A Harvest of Evil

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The passage provides background on a short D&D adventure involving a vampire named Deskryn who has taken over a small village called Twin Oaks after being driven from his castle. It details Deskryn's backstory and abilities.

Deskryn was living in a castle home but was recently invaded by adventurers led by a paladin, forcing him to flee. He has now taken refuge in the small village of Twin Oaks where he hopes to hide until it is safe to leave and plot his revenge on the paladin party.

Deskryn plans to hide out in Twin Oaks until he believes it is safe to leave. From there, he intends to begin plotting his revenge on the paladin and adventurers who drove him from his castle.

INTRODUCTION

A Harvest of Evil is a short adventure for four 10th- to


12th-level characters. The adventure can be made more
or less difficult by utilizing any one or a combination of
several methods:
• Increasing or decreasing the wizard levels of

A Harvest the main antagonist, Deskryn.


• Increasing or decreasing the number of
Deskryn’s mortal minions.

of Evil • Increasing or decreasing the number of


townsfolk affected by Deskryn’s domination.
• Add vampire spawn under Deskryn’s thrall.
• Increasing or decreasing Deskryn’s relative
A short adventure for four 10th- strength.
to 12th- level player characters
To tailor the encounter to specific groups of different
levels, refer to Table 4-1 in the DUNGEON MASTER’s Guide.
The adventure is set in a tiny and remote commu-
CREDITS nity located in a temperate forest, but easily adapts to
Design: Jason Carl any similarly isolated locale or region in existing cam-
Editing: Gwendolyn F.M. Kestrel paigns. A map of a community and graveyard suitable
for this adventure is available for download at
Cartography: Todd Gamble and Diesel
<http://www.wizards.com/dnd/images/mapofweek
Typesetting: Sue Weinlein Cook /TheSecretGraveyard.jpg>. If you require a
Web Production: Julia Martin broader geographic setting for the community, a map
Web Development: Mark A. Jindra of such an area is available at
<http://www.wizards.com/dnd/images/mapofweek
Graphic Design: Sean Glenn, Cynthia Fliege
/TheJourney.jpg>. These maps are reprinted here for
Special Thanks: Rob Bane and Kristie Crawford,
your convenience.
for bringing Deskryn to life!

