WL2 TheBaronRodeInn (2-6lv)
WL2 TheBaronRodeInn (2-6lv)
WL2 TheBaronRodeInn (2-6lv)
This is the second module in the WL series. Itʼs not necessary to have run WL1 Tower
Hill and can be used as a stand alone module. It is deliberately generic to make it easier
to be placed into other playing worlds or to be worked into other campaigns.
It is intended for 1-6 players at levels 2-6 or about 12 levels combined. There is no
specific class needed in order to be successful however with the werewolves either
magic or silver will be needed to defeat them. Also with lycanthropy and the Yellow
Musk plant having access to healing and the ability to cure diseases may be important
in the long term of the game.
For those that haunt the DF forums I hope that someone will be good enough to review
this module and for those that play it I hope to see your comments. Iʼm a firm believer
that listening to the audience is the best way to improve.
Thank You.
Auhr Lanse
FYI: The name “Rode” is a play on words and not a spelling error.
The Baron Rode Inn is a tower that the Ellery clan first used as they moved into these
lands. The tower is divided into two parts; The Main Tower: The larger portion where
most of the population lived. The Siege Tower: A smaller tower that was used as the
primary residence of the ruling family.
With the founding of Tower Hill this first tower was passed to a lesser cousinʼs family.
That family founded their own community and business opening The Baron Rode Inn.
Used primarily as a stopping place for the few travelers, hunters, or merchants that
made their way across Ellery the Boarʼs lands.
As the Wicked Leprechaun Oslo Venypep waged war against the Baron Ellery at
Tower Hill he didnʼt forget about the lesser family members at The Baron Rode Inn.
He secretly entered into the Fountain Chamber at the base of the Siege Tower, planted
the spores of a Yellow Musk Creeper and then used a Potion of Plant Growth on it.
When the servants came down in the morning they were attacked by the plant. From
there the residents of the tower quickly fell.
The majority of the guard hadnʼt been trapped in the Siege Tower and hearing of
troubles in Tower Hill they abandoned their post and fled the lands.
That was when the Mutroys arrived, (a family of werewolves that had long hunted The
Boarʼs Lands).
With the fall of the Elleryʼs they entered the Inn portion of the tower and murdered the
remaining residents.
The lower levels were left unguarded. A basilisk was attracted by the smell of rotting
meat and took up residence. The Mutroys are happy to keep themselves in the upper
level so long as they have enough to eat and the basilisk stays below.
The Mutroys werenʼt able to breach the Siege Tower but arenʼt sure they want to. They
instead have decided to take up residency in the “village”. They will pretend to be the
the last residents and make up stories of how they were left behind, (however they are
poor liars and worse company so it wonʼt take long for their true natures to come out).
There are several ways for the DM to introduce the players to the adventure.
• The players could be planning on leaving the region and walk into the adventure.
• The players receive word in Tower Hill that something has happened at The Baron
Rode Inn and the people have fled.
• The players are looking for Venypep and travel to the inn looking for information.
Ahead of you looking down over the roadway from the North side of the road a heavy
tower rises. The original main body of the tower appears to have had itʼs top floor
partially collapse and now village buildings jut out of the ruined level.
Extending off of the East side of the main tower a small tower extends another two
stories above the ruined main level.
There is no one on the road and no signs of life from the ʻvillageʼ.
The heavy log gate door is in sharp contrast to the obvious skills of the tower builders to
show that it is a later replacement for someone far less skilled. However the number of
blade bites and pricks that scar the gate shows that it is still very effective.
The main gate is unbarred and slightly opened.
Inside is a roughly 40ʻx60ʼ chamber with an open archway to the West and to the East
a set of double doors. Thereʼs a faded smell of horses and woodsmoke in the air.
If they are checked the double doors are barred and it will take a successful Bend Bars
Lift Gates to break through. If that is done the Basilisk will be awake and aware.
Otherwise this area is empty.
If the party tries to enter from the Western double doors they will have to roll a
successful Bend Bars / Lift Gates to shove the statue away from the door which will tip it
over. This will change the initial description of the chamber as the statue is now toppled
and broken. Also this will alert the inhabitants of the lower levels that something/
someone is moving in the Inn.
