TEXT: 1
  DISEASED!
  An Adventure for Four to Six 
  7th-Level Characters
  CREDITS
  Design:
  Robert Wiese
  Editing:
  Miranda Horner
  Typesetting:
  Nancy Walker
  Cartography:
  Robert Lazzaretti
  Design Manager:
  Christopher Perkins
  Web Production:
  Bart Carroll
  Web Development:
  Mark Jindra
  Graphic Design:
  Mari Kolkowsky, 
  Trish Yochum, Jennifer Lathrop
  Based on the original Dungeons & Dragons® game by E. Gary
  Gygax and Dave Arneson and on the new edition of the Dungeons
  & Dragons game designed by Jonathan Tweet, Monte Cook, Skip
  Williams, Rich Baker, and Peter Adkison.
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  INTRODUCTION
  In October 2006, game designers revised and expanded
  the 1st edition I6: Ravenloft module and called it
  Expedition to Castle Ravenloft. Shorn of the whole
  Demiplane of Dread, Ravenloft returned to the adven-
  ture’s roots. Dungeon Masters (DMs) can now run the
  new Expedition to Castle Ravenloft as a campaign instead
  of as a single short adventure, thus expanding on and
  building the sense of horror until the climactic
  encounter with Count Strahd. Within that campaign,
  you have room for your own shorter adventures, since
  different patrons can send the PCs on missions either
  to help defeat Strahd or to hinder his defeat. Even the
  vicious count himself can become a patron for the PCs,
  at least for a while.
  This adventure for 7th-level player characters (PCs) is
  designed to be one of those short missions. It fits into
  the lands of Barovia and connects to existing story
  elements, while taking the PCs off on a tangent. It can be
  very dangerous, though, and failure can mean death for
  the PCs even if they defeat all the creatures they meet.
  ADVENTURE
  BACKGROUND
  The land of Barovia is hundreds of years older than
  Count Strahd. In those ancient days, when the forest
  was friendlier, a family built an estate in the meadows
  near the crossroads. The original estate held a small
  tower and two small, but fine, houses. Over time, the
  family lost the land and others claimed it. During that
  time, owners converted one of the houses to a small
  tavern, since a road led past the estate to lands beyond
  Barovia. But even those people lost the property, and it
  fell into decay. By the time Strahd came, it had
  crumbled into ruin. In the hundreds of years since, it
  has only decayed even further.
  This long-forgotten site holds a secret—one want-
  ing to escape. The wife of the man who first built the
  estate tower was a powerful summoner who used her
  art to entrap her foes. This she did to a rakshasa named
  Parrmitt Balam, who was a hated and long-time enemy
  of hers. Balam has remained trapped in this place,
  never aging and never able to escape. However, he has
  never stopped trying to free himself using the limited
  resources he has available.
  ADVENTURE SYNOPSIS
  After nearly a millennia of entrapment, Balam is even
  more desperate to be free. The werewolves that live
  
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  in the ruins have not been cooperative about freeing
  him, so he plans to use them to bring others that
  might be more willing. He created a virulent disease
  that spreads via open wounds, and then he
  summoned a small creature to carry the disease and
  infect the werewolves. The werewolves, in the course
  of their normal hunting, spread the disease to anyone
  who survives one of their attacks, and after contract-
  ing it, the host can spread it to others. The adventure
  begins when the werewolves attack and possibly
  infect the PCs.
  If the PCs are infected, they learn that they cannot
  cure the disease through “normal” magical means, so
  they must seek out its source. They can learn informa-
  tion in the village of Barovia or from Madam Eva.
  (Alternatively, if they don’t get infected, other means of
  presenting this problem are suggested below.) This
  information leads them to the ruined site, where they
  battle various creatures and make their way down to
  where the rakshasa is trapped. The creature offers to
  trade a cure for its freedom, and the PCs have a choice
  to make.
  PREPARATION
  To run this adventure, you’ll need the Player’s Handbook
  (PH) and the Dungeon Master’s Guide (DMG). You should
  also pick up Expedition to Castle Ravenloft. This adven-
  ture is designed to use the new D&D Dungeon Tiles
  product. In fact, to get the most out of this aspect, you
  need the first two sets of D&D Dungeon Tiles.
  To get started, print out the adventure, including
  the maps. Read through the scenario at least once to
  familiarize yourself with the situation, threats, and
  major nonplayer characters (NPCs). Some text is desig-
  nated as player information that you can read aloud or
  paraphrase for the players at the proper times.
  ADVENTURE HOOKS
  Beginning this adventure is very easy: Attack the PCs
  with a group of werewolves.
  Tactical En c o u nter: Attack of the Diseased
  Werewolves on page 8.
  De vel o p m e nt : From here, the PCs can go
  anywhere. Those infected won’t notice the effects of
  the disease until the next day.
  Tro u b le s h o o t i n g : It may be that none of the
  PCs catch the disease during this fight. If so, then you
  can try again in a few different ways:
  • A “thankful” victim of the werewolves whom the PCs
  rescue may herself be a werewolf in human guise;
  her appreciative kiss for one PC then turns into an
  unwelcome nip or even a bite.
  • The PCs may come across a dying victim who pleads
  for assistance.
  • Lastly, you can also alter Madam Eva’s reading from
  the Fortunes of Ravenloft so that one of the three
  legendary items needed to defeat Strahd is hidden at
  the estate site, and bypass the whole disease part of
  the story entirely.
  Be creative, though, because if the first attack doesn’t
  infect a PC, you may find that successive werewolf
  attacks may become boring and certainly don’t inspire
  an atmosphere of horror.
  THE DISEASE
  The disease created by Parrmitt Balam is a fast-moving
  and deadly disease, though not everyone who is infected
  with it suffers its consequences. Every day, the victim
  loses 1 point of Strength, Constitution, and Charisma.
  This is permanent ability drain, (D M G 300) not ability
  damage. A remove disease cast by a 12th-level caster can
  cure the disease, or finding the antidote that Balam holds
  can help. Finding a nonmagical cure would take longer
  than an infected PC has to live under normal circum-
  stances. Lesser restoration does not restore lost ability
  points, since that spell cannot restore permanently
  drained ability points.
  The initial Fortitude save to resist the disease is DC
  19. If the victim fails the saving throw, she must be
  cured. The disease spreads through wounds, and each
  wound has a chance to become infected. Once infected,
  the incubation time is 24 hours, and then the victim can
  affect others.
  Some rare few victims, for whatever reason, do not
  develop the symptoms of the disease but become carri-
  ers instead. These creatures rolled a natural 1 on their
  initial Fortitude saves when exposed to the disease.
  Carriers pass on the disease normally, but they do not
  lose ability points themselves. Thus, they usually don’t
  know they are sick.
  INTO THE SNARE
  If some of the heroes have contracted the disease, they
  may try to cure themselves. The cleric in the village of
  Barovia is 5th level, but he is also quite insane. He could
  cast remove disease, but he is not of high enough level to
  
