The Dog Days of Rougeain 2 http://bruce-heard.blogspot.com/ The Dog Days of Rougeain By Bruce Heard

Revised Version, March 27 2012

Although the adventure is written for 1st Edition AD&D, it can easily be set in . Some allowances will be needed to convert AD&D back to basic D&D. Use common sense. A party of 6th or 7th level adventurers is recommended.

**SPOILER ALERT**

Those of you who are likely to be players in this adventure, stop reading and leave, including the group I game with on Wednesday evenings. You know who you are. If you keep reading anyway, you’re an ugly troll!

**END SPOILER**

The party is hired by a local countess (Dame Geneviève de Séphora, Comtesse de Touraine in Mystara) to find the roots of a problem with lycanthropy in the village of Rougeain (a rather hairy place in the Glantrian Alps near Touraine), and eliminate the growing danger from the valley of Sangval.

What the players are told: The village cleric*, Fra Boccarossa (from Darokin) reported monstrous wolf-like beings rampaging when the moon is full. He’s been unable to eliminate the creatures on his own while the terrified villagers lock themselves in their homes. The countess had sent some of her retainers to eliminate the werewolves, warriors and hunters who either went missing or whose mangled remains were later discovered in the nearby woods. The countess will pay 100 gp per werewolf pelt, and a bonus of 1,000 gp per survivor if they return with proof of the disease’s eradication (a note from Boccarossa will do). She’ll direct the party to seek out Boccarossa who was notified of a party’s arrival and will provide salves of protection vs. lycanthropy.

(*) Clerics and : Naturally, since clerics are pariahs in the wizardly Principalities, Boccarossa has to pretend he’s a fighter and that the chapel is nothing but a small town hall with a bell tower. Officially, he’s a representative of the law appointed by the council for the valley of Sangval. In truth, he started quietly converting villagers.

What is really going on: The village apothecary, an old sage named Fedor Nakrasnoy, actually is a (Boldavian) nosferatu who moved to Rougeain months earlier. He secretly experiments on ways to defeat lycanthropy on behalf of a nosferatu lord waging a war against werewolves elsewhere in the world. Fedor is researching a mutation of the disease that The Dog Days of Rougeain 3 http://bruce-heard.blogspot.com/ is transmitted to a werewolf’s victims to turn them into slaves, although that latter part hasn’t succeeded as yet. After a few months, however, lesser werewolves wither and die. The initial carrier of Fedor’s disease remains unaffected. Fra Boccarossa unwittingly serves the nosferatu’s purposes. He considers Fedor a trustworthy friend and an critical ally in his fight against werewolves. As the village’s apothecary, Fedor provides him with salves that prevent someone who was bitten from becoming a werewolf; however, the salve must be applied to the wound within a game turn. The real trouble with the salve is that it gives those who use it a singular craving for fresh blood, night vision (ultraviolet), and an uncanny sense of smell, especially when it comes to warm-blooded creatures (like werewolves). Although players might think their characters have gained the senses of a werewolf, they are in fact those of a nosferatu. From the next four weeks, the salve’s recipients suffer a –3 to their attacks against Fedor, as well as a –3 penalty to saving throws against his spells. Helga, is a 9th level ranger (from Ostfold) while in her human form. She’d been captured by Fedor years earlier and given the disease. She escaped and found refuge in the woods outside Rougeain where she survived for several years. Fedor’s hunters found her a few months ago. Helga killed most of them, except one who escaped and alerted Fedor. A few others who were wounded turned into lesser werewolves and since then have spread the disease and its mutation. They and their victims are the ones rampaging in Rougeain, and are the subjects of Fedor’s latest experiments. Fedor is responsible for the death of Helga’s lover (a werewolf by choice.) She keeps his ashes in a small urn in her lair, and has vowed to destroy the undead. She lives as a recluse, aware of her affliction and the danger she represents to people. In her beast form, she normally feeds upon woodland animals (deer, boars, bears), but in the heat of action she recently caused several of the countess’s men hunting her to become lycanthropes. While in her human ranger form, Helga spends her time undoing the damage she caused as a werewolf, mercilessly culling lesser lycanthropes and quietly helping their victims. Helga cannot attack Fedor or his liege or publicly expose them for what they are, as the result of a powerful geas cast upon her during her captivity. If pressed on the issue, she will revert to her beast form. The geas, however, does not work when this happens. During that time, Helga focuses her rage at Fedor and those who stand in her way, regardless of the latter’s alignments. Unlike lesser werewolves, she retains some of her intelligence and memories despite her evil beastly rage. Fedor will turn against the party if he suspects they found him out. In this adventure, all lycanthropes including Helga revert to their beast forms if cornered in a fight. The full moon will force them to transform, regardless of the situation. During that time, lesser werewolves converge toward Rougeain and hunt for fresh meat. Fedor has prepared an elaborate trap to capture some of them. Meanwhile, Helga will be on the lookout for the hated nosferatu. She cannot attack the undead while in her human form because of the geas, but in her beast form, Helga will seek out her foe and tear him apart if she can reach him. The Dog Days of Rougeain 4 http://bruce-heard.blogspot.com/ Key Protagonists

Fedor Nakrasnoy: St 16, In 18, Wi 11, Dx 16, Co 14, Ch 17, AL LE 9HD Nosferatu, hp 72, MV 12/18, AC2, THAC0 12 (+3), AT bite or dagger, #AT 1, Dmg 1d4 bite or 1d4+4 dagger Special Abilities: Spells as 9th level magic-user, Charm, +1 to hit, regenerates Items: Amulet of proof against detection and location, dagger +3 Description: Tall, skinny, silver hair, black eyes. Looks like an old, wizened sage, rather suave. Wears dark gray robes. Comes off as “Neutral” on detect alignment.

