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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode XXXVII Contagion is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. EPISODE XXXVII: Contagion By: David Brainard Edited by Jae Walker Version: 2.0 Hard times can call for harsh measures, even from those who would be heroes. When a lurking evil is revealed, can mercy survive? A Dave Arneson’s Blackmoor adventure for heroes level 2-10.

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Page 1: EPISODE XXXVII: Contagion - The Blackmoor Archives - …blackmoor.mystara.net/MMRPG/S2/episode37.pdf · Now everyone could be a hero like in a book but without a tight ... Blackmoor

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode XXXVII Contagion is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

EPISODE XXXVII:

Contagion

By: David Brainard Edited by Jae Walker

Version: 2.0

Hard times can call for harsh measures, even from those who would be heroes. When a lurking evil is revealed, can mercy survive? A Dave Arneson’s Blackmoor adventure for heroes level 2-10.

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Preface by Dave Arneson: One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years. I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin Clingman: Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and served as the impetus for an entirely new

gaming experience where every player could be both a fantastic hero and a winner. The game that would become Dungeons & Dragons relied heavily on the core discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players. So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous superbeing, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country. What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)? Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 6 players (and up to 7 players when necessary) in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG Campaign Sourcebook or by visiting www.dablackmoor.com.

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Notes to the Judge: The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations. The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook . The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event. Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all characters including EL racial adjustments (such as Westryn +1EL), followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL.

Time Units: The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit.

Playtesters Chet Noll III Cait Davis Carrie Neuman Lisa Gamero Justin Hamill Joe Kavanagh Kris Wade Phil Morey Daniel Grey Craig Norman Sean Holmes Jae Walker Mike Nichols

Episode Background The lands of the Westryn have been inundated by a constant flood of undead. While the proud wild elves have managed to keep the invasion secret, a particularly nasty undead monster has managed to break through their cordon and wreak havoc in a frontier settlement near the Westwood. A team of elite Westryn hunters has been dispatched to contain the menace and silence any who have learned of the elves’ misstep. The small logging and farming village of Twiggs has been under attack by the horrid spawn of the original undead monster, the survivors banding together to stave off frequent assaults by flesh-hungry zombies. One woodsman, finding his brother wounded and near death, made a desperate flight to King’s Crossing, the nearest town with a temple large enough to offer magical healing. Preparation Before play starts, find out if any of the player characters have the following:

• Favor of Ams Parker • Key to Kings Crossing • Any knowledge skills • Save bonuses and any additional

bonuses or certificates that may apply to those saves

IMPORTANT JUDGE INFORMATION Since the heart of this episode is the horror of realizing that innocent victims are infected with a disease that will not only kill them, but likely

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many others as well, it is important to keep the players in the dark as to whether they are infected or not. Get the save bonuses for each player ahead of time, and roll their save against sarcophagia secretly each time a plagueborn zombie succeeds with a claw or bite attack. (Note: The smasher zombies’ slam attack does not spread sarcophagia). Inform any player whose character fails the save that the character is infected once they fail a secondary save and take enough Constitution damage to change the Constitution modifier. You may wish to do so with a note in order to heighten suspense. As sarcophagia can only be cured with remove disease or positive energy such as cure spells (cure light wounds, cure minor wounds, etc.) and turning undead, allow characters who attempt to use Heal checks to stave off the disease to believe they have succeeded until they next time a victim fails a saving throw. As characters are likely to be cured and re-infected several times in the course of the episode (especially if the party contains a cleric who attempts to turn undead), you may find the Infection Tracking sheet in Appendix 2 helpful in managing who is at what stage of infection. A character may make a Heal check to determine whether a creature has been infected with sarcophagia; the DC varies with how far the disease has progressed. A character may attempt to hide their symptoms with a Disguise check opposed by the investigator’s Heal check. DC 10: the victim has lost at least half their normal Constitution to the disease DC 20: the victim has taken some Constitution damage, but not over half their original score DC 25: the victim is infected, but has not yet taken any Constitution damage A living creature infected with sarcophagia interacts oddly with certain divination and necromantic spells. A detect magic reveals a faint aura of necromantic magic suffusing the creature; detect evil likewise reveals a faint aura of evil, but there is no way to differentiate the disease from a merely evil creature; a victim of sarcophagia detects as faint undead when subjected to detect undead; deathwatch shows an infected creature as both undead and fighting off death.

A character that makes a DC 20 Heal check while trying to treat a victim of sarcophagia realizes that traditional medicines do absolutely no good in treating the disease, or even in helping the victim fight it off on their own. A healer who makes a DC 19 or lower Heal check still believes that mundane healing will work, but that their skill was not sufficient to help.

If an infected character has been diagnosed, then cured by application of positive energy (i.e., within the area of a successful turn undead attempt), then diagnosed again, it only takes a DC 10 Heal check to determine that the disease has vanished. Allow the treating character (i.e. the turning character) to make a DC 15 Intelligence check (with a +2 cumulative circumstance modifier for each of the following conditions: character has 5 ranks in Knowledge: Religion; character has 5 ranks in Heal; character is able to turn undead; character knows that a turn attempt was mysteriously less effective than it should have been). Success confirms that the disease can be turned as if it were an undead creature, purging it form the body of victims with positive energy.

Potential Alignment Issues Decisions the characters make about the fate of the townsfolk may affect their alignments. Always warn players when their actions may cause an alignment shift. As no evil characters are allowed in Dave Arneson’s Blackmoor, a shift to evil will remove a character from play. If, after warning is given, the player chooses to continue, let the chips fall where they may. Some guidelines specific to this adventure follow. Binding and/or confining infected townsfolk are morally acceptable acts, given the circumstances. Leaving infected townsfolk behind when the rest of the townsfolk flee is questionable, but not evil, unless the party has the ability to cure them and chooses not to (for instance, they don’t want to “waste” a scroll of remove disease on a commoner), in which case it is a highly questionable act, sufficient to count as a gross violation of alignment for any paladins, good clerics, or neutral clerics of good deities (but not sufficient to remove a character from the campaign). Executing infected townsfolk merely for being infected is a highly questionable act, again sufficient to count as a gross violation of alignment, unless the party

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has the wherewithal to cure the victim and chooses not to, in which case it is a heinously evil act, and is sufficient to remove a character from the campaign. Characters who successfully completed Episode 18: Kissing Day and have the Favor of Ams Parker and the Key to King’s Crossing are well received in King’s Crossing and by the Church of Pacuun. Any such characters are automatically eligible for the “Pacuun’s Reward” certificate at the end of this episode even if they did not speak with the prelate before heading out to Twiggs. Westryn characters have been away from their homeland for some time, and have been listed as “compromised” by the leaders of the Westwood elves. Such Westryn characters have no knowledge the plague of undead boiling out of the Westwood. All Westryn border patrols and hunters have been instructed to treat compromised Westryn as outsiders until the threat has been dealt with. Still, some Westryn guards are willing to bend their orders enough to warn compromised kinfolk away rather than merely executing them on sight. Zombie Coaching The most important thing to remember is that the villagers are there as fodder. One of the main reasons there are so many is to build up a decent body count without tearing into the PCs right away and to provide examples of exactly how nasty the zombies are. Villagers are a great way to ease the pressure on a party that is doing poorly: just have some zombies peel off to chase easier prey. If you get the sense that the party is a little under-prepared for the zombie mayhem, have an NPC in town steer them toward the church of Pacuun; it might make the first encounter a little more difficult, but the added preparations should more than balance that. With all the potential infections, re-infections, etc., especially if a cleric is attempting to turn undead, I recommend using the infection tracking sheets. Be aware of the rules on Turning Undead and how turning affects infected victims, and how to figure out what it takes to cure someone. Remember that when a person who died while infected rises, all other infected corpses within

60' rise the next round, regardless of how much time they had left. The bulk of the episode occurs at night and it is overcast, limiting visibility to what is provided by the party’s light sources. Many of the zombies have a movement rate of 40 feet, meaning they can charge 80 feet and attack from outside the range of torches (even for people with lowlight vision). Keep the party scared and have a good time. Episode Hook The characters are in King’s Crossing, a small town in the west of Blackmoor. There are a few local features that the heroes may be interested in checking out, including a small shop that sells magical devices, a Peshwah horse-trading post, and a new cathedral of Pacuun that is still being built four hours east of town. Consult Appendix 4: King’s Crossing for local shops, inns, and other points of interest. The characters may have been in town for a day or two before Clevon’s wagon tears through the green, so allow them a chance to explore the town if time permits. Likewise, they are free to go shopping after they return from their mission to Twiggs. The characters are near the town square, either enjoying a tasty meal on the front porch of the Sleeping Noble or on their way to do some shopping, when a startled cry rings out from the west. Chapter 1: Wagons Ho! It is a peaceful afternoon in the idyllic village of King’s Crossing. The town square bustles with activity: farmers hawk their produce, a Peshwah horse-trader haggles with customers, and children whoop with delight as they chase a runaway hen across the green. The everyday chatter of the village is cut short by a panicked cry from the west, soon followed by the clatter of galloping hooves and the screams of panicked horses! Townsfolk dive out of the way as a pair of lathered horses smash through a fruit stand, pulling a wildly tilting wagon with a man feebly twitching at the reins on the driver’s seat.

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The draft horses have caught the scent of Dorvil’s impending transformation and are panicked. On initiative count 5, the horses drag the wagon 240’ straight across the green, trampling a small girl who stands terrified in their path. The smashed fruit stand is about 60 feet away from the Sleeping Noble’s porch. Assuming the heroes wish to intervene, they have several options available. A character who manages to get within 30 feet of the horses may attempt a DC 25 Handle Animal check to calm them down; a character who succeeds on a grapple check may attempt a Ride check as a free action at the same DC instead. Dropping one of the horses, either with a successful Trip attack or by dealing enough damage to knock a horse unconscious, causes the wagon to skid to a halt. A variety of spells could also defuse the situation, such as calm animals, calm emotions, entangle, or any effect that renders a horse unable to move or brings it out of a panic. If the party comes up with a plan that seems viable, allow it a reasonable chance of success. Heavy Horses; hp 12, 13; see Monster Manual, p. 273 Chapter 2: Is There a Doctor in the House? With the wagon brought to a stop, you finally get a look at the cause of this near-catastrophe while catching your breath. A middle-aged Thonian man in rough woodsman’s garb clambers uneasily down from the wagon seat. He is pale and sweating, apparently in shock from the excitement a few moments ago. He mumbles “almost there, Dorvil, almost there” as he shakily turns toward a large bundle in the bed of the wagon. At first, it appears to be a large pile of furs, but after a moment you can make out the pale face of a bearded Thonian man swaddled in a winter’s-worth of blankets. If left to his own devices, Clevon numbly carries Dorvil to the east, collapsing after a few steps. Should the party intervene, he shouts the following, breaking off for occasional shudders and bouts of panting: “I gotta go! Gotta get Dorvil to the temple! He took sick, but the friars can fix ‘im. I got furs, got

gold to pay, they’ll fix ‘im!” Clevon’s primary goal is to get treatment for his brother. If a character offers aid, either by helping to carry Dorvil to the temple, or with an offer of medical treatment or healing magic, Clevon is happy to accept. Use the following as guidelines for Clevon’s response to the party. Who are you? I’m Clevon. My brother Dorvil an’ me are trappers out west, near Twiggs. What’s wrong with you/your brother? We was out huntin’ last night, an’ Dorvil musta cornered somethin’ nastier than he thought, ‘cause it tore ‘im up a bit afore he managed to get away. It musta been sick or somethin’, cause he got the chills right quick, even though we both been bit a lot worse lotsa times. He’s been pretty out of it, even tried to fight me last time I checked on ‘im.

