TSR 9513 Vampires

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    ithin this book are tales of 13 individuals whohave become one with the spirit of Ravenloft.Each lurks in the shadows waiting for the

    player characters in your campaign to join them. Theyare vampires, creatures of passion that are suspendedover the chas m between life and death.

    he material in Children of the Night: Vampiresbrowsing or detailed study. In fact, vampi res is

    e is intended to b e flexible, op en t o quick2Lonly the first them e in the Children o f th e Nightseries. The underlying purpose of this series is tochallenge the notion th at a vampire is just avampire (or ghost or werewolf, in the c as e of futureseries entries). There ar e two main tasks on which wetried to focus.

    First, you can insert ea ch story into your ongoingRAVENLOFT@ampaign a s a complete mini-adventure.Many of the stories and characters can appear in anyof the demiplanes domains , and a few of them fit wellinto a Gothic Earth setting.

    Second, each vampire has been created as apossible recurring character , who can enrich yourstorylines with multiple ap pearan ces . One of theoverriding principles of a RAVENLOFTadventure is thatthe horror mus t arise from the story being told. Sincestrong stories start with strong characte rs, weve madeefforts to supply vampire nonplayer characters(NPCs) that can serve you in your campaign beyondthis anthology.encounter each new foe, do not always end with thedea th of the monster-far from it. These scenar ios ,instead, are introductions , starting points for furthertravails, tough quest s in which the player characters(PCs) might not be wholly victorious. Every talepresented in this volume features a unique vampire-each with a distinctive character and his ownparticular outlooks, motivations , abilities, andweaknesses. Most are powerful enough to eludeadventurers not primed to com bat them.

    Each vampire has the possibility to become theheroes greatest nem esis, pursuing the party acros sthe domains of Ravenloft, or alternatively, staying onestep ahead of the adventurers determined pursuit.

    Obviously, it is not possible to compac t a fullydetailed adven ture into six or eight pages of text.Instead, we have provided a full biography-

    The adventures, in which the heroes initially

    necrography?-for each villain, and a short scenariodesigned to introduce the heroes t o each new threat.While not all clues a re revealed nor all possibleoutcom es detailed, each adventure does include note sfo r continuing encounters, a s well a s suggestions forreaching a final resolution.within this book for a variety of player characterlevels. You can have your players encoun ter thevampires in pretty much any order; however, welinked a couple of the adventure s together so that theycan play in succession. Bear in mind that it is possibleto have too much of a good thing; we suggestinterspersing these vampires throughout a campaignrather than using t hem back to back.

    In addition to the AD&Da rulebooks, you need theRAVENLOFTampaign Setting boxed se t to play. TheMONSTROUSCowmDiufl: RAVENLOFTppendix 111is auseful resource, but it is not required.

    We have tailored both the adventures and characters

    While the characters and adventures in Children of th eNight: Vampiresare drawn from the Mists of Ravenloft,a c reative Dungeon Master should have no problemusing them in other campaign worlds, too.

    Consider the unique, veiled vampire Lady Adeline,fo r example (page 42). With her deadly hedge mazeand its lethal array of traps and predators, s he couldjust a s easily be found in the FORGOTTENEALMS@ rGREYHAWK@ettings a s in the Demiplane of Dread. Theadventure featuring the crafty Lyssa von Zarovich(page 20) would fit quite well in a BIRTHRIGHT@campaign or in any other gam e world that em phasizesnobility and courtly intrigue.vampires in this book. With only a little effort, any ofthe adventures that follow can be used to add a bit ofmacabre terror to any ADGD gam e world.

    The s ame flexibility holds true for all of the

    ungeon Masters (DMs) often excel at inspiringterror in player characters. Terror is a naturalresult of deadly traps and lethal com bat , both

    of which abound in the typical ADGD adventure.The requirements of a RAVENLOFTgame are slightly

    different. The traps featured are often of a morepsychological nature. In combat, the calm before thestorm is an uneasy, chilling quiet that make s theconfrontation all the more terrifying. More often than

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    not, the villains are one ste p ahea d of the heroes, andthe heroes sense this, with mounting fear, a s itbecomes clear that the final confrontation musthappe n despite their disadvantage.tragic villains; dark pas ts; secret vices... this is thestuff of RAVENLOFT!traditional gothic horror to crea te a colorful setting,but also to set a tone of suspense that will heightenthe horror the player characte rs feel when they reachthe climax of the story-when the dark secre t at theheart of a plot is revealed, or when the trustworthy allyis-at the moment of truth-unmasked as the villain,leading to a heart-wrenching confrontation.

    The mood of Ravenloft is a fragile one, though.Beware tha t horror does not transform into disgust, orfear into farce. A menacing shadow can be far moreterrifying than buckets of blood. Over-meticulousattention to every dreadful detail can numb theplayers sensitivity and actually reduce the impact ofkey scenes.For instance, if you say, The weeds on the burialmound stir fitfully, despit e the oppressive stillness of

    Things lurking in the shadows; tormented heroes;

    You should use not only use the elements of

    the air, the players may feel fear or foreboding. Thdetails their imaginations create c an b e more horrifthan all the purple prose you can recite. If you say,The weeds twist in a frenzied dance, a s the earth othe burial mound ripples and undulates, even a s theair presses upon your sweaty brows, still a s a dea dmans rotting heart, the players might just stare,blink, and quite possibly laugh.set, you must carefully monitor the timing of youradventure in order to kee p it under control. Secre tsand hidden villains and allies must be revealed a t juthe right moment , and the stage for encounters mube set with subtle detail. While we give sugges tionsthe revelations of important plot twists, your talemight evolve at a faster or slower pace a s your playfocus on so me clues and brush by others. Stayflexible, and dont be afraid to add furthercomplications-or cut to the chase-if it will enhanyour gaming atmosphere.

    Effective horror in the RAVENLOFTmode requires alight touch from a deft hand. Keep this, and th eTechniques of Terror outlined in Realm of Terror inthe RAVENLOFTampaign Setting boxed se t, in mindyou prepare to run your ga me sessions, and youmight well unnerve even the most unshakable playcharacter hero.

    In addition to following the tips offered in the box

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    cxt to Rudolph van Richten, the elven vampire,lander Sunstar is perhaps Ravenloft's greatestexpert on creatures of the night.

    AppearanceJander is 6 feet tall and a sight of dazzling beauty.When he has just fed, his skin possesses a spectaculargolden hue. Even when bloodless, his skin has a deepbronze tan. His eyes and hair are sparkling silver.

    His initial confrontation with Strahd (during which hehandled the holy symbol ofRauenkin d)has left one ofhis hands permanently burnt and withered. He wearsgloves a t all times to hide this injury, as well as toprevent his touch from destroying plant life.

    Jander generally disguises himself as a leprousbeggar, hiding his dazzling features behind swaths offilthy cloth and covering himself in pungent waste tokeep the curious away. While Krynnish elves exist inRavenloft, Jander' s golden skin and silver hair create amemorable impression on anyone who sees himundisguised.

    &in#er fhnstaarElven Nosferatu, Chaotic NeutralArmor Class 1 StrMovement 18 DexLevel/HD 13 ConHit Points 68 IntTHACO 2 WisN o. of Attacks 1 ChaMorale 19 XP

    201910191618

    19.000Magic Resistance: 25%Damage/Attack: 1d6+4 or by weaponSpecial Attacks: Charm (-4 to save, may use voice

    alone), shapechange into wolf or bat form (onceday for ea ch ), Constitution drain.mind-affecting spells; regenerates 4 hp per roun

    Special Defenses: +3 or better weapon; immune to

    Dire wolf form: AC 6; MV 18; THACO 15; #AT 1Bat form: AC 8; MV 1 , F124 ( B ) ; THACO 20; #AT 1Dmg 2d4; S Z Large (12' ).

    Dmg 1; S Z Tiny (1').Jander is an elven vampire of an unusual strain na

    to the F O R G O ~ E NEALMSampaign setting. H e does nsca r his victims, nor does he feed off their creative egies. Instead, Jande r feeds off blood and drains Constution points, much like the nosferatu vampire descriin the MONSTROUSCOMPENDIUM:AVENLOFTppendix Ill

    In addition to his nosferatu vampire traits, Janderwithers plants with his touch, he can summon and conany normal animal within a five-mile radius of hislocation, and he possesses all the abilities of an eminevampire (according to Van Richten's classification).the oldest vampire in the land of the Mists.

    Jander is well over 700 years old, and quite possi

    Jander Sunstar came from the isle of Evermeet. H espent a full life as an adventuring ranger on themainland of FaerQn when disaster struck: H e wasattacked and killed by a vampire, who made him hislave. Through strength of will, Jander preventedhimself from becoming a horrid, murdering creaturethe night, despite his need for blood to survive.

    After a century of servitude, Jander slew his vampirmaster, and sought out a former adventuring comradehopes that she might cure his vampirism. When thisproved impossible, he left her and faded into the shadclinging to his elven nature like a drowning man.

    For the next several centuries, Jander fed on the bof animals and on the inmates of the city of Waterde

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    insane asylums. Eventually, he noticed a patient by thename of Ana, whose beauty awakened in him emotionshe thought long dormant. H e fell in love. Jander caredfor Ana a s best he could, hoping to bring her out of hermadness, but eventually she succumbed and died.

    Jander, lost in grief, went on a rampage and killedeveryone in the asylum. A s he fled the scene of theslaughter, consumed by the thought of finding theperson who had shattered Anas mind, he was drawninto the land of Mists.of Strahd von Zarovich. At this time, Strahd was less thena century old, and Barovia was simply an Island of Terrorand, quite possibly, the only domain in the demiplane.Strahd welcomed Jander into Castle Ravenloft and, as thedecades went by, Jander taught Strahd about his vampiricpowers and how to use them more effectively.

    Using the gloomy rooms and chambers of CastleRavenloft as his lair, Jander freely wandered Barovia insearch of Anas tormentor. Discovering that animalblood could n o longer sustain him, Jander was forced tofeed upon humans, just like his macabre host. Thischange in habit caused Janders already tentative graspon his former identity to slip.