Helga “Blodtand” Gunnarsdottir: St 16, In 13, Wi 14, Dx 12, Co 17, Ch 9, Ranger AL LG; Werewolf AL CE Ranger 9, hp 72, MV 12, AC 8, THAC0 12+2, AT battle axe or bows/arrows, #AT per weapon, Dmg 1d8 +3 (battle axe) or 1d6 (arrow) Greater Werewolf 9HD, hp 72, MV 15, AC 5, THAC0 12, AT bite, #AT 1, Dmg 2d6+2 (possible lycanthropy) Special Abilities: per 9th level ranger or werewolf (surprise 1-3, +1 or silver weapon to hit) Items: as a ranger only—battle axe +2, longbow +2, ring of free action Description: Fierce, rugged and gritty Norse-like woman, blond, scarred face, wears wolf fur padding. Fair-colored werewolf, scarred snout.

Fra Boccarossa: St 18, In 11, Wi 16, Dx 9, Co 17, Ch 14, AL NG Cleric 7, hp 42, MV 9, AC 3, THAC0 16 (+2/+3), AT warhammer, #AT 1, Dmg 2d4+3/+5 Special Abilities: Spells, Turn Undead Items: chain mail +2, warhammer +1/+3 vs. shape changers, girdle of atonement**, three keys, religious symbol. Description: Big bear of a man, bright red hair and beard

(**) Girdle of Atonement: Fra Boccarossa is unaware of Fedor’s true nature and nefarious activities. As a result of his unwitting association with evil, his deity is ignoring his prayers. Fearing his faith to be failing, Boccarossa wears a pain-generating spiked girdle under his armor and robe to atone for presumed misdeeds. As long as he wears it, he suffers 1d6 pts of damage at Lauds and at Vespers, but earns a +4 bonus to all saves. It also allows him the normal use first level spells and Turn Undead. His standing with his deity will return to normal when Fedor is destroyed. This magical item is limited to Clerics and Paladins. It provides no benefit to any other class, although it will still cause damage at the same rate. The girdle cannot be detected if worn underneath magical armor or vestments. The Dog Days of Rougeain 5 http://bruce-heard.blogspot.com/ Buildings of Rougeain

All windows in Rougeain either feature metals bars or heavy wooden shutters. A thick forest surrounds the buildings. Rougeain is a gloomy, foggy place.

A. Boccarossa’s Chapel (Townhall): The main chamber looks like a meeting hall. Carved wooden posts adorned with carvings of woodland animals (including wolves) support crossbeams and the roof. Double doors at the entrance (south) can be barred from the inside. A large, heavily reinforced closet stands opposite from the entrance; locked. It contains a valuable icon of Boccarossa’s deity (Immortal patron): silver chalice, bell, censor, two candle-holders fitted with Candles of Invocation, and a priestly vestment for religious services. A door on the northwest corner leads to the bell tower. It’s usually locked. Boccarossa uses its lower levels as his private dwelling. A locked chest contains a book of prayers, prayer beads, a flask of holy water, his own savings (500 gp), a pouch with a dozen ornamental stones worth another 1,000 gp, an unmarked Potion of The Dog Days of Rougeain 6 http://bruce-heard.blogspot.com/

Vampire/Nosferatu Control, and his magical equipment if he doesn’t wear it. A secret panel on the north wall allows discreet passage in or out of the chapel. Boccarossa carries in a pouch keys to the closet, chest, and bell tower, and a religious symbol around his neck under his robes.

B. Fedor’s Cottage: Deep claw marks gouge window shutters and both front and back doors (more so than other buildings). The front room, although rugged and country-like, is a library, study, and workshop, with a stone fireplace (south) and, next to it, a chair padded with sheepskins. A muddy, lumpy decoction simmers in the fireplace’s cauldron at all times, giving off an acrid, unpleasant smell (belladonna is deadly if ingested; save or die). A workbench stands near the north wall with jars, pots, and alchemy paraphernalia. Books, bottles, and containers of all sorts crowd the shelves and the chests in the room. Various desiccated leaves, dried animal parts, and bones hang from the rafters. The front door (west) is heavily reinforced and can be barred from the inside. Opposite the front door, a passage masked by a curtain leads to a bedchamber and a backdoor (barred). A bear rug covers a secret panel (wizard-locked). It opens on a 30ft deep vertical shaft. Veiled by a continual darkness, the shaft connects with a cellar under the cottage. The fireplace’s flue and a neat, fist-sized round hole in the floor under the bed allow Fedor to escape in gaseous form. A locked chest near the rug contains Fedor’s clothing, 700 gp, a broken mirror, and a Chime of Hunger. The Dog Days of Rougeain 7 http://bruce-heard.blogspot.com/

The cellar is a soundproofed prison for werewolves. Four cells, two on each side, are lined with smooth stonework. Doors are heavily reinforced. A man, still partially in beast form, lies dead in one of them. Small parts of his flesh and organs, skillfully cut out and sewn shut or cauterized, are missing (an eye, his tongue, a finger, a thigh muscle, a patch of skin). At the center of the cellar stands a blood-stained workbench fitted with manacles. A drawer underneath contains surgical tools. A secret chamber lies just above the workbench. Fedor can access it in gaseous form though a hole in the ceiling or from his bedchamber. Otherwise a shifting panel can be slid aside to enter. The hidden panel is trapped with a glass jar filled with poison gas and blue dye (4d6 damage + Paralysis, half-damage/neg. Paralysis with a save. vs. Poison). The blue dye can be scrubbed off in a hot bath with top-quality detergent. The chamber is just big enough to contain Fedor’s coffin and allow the lid to open. Only two kneeling human-sized people can fit beside the coffin. Although usually empty, the coffin is magical. A command word (Sleep) activates a teleport effect after the lid is closed. It sends the occupant to another similar casket in the crypt underneath the private residence of the Gorevitch-Woszlany family in Glantri City. A secret compartment in the cellar’s stone wall conceals four ornate decanters full of blood (their enchantment prevents the blood from coagulating), and an intricate golden goblet carved with bat wings and faces adorned with garnets. The goblet’s dweomer purifies its contents, making any soiled or poisoned beverage safe to drink, or tainted blood proper for nosferatu consumption. The goblet will ruin any magical potion poured into it. The goblet is worth 2,000 XP (or 5,000 gp if sold). The decanters remain of value only to nosferatu and vampires. A passage winds 30 yards northwest and stops at a door concealing a deep, circular pit (40 ft down from the trapped surface). A net and ropes lie in the passage. The roof above the pit is trapped to collapse beneath the weight of someone outside. Fedor uses his Chime of Hunger to attract werewolves to this spot. He uses captured specimens for his experiments. A counterweight causes the cell’s roof to snap shut after it is triggered. A lever near the door neutralizes the trap and locks the ceiling in place. The outside area is located in a small clearing in the woods. The torn remains of a goat’s carcass lie nearby amid many pawprints. Helga knows better than to fall for Fedor’s werewolf trap.

