TEXT: Wizard’s Vengeance
  
  Wizard’s Vengeance
  2
  Author: Filip Gruszczyński
  Editor: Alexis Gruszczyński
  Cover art: Chris Slupski
  Interior art: Public Domain, Roman Kraft, dgim-studio / Freepik, SVG Silh,
  Allen Lew (CC BY 2.0), Axebane
  Cartography: Dungeon draft & Wonderdraft, Caeora, withering systems
  This product is an independent production by Filip Gruszczyński and is not
  affiliated with Lamentations of the Flame Princess. Lamentations of the Flame
  Princess is a registered trademark owned by James Edward Raggi IV.”
  
  Wizard’s Vengeance
  3
  izard’s Vengeance is an
  adventure for a party of
  characters without any
  level requirements. It is a
  familiar exploration of a wizard’s
  tower,
  but
  with
  a
  time
  limit,
  problematic escape and potentially
  long term consequences for the
  region or the world. While there is
  an opportunity for combat, a smart
  party should be able to avoid most
  of the violence.
  Low level parties should focus
  on looting and retrieving as much
  low hanging treasure as possible.
  Higher level groups can think of
  taking over the tower and turning
  it into their stronghold.
  The setting for this adventure is
  weird Europe around 16th or 17th
  century. You can locate it near
  Würzburg
  to
  tie
  to
  other
  Lamentations of the Flame Princess
  adventures.
  This adventure is inspired by
  the Tower of the Stargazer . I liked
  the idea of taking a known fantasy
  trope
  and
  squeezing
  something
  new out of it.
  +Background+
  lbrecht
  Sptitzweg,
  a
  wizard, lived peacefully
  near
  the
  village
  of
  Ravenstein for the last 40
  years. Unfortunately for him, two
  weeks ago Ulrike von Dornheim,
  a ruthless witch-hunter, arrived in
  the village. When Albrecht came
  from the tower with an apprentice,
  they were ambushed by Ulrike and
  her henchmen. The apprentice was
  killed on the spot. His master was
  captured and after a night of torture
  burnt at a stake.
  Albrecht warned his captors
  that he has a contingency for this
  turn of events. Sadly, Ulrike didn't
  believe him, because all witches are
  liars after all. But the contingency is
  real and will wreak havoc in the
  radius of 32 kilometers from the
  tower in the near future. The
  animals
  will
  turn
  into
  undead
  abominations
  and
  attack
  any
  humans in sight, killing hundreds.
  Ulrike is planning to go to the
  tower the next day and torch it and
  all the devil's tools inside. Until
  then, the tower is ripe for plunder.
  +Overview+
  
  Wizard’s Vengeance
  4
  
  Wizard’s Vengeance
  5
  +Starting the
  adventure+
  he
  party
  visits
  Ravenstein
  and
  comes
  across a short window of
  opportunity to plunder a
  powerful
  demonologist’s
  tower.
  What otherwise might have been a
  suicide,
  is
  now
  possible
  -
  the
  sorcerer
  is
  confirmed
  dead.
  However, there are two time limits.
  First, the wizard left the curse that is
  slowly taking effect and will make
  it hard to escape the region with the
  loot. Second, in the near future the
  witch hunter will arrive to torch the
  tower.
  Ideally, the characters would
  already
  have
  a
  reason
  to
  visit
  Albrecht
  -
  learning
  a
  spell,
  acquiring a magical item or gaining
  knowledge. Albrecht specializes in
  demonology,
  so
  perhaps
  the
  adventurers are seeking advice on
  how to defeat or summon a demon.
  Alternatively,
  they
  might
  be
  seeking employment and want to
  offer
  his
  services.
  Finally,
  they
  might
  have
  just
  stumbled
  on
  Ravenstein
  on
  the
  day
  of
  the
  execution and will discover the
  opportunity.
  +Ravenstein+
  he party is not expected
  to spend too much time
  in the village, but it is a
  necessary stop for them
  to get the adventure hook. Facts
  about the village:
  ☩ About 300 souls.
  ☩ “Steins”, the inn, owned by
  Harold Stein. He is a
  war
  veteran and misses his left eye
  (Fighter LVL 2, HD 2, 10
  HP).
  Likes to gossip. He
  happily reads the characters in
  and
  provides
  information
  about
  the
  location
  of
  the
  village, as well as some rumors
  about Albrecht.
  ☩ Church, run by father Werner
  (Cleric LVL 1, HD1, 4 HP).
  Older, long beard, looks like a
  hermit. Very impressed by
  Ulrike. Has 50% chance of
  accompanying
  her
  to
  the
  Tower.
  ☩ Jürgen,
  the
  mayor
  of
  the
  village. He knew about the
  promise of retribution from
  Albrecht, but kept his mouth
  shut around Ulrike. Might
  hire the adventurers to verify
  that it was indeed a lie.
  +The Contingency+
  lbrecht realized early on
  that sooner or later some
  of
  the
  common
  folks
  might come up with a
  Description
  ☩ forlorn streets
  ☩ stench of burnt flesh
  ☩ blackened corpse
  ☩ crude stake
  ☩ fearful looks
  
  Wizard’s Vengeance
  6
  catchy slogan “Burn the witch!” and
  disturb
  him
  in
  his
  tower.
  To
  prevent this he prepared a special
  contingency and then informed
  mayors of the neighboring villages
  about the promise of vengeance if
  something were to happen to him.
  To enforce the contingency
  Albrecht summoned a demon in
  his tower. It is called Drekavac. He
  bound him in one of the chambers
  and then compelled it to unleash its
  powers in the event of the untimely
  death of the wizard. Some time
  after Albrecht expires on the stake,
  the curse is activated and then
  gradually grows in strength until its
  limits. The contingency starts with
  a radius of 1 kilometer and then
  doubles every hour until it reaches
  32 kilometers. Within that distance
  any animal larger than the mouse
  instantly dies and then immediately
  returns as an undead abomination,
  violently
  hostile
  towards
  any
  human.
  Drekavac
  remains
  bound
  inside the tower. It is a humanoid,
  with a goat's head, a snake’s tongue
  and miniatury bat wings. It hates
  Albrecht, as well as other humans.
  It is very excited about both the
  death of the wizard and ability to
  cause
  suffering
  and
  death.
  However, it will be most pleasant
  and cordial when talking to any
  adventurers he meets - no point in
  discouraging potential customers. It
  +Rumors about Albrecht+
  He organizes orgies with demonic guests of both sexes (Unfortunately,
  untrue)
  He saved the city of Dunkelwald from a demonic infestation (True, but for
  a hefty price)
  He can shapeshift and frequently travels across the lands to seek secrets
  (False)
  He makes human sacrifices to demons (True)
  He has a network of agents across the land (False)
  He has recently taken in a second apprentice (False - He employed a
  servant instead)
  He employs adventurers to retrieve artifacts and magical knowledge (True
  - but, well, not anymore)
  He promised to caste a terrible curse if something ever to happen to him
  (True - though technically he is not the one causing the curse)
  
