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Ravenloft - Ship of Horror

Ravenloft - Ship of Horror

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João Victor
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© © All Rights Reserved
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0% found this document useful (0 votes)
105 views69 pages

Ravenloft - Ship of Horror

Ravenloft - Ship of Horror

Uploaded by

João Victor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RA2 For 4-6 players, levels 8-10 9321

ADVENTURE
/ScfvancecfDun

w^

il Adventure

SHIP OF HORROR
i'-i.'1*
The Endurance
One square = 5 feet

The Endurance 1 Bowsprit


2 Forward Catapult
3 Forecastle Rail
4 Ladderway to Forecastle
7 I I I I ;
5 Foremast
6 Rigging
7 Rope Coils
Mizzenmast Mainmast Mainmast 8 Belaying Pins
Foremast 9 Ladderway to Lower Deck
Crow's Nest Lower Upper Crow's Crow's Nest 10 Firebuckets
Crow's Nest 11 Mainmast
Nest 12 Anchor Capstan
13 Mizzenmast
14 Ladderway to Lower Deck
15 Ladderway to Sterncastle
16 Sterncastle Rail
17 Wheel
18 Catapult
19 Lockers
One square = 5 feet
ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR, Inc.
RAVENLOFT and the TSR logo are trademarks owned by TSR, Inc.
e
1991 TSR, Inc. All Rights Reserved. Printed in U.S.A.

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
material or artwork contained herein is prohibited without the express written consent of TSR, Inc.

ISBN 1-56076-127-X

TSR, Inc. TSR Ltd.


POB 756 120 Church End
TM
Lake Geneva Cherry Hinton
WI 53147 Cambridge CB1 3LB
(I.S.A. United Kingdom
CONT£NTS

Introduction 3

Chapter 1: The Endurance and Her Crew 6

Chapter 2: Ocean Voyage 14

Chapter 3: Graben Island 43

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

T tended for the DM's eyes only. Players


should not read any farther!
As any good DM knows, this adventure
to sneak up a rotting staircase, he may be
required to roll a Dexterity check to see if
he falls through the rotting boards and
^.'
should be read through completely before sustains an injury. The player should roll
beginning play. Familiarity with the ld20. If the result is equal to or lower
events that follow is important to a than the character's ability score, he is
smooth game. In the RAVENLOFT™ game successful and climbs the staircase with-
world in particular, familiarity with the out falling. If the result of the die roll is
material is especially important for the higher than the character's Dexterity
DM to make the most of pacing, mood, score, he falls through the rotting wood
and tension. Only in this manner can the and is injured by the fall.
DM cultivate maximum fear and horror in Another use for ability checks is to help
his players. players who are truly stumped. If the play-
ers are trying to unravel a mystery and
run into a dead end, the DM can, at his
discretion, ask the characters to roll Intel-
ligence (or Wisdom) checks. Success can

^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

Holes: A hole made in the ship has a


diameter (in inches) equal to the damage
caused by the attack. For example, a
strike inflicting 60 points of damage
would tear a five foot (60-inch) hole.
Mast breaks: A broken mast loses a
number of feet (counting from the top
down) equal to the damage inflicted. For
example, if a strike inflicts 50 points of
damage, the affected mast loses its top 50
feet. Any crewman in the rigging or
crow's nest must roll a successful Dexter-
ity check to grab rigging or a sail, or else
he falls to the deck or into the water (Id6
points of damage per ten feet fallen).
Ship Shaken: Anyone who is not tied
down or sitting must roll a successful
Dexterity check or fall to the deck.
Fire: A fire can be extinguished by two
persons on the first round, adding one
person for every subsequent round. Fire
inflicts one point of damage on the first
round, doubling on every subsequent
round.

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.

1. Bowsprit: The bowsprit is similar to


a mast, except that it protrudes from the
mt
bow of the ship. It is 50 feet long and DM rolls 4d6. This is the distance from
serves to strengthen and stabilize the ship the outer edge of the 30-foot target where
as well as to anchor rigging. the load lands. (Thus, it is possible for a
2. Forward Catapult: The ship's three load to land up to 24 feet to the right or
catapults constitute its heavy artillery. left of the edge of the 30-foot target, as
When the ship was in military service, well as possibly being up to 50 feet long
four more catapults stood on the deck, or short of the target.)
but Garvyn removed these when he con- Any time the load hits an object, the iron
verted the ship to cargo service. balls inflict 5d6 points of damage. The DM
Each of the three catapults can be swiv- must adjust damage accordingly if some-
eled 90° to the right and the left. Six thing other than the iron balls are used.
crewmen are required to fire each cata- If the load is calculated to land beyond
pult. The baskets can be loaded with al- its intended target, there is a chance that
most anything, but the lockers on the the load strikes something in its path. For
forecastle and sterncastle are loaded with example, a load fired at a ship might
25-pound iron balls. These balls measure strike rigging or a mast. Depending on
15 inches in diameter and improve the the trajectory of the load, the DM should
accuracy of the catapults (see following). determine if such a strike occurs. If a cata-
The catapults can be fired at a range of pult load hits rigging or a mast, roll 5d6
150-350 feet. One player selects a 30- and that many feet of mast (or square feet
foot-square target for the catapult's load. of rigging) collapse to the deck; half dam-
He then rolls ld20 for the attack roll. If age is caused to the deck from the falling
the iron balls are used, the catapult has a iron balls and debris.
THAC0 of 15 (the result of using a load of Gnder no circumstances can a catapult
specific size and weight). If any other load be aimed at a single PC or NPC. If a load
is used, the catapult has a THAC0 of 18. lands in the same 30-foot square as an
Success indicates that the load landed NPC or PC, the character is allowed a

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/:

he DM's first task is to transport temporary crew members quickly. The


his players to any city on a river crew also remarks that they've heard the
or seacoast. The PCs must be in captain proclaiming to pay top dollar to
a location where they have easy any comers. Apparently, he is in a hurry
access to a port capable of re- to get underway. His cargo must make its
ceiving large ships. If they are at destination in under one week or he'll lose
a location on a river, the river half his fee.
should have a route that can If the PCs question the crew members,
carry them directly to the open they learn very little. The crew knows noth-
sea within 24 hours. ing about the exact fee that the captain is
Following are two choices for offering. The only thing they know about
starting the adventure, depend- the cargo is that it is something belonging
ing on whether the PCs are in to a wealthy merchant that must arrive in
Ravenloft or in another cam- time for his daughter's wedding.
paign world. The DM should The crew can vouch for the captain and
proceed with the appropriate the ship. They have sailed many missions
beginning once the PCs are in a with Captain Garvyn and they trust him.
location that meets the above The ship is large, sturdy, and in good re-
criteria. pair. It has weathered many storms with
hardly a scrape, and few of their crew
have served aboard worthier vessels. The
PCs Outside of Ravenloft crew can provide a description and direc-
he DM should arrange for the PCs to tions to the ship.

T find the following work-for-hire notice


in any pub, inn, or public message
board. The DM should give the players
If the PCs still refuse to investigate this
offer of work, the DM should introduce
another form of persuasion, such as sud-
Exhibit A from the packet at the center of den trouble with the law (a case of mis-
this module. The message reads as taken identity will work well). This should
!',* follows: be a sufficient threat to encourage the
PCs to leave town quickly.
Handsome Payment for Easy Work!
V»1 If ye are willing seagoers with strong stom-
micks seeking brief aduenture, report to the The Endurance
good ship Endurance berthed at the local Read the following text as the PCs ap-
' docks. I require intrepid souls to fill out a proach the docks in search of the ship.
crew for a hurried delivery voyage. Ye may
return to this port or remain at the des- Although the docks bustle with their
:%
tinashun. Appear before sundown—we sail usual feverish activity, you have no
at dawn! No landlubbers need apply! trouble identifying the Endurance
among the other ships. It is a large,
If the PCs show no interest in respond- handsome ship in excellent repair. Even
ing to the notice, the DM should arrange untrained eyes can recognize that the
for them to encounter several crew mem- ship has undergone frequent work to
bers at any public location. The PCs keep her in top shape.
should overhear the crew discussing their The Endurance's three masts loom
next mission. They should hear that it is above as you approach. Even with the
expected to be a quick, easy mission, and sails furled, you can tell from the exten-
that the captain is desperate to find some

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

*, loaded, a policy that he insists on when


accepting valuable cargo.
When the PCs have agreed to accept
t-sf
:
•^rJ the mission, Garvyn shakes hands heartily
with each of them, then asks whether they
need to collect their belongings or other
supplies. He tells them that all their meals
will be provided aboard ship, so they
^*a needn't worry about bringing food. How-
ever, if they must retrieve personal items,
they should do so quickly and return to
&r#: the ship in one hour. Garvyn wants every-
thing stowed and prepared before sun-
down. The ship must sail at dawn if the
voyage is to be successful.
Setting Sail on the head. "Now run along and play
When the PCs are ready to board the with Saul while I offer my help to these
ship, Garvyn gives them a tour and as- lost people." The little boy nods and
signs them to cabins. He explains the runs off into the camp.
manner in which meals are taken, and
also that the cabins are to be quiet from If the PCs protest that they are not lost,
midnight until dawn. (He can't afford to the gypsy only smiles a knowing smile
have tired seamen with so much at stake.) and says, "You need not be wandering in a
forest or searching in a city to be lost.
Garvyn's first mate rouses the entire There are as many ways to be lost as
crew, including the PCs, approximately there are fish in the sea. You folks seem to
one hour before dawn. As the sun's rays have found many such fish."
begin to poke over the horizon, the Endur-
ance silently slips from her berth and
heads for the open sea. Continue with the "What brings you to Vincenzia you
"Open Sea" section. know not. Such is the way of things in
Ravenloft. Sometimes the gypsies know
your minds before you know them
PCs Currently in Ravenloft yourselves.
"Come, sit by the fire with Vincenzia.
f the PCs are already adventuring in

