[Accessory] [9336] Book of Crypts.pdf
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21008 KB
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Pobierz
For
Character
Levels
3
and
U
9336
4C
I
By
Dale
“Slade”
Henson with
J.
Robert King
ADVANCED DUNGEONS
E
DRAGONS, ADED, FORGOTFEN REAMS, and GREYHAWK are registeredtrademarks owned by TSR, Inc.
RAVENLOFT and the TSR logo are trademarks owned by TSR, Inc.
81991
TSR, Inc. All Rights Reserved. Printed in U.S.A.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade
in
the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
use
of the material or
artwork contained herein is prohibited without the express written consent of TSR, Inc.
9336XXX1501
ISBN
1.56076-142-3
TSR, Inc.
TSR
Ltd.
POB
756
120
Church End
Lake Geneva
Cherry Hinton
WI
53147
Cambridge CBl 3LB
United Kingdom
U.S.A.
.......
Fear and
Horror
.............
Chapter I: Bride of Mordenheim
..
,
Chapter 11: Blood in Moondale
.
Chapter 111: The Dark Minstrel
.
Chapter IW The Cedar Chest
...
Chapter
W
Corrupted Innocents
. .
I
..3
.......
4
.........
.10
.........
.21
.........
.30
.......
.40
.........
.50
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64
...
75
...
83
...
92
...
93
...
94
I..
...
.......
...
Chapter VI: The Rite of Terror
..........
Chapter VII: The Man with Three Faces
.
Chapter VIII: The Living Crypt
......
Chapter
IX:
Death’s Cold Laughter
...
Doll Golem
....................
Ermordenung
.......
...
.......
...
Living Wall
...........
Crudits
Design:
Dale “Slade” Henson with J. Robert King
Editing:
Anne Brown,
J.
Robert King, Jean Rabe
Proofreading:
Anne Brown, David Wise
Cover Art:
David Dorman
Interior Art:
Laura and Kelly Freas, Stephen Fabian
Cartography:
John Knecht
Typography:
Gaye O’Keefe
Keylining:
Sarah Feggestad
Thanks
To:
James Ward, Tim B. Brown, Bruce Nesmith,
Anne Brown, Andria Hayday, Newton H. Ewell,
Bill Connors
rongrod sits in a dark
corner ofthe squalid
tavern, sipping
warmish ale and
eavesdropping on
the whispered talk of
locals. Evidently a
gruesome murder
occurred last night:
a
body has been
found, its skin
meticulously stripped
away by a common
hunting knife. A knot
ofrevulsion forms in
Irongrod’s stomach.
As he takes another
sip, the storyteller
continues, describing the man who fled the
murder. Witha sinking sense of dread, Irongrod
realizes that the description exactly
fits
him.
Another local speaks up now, saying that a knife
was discovered beside the body. lrongrod drops
his hand from the sweating stein ofale before
him, feeling for his hunting knife. It
is
gone.
Anguish begins its slow burn within him.
successful adventures in Ravenloft.
DMs accustomed to running adventures
in
other AD&D@game settings often excel at
inspiring terror in their
PCs.
Terror is
a
natural
result of deadly combats and lethal traps, both
of which abound in adventures
in
AD&D@game
worlds.
Book of Crypts
is
no
exception, loaded
with deadly combatants such as doll golems,
ermordenung, evil treants, madmen, liches,
werewolves, necromancers, illithids, maniacal
jesters, minstrels of death, vampires, and more.
The adventures here also brim with terrifying
traps-both physical and psychological. Terror
should, therefore, come easily to
Book of
Crypts
DMs.
In
addition to bone-rattling terror, though,
Ravenloft DMs should make the most of horror.
Horror hints at and prepares characters for the
terror to come. The
terror
Irongrod felt at
hearing the voice
in
his head would be
far
less
intense if he had not first felt the creeping
horror of his guilt.
In
the same way, the terror of
hack-and-slashcombat
with
a
vampire is tripled
if
the
PCs
first feel the mounting horror of
something stalking them.
Tormented heroes; tragic villains; dark pasts;
secret vices; evil presences; sounds
in
the
shadows.
. .
this is the stuff of gothic horror.
In
addition to spicing
up
adventures, the mood of
gothic horror greatly intensifies the terror of
combat. The mood, though, is fragile: subtlety
is key.
