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Leonard writes: "Really good haunted

house adventures are few and far be­


tween. I hope this is one of the m. I only
regret that the RAVENLOFT• boxed set
hadn't yet been released when I started
writing 'Mistmoor:' Any DM with access
to this set who doesn't at least borrow its
system of fear and horror checks will be
selling this adventure short." Leonard is
the author of "Through the Night"
(DUNGEON® issue 1129) and has also
written The Heart Blade, an adventure
in romance for Chaosium's PENDRAG­
ON game.

"The Ghost of Mistmoor" is an AD&D®


adventure designed for 3-5 characters of
3rd-6th level (about 18 total levels).
This module works best with a well­
rounded party of good-aligned charac­
ters, and the inclusion of at least one
priest is essential. There should also be
at least one male human, elf, or half-elf
in tbe party.
For the Ployer Characters
Two weeks of scouring the heath bas
convinced you that the rumors of a
young black dragon lairing in the area
are just that: rumors. A shame, if its
board had been but a fraction of what it
was said to be.
The rain that bas been a constant
companion in this dismal land has

THE GHOST OF
slowed to a halfbearted drizzle. Weary
and muddled, desiring nothing so much
as a long, hot bath, you arrive at the
lonely village of Mistmoor-the closest

MISTMOOR
thing to civilization for some days'
travel-just as the sun takes on the first
red tinge of dusk.
The town is al! but silent, its single
street empty. The only reassurance you
have that the village hasn't been desert­
ed is the warm light spilling from the
windows of the inn and the faint chatter
BY LEONARD WILSON that accompanies it.
As you approach the inn, the door
swings open. A tall, dusky warrior steps

Trouble always cornes in


out and strides off purposefully toward
the stable. The inn door starts to swing
closed, then suddenly slams back open
threes. as a smaller, well-dressed young man
rushes out after the first.
"Giles, you can't do thisl" he shouts,
in a state somewhere between rage and
hysteria.
The other man turns slowly back and
Artwork by Tom Dow
fixes him with a stony glare. ''I'm only
the messenger, Lord Blaine. You'll have
to take it up with the duke!'

52 Issue No. 35
THE GHOST OF MISTMOOR

"1 never asked for ..." erations, they sent several expeditions ing 2,000 gp to be divided among the
"Take it up with the duke:• to the manor to try to rediscover the group if they prove successful (plus any
"lt's about his daughter, isn't it? She vault.None succeeded.Few even made minor valuables found lying around the
never told me who she was, I swear! It's it out alive. bouse, excluding unique family heir­
not my .. :• Finally the viscounts gave up and looms), but will not feel secure in prom­
The warrior turns his back and strides accepted their relative poverty, and ising more.
on toward the stables, ignoring the eventually came to think ofthe lost Although Blaine probably made a
younger man who runs after him, still treasure as genuinely lost.But Blaine, poor first impression (let's see you hold
babbling hysterically. never the most practical ofmen, started it together when you hear from the IRS
dreaming about the ancient treasure about that million you owe in back
For the Dungeon Master almost as soon as it became legally his. taxes) and is ex:tremely naive, he's not a
Not taking the ghost too seriously, he bad sort. When he's not busy panicking,
Giles, an unremarkable lst-level fight­ set out with some friends and some of he can be quite charming and quick
er, is "only a messenger " as be claims to the villagers to see ifthey co�d find the witted.He's also more courageous than
be, and unless delayed by some perverse elusive vault.They'd barely gotten he gives himselfcredit for. He may not
adventurer, will immediately mount bis inside the manor when something remain cairn and rational in the midst
horse and disappear from the adventure spooked the horses. The party rushed ofa fight, but he won't run, especially if
altogether.The important character back outside just in time to see them
here is Lord Blaine. it means deserting his comrades.
Blaine: AL NG; AC 2; MV 9; F2; hp snap the ir tethers and gallop off.Sev­ Ifthe PCs accept this job, he will go
15; THAC0 19; #AT 1; Dmg by weapon era! of the group were sent to round up along with them just to be there, but
type; S 12, D 16, C 15, I 14, W 7, Ch 15; the horses, but there was no si gn of won't make any pretense ofleading the
ML 14; long sword, chain mail, shield. what had spooked them. expedition.For the most part, he'll
When Blaine turned to go back inside remain quietly in the background, try­
Blaine is a young nobleman who has ing to stay out from underfoot while the
recently inherited the title of"vis­ the bouse, he looked up and saw a
young, dark-haired woman watching PCs do their job. He won't rush into the
count:• At the moment, however, it's not middle ofcombat, but neither will he
a title he covets, and until his current from an upstairs window. She stepped
away when he called to her, and when hesitate to !end a hand ifit looks like
problems are solved, he won't even they arrived at the bedroom where bis help is needed.
notice, much less care, ifno one address­ she'd been, the room was empty.The
es him by it. Getting to the Manor
dust lying thick on the floor was undis•
Along with his title, Blaine inherited
the wealth ofhis family. He also inher• turbed. Scrawled in fresh blood on the Ifthe PCs agree to take the job, Blaine
ited its debts to the local duke.The wall were the words, "I shall not rest insista that they set out first thing in
duke has harbored a dislike for Blaine ere all my kin rest with me."
As Blaine was withdrawing nervously, the morning, though the rain bas
ever since be caught the young man a startled cry came from one of the men picked up again to a moderate shower
philandering with his daughter.Being a and is threatening worse.He doesn't
strict believer in law, however, the duke downstairs. Blaine rushed down and have any time to waste.
followed a trait offootprints into the
has waited for this very legal opportuni­ dining room, where the tracks ended Mistmoor Manor lies about 10 miles
ty to ruin Blaine. He bas demanded due west ofthe village, at the end ofan
abruptly. A second message was
that all debts-the back taxes associated ancient, disused road.It sits on the
scratched there in the dust: "Soon, dear closest thing to a promontory that this
with the estate-be paid in full within cousin, I corne for you."
the week. marshy lowland has to offer: a broad
Blaine hasn't been in the manor since.
Blaine's inheritance, in theory, should He thought be wouldn't go back to save hill that peaks about 20' above the
cover his debts.The reality is another surrounding terrain.The south and east
matter. Two hundred years ago, his was his own life, but now that's almost what sides of the hill are rocky cliffs (nothing
one ofthe most wealthy and influential the situation boils down to. The problem
is that no one else will go with him, and that can't be climbed easily, but impas­
families in the land.Then a tragedy sible to horses), and the road winds
even ifbe had the courage to go alone,
struck that is still shrouded in mystery: around to approach the manor from the
one ofthe viscount's daughters is said to be could never find the vault in time. north.
have gone insane and bloodily mur• After his little scene outside, Blaine
dered most ofthe f amily, then killed rushes back to the inn and starts plead­
The "Ghost"
herselfin remorse. ing with all ofbis acquaintances, but
Legend bas it that the viscount's nothing will persuade the locals to re• The woman responsible for scaring
wealth was-and still is-locked away in turn to the manor.Finally, he's forced to Blaine away is alive and breathing.
a secret vault somewhere in the ances­ turn to the PCs. She's a very bright, very talented young
Other than his inheritance, Blaine thiefnamed Psyche.
tral manor, but he took the knowledge
owns nothing of particular value-most Psyche: AL CG; AC 7; MV 12; T7; hp
ofexactly where it was and how to open ofwhat money he does have goes to 27; THAC0 17; HAT 2; Dmg by weapon
the vault to his grave. The manor,
haunted by the insane girl's ghost, was keeping up an appearance appropriate type; S 8, D 17, C 11, I 17, W 11, Ch 17;
to nobility-and he bas no idea how ML 11; PP 15%, OL 15%, F/RT 15%; MS
abandoned after the tragedy.The family
had a new and somewhat more modest much wealth is actually in the vault, so 80%, HS 80%, DN 15%, CW 80%, RL
home built in town. In succeeding gen- paying the PCs for their services could 0%; short sword, dagger, ring of spell
prove a problem. He'll go as far as offer- storing with cantrip ( x 3, one of which