What kind of creature attacked Dorvil? I didn’t see it. He said something about it trying to eat ‘im, an’ you can see where it scratched ‘im up. Where were you going in such a hurry? When I saw Dorvil weren’t gonna get no better, I hitched up the wagon and headed out here to King’s Crossing. There’s a temple of those wandering priests who follow Pacuun here, an’ I figured they could help my brother. I guess I musta been more tired than I thought after drivin’ all night to lose control of the horses like that… I’m a healer. May I examine you/your brother? Yeah, praise be! I’m pretty worried; Dorvil was moanin’ for most of the ride, but he’s been quiet for a while now. A character may make Heal checks on Clevon and Dorvil. Clevon: DC 10: It appears that Clevon is in shock; he is pale and clammy. He should lie down and be kept warm. You feel that your quick treatment may well have saved his life. DC 15: Clevon seems to be suffering from some sort of disease; his temperature is abnormally low despite copious sweat, and what appeared to be shivers are actually more like spasms. He has a few small nicks on one hand, obviously from the last hour or two. By keeping him warm and administering proper herbs, you

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feel fairly confident that you have slowed the disease’s progress to a manageable rate. DC 20: Clevon appears to be suffering from a fast-progressing wasting disease. His vitality has been badly eroded, and judging from how much weaker he has gotten since you started examining him, he will be lucky to live out the hour. Even worse, it appears that your best treatments are having no effect. Dorvil: DC 5: Dorvil is dead! Judging from his body temperature, he died within the last hour or two. DC 10: Dorvil’s only injuries appear to be a few scratches and a bite on his left arm. The scratches are largely superficial, but the bite, while small, managed to remove a large chunk of flesh. DC 15: While his body is cool, Dorvil’s lack of rigidity suggests that he has been dead for mere minutes, rather than the hour or more his temperature would suggest. His clenched fists and tight-jawed grimace suggest that he died in some pain. The tearing around the bite-mark suggests that the attacker had fairly blunt teeth. DC 25: While definitely dead, Dorvil’s jaw muscles seem to still be working. You can almost hear his teeth splintering as the corpse’s jaw grinds tighter and tighter. The bite on his arm was almost definitely made by a humanoid of some variety. (This character is not surprised when Dorvil animates.) After the characters have had a chance to talk with Clevon and examine the brothers, or when the heroes prepare to leave the scene, Dorvil completes his transformation into a feeder zombie and lurches to feed, using his ravenous surge ability to quickly reach his feet and attack.

Characters may make a DC 15 Spot check to notice Dorvil’s preliminary twitches; those who succeed may act in the surprise round. Dorvil attacks the closest humanoid (most likely whomever was examining him).

Unless a character cast a cure spell on Clevon (or used magic to restore some of his lost Constitution) before combat started, or a cleric attempts to turn undead in the first round of combat, Clevon expires at the end of the second round of combat, rising as a second feeder zombie 6 rounds later.

All ATLs (EL 2): Dorvil and Clevon, feeder zombies; hp 16; see Appendix 1

Once Dorvil (and possibly Clevon) have been dealt with, the party must decide what they wish to do about the matter. If Clevon was killed without revealing that he came from Twiggs, there are plenty of townsfolk in King’s Crossing who can identify the brothers as hunters from out west with a Gather Information check DC 5. If the party decides to ignore the matter, they spend a few pleasant days in King’s Crossing before moving along to whatever their next destination is. Some time later, they hear rumors of frontier villages being burned out. Should the party elect to visit the temple of Pacuun, go to Chapter 3: Father Knows Best . Characters who have not played Episode 18 Kissing Day receive the suggestion to check at the Temple of Pacuun if a Gather Information check is attempted. If the heroes decide to pack up and head straight for Twiggs, proceed to Chapter 4: Into the Woods.

Chapter 3: Father Knows Best Having decided to consult the clerics of Pacuun about the unusual plague that killed Dorvil (and possibly Clevon), it takes about four hours to get to the new temple to the east of town.

It has taken four hours to reach the Temple of Pacuun on the edge of the great swamp. The locals mentioned that the wind has been blowing into the fetid mire of late, keeping the stench to merely disgusting levels. The temple itself is a fairly imposing structure, a large walled compound containing a spindly lookout tower, a few storage sheds, and an ornate chapel with a partially completed dome still swathed in scaffolding. An armored priest strides to greet you. “Welcome, travelers! What brings you to Pacuun’s doors?”

The party is greeted by an acolyte at the door; characters who successfully completed Episode 18: Kissing Day are greeted warmly by name. Once they make the nature of their visit clear, Ams Parker, the high priest, hurries to speak with them. He is a handsome, middle-aged man

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dressed in everyday clothes, lightly sprinkled with dust from the stonework he was overseeing. Any characters, including Clevon (if he survived) suffering from sarcophagia or Constitution damage may be cured of their afflictions here at the normal Player’s Handbook prices, per table 7-8: Spellcasting and Services or a character may use their Favor of Ams Parker. Once the party has explained the situation, Ams appears quite concerned about the existence of a disease that creates undead so quickly. “This is indeed grave news that you bring. Pacuun has surely smiled upon us to place you in the path of this danger, rather than some helpless townsfolk. “I will organize an expedition to Twiggs to bring aid to those who may be affected by this plague. However, this will take some time to arrange, and I fear that every hour wasted allows the source of this infection to spread. Will you undertake a holy quest to be our vanguard, to investigate this matter in Pacuun’s blessed name?” Should the party accept his commission, he provides each character with a potion of cure light wounds, and provides two potions of remove disease, and two potions of lesser restoration to the group. He also promises a greater reward if they are able to deal with the source of the plague. The temple also has a variety of items available for purchase, either now or after the characters return.

• Holy water • Potion of cure light wounds • Oil of magic weapon • Potion of protection from evil • Potion of cure moderate wounds • Scroll of lesser restoration • Scroll of remove disease • Scroll of cure light wounds • Scroll of protection from evil • Scroll of lesser restoration • Scroll of remove disease • Wand of cure light wounds (limit 1) • Fang Breaker, +1 undead bane silver

heavy mace (limit 1)

All of this travel and conversation takes some time; the party arrives in Twiggs after dark, and certain events have progressed while they delayed. Proceed to Chapter 4: Into the Woods .

Chapter 4: Into the Woods It takes about 6 hours for characters on horseback to get from King’s Crossing to Twiggs. All manner of horses are available for purchase at the Peshwah trading post, should any character lack a mount. Remember that any characters who were infected by Dorvil or Clevon must make a save every 30 minutes; once a character has taken Constitution damage, let them know that they feel unwell. If the party heads out immediately after dealing with Clevon and Dorvil, they reach the vicinity of Twiggs about an hour before sundown. If they took the time to visit the temple of Pacuun, or headed out on foot, they arrive after dark. The first hour of the trip is through worked fields and pastures of farms serving King’s Crossing. Signs of habitation drop off quickly after that, and the road meanders through hilly terrain with many large copses of trees and scattered woods. About a half-hour out from Twiggs, the characters pass a small farmhouse. There is no sign of activity other than a few chickens roaming about the yard. Characters who investigate discover that the kitchen door has been broken off its hinges. A DC 15 Search check reveals congealed blood and scraps of flesh caught in splinters on the nearly shattered door, as if whatever broke in smashed its own hands bloody in the attempt. A DC 15 Track check reveals that there was only 1 attacker. Inside, there are several large patches and splashes of blood and signs of a struggle, but no bodies. A DC 12 Track check reveals that the bodies had lain in their own blood long enough for it to congeal before they rose and exited via the broken door. A DC 17 Track check reveals that there were about 8 or 9 bodies, and they headed west more than 12 hours ago.

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Except for typical farmhouse implements and furniture, there is nothing more of interest here. As they proceed toward Twiggs, the heroes pass a half-dozen more farms, none of which are inhabited. Four of them seem to have suffered similar attacks as the first (only with larger and larger groups of attackers), while the rest seem to have been hurriedly abandoned (judging by the absence of items like cloaks, boots, etc.) Between farms, the road is frequently hedged in by thickets and stands of trees. Have the characters make occasional Listen check (DC 15) allow characters to hear distant thrashing in the brush (the zombies blundering about are gone by the time any characters arrive to investigate; tracks indicate they are heading toward Twiggs).

Chapter 5: Making an Entrance Characters who left King’s Crossing immediately arrive in Twiggs as the sun is nearing the horizon; those who visited the temple of Pacuun arrive at dusk (creatures beyond 20’ have concealment). Have the party make Listen checks (DC 20) to notice the sounds of conflict ahead as they get into the town proper. Success means they can approach unobtrusively and gain surprise on the zombies attacking the inn. Faint moans and thumping noises, punctuated by occasional panicked cries, greet your ears as you enter the small village of Twiggs. Perhaps two dozen cottages surround a central green, and a sawmill stands by a fast-flowing stream on the edge of town. As you peer around the corner of a cottage, you can see a knot of shambling figures milling about in front of a large building, a well-carved sign proclaiming it to be “Jack’s Rest, Inn and Tavern”. A few of the creatures hammer on the front door with their fists, while others scrabble at shuttered windows.

For parties that arrive after sundown, add the following: The front door appears to have been broken, and later reinforced with tables and chairs. Someone inside pokes a spear wildly through the gaps in the barricade.

If the party arrived early, the zombies have not yet forced their way into the inn. ATL 3 (EL 5): Feeder zombies (6); hp 16 each; see Appendix 1.

ATL 5 (EL 7): Feeder zombies (9); hp 16 each; see Appendix 1. Smasher zombie; hp 42; see Appendix 1. ATL 7 (EL 9): Feeder zombies (9); hp 16 each; see Appendix 1. Smasher zombies (4); hp 42 each; see Appendix 1. ATL 9 (EL 11): Feeder zombies (12); hp 16 each; see Appendix 1. Smasher zombies (8); hp 42 each; see Appendix 1. If the party arrived in Twiggs after sundown, the zombies have already managed to break into the inn and been repulsed. The townsfolk managed to kill a couple of the undead, but several were infected. After 3 rounds of combat, one of the infected townsfolk who died rises as a ripper zombie and attacks. The following round, the rest of the infected corpses rise as well. Screams from inside should alert the party that something is amiss. If there are no zombies in the two spaces directly in front of the door, the townsfolk will clear the barricade (taking 1 full round) if asked.

