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RQ2 - Thoughts of Darkness PDF
RQ2 - Thoughts of Darkness PDF
LA
Introduction .................. 2
Cndii
Thoughts of Darkness . . . . . . . . . . . . . . 3
Fear, Horrur, and Madness . . . . . . . . . . 3 Design: David Wise
Regarding Psionics ............... . 5 Editing: Wolfgang Baur
Special items . . . . . . . . . . . . . . . . . . .. 6 Project Coordination: Timothy B. Brouin
About Bluetspur . . . . . . . . . . . . . . . . . . 7 Black and White Art: Stephen Fabian
Story Background . . . . . . . . . . . . . . . . . 7
Starting the Adventure . . . . . . . . . . . . .9 Color Art: Fred Fields
Cartography: John Knecht
Thoughts of Darkness .......... 12 Typesetting: Tracey Zamagne
1: Rescue ...................... 12 Production: Charles Watson
1A: Slinker . . . . . . . . . . . . . . . . . . . 15 Playtesters: Richard W. Brown, Gary
2: Annitella ..................... 17 Garg Brown, Larry Brown, and
3: Storms ...................... 19 William J. Martens
4: Traitors ..................... .20 Thanks to: William W. Connors, Bruce
5: Vampires .................... .21 Nesmith, Zeb Cook, Tim Beach, Colin
6: Ambush .................... .22 McComb, Thomas Reid, and
7: Remnants . . . . . . . . . . . . . . . . . . . . 2 4 Timothy B. Brown
8: The Guardian ................ .27
8A: Reunion . . . . . . . . . . . . . . . . . . . . 3 0 1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
ADVANCED DUNGEONS & DRAGONS, ADGD and
8B: Inside the Complex ........... .31 RAVENLOFT are registered trademarks owned by TSR, Inc.
9: Recovering the Rod . . . . . . . . . . . . .31 The TSR logo is a trademark owned by TSR, Inc.
10: Broken Ones . . . . . . . . . . . . . . . . . 3 4 Random House and its affiliate companies have worldwide
distribution rights in the book trade for English language
11: Spore Farm . . . . . . . . . . . . . . . . . .37 products of TSR, Inc.
12: Slave Pens . . . . . . . . . . . . . . . . . . 3 8 Distributed to the book and hobby trade in the United
Kingdom by TSR Ltd. Distributed to the toy and hobby
13: Laboratories ................ .41 trade by regional distributors.
14: Lyssa ...................... .43 This module is protected under the copyright laws of the
15: The Apparatus . . . . . . . . . . . . . . . 4 5 United States of America. Any reproductionor other
unauthorized use of the material or artwork contained
16: The High Masters Quarters . . . . . 49 herein is prohibited without the express written permission
17: The Lair of the Elder-brain . . . . . . 49 of TSR, Inc.
18: Resolution . . . . . . . . . . . . . . . . . . .55 1
ISBN 1-56076-353- 9364
defenses mechanisms, powers, or devices can the rumored twins of the Rod of Rastinon. Both
prevent it. The only exceptions are the Rod of the Rod of Rastinon and the Apparatus are
Houtras (see Special Items, below) and, to a described in Chapter X of the rules book in the
lesser extent, the potion of the Shattered RAVENLOFP boxed set.
Brethren (see Encounter 10). The Elder-brain The Rod of Houtras is not exactly like its
can access any psionic power except those that famous sister-relic. The two-foot-long clear
would allow it to leave its briny pool or crystal rod is the key power conduit in an
Bluetspur. Its unhappy fate is to remain trapped Apparatus machine, and the device cannot
deep underground in its own domain, having no perform a transpossession at all without it. The
physical contact with any creature except the Rod also gained a number of psionic powers
thoughtless mind flayer tadpoles that swim in while in the keeping of a lawful good order of
its pool (See About Bluetspur, below). The Barovian monks who developed and practiced
Lords deepest desire is to become ambulatory, psionics (see Story Background, below): The
but the Dark Powers prevent that. Rod makes telepathic contact with its possessor
Any use of psionics, illusionary magic, or impossible, rendering the mind impenetrable,
other mind-affecting powers within Bluetspur even to the Lord of Bluetspur (temporarily);
immediately alerts the Lord to the users exact such a character is mentally invisible. The item
presence and location. Although the Lord also is immune to all location and detection
knows where the PCs are, it doesnt feel attempts, including magical ones. However, the
threatened by them. The Elder-brain wont warn Rod glows when any psionically-endowed lawful
its minions immediately either; it intends to good character approaches within 20 feet while
allow the party access to its realm because it actively seeking it.
expects their struggles against the High Master Bonespur has a very special
will be amusing. In order to prevent them from psionically-empowered knife, given to him by the
dawdling or hiding or otherwise providing High Master Illithid in return for his slave-trading
insufficient sport, the Lord will haunt their services. Since psionic devices radiate no magic
sleep as detailed above. The Lord may exercise and are not detectable by magical means, PCs
its psionic powers anywhere in the realm will probably have to witness the W e 5 powers in
order to recognize its unique status. The W e has Bluetspur. Each time a PC casts a spell, there is
an ego score of 7, an intelligence of 13, and a a percentage chance equal to twice the level of
chaotic neutral alignment (usable by any chaotic the spell cast that the use of magical energy
creature). It acts as a + 4 weapon and constantly attracts the attention of mind flayers. ld4
maintains the psychometabolic devotion, rounds after the DM makes a successful ,
heightened senses. It also has the psychokinetic detection roll, 2d6 mind flayers teleport into
power to enact molecular remmgement, allowing the area and attempt to take prisoners. Using
it to change size by telepathic command from a spells in combat doesnt summon additional
one-foot-long hunting knife to a full-sized, mind flayers; since they have already been
two-handed sword. It inflicts damage equal to the discovered, the illithids assume the problem is
weapon which it most closely resembles at the being taken care of. The DM should feel free to
time it is wielded. send mind flayers after a party that continues
to use magic even after being warned about its
effects by the broken ones.
