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The Wailing Sorrow

Terror on the Heath


Part I of III

By
Nathan Reese Maher

1
The Wailing Sorrow
Terror on the Heath
Part I of III

Credits
Author

Nathan Reese Maher Dungeons & Dragons game designed by


Jonathan Tweet, Monte Cook, Skip
Play Testers Williams, Richard Baker and Peter
Adkison
John Flier, Charles Hagin, James
Lundberg, Mark Slayton, Samantha Special Acknowledgements
Smead
To my significant other Samantha
Editors Smead for tolerating my obsession with
the Ravenloft © campaign setting and all
Joel of the FoS those who I have played with in the past;
you were all an inspiration to me.
Additional Thanks
Many thanks to the Fraternity of
Based on the Original Dungeons & Shadows for their generous feedback,
Dragons ® rules created by E. Gary hosting, and keeping the Ravenloft ®
Gygax and Dave Ameson and the new campaign setting alive

Ravenloft, Dungeons & Dragons and its logo, D&D, Dungeon Master, d20 System, the d20
System logo, and Wizards of the Coast logo are trademarks or registered trademarks of Wizards of the
Coast Inc., a subsidiary of Hasbro Inc., in the USA and other countries. All rights reserved.
“The Wailing Sorrow – Terror on the Heath” is a free publication and may be distributed in any
shape or form without legal ramifications. This product is not to be sold without permission from the
author. This adventure supplement and ideas within are copyrighted by Nathan Reese Maher, and in no
way affiliated with Wizards of the Coast nor is it considered an official product of the Ravenloft Campaign
setting.

2
Table of Contents
Introduction…..…………………………………………………………..….....4-5
I. Hollow’s Creek……………………………………………………………...6-13
II. Abduction on the Heath………………………………………………14-24
III. Discovery of Bone……………………………………………………...25-27
IV. Cutting the Binds…………………………………………………….…28-36
V. Accolades and Reprisals………………………………………………37-39
VI. Appendix……………………………………………………………………40-73
Dread Possibility — Old Man Hollow....................................................63-73

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Introduction
Cut Scenes for the most part are
his adventure is designed for introduced in the format of dreams,
four to six characters of where as others may suggest psychic
rd
least 3 -level in experience. However, impression or simply an added necessity
this adventure may be adjusted by the to enhance the storyline.
Dungeon Master in order to compensate
for a higher-level party. How to Use this Book
Mechanics The Wailing Sorrow – Terror on
the Heath adventure module requires the
Throughout this adventure you use of the core Dungeons and Dragons
will notice gray-filled boxes labeled as a 3.5 edition rule books along with the
“Dread Possibility”, “Specifics”, or as a Ravenloft Player’s Handbook and
“Description”. Each category of box Denizens of Darkness. The Ravenloft
adds additional features to the adventure. Dungeon Master Guide and the
A “Dread Possibility”, originating from Ravenloft Gazetteer III are both highly
White Wolf Publishing, Inc. Gazetteers, suggested for reference material and
as a mini-quest or side-quest possibilities background information, but not
for players who are uncomfortable with necessary.
a linear storyline. “Specifics” are boxes It is highly suggested that you
containing additional information skim through this adventure before
pertaining to the subject in question. playing in order to better game play.
Most of these boxes will offer insights You should also familiarize yourself
on game mechanics and statistics. with those depicted in the “Appendix” in
“Description” boxes (usually in italics) order to accurately depict the essential
on the other hand, give the DM a NPCs of the story.
descriptor to read to the players of a
particular scene, happening, even crucial Plot Synopsis
prologue or cut scene.
This adventure reveals to the
Gaming Structure players how a single crime can
permanently haunt a village for an
In order to fully experience the eternity. And how one man’s deed, and
gothic thematic and the theatricality of his desire to be freed of its permeating
this adventure I highly suggest reading guilt, lay’s the foundation for a series of
the section entitled “Thirteen Tips for brutal murders stretching to encompass
Tension” on pages 26-33 of the not just those involved with the initial
Ravenloft Dungeon Master’s Guide crime, but all those he touches.
produced by Sword’s and Sorcery ™. The party is reeled into the story by
As lightly touched upon above, this being subjugated to witness the scene of
adventure makes use of Cut Scenes in a ghastly crime at a neighboring ranch,
order to add an element of suspense. where horses have been butchered and

4
their eyes removed; the family missing.
The only clue to their disappearance is a
human bone that is assumed to have
been dropped during the initial struggle.
Later, learning of tales of the restless
dead that wander the South Road, will
bring the party to uncover a connection
between the earlier abduction and the
previous evidence. The so-called
“restless dead” are eventually revealed
to be nothing more than a clever band of
bandits using the local superstitions as a
cover-up for their sinister deeds.
Only after discovering the true nature of
the bandits, and locating their hidden
camp deep within one of Mordent’s
remote cemeteries, will the party learn of
an even greater plot involving a vistani’s
curse and a caliban’s want for revenge.

5
6
Hollow’s Creek

ollow’s Creek was founded in restoring the village’s name to


605 BC by the reputable “Creedence” by members of the Knox-
Knox-Creed family. In an attempt to Creed family, but all efforts have ended
profit off of trade coming in from the in failed campaigns and unheard
Arden River and from the neighboring petitions.
domains of Valachan and Richemulot,
the Knox-Creeds invited only a few Landscape
allied families to participate in the affair.
The villiage originally was named after On the South Road there is a
Arthur Creedence, a highly adored worn sign that points in a westward
relative and war-veteran prior to the direction toward a muddy wagon trail.
Creedence and Knox family union. The Taking the path for a mile, the weary
name changed a generation later by Isaac traveler will meet by an ominous black
Knox-Creed who held a particular home surrounded by a wooden fence,
fondness for the local ghost tale of Old overlooking the road from atop a steep
Man Hollow that originates from Old hill – a place the locals call Old
Hollow’s Hill a mile east of the village. Hollow’s Hill. A small cobblestone trail
There has been multiple attempts at

7
branches off from the current and winds have the tendencies to complain of is
its way up toward the dark structure, a malodor.
“No Trespassing” sign “by order of the The ground is more often damp,
lord-mayor of Hollow’s Creek” greets rarely dry, and best described as soggy
all those curious to catch a closer look. when under-foot. The occasional grass
Within eye-shot is a rickety wooden grows in isolated patches and can
bridge that stretches across a twelve foot sometimes reach a daggers length. Due
recess dug by a small creek that runs to the water table being so high, most are
northward through a neighboring bog. buried in above ground tombs (those that
The creek is a valuable source of water can afford it), or in the village owned
for the locals, especially for irrigation mausoleums.
purposes. The creek is fresh water, Because the village is
despite its fen surroundings, and is sandwiched between a bog to the north
drinkable until it reaches the boundaries and south, along with the Arden River to
of the northern moor. the west, the village has the tendencies
Past the bridge, and not but a few to pick up an assortment of diseases
stone throws away is the beginnings of a carried by plagued vermin attempting to
three foot wall that marks the front escape the confines of the moors.
boundaries of the Longshadow estate – There is one main road that can
belonging to the Harnasse family. Their be taken directly off the South Road and
mansion can easily be observed from the end at the Arden River. From this road
road-side, and the family’s name can be are small hovels and occasional two-
found embroided on a bronze plaque set story dwellings that are huddled together
next to the driveway. The Harnasse around the village temple and inn. The
mansion is constructed of tiled roof, village manages a dock that sends and
three levels and an iron balcony and receives shipments from the neighboring
bottom terrace. Like most other domains and also whatever business that
buildings of Mordent, the mansion is floats upstream from Blackburn’s
made of wood. Although white-washed Crossing. The main road drops off into
frequently, the color starts to look soiled a small ravine that is accessible by a set
quickly due to the unhealthy rains and of surprisingly well-maintained wooden
dirt carrying winds. stairs before reaching a cluster of
Continuing farther on the pothole warehouses near the shoreline. Off the
laden road will bring the traveler to the main road are poorly traveled horse
first few buildings of Hollow’s Creek paths that lead to a few of the noble
and for those in need of rest, an Inn is family estates.
but a short distance further. The village
itself is plagued by all sort of mal- Flora
weather: vicious drops in temperature,
frequent rains, nightly fog and frigid The edge of Hollow’s Creek and
winds that blow in from the north, the Ardent River caters to a long line of
sweeping up the stench of the bogs and willows, oftentimes creating thick
depositing it into tight pockets groves. The locals seem nearly
throughout the streets. The inhabitants overprotective of the cutting down of
have long since become used to the these trees, as the willows roots keep the
smell, but strangers to Hollow’s Creek banks from disintegrating into the Arden

8
River, and are thought highly of during shadow. It is said that when the moon
the flooding seasons. is in clear view, that one can hear the
One particular item of note is over- child crying. Strangers are told that
populated Wraithroot that grows in and should they hear the child’s sobbing that
around the village without hindrance. they’d be best to shut their eyes, for
This along with an assortment of those that stop to see his ghost are found
morning glories, bog-beans, star plants face down in the creek the next morning.
and other such flowers decorate the sills
Dread Possibility — The Weeping Child
of local homes. Such flowers grow in an
amazing abundance and are considered The bridge receives its name in part due
appropriate for wearing in ones hair to a Spirit Waif of Oliver Samson’s six
during seasonal festivals. year old boy named Timothy. The young
child can be heard late at night. Timothy
does not appear to just anyone (as the
Fauna locals believe) but only to those who he
believes are good at heart. When the
spectre appears he attempts to use his
A few creatures are seen on a charm ability or pantomime to get his
relative consistent basis, such as foxes, audience to follow him.
rabbits, sparrows, birds of prey (such as The *Spirit Waif is the drowned victim
ravens and crows), and then there is the of gang of *Baobhan Sith or Black Sprites.
These nefarious creatures murdered the
occasional deer (be it solitary or in a child and then afterwards dragged the
small family) that has strayed from the remains into a remote section of the
forests of northern Mordent. At night northern swamp and have since been using
wolves can be heard baying at the moon, them as a home, which is located beneath a
and it isn’t uncommon to see one of gnarled old tree. The Spirit Waif has been
leading people, unaware of the risk, to the
these grey pelted predators at the edge of black sprites lair. Victims found floating
a farmstead searching for any stray in the creek are intentionally placed there
livestock. There are fairly little reported by the sprites in order to frightening the
wolf attacks by the locals and for the locals from their habitation. The Baobhan
most part stray clear of human (or demi- Sith are unaware of Timothy’s Spirit Waif
but are beginning to suspect that
human) contact. something has been leading adventurers
There are numerous ghost tales and other misfortunates to their lair.
of the surrounding area, but two in
particular seem to be hearth-side * The Spirit Waif and Baobhan Sith
favorites. The first and foremost is the statistics can be found in Denizens of
Darkness. A segment dedicated to the
tale of Old Man Hollow that lives on Weeping Child Bridge can be found in the
Hollow’s Hill. It is said that his spectre Appendix.
still haunts the old carpenter’s cottage,
and he sits in his demonic shop carving
small wooden toys to leave at people’s
thresholds during the night. It is said Populous
that those who find a figurine at their
door are marked to die by some horrible There is a reporting of the
means. The second tale involves the general populous and their typical
young spirit of Old Man Hollow’s child appearance detailed in the Ravenloft
Timothy who haunts the “Weeping Gazetteer III, and for the most part
Child Bridge”, which lies in the hill’s

9
Hollow’s Creek serves to be no different influence to the southern portion of
than the rest of the domain. Though one Mordent. Families include the Cuvier
will note that the locals are more family residing at Le Chateau de Cuvier,
suspicious of strangers here than in the Harnasse residing at Longshadow and of
northern half of the domain. It is as if course the most prestigious of the two
the natives toil beneath some unseen the Coleridge family at Havenridge
weight. One cannot help but feel that (each family is detailed in the
the locals are afraid of something lurking “Appendix”).
in the shadows, and that strangers could
be in league with this invisible horror. Law Enforcement

The watchmen of Hollow’s Creek are


A Suspicious Nature much like those of Mordentshire, as they
are quick to note anything out of the
The locals are suspicious for a reason. ordinary and prone to investigating
It was not but nearly five years prior that a anything suspicious. Supernatural activity
grotesque caliban came to Hollow’s Creek will cause them to seek additional help
and preyed upon the young Jacqueline immediately. Here especially the
Cuvier. When attempts were made to watchmen are wary of strangers and
protect her, the caliban flew into a foreigners to the point of xenophobia;
maniacal rage and murdered twenty-three often times arresting them for minor
people including the Harnasse’s younger charges with hopes of discerning their true
darling Philip. Though the beast was intentions. Even in a position of authority
hunted down and slain, the murders are the watchmen are always polite and never
still fresh in the villager’s minds. abusive, and neither are they ignorant.
All calibans are treated as if having an Those with a polite demeanor and a strong
Outcast Rating 2 higher than usual; 4 if the command of Mordentish will find the
caliban is one of Mordent’s wailing watchmen valuable allies, while those with
children. neither may find themselves locked in a
cell.

The law enforcement is quick to Hollow’s Creek Watchmen: Human War


question any stranger that happens to 1; CR ½; Size M humanoid (human); HD
make their way into Hollow’s Creek in 1d8+2; hp 6; Init +1 (Dex); Spd 20 ft.; AC
order to discern their true purpose. 11 (touch 11, flatfooted 10); Atk +4 melee
(1d6+2, crit 18-20 /x2 rapier); Face/Reach
Regardless of their weariness of others, 5 ft. by 5 ft./5 ft.; AL NG; SV Fort +4, Ref
the people of Hollow’s Creek still retain +1, Will +1; Str 15, Dex 13, Con 14, Int
their sensibilities when dealing with 10, Wis 12, Cha 8.
foreigners and are generally pleasant in Skills and Feats: Intimidate +1, Listen +4,
comparison to other villages of Ride (horse) +2, Sense Motive +2, Spot
+4; Alertness, Weapon Focus (rapier)
neighboring domains. Possessions: Lantern, rapier, horn for
Hollow’s Creek is governed over by sounding alarm.
the decaying Knox-Creed family, which
consists of only the Lord-Mayor Sites of Interest
Thaddeus Knox-Creed, who lives in his
family estate at Allworth. Hollow’s
Creek has attracted a few minor families Being so close to the border of
over the past 150 years, some attempting Valachan and Richemulot one may find
to retire to a country life, while others all assortments of equipment and
with hope of extending their families supplies waiting for them here in several
of Hollow’s Creeks shops.

10
For those seeking rest there is the le’Martaineque strives to bring some
Hooded Lantern, a small Inn with culture to the “backward, and
always a few vacancies at a decent rate misfortunate people” of Mordent.
of 2 silver pieces a night, including a The church of Ezra claims
decent breakfast of milk, cheese and dominion over a small whitewashed
eggs. The owner Fredrick Fallyn (male temple called The Chapel of Prevailing
human Exp 3) ensures that his guests are Light. Presiding over the temple is the
comfortable and the food always hot. Harnasse family’s 2nd eldest son Father
The meals are decent, but nothing in Abril (male human Ari 2/Clr3) who is
comparison to the gourmet dining in
Dementlieu. There are two taverns of Side Quest — Dance de le’Martineque
note: one being the Red Flagon which
the locals spend most their hours So far Sophia is having little success
unwinding before the nights out which is in winning over the people of Hollow’s
Creek. With the long tradition of home
located just shy of the western edge of tutorage and the public opinion of ballet
town, and then there is Dreg’s Ale being a “frivolous” endeavor, Madam
House, a place that has recently declined le’Martineque has all but adopted a few of
in reputation due to unsavory business the local impoverished children lured by
that happens to float in from the Ardent the promise of food. She has only been
able to secure two children with terrible
River, located a few paces from the frames and unmanageable dexterity. She
docks. fears that without additional “talented”
A dwarf by the name of Axle students she will soon have to close the
Rowgrim (male dwarf Ill 3/Exp 3) has school.
established a respectable library and Sophia is desperate. Once the party
receives local repute or takes an interest in
printing press with the aid of his niece the school (such as from any PC bards) she
Celeste (female dwarf Ill 1/Exp 1) called will attempt to humble herself (a big task
Rowgrim’s Book Emporium. It is said for a famous dancer) and ask the party for
that he is a fine collector of ancient assistance. She plans to put on a
tomes along with those being magical in performance, using the children as a means
to sway public opinion, but feels they are
origins. Though most would be not quite ready and overall “disastrous”.
somewhat suspicious, Axle has managed Donations will help her stay open longer,
to dissuade local speculations with good but what she requires is for the party to use
deeds, a friendly smile, and his rumored their newly found prestige and sway the
friendship with none other than the locals toward her favor. How this is
accomplished is a task best left to the
Wethermay-Foxgrove children of the creativity of the players. One solution may
belated Rudolf Van Richten. come from the introduction of Johnathan
An oddity that has recently Coleridge’s niece Annabell Laymonds who
developed is the grand opening of the has been desirous to learn to dance since
first ballet school in Hollow’s Creek. witnessing a performance at the Grand
Opera Nationale last season.
Madam Sophia le’Martaineque (female
human Exp 6), a retired dancer from the
Grand Opera Nationale out of Port-a-
a compassionate and wise youth
Lucine in Dementlieu has converted an
regardless of his lack in years of
old schoolhouse (created from some
experience. Abril replaced his
other Dementlieu hopeful) into the
predecessor Father Edgerton just a
Danse de le’Martaineque. Madam
couple years ago who died of natural

11
causes. His death caused quite a stir and Economics
many believed the young Abril Harnasse
(since it was not but a few years prior
that his younger brother was murdered) The local populous consist of
was not up to the task. Abril Harnasse hardened merchants, tillers, ranchers and
has persevered despite local opinion and shepherds. Main exports include barley,
has been accepted as a worthy wheat, animals, pottery, hand-crafted
replacement. furniture, quilts, and wool; while main
imports are Richemulot wines, fruits,
Hollow’s Creek (village): Conventional; silver, flintlocks from Blackburn’s
AL NG; 430 gp limit; Assets 49,760 gp; Crossing, blackpowder, gems and the
Population 432; Mixed (human 94%, half- occasionally smuggled poison from
elf 2%, dwarf 1%, elf 1%, other 2%).
Borca.
Authority Figures: Lord-Major Thaddeus
Knox-Creed, male human Ari7, Sheriff
Dread Possibility — Old Man Hollow
Laton Cuvier, male human Ftr4/Ari2

Important Characters: Johnathan The house on Hollow’s Hill is a


Coleridge, male human Ftr1/Ari5, Mlle. rank 2 Sinkhole of Evil with the taint of
Sophia le’Martineque, female human hatred and despair. Characters with the
Exp6, Axle Rowgrim male dwarf Ethereal Empathy feat or those who are
Ill3/Exp3, Abril Harnesse, male human enticed by the locals tales of superstitions
Clr3/Ari2, Cecil Harnesse, male human may find themselves wrapped in a story
Ari4, Hanna Gibings, female human that began nearly 150 years ago during the
Adp3/Clr1, Jacqueline Cuvier, female initial founding of the village.
human Ari1 The story of Old Man Hollow
isn’t as the locals tell it. It has been altered
and so over-embellished over the years,
that the little known facts have long since
Also, in a small cottage no more been forgotten.
than a mile outside of town on the edge A segment on Oliver Samson and
the cottage atop Old Hollow’s Hill is
of the encroaching bog to the northeast, detailed in the “Appendix”.
lies the aged mid-wife Hanna Gibings
(female human Adp 3/Clr 1) who offers
her knowledge in herbs, and magical
potions to those who are in most need.
Few know of her potions, and even
fewer know of her devotions to Hala.
Either way, it does not stop the
occasional visitor from asking her for a
special boon, or perhaps in purchasing a
charm or two.