Based on the original DUNGEONS & DRAGONS® game by E. INTRODUCTION


Gary Gygax and Dave Arneson and on the new edition of the Twin Oaks is a tiny, sleepy little thorp located just
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
within the sheltering eaves of a great forest. Home to
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
an extended family clan of farmers and woodcutters,
the community was founded within living memory
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered and since its creation the inhabitants have known only
trademarks owned by Wizards of the Coast, Inc. The d20 logo is a peace and prosperity. But just as the gentle breezes of
trademark owned by Wizards of the Coast, Inc. All Wizards charac- late summer can transform rapidly into the deadly
ters, character names, and the distinctive likenesses thereof are
storms of autumn, dark times have come suddenly to
trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United States of America. Twin Oaks, in the person of Deskryn, a vampire who
Any reproduction or unauthorized use of the material or artwork contained herein is finds himself on the run from deadly enemies.
prohibited without the express written permission of Wizards of the Coast, Inc. Just two nights ago, as the good folk of Twin Oaks
This product is a work of fiction. Any similarity to actual people, organizations,
prepared for the annual harvest, Deskryn’s castle home
places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content. No was invaded by an intrepid band of adventurers led by a
portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License,
noble paladin. Although the party did not achieve its
please visit www.wizards.com/d20. goal of slaying the vampire himself, they managed to
©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. drive him from his lair and force him to flee into the
night with only the barest fraction of his former
resources in tow. Unfortunately for the good folk of
Twin Oaks, theirs was the community onto which the
1
vampire stumbled first, and it is here that the fiends attention of the PCs while still achieving his goal.
have taken refuge. The little settlement offers the dis- When the PCs learn too much and unravel the secret of
placed vampire all that he needs: shelter from the hate- Twin Oaks, the battle will be joined as the vampire
ful light of the sun, a selection of new servants, and a attempts to eliminate those who could bring about his
supply of fresh mortal blood. destruction.
Even in his current condition, Deskryn alone is
more than a match for the inhabitants of the thorp; but
his best hope of survival lies not in con-
PREPARATION
quest, but in secrecy. He plans to hide in You, the Dungeon Master (DM), need a copy of the
The Thorp of Twin Oaks Twin Oaks until he believes it safe to Player’s Handbook, the DUNGEON MASTER’S Guide, and the
This tiny community follows leave; then, he can begin plotting his Monster Manual to use this adventure. If you plan to set
the rules noted for a town of revenge on the hateful paladin and her the adventure in Faerûn , you’ll need a copy of the new
its size in the D UNGEON compatriots who brought him to this FORGOTTEN REALMS Campaign Setting.
MASTER’s Guide in Chapter 4. lowly state. As for the citizens of the Text that appears in shaded boxes is player informa-
Twin Oaks (Thorp): thorp, they are all but helpless in the tion, which you may read aloud or paraphrase when
Conventional; AL NG; 40 gp appropriate. Unshaded boxes contain important informa-
face of this powerful enemy. The vam-
limit; Assets 40 gp; Popula- tion for you, including special instructions. Monster and
pire has already slaked his unholy thirst
tion 21 adults; Mixed NPC statistics are provided with each encounter in full.
(human 20 [95%], half-elf 1 on one of their number, and his minions
have taken hostages to ensure that the Monster and NPC statistics are provided with each
[5%]). Authority figures: encounter in abbreviated form or, where appropriate,
Chief Councilwoman inhabitants do as they are told. All the
folk of Twin Oaks hope that Deskryn the proper page in the Monster Manual is referenced.
Vandra, female human
will take what he wants and then leave Should you wish to develop the adventure beyond
Com4. Important charac-
them in peace, but few of them believe what is presented here, the best opportunity for doing
ters: Wat Nockle Bumor,
male human Com4 (tavern that such hopes are realistic. Until so is to focus on Deskryn as a recurring antagonist.
keeper and councilman); Deskryn has satisfied himself that the
Lobbur Thoris, male human
Com3 (farmer and council-
