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ADnD Ravenloft A Light in The Belfry

AD&D Module - Ravenloft Setting

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Alex Fer Vinif
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0% found this document useful (0 votes)
84 views42 pages

ADnD Ravenloft A Light in The Belfry

AD&D Module - Ravenloft Setting

Uploaded by

Alex Fer Vinif
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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ro Sree man Or ry, a ey I j . ya " ay ya er iii : MDAC Le a Am Cosel Cel ecg Monster Combat Summaries: Banshee-Mist Banshee (MM): AC 0; MV 15; HD 7; hp 37; THACO 13; #AT 1 [Dmg 148 (claw); SA death keen; SD fear, +1 or better weapon to hit, senses living creatures within 5 miles, immune to charm, sleep, hold, cold and electricity: SW dlspet evils, cannot keen during day, holy ‘water inflicts 2d4 damage; MR 50%; SZ M (5' tall); ML elite (13); Int exc (16); AL CE: XP 4,000. ‘SA: The enshee can keen once per day, equting all ving creatures witha 30 tosave vn death magi fale Indicates natant death ‘SD: Fear—upon fist sight, al heroes must succeasly save v, spall off for 10 rounds (50% chance te drop held ems) SW: Benae is tumed on the “special column, Bat, large (MM): AC 8; MV 3, FL 18(C); HD 1: hp 6; THACO 19: 4#AT 1; Dmg 164 (bite); SA 1% chance of rabies per bite (disease) SD bonus to AC In fight; SW must land to bite: SZ M (6' wingspan); ML unsteady (5); Int animal (1); ALN: XP 35. 0: The large bat enjoys an AC bonus of 3 vs. mise weapons fied by a character wh 8 Bex ot 13 ot es. Bear, brown (MM): AC 6; MV 12; HD 5+5; hp 31; THACO 15; #AT 3; Dmg 146/16/108 (claw/claw/bite); SA hug, fights with negative hp; SZ L (9" tall); ML avg (8); Int semi (2); AL N: XP 420. ‘SA: Mug—if claw hts on 2 roll of 18 or higher the beat huge for an atonal 26 damage. Fighie-ine beat continues ht for 1 rounds reduced to Oto Beetle, giant, rhinoceros (MM): AC 2; MV 6; HD 12: hp 59: THACO 9; #AT 2: Dg 346/248 (bte/hom); SZ L (12' long); IML elite (14); Int animal (1): ALN: XP 4,000, Beetle, searab, monstrous (MC3): AC 2; MV 9, Br 3; HD 8; hp 53; THACO 13; 4AT 1; Dmg 446 (bite); SZ L (11'long); ML n/a; Int non (0); ALN; XP 1,400. Carrion stalher (MC3); AC 2; MV 9; HD 4; hp 17; THACO 17; AT 1€8 or 1; Dmg 104 per hit or special (tendrils or spawn) 'SA entrapment, speed imposes -2 penalty to opponents’ surprise and Initiative rolls; SD immune to poison and disease, half of damage suffered goes to caught victim); SZ T (1long); ML avg (10); Int animal (1); ALN; XP 650. ‘Dmg: Specil—the stalker sprays «clo containing 146-3 levee on caught wesms wihin 3 ficing hp damage apiece per ound 'SA Weve one tel its, the vim mat sve. vs parlyztion or become tangle onsen a atack penalty pet Shing tend Centipede, giant (MM): AC 9; MV 15; hp 2; THACO 20; #AT 1 Dig il: SA poison paralyzes for 26 rounds (+4 to victim's save): SWI to all saving throws: SZ T ( Int animal (1); ALN; XP 35, long); ML unsteady (6) Elemental, blood (MCI): AC 0; MV 12; HD 12; hp 59; THACO 9; 4AT 1; Ding 3d6 (tentacle); SA smothering; SD +2 or better weapon to hit, unhindered by protection from evi SW immersion in water inflicts 1410 damage per round: SZ L (12' tall); ML champion (16); Int low (5); AL N; XP 7,000. A: Stuck vcs must save vs. spel to avoid blood drain, doubling inci demage ad odsng crained hp tothe sementas total (max. 96 hp). Smothering — ‘The elemental con se ts oack lta smother a victim, whole alowed a ave Vs. ath mogi to aveld choking on Blood (une drowring rules; ee the DMD. Geist (MC3): AC 10; MV FI 12(A); HD nil; THACO nil; #AT 0: Dmg nil; SA invisible at will, sight prompts fear (sometimes horror) ‘checks; SD invulnerable; SW destroyed by abjure, banishment, dismissal, holy word, wish; MR 