12
13
Abduction on the Heath

he adventure will begin with draw near, vanishing in the mist. A


the player characters dreaming. ghostly moan sweeps across the
Each character will receive the same dark landscape, drawing your
dream, and upon waking will remember attention to the unearthly pool in
it vividly as if it were a prophetic omen, which was once haunted by the
or perhaps a vision of events that have spectral lanterns.
occurred or will occur. Though A feeling of immutable dread
ambiguous as to when the dream has overcomes your every sensation,
taken place, it foretells of future danger while your body gives into
that the adventurers cannot ignore. Read horripilation, and a collection of
the following to the players: something wells securely within
your throat. A muck covered hand
You dream – Your vision takes
rises from the rippling pool; the
you through a thick bank of fog that
decaying remains of the sinkholes
rolls across a deadly moor at night,
earlier victims cling to its ghoulish
with nothing more than the pale
flesh. The stench of decay and the
moon to light your way. You can
taint of evil seep into your pores
smell the putrid stench of decay
and you feel yourself choking.
shamble through your nostrils,
You awake in an outpour of
churning your stomach to some
horror and sweat. The knot in your
nauseating dirge. In the distance
throat serving as a reminder of
you hear the baying of hounds
something ominous that clings to
carried upon a frigid wind that tugs
the air like a saltine breeze.
at your flesh. As the ravens caw
above you from the nightmarish
canopy of the occasional cypress, The Mists of Ravenloft
you note the nearly hidden swamp
pits that gurgle from beneath the
rolling wisps of gloom and lichen This adventure offers a few
covered ground. Often times you alternative methods in which to
see the pallid reflection of some introduce the player characters into the
forgotten traveler long since adventure. Whether this adventure is
swallowed by the bog’s murky meant as either a beginning or
waters, its latescent orbs staring up continuation of a Ravenloft Campaign,
at you hauntingly as you pass or as simply a weekend of horror, there
unmolested through the heath. are many ways in which the characters
Ahead two glowing will’o’wisps can find themselves at the mercy of the
dance methodically above a awesome mists. Below are a few
bubbling pool, yet flee as you suggestions in how to incorporate this
adventure into your personal campaign:

14
The Nightmare That Never Ends First Impressions
After waking from the initial nightmare
the characters find themselves lying along the The strange atmosphere of
south road only a few miles outside of the town Hollow’s Creek is one that will reflect
of Hollow’s Creek in the domain of Mordent. mindfully on the characters. Unless any
No matter which way the characters decide to go, of the adventurers have been to Mordent
they will eventually encounter a local tiller by
the name of Nathaniel Beck. Nathaniel is before, everything should come off as
driving his Clydesdale-drawn cart into town to completely foreign to them. The locals
purchase a few supplies and will offer to take for one will be sure to avoid contact with
them there out of kindness. Nathaniel is a good them as much as possible, preferring to
source for information, especially local
go about their business without being
knowledge and doesn’t mind answering any
questions the party may have. drawn into someone else’s. If any of the
party members stray farther than the
Hooded Lantern, they will be stopped by
The above example is meant for one of the watchmen, preferring to
a single character, or group of characters inquiry about the party’s nature and
either in another domain, or from intent of visit here in Hollow’s Creek.
another campaign setting. For those Rarely will a watchman approach the
who are familiar with the Ravenloft party alone, but will have at least one
setting would be perhaps drawn to other watchman to guard his rear in case
Hollow’s Creek by a previous task… of any problems. The watchmen on the
other hand, will be kind and tolerant as
The Old Dwarven Collector possible, though characters with a high
OR may find themselves immediately
A dwarf by the name of Axle Rowgrim, mistaken as creature of evil.
from the Mountains of Misery out of Darkon, If ever anyone asks about a place
has set up a printing-press in Hollow’s Creek. to stay for the night, they will be
The party has recently acquired a selection of
rare tomes by either adventure, a financial deal directed toward the Hooded Lantern
gone bad, or from a particular patron. They are which is located on the border of the
told by a reliable source that Axle Rowgrim is a village to the east. They do however
fine collector of old books and would pay have an entire day to spend in the
handsomely for them. Indeed, the old dwarf is comforts of the village before the
so taken with the books that he insists that the
party takes 50 gold pieces for the collection and adventure truly begins. This can be a
an additional 10 for their troubles. great time for any of the party members
to search around town and get to know
all the sites and perhaps gain a little
Of course there is always the insight into the towns past. Players may
simple method of being “engulfed by the roll a Gather Information check to see
mists” and deposited on the South Road what their character can find out from
next to the sign pointing toward the locals.
Hollow’s Creek.

15
Gather Information Results:

DC 5 – Scandal of the Week DC 16 – Muttered Paranoia

Madam Sophia le’Martineque, a woman from The Coleridge family has been excessively
Dementlieu, has just opened a ballet school here reclusive the past few years, and having their
in Hollow’s Creek. The locals believe that dance estate far from the city borders doesn’t help
and theater are frivolous endeavors and refuse to much. Some suspect that they may be dabbling
give her the time of day. in the magical arts, possibly even alchemy.

DC 8 – Old News DC 18 – Secreted Sympathies

Flint Ambrose, a merchant originating from The Lord Mayor Thaddeus Knox-Creed, since
Mordentshire has finally moved into his new his wife died twenty years ago, has remained
home, after the recent renovation of Silver Swan, distant and afflicted with an unrelenting
this past month. Rumor has it that he has no melancholy. Thaddeus refuses most company,
noble lineage but is a wealthy merchant such to the extent that his family estate
attempting to expand his trade further inland. Allsworth stands empty of any servants or
attendees.
DC 10 – Recent Past
DC 20 – Ghost Story “The Weeping
A family from Falkovia purchased the old Child Bridge”
Pendlefern ranch nearly 7 months ago. It is
rumored that they fled their homeland in fear of The party is warned about the dangers of the
their lives. Some believe that Drakov could one Weeping Child Bridge, and is told of the tale
day send agents across the borders in order to surrounding the haunt (See the “Appendix” for
recollect his “property” and that Hollow’s Creek additional details)
may suffer for harboring the refugees.
DC 22 – Ghost Story “Old Man
DC 12 – Whispered Rumors Hollow”
The post-poned the wedding between Cecil The party learns of the story behind Hollow’s
Harnasse and the daughter of Laton Cuvier, Hill and the locals superstitions regarding
Mlle. Jacquelin Cuvier, has finally been wooden toys (See the “Appendix” for additional
absolved. Already plans are being set in motion details)
for the betrothed to finally wed.
DC 30 – Tale of the Eye Thief
DC 14 – Hushed Events
Five years ago the village of Hollow’s Creek was
Cecil Harnasse has lost a fortune in precious plagued by a series of murders resulting in the
cloths, tea and spices imported from Sri Raji. taking of the victims’ eyes – even the beloved
Rumor has it that only one ship out of three have Philip Harnesse was killed by the fiend. With
returned from the Sea of Sorrows. A few local the help of an adventurer the local nobility
lands have been leased out in order to make up managed to hunt him down in the northern fen
for the financial crisis, and word has it that the and slew him. His body slipped beneath the
union of Cecil and Jacquelin Cuvier is inspired waters of the swamp, never to be seen again.
by the financial mishap.

16
silver pieces entitles the character to
The Hooded Lantern half of the queen sized bed. For an extra
silver piece, one can have wine brought
up to their room at any time during their
Sooner or later, as the night stay. Breakfast is served free and
swallows the horizon, the party will find between 7 a.m. and 9 a.m. for all guests
themselves entreating upon the of the Hooded Lantern. If a character is
hospitality of the local inn known as The not interested in sharing a room he/she
Hooded Lantern. There they will find may pay 5 silver pieces for the entire
the welcome smiles of Fredrick Fallyn room (the extra silver piece is to
(Exp 2), who will insist that the compensate for the inconvenience of
characters warm themselves by the fire, turning away potential customers).
enjoy a glass of ale, a warm dinner, and
the humbled company of the locals.
Conversation will cease upon their The Hollow’s Creek Watch
arrival, but it will not be long before the
patrons will regain their desire to speak, An hour or so past midnight the
with new topic concerning the Inn will be subject to a violent rapping
newcomers. If the party has not yet met, by the local sheriff Laton Cuvier
now would be a good time for them to accompanied by an assignment of five
interact with each other. It would also local watchmen (virtually half of the
be a fine time for the characters to speak town’s volunteers). Laton Cuvier will
with the locals, learn customs and even announce that the player characters are
local legends. Some stories they may all under arrest under the suspicion of
encounter would be about the slaughter, destruction of property,
*Mournesworth, *Scottmatter, or the kidnapping, and possibly even murder.
*Blackburn-Bruce family (*Ravenloft Laton Cuvier doesn’t have any
Gazetteer III) or even the tale of Old incriminating evidence pointing to them
Man Hollow - a local favorite. Spending as the killers, but since the characters
enough time around the people will arrival and the crime in question
allow the characters a sense motive coincidently occurred within the same
check [DC 18] to notice that it seems the 24 hour period, he isn’t willing to take
people are burdened by something; their any chances. Any rebuttals will be
faces lack a lively spunk, their manners ignored and resisting arrest will be met
are somber and everyone appears near- with force. If a character happens to
paranoid around strangers than most harm any member of the watch by
other cities in Mordent; [DC 24] for non- means of weapon beyond unarmed it
natives. They all suffer from a horrified will issue the characters death warrant.
past concerning the Pendlefern murders Sheriff Cuvier will demand that the
and the loss of many others by the characters surrender their weapons into
sadistic tortures of one they call the Eye the hands of the watch. He will assure
Thief. them that if they are guiltless then they
The rate of stabling is 1 silver have nothing to fear. Once they confirm
piece per day and to stay at the Hooded all the characters alibis their weapons
Lantern, it costs 2 silver pieces. There will be returned to them in proper order.
are five rooms available for rent, and Once all weapons are secured
unless otherwise negotiated, the two (with a thorough search check), instead

17
of directing them to the town prison, he distance, Cuvier will bring them to the
will instead manacle them, load them fence line where they can witness the
into a jail-carriage drawn by four carnage that befell the Von Storben’s
hourses, and take them to the scene of livestock.
the crime. He hopes that the scene can
pull some form of reaction from the The shadowy mounds are not
characters that can be later used in rises in earth, but the ghastly
considering the characters’ future remains of the ranch’s once
release. beautiful mares. Each horse’s neck
is cut about mid-line, its precious
blood ichors have long collected in
Von Storben Ranch dark stagnant pools, reflecting the
light of the flames. But more
The Cuvier wagon, will bring disturbingly is the absence of the
the party to the Steadfast Estate, recently creatures’ eyes, now nothing more
purchased by the Von Storben family. than empty sockets that remind you
The party will immediately be aware of of hollowed graves.
the blaze from their windows, read the
following: There is one mare per character.
This is to represent the player characters’
The flames roar into the sky like strange arrival, a coincidence that Cuvier
an inferno, tearing apart whatever has already deduced but fails to mention;
majestic dwelling once stood. Even preferring to keep the information to
the neighboring barn has caught himself.
aflame and is now being drawn to At this point, anything the
ashes. The buildings’ cinders fall characters do or say will be met with
like snowflakes, glittering like questions and suspicion, however this is
dieing fireflies against the darkness not to say that Cuvier or those apart of
of the moor. The embers gather the watch will refrain from being polite
themselves in collective pockets or make crude assumptions. Cuvier is
atop the shoulders of the Hollow’s all about being objective and will ask the
Creek watchmen. Three of the five characters to establish their whereabouts
guarding watchmen are staring for the entirety of the day, insisting that
grimly from the ranch’s fence line, they leave nothing out and offer a trail of
their lanterns casting dark shadows witnesses to confirm their alibis. If any
across scattered mounds that lie character is uncooperative, Laton would
about the pasture. be more than happy to commit to an all-
This place looks as if it was night interrogation in a holding cell.
once a ranch of sorts, now nothing Whilst Cuvier is engaged in
more than an echo of a twisted conversations with some of the
infernal. characters, roll a spot check secretly for
each character. Whoever achieves the
Under the watchful eye of Sheriff highest roll notices something at her
Cuvier, the manacled characters will be feet; pass this description secretly to that
forced to exit the carriage and survey the character:
ruin; in this they have little choice.
Beyond observing the blaze from the

18
You notice something …back upon the ground. The
protruding from the ground, covered in watchmen stand frozen in their places
loose dirt. At first you are unable to whilst the dark beast paws at the
make it out, but nudging it with your tainted soil,keens once more in the
toe you are able to identify it as a night air and flees into the disparity of
yellow-stained bone. It appears to the all-consuming mist. Its presence
have once served as a human arm, now leaves an unnatural feeling akin only to
nothing more than a crude mockery. the shroud of death.
Oddly there is a piece of twine tied at
each of the bone’s ends, with just Laton will be unsettled by the
enough slack to wrap itself twice over. sudden encounter with the uncanny
creature. He will remind the now
Laton has not noticed the bone frightened watchmen of their duties and
and neither have any of the watchmen. otherwise encourage the characters into
If the character brings it to the Sheriff’s the carriage. If asked why he will not
attention, then he will simply dismiss it pursue the stallion, Laton Cuvier will
as something possibly dragged there by a simply look the character in the eyes and
dog or fox. On the other hand, if he is say, “That horse, if it can be called such
also made aware that there is string thing, is not of this world. Only a
attached to it, he would then ensure to madman would follow that beast into the
bring it along as crucial evidence. A mist, as only a madman would emerge, if
Sense Motive check DC 10 will show at all.” He will not elaborate any further
that he is greatly troubled over the object than that. Laton has seen his share of
as now he will believe that this was not a horrors and knows when to avoid them.
random act of violence, but something
involving ritual or even arcane. Any A Night Spent in Jail
Spellcasters in the party will fall under
even greater scrutiny.
Once everyone has given their The characters will be returned
alibi, Laton will order his men to put the to Hollow’s Creek, but instead of
characters back into the carriage. spending their first night within the
However, not before reading the warmth and comfort of the Hooded
following: Lantern, the party must brave the cold
misery of a ten by ten cell. The cell is
As Cuvier and his watchmen kind enough to offer two cots that are
begin to motion you back into the partially stained. One can only imagine
carriage a spectral whiney freezes the source of the blemishes. There is a
your hair to stand on end. Your small bucket in the corner that looks like
attention is drawn towards the it has been used as a waste depository in
opposite end of the fence-line where the past. Moonlight trickles into the
rearing from a bank of mist is a stone prison from a window no larger
stallion forged from darkness itself. than a human head. The walls are a
The phantom-like being exhales a chilling stone, whilst the window and
cloud of steam from its nostrils before southern wall is protected by a thick set
touching its hooves [continued] of iron bars. The lock on the jail cell is

19
an amazing lock (DC 40), so even if a
character managed to hide a set of A blackened storm churns
thieves tools, or decided to create a above you, spewing out a few stray
makeshift one, will have a difficult time bolts of lightning on the horizon,
unlatching the lock. For the most part, followed by the ever present clap of
once the characters are inside the cell, thunder, that leaves a frightening
they are there until someone lets them pain within your gullet. You can hear
out. the ship straining beneath you, as you
look to your companions, whom
Hollow’s Creek Jail
along with yourself, are tied securely
The jail is nothing to brag about. It is to the mast, shivering; be it from the
nothing more than a front lobby and desk, a bite of the sea, or from fear itself, you
central office fitted with prisoner archives are uncertain.
and a vault for storing evidence, an
interrogation room, and two ten by ten cells.
Captain Abertson’s ghastly
This is one of the few buildings in Hollow’s face is lit up by an arm of lightning,
Creek made completely out of stone. followed by another deafening
rumble. Its melodies summon forth
additional tides to clash against the
The idea is not to bore the deck, causing you to grip tighter on
players to death, but to allow them a the only lifeline that binds you to the
chance to have their characters discuss ship. The Captain strains at the helm
the events of the night. Though to keep the ship afloat. Once again
miserable, misery loves company, and it you are swallowed in darkness, and
will not be long before even complete can feel the vessel moaning from
strangers will start conversing with one beneath the masterful waters. Your
another. This is a great time for you as a heart stops as another flash of light
DM to sit back and relax and watch as allows your eyes to settle upon a
character traits unfold. dark stranger, covered from head to
After awhile the characters will toe in thick robes and cloth, hidden
need to gain some shut-eye. Due to the beneath the stairs which lead to the
events surrounding the crime scene, the bridge. A face of dread possesses
uncomfortable surroundings of the cell, your own as you feel that he has been
and the following shared nightmare, the watching you for sometime. Once
characters will wake fatigued. Those again in darkness, you feel his boots
who attempt to wait the night out will hammering against the deck a slight
find themselves influenced by some limp in his walk, the scent of fresh
compulsion to sleep, and before they decay overwhelms your nostrils as he
know it they will be dreaming; soon to passes, you then feel him stop at the
awake at dawn. Read the following: front of the bow, unhindered by the
trashing of the ship.
You dream – The claw-like waves A strike of lightning
crash against the teetering bow of the illuminates the creature – the thing’s
ship, making it lurch to one side as a face finally revealed to you as some
lone figure fights to keep her afloat. abhorrence, some abominable
The wind assails your body with a wretch, a creature of pure horror!
frigid blast of numbing death, You open your mouth, but nothing
accompanied by tiny spears of water save the squall of the storm echoes
that sting by the touch. [continued] from without. A bolt of [continued]
20
Waiting just outside the prison
…lightning strikes the crow’s nest on horseback are the three prevailing
and you feel the ship give way and families from the region: Cecil Harnasse,
the collapse of the rigging above. the magistrate Johnathan Coleridge, and
Terror-struck, you can do nothing to Lord Major Thaddeus Knox-Creed.
divert your eyes from the creature Flint Ambrose, a recent wealthy arrival,
nor to prevent the tearing of the mast will also be accompanying the other
as it splinters and is then ripped from three, appearing eager to offer anything
its holdings plummeting over the to the general “well-being” of Hollow’s
bulwark. It is not until, but a few Creek. (Their statistics are listed in the
short moments, when the hemp Appendix).
tightens about your waist that you Johnathan Coleridge will
and your companions are launched approach the party from his horse and
high into the air – screaming into the introduce himself along with his title as
dismal abyss. magistrate. He will apologize to the
You wake up in yet another party for their misfortunate stay in the
restless sweat. The creatures face town prison, as it was at his request. He
lifting from your memory as all wishes to make amends by honoring the
dreams tend; grateful that it had. party by purchasing them breakfast at
the Hooded Lantern, and compensate
them for a nights stay at the
The party will be woken in the establishment. He will claim he has a
morning by Laton Cuvier bringing them proposition for the characters as they
news that their alibis have held, and that look of the adventuring sort and will
they are free to go. He will apologize to assure them that they’ll make it worth
them as he returns their gear, claiming their while.
that “In times like these, one cannot be Once in the comforts of the Inn
too careful.” He is not fond of having to Johnathan Coleridge will introduce the
place innocent people behind bars, but rest of his companions (if it hasn’t been
his duty to protect always comes above done already). Coleridge will lay the
his greater sensibilities. He believes that foreground of the proposition, reminding
it is best for an innocent to suffer a night the party of the horror that they saw just
in prison, then to allow the possibility of last night. Thaddeus will then explain to
a criminal to wander the streets. them about the Von Storben family, their
Cuvier will apologize to them flight from Falkovia and their decision to
once again before they leave, telling settle in Hollow’s Creek. Thaddeus will
them that they are good people, and if claim that they are good people and fears
they happen across anything suspicious for their safety considering the condition
to please let him know. Once everything of their ranch. He suggests that a few of
needing to be said is said, the party will Vlad Drakov’s Talons may have made it
find that the road to adventure is right across Mordent in search for the missing
around the corner. family, and decided to lay waste to their
home, but will say that he cannot be
A Pleading Proposition sure. A Sense Motive check DC 15 will
notice that Thaddeus and the rest of the
men are holding back a piece of

21
information. If asked they will say that
if it is indeed the Talon’s then the Von The offer is thus, the watchmen of
Storben’s are presumably already dead. Hollow’s Creek are not fully prepared to
However, something else plagues the deal with something like this, especially
four men and another Sense Motive if the Falkovian military is indeed
check [DC 15] will only confirm this. responsible. Laton Cuvier is conducting
The characters will feel that these men his own investigation, but needs more
are holding back something, but pressing willing individuals, such as the party, to
the matter at this time is probably not investigate the disappearance. They
within the characters best interests. offer a total of 50 gold pieces to each
Even so they will refuse to comment on character for getting to the bottom of the
it claiming that their minds are plagued crime (a Diplomacy check [DC 15] can
by events of a completely different sort increase the gold by 10 each). Also,
and in will try to divert the characters Flint Ambrose will, much to the surprise
attentions on the Von Storben’s of his other companions, offer 500 gold
disappearance. pieces for bringing back the one
responsible for the atrocities. Ambrose
The Von Storben Family believes that by offering a greater sum of
money that the characters will accept the
The Von Storben family consists of proposition, and that it will gain him a
Drakeve age 33, his wife Elsa age 28, their
daughter Eliza age 11, their son Ufree age
large amount of prestige amongst the
14, and their 6-month old daughter Yafee. locals and the noblemen.
Darkeve was a merchant born in Falkovia Another thing that they will
who was once of considerable repute. He mention is that a wheat farmer by the
managed to gain the attention and disfavor name of Gregory Longfellow accounted
of Vlad Drakov’s Talons by refusing to
smuggle illegal goods into Darkon.
a strange encounter last night a few
Fearing the vengeance of the Talons, hours after the players were confined.
Drakeve arranged for his family, and what He claims that he was returning from the
few possessions they could carry, to flee Red Flagon to his farmstead atop his
into Mordent. The Von Storben’s however horse, when he was attacked by what he
could not flee far due to financial
difficulties and so Drakeve made a deal
claims to be the walking dead. He was
with Thaddeus Creede in the form of a able to get away without any marks,
loan for the purchase and funding of his even claimed to have ran over one. He
ranch. For seven months the family has raised the Coleridge family and when
been living at Steadfast, and old estate that they went to investigate, found nothing
belonged to a previous family who met
with horrible ends. Beyond simple
to indicate that there was even a
compassion from Thaddeus, Drakeve has struggle. Normally they would have
attributed the family’s horrible demise to attributed it to excessive drinking but
the relatively cheap cost of the land. because of recent events, they are not
The Von Storben’s all have dark about to dismiss anything without a
blonde hair with brown eyes, except Yafee
whose eyes are gray. All the Von
proper investigation. If the party finds
Storbens, save for Yafee, have the hawk the time, they would appreciate them
seal of Vlad Drakov branded onto their looking into Gregory Longfellow’s
foreheads; which they try to hide with head account. If it leads into anything they
bands or large hats. Yafee is the first to be would be more than willing to
born outside of Falkovia.
compensate them for their troubles.

