Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion LAIR OF THE SITH Feast of Goblyns The Gothic Conversion Requires the AD&D RA1 Ravenloft Adventure Feast of Goblyns, to play by Igor Comunale
Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 1 Feast of Goblyns The Gothic Conversion Requires the AD&D RA3 Ravenloft Adventure Feast of Goblyns, to play by Igor Comunale DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Igor Comunale and published under the Community Content Agreement for Dungeon Masters Guild. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
his conversion updates to the fifth edition of Dungeons & Dragons the AD&D Second Edition TFeast of Goblyns adventure set in Ravenloft. The adventure can be played individually or as part of the Grand Conjunction campaign of which represents the third episode after the events happened in Night of the Walking Dead and Touch of Death. This adventure is suitable for characters from 4th to 7th level. If used as the third part of the Grand Conjunction, the characters begin the adventure at 5th level. Adventure Summary Feast of Goblyns is a wonderfully flexible module in which many elements of a grand plot are designed so that they can fit together in various ways. However, backup events and situations have been created so that the entire module can be played no matter what particular scenario the PCs cause to unfold. There is a most plausible plot which has been more fully fleshed out below. However, if the PCs deviate from this course, let them have their way. The Most Plausible Plot More often than not, the PCs will naturally tend to follow the steps listed below as they explore the events and locations detailed in this module. (1) The PCs unknowingly enter Ravenloft near Harmonia. (2) The PCs enter Harmonia. To accomplish this you can have them find a small hunting trail which is simply a loop leading to Harmonia no matter which direction it is traveled on. (3) In Harmonia, they aid a jailor in trouble. In the end, however, they manage to get themselves locked up as well. (4) While in the jail building, they witness a young girl, Akriel, being whipped by her father Harkon Lukas. (5) Akriel speaks to the PCs through the bars of the prison window. She hides the true nature of the beating she has recieved from them and offers to get them released from prison if they will help her out. (6) After they are released, Akriel has them meet her at the Old Kartakan Inn near the town of Skald. (7) The guide dies and they are left to wander on their own. (8) They come upon a poor lady who has lost her son to a wolfwere. (9) The PCs help the lady and her farming family defeat the wolfwere that has been haunting them. (10) They plunder the home of the wolfwere, and find a map describing the location of the catacombs. (11) Akriel then sends them on a quest to recover an item she calls the Crown of Soldiers (actually, it is known as the Crown of Souls). (12) She sends them out with a guide to find a series of catacombs near Bluetspur. (13) The PCs then go to the catacombs and retrieve the Crown of Souls. (14) They return the crown to Akriel who thanks and rewards them. (15) She then begs them to take it to her paramour in Gundarak who is actually Daclaud Heinfroth, assistant to Duke Gundar, and a vampire. However, they will only know of him as Dr. Dominiani. (16) At the keep they turn over the crown to Dr. Dominiani. (17) Dominiani will have them return a "love note" (actually a secret message) to Akriel in Skald. (18) Back in Skald, they meet with someone they think is Akriel at the Tavern of Kartakass. In actuallity, this is Harkon Lukas in her guise and is a chance meeting. He plays things cool, though, and will learn from the PCs what has been transpiring. (19) Harkon causes the party to learn that both Dominiani and Akriel are evil beings who intend to use the crown for the sake of evil. (20) With this information, the party returns to Dominiani's Keep to take the crown back. (21) The PCs return to Skald bearing the crown. (22) Here, they learn that the destruction of this evil magic item is only possible if Radaga, an evil priestess of the undead, is defeated. (23) They march off to destroy the crown and confront Radaga. (24) Upon returning to the catacombs, they find that Radaga and many of her minions have left. (25) They soon learn that a horde of undead and evil beings was seen headed south from here. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 2 Introduction
(26) Adventuring south, they cross into the newly formed domain of Daglan. (27) Here they enter the town of Homlock and encounter Radaga. Major Events Although the plotline presented above goes into some detail, there are actually only a few events which are vital to the completion of this module. They are: 1. The Player Characters unknowingly enter Ravenloft near Harmonia. 2. They encounter Akriel and agree to undertake the quest for the Crown of Souls. 3. They enter the catacombs and retrieve the Crown of Souls from Radaga. 4. The PCs deliver the crown to Dr. Dominiani as per Akriel's instructions. 5. The PCs return to Skald. 6. The party discovers Akriel's scheme and returns to Dominiani's Keep to reclaim the crown. 7. They return to Skald with the Crown of Souls. 8. The PCs search out Radaga in Daglan and destroy her, ending the adventure and destroying the crown. Running the Adventure To manage the adventure using this conversion, you need the main rules of Dungeons & Dragons fifth edition (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) and the Van Richten's Guide to Ravenloft. Non-player characters and monsters that are not present in these sources (where not in other way indicated) are presented at the end of this conversion. Characters' Progression If the characters are at 5th level, they level up during the adventure with an event-based progression as follows: • Characters gain 6th level when they leave the Old Kartakan Inn for the lair of Radaga. • Characters obtain 7th level when they recover the Crown of Souls. • Adventurers reach 8th level at the end of the adventure. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 3
his section describes the necessary updates to play the adventure with the rules of Dungeons & Dragons 5 th Edition. The updates follow the same order and have the same title as the parts in the original adventure. If a reference to a part of the adventure is absent, then it means that it does not require any modification and can be used in its original form. T The text appearing in this way is intended to be read or paraphrased to the characters when they arrive at a certain place or certain events occur, as described in the text. The text that appears in these boxes contains additions to the adventure and game recommendations for the DM. Using This Module Optional Encounters Horror Opportunity: No Random Encounters Using a random encounter table can ruin the atmosphere of a good horror adventure. If you don’t want to use the tables, it's recommended that you only chose additional encounters when you think it is appropriate to enhance the terrifying atmosphere of the adventure. Optional Gundarak Encounters Check for encounters in Gundarak once during the day, but three times over the course of a night. In all cases, there is a 50% chance that something will be encountered. Travellers who are in towns are relatively safe and all encounters in any sort of village should be for a specific purpose. Gundarak Encounters d6 Encounter 1 swarms of rats 2 swarms of bats 3 wolves 4 swarms of spiders 5 any undead 6 any lycanthrope Optional Kartakass Encounters The frequency of these optional encounters should largely be controlled by the Dungeon Master. A general rule of thumb is to check only once during the daylight hours (with a 50% chance of an encounter) and every hour at night (with a 25% chance of an encounter). If special precautions are taken, the DM may wish to modify these rolls. While in Kartakass, about a fourth of all encounters should be with some type of wolf - dire, worg, normal, werewolves, and wolfweres (as well as winter wolves in the winter). Kartakass Encounters d20 Encounter 1-3 wolves 4-6 dire wolves 7-8 werewolves 9 werefox 10 boar 11 wereboar 12-13 greater wolfwere 14 loup garou 15-17 wolfweres 18 wights 19 ghouls 20 leucrotta Horror Opportunity: Optional NPC Dominance Rule This optional rule can be used to add flavour to the game. It reflects the fact that major NPCs in Ravenloft, who are intimately tied to the land itself, have a great force of will that affects those around them. All lords, and their immediate servants can cause this dominance effect, as can any other very powerful evil NPC (monster or character). At first the characters performs normally when encountering such an NPC. However, as the encounter continues, the NPCs force of will weakens them mentally, causing them to become less certain of their own abilities. This uncertainty is a self-fulfilling prophecy (i.e. it actually affects the characters). The NPC also feeds off others uncertainty and they actually do get more powerful with respect to that individual. These effects are per individual characters or NPC. • Each failed attack roll causes the character's next attack roll to be made with disadvantage. • Each effect or spell which the NPC either saves against, cancels, or foils due to some aspect of its being gives the NPC advantage on its next saving throw. • Conversely, each saving throw that the character fails to make against the NPCs effects or spells gives it disadvantage to the next save against attacks by that NPC. • Every successful attack roll made by an NPC against the character gives it advantage on the next attack roll. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 4 Conversion
Non-Player Characters ll the non-player characters are converted at the end of this guide (see Who's Doomed). The only exceptions are the following characters: Akriel is a greater wolfwere, Lukas uses the loup garou statistics and the description presented in Van Richten's Guide to Ravenloft, and Duke Gundar uses the statistics of a vampire. A The Crown of Souls Magical Powers The Crown of Souls is a dark and evil object which will bestow upon its owner the following powers: • The Crown of Souls can be used to transform humans into goblyns. To do this the owner of the crown merely holds it on the head of the victim with both hands, and speaks an ancient incantation. As the transformation occurs, the victim will scream out in anguish and terror as it looses its mind and will and is filled with evilness. • Upon the brow of a being attuned to it, the crown bestows the following special powers: +1 bonus to Armor Class, +1 bonus on all attack and damage rolls, +1 bonus on saving throws, the owner regains 1d6 hit points at the start of its turn if it has at least 1 hit point, and one of ita ability scores (DM's choice) increases by two to a maximum of 24. • Anyone wearing the crown, must make a DC 20 Wisdom saving throw each day. Failure means the character suffers a slight alignment alteration. Dungeon Masters may concede advantage on this saving throw based on the characters past adherence to his alignment. Their alignment will slowly become neutral evil. The lawful/chaotic aspect will first change to neutral. Next the good/evil aspect will become one place closer to evil (good becoming neutral, and neutral becoming evil). Once this transformation is complete (for those already neutral evil, they still must fail the Wisdom saving throw once), the crown will be in complete control of them. The spirit of the warlock Daglan will drive them to kill Radaga without the crown on. • The crown can also protect itself from harm. This can only be done if it is physically attacked or threatened. In such a case, it can cast the following spells once per round as often as needed: blink, control flames, levitate, gust of wind, mage hand, and chill touch. • Only one who is pure of heart (any character of good alignment) may take the Crown of Souls out of the domain which it lies in. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 5