    Jan der discovered Strahds diary, and through itlearned that Strahd was the o ne who had robbed Ana ofher mind, a s part of his recurring quest to find thereincarnation of his lost, beloved Tatyana. Realizing thatStrahd was searching for the current incarnation ofTatyana, Jande r resolved to s top him before any moreinnocents were hurt.

    With help from a priest of Lathander and a thief, heretrieved the fabled holy symbol of Ravenkind andlaunched a plan to send St rahd to his final rest. Whilethey were successful in staking dozens of Strahdsvampiric slaves, Jan der and his friends failed to destroyStrahd, who escaped.

    After this defeat , Jan der realized he was just beingused as a pawn by whatever dark forces held sway overBarovia. H e vowed it would stop. In an at tempt to freehimself from this web of horror, he decided t o end hisvampirism by watching the sun rise one last time.(The novel Vampireof the Mists follows Jandershistory up to th is point.)

    However, a s the sun fell upon him, the Mists swelledto protect him. Howling with rage , Jander wandered theMists, gradually weakening from hunger. When theMists parted again , he found himself in the desolatecountryside of Forlorn.

    Over the years, Jander has mad e several attempts todestroy Count Strahd and end the other vampiresquest for his lost love once and for all, but each time hehas failed.

    The handsome elf vampire entered Barovia, the domain

    f

    Personal@An embittered soul, Jander despises his vampirism andall things vampiric. H e is troubled by his failure todefeat Strahd, and has directed his frustration towardother vampires. Jander has resolved to wipe out vam-pirism in all its forms, but the variety and frequency ofthese creatures in these lands troubles him greatly.

    Jander tries to avoid conflicts with the living. Unlessfaced with spellcasters or fighters with exceptionallypowerful magical weapons, he even ignores avampires charmed servitors in favor of the undeadmonster itself.

    H e relies on his ability to regenerate damage toabsorb human attacks. H e never uses his deadly bite,except when he, reluctantly, feeds.

    He keeps a short sword +2 nd a dagger + I hiddenunder his tattered clothing at all times, along with twosharpened, wooden stakes.

    He is also adept at using his shapechange ability incombat , and can change into any of his forms in mid-attack.

    his adventure is for four to six charac ters of levels6-9 (about 40 levels). We recommend tha t youuse this adventure as a sequel to To Conquer Fear

    (page 60) since Nira, the vampyre disguised a s a cleric,is the agent who invites the heroes to Falkovnia. To fullycapture the mood of the setting, review the informationon Vlad Drakov and Falkovnia in Domains and Denizensin the RAVENLOFTampaign Setting boxed set.

    Battling against the despair and bitterness growing inhis soul, Jand er continues to strive for som e way t oachieve Strahds demise. H e knows that he cannotreturn to Strahds domain until he has devised a goodplan for killing the cruel vampire lord.

    Initially, Jander sought Azalins aid, hoping that therulers hatred for Strahd would make him an ea sy ally,but the lich refused to see him due to some long-termexperiment in which he was engaged. Instead, one ofAzalins advisers suggested that J ander investigate VladDrakov of Falkovnia, insinuating tha t the brutal rulersbloodthirst ran far deeper than mere cruelty of nature.

    After a short time in Lekar, Drakovs seat of power,

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    Jander determined that Drakov was no vampire.Nevertheless, Jander uncovered another horror-a nestof vampyres preying upon the citizens of the city.

    Jander plans to destroy the pseudo-vampires, but SOfar he ha s been unable to breach the antivampiremeasures protecting their lair.Drakov proof of a vampire killing in his city. WhileDrakov has no particular love for his people, the ideathat anyone would at tempt to rob him of his subjects(viewing the vampire more as a poacher than a threat)enraged the evil warlord. Wary of his foes potentialpower, Drakov ordered all night patrols tripled andeauipped all his troops with the weapons and

    In retaliation for Jander s interest, the vampyres sent

    . - .protections specific to vampires.Initially, the streets buzzed with whispers that Drakov

    had gone completely insane, since the townspeopleconsider vampires nothing more than legends. Yet, afterzealous soldiers impaled 100 men and women in their~search, the whispering stopped.

    Jander feeds when necessary at the local insaneasylum. These days, Jander is extra careful not to killnoticeably or to cause any alarm that might arouseDrakovs interest.

    Meanwhile, in light of Drakovs inability to locate the

    vampire, the vampyres have determined to destroy thenemy themselves. Nira, now head of the clan, suggeusing an adventuring party to lure the powerful vampiinto an ambush in their lair (since only on their own tuin their full numbers, can they hope to defeat a true vapire). She reasons that Jander is too cautious to attachis own, but might make the a ttempt with the help of strong adventuring party. Nira has written a message tthe party she fought with in ToConquerFear (page 60

    Nira expects the vampire to approach the party,seeing them as useful adjuncts to his attack. Using hconnection to the group, Nira plans to lead the vampand the humans into a huge ambush that sh e is certcan kill them all. She has promised her kin that if thevanquish the vampire, then they may devour thehumans a s their reward.

    ~ ! $ eibuantara Ba.iaSRegardless of their current location, the heroes receimessage from Nira, the cleric who fought beside thein the adventure with the young Vistana vampire. Thnote urgently requests their aid. She asks them to trato her sect s temple located in Lekar in Falkovnia.

    Soon after the heroes enter Falkovnia, they shoul

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    encounter a squad of Drakovs grim-faced, heavilyarmed border patrols. The fighters are armed withwooden pikes and silver-edged weapons. Each onewears a garland of garlic over his armor.

    If the heroes are disguised a s Nira suggested, thesoldiers pas s them by without stopping them or evennoticing them; continue with Reunion .

    Any displayed weapons or ac ts of insolence provokean immediate attack from the soldiers. You shouldstress that the soldiers are heavily armed and that theyoutnumber the party significantly.

    Soldiers, human male (35):AC 4; MV 10;hp 12each; THACO 20; #AT 1; Dmg ld6; S Z Average (6);ML Steady (1 2) ; Int Very (13);AL LE; XP 15 each.In the event that the heroes lose this fight, the soldiers

    strip the heroes of their arm s and carefully place a bulbof pungent garlic around eac h heros neck. Next, thesoldiers bind, gag , and blindfold them, then force-marchthem to the walled city of Lekar for a public staking.

    Jander can intervene and rescue the heroes by usinghis charm to influence the tribunal into freeing them. Ifthis happens, the heroes remain under constantsurveillance by Drakovs soldiers and should have adifficult time leaving town.ReunionWhen they venture into the city, the heroes discoverthat most of Lekar is slums. Rundown buildings sigh onevery side. Refuse, mud, an d dung paint the sc ene withpoverty. Patrols of soldiers are more co mmon in thestreets than civilians. The heroes continue to theaddress on Niras message.inside. She appea rs unusually tense.

    When they arrive, Nira quickly ushers the heroes

    She motions the heroes to sit at the table and offersthem some ale. The sanctuary looks remarkably like anold tavern. Shrugging, Nira explains this was the besther small sect could afford. Without further delay, Niratells the heroes that sh e has narrowed her search to thepoorest section of town, where the beggars, thieves, andlunatics live. Sh e feels certain the vampire hides amongthem, but since she is well-known as an agent of mercyand kindness. Nira cannot search there herself.

    Nira hands the party a number of tightly bound

    packages , explaining that they contain stakes, holywater, and garlic. She warns the heroes not to open thepackages until they confront the vampire.

    In the unlikely event that the adventurers are sosuspicious or rude that they tear open the bundlesimmediately, they find instead of s takes and garlic, thatthe packages contain only small rocks and animalbones. Nira acts shocked , apologizing and providingthe real equipment.

    Nira, vampyre: AC 4; MV 12; hp 45; THACO 11#AT 3;Dmg ld4/ld4/ld6; SA Charming bite, -1penalty to saving throw for each 2 points ofdamage; S Z Medium (5 , all); ML Steady 12;AL CE; XP 3,000.S 12, D 18,C 10,11 6, W 15, Ch 17.

    meetin3 ilanierNira urges the heroes to start searching immediately,reminding them that every day they delay, anotherinnocent person dies. S he instructs them to send for heif they discover the vampires lair.

    The heroes head south to the slums. The buildings arejammed together, and the streets are filled with beggarsand the sick. After wandering around for a bit, they meetan unusual beggar:

    The beggar is Jander in disguise, but he introduceshimself a s Rathandal. He takes the heroes aside in analleyway, revealing his elvish nature. H e explains thathe must conceal himself, since Drakov cons iders alldemihumans state property and arena fodder. H econtinues that he is a hunter, determined to destroy thevampiric menace in this city. H e has located their mainstronghold, but does not believe he can destroy themon his own. Elves are not trusted in this suspiciousland, so he cannot enlist local help.

    The heroes may wonder how this strange elf discov-ered their mission, and Rathandal merely replies, Yourmuscles m ake poor work of that merchant garb. Yourevery movement betrays your trade as adventurers.Only such a threat a s the vampyres would cause heartyheroes to tarry in this desolate city.

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    Rathandal (Jander ) say s that the vampires lair liesin the lower level of a dilapidated arena , which wasonce the site of gladiatorial contests, jousts, an d ma ssexecutions H e offers to take the heroes there.

    While around Rathandal, observant adventurersmight notice that he se ems to stick to the darkest ofalleyways and avoids well-lit places ((since, s a vam-pire, he cast s no shadow). H e also moves very quietly.

    If the heroes mention Nira, the elf gladly accepts herhelp, though he confesses not to have heard of Ligra theMerciful. H e suggests they meet at the arena in one hour.heroes disobey Nira and open the packages, they findthat instead of stakes and garlic, the bundles are filledwith small rocks an d animal bones.

    If at any time after they leave her presence the

    %fie Tampegre iairIf Nira is wii h the heroes as they enter the a rena, s heoffers to guard the rear.1 . Arena Area: Unlike most buildings in Lekar, theindoor arena is stone . Torches illuminate the onlyentrance. The heavy double doors are unlocked.Grandstand sea ts encircle a heavily stained sandy area.Stairs cut through the stands to the east, north, andsouth. Light splashes weakly acros s the floor, leavingthe seating area entirely in shadow.

