Professional Documents
Culture Documents
Dokumen - Tips 52959181 Adventure Ravenloft Night of The Walking Dead LVL 1 3
Dokumen - Tips 52959181 Adventure Ravenloft Night of The Walking Dead LVL 1 3
~
Introduction ......................... .2
Part I: The Swamp .................... .6
Part II: Marais dTarascon ............... 13
Part 111: Lair of the Zombie Lord.......... 7
Center Pull-outs:
Hyskosa’s Scrol l .................... 15
Marcel Tara scon, Zombie Lord ......... 16
Je an Tarascon, Madman .............. 17
Clues ............................. 18
Maps:
Marais dTarascon . . . . . . nside Front Cover
Zombie Lo rds Lair ...... nside Back Cover
Souragne ........................... 5
CREDITS
c Design: Bill Slavicsek
Editing: Andria Hayday
Cover Art: Robh Ruppel
Interior Art: Ste phen Fabian
Graph ic Design: Roy E. Pa rker
Carto graph y: David C. Suth erl and 111
Typesetting: Tracey Zamagne
Production: Sarah Feggestad
Playtesting: Paul Balsa mo, Jo hn Hardy, Curtis
Mars, Rich Oderm att, Sco tt Trantel
Special Thanks: Bruce Nesmith, Thom as Reid
. ‘
women. The last entry to mention Hyskosa told “Men” in th e RAVENLOFT Monstrous
of his most powerful revelation, a prescience Compendium Appendix.)
called the Six Signs. The journal did not As Luc stood helpless in the old cemetery,
descr ibe th e vision in detail , but Marcel’s Je an Tarascon arrived, saving young Luc from
forefather did record a tantalizing notation: that the zombies. After driving off the undead, Jean
th e Vistani had left behind a scroll on which the lifted Marcel’s mangled form and carried it
vision was record ed. Pierre hid the scroll, but through t he cemetery’s secret passage. Luc
the journal did not say where. followed, but his vacant sta re never altere d, and
As years pass ed, Marcel became increasingly he never let go of t he scroll.
obsess ed with finding that scroll. H e was sur e it Je an took Marcel straight t o th e village
contained the secrets of power and immortality. shaman, who attemp ted t o raise Marcel, but
The demip lane fueled his obsession, filling failed. Je an cried ou t in pain and left with his
Marcel’s drea ms with visions of the power he brother‘s body. The sh ama n did not und erstan d
craved, night after night. the true outcome of his failure, but Je an did,
J ea n an d Marcel had a broth er, Luc, nearly for his bond with his twin was strong. Instead of
15 years youn ger. (Their mot her died giving regaining life, Marcel had bec ome an undead
birth t o him.) Luc was exceedingly devoted to creature of th e foulest sort . Marcel Tarascon
Marcel. A few mo nt hs a go, Luc joined Marcel in had b eco me a zombie lord
his quest to find th e scroll of Hyskosa. Luc Je an blamed himself for the fate which had
cared nothing for power or visions of t he futur e, befallen Marcel and Luc. He beca me mad-not
but h e idolized Marcel and wanted to help his in th e mindless fashion of his younger brother,
brother in any way he could. Jean attempted to but in th e way of i ntelligent fiends who
sway the m both. H e warned Marcel tha t his carefully hide their insanity from others. In his
obsess ion would lead to nothing but despair twisted mind, Je an felt he still needed t o
and d eath. J ea n did not, however, foresee how “prote ct” his twin from the obs essio n which led
truly horrid the fu ture would become. to this terrible event. (Though Je an knew
Thr ee weeks a go , Luc saw a Vistani wagon Marcel was a zombie lord, in his ma dne ss he
parked o n a road just outside the village, and still felt the scroll would bring Marcel further
he paid a youn g gypsy name d Valana t o tell h i s misery.) First, Jea n took the scroll from Luc
future. S he recited a cryptic verse which guided and hid it. Then, when he noticed t hat t he only
Luc to a hidden passage at th e edge of the words Luc spok e w e r e twisted version s of the
village. T he pass age led into the old cemetery. Hyskosa scroll, he sent the youth into the
Together Luc and Marcel followed the tunn el swamp. Jean promised to locate the scroll for
into th e ancient burial grounds. There, hidden Marcel, swearing to searc h for it a s long as he
within a n above-ground crypt, the two brothers drew breath. Never did he reveal to Marcel that
found the scroll of Hyskosa. he had hidd en it, nor did he reveal to anyone
Luc was reading t he ancient verses aloud what his brother Marcel had beco me.
when zombies emerged from the shadows Marcel now resides in the old cemetery, intent
between the overgrown burial chambers. As the on creating undead servants while Je an continues
young m an watched in horror, the foul undead to search for the scroll. For three weeks Marcel
struck down and mutilated his older brother. has used his powers to kill villagers; when they
Luc was shattered . The dreadful scene, rise, they become zombies under his control.
combi ned with th e knowledge that he had led Though Marcel does not have the scroll, he
his brother t o his death, dro ve Luc into a believes that an army of undead will help him
trancelike state. He beca me what many take over this island of terror. (To date, the true
inhabitants of Ravenloft call a “lost one.” (See lord of Souragne has not intervened.)
The village has t o contend with more than In Night o the Walking Dead, t h e scroll of
just Marcel, however. Je an ha s become a Hyskosa is important beca use of Marcel’s
murderer as well a s a madman. H e takes obsession. While one of the signs does come to
victims to the zombie lord as both an offering pass in this adventure, the scroll has no direct
and a sign of his growing affection for th e impact on the adventure’s outcome. Together
the signs foretell a future event in,Ravenloft,
which will be featured in another product.
Adwntun Sgnoprb
0
esp ite Marcel Tarascon’s delusion s, there
is no power to be gained by finding th e th e adven ture begins, th e PCs find
yskosa scroll. The scroll only porten ds a rnemselves lost in a sw amp (presumably in
time of terror-a tim e which is fast whatever campa ign world they call
approaching t he demiplane of dread. “home”). Soon t he Mists of Ravenloft transport
As note d above , Hyskosa was a Vistani seer them into the eerie swamps of Sourag ne, where
who lived mor e than two centur ies ago. At the they encoun ter a crocodile, giant frogs, and
pe ak of his power, Hyskosa foresaw a ca tacly sm myste rious Vistani. After days , when in all
an d th e six signs which would mark its coming. likelihood they a re feeling hopelessly lost, the
H e wrote a cryptic and dissonant verse about PCs happen upo n a hou se on stilts. In the house
th e signs, and recorded it on many scrolls. they me et Luc Tarascon, a young man in a
Throughout the rest of his life, he left copi es in trancelike st ate , who has sever ed his link to
every domain h e visited. T he scrolls are often reality. The only clue t o thi s youth’s identity is a
called “The Six Signs” or “The Hex S igns of book of poetry that he holds, which bears the
Hyskosa.” Many of the scrolls w e r e destroyed, following inscription: “To Luc, my beloved
but a few, like th e o ne in this adventure, still brother.” Th e note is signed “Marcel.”
survive. Men of power throughout Ravenloft Luc is not completely silent. From time to
have sough t to unravel his verse over the years. time, he sp out s nonsensical rh ymes, which are
So me , like Marcel Tarascon, erroneously actua lly twisted verses from th e Hyskosa Scroll.
believe the ve rse hol ds the key to untold power. If th e PCs leave th e little ho us e, Luc follows
See page 15 for a copy of Hyskosa’sverse. them. ( H e is not completely oblivious to his
The first paragraph is written in a different style surroundings.) If they wait a t Luc’s house,
than th e others. The verse end s abruptly Sha man Brucian arrives in two days, bringing
becau se th e pap er has b een torn away. Only more food for th e young ma n, and leading
five signs remain intact; one is missing. everyone back t o th e village.