A thin trickle of water falls from a leering dragonʼs head carved of stone on the wall and
into the fountain below.
Around the fountain across the floor and creeping up the walls are prickly leafy vines
with a pale greenish yellow color. There seems to be several people lying at the base of
the fountain covered in leaves and vines.
Leaning against the Southeast wall there appears to be a man and woman. Both appear
to have plant vines twisted around their upper bodies and seem exhausted or drugged
by how they are leaning.
On the North wall is a narrow set of spiral steps going up.
This chamber is the lair of the YELLOW MUSK CREEPER plant. Anyone crossing the
green hash mark line on the map has entered into attack range of the plant and will be
attacked by 1d3 flowers, (roll for each player in the area until no flowers are left). The
flowers will switch targets randomly for as long as there are targets in range.
The two people are infected YELLOW MUSK ZOMBIES that are currently controlled.
They will wait until either the plant begins attacking or are approached.
Of the people lying at the base of the fountain, 5 are dead and currently being fed on
and three are YELLOW MUSK ZOMBIES that the plant will use to replace fallen
zombies.
After the Yellow Musk Creeper and Zombies are cleared out a search of the chamber
can be done. If a search for Secret Doors is done a successful role will show that
around the location where it appears the plant extends from there appears to have been
recent digging.
Digging in this area will reveal the larges yellow and black plant bulb, 3 purses that
contain 23 gp, 24 sp, 40 cp, and 3 gems worth 100 gp each.
The initial two Zombies are wearing studded leather armor and use long swords. They
appear to have been guards.
The three other Zombies use clubs, are unarmored, and appear to have been servants.
Al:N Ac:7 Int:0 Hd:3 Hp:15 #At:9 Dm:Special THACO:17 Mv:0 Sa:Gas Sd:See
Below Sz: L (20ʼ Square) Morale:20 Xp:650
The Yellow Musk Creeper has 9 flowers that it can use to attack. When a creature gets
within 10ʼ of a flower it will spray a puff of musk smelling pollen. The player must Save
VS Spell or be entranced and attempt to enter the main plant that is on the South side
of the fountain. They will resist any attempts to hold them back. Once in the main plant
area the Yellow Musk Creeper with attach a dozen roots into the victimʼs head. In two
rounds they reach the brain and begin burrowing into that. Each round the victim looses
1d4 intelligence points. If reduced to 1 or 2 points they immediately become a Yellow
Musk Zombie. If reduced to 0 points they die.
The plant is only able to control 4 zombies at a time so it will use the zombies lying near
it to replace itʼs fallen.
FOR MORE DETAILS SEE CAST OF CHARACTERS
Al:N Ac:7 Int:1 Hd:2 Hp:10 x2, (the currently uncontrolled zombies AC 10, Hp 6 x3 ).
#At:1 Dm:Weapon (1d8) THACO:19 Mv:6 Sa:Nil Sd:See below Sz:M Morale:20 Xp:
120
The Yellow Musk Zombie is not a true undead so it canʼt be turned. It is also immune to
Charm, Hold, Illusion, Sleep and other mind-affecting spells.
The Yellow Musk Zombie will seek to attack anyone not infected and drag them to the
plant so they can be infected.
FOR MORE DETAILS SEE CAST OF CHARACTERS
This chamber appears to have been used for storage tack room and also contains
several rickety chairs around a table near the North side of the room. On the South side
of the chamber a door with heavy claw marks on the wood has been forced open.
The Basiliskʼs activities have broken numerous dry ration goods along with perishable
items. This has attracted a swarm of GIANT CENTIPEDES. The centipedes are hiding
through out the room and will scurry out to attack anyone entering the area.
As the players move through the room they will encounter 1d4 centipedes that will
attack.
There is a 10% that the Basilisk in area 5 will hear the commotion and come to
investigate after everything goes quiet.
Al:N Ac:9 Int:0 Hd:1/4 Hp:2 #At:1 Dm:0 THACO:20 Mv:15 Sa:Poison (Save at +4 or be
paralyzed for 2d6 hrs Sd:Nil Sz:T Morale: 5 Xp:35
Any player that is paralyzed will suffer 1hp damage per turn while the Giant Centipedes
chew on them. If all the centipedes are dead then the paralyzed will have to wait until
the poison wears off but will not suffer any other side effects.