  Wizard’s Vengeance
  7
  will truthfully explain that there is
  only one way to resolve the curse -
  a self sacrifice of willing creatures.
  For every level (0-level humans are
  treated as level 1 for this purpose) of
  a willingly sacrificed human the
  radius of the curse would be halved
  and
  the
  undead
  abominations
  would
  be
  instantly
  destroyed.
  Destroying the circle that bounds
  him will merely send his back
  home.
  The devil will hastily explain
  that there are ways to increase the
  range
  of
  the
  curse
  -
  through
  sacrifice of an unwilling person. For
  every level of the sacrificed human
  (again, 0-level humans are treated
  as level 1 for this purpose) the radius
  will
  double.
  Additionally,
  the
  demon offers to grant an immediate
  level increase to a single character
  for every doubling of the curse’s
  range. The death of the creature
  must occur somewhere within the
  tower and be done in the name of
  Drekavac.
  It
  effectively
  allows
  trading lives of 0-level humanoids
  for arbitrary high level increases.
  +Albrecht+
  lbrecht Spitzweg was a
  vile human being. He
  imprisoned
  and
  murdered
  multiple
  people during his lifetime. Recently
  he acquired the Infernal Sphere (15
  Albrecht’s quarters) and peered into
  it, hoping to gain more control
  over the summoned devils. The
  experience did leave him stronger,
  but also made him lose a whooping
  6 points of Wisdom. As a result, he
  succumbed to clinical anxiety over
  his imminent damnation in hell.
  He turned his anxiety into
  an obsessive study of the scripture
  in multiple languages, as well as
  seeking ways to redeem his soul -
  ideally
  through
  magical,
  non-
  repentant ways. He is on a brink of
  discovering
  the
  Scepter
  of
  Redemption (22 Artifact Room)
  through a magical game of chess
  with a devil, but he hasn't sealed the
  deal yet. If he wins, he can ask any
  question. He was saving the victory
  to the last moment, hoping he can
  find the Scepter in another way.
  Then he could ask a different,
  perhaps more beneficial question.
  His obsession led to his
  demise. He made another human
  sacrifice and summoned a powerful
  devil (23 Sacrificial chamber) to
  reveal the way to redeem his soul.
  The
  fiend
  told
  him
  he
  should
  immediately leave for Ravenstein,
  where his salvation awaits him.
  Well, it turns out the devil was right
  - apparently being tormented and
  burnt at a stake is a solid penance
  and granted Albrecht a couple
  millenia of purgatory instead of
  eternal damnation. Or perhaps the
  devil just lied.
  +Ulrike+
  he witch hunter Ulrike
  von Dornheim used to
  be a nun. Years of prayer
  and contemplation made
  her manifest cleric powers, but she
  kept them secret. It wasn’t until war
  
  Wizard’s Vengeance
  8
  came
  to
  the
  doorstep
  of
  her
  convent.
  A
  band
  of
  marauders
  assaulted the congregation, seeking
  riches and treasure. Ulrike was
  forced to use her gifts and to her
  horror she discovered that some of
  brigands
  were
  using
  sorcerous
  powers and unholy artifacts. Seeing
  the corruption brought by the dark
  forces, she decided to take a mantle
  of a witch hunter and face the
  darkness directly. If anyone had a
  problem with her taking that role,
  they were wise to keep quiet after
  witnessing her wonders.
  Level 7 Cleric, 32 HP, 16 AC
  
  Wizard’s Vengeance
  9
  +The Grounds+
  The
  area
  around
  the
  tower is surrounded by a
  stone wall 8’ tall. Inside
  the enclosed area there
  are also a barn and a coop. There is
  an open gate facing east. At the gate
  there are 2d4 undead cocks, several
  hens and a rooster. They stand
  completely still and don’t make any
  sounds.
  They
  will
  attack
  any
  human that comes within 50’.
  The coop
  The coop is empty save for some
  eggs inside and a couple of live
  chicks. They were too small to turn
  into undead abominations.
  The barn
  ☩ Unpainted, two stories high.
  ☩ There are one undead cow
  and two undead goats in the
  barn. If someone opens the
  barn door, they will attack.
  They are completely quiet.
  ☩ On the upper floor of the barn
  hides
  Rupert,
  Albrecht’s
  servant.
  He
  is
  a
  level-0
  commoner. He was milking
  the
  animals,
  when
  the
  contingency started. He was
  lucky enough to survive by
  climbing upstairs. If he hears
  any noise outside, he will start
  screaming
  for
  help
  and
  warning about the monsters
  in the barn.
  ☩ If the party saves him, he is
  grateful and helpful. He offers
  to become a retainer. He is
  very
  enthusiastic
  about
  looting the tower.
  The outhouse
  Beside the obvious content, there is
  a small shelf next to the seat with a
  copy of Dante’s Divine Comedy.
  It’s worth 100sp to a collector.
  Undead cattle
  HD: 2 Attack: horns/teeth (d6)
  Undead cock
  HD: 1 Attack: beak (d4)
  +The Tower+
  
  Wizard’s Vengeance
  10
  +Albrecht’s Tower+
  he tower is 40 meter tall.
  There
  are
  three
  balconies at elevations:
  10, 20 and 30 meters.
  They face respectively west, east
  and north. The door on the lowest
  balcony is closed, but the other two
  can be potentially open depending
  on Pcs luck. Climbing without the
  gear requires a test for climbing
  sheer surfaces. Additionally, there is
  a chance of undead birds attacking
  the climber. The chance is equal to
  how high they are climbing: 10%
  for climbing 10 meters, 20% for 20
  meters, and so on.
  The entrance to the tower is in
  the south-east, on the ground floor.
  Read
  the
  following
  information be fore the game. It
  contains general information about
  the
  tower,
  as
  well
  as
  some
  background
  and
  fluff.
  When
  running the game use the map at
  the end of the chapter and its key
  for narration. Only switch to the
  text
  when
  you
  need
  additional
  details, e.g. when characters are
  looking at books in the library or
  when they are looking for treasure
  in a room. There are no read aloud
  boxes - they suck. Improvise a
  description from the map key. If
  you don’t remember a detail, look
  at the detailed description and look
  for bolded keywords.
  1 Foyer
  ☩ Spotlessly clean, free of any
  dust or dirt. It is well lit by
  candles
  in
  brass
  candle
  holders.
  Whenever
  Rupert
  has nothing to do, he cleans it
  out of anxiety. If the PCs
  missed the barn, this should
  give them a hint that there is
  someone else in the tower.
  ☩ Painting of Albrecht on the
  wall opposite of the door. His
  eyes follow anybody in the
  foyer. The painting is magical
  and allows Albrecht to see
  through the eyes of the image
  - not anymore of course, but
  the effect remains. Albrecht’s
  full name - Albrecht Rutger
  Spitzweg - is written on the
  back.
  If
  another
  character
  writes
  their
  name,
  they
  immediately gain the ability
  to look through the painting.
  The painting can be moved
  and it retains its properties,
  but it’s large (100cm x 70cm)
  and unwieldy. The field of
  view is 130 degrees.
  2 Servant quarters
  ☩ Rupert
  lives
  here.
  Simple
  living quarters. There is a
  bunk bed, tub, small wardrobe
  with cheap clothes, table and a
  stool.
  ☩ There is a lantern on the table
  and 20sp hidden in a money
  bag under the bed.
  3 Kitchen
  ☩ Pans, pots, knives, spit roaster
  and a cauldron with soup on
  fire
  left
  by
  Rupert.
  Small
  
