TEXT: Grave Disturbance
  A One-Round D&D 3rd Edition LIVING GREYHAWK™ Adventure
  by Chris Tulach
  The Smiling Halls of Good Fortune, temple to Norebo in Verbeeg Hill, wants your help. They promise good
  pay and easy work. It seems as though you're in for a break from danger and death at every turn. Then again, it
  is a long journey from Highfolk town to Verbeeg Hill… Recommended for investigative PCs. A Slow Rot, 
  Part 1. An adventure for characters level 2-6.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
  Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
  the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.  This scenario is intended for organized play use
  only and may not be reproduced without approval of the RPGA Network. 
  © 2000 Wizards of the Coast, Inc. All rights reserved. 
  Visit our Website at:
  www.wizards.com/rpga
  HIF1-04
  
  GETTING STARTED
  Grave Disturbance 
  1
  T
  his is an RPGA® Network scenario for the DUNGEONS &
  DRAGONS® game. A four-hour time block has been allocated for
  each round of this scenario, but the actual playing time will be clos-
  er to three hours. The rest of the time is spent in preparation before
  game play, and scoring after the game. The following guidelines are
  here to help you with both the preparation and voting segment of
  the game. Read this page carefully so that you know and can com-
  municate to your players the special aspects of playing an RPGA
  scenario. 
  Preparation
  First you should print this scenario. This scenario was created to
  support double-sided printing, but printing it single sided will
  work as well. There is enough room along the inside margin to
  bind the adventure, if you desire. 
  Read this entire adventure at least once before you run your
  game. Be sure to familiarize yourself with any special rules, spells, or
  equipment presented in the adventure. It may help to highlight par-
  ticularly important passages. 
  When you run an RPGA D&D adventure we assume that you
  have access to the following books: the Player’s Handbook, the
  Dungeon Master’s Guide, and the Monster Manual. We also assume
  that you have a set of dice (at least one d4, d6, d8, d10, d12, and
  d20), some scrap paper, a pencil, an RPGA scoring packet, and
  your sense of fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple as a pad of graph
  paper and a pencil, as handy as a vinyl grid map and chits, or as
  elaborate as resin dungeon walls and miniatures.
  Instruct the players either to prepare their characters now, or
  wait until you read the introduction, depending on the require-
  ments of the scenario as described in the introduction. 
  Keep in mind that you must have at least four players (not
  counting the DM), for the game session to be a sanctioned RPGA
  event. As well, you cannot have more than seven players partici-
  pating in the game.
  Once you are ready to play, it is handy to instruct each player
  to place a nametag in front of him or her. The tag should have the
  player’s name at the bottom, and the character’s name, race, and
  gender at the top. This makes it easier for the players (and the
  DM) to keep track of who is playing which character.
  The players are free to use the game rules to learn about
  equipment and weapons their characters are carrying. That said,
  you as the DM can bar the use of even core rule books during cer-
  tain times of play. For example, the players are not free to consult
  the DUNGEON MASTER’s Guide when confronted with a trap or haz-
  ard, or the Monster Manual when confronted with a monster. 
  Some of the text in this scenario is written so that you may
  present it as written to the players, while other text is for your
  eyes only. Text for the players will be in gray boxes. It’s strongly
  recommended that you paraphrase the player text instead of
  reading it aloud. Some of this text is general and must be adapted
  to the specific situation or to actions of the player characters.
  Scoring
  After the players have completed the scenario or the time allot-
  ted to run the scenario has run out, the players and DM score the
  game. The RPGA has three ways to score its games. Consult your
  convention coordinator to determine which method to use for
  this scenario:
  1-No-vote scoring: The players write their names and RPGA 
  numbers on the scoring packet grid. You fill in the top of the
  grid. That is all. No one is rated. This method is used for 
  people who are just playing for fun.
  2-Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide personal 
  information, but don’t vote for other players. The game 
  master rates the scenario and completes personal and event 
  information, but does not rate the players as a team or vote for
  players. This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game master wants 
  feedback on his or her own performance.
  3-Voting: Players and game masters complete the entire packet, 
  including voting for best player. If this method is used, be 
  sure to allow about 15-20 minutes for the players to briefly 
  describe their characters to the other players, and about 5-10
  minutes for voting. This method is used when the players 
  want to know who played the “best” amongst the group, or 
  when the adventure is run in tournament format with 
  winners and prizes. 
  When using voting, rank the players in order of your voting
  choice while they are completing their forms, so that you are not
  influenced by their comments on your abilities. It’s a good idea to
  have the players vote while you determine treasure and experi-
  ence awards for the scenario. 
  After voting, give the Scoring Packet to your event coordinator.
  
  GETTING STARTED
  Grave Disturbance
  2
  T
  his is a LIVING GREYHAWK Adventure. As a LIVING™ adven-
  ture, it is expected that players will bring their own charac-
  ters with them. If players do not have a LIVING GREYHAWK char-
  acter generated, get a copy of the current LIVING GREYHAWK char-
  acter generation guidelines, a character sheet, and a LIVING
  GREYHAWK log sheet from your convention coordinator or the
  RPGA Web site, and then have any players without a character
  create one. Once all players have a LIVING GREYHAWK character,
  play can begin. 
  Along with the other materials that you are assumed to have
  in order to run a D&D game, it is also recommended that you
  have a copy of the LIVING GREYHAWK Gazetteer.
  LIVING GREYHAWK Tier Structure
  Because players bring their own characters to LIVING GREYHAWK
  campaigns, this adventure is tiered. Basically, the challenges in this
  adventure are proportioned to the average character level of the
  characters participating in the adventure. To determine the tier
  that you will use to run this adventure, add the character levels of
  all the characters. In addition, add the levels of any cohorts or ani-
  mals according to the values on their certificates. Cross-reference
  the total and the number of players participating in the game
  using the chart below to determine the tier used for this adven-
  ture.
  4 players
  5 players
  6 players
  7 players
  Lvl Cap
  T2:
  13-22
  14-24
  15-26
  16-28
  6th 
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of character allowed
  to play this adventure. Characters of levels higher than the
  highest level shown for the highest tier cannot be played.
  Lifestyle
  At the beginning of every scenario, each PC is required to
  pay upkeep costs matching the level of lifestyle they wish to
  maintain. The lifestyles, and the effects that each has on play,
  are:
  Destitute
  You have no living space, and must carry all your
  gear everywhere. You eat poor quality food. You
  wear a peasant outfit, your only change of clothes.
  Poor
  You sleep in poor accommodations, and eat poor
  quality food. You wear a peasant outfit, and have
  two sets of clothing.
  Common
  You have common lodgings, and eat common
  quality food. You have normal clothing for your
  profession (adventuring); nothing fancy. You prob-
  ably have two or three sets of clothing.
  High
  You stay in good quality lodgings, and eat good
  quality food. You wear anything in value up to
  courtier’s outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations (twice the
  cost of good accommodations), and you eat excel-
  lent foods. You can throw a banquet for your
  friends every day, and frequently do. You wear
  clothing up to the value of noble’s outfit, and buy
  a new set of clothes every week. 
  Lifestyles come with bonuses or penalties to Diplomacy,
  Intimidate, Disguise, and Bluff skill checks. These penalties,
  shown below, should be applied at the DM’s discretion, and can
  sometimes backfire—for example, a PC with a poor lifestyle
  would not have a penalty when talking to a beggar, but would
  when talking to a city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of street thugs, where
  a PC with a destitute lifestyle might not.
  DMs are encouraged to role-play these reactions whenever
  possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
  0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  
  THE ADVENTURE
  Grave Disturbance 
  3
  Judge Introduction
  The hamlet of Weeping Willow has a serious problem. The folk of
  this small farming community in the Highvale are scared. A rash of
  unexplained accidents has left several people dead. The local cleric
  cannot explain why these people are dying. The town speaker can-
  not assuage the fears of the people for much longer. Many think it
  is a curse, brought about by the recent disruption in the graveyard.
  The truth is more sinister than any could fathom. 
  A little over a year ago, a strange traveler passed through
  Weeping Willow. He was a tall, strong gentleman that appeared
  to be of Baklunish descent. He purchased a room at the Shady
  Leaf, the local inn. The next morning, the man was gone; and
  with him, an acolyte of Phyton named Farrick. 
  Although this was unusual and disappointing, Farrick’s disap-
  pearance did not come as a shock to Polgin, the local cleric.
  Polgin was Farrick’s mentor, and is still tending the Harvesthope
  Shrine dedicated to Phyton. Polgin regarded Farrick as an annoy-
  ing, whining ne’er-do-well. Farrick was no great loss to Polgin,
  since he rarely tended to his chores and followed his mentor’s
  orders. So, after a brief search, the people of Weeping Willow
  returned to their farms and lives, never giving much thought to
  the misfit acolyte.
  Four weeks ago, the farmers woke up in the dark hours of
  early morning to a tremendous shaking. After a few moments, it
  passed. In the morning, the folk of Weeping Willow found their
  graveyard overturned, the wooden coffins tossed about the area,
  and corpses lying all over the jagged earth. The people cleaned up
  the area, and decided to move their dead to another location, a
  few hundred yards away. A new graveyard was constructed, and
  the dead were reburied.
  What the townsfolk did not know was that the stranger had
  returned, with his new lackey in tow. The mysterious man was in
  fact a vampire, and a cleric of Nerull. He had taken Farrick from
  Weeping Willow over a year ago, and had turned him into an
  undead minion. Now Farrick, a vampire spawn, has devoted him-
  self to Nerull and to getting revenge on the cleric Polgin. He
  intends to use the town as his personal feeding ground, and to
  destroy Polgin’s reputation before taking his life.
  His mentor used an earthquake spell off of a scroll to further
  his ends. The vampiric stranger then waited until the following
  evening, after the new graves were freshly dug. He took many of
  the dead with him, as he left for parts unknown. He left Farrick
  to his own whims, and gave him some tools to help him with his
  vile plans. Farrick was given dust of illusion and an unholy relic of
  Nerull, known as a skin mask. Since then, he has been walking
  among the farmers of the small hamlet; feeding upon the folk
  and making their deaths look like accidents. In addition, he is
  charming the residents to believe that moving the graveyard was
  a curse, and that Polgin is to blame for bringing this upon the
  community. 
  Adventure Synopsis
  The heroes’ adventure begins in Highfolk town, where a cleric of
  Norebo is enlisting the help of brave adventurers to aid his tem-
  ple. He specifically points out the PCs, and asks if they can jour-
  ney to Verbeeg Hill post-haste to help out the Smiling Halls of
  Good Fortune (the temple and gambling establishment to
  Norebo in Verbeeg Hill). He tells them that the pay is good, and
  the mission is easy. The heroes may depart for Verbeeg Hill when-
  ever they wish, but the sooner the better.
  After a few days’ journey on the Quagflow Road, the heroes
  wake to screams near their camp late at night. A weary and worn
  elven woman, terrified beyond belief, enters the PCs camp.
  Ghouls (and a ghast) follow right behind. After the combat is
  over, she explains that strange things are happening in the small
  village in which she resides. People have been having mysterious
  deadly accidents, and many villagers fear it is a curse brought
  upon them for moving the dead. She stays the rest of the night
  with the heroes, and then makes her way south to Highfolk.
  The characters enter Weeping Willow, named for the willow
  trees that grow alongside the Quagflow road. There, they are able
  to find out about the mysterious earthquake a few weeks back,
  and the accidents that have happened since. Myrindil (the town
  speaker) greets the PCs, and gives them what information he
  knows. Checking out the accident sites reveals little. The new
  graveyard however, yields some clues. All the accident victims
  are missing from their graves, as well as many others (including
  all the elves). 
  Talking with the cleric of Phyton (Polgin), the heroes learn
  that he made the decision to move the graveyard. He also is
  shocked (and afraid) to learn that undead may be involved. He
  gives the PCs some information about the town and his lost
  acolyte, as well as some weapons to help (Polgin hopes) combat
  possible undead creatures.
  That evening, another farmer is found dead in his house,
  struck by a fallen beam. In actuality, he has been killed by Farrick,
  and drained of his blood. The corpse has been disguised by dust of
  illusion. PCs that pierce the illusion will be able to tell that a vam-
  pire may have been responsible for the death.
  Myrindil calls a meeting in the community hall. There, he
  suggests that the village is truly cursed, and that the folk of the
  town should leave. Many of the people agree. Plans are made by
  some to depart the community within the next few days. Polgin
  is also completely discredited as the hamlet’s cleric.
  While the meeting is going on, a few farmers that have been
  charmed by Farrick are taking the corpse of the recent victim to an
  abandoned barn. There, they bury the corpse. PCs that do not
  attend the meeting may notice this strange incident. When con-
  fronted, the farmers tell the heroes that Myrindil asked them to
  move the body. The farmers moved all the other victims here as
  well.
  At this point, the PCs should have a good idea what is going
  on. Farrick can be confronted in his lair underneath the barn, and
  