DUNGEON 53
THE GHOST OF MISTMOOR

has already been cast), slippers of a Most of the time (80%, where the text viscount who was murdered: identical
zephyr (magical shoes that impart the doesn't dictate otherwise) that the party triplets named Reveri, Rebecca, and
same ability to the wearer that horse­ spends searching the manor, Psyche is Regine.
shoes of a zephyr do to equines). tailing behind them, tracking them by A note should be made here as to the
Psyche also carries a small vial of acid sound while she bangs back a couple of unusual ecology of the ghosts of Mist­
and a vial of fake blood-a berry juice rooms, waiting for the party to discover moor. The sisters fully retain their origi­
concoction-both of which she uses for something of significance or leave her nal alignment and personalities. They
haunting effects. (Tasting the fake blood an opening to spook them. neither hate the living nor hunger for
will reveal it for what it is, but other­ The PCs will probably be marching life essence, though they're far from
wise only a skilled herbalist could iden­ about noisily across the creaking wood­ happy being caught between life and
tify it.) She fights using a sword/dagger en floors, wearing metal armors, and death. They do retain ail the powers
combination, the dagger at - 2 on at­ talking among themselves. Psyche typical of ghosts, but those powers are
tack rolls. In addition to her normal glides silently and tracelessly about on under their conscious control. Neither
thieving skills, she is a talented dis­ her slippers of a zephyr. She uses her their touch nor the sight of them will
guise artist, as per the disguise non­ move-silently skill to slip quietly cause aging unless they wish it . When
weapon proficiency. through doors, and her climb-walls partially solidified, the sisters have a
Psyche is a local girl who ran away to ability to escape out windows and to the limited ability to affect the material
the big city to make her fortune. She roof when necessary. If completely cor­ plane. Their touch can be faintly felt,
did well enough "accepting contribu­ nered, she tries to hide in shadows and like a cool breeze upon the skin, and
tions" from those who could afford to hopes that the PCs overlook her. with concentrated effort, they can lift
support ber, but she never struck it When Psyche isn't trailing the party, and manipulate light objects (about 5
rich-she didn't have the heart to steal she goes down through the dungeons of lbs. or less).
anything extremely valuable-so she the manor to area 40 for a brief rest and Reveri, ghost: INT exceptional; AL
tried adventuring for a whµe. It was a bite to eat. Broc is in the crawlspace NG; AC 0 (8 to ethereal opponents); MV
during that time that she met her lover under the manor (see area 24) at ail 9; HD 10; hp 46; THAC0 11; #Kr 11;
and accomplice, Broc. times when the text doesn't place him Dmg age 10-40 years; SA fear (save vs.
Psyche soon came to the conclusion elsewhere. spells at sight or age 10 years and flee
that she didn't care for the violent life It should be stressed that Psyche and for 2-12 turns), magicjar; SD ethereal
of an adventurer, though. People got Broc are treasure hunters, not murder­ unless attacking, struck only by silver
hurt, and she was often one of them. ers (their alignments are chaotic good). or magical weapons, affected only by
Casting about for a way to make her They are rogues, inspired by greed but spells of ethereal spell-casters; SZ M;
fortune once and for all, she remem­ possessed of a level of conscience they're ML special; MCl. Remember that, when
bered the stories she'd heard from her not always comfortable admitting to. fully ethereal, a ghost can be affected
childhood about the treasure of Mist­ Their hauntings are designed to scare only by other ethereal creatures.
moor Manor. and discourage, never to harm, and they In life, Reveri was a poet of rare tal­
Psyche never believed in ghosts. All won't engage in combat unless forced to. ent. Had she not died at 17, she would
she knew from adventuring were fleshy, They simply believe they have as much certainly have gone on to become a
living monsters like ores and right to the treasure as anyone, no literary figure of renown. As it is, the
bugbears-problems that a good sword matter what the letter of the law says. many volumes that she penned in the
to the back could solve. She and Broc However, Psyche and Broc quit the quiet of the library or alone in her room
marched fearlessly in to take up resi­ adventuring life because they'd gotten sit forgotten in the manor, collecting
dence in the manor while they searched sick of seeing blood spilled for the sake dust.
for the treasure. of money. If they hear of Blaine's dire Never an outgoing person, Reveri is
Broc: AL CG; AC 7; MV 12; F4; hp straits, they'll probably stop trying to even more shy in death than she was in
34; THACO 15; #AT 1; Dmg by weapon scare him away (finding the money is life. Visitors to the manor are unlikely
type +3; S 17, D 12, C 16, I 14, W 13, pretty much a matter of life or death to to catch more than a glimpse of her
Ch 14; ML 14; battle axe, leather armor him). They may even offer their help, until they somehow gain her trust.
+ 1, cloak of eluenkind. He has special­ their roguish natures soothed by an Reveri does not have a violent personal­
ized in the use of the battle axe; this appropriately negotiated share of the ity, and she'll do nothing to harm the
ability is reflected in his statistics. proceeds and Psyche's schemes to steal party unless seriously provoked.
Broc is mute from a sword thrust to the duke's share from his tax collectors Rebecca ("Becky"), ghost: AL CG; hp
the throat incurred while adventuring. before it reaches the safety of his 46. Rebecca is only slightly more prone
He still bears the scar, and only the coffers. to violence than her sister Reveri. Un­
timely healing of the group's priest Just because Psyche is responsible for less the PCs are particularly belliger­
saved his life. Broc is a seasoned vet­ scaring off Blaine doesn't mean the ent, they aren't likely to make an
eran of 30 (about a decade older than manor isn't haunted. In truth, there are enemy of her, either.
Psyche) who saw one battle more than real ghosts residing there. Psyche Rebecca is as outgoing as Reveri is
he cared to stomach. When Psyche sug­ hasn't seen them yet because they'd shy, and as much in love with the sensu­
gested they get out of the adventuring pretty much gone to sleep after the al world as Reveri is with contempla­
game, he was happy to comply. His visitors stopped coming, but her search­ tion. Decades after her death, Reveri
silence makes a striking contrast to the ings have disturbed their uneasy rest. came to terms with ber undead exist­
vivacity of his young partner . The ghosts are the daughters of the ence, but Becky hasn't adjusted as well.

54 Issue No. 35
THE GHOST OF MISTMOOR

Cut off�om her dearest pleasures, she's secret cruelties knew no bounds. He tragedy, it's his presence that binds the
gone a bit crazy and lives in a fantasy began lacing her meals with addictive spirits of the three sisters to the materi­
world of the past. She won't admit to �allucinogens irregularly, sending ber al plane. Until Erebus is dead his
being a ghost unless absolutely forced to mto fits of seeming madness and repeat­ shadow will bang over Mistm�r and
face facts. e�, �orturous withdrawals. The family the girls will remain trapped between
Becky's fantasies focus on the plea­ d1� 1ts best to care for Regine, but no life and death.
sure she misses most, the companion­ pnest could heal her, no words could
ship o�Thmmy, her (formerly) betrothed. soothe ber, and she grew to rebuke all H.aunting Encounters
Regine, ghost: AL CN; hp 36. Regine concerns for her state of mind with
is the dangerous ghost, the actual mur­ increasing vehemence. Most of this adventure's combat action
deress. While not really evil and not At last the family was forced to con­ is covered by the geographic encounter
particularly cruel, she is nonetheless fine Regine to ber room for everyone's key, but a second, roughly chronological
completely insane and unpredictable safety. Erebus, who could still corne and encounter key is necessary to capture
She's also the pawn of the true evil at go at will via the window, didn't lost a the feel of the haunted bouse and the
work in Mistmoor. Still, even Regine moment convincing Regine that her personas of the ghosts. These encount­
won't use her aging attacks lightly. imprisonment was part of a continued ers (set apart on pages 58-60) have been
Even at the best of times, Regine was plot against ber. After seeing to it that divided into four basic groups: an initial
moody and self-absorbed. When the she was as violently unbalanced as encounter triggered by the entry of the
girls' mother died giving birth to their she'd ever been-lost in a drug­ PCs into a certain room (noted in the
younger brother, Regine withdrew fur­ enhanced paranoïa that centered on ber text), and three other groups of encount­
ther, and things only got worse from family-Erebus unlocked her door and ers that follow more as a matter of chro­
there. She remains very childish and placed a magically envenomed dagger nology than as a reaction to the PCs'
childlike in her motivations, with no in her band. movements.
real thoughts of the future and no at­ Rebecca was the first to die, caught off Each chronological grouping of en­
tachments to the past, other than those guard wben she went to answer the counters is listed under a certain time
moments she'll occasionally relive in knock at her door. The short scream she of nigbt (evening, middle of the nigbt,
fits of nightmare hallucination. Her managed was drowned out by a crash of and wee hours of the morning) in the
attention span is almost nonexistent. thunder from the stormy nigbt outside. expectation that the PCs will spend
Donning ber sister's clothes, Regine only one nigbt productively searcbing
A Shadow Over Mistmoor moved freely about the bouse after that the manor. You might cboose to change
the three groupings to "First Night"
In their prime, the Mistmoors were the �illing as she pleased. By dim candle-
1

hght, no one could tell one girl from the "Second Night:' and "Third Night" in
m?jor supporters of an important, good­ order to draw the search out a bit, but
ahgned goddess, thus making them­ other.
The next morning, Erebus learned the unless the PCs are eating up a lot of
selves major enemies of the evil goddess time searching for secret doors, the
who was their patron's opposite number. secret o� the family vault by casting a
speak with dead spell on the viscount's players will probably get bored witb
At the urging of this lady of darkness, this tactic.
on_e of her favored priests infiltrated the remains. He entered the vault to daim
his newfound wealth, only to discover Exactly when these encounters actu­
M1stmoor bousehold to sow mischief. ally take place is of little importance.
The priest's name was Erebus. He that even in death the Mistmoors had
exacted their revenge on him. Entering Use them at any point to liven up the
owned a magical cloak that allowed bim adventure. You can even change the
to assume the form of a raven and it th � vault was one thing; being able to
exit was another thing entirely. The �ncounter o�der if it seems like a good
was in tbis form that he bad himself left 1dea at the t1me. The only rigid rule
anonymously as a pet for Regine among portal he'd corne through had closed
behind him and refused to reopen. here is that-if at all possible-every
ber presents at the lavish celebration of encounter in a chronological group
the triplets' 15th birthday. Erebus Erebus's only hope of escape was the
plane shift scroll he carried. Unfortu­ should be used before you start into the
passed bimself off to Regine as a magi­ next group of encounters.
cal creature-a raven able to assume nately for him, he miscast the spell
bec0:use_of its high l�vel and ended up Many of tbese encounters take place
the shape of the darkly handsome man in specific locations about the manor
that was in truth bis natural form-and comm� m contact with the Negative
Matena} plane. His body was instantly and nearly all of them are expected to
promised to remain ber attentive and take place at night. This may seem a
f�thful friend for as long as she kept destroyed, and his spirit was left to
haunt the vault in the form of an ether problem if the party is determined to ·
h1s nature a secret. Magical animais, be hole up in one room and sleep the night
assured her, lost their magic if it was shadow (see sidebar).
Unaware of what had become of Ere­ away, but there are a number of ways to
known to any but their most special prod them into action.
friend. In her naivete she never thought bus, Regine was left alone in the manor.
Surrounded by reminders of her grisly �ir�t, Erebus won't let them sleep.
to doubt him. His mghtmares will haunt them from
With honeyed words and seductive deeds, suffering from the loss of her
"one real friend," and entering the the moment they close their eyes. You
magicks, Erebus wormed bis way into can illustrate these nightmares in
Regine's �onfidence, _then began playing pangs of yet another withdrawal she
crawled into a dark corner and piunged grand, imaginative detail or simply tell
games w1th her fragile psyche. His the players how their characters wake
manipulations were many, and bis the knife into ber own breast.
As Erebus was the instigator of the up screaming, shivering, and sweating