ll city guards have the statistics of a guard. Where not specified, citizens have the statistics of Aa commoner or a noble. 1. The Amphitheatre Horror Opportunity: Disturbing Echoes The incredible acoustics of this amphitheatre is one of the wonders of Harmonia. If the characters are in this place at night and the amphitheatre is empty, refer secretly to half of the players they have the impression of hearing barely perceptible whispers. Among these, each character affected hears whispering his own name. As far as they can investigate, the adventurers cannot determine the origin of these whispers. 2. The Crystal Club Horror Opportunity: Predator and Prey If the characters decide to entertain themselves after sunset at the club, a greater wolfwere takes this opportunity to attempt to alienate one of the group’s adventurers with seduction, using charm person if more conventional methods fail. When the character walks away with the monster, strange events begin to occur and the rest of the group experiences the disturbing impressions described in the text of the adventure. The character who is alone with the wolfwere in the maze, at first experiences strange impressions about its companion, then the monster transforms into its hybrid form and begins a hunt in the maze using its powers to hinder the escape of the prey. This encounter if managed to its full potential can lead to the death of one or more characters. But fortunately for the victim of this joke, the werewolf just wants to have some fun at the expense of the character. Describe how in the maze the character immediately loses orientation, feeling the breath of the creature always too close while failing to see it. The werewolf carries out a few surprise attacks, striking with a claw and then withdrawing immediately. If the other adventurers come to the aid of their companion, the werewolf gets tired of the game and flees, avoiding a too demanding fight. The chased character should survive the experience after suffering some attacks, finally coming out of the maze and getting by only with a big scare. If your campaign is at high risk of death for the characters, the encounter can alternatively end in a more bloody way if the adventurer’s companions do not rush to help him. In this case the character is attacked in the maze by the werewolf to the fullest of its abilities and probably killed. The adventurer disappears and his body is found the next day on the outskirts of Harmonia, mutilated and partially eaten. 5. Meistersinger's Mansion Zhone Clieous has the statistics of a bard (see Monsters of the Multiverse). Horror Opportunity: Death of a Meistersinger Zhone can be used to expand the quest presented in Trap of the Jailor. The Meistersinger is found dead shortly after the arrival of the adventurers in Harmonia. His body is found in 7. City Moat apparently eaten by wolves. Kharus (see below) hires the characters to investigate Zhone’s death, convinced that it is not a simple attack of animals. This leads to a hunt for Jaconos Hanabara (see below), responsible for the murder and still at large. Character investigations should lead to tracking the werewolf to an abandoned house in Harmonia, where a combat can take place between the characters and the monster or he can be arrested by the city’s law enforcement. Jaconos remains in human form during this fight, trying to escape and defend himself with his bare hands. Jaconos does not want to betray his real nature: he knows he is in the territory of the wolfweres and that he has trespassed. This should however lead to the events described in Trap of the Jailor. If Jaconos is killed and is not locked in prison, change the name of the werewolf present in Trap of the Jailor and continue the adventure as indicated. 7. City Moat Crossing the moat requires two DC 17 Dexterity (Athletics) checks. If both tests fail, the character slips and impales itself on the spikes. He suffers 9 (2d10) piercing damage and must succeed on a DC 15 Constitution saving throw or develop a debilitating disease. This is a very aggressive form of sewer plague. The DC to heal from the effects of the disease is 15 instead of 11. If the character fails only one of the two Dexterity (Athletics) checks, he cuts himself with a spike suffering 3 (1d6) slashing damage and must succeed on a Constitution saving throw as described above. If the adventurer passes both checks, he crosses the moat without any problem. 9. Guard Towers The tower guards has the statistics of a guard. The ballistae use the profile indicated in the Dungeon Master's Guide, Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 6 Harmonia
treat the small catapult as a mangonel which inflicts (16) 3d10 bludgeoning damage on a hit. 11. The Great Catapult This siege machine is similar to a trebuchet (Dungeon Master's Guide), but has a range of 250/1000 ft. (can't hit targets within 60 ft. of it). Trap of the Jailor The Nightmare Begins... Kahrus the Jailor is a veteran, Devon and Bakki are two guards. 2. Kitchen The locked door is very easy to pick. A DC 15 Dexterity check to pick the lock is enough to open it, and the character has advantage on this roll. Finding the secret doors requires characters to state their intention to search for secret doors and a DC 20 Wisdom (Perception) check. 5. Cell Corridors The doors to the cells have locks that are very difficult to pick. To open these doors a character must suceed in a DC 25 Dexterity check. 7. Secret Room To pick the lock of the door to the north a character must succeed in a DC 25 Dexterity check 8. Portcullis Mechanism Area To understand how the devices work, a character must succeed on a DC 20 Intelligence (Investigation) check. 9. Werewolf's Den Jaconos Hanabara use the statistics of a werewolf. The Alley Strangers in the Night If they rush to Akriel's side, characters are confronted by 6 dire wolves. Variant: Meeting Akriel If Akriel’s damsel in distress act does not satisfy you as a reason to convince the characters to help her, you can use this variant. The characters do not see the scene of the punishment of Akriel by Harkon Lukas, although anyways it took place behind the scenes. If the adventurers are free, Akriel summons them using a street boy as a messenger who gives them an invitation to meet her at the Harmonia's Crystal Club for lunch. If they are in prison, she contracts their release with Kahrus and leaves them a letter with the same invitation. The young woman meets the characters and offers them a job presenting herself as a local aristocrat eager to recover a lost family heirloom: the Crown of Soldiers (a false name for the Crown of Souls). Akriel presents herself as the last of her noble family still alive and points out that the possession of the crown is an indispensable element to be able to claim the name and the properties rightfully due to her. Akriel also reports that time is a very important factor and that another team recruited by an unidentified nobleman is looking for the same treasure (a completely false information). Akriel offers the exorbitant payment of 1,000 gp and offers to pay 100 gp in advance for the initial expenses. After meeting the group in Skald as indicated in the adventure, she says goodbye to the characters and leaves the Crystal Club. In this variant, Akriel presents herself as a strong woman, though not gifted with the talents to face such a dangerous adventure. The young woman is very skilled in playing the role of an aristocrat, but in this case she prefers to rely on greed rather than pity to manipulate the characters. Woodland Encounter Children of the Night Jackques is a wolfwere and is followed by 4 wolves. Jackques' treasure consists in 500 sp, three 100 gp gems, and a potion of fire breath. The wolf pups have statistics similar to adult wolves, but they have only 3 hit points and their attacks are not able to inflict any serious damage. Variant: Maria's Story In this variant, Maria tells her story exactly the way she tells it in the adventure. The problem is that she is lying. Joshua was not actually his son, but a working young man who came from Skald to help Ontosh in his work. Maria, Ontosh and her two sons are actually wolfwere and Jackques is not their enemy, but an ally. Ontosh is not hurt: he is just pretending. The complex act only serves to lure victims away from the main road. This variant can be lethal if the adventurers do not notice the trap. In addition, it is not suitable for the sensibilities of each group, since to survive the characters will probably have to kill even Frantosh and Jelena despite their young age. Make sure before choosing this variant if in your gaming group there is someone who might feel uncomfortable with this kind of theme. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 7