  THE ADVENTURE
  Grave Disturbance
  4
  defeated. If this is done, notes are found in his lair detailing some
  of his plans for the town and for Polgin. 
  If the heroes do not act quickly, the next night Farrick comes
  for Polgin. In this instance, the PCs must fight the vampire
  spawn to save the lives of Polgin and his acolytes. 
  Player Introduction
  Yet another cold, wet day greets you this Patchwall morning. The
  slate grey sky deadens the vivid colors of the forest town of Highfolk.
  Despite your best efforts to wrap in warmer garb, the rain soaks
  though, chilling your body. Everyone on the streets moves about
  quickly from shelter to shelter, avoiding the watery kiss of a winter
  not long off.
  As you are making your way through the merchant’s quarter,
  you hear a voice rising up over the sounds of a rainy autumn morn-
  ing. A human male, in bright orange and yellow clothing, sporting
  a long mustache, is standing at the corner of an intersection. He
  points over in (choose a PC) direction, and speaks. “You there, you
  look like a hero! Have I an assignment for you! Easy gold for one
  such as brave and steadfast as yourself!”
  This man is Mercermillan, a cleric of Norebo (male human
  Clr2; Bluff +7, Diplomacy +7). A successful Knowledge (religion)
  check at DC 5 reveals that the eight-sided dice he is wearing
  around his neck is the holy symbol of Norebo, god of gambling.
  He is attempting to recruit the heroes to help the Smiling Halls
  of Good Fortune, temple to Norebo (god of gambling) in Verbeeg
  Hill (a town about 180 miles north of Highfolk). He has been
  sent by his temple to find experienced adventurers to serve as
  guards for the gambling hall. The temple recently had an inci-
  dent involving theft of some money by several of the gambling
  hall guards, who were promptly fired for their actions. They are
  however, short-staffed, and are in need of some help for a few
  weeks while they train up a local staff. Plus, having great adven-
  turers around the gambling house will draw more visitors just
  out of curiosity. 
  Mercermillan talks up the excitement and good pay of the job
  offer, all the while remaining very vague about the actual duties
  of the employee. He knows adventurers like adventure, but also
  that they enjoy easy money as well. Mercermillan attempts to
  cater to either (or both) of these desires. He talks to each of the
  PCs in turn, and makes them an offer. The cleric has the follow-
  ing information to impart:
  •
  You are to be employed by the Smiling Halls of Good Fortune
  in Verbeeg Hill. This is the temple and gaming hall devoted 
  to Norebo, god of gambling and good fortune.
  •
  The mission (or adventure, never just job) is confidential, and
  can only be revealed to you when you arrive at the temple in
  Verbeeg Hill.
  •
  The adventure promises to pay well (as the temple often 
  does), and it is certain to be exciting. It should be fairly easy 
  money, from the rumors that have gone around.
  •
  Time is important, as the temple needs heroes as soon as 
  possible. It would be good of you to leave today, if you can.
  •
  (If the PCs are particularly uninterested) You know, it would
  not be wise to upset the followers of the god of fortune. Your
  luck can change when you least expect it…
  Mercermillan will be able to offer the PCs (as a group) 30 solars
  (gp) to help with equipment costs. He promises that the temple
  will reimburse the PCs for travel costs incurred along the way
  (contingent upon acceptance of the mission). He also suggests
  that the heroes travel together as a group, as there is safety in
  numbers, and it would look very impressive if an adventuring
  company presented themselves to the temple. If needed, the cler-
  ic gives the PCs a map, and tells them to follow the Quagflow
  Road north to Verbeeg Hill. He then wishes the luck of Norebo
  to follow them, and departs.
  At this time, it is a good time for the PCs to introduce them-
  selves. Have each player describe his/her character, and intro-
  duce him or herself in character. The heroes are then free to
  make any preparations they wish for the journey ahead. Let the
  players know that it is about 6 days’ journey to Verbeeg Hill on
  horseback, and about 10 on foot. 
  Encounter 1: 
  Screams in the Night
  Note to Judge: When the PCs set off on their journey, have them
  determine a marching order, as well as a night watch schedule.
  The heroes will also need to purchase tents and other items that
  will help to keep them warm when they camp outside. 
  The first four days of the journey to Verbeeg Hill pass by
  uneventfully. The rain and cold do not let up during the trip,
  which makes for miserable traveling weather. The first three
  nights, the heroes are able to stay at various inns and boarding
  houses along the road. On the fourth night, they must make
  camp outdoors. Read the following:
  Your journey so far has been uneventful and miserable, due in no
  small part to the incessant chilling rain and the poor road condi-
  tions. Luckily, you have spent the first three nights at inns and
  boarding houses along the Quagflow Road. Tonight however, you
  must bed down on the muddy, cold ground. Just after dusk, you
  find a Wayfarer’s Stone, set by the faithful of Fharlanghn, which
  marks a campsite. You bed down within a ring of trees, just off of
  the road.
  Undead Attack
  Determine which PC(s) are on watch at about midnight. Make
  certain to note which heroes are sleeping in armor; if they are, be
  sure to assess the -2 penalty on Strength and Dexterity to those
  
  THE ADVENTURE
  Grave Disturbance 
  5
  sleeping in armor with an armor check penalty of -5 or worse
  (Player’s Handbook, pg. 105), starting the next morning. The next
  text is read to all players, but the players of the PCs on watch will
  get to act one round before the others.
  Late into the night, when the only sounds are that of the never-
  ending rainfall, a scream pierces the silence! An elven woman,
  dirty, worn, and wet, runs into the camp. The peasant falls to the
  ground near you, crying and screaming like one touched by mad-
  ness. She is shaking uncontrollably; it must be more than the
  cold. The elf looks up at you, with mortal fear in her eyes, and
  says, “They’re coming for me! Help me, please! Save me!”
  Just then, you see several creatures emerge just outside of the
  camp. From here, their forms are a bit difficult to make out, but
  they appear to be humanoid in shape, with eyes that burn like
  hot coals. As they move a bit closer, you can make out the true
  nature of the things: tattered rags wear upon decaying flesh,
  pulled so tightly against their yellowed bones that the skin tears
  at the joints. One of the foul beasts is more horrific than the oth-
  ers, as the skin on its face has been torn off, bits of which hang
  from its chin. In an unholy voice it speaks, “Thank you for lead-
  ing us to such a feast! Your marrow will taste so sweet as I suck it
  from your bones!” The undead move to attack.
  Tier 2 (EL 5)
  Ghouls (3): CR 1; Medium-size Undead (6 ft. tall); HD 2d12; hp
  13 (each); Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural);
  Atks +3/+0 melee (1d6+1 and paralysis bite, 1d3[x2] and paralysis
  claws); SA paralysis, create spawn; SQ undead immunities; AL
  CE; SV Fort +0, Ref +2, Will +5.
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction
  +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats:
  Multiattack, Weapon Finesse (bite). 
  SA: Paralysis (Ex)—Those hit by a ghoul’s bite or claw attack
  must succeed at a Fortitude save (DC 14) or be paralyzed for
  1d6+2 minutes. Elves are immune to this paralysis. Create spawn
  (Su)—In most cases, ghouls devour those they kill. From time to
  time, however, the bodies of their victims lie where they fell, to
  rise as ghouls themselves in 1d4 days. Casting bless on a body
  before the end of that time averts the transformation.
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage.
  Ghast: CR 3; Medium-size Undead (6 ft. tall); HD 4d12; hp 26;
  Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 natural); Atks +4/+1
  melee (1d8+1 and paralysis bite, 1d4[x2] and paralysis claws); SA
  stench, paralysis, create spawn; SQ undead immunities; AL CE;
  SV Fort +1, Ref +3, Will +6.
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +8, Hide +8, Intuit Direction
  +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8. Feats:
  Multiattack, Weapon Finesse (bite). 
  SA: Stench (Ex)—The stink of death and corruption sur-
  rounding these creatures is sickening. Those within 10 feet must
  succeed at a Fortitude save (DC 15) or be racked with nausea, suf-
  fering a -2 morale penalty to all attacks, saves, and skill checks for
  1d6+4 minutes. Paralysis (Ex)—Those hit by a ghast’s bite or claw
  attack must succeed at a Fortitude save (DC 15) or be paralyzed
  for 1d6+4 minutes. Even elves are vulnerable to this paralysis.
  Create spawn (Su)—In most cases, ghouls devour those they kill.
  From time to time, however, the bodies of their victims lie where
  they fell, to rise as ghouls themselves in 1d4 days. Casting bless on
  a body before the end of that time averts the transformation.
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage.
  Tier 3 (EL 7)
  Ghouls (6): use stat block above.
  Ghast: use stat block above.
  Development: After the combat is over, read the following:
  The horrid creatures lie broken and motionless at your feet. The
  elven woman, realizing that you have emerged victorious, begins
  to calm down. Her dirty, tear-streaked face looks up at you, and
  she slowly rises to her feet. Underneath the wet grime, you can
  see that she is older than many of you, yet not an elder. 
  “I thank you for helping me. My name is Ilynni. I lived in
  Weeping Willow, a small village just up the road a ways.”
  Ilynni (female high elf Com1; hp 3; Profession (farmer) +5)
  The heroes have questions for her. She is upset, but coherent.
  Here is the information that Ilynni has at her disposal:
  •
  I was walking through the village, out to the well to get some
  water. Normally, I don’t go out late at night, but I needed 
  some water for my basin. I passed by the new graveyard and 
  saw some people there. I called out to them, and when they 
  approached me, I could see that they were walking corpses, 
  so I ran. They’ve been following me for hours. It is fortunate
  that you camped here this evening, or I would have 
  collapsed, and they surely would have killed me.
  •
  Weeping Willow is a farming community of about 120 folk 
  just a few hours up the road from here. It is so named for the
  willow trees that grow throughout the area; when it rains, the
  droplets are like tears falling from the trees.
  •
  I am not going back to Weeping Willow. My husband is dead,
  and I have sent my children to Highfolk to live with their 
  relatives. 
  
