tsr09497 - AD&D - Ra.. - Property Is Theft!
tsr09497 - AD&D - Ra.. - Property Is Theft!
tsr09497 - AD&D - Ra.. - Property Is Theft!
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Slowly, the truly monstrous nature of the event should become frighteningly clear. A trip to the bar may reveal the identity<br />
of the patrons, while the sudden arrival of Nathan Timothy - someone they supect a werewolf - should make them realize<br />
that they are completely surrounded by monsters. The true magnitude of the horror should be obvious when Frand hauls out<br />
the first human prisoner - a terrified young woman - from the cell behind the curtains and lowers her screaming into the pit.<br />
Continuing the Adventure<br />
There are many posible resolutions to this adventure, depending upon the party's choice of patron and their actions once they<br />
arrive and are conforted by the horror around them. The Dungeon Master can award the party up to 8,000 XP for braving the<br />
perils of the Dog Fights and discovering the location of Gabrielle's lair. Reduce this award by half if the adventurers did not<br />
even attepmt to save any of human prisoners or acted in a cowardly or unheroic manner. he DM should reward heroes for<br />
their initiative and role-playing with individual awards of up to 800 XP.<br />
Captured!<br />
Heroic attempts to save the human victims (or the choice of Timothy) will find the party subdued by the werewolves and<br />
locked into the holding cell until they, too, are tossed to the dogs. Assuming the party has the resources to escape, they may<br />
be able to sneak out the secret exit.<br />
During their escape, the heroes encounter the Midnight Slasher lurking in the shadows either behind the curtains (Area 3b)<br />
or in one of the storerooms. Instead of attacking the party, the Slasher helps the heroes escape with the surviving prisoners,<br />
guiding them out the secret exit, and past the mutilated corpses of the guards in Area 2. Before melting into the darkness, the<br />
Slasher tells them to seek out the witch and her boy at Cliff House.<br />
The Heist<br />
If the party decided to perform Tabor's heist, the theft may be complicated once they see the first human prisoner being<br />
lowered into the dog pits. If the heroes do nothing and merely continue with the caper, the Dungeon Master should have<br />
each character make powers check once the unfortunate is torn to shreds by the dogs, and then create a number of minor<br />
complications to raise tension. For instance, while the party is subduing the guards behind the curtain, one might make a<br />
sound; fortunately the patrons are too distracted by the dog fights. The greatest moment of danger in the caper occurs when<br />
they have to open the treasure chest. If one of the bartenders from Area 4 were to enter, she would smell the heroes unless<br />
they have applied the magic powder early. The final complication is Tabor himself, who plans to kill the heroes with the<br />
help of eight accomplices once the gold is delivered. True to his word, the darkling reveals Gabrielle and the Dukkar's<br />
location, but then springs the ambush.<br />
Bodyguards<br />
Finally, if the heroes serve as bodyguards for Matton, they find him to be a surprisingly unpopular figure at the Dog Fights.<br />
As soon as he enters Area 3, the Pitmaster approaches him, growling "You are not welcome here!" Matton responds that he<br />
will not stay long, and only wants to speak with Tabor, who is sitting at a table in the corner. Frand lets Matton and the party<br />
enter, but the wolfwere continues to attract angry stares from almost all of the patrons.<br />
Matton drops a pouch of gems on the table and asks Tabor where Gabrielle is located; the heroes may ask questions too, but<br />
must pay for their own answers. By the end of the questioning, a group of three patrons from the bar (hp 25 hit points each),<br />
unable to contain their animosity, assume half-wolf form and charge Matton while the rest of the patrons watch the combat<br />
with interest. Unless the heroes defend him, Matton changes into half-wolf form but is promptly slain. The heroes may<br />
either use the confusion of combat to escape (deserting Matton to his fate, which may call for powers checks), but if they<br />
fight off the werewolves, the rest of the bar patrons do not attack providing that Matton and the heroes leave immediately.