C. Mad Dog’s Tavern: the L-shaped building at the center of Rougeain (entrance on the west side). The largest section is the main hall, dimly lit, and with a large stone fireplace (north), several large tables, and a bar. Food is cooked in the fireplace, a soup, a stew, or on good days meat on the spit. A massive, drowsy-looking bloodhound basks lazily by the fireplace. Two tuns of cheap ale sit along the south wall. A stairwell in the northeast corner leads to a second floor and four guestrooms. Comfort is The Dog Days of Rougeain 8 http://bruce-heard.blogspot.com/ minimal. The best room is the one on the north side, which boasts a fireplace and a bath tub, usually offered to merchants crossing the Glantrian Alps. Finer soap is available from the candlemaker (L.) Rates: 3-6 sv a night, 1-2 sv a meal. A door near the stairs leads to the owner’s bedchamber and backdoor (east side, barred shut). Jehan-le-Tavernier (N) is the innkeeper, a third-level retired fighter from Touraine who keeps his ear to the ground. If asked about the werewolves, he’ll say there’s an evil crone in the woods (referring to Helga) sending the beasts after the village usually during full moons. He believes someone in Rougeain has angered her, and she now seeks revenge. The wife, Gertrude (CN), Lvl 3 thief, does the cooking and keeps to herself. She has a knack for fixing back or neck pains. The four children, Lvl 1 thieves (CN), do the cleaning and serve the patrons, usually at the latter’s expense. If anyone touches or threatens the children, “Bear,” the bloodhound, flies into a rage and attacks the culprit. It is possessed by the spirit of a late family sibling killed a few years earlier while fighting at his father’s side in the service of the Comtesse de Touraine. Only Gertrude can recall her dog. Bear has stats and abilities of a full- strength Shadow Mastiff. When it attacks, all non-magical lights in the room are extinguished, and the fire in the fireplace is reduced to glowing embers. Those who fail to save against Bear’s baying must flee the tavern, usually through the front door.

“Bear”: AC6, Mv18” (9” in bright light), HD4 (-1 hp/die in bright light), hp 32, AT 1 bite, Dmg 2-8, Baying: save vs spell or drop carried items and flee; 40% hide in shadows unless in bright light, Size M.

D. The Hunters Lodge: the entrance faces the village fountain. Trappers usually stay there while not hunting in the woods. Most have died in recent months or vanished in the woods. Only two have sought refuge from the epidemic of lycanthropy raging in Sangval. An open hearth burns in the middle of the lodge, smoke escaping through a hole in the roof. Dried deer meat hangs from the rafters. Bunks, tables, and benches fill much of the space. A backdoor is barred (west end). A thoroughly drunken fur trapper known as Snoop-the-Scout, is a white, beagle- like lupin worried about being mistaken for a werewolf. He hates werewolves, but will only go out as a member of a suitably impressive hunting party willing to vouch for him. Many villagers look upon Snoop with great suspicion. The other, Garf-the-Fishmonger, is an overweight rakasta tabby despondent about the ghastly state of affairs in the region. He will only go out if offered a large platter of spaghetti with meatballs AND if teased by Snoop for being a scaredy-cat. Even then, more platters will be required to keep him going. Garf normally works a nearby river flowing near Helga’s cave-like lair. He knows she lives there, but remains unaware of her beastly form. He didn’t stick around long enough to figure it out. Snoop and Garf are likely to generate constant banter and one-upmanship, needling each other about their personal traits and races.

Garf-the Fishmonger: St 14, In 14, Wi 14, Dx 7, Co 15, Ch 10, AL CG—Rakasta ranger 3, hp 21, MV 12, AC 6, THAC0 18+1, AT long sword or bows/arrows, #AT per weapon, Dmg 1d6+2 (trident) or 1d6 (arrow) Items: trident +1/+3 vs aquatic creatures, leather armor +2, Boots of Striding & Springing The Dog Days of Rougeain 9 http://bruce-heard.blogspot.com/

Snoop-the-Scout: St 15, In 14, Wi 13, Dx 8, Co 14, Ch 12, AL CG—Lupin ranger 3, hp 18, MV 12, AC 4, THAC0 18+2, AT long sword or bows/arrows, #AT per weapon, Dmg 1d8 +2 (sword) or 1d6 (arrow) Items: long sword +2, chain mail +1, Scarab of Enraging Enemies

E. The Blacksmith: the building includes a barn and forge. The blacksmith lives in the loft. The front door opens on Rougeain’s central plaza. A second door opens on an enclosure just north. For a fee, the blacksmith McNair will house visitors’ mounts and care for them. He is a bald, muscular man from Klantyre (N). Although just a second level fighter, he can wield a two-handed hammer with an 18.95 strength. He’s a friend of the baker, and knows the man entertains a secret affair with the miller’s wife. Rates: 2 sv per horse, and per night.

