushed open. The hinges creak and unavoidably slipping on the ice and plum-
whine from the extreme cold. Your meting down the tunnel. If the ice palace
breath hangs heavy in the still air. is full of water due to the characters' prior
Before you, a dim light reflects and actions, the water rushes down the tunnel,
glints eerily off many surfaces. The speeding the character's descent.
source of the strange light is not visible. The DM should determine, based on
A labyrinth of stone and ice pillars lies the positions and actions of the PCs, if
ahead of you, as sharp, icy stalactites other characters slip down the tunnel.
and stalagmites form a dangerous but Those who slip are in for a wild, slippery
beautiful maze. ride down the curving tunnel. There is no
chance that a character can stop himself
This room is another of Meredoth's in the tunnel. Even if this were possible, a
traps. The ice palace can be disturbed by character on the slide behind him would
the slightest vibration, sending ice and quickly knock him down again.
stone crashing down on the PCs. Since
Meredoth always wears moccasins and Characters slipping down the tunnel
knows the secret of the room, he can pass enjoy a ride descending 100 feet. They
through it easily. However, PCs wearing soon find themselves sliding into a large,
hard boots who attempt to navigate the open room. They land anywhere within
chamber will cause enough vibration to the dotted circle in room 9. The DM
bring the ceiling crashing down. should determine if characters colliding
with one another injure themselves on
As soon as a PC wearing hard-soled exposed weapons and the like.
boots walks 15 feet into the room, the
chamber begins to quiver and rumble. At
this point, nothing can stop the collapse 8. Hallway: The door to this hall is wiz-
of the ceiling. Ice and stone stalactites ard locked. This passage is bare and
shower down on any PCs inside the room, empty, and the icy floor slopes downward
causing 4dlO points of damage (no saving for the full length of the hall. All charac-
throw). PCs wearing metal armor suffer ters must roll Dexterity checks as they
only half damage. enter the hallway. If any characters fail
their checks, the DM secretly rolls I d l 2
If the PCs try to disarm the room (by for each character and multiplies the re-
casting a fireball spell, for example), the sult by 10. The result is the distance (in
sudden change in temperature causes a feet) along the corridor that the PC loses
cave-in of rock and ice that inflicts the his footing and slides the rest of the way
damage listed above on any PCs in the down the passage (possibly colliding with
room. The PCs also find themselves knee- characters ahead of him).
deep in icy water that quickly begins to
refreeze. A layer of ice half an inch thick
forms on top of the water after five 9. Battlefield: This room is empty.
rounds, and it continues to solidify there- Sounds echo eerily off the bare walls and
after. 150-foot-high ceiling. Evidence of prior
battles is apparent: nicks and chunks pit
A secret door at the opposite side of the the walls and scorch marks decorate the
room leads to area 7. stone in deadly patterns. A strange, or-
nate stone balcony juts out of the wall
7. Ice Slide: On the other side of this 100 feet off the floor.
door, the floor slants away sharply in a
*J?
• ~ \
X tackers, jumping into one of the rooms if PCs. His solution is to enter his lab (as-
he is threatened. suming that the PCs will follow him), en-
ter his chambers through the secret
One end of the corridor is a dead end. tunnel to room 12, and consume several
This allows Meredoth time to position potions of extra healing. He then exits
himself in an alcove while intruders de- room 12 into the hallway, making noise as
cide which passage to follow. Meredoth's he passes the lab, in an attempt to lure
moccasins prevent him from being heard the PCs out of the lab. At the end of the
as he sprints down the hallway. hallway, he hides around a corner and
casts spells at the PCs as they pursue.
11. Laboratory:
Meredoth then opens a door onto the
catwalk, hoping the PCs will believe that
A creaking door gives way to a vast, he has gone onto the balcony. When the
dark room. Your nose stings and your PCs appear on the balcony, a magic mouth
eyes water as putrid stenches surround spell at the entrance to corridor 8 acti-
you. The odors of rotting flesh, ammo- vates, sounding like laughter, retreating
TODST
up the icy hallway. If the PCs head for cor-
ridor 8, Meredoth waits for them to reach Wrapping Up
room 9 and begins throwing spells at n Ravenloft, the death of the lord of a
them all over again. This scenario con-
tinues until either Meredoth is dead or the
PCs give up or are killed.
I small domain usually means the disap-
pearance of the domain. The domain
dissolves into mist, leaving the PCs in
another portion of Ravenloft or in the land
12. Meredoth's Room: This chamber is in which they began the adventure.
filled with Meredoth's personal belong- The DM could cause Nebligtode to dis-
ings (including everything listed in the solve into mist the instant Meredoth is
character description at the end of this killed, or the DM might allow the PCs to
module). A rumpled bed, clothing, dishes ransack his home and board the Endur-
of partly eaten food, books, and mounted ance, with mist moving in after they set
trophies from past battles fill cluttered sail. If the DM has plans that would be
shelves. Many articles are dusty and assisted by the PCs owning a ship, he
grimy, but some are clean (thanks to a might allow Garvyn to disappear along
variety of cantrips). with Meredoth, leaving a seaworthy vessel
Among the books, PCs can find records to the PCs.
of shipments received from Graben Is- Ultimately, the DM must decide whether
land. If the DM is in need of a hook for to allow the PCs to depart Ravenloft and
future adventures, the records might also return to their homeland, or to continue
include references to other islands or lo- to wander in the fog. Once in the mists,
cations where more grave robbers are anything can happen!
working to provide Meredoth with bodies.