About Bluutspur
asic information about this realm is given in
Chapter XI: Lands of the Core, in the Storv Background
R A V E N L O V Boxed Set. Perhaps this or a number of years, the High Master
modules most important addition to the
description of the environment is the difference
between day and night in this domain.
F Illithid has sought a means to usurp the
power and position of the Lord Elder-brain.
A 20th-level Metapsionicist, the High Master is
Technically, it is always night in Bluetspur confident that he has been able to shield his
because no sun ever rises. At most, there is a thoughts from the Elder-brain, yet he has been
pinkish hue along the entire horizon, in every unable to find a key to greater power until
direction. Vampires and other nocturnal creatures recently, when he met a vampire named Lyssa
may roam freely at all times. However, when Von Zarovich (a descendant of Strahd) and
night falls, the horizon goes black and lightning conceived of a dark and lunatic plan: he wants
begins to fall so often that creatures in the open to become a vampire-illithid,with all the
are literally struck every round. They must roll powers of both races!
saving throws every round to determine if they Lyssa promised to help on the condition that
have sustained full-or half-damage(see Encounter the High Master send the forces of Bluetspur
3). Obviously, such a hostile environment against Barovia after the conversion was
supports little or no life on the surface. completed. Having no intention to honor the
The Lord of Bluetspur is a mind flayer agreement, the High Master readily consented.
elder-brain. Its lair is in a large,sequestered Common attempts at turning the High Master
cavern deep beneath the illithid complex, into a vampire were unsuccessful. The essence
flooded with brine in which the Lord is of life energy in the illithid proved foreign to
suspended. Lyssa, so she couldnt find a way to drain it with
In Bluetspur, illithid eggs are incubated in the her otherwise deadly touch. Furthermore, the
brain of a humanoid slave, where they hatch taste of his blood left her horribly ill. The only
and devour the gray matter of their hosts until way they were able to create a vampire-illithid
they reach a larval or tadpole stage. At that was by inserting a mind flayer egg into the
point, they are psionically teleported into the brain of a humanoid host and then converting
pool of the Elder-brain, where they spend at the host into a vampire as the larva
least 10 years absorbing knowledge from the developed-such illithid tadpoles were wildly
Lord and developing into mature adults. insane and uncontrollable from the moment
The use of magic creates an arcane resonance they emerged from the host, and they had to be
which is easy to detect in a land as desolate as immediately destroyed. With all progress
stalled, the High Master despaired of achieving location and the minds of those who bowed to
his objective. it. They called it the Sacred Barrier.
The High Master3 hopes were restored when The Barovian who became Lyssas
a Barovian monk fell captive to the mind vampire-minion was a monk of the
flayers. He proved to be psionically endowed Brotherhood of Contemplative Power. From her
and resisted all attempts to dominate his mind, study of the Apparatus manual, she had
so Lyssa was called upon to help identify her deduced the true nature of the holy symbol,
fellow Barovian and his only personal and he helped her to steal the magical item
possession: a small holy symbol on a necklace. from his former Order.
Lyssa instinctively flinched when the symbol With both the Rod and the Apparatus manual
was produced, but she quickly discovered that in their hands, Lyssas and the High Masters
the small glass rod had no negative effect upon course of action became clear: they would build
her; rather, it excited her greatly. She promptly the transpossession machine, hatch a
made the monk a minion-vampire. vampire-illithid, and then use the Apparatus to
Lyssa and the Barovian slave disappeared from trade bodies. The High Master, now in the body
Bluetspur for several months and returned with a of a mind flayer tadpole, would then join the
two-foot-long crystalline rod and a very old book. Lord in its briny pool and suck the life out of it.
The vampire explained that the book was In the meantime, the Brotherhood,
recovered long ago by a group of heroes and determined to win back the icon of its faith,
kept hidden from Strahd Von Zarovich, to be sent a powerful paladin, one Lord Drassak, after
used against him i the means and opportunity the renegade monk and his new mistress.
ever arose.Through her efforts to take the Drassak took his friend Annitella the Rogue
Lordship of Barovia from Strahd, Lyssa acquired with him, and they tracked the vampires even
the tome from the heroes, in the sort of daring through the Mists and so to the realm of
and untraceable theft that all vampires are Bluetspur and the caves of the mind flayers.
capable of but few bother with. The book was a Through stealth, the two were able to learn of
diary of Strahds that explained how to build a the High Masters plot and steal the Rod, but
machine to facilitate psychic transpossession-in Drassak insisted upon finding and taking the
effect, body switching-called the ApparatLLs. The Apparatus manual, and destroying the
rod was called the Rod of Houtras, and it was a machine, before they fled. Reluctantly,
key element in the completion of the Apparatus. Annitella hid the Rod and they went after the
The diary was useless without the rod. book. Thus they met their downfall, and
The Rod had been in the keeping of a secret Drassak became $he host of a vampire-illithid
order of lawful good monks called the which grows even as this adventure begins.
Brotherhood of Contemplative Power, who long Annitellas fate was equally hideous. She was
had been developing the science of psionics. both fortunate and unfortunate enough to be a
Strahd had suffered them to live within the psionic wild talent, with the abiiity to shield her
confines of Barovia so long as they did not mind from mental attacks. The illithids could
directly challenge his authority. (Secretly, he neither enslave her will nor read her mind to
was curioug about psionics, so he altowed them learn where she had hidden the Rod. In
t o continue their studies unhindered.) The Rod frustration and anger, the mind flayers sent her
had become their icon, their symbol of hope to their laboratories to pick her brain apart. She
against the forces of darkness that held sway was experimented upon and tortured until she
over them, but they had no idea of what the became a partly human, partly octopuslike
object actually was or what powers it held. They greater broken one-a mockery of her mentally
only knew that it did have psychic power, so superior captors. Annitella went mad (her
they psionically imbued it, over several alignment shifted to neutral evil) as a result of
generations, with the power to protect both its their horrible methods, but she steadfastly
refused to reveal where she had hidden the read the fallowing text.