If
a
DM says, “the grass upon the grave
before you stirs uneasily, despite the dead calm
in the air,” the characters may feel horror.
If a
DM says, “the grass upon the grave before you
whips
in
wild frenzy as the soil bubbles and
convulses like boiling flesh, even though the
air
is as still and putrid as
a
dead man’s rotting
heart,” the
PCs
may well laugh.
Suddenly, Irongrod hears an unfamiliarvoice
in his head, “Don’tworry, Irongrod-you’re
innocent. Sure,
I
used your body for the crime,
but you were asleep. No matter: it won’t be your
body much longer.”
In
this scenario, lrongrod experiences the two
emotions critical to successful RAVENLOFT”
game adventures: horror and terror. Horror is
the revulsion, dread, and anguish that results
when
a
character confronts something that
shouldn’t be: Irongrod felt horror
when
he
heard of the murder, matched the description
to himself, and discoveredthat his knife was
missing. Terror, on the other hand, is the
extreme fear that arises when creatures or
events immediately threaten one’s life: lrongrod
felt terror when he heard the voice in his head
threatening to take over his body. The
interaction
of
horror and terror is critical to
Make no mistake-thrilling
combat is the heart
of most Ravenloft adventures.
If
your characters
thrive on hack-and-slash,feel free to add more
battles to the adventures contained here. But
remember, horror spices up adventures and
intensifies combat.
In
other words, slash all you
want, but don’t forget the horror!
setup
his adventure
is
designed for four
characters
of
2nd
to
4th level.
During the scenario, the characters
meet a hauntingly beautiful woman
named Katrina Von Brandthofen.
They are soon flung into an
insidious plot devised by Doctor
Victor Mordenheim, who
is
trying
to restore life and beauty to his
cursed wife. Her body
is
now
mutilated and broken. The
Dungeon Master
is
encouraged to
read the information regarding
Victor Mordenheim and his wife in
the RAVENLOFT’” boxed set. This
data
is
located in Chapter 13, “The
Who’sDoomed
of Ravenloft.”
See
“Lamordia”
in Chapter
11
for a description of the domain,
and the card titled “Mordenheim’s Estate” for
details on the setting.
she rushes to the shore, retrieves her boots,
and cautiously approaches.
Her beauty comes into focus as she closes
the distance.
This is Katrina, who will try to draw the PCs
into this sorrowful adventure. If the characters
draw their weapons as she advances, she stops,
stares wistfully at them, then turns around and
runs away. If the PCs do not catch her and show
they are peaceful, the adventure ends before it
even begins.
However,
if
the PCs do not threaten her, she
strides toward them and asks, “To whom do you
owe alliance?”
If
the characters say they owe alliance only to
themselves
or
to no individual, she relaxes and
claims that she
is
aligned with herself-and all
that
is
lawful. While she speaks with them, she
searches for any symbols of evil that may be
visible on the party. She questions any clerics
about their gods. Katrina
is
trying to make sure
the PCs are not evil. She will not deal with an
evil party.
The Adventure
The characters’ travels take them to a dark
and misty beach.
Hatrina’s Story
You stand on a sandy beach in the fading
light of early evening. Dark, murky waves lap
at the shore. Seashells and the decaying
remains of small jellyfish
lie
scattered about
like broken toys, and fiddler crabs scurry
about in search of food.
Bordering this beach, sharp, jutting rocks
reach stiffly into the magenta-tinged,
midnight blue sky; they are resolute against
the crash of the white-capped waves. In the
distance, a lone woman kneels on the sand,
retrieves a shell, and throws it back into the
sea. It disappears into the surf, then she
gracefully pulls her boots off and begins
wading in the lapping currents.
She takes only a few steps before she
stops, noticing you. Her gaze riveted on you,
The woman sighs, and a smile tugs at the
corner of her rose-tinted lips.
“I
believe you
are without evil,” she states softly. “I truly
hope you are. My name is Katrina. In this
land, it is difficult to determine who is evil
and who
is
good-except by one’s actions.
I
am willing to give you a chance.”
If the characters ask why she is here, she tells
them her story. This is detailed in the NPC
roster at the end of the adventure, but it
is
also
paraphrased here for the Dungeon Master’s
convenience.
Elise. She was my mother’s twin. Aunt Elise
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