Until the characters get inside, assume that each ripper zombie inside the inn kills a townsperson every other round. Note that if a character attempts to turn undead inside the inn, that 11 of the townsfolk have been infected with sarcophagia and are considered 1 HD undead for the purposes of turning damage. Zombies attack the nearest living humanoid; townsfolk attempt to get away from zombies as quickly as possible. Consult Appendix 3: DM Aids, for timeline and infection tracking charts.

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ATL 3 (EL 5): Feeder zombies (4); hp 16 each; see Appendix 1. Ripper zombie (inside inn); hp 29; see Appendix 1.

ATL 5 (EL 7): Feeder zombies (3); hp 16 each; see Appendix 1. Ripper zombies (3, inside inn); hp 29 each; see Appendix 1. Smasher zombie; hp 42; see Appendix 1.

ATL 7 (EL 9): Feeder zombies (3); hp 16 each; see Appendix 1. Ripper zombies (3, inside inn); hp 29 each; see Appendix 1. Smasher zombies (4); hp 42 each; see Appendix 1.

ATL 9 (EL 11): Feeder zombies (6); hp 16 each; see Appendix 1. Ripper zombies (6); hp 29 each; see Appendix 1. Smasher zombies (8); hp 42 each; see Appendix 1.

Chapter 6: A Bit of a Breather Once the zombies have been dispatched, the surviving townsfolk invite the heroes into the safety of the inn. There are 37 living townsfolk in the inn (including 16 children), and 6 bodies of villagers who have expired from wounds or sarcophagia infection (depending on when the characters arrived, these corpses may have already animated; if not, they rise as feeder zombies 10 minutes after end of the battle. Actions by the characters may have rendered this moot by the, of course). Of the living, 11 have been infected with sarcophagia. They have each suffered some Constitution damage, and require a DC 15 Heal check to diagnose. One of the folk huddled in the inn is Calafel, a wood-merchant who suffered a few minor wounds while escaping from the zombies that attacked the sawmill; he has been infected. He actively hides any signs of the affliction, requiring a healer to beat his Disguise check (+10 bonus) with a Heal check to determine that he is wounded. If asked whether he was bitten, the merchant lies (Bluff bonus +12). If his

affliction is not detected, he dies and rises as undead in a later chapter. Calafel backs Brodrick’s decision to stay put, unless the characters can offer a guaranteed plan for safe escape (such as teleportation magic). If the heroes begin doling out curative magic, and he feels confident he’ll get a share, Calafel admits he was bitten. The leader of the survivors is Brodrick, the innkeeper. The mayor was killed in the initial assault (and, in fact, was one of the zombies the characters dispatched outside.) Brodrick’s goal is to keep as many townsfolk alive as possible; he feels that the best way to survive is to fortify the inn and wait for the undead to go away. Alton Morely is a hunter, and the only one of the survivors with any great skill in battle. He feels that staying penned up in the inn is a death sentence, and espouses making a break for it and hoping to outrun the zombies. He hasn’t yet seen how fast some of the undead can be. Lorinda Stump is the matriarch of a large family of farmers and hunters who live in a sprawling farmhouse south of town. She is confident that her sons and grandsons have secured the homestead and taken in any survivors from neighboring farms; Lorinda believes that uniting the two groups of survivors will greatly increase everyone’s chances of getting out alive. She insists that any escape plan include measures to bring her family out, as well. The rest of the townsfolk are mostly women and children, with a few mill workers and farmers. Most of the men were killed trying to fight the zombies, and only added to their numbers. All of the villagers look to the heroes to save them. Brodrick, Alton, and Lorinda each offer their opinions on the best course of action, but will defer to the heroes as long as they seem to know what they are doing (although if the party decides to leave without attempting to gather in the Stump family, Lorinda sets off on her own to rejoin them). By this time, the party may begin to have some concerns about infected townsfolk turning on them. The bodies of the 6 villagers who have already died (as well as any killed during the latest battle) have been stowed in an unused dining room. Removing a corpse’s head is sufficient to prevent it from rising as a

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plagueborn zombie, but the townsfolk are aghast at the idea of desecrating a corpse (a DC 20 Diplomacy check, or successful Intimidate check with a +2 circumstance modifier against a 2nd level character, is sufficient to convince them of the need). Similarly, binding a corpse or locking it in a secure room is generally sufficient to render a zombie helpless (a Use Rope check DC 22 is sufficient to beat a feeder zombie taking 20 on an Escape Artist attempt, and a check of 23 is sufficient to restrain a ripper zombie; remember the +10 bonus for tying someone up) although they will eventually smash their way out if merely locked in a room.

If the heroes decide to start checking the villagers for injuries, they find a total of 14 with wounds. Of those, 11 have contracted sarcophagia; 10 of those may be diagnosed with a DC 15 Heal check, while Calafel is actively hiding his affliction. What the characters do with the infected, and the consequences of their actions, depends on their knowledge of the disease.

A player who makes a DC 20 Heal check while trying to treat a victim of sarcophagia realizes that traditional medicines do no good in treating the disease, or even in helping the victim fight it off on their own. A healer who makes a DC 19 or lower Heal check still believes that mundane healing will work, but that their skill was not sufficient to help.

If an infected character has been diagnosed, then cured by application of positive energy (i.e., within the area of a successful turn undead attempt or curative magic), then diagnosed again, it only takes a DC 10 Heal check to determine that the disease has vanished. Allow the treating character to make a DC 15 Intelligence check (with a +2 cumulative circumstance modifier for each of the following conditions: character has 5 ranks in Knowledge: Religion; character has 5 ranks in Heal; character is able to turn undead; character knows that a turn attempt was mysteriously less effective than it should have been). Success confirms that the disease can be turned as if it were an undead creature, purging it form the body of victims with positive energy. Potential Alignment Issues Decisions the characters make about the fate of the townsfolk may affect their alignments.

Always warn players when their actions may cause an alignment shift. As no evil characters are allowed in Dave Arneson’s Blackmoor, a shift to evil will remove a character from play. If, after warning is given, the player chooses to continue, let the chips fall where they may. Some guidelines specific to this adventure follow. Binding and/or confining infected townsfolk are morally acceptable acts, given the circumstances. Leaving infected townsfolk behind when the rest of the townsfolk flee is questionable, but not evil, unless the party has the ability to cure them and chooses not to (for instance, they don’t want to “waste” a scroll of remove disease on a commoner), in which case it is a highly questionable act, sufficient to count as a gross violation of alignment for any paladins, good clerics, or neutral clerics of good deities (but not sufficient to remove a character from the campaign). Executing infected townsfolk merely for being infected is a highly questionable act, again sufficient to count as a gross violation of alignment, unless the party has the wherewithal to cure the victim and chooses not to, in which case it is a heinously evil act, and is sufficient to remove a character from the campaign.

Once the heroes have had a chance to deal with the townsfolk (and, perhaps, a second zombie uprising), they have 3 potential courses of action: help fortify the inn (see Chapter 7: Bunkering Up); leave the townsfolk in the inn and head off to bring in the rest of the Stumps (see Chapter 8: Birds of a Feather); or lead a nighttime exodus to either the Stump farm or King’s Crossing (in which case, the zombies attack after the party discovers that the spooked horses kicked their way out of their stalls and the stable is empty, proceed to Chapter 7: Bunkering Up).

Chapter 7: Bunkering Up Should the party agree with Brodrick that their best bet for survival is holing up in the inn until dawn, the townsfolk are happy to follow the party’s lead when it comes to securing the building. When the heroes arrive, Brodrick has all the healthy townsfolk gathered in the common room. He has put the sick and wounded in a pair of bedrooms upstairs, tended by couple of the older women, and the bodies of the dead in a

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private dining room off the common room. He has barred the front door (hardness 5, Break DC 25, 20 hp) and the door leading out of the kitchen (hardness 5, Break DC 25, 20 hp), and shuttered and barred all the windows (hardness 5, Break DC 20, 10 hp). If the characters arrived after sunset, the front door has been smashed in and hastily reinforced with a heavy table and several chairs (total of 35 hp remaining). Brodrick wields a wood-axe he kept by the kitchen door, while a sawmill worker named Stebin has a long spear that had been used as a curtain rod, and Alton has a hand axe, dagger, and heavy crossbow (but no bolts). There is plenty of material to fashion clubs, and the kitchen contains a heavy cleaver (treat as hand axe) and 5 knives large enough to use as daggers. There are 5 1-pint bottles of apple brandy behind the bar (treat as alchemist’s fire if thrown with a flaming wick inserted; on an attack roll of a natural 1, the thrower must make a DC 15 Reflex save or take 1d6 points of fire damage from an early detonation). There are a total of 3 heavy tables (10’ x 4’) and 6 benches (10’ x 2’) in the common room, which can be used to reinforce doors and windows (a table or 2 benches increases the Break DC of a door or window by 2, and adds 30 hp to the door or shutter). There are plenty of lumber spikes and a couple of hammers available to secure reinforcement. With an hour’s worth of work, it is possible to rip up enough of the bar to reinforce one more window or door. If the characters arrived after sunset, one of the tables has already been used to shore up the front door. The cellar is large enough to hold 15 medium or 30 small creatures without squeezing; packing more in is possible, but the air grows stale in an hour if over filled. The door to the cellar is identical to the front door.

The second floor overhangs the first by about 5’. It is possible to attack creatures adjacent to the ground floor walls from the windows with either missile or reach weapons, but the targets enjoy the benefits of cover, and the attacker must make a DC 5 Balance check each round or fall out (a DC 20 Reflex save allows the character to grab the sill on the way down, but only if they drop their weapon; a DC 15 Climb check allows the character to clamber back inside as a move action, provoking AoOs from all creatures below.

A dangling character is within reach of Medium and Small creatures on the ground and is denied their Dex bonus to AC).

The upstairs bedrooms contain beds and wardrobes that, with 2 hours worth of work, yield enough lumber to reinforce one window or door.

If a character decides to leave the inn to look for supplies elsewhere in town, they have a 20% chance of encountering a ripper zombie every 10 minutes; this increases to 40% if they are carrying a light source. There is little of any use to be found in the village except at the sawmill; a DC 10 Search check there turns up a log hook (treat as ranseur), a pair of wood axes (treat as battle axes), and a great axe.

Unless magically cured, 2 infected townsfolk expire every hour. Unless otherwise directed, Brodrick has the bodies moved to the dining room and locked in.

About 4 hours after the characters settle in, a large force of zombies arrives from the south. Lorinda recognizes several as members of her own family and faints.

