2022 Halloween Special
2022 Halloween Special
The characters are charged with guarding the Jail as a dangerous character, a black robed sorcerer by the name of Kite is being held there until a member of the wizard’s conclave arrives to take him away for judgement. It is believed this may take a few weeks.
Kite is a black robe wizard who was involved with the overpowering and enslavement of the mining village of Esker to the North of Haven. There are many tales and rumours of his evil doings including the summoning of undead, sacrificing people to a dark goddess and at least one parking violation.
The jailor who holds all the keys, his name is Nob. He is a hunchbacked, ugly, smelly and uncooperative brute who doesn’t like you newcomers. He generally stays in room 1 most of the time. There are always two guards at the Haven prison. A day shift of two and a nightshift of two. Mostly these stay in the top floor and keep watch out for anyone approaching the prison building. During the day they are Gus and Wyat, at night its Render and Coyle.
Word has been sent to the Wizards Conclave at the Wayreth tower of High Sorcery that the renegade wizard Kite has been captured and they are requested to come deal with him as they will.
There are three prisoners in the common cells (area 2), Kite is alone in the southern most lords cells (3). His belongings are kept in the Jailors rooms (4).
There is a wooden fence around 6 feet high around the jail which gives an area about 100 yards around the jail. There is one gate out from the fence in the direction of Haven city.
At the top floor there is a platform with a beacon ready to be lit. If there are problems at the jail this is lit and guards will come from the Haven city about half mile away. This has never been needed in the past.
Part 1. The Jail
During the day things are quiet. The weather is unseasonably hot and dry. As night falls a low mist settles around the land making visibility difficult. Render will explain to the characters that there is a lantern at the top of the Jail tower, if this is lit it warns the City that there is trouble and help is sent. Though no trouble has ever warranted this so far. If anyone goes up the tower towards the lantern platform make an Arcana roll v 12 to feel a magical effect on the lantern area. Lighting it will show that some sort of enchantment has been cast that smothers light.
The internal doors are all lockable with sliding bolts. Each is strength v 12 to break down with two peoples strength bonus allowed to be used.
The basement has metal gates that are lockable. Nob will lock the gates at 8pm when the banging starts and secure himself in area 1. The metal gates require strength v 20 to break down, again, two peoples strength bonus can be used.
Before 6pm the characters can go pretty much where they like. If anyone goes downstairs to see Kite Nob will not stop them. Nob will not let them into his rooms though.
Kite is sat on his bed in meditation. His door is locked. If spoken to he will state that he should be set free and given his belongings or something terrible is going to happen.
If anyone goes to see the other prisoners, they are in separate cells in the commoner cells. Mochnar is in the last cell on the left. The other two prisoners are two petty thieves, both will claim innocence and will offer reward or help to be set free.
6pm As it gets dark so the temperature drops far colder than is natural, and strange moaning noises can be heard outside. Render and Coyle claim its just the wind. A Nature role v 12 shows this is not the wind and is not any animal they have ever heard of.
7pm The torches around the building go out. Render and Coyle tell everyone to wait here while they go out to relight the torches but do not return. Calling them gives no answer. Vague humanoid shapes can be seen moving around outside in the mist.
If anyone goes outside once they enter the mist they will be attacked by undead as they start lighting the first lamp, Render will tell anyone with them to get back to the jail.
8pm There is a banging on the doors to the prison. Whoever it is does not respond to questions, just keeps banging on the doors. The door area cannot be seen from the windows due to the mist. The door is locked from the inside with a wooden bar, this would need to be lifted to allow whoever it is out there inside. Anyone can make a Perception roll v 12 to be fairly certain the bar should hold out so long as they don’t have a battering ram.
If the bar is lifted, the door will be forced open and 10 undead will enter the main reception and attack anyone they see. If these are defeated the door can be closed.
Undead. Initiative -1, Attack +2, Damage 1D6, HP 20, AC 12
For every undead that outnumbers their opponents (up to a max of three) add +1 to the Attack of each additional undead.
If anyone goes downstairs after 8pm the two gates to Jailors reception are locked, requiring strength roll v 20 to break down. Nob is in the reception area clearly terrified of the sounds from upstairs. He will not unlock the gates no matter what anyone says. If the characters attempt to break the gates he will retreat into his private quarters.
8:15pm There is a smash of glass as the window in reception is smashed, soon after similar smashes can be heard in the guards sleeping quarters and kitchen. Undead have broken the windows and are trying to force their way in. If not stopped they will enter within 6 rounds.
Each window has undeads arms trying to force their way in. These can be fought as normal (see above) there are two undead at each. If defeated there will be a pause for four rounds then two more will attack.
The windows can be barricaded by making a Perception roll v 12 to find a suitable baricade and then either a strength or dexterity roll versus 12 (players choice) to fit it. Each round a roll can be made, if not completed before the next wave of undead arrtive, two more will try and push through and will need to be defeated before the window can be arricaded.