5. The Stable
Al:N Ac:4 Int:1 Hd:6+1 Hp:33 #At:1Dm:1d10 THACO:15 Mv:6 Sa:Gaze turns to Stone
Sd:Nil Sz:M Morale:12 Xp:1400
Anyone looking at the Basilisk must make a Save vs. Petrification or be turned to stone.
Attempting to avert oneʼs eyes will allow one to avoid the Gaze but thereʼs a 20%
chance per round that the Gaze will accidentally be met.
FOR MORE DETAILS SEE CAST OF CHARACTERS
A search of the stall where the Basilisk has been lairing will turn up the treasures it has
collected among the torn clothing, saddles, and misc other items itʼs victims were
carrying when the were attacked.
30 pp, 1200 gp, 4000 sp, 8000 cp, 17 long swords, 8 daggers (one is +4 with gnome
runes on the blade and emerald inlays on the hilt), and 2 intact suits of studded leather
armor,
On the Northwest side of the tower is the dumping site for all of itʼs occupants wastes.
Looking up one can see that the Inn actually hangs over the edge of the tower wall
three stories up and there appears to be privy holes on the overhang.
If the Players choose to search the heap they will begin to turn up various parts of
human bones. Most of the bones have been broken and closer examination will reveal
that theyʼve been gnawed on.
These are former Inn residents that hadnʼt fled prior to the arrival of the Mutroys. There
are a total of six bodies. There is no treasure or any sort of personal items.
If itʼs during night hours it should be checked if any of the Mutroys are out hunting. If
they are the rope from area 20 will be hanging over the Midden Heap.
7. First Hall
This large hall has several tipped over benches and tables. On the North, Northeast,
and east walls the doors have been broken open.
8. The Stairway
This small chamber with a broken door on the East and West walls. On the North side is
an open archway that leads to a spiral stairway going up.
This was a chamber used by loggers, caravan guards, and shepherds that needed to
come in from bad weather.
On the Northeast corner is a spiral staircase going up and down. Also there are closed
doors on the North and East walls.
If a search is done of the chamber there are 17 cp, 5 sp, and 1 gp that can be found
loose lying under debris.
This circular chamber several weapon racks and also weapons hanging on the walls.
There is on weapons rack on the south side of the chamber is tipped over. On the North
side of the room is a small spiral staircase going both up and down.
If the Players decide to search chamber they will find under the tipped over weapons
rack is the body of a teenage boy. There are several heavy cuts in his body and a tangle
of thin vines around his head. The vines will be found to be brittle and appear dead.
There are 20 spears, 10 longswords, 30 shortswords, 5 long bows, 300 arrows. All are
of average quality and can be sold around normal Equipment prices.
This larger chamber appears to be have been used as a more family area. There are
ropes secured roughly 10ʼ off the ground that criss cross the room. Walls made of worn
tarps, carpets, and hides sewn together hang partially from the ropes. Several of these
have large cuts and rips.
A search of the room will turn up misc pots, pans, household utensils, and basic living
items. All of the items are mundane and of poor quality.
This large chamber is in stark contrast to the other rooms on this floor. The floor has
several plush carpets, a large canopied bed, a smaller bed, a table with three chairs,
and two footlockers.
There is a sickly sweet odor of rot in the air.
This was the living chamber of an elderly knight that retired to The Boarʼs Lands. With
his savings he was able to rent this room, re married a young widow with a small child,
and had the inn staff as servants. When Venypep made his assault Sir Goodley was
abandoned and his property taken. He secured himself in his chambers and convinced
himself that everyone would return for him. That didnʼt happen and he died in his bed.
That fear and misery caused his spirit to infest the chamber as a POLTERGEIST. Sir
Goodleyʼs spirit has been twisted into a hateful creature that wants to insure no one
leaves.
POLTERGEIST
Al:LE Ac:10 Int:7 Hd:1/2 Hp:3 #At:1 Dm:Nil THACO:15 Mv:6 Sa:Fear Sd:Invisibility,
Silver or Magic to hit Sz:M Morale:10 Xp:65
For every successful attack a Save vs Spell must be made or they will attempt to flee
per Fear spell for 2d12 rounds, (note below that Sir Goodley will continue to attack and
try to trap those fleeing).