22
Johnathan Coleridge will suggest tracks, some that went between the
that the party revisit the scene of the house and others between the barn and
crime, that perhaps they can find the horses. It looks like the horses were
something that the watchmen missed. brought into the field one by one. Those
Also, they will mention that Gregory with the Track feat can roll a Survival
Longfellow has not left the Red Flagon check DC 20 (due to the constant fog of
since the encounter. the moors and the tracked party taking
pains to hide their trail) will reveal their
Revisiting the Von Storben tracks heading into a particularly thick
section of the heath before vanishing
Ranch entirely, no more than a mile out. The
perpetrators used a few pinches of Dust
Once the party arrives read the of Tracelessness to cover their tracks.
following: Unless the Tracker can meet a DC 40
survival check, it looks like they simply
The two buildings, from what you disappeared in the mist.
can tell to have been a barn and A Search check DC 15 in the burned
home, are now nothing more than home will locate a few pieces of chard
skeletal remains and ash. A few human bone. A Survival Track check
boards are still alit and smoke slowly inside the home is nearly impossible DC
trickles from the remains. The only 35 but will reveal that there was a
portion of the house still standing is struggle inside the house. However, if
the remnants of the chimney and the party can somehow divine what
hearth. happened to the Von Stroben’s they will
The fence line that marks the learn that a group of brigands wearing
horses grazing field is disrupted on a Leather Armor, with human bones sewn
few sides, but still intact. The mare to the outside of it, dragged the Von
corpses seem to not have been Storben’s from their home, slaughter
touched by the local watch, but have their horses in front of them, and then
been victimized by local predators. dragged them into the mist bound by
A search of the horses will reveal their hands in manacles. Depending
that the instrument used to remove the upon the divination, the party might
horses eyes must have been a dagger or even get a glimpse of the bandit leader,
another sharp object, perhaps even a Eldrynn Lorean.
rapier point. There are rope burns There is nothing else of note save
around the base of the creatures’ neck, for the mysterious hoof prints of the
just a few inches below the point in phantom stallion heading off into one of
which the creatures’ neck was slashed. the moor’s thick bogs. Following the
From the look of the disrupted earth, the stallion’s tracks is not a good idea,
horses gave a good fight. The ground is beyond the dangers of the swamps of
mixed with both boot prints and hoof Mordent, is the great distance the horse
prints, but due to the large assortment of may have covered in the past few hours.
tracks, its hard to tell exactly how many The horse could be anywhere by now.
there were.
A Survival check DC 13 will
reveal that there were at least 7 sets of

23
24
Discovery of Bone

or the most part the player


much that I’d be seeing sprites or
characters will find very little in
devils that tarn’t there. Old Nitsy
evidence at the Von
knew the way home, we’ve traveled
Storben Ranch, as the brigands lead by
the South Road plenty o’ times in the
Eldrynn Lorean are highly disciplined,
past, especially in the dark coming
especially since their leader has an acute
home from the Red Flagon.
sense of detail. After a long
I just a few strides past the turn
accumulation of dead ends, the party
off to the o’ Coleridge estate when
may either seek out Gregory Longfellow
out from the ground came the bones
for something to cure boredom, or
of me ancestors, each brandishing
perhaps they may make a connection of
their rapiers, screaming like vengeful
human bones, with Gregory’s tales of
spirits that have come to enact their
the wandering dead.
revenge. I’ve naught done anything
to gain the woeful eye of me dead
Gregory Longfellow cousins, and yet there they were!
They surrounded me on all sides,
Gregory Longfellow currently their eyeless sockets bearing into me
resides in the Red Flagon, attempting to like brazen fire. They started to claw
drown the constant visions in his head; a for Nitsy, tried to get a hold on the
repeat of last nights encounter. He failed reins, but I managed to turn her
a horror check and is now obsessed with around, even managed to trample one
the vile creatures to the point where he of em, yet barely escaped with me
can’t sleep nor speak about anything life.
else. When the party arrives, Gregory I managed to reach Haven
Longfellow will be sitting at the bar Ridge and roused the Coleridge
finishing off another tankard of ale, family in sounded alert. But once I
muttering to himself about the living pointed the place out, the spirits were
dead. gone and not trace could be found. I
Gregory is in his mid thirties, brown haven’t been able to sleep since; their
hair, and grey eyes. He’s average grinning faces are still fresh in me
looking, adorn in the same fashionable mind. Not even the ale seems to be
trend as the rest of the population, with a helping, but at least the spirits here
three cornered hat, and wool vest. are kinder.”
Gregory will be more than happy to
relate his tale about his encounter with
the walking dead. The following is his If asked, Nitsy is the name of his
interpretation: horse, a brown mare that is hitched in
the local stables not far from the Red
“I was returning from the Flagon. If the players ask, they can
Red Flagon, having just finished a examine Gregory’s horse. A Spot check
few cups of ale. I wasn’t drunk DC 12 will reveal that his horse has a
mind ye, to the point of little cares few spots of dried blood splattered at the
aye, but not so [continued] tops of its hooves. It’s not horse blood

25
and it doesn’t belong to Gregory, as of Hollow’s Creek the Bandits will
miraculously he emerged from the fright continue to make raids, leaving behind
unscathed. If questioned, Gregory has the eyeless corpses of the farms’ horses
no idea how it arrived there and a Sense with the people no where to be found.
Motive DC 12 will only confirm his Each disappearance will be done in the
story. similar manner, with the occasional
If the party decides to have him piece of bone that happened to fall off
take them to the site where he was the armor and the tracks leading and
presumably attacked, he will be partially disappearing into the mist; with a large
hesitant. If the party can convince him concentration of disappearances along
that they will protect him, only then will the south road.
he reluctantly show them the way, as If the party decides to patrol the
long as it’s full daylight. south road, or if they are clever enough
to create an ambush, the characters will
Horror on the South Road eventually encounter a troop of skeleton
adorn brigands.
The south road is nothing to Bone Bandit: Human War 2; CR 1; SizeM
boast about, as it appears more as mud humanoid (human); HD 2d8+4; hp 15; Init +1
trail, blessed with deep wagon ruts and (Dex); Spd 20 ft.; AC 14 (touch 11, flatfooted
uneven terrain. Surprisingly however is 13); Atk +5 melee (1d6+2, crit 18-20 /x2 rapier);
Face/Reach 5 ft. by 5 ft./5 ft.; AL NE; SV Fort
the absolute lack of tracks where +5, Ref +1, Will +1; Str 15, Dex 12, Con 14, Int
Gregory Longfellow’s skeletal encounter 11, Wis 13, Cha 11.
took place. A survival check DC 20 Skills and Feats: Intimidate +2, Hide -1, Listen
with the Track feat will locate the tracks, +4, Move Silently -1, Ride (horse) +3, Sense
having been purposefully covered up Motive +2, Spot +4; Alertness, Weapon Focus
(rapier)
and then later disappear entirely in the Possessions: Rapier, black leather armor of
same exact manner as those at the Von skeletal disguise, dagger
Storben ranch (See “Revisiting the Von
Storben Ranch” section for track DC’s). The encounter should be set up to have 1
The skeletons that Gregory Longfellow bone brigand per character to equal an
saw were actually bandits dressed in EL = -2 the parties level. The party
black leather armor with bones secured should easily be able to defeat the
by twine to appear as the walking dead. raiding party, and if any of the brigands
All other attempts in searching are left alive, the party can attempt to
the road DC 15, will locate a few more interrogate them into revealing the
pieces of bone from the wrist of a human location of their base and their sinister
skeleton that is also yellow in coloration. plot.
Besides the few fragments, the party will
be unable to find anything of note.
If all the bandits were slain, or
the party is unable to properly intimidate
Patrolling the South Road them, then they can still attempt to
follow the tracks back to their camp.
Unless the party begins to patrol Among the possessions of one the
the south road, or to take measures to bandits is a small pouch filled with one
protect the outlining farmsteads outside application of dust of tracelessness.

26
Black Leather Armor of Skeletal Disguise

Armor Bonus +3, Maximum Dex Bonus +2,


Armor Check Penalty -4, Arcane Spell
Failure Chance 30%, Speed 20 ft., Weight 35
lbs. +2 Hide checks at night, -2 Move
Silently Checks. Spot Check or Knowledge
(undead) check [DC 12] or believe the
wearer is a skeleton. If the wearer is
believed to be among the undead the viewer
must make a horror check [DC 12].

Rallying Hollow’s Creek

If the player characters decide to


inform Laton Cuvier, or any of the other
prominent families of the area about the
cause of the disappearances, they will be
quick to rally. Laton Cuvier will insist
the noble families take charge of
protecting Hollow’s Creek, along with
four of the watch, whilst he and the
remaining six watchmen will come to
the party’s aid in destroying the Bandit
camp. The number of Bandits should be
upped accordingly to the effective party
level.
Another means of playing the
force from Hollow’s Creek is to place
them in a completely separate party and
either roll their combats separately from
the adventuring party, or simply estimate
their losses off to the side – keeping the
dice rolls to a minimum.

27
Cutting the Binds

other such hazards. Read the following


The Bandits of Bone Camp once they reach the bog:
The bog assaults your nose with a
The bandit’s camp lies within an debilitating nausea that creeps from
old cemetery that has long since been your bowels and into your throat.
swallowed by the encroaching moor. From beneath the canopy of half-
The Mournesworth family had once dead trees and the choking stench of
planned to relocate the graves to their the undergrowth you are unsure of
family estate, but since their how anyone could fathom living in a
disappearance, the graveyard has gone place such as this. You can hear the
untouched. Once the party reaches the distant calls of wood owls and a few
northeastern moor, tracking the bandits’ other birds of prey. The muck clings
previous route becomes much easier. to your boots with each and every
Without the brigands’ tracks, the party step as you try to trudge through the
will have to worry about sinkholes and moss covered ground. [continued]

28
The incessant mist swirls around you, accumulate the saving throw difficulty
simulating the very hairs of your increases by 1.
arms to combat the constant chill of
the bog. If you didn’t know any Area 1 – Past the Gruesome Gates
better, you’d feel as if you are
following a path to your own grave. Beyond the gate, the once paved
road leads directly into a lake of water.
The party can choose to either cross the
About a mile into the bog the lake by either using the bridge, the flat
party will soon come across the hidden bottom boat, or attempting to swim
cemetery housing the Bandit’s of Bone. across. The characters should be able to
Read the following once they arrive: make out area 3 and 4 while looking
across shore. If the characters move a
The mist soon parts, revealing the bit to the north they should be able to see
black iron gate which leads into a area 5 slightly poking out of the dismal
dismal cemetery. In the distance you fog.
can make out the headstones and
tombs that jet from the moistened Area 2 – The Makeshift Bridge
earth. The swamp has long since
buried the majority of the grounds, When the bandits first arrived they
allowing both grave and tomb to attempted to create a bridge that
slowly sink beneath the loose soil and consisted of wooden planks that would
caliginous waters. A few fires can be span across the half submerged
seen, casting skeleton-like silhouettes headstones and tombs. Later, as the
against the bank of fog. You can boards were quick to become
hear the sounds of men conversing waterlogged and somewhat slippery,
and laughing, which acts as a they added extension ropes to help aid
warning that you have indeed found balance. Read the following:
the bandits’ hidden lair.
The bandits have fashioned a
makeshift bridge using crude
The cemetery is covered in a
wooden planks and extension ropes.
thick layer of fog that reduces visibility
The boards look incredibly
to about forty feet. There are many
slippery, where as near the center
areas that are inaccessible due to high
of the construction lays a tomb that
waters and must be navigated by the
must be climbed over before
bridges that the bandits created or by
reaching the other side of the shore.
using the flat bottom boats. If the
Even from here it looks extremely
players wish to have their characters
dangerous, but if one were careful,
swim through the water, they will have
it might save more time than taking
to make swim checks [DC 10]. Those
the flat bottom boats, that is of
who swim in the water are bound to pick
course if you don’t end up in the
up at least 1d4 leeches per 10 feet of
water.
water. Though the leeches by
themselves are harmless, they all carry a
disease called Bog Fever [DC 12]. For In order to cross the bridge safely
every 10 leeches the characters the characters have to make a Balance
Check [DC 10, or 12] without the use of

29
Bog Fever – Disease

Bog Fever is a disease carried by leeches, rats, and other swamp inhabiting denizens
throughout Mordent’s Bogs. The symptoms include high fevers which lead to hallucinations,
coughing, and constant fatigue. The incubation period is 1-3 days, DC 12 (Injury) and causes a
temporary 1d2 Con and 1d2 Str drain.
What many are not aware of is that the hallucinations that the victim suffers are not
hallucinations at all, but are the spirits of the dead. Bog Fever temporarily grants the victim the
Ghostsight feat from the Ravenloft Player’s Handbook. Once the disease is cured, the sufferer
looses the ability to see into the Near-Ethereal.

crowbars, 8 days worth of firewood, 5


the ropes, in order to cross the first set of flint and steel, 2 grappling hooks, 1
planks. Then the partially submerged ladder (10 ft), 4 lamps, 3 very simple
tomb’s roof must be climbed across [DC locks, 15 manacles, 1 (30lbs) barrel of
10], and then lowered onto the next set lamp oil, 2 iron cooking pots, 100 days
of planks to reach the shore. If a worth of trail rations, 200 ft of hemp
character falls into the water, it may rope, 20 sewing needles, 10 spools of
attract the attention of the nearest guard, twain, 1 sledge hammer, 3 shovels, 10
[DC 12] Listen check, who will be quick torches, 2 machetes, and a scythe.
to investigate its cause.
Bandits at their Posts
Flat Bottom Boats
Eldrynn Lorean posted guards in
The only way to navigate the swamp is strategic locations that he believed were
through using the flat bottom boats. These vulnerable. Though he believes that this
boats have no oars, but can be piloted by isolated cemetery offers a remote enough
using the ropes that are strung across the location to conduct his raids, he still fears
opposite shores, or by using a quarterstaff or the possibility of being discovered.
other such item. Each boat cannot hold more Nevertheless he prefers not to be caught
than two passengers, or a total of 400 lbs, unaware should someone stumble upon his
anymore than that could cause the vessel to haven. The areas marked either A,B,C or
take on water. D are different guard posts. Each guard is
equipped with a sounding horn to alert the
camp of any troubles.
Area 3 – Tomb Storage
Post A (Watch Post) – 1 Bone Bandits
Post B (Camp) – 2-4 Bone Bandits
This small ten by ten foot tomb is
Post C (Slave Guards) – 2 Bone Bandits
made of stone with 1 foot thick walls, an Post D (Personal Guard) 2 Bone Bandits*
iron door held shut by thick chains and * Personal Guard stats are
an average lock (DC 25). Any attempts detailed under area 11.
at forcing the tomb open will arouse the
attention of the local bandits. The key is Area 4 – The Old Church
held by Eldrynn Lorean who keeps it,
along with the keys to the prisoners’ cell Darkly looming over the sunken
door and manacles, on a key ring. graveyard is a foreboding church. Its
Inside the tomb are the bandits’ supplies wooden walls have long since taken a
and food storage, the old casket was blackened stain, and sections of the
removed and placed in Area 9. Below is roof have all but collapsed. The
a detailed inventory of the storage room: temple doors are covered in mold,
4 (30lbs) barrels of rain water, 1 (30lbs) with one off-hinge. The steeple,
barrel of ale, 2 empty buckets, 50 oddly enough, still appears
candles (1 crate), 30 ft of chain, 2 untouched by the passage of time and
within a bronze bell [continued]

30
can be seen beneath the shadows. The church itself is devoid of
You can hear the sound of wind anything incredibly useful as most of the
chimes with each gust of wind that furniture and items within are rotted or
filters through the buildings cracks. completely rusted through. The wind
The markings above the door signify chimes, located about ten feet above the
it as a temple devoted to Ezra. altar, bestow to those of good alignment
a sense of inner peace. The item radiates
The church, for the most part, has a faint magical aura (divination) that
been left alone by the bandits. Eldrynn grants a +1 save bonus recovering from
Lorean first considered the temple for both horror and madness checks. In
his private chambers, but decided against order to gain its benefits the participant
possibly angering any lingering spirits or must spend eight hours listening to its
gods. Though his crimes are numerous, melodies. During these eight hours the
blasphemy is not one of them. The character can be doing other activities
bandits on the other hand, have crafted a such as prayer, meditation, or even
ghost tale about the ruined church. They sleeping. This item is considered a relic
believe a cleric of Ezra still haunts the of Ezra, and if returned to the temple in
building, that one of their numbers Hollow’s Creek, the party’s outcast
entered the church with vile intent and rating will be reduced by 1, along with
later emerged heavy in fever. In fact, receiving 1000 gold total and a cure
those who happen to catch Bog Fever, light wounds potion a piece.
claim they see the spectre of ghostly
figures watching them maliciously. Area 5 – Radcliffe’s Tomb
Their visions, along with the source of
the disease, are all attributed to a single This small ten by ten foot tomb is
non-existent ghost. the source of a rank 2 sink hole of evil.
Though not all that large in size (roughly
The Disturbed Graves the size of the island), the place is
tainted by fits of agony and horrendous
The bandits have unearthed graves,
raided the local tombs, and worn the bones torture. A ghoul by the name of Hagget
for a disguise. Their disrespectful treatment Radcliffe is cursed to forever stalk the
of the dead has caused many of them to rise cemetery.
as spirits from their rest. The ghosts are rank Hagget was a merchant of no
1, but have no powers. They simply wonder repute who had an obsession with
about the graveyard confused and sorrowful.
Those with the Ghostsight feat will see money. He was so possessed by the
ghostly shades wondering about the gleam of gold that he ensured that all his
gravestones looking for their graves. The wealth would be buried with him upon
ghosts cannot affect the physical world, but his death. Much to his dismay, his
within time may grow malicious due to their family was not about to allow his small
inability to locate their resting place. If the
corpses are returned to their proper grave (or fortune to rot with him in his coffin. So
at least buried or interred into an empty after he was buried, his family came in
tomb) the ghost will rest peacefully. If the the night and robbed him of all his
characters decide to bury the corpses, they acquired treasure. Driven by hate for his
should gain 200 experience points. family and all those who would rob him,
Otherwise, leaving the bodies unburied may
eventually create a sinkhole of evil. along with the desire for gold, Hagget
raised from his grave as a money-hungry