Rod Later, she was rescued by others who
shared her fate, creatures who call themselves The night air is cool and damp, and a fog
the Shattered Brethren. has drifted into the areg, so you pull your
The Lord of Bluetspur has always been aware covers over your heads and doze off. Those
of the High Masters plot, but it has allowed its of you on watch can see little in the mist, io
most powerful servant to continue with his you sit near the watchfire and listen to the
sounds of the night.
plans because it will welcome the
vampire-tadpole into its briny pool. If the High As the night wears on, the fog thickens
Master can turn the Lord into a vampire and even creeps into your dreams, flowing
elder-brain, so much the better. At any rate, the like syrup over the ground and whiting out
Lord enjoys the sport of pitting powerful heroes the world until you are each left alone in the
against its rebellious minister, and it possesses heavy mist. The dream so seems real, and
the power to crush the High Master, in any the reality seems so dreamlike. Are you
form, at its discretion. asleep or awake? Its difficult to say.
As a precaution, you reach for your
weapons, but you cant find them-your
The Shattered Bruthren equipment is missing! You begin to feel
There are many slaves and children of slaves of around in the fog. The silence is oppressive;
the mind flayers who are psionic wild talents, or you cant hear anything but your own heart
who became psionic after they were beating.
experimented on by the illithids. These Then, you make out a quiet sound, nearby
yet out of sight. Its a rapid sniffing, like an
creatures have innate towers of iron will, and
they have broken the mental bonds that held animal with its nose to the ground, and you
them and escaped into the countless cracks and are certain that its tracking you. Its hard to
fissures that honeycomb the lower reaches of say which direction the sound is coming
from, but you turn and stumble off with your
the mind flayer complex. Twisted of body and
warped of mind, they live by stealth outside the hands out in front of you, trying to put some
realm of their former masters. If and the hunter.
These creatures rescued Annitella, granted u were trying to run
her asylum, and offered to make her part of ffling is homing in on
their secret society. Annitella accepted their you.
offer and help, but she knew that the mind into a large, bald
flayers were tearing the caves apart to find her reless silhouette in
and the Rod, so she fled the complex. the white fog, but you can see enough to
The PCs encounter her during her flight. realize that he is drawing a weapon from his
boot and assuming a battle stance.
Starting the Aduunturu For the purpose of initiative, this battle can
be fought as if all characters are present in the
le PCs may enter this module either from
same arena, but each PC must fight his own
within or without the demiplane of dread.
battle, one on one, with his own dream
They are drawn into Bluetspur during a
adversary. Should any character defeat his
period of rest after their last adventure. The DM
enemy, he hears the sounds of combat all
may wish to allow the party a night of complete
around him, but may not find anyone. Allow
rest, to regain any spent magic, before starting
such PCs a 25% chance each round to locate a
on this adventure. The party should be out of
f&llow party member.
town, camping. When the watch, if there is any,
is set and the PCs are settled in for the night,
The PCs have only those items that were though the incorporeal opponent. Meanwhile,
directly on their persons when they began their the dream adversarys weapon, if different,
rest. Just because a character uses his instantly changes into a duplicate of the PCs
backpack as a pillow, for instance, it doesnt g o newly-drawn weapon, with like abilities, and it
into the nightmare with him. Spellcasters find will inflict damage. If the PC has two weapons
that they have their full complement of spells. on his person and he switches to the second
(If a wizard keeps his spell components in his when the first fails, the dream adversarys
backpack, which is missing in the dream, then weapon instantly changes into that weapon.
the DM must adjudicate his casting ability.)
The weapon drawn from each dream Dream Adversary (l/PC):AL CE; AC 0; MV 12;
adversarys boot is a duplicate of each of the hp 40; THACO 10; #AT same as opponent; Dmg
PCs primary weapons (including magical by weapon; SA nil; SD nil; MR 80%; SZ M; ML
abilities), and the PCs should recognize that the 18; XP 500.
dream adversaries are wielding their weapons.
Thus, if a warrior PC regularly swings a PC movement rates during this encounter are
two-handed sword +2, then the dream to be halved. After the entire party has resolved
adversary will draw that sword out of his boot their battles, read the following.
as if it were a bag of holding.
With a jolt, you all snap to a sitting
The PCs have to fight the battle with their
position. The world spins around your eyes
bare hands; no weapon can touch the dream
for a moment, but you quickly catch your
adversary. If a PC sleeps with a weapon on his
breath and then discover your companions
person, such as a dagger, he may draw and
nearby, also wide-eyed and shaken, their
attempt to use it in the dream, but it passes
covers tangled around them. Thankfully,
your equipment is right there, next to
you . . . but your surroundings are now
completely unfamiliar.
r
The adventure benins!
distance and fall to the flatlands in a broken
heap, as if the range were one gigantic,
razor-edged rock pile. Smaller mountains
rise t o each side of you while the flatlands
stretch far behind you.
A river flows past, draining from the
foothills. Its water is clear and icy-it seems
safe enough t o drink.
Mists. If the party, for any reason, is capped with a bayonet-style point. He is
decides to travel in any direction thrusting it into the creature on the ground.
other than toward the scream, lead The creature on the ground is part human,
them to the border of the part beast (see the description of Annitella in
- Nightmare Lands, where thick Appendix A). It wears no armor, only shredded
Mists curtain off their view. If they clothing over slick, dark skin. There are six
I venture into the Mists, attack them tentacles where its mouth should be and the
repeatedly with mist horrors (see back of its head is swollen like an octopuss. Its
the RAVENLOFT Appendix of the fingers have no joints, and they curl around the
Monstrous Compendium) until they staff in a feeble attempt to force it away.
are forced to retreat back into After describing the scene to the characters,
3luetspur. Then proceed to read the following boxed copy.
Lncounter 1A.
This module assumes that the As the human with the staff thrusts its
point into the gut of the creature, it wails and
party goes to investigate the cry of pain, which
has come from the west, just out of sight. If the begs, Stop, stop!
PCs hesitate, the scream repeats, followed by Tell me what you did with the Rod,
the laughter of several people. answers the man, and 111 end this quickly
and mercifully. The drow and duergar laugh
The misshapen boulders that litter the
landscape stand anywhere from two to ten feet and nod approvingly at one another. Tell
tall, are easily climbable, and provide multiple me! snarls the man and he twists the staff
cover. Tell the PCs that they may approach again, provoking another scream of pain.
within 50 feet without being seen.