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  cure this disease. Given the suggested level range for
  this adventure, chances are that any cleric in the party
  also cannot cure this disease. Because magic is involved
  in the disease, mundane means of healing (herbalism,
  and so on) do not work. The PCs must find the source of
  the disease and then find an antidote.
  THE DEAD WEREWOLVES
  The bodies of the werewolves that attacked the PCs
  don’t offer any means for curing the disease, since
  nonmagical means are ineffective. The werewolves
  have no gear at all, since they preferred to revel in
  their new natures and run around naked. Speak with
  d e a d is about the only way to make use of their corpses
  to gain a lead.
  The werewolves are most likely of different align-
  ments than the PCs, and they get a saving throw against
  speak with dead (which they take). If they fail, they can
  reveal information in the following areas. Use the
  specifics provided in the rest of the adventure, and in
  Expedition to Castle Ravenloft, to work out their answers.
  • The werewolves know where their lair is at the
  ruined estate. They know that two more werewolves
  are suffering from some kind of sickness there. They
  can describe the general features of the estate, but
  not any of the monsters or traps in the house or
  tavern buildings. In the tower, they know about the
  large spiders on the second floor and that the room
  next to theirs in the lower level is very hot.
  • They know that a girl is trapped somewhere in the
  cellars, which they have not explored. (They have not
  even opened the door into the super-heated room
  next to theirs.) She appeared to them in a magic
  circle painted on the floor of their room and asked
  them to find and free her. They did not and have no
  interest in doing so.
  • They used to be adventurers who came here a year
  ago to help the burgomaster, but werewolves in the
  forest attacked them, turning them into werewolves
  as well. They like their new existence and have no
  desire to be cured.
  • They know what the other werewolves know about
  Strahd. See Expedition to Castle Ravenloft.
  • They know that Madam Eva has the gift of seeing the
  future. They visited her soon after arriving, and she
  foretold dark times for them. If the PCs want to know
  anything about this land, they should talk to her.
  It should be noted that these werewolves don’t have
  to be dead. Captured werewolves can be questioned
  too, but they begin as hostile and must be moved to
  friendly via Diplomacy checks (DC 35) before they’ll
  give any real information. They might spread lies, at
  your discretion.
  TALK IN THE VILLAGE
  One place the PCs can find information is in the village
  of Barovia itself. The ancient ruined estate is far older
  than anyone here remembers, especially with the evils
  of Strahd so present in their minds (and the recent
  zombie infestation). Three sources of information in
  the village can point the PCs toward the ruined estate.
  ISMARK
  Ismark the Lesser (Expedition to Castle Ravenloft, p a g e
  27) is the person most likely to have even heard of the
  ruined site, since his father raised him to be the next
  burgomaster. And in fact he has heard of an old set of
  ruins to the west of the crossroads. He can relate the
  following story.
  VISTANI
  The Vistani have suffered attacks from the diseased
  werewolves, and two of their number at the Tser Pool
  encampment have been stricken with the disease. A
  few Vistani are always in the village, and they can
  usually be found (at least in the evenings) in the Blood
  of the Vine tavern (Expedition to Castle Ravenloft, p a g e
  26). The Vistani begin as unfriendly, but if they can be
  brought to indifferent (Diplomacy DC 15) then they
  relate that they too have seen this sickness. It came
  “Come to think of it, there is an old ruin somewhere
  west of the crossroads. According to the history
  book that my grandfather (gods rest his soul) used
  to have, this land is much older than even that devil
  Strahd. This ruin probably dates back to that time. It
  can’t be much of anything anymore, but it could be
  a lair for some of the devil’s creatures. My grandfa-
  ther said that a powerful wizard lived there a long
  time ago, maybe a thousand years, and she dealt
  with creatures from … elsewhere. Back then, there
  was a road eastward from the crossroads that led to
  lands none of us have ever seen. The road is gone
  now, and you can’t even tell where it might have
  been. But the ruin was along that old road. We don’t
  go out there ourselves because the woods have been
  too dangerous for common folk for years and years.
  And I hear wolfmen are in the woods too, living
  with the wolves we hear every night.”
  
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  upon two of their number who were attacked near the
  crossroads by werewolves. They don’t know any more,
  and they suggest that the PCs speak to Madam Eva.
  THE HUNTER
  Lastly, a werewolf hunter named Janis Baragh (human
  male ranger 9) is in the village. Janis knows where the
  werewolves are in the Svalich Woods, and he can tell the
  PCs where to look for werewolves, including near the
  crossroads. Janis believes that there are two groups of
  werewolves (the ones at the crossroads and the others).
  Of the main group, he knows general information
  on their numbers and possible lairs (see Expedition to
  Castle Ravenloft, Lands of Barovia section).
  Of the werewolves at the crossroads, he can say that
  there are three to five of them, and that they seem to
  have a lair of some kind west in the meadowlands, or
  possibly in the Svalich Woods adjacent to the meadow-
  lands. If shown the corpses from the first combat, he
  can verify that these are some of the ones from the
  crossroads group. He doesn’t know anything personal
  about them, except that they have been here for only a
  couple of years, while the main group is much older.
  MADAM EVA
  The PCs may go talk to Madam Eva about their disease
  and what they can do about it. None of the Vistani can
  cure it, but they are very interested in it because were-
  wolves attacked two Vistani (which is unusual) and
  infected them with the same disease. In exchange for
  information from the PCs on where and by whom they
  were attacked, Madam Eva tells them that the two
  Vistani who have the disease were attacked in the
  meadows west of the crossroads. She also knows of a
  ruin somewhere out there that predates the memory of
  anyone here. She doesn’t know anything about it, but
  in the early days of their arrival here, the Vistani found
  it. The crumbling ruin has a one-story tower and the
  outlines of a couple other buildings. They have not
  been back in years, since the Tser Pools is a much
  better camp for them. She is very vague about where it
  is, since she has not thought of it in a long time.
  ALTERNATIVE STORY HOOK
  If you don’t want to bother with the diseased werewolf
  aspect of this plot, you can introduce the ruined estate
  location simply by altering the Fortunes of Ravenloft to
  indicate that either the Sunsword or the Holy Symbol of
  R a v e n k i n d is hidden there. You can either do so
  randomly by replacing the S u n s w o r d and Holy Symbol of
  R a v e n k i n d location of “Bildrath’s Mercantile” with the
  ruined estate, or you can simply declare that whatever
  card comes up indicates the ruined estate. Here is the
  text to insert into the reading.
  <C a rd Re ve a le d > : “Seek it in an old place, one near
  the setting sun that predates the evil that has come on
  this land.”
  E x p l a n a t i o n : “This card speaks of the past—an
  ancient past beyond that even of Count Strahd and his
  family. In the west there is a remnant of this past, west
  of the crossroads. Seek it there.”
  TRACKING THE
  WEREWOLVES
  It is possible, though difficult, to track the werewolves
  back to their lair at the ruined estate. To do so, the PCs
  have to start at the crossroads. The werewolves came
  from the estate to the crossroads and then moved
  southward, covering their tracks as they went. Thus,
  tracking them to the crossroads requires a successful
  Survival check (DC 25) for tracking. However, tracking
  them from the crossroads requires only a Survival
  check (DC 15) that must be made three times between
  the crossroads and the estate location.
  Optionally, if you want to make things more diffi-
  cult for your PCs, you can use one of the werewolf tacti-
  cal encounters from Expedition to Castle Ravenloft as a
  “random encounter.” It will confuse them about the
  location of the werewolves, so be judicious with this.
  You don’t want to lead them so far astray that they
  cannot recover.
  On the other hand, such an encounter can be used
  as a troubleshooting measure to direct the PCs toward
  the ruined estate. The werewolves in the encounter
  could be trying to find the diseased werewolves and
  know the direction from which they came.
  COUNT STRAHD
  It is possible, though unlikely, that the PCs view Strahd
  as a patron rather than as a foe. Perhaps they have been
  taking missions in the lands on his behalf. If this is so,
  they might think to ask him about the disease once
  they catch it or become aware of it.
  Strahd doesn’t know anything about the disease or
  the ruined estate. He shows interest in either of them,
  however, and should the PCs mention them, he tries to
  send them to explore the ruined estate and report back
  on what’s there. He can have one of his creatures of the
  
