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Bloodhaucn Mansion
Scale: ] Square = 5 Feet
Carriage
House
:$. Corpse
~ Rocks Sofa
Wine Barrel
~“
' Stored Furniture Trap Door in Floor 麟"] . 縄
. Bookcase ( Trap Door in Ceiling \ Curtains (changing area)
~
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Designed by Bruce Nesmith and Lisa Smedman
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Ire McMorun: AL NE; AC 10; MV 12; O-level When the PCsare ready to leave the Twin Sons
human; hp 4; THACO 20: l: Dmg ld3; ML 7; Pub. Koth Rigsby offers to take them to a
S 7. D 14. C B. l 14. W 10. Ch10;sclssors. lodging house—his own Twilight Yawn. of
lre is a shrewd and skilled seamstress. Young and
course. if the adventurers decline Koth's offer.
unmarried. she runs the Wlnking Eye Stitchery
they must seek out their own accommodations.
The party must eventually leave the pub.
Continued on page 16 because it closes at 3:00 А.М. and offers no
sleeping space. Soon after leaving the pub, the allowed one round of missile fire (—2 to THACO
PCs are attacked by Sudji, the doppleganger due to fog) and can pursue for seven rounds by
who normally poses as Inspector Logan. Sudji sound and fleeting glimpses before losing the
appears in the form of the mustached coachman coachman. lf the PCs are hot on its heels, the
whom the PCs saw at the murder scene, doppleganger uses its climb-walls ability to
complete with top hat and cloak, make a rooftop escape.
Scale: 1 Square = 5
Sitting Room
Main Floor
Note: Front door is locked.
Continued from page 24
Window (Barred)
Continued from page 25 When the doppleganger dies, its body and
clothing revert first to those of Inspector Logan,
The priests can provide healing and poison- then to true doppleganger form. (See description
treatrnent spells to the PCs. at a cost of LIDO per on page 63.) The short sword ol quickness +2
level of the spell performed. (Hand In hand with the remains unchanged.
healing. the priests deliver a sermon on the joys of
convening to the faith.) None of the priests will
knowingly heal a doppleganger~although they
may unwittingly do so if one of the PCs who has new scheme for thwarting the murderer is
been replaced by a doppleganger goes to them for
tried on the fourth night of the PCs' stay in
help.
Paridon. Just before midnight, Acting
Temple priests have access to spells In the
Inspector Nayth Crickshaw is ordered by the city
following spheres:
«'» Major spheres (spell levels 1 to 7)—All,
council to send a guardsman into the clock
tower to stop the bells from tolling the hour. The
Charm, Healing.
"f Minor spheres (spell levels 1 to 3)—Combat.
councilmen superstitiously believe that if the
Creation. Divination. Protection. clock does not actually strike midnight. no
murder will be committed.
Wary of the fact that at least one
doppleganger has already infiltrated the guard,
SH. Wllllby (see page lB) Is a local Scholar. easily Nayth (who was promoted earlier in the day to
the most knowledgeable person In this district of take Inspector Logan's place) has told only a
Paridon. He is a regular patron of the Twin Sons few trusted constables of this plan.
Pub and is present every time the PCs go there. If the PCs are alert. they may notice that more
Williby is a valuable source of information on than an hour has gone by since the city clock
woifweres. jackalweres, and Ravenloft struck eleven. The townspeople. most of whom
dopplegangers, and is able to identify any of these rely on the city clock to tell them the hour, have
creatures If a complete and accurate description is no warning that the dangerous hour of midnight
given. has arrived.
To Identify a doppleganger. Wiliiby needs a Some time after true midnight, read the
description of Its true form. To identify a Jackaiwere. following to the players:
he needs a description of Its gaze attack. To identify
a woifwere. he needs a description ol the effects of
its magical song. (ln the latter two cases. without
A figure hurries toward you through the
the appropriate details, Willlby draws the obvious
mists, a glowing lantern held high. Its fitful
conclusion that the PCs are dealing with
light casts a yellow pool in the thick fog.
werewolves.)
Given a few hours to research the subject. Williby
“Marieli" the figure cries in a tearful voice.
can answer most of the РСв' questions on any of “Mariel! Where are you?"
these monsters. giving a detailed synopsis of their As the figure comes closer, you recognize
abilities and limitations. Koth Rigsby, proprietor of the Twilight Vawn
As Williby talks to the PCs. the DM should role- Lodging House. He holds out a trembling
play the scholar. paraphrasing from the hand and speaks to you in a pleading voice.
descriptions of the creatures found in the Monstrous “Good sits, have you seen my wife? Ijust got
Manual and pages 53 and 64 of this adventure. home and she’s not there. She must have
come out to find me because I stayed at the
pub so late."
Continued on page за
A figure hurries toward you through the Whatever he is about to say is unpleasant for
mists, a glowing lantern held high. its fitful him. "We found Mariel. You'd better come
light casts a yellow pool in the thick fog. with me…"
"Marieli“ the figure cries in a tearful voice. Stunned, Koth drops his lantern on the
“Mariel! Where are you?" floor. ils clatter is the only sound in the now-
As the figure comes closer, you recognize silent public house.