It is unlikely that any high-level, good-aligned
Gently remind the PCs of the constan
party would stand by and watch this cruel
in the background.
spectacle-such an act of sadism might call for
a Dark Powers Check (DMs option).
wcounter I: Rescue If the party does not act for any reason,
w
allow the torture to g o on for l d 4 more rounds,
hen the PCs investigate, they discover
during which time the creature screams itself
eight duergar, 12 drow, and one human
into unconsciousness. At this point, give
standing in a rough circle around a
Bonespur a 90% chance to notice the PCs
creature lying on the ground. Ten of the drow are
approach and surveillance, thanks to his knife.
wearing black chain mail and are holding long
If he notices them, he does not react
swords and shield bucklers. The other two drow,
immediately, but the PCs will have no chance to
standing at opposite ends of the gathering, wear
surprise him. Bonespur orders the drow to tie
soft black clothing and cloaks with red accents. the creature to the back of one of the spider
The duergar are all wearing plate mail and
mounts. He then puts his fingers to his lips and
holding battle axes and shields. There is a giant
whistles loudly. A black puff of smoke appears
spider mount (steeder) for each drow and
next to him with a loud crack; when it clears
duergar. These creatures stand off to the side.
away, a nightmare (see the Monstrous
The humans name is Bonespur. He is detailed
Cmnpenakm, Outer anes Appendix) stands
in Appendix A, at the end of this module.
beside him. Bonespur leaps upon the
Bonespur is a large, bald man with a black
nightmares hare back and the entire evil party
mustache. He wears a hard leather jerkin over a
heads west at a gallop (double speed: 24). come within 25 feet of him. When Bonespur
If the party lets them go, proceed to discovers their presence, read the following.
Encounter 1A. If the party attempts to follow, (Some adjustment of the reading may be
Bonespur will definitely overhear them as they necessarv to fit the PCsaDoroach.)
1 .
-
polymorph other, wall of ice, advanced illusion, THACO 11; #AT 1; Dmg special +6; S A nil; SD
animate dead, cone of cold, hold monster, nil; MR nil; SZ M; ML 9; XP 9,000.
shadow door, disintegrate, globe of
invulnerability, true seeing, monster summoning Nightmare (1): AL LE; AC -4; MV 15, FI 36;
teleport without error, incendiary cloud. HD 6 +6; hp 46; THACO 15; #AT 3; Dmg
1d6 + 4/ld6 + 4/2d4; S A burning hooves; SD I
paralyzing cloud; MRnil; SZ L; ML 14;XP then read the following.
-
3,000.
As you explore this realm, the horizon
goes black and the sky above follows suit.
The nightmare is the personal pet of
Bonespur. It communicates empathically with High among the mountain peaks, a few
lightning bolts crease the darkness. You
him and serves him faithfully. If caught in
battle, the monster will emit a smoking, hot strain t o hear the thunder, counting silently
to gauge the distance, and a slight groaning
cloud of noxious vapors, requiring PCs t o make
a successful save vs. paralyzation or suffer a -2 attracts your attention.
penalty t o all attack and damage rolls for l d l O Behind a boulder, a large wormlike
rounds. creature lies in many pieces, hacked apart by
some vicious blade or blades. Each of the
If any of the PCs take t o the air, Bonespur
may sweep out of the Border Ethereal on his body parts wriggles in a slimy pool of
nightmare, make a surprise attack, and yellowish fluid. At the tapered end that must
disappear back into the Border Ethereal. All have been a tail, there are two very short
appendages that appear to have been feet
counter-attack rolls are made at -4.
Three rounds after the duergar blows his and toes-useless members that still writhe
horn, six more drow fighters, one more drow in pain.
mage, and six more duergar arrive on their The other end of the pitiful creature tapers
to a point, too, but it has a vaguely humanoid
steeders. They all attack the PCs flank.
When battle breaks out, Annitella will simply mouth and two bulbous eyes. This end is
lie flat on the ground and, if possible, crawl t o partially connected to several links of its body.
the edge of the fray. If rescued, she will have The slashes here are slowly closing, but
viscous body fluid continues to seep through
fallen unconscious and require either healing
magic on the part of the PCs or ld6 hours of its wounds and into the water nearby.
rest before awakening. Without curative help
The creature, a broken one named Slinker,
from the PCs, Annitella regenerates 1 hit point
appears t o notice the party, but it is in too
per round until all damage is recovered, but she
much pain to react. The administration of any
still requires additional sleep time.
curative spell greatly aids its regenerative
After the battle, make mention of the
powers, allowing it to speak through gasps of
background drone again:
pain almost immediately. Otherwise, Slinker
With the chaos of battle finished and the needs an hour of rest before he can
communicate effectively.
After the PCs help Slinker, or wait until he
regenerates on his own, read the following.
DMs who like to role-play their NPCs might
make wet, sticky noises with their mouths
whenever Slinker speaks, and pause
Proceed to Encounter 2. occasionally t o heave with pain.
Finally, the creature speaks: You are not
Encounter IA: Slinker servants of the monsters. Are you yet more
his encounter is included in the event that friends of Annitella?
Bonespurs party has escaped with
If the PCs answer in the affirmative, or at
Annitella or the party has somehow
least adopt a friendly attitude toward Slinker,
ignored her screams.
he will continue.
Direct the party toward any body of water,
called the Sacred Barrier. The knight is now a
captive in the complex. His survival is essential
t o the success of the quest; Annitella said so.
4. About the Sacred Barrier: The fiends
desire t o have it above all other things. They
will use it to create greater evil than the land
has ever known. If Annitella is taken captive,
then they will eventually force her t o tell them
where she has hidden it. It is a powerfid magical
thing, unlike any other. It is said that the thing
can part the Mists (false, of course).
5. Other Remarks: If you are not creatures
of evil, then you must rescue Annitella, the
white knight, and the holy thing! We must
take cover, for the night is coming!