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  night pinpoint the location in a few hours, and thus the
  PCs would get excellent directions to the site.
  THE ANCIENT ESTATE
  The estate consists of two partial buildings and a short
  stone tower. The entire site is worn down by age,
  though the tower is more or less intact. Each area is
  described below.
  This is the main part of the adventure, and you should
  be prepared to inject horror elements into the explo-
  ration. Flickering lights (especially near the fire elemen-
  tals’ prison), the howl of wolves nearby (even after the
  remaining two werewolves are dead), and rustling in the
  brush (especially if the assassin vines are alive) all make
  the PCs jumpy. If you can get them to use resources on
  figments of their imagination, that’s even better.
  THE RUINED HOUSE
  Low stone walls mark the boundaries of what once was
  the house on this estate. Now the structure is over-
  grown with vines and low bushes. All of the furnish-
  ings are long gone, though rotted wood underneath
  some of the shrubs mark where bookcases, a table, and
  posts that were part of a bed once existed. Now nothing
  remains that is of any interest to adventurers.
  THE RUINED TAVERN
  The second building was converted into a tavern a long
  time ago, and it has fallen into ruin in that guise. The
  main timbers survive, somehow, but otherwise only
  the stone walls remain.
  Tactical En c o u nt e r : Thorny Embrace on page 10.
  De vel o p m e nt : The PCs can search the tavern
  once the plants are dead, but they don’t find anything
  at all. The valuables and even the barely valuable items
  were taken a long time ago.
  The area around the tavern shows tracks of were-
  wolves in hybrid form (weird manlike animal tracks)
  and they show that the werewolves never went into the
  tavern.
  THE TOWER, GROUND LEVEL
  When built, this was intended to be a five-story tower.
  However, for one reason or another, only the first story
  was ever built. Finally, the owner put a roof on the first
  story and gave up trying to make it taller. The wizard
  did not live in the tower; she lived in the house next to
  it. She used the tower for magical research.
  The tower’s sunken floor was once an extremely
  detailed carving work, but now nothing remains but
  dirt. The stone floor and walls still exist, but they are
  showing a great deal of age. The stairs lead both upward
  and downward.
  The real danger here is the ceiling. Though made of
  stone, it has weathered the centuries poorly and threat-
  ens to fall in at any moment. See the upper level
  description for more information. For every 10
  minutes the PCs spend in this room, there is a 10%
  chance that a random 5-foot square of the ceiling falls
  on them. If a section falls, it falls onto a PC if at all
  possible. Mark out the missing section in the tile for
  the upper level should the PCs go there afterward.
  Falling Ceiling Tr a p : CR 3; mechanical device;
  random trigger; no reset; Atk +20 melee (4d6 damage);
  Search DC 20 to find; Disable DC 40 to deactivate
  (from this level).
  THE TOWER, UPPER LEVEL
  The upper level of the tower is actually its roof. The top
  has battlement walls that are 5 feet high, though they
  were never used in a battle. The roof has nothing of
  value to the PCs’ search, but it does house a couple of
  nasties.
  Tactical En c o u nt e r : Spiders and Flies on page 12.
  Tre a s u re : In one of the webs are the remains of a
  Vistani that came here years ago (he was lost). His body
  has been eaten by the spiders that killed him, but his
  skeleton still has a wand of cure light wounds (27 charges),
  a vial of s i l v e r s h e e n, and a masterwork greataxe.
  De vel o p m e nt : While the PCs don’t gain any-
  thing by fighting the spiders, they do alert the two
  werewolves in the lower level to their presence (unless
  they took extraordinary precautions to be silent and
  
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  avoid hazards and combat), which allows the were-
  wolves to cast some spells before the PCs arrive.
  THE TOWER, LOWER LEVEL
  Beneath the tower is the “dungeon” level that the
  estate’s owner built so that his wife could conduct
  magical experiments, contact extraplanar beings, and
  do other magical things without being observed. It is
  the only part of the estate that is free from most of the
  effects of age, and the werewolves rediscovered it only
  recently.
  This level uses several D&D Dungeon Tiles tiles to
  create the map. See the image at the right for what it
  looks like, and use the appropriate tiles. They come
  from the first two sets of D&D Dungeon Tiles.
  The underground area is lit in only three rooms:
  Werewolf Lair, Room of Flames, and Summoning
  Chamber. Every other location is dark (normal dark-
  ness). It is not humid in the lower level because of the
  constant flame in the Room of Flames. The whole level
  is considered worked stone.
  Entry Corridor
  The circular stairs end in a corridor 10 feet wide and 40
  feet long. At the far end is a large single door that opens
  into the Werewolf Lair area. That door is not locked or
  trapped.
  On the north wall 10 feet from the circular stairwell
  is a lever in the upward position. It controls a stone
  wall meant to trap any unwanted magical effects or
  beings inside the lower level. The sliding stone wall is
  5 feet down the corridor from the lever, and it slides
  from north to south across the corridor on a slight
  decline. To retract the stone wall, the lever is attached
  to a complex winch system that pulls the wall back
  when the lever is raised to the up position. However,
  the ropes from this system have rotted away.
  If someone pulls the lever to the down position,
  three long metal pins in the floor under the sliding
  wall drop (unseen to the PCs), releasing the stone wall.
  The wall slides across the corridor in 1 round (as a full-
  round action), closing it off completely. However,
  because the winch system is missing its ropes, raising
  the lever to the up position produces no result at all.
  Once released, the wall blocks the corridor until it is
  removed.
  The wall is 2-foot-thick worked stone (hardness 8,
  360 hp), and it must be battered through. It is far too
  heavy to slide sideways.
  Tracks in this passage show humanoids with clawed
  animal-like feet passing back and forth frequently
  (Survival DC 20).
  Werewolf Lair
  This room is the lair of the werewolves that contracted
  the disease. Two of the original five remain here, suffer-
  ing from the effects of the disease. There is a summon-
  ing circle inscribed on the floor in the southwest corner
  of the room, away from the door to the Room of Flames.
  Tactical En c o u nt e r : Sick Werewolves on page 14.
  Tre a s u re : This room contains the original equip-
  ment of all five werewolves, piled in the corner on top of
  the summoning circle. This pile of treasure contains a + 1
  chain shirt, a +1 composite longbow (+2 Str) and 40 cold iron
  arrows, a potion of bull’s strength, a potion of cure moderate
  w o u n d s, a wand of detect magic (40 charges), a ring of protec-
  tion +1, a pair of boots of elvenkind, a potion of mage armor,
  three potions of cure light wounds, a suit of masterwork
  studded leather armor, a pair of gloves of Dexterity +2, a suit
  of masterwork chain shirt armor, a masterwork rapier, a
  potion of aid, a +1 greatsword, a suit of +1 mithral breastplate
  a r m o r, a ring of counterspells, a wand of mage armor ( 1 1
  charges), and disposable personal items.
  De vel o p m e nt : Parrmitt Balam can move from
  one summoning circle to another, though he cannot
  escape the network of circles. Thus, he can appear in
  this room if he wants. During the combat, he appears
  in the circle as a waiflike young woman and watches
  the combat with apparent hope in his features; it takes
  a successful opposed Sense Motive check to deter-
  mine he is faking it, and a Spot check (DC 39) to tell
  that he is not what he appears to be. Just before the
  end of the combat, he disappears and returns to the
  Summoning Chamber.
  The doorway from here leads to the Room of
  Flames. The whole room is warmed by the heat from
  next door, and the door is hot to the touch. The were-
  wolves live here because of the warmth. The door is
  locked with a good lock that has deteriorated in the
  heat to an average lock (Open Lock DC 25). The door
  is stone, 6 inches thick (hardness 8, 90 hit points,
  break DC 30). Once the werewolves have been
  defeated, the PCs can take 20 on the Open Lock check.
  The lock re-locks itself magically 1 minute after it has
  been unlocked.
  Room of Flames
  This room serves as the prison of several fire elemen-
  tals that were put here to prevent any intruders from
  getting to the Summoning Chamber.
  
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  Tactical 
  En c o u nt e r :
  Flaming Pyre on page 16.
  De vel o p m e nt : In the
  center of the north wall is a
  door that leads toward the
  laboratories. It is locked with a
  good lock that has deteriorated
  with heat to an average lock
  (Open Lock DC 25). The door
  is stone, 6 inches thick (hard-
  ness 8, 90 hp, break DC 30).
  R a venloft St o ry It e m
  Pl a c e m e nt : If you use the
  alternative hook and place
  either the S u n s w o r d or the
  Holy Symbol of Ravenkind at the
  ruined estate, then it can be
  found in this room, next to the
  north door. Next to it is a
  burned skeleton with no equip-
  ment whatsoever (the legen-
  dary item could withstand the
  heat, but the normal stuff
  could not).
  Laboratories
  The two rooms between
  the Room of Flames and
  the Yawning Chasm were
  spell laboratories. They were
  cleared of any magical experimentation gear
  long ago by later generations, and now
  nothing remains in either one except
  some rotten pieces of wood on the floor
  that used to be racks or shelves or tables.
  One very heavy stone statue is in the far
  corner of the east room. It was going to
  become a stone golem but the wizard died
  before she could finish it.
  The Yawning Chasm
  After passing the laboratories, the PCs
  reach a platform over a 30-foot drop into
  complete darkness. Beyond it they can see
  a large room with three circles inscribed on
  the floor. To reach it, they must cross the
  chasm.
  Tactical En c o u nt e r : The Grasping
  from Below on page 18.
  Tre a s u re : The otyughs in the chasm
  have some trinkets in their junk pile that
  they have collected from the world
  outside. Specifically, they have a ring of
  feather falling, a suit of leather armor,
  three daggers, a masterwork dagger, a
  potion of pass without trace, and a p o t i o n
  of blur.
  Summoning Chamber
  This final room is where Parrmitt
  Balam is imprisoned. Though this
  should be a diplomatic and negotiation-oriented
  encounter, it could degenerate into combat.
  Tactical En c o u nt e r : The Tiger-Man on page 20.
  FREEING THE RAKSHASA
  Balam knows that his imprisonment is tied to the
  magic circles, but he does not know exactly how. He
  theorizes (correctly) that all four circles must be
  broken (defaced), and that once someone does that he
  will be freed. There are three circles in this room and
  one in the Werewolf Lair room.
  