Koth Rigsby. proprietor of the Twilight Yawn “Hayth. is she . , ." Koth whispers.
Lodging House. He holds out a trembling “Yes." answers Nayth. “Just like the others.
hand and speaks to you in a pleading voice. i'm sorry, Koth. It's all my fault. if l hadn't
"Good sirs, have you seen my wife? ljust got gone along with the council's stupid plan—"
home and she's not there. She must have
come out to find me because I stayed at the
Koth is overcome by grief and rage. He
pub so late.“
upends a table, shouting and swearing to avenge
Before you have a chance to reply, you
his wife. Neither the patrons of the pub nor
hear running footsteps, A boy emerges from
Acting Inspector Nayth will try to stop him. They
the mist and tugs at Koth's arm, “Kothl” he
let his rage run its course. After a minute or two,
exclaims, “Casey Miles says Mariel came
a wild-eyed Koth brushes past Nayth and into
looking for you at the Twin Sons. You must
the mistAstrewn night.
have just missed her in the fog."
Acting Inspector Nayth sags into a chair at a
nearby table, holding his head in his hands. If
Koth and the boy immediately hurry away to questioned, he explains the city council's plan
the Twin Sons Pub. If the PCs accompany them, for preventing the murder by stopping the clock
they see Koth question the patrons, with disap- chimes from ringing, Nayth blames himself for
pointing results. James or Jeremy tells him that Mariel’s death. “Had she known it was midnight.
Mariel was indeed at the pub. but she stayed she might have stayed safely indoors," he
only long enough to see that Koth had already moans.
left. The proprietor assumes that Mariel headed The patrons of the pub stay long enough to
straight home to chastise her errant husband. finish their drinks and answer any questions the
As Koth is about to leave the pub to return PCs might ask before slipping away.
home. the door is pushed open from the outside. Hayth tells the PCs that Mariel's body was
found several blocks to the south, in a short
alley named Rodney Road, He refuses to
Framed against the misty street lanterns is
accompany them to the murder scene. “You'll
a solemn-looking man in unadorned chain
learn nothing new there," Nayth insists. “i've
mail with a simple leather scabbard and long
already completed my investigation of the
sword at his side. His straight black hair is
corpse,” Nayth says, “and [ found no clues."
long enough to brush against his broad
Only if specifically asked about the body will
shoulders, and a drooping mustache gives his
Hayth say that its hands were missing.
face a perpetual frown. You can tell by the
badge of office pinned to his belt that he has
the dubious honor of being the new inspector
of the Paridon Guard.
This encounter takes place on the spot where
“Koth,” he says emotionlessly. his eye
Mariel's body was found (Area 5). If the PCs do
catching that of the large man. For a moment
not want to investigate the body, the DM will
you see the inspector's jaw muscles twitch.
have to come up with another reason for the PCs
Continued [rom page гв to go there. (Perhaps. after leaving the pub, the
PCs hear the sound of guard whistles. and are
Willlby is uncertain whether a doppleganger can curious enough to investigate.)
learn thieving abilities. but he knows that It is What Nayth said was true. He and the guards
normally impossible for a doppleganger to removed Mariel's body and searched the area for
shapechange into the form oi a bat or any other clues, finding none. However, when the PCs get
animal. to the scene of the crime. they see three guards
To the best of Wllliby's knowledge, jackalweres hovering over a bloody body.
are unable to learn any civilized skills such as
character-class abilities, He considers the idea of a
jackalwere mage to be ludicrous. The entrance to the alley is dark and
forbidding. A startled dog. gnawing a tossed-
Stml "вином away bone. lets out a yip and speeds away.
Even the animals are on edge tonight.
А number of vendors work the streets of Paridon Lantern light reveals three guards huddled
selling bottles, rags, household goods, and hot wine around a body sprawled on the paving stones.
fiom pushcans. Other vendors otter a variety of As you approach, they stand aside to let you
cooked food: fried fish, pig's tmtters. meat pies. and view the corpse. lt is Mariel Rigsby.
plum pudding. The streets are filled with buskers— Gaping, ragged wounds cover Mariel’s body
street musicians and perfumes—including stilt
in a chaotic pattern. Her garments are
walkers, hurdy-gurdy players with trained monkeys,
shredded and bloody.
puppeteers, and Fiddlers. These people are the eyes
and ears of Paridon. Little goes on ln the foggy
streets that escapes their notice. The sight of someone they know lying dead,
if the PCs ask around. they are directed to Scrags the victim of a gruesome murder, is cause for
Gallant. a sleight-ofrhand performer who delights in the PCs to make a horror check with a —2
showing passersby his card tricks, (While the PCs penalty.
are watching, Scrags's nephew Tim attempts to The dopplegangers are not the only creatures
pick their pockets, with a 50% chance of success.) stalking the PCs. Paridon is also infested with a
Scrags tells the PCs that he was one of the last number of jackalweres, all of them loyal to Sir
people to see the most recent murder victim alive. Edmund's Coachman, Bardan.