I
their written intention aloud and then allow criss-crossed from head to toe with pulsing
them t o perform it. As a character is killed, veins under dirty, purplish skin. Razor claws
he dissipates into vapor. Continue the battle protrude from their fingertips. They part
until there is only one character left standing, their tentacles, hissing, and your jaws drop.
then tell that character that the vapor clouds of They have the fangs of vampires!
his former companions reform before his
Before anyone takes action, roll horror and
eyes.Tell the characters that everyone but the
madness checks with appropriate modifiers for
winner of the battle has full hit points and
the nightmare of Encounter 4; a failed horror or
spells and have them make initiative rolls t o
madness check could significantly influence
begin the battle anew. Then proceed to
the ensuing battle. The horror check should be
Encounter 5. Dont forget to apply Bluetspurs
made with an additional -2 penalty for
effects upon THACO, spell memorization, etc.,
characters who were resting, due to the scene
at this point.
that greets them upon waking, thus doubling
If the party steadfastly refuses t o raise arms
the horrifying situation.
against itself, award extra experience points,
when the adventure is over, for such a display
Vampire Mind Flayers (3): AL CE; A C 1; MV
of loyalty. Remember, those who were not
12; HD 8+3; hp 60; THACO 8; #AT see below;
resting retain any damage suffered, including
Dmg see below; SA energy drain, mind blast;
loss of levels, when the encounter is over.
SD + 1 or better weapon to hit, regeneration;
MR 90%; SZ M; ML 20; XP 11,000.
Encounter 5: Uampirus
-
Lyssa Von Zarovich: AL CE; AC -3; MV 18, FI
may be substituted for the ultrablast if The
18; HD 1 1 + 1; hp 85; THACO 10; #AT 1; Dmg
Complete Psionics Handbook is not
ld4 +6; S A see below; SD regeneration; MR
available-the High Master will speak to the
15%; SZ M; ML 18; XP 12,000.
party telepathically). Also, no spell requiring a
round or more to cast will g o off before he is
Lyssa's vampiric charm gaze imposes a -3
gone. If any PCs are on the ceiling with
penalty against saving throws. A +2 or better
weapon is needed to hit her, she regenerates 4 Treat the slaves as zombies for the purposes
hit points per round, and she is immune to of attack strategy and spell immunities, but
garlic and mirrors. Lyssa also enjoys a they cannot be turned as undead. In any
particularly deadly salient ability: her deadly conflict involving slaves of the mind flayers, if
touch drains five energy levels from her the party takes steps to avoid hurting them,
victims. She can be turned as a lich. multiply the total experience point value of the
surviving slaves by 100 and divide it between
High Master Illithid: AL LE; AC 0; MV 12; HD the PCs immediately.
8 +4; hp 65; THACO 11; #AT 4; Dmg spec.; SA Whether or not the diamonds have any value
psionics; SD nil; MR 90%; SZ M; ML 15; XP is up to the DM. Remind the party of the
12,000. background drone.
to the fungus farm, where the Shattered and 4 contain various experiments and
Brethren can take them to asylum. equipment, but nothing of direct interest to the
At the far end of the cavern, next to the adventure. A detail-oriented DM may wish to
crystalline shaft, are cages holding any PCs place his own horrifying experiments in these
who may have been captured or killed earlier in rooms. A corridor connecting to lab 4 spirals
the adventure, but not lost to insanity. They will upward and leads to the mind flayer living
be manacled to the far end of their cells, and quarters.
they will be unconscious when found. Stripped The labs have been mined out to create
of all their equipment, they have 0 hit points. plenty of floor space. Each lab measures
The empty crystalline shaft is a psionic approximately 50 feet by 50 feet by 30 feet.
elevator, powered by the Lord Elder-brain. It The entire ceiling of each lab remains
doesnt require specific cooperation from the untouched by mining instruments, and the
Lord to operate the elevator. The Lord enables laboratories are veined with crystal that glows
the shaft almost automatically, like a side-effect dimly, providing light and heat.
6f breathing. (In fact, the Lord is perfectly
&wareof the partys presence and is quite
willing to help it along.) Lab -
*
When a creature steps into the shaft and This is where human slaves are made into
looks up, a dim swirl of psionically projected broken ones.
force forms underneath the creature and lifts it
gently upward. When the creature reaches the As you approach the opening one level
desired level and its upward gaze levels out, the above the slave pens, sounds of pain and
psionic force hovers, allowing the creature to anguish drift down the shaft to your ears. As
step out of the shaft. you reach the rim of the opening, a terrible
To board the elevator from upper levels, the sight greets you:
creature must stand at the rim of the shaft and There are perhaps a half dozen humans
hold its hand out. A handhold immediately here, strapped to tables, manacled to the
forms in the air, which the creature can grip and walls, and locked in tiny cages. A few of
then use to step into the shaft, onto a waiting them still look relatively normal, but most of
force field. The elevator goes in the direction them are partly or completely changed into
that the creature looks; looking up and then animalistic broken ones. One of them in a
down makes the elevator bob back and forth. nearby cage seems to be a giant slug with a
The elevator hums when it is being used, human head and antennae that resemble
making a sound very much like the background arms and hands from the elbow down-they
drone that pervades the entire realm. The more reach out to you through the bars. Another
creatures that use it at the same time, the person, a woman strapped down on a table,
louder it hums. strains to lift her head and sit up, but her
entire skeleton seems to have melted inside
her. Her slitted-iris eyes bulge and her mouth
hangs open in a silent scream-her tongue
snaps in and out at least two feet, and its
I
I
Slave Pen C
0 10 Feet
Psionic
Elevator A *
T o Labs
To Incubation Chamber
Labs 1 &2
0
. 10 Feet
To
Labs 3 G 4
Elevator
TO Slate Pens
- $
Drow Fighters (10): AL LE; AC -3 (-6 with theres little time to be lost. Something like a
bucklers); MV 12; HD 15; hp 93 each; THACO 5; fireball or an ice storm would do nicely.