  8
  Encounter Level 10
  This encounter begins the adventure and should be
  used near the crossroads (but not at them) on the Old
  Svalich Road.
  To begin, read aloud the following text:
  The woods are creepy during the day or the night, and as
  you walk the Old Svalich Road, the howls of wolves sound
  in the distance, some close and some farther away.
  Glowing eyes have occasionally watched your progress
  before their owners scampered into the underbrush. The
  road sees frequent use, since boot prints go in both direc-
  tions down it. But there is no one on the road today, and it
  would be eerily quiet if not for the insect sounds coming
  from the trees.
  RUNNING THIS ENCOUNTER
  Draw a 10-foot road on the battlemat and draw some
  brush near it, with the woods farther off. Have the
  players place their miniatures on the map in a walking
  formation on the road. Then have the PCs make Spot
  and Listen checks opposed by the werewolves’ Hide
  and Move Silently checks. Once the attack begins, or if
  any PCs detect any of the werewolves, place the were-
  wolves in ambush locations.
  THE MONSTERS
  Three werewolves try to ambush the PCs and have
  them for dinner. Taking any dead PC is okay with
  them; they don’t need all the PCs. So, if they get a
  chance to grab a downed PC and flee, they’ll take it.
  These werewolves once belonged to a party of adven-
  turers who came to Barovia. The werewolves in the
  Svalich Woods overcame them and infected them with
  lycanthropy. Since no one could help them, they turned
  into werewolves and became evil. Now, still hunted by
  the other werewolves, they struggle to survive by living
  at the ruined estate and taking victims from the road
  when they can. They also feast on forest animals.
  They had been watching the Old Svalich Road for
  Vistani, but the PCs came along instead. They wait in
  hiding until the PCs are abreast, and then they spring
  to attack in the surprise round using a partial charge.
  They use only their natural weapons, having left their
  old equipment back at the estate.
  These werewolves are carriers of the disease that the
  rakshasa created. They don’t suffer from it, but they can
  pass it to others. Anyone injured by one of these were-
  wolves must make a DC 19 Fortitude save for each
  injury; failure means they caught the disease.
  Palrion Malon’s Tactics
  Palrion attacks any human that he can reach immediately.
  Elves are second on the list, but Palrion was always a bit evil
  and preferred to hunt humans. He saves his e n t a n g l e spell to
  cover the group’s retreat if they have to run. On the first
  round after he and his surviving friends withdraw (Palrion
  tumbles), he puts the e n t a n g l e effect so that it will slow
  down the PCs for the longest time, and then the were-
  wolves change to wolf form and run away.
  Najel Beyuz’s and Fennen Estyn’s Tactics
  Najel and Fennen both rage as soon as combat begins
  (even on a PC’s turn if necessary), so they don’t have
  much in the way of tactics.
  ATTACK OF THE DISEASED
  WEREWOLVES
  PALRION MALON, HYBRID FORM
  CR 7
  HP 49
  Werewolf (human) male ranger 5
  CE Medium humanoid (shapechanger)
  I n i t +5; S e n s e s Improved Scent, low-light vision;
  Listen +11, Spot +11
  Languages Common, Elven
  AC 19, touch 15, flat-footed 14
  (+5 Dex, +4 natural)
  HD 7; DR 5/silver
  Fort +9, Ref +12, Will +6
  Speed 30 ft. (6 squares)
  Melee 2 claws +9 (1d4+3) and
  bite +5 (1d6+1)
  Base Atk +6; Grp +9
  Atk Options favored enemy humans +4 (+7 dam-
  age), favored enemy elves +2 (+5 damage)
  Ranger Spells Prepared (CL 2nd):
  1st—entangle (DC 13)
  
  9
  A b i l i t i e s Str 16, Dex 20, Con 14, Int 12, Wis 15, Cha 8
  S Q alternate form, wolf empathy, wild empathy
  +6 (+2 magical beasts)
  Feats Combat Reflexes, EnduranceB, Improved Fa v-
  ored Enemy (from Complete Wa r r i o r), Improved
  Scent (from Savage Species), Iron WillB, Quick
  Change (from Savage Species), Tr a c kB, Tw o - We a p o n
  F i g h t i n gB, Weapon Focus (bite)
  Skills Climb +6, Hide +15, Jump +8, Knowledge
  (nature) +10, Listen +11, Move Silently +14, Spot
  +11, Survival +8 (+10 aboveground natural envi-
  ronments, +12 tracking by scent, +14 tracking by
  scent in aboveground natural environments)*,
  Tumble +8
  Alternate Form (Su) Palrion can assume a wolf
  form or the form of a human.
  NAJEL BEYUZ AND FENNEN ESTYN,
  HYBRID FORMS
  CR 7 EACH
  HP 76 each
  Werewolf (human) male barbarian 5 (raging)
  CE Medium humanoid (shapechanger)
  I n i t +3; S e n s e s low-light vision, scent; Listen +11,
  Spot +8
  Languages Common
  A C 15, touch 11, flat-footed 15; improved uncanny
  dodge, uncanny dodge
  (+3 Dex, +4 natural, –2 raging)
  HD 7; DR 5/silver
  Fort +12, Ref +7, Will +7
  Speed 40 ft. (8 squares)
  Melee 2 claws +12 (1d4+6) and
  bite +8 (1d6+3)
  Base Atk +6; Grp +12
  Atk Options Cleave, Combat Reflexes, Instanta-
  neous Rage, Power Attack, rage 2/day (9 rounds)
  A b i l i t i e s Str 22, Dex 17, Con 22, Int 10, Wis 14, Cha 8
  FEATURES OF THE AREA
  The spot picked for hunting is a stretch of road with
  sparse vegetation along the side of the roadway. Not
  enough grows to impede movement, but enough
  fills the area and provides places to hide. Meadows
  stretch away in the distance. The road is well used
  and hard packed, offering no challenges during the
  adventure. A light rain could be falling, at your
  discretion, that worsens during the combat.
  S Q alternate form, trap sense +1, wolf empathy
  Feats Cleave, Combat Reflexes, Instantaneous Rage
  (from Complete Wa r r i o r), Iron WillB, Power Attack,
  Tr a c kB, Weapon Focus (bite)
  S k i l l s Balance +4, Climb +14, Jump +18, Listen +11,
  Spot +8, Survival +10 (+14 when tracking by scent),
  Tumble +7
  When not raging, Najel and Fennen have the
  following changed statistics:
  AC 16, touch 12, flat-footed 16
  hp 62 (7 HD)
  Fort +10, Will +5
  Melee 2 claws +10 (1d4+4) and
  bite +6 (1d6+2)
  Grp +10
  Abilities Str 18, Con 18
  Skills Climb +12, Jump +16
  Improved Uncanny Dodge (Ex) Najel retains his
  Dexterity bonus to AC even when flat-footed
  or attacked by an invisible attacker, and he
  cannot be flanked by anyone of the appropri-
  ate level range in this adventure.
  Uncanny Dodge (Ex) Fennen retains his Dexterity
  bonus to AC even when flat-footed or when
  struck by an invisible attacker.
  Alternate Form (Su) Naje and Fennenl can
  assume a wolf form or the form of a human. 
  
