AD&D 2.0 Ravenloft Adventure - Church of The Poisoned Mind

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Church of the Poisoned Mind

A Ravenloft adventure for AD&D 2nd Edition

Copyright © 2005 Mik Calow


Editor: Quinn D. Munnerlyn III
Layout: Chris Gonnerman
Cover Art: Joe Calkin
Interior Art: Steve Zieser
Proofreading: Tarrax Ironwolf, Steve Sofinski

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DF19 Church of the Poisoned Mind Mik Calow

Introduction
This adventure module is intended to be used with AD&D 2nd Edition rules and the Ravenloft
setting. Using other rules or another setting will involve quite a bit of work for the DM. Very little
introductory material is provided; this module drops the player characters right into the action!

Notes on Undead Monsters


If you as DM wish to slightly reduce the power
of the undead monsters populating this
adventure, one or more of the options below
may be of help to you.

Ghoul and Ghast Paralysis: Instead of having


ghouls and ghasts paralyze characters
completely if the save is failed, roll 1d8 to select
one of the optional results below:

1-2 Left Arm Paralyzed: Any item used in this


hand is now unusable (such as weapons,
shields, or magic items that must be
physically activated).

3-4 Legs Paralyzed: Lose AC bonus from


Dexterity, unable to tumble, Movement
reduced to 1/3, must make a Dexterity
check every round to stay on feet.
2. Temporary paralysis (no save) of entire body
5-6 Right Arm Paralyzed: Any item used in this for 1d12+10 rounds.
hand is now unusable (such as weapons, 3. Instantly lose 500 xp.
shields, or magic items that must be
physically activated). 4. Loss of ability points. Roll 1d6 to determine
ability the ability affected, as follows:
7-8 Entire Body Paralyzed: Victim totally
paralysed, unable to take any action until 1 Strength
duration expires, falls to floor (no damage
2 Dexterity
unless falling to the floor places the
character in a dangerous situation, i.e. If 3 Constitution
paralyzed while standing on a ledge). 4 Intelligence
Alternatives to Energy Draining: Instead of the 5 Wisdom
normal variety of energy drain, you may 6 Charisma
choose to apply one of the following; you
might even choose a different effect for each The DM should make a save vs. poison for the
sort of energy-draining monster. affected PC to see if the loss is permanent. If
the save is made, the loss is for 1d12 turns; then
1. Victim ages 5 years. This cannot be the ability is restored to the original value. As
“restored” by any means other than an elixir of an exception, any loss of Charisma is always
youth. permanent, as it represents scarring of the
character's face.

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DF19 Church of the Poisoned Mind Mik Calow

Starting the Adventure


The party has come across a ruined church situated between a forest and a swamp. A thorough
search reveals nothing other than a storm cellar door, which shows signs of recently being
uncovered (the rest of the ruins are overgrown with weeds and grasses). There is, curiously, no
graveyard.

The cellar door is not locked or trapped, but allow the party to take whatever precautions they
feel necessary. Once opened it reveals a staircase leading underground and a humanoid
skeleton (if the characters have seen or otherwise know of gnolls they will recognize it as a gnoll
skeleton). There are two sets of small booted footprints in the thick dust on the stone steps. The air
is thick with a smell of mould and decay.