I Ravenloft, the DM should devise a rea-


son for the PCs to need some type of
long-distance transportation. This can
1 will tell you what you need to know."
She leads you past many brightly col-
ored tents to a fire glowing with hot
coals. In minutes, she has the fire
include journeying to another part of the stoked up to a blaze and offers you
realm or trying to escape the realm en- mugs of her "special recipe" cider. It
tirely. The DM should then arrange for the smells strongly of apples, wood smoke,
PCs to have an encounter with a gypsy, and fresh herbs and roots. She pours
preferably out in the wilderness or away herself a large mug of cider and settles
from civilized areas. If this is not possible, on the ground. Firelight reflects in her
the following description will need to be wide, brown eyes as she speaks to you.
modified slightly.
If the PCs refuse the cider, the gypsy
The path you follow turns in a long, simply shrugs. There is nothing unusual . .X
sweeping curve, and as you round the about the cider; it is simply a blend of
bend you find yourselves at the edge of fruit and herbal flavorings. PCs drinking it
a small gypsy encampment. A small, suffer no unusual effects.
brown-faced boy runs past you, then
stops abruptly to look at you. He The gypsy pulls her waist-length braid
speaks suddenly, asking "Are you the of black hair forward over her shoulder
people my grandmama is looking for?" and looks at each of you, one at a time.
He turns quickly and runs into the Then she speaks. "Each of you bears
camp, shouting for his grandmama as your own burdens and fears, but for
loudly as his small body will allow. some of you, your burdens are lighter by
Moments later, a middle-aged woman being part of this group. Yet the group
wearing a long skirt and a red blouse takes you away from resolving your own
appears outside one of the tents. "Very crises only to solve other problems and
good, Vathan," she says, patting the boy aid others. What does all this mean?
k
*iil

"You draw strength from your com- Locating the Endurance


panionship. Do not let petty matters The DM has the option to adventure the
weaken your bonds. PCs across the landscape of Ravenloft, or
"You seek many journeys, but there he might simply allow the PCs to become
is one journey from which all others will lost in a fog bank, only to emerge at their
follow. Even when you think you have destination. After journeying to the near-
strayed far off course, remember that est port city in Ravenloft, the PCs find the
Fate knows no straight lines. She leads ship exactly as it was described.
you on the path she chooses, and few The Endurance is a fine, sturdy ship in
things in this world will change this. good repair. It is damp from the mist, but
"For now, Mistress Fate has led you otherwise appears more than seaworthy.
to me, yet you know not why. Aye, you The DM should refer to the description of
knew not that you sought me, but I the ship in the previous section to de-
knew it. I have a message for you." scribe the vessel to the players.
Vincenzia explains to the PCs that they
must seek passage on a tall sailing ship. You see a dozen or more sailors busy
The ship's captain is making preparations making preparations on every part of
to embark on a journey, and it may lead the ship. As you walk along the dock,
where the PCs wish to go. For now, it is one of the sailors notices your party
the path that fate has marked for them. and addresses you. "Hail, mateys!" he
calls to you in a gravelly voice. "Are ye
The gypsy tells the PCs where to find the looking to sign on? I'll fetch the cap'n
ship (the DM must fill in this information, straightaway." He nimbly hops off his
depending on the PCs' location in position and disappears below decks
Ravenloft). She tells them that the captain without waiting for your response.
is headed for the PCs' destination (whether
this is inside or outside Ravenloft). After a few minutes, a head appears
above the rail and you are greeted by a
The woman tells the party all it needs to tall, middle-aged man. He sizes you up
know to find the ship and its captain. She as he calls to you, "Aye, who seeks the
tells them that Captain Garvyn believes he captain of this fine vessel?"
has found the way out of Ravenloft (if that
is what the PCs seek). She does not admit Garvyn waits for the PCs' reply, men-
that she doubts the outcome of this voy- tioning that he was not expecting visitors.
age (she does not believe that the ship But seeing that the party has a mission,
can escape the realm). he invites them aboard.
Vincenzia listens to the PCs' questions
for no more than ten minutes. After this Captain Garvyn grins and drops a
time, she shushes them, saying, "Enough! rope ladder, enthusiastically waving the
You will get nowhere if you only sit and PCs aboard. "Climb up and we'll talk,"
ask an old gypsy questions. Be on your he calls to you.
way—go find your passage that Fate has
chosen." Garvyn leads the PCs to the sterncastle
Once the PCs turn their backs to the and takes a seat on a short barrel, motion-
gypsy camp, the fog rolls in. If they ing the PCs to do likewise on nearby bar-
should try to search for the camp, it has rels and coils of rope. The PCs find
disappeared into the mists, and they have themselves in the company of a tall, lean
no chance of ever finding it again. man with a deep tan, salt-and-pepper hair
and beard, and twinkling eyes as blue as plan to escape Ravenloft. He is rather cer-
the sea. He is nimble despite his age, and tain about what will be required to escape.
he strides along the deck with confidence. He must atone for his sins (see the de-
Garvyn asks the PCs to tell him a little scription of Garvyn in the NPC section),
about themselves. He listens attentively and he needs the PCs' help to do so. Only
with a smile, nodding in acknowledge- after he has corrected his mistakes will he
ment. When the PCs have completed their have a chance of escaping Ravenloft (and
introductions, he states his terms. even then there is no guarantee).
The DM should allow the PCs to deter-
"Ye can call me Cap'n or ye can call mine their next course of action. If they
me Garvyn or ye can call me Cap'n Gar- need to gather supplies before the voy-
vyn, it makes no matter to me. I'm in a age, they should be allowed to do so. The
hurry on this voyage," he begins. "I DM can assume that the PCs meet Garvyn
think I may have found a way to escape late in the afternoon, giving them only a
this cursed realm, and 1 admit 1 could few hours to prepare. Continue with the
use a few good men—and ladies—to fill "Setting Sail" section (on page 17) when
out me crew. 1 can't promise ye any- the PCs board the ship.
thing, but I'm the best chance ye've got.
I can pay ye a pittance for ye're serv-
ices, but it'll be worth it to ye if we Open Sea
make good our escape. I sail at rom this point on, the adventure con-
sunup—with or without ye. If ye plan to
go, ye muss be on the ship 'fore sun-
down this evenin'."
f tinues in the same way, regardless of
whether the PCs began the adventure
in Ravenloft or another location. When
necessary, notes are included for the DM
If the PCs are trying to escape that will help to pick up either situation.
Ravenloft, the Captain reveals little about
his plan, except that he believes he must After Brummett, the first mate,
be at a certain part of the ocean during roused you and the entire crew an hour
the new moon, only a few days away. He before dawn, final checks were made,
explains that he has seen many signs and the ship was freed of her moorings, and
omens that led him to this discovery. the Endurance slipped silently out of
If the PCs inquire about Vincenzia, the the harbor. With a fair sky and a brisk
gypsy, he says he knows nothing about wind, it seemed perfect weather for
her (he's telling the truth). Captain Garvyn's mission.
If the PCs are simply seeking passage to
another part of Ravenloft and are not seek- Once under sail, the first mate gives the
ing to escape, Garvyn thinks about this for PCs the option to return to their bunks or
a few minutes, then agrees to ferry them take the first shift on deck. Brummett is
there. He believes he can drop off the PCs open to the PCs' preference of being
(and make a few gold pieces in the proc- scheduled together on one shift or being
ess) and still make it to his destination. divided among the three deck shifts. He
The DM should determine an appropri- would prefer that any spellcasters be di-
ate fee if they are asking Garvyn to trans- vided among the various shifts in order to
port them. The DM should also determine make the best use of their abilities. He is
a modest payment for the PCs if they are fair and business-like, but he does not
serving as Garvyn's crew. succumb to bullying of any kind. Al-
In theory, Garvyn is not lying about his though he tries to meet the PCs' prefer-
ences, he always holds the good of the checks until they make three successful
ship uppermost in mind. If the PCs' consecutive checks. They are continuously
wishes do not benefit the ship, he explains sick until they do so. On the second day at
this politely but firmly and offers the PCs sea and every subsequent day, checks are
his best alternative. made one hour after every meal.
Brummett also points out to the PCs PCs suffering from seasickness suffer a
that if they begin to feel nauseated, they - 2 penalty to attack rolls and a - 4 pen-
had best make their way to the sterncas- alty to Dexterity checks. Armor Class is
tle. There, symptoms can run their course reduced by one point. Seasick wizards
with the least amount of mess. Anyone must roll successful Intelligence checks to
vomiting should be sure to do so over the successfully cast spells; a failed check indi-
side of the ship. cates that the wizard is unable to complete
The day passes uneventfully. The the spell and it is lost. Seasick priests must
weather is clear, the wind is brisk, and the roll Wisdom checks, with similar results.
sun is warm. Observant PCs may observe Seasick thieves suffer a 15% penalty to all
numerous schools of fish in the water, abilities requiring Dexterity.
flocks of sea gulls, and schools of por- Healing spells and potions have no ef-
poises and dolphins. The PCs are kept fect on seasickness.
busy by Brummett, who assigns them to
various tasks ranging from assisting the
lookout to mending sails to helping in the Evening on the Ocean
galley. The strongest PCs are put to work After an uneventful but busy day, the
manning the sails with the other sailors. PCs witness a beautiful sunset on the
The PCs, like the rest of the crew, work ocean. Shortly after sunset, a light fog
eight to ten hours, with the rest of the day rises off the surface of the water. The fog
left to them for rest and recreation. becomes more and more dense, and by
midnight, the mists all but obscure the
full moon. The wind dies down, but it
Seasickness maintains enough force to keep the ship
On the first day out on the open sea, slowly moving ahead. Read the following
the DM should ask for Constitution to the PCs.
checks from all PCs. Checks should be
made once in the morning, once in the It is nearly midnight, and the scene
evening, and one hour after every meal. If before you is not recognizable as the
a PC skips a meal for any reason, the ocean vista you enjoyed during day-
check that would normally follow that light. The brilliant blue sky and water
meal is not required. A failed check are gone, as if their colors had been
means that a PC is overcome with motion erased. The blazing yellow sun, the
sickness and suffers all that this implies. whitecaps on the water, and the shriek-
Any PC making three consecutive suc- ing sea gulls are also gone. In their
* * L#
cessful checks does not get sick and need places, you see black water, grey fog,
not make any further Constitution checks. and a patch of bright fog that shields
This indicates that a PC has acclimated to the moon. The wind is mild and the
the rocking of the ship and will not suffer sloshing of the waves lulls you after
from seasickness for the remainder of the your first hard day at sea. The whole
adventure. scene, coupled with the fresh air and
PCs who miss a Constitution check and your busy day, makes you drowsy.
become sick continue to roll Constitution
When your shift is over, even your The man looks surprised when you
lumpy bunks feel relaxing. Brummett open the door. Startled, he says, "Good
informs you that someone will wake evening, I'm Jacob. I'm sorry to bother
you when it is time for the next shift. you—I must have the wrong cabin.
Please pardon the intrusion." He steps
When the PCs are asleep, choose one of away from your cabin door, and slowly
the PCs' rooms at random. In the wee walks down the hallway and disappears
hours of the morning, the PCs wake up to up the ladder to the main deck.
light knocking on their cabin door.
If the PCs pursue Jacob up the ladder,
The knocking at your door is light they do not find him anywhere on the
but persistent. No matter how long you ship. A search of the entire ship (if the
lie in your bunks, the knocking con- PCs go that far in the middle of the night)
tinues. yields no sign of Jacob.
Outside the door, you find a At one-hour intervals after Jacob's first
confused-looking man. He is dressed in visit, the remaining PCs' cabins are vis-
knee-length leather breeches, a loose- ited. The encounters are exactly the same
fitting white shirt, dark grey stockings, as the encounter described here.
and low, black boots. You don't imme- If the PCs inquire about Jacob in the
diately recognize him as one of the morning, no one on the ship knows any-
crew, but you've just woken out of a thing about him. A search of the ship
sound sleep. turns up no clues to prove his existence.
sonal possessions. Everything must either
Blustery Weather be stored in chests or stowed into sacks
n the second day of the voyage, the and tied to the bunks.