100% except to listed spells; SZ M 6 tall; ML fearless (19); Int varies; AL varies; XP 0 Ghost (MI): AC 0; MV 9; HD 10; hp 51; THACO 11; #AT 1; img age 10d4 years (touch); SA fear, magic Jar within 60’ SD difficult to attack, immune to nonmagical weapons; SW 24 damage from holy water if semi-ethereal: SZ M (6' tll) ML fearless (20): Int high (14); AL LE: XP 7,000, level eceve «2 born to the ave) ‘SD: Difficult o tack ghost cannct be atacked while ethereal unless the attacker iso etheres (auing wach me the ghosts AC Is 8), However, I must cane seni-eheren to stack characters, which time ican be counertacked {its semeteret AC is 0) Roe that sliver weapons inf half mage snd maga ‘eapons init fall damage Ghoul (MM): AC 6: MV'9; HD 2; hp 13; THACO 19: #AT 3; Dmg 1-3/1-3/1D6 (claw/claw/bite): SA touch paralyzes for 14642 rounds (save to avoid); SD immune to sleep and charm; ‘SW protection from euil keeps at bay; SZ M (5'tall) ML steady (12): Int low (7); AL CE: XP 175. Haunt (MM): AC 0 (or victim's): MV 6 (oF vietim’s); HD 5; hp 23 or victim's; THACO 15; #AT 1; Dmg Dex drain (touch) or by victim's weapon; SA possession, strangulation; cannot be turned, SD struck only by silver or magical weapons (I-hp damage plus magical bonus fonly), normal fire inflicts 1-hp damage but magical fre inflicts full ‘damage; SW cannot leave area where it died without first possessing a body, hold person forces a save vs. paralyzation or haunt is ‘expelled, dispel evil destroys; SZ variable; ML n/a; Int non (0): AL any: XP 2,000. ‘The haunt chooses a singe target and attacks mindlessly, draining 2 pois of De per hit unl the wich score reaches 0, a which time takes possessor of {he body gans the victim's combat mats, and stem to complete whatever imson kept it alve” SSA: Stranguton I the haunt and victim ate of opposing alignments, the haunt begin to strange the porseased dy with his own hands, ling hp damage Cth fet round and Continuously Soubling the damage in wach succesave found Una death occurs othe vcti's companions aid Hin. Hell hound (MM): AC 4; MY 12; HD 7; hp 49; THACO 13; #AT 1 Dmg 1410 (bite) oF 7 (breath); SA 5 to opponents’ surprise rolls, 10’ fiery breath (save for half damage); SD immune to fire, surprised only on 1 or 2, 50% chance to see hidden/invisible creatures; SZ M (6' long); ML elite (13); Int low (6); ALLE: XP 1,400. the hel hound's attack ols @ natural 20, a both ites and breathes fre Hook horror (MM): AC 3; MV 9; HD 5; hp 35; THACO 15; #AT 3: Dmg 148/1d8/2d6 (claw/claw/bite); SD surprised only on 1: SZ L 8" tall): ML steady (12); Int low (5); ALN: XP 175. ‘SA both claws ht, the beak alematcly ites on that and each successive round nt at east ae caw s dodged (bend are rol) The momse stles no ttlack penaltes for bhnatighing due to acute hearing niess opponent lence (tnogi or egue sil, Note that moves at normal rte on vera staces Mimic (MM): AC 7; MV 3; HD 8; hp 41; THACO 13; #AT 1 Dmg 344 (smash); SA struck victims adhered; SD immune to acid, ‘molds, green slime, puddings: SZ L (7 long); ML champion (15); Int avg (10); AL; XP 1,400. ‘SA: A success end bars ol or thee rounds of treatment with slcahol allows 2 caught victim to brea ee Mist crimson death (MM): AC 0; MV F1 12(B), 6 after feeding HD 13; hp 89; THACO 7; #AT 1; Dmg 3410 (vaporous tentacles) SSA able o pick up one adventurer (or equivalent weight) with a successful attack roll; SD +2 or better weapon to hit; SW increased vulnerability ater feeding: MR 95%; SZ M (6' tal); ML champion (16); Int genius (18); AL NE: XP 9,000. SA: a vei ited off he ground struggles, the mist must make 0 success sttack fll each round-talre indicates the vc is dropped. ‘SW: After Feeding, ts AC #4 and only 8 +1 weapon le required tot i Monster Combat Summarie: Mist, vampiric (MM): AC 4; MV FI 12(B), 6 after