8:30pm There is an explosion and the doors to the main reception are blown in. Anyone in the main reception must make an acrobatics roll v 12 or receive 1D4 damage.
Two ogres will force their way in. They will throw bombs towards the door to the stairs room and another at any characters.
Bombs have an Attack +3 against everyone in the room causing 2D6 damage. Players can attempt an acrobatics roll v the damage roll to half the damage.
Ogres will attack anyone here after the bombs go off.
Ogre. Initiative +2, Attack +3, Damage 1D8, HP 45, AC 14
Ogres have back packs with 3 bombs in each (need to be lit then thrown or placed), warhammers and leather armour.
During the combat with the ogres a slither of black smoke will enter the jail. Anyone in the room can make a Perception roll v 10 to see it. An Arcana roll v 14 will identify this is some sort of arcane being entering the building… it heads towards the stairs down to the prison.
Also during the combat undead will attempt to break in through the ground floor windows. If these were barricaded it will take the undead 4 rounds to break in. The undead will attack anyone within range and will shuffle their way towards the stairs towards the cells.
Undead. Initiative -1, Attack +2, Damage 1D6, HP 20, AC 12
If the ogres are not in combat they will attack the doors and work their way towards the stairs smashing down gates and doors along the way.
As the smoke goes downstairs it will seek out Nob and possess him. Nob will then go to his rooms and retrieve Kites staff and belongings, taking them to kite and freeing him unless he is stopped. If anyone attempts to stop him he will fight them off.
Nob. Initiative +1, Attack +3, Damage 1d6, HP 30, AC 14
The only way to stop Nob is to slay him. If this occurs when he falls smoke will issue forth from his mouth and form a demonic figure, this is Ombress the Shadow Demon. Anyone viewing the demon can make an Arcana roll v 16 to identify what it is and what its weakness is.
Ombres will use his incorporeal ability to reach Kite and destroy the gate securing him. Once Kite has been released he will take his staff and teleport out of the jail, but not before giving anyone present a wicked grin and a wink, ` be seeing you…`
Ombress can be attacked but only magic weapons or spells have any effect. Light and light emitting weapons such as torches do 2x damage, even non magical ones.
Ombress. Initiative +4, Attack +5, Attacks 2, Damage 1D8, HP 60, AC18
Each successful hit the character struck must make an Arcana roll v 12 or collapse into a state of magically induced sleep. Ombress will ignore any fallen foes.
Once Kite escapes the Ogres, if they are still around, will attempt to flee. The undead will drop where they stand. Ombress will turn back to smoke and leave. The other prisoners are also missing.
The characters have a few moments to catch their breath before Coyle staggers in clearly injured in many places. He collapses inside the building when he reaches any of the characters. A medicine roll v 12 will revive him enough for him to pass on this message:
`Kite is free… they have taken Render and the others to the graveyard… They are going to carry out an unholy ritual… they must be stopped…`
The graveyard is a short way to the north of the jail, legend has it is the site of an abandoned dwarven outpost but that would have been pre cataclysm. Now it’s a small collection of ancient but well made buildings and grave markers for the dead of Haven and surrounding area.
The characters can kit themselves with lanterns and head out into the gloom to seek out Kite…
Part 2. The Graveyard
1: Durgans Tomb. Stone steps to a large stone door that is shut. A Perception roll v 10 will identify scorring on the floor that would indicate the door has opened sometime recently, and it opens out towards them. Maybe there is a lever somewhere…
The lever is at location 2, once activated a low grinding sound can be heard and anyone at location 1 will see the stone door slowly open. Inside stairs go down into the underground. Strange luminous rocks line the walls of the stairs going down.
2: A large stone slab is laid here and around it are numerous bones and skulls. There is a sense of forbodding as the characters approach. There is something drawn onto the slab, possibly runes, but the characters will need to approach to see it clearly.
If the characters approach a howling wind will blow and a spectre will rise from the stone… bones from around the stone slab will fly up minto the air and be drawn to the spectre creating a large mismatched skeleton that will attack anyone who is in the area.
Skeleton spectre. Initiative +3, Attack +3, Damage 1D8, Attacks 2, HP 35, AC 14
Once defeated the characters can approach the slab and will find there are runes on the slab. Characters can make a History roll v 14 to identify the runes as dwarven (Any dwarf in the group will automatically pass this).
Any non dwarf attempting to read these must make an Investigation roll v 14 to be able to read the message.
`To those who would gain entrance to Durgans Tomb; Speak friend and enter`
If anyone says the word `Friend` in Dwarvish a deep rumbling can be heard and a bronze lever rises up froma recess in the stone slab. Pulling this requires a strength roll v 10. If completed another deep rumbling sound can be heard from the low tower at area 1 as the stone door opens.