O weather turns cooler and the sky


threatens foul weather. The wind has
increased, and the ship sails along at rac-
Just as the last items are secured, the
storm breaks.

ing speed. The mist of the previous eve-


ning has melted away. The sea gulls are The Storm's Fury
absent today, keeping to land in expecta-
tion of the impending storm. Sheets of rain pound the deck, wash
The morning passes uneventfully, ex- across the planks, and pour over the
cept for any investigation the PCs might sides of the ship. Ropes and rigging
undertake in search of their late-night strain as the ship tosses in the water.
visitor. The wind blows hard all morning, Captain Garvyn and two men struggle
picking up intensity around noon. to maintain a hold on the wheel, point-
ing the ship into the crashing waves.
Just after lunch, Captain Garvyn orders
You know that if the ship turns its side
all the portholes secured and all the ballis-
to the swells of water, it could capsize
tae chained down. He also orders all the
and go under in a matter of moments.
ballista hatches secured. Garvyn, Brum-
mett, and the crew on duty don oilskins in Brummett and five sailors struggle to
preparation for the impending storm. The strike the last sail. Just as the sail
second mate shows the PCs where extra comes down, a gust of wind blows the
oilskins are stored and gets them outfit- sail loose and it flows over the deck like
ted for the storm. a wet blanket. The men scramble to
gather the sail and secure it.
The oilskins consist of baggy trousers
and jackets that hang to mid-thigh. The Lightning flashes and thunder roars
fabric is heavy canvas that has been satu- overhead. The deck is illuminated as if
rated with whale-oil to make it water re- by daylight as the lightning crackles
pellent. The trousers tie at the waist and across the sky.
at the ankles to help keep water out. The
The DM should allow the PCs to choose
jackets have long hoods that can be
their own courses of action. Garvyn will
folded back for visibility or unrolled to
order weaker characters, especially wiz-
keep the driving rain out of the wearer's
ards, to retreat to their cabins. He will also
face. Anyone wearing oilskins improves
order the women to their cabins. Gnless
his Armor Class by 1 (for cutting or pierc-
the party has an especially powerful fe-
ing weapons only).
male fighter, Garvyn will not allow a
Basil the cook asks two PCs to help him woman on the deck in this weather.
secure the galley. Food and utensils must
Other PCs can occupy themselves by
be stowed before the ship is hit by the
helping with the loose sail, helping to
storm or there will be a mass of deadly
steer the ship, or joining the other sailors
equipment flying around the room.
watching for sails that threaten to come
The quartermaster also asks for help in loose or other gear on deck that shows
securing the cargo hold. Although the signs of breaking loose.
load is light, everything must be secured
Any characters suffering from seasick-
to prevent the hull from being damaged
ness have two choices: either riding out
by shifting cargo.
the storm in the cargo hold with a large
Once everything is secured, the PCs are bucket, or lashing themselves to the rail-
sent to their cabins to secure their per-
ing of the sterncastle. Characters choos-
ing the latter option must have a compan- she must be half-frozen with the chill
ion to watch over them in case of an from the storm. She reaches for your
emergency. hand and her fingers are ice-cold.
The storm rages on for nearly two hours. The PC should be allowed to help the
Except for a few loose sails that are little girl in any manner that seems appro-
quickly tied down, the Endurance lives up priate. The most probable action would
to her name and weathers the storm well. be taking the girl to a cabin and fetching
The lightning and thunder subside and the a blanket for her. If the PC converses with
storm improves to a heavy, steady rain. the girl, she gives this information.
The crew is rotated to allow each shift The little girl is named Charlotte. She
to rest. Everyone on deck has suffered says that she is on the ship by herself and
Id4 points of damage in bumps and is returning home after a visit to her
bruises. The captain yields the wheel to grandmother. If the PC asks why he did
the second mate and another sailor. not notice her before, Charlotte simply
Supper is a cold meal due to the im- replies that grown-ups don't always notice
practicality of cooking in rough weather. children. Her father always says that chil-
The captain and first mate see to crew dren should be seen and not heard. Be-
rotations in order for everyone to be fed. sides, Charlotte has stayed in her cabin
The PCs are rotated in as necessary. most of the trip because the sailors some-
After the supper shifts have ended, the times frighten her. She prefers to keep to
DM should choose the most compassion- her cabin and play with her dolls. The
ate PC to have a ghostly encounter. cook has kept an eye on her and brings
meals to her cabin.
Ghostly Uisitor
he PC who experiences the following Hidden Cabin
T encounter should be alone when the
ghost appears. This can be in one of
the passages leading to the cabins, the
If the PC suggests that they look for her
doll, Charlotte leads the way to the cargo
deck and to a locked door. The door
cargo hold, the PC's cabin, or any other
appropriate place. The encounter can oc- seems to blend in with the woodwork, and
cur as the PC walks down the passageway, although the PC has probably seen this * : • . , ' •

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.

The attacking ship draws near in a


Unwelcome Guests shearing attempt, paying no heed to po-
tential injury to itself. With the anchor
Around mid-afternoon, the Endurance is down and no wind, the Endurance has no
visited by another ship. Because of the chance of maneuvering out of the way.
fog, the ship is not spotted until it is only She takes the full brunt of the blow. A
40 yards from the Endurance. sickening sound of wood scraping wood
Any PCs on deck should be allowed a fills the damp air. All persons on the ship
Wisdom check to notice the approaching must roll successful Dexterity checks or
ship. Regardless of whether the PCs no- be shaken off their feet unless some ob-
tice it, the lookout in the crow's nest sees ject (such as the rail or the wheel) is avail-
the ship and calls out as soon as it is 40 able to serve as a brace.
yards from the Endurance.
The Endurance survives the ram with
little more than cosmetic damage. Since
Through the dense mist, a dark the attacking ship is in the advanced
shape materializes and looms near. You stages of decay, its impact is reduced con
recognize it as another sailing vessel, siderably by its flimsy condition.
but this ship has obviously led a long
and deadly life. The hull displays huge, As soon as the Eternal Torture makes
gaping holes, yet water passes through contact, her sailors begin boarding the
the gaps without filling the breached Endurance.
hold. The rigging and sails hang in Ghasts (24): AC 4; MV 15; HD 4; hp 30
limp, tangled shreds, yet the ship (x6), 26 (x6), 23 (x6), 20 (x6); #AT 3; Dmg
moves forward quickly despite the lack Id4/ld4/ld8; SA persons within ten feet
of wind. The decks and hull show signs must roll a successful saving throw vs.
of rot, and you can guess that the wood poison or be overcome by carrion stench
is worm-eaten as well. If the ship was and suffer nausea—those so affected suf-
ever painted, there is no sign of it fer - 2 penalty to attack rolls; paralysis
now—the color long ago peeled and touch lasting ld6 + 4 rounds; SD immune
flaked away. The masts creak and sway, to sleep and charm spells; AL CE; XP 650
looking fragile and rotted. each;THAC0 17
The vessel's crew begin to appear on Due to their bloodthirsty tendencies in
deck, first ten, then sixteen, then two life, these ghasts have maintained the
dozen sailors doomed to this Sargasso ability to fight with weapons (sabre, cut-
Sea in their unlife. All are dressed in lass, scimitar, and long sword). However,
rags that are barely recognizable as the these attacks are made at THAC0 19 and
dress of choice of pirates. They resem- inflict only Id4 points of damage. The
ble humans, but their flesh is decaying ghasts may exchange one claw attack for
right on their bodies. Where fingernails a weapon attack.
once were, long claws jut from grimy
digits. Sharp fangs fill their rotting The DM should use the deck plans for
mouths. Most ghasts clutch rusty the Endurance for the ghasts' ship, with
the exception that the Eternal Torture has
no cargo deck. Any sailors or PCs at- to set it on fire, they find the task impos-
tempting to board the Eternal Torture must sible since the wood is so waterlogged
roll a successful Dexterity check every and rotted.
round to avoid falling through the rotting The crew of the Endurance is notably
deck. A character falling through the deck shaken after this encounter. They are all
suffers Id6 points of damage and has a jumpy and nervous for the remainder of
50% chance of falling through the deck the day. This is a good opportunity for the
below. Falling through the lower deck DM to add some color to the adventure.
causes Id6 additional points of damage Spooked sailors are likely to begin telling
and dumps the character into bilge water every ghost story they have ever heard.
at the bottom of the ship. Due to the There are as many ghost stories told by
holes in the hull, the character can either the nervous crew as the DM cares to tell.
hang on in the bottom of the ship or swim If the stories begin to get out of hand
out the holes and into open water. and cause the crew to function poorly,
The Eternal Torture has no treasure. PCs Garvyn appears and scolds the crew and
boarding the ship to search it are subject PCs for their childish behavior. He tells
to falling through the decks. All materials them to stop telling stories immediately
on the ship suffer from rot, mildew, mold, and pursue some more constructive pas-
and decay. There is nothing of value on time. Although he maintains a light tone
the ship. of voice, he is also visibly shaken. He
If all the ghasts are killed, the Eternal looks over the bow of the ship, shakes his
Torture floats silently away into the mists. head, then retreats to his cabin alone,
Despite any damage the ship may suffer, after telling Brummett to take charge of
it does not sink. If the PCs should attempt the ship.
water. PCs without the swimming profi-
Through the Mists ciency must roll a successful Dexterity
he ship continues to hold position for check (against V2 their normal Dexterity