Each sign has been (or will be) revealed in a During their entire journey through the
separate RAVENLOFT” adventure. The first sign swamp, a strange st orm is building. Eventually
of Hyskosa refers to the Crown of Souls ound in th e PCs reach t he small village of Marais
~
Feast o Goblyns.The s econd sign was revealed dTarascon, just as the storm s eems about to
in Ship o Horror a s the child ghost of Charlotte break. However and whenev er they get to the
Stern. Th e third ca me t o pa ss in Touch o Death village, the PCs arrive in tim e to witness a
with the seventh rising of the phara oh Anhktepot. bizarre funeral procession in the village square.
The fourth sign app ears in an adventure set in S r i A coffin wrapped in heavy chains is being
Raji (‘93 elease). The fifth sign, a lunar eclipse carted toward a nearby ceme tery. Though every
which occ urs while the dead walk the land, is an villager see ms to b e ignoring it, the PCs can
event in this adventure. (The sixth sign will be clearly hear a noise co min g from inside the
revealed in another product.) coffin, as if someone is trying t o ge t out. The
village adven ture (Part 11 has begun. The PCs must enter th e old cemetery to
After d ealing with the zom bie in the confront Marcel b efore th e ent ire village is
coffin-or watching th e coffin be interred-the destroyed. They must deal with zombies, rats,
PCs may try t o find some one who knows Luc, and skeleton s to reach th e zombie lords air in
or they may decide to ask questions about the the ancient Tarascon mausoleum. Can they st op
stra nge burial. Th e sto rm continues to threaten Marcel, or will the PCs be forced to submit t o
as th e PCs explore th e village a nd talk t o its the zombie lor ds will and become m ember s of
inhabitants, but no rain falls. Through his undead army? To find ou t, you must bear
investigation, th e PCs learn of the strange witn ess to th e Night of th e Walking Dead.
event s that have gripped t he village in recent
weeks. Tales of gruesome murders, mysterious
disap pearan ces, even word of th e walking
dead-all are soon whispered in the PCs’ ears. ages 15 to 18 in the center of this booklet
What’s worse, s ome one tries t o murder poor
Luc (who follows the PCs from place to place
like a faithful hound).
P contain props and references for use
uring play. To remove th em from th e
book, carefully bend the staple s open, lift th e
Before long, the PCs should deduce that the pages, and then bend the st aples back. You may
tro ubl es be gan with th e Tarascon family. By wish to photocopy the Hyskosa scroll and give
search ing Je an Tarascon’s ho use in the village, th e c‘opy t o players when their PCs discover th e
th e PCs can find the Hyskosa scroll a s well as scroll. (Or you may simply show them t hat
evidence of foul murders. From the local page, and allow them to copy th e text by hand.)
shama n, the PCs can learn of Marcel’s death Never show th e players pag e 18, the clue sheet.
roughly th ree weeks earlier. They can even That’s your gu ide to information revealed
discover that many of th e recently deceased are during the cour se of th e adventure.
becom ing zombies. This portion of the
adventure, “Marais dTarascon,” comes to an
en d when the PCs encounter the madman and
murderer that J ean Tarascon has become.
Snuffed out by th e bold player characters,
Jean’s reign of terror comes to an end.
At this point, th e player c haracte rs probably
think t he worst is over. They have a ch ance to
rest and heal. As Part 111 begins, the s torm
finally break s, batt ering th e village with large,
slimy drops of rain. From out of the storm
comes an army of shambling shapes-Marcel’s
zombies They see k th e scroll and youn g Luc,
both of which hap pen t o be in the PCs’ care
(provided, of course, th e PCs have been
successful so far).
As th e zombies attac k, Luc prattles through
his verses. H e has added a few new lines to th e
repertoire which by now is familiar to the PCs.
Luc finally reveals th e clu e which led him an d
Marcel to th e secret passage behind the
cemet ery’s hill.
Ln
he startup presented here assumes
Night begins to s ettle over t he swam p,
tha t th e PCs enter Ravenloft from
cloaking the d ense undergrowth in darkn ess
ano the r realm. While a PC or two
and turning th e water’s surfa ce to black.
may have heard legends about the
With it come s a clinging, creepi ng fo g, rising
dem ipl ane of d rea d, ideally none of
from the water like spectral steam. The fog
Ithem will have visited it prior to
surrounds you, its dam pness caressing you
thi s advent ure. (The Mists of
like cold, dead hands. The swamp seem s to
Ravenloft should cat ch the m
retreat from the mists, its sights and soun ds
Y unaware.). If your PCs have visited
disappearing into some unseen distance. All
th e demiplane before, or are
that remai ns visible is the cold, choking fog.
alrea dy in Ravenloft, adjust the
Even your compan ions see m far away. For a
descriptions in this section
mome nt, everything is quiet. What few
accordingly.
sounds you can hear a re amplified by th e
surrou nding mists: your own breathing, your
tarting the Adventure beating heart. Then the fog begins to
dissipate, fading away as quickly a s it
M, the first thing you must do is
appeared, leaving you and your compa nions
m a n g e for th e PCs to enter a swamp. Any
alone in the dismal swarm.
Jwamp in any realm will do, for th e Mists
of Ravenloft can penet rate even the most
If the PCs react suspiciously to the
distant lands. How do you arra nge this startup ?
mysterious fog or ask about the swamp, each
Perhaps the PCs must cross a swamp to reach
should make a Wisdom check (l d2 0 roll).
their “true” destination. Or perhaps th e PCs are
Successful PCs noti ce th e following:
just looking for someone or something, and
their sea rch lea ds to a swa mp. It doesn’t really
matte r how they get there: what matt ers is that The swamp seems even darker than it did
they do. before. The nearby trees have bec ome
Travel through a swam p is difficult. In some twisted shadows with clawlike branches
places th e water is several feet deep , reaching out, and a foul odor rises from the
concealing roots, pits, and even more sinister murky water. Overhead, through th e tangled
dangers. The opening of this adventure branches, the sky also appears strange. The
assu mes that t he PCs are navigating the swamp sta rs have subtly changed positions, and t he
in their original loca tion by poling a raft. If your moon is closer, nearly full. Menacing cl oud s
PCs decide t o m ake the trek o n foot, you’ll begin to roll across th e western sky like a
curtain of black smok e. In but a few
you might arr ange for them to find a broken moments, the clouds blot out the feeble
and battered raft in the swamp of Souragne.) starlight completely.