F. The Baker: the shop’s front door faces the village fountain. The front half of the building houses the bakery and its oven. A door on the south wall leads to the baker’s bedchamber and backdoor (barred). A ladder and trapdoor allows access to the roof from the bedchamber. The baker, named Peatcliff, is a second level thief (CG). He’s in love with Kate, the miller’s wife. Despite the danger, he often sneaks out to his roof during the night and uses a Ring of Jumping to leap across the street to the nearby windmill. From there, he can easily climb to the millhouse’s top level which contains the fan’s axles and gears, and meet with his lover while the miller sleeps below. Kate leaves one of the window’s shutters unlatched for Peatcliff to get in. Peatcliff will be happy to make pasta for a small fee. He will suggest Jack, across the street, as a fine place to get some meatballs. With luck, Jack might have some. They taste a tad gamey though.

G. The Butcher: the entrance is on the west side. The western half of the building is the shop, with a chopping block, rack of knives, and a counter. Part of the shop serves as a larder. Much of Jack’s goods include heavily seasoned sausages and haunches of smoked meats. A door leads to the back, the butcher’s dwelling. Jack the Butcher usually purchases game from the hunting lodge and supplies Mad Dog’s Tavern and the few locals who can afford the treats. Fedor has charmed Jack, and sometimes uses his services to dispose of body remains. Fedor leaves body parts in a burlap sack concealed under a large shrub (not far from the trap) for Jack to pick up. Need one explain what he then does with the tasty morsels? Despite his jovial disposition, Jack (LE) is a former assassin (level 5) on the run, hiding in Rougeain until he’s well and truly forgotten. He knows about Boccarossa’s clerical background. Boccarossa suspects Jack’s previous life, but still hopes to sway The Dog Days of Rougeain 10 http://bruce-heard.blogspot.com/ him from his evil old ways. Jack regularly attends secret services at the chapel to be on good terms with Boccarossa. He owns a +2 dagger and a Ring of Invisibility. He’ll help Fedor if the latter is in danger.

H. The Miller: the building is a windmill which produces flour. The owner is Fernshaw the Miller. The lower level is a storage room where a few sacks of grain and flour are kept. Wooden stairs wind up to the miller and his wife's quarters. A ladder leads to the millhouse’s upper levels. Fernshaw (fourth level fighter, CN) is gross, greedy, and generally despicable. A former Minrothad corsair, he’d acquired--O supreme rarity!--a blunderbuss during a fight somewhere off the Savage Coast, along with a few loads of powder modified to function within Glantri (the mixture is unstable). He suspects his wife’s infidelity, having awakened alone in bed more than once early in the morning. Jealous and prone to violence, he burns with the desire to kill whoever his rival may be (the baker). Naturally, firing a blunderbuss in a place whose atmosphere is charged with flour dust may prove disastrous--40% chance of provoking an explosion (8d6 damage, save for half) setting fire to the windmill and nearby buildings Fernshaw had forced Kate to marry him in exchange for keeping quiet about a sordid affair between her and a Glantrian nobleman, infuriating a certain spouse highly talented in the Arts. He saved Kate, thanks to his most thunderous weapon, and escaped to the safety and anonymity of Rougeain. What he doesn’t know is that Kate (NG) is a first level wizard with one spell: Sleep. She despises Fernshaw, but refuses to kill him.

I. The Shoe-Maker: this small house features a single room, both a workshop and bedchamber for La Botte (N), the shoe-maker. The entrance is on the east side. La Botte, a native of Rougeain, is a retired swashbuckler and an old friend of Fernshaw the Miller. Although he misses his years as a dashing sea dog, he returned to Rougeain as a humble shoe-maker because of chronic back pains. His name “La Botte” refers not to a silly old boot, but to a special lunge with his rapier. The shoe- maker can be a show-stopper when he fights. With an 18+ attack score (with modifiers) La Botte succeeds his special attack, dropping his opponent (human or smaller) to one last hit point. The only trouble is that the feat has a 40% chance to trigger his back pains, forcing him to yield and sit out the remainder of the fight. The shoe-maker is a third level fighter, although aged and profoundly nostalgic of earlier times. He delights in eating garlic, which gives him truly horrid breath. His entire fortune resides in his magical rapier +1/+3 vs. rogues (pirates, corsairs, sea-going swashbucklers or anyone specifically challenging him in a duel, regardless of their actual classes, in addition to thieves, assassins, and bards). He’ll be at Mad Dog’s when not working in his shop.

J. The Furrier: the entrance is on the south side. Wolf heads are nailed to the logs on each side of the front door. The main part of the building is used as a workshop to dress or repair furs, and for storing pelts purchased from the hunters’ lodge (mostly wolf pelts these days). A small sleeping area lies behind drawn curtains in the northeast corner, allowing Malbois-the-Furrier some privacy. The Dog Days of Rougeain 11 http://bruce-heard.blogspot.com/

He is a ranger missing a leg and part of an arm after falling prey to a bear. His face was also mangled. Boccarossa quietly helped him heal and made of the hapless fellow a devout follower, albeit a secret one. Malbois became a fur trader as a result of his unfortunate accident. Because of his disfigured features, he shuns company and keeps to himself. The baker, Boccarossa, and Gertrude from Mad Dog’s, look after him. A merchant from Vyonnes comes regularly to purchase his goods. Despite his infirmities, Malbois sometimes ventures alone in the nearby woods, limping on his wooden leg. Odd footprints near Fedor’s trap, some of which lead to the butcher’s shop, made him suspicious. He’s been watching Fedor’s cottage from his bedchamber, observing a small lantern glowing inside a window at odd times of the day (the signal for Jack to come pick up body parts). He will only confide his observations to hunter types (generally rangers like him). Malbois keeps a net of entrapment and his life savings (100 gp and a leather cuirass +2) in a chest under his bed. A curved work blade has been fitted to the stump of his arm (d4+1 damage in combat).