  Wizard’s Vengeance
  11
  smoke outflow pipe in the
  northern wall.
  ☩ There is a dumbwaiter going
  up on the eastern side. PCs
  with
  both
  Strength
  and
  Constitution
  below
  12
  can
  squeeze through it and attempt
  to
  climb.
  The
  dumbwaiter
  leads to Steffen’s quarters (13)
  and Albrecht’s quarters (15).
  ☩ There is a hatch with a ladder
  to the room 4 in the southern
  part of the room.
  4 Basement pantry
  ☩ Fully
  stocked
  pantry:
  vegetables, grains, cured meats.
  A keg of beer. Cool and dark.
  Enough food for a month for 3
  people.
  ☩ If
  a
  character
  thoroughly
  searches the room and succeeds
  on Architecture roll, they find
  the hidden door to the Panic
  room (9).
  5 Trapped corridor
  ☩ The corridor is trapped with
  magical
  electricity.
  Every
  round anyone steps on the
  floor they take 1d6 electric
  damage and must save against
  paralyze or lose consciousness
  (likely
  taking
  damage
  on
  subsequent rounds).
  ☩ In the southern part there are
  carcasses of a swarm of rats,
  all fried by electricity. They are
  not immediately visible, unless
  someone sticks out their head
  into the corridor.
  6 Gertruda’s cell
  ☩ Gertruda is a 1-level specialist
  captured by Albrecht. She tried
  to steal from the wizard and fell
  into a trap.
  ☩ She is in a poor mental state. If
  she is freed and not properly
  comforted, she runs out of the
  tower
  into
  the
  wild.
  The
  undead
  kill
  her
  soon
  afterwards.
  7 Thomas’ cell
  ☩ Thomas
  is
  a
  0-level
  commoner
  captured
  by
  Albrecht.
  He
  was
  traveling
  looking for work, when he was
  ambushed
  by
  Albrecht.
  If
  freed, he offers to become a
  retainer. He is loyal.
  8 Sylvia’s cell
  ☩ Sylvia was another victim of
  Albert. Unfortunately, her cell
  opened to a rat nest. When the
  Contingency kicked in, the
  rats rushed into the cell and ate
  the woman alive. Her half-
  eaten corpse remains in the
  cell.
  ☩ The other prisoners are deeply
  shaken by the dying shrieks of
  the woman.
  9 Panic room
  ☩ Secret room that has occult
  symbols
  making
  it
  an
  
  Wizard’s Vengeance
  12
  antimagic zone. Spells and
  magical
  items
  don’t
  work
  here.
  Magical
  beings
  are
  destroyed or banished if they
  enter.
  ☩ There are several iron rations
  and
  a
  deep
  hole
  for
  physiological needs dug out in
  the corner.
  ☩ There is a magical item near
  the wall. It’s teleportation
  cylinder,
  with
  a
  single
  charge. It doesn’t work in the
  panic room. There cylinder
  looks like a large cryptex, with
  letters for direction (N, S, O,
  W)
  and
  two
  digits
  (for
  distance in geographic miles,
  equal
  roughly
  7.420
  kilometers),
  repeated
  twice.
  There is also a button. Setting
  the
  both
  directions
  and
  distances
  will
  teleport
  the
  holder using these coordinates
  into possible safe space.
  10 Trapped door
  ☩ Wooden door with a round,
  jet-black
  iron
  handle.
  Whoever grabs the handle
  must
  make
  a
  save
  against
  magic or their hand will stick
  
  Wizard’s Vengeance
  13
  to
  the
  handle,
  making
  it
  impossible to let go unless the
  hand is severed. Once that
  happens, the iron will start
  engulfing the rest of the body:
  it will cover the arm within a
  minute and the rest of the
  body within the next five
  minutes. The character will
  suffocate soon after. The iron
  will
  recede
  and
  form
  the
  handle again after 30 minutes.
  ☩ Rupert knows about this trap,
  because Albrecht tricked him
  into trying to open the door
  and prevent him from ever
  going upstairs. Rupert had to
  change his soiled clothes once
  the ordeal was finished and
  will
  mention
  that
  without
  shame.
  ☩ Destroying the door doesn’t
  trigger the trap, but requires
  three full turns of hard work
  and tools - a hatchet or a battle
  axe will work.
  ☩ If the character is wearing
  gloves (either leather or steel)
  and
  they
  are
  explicitly
  mentioned on their character
  sheet,
  they
  are
  allowed
  another
  saving
  throw
  to
  remove their hand from the
  glove
  before
  they
  get
  engulfed.
  11 Cleansing room
  ☩ Small chamber covered by
  healing and cleansing sigils.
  Casting
  ‘Cure
  disease’
  the
  chamber is strengthened and
  affects
  all
  living
  creatures
  inside,
  effectively
  sanitizing
  the space and the people.
  ☩ Some players might notice
  that as Magic-Users neither
  Albrecht, nor Steffen would
  have access to ‘Cure Disease’.
  Indeed, Steffen was using a
  magical amulet that allows
  casting this spell once a day.
  The amulet is still on his
  buried body.
  12 Disease laboratory
  ☩ Cages
  with
  undead
  rats,
  rabbits and pigeons stack on
  the eastern side. They trash
  furiously.
  ☩ In the center is a large desk
  with vials, beakers. Dissected,
  undead rat, pinned to the
  wood.
  ☩ For every turn spent in the
  room the PCs must make a
  save
  against
  poison
  or
  contract
  bubonic
  plague.
  They have a 90% chance of
  dying in the next couple of
  days,
  potentially
  starting
  another
  outbreak
  if
  they
  spread it.
  ☩ There is a large book with
  research
  on
  contagious
  diseases,
  immunity
  and
  virology. If delivered to the
  hands of a notable physician,
  for example Santorio Santorio
  or William Harvey, it will
  change
  human
  history.
  Scientific
  breakthroughs
  in
  
