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The Mill Witch his adventure is for three to five heroes of levels 2-3, and is set in Arkandale. Any mix of classes and races is appropriate, although obvious wizards and non-humans may have difficulty interacting with the suspicious Arkandalens. Since the adventure contains an encounter with a lycanthrope, one of the characters should probably be equipped with a silver weapon. Access to priest who can cure diseases might be useful. Background Alice Kruebler grew up an unhappy girl. When Alice was only an infant, her mother, Inga, fled Falkovnia and settled in Arkandale. Living deep in the wilderness, mother and daughter were treated with suspicion and resentment by the Arkandalens. Though they lived far from a village of any size, even the local farmers found little to like in the secretive foreigners. Alice was a plain girl, and so shy that it crippled her emotional development. Her unknown paternity did not endear her to the moral Arkandalens. She was mercilessly teased by other children, and spat on by adults. She grew very bitter as the years progressed, despite her mother's insistence that they endure the barbs of their neighbors with stoicism. As she matured, Alice secretly turned to the magical arts. The forbidden allure of sorcery in Arkandale was tantalizing to her, as was the possibility of vengeance on her tormentors. When she was only sixteen, Alice ran away from her long-suffering mother, and settled in a nearby abandoned mill. Once in seclusion, she applied herself fanatically to the study of magic, and quickly developed into a wizard of impressive skill. Unfortunately, her soul became twisted by a desire for revenge on the farmers of the region. She began to call down terrible (nonmagical) curses on them, reveling in their suffering. People began to fall to victim to illness and accidents, while crops and livestock suffered from blight, drought and predators. Inga has been despondent in the five years since her daughter fled. As misfortunes began to strike the locals, they immediately began to accuse Inga and her missing daughter of witchcraft. Bits of genuine fact combined with the farmers' already suspicious ways, and eventually they were able to conclude that Alice was dwelling in the mill. They were too frightened, however, to investigate the dilapidated structure, which was rumored to be haunted. Unfortunately, the locals also believed that Inga had instructed her daughter in the ways of witchcraft, and that the two were cooperating to work their foul magic. As the adventure begins, the local folk have finally had enough. Seizing Inga Kruebler, they drag her kicking and screaming to the mill. Their plan is to threaten to burn down the structure. They hope that fear for her daughter's life will prompt Inga to admit to witchcraft. Either way, they intend to torch the mill. If Alice is inside, and she perishes in the flames, so much the better. The Adventure Begins It is the middle of the day, and the party is traveling down a woodland road in Arkandale, preferably far from a village of any appreciable size. As they proceed, they see a smattering of tiny farmsteads peeking through the forest. The players should get the feeling that they are in a decidedly rustic, but not uninhabited, area.
Unless the party does something particularly obstructive, the mob of twenty or so farmers will sweep right past them. If they do attempt to block the mob's path, they will be greeted with hostility. A member of the mob will simply say that they are attempting to "discover the truth", and demand the PC's to let them pass. No one in the group is interested in explaining themselves to the party, especially since they are obviously foreigners who wouldn't understand anyway. Lawful good characters will probably be quite distressed at the grisly prospect of mob justice. If the PC's need some nudging, a farmer trailing behind the procession gleefully urges them to come along and take part in "a good ol' fashioned witch-burnin'". The mob will continue down the road a few yards, and then turn off into a small meadow that the PC's just passed. At the edge of the meadow, a dirt footpath leads away from the road, apparently traveling deeper into the woods. About a hundred yards through the forest on this path lies the mill where Alice Kreubler now dwells. The PC's are probably following along behind the mob at this point, curious to see what happens.
The musket-wielding man is Sheriff Triscott, the local constable appointed by Governor Merriweather to see to law and order in this region of Arkandale. Triscott got wind of the farmers' plans to strongarm Inga and burn down the mill, and decided to head them off. He hopes that he can convince them to disperse simply through this show of force, but in reality he will not attack anyone in the mob. If Triscott's authority is not enough to persuade the farmers, the sheriff will be at a loss to do much of anything to stop them. Let the characters decide what to do while the sheriff lectures the mob and urges them to return to their farms. Since the group lacks a definite leader, no one will immediately step forward to challenge the sheriff. The PC's may want to use this opportunity to get a better handle on what is happening. The mob is decidedly unhelpful, answering most questions with rhetoric about "burning the witch". Inga is too upset to be of much use either, sobbing uncontrollably. Triscott, on the other hand, has a more even perspective on recent events, and will gladly fill the characters in on Inga and Alice Kruebler, the mill, and the recent string of misfortunes that have plagued the area.