31
ghoul. Much to Hagget’s distress, he the tomb, he will ambush them from
found he could not travel beyond the atop, hoping to use his surprise round to
iron gates of the cemetery and for years paralyze them.
has been subsiding on the buried dead
and whatever happens across the Hagget Radcliffe: Human Ghoul; CR 1; SizeM
cemetery. Undead (ghoul); HD 2d12; hp 13; Init +2 (Dex);
Spd 30 ft.; AC 14 (touch 12, flatfooted 12); Atk
Since the arrival of the bandits, Bite +2 melee (1d6+1 plus paralysis); Full Atk
Hagget has been slowly stealing meals Bite +2 melee (1d6+1 plus paralysis), 2 Claws
from their number. He paralyzes them +0 melee (1d3 plus paralysis); SQ Darkvision 60
while they are sleeping and then drags ft., undead traits, spider climb, +2 turn
them to his tomb and waits for them to resistance; Face/Reach 5 ft. by 5 ft./5 ft.; AL CE;
SV Fort +0, Ref +2, Will +5; Str 13, Dex 15,
wake. Once awake he paralyzes them Con --, Int 13, Wis 14, Cha 12.
yet again, only to have them watch as he Skills and Feats: Balance +6, Climb +5, Hide
slowly devours them. The silent plea’s +6, Jump +5, Move Silently +6, Spot +7;
of the bandits along with the intense pain Multiattack
and suffering they experienced has Special Qualities: Paralysis (Ex) – those hit by a
bite or claw attack must make a Fortitude save
created the sink hole that now shrouds DC 12 or be paralyzed for 1d4+1 rounds. Elves
the tomb and surrounding vegetation. have immunity to this paralysis.
The disappearances have not gone Spider Climb (Ex) – The dark powers have
unnoticed by the bandit leader Eldrynn granted Hagget the ability to spider climb as per
Lorean. He however attributes their the arcane spell at will.
disappearance to desertion, which only
Encountering Hagget calls for a Horror
causes him to make quick examples of
Check [DC 15]. Due to the
those who even mention it.
circumstances surrounding the Hagget
Inside the tomb are the bones of
encounter, the party should gain a 25%
Hagget’s victims. The bones are
experience bonus for his defeat.
completely white, having been picked
clean by the undead creature, and
Area 6 – Widow’s Promenade
covered by multiple teeth marks and
other indentures. Hagget’s coffin lies at
Outside the two rows of tombs,
the far end of the tomb, opposite the
situated between them like a stone fence,
door. This is where he keeps all the
is a small garden that may have once
trinkets that he has accumulated of the
flourished with lilies and hedge vine.
many years he has been imprisoned here.
Now only two statues of sorrowful
Hagget’s Treasure: 32 gold pieces, 14
winged humans droop sullenly over a
silver, 42 copper pieces, 2 gold rings
gray patch of dried vegetation where the
each worth 10 gold, 5 gold fillings worth
garden had once been. A small bronze
1 gold each, a silver locket worth 12
sign encrusted with layers of swamp filth
gold, and a copper bracelet with an
denotes this area as “Widow’s
amethyst inlay worth 35 gold pieces.
Promenade” that rests at the feet of both
Hagget constantly admires his
statues.
trinkets when he isn’t out snatching one
The bandits have claimed this
of Eldrynn’s men. If he hears the party,
area for their sleeping quarters,
he will immediately climb onto the
essentially emptying out areas 7 and 8,
ceiling using his spider climb ability and
so they have a roof over their head if the
will hide there. Once someone enters
rains come.

32
times. He is currently suffering from
Area 7 – Tombs of the Bone Bandits fatigue for he hasn’t slept in the past 24
hours. Just the night before, he woke to
Each tomb is protected by a the sight of Hagget dragging one of his
metal door, though the lock has been bedmates out into the night. He might
busted in by some blunt object and now not have been able to see the thing for
swings freely by the touch. The tombs which stole his comrade, had the moon
are now the homes of the Bone Bandits. not been as radiant as it was. He failed
Each ten by ten tomb is fitted with 4 bed his horror check enough that warranted a
rolls, at which point at least 1 bandit is madness check, and now he is suffering
sleeping in each tomb. Eldrynn Lorean from extreme delusions. Now every
ensures that his men are on a constant creature, be it friend or foe alike, he sees
rotating shift. If the sounding horns are as being a ghoul that has come to drag
blown, the men will don their armor him off into the night just like all the
hastily (1 minute due to the leather’s others. If the party gets within five feet
reinforcement of bone) and rush out to of the bandit, he will attack them.
meet the trespassers. Otherwise he will constantly babble
Good Help is Hard to Find about the “creature” coming to get him
which can be heard from outside of the
There are a grand total of 26 bandits, tomb.
minus those the party has already taken out
on the South Road. Make sure that as the “Those eyes! Big, cold, they
DM you subtract a bandit each time one is were looking at me you know. He
defeated. Eventually Eldrynn will find his
numbers dwindling, not to mention loosing was looking AT ME! He dragged him
about 1 bandit per day to Hagget and about off into the night, but he won’t get
1 per two weeks to disease. me! HE WON’T GET ME! Green, his
skin green, dead. I could smell him,
If the party is accompanied by a force from dead like the swamp. His teeth,
Hollow’s Creek, you may consider
boosting the Bandits’ level by 1, his jagged, like knives, a lance like
personal guard by 2 and Eldrynn Lorean tongue. He’ll be back… I know he’ll
by 2. be back. He’ll soon be back for me.”

The bandits each have about 2d4 Any attempts to reason with Arty
gold, 2d10 silver, and about 3d20 copper will result in him screaming, “You’ll not
on their person at anytime. Those that have me! The dead will not have me!”
go out on raids keep their gold stashed and then proceed to attack the nearest
away due to the noise that coins tend to person.
make. Plus “skeletons” that carry gold
aren’t very convincing. Area 9 – Tomb of Refuse

Area 8 – The Crazed Bandit The scent of human refuse can be


smelled from the outside of this tomb.
One bandit named Arty Entering from the metal door, the
Windweed has shut himself up in his characters will find that the majority of
tomb huddled in a far corner. He keeps the tomb floor has collapsed into the
his armor on and weapons ready at all swamp and has taken on swamp water.

33
The bandits have cleverly cut a circular Area 11 – Entombed within a Tomb
hole in the lid of a coffin and have set it
up to be used as a makeshift waste The bone bandits have made use
depository. If the smell is not enough to of the northern mausoleum as a place to
dissuade the adventurers from poking house the people they have kidnapped.
around, they will be greatly disappointed Eldrynn Lorean has been hired by a
as there is nothing of use nor note in “cloaked figure” to murder the locals.
here beyond the obvious. Eldrynn on the other hand doesn’t like
things to go to waste, especially people.
Area 10 – Pool of Corpses He plans that once he kidnaps about
twenty or so locals, he will then proceed
This somewhat large mausoleum’s back to Sithicus and sell them as slaves to any
end has been swallowed by the potential buyers. Among these
encroaching waters of the swamp, and kidnapped individuals is the Von
throughout the years, it has slowly been Storben family.
dragged further into its depths. A few The tomb itself is locked by
segments of the walls have crumbled and heavy chains and is protected by average
disappeared into the muck. Though as lock (DC 25). The slaves are also
sad as the building looks on the outside, manacled which only Eldrynn holds the
the true horror lies within. keys. Once the party frees the slaves
Drakeve will be relieved that the party
This once majestic tomb has rescued them and will be quick to
catered to perhaps a wealthy family inform them of all the atrocities that they
now sits in ruin. The swamps had to witness. For the most part, the
waters have flooded the down Von Storben family is unharmed, though
angled floor, and collected the now hungry and extremely tired. Thankful
waterlogged caskets in a seemingly for being rescued, the Von Storben
eternal drift. The bones of many family will likely have to seek shelter at
once peaceful graves now appear the local temple of Ezra due mostly in
strewn about the insides, as if in a part to having everything they owned
carelessly tossed fashion. Their destroyed. Unless the party helps them
yellow jaws are cast open as if in a financially, the only way the Von
position of agony, and the feeling of Storbens will be able to survive is to take
having been ripped from the earth out another hefty loan from one of the
permeates their skulls. prominent families before they can
rebuild their lives. Giving money to the
The bandits have cleared out the Von Storben’s should equal about 1
majority of the tombs and tossed the experience point per 5 gold given and is
bodies here for storage. The bodies a one time thing. Giving money to the
within were the lucky ones not used for a Von Storbens will reduce that
reinforcing their armor. Bandits character’s OR by 1 point.
occasionally return here to find
“replacement parts” for their armor. Experience: Rescuing the Von Storben
Those bandits that died from Bog Fever family grant each character 150
are tied with rocks or chains and are experience points.
thrown into the swamp.

34
Area 12 – Eldrynn’s Mausoleum hiding his face from beneath a heavy
black cowl, matching robes, and an iron
Eldrynn chose the largest mask. The bandits have been all too
Mausoleum as his own living quarters. careful in avoiding him, as for some
Inside he has managed to create a reason they fear him even greater than
comfortable bed out of a coffin and his they do their tyrannical leader. They
bed roll, along with using other coffins believe that it was this mysterious man
who came up with the idea of using the
Stygian – The Phantom Stallion local’s fears against them. They were
told to dress up as the undead, in order to
If the party mentions the black scare the locals, but the strangest part
stallion that they saw at the Von Storben was that they were instructed to remove
ranch, Drakeve will say that the horses name
is Stygian. They had purchased the horse
the eyes of everything they kill. They do
from a stranger. They didn’t know much not know the story behind it, but they
about the man, save that he was kind in just know that the removal of eyes has
demeanor and spoke Falkovian fluently. He something to do with the dark past of
sold them the horse, saying that it no longer Hollow’s Creek; that the deed itself is so
needed it, and since they were in the market
for a stud, they were more than willing to cut
horrifying to the locals, that it would
a deal. They too felt that there was give even the Lord-Major nightmares.
something strange about that horse, but
hadn’t noticed anything particular that would Eldrynn’s Personal Guard: Human War 2; CR
denote it as supernatural. They will ask that 2; SizeM humanoid (human); HD 2d8+4; hp 15;
if the party happens across it, if they could Init +1 (Dex); Spd 20 ft.; AC 14 (touch 11,
please return it, as the horse is the last of flatfooted 13); Atk +5 melee (1d6+2, crit 18-20
their belongings. /x2 rapier); Face/Reach 5 ft. by 5 ft./5 ft.; AL
NE; SV Fort +5, Ref +1, Will +1; Str 14, Dex
13, Con 14, Int 11, Wis 13, Cha 11.
for things such as tables and stools. Skills and Feats: Intimidate +2, Hide -1, Listen
+4, Move Silently -1, Ride (horse) +3, Sense
Inside he has a wooden chest with an Motive +2, Spot +4; Alertness, Exotic Weapon
average lock (DC 25) where he keeps all Proficiency (firearms); Possessions: Rapier,
the loot he has acquired through raiding black leather armor of skeletal disguise, dagger,
and the money given to him by his flintlock pistol, 10 shots.
employer to aid in harassing the
outlining farms of Hollow’s Creek: Eldrynn Lorean: Male Ftr 5; CR 5; medium
humanoid (Elf); HD 5d10+5; hp 37; Init +5; Spd
Chest 626 gold, 52 silver, 83 copper, x2 30 ft.; AC 18, touch 14, flatfooted 14; Base Atk
silver rings 2 gold each, Elsa Von +5; Grp +7; Atk +9 (1d6+4/18-20 x2
Storben’s engagement ring 50 gp, x2 Masterwork cold iron rapier) or +9 (1d8+2/x3,
pair of copper earrings 1 gold each, x7 masterwork composite longbow [+2 Str bonus]);
dust of tracelessness. Also hidden in a SQ Low-light vision, elf traits; AL LE; SV Fort
+5, Ref +4, Will +5; Str 15, Dex 17, Con 13, Int
secret compartment in the chest [Search 12, Wis 14, Chr 13.
DC 12], the party will find a crumpled Skills and Feats: Intimidate +7, Hide +5,
parchment from Eldrynn Lorean’s Listen +3, Move Silently +5, Ride (horses) +5,
mysterious employer [see Player’s Sense Motive +3, Spot +3; Improved Initiative,
Handout 1, in the Appendix] Iron Will, Quick Draw, Weapon Focus (rapier),
Weapon Specialization (rapier)
Possessions: Masterwork cold iron rapier,
Only Eldrynn has ever spoken masterwork composite longbow (+2 Str bonus),
with his employer, a man constantly masterwork silver dagger, ring of keys, flintlock

35
pistol, 10 shots, 20 arrows, studded leather armor his mysterious employer to come for
+1, helm of the horses skull him. Regardless, Eldrynn knows very
little about his employer, as he refused to
Helm of the Horses Skull give out a name, nor show his face. All
Eldrynn knows is that he pays extremely
The helmet is fashioned from a horses
skull with a black plume made of a horse’s well, that he has a slight limp in his
tail jetting from its back cranium. The helms walk, and that he smells of the swamp.
grotesque appearance increases the outcast Beyond being told to murder the
rating of any who wears it by +2. The helm townsfolk and all horses that he came
grants its wearer a +1 dodge bonus to armor across, Eldrynn is as clueless as the
class and a +1 bonus to reflex saving throws.
players. Eldrynn claims he is a native
from Sithicus, but had met his
If the alarm is sounded, Eldrynn mysterious employer at the Mutinied
will immediately find out from one of Sailor in Port-a-Lucine in Dementlieu.
his personal guard why the camp is on Eldrynn is an arrogant man who despises
alert. Once he finds out that they are humans among all things. He prefers
under attack, he will immediately head hiring humans above all other races, so
for the Von Storben babe Yafee, and that he can vent his hatreds on his men,
hold it hostage beneath the barrel of his and encourage them to harm others of
pistol. He will use the child as leverage their race. The only race he truly trusts
in order to get the player characters to is other elves. If there is an elf in the
drop their weapons and surrender to him. adventuring party, then all interrogations
He will give them only once chance, and done by that elf is granted a +2
if they refuse he will kill the child on a circumstance bonus on finding out
held action and then quick draw his information from Eldrynn.
rapier. He will try to organize his men
to first take out any magic casters, then
rogues, and finally the remaining
fighters. If there are any elves in the
party he will prefer to render
unconscious. Whether he keeps the
other elf as a captive prisoner for
personal company, or sells them into
slavery is up to the DM.
Eldrynn will prefer to fight to the
death, scoffing at any chances of
surrendering. He refuses to give the
party any information regarding his
contact, fearing his employer more than
being handed to a frenzying Mordent
mob. If captured, Eldrynn will try and
find the quickest means to end his life,
knowing full well that death is a better
place than having waiting in the dark for

36
Accolades and Reprisals

in their honor. It is at this celebration


hen the characters return, where the party will be presented their
after having hard earnings in front of the entire town,
defeated the bandits, Laton Cuvier by the respective nobles. Laton is
congratulates them for a job well done; instructed not to take “no” for an answer,
relieved to see the Von Storbens still and until all the preparations are finished
alive. Laton will tell the party that they the so-called heroes of Hollow’s Creek
will be in need of rest, and it may take will have their room and board provided
him some time to ensure that the threat for at the Lord-Mayor’s expense.
has been completely eliminated. He and The jubilation will take a couple
a collection of guards will investigate the of days to prepare for. The event will
old graveyard themselves (if the party include a feasting, drinking, and a bit of
hadn’t asked for their help originally) to foolery – a reprieve from the recent
confirm their story. Once that has been horrors.
accomplished, Laton Cuvier will notify
the noble families and arrange for the Experience: Completing this section of
party to receive their reward. the adventure gifts the player characters
The Von Storbens are a different 250 experience points each.
matter entirely. With no home to return
to, and little money left, they are forced Dire Prophecies of Warning
to take refuge in the Temple of
Prevailing Light until they are able to Before the celebration is had, the
secure a loan. If the party gave them party has plenty of time to restock their
money to help them by, they will use supplies and will find that the shop
this as a down payment on supplies and owners are more than happy to extend
begin to rebuild their home. They are the party a line of credit until they are
grateful that they still have their health rewarded for their services to the town.
and are lucky to have not been sold into However, just as everything seems save
slavery. The Von Storbens claim that the old mid-wife, Hanna Gibings, will
they owe the party an unpayable debt, approach them with a prophecy spawned
but to let them know that if they ever from her personal nightmares. Read the
need anything, all they have to do is ask. following to the party:

Heroes of Hollow’s Creek An old woman calls out to you


from beneath a tattered shawl, her
After the sheriff returns, he will face covered in heavy wrinkles, and a
red scarf covers her right eye. Her
bring the party good news concerning
hair is like spider silk that drapes
their reward. Instead of simply handing
about her face like a sable and in her
them the gold for their deeds, the Lord-
hand she carries a warped cane. She
Mayor Thaddeus Knox-Creed wishes to
points a gnarled finger […continued]
hold a town-wide celebration to be held

37
in your direction and bellows “A the fear of his knife, as entire
plague descends across Hollow’s families were butchered in their
Creek! A past infection has come to own homes, their bodies deformed,
afflict old wounds. Be wary and their eyes removed. Something
travelers, as none are safe from his far sinister than simple malice,
damning touch! All shall be as dust greed, or sadism motivated him…
and the eyes of his victims shall had spurred him into committing
bring about the end of all that is such atrocities.
innocent!” The higher families had to
call upon an outsider, like
Questioning her about her yourselves, to help them in the
meaning will only end with her claiming murderers capture. Unfortunately
that she has told them too much, and that my memory of him waned
there are eyes everywhere. If they wish immediately after his departure,
to speak with her privately, she is more and I have tried many times to
than willing to give them the directions inquire about his nature. But with
to her cottage located in the northern his aid, the Eye-Thief was wounded,
portions of the swamp. and chased into this very swamp.
If the party decides to entreat her Here it was defeated, but the putrid
request, Hanna Gibings will tell them waters swallowed up its corpse.
that they’d best leave Hollow’s Creek as Some say it uttered a curse before it
quickly as they are able. She will claim disappeared beneath the muck,
that Hollow’s Creek suffers beneath a claiming it would return to finish its
horrible curse, whose very nature acts work, and enact revenge upon all
like a plague, spreading to all those it those who harmed it. Since then I
touches. And that if they know what is have been plagued with nightmares
good for them, they’d best flee from this of ghoulish things… a rising hand
town and never return. If asked about from beneath the waters, rivers of
the nature of the curse, she will proceed blood, torture, and a horrible
to relate a tale: necklace of eyes dangling from a
rotting corpse. I do not know what
“Everyone who comes here it all means, but I can feel my
is touched by it in one particular nightmares presence gripping
way or another. Some tend to others by the throat, lurking behind
escape without as much as buildings, laying in wait to inflict
witnessing the horror of its work, others with some terrible affliction I
but others have suffered much know not what.
more. I dream terrible things, The higher families feel this
things that I wish would be as well, but refuse to acknowledge
forgotten as easily as the rest of the the possibility that the Eye-Thief
village actively pursues. I speak of may still be alive. All I know, is
the one the villagers call the Eye that there are dark powers at work
Thief. Five years ago, this very here, powers beyond [continued]
village toiled beneath [continued]

38
…my comprehension. family tomb, and the investigation of
If you do not wish to be one of Cecil’s merchant ships claimed to
counted amidst its victims, I have sailed into the harbors of Port-a-
suggest leaving as fast as you can Lucine in Dementlieu without crew – the
and take refuge in what good you only survivor being the prestigious
have brought this community. Captain Abertson, currently held at a
Else you may find yourselves neighboring insane asylum.
pulled into whatever fate is in
store for this village and all its
inhabitants.” Letter to the Reader

Any additional questions will be As time permits, I will work


answered with little information on the diligently on producing the 2nd portion of
exact nature of the Eye-Thief, its origins, this adventure. I look forward to all
or what revenge/work does it intend to sorts of feedback on this adventure as it
pursue. Hanna will not openly lie to the is my first publication. I am also very
player characters, but will not go into grateful that the Fraternity of Shadows is
any more specifics. She will on-the- keeping the Ravenloft spirit alive.
other-hand, tell them that they must use Ravenloft is my favorite campaign
what information she has given them to setting. I loved it in AD&D, under the
either leave Hollow’s Creek or sway of former TSR, and enjoyed the
experience what comes for themselves. products owned by WOTC license to
Already they are beginning to be pulled and produced by White Wolf.
into the wolf’s maw, it’s ultimately their I do hope that this will inspire
decision what occurs afterwards. A others to try their hand at writing
Sense Motive check [DC 14] will sense additional Ravenloft material, as well as
that she is sincere, but afraid. Hanna keeping the interest in the Fraternity of
Gibings has already played her hand in Shadows.
the affair, and secretly wishes to have
little else to do with it – as she feels that Sincerely,
it partially her doing, by aiding in the
birth of Sorgen, that lead to this mess in
the first place. She believes that
everyone has their role to fulfill, but it’s
up to the player characters how they fill
theirs.