Dungeon Key
1. ENTRY CHAMBER: eastwards until the junction, then disappear as
does the layer of dust on the floor.
This damp chamber has an arched, vaulted
ceiling some 20 feet high in the centre. The 2. WATER ROOM:
walls are masonry (cut stone blocks), the floor
A fast flowing stream 3 to 5 feet deep enters
rough flagstones. Thick webs hide the ceiling.
this rough hewn chamber at the north from a
There is a pile of refuse and rags in the middle
passage that it fills entirely, and exits to the
of the floor.
south in the same manner. Toward the south,
The refuse pile consists of husks, skin, bones, it forms a pool some 4 feet deep at its edge
spider castings, and filth. Any character and about 7 feet deep at the centre. The
examining the pile will be attacked by the pool is home to a group of blind, white fish,
Large Spider dropping from above. If the party and you can see a few blind, white crayfish
have the foresight to burn the webs, the spider crawling among the rocks on the bottom.
will take d6 points of damage and then leap to
Eight rotting barrels and a few scattered
the attack.
buckets lie at the south east corner.
Large Spider Ac 8 HD 1+1 Mv 6 Wb 15 Thaco
19 #At 1 Dmg 1 SA Poison (Type A Save +2 15
Mins 15/0) Sf 2 Sz S 2’ Mle 7 XP 175
Scattered amongst the pile in the middle of the
room are 19 sp and a gnoll skull with a 50 gp
garnet inside (only found on successful search
roll).
The solid oak door to the west is stuck. Anyone
listening hears a moaning sound rising and
fading. Once the door is opened, a strong
breeze blows out any torches and 50% chance
of doing the same to lanterns. Torches can’t
be relit in the corridor while the door is open.
The secret door down the east passage pivots
inwards at a push (Str 14+) making a loud
scraping noise. The small footprints carry on

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DF19 Church of the Poisoned Mind Mik Calow

Lying at the bottom of the pool is the limned Ghouls (3) AC 6 HD 2 Mv 9 Thaco 19 #At 3
over skeleton of the former abbot. If the Dmg d3/d3/d6 SA Paralysis d6+2 rnds 1-2 Left
remains are disturbed, a tube is dislodged from Arm, 3-4 Legs, 5-6 Right Arm, 7-8 Body (see
its hiding place next to the skeleton. The notes) SD Undead Sf 3 Sz M 5-6’ Mle 12 Xp 175
streams current carries the tube away unless
4. BARREL STORAGE:
someone dives into the icy water immediately.
This requires a swimming check and an attack
The slope leads down into a cold, damp
roll against the tubes Ac of 6 (size and speed), if
room with a slightly sweet scent in the air.
the party does not react quickly the tube will
Stacked against the west wall are 15 large
be swept away down the south passage.
wooden barrels. Condensation has collected
The tube is ivory but not quite watertight and on the walls, floor and contents of this room.
contains a roll of vellum. Written upon in an
unknown language is a partially smudged Ten of the barrels are full of a strong, sweet
message (see player hand outs 1a and 1b) brandy. Anyone tasting it must save vs.
from the abbot to the head of his order. It Paralyzation; failure produces no ill effects, but
seems the abbot has discovered that the local those that fail gain +2 on any fear checks for
high priest has subverted the fellow monks to the next hour. One of the barrels has a slight
the worship of a goddess of disease and leak that keeps the floor wet. Any dropped
corruption named Kiputytto and the abbot flame will ignite everything, characters in the
was calling for military aid to prevent the room must save v RSW (+Dex bonus) to dive
atrocities. Obviously he failed to send the back out of the room. Any caught in the blast
message before the high priest had him takes 5d6 damage (save v BW (+Dex bonus) for
strangled and thrown into the pool. half damage). This will continue to burn for 1
hour and rooms #4 and #5 will be smoke filled
3. CEREMONIAL CHAMBER: (reduced visibility and save v PPDM or –2 on all
rolls due to coughing).
This large, square chamber appears to be a
dead end. Its domed ceiling arches up to 25 One of the empty barrels contains the
feet high in the centre and its walls are mutilated remains of a human woman (early
covered in frescoes of people in various twenties). The PC opening this barrel will need
states of revel. A 10 feet square section of to make a horror check.
wooden planking is leaning against the south
5. BARREL PREPARATION:
wall.
The floor of this room is littered with the
Behind the platform on the south wall are 4
broken remains of wooden barrels. A slope
holes in the wall. Two are parallel to each
leads down to the west.
other , 10 feet apart and 3 feet from the floor.
The other two are 3 feet higher up and directly PC’s making a successful observation check
above the first two. These square holes are 6 will note a salty layer on what would be the
inches wide and 6 inches deep, one still has inside of the barrel fragments. Anyone rolling a
wooden splinters in it. 1 will also notice that the barrels were clawed
Hidden amongst the fresco is a push switch apart.
which opens a 10 feet square section of wall 1 6. LEATHER STORE:
foot above the level of the highest holes and
leading into a secret tunnel inhabited by 3 This room is lined with workbenches and
ghouls who will attack the first character to shelving, almost every conceivable leather
climb up to the opening, automatically gaining item is on view and tanning racks stand at the
surprise if no special precautions are taken.