K. The Cooper: much of the area between the tavern and the cooper’s house is littered with barrels, some partially completed, others haphazardly stacked. The entrance to the shop is on the west side. His house looks more like a tool shed than a residence, save for the small cot on the side. Gaston-the-Cooper (CN) is a cousin of Jehan, the innkeeper. When not making barrels, he works as a woodcutter and a carpenter. A strong and handsome man, he had a short-lived relationship with his neighbor, Lilianne-the-Candlemaker, which ended in a nasty quarrel. No one knows the reason, besides Gaston and Lilianne, and the two now keep their distance from each other. Gaston owns a two-handed axe which he wields with great proficiency (second level fighter with specialization). He’s particularly good at felling trees and carving them up to make log houses and furniture. He owns a draft horse and two cows (at the blacksmith’s). Gaston has a foul temper and easily gets riled at the mention of his past relationship. The man still has strong feelings for his neighbor and is very jealous of anyone he suspects of entertaining a relationship with her.

L. The Candle Maker: this long abode features a large oak growing through the roof in the middle section. The front door is on the west side. The front half of the building is a candle- and soap-making workshop, and a pottery. An elegant wooden arch allows entry to the house’s second half, which is the private dwelling of Lilianne-the- Candlemaker (N). Stairs lead to the exposed part of the tree above the roof where Lilianne cares for bees, which supply her with honey and wax. An attractive woman, Lilianne is in truth a demi-dryad, part human and faerie. She may live like a normal human being; however, she can blend with her chosen tree to rejuvenate. She has the ability to charm as a first level mage, which she failed to accomplish with Gaston. Instead, he was profoundly offended by her trickery, although still unaware of her real nature, like nearly everyone else in the village. She liked the man (and needed him to reproduce), but attempted to convince him to abandon his unpleasant tree-chopping business and take on pottery. Lilianne is on good terms with Kate, the miller’s wife, and Gertrude. She purchases animal fat from the butcher for tallow, and knows where to gather clay by the The Dog Days of Rougeain 12 http://bruce-heard.blogspot.com/ river. She finds Garf-the-Fishmonger adorable and likes scratching his furry chin. She enjoys the company of La Botte, but thinks he’s definitely too old for a romantic liaison. She may be interested in a male PC with a Charisma of 17 or better. Besides her charm spell, she can also cast warp wood and entangle, as a first level druid (but never within sight of anyone in the village).

M. The Halbenblatt Cottage: Residents are half-elves raising geese to sell their fluffy down and eggs. They own the apple orchard just south, selling fruit and making cider. They’re friends with Lilianne-the-Candlemaker and the family on the other side of the cemetery, but politely dislike the unsightly pig-herders near the windmill. The entrance to their quaint residence is on the north side--single room, stone fireplace on the east side, two kids in the loft, barred backdoor. The geese live in a fortified coop under the tree in the fenced backyard. They are good guardians and will honk angrily if anyone prowls nearby. Malachi and Ziva Halbenblatt (CG), husband and wife, are trigger-happy third level wizards who won’t hesitate to cast volleys of magic-missiles through slits in their window shutters at anyone approaching during the night. They’ve guessed Lilianne’s true nature, but have chosen to remain discreet about it.

N. The Snuttandtord Cottage: This family of half- raises pigs and owns the small plot just south where they grow vegetables (beans, beets, carrots, leeks, and turnips). The pigsty, built as a miniature fortress with spikes on top, stands under the tree, just north of the cottage. The Snuttandtord abode is unique in that it features a small belfry with reinforced shutters and downward barbs. Morg and Fraegha Snuttandtord (LN, third level fighters) live here with their twelve snotty offspring, ages 1 to 12. Fraegha is well-underway for yet another tiny Snuttandtord. The children sleep in the miniature belfry, in the rafters, on the loft, and under Ma and Pa’s bed. Morg and the two oldest boys are well trained with crossbows, shooting at anything prowling at night near the cottage or the pigsty. Fraegha and the younger ones help reload and pass spare crossbows along. Doors and shutters are fitted with slits. An ongoing war of words over the pigsty’s foul smell opposes the Snuttandtord and the nearby miller. Morg invariably answers that the miller should turn his giant fan around and blow away the smell if he doesn’t like it. Fraegha also feels that Ziva Halbenblatt is a snobbish elven princess with delusions of grandeur. The Snuttandtords are very good friends of Jack-the-Butcher.

O. The Chèvrefeuille* Cottage: Goat- and sheep-herding crone-like siblings live here, adding their flock’s scent to that of their neighboring pig-herders. The entrance is on the The Dog Days of Rougeain 13 http://bruce-heard.blogspot.com/ north side. They own the nearby plot where they grow wheat or barley. Some believe their goat cheese is so strong to be truly explosive. Livestock stays in a reinforced lean- to structure on the cottage’s east side. The backdoor connects with the stable. Blanchette and Eglantine Chèvrefeuille (N, second level thieves, plain and rather smelly too) get along well enough with the Snuttandtords, Peatcliff-the-Baker, and Boccarossa who managed to convert them to his faith. They are related to La Botte who lives across their fenced backyard. Blanchette, the hunkier sister, was wounded when protecting a lamb from a werewolf that had broken in. Boccarossa was able to finish off the beast and administer Fedor’s salve in time. Blanchette is now wracked with nightmares involving werewolves and strange haughty warriors bent on slaying them. When the wolves call in the forest, she feels oddly attracted and yet torn by a visceral rage to crush them. More than once has Eglantine prevented her sister from storming into the night and confronting the werewolves. Blanchette also suffers from post traumatic stress disorder, which Boccarossa wasn’t able to heal due to his own praying dysfunction. Although blind, Eglantine is a talented tarot-card reader and fortune-teller.

(*) If you can't pronounce it, just say Shaver-Foy and look really hip too. Oui, oui.