he majority of Skald's population is composed by commoners and nobles. The city guard has the statistics of a guard, with some veterans lieutenants as patrol captains. The catapult defending the town are mangonels (Dungeon Master's Guide). T The Old Kartakan Inn Meeting with Akriel Akriel's “cousin” is a wolfwere. If you're using the Meeting with Akriel: Variant, she presents him as an old family friend. Variant: Meeting with Akriel In this variation, Akriel meets the characters in 9. Tavern. The woman reserved one of the private tables separated from the rest of the common room by a curtain to talk privately with the characters. 10. Killing Room is an all too alarming and explicit environment for a meeting with Akriel. In this way, doubts about the woman will arise in the players more slowly, as well as the true nature of the tavern in which they find themselves. Map Key & Room Descriptions The rooms of the inn are populated by different people. Normally locals do not sleep at the inn, they know how often people disappear during the night. Hosts are often foreign people or monsters who know too well this place and how easy it is here to find fun and prey. If you want, you can decide the identity of the hosts of the inn choosing or rolling from this table once for each room (or mixing the results for the common rooms): Hosts of the Inn d10 Hosts 1 1 werewolf 2 2 wolfweres 3 1 foreign merchant 4 1 greater wolfwere 5 1 foreing bard 6 1 doppelganger 7 1 foreign wizard 8 1 foreign cleric 9-10 empty 4. Servants' Stairs The locked doors require a DC 20 Dexterity check to pick their locks. 7. The Kitchen Heinstock is a wolfwere, while Coraline is a werefox. Horror Opportunity: Dangerous Seduction Coraline is one of the most likely non-player characters adventurers will interact with if they decide to eat at the inn. The beautiful maid with elfin features is a cruel monster just like all the others that populate the inn, but to hunt her prey she uses more devious methods. The woman tries to use her beauty and werefox powers to seduce one of the characters. Coraline’s plan is to convince one of the adventurers to follow her alone to her room (24. Servants' Rooms). Here, pretending to wish for a secluded place to be alone with the character, Coraline reveals her nature by transforming into her hybrid form and attacking an isolated prey. Coraline is a vain and amoral creature. In seduction she makes no difference of gender, race or age. She thinks the other humanoids are all just prey, only they haven’t realized it yet. 8. Root Cellar The cellar door has a lock requiring a DC 20 Dexterity check to pick. The trap inflicts 3d10 bludgeoning damage to the first person passing through the door (DC 18 Dexterity saving throw for half damage). The total value of the goods is 1,000 gp, meekulbrau bottles are worth 800 gp. 9. The Tavern Haldrake is a greater wolfwere, Ledalar a wolfwere, and Gleeda and Teena are both human bards (Monsters of the Multiverse). 10. The Killing Room The room's door requires a DC 20 Dexterity check to pick its lock. The secret door leading to the killing room requires a DC 20 Wisdom (Perception) check to find it. Horror Opportunity: Death Comes Screaming Characters may find the room as they explore the inn in search of an escape route. Instead of leaving it empty, to make the scene more frightening and chilling, you can arrange that in the killing room there are two wolfweres eating their latest mutilated victim (probably still alive). The prey of the two monsters could be a customer of the inn or an inhabitant of Skald with whom the characters have previously spoken. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 8 Skald
11. Secret Passage Both secret doors require a DC 20 Wisdom (Perception) check to find them. 13. Guests' Rooms The secret panels can be found with a DC 25 Wisdom (Perception) check. 14. Common Rooms The “tradesman” is a greater wolfwere. 15. Secret Passages The secret doors can be found with a DC 25 Wisdom (Perception) check. 16. In-house Swimming in the tunnel to escape requires a DC 15 Strength (Athletics) check. The character diving in this water may contract sewer plague (Dungeon Master's Guide). Anyway, every time a character tries to swim in the tunnel, it takes 5 (1d10) bludgeoning damage as the character is smashed against the sides of the tunnel. 19. Akriel's Room The hidden panel can be found with a DC 20 Wisdom (Perception) check. It contains jewelry for a value of 1,000 gp. The false bottom requires a similar Wisdom (Perception) check to be found. The second compartment contains a +1 short sword and a potion of greater healing. To find the secret door a character needs to succeed in a DC 20 Wisdom (Perception) check. 21. Second False Chambers The trap in the bed works as follow: Sharp Spears Mechanical trap A set of eight razor sharp spears are hidden under the bed's mattress. Causing any pressure or weight upon the mattress activates a pressure plate and the spears spring out 5 feet out of the bed. A creature within range takes 9 (2d10) piercing damage. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from the uneven surface of the matress, altered by the pressure plate presence. Wedging an iron spike or other object under the pressure plate from under the bed prevents the trap from activating. The chest is actually a mimic. A successful DC 20 Wisdom (Perception) check reveals the secret trap door on the roof of the room. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 9
22. Harkon's Bed Chamber The dagger in the desk is a dagger of poison which will jump into the hand of anyone whispering "leap". Harkon's wardrobe contains, beside the coins, an instrument of the bards, an Anstruth harp. The secret door can be found with a DC 20 Wisdom (Perception) check. 23. Servants' Lounge The 1d4 servants in this room are commoners. 24. Servants' Rooms The locked doors are of inferior quality and it is easy to pick them: a DC 15 Dexterity check to pick the lock is enough, and the character has advantage on this roll. The secret door in the old man's room can be found with a DC 20 Wisdom (Perception) check. 26. Council Chambers Upon the mantelpiece is a set of Pipes of Pain. Magic Item: Instrument of the Bards - Pipes of Pain Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Several types of these instruments exist. The following description lists the spells specific to this kind of instrument its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. With the pipes of pain you can cast: fly, invisibility, levitate, protection from evil and good, enthrall, friends, charm monster, and compulsion. Enemy creatures affected by any spell cast with the pipes of pain, are stricken by intense pain at even the slightest noise for 1 hour after that spell's effect expires. Unless a creature is in a totally silent area, it takes 1d4 thunder damage per round on its turn, and it has thunder damage vulnerability until this time expires. The thirteen main henchmen of Harkon Lukas are detailed below. If Jackques is dead, you may want Coraline to become a member. Harkon's Henchmen Name Creature Area of Influence Haldrake Greater wolfwere Old Kartakan Inn Jackques Wolfwere Woods near Harmonia Allison Wolfwere Woods near Skald Marc Greater wolfwere Harmonia Huges Wolfwere Musarde River Marielle Greater wolfwere Skald Daevon Wolfwere Forlorn Border Gaston Wolfwere Bluetspur Border Estrell Greater wolfwere Musarde River Martin Wolfwere South Border Jean Wolfwere Sithicus Border Saul Greater wolfwere Wolfwood Helmuth Wolfwere Gundarak Border 28. Coach Room Both the doors to this room are locked. To pick these locks a character must succeed on a DC 25 Dexterity check. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 10
he distance to the area of the catacombs where Radaga resides is now less than a mile. Roll on the following table to determine what the characters are attacked by: T Encounters in the Gorge d8 Encounter 1 8 goblyns 2 20 skeletons 3 20 zombies 4 10 zombies and 3 ju-ju zombies 5 1 Ravenloft giant skeleton 6 10 skeletons and 10 zombies 7 1 leucrotta (Monsters of the Multiverse) 8 8 giant ravens (use the statistics of a giant vulture) Brushes with the Macabre The Birds A giant raven has the same statistics as a giant vulture. Radaga's Canyon 1. Spy Tree The spy tree is a quickwood, it attacks only when the characters are within its roots' reach range. 4 goblyns await hidden and ready to strike. 180 skeletons await to be animated by Radaga's powers. 2. Rib Cage The rib cage is covered by 10 kampfult deadly plants. Due to their position, only two of them at a time may attack a character adjacent to the rib cage. Upon the bone shell, there are 6 goblyns manning a net throwing catapult. Inside the cage, besides the living prisoners, there are 10 zombies and 2 ju-ju zombies. Net Throwing Catapult Medium Object Armor Class: 15 Hit Points: 50 Damage Immunities: poison, psychic This catapult throws a large net in a high arc. The net falls on the target point and can hit targets behind cover. The net released by the catapult, covers a 30-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 Hit Points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section. Large Net. Ranged Weapon Attack: always hits the target point if in range, range 400 ft. (can't hit targets within 30 feet of it), a 30-foot-square area. Hit: entangle. 3. Sentinels These sentinels are Ravenloft giant skeletons riding fire lizard skeletons. 4. Raven Monument On the ziggurat there are 48 skeletons, inside it a single Ravenloft giant skeleton. The treasure inside the ziggurat includes a pair of eyes of the eagle. Variant: the Grand Conjunction If you are playing this adventure as a sequel to Night of Walking Dead and Touch of Death as part of the Grand Conjunction campaign, the characters find among this treasure a parchment containing this prophecy: These signs were foreseen by Hyskosa, a Vistani most gifted with The Sight. Spread word of these wherever you travel. Only the true hearted can stop the fall of the night of evil. The night of evil shall descend on the land when these hex of signs are near at hand. The light of the sky shining over the dead Shall gutter and fail, turning all to red. Seventh time the son of suns doth rise to send the knave to an eternity of cries. In the house of Daegon the sorcerer born though life, unlife, unliving shall scorn. The lifeless child of stern mother found heralds a time, a night of evil unbound. lnajira will make his fortunes reverse dooming all to live with the curse. The text is the same that the characters found during the events of Night of the Walking Dead and Touch of Death. The order of events of the prophecy has been rearranged to reflect the development of the Grand Conjunction campaign by changing the order of the adventures to take into account the level progression provided by the individual modules. The first and second omens has already come to pass in the previous episodes of the campaign. The third alludes to the events described in this adventure. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 11 Into the Gorge