  THE ADVENTURE
  Grave Disturbance
  6
  •
  I will be heading to Highfolk in the morning from here. 
  There is an inn down the road about half a day’s walk from 
  here. I will wait for another kind stranger to take me back at
  the inn. Even though I have no money, I hope that someone
  will take me along with them. 
  •
  My husband, Jyrin, passed away two weeks ago. He had an 
  accident down by the creek, and split open his head. Polgin, 
  the village cleric, says that he must have slipped on a mossy 
  rock while fishing. Accident or no, Polgin is still to blame.
  •
  Polgin is the one who wanted the graveyard moved. About 
  four weeks ago, the earth shook, and when we awoke the next
  morning, we found the graveyard destroyed. All the dead 
  were thrown about, and many of the coffins were broken. We
  fixed the coffins, and laid the dead to rest. Polgin was the one
  who suggested moving the graveyard away from where the 
  earth was overturned, so we listened to him. Ever since then,
  there has been a curse on the village.
  •
  Five people have died in the past four weeks. All of the deaths
  seem to be accidents. A horse trampled Ershwin, Ulee fell on
  her sickle, the hayloft collapsed on Norholm, and Olvilyn 
  stepped on a rusty nail and died the next morning. Of course,
  my husband also was a victim of these accidents. Polgin has 
  brought this curse upon us for moving the dead!
  •
  I think those undead are part of the curse. They have 
  probably come now to take vengeance upon the town for our
  misdeed.
  •
  If you can help out Weeping Willow, that would be a great 
  thing. I have many friends there that I would not want to see
  harmed. If you go there, talk to Myrindil. He is the town 
  speaker, and is much wiser than the cleric. Avoid him if you 
  can. He has brought the curse upon the village because of his
  foolishness.
  Ilynni asks the PCs if she can stay with them for tonight. She is
  not physically harmed, but is very exhausted. The elf sleeps
  through much of the morning, and walks south towards
  Highfolk at lunchtime on the next day. The PCs may escort her if
  they wish; otherwise, she insists she’ll be fine. Ilynni implores
  the heroes to find out what is wrong with Weeping Willow
  before another soul dies from the curse.
  Note: at any time, a PC or PCs wish to continue to head on to Verbeeg
  Hill for the employment opportunity, the adventure is over for them. Go
  directly to the final subheading in the conclusion, labeled “Over Before It
  Even Began”.
  Encounter 2: Weeping Willow
  Up the Quagflow Road a few hours away lay a small hamlet that
  must surely be Weeping Willow. The cold rain still falls today,
  and the willow trees do indeed look sorrowful in this dismal
  weather. You can see various farmhouses and barns scattered sev-
  eral hundred yards from the road on either side, and ahead of you
  are several buildings that cling tightly to the trail that continues
  north toward Verbeeg Hill. Some farmers and other common
  folk are walking about hurriedly, no doubt trying to keep from
  getting soaked. A two-story inn, the sign outside proclaiming it
  the Shady Leaf, is the nearest building to you, on the right-hand
  side of the road.
  Give the players Map 1. They are free to explore about the village.
  The farmers that live in Weeping Willow are friendly, but not
  awestruck. They live along a trade road, and see many adventur-
  ers travel through on their way to danger. They also seem to be a
  little on edge, afraid of something (the curse). The villagers try
  not to let it show, but many of them are on the edge of outright
  panic. If anyone mentions the story of Ilynni, and her encounter
  with undead, the villager goes to get Myrindil to talk with the
  PCs.  
  Layout of Weeping Willow
  The buildings in Weeping Willow consist mostly of one-story
  homes, made entirely of wood. There is not one stone living
  structure in the hamlet. All of the buildings appear to be well
  made, except for a couple of farmhouses and barns that have been
  abandoned for quite some time. 
  The Quagflow Road runs north through the village and cross-
  es Chirping Creek just at the edge of town. The farmlands stretch
  out to either side of the hamlet, and squash crops in the fields
  mark the final harvest of the year. Special features of Weeping
  Willow are noted below; the corresponding number appears on
  Map 1. 
  1. Shady Leaf Inn
  This two-story timber structure bears a sign outside its doors stat-
  ing, “Shady Leaf Inn”, underneath which a smaller sign hangs
  which reads, “Welcome”. Around the side, you see a stable for
  horses. Entering the place, it is cozy and inviting inside. A crack-
  ling fire staves off the outside air, and many local farmers are sit-
  ting about, warming themselves before making the long trudge
  back to their fields. A curly-haired, bearded halfling male stands
  behind the raised bar, and smiles as you enter.
  The halfling’s name is Corbeen Pickerwin (male lightfoot
  halfling Exp3; hp 9; Profession (innkeeper) +7), and he (along
  with his family) runs the Shady Leaf. His two daughters, Tilda
  and Milly, serve the patrons drinks and food. Mirten and Rook,
  his sons, clean up the rooms and common area, tend to the sta-
  bled animals, and tend bar when Corbeen isn’t around. All of his
  children are in their early to late twenties. Corbeen’s wife,
  Fillinda, is the cook, and makes sumptuous meals. 
  Corbeen is more than happy to talk to any PCs that enter his
  establishment. He loves to hear tales of adventure, and recounts
  other tales he’s heard from other travelers. His daughters and
  
  THE ADVENTURE
  Grave Disturbance 
  7
  wife roll their eyes whenever he begins telling another’s tale, as
  he’s sure to forget important details, or the outcome of the story.
  The innkeeper charges one solar (gp) a night for staying at the
  Shady Leaf. He also suggests that for an additional solar, meals can
  be provided. There are 10 rooms available upstairs. He is not too
  worried about the strange accidents for his own safety, but is con-
  cerned about his wife and children. Corbeen is more than happy to
  share the following information with PCs that patronize him:
  •
  He knows all of the details that Ilynni knew, but does not 
  share the same disdain for the cleric as she did. Many others
  supported the cleric’s idea, and it is no one’s fault in particular.
  •
  Corbeen is toying with the idea of sending his wife and 
  daughters to Stoutstump (a halfling community about a day’s
  journey north of here), as his family’s safety is beginning to 
  worry him. 
  •
  Ershwin, a farmer and drunkard, was killed out by the stable
  late in the evening a few weeks ago, just after the graveyard 
  was moved. He spooked a horse, and it ran him over as he set
  it loose. If the PCs are shown the stable, there is nothing of 
  note in the area.
  •
  Corbeen sends Mirten to go fetch Myrindil if the heroes tell
  him about a possible undead presence in the hamlet.
  2. Myrindil’s Home
  A well appointed home sits on the left side of the road, across
  from a large hall. Vines and carefully tended shrubs cloak the
  house in green. A white door sports a red harp upon a tree-filled
  field. 
  This is the home of Myrindil Riverstone, town speaker (effec-
  tively a mayor). He is also a very minor noble of clan Krysalyn,
  House Riverstone. Heroes that succeed at a Knowledge (nobility)
  skill check (DC 10) will recognize the symbol on the door as
  belonging to the Krysalyn Clan (elves get a +2 bonus to the roll).
  They are well known as hunters and trackers, and also have talent
  with silversmithing and leatherworking. 
  The door is locked during the day. Heroes attempting to enter
  without Myrindil’s permission may be seen by passing villagers.
  Inside, there are fine woodcrafts and knickknacks all about the
  rooms. A fine longsword hangs over the mantle. Unless the
  heroes visit his home after nightfall, he will not be home. If they
  do find him here, use the information presented under his sub-
  heading later in the encounter.
  3. Meeting Hall
  A long, tall one-story structure stands in the center of the town.
  Willow trees surround the building, and a set of large double-
  doors appears slightly ajar. Near the double doors hangs a large
  brass bell, with a ringing cord attached.
  Entering the building, you note many wooden chairs, and a
  dais towards the back end. Unlit fireplaces flank either side of the
  hall, and the large room seems to be empty.
  This is the meeting hall that is used as Weeping Willow’s gather-
  ing area for formal and informal meetings, as well as for feasting
  and festivals. There is nothing more of interest here.
  4. Religuth’s Goods
  Further down the road, you note a shop. The green lettering out-
  side the door reads, “Religuth’s Goods”. The windows in the place
  are all made of glass, and through them you see a stout half-elven
  man who waves you on in.
  As you enter the well-stocked store, he says, “Ho there.
  Name’s Religuth. What can I get ya?”
  Religuth (male half-elf Com2; hp 8; Appraising +3, Spot +6)
  keeps his store in good shape, and caters to travelers as well as vil-
  lagers. He makes enough money so his wife (a human named
  Ritta) does not need to work. 
  Heroes may purchase any items worth 20 gp or less from the
  Player’s Handbook, page 108, Table 7-7: Goods and Services,
  under the heading Adventuring Gear. PCs may purchase farming
  tools (such as sickles and scythes) that double as emergency
  weapons (-2 to hit and to damage). Also, PCs may find wooden
  stakes for use with setting up tents here for sale as well, at a cost
  of 1 small lunar (sp) for four. This may come in handy later on in
  the adventure.
  Religuth will share the following information with the PCs,
  if asked (in addition to any common knowledge that Ilynni ini-
  tially gave the PCs):
  •
  He is not leaving here, no matter what. This is a prime spot 
  for his business, and he’s not giving up his livelihood over 
  some stupid curse.
  •
  Religuth doesn’t care for the cleric, Polgin. He is a weak-
  willed man whose only decisions are wrong ones. “I’m 
  surprised his other two acolytes don’t run off like the first one
  did last year”.
  •
  If asked about the other acolyte, he simply states that he was
  named Farrick, and he didn’t get along well with Polgin. The
  villagers looked for him for a few days, but never found him.
  He must have run off.
  •
  Myrindil’s an all right fellow. He fought against Iuz’s forces in
  the Vesve a few years’ back. After that, he settled down here, 
  and helped us build a small community. Weeping Willow’s 
  been here for eight years now.
  5 and 6. Two Graveyards
  These areas are explained in detail in Encounter 3. 
  7. Weeping Willow’s Well
  This wood and stone well stands within easy arrow’s shot of the
  creek, the road, and the graveyards. The well is about a
  longsword’s length wide, and seems to go down for quite a ways.
  A wooden bucket hangs from a rope winch.
  There is nothing overly special about the well itself. It goes down
  
  THE ADVENTURE
  Grave Disturbance
  8
  into the ground about 40 feet, of which the last 15
  feet is water. 
  There is something special in the well. When
  Farrick left a year ago, he tossed his necklace of prayer
  beads down the well in disgust. It sits at the bottom of
  the well, immersed in water. If a detect magic spell is
  used, there is a faint aura of magic coming from
  down the well shaft. The school of magic cannot be
  determined, unless the caster looks directly at the
  prayer beads, in which case the enchantment school
  of magic is revealed with a successful Spellcraft
  check (DC 16). 
  To get to the magic item, a hero will have to
  climb down the well. Tossing a rope down the well
  and climbing down requires no skill check. If a hero
  wishes to climb down unaided by a rope the Climb
  check is DC 10. 
  Treasure inside the well:
  •
  A necklace made of brass corn kernels. A small 
  golden charm of a scimitar in front of an oak tree
  hangs from the jewelry. This item is a necklace of 
  prayer beads (bless) that doubles as a cleric of 
  Phyton’s holy symbol.
  8. Harvesthope Shrine
  This area is detailed under Encounter 4.
  Talking with Myrindil
  If the heroes start telling other villagers the story of
  Ilynni, the commoners go fetch Myrindil, and ask
  the PCs to wait for him to arrive. Otherwise, after
  poking around town a bit, Myrindil will greet the
  heroes as they are looking around.
  A tall high elven man, well into adulthood, approaches you. He
  extends his hand, and speaks, “Welcome. My name is Myrindil
  Riverstone, of Clan Krysalyn. I am the town speaker here in
  Weeping Willow. Is there anything I can help you with?”
  Myrindil Riverstone, male high elf Rgr2: Medium humanoid
  (5 ft. 11 in. tall); HD 2d10; hp 16; Init +1; Spd 30; AC 11 (+1 Dex);
  Atks +5 melee (1d8+2 [crit 19-20], longsword); SA Favored enemy
  (orcs); SQ Favored enemy (orcs); AL NG; SV Fort +3, Ref +1, Will
  +2.
  Str 14, Dex 12, Con 10, Int 12, Wis 14, Cha 14.
  Skills: Animal Empathy +5, Diplomacy +4, Handle Animal +5,
  Knowledge (nature) +6, Profession (farmer) +7, Ride +2, Speak
  Common, Speak Elven, Speak Sylvan, Wilderness Lore +7. Feats:
  Track, Weapon Focus (longsword).
  Equipment: Nothing particularly valuable (longsword is at
  home).
  Personality Traits: Calm, decisive, protective, responsible.
  Myrindil discusses anything the PCs wish to talk about. He is
  obviously uncomfortable around half-orcs, and discreetly asks
  other elven heroes if the half-orc PC(s) can be trusted. 
  If the PCs bring up the incident with Ilynni, or if he was sum-
  moned in response to a villager hearing the tale, he asks that they
  adjourn their discussion to the meeting hall. Upon entering, he
  closes and locks the doors. In addition to the information that the
  other townsfolk have, he can share the following:
  •
  Weeping Willow seems to be under some sort of curse. Deadly
  accidents have been occurring every few days. I believe it to be
  related to the moving of the dead a few weeks ago.
  •
  The cleric Polgin is particularly responsible, as it was his 
  decision in the matter. He has not, however, claimed any sort 
  of responsibility in the matter. I am quite upset at him for this.
  •
  The undead sighted here disturbs me greatly. The villagers 
  will no doubt want to leave soon, once they have heard about
  the creatures. If the problem is not resolved soon, we will all
  Map 1: Weeping Willow
  