  1 0
  Encounter Level 7
  This encounter takes place only when the PCs enter
  the ruins of the old tavern. It uses the tavern tile from
  D&D Dungeon Tiles set 1.
  To begin, read aloud the following text:
  Before you, the remains of a building rise eerily
  from the surrounding plant growth. Low stone
  walls mark a structure about 60 feet by 40 feet.
  Within, entwined vines cover what might once
  have been part of a bar, a fireplace, and a crum-
  bling chimney. This place looks like it has been
  undisturbed for centuries.
  RUNNING THIS ENCOUNTER
  Have the players place their miniature figures on the
  tavern map in a location that their PC would likely
  explore. You can also have them start outside the
  tavern room and move their figures into the room as
  the PCs begin to search. Once the PCs (all that are
  coming inside, anyway) are in random places in the
  room, and they have had a few minutes to search
  around, spring the attack.
  ASSASSIN VINES
  Two Huge assassin vines have taken root, so to speak,
  in the old tavern ruins. Their center squares are indi-
  cated on the map, and they spread out to their full 15-
  foot space. They appear as any other plant that is
  growing in the area, and so make Hide checks for
  them as per the rules for spotting assassin vines.
  Assassin Vine Tactics
  The assassin vines wait until several creatures are
  inside the tavern, and thus surrounded by their vines.
  Then they attack by surprise if possible. If their true
  natures are discovered and/or they are attacked, they
  attack immediately. They like to grapple a foe and
  constrict while attacking other foes. They can only
  animate plants outside the tavern ruins, so they do so
  if the PCs move outside the ruined walls for tactical
  reasons.
  Once each plant kills something, it begins to eat
  its victim and attacks only in self-defense after that.
  THORNY EMBRACE
  ADVANCED ASSASSIN VINES (2)
  CR 5
  HP 76 each
  N Huge Plant
  Init –1; Senses blindsight 30 ft., low-light vision;
  Listen +1, Spot +1
  AC 16, touch 7, flat-footed 16
  (–2 size, –1 Dex, +9 natural)
  HD 8
  I m m u n e e l e c t r i c i t y, mind-affecting effects, poison,
  sleep, paralysis, polymorph, stunning, critical hits
  Resist cold 10, fire 10
  Fort +11, Ref +1, Will +3
  Speed 5 ft. (1 square)
  Melee slam +13 (1d8+13)
  Space 10 ft.; Reach 10 ft. (30 ft. with vines)
  Base Atk +6; Grp +23
  Atk Options constrict 1d8+13, entangle, im-
  proved grab
  A b i l i t i e s Str 28, Dex 8, Con 20, Int —, Wis 13, Cha 9
  SQ camouflage
  Constrict (Ex) An assassin vine deals 1d8+13 points
  of damage with a successful grapple check, in
  addition to damage from its slam attack.
  Entangle (Su) An assassin vine can animate plants
  within 30 feet of itself as a free action (Reflex
  DC 13 partial). The effect lasts until the vine
  dies or decides to end it (also a free action).
  The save DC is Wisdom-based. The ability is
  otherwise similar to e n t a n g l e (caster level 4th).
  Improved Grab (Ex) To use this ability, an assas-
  sin vine must hit with its slam attack. It can
  then attempt to start a grapple as a free action
  without provoking an attack of opportunity. If
  it wins the grapple check, it establishes a hold
  and can constrict.
  Camouflage (Ex) Since an assassin vine looks
  like a normal plant when at rest, it takes a DC
  20 Spot check to notice it before it attacks.
  Anyone with ranks in Survival or Knowledge
  (nature) can use one of those skills instead of
  Spot to notice the plant.
  
  1 1
  FEATURES OF THE AREA
  The tavern is filled with rotting boards, bones, and other scraps that dropped from
  bodies long since dead. Some metal pieces, such as hinges and the occasional knife
  or spoon or plate, are in the undergrowth that fills this tavern area.
  
  1 2
  Encounter Level 6
  This encounter takes place on the upper level of the
  ruined tower. It uses the tower roof tile from D & D
  Dungeon Tiles II: Arcane Corridors and two of the 10-
  foot web tiles from D&D Dungeon Tiles II: Arcane
  C o r r i d o r s. Place the webs as shown on the map below.
  To begin, read aloud the following text:
  You step onto the roof of the small tower and see
  that it has weathered the centuries better than the
  other buildings of the estate. Still, you can see that
  the floor is breaking apart in some areas. The
  central part of the level is taken up by a 10-foot-
  square chimney of sorts. On either side, a mass of
  webs blocks the way to the far side.
  RUNNING THIS ENCOUNTER
  Ignore the fact that the circular staircase does not
  match with the one for the ground level tower tile.
  Have the PCs start in the stairwell and make their way
  onto the roof. The spiders begin on the walls of the
  central block within their webs (and thus concealed).
  See the trap description to handle movement. The
  spiders attack when someone comes within 5 feet of
  their webs or if the webs begin to burn.
  MONSTROUS SPIDERS
  Two monstrous spiders have made their home on the
  roof of the tower. They live in the webs marked on
  the map. They are always hungry, though they do
  manage to find suitable food.
  Monstrous Spider Tactics
  The spiders wait for something to come close to their
  webs, and then shoot webs at the victim on their first
  round. They prefer to ensnare their victims before
  chewing on them. The spiders never walk on the
  floor, since they know it is dangerous. Thus, you have
  to think a little three-dimensionally for this combat.
  Spiders on the wall take up a 10 foot-by-10 foot square
  on the wall, but since they are not tall they extend
  only 5 feet from the surface on which they are
  perched. Thus, looking down onto the tile a spider
  takes up a 5 foot by 10 foot area.
  The spiders can move on walls and through their
  webs at their climb speed. As per the w e b spell, 5 feet
  of webs between a PC and a spider provides cover to
  both creatures.
  ADVANCED MONSTROUS SPIDERS
  CR 3
  HP 38 
  N Large vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60
  ft.; Listen +0, Spot +4
  AC 14, touch 12, flat-footed 11
  (–1 size, +3 Dex, +2 natural)
  HD 7
  I m m u n e mind-affecting effects (charms, com-
  pulsions, phantasms, patterns, and morale
  effects)
  Fort +6, Ref +5, Will +2
  Speed 30 ft. (6 squares), climb 20 ft.
  Melee bite +6 (1d8+8) or
  R a n g e d web +7 ranged touch (entangle, 50 ft.
  max range, 10 ft. range increment)
  Space 10 ft.; Reach 5 ft.
  Base Atk +5; Grp +11
  Atk Options poison, web
  A b i l i t i e s Str 15, Dex 17, Con 12, Int —, Wis 10,
  Cha 2
  Skills Climb +11, Hide +3*, Jump +2, Spot +4*
  Poison (Ex) I n j u r y, Fort save DC 13, initial and
  secondary damage 1d6 Str.
  Web (Ex) A single strand is strong enough to
  support the spider and one creature of the
  same size. Web-spinners can throw a web
  eight times per day. An entangled creature can
  escape with a successful Escape Artist check
  (DC 13) or burst it with a Strength check (DC
  17). Both are standard actions. Attempts to
  escape or burst the webbing gain a +5 bonus
  if the trapped creature has something to walk
  on or grab while pulling free. Each 5-foot
  section has 12 hit points, and sheet webs
  have damage reduction 5/—. A monstrous
  spider can move across its own web at its
  climb speed and can pinpoint the location of
  any creature touching its web.
  Skills Monstrous spiders have a +4 racial bonus on
  Hide and Spot checks and a +8 racial bonus on
  Climb checks. A monstrous spider can always
  SPIDERS AND FLIES
  
  1 3
  repetitive and dull, though, so instead have each PC
  make a Reflex save (DC 15) once for each whole
  movement. If a PC fails, he or she falls through a
  weak section of floor at a random square in the move-
  ment path.
  For any 5-foot section of ground that falls, use this
  trap stat block.
  Pit Tr a p : CR 2; mechanical device; location trig-
  ger; no reset; DC 20 Reflex save avoids; 20 ft. drop
  (2d6 falling damage); Search DC 10 to find; Disable
  DC 35 to deactivate.
  choose to take 10 on Climb checks, even if
  rushed or threatened. Monstrous spiders use
  either their Strength or Dexterity modifier for
  Climb checks, whichever is higher. We b - s p i n-
  ning spiders have a +8 racial bonus on Hide and
  Move Silently checks when using their webs.
  TRAP!
  The floor of the tower roof is unstable and may fall.
  There is a 10% chance that any given 5-foot section
  collapses under the weight of a creature of Small or
  larger size. Rolling for each square moved would be
  FEATURES OF THE AREA
  The tower roof is all worked stone, but the floor is very unstable. It is open to the sky,
  so whatever weather conditions are in effect at the time affect this combat.
  