5. The Catacombs Anyone examining the skeleton can determine that it has been here for a long time. While the skeleton is not undead, it does have a powerful curse upon it. Anyone touching it will fall back and experience a terrible deep ache in the hand that touched it. For the next day, use of the arm will be painful and awkward (the target's Dexterity score is reduced by 3). Arthritis will set into the joints and begin traveling up the arm. Within a day, even simple movements will be made with extreme pain (reducing again the target's Dexterity score by 3). The person's skin will dry up and age spots will appear. Eventually, the person will become emaciated and die (taking about a week). All flesh will quickly fall off, dry up, and blow away, leaving only a skeletal frame behind. There is one only one way to be rid of the curse. If Radaga is killed, the curse will be lifted. Furthermore, if a cursed character witnesses the death of Radaga, the freed spirit of the woodsman will actually bestow upon him a powerful supernatural gift: the Charm of Grace. Supernatural Gift: Charm of Grace You are blessed with supernatural appeal. You have advantage on all Charisma ability checks. This effect is permanent. 6. Cavern of the Undead Priestess & 7. Cavern of the Crown of Souls Variant: One Dungeon to Rule Them All Using this variant, the dungeons of 6. Cavern of the Undead Priestess and 7. Cavern of the Crown of Souls are merged into a single underground complex connected by a magic mirror in Radaga’s throne room. The entrance of 7. Cavern of the Crown of Souls is deleted from the map and you can access only the lair of Radaga from 5. The Catacombs. The advantage of combining the two dungeons is to make the characters face Radaga and find the Crown of Souls with a sense of continuity and integrity that the arbitrary choice to choose which cave to explore first does not allow you to have. It seems much more logical that Radaga, now aware of the presence of the characters in her territory, may better protect the crown, instead of simply leaving it guarded only by some of her subjects. The Cavern of the Undead Priestess 2. Chamber of Runes Every character entering this chamber must succeed on a DC 15 Wisdom saving throw. Those failing this save will have to make a DC 15 Strength check roll to pull their weapons from their sheaths when they try. Non-sheathed weapons are not affected. For spell casters, use of magical spells will require a Concentration check. Those failing this roll will be unable to cast the spell correctly and it will simply falter, wasted with no effect. These effects will remain until this cave complex is exited. 3. The Mists Every character who can see the black mist must succeed on a DC 15 Wisdom saving throw. Those who make it will get a bad feeling about the "passage" ahead. Nothing they do, however, will provoke any response or reveal any information about the mysterious vapors. Those who fail the saving throw, when they enter the mist are assailed by ghost hands. The hands grab the lowest rarity magic item the character is carring. They cannot be attacked in any way, save by something that would destroy all of the mist (a wish spell, for example). Their touch will slowly cause the item being grabbed to turn into mist and fade away. To prevent this from happening, the characters must escape the mists. However, all those in the mist will be under the effects of a slow spell (no saving throw allowed). Each round the affected characters in the mist must succeed on a DC 15 Wisdom saving throw. Failure means that the item has vanished and the hand will move on to another one (if any remain). 4. Sink Hole Anyone stepping within 5' of the sinkhole will cause its edge to collapse. They must succeed on a DC 15 Dexterity saving throw or slide into the pit and become half buried in the debris. They must succeed on a DC 15 Dexterity saving throw or fall head first into the debris, suffocating as indicated in the Player's Handbook. A half buried character can't free himself alone without the aid of another adventurer. Saving someone from the sinkhole requires at least the use of a rope (or something similar) and a DC 15 Strength check to free the character. The sinkhole is 15 feet deep. 5. The Shattered Room Finding the ledge requires to succeed on a DC 18 Wisdom (Perception) check. 6. Stone of Death 4 skeletons and 4 zombies attack using heavy chains as weapons, inflicting 3 (1d6) bludgeoning damage on a hit. The stone slab has AC 15 and 120 hit points, and can only be damaged by magic weapons and spells. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 12
7. The Bone Narrows At the bottom of the pit, there are 10 giant centipedes. 8. Temple of the Undead Priestess When the ropes supporting the bridge are cut by the guardians, each character standing on in must succeed a DC 15 Dexterity saving throw or fall into the mists below. Those making their checks will be able to hang onto the bridge, but will swing with it when it falls and crash into the skeleton's pelvis. When this happens, they take 7 (2d6) bludgeoning damage and will have to make another DC 15 Dexterity saving throw if they wish to avoid falling into the mists. They may then climb up to the landing in the center of the colossal skeleton with only minimal effort. The guardians are 2 Ravenloft giant skeletons and during the fight they'll try to throw the characters into the mists when this is possible. 10. Atop the Staircase Variant: the Grand Conjunction If you are playing this adventure as a sequel to Night of Walking Dead and Touch of Death as part of the Grand Conjunction campaign, in this room the characters find a stone tablet containing the prophecy. Add this text to the room's description: On this horrible table, you see an engraved stone tablet lying abandoned. It seems somehow out of place in this macabre place. This is the text of the prophecy: The night of evil shall descend on the land when these hex of signs are near at hand. The light of the sky shining over the dead Shall gutter and fail, turning all to red. Seventh time the son of suns doth rise to send the knave to an eternity of cries. In the house of Daegon the sorcerer born though life, unlife, unliving shall scorn. The lifeless child of stern mother found heralds a time, a night of evil unbound. lnajira will make his fortunes reverse dooming all to live with the curse. The text is the same that the characters found during the events of Night of the Walking Dead and Touch of Death. The order of events of the prophecy has been rearranged to reflect the development of the Grand Conjunction campaign by changing the order of the adventures to take into account the level progression provided by the individual modules. The first and second omens has already come to pass in the previous episodes of the campaign. The third alludes to the events described in this adventure. 11. Beyond the Ebon Shroud Radaga and 1 Ravenloft giant skeleton (huge size) will confront the characters here. While Radaga is inside the giant skeleton, every melee or ranged attack against her have disadvantage. Variant: Radaga, My Old Friend! If the characters make friends with Radaga thanks to a spell or manage to impress her in another way, you can use this variant. If Radaga sees the characters as allies or at least neutral individuals in Akriel’s plan to take possession of the Crown of Souls, she is willing to leave them alive and tell them the true story of the crown (at least as far as she knows it) and reveal Akriel’s machinations to get hold of it. This variant has a major influence on the events of this history. Probably after learning the truth, the characters will want to get out of Akriel’s intrigue or even face Akriel herself. Radaga is willing to indulge the characters until they pose no threat to her. Under no circumstances will she voluntarily deliver the Crown of Souls to the characters, even if under the effect of a spell. At this point, the expected development of events will most likely undergo a substantial change. Some possibilities are considered below, but very different scenarios can also emerge. • If the characters come from another world and ask Radaga if she can help them return home, the woman proves to be available. She claims she could attempt to use the crown’s powers to open a portal to their home world. In this case, Radaga leads the characters to the chamber where the crown is kept and wears it. The Mists envelop the priestess and the characters, but instead of bringing the adventurers home, Daglan’s domain appears at the borders with Kartakass, Radaga is transported to Homlock and transformed into her wight form, and the group finds themselves dispersed at a random point in Daglan. • Once they understand the truth, the characters may want to hold Akriel to account for the deception immediately and return to Skald for a confrontation with the woman. In this case, Harkon Lukas himself intervenes in disguise to facilitate the revenge of the characters. Akriel, aware thanks to her spies of the failed venture, is found ready to welcome the characters with a gang of 4 wolfweres to back her. But Lukas has sent a group of his agents to support the characters: 2 wolfweres and 1 grater wolfwere. These Lukas' agents are in charge of keeping Akriel’s four henchmen busy while the characters face the woman. If the adventurers Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 13
triumph, Harkon Lukas entrusts them with the mission of confronting Radaga in Daglan. In fact, the priestess in the meantime carried out her plan and went into the Mists with the crown on her head, causing the creation of the domain of Daglan. • Combining the two previous hypotheses, the characters may decide to pretend to be friends of Radaga and then attack her at the most appropriate time to seize the crown. At this point the characters will probably want to hold Akriel to account for her actions as described in the second hypothesis. The part of the adventure titled The Dark Keep in this variant may be skipped altogether, but it will be possible to retrieve this part of the adventure later (see The Dark Keep below). If Radaga is killed, the huge skeleton will begin to crumble. Due to the shaking, tossing, and turning, it will require a minimum of two rounds to reach the edge of the platform in area 9. The Bone Staircase. Each of these rounds, all of the characters in the area must make a DC 13 Dexterity check or they will not make any progress. Those who fail must make a second check or tumble into the mists below. Every round all within the skeleton are subject to damage from falling bones (+5 to hit, 5 (1d10) bludgeoning damage). In any event, the entire place will collapse into the mist on the sixth round after her death. Variant: One Dungeon to Rule Them All If you're using this variant, Radaga will not be present in 11. Beyond the Ebon Shroud. The characters will confront her in the Cavern of the Crown of Souls. The bone throne is only an inanimated object. In this variant, near the throne the characters will find a strange 10-feethigh mirror with a black surface: a portal to the Cavern of the Crown of Souls. Simply stepping beyond the mirror brings a creature near area 2. Crevice (using this variant there's no other access to the caves). Cavern of the Crown of Souls 1. Statue of Radaga In the small compartment there is a trapped bat. Horror Opportunity: Undead Bat The bat inside the compartment may be instead a skeletal undead bat. Use the same statistics of a normal bat, but it's immune to poison damage, has immunity to exhaustion and poisoned conditions and it's vulnerable to bludgeoning damage. 2. Crevice If Radaga sends her guardians, the characters will find here 2 Ravenloft giant skeletons. 3. Sand Trap The trap works as indicated in the adventure text. A character caught in the sand suffocates as indicated in the Player's Handbook. 