coast is clear, Twin Oaks—and its CHARACTER HOOKS
people—belong to him. This is a good adventure to spring on your PCs when
man); Jezzor, female half-elf
they are traveling between other scenarios. It’s very
Exp3 (carpenter).
ADVENTURE easy to insert it into an existing campaign any time the
player characters (PCs) are making their way through
SYNOPSIS forested area en route to another destination. Alter-
A Harvest of Evil is a tragedy in progress. The little thorp nately, Deskryn can be the central antagonist in a
of Twin Oaks has just received a most unwelcome visi- longer story that you devise. Use the following hooks
tor: Deskryn, a vampire fighter, whose malice is as great and rumors to draw the PCs into the encounter.
as his mercy is feeble. He has come to Twin Oaks
because a crusading paladin and her companions • An unexpected event, such as a severe storm
destroyed his haven two nights ago, obliging him to strands the PCs in Twin Oaks. Seeking shelter, they
flee into the howling wilderness with only what he and stumble onto the thorp. It is a welcome sight, offer-
a few mortal servants could carry on their backs. ing hot food and dry beds. They perceive quickly,
Deskryn plans to hole up in the settlement until he however, that something is dreadfully wrong here.
thinks it’s safe to return to his lair (he hopes that per- • Another, completely unrelated errand or mission
haps the meddlesome paladin didn’t find everything brings the PCs into Twin Oaks. Perhaps they are
that was hidden therein). The PCs are not aware of the traveling from place to place and choose to spend
vampire’s presence and goals at first, but they soon dis- the night here because it is located conveniently on
cover clues that make the awful truth inescapable. It is their route of travel, or perhaps they have direct
business with one of the inhabitants.
up to the PCs to free Twin Oaks from Deskryn’s grasp.
• The PCs are pursuing Deskryn and have tracked
The adventure begins when the PCs arrive in Twin
him to the vicinity of Twin Oaks. Since the news of
Oaks only a short time after the vampire has estab-
the paladin’s victory has spread, a hue and cry has
lished himself in the community. The action proceeds
gone up across the countryside, calling for all
from there, with Deskryn trying to avoid attracting the heroes to seek out and destroy the fleeing vampire.
2
At least one noble has offered a respectable reward
for reliable news of Deskryn’s whereabouts.
THE FOREST
The forestland surrounding the town of Twin Oaks is
predominantly deciduous with little undergrowth.
THE COMMUNITY OF Presume for the purposes of this encounter that the
season is mid-autumn, or whatever constitutes the
TWIN OAKS time of harvest for your campaign world, and that the
Twin Oaks is situated just within the northernmost
weather is still clement. If you wish to create a more
eaves of a great forest. A narrow cart track leads from the
pronounced sense of drama or urgency, you can deter-
edge of the woods three miles to the thorp, winding its
mine that a severe storm is brewing (or indeed has
way carefully between the boles of the huge oak, hick-
already struck).
ory, maple, and birch trees that tower above the forest
As the PCs make their way through the woods,
floor. The path continues onward past the thorp, plung-
there is a 50% chance that they will encounter on the
ing deeper into the forest and leading to the areas where
path one of the Twin Oaks farmers that he has
the Twin Oaks woodcutters fell trees to make lumber.
enslaved to his will through domination and sent out
The thorp itself is a collection of only eight build-
into the forest to watch for signs that the paladin and
ings, arranged in a rough circle and surrounded by a
her party are on his trail. Through the telepathic link
ring of protective stiles (see 1., below). The community
established by this power, Deskryn knows generally
has cleared approximately three acres of forestland to
what these servants are experiencing. There are a total
the southeast of the town for agriculture. The wooden
of four farmers out in the woods at any given time of
houses that are the homes to Twin Oaks’ inhabitants
day or night (in the evening they use lanterns to light
appear to be ordinary farmsteads, but their craftsman-
their way). The farmers will treat any encountered PCs
ship is better than the average huts and shacks one nor-
with neutrality, unless the characters state that they
mally finds in communities of this size (a testimony to
are pursuing Deskryn, in which case they will immedi-
the skill and dedication of Jezzor, the local carpenter).
ately attempt to flee back to the thorp in order to warn
their master.

