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eruants of Darkness is an adventure that begins in the domain of Tepest, Tepest is a domain of simple people who live in concludes in nearby Keening, and whitewashed cottages, raise goats or sheep, and involves some of the most corrupt cultivate small farms. They are extremely residents of both lands. These events occur superstitious and believe their land is infested more than ten years after the Grand with “hidden folk,” whom they have termed “fey.” Conjunction, in the year 751 on the It is a witch hunt against the fey that involves the timeline. This adventure is designed for four to heroes in the adventure. six characters of 4th to 6th level. Demihuman characters, especially elves, Over the course of the first part of the , and other strange humanoids, may also adventure, the heroes attempt to prove the find themselves accused of witchcraft by Viktal’s innocence of a woman who stands accused of overzealous Inquisitors. At the ’s working evil magic on a supposedly blameless discretion, this may even prwe true of wizards (a woman from the village of Viktal. The player rare character class in Tepest) and natives of characters must trek through the domain of other strange worlds such as Athas or . Tepest in search of clues, eventually even Anyone beyond the scope of what most confronting the darklords of that domain. Tepestani consider “normal humans” may fall The second portion of the adventure sends the under a cloak of suspicion. characters in pursuit of Loht of Arak (the former shadow domain). The trail of this evildoer leads the heroes into the domain of Keening, Techniques an# StaJinJ where they encounter Tristessa, the banshee The characters and events in this adventure who rules there. should all have an air of mystery around them. If The Dungeon Master should read the entire the Dungeon Master is careful about how the adventure before beginning play. Many of the various events are presented (including the hints and clues the heroes need to successfully conflicting information given by the nonplayer complete this adventure can be obtained only characters), the heroes will face some extremely through clever investigation and roleplaying Sample filedifficult choices. Are the witch-hunting fanatics encounters with the people and creatures of who comprise the Inquisition more dangerous Tepest. It is recommended that the Dungeon than the evil creatures they root out and Master be familiar with the information on destroy? Is the seemingly gentle Bryonna guilty Tepest and Keening presented in Domains of dr innocent? Dread. The RAVENLOFT@MONSTROUS COMPENIDU~~ If this adventure is run Appendix Ill is also helpful, as it contains correctly, the heroes will detailed descriptions of two important creatures almost certainly worry presented in this adventure: the boowray and that they have made the recluse. wrong decisions or that they are being led astray. However, the Dungeon Master should not allow At points during the adventure, certain scenes this paranoia to get out of may require fear or horror checks. These game hand, or it will detract mechanics are used to foster a specific reaction from the flow of the on the part of the heroes in direct response to adventure. If handled terrifying situations. properly, Servants of At the Dungeon Master’s discretion, these fear Darkness can become an and horror checks may be considered optional. adventure that the Should players adequately roleplay the horrific players and Dungeon scene before them, the Dungeon Master can omit Master alike will the need for the checks. If not, then the checks remember for some time should be applied. The intense effects that these to come.

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