3: Abandoned temple to Reorx. This ancient structure houses a statue of a dwarf. Players can make a religeon v 8 roll to realise this (dwarves will automatically recognise it). There is a bowl at the feet of the statue. Anyone placing a coin in the bowl will be healed of 1D6 HP. Any dwarf will be healed of 2D6HP.
Anyone taking coins from the bowl will receive 1D6 damage (2D6 for any dwarf).
4: Spider tree. There is a huge ancient oak tree with numerous bones and skulls around the base. Some metallic items can be seen amongst the bones.
A perception roll v 10 will identify a number of old swords and shields amongst the bones. An arcana v 12 roll will identify there are some enchanted items there. A nature roll v 12 will identify cobwebs on the bones…
If anyone approaches the base of the tree they will be attacked by a Giant Spider who will shoot a line of web to the character and haul them up into the tree!
The targetted character must make an Acrobatics roll v 16 to avoid being struck by the web. If the web attack strikes the character can attempt a Strength roll v 14 to break free or are hauled up to face the owner, a very large spider.
Giant Spider. Initiative +3, Attack +3, Damage 1D6*, HP 25, AC 15
Anyone fighting while ensnared in the spiders webb attack fight with -2 Attack and -2 AC
If the spider inflicts damage the character must make a Constitution roll v 10 + the damage or they will suffer a further D4 damage. If three such saves are failed the character is paralised and the spider will wrap them up in web and store them away for lunch!
Anyone wishing to climb up the tree to rescue a character must make an acrobatics roll v 12 followed by two stealth rolls v 12. If all are successful they manage to sneak up to the bound character and free him. If any fail the spider will attack.
At the base of the tree are three swords and two shields. One sword is enchanted as is one shield.
Sword of Tardigan – This is a long sword with a faint green glow when held. The hilt is made of a green stone, the nae Tardigan is cut into the side of the blade. If used against a reptile critical hits on 5, 10, 15 or 20. The weilder can understand dragon tongue. A History roll v 12 will recall that Tardigan is a name from the days of Huma and was a dragon slayer.
The Shield of the Rose – this is a black shield with the symbol of a red rose on it. Anyone using it feels a sense of forboding and doom. Every round its wielded the character must make a Constitution roll v the max damage of the attacker or suffer 1D4 damage. Undead will not fight against the wielder, they wil move away. Undead will fight others in the party just not the wielder of the Shield of the Rose. A History roll v 12 will recall the red rose symbol is that of Lord Soth once a Solamnic knight, now an evil death knight.
Part 3. Into the Tomb of Durgan Ironside
Location 1. Durgans Tomb entrance. There are two stone sarcophogi in the main room with stairs leading down between the two. The saragophagi are carved in the shape of armoured dwarves holding battle axes. If anyone wishes to lift the lids this would require Strength roll v 20 (up to two persons STR bonus can be applied) Inside there are the decomposed remains of dwarven warriors in armour. Nothing remains that has any value.
The stairs lead down to a carved tunnel with strange light emitting rocks in the wall. If these are broken off (strength v 10) they continue to emit light for 1 day then fade. The tunnel is only wide enough for one person at a time. A perception roll v 10 will identify tracks in the dust – someone has been this way recently.
Heading towards location 2 there are stone doors each side of the tunnel. After the first person passes the door rumble open and two human undead attack the second and third persons in the line of characters. Due to the cramped confines no help can be had from other characters.
Undead. Initiative -1, Attack +2, Damage 1D6, HP 20, AC 12
Location 2. Tomb of Durgan. This is a large square room will tall ceiling. There are doors to left and right made of stone. At the far wall there is a raised slab atop which there is the Sargophagus of Durgan Ironside. Written on the side of the raised slab are the dwarven words: `Here lies the great Durgan Ironside, may his axe be ever keen and mighty, and his tomb ever clean and tidy`.
Either side of the slab are two dwarven statues, one of which has fallen. To right the statue would take a strength roll v 16 (up to two people can add STR bonuses together for this). If righted a nimbus of light rings the sargophagus of Durgan. Everyone in the party will feel revived and confident. Each player restores 1D10 lost HP.
To open Durgan`s sargophagus would require strength v 20 roll (up to two people can try at once with both strengfth bonus counting. If a dwarf attempts the difficulty is reduced to 15.
Inside there is a long decayed dwarven skeleton with golden crown and a great looking two handed battle axe. If either are taken by a non dwarf a rumbling sound is heard, a sense of impending doom will be felt – if the items are replaced the rumbling passes, if they are not replaced the two stone statues come to life and attack.
Dwarven stone guardians. Initiative 0, Attack +3, Damage 1D10, HP 50, AC 14
Crushing weapons do full damage, edged weapons do half damage.