  Wizard’s Vengeance
  14
  medicine will advance by a
  full century. The notes are
  worth 200sp to any person
  with a medical background.
  13 Steffen’s quarters
  ☩ Modest,
  but
  comfortable
  living quarters.
  ☩ A
  rat
  familiar,
  Moritz,
  lounges on the bed. Loud and
  foul-mouthed.
  Immediately
  starts screaming, reviling and
  calling:
  “Steffen!
  Albrecht!
  Looters! Fuckin’ adventurers!
  Bitch, the wizard gonna lit
  your ass!!” Fiercely loyal to
  wizards. Refuses to believe
  they
  are
  dead,
  unless
  irrefutable
  evidence
  is
  presented. If convinced, can
  begrudgingly join the party,
  especially if there is a magic-
  user present. Runs away if
  mistreated. Knows a lot about
  the
  tower
  and
  provides
  a
  vulgar commentary.
  ☩ There is a spell book on the
  shelf. It contains 2d4 random
  1st level spells.
  ☩ Potion of cure disease on
  another
  shelf,
  for
  emergencies.
  ☩ There
  are
  sliding,
  slightly
  rounded, iron doors to the
  balcony.
  They
  are
  usually
  locked from the inside. There
  is
  10%
  chance
  that
  they
  remained
  open
  as
  Steffen
  forgot to close them.
  ☩ Dumbwaiter
  from
  the
  kitchen can be accessed here.
  14 Second trapped door
  ☩ This door has a jet-black
  handle and jet-black iron
  bounds. Touching the handle
  has the same effect as touching
  the handle of the door on the
  previous level (9).
  ☩ Attacking the door triggers a
  retaliation,
  as
  long
  as
  the
  attacker is within 10’ from the
  door.
  The
  jet-black
  iron
  bounds turn into thorns and
  stab
  the
  attacker
  for
  2d6
  damage or half on a successful
  save vs magic.
  15 Albrecht’s quarters
  ☩ Large canopy bed. Bibles in
  three
  different
  languages
  (Latin, Hebrew, Greek) on a
  night stand. Each is worth
  50sp.
  ☩ Bottle with potion of sleep
  with three doses.
  ☩ Golden chamber pot worth
  100sp. Full. Stench of urine.
  ☩ On a coffee table there is a
  metallic,
  magical
  sphere
  covered with a shroud. Lifting
  the shroud and looking into
  the sphere grants vision of hell
  and eternal damnation. This
  makes the character lose 1d6
  points of Wisdom and gain
  1000xp.
  It
  is
  the
  Infernal
  Sphere and it trades sanity for
  forbidden knowledge. Losing
  
  Wizard’s Vengeance
  15
  all Wisdom means permanent
  madness
  and
  a
  permanent
  state of fugue, where the PC
  loudly describes the visions of
  hell. Every character can only
  look once. It is either a trap, or
  a good deal. The sphere is
  valuable to satanic cults and
  can
  be
  sold
  to
  them
  for
  1000sp. Lawful good clerics
  feel its presence and will burn
  you on a stake if they catch
  you with it.
  ☩ On
  the
  table
  there
  is
  an
  ornamental chess board with
  the following pieces. Only
  white pieces can be moved,
  the black won’t budge. The
  only winning move is king to
  a2. If the PC makes that move,
  a horned devil appears.
  Θ
  The devil offer: “You win,
  you old cuck. So, do you
  want me to answer your
  original question or do you
  have
  some
  other
  question?”.
  Θ
  If the party foolishly asks
  “What was my original
  question?”, the devil grins
  and
  happily
  answers:
  “Your
  original
  question
  was: where is the scepter of
  redemption?”.
  Then
  it
  disappears with a cackle.
  Θ
  Otherwise,
  the
  devil
  answers
  one
  question
  truthfully. If the PCs tell it
  to
  answer
  the
  original
  question,
  it
  responds:
  “Scepter of Redemption is
  in a cave near the shore,
  south
  east
  from
  Narbonne.” The scepter is
  indeed there, guarded by
  deep-water abominations.
  The redemption it offers
  might work unexpectedly.
  Θ
  If the PC makes any other
  move, the devil appears
  too. It moves the black
  bishop to d5, flips them off,
  tells
  them
  to
  go
  fuck
  themselves and disappears.
  Making further moves on
  the
  chessboard
  has
  no
  effect.
  ☩
  Painting Salvator Mundi
  by Leonardo da Vinci on the
  wall. 45x65 cm, worth 500sp.
  ☩
  The dumbwaiter from
  the kitchen ends here.
  ☩
  There are sliding, slightly
  rounded, iron doors to the
  balcony.
  Albrecht
  was
  recently lax about keeping
  them locked, so there is a 50%
  chance they are open.
  ☩
  Large, standing mirror.
  Mundane, but worth 200sp if
  sold in one piece.
  
  Wizard’s Vengeance
  16
  16 The Library door
  ☩ The
  library
  door
  is
  made
  completely out of jet-black
  iron. The party should know
  by now that this spells trouble.
  If a character comes within 5’
  of the door, it turns into black
  iron pudding and attacks the
  characters. It won’t leave that
  tower level and if the party
  retreats, it will turn into the
  door again.
  17 The Library
  ☩ The library spans two levels
  of the tower vertically.
  ☩ The walls are covered by
  shelves with books from the
  floor to the ceiling. Next to
  them are ladders with wheels.
  There are several desks with
  comfortable leather chairs and
  ottomans.
  ☩ The library is lit through a
  magical crystal built into the
  ceiling. The crystal can be
  extracted
  with
  the
  use
  of
  proper tools and will retain its
  qualities of perpetual light.
  ☩ The
  library
  has
  a
  large
  number of volumes in various
  languages,
  mostly
  Latin,
  Greek,
  Arabic;
  some
  more
  recent
  are
  in
  German.
  Majority
  of
  books
  are
  mundane. They cover topics
  like
  philosophy,
  theology,
  poetry
  or
  natural
  sciences.
  Each book is worth 6d6sp and
  counts as an item.
  ☩ There are also special books
  in the library. For every turn
  spent digging through the
  library, the PC can roll a D6.
  On 6 they find one of the
  special tomes. Roll 2D8 and
  consult the Library find Table.
  There is no obvious key or
  organizational
  structure.
  Albrecht
  used
  a
  spell
  to
  maintain knowledge of where
  each volume was.
  ☩ If you want to nudge players
  in
  some
  direction
  a
  book
  might be a good medium. For
  example, if you want players
  to look for a magical item,
  they can find a book about the
  supposed
  location
  of
  that
  artifact. If you want to have to
  travel to a fantasy realm, they
  might find the description of
  it. You control what they can
  find, so simply hand it to
  them.
  18 The 2nd floor of the
  library
  ☩ Because the library spans two
  levels vertically, the next floor
  of the tower contains only
  wooden walls and stairs up.
  ☩ It is possible for the party to
  break
  down
  the
  wooden
  Jet-black Iron Pudding
  AC: 13 HD: 10
  Attack: touch 1d8
  Morale 12 Movement: 60’
  