T the rest of the day and the night. The


wind does not return until the wee
hours of the morning. The mist holds,
score).
Each PC in the water must also roll a
successful Wisdom check to notice an
sometimes swirling thickly around the unusual change in the ship. The name
ship, and sometimes thinning out to allow Endurance that was formerly painted on
visibility of roughly 50 yards. both sides of the bow has been replaced
The PCs are likely off duty during this by blood-red, dripping letters that read,
time. Since the ship is not under sail, few "Ship of Horrors."
crew are needed. Several crewmen rotate When the rescuers make their way back
shifts as lookouts on deck and in the onto the ship, a strange change has taken
crow's nests. The PCs may rotate in as place. The once-fine ship now shows evi-
lookouts if they desire or if many crew- dence of neglect and decay. The rigging is
men were killed in the ghast raid. frayed, worn, and dripping with damp
Spanish moss. The sails are stained grey
and brownish. Nearly every square inch of
Man Overboard! paint has been stripped from the wooden
trim, and the beautiful figurehead has
Shortly before the dinner hour, you been replaced with the visage of a weep-
hear a cry from one of the lookouts on ing hag.
deck. "Man overboard, starboard bow! Most of the crewmen are as horror-
Man overboard!" stricken as the PCs over the sudden
On deck, there is a flurry of activity change in the ship. A few, however, shake
as ropes are tossed to the floundering their heads or choke back tears. They
crewman. It is difficult to see him have made voyages with Captain Garvyn
through the mists, but his cries for help in the past, and they have witnessed this
and splashing pinpoint his location. terrifying phenomenon before. On every
Then suddenly, all is silent. The only voyage, they hope that the change will
sound is the sloshing of waves against not occur, but as yet they have not been
the hull. Calls to the fallen crewman able to escape it.
bring no response.
The few crewmen who are familiar with
If there is to be any hope of retrieving
this metamorphosis explain that the
K*
3 •*
change always occurs after hours of drift-
the drowning crewman, someone needs to ing in dense fog. They have no idea, how-
jump. The sailor is unconscious; he will ever, what causes this change or how it
float in his current position for three can be avoided.
rounds before he begins to sink. If a rope
is tied around a PC or crewman who
jumps overboard, there is no danger of
Captain Garvyn disappears to his cabin
through the course of these events. He ft
losing that person. Crewmen yield to any does not speak to anyone, demanding
PC who volunteers to jump into the water. that would-be visitors go away and leave
him in peace.
There is a cumulative 25% chance of
saving the drowning sailor for each PC or If the PCs question the crewmen who
crewman who jumps in the water, to a have made voyages on the Endurance be-
maximum of 95%. PCs with the swim- fore, one of them, Hugo, is able to provide
ming proficiency have no difficulty in the further information. He believes that Gar-
vyn and the ship have been cursed in
some way to travel the lands of free men
and then be pulled back into a realm of Ghostly Clues
curses and terror. Hugo notes that Garvyn Shortly after midnight, everyone on the
never leaves the ship, even when it is in ship is awakened by a terrible howling
port. If he needs supplies, he always and wailing.
makes a list and asks one of the crew to
shop for him. As you slumber peacefully, lulled by
None of the crewmen knows any more the gentle rocking of ship, all is silent
about the situation. in the vast ocean. Then suddenly, you
are bolt upright in your bunk, a cold
sweat breaking on the back of your
A Sober £uenin$ neck. Your heart pounds and adrenalin
he events of the day have cast a floods your veins as you become aware

T gloom over the ship. If any crewmen


were lost in the ghast attack, or if the
crewman who fell overboard was not re-
of your surroundings. A horrible shriek-
ing and wailing fills the air, causing
every plank of the ship to vibrate.
Never in your life have you heard such
covered, the mood is that much worse.
There is none of the usual singing or jok- an unearthly caterwauling.
ing among the crew. After supper, most You begin to hear the sounds of the
return to their cabins to pass a silent crewmen stirring from their bunks and
evening. entering the passageways on your deck.
Some of the voices are frightened,
while others call for weapons against an
Charlotte's Return attack.
Approximately three hours after supper,
Charlotte makes another appearance. This PCs entering the corridor are met by
visit resembles her first visit in every way, scurrying sailors, some clutching weap-
except that any PCs who wish to accom- ons, others wearing terrified looks, all
pany Charlotte to her room may do so. trying to determine the source of the wail-
u Following Charlotte's subsequent disap- ing. Several sailors, including Brummett,
pearance, the DM (via one of the sailors or race up the ladder to the deck. A few oth-
the suggestion of an Intelligence check) ers charge down into the cargo hold. The
should encourage the PCs to search the shrieking never stops, growing louder and
hold where Charlotte's cabin appeared. softer in an uneven rhythm, but always
* Any character successfully rolling to de-
tect secret doors finds a clue. Wedged
causing the vibration of every plank and
bolt in the ship. Captain Garvyn does not
between two planks in the floor is a small make an appearance throughout the
necklace. From its size, it is easy to judge events that follow.
that it belonged to a child. The necklace The wailing is caused by an apparition
is a fine silver chain with a small pendant of a woman. She is approximately 25
of a garland of roses wrapped around a years old, with long blonde hair and a
heart. On the back are engraved the ini- beautiful face. She is dressed in a pink
tials CMR. It should be easy to deduce flannel nightgown and she clutches a ba-
that the pendant belongs to Charlotte, but by's blanket, cradling it in her arms, but
the nature of its appearance is a mystery. she holds no child. Her face is puffy and
swollen and she looks exhausted.
The woman cries, sobs, and shrieks,
calling out, "Oh, child, you shall never

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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: 1-250


ARMOR CLASS: 8
MOVEMENT: 12
HIT DICE: 1 per 10 years of age
THACO: 15
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: I d 6 / l d 6 / l d 8 or by weapon
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Immune to sleep, hold, charm
MAGIC RESISTANCE: Nil
SIZE: M (4-7'tall)
MORALE: Elite (13-14)
XP VALUE: Special

The lebendtod are a greatly feared form of undead, once be-


lieved to exist only in rare and isolated instances. Reports of
them have increased suddenly, however, and many experts
now fear that the lebendtod are more common and wide-
spread than previously believed. The ability of the lebendtod
to mask their true nature has apparently kept their existence Lebendtod also have the ability to detach and reattach
secret for decades, perhaps centuries. their limbs and head at will. They sometimes do this to
Lebendtod exist as they did in life. They maintain family frighten their enemies, sometimes to use the severed part as
units, occupations, and skilled trades. They continue their a weapon, and sometimes to remove a severely damaged
lifestyles they did before, except that they are at the beck and limb. Rumors exist of evil wizards disassembling lebendtod,
call of the necromancer who created them (or their "ances- packing them in crates, and shipping them into a city or cas-
tor"). If the necromancer is killed and becomes a form of un- tle, where the lebendtod reassemble themselves and attack
dead, they continue to serve him. If the necromancer dies the inhabitants.
normally, they switch their loyalty to the first powerful mage Lebendtod are immune to sleep, hold, and charm spells.
who declares himself their leader. Cold-based attacks slow lebendtod for 2d4 rounds. Lebend-
Entire villages of lebendtod have been reported, since the tod suffer half damage from normal weapons and full dam-
lebendtod can continue to exist normally for years and dec- age from magical weapons.
ades. Lebendtod have the ability to hide their undead nature.
Twice per day, they can will themselves to resemble their Habitat/Society: Lebendtod maintain the lifestyles they
former selves before their death. This change lasts until the followed in life. They age extremely slowly, appearing to age
lebendtod chooses to cancel it or until the lebendtod is only one year per decade. A lebendtod gains 1 Hit Die per 10
struck by a magical weapon or spell. When this occurs, the years of actual age. Thus, a person who dies at age 30 then
lebendtod is instantly transformed to his or her undead ap- lives 50 years as a lebendtod will appear to be 35 years old.
pearance (similar to that of a ghast), to the shock and horror Lebendtod do not gain Hit Dice beyond 100 years of age.
of all who witness the change. Lebendtod retain the skills and abilities they had in life,
The first lebendtod were created by a powerful necroman- but with reduced effectiveness. A person who becomes a le-
cer. Thrilled with his new servants, he gave his creations the bendtod subtracts 2 points from all ability scores and his
ability to turn their victims into lebendtod in order to propa- level of ability is cut in half. Thus, a lOth-level fighter whose
gate the "species." Any lebendtod can create another lebend- ability scores are all 15 becomes a 5th-level fighter whose
tod by killing a victim and breathing into its mouth as the ability scores are all 13, when he is transformed into a le-
victim breathes its last breath. The victim must then be iso- bendtod. The character's experience points are reduced to
lated and left undisturbed for 72 hours. If these conditions the halfway point between his new level and the next level
are met, the victim awakens as a lebendtod. If the body is dis- (e.g., 24,000 XP for the fighter discussed above). The charac-
turbed any time before 72 hours have elapsed, the victim ter can continue to advance in levels but needs double the
awakens as a ghast. If the victim breathes its last breath be- normal number of experience points to do so.
fore the lebendtod can breathe into the victim, the victim
dies normally. Only a wish spell can restore a lebendtod to Ecology: Lebendtod can be created by high-level wizards
normal life. or by the lebendtod themselves. They do not reproduce in
the manner of living demihumans.
Combat: Lebendtod can attack with claw/claw/bite or with a Note: Due to the potential variety of Hit Dice and abilities
weapon they wielded in life. Damage is normal for the type of of the lebendtod, the DM must determine experience points
weapon used, but the lebendtod receive no Strength bonuses. individually using Tables 31 and 32 in the DMG.
Snow Golem
CLIMATE/TERRAIN: Arctic
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Semi-(2-4)
TREASURE: Nil
ALIGNMENT: Neutral