P. The Hasengold Cottage: This quaint and elegant abode belongs to a family of who raise big fat rabbits and plump chickens. They had been used for magical experiments in Glantri City some years earlier, after which they were released and given a resident permit restricting them to this region of the principalities. As a result of the experiments, the two halflings have earned the natural ability to cause small animals (rabbits, poultry, fowl, etc) to reproduce twice as fast as normal. They own the plot on the north side which includes a vineyard and a small pipe- weed plantation. The chicken coops and extensive rabbit hutches are located underneath the house. Warren-like passages are shut and padlocked before dusk to keep out the foxes. Werewolves are just too big to fit in. Strategically-positioned snares and traps on and around the house have kept nocturnal marauders at bay. As can be expected, Hershel and Shoshana Hasengold (LG) are very good friends with the Halbenblatts and Lilianne-the-Candlemaker. They are clearly the richest couple in Rougeain, selling pipe-weed blends, wines, juices, rabbit fur coats, fancy rabbit pâtés, eggs, and occasional poultry. They also dabble in money lending. Merchants from Lizzieni occasionally come by to secure their best goods. Hershel owns a Horn of Blasting, which he will direct at anyone breaking into their cottage. Hershel and Shoshana fight as second level fighters.

X. Small Cemetery: Partly overgrown with weeds, a new section was cleared for those recently fallen in the fight against werewolves. A low stone wall surrounds the plot, with a rickety old wooden gate facing west. Its hinges are rusty and squeak. A trench has been excavated and is partially filled with the charred bodies of (lesser) werewolves caught at the wrong place and time. For peace of mind, those remains were burned. The Dog Days of Rougeain 14 http://bruce-heard.blogspot.com/ Sequence of Events

This is an open-ended adventure. What the party does remains unpredictable. Much of what happens in Rougeain depends on who the heroes talk to and what they manage to learn.

The Forest, during the day: A daylight foray should yield one or more random encounters. Lots of footprints could lead to various lairs. One encounter should involve a camp of trappers deep in the woods. All lay dead, already killed by (Helga’s) arrows. Another should be a pack of werewolves attacking the party. Helga should be hiding nearby and picking off attackers with her bow, before vanishing into the brush. Finding her lair should only be possible with the help of Snoop and Garf. During the day, Helga will pose as a hunter unafraid of living alone in the woods. Snoop will not get along with Helga, Garf won’t be much better, when they find out what she is.

The Forest at Night: Lesser werewolves gather and mount a full-scale assault of Rougeain (full moon, naturally). Helga will be prowling the woods if not in her beast form, in search of stray werewolves to eliminate. Otherwise, she'll come looking for Fedor, clawing at his doors and window shutters.

The Village: Eventually, the party should get a clue about Fedor’s trap, since he’s run out of live test subjects. During the night, the Baker (wearing a hood) might jump onto the windmill, miss a Dex check, and land at the wrong place and time. The party might want to chase the fugitive and break into the windmill. A rat bites the Miller, spoiling Kate’s Sleep spell and. . . well, you know the rest. Several rescue missions during the night may be in order to help residents fight off werewolves. Chasing the beasts across one of the cottages’ enclosures (M, N, O, P) should be expected. Etc. Meanwhile, Helga remains nearby, chewing apart werewolves fleeing from Rougeain. Naturally, she will flee if spotted by the party. The next day, Fedor could leave some parts for the butcher to pickup. Malbois-the- Furrier could attempt to track the invisible Jack while he picks up the burlap sack left by Fedor. Jack might notice and assassinate the hapless cripple.

Dealing with Helga: One way to address the issue with Helga is to capture her while in beast form (use Malbois’ Net of Entrapment). She’ll have to admit her nature once she returns to her human form, but the geas prevents her from revealing her true motives. Her inability to answer pointed questions about Fedor should be a clue as to his involvement. Once Fedor is dead, the curse is broken, and Helga will agree to leave the region. Either that, or the party can kill her off. The Dog Days of Rougeain 15 http://bruce-heard.blogspot.com/

Dealing with Fedor: One way to keep him around involves confiscating the decanters and magical goblet. Fedor will not flee Rougeain without them. Even then, he won’t be far away as long as he suspects Helga is near. He wants to run tests on her and find out why the disease didn’t kill her. Without his lair in Rougeain, he might go after Helga directly, letting the players’ party lead him to her. Boccarossa’s Potion of Nosferatu Control is critical to the story if the party fails to defeat Fedor. Convincing the priest to help against his “friend” is a quest of its own.