3
The forest is presumably inhabited by a number of
other creatures, and you should determine which Deskryn’s Minions (EL Variable
random encounters best suit your goals for this adven-
[4-10])
Deskryn managed to flee his former haven along with
ture and your campaign world.
five of his minions. This quintet now functions as the
vampire’s bodyguard, enforcers, and servants. They
DESKRYN’S ACTIVITIES introduce themselves to curious PCs mercenary soldiers
Hounded by agents of good and deprived of the who are staying at the tavern for a few nights as they
resources to which he has grown accustomed, journey southward in search of employment; the tavern
Deskryn is a desperate creature indeed. As such he is keeper will support this story out of fear of what might
at his most dangerous, and is prepared to do whatever happen to him or his family should he do otherwise.
is necessary to ensure his own survival. By day,
Deskryn slumbers in the root cellar of The Plow, the Elreden, Guthwine, Jethla, and Norbert, human
thorp’s only tavern; he is guarded by one of his retain- mercenaries (4): Ftr4, Medium-size humanoids, NE.
ers and a pair of young farmhands whom he has Phulbit, human mercenary: Rog8, Medium-size
enslaved with his powers of domination. He rises each humanoid, NE. Phulbit is Deskryn’s cohort and entirely
night after sunset to confer with his minions, slake loyal to him.
his thirst for blood, and plan his next moves. When he
is convinced that the paladin is not following him, he Use the statistics for NPC fighters and rogues that
will move on; but he may well drain dry each and appear in Chapter 2 of the DUNGEON MASTER’S Guide.
every inhabitant of Twin Oaks first, leaving behind a During the day, one of the servants remains in the
ghost town of rotting crops and dead victims. tavern’s root cellar as Deskryn’s bodyguard; one of the
So far he has not striven to create vampire spawn, remaining four checks on him periodically throughout
but he may change his mind if the PCs exhibit an the day, bringing food and drink and giving him a
interest in the condition of the community. Since he chance to take a short break, one of the remaining
can’t risk exposure, Deskryn will attempt to stalk and three watches over the hostages in one of the farm-
eliminate the PCs—preferably one-by-one—so that houses (See area 6.).
they cannot bring word of his location to the outside Meanwhile, the other two keep an eye on the popu-
world. lation of Deskryn, making sure that none of them do
4
anything foolish like attempting to escape the thorp. from the kitchen to the upper story, where Bumor and
They are prepared to kill any of the townsfolk who do his family sleep. A stout wooden door leads from the
not follow their master’s instructions. storage room down into the root cellar, and it is there
The arrival of the PCs will prove a considerable that Deskryn sleeps during the daylight hours.
worry to the vampire’s guards. But all they can reason- At least one of Deskryn’s loyal servants remains in
ably do is stick to their story, try to prevent any of the the taproom at all times during the day, to deter the
locals from giving the game away, and rely on their locals from entering the root cellar. If the PCs attempt
master to come up with a plan to deal with the inter- to search The Plow, neither Bumor nor the vampire’s
lopers. minions will interfere. Should they try to gain access to
the root cellar, however, Bumor will implore them not
to put his family in danger; he is so fearful of the vam-
KEY TO TWIN OAKS pire, however, that he won’t reveal to the PCs what is
sleeping below his feet. Deskryn’s minions will attempt
1. The Stiles to prevent the PCs from gaining access to the root
X-shaped wooden fences sport sharpened, fire- cellar by force if necessary.
hardened wooden shafts. They mark the bound-
ary between the forest and cultivated lands.
3. Farmhouse
To afford themselves some measure of protection again Each of the farmhouses in Twin Oaks is similar to
the dangerous creatures that inhabit the forest, and that all the others, built from timber supplied by the
venture near the community from time to time, the forest and constructed in two stories.
inhabitants of Twin Oaks have built a ring of stiles
around their homes. Each stile is similar to a section of The inhabitants have taken to hiding in their homes
wooden fencing, built with X-shaped crosspieces that day and night since Deskryn’s arrival, and as dusk
support a single, long fencepost. They have mounted approaches they all huddle together in their common
on each fencepost numerous fire-hardened and sharp- rooms in hope that theirs will not be the home the
ened wooden stakes, each about 2 feet long. Each stile vampire chooses to visit next. These folk are so terrified
weighs approximately 50 pounds, and is fully mobile: It of what is happening in their once-peaceful commu-
can be picked up and carried to any desired location. nity that they dare not reveal the secret, even in return
There are narrow gaps between each stile, large enough for the promise of aid. They have seen how easily the
for a single Medium-sized creature to slip through vampire can rob a person of her will, and how quickly
without harm. he can strike: they know that their only hope lies in
remaining silent and hoping that the monster departs
their community in haste.
2. The Plow Tavern This building houses the family of the local carpen-
The largest building in Twin Oaks is this two- ter, a female half-elf named Jezzor.
story wooden structure with a slate roof. Over its
front doorway hangs a broad wooden sign depict-
ing a plow at rest atop a furrow of freshly turned
4. Farmhouse
earth. See area 3.