He also got a good look at the man she was with at The guards are really jackalweres. The body
the time. (It‘s a lie, but he knows the name of the
that appears to be Mariel is actually another
victim and a little about her habits—enough to jackalwere under the effect of a plialitasmal
convince the PCs he's telling the truth.) For a fee of
£50, he can describe the man and show the PCs
[<i/ce spell,
When the PCs entered the Twin Sons Pub with
“the object wot fell out of ‘is pocket."
Koth, Bardan immediately began eavesdropping
lí paid his fee (which Is open to negotiation).
Scrags gives a vague description of a man in a on their conversation from his booth in a
black top hat and cape. He presents the PCs with a shadowed corner.A5 soon as it became clear
key. that the PCs intended to investigate the murder
The key was found by Scrags's nephew in a scene, he slipped out of the pub, racing ahead of
nearby garbage dump. it has no connection with the them through the night. (Even if he left at the
murder but just might open a door to a local shop same time as the PCs, he has lived in Paridori so
or home, throwing suspicion on an innocent person. long that he knows a shortcut.)
The dog that ran away was a jackalwere in
jackal form; its yip was a warning to the others
Continued on page Jz that the PCs were coming, When he received
sidebar for statistics) and four members of the
喇 Kilometers Paridon Guard approach from the other end of
The principal NPCs In this adventure will be met in the alley to block their retreat. if the PCs do not
different places at different times. Each HPC knows run but seem ready to fight with the townsfolk,
the general history of me murders: They occur on the guards arrive before any combat ensues.
six consecutive nights every 13 years. and the vic-
tims are usually young women. Each also has a
particular embellishment to add to the tale. Five figures stride out of the fog toward
The DM is free to temporarily substitute dopple- you: a man in chain mail and four armed
gangers for any of the NPCs, but should not perma- guards.
nently replace any of mem (except inspector The lead man steps forward. His clean?
Logan). None of these characters should die at the shaven features were probably quite
hands of the dopplegangers unless specifically lndi< handsome before he received the blow that
cated by the adventure. broke his nose.
“Leaving so soon?" he says calmly. “We've
inspector Andrew Logan (Suqll. Ravenioft dopple- hardly gotten to know you."
gªnga): lNT high (14); AL NE: AC 4: MV 12; HD 5;
hp 25: THACO 15 (12 with sword. 8 with backstab;
«AT i; Dmg 1d12 (fist) ar id6+3 (sword): SA If the PCs can show reasonable proof of their
surprise; SD ESP. saves as ]Dth-Ievel fighter: innocence, the inspector will not attempt to
MR immune to sleep and charm spells, saves as arrest them. (The PCs should point out that
lolll—level fighter; ML 13; XP 1.400; S 17, D 15, there is no blood on their clothes, or that they
C 14, I 15. W 12; Ch 14; chain mail. short sword of
did not attempt to flee when discovered.)
quickness. +2.
The chief inspector of the Paridon Guard is a
City residents: Al. any; AC IO; MV 12; O—Ievel
muscular, intelligent man who rose to this position
despite his lower-class upbringing. He is known to humans; hp 4; ТНАСО 20; #AT [; Dmg l—2
be highly capable and quite a good judge of char» (fist); ML 9; unarmed.
acter. His face is clean shaven and marred by a
scar that runs across his broken nose. Paridon guards (4): AL HG; AC 7; MV 9; F2;
More than a year ago, the real inspector Logan hp 10; THACO l9; #AT ]; Dmg ldB; ML 12;
was replaced by Sudji. a doppleganger of the Mulor studded leather armor, long sword.
clan. The fate of the real inspector Is unknown»
although he is almost certainly dead. No experience points should be awarded for
When the doppleganger is posing as the inspec- killing citizens or guards at any time.
tor, it is imitating a 4th-ievel fighter. Of course, It
gets none of the reel inspector Logan's combat val-
ues, but it is wearing a real suit of chain mail.
inspector Logan will attempt to befriend the PCs
on the pretext of needing their help to solve the Instead of investigating the body, the PCs may
murders, but will in fact be plotting to kill them and go searching for help or for somewhere to report
will make several attempts on their lives. Anything the murder. Just around the corner is a well-lit
the PCs tell Logan about their investigation into the public house filled with people (Area 3). The
murders will be immediately reported to Sir placard that hangs beneath a lantern outside
Edmund, shows two men lifting flagons of ale. their free
Although the doppieganger Sudji might use a arms around each others' shoulders. The pub is
variety of disguises to attack the PCs, it never the only nearby place that is open, (Even if the
PCs pound on other doors or call out, nobody
Cひ”伽皿d on page 14 responds)
Continued from page за If Kath isjailed, Nayth releases him a few
hours later, secretly hoping that Koth will
Tiª—e Simm succeed in finding the murderer,
A short time after their encounter with Kath,
This print shop (Area iD), l‘ull of clattering presses the PCs meet him again. This encounter appears
and vats of ink, prints handbllis for the local to be a duplicate of the first, but there is one
“vigilance committee." The committee's most important difference. This time the madman is
recent poster offers a reward of £500 for not Koth but a doppleganger.