Random Encounters 1-4. Blink Dogs: a blink dog appears near the party while in the forest, and blinks away in an attempt to attract the party to a werewolves lair. The lycanthropes have been hunting the blink dogs for food and pelts. If the party attacks the werewolves, a pack of blink dogs will help them right then and there or later if they need some help. 5. Ogres: a group of ogres are scouting the trail from Lizzieni, looking for merchants. One or more may have been bitten by werewolves. (See Adventure Sequels later on). They hide in ambush a short distance from the Carrion Crawlers' pit (see below). 6-7. Carrion Crawlers' Pit: the party discovers a pit filled with remains of victims killed by the werewolves. Miscellaneous discarded treasure can be seen intermingled with the torn bodies. Carrion crawlers hide amid the rotting flesh and bones. 8-10. Doppleganger: one or more dopplegangers take the place of Snoop, Garf, or other NPC's who'd joined the party earlier. Their end game is to infiltrate Rougeain and kill Boccanegra who'd led a hunt against them. The doppleganger threat was thought to have been eradicated but a few survived and reproduced since then. One might take the appearance of Helga (or Fedor) to lure PC's away from Boccanegra. 11-14. Undercover Constable: a traveler checks in at Mad Dog's Tavern. Boislegrain, a 7th level Monk (Mystic) poses as a rich, wine-soaked, bumbling merchant from Vyonnes. He's there to trade with the Hasengolds as a way to check upon them He suspects something's amiss with Jack (he's seen his face before) and Boccanegra (perhaps a clerical pariah). He sticks around, using the werewolf threat as an excuse. Boislegrain's sect is a branch of the Temple of Rad connected with the Constabulary. 15-17. Griffon lair: griffons roost inside a cliff. If PC's ride into the forest, griffons will attack the PC's mounts and retrieve their meat for their young. If PC's kill the griffons, a small herd of pegasi may provide a ride or two, either to escape from a nasty encounter or to help improve their chances at tracking down a fugitive. 18-20. Wolf-in-Sheep's-Clothing: The creature looks like a grayish tree stump with a glowing sword stuck in it. Despite its Continual Light, the sword is broken, and the creature just holds it in its mouth to attract a prey. AC3 (seven root-like tentacles), AC5 (stump), AC7 (three eyestalks), HD9 up to a maximum total of 72 hp (20/tentacle, 14/eyestalk), AT 1-3 tentacles +1 bite, Dmg 1-4/tentacle + entangle + bite for 7-12 if entangled. Odds of breaking free of a tentacle are 5% per Strength point above 12 (+1% per point of exceptional Strength thereafter.) The wolf-in-sheep's-clothing has a 90% chance of surprising an unwary prey approaching. It can move at 1” per round. The Dog Days of Rougeain 16 http://bruce-heard.blogspot.com/ Nosferatu, Mystaran

This is the AD&D version of the Mystaran Nosferatu. Original author, Aaron Allston, created the D&D version of this undead variant for the Grand Duchy of Karameikos Gazetteer.

FREQUENCY: Rare (Glantri, Karameikos), else Very Rare DIET: Blood, human or demi-human INTELLIGENCE: Average to Genius (10-18) TREASURE: F ALIGNMENT: Any NO. APPEARING: 1 ARMOR CLASS: 2 MOVEMENT: 12, Fl 18 (C) HIT DICE: 7-9 THAC0: As per equivalent class & level NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 (bite) or by weapon/spell type SPECIAL ATTACKS: Charm SPECIAL DEFENSES: +1 or better to hit, regenerates SIZE: M (5.5'-6.5') XP VALUE: 8,000

Nosferatu are a powerful and fearsome undead creature strongly resembling vampires. Contrary to their dark cousins, Nosferatu neither drain levels nor fear sunlight. Common people often fear Nosferatu, although some of their kin aren't evil. Nosferatu are victims of a dark fate, torn between pain, thirst, and disgust. Just like their cousins, Nosferatu hunger for blood, but do occasionally show compassion. One must be very observant to recognize Nosferatu for what they truly are. They can easily pass among mortals since they do not show any obvious clues to their true nature. They appear monstrous only when attacking. As quiet as vampires, they also retain all the abilities of their former classes and levels, in addition to undead powers, which helps further disguising Nosferatu. Like their cousins, however, Nosferatu fail to cast either shadows or reflections in a mirror.

Combat: Nosferatu are generally strong due to their undead nature. At worst, Nosferatu have a Strength of 16. Their Strength may otherwise remain that of the former living characters, up to 18/00 (warriors for example). Nosferatu often rely on weapons or spells for combat. Nosferatu do not possess the ability to drain levels. Nosferatu can charm anyone foolish enough to stare them in the eyes, as per the charm person spell. Victims may roll a saving throw with a -2 penalty. This often allows Nosferatu to get past guards without being detected. Weapons of less than +1 enchantment are harmless to Nosferatu. If wounded, Nosferatu regenerate 1 hit point per round. If reduced to zero hit points, Nosferatu then adopt a gaseous form and flee. After eight hours in their coffins, Nosferatu regain their The Dog Days of Rougeain 17 http://bruce-heard.blogspot.com/ corporeal forms. Nosferatu will meet their ends if they fail to regain their coffins within 12 turns after being defeated in combat. Sleep, charm, and hold spells, along with poisons and paralysis, do not affect Nosferatu. Spells based upon cold or electricity only cause half damage. Nosferatu can assume a gaseous form at will, which makes them immune to physical attacks. In addition, Nosferatu can also shape-change into large bats at night or into ravens during daylight hours, thus the flying movement rate given in the statistics. Spider climb is another ability Nosferatu share with its vampire kin. Nosferatu can also summon animals, more commonly 1-100 rats or bats in a subterranean environment, or 3-18 wolves in the wilderness. Summoned animals arrive in 2-12 rounds. A strong garlic smell will keep Nosferatu at bay. The undead cast neither reflections in a mirror, nor shadows under the sun. The latter explains why Nosferatu find mirrors offensive and bright lights distasteful. Nosferatu remain, however, immune from the sight of clerical symbols, and only clerics of the opposite alignment or those specialized in hunting undead can turn Nosferatu. The undead suffer no ill effect from contact with clerical symbols or holy water. Nosferatu generally avoid running water. Just like their vampire kin, they will be destroyed after remaining three consecutive rounds immersed in running water. A wooden stake through their hearts will accomplish the same result, although if the stake is removed, Nosferatu can begin regenerating hit points. One must behead the undead and stuff their mouths with dirt taken from hallowed burial grounds to seal Nosferatu's fate forever. The definition of "hallowed burial grounds" varies with Nosferatu's own alignments. Burial grounds must be for a particular kind of people or creature whose alignment is as far removed from Nosferatu's as possible. For a neutral undead, any non-neutral alignment will do. Nosferatu cannot enter a personal residence without prior invitation. Once invited, Nosferatu may freely come and go. Magical charm, disguise, or any other trickery used to obtain the invitation is enough to allow Nosferatu entrance to someone's home. Human or humanoid may later become Nosferatu only if the original undead wish it. If so, the victim rises from the dead three days later, unless its body was burned or totally destroyed. Victims remain under their killers' control. If the latter are killed, all their victims becomes self-willed. Nosferatu always retain all the memories, abilities, skills, and restrictions of their former character classes for the levels attained at the time of death, up to 9 Hit Dice. For example, a 12th-level wizard would return as a 9 Hit Dice Nosferatu with spells appropriate to a 9th-level wizard; on the other hand a 5th-level cleric would rise as a 9 Hit Dice undead with clerical spells equivalent to a 5th-level cleric. Clerical spells no longer come from the original Immortal patron (deity) unless a Nosferatu has the same alignment or can accommodate undead followers. Ability scores remain the same as long as they match Nosferatu minimums. A constitution score is no longer of much use. Clerical and warrior Nosferatu may wear armor, although it will not improve armor class. Armor and weapons must remain appropriate to the former character class. The Dog Days of Rougeain 18 http://bruce-heard.blogspot.com/