Sir Goodley will begin his attacks by shutting the door and trying to trap the party. When
the Player tries to force the door open they will find something is actively trying to pull
the door back closed, (a strength check is needed to pull the door open).
Each time Sir Goodley strikes at or tries to stop the players from leaving it is considered
an attack. A saving throw will be required for each attack. If the Player looses three
saves in a row the Player will drop all armor and equipment, then try to worm their way
out of the open arrow slit, (unless they are stopped). The Player will take 1d6 pts
damage from the abuse of pushing through the arrow slit followed by the fall. If they
survive the fall they will get back up and continue to flee for the duration of the longest
Fear attack.
FOR MORE DETAILS SEE CAST OF CHARACTERS
There is nothing of value as everything was stolen from Sir Goodley prior to his being
abandoned.
This is a small cottage with a door on the East wall and West wall. Inside the residence
there are still some larger furnishings, (bed, table, chairs), but all linens, clothing, and
personal items are gone.
There is nothing a value here. The home belonged to the Herd Master who was in
charge of the herders and the breeding of livestock.
This small barn is tidy and dry. All of the stalls are empty and it appears all the farm
implements are gone.
During daylight hours there is a 50% GRAEC MUTROY will be here. If he is present he
will be hiding in one of the empty stalls. He will try to convince the Players that he was a
traveler that came to the Inn, was chased up from the lower levels by some huge lizard
creature, and then hid here. He was planning on searching for a rope and climb down
the outside of the tower but then discovered that there were some people here that he
mistook for bandits. He went back into hiding and that night found that they werenʼt
bandits but werewolves! He will ask the Players if it is safe to escape and if the tell him
yes he will thank them and pretend to flee the tower but will only go as fas as one level
down. There he will wait to see who wins the combat and show up after with the hopes
that the survivor is weak enough to be easily finished.
This round chamber has a spiral staircase that goes up and down. On the East a heavy
planked door is barred. Next to the door is the wheel used to raise the portcullis.
If the players make entry from outside they will first need to roll a successful Bend Bars
Lift Gates for both the portcullis and door.
This small house is unlocked. Inside is a fireplace, bed, and chest of drawers. It appears
the house has been looted and the bedʼs mattress is gone.
All clothes and smaller household items are gone.
This house has itʼs door pushed shut but itʼs obvious the door was forced open. It
appears the house has been looted with the mattress missing, drawers pulled out,
furniture broken.
All items of value are gone but if the room is searched a dark stain of what appears to
be blood will be found in the center of the room.
A smell of old food and spilled ale hangs in the air. Thereʼs a bar on the Northeast side
of the room, a spiral staircase going upstairs on the West side, the main entry door on
the South wall, and a single door on the Northwest corner.
This chamber appears to be a privy with several holes on the West wall. On the South
side of the chamber is a large coil of heavy rope.
If investigated one of the ropeʼs ends will be found to be crudely anchored to the floor by
several spikes.
If any of the Mutroys are out hunting during night hours this rope will be hanging down
above the Midden Heap.
This house has itʼs door shut but itʼs obvious the door was forced open at some point.
Inside is a bed with four mattresses piled on it, a carpet of torn fabric, bits of leather and
clothing that covers the entire floor, and a smell of rotting food.
In between the foot of the third and fourth mattress are five leather satchels that contain
the wealth of the Mutroyʼs: 3500 cp, 1000 gp, and a obsidian breast plate with gold and
platinum inlays showing a crest of scythe, sword, axe and arrow forming an X worth
3000 gp.
CHECK UNDER THE MUTROYS TO SEE IF ANY WOULD BE HERE.
This room was available to anyone passing through for only a copper a night. Thereʼs a
musty smell in the air that is a mixture of dirty body odor and urine.
23. The Private Chambers (Staekʼs)
This chamber has a large bed, table, chair, and brass bath with a stove underneath (of
gnome design).
There is a small pouch with 50 gp, 100 cp, and a gem worth 500 gp.