DUNGEON 55
THE GHOST OF MISTMOOR

from a horrid dream only half remem­ at first-the more mundane the better, lib. 'làke your eues from your players
bered. You'll probably get the most out with maybe just a hint of spookiness to and build on any little haunting trick
of the nightmare tactic is if you act like prod them into doing something(a rack­ that unnerves them. Let their
it's ail part of the game. Pick one of the et elsewhere in the manor, perhaps, or a imaginations build their own night­
PCs, and give him a dream in wbich distant tapping that leads them to a mare. Ail the most awful of their voiced
sometbing happens to wake him up. secret stairway they hadn't found before fears should come true, but twisted in
Relate the dream to your players as if it because it exists only in the d.ream). some way that will corne as a surprise
were really happening to their charac­ Then slowly start throwing unnerving and be even more horrible than
ters. Don't make it anything too horrid oddities and inconsistencies at them. Ad imagined.
Then start killing PCs with grisly
abandon. Not all at once, but one by one
Ether Shadow this power to communicate freely, or in the most horrid ways possible, each
more likely to plague the d.reamer time holding out a slim ray of hope to
CLIMATE!I'ERRAIN: Any ruins or with nightmares of the worst caliber. the survivors until the d.reamer himself
subterranean chambers In order to combat an ether shadow, wakes screaming from bis fatal
FREQUENCY: Very rare it's necessary to follow it to the Ethere­ confrontation.
ORGANIZATION: Solitary al plane or to the plane on wbich it Have fun with this. Nightmare is the
ACTIVITY CYCLE: Night or darkness was originally created. On either ultimate DM's holiday, where you're not
DIET: Living beings plane, it is always partially material­ only free of the worries of game and
INTELLIGENCE: Highly ized and may be affected by magical story consistency, you get to indulge in
TREASURE:F weapons and by ail but a few spells. slaughtering an entire party of PCs
ALIGNMENT: Chaotic evil (Ether shadows are immune to sleep, without ruining anyone's day. And after
NO. APPEARING: 1 charm, and hold spells, and all cold­ all's said and done, if you narrated the
ARMOR CLASS: 5 based attacks.) d.ream like it was a good horror story
MOV EMENT: Fly 12 {A) An ether shadow can change its body and not a cheap slasher flick, the play­
HIT DICE: 8 + 8 at will into any shape it desires, ers should actually have enjoyed the
THACO: 11 though that shape will always be made experience.
NO. OF ATTACKS: 1 of the same shadow-stuff. It can also Though you shouldn't play out more
DAMAGE/ATTACK: 2-7 + special vary the exact shade of its substance than one of these d.reams(overused, tbis
SPECIAL ATTACKS: Strength drain and so may appear as the three­ tactic quickly loses all entertainment
SPECIAL DEFENSES: + 1 or better dimensional creature it is rather than value), the nightmares keep up all night
weapon to hit, spell immunities a patch of darkness like ordinary if the PCs try to sleep.
MAGIC RESISTANCE: Nil shadows. Regardless, the ether shadow A less d.ramatic method of getting the
SIZE: M(6' tall) is always black or some shade of gray. PCs moving and close to the crucial
MORALE: Special If it chooses to remain its normal, encounter areas is to remind the players
XP VALUE: 3,000 featureless black, it is 90% undetect­ of their characters' bodily functions,
able in any light less bright than a some of which it would probably be best
Ether shadows, also known as greater continuai light spell. to attend to outside. On the way out, the
shadows, are the progenitors of the Ether shadows are created in a dark PCs will pass near or through many of
more common shadows of mon.ster ritual that divides a creature's essence the important rooms in the manor.
fame. Like shadows, their chilling into three parts, causing it to exist When all else fa.ils, !ure the party to
touch drains strengtb at the increased simultaneously on the Ethereal plane, the encounter spot. The appropriate
rate of two points per bit. Lost strength the Negative Material plane, and the ghost might be seen flitting through the
returns after 3-18 turns. A human or Prime Material plane on which the halls ahead of the PCs, headed in the
demihuman drained to zero strength or ritual was performed. direction of the desired room. Reveri
hit points by an ether shadow becomes It was Erebus's misfortune to dupli­ carries a candie, making her more visi­
a shadow of the type described in the cate the ritual with his miscast planar ble. Rebecca's giggles are sure to attract
Monstrous Compendium. travel spell, scattering his essence to attention. Regine often sings some
Ether shadows may travel freely those very planes. Because of the spe­ child's song to herself("Hush, little
through the Ethereal plane to manifest cial nature of the Mistmoor family baby, don't say a word .. :'). And ü the
themselves as apparitions on any bor­ vault, Erebus is no longer on the same party doesn't investigate, let the PCs
dering plane. They have no power to aspect of the Prime Material plane miss the encounter. That may mean
materialize on those planes, so can that holds Mistmoor Manor. The PCs they'll never find the vault, but that's
neither physically affect nor be affected will never encounter bim as more than what happens to adventurers who
by anything on them. The one thing an intangible apparition until the final aren't adventurous.
they can do is insinuate themselves confrontation. See ''The Vault" for Although it's not exactly a haunting,
into and control the d.reams of any more information. and no timetable exista for when it will
sleeper they discover-a power that Erebus's two favorite forms are those rain or how bard, don't forget to make
lends credence to the notion that of a raven and the man he was in life use of the weather during the course of
d.reams are an other-planar experience. (a shadow of bis former self, as it the adventure. The rain's presence has
While an ether shadow may cause no were). He rarely uses bis shapeshifting been foreshadowed thoroughly in the
actual harm to a d.reamer, it can use abilities to assume any other form. introduction, so you can use it as a

56 Issue No. 35
THE GHOST OF MISTMOOR

tool to keep the party from wandering


away from the manor and (if you'll
pardon the phrase) for atmospheric
MISTMOOR MANOR 1 square=5'
effect.
One last thing to remember about the
Ground Level
hauntings: The three real ghosts are
identical triplets, and Psyche has pat­
terned her disguise after one of their
portraits, so the party will find them
visually indistinguishable from each
other. The PCs' initial impression
should be that they're seeing only one
ghost-one who behaves very


erratically.
Mistmoor Manor N
The manor is a large two-story building
of stout timber, with a stone tower built
onto its northwest corner. The distance
between ceiling and floor on each level
is 15' (the dungeons have 10' ceilings).
The manor grounds have gone long
untended. The garden is surrounded by
a stone fence 4½' high. Being one of the
few spots of truly fertile ground in the
area, it is overgrown, rampant with
weeds and thorny brambles. The grass
has grown to human waist height.
Ground Level
22
1. Foyer.
This entry room is empty and unfur­
nished except for a single tapestry
hanging on the west wall. The wall•
hanging depicts a dark-haired female
warrior standing on a rocky outcrop­
ping. The banner she holds aloft
sports a white pegasus rampant on a
blue field. The room is thick with
dust and cobwebs. Several sets of
tracks lead to and from the outer
door, the east doors, and the south
passage.

The banner in the tapestry is that of


the Mistmoor family. The tracks, like
all those to be found in the manor, were surprise: a group of huge centipedes
the length of the room. There are nest there, between the first and second
left by Blaine's expedition. several sets of tracks near the west floor. They'll drop down and swarm over
entrance, and one set leading into any creature that appears below them.
2. Cloak Room. Severa} ancient the middle of the room, where it
traveling cloaks still hang on pegs Centipedes, huge (9): INT non; AL
abruptly stops. The message Blaine N; AC 9; MV 21; HD 1/8; hp l each;
along the walls of this small room, and saw on his first trip to the manor
a few moldering pairs of boots are piled THAC0 20; HAT 1; Dmg nil; SA paraly­
("Soon, dear cousin, I corne for you:') sis poison ( +4 to saving throw, paraly­
in the corner. remains undisturbed in the dust. sis lasts 1-6 hom·s); SZ T; ML 6; XP 35;
Ancient bloodstains mar the tables. MCl. The centipedes make ail saving
3. Dining Hall.
throws at -2.
You've entered a large chamber with The bloodstains were left by Regine's If anyone is disabled by the centi­
a fireplace to the north. Two long rampage. pedes, Psyche will soon try to take
wooden tables lined with chairs run Anyone curious enough to peer up the
chimney of the fireplace is in for a nasty Contlnued on page 61

DUNGEON 57
THE GHOST OF MISTMOOR

-'' JJ IJ=�, arrives to investigate the sounds of the


panicked borses.
If any of the party members have
been disabled (as by the centipedes in
area 3), Psyche abducts them during
the confusion if they've been left alone.
She immediately takes abducted PCs
to area 40 and imprisons them there.
Encounter 3. Light in the Library
-�����====-::;;.J.ç:;:::::::����� From out in the garden, the party sees
a light in the library window (area 25).

Lt - �'.1 \!l)j,a
If they go inside to investigate, they
-<� find a candle burning there beside an
incomplete book ofReveri's poetry,
open to one of the last pages. On that

}llüi I, ��l�LlU
page is a half-written poem-the ink
still fresh-entitled "Thrice Cursed;'
which seems to be about the Mistmoor
family, though not enough of it has
been finished to tell any more.
A quill and an ink:well are beside the
book on the table. Anyone who bothers

_......._---'-----"''-'I'
\!I to check will notice that the handwrit­
ing of this new poem is identical to the
others in the book.
If the PCs' approach to the library
was absolutely silent (using a l.evitate

' 1 ,.I;
or fiy spell to peer in through the win­
dow, or a thief approaching the door
with a successful mcue silently roll),
The Hauntings Evening (Encounters 2-5) Reveri can be caught in the act of actu­
ally doing the writing, though she'll
Encounter 1. Looking Down From Encounter 2. Spooking the Horses bolt the moment she becomes aware of
the Balcony If the party rode up to the manor, the intrusion, not hesitating to pass
While the party is in the great hall Psyche casts a cantrip from her ring to through walls, floors, or closed doors on
(area 10), Psyche appears above, stand­ render herself scentless, then sneaks her way out.
ing at the balcony railing at the west up to the horses and applies a drop of
end of the gallery (area 38). She watch­ acid to each one's tether, so tbat the Encounter 4. In the Sitting Room
es the PCs until they either call to ber, least pressure will break them free. Regine is curled up in a chair in a
start up toward her, or take some hos­ She opens the doors if the horses are corner of area 7, with Erebus in the
tile action. If the PCs make any of being kept in the stable. form of a raven perched on her shou1-
these moves, she withdraws into the Psyche then splashes oil on the der. Her stare is glassy eyed, an.d noth­
library (area 25), then into the tower ground in front of the horses, lights a ing the party can say or do will get her
(area 26), where she'll listen for anyone crude torch of dried grasses, and attention. Erebus is another matter.
approaching before deciding whether throws it on the oil. As soon as the He stares at the PCs balefully and, if
to go up or down. horses bolt (not even a war horse they approach, launches himself at
Psyche chose her position on the should be sanguine about flames sud­ them, his fonn expanding into a great
balcony very deliberately. The stairs denly leaping up in front of it), she black shadow that takes up their en­
are at the opposite end of the gallery, douses the fire with a blanket she tire field of vision. The raven-shadow
so she'll have plenty of time to get dampened in the fountain. She then passes right through them and out
away from any nonmagical pursuit. uses the cantrip already cast to cover through the wall, bis touch chilling but
Also, she's right next to the portrait of the scorched earth with loose dirt, crop harmless. Regine will have vanished.
Regine described in area 38. The por­ burned patches of grass to look like If the PCs leave wîthout rousing
trait can't be seen from below, but they were nibpled at by the horses, etc. Erebus, both girl and raven are gone
anyone coming up will probably notice (a single casting of the cantrip spell before they return, even if it is only
its resemblance to the disguised can produce multiple effects as neces­ seconds later.
Psyche. sary). Psyche then retreats hastily so
she can be gone before the party

