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Adams Wrath

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100% found this document useful (1 vote)
954 views67 pages

Adams Wrath

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 67

Table of' Contents

Introduction ...................................... .2 Seekers of the Spark ..........


Background Information ...................... 2 The Monastery ..................
Running a RAVENLO+ Adventure .......... 3 Arrival ........................................... 43
Fear and Horror Checks .................. ..3 The Mine ........................................ 44
Story Background .......................... 3 The Cave ....................................... 45
The Domain of Lamordia .................... 4 The Sleeping Beast ........................... 45
On the Isle of Agony ........................... .5 The Return .................................
Helpful Hans .................................... 6 A Mother's Nightmare.. ................
Sea Hag Summer .............................. 7 Back to the Island ............................ .48
Old Wine, New Skins ..........................
10 The Portal of Fear. ............................
.49
Reawakenings ................................. 11 Wolves of the Sea ............................. 49
Adam's Wrath ................................... 15 Treasure of the Winter Wolf ................. 51
Schloss Mordenheim ......................... 19 The Frozen Fens .............................. 51
The Chase ...................................... 26 Sentient Snow ................................. 54
Of Mice and Madness.. ......................
..29 Adam's Lair .................................... 55
A Message Delayed .......................... 29 The Gate ........................................ 60
Schloss Von Aubrecker ...................... 31 Handouts ...................................... ..61
Baron Von Aubrecker ........................ 34 Fleas of Madness.. ............................
.62
Adam's Children ............................... .38 Flesh Golem, Ravenloft.. .....................
.63

Credits
Design: Lisa Smedman
Editing: Doug Stewart
Project Coordination: Dori Jean Watry
Additional Development: Doug Stewart
Cover Art: Robh Ruppel
Interior Art: Mark Nelson
Graphics Coordination: Sarah Feggestad
Art Coordination: Peggy Cooper
Cartography: Christopher Farris and David C. Sutherland 111
Typesetting: Angelika Lokotz

ADVANCED DUNGEONS G DRAGONS. ADED, MONSTROUS COMPENDIUM, and RAVENLOFT are registered trademarks owned by TSR,
inc. DUNGEON MASTER, DM, and the TSR logo are trademarks owned by TSR, inc. Ail TSR characters. character names. and the distinctive
likenesses thereof are trademarks owned by TSR, Inc. 61994 TSR, inc. All Rights Reserved. Printed in the 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.
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 mitten consent of TSR, Inc.

9439

TSR, Inc. TSR Ltd.


POB 756 120 Church End
Lake Geneva Cherry Hinton
WI 53147 Cambridge CB1 3LB
U.S.A. United Kingdom
-
little learning is a rescued by a sailor, himself the victim of a
dangerous thing; shipwreck, the party stumbles into a bay that
Drink deep, or taste seems to exist in perpetual summer-a bay
not the Pierian inhabited by three hags. For the purposes of this
spring; adventure, the PCs must be killed by the sea
There shallow hags. They will then be resurrected by Dr.
draughts Mordenheim and given flesh golem bodies. After
intmicate the Adam attacks Victor, the PCs are transferred into
brain, cloned bodies and they set off after Adam, who
And drinking largeL3 has stolen away Victor’s wife. If the PCs survive
sobers us again. these adventures and return Elise Mordenheim
-Alexander Pope to her husband, they travel back to the Isle of
Agony, where they can enter Adam’s lair and

-
Knowledge can be a delicious search for a dimensional gate to take them
thing. What mortal has not home.
dreamed of discovering the
secrets of the ancients, of pushing
the frontiers of science to the Background Information
ultimate? Unimaginable rewards await those his adventure is set in Lamordia, one of the
who succeed.
Yet there were some things mere mortals were
never meant to know. Some mysteries should
T domains at the core of the RAVENLO*
campaign world. It is designed for a party of
four to eight characters of levels 5 to 7.
remain eternally secret, the providence of the important background information about the
gods alone. domain of Lamordia and its principal nonplayer
When the thirst for knowledge becomes characters (NPCs), Victor Mordenheim and
unslakable, the dividing line between good and Adam, can be found in the sourcebook from the
evil is veiled. The consequences of evil are RAVENLOFTboxed set, Realm of Terror, on pages
hidden, a s are the rewards of returning to the 104 through 109.Please note, however, that in
light. In the blind pursuit of knowledge, the this adventure age and experience have
quester will drink any cup dry, no matter how augmented Adam’s statistics, and he is now a
tainted, no matter how bitter its dregs. more formidable opponent.
This adventure concerns the obsessive quest Other useful sources of information include
of one Victor Mordenheim, a man who delved the Monstrous Manual, and the RAVENLOFT
unknowingly into the darker reaches of the soul, Appendix to the MONSTROUS COMPENDIUM”, which
who committed unspeakable acts, and then provide important information about the
rejected the gods in order to serve Science. He monsters encountered in this adventure. Van
is a man whose small victories and successes Richten’s Guide to the Created also offers useful
have completely blinded him to the horror and background material.
agony of his deeds-and to his ultimate doom. Additional information, on a secret society
This is also the story of Adam, his creation. that exists within Lamordia, can be found in the
Bound together for all eternity by chains of Cryptic Allegiances sourcebook from the
eternal torment, the pair dance a ghastly Forbidden Lore boxed set-see “Adam’s
minuet, their wretched fates entwined like twin Children,” page 20. This information, however,
snakes upon a rotted caduceus. need only be used by a DUNGEON MASTER^^
This adventure will see the PCs shipwrecked (DMTM) who wants the drama that additional
on the Isle of Agony in bleak winter. After being background material will provide. All necessary
NPC statistics, maps, and descriptions of the paid only the most cursory attention to his wife,
monastery that is the headquarters of this the beautiful Elise Von Brandthofen. AH of his
society are provided within this adventure. time was spent in his lab, ceaselessly laboring at
the experiments that consumed him.
Then, on a stormy night in November of ‘ 15
Running a RAUMLOFT~
Aduenture (as reckoned in the world the scientist came

R
unning an adventure in the Demiplane of from), Dr. Mordenheim at last succeeded in
Dread requires much more effort on the electrochemically stimulating the cells ofdead
part of the DM than a standard ADGD” tissue. His creature, sewn together ffom the
campaign. The RAVENLOFTsetting, by its very bone, muscle, and flesh of dead bodies, came to
nature, demands a greater level of theatrics, life.
pacing, and mood setting than do most other Victor delighted in his creation, regarding
role-playing games. Those who are willing to go “Adam”a s the child he and his barren wife could
the extra distance and pay close attention to never have. But Adam showed an u n n a t u d
detail will find the rewards are well worth the affectionfor Elise that terrified and repulsed her.
effort. Even when, two years after Adam’s creation,
The DM should become thoroughly familiar Victor introduced a playmate to his creation (a
with the material in Adam’s Wrath and have a seven-year-old orphan whom he found half-
good working knowledge of the backgrounds of starved and dying in an alley near Ludendorf‘s
the domain, the NPCs, and the story of Adam. docks), the situation did not improve. Adam
seemed jealous of the attention young Eva (as
the Mordenheims had named her) received.
fear and Horror Checks Such was his antagonism toward the girl that
From time to time it will be suggested that the
DM make a fear or horror check. These rules are
meant to encourage better role-playing, and
should be used when and where the DM thinks it
necessary.
Elise threatened to leave her husband and take
Eva away if his attempts to encourage Adam’s
“social adjustment,” using Eva a s an
experimental tool were not stopped.
An ordinary man might have heeded the
I
If the players are doing a good job of acting
their roles in terrifying situations, the DM will
have no need for these checks. Encourage the
pleas of his wife. But Victor was drunk with the
power of his newfound knowledge, and his
attempts to socialize and educate Adam
I
players to have their characters act in a manner continued.
that suits the situation. Fear and horror checks Then, one night in April of ’17, Victor’s world
should be used only as a last resort. came crashing down upon him. Awakened by
screams, he rushed to Eva’s bedroom, only to
find the girl missing and his wife in a crumpled
Story Background heap beside the bed. Looming over her was the
For thirteen years, Doctor Victor Mordenheim monstrous Adam, holding a bloody scrap of
searched for the source of the proverbial “spark Eva’s nightgown. With a furious roar, Adam
of life” that abides in all living creatures, disappeared into the misty night.
attempting to reproduce it artificially. With this Elise was stilt alivebut only just. It was clear
knowledge, he believed, he could reverse the she would die within the hour unless drastic
process of death and restore life to dead tissue. measures were taken. Now Dr. Mordenheim
H e could, in fact, bring the dead back to life. faced a new challenge: maintaining the spark of
So obsessed was he with this quest that he life in the woman h e loved.
spurned all else. He barely ate, rarely slept, and Victor worked feverishly, trying to restore
Elise to health. But for all his efforts, he was previously, Dr. Mordenheim has resurrected her,
barely able to keep her alive. She remained a via cellular reproduction, from a hank of flesh
ragged corpse, continually in need of ever more that was overlooked by the PCs. Unfortunately,
complicated machinery to sustain her. Unable to the resurrected Elise has reverted to the Sam-
face the agony in Elise's eyes, Victor kept her sad shape she was in before. She depends 01
under heavy sedation.
At one point, Victor thought he had found a
the crude life support svstems Victor ha- ---
to keep her alive.
way to transfer her soul into a healthy, whole
body by an electrically induced "soul
transference." But his experiments proved The Domain o f Lamordia
catastrophic, nearly killing Elise. (These events

0
n the night that Adam first was given life at
are described in the adventure "Bride of the behest of the gods (the same gods
Mordenheim" in the Book of Crypts; Van whom Victor Mardenheim openly scorn:
Richten's Guide to the Created also contains his body was imbued with a soul that W~
background material about flesh golems.) H e troubled and twisted, rife with evil inteni
has likewise discarded the idea of building a Combined with the malefic miasma produce1
body for Elise and transplanting her brain into Dr. Mordenheim's foul experiments, Adam's
it-his experiments with flesh golems have spirit proved an irresistible lure in the demipl
taught Victor that these creatures are not only of dread. Gradually, over the months that
hideous to behold, but that they lack any followed, Mordenheim's estate was inexorabl
emotional capabilities. He wants the return of his drawn into the world of Ravenloft.
wife a s she once was-her beauty and emotions The domain of Lamordia sprang into beins
intact. around the estate some years before. Such u
As the adventure opens, Dr. Mordenheim and Dr. Mordenheim's obsession with his work th
his entourage have been transported to at first he failed to notice the change. The
Ravenloft, where Lamordia was waiting for them. differenceswere subtle; the land appeared th
In recent months, Dr. Mordenheim has shifted same a s before, a s did its people and the to\n
his efforts away from the reanimation of dead in which they lived. But now the folk of
tissue and toward an attempt to regrow living Lamordia exist only to feed Dr. Mordenheim's
organisms from single cells or groups of cells. insatiable hunger for experimental subjects-and
His experiments in cloning (a process Victor to torment him by spurning him with the fear
calls "cellular reproduction") are just on the and loathing one might expect them to reser
verge of success, when the player characters' for his monster. Victor desperately yearns for the
ship careens onto the rocky shores of the Isle of companionship and acknowledgement of other
Agony. scientists: instead he is surrounded by those he
Note: If the player characters (PCs) have deems "ignorant fools and cowards.''
been adventuring in Ravenloft for some time, Lamordia's cities appear a g e d both
they may have experienced the events of "Bride Ludendorf and Neuhuchtenburg seem to hav
of Mordenheim." If so,they may already have been in existence for several hundred years. But
defeated Dr. Mordenheim and attempted to heal their people, when questioned about ret-*
his wife Elise. But even if the P C s had previously
"killed the doctor, he will have returned to his ---tradic+--., A**-- -..A_---..-
history, oken falter in their answers, givi

home after one week, his body that of: a freshly


dead corpse. By the time of this adventure, he
will have assumed his usual form. And even if
Elise was destroyed or carried away by the PCs
n journeying Narrative
through /ife, the
task be mine
To paint the gloomy
horrors of the

m'appointed place
of rendezvous,

I meet. ibrates the sheets and ratlines, creating ai


-Robert Blair erie. high-pitched thrumming that assaults
3ur ears. Before you can get below, the ship

I
The lsle of Agony has .rikes the rocky m a s t and shatters like a
been Adam's home for ottle thrown against a stone wall. Freezino.
six years, ever since he
fledSchloss
Mordenheim after that our lives.
fateful night in '17. It is a desolate, dangerous
place. The island is inhabited by many of the
same wild animals found in the rest of Lamordia The PCs gain the shore by any means
(wolves, giant weasels, moose, bear, and lynx), available to them-swimming, hanging on to
but in addition it is home to a number of skeletal broken pieces of masts or spars, or
bats and flesh golems, (created by Adam in his commandeering a lifeboat. The DM should keep
efforts to duplicate the scientific experiments of the mood oppressive and dangerous. The PCs
Doctor Mordenheim). One coast is inhabited by have nothing but their regular clothing, whatever
a colony of lycanthropic seawolves. The island they are carrying, and their abilities. A fear
is also home to a sea hag. check is appropriate.
The PCs arrive in the winter, when the island
is connected to the mainland by jutting slabs of
ice. Reaching the mainland involves first
crossing five miles of ice to the island known a s
The Finger, then crossing an additional mile of
ice to Lamordia.

Overview
The adventurers have taken passage on a cargo
vessel from any port, whether they are in the
demiplane or on any ADGD" world. Their
intended destination is not important, nor are
the reasons for their journey. Their ship is
wrecked on the shoals of the Isle of Agony.
Helpful Hans

T
he Isle of Agony is not overly large-all
told, it encompasses perhaps 100 square
miles. But so well hidden is the lair of the
lord of Lamordia that adventurers might search
forever and not find it. In all of Lamordia, only
one man (other than Adam) knows the island's
secrets.
Hans Giesbrecht was a bos'n aboard the,
schooner Sweet William, one of the ships
was sabotaged by lycanthropic seawolves a n
left to rot in the waters off Baytown. The rest of
the crew died fighting (or later succumbed to
infection and became seawolves themselves).
Only Hans escaped, thanks to the magical
ring he inherited years ago from his
grandfather.
For the past year and a half, Hans has eked
out a lonely existence on the Isle of Agony. He
survives by hunting, rarely camping for more
than a night or two in any one spot. Although he
tends to stay close to the coast, hoping to flag
down a passing ship, he has also explored the
interior of the island. Hans was in the protea, gutting anu
He knows that Adam lives on the island and skinning the caribou when:he heard the PCs
has seen him enter the island's only river at a approaching. Slipping on his ring of leuitatio
point where the river emerges from a hillside. he leapt into the air and. letthe.wind carry
(Adam disappeared underwater, and Hans beat the shelter of some nearby bowlders. H e
a hasty retreat.) crbuches behind them, .watching the PCs
Hans has also had run-ins with the flesh through a crude periscopehe has made fr
golems that occasionally appear without wooden tube and two mirrors. :

warning on the island. (These are crea Mans spies on the PCs long enough to s a
created in Adam's cavern laboratory.) himself that they are not seawolves in hum
a jagged scar on one arm a s a result of

A figure slowly rises from the shelte


The PCs encounter Hans a s they stumble toward ne boulders. It is a man. H i s body is
the village: Hans finds them more dead covered by animal furs that have been rude
stitched together into rough clothing. His fei
alive. Their gear is gone, except for what
are wrapped in furs. He holds a cutlass in one
had on their persons when the ship went
hand, a wooden tuoe in the other. He is
The freezing swim through icy waters and
Jng. but his face is weather-beaten and h
attempt to struggle to the distant village h
3rd is long and tangled. Seeing your
taken their toll.
I
Hans has remained on the Isle of Agony
because he has so far been unable to bypass the
seawolves who guard the only land access from
the island.
Hans is a solid fighter when cornered, but
tends to cut his losses and run if he gets the
chance. (Treat him a s having a morale of 7.)

work sled. He stacks his supplies on the icy


ground and helps the PCs into the sled. Quickly
Sua Hag Summur
skinning the caribou, Hans covers the PCs with
it, then adds other skins and his meager
supplies, packing them around the characters.
At this point, the DM may wish to have Hans
search the beach for the PCs’ gear, a s it is
H adra, the sea hag, was captured by Adam
some years ago. At that time, he was still
welcome at Schloss Mordenheim, and she
was the most beautiful woman in Ludendorf.
Tragically, Adam fell in love with her, but she
possible that some or all of it washed up on the spurned his advances. After a nearly fatal battle
rocks. with him, she managed to escape. Plunging out
Finally, Hans belts himself into the sled’s of a window of the Mordenheim estate, where
harness and sets off, away from the village. If Adam had held her, she dove into the Sea of
the PCs ask Hans why they are not going to the Sorrows. Badly wounded, she dared not return
village, he merely grunts and mutters something to Ludendorf, lest Adam search for her there.
about having his own supplies. Instead, Kadra used her remaining strength to
swim to the Isle of Agony. Here, in a seaweed-
Hans Giesbrecht choked bay on the island‘s northern peninsula,
3rd-Level Fighter, Lawful Neutral she made her home. The area is shown on Map
1: Home of the Sea Hag, on the poster map.
Armor Class: 8 Str 15 Kadra was welcomed into the demiplane, and
Movement: 12 Dex 16 her home was reshaped to make it more
Level/Hit Dice: 3 Con 12 hospitable. The bay she inhabits is continually
Hit Points: 16 Int 14 warm and sunny, a s if a control weather spell
THACO: 18 wis 10 had somehow become permanent and
No. of Attacks: 1 Cha 12 impossible to dispel. The tide still rises and falls
Damage/Attack I d 8 (cutlass) or l d 4 (dagger) at the same rate a s that of the ocean beyond the
Special Attacks: nil bay, but the waters here are always warm. Fish
Special Defenses: nil and other sea creatures teem in this secluded
Magic Resistance: nil cove. In winter, ice floes enter the bay, but
instantly melt when they cross the invisible
Originally from Neufurchtenburg, Hans has trav- dividing line.
eled by ship to several of Ravenloft‘s domains Years ago, Kadra and her wandering sisters
and is familiar with several port cities. Hans Kedra, an annis hag, and Kentra, a green hag,
wants only two things: to return to his life at sea, formed a covey. Kadra has not seen her sisters
and to see his sweetheart, Marie-Claire, in Port- since Adam captured her and she escaped from
a-Lucine. Having at last found companionship Schloss Mordenheim. They have much to
after more than a year of having no one to talk discuss.
to, he will speak unceasingly about each of his The hags are carnivores who have a taste for
“true loves,’’ and tell tall tales (see page 51). human flesh. Kadra has used her wand of poly-
morphing to transform several of the island‘s killed. but, true to form, should run away at the
tamer animals (deer, sea otters, and badgers) first sign of the covey’s resistance.
into human children. In each case, the child
resembles the Kadra that existed before Adam’s
depravities, with long blonde hair and dark,
almost ebony eyes glowing with innocence.
l k e sea hag keeps these Kadras imprisoned
for herself and her guests. Butchering the
children and destroying their beauty gives her
great pleasure.