  1 4
  SICK WEREWOLVES
  Encounter Level 10
  This encounter takes place in the werewolves’ lair, the
  first room in the lower level of the tower. Once the
  door is opened, read aloud the following text:
  The door opens and you see a square room of about 30 feet
  on each side. Inside, a pile of clothing and gear is scattered
  to one side, and some kind of marking on the floor peeks
  out from underneath it. With snarls, two wolverines
  launch themselves at you while two wolf-women move
  toward you. Despite their threatening expressions, they
  move languidly and shiver occasionally.
  RUNNING THIS ENCOUNTER
  The PCs start in the hallway outside the room. The
  door is wide enough to allow people in both squares
  on either side to fight through or move through the
  door without impediment.
  WEREWOLVES
  Matrika and Tris are the remaining two werewolves
  from the original group. They have been suffering the
  effects of the disease for five days now (and their stats
  reflect their weakened state). The wolverines are not
  suffering from the disease.
  These two have been taking turns listening
  intently for the return of their comrades, and unless
  the player characters took ongoing precautions not to
  be heard, the two werewolves have had sufficient time
  to prepare themselves for combat. They normally have
  the door open so they can hear any sounds coming
  from above. The PCs may have alerted them during
  the exploration, the fight with the spiders, or the noise
  from the collapsing roof (if any). Once the werewolves
  detected the PCs, they retreated to their lair, closed
  the door (it is not locked), and cast some preparatory
  spells upon themselves. They are ready to attack as
  soon as anyone opens the door.
  They know they are infected with a disease of some
  kind, and that they cannot cure it, so they are waiting
  for their friends to return. The presence of the PCs
  tells them that their friends have probably died.
  Matrika’s and Tris’s Tactics
  Matrika and Tris let their wolverines attack and then
  they engage in melee attacks. They cure as needed
  with their limited abilities to do so.
  MATRIKA SOLANA AND TRIS BUREVA,
  HYBRID FORMS
  CR 8 EACH
  HP 51 each
  Werewolf (elf) female druid 6
  CE Medium humanoid (shapechanger)
  I n i t +2; S e n s e s low-light vision, scent; Listen
  +12, Spot +12
  Languages Common, Druidic, Elven
  AC 16, touch 12, flat-footed 14
  (+2 Dex, +4 natural)
  HD 8; DR 5/silver
  Resist +4 against spell-like abilities of fey 
  Fort +9, Ref +9, Will +11
  Speed 40 ft. (8 squares); woodland stride
  Melee 2 claws +2 (1d8–3) and
  bite –2 (1d6–3)
  Base Atk +5; Grp +2
  Special Actions wild shape 2/day (6 hours)
  Druid Spells Prepared (CL 6th):
  3 r d —charge of the triceratops*, cure moderate 
  wounds, girallon’s blessing*
  2nd—splinterbolt* (+7 ranged touch)
  1st—cure light wounds
  0—create water, detect magic, detect poison, 
  light, resistance
  * Spells from Spell Compendium
  A b i l i t i e s Str 5, Dex 14, Con 13, Int 13, Wis 18, Cha 7
  S Q alternate form, animal companion, link with
  companion, trackless step, wild empathy +4
  (+0 magical beasts), wolf empathy
  Feats Iron WillB, Lightning Reflexes, Natural
  Bond (from Complete Adventurer), Natural
  Spell, TrackB, Weapon Focus (bite)B
  Skills Concentration +7, Handle Animal +4, Knowledge
  (nature) +11, Listen +12, Move Silently +4, Ride +4,
  Spellcraft +4, Spot +12, Survival +12 (+14 above-
  ground, +16 tracking by scent), Tumble +3
  Alternate Form (Su) Matrika and Tris can assume
  a wolf form or the form of an elf.
  Active Spells claws of the bear, longstrider
  WOLVERINE ANIMAL COMPANIONS
  (ADJUSTED FOR SPELL EFFECTS)
  CR —
  HP 76 each
  
  1 5
  N Medium animal
  Init +7; Senses low-light vision, scent; Listen +6,
  Spot +6
  AC 19, touch 13, flat-footed 16
  (+3 Dex, +6 natural*)
  HD 7
  Resist evasion
  Fort +11, Ref +8, Will +3, +7 against enchantment
  S p e e d 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
  Melee 4 claws +12 (1d4+7) and
  bite +7 (1d6+4) or
  gore +12 (1d8+9)
  Base Atk +5; Grp +10
  Atk Options rage, rend (2d4+6)
  A b i l i t i e s Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 10
  SQ 3 bonus tricks
  Fe a t s Alertness, Improved Initiative, To u g h n e s s ,
  TrackB
  Skills Climb +17, Listen +6, Spot +6
  Rage (Ex) A wolverine that takes damage in com-
  bat flies into a berserk rage on its next turn,
  clawing and biting madly until either it or its
  opponent is dead. When raging, the wolverine
  has the following changed statistics:
  AC 17, touch 13, flat-footed 14
  hp 90 (7 HD)
  Fort +13
  Melee 4 claws +14 (1d4+9) and
  bite +9 (1d6+5) or
  gore +14 (1d8+12)
  Grp +10
  Abilities Str 20, Con 23
  Skills Climb +17
  S k i l l s Wolverines have a +8 racial bonus on
  Climb checks (included above) and can
  always choose to take 10 on Climb checks,
  even if rushed or threatened.
  Active Spells (CL 6th)
  • Charge of the triceratops gives +4 natural armor
  enhancement (adjust AC above to 23/13/20
  for duration of effect; 21/11/18 if raging) and
  gore attack as a primary attack (as above) or
  as secondary attack (replace bite with gore
  [1d8+4 not raging; 1d8+5 raging]); lasts 5
  rounds from start of combat
  • Girallon’s blessing gives an extra set of arms
  and claw attacks; rend ability; lasts an hour
  • Cr a b w a l k grants +4 attack bonus on charge
  and no AC penalty instead of +2 attack and –2
  AC; lasts 6 minutes
  • Nature’s favor grants +2 luck bonus on attack
  and damage included above; lasts 9 rounds
  • Bull’s strength lasts 6 minutes; included above
  • Bear’s endurance lasts 6 minutes; included above
  FEATURES OF THE AREA
  This 30-foot-square stone room has a pile of gear in
  the corner and some bedding brush in different
  places around the side of the room. Use enough tiles
  from the D&D Dungeon Tiles sets to make a 30-foot
  by 30-foot room. Place a 10-foot wide doorway in the
  center of the east wall, and one in the center of the
  north wall.
  
  1 6
  Encounter Level 8
  This encounter takes place in the Room of Flames.
  The fire elementals cannot leave the room.
  To begin, read aloud the following text:
  Beyond the door you see a flaming pyre in the
  center of a 20-foot-square room. The flames
  encompass most of the room and sometimes lick at
  the walls. The walls are almost completely black
  with burn marks. Across the room you can see
  another door.
  RUNNING THIS ENCOUNTER
  The PCs begin in the Werewolf Lair room, with at
  least one PC in the doorway. Let the players move
  their figures as the PCs move. The fire elemental
  begins in the center of the room, hidden as part of
  the fire.
  THE MONSTER
  This room contains bound fire elementals and a
  fire. The fire burns from a magical source set below
  the floor. There is a 5-foot-diameter hole in the
  floor in the center of the room. In the bottom of
  the 10-foot-deep hole, a metal disk with magical
  symbols has been merged with the rock. The disk
  is the source of the fire, which never dies out. The
  elementals are bound to the fire itself, not the disk.
  They have been here a thousand years, which
  hasn’t put them in the best of moods. Unless a PC
  who enters the room immediately starts freeing
  the elementals, they attack.
  Huge Fire Elemental Tactics
  The huge elemental’s fighting space leaves only a 5-
  foot-wide corridor around the whole room, and it
  threatens everywhere in the room. It can make a lot
  of attacks of opportunity, and it does so whenever it
  can. Otherwise it concentrates all its attacks on spell-
  casters, and finishes off a spellcaster (it does not
  change foes) before moving to another foe. If it is
  fighting a nonspellcaster, it may change foes the next
  round to attack a spellcaster.
  Other Fire Elemental Tactics
  The other fire elementals in the room work with their
  Huge companion and concentrate all their attacks on
  the Huge elemental's chosen foe.
  FLAMING PYRE
  HUGE FIRE ELEMENTAL
  CR 7
  HP 136 
  N Huge elemental (fire, extraplanar)
  I n i t +11; S e n s e s darkvision 60 ft.; Listen +11,
  Spot +12
  Languages Ignan
  A C 19, touch 15, flat-footed 12; Dodge, Mobility
  (–2 size, +7 Dex, +4 natural)
  HD 16; DR 5/—
  I m m u n e fire, poison, sleep, paralysis, stunning,
  critical hits, flanking
  Fort +9, Ref +17, Will +7
  Weakness vulnerable to cold
  Speed 60 ft. (12 squares)
  Melee 2 slams +17 (2d8+4 plus 2d8 fire) 
  Base Atk +12; Grp +24
  Space 15 ft.; Reach 15 ft.
  Atk Options Combat Reflexes, Spring Attack
  Special Actions burn
  A b i l i t i e s Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
  Fe a t s Alertness, Combat Reflexes, Dodge, Improved
  I n i t i a t i v eB, Iron Will, Mobility, Spring Attack,
  Weapon FinesseB
  Skills Listen +11, Spot +12
  Burn (Ex) Those hit by a fire elemental’s slam attack
  must succeed on a Reflex save (DC 22) or catch on
  fire. The flame burns for 1d4 rounds. A burning crea-
  ture can take a move action to put out the flame.
  The save DC is Constitution-based. Creatures hitting
  a fire elemental with natural weapons or unarmed
  attacks take fire damage as though hit by the
  elemental’s attack, and also catch on fire unless they
  succeed on a Reflex save.
  MEDIUM FIRE ELEMENTAL
  CR 3
  HP 26 
  N Medium elemental (fire, extraplanar)
  I n i t +7; S e n s e s darkvision 60 ft.; Listen +3, Spot
  + 4
  Languages Ignan
  A C 16, touch 13, flat-footed 13; Dodge, Mobility
  (+3 Dex, +3 natural)
  HD 4
  