feeding: HD 3; bhp 24; THACO 17; #AT 1; Dmg 1d8 (blood drain); SA envelopment, all opponents’ ACS are 10 (but Dex and magical atmor bonuses apply); SD damaged only by magical weapons, lightning bolt, magic missle, and spells that affect air; SW increased vulnerability after feeding; SZ M-L. (5'-8’ tall); ML elite (14); Int avg (8); AL NE: XP 270. ‘SA: Envelopment—on an etack fll successful by 4 oF more, he victim is emvetoped an atematicaly teach round url the mts Kile: hal ofall the ‘mst nstained damage goes tothe wnveoped vein Eveloped vitin May not {ake actions that require concentration (opelcasing. et) ‘SW: Ate feeding, the mits AC Band 8‘can be ht by normal weapons. ‘oze/slime jelly, green slime (MM): AC 9; MV 0; HD 2; hp 15; THACO 19; #AT 0; Dmg nil; SA attaches to skin and tuns victim into {green slime in 1d4 rounds (no resurrection possible); SD invulnerable to weapons and spells; SW cure disease kill; SZ S (4' long); ML n/a; Int non (0); ALN; XP 65. ‘Phantom (MM): AC n/a; MV 9; HD 0; THACO n/a; #AT 0; Dmg nil SA fear effect: SW remove curse cast by 12th-level or higher priest dispels; MR 100% (except for remove curse); SZ varies; ML n/a; Int non (0); ALN: XP ri [Aithe DM's option, phantoms ofthe Phantasmal Forest may beso gruesome ax to egire system shock rls (+10 bonus to rol) to ave dying of fight Motor hecks may also be appropriate Plant, bloodrose bush (MC3): AC 10; MV 0; HD 10; hp 62; THACO 11; #AT 1410; Dmg 1d2starget’s AC per hit (min. of 1) (thors); SA 10%radius entanglement; SD blunt and piercing weapons inflict I-hp damage; SW salt water inflicts 1410 damage per gallon; SZ $ (4’ tall; ML n/a: Int non (0); AL ni: XP 2,000, Plant, fearweed (MC3): AC 10; MV 0; HD 1; hp 3: THACO n/a: AT 0; Dmg nil SA 20'-radius fear cloud: SZ S (2' tal): ML n/a; Int non (0); ALIN; XP 120. SA: When a warm blooded creature approaches with 10, the fear weed telemes an ores. colorless fr cloud. Those within the cloud who ao save Vs oon with 2-2 penalty become peronai,delusey, and vent. attacking thei Eemparion for {0613 runs, Remave curse or neutalze poison cancel eee Hy companion reduced po eae ding aft, eer ced PCs ay tihempt a sccond seving throw fo stop fighting. However, «succes roll ‘evs (atthe apt) Yor 16 rounds Plant, intelligent, shambling mound (MM): AC 0: MV 6; HD 8; hp 54; | THACO 13; #AT 2; Dmg 248/2d8 (appendages); SA if both attacks hit, victim is engulfed and suffocates in 2d4 rounds unless the shambler is killed; SD immune to fre and blunt weapons, half damage from piercing and slashing weapons, half or no damage from cold {depending on save), lightning adds 1 HD per attack; SZ M (6’ tal); ML fanatic (17); Int low (5); ALN; XP 6,000. Scorpion, large (MM): AC 5; MV 9; HD 2+2: hp 12: THACO 19; AT 3; Ding 1d4/1d4/1 (claw/claw/sting): SA poison sting inflicts 15:hp damage (save to avoid): SZ $ (2" long): ML avg (8): Int animal (1); ALN; XP 175. ‘Shadow (MM): AC 7: MV 12; HD 3+3; hp 18: THACO 17; #AT 1; Dmg 1d4+1 and 1 Str point (touch); SD +1 or better weapon to hit, 90% undetectable, immune to sleep, charm, hold, cold-based spells SZM (6' tall: ML fearless (20); Int low (7); AL CE: XP 420. Heron eed to 0 Sir de and ie shadows thernseives Shadow asp (MC3): AC 2; MV 0; HD X; hp 4; THACO 20; #AT 1 Dmg 142 (bite); SA -5 to opponents’ surprise rolls, shadow toxin 'SD half damage only from piercing weapons; SW hold monster slows, light or continual light destroys, held at bay by protection from ‘evil, SZ T (1 long); ML fearless (20); Int animal (1); ALN; XP 65. 