#AT 1 or 2; Dmg l d 8 +7 (sword) or ld3/ld3 Remind the party of the lightning and the
(drow crossbow darts); S A see previous background drone.
encounter; SD see previous encounter; MR #
Chamber
Psionic Elevator
-r
To Labs
of crystalline filaments runs out of each side engulfing its inhabitants in electrical fire.
of the globe, and each cable runs down to Now! screams Annitella over the
two man-sized glass spheres below the main thunder. Destroy the machine!
one. A third cable of clear filaments runs to
the roof of the cavern and into a metal plate, In its highly charged state, the Apparatus will
bolted to the ceiling. A string of smaller explode if it sustains any damage whatsoever,
glass orbs encircles the whole contraption at scattering glass shards like darts. Anyone
its base, connected with what could be miles within sight of the machine sustains 8d4 points
of thin glass strands. Streaks of light stream of splinter damage, and anyone within 50 feet
through the filaments, making the whole sustains an additional 4d8 points of explosive
thing seem alive with electricity-the damage.
Apparatus! When the smoke clears, the Apparatus is in
lnside the man-sized pod on the left is the ruins. The High Masters body is visible among
High Master Illithid. lnside the right-side pod the rubble, but the illithid-tadpole is gone.
is a grotesque monster resembling a slimy Annitella sifts through the glass, snarling
leather sack with four whiplike tails. Between Where are you? Where are you, damn you!,
them, connecting the two pods, the Rod slicing her hands as she does so, and then falls
beams like the sun. to her knees and begins weeping again.
As you rush into the cavern, a bolt of Failed! Weve failed, cries Annitella, and
lightning strikes overhead with a crack that she falls prostrate onto the bed of shattered
forces you to cover your ears. The entire glass, heedless of the sharp points and
Apparatus flashes blindingly bright,
edges. lue failed! she insists in despair. I of debris that was once the Apparatus. The
couldnt save him, I couldnt help him, I destruction of this machine is well done, but
couldnt- and her voice breaks. I couldnt where is the Rod? He stretches out his
even tell him how I felt about him, she tentacled claw toward the broken glass and,
admits. within the mound, a light rises and burn3
There was no need to, responds a voice intensely. The paladin carefully works his
inside your head. way to the source and, digging under the
Annitella looks up. Drassak? she asks. glass, pulls out the brightly glowing Rod.
Drassak! Where are you? Excellent, claims his voice in your
Here, answers the voice, again in your minds. Now we have the means to defeat
heads, and the High Master Illithid wearily the Lord of this Realm!
sits up.
Drassak explains that the Rod was imbued
Being affiliated with the Brotherhood of with psionic power by the Brotherhood of
Contemplative Power, Drassak knows Contemplative Power, and that even the most
something of the nature of psionics. That powerful of psionic beings, such as a mind
knowledge, coupled with his pure spirit and will flayer elder-brain, will have trouble penetrating
to live, enabled him to dominate the illithid its field. While holding the Rod, a person
tadpole as it consumed his brain. Lord Drassak becomes psionically invisible and virtuall
was able to instill his life essence into the immune to psionic attack. Furthermore,
tadpole, psionically banishing its lunatic spirit, because he now occupies the body of a
and then transfer his mind into the body of the metapsionicist, Drassak has a number of
High Master Illifhid. High Masters powers at his disposal.
Annitella is overjoyed to learn that Drassak is He has already accessed mind link, enablin
still alive, and she rushes to him and helps him him to communicate with the party. He can
to his feet. They embrace and then Drassak perform cell adjustment on any party member
addresses the group telepathically. who is in need of healing. Drassak can maintain
this power for 2d10 +5 rounds, removing 4 hp
Worthy friends, I know not from whence
damage per round. He can also perform psychic
you came. N o doubt my clever Annitella
surgery, curing party members of any insanitj
managed to find you and enlist you to our
that they may be suffering from due to
cause. Thank you for everything youve
nightmares. Most importantly, he can invoke
done.
the psychoportive devotion, dimensional wa
Drassak pauses and closes his new illithid
to take the entire party into the lair of the Lord
eyes for a moment, concentrating. Before
Elder-brain, deep under the mountain.
your eyes, his wounds close and the burn
Drassak can relate any information to the
marks on his skin fade back to a natural
PCs from the Story Background section of
deep purple. As I thought and hoped, he
the Introduction. He also promises to lead the
continues, the psionic powers of mind
party out of Bluetspurwhen the mission is
flayers are as much physiological processes
completed. If the party refuses to accept
as mental ones-they are born to use these
Drassaks plan to attack the Lord and the High
powers, and I now possess many of the
Master, he reluctantly gives up the quest and
powers of the foul creature who last
agrees to lead the party back to Barovia.
occupied this body. This could prove to be
In either case, first he wants to recover the
their undoing.
Apparatus manual, which he correctly guesses
Drassak looks down at the crystalline pile
in the High Masters quarters, down a corridor
branching off of the Apparatus chamber.
Remind the party c le continuing lightn xplains that the Brotherhood will wish to study
orm outside. the diary, that it may provide them with a
weapon to use against the Lord of Barovia,
Strahd Von Zarovich.
Encounter 16: The Hish Masters A pouch of diamonds and other gems is also
Quarters tucked away in the cubby hole, worth 10,000
gp. The tapestries are very heavy, but they are
he High Masters room has two entrances:
U
damage to anyone with 40 feet. Also, the floor hen the party has finished searching the
becomes icy and slippery, causing anyone on room, read the following boxed text.
the beveled rim to fall into the pool of water. As
-
soon as the creature(s) falls into the water, a
contingent cone of cold spell is tripped, Lord Drassak calls you to him. My
inflicting an additional 12d4 + 12 points of fellows, our quest is almost achieved! We
damage and freezing the pool solid. Characters have taken back those things which have
will suffocate and die in a number of rounds caused so much evil, and now we g o to undo
equal to1/3 of their constitution score. what has already been done. The High
Once the party has negotiated their way past Master Illithid, in his lust for power, is
attacking his Lord even now, foolishly
the trap, read the following:
attempting to drain power and life from him.