    To the sou theas t lies a closed, iron door etched withseveral types of wards against undead. Copied fromVistani symbols, these wards are so powerful that noteven Jander can bypass them. The heroes shouldrecognize them for what they are; Rathandal (Jander)feigns ignorsnce, encouraging a thief or wizard to usehis skills to open the door. If Nira is with the party, sh edispels the wards.2. Northeast Door: The northeast door opens to ashort corridor going down to another door. A glisteningfilm of condensation covers the walls. The floor is slickand requires care when crossing.

    The door at the end of corridor stand slightly ajar. Thesound of lapping water comes from somewhere nearby.

    3. Bathing Room: Behind the far door is a room withterraced pools that were used by contestants to washthemselves after the events. Mist curls over the troughsa s hot water from an underground spring cascades intothe tiered pools, then out an opening to the south.

    4. Sou the ast Door Corridor: Hot, steaming water fromanother bathing room (Area 5) runs under a small stonebridge. The water is slightly discolored from blood.

    Jand er waits until the party has cleared out of thecorridor before he shapechangesinto a bat and fliesover the bridge to avoid the running water.

    5. Bathing Room: The vampyres use this place todrain their victims in the comfort of a warm bath.

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    As the heroes enter, read or paraphrase the following:

    This scene calls for a horror check from the heroes.Adventurers with some knowledge of vampires shouldbe particularly shocked to see the c reatures standing inrunning water, something that usually destroys thesemonsters.

    Heroes who pass the horror check are entitled to oneround of surprise at tacks. The vampyres fiercelycountera ttack, with reinforcements from Area 6 comingto their aid at the end of the second round. Theprisoners who are charmed by the venomous bite of thevampyres plead pitifully with the heroes to s top theirfighting. Rathandal s tay s away from the pools, butengages the vampyres emerging from Area 6.scene to prepare the final ambush.

    If Nira was with the heroes, sh e slips away during this

    Vampyres (3):AC 4; MV 12; hp 40 each;THACO 11; #AT 3;Dmg ld4/ld4/ld6;SA Charming bite; S Z Medium (6 tall); ML Steady(12); nt Average (13);AL CE; XP 3,000 each.Vampyres (6 from Area 6):Same statistics a s theothers except 43 hp each.6. The Room of the Damned: Beyond the secret

    door is a large room filled with 10 two-tiered bunk bedframes. Chained to e ach on e is a tired, battered person,eac h with ugly, bruised fang marks on the neck, arms,and torso. Under the charm of the vampyres saliva,they beg the heroes to let them stay. The heroes shouldmak e horror checks a s soon a s they enter.

    The locks on the chains are all well made (-5% oopen locks rolls), and the keys are kept under a loosestone in a corner of the room. Without the keys , it takes30 successful lock-picking rolls or bend bardlift ga tesrolls to free the captives. Once freed, the captivesrefuse to move. The heroes mus t use some kind ofpersuasion to counteract the vampyres charm.Jander. While pretending to search a dead vampyre inArea 4, he actually feeds on the bodys still-warm blood.

    As the heroes help the prisoners, blood lust overcomes

    f ie EinaI AmSusfiIn a short time, the main party of vampyres arrives wNira. They rush the heroes and Jander. Nira and twoothers grab Jander, exposing his face and freshlybloodied fangs.

    The vampyres momentarily ignore the party, insteamobbing Jander .

    Vampyres (10):AC 4; MV 12; HD 8+3; p 46,40x6; THACO 1 1 #AT 3; Dmg 1d4/ 1d4/ 1d6 ;S A Charmingbite; S Z Medium (6 all); ML Steady(12);Int Average (13);AL CE; XP 3,000 each.Probably very confused at this point, the heroes

    should now realize that both their allies are monsters.The unmaskingof both Nira and Jander merits ahorror check from all of the heroes.(who is quite outnumbered), or allow the othervampires to slay him. Also point ou t there a re anumber of helpless victims they could save.

    If the heroes rescue Jander, the vampire tells hisstory, emphasizing that the only reason he continueshis undead existence is to rid the world of such horroa s the vampyres and himself.

    If the heroes ch oose not to rescue him, Jander-whocan survive three hours in running water if need be-ass umes gaseous form after three rounds of immersiand escap es, leaving the heroes to fight the vampyrealone.

    The heroes must choose either to retrieve Jan der

    he heroes might encounter Jander in anotherdomain, hunting and destroying evil creaturesDepending on how the heroes reacted to Jand

    in this scenario, Jande r may appear a s either a friendor foe.

    A s mentioned above, on e of Janders goals is tosee Strahd destroyed. I f you are itching to send theheroes through the House of Strahd adventure, youmight use Ja nder to construct a motivation for themto go there.

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    udun Beck, captain of the dragonship Illson:of the cruel, Viking-like Kosti tribe, who livewintry fjords and prey upon the helpless folk

    sunnier climates. Battle, seamanship, and looting arethree most important aspects of Kosti life.

    AppearanceAudun Beck is a hard-fighting, steel-tempered raidH is muscular, 6 foot, 3 inch frame is clad in leatherfurs, and h e sports flowing white hair, bright greena thick moustache, and a coarse, short beard. Onl!pale greenish tint to his wrinkled skin contradicts tlfirst impression of fitness.

    Audun carries an oblong shield decorated withdragons, lightning bolts, and a large serpent device; along sword hangs a t his side. Strands of dark seaweeddrape his clothing, arms, shield, and helm.&u#un BeckS ea Vampire,Chaotic EvilArmor Class 0 Str 18/00Movement 12, Sw 18 Dex 17Level/Hit Dice 10+2 Con 16Hit Points 62 Int 17THACO 11 Wis 13No. of Attacks 211 Cha 16Morale 19 XP 6,000Magic Resistance 10%Damage/,\ttack: ld8 +9 (sword);4+ 1 tentacle)Special Attacks (octopus form only): Constitution drain

    (2 points per round) , system shock check requiredeach round by victims, telepathic charm auraagainst previously drained victims, shapechangeinto octop us once per day.regenerates 3 hp per round, unaffected byimmersion in running water, turned a s ghost,immune to garlic and mirrors.

    Special Weaknesses: Unable to charm while in octopusform, eac h vial of holy water inflicts 2d6+2points ofdamacge.

    Special Defenses: +2 or better weapon to hit,

    Giant octopus form: AC 7; MV 3, Sw 12 ; THACO 13;#AT 6; Dmg See text; S Z Large ( lo ' ) .

    While raiding a wizard's tower, Captain Audun Beckfound a helm with a glowing green gemstone. Audun

    kept the prize, not realizing the helm's cursed luckstonstill carried one wish.

    As it left the tower, the Illsong fell prey to a pod ofgiant octopi. While som e creatures entangled the greaoars, a suckered limb as broad a s two warriors' thighslooped across the dragonship' s gunwales. When themonster' s mouth finally heaved into view, the Kosti sathis octopus had no beak, but instead the pointed fanof a vampire!

    The lllsong swamped under the incredible weight,and as the powerful tentacles dragged him underwateAudun felt his strength drain from his body. Unable atthe last even to struggle, he cursed his god. Audunwished furiously that he and his crew could live on tofight ano ther day. His helm's gem flickered and thenbecame dull.

    Suddenly the captain's strength surged back, and hecould breathe normally underwater! Better still, theoctopi were gone. In the dim depths , he found his crewwas likewise favored. Audun urged his men to row forthe surface. But a s they rose and the light grew, all cousee the officers were now jolly rogers and the crewmensea zombies. Captain Beck discovered he had afearsome craving for salt.

    The chanqed Kosti beqan a mad campaign of plunde

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    In his octopus form, Audun sucked the body salts of hisvictims through his tentacles. Obsessed with finding arelease from this curse, Audun sailed to the Kosti homefjords to seek advice. The holy man could not cure him,and the enraged captain laid waste to his own village. Asthe black smoke swirled up, the crew of the Illsong wasovercome with vertigo.They came to consciousness in the Sea of Sorrows.For 250 years, they have emerged on the seas surfacenightly, looking for prey. Audun feeds his vampirichunger by attacking the first ship he comes across.Alternatively, after a fortnight or so of : ruitless sailing,Audun send s his men to mak e a Kosti-style raid on aseaside village.

    During the raid, the captain swims in his octopusform while the men loot local establishments andkidnap some victims. When the crew has more loot onboard the Illsong than they can comfortably hold, theysta sh it in their lair at the bottom of the sea.Audun sails on the Sea of Sorrows (unless you wantto use a different body of water), and raids any of thecoastal villages that border it. During the day, thelllsong rests on the s ea bottom, far from the harmfulrays of the sun. As the sun se ts, the dragonship rises tothe surface, looking for prey. Captain Beck has nocontact with the domain lord.

    Audun is a gloomy soul trapped into what he considersa dishonorable situation. In his mind, his vampirismand his ships arrival in these strange waters areinextricably linked to the s am e curse . In fact , hisvampirism is a result of his encounter with the vampiricoctopus , and the curse (which merely transformed hiscrew) was created by the booby-trapped helm.

    When the Illsong spots a potential victim-a shipfoolish enough to sail at night-Audun assum es hisoctopus form and swims underwater toward his prey(his bodily possessions become merged into his newform). When he reaches the victim ship, he wraps histentacles around the rudder, locking the ship onto atack that brings the 1Ilsong alongside. The Illsongattacks only one ship each night.

    As the victim crew fights the sea zombies and theirjolly roger officers, Audun uses his tentacles to climbonto the ship and then attack with surprise frombehind. If no hero specifically watches the rear, theparty has a -5 penalty to their surprise rolls.

    While he anchors two tentacles to any available

    support , Audun wraps the other six around victimsand start s draining them.

    Victims in a tentacles grasp lose two points of Con-stitution per round and mus t mak e a system sho ck rolas vital sal ts drain from their bodies. Failure indica testhat the victim passes out and future draining is auto-matic . Breaking free requires a minimum of 15Strength points and a successful bend bars roll. A successful knock spell frees all people caught in the crea-tures tentacles. Victims who lose all their Constitutionpoints die and arise in six hours a s sea zombies underthe control of Captain Beck. The tentacle suckersleave deep, circular bruises wider than a coin.

    his adventure is for four to six characters oflevels 5-9 (about 37 levels). It is primarily a set& b battle and can be fit into a campaign several

    diferent ways. If the heroes board a ship along thecoast of the Sea of Sorrows, you can send Audun Beckand the lllsong in their wake. If the heroes are merelyvisiting the coast, Audun and his crew raid the village inwhich they are staying.