  THE ADVENTURE
  Grave Disturbance 
  9
  have to leave.
  •
  If he is told about the graves missing bodies (specifically that
  all the elves seem to be gone), he becomes very worried. He 
  tells the heroes that he’ll be calling for a town meeting 
  tonight, and to speak of the matter to no one.
  •
  Some villagers have already left Weeping Willow. If the curse
  is not averted, more will soon leave. I care for the safety of my
  people, but it seems as though we have little choice left if the
  situation continues unabated. 
  •
  If you could help to find out what is going on, and stop it, the
  village and I would be very grateful. We have little to offer in
  way of recompense; I could talk to Corbeen and get you your
  rooms and meals paid for the duration of your stay. Other 
  than that, all I have is the gratitude of a small farming 
  community that is in need of heroes.
  •
  I can show you where the other accidents occurred. I don’t 
  know if this will help any, but perhaps you can find out 
  something we could not.
  The Accident Sites
  Myrindil wishes the problem solved as soon as possible, before
  another accident takes place. He is more than willing to take the
  PCs to each of the places where the farmers were found. The
  judge is encouraged to make some die rolls, even though there is
  not much to be found. This lets the PCs know that there may be
  clues to be found, and masks the Spellcraft check that needs to be
  made at Olvilyn’s home.
  Ershwin’s Death
  Myrindil takes the heroes out to the stable next to the Shady Leaf
  Inn. He explains that he was found here, trampled by one of the
  villager’s draft horses. The horse is at the farm of Offinthal. Going
  to Offinthal’s farm and checking out the horse reveals nothing
  strange about the creature. 
  Ershwin was a human, and lived alone.
  Ulee’s Death
  Myrindil takes the PCs to a field filled with yellow squash. He
  points to a spot on the ground (just like any other spot), and
  remarks that Ulee was found here, with a sickle pierced through
  her chest. It seems like she tripped over one of the squash’s roots.
  Time and rain have washed any further clues away. Her husband
  found her here early in the evening. 
  Ulee was an elf; her family moved to Verbeeg Hill yesterday. 
  Jyrin’s Death
  The creek is the site of Jyrin’s demise. He was apparently fishing,
  and slipped on some rocks. His head was split open when his
  wife, Ilynni, found him later in the evening. Nothing more can
  be determined at the creek.
  Jyrin was an elf, and Ilynni was encountered earlier.
  Norholm’s Death
  The barn in which Norholm died has a collapsed hayloft. It is lit-
  tle more than a pile of hay and wood. PCs that make a successful
  Search skill check (DC 20) note that it appears the support beams
  were struck by a club or hammer until they collapsed. This would
  have taken some time, as the supports seem to be well construct-
  ed. Nothing else of interest can be found here.
  Norholm was a human; his sister (Thilee) still lives in the
  farmhouse, but is planning on moving away soon. She found
  Norholm after sunset, when she heard a crash in the barn. His
  neck was broken. She is very depressed, and does not know
  where she’ll go from here. She is going to try her luck in
  Highfolk for a time, and see how things go from there. 
  Olvilyn’s Death
  Myrindil directs the PCs to a home alongside the road. He takes
  the heroes to her bed, where she was found dead after dinner-
  time. She had stepped on a rusty nail the day before, and Polgin
  removed it. It was too late for her, however, as she apparently died
  from some sort of infection. She was the most recent one to die,
  about five days ago. 
  If the PCs search the bed (Search, DC 20), they find some
  strange white powder. Unless the characters state they are taking
  20 to look at the powder, the judge should secretly roll Spellcraft
  checks (DC 21) to determine if a hero with that skill knows more.
  A successful check yields that this powder is a component for a
  spell, or was magical in nature. No more information can be
  gleaned from the scene. This powder is a special form of dust of
  illusion that Farrick has been using to disguise the bodies.
  Olvilyn was an older elven woman. Several of the villagers
  took care of her.
  Questioning Other Villagers
  PCs that spend time questioning others find out that they know
  mostly the same things as the other folk know. Quite a few vil-
  lagers are either moving or strongly considering doing so. This is
  amplified even more so if the heroes have been telling people
  about the undead spotted in the town, or about the missing bod-
  ies at the graveyard. Most folk are in a state of near panic when
  they hear about this tale.
  If the heroes ask to speak with the people who found the
  dead villagers, Myrindil takes them to the appropriate people.
  •
  Rook, Corbeen’s son, found Ershwin. The horse had trampled
  him good. Corbeen told the boy to go find the horse once he
  saw what had happened.
  •
  Myrindil takes you to Religuth, who apparently found Ulee. 
  Religuth has no memory of finding her, and even though 
  other villagers swear that he ran into Weeping Willow and 
  told Myrindil right away, he remembers sleeping through 
  that night. He’s been wondering why people become quiet 
  when he comes near. He wonders if the scene was so 
  shocking as to make him forget it wholly. 
  
  THE ADVENTURE
  Grave Disturbance
  10
  •
  Ilynni found her husband; she has since left Weeping Willow. 
  •
  Thilee found Norholm in the barn. Her response is listed 
  above.
  •
  Kerrin found Olvilyn’s body. He left the following day, full of
  fear of his own life.
  Abandoned Barns
  If the PCs decide to ask which barns are now abandoned (or they
  investigate all the barns on the map to find the abandoned ones),
  give the players Map 2. Going to Ershwin’s barn (the barn at the
  far northeast of the map) reveals some strange things, as well as
  the lair of Farrick. Go to Encounter 7.
  What Really Happened
  Farrick, the vampire spawn, has returned to his old home to do
  evil. The undead creature fed upon each “accident” victim, and
  then he tore off his or her face to power the skin mask (an unholy
  magic item that allows him to alter self on his form when activat-
  ed). After doing so, he used dust of death’s mask, a variant of the dust
  of illusion that changes the features of a corpse rather than a crea-
  ture, to alter the victim’s appearance (so his fang marks and the
  torn face could be covered up). He intended to have the villagers
  find them each during the night, as it was the custom of Weeping
  Willow to bury its dead as soon as possible. After the dead were
  buried, he had the ghouls dig them up the same night, and deposit
  the bodies near the Ershwin’s barn, where his lair is located.
  He used his skin mask to alter his appearance to alert the vil-
  lagers to the deaths of both Ulee and Olvilyn (thus accounting
  for Religuth’s loss of memory—he wasn’t there). He did not need
  to masquerade as other villagers for the deaths of the others, as
  the villagers themselves found the other three victims. 
  Encounter 3: Two Graveyards,
  One Town
  The Old Graveyard
  When the PCs reach the old graveyard (number 5 on Map 1), read
  the following:
  The earth here is broken in several areas, and muddy, jagged
  rocks jut out from the ground. Most of the grass and plant life has
  been rooted up or overturned. Cracks, a few inches long, run
  along the slick surface. Pieces of wood lie scattered about, and it
  is obvious that there was quite a bit of excavating done here.
  The pieces of wood are the remains of some of the coffins and
  headstones. Nothing else can be found at this site. All the dead
  have been buried over at the new gravesite.
  A hero that makes a Spellcraft check (DC 30) can determine
  that this may have been the result of an earthquake spell. 
  The New Graveyard
  As the heroes approach point 6 on Map 1, read the following text
  to them:
  Here, the wet, bare ground holds the dead of Weeping Willow.
  The wooden head markers (several of which are broken or
  cracked) mark tidy little rows of graves. Several soaked and
  muddy wildflowers lie at the base of many of the markers.
  Give the heroes Handout 1 if they decide to read the names on
  the markers. If the heroes wish to dig up the graves (an act that
  the villagers will detest, but not interfere with), they must first
  fetch some tools from Religuth’s Goods. Obtaining the tools is a
  little difficult, as Religuth does not want to sell his merchandise
  to gravediggers. A Diplomacy check (DC 15) will be needed to
  get the goods, which will cost 150% of the standard Player’s
  Handbook prices. 
  Have the PCs determine who they are unearthing. It takes
  about 30 minutes, with the proper tools, to dig up a coffin (the
  pouring rain makes it a little difficult). Consult the DM Handout.
  If one of the asterisked graves is dug up, the PCs find no body. If
  it is one without an asterisk, a body is found (the judge is free to
  improvise how the villager died).
  After a while of digging, it should become apparent that no
  elven corpses are found. In addition, all of the people that have had
  “accidental” deaths are missing. All the other corpses are still buried.
  Encounter 4: Harvesthope Shrine
  This area is point 8 on Map 1. Read the following as the heroes
  approach:
  This long wooden building bears the holy symbol of Phyton, a
  scimitar lying across a tree, in an intricate wooden relief on the
  building itself. An awning of wood covers the walk up to the
  front of the shrine, and a small garden grows on either side of the
  path. An open portal reveals a large room beyond. 
  Walking inside the room, you see a large door positioned on
  the west wall. Grains and vegetables lie in well-stacked order
  near the door. Straight ahead of you, against the north wall, you
  see a wooden altar. Above the altar, on the wall behind it, is the
  symbol of Phyton carved out of ashwood. Vegetables, meats, and
  grains lie on the top of the altar. A nasal voice calls from a side
  passage in the northeast corner of the room. “Who wishes the
  blessings of the Woodshaper today?”
  From out of the corridor steps a very large, bald-headed man.
  He nearly trips on the wooden floor as he approaches you. “Good
  day. My name is Polgin, high priest of this holiest of shrines.” Just
  then, you hear a crash, as the sound of a metal pot hits the floor.
  “You better not have dropped the dinner pot, boy! It’ll be nothing
  but scrubbing for you if you did!”, the man yells in a pathetic
  attempt to scold. “Now, what was your business?”
  