3 Mist-Wraith ‘SA: Shadow toxin—bte victims must successfull save va olson or tum ito 8 stow i ve nth Hower, roma cso pe mage ps he ‘SW: Hold monster raises the agp’ AC to 8 Sheleton (armored) (MM): AC 3; MV 6 (plate armor); HD 1; hp 6; THACO 19; #AT 1; Dmg 148 (long sword); SD immune to sleep, charm, hold, fear; SW holy water inflicts 244 damage; SZ (6' tal); ‘ML n/a; Int non (0); ALN; XP 65. Snahe, poisonous (MM): AC 6; MV 15; HD 2s1; hp 14; THACO 19: #47 1; Dmg I (bite); SA polson—onset time of 2d rounds, and failed save results in incapacitation for 1d4 days; SZ S (4' long); ML avg (B); It animal (1); ALM; XP 175 Spectre (MM): AC 2; MV 15, F130(B); HD 7+3: hp 43; THACO 13: 4AT 1; Dmg 1d8 (touch); SA energy drain (2 levels per touch); SD +1 or better weapon to hit, immune to sleep, charm, hold, cold- based magic: SW holy water inflicts 244 damage, raise dead destroys; SZ M (6' tll); ML champion (15); Int high (14); AL LES XP 3,000, Spider, large (MM): AC 8; MV 6, We 15; HD 161; hp 5; THACO 19; #47 1; Dg I (bite); SA polaon—onset time of 15 rounds, filed save inflicts 15-hp damage; S2 § (2' diameter) ML unsteady (7) Int animal (1); AL N; XP 175. Large spiders are moat dangerous for thet webs: For every St point below 19, taker ene ound 1 beak fre of them Virus, pettification (MC3): AC n/a; MV 0; HD n/a: THACO n/a {¥AT 0; Dmg nil: SA infection upon physical contact; SW cure disease ‘oF dispel magic kills; SZ T (microscopic); ML n/a: Int non (0); ALN; XP 650, ‘SA: Spreading fom the point of est contact, 10% of the vt tuns to mate ‘each day, owering Dex 2 per day ona improving ACI pe day. Completely ‘marbled vcs remsin ave for 246 mena Sone foes remover al trace of ‘marble, bat not the wus, which spresce anew Will o'wisp (MM): AC -8; MV FI 18(A); HD 9; hp 61; THACO 11; #AT 1; Dmg 248 (shock): SA invisibility for 24 rounds ata time: ‘SD immune to all spells but protection from evil, magic missile, maze; MR 100% (except listed spells): SZ S (2 diameter); ML fanatic (17); Int exc (16); AL CE; XP 3,000. Wolf (MM): AC 7; MV 18; HD 3; hp 18; THACO 17; #AT 1: Ding 1dé+1 (bite); SD +1 vs. charm; SZ S (4 long); ML avg (10); Int low (6); ALT; XP 120. Wolf, winter (MM): AC 5; MV 18; HD 6; hp 47; THACO 15; #AT 1; Dg 2d4 (bite); SA 10' frost breath 1 per 10 rounds, 6d4 damage (save for half); SD immune to cold damage; SW fire inflicts +1 damage per die; SZ L (10' long): ML elite 13); Int avg (10); AL NE: XP 975. Worg (MM): AC 6; MV 18; HD 343; hp 20; THACO 17; #AT 1; Dmg 2d4 (bite); SD +1 vs. charm; SZ M (7' long); ML steady (11); Int low (7); AL NE; XP 120, Wraith: AC 4; MV 12, FI 24(B); HD 5+3; hp 28; THACO 15; #AT 1 Dmg 146 (touch); SA energy drain (1 level per touch); SD silver or ‘+1 oF better weapon to hi, immune to poison, paralyzation, cold: based magic, sleep, charm, hold, death: SW holy water inflicts 244 damage, raise dead destroys (save applies); SZ M (6' tall); ML champion (15); Int very (12); AL LE: XP 2,000, Using the Audio CD Monster Statistics ‘The Domain of Avonteigh Morgorath The Land “Tergeron Manor Closing the Borders The Folk Encounters ears Learning Avonleigh’s History The Mists . . The Storm The Underdark Magical Transportation The Phantasmal Forest Highway Game Trails Forest ‘Morgoroth's Influence Shattered Glass Entrances and Exits Designer: William W. Connors CD Script Writer: Dori Hein Editor: David Wise Project Coordination: Harold Johnson Cover Art: Robh Ruppel Interior Art: Mark Nelson Graphies Coordination: Paul Jaquays Art Coordination: Peggy Cooper Cartography: David C. Sutherland Ill ‘Typography: Angelika Lokotz wooo yyy Map Key & Encounters, Ground Floor First Floor. Second Floor ‘Third Floor Fourth Floor. The Necromancer Returns . ‘The Necromancer Falls. The Necromancer's Fate. ‘The Necromancer’s Doom ‘The Sleeping Corpse ‘Area 33: The Belfry The Crystal Coffin The Pealing of the Bells. Back from the Dead ‘The Necromancer's Desperation Leaving the Mists Behind The Silver Portal... Returning Home Avonleigh Temperature and Light Table Back Cover Phantasmal Forest Encounter Table . . Back Cover