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

NO. APPEARING: 1-2


ARMOR CLASS: 2
MOVEMENT: 6, Sw30
HIT DICE: 11 or 13
THACO: 9 or 7
NO. OF ATTACKS: MOor 1-12
DAM AGE/ATTACK: 1-10 per ray
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Half damage from blunt
weapons
MAGIC RESISTANCE: Nil
SIZE: G (20-75' across)
MORALE: Steady(lM2)
XP VALUE: 2,000

The giant starfish is a cousin of the normal, ocean-dwelling


starfish. It has a central body with ten or 12 rays radiating
from the center, the undersides of which are covered with
sticky suckers. Giant starfish have been reported in a wide
variety of colors but seem to be limited to tan, orange, yel- cord separately the number of hit points for each ray and the
low, pink, and red, ranging from pale pastel hues to vibrant, center. If a character declares that he is attempting to chop
almost glowing colors. off a ray and has an appropriate slashing weapon (attacks
Giant starfish have been sighted in all the large oceans of from arrows or blunt weapons cannot sever a ray), the ray
Oerth, Krynn, Toril, and Ravenloft, as well as in many other should be considered severed once it has lost all its hit
worlds. A freshwater variety of giant starfish is rumored to in- points. If attacks are made randomly, they strike the center
habit large inland lakes on many worlds. and rays randomly. If a ray loses all its hit points to attacks
that do not sever it, that ray is considered dead—it hangs
Combat: Upon sighting a ship, a giant starfish maneuvers limp and can no longer attack.
itself to approach the ship from the bottom. The typically A ten-ray starfish retreats if four of its rays are severed. A
streamlined bottom surfaces of ships allow the starfish an ac- 12-ray starfish retreats if five of its rays are severed.
ceptable surface to grapple and a relatively concealed ap- When the starfish retreats, it attempts to carry meals away
proach. If necessary, a starfish will follow a ship for miles or with it. The starfish can carry one victim per still-functioning
maneuver hundreds of yards out of the path of the ship in or- ray.
der to gain a satisfactory approach trajectory. Once in posi- In addition to hull attacks, starfish are likely to choose to
tion, the starfish approaches at maximum speed. As it attack persons on deck. A starfish will sometimes approach
closes, it assumes attack position and attempts to hit the a ship without attacking, instead attempting to grab as many
ship. persons as possible and retreating with its catch.
If the attack is successful, the starfish has grappled the
ship. There is a 50% chance that this grappling attack results Habitat/Society: Starfish wander the oceans in search of
in extreme damage to the ship as follows (roll Id6): 1 = hole meals. They eat a variety of life forms, but they have learned
in deck, 2 = hole in hull above water line, 3 = hole in hull be- that passing ships are almost always portable buffet tables
low water line, 4 = mast breaks (choose randomly), 5 = ship holding a pleasing selection of tidbits. Ships, they have
shaken (anyone not sitting or tied down must roll a success- learned, almost always guarantee a meal and are worth the
ful Dexterity check or be thrown to the deck), 6 = Id4 crew effort to capture. Starfish prefer ship-grazing to other hunt-
knocked overboard. ing methods.
Once a starfish has successfully grappled the ship, it at- Giant starfish make their lairs in large caves and underwa-
tempts to pry open the hull in search of food (any creatures) ter trenches, storing any treasure or extra food in crevices
inside. The starfish begins to tear at the hull with all its rays. and niches. Other underwater creatures tend to avoid these
The DM should record the damage inflicted by each ray; any lairs, since giant starfish are efficient eating machines.
ray inflicting cumulative damage of 20 points causes a result
from the above list (roll 1 d6 again). Ecology: Giant starfish exist in a manner similar to their
The starfish's rubbery rays suffer normal damage from all smaller waterborne cousins. Ten- and 12-ray starfish never
attacks except blunt weapons, from which it suffers only half cross-breed. Rays that are lost are regenerated in Id4
damage. Starfish with ten rays have 11 HD and starfish with months. Other injuries heal normally.
12 rays have 13 HD—one HD per ray and another for the cen-
ter. When rolling hit points for a starfish, the DM should re-
The Endurance—Lower Decks 1 Ballistae 8 Master Gunner's Cabin
2 Quivers 9 First Mate's Cabin
3 Mess Hall 10 Captain's Cabin
4 Galley 11 Ladderways to Main Deck
5 Cabins 12 Hammocks
6 Guest Cabins 13 Ladderway to Cargo Hold
7 Second Mate's Cabin

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

T within view of Graben Island. Her


skeleton is on the ocean floor, in 80
feet of water. While recovering her body,
Reisland. She does not know anyone
named Graben. Charlotte died from polio
and was buried in a cemetery near her
grandparents. She had three brothers and
the PCs are attacked by a school of skele-
tal sharks. two sisters. She is also upset because her
parents told her that when she died, she
Skeletal Sharks (9): AC 6; MV Sw 24; HD would see her grandparents in heaven, Sfi
three each of 4, 5, and 6 HD; hp 40, 36, but she has not yet found them, and thus
33, 30, 27, 22, 20, 16, 12; #AT 1; Dmg
Id4 (4-HD), Id6 (5-HD), Id8 (6-HD); AL N;
SD immune to cold, fear, sleep, charm,
she doesn't believe that she has found
heaven yet. p
and hold spells; suffer only half damage
from piercing weapons; XP 175; 270; 420 Jacob
THAC0 17 (4-HD), 15 (5-HD & 6-HD) acob's body was dropped off the ship

The sharks attack only after the PCs


have been in the water for ten rounds or
J within view of Todstein, approximately
200 yards offshore. His body is in 100
feet of water. The bottom is rocky; for
k

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

The umber hulks are a mother and two


juveniles. This species thrives in saltwater
environments.

„*£ 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-

T sufficient to entice the PCs to investi-


gate Graben Island. If the PCs are
reluctant to visit the island, the spirits can
line on many occasions.

be used to persuade the PCs, provide


more clues, or generally make the PCs'
lives miserable until they set out for the
island.
As a last resort, the powers of Ravenloft
can mysteriously carry the ship to Graben
Island. No matter what direction the PCs
Chapter
mm
raben Island is The land slopes gradually toward the
located approxi- southern end of the island. The midsec-
mately 75 miles tion of the island is covered by prairie,
off the coast of with long grass, tumbleweeds, and many
Lamordia, in the varieties of shrubs and wildflowers. It is
Sea of Sorrows. home to a variety of small wildlife, includ-
There are no ing wild chickens, ground squirrels, prai-
landmasses visi- rie dogs, pheasants, quail, partridges, and
ble from any por- other birds and small mammals.
tion of Graben The southern end of the island consists
Island. of swamp and marshland. The ground is
spongy and soft, virtually uninhabitable.
Many of the typical swamp-dwelling crea-
The Land tures are absent, due to the cold climate.
he climate of However, the swamps are home to otters,
Graben Island beavers, many species of snakes and
is cold and frogs, owls, and several species of birds.
harsh. Chilly The frequent rainfall on the island
ocean winds tor- caused the formation of many flash-flood
ment all sides of the island during all sea- ravines. Along the ravines are dense pine
sons of the year. The temperature never forests, home to bears, wolves, cougars,
warms above 70°, even in the height of rabbits, squirrels, and many varieties of
summer. Winter temperatures can easily birds.
reach - 2 0 ° . The island is shrouded in
mist nearly every evening, varying from a
light haze to thick fog with low visibility. (tillages
The island receives frequent, violent wo small, isolated farming villages,
storms and is buried beneath many feet of
snow in the winter. While the climate is
difficult to live in, the storms nonetheless
T Seeheim and Kirchenheim, lie on the
northern end of the island. They are
nearly self-sufficient, but a few merchants
provide a steady source of fresh water. in each village make occasional trips to
The northwestern coast of Graben Is- Graben village for needed supplies. These
land is a rocky bluff bordered by a short, villages are each home to approximately
rocky beach. The bluff is void of plant life 300 people.
except for some scrub grass and an occa- The largest settlement on the island is
sional tree wedged between the rocks. the village of Graben. It is home to ap-
The village of Graben and the Graben proximately 1,000 people.
family estate are contained in a bowl-like A fourth village lies on a small island to
ravine where the river cuts through the the west of the main island. Known as
bluff to reach the ocean. On both sides of Knammen Island, its terrain matches that
the river, the bluff slopes steeply upward of the northern portion of Graben Island.
until it reaches the 300-foot height of the The small village is home to 150 persons
rest of the bluff. and is known as Meerdorf.
The northern end of the island is cov-
ered by rocky, rough, terrain. Long, tough
grass and some occasional hardy flowers
grow in the hard soil. The land is used for
grazing sheep and goats.
Inhabitants Uilla$er$' Information About the
he residents of all the villages are Oraben Family
T quiet, slightly suspicious people.
They compose a tightly knit group,
apprehensive of outsiders and strangers.
Everyone in the villages knows of the
Graben family. They were the first settlers
on the island and are descended from
They know their fellow villagers very well
and know the relatives and family trees of jewel merchants. Most of the older Gra-
their neighbors as well as their own. bens keep to themselves, but the younger
family members are seen in the village of
The natives of Graben Island are pri-
Graben frequently. Four generations of
marily sheep and goat farmers. Cotton,
the family live on the estate.
oats, rye, wheat, flax, and corn are grown
in small fields in the prairie regions of the While the Graben family never visits
island. Many natives are employed as Seeheim or Kirchenheim, the inhabitants
weavers, millers, and wool spinners. The know of the family. Travelers to the main
people of Graben work hard, but they village have seen them on occasion, and
make a reasonably comfortable living in their notoriety permeates the island.
their harsh environment. The oldest members of the family are
A few families make their living as fish- never seen in the village of Graben. The
ermen. The rough seas, however, cause second generation family members are
this to be a dangerous profession. Fortu- seen only on rare occasions. The third
nately, since the island is in the middle of generation Grabens, whose members are
the ocean, boats need not venture far to in their mid-20s and early 30s, are seen
land a large catch. frequently in the village along with their
children. They seem rather ordinary, usu-
The PCs will have some difficulty com-
ally dress in dark clothing, and always
municating with the residents of Graben
have a great deal of money to spend.
Island. The natives are polite but avoid
From time to time, the Grabens make