DOTH
Meredoth typically wears black or pur-
eredoth ple woolen robes and purple moccasins.
The cold climate on his island does not
20th-level Necromancer seem to bother him. The temperature in
AC - 2 ; M V 1 2 ; h p 5 0 ; S t r l 0 , his underground home never rises above
Dex 17, Con 15, Int 19, Wis 12, 45°. His wardrobe is of little importance
Cha 5; #AT 1; Dmg by spell or to him, as he does not need to dress to
weapon (staff, dagger, darts); keep warm.
ALCE;THACO 14 The powers of Ravenloft carved this
Equipment: cloak of protec- underground home out of the permafrost
tion + 3, bracers of defense AC and underlying rock. It resembles Mere-
4, six potions of extra healing, doth's dwelling on his home world, but he
potion of fire resistance, potion has made some modifications using the
of speed, ring of shooting stars, snow to stone spell. He developed the
rod of smiting (11 charges), staff spell specifically for this use.
of the serpent (python), wand of Meredoth views life as an enormous
flame extinguishing (16 experiment. He views living creatures as
charges), bag of holding, folding so many experiments waiting to happen.
boat, snowshoes of varied He has no regard for the value of life, con-
tracks (identical to boots of varied tracks, sidering humans to be nothing more than
but enable the wearer to stay on top of a crop waiting to be harvested (much as
soft snow; bear, goat, rabbit, and wolf humans harvest berries in the wild). He
prints), broom of flying, decanter of endless cares little for the origin of the bodies he
water, hat of stupidity. uses in experiments.
Spells * : 5 1st, 5 2nd, 5 3rd, 5 4th, 5
5th, 4 6th, 3 7th, 3 8th, 2 9th
Combat
* As a necromancer, Meredoth can
memorize one additional spell per level, If Meredoth's home is infiltrated, he
as long as one necromancy spell is memo- considers it to be an "extermination"
rized per level. problem—mere vermin requiring slaugh-
ter and eventual experimentation. Mere-
doth has set several traps in his home for
Background this purpose. He typically arrives at a trap
to ensure that it is sprung, then exits to
Meredoth has resided in Ravenloft for
another part of his home. Occasionally, he
nearly a century. Although he ages slightly,
observes the struggles of his victim from
the powers of Ravenloft have kept him
a safe distance. If any creatures survive
alive long beyond his natural life span.
the trap, he simply springs another.
This wizened old mage stands just over
six feet tall. He has piercing, cold blue Meredoth has little desire to enter me-
eyes, and flowing, frosty-white hair, beard, lee, but he will do so if threatened. Only if
and mustache. His skin is pale and milky all his traps have been sprung, his crea-
in color and bears deep crevices and wrin- tures have been killed, and he is backed
kles. His long fingers end in twisted, claw- into a corner will he enter combat.
like nails, and his hands have a purplish This necromancer is ruthless in battle.
tint, like that of a corpse. His skin is al- He never enters battle without first plac-
ways cold to the touch, and his hands are ing protective spells on himself (unless
icy cold. the urgency of the situation prohibits
such precautions). He then maintains a
safe distance as long as possible, casting Spell Book 5: anti-magic shell, death
spells at their maximum ranges. fog, disintegrate, globe of invulnerability,
Following is a list of Meredoth's spell invisible stalker, Otiluke's freezing sphere,
books. These books were filled before repulsion, stone to flesh; control undead,
Meredoth arrived in Ravenloft, so they are delayed blast fireball, finger of death, lim-
subject to all the rules governing spells in ited wish, monster summoning V, reverse
this realm. The DM should consult Chap- gravity; clone
ter IX, Spells in Ravenloft, in the
RAVENLOFT™ boxed set for the changes Spell Book 6: chain lightning, contin-
in these spells. gency, death spell, enchant an item, rein-
carnation; banishment, phase door, power
Spell Book 1: cantrip, chill touch, danc- word stun, spell turning, teleport without
ing lights, detect undead, erase, gaze reflec- error, vanish; Bigby's clenched fist, incendi-
tion, identify, light, magic missile, read ary cloud, screen
magic; continual light, darkness 15' radius,
fog cloud, knock, leuitate, magic mouth, Spell Book 7: glassteel, permanency,
pyrotechnics, spectral hand, wizard lock; polymorph any object, power word blind,
dispel magic, explosive runes, feign death, Serten's spell immunity, trap the soul; en-
fly, gust of wind, haste, hold undead, light- ergy drain, gate, imprisonment, meteor
ning bolt, protection from evil 10' radius, swarm, power word kill, prismatic sphere,
vampiric touch wish
TSR, Inc.
150' Cliffs
•'•A
SHIP OF HORROR
Horrible haunting, cruel curses, dark horror—an evil necromancer lies at the
root of the evil on the island. The battle
secrets . . . this is no pleasure cruise! isn't over until he's been defeated!
Ship of Horror is an adventure set in
he mists of Ravenloft know no Ravenloft with two beginnings: one for PCs
By Anne Brown
ISBN 1-56076-127-X