Morgoroth’s Spell List 5 TSR, Ie TSR Li. 201 Shean Springs 120 Church End Lake Geneve Chery Hinton wisaia7 Cambridge C81 3LB usa ited Kingdom ara, and the TSR ogo are trademarks owned by TSR characters character tomes, and the dati Rights Reserved. Printed lathe US tin gts m the Book ade for Engi lanavge products o TSR, Ine, Dated a the bok and hoy trade inthe Ure Kingdom by TSR Ue This material ix protected under the copyright laws ofthe United —Proverbs 28:1 A Light in the Belfry is a RaventorT® adventure of terror and mystery designed for four to six player characters at the 6th to 8th levels of experience, Larger or smaller parties can play it, too, but doing so requires the Dungeon Master (DM) to adjust the encounters to suit his particular group. The adventure can be played {as part of an on-going RAVENLOFT campaign or simply as a short excursion into the Demiplane of Dread, If the former is the case, the DM. should alter the beginning and ending of the scenario, providing a transition out of and back into the rest of the campaign. The DUNGEON MASTER® Guide, Player's Handbook, Monstrous MANUAL", and the Ravencorr Campaign Setting boxed set are necessary to run this module. The RAVENLOFT Monsrrous ComPeNDIum® appendices | and 3 are useful but not required, This adventure requires the use of an audio compact disk (CD) during play. Using the CD is easy: Whenever the DM is required to play a specific track, its number appears in a large box near the text describing that part of the adventure, Note that additional notes on using the CD occasionally appear in the adventure. Not all of the tracks on the CD are called for during A Light In The Belfry. Additional sound effects have been added so that it can be used in other adventures as well. For the most part these are tracks that contain various sound effects. For example, track 60 is a thunderstorm, that can be used whenever the players encounter this type of weather, in the land of the Mists and elsewhere. Abilities and statistics for the monsters that can appear in this adventure are summarized on the inside of the booklet cover for quick reference. Although the included information is sufficient to run the monsters, DMs who wish to properly run them in all their terrible glory should refer to the original sourcebook for complete facts. A parenthetical reference to each creature's source is included with the summary, immediately following the monster's name, abbreviated thus: Monstrous MANUAL —RAvENLorT MonsTRous CoMPENDIGM Appendix 1 —RAvENLOFT MonsrRous ComPENDIAM, ‘Appendix 3 he domain of Avonleigh is one of many islands of terror that appear from time to time in the Mists of the Demiplane of Dread. It was drawn from a distant world whose folk were not unlike those of many prime-material fantasy worlds like the Forcorten REAL"s® or Mystara” campaign settings. The people of Avonleigh were noted for their Jong traditions of honor and pride. The piety and faith of the citizenry were said to never waver, and the knights who defended it were paladins, all. F ever the values of virtue and goodness had ‘a home, it was in fair Avonleigh. How tragic itis, that a domain so full of wickedness should have its roots there! Evil came to the land in the form of a necromancer, a specialist in death magic named Morgoroth, Though he came seeking an escape from his dark past, he brought doom with him, 0 12 9 15 13 16 50 19 16 16 1 7 1d4 or by weapon Spell use Magic jar, regeneration, immune to necromancy 50% Morgoroth is nearly 7 feet tall and is painfully thin. His bones almost seem to protrude from his flesh, yet his features are strangely handsome. His eyes are steel gray and stand out sharply when contrasted with his dark hair and traditionally black clothing, Once the master of a great empire ruled