The Phantom Maid

The rest of this adventure will be


continued in part II of “The Wailing P.S. Forgive my shrewd drawings, I’ve
Sorrow” called The Phantom Maid. It rarely boasted artistic talent.
details the coming announcement of a
family union between Cecil Harnasse
and of course his betrothed Jacquelin
Cuvier, desecration of the Harnasse

39
Appendix

3d6+3d10+18; hp 41; Int +4 (Improved


Initiative); Spd 30 ft.; AC 12 (touch 12,
his section provides information
flat-footed 12); Atk +6 melee (1d6+3,
on the notable figures of Hollow’s Creek
MW scimitar), or +7 ranged (1d10, MW
including a portion dedicated to Old
flintlock pistol); SA -none-; SQ -none-;
Man Hollow and an adventure dedicated
AL CG; SV Fort +7, Ref +2, Will +6;
to him exclusively.
Str 17, Dex 10, Con 16, Int 13, Wis 15,
Sorgen, Stygian or Cereo Ryder
Cha 13.
will not be included in this appendix due
Skills and Feats: Appraise +5,
to their importance later on in the next
Balance +4, Bluff +10, Climb +7,
adventures. They will be printed in the
Diplomacy +7, Forgery +4, Gather
3rd and final part of this adventure set.
Information +5, Handle Animal +5,
The NPC’s follow the following
Intimidate +4, Jump +4, Knowledge
format in congruence with the Ravenloft
(sailing) +5, Listen +4, Profession
Gazetteers:
(merchant) +8, Ride +1, Sense Motive
Statistics: Contains detailed
+2, Spot +4, Swim +7; Alertness, Exotic
information on game statistics for the
Weapon Prof. (firearms), Improved
character. For all tense and purposes the
Initiative, Quick Draw, Skill Focus
character’s native language is marked
(Bluff), Weapon Focus (scimitar).
with an asterisk. If the NPC can cast
Languages: *Lamordian,
spells, those they usually prepare are
Falkovnian, Mordentish, Rajian
marked accordingly.
Signature Possessions:
Background: History of the
Masterwork scimitar, x2 masterwork
character.
flintlock pistols, bracers of armor +2,
Current Sketch: Regards the
scabbard of keen edges.
particular mannerisms of the said
character.
Combat: Strategies in combat Flint has hair as red as a
that the NPC tends to rely on when push Forfarian and cheeks that blush with
comes to shove. Special attacks or similar color when he’s drunk. His
abilities not listed in the PHB, Ravenloft Mordentish is flavored with a Lamordian
sourcebook, or Denizens of Darkness, accent, and his language is colored by
these will be listed also. the sea. He is a paunchy fellow, that is
Lair: The characters dwelling or kept dressed in the Mordentish garb, but
other most-frequented home. appears at-odds with his choice in
clothing. His eyes are a deep brown set,
whilst his skin as paler than white-
Flint Ambrose washed church. Flint looks to be
somewhere in his mid-thirties, but his
Male Human Exp3/Ftr3: CR 4; beard and mustache tends to add a few
Size M humanoid (5 ft. 9 in. tall); HD years to his features.

40
Background that propriety is overrated. However, he
does his best not to disrespect those he
wishes to impress. And occasionally
Flint Ambrose came to Hollow’s he’s been known to be extremely
Creek 8 months ago having bought the generous when things go his way.
old Gaulstaff estate called Silver Swan. Despite his social flaws he is
He has lead the locals to believe that his slow to trust, but quick to reward those
purpose in Hollow’s Creek is to expand he does with unquestionable loyalty.
his trading opportunities from the coast, Whenever a friend is in trouble, he will
and move his goods a bit further inland go to any extent to get them out. For
for a decent profit. this, he has many connections and is not
Flint was born in Lamordia as a afraid to use them when times get rough.
merchant’s son in 737, and took over the
business when his father grew too old
for the sea. Since then he has been an
aspiring merchant, and has made many
friends in his career.
Flint learned about Hollow’s
Creek from an old friend of his named
Captain Fredrick Albertson, who was
allegedly partnered with a nobleman
named Cecil Harnasse during the
shipping incident. Flint cannot stand the
rural life of Hollow’s Creek and longs to
return to the Sea of Sorrows, however
his loyalty to his incarcerated friend
keeps his presence close to Cecil. Cecil
is not aware of Flint’s purpose here, and
neither does he know about Flint’s prior
affiliations with Captain Albertson. He
is trying to find out as much information
as he can without giving himself away,
and without arousing suspicion. Flint
does not know whether or not Cecil Combat
Harnasse had anything to do with the
shipping incident, but he does know that Though rarely faced with it, Flint
Cecil is at least making some attempts in adores a good fight. He doesn’t take
discovering the cause. Whether this is kindly to people who push others around
Cecil’s means of covering up a guilty and due to his brutish nature has been in
conscious or if he is sincere about his several bar fights.
concerns, is a matter still left When threatened with dire odds
undiscovered. Flint will open up with his flintlock
pistols and only switch to his scimitar if
Current Sketch melee is the only option. Flint
absolutely despises Spellcasters and
Flint is a cheerful man. He gives prefers take them out first before turning
little head to proper etiquette, and feels on fighters.

41
If outnumbered Flint will retreat Ref +3, Will +9; Str 12, Dex 14, Con 13,
until he can find a tactical advantage. Int 15, Wis 16, Cha 16.
And if defeat rears its head, Ambrose Skills and Feats: Appraise +7,
will find the best means of escape – if Bluff +9, Diplomacy +12, Disguise +5,
not only to cause his enemies more grief Forgery +5, Gather Information +6,
later on. Handle Animal +6, Intimidate +4,
Knowledge (local) +6, Knowledge
Lair (domains) +4, Knowledge (alchemy)
+10, Knowledge (noble families) +4,
Ambrose currently lives at the Listen +7, Ride +7, Sense Motive +11,
old Silver Swan estate south of the Spot +7, Survival +5; Exotic Weapon
docks. The Arden River gives him some Prof. (firearms), Iron Will, Negotiator,
solace, but the river is nothing in Skill Focus (Knw:Alchemy),Weapon
comparison to the lure of the sea. For Focus (rapier).
the most of it Silver Swan is still decrepit Languages: Balok, Lamordian,
since the Gaulstaff mysterious leave Mordentish.
over thirty years ago. Signature Possessions:
The locals claim that the Masterwork rapier, flintlock pistol, ring
previous family had internal conflicts of protection +1.
and incestuous affairs that lead to their
eventual flight. Though great
contributors to the community, the
problems they incurred, especially with
their association with illegal goods and
smugglers, does not afford them to be
missed.
Flint rarely stays at Silver Swan
as he occasionally finds himself upriver
at Blackburn’s Crossing in the arms of
some pretty maid. But the time he has
spent in Silver Swan has been filled with
nightmarish dreams, feelings of being
watched, and the occasional bump in the
night.

Johnathan Coleridge
Male Human Ari5/Ftr1: CR 4;
Size M humanoid (5 ft. 11 in. tall); HD
4d8+1d10+5; hp 31; Int +2 (+2 Dex); Johnathan holds a kind face to
Spd 30 ft.; AC 13 (touch 13, flat-footed any who encounter him. Appearing
11); Atk +6 melee (1d6+1, MW rapier), roughly in his early forties, a few
or +6 ranged (1d10, flintlock pistol); SA wrinkles and grey strands of hair have
-none-; SQ -none-; AL NG; SV Fort +4, already begun to show. His hair is
strawberry blonde and his skin is slightly
tan from days out supervising the fields.

42
His eyes are grey, that oftentimes services as an acting magistrate
have been noted to reflect a kind of whenever the Lord-Mayor was
misty haze now and again, especially preoccupied to be bothered with minor
during high amounts of fog. affairs. Johnathan has also been
responsible for many generous donations
Background of money to the Church of Prevailing
Light as well as offer loans to local
The 41 year old Johnathan businesses in times of need.
Coleridge is married to Elizabeth During the year of 753, when the
Coleridge and has a single daughter Eye-Thief (Sorgen) started on his
named Alice a paladin of Ezra currently murdering streak, he along with the
adventuring in Darkon last he heard. A other noble families of Hollow’s Creek
horrible carriage accident killed both his rallied together to hunt him down.
sister and her husband leaving he and his Unfortunately their combined skills were
family in the care of his sisters’ only no match for Sorgen and had to hire a
daughter Annabell Laymond. The man by the name of Cereo Ryder
Coleridge family came to Hollow’s (though his name is elusive to Johnathan
Creek in 621 with hope of establishing a for some unknown reason). With his
firm trading relationship with the help, the noble families devised a plan in
southern domains. Since his parents which to capture Sorgen. During this
death, Johnathan Coleridge has acted in ambush, Johnathan was the man who
accordance with his parents wishes and volunteered to lay waiting in Philip
continues to inhabit his residence at Harnasse’s coffin armed with only a set
Haven Ridge. of pistols and his rapier. It was when
After hearing the mysterious Sorgen pried open the tomb that
events surrounding the disappearance of Johnathan managed to wound him.
the Mournesworth family and dear When Sorgen fled, Johnathan along with
friends of his family, Jonathan became the rest of the nobles followed him into
obsessed with finding the cause to their the swamp, but became lost enough to be
“abduction”. This obsession has separated from the Lord-Mayor
manifested in his interest in all things Thaddeus Knox-Creed. It was not until
alchemical. The Coleridge family has he heard the sound of battle, that he was
spared no expense in the past few years able to follow the noise and witness the
on acquiring ancient books on alchemy, final moments of the struggle between
occasionally employing Axle Rowgrim Sorgen and Thaddeus, as Sorgen
in locating the very same items. dissapeared completely within a
Currently he suspects that the sinkhole. Since then Johnathan has had
Blackburn-Bruce family has not entirely his reservations about whether or not
vanished as officials have claimed, and Sorgen was gone for good, as after
believes that by locating a remaining trudging the swamp they were unable to
relative, that he might just be able to find his body. Something additional has
solve the mysterious surrounding the been bothering him about that night, as
Mournesworth. he does not remember Thaddeus
In regards to his role in the following them directly into the swamp
running of Hollow’s Creek, Johnathan and somehow managed to cut Sorgen off
has always been quick to offer his before they did. Being how difficult the

43
swamp is to navigate, he is unsure to Lair
leave it alone as happenstance, or if
something else had occurred that night
The majority of the time
that he had missed.
Johnathan prefers the isolation of his
family estate called Haven Ridge. It is a
Current Sketch decent mansion made of a grey wood,
and a ceramic-tiled roof built on the top
Johnathan is a gentleman through of a hill. Due to the location of his home
and through. Propriety and honor is to the South Road, Haven Ridge is the
what dictates his every action, and is first line of defense against any western
always willing to add to his knowledge invasion. A strong wooden palisade has
base on any topic. Though kind and been built around the proximity of the
compassionate, Johnathan likes his mansion and is guarded by a few hired
privacy and tends to keep away from the guardsmen to be on the look-out for any
eyes of others for weeks at a time. His threat to neighboring farmsteads, Haven
persuit of knowledge, especially Ridge, or Hollow’s Creek itself.
concerning information on either the
Blackburn-Bruce or Mournesworth
family is 2nd only to his family. He has a Jacqueline Cuvier
tolerance for people that supersedes
most Mordent inhabitants, and believes Female Human Ari1: CR 1/2;
in the general good of others. Size M humanoid (5 ft. 6 in. tall); HD
1d8; hp 5; Int +1 (+1 Dex); Spd 30 ft.;
AC 11 (touch 11, flat-footed
Combat 10); Atk +0 melee (1d2, unarmed); SA -
none-; SQ -none-; AL LG; SV Fort +0,
Johnathan prefers to avoid Ref +1, Will +4; Str 11, Dex 12, Con 10,
combat at all costs. Instead he tries to Int 15, Wis 14, Cha 18.
rely mostly on his diplomacy skills, and Skills and Feats: Bluff +6,
the occasional bluff to dissuade his Diplomacy +8, Gather Information +5,
enemies. However, if put in a situation Handle Animal +5, Knowledge (local)
where combat is inevitable, he opens up +5, Knowledge (domains) +4,
combat with a shot from his pistol and Knowledge (religion) +6, Knowledge
then engages in melee with his rapier. If (noble families) +4, Listen +5, Ride +2,
alone, he will try every opportunity he Sense Motive +6 , Spot +5; Alertness,
can get to flee (as he is aware that he is Skill Focus (Knw: Religion).
no skilled fighter). If protecting Languages: Balok, Darkonese,
someone, he will strive at every moment Lamordian, *Mordentish, Vaasi,
to secure their escape before disengaging Signature Possessions: A silver
himself. locket with Cecil Harnasse’s engraving
There has been a few times in his inside.
life where he has been forced to
violence, and when given a choice he Jacqueline has just recently
will volunteer himself if it means sparing turned 17 years of age and carries the
someone else the burden of combat. cloak of youth about her wherever she
goes. Her skin is soft, as smooth as rich

44
buttermilk and her exceptionally long grew attached to her new playmate and
blonde hair has been admired in most even made excuses to spirit off from the
gossip circles. Her features are angular, boring world of politics and schooling to
a distinctive characteristic of the Cuvier meet with her exotic friend. However,
line, which goes to suggest that the on a day that they were scheduled to
Cuvier’s may have a bit of fey blood meet, Sorgen didn’t show up, and neither
added to them sometime in the distant did he on all the other days afterward.
family history. She gave up hope of ever seeing her
The young daughter of Cuvier’s friend again once her household caught
walks with an unnatural grace, and her news of the Pendlefern murders, and for
presence always tend to captivate the her safety she was sent away with her
attentions of whatever room she happens mother to live in Dementlieu with
to inhabit. Her blue eyes is enough to relatives until Hollow’s Creek was safer.
melt even the most harden of hearts. Jacqueline’s marriage with Cecil
has been postponed for many years,
mostly due in fact to Cecil’s mourning
Background for his youngest brother Philip’s death.
Just recently, Cecil has proposed a
Jacqueline Cuvier was born in marriage date and she is overly excited
741 to Laton and Merianna Cuvier. As for the upcoming day.
part of a proposed family alliance
between the Harnasse family and their
own, Jacqueline was betrothed out to the
eldest Harnasse son Cecil when she was
six years old. Since then she has been
raised knowing she would be married to
Cecil and has grown used to the whole
idea. In fact, over the years her and
Cecil have become fairly well
acquainted with each other (while
always in the presence of a chaperone)
and she has fallen in love with her future
husband – despite the arranged marriage.
As a young child Jacqueline was
eagerly rebellious, preferring to slip
away from her life at Chateau de Cuvier
and explore the south road and outlying
farmsteads alone. When she was twelve
years of age, she came upon the shy
caliban during one of his secret-outings
away from the Pendlefern Ranch. She
saw no malice in the horribly deformed Current Sketch
and quite alien Sorgen, and befriended
him rightfully. Fearful that she might be Jacquelin has had proper
discovered away from home, she always upbringing and knows what people
met with Sorgen in secret, away from the expect out of a woman of her social
prying eyes of others. Slowly Jacqueline

45
class. She is quite, reserved, good- foot stone wall encircles the front
natured and tends to appreciate the grounds, and the perimeter is watched
simple parts of life. over by a couple groundskeepers and
She now realizes how foolish she hired guardsmen, in case of robbers.
was as a child, but has made up for it Chateau de Cuvier is shielded
with absolute dedication to her family from the sights of the village by a set of
and innocent counsel she bestows on steep hills, but is only a short horse ride
those who ask for it. Though young by away in case of emergencies.
social standards, Jacquelin is not naïve
and understands more than she lets on.
She hasn’t quite put together that the
Sheriff, Laton Cuvier
infamous Eye-Thief was none other than
her childhood friend Sorgen, but has Male Human Ari1/Ftr4: CR 4;
pieced together his ghoulish deeds from Size M humanoid (6 ft. 1 in. tall); HD
the bits and pieces she hears from the 1d8+4d10+10; hp 43; Int +7 (+3 Dex, +4
manor staff. Improved Initiative); Spd 30 ft.; AC 17
She is also one of Hollow’s (touch 13, flat-footed 14); Atk +9 melee
Creek’s most pious worshippers of Ezra. (1d6+2, rapier +1), or +8 ranged (1d10,
She believes that by setting a fine MW flintlock pistols); SA -none-; SQ -
example, that many others will flock to none-; AL LG; SV Fort +6, Ref +4, Will
Ezra’s guidance. Occasionally she can +4; Str 13, Dex 16, Con 15, Int 15, Wis
be found (with escort) at the Temple of 17, Cha 15.
Prevailing Light going reading from the Skills and Feats: Appraise +5,
book of Ezra or seeking the aid of soon- Bluff +7, Climb +3, Diplomacy +8,
to-be brother-in-law Abril Harnasse in Gather Information +9, Handle Animal
prayer. +4, Intimidate +4, Jump +2, Knowledge
(local) +5, Knowledge (domains) +5,
Knowledge (noble families) +4, Listen
Combat +6, Ride +5, Search +5, Sense Motive
+8, Spot +7, Survival +4; Exotic
Jacqueline does not know how to Weapon Prof. (firearms), Improved
fight, nor has she ever been subjected to Initiative, Investigator, Quick Draw,
like-activities such as hunting or Weapon Focus (rapier).
weapons-practice like the noble Languages: Balok, Elven,
gentlemen. If threatened with harm she Folkovnian, Lamordian, *Mordentish
will scream for help, and flee if given Signature Possessions: Rapier
the chance. +1, mithril chain shirt, x2 masterwork
flintlock pistols, hooded-lantern.
Lair
Laton keeps his stature appearing
For the majority of her lifetime formidable and domineering. He
Jacqueline has lived with her mother and constantly stands with his back straight,
father at their estate Chateau de Cuvier his eyes narrow, and a consistent
in Hollow’s Creek. It is a finely gentleman appeal radiating from his
constructed mansion fit with a stable person. He shares similar characteristics
house, servants quarters and a lovely to his daughter: blonde hair, blue eyes.
apple orchid near the gardens. A five- But his facial features aren’t as

