Encounter Listing for October Weekend, 1993 The Three Prophets by John Finnegan Event One: Looking for a Few Good men, women, and necromancers. Plot Theme Source: Alaric Dragonhart and Kassevik the Elemental Cast: Averick Kavertall: Human Necromancer Level 7, Body Averick is the support caster for several undead creatures sent to cause mischief as a diversion while Averick carefully notes which earth casters in town are direly opposed to necromancy. He is a servant of former Duke Alaric and is attempting to discern who in Ashbury can be gathered to support Alaric and who more importantly is a necromancer. Averick is the controller of several groups of skeletons, each lead by a skeletal warrior. They are sent exclusively to test the mettle of specific groups in an effort to learn the capabilities of individuals, potential magical items in group possession, and their reaction to undead in general. He invites promising groups on a fake and orchestrated adventure which tests group response to necromancy, he accompanies groups and remembers what they do. So Averick sends squads to attack pc groups specifically then asks them to accompany him on a mission to root out the perpetrator who has created them. Averick always remains secretly allied with the undead, but allows them to be destroyed in order to guage party response. Any obvious necromancers will be recruited to join with Alaric and his henchmen at the meeting on Saturday night. The NPC palying Averick is responsible for reporting his/her "in game" findings to the director and later to the plot committee. Typical groups will be as the following, Averick possesses six such groups of undead to use. Four Skeletons, One Cackling Corpse, and a Skeletal Warrior The Module Will Consist of the following encounters: Module Encounter One: Charmed goblins fighting undead (which side does the party fight on? Does anyone control undead? Are the goblins killed before or after the undead (undead are stationary and have been ordered only to guard a certain area - they will not attack unless ordered to by Averick) Module Encounter Two: There is a necromantic lock that the party can go through if they cast a necromantic spell. Otherwise they have to go through encounter Three. Module Encounter Three: One ghoul and two ghasts guard the remains of a rotting corpse that holds a silver dagger. They all wear the tabards of Alaric Dragonhart. (They were former members of his honor guard.) Module Encounter Four: A room contains a chest with instant death poison. The trap is nearly impossible to disarm and it is clear that someone will have to die in order to open the box. Averick offers to life anyone who will open the box. The box does contain instant death gas ( and the ghasts will have blown toxin shields) and contains several one shot necromantic items. (one has a control undead) Encounter Five: A Charnal Juggernaut guards a large book (a spell book) and a small coffer (that has some money and two minor potions). The creator has ordered it not to leave the room, but it will attack all those that molest the items. It has been chained to the wall (quite close to the book and coffer). The object of course is to control the Charnal Juggernaut to get it to hand over the stuff. Averick will thank all groups for helping stop this menace. He will of course be very sad that they didn't catch the necromancer and will offer to seek out the players if he needs their help again. (The joke of course is that he is the Necromancer.) Event Two: Rasmun's Revenge, or a Night on the town with the Rat Lord Plot Source: Rufus Rasmun, The Lord of Rats Cast: The Rat Lord: Celestial Scholar Level 5\ Greater Wererat: Body: 26 Str: 2 Threshold:1 Transformation at will from Human for to Ratiod form, Control Rat creatures 10ft radius (including rat scavengers) as vampire charm, Curse of Transofrmation 1/Day, Cause Disease on Body Contact, Needs Silver weapons to hit, Immune to Waylay, Resist Celestial magic 1/day Skills: Read\write, Read Magic, Alchemy 1, Small Weapon, Spells: 4444321 From the beginning of the weekend to nearly the end, the town will become overrun with Rats. These rats are the devout followers of the Mighty Kathraxus, Lord of Rats. Kathraxus is the nom de plume of a wererat scholar named Rufus Rasmun. Rasmun was originally an apprentice of the former Guildmaster of the Magesguild, Avar Lychus, and after a frotunate run in with a dying wererat became a lycanthrope and eventually ascended to greater status. Well, it turns out that Rufus is a still a little pissed off at Avar and is set on gaining revenge against the Mages Guild. (Which now is run by someone completely different named Shalizar - something Rufus has failed to realize...) Rufus imagines his army of rats to be an invasion of the capital, and eventually expects all the humans to move out and vacate it for him. Rufus wants to make himself king of all Ashbury. Needless to say that Rufus is a little daffy and spends a little to much time with his rats. Rufus also wants to turn prominent individuals into Rat underlings - so he will send some of his wererats out to capture certain individuals (for example Avar Lychus, Shalizar, the Duchess, any baron, a prominent member of the healer's guild, the sherriff, the overlord, etc.) He will then transform them into a Wererat and send them to spy upon his enemys. Note that several individuals will be captured, but only a few will be "blessed" will the priviledge to become Rufus' servants. The ones that snivel the most will gain the honor most likely. Encounter One: A group of 6-10 rats are sent out to attack groups. They are all considered sewer rats, not giant rats. Rats will only attack groups that are smaller than themselves. Kathraxus has trained his rats to find silver coins and weapons, and bring them to him for destruction. Therefore every third rat will possess a silver piece. Rats are allowed to search victims and take any silver or silvered items they find. They of course bring them back to the monster camp to be placed in the Katraxus module scheduled for Sunday evening. This encounter will be run multiple times all weekend long, to a maximum of thirty times. Encounter Two: Two Giant rats are sent to deliver a message to a wererat operative of Kathraxus' somewhere in town. A wererat is sent into town and then fifteen minutes later the rats are sent out to find it. The Giant Rats carry a message and some money to given to the wererat. The message is ment to fall into PC hands in an effort for PC's to locate the wererats. Wererats all possess some knowledge of celestial magic or are rogues of some type. The rats are let loose after the encounter is completed, and the wererat can be followed into a module (or coerced into telling the party where they can find information about the rat king. Details of this module can be found after the Encounter listing.) Encounter Three: Three Wererats, 5 Giant Rats, and 20-30 Rats accompany the Rat King around town in an effort to find Avar Lychus or the head of the Mages Guild. Rufus will kidnap any unfortunates he runs across and will hold them for ransom in the Tavern. (Setting it up as his manor so to speak.) He will demand to speak to the head of the mages guild or he will kill his hostages, eat them, or worse... Rufus is suppose to interact with Shalizar as if he is totally paranoid and convinced that they are hiding Avar Lychus. He will even offer some ritual scrolls that he stole from the guild in an effort to shake the truth free. He will leave the tavern if it looks like things are going to get a bit too hot, but he will vow to return... Next time however he will inform the Guildmistress that any prisoners he takes will be changed into wererat servants. He briefly mentions that he will seek out Avar Lychus' mistress in an effort to find the man. (Searching for some knowledge of Avar Lychus' mistress will allow PC's to find the location of a hidden cottage of Lychus and result in a module.) Encounter Four: Three wererats are sent into town to gather and destroy silver. They will ask people if they know who can silver weapons in town, ask what the rates are, and how much it cost to silver the weapons that they have on them. Anyone who replies in a way that can be considered to indicate that they possess magical or silver weapons will illicit an attack. All silver weapon tags are brought back to the Monster Camp to be placed