After a minute or two, the sheriff comes up with an idea. Sizing them up for courageous types, he suggests that the PC's investigate the mill. The sheriff is mainly interested in proving to the townsfolk that Alice is long gone, and that nothing magical is going on. If the party actually does find Alice, and it's obvious that she's practicing black magic, they should try to persuade her to stop victimizing the locals, or at least to leave the area. Otherwise, he gives them permission to… handle it. The sheriff won't go along, as he's downright terrified of the mill's haunted reputation. He claims that he has to stay behind to keep an eye on Inga and the mob. Unfortunately, the sheriff can't offer the PC's any immediate monetary compensation for their efforts. If pressed, however, he agrees to write a letter to Governor Meriwether, which will recommend that the characters be modestly rewarded for their efforts. The Mill About one hundred yards down the trail, the characters will find the abandoned, nameless mill of which Triscott spoke.
A freshwater scrag is lurking in the millpond. The troll has scattered a handful of gems at location A in order to lure the foolhardy close to its watery home. Any character who is deliberately searching the pond area will discover the gems among the reeds. Even if they aren't looking, a character will notice the gems with a successful Intelligence check (+2 bonus). The scrag immediately attacks those who approach the pond's edge, leaping out of the water with a bellow and hopefully gaining surprise.
Freshwater Scrag (1): AC 3; MV 3 (SW 12); HD 5+5 ; hp 35; THAC0 15; #AT 3; Dmg/AT 1d4+1/1d4+1/3d4 (Claw/Claw/Bite); SZ L (8'); SA Limb Animation; SD Regeneration; XP 650. 1. Mechanism Room
A few common rats, servants of the foul rat that lives in the mill, are carefully watching the characters. Characters with infravision will note the small forms darting along the walls, which will scurry upstairs if detected. 2. Millstone Room
This floor is infested with a horde of common and giant rats, as well as the foul rat that commands them. Characters with infravision will note that the room is practically alive with plump little creatures. As soon as most of the characters are standing around in the room, the rats attack.
Foul Rat (1): AC 7; MV 12 (Sw 5); HD 2; hp 12; THAC0 19; #AT 1; Dmg/AT 1d4 (Bite); Size S (2-3'); SA Disease; SD Fur; XP 270. (See the Kargatane Netbook The Book of Souls.)
Giant Rats (5): AC 7; MV 12 (Sw 6); HD ½; hp 3,4,4,2,2; THAC0 20; #AT 1; Dmg/AT 1-3 (Bite); Size T (2'); SA Disease SD None; XP 15.
Rats (21): AC 7; MV 15; HD ¼ (5+2); hp 37; THAC0 20; #AT 1; Dmg/AT 1 hp or 5hp/round automatically; Size T (1'); SA Disease; SD Immune to everything but area attacks; XP 7. Commanded by the foul rat, the common and giant rats will attack mercilessly. The foul rat itself will attempt to bite those characters who are not heavily armed or armored. If it is clear that the characters will easily vanquish its minions, or if it is wounded, the foul rat will flee upstairs. In an unused grain sack is the foul rat's treasure: 4000 cp, 9000 sp, a girdle of many pouches, and a scroll containing wind wall, wraithform and rainbow pattern. 3. Loft
The various trinkets are used as the basis for the powerful (nonmagical) curses which Alice has been calling down on the local people. The characters must make a mild horror check (+2 bonus) upon seeing the corpses, especially if they haven't encountered such sights before. The bodies are the "disappearances" Triscott alluded to, victims that Alice's wererat companion slew. Alice doesn't mind the corpses' presence, as she sometimes plunders them for magical components. She has used the hands in the creation of crawling claws. The wererat is sleeping behind the grain sacks. If the characters chased the foul rat up to this floor, the creature darts behind the sacks and awakens the lycanthrope. Alternately, if the characters have made a lot of noise, the wererat might already be awake. He waits until they are upstairs, however, before attacking. If one of the characters approaches the grain sacks, the lycanthrope darts out in hybrid aspect, hopefully gaining surprise. If the characters saw the foul rat come upstairs, the wererat might even speak up, alerting them to his presence. Until they get close to his hiding place, however, he will pretend to be the foul rat, however, insisting in a pathetic little voice that "You hurt me… Now you'll be sorry if you don't go away…"
Wererat (1): AC 6; MV 12; HD 3+1; hp 18; THAC0 17; #AT 1; Dmg/AT 1d6+1 (Scythe); Size M (5'); SA None; SD Hit Only by Silver or +1; XP 270. This outcast wererat is fanatically loyal to Alice. He assumes that the characters have come to kill her, and will die protecting her if he must. His strategy is only to mercilessly attack the most dangerous-looking character. There is 50 gp in a moldy, tattered cloth bag behind the grain sacks, the wererat's personal little treasure hoard. 4. Alice's Room
The stacks of paper are the ever-growing diary of Alice Kruebler. Alice has partially dealt with her bitterness by keeping a record of her thoughts…in almost manic fashion. The pages are organized, but according to a chronology and system that only the woman herself would ever be able to comprehend. Her chicken-scratch handwriting spells out years of real and imagined hostilities inflicted on her by the local farmers. Anyone who takes the time to read the diary won't garner much information, other than a detailed impression of Alice's blossoming psychosis. The books are various occult texts, although Alice's spellbook is also here, buried under a mound of paper. Under Alice's bed is her meager treasure, wrapped in purple felt: 16 platinum pieces, a 8 gp blue quartz, a 50 gp bloodstone, and two 500 gp topazes.