The brass bath is worth 1000 gp intact and has a 8000 gp weight.
CHECK UNDER THE MUTROYS TO SEE IF ANY WOULD BE HERE.
This round chamber has several beds and foot lockers. There is a spiral staircase in the
North side of the room that goes up and down. It appears that several pieces of furniture
have been thrown into the upper portion of the stairway making a makeshift barricade.
A search of the foot lockers will quickly reveal that this wasnʼt a guard chamber but most
likely the bedroom of several children. Inside the foot lockers are children sized military
style uniforms, stuffed dolls, dice, playing cards...etc.
There is nothing of monetary value.
The barricade on the stairs going up is secure but not impassible. With 30 pts. damage
the barricade can be broken away.
26. The Top Floor.
This top floor chamber has a peaked roof and appears to be the top floor. Strewn
around the room are numerous pieces of broken furniture, a mattress on the floor with a
large closed chest on top, and a large floor carpet with intricate designs.
This was the chamber of Master Beir Ellery, cousin to The Boar. Beir was attacked while
still in bed by one of his young squires turned zombie. He defeated the squire then went
to find out where the rest of the tower population went. He learned almost immediately
when he encountered another 3 zombies on the main floor.
Beir was badly injured, fled to his chamber, and began barricading himself in. The
zombies never came for him and he believed they found a different victim.
Beir put his mattress on top of the dead squire and then put his chest on top of that,
(just in case). He called to the peasants below to go for help as the tower had fallen,
and then settled in to wait for aid. It never came.
The peasants learned from people fleeing Tower Hill what had occurred there and fled
the lands.
Beir sank into despair and eventually took his own life by throwing himself onto the
courtyard below...where the Mutroyʼs found his dead body and ate it.
If the Players decide to check the chest and step on to the mattress there will be a
soggy squishing sound followed by the vulgar odor of putrid flesh.
The chest is unlocked and inside is there are some fine robes and boots (worth 20 gp
total) and a second chest. This smaller chest is locked with a normal lock. Inside is
Beirʼs fortune.
900 cp, 400 sp, 500 gp, a inside a rolled piece of hide (that is actually a scroll of Pro
from Demons) there are two vials (Elixir of Youth, a potion of Sweet Water).
The carpet is worth 500 gp if sold in a city.
Also in the chest is a letter from the Gnomes of Rose Wood. It had been intended to be
delivered to Lord Ellery but Venypep began his attacks and it was forgotten.
SEE HANDOUT AT THE END OF THE MODULE.
If the mattress is lifted up the vile sight of a rotted corpse with vines twisting out of itʼs
head with a single pale yellow flower.
Al:N Ac:7 Int:0 Hd:1 Hp:2 #At:9 Dm:Special THACO:17 Mv:0 Sa:Gas Sd:See Below
Sz: L (20ʼ Square) Morale:20 Xp:100
This Creeper only has the on flower and attacks whoever is closest. If the mattress is
dropped on the flower that will end the attack however anyone failing their saving throw
will pull the mattress aside to reach the Creeper. While small, the Creeper does have
roots to burrow into the victimʼs head.
The Creeper is in a bad place to grow and itʼs bulb is sitting beneath the body partially
wedged into the cracks of the wood floor. Just by moving the mattress the Creeper will
eventually die.
The major reasons of this module is to continue to show that Venypep is still a danger
and also to find the Gnome Letter. With the letter the Players will have a hook to lead
them to the Gnomes of Rose Wood which will be in WL3.
With The Baron Rode Inn cleared the Players may choose to make it a base of
operations and, (if the DM so chooses), itʼs lands could be given to the Players in
gratitude by whoever the King eventually sends to take control of The Boar Lands.
CAST OF CHARACTERS
Al:N Ac:7 Int:0 Hd:3 Hp:15 #At:9 Dm:Special THACO:17 Mv:0 Sa:Gas Sd:See
Below Sz: L (20ʼ Square) Morale:20 Xp:650
The Yellow Musk Creeper will wait until anything larger then a house cat enters itʼs area.
It has 9 flowers that it can use to attack. When a creature gets within 10ʼ of a flower it
will spray a puff of musk smelling pollen. The player must Save VS Spell or be
entranced and attempt to enter the main plant that is on the South side of the fountain.