    Wandering through the town, the heroes notice a sand-wich board bearing an elaborately painted red palmand the legend, Fortunes for the Sea Foretold. If theheroes approach, a grinning Vistana boy confirms thathis aged grandmother, Madam Fayina, tells fortunes.

    For the best atmosphere, role-play Madam Fayina oneon one with each hero who wants a reading. Trifling withher grandson or eavesdropping on anothers fortune arerude behaviors that Madam Fayina counters by refusingthe offending character. If the adventurer persists, shemight curse him. Review Chapter V1: Curses in Realm ofTerrorof the RAVENLOFTampaign Setting boxed set todevise appropriate curses.

    Madam Fayina leaves her customer the opportunityto pay (but does not suggest it). If a hero ask s how

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    much her reading cos ts, she sa ys in a c reaking, high-pitched voice, Pay what you think it is worth. I have noset prices.

    Next, the Vistana clutches both hands on the crystalball. After a moment, she pronounces the adventurersfortune. See the fortune-telling tab le below for her read-ings. Heroes who tip or pay afterward get no bonuses.

    Once the heroes have taken their fortunes, they canboard their ship (or continue along the village). If th eadventurers look back , Madam Fayina, her tent, andher grandson have vanished.

    How the adventure unfolds depends on whether theheroes are at sea-and how long they intend to remainthe re -or on shore. If they are at sea, head to Ghost ShipAhoy!, but on shore, use the Raiders! encounter.Raiiers!If the heroes remain on shore, they continue about theirbusiness until supper time, or full dark. Suddenly, their

    peace is interrupted by a man who rushes into the taveryelling Raiders! Karolyis barn is burning!

    If the adventurers press for details, he sa ys hisbrothers farm lies a few short blocks east, and begsthem to hurry. If they just race out the door, the light othe leaping flames leads the m to the action.A soft green luminescence reveals a dragonshippulling away from shore. Some of the crew aresplashing into the surf carrying loot, while othe rs stibattle the townsfolk. The heroes c an join the fight onshore. If they opt to find a boa t immediately, thetownsfolk eventually kill or drive off these creatures

    Sea zombies (6): C 7; MV 6, Sw 12; HD 5;hp 26 each; THACO 15;#AT 1;Dmg 1d 10;SA Decay causes anyone viewing or within 20feet to successfully save vs. poison or add -1penalty to attack roll and +1 penalty to AC for 2d4rounds, each hit has 10%chance of causingsevere disease; SD Immune to mind-affectingspells, take only half da mage from fire or firemagic, cannot be turned; SW Take doubledamage from lightning, electrical, and cold-basedattacks; S Z Medium (6);Int Low (5);AL CE;ML Fearless (2 0); XP 42 0 each.Krystof, the brother who ran to the tavern, offers his

    boat for pursuit of the dragonship. If any of the adventuers has the sailing proficiency, they can help Krystof saiotherwise, he handles the boat himself. Under sail, theycan make a s good or better time than the sea zombies(if the heroes need to catch up because they fought thevictims on shore). When they come close to the lllsongCaptain Beck, in octopus form, latches onto their vesseContinue the confrontation with the ships-meet-a t-seasection, Ghost Ship Ahoy!, adjusting the text a s neededGfiosst @flip&by!On the first evening of the voyage, the lllsong risesfrom the depths of the Sea of Sorrows and start s itspursuit. Read the following to whichever charac ter s aron deck:

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    The heroes have 10 rounds to prepare themselves.The Illsorig itself has certain protections for its crewmembers: Spells that a re 3rd level or higher inflict onlyhalf damage , while those below 3rd level have no effectat all.

    After five rounds, a cry of distress from the helmindicates trouble. Though helmsman and capta in tug atthe wheel, the rudder does not budge. An observerlooking aft might spot the giant oc topus, Audun,snarled in the rudder.

    In another five rounds, t he ship ha s lost all forwardmomentum , while the Illsong reac hes boarding dis-tance. Weapons in mouths, the s ea zombies dive over-board, swim the short gap , and climb the ships sides.The jolly rogers guffaw gratingly a s they swing overfrom the Illsongs rigging.

    Sea zombies (20) :AC 7; MV 6, Sw 12 ; HD 5;hp 26 eac h; THACO 15; #AT 1; Dmg ld10;SA Decay caus es anyone viewing or within 20feet to successfully sav e vs. poison or add -1penalty to attack roll and + 1 penalty to AC for2d4 rounds, each hit has 10%chan ce of causingsevere disease; SD Immune to mind-affectingspells, take only half dam age from fire or firemagic, cannot be turned; SW Take doubledamage from lightning, electrical, and cold-based attacks; if jolly roger officers are turned,sea zombies automatically become turned;S Z Medium ( 6 ) ; nt Low (5); AL CE; ML Fearless(20);XP 420 each.Jolly rogers (2): AC 4; MV 9; Sw 12; HD 6+ 2;hp 35, 33; THACO 15; #AT 1; Dmg 1-6;S A Visage or laughter requires save vs. spell toavoid Tashas uncontrollable hideous laughter forl d 4 rounds; laughing victims touched by jollyrogers must save vs. death magic (+ 3 onus) orbe s lain; SD Immune to mind-affecting spells,take only half dam age from fire or fire magic;unaffected by cold or wate r-based spells, hit onlyby + 1 or better weapons ; SW Raise dead orresurrection cast on jolly roger destroys it if itfails sav e vs. spell with -2 penalty ; S Z Medium(6) ;M L Fearless (20) ; AL CE; XP 2,000 each.

    On the third round of battle, Audun atta cks from therear in octopu s form. You might choose to haveAudun a ttack NPCs first. Those adventurers who wereforewarned by Madam Fayina or anticipated an attackfrom the rear ar e not subject to surprise penalties.

    Any hero who ma kes a singularly brave offensivemaneuver cau ses t he s ea vampire to finish the fight in

    Kosti warrior (human) form. This is a clue to Audufeelings about dishonor. In subsequent encountersthe heroes s ee m oblivious to the significance of thchange, Audun can c omment on the bravery of hiopponent . Praise like, Well met at last! I see somon this wide ocean has honor! should give evenclueless adventurers food for thought. When h e isreduced below five hit points, Audun jumps or slidoverboard to esc ape (he recovers his full hit point24 hours).

    If the heroes ma nag e to defeat or temporarilydislodge the crew from the Illsong, the dragonshipbegins to settle into the waves. Quick-thinkingorgreedy party members might sea rch it for treasurits going down. What they find depend s on yourcampaign, and can range from villagers preciouskeep sakes to gems and gold. The best treasures, course, lie on the se a bed where Captain Beck andcrew lair during the day. If the heroes undertake aunderwater salvage expedition, they have to braveAuduns octopus form in its native elem ent ( he ladee p enough that daylight does not penetrate) , a sa s any other regular undersea threats.

    Recurrenceost likely, the party c an defeat these raidtemporarily. If they vanquish the crew, Araises other dea d to replace the m. While

    luckstone in Auduns helm has no more cursed wto grant, it retains enough magical es sence toregenerate damage done to the Illsong. However, cannot repair damag e caused to the dragonship bfire-based attacks.

    Over several encounte rs (either in subsequent dor if the adventurers sailing voyages are short, spthrough a long campaig n), the party ca n gatherenough clues to the location of the vampires lair Audun and the crews weaknesses to puzzle out aunique way to defeat Beck. Some possibilities incsmashing the g reen jewel in the helm he still wearchallenging him to single combat, s taking him wipiece of his own boat, or exhuming the Illsong frothe seabed a nd torching it in a proper Kosti funera

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    and cunning. While among the human population, sheprojects the image of the perfect aristocratic lady-witty, charming, and ever so slightly bored.ing. She values them only so far a s their se rvice fur-thers her aims.

    With her minions, Lyssa acts harsh and condescend-

    i$mfiaPLyssa dislikes direct combat, despite her vampiricabilities-she would rather trick others into fighting forher. However, Lyssa can prove a devastating opponent.Her favorite strategy is to ass ume gaseous form andattempt to surprise her opponents while they battle herminions.

    his adventure is for four to s ix characters levels4-8 (about 35 levels total). Although it iswritten as if it occur s in Zeidenberg, the

    adventure can take place in any RAVENLOFT omain.To use a different location, substitute a devotedminion for Strahd himself in the final scenes. (SeeTheTurningD a y Ritual.)

    The adventure revolves around a plot of Count Strahdsto teach his conniving niece Lyssa a lesson in respect.Though the heroes have little chance to derail Strahdsmachinat ions, they can rescue an important victim,and they get the chance to evaluate a potentiallydangerous future foe, Lyssa.

    To accompli sh his lesson, the Count paid the m ad-man Emil Bollenbach (detailed in Chilling Tales, 9495)to create a unique golem, whose veins flow with a spe-cial blood plasma made with several arcane potions(provided by Strah d). A vampire who feeds from thisgolem will fall into an irresistible slumber and s leep fortwo weeks. Every day afterwards for decades, the vam -pire will slowly regain the night-at first being able tostay awake for only an hour at a time

    Strahd intends to use the golem to weaken Lyssaseverely, which should sen d a powerful mes sag e tothe rest of her branch of the family. In fact , he h asallowed Lyssa herself t o determine the time an d placefor her undoing.established her Turning Day (the day Lyssa died andawoke cursed with vampirism) a s a major celebrationrite each d ecad e. She us es the occasion to flaunt her

    To satisfy her vanity and egot ism, Lyssa has

    power by choosing a particularly important person toturn into her personal slave. She spends yearsresearching the best and brightest of each domain,always on the watch for a person who is bothphysically ideal and politically pivotal.