^ueruiew
Hans and the PCs stumble into Kadra’s bay.
While Hans is aware of Kadra, he is totally
unaware of the fact that her sisters are visiting.
The PCs must not survive this encounter, and
three hags working covey spells should take
them out quickly. The DM should not drag out
the death scenes. Kill the characters a s quickly
a s possible to move them to “Old Wine, New
Skins,” the next encounter. Hans should not be

..,.. .
Each of the cages contains 2d4 animals that
have been polymorphed into children (treat a s
0-level humans). All are in need of food and
medical attention. None of them are capable of
caring for themselves in human form. A horror
check may be required here.
The interior of Kadra’s hut is a repulsive
mess. Rotten fish heads, animal bones, and
broken utensils litter the floor and scraps of dirty
cloth have been piled in one corner a s a bed. A
crudely made table and a single chair are
jammed into another corner. Under the debris,
Kadra hides her treasure: 3,000 s p and 3 gems
worth 400 sp each.
Hans and the PCs can easily cross the Kedra and Kentra are wanderers, visiting their
invisible barrier; it only separates the weather sister and catching up on personal histories.
inside the bay from the weather beyond the bay. Their meager possessions are strewn casually
Once inside, the PCs begin to recover and regain about the room.
their strength. The hags will try to catch the PCs a s they
Kadra lives in the hut at the center of the bay. enter the hut. If the PCs do not go to the hut, the
While it may look easily accessible, it is well hags will have been polymorphed into
protected. If the party approaches the structure, imprisoned children with Kadra’s wand, and
read or paraphrase the following text. If the PCs weep and cry until the PCs either release them
do not choose to investigate, Kadra, or one of or come close enough to be destroyed.
her sisters, polymorphed into the form of
young, blond girl, will approach them. Kadra (Sea Hag): Int avg (10); AL C E AC 7;
MV 12, Sw 15; HD 3; hp 17; THACO 13; #AT 1;
Drng ld4+6 (claw or dagger); SA deadly glance;
SD appearance causes fear; MR 50%;SZ M
(5’tall); MLsteady (11);XP975.
boards. Radiating from it, like the strands of
spider’s web, are floating boardwalks. These
Kedra (Annis Hag): Int very; AL C E AC 0;
lead to other structures, also built o n stilts-
but these are not huts. Instead they are cage
MV 15; HD 7+7; hp 35; THACO 13; #AT 3;
Dmg ld8+8/ld8+8/2d4+1; SA nil; S D change
made from stout poles. You can see that eac
cage contains a s many a s half a dozen selfat will; MR 20%; S Z L, 8‘tall; ML 15;
children who slump listlessly against the wal XP 4,000.
of their prisons, their bare legs dangling
through the slotted floors.All are girls with Kentra (Green Hag): Int very; AL N E AC -2;
long blonde hair and dark eyes, and all are MV 12, Sw 12; HD 9; hp 42; THACO 11; #AT 2;
dressed in rags. Occasionally, one utters a Dmg ld2+6/ld2+6; SA mimic ability, change
low moan. Otherwise the air over the bay is selfat will; SD spells (audible glamor, dancing
lights, inoisibility, pass without trace, speak
with monsters, water breather, weakness);
MR 35%S Z M, 6’tall; ML 17; XP 4,000.
idnight past! Not a
sound ofaught Narrative
Tho’ the silent house,
3ur eyes are wide open, but your vision is
but the wind at
his prayers.
Isat by the dying
fire, and thougt
Of the dear dead
woman upstair:
A night of team! fo,
the gusty rain
Had ceased, but the
eaues were
dripping yet;
And the moon
looked forth, as tho’ in pain,
With her face all white a n d wet.
-Robert, Lord Lytton

Schloss Mordenheim, the home of Dr. Victor


Mordenheim, is perched on the lip of a 14o-foot
cliff,overlooking the stormy waters of the Sea of
Sorrows. Waves crash against the rocks below
and sea birds circle overhead, filling the gloomy
air with their unearthly cries. The schloss
glistens with ice, glowing darkly in reflectel at you are no more
moonlight.
The PCs arrive at Schloss Mordenheim
dead-a little gift from Kadra to Victor, raw
material for his “experiments.”
The task of rebuilding the PCs takes some
I time. Winter’s icy grip is fully upon the mainland
by the time Victor’s tentative manipulations of **
the PCs are complete.
This section of the adventure begins a s the
PCs awaken part way through the procedure
Victor is performing upon them. They will
have a total of three awakenings, each of ’5
them dark and uainful. Thev will finallv awakens
to discover tha; they have become flesh

I
golems.
The player characters will have an
opportunity to explore Schloss Mordenheim,
in their new bodies, and may or may not laboratory. For a complete description
choose to defend Dr. Mordenheim when Adam laboratory, see Room #13 in Schloss
-A*--,.-
>. Mordenheim.
After a moment, Dr. Mordenheirn enters the
room to check on his subjects. Muttering to
himself, he takes samples of the liquid nutrient
and adjusts dials at the top of each jar. One by
one, the PCs slip into unconsciousness.

Reawakenings
scene takes place in the lightning tower
IS
1 toom #23)of Schloss Mordenheim. To
i d suspense, The DM might pull each
player aside while reading it, creating the false
impression that a different fate is befalling each
character.

Narrative

One by one, Victor is animating the bodies


into which he has transplanted the PCs’ brains,
In this next scene, Victor completes the
procedure and the PCs begin their new lives-as
flesh golems.
Victor Mordenheim
Human (0 Level), Lawful Evil

Armor Class: 10
Movement: 12
Level/Hit Dice: 0
Hit Points: 55
THACO: 20
No. of Attacks: 1
Damage/Attack: l d 3 (surgical kni
Special Attacks: nil
Special Defenses: See description
Magic Resistance: nil
(For a complete description of Dr. Victor
Mordenheim, see pages 104-108 of the Real
Terror sourcebook.)

Flesh Golem (Ravenloft): Int avg (12); AL CN;


AC 6; MV 12; HD 9; hp 40; THACO 11; #AT 2:
Dmg 2d8/2d8 (fists);SA strangulation;
SD immune to cold and electricity, need + 1 c .
better weapon to hit; MR special; SZ L (7-8.:,tall),
ML fearless (19);XP 5,000.

Flesh Golem PCs

Armor Class: 6 Str 18/00


Movement: 12 Dex 10
Level/Hit Dice: 9 Con 18
A horror check should be made here. if the Hit Points: 40 Int (same a s before)
players do not react with sufficient terror. The THACO: 11 Wis (same a s before)
PCs are still in the laboratory, strapped to Cha 3 (except priests
surgical tables that have been inclined against No. of Attacks: 1 (by weapon) or 2 (fists)
the walls to raise the PCs into an upright Damage/Attack 2d6/2d6 (fists) l d 6 c 5 (clul
position. Their brains have been transplanted Special Attacks: Strangulation
into flesh golem bodies. The characters are able Special Defenses: See below
to talk and all of their senses have been Magic Resistance: Special
restored. They are in huge, 7-foot-tall bodies Save vs Paralyzation/Poison/DeathMagic: 8
that have been sewn together from the body Save vs Rod/Staff/Wand 10
parts of the corpses of several different men and Save vs Petrification/Polymor-h.
women. Their original bodies are now useless Save vs Breath Weapon: 9
and Victor will have his servant lgor destroy Save vs Spell: 11
them.
In their new flesh golem bodies, the PCs will
discover several changes-some are beneficial,
while others will prove frustrating hardships.
The alignment of each PC remains the same, after suffering fire damage. PC flesh golems
but with a tendency to swing without warning have no immunity from diseases, and they
toward Chaotic. Once each day, if a PC continue to possess emotions-they must still
encounters humans or demihumans, there is a make fear and horror checks.
15%chance of the character flying into a The greatest danger the PCs face is the
berserk rage and strangling someone. (The possibility that their brains (the only original
victim is the person who most reminds the PC of body part remaining, the repository of
his or her former self, due to race or class.) consciousness and the soul) might be
The PCs gain all of the strengths and abilities permanently damaged by fire or acid. Should
of flesh golems: immunity to cold, electricity, such an attack be aimed directly at a PC‘s head,
and certain spells; strangulation attacks; a +4 the PC must save vs paralyzation. If the saving
bonus on saves vs poison, level draining, and throw fails, the PC loses 1 point of either
gases; immunity to nonmagical weapons and Intelligence or Wisdom for every 4 hit points of
attacks by monsters of 4 Hit Dice or less; and damage suffered. A saving throw is also
regenerative powers. They also have the required in the case of area attacks of acid or
weaknesses of flesh golems: they take fire: failure results in the loss of 1 point of
permanent damage from fire and acid and if Intelligence or Wisdom for every 8 hit points of
reduced below 0 hit points, they must be damage. (Fire and acid attacks that do less than
reactivated with a jolt of electricity. 4 or 8 points of damage do not require a saving
The PCs do not, however, have the flesh throw. Do not round numbers up.)
gnlom*’ innaio foar nf f i r m Thic i=a I’=a,moA
f€ dhen Dr. Mordei
brains into the PCs’ newly cloned bodies (which experience points once Victor has transplanted
he will do later in the adventure), they do not their brains into the cloned bodies.)
recover from this damage. (Mordenheim could People will treat the flesh golem PCs a s
attach parts of another brain to the damaged monsters and may even hunt them down. If
brain, but then the PC would be faced with the caught, they face the prospect of being burned
unpleasant possibility of having two minds
trying to control the same body!)
As flesh golems, the PCs have superior
Constitution and Strength ( a bludgeoning
weapon used by a PC flesh golem does ld6+5
damage). But due to their ghastly guises, any
normal human or demihuman who sees them is
likely to run in terror. Likewise their Dexterity is
reduced, due to the clumsiness of the new
bodies. They also suffer a loss of Charisma.
A limited exception to the Charisma rule
affects clerical PCs. While their Charisma is also
reduced when dealing with others, in the eyes of
most of their gods, who see into their hearts,
they have not changed. Priests do not suffer
penalties when wielding spells, so long a s they
continue their devotions. (Given the fact that
they are now monsters, however, it will be
difficult for PC priest to enter a temple and make
offerings. Priests whose gods value physical
beauty will suffer some penalties.)
While their Intelligence and Wisdom scores
have not changed, lack of coordination means
that wizards will cast 1 less spell per level. For
the same reason, psionicists using their
dmciplines will only have half of their normal
PSPS.
Those PCs who previously used armor will be
unable to continue doing so. Their old armor will
not fit their new bodies. Any new armor would
1- I
trearning tears that Sneaking into the mansion when Victor and lgor
never stint, were asleep, he stole the broken bodies
Like pearl drops from a produced by the doctor’s experiments.
flint, Reanimating them, Adam created his own army
Fell by courSe from his of flesh golems in preparation for an attack on
eYes the estate. But the golems would not serve
m a t one another’s Adam, and wandered away.
place supplies; Until now, Adam has been wary of attacking
T ~ L Ihe
S grieved in Victor directly, believing that he himself might
die if he kills Victor. But now, Adam’s frustration
P
and hatred, his obsessed anguish at standing by
his heart. while Victor “tortures” Elise, have driven him
-Robert Greene beyond either reason or caution.

Dr. Mordenheim and


I Adam. his creation. are
linked by more than In this section of the adventure, Adam sneaks
iust their shared into the mansion and attacks Victor. Adam then
histories. Their fates are linked one to the other. steals Elise and carries her away.
The doom of one is the doom of the other. If the PCs follow Dr. Mordenheim downstairs,
Although Victor is a 0-level human, he has read the following text. If they do not follow him,
the same number of hit points a s his creation. Elise will be in Room #16 and Adam will find
Each injury that Victor suffers is felt by Adam
(although the monster’s incredible Constitution
allows him to conceal much of his anguish).
There is only one way to permanently kill #
Victor (or Adam). Both must die at the same
moment. Should Victor alone be “killed,”his
body will regenerate from the smallest shred of
flesh at a rate of 1 hit point per hour. Should
his body be utterly destroyed, his spirit will
claim the body of a freshly dead human male,
gradually transforming it over l d 6 days until it
resembles the Mordenheim (or Adam) of old. way after the doctor, down the stairs to the
But immortality has its price: Victor also shares
the emotional torment of his monster.
Adam yearns to tell Victor of his sorrow about
what happened that dreadful night when Victor
found Adam standing over Elise’s battered body.
Adam loved Elise more than life itself, and her
rejection of his declarations were met with only
more passion-a passion that has since
developed into single-minded obsession.
Time and again Adam was driven away from
Schloss Mordenheim. Over the years, his hatred
of Victor grew and he plotted his revenge.
T”

Adam is in the dinning room; he and a small


band of his own flesh golems are attacking Dr.
Mordenheim, with intent to kill. Adam’s Children
do not aid him out of loyalty, however, for the
true rulers of the demiplane have seen to that.
Rather, he has promised them food and shelter
through the next winter if they will help him kill
his creator and rescue his beloved Elise.
Elise is a sorry sight. Little remains of her
original body. Over the years since her death,
Victor substituted either mechanical devices for
her limbs, or “temporarily”grafted on pieces of
other bodies. Her skin is withered and has a
blue-gray sheen to it, and what remains of her
matted hair is white. Her eyes are sunken
hollows. Yet she can still be identified a s the
pitiful remnant of the woman in the portrait in
Room #3 by the birthmark on her upper lip.
Victor keeps Elise heavily sedated.
Sometimes she moans. On those rare occasions
when she has regained consciousness, she
either cries out for Eva, her adopted daughter, or
pleads for the release of death.
If Elise awakens, she will beg to have the
“fiendish devices” destroyed-those machines
that sustain her agony by keeping her alive.
But Elise cannot be killed. If one scrap of her
body remains, Victor will resurrect her using his
flawed cellular reproduction technique (which
leaves Elise in the same sad condition she was
in before). Even if her body is utterly
destroyed, Victor has collections of her cells
stored in a safe place, from which he will grow
a new Elise.

Narratiut
Adam has broken off the attack because of , .
the pain Victor’s injuries are causing him. In a ring, wand, or miscellaneous magical item is
murderous rage, he lashes out at the PCs, joined used against him, casting spell effects of a
by his flesh golems. nondamaging nature, Adam absorbs the energy,
regenerating hit points at a rate of 1 hit point per
Adam level of the spell the magical device replicates.
Lord of Lamordia, Chaotic Evil Alternatively, Adam may absorb l d 4 hit points
for miscellaneous magical item attack or effect
Armor Class: 7 Str 20 directed at him, l d 6 hit points per ring, and
Movement: 15 Dex 17 ldlO hit points per wand, staff, or rod.
Level/Hit Dice: 12 Con 20 Like all flesh golems, Adam has a high
Hit Points: 55 Int 16 metabolism and regenerates naturally, at a rate
THACO: 9 (6 w/wpn) Wis 12 of 3 hit points per hour (1 hp every 20 minutes).
No. of Attacks: 2 Cha 2 Unlike golems, however (that must be repaired
and reanimated with a jolt of electricity when
DamageIAttack 2d8 (+8w/wpn) reduced below 0 hit points), Adam can
Special Attacks: nil automatically regenerate back to full health from
Special Defenses: +1 magical weapon to hit the smallest remaining piece of flesh. Should
Magic Resistance: 25% Adam’s body be destroyed outright, his spirit will
Move Silently: 80% (at half normal movement seek out the body of another of Lamordia’s flesh
rate) golems, gradually transforming it over l d 6 days
Hide in Shadows: 80% until it resembles the Adam of old.
Detect Noise: 85% Like a flesh golem, Adam is capable of
Climb Walls: 80% strangling any victim he hits with both fists in
the same round. Adam’s strangulation does 3d8
For a description of Adam, see pages 108- points of damage per round. The victim may
109 of the Realm of Terror sourcebook. In this only break free if he or she has a Strength of 18.
adventure, Adam has additional powers, a s Two adventurers may work together to pull
described below. Adam off the victim (one pulling each arm) but
each must possess a Strength of at least 10.
Combat: Adam is immune to natural cold and During Adam’s creation, Dr. Mordenheim
electricity, and suffers only half damage from injected a number of stimulants and serums into
magical attacks of this type (or no damage, if he his blood. The chemical reactions of one serum
makes his saving throw). Other damaging spells with another have given Adam total immunity to
harm him normally, but all other spells cause all poisons.
him to regenerate hit points at a rate of 1 hit
point per level of the spell cast upon him. Flesh Golems (Ravenloft) (4): Int avg (9);
Additionally, Adam is able to absorb the AL CN; AC 6; MV 12; HD 9; hp 40; THACO 11;
energy of certain magical items that do not #AT 2; Dmg 2d8/2d8 (fists); SA strangulation;
SD immune to cold and electricity, need +1 or
better weapon to hit; MR special; S Z L (7-8’tall);
ML fearless (19);XP 5,000 each.