Whatever their reason for being in the A storm is brewing-a very bad storm.
swamp, it shouldn’t take long for the PCs to
bec ome hopelessly lost-especially with th e The PCs may try to retrace their path a nd
help of Ravenloft’s myste rious mists . Nightfall fin d a way out. Of co urs e, they’ re in Ravenloft
approaches. Describe th e scene a s follows: now, and here they will stay until the demiplane
decides to release them. Though fog cloaks the
swamp, player char act ers can readily discern
that their surroundings are no longer those of
the realm they left behind.
. ~ .- ~
victim into th e water, content to grab one meal the frogs, any PC who decides to look around
and flee before the o thers can react. can find th e wreck by making a successf ul
Wisdom check. All that remains of any interest
Croco dile: AC 5; MV 6/12; HD 3; hp 14; AT 2; in the boat is a locked chest. The chest contains
Dmg 2-8/1-12; S D surprise; AL N; XP 65 each; water-logged food, clothes, and two 1 short
THACO 16. swords wrapped in soaking wet clo th.
small Vistani clan ha s decided to move on. The a time after the PCs arrive.
gypsies ar e here to pass o n a warning to the If the PCs approach this clan in a friendly
PCs (though even th e gypsies may be unaware manner, Scarengi responds in kind, though
of that fact at the start of this encounter). Carlon,i remains distant and makes no effort t o
Of the seven Vistani in the camp, three ar e hide his desire t o resume their journey.
small children. Old Scarengi, the ancient Scarengi and his wife tell the PCs that a village
Vistani with o n e blind eye , is th e leader of this called Marais dTarascon lies at the edge of the
small brood. H i s wife, Ryana, a plump woman swamp. “It is not Far,” Scarengi says, “but it is
with silver hair and laughing eyes, is almost as not a place t o visit on a night su ch as this.”
ancient. Their s on, Carloni, is a stron g young Under his breath, Carloni adds, “Better to st ay
man with black hair and a matching mustache. in the swamp.” Scarengi refuses to reveal more.
The th ree small children ar e his. (Their mother H i s wife, Ryana, agree s and says, “To speak of
is deceased.) Carloni drives the horses, an d he evil is to invite it to dinner.”
is eager to put as much distance as he can Scarengi invites the player ch aracter s to join
between his family and Marais dTarascon. It is his family for dinner and t o shar e their f i r e until
Carloni’s sister, Valana, who should catch t he morning comes. “Perhaps,” he s ays with a
PCs’ attention. This young woman’s enchanting sparkle in his eye, “there will even be time for a
black eyes and red lips can set a man aflame. fortune.” After dinner, when the children have
S h e is gifted with the power to see th e future, been put to bed, Valana emerge s from the back
and it was her vision which led to th e recent of the wagon with her pouch of runes. It is the
Tarascon tragedy. Sh e remains in the wagon for first time the PCs have seen her.
-
The door a t th e back of the wagon opens to
asleep, no matter how hard he or she tries to
PCs awake, they ar e alone.
reveal a shape ly young woman with dark, ere they left it, but no
Expressive eyes. Sh e smil es shyly, then
settles nearby, beside the fire. “This,”
Scarengi pro claims proudly, “is my beautiful Ryana puts a curse
daug hte r Valana. Sh e will tell your fortune.” been washed by a
Valana gazes a t eac h of you in turn, with
the firelight shinin g in her large, black eyes.
“The trouble began when I cast the runes for
that quie t and lost young man,” she explains s have done seven
sadly. “Perh aps it will end with another
casting.” S he holds a flat pan i
stone tiles in her hands. Then,
once again into your eyes, she drops the tiles e other things to do
into t he pan. rascon a t this time.
“The lost on e ha s calle d you ” Valana
gasps. Each member of her family hastily innoce nt Vista
makes a protec tive ges ture. “The dead will
walk with the c oming sto rm, and you must
find a way to put the m t o rest. If you cannot, f the RAVENLOW
th e rain will tu rn to blood It will drown
you-you and all of Marais dTarascon.”
Scarengi quickly ushers his wife and Vistani (7): AC 6 ; MV 12;HD 4 X 4, 1 3; hp
daughte r into t he wagon. “No charge for 21 X 4 , 4 X 3 ; AT 1; Dmg 1-8;ALNE; XP
your fortune,” t he ol d ma n add s hastily. “It is 105X4,7X3;THACO 17.
tim e t o rest after t he adventu res of the day.
Be our
Thu floatiw H o w
Nothing the PCs do can sto p Scarengi and his
At so me point during their fourth day in the
family from retiring. Only Carloni rema ins
swamp, the P f s come across the house in
outside, settling upright into the driver’s seat of
which LucTaraskon resides. The house shou ld
th e wagon with a heavy cloak around him. H e
be as mysbrious a nd threatening as any
closes his eyes as if to sleep. unknown location in Ravenloft.
As the PCs begin to settle for the night, they
see Valana’s sha pely form outlined in the
wagon doorway. S he spea ks barely above a this part of the swamp close in
whisper, but the PCs can hear her clearly. raft, forming a thick tan gle of
“Beware the mad man , she says. “Beware his nd exposed roots, making
blood.” (This is important; b e sure to say the ow and difficult. Shar p, broken
words slowly so th e players remember this tch your arms and legs as you
clue.) Then th e door closes and Valana is gone. ft forward, and th e wind whistles
Valana’s final words refer t o Je an Tarascon eless tune a s it rushes through th e
(the madman) and Marcel th e zombie lord (his As you break thro
blood, as in kin). If th e PCs set a watch, , a light ap pear s in
som etim e before morning t he watch falls
The ladder waits patiently for the PCs to The boo k up on Luc’s lap is a collection of
cli mb it. N o one appe ars at the doorway to children’s poems. H e gives it up without a
encourage (or discourage) them; Luc just si ts struggle. Every poem is a sh ort rhyme, similar
inside the shack, unmoving. The ladder gently to the confused verses which the you th utters.
sways above t he black water of the swamp. The first pag e co nta ins an inscription: “To Luc,
When a PC has climbed th e rope ladder, read my beloved brother.” It is sig ned “Marcel.”
th e following aloud: Luc do es not c omm uni cat e in any way,
except for the occasional verse (see page 18).
The youth will neither fight nor de fend himself,
The little house h as only one room. All told,
thoug h h e will fly into a r age if someone
mor e than two dozen lanterns hang from
extinguishes one of his lant erns. Even the n, Luc
pegs on t he wall a nd sit o n th e warped
only poses a danger t o himself a s he bashes his
wooden floor, flooding th e sha ck with light.
head a nd body a gains t a wall or the floor. To
To the right of th e door, unopened boxes
calm him, the lantern must be relit.
have been neatly stacked against th e wall.
The PCs can spen d th e night safely within
An open-topped barrel sits beside th e boxes.