    This Turning Day, Lyssa has chosen ThomasSergeiovich Zhavov, son of Lord Sergei Zhavov whorules part of this domain. Lyssa arrived in town sixmonths ago. Her affections for Thomas have beendiscreet, but many people have begun whispering oftheir possible union. H e r true nature is quite unknownShe is considered little more than a lovely potentialmatch for the young lord. Lyssa used her closeness toThomas to determine the best time to kidnap him forher ritual.

    What Lyssa did not count on was th at Str ahd,through a sp y among her minions, learned of herplans. H e arranged for his minion to kidnap Thomasand replace him with the golem prior to her attack.Strahds agen t has hidden the real Thomas in a ca venear the glade in which Lyssa will conduct her TurningDay rite.

    The golem is an exact replica of Thom as Zhavov,including even the sca rs he acquired during his youthThe fake Tom doe s not know tha t he is a flesh golemand he bears no scars or stitch marks that mightreveal his nature, except for a thin sc ar line at thenape of his neck, concealed under his hair. Despi te alprecautions, Bollenbachs masterpiece does have oneflaw-two weeks ago, Thomas was practicing archerywhen his bowstring snap ped , lacerating his forearmnastily. This injury is so new that it was not included iBollenbachs information.

    Lyssas kidnapping of Tom (unknown to her, thegolem) went off perfectly. She arr anged for so me loyamercenar ies to hold Tom in their ca mp until the d ayprior to her Turning Day, and then to bring Tom intotown (via a covered car t, since any native wouldinstantly recognize him) where sh e would prepare himfor the rite. The rite itself will take place in a gladedeep in the forest, on the si te of a defiled druidiccircle.

    As the heroes enter the outskirts of a populated area ofthe domain, they notice s om e odd sights-farmerslistlessly tending their fields; women slowly trudging tomarket, not even pausing as vegetables occasionallyfall in the road. N o one even glances at the party.

    When they reach the first house, the heroes seethree women weeping on the st eps of the porch. Thewomen, obviously three generations of t he s am e fam-

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    ily, pay no attention to the heroes approach. If a herotries to talk to them , the elderly crone grabs the heroby the ar m and wails, Why did they take him? H e wasthe light of th is land , oh the poor, lost MasterThomas!

    If the adventurers ask more, the middle-aged oneglares at them and then bitterly explains that MasterThom as, the beloved nephew (or son or brother) ofthe lord of this ar ea disappeared two days a go, afterhis hunting party was brutally a ttac ked and killed.Only the bugler e scaped. H e babbled insanely aboutgiant wolves and pale dem ons. H e died shortly after-wards, screaming. Lord Zhavov has sent men all overthe countryside searching for Thomas, but to no avail.

    From other people-all of whom act grief-strickenand despondent-the heroes can learn about Thomas.The people boast that, though only in his late teens,Thomas can best any man in archery and riding, aswell as charm any woman who sees his handsom eface. They describe him a s a rather tall, sandy-hairedyouth, with honest blue eyes and an easy grin. Thevillagers say tha t they expect young Thomas, a sharp-witted boy, to figure prominently in the realm someda yunder the guidance of his uncle.

    As the heroes continue to the neares t town, the treesgrow thicker, blocking out the sunlight. The air seemsoddly still, a s if something or someone had chased offall the wildlife. If the heroes are riding, the horses startto act nervous.

    As you round a bend in the road. the air has grownfoul. A ;ingle outstretched hand. clutching a brokensword, stretches across t+e path. Nearly a dozenhuman mercenaries lie ir the road. Shreds of leatheror chairr armor do little to hide the fatal wounds.Scatterl>damong them are the remains of a score oforange. goblin-like humanoids. bearing woundscaused by swords and cr Jshing blows.On tt-e right, an overturned cart leans against a

    stump. Near5y some one whistles. Seated on t h e far

    Altogether, the 10 dead humans were carrying a totalof 44 gp and 98 sp. Their weapons are by and largeruined. One woman wears a silver necklace with aninset blue gem, worth 225 gp. The 2 5 dead goblynshave 3 gp and 28 s p among them.

    The whistler stat es that his name is Tom and smilesabsently. H e does not know where he has c ome from orwhere he is heading. H e sa ys that he was riding in the

    back of the covered cart with the kind, quiet peoplewhen all at onc e the ugly orange things jumped outhe woods and started a big fight. Tom rememberssom e of them attacking him, but he claims to haveslugged them and they stopped. H e is not hurt in visible way-not even a scratch .After a few minutes of talking, Tom bolts upright ashouts the name Lyssa. For a moment, he s eem slucid and declares that he must go to her, then helapses back into mild confusion. When questioned, ahe can remember is that she is a beautiful a s a star, a s falling snow, and bright like fire. H e doesnt knowhow to find her, although he thinks s he might be in pand that she needs him.

    Tom, flesh golem: AC 9; MV 8; hp 40; THACO 11#AT 2; Dmg 2d8/2d8; S A Strength 19 forpurposes of lifting, throwing, or breaking downdoors; S D Hit only by magical or silver weapons,fire and cold inflict no dam age, but slow for 2d6rounds , electrical attack cure s 1 hp of dam age peHit Die of at tack, resistant to all other spells;S Z Medium (6 all); ML Fearless (19) ; Int Low(7);AL NG; XP 2,000.If the heroes are suspicious of Tom and try to leav

    him, Tom starts to cry like a small child and begs thto help him find Lyssa. St ress that if Tom is the missnephew, such a powerful lord a s Zhavov willundoubtedly offer a reward, perhaps allowing them tuse his clerics for magical healing.

    The heroes have two main options at this point-tryto find Lyssa or take Tom back to his relatives. Eitheway, they should head into town, unless you want tocreate a random encounter. If a fight occurs, eac h hhas a 10%chance of noticing that no blow piercesToms skin and that he fights with a great deal ofstrength, delivering beefy wallops with his fists.

    If the party arrives in town during the daytime,without disguising Tom in som e way, the townspeoplgather around Tom, cheering and welcoming himhome, as the Homecoming section describes.to hide their passenger, they can either accidentallypurposefully run into Lyssa. Step into My Parlor detathat meeting.

    If instead they disguise him, and/or wait until nigh

    @mecornin$Everyone talks boisterously, buzzing with quest ionsTom clings to the party, looking fearful. It is obviouthat he recognizes no one . While some of the greetare women, none have the kind of remarkable beauthat Lyssas description evokes.

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    Shortly, a entourage of armed m en arrives. Theyannounce themselves as the escort for Master Thomas,and request (rather forcefully and imperiously) thateveryone accompany them to the cas tle immediately.

    The castle ap pea rs smal l, but its fortifications aredaunting. Archers patrol the high, thin walls, dressed inheavy chain and thick coifs. Fires burn at each cornertower, day and night. The guards-alert andsuspicious-never tak e their dark eye s off the party asthey enter. Guards lead the heroes down a wide hall,under a series of sharp-toothed portcullises, to themain hall. A flurry of se rvants are hastily setting a longbanquet table. Excitement and joy clearly shows ontheir faces as they steal glances at Tom.

    An exceedingly tall man with a ruddy complexionand robust figure enters the room. Without delay, hecrosses over to Tom and em braces him heartily. Thisman is Toms relative. Lord Zhavov immediately startsinterrogating Tom mercilessly. Zhavov ge ts more andmore angry as Tom cowers, unable to answer hisquestions. Tom clearly do es not trust Zhavov. Flnally,the lord deman ds to know who the heroes are a nd whatis wrong with Thomas.

    Once the heroes explain all they know, the lord calmsdown. Tom st ays silent for the rest of the interview,keeping the party between him and the lord. Whenasked abou t Lyssa, the lord get s a calculating gleam inhis eye. H e explains that Lady Lyssa von Zarovich is anaristocratic daughter of a very distinguished Barovianfamily and that s he has been spending time in thisrealm. H e describes her a s a beautiful, refined youngwoman who be a n asset to any household (obviouslythe lord hopes to make her a par t of his through amarriage to Thomas). H e tells you she is staying withher entourage in a se t of private rooms in town.dark eyes an d regards the adventurers critically for afew moments. If they are noticeably wounded, hedirects a servant to bring some clerics to perform som eminor healing only. After the healing, the lord motionsthe heroes to the now set table.

    If the heroes as k about a reward, the lord narrows his

    If the heroes ag ree to help, the lord nods an d thankthem. Platters of cold venison and pork, steamingbowls of s oup and b read, and flagons of dark red winare brought to the adventurers by silent and efficientservants. The lord eats with the heroes and answerstheir questions, though with a ter se reserve . His darkeyes often fall on Th omas , who is attacking the foodwith gusto and little grace, seemingly oblivious to allelse. At the end of the meal , the lord excuses himselfand sug gests that t he heroes ge t to work withoutdelay.

    Talking to the servants of the household provideslittle information. They seem skittish and hostile to thenewcomers. More than once they glance over theirshoulders as if watched. The guards are surly-at besignoring the heroes, at worst threatening them. Thereare no courtiers in the cast le. It seem s all social activiceased when Thomas went missing.

    If the adventurers try to g o to Thomass quarters inthe castle, they encounter a plump, wrinkled old maidwho cries out and hugs Tom a s soon she sees him. Shis Olga, Thomass old nurse.

    Olga talks to the heroes, though her mind wandersquite a bit and her loyalty to Thomas taints everythingshe says. From her, the heroes learn that the lord is awidower who has never attempted to remarry. Olgaraised Thomas and declares that she has taught him ahe knows. She prattles on , even when not askedquestions, and fawns over Thomas a s if he were achild.

    At one point, sh e examines Thomass hand closely.She as ks him where the scar went. When as ked whatshe means, she babbles about a recent archeryaccident that gash ed the young m ans hand. She loseinterest in the hand and repr imands him instead forslouching.

    At this point, the heroes should be directed either toLyssas apartments, Step into My Parlor, or to the sitewhere bugler said the hunting party was a ttacked.

    The ambush site is in the center of an anc ient groveoutside of town in a densely wooded area. Any personin the city can explain the exac t location, as it has beethe main topic of news and gossip for several days.

    During the day, the glade seem s to sigh to itself a sthe wind teas es l eaves from the trees. At night, the trebranches rasp and shudder like a dying mans breath.