  Wizard’s Vengeance
  17
  Library finds (2D8)
  2
  True names of Fae. In Old Gaelic. Having Fae’s true name allows
  you to give them orders and obviously incur deathly wrath. The
  tower shields the tome from detection by the fair folk, but if taken
  out, they will become immediately aware of it. They will send their
  flunkies to destroy the book and kill the owners. The book is a Fae
  artifact and will not leave its owner. If thrown away, it will return
  to the owner the next day. To any competent Mage-user who
  knows to hide it, it will be nigh-invaluable. There are very few that
  can overcome the Fae magic.
  3
  Flos Duellatorum. In Italian. This is a fencing manual by Fiore dei
  Liberi. If a fighter studies for an hour once per week, they get the
  following benefit: once per combat they can make an additional
  attack in a round. The book is worth 2000sp to any collector.
  4
  Tzadikim Nistarim. In hebrew. Identities of the 36 righteous men
  across the ages. Satanic cults are interested in assassination of these
  in order to bring the end of the world. They will do whatever they
  can to put their hands on the book, including paying the characters
  off. One of the characters should find their names in the book, to
  incentivize them to not part with it.
  5
  Journeys through Leng. Author unknown. Grimoire bound in
  human skin. Reading it makes the character permanently lose one
  point of Wisdom. Teaches a ritual that allows opening a two-way
  gateway to Leng Plateau. Alien beings might take advantage of the
  gateway.
  6
  Gladius Maleficarum. Neatly typeset, well organized and plainly
  written in German and Latin for convenience of the reader.
  Author, Heinrich Remarque, promises methods of fighting against
  witches and sorcerers, including ways of protecting against their
  unholy powers. Utter bullshit. Written and distributed by an
  unnamed wizard who wanted to make sure wannabe witch
  hunters can be easily dealt with. Worth 20sp.
  7
  Spellbook containing a random Magic-user spell.
  8
  Spellbook containing a random Cleric spell but modified to allow
  a Magic-user to cast it. A magic-user has a 20% chance to learn it.
  9
  Foundations of Nanotechnology by Douglas Sanders. Written in
  modern English, hardcover, 642 pages. Albrecht recovered this
  manual from an alternative dimension.
  
  Wizard’s Vengeance
  18
  Library finds continued (2D8)
  10
  Natural poisons. Book describes plants and herbs that can be used
  to create poisons. Allows the character to concoct poisons from
  plants provided they find the right ingredients. It increases the
  Bushcraft skill by 1 when used for finding such plants. The pages
  in this book are coated in poison. A reader who doesn’t use gloves
  must save against poisons or die in the next d6 hours.
  11
  Prathama Adhyaya. In Sanskrit. Tractat about peaceful ways and
  non-violence. If the PC studies this for an hour they lose the
  ability to attack any sentient creature for a week. In the same
  period, reaction rolls are made with a +1 bonus.
  12
  Random skill book. Studying it for an hour a week increases one
  a skill by 1 for a week. The PC can only benefit from one such
  improvement at a time.
  13
  Universal law of attraction. In modern English. Albrecht
  summoned this book from the future, asking for the most
  influential book of the future. The book promises that if you truly
  want something and believe in it, the cosmos will scheme to
  grant it to you. Complete nonsense. Nevertheless, it led Albrecht
  to seek redemption of his soul. The cosmos schemed to attract
  Ulrike.
  14
  Scroll with a map to the Scepter of Absolution. The scepter is not
  there. The map leads to an old temple in the middle east already
  visited by Albrecht. He left an enormous mess there - summoned
  several devils, went toe-to-toe with Old-Testament-looking
  angelic
  guardians
  and
  brought
  destruction
  to
  the
  local
  population. There is still treasure in the temple, but it’s a place of
  a constant battle between the forces of heaven and hell that both
  went completely insane.
  15
  Codex Lustrationis Aspersus. Latin. Promises purification from
  sin, devil’s influence and mark of witchcraft. Does exactly that, by
  gradually removing the ability to memorize magic-user spells,
  one-by-one. Losing ability to memorize all spells renders the
  character unable to advance as a magic-user again.
  16
  Accounting book describing Albrecht expenditures and assets.
  Besides the tower he owns two other mansions in different parts
  of Europe. There are no deeds. The mansions can be future
  adventure sites or if they are mundane, safe houses for the party.
  
  Wizard’s Vengeance
  19
  
  Wizard’s Vengeance
  20
  walls, but it requires some
  equipment (at least a hatchet
  or an axe) and takes several
  turns to complete.
  19 The workshop
  ☩ Jet-black
  iron
  8-legged
  chandelier.
  Turns
  into
  a
  spider-construct
  and
  descends onto the floor as
  soon as someone enters the
  room.
  ☩ Near the wall stands a jet-
  black iron frame, 2 meters
  wide
  and
  2
  meters
  high,
  weighing 100kg. The iron
  constantly
  moves
  and
  fluctuates,
  but
  retains
  its
  general shape. It is a portal to
  the dimension and time from
  where
  the
  jet-black
  iron
  originates.
  Objects
  passing
  through the frame will appear
  in
  the
  other
  dimension.
  Destruction
  of
  the
  frame
  collapses the portal.
  ☩ On the table there is an almost
  finished
  scroll
  of
  petrification. It
  has
  75%
  chance of success and 25%
  chance
  of
  petrifying
  the
  caster.
  ☩ On a stand Albrecht’s spell
  book.
  Tightly
  locked
  and
  bound in jet-black iron. Small
  concave in the center. The
  only way to open is to have
  Albrecht’s
  genetic
  material
  come into contact with it.
  That might be hard to come
  by
  -
  the
  only
  available
  specimen is on the stake in
  Ravenstein.
  The
  book
  contains a large variety of
  spells across all levels of a
  magic-user.
  ☩ On a shelve there are six
  massive
  jars
  with
  jet-black
  iron inside. The iron is inert.
  It requires a jolt of electricity
  to activate. Being hit by a
  lightning or a Lightning Bolt
  spell cast by a level 6+ Magic
  User works. Activation causes
  it turn into one of the jet-
  black monsters described in
  this book. The creature is
  confused and will attack the
  closest persons, unless pacified
  with charming magic.
  Jet-black iron spider
  HD: 4 AC: 15
  Attacks: leg stab D4/D4
  Morale: 12
  
  Wizard’s Vengeance
  21
  +Jet-black iron+
  The iron is actually nano-machine material that originated in alternate
  reality. The nano-machines got out of control and destroyed the human
  civilization in that dimension. Albrecht discovered and started visiting it
  regularly, taming some of the nano-machine constructs and embedding
  them in his tower. They are very obedient to magical influence and can be
  shaped for a variety of purposes. Unfortunately the humanity in the alternate
  dimension never discovered magic.
  If the party travels through the frame the workshop, they will discover
  a similar one in the alternative dimension as well as a ruined world roamed
  by a variety of jet-black iron constructs. The constructs are very susceptible
  to magic - charm person, charm monster, suggestion, mass suggestion and
  geas all work on them. The existing population didn’t invent any magic and
  as a result haven’t implemented any protections in nanotechnology against
  abuse by magic-users. This is how Albrecht was able to force them into
  servitude.
  The ruined world can be either a deadly trap if the party doesn’t have
  such magic or a place to explore and use for their purposes. Perhaps there are
  even pockets of humans somewhere. It’s up to the referee to decide how they
  want to use it. If it is intended as a trap, jet-black iron monsters will soon start
  harassing the party. Use the stat blocks for the iron spider or iron guardian,
  or one of the following two.
  Black wind
  A tornado of nano-particles that devours flesh. Any creature within 120 feet
  loses 1hp per round. Any creature within 30 feet loses 1d6 hp per round. Can
  be calmed down with charming/suggestion magic.
  Black blob
  An amorphous behemoth that consumes anything that encounters. Attacks
  once per round with slamming. The attack deals no damage, but the target
  must save vs petrification or be instantly consumed by the black mass.
  HD 20 AC: 10 Morale: 12 Attack: special
  Black moloch
  Humanoid, 10 feet tall hulk. Intended as a siege machine.
  HD: 12 AC: 20 Morale: 12 Attack: D10/D10
  