  THE ADVENTURE
  Grave Disturbance 
  11
  This is Polgin, cleric of Phyton, and tender of the shrine. His two
  acolytes, Jarius and Morthin, are doing chores and making din-
  ner. He thinks little of them, as he believes that they will never
  hear the Woodshaper’s call. Polgin is a good man overall, but his
  nasal voice, course disposition, penchant for exaggeration, and
  quick temper make him difficult to deal with on a daily basis. If
  questioned, Polgin can relate the following information to the
  heroes:
  •
  The morning after the earth uprooted the graves, I instructed
  the villagers to build a new gravesite near the old one. The old
  gravesite was too up heaved to bury the dead there again. I 
  even had them make it look nicer by burying the bodies in 
  even rows.
  •
  Apparently, something strange has happened since that day. 
  People have been having accidents, deadly ones. Many say 
  that there is a curse on Weeping Willow. I am certain that 
  there has to be another explanation. I try to help the village 
  by proposing a different burial site, and everyone’s accusing 
  me of bringing a curse upon the place!
  •
  I took a look at the accident victims. They all seemed like 
  strange, but very probable means of demise. Nothing 
  unusual seemed to be at work there.
  •
  Jarius and Morthin may never hear the call of Phyton, but at
  least they’re better acolytes than that Farrick. He was 
  obnoxious, rude, and lazy! Even ask the other villagers; they’ll
  agree with me on this one!
  •
  Farrick ran away from here about a year ago. I guess he just 
  didn’t have what it took to serve the Harvester.
  •
  If you’re here to help solve the problem, I wish you luck. I’m
  certain that it’ll be something other than a “curse”. If it turns
  out I’m right, please come by and tell me. Then the villagers 
  and Myrindil would learn not to blame me right away!
  •
  If Polgin is shown the necklace found in the well, he becomes
  wide-eyed. He says it was Farrick’s, given to him by his rich 
  uncle. “I would be more than happy to take it off your hands
  for these.” He then produces the silvered weapons, and wants
  to trade them all for the necklace. If the PCs do not agree, he 
  merely sighs and comments on how handy these weapons 
  could be against werecreatures and such. He will still give 
  them the weapons (albeit grudgingly) if they mention the 
  possible undead threat.
  If the heroes should mention the undead, or if Polgin heard
  about it from some of the villagers (that is, the PCs were telling
  the commoners about the undead sightings), Polgin’s face turns
  white. He quickly regains his composure, and tells the PCs to
  “wait here a moment”. He goes into his room, and drags back a
  long, wooden trunk. 
  Huffing and puffing, Polgin drags a large, long trunk across the
  floor towards you. He sets it down, and with a loud sigh, opens
  the lid. Inside are several gleaming weapons of silver. 
  “I don’t know what good these will do you, but you can have
  them. Just get rid of whatever it is that is plaguing our village. Oh,
  and if they help, tell them that I gave them to you!”
  Inside the chest are a silvered dagger, a silvered sickle, a silvered
  scimitar (which Polgin hands to a cleric of Phyton, if one is pres-
  ent), and a silvered scythe with the words “Reaper’s Foe” carved
  on the butt of the handle. 
  Polgin, male human Clr2 (Phyton): Medium humanoid (5 ft. 6
  in. tall); HD 2d8; hp 13; Init -1; Spd 30; AC 9 (-1 Dex); Atks +0
  melee (1d6-1, sickle); SA Spells, turn undead; SQ Spells,
  Domains: Plant and Water; AL CG (N); SV Fort +3, Ref -1, Will +5.
  Str 9, Dex 9, Con 10, Int 10, Wis 14, Cha 8.
  Skills: Craft (sculpture) +5, Knowledge (nature) +9, Profession
  (farmer) +9. Feats: Alertness, Skill Focus (Knowledge (nature)),
  Skill Focus (Profession (farmer)).
  SQ: Domains (Sp)—Polgin has access to the domains of Plant
  and Water. Plant: Rebuke or command plant creatures as an evil
  cleric rebukes or commands undead. Polgin can use this ability 2
  times per day. Knowledge (nature) is a class skill. Water: Turn or
  destroy fire creatures as a good cleric turns undead. Rebuke or
  command water creatures as an evil cleric rebukes or commands
  undead. Polgin can use these abilities 2 times per day. 
  Equipment: Robes, holy symbol of Phyton, sickle (for emer-
  gencies only)
  Spells Prepared (4/3+1): 0—create water, detect poison, light,
  mending; 1st—bless, bless water, entangle (e), sanctuary. 
  Personality Traits: Bad-tempered, cowardly, embellisher, self-
  serving.
  Polgin’s acolytes, Jarius and Morthin, are in their late teens
  (male human Com1; hp 4). The only thing they know of value
  was that Farrick always disliked both of them, and said they were
  too weak-willed to ever become clerics. They both go dutifully
  back to their chores after a short questioning.
  Treasure (given to the PCs from Polgin):
  •
  Silvered dagger
  •
  Silvered sickle
  •
  Silvered scimitar
  •
  Silvered masterwork scythe. It bears the name “Reaper’s Foe”
  on the butt of the handle.
  Encounter 5: Another Victim
  After walking around the village and gathering information,
  night begins to fall. The PCs may retire back to the inn for some
  rest and to reflect upon what they have learned. Well into the
  evening, one of the villagers (a younger farmer named Kale),
  runs into the inn and informs everyone there that another acci-
  dent has occurred. Read the following:
  
  THE ADVENTURE
  Grave Disturbance
  12
  As you stave off the cold inside the Shady Leaf Inn, a young
  human male runs into the common room. He yells out, “Another
  accident! There’s been another accident! Over at the Hekart’s
  place! Old man Hekart is dead!” The lad then runs out, yelling at
  the porch of the next house. 
  The PCs can get quick directions to Bolinus Hekart’s establish-
  ment. It is easy enough to find, however, since a crowd has gath-
  ered just outside the building. 
  A throng of farmers and villagers stand around the body of an
  older human male. A woman lies on the muddy ground next to
  his lifeless body, crying uncontrollably. She pounds her fists in
  the mud, sending streaks of brown across her white dress.
  Collapsing in a gibbering heap, she is helped to her feet by sever-
  al villagers and brought back inside her home.
  Polgin approaches you. Several villagers are shouting “curse-
  bringer”, “arrogant fool”, and other unfriendly words as the cleric
  walks up to you. “His name was Bolinus Hekart. His wife said
  that she heard him tumble down the stairs. He’s always had trou-
  ble walking ever since he cut himself bad with that scythe…”
  The villagers part the way to let the heroes take a look at the body.
  A successful Heal check (DC 10) reveals that the man died of a
  broken neck. The wounds are consistent with that of someone
  falling down stairs. If any detailed observation is done (more
  than one round) or a hero states that they are disbelieving the
  wounds, secretly roll a Will save (DC 11). If the save is successful,
  pull the PC(s) aside and read the following:
  All of a sudden, the image before you melts away, and reveals a
  much more horrific sight. The face of the man is nothing more
  than fleshy pulp, as if some animal had savagely clawed it off! The
  body is also very pale, almost white. Two small puncture wounds
  are visible on the side of his neck! 
  The characters that view this scene are free to react appropriate-
  ly. Note that telling the villagers what they see is a bad idea; they
  fly into a uncontrollable panic if this course of action is taken.
  Telling Myrindil only strengthens his resolve to save his people
  by convincing them to leave the town. Modify the speech below
  as appropriate. 
  Regardless of the situation, in a few moments, the bell at the
  meeting hall begins to ring. A farmer cries out, “Meeting at once!
  Meeting at once! By the order of the town speaker!”
  Polgin tells three of the farmers to prepare the body for bur-
  ial (unless the PCs object). The farmers take the body off to the
  graveyard. All of the folk outside the home begin to move
  towards the meeting hall.
  Most of the residents of Weeping Willow have gathered here in
  this late hour. Myrindil stands at the dais, waiting for everyone to
  take his or her seat. Two young boys stoke the fireplaces on the
  walls of the large room. Once the conversations have died down
  to a low din, Myrindil speaks, his voice filled with sadness.
  “People of Weeping Willow, we cannot suffer any more from
  this curse! This is the sixth person to die in just four weeks! We
  have not lost this many good folk in two years prior to this!
  Therefore, it is with great reservation, that I say this to you.
  I advise all of you to leave this town. Gather up your posses-
  sions and families, and go somewhere else. I know that some of
  you have nowhere to go, but even the slums of Greyhawk City
  would be better than not knowing whether you or your loved
  ones would be the next victim. I will stay as long as needed to
  make certain that everyone that wishes to depart is able to leave.
  After that, I will leave as well.
  I have failed you all as town speaker. I have not been able to
  protect and provide for you in this, your greatest time of need.
  Now, I can only hope that your journey from this place will be
  swift, and that in years to come, only good memories will remain
  of the community we worked so hard to build. I am sorry it has
  come to this. I will call for carriages from Verbeeg Hill in the
  morning.”
  With that said, Myrindil steps down from the dais, and walks out
  the door. The villagers are screaming at Polgin, blaming him for
  all the deaths. Polgin leaves the hall right behind Myrindil,
  before things get violent. Many people sit in the hall for a time,
  some angry, some weeping, some just sitting in silence. As the
  PCs interact with the villagers, feel free to express the frustration
  and hopelessness the people feel. It should become obvious to
  the PCs that these people need their help now, before these folk
  abandon their community.
  Encounter 6: Where Are You
  Going With That Corpse?
  Some heroes may wish to remain outside, perhaps to see if any-
  thing strange or unusual goes on while the meeting is taking
  place. Something strange does happen. If the PCs follow the
  farmers to the graveyard, read the following:
  The farmers take the body of old man Hekart to the new grave-
  yard. Once they arrive, however, they begin to head off to the east
  with the body! 
  If the heroes wish to stop them now, they may do so. Questioning
  them reveals much of the same information if the heroes decide
  to follow along (read the text further below if the characters stop
  the farmers now).  
  If the PCs continue to follow, they need to make Hide and
  Move Silently skill checks. Due to the pouring rain, and the sheer
  dullness of the farmers, the highest Listen/Spot check made is an
  8. If the tailing heroes pass their checks, the farmers carry on
  about their business. Read the following (the heroes may inter-
  
  THE ADVENTURE
  Grave Disturbance 
  13
  rupt the text at any time):
  The trio of farmers takes the body to one of the farms, a few hun-
  dred yards to the east of the village. Next to the barn, they reach
  down on the ground and grab shovels. They begin to dig into the
  mud, apparently digging a grave for the recently deceased
  Bolinus. After finishing the hole, they deposit Bolinus’ corpse,
  fill the hole, and begin to depart.
  The heroes may confront the men. Kirwyn, Jonath, and Pergrin
  (male human Com1; hp 4) do not reveal why they buried the man
  at this spot. It is only with either convincing (Diplomacy skill
  check DC 15), or threats (Intimidate skill check DC 10) that they
  unloosen their tongues:
  •
  Myrindil told us right after the man died to take him to the 
  gravesite, but then head for Ershwin’s farm. He told us to 
  bury him right outside the barn, and that shovels would be 
  there for us.
  •
  He has had us take each body here. After we’re done, we 
  usually go back, put together a coffin, and bury that in the 
  dead folk’s place. We get it all done in the same evening, so no
  one knows any better.
  •
  Myrindil said that since the town is cursed, perhaps burying
  them somewhere else will help get rid of it. It doesn’t seem to
  be working all too well, though.
  A Sense Motive check (DC 25) reveals that all three of the men
  have been magically influenced in some way. The real story
  behind their motive is this: Farrick, disguised as Myrindil, has
  used his charm attack to compel them to help him. He has done
  this to the same group of farmers for each of the deaths. The PCs
  are free to deal with the farmers as they wish; the farmers just
  want to get back to the village, finish the job, and get to sleep. 
  The PCs may decide to attack the farmers. They beg and plead
  for mercy from the heroes as they are being attacked. They do not
  fight back. Killing the farmers would be considered an evil act, in
  any circumstance.
  The heroes may decide to investigate Ershwin’s barn. If this is
  the case, proceed to Encounter 7.
  Encounter 7: The Lair of the Beast
  Note to judge: This encounter is very deadly for a group of PCs below
  the minimum Tier for the scenario. Lower-level heroes (a Tier One party)
  may have to realize they cannot deal with a threat of this magnitude.
  With that said, the judge should not pull any punches if such a group
  knowingly enters the lair of a vampire (spawn).
  Outside the Barn
  Searching the outside of the barn (Search check DC 15) reveals
  several hastily made graves. Within each grave is a villager (all of
  the villagers that recently died). Each one shares the same fea-
  tures as old man Hekart: they all have their faces torn off, punc-
  ture wounds in their necks, and have been drained of all their
  blood. Feel free to read the description in Encounter 5 to play-
  ers that have not heard it yet. 
  One other hole is found among the graves. If dug up, read the
  following:
  From this grave, you dig up a gruesome mess. Clumps of rotting
  flesh, internal organs, and masses of skin are found within the
  muddy tomb. It appears as though the tissues and organs were
  ripped off of various bodies. A few of the organs look like some
  animal has gnawed upon them. 
  These are the remains of several corpses that were brought here
  by the mysterious stranger. They were shed of all their flesh, and
  were animated into skeletons. The skeletons are now bound to
  the service of Farrick.
  Inside the Barn
  The barn itself is in decent shape. If the characters head inside,
  read them the following:
  The barn looks to be kept well. Inside, there are many wooden
  crates stacked against the east wall. A ladder leads up to a hayloft
  overlooking the west wall. Straw covers the ground. All is silent
  from within; the only sound the falling of the cold Patchwall rain
  outside.
  The crates are all labeled as various wines and other liquors. There
  is nothing but packing straw inside each. A Search check (DC 15)
  reveals a trapdoor beneath a few of the crates. Opening the door
  exposes wooden stairs leading down. 
  Into the Lair
  With all of the activity above, Farrick is aware that someone is in
  the barn. He prepares by covering the skeleton lying in the cof-
  fin with dust of illusion, and then bolsters all the skeletons in the
  cellar—the skeletons all count as 4 Hit Dice creatures for turning pur-
  poses during the combat. 
  When the characters descend the stairs, read the following:
  After descending the stairs for a few minutes, you reach what
  looks like a wine cellar. Against the far wall, where racks and
  racks of broken wine bottles sit, the floor is stained with the liq-
  uid. In one corner of the room, just now within your light, you
  notice a single wooden coffin. 
  Consult Map 3 for the layout of the room. 
  The coffin is trapped, but not locked. The trap is a spring trap,
  which shoots a poison needle at anyone attempting to open the
  lid.
  