  1 7
  I m m u n e fire, poison, sleep, paralysis, stunning,
  critical hits, flanking
  Fort +3, Ref +7, Will +1
  Weakness vulnerable to cold
  Speed 50 ft. (10 squares)
  Melee slam +6 (1d6+1 plus 1d6 fire) 
  Base Atk +3; Grp +4
  Special Actions burn
  A b i l i t i e s Str 12, Dex 17, Con 14, Int 4, Wis 11,
  Cha 11
  F e a t s Dodge, Improved InitiativeB, Mobility,
  Weapon FinesseB
  Skills Listen +3, Spot +4
  Burn (Ex) Those hit by a fire elemental’s slam
  attack must succeed on a Reflex save (DC 14)
  or catch on fire. The flame burns for 1d4
  rounds. A burning creature can take a move
  action to put out the flame. The save DC is
  Constitution-based. Creatures hitting a fire
  elemental with natural weapons or unarmed
  attacks take fire damage as though hit by the
  elemental’s attack, and also catch on fire
  unless they succeed on a Reflex save.
  SMALL FIRE ELEMENTALS (3)
  CR 3 
  HP 26 each 
  N Small elemental (fire, extraplanar)
  I n i t +5; S e n s e s darkvision 60 ft.; Listen +2, Spot +3
  Languages Ignan
  AC 15, touch 12, flat-footed 14; Dodge
  (+1 size, +1 Dex, +3 natural)
  HD 2
  I m m u n e fire, poison, sleep, paralysis, stunning,
  critical hits, flanking
  Fort +0, Ref +4, Will +0
  Weakness vulnerable to cold
  Speed 50 ft. (10 squares)
  Melee slam +3 (1d4 plus 1d4 fire) 
  Base Atk +1; Grp –3
  Special Actions burn
  A b i l i t i e s Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  F e a t s Dodge, Improved InitiativeB, We a p o n
  FinesseB
  Skills Listen +2, Spot +3
  Burn (Ex) Those hit by a fire elemental’s slam attack
  must succeed on a Reflex save (DC 11) or catch
  on fire. The flame burns for 1d4 rounds. A burning
  creature can take a move action to put out the
  flame. The save DC is Co n s t i t u t i o n - b a s e d .
  Creatures hitting a fire elemental with natural
  weapons or unarmed attacks take fire damage as
  though hit by the elemental’s attack, and also
  catch on fire unless they succeed on a Reflex save.
  FEATURES OF THE AREA
  This 20-foot-square room has a door in the southwest
  corner and a door in the center of the north wall.
  The walls, floor, and ceiling are covered with burn
  marks and soot, making the whole room black. Use
  the tile from D&D Dungeon Tiles II: Arcane Corridors
  that has the fire in the middle of a 20-foot room.
  
  1 8
  Encounter Level 8
  This encounter takes place when the PCs reach the
  chasm before the Summoning Chamber. The chasm
  contains specially bred guardians designed to prevent
  intruders from getting to the Summoning Chamber.
  To begin, read aloud the following text:
  You step onto a ledge that is 5 feet wide. Before you
  is a dark chasm spanning 15 feet. Beyond, you can
  see a room lit by the soft glow of runes inscribed in
  the floor and walls. In the closest of three circles that
  have been etched on the floor, you see a waiflike
  young woman standing. She has a fey look to her,
  and she stares at you wistfully.
  RUNNING THIS ENCOUNTER
  The young woman is the rakshasa Balam, and Balam
  does not speak until the PCs reach the Summoning
  Chamber.
  The chasm is 30 feet deep, and at the bottom are
  huge piles of refuse and material from the surround-
  ing forest/meadow.
  The PCs begin the encounter with at least one of
  them on the ledge. Have the players place their
  figures appropriately on the ledge, in the corridor
  that leads to it, or in one of the lab rooms if the PCs
  split up to explore.
  CROSSING THE CHASM
  Crossing the chasm is not that difficult. There are
  several options available.
  • PCs can use magic to fly to the other side.
  • PCs can jump the chasm. A standing jump of 15
  feet requires a successful Jump check (DC 30),
  while a running jump (from the corridor) requires
  an easier Jump check (DC 15).
  • PCs can climb down the rough surface of the wall
  into the chasm and back out with a successful
  Climb check (DC 25). Each must make one Climb
  check going down and one coming back up.
  THE GRASPING
  FROM BELOW
  The bottom of the chasm is a maze of animal bones
  and body parts, plant material, and excrement.
  THE OTYUGHS
  Hidden in the refuse at the bottom of the chasm are
  two advanced otyughs that have been bred to guard
  this area. Actually, they were bred for that about 1,000
  years ago. Since then, the creatures have inbred,
  become even larger, and have become mentally unsta-
  ble. They survive on animals and plant matter, which
  they hunt outside. One end of the chasm leads to a
  tunnel that emerges at the edge of the Svalich Woods.
  The otyughs hear the PCs coming if they have made
  no effort to be silent. If they have, make opposed
  Listen checks for the otyughs. Assuming they hear the
  PCs approach, they hide and wait for someone to try to
  cross the chasm, readying an action to grab at whatever
  living thing crosses the chasm above them. They have
  a +2 circumstance modifier on Hide checks because of
  the care they take in hiding, giving them a total +9
  bonus. If they are seen, they attack immediately.
  Otyugh Tactics
  The otyughs have been bred to have 30-foot reach, and
  they try to grapple anyone they can reach and pull them
  down into the chasm. This works especially well with PCs
  crossing the chasm by jumping or flying. If they are
  successful in grappling a jumping PC, that PC immediately
  falls to the chasm floor below because the PC’s momentum
  has been stopped. For flying PCs, the otyughs must use
  grapple checks to move them downward.
  PCs climbing down into the chasm are attacked as soon
  as they have climbed down 10 feet (so the fall is 20 feet).
  Otyughs constrict opponents as they move them
  downward until they can bite them and spread
  disease. They are very hungry and motivated; they get
  a +2 circumstance bonus on attacks for the first 2
  rounds of the combat (DM’s Friend bonus).
  AFTER THIS ENCOUNTER
  Once this encounter is over, the PCs can cross the
  chasm (or climb down and back up) and reach the
  chamber of the rakshasa without further trouble.
  