Luc’s shack . In the m ornin g, they see the
In th e center of th e room, facing the door,
smoke of a nearby village and can journey to
is a young man. He sit s within a circle of five
Marais dTarasco n. If they decide to stay at the
burning lanterns, with his large, blank e yes
shack for more than two days, Sh ama n Brucian
fixed in place. T he young man is unusually
arrives with fresh food a nd cloth ing for Luc. He
thin a nd pale, and his long, blond hair hangs
9
limply to his shoulders. His features are
I for information o n Brucian.)
tortured. The simple shirt and pants that h e
However th e P Cs wind up headi ng for Marais
wears are clean and fresh. H e clutches a
dTara scon, Luc follows the m like a faithful dog.
small book in his lap, but mak es no move to Nothing the PCs do short of killing th e youth
get up or gre et you-except to slowly
can st op him from accompanying them. If they
struggle out an incomprehensible phrase:
do kill Luc, the youth returns later as a ghost
“The on desce nd shall evil of night the land,
(see “Luc the Ghost” on page 18).Killing Luc is
at near is signs of hexad this when hand.”
an evil act and requires a powers check.
Then h e returns to his quiet state, neither
spe aki ng nor r espon ding in any way.
Luc Tarascon (lost one): AC 1 0 MV 6; HD 1 1;
hp 7; #AT 1; Dmg l d2 ; SA rage; S D nil; AL N;
The youth is Luc, youngest of the Tarascon
XP 7; THACO 2 0 .
brothers. H e has become one of the shattered,
broken souls known a s th e “lost ones.” He ha s
retrea ted int o himself to block out th e terrors The Gathtring Storm
tha t have oc curred in Marais dTarascon. The
As the PCs begin to leave th e swamp and
phrases h e sometimes speaks are twisted
approach the village of Marais d Tarascon, the
verses from t he Hyskosa Scroll, the last thing
sky fills with roiling black cloud s. Fo r th e first
he was re ading when his b rother Marcel was
time, lightning plays across th e heavens. Still,
killed by zo mbies and h e s hut out the world.
no rain falls. The storm simply hangs over the
The unop ened boxes contain fresh food
swamp and t he village, occasionally sendi ng a
brought out t o th e swamp by Sha man Brucian,
bolt of lightning toward t he ground or letting
the priest of Marais dTarascon. The stores are
loose a clap of omi nou s thunder. When it finally
substa ntial ; the PCs can e at heartily. Th e barrel
breaks, the sto rm promises to be spectacular.
conta ins fresh drinking water.
I swamp. The PCs sections, one old (area 1 1 on the map), the
approa ch th e village other new (area 10). he old graveyard contain s
from th e west, Marcel’s lair. East of th e village is the Tarascon
emerging from the plantation. From a distance it looks impressive,
swamp on the but on closer inspection, it is obvious that the
afternoon of day fields have not been tend ed in weeks.
4five. The sto rm The PCs c an wander freely, speak ing with
clouds continue to whomever they wish. Murders, zombies,
build despite the disappearances-the events of the past weeks
early hour, it seems have caused a fearful mood to s ettle over the
like dusk. As noted, village. (Assume that Marcel died thr ee weeks
if th e PCs have not harm ed Luc, he travels with ago: regardless of how long th e PCs have spent
them. H e walks just a few ste ps behind th e last in th e swamp.) Everyone is nervous and more
PC, carrying his bo ok of poetry and an tha n a little afraid. S om e have even spo ken of
ever-blazing lantern. fleeing to Port dElhour, but a t the moment
This portion of the adventure is divided into such a cour se of acti on is still only talk.
two sections: a guid e to Marais dTara scon (see Charisma Checks: To gain any personal
the ma p on the inside cover), an d a list of information about the village, i ts inhabitants or
event s that ta ke pla ce in and near t he village. recent events, the PCs must m ake successful
All events are keyed to a certain time; some are Charisma ch ecks. It’s easie st to deal with
also keyed t o a location. For example, “The shopkeepers; no modifier t o th e chec k applies.
Funeral” occurs near the church as the PCs Dealing with c omm on villagers is more
enter t he village; it is assum ed that the activity difficult; a Charisma ch eck with a -5 modifier
will draw them to t hat area. Be sure to is required to ent ice them to ope n up. Only one
familiari ze yourself with t he ev ent s in Marais PC is allowed to ma ke a Charisma check a t a
dTarascon before th e PCs explore th e town. given shop or cottage. If th e PC fails the check ,
As soon a s the PCs enter the village, J ea n another chara cter can return t o try later, but
Tarascon learns of thei r arrival. If Luc is with with a -2 cumulativ e modifier for eac h failure.
th e party, J ea n begins t o plan how to “protect” Some of the clues that PCs can obtain are
Marcel from the knowledge th e youth has noted in the guide to the village below. To ill
retained about Hyskosa’s scroll. If th e PCs have out enco unters in other locations, see “What
killed Luc, Jean doesn’t become overly Villagers Say” on pag e 18.
conce rned with th e party until they try to find
the murderer (him), get to o close t o Marcel, or 1. Full Moon Inn. The PCs are likely to ta ke a
until Luc appears as a ghost (see page 18). room here during their stay in Marais
dTarascon. (Certainly t he villagers will
recommend it.) A fence surrounds th e inn,
which is a large, two-story building with an
atta ched stabl e. The Full Moon Inn serves a s a
meeting place for the villagers, especially mont hs to conduct business. He’s an agent for
during the se dark time s when everyone seeks several businesses in Port dEl hour, m aking
comfo rt and the protection of others. A large deals and t rad es between t he two towns. He
com mon room features a bar and a dozen knows nothing of use about recent events here.
tables. Food is serve d from early morning until H e only knows tha t he wants to finish his
a respect able night hour, and rooms can be business and leave a s soon a s he can.
rent ed by the day.
Jera ld Bascolm and his wife, Henrietta, run 2. Bakery. Louise dC an n op erate s the bakery,
th e inn. Their da ughte r Lillin head s a staff of turning out cakes, rolls, and candies. Her
four barmaids, and their son Jeral d, Jr. tends specialty is red licorice. Her best customers are
th e stable. One of the barmaids is a chatty Mordu, Jea n Tarascon, and th e Bordell children
young woman named Katha. If she warms up to (all of whom like licorice). Besides t his juicy
a PC, sh e tells an in teresting story: tidbit, she can offer the PCs on e piece of
information from the list on page 18.
M
arcel refuses to fight hand-t o-hand until an
opponent ste ps upon t he platform of bones
Spucial Ouf'unsus n his lair. H e prefers to direct his undead
servants and use his special abilities. When the
ike zombies, Marcel is immune to sleep, PCs reach his lair, he has already used his animate
charm, hold, death magic, poison and dead power once that day. H e can use it twice
old-based spells. H e can be turned a s a against t he PCs if he desires.
vampire, however, and suffers 2d4 points of
dam age from direct contact with holy water or
holy symbols.
4th Level FighterIMadman: AC 6; MV 9; HD 4; hp his servants into ghouls. H e himself, however, has
25; #AT 1; Dmg 1-3or 1-4 1 SA surprise; SD nil; yet to partake in th e nightly feasts.