  THE ADVENTURE
  Grave Disturbance
  14
  Poison needle trap: +8 ranged (1) + huge scorpion venom (Fort
  save to resist (DC 14); 1d6 Str/1d6 Str); Search (DC 22), Disable
  Device (DC 20).
  Inside the coffin is a skeleton, covered with dust of illusion to look
  like Farrick. Read the following:
  A creature of the night is revealed with the opening of the coffin’s
  lid. Once a thin, fair-looking young man, the unholy thing’s skin
  has deadened, and vicious fangs protrude from its mouth. It has
  a feral look on its hellish face, and its eyes stare blankly up to the
  ceiling. It lays in the coffin, motionless, arms crossed over its
  chest.
  Characters may attempt to stake it, or attack it in some other way.
  When that is about to happen, read the following:
  Suddenly, the horror melts away to reveal a skeletal figure with
  bits of rotting flesh still hanging from its bones. It begins to
  move!
  All Tiers
  Skeleton: CR 1/3; Medium-size Undead (6 ft. tall); HD 1d12; hp
  6; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+ 1
  Dex, +2 natural); Atks +0 melee (1d4[x2], claws); SQ Undead
  immunities; AL N; SV Fort +0, Ref +1, Will +2
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11.
  Feats: Improved Initiative.
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage.
  The heroes will get a partial action before initiative is rolled.
  Once the skeleton has been dispatched, the PCs are free to search
  about the rest of the room. Nothing of value lies within the cof-
  fin.
  A Search check (DC 22) finds a secret panel behind the wine
  racks. It can easily be slid open. Within the secret room lies the
  following:
  The panel slides across the whole of the wall, opening up anoth-
  er room. As you open the door, you hear someone coming down
  the stairs! Within the room are more animated skeletons that
  move in to attack! You quickly glimpse the form of Myrindil
  entering the room from behind you.
  Farrick is wearing his skin mask, attempting to fool the party. He
  will pretend to be caught up in events for a moment, in order to
  get the party to let its guard down (he will hold a partial action).
  Meanwhile, the skeletons attack the party with their claws.
  Remember that the skeletons have been bolstered by Farrick, and
  turn as 4 HD creatures.
  The first time Farrick attacks, read the following:
  Myrindil moves in…to attack you? Then, you see his form shift
  shape, and it becomes the unholy terror whose illusion you saw
  minutes ago. A sickening flap of skin falls from its face to the
  ground. The creature cackles with glee as it bears its fangs at you
  and attacks!
  Tier 2 (EL 5)
  Skeletons (4): CR 1/3; Medium-size Undead (6 ft. tall); HD 1d12;
  hp 6 (each); Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.;
  AC 13 (+ 1 Dex, +2 natural); Atks +0 melee (1d4[x2], claws); SQ
  Undead immunities; AL N; SV Fort +0, Ref +1, Will +2
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11.
  Feats: Improved Initiative.
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage.
  Farrick, male vampire spawn Clr3 (Nerull): CR 5; Medium-
  size Undead (5 ft. 11 in. tall); HD 4d12; hp 26; Init +6 (+2 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atks
  +5 melee (1d6+4 + energy drain, slam); SA Charm, energy drain,
  blood drain, spells, command undead; SQ Undead immunities,
  damage reduction 10/silver, cold and electricity resistance 10,
  gaseous form, spider climb, fast healing 1, spells, Domains: Death
  and Evil; AL CE; SV Fort +1, Ref +5, Will +5.
  Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14.
  Skills: Bluff +8, Climb +8, Concentration +8, Hide +10, Jump
  +8, Knowledge (religion) +7, Listen +11, Move Silently +10,
  Search +8, Sense Motive +10, Spellcraft +7, Spot +11. Feats:
  Alertness, Combat Casting, Improved Initiative, Lightning
  Reflexes.
  SA: Charm (Su)—This is similar to the vampire’s domination
  ability (see the Monster Manual), but the save DC is 14, and the
  effect is similar to charm person as cast by a 5th-level sorcerer. A
  charmed subject allows the vampire spawn to drain his or her
  blood (see below). Energy Drain (Su)—Living creatures hit by a
  vampire spawn’s slam attack suffer 1 negative level. The Fortitude
  save to remove the negative level has a DC of 14. Blood Drain
  (Ex)—A vampire spawn can suck blood from a living victim with
  its fangs by making a successful grapple check. If it pins the foe,
  it drains blood, inflicting 1d4 points of permanent Constitution
  drain each round. 
  SQ: Undead—Immune to mind-influencing effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage. Gaseous Form (Su)—As a standard action, a vam-
  pire spawn can assume gaseous form at will, as the spell cast by a
  5th-level sorcerer, but it can remain gaseous indefinitely and has
  a fly speed of 20 feet with perfect maneuverability. Spider Climb
  
  THE ADVENTURE
  Grave Disturbance 
  15
  (Ex)—A vampire spawn can climb sheer
  surfaces as though with a spider climb spell.
  Fast Healing (Ex)—A vampire spawn heals 1
  point of damage each round so long at it
  has at least 1 hit point. If reduced to 0 hit
  points in combat, it automatically assumes
  gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours
  or be utterly destroyed. Once at rest in its
  coffin, it regains 1 hit point after 1 hour,
  then resumes healing at the rate of 1 hit
  point a round. Domains (Sp)—Farrick has
  access to the Domains of Death and Evil.
  Death: Farrick may use a death touch once
  a day. The death touch is a spell-like ability
  that is a death effect. Farrick must succeed
  at a melee touch attack against a living
  creature (using the rules for touch spells).
  When he touches, roll 3d6. If the total at
  least equals the creature’s current hit
  points, it dies. Evil: You cast evil spells at +1
  caster level.
  Equipment: One pinch of dust of illu-
  sion, skin mask, unholy symbol of Nerull.
  Spells Prepared (4/3+1/1+1): 0—detect magic, guidance, resist-
  ance, virtue; 1st—bane, cause fear*), command, doom; 2nd—death
  knell*, hold person.
  *domain spells
  Personality: Vicious, vindictive, cunning, ruthless, arrogant. 
  Tier 3 (EL 7)
  Skeletons (10): use stats above.
  Farrick, male vampire spawn Clr3 (Nerull): use stats above.
  Tactics: Farrick attempts to engage spellcasting PCs first, trying
  to avoid strong fighting types. He uses his energy drain attack
  first, and uses his spells to support him. He attempts to death
  touch a foe that looks hurt. After nightfall, if he is down to less
  than 5 hit points, he goes into gaseous form and seeps up into the
  barn, making his way outside. He takes off into the wilderness,
  eventually losing the characters that attempt to follow. He then
  makes his way back to the barn before sunrise, and reforms in his
  coffin (if still intact). If his coffin is not intact, he is destroyed.
  Note that if he is at 0 hit points or less, he is only able to move
  about outside for 2 hours before returning to his coffin. During
  daylight, Farrick seeps through the floor cracks if he is at less
  than 5 hit points. He then rests in his coffin, hoping that the PCs
  will not find him there. If found, he continues his battle, and
  fights to the death.  
  Farrick’s Resting Place
  Beneath the floorboards in the secret room lies Farrick’s real cof-
  fin. The heroes must succeed at a Search check (DC 18) to locate
  the area of the floor where the coffin is found underneath. His
  real coffin is also trapped. 
  Poison needle trap: +10 ranged (1) + purple worm poison (Fort
  save to resist (DC 24); 1d6 Str/1d6 Str); Search (DC 24), Disable
  Device (DC 20).
  Inside the coffin (in addition to possibly Farrick and the equip-
  ment listed above) is a bone scroll tube containing a message
  from Farrick to his “master”. Give the PCs Handout 2. After the
  battle and searching is done, go to the Conclusion.
  Treasure from Farrick and his lair:
  •
  A pinch of dust of illusion
  •
  Bone scroll with note (Handout 3)
  •
  Skin mask. Note that this item is wholly evil, and is a relic ded-
  icated to Nerull. After one week’s time, if the owner of the
  mask has not devoured another humanoid’s facial skin, it
  will melt away. Reference Appendix B for more information
  on the skin mask. 
  Note: Under no circumstances will PCs be allowed to keep this mask. If
  a PC should figure out a way to activate the mask (by eating the flesh of
  another humanoid), they will become corrupted, evil, and removed from
  play permanently.
  Map 2: Under the Barn
  