It is almost midnight. The last few hours have seen feverish work to reinforce the inn as strongly as possible, and most of the townsfolk are slumped, exhausted, on rough pallets on the floor. Gods willing, the few hours before dawn will pass uneventfully. Soon enough, however, it is clear that gods do not smile on you this night. The lookout’s hoarsely whispered warning is unnecessary, as all ears have grown keen enough to hear the hurried, shuffling footfalls and frenzied gibbering of the undead! The zombies rush out of the darkness and batter madly at the shuttered windows on the south side of the building. Skittering zombies climb up the chimney to the roof, then down to second-floor windows, favoring any that are open with character attacking out of them. Otherwise, they converge on the first break-in one makes. Refer to the Zombie Break-in Guide in Appendix 3: DM Aids to track their success in getting into the inn. Note any damage caused by area effect spells that would include doors or windows. As it is an overcast night, creatures without lowlight vision are effectively blind, while

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creatures with lowlight vision suffer a 20% miss chance against creatures up to 10’ away, and 50% beyond that. The zombies focus their attacks on the door or window closest to any light source. If Calafel’s infection hasn’t been exposed by this point, he quietly expires in his hiding place behind the bar and rises as a grabber zombie on round 7 of the battle. ATL 3 (EL 6+): Feeder zombies (4); hp 16 each, see Appendix 1. Skittering zombies (2); hp 16 each; see Appendix 1. Revin Stump, smasher zombie; hp 42; see Appendix 1, but change AC to 21 for his +1 studded leather. Calafel, grabber zombie (inside the inn); hp 55; see Appendix 1. ATL 5 (EL 8+): feeder zombies (4); hp 16 each, see Appendix 1. Skittering zombies (2); hp 16 each; see Appendix 1. Smasher zombies (3); hp 42 each; see Appendix 1. Revin Stump, grabber zombie; hp 42; see Appendix 1, but change AC to 22 for +1 shadow studded leather. Calafel, grabber zombie (inside the inn); hp 55, see Appendix 1, but change AC to 19 for +1 ring of protection.

ATL 7 (EL 10+): Feeder zombies (5); hp 16 each, see Appendix 1. Skittering zombies (4); hp 16 each; see Appendix 1. Smasher zombies (6); hp 42 each; see Appendix 1. Grabber zombies (3); hp 55 each; see Appendix 1. Revin Stump, grabber zombie; hp 75; see Appendix 1 but change AC to 22 for +1 shadow studded leather. Calafel, grabber zombie (inside the inn); hp 55; see Appendix 1 but change AC to 19 for +1 ring of protection.

ATL 9 (EL 12+): feeder zombies (4); hp 16 each, see Appendix 1. Skittering zombies (8); hp 16 each; see Appendix 1.

Smasher zombies (9); hp 42 each; see Appendix 1. Grabber zombies (8); hp 55 each see Appendix 1. Revin Stump, grabber zombie; hp 99; see Appendix 1 but change AC to 22 for +1 shadow silent moves studded leather. Calafel, grabber zombie (inside the inn); hp 75; see Appendix 1 but change AC to 20 for +2 ring of protection. About 30 minutes after the latest zombie assault is defeated, have every player make a DC 10 Fort save; those who fail are fatigued until they get at least 4 hours sleep (or trance). Proceed to Chapter 9: Red Sky at Night.

Chapter 8: Birds of a Feather Having decided to gather in any other survivors, the party heads south to the Stump farm. Following Lorinda’s directions, they can get there in about 30 minutes or so if they hurry. Every 10 minutes, there is a 20% chance that a ripper zombie charges out of the darkness; this increases to 40% if the party carries an open light source.

After about 15 minutes’ travel, the party passes near the site of a battle between undead and a Westryn strike force.

Roiling clouds black out the night sky, obscuring the stars and allowing only the most fleeting shimmers of moonlight through. Every ear strains to pick out the telltale footfall that can spell the difference between life and undeath. An eddy in the breeze brings a strange scent, the sickly stench of charred meat. About 20 yards west of the road is a broad clearing. Glowing coals among the dying bonfires provide dim light. Perhaps 30 or 40 bodies have been roughly cremated on a pair of large bonfires, while a smaller fire contains the remains of a single creature. Investigating the area takes about 10 minutes (and may lead to a ripper zombie attack).

A DC 20 Search check turns up a few broken arrows; Westryn and Cumasti elves automatically recognize them as being of Westryn manufacture; others can make a DC 20

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Knowledge (Local: Westryn Realms) check to figure out their origin. Examining the bodies reveals that those in the larger bonfires were human men, women, and children, and most were killed by dozens of arrows. The lone body is that of an elf, and was killed with a single blow of an axe to the back of the head. Unlike the mass pyres, where the bodies were piled on haphazardly, the elf was carefully arranged atop the smaller fire. All of the bodies have been reduced to charred bone. A Track check (DC 7) reveals that a group of about 3 dozen zombies entered this clearing from the south about an hour ago, coming from the direction of the Stumps’ farm. A DC 25 Track check reveals that about 10 elves staged the ambush and built the pyres, then headed west about 20 minutes ago. A group of Westryn rangers fought a battle against a large group of zombies from the Stump farm, burning the bodies of the fallen. One of the elves had been bitten earlier, and feeling the end approaching, asked her captain to slay her before she turned. The rangers laid her out with hasty respect before resuming the hunt. About 15 minutes after leaving the site of the battle, the party reaches the Stump farmstead. Unfortunately, the generous Stumps took in a whole family that had been infected with sarcophagia. When they turned in the midst of an assault, the Stumps’ doom was assured. A few children still survive, hidden in the attic, but zombies still inside are being steadily drawn to their scents. The majority of the undead headed north and was wiped out by the Westryn, but some remain in the area, either inside the house or lurking in the woods nearby. The farmhouse ahead is clearly abandoned. Shutters and doors lie on the ground or hand in splinters on their hinges. Spent arrows and crossbow bolts litter the ground, and a few gore-stained axes and spears give mute testimony to the futile courage of these farm folk. Now, all that remains of them are great spatters of blood. Allow the characters to make Listen checks against the ripper zombies’ Move Silently checks

to avoid being surprised when the zombies charge out of the woods. On round 2, Revin the zombie charges out from inside the house. On round 3 of the battle, the ripper zombies in the woods charge to attack. On round 4, the remaining zombies in the woods charge. On round 6 of combat, a shrill cry rings out from the house. On round 7, 6 small children boil out of a dormer window onto the roof, making their way hesitantly to the edge. An older girl is visible inside, fending off a zombie with a boar spear. On round 9, 2 skittering zombies climb onto the roof and begin attacking the children. On round 10, the girl is killed, and a ripper zombie moves onto the roof. More skittering zombies move onto the roof. One child dies this round, and two every other subsequent. The edge of the roof is 20’ high; convincing a child to jump requires a DC 25 Diplomacy check (note the -10 penalty for taking less than a minute) or a successful Intimidate check against a 1st level character. A character may attempt to catch a falling child by readying an action to make an unarmed touch attack against the child’s AC of 11. A character may catch a smaller child with no consequences; catching a child of the same size deals 1d6 nonlethal damage to the catcher. There are 5 small and 2 medium children (including Jenta, the girl who fights the zombie). Any child who falls without being caught takes 2d6 damage (each has 3 hp). ATL 3 (EL 6+): Feeder zombies (2); hp 16 each, see Appendix 1. Skittering zombies (2); hp 16 each; see Appendix 1. Ripper zombies (2); hp 29 each; see Appendix 1. Revin Stump, ripper zombie (inside the house); hp 29; see Appendix 1 but change AC to 19 for +1 studded leather. Grabber zombie; hp 55; see Appendix 1. ATL 5 (EL 8+): Feeder zombies (4); hp 16 each; see Appendix 1. Skittering zombies (2); hp 16 each; see Appendix 1.

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Ripper zombies (3); hp 29 each; see Appendix 1. Revin Stump, ripper zombie (inside the house); hp 40; see Appendix 1 but change AC to 19 for +1 shadow studded leather Grabber zombie; hp 55; see Appendix 1. ATL 7 (EL 10): Feeder zombies (5); hp 16 each; see Appendix 1. Skittering zombies (4); hp 16 each; see Appendix 1. Ripper zombies (9); hp 29 each; see Appendix 1. Grabber zombie; hp 55; see Appendix 1 Revin Stump, grabber zombie; hp 75; see Appendix 1 but change AC to 22 for +1 shadow studded leather. ATL 9 (EL 12): Feeder zombies (6); hp 16 each; see Appendix 1. Skittering zombies (6); hp 16 each; see Appendix 1. Ripper zombies (12); hp 29 each; see Appendix 1. Grabber zombies (8); hp 55 each; see Appendix 1. Revin Stump, grabber zombie; hp 99; see Appendix 1 but change AC to 22 for +1 shadow silent moves studded leather. Once the zombies have been dealt with, the party may wish to question the surviving children (if any). Jenta Stump, the older girl who fought the zombie, is their spokesperson, if she made it alive. Otherwise, the eldest speaks. Early this morning Mrs. Cuddy came poundin’ on our door yellin’ about monsters. Pa let her in, and was gonna let in ol’ Mr. Cuddy who was comin’ up behind when the Mrs. Started cryin’ how he was the monster. When he didn’t stop comin’ after Pa warned him, well, Pa shot ‘im, an’ he just kept on runnin’! It took a lot of shootin’ to put ol’ Mr. Cuddy down. Pa sent out a few o’ the lads to look around, an’ some of ‘em come back with our neighbors, and some come back an’ said the farms was empty, an’ Wert, well, Wert didn’t come back at all! We got everybody all hunkered down an’ such, an’ Pa an’ the lads was keepin’ watch when this big passle o’ folks come runnin’ up an’ started poundin’ on the doors trying to get in! We was

doin’ OK holdin’ em off when all of a sudden Mrs. Leifert gets up from where she was restin’ an bit Pa on the neck, then her husband an’ her kids an all were jumpin’ up and bitin’ an’ grabbin’ everyone, then everyone was all confused an’ the door got busted in an’ we ran upstairs to hide cuz Ma said to. We tried hidin’, an most of ‘em left, then after a bit we saw Ma an Pa and everyone all leave too! A couple stayed behind, though, sniffin’ around an’ such. It sure is good you all showed up when you did! Searching around the farmhouse yields a few useable weapons: 4 battle axes, 2 long spears, 6 daggers, 2 heavy crossbows, and Hartseeker (MW/+1/+1 bane (animal) heavy crossbow), in addition to Revin’s armor. Once the party has gotten any surviving children ready for travel, it is another 30 minutes back to Twiggs. There is still a chance for an encounter with ripper zombies every 10 minutes. When the group returns to the inn, a few more zombie corpses give testimony to another assault successfully repelled, although 2 more villagers have succumbed to sarcophagia and been bound or mutilated. Lorinda makes a big fuss over any children that are brought back, saving her tears for later. She insists that the party keep Hartseeker and Revin’s armor, if they like. After about 30 minutes, all characters must make a DC 10 Fort save or become fatigued. Proceed to Chapter 9: Red Sky at Night.