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DF19 Church of the Poisoned Mind Mik Calow

far end of the room laden with unworked If the sentries have not yet been encountered
leathers. the party are confronted by 3 monks in
hooded robes with ceremonial kris daggers at
Roughly a dozen of each non-armour leather their belts. They will attack the party
item from the PHB can be found here; all are immediately.
good quality. At least six sets of leatherworking Ghoul/Monks (3) AC 5 HD 2 Mv 9 Thaco 19 #At
tools can be gathered up and enough leather 3 Dmg d3/d3/d6 SA Paralysis d6+2 rnds 1-2 Left
to make most items is at the far end. Arm, 3-4 Legs, 5-6 Right Arm, 7-8 Body (see
7. ALARM DOOR: notes) SD Undead Sf 3 Sz M 5-6’ Mle 12 Xp 175
Closer examination of the bones reveal
The heavy oak door to this room opens
gnawing marks.
inward and is slightly ajar, no light comes from
within and no noise can be heard. 10. CELLS:

The door is rigged to drop a normal skeleton on Down the length of this corridor you can see
the first person to enter the room. The noise is a trio of sturdy oak doors staggered along
enough to alert any inhabitants at #8 #9 and either side, each with a heavy wooden bar
#10 to the party’s location and as such be across the middle to prevent its opening.
prepared for them. The ghoul/monks at #9 visit
this room at midnight to check and reset the As each PC crosses the first section of this
trap as required. corridor have them roll a save v Rods, Staves,
and Wands (with no Dexterity bonus unless they
8. BLEEDING ROOM: specifically stated they were examining the
floor) to see if any step on the hidden pressure
A large stone table dominates the centre of
plate. If activated the pair of light crossbows
this room, it has a slightly beveled surface
at #11 will fire (Use the PC’s surprised AC unless
towards its centre and to its eastern end.
they were actively searching for traps, hit the
Above the table, suspended from a hook in
front two pc’s with Thaco 15 2d4 dmg).
the ceiling is a copper brazier. Several
beaten copper bowls lie scattered in the 10a. CELL:
south east corner.
Against the far wall of this cell lie the skeletal
Closer examination reveals mottled blood remains of a large humanoid with an
stains on the table, particularly the slight lip on elongated snout.
the eastern end and also on the beaten
copper bowls. The hanging brazier is an The skeleton belongs to a gnoll, hidden
incense burner and is worth about 15 gp, but is underneath in a small leather purse are 15 sp
empty. and 2 ep.
9. SENTRIES: 10b. CELL:

This solid oak door appears to be stuck, unless When you open this door the smell that
the sentries have already come out and been reaches you is enough to make you gag.
encountered, then it will be wide open. Lying on the floor is the maggot ridden
remains of a human male.
This room looks like it was once used as a
sleeping chamber. A couple of rotting pallets Have all the party save vs. Poison or be unable
still remain in one corner, next to which lie a to enter the room due to the smell (a rag
small collection of bones. soaked in brandy over the nose and mouth
would prevent this). The maggots pose no

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DF19 Church of the Poisoned Mind Mik Calow

danger to the party but allow them to take any entrance. He was too afraid to enter, but his
precautions they desire. There is nothing of sister Karina was older and not so easily scared.
value here. Shortly after she entered the tunnels he heard
her scream, once, and ran down the stairs to
10c. CELL:
find her. But he tripped and the next thing he
knew he was in this small room and couldn’t
Lying on the floor of this cell are the bones of
get out.
a small humanoid amongst a pile of tattered
pink rags. Tobias AC10 HD1/2 Hp 6 Mv 6 or 9 Thaco 20
#At 1 Dmg 1 Sf 3 Sz M 4’ Xp 15 (if led back to
These are the remains of a halfling priest of his campsite and family 200 xp, if Karina’s
Lathander who wandered to close. There is a remains recovered from #4 then 300 xp).
small golden pendant on a chain of the sun,
Lathanders symbol (PC’s passing a religion 11. BOW TRAP:
check may recognize this).
Just beyond the entrance to this chamber
10d. CELL: stand two light crossbows on an intricate
wooden framework laced with wires. At the
A thick layer of rags, accumulated through rear of the room stands an iron bound
long years, covers the floor of this cell. wooden chest.