ft conversation. Residents will offer direc-


tions around their villages, suggest a
place for food or lodging, or talk briefly
about life on the island. They will not of-
acquaintances in the village, but these
relationships never seem to last long. In
Madeline's case, for example, one of the
fer much personal information or gossip. Graben women befriended her and of-
No resident will chat with the PCs for fered to assist in the birth of her child.
more than five minutes. After Madeline's death, the village was
rather cold toward the Graben woman. In
Fortunately, the PCs have guides in the
another case, one of the Graben men
form of Jacob and Madeline. They both
courted one of the girls in town, but after
lived in the village of Graben, and they
her two brothers were mysteriously killed,
both know the land and the people very
the relationship ended. The woman died
well. The adventure assumes that the PCs
approximately one year later, leaving the
take advantage of the spirits' knowledge
family with no heirs.
of the island. If the PCs refuse their serv-
ices for some reason, the DM will need to In general, no one can think of anything
invent a suitable replacement (in the form good to say about the Graben family (ex-
of an adventurous villager) or make the cept that they have money), but the vil-
villagers more talkative. lagers do not go out of their way to say
bad things, either. Most of the Grabens
keep to themselves, and this suits the vil-
lagers just fine.

X-'
,A

butchers goats, sheep, or chickens. He


Ulllage of Oraben maintains a small smokehouse behind his
he village of Graben is located next to shop. He also hunts and slaughters wild

T the ocean, with a small river flowing


to the south. Most inhabitants live in
the village proper, with a few families liv-
game for sale to the villagers.
Harvid is not very intelligent, but he is
good with a cleaver. He normally hunts
ing on small farms to the north. These with bow and arrow, but he sometimes
farms are the source of the village's grain uses traps. He has been out hunting at
supply and a portion of its fruits and vege- night in the woods across the river and
tables. Most villagers keep small gardens seen some strange things at the Graben
and a goat or two near their homes. family estate. Harvid has seen the family
This small village is nearly self- wagons coming and going late at night,
sufficient, relying on fish, wild game, and and unloading large (human-sized) bun-
a few crops for food, wool, cotton, and dles. He is smart enough not to question
furs for clothing. Local timber and stone these occurrences, but dumb enough not
are used for building materials. The to realize the implications.
homes and stores are built of stone or
half-timber construction with wooden Cooper: This was Jacob's business
plank roofs. The walls of all the buildings while he was alive. His brother Jeremiah
are quite thick (one to two feet) to keep has taken it over since his death. Jere-
out the winter cold. miah makes all sizes of kegs and barrels.
He makes one special size of barrel for the
Graben family—a barrel five feet tall and
Merchants and Tradesmen three feet in diameter. He has no idea
what it is used for. The Grabens pay him
The village includes the following shops well and he does not wish to offend them
and stores. Each is operated as a family by asking.
business, with the family members living
above the shop. All the businesses are Cotton Spinner: Operated by the Ack-
located on the main street leading from erman family, this business cleans, dyes,
the beach through the village. Each shop- and spins raw cotton into thread and yarn.
keeper has slightly different information Every member of the family works at
about the Graben family. some stage of the process.
Bakery: This shop offers a variety of Margaret and Hiram Ackerman have
breads, rolls, and sweets made from local four children and operate a clean, effi-
products. Most of these are hearty rye, cient business. They have been highly
oat, and wheat products, with cookies and paid by the Graben family on occasion for
cakes being somewhat rare. The bakery special orders. These requests have in-
relies on local honey for its sweetener. cluded special colors (including purple
and deep blue) and also large quantities
The bakery is operated by a widow, Mi- of heavy yarn consisting of a blend of cot-
riam Brote, and her children. Miriam is a ton and flax.
plump woman who is shy but pleasant.
Miriam is afraid of the Graben family and Fish Market: Pieter Fischer and his
is nervous but polite when they patronize sons operate the fish market and fishing
her shop. She can't say why, but she boats. The Fischers are large, strong men,
doesn't trust the family. muscular from years of sailing and haul-
ing nets. They fish in the wee hours of the
Butcher: Harvid Fleischer is the local
butcher. For a fee or bartered goods, he morning, stocking the store for the day.

•*,
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.

As you wade through the fog, the


Conversation 6
long, tough grass pulls at your feet.
"You must learn not to be surprised
Your boots feel heavy in the damp
in Ravenloft. If a gypsy appearing from
weeds and you are coated by moisture
out of the mists is enough to frighten
from the dense fog. The dampness and
you, then you have much to learn and a
cold close in about you.
long way to travel.
As the mists swirl and part, allowing
"Forgive me. I have not introduced
you to pass, you nearly collide with a
myself. I am Vincenzia. of the Vistani.
dark figure standing in front of you. A
My people inhabit the whole of
tall woman dressed in long skirts, a red
Ravenloft, sometimes aiding lost trav-
blouse and shawl, with a long braid of
elers like yourselves, but always moni-
black hair steps out of the mist before
toring the lands.
you. She cackles as she sees the sur-
prised looks on your faces. "What brings you to Vincenzia you
know not. Such is the way of things in
If the PCs started this adventure in Ravenloft. Sometimes the gypsies know
Ravenloft, they are familiar with Vincenzia your minds before you know them
the gypsy. Proceed with the text marked yourselves.
"Conversation A" and then the text "Each of you bears your own burdens
marked "Conversation C." If the PCs did and fears, but your burdens are lighter
not begin their adventure in Ravenloft, by being part of this group. Yet the
skip to the box marked "Conversation B" group takes you away from resolving
and continue with the box marked "Con- your own crises only to solve other
versation C." The DM can reveal as many problems and aid others. Why?
or as few details about the gypsies in "You draw strength from your com-
Ravenloft as he wishes. Vincenzia can be panionship. Do not let petty matters
$ used to tell the PCs any information that weaken your bonds.
the DM wishes to divulge. She only an- "Even when you think you have
swers the PCs' questions, however; she strayed far off course, remember that
does not reveal the nature of the gypsies Fate knows no straight lines. She will
unless she is asked specifically. lead you in the path she chooses, and
few things in this world will change this."
OftA
realm tightened its hold on Garvyn, until it
Conumation C claimed him after he dumped the third
body overboard. He regretted his sin and
"Everything looks different from the repented, but it was too late. The realm
outside than it does from the inside. In claimed him and cursed him to travel the
this land, nothing is as it seems. Even waters of Ravenloft.
when you think you've reached your
goal, you must look for a thread that
carries you farther. Keep your wits about PCs' Options
you. The PCs now have several courses of
"The answers you seek will take you action to consider. They may choose to visit
farther than this island. The evil you are the Graben family estate, but they must
hunting is greater than you suspect. It fabricate a good reason for doing so. The
seeks to divide you and destroy you. Do PCs are turned away unless they invent
not be fooled by its tricks. some pretense dealing with jewel trading or
"For now, Mistress Fate leads you. cargo shipping. In this event, the PCs are
Trust in yourselves even when it seems shown to the sitting room in the Graben
you have been led astray." family mansion to discuss business with
Colin Graben. This is explained in detail
If the PCs question Vincenzia, she listens later in this chapter.
to their questions for no more than five The PCs might also wish to secretly ob-
minutes. After this time, she shushes them, serve the family estate. This can be done
saying, "Enough! You will get nowhere if easily by hiding in the woods near the
you only sit and ask an old gypsy ques- house or through magical means.
tions. Be on your way—go find the passage
that Fate has chosen." With that, she twirls An islander dies Id4 days after the PCs
and disappears into the mists. arrive on the island. A second roll of Id4
indicates the number of days following the
death before the Graben family digs up the
for the DM grave site and steals the body. If the PCs
are observing the family during this time,
y this time, the PCs should have suffi-
6 cient clues to deduce that the Graben
family is robbing graves and occasion-
ally causing a death in order to produce a
they witness the entire act. Another roll of
Id4 indicates the number of days follow-
ing the theft before the body is delivered
to a visiting ship.
body. No one in the village suspects this, H*.:-
since the Graben family is careful not to
reveal its activities. The Craben family Estate
The PCs should also have deduced that he estate overlooks the ocean and can
the family is shipping the bodies to Tod-
stein under the pretense that their family
mausoleum is located there. Captain Gar-
vyn never questioned the Grabens' explana-
T be reached by crossing the river at
either of the two bridges. Alterna-
tively, it is possible to scale the low cliff
rJ&eiS
along the ocean to the south of the river.
tion. He knew nothing about the island and The cliff is only 15 feet high south of the
had no reason to suspect that the family river, but it rises sharply to a height of 200
was lying. feet behind the main house and a height of
When Garvyn first met the family, he had 300 feet at the edge of the property.
no idea that he had stumbled into The main house is the oldest building
Ravenloft. With each successive crime, the on the island. It is the largest residence on
the property and runs parallel to the entertain similar grants for anyone asking
ocean cliff. It is built of native stone and for land, but they will never grant land
topped with a slate roof. The eldest mem- within one mile of the edge of their prop-
bers of the family live in this 36-room erty. The estate is not fenced or walled,
structure. The house is 200 feet long. but stone markers are placed every 50
The homes to the northeast of the main feet along the border of the property to
house are occupied by the younger mem- delineate the edge of the private property.
bers of the family. These buildings house
three to four couples and their children.
The homes contain 18 to 26 rooms. The family Members
Southwest of the main house is a row of zekiel Graben and his sister Marietta
three smaller houses. Each contains eight
rooms. The house farthest from the main
house is home to a family that cares for
E are the oldest members of the family.
Both of their spouses have been de-
ceased for over 20 years. Ezekiel and Ma-
the livestock. Members of this family have rietta each have suites in the main house.
lived on the grounds and pursued this Ezekiel fathered four sons, Matthias,
profession for 150 years. Danar, Metan, and Kugan, and two daugh-
Likewise, the middle house in the row is ters, Geneel and Mavis. Marietta gave
home to a family of servants. They have birth to two sons, Driddam and Stymar,
been in the Grabens' service for over 100 and three daughters, Araby, Elena, and
years. This family performs all the cook- Rosalee. Their histories follow.
ing and cleaning duties for the estate.
The house nearest the main house is a
guest house. It is almost always empty. It Ezehiel's Descendants
is used occasionally by the captain and Matthias and his wife are deceased but
officers of a ship doing business with the fathered five sons and three daughters.
Grabens. It is also used by the families of These children all married. Colin, their
young men and women who are engaged eldest son, now handles the family's busi-
to marry Graben family members. (The ness matters. Colin and his siblings are all
family believes in arranged marriages.) alive.
Along the coast, southwest of the Danar married, but he and his wife were
homes, lies a vast pasture. Sheep, goats, killed in a horseback riding accident.
and a few cows are allowed to roam this They left two daughters, who were raised
region. The area is surrounded by a by Metan. Each daughter married and had
wooden fence except on the side near the three children of her own.
ocean. The cliff is too steep and rocky for Metan and his wife never had children
animals to wander off. of their own. They are both alive.
The remainder of the property is wild Kugan never married and is alive.
prairie except for a few plots of crops Geneel's first husband died and she
south of the pasture. The Graben family remarried. She had seven children and 26
members often entertain themselves by grandchildren. She and her husband are
riding horses or hunting on the prairie. alive.
The family considers itself to own all Mavis married and had one child before
unclaimed land on the island. Although her husband died. She has two grandchil-
the islanders did not have to buy their dren and is deceased.
property and merely had to ask the Gra-
bens to grant it to them, the Grabens still
hold control over the land. They would
None of the characters listed by name
Marietta's Descendants here (except Colin, Blaine, Lucretia, and
Driddam and his wife are deceased, Olsain) make any appearances in the vil-
leaving four children and eight grandchil- lage. They are too old and reclusive to
dren. Their son Blaine heads and directs venture that far.
the grave-robbing expeditions. The third generation of the family cur-
Stymar died in his late teens. rently handles all business. All the men
Araby ran off with a ship captain and direct the household activities and assist
was never seen again. in the grave-robbing and delivery mis-
Elena married and had nine children sions. The women take no part in these
and 21 grandchildren. She is deceased, efforts; instead, they tend the children
but her husband, Nestor, is alive. Her son and see to some of the household duties
Olsain handles all negotiations with the that are not performed by the servants.
necromancer. Her daughter, Lucretia, be-
friended Madeline and was responsible for
her death. The Oraben family Secret
Rosalee was engaged to be married but t some point, the PCs will learn that
her fiance never arrived for the wedding.
She never married.
All of Ezekiel's and Marietta's children
A the Grabens are far from normal hu-
mans. The DM should refer to the
description in the Monstrous
live in the main house in private suites. Compendium-style pages at the center of
Their grandchildren and great- this module for a detailed description.
grandchildren live in the homes to the The DM should choose an appropriate
northeast of the main house. situation for the PCs to witness the Gra-
" ^ ^