  Wizard’s Vengeance
  22
  ☩ Albrecht’s journal lies on the
  table. The journal is encrypted
  with wizard’s personal code
  from Latin. Unless magical
  decryption
  is
  applied,
  it
  requires
  a
  highly
  skilled
  mathematician and D6 years
  to decrypt the journal. The
  topics covered in the journal
  are:
  Θ
  Research into summoning
  devils. Understanding this
  research allows the Magic
  User to use Summon spell
  to call for a devil instead of
  a random entity, provided
  that the succeeded on other
  checks. The devil must be
  bargained
  with
  to
  do
  work.
  Θ
  Information about the
  properties of the jet-
  black iron. Activation
  through
  electricity
  and control through
  charming magic are
  described in detail.
  Θ
  Recent
  entries
  about
  frantic
  search for ways to
  avoid damnation.
  ☩ There are three chests in
  the
  room.
  Two
  are
  unlocked
  and
  contain
  magical
  equipment.
  The
  third one is made out of steel
  and
  is
  locked.
  Inside,
  on
  pillows is a metal skull with
  carved patterns. The closest
  person
  within
  5ft
  who
  sees the skull must save vs
  magic or have their face
  melt off and their soul be
  consumed by the item.
  After 6 souls are consumed, a
  powerful
  demon
  named
  Alastor is released and will
  wreak
  havoc
  until
  banished.
  ☩
  The workshop has a
  value of 2400sp in
  terms
  of
  magical
  laboratory.
  ☩
  There
  are
  sliding,
  slightly rounded, iron
  doors to the balcony.
  They are unlocked. As
  soon as someone appears
  on
  the
  balcony,
  the
  spider is activated and
  tries
  to
  ambush
  anyone
  who
  enters
  the
  workshop.
  20 Jet-black
  iron tree
  ☩
  In
  the
  middle of the room
  grows a jet-black iron tree. It
  is immobile, but will
  attack
  anyone
  it
  doesn’t
  recognize
  with its branches.
  ☩
  It attacks as soon
  as even a single limb
  appears at the stairs,
  but at this place it can
  be
  avoided
  after
  a
  successful
  Dexterity
  check.
  It
  c a n n o t
  move and
  t
  h
  e
  branches
  are
  not
  HD 10 A
  C 120 Morale
  12 Attack:
  branch (3x1d6
  ) Attack bo
  nus: +2
  Every att
  ack must
  be against
  a differen
  t target
  
  Wizard’s Vengeance
  23
  very
  dextrous.
  They
  will
  smack wildly, but aren’t smart
  enough to go over cover.
  21 Drevakac chamber
  ☩ The demon sits in the middle
  of the pentagram drawn in
  ever
  fresh
  blood.
  If
  the
  pentagram
  is
  disturbed,
  it
  returns to wherever it came
  from.
  ☩ The demon is welcoming and
  interested
  in
  conversation.
  Check
  the
  details
  of
  the
  Contingency for the offer it
  makes.
  22 Artifact chamber
  ☩ Various artifacts on marble
  pedestals.
  ☩ Four 12-inch figurines of
  devils, each weighs 10 kilos. If
  broken, a devil will appear and
  attack
  the
  closest
  creature.
  The devil is unstable. Every
  turn roll D6; on a 6 the devil
  returns
  to
  hell.
  These
  are
  effectively
  unholy
  hand
  grenades.
  ☩ Scepter
  of
  Repentance.
  Holding the scepter makes
  you feel a sudden need to
  confess your sins and ask for
  forgiveness.
  Save
  against
  magic or spend the next 3d6
  minutes
  on
  nothing
  but
  contrition. Hitting someone
  with
  the
  scepter
  doesn’t
  trigger this effect, but making
  someone forcibly grasp does.
  Unlike
  the
  Scepter
  of
  Redemption it doesn’t come
  with
  any
  guarantees
  of
  salvation. Heavy item.
  ☩ Jet-black iron printer. It has
  a
  feeder
  tube
  with
  visible
  grinding mechanism and a
  spout. If fed organic matter it
  produces
  an
  equivalent
  amount of inactive jet-black
  iron. Electricity can be used to
  activate it. Heavy item.
  ☩ Golden chalice. If held, even
  through a glove, requires save
  vs
  magic.
  On
  failure
  the
  chalice fills up with cursed
  black blood. The holder is
  compelled to drink taking D6
  damage per turn. They will do
  all in the power to continue.
  The chalice affects the next 3
  people who hold it and then
  
  Wizard’s Vengeance
  24
  becomes inert. Afterwards the
  chalice is worth 500sp.
  ☩ Cast iron ring. Believe it or
  not, it’s a regular ring of
  protection,
  +1
  to
  AC.
  However, you must have fat
  fingers
  (Strength
  and
  Constitution above 12) for it
  to fit, otherwise it will slip. A
  skilled jeweler can adjust it for
  more
  petite
  appendages
  without losing its properties.
  23 Sacrificial chamber
  ☩ Silver pentagram installed in
  the
  floor,
  worth
  1000sp.
  Requires tools and at least an
  hour to be extracted.
  ☩ Inside the pentagram a dead
  body, with its heart cut out. 5
  golden
  candle
  holders
  surround
  the
  body,
  each
  worth 100sp.
  ☩ There is a stone table in the
  corner
  with
  a
  sacrificial
  dagger worth another 50sp.
  ☩ This is, of course, a trap. If
  someone
  crosses
  the
  pentagram
  threshold,
  the
  body - a wight - will leap up
  and attack them. Once the
  pentagram
  is
  crossed,
  the
  wight will not be bound by it
  anymore and will chase the
  characters.
  It’s
  extremely
  pissed
  about
  having
  been
  sacrificed.
  ☩ Ranged attacks on the body
  count
  as
  crossing
  the
  threshold.
  24 Attic
  ☩ A rack with 2 muskets, an
  arbalest and 8 oil flasks.
  ☩ Stairs end here, there is a hatch
  to the roof with a ladder.
  25 Tower roof
  ☩ Nothing interesting, but any
  character stepping onto the
  roof
  has 50% chance of
  getting attacked by a flock of
  undead birds.
  The map
  he
  map
  on
  the
  following
  pages
  contains the key and
  hints about the content
  of
  rooms.
  Large
  images
  are
  available
  here:
  https://bit.ly/
  3eOjBzM.
  