46
prominently angular as the rest of his influence over Hollow’s Creek
family line. His ears, on-the-other-hand (especially due to the degradation of the
are slightly pointed, betraying an elven Lord-Mayor) has decided to give up his
heritage. daughter in marriage to the Harnasse
family’s eldest son Cecil. He believes
that the betrothal was made in haste due
to financial and political desperation at
the time, but after seeing how well the
two fated interact with one another, he
would now have it no other way.
Laton headed the investigation in
753 against the case of the Eye-Thief.
He learned that the murderer was named
Sorgen, a caliban child (one of
Mordent’s wailing children) under the
care of the Pendleferns. He believes
what sparked the caliban’s initial
decision to murder his adopted family
was due to the father’s tendencies
toward abuse. But is unsure of why he
decided to kill a large number of other
families and the reason behind the taking
of his victims’ eyes. Laton witnessed
the death of Cecil Harnasse’s brother
Philip during a failed surprise ambush by
Background he, Laton and several members of the
watch. Laton has been feeling guilty
The Cuvier family settled in ever since, but has been reassured by the
Hollow’s Creek in 614. During this time Harnasse family that it wasn’t his fault –
they held a strong relationship with the especially since Philip volunteered. It
Creedence family (now Knox-Creed) was this very same guilt that lead him to
and were enticed to move to the untamed employ the mysterious Cureo Ryder
south away from the harsh politics of (though Laton suffers from being unable
Dementlieu and with promising to remember his name). He even was
opportunities of trade with Richemulot, part of the trap construed by Ryder,
Valachan and Verbrek. waiting in the shadows for the caliban to
It was Laton’s father who was open Philips coffin – occupied by
the previous sheriff of Hollow’s Creek Johnathan Coleridge.
until his natural death in 747. Since the abduction of the Von
Afterwards Laton eagerly took up the Storbens and the mutilation of their
family tradition and became the official horses, Laton has unofficially reopened
sheriff of Hollow’s Creek and for those the case on the Eye-Thief. He believed
11 years of service he has proved to be that the creature had been destroyed, his
as dedicated as his father was. body forever lost in an unmarked
Laton is married to Merianna and sinkhole, but with recent events he is
they together have a daughter named thrown in doubt.
Jacqueline. Eager to expand his families

47
Current Sketch be found at the city jail, or wandering
the streets of Hollow’s Creek ensuring
Laton is thorough in every that all is in order.
investigation, preferring to never take
any chances especially when there are Father Abril Harnasse
innocents at stake. His biggest fear is in
loosing someone he is close to, and tries Male Human Ari2/Clr3: CR 4;
his hardest to ensure the safety of those Size M humanoid (5 ft. 10 in. tall); HD
he considers close friends and family. 3d8+2d8+5; hp 37; Int +1 (+1 Dex); Spd
Laton takes his job seriously, is 30 ft.; AC 11 (touch 11, flat-footed 10);
suspicious, stern, but kind and forthright. Atk +5 melee (1d8+1, longsword +1), or
He commands respect, and demands it +5 ranged (1d4, sling); SA spells, turn
from everyone he deals with – especially undead; SQ shield of Ezra; AL LG; SV
adventurers. He is a gentleman who is Fort +4, Ref +2, Will +8; Str 10, Dex 13,
honorable, patient, but has no time for Con 13, Int 14, Wis 17, Cha 17.
foolery. Skills and Feats: Bluff +3,
Concentration +5, Diplomacy +7, Gather
Combat Information +5, Handle Animal +5, Heal
+8, Knowledge (arcane) +5, Knowledge
Laton is a formidable foe in (local) +6, Knowledge (domains) +5,
combat, he anticipates his enemies with Knowledge (history) +4, Knowledge
a keen precision that oftentimes lures (noble families) +4, Knowledge
them into pre-lain traps. He is very (religion) +8, Listen +5, Ride +3 Search
intelligent, and prefers to use his +6, Sense Motive +7, Spellcraft +6, Spot
surroundings to his benefit whenever +5; Brew Potion, Martial Weapon Prof.
possible. (longsword), Scribe Scroll.
He keeps two pistols on him at Languages: Balok, Darkonese,
all times, preferring to fire the first shot *Mordentish.
at notable adversaries and saving the Cleric Spells Per Day:
second for unexpected developments. 4|3+1/2+1. Base DC = 13 + spell level,
When innocence are threatened, 14 + spell level for spells of the Healing
he does his best to protect them as best Domain. Domains: Mist, Healing
as possible, even if that means Memorized Spells: 0-Cure
surrendering himself to ensure their minor wounds, Detect Magic, Light,
immediate escape. Laton is no fool, and Read Magic; 1-Obscuring Mist, Bless
does not give up when circumstances Water, Remove Fear, Shield of Faith; 2-
point to a gruesome end. Fog Cloud, Lesser Restoration,*Reflect
Pain.
Lair * Spells found in Chapter 2 of
Van Richten’s Arsenal
Laton lives with his wife, Signature Possessions: x2 cure
daughter, and hired servants/guardsmen light wounds scrolls, x2 cure moderate
at his family’s estate at Chateau de wounds potions, holy-symbol, x2 vials
Cuvier just south of Hollow’s Creek. of holy water, longsword +1
Though the majority of the time he can

48
been compared to the Lord-Mayor
himself during his glory days.
Abril had little to do with the
events surrounding the Eye-Thief until
his younger brother Philip was
murdered. It was directly after saying
the last rights that sparked an overly
zealousness in him to root out the evil
that plagued Hollow’s Creek and ensure
that the creature was destroyed. During
the ambush against Sorgen in the
Harnasse family tomb, Abril was
responsible for tending to the wounded,
despite his desire for vengeance.
After the initial struggle, Abril
was separated from his comrades in arms
and tried desperately to add his powers
to the cause. It was then that he
stumbled across a necklace of eyes that
Sorgen was trying to complete. The
artifact reeked of evil magics, and no
Abril is a young man, 25 years of matter how hard he tried he could not
age with jet black hair and brown eyes. dismiss or destroy it. Believing the
His youthful ambition has been replaced object to be outside his power, he began
with faith-filled conviction. Despite his to feel dark compulsions reaching out
age, Abril has absorbed much of his toward him and has battled fiercely
predecessor’s resolve and has added it to against its tainted influence. In
his personal charisma in hopes of raising desperation, Abril buried the accursed
the religious devotee’s in Hollow’s item in a vault beneath the church. In
Creek. the years to come, Abril spends every
resource in protective wards to keep the
Background artifacts powers from growing and
researching a means for its destruction.
Abril is the 2nd brother of the Though a part of the church of
Harnasse family line and since birth he Ezra father Edgerton died before he had
has been trained beneath Father Abrasius the chance of introducing the young
Edgerton a devote priest of Ezra. Since Abril Harnasse to any contacts in the
his eldest brother would inherit the church hierarchy. Though desperate to
majority of his families wealth, he destroy the object, Abril is at odds with
graciously accepted his annual stipend whom he can trust. He believes the
and consigned himself to the church. thing to be beyond the scope and will of
After his mentors early death, instead of his fellows and has kept the artifact
fumbling about due to inexperience, secret from anyone who may try and use
Abril immediately took to his role as the artifact for evil purposes.
spiritual provider for the community.
Since, his advice and leadership has

49
Current Sketch grants a 25/magic damage reduction
against metal weapons.
Abril has been increasingly tired
of late, Sorgen’s necklace of eyes has Lair
become ever more dangerous over the
past few months. He feels that the Abril Harnasse owns a quaint
object is calling out to its master or home in the village, but rarely does he
anyone foolish enough to claim it as spend any of his time there. Recently he
their own and has put all his efforts into has moved some of his things into Father
reinforcing the wards protecting the Edgerton’s old room and has taken
lower vaults. residency in the Temple of Prevailing
His eyes are red with stress and Light.
his moods have been more on edge than Due to the growing strength of
usual. He insists on having the weekly the necklace of eyes Abril has been
services and continues to give consul as keeping himself readily available in case
best as he can. Beyond the normal scope any of the wards start to wane.
of duty, Abril cannot function – and
refuses to leave the confines of the
church. If asked about his condition he
Cecil Harnasse
shrugs it off as simply the stress of his
occupation and similarly claims that he Male Human Ari4: CR 3; Size
is just too preoccupied to assist in any M humanoid (6 ft. tall); HD 4d8+8; hp
other endeavor. 32; Int +2 (+2 Dex); Spd 30 ft.; AC 12
(touch 12, flat-footed 10); Atk +4 melee
(1d6+1, MW rapier), or +7 ranged
Combat (1d10, MW pistols); SA -none-; SQ -
none- ; AL LN; SV Fort +3, Ref +3,
When threatened with mortal Will +7; Str 12, Dex 14, Con 14, Int 17,
danger Abril will open the round with Wis 13, Cha 16.
the shield of Ezra ability and proceed in Skills and Feats: Appraise +7,
casting a reflect pain spell. If he has a Bluff +5, Diplomacy +8, Forgery +4,
round to prepare, he will also cast shield Gather Information +6, Handle Animal
of faith to increase his armor class. If +7, Intimidate +5, Knowledge (arcane)
ever outnumbered he will prefer to cast +5, Knowledge (local) +6, Knowledge
obscuring mist or fog cloud to ensure a (domains) +5, Knowledge (noble
quick escape. If faced with a families) +5, Knowledge (religion) +5,
supernatural threat he will attempt to Listen +3, Ride +7, Search +1, Sense
face it head-on—using his magical Motive +7, Spot +3, Survival +3
longsword to bypass any damage Languages: Balok, Elven,
reduction—or if out matched he will Falkovnian, Darkonese, *Mordentish.
attempt to flee and rally the locals to his Signature Possessions:
aid. Masterwork Rapier, Masterwork Pistol,
Locket with Jacqueline Cuvier’s
Special Qualities – Shield of engraving.
Ezra: 1/day may call a film of luminous
mist to envelop the clerics body for 1
round per level of the cleric. The shield

50
to encourage, as everything came along
naturally.
The year of 753 bought nothing
but pain for the eldest Harnasse. As one
day after noticing his betrothed sneaking
off from her home at Chateau de Cuvier,
he followed her to an isolated area where
he discovered her rendezvous with the
young Sorgen. Outraged that Jacqueline
would have anything to do with such a
creature, partially fearful of its unnatural
nature, and partially jealous of her newly
acquired friend, Cecil plotted a means to
scare off the treacherous caliban from
ever seeing her again. Partnered with his
youngest brother Philip, Cecil
intercepted the young caliban before his
next rendezvous. Cecil roped and
dragged the young caliban from his
horse, swearing that if he’d ever catch
him near Jacqueline again that he’d hang
Cecil Harnasse is a tall man that him from his throat. To further his point
tends toward dark-slimming colors. His he reared his horse mere inches from
hair is a jet black, which is usually kept Sorgen—a trick he had taught his horse,
back in a pony-tail. His sideburns are and practiced many times before.
kept long and his eyes are a dark brown. Something went wrong, and for some
He is 28 years of age, though he left reason he lost control of his horse and
behind his age a long time ago due to his nearly trampled the poor caliban to
parents demanding expectations. death. Fearful of repercussions from
supernatural sources – as those who
Background harm one of mordent’s wailing children
are prone to the evil forces that created
Cecil Harnasse grew up under them – Cecil and his brother Philip
the scrutiny and strict governance of his withdraw and leave the (thought dead)
parents. Since he is the eldest brother, caliban to rot.
he is considered first in-line for the It isn’t until a few months later
inheritance after his parents pass. when after the Pendlefern murders that
Cecil’s childhood was filled with harsh he learns the horror of his deeds. When
schooling, strict rules, and hard tradition. the Eye-Thief escapes from murdering
Cecil’s only reprieve from his his younger brother Philip, he identifies
demanding life, was the young the killer as the creature his horse
Jacqueline Cuvier – daughter of Laton accidentally trampled. Cecil later joins
Cuvier and his intended. The children with the rest of the nobles along with the
got along exceptionally well, and when mysterious Cureo Ryder (who’s name
it came time for courtship there was very eludes Cecil to this day) and helps to set
little that the parents of either family had ambush for the evil beast.

51
Even with Sorgen’s eventual sustain family tradition, wealth, prestige,
defeat, Cecil still wakes from nightmares and respect.
involving the trampled caliban, his horse
and his brothers murder. To this day he Combat
feels that he played a hand in his
brother’s demise and has been trying to Cecil is not a fighter in any shape
find a means to bring his brother back to or form. It was his younger brother
life. Some say that Cecil has been Philip that was trained to be a soldier,
taking far too many risks with his and to eventually take up the
business ventures of late. Every attempt responsibilities of Laton Cuvier once he
at a resurrection has failed, as little does retired. Therefore his own training has
he know that the knife that slew him been overlooked. His only abilities in
must be present to return his soul to his combat are attributed to the occasional
body. Cecil has spent nearly a fortune in fox hunt, and of course an occasional
locating books and magical items that bout of swordplay for recreation.
offer life to the dead, but so far his work If threatened Cecil will not
has been all for nothing. hesitate to return the favor at the end of
his pistol, and if things get dire enough
Current Sketch he can be roused to his rapier. He would
prefer to make use of his household
As always Cecil’s only reprieve guards and his influence with the
from his guilty conscience and hardships Cuviers for protection.
of managing the family estate (without
going into bankruptcy due to his Lair
research) is the beautiful Jacqueline
Cuvier. He believes that his time of Cecil Harnasse lives at his family
mourning should no long delay their estate in Hollow’s Creek, just sigh
marriage and with the Cuvier dowry can beneath Old Hollow’s Hill called
expand his research even further. Longshadow. It is a three-story mansion
Cecil is a hard man driven by his with a stone foundation, with the rest of
ambitions to succeed and to continue his the house built of strong wood with a
family legacy. His only weakness ceramic-tile roof. The entire estate is
comes from his guilt for Philip. When protected by a three foot stone wall
conversing his face remains (imported from the inner core) and an
monotonous, but not due to a flaw in elaborate iron gate filters traffic to the
personality. Cecil is a hard man to read estate itself.
and he prefers to keep it that way. The The estate is comprised of the
only one he ever reveals his feelings to is Harnasse mansion, stable house, pasture,
his beloved childhood playmate kennels, servants quarters, guards
Jacqueline. quarters, and a few owned fields.
Though stern like his parents,
Cecil is not evil, nor does he harbor
maliciousness towads others for his strict
upbringing. He believes in necessary
evils that must be done in order to

52
protecting her empty socket from the
Midwife, Hanna Gibings harsh winds. Her hair is like spider-silk,
grey and flutters about her in the
Female Human Adp3/Clr1: CR smallest of breezes. Her lone eye is as
3; Size M humanoid (4 ft. 11 in. tall); grey as the mist, which is known to drift
HD 3d6+1d8; hp 17; Int +0 (+0 Dex); off toward something invisible over the
Spd 30 ft.; AC 10 (touch 10, flat-footed shoulders of those she speaks with.
10); Atk +0 melee (1d6-1, gnarled cane);
SA spells; SQ familiar; AL TN; SV Fort
+1, Ref +1, Will +9; Str 9, Dex 11, Con
11, Int 17, Wis 18, Cha 13.
Skills and Feats: Bluff +1,
Concentration +2, Craft (medicine) +7,
Diplomacy +3, Handle Animal +4, Heal
+8, Listen +6, Knowledge (arcana) +6,
Knowledge (local) +5, Knowledge
(nature) +7, Knowledge (religion) +5,
Profession (herbalist) +8, Profession
(midwife) +8, Search +4, Sense Motive
+4, Spellcraft +6, Spot +4, Survival +6;
Alertness, Brew Potion, Scribe Scroll,
Craft Wonderous Item.
Languages: Balok, Draconic,
Elven, Falcovnian, *Mordentish,
Adept Spells Per Day: 3|3. Base
DC = 14 + spell level
Memorized Spells: 0-light,
mending, touch of fatigue; 1-burning
hands, protection from evil, sleep.
Cleric Spells Per Day: 4|2+1. Background
Base DC = 14 + spell level. Domains:
Magic, Plant.
Hanna Gibings has served as
Memorized Spells: 0-Cure
Hollow’s Creeks midwife for over fifty
minor wounds x2, Detect Magic, Read
years. So long in fact that it was her
Magic; 1-Entangle, Command, Cause
who aided in the Harnasse brothers,
Fear
Thaddeus Knox-Creed, and Jacqueline
Signature Possessions: x2 cure
Cuvier’s birth. She was born in
light wounds scrolls, x2 cure light
Blackburn’s Crossing and moved to the
wounds potions, gnarled cane, holy-
rural setting to get away from the city
symbol of hala, *ring of fearlessness +2,
life. It was here that she discovered her
*shawl of death’s blindness, *talismans
unique abilities to heal and eventually
of the competent man.
became a servant to her goddess Hala.
Very few know about Hanna’s
Hanna Gibings is just sigh of 5
dedications to Hala, amidst the noble
feet and walks with a gnarled cane. Her
families only Thaddeus Knox-Creed
face is covered in wrinkles, whilst her
knows of her religious affiliations. The
right eye is covered with a red scarf –

53
Knox-Creed family has turned to Hanna care for the child. Despite her warnings,
Gibings in cases of birth, prophetic Thaddeus wished to be rid of all
financial advice, and in times of plague. responsibilities regarding the child – and
Every time Hanna has been more than though hesitant, Hanna took the child as
happy to extend them her services and her own.
wisdom. It is through these services that However, the night in the swamp
Hanna has assured her privacy and rendered her incapable of caring for the
safety from persecution from those who caliban as she grew sick with the plague.
mistrust witchcraft. Fearful that her fever would bring about
On a fateful October night in 738 her end, and quite possibly spread to the
Hanna was summoned to a remote young babe, she advised that child be
portion of the northern swamp by a given to one of the tillers who owed
whispering wind. After trudging Thaddeus a substantial debt – that by
through the muck, nearly blind from the caring for the child, they will be forgiven
lack of moonlight, Hanna found herself of that debt as long as his origins are
at the mouth of an abandoned wolfs den. kept secret. Reluctantly Thaddeus
Inside laid a woman about to give birth. agreed and the child was given into the
Inspired by pleas for help, Hanna was care of a family of ranchers by the name
quick to aid the mother with her of Pendlefern.
delivery, but was shocked when the babe Hanna Gibings struggled for the
turned out to be one of Mordents next 2 years against the terrible disease
“howling ones”- a caliban. The mother that she contracted from the night of
named the child Sorgen. After the Sorgen’s birth. She survived the
naming, Hanna was rewarded by the affliction, but not without a horrible cost.
woman, claiming that she would be free Hanna lost her right eye to the disease
from his influence – and would have no and her muscles and health have fallen
need to fear him in the future. It was into decline. Hanna has only been able
then that Hanna realized that the wolf’s to keep herself alive through her
den wasn’t as abandoned as she thought, extensive knowledge in herbs and
as she realized an abundance of eyes medicines.
staring at them from the darkness of the Something happened in the year
fen. Soon Hanna was told to return to of 753. Sorgen was but a distant
her cottage, and that her journey would memory to Hanna, but suddenly she
be unimpeded. began to have horrible nightmares
It wouldn’t be until later that involving the caliban child and a
night, that Hanna would truly realize the whispering void that threatened to
circumstances surrounding Sorgen’s swallow him whole. On the night of the
birth. Thaddeus Knox-Creed came to Pendlefern murders, Hanna fell into a fit
her that same night with the child in of convulsions on the cottage floor and
hand, pleading with her to care for it as it saw all the horror that took place. Every
would be the ruin of his social-standings. night afterward she was haunted by
After prying all the events surrounding additional visions of torture and blood,
the mysterious woman and the child with seeing exactly what Sorgen, the Eye-
especial care in detail encompassing Thief saw as he brutally murdered his
Thaddeus role and his associations, victims and harvested their eyes for a
Hanna counseled him to reconsider and necklace to bear around his neck. It was

54
with her aid that Cureo Ryder (who’s Combat
name is also lost in Hanna’s memory)
was able to know exactly when and
where Sorgen would strike. After his Hanna Gibings may seem like
defeat in the swamp, for one night in she is weak, but her magics have
months she was free of the horrible provided her with enough protections to
visions. But the night of his demise, life in the northern fen without fear of
Hanna dreamt of his pale hand emerging the creatures of the night. If threatened
from the waters of the sinkhole – since she will use every spell at her disposal to
then she has only received tiny glimmers incapacitate her persuers, and if given
of his activities. It wasn’t until the the chance, will slay them in their
party’s arrival in Hollow’s Creek that helplessness.
marked the return of her nightmares. Hanna also has an array of
Every night she watches in horror to the magical items at her disposal (detailed in
events Sorgen is striving to set in the magical items section of the
motion. What is worse, is that she can Appendix). With these items, she has
hear a voice in the void of her been able to overcome instances of
nightmares speaking to her – warning danger and escape to the comforts of her
her of things to come, but also home.
threatening with a fate worse than death
if she interferes. Lair

Current Sketch Hanna lives in a cottage in the


swamp just north of Hollow’s Creek,
Hanna Gibings is a wise woman and northwest of Allworth estate. The
that sees little joy in frivolous endeavors. cottage is a grey wood that is partially
Years of pain and anguish have taught rotting due to the dampness of the
her patience, and that in her existence swamp; were it not for Hanna’s mending
every moment counts. She is not one to spells the place would surely collapse.
waste her time on fools, but is not one to The roof is made of a green moss that
insult or lecture. happens to grow in abundance
These nights midwife Gibings is throughout the heath.
afraid. She fears the voice in the void, Inside a visitor is greeted with
calling out to her the terrors of Sorgen’s drying herbs hanging from the ceilings,
plan. Deep in her conscience she wire cages, shelves filled with bottles of
believes this voice to be the voice of unknown concoctions. A cauldron is
death, and his threats only accompany constantly boiling a strange collection of
her with thoughts of nothingness and a ingredients for one of many potions
fate of eternal torment. Her very nature Hanna creates for the villagers and
compels her not to act, and to allow paying strangers.
things to move on their own accord, but
dreads that if she doesn’t do something –
that everything will be swallowed by the
darkness of the void.