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

I visit, they are admitted to the main


house by a servant. The woman wears a
simple black dress, and appears ordinary
prepare a simple floor plan of the
buildings on the estate as described previ-
ously. The residences should be typical
gothic homes laid out in long hallways
except for a dull look in her eyes. She flanked by rooms with long staircases,
shows the PCs to a sitting room. large rooms, and high ceilings. Each
home should include one enormous made of wood or fabric, including carpets
kitchen, a central dining room, two or and tapestries, immediately deteriorate
three large sitting rooms, and family into rotting, crumbling heaps of cloth and
suites. The suites should include an ap- splinters. All clothing suffers likewise.
propriate number of bedrooms for the Half of all items of glass, crystal, porce-
family members, a sitting room, and a lain, and ceramic also crumble. Of the
small dining room. The floor plans should remaining half, about 20% stay in good
be relatively simple. The DM may use the condition, while the rest yellow, fade, and
floor plan of any familiar mansion or become too brittle to be of value.
large residence. Money, gems, and jewelry remain intact.
The PCs will have the most success if The PCs can find 2,000 to 5,000 gp (DM's
they attack the estate at night. Although choice to suit the campaign) and a large
the Grabens do not need to sleep, they assortment of jewelry. As a final testament
retire to their rooms and turn out the to the Grabens' treachery, a small vault
lights to keep up appearances. They rest holds numerous rings, brooches, and pen-
in their beds more as a matter of habit dants, both in men's and women's styles. If
from life than as a matter of necessity. Jacob is with the PCs, he can identify sev-
If the PCs are quiet and quick, they can eral pieces as belonging to his friends and
infiltrate the mansions room by room with- neighbors who are deceased, including a
out raising the alarm. There is a cumulative ring of his own. The Grabens made a
5% chance per room raided that a family healthy profit from their grave robbing,
member sounds the alarm. If the PCs are both in shipping the bodies and in selling
not cautious or are especially noisy, the DM the jewelry that is buried with the dead.
should sound the alarm as appropriate. In a desk in Colin's chambers, the PCs
When the alarm is sounded, the entire also find maps of the route to Todstein.
family begins arriving at a rate of 2d4 Garvyn verifies that he was given such a
members per round until the entire family map on his first voyage to Todstein.
has turned out at the building the PCs are Finally, the PCs find a decree from
exploring. From this point, it is a fight to Meredoth. It describes the activities he
the death for the family. If the PCs decide wishes them to undertake, including the
to attempt an escape, the family pursues number of bodies he wishes to receive per
them to the edge of the estate property, month. There are also instructions for the
allowing the PCs to escape once they are ship captains, describing the delivery of
beyond that border. the bodies. Meredoth's name appears only
on papers meant for Colin. The PCs now
know that they have yet another enemy to
After the Battle fight. Garvyn will ferry them to Todstein
nave when they are ready.
defeated the fam-
ily, the PCs are left with several The death of the Graben family means
buildings to explore and ransack. that Meredoth is aware of the PCs and
Unfortunately, most of the family's pos- begins making preparations for them.
sessions are over 150 years old. Items in
the public areas, such as the sitting rooms
and the guest house, have been magically
enhanced to appear new and clean. Fol-
lowing the family's demise, however, the
magic wears off, leaving an array of de-
caying furniture and textiles. All items