Chapter 9: Red Sky at Night This encounter occurs after the party defeats the zombies at the inn or the Stump farm. A warband of Westryn elves has been dispatched to contain this undead incursion, and having seen first hand how virulent sarcophagia is, their captain, Jaranrath, has determined that the best chance of containment is to destroy all potentially infected humanoids in the area. The elves managed to destroy the bulk of the undead from the Stump farm, and now seek to eliminate the only remaining concentration of potential zombies in the area: the survivors holed up in Jacks’ Rest Inn.

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After all the battles and skirmishes, it seems like this night has gone on forever, but there are still several hours before dawn. The long hours are starting to wear on even the hardiest, and the bulk of the townsfolk are exhausted from their hours of terror. A sentry snaps awake from where he was nodding at his post. “I thought I saw a shooting star a moment ago, but… “Fire! The roof is on fire!” The Westryn have launched a few fire arrows at the inn; they are spread out in a loose circle around the village where they can easily dispatch anyone who attempts to flee the burning building. Jaranrath is not a heartless monster; he is willing to give the humans a chance to die with dignity. After the heroes have had a moment or two to react to the fire, he announces his generous offer. A clear voice with a Westryn accent rings out from the darkness. “Humans! I have seen that you have children with you; if you would spare them the agony of burning to death, I advise you slit their throats now. I give you the count of 50 to put them to rest and make peace with your gods before we sear this contagion from the face of the land.” Any creature who leaves the building, or who tries to put the fire out, gets shot at by a Westryn ranger (attack bonus 5+ATL, damage 1d8+1 [+3 against humans]) every round they persist in their action. Characters who wish to talk may attempt a Diplomacy check (Jaranrath’s initial attitude is unfriendly). A Westryn or Cumasti elf, or any character who speaks Westryn, recognizes Jaranrath’s accent; addressing him in the Westryn dialect of Elven garners a +2 circumstance bonus on the Diplomacy check; revealing that there is a relatively easy cure for sarcophagia (either the truth about the use of positive energy, or a convincing lie [Bluff check against Jaranrath’s Sense Motive of +1, or +3 against humans]) grants an additional +5 circumstance bonus.

If the characters succeed in making Jaranrath Indifferent or better, he will allow them to put out the fire so they may continue talking. However, before talks can begin in earnest (or before the firestorm can commence, if diplomacy fails), a high-pitched horn blast is cut off in a chorus of screams as a new wave of undead attacks. On round 1, Jaranrath and two companions are driven into the town square by half the zombies; the sounds of battle ring out all around town. The Westryn captain does not ask for aid, but is not quite proud enough to refuse it if offered. See Appendix 1 for Jaranrath’s statistics. It takes 1 full round to open a reinforced door or window. On round 3, one of Jaranrath’s companions is killed. Jaranrath suffers a bite to the arm. On round 5, the rest of the zombies arrive. Jaranrath’s other companion is killed. The captain is backed up against the house across the street from the inn. On round 7, if left unaided, Jaranrath is killed, cursing all humans as he falls. Once Jaranrath is either snatched from their grasp or killed, the remaining undead turn their attention to the inn itself, attempting to batter their way in. ATL 3 (EL 6): Feeder zombies (2); hp 16 each; see Appendix 1. Ripper zombies (2); hp 29 each; see Appendix 1. Smasher zombie; hp 42; see Appendix 1. ATL 5 (EL 8): Feeder zombies (6); hp 16 each; see Appendix 1 Ripper zombies (4); hp 29 each; see Appendix 1. Smasher zombie (3); hp 42 each; see Appendix 1. ATL 7 (EL 10): Feeder zombies (6); hp 16 each; see Appendix 1. Ripper zombies (4); hp 29 each; see Appendix 1. Smasher zombie (4); hp 42 each; see Appendix 1.

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Grabber zombie (4); hp 55 each; see Appendix 1. ATL 9 (EL 12): Feeder zombies (6); hp 16 each; see Appendix 1. Ripper zombies (6); hp 29 each; see Appendix 1. Smasher zombie (8); hp 42 each; see Appendix 1. Grabber zombie (8); hp 55 each; see Appendix 1. Once Jaranrath is safe (or dead) the remaining Westryn call a general retreat. If he survived, Jaranrath gives grudging thanks for being rescued and is willing to listen to renewed discussion for allowing the remaining townsfolk to depart in peace. If the characters know that that channeling positive energy can cure sarcophagia, sharing that information is enough to convince the Westryn that letting them go is not a threat. Otherwise, he exacts a strict promise from each character that any of the survivors, including any character, which shows signs of infection, is to be bound, quarantined, and executed when they turn. Jaranrath notes the names and homelands of each character. If a Westryn PC asks Jaranrath about what is going on in their homeland, he looks sad for a moment, then suggests that they find a home for themselves outside the Westwood, If the party comes to some sort of accommodation with Jaranrath, they earn his grudging respect. He orders some of his men to provide a screen for the refugees, sparing them any further attacks as they make their way to King’s Crossing. Should the party refuse his demands, he realizes that with his forces scattered, he doesn’t have the might to destroy all the townsfolk and concedes their escape. However, sporadic attacks by ripper zombies during the first 2 hours of the march cause 5 more villagers to die. After waiting through the last tense hours until dawn, Jaranrath takes his leave. Keeping him prisoner should strike the characters as a very bad idea; if they insist on doing so, they are subjected to arrow attacks throughout their return journey, targeting villagers as often as characters (attack bonus 5+ATL, damage 1d8+1 [+3 against humans]) until Jaranrath is released.

Finale It takes almost the entire day to usher the weary, ragged survivors of Twiggs back to King’s Crossing. When you first got back to lands occupied by the living, friendly farmers offered their wagons up to carry the oldest and youngest among the refugees. Back in the town square, where this whole adventure started only yesterday, a small caravan of wagons is lined up. Priests and knights in gleaming mail stride about seeing to last-minute details, the Sword and Sun of Pacuun emblazoned on every surcoat. Upon seeing your ragged group, a young acolyte sprints away to fetch Ams Parker while kindly priests bustle up to offer aid and comfort to the refugees. Once the heroes have had a chance to refresh themselves, and clerics of Pacuun have seen to their hurts (including restoring and Constitution damage), the high priest arrives to debrief the party. When I saw you leading this group of women and children, I feared for the worst. Is there anyone left in Twiggs for us to save? Please, tell me what you have found there. Ams’ responses to specific bits of information are summarized here: The whole district seems to have been infected and have risen as undead! We brought out the only survivors. This is truly a sad day. I will regret for the rest of my days not urging more haste… Whatever this disease is, normal medicines don’t work at all. Alas, that any poor soul afflicted with this dread disease should suffer in the certain knowledge of their death and corruption. Pacuun’s knights are few in number, but they will do what the must to combat this fell threat! It appears that channeling positive energy affects the disease as if it were undead. Praise be! The simplest of Pacuun’s blessings is still his greatest gift, and now it may be our salvation when battling this insidious contagion.

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We encountered some Westryn who were fighting the zombies, but they tried to kill us, too! The elves of the Westwood adhere to a harsh reality, and they have ever chosen the arrow first. Still, though their borders have been sealed, faint rumor hints that they battle some menace in their own halls. Perhaps this plague is a facet of that struggle… It sure is thirsty work, rescuing women and children… Of course, of course. Such courage as yours shall not go unrewarded. We shall begin with a true heroes’ feast, and I am certain I can find some appropriate tokens to show our appreciation. True to his word, the prelate throws a feast fit for kings, much less heroes of the Realm. The knights and warrior-priests of Pacuun spend much of the evening quizzing you about the undead you have fought and planning patrols into the area around Twiggs to eradicate the zombie threat for good. The refugees, meanwhile, have settled into a kind of incredulous relief, laughing a bit too loud at bad jokes. Grief over all they have lost will set in soon enough, but for now, they, and you, are alive, and the moment is ripe for enjoyment. The End XP Table: Reward the player characters experience points for items completed below: Chapter 1 Stop the Wagon 100xp Chapter 2 Defeat Clevon and Dorvil 100xp Chapter 5 Defeat the Zombies 100xp Chapter 7 OR Chapter 8 Defeat the Zombies 100xp Chapter 9 Defeat the Zombies 100xp Come to Jaranrath’s Aid 150 xp Good Role Play 100xp Total Possible XP: 750xp

Mementoes Chapter 2: Is There a Doctor in the House? All ATLs: Wagon (35 gp)

Two Heavy Horses (200gp) Total value 117gp Chapter 3: Father Knows Best All ATLs: Potion of cure light wounds (2) 50 gp each Potion of remove disease (2) 300 gp each Potion of lesser restoration (2) 300 gp each Only characters who accepted a commission from Ams Parker before setting out, or who have the Favor of Ams Parker from Episode 18: Kissing Day, are eligible to become a Questor of Pacuun Questor of Pacuun: For undertaking an extremely dangerous quest to battle undead, Ams Parker, High Priest of Pacuun has recognized you as an ally to the faith. He has granted you a masterwork silver light mace, engraved with your name and the holy symbols of Pacuun: the Sword and Setting Sun. While openly displaying this mace, you gain a +2 circumstance bonus to all Charisma based checks with followers of Pacuun. Further, you may present this mace at any church of Pacuun to receive the benefits of any first or second level clerical spell free of charge (you must still pay the price of any expensive material components, however). (value 325 gp) All characters who returned to King’s Crossing with at least 1 survivor from Twiggs, and who made a report to Ams Parker, are eligible to receive Tokens of the Prelate’s Esteem. This takes the form of either gold or consumable magic items: ATL 3: 150 gp or 300 gp toward Purchases at the Temple of Pacuun ATL 5: 300 gp or 600 gp toward Purchases at the Temple of Pacuun ATL 7: 450 gp or 950 gp toward Purchases at the Temple of Pacuun ATL 9: 600 gp or 1200 gp toward The purchases must be made during this event and may be retroactive to events during the event. Circle the applicable award. Award accepted: _______ Purchases at the Temple of Pacuun Cross this certificate out when the token has been used. Purchases at the Temple of Pacuun: The temple of Pacuun has the following scrolls and potions available for sale: Holy water 25 gp

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Potion of cure light wounds 50 gp Oil of magic weapon 50 gp Potion of protection from evil 50 gp Potion of cure moderate wounds 300 gp Scroll of remove disease 750 gp Scroll of cure light wounds 25 gp Scroll of protection from evil 25 gp Scroll of lesser restoration 150 gp Scroll of remove disease 375 gp Only one per character may be purchased. Total value _____gp The following unique items are available for purchase by one character: Fang Breaker : After some recent trouble with vampires, the church of Pacuun in King’s Crossing has begun producing these weapons. Fang Breaker is a +1 undead bane silver heavy mace. The head of the mace is sculpted to resemble a flaming sun, and the weapon glows with a pure golden light (equivalent to a torch) for 1 minute after it strikes a vampire or vampire spawn. Market Price: 8,402 gp (limit 1) Wand of Cure Light Wounds: Forged in the likeness of a small bastard sword, this steel wand of cure light wounds is equally suited to healing injuries and harming undead. 50 charges. ������������������������

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Market Price: 750 gp Revin’s Huntin’ Togs: This studded leather armor is painted in patterns of brown and green, helping its wearer blend into the woods. It belonged to Revin Stump, the best hunter in the Stump clan. His mother, Lorinda, gave it to you as thanks for saving the people of Twiggs. ATL 3: +1 studded leather ATL 5 & 7: +1 shadow studded leather ATL 9: +1 shadow silent moves studded leather Calafel gives his ring of protection to the party as a reward if they manage to cure him; otherwise, they can loot it from his corpse. Calafel’s Ring: This finely engraved golden band bears a jagged shard of purple crystal, a spell shard containing a dispel magic spell at caster level 5. (a spell shard is identical to a scroll; it contains a single spell that may be used once as a spell completion item).