AL C E THACO 17; XP 210. Str 14; Dex 1 0 Con The villagers still see Je an Tarascon as he
12 ; Int 11; Wis 9; Cha 9. was-a wealthy villager an d leader of th e
community. His recent lapses of violent outb ursts
Equipment: Studd ed leather armor, ring of and signs of foul temper are excused due t o th e
protection 1 dagger 1 in walking stick,
pocketful of red licorice pieces, two potions of When Luc returns to th e village, Je an beco mes
healing, black cloak with hood. furious. He immediately decides to kill th e
interlopers who have befriended the youth, but he
will not attack them in public. Instead, he stalks
Sperial Attacks them at night. H e also tries t o kill Luc so that his
ean is a convincing actor. If he attempts to beloved brother Marcel will forget about his
J
death , and his prediction held true. Still, he hoped
th e village priest, Sham an Brucian, could perform through surprise. He normally runs from
som e kind of miracle on Marcel. For a moment, it superior numbers. If pressed into direct battle,
looked as if h e did. he us es his healing potions t o replace lost hit
But the priest’s use of a raise dead scroll failed. points and fights savagely with his wicked dagger.
Je an knew what Marcel had become. H e took his H e tries to attac k single individuals away from
brother’s body t o t he old cemetery, where Marcel crowds. If necessary, he will call on his
soon rose as a zombie lord. These events drove servants-turned-ghouls to aid him against th e
Je an toward t he brink of insanity. When he player characters.
watched his brother feast on carrion, Je an became
more than just mad, he became a murderer.
As noted in t he introduction, Je an has pledged
himself to “protecting” Marcel from his obsession.
Je an has hidden th e scroll of Hyskosa in his
townhouse, and h as se nt his brother Luc into the
swamp to hide him from Marcel. Je an also dons a
black, hooded cloak in th e dim hours of the night
and stalks victims for Marcel to fea st upon. In his
mad state of mind, Je an has taken t o leaving a
piece of red licorice behind a t every murder
scene.
To fully participate in Marcel’s new stat e of
existence, J ea n h as ordered th e family servants to
feast o n dead huma n flesh as well. This has turned
many of these scenes: a piece of red licorice. has dozens of scrolls and books concerning the
If th e PCs give Gremin any trouble, he Sou rag ne and “l ands beyond.” (Like most
threatens to arrest them. A c h a m spell or a inhabitants of the demiplane of dread, he is
very convincing argument can prevent th e unaware that h e is trapped in a realm called
arres t (Charisma -5). With the second Ravenloft.) Few of Mordu’s boo ks a re seriou s
provocation, however, Gremin locks them in works. In fact, only on e contain s any pertine nt
the small stone jaik tor ag e shed next to his information. It concerns th e history of Anton
cottage-at least overnight. Misroi, lord of Souragne. Unfortunately, it is
Escap e from t he jail is fairly simple: t he lock written in an a ncien t lang uage which Mordu
can easily be picked by a thief, and th e door cannot read. The othe rs are more fanciful than
can be broken with a successful bend bardlift scholarly, including Mordu’s favorite, a boo k
gate attempt. A wiser tactic is persuasion; with titled The Cult o the Swamp God
a successful Charisma check, modified by 10,
th e jailed PCs can convince the constable that 7 . General Store. This large, cluttered building
the y ca n he lp th e town. In this way, they avoid is th e village’s general sto re. It is run by the
being known through out town as “escaped dwarf Deruno and his family, who happen ed
convicts.” When th e zomb ies attac k in Part 111, upon Marais dTarascon m uch like the PCs and
th e constable releases the PCs, no matter what decided t o stay. Deruno sells traveling
may have transpired between them. eq dp me nt , foodstuffs, household goods, and
dairy (goat’s milk) pr oduc ts a t fair prices. He
Co ns ta bl e Gremin (2nd-level fighter): AC 4 buys items for th e stor e at half m arket price.
(chain mail and shield); MV 12; HD 2; hp 15; Str Deruno has a few items that may interest the
16, Dex 12, Con 14 , Int 1 5, Wis 13, Cha 1 0 #AT PCs, kept hidden and locked away. The dwarf
1 Dmg 1d 8 1 (long sword); AL LG; THACO will only bring th em out o nce h e ge ts to know
19. and trust t he PCs. If they have been openly
helping the village, he offers th e item s for free.
6. Mordu’s Cotta ge. Mordu, the town eccentric, These include three potions o healing, six 1
lives alone in this small cott age. Unlike most arrows, bracers o A C 6, and a long sword I.
oth er villag ers, Mordu welcomes th e PCs with
open ar ms an d friendly greetings. He does not 8. Blacksmith. The blacksmith is a large,
see m the least bit nervous or upset by recent powerful man named Jordi. H e is quiet an d shy,
events. the contrary, he see ms quite excited and initially refuses to talk a bou t anything but
by it all. He offers them red licorice from an business. If Luc is with th e PCs (and he will be
earth en jar, then as ks what they know about the unless something has happened to him), Jordi
happ ening s in Marais d’Tarascon. clutc hes his hamm er an d ba cks away. H e fears
Mordu, of course, has his own theories about th e young man. Any kind of racket will bring
th e mysterious deaths and disappearances. H e Jor di’s wife, Nadine, running.
believes they have something t o d o with a n Nadine is deeply saddened by the
ancient swamp god that ha s been called to disap peara nce of Colin, her only so n, who
Soura gne by a group of cultists. (He is wrong, worked for th e Tarascons. (Colin is now a ghou l,
but h e should sound credible and sincere to th e but s he doesn’t know it.) If persuaded, Nadine
PCs.) H e promises to find proof, and as ks the explains that Colin never returne d from work
PCs to return the next day to talk further. five days ago, and any inquiry at th e plantation
Before the PCs leave, Mordu shares two oth er ha s met with indifference. The const able has
pieces of information from pag e 18. been t oo occupied with othe r happenings,
Mordu h as long b een an am ateur scholar. H e including th e death of h is own son, but he h as
I promised to check with Jean larascon as soon mention th at J ea n brought Marcel’s body to
a s h e is able. him. Nor doe s he des cribe his failure to revive
Jor di c an provide the PCs with on e piece of Marcel until Part 111 of this adventu re.
information from page 18. His wife responds to The priest has the normal comple ment of
question s with tea rs and pleas for help, but spells. In a locked chest in the chur ch, Brucian
also keeps a scroll with four cure serious
wounds pells, a scroll with two cure disease
9. Church. Sh ama n Brucian is th e village and two cure light wounds pells, and a scroll
priest. H i s church honors th e gods of good, with two raise dead spells. Because of his failure
paying equal service to law, neutrality and to restore Marcel, he is reluctant to use the
chaos, though Brucian himself is neutral good. raise dead spells.