information leading to the capture of the serial The doppleganger has killed Koth and is
murderer. mimicking his form, However, it has made one
The shop is also home to the Newsblll, Parldon's mistake. Kath was carrying a doubleheaded
local newspaper. Over the course of this adventure, woadcutter's axe. The doppleganger is carrying
news hawkers dash through the city shouting the a huge single—headed battle axe and does not
day's headline, always about the latest exploits of have hand axes tucked intoits belt. (If the PCS
the murderer. whom reporters have dubbed "Bloody disarmed Koth earlier, the DM can include some
Jack."
other small change in Koth's appearance as a
A copy of the Newsblll costs 5 pence. if the PCs
clue.)
purchase the Newsblll and read through it, they
The doppleganger posing as Koth pretends
discover a second mystery. (The DM should give
to be searching for Mariel’s killer. It
the players a copy of the newspaper clipping on
page 59.) The creature that attacked Penelope
approaches the PCs, asking them if they have
Downing is none other than Lord Soda, whom the seen Mariel or her murderer, lf the PCs allow
PCs will meet later in the adventure. If questioned, Koth to get close, the doppleganger attacks
Mrs. Downing is unable to provide the PCs with any with the axe.
more information than she gave the Newsblll
reporters. Koth (Ravenloft doppleganger): INT high;
Stuffed Into a comer in the back of the print shop AL NE; AC 5; MV 12; HD 5; hp 23; THACO 15;
are a number oi issues of the Newsblll from #AT l; Dmg ldB or ld12 (fist); SA surprise;
previous years. with a little searching, the PCs can 5D ESP, saves as lOth-Ievel fighter: SZ M;
dig out news accounts of the last three sets of ML 13: battle axe: XP 650.
killings. (The Newsblll was not in publication prior
to that.) As soon as the doppleganger impersonating
Each series oi killings featured a different modus Koth attacks, any dopplegangers who have
operandi. Thirteen years ago. the victims' bodies replaced PCsalso attack, gaining automatic
were marked with a series of odd puncture marks. surprise on their first round.
Twenty-six years ago, the victims were all shop At the DM‘s discretion, two nearby
clerks. (Coins scattered at the scene suggest that jackalweres may shift into jackalrhuman form
robbery was not the motive.) And 39 years ago, the and join the attack. it the PCsfocus their
victim's arms and legs were severed from their attention on Koth (if they do not specifically
torsos. (At one of the murder scenes, a glove was
state that they are looking around), the
left behind. It mysteriously vanished from the
jackalweres make one attack from behind with a
headquarters of the Paridon Guard the next day.)
+2 bonus, then flee. [f the PCsget a good look at
their assailants, they can safely conclude that
jackalweres are working in league with the
dopplegangers. (See page 31 for jackalwere
statistics)
The Fifth lli
The PCS should be thoroughly frustrated at
their inability to catch or identity the
murderer On their fifth night in Paridon,
however, their luck changes—they catch the
murderer in the act.
As the City clock strikes midnight, the PCs
hear a woman's muffled scream from a nearby
alley (Area l I). ll they move at least 10 feet Into
the alley, they can see the Iollowing scene. (The
DM should hand the players a copy of the
illustration on page 35.)
Window
Door
Locked Door
Poncullis
Hay
]. Carriage Tunnel. The PCs are chased into this on each end). Bardan has prepared a surprise
enclosed area when they try to avoid becoming here.
jackal food. The large, iron-banded, solid oak Stretched out on the table. a corpse lies on a
double doors at the far end of the tunnel are bed of leafy green garnish. The throat is a
heavily barred from the other side. No amount of mangled mess, and there is dried blood all over
force will open them. but Bardan's magical key the body. lts left arm is partially gnawed, but
will cause the bars to fall away instantly. otherwise the corpse appears intact.
The PCs can immediately spot the mechanism Unfortunately for the PCs, the body is a
to lower the portcullis. One good blow with a doppleganger imitating the body of a dead
sword or axe and the portcullis comes crashing human. Like all dopplegangers, this one is a
down. All of the jackals and jackalweres will be masterful actor and is most convincing as a
trapped on the other side. out in the street and dead creature.
safely separated from the adventurers. The doppleganger waits until the PCs are
The jackalweres remain outside the gate, leaving the room,then attempts to grab from
preventing the PCs from approaching the behind the last person going out the door. [ts
portcullis, Later, if Bardan gets the chance, he goal isto kill and replace one of the PCs. it
sabotages the mechanism. preventing the attacks with a meat cleaver coated with Type E
portcullis from being raised. poison. (The DM should roll the doppleganger's
attack secretly, if it succeeds. the DM should
2. Stable. Each of the two stalls here holds a also roll the victim's saving throw vs. poison. If
coalvblack horse. At the north end of the room is the save fails and the victim dies, the other PCs
a bin full of hay. Shelves and hooks on the walls notice the attack only if they have specifically
hold a variety of equipment necessary to stated they are looking around during that
maintain and service the horses and their round.)