You struggle in the grip of the walking dead. The


golems grip your arms with preternatural
strength, but you possess the same strength.
The PCs will be clumsy in battle (automati- The following room descriptions should be
cally lose initiative during the 1st three rounds), read to the players a s they explore
gradually learning more control a s they fight Mordenheim’s Estate. The DM should only read
Adam’s golems. To add drama, the DM might the text printed in italics to the players, the other
like to have Victor attempt an escape down the information is only for the DM. A map of the
stair-slide and trap door leading to the Power estate is on the inside cover.
Room. Some of the PCs may follow, only to be
trapped there by Adam and slammed into the 1) Courtyard Worn stone steps lead down from
electrical panels. The PCs are immune to the the rusted wrought-irongate, hanging by one
electrical effects, but they will not be thinking hinge. The area beyond is thick with weeds and
like golems-make a fear check, if necessary. wind-blown debris. A small fountain at the
Their automatic reaction should give Adam time center of the courtyard is filled with brackish
to get Elise and escape. water and decaying leaoes.
Igor, Victor’s servant, returns to Schloss The murky water is about 2 feet deep, and
Mordenheim too late to do anything but help contains rot grubs.
Victor and the K s out of whichever room they
are in and to see to their wounds. Rot Grubs (3d4): Int non (0); AL nil; AC 9;
After wreaking destruction upon the lab and MV 1; HD less than 1; hp 1 each; THACO nil;
the PCs, Adam fled Schloss Mordenheim #AT 0; Dmg nil; SA burrow into flesh SD nil;
carrying Elise in his arms. Victor will recover MR nil; SZ T (1 ” long); ML unsteady (5);
from his injuries in a matter of hours, if he was XP 15 each.
simply killed, or in a l d 4 days if his body was
completely destroyed. Inside Schloss Mordenheim: Most of the K s
The PCs should recover before Victor does, exploring Mordenheim’s mansion will have
and that will leave them free to explore Schloss originated in Medieval-style worlds with limited
Mordenheim. technology. Inside the estate, they will encounter
something new: electricity.
All of the rooms of Schloss Mordenheim are
Schloss Mordenheim dimly lit by electrical power. Hand-blown glass
iewed from the outside, Schloss

U
bulbs containing glowing filaments hang from
Mordenheim is perched like a vulture on the wires descending kom the ceiling. These
lip of a 140-foot cliff, overlooking the primitive electric bulbs flicker and pulse in time
stormy waters of the Sea of Sorrows. Waves with the low-pitched, humming sound that
crash against the rocks below and sea birds pervades the entire mansion. Sometimes the
circle overhead, sending their eerie shrieks into walls tremble slightly a s the humming increases.
the gloomy air. During these periods (when power is being
Once this was a fine mansion, but now it is in drained for the doctor’s experiments) the lights
a state of disrepair. Shutters hang from windows in the rooms dim almost to the point of
like drooping eyelids, the central courtyard is extinction.
overgrown with weeds, its fountain has long The DM should describe the light b u l b s a n d
been dry, and the brick walls of the structure are other electrical devices found in Schloss
covered with a thick layer of gray grit. Mordenheim-in nontechnical terms. The light
Far below the mansion, angry waves pound bulbs could be reported a s “globes, glowing
against the rocks. In the distance, a low island weakly with a pale, yellow light,” the various
hunches up above the breakers. Beyond that, switch boxes a s “black boxes from which issue
the sea is obscured by mist. carved, wooden arms,” the wires and nests of
electrical cable a s “slim, black ropes of a shiny, Heaped in a corner, you see a stack of heauy,
strange sort that almost seem to move.” The bearskin coats. The ancient preplace is choked
PCs should be encouraged to mistake these with cobwebs, and a painting has fallen fro
products of science for magical items or effects. one wail, its glass sfarred and cracked. The
The best place for the following encounter to painting depicts a public building in a large city
occur is on the grand balcony (Room #5). and is captioned “Academy of the Sciences,
However, if the PCs leave the first floor without Essenbach. ”

exploring this room, have the encounter take


place somewhere on the second floor. 3) Sittins km:A n arched entrance opens into
Kadra, the sea hag has sent her two sisters, this roorr.. room itself is dominated by
Kedra, an Annis hag, and Kentra, a Green Hag, massive fireplace that is thick with cobweb
to enter Schloss Mordenheim and wreak The mantle is covered with dust. On the m
vengeance upon Adam for what has happened are several silver candlesticks and a
to her. Since they are separated from Kadra, ing of a young man and woman in formal dress.
however, the two hags cannot use covey spells. The man has a serious, aristocratic look and is
Each hag carries a hag eye, so that Kadra distinguished by a scar over his left eye. The
can watch them exact their vengeance. If the lower half of his left ear is missing. The woman
eyes are destroyed, Kadra takes 2d10 points of is a dark-haired beauty with a small birthmark
damage and is struck blind, though she will heal on her upper lip. She wears a flowing while
by the time the PCs return to the island. dress and carries a bouquet. The painting is cap-
Upon seeing the characters a s flesh golems, tioned “Victorand Elise, May IO, ’02.” Besid
the hags will assume that minimally they are is a smaller portrait of a young girl with ash
servants of Adam and deserve to die. They will blonde hair and wide, dark eyes. The walls
attack the PCs, crying out things like “you will the room are hung with heavy tapestries whose
pay for what Adam did to our sister!” and rlpcigns are obscured b y dust and cobwebs.
“vengeance for Kadra!” and “this is for Kadra!” he smaller portrait is that of Eva.

Kedra (Annis Hag): Int very; AL CE; AC 0; 4) Reception Hall:


MV 15; HD 7+7;hp 35; THACO 13; #AT 3; through a thick, w
Dmg ldS+S/ld8+8/2d4+1; SA nil; S D change iron bars. The door is splintered and
self at will; MR 20%;SZ L, 8‘tall; ML champion with age, yet is securely fastened with a 1
(15); XP4,OOO. (Thieves suffer a 20% penalty when
lock because the mechanism is rusted. The door
Kentra (Green Hag): Int very; AL NE; AC -2; may be battered open on a roll of 8 or less on a
MV 12, Sw 12; HD 9; hp 42; THACO 11; #AT 2; ld20.)
Dmg ld2+6/ld2+6; SA mimic ability, change The hardwood poor of this room is thick with
self at will; S D spells (audibleglamor, dancing dust, yet it is well traueled. Seuerat setsof
lights, inuisibility, pass without trace, speak footprints lead
with monsters, wafer breather, weakness); staircases that are set against the back wall,
leadina up to the right and.to the left.

A __mettrap door is located under a rug


2) Visitors’ Wing: This room is furnished with the point where the bases of the two stairca
two single beds, a table, armchairs, and a meet. When triggered by the knife switch
commode. The room is thick with dust, and the (hidden behind a painting opposite. the door to
curtains are so rotted that they tear ifparted. A - dining room), the left hand staircase turn?
I --
into a slide, a trap door set in the floor opens, valuables he has stolen from corpses in the
and a hasty retreat can be made. Ludendorf graveyard. The horde includes ld12
gems and l d 6 pieces of jewelry of varying
5) Grand Balcony: This walkway connects the quality and value.
sitting room with the &ibit room, and offers a A secret door to the exhibit room is located
breathtaking uiew of thesea ofSorrows. The behind a rotted tapestry.
railing of the balcony appears to be rotted. lgor also has a pet spitting snake. It is not
Anyone leaning on the raillng must make a native to the cold climate of Lamordia and
Dexterity check or suffer a 100-foot plunge moves sluggishly. It is hiding in the pile of
(10d6 points of damage) onto the rocks of a clothes near the fireplace, the warmest spot in
ledge the hangs 40 feet from the icy waters and this room. If the clothing is disturbed, it will
sharp rocks of the Sea of Sorrows. attack, gaining a +2 bonus on its surprise roll.
However, it is so sluggish that it can only attack
6 ) Exhibit Room: This rmm contains many once every round (rather than twice) and moves
wonders. Displays hold mounted skeletons and at half speed (6 instead of 12).
the fossils of extinct creatures, fluorescent rocks
and chemicals rest on sheiues, insects pinned to Spitting Snake (1): Int Animal; AL N; AC 5;
boards, strange creatures preserued b y the MV 6; HD 4+2; hp 19; THACO 17; #AT 1;
arcane art of taxidermy, and electrical devices of Dmg ld3; SA spit poison 30’; SD nil; MR nil;
uncertain function and origin-11 couered with SZ M, 8‘long; ML average (9);XP 650.
a thick layer of dust. Glassjars hold samples of
human and animal organs preserued in 8 ) Visitors’ Wing Attic: This attic seems
alcohol-hearts, liuers, kidneys, and euen storage place for spare linens (mostly rotted),
brains. Some o f thejars are attached to deuices chamber pots, cleaning supplies, empty baskets
that send a spark through the liquid, making and boxes, and miscellaneous, unwed
the organ twitch. Otherjars are cracked, their household items. In one corner, leaning against
reseruatiues haue oozed away, their contents the wall, is an assortment of skis of uaiious
mtrefied. The room smells of decay. lengths.
In the days when Victor and Elise were newly Entry into this attic is through a trap door
wed and the mansion was in better repair, this leading to the visitors’ wing.
room was Victor’s pride and joy. Here he Anyone sleeping in the room below will hear
displayed the fruits of his scientific strange rustling sounds above them at night. If
investigations. the attic is explored, a colony of skeletal bats
A secret door to the servants’ wing is located will be discovered.
behind a wall-mounted display of insects.
Bats, Skeletal (Ravenloft) (2d6): Int non (0);
7 ) Servants’ Wing: This room has the same AL N; AC 5; MV 1, FI 15 (C); HD 1-1; hp 4
furnishings as the Visitors’ Wing, except that it is each; THACO 20; #AT 1; Drng ld3; SA fear
a bit cleaner. Footprints cross the dusty floor in aura; SD nil; MR nil; SZ T (1‘); ML fearless (20);
seuerai directions and the fireplace has been XP 65 each.
used recently. The blankets on the bed are
rumpled, as ifsomeone had slept herejust 9) Dining Room: Dingy white tablecloths,
yesterday. Dirt-encrusted clothes are heaped in a stained with reddish brown blotches, couer
corner. A shouei leans against the wall. tables that haue been moued at right angles to
These are Igor’s quarters. In a space behind a one another. Thus placed, the tables create a
loose brick in the fireplace, he hides the cross-shaped work space bisecting the room into
four equal quadrants. Glowing coals in the Victor, of course, now believes himself to be
fireplace ward offthe chill that seeps through superior to all of them.
the mansion. There is a strange burnt fragrance
in the air that does not seem to come from the 11) Kitchen: Filthy, fine china dishes and dirty
fireplace. There is a staircase at the back of the siioer cutlery, pots and pans encrusted with the
room. remains of half-eaten meals, and smudged
Once this was a sumptuous dining hall with glassware are haphazardly piled on the sheiues
chandeliers, an inlaid dining table, and and in the stained sink. There is a water pump
decorative tapestries. Now it has been converted that produces rust-tinged water.
into a second laboratory. This room still functions as a kitchen. It is
The staircase at the back of the room here that Victor and his servant lgor cook the
connects this room with the main laboratory. meager meals. Their housekeeping leaves a I
The odor in this room is ozone, a byproduct of to be desired.
Victor’s electrical manipulations.
Gleaming surgical instruments are scattered 12) Pantry: The attic aboue h e Seruants’ Wing
across one of the tables. Beside them lies the holds the mansion’s food supplg. Baskets of all
body of a woman. Her stomach has been cut sizes are filled with produce. A fair amount is
open and her internal organs remoued. Her skull still fresh, but much of it has spoiled.
has also been cut open, and her brain remooed. baskets containing moldy foodstuffs
It floats in a glassjar filled with alcohol, lying on simply been pushed to one side.
the table beside her. Potatoes in a basket at the bottom of
Dominating one corner of the room are two untidy stack have sprouted a crop of ye
high-backed wooden dining chairs, each with mold. PCs searching this room have a 20%
an inuerted metal bowl mounted ouer the back chance of opening this basket and releasing
of the chair. The bowls would couer the heads of deadly contents. The chance increases to 10
anyone sitting in those chairs. They are linked if the PCs deliberately search each and every
with a series of black cords (copper wiring crate and basket in the
wrapped with black insulating paper) connecting
them to a deuice that features a number of dials, Yellow M o l d Int non (0);
switches and gauges. Two metal rods protrude HD nil; hp nil; THACO nil; #AT 1; Dmg nil;
from the top of the deuice. A n arc of blue SA poison spores: S D affected only by
“lightning”surgesup and down between the MR 20%;S Z S (1‘ patch); ML nil; XP nil.
rods. Restraining straps of buckled leather are
positioned on the a r m and legs of each chair. 13) Laboratory: The room is brightly lit b y glow-
The strange chairs were part of Victor’s failed ing glass globes and warmed b y the coals burn-
experiment in “soul transference.“ ing in the fireplace. It appears to be a laboratory.
The contents of this room are cause for the French glass doors in one wail lead to a tiny bal-
PCs to make a horror check. cony ouerlooking the lower courtyard.
Seueral stainless steel laboratory tables a
10) Hallway: This hallway is split into two lined up along the middle of the room. Blow
separate landings. Crossing from the kitchen glass test-tubes, beakers, uials and pipettes,
door to the dining room door requires Bunsen burners glowing with blue Ilames, coils
descending one of the twin staircases and of copper tubing, mortars filled with strange
mounting the other one. The wails are hung powders, delicate weigh scales, thermometers,
1 with portraits of the famous scientists Victor once and dark-brown glassjars filled with liquid, are

I arranged on the tables.