Calafel’s Ring may be upgraded to gain the powers of a ring of counterspells by a character with the Forge Ring feat for 2000 gp and 160 xp; or, the owner can pay 4,000 gp at an official Dave Arneson’s Blackmoor market place event. ATL 3: golden ring with dispel magic spell shard; Market Price 575 gp (with spell shard unused) or 200 gp (if spell shard has been used) ATL 5 & 7: ring of protection +1 with dispel magic spell shard; Market Price 2375 gp (with spell shard unused) or 2000 gp (if spell shard has been used) ATL 9: ring of protection +2 with dispel magic spell shard; Market Price 8375 gp (with spell shard unused) or 8000 gp (if spell shard has been used) Hartseeker: Hartseeker is a fine heavy crossbow, crafted out of well-polished darkwood. Simple but powerful images of the hunt adorn both sides of the weapon’s stock. Hartseeker belonged to Revin, the finest hunter in the Stump clan. His mother Lorinda gave it to you as thanks for saving her grandchildren. ATL 3: masterwork darkwood heavy crossbow ATL 5: +1 darkwood heavy crossbow ALT 7 & 9: +1 darkwood animal bane heavy crossbow Characters only gain the Gratitude of the Twiggs Refugees if they brought back at least 10 survivors from Twiggs. Gratitude of the Twiggs Refugees: The folk of Twiggs owe you their lives, and stand ready to repay their debt when you ask. You may call upon their gratitude in one of two ways (mark off when used): --They will find you enough darkwood to make any one shield or weapon or --They will provide you with enough quality lumber to reduce the cost of building one ship or structure by 10% Only a character of at least 5 th level with the Track feat may take Jenta Stump, Huntress in Training, and only if she was rescued from the Stump farmstead. Jenta Stump, Huntress in Training: With her father dead, then undead, then dead again,

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Jenta Stump has latched onto you as a mentor. She follows you around, performing small tasks whether you want her to or not. Her loyalty takes one of two forms: --Characters without the Leadership feat gain Jenta as if she were a cohort 4 levels lower than their character level. --Characters with the Leadership feat may take Jenta as an extra cohort, two levels lower than their current cohort. If you choose to take Jenta as your only cohort, she can be up to 1 level lower than you, rather than the usual two. Jenta is a Chaotic Good 15-year-old female Thonian with the following statistics: Strength 14 Intelligence 10 Dexterity 15 Wisdom 14 Constitution 14 Charisma 12 She has brown hair and blue eyes, and a lanky build. Jenta only advances as a Ranger (favored enemy – undead at 1st level). If Jenta dies, she may not be Reincarnated, Raised, Resurrected, or True Resurrected. Jenta Stump is a unique certificate and only one may be at a table at any time. If more than one character is interested in taking Jenta, she goes with the PC who has the most ranks in Survival; if there is a tie, she prefers a Chaotic Good mentor, then a Neutral Good mentor, then the character with the most ranks in Knowledge: Nature. Characters only gain Bloodprice of the Westryn if they made a deal with Jaranrath and he survived. Bloodprice of the Westryn Days after your adventure in Twiggs, a large raven drops a bundle of arrows at your feet. They are wrapped in a note that reads: A debt is owed for the blood that continues to flow. A day will come when it will be repaid. The arrowheads are of intricately carved bone rather than steel, and they are fletched with raven feathers. +1 undead bane arrows (5); Market price 167 gp each. ������

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Appendix 1: Creatures and NPCs New Creatures: Plagueborn Zombies The mangled corpse twitches wildly for a moment and lurches to its feet with unnatural celerity. The dead eyes burn with an unholy hunger, and the zombie’s teeth clatter as it moans and gibbers while loping forward. Plagueborn zombies are the product of a foul necromantic disease that seeps through the interdimensional rift in the lands of the Westryn elves. Those unfortunate enough to contract sarcophagia almost inevitably succumb to the contagion, rising up as plagueborn zombies shortly after death. While superficially similar to the usual zombies created by necromancers, plagueborn zombies are noticeably faster and far more cunning in their hunt for living flesh. Plagueborn zombies are motivated solely by a burning hunger for the blood and flesh of humanoids, especially blood-rich organs like the heart and liver, and most particularly the brain. Most plagueborn zombies recklessly attack humanoids as soon as they encounter them, although some more wily varieties have been known to stalk their prey for a time before striking. Combat Most plagueborn zombies recklessly attack humanoids as soon as they encounter them, although some more wily varieties have been known to stalk their prey for a time before striking. These undead focus their attacks on their favored prey, ignoring non-humanoids unless there are no other creatures within 30’, and even then only striking in self-defense. Whenever a plagueborn zombie drops a humanoid opponent, it will spend its next action performing a coup de grace on the fallen foe, ripping out a choice gobbet of flesh or brain and devouring it. Feeder zombies gain power from devouring their victims, but all types of plagueborn zombies are driven by their lust for humanoid flesh, and are willing to suffer attacks of opportunity to sate their hunger. All plagueborn zombies share the following special abilities: Ravenous Surge (Ex): When a victim of sarcophagia first awakens as undead, it is filled with an incredible desire to feed. The new plagueborn zombie may stand from prone as a free action (provoking attacks of opportunity as normal); in a surprise round, this allows the zombie to rise and attack at the same time. Any other victims of sarcophagia within 60’ that have not yet risen as zombies do so one round after a plagueborn zombie activates its ravenous surge ability, regardless of how much time would normally be left before their transformation. After this first surge of energy, a plagueborn zombie that ends up prone must use a move-equivalent action to stand, as normal.

Sarcophagia (Su): Supernatural Disease—claw or bite, Fortitude DC 12, incubation period 1 minute, damage 1d4 Constitution. The save DC is Charisma-based. Sarcophagia is an incredibly virulent supernatural disease; after initial exposure, the victim must make a saving throw every 30 minutes, rather than every day. Unlike normal diseases, sarcophagia continues until the victim reaches Constitution 0 (and dies) or is cured as described below. The Heal skill is ineffective in treating sarcophagia. The disease may only be removed with a cure disease spell or through the application of positive energy. Infected creatures are considered 1 HD undead for the purposes of turning undead; a turn check sufficient to destroy 1 HD undead removes the disease from a number of victims equal to the turning damage. Note that the presence of infected victims may reduce the effectiveness of attempts to turn actual undead in the vicinity, as the diseased may absorb some or all of the turning damage. There is no visible indication that a turning attempt has any effect on a victim of sarcophagia. Example: A cleric guarding 6 infected villagers attempts to turn the 4 feeder zombies battling his allies nearby. He makes the check to turn 2HD creatures, and rolls a 7 for turning damage. This cures all 6 of the infected villagers (who each count as a 1HD undead), but the one remaining point of turning damage is insufficient to turn even one of the feeder zombies (although it would cure one of his allies, if they had been infected).

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A humanoid reduced to 0 Constitution by sarcophagia, or that dies of hit point damage while infected with the disease, rises as a plagueborn zombie in 5d20 rounds, and is able to use its ravenous surge ability immediately. Small humanoids always rise as skittering zombies; all other humanoids rise as feeder zombies (40% chance), ripper zombies (20% chance), basher zombies (20% chance) or grabber zombies (20% chance). A living creature infected with sarcophagia interacts oddly with certain divination and necromantic spells. A detect magic reveals a faint aura of necromantic magic suffusing the creature; detect evil likewise reveals a faint aura of evil, but there is no way to differentiate the disease from a merely evil creature; a victim of sarcophagia detects as faint undead when subjected to detect undead; deathwatch shows an infected creature as both undead and fighting off death. Feeder Zombie: CR 1; Medium undead; HD 2d12+3, hp 16, Init +1, Spd 30 ft.; AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); BAB/Grp +1/+3; Atk +3 melee (1d6+2/x2, bite); Full Atk +3 melee (1d6+1/x2, bite) and +1/+1 melee (1d4+1/x2, claws); Space/Reach 5 ft/ 5 ft; SA feed, ravenous surge, sarcophagia; SQ darkvision 60’, DR 5/slashing, scent, undead traits; AL CE; SV Fort +0, Ref +1, Will +4; Str 15, Dex 13, Constitution -, Int 1, Wis 12, Cha 3. Skills and Feats: Listen +3, Spot +3; Multiattack, Toughness Feed (Ex): A feeder zombie may perform a coup de grace as a standard action (rather than a full-round action), provoking attacks of opportunity as usual. If the victim dies (or had already died within the last round) the feeder zombie devours a major organ (rendering the body too damaged to a raise dead spell to function) and gains fast healing 5 for 10 rounds. Skittering Zombie: CR 1; Medium undead; HD 2d12+3, hp 16, Init +3, Spd 30 ft., climb 20 ft.; AC 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural); BAB/Grp +1/-1; Atk +5 melee (1d4/x2, bite); Full Atk +5 melee (1d4/x2, bite) and +3/+3 melee (1d3/x2, claws); Space/Reach 5 ft/ 5 ft; SA ravenous surge, sarcophagia; SQ darkvision 60’, DR 5/slashing, scent, scurry, undead traits; AL CE; SV Fort +0, Ref +3, Will +4; Str 10, Dex 17, Constitution -, Int 1, Wis 12, Cha 3. Skills and Feats: Climb +11, Listen +3, Spot +3; Multiattack, Toughness, Weapon Finesse Scurry (Ex): Skittering zombies suffer no penalty to attacks, armor class, or movement while prone. They may move at full speed while squeezed (but suffer all other effects of being squeezed). Ripper Zombie: CR 2; Medium undead; HD 4d12+3, hp 29, Init +2, Spd 40 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural); BAB/Grp +2/+5; Atk +6 melee (1d6+3/x2, claw); Full Atk +6/+6 melee (1d6+3/x2, claws) and +3 melee (1d4+1/x2, bite); Space/Reach 5 ft/ 5 ft; SA pounce, ravenous surge, rend 2d6+4, sarcophagia; SQ darkvision 60’, DR 5/slashing, scent, undead traits; AL CE; SV Fort +1, Ref +3, Will +5; Str 16, Dex 15, Constitution -, Int 1, Wis 12, Cha 3. Skills and Feats: Hide +6, Listen +4, Move Silently +6, Spot +4; Multiattack, Toughness, Weapon Focus (Claw) Pounce (Ex): If a ripper zombie charges, it can make a full attack. Rend (Ex): If a ripper zombie hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+4 points of damage. Smasher Zombie: CR 3; Medium undead; HD 6d12+3, hp 42, Init +1, Spd 30 ft.; AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural); BAB/Grp +3/+7; Atk +8 melee (1d8+4/x2, slam); Full Atk +8/+8 melee (1d8+4/x2, slams) and +2 melee (1d4+2/x2, bite); Space/Reach 5 ft/ 5 ft; SA ravenous surge, sarcophagia, smash; SQ darkvision 60’, DR 10/slashing, scent, undead traits; AL CE; SV Fort +2, Ref +3, Will +6; Str 18, Dex 13, Constitution -, Int 1, Wis 12, Cha 3. Skills and Feats: Listen +5, Spot +5; Improved Natural Attack (slam), Power Attack, Toughness, Weapon Focus (Slam) Smash (Ex): Basher zombies ignore up to 5 points of hardness when attacking objects. They typically combine this ability with a full power attack to break down doors or other obstacles keeping them away from their prey. Grabber Zombie: CR 4; Medium undead; HD 8d12+3, hp 55, Init +1, Spd 40 ft.; AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural); BAB/Grp +4/+13; Atk +10 melee (1d6+5/x2, claw); Full Atk +10/+10 melee (1d6+5/x2, claws) and +8 melee (1d4+2/x2, bite); Space/Reach 5 ft/ 5 ft; SA gnaw, improved grab,