58 Issue No. 35
THE GHOST OF MISTMOOR

Encounter 5. Dancing After this encounter, Psyche will Encounter 9. In the Loft
The party happens upon Rebecca as start running into the real ghosts, and
her hauntings will cease while she and If Rebecca has promised to meet "Tom­
she is waltzing about the great hall my" in the stable loft (area 19) at mid­
(area 10) to music only she can hear. Broc retreat to area 40 to rethink their
plans. 'Iwo or three hours before dawn, night, she'll keep the appointment
The moment she sees the group, she punctually. Anyone who is there wait­
picks out the most charismatic human, still uncertain what to make of this
new development (is it real ghosts or ing sees her slip in through the garden
half-elven, or elven male, her fantasy­ door and climb the ladder. If Rebecca
clouded mind seeing him as the man the party of adventurers turning the
tables on them?), they begin cat­ arrives first, or if she didn't actually
she loved in life. Thereafter, she flirts make an appointment with "Tommy,"
with him whenever they meèt, always napping in shifts to try to catch up on
their sleep, but not very successfully. she is already be in the loft. When
calling him "'Tommy" or "'Tom." If the "'Tommy" enters, she giggles happily
PC says that isn't his name, she ignore Erebus haunts their dreams as persist­
ently as he haunts those of the PCs. and calls to him, urging him to join
his words. If he does so repeatedly or her.
refuses her attention, she becomes If the spiders that live in the loft
quite cross and leaves through the Eneounter 7. At the Fountain
bave not been dealt with, they are still
nearest wall. By the time she next Regine is in the garden, sitting on the here, as oblivious to Rebecca's presence
encounters her chosen PC, she will edge of the fountain (area 23), trying to as she is to theirs. If they attack "Tom­
have forgotten that the event ever scrub blood from her bands. Not only my;' however, Becky momentarily
happened and will treat the PC in the are her hands greatly bloodied, but so snaps back to reality and strikes out at
same way as before. Rebecca totally are her arms and the sleeves of her the creatures ruthlessly. Any spider
ignores everyone but "'Tommy." dress, which she has rolled up to ber dies instantly from the aging effect of
If "'Tommy" should ever mistakenly elbows. Blood speckles her face and the ber touch.
call her Reveri or Regine, she repaya front of her dress as well. By doing so, however, she leaves
the insult with a withering glare but She acknowledges the party's ap­ herself partially vulnerable to attacks.
otherwise does nothing to correct his proach but will not converse with them If anyone strikes out and wounds her
misconception (of course 'Tommy knows other than to comment, "It won't corne during this time (perhaps thinking she
her name!). off:' as she wrings ber bands, repeated­ had something to do with the spiders'
On this first meeting, Rebecca ad­ ly dipping them in the water and rub­ attack), she flees as soon as "Tommy"
monishes Tommy cheerfully for being bing at them as if trying to scrape off is safe and will never reappear to the
so late to the dance and insista that he something alive. "It just won't come party. They will have lost a valuable
join her immediately. Dancing with her ofr:' If the party doesn't break off the ally.
will be difficult, as she remains com­ encounter themselves, she repeats her If Rebecca is unhindered while she
pletely intangible, but unless he tries, lament as an anguished shout and defeats the spiders, she forgets the
she takes offense and leaves. If the PC runs crying into the bouse. She îs up combat ever happened the moment it is
joins her in her dance, she remains for the steps and through the doors to the over, and again urges "Tommy" to join
several minutes and is willing to talk, sitting room (area 7) almost before the her in the loft. If be refuses her en•
so long as the conversation has nothing party can react, and will have van­ treaties, she eventually heads for ber
to do with herself, her sisters, or any­ ished by the time they arrive. room (area 29) to mope over his rejec­
one's death. Thuching on any such tion. If she is discovered tbere, she will
painful subjects will make her clam up Encounter 8. The Not-e treat "'Tommy" just as if he had joined
immediately ("You talk too much. Let's her in the loft. Encounter 11 will not
just dance!') This encounter should not take place
until the party has gained Reveri's trust, take place until after Rebecca gets the
If "Tommy" plays along with Rebec­ chance to play out the rest of her
ca's fantasies until the dance ends, she probably by doing one or both of the
favors described in areas 25 and 26. rendezvous.
whispers in his ear, "Meet me in the If and when "'Tommy" joins ber, she
loft at midnight:' then leaves him with Reveri leaves a note for the party on
a sheet of parchment in the library immediately tries to hold him and kiss
an intangible kiss. him, only to find it impossible with an
(area 25), thanking them for what
tbey've done. "If I can return the favor ethereal body. (Partial solidity may be
Middle of the Night (Encounters 6-9) okay for striking out and for manipu­
in any way, you've but to ask." She
lights a candle again, this time to lating objects, but it's no good for cud­
Encounter 6. The Sorea.m dling. ) After several foiled attempts,
deliberately attract the PCs' attention.
Psyche lets out ber best blood-curdling She will read and reply to any note the Rebecca becomes frustrated enough to
scream from somewhere nearby and party leaves for her here. If the PCs let her ghostly instincts take over. She
leaves a freshly bloodied dagger on the express an interest in talking to her, attempts to use her magicjar ability
floor to be found by anyone wbo inves­ she promises to meet with them short­ on any compatible female in the party,
tigates. The "blood" on the dagger is ly before dawn on the tower roof (see leaving the loft to seek out such a
fake, from the supply of berry juice area 26). person if necessary. If there is no such
that Psyche carries. woman available, or if the magicjar
attempt fails, Becky crawls off into the

DUNGEON 59
THE GHOST OF MISTMOOR

nearest corner and sobs pitifully. She it fall through ber fingers. Erebus, in they haven't already arranged a meet­
responds to anyone who approaches raven form, is perched on the neck of ing with Reveri via notes, Becky volun­
ber with, "Just go away:' and disap­ the dragon. teers to talk ber into such a meeting .
pears through the wall if her command Regine acknowledges the party with
is ignored. a hello but ignores the PCs after that. Eneounter 12. Stargazing
If the magic far succeeds, Becky If they pester ber or Erebus, she child­
resumes her attempts to hug and kiss ishly pouts, "Go 'way. l'm doin' stuff." If the party has done anything to gain
"Tommy;' and now has the body to do If they don't leave immediately, the Reveri's trust, she can be found star­
it. Rebecca's possession of the female dragon tropby (which acts as a zombie, gazing on the roof of the tower (see
character should be a very obvious one. detailed in area 39) animates and area 26) during the last hour before
Because the spell is a transfer of spir­ attacks. dawn and will not withdraw unless
its, and Becky is nothing more than a During the confusion of the battle, treated hostilely. She, like ber sister
spirit, she disappears entirely the both girl and raven vanish. Rebecca, wishes to move on into death.
moment she takes over the target body. Though her torture is not as great, she
Even if no one notices that the ghost Encounter 11. Penitent and Sober feels the stagnation of undeath wear­
has suddenly disappeared, Rebecca's ing on ber soul, and she knows that the
speech and mannerisms are remark­ One way or another, sanity returns to evil that binds her bere is the one that
ably different from those of the body's Rebecca, and she seeks out the party to destroyed ber family.
original "owner:' As she continues to apologize for behaving so foolishly. If Reveri never entirely understood the
call '"lbmmy" by name, the PCs should the PCs meet her with hostility, she events surrounding the massacre, but
be left in no doubt that something bas flees to her room (area 29), where she she is certain beyond all doubt that
happened to their female companion. can be found brooding for the rest of Erebus, Regine's precious pet, was the
If "Tommy" accepts Becky's advances the adventure. If she is sought out and source of her sister's insanity, and that
and no one in the party sees anything approached in a friendly manner there, Erebus's evil still lingers. She also
morally wrong with the situation, she continues as she had originally believes that Erebus's life force was
Blaine interposes himself bodily be­ intended to in this encounter. somehow trapped in the vault, and
tween Becky and "'Tommy." He gives Becky now recognizes that the male that's why it has never left.
both of them a good chewing out in an PC to whom she made advances is not Reveri knows nothing of where or
effort to get them to see the grave error Tommy, and that any attempts she how to enter the vault and does not
they are about to make. If Blaine is not makes to cling to life will be at some­ know where ber father's remains can
present (and there are no other charac­ one else's expense. She's desperately be found. However, she was an occa­
ters of conscience), Rebecca realizes ready to move on into death, and she sional pupil of her Aunt Jocasta and
what she's doing when she notices wants the party to help her. picked up some small understanding of
physical oddities about "ber" body: An evil presence binds ber to this magic. She knows about the potions of
haïr that's the wrong color or been plane. She knows Regine's raven is arcane comprehensi-0n that ber aunt
cropped short for a rough-and-tumble somehow a part of that evil, but noth­ used. If she learns that the party may
lüestyle, bands less than perfectly soft ing more. She will help the party find have use for such a potion, she sug­
and smooth from the work of adventur­ the vault in return for the promise that gests that some might still be found in
ing, or whatever else is appropriate. they will do everything in their power the manor. She also knows about the
These inconsistencies lead to the con­ to free her from her curse. secret cache in area 22, the chapel (she
clusions that the body she's in is not Becky knows about the entrance to discovered it while nosing about as a
her own, bringing her delusions crash­ the vault but doesn't know the com­ child) and knows that it used to con­
ing down. mand to open it. Only ber father knew. tain "some magical things that might
No matter who or what forces Rebe­ She can tell the PCs that the skull in be helpful," but doesn't recall anything
cca to face the reality of what she's Regine's room is that of ber father but more specific.
done, she is so shocked that she va­ won't think to mention this unless the
cates her victim's body and flees to be party asks about such things. She still
alone and corne to terms with herself. refuses to dwell on the tragedy of her
family's death but willingly clears up
Wee Houre of the Morning any confusion the party may have
(Encounters 10-12) regarding herself and ber sisters (they
are dealing with triplets, not a single
Encounter 10. The Dragon ghost). She does not, at this point,
know anything about Psyche or Broc,
This encounter takes place in the tro­ as their presence never registered
phy room (area 39), where Regine is while she was lost in her fantasies.
sitting between the front claws of the If the party shows any doubts about
stuffed dragon trophy, playing with a how to proceed, Becky suggests that
pile of coins and small jewels by pick­ the party talk with Reveri, as her
ing up handfuls of the stuff and letting sister is better at intellectual riddles. If