Scattered amongst the rags are 6gp and 5 cp. The bows cannot be removed without
It will take a full search to reveal these. dismantling the frame work, which in turn
10e. CELL: cannot be moved without damaging it. The
frame has an AC of 8 and will sustain 20 hp of
This cell is empty except for a dark stain over damage if attacked before it collapses useless.
most of the floor. The chest is heavy but not locked. It contains
480 bolts for the light crossbows.
The stain is dried blood.
12. STORAGE ROOM:
10f. CELL:
The slopes up towards the doors to this room
If loud noises have occurred, the DM will need
are quite steep and the oak doors are barred
to amend the following.
from this side.
As you open this cell you can see a young,
The door to this chamber opens to show a
dark tousle haired, human boy, about 5-6
room stacked with simple wooden crates
years of age lying unconscious on the floor.
each marked with some unrecognised writing
He has several cuts and bruises evident but
and with bits of rotting straw escaping
his breathing is deep and regular.
through the many holes amongst them.
Once awakened the boy will be fearful. Unless
If the thirty crates are examined they will be
magic is used, he will not understand the
found to contain six straw packed, green glass
languages of the party. He has a broken leg,
bottles each. The bottles have corks in but are
reducing his movement to 6 unless healed by a
empty.
cure spell, however this will only increase
movement to 9. If the writing is somehow translated it reads
“Product of the Church of Dion”.
If communication becomes possible the boys
name is Tobias, he and his sister were playing
hide and seek amongst the strange old ruin
near their campsite when they found the cellar

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DF19 Church of the Poisoned Mind Mik Calow

13. STORAGE ROOM: Skeletons (12) AC 7 HD 1 Mv 12 Thaco 19 #At 1


Dmg d6 SD Undead Sf 6 Sz M 5-6’ Mle na Xp
The slopes up towards the doors to this room
65
are quite steep and the oak doors are barred
from this side. This room is identical to the The effigy is of the Goddess Kiputytto and
previous one. However, the contents of the radiates a strong sense of evil, no protection
room have been arranged against the from good spells or effects will work in this
northern door so as to spill forth upon opening chamber and all turning attempts have a –2
causing each PC before the door to make a penalty unless the effigy is destroyed (Ac 2 Hp
save v RSW (no dex bonus for door opener) or 50 any attack doing maximum damage forces
be knocked backwards down the slope and weapon to save v crushing blow or break).
be buried under a pile of broken crates and Destroying the effigy releases a mild contagion
bottles. Any PC that gets buried will take 2d4 into the air, all within 10 feet save v spells (no
damage unless they are able to make a wis bonus but dex bonus) or contract a
tumbling roll to avoid the debris. The wreckage debilitating disease as per the priest spell cause
will then partially block the corridor causing a disease. If the effigy is destroyed an XP award
temporary hindrance. of 250 points should be granted to the
character destroying it, assuming he or she is of
14. WORSHIP CHAMBER:
good alignment.
As the door opens into the torch lit room, a 15. REPLACEMENTS:
terrible sight awaits you. Over two dozen
spear armed skeletons stand to attention Scattered around the floor of this chamber
facing a large stone effigy of a scabrous are the skeletal remains of many humanoids,
woman on a raised dais at the far end of the at the northern end of the room lie a
room. The vaulted ceiling rises to twenty feet collection of spears.
and the torches that illuminate the room are
placed in copper sconces every ten feet There are 40 spears in total in 5 bundles of 8
along on either side halfway up the walls. each. The skeletons belong to a mixture of
humans, gnolls and goblins. They are scattered
The 30 skeletons are standing rigidly to around the floor in no discernible order.
attention and ignore casual inspection; until
16. DOOR GUARDS:
they are physically attacked or someone other
than a follower of Kiputytto stands upon the
Down the rough flagstone steps is another
dais, they will remain motionless. Only 12 of the
torch lit chamber, its two exits each guarded
skeletons are actually animated monsters (x on
by a half dozen sword armed skeletons.
the diagram).
O X O O X O The skeletons will attack anyone approaching
the exits and each group will take 1 round to
O O X O X O come to the assistance of the other. They will
X O O X O X not pursue anyone leaving the room via any
exit.
X O X O O X
Skeletons (12) AC 7 HD 1 Mv 12 Thaco 19 #At 1
O X O X O O Dmg d6 SD Undead Sf 3 Sz M 5-6’ Mle na Xp
65
Once activated they will fight until destroyed
or intruders leave the room, they will not pursue
beyond the room and if no longer in combat
return to their positions.