- :*

,,
,.’, Aiono., the waii. two windows arouide a uiew The tubs are Dart of Dr. Mordenheim’s latest
of the Sea ofsorrows. Six brass bathtubs, each experiment in cellular reproduction.
couered with a glass lid and filled with a pale Viewing these gruesome test subjects is cause
green liquid sit beneath the windows. At the foot for PCs to make a horror check.
of each tub are sets of dials marked with Two broken ones are on the balcony. They are
captions: “Temperature, “Salinity, “Pulse
” ” henchmen for Dr. Mordenheim and will attack
Frequency, and “NutrientLeuel. Needlesjiggle
” ” the PCs a s soon as they enter the laboratory.
in each. Hosesjust below the gauges carry The doctor doesn’t allow them to have weapons.
gurgling liquid from the bathtub into a The snakelike broken one has an incredibly fast
humming black box and back into the tub strike with its fangs, granting it a +2 THACO
again. On top of the box, an inked needle bonus. The catlike broken one has keen hearing
scribbles a wiggly line across a scroll ofpaper. and smell, immediately alerting it when the PCs
Each tub contains a recognizable creature. enter the room, no matter how quietly they try to
The first three tubs contain animals-a rat, a move. Since the PCs a s flesh golems are
dog, and a monkey-that are almost fully overwhelmingly powerful, the broken ones are
formed. The next two tubs hold human tissue. almost certain to flee or surrender.
The first is little more than a living torso-
rudimentary skeleton has formed, and immature Broken Ones (2): Int low; AL NE; AC 7; MV 9;
organs and tissue haue sprouted and attached HD 3; hp 17 snake, 19 cat; THACO 17 (15 snake);
themseiues to it. The second is in an euen more #AT 1; Dmg ld6; SA nil; S D regenerate 1 hp/
primitiue stage o f deuelopment-miy its brain, round; MR nil; SZ M, 5’tall; ML unsteady (7);
eyes, and spinal cord haue formed. :‘” * ‘ 5 .
I
14) Library: This room contains a long table, a Once this was the bedroom of Eva, the
single chair set before the fireplace to catch the orphan girl Victor rescued from an alley behind
warmth of the coals, and row upon row of one of the Ludendorf harbor taverns. Here, one
bookshelues. Scattered across the table are fateful night, Victor discovered the broken body
handwritten notes, most of them in an of his wife. One of the windows leading onto the
unintelligible scientificjargon. upper courtyard is broken and has been boarded
Here, Victor keeps his scientific texts, secure over.
behind a locked door. Most of the collection is Through this window the monster Adam
covered by a layer of dust, but spread open escaped, leaping first into the upper courtyard
across the table are a number of texts. Titles and then three stories to the courtyard below.
include: Graue’s Anatomy, The Polarization of Bi- The bedroom has been converted into a
Directional Current, Nucleic Acid and Cellular sickroom for what remained of Elise. She lay on
Structure, and Obseruations on the Effects of a bed between starched white sheets and was
Lightning Upon Liuing Tissue. connected to a formidable array of wires and
tubes. Pumps kept her heart beating and worked
15) Cell: A circular staircase leads up from the her lungs, injecting life-sustaining fluids and
library, following the inner wall of the mansion’s drugs into her body. Other pumps circulated her
tower. As it rises, it circles past the locked doors blood and drained away waste.
of three tiny cells, each no more than 5 feet in If the PCs did not follow Victor into the fray
diameter, floors couered with straw. A small with Adam, Elise is here when Adam comes
opening (about 6x6 inches) near the bottom of looking for her.
each door allows food and water to be passed. The door that opens into this room from the
The diminutiue hatch is covered with a metal upper courtyard is securely locked. Thieves
door: suffer a 10%penalty in picking it, due to the
In one of the cells a young woman is huddled quality of the mechanism.
against the far wall.
Dr. Mordenheim uses these rooms a s holding 17) Upper Courtyard: The courtyard is buffeted
cells for his live specimens-both animal and by chill blasts of wind.
human. It is a part of Igor’s duties to change this PCs who do not keep a tight grip on light
bedding between specimens. objects they hold or wear (for example, books,
One of the cells contains Victor’s latest spell components, hats, etc.) will see them
acquisition-Helga, a teenage girl who swept away unless they make a Dexterity
disappeared from the village of Ludendorf five check.
nights ago. The doctor has a s yet conducted no
experiments upon her, but she has seen the 18)Victor Mordenheim’s Bedroom: This room is
contents of his laboratory and lives in a state of comfortably furnished with a double bed,
constant terror. couch, wardrobe, commode, and writing desk.
Treat Helga a s someone who has failed her Coals glow in the fireplace. The room isdusty,
horror check and is suffering from obsession. but obuiously liued in-the bedsheets are
She mumbles continually about “the beast in the rumpled and the remains of a recent meal lie on
tub.” the writing desk beside a scattering ofpapers. A
quill pen stands ready in an inkwell.
16)Sickroom: This room appears to have been The two drawers of the writing desk are
a sickroom. It contains a rumpled bed, locked
equipment similar to that in the labs,jars, The upper drawer contains correspondence
ointments, and a bed pan-but no patient. n
the Lamordia of Ravenloft. Most of the letters are 21)Attic: This room is divided for most of its
replies to questions Victor had posed about the length b y a one-way, glass wall. Toys are
nature of the cell and electricity. Beneath the scattered about, they are thick with dust. A
letters are three keys that open the locked doors blackboard, cracked and dusty, is propped
in the tunnels below the mansion. against a window.
The lower drawer contains Victor’s journal. In This attic was once used by Victor a s a school
it are to be found the entries reproduced on room to educate his monster, Adam. The
pages 106-108of the Realm of Terror chamber is bisected by a wall of tinted, one-way
sourcebook. glass, the opposite end of the room was a play
area. Once, Victor would set Eva and Adam at
19)Cell: This cell is occupied by a strange play and watch through the one-way glass a s
creature. Parts of many other creatures form its the girl helped to “socialize” the monster.
body, and you can see that it has wings! The
straw that couers the poor is dirty and sour- 22)Cell: The door of this room is securely
smelling and a bowl of rotting fruit sits in one locked. Euen the small door set in the base of the
corner, tiny pies buzz lazily in the fetid air. larger one, that would normally allow the pas-
A broken one named Skaw is imprisoned sage of a food tray into the cell, has been sealed.
here. This vulturelike creature has rebelled Behind the door lies a gelatinous cube. Vicfor
against Dr. Mordenheirn, refusing to serve him. It feeds it the gruesome by-products of his
knows that it will be farmed for body parts soon. experiments through a trap door in the
Dr. Mordenheim has already taken its left foot. It the cell.
will agree to almost any terms for freedom.
However, as soon a s it gets a chance, it flies Gelatinous Cube: Int non (0);AL N; AC 8; MV 6 ;
away. HD 4;hp 21;TH
SA paralyzation;
Skaw (Broken One): Int low; AL N E AC 7; holds, paralyzati
MV 3, FI 18; HD 3; hp 1 5 THACO 17; #AT 1; attacks; MR nil; SZ L (5’
Dmg l d 6 (beak); SA nil; SD regenerate 1 hp/ cell);ML average (10); XP 975.
round; MR nil; SZ M, 5’tall; ML unsteady (7);
XP 175. 23)Lightning Tower: TMs room is dominated bg
an ouersized lab table that is positioned &ct
20)Attic: A box of toys sits in one corner of the below the lower end of a 60-foot metal md th
room, beside a stack of sheet music and a siluer extends through the ceiling and into the air
flute. There is also a smashed uiolin that looks aboue the mansion. Black cords snake I k X R the
like it was deliberately broken. A trunk holds rod to a battery ofpanels on the
gowns and shoes, hat boxes are heaped in panels are dials, giant, .forked knt
another corner.A second, smaller trunk holds and small, flashing globes. Other
clothing for a little girl. On top of the clothes in the machines to the taGle, and to other de&&
that trunk is a nightgown couered with reddish- on benches around the room.
brown stains. and a strange s/netl fills the ai
Here Victor has stored all of the mementoes and leap porn the
of his life with Elise before her tragic accident. poles. Vials of &mi
The entrance to this attic is through a trap line the benches.
door in the sickroom. The bricks in the chimney The 60-foot metal n5d is a giant lightning r
are loose and the air is filled with wisps of blue that Victor used to capture the raw energy he used
smoke. to instill life in Adam. It was in this upper room of
the tower that Dr. Mordenheim first gave lifeto his them by 20%. Any of the doors may be batte I
creature, Adam. A open on a roll of 8 or less on a ld20.
The tunnels are home to a flesh golem th
escaped Dr. Mordenheim’s laboratory. She 1
a solitary existence here, prowling the dark

one of the caves. She will attack


standing in the way of her escape.

Flesh Golem (Ravenloft): Int avg (12);


AC 6; MV 12; HD 9; hp 40; THACO 11;
Dmg 2d8/2d8 (fists); SA strangulation;
S D immune to cold and electricity, need

striking the rod at the top of the mansion’s ML fearless (19);XP 5,O
tower. The electrical power received is then
transmitted to the rest of the mansion. The stack
of varnished plates is actually the transformer.
Here, the current is stepped down and stored.
Anyone touching the transformer receives a
high-voltage shock, suffers 10d6 points of
damage, and is thrown across the room with
clothes and hair smoking.
A slide leads down from the secret trap do
in the reception hall above. (Climbing back
and opening the trap requires a Dexterity

were touched. The door leads to a series of

feet, and 120 feet respectively. Each cave is


sealed from the tunnel that connects it to .:
Schloss Mordenheim by a heavy metal dooz The
IW
demanding, "the situation has changed.
creature has stolen mv beloved wife and
must get her back."
1 My inquiries indicate that she has been
carried into the Sleepinq Beast Mountains an
has been hidden somewhere to the south of
5
He regards you with a solemn expression. Baron Von Aubrecker's estate."
I
I
"Whether or not what I have done is *right" in He fixes you with a stern gaze. "I will
your eyes, I have done it. If not for me, m y restore you to your bodies now, o n your
talents and invention, you would be fodder for solemn pledge, by whatever mythology
scavenger-r worse. Only with m y believe in, that you will return Elise to m
knowledge and skill have you any chance of else I shall leave you forever as you are.
ever regaining your former appearance." "Please roll up your sleeves and lie do

The PCs, having little choice, follow Victor up will now, in fact, restore the PCs to the human
the stairs t o the laboratory, and lgor joins the bodies he has grown for them, but he has added
a piece of insurance-he has replaced the
human heart of each PC with the heart of

4s you enter the lab, Victor moves


nediately to the glass-lidded tubs.
tely, the bodies you are in
y shelters. With the tissue rnorninq liqht struqqles to penetrate the filth1

uncomfortable to
oor open, close, and
In fact, the PCs will find that their “new and
improved bodies will have permanently gained
Narrative
ld3+1 points of Strength, Dexterity, and/or
Constitution. (The gained points are split
between the three scores, with the player
determining where they will be added-to a
maximum score of 18.) But unless the PCs
make a saving throw vs paralyzation, they will
find that their Wisdom and Intelligence scores
have permanently dropped by l d 4 points, due
to temporary oxygen deprivation during the
brain transplant operation. (The lost points are
split between the two scores, with the player
determining where they will be removed.)
Because the PCs are now somewhat less
than human, and because they participated,
albeit reluctantly, in an evil experiment, they
are automatically deemed to have made a
successful powers check. Their reward is in
their increased statistics. The punishment
(over and above losing Wisdom and/or b
Intelligence) can also include any of the
penalties listed on pages 17-20 of the Realm of
Terror sourcebook.
The wereboar hearts will not affect the PCs
stats nor their actions. However, if they do not
find and return Elise within two weeks
(earlier, at the D M s discretion), they will begin
to change-their noses will begin to grow,
bristles will start to sprout on their hands and
feet, and a bony ridge will develop along their
backs.
The hearts themselves will not last longer
than three weeks at the most (due to rejection
factors), so they will never live to complete the
transformation.
he wind is up: Any humans or demihumans the PCs meet on
hark! how it their journey will regard them with suspicion.
howls! Methinks Normally, in the dead of winter, these encounters
Till now I never would be very rare indeed. But conditions have
heard a sound so changed.
dreary: In winter, the militia in Ludendorf
Doors creak, and communicate with Baron Von Aubrecker via
windows clap, carrier pigeon. Recently, their missives have
and night’s foul bird, gone unanswered. Then, a few days ago, a
Rook’d in the spire, strange, almost unintelligible reply came back.
screams loud: It was clear to Deiter Furschten, commander of
the gloomy aisles, the Ludendorfmilitia, that something dreadful had
Black-plastere’d and happened. The baron’s last dispatch was a des-
hung round with perate plea for help. Now, Deiter and six hand-
shreds of ’scutcheons picked militia members have set out on skis to do
And tatter’d coast of what they can for the baron. Each day the PCs
arms, send back the spend traveling produces a 30%chance (noncu-
sound. . . mulative) that they will encounter Deiter and his
-Robert Blair soldiers. The militia will immediately attack.

Militia (1st-Level Fighters)(G): Int avg (11);


castle of Baron Von Aubrecker. Normally it AL LN; AC 8; MV 12; HD 1; hp 5; THACO 20;
would be an easy journey, a well traveled road #AT 1; Dmg l d 6 (club); SA nil; S D nil; MR nil;
follows the Black River’s north bank, then S Z M (5-6’tall);ML steady (11); XP 15 each.
crosses the river and gradually climbs the 150-
foot bluff upon which the castle is situated. Deiter Furschten (4th-Level Fighter): Int avg
But winter has descended upon Lamordia and (12); AL LN; AC 7; MV 12; HD 4; hp 19;
the road is impassable, choked with snow and THACO 17; #AT 1; Dmg l d 6 (club); SA nil;
slick with ice. The climb to the castle itself is SD nil; MR nil; SZ M (6’tall); ML steady (11);
made doubly treacherous by the bitter, howling XP 175.
wind.
None of the villagers of Ludendorf would think Deiter wears a + I ring ofprotection and fights
of attempting the journey in these midwinter with a club ofsubmission. (The club has the
months. A few brave souls, driven by dire same properties a s a trident of submission,
emergency, have attempted it. Most of those except that it is not a + I weapon and it has
hardy individuals disappeared, only to be found unlimited “charges.”)
in spring, when the weather cleared and the
snow and ice that had frozen them into
grotesque statues, had melted.
P %sage Delayed
The journey will be a difficult one-the PCs aron Von Aubrecker’s castle is situated on
can only travel at one-third their normal daily
movement rate. Adding to the hazard is the fact
that there is a 25% chance per day of
- the lip of a 200-foot bluff that overlooks the
headwaters of the Black River. A carriage
road switches back twice a s it climbs the hill
experiencing a severe blizzard, in which visibility before reaching the estate. This encounter
-will drop to near zero. In such conditions, the begins a s the PCs approach the uppermost
PCs are almost certain to become lost. switchback.
Narratiuo SA musk; SD nil; MR nil; SZ M (5'); ML steady
(1 1); XP 270.

With the coming of the


the castle of Baron Von A
plagued with strange
that shelter in the cast
months started acting
their hind legs and danced, while others ran
headlong at dogs and cats,
ferocious beasts. Then the
to display odd beh
from the cats or tu
halls, while the cats perched on chair tops and
overturned sleigh beneath the snow. Harnessed hurled themselves into the air, legs flailing, as if
to the sleigh is a horse, its body frozen by the they were trying to fly.
cold. Examination of the horse will reveal that The pigeons that carry messages between the
one of its hind legs was broken; presumably it baron and his militia in Ludendocf were the next
was this accident that resulted in the sleigh victims. They hung upside down hom their
being overturned. The belly of the horse has perches like bats until giddiness made them
been eaten away by something with sharp claws drop or they plummeted into snow banks a s if
and teeth (a giant wolverine, which burrowed they had suddenly forgotten how to fly. Even the
into the mound to feed). horses in the stables were affected. Some of the
In the sleigh itself lies the body of a young animals pranced upright on their hind legs as if
man who has been frozen in a sitting position. trying to walk like humans while others chased
The reins are still in his hands. Instead of being after the mice and birds or dug in the yard like
dressed in the traditional winter gear of the folk dogs.
of Lamordia (heavy bearskin coat, fur hat, The servants responsible for grooming and
gloves, woollen trousers, and socks), he is caring for the animals were the first humans to
wearing only a nightshirt, monogrammed in gold become infected. Some burst into hideous peals
thread with the initials HVA. His face is a of uncontrollable laughter, while others capered
gruesome shade of blue and his mouth is frozen about in wild dances, oblivious to any harm that
in what appears to be a wide, rictus grin. might befall them. One by one, they slipped into
Tucked inside the pocket of the man's a world of hallucinations and waking dreams.
nightshirt is a desperate note that is reproduced As madness gripped the castle, the 10 militia
on page 61. The DM may photocopy this note guardsmen who served a s the personal guard of
and use it as a handout. Baron Vilhelm Von Aubrecker and his family
While the PCs are examining the overturned began to quarrel and fight among themselves.
sleigh and the body of Hendrik Von Aubrecker, Gripped by vivid hallucinatrons, they began
the wolverine returns to feed. Startled by the killing each other. The servants, convinced by
PCs, it attacks with its musk gland, then flees. If their own hallucinations that the castle was filled
cornered, it fights with teeth and claws. with everything from ghosts to slavering
monsters, fled the estate--omly io die of
Wolverine, Giant: Int semi ( 3 ) ;AL N; AC 4; exposure in the winter blizzards.
MV 15; HD 4+4; hp 25; THACO 17; #AT 3 ; The baron himself fixated on the peculiar
n 7 g ld4+1/ld4+1 (claws), 2d4 (bite); actions of the animals housed in the castle.
When the madness gripped him, he became the kitchen and dining hall. Those militia
convinced that his animals were conspiring with members who have been hand picked by the
each other, plotting against him. His twelve- baron a s personal guardians for himself and his
year-old daughter Gerta also succumbed to family patrol the grounds, and on their days off
madness, believing the dead bodies of the militia enjoy hunting bear, lynx, and moose in the
to be her dolls. Sleeping Beast Mountains.
Realizing that he and his family were slowly In winter, the estate shuts itself off from the
going mad, the baron sent desperate pleas for world, protectively closing its heavy shutters and
help to Deiter Furschten, captain of the doors against the chill of winter. Guests who
Ludendorf militia. When no aid arrived, the winterover with the baron find comfort in front of
baron assumed the messages had not gotten roaring fires, drinking schnapps with him in the
through, and he decided to send his son Hendrik beerhaus, or riding out with the baron in his
for help. sleigh on those winter days when the icy wind
Hendrik appeared to be in control of his stops howling and the sky clears.
mental faculties, but the madness struck him on When the PCs approach Schloss Von
the day he was to depart for Ludendorf. His own Aubrecker, the residents of the estate have been
delusions caused him to consider that he was in the grip of madness for several weeks. Once
sitting in his bedroom, warm and safe, no matter clean and warm, the estate has quickly Fallen
what his actual circumstances. Thus, when he into disrepair. Shutters bang in the wind, snow
set out with the sleigh, nothing, not even the has drifted in through the front doors, and spoiled
evidence of his own senses, could convince him food and torn clothing lie scattered about. Ani-
to protect himself from the elements. He mals roam the hallways, imitating human activi-
ultimately died of exposure three days ago, after ties. They sit awkwardly in armchairs, curl up in
the horse that was pulling the sleigh attempted beds, or make clumsy efforts to drink beer,
to walk on two legs like a human, breaking its groom and dress themselves, or use human
hind leg and overturning the sleigh. Hendrik died tools. The estate now smells like a barnyard.
gripping the reins, believing them to be a The madness has been caused by a new
comforter he had pulled up against his chin to monster: fleas of madness (see page 62).
combat a slight chill in the bedroom. To make matters even worse, a small band of
broken ones have set up their home here. They
first noticed the house was unguarded two days
Schloss Uon Aubrecker ago. Thinking that it might be abandoned, and
he home of Baron Von Aubrecker is a therefore a perfect lair, they entered. The fleas of

T sumptuous estate built of masonry and


heavy timbers. The interior resembles a
hunting lodge, with dark wooden ceiling beams,
madness have no effect upon the broken ones,
due to their unique body structure. The baron
and his daughter are both mad, and belive the
whitewashed walls, and heavy wrought-iron broken ones to be manservants or guards. The
chandeliers. The exterior has been trimmed with broken ones will kill the baron and Greta b e h e
decorative turrets and crenelations to give the too much longer.
overall effect of a castle. The following room descriptions should be
In summer, bright red and yellow banners read to the players a s they explore Von
bearing the Von Aubrecker crest (a black eagle) Aubrecker's home. The DM should read or
fly from the battlements, and the heavy window paraphrase those portions in italics to the
shutters are opened to let in the summer sun. players, other information is only for the DM.
Music and song resound from the beerhaus and The map of Schloss Von Aubreckw is on the
the smells of sausage and sal ' ' I'
,m 'er.
1) Covered Porch: Carriages dropping off
uisitors to the estate stop in this sheltered area
before proceeding to the carriage house.
The reren
2) Entrance Hall: Two curuing staircases made e stables. In two of them, the '
ofpolished walnut lead up either side of the
entrance hail to double doors on the second
floor.Here in the entrance hall, uisitors would
be greeted by a butler who would remoue
their coats and hats and carry their calling
cards to the baron. Now the double doors stand
open, and snow has drifted in ouer the marbled
floor.
8 ) Pantry: Foodstuffs are stored here. There are
3) Hallway: The left wall of this long hallway is earthenwarejars of sauerkraut, huge rounds of
hung with a number ofstuffed trophy heads, cheese, baskets of winter uegetables, and seueral
lynx and wolf, and caribou antlers. At the far
end of the hall are two bears, rearing up on their
hind legs.
The two bears are stuffed trophies a b , but in
low light they may appear threatening.