60 Issue No. 35
THE GHOST OF MISTMOOR

Continued from page 57 6. Nursery. the hole still exists. It's been covered
with a piece of canvas about the same
advantage of the situation, as described Two cribs, a few tiny chairs, and an color as the floor, and the whole surface
in encounter 2 of "The Hauntings." open toy chest furnish the room. The bas b�en covered with dust using the
floor is covered with a scattering of cantrip spell from Psycbe's ring. The
4. Audience Chamber. toys. Ancient, bloody handprints canvas won't be spotted unless the floor
cover the walls. is examined very carefully.Anyone
A long table and several comfortable approaching the book directly (that is
chairs furnish this room. A bookshelf The handprints are from the massa­ not staying very close to the east or
lines the north wall. cre. A doll is lying decapitated in one of west wall) will step on the canvas and
the cribs. The toy chest contains a bag fall into the hole.
The viscount used this room to conduct of 15 gemstone marbles (worth 10 gp This trap particularly devious because
private audiences. Most of the books are each) that Psyche has overlooked. a second piece of canvas has been
innocuous, uninteresting, and without stretched across the hole a few feet
value to anyone but a historian. Tu open 7. Sitting Room. below the first, and Psyche bas laid out
the secret door in the north wall from this a portable hole on it. Anyone falling into
side, a specific book must be pulled out This room is comfortably furnished
the privy lands in the portable hole
from the shelf. There is a 5% chance that with stuffed chairs and couches, low
tables, and a few bookshelves. (which has been filled with water to 8'
random examination of books will acci­ of its 10' depth).
dentally trigger the door, or it may be Broc immediately yanks the whole
discovered nonnally by a search for secret None of the books on the shelves are business out into the crawlspace below
doors. It will open freely to any pressure of any interest, but one of the tables the bouse through the slit where
from the other side. holds an open book of Reveri's poetry. Of they've cleared the mortar away from
the two poems visible on the open pag­ the brickwork walls of the privy hole
5. Bath. es, the first is an elegy for ber mother, (see diagram).He folds up the hole and
who died_ in childbirth. The second poem rushes with it (so whoever's inside won't
Most of this room is taken up by a describes the joy Reveri took in her
large (10' x 15') sunken bath full of run out of air) to area 40. There he
writing. One particular passage has opens the hole out on the floor of a cell
foul, murky water. been underlined: "This ink that flows then hurries out and locks the door.
from pen/lb word/ls as surely my life/As As soon as the disoriented victim
�r the slaughter, Regine dumped the the blood that flows within." crawls out of the water-which should
bodies of the dead servants here. Their
be possible without help for just about
remains lie at the bottom of the 3'-deep 8. Storeroom. anyone who doesn't panic, excepting a
tub. Before he himself died, Erebus ani­ dwarf or halfling in full plate-Broc
mated the former servants as zombies Filled almost to overflowing with
boxes and crates of musty miscellany, grabs the edge of the portable hole and
(they've since devolved into skeletons) out pulls it out through the bars before
of sheer malice. They were left without this room is obviously a storehouse
for nonperishable junk of all sorts. hurrying back to the crawlspace.
instructions while the spirits of the manor The victim's companions should be­
lay dormant, and so did nothing when lieve he bas dropped into the long-clean
Psyche and Broc came to search the room. There is nothing of value here that
Psyche or someone before her hasn't water of the real privy hole, 50' below­
Now Erebus bas ordered them to attack and isn't surfacing.
any creature that cornes within arm's removed, but any item from the "Cloth­
ing" or " Miscellaneous Equipment" lists The thieves have gone to all this trou­
reach of the pool. ble because they believe that a clean
Skeletons (15): INT non· AL N·1 AC 7· in the PH (page 66-68) that is valued at
disappearance will have a more horrifie
MV 12; HD 1; hp 3 each; TRA.CO 19; ' 25 gp or less might well be found (DM's
effect , and because anyone simply fall­
IINr 1; Dmg special; SA +2 to surprise discretion, or 50% chance of 1-4 items of
that type). Any search for such things is ing into the privy could be rescued by
opp�ne�ts; SD half damage from edged his companions. Also, they don't want
or p1ercmg weapons; MR special; SZ M; sure to take at least three full turns.
to take a chance on someone actually
ML special; XP 65; MCl. dying from their trap. As bas already
The skeletons fight by overbearing their 9. Privy.
been pointed out, they're thieves, not
opponents, dragging them under the murderers.
This small room is completely bare
water to drown. They divide themselves
as evenly as possible to attack any living and featureless, save for a single
book lying forgotten in the dust. 10. Great Hall.
thing in or beside the pool. A DM unused
to the overbearing rules (Pl.ayer's Hand,. This large, sparsely furnished cham­
book, page 98; Dungeon Master's Guide The book, which lies beside the south
wall, is a mariner's chronicle. A book­ ber bas a high ceiling and a balcony
page 60) or the rules concerning holding running around the inner walls, 15'
one's breath (PH, page 122) should review mark in it marks the description of a
funeral at sea, and an underlined pas­ up. Footprints lead back and forth
these pages before using this adventure between the wide northeast corridor
in order to run this encounter as smoothly sage reads, " ... and so he slipped into
that watery grave, nevermore to rise!' and the stairs along the south wall.
as possible. A large portrait of the first viscount
This room used to be the privy, and
though the fixtures have been removed, of Mistmoor hangs over the fireplace.

DUNGEON 61
THE GHOST OF MISTMOOR

MV 15; HD ¼; hp 1 each; THAC0 20;


PRIVYTRAP HAT 1; Dmg 1; SA disease; SZ T; ML 2;
XP7; MCl.
Area9 14. Pantry. The room is lined with
shelves and filled with empty food con­
Tarps tainers: sacks that have been gnawed
open, toppled barrels, and the like.

15. Servants' Quartera (Female).


This small bedroom is furnished with
� a single wardrobe and bunks for six
people.

The wardrobe is filled with clothing


for women and girls of several different
sizes.

16. Servants' Quartera (Male). This


room is the same as area 15, except that
the clothing is for men and boys.
Portable 17. The 1bwer. The bottom floor of
hole this stone tower is unfurnished and
empty.

18. Smithy. There is a gaping hole in


the roof here, where a limb from the tree
outside fell through. This room is clearly
1 marked as a smithy by the rusting and
1
1 weathered apparatus about the place.
1

________ ..,
1 19. Carriage House and Stable.
1
._
The south end of this long, dirt­
floored room is divided into stalls. An
old carriage sits in the middle of the
north end, gathering dust. A ladder
leads up to the loft above the stalls.

Three huge spiders have taken up


residence in the loft. They wait until
someone starts up the ladder, then leap
out to attack.
Spiders, huge (3): INT animal; AL N;
AC 6; MV 18; HD 2+2; hp 10, 9 (x2);
THAC0 19; HKf 1; Dmg 1-6; SA poison
While there is nothing much of inter­ The footlockers are mostly broken (save at + 1); SZ M; ML 8; XP 270; MCl.
est here, the hauntings begin the first open and all empty. There is nothing of There were once five spiders here, but
time the party entera this room. Refer value or interest here. Psyche and Broc fought and killed two
to "The Hauntings:' Encounter 1 (page of them. The three now in the loft were
58) for details. 13. Kitchen. out hunting at the time. The corpses of
11. Armory. Filled with empty and the other two spiders can be found in
The room is cluttered with typical
broken weapons racks, this room was the back of the loft.
grimy cooking paraphernalia and
looted by thieves long ago. furnished with counters and cup­
20. Mausoleum.
12. Barracks. boards, a small table, and two chairs.
The architecture of this stone tomb is
This room is furnished with several The half-dozen rats that nest in the disturbingly gothic. The outside is
sets of bunk beds, footlockers, a few cupboards will scurry away if the doors ornately carved and decorated witb
chairs, and a table. are opened. gargoyles. The door is made of iron.
Rats (6): INT animal; AL N; AC 7;

62 Issue No. 35
THE GHOST OF MISTMOOR

The Iock on the door is broken. The are not walled in, making it possible to otherwise each PC has a chance of hear­
interior of the tomb is bare, save for a crawl back under the porch, and from ing it equal to his hear-noise percentage
few broken and scattered bu.man there into the crawlspace that lies un­ each round spent searching through the
bones-the remains ofa maidservant der the bouse itself. With the exception shelves). When discovered, the book­
whomRegine locked in bere the night ofstairwells, the brick-walled privy hole worm is feeding and motionless, so its
ofthe massacre and left to die, clawing (see area 9), the sunken bath in area 5, effective armor class is 9. If attacked, it
at the door. Her bones were scattered and the area under the tower (area 1 7), immediately leaps away and scurries off
generations ago when the door was this l'· to 3'-high crawlspace runs under to another bookshelf, where it will have
forced open by treasure-seekers. the entire bouse. Various stone supports to be tracked down again.
The first time the party entera the bear the weight of the manor floor.
mausoleum, Broc cornes out from bis This is Broc's hiding place. If anyone 26. Laboratory.
hiding place under the bouse and bars the cornes poking around in the crawlspace,
door by lodging an iron bar across it be­ he freezes wherever he is and trusts he This level ofthe tower was obviously
hind the heads oftwo gargoyles. Ifthe will be overlooked due to his cloak of used as an alchemical laboratory, but
PCs don't manage to get out on their own elvenkind, the extent ofthe crawlspace, ail the glassware has been shattered
before morning, Broc or Payche will un­ and the difficulty most people will have and the worktables are broken and
bar the door precisely at dawn. in searching it. burned. The stone walls have been
There is a trapdoor in the ground, just blackened by some sort ofexplosion. A
21. Garden Shed. north ofthe fireplace in area 7 above, human skeleton in the remains ofa
that leads to area 40. Broc is careful to mage's robe is slumped against the
This small wooden building is filled kick dirt over the trapdoor after be cornes wall in the northwest corner ofthe
with equipment once used to tend the back up, in order to keep it concealed. room.
manor grounds: shovels, ropes, lad­
ders, picks, blades for trimming the Upper Level The stairway leads up to the battle­
lawn and pruning shrubbery, etc. mented roofofthe tower, 20' above the
25. Library. main roof of the manor.
The shed isn't weatherproof, and ail This room is lined with bookshelves The mage, Jocasta, was a sister ofthe
the equipment is suffering badly from and furnished with chairs, a table, viscount and a substitute mother for the
the ravages of time. and a couple ofwriting desks, ail girls, whose own mother died in child­
concentrated about the fireplace to birth. Jocasta died while the rest ofthe
22. Chapel. the south. The large bay window in family was being massacred, in an ex­
the south wall was designed to let a plosion caused by mixing alchemical
The outside of this stone chape! is components thatRegine had malicious­
almost completely covered with maximum ofsunlight into the room.
ly mislabeled. Giving her remains a
climbing ivy. Even the door is barely decent burial would win the gratitude of
visible beneath the vines. While none of the books are immedi­
ately useful, any examination ofthem bothReveri andRebecca.
Any inspection ofthe door area re­ shows that there's something seriously
wrong. A large number ofthe books are 27. Reveri's Room.
veals that several of the vines have
been severed recently so that the door little more than covers and leather This was obviously a woman's bed­
could be opened. bindings, as ifsomeone had systemati­ room. In addition to the standard
Inside is a small altar, still draped cally tom out their pages. bedroom furnishings, the room con­
with an altar cloth and with a tarnished The real culprit is a bookworm that tains a writing desk and several
candelabra at either end. Psyche unwittingly carried here in her bookshelves.
A secret compartment in the side of pack. It's in no need of new food sup­
the altar contains a priest scroll with plies, so it will not attack spell books or Severa! ofthe books areReveri's own
find the path, regeneration, and speak stow away in anyone's pack, but unless poetry. One shelfis devoted entirely to
with dead, ail inscribed at the 21st level the adventurers stop it, the library is her diaries and private musings in prose.
of magic use. Note that a find the path doomed. This may not mean much to An incomplete volume ofpoetry is on the
spell cannot lead PCs to the vault (see the average barbarian warrior, but it writing desk.Reverie was working on
"The Vault" for details). means everything toReveri-especially tbis book just before ber death.
since this is where the bulk of ber .life's Nothing can be garnered from a brief
23. Fountain. This decorative marble work is kept. Anyone who destroys the perusal ofthe diaries, but anyone willing
fountain, which no longer fonctions, is bookworm will have ber undying (well, to sit down and read for several hours will
filled with brackish water. undead) gratitude. be able to learn a few noteworthy things
Bookworm: INT non; AL N; AC 2; aboutReveri and ber family:
24. Back Porch. This open wooden MV 12, burrow 3; HD ¼; hp 2; THAC0 Reveri, a daughter ofthe viscount,
deck stands 2½' above the ground level 20; #Kr nil; Dmg nil; SA consumes had two sisters and at least two broth­
ofthe garden. scrolls and spell books at one level per ers. WhenReveri was 13, her mother
lt will not be immediately obvious, as round; SZ T; ML special; XP 15; MCI. died while giving birth to one ofthose
the grass in the garden has grown so The bookworm can easily be traced by brothers. After that, she grew very close
high, but the lower sides of the platform the sound of its munching (automatic to ber Aunt Jocasta-a mage of some
success if the party is listening for it,