4. Chasm of Mist The phantoms in the mist scare the characters on a failed CD 15 Wisdom saving throw. If the check fails, the character is frightened and must succeed on a CD 15 Dexterity saving throw or fall from the bridge. Those falling will land on the pile of bones at the bottom of this 40' deep chasm and take 14 (4d6) bludgeoning damage. There is a 30% chance of landing on an upturned rib bone which will impale the PC for an additional 1d8 piercing damage. Anyone killed by this fall will instantly become one of the undead spirits. Such spirits will quickly return and attempt to scare their friends into joining them. Anyone seeing a phantom of a former companion has disadvantage on the Wisdom saving throw. The walls of the chasm are quite slick and a character trying to climb them has disadvantage on the roll. 5. Misty Cavern From here on, the floors of the cavern will be layered with these unusual mists. After an hour, a sense of oppression will settle over the party. Each hour after that the PCs must succeed on a DC 18 Wisdom saving throw or make some unkind comment to one of their companions. You could give advantage on this roll on your assessment of the character's personality. A kind and loving character might be more resistant while a snide or cynical character might succumb more readily. Sleeping in this place will prove very unrefreshing as the cold will penetrate any form of covering. Thus, it will take 12 hours of attempted sleep to gain the benefits of a long rest. The whole time, of course, the mists will be eating away at the party's nerves. 7. Room of Trials The rattles once shaken have the following effects: Upper Left: When this rattle is shaken, the smoke from the two urns will well up, dissolving all but the bones of the victim. This can be quite a painful and lingering death, for the smoke inflicts only 2 (1d4) necrotic damage per round. The only way to escape this death is to leave the chamber, a difficult thing to do at best. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 14
Upper Right: As soon as this rattle is sounded, the smoke from the urns will swirl around the character. He will gradually (over the course of 1 round) evaporate into smoke and reappear in area 6. Bone Pile. Center Left: The statue will animate and attack the character who dares to rattle this skull. The statue has 50 hp, AC 10, Attack: +6 to hit, 13 (2d10 + 2) damage, Str: 14, Dex: 10. The animated statue is a construct. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. It has blindsight with a radius of 30 feet and is blind beyond that distance. Center Right: The smoke from the urns will race around the character who shakes this rattle like spectral snakes. After one turn of this frenzied behaviour, the smoke will return to normal. The character will feel no different, but the DM should note that he or she has now gained one permanent Undead Blessing. Roll 1d6 on the following table to determine which one: 1. Frightened condition immunity. 2. Cold damage resistance. 3. Immunity to sleep spell and similar effects. 4. Charmed condition immunity. 5. Immunity to hold person spell and similar effects. 6. Advantage on Dexterity (Stealth) checks. As soon as the dancing mist recedes, the character will evaporate into smoke and appear in area 6. Bone Pile. Lower Left: The smoke from the urns will race toward this individual and envelope them like a shroud. Like a chilling wind, it brushes along their skin and sends shivers through their body. After a minute or so, it fades away and the smoking urns return to normal. This individual has now gained one permanent Undead Curse (it can be removed only with a wish spell), roll 1d6 on the table below to determine which one: 1. Vulnerability to radiant damage. 2. Affected by a cleric's Turn Undead. 3. Holy water inflicts 2d6 radiant damage. 4. Becomes mindless as a zombie (Int 3). 5. Can be affected by spells that affect undead. 6. Suffers 10 radiant damage when it starts its turn in sunlight. Lower Right: As the sounds from this rattle die down, the statue speaks again. This time, it asks a question. "What is it that you wish to know." Once the question is posed, the statue will answer with god-like knowledge. However, the answer may (25% chance) be obscure or in the form of a riddle. As soon as the answer is given, the character will evaporate into smoke and be transported to area 6. Bone Pile. Anyone touching the urns must succeed on a DC 15 Constitution saving throw or have their life force sucked into them, making the character forever dead. Those who succeed will evaporate into smoke and reappear in area 6. Bone Pile. 8. Pit of Death Anyone who falls in the pit will suffer 7 (2d6) bludgeoning damage. 12 skeletons stand in alcoves that ring the base of this circular pit. 9. Column of Mist The small room below the column contains 12 skeletons all of various sizes. 10. The Soul Beckoner A soul beckoner is located in the chamber east of this room. A character falling down 40 feet through the column of mist suffers 14 (4d6) bludgeoning damage. 11. False Crown This room hides a terrible trap: Pit and Collapsing Ceiling Mechanical trap The crown is only gold plated tin with glass gems. It has a total value of 50 gp. When lifted from the pillow, it causes the entire room to open up into a 20 feet deep pit. Everyone who falls into the pit will suffer 7 (2d6) bludgeoning damage. Scant seconds after the pit opens, the north end of the room begins to collapse in a cascade of stone slowly moving towards the south end. Anyone attempting to move through the collapse will take 13 (3d8) bludgeoning damage. After four rounds, escape will be blocked off. The collapsing area moves forward at a rate of 5 feet per round. The only safe means of escape from this trap is to find the secret door that leads to area 12. Hidden Passage. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence inspecting the pedestal closer and detecting the pillow's uneven surface, altered by the pressure plate presence. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. To find the secret shaft, the characters must succeed on a DC 18 Wisdom (Perception) check. Climbing from the oiled shaft is made with disadvantage, those who fail their Strength (Athletics) check slide down to area 12. Hidden Passage. 13. The Spiders' Lair 24 skeletons leap off the ledge armed with spears. Anyone taking damage must succeed on a DC 15 Dexterity check or fall into the mist. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 15
4 giant spiders attack the characters. A falling character is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 14. Narrow Walkway 10 crawling claws attack the characters on the ladder. 15. Small Hole Characters must succeed on a DC 15 Dexterity saving throw or slide down all the way to area 16. Skeletal Guards. 16. Skeletal Guards 8 skeletons wearing plate mail (AC 18) attack the characters. Finding the secret door requires a successfull DC 15 Wisdom (Perception) check. The lock may be picked, but the check has disadvantage. Variant: One Dungeon to Rule Them All If you're using this variant, Radaga confronts the characters here. If you wish for a more challanging combat, Radaga fights instead alongside 4 skeletons wearing plate mail and a Ravenloft giant skeleton. 18. Chamber of the Crown of Souls Each gate has its own breed of defender: • North Gate – heucuva • East Gate - skeleton warrior • South Gate – sword wraith warrior (Monsters of the Multiverse) • West Gate – skeleton (wearing plate mail) Reaching the crown balancing on the chains requires a successful DC 15 Dexterity (Acrobatics) check. Crashing on the side of the pit inflicts 7 (2d6) bludgeoning damage. To catch the chain and avoid the fall, a character must succeed on a DC 15 Strength (Athletics) check, and if it is holding the crown a character must succeed on a DC 15 Dexterity check to keep hold of it. Falling into the 50-feet-deep pit causes 17 (5d6) bludgeoning damage. Lurking at the bottom of the pit, there's an undead beast. Variant: One Dungeon to Rule Them All If the characters get the crown and defeat its guardians, the misty portals will now teleport them back to 5. The Catacombs in Radaga's Canyon. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 16
he characters will meet for the first time Dr. Dominiani. He hides his true nature and shows Tan affable, even if haughty, countenance. Horror Opportunity: Inmates! For a number of reasons, the characters may find themselves in Dr. Dominiani’s estate as patients. In this case, whatever was the reason for the hospitalization of the characters, you can stage a fade to black, awakening the group in 29. Asylum Cave. The adventurers have no weapons or equipment and wear only a simple robe. Each character’s Wisdom score is reduced by 1d4 points (due to Dr. Dominiani’s feeding habits). The characters' equipment is kept in 6. Armory. They must find a way to escape, hampered by charmed patients, ju-ju zombies, and eventually even Dr. Dominiani himself. Return to Skald Variant: A Strong Woman If you're not using the 'damsel in distress' version of Akriel and you want to show her strength, you can use this variant. Akriel arranges a meeting with the characters in a common tavern of Skald (using the Old Kartakan Inn again would be even too suspect). The woman honors her deal with the characters by rewarding them for recovering the crown and offers them a new mission. The crown is not safe in Kartakass and must be safely taken to Dr. Dominiani’s mansion in Gundarak. Akriel claims that agents of the other opposing interested party may try to seize the crown and she does not trust herself to face the journey in person. In this version, Akriel explains that Dr. Dominiani in turn belongs to an important aristocratic family and adds that he is her betrothed. With their union in marriage, sealed by the dowry gift of the Crown of Soldiers, Akriel will finally be able to revive his house. The woman assures the characters that they will be rewarded for this service with 200 pp that will be delivered to them by Dr. Dominiani once he receives the crown. If you want to make the journey of the characters more adventurous, you can arrange during the journey an attack by 4 wolfweres. They are associates of Jackques seeking revenge for the death of their companion. The Coming Storm The characters encounter 1 boar while travelling to Dr. Dominiani's mansion. Then they are attacked by 6 worgs. Outside the Gates The two “monks” are actually 2 ju-ju zombies. Map Key 1. Gate House The statues are 8 gargoyles guardians. 3. Stables This place hosts 2 draft horses. 4. Coach Shed The doors to this area are locked. They require a DC 20 Dexterity check to pick the locks. 5. Stairs The doors to this area are locked. They require a DC 15 Dexterity check to pick the locks. 6. Armory The door to this area is locked. It requires a DC 15 Dexterity check to pick the lock. 7. Battlement Access The door to this area is locked. It requires a DC 15 Dexterity check to pick the lock. 8. Bailey Walls The spikes impose disadvantage on Dexterity (Athletics) checks to climb the walls. 13. Bat Room 8 swarms of bats and 8 giant bats attack the characters if the creatures are disturbed. Any character failing a DC 15 Dexterity savig throw will fall prone, and the character must succeed on a second DC 15 Dexterity saving throw or fall 40 feet down the shaft taking 14 (4d6) bludgeoning damage. 14. Vampire Shaft Any check to climb these walls is made with DC 20 and disadvantage. 14a. Dr. Dominiani's Sleeping Chamber To break a passage into the wall a character must succeed on a DC 20 Strength check. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 17 The Dark Keep