through fear and evil magic, Morgoroth was driven from power by a team of adventurers led by the great knight Lambert. The details of Morgoroth’s life after that are presented on tracks I-13 of the compact disk that accompanies this adventure. urn At the start of this adventure, Morgoroth is a spirit imprisoned within the structure of Tergeron Manor. He has spent century in this state, using his mysterious powers to strike down the all adventurers who, ironically, might free him, While trapped within the walls of Tergeron Manor, Morgoroth is unable to engage in direct combat with the adventurers, including spellcasting. Once he is released, however, he becomes a dangerous enemy, possessing the full complement of spells he memorized before he became trapped in the wall of the manor. (See his spell list on page 5.) Once freed from the house (see “The Grand Finale,” page 27), Morgoroth has the normal spellcasting abilities of a 13th-level ‘necromancer. He also gains the traditional +1 bonus on any saving throw vs. the spell school of necromancy. Conversely, anyone attempting a saving throw vs. Morgoroth’s necromantic spells suffers a -1 penalty. Morgoroth's 19 Intelligence renders him immune to Ist-level illusions. His 16 Wisdom grants him a +2 bonus to saving throws vs. mind-affecting magic. In addition, Morgoroth’s status as the lord of Avonleigh grants him additional powers: Morgoroth can create some spell effects which would not normally be available to a necromancer—namely, illusions. These effects manifest at various times during the adventure, and the DM should not be concemed by rules restrictions concerning opposition schools. The casting time of any spell that Morgoroth wishes to use is halfthat listed in the Player's, Handbook (minimum of 1). If the spell is from. the school of necromancy, the casting time is. always 1 No spell from the school or sphere of necromancy functions within Avonleigh unless Morgoroth wishes it to. In order to prevent a spell from taking effect, however, he must know that it is being cast. Morgoroth has the ability to make the doors and windows of Tergeron Manor open and close at will. He often uses this to injure an unwary adventurer or amplify a frightening situation ‘Should anyone attempt to force open a door that Morgoroth wants closed, an open doors check is required, Magic such as a knock spell can be used as well Thrice per day, Morgoroth can instantly snuff all nonmagical light sources within Tergeron Manor. Magical light sources must make a suc- cessful saving throw vs. spell or they flicker and vanish too. When Margoroth invokes this power, no new lights of either magical or mundane na- ture can be created for 10 minutes (one turn). Thrice per day, Morgoroth can cause a cold wind to blow past the adventurers. While most will only shiver at this frigid breeze, one of the characters can be singled out to hear a brief message of up to 13 words. + Once per day, the necromancer may send a ust of frosty air through the party, requiring each adventurer to make a saving throw vs. breath weapon. A successful save indicates a character has suffered 1d4 points of damage, while failure inflicts 244 points of damage and requires the character to make saving throws vs. cold for every liquid carried. This includes holy water, poisons, magical potions, and even lamp oil. Any frozen fluid can be thawed out in half an hour with a torch or similar source of heat but will have been changed by the process so that it, is unsuited to its original purpose. For example, drinking water becomes brackish and bitter, magical potions lose their enchantments, and lamp oil is no longer combustible. ‘Once per day, Margoroth can call 444 spirits from the Phantasmal Forest to haunt and torment the characters, Most (80%) of these are