DUNGEON 63
THE GHOST OF MISTMOOR

The small collection of crystal per­


MISTMOOR MANOR fume bottles on the vanity could be

*
N 1 square = 5'
sold for a total of 20 gp. A sil ver, heart­
Upper Level shaped locket (50 gp value) hangs on
the frame of the vanity mirror. The

mm::-=mm==='ma· � �
:==r=+ :�t
locket contains a portrait of a hand­
some young man (Tommy, Rebecca's
1
1+,_1111111 1"
beau).
1
11
1�-�26-1-- -
'=
= The message was left by Psyche, writ­
ten in fake blood.
Rebecca was killed here, and Regine
1
1

,,,, ,_,,,, ,_
dumped the body out the window into
"illllllll-1--1-- the stormy night so no one would find
it and realize that she was imperson­
ating her sister. Consequently, Rebec­

m-m§
ca's body was left where it could be
seen by anyone approaching the ma­

m•
nor. It was discovered by the first
->-25-1- 3� 1 1 - expedition to return there. She was
1 - � given a decent burial at the village
1-- =
, , Il cemetery.
,-�
,_,_ I 1 1 1 1 1- ;
-
-
,_
__
1-1--
30. Guest Room. This bedroom, sim­
,_� , ply but well furnished, was left in good
1111 ,_,.... ,-- order, with no personal effects of any
Ili ,-� 1111111111111111111
sort to distinguish it.
" = /✓

31. Bedroom.
This man's bedroom is very well
furnished. A shield bearing the fami­
ly coat of arms (the pegasus rampant)
sort-who became a second mother to 28. Regine's Room. lies on the bed, defaced with the
the girls. Reveri was also very close to crude blood drawing of some sort of
her sisters, Regine and Becky. The walls of this bedroom are com­ bird.
Reveri envied Becky's outgoing per­ pletely undecorated, the furnish­
sonality, and even more envied the ings simple and functional. Only The wardrobe is filled with once-fine
male attention it got her. Still, it's the bird perch beside the window clothing that the effects of time have
obvious that the two were fast friends. and the dresses in the open ward­ rendered valueless.
Reveri wished she could get closer to robe testify that this room was Stored in a chest at the foot of the
her other sister, but there was some­ actually lived in. A human skull bed are a dagger, a horseman's flail, a
thing detached and distant about Re­ sits on the otherwise empty vanity, long sword of the very finest steel and
gine. She could seem bright and as if staring at its own reflection in craftsmanship ( + 1 on attack rolls and
cheerful and perfectly normal when the blood-streaked mirror. + 1 to damage, although it is in no way
she wanted to, but most of her time magical), a full helm, and a suit of
was spent as if walking around in a The skull is that of the viscount, the man-sized elven chain mail, all in ex­
fog. After their mother died, things girls' father, the only part of his re­ cellent condition. Psyche found these
only got worse. mains that hasn't been lost or de­ items, but as their value wasn't imme­
For her 15th birthday, Regine was stroyed. It sits here undisturbed where diately obvious to her, impatiently
presented with a raven as a pet. Reveri Regine brought it in her lunacy, to hold passed them over.
took an instant dislike to the thing, but an imagined conversation with it short­ The room belonged to the oldest son
Regine seemed quite taken with it and ly before she killed herself. of the viscount. The blood drawing on
would never be separated from it, the shield is Regine's handiwork and
though no one could remember exactly 29. Rebecca's Room. dates back to the night of her ram­
who gave it to her. Reveri never trusted page.
This woman's bedroom is well fur­
the bird and repeatedly describes it in nished and lavishly decorated. There
her writings as "hateful:' with "eyes are footprints in the dust and a mes­ 32. Viscount's Room.
that hum with an evil intelligence:' sage in dried blood on the wall: "I This is a richly furnished bedroom
shall not rest 'ere all my kin rest with a large, comfortable bed. A
with me." portrait of a beautiful, dark-haired

64 Issue No. 35
THE GHOST OF MISTMOOR

ly to the wall, but it would be more 35. Guest Room. This room appears
woman of about 30 bangs over the truthful to say that it's fixed immovably exactly as area 30.
fireplace. A giant-sized shield dis­ to that point in space. Even if the whole
playing the pegasus rampant domi- manor were torn down around it, the 36. Bedroom.
nates the west wall. -.. mirror would remain hanging in the air
The clothing and personal effects right where it is now. No power short of Althougb this was obviously once a
about the place obviously belonged to a wish can budge the mirror, and noth­ woman's bedroom, the bed itself is
a man. ing short of divine power can destroy it, conspicuously absent. The remaining
because the mirror is essentially a part furnishings are sparse but comfortable.
The portrait is that of the viscount's of the vault and the vault is a magical The walls are hung with star cbarts.
wife, and anyone who has seen the relie (see "The Vault" for details).
portrait of Regine in area 38 or encoun­ Anything more than a cursory exami­
tered any of the ghosts can immediately 33. The Study. nation of the woman's persona! effects
notice the family resemblance. Behind reveals tbat she was probably a mage.
the portrait is a magical mirror that This room is furnished with a com­ This was the bedroom of Jocasta, the
serves both as guardian of and entrance fortable chair, a cluttered writing mage whose skeleton may be found in
to the vault of theMistmoors. Unless desk, and several bookshelves. A area 26, the tower laboratory.
the command word "Medusa" is spoken tapestry on the wall depicts a mighty The bed was taken to area 40 by
before the mirror is viewed, it will func­ citadel perched on a crag. Psyche and Broc for their persona] use,
tion exactly as a mirror of opposition. If though of course Psyche has dusted over
the conunand word is spoken, however, The books on the shelves include texts the evidence that the move was recent
the interior of the vault appears on the on history and battle tactics, as well as with the use of a cantrip spell.
mirror's surface in lieu of a reflection, a broad but basic range of literary and Reveri was killed here, where she
and it may be used as a portal to step philosophical works. The papers on the attempted to hide from her sister. Her
directly into the vault. The portal re­ desk are a year's worth of 200-year-old skeleton can still be found in the ward­
mains open for one full turn, after economic records for th� viscounty that robe. Psyche and Broc eventually dis­
which the mirror reverts to normal. detail transactions of tens of thousands covered and examined this skeleton, but
Only the word "Perseus" will reactivate of gold pieces at a time. An ancient map they chose not to disturb it, reasoning
the portal from the other side. mounted on the wall above the desk that a good skeleton in the closet
The dead viscount is the only one who depicts the Viscounty ofMistmoor as it couldn't hurt their haunting efforts.
knows the command words for the vault. was 200 years ago, including much area A secret compartment in the back of
The only reasonable chance the party has that has since been annexed into the the wardrobe contains a small box.
of finding its way in is by using the scroll holdings of other nobles. Hanging next Inside the box are two potions of heal­
of speak with dead from the chape! (area to the map is a framed page on which a ing, an elixir of health, two potions of
22). No lower-level usage of this spell childishly cute and unrefined rhyme arcane comprehension (see sidebar) and
could speak with one so long dead. The about a cat named "Tinkerpaws" has a gem (a blue jasper worth 50 gp) en­
PCs may also need the help of the potion been scrawled and smudged in an equal­ graved with a picture of a serpent. The
of arcane comprehenswn (from area 36) to ly childish hand. It's been signed by gem is actually a periapt of proof
talk with the viscount's skull (which can Reveri, though the handwriting bears against poison + 2.
be found in area 28). Unless the party little resemblance to the elegant script
specifically asks the viscount about how she went on to develop.
to leave the vault, he won't tell them the Potion of
second command word. This will probably 34. Bedroom. Arcane Comprehension
leave the party trapped in the vault, but The formula for this magical draught
it won't mean their doom, so long as This woman's bedroom was left prim­ was developed by the alchemist-mage
they've cultivated friends on the outside. ly arranged, though it still shows Jocasta to facilitate the organization of
If Rebecca or Reveri is present when signs of having been lived in. A half­
woven tapestry of a handsome young her spell library. It grants the imbiber
the party questions their father's spirit, the ability to read magic for as long as
the girl will have learned the entry warrior bearing the shield of the the potion lasts, but more important, it
command word. When Erebus dies, she Mistmoors sits in one corner. enhances a spell-caster's comprehen­
feels the sudden absence of his evil sion of all written spells. This allows
presence. If the party fails to return The room belonged to the girls' him to cast spells from scrolls (or
soon after, the girl will reopen the por­ grandmother-the mother of the vis­ books) or scribe them into his spell
tal to find out what happened. Also, if count's wife. She was a skilled midwife book without fear of failure due to the
Psyche is still operating independently, who felt a calling to help all those who level of the spell. This will not, how­
she'll know the password (she was lis­ needed her. She knew the secret of the ever, allow the user to cast spells not
tening at the door either during the vault but was delivering a baby in the appropriate to bis class.
conversation with the dead viscount or village on the night of the massacre. A typical single-draught vial of this
when the PCs actually used the pass­ Her reprieve, however, was short lived. potion will last for 3-30 hours.
word), and will eventually use it herself She died within the month from shock
to investigate. and grief, and is buried in a long­
The mirror seems to be attached firm- forgotten grave .