Two chests are trapped with poison needle traps, the fourth hides inside 2 poisonous snakes. Dominiani's sword is Wolf Drinker, his personal weapon (see below). The bowls hold a foul smelling incense. Anyone inhaling the smoke from these bowls must succeed on a Constitution saving throw or sink into to a deep trance for 1d8 hours (incapacitated). Living creatures will suffer 5 (1d10) poison damage each hour that they spend under the influence of these poisonous vapours. Magic Item: Wolf Drinker Weapon (longsword), rare Wolf Drinker is a superb magic sword. Against many creatures, it works just like a +1 longsword, but against a monster with the shapechanger subtype it becomes a +2 longsword. When you hit a shapechanger with this weapon, it takes an extra 3d6 slashing damage. This weapon can't damage vampires (as they had damage immunity against it). The magical attack bonus is due to the swords ability to strike areas of an opponent where major arteries are located. The extra damage is caused from blood drain which also powers it. When unsheathed near a lycanthrope or other shapechanger, its edges will appear to bleed in anticipation. 15. Shaft's End The mound is a pile of bat guano. If it is disturbed in any way, the 10 rot grubs living in it will become agitated. 16. Undead Kitchen Any disturbances will bring the 4 ju-ju zombies from area 17. Undead Chamber into this room. 17. Undead Chamber If the party has been very quiet, the 4 ju-ju zombies listed in area 16. Undead Kitchen will still be here. 18. The Library This room is protected by 12 shadows. 19. Reading Room The door to this area is locked. It requires a DC 20 Dexterity check to pick the lock. The book is protected by a glyph of warding spell (explosive runes, thunder damage, save DC 16). The spell triggers if the book is touched. 21. Trap Door If this trap door is lifted, the entire floor will give way, dropping the characters 30 feet down to land on a hard floor of packed earth and inflicting 10 (3d6) bludgeoning damage. This is identical to an hidden pit trap with a variant trigger. Even before the characters hit the ground, a secondary mechanism will cause a stone block some 12 inches thick to slide into place across the shaft, sealing them in. The skeletal remains of a long lost vampire hunter will be found if the characters take the time to dig here. He still carries a silver holy symbol, a small diary recording an account of his tracking of Dominiani across Gundarak, and the Nosferatu Slayer (see below). To break through the 1 feet of stone above them, the characters must employ magic or cause 100 points of damage to the stone. When employed against stone, slashing and piercing weapons inflict only half damage. Magic Item: Nosferatu Slayer Weapon (dagger), rare Nosferatu Slayer is a jeweled dagger created to kill vampires. It's a +2 dagger, but if used against a vampire (including vampire spawns, nosferatus and any creature indicated as vampiric) it inflicts 3d6 additional radiant damage. Uttering the command word, the blade transforms in a wooden stake. Speaking again the same word brings back the blade to its original state. 22. Vampire Statue Moving the statue without any specific tool requires the combined work of three medium or four small sized characters. 23. False Lab If the characters sample the content of a vial or a potion, roll on the following table to determine which poison is contained in it: Ingested Poison d4 Poison 1 Assassin's blood 2 Midnight tears 3 Pale tincture 4 Torpor A deadly trap awaits the character in this room. Collapsing Walls Mechanical trap Buried beneath the pile of broken glass are several sheets of paper with writing on them. The top sheet says, "The powers and abilities of the Crown of Souls." Lifting it or disturbing the glass fragments on top of it will trigger a sensitNot for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 18
ive balance that will cause the inner walls of both passages into this room to collapse. A DC 15 Intelligence (Investigation) reveals the pressure plate under the broken glass and the sheets of paper. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. When the trap is triggered, the unstable walls collapses. Any creature in the halls must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble. Furthermore they will be buried alive and may well suffocate (see the Player's Handbook). It will take 30 man-hours of labor to clear either of the passages. After 20 hours, the air in this room will become fouled (DC 16 Constitution saving throw or fall unconscious). After another 10 hours it will become deadly (as suffocation rules in the Player's Handbook)). The other sheets of paper contain the same word over and over, "Death." At the very end is written, "Fool, you have now been entombed alive. Soon your air will run out and you will suffocate on your own breath. Die well!” 25. Old Chapel The door to this area is locked. It requires a DC 20 Dexterity check to pick the lock. If the steps leading up to the front landing are stepped on, the characters will be effect as if by a fear spell (DC 18 Wisdom saving throw). The phantom is a geist, he can't harm the characters but tries anyway to scare them. As the characters enter the chapel, its doors close and an arcane lock spell makes difficult to open them again. If the coffin imprison one of the characters, a strong wind begins to blow. All the creatures in the chapel must succeed in a DC 15 Strength check each round or take 5 (1d10) bludgeoning damage. The coffin has AC 13 and 100 hit points, it has damage invulnerability to necrotic damage, damage resistance to piercing damage and damage vulnerability against bludgeoning and fire damage. Holy water will inflicts 2d6 radiant damage to the coffin. Once freed, the character imprisoned in the coffin seems dead, it has no life signs and even spells will be deceived by this apparent state of death. The character is unconscious and remains in this state until it is brought outside the chapel. The character suffers the effect indicated in the adventure's text. After three days have passed, the character is allowed a DC 15 Constitution saving throw each day to return to normal. If the character is not rescued from the coffin within 10 rounds, he will be transformed into a vampire. Although the change will not be immediate, it will come upon him. Every day, the character must make a DC 12 Wisdom saving throw. Failure indicates that they have acquired one of the abilities of a vampire but also one of the weaknesses. Further, every failed check shifts their alignment one place closer to chaotic evil. Once the character does become evil, it becomes an NPC under the control of the DM and will do everything in it's power to hunt down and destroy it's former companions. 27. Retaining Walls The hooks at the top of the wall will prevent a character from safely climbing the wall. While the characters can attempt to scale it, they must make a DC 15 Dexterity saving throw or become entangled in the sharp talons. Entangled characters suffer 5 (1d10) piercing damage and if they fail a DC 13 Dexterity saving throw they fall from the wall. If an entangled character does not fall, it must make a DC 15 Dexterity (Acrobatics) saving throw to escape the hooks, taking another 5 (1d10) piercing damage in the process. Once a character has escaped, it may complete its climb without risk. Anyone making a successful DC 16 Strength check can rip out a cluster of hooks. If five clusters are removed, a section of wall that is safe to climb is produced. The grating set into the north wing is very sturdy and requires two successful DC 15 Strength checks made in succession to break. If the characters try to bend it underwater, one such check will suffice as it is weaker there. Along the south wall, two of the square towers have winches set into a recessed area on their top. Heavy chains disappear from the winches into the tower below them. If they are cranked with a successful DC 20 Strength check, a large section of the wall between them will begin to open up. 28. Asylum Park The charmed people scattered about the patients are a spy, 3 veterans and 2 commoners. Dispersed throughout the crowd there are 7 ju-ju zombies. Only a greater restoration spell will heal a patient from the Wisdom damage. 29. Asylum Cave The sconces on the cave walls are actually 9 crawling claws. The manacled people are all dangerous patients, if they are freed they will attack any character. They are 6 commoners. The distribuition of food is handled by 8 zombies with 2 ju-ju zombies overseers. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 19
The Lord of Kartakass t least, the characters have a chance to meet the lord of Kartakass: Harkon Lukas. The Darklord appears under false appearance and tries to discover his daughter's plans. He will take Akriel's form or every other he thinks useful, never letting his masquerade fall. A Variant: Pleased to Meet You, Hope You Guess My Name Harkon Lukas is the lord of Kartakass, in many ways he is the land itself. In this variant, Lukas has no interest in hiding his true identity and already knows Akriel's scheme against him. Meeting on the road with the characters, he explains plainly Akriel's plan and the evil rapresented by Radaga even after death. Travelling along the road, the sun shines above you and the forest stretches lush in every direction. The journey proceeds quietly and smoothly, when suddendly a shadow falls on you. A cloud obscures the sun and in the middle of your road emerges from the woods a wolf of impressive size. The beast sticks its paws to the ground and snarls its fangs. Before you can react, six other large wolves emerged from the forest have already surrounded you. The menacing beasts growl and drool and their eyes are fixed on you with murdering intent. But none of the creatures attack you, as if they were expecting something. An harsh command comes from the forest, hearing that the wolves lower their ears and back off. A man emerges from the vegetation, he is a very tall male human, wellmuscled and handsome. He has a lion's mane of black hair and an expertly trimmed beard with a long, pointed mustache. He wears a gold coat over a white ruffled shirt with blue silk trousers tucked into riding boots. On his head a blue wide-brimmed hat with a feather stuck in it, a belt with a