They will resist any attempts to hold them back. Once in the main plant area the Yellow
Musk Creeper with attach a dozen roots into the victimʼs head. In two rounds they reach
the brain and begin burrowing into that. Each round the victim looses 1d4 intelligence
points. If reduced to 1 or 2 points they immediately become a Yellow Musk Zombie. If
reduced to 0 points they die.
If the process is interrupted the victim will recover at a rate of 1 intelligence point a day.
A Heal spell restores all points.
If the parent plant is killed and a Neutralize Poison and Heal are cast on a Yellow Musk
Zombie the victim will recover.
To kill the Creeper permanently the bulbous root just below the surface of the dirt must
be destroyed. Otherwise the plant will eventually grow back again.
Itʼs next to this root that the zombies have buried any valuables they were holding when
they were turned into zombies.
The plant is only able to control 4 zombies at a time so it will use the zombies lying near
it to replace itʼs fallen.
YELLOW MUSK ZOMBIES
Al:N Ac:7 Int:1 Hd:2 Hp:10 each #At:1 Dm:Weapon (1d8) THACO:19 Mv:6 Sa:Nil
Sd:See below Sz:M Morale:20 Xp:120
The Yellow Musk Zombie is not a true undead so it canʼt be turned. It is also immune to
Charm, Hold, Illusion, Sleep and other mind-affecting spells.
The Yellow Musk Zombie will seek to attack anyone not infected and drag them to the
plant so they can be infected.
The Yellow Musk Zombie will attack with whatever weapon it has available and still
wears whatever armor it was wearing when it was infected. It doesnʼt get any ability
bonuses and canʼt use any magics previously possessed.
GIANT CENTIPEDES
Al:N Ac:9 Int:0 Hd:1/4 Hp:2 #At:1 Dm:0 THACO:20 Mv:15 Sa:Poison (Save at +4 or be
paralyzed for 2d6 hrs Sd:Nil Sz:T Morale: 5 Xp:35
Any player that is paralyzed will suffer 1hp damage per turn while the Giant Centipedes
chew on them. If all the centipedes are dead then the paralyzed will have to wait until
the poison wears off but will not suffer any other side effects.
BASILISK
Al:N Ac:4 Int:1 Hd:6+1 Hp:33 #At:1Dm:1d10 THACO:15 Mv:6 Sa:Gaze turns to Stone
Sd:Nil Sz:M Morale:12 Xp:1400
Anyone looking at the Basilisk must make a Save vs. Petrification or be turned to stone.
Attempting to avert oneʼs eyes will cause a -2 to attack but a +4 to save. If the PC states
they close their eyes then use Blind Fighting rules.
POLTERGEIST
Al:LE Ac:10 Int:7 Hd:1/2 Hp:3 #At:1 Dm:Nil THACO:15 Mv:6 Sa:Fear Sd:Invisibility,
Silver or Magic to hit Sz:M Morale:10 Xp:65
For every successful attack a Save vs Spell must be made or they will attempt to flee
per Fear spell for 2d12 rounds.
Sir Goodley will begin his attacks by shutting the door and trying to trap the party. When
the Player tries to force the door open they will find something is actively trying to pull
the door back closed, (a strength check is needed to pull open the door open).
Each time Sir Goodley strikes at or tries to stop the players it is considered an attack. A
saving throw will be required. If the Player looses three saves in a row the Player will
throw themselves out of the open arrow slit, (unless they are stopped). The Player will
take 1d6 pts damage and continue to flee.
THE MUTROYS (WERWOLVES)
The Mutroys believe they are clever and that people wonʼt find it odd that they remained
while everyone else fled.
They will seek to try to divide the PCʼs by offering to run a bath for a character, offer
drinks on the house for “our weary traveling saviors”.
Any food made by the Mutroys will be either over cooked or near raw. No matter how
hard they try they will never be able to get it right.
As soon as they believe the Players suspect them they will let out a howl and all
members will shift to their preferred form and rush to attack.
The Mutroys will be found at different locations during the day and night:
Faester Mutroy: Day: 90% 19, otherwise in 21 with Idress. At night he will be found in
hybrid form stalking the courtyard and looking out into the countryside for prey.