  1 9
  ADVANCED OTYUGHS (2)
  CR 6
  HP 75 each
  N Huge Aberration
  I n i t –1; S e n s e s darkvision 60 ft.; Listen +7, Spot +7
  Languages Common
  AC 18, touch 7, flat-footed 18
  (–2 size, –1 Dex, +11 natural)
  HD 10
  Fort +6, Ref +2, Will +8
  Speed 20 ft. (4 squares)
  Melee 2 tentacles +17 (2d8+4) and
  bite +4 (1d6+2)
  Base Atk +7; Grp +19
  S p a c e 15 ft.; R e a c h 15 ft. (30 ft. with tentacle)
  Special Actions constrict 2d6+4, disease, im-
  proved grab
  A b i l i t i e s Str 19, Dex 8, Con 16, Int 5, Wis 12, Cha 6
  FEATURES OF THE AREA
  The chasm is 15 feet wide and 30 feet deep. On the sides it is only 5 feet wide. The bottom is covered in debris.
  The west end continues underground and then turns south and proceeds for several miles to the forest edge.
  The walls are rough surfaces, and there is no light except that provided by the PCs.
  To make this map, take the ledge and chasm tile from D&D Dungeon Tiles set 1 and add 10-foot-wide black
  tiles on the end to make the chasm 15 feet wide. Place the summoning circle room (the room with the three
  magical circles on the floor) from Arcane Corridors on the other side of the chasm.
  Fe a t s Alertness, Extended Reach (from S a v a g e
  S p e c i e s), Skill Focus (Hide), Weapon Fo c u s
  (tentacle)
  Skills Hide –1 (+7 in lair), Listen +7, Spot +7
  Constrict (Ex) An otyugh deals automatic tentacle
  damage with a successful grapple check.
  Disease (Ex) Filth fever—bite, Fortitude DC 18,
  incubation period 1d3 days; damage 1d3 Dex
  and 1d3 Con. The save DC is Co n s t i t u t i o n -
  based.
  Improved Grab (Ex) To use this ability, an otyugh
  must hit with a tentacle attack. It can then
  attempt to start a grapple as a free action
  without provoking an attack of opportunity. If
  it wins the grapple check, it establishes a hold
  and can constrict.
  Skills: *An otyugh has a +8 racial bonus on Hide
  checks when in its lair, due to its natural
  coloration.
  
  2 0
  Encounter Level 10
  The final encounter in the scenario should not
  involve any combat. However, if combat does erupt,
  the encounter provides you with material so that
  you’ll be prepared, but the main antagonist has no
  interest in fighting. To begin, read aloud the follow-
  ing text:
  You stand at the edge of a room that is lit by magi-
  cal writings inscribed on the walls. Three magical
  circles are spaced throughout the room and
  inscribed on the floor. In the closest, you see a small
  and thin young woman. She has almost a fey cast
  to her face, with very delicate features and ears that
  might be a little pointed. “At last, someone who can
  free me,” she says in a soft voice.
  RUNNING THIS ENCOUNTER
  Have the players place their figures at the end of the
  tile, with the single circle closest to them and the
  other two farther away. Place a figure for Balam in the
  close circle.
  RAKSHASA
  The figure in the circle is Parrmitt Balam, a rakshasa
  who has been trapped here for nearly a thousand
  years. He hopes that by appearing in the guise of a
  trapped fey creature that the PCs will release him. His
  voice is soft because the magic of the circle prevents
  him from projecting any part of himself or his power
  very far. He can cast spells, but all his spells have close
  range (or touch range) as long as he is trapped. He can
  move from one circle to another as a full-round action
  if he chooses.
  Rakshasa Tactics
  He must persuade the PCs to release him through
  charm and diplomacy, and he cannot fight while
  trapped. He uses his detect thoughts ability freely on
  PCs that are close enough, which should help him
  figure out what will get them to free him. He can
  offer a cure for the disease, though he doesn’t say so
  outright. If they mention the disease, he tries to get
  them to describe its symptoms to him. Then he tells
  them that the same disease ravaged the land when
  “she” was lured out of the woods and trapped here.
  The wizard had a cure for it, and there is some left. If
  the PCs release him, he’ll reveal the location of the
  cure. He is bluffing, of course, except about the cure.
  He does have the cure. It is stored in a secret compart-
  ment underneath the frontmost magic circle (Search
  DC 30).
  If freed, he has no interest in fighting the PCs at
  all and leaves the area as quickly as he can. Should he
  be attacked, he takes defensive actions and attempts
  to use his dimension door spell to reach the surface and
  then get away.
  If the PCs treat with him in a straightforward way,
  he reveals himself in his true form to them after he is
  freed and tells them that he owes them a debt of grati-
  tude. At your discretion, he could provide some help
  to the PCs against Strahd. This could be the acquisi-
  tion of knowledge or the provision of allies. Balam
  does not engage in conflict with Strahd personally,
  however. He has wanted freedom too long to give it
  up in a useless fight.
  Note: You might wonder how he made the
  disease at all if he cannot leave the circles. He can
  summon creatures, though, and he sent them out to
  collect what he needed and otherwise serve as his
  arms and legs.
  PARRMITT BALAM
  CR 11
  Rakshasa male sorcerer 1
  HP 57 
  LE Medium Outsider (Native)
  I n i t +2; S e n s e s darkvision 60 ft.; Listen +13, Spot +11
  Languages Common, Infernal, Undercommon
  AC 21, touch 12, flat-footed 19; Dodge
  (+2 Dex, +9 natural)
  HD 8; DR 15/good and piercing
  SR 27
  Fort +8, Ref +7, Will +8
  Speed 40 ft. (8 squares)
  Melee 2 claws +8 (1d4+1) and
  bite +3 (1d6)
  Base Atk +7; Grp +8
  Special Actions change shape, detect thoughts
  Sorcerer Spells Known (CL 8th)
  4th (4/day)—dimension door
  3rd (6/day)—s u g g e s t i o n (DC 17), summon 
  monster III
  THE TIGER-MAN
  
  2 1
  2nd (7/day)—i n v i s i b i l i t y, Melf ‘s acid arrow 
  (ranged touch +9), summon monster II
  1st (7/day)—charm person (DC 15), mage 
  armor, magic missile, shield, silent image
  0 (6/day)—detect magic, light, mage hand, 
  message, prestidigitation, read magic, resistance,
  touch of fatigue (melee touch +8, DC 13)
  A b i l i t i e s Str 12, Dex 14, Con 16, Int 13, Wis 13,
  Cha 18
  Feats Alertness, Combat Casting, Dodge
  S k i l l s Bluff +18*, Concentration +14, Diplomacy
  +10, Disguise +18 (+20 acting)*, Intimidate +6,
  Knowledge (arcane) +2, Listen +13, Move Silently
  +12, Perform (oratory) +14, Sense Motive +11,
  Spellcraft +12, Spot +11
  Change Shape (Su) A rakshasa can assume any
  humanoid form, or revert to its own form, as a
  standard action. In humanoid form, a rakshasa
  loses its claw and bite attacks (although it
  often equips itself with weapons and armor
  instead). A rakshasa remains in one form until
  it chooses to assume a new one. A change in
  form cannot be dispelled, but the rakshasa
  reverts to its natural form when killed. A t r u e
  seeing spell reveals its natural form.
  Detect Thoughts (Su) A rakshasa can continu-
  ously use detect thoughts as the spell (caster
  level 18th; Will DC 16 negates). It can sup-
  press or resume this ability as a free action.
  The save DC is Charisma-based.
  S k i l l s A rakshasa has a +4 racial bonus on Bluff
  and Disguise checks. When using change
  shape, a rakshasa gains an additional +10
  circumstance bonus on Disguise checks. If
  reading an opponent’s mind, its circumstance
  bonus on Bluff and Disguise checks increases
  by a further +4.
  FEATURES OF THE AREA
  This 50-foot by 40-foot room is carved out of stone. The only way
  into the room is the way the PCs came. The light from the magi-
  cal writing provides a twilight level of illumination in the whole
  room (no penalties, but the light is dim).
  ABOUT THE
  AUTHOR
  Ro b e rt Wi e s e entered the gaming hobby
  through the Boy Scouts and progressed
  from green recruit to head of the most
  powerful gaming fan organization in the
  world. He served as head of the RPGA®
  Network for almost seven years, overseeing
  the creation of the LI V I N G GR E Y H A W K® and
  LI V I N G FO R C E® campaigns, among other
  achievements. Eventually, he returned to
  private life in Reno, Nevada, where he
  spends as much time as possible with his
  wife, son Owen, and many pets.
  He is still involved in writing, organizing
  conventions, and playing, and he models
  proteins for the Biochemistry Department
  of the University of Nevada, Reno.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Diseased!.pdf