silver buckle and small pieces of jewelry complete his outfit. On the left eye he wears a golden monocle. He smiles friendly, but you feel something menacing beyond his wide grin: “Pleased to meet you, hope you guess my name? Harkon Lukas, the one and only!” Lukas speaks to the characters frankly and showing politeness, but this can not conceal the danger this powerful creature exudes. Lukas wants the character to betray Akriel and stop Radaga eliminating the danger represented by the Crown of Solus. Lukas is very powerful and rich and will use this at his advantage, offering the characters gold coins and... their lives, as reward for their services. If at any time Lukas thinks violence would be the only way to bring the characters to his side, he fights calling 8 worgs to help him. His goal is not to kill the characters, so he and the worgs will try to subdue the adventurers and make them unconscious. Daglan's Return verything is now set for Daglan's return. A new domain appears from the Mists, but Radaga does- En't know that its true master will arrive soon. The Domain of Daglan Encounters In a village, no encounter will occur unless the PCs pry into the ongoings of the town and its citizens. They are then 50% likely to cause an undead or other monster to attack them. The undead, in addition to keeping Radaga (or Daglan) informed about goings on in the domain, have all been instructed to keep life simple, mundane, and lurk in the villages. Encounters near barrow mounds are 50% likely by day (check only once) and 50% likely per hour at night. The grasslands are safe during the day and there is only a 25% chance of an encounter each night. The woods are relatively safe as well with a 15% chance of an encounter each day and 25% chance each night. Daglan Encounters d20 Encounter 1-3 goblyns 4-6 lions 7-8 doppleganger 9 bulette 10 ankhegs 11 ju-ju zombies 12-13 skeletons 14 hill giant 15-17 zombies 18 wights 19 weretigers 20 giant hyenas Horror Opportunity: Mounds of Horror The mounds present everywhere in Daglan are not described in the adventure. If you want to give a role to the mounds in the adventure, let the characters open their doors if they want. You open the doors and inside the mound you see only swirling mists. Suddendly, a sepulchral voice comes from the mist, calling [character name]. The fog swilrs in an almost hypnotic way and you feel horribly drawn to enter the mist leaving this world behind. The mists hides 1 or 2 soul beckoners, hungry for the character's life force. The mist inside the mounds works exactly as the Misty Border of Ravenloft. The soul beckoners try to bring the characters into mists to kill them. If it's day, they will never exit the mound, but at night they will have no problem going out to kill the characters. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 20
Getting the Characters to Homlock The characters see a procession of 10 cloaked goblyns leaving the village. Homlock Map Key 1. Wall of Skeletons The barrier is composed by an unlimited number of skeletons. 3. Barrow Mounds The patrol guarding this area is composed by a ghost leader and 8 goblyns. Horror Opportunity: Mounds of Madness This mounds contains swirling Mists of Ravenloft inhabited by unspeakable horrors. If the characters open one of the mounds, a monster emerges from the mist. 4. Daglan's Tower Any character who enters the mist within the ribs will be buffeted around by raging winds (causing 1d4 slashing damage per round). Vision is reduced to a dark white swirl (even darkvision). Twenty feet in, the characters will come to where the energy flashes are occurring. Treat these as lightning bolts that inflict 14 (4d6) lightning damage each. There is a 25% chance of being struck each round (50% if in metal armor). If the characters walks into this area, he will likely stumble and fall over the foundation of the tower that has been successfully recovered from the void. 5. Cemetery This place is infested by 12 ghouls and 8 ghasts. Approaching the Church 20 zombies are banging their fists on the door. A cloaked goblyn is watching silently. Getting Into the Church All of the doors into the church (except the main doors near area 1) are locked (DC 15 Dexterity check to pick their locks). All of the door handles are coated with poison (oil of taggit). Map Key 1. Main Entry 4 zombies confront the characters. Each zombie has 4 crawling claws embedded inside (16 in total). The crawling claws are covered with wyvern poison. 2. Slaves The characters must fight with a Ravenloft giant skeleton One of the prisoners is a goblyn in disguise. The secret door requires a DC 20 Wisdom (Perception) check to be individuated. 3. Radaga's Chamber The doors to this door are locked, requiring a DC 20 Dexterity check to pick the lock. 2 Ravenloft giant skeletons are torturing an elf veteran (Hordock-Cann) hanging on him a goblyn using a rope. A staff of withering is hidden in the bed. The secret door requires a DC 20 Wisdom (Perception) check to be individuated. 4. Stairs There are no secret doors, the belltower and the cellar are accessible to che characters. 5. Junk Room The 12 zombies in this room will fight only in self-defense. If the piles of debris are toppled, the characters suffers 5 (1d10) bludgeoning damage unless they succeed in a DC 15 Dexterity saving throw. 6. Old Council Chambers On the coat rack there are a cloak of arachnida, one cloak covered in oil of taggit poison and a cloaker posing as a simple cloak. 8. Outhouse The outhouse is infested by 8 giant spiders. 9. Worship Hall In this hall there are a wight, 15 skeletons, 15 zombies, 4 goblyns, and a doppleganger. Upon the altar are 2 potions of necrotic resistance, a book of vile darkness (optional), 6 candles of invocation (2 lawful evil, 2 neutral evil, and 2 chaotic evil), a 1,000 gp black opal, and 6 bloodstones (100 gp each). The pipe organ actually functions as pipes of haunting and Radaga will play these if encountered in this room. 10. Worship Hall Balcony 4 darkenbeasts lurks here. 12. Undead Morgue 6 zombies, 3 ghouls, and a ghast are fighting in this room. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 21
13. Stone Crypt 4 goblyns lurk on the roof of this crypt. A death skull attacks the characters descending the stairway. Endings Variant: Pulling the Strings Together If the characters managed to expose Akriel’s plot beforehand, they probably didn’t play the episode The Dark Keep. With this variant final, the adventure part about Dr. Dominiani’s mansion is recovered using the Horror Opportunity: Inmates. Note that by using this variant, characters will not be transported back to their home world or another domain at the end of the adventure, they will have to find another way to leave Gundarak. If you’re playing this adventure as part of The Grand Conjunction campaign, you can use the Mists to lead the characters to the next episode: Ship of Horror. Proceed with one of the endings indicated at the end of the adventure, then read or paraphrase this text: When you regain consciousness, you find yourself in a large cave. You no longer have your weapons or your equipment, you just wear a simple robe. Around you there are other similarly dressed people who wander with absent expression around the cave. A series of handcuffs are attached to a wall and some people are gagged and bound there. You don’t know what happened after the confrontation with Radaga, but one thing is certain: you have to find out what's going on! In this version, you can also have Dr. Dominiani meet the characters, who will initially present his facade as a good doctor concerned about the health of his patients. But soon, some events could betray Dr. Dominiani’s true nature. A character might wake up in the middle of the night and see the vampire feeding off a patient’s cerebral fluid, for example. This ending could also be the beginning of a new adventure of your own creation set in the domain of Gundarak, bringing on the plot of Dr. Dominiani’s intrigue intent to usurp the power of Duke Gundar himself! Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 22
Darkenbeast The darkenbeast, also known as the death horror, is a normal animal that has been magically transformed into a savage beast under the control of the mage responsible for its transformation. The darkenbeast resembles a cross between a miniature wyvern and a pterodactyl. It has a black, reptilian hide, fangs and claws, and dimly glowing red eyes. The darkenbeast measures three to four feet long and has a wingspan of six feet. Death Skull A deathskull appears as a glowing skull with a shimmering green mist issuing from it. This skull is actually the head of an ancient evil cleric which is now in an undead state. A deathskull can kill living beings with his death ray, and those who die in this way, come back to life as the deathskull's undead thralls. Dr. Dominiani Dr. Dominiani, whose given name is actually Daclaud Heinfroth, is a vampire and vassal to Duke Gundar (also a vampire). He looks very much like one would expect a werewolf to look in human form. He has long, bushy sideburns with heavy eyebrows and a thick, wiry beard. He actually plays up this image in order to confuse those few enemies who might try to kill him and, in fact, he does harbor a strong affinity for wolves. Dominiani is an avid sage who knows many things. His great intelligence, wisdom, and knowledge make him a truly formidable opponent. Dr. Dominiani is a well known physician in southern Gundarak. His expertise with lunatics and mad-men is well known. He voluntarily takes these people to his hidden keep in the hills toward Barovia for free treatment. As might be expected, his kindness has earned him a fair degree of popular support. Actually, however, he causes as much madness as he supposedly cures, for the good doctor is not a normal vampire. Unlike others of his ilk, Dr. Dominiani has a particular taste for cerebral fluid. Geist A geist is the undead spirit of a person. It resembles a ghost or haunt, but is relatively harmless. It is a transparent image of the person at the moment of death. Since death can be violent, geists may have broken necks or gaping, fatal wounds. Others, who died more peacefully or perhaps as a result of poison, may show no outward signs of trauma. Geists always appear to be clothed in the garments they wore at the time of death. These spirits leave no trace of themselves on the real world. They have no odour, and cannot manipulate physical objects. Even the sight and sound of a geist is elusive; like a hallucination, it is only seen and heard in a person’s mind. Characters who are protected from mental attacks cannot perceive a geist. At times a geist may wish to be witnessed by some people in a group but not others. The geist can choose who will sense it and who will not. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 23 Who's Doomed
Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 24
Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 25