His residence is the adjacent cottage, but lately
he sta ys in the church. Sh am an Brucian (2nd-level priest): AC 10; MV
If persuad ed, Brucian reluctantly describes 12; HD 2; hp 9; Str 13 Dex 8, Con 11, Int 14,
recent even ts in the village. H e says that Wis 16, Cha 12; #AT 1; D m g l d 6 + 2 footman’s
villagers have been dying suddenly, even those mace I ; AL NG; THACO 20.
who appeared str ong and healthy a moment
before. The first such d eath, about thr ee weeks 10. The Cemetery. T he village cemetery si ts
ago, was a field worker nam ed Hogarth. Only atop a small rise overlooking the town,
minutes after falling dead t o the ground, appropriately dubbed “Cemetery Hill” by the
Hogarth rose a s a zombie. Now Brucian always villagers. A 10-foot-highston e wall surr ounds
seals th e coffins of the recently dead. the entire graveyard, and an iron gate on t he
The priest do es not tell th e PCs about the south side provides access. The original
Tarascon family on their first meeting, even if graveyard is sealed s hut an d overgrown with
Luc is with them. If the PCs did not meet vines. (See area 11 ) In con tras t, the new
Brucian in the swamp, h e appea rs surprised to cemetery is well tended an d ope n to th e public.
see Luc now. H e goes to the youth to make sure A single path leads to t he gate.
he is all right, and Luc responds by reciting a If the PCs visit the new cemetery during th e
twisted verse. During this first meeting with the day, they can walk freely am ong t he dea d.
PCs, the priest is rather curt in response to Because of the high water table, bodies ar e
question s about Luc. H e say s Luc is a “lost one” interred above ground. Instead of headstones,
from th e village, but reve als no family ties. the cemetery is filled with ma uso leum s (st one
Brucian also explain s that he to ok pity on Luc, buildings contain ing nume rou s vaults). The
~ occasionally venturing into th e swamp to cemetery also holds several dozen stacked
deliver food and fresh water. vaults, not house d in any building, providing
The priest is secretive becaus e he does not affordable interment for com mon villagers.
trust t he PCs yet. If they return later and The vaults containing those who recently
confro nt him with things they have learned, or died have been sealed a nd locked (the villagers
if they man age to convince him through know them to be undead). If the PCs enter the
subseque nt ac tions that they ar e willing to help Tarascon mausoleum-the most promi nent in
th e village, Brucian nervously explains more. the new cemetery-they discover that it doe s
H e sa ys that Marcel Tarascon was th e first to d ie not hold Marcel’s body. The most recent
in this string of horror. H e also describes the addition to the mausoleum is Claudine, mother
unfortunate changes which this death wrought of Marcel, Jean , and Luc. Sh e died years ago.
in Je an Tarascon, a s well a s in his younger During the day, Pierot, the gr oundsk eeper
bro ther Luc. Brucian do es not, however, and caretaker, can be encountered. (By night,
he resides at area 4. Pierot never e nters the old A secret passage leads from beneath a statu e
cemetery, and he doesn’t know what happened (“A” on th e village map) to an opening in the
to the keys for the heavy locks on th e old gate. hillside (“B’). nly the Tarascon brothers a nd
In fact, he’s su re those locks are rusted shut. If th e zombies know of this passage.
a PC persuad es him to talk, Pierot offers one By looking th rough t he ga te or over t he wall,
clue from pag e 18. In addition, if they ask him the PCs see an overgrown forest of vines and
abou t t he Tarascon family, he say s that Marcel’s trees. They can barely make out crypts through
body was never brought to him a t the cemetery th e wild growths, and th e path is almost
for interment. nonexistent. The villagers an d Pierot
After Dark: N o one, not even Pierot, goes to discourage the PCs from exploring the old
the new cemetery (or old) at night. If the PCs cemetery. Ideally, t he PCs won’t enter this are a
visit after dark, they en counter two ghouls. The until Part begins, but you should not overtly
ghouls are opening u p the mo st recently sealed prevent them from doing so. During the day,
vault: Jeremiah’s if th e PCs allow him to be Constable Gremin might arrive and forbid them
buried (see “Village Events”); Jaz eel Toreng’s if from trespassing. At night, strange rustling and
the PCs stopp ed Jerem iah’s burial. If the PCs slavering noises might discourage them from
pause t o watch the disinterment, then they entering the pitch-black area.
mus t dea l with th e newly-freed zombie as well If the PCs decide to explore the old cemetery
as the ghouls. If the PCs act before the vault is before all th e “Village Events” have occu rred,
opened , they need only battle th e ghouls. go to Part I l l and run the e ncounte rs listed
Both ghouls flee if they lose mor e tha n half there. You’ll have to make two changes. First,
their hit point s or if they are turned. If the the zombies have not yet been unleashed upon
creatu res esc ape, o ne leaves behind a bit of the village. As a result, there will be more at
cloth, which the village tailor can later identify. Marcel’s side; double th e amo unt of zom bies
If the PCs defeat one of the creatures, the listed in each encounter. Second, Jea n is still
con sta ble ca n identify him as Colin, son of on th e loose. H e comes to Marcel’s aid an d
Jordi the blacksmith. If the PCs defeat the fights alongside him in the final battle unless
other ghoul, too, th e constable knows her as the PCs have dealt with him before hand.
Teresa, da ught er of Fiora. Both were servants at
the Tarascon plantation. 12. Fiora’s Cottage. The old woman known as
If the ghouls prove to be too much for the Fiora lives here. Sh e has been badly frightened
PCs, Sha man Brucian arrives and turns the by recent events, and usually refuse s to deal
creatures before the party is killed. with anyone, villagers and str angers alike. Sh e
has barricaded herself in her home, and
Ghouls 2):AC 6; MV 9; HD 2; hp 6, 9; #AT 3; adorned t he d oors and windows with clumps of
Dmg 1-3/1-3/1-6;SA paralyzation; SD as garlic, wolvesbane, and holy symbols.
undead; AL CE; XP 1 75 ea ch ; THACO 19. At times, Fiora can be heard calling for her
daughter, Teresa. If the PCs convince Fiora to
1 1. The Old Cemetery. This ancient graveyard speak with them, s he says that foul flesh eater s
has been sealed for more than 100 years. (ghouls) have been rummaging through the
Whatever caused su ch drastic action has been cemetery each night. Sh e has not see n Teresa
lost to legend, but the villagers remember for nearly two weeks; she never return ed ho me
enough t o avoid it at all costs. The only known from work a t th e Tarascon plantation.
ways into the old ceme tery ar e to climb over
the 10-foot-highst one wall or to break the 13. Tarascon Townhouse. In additi on to the
heavy chain s and locks that hold the iron gate. plantation manor (area 15 , th e Tarascon family
maintains this two-story home in th e village. PCs show him th e cloth rip ped from a ghoul in
Je an spe nds much of his time hiding here, the cemetery, he identifies it: th e cloth is from a
plan ning ways to improve his family’s present uniform worn by all servant s at th e Tarascon
situation. Je an is mad; all plans now revolve manor house. (Tomas ma de t he uniforms.)
aroun d murder and joining Marcel as a membe r
of the undead. During the day, there is an 80 15. Tarascon Plantation (not shown). Th e
percent chan ce that Je an will be here. At night, manor house and servant quarters beside it are
the chance drops to 20 percent. in excellent repair. The state ly mano r house is a
The townhouse is locked up tight, and heavy white, two-story building with tall col umn s at
cur tai ns cover every window. All locks a re of th e front. T he servant’s house has b ut a single
masterful quality ( - 60 o pen locks modifier). If floor. If the PCs arrive during th e day, both
he is home , Je an Tarascon refuses to answer houses are locked tight (masterful quality
knocks, pretending t o be gone. H e has nothing locks, -60 modifier). If th e PCs stop by in the
to say to the PCs or anyone else. Any attemp t evening, go t o “The Dinner Party” event.
t o force entry cou ld be noticed by villagers (50
percent chance, with bonuses for ”cautionand
quie t” a s th e DM sees fit). If the PCs are
uillage Euents
spotted, the constable arrives in l d 6 rounds. he following events occur over a number
Breaking into a locked hom e is a crime; the‘
PCs may be carted off to jail. (See area 5.)