5. Farmhouse
Here the tavern keeper, Bumor, and his family (wife
See area 3.
and three children, though the latter are now the cap-
tives of Deskryn), offers a limited number of home- 6. Farmhouse (Hostages)
brewed ales and beers along with steaming plates of See area 3.
wholesome local food and forest game at dinnertime. To provide himself with a greater degree of surety
The fare is simple but filling and sold very reasonable for the actions of the frightened farmers (and knowing
cost; Bumor also accepts goods and services offered in that children are less likely than adults to obey com-
barter, a necessary economic adjustment in such a mands of silence for extended periods of time),
small community. Deskryn ordered his minions to gather all the local
The Plow consists of a small taproom, kitchen, and children here and hold them hostage for their parents’
storage room on the main floor. A narrow stair leads good behavior. One of his minions is always on guard
5
in this house, making sure that none of the children — All five of the older graves are marked by weathered
all of whom are bound and gagged — attempt to headstones proclaiming their names and the fact that
escape. The children are given bread and water twice a each of the dead perished within the last 10 years. The
day, one at a time, to minimize escape attempts. If newest grave, however, is unmarked—there has been
Deskryn believes that the PCs are strong enough to neither time nor opportunity to craft a headstone for
defeat him, he has no compunctions about using the the unfortunate person who died at the hands of
children’s plight as a bargaining chip. Deskryn two nights ago. If the PCs exhume the body,
This had been the home of Chief Councilwoman they will have little difficulty in determining the cause
Vandra and her family. The adults are now staying in of death, thanks to the telltale puncture wounds on the
area 9. neck of the corpse and the obvious, bloodless pallor of
the skin. Two days after the PCs arrive, the body will
7. Smithy & Stables rise as a vampire spawn.
This building is larger than the nearby farm-
houses. Wooden walls shelter it on three sides. It
appears to be the town’s only smithy and stables.
12. Common Green (EL 12)
Normally this wide strip of grassy land is used for graz-
An outbuilding sheltered on three sides by wooden ing the thorp’s livestock, and that much is clear to any
walls serves as the only smithy and stables in Twin PC who succeeds in a Spot Check or Animal Handling
Oaks. There are six workhorses here, all of them nerv- check (DC 15 to identify the signs of grazing animals).
ous and apprehensive at the proximity of the living All the cattle, goats, pigs, and chickens have wandered
dead. It’s clear to the observant (Spot Check DC 12) off into the forest, however, since they were left to their
that the smithy is idle, and that the forge hasn’t been lit own devices when the local folk took to hiding in their
for several days. The smith, Hedvynn, is like his fellows homes. Any PC with Tracking may attempt to locate
hiding in his home. the larger livestock (DC 14 per animal; finding a lost
animal requires 2d6 hours).
8. Farmhouse
See area 3.
The local smith from area 7 lives in this building.
DESKRYN
Deskryn: Male vampire refugee Ftr10; CR 12;
9. Farmhouse Medium-size undead; HD 10d12+3; hp 96; Init +8; Spd
See area 3. 20 ft.; AC 30 (touch 11, flat-footed 29); Atk +16 melee
Councilman Lobbur Thoris lives here with his (1d6+6, slam); or +17/+12 melee (1d8+7/19–20, +1
family. Chief councilwoman Vandra and the adults in longsword), or +16/+11 ranged (1d8+6/x3, +1 mighty (+4
her family have come here because their home is the Str bonus) flaming burst composite longbow with +1
hostage site. Vandra is dominated by Deskryn. arrows); SA Blood drain, domination, energy drain; SQ
Alternate form, children of the night, cold resistance
10. Cultivated Fields 20, create spawn, damage reduction 15/+1, electricity
resistance 20, fast healing 5, gaseous form, spider climb,
Sharp-eyed PCs will note that although the season is
turn resistance +4, undead traits; AL CE; SV Fort +8,
right, none of the crops in these fields have yet been
Ref +10, Will +7; Str 23, Dex 18, Con —, Int 15, Wis 16,
harvested (Spot Check DC 12). A closer inspection
Cha 17.
(Spot Check DC 15) reveals that some of the crops are
Skills and Feats: Bluff +11, Climb +13, Hide +7, Jump
actually beginning to die on the vine, and that an
+10, Listen +13, Move Silently +11, Ride (horse) +16,
immediate harvest is essential to prevent further
Search +10, Sense Motive +11, Spot +13, Swim +11;
spoilage.
Alertness, Blind-Fight, Cleave, Combat Reflexes,
Dodge, Great Cleave , Improved Bull Rush, Improved
11. Graveyard (EL Varies [0-4]) Initiative, Leadership, Lightning Reflexes, Mobility,
Set away from the town, five older graves, and Mounted Combat, Power Attack, Spring Attack,
one very fresh one, mark the location of the Twin Sunder, Toughness.
Oaks graveyard. Blood Drain (Ex): Deskryn can suck blood from a