    Dark red patches mottle the ground , silentlytestifying to the lives recently lost here. Scraps ofripped leather and cloth litter the bushes. A cracked ,stained hunting horn lies discarded at the base of ablood-stained tree .

    43

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    step intu Jnzt ParlurIf the heroes go to Lyssas during the day, a grimwoman refuses them entry. She sa ys her mistress is ia swoon and cannot see even Thomas himself untilsupper time. If the heroes try to force entry, the womacalls three large, heavily armed men to back up her isuggestion that the party leave.

    When the party contac ts Lyssa after dark, shegraciously invites them in. For once, there is recog-nition in Toms eyes.

    The heroes enter a room richly decorated with redvelvet curtains on all sides. Lyssa offers everyone asea t, reserving a place for Tom next to her. The dooropens, admitting a sweet-faced girl, who hands eachperson a glass of deep red wine. Lyssa warns that s hwill be deeply hurt if everyone doesnt join her in thetoast. The wine is drugged with a sleep potion. Handsreach out from behind the cur tains.

    Any undrugged heroes can fight Lyssas vampiricslaves. The adventurers must ma ke a horror check onthey realize at least 10 vampires surround them. Theheroes might kill a few of the slaves , but in the end theshould fail against the overwhelming numbers. Thevampires aim to incapacitate the heroes, not kill themso that Lyssa can use them in the Turning Day ritual.

    While the heroes might esca pe themselves , they wihave to leave Tom behind-Lyssa spirits him away atthe first sign of struggle. If she captured t hem, Lyssa

    If they search, the heroes have a 50%chance of separate s Thomas from the heroes.finding two right-handed gloves in the area. One liesnear the discarded bugle; the other is half-buried in apile of leaves about 60 feet away. They are identicaland are both embroidered with Thomass family coat ofarms.

    In the event that the heroes suspec t that Tom is notthe real Thomas and search the woods with an eye toplaces a m an might be hidden, a hero with trackingproficiency can find the warded cave in which CountStrahd has stashed Thom as until he needs the heir.Thomas, bound and bedraggled, but essentiallyunharmed. H e can recount his kidnapping and has avague notion that Lyssa is in danger. H e tries topers uade the party not to reveal his rescue until theyhave saved Lyssa, and ask s to join the party incognito.If the heroes dither too long at the cave , a warningalarm soun ds, calling Strahd back to the cave. If thathappens Strahd captures the heroes and Thomas toprevent them from warning Lyssa. G o on to TurningDay Ritual, and adjust the scenario to fit thecircumstances.

    Once the heroes breach the wards, they find Master

    If captive, the heroes wake during the read-aloudscene.The players should be confused about who their realtarget is once they discover that a great villain such aStrahd works against Lyssa, their immediate enemy.Closely monitor the partys involvement. They canrescue the real Thomas from one or both vampires,while Lyssa and Strahd are distracted by their owndram a, but they cannot affect the drama itself. Strahdjust too powerful for the heroes to successfully defeatand if they focus on Lyssa, both her minions and Strawill defend her. Count Strahd wants his kinswoman onweakened, not destroyed.

    In the event tha t you set the adventure in a locationother than Zeidenberg, Strahd himself cannot confronhis recalcitrant niece. Instead a devoted minion speakthe lines attributed to the Count. H e r e are the minionsuggested statistics.

    This ritual is the climax of Strahds plot against Lys

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    Strahd s minion, vampire: AC 1; MV 12 (F1 18);hp 44; THACO 1 1; #AT 1; Dmg ld 6+ 4; SA Energydrain; S D Immune to garlic and mirrors, +1magical weapon to hit, regenera tes 3 hp perround; MR 5%; Z Medium (6);ML Champion(1 6) ; Int High (18);AL CE; XP 6,000.

    Here I stand forever to reign.My birth to death was a Dowerful deed.With h i s innocent blood I r m e w m J reed! Shetosses back her bead. reveslirig anTs. V;l+h a snarl ofdelight, she shks tlern deed\/ ~ t ohor-ass tbrcat.Pis body convulses as s b e d-;qks.

    If the heroes found the real Thomas in The HuntingParty, he urges the heroes to wait until he determineswhat Lyssa is doing (for practical purposes, until theend of the rite). Then, he shakes off h is horror andrushes forward to confront Lyssa. Adjust the text belowa s needed.

    This awful sight requires a horror check.If the heroes are free, they might leap to Thomass

    aid. Lyssas minions and wolves prevent any contactwith their master or the golem. Lyssa ignores anyfighting. After five rounds, Tom slumps down.

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    At this point, the heroe s, thinking they have a n ally,might let the scen e play out . If they continue to fight,Lyssa's minions attempt to subdue any opposition t otheir mistress.

    Count Str ahd von Zarovich, Lord of Barovia,16th-lev el Necrom ancer, vampire: AC 1; MV 12 ,FL 18 (C ); hp 55; THACO 11; #AT 1; Dmg ld6+4SA +3 ttack, charm gaze, energy drain, spells;S D Spells, +2 magical weapon to hit, immune to

    strength. Every waking m2ment I will use to rig% thisinsult . M'ith my new allies in t h i s land, I shallsucceed."" A h . c ear child, you will have no s u c h moments.The blood you drank was magical and t h e vessel agolern. \'our precious alliance will be my prize."Strahd cestures and a varici re min on stem forward

    holdina

    Now the heroes can take action. If Thomas is free, hetries to reach Lyssa. If he is bound, his first goal is tofree himself. Strahd intends to take both Lyssa andThomas with him to further his plans. Lyssa is his firstpriority. He ignores the real Thomas if the battle getstoo hot.

    garlic and mirrors; MR 15%; Z Medium (6',ltt);ML Fearless (2 0) ; AL LE.S 18/76, D 16, C 17, 118, W 17, C 16.For more on Strahd, see Domains and Denizens in

    the RAVENLOFTampaign Setting boxed set .Dire wolves (30):AC 6; MV 18; hp 20;THACO 15; #AT 1; Dmg 2d4; S Z Large (10');ML Average (10); nt Semi (4 ); AL N ; XP 175each.About 30 of Lyssa's vampire slaves-in both humand wolf form-occupy the grove.Vampire slaves (30):AC 1; MV 12, FL 18; hp 22;THACO 1 1 #AT 1 Dmg 1d6 +4;SA Energy drainSD Immune to garlic/mirrors, +1 magical weaponto hit, regenerates 3 hp per round; S Z Medium;ML Champion (16); Int High (16); AL CE;XP 4,000 each.Wolf form: AC 7; MV 18; #AT 1; Dmg ld4+1;sz (3'-47.

    espite being weakened, Lyssa should escapethis scenario-either in Strahd's company orrescued by her own minions. The heroes can

    encounter her in any domain after she has escapedStrahd again.

    For instance, the heroes might encounter her on aquest to obtain som e magical item that can restore hpower (even partially). Alternately, they might runacross Lyssa once she has started rebuilding hernetwork-much of which dissolved without herleadership.

    Lyssa might also target the heroes personally, or tto kidnap Thomas again. If Thomas disappears, LorZhavov sends word to the heroes, asking them to finhim.

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    oosha is a unique form of vampire,created not by another of his kind, but by adivine curse.

    AppearanceMoosha is a 6-foot-tal1, lean m an , whose flowing, tanrobe covers his entire body. A kaffiyeh shields hishead and face , excep t for his milky-white eyes . Hisexposed hands and bare feet are covered with severeburn scars.

    When Moosha walks, he moves jerkily and gruntsoften, hampered by the pain and inelasticity of his sca rtissue. He moves more freely in vulture or canine form,although his appearance still reflects his curse (ascarred, molting bird or a mangy jackal whose pelt is apatchwork of burnt scars).JnoosljaDesert Vampire, Chaotic EvilArmor Class 1 Str 18/00Movement 15/F1 18(C) Dex 17Level/Hit Dice 10+ 2 Con 18Hit Points 8 2 Int 17THACO 11 Wis 10No. of Attacks 1 Cha 5Morale 16 XP 4,000Damage/Attack: l d6 +6 (2 attacks per round)Special Attacks: Cha rm gaze , bodily water drain (see

    text), can sum mon 10d4 jackals, can animate andcontrol 1d6 desert zombies.immersion in water ac ts a s heal spell, holy waterheals ld 6+ 3 hp.

    Special Defenses: Regenerates 3 hp per round,

    Jackal form: AC 7; MV 12 ; THACO 20; #AT 1;Vulture form: AC 6; MV 3, FL 27; THACO 19; #AT 1;Dmg 1d2; S Z Medium (4').

    Dmg 1d2; S Z Medium (5').Moosha feeds off the bodily fluids of his

    victims-mostly the water in their systems-anddrains either with his touch or bite. Draining victimsrelieves him momentarily from the cons tant agony ofthirst. Draining humans and demihumans gives himgreater relief than draining animals. (In game terms,Moosha d rains one ability point from a hero's Strengthor Constitution per round, but his victim losespermanent ly only one point per day-your choice a sto which stat is affected. Ea ch permanently drained

    ability point a cts a s a cure serious woun ds spell onMoosha.) The jackals aid him by routinely licking hisscars, which offers minor but consistent relief.shapechang e, assuming either a jackal or vultureform. When reduced t o zero hit points, he transformsinto a small du st devil an d retrea ts to his cav e lair toregenerate (after 2d4 days of rest). Moosha c an alsoassum e this form a t will.successful when s ummoning his 10d4 jackals. With moment's concentration, he can see through the eyeof any jackal he controls.

    Moosha can be harmed by normal weapons, butgarlic, mirrors, and mos t holy items have n o effect. Hcan be turned only by a cleric of one of the go ds whocursed him. Contrary to his vampiric nature, holywater actually heal s l d 6 + 3 hit points rather thaninjuring him. Finally, sunlight does not harm him.

    H is most fearsome ability is that Moosha cananimate the withered co rpses of former victims ( l d 6within a 1OO-yard radius. These creatu res are identicto the dese rt zombies described in the MONSTROUSCoMpEIyDIoM:RAVENLOFTppendix Ill, except they arechild-sized.