If they do manag e to break in while Je an is
T of days, starting with the afternoon o n
which the PCs arrive. Spee d or slow th e
events to match the pace of your players.
home , he av oids the PCs. H e knows where to
hide an d how to move to keep ahea d of the m.
He does not attack even if he has the
Dag One: The Funeral
opportunity t o kill them o ne by one. But he will Upon arriving in th e village, th e PCs can g o
reme mber th is transgression, and will g o after wherever they choo se. Activity in front of the
th e PCs elsewhere at t he earliest opportunity. church shoul d catch their a ttention, however.
The house is well- app ointe d an d full of An outdo or funeral is being conducted (despite
expe nsive (albeit dust y) furniture. Downstairs th e threat enin g sky). Until it en ds, every sho p in
there is a parlor, dining ro om, sitting room,
kitchen, and c oo k s room. Upstairs are three proclaim “Closed for Funeral” and “Gone to th e
bedro oms an d Jean’ s study. If the PCs search Church.” Even the c ottag es are locked up tight.
for a se cret do or in th e study, they find a small If th e PCs wait in fron t of o ne of the shops for
spa ce hidd en behind a bookshelf. In the hiding the funeral to end, they watch from a distan ce
place is a black, hooded cloak and a scroll tube a s a small crowd follows a wagon up to th e
containing t he Hyskosa scroll. The pockets of cemetery. After a sh ort period of ti me, th e
th e black cl oak ar e filled with red licorice. crowd emerges and the shops reopen. If the
PCs decide to approach the churchyard to get a
14. Tailor Sho p. Tomas Levi is th e proprietor. closer look, procee d with this event.
H e and his family make an d repair all type s of
clothing. Tomas tries to interest the PCs in the
Solemn faces gaze a t you suspiciously, but
lates t f ashio ns from Port d’Elhour, showing off
no o ne says a word. The villagers soo n return
gaudy fabric s and foppish patterns.
their attention to t he priest who stan ds over
If th e PCs mak e the necessary Charisma
a coffin wrapped with heavy chains.
che ck (n o modifier), Tomas provides one piece
of information from pa ge 18. In addition, if the
peaceful a nd without incident. Jere mia h, you
will be misse d, but you will not b e welcome
here again. Depart this plane and go to th e
next world with our blessing.”
The priest con tinues his liturgy, even
though a muffled bang causes him a
mome nt’s pause. The villagers flinch but
quickly regain their composure. T he bang
sou nds agai n from within t he coffin. Th e
coffin rock s back an d forth, but th e priest
and t he crowd ignore it.
~
Zombie 1): AC 8; MV 6 HD 2; hp 14; #AT 1; page 16). Successful PCs can investigate the
Dmg 1 8 A nil; SD a s und ea d AL N; XP 6 5 odor's source. If the PCs are in the c ommon
THACO 19. room, at least one other patron succumbs.
Marcel is stalking the village stre ets this
Following Zom bies and Ghouls: f at any time night, seeking to turn t he living into zombies. If
th e PCs decid e to follow a fleeing ghoul or the PCs rush into the stree t, they find bits of
zombie, they can easily track the undead flesh and ichor on t he dirt path behind t he inn.
creatu re to th e fields beyond the Tarascon There is no other sign of Marcel, however. H e
plantation. After that, th e creature loses them has fled t o his lair.
in the rows of crop s and back tracks to the If the PCs check on Duncan dL ute , who was
passage in the side of th e cemetery hill. D o not in his room when Marcel passed, the y arrive in
allow t he PCs to discover this passage yet. tim e to find him rising a s a zombie. If they do
not think to check on the man, h e is missing
when morning arrives. Duncan th e zombie has
Dag Two: tune o f the Crime the same statistics as the zombie in t he funeral
If th e PCs ar e exploring the village, they event , but roll t o determi ne his hit points.
notice the co nstabl e kneeling in an alley,
peerin g a t the ground . Read th e following:
During th e early hours o the night, Jean A scream shatters the quiet afternoon,
Tarascon stalked one of the barmaids from the echoing throughout the village street s.
inn as sh e ma de her way home. S he never got
~ ~~
the re. Th e only proof of her passing is the Nothing more occurs; there's only a scream.
drying blood. If th e PCs offer to help t he Secretly make a Wisdom check for eac h PC.
constab le, he reluctantly accepts. This event Those who fail think that th e scream cam e from
serves to alert t he PCs to the presence of a th e wrong direction. Those who succeed can
murder er; it do es not reveal who the killer is, identify the direction from which the scream
however, or even who t he victim is. really came, but nothing more. The players
Jea n took the body to the old cemetery as have no way of knowing for sur e who is correct;
carrion for his brother. The murderer always let th e PCs discuss their impressions.
cleans th e blood from his hands and clothes If the PCs choose the wrong way, a sec ond
before returning to his townhouse to rest. scream alerts them t o their mistake. They
arrive too lat e and find Lillin, th e innkee per's
daughter, lying dead in a pool of her own blood.
Nisht Two: The Odor o f Death Red licorice pieces have been scatter ed around
While the PCs are at t he inn, a vile stench her corpse-one piece for ea ch PC.
wafts in to the building. It is the odor of the If the PCs choose t he corr ect way, they arrive
zombie lord; all PCs must sa ve vs. poison (see in time to encounter Tarascon, and surprise th e
black-cloaked madm an. H i s hood conceals his Under no circum stances will Luc accom pany
face completely. H e has just stabbed the young them t o the plantation. If they discuss their
woman onc e but h e has yet t o finish her off. plans to g o there, he st ays behind. If they just
Tarascon drop s his victim and flees, leading the decide to go t here while exploring th e town,
PCs on a cha se through t he village. Make the Luc turns around and walks back to t he inn. H e
ch as e exciting. Let th e PCs get close from time does not want t o go back to his old home for
to time, but never allow the m t o catch him. fear of remembering what he ha s tried so hard
(Tarascon knows th e village mu ch bett er th an to forget.
When they arrive, the large house is mostly
out.) The madman eventually disappears dark. The only so urce of light spills from
around a corner, leaving but o ne trace on t he windows around th e back. If the PCs peer inside
ground a piece of r e d licorice for eac h PC. a lighted window, read the following:
The constab le arrives right after th e PCs,
whether o r not they a re in time t o save Lillin. If Beyond the window lies a spacious dining
she is dead, h e helps the PCs look for th e killer. room with fine appointments, showing taste
If she is alive, he takes h er t o the church. In that and wealth. A chandelier of burning candles
case, sh e survives and manages to tell her fills the room with a warm an d plea sant light.
story. A dark figure leaped out of the shadows A number of large, covered serving trays lie
above her, sh e says. She sc reamed and felt his up6n the table in the center of the room, and
dagger st ab her; sh e remembers nothing else. places have been set for four.