Idress Mutroy: Day: Unless there are “guests” she will be in 21 and will shriek at anyone
entering causing the alarm to be raised. At night she will be with Faester prowling the
courtyard.
Stake Mutroy: During the day Stake will be sleeping in 23. At night he used the rope in
20 to climb down into the Midden Heap (6), transform into wolf form and go hunting.
Feetot Mutroy: During the day she will either be 75% area19, otherwise she will be
sleeping in 24
FAESTER MUTROY
Al:CE Ac:5 Int:10 Hd:4+3 Hp:30- #At:1/2 Dm:2d4 or Weapon (1d8) THACO:15 Mv:15
Sa:Nil Sd:Hit only by Silver or Magic Sz:M Morale:12 Xp:620
Age:73. Appearance:Tanned skin. Heavy scars all over his body and several on the right
side of his face that cause disfigurement. His hair and beard are thick, straight, and
gray.
Faester Mutroy is the 73 years old patriarch of the pack. During daytime hours he will be
found in human form and in combat he will take a hybrid form that he is able to attack
with both a weapon and bite. His preferred weapon is a heavy waraxe.
During the night hours he is always in wolf form and is unable to prevent taking that
form (due to psychological reasons).
Faester will always be in area 19 during daylight hours. He will be overly friendly in
behavior with none of that friendliness will be seen in his face or body language. His
behaviors always seems to be trying to move behind Players or standing too close as if
heʼs planing to attack.
Al:CE Ac:5 Int:10 Hd:4+3 Hp:24 #At:1 Dm:2d4 or Weapon THACO:15 Mv:15 Sa:Nil
Sd:Hit only by Silver or Magic Sz:M Morale:12 Xp:420
Age:41. Appearance:Idress is strikingly beautiful with dark blond hair, piercing blue
eyes, and sharp statuesque features.
Idress is the matron of the pack and the fourth mate of Faester, (the last Faester
murdered by forcing sliver coins into her mouth until she choked after she displeased
him). Idress embraces Faesterʼs brutality and works hard to emulate it. Any player that
flirts with her she will sneer with complete contempt and linger in the area until she can
force the Players to become nervous. If they make any threat or anything she considers
suspicious she will call for the attack. Idressʼs preferred method of combat is bite and
she will always shift into full wolf form.
STAKE MUTROY
Al:CE Ac:5 Int:10 Hd:4+3 Hp:14 #At:1 Dm:2d4 or Weapon (1d6/1d8 )THACO:15 Mv:15
Sa:Nil Sd:Hit only by Silver or Magic Sz:M Morale:12 Xp:420
Age:28. Appearance:Stake is a short squat version of his father and the eldest “cub”.
Stake has blatantly pursued Idress which has caused several brutal lessons to be
taught. He will always defend Idress and attack anyone attacking her but so long as
Faester is the only one in danger he will do nothing.
His preferred combat method is to shift fully into wolf form...just like Idress.
FEETOT MUTROY
Al:CE Ac:5 Int:10 Hd:4+3 Hp:23 #At:1 Dm:2d4 or Weapon THACO:15 Mv:15 Sa:Nil
Sd:Hit only by Silver or Magic Sz:M Morale:12 Xp:420
Age:38. Appearance:Feetot is slim with features so sharp that even in human form she
looks wrong. She loves to act like she is seductive but this act is more psychotic and
disturbing to the viewer if anything.
Equipment: None
GRAEC MUTROY
Al:CE Ac:5 Int:10 Hd:4+3 Hp:20 #At:1/2 Dm:2d4 or Weapon (1d6/1d8) THACO:15 Mv:
15 Sa:Nil Sd:Hit only by Silver or Magic Sz:M Morale:12 Xp:520
Age:19. Appearance: Graec is similar to his mother, Idress, and her first mate. He
despises Faester and Stake and is disgusted that he is expected to become the mate
of Feetot, (who even he finds frightening). He will never give the call to attack, never
arrive first, and will retreat if reduced to less then half hit points or Faester falls as that
frees him from the pack. His preferred fighting method is in a hybrid form with
shortsword and bite.
not natural.
h- mind.