  THE ADVENTURE
  Grave Disturbance
  16
  Encounter 8: A Little Too Late
  If the PCs wait through the evening, the next day many in the
  village are making preparations to leave. It is expected that most
  will have departed town within another day or so. The heroes
  may do any searching or questioning they may not have done on
  the previous day. 
  If the heroes have not resolved the situation (and fought
  Farrick) by that evening, the vampire spawn strikes at Polgin
  around midnight. He knows that his time here is at an end, and
  wants to make certain that Polgin pays the ultimate price for his
  behavior when Farrick was an acolyte. Read the following to the
  PCs:
  You bed down for another night, thoughts of what malady
  Weeping Willow still suffers swim in your head. You drift off to
  sleep…only to once again be awoken by screams and shouts of
  help from outside.
  PCs that do not wear armor during the night do not currently
  have it on. They need to don the armor, or race out into the night,
  weapon in hand.
  The commotion seems to be coming from the Harvesthope
  Shrine. People are gathered near the shrine’s entrance, but no
  one seems willing to enter. A look of fear is present on every sin-
  gle villager’s face.
  Going into the shrine:
  You behold a terrible sight as you enter the shrine to Phyton. The
  two acolytes, Jarius and Morthin, lie slumped against the wall,
  their heads cracked open and bleeding. At the far end, upon the
  altar, lies the corpse of Polgin. His body is stark white, and his
  neck bears feral puncture wounds. A strange, yellowish mist
  seeps through a hole in the back wall of the shrine. 
  If the heroes follow the mist outside, they can track it back to
  Farrick’s lair. There, he can be defeated as in Encounter 7. He is
  not able to pull the ruse with the skin mask in time. He is able to
  bolster the undead, however.
  Use the statistics and combat tactics for Farrick as listed in
  Encounter 7. Describe him without the skin mask, altering the
  text presented for Farrick’s first attack.
  Note to judge: If the heroes are unable to stop Farrick here, he is gone
  by the next morning, having completed his task. The barn in which he
  made his lair is cleared of his presence (though the coffins and traps are
  still there). Go to the failure conclusion listed below.
  Conclusion
  The PCs Stop Farrick Before He Kills Polgin
  After defeating the vile undead creature, you tell the villagers of
  your exploits. It seems that this Farrick was Polgin’s errant
  acolyte, corrupted and twisted into a mockery of his former self.
  All the villagers thank you; Polgin’s name (for good or ill) has
  been restored, and Myrindil feels relieved that the community
  did not have to displace itself. Many drinks and meals are pur-
  chased for you in your honor and the gratitude Weeping Willow
  feels for you is worth much more than gold alone. Perhaps
  tomorrow it will even stop raining.
  As you bed down at the Shady Leaf after a night of revelry,
  one thought continues to gnaw at your mind. Who is this “mas-
  ter” Farrick referred to, and what evil plot is he hatching at this
  moment? You drift off to sleep, hoping your final thoughts don’t
  turn into nightmares…
  The PCs Stop Farrick After He Kills Polgin
  Finally, you have revealed the source of Weeping Willow’s
  “curse”. The undead creature is defeated, but the town paid a ter-
  rible price: six of its villagers are dead, as well as the acolytes and
  cleric of the Harvesthope Shrine. Myrindil assures you that
  you’ve done more than any could have asked for the small com-
  munity. Many drinks and meals are purchased in your honor,
  and the gratitude Weeping Willow feels for you is worth much
  more than gold alone.
  As you bed down at the Shady Leaf after a night of revelry,
  one thought continues to gnaw at your mind. Who is this “mas-
  ter” Farrick referred to, and what evil plot is he hatching at this
  moment? You drift off to sleep, hoping your final thoughts don’t
  turn into nightmares…
  The PCs Cannot Stop the Attacks
  The following morning, Myrindil sees off the first of the vil-
  lagers departing Weeping Willow. Tears streak down their faces,
  as they leave a home they built with their own hands and hearts.
  Myrindil is stoic, saying little through the entire affair, and you
  can barely stand to be around him when he is helping the farm-
  ers depart. 
  A few days later, a quiet village at his back, Myrindil mounts
  his horse and slowly rides away in the cold Patchwall rain, never
  looking back over his shoulder. Only the innkeep Corbeen, and
  the shop owner Religuth, remain; their families having left yes-
  terday. What will become of them, and this cursed ghost of a vil-
  lage? You ponder these thoughts as you make your way home.
  Wait, It’s Not Over Yet!
  Several PCs might want to head to Verbeeg Hill to see about that
  exciting job opportunity. When they arrive at the Smiling Halls
  of Good Fortune, they are told that the positions of security
  
  ADVENTURE
  Grave Disturbance 
  17
  guards for the gambling houses are filled, and to be more prompt
  in the future. They are more than welcome to come in and try
  some games of dice, though…
  Over Before It Even Began
  If the heroes decided to press on to Verbeeg Hill after hearing
  Ilynni’s story, they arrive on time to accept their “mission”. The
  temple of Norebo needs the PCs to guard the gambling houses
  for a period of two weeks. It certainly promises to be exciting (it
  isn’t). The pay however, is good—each character receives 50 gold-
  en solars (gp) at the conclusion of their stint, plus recompense for
  up to 25 solars’ more from their journey to Verbeeg Hill (only if
  they ask). 
  The heroes have failed the mission wholesale, and should not
  earn more than 150 experience points for the scenario
  (Encounter 1 plus perhaps roleplaying). Their greed in refusing
  to aid the good folk in Weeping Willow can be well sated in the
  gambling houses, however…  
  The End
  
  EXPERIENCE & TREASURE
  Grave Disturbance
  18
  Experience Point Summary
  To award experience for this adventure, add up the values for the
  objectives accomplished. Then assign the discretionary roleplay-
  ing experience award. The roleplaying award should be given for
  consistent character portrayal and contribution to the fun of the
  game. You can award different roleplaying amounts to different
  characters.
  Award the total value (objectives plus roleplaying) to each
  character.
  Encounter 1
  Saving Ilynni and defeating the undead
  100 xp
  Questioning Ilynni
  25 xp
  Encounter 2
  Questioning more than 2 villagers
  25 xp
  Speaking with those who found the bodies
  25 xp
  Finding the necklace in the well
  25 xp
  Encounter 3
  Figuring out that an earthquake spell may have been
  involved
  25 xp
  Digging up the graves
  25 xp
  Discovering all the new bodies are missing
  25 xp
  Discovering all the elves are missing
  50 xp
  Encounter 4
  Telling Polgin about the undead threat
  25 xp
  Encounter 5
  Seeing through the illusion
  50 xp
  Not revealing the vampire’s presence to the villagers at
  large
  50 xp
  Encounter 6
  Questioning the farmers
  25 xp
  Encounter 7
  Defeating Farrick and his undead minions
  250 xp
  Discovering information on the skin mask
  25 xp
  Encounter 8 
  Defeating Farrick and his undead minions
  150 xp
  Discovering information about the skin mask 25 xp
  Discretionary roleplaying award
  0-25 xp
  Maximum possible XP award:
  750 xp
  Treasure Summary
  Player characters may keep items from the scenario that are list-
  ed on the treasure list below or which meet the following condi-
  tions: 
  •
  The item must be non-magical and specifically listed in the 
  text of the adventure (e.g armor on foes). If it is not listed in
  the text, the characters cannot keep it. Items of this nature 
  can be sold for 50% of book value, or recorded on a log sheet. 
  •
  Animals, followers, monsters, henchmen, and so forth (any 
  living being, basically) may not be kept from a scenario for 
  any reason unless the treasure summary lists the being 
  specifically. It is okay for the player characters to form 
  relationships with NPCs, but these will not be certed and 
  cannot bring material benefit to the character. Contacts 
  (sources of extra information) must be specifically certed.
  •
  Theft is against the law, but may be practiced by some player
  characters. Items which are worth more than 250 gp that are
  of personal significance to the owner (including family 
  heir looms), and all magical items, will be discovered in the
  possession of the character by one means or another. The 
  character must return the item and pay a fine equal to three
  times the value of the item stolen. In addition, the PC caught
  receives campaign-decided penalties for being known as a 
  thief, such as Infamy. For other stolen items which meet the
  criteria in #1 above, use your judgment and the 
  circumstances within the game to determine whether a PC 
  thief gets away with the theft or not. 
  Any item retained according to these rules, which does not have
  a certificate, will not ever have a certificate issued for it. 
  The campaign staff reserves the right to take away any item
  or gold acquired for things which it later finds unreasonable but
  which were allowed at the time.
  Encounter 2
  •
  Necklace of prayer beads (bless) (1 lb., fine brass work, 500 gp): 
  This necklace is made of brass corn kernels. A golden charm
  of a scimitar in front of an oak tree hangs off of the necklace.
  This magic item also doubles as a holy symbol for a cleric of
  Phyton.
  Encounter 4
  •
  Silvered dagger (1 lb., silver, 10 gp): This silvered weapon has
  a wooden hilt, ornately carved with images of fruits and 
  vegetables.
  •
  Silvered sickle (3 lbs., silver, 30 gp): This silvered weapon has
  images of the four seasons intricately carved in its shaft.
  •
  Silvered scimitar (4 lbs., silver, 75 gp): This silvered weapon 
  has a wooden hilt, and it bears upon it images of 
  domesticated farm animals.
  •
  “Reaper’s Foe”, masterwork silvered scythe (12 lbs., silver, 
  390 gp): This scythe has a blade of silver, and has a handle 
  made of ashwood. Upon the butt of the handle is carved the
  words “Reaper’s Foe” in Common. The weapon is finely 
  balanced, and provides the user with a +1 nonmagical bonus
  to attack.
  Encounter 7/3
  •
  Dust of illusion (N/A weight, magic dust, 500 gp): The dust in
  this small leather pouch appears to be nothing more than 
  chalk, until it is viewed for a short period of time. It shifts 
  and fades in and out when looked at for a while.
  
  APPENDIX 
  Grave Disturbance 
  19
  Appendix A: NPC and Monster
  Statistics
  Encounter 1
  Tier 2 (EL 5)
  Ghouls (3): CR 1; Medium-size Undead (6 ft. tall); HD
  2d12; hp 13 (each); Init +2 (Dex); Spd 30 ft.; AC 14 (+2
  Dex, +2 natural); Atks +3/+0 melee (1d6+1 and paraly-
  sis bite, 1d3[x2] and paralysis claws); SA paralysis, cre-
  ate spawn; SQ undead immunities; AL CE; SV Fort +0,
  Ref +2, Will +5.
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +7, Hide +7,
  Intuit Direction +3, Jump +6, Listen +7, Move Silently
  +7, Search +6, Spot +7. Feats: Multiattack, Weapon
  Finesse (bite). 
  SA: Paralysis (Ex)—Those hit by a ghoul’s bite
  or claw attack must succeed at a Fortitude save (DC
  14) or be paralyzed for 1d6+2 minutes. Elves are
  immune to this paralysis. Create spawn (Su)—In most
  cases, ghouls devour those they kill. From time to
  time, however, the bodies of their victims lie where
  they fell, to rise as ghouls themselves in 1d4 days.
  Casting bless on a body before the end of that time
  averts the transformation.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability
  damage, energy drain, or death from massive damage.
  Ghast: CR 3; Medium-size Undead (6 ft. tall); HD
  4d12; hp 26; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4
  natural); Atks +4/+1 melee (1d8+1 and paralysis bite,
  1d4[x2] and paralysis claws); SA stench, paralysis, cre-
  ate spawn; SQ undead immunities; AL CE; SV Fort +1,
  Ref +3, Will +6.
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +8, Hide +8,
  Intuit Direction +3, Jump +6, Listen +8, Move Silently
  +7, Search +6, Spot +8. Feats: Multiattack, Weapon
  Finesse (bite). 
  SA: Stench (Ex)—The stink of death and cor-
  ruption surrounding these creatures is sickening.
  Those within 10 feet must succeed at a Fortitude save
  (DC 15) or be racked with nausea, suffering a -2
  morale penalty to all attacks, saves, and skill checks for
  1d6+4 minutes. Paralysis (Ex)—Those hit by a ghast’s
  bite or claw attack must succeed at a Fortitude save
  (DC 15) or be paralyzed for 1d6+4 minutes. Even elves
  are vulnerable to this paralysis. Create spawn (Su)—In
  most cases, ghouls devour those they kill. From time
  to time, however, the bodies of their victims lie where
  they fell, to rise as ghouls themselves in 1d4 days.
  Casting bless on a body before the end of that time
  averts the transformation.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability
  damage, energy drain, or death from massive damage.
  Tier 3 (EL 7)
  It is the same as Tier 2, except add 3 ghouls.
  Encounter 2
  Myrindil Riverstone, high elven male Rgr2:
  Medium humanoid (5 ft. 11 in. tall); HD 2d10; hp 16;
  Init +1; Spd 30; AC 11 (+1 Dex); Atks +5 melee (1d8+2
  [crit 19-20], longsword); SA Favored enemy (orcs); SQ
  Favored enemy (orcs); AL NG; SV Fort +3, Ref +1, Will
  +2.
  Str 14, Dex 12, Con 10, Int 12, Wis 14, Cha 14.
  Skills: Animal Empathy +5, Diplomacy +4,
  Handle Animal +5, Knowledge (nature) +6, Profession
  (farmer) +7, Ride +2, Speak Common, Speak Elven,
  Speak Sylvan, Wilderness Lore +7. Feats: Track,
  Weapon Focus (longsword).
  Equipment: Nothing particularly valuable
  (longsword is at home).
  Personality Traits: Calm, decisive, protective,
  responsible.
  Encounter 3
  Polgin, human male Clr2 (Phyton): Medium
  humanoid (5 ft. 6 in. tall); HD 2d8; hp 13; Init -1; Spd
  30; AC 9 (-1 Dex); Atks +0 melee (1d6-1, sickle); SA
  Spells, turn undead; SQ Spells, Domains: Plant and
  Water; AL CG (N); SV Fort +3, Ref -1, Will +5.
  Str 9, Dex 9, Con 10, Int 10, Wis 14, Cha 8.
  