DUNGEON 65
THE GHOST OF MISTMOOR

37. Up stairs Storage. Though slight­ multiple attacks); Dmg 3d6 + 5; ML once they've found and carted off the
ly Jess cluttered, due to its larger size, special; XP 7,000; MC (modified; see treasure, but he knows too much about
this room otherwise conforms in all "Dragon, black" and "Zombie"). their hoax for thern to set him free any
respects to area 8. While he was still alive, Erebus ani­ sooner.
mated the dragon with a unique spell of Joshua: AL N; AC 10; MV 12; Fl; hp
38. Gallery. bis own design to help with the slaugh­ 6; THAC0 20; IIAT 1 (3 with long bow);
ter (it killed the servants whose skele­ Dmg by weapon type; ML 10. He is
The walls of this balcony are lined tons can be found in area 5). The dragon proficient in the use of the dagger and
with portraits of Mistmoor family reveals its animated nature and attacks bas specialized in the long bow, which
members. Nearly all are stained with the PCs only as a result of encounter 10 gives him + 2 on attack rolls to hit
ancient spatters of blood. Three sets from "The Hauntings" (see page 60.) targets within 30'.
of footprints lead from the stairway The mound of treasure on which the Although not pleased with his confine­
out the north passage. They also dragon was mostly copper, even when ment, Joshua has been treated well and
return the same way. the trophy was first erected, and any has found his captors to be pleasant and
'Ibward the south end of the west more valuable metals have since been likable. He'll be grateful to be free but
wall is a portrait of a very pretty, stolen. The board also contains a large holds no grudge against Psyche or Broc.
dark-haired teenage girl with a rav­ number of weapons, pieces of armor, and He will under no circumstances condone
en perched on her shoulder. The bits of jewelry as well, but none of it is violence against thern, suggesting in­
portraits to each side of this one have magical and ail of it is of poor quality. stead that they be confronted directly
been shredded beyond recognition, as The jewelry is made from base metals, and diplomatically; their masquerade
if by the claws of some wild animal. glass gems, and metallic paints. The has been uncovered, and he knows them
entire horde is worth about 300 gp. for reasonable people.
The plaque on the frame of the intact Originally, this room was built as a Joshua's long bow and a quiver of 12
portrait labels it "Regine!' The shred­ torture chamber, but succeeding genera­ arrows are lying on a table at the south
ded portraits were of Rebecca and Re­ tions of Mistmoors found less and less end of the room, near to the collection of
veri, and the plaques on the frames stomach for the cruel machinery of the valuable odds and ends Psyche has
identify them that way. Regine was place. Eventually, one viscount carted it discovered incidentally while searching
responsible for slashing and tearing the out altogether to make room for his for the vault: a jeweled short sword
portraits to ribbons with her dagger. trophy. (worth 200 gp); a fox-fur cape (300 gp); a
The tracks lead up the hall to area 29. pouch containing collected loose change
40. Prison. (33 ep, 40 gp, and 12 pp); a star sapphire
Dungeon Level (1,000 gp); and a traveling spell book
39. Trophy Room.
Severa! barred cells are recessed into with cantrip, detect magic, rrwunt, un­
the walls of this room, and a ladder seen servant, alter self, tongues, Leo­
As you open the door, you are greeted of iron rungs on the north wall leads mund's secure shelter, and extension
by the sight of an enormous black up and out. The room itself is com­ Il.
dragon coiled upon a mound of trea­ fortably appointed with a hodge­
sure, its head reared back and its podge of furnishings obviously 41. Wine Cellar.
mouth thrown open in the classic scavenged from the rest of the bouse,
pose that has been the last sight of including a rather nice bed. This room is fi.lied with casks and wine
too many adventurers. A young man is asleep on a pallet racks, though only a few bottles re­
in the cell north of the door. A chess main, and many of them are broken.
The dragon isn't alive, but combat set has been set up on a small table
reflexes shouldn't give the party time to just outside the cell, the pieces left in All the best spirits were taken long
realize that before they've reacted to its mid-game. ago. Nothing in the remaining bottles is
presence. The dragon is a stuffed trophy, of any value, and what's left in the
a beast that plagued the Mistmoor area The ladder leads up to a concealed barrels is rancid.
hundreds of years ago. trapdoor that opens into the crawlspace
The dragon bas actually been reani­ under the house (see area 24). 42. Cold Storage.
mated as a zombielike creature, but the The man in the cell is Joshua, a local
only clue to this will be that the thing huntsman and the man who vanished A small stream runs through this
radiates magic. The last order it re­ from Blaine's expedition. He was stand­ chamber from north to south, collect­
ceived was to stay stone still and pre­ ing in the foyer when he heard a noise ing in a pool near the north end. It
tend to be inanimate. It will take and went to investigate. He found enters and exits via a naturally
damage from any attacks the party Psyche (dressed as the ghost) in the carved passage, about 2' wide and 3'
throws at it, and an additional 10 hp if throne room. When she withdrew to­ high .
they eut open its hide to search through ward the audience chamber in seeming
the stuffing, but will bear it all without timidity, he followed her, only to fall The water is pure, cold, and drink­
flinching. into her portable hale (now set up in able. lt was used for natural refrigera­
Dragon "zombie": INT non; AL N; area 9), which was concealed under a tion of foodstuffs and served as the chief
AC 0; MV 12; HD 14; hp 65; THACO 7; rug. He's been held here ever since. supply of fresh water for the manor.
NAT 1 (no longer coordinated enough for Psyche and Broc intend to release him It is possible to follow the stream in

66 Issue No. 35
THE GHOST OF MISTMOOR

MISTMOOR MANOR
either direction, but anyone larger than
a dwarf will have a very hard time of it
and will likely get stuck at some point if
wearing a pack or bulky armor. The Dungeon
passage becomes too narrow for even a
halfling to use about a hundred feet
beyond the edge of the map in either
Level
direction.
1 square=5'
48. Crypt.
Three sarcophagi, ail torn open, lie
side by side at the west end of this
room. Skeletal remains have been


strewn about the place. The walls are
covered with frescos of pastoral
fields, now defaced by claw marks. N
This crypt was defiled by Erebus
while he was searching for some spirit
that could tell him the hiding place of
the Mistmoor's wealth. Unfortunately
for Erebus, the lives of the three vis­
counts interred here predated the build­
ing of the vault.
Later, Psyche added a few touches to
the damage Erebus did in his fit of
temper, scattering the remains a bit
more and fixing up the gashes in the
plaster to look like claw marks.
A secret trapdoor in the crypt floor
opens onto the stream that flows through
area 42. There is no ladder, as the bed of rate subplane, its location cannot be re­
the stream is only 5' below the floor of the vealed by man.y of the magicks commonly ceremonial armor stand smartly at
crypt, and the rough tunnel walls offer used for such tasks (including find the attention about the perimeter of the
plenty of handholds for those short path spells and treasure finding potions). room . This is truly a hoard fit for the
enough to need them. The trapdoor is There is also no way for the party to enter king of dragons.
clearly visible from below. or exit the vault (unless they can plane
In the stream just south of the trapdoor travel) except via the mirror. Although the guardians of the vault are
is Regine's limed-over skeleton, still The vault is in fact a minor magical not obvious, they do exist. Erebus himself
clutching the hilt of the rusted and dag­ relie. lt was created in the heyday of the is still here and bas gathered a small
ger impaled in her breast. The only rem­ Mistmoors by the same priest who army of undead about him to ambush any
nant of the blade's original magic is a scribed the scroll in area 22. The vault mortals foolish enough to in.vade his
feeble dweomer. Regine was sitting on the symbolized the favor the family's gener­ "tomb." When early expeditions to the
banks of the stream when she killed osity brought from its patron goddess. manor entered the vault, they were fol­
herself. She fell in, and her body washed There could be no greater injustice, she lowed in by skeletons that Erebus had
down to this point where it became stuck. felt, than for such giving people to be animated during his life and secretly
robbed of that part of their wealth they concealed near the manor. The skeletons
The Vault kept for themselves. sun-ounded the hapless adventurers and
defeated them easily. Sorne of them were
The portal from the mirror in the vis­ turned into shadows.
count's room (area 32) opens into a The floor of this grandly vaulted
circular stone room is covered with In addition to Erebus, there are 16
vaulted, circular cba.mber 50' in diame­ skeletons and six shadows residing in
ter. This extra-planar chamber is simi­ mounds and bags of coins. Golden
goblets, crystalline statues, and a the vault.
lar to the space inside a portable hole. Shadows (6): INT low; AL CE; AC 7;
Because Erebus was on this subplane multitude of other beautifully
wrought objects of the most valuable MV 12; HD 3+3; hp 23, 20, 19, 17 (x 2),
when he became an ether shadow, it's 16; THACO 17; HM l; Dmg 2-5; SA
the only place other than the Ethereal materials protrude from the mass of
coins. Chests full of jewels spill out strength drain; SD + 1 or better weapon
plane he can fully materialize and be to bit; SZ M; ML special; XP 650; MCL
combatted. When Erebus is encountered here and there in dazzling sparkles
of color, and suits of glittering Skeletons (16): hp 4 each; see area 5
anywhere outside the vault, he exists for complete statistics.
only as an immaterial phantom. All the skeletons and shadows lie
Sin.ce the vault exists as its own sepa-