Habitat/Society: Nosferatu can dwell anywhere. Most often, they are characters of some importance in the region (a dashing nobleman, a reclusive wizard, the laird of a domain, etc). Nosferatu don't necessarily feel the morbid need of vampires to dwell in cemeteries and other sinister places. Nosferatu seek the living for whose blood they thirst. Being somewhat closer to the world of the living compared to level- draining undead, Nosferatu feel at ease with unsuspecting mortals. Nosferatu also tend to think less and act more compared to vampires ("think less" is said here in relative terms). Where vampires would spend a century brooding and scheming, Nosferatu might spend "only" a decade. Nosferatu often need to change identities, as the living pass on and Nosferatu maintain their activities among newcomers. Clever disguises to modify Nosferatu's apparent ages or to impersonate progeny remain common tactics. If everything fails, disappearing for a decade also remains a valid option. Nosferatu enjoy the company of others of their kind, but most often will mingle with the living. The rare Nosferatu of good alignment, however, will remain aloof, only occasionally interfering with the affairs of the living as may be necessary to preserve their existence or to save loved ones.

Ecology: Nosferatu has made itself a secret place among the living. It stands as a transitory form of the vampire, between totally twisted undead and the living. Evil Nosferatu acts more like the vampire kin, while the good-aligned Nosferatu exists more as an unfortunate victim. Good-aligned Nosferatu will only allow another to rise if the victim consents (i.e. a loved one), in which case the victim's original alignment is preserved. Evil Nosferatu often choose to twist a victim's alignment to reflect Nosferatu's own, but not always. Evil Nosferatu could decide to preserve a victim's alignment as a way to torment the victim. Invariably, a good-aligned victim seeks to destroy itself or cause the doom of its evil master. The living always fear Nosferatu, regardless of its alignment. Nosferatu craves the blood of the living. It can go no more than a week without blood before pain begins to twist its body. The pain causes all of Nosferatu's ability scores (ignore constitution) to drop 1 point per day after the first week of fasting, down to a minimum of 9. Nosferatu requires enough blood for 9 points of damage per week to avoid the pain. To recover each lost point of ability score due to the pain, Nosferatu requires another 1-4 hit-points-worth of fresh blood. Non-human or non-humanoid blood only serves to numb the pain for a day. It cannot restore lessened ability scores. The Dog Days of Rougeain 19 http://bruce-heard.blogspot.com/ Adventure Sequels

Vengeful Jack: With Fedor defeated, Jack is without a benefactor. Knowing that Boccarossa is a cleric (prohibited in Glantri), he decides to expose him to the authorities. If they get a hint about his intentions, PC's may either join him or attempt to stop him. Rougeain may be split into two or three factions (for, against, or neutral). If PC's support him, they gain notoriety for arresting a rogue cleric, but they become suspected by the Constabulary of consorting with the Guild of Thugs when Jack's true identity is unveiled. Otherwise, PC's run astray of Glantri's clique of cutthroats and their leader, the Viscount of Castelbianco.

Merchants in Peril?: Hershel and Shoshana Hasengold are worried. Merchants from Lizzieni are more than a day late. The couple asks PCs to venture into the dark forest, to find out what happened. A band of armored ogres have gotten wind of the halflings' special powers. Their plan leads them to capture the merchants and use them as bait to attract armed folks away from Rougeain. Once the village is left unguarded, the ogres launch a separate attack to abduct the Hasengolds and return to their lair.

Quest for a Cure: With the werewolves vanquished and Rougeain out of immediate danger, Helga embarks on a quest to cure her lycanthropy. Depending on how the PCs interacted with her, she may invite them along. The journey takes them to Vyonnes where she hopes to obtain a cure from Sire Guillaume d'Ambreville. Watchful members of the Canine Protection Society attempt to convince Helga not to alter herself. If they fail, they will frame her for the gruesome murder of Guillaume's secretary, prompting Gaston, the Constable of Vyonne, to launch a “werehunt.” If the Society succeeds, Richard and Isidore d'Ambreville will hunt her down instead, seeking a “political” example to prove their worthiness at ridding the area of lycanthropes. Curing her or solving the murder are alternate goals of this adventure. The Dog Days of Rougeain 20 http://bruce-heard.blogspot.com/

The Boss is Not Happy: Fedor’s liege, Lord Van Horn, is a distant but meaningful partner of Prince Morphail among world affairs of the undead. He sends a peer of Fedor, Piet Bloedhout to check in on his work, only to find that he has been defeated. Piet dispatches a handful of trusted warriors to Rougeain to mete out retribution and distract its inhabitants. Meanwhile, he slips inside Fedor's cottage, seeking to retrieve important scrolls. Wicked parchments, hidden inside the coffin's lining, reveal key processes devised by Fedor during his research. Piet either flees through the woods to Glantri City (or teleports there through Fedor's magical coffin).

Special thanks to Janet Deaver-Pack for her editorial assistance, Håvard Faanes for the adventure's cover, and Geoff Gander for additional proofing & follow-up suggestions.