carriage. (The carriage is usually parked in the If the PCs discover that the “corpse" is alive
tunnel. At the moment it is elsewhere) before this plan can be carried out, the
ln the ceiling above the hay bin is a secret trap doppleganger leaps up and attacks.
door. which anyone standing on the hay can
reach. This door allows Bardan to move from Ravenloft doppleganger: lNT high (T3); AL HE;
Area 9 to the stable at will. AC 5: MV 12; HD 5; hp 16; THACO 15; #AT 1;
Dmg ldlZ (fist) or 1d6 (cleaver); SA poison:
3. Kitchen. This room contains a woodrburning SD ESP, saves as 10thvlevel fighter; SZ M;
stove, firewood. cooking pots and utensils, spice ML 13; XP 650.
rack, pantry, and other common kitchen
equipment, 5. Stairs. This staircase leads from the kitchen
Everything here looks normal, However, (Area 3) to the upstairs hallway (Area 7). Two
anyone who opens the ice box will find Mariel small secret doors are set into the walls of the
Rigsby's hands. Various other body parts are staircase. The door at the bend of the stairs
stored here as well. Looking inside the ice box is opens onto the carriage tunnel (Area 1), 8 feet
cause for a horror check. above the packed earth. The door near the top
landing opens high on the north wall of the
4. Dining Room. The door at the far end of the dining room (Area 4).
dining room is barred from the outside. Only The panels for these secret doors are so small
Bardan's magical key can open the doors. that the PCs must crawl to get through them.
This room contains a long dining table that Bardan opens the doors with his human fingers,
can seat 10 people (four on each side and one then changes to his jackal form to leap down
棚 mm ums
upon unsuspecting visitors. lf stealth is required, 7. Hallway. A secret door at one end of the
Bardan can use his wraithfarm spell to seep hallway leads to the closet of the trophy room
through tiny cracks around the secret doors, (Area 9).
6. Bedroom. This typical bedroom has a single В. Study. This room is furnished with divans,
occupant. A beautiful woman, dressed in a chairs, and small tables. A few animal trophies
Victorian-style nightgown, kneels at the foot of are mounted on the walls: the heads of deer,
the bed. Her hands are bound with a silver water buffalo, and other herd animals. A small
chain, the end of which is attached to the shelf holds a few books, but none are significant
bedpost, She is weeping uncontrollably. to the PCs. Most are books on hunting, both fact
The woman is named Allysha. She has been and fiction. A secret door in the west wall leads
bitten by a werewolf and now suffers from the to the trophy room (Area 9).
affliction of lycanthropyi So long as she is bound Bardan is in this room when the PCs first enter
with the magical silver chain, she remains the carriage house.
human.
Allysha pleads with the PCs to set her free, 9. Trophy Room. A dozen trophies are mounted
claiming that Bardan has made vile suggestions on the walls of this room. Most of these trophies
about what he will do to her soon. Once are stuffed human and demihuman heads.
unbound, she becomes a werewolf and (Seeing them requires a horror check.) The
ferociously attacks the nearest person. As a collection also includes a werewolf head, a
werewolf, Allysha is a ravenous animal, goblin head, an orc head, and a wererat head. A
completely incapable of rational thought. After full-sized stuffed ogre with a raised club stands
satiating her blood lust, however, Allysha returns in the northeast corner, directly behind a trap
to human form for one day, door in the floor. (Pulling down on the ogre's
Allysha herself is unaware of what triggers her club springs the trap.)
change, since she has not been afflicted for long A door next to the entrance to this room leads
and can never remember what happens while to a small closet that contains various pieces of
she is a beast, The PCs are likely to assume that hunting gear (a quiver of arrows, a green cloak,
she is a jackalwere; in the heat of battle, the boots, etc.). A secret door in the north wall of
beast forms ofjackalweres and werewolves may this closet leads to the hallway (Area 7).
appear similar.
13. Маіп Entrance. After the guests disembark 19. Kitchen. Nine cooks and a dozen serving
from their carriages, they enter this marble-tiled maids race around frantically, narrowly
foyer where they can leave their cloaks and avoiding running into each other and upsetting
outer wear on pegs attached to the walls. the steaming platters of food they carry.