  APPENDIX
  Grave Disturbance
  20
  Skills:
  Craft (sculpture) +5, Knowledge
  (nature) +9, Profession (farmer) +9. Feats: Alertness,
  Skill Focus (Knowledge (nature)), Skill Focus
  (Profession (farmer)).
  SQ: Domains (Sp)—Polgin has access to the
  domains of Plant and Water. Plant: Rebuke or com-
  mand plant creatures as an evil cleric rebukes or com-
  mands undead. Polgin can use this ability 2 times per
  day. Knowledge (nature) is a class skill. Water: Turn or
  destroy fire creatures as a good cleric turns undead.
  Rebuke or command water creatures as an evil cleric
  rebukes or commands undead. Polgin can use these
  abilities 2 times per day. 
  Equipment: Robes, holy symbol of Phyton,
  sickle (for emergencies only)
  Spells Prepared (4/3+1): 0—create water, detect
  poison, light, mending; 1st—bless, bless water, entangle (e),
  sanctuary. 
  Personality Traits: Bad-tempered, cowardly,
  embellisher, self-serving.
  Encounter 7 and 8
  Tier 2 (EL 5)
  Skeletons (4): CR 1/3; Medium-size Undead (6 ft.
  tall); HD 1d12; hp 6 (each); Init +5 (+1 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 13 (+ 1 Dex, +2 nat-
  ural); Atks +0 melee (1d4[x2], claws); SQ Undead
  immunities; AL N; SV Fort +0, Ref +1, Will +2
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11.
  Feats: Improved Initiative.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability
  damage, energy drain, or death from massive damage.
  Also Farrick is here (see Appendix B).
  Tier 3 (EL 7)
  Same as above, except there are 10 skeletons.
  
  APPENDIX
  Grave Disturbance 
  21
  Appendix B: Farrick and the Skin
  Mask
  Farrick, male vampire spawn Clr3 (Nerull): CR 5;
  Medium-size Undead (5 ft. 11 in. tall); HD 4d12; hp
  26; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.;
  AC 15 (+2 Dex, +3 natural); Atks +5 melee (1d6+4 +
  energy drain, slam); SA Charm, energy drain, blood
  drain, spells, command undead; SQ Undead immuni-
  ties, damage reduction 10/silver, cold and electricity
  resistance 10, gaseous form, spider climb, fast healing
  1, spells, Domains: Death and Evil; AL CE; SV Fort +1,
  Ref +5, Will +5.
  Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14.
  Skills: Bluff +8, Climb +8, Concentration +8,
  Hide +10, Jump +8, Knowledge (religion) +7, Listen
  +11, Move Silently +10, Search +8, Sense Motive +10,
  Spellcraft +7, Spot +11. Feats: Alertness, Combat
  Casting, Improved Initiative, Lightning Reflexes.
  SA: Charm (Su)—This is similar to the vam-
  pire’s domination ability (see the Monster Manual), but
  the save DC is 14, and the effect is similar to charm per-
  son as cast by a 5th-level sorcerer. A charmed subject
  allows the vampire spawn to drain his or her blood
  (see below). Energy Drain (Su)—Living creatures hit by
  a vampire spawn’s slam attack suffer 1 negative level.
  The Fortitude save to remove the negative level has a
  DC of 14. Blood Drain (Ex)—A vampire spawn can
  suck blood from a living victim with its fangs by mak-
  ing a successful grapple check. If it pins the foe, it
  drains blood, inflicting 1d4 points of permanent
  Constitution drain each round. 
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, stunning, and disease.
  Not subject to critical hits, subdual damage, ability
  damage, energy drain, or death from massive damage.
  Gaseous Form (Su)—As a standard action, a vampire
  spawn can assume gaseous form at will, as the spell cast
  by a 5th-level sorcerer, but it can remain gaseous
  indefinitely and has a fly speed of 20 feet with perfect
  maneuverability. Spider Climb (Ex)—A vampire spawn
  can climb sheer surfaces as though with a spider climb
  spell. Fast Healing (Ex)—A vampire spawn heals 1
  point of damage each round so long at it has at least 1
  hit point. If reduced to 0 hit points in combat, it auto-
  matically assumes gaseous form and attempts to
  escape. It must reach its coffin home within 2 hours or
  be utterly destroyed. Once at rest in its coffin, it
  regains 1 hit point after 1 hour, then resumes healing
  at the rate of 1 hit point a round. Domains (Sp)—
  Farrick has access to the Domains of Death and Evil.
  Death: Farrick may use a death touch once a day. The
  death touch is a spell-like ability that is a death effect.
  Farrick must succeed at a melee touch attack against a
  living creature (using the rules for touch spells).
  When he touches, roll 3d6. If the total at least equals
  the creature’s current hit points, it dies. Evil: You cast
  evil spells at +1 caster level.
  Equipment: One pinch of dust of illusion, skin
  mask, unholy symbol of Nerull.
  Spells Prepared (4/3+1/1+1): 0—detect magic,
  guidance, resistance, virtue; 1st—bane, cause fear (e), com-
  mand, doom; 2nd—death knell (e), hold person.
  Personality Traits: Vicious, vindictive, cun-
  ning, ruthless, arrogant. 
  Skin Mask: This is an unholy relic dedicated to
  Nerull. It is not known how many exist, nor who (or
  what) created them. Several members of Nerull’s cler-
  gy have been found using them. The power that it
  bestows upon the wearer makes it hard to determine
  the proliferation of such a horrid creation.
  The mask appears to be a large flap of facial
  skin, rotting and grey. The inside appears to be pink
  and fleshy. The skin mask feels warm to the touch,
  and will detect as evil if an appropriate spell or ability
  is used upon it. When active and placed over the
  user’s face, it allows the user to alter self once per day,
  for one hour’s time. If the user of the skin mask, in
  altered form, makes any sort of physical attack (not
  spellcasting), the mask sloughs off, and the true form
  of the wearer is revealed.
  In order to attune the skin mask to a new
  wearer, and to keep it functioning for more than one
  week, a horrible ritual must be enacted to fuel the
  mask’s power. The wearer must tear off the facial flesh
  of a living humanoid, and while the creature is still
  living, devour it. The mask then retains its power for
  
  APPENDIX
  Grave Disturbance
  22
  another week. Any creature not of evil alignment
  that enacts the ritual becomes corrupted, and imme-
  diately changes alignment to evil. If one week passes
  without the ritual taking place, the skin mask dis-
  solves into a pool of blood.
  There are several ways to determine the powers and
  nature of the skin mask. Some of the more common
  means are listed below.
  Detect evil—The skin mask detects as a strong evil
  presence.
  Detect magic—The mask detects as a moderate
  strength magic. A Spellcraft skill check (DC 17)
  reveals the school of magic as necromancy (despite
  alter self being a transmutation effect).
  Identify—The function of the item is revealed (it
  allows the wearer to alter self once per day), and the
  unholy ritual to empower the mask is also known. No
  details are given on the origin or creation of the
  mask.
  Analyze Dweomer—The same information is gleaned
  as gained with identify, since the mask only has one
  power.
  Bardic Knowledge—If a bard examines the mask, they
  may roll a bardic knowledge check (DC 25). If the
  check succeeds, they know that this skin mask is one of
  many, and that all of them are unholy relics of Nerull.
  It is apparently activated through the use of some
  gruesome ritual, but the bard is not able to determine
  the exact nature of the ritual (that is revealed through
  identify).
  
  HANDOUTS
  Grave Disturbance 
  23
  Handout 1
  A list of names on each of the markers in the graveyard.
  Corvis Nighbreath
  Duntin Gillivant
  Hamish Ersteader
  Rylinar of Phyton
  Lolik
  Mierdilae Brightwinter
  Ressit "the Hammer"
  Tulmo Takebreaker
  Aesinyl 
  Nilgin Pickerwin
  Jakarl Huntsman
  Visin Blueleaf
  Imil
  Handout 2
  A note found, written in blood, 
  on a parchment inside of a bone scroll tube.
  Master,
  I have nearly finished my work here. The foolish mortals know not what sort of affliction they have received.
  They think it a curse! Hah! Somehow they believe that your ability to erupt the earth caused their "problems".
  Ah, to be so naïve again…I wouldn't think it!
  Soon, I will have my revenge upon that fat pig of a man. The cleric will rue the day he ever met me,
  and will pay dearly for the torture he put me through as his acolyte. Even now, the villagers doubt him, and
  suspect that he is the agent of their suffering. How close to the truth they really are! 
  Master, you have given me true power, and shown me the most righteous path of blasphemy to obtain
  more of the Reaper's attentions. I will never forget the day I threw that cursed birthright down the well, and
  strode out of this sickening place. Soon my game will be done, and I will join you to learn more of the Foe of All
  Good.
  Your servant,
  Farrick
  Ruakesh Dirtbender
  Quillist "the Dashing"
  Oppinpal
  Devon Wildwinig
  Cregk
  Mogan Wood
  Ulneea
  Wagesha
  Ershwin Strongspirit
  Ulee
  Jyrin
  Norholm Nottigwill
  Olvilyn Glimmerglade
  
  HANDOUT
  Grave Disturbance
  24
  DM Handout
  A list of names on each of 
  the markers in the graveyard. 
  Corvis Nighbreath - human male
  Duntin Gillivant - half-elven male
  Hamish Ersteader - human male
  Rylinar of Phyton - human male
  Lolik - halfling female
  Mierdilae Brightwinter - elven male*
  Ressit "the Hammer" - gnomish male
  Tulmo Takebreaker - halfling male
  Aesinyl - elven male*
  Nilgin Pickerwin - halfling male
  Jakarl Huntsman - human male
  Visin Blueleaf - elven male*
  Imil - elven female*
  Ruakesh Dirtbender - human male
  Quillist "the Dashing" - half-elven male
  Oppinpal - human female
  Devon Wildwinig - human male
  Cregk - human male
  Mogan Wood - halfling male
  Ulneea - elven female*
  Wagesha - human female
  Ershwin Strongspirit - human male*
  Ulee - elven female*
  Jyrin - elven male*
  Norholm Nottigwill - human male*
  Olvilyn Glimmerglade - elven female*
  * Denotes those missing from their coffins
  
  HANDOUTS
  Grave Disturbance 
  25
  Player’s Map: Weeping Willow
  
  CRITICAL EVENTS
  Grave Disturbance
  26
  A Grave Disturbance
  Critical Events Summary - RubyCon III
  1.
  Did the heroes go to Weeping Willow to attempt to solve their problem?
  Yes
  No
  2.
  Did the PCs dig up any of the graves in the new graveyard?
  Yes
  No
  3.
  Did the heroes find out that all of the elven bodies were missing?
  Yes
  No
  4.
  Did the PCs tell Myrindil about the missing elven bodies?
  Yes
  No
  5.
  Did any of the heroes see through the illusion on the body of Bolinus Hekart?
  Yes
  No
  6.
  Did the heroes alert the townsfolk that a vampire was in their midst?
  Yes
  No
  7.
  Did the PCs kill any of the townsfolk?
  Yes
  No
  8.
  Did the heroes defeat Farrick?
  Yes
  No
  9.
  Did the PCs thwart Farrick before he killed Polgin?
  Yes
  No
  10.
  Did the heroes find the note Farrick wrote to his master?
  Yes
  No
  11.
  Did the PCs determine the function of the skin mask?
  Yes
  No
  12.
  Did the players run out of time before the end of the scenario?
  Yes
  No
  Please list the character name, player name, and RPGA number of any PCs killed by the ghouls.
  If the skin mask corrupted a character (a PC figured out how to activate it and did do so), please list the character name, player
  name, and RPGA number below.
  Please note below any elves of Clan Krysalyn (character name, player name, and RPGA number) that succeeded in defeating
  Farrick.
  What did the party do with the skin mask?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Highfolk/HIG1-04 - Grave Disturbance.pdf