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tsr09497 - AD&D - Ra.. - Property Is Theft!

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Once the heroes decide it is in their best interest to investigate Vincenzo's cryptic remark, even a few cursory questions to<br />

the townspeople or tourists will reveal that Vulpwood is directly to the north of the city. Townsfolk will also advise the<br />

heroes against traveling Vulpwood after dark, and only with great caution during the day. The wilds beyond the city walls<br />

are infested with wandering wolves, wild dogs, and werewolves from neighboring Verbrek, and the deep ravines are home<br />

to will o' wisps and jermlaine.<br />

The Dungeon Master should stage at least one hostile encounter in the wilds before the heroes reach the Vistani. Compared<br />

to the forest, the House of Mists was a minor test of courage. The DM may run the following encounter with Leyla's ghost,<br />

or, if the DM decided to conclude the plot involving Leyla with Chapter One, any random encounter may be substituted.<br />

The Ghost's Attach<br />

The heroes come upon a lone vardo, and the heroes (including <strong>Ra</strong>ul) hears the sound of a baby crying behind it; if Nikko<br />

still lives, the infant begins to cry as well. The vardo appears identical to <strong>Ra</strong>ul's, which the party presumably abandoned on<br />

Dead Man's Perch in Chapter Two. If the heroes does not investigate, <strong>Ra</strong>ul approaches the vardo himself. Beyond it, is a<br />

campsite stands the ornate iron bassinet that was Nikko's cradle. Leyla is stands beside it, fully manifested in physical form.<br />

Unlike Chapter One, she appears as a solid human Vistana, although she now radiates supernatural fear like any ghost.<br />

Aside from Leyla, the remainder of the campsite, including the vardo, cradle, and crying are illusions.<br />

Leyla walks menacingly at the Chosen character, ignoring <strong>Ra</strong>ul and the rest of the party, her eyes blazing with evil fury.<br />

Unless the heroes makes a saving throw vs. spells, they flee in panic for 2-12 rounds. If Leyla touches the character once<br />

with her paralytic grasp, the victim must make an insanity check (another saving throw is needed in order to resist the<br />

paralysis). The ghost can be harmed by magical or Vistani-forged weapons. <strong>Ra</strong>ul helps the party drive off the ghost, slashing<br />

at the undead with his scimitar. Leyla pursues the Chosen until reduced to zero hit points or the victim fails an insanity<br />

check. The ghost then slowly dissolves with a gleeful laughter, along with her illusions.<br />

If the party is helpless in the face of the ghost (i.e., they have no magical weapons or <strong>Ra</strong>ul), the DM can arrange a lastminute<br />

rescue by Vincenzo from the nearby Zarovan camp, since the ghost flees at the sound of the barker's approach.<br />

Alternatively, fleeing heroes may run straight into the Zarovan camp, where they are safe from Leyla's tricks and illusions.<br />

Leyla (3rd-Magnitude Ghost): INT Ave (11); AL CE; AC -2 or 4; MV 9; HD 8; hp 45; THACO 15; #AT 1;<br />

Dmg: 1-6; SA: Paralyzing touch (2d4 rounds), insanity, fear aura (2-12 rounds), accelerated aging (5d4 years);<br />

SD: harmed only by magical or Vistani-forged weapons; standard undead immunities; auditory and visual<br />

illusions; SZ M; ML Special; XP 5,000.<br />

Night with the Zarovan<br />

As the heroes end the encounter with Leyla (through flight or otherwise), night falls over the forest with frightening speed,<br />

as if the day has been sucked into oblivion. However, in a small clearing, blanketed in moonlight, they come upon a circle of<br />

vardos that stand like a fortress against the night creatures of the forest. The heroes arrive are welcomed by Vincenzo, still<br />

wearing his flashy red vest. An elderly woman named Eva stands beside him, attired in dark flowing dress with a parrotgreen<br />

shawl wrapped around her sturdy shoulders. The Vistana introduces herself as the raunie, or female leader, and invite<br />

them to join their campfire circle with the rest of their tribe and assuring them of their safety from the ghost. In the shelter of<br />

the fire, the heroes are given mugs of fragrant tea by other Vistani to warm their hearts and wash away the last traces of<br />

ghost-fear.<br />

At some point, the Dungeon Master should call for intelligence checks from the heroes. Success means they notice <strong>Ra</strong>ul's<br />

vardo among the others at the camp, somehow transported from Dead Man's Perch. <strong>Ra</strong>ul is startled and grows cautious at

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