Anyone not on staff is politely ushered out of
14. Salon. Guests who come through the doors the room.
to this room feel like they've entered a cave. The None of these people are dopplegangers.
walls are painted to look like rock walls. Black (Dopplegangers prefer the life of leisure to that
archways painted on the walls appear to be of a scullery maid.) Stairs in the northwest
branching cave tunnels. (One of these false corner lead down to the cellar (Area 22).
archways conceals a secret door that leads to
the main entrance, Area 13.) 20. Dining Hall. The focal point of this large
room is a long table filled with food, There are
15, Drawing Room. The door to this room always ]Dd6 party guests here; 2 to B of them
opens onto savannah grasslands. Wall murals are dopplegangers.
make the room seem to extend forever to the The murals on the walls depict endless fields
horizon, Only a handful of isolated trees are of grain, orchards, and grazing lands filled with
visible. A stuffed antelope adorns the southeast cattle, goats, and sheep. Bundled stalks of
corner and a crouching lion the northwest grain fill the corners of the room. Alive goat is
corner. tethered in one corner, a live sheep in the
opposite corner. Two large dogs wander freely,
16. Sitting Room, A peaceful forest glade begging food from the guests and attempting
greets visitors to this room. Trees and brush are to steal it from the table when no one is
painted on the walls, augmented by a few looking.
potted trees in each corner. А stuffed white A secret door leading to the ballroom (Area
horse with a fake unicorn horn stands proudly 21) is completely concealed by several bundles
in the southeast corner. The PCs might assume of cornstalks,
it is a unicorn, but it lacks the beard of a true
unicorn. lithe PCs examine the horn closely, 21. Ballroom. Unlike the other rooms, this room
they discover that it is made of wood. is not decorated to suit a theme. It is just a
ballroomebut an elegant one, with chandeliers
17. Parlor. This room recreates the atmosphere hanging from the ceiling and large windows
of a tropical riverbank. The decorators have along the north wall that look out over the lawn.
even gone as far as lugging in a shallow trough, Secret doors lead to the games room (Area 8)
5 feet wide, filling it with muddy water. and and to the dining room (Area 20).
partially submerging a stuffed crocodile in the This is where the main activities of the party
muck. Hard-packed dirt covers the rest of the are happening, A band is arrayed against the
floor, and lush green forest scenes decorate the center of the west wall, playing formal dance
music A few hundred people are dancing,
while others are mingling outside on the
pillared patio that runs the length of the north
wall. There are 2 to 8 dopplegangers mingling
with the crowd.
As soon as the PCs enter the ballroom, Sir
Edmund gets up on a chair to propose a toast.
The DM should hand the players a copy ol the
illustration at right and read them the
lollowing:
ba…, (¿12,000 pm …
Ema um Si‘/wai Male Human, Level
{Amo… {45,000 M № Cleric of the Temple of the Divine Form
Lab, HW Deal/{2714
…» ¿30,000 M a… Armor Class: 2 Str 17
DL 伽 鮒 Height: 62” Dex 16
£21,000 pa № Weight: 199 lbs. Con 17
Hair/Eyes: Brown/hazel lnt 15
Hon. шим W
Age: 40 Wis 16
№, £77,000 pa a…
Alignment: Lawful neutral Cha 13
Dam-,a figa/Ma Co…/m Languages: Common, elvish
W, (.`/‚ООО ра № Hit Points: __ Dmg: _
THACO:
Letter fragment clutched by
Charlotte O'Doul Equipment: Splint mail, knife, long sum/d +].
(Victim 415) ‚Ат…/„(ф pollon oferlra healing, belt pouch with l gp and
ノ «»…/и… д…„ ,, 川 5 sp. wooden holy symbol, deep-blue Cloak,
№… ”` ヽ мати/т.т small sack of dried apples, staff. two torches.
` (,,,/…y…“ Nonweapon proticiencies: Reading/writing
„,…/„` MW ¿MW—M. Malay/WW ¡lu/M, 川 (16), religion (16), singing (13),
,i/r/fm/«Mi ‚dmg/‚. . 炒 www/\ % „M Major spheres: All, Charm, Healing
wmv/( 〟 ¿M…/¡ Мн… . % 州 Minor spheres: Combat, Creation, Divination,
”=” ¡mw 1/1… (mu/uw Mm %; ¡MM/¿M ` Protection
” ” V‘… W.; Wu mu…/Áu— 州 Granted power: Soothing word (3 times/day)
mmf «”Ad www/”My 傲
[ql/mumu 伽 Mm— You first entered the Temple of the Divme
«(„/hm ‚Амин/г Form as a member of the choir; youhave
… w”/ always had a perfect singing voice.
Vou are a firm believer in the philosophy of the
divinity of humankind, which states that all
humans must strive for physical, mental, and
emotional perfection. All of your actions, all of
your thoughts, are directed toward achieving the
“divine form" and encouraging others to do the
same.