    Like many vampire types, Moosha can

    Since Sebua is so small, Moosha is always

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    Moosha was the first son of a wealthy rug merchant in adesert kingdom known to historians as the Black Land.H e spent most of his time (and money) pursuingwomen from all walks of life. With his dashing goodlooks, persuasive tongue, and pouch of gold, hecaptured the regard of many a young lady.

    Eventually, he set his sights on the beautiful GrandWife of the pharaoh. She returned his affections, andfor many weeks they met surreptitiously in thepharaohs very palace.about a life beyond the stolen moments they shared.Their only option, however, was to kill the pharaoh,which would allow the Grand Wife to choose a consort.As her consort, Moosha could rule at her side until thepharaohs heir was old enough to rule.plan. With knowledge of the patrol schedule of thepalace guards given by the Grand Wife, he stole intothe pharaohs bedchamber and smothered him a s heslept. The Idark deed done , he returned to his lover.

    The Grand Wife ascended to the throne, and tookMoosha a s her consort after a suitable period ofmourning. The life of royal luxury suited Moosha, as didthe opportunity to dally with palace servants while theGrand Wife was occupied with affairs of state. A fewyears passed, and the pharaohs son began preparingfor the day when he would ascend the throne. Moosha,having no love for the boy, realized that when the boytook power, his life of ease might end.

    So he began plotting th e death of th e young heir. H ehinted t o the Grand Wife about his ideas , but soonrealized sh e loved her son far too much t o consider hisremoval necessary. In the end, Moosha slew the boyon his own.

    But a s he depart ed the s cen e of his crime, he wasconfronted by two of the kingdoms deities: the God ofJus tice and the God of Dark Vengeance. The line ofthe pharaoh s was on e of divine blood, and Mooshahad just committed o ne insult too many. You havequenched the font of divine guidance in the BlackLand, the God of Justice said. You shall suffergreatly for your cr imes against gods and mortals. Asyour people shall thirst for divine guidance and sufferin its absence, so shall you thirst and suffer, until suchtime a s you can restore it to them.

    The God of Dark Vengeance gestured, and Mooshafelt his mouth and eyes f i l l with salt , the glare of athousand days of hot sun tear a t his body, and the roomdissolve into a furious sandstorm. H e shrieked in painand begged for mercy, his lips moving in a parody of

    As their affair progressed, they both began to dream

    Moosha, blinded by love, personally carried out their

    speech long after his voice was no more.When the st orm subsided, Moosha found himself

    sprawled under a burning sun among ruins partiallycovered in sand. As he crawled through the rubble, hibody wracked with pain, recognition jogged hismemory dully. Moosha realized that he stood near thesite of the pharaohs beautiful palace. But hissurroundings had changed. It appeared tha t thecenturies had passed while the gods tortured him.

    Moosha stumbled into the desert, his once-sup plebody taut with burn scars. A thirst more painful than hburnt body consumed his being. Among the dunes, hesoon discovered that everything he had once knownwas gone-only ruins remained.him, but only a pack of jackals dwelt among thetoppled statues of the deities. H e raged hoarsely at thestatues, How can I restore your guidance when all isdestroyed?! There is no justice in this, only vengeanceI dont deserve this!approached him, but instead of attacking, the animalsbegan to lick his wounds, soothing his pain a little. Hetouched one and immediately his thirst subsided. H egrabbed the unfortunate creature with both hands,feeling it shrivel beneath his blackened fingers even ahis thirst eased to a bearable level. Thus, Mooshadiscovered a temporary way to relieve his pain, despitthe cursed fate the gods had left him.

    For months he wandered the desert, accompanied bhis faithful jackals (Moosha controls the jackals with hvampiric will). Whenever his thirst became too great,he drained a jackal of its fluids. Eventually, hediscovered an oasis, but when he tried to drink thewater, it burned his mouth like acid. Cursing the gods,Moosha wailed at the irony-his body craved water, yehe could only drink from the living.

    Moosha stayed at the oasis, considering the water asymbol of his cursed fate. When a small caravanarrived at the oasis, he drained the traders , throwingtheir withered bodies into the oasis , fouling the water sthat no on e could drink there again. As he completedthis deed, a howling sandstorm rose, and when itcleared, Moosha, his jackal companions, and the oasihad been transported to the domain of Sebua.

    H e found the temple of the gods who had condemne

    Moosha collapsed. The jackals cautiously

    Moosha still seethes with anger a t the gods who havecursed him. Preoccupied by his own despair, Mooshashows no compassion fo r his victims. H e feels morekinship for the jackals than humankind.

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    cornhitA fearsome opponent, Moosha att acks quickly anddirectly, draining even the sturdiest of opponents . If hereduces a victims Strength or Constitution to zero inone attack, the victim dies.of jackals, and uses them to help corner victims.Moosha rarely travels without a t least 20 jackalcompanions. If needed, he can summon up to another20 jackals to assist him.

    He has also developed mental control over his band

    his adventure is designed for four to six6 characters of levels 3-6 (about 27 total levels).

    d b Although it is designed for the domain of Sebua,it can be adapted easily to any other realm with jackalsand a lack of water. If you want to use your ownlocation, skip directly to the adventure.previous recap is all the information that is needed torun T h e Mild Chi ld scenario and most spin-offencounters.

    Sebua is detailed in the Dark l ords accessory , but the

    BackpomniMooshas oasis materialized in the southern part ofSebua. Since he has no curiosity about the world, andno immediate need to forage for food or shelter, hedoes not realize that he no longer walks the desert ofthe Black Land.

    H e has not explored the domain beyond the areabetween his oasis and the ruined city of Anhalla,where he has found prey among the wild children whodwell there.

    Ironically, those children, his prey, are the key toMooshas salvation. Among the wild children aredirect descendant s of the pharaohs of the BlackLand-illegitimate descendants, but descendantsnonetheless. Their resemblance to carvings in theValley of Death is striking.ToeDomain of SehaSebua is a small wasteland, less than 40 miles fromedge to e dge. The terrain ranges from soft sand dunesto rocky flats to st eep granite cliffs. Water holes andoas es are sca ttered ac ross the doma in, but two-thirdsare either dry or foul.

    Most of Se buas oase s ar e fringed with reeds wherehordes of bloodthirsty mosquitoes breed and hatch .Each night, the sky fills with them. In the northern

    part of the domain is a lake that has been tinged reby mineral deposits. Here the mosquitoes areparticularly hardy, and cloth and thin leather are noprotection from the females long, slender feedingtube. Face s, unless completely covered, areparticularly vulnerable. In less than a minute, expoeyelids can become swollen shut.

    By day, the desert s are sco rched with heat. Yet, tsk y is often dark with storm clouds gathering in themorning and lowering in the sky. By afternoon, theclouds may release a brief, intense torrent, but thewater quickly se eps into the sand. Sometimes, thesky turns green, then black, indicating a napproaching sandstorm.

    The clouds always dissipate at night, revealing avirtually starless sky in which a n or ange moon hancasting an amber glow on the rocks and sand.

    The Valley of Death lies in the northeastern quarof Seb ua, cutting from north to sou th. Sand stonecliffs from 500 to 1,000 feet high form the valleyswalls. Sand periodically cas cades to the valley floofrom the ledge with a soft hiss .

    The valley was once th e site of great templeshonoring the gods of the land, including those thatcursed Moosha. Virtually all of these tem ple s are noin ruin; only their tall columns remain.

    The valley is also the site of great tombs, belongto pharaohs, nobles, their officials, and families. Cuinto the cliffs, most tombs reveal only their greatfacade s to the valley below. Untold treasures andunknown horrors wait within. The walls above thetombs a re car ved with detailed reliefs featuring themightiest deeds of the entombed phara oh.

    The massive rock formation from which t he Valleof Death was carved marks the northeaste rn bordeSebua. Explorers who man age to s cale the heightsreach this border find that the mountains endabruptly, plunging into an abyss. Dark, heavy clouhug the wall of the precipice hundreds of feet belowthe edge.

    The city of Anhalla lies near the center of thedomain, not far from the mouth of the valley. Like temples in the Valley of Death, the city has beenravaged by time-the loca tions of buildings aremarked only by their foundations. At the center ofAnhalla lies a vast oasis. A handful of poorly builtmud-brick houses have replaced the once greatbuildings of the city.

    Anhalla is the center of most life in Sebua. Theruins and brick houses are overrun by ill-temperedmonkeys and vicious baboons, who steal from andharas s travelers who stop a t the oasi s. In addition,several dozen shy, elusive children l ive here. Wher

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    they originally cam e from is unknown, but it is saidthat they do not ever see m to age.estat e in the northern part of Sebua. The estate andits well-ordered grounds are in perfect condition, butthere is generally no activity there... despite the factthat so metimes, when the wind is right, the sou nds ofmusic and laughing ca n be heard faintly, as if a partywere in progress. This estate is the home of Sebuasdark lord, Tiyet, who survives by eat ing the hear ts ofthe living. If you want to use her in your campaign,refer to th e Darkfords (9331)accessory.

    The other notable location in the domain is a walled

    As the heroes travel through the wasteland of Sebua, ashriek pierces the deser t air, quickly followed byanother. Over a slight ridge, the heroes see a dark-skinned boy dressed in tatters , his hair wild andunkempt, s tanding atop the circular wall of a well,swinging a large stick a t a pack of slavering jackals.The boy is howling at the top of his lungs, and thejackals are snarling and yapping as he swings andkicks at them. Heroes with the animal lore proficiency,or who are familiar with jackals , notice that the jackalsare behaving far too aggressively.

    Jackals (8 ) :AC 7; MV 12; hp 4 each; THACO 20;#AT 1; Dmg ld2; S Z Small (3 ong); Int Low (8);ML Elite (13)(controlled by Moosha); AL CE; XP 7each.In two rounds ( i f unassisted), the boy bashes two

    jackals with his makeshift club, then flees across thedeser t with the mangy-looking animals in hot pursuit.Failure to aid the boy in an obviously unequal fight isgrounds for a powers check. If the heroes have achange of heart and try t o cha se after the boy, theyfind the jackals feasting on his corpse, which looksstrangely shriveled. Skip directly to The VampireStrikes.