4) Cloak Room: This room contains heavy


bearskin coats, fur hats, woollen scarfs, boots
and other wintergear. Skis and snowshoes are
also stored here.

5) Servants' Quarters: These rooms are


furnished with simple beds, tables and chairs
Wardrobes hold typical Lamordian clothing.

6)Servant's Quarters: The door to this room is


standing open. In the center of the room is a
large, black horse. rn kfilled with .tack and
The stallion that broke loose from the stables
is in here. It hasn't been fed in days and is very
hungry. It will panic and charge the door a s soon 10) Kitchen: Meals for the baron .and
a s the characters come into view. The horse
lashes out with its two front hooves until it can
bolt down the hallway. Any character who has as a water pump.
animal handling skills or something for it to eat
(grass, carrots, or other vegetables) can calm
the stallion. in two large fireplaces andkdecorated..wfbh the
finely craftedwooden.)'u
Riding Horse (1): Int Animal; AL N; AC 7; Elaborate tapestries dep
MV 24; HD 3; hp 7 (14 normally); THACO 17; bear, lgm, and other rnounkin animais.decorate
15) Washroom: This room contains basic toilet
and washing facilities.

16) Weapons Room: This room is a repository


for the weapons used by militia members
stationed at the baron’s estate. It contains clubs,
leather breastplates emblazoned with the
baron’s crest, and metal helmets like those worn
Note: If the PCs enter this room, see Bar by the guard in Ludendorf:There are also
Von Aubrecker, page 34. several pieces of hunting equipment, including
longbows, nets, and spears.
12/13): Bedrooms: These rooms are furnished A poltergeist haunts this room and the
with large beds and down-filled quilts, barracks (Room #17). It cannot leave these Wo
comfortable armchairs, inlaid tables, and rooms. It is the spirit of a dead guardsman,
ornately carved wardrobes. Thick wool rugs are murdered in his sleep. Unlike normal
on the floor, and the walls are decorated with poltergeists, this one can hurl deadly
tapestries depicting such winter actiuities as instruments (any weapon or tool with an edge o1
skiing and sledding. point) and do damage. It does 2 points less
If the PCs investigate the bedrooms, they will damage than the weapon does in the hands of a
discover a variety of makeup and costumes in living man, but always does at least one point.
the wardrobes. These items were left by a band As soon as the characters are all in the
of wandering entertainers who were invited to barracks, it slams the door shut. It then begins
winter here. Unfortunately, they were some of to hurl weapons and random objects at the
the first victim’s of the madness and died, characters. Unlike normal poltergeists, it ca
leaping from the cliffs, believing they were birds. attack twice per round. It throws one nonlethal
object and one weapon each turn. The only easy
14) Bedroom: There are two common broken escape is to flee up the stairs.
ones (turtle and goblin stock) and a greater
broken one (polar bear stock) in here. The Poltergeist (1): Int low; AL LE;
greater broken one is the band’s leader. If he is (6 invisible); MV 6; HD H; hp 2
killed or neutralized, the others will surrender or #AT 2; Dmg by weapon-2; SA fear; S D inuis
flee immediately. Seeing the broken ones-is silver or magic weapons to hit, turned as ghoul;
cause for a mild horror check (+3bonus). MR nil; S Z M, 6 ’ tall; ML average (10);X P 270.

Common Broken Ones (2): Int low; AL NE;


AC 7 (3 turtle); MV 9; HD 3; hp 22 turtle, 16
goblin; THACO 17; #AT 1; Dmg ld6; S A nil; Thew is a staircase in the c
S D regenerate 1 hp/round; MR nil; S Z M, 5 ’ tall; 2 footlockers hold the
ML unsteady (7);XP 175 each. militia members. A staircase divides the room in
half, and leads up to a walkway that
Greater Broken One (1): Int high; AL I 1 the second floor af the estate.
AC 5; MV 9; HD 5; hp 25; THACO 15 (1
w/sword); #AT 2 or 1; Dmg ld8/ld8 (cl
ld8+5 (sword); SA nil; SD regenerate 2
round; MR nil; S Z L, 8 ’tall; ML steady
XP 650. nd is filled with rough w d e n

m
tables and benches. Brightly painted beer steins about the floor.In one corner, crudely made, tiny II
hang from ceiling beams, and sawdust is wooden coffinsare stacked haphazardly. Dolls
scattered across the floor.Also underfoot are smeared with blood, some missing heads and
broken steins and bottles. A large bar fills the body parts, have been placed inside them
area between the two sets of double doors, and
behind the bar is a tapestry depicting Lamordian Random Encounters
revelers in a similar beerhaus. Huge barrels of
lager and wheat-beer vie for space under the bar Player characters exploring Schioss Von
with white ceramic bottles of schnapps.
In a broken schnapps bottle is a hand-drawn maddened animals that have taken over t
map showing a location marked with an " X
(see page 36
There are three broken ones lying uncon- bitten by fleas of madness (see page 62);
scious behind the bar. They have indulged them-
selves too much and cannot be woken. Killing
them doesn't earn the PCs any experience
points, but it is cause for a powers check.

19) Walkway: A crenelated waikw


excellent view of the nds of the estate.
staircase lies at each twirl into the fireplace, only to be burned
The crenelated walkway was used for alive.
observation by the militia members who
guarded the baron. It gives access to the rooftop
over the dining Kall, the corners of which bulge
out into decorative turrets. Stairs connect the Inside the slipper is a severed human foot.
walkway with the barracks that housed the
militia. A wolfhound puppy wearing a lace-trimm
shirt embroidered with the initials WA. It
20) Master Bedroom: Baron Vilh sits at a table in the beerhaus, lapping up
Aubrecker-3 spilled ate and using a knife held in its jaw
with finely crafted furnfture, thick to stab at a dead pigeon on a plate.
and an elaborately carved wardro
expensive clothes. A portrait of th Mammal, Small: Int semi (3);A
Marlene, hangs over the fireplace

Dmg 162; SA nil; SD nil; Ml? nil; SZ


or S (cat/puppy); ML unsteady (6);

Baron Uon Aubruckur


he PCs eventual1
Von Aubrecker a
23) Greta's Bedroam: 7he size of the bed and
furnitwe reoeals this to be a child's bedkx3h.'''' *
guarded the Von Aubrecker estate

windows and the


preserved their b
Madness has a

The PCs shou

stale biscuits t

. .
into their mouths (it dribbles down onto their distance to the south of the estate, in the
chests) and forcing biscuits between their teeth. Sleeping Beast Mountains.
If the PCs play along, she will serve them te, Flesh golems had been sighted on several
is harmless, but the scene is cause for occasions in the hills near the estate, hence the
to make a horror check. militia that guarded the Von Aubrecker family.
Gerta herself is not frightened by the Pce-in This past fall, the baron decided to rid himself o1
her lunacy, she sees them as playmates. these ghastly creatures. H e gave standing orders
If the PCs touch or examine any of the to his militia to trail any flesh golems they
corpses, Gerta will either accuse them of try spotted back to their lair, rather than killing them
to damage or steal her “dolls.” She will fly in outright.
tantrum and scream for her father. When this Klaus Gudenberg, a militia member wRh
ranger skills, spotted a brown-robed flesh golem
and tracked it to an abandoned monastery.
Returning to the baron, he drew a sketch map of
its location. But before a hunting party could be
organized, the winter snows came. And then t
fleas of madness struck. (The baron believes t
flies open, and a man with graying hair an madness to have been magically caused by th
wild look in his eyes bursts into the room. golems.)
is dressed in expensive clothing that is now Klaus served two masters, the second
dirty and torn, and his hair is awry. H e holds a Victor Mordenheim. While returning from
mousetrap in either hand. monastery, he saw a curious thing. It was
“Gerta!” he yells as he runs into the room. open carriage, bearing what appeared to
“What’s wrong? Are the mice trying to desiccated corpse of a woman in a coffinlike box
your dolls away again?” that had strange devices attached to it. A huge,
misshapen man drove the carriage.
begins to tremble a Klaus reported his sighting to Doctor
mousetrap springs Mordenheim, but only later realized that the
ignores the pain. carriage must have been bound for the
“Please,”he says, abandoned monastery. Before he could report
the location of the monastery to the doctor, he
lives. The location of the monastery will succumbed to the madness carried by the fl
that infested the Von Aubrecker estate. His
earest friends. As you can clearly s hastily scrawled note is reproduced on pag
s is dead; he won’t be mentioning it The DM may photocopy the note to be used as
handout.
The man drops to his knees and exten If the PCs pretend to be members of the
secret society of flesh golems, they can easily
“’iaven’t you done enough evil to this convince the baron to hand over the map
Klaus drew and use it to find the abandoned
monastery. If instead they t
will use the map (that is hidden inside
empty schnapps bottle in t
Gerta’s father. In his own madness, he beli bargaining tool, refusing to
the PCs to be members of a secret society he and his daugh
flesh golems that inhabit a monastery some madness.

‘I
If the PCs are able to effect a cure, they gain out a wizard. She arranged to grant his wish for
an ally in the baron (who will present himself as nobility and power through an ancient spfl,
the true Lord of Lamordia). telling him that those family members he wanted
included in the enchantment would have to be
Baron Vilhelm Von Aubrecker present at the time of the casting.
9th-Level Fighter (retired), Lawful Neutral Vilhelm assembled his family and the wizard
began her work-but at the last moment his wife
Armor Class: 10 Str 13 lost her nerve and bolted from the room.
Movement: 12 Dex 14 At that same instant, the dark powers brought
Level/Hit Dice: 9 Con 13 into being the domain of Lamordia as it exists in
Hit Points: 45 Int 13 the demiplane. Vilhelm became the “Lord” of
THACO: 20 Wis 12 Lamordia, and now has wealth, loyal ,a
Cha 17 mansion, and the ability to demand anything he
/2 rounds might want from the local populace. But he
Damage/Attack: ld6+3 (magic mace) misses his wife dearly.
Special Attacks: nil
Special Defenses: See description Current Sketch: Vilhelm might appear confident
Magic Resistance: nil and congenial on the outside, but inside is stiN
nursing a broken heart. He has given up the art
Baron Vilhelm Von Aubrecker was once a of the warrior, preferring a life of relative
powerful warrior, but soft living has caused him isolation on his estate in the Sleeping Beast
to go to seed. Now in his mid-fifties, he has a Mountains. In his beerhaus he throws lavish
paunchy belly and muscles softened by too little parties for his own militia members and visiting
practice at arms. H e has gray hair and a face mercenaries (and any of the townsfolk of
creased with deep lines. Ludendorf), and tries to drown his sorrows in
Vilhelm dresses in traditional Lamordian garb, lager and music. He knows he has only limited
but his suits are of a finer cut than the average powers in Lamordia, and that higher powers
citizen’s. His shirts are embroidered with a black control the true destiny of the land.
eagle (the family crest) and his initials are The baron does not know that his son Hendrik
stitched in gold above it. H e owns leather armor is dead. H e is unaware that fleas of madness are
and a burnished metal breastplate, but these no the true cause of the malady that has gripped
longer fit him. his household.

Background: Vilhelm is one of the few Combat: While Vilhelm no longer fits into his
unchanged people in the domain of Lammdia. armor, he can still do battie with his mace, if
Unlike the other residents of this domain (who necessary. It is a +3weapon.
were drawn into Lamordia when Vilhelm
Mordenheim’s estate entered the Demiplane of
Dread), Vilhelm was drawn into the demiplane
from elsewhere.
In the land of his origin, Vilhelm was a
respected warrior with several followers. But he
yearned for more. Born of peasant stock, he
knew he could never rise to the nobility.
About the time that the mists were gathering
around the Mordenheim estate, Vilhelm sought
nd well may the abandoned monastery in the Sleeping Beast
children weep Mountains.
beforeyou! Here, those who call themselves- Adam’s
They are weary ere Children, found a refuge from the humans who
they run; mercilessly hunted them down and killed them.
They have never Their contact with humankind io lhited.
seen the Occasionally, one of Adam’s Children dons a
sunshine, nor the hooded robe and ventures into one of
glory Lamordia’s two cities to seek food, equipment,
Which is brighter or supplies. On other occasions, the
than the sun. raid settlements, rob graves, or carry away
-Elizabeth Barrett Browning human subjects to use in their fiendish
experiments.
When the monster, Adam, fled Adam’s Children kno at they must find a
from his creator, he made his way way to create more of their OWR kind to
to the Isle of Agony, where he perpetuate their race. of their
eked out a solitary existence on its own, they will eventu
isolated, wind-blasted slopes. As however, all of their attempts to duplicate the
the months dragged on, however, Adam became experiments of Dr. Mordenheim have been
lonely. Knowing that humans would regard him dismal failures. But the Chi1
with horror and loathing, he decided to seek out and they remain obsessed
his own kind. creating new life from dead tissue.
In all of Lamordia, only Victor Mordenheim In the past, relations between Adam’s
had the scientific knowledge required to infuse a Children and their creator were strained. Adam,
corpse with the spark of life. And so Adam jeal the flesh golems’ success In creating a
returned to the doctor’s mansion. SOC P themselves, attacked the monastery
At first, Adam tried to lure away the flesh three years ago, killing several of the Chitdren
golems Victor had created, but most of these and toppling the monastery tower into the gorge
proved loyal to the doctor. So instead, Adam below. In the three years that have passed since
stole bodies that Victor had pieced together and then, the Children rebuilt the tower and Adam
then rejected for one reason or another. made his peace with them. In exchange for
Experimenting on his own, using what little scientific knowledge (especially texts and
knowledge he had been able to obtain by spying journals stolen from Victor’s library), the
on Victor, Adam at last discovered a way to Children allow Adam to use the monastery as a
create his own flesh golems.
But Adam’s skill was a pale reflection of the Adam reafizes that Victor will spare 9 to
arts of Dr. Mordenheim, and the creatures Adam locate and recov
created were emotionless beings, capable of
neither sorrow nor joy-hardly the sort of
companions he craved. Further, they had minds send spies to search it, Adam has instead
of their own. While some were in fact loyal to brought Elise to the monastery.
him, most wandered away to pursue their own Note: Additional informakbn on Adam’s
destinies. Children cah be found in Cryptic Allegiances, a
Scorned by humankind, these flesh golems sourcebook in the Forbidden Lore boxed set.
eventually came together to form their own
society. They chose as their headquarters an
Seekers of the Spark Because the creation of a flesh golem involves
massive amounts of electrical energy (usually

P
erhaps due to the influence of their drawn from natural lightning storms), Adam’s
monastic headquarters, Adam’s Children Children believe the monastery to have been
have turned their quest to create life from divinely ordained as their sanctuary. During the
dead tissue into a religion. Addressing one frequent electrical storms that occur over the
another as “brother” and “sister,” they insist that
each was created equal and that each carries
Sleeping Beast Mountains they hold ritual
observances on the roof of the monastery. They
I
the “divine spark.” carry long metal staves, and consider it a sign of
The flesh golems acknowledge, however, the grace to be struck by a bolt of lightning as they
fact that Adam (whom they refer to as “the chant their prayers.
creator”) is superior to them in ability and Adam’s Children are avid collectors of
power. They revere him as their creator, but religious artifacts and icons of all types. They
realize that there are greater powers than he. reason that, since they are more powerful than
Adam, after all, is merely someone who is able humans because they are an amalgamation of
to channel the energies of the “spark of life,” and body parts, their religion will be mme powerful if
there is another person in Lamordia, Victor it amalgamates the rituals and symbols of
Mordenheim, with similar powers. The flesh various gods. They pick and choose from the
golems believe that, one day, they too will be religions of Ravenloft, often traveling great
have the ability to create life. distances to steal from temples and shrines. In
While the monastery is a place of refuge for their monastery, they are grafting these icons
flesh golems, not all flesh golems will be together to form an “holy artifact” that they
accepted as “brothers and sisters of the spark.” believe will channel the powers of the gods,
Still wary after Adam’s attack three years ago, giving them the ability to capture and inject the
the flesh golems realize that the other creator, spark of life into dead tissue.
Victor Mordenheim, might also seek to harm
them at some time. They carefully watch all new
arrivals at the monastery, in case these have
The Monastery
been sent as spies by the doctor. They will be lthough it lies just 10 miles south of Baron
especially suspicious of anyone who voices an Von Aubrecker’s mansion, the headquarters
interest in the texts or scientific documents that , of Adam’s Children is well hidden in a deep
were stolen from Victor. These are treasured cleft in the mountains and is protected by the
documents, “holy books” to be carefully sheer cliffs that rise behind it and a deep gorge
guarded. that cuts off access to it. In winter, when the
The monastery operates under a strict rocks are slick with ice and snow, the cliffs are
routine. Each of the flesh golems is assigned a all but impossible to climb.
specific task-guarding the gate, collecting and Due to flesh golems’ fear of fire, there are no
installing religious relics, cleaning and open flames anywhere within the monastery.
maintaining the monastery, preparing and Adam’s Children do not use torches, lanterns,
serving meals, generating electrical power, candles, or even cooking fires. Instead, the
studying the “holy” texts, participating in raids monastery is lit by crude electric lanterns. These
on human settlements or conducting consist of dim bulbs, connected by wires to a
experiments on both living and dead subjects. central the power room.
The monastery was built and originally The following area and room descriptions
inhabited by a sect of warrior-priests who refer to Map 4: The Monastery (found on the
worshipped a god associated with lightning. poster map) and should be read to the players
as they explore the monastery. Only the text in warn the populace, should the beast inhabiting
italics should be read to the players, other the mine awaken and emerge. The Children
information is for the DM. believe the bell will summon a lightning storm
that will at last make their experiments
1 ) Bridge: The only access to the monastery i: successful.
this bridge, which spans a 1OO-foot-deep
chasm. Two wooden platforms extend outward 3) Chapel: A mural dominates the north wall of
from either side of the chasm, but there is a 20- the chapel and it appears to have been restored.
foot gap between them. There is no guard in It depicts a god with outflung arms and wildly
sight. blowing hair-lightning springs from his
When a member of the order needs to enter or fingertips.I f you look closer, you can see that the
leave the monastery, two flesh golems place a faces appear to have been painted over. The face
heavy board across the gap to complete the of the god looks like Mordenheim’s monster,
bridge. In winter, the Children rarely post a Adam, and the faces of the priests paying him
guard, knowing that the weather is their best homage appear to be those of various flesh
ally, but the gatekeeper is usually near the golems.
bridge. On the other walls hang icons from a wide
Adam can easily leap the gap. variety of religions. Several are holy symbols of a
variety of gods and religions.