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DF19 Church of the Poisoned Mind Mik Calow

17. WASTE DISPOSAL: Gelatinous Cube AC 8 HD 4 Mv 6 Thaco 17 #At


1 Dmg 2d4 SA Paralyse 5d4 rnds SD Electricity,
This dismal chamber has only two noticeable hold, paralyzation and fear have no effect Sf 6
features, the most prominent being a ten feet Sz L 10’ Mle na Xp 650
square section of beaten copper in the
centre of the floor. The other feature is a 18. ANTECHAMBER:
copper arm sticking out of the north wall at
This room was once opulently decorated but
the top of a two foot long slot.
has been allowed, almost encouraged, to fall
Note: The lever mentioned is at point “a” on into disarray.
the map.
Two ghast lieutenants are stationed here. If
The copper flooring is a pit cover but is quite they have been alerted to the party’s
stable to walk on while the lever is in the up presence, they will automatically fire their light
position. If the lever is lowered, the copper crossbows as soon as the door opens before
flooring slides southward into a recess just closing for melee.
below the level of the flagstones to reveal a pit
They are wearing ragged chain mail shirts with
(see below).
a dirt stained tabard sporting three putrid
The secret door in the south wall is not locked, teardrops in an upside down triangle.
nor does it require a special activation. It is
Ghast Lieutenants (2) AC 2 HD 4 Mv 15 Thaco
slightly stuck and needs a combined Str of 40 or
17 #At 3 Dmg d4/d4/d8 SA Paralysis d6+4 rnds
more to move it. It makes a deep grating
1-2 Left Arm, 3-4 Legs, 5-6 Right Arm, 7-8 Body
sound when moved, clearly audible nearby.
(see notes) SD Undead 10’ stench save v PP or
The door will remain open if not closed in the
–2 on attacks Sf 3 Sz M 5-6’ Mle 14 Xp 650
same fashion.
19. OUTER OFFICE:
The Pit:
This room was once opulently decorated but
The copper covering slides back to reveal a
has been allowed, almost encouraged, to fall
ten feet square opening leading straight
into disarray.
down. It looks as if the pit descends twenty or
so feet to a wet surface but may continue
This room's occupant is a ghast. If he hears
beyond.
sounds of combat from #18 then he will go to
#20 to warn Golmek and assist him against the
The pit is actually 30 feet deep, but the bottom
party. If surprised by the party he will attempt
houses a gelatinous cube which cannot climb
to flee through the south door at first
out. Anything dropped in will hit the “wet
opportunity.
surface” of the cube and slowly sink in.
Anyone entering the pit will have to make a Ghast AC 4 HD 4 Mv 15 Thaco 17 #At 3 Dmg
save vs. Paralyzation for each round of contact d4/d4/d8 SA Paralysis d6+4 rnds 1-2 Left Arm, 3-
with the cube, of course, and, unless securely 4 Legs, 5-6 Right Arm, 7-8 Body (see notes) SD
supported (as by a rope from above), will sink Undead 10’ stench save v PP or –2 on attacks
into its mass after a round, being automatically Sf 3 Sz M 5-6’ Mle 14 Xp 650
hit each round thereafter. Allow any character
who sinks in to hold his or her breath for a
number of rounds equal to the Constitution
score; if that time elapses (and the character is
not otherwise deceased), allow a Con check
each round to avoid death.