This room is mined smooth and furnished The time of glory is at hand. Gather
with wall tapestries that depict human slaves around me, and place one hand upon the
bowing before mind flayers. There is a large, Sacred Barrier. I will call upon my new-found
crystal throne on a dais in the corner, padded powers to take us to the lair of the foul Lord
with soft cushions. On the other side of the of Bluetspur.
room, a thick mattress made of a You wizards, prepare to cast your
suspicious-looking hide lies against the wall, deadliest spells. You warriors, prepare your
beneath a tapestry that depicts a mind flayer bows and arrows, for the Lord lives in a pool
calling lightning down from the skies. of briny water and hand-to-hand combat may
not be possible.
The Apparatus manual is hidden in a recess
behind the tapestry by the High Masters bed. Allow the PCs to make any last minute
When the -party
- recovers it, Drassak asks to be preparations.
- - The transition from the High
allowed to keep it safe on his person. He asters quarters to the lair of the Elder-brain is
b
High Master To
Illithids Quarters
-
0 IO Feet
Apparatus
Chamher
To Mind Flayer
Living Quarters
its title. The item is burning like the sun,
your heads. You cannot resist the will of the illuminating the cavern and throwing off a
Lord. Your hands move as if they were not psionic static field, preventing the Elder-brain
yours, driven by the Lords psionic drone as from using its powers upon you. Drassak
if it were a physical force. moves to the rim of the rocky shelf and
stands between you and the briny pool.
Tell the party to make a saving throw vs. spell Quickly! warns the voice of Lord
with a - 10 penalty. Those who successfully Drassak in your brains. I cant keep this up
save have resisted the Lords command, but much longer!
they must use all of their will to do so, so they The Lord Elder-brain moves closer in its
will not be able to take any other action. If a PC pool and the drone becomes barely audible
fails his save, he immediately begins to plunge again. The sound pulses, like a battering ram
his weapon into his body, inflicting his attempting to break through a wall.
maximum number of attacks per round to Then, all around you, minions of the Lord
himself, automatically hitting every time. Roll appear, summoned to protect their ruler
for damage. When the round is complete, tell against this imminent threat.
the PCs to repeat the saving throw for the same Protect me from them! cries Drassak. If
results in the second round. During these first I am struck, we are all lost!
two rounds, the party will be powerless to cast
any spell, invoke any psionic power,or take any Ten mind flayers (five of them mages), 20
other action to help themselves. They are drow fighters, and eight drow mages appear. If
completely at the command of the Lord Bonespur has not exhausted his medallions
Elder-brain. power by this time, he will also appear on his
At the beginning of the second round, read nightmare.
I
to his death.
For additional dramatic effect, the DM can With a final crushing blow, the Elder-brain
make the NPCs attempt to attack Drassak, smashes through Lord Drassaks static field.
forcing the PCs to concentrate their efforts on The drone slices through your brains and an
defending him. Unless the PCs use very poor irresistable voice commands you to
judgment or battle tactics, Drassak should be surrender. Your arms g o limp as your wills
allowed to continue wielding the Rod. are broken.
If Drassak is overcome by the attacking Then, there is a horrible scream in the air
monsters, the psionic shield will immediately that pierces even through the Elder-brains
drop and the PCs must make saving throws to powerful buzz. You turn toward the pool,
avoid attacking themselves again. Of course, where Lord Drassak is rising from his knees
the monsters continue to attack them as well, and holding the Rod aloft with both hands, as
and the death of the party is almost assured. If if it were a stake. The scream comes from
this occurs, the DM may allow them to wake up him!
in the cages of Slave Pen C (see Encounter 12). Before the minions of the Elder-brain can
stripped of their equipment and with only one react, Drassak hurls himself from the rocky
hit point. Any successful escape must be one of shelf, sails through the air, and crashes into
the DMs design. the briny pool, landing directly on the
Annitella fights the monsters, with the PCs, Elder-brain. He raises the Rod above his head
to the best of her abilities. once more and drives it through the High
When the Lord Elder-brain breaks through Masters tadpole body and into the
the Rods protective barrier, read the following Elder-brain itself!
text at the beginning of the round. There is a fiery flash and an explosion that
Any character may take refuge from the storm
under the rock outcroppings, but there is not
you are all outside the mountain, including enough room to fight there.
nnitella, and all of the monsters All mind flayers scatter as soon as they
you were fighting. discover where they have been sent. lllithid
mages immediately tefeportto safety while
Drassaks final, desperate attack on the normal mind flayers simply run for cover.
Elder-brain was more than it wanted to deal Bonespur, if he is still alive, mounts his
with. It therefore psionically teleported everyone nightmare and disappears into the Border
out of its lair and out of the mind flayer Ethereal. The drow remain and fight to the
complex (Point D on the interior cover map of death. The lightning dies down after the fourth
Rluetspur). Drassak sprawls unconscious on the round of battle.
ground, a bit charred around the edges. If If the PCs are stili fairly fresh and strong after
Annitella has not yet fallen in combat, she will all of this, five mind flayer vampires will appear
cry out, run to him, and drag him under cover and attack.
from the storm (see below).
It is still nighttime and lightning is falling Vampire Mind Flayers (3): AL CE; AC 1; MV
out here. Fortunately, it is nearing dawn end 12; HD 8+3; hp 60; THACO 8; #AT see below;
the lightning is not so frequent as it might be. Dmg see below; SA energy drain, mind blast;
All characters must roll saving throws vs. wand SD + 1 or better weapon to hit, regeneration;
each round to determine whether or not they MR 90%; SZ M; ML 20; XP 11,000.
are struck by a bolt (save again for half
damage). Failure to save indicates that the
character has sustained 8d6 points of damage.