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-

T tangular boxes with flat roofs. The


roofs are covered by six feet of snow.
The mausoleums appear to be made of
Double doors lead into the mausole-
ums. The doors are fitted with locks, but
they are not functional. Garvyn knows the
secret to opening the doors; although he
white stone blocks, but on close examina- cannot leave the ship, he can instruct the
tion, the PCs discover that the blocks are PCs in the operation of the doors.
not stone. Any dwarves in the party can
detect this fact simply by examining the
blocks. Other PCs must roll successful Trich Lochs
Intelligence checks to discover that the
blocks are actually made of hard, packed To open the doors, a character must
•snow. The snow is more solid, however, press both hands onto the stone block just
than blocks made by normal means. The above the lock in the right door. The heat
mausoleums were constructed by means from the character's hands melts a thin
of a snow to stone spell (described in de- layer of frost concealing a metal panel.
tail on page 36 of this adventure). One round after the frost melts, it re-
forms. This is the result of a frost shroud
As the PCs examine the mausoleums, spell (see page 36 of this adventure).
the DM should read the following. The metal panel bears three rows of ten
characters etched into its surface. Each
As you investigate the buildings bur- row is identical and each character is sur-
ied in the snow, a strange sound arises rounded by a circle. The characters, from
in the wind. It is a long, slow whine, left to right, are a skull, a quarter moon, a
rising and falling in pitch, but always sunburst, a snowflake, a skeletal hand, an
srtiN.
eye, a feather, a pine tree, flames, and a The victim suffers shivering and chills,
fish with fangs. and his skin is cold to the touch. No
Each circle containing an icon is actu- amount of clothing or exposure to a heat
ally a button in a complex lock. Two but- source (such as a roaring fire) counteracts
tons in each row must be pressed the cold. Drinking a hot beverage coun-
simultaneously in order to open the lock. teracts the effects for two turns. Heat
The second row must be operated first, metal cast on a character wearing metal
pressing the quarter moon and the eye armor alleviates the effects of the poison
simultaneously; next, the first row must for the duration of the spell. When the
be operated, pressing the skeletal hand spell effects end, the character escapes
and the flames; and finally, the third row the effects of the poison for two turns,
must be operated, pressing the skull and after which the effects resume.
the feather.
If a character presses a single button,
nothing happens. If any two incorrect but- Inside the Mausoleums
tons are pressed simultaneously, a tiny When the lock has been operated prop-
needle springs forth and pricks the finger erly, the doors swing inward. Inside, the
of the operator. The needle does not pene- mausoleum is cold and dark. If the PCs
trate leather gloves. It is tipped with a rare choose to camp inside the mausoleum,
poison that causes chills in its victims. A they find that the temperature inside al-
normal saving throw is allowed to avoid ways matches the temperature outside,
the effects of the poison. Anyone subject but the building provides protection from
to the poison suffers a - 2 penalty to Dex- the wind. If a campfire is built inside the
terity and Constitution for 2 d l 2 hours. mausoleum, the fire's warmth is felt only
within three feet of the flames. The magi-
cal blocks made from the snow to stone way made of snow to stone steps leads
spell prevent the building from rising in down into darkness.
temperature.
Meredoth has devised many clever
Both mausoleums are identical and
traps to greet any who might attempt to
bear identical locks.
infiltrate his home. The first trap is this
Inside the doors, a ten-foot-wide corri- staircase leading down. The stairs extend
dor runs the length of the building. down 40 feet. When intruders attempt to
Across from the door is a solid wall cov- descend the stairs, Meredoth casts stone
ered by three rows of ten snow to stone to snow on the stairs, followed by a snow
slabs. Each slab is four feet tall and five to stone spell two rounds later. Meredoth
feet wide. The slabs fit neatly into open- then retreats into his chambers while the
ings the same size as the slabs. intruders struggle with their situation.
If the PCs search the room thoroughly,
Each PC must roll a successful saving
they find a panel like the one locking the
throw vs. spell to avoid being knocked
mausoleum. It is also concealed by a frost
unconscious by the miniature avalanche.
shroud spell. The panel bears symbols
Half damage is caused in the fall, since
identical to those on the exterior lock.
the PCs land in soft snow (3d3 points of
Pressing any single button opens the cor-
damage since the PCs fall 30 feet). The
responding burial chamber (e.g., pressing
DM rolls l d l O for each character to deter-
the third button in the first row will open
mine how deep in the snow each charac-
the third chamber in the first row).
ter is buried. Important: the die roll
These are obviously the chambers in indicates the number of feet of snow be-
which bodies are to be interred. All the tween the character and the surface of the
chambers are empty, but they show signs snow. Characters can free themselves by
of use. Scrapes along the floors of the breaking through to the surface if they are
chambers indicate that coffins were once within two feet of the surface of the snow
slid into place, but there is no trace of the before it turns to stone. Those who can fly
former occupants. or levitate can escape the snow altogether
In the western mausoleum, the panel once they break the surface.
serves a second function. If the three skull
PCs buried deeper than two feet can
symbols on the metal panel are pressed
punch a small pocket into the snow, ena-
simultaneously, the first slab in each of
bling them to breathe for three rounds
the three rows of chambers swings in-
after the snow turns to stone. When the
ward, revealing a secret passageway. If
air runs out, the character can hold his
any three wrong buttons are pressed si-
breath for a number of round equal to lh
multaneously, a needle pops out as de-
of his Constitution score; thereafter, he
scribed above.
rolls a Constitution check each round,
with a cumulative - 2 modifier. Failure
Into the Tomb means the character suffocates. Any char-
acters who do not need to breathe do not
1. Stairway: suffer this fate and simply must wait until
someone digs them out.
The secret door behind the three left
burial chambers opens onto a passage 2. Storage: When the PCs free them-
six feet wide and ten feet long. A stair-
selves from the avalanche, the DM should
read the following.
7*& £ •
STtlN.
5. Pets:
A small hill of snow turned to stone
covers the floor where the stairs once The door to this long room swings
stood. There is a gap of 30 feet between open with a loud creak. The room is
the top of the snow hill and the door dark and musty-smelling, and you can
leading to the mausoleum. hear scuffling and scraping sounds in
You find yourselves in a large, open the blackness.
room lined with coffins of every de- As your light penetrates the dark,
scription. Some are plain, wooden you see writhing, clawing forms scurry-
boxes, while others are ornate, gold-
and silver-plated works of art. The cof- ing about. In the next instant, bony,
fins are stacked in no particular order skeletal creatures charge at you.
around the perimeter of the room. This chamber is filled with every sort of
Those nearest the bottom of the stairs skeletal animal imaginable. Only a few
seem to have arrived most recently; are native to the island, implying that
those at the back of the room are cov- Meredoth imported the rest. The skeletal
ered in dust and cobwebs. creatures rush at the PCs, surrounding
A single door stands across from the them and attacking. If the PCs search the
foot of the stairs. room after the battle is finished, they find
nothing of value.
If the PCs search the coffins, they find
one skeleton (non-animated) and one Skeletons (100): AC 8; MV 6; HD 1; hp
body in the coffins near the door. There is see below; #AT 1; Dmg see below; SD
nothing else of interest in the room. Special; MR Special; AL N; THACO 20; XP
35(S) or 65(M-L) each.
3. Skeleton Storage: Forty skeletons
occupy this room. They attack anyone but A total of 15 squirrels, rabbits, ferrets,
Meredoth. chipmunks, cats, opossums, and birds
(unable to fly in skeletal form) have 3 hp
Skeletons (40): AC 7; MV 12; HD 1; hp 6 each and inflict Id2 points of damage.
each; #AT 1; Dmg Id6 (rusty short sword); A total of 30 monkeys, small dogs,
SD immune to fear, sleep, hold, charm, sheep, pigs, goats, and large birds (unable
and cold-based spells; suffer only half to fly) have 5 hp each and inflict Id3
damage from piercing weapons; AL N; points of damage.
THACO 19; XP 65 each A total of 40 panthers, cheetahs,
wolves, coyotes, large dogs, mules, boars,
4. Bones: badgers, and kangaroos have 8 hp each
and inflict Id4 points of damage.
As you open the door to this room, a A total of 15 bears, moose, horses, li-
musty odor arises in the chilly air. Be- ons, and one elephant have 10 hp each
fore you, hung on giant hooks on the and inflict Id6 points of damage.
walls, dangle six skeletons. Crates and
barrels line the room, filled with an as- 6. Ice Palace:
sortment of human and animal bones
and skulls, sorted by type. The white stone door to this room is
The skeletons are ordinary and will not unnaturally cold. Thick frost hangs on
attack. Nothing of value is in the room. the surface like a shroud.

%:
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?
• ~ \

Meredoth uses this room to engage in-


truders and also to practice his new spells. nia, stagnant swamp water, and mildew
When attacking intruders, he stands on are detectable among many smells. A
the balcony, casting spells down at his ghastly array of equipment, tools, and
victims. The wall surrounding the balcony bubbling experiments lies before you.
is four feet high, partially protecting Row after row of shelves fill the nar-
Meredoth. row end of the L-shaped room. Bottles,
Two secret doors stand in the wall be- jars, baskets, and canisters filled with
hind the balcony. There are no other chemicals and herbs fill the shelves.
doors out of this room. PCs can attempt Many jars contain human and animal
to exit through hallway 8, rolling Dexter- organs, methodically sorted and neatly
ity checks every 30 feet to avoid sliding labeled in Meredoth's personal code.
back down the hallway. PCs cannot exit Many more jars, labeled with a variety
up tunnel 7 unless they are able to fly or of symbols, seem to hold only blood.
otherwise navigate the passage without The wide end of the room holds
touching the floor or walls. many experimentation tables, some
As soon as the PCs enter this room, topped with marble and others topped
Meredoth begins tossing spells down at with granite. Some of the tables contain
them. He has one round to cast spells be- evidence of Meredoth's dissections. An
fore the PCs are able to act. This battle incredible array of knives and scalpels,
continues until the PCs retreat or Mere- varieties of which you have never seen
doth is reduced to 10 or fewer hit points. before, fills a rack at least 15 feet long.
If Meredoth retreats, he exits to his per-
sonal chambers to consume potions of Before the PCs even enter the room,
extra healing. they must roll Constitution checks. Fail-
ure indicates that a PC can do nothing for
two rounds due to extreme nausea.
10. Corridor: This passage is empty. It
serves only to provide access to Mere- The PCs can examine the lab if they
doth's lab and personal chambers. In a desire. The DM should describe horror
desperate situation, Meredoth will hide in after horror, all Meredoth's experiments.
one of the alcoves leading to his rooms Meredoth is possessive of his lab and
-.% J and cast spells down the hallway at at- does not wish it to be disturbed by the

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

Spell Book 2: burning hands, enlarge,


feather fall, find familiar, protection from Meredoth's Powers of the
good, shield, shocking grasp, spider climb, Domain
unseen servant, wall of fog, wizard mark;
detect good, detect invisibility, ESP, flaming Like all lords of Ravenloft, Meredoth
sphere, stinking cloud, summon swarm, has powers over his lands. First, he has
web; clairvoyance, Leomund's tiny hut, control over the seas that surround his
Melf's minute meteors islands. Ordinarily, he keeps the waters in
a 50-foot radius around his island calm
and peaceful. Beyond that border for one
Spell Book 3: monster summoning I, mile, the sea is boiling and turbulent. This
secret page, sepia snake sigil, wind wall; is primarily to keep out intruders.
dimension door, fire trap, massmorph, mi-
nor globe of invulnerability, polymorph Second, Meredoth is instantly aware of
other, polymorph self, remove curse; con- anyone setting foot on the island of Tod-
stein.
jure elemental, contact other plane, dis-
missal, fabricate, passwall, stone shape, Third, Meredoth is immune to all at-
teleport tacks and effects of undead creatures of
five or fewer Hit Dice.
Spell Book 4: contagion, enervation, Meredoth can also close the borders of
Evard's black tentacles, ice storm, monster his domain by generating such turbulence
summoning II, wall of ice; animate dead, in the waters that they become impass-
able. Fifty-foot-high waves and mile-wide
Bigby's interposing hand, cloudkiil, cone of whirlpools ensure that those within do not
cold, magic jar, sending, summon shadow, escape with their lives.
wall of force
T
he new RAVEHLOFT* Boxed Set
brings a new dimension to the
world of gothic horror and
supernatural suspense! You'll get
more powerful creatures and
complete details on their lairs. The
vampires will be able to resist the
light of day and the mummies will
not be frightened by the touch of
fire.

This new boxed set is the first of an


entire line of AD&D® 2nd Edition
horror products to delight and
enhance your ADfifD role-playing
experience.

TSR, Inc.

AO&D is a registered Iradmark owned by TSR, Inc. Ravenloft is a trademark owned by


TSR, Inc. "1991 TSR, Inc. All Rights Reserved
TOOSTEIN

150' Cliffs

•'•A

1" = 1/4 mile (1300 feet)


Official Game Adventure

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

T boundaries and observe no rules. One


way or another, they always get what
they want—this time with some help from
a cursed captain and his ship. Player
already in Ravenloft, and one for DMs
looking for a way to push his PCs into
Ravenloft from other worlds. The
adventure includes three new monsters,
characters boarding an innocent-looking new spells, and several handouts ready
ship will soon find themselves aboard a for distribution to players. Ship of Horror
haunted vessel, destined for an island is an adventure for four to six players of
inhabited by a new form of undead levels 8-10 looking for grisly chills and
creatures. But that's not the end of the thrills!

By Anne Brown

ISBN 1-56076-127-X

TSR, Inc. TSR, Ltd.


POB 756 120 Church End
Lake Geneva Cherry Hinton
WI53147 Cambridge CB1 3LB
USA o 46363"09321 1 United Kingdom
$9.95 U.S.
£6.50 U.K.
ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by TSR. Inc. RAVENLOFT, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are
trademarks owned by TSR, Inc. C 1991 TSR, Inc. All rights reserved. Printed in the G.S.A.

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