DUNGEON 67
THE GHOST OF MISTMOOR

fighting formation with its back to the


wall or exit, showing a protective, heav­
ily armored front line, may soon find
that it's in real trouble.
Lying loose in the vault are 51,893 cp,
22,756 sp, 4,938 ep, 12,185 gp, and
1,892 pp. Additionally, there are 50
bags filled with precounted coins (100
coins to a bag, 10 bags of each type of
coin), a total of 1,000 cp, 1,000 sp, etc.).
Put together, the bagged and loose coin­
age covers Blaine's debts to the duke.
The jewels include many different
types of gemstones-300 ornamental
stones (10 gp each), 75 semiprecious
stones (50 gp each), 50 fancy stones (100
gp each), 20 precious stones (500 gp
each), 10 gems (1,000 gp each), and two
jewels (5,000 gp each). The seven suits
of ceremonial plate mail armor that
stand about the edges of the room are
worth 1,000 gp each. Other items in the
vault include a cape of winter wolffur
(2,000 gp); an exquisite crystal statuette
� of a rearing pegasus (5,000 gp); a pair of
identical golden scepters (1,700 gp
each); a ruby-and-gold necklace (10,000
gp) in an ornate silver jewelry box (500
gp); a set of five ivory figurines (ele­
phant, wolf, unicorn, tiger, and stag,
worth 250 gp each); a black sapphire
' and platinum ring (6,000 gp); 10 jars of
rare spices (100 gp each); a cask of fine
�� dark wine-a 400-year-old vintage,
perfectly preserved at the height of
quality (4,000 gp); a complete chess set
of ivory and ebony (1,000 gp); and a
marble statue of a nymph, obviously
,, '?/ ·..'!'�'"-
'71.'
meant to be the centerpiece of a foun­
'_,/ ·- - -�
tain, laced with decorative highlights of
silver and turquoise (two tons of statue
� . � = worth 8,000 gp). Maneuvering this last
item through the mirror could prove
quite a trick, if the strength could be
� mustered to move it at all. It was
•'J'.I «. brought in with magical aid.
The remains and equipment of earlier
concealed under mounds of coins. Once however, his minions corne lurching and expeditions to the manor have been
the party has gotten well into the room, gliding out of their hiding places to piled up under one particularly large
Erebus appears in the shape of a raven, attack. Wbile the party may still find it heap of coins near the entrance, along
gliding down from the shadows of the possible to retreat, they will bave to do with those skeletons that have been
ceiling high above, to land atop a so quickly, or they'll be sealed in for a "killed" in battle. Blaine will grant any
mound of treasure. Once he has the battle to the death when the mirror of this adventuring booty to the party,
party's attention, he shifts into a shad­ portal closes, one turn after they as it isn't really part of the treasure he
owy human form and thanks the party entered. hired them to find. All monetary wealth
for bringing him the last of the Mist­ Erebus and his minions try to concen­ has been hopelessly mingled with the
moors (Blaine) so that he can finish trate their attacks on individual party rest of the treasure, but amidst the
what he started so long ago. If the DM members, taking them out of the fight mundane armor, weapons and equip­
wants to fil! in the players in on parts of as quickly as possible. In order of priori­ ment are a potion of treasure finding, a
the story that they've missed, Erebus ty, they'll go first for priests, then wiz­ ring ofprotection + 2, a phylactery of
can offer the standard "gloating vil­ ards, then warriors, and finally rogues. long years, and a two-handed sword + 1.
lain" soliloquy. Once he's had his say, A party that doesn't quickly fall into a

68 Issue No. 35
THE GHOST OF MISTMOOR

Concluding the Adventure improve his lands and the lifestyle of skills, thieving skills, and general con­
If Blaine fails to recover his treasure, he his subjects, but he'll also take actions artist aptitude to divest them of their
will forget about title, status, and fami­ that may concern the PCs in several wealth at every turn. She may even
ly honor, and try to disappear before he ways unless they've proved themselves turn this into something of a career,
can be arrested (he is chaotic good). If untrustworthy. recruiting a whole band of accomplices
the party will help him do this, be will First, he'll probably make an offer to (especially magically talented ones) for
be eternally grateful. A successful con­ become the party's patron, providing the express purpose of fleecing wealthy,
clusion to the adventure, however could them with financial aid (be sensible foolish adventurers. The PCs could
prove much more complicated . about how much) if they will associate remain one of her favorite targets long
With the real death of Erebus, the themselves with him, attaching the after she'd taken them for their profits
ghosts of Mistmoor are at last free to name of Mistmoor to their heroic deeds. from this adventure. If they prove par­
rest. Regine simply disappears, but if Second, as nobility in name only, ticularly canny and all else fails, Psyche
the party has befriended Reveri and Blaine had no vassals of any kind. He's will begin tipping off every thief and
Rebecca, the girls won't leave without in need of knights, and if the PCs are two-bit thug she meets as to the party's
saying goodbye. Most likely, they leave willing, he'll be more than ready to take vast wealth, and let them see to it that
a note that the PCs will be sure to find, them into bis service. the PCs don't prosper by their evil.
written in Reveri's band and scented Third, clan Mistmoor bas been totter­ Finally, there's the duke. At least
with Becky's perfume: "Tu our noble ing on the brink of extinction for the 35,000 gp of the treasure is legally bis,
saviors: More thanks than you can last 200 years, but never more precari­ and if Blaine dies it al! goes to him.
know. When we meet again, may your ously than it is now. Unless Blaine does He's not going to let anybody walk off
lives have been long and full:' It is something about it, he is the last of the with that much of his money. He's got
signed by both girls. Mistmoors (his love life has been nonex­ an entire duchy at bis command, and
The one exception to this circum­ istent since he was barred from seeing probably the allegiance of several pow­
stance is if Blaine dies because the PCs the duke's daughter). If any PC is a erful spell-casters.
chose not to save him or if they them­ charismatic female of compatible race, Because the only road out of the
selves were responsible for his death. In Blaine could take a serious romantic marsh leads through Mistmoor, thieving
that case, Reveri and Rebecca will cer­ interest in her. PCs will have to go to great pains to
tainly know the circumstances of the keep it a secret from the villagers that
murder (Blaine himself tells them as he How to Deal with Greedy PCs they were the ones who hauled off the
meets them on hls way to the outer The web of story considerations in this treasure. Even if they manage the trick,
planes) and will act to avenge their adventure demands an excess of trea­ the duke will institute an investigation,
kinsman, unleashing all their ghostly sure to be found in the vault of the if for no other reason than to track
powers in an effort to destroy the offend­ Mistmoors, while basic game sense down Blaine for trial. This investigation
ers. If Erebus bas already been slain, demands that the PCs not be allowed to will inevitably lead him to the PCs and
this is their last act before they depart keep it for themselves. their loot (there is no greater detective's
to their own rest. The simplest and most direct method tool than high-level magic).
If alive and well, Psyche and Broc of avenging betrayal to Blaine is to turn Especially if the PCs murdered Blaine
take their leave immediately to start Rebecca and Reveri loose on the party. for the loot, the DM should pin them to
planning their scam to steal Blaine's They're not going to take kindly to the wall. Ruin their lives, or even end
t.ax money between the time it leaves anyone mistreating their closest surviv­ their lives entirely. There's no excuse
bis bands and the time it arrives at the ing kin, and acting in concert, fighting for what they've done, and they deserve
duke's castle. intelligently, the two ghosts should be whatever the DM dishes out. 0
Once Blaine has set aside the money able to trash the offending PCs in no
needed to pay bis debts, he will still be time fiat. This is especially true if the
feeling very wealthy and generous. If PCs are just emerging from the vault,
the party lived up to its contract and drained from their battle with Erebus­
generally impressed him as well­ the most likely juncture for a betrayal
intentioned people, he'll more than keep to have taken place.
bis part of the bargain, offering them a The second DM's safety net is Psyche.
full 5,000 gp for their services, in what­ She may be willing to leave the trea­
ever available form tbey wish. sure to Blaine to save bis life, but if any
A bit later, Blaine will suddenly real­ greedy adventurer is going to just walk
ize that not only is be a viscount, but a off with the loot, she's determined it's
viscount with a proud heritage, a spa­ going to be ber. She'll do ber best to
cious, beautiful home (once it's been rapidly empty the vault with her porta­
renovated), and enough wealth to re­ ble hole if given half a chance, dumping
store the clan of Mistmoor to some sem­ bulky loot in a nearby hiding place (it
blance of its former glory. AU he needs won't all fit in the hole) and coming
now is the people to make it happen. back for it later.
Most of his immediate efforts will go Failing in that, she'll follow the PCs
toward draining part of the swamp to wherever they go, using her disguise

DUNGEON 69
GREEN LADY'S SORROW

Continued from page 49 portion of the payment still owed them, Whatever the party decides to do, the
the PCs have to hold one or more of the DM must use discretion to decide the
Concluding the Adventure eggs as a bargaining chip when dealing outcome. ln general, Pzyruxal wants
Dealing with Pzyruxal at the end of this with Pzyruxal. They will also bave to the PCs' hides if they fail to save her
corne up witb some pretty slick oratory eggs-and probably even if they suc­
adventure is a tricky situation for the ceed! She is ruthless and intelligent,
party. Under no circumstances will she to avoid a fight. The PCs cannot get
allow anyone in the party to leave until P zyruxal to accept any of the stone and she deals with the PCs very harsbly
all five of her eggs have been recovered. eggs; she can eâsily distinguish between once she has wbat she wants. Unless
Even if some of the eggs were destroyed, her own eggs and the fakes made by the they can intimidate ber in some wa y,
she wants to see the shells, and she grue. the party must kill or subdue her in
There are a number of things that the order to insure their own survival.
demands an explanation as to why the party can attempt to do. They may try
PCs allowed such a tragedy to happen. Whether she wins or Joses, Pzyruxal
Avoiding a confrontation with the to lure Pzyruxal from the hillside into goes off in search of a new lair if she
ber lair and ambush her. If done witb survives.
dragon is nearly impossible if the PCs care, this should surprise her, and the Once the task is complete, the PCs
simply band the eggs over to her after
cramped quarters would prevent her can rest up a bit before continuing their
finding them. She considers her agree­ from using ber wing-buffet and tail original mission. The ores that served
ment with them totally void if any of attacks.
her young died during the search. For Pzyruxal are left to themselves, wheth­
The PCs may also try to escape er she was slain or simply driven off.
that matter, she considers it totally void
even if all five are returned to her in through some form of trickery. If they After a few days, they go to the dragon's
perfect condition-she'll merely have are successful, the dragon spends three lair to see what became of her. When
or four days trying to hunt them down, they find out that she is gone, they
some other reason for breaking the
agreement. If the PCs have Pzyruxal's scanning the countryside from on high. leave to seek the rest of their tribe.
If that fails, she goes on a month-long The ore tribe of the Bloody-Axe is
lost wand (from area 12) and have not rampage, killing and destroying any­ camped about 60 miles north of the
offered it to her, she uses this excuse to
justify nullifying their agreement. At thing within 50 miles of her !air. The dragon's lair. They are almost 300 war­
the very least, she refuses to give the PCs may decide to intervene if the tales riors strong and have many captives, as
of destruction reach them. If Pzyruxal is they are particularly fond of the slave
party the rest of tbeir payment, and she allowed to tear apart villages and take trade. The adventurers could probably
attacks the party after her eggs have
been placed safely away. out ber anger on the innocent for a find them if they were interested, or the
whole month, she leaves for parts un­ ores may find the PCs first. n
ln order to have any chance of getting known to seek a new mate and raise a
away witb tbeir bides, much less the new family.

Oneüf
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70 Issue No. 35

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