Three servants enter from a side passage,
their hea ds bowed deeply a s they walk. One
€went: The Dinner Par@ of th e servants goes to the table. With a
This event occurs if th e PCs visit the flourish, he lifts the lid from the grandest
plantatipn h n i r e n z a r n m 1 5 i n t h n - \ r a n i n n
Oay four: fadB the Madman the fight, th e constable and Sha man Brucian
conveniently arrive if th e PCs need assistance.
After talking to villagers for four days and After th e battle, Brucian offers whatever spells
experiencing the e vents above, the PCs should and scrolls he has left to heal the party.
be close to connecting J ea n Tarascon with
s o m e of th e village woes. Even if they haven’t
mad e this connection, Je an thi nks they have.
Plus, he believes the only way to kee p Marcel
-:
LAIR O THE Z
This is th e Night of the Walking Dead, when
no fewer tha n 25 zombies march on Marais
d’Tarascon. (Each PC should m ake a fear ch eck
with a + 2 bonus.) With th e death of Je an ,
Marcel has decided to sear ch for the Hyskosa
if
village, his efforts will be rewarded; he wants to
demonst rate his total control over the undead.
The zombies have been ordered to lay siege to
the village, killing defender s and tearing ap art I
cottages as they search for the scroll Marcel
desires.
The constable asks th e PCs to return to the
village t o help him prep are a def ense. Almost
before they can respond, Luc begins repeat the
Vistani verse tha t led him an d Marcel to th e old
cemetery. This is his way of urging the PCs to
I
go after Marcel, for they must destroy the
zombie lord to defeat h is army. If the PCs
decide to help th e constabl e and t he villagers
set barricades, Sham an Brucian urges them
toward a different cour se. “Find Marcel’s body,”
he pl eads, a ddin g his voice t o Luc’s. “ am
certain that it holds the key to the terrors which
have befallen us ”
If the PCs head for the old cemetery
immediately upon s eeing t he zombie army,
they can rea ch it without incident. If the PCs
first return t o the village, and later head toward
the cemetery, they must battle zombies to
reach it. Th e rain helps to hid e the PCs, but it
also hides zombies. Have the players trace the
path t he PCs wish to t ake o n the village m ap.
(Conceal the secret pass age if necessary.)
For every 60 feet of progress, roll ld6. If the
result is 1 or 2, l d 4 zombies surprise the party.
If the result is 3 or 4, the PCs surprise l d 4
zombies and c an avoid them if they wish. If the I
result is 5 or 6, n o encounter occurs.
map. The passage leads to “A” in the cemetery.) up, placing its grinning skull face to face with
The PCs can also enter t he old cemetery by th e PC.
climb ing over th e wall or breaking through the Any PC who bum ps into a skele ton mus t
gate. On ce the char acters are inside, refer to make a fear check. Failure indicates that the
th e m ap titled “The Zombie Lor ds Lair” (inside character dro ps whatever he is holding and
cover). The nu mbers below match those on t he runs quickly toward the exit. Ther e is a 50
map. percent chance that a dropped item is lost
forever beneath t he water a nd mud.
1. Ancient Gate. Two grotesque gargoyles
guard this gate. (They are no more than statue s, Ske le to ns (3): AC 7; V 12;HD 1; hp 3 4 5;
but don’t reveal tha t.) In every flash of #AT 1; Dmg 1-6; A nil; S D as undead, edged
lightning, the sta tue s appear to move. weapons do half damage; AL N; XP 65 ach;
The g ate can be ope ned with a successful THACO 19.
bend bars roll, or by shattering th e heavy
chains tha t secure it. To break th e chains, the 6. Tomb of Rats. Giant rats inhabit this
PCs must inflict 25 hit points of dam age. Either mausoleum, and they defend it from any
way, the resulting noise al ert s Marcel to their invaders. If the PCs enter the tomb, the rats
presence, d espite the pounding rain. leap out of o pen vaults and attac k.
4. Decrepit Mausoleum. This crumbling 8 . The Crypt of Stars. One of the vaults in this
building ha s become the home of giant bats. If crypt is open when the PCs approach it. The
the PCs disturb the tomb, th e bat s attack. door to the vault has six stars carved into
it-the sign that designate s it as a depos itory
Giant Bats ( l d 6 appear): AC 8; V 3/18; p for Hyskosa’s scroll. This is where Luc and
l d 4 (roll randomly); #AT 1; Dmg 1-2; A nil; S D Marcel found the scroll weeks ago. It is also
-3 from missi le at ta ck s while flying; AL nil; XP where Marcel met his deat h at th e hand s of t he
35 ea ch ; THACO 20. old cemetery’s zombie guardians. The m ain
guardian is a ju-ju zombie. Like th e oth er
5. Flooded Mausoleum. The roof of this zombies, it now serves Marcel.
mausoleum is crack ed, allowing rainwater t o When Luc approaches this spot, h e beco mes
form a pool several feet deep upon t he extremely agitated. H e remains beside t he PCs,
fractured ston e floor. The pool ripples as dr op but obviously it’s a great effort to d o so.
after drop falls from above, echoing throughout
th e chamber. If any PC enters the flooded tomb, 9. The Tarascon Tomb. Stain ed-gla ss windows
roll ld6.On a result of 5 r 6 he PC bumps are located high upon th e wall at th e front of
into a submerged skeleton. The skeleton stands th e tomb , spilling a sickly yellow light o nto t he
To PlantationlFields 1 5
I
I
n a rain-soaked graveyard, a small group in the earthly realm after death. And the re
of men s tan ds round a coffin bound with can be no sanctuary on the Night of the
heavy chains. “We are here to mourn the Walking Dead
passing of Je an de Cardeau,” intones the
village priest. “Let us pray that his rest is Se t in a zombie-infested swampland,
eternal, an d that he never returns.” Night o the WalkingDead is an ideal
A s the pallbearers lift the coffin, first-time RA VE NL OV adventure. Players
something scrapes o n the wood from must unravel the mystery behind a string
inside. Quickly and without emo tion, the of murders and disappearance s in a village
attendants slide the c asket into a crypt. plagued by ambulant undead-and all is
Then they seal the door a nd flee. Behind not a s simple as it seems
them, unheard, a dull thudding begins, The hour of fear is upon us. A r e you
growing louder with the ons et of twilight. ready t o face the demiplane of dread?
There can be no peace those who linger 4 t o 6 players, levels 1 to 3.
ISBN 1-56076-350-7
ADVANCED DUNGEONS G DRAGONS i s a registered rademark owned by TSR. Inc. RAVENL OFT and the TSR logo are trademarks owned by TSR. In=.
1992 TSR. inc. All rights reserved. Printed in the U.S.A.