  Wizard’s Vengeance
  25
  2 Servant quarter.
  Rupert’s Simple
  quarters. Lantern.
  Hidden moneybag.
  14 Trapped door.
  Jet-black door handle
  and bounds.
  2 Kitchen. Hatch to
  7. Dumbwaiter to 12
  and 14.
  12 Steffen’s quarters.
  Spellbook. Moritz,
  the rat familiar.
  Balcony, usually
  locked.
  1 Foyer. Spotlessly
  clean. Picture of
  Albrecht.
  9 Trapped door. Jet-
  black door handle,
  save vs magic of get
  engulefd.
  4 Cleansing room.
  Occult symbols
  enhancing cure
  disease.
  10 Disease
  laboratory. Undead
  animals in cages.
  Dissected rat.
  Research book.
  1st floor
  2nd floor
  3
  2
  9
  13
  10
  11
  12
  1
  
  Wizard’s Vengeance
  26
  3rd floor
  4 Albrecht’s
  Quarters.
  ☩ Luxurious.
  ☩ Bibles.
  ☩ Potion of sleep.
  ☩ Magical sphere
  under a shroud.
  ☩ Chessboard.
  ☩ Salvator Mundi.
  ☩ Chamber pot.
  ☩ Standing mirrors.
  ☩ Balcony,
  sometimes locked.
  15 Library.
  ☩ Two floor tall.
  ☩ Magical light
  crystal in the
  ceiling.
  ☩ Mundane books
  about philosophy,
  poetry, theology,
  natural sciences.
  ☩ Special books.
  Consult the table.
  16 Jet-black iron
  door. Turns into jet-
  black iron pudding.
  16
  15
  4th floor
  
  Wizard’s Vengeance
  27
  18
  19
  18 Second floor of
  the library. No access
  from the staircase, but
  wooden walls could
  be breached.
  5th floor
  6th floor
  19 Workshop
  ☩ Jet-black iron
  spider.
  ☩ Jet-black iron
  frame
  ☩ Albrecht’s spell-
  book
  ☩ Scroll of
  petrification
  ☩ Jet-black iron jars
  ☩ Albrecht’s journal
  ☩ Chests, one with
  cursed skull
  ☩ Balcony door
  
  Wizard’s Vengeance
  28
  20 Jet-black iron tree
  Attacks anyone in
  sight.
  23 Sacrificial
  chamber
  Silver pentagram
  mounted into floor.
  Wight ambush inside.
  21 Drevakac
  chamber
  It is eager to come to
  an understanding
  with the adventurers.
  7th floor
  8th floor
  22 Artifact chamber
  ☩ Devil figurines
  ☩ Jet-black iron
  printer
  ☩ Ring of protection
  ☩ Scepter of
  Repentance
  ☩ Poisonous chalice
  20
  23
  22
  21
  
  Wizard’s Vengeance
  29
  24 Attic
  Ranged weaponry.
  25 Roof
  50% of bird attack.
  Great view.
  9th floor
  10th floor
  24
  25
  
  Wizard’s Vengeance
  30
  9
  S
  Basement
  7 Thomas’ cell
  0 level commoner,
  loyal & helpful.
  8 Sylvia’s cell
  Half-eaten corpse.
  5 Trapped corridor
  Electrified floor.
  6 Gertruda’s cell
  1st level specialist.
  Poor mental state.
  6
  5
  4
  7
  8
  4 Basement
  ☩ Food storage.
  9 Panic room
  ☩ Anti-magic zone
  ☩ Teleporation
  cylinder
  ☩ Iron-rations
  
  Wizard’s Vengeance
  31
  +Character death+
  f one of the PCs dies
  during the exploration it
  is not a problem - they
  can
  take
  over
  the
  character of Rupert, Gertruda or
  Thomas.
  If
  none
  of
  them
  is
  attractive to the player, a random
  traveller might be seeking refuge in
  the tower after being harassed by
  some undead monsters. This allows
  the
  player
  to
  construct
  any
  character they want, as long as they
  are interested in joining the party.
  +Ulrike’s arrival+
  f Ulrike arrives at the
  tower while the party is
  still
  there
  she
  will
  initially try to negotiate
  with them, to avoid any additional
  bloodshed or failing to destroy the
  tower. She is shaken by the effects
  of the contingency and doesn’t
  want to be the reason for any more
  deaths. She will allow the party to
  exit with gold and treasure, but not
  magical items or magical books.
  She might be convinced to allow
  taking some non-magical books,
  but since she doesn’t have time to
  thoroughly inspect them, it will be
  a tough bargain.
  If the party doesn’t want to
  leave the tower or leave the magical
  items behind, Ulrike will use all
  power at her disposal to set the
  tower on fire and let the element do
  her job. If the characters want to
  escape at this point, she will allow it,
  but
  without
  any
  treasure
  whatsoever.
  If the party knows about the
  contingency
  and
  explains
  it
  to
  Ulrike, she will be shocked and
  devastated that she caused such loss
  of life. If the party explains to her
  that a willing sacrifice can end the
  curse,
  she
  will
  ascend
  to
  the
  Drevakac
  without
  hesitation,
  instructing her followers to torch
  the tower afterwards. The demon
  will gladly accept her death.
  Staying in the tower
  he party might decide to
  stay in the tower and
  defend it against Ulrike.
  This
  is
  a
  perfectly
  acceptable solution, but they must
  be ready to overcome a siege by a
  Running the
  Adventure
  
  Wizard’s Vengeance
  32
  powerful cleric and 2d6 level 1
  fighters. If they do, the tower is
  theirs.
  There is enough food in the
  basement to sustain them for a
  while,
  but
  not
  until
  all
  the
  abominations are cleared. The party
  will need to figure out a way not to
  starve in a region that has a severe
  food shortage due to a sudden death
  of cattle.
  Maintaining the tower is an
  idea for a whole campaign. Other
  adventuring groups, old enemies,
  monsters and factions will hear
  about the death of Albrecht. They
  will
  descend
  on
  the
  tower
  to
  retrieve books or artifacts. Keeping
  the tower should be a challenge and
  a
  solid
  idea
  for
  a
  full
  blown
  campaign.
  +Escape+
  f the party escapes the
  tower
  with
  treasure
  before
  Ulrike
  arrives,
  they
  must
  survive
  32
  
  Wizard’s Vengeance
  33
  +Escape encounters (D12)+
  1
  Undead boar. Charges from the bushes. 5 small piglets (1HP,
  Attack 1 damage) follow.
  2
  Mystic hermit, Johan, emerges from the woodworks after being
  disturbed by the undead animals. He is a level 10 cleric and can
  protect the PCs, but orders them to leave all the belongings except
  the clothes on the backs (no shoes either). Once the abominations
  are destroyed in the region he will conclude he is the second
  coming of Jesus Christ and establish a sex cult around himself.
  3
  A child, Katarina. Her parents and siblings were killed by the
  undead. Their remains and a cart are nearby. She clings to any
  friendly looking character, preferring women.
  4
  Four landsknechte, Albert, Bernard, Claus and Dieter, each level 2
  fighter, are returning from war. They are well organized, equipped
  and know how to handle themselves. They offer to join forces for
  survival. Once they reach a larger settlement they decide to take
  advantage of the situation to loot, pillage and plunder. They aren’t
  interested in sharing.
  5
  Murder of crows. 2d6 of them. Each 1HP.
  6
  Wolfgang von Loschke, a noble. He was hunting with his
  servants, when the contingency hit them. He offers the party a
  100sp payment for safely delivering him to his manor.
  7
  Undead war horse. Frothes from the mouth. Strong and
  dangerous, can’t be outrun.
  8
  Hrrrad, a confused troll. He doesn’t understand why the animals
  are attacking him. PCs can convince him with valuables of 500sp
  to help them reach safety.
  9
  3 dead road wardens. No sight of their horses. They have
  breastplates, pistols, cutlasses, and 4d6 sp in coins.
  10
  Undead
  brown
  bear.
  Mountain
  of
  brown
  death.
  AC 13 HD 5 Attacks: claws 1d3/1d3, bite 1d6 Attack bonus: +3
  11
  Ox with a plough. Very slow, but will relentlessly follow the party
  to murder them.
  12
  A man in puritan hat and black coat. Lawful level-5 fighter. Insists
  on helping anyone in need. Balks at any vile deeds.
  