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DF19 Church of the Poisoned Mind Mik Calow

20. GOLMEK’S DINING HALL:

This room has been decorated in filth and the


overall effect is one of utter revulsion. A
bloated, scab faced man in a banded mail
breastplate sits upon a stone throne at the far
west end of the room. The aura of utter
despicableness radiating from him is almost
tangible. As you enter he watches you while
still eating rancid flesh from what appears to
be a human forearm.

This scene should evoke the need for an


immediate Horror check from the party. If the
ghast from #19 is here he is simpering and
fawning at his masters feet.
Golmek will allow the party to approach and
will converse with them if they attempt to do
so. He has two ghast lieutenants hiding behind
the illusory wall ready to attack with crossbows
before closing for melee. He only enters
combat himself if directly attacked or if one of
the ghasts are defeated. He has a set of three
keys hidden on his person (#22 triple lock door).
Ghast Lieutenants (2) AC 2 HD 4 Mv 15 Thaco
17 #At 3 Dmg d4/d4/d8 SA Paralysis d6+4 rnds
21. HALLWAY:
1-2 Left Arm, 3-4 Legs, 5-6 Right Arm, 7-8 Body
(see notes) SD Undead 10’ stench save v PP or The ceiling of this hallway reaches some
–2 on attacks Sf 3 Sz M 5-6’ Mle 14 Xp 650 twenty feet or so but is obscured by cobwebs.
Golmek, Ghoul Lord, High Priest of Kiputytto
Str 14 Dex 13 Con 18 Int 13 Wis 16 Cha 3 (18 The hallway is empty; there is no threat here
to undead) unless the party are being pursued by Golmek
AC 2 HD 6 (Hp 60) Mv 15 Thaco 15 #At 3 or his followers. Allow them to take any
d6/d6/d10 claws cause paralysis d6+6 rnds 1-2 precautions they like.
Left Arm, 3-4 Legs, 5-6 Right Arm, 7-8 Body bite 22. TREASURY OF THE FAITHFUL:
infects with disease, lose d10 hp+1 Con and
Cha per day. If either ability score reaches The door to this room is solid oak with
zero, the victim dies; if the body is not reinforced iron banding, its hinges have been
destroyed, the victim will rise in three nights as carefully hidden within the stonework
a ghast. The disease can only be cured by a surround and it has three shiny, rust free locks.
Heal spell, after which Constitution will be With the general state of disrepair, this door
recovered at 1 pt per week. Lost Charisma will looks very out of place.
not be regained due to the horrible scarring
left by the disease. Golmek radiates an aura of Each lock is protected by a paralyzing glyph.
vileness; all good PCs within 30’ suffer -4 on After this is dealt with, any thief attempting to
attack rolls. Sf 3 Sz M 5’8” Mle 16 Xp 4000 (See pick them will discover that all three locks are
Ravenloft Monstrous Compendium) of excellent quality; apply a 20% penalty to

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DF19 Church of the Poisoned Mind Mik Calow

any attempts to pick them. Of course, Golmek contain the partly eaten remains of their former
carries the keys to these locks. occupants.
If all else fails, the door is AC 6 and has 50hp, The first group of these ghouls encountered
although this would create a lot of noise and receive a +2 surprise bonus and will also cause
attract any nearby monsters. the party to take a fear an horror check.
When any player characters enter the room, Ghouls (5) AC 6 HD 2 Mv 9 Thaco 19 #At 3 Dmg
read (or paraphrase) the following: d3/d3/d6 SA Paralysis d6+2 rnds 1-2 Left Arm, 3-
4 Legs, 5-6 Right Arm, 7-8 Body (see notes) SD
As you enter the room you can see why such Undead Sf 3 Sz M 5-6’ Mle 12 Xp 175
measures were taken to ensure its security.
Several lustrous gems, hundreds of precious 27-31. SECRET CHAMBERS:
coins, objects of art, etc. lay scattered Each of these chambers is defended by a
around the room. ghast lieutenant and 4 ghoul monks.