When the murderer killed one of the young
women whom you had recently set on the path
toward divinity, you knew that you must act
before he strikes again. if possible, you will offer
the killer a chance at redemption. if he refuses,
he will taste the steel of your sword,
~ …s
Male Human Fighter, Level Female Human Wizard, Level
Equipment: Long sword, throwing dagger, Equipment: Dagger, knife, sword-cane, eyes
gloves of dexterity (same as gauntlets of of the eagle, lens ofdetection (in the shape of a
dexterity), thieves' picks and tools, leather magnifying glass), Iockpicks, listening cone,
backpack (contains a change of clothes). glass cutter, keyrmaking set, dog pepper, wrist
leather boots, apple, torch, flask of oil, flint and sheath (for dagger), boot sheath (for knife),
steel, 1 sp, 13 cp brown suede cloak trimmed with fur, black
Nonweapon proficiencies: Appraising (I4), dress, black leather boots, 12 gp, 10 sp, 6 cp
disguise (12), forgery (13), gaming (12) Nonweapon proficiencies: Disguise (15),
information gathering (18), observation (18)
You are Ozzie Rasputen, brother of the
famous—and deceased—Slimy Eddie. Some You are Shelly Holmes, a private investigator
foul creature of the night struck your brother and a woman of many talents, Whodunits are
down in the prime of his life. You will have your bread and butter. A good mystery makes
revenge. No one can kill Slimy Eddie and walk your heart race. intrigue is your watchword, and
away unpunished. bringing the perpetrators to justice is what you
You admired your brother. [t was because of live for.
him that you quit going to school and started You love your work: investigating crimes,
thieving for a living. Slimy Eddie had the best following people. and gathering clues. There is
get-rich-quick schemes of anyone in the nothing you would rather do, and you do your
thieves' guild. work very well. You have been making a living
But you're not in the guild yet, They thought at investigating for private individuals for five
you were too young. Well, you'll show them, years and have turned a handsome profit with
especially once you figure out how to use those the work, turning in a few dozen felons to boot,
gloves Eddie left you. You'll find the man who Let justice be done!
killed your brother and all those other people. You are meticulous in checking out the
You're going to prove yourself. You'll show unknown. You love to examine things, uncover
everyone that no one is faster, stronger, braver, evidence, interrogate witnesses. Someday you
and more cunning than Ozzie Rasputen. will put all of your knowledge of investigating
You will be famous someday—and you'll owe into books so others can pursue your chosen
it all to Slimy Eddie. career.
DOPPELGANGERr RAUENLOFT
CLIMArE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Clan
Асти/пту CchE: Any
DIET: Omnivore
INTELLIGENCE: High (l3—I4)
TREASURE Е
Neutral evil
No. APPEARING: 3—12
ARMOR CLASS: 5
MOVEMENT: |2
HIT DICE: 5
ТНАСО: |5
Ho. OF ATTACKS: I
DAMAGE/ATTACK: I—I2 (list) or by weapon
SPECIAL ATTACKS: Surprise
SPECIAL DEPENSES: See below
MAGIC RESISTANCE: See below
SIZE: M
MORALE: Elite (I3)
ХР VALUE: 650
Combat: This monster is able to assume the shape of Equipment: A Ravenloft doppleganger is able to alter
any humanoid creature between 4 feet and 8 feet high. the shape of any equipment it carries, However, this
The doppleganger seeks out a solitary victim, makes ability functions only between items of similar function
the kill, then uses its mimicry ability to assume that and material. For example, the doppleganger could
creature’s form. The doppleganger can then insinuate change a sword into an axe, or clothing into leather
itself into a group, using its ESP ability to behave as armor—even ragged clothing into an elegant gown. But
others expect it to behave, thus Iulling its future victims it could not change normal clothes into plate mail.
into believing the doppleganger is their companion. While in its new form. the object functions normally,
А Ravenloft dopplegangers is immune to sleep and An axe changed into а sword, for example, does dam—
Charm spells. It rolls all saving throws as a lOth—level age as a sword.
fighter. Equipment and belongings are held in their new shape
by the will of the doppleganger. If a doppleganger's
Mimicry: Unlike its weaker cousin (who is only 90% clothing or equipment is separated from the creature by
effective in its mimicry), the Ravenloft doppleganger a distance of 5 feet or more, the objects revert to their
can make its new shape authentic to the touch. Anyone true form.
touching a Ravenloft doppleganger In its new form will The doppleganger knows full well the limitations of its
be unable to tell it from the real thing. The actual mimicry. For this reason, it is rare to find a d。ppーeー
process of taking the victim's shape takes a full round to ganger that is not carrying a little bit of everything. The
complete. Ravenloft doppleganger usually wears normal clothes
DÙPPELGANGEB, ßAllENlOFT
and carries a medium»sized metal weapon, small metal 7th level. These skills can be used only when the dopple-
pieces such as daggers and tools. and wooden objects ganger is in the form in which the skills were learned;
like figurines and lutes. (It never knows what it will have they cannot be used in any of the doppleganger's other
to imitate.) The doppleganger prefers, however, to use human shapes.
real items whenever possible. Victims will always be Although these skills allow a doppleganger to mimic a
stripped of their belongings. thief with ease. a doppleganger rarely picks a thief when
looking for a victim to replace. Dopplegangers prefer to
ESP. The doppleganger's ESP ability operates exactly mimic law—abiding citizens.
like the spell. The only exception is that it can attempt Dopplegangers are both greedy and cowardly. They
to read a creature‘s mind as often as it wants. For the tend to favor rich targets but spend the wealth they
Dungeon Master, this means that there is normally no embezzle frivolously. When confronted or in times of
point in rolling saving throws for the PCs involved, since true danger, they flee. It is rare for a doppleganger to
they are bound to fail sooner or later. Rolling a saving accept any significant risk once it has achieved a new
throw is necessary only in time—critical situations. shape.