6
living victim with his fangs by making a successful Fast Healing (Ex): Deskryn regains hit points at 5
grapple check. If he pins his foe, he drains blood, points of damage each round so long as he has at least 1
inflicting 1d4 points of permanent Constitution drain hit point. If reduced to 0 hit points or lower, he auto-
each round the pin is maintained. matically assumes gaseous form and attempts to escape.
Domination (Su): Deskryn can crush an opponent’s He must reach his coffin home within 2 hours or be
will just by looking into his or her eyes. This is similar utterly destroyed. (He can travel up to nine miles in 2
to a gaze attack, except that Deskryn must take a stan- hours.) Once at rest in his coffin, he rises to 1 hit point
dard action, and those merely looking at him are not after 1 hour, then resumes healing at the rate of 5 hit
affected. Anyone he targets must succeed at a Will save points per round.
or fall instantly under his influence as though by a dom- Gaseous Form (Su): As a standard action, Deskryn can
inate person spell cast by a 12th-level sorcerer. The abil- assume gaseous form at will, as the spell cast by a 5th-level
ity has a range of 30 feet. sorcerer, but can remain gaseous indefinitely and has a
Energy Drain (Su): Living creatures hit by Deskryn’s fly speed of 20 feet with perfect maneuverability.
slam attack suffer 2 negative levels. Spider Climb (Ex): Deskryn can climb sheer surfaces
Alternate Form (Su): Deskryn can assume the shape as though with a spider climb spell.
of a bat, dire bat, wolf, or dire wolf as a standard action. Undead Traits: Immune to poison, sleep, paralysis,
This ability is similar to a polymorph self spell cast by a stunning, disease, death, effects, necromantic effects,
12th level sorcerer, except that Deskryn can assume mind-influencing effects, and any effect requiring a
only one of the forms listed here. He can remain in that Fortitude save unless it also works on objects; not sub-
form until he assumes another or until the next sun- ject to critical hits, subdual damage, ability damage,
rise. ability drain, or energy drain; negative energy heals;
Children of the Night (Su): Deskryn can command the not at risk of death from massive damage, but destroyed
lesser creatures of the world and once per day can call at 0 hit points or less; darkvision 60 ft.; cannot be raised;
forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a resurrection works only if creature is willing.
pack of 3d6 wolves as a standard action. These creatures Possessions: +2 full plate armor, +1 large metal shield, +1
arrive in 2d6 rounds and serve the vampire for up to 1 longsword, +1 mighty (+4 Str bonus) flaming burst compos-
hour. ite longbow, twenty-five +1 arrows, potion of endurance,
Create Spawn (Su): A humanoid or monstrous cloak of resistance +1.
humanoid slain by Deskryn’s energy drain attack rises
as a vampire spawn (see the Monster Manual Vampire
Spawn entry) 1d4 days after burial. If Deskryn instead
ABOUT THE AUTHOR
drains the victim’s Constitution to 0 or less, the victim Jason Carl has been alternately a freelance and profes-
returns as a spawn if it had 4 or fewer HD and as a vam- sional writer in the RPG industry for six years, and an avid
pire if it had 5 or more HD. In either case, the new vam- gamer for much longer than that. He’s written for a
pire or spawn is under Deskryn’s command and number of game lines, most notably DUNGEONS &
remains enslaved until its master’s death. DRAGONS and White Wolf’s Mind’s Eye Theatre. Currently,
he is the Tournament Director for WizKids Games.

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