55
Signature Possessions:
Masterwork rapier, masterwork flintlock
pistol, *amulet of evil wardings

Thaddeus is a man in his early


forties but appears as if he is nearing
sixty. His face has taken to wrinkles, his
eyes sunken deep within his skull, and
his once brown hair is now a powder
white.
His eyes are hazel in coloration
but tend to turn towards a darker brown
during the colder seasons. His looks and
general attire appear worn and tiresome.
But when his gaze is fixed on an object
of his displeasure, one is filled with a
vile condemnation that sinks to the bone.

Background
Lord-Mayor, Thaddeus Thaddeus was born in 717 here
in Hollow’s Creek. His parents, though
Knox-Creed strict, were overly proud of his gall and
bravado when dealing with his equals.
Male Human Ari7: CR 5; Size They encouraged this portion of his
M humanoid (5 ft. 11 in. tall); HD character which only aided in
7d8+14; hp 56; Int +1 (+1 Dex); Spd 30 succeeding in most scholarly and politic
ft.; AC 11 (touch 11, flat-footed 10); Atk pursuits. Though perhaps a failing by
+9 melee (1d6+1, MW rapier), or +6 his upbringing or a flaw in human
ranged (1d10, MW flintlock pistol); SA - character, Thaddeus became over
none-; SQ -none-; AL CG; SV Fort +2, arrogant – especially in his knowing that
Ref +2, Will +5; Str 10, Dex 13, Con 15, some day he would inherit the title of
Int 17, Wis 14, Cha 13. Lord-Mayor of Hollow’s Creek.
Skills and Feats: Appraise +8, As a young man, whenever his
Bluff +9, Diplomacy +12, Forgery +7, parents would take him to Blackburn’s
Gather Information +6, Handle Animal Crossing or Mordentshire he, along with
+5, Intimidate +3, Knowledge (local) his following at the time, would take
+9, Knowledge (domains) +8, liberties with the local women and flaunt
Knowledge (noble families) +10, Listen his family’s success. To the people of
+7, Ride +6, Sense Motive +8, Spot +7, Mordent, he was a prodigal son, but the
Survival +8; Alertness, Exotic Weapon reputation of his family’s name over-
Prof. (firearms), Weapon Finesse, shadowed his wrong doings and his
Weapon Focus (rapier) actions were generally looked upon as
Languages: Balok, Falkovnian, the follies of youth.
Lamordian, *Mordentish. In 737 a week before he was to
wed Camellia Farmsworth, the daughter

56
of a reputable family out of Blackburn’s the guards regularly patrolled his estate.
Crossing (an attempt to quash his She held in her arms a caliban child, his
lecherous activities, and put an end to his child, and told him of his ownership. In
mal-adventures) Thaddeus met a spite of his denials, Thaddeus saw
beautiful Vistani woman by the name of something familiar in the child’s
Lylari Bonova. She and her caravan features. Lylari spoke that she would
entered Hollow’s Creek with the intent have her revenge upon him for her rape
of trade and providing entertainment – and the murder of her two brothers with
for a slight fee. the following curse, “Bound to your
With the aid of his friends as crimes, this child shall bring woe to your
they distracted her Vistani escorts with house if usurped from its rightful
offers of coin, Thaddeus was able to inheritance. Know you shall have no
sneak off with the Lylari to an isolated other heirs that may claim your family
portion of the heath. The two were name. Heed this warning, for I curse the
infatuated with each other, she with his house of Knox-Creed to forever bear the
power and confidence, and he with her mark of your unpunished crime.” As the
exotic charms and wiles. However, last word was uttered, Thaddeus felt a
when things became too intimate she large weight pressing down on his
refused him. Not used to rejection, shoulders – a weight he would have to
Thaddeus took his liberties despite her bear for the rest of his life – and all the
protests – the result a forced rapine. windows and doors to Allworth opened
When all was over, Thaddeus as a putrid wind pushed into the house,
returned with his friends. It is presumed snuffing all the firelight. When the light
that Lylari told her companions of his was restored, Thaddeus found that Lylari
deeds, as two of her people attempted to had vanished and the caliban child
assault Thaddeus in the street. For the cradled on his sofa.
transgression, the two vistani were In a fit of desperation, Thaddeus
hanged for the trespass, by order of the grabbed the child and fled to his most
Lord-Mayor, Thaddeus’ father. That trusted advisor, the Midwife Hanna
night, fearful of additional retribution, Gibings. He pleaded for her to hide the
Lylari Bonova and her caravan child, as harboring such a creature in his
disappeared in the mists. own home would destroy his family
The next week Thaddeus married name, and destroy his relationship with
Camellia. Their marriage was filled Camellia. Hanna warned Thaddeus that
with trial and tribulation, but eventually doing so may bring about Lylari’s curse,
she was able to dissipate his lustful but his family’s reputation came more
yearnings and acquire his love and important, and in the end Hanna agreed
dedication. Camellia became the talk of to the child’s care.
Hollow’s Creek, a woman of piety and But her care would end too soon,
strength of character. She was beloved as she shortly after took ill with the
by all, and her success only captivated plague and the responsibility was
Thaddeus’ attentions even more. transferred to a local rancher by the
Nine months later, in October of name of Pendlefern who owed the Knox-
738. Thaddeus was visited by Lylari Creed family a sizable debt. In
Bonova in his own parlor, despite that exchange for Sorgen’s care, Thaddeus
every door and window was locked and promised to waive the usual monthly

57
debt and promised to accrue it directly to Thaddeus recants his
the principle owed. In short, the involvement with Sorgen’s mother and
Pendlefern’s were free of their financial describes his reluctance to take him as
responsibilities as long as they would his son due to social consequences. He
harbor the child. Once the agreement apologizes to him, claiming to have seen
was struck, Thaddeus turned his back on the error of his ways. Thaddeus
Sorgen and returned to the comfort of promises to spare no expense at the
his family’s estate just in time to learn healing of the caliban’s “condition”.
that his beloved Camellia is with child. Sorgen, denies him, claiming that no
The next nine months Thaddeus mere apology and feelings of
treated the night Lylari spoke her curse reconciliation will make up for the years
as a horrible dream, dedicating his every of abuse suffered beneath the hands of
devotion to his family’s prosperity and others (especially his adopted family –
happiness. Dire times were soon the Pendleferns). Sorgen flees Allworth
approaching. In 739 his wife, Camellia claiming that he’ll, “…bring a new truth
Farmsworth Knox-Creed died giving to the family name, one that will be
birth to their new born son Terrance, remembered for generations to come!”
who also died shortly after. Sorrow The next night is marked by the
swept through Allworth estate, as her Pendlefern murders, their blood soaked
death was felt by all who knew her. In under the Knox-Creed name.
his grieving Thaddeus still swears he Fearful to reveal his previous
smelled the same noxious odors that crimes Thaddeus remains silent, praying
swept in his home the night of Lylari’s that Laton Cuvier and fellow members
curse. For the coming years Thaddeus of the watch combined intuition and skill
falls into a bout of melancholy that will bring Sorgen to justice. Though as
leaves Allworth in disrepair and empty. more people fall beneath Sorgen’s knife,
In 753 Thaddeus is torn from his Thaddeus is forced to hire Cureo Ryder
dreams of Camellia by a vision of (who’s name is now a mystery to him),
Sorgen being trampled by the hooves of to hunt down Sorgen and kill him.
some nightmarish beast, and feels death- Thaddeus joins in the final ambush
hand slowly creeping upon him. Driven against his son, but when Sorgen
by a partial fear of additional reprisals attempts to escape in the northern
from the curse, and desperate for a swamps – Thaddeus is at an advantage.
chance at salvation, Thaddeus finds the Due to his family’s tendencies to use the
battered body of his son at the swamps to cover their secret visitations
Pendlefern farm. Sorgen is spirited to Hanna Gibings, Thaddeus knows safe
away to Allworth by carriage and is passageways and how to cut off the
placed directly in Thaddeus’ care. fleeting murderer.
Applying a few potions to Sorgen’s Catching him by surprise
wounds – potions he had acquired from Thaddeus wounds the already injured
Hanna Gibings – Sorgen was brought caliban and they struggle against each
from the edge of demise and made a near other in an exchange of blades and fists.
recovery. The potions healed as much as Their battle eventually leads them into a
possible, but Sorgen was left with sinkhole that quickly begins to pull their
injuries far beyond the range of the struggling bodies into the depths. It is
restorative magic. there that Thaddeus consigns his life to

58
the destruction of his very own creation, when he dreams of Sorgen rising from
and fights to hold down his escaping his watery prison and choking him while
son. However, just before he is pulled all of Hollow’s Creek bleeds before his
completely under, he is saved by Cureo eyes.
Ryder and the rest of his companions.
Thaddeus watches as his son is slowly
pulled into the muck. The last anyone
Combat
sees is Sorgen’s hand disappearing
beneath the waters. Thaddeus is a skilled fencer, and
The portion of the tale that will not hesitate to defend himself if
Thaddeus refuses to relate in his struggle presented with danger. He carries a
against Sorgen in the swamp, is that pistol on the inside of his coat and will
when he cosigned himself to die it is use it when the situation turns grim.
then that Cureo Ryder grabbed him. He also wears an amulet beneath
Things happened so very quickly at that his clothing that Hanna Gibings gave
moment, but he swore that Sorgen him for protection. If facing a denizen
helped push him out of the sinkhole, of darkness, or any being he believes
regardless that it only served to push him evil, Thaddeus will activate a charge to
in deeper. Perhaps it was his mean of shield him from the coming danger.
redemption, a sliver of forgiveness… or
was it? Lair

Current Sketch Thaddeus Knox-Creed resides at


his family estate Allworth atop a hill
Thaddeus has come a long way north of Hollow’s Creek. It was once a
since his youthful days of arrogance and thriving three-story mansion, occupied
cruelty. He is now kind, compassionate, with servants, guards, and an assortment
and eager to do good with what little of other houseguests and friends. Now it
time he believes he has left in this world. has dwindled down to a few loyal
His life is not yet over with, and he may servants.
still have a chance at starting over. The house is a dull grey color,
There is hope in his eyes, but the ghosts having not been whitewashed in years,
of the past oftentimes smudge his and dust has coated the windows enough
optimism and for weeks he falls ill. that no light passes through them and the
With the events surrounding the insides are blocked in obscurity. The
Von Storben’s disappearance, Thaddeus stables and the servants quarters are the
has grown ever more sickly and pale. only two buildings kept in relative
He fears that his son may not have repair. Were it not for the occasional
perished in that swamp and that he’s passing of candlelight at night, one
been biding his time – to lure everyone would suspect the place to be
in a sense of false-security. Thaddeus is abandoned.
distant from all those around him. He
wakes from terrifying nightmares with
his own hands clenched around his
throat. He wears a scarf to hide the
bruises that he inflicts upon himself –

59
hindered from listening to it for more
New Magical Items than a combined period of 30 minutes.
If interrupted the character must start
over at 8 hours of listening in order to
Amulet of Evil Wardings gain its benefits.
The bonuses last until the
The amulet is usually a precious character rolls a horror and/or madness
stone wrapped in wire to support a chain recovery roll regardless of the outcome,
to wear over ones neck. When worn this or after 30 days have passed.
amulet adds little benefit to the wearer Faint Divination; CL 3rd; Craft
until properly activated. By rubbing the Wondrous Item, guidance; Price
stone, the necklace glows a pale blue and 4,500gp; Weight 2 lbs.
effectively protects the wielder as if a
protection from evil spell had been cast Helm of the Horse’s Skull
by a cleric of 3rd-level. Each time the
amulet is activated, it looses one of its This morbid item is a horses
charges. Once all the charges have been skull hollowed out and fitted onto a
been used the stone looses its magic and helmet, with a black plume jetting out
becomes inert. the back made of horse hair. The item is
Due to the way in which they absolutely frightening and hinders the
were created, a majority of these amulets wearer in social situations outside of
carry only 2d4 charges. Each time a intimidation. Due to its horrific nature,
charge is used there is a 20% chance that the helmet adds 2 to the characters
the amulet works, but the benefits are outcast rating. Wearing the helmet
not bestowed properly – the magics grants the wearer a +1 dodge bonus to
being dismissed, and gravely his armor class and a +1 to her reflex
unbeknownst to the wielder. During saves.
these times the stone will continue to Faint Abjuration; CL 3rd; Craft
glow until the spell’s duration would Wondrous Item, guidance and
normally end. resistance; Price 2,800gp; Weight 6 lbs.
Faint Abjuration; CL 3rd; Craft
Wondrous Item, protection from evil; Ring of Fearlessness
Price 750gp; Weight ½ lbs.
The rings of fearlessness are
Chimes of the Inner Sanctum usually small copper or silver bands
engraved with pictures of common fears
These brass chimes grant a +1 – snakes, spiders, rats, etc. When worn
competence bonus when attempting a they bestow a heightened sense of will
save from recovering from their next when faced with instances that calls for a
horror and madness check. In order to fear check, granting a bonus to the
gain its benefits the participant must character’s saves depending upon the
spend eight hours listening to its strength of the ring.
melodies. During these eight hours the Faint abjuration; CL 3rd, and
character can be doing other activities must be two levels higher than the bonus
such as prayer, meditation, or even on the ring; Craft Wondrous Item,
sleeping – just as long as they are not remove fear; Price (+1) 350gp, (+2)

60
1400gp, (+3) 3,150gp, (+4) 5,600 gp,
(+5) 8,750; Weight nil.

Shaw of Death’s Blindness

This magical wool shawl protects


the wearer from being seen by the
undead as per the hide from undead spell
as cast by a 3rd-level cleric. The save
difficulty for willful undead to locate the
wearer is a DC 11.
It is not uncommon for the same
magical item to be created as a necklace
or a cloak.
Faint Abjuration; CL 3rd; Create
Wondrous Item, hide from undead; Price
2,000gp; Weight 1/2 lbs.

Talismans of the Competent Man

The talismans come in pairs that


two people, while wearing them around
their neck, can understand each others
languages as if it were their native
tongue. The nature of the magical items
only allows those who are wearing the
talismans to understand one another, but
not understand the spoken language of
an otherwise incomprehensible
language. The talisman does not allow
the ability to read other languages that
the wearer would normally not be able to
read as per the comprehend language
spell.
Multiple talismans work with one
another and despite the items name, the
talismans can be worn and used by the
female gender.
Faint Abjuration; CL 3rd; Craft
Wondrous Item, comprehend languages;
Price 2,000gp per pair; Weight nil.

61
Player’s Handout 1

-E ldrenn Lorean,

I take this opportunity to write you about your purpose here in


Hollow’s Creek. The money I have provided shall aid you in the completion
of my wishes to the word: harass the locals, disrupt trade, pillage outlying
farmsteads and murder the inhabitants. When you kill be sure to leave no
witnesses. This next part may seem unorthodox, but is necessary for my point
to be made – remove their eyes! Dispose of them how you wish, just be sure
they are not to be found. I want the Lord-Mayor’s dogs’ paler than corpses
you leave behind. Under no circumstance are you to rob these people, I will
not have my plan foiled by mere greed. If it is money you’re after, my
rewards are far greater than what you can find off simple peasants. Tell
your men that if I find that anyone has stolen anything they will answer to
me!
Start with the family that occupies the old Pendlefern land, just a few
miles south of the Coleridge Estate, just off the South Road. On that note, if
you find any horses during your ventures – remove their eyes as well. One
last thing… raid one of the local cemeteries and bind the skeletons to your
armor. It will give the impression of the walking dead if you are spotted.
Perform all activities at night – rest during the day – No Mistakes!

-S

62
Dread Possibility - Old Man Hollow

his adventure requires


an average of four
rd
characters of 3 level. However, the
DM is encouraged to increase the ECL
of the adventure’s encounters
appropriate for lower or higher level
characters.
This adventure is intended to be
played after the party has acquired some
notoriety with the inhabitants.

Plot Synopsis

For generations the city of


Hollow’s Creek has terrified their
children with stories of Old Man
Hollow. After hearing the tales of Old
Man Hollow, the players are brought
into the story themselves by either their
own curiosity or perhaps by being lead
by Timothy spirit to its remains for
proper burial.
If the party ventures to Hollow’s
Hill their investigations will only be met
by the sharp axe of Old Man Hollow,
who believes them to be nothing more
than the polymorphed black sprites. On
the other hand if the party follows
Timothy, they will be ambushed by the
Baobhan Sith who use his remains as a
home in the northern swamp. There they
will also find a wooden figurine carved
by Oliver Samson, to tie him into the
rest of the story.
By defeating the Baobhan Sith,
giving Timothy a proper burial, and
giving peace to Oliver Samson, will
things finally bet set right and the
sinkhole surrounding Old Hollow’s Hill
be lifted.

63
The Story of Old Man Hollow

“Gather round so I may tell the story of Old Man Hollow. Before this village
was called Hollow’s Creek it was named Creedence. The village of Creedence was still
in its early developments and the people then relied heavily on a Carpenter by the name
of Oliver Samson. Oliver Samson lived up on Hollow’s Hill, where he worked in his
workshop to provide the village with all her general needs. Whenever anyone would
need a table, a door, a window, or cart they would immediately seek the help of Oliver
Samson. Well, Oliver did not live alone, but he lived with his wife and son Timothy.
All was well for the village of Creedence until one day Oliver’s wife
mysteriously died. Know one knows for sure how she died or why, but most suspect that
it was the stress of his job that finally got to Mr. Samson. Some say that she died to the
plague, while others whispered that it was Oliver himself who did her in. The truth was
never uncovered. It was then that Mr. Samson withdrew himself from the eyes of others,
shutting himself in his own home. He boarded up the windows and locked his doors
from all who would come to visit him. However, late at night one could see light
filtering through his workshop windows – the sound of hammering and chiseling could
be heard as far as the creek. Then one morning the villagers woke to find tiny little
wooden figurines left at their doorsteps, figures of people in the village. Naturally the
villagers thought it to be a gift, a kind gesture of appreciation by Mr. Samson but the
truth is usually more horrifying that want one would anticipate.
A couple farmers from the heath witnessed the young Timothy Samson’s murder
at the hands of his father; the child drowned at the edge of the creek. The farmers
chased Oliver Samson to his home, but dared not to venture in for fear of the stench of
evil that hangs about the place to this very day. Instead the men returned to the village
and roused the great families and the watchmen to deal with the foul murderer. But –
when the officials arrived at Oliver’s home, they found Samson’s dead body – having
committed suicide with the same tools that he murdered his own son with. Besides the
body, they found but a single word carved into the front door, and do you know what it
was? … “Hollow”.
When the villagers returned to give poor Timothy a proper burial his remains
were missing, but in its place was one of the wooden figures his father had carved.
Fearful that Samson would rise from the grave to seek others harm, the villagers flung
the wooden toys into his home and burned the place to the ground. The next morning,
the villagers woke to find that the house on Old Hollow’s Hill returned from the ashes
of its ruins, the wood as black as night. Now, none dare to venture close to Old
Hollow’s Hill, as they may attract the attention of Oliver Samson. It is said that those
who receive a carved figurine at their doorsteps are marked to die by having their
throats cut by his spirit – by Old Man Hollow.
As for Samson’s poor son Timothy? His ghost now inhabits the bridge that
crosses the creek. Some say, late at night they can hear sobbing from beneath the
Weeping Child Bridge. Over the years the spirit has become vengeful, seeking to drown
those who pause long enough to look for it. Heed this warning – if ever you hear young
Timothy’s cries, cover your eyes so that evil shall not tarry your journey and hasten
your step lest you be drowned by the maddened spirit yourself.”