The ability to read minds serves the doppleganger in Dopplegangers rarely work alone. Each doppleganger
preparing for the murder of a victim and in maintaining belongs to a small, tightly knit clan of three to twelve
its mimicry after making the switch. Initially, it reads the members and no children. Clan members work togethET
minds of a group of characters to learn their habits and to murder a victim and set one of their number up in that
abilities. This gives the doppleganger an idea of who person's place. Once one doppleganger has insinuated
would make the best victim and when would be the best itself into a new life, it can work from the inside to help
time to strike. its clan members claim other victims.
Before it actually kills its chosen victim, the dopple- Usually dopplegangers work from the bottom up. (lt is
ganger spends several days reading that person's mind difficult to replace a wealthy noble without inside help.)
to familiarize itself with the Victim’s personality and way First, the dopplegangers replace a guard or servant in
of doing things. Once the doppleganger is in place, it the noble's home. From there, they take over a high»
uses its ESP ability to continually read the minds of the ranking servant such as the captain of the guard or the
people around it. From their thoughts, the doppleganger head butler. With the captain or butler replaced, they
learns to do exactly what they expect the person it is aim for a family member. When several dopplegangers
mimicking to do. In this way, the doppleganger is never are established inside the nobles estate. it is relatively
surprised and rarely acts in a suspicious manner. easy to replace the noble himself.
One of the trickier situations that a doppleganger
must handle is skilled labor. The person that has been Ecology: The single most limiting aspect of dopple-
replaced doubtlessly had talents that the doppleganger ganger ecology is that they cannot reproduce among
is unable to imitate (spellcasting, high—level thieving themselves; they must mate with humanoids of other
abilities, or special proficiencies, for example). The races to produce offspring. ln its natural form, the
doppleganger uses its ESP… forewarn itself of these sit- doppleganger is sexless, but it can imitate a member of
uations, attempting to weasel out of performing tasks either sex.
that it is incapable of doing, Doppleganger genes are always dominant. A newborn
child who has one doppleganger parent and one human?
Habitat/Society: Doppleganger clans are structured oid parent appears to be of the same race as its human?
hierarchically. There is a leader (usually the oldest oid parent. lt is indistinguishable from any other child of
doppleganger) and a pecking order that tends to place that race.
the youngest at the bottom. The age of a doppleganger The child's doppleganger heritage is not revealed until
can be determined only when it is in its true form, The it reaches puberty. Gradually, the child's appearance
more creases it has under its eyes, the older it is. begins to change, shifting more and more toward that of
When planning an infiltration, the youngest dopple- the doppleganger's true form. When this begins to hap—
gangers get the most dangerous jobs and replace the pen, a member ol the doppleganger clan approaches
lowest-ranking victims of any target group. The highest? the child and reveals the child's true nature.
ranking victim will be replaced by the head of the clan. Normally, it is the doppleganger parent who reveals
Because dopplegangers are asexual. they care little this fact to the child (if it is still masquerading as the
for distinctions based on gender. When mimicking a per- husband or wife of the humanoid parent). Because a
son of a particular gender, a doppleganger will often dozen years or more elapse from the conception of the
ignore or even rebel against the limitations placed on child until it is ready to be brought into the clan. semer
that gender by society, but will readily comply with these times the doppleganger parent's true nature will have
limitations for self—preservation. been discovered. The doppleganger parent may have
The doppleganger's inability to imitate skills means been driven away or destroyed by the time the child
that it will try to pick a victim whose daily life does not reaches puberty. In these cases, another member of
involve skilled labor or unique abilities. (Dopplegangers the clan will attempt to make contact with the child
avoid replacing wizards.) when the time is right. However, this is not always pos?
Unlike their weaker cousins, Ravenloft dopplegangers sible,
can learn certain very specific skills. They may learn If the child doppleganger is not taught about its true
any of the thieving skills up to the equivalent of a thief of heritage, it is likely to be caught and killed.
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Player Characters Start Here
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Hour ‚т:; Knife
by Bruce Nesmith and Lisa Smedman
\N BY: JACK KN
madman stalks the fog-shrouded Those who dare to track the killer
Astreets of Paridon, killing with will find strange allíes—and even
gruesome precision—and always stranger enemies. The adventurers
at midnight. must investigate the ancient mystery
A party of brave adventurers wit— behind the murders that take place
nesses the most recent of these brutal when the clock strikes the “Hour of
murders. How that they've seen the the Knife.”
killers face, they're sure to be his next This 64—page adventure includes a
targets, full-color poster—sized map of
Who can be trusted in this city Paridon. The adventure is based on
where the residents are not what they the popular RPGA“ì Network tourna—
appear to be? ment by Bruce Nesmith.
9ELEL ó
39.95 (1.5.
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