  Wizard’s Vengeance
  34
  kilometers of travel through undead
  infested dlands. Make an encounter
  check every 2 hours they travel.
  Determine how long it takes the
  party
  to
  travel
  based
  on
  their
  encumbrance. Be ruthless about
  enforcing their travel speed - if they
  want the treasure, they need to pay
  the price. If they saved some of the
  people in the tower, they might
  employ them as servants who help
  them
  with
  carrying
  items.
  However,
  the
  people
  will
  be
  reluctant to leave the tower, if they
  know about the curse and that
  Ulrike is coming. It will require a
  hard loyalty check to make them
  travel through the land swarming
  with undead.
  The party can try taking refuge
  in one of the nearby settlements,
  instead of traveling full 32km in
  one attempt. There are following
  options, each with its own risks.
  The party might aware of them, if
  they have maps of the inquired
  about
  the
  lay
  of
  the
  land
  in
  Ravenstein.
  ☩ Return to Ravenstein is always
  an option. If father Steffen
  stayed
  behind
  he
  gathers
  people
  in
  the
  church
  and
  conducts a non-stop mass for
  multiple
  days
  until
  he
  succumbs to exhaustion. As
  long as the mass keeps going,
  it
  repels
  the
  abominations.
  Another cleric in the party can
  take over to relieve the priest.
  ☩ Village of Neuenstadt has no
  church, as people visit the
  neighboring
  town
  of
  Ohringen for sunday service.
  The whole village will be
  destroyed.
  ☩ The town of Ohringen will
  go
  under
  siege
  and
  suffer
  many
  casualties,
  especially
  among
  the
  frail
  and
  the
  young.
  Anyone
  who
  can’t
  escape their bed, will eaten
  alive by the rats. The local
  priest recovers a holy relic -
  the left foot of St. Drogo,
  which continuously turns the
  undead. It also turns anyone
  with Charisma higher than
  14.
  ☩ The
  manor of von Loschke
  family was attacked by a flock
  of birds and everyone is dead.
  The manor can be fortified
  and
  defended,
  but
  getting
  inside would be a full blown
  battle with the birds - unless
  the party figures out a smart
  way of avoid the birds.
  ☩ The Johannes family farm.
  Their
  livestock
  turned
  on
  them and they were killed by
  the hogs. A single child, Hans,
  barricaded
  himself
  in
  the
  house.
  Higher resolution map of the
  region is available at https://bit.ly/
  3dPN2SP.
  
  Wizard’s Vengeance
  35
  Long term
  consequences
  f
  the
  party
  doesn’t
  address the contingency
  in any way and escape
  with
  some
  treasure
  before Ulrike arrives, the witch
  hunter burns the tower. She hopes
  that this will stop the curse, but it
  doesn't
  have
  any
  effect
  except
  freeing
  Drevakac.
  Most
  people
  living in the proximity of the tower
  perish and for a while the region
  becomes inhabitable. Ulrike starts
  cleansing
  the
  lands,
  using
  her
  powers to turn and destroy the
  undead animals. She is soon joined
  by a group of landsknechte sent
  here to aid the villagers against
  what is described as beast attacks.
  Together
  they
  spend
  the
  next
  season seeking and destroying the
  abominations.
  The overall experience leaves
  Ulrike
  bitter
  and
  even
  more
  radicalized. Seeing, again, firsthand
  the destruction caused by a wizard,
  she becomes far more aggressive in
  her efforts. A mere suspicion of
  sorcery is sufficient for her to send
  people to a fiery death. A few of the
  landsknechte remain by her side.
  After witnessing the horrors of
  Albrecht’s contingency they are
  convinced they were chosen to do
  God’s
  work.
  Ulrike
  and
  her
  entourage become a terror in the
  region and commit unspeakable
  atrocities until someone stops them.
  If the party stays in the area, they
  should
  get
  to
  witness
  Ulrike’s
  work.
  The village of Ravenstein is
  destroyed.
  If
  father
  Werner
  remained in the church instead of
  joining Ulrike, he would shelter a
  few survivors. The undead are not
  able to enter the place of worship. If
  he joined Ulrike, he would become
  a fervent follower and help her burn
  whomever she wants.
  If
  the
  characters
  sacrifice
  anyone
  things
  will
  change
  dramatically. Even a single increase
  in the range of the contingency
  means the destruction of towns
  Würzburg and Heilbronn. Flocks
  of undead birds, rats, dogs descend
  on the townspeople, killing most of
  them.
  Local
  authorities
  muster
  troops and the people of the cloth
  arrive in the region to combat the
  abominations and offer shelter. The
  cleanse
  takes
  a
  full
  year
  of
  dangerous hunting, but the danger
  of undead attacks remains for many
  years. Lairs of undead animals form
  in
  abandoned
  manors,
  villages,
  mines.
  The
  larger
  region
  faces
  famine, as the game disappears, the
  herds are lost and fields must be
  plowed by hand.
  Increasing
  the
  range
  even
  further puts the region, Europe or
  even
  the
  world
  in
  apocalyptic
  scenarios.
  For
  many
  years
  the
  affected land faces the constant
  threat of undead abominations. Any
  survivors
  must
  constantly
  seek
  shelter in holy places and only high
  level clerics can guarantee safety
  when traveling. The famine further
  decimates
  the
  living.
  The
  reconstruction is arduous, as all
  beasts of burden are gone, making
  
  Wizard’s Vengeance
  36
  farming extremely labor intensive.
  Small rodents and insects flourish,
  becoming
  ubiquitous
  and
  providing a much needed source of
  nutrition. The human cuisine is
  forever changed, with mice stew
  and beetle flour becoming staples.
  Vegan jokes are never developed.
  The
  temperature
  drops,
  as
  the
  greenhouse emissions are reduced.
  Without
  the
  beasts
  of
  burden,
  slavery
  or
  serfdom
  are
  re-
  established.
  If the party decides to use
  Drevakac to quickly increase their
  levels, they will be leaving the
  tower into a shattered world. Any
  money
  and
  jewels
  are
  likely
  worthless at this point, so they
  won’t
  count
  as
  additional
  experience. However, a high level
  party likely becomes a major player
  in the world and if they take over
  the tower, it might become their
  base of operations. In any case, they
  now enter a post-apocalyptic sword
  & sorcery world, where clerics rule,
  civilization is in ruins and new
  order must emerge.
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/Wizard's Vengeance (LotFP).pdf