4)Basin Room: This room contains an ornate


stone font. and a variety of earthenjars, vessels,
and containers
Adam’s Children call this the “second tower”
ecause it is a reconstruction of the tower that
Adam destroyed three years ago. At the center
of each floor of the tower is a small, circular
hole. Originally a bell rope passed from the
tower to the ground floor through these holes.
The Children have only recently recovered the
bell that used to hang in the uppermost room quilt collection of religious garb-the robes,
of the tower (Room #2d), from the gorge. The vestments, accoutrements, and paraphernalia of
huge brass bell now sits on the top floor of the a dozen differenfsects. Some of these have faded
tower, its dents have been hammered out and it to a pale white, others are black, but most hold
is ready to be hung in its original position. Until some degree of color.
1 the bell is replaced, the upper room of the
tower is being used a s a storehouse for digging
tools.
The bell was originally intended to be rung to
I
* ‘7

are a patchwork of fabrics taken from the stolen A staircas, ,anneck the three chambers,
vestments of various religions, Pieces of fabric made of rusted wrought iron. Chained to the
marked with the holy symbol of a god are most staircase in the middle of the room .is a ruined
prized, but many of these fade to a sullen black man. His face is a ghastly mask, and eyehalls
or a colorless white when stitched next to from two other human subjects have been
symbols of opposite alignment. crudely stitched into his sightless sockets.
Spare “holy” robes hang in this room. They These rooms are a parody of Dr.
are a patchwork of colors with several black and Mordenheim’s laboratories. The equipment here
white squares. Those peering closely at these is equipment in name only; in
patches can just discern the faint tracings of function. Ln this place, Adam’
religious inscriptions or symbols. horrible experiments
dead tissue.
6) Hidden Chambers: These rooms appear The wretch in Roo
function as a laboratory and contain some resident of Ludendorf, Carl
strange equipment-misshapen test tubes a r ~ u months ago while out hunting in the
beakers, monitors that throw offsparks, and The Children, through their
strangely contorted surgical instruments too managed to blind him.
blunt to do anything but hack and maim. The
rooms reek of rot and blood. Organs, brains, and Carl Neufeldt ( l s $ - k v e l Fii
pieces of tissue float injars; these samples are AL LN; AC 9; D 1 ; hp 4; THAGQ 20;
improperly preserved and give offa horrible, #AT 1; Dmg n ak); SA nil; SD nil;
rotting stench. MR nil; S Z M (6’tall); ML unsteady (5);XP 15.
e cells are simply furnished- a -1.
11 uscover the following
pallet of straw, a hardbacked wooden chair, a __ Atered pages.
small table, and a plain wooden chest.
Children keep their few, meager personal
ssions in the utilitarian chests. Having no
emotions, flesh golems feel little attachment to
erial things.
ince the Children need little sleep, typically
only about four hours per night, these rooms are
often empty.

8)Weapons Room: This room is stockpiled with


weapons. Crossbows,pikes, and swords line the
walls, ready for battle.
Adam’s Children seem to have realized that
the location of their monastery may not remain
a secret forever. They have stockpiled weapons
in this room to protect themselves.
The first line of defense will be a withering
hail of crossbow bolts, fired from the windows
of the tower and the balconv that adioins this

10)Artifact Workshop: This room is filled with


m: This room is filled with books icons of various religious orders. A strange
ls-some of the books are moldy and sculpture fills the center of the room-it does not
ined, others are partially eaten by fire. appear to be finished.
of these books have been stolen from
libraries of Ludendorf and Neufurchtenburg
Mordenheim Estate itself. Recently,
the Children discovered a cache of books in an will invoke the powers of dl af &e gods at mce.
old, abandoned estate that lies in Lamordia’s fact that they have attached holy
southernmost corner. The flesh golems are
trying to decipher what remains of them.
If any wizard PCs are assigned to this task,
they will notice that one of the books is a hit points of damage.
spellbook of a transmuter-a wizard who
specialized in alteration spells. The book is 1 1 ) Dining Hall: The room is furnished with a
damaged, but contains 2d4 intact spells of the long wooden table and benches on either side.
1st to the 4th levels. Also in the pile of damaged Here the Children meet for their sim
books are a scroll of protection from plants; and
a scroll of protection from water.
The scriptorium also contains a fragmentary vegetables, and a slab of raw mat.
journal, written by the original priests of the
monastery. This holy book, which describes 12) Kitchen: There is a large, rough wooden
rituals for worshiping the lightning god, is table that looks as if it is used to butcher meat; it
revered by Adam’s Children. PCs who manage is crusted over with dried blood and knives are
stuck point-firstinto the top of Scraps of food Adam's Children will refuse to discuss what
lie on the floor. lies beyond it.
What little food preparation takes place in the
monastery is done here. 16) Storm Room: The room contains a metal
Flesh golems do not bother to clean the table table fitted with wrist and ankle straps.
because they are immune to diseases, food Attached to the table is a metal pole that hangs
poisoning, and they have no sense of aesthetics. out the window.
The PCs do not share this immunity and may fall The Children realize that lightning is an
very ill if they partake of the raw meat the essential ingredient in the revival of dead tissue.
Children serve. Each time they eat raw meat, During the frequent electrical storms (there is a
PCs must save vs poison or fall ill for 3d6 hours. 50%chance of a storm each night), they
perform their experiments. Here, the Children
13) Power Room: This room contains a deuice study the effects of electricity on living tissue-
that looks like a huge, hand-cranked turntable the result is almost always death by
connected to a forest of black wires. electrocution. (If Carl Neufeldt is not rescued, he
In fact, it is the generator for the monastery's will be the next victim.)
electrical power. Adam's Children work in shifts, This method is an effective way of reviving
cranking the device and sending meager nonfunctioning flesh golems. Adam's Children
amounts of electricity to the dim bulbs that have also tried the process on the bodies they
illuminate the monastery. have stitched together from human corpses, but
without success.
14) Charnelflreasury: A horrible stench
emanates from behind this locked door. The lock
appears to be new and
Arrival

W
hen the LLS arrive at me monastery,
Adam, the Creator, will have just left the
premises to go to Neufurchtenburg to
This room contains human corpses in various purchase medicines and nutrients to keep Elise
stages of decay, and the fetid reek is alive.
overpowering. Some have been crudely The PCs will be met at the bridge by Kartad,
decapitated, and some delimbed corpses have gatekeeper of the monastery. H e has a horrific
been sewn back together again. The air is thick appearance, but by this time the K s should be
used to the sight of flesh golems (having been
flesh golems themselves for a time) and will not
need to make a horror check. As gatekeeper,
Kartad has the key to the treasury, although he
has relinquished the key to the mine entrance to
mans. -the Adam.
leather bags, each The PCs' best chance of success lies in
containing 1 6 4 diamohds. disguising themselves a s flesh golems and
keeping a low profile, while secretly searching
oftop: The rooftop is surrounded by 1 for Elise. If they discovered the makeup
crenelated walls, and a rusted portcuflisbloc materials left in Schloss Von Aubrecker, they
off the entrance to a tunnel. The portcullis has should be able to do this with relative ease. If
been sealed with a stout chain and a lustrous they did not acquire these materials, they will
lock that looks relatiuelu new. have to improvise.
They mignt pose as flesh golems who have the monastery built at its entrance to protect
escaped Schloss Mordenheim. Their experience Lamordia from the evil beast the miners had
as flesh golems in the Schloss should help them unearthed. Over the centuries, truth became
maintain their cover. Gradually, the PCs may legend and the monks left; the monastery was
eavesdrop on the Children’s conversations and abandoned and allowed to deteriorate. The only
learn that whatever it was that Adam brought legacy of the evil creature that slumbers within
into the monastery in the carriage, he has the mine was retained in the name of the range
hidden somewhere in the mine. in which she lies: the Sleeping Beast Mountains.
If the PCs are accepted into the monastery, Since taking over the monastery, Adam’s
Kartad will give them “holy” robes and assign Children have reopened the mine entrance and
them to various mundane tasks that will take up are beginning to explore its tunnels. Immense
a large portion of each day. One or two of the wealth is to be had from the mine, which
PCs may be assigned the unpleasant task of produces top-quality diamonds. But there is also
cleaning the hidden chambers. Here, they will grave danger.
encounter Carl Neufeldt and will be presented The tunnels and the crumbling monastery
with the added task of rescuing him. above them were pulled out of the original
At any given time, there are 3d4 flesh golems Lamordia and into the Demiplane of Dread at
living, studying, and working at the monastery. the same time as Victor Mordenheim and Adam.
Since then, the hidden rulers of the demiplane
Kartad have toyed with the beast that sleeps within the
Flesh Golem, Lawful Neutral mine, gradually weakening the spell that binds
her, waiting for just the right moment to nudge
Armor Class: 8 Str 19 the monster to full awareness. When it wakes,
Movement: 15 Dex 16 much of Lamordia may be destroyed. And that
LevelfHit Dice: 9 Con 18 awakening is fast approaching . . . .
Hit Points: 40 Int 14 The following area descriptions refer to Map
THACO: 11 Wis 12 5: The Mine (found on the poster map). The
No. of Attacks: 2 Cha 1 italicized portions should be read or paraphrased
to the players as needed, other information is
gefAttack: 2d8f2d8 (fists), +7 with only for the DM.
weapon
Special Attacks: strangulation, +3with weapon Mine Shafts: Each of these sh@ is roughly 15
Special Defenses: immune to cold and feet in diameter. The original equipment used to
electricity, need +1 or better weapon to hit the depths and lift out gem-
Magic Resistance: nil studded rock is still in place. It consists of farge
wooden platforms, about 1 2 feet by 12 feet, with
a low wall around the outside edge. Rusted
The Mine chains are attached to each corner; these lead to
a central cable that runs up to a pulley, fastened

T
he roof of the monastery, where it meets the
face of the mountain, provides access to a directly over the center of th
tunnel that leads to a series of mine shafts. primitive elevators are raised and lowered by
According to legend, the mine was abandoned means of hand cranks.
when a terrifying monster was discovered within The mechanisms will fill the mine with a loud
its depths. A wizard was called in who squeaking and rumbling sound.
successfully managed to wish the monster (a Working the cranks requires two characters
marilithb tn sleep. The entrance was sealed, and with a combined strength of 20 or more.
have more than enough diamonds to meet their
needs at present.
At the end of Tunnel D lie the mortal remains
These ladders are extremely rusty; there is a of a treasure hunter who snuck past Adam’s
% chance (cumulative for each person on the Children and into the mine two years ago. The
body of the woman is partially skeletal, her
tear away from the wall, causing all those who equipment is rusted and her clothing has rotted
do not make a successful Dexterity check to fall away. Her moldering backpack contains a new-
imbing and a wand of metal
d mineral detection. Anyone disturbing the
dy will uncover a nest of giant centipedes.

( 0 ) ; AL N; AC 9;
p 2 each; THACO 20; #AT 1;
on; SD nil; MR nil; S Z T (1 ’);

ine were in the


shaft, it looks as if this tunnel is process of opening its fourth shaft when
they broke through into this large cave. The
through the rubble. Only by listening very t leading into the cavern has neither an
carefully will the PCs be able to hear the faint elevator nor a metal ladder.
thrumming of machinery coming from behind The original entrance to the cave is a 15-
the cave-in. foot-high tunnel that winds its way under the
Adam has hidden Elise in Tunnel B. She lies Sleeping Beast Mountains to emerge on a
on an elaborate four-poster bed with a hillside overlooking Neufurchtenburg.
comfortable mattress. A curtain of cloth, draped
around the bed like a mosquito net, protects her
from the occasional drops of water that fall from
The Sleeping Beast
he cave is the reluctant lair of Baltoi, a

T
the ceiling. Her life-support equipment is intact,
and fills the tunnel with a mechanical murmur. marilith whose tactics were responsible For
The bed is surrounded by brightly burning a major tanar’ri defeat in the Blood War
torches and braziers. These serve the dual against the baatezu. As a result, Baltoi was
purpose of illuminating and warming the area- banished to this cave by a Guardian of
and of keeping at bay any of the Children who extraordinary power.
might venture down here to see what their Her magical abilities were divested from her
creator is doing. and she was even stripped of the power to gate
Adam’s Children have been at work in Tunnel in other tanar’ri. Baltoi still retains her natural
C, gradually extending it as they mine the great magic resistance (70%),and is a formidable foe.
seams of diamonds. Brand-new picks and Nor has Baltoi been unaffected by the forces
shovels lie scattered about the end of the tunnel. that play on the Demiplane of Dread; she has
Since Adam hid Elise in the mine, he has grown in size and is now fully 20 feet in length,
forbidden any of the flesh golems to enter it. almost filling the chamber of her cavernous
prison.

I
When miners discovered the marilith’s lair, a Just as the PCs locate Elise, Adam returns.
wizard was called in. She used a wish spell to Entering the mine, he catches them in the act of
put Baltoi to sleep. Priests then sealed off all trying to rescue her and demands that they stop
known exits from the cave and built the hurting her. “You will do her no harm. Leave,
monastery to protect the mine entrance. But now,” he says. If the PCs explain they are taking
now the wizard’s spell is starting to wane, and Elise back to Victor, Adam screams, “No! H e will
soon Baltoi will awaken. only continue to torment her. She is better off
The DM should time the awakening of Baltoi here with me. I would never hurt her.”
to add maximum tension to the adventure. If the If the PCs can’t be persuaded to leave Elise in
PCs explore the cave and discover the marilith, the mine, Adam attacks. The battle must take
she might partially awaken, attack for a few place out of sight of Adam’s Children (of the PCs
rounds, then lapse back into slumber. Or she will be hopelessly outnumbered]. Even so, the
may rouse herself as the PCs are attempting to PCs will probably need some assistance in
remove Elise from the mine. In the resulting “killing”Adam. The best candidate is the
panic, the PCs may accidentally disconnect one marilith, Baltoi. If the PCs can force Adam into
or more of Elise’s life support systems, nearly her tunnel, she can emerge from her lair to crush
killing her. him with her tail. (Adam, of course, does not die.
The marilith is capable of climbing up the Within l d 6 days his soul will take over the body
mine shafts and slithering through the short of one of his Children, reshaping it to his old
tunnels that connect them. (This slows down her form. H e will the et out i muit of the PCs.)
Movement rate to 3.) While she is burrowing, the
ground trembles and dirt and rocks rain down
from the ceilings of the mine tunnels, and a
rumbling growl fills the mine.
PCs should be led to believe that death is
imminent-that the beast is an unstoppable
monster that will pursue them without pause.
But although the marilith will chase the PCs for a
short time, it will ultimately reach the limits of its
confinement in the mine’s narrow tunnels, and

Baltoi (True Tanar’ri-Marilith): Genius ( 18);


AL CE; AC -9; MV 15; HD 24; THACO 9; #AT 7 ;
Dmg 4-24 (tail) and 6 by weapon; SA +2 or
better weapon to hit, never surprised, spell
immunity; MR 70%;S Z H (20’ long); ML far 2
(18);XP 45,000.