Alice's Spellbook The room's guardians, however, won't tolerate the PC's poking around for long. As soon as anyone touches Alice's diary, the crawling claws emerge from their hiding places.
Crawling Claw (7): AC 7; MV 9; HD ½; hp 2, 3, 3, 2, 4, 4, 4; THAC0 20; #AT 1; Dmg/AT 1d4 (armored foe) or 1d6 (unarmored) (Punch/Crush); Size T (6-8"); SA None; SD Undead Immunities, Half Damage from Edged Weapons; XP 35. The claws attack until destroyed or until the PC's leave the room. Where's Alice? If the PC's eventually reach the third floor, they should realize that someone is indeed dwelling in the mill, someone who is apparently working unspeakable magic. They will probably assume that that someone is Alice. When the PC's first approach the mill, Alice is sleeping in her bed in Room 4. Depending on the level of commotion that the PC's and the mill's other inhabitants make, however, Alice will probably awaken at some point and seek out the characters. The PC's will almost certainly be unable to reach the bedroom without alerting her in some way. Alice's main goal is to simply get rid of the characters. The mill is her sanctuary, and she doesn't abide anyone violating it. She won't make an overt attempt to kill the PC's, but won't hesitate to do so if necessary. The first thing Alice does is cast invisibility on herself so that she can move about in secrecy. She will then observe the party closely, and carefully antagonize them with spells. If one individual is ever separated from the group, she takes the opportunity to cast charm person on that character, and goads them to attack their comrades. She also takes advantage of the other creatures in the mill, which all serve her. Although she does not give them orders, she will complement their attacks with magic. In particular, she will make use of blindness, darkness 15' radius, haste, hold person, monster summoning I, ray of enfeeblement, sleep, and summon swarm. If it becomes apparent to Alice that she stands no chance of defeating these strangers, she will flee the mill, disappearing into the woods. If, by some chance, she is captured, attempts to question her are met with cold silence.
Alice Kruebler, The Mill Witch
Spells Memorized (Suggested)
Monster Summoning I (1d10) Epilogue The true outcome of this adventure, beyond battling monsters, is determined largely by what course of action the characters take. The PC's might return to the sheriff and the mob and explain what occurred truthfully, or they might fabricate a story for their own ends, or they might "slip out the back" and never return. Perhaps they managed to slay Alice, or maybe they had the opportunity, but certain PC's balked. Despite the fact that she is evidently responsible for vile deeds, intelligent characters who piece together the events surrounding this adventure may ascribe a certain victim status to Alice. Generally speaking, the sheriff will believe whatever the characters tell him. After all, he admires their courage at entering the building in the first place, and the fact that they emerged alive is even more impressive. The mob has lost most of its fire by the time the PC's return, but may be rekindled if the characters mention the corpses and occult materials. If Alice is captured and returned to the sheriff, the most likely outcome is that the woman will be taken into custody and simply executed for the deaths of the victims in the mill. Inga, for her part, is shocked and horrified at Alice's deeds, and even her love for her daughter may not be enough to forgive such atrocities. If the PC's for some reason try to convince the locals that Alice is not a witch, the woman will interrupt the defense with ravings about the vengeance she still intends to wreak. Clearly, Alice is beyond redemption. Her fate, however, is tricky question, and is mainly up the PC's to decide…
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