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ravenous surge, sarcophagia; SQ darkvision 60’, DR 10/slashing, scent, undead traits; AL CE; SV Fort +2, Ref +3, Will +7; Str 20, Dex 13, Constitution -, Int 1, Wis 12, Cha 3. Skills and Feats: Listen +6, Spot +6; Improved Grapple, Multiattack, Toughness, Weapon Focus (Bite), Weapon Focus (Claw) Gnaw (Ex): Whenever a grabber zombie succeeds on a grapple check, it may make a free bite attack against a creature it is grappling. Grabber zombies do not suffer the usual -4 penalty for attacking with a natural weapon in a grapple when using their bite attack. Improved Grab (Ex): To use this ability, a grabber zombie must hit a Medium or smaller creature with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple, it establishes a hold and can gnaw. Jaranrath: Male Westryn Rgr 6; CR 6; Medium humanoid (elf); HD 6d8+12, hp 45, Spd 30’; AC 19, touch 13, flat-footed 16 )+3 Dex, +5 armor, +1 shield); BAB/Grp +6/+9; Atk +10 melee (1d13+4/x3, MW great axe) or +11 ranged (1d8+4/x3, +1 mighty composite (+3) longbow); Full Atk +10/+5 melee (1d13+4/x3, MW great axe) or +9/+9/+4 ranged (1d8+4/x3, +1 mighty composite (+3) longbow); Space/Reach 5 ft./5 ft.; SA favored enemy (human +2, undead +4), spells; SQ lowlight vision, scent, Westryn traits, wild empathy; AL LN; SV Fort +7, Ref +8, Will +3; Str 16, Dex 17, Int 12, Wis 13, Cha 9. Skills and Feats: Climb +5, Hide +11, Jump +5, Knowledge (Geography) +4, Knowledge (Nature) +4, Listen +12, Move Silently +11, Search +6, Spot +12, Survival +12, Swim +4; Endurance, Far Shot, Manyshot, Point Blank Shot, Rapid Shot, Track, Weapon Focus (Longbow) Ranger Spells Prepared (2, base DC 11+spell level): 1—entangle (already cast), resist energy Possessions: MW great axe, hand axe, MW buckler, 25 arrows, 10 fire arrows, +1 mighty composite (+3) longbow, +1 chain shirt, 2 potions of cure light wounds Physical Description: This tall Westryn is clad in dark leathers and sooty steel. His face has been painted in an asymmetrical pattern of black and green.

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Appendix 2: Adjudicating Sarcophagia Since the heart of this episode is the horror of realizing that innocent victims are infected with a disease that will not only kill them, but likely many others as well, it is important to adjudicate the Sarcophagia properly and keep the characters in the dark as to whether they are infected or not until the appropriate time. Get the save bonuses for each character ahead of time, and roll their save against sarcophagia secretly each time a plagueborn zombie succeeds with a claw or bite attack (Note: The smasher zombies’ slam attack does not spread sarcophagia).

Sarcophagia: Supernatural Disease —claw or bite, Fortitude DC 12, incubation period 1 minute, damage 1d4 Constitution. The save DC is Charisma-based. Sarcophagia is an incredibly virulent supernatural disease; after initial exposure, the victim must make a saving throw every 30 minutes, rather than every day. Unlike normal diseases, sarcophagia continues until the victim reaches Constitution 0 (and dies) or is cured as described below. The Heal skill is ineffective in treating sarcophagia. The disease may only be removed with a cure disease spell or through the application of positive energy. Infected creatures are considered 1 HD undead for the purposes of turning undead; a turn check sufficient to destroy 1 HD undead removes the disease from a number of victims equal to the turning damage. Note that the presence of infected victims may reduce the effectiveness of attempts to turn actual undead in the vicinity, as the diseased may absorb some or all of the turning damage. There is no visible indication that a turning attempt has any effect on a victim of sarcophagia. Example: A cleric guarding 6 infected villagers attempts to turn the 4 feeder zombies battling his allies nearby. He makes the check to turn 2HD creatures, and rolls a 7 for turning damage. This cures all 6 of the infected villagers (who each count as a 1HD undead), but the one remaining point of turning damage is insufficient to turn even one of the feeder zombies (although it would cure one of his allies, if they had gotten infected). A humanoid reduced to 0 Constitution by sarcophagia, or that dies of hit point damage while infected with the disease, rises as a plagueborn zombie in 5d20 rounds, and is able to use its ravenous surge ability immediately. Small humanoids always rise as skittering zombies; all other humanoids rise as feeder zombies (40% chance), ripper zombies (20% chance), basher zombies (20% chance) or grabber zombies (20% chance). A living creature infected with sarcophagia interacts oddly with certain divination and necromantic spells. A detect magic reveals a faint aura of necromantic magic suffusing the creature; detect evil likewise reveals a faint aura of evil, but there is no way to differentiate the disease from a merely evil creature; a victim of sarcophagia detects as faint undead when subjected to detect undead; deathwatch shows an infected creature as both undead and fighting off death. Inform any character who fails their save that they are infected once they fail a secondary save and take enough Constitution damage to change their Constitution modifier. You may wish to do so with a note in order to heighten suspense. As sarcophagia can only be cured with remove disease or positive energy such as cure spells and turning undead, allow characters who attempt to use Heal checks to stave off the disease to believe they have succeeded until they next time a victim fails a saving throw. As characters are likely to be cured and re-infected several times in the course of the episode (especially if the party contains a cleric who attempts to turn undead), you may find the Infection Tracking sheet in Appendix 3 helpful in managing who is at what stage of infection. A character may make a Heal check to determine whether a creature has been infected with sarcophagia; the DC varies with how far the disease has progressed. A character may attempt to hide their symptoms with a Disguise check opposed by the investigator’s Heal check.

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DC 10: the victim has lost at least half their normal Constitution to the disease DC 20: the victim has taken some Constitution damage, but not over half their original score DC 25: the victim is infected, but has not yet taken any Constitution damage A character that makes a DC 20 Heal check while trying to treat a victim of sarcophagia realizes that traditional medicines do absolutely no good in treating the disease, or even in helping the victim fight it off on their own. A healer who makes a DC 19 or lower Heal check still believes that mundane healing will work, but that their skill was not sufficient to help.

If an infected character has been diagnosed, then cured by application of positive energy (i.e., within the area of a successful turn undead attempt), then diagnosed again, it only takes a DC 10 Heal check to determine that the disease has vanished. Allow the treating character (i.e. the turning character) to make a DC 15 Intelligence check (with a +2 cumulative circumstance modifier for each of the following conditions: character has 5 ranks in Knowledge: Religion; character has 5 ranks in Heal; character is able to turn undead; character knows that a turn attempt was mysteriously less effective than it should have been). Success confirms that the disease can be turned as if it were an undead creature, purging it form the body of victims with positive energy.

Potential Alignment Issues Decisions the characters make about the fate of the townsfolk may affect their alignments. Always warn players when their actions may cause an alignment shift. As no evil characters are allowed in Dave Arneson’s Blackmoor, a shift to evil will remove a character from play. If, after warning is given, the player chooses to continue, let the chips fall where they may. Some guidelines specific to this adventure follow. Binding and/or confining infected townsfolk are morally acceptable acts, given the circumstances. Leaving infected townsfolk behind when the rest of the townsfolk flee is questionable, but not evil, unless the party has the ability to cure them and chooses not to (for instance, they don’t want to “waste” a scroll of remove disease on a commoner), in which case it is a highly questionable act, sufficient to count as a gross violation of alignment for any paladins, good clerics, or neutral clerics of good deities (but not sufficient to remove a character from the campaign). Executing infected townsfolk merely for being infected is a highly questionable act, again sufficient to count as a gross violation of alignment, unless the party has the wherewithal to cure the victim and chooses not to, in which case it is a heinously evil act, and is sufficient to remove a character from the campaign.

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Appendix 3: DM Aids Chapter 5: Making an Entrance Round Action Surprise

1 2 3 1 ripper zombie rises inside, screams erupt from inn 4 remaining ripper zombies rise inside, sounds of fighting from inside 5 first ripper kills townsperson 6 additional rippers kill 1 townsperson each 7 first ripper kills townsperson 8 additional rippers kill 1 townsperson each 9 first ripper kills townsperson 10 additional rippers kill 1 townsperson each 11 first ripper kills townsperson 12 additional rippers kill 1 townsperson each 13 first ripper kills townsperson 14 additional rippers kill 1 townsperson each 15 first ripper kills townsperson 16 additional rippers kill 1 townsperson each 17 first ripper kills townsperson 18 additional rippers kill 1 townsperson each 19 first ripper kills townsperson 20 additional rippers kill 1 townsperson each

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Chapter 7: Holing Up Zombie Break-In Guide

Location Break DC

Hit Points Current

Front Door 25 20 Reinforced 27 50 Kitchen Door 25 20

Reinforced 27 50 Common Room Window 20 10 Reinforced 22 40 Dining Room Window 20 10 Reinforced 22 40 Kitchen Window 20 10 Reinforced 22 40 NE Bedroom Window 20 10 Reinforced 22 40 NW Bedroom Window 20 10 Reinforced 22 40 SE Bedroom Window 20 10 Reinforced 22 40 SW Bedroom Window 20 10 Reinforced 22 40

Up to 3 zombies can attacks a door or window on the ground floor, while up to 5 skittering zombies can attack a single window on the second floor. Feeder zombies run up to the closest door or window and attempt a Strength check against the Break DC on the first round; if they fail, they simply attack the door or shutter, dealing 1d6+2 damage per round. Smasher zombies attack the closest door or window, applying their full Power Attack to deal 1d8+7 damage per round, ignoring up to 5 points of hardness. Skittering zombies climb up to the roof and make their way to the upstairs windows. If none are open to allow characters inside to attack, they attempts Strength checks against the windows’ Break DC each round. Note that it is impossible for a skittering zombie to damage a door or shutter, or to break in a reinforced shutter. Grabber zombies make Strength checks against the Break DCs of the closest door or window each round. Once a door or window has been smashed in, the zombies surge to the break. If the opening proves impassable (for instance, if a character occupies the space) those zombies not directly involved in combat for that entrance return to making breaches in the closest door or window.