Baltoi has six arms and holds a different


weapon in each of her hands. She cannot be
fooled by illusions and she is immune to mind
affecting spells. Weapons of +1 (or less) magical
enchantment cannot harm her.
me, whispen’ng
low
I know not what in
my ear;
Of his strange
language all I
know
Is, there is not a
word of fear.
-Walter Savage Landc

The journey back to


Schloss Mordenheim
will be made difficult
by the bitter cold of
winter and the season’s
sudden blizzards. While
the cold will certainly affect the PCs, it will cause
even more difficulty for Elise. Somehow the PCs
must keep her warm and dry on the long
journey. In addition, they must ensure that the
tubes that provide her with nutrients and
circulate her blood do notkeeze up, and.thatJhe_
electrical devices that sustain her cont%ue t6.
-.
function properly.
The best way to transport Elise back safely is
to locate some sort of sleigh. (The carriage
Adam used to transport Elise here is nearby, but
its wheels are useless in the snow. The horses
have been butchered and eaten by Adam’s
Children.) There are, however, solitary trappers
and miners living in the Sleeping Beast The PCs are sure to be full of questions at this
Mountains. For each day that the PCs actively point. Victor will answer them, playing down the
search, there is an 80%chance that they will find dangers. H e will avoid mentioning that this will
one of the tiny cabins of these hardy souls. be the first time he has transplanted human
There is a further 25%chance that there will be hearts into living bodies. (Transplanting the
a sleigh nearby. brains of the PCs from their flesh golem bodies
When at last the PCs reach Schloss was a much simpler procedure.)
Mordenheim, Victor rushes out to greet them.
For the first few minutes, he ignores them
completely, not even bothering to with thanks as
A Mother’s Nightmare

U
he hurriedly checks Elise’s pulse and ictor performs the heart transplant
temperature and adjusts her life-support operations one after another, not resting
devices. Only after Elise is safely back in her until he has completed his part of the
room does he speak to the PCs. bargain. H e then keeps a close watch over the
physical agony she has endured since then have
tipped Elise over the edge of madness. Wild
If they protest, he convinces them to stab emotional outbursts alternate with sullen
Schloss Mordenheim by telling them that silences. Elise’s madness fixates upon two
ued “treatments”are necessary to ensure things: her wish that she were dead (she is
success of the operations. All the while, he suicidal and must be physically restrained from
secretly keeps the PCs mildly sedated; they feel killing herself) and the events of April 3, ’17. In
slightly dizzy and disoriented. (They are only :r rambling, she provides clues as to what
able to move at half speed, and are unable to ally happened that night
perform any action requiring strength, or to Eventually, after a nearly successful attemp
clearly.) Victor tells them this is a lingerin to kill herself by drinking iodine, Elise is
ness caused by blood loss during the restrained in a straightjacket. A metal cage is
clamped around her neck to prevent her from
e he is satisfied with the PCs’ progress dashing her head against the wall. Victor assigns
ill transplant Elise’s brain into a body he two of his flesh golem servants to watch her at
d for her from a tissue sample he had as all times, and then retires to his library to study
en previously. H e will put Elise through the ts on madness and its cures.
same physical tests he had used on the PC:
with the same amount of clinical detacl
nt. (It will quickly become obvious that the
ck to thc gland
tor cares more for his scientific achievemer
e does for the happiness of his wife.) travel again, he
rtunately, the trauma of what happened the lab.
k night that Adam disappeared and €he

The PCs may either remain at Schloss


. . .
Mordenheim as Victor’s guests, or they may
decide to return to the Isle of Agony. The DM I

I
may decide how much time goes by-it can b
as little as a day or two, or as long as a few
weeks. But eventually, the PCs should be subtly
steered in the direction of the Isle of Agony.
When this happens, refer to Map 6: Lamordia
er map).
shiver, spirit fierce and small groups of them swim to Ludendorf to
bold, spend an evening drinking at the inns near its
4s thought of what I docks. Otherwise, they remain here, in the
now behold: settlement simply known as Baytown, where
4s vapors breathed they are free to assume animal or human
from dungeons form, away from the prying eyes of
cold humankind.
Strike pleasure dead. Read the following text when the PCs see the
-William Wordsworth ice floes.

It is still winter when


Narratiuo
I the PCs set out again,
this time for the Isle of
Agony. The island is

I connected to the
mainland by jutting
slabs of ice. Reaching
4 it involves first crossing
one mile of ice to the island known as The
Finger, then crossing an additional five miles of
ice to the Isle of Agony itself. The trip requires
mountaineering skills, as well as picks, ropes
and other specialized gear. (The PCs will have to
pay exorbitant salaries to anyone hired as
guides or mountaineers; Lamordians know the
Isle of Agony as “the devil’s domicile” and will
be extremely unwilling to explore the island.) It
will be a slow journey and blizzards will plague
the party all the way.

Wolves o f the Sea


he ice floes leading to the Isle of Agony The seawolves approach the PCs cautiously,

T touch its shores at one end of a wide bay.


This bay is the home of a colony of
lycanthropic seawolves. (This is the village that
trying to gauge their strength. Their ultimate
goal is to kill the party and steal anything of
value, but they are under orders from Adam,
the PCs were originally heading for when they who is seeking revenge for the rescue of Elise,
were rescued by Hans.) These creatures prey to first learn who the PCs are and what they are
upon any ships foolish enough to seek shelter in doing on the island.
the bay, looting their cargos and killing or The seawolves greet the PCs in human form.
infecting sailors with lycanthropy (and thus They pretend to be shipwrecked sailors who
adding to the seawolf population). This area is have survived by hunting and fishing. The
shown on Map 7: Baytown. lycanthropes will invite the PCs into their homes,
The seawolves are friendly with Adam and trying, if possible, to split up the party.
serve as his eyes and ears, warning him when The seawolves look like normal men and
strangers come to the island. Occasionally, women. Careful observers will notice, however,
I
ruasuru of the Winter Iuol
hen the PCs were first shipwrecked on he river that flows out of the hillside that
the island, Hans told them a tall tale of
hidden treasure-the fabled Horde of
I
,
sea. In summer, the peninsula is a marshy

wade across it

a 5-foot-high ceiling. In summer, it is


eepers, which slowly turn them into zom
In winter, the marsh freezes over, the ye
musk creepers die back, the frogs and leeches
go into hibernation, and the zombies that serve
4 normal wolves. These should be easy the yellow musk creepers wander away to die
he roots that have burrowed into th
rmant through the winter months,

illed by a blast of frost. It stands in knee-de

Their ship (abandoned when they became


zombies) rests a short distance away, also froze

able to make a rough estimate of the size of


pack. By keeping downwind of the wolves,
y may be able to launch a surprise attack.
Should the PCs defeat the wolves (or should a
ief be able to sneak inside the cave) they will

U l d 0 1 l d l l U 1 I I d l llC> U C I U l C
a marsh during the summ

surface and low hummocks of higher


d rise above the ice.
Dmg 1d4+1; SA nil; S D nil; MR nil; SZ S
here the ice covering the marsh begins to
reak apart under pounding ocean waves,
DU see a ship frozen into the ice. It is a small
ssel, a coastal sailing ship half the si
merchapt shin that brounht you to

I
-
I
and now hang from their heads in dead, brown
strands. The corpses smell faintly of musk, and
the arm of one has been partially gnawed away.
There are no clues a s to the identity of the five.
Any tools or equipment they were holding at the
time the yellow musk creeper attacked are
frozen under the ice.
The plant that turned these men and women
into zombies has died back; all that remains is a
root, buried deep under the ice in the frozen soil
of the marsh. But, while the yellow musk
creeper is no longer able to attack, the PCs still
face danger from a giant lynx that occasionally
The PCs will easily be able to venture out onto feeds here. There is a 50%chance the lynx will
the ice to investigate. The ice is slippery, but return while they are exploring the frozen dead.
solid enough to support even the weight of the
heaviest member of the party. (The water of the Giant Lynx (Cat, Great): Int very (12); AL N;
marsh is 3 feet deep and frozen solid.) AC 6; MV 12; HD 2+2; hp 12; THACO 19; #AT 3;
There are a total of five humans frozen into Dmg 1d2/ 1d2/ 1d2; SA rear claws (2d4 each),
the ice-all look ghastly. They have yellow skin, surprise; SD avoid detection, detect traps;
gaping eyes, and wear only tattered rags. Yellow MR nil; S Z M (4’6”long);ML average (9);
creeper musk roots have grown into their skulls XP 270.
The ship frozen into the ice beyond the The bitter irony of the loss of the Water Lily
corpses is the WaterLily, a small sailing craft lies in the fact that these primitive scientists
about 30 feet long and 10 feet wide. The ice that were on the first leg of an exploratory journey
grips it has partially ruptured its hull, but anyone that would have taken them to many of the
with a proficiency in carpentry or shipbuilding Domains of Ravenloft. Their next stop would
will be able to repair it and make it seaworthy have been Ludendorf, where they would surely
again. The next task would be to replace the have attracted the attention of Doctor Victor
rotted sails and lines. Mordenheim. Victor would have welcomed them
The WaterLily features a mainmast at the with open arms and conversed with them long
mid-point of the ship with a square sail, plus a into the night. (Perhaps those mysterious forces
smaller mast on the bow for a jib sail. The ship’s that shape events in Ravenloft deliberately
wheel is on the open deck at the stern. planned the demise of these Darkon scientists,
The bow of the ship is taken up with a 15- to ensure Victor’s continuing torment.)
foot-long, 8-foot-wide cabin. Here, the five crew The five scientists who crewed the WaterLily
members slept in hammocks strung over boxes were diligent record keepers. One of their record
and crates containing their scientific gear, books lies face down on the floor. its pages are
stoppered bottles, and jars holding botanical moldy, but some of the writing can still be made
specimens. out. The last page contains the following text.
The hammocks still hang in the cabin, but
they are rotted and tear easily. Most of the
samples in the jars and bottles are reduced to no
more than a frozen mass of decayed plant fiber.
Those jars containing samples that were stored
in water have long since burst when the water
inside them turned to ice.
Inside two of the jars (floating in alcohol) are
blossoms from the yellow musk creeper. Anyone
who opens these jars and smells the contents
(even accidentally) must save vs spell or be
entranced by the flower and become utterly
unwilling to part with it. (If more than one
person smells the flower’s musky pollen, a fight
will erupt over “ownership” of the blossom.)
Other jars contain samples of strangleweed
(the section of frond still twitches, even in its
bath of alcohol) and other mundane ocean
seaweeds and plants. The ship is well stocked with maps of the
The boxes and crates contain a variety of coastal areas of the Ravenloft domains that
scientific equipment. There is a crude brass border the Sea of Sorrows (Darkon, Lamordia,
microscope, surgical instruments for dissection, Dementlieu, and Mordent.) On the map showing
a magnifying glass, collapsible metal poles with Lamordia’s coast, the Me of Agony is only
hooked ends for gathering samples, corked test- charted in detail on the side closest to th
tubes containing stains of various colors (most mainland. Its northwesternmost corner
of them frozen), heavy leather gloves and
aprons, heavy-duty scissors for cutting through
vague. The two islands that lay off Its coast, in
the Sea of Sorrows, are mere ovals with question
I
stems, and saws and axes. marks superimposed upon them.
Adam’s Lair could swim 60 feet per round. (This rate can be
doubled if a successful Strength check is rolled

us hen Adam fled to the Isle of Agony, he at


first intended only to hide there
temporarily, until Victor’s anger had
cooled. H e scorned the island as a permanent
home, the only companionship it offered was
on a 1d20.) The DM should remember that
characters can only hold their breath for a
number of rounds equal to one-third their
Constitution scores, rounded up. An average
human (Constitution 12), even after making a
that of the seawolves and Kadra, the sea hag Strength check, runs out of air after swimming
who reports to Victor. 480 feet under water, and so will just be able to
Over the years, Adam made regular trips to make it to Cavern 1-but will have to leave any
the mainland of Lamordia, but always received a encumbering equipment, armor, and weapans
hostile reaction from its human residents. On behind! (Adam swims the distance easily.)
one occasion, he was hunted down and “killed” Swimming in the opposite direction (with the
like a common beast. He has no desire to repeat current) increases the movement rate. PCs are
that experience. able to move at their movement rate in tens of
Now, Adam spends most of his time on the feet per round. (Adam can swim the distance in
lsle of Agony, only occasionally venturing onto 3 rounds; if the PCs escape by climbing the
the mainland. H e makes his home in a series of chimney, he will swim to the river’s exit, climb
interconnected caves near the center of the the hillside, and wait for them to emerge.)
island. These were carved by an underground Swimming in utter darkness through an
river that eventually emerges from the hillside underground river cold enough to numb human
about 200 feet above sea level, then flows down flesh should be a terrifying experience.
a gentle slope and into the sea. In these gloomy Characters will have to feel their way along,
caverns, which are nearly inaccessible to periodically swimming up toward a “surface”
anyone without his strength and fortitude, Adam that doesn’t exist. Their hands will entaunter
sits and broods. e. (A rnemifd DM rnay
The entrance is a natural chimney of rock,
approximately 8 feet wide near the surface, and encounter a pocket of air+
leads downward 200 feet to the first cave. (PCs a panicked swim back to the
may discover it by spotting bats flying into it one starting point. Conversely, a DM who wants to
evening. Alternatively, they may hear the sound make life more difficult for the characters can
of the underground river while climbing the deduct one round of breath for every
hillside.)
The chimney is difficult to climb; its walls Characters swimmh
gradually grow further apart, providing an
inward slope. In winter, the walls
I are icy, making it very slippery.
Another way to enter Adam’s iair is to swim
underwater, and against the current, from the any given round halves the damage
point where the river emerges from the hillside.
The distance is 425 feet-a difficult swim. to dry off and warm up, or they will continue to
Characters swimming under water against the suffer 2d4 hit points of damage per turn.
current can swim half their movement rates in The following area descriptions
tens of feet per round. In other words,an read or paraphrased for players as
unencumbered human with a base movement the caverns. See Map 10: Adam’s
rate of 12, and who is proficient in swimming, the poster map).
Cavern 1: The chimney gradually widens, Cavern 2: This 150-foot-long cavern is about 80
ending in a cavern approximately 100 feet wide. feet wide at its broadest point. The high ceiling
The floor of the cave is uneven and littered with reaches above for 25 feet; it is thick with
broken bits of rock. It slopes down to the north stalactites, and broken bits of stone litter the
and south toward deep pools of black water. The floor. There is a pool of flowing water at either
slope of the south wall suggests that the river is end where the floorslopes down to the river.
flowing out of an underground tunnel. The At the south end of the cavern, a narrow
cavern is gloomy, barely illuminated by hazy fissure has been widened into a rough passage
light from above. The walls and ceiling-but not the floor-of the
A rusted iron spike has been hammered tunnel are covered with a fibrous fungus that
the stone (found at the spot marked “A” on glows with a soft violet light. The fungus extends
map). Tied to it is a badly rotted rope that into the cavern to a depth of 10 feet on the walls
disappears into the water. and ceiling immediately beside the tunnel
Careful observation of the water will reveal entrance. It is made up of millions of tiny,
that it is flowing to the north. The iron spike quivering hairs, each about 6 inches long.
and the rope were put here by an adventurer The fungus continues o n through Caverns
who tied the rope to himself before swimming 4, 5, 6, and their connecting tunnels. (It has
upriver in an attempt to reach the next cavern. yet fully spread into Cavern 2.) It is harmles
His decomposed body is submerged at the end but has one interesting property. If any portio
of the 100-foot-long rope-a ghastly sight. His of it is touched, the entire fungus growth of b
now-colorless flesh has been nibbled away by caverns instantly blinks out, ceasing to glow for
fish and his eyes are but gaping sockets. A l d 4 rounds. This not only leaves the tunnels i
ring of warmth encircles one of the man’s utter darkness but also warns Adam t
fingers. intruders have entered his lair. (PCs
(The DM might choose to have the rope through a tunnel or near a wall must specifica
break, just as the ring is spotted, forcing PCs state that they are avoiding the fungus, and in
to make a frantic grab for the body before it areas that narrow to 4 feet or less must make
sinks to the bottom of the underground river. Dexterity check to avoid it.)
To add tension, one of the skeletal hands of Adam will make good use of the light-
the corpse might tangle in a character’s belt, emitting fungus when attacking the PCs. Just
giving the impression that the body has come before launching an attack, he will touch the
alive and is trying to pull the PC down with it fungus, then attack in utter darkness. Since he
into the river.) knows every inch of these caverns by heart, he
If the PCs descend into the caver suffers only a -2 penalty when attacking in
chimney, or use a light source, they disturb the darkness. (PCs suffer a -4 penalty.)
bats that cling to its walls. The bats fly in wild Note: If no other light source is in available
circles around the cavern, squeaking madly and except the faint light emitted by the fungus,
getting in the way, but they only attack those Adam has an 80%chance of hiding in shado
who directly threaten them. anywhefe within these caverns. H e will use hi
Traveling underwater to Cavern 2 involves a ability to move silently to sneak up on the PC
swim of 75 feet. attacking when they least expect it.
Traveling underwater to Cavern 3 involves
Bats (10d10): Int animal (1); AL N;AC 8; swim of 275 feet and may result in an encou
MV 1 , FI 24 (B); HD 1/2; hp 2 each; THACO 2
#AT 1; Dmg l d 2 (bite); SA nil; SD nil; MR nil;
SZ T (1 ’); ML unreliable (4); XP 15 each.
flicker of movement out of the corner of ywuI
eye. Something round and white just hurtled
by. Then another object flies past, and