If a dwarf takes the axe or crown, no such rumbling will sound.
Great axe has a golden shaft and bright silver blade with a twin lightning forks symbol. Axe can be wielded as any great axe delivering 1D10 damage on a successful hit, this is deemed magical damage. When wielded by a dwarf it glows faintly. Every round its weilded the wielder makes an arcana roll v 12 (10 for a dwarven wielder), once passed the axe becomes charged. Once charged, the next successful blow against a target lets loose a lightninbg bolt causing a further 2D10 damage to the target. Each time its wielded the same arcana roll is made, if passed the charge occurs again.
The crown, if worn , immediately heals the character of all their lost HP, but record the number as if the crown is ever removed the previously lost HP are also removed. If the character has to make a death save, they can add 2 to the dice roll.
The doors to the left and right requires a strength v 12 roll to open, only one person can try at once due to size of the doors. The door to the left opens to a small chamber with a stone chest. If the fallenn statue has been righted the chest is open. If not it would take a strength v 16 roll to open. Inside are 300 dwarven coins dating to pre cataclysm times. A history roll v 12 will identify that a dwarven collector would likely pay many times their gold value for these! There is also two scrolls and a silver ring with blue stone.
Scrolls are dwarven spell scrolls and must be read in dwarven. Each scroll will allow the spell Deathward to be cast. This grants the reader immunity to death for one time (like a perfect Death Save). Once read the scroll crumbles.
An Arcana roll v 12 will identify these are spell scrolls. A wizard passing the roll will identify the spell.
The ring grants the wearer +10 to a constitution save roll. An Arcana roll v 12 will identify the ring as enchanted and has an effect on constituion. Inside the ring in tiny writing are words in dwarven ` I grant thee protection from all ailments and venoms`
Location 3. Bodies. This room is piled high with dead bodies. Some very old and decayed, some little more than skeletons, some are far more recent. At a guess there may be over 100 dead here. Who put them here? And why?
If a character makes a Nature roll v 12 they will notice there are a couople of Kobold bodies amongst the dead and these are recent deaths.
Location 4. Kobold lair. A family of Kobolds originally lived in these tunnels, a few were killed by Kites undead the rest hide out in this area. Anyone entering the area will notice odd scratch marks on the walls that look like writing. An Intelligence roll v 12 will identify this as possibly Draconic, but it cannot be read unless the player can read Draconic.
There are 6 adult Kobolds left, two are females, one has a young Kobold. If the Kobolds outnumber the characters 2:1 they will confront the characters and attempt to bully them out of their lair. They will only fight if cornered. It is clear the Kobolds have been fighting with someone in the past, many sport recent injuries. The Kobolds can speak some common. They would rather talk their way out than fight, they are aware that a dark magic user is in area 5 as are some very power ful undead (the kobolds refer to these as Deadites) who slew some of their family.
Kobold. Initiative +3, Attack +2, Damage 1D6, HP 10, AC 12
They have no treasure to speak of.
Location 5. The lair of the undead. As the characters approach this area they can hear chanting voices.
The chamber is a large rectangle room with pillars leading up to the ceiling. It looks like it was once a burrial chamber with catacombs leading off to left and right. In the centre there is a stone alter. There is a dark smokey shape hovering above the alter. There are some recently slain bodies on the floor, all of which have had their hearts torn out. A Perception roll v 10 will recognise the two prisoners and Render from the jail amongst the dead. On the alter is the prone figure of Mochnar. 4 robed figures stand in a circle drawn in what appears to be blood around the altar, one figure stands by the altar with a bloody knife in their hand, the figure with the knife calls out:
`With this soul I command thee to bring forth the dead and cleanse the city of the living…`
Unless the characters do something, the figure will thrust the knife into poor Mochnar and the pact will be sealed. The smokey shape of Ombress will form into the demonic figure that he is and lightning will arc down from the ceiling to the floor around the circle. The ground will shake and the dead will rise.
If this occurs undead will rise all over the graveyard, particularly in area 3 and will advance on the city of Haven. Meanwhile, in the chamber, the characters will be faced with the Smoke Demon and the evil cultists.
If the characters attack before the blow is dealt the 4 robed figures will attack the characters and the cultist leader with the knife will also attempt to slay them before continueing his grisly task.
Cultist. Initiative +2, Attack +3, Damage 1D6, HP 25, AC 12
Cultist leader. Initiative +2, Attack +5, Damage 1D6, HP 35, AC 12
If defeated the smokey form disspitates and Mochnar can be rescued. Kite is no where to be seen but sure as bad eggs are bad eggs he will turn up again.
If the cultists are defeated the characters have saved the city from a terrible fate, and will be rewarded.
Experience reward:
The Jail
Gian Spiders in the trees
The Kobolds
The mysterious smoke demon