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Chapter 9: Red Sky at Night

Surprise 1 Jaranrath and 2 scouts move into town square 2 half of zombies engage Westryn 3 1 scout killed; Jaranrath wounded

4 5 remainder of zombies arrive; 2nd scout killed 6 Jaranrath pinned across from inn 7 Jaranrath killed 8 9 zombies attack inn 10 11 12 13

14 15 16 17 18 19 20

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Contagion Tracking Chart

Player Character Fort Bonus Infected Constitution

Damage Died (5d20 rounds)

PC1: PC2: PC3: PC4: PC5: PC6: PC7:

Jack's Rest Inn italicized names are children; townsfolk have 12 Constitution, children 10

Brodrick +2 Alton Morely +4

Lorinda Stump +3 Calafel -1 yes 8

Arden +1 Blaine (injured) +0 yes 1 Corder (injured) +1

Dania +0 Eglantine +1

Fionelle (injured) -3 yes 4 Greta +1 Hazel +0

Islip (injured) -3 yes 6 Janessa +0

Kimbrick (injured) +1 Louvinia -1 yes 4

Marik (injured) +0 Norry +0

Osera (injured) -1 yes 3 Piers +1

Quomo (injured) +0 Ravelle (injured) -2 yes 3

Sharimar +0 Trueby +0

Undina (injured) +1 yes 1 Violanthe +0

Worgram (injured) +1 Xander (injured) -2 yes 7

Yvelyne +0 Zulky +0

Astoria (injured) -2 yes 5 Branchette +0 Chatelina +0

Dondrin (injured) -1 yes 4 Elzabette +0

Fron +0 Gallor +1

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Appendix 4: King’s Crossing King’s Crossing (village; population 900: wealth 9,000 gp; GP limit 200 gp; Power Center Conventional; Alignment NG; Authority Mayor – San Callaway, and village council – Ams Parker, Tyndall Whitsitt, Serna Pridelius, and with two open positions. Demographics: Characters by Class: Adept 3rd Level Noble 2nd Level Arcane Warrior 1st Level Paladin 1st Level Aristocrat 2nd Level Ranger 2nd Level Barbarian 2nd Level Rogue 4th Level Bard 3rd Level Sorcerer 2nd Level Cleric 7th Level Warrior 4th Level Commoner 8th Level Wizard 2nd Level Druid 3rd Level Wokan 1st Level Expert 6th Level Fighter 4th Level Monk 2nd Level Racial Mix: Thonians 50%, High Thonian 20%, Dwarf 10%, Cumasti 5%, Halfling 5%, Gnome 5%, Docrae 1%, Half-Elf 1%, Half-Orc 1%, Tenian 1%, Religious Shrines: Pacuun Background: Founded at the junctures of the Newgate and Ramshead Roads (via Boggy Bottom and the Root River), Kings Crossing was established in 990 and recognized by King Uther in 995. Founded on the spot where King Uther crossed the river doing the night and surprised his enemy, the founders hope that its historical prominence as well as ideal location would bring much in the way of trade and wealth. The centerpiece of this growing village is the floating bridge that crosses the Root River, and allows for a bustling trading post on the far shore. The ideal location of Kings Crossing has brought a trading agreement with the Peshwah, as well as a group of alchemist commission to create anti-nausea potions to deal with the smells of the nearby swamp. Recently, the town leaders have induced a small group of Pacuun clergy to begin building a small temple that will serve as a staging ground for excisions into the Blood Lake area to investigate reports of the undead. Though construction has not begun yet, it is hoped that once financing is in place construction will start at the first of 1031. The founders of Kings Crossing are a group of High Thonian merchants, whose lack of family ties and rank saw them lacking any prospects to join the aristocracy. Seeing the advantages of having a wealthy trading post bring much needed wealth into the kingdom, King Uther made with them a promise: if they could not only build and maintain a safe productive community that contributes to the over all well being of Blackmoor, the group would gain noble status in ten years. Since the village was recognized by King Uther in 995, the group has been working extremely hard in ensuring that their end of the agreement is met. Hiring a group of dwarven engineers, the village has been laid out in a square, with straight streets and stone buildings. The majority of the building has been constructed from timber, and though the village has grown in size over the past few years, the stone conversion has been slow. The majority of the stone buildings are devoted to centers of trade, fortifications, as well as mansions for the wealthy merchants. Surrounding the village is a stout stonewall for defense. Currently the dwarves are busy at work finishing the sewer system that will help keep the village clean. Though Kings Port is technically a village, enough

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space was left to allow for growth, and though this space currently serves as green space, the leaders feel that within five years the village will double in size and be no longer seen as a village, but as a town. All but two buildings are located within the village walls. The trading post, across the river is built from stone, and looks more like a citadel then a center for commerce. Near the swamp, an area ha been cleared for the eventually Pacuun temple that is to begin construction next year. Kings Port’s population is mostly of Thonians and High Thonians. A large dwarven contingent still lives here and they work as both engineers and builders, or have set up shop hoping to make their fortune selling to the growing population. With the recent events in Ten, some refuges have managed to escapee and begin rebuilding their lives in the growing village. Unknown to some, along with the Tenian refuges, a few Afridhi spies have settled into the area. What their purposes are, no one knows. There are two taverns and an inn that caters to the residents. The Crimson Manticore, caters mostly to merchants and the wealthy, while mostly laborers and the working class patronize the Mutton and Ale. The owner of the inn, The Sleeping Noble, is also the town mayor, San Callaway, who is constantly trying to bring new business to his inn. His newest business scheme is the building of a basement theatre to his inn. With this theater, Callaway has extended invitations to numerous traveling troubadours to stage performances. By inviting invites nobles from all over Blackmoor to come stay at his inn and view the plays, Callaway hopes the word of mouth is making King’s Crossing more and more popular. In addition the mayor and town council have lured some of the most respected merchants from the city of Blackmoor itself. There is a dressmaker who nobles willingly travel all the way from the cities nearby to come be fitted, and once fitted they order all their dresses from her. The perfumer not only sells the anti-nausea potions, but also has developed such a popular line of perfumes and colognes that these too are ordered from all over. One of the town council also discovered, not too far from town some hot springs. The mayor has made a visit to these “wonderfully restful and rejuvenating” springs part of the cost of staying at his inn. There is currently a plan underway to construct a spa and resort near these springs so wealthy guests can use the springs in not only safety but in comfort. Another member of the town council is Tyndall Whitsitt, who is highly respected by the Peshwah. Using this to his advantage, Whitsitt uses his trading post to trade with the Peshwah who are willing to trade horses with him for weapons and battle magic. The trading post is a small fortress in it’s own right, able to deal with small groups of bandits and even a minor Afridhi raid. The key feature of Kings Crossing is the bridge that spans the river. An engineering wonder built by dwarves, it has a magical “steam engine” that can move the far end of the bridge quickly away from shore should the Afridhi ever decide to try to attack across the river in force. In the event of this the trading post would be temporarily abandoned. A third member or the town council, Ams Parker, is a priest of Pacuun. He received permission from his church hierarchy to found a temple outside of town to deal with rumored undead in the area. So far his focus has been more on getting the temple built and on recruiting more followers than on searching out and destroying undead. This may be due to the fact that he is a rather fastidious man and the undead are supposed to be deep in the swamp. Also he discovered after they started building the temple that the undead may have something to do with... Well and now he is unsure of how to proceed. There is a small group of farmers and herders on the trading post side of the river who raise enough food to feed the town, and there is a fairly strong militia to keep order and to discourage the bandits and raiders who might otherwise try to prey on the locals. In addition there are always many adventurers and traveling merchants with guards in town or at the trading post so King’s Crossing is well protected. The majorities of the people in town are happy and feel secure. They are all slightly adventurous and excited to be part of the founding fathers. They acknowledge the dangers they have heard, about undead and Afridhi, and even Peshwah. They have adapted to the sometimes-strong smells from the marsh, although usually breezes off the river blow the smells the other way.

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Inns and Taverns The Sleeping Noble is an upscale inn and restaurant. It is owned by San Calloway, who is also the mayor of King’s Crossing. A pair of irascible Docrae, Foley and Poul, see to the needs of the guests. The Mutton and Ale is a working-class bar and chophouse. It is a raucous place, full of common folk and laborers sharing drinks and talking loudly. The Crimson Manticore is a posh dining establishment. It is well protected by a burly bouncer named Digbey. Shops Wolnuk’s Wares is a perfumery run by Rosalind Wolnux, a shrewd old Thonian woman. She has a variety of perfumes, colognes, and incense for sale. Strorm’s Sundries is the shop of a retired adventuring wizard. He crafts and sells magical items on occasion. The Trading Post is located just across the river from King’s Crossing proper. It is operated by a Peshwah half-elf named Tyndall Whitsett, who acts as a broker and middleman between the Peshwah tribes and the folk of Blackmoor. Tyndall has had some success breeding the endurance of the steppes charger into the bloodlines of the more massive Blackmoor and Tenian warhorses. .

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Appendix 5: Tale of Heroes: Episode Summary Make your results count!! Dave Arneson’s Blackmoor: The MMRP G wants to know what has occurred as this episode was played. We will use this information to shape the future story of c ampaign. Game master: Please fully complete this form and email it to [email protected] after completion of the event.

Episode XXXVII: Contagion 1. Were any characters killed by sarcophagia? Yes or No

If yes, please provide: Player Name ______________________________________ Player Email (or dablackmoor.com username) ______________________________________ Character Name, Class, Race and Level ______________________________________

2. Did the characters save any of the villagers? Yes or No If yes, how many? 1-9 10+

3. Did Jenta Stump choose a character to follow? Yes or No If yes, please provide: Player Name ______________________________________ Player Email (or dablackmoor.com username) ______________________________________ Character Name, Class, Race and Level ______________________________________

4. Did the players have fun? Yes or No 5. Please tell us about any interesting or heroic events that occurred.

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Dave Arneson’s Blackmoor: Episode XXXVII: Contagion by David Brainard, Copyright 2006 Zeitgeist Games, Inc.