The treasure consists of 3 purple vialin gems Ghast Lieutenants AC 2 HD 4 Mv 15 Thaco 17


(10gp each), 4 translucent brown nune gems #At 3 Dmg d4/d4/d8 SA Paralysis d6+4 rnds 1-2
(10gp each), a beaten gold death mask of a Left Arm, 3-4 Legs, 5-6 Right Arm, 7-8 Body (see
bearded human male of regal bearing (44gp), notes) SD Undead 10’ stench save v PP or –2
an 18” tall golden hourglass containing a on attacks Sf 3 Sz M 5-6’ Mle 14 Xp 650
silvery powder (250gp), potions of longevity,
Ghoul/Monks (4) AC 5 HD 2 Mv 9 Thaco 19 #At
frost giant control, clairaudience, and healing,
3 Dmg d3/d3/d6 SA Paralysis d6+2 rnds 1-2 Left
oils of fiery burning (three of these) and
Arm, 3-4 Legs, 5-6 Right Arm, 7-8 Body (see
fumbling (appears to be acid resistance), a
notes) SD Undead Sf 3 Sz M 5-6’ Mle 12 Xp 175
clerical scroll containing three heal spells, a
steel spear +1, 1616 gp, 3000 cp, 2000 sp, 10 ep, 32. CELL:
and 60 pp. It will take 5 rounds to collect all
the coins, less 1 round per additional person The door to this chamber is locked with a poor
helping, with a minimum of 2 rounds. quality lock but the key has been broken in it.

If the hourglass is turned the secret door will As you open the door a blur of teeth and
automatically open for the 2 minutes it takes nails assaults you.
for the powder to run through and then closes,
this function only works when the hourglass is in A rabid ghoul has been confined here for some
this room. crime against Golmek.

23-26. BURIAL HALLS: Ghoul AC 6 HD 2 Mv 9 Thaco 19 #At 3 Dmg


d3/d3/d6 SA Paralysis d6+2 rnds 1-2 Left Arm, 3-
The walls of these chambers are lined with 4 Legs, 5-6 Right Arm, 7-8 Body (see notes) SD
three alcoves every ten feet, each Undead Sf 3 Sz M 5-6’ Mle 12 Xp 175
containing a simple wooden coffin.
Treat the ghoul as berserk, +2 to
Each location contains a group of 5 ghouls hit/dmg/save/ac, fights until –10 hp. Will attack
hidden amongst the coffins, the other coffins pc’s in alignment order LG-NG-CG-LN-N-CN-LE-
NE-CE.

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DF19 Church of the Poisoned Mind Mik Calow

Ending the Adventure


If the party survive and keep Tobias alive he will lead them to his family’s campsite, a Vistani
group. They will only trust the group if Tobias is returned alive and will even be friendly if Karina’s
remains are brought back.
If the party willfully allow Tobias to be killed then his spirit will appear and curse them to wander
the misty realms as he once did, until the six prophesies of Hykosa come to pass.

Player's Handout (see Area 2):

Morning Lord Azranthus,

I bring ill tidings from the Church of Dion. It seems the


rumours of subversion are true. High priest Golmek and his
brethren are desecrating the graves of the faithful and have
even begun to feast on their earthly remains.

Yester eve I followed them into the catacombs ajoined to our


cellars and found them praying to a diabolical effigy of some
hideous creature.

I implore you Lord to send martial aid to stop these


miscreants before it is too late. I do not believe that they
know of my discoveries yet and I shall remain to keep a
close watch on them.

May the dawn come swiftly,

Mezzandien
Abbot of the Church of Dion.

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DF19 Church of the Poisoned Mind Mik Calow

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DF19 Church of the Poisoned Mind Mik Calow

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Church of the Poisoned Mind
Copyright © 2005 Mik Calow
1st Edition September 2006
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