Goblyn Goblyns are hideous creatures with slightly bloated heads, pointed ears, and glowing red eyes. They have long, mangy hair which grows only on the back of their head and necks. About half of their face is taken up with a wide mouth full of needle-sharp teeth. These creatures are formed by powerful evil magical items and spells which transform humans into these twisted beings. This transformation causes them to become very evil and totally submissive to their master’s every whim. If they are told to attack another of their kind, they will do so without pity. Goblyns have no apparent desires other than to fulfil their master’s every whim. Heucuva The heucuva appears to be a humanoid skeleton. The bones are covered by a robe that is little more than tattered rags. Legends tell that heucuva are the restless spirits of monastic priests who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves. The tatters they wear are the unrecognizable remains of their monks’ robes. Instead of healing, they can kill with a diseased touch. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 26
Kampfult The kampfult, also known as the sinewy mugger, has a rope-like body with a central core that resembles the decayed stump of a cut-down tree. A kampfult has six attack appendages of about six feet in length and six movement appendages of one foot in length. These are spaced along the four-foot-long, stump-like body segment. Several creatures can be attacked at the same time. Kampfults are carnivorous but relatively weak. They prefer to attack small, solitary mammals, as these are usually the most vulnerable and require the least amount of work to secure. A kampfult spends much of its day capturing mice and squirrels for food; it rarely snags anything larger. Quickwood This great hardwood tree appears to be an oak, although close inspection reveals that it has a visage that resemble a distorted human face. Quickwoods grow only through the magical offices of some great wizard or druid who planted mandragora roots after imbuing them with mighty spells. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 27
Radaga Radaga does not know her own heritage as she was foundas a babe by several priests on a mist enshrouded night in her homeland. She has no idea that she is the only remaining descendent of the evil warlock Daglan, who created the foul Crown of Souls some 500 years ago. Further, she does not suspect that this crown, which she now holds, also contains the twisted soul of her ancestor. Radaga was once a neutral priest of a minor goddess. She was always caught up with her appearance and often wished to improve upon her physical beauty. She was also infatuated with men, and wanted all of them to adore her as the gem of the land. Her vanity drove her to constantly walking in the woods and wishing for a miracle to make her beautiful. One day, when she was on such a walk, she didn't notice that the Mists of Ravenloft had surrounded her. As she strolled on, the Dark Powers began to listen to her idle wishing and she found all of her wishes, especially that for beauty, granted... Of course, her wishes were perverted by the Dark Powers and she found that she had to kill beautiful women in order to steal their splendor for herself. In addition, her desire to have men obey her every command and seek always to please her was granted when an army of undead become her faithful servants. The mists also delivered into her hands the Crown of Souls. Among other powers, it can transform normal humans into the dreaded goblyns of Ravenloft. She has used this power numerous times to create a legion of goblyn guards and servants. In addition to the powers of the Crown of Souls, the mists granted her immortality. If she is ever killed, she will rise up as a wight complete with her existing priest powers. At that point, her pact with the Mists will be complete, and she will be granted a small domain south of Kartakass, bordering Bluetspur and Sithicus. There she will go on to form a terrible domain of undeath. She is personally dreading this change as she will then be permanently ugly. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 28
Rot Grub Rot grubs are disgusting little creatures that resemble maggots. They would be considered inconsequential if not for their horrifying attack form. Rot grubs’ colour ranges from maggot white to dung brown. They are differentiated from maggots by the two tiny antennae nubs on their heads. Their size ranges from ½ inch to two inches long. Skeleton, Fire Lizard Fire lizards resemble wingless red dragons and are sometimes called “false dragons”. They are gray-colored with mottled red and brown back and reddish undersides. The skeleton fire lizard has only left its reptile skeleton with a long neck and a whipping tail, no trace of flesh or scales remains on its fire resistant body. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 29
Skeleton, Ravenloft Giant Ravenloft giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts. Giant skeletons stand roughly 12 feet tall and look to be made from the bones of giants. In actuality, they are simply human skeletons that have been magically enlarged. They are normally armed with long spears or scythes that end in keen bone blades. Rare individuals will be found carrying shields, but these are far from common. A small, magical fire burns in the chest of each giant skeleton, a by-product of the magics that are used to make them. These flames begin just above the pelvis and reach upward to lick at the collar bones. Mysteriously, no burning or scorching occurs where the flames touch the bone. Giant skeletons do not communicate in any way. They can obey simple, verbal commands given to them by their creator, but will ignore all others. In order for a command to be understood by these animated skeletons, it must contain no more than three distinct concepts. Skeleton, Warrior Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. The sole reason that skeleton warriors remain on the Prime Material plane is to search for and recover the circlets that contain their souls. A skeletal warrior appears as a cracked and yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life. Skeleton warriors are usually found near the areas where they died, or where they were buried. A skeleton warrior usually has a sizeable collection of treasure. Since a skeleton warrior is preoccupied with recovering its circlet, protecting its treasure is not a priority. Skeleton warriors are used by their controllers as bodyguards, servants, or workers. Since skeleton warriors are obsessed with their circlets and are therefore undependable, evil creatures seldom associate with them. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 30
Soul Beckoner Soul beckoners resemble shadows more than wraiths, being almost undetectable unless seen in bright light. However, as soul beckoners drain life from creatures, they take on the features of their victims. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 31
Werefox A werefox is an elven-appearing individual who is able to transform itself into a silver fox form or a silver-furred humanoid form with a fox’s head. The elven form of the werefox is extremely beautiful. It has silver or silver streaked hair, including a widow’s peak. The hybrid form is a mixture of elven and fox-like features. The body and limbs are those of the elven form but covered with silvery fur. The head and tail are fox-like. The silver fox form appears to be a normal, large fox. It moves extremely fast, and is almost undetectable in undergrowth if it passes out of view for a moment. Werefoxes are unique among the lycanthropes. They have no major goals or desires aside from pampering themselves and feeding their vanity. They have little contact with other werefoxes (whom they see as rivals), real foxes (irrelevant beasts), or other lycanthropes (crude, unattractive, and uncharmable). Werefoxes are solitary in regard to their own kind. They are self-serving, vain, and hedonistic. Werefoxes serve their vanity by enslaving humanoids to become servants and companions. Player Characters as Werefoxes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. Werefox. The character gains a Charisma of 18 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Dexterity. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 32
Wolfwere The wolfwere is an evil and hateful creature that delights in the brutal slaying of humans and demihumans alike. In many cases, the wolfwere is able to attack its victims with utter surprise because of its ability to assume the shape of a human of exceptional charisma. The wolfwere is able to assume a wide variety of shapes at will. Transformation from one form to another takes only a single round. Its true shape, and that in which it prefers to spend the vast majority of its time, is that of a large wolf. When in this state, it is almost indistinguishable from a dire wolf. When a wolfwere is attempting to lure humanoids into an ambush, it will assume the shape of a member of their race. In all cases, the newly disguised wolfwere will have exceptional physical beauty. The wolfwere is generally fairly solitary in nature. When encountered in the wild, it is rare that more than three of these creatures will be found. In almost all cases, encounters with more than one wolfwere will be with a mated pair or an hunting group. Wolfwere, Greater Greater wolfweres are a bane of evil to all who live. They are able to assume three shapes at will. Theis natural shape is that of a giant dire wolf standing a full 5’ to 6’ at the shoulder. They can also assume a half-wolf/half-human form. In this state they are 8-9’ tall with massive long arms equipped with talon-like nails. Finally, they may assume the form of any humanoid of either sex which is between 4’ and 9’ in height. Undead Beast, Stahnk The undead beast is a mindless killer of unknown origin, compelled to destroy the living. The most common variety of undead beast is called the stahnk. The size of a small dragon, the stahnk’s bones protrude from rotting flesh. It has a great horned head, and its ribs are bare and barbed, forming a nasty cage. It walks on all fours, but it can rear on its hind legs, balancing with its stubby tail, to bring its powerful forearms to bear. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 33
Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 34
Zombie, Ju-ju These creatures are made when necrotic damage kills a creature. Their skin is hard, gray, and leathery. Ju-ju zombies have a spark of intelligence. A hateful light burns in their eyes, as they realize their condition and wish to destroy living things. They understand full-sentence instructions with conditions, and use simple tactics and strategies. Since they became zombies at the moment of death, their bodies tend to be in better condition. Not for resale. Permission granted to print or photocopy this document for personal use only. Feast of Goblyns - The Gothic Conversion 35