    More likely, the h eroes help the boy. Once thecombat is over, and the jackals have been driven offor killed, instead of showing gratitude, the boyremains on the wall, threatening them with the clubwhile growling and hooting and gibbering at them in alanguage none of the heroes understand. In fact, thenoises remind the heroes of nothing so much a s wildmonkeys.

    Being one of the wild children from Anhalla, the boyis essentially an animal, and should be approached a ssuch. Rangers can attempt to soothe him much theywould a panicked an imal, while a speak with animals

    spell allows a priest or druid to communicat e withhim.heroes (but gives only one- or two-word replies, a sindicated):

    The boy c an provide the following answers for the

    If the heroes have other questions for Ar, you shoulddecide if the boy is capab le of answering them. If he isnot, Ar just star es at the party, cocking his head toone side in puzzlement.

    With regards to Scab by ( the childrens nam e for

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    Moosha), Ar cant really tell much more than healready has. H e knows Scabby lives in the oasis andthat he controls the jackals. H e also knows that an ychild touched by Scabby becomes his to control. Ardoes not realize the child is dead. The boy takes theheroes close to Scabbys oasis, but refuses to go therehimself.Note: If a hero used a charm mammal spell to gainArs trust, Ar becomes t he heros retainer, displaying alevel of affection that most kittens display toward theirmothers. H e wants to go where the hero goes, do whatthe hero does, and st ay with the hero all costs-even ifthat mea ns following him into the Mists once the partydecides to leave Sebua.

    Ar, wild child, human m ale: AC 7; MV 12; hp 4;THACO 20; #AT 1; Dmg ld 6 (club) or l d2 (bite);S Z Medium (4, 4 all); ML Fanatic (17); AL N.S 6, D 18, C 11, I 10, W 4, Ch 13.If Ar becomes a follower and a regular character in

    an ongoing campaign, his stati stics (particularly inStrength, Intelligence, and Wisdom) might increase intime, depending on a number of factors such a s storyneeds, the involvement of the player characters in histraining, and the amount of bookkeeping you want todo. For possible ways to use Ar in a campaign, reviewthe Recurrence section.@e Yampire &trikesOnce the heroes have made contact with Ar, theyhave drawn Mooshas attention a s well. The vampirewitnesses their rescue of his nourishment hroughthe e yes of o ne of the jackals, and is consumed withrage a t being thwarted in his purpose. He nowconsiders the heroes his targets.Anhalla, go part way with him, or turn him loose andhead in the opposite direction, read the following text:

    Regardless of whether the heroes escort Ar to

    Jackals (15):AC 7; MV 12; hp 4 each; THACO 20;#AT 1; Dmg ld2; S Z Small (3 ong); Int Low (8);ML Elite (13)(controlled by Moosha); AL CE; XP 7each.

    The jackals descend on the heroes by the end of thfirst round. Moosha, the hideously scarred jackal , hanback in order to call another set of attackers once theheroes have engaged the jackals.

    The sight of the diminutive deser t zombies calls foa horror check. There is one zombie at tacker for eahero, and they proceed without hesitation.

    Desert zombies (variable): AC 7; MV 12; hp 10each; THACO 19; #AT 1; Dmg ld8; S Z Medium(4); Int Average (10);ML Fearless (20) ; AL NE;XP 120 each.As the heroes engag e both the zombies and the

    jacka ls, Moosha circles from behind, targeting eithethe person who most zealously protected Ar, or theone least defended. If the targeted hero fails asurprise roll against Mooshas rear attack , thenMoosha gains a +4 bonus to hit. Moosha lunges at thero, assuming huma n form in mid-leap. H i s attacktakes place on the fourth round. S pe ak with thetargeted player privately to arr ange a reaction alonthe lines of the boxed text.

    The attacked hero must m ake a horror check wit+2 penalty.

    Once his victim is freed (or dea d), Moosha engagthe rest of the party in battle. H e does not flee until has lost 60 or more hit points. At that point, heshapechanges into a vulture and flies away. If reducto zero hit points before he can retreat, he dissolves

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    into a small dust devil and begins the journey back tohis lair to regenerate.

    nct: regenerated from the attack, Moosha canreturn and tor ment the heroes over and over.Since Moosha is not bound to Seb ua, he can

    even pursue the heroes into the Mists if they choose toleave this parched land.

    Since Moosha was created by a divine curse , thebest way to vanquish him is to lift the curse. However,convincing a villain to change his ways is oftentougher than simply eliminating him, both in terms ofrhetoric and in term s of role-playing. The heroes mustinvest igate their quarry and discover his story, orconvince him to tell them the tale.In order to lift the curse, the vampire must refuse tofeed on the children, and instead teach them the waysof the gods and traditions of his ancient people. As thedescendants of the phar aohs gradually c ome tounderstand their heritage, Mooshas scar s begin toheal and eventually he reverts to his hand some mortalform. H e may even be able to enjoy years a s his

    former self until an heir is old enough to leaveRavenloft through the Mists and return to the BlackLand to claim the kingdom. When tha t time com es,Moosha dissolves into red sand forever.

    If the heroes st ay in Seb ua, they might becom efamiliar with the children of Anhalla. The mystery srounding their eternal youth and their connection toMooshas curse and salvation could be fashioned inan adventure of its own. You could direct the heroesuncover suc h clues a s finding a child who resemblepharaohs carving in the Valley of Death, or overheaing Moosha cursing the god s that condemn ed him,thus revealing in part the nature of his condition. Suclues can lead the heroes on a quest to send the vapire to his final rest.

    In a campaign gam e, encouraging a hero to becoArs guardian a nd teacher could prove a n interestingrole-playing experience. Ar could also be used to seup the heroes for true horror, demonstrating how crthe RAVENLOFT etting can be.

    You should portray Ar sympathetically as a boywho, despite the harshne ss of life in Anhalla, is stillinnocent. Although initially a burden and an irritant(always going through the heroes gear, etc .), allowto eventually win their respec t through ac ts of braveselflessness, or deep displays of affection for allmembers of the party.finally grasps the concept of using utensils a t thedinner table, just when he begins to show som eaptitude in whatever cl ass the heroes ar e training hiyou should have the darkness of Ravenloft touch Arsome horrible, debilitating way. For instance, youcould have an ene my of the heroes abduct the boy,could have Ar fall during a battle a s prey to s omecursed horror like Moosha.emotional shadow of his former self, perhaps evenhopelessly insane. At the very least, his innocenceshould be shattered and replaced with cruelty, angeor complete introversion. Such a scenario, if playedproperly, can be more heart wrenching and terrifyinto the heroes than any number of vampires. It can aprovide the heroes with a plot for revenge and /orjustice, launching them into their next adventure. (Ywill know that the above-outlined thread was asuccess if the players are upset with you.)

    Once the heroes grow atta ched to Ar, just a s Ar

    Whatever the ci rcumstances, Ar should be left an

    m3

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    Jrxitzajal was once the lord of a n ixitxachitlcity on a world covered almost entirely byoceans. H e commanded over 500 warriors

    and vamprric ixitxachitls.&ppearfinceMyxitzajal (Mik-ZIT-za-jal) looks like a manta ray with a10-foot wingspan and a long barbed tail. H is back ordorsal side is mottled gray, while his underbelly, orventral s ide, gleams pasty white. Like most rays,Myxitzajals mouth appears on his ventral s ide, 2 feetwide and filled with sharp, rasping teeth. Two of theupper teeth are especially long, revealing his vampiricnature. H is slitted eyes glow, faintly orange, on hisdorsal side.i l l jx i tz zajalGreater Vampiric Ixitxachitl, Chaotic EvilArmor Class 6 Str 18/76Movement Sw 18 Dex 18Level/Hit Dice 8+ 8 Con 16

    Hit Points 72 Int 14THACO 13 Wis 12No. of Attacks 1 Cha 17Morale 14 XP 4,000

    Damage/Attack: 3d4 (bite) or Id10 (stinger)Special Attacks: Energy drain (two levels per bite).Special Defenses: +1 or better weapon to hit; immune

    to sleep, hold, and charm spells; regeneration; inkspray.direct exposure to sun.

    Special Weaknesses: Suffers l d 6 dam age per round oArtifact: Pearl of enthrallment;see text.

    Vampiric ixitxachitls are touched upon in theMONSTROUSMANUAL^^ accessory, and slightly expandehere. Like most other vampires, Myxitzajal is onlyactive at night. Sunlight causes h iml d6 hit points ofdamage per round. By the time the sun rises, he hassettled to the bottom of the sea and covered himselfwith mud.a coral chain. It was created long ago on Myxitzajalshomeworld as an aid to keep the lords subjects in lineIts powers have been warped by the weird energies ofRavenloft. Now the pearl enthralls all victims (except thowner) within a one-mile radius whose Wisdom is lowethan 16. Targets endlessly repeat the activities and emtions of a single day (this effect is similar to the situatioin the movie Groundhog Day, though horrific rather thahumorous). Victims have a chance to break the enthrament once a day by sucessfully saving vs. spell a t dawThe curse of artifact possession gradually makes thepearls owner hate his own kind with a passion. Thepearl can be destroyed by dissolving it at spring floodtide in wine crushed by the feet of elves.

    Pearl of enthrallment:The fist-sized pearl dangles fro

    BackpounfiWhen he was still young, Myxitzajal was chosen to s uceed a greater vampire ixitxachitl. His first act uponbeing reborn was to drive a coral shard through his crators heart . H e inherited from his predecessor a pen-dant set with the pearl of enthrallment. This magicalartifact worked continuously to keep his subjects obeent , but its price was subtle. Over the years , the fist-sized pearl made Myxitzajal grow to hate his courtiers

    One day, a n adviser dared criticize the lords huntintechnique. Myxitzajal shot through the water and sankhis teeth into the insolent ixitxachitl! To the horror of hundersea court, he drained the adviser dry.tyrannical repetoire. Every day, he accused at least on

    That day Myxitzajal added cannibalism to his

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    courtier or warrior of disloyalty or treason, then drainedhim or her on the spot.

    Finally one of the other ixitxachitls broke free of thepearls enthrallment and led a massive revolt. Myxitzajalfled from his pursuers, taking the pearl of enthrallmentwith him. He swam so long that he began to believe hewas heading back into the fangs of his pursuers. Jus t aspanic set in, he eme