they strike your bare skin. If you look more


closely, you see that the missiles are nothing
ore than snowballs-a shower of the things,
stab to death the crew member who was ding all around you in a steady hail.
clinging to it. ever is throwing them is very strong-
The dark governors of the demiplane took has a very accurate eye!
notice of this evil deed and rewarded the ry as you might, you can't see the person
shipwrecked survivor accordingly. When the rowing the snowballs. They seem to be
currents carried her to this desolate point of iginating from one place, as if some
land, a flesh golem was waiting for her. As sh visible creature were throwing them. Butt
struggled out of the crashing surf, the golem w in that spot is utterly trackless. You
attacked without warning, ripping off one o f t ch in amazement as a chunk of snow li
sailor's arms. It then lurched away into the the qround and forms itself into a

on the ground where it fell. But her spirit lives on HD ?4;h p 4; THACO 15; #AT 1; Dmg nil;
in the form of a poltergeist who jealously SA nil; SD invisibility, silver or magical weapons
protects that which remains. Anyone to hit; MR nil; SZ M (5'tall); ML average (10);
approaching within 100 feet of the remains XP 65.
(which are currently covered by a thick layer or
snow) will be pelted with a hail of snowballs. If the PCs reach the body, they will antagonize
(These do no real damage, but should present a the poltergeist still further. In order to "defend
mystery that the PCs will want to solve.) what remains of her body from further thievery
When the PCs approach the coast, read or of its parts, the poltergeist scoops massive
paraphrase the following tex amounts of snow up into the air and dumps it or
the PCs' heads.
After killing or driving away the poltergeist,
the PCs will be able to uncover the skeleton.
When they do, they will experience a phantom
shift-an illusionary jump back in time to the
moment of the woman's death. They will see a
flesh golern attack the shipwrecked sailor. Then
the flesh golem turns toward the PCs, the blood!
arm still in its hands. The PCs must make a fear
feet in width and has a largi pool in the center,
where the floor slopes down to meet the
underground river. Ledges on either side of the
river provide access to the opposite end of the
cavern, neither is more than 4 feet wide. The
ledge on the west side opens onto a smaller
cave. There is a plank across the center of the
pool. It looks old, but it is thick enough that it
jagged boulders that will do 6d10 damage to might still be sound. The familiarglowing
everyone in the cavern and will fill it to a depth fungus coats all but the plank.
of 4 feet, partially blocking the tunnels that lead Using either of the ledges to cross the cavern
from it. requires a Dexterity check to avoid causing the
Some of the debris from above has spilled glowing fungus that lights this room to blink out.
onto the floor at the center of the cave to fbrm a The wooden plank is sound, but also requires a
pile of rock about 5 feet high. Barely visible Dexterity check on ld20 to see if the PC slips on
through gaps in the pile, you can see two badly the wet wood and falls in the river.
damaged chests. A few gold coins have spilled The danger in this cavern comes from
through cracks in their sides. beneath the surface of the pool, where a giant
The chests were placed here several years water spider has made its lair in a hidden
ago by pirates who stopped at the Isle of cavern. If the fungus blinks out, there is a 30%
Agony to hide their treasure. They lowered the chance the spider will come to the surface to
chests by rope into the cave, then sailed away. search for prey. If bright lights are brought into
A short time later, a mild earthquake blocked the cavern (torches or lanterns), there is a 20%
the chimney and spilled rock down onto the chance it will attack. And if someone falls in the
chests. water, there is a 50%chance of attack. (All
The PCs are likely to be attracted by the results are cumulative.)
prospect of easy plunder. (Carrying the heavy The giant water spider attacks by dragging its
chests out through the water-filled tunnels, victims under the surface of the water. (Those
however, is sure to be a challenge!) grabbed by the spider may break free by making
It will take about 20 minutes of labor to a Strength check on ld20.) It then swims to its
remove the stones from the chests. (Adam is lair with its prey (Cavern 7), where it cocoons
sure to hear this activity.) PCs may expect a the victim to eat later, at its leisure. If attacked,
monster to spring up from inside the pile of the spider retaliates by injecting its opponents
stones (or the chest itself), but there are no with a deadly venom.
encounters here (unless Adam attacks). The DM Traveling underwater to Cavern 6 involves a
should play upon the characters’ fears, requiring swim of 150 feet and may result in an attack by
them to make a number of checks to learn if the spider.
they see or hear anything unusual.
The chests contain a fortune in gold and Spider, Giant Water: Int semi (3);AL N; AC 5;
jewelry, although most of the latter was crushed MV 15; HD 3+3;hp 18; THACO 17; #AT 1;
by the weight of the stones that fell upon the Dmg ld4; SA poison; S D nil; MR nil; S Z M
chests. In all, they contain 6,000 gp, 10,000 sp, (8’diameter); ML steady (12); XP 420.
and 8 pieces of badly damaged jewelry. (The
gold and gems in the jewelry give each piece a
This is where Adam sleeps when he is
spending time in the caverns. The sea chest is
locked and trapped. Adam carries the key with
him. If tested, the chest will radiate a strong aur
of magic. The trap on the chest combines the
wizard spells trap the soul, reduce, and
deeppockets. The lock may be picked normally
but once the chest is opened (even a crack) it
draws the person who opened it into itself,
shrinks them to one-tenth their size and seals
them inside. (This effect occurs even if the
person opening the chest is not directly touchin
it. Any items used in an attempt to prop the lid
open and stop it from closing are neatly snipped “scientific” experiments. It was here that he first
in half by the lid.) The chest’s built-in closure restored life to dead animals (the skeletal bats
then re-locks with a loud click. that now accompany him on his travels to the
There are only two ways to safely open the mainland). Here too, he restored life to the
chest. One is to use Adam’s key. The other is to sewn-together bodies he stole from Victor
cast dispel magic on it or use a magical item to Mordenheim’s lab. In time, he learned the
negate the magic of the chest. (It then becomes secrets of reanimating dead flesh, but Adam
a normal, nonmagical chest.) If someone is lacks Victor’s training as a dactor. The flesh
trapped inside the chest when its magic is golems Adam sews together from pieces of dead
dispelled, they immediately regain their normal tissue are very crudely made, and they are even
size. (If there is more than one person trapped more hideous to behold than those created by
inside the chest, each of them takes l d 8 points Doctor Mordenheim.
of damage times the total number of people Where Victor turned to science to find his
trapped.) Those freed by the proper key regain answers, Adam turned to magic. Each of the
their normal size l d 4 rounds after being legs of the central apparatus is hollow-anyone
removed from the chest. tapping on a leg will quickiy discover this. Inside
The items inside the chest are of normal size. each is hidden a wand of lightning. When the
(Only intruders and their equipment are shrunk correct command words are spoken (“fulmine
by the chest.) Inside the chest is a mirror of ictus”) the wands each expend a charge and
sending that matches the magical mirror held by lightning arcs around the frame.
the seawolves and a pouch containing ld6+2 Anyone touching the platform when it is
pinches of dust oftracelessness (Adam uses it to activated takes 6d6 hit points of damage per
conceal his trail on his trips to the mainland). In wand. (If the person is completely on the
addition, there are a number of items pilfered platform, with nothing to create a “ground”
from Elise, including a signet ring, two of her between the body and the ea.Fth, there is no
gowns, a lock of her hair tied with a red ribbon, damage. Instead, the PC’s hair rises from the
and a locket with two portraits inside (one of scalp, and tiny sparks leap into the air.) Each
Elise and one of Victor-the latter has been wand has only 2d4 charges left.
scratched with the point of a needle and nearly The tiny cave that forms an alcove on the
obliterated). east wall contains a rus
battered surgical instruments. Bloody rags are
piled in a heap on the flwr. pocket of air, sufficient to sustain a singe
the cavern, behind a human for ld4 hours
barred door, a staircase leads up into the the room is a collection of spider eggs, each
darkness. The stairs have been cut into the rock, about the size of an apple. (For an added touch
and climb for 550 feet. They go directly to a of horror, lOdlO eggs can hatch while a p% is
ancient graveyard-the graveyard that is the captive by the spider. The tin
portal out of the Domain of Lamordla. less, but wit1 swa

Cavern 7 : Although you have reached this develop perma


cavern underwater, you find it contains a pocket The spider’s
of stale air. There is a dry section in the cave magical items once carried by its victims. It
about 20 feet wide, the ceiling is 20 feet high. In includes 18 cp, 12 sp,5 gp, 11 pp, and 2 gems,
one corner you see a large mass of sticky, white one of which is a gem of insight.
spheres. Glowing fungus grows on the walls The spider, having secured its victim
and ceiling, filling the tiny area with a dim, cocoonlike web, waits ld6 turns before
purple light. On the floor of this small cavern lie beginning to devour its victim.
the remains of three creatures securely cocooned the PC’s companions
in spider webs-two are human and one is a the rescue-this wwf
dead flesh golem. underwater, each
A giant water spider makes its lair in this distance in half a ro
cavern. Although the entrance is under the When the player characters begin exploring
surface of the river, the cave itself contains a Adam’s lair, Adam will be in Cavern 5. As soon
as he is alerted by the blinking out of the it by the stairs will find themselves back in
glowing fungus, Adam begins stealing through Adam's lair. The only other way out is through
the cave. the open grave-a dimensional gateway. (PCs
able to fly or climb find the walls just keep on
extending, the PCs can never reach the "top"
The Gate of the cliffs.)
s foretold by rumors and the investigations

A
The open grave is filled with thick mist that
of Dr. Victor Mordenheim, the Isle of Agony has a slight, sweet smell. On the gravestone
does indeed contain a dimensional gate. itself are the following words:
But few have ever used it, for the only way to
reach it is by passing through the caverns that
are the lair of the true Lord of Lamordia-
Adam.
The gate is reached by climbing the stairs
from Cavern 6 of Adam's lair. The stairway is
filled with an obscuring, swirling mist.
The area containing the portal is shown on experience a sensation of falling through space
Map 1 1 : The Portal of Fear (on the poster map). and must make a fear cheek. (The only result
Read or paraphrase the following text to the of failing is that they scream-any companions
players when they near the top. who have yet to enter the grave may have
second thoughts when they hear it.) A%the
cn me cop of the stairs, the m i x
-.iars. You find yourself looking through an
archway that leads outside of the caverns.
You see that you are standing at one side of a
deep, well-like crater about 100 feet wide,
completely enclosed by high cliffs that s e e p
to stretch on forever. Lookin
dark, starry sky, far overhea
The ground is dimly illum
twinkling starlight. Gradual1
adjust, you see a slab of stone
of a grave marker at the center
area. A dark hole gapes be
The ground is covered in sick1
ylass. Mist floats in patche
gravestone-if that is inde
mist is following a distinct pattern. It seems
be slowly spiraling toward the gravestone,
earing down into the hole before it as
b i n g drawn by some unseen force
I - - __

The graveyard exists in its own tiny pocket


of the DemipIane of Dread, completely
isolated from all other domains. Those leaving
The Baron's Letter to Captain furschten
Captain fiurscfjten-

d beg you, bring your m n wit4 uti haste to tfjecastti. %ring mfjutmer aib is avaifa6Ce; rat catcfjers unb
pdests mu6 6e most approprtate.
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gCeejXCo0fi in fjis eye anb a greut grin on fjis (Ips. 3 cuugfjt fjim smoking my 6est pipe tfje otfjer nigfjt, mb
nom fje is mrtttg my mistcoat!
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you. at aCCseems so joCl, somfjom.
Efje carrier pigeons fry in circCes, or fjang Font tfje eaws fike 6ats. 3 fjave no muy offinombtg ifmy
previous epistCes em reacfjeb you. 3 pray tfjut my son
BRememGer, Gemre tfje mice,rest tfjey steaCyour smo

I
- The bite of a flea of madne
m may feel a siight sting and
but otherwise takes no real

e victim is an an

might & M k t e d wRh the r n e d ~ tbe$bas


e~~ carry, wMk
neighbors are not.
,
. A * .-
Ecology: There is m w h speculation as to )liw fleas o
f ma&
ness originated. Those who study 9- tkse ape ordi-
nary fleas that carry a dioease and beliwe there might be a
- - natural plant or chemical s&stance that can counteract the
behavior results.
Note: Once madness has set in, the victim no longer the
e d s to make additional saviog throws vs poison, as no bel
ntensification of the madness d e s place- The victim is,
wever, still susceptible to the effects ob hb'suncontrpd- curse ta
labk hidagus laughter and Otto's irresWledance with sub-
sequent flea bites.
The madness c a d b y the'tleas carafire c u d &@~@cal
FLESH
CLIMATE/TERR
FREQUENCY:
ORGANIZATION
ACTIVITYCYCI
DIET:
INTELLIGENCE:

Chaotic Neutral
No. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 9 (40 hP)
THACO: 11
No. OF ATTACKS: 2 (fists)
DAMAGE/ATTACK: 2d8/2d8
SPECIALATTACKS: Strangulation
SPECIALDEFENSES: See below
MAGICAL RESISTANCE: Special
SIZE: Large (7-8 ’ tall)
MORALE: Fearless ( 19)
XP VALUE: 5,000

Stitched together from the collected body parts of various


corpses, flesh golems have a horrific appearance. Contrary
to old movies, they are not flat headed, nor do they have
bolts in the side of their necks. Since they are composed of
the body parts of many different people, they can have a
variety of appearances. All are gruesome and ghastly.

Combat: The Ravenloft flesh golems are immune to cold and


electricity in any form. Cold or electrical attacks do half dam-
age, none if the golem makes its saving throw. Electricity rmal damage to golems, a
does not regenerate hit points. Spells may do damage to a fire or acid can permanently destroy the body of a flesh
flesh golem, but all other types of spell effects are ignored. golem. Anything less and it can be reanimated at a later date.
This only applies to spells cast directly upon the golem,
including area effect spells. It does not include the side effects Habitat/Society: Made to serve the selfish purposes oft
of spells, such as a wall ofstone falling on it. The golem does mad scientist-creators, flesh golems rarely possess ei
not eliminate the wall with its touch, and is still required to habitat or a society. They long to be accepted as peopl
deal with it. However, spells like charm person, sleep, and tele- inevitable rejection they suffer c a u s e s most of th
port other will fail on golems. The golem does not see through develop a deep hatred of living creatures, especially humans
illusions, unless directly cast on it, as in phantasmal killer, nor and demihumans.
can it automatically see invisible creatures. Normal flesh golems are mindless automatons, Ravenloft
If the golem hits with both fists in the same round, it can flesh golems are not. The spirit that kindles life in the flesh of
begin strangling its victim on the next round. This is a n the golems is keenly aware of its existence and frequently
optional attack, not required of the creature. Strangulation filled with hate. The spirit belongs to the brain
does 3d8 damage each round automatically. Of course, the the golem, or that of another creature transferr
victim is unable to escape unless it has a strength of 19 or
greater. It is possible for two people to break the grip (one on
spirit is usually damaged by the process of transference or
reanimation and is a lot more primitive and childlike than the
I
each arm) so long as they each have at least a 17 Strength. original.
Although flesh golems are immune to normal weapons The flesh golem has is one inherent weakness: its fear of
and physical attacks, they can be harmed by magical weap- fire. It will flee from any source of fire, even one as small as a
ons (+ 1 enchantment or better) and attacks from monsters of match. It must remain a t least 10 feet from small flames
sufficient hit dice (4+1or more, PCs don’t qu (torches, cooking fires, etc.) and at least 2 5 feet from larger
them. Lesser attacks will not penetrate their s flames [bonfires, a large collection of torches, etc.). In the
In its own way, the flesh of the golem is alive. case of a small flame, a golem may attempt to move past the
ble to poison, level draining, gasses and other things that fire or knock it from itsholder, but only if a succ
attack the flesh. It has a high resistance, reflected in the +4 check is made (save vs paralyzation). The fear
saving throw bonus it receives. The exception to this rule is flesh golems is normally an 8 (they are relative1
that flesh golems are completely immune to disease. but they have a -4 penalty for fire, making the
The flesh golems of Ravenloft have unique regenerative better on a 20-sided die. If forced too dose to a flame, roll on
powers. A normal human heals 1 hit point for every day of the failed fear check table to see how the creature reacts.
full rest. The flesh golem recovers 1 point an hour, whether or
not it is resting. If i t is brought below zero hit points, it does
nqt heal at all-the body is incapacitated, but not dead. Its
@

ADAM’S WRATH By Lisa Smedman


1

fhere are some things that mere mortals h e adventurers embark on a journey
were never meant to know. . . .

n the domain of Lamordia, Doctor


T of fear that leads from certain doom
on the frozen island to a strange
new life at Schloss Mordenheim. To

I Victor Mordenheim created Adam


-cobbling the creature together
from parts of human corpses. Now,
return home they must challenge Adam
himself and discover a portal-a gate
that might lead homeward.
years later, Adam wants revenge. Adam
wants Elise, Victor’s wife. Adam wants Adam’s Wrath is intended for a party of
Victor dead. four t o eight characters of 5th to 7th
level. Carefully designed t o allow a
The player characters’ ship founders on DUNGEON MASTER‘“ to launch from any
the coast of the domain of Lamordia. A campaign world or Ravenloft domain,
vicious storm leaves them washed A d a m 2 Wrath is an adventure your
ashore, cold and hungry o n the ice-bound characters will never forget-if they
Isle of Agony. . . . Then the terror begins. survive!

TSR, Inc. A
Ln
P O B 756 a
Lake Geneva Cherry Hinton a
0
Ln
W153147 Cambridge C B l 3 L B
USA United Kingdom

$9.95 U.S.
$12.95CAN
ADVANCED DUNGEONS G DRAGONS and RAVENLOFT are reglitered trademarks awned by TSR, Inc.
f5.99 U.K. DUNGEON MASTER and the TSR logo are trademarks owned by TSR, In=. 1994 TSR, Inc. All Rights Reserved

. Printed !n the U S.A.

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