64
The Weeping Child Bridge
…parlor paler than the grave and his
eyes are swollen with tears. It
The bridge is beneath the shadow beckons, clasping and unclasping its
of Hollow’s Hill, where the blackened hands in front of it, trying to draw
walls of the Oliver Samson’s home can you towards him. His face is devoid
be seen beneath a full moon – or of mal-intent but riddled with sorrow
otherwise the light of day. If ever the and the dire feeling of being lost.
party is caught crossing the bridge at
night read the following:
If attacked, Timothy will quickly
You all hear a sound; quite vanish and refuse to ever reappear to the
enough at first that you dismiss it as a party again. Those that see him must
trick of the night, but slowly grows make a Will save [DC 11] or be charmed
louder the farther you tread. Beneath as per the charm person spell. If
the cobblestone bridge, pouring charmed, the character will be compelled
across the waters of the creek like a to follow Timothy into the northern
fog comes the sound of a child’s sobs. swamp, avoiding all sinkholes and mud
The cries echo like stones skipping pits, eventually arriving at the Lair of the
across a pond, rippling out across the Baobhan Sith.
surrounding heath in waves of If the characters make their
discordant melody only belonging to saving throw, then Timothy will try to
the supernatural. The hairs on your use pantomime to show is good intent,
necks erect themselves in alert, and and have the party follow him to his
there is a coldness – like numb skeletal remains. But if the party refuses
fingers scratching down your spine. to follow him, the spirit waif will return
The once comforting sounds of the to its sobbing and vanish.
heath and neighboring fen have
dwindled away, leaving nothing but
The Lair of the Baobhan Sith
the unearthly cries of the bridge
bellowing into the night.
Timothy will lead the party to a
The party has many choices, but remote section of the northern swamp
if they choose to cover their eyes as where located in a center pool of muck-
instructed by the locals and to quicken colored waters is a high-rise of land
their pace, they will go unhindered to graced with a single ancient willow.
their original destinations. But if anyone Beneath the willow are the skeletal
keeps their eyes open, they’ll meet with remains of a young child, approximately
the spirit waif of Timothy Samson. the same size as the spirit waif.
Read the following: Scattered about the island are
swords, armor, pistols, urns, small
A touch of the ground fog pouches, and precious jewelry as well. *
swirls before your eyes and from out A list of the goods can be found at the
of it appears the phantom of a small end of this segment.
six-year old boy. His (continued) Little do the player characters
know that they are being spied upon by 3
Boabhan Sith, who are already listening

65
in on the characters thoughts by their Timothy will need his remains
detect thoughts ability. Only when they buried up on Hollow’s Hill along side
get into close proximity of the tree will his mother and father in order to rest
they initiate combat, preferring to use a peacefully.
combination of their Infectious Laughter
(Su) ability, confusion and entangle Experience: Giving Timothy’s remains
spells. Only after they have subdued a their proper burial and thus giving
majority of them will the black sprites Timothy eternal peace, will grant the
throw their javelins and attack viciously characters an additional 250 experience
with their daggers while invisible against point award each.
the helpless characters.

Experience: If the party manages to


Hollow’s Hill
defeat the black sprites, and recover
Timothy’s remains they will gain an The player characters cannot
additional 150 experience points each. travel to Hollow’s Creek without
noticing the black cottage that rests atop
Lair Loot: x3 flintlock pistols, x1 of Hollow’s Hill nor can many resist the
flintlock musket, x4 rapiers, x1 feelings of gloom and anger emanating
masterwork rapier, x2 daggers, x1 from the place. The point of which
chainmail shirt, copper bracelet with becomes stronger the closer one gets to
amethysts 35gp, a silver necklace set the house.
with amber and citrines 120gp, x2 gold
wedding bands 50gp each, silver broach Sinkhole of Evil
encrusted with moonstones 300gp, a
pouch filled with 35 gold, 14 silver, 9 A rank 2 sinkhole of evil
copper, a pouch filled with 14 gold, 18 encompasses Hollow’s Hill, marked
silver, 25 copper, a gold hair pin 100gp, by the fence that surrounds the
a masterwork short sword. charred cottage. Those who get near
are subject to feelings of despair and
** The statistics for the Baobhan Sith strong projections of hatred – which
and Spirit Waif can be found in in turn are the very taints of the place.
Ravenloft Denizens of Darkness. For generations Oliver Samson has
been brooding over a guilty
Putting a Soul to Rest conscience involving the death of his
wife – believing himself to be the
Next to Timothy’s remains the cause for bringing her to this disease
party will find a wooden toy figurine of ridden area in the first place - and
a dog. It was the toy given by Oliver also for feelings of sorrowful for
Samson to his son, before the black abandoning his son. But the
sprites murdered Timothy. If this toy is strongest taint spawns from his hatred
presented to Old Man Hollow, he will no for the Boabhan Sith and everyone
longer attack and instead try to they have masqueraded as over the
communicate with them through years.
pantomime.

66
Either motivated by curiosity or The gate is not locked and can be
through the encouragement of Timothy, unlatched easily from the handle on the
the party will seek to trespass on other side. When opened, the rusted
Hollow’s Hill. Below are areas of hinges will moan with age.
interest that the adventurers can visit on
Hollow’s Hill: B) Hollow’s Home/Shop

A) The Front Gate The charred home is worn


with age, as there are a few broken
The top of the hill is cracks in the paneling allowing one
surrounded by a three-foot tall picket to view inside. The windows are all
fence with the only entrance guarded boarded up and the glass has long
by a wooden gate capable of since shattered. A single word
swinging on a hinge. From there you dominates the front door, “Hollow”.
can see the crumbling two-story
home of Old Man Hollow. The
home’s exterior is the color of
The house appears as if the
charcoal; the wood is still blistered,
outside had caught fire. If the stories the
as if the fire had been but a few hours
villagers tell are true, they had burned
before.

67
the cottage down only to find it standing
the next morning as black as coal. E) Outhouse
Besides removing the planks
from the windows, the only means of This is where the family disposed
entry is the front door, which is of their waste – no need to say more.
unlocked, the northern side door, and the
massive sliding door to the carpenter Hollow’s Home
shop in the back.
Standing next to the home gives
off the feeling of being watched. Entering Hollow’s Home will
only incur the wrath of Old Man Hollow
C) Woodshed inside. Believing the player characters
to be the polymorphed Boabhan Sith or
The woodshed is secured shut by constructed illusions, he intends to lay in
a latch and rusted padlock. The waiting for his chance to gain his long
mechanisms on the lock have ceased awaited revenge.
functioning long ago and must be broken
in order to get inside. * See the attached notes on
Inside the woodshed is a cutting Oliver Samson for his statistics and
block for the wood, and a pile of preferred strategies in combat.
chopped firewood. The axe is missing.
To the west a ways is a well that 1) Front Door
taps directly into the Creek.
The front door is marked by the
D) Family Graveyard single word “Hollow” etched long ago
into its surface by Oliver Samson before
Instead of tainting their cemetery his suicide to describe his emotional
with Oliver Samson’s remains, the state previous to the deed. The door is
villagers decided to inter him next to his not locked, but the rusted hinges will
wife’s. There are three stones and each make the fools known.
read the following:
2) Living Room
Giselle Samson, 611-638 “Beloved wife
and mother – taken from us by the The room is filled with fallen
plague of 38’.” boards from the higher story along
with a few piles of rubble, but does
Oliver Samson, 603-639 “Labored as a not cater to the same charcoal
Carpenter – remembered as a exterior. Hanging from the ceiling
murderer.” and propped in a sitting position on
the center table of the room are
Timothy Samson, 633-639 “Innocent child-size wooden figures. A
beau – taken from this world by his fireplace rests against the southern
father’s own hand.” wall, where piles of sawdust and
wood-shavings have been swept into
Timothy’s grave is empty, as his a neat pile.
body was never found.

68
Oliver has been using his spare replicas left standing on the two
time to create full-size replicas of workbenches against the north-wall.
himself to further promote his obsession, Next to these figures are metal brackets
prior to his death, and as a means of and hinges to allow the figures eventual
special camouflage. Oliver uses his movement. Also on the workbench is
freeze ability to hide amidst the dolls in Oliver Samson’s craftsman tools which
order to secure a surprise round on those are masterwork.
who trespass in his home. The bench to the south contains 4
With a close examination the finished replicas that are propped against
party will be able to discover the large the wall in a sitting position. All manner
bloodstain on the center floor, the place of other carpenter tools and a couple saw
where Oliver committed suicide with his horses can also be found in the
own carpenter tools. workshop.
There is a door that leads outside The door to the west is a massive
to the north, the front door that leads wooden sliding door, it is not locked but
outside to the east, a door that leads into is hard to move due to the rollers haven
his workshop – which is locked [DC 15], rusted shut. Forcing the door is a
the key is hidden in the ashes of the Strength check [DC 18].
fireplace – and a staircase that leads onto
the higher floors to the north. 4) Upstairs Hallway

3) Workshop This is the hallway that allows


access to the upstairs bedrooms. There
The workshop is where Oliver are a couple wooden figurine replicas of
Samson spent the majority of his time. Old Man Hollow sitting in the northwest
There are a couple half-finished wooden

69
corner. One of many places he can place – and bury his son’s remains next
ambush the adventurers. to his own.
Then he must be released from
5) Timothy’s Room inhabiting his puppet shell by being
consumed by fire. Only then will he no
Timothy’s room is comprised of longer return to haunt his place on
a child-size bed and beneath it a Hollow’s Hill.
porcelain dish and vase that are covered
in a solid ashy layer. Experience: Bringing peace to Oliver
Samson so that he may join with his wife
6) Master Bedroom and son will grant the party an additional
500 experience points each.
This is the room where Oliver
Samson and his wife used to sleep. Two
of the wooden leg posts have been cut Dread Possibility – The tools of
off with an axe. Both of which have a Craftsman
been used recently in the construction of
This dread possibility is up to the
additional doll replicas. DM on how far she wishes to stretch the
Atop the bed lies a worn leather story out further.
journal dated back to 634. The journal The carpenter tools belonging to
details Samson’s commission by the Oliver Samson have been the objects of fear
Knox-Creed family to aid in the and despair. Having tasted blood, the tools
have been warped over the years by the
construction of Creedence in the sinkholes growing powers. They have been
southern portion of Mordent. The used as an instrument of hate, carving the
journal gives relative insight into wooden replicas of Old Man Hollow for his
Hollow’s Creek past. The journal ultimate revenge upon the black sprites who
contains Oliver Samson’s background as lead him to commit his own suicide.
Having warped over the years the
presented at the end of this adventure as masterwork carpenter tools have begun to
well as additional information in regards crave the taste for blood and now call out to
to the many different guises the Baobhan whoever wields them to sate its thirst. The
Sith have taken in order to further tools have become a sentient magical item
torment him. that provides a +10 to all craft (carpentry) or
related wood-working skills. For every week
the tools aren’t allowed to kill (treat them as
Defeating Old Man Hollow a +2 dagger, that deals 1d3 points of damage)
it diminishes by a -1 in skill bonus.
If the tools are unable to convince
If the party shows Old Man its owner to kill in its behalf, it will attempt
Hollow his son’s remains or the toy to posses them to carry out the dead itself.
figurine that is located at his body Oliver Intelligent Item; AL CE; Int 14, Wis
14, Chr 12; Communication: Speech,
Samson will stop his attack and see the *Mordentish, Lamordian, Balok; Ego 13
party for what they really are. Through
pantomime, crude drawings, or even
writing messages, Oliver will tell the
party that in order for him to rest they
need to destroy the black sprites that
caused him to commit suicide in the first

70
Oliver Samson, Old Man
Hollow
Male Construct: CR 4; SZ S
Construct (3 ft. 2 in. tall); HD 5d10+10;
hp 42; Init +3 (+3 Dex); Spd 20 ft.; AC
15 (touch 13, flatfooted 12); Atk +7
melee (1d4+3/x2 slam), or +7 melee
(1d8+4/x3 hatchet); SA spell-like
abilities; SQ construct Traits, freeze,
immunity to magic; DR 2/-; AL CN; SV
Fort +1, Ref +4, Will +3; Str 17, Dex 17,
Con --, Int 12, Wis 14, Chr 15.
Skills and Feats: Balance +6, Climb
+5, Concentration +5, Craft (toys) +12,
Hide +6, Intimidate +4, Listen +7, Move
Silently +8, Profession (Carpenter) +16,
Spellcraft +5 (+10 against fire spells),
Spot +7; Alertness, Improved Initiative.
Languages: *Mordentish
Signature Possessions: Masterwork in the arms of her beloved husband four
carpenter tools (+2 Craft), Hatchet years after the initial construction of the
city to be labeled “Creedence”.
Old Man Hollow appears as a Upset by the death of his wife,
wooden toy about the size of a small Oliver became reclusive, eventually
child or halfling. He is made out of forfeiting his position as lead carpenter
unstained cedar with a featureless block and instead focused all his time on the
of wood for a head, and simple peg- creation of small wooden toys. These
joints for limbs. toys were said to be beautiful replicas of
the same animals that Oliver observed in
the area, along with certain figures of
Background authority. Oliver meant for this new
acquired hobby to be a means in which
Oliver Samson was a skilled he could occupy his mind away from his
carpenter who once lived to the north in recently departed love. And as such, he
Mordentshire. He lived with his wife would dote heavily upon his son, being
Giselle and his 2 year old son Timothy. the only living relative that Oliver had
In 635 he was commissioned by Gage left. His toys became very popular with
and Earnestine Knox-Creed as the lead the children of the area.
carpenter in the construction of a hamlet Tragedy struck as Oliver was
to the south, to create border ties with searching the local woods for suitable
the recently found lands of Valachan. resource materials that would aid in the
Oliver and his family took a nearby hill completion of his latest work; a child-
as a place to build their home, with sized doll. He ran into a gang of
hopes of expanding their estate and Baobhan Sith and the creatures chased
family wealth. However, Oliver’s wife him through the woods, stabbing at him
Giselle caught disease and sullenly died with their tiny spears, and laughing at his

71
flight. Oliver believed that he managed is said by the town’s folk that those who
to lose the horrible creatures in his flight, receive a wooden toy on their doorsteps
but in truth they simple turned are marked for death by the callous
themselves invisible and followed him spirit. A reason for why wooden toys
home. are strictly prohibited.
For the next few weeks, Oliver was Later, due to the story of Old Man
slowly tormented with the illusions of Hollow’s ghastly influence with the
his accusing wife who blamed him for town, the locals changed the hamlet’s
her untimely death. The dark sprites name from “Creedence” to “Hollow’s
also would masquerade as his six year Creek” despite efforts from the Knox-
old son Timothy while the child was Creed family.
away at play, dropping subtle hints that
Oliver was the reason for his mother’s Current Sketch
end – along with a haunting sensation
that the child wished his father’s demise. After his suicide, Oliver Samson
Compelled by grief he carved the word awoke in horror that his spirit now
“Hollow” over the door to his cabin and inhabits the body of his latest creation;
commits suicide with the very tools he the child-size doll. Oliver Samson
used in his trade. learned that he cannot move beyond the
Angered that their favorite “toy” had small wooden fence that marks his
sought his own demise, the Baobhan property. He constantly is searching
Sith drowned his son in the nearby about his estate, trying to locate a means
creek, polymorphed to resemble the of escape and any clue to the
child’s father. A few farmers witnessed whereabouts of his son.
the horrendous deed and chased the Oliver has been visited frequently by
polymorphed sprite back into Oliver’s the same Baobhan Sith that originally
home. They called on the Knox-Creed caused him to commit suicide, but now
family to bring Samson to justice, but as recognizes them for what they truly are
they came to raid his home, they found and is obsessed with their destruction.
him lying in a pool of his own blood So used to their polymorph and
with the carving tool in his hand. illusionary tricks, Oliver automatically
His home was boarded up; Oliver’s assumes that anyone who invades his
body was buried next to his wife Giselle; haunt, is none other than the dark sprites
and though oddly the people of returned to torment him. If presented
Creedence couldn’t find the remains of with news of his son, especially if shown
poor Timothy the made a grave for him one of the toys that are located with
beside his parents. Timothy’s remains, he will not attack the
Stories have since circulated that intruders, but attempt to communicate to
Timothy haunts the old bridge where he them through shadow puppets, or
was last seen playing with one of the pantomime.
recent toys his father had finished. And The only way in which Oliver
for years now, the people of Creedence Samson can fully rest is if the Baobhan
have fallen under the watchful gaze of Sith are destroyed and his son’s remains
the spirit of Oliver Samson or otherwise are buried next to his own. Oliver’s
known as Old Man Hollow who haunts wooden body must also be destroyed by
the ruined home up on Hollow’s hill. It means of fire. Only after all this has

72
been completed will Oliver not return to at full hit points. Only by destroying
his haunt, and rest peacefully. him by the means listed under Current
Sketch will he be prevented from rising
Combat again.

Old Man Hollow tends to lay in Lair


ambush through the use of his ability to
freeze and appear lifeless. He especially Oliver Samson still inhabits his two
enjoys springing from a pile of old parts, story home atop Hollow’s Hill to the
or broken toys from which he gains a north of the Weeping Child Bridge near
bonus to hide in. Oliver will first attack Hollow’s Creek. The house is a decent
anyone that carries a torch or other sized home, with an attached workshop
source of fire, and prefers to take down that Oliver used to use while creating
wizards who can cast fire spells. He also toys and other such items appropriate to
employs his spell-like abilities to create a skilled carpenter. The land on which
distractions in order for him to gain the the house was built is surrounded by a
advantage of surprise. grey wooden fence no more than about
Special Attacks- Spell-like Abilities four feet in height, with a wooden gate
(Su): Mend 3/day, Ghost Sound 2/day that leads to the front door by means of a
(DC 12), Tasha’s Hideous Laughter stone walkway. To the northeast there is
2/day (DC 14) a small woodshed, and slightly to the
Special Qualities- Camouflage (Ex): east there is an old well. Not far to the
When hiding in a pile of broken parts, or west there is the tiny fenced in graveyard
toys Old Man Hollow gains a +8 that has three tombstones with the
circumstance bonus to his Hide rolls. names: Oliver Samson 603-39 and
Freeze (Ex): The construct can hold Giselle Samson 611-638, though one
itself absolutely still to appear as if it stone with the name Timothy Samson
were a simple toy. A Spot DC 20 check 633-39.
must be made in order to recognize the If anything on Hollow’s Hill is
creature as animate. destroyed and Oliver Samson’s spirit
Immunity to Magic (Ex): Any spell hasn’t properly been laid to rest, then the
that’s subject to a creatures spell house and everything else will return to
resistance doesn’t work against Old Man its decrepit state the very next day; even
Hollow. However a warp wood spell if it was burned to the ground.
temporarily slows him for 1d4+1 rounds,
while spells with the fire descriptor deal
full damage. A Mend spell cures 1 hit
point worth of damage to the construct.
Ressurection (Su): Oliver Samson
cannot be destroyed by conventional
means. Even if his body is completely
turned to ash, he will return in 2d4 days

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