Encounter 18: Rusolution boncluding m e Adventure
f Annitella has fallen when the battle is over, le DM may insert one or more encounters
Armor Class: 3
Movement: 9, s w 3
Hit Dice: 5
Hit Points: 40
THACO: 15
No. of Attacks: 2
Damage/Attack: 1d6 + 5/1d6 + 5
Special Attacks: Constriction
Special Defenses: Regeneration
Magic Resistance: Nil
Size: M (6 tall)
Morale: 12
XP Value: 420
Armor Class
Movement
Level/Hit Dice
Hit Points
THACO
No. of Attacks 1 Cha 7
DamageIAttack by weapon
Saves:
Paralyzation, poison, death magic 7
Rod, staff, wand 4
Petrification, polymorph 6
Breath weapon 10
Spell 5
Thief Skills: Pick Pockets, 9
95%; FindRemove Traps, 95
95%; Hide in Shadows, 95%; ,
Climb Walls, 95%; Read La
CLIMATEnERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitarv
ACTIVITY CYCLE: Nocturnal
DIET: Blood/life energy
INTELLIGENCE: Insane (1)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-4
ARMOR CLASS: 1
MOVEMENT: 12
HIT DICE: 8+3
THACO: 10 (unadjusted)
NO. OF ATTACKS: Special
DAMAGEIAITACK Special
SPECIAL ATTACKS: Energy drain, mind blast
SPECIAL DEFENSES: + 1 or better magical weap-
on needed to hit
MAGIC RESISTANCE: 90%
SIZE: M (6 tall)
MORALE: @ Fearless (20)
. ,
X P VALUE: 10,000
CLIMATE/TERRAIN:
FREQUENCY:
Subterranean
Rare
-
Thoughts of Darkness
ORGANIZATION: Fraternal
ACTIVITY CYCLE: Any
DIET: Varies
INTELLIGENCE: Low (5-7)
TREASURE: 1, K,M
ALIGNMENT: Neutral evil
NO. APPEARING: 5-30
ARMOR CLASS: Varies
MOVEMENT:
~~~ ~
Varies
HIT DICE: 3
THACO: 17
NO. OF ATTACKS: Varies
DAMAGE/ATTACK: Varies
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration/psionics
MAGIC RESISTANCE: Nil
SIZE: M (4-7tall)
MORALE: Unsteady (5-7)
XP VALUE: 250
The Shattered Brethren are largely the same as com-
mon broken ones-they are the result of the cruel ex-
periments of mind flayers. The main difference
between Bluetspurs broken ones and their cousins is
them, but usually use combat techniques relating to
that the Bluetspur brethren have developed innate de-
fenses that prevent psionic intrusions. They also pos- their animal traits. A lionlike broken one may claw and
sess random wild talents (see The Complete Psionics bite while a spiderlike one may use a poisonous bite.
Handbook or assign a random wizard spell from the HabitatBociety: Bluetspurs broken ones are the
Players Handbook as an innate mental power). Not all lucky few who have developed ways to avoid the mind
Shattered Brethren are so endowed, but those who flayers psionic means of control over them. They es-
fail to develop these defenses usually die under the caped their former masters and fled into the fissures
stress of slavery. that honeycomb the walls around the complex, where
Bluetspurs broken ones resemble the animals that they have formed their fraternity. The only tenet that
they have been magically and genetically linked with; binds them together is a mutual desire to survive.
they favor their animal half over their human half. Their shared skills allow them to steal goods and
They include a wide variety of animal types because scavenge sustenance from the illithids.
the mind flayers are constantly looking for combina- Their mutual hatred of their former captors also
tions that make useful slaves. Common animal forms brings them together. Given the chance, they will am-
useful to the illithids include: the bat, for sonic navi- bush a lone illithid and murder him, but whether they
gation and flight; the horse, for its speed and derive more pleasure from exacting revenge or from
strength; any rodent, for breeding more slaves. having a good dinner is hard to tell. The broken ones
The broken ones know the languages they spoke aid enemies of the mind flayers as they can, but they
before their conversions, but they also speak a secret will remain fearful and distrustful of all strangers.
language peculiar to them, a mesh of all the mem- Thirty broken ones live in the fissures of Mt.
bers languages, plus terms they have adopted to de- Makab-their numbers shift as more escape from the
scribe things in their closed environment. The broken mind flayers and others die in numerous ways.
ones conversation sounds like a mixture of street Bluetspurs broken ones tend to forget their former
slang and foreign languages, incomprehensible to lives and take new names that reflect their condition.
even the most talented linguist. For example, a lionlike broken one might be named
Combat: Bluetspurs broken ones are stronger than Snarler.
their common counterparts because the natural selec- The dietary needs of Bluetspurs broken
tion is so fierce among them. Also, while common bro- ones are largely dictated by their animal natures. The
ken ones are the result of failed experiments, these were limited access to vegetables in the caves results in
purposely altered, so they are more successful. There- better survival rates and thus larger numbers for car-
fore, they always have a minimum of 7 hp per Hit Die. In nivores. They eat anything they can steal, but a cap-
addition, they regenerate 3 hp per round. tured illithid is considered a delicacy.
They wield weapons if they can get their hands on
So seductive her words, I
sladly bared my neck.
I as ed as she touched my
Flesg. Phen an instant OF
pleasure so piercin , it was
like pain. My heart eat raced
with hers. I was one with the
creature.
he most feared characters in
Ravenloft are back: VAMPIRES!
The new Van Richtens Guide to
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This 96-page treasure is a
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Baron Van Richtens findings on
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what their strengths and weak-
w
M
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1
Game Adventure
THOUGHTS
OF OARHNESS
f a l l the inhospitable domains in the level of dark immortality. A pair of heroes
RAVENLOFT@campaign world, has stolen the key to his success, but they
Bluetspur is the cruelest and most have paid a heavy price for their bravery
gruesome. Nothing grows in the endless and are in desperate need of aid unlooked
night, and lightning periodically falls like for.
rain. The only place to escape those storms Meanwhile, the Lord of the Realm
is inside the mind flayers' complex under watches over the proceedings and plays
Mt. Makab, but that is the last place where havoc with the wits of both sides, sapping
any sane person would want to go. strength and will with all-powerful thoughts
The High Master Illithid has been of darkness. A party of adventurers will
hatching black plots by hatching vampiric need all of their skills to escape this black
mind flayers in his laboratories! His domain without the loss of life, power, or
prodigies are horribly insane, but if he can sanity!
complete his plans, he will achieve a new For 4 to 6 players, levels 12-15.
By David Wise
Fl
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$9.95 U.S. Id7
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ADVANCED DUNGEONS E DRAGONS and RAVENLOFT are registered trademarks owned by
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