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Dungeons

& Dragons

Deception at Undervine

A challenging adventure for characters level 1-4.



He nods, cracking a half-toothed grin. Yes, though the
rest have fallen victim to an even worse fate. These be
ghosts, white apparitions that appear in the streets at
night. The spirits are said to be the Lynch Brothers a
band of rogues who were hung in the very town square
of Undervine. Perhaps they have returned from the
grave, to claim revenge?

The old man cackles. I have heardthat death has
come to Undervine. It will not rest until the entire town
has perished. Hold, thoughfor those there may be
trapped and shackled to their fate. But, like the hunters
trap, those who are outside the snare can get in easily
enough. Then, it becomes but a choice of dying, or
chewing ones leg off to escape a cold dark fate.

At this he cackles again, then turns to wet his lips with a
mug of frothy ale. Many of the patrons breathe a sigh of
dismissal, and return to their respective tables.


The PCs, whether by chance or as a group already,
happened upon a small watering hole in the
outskirts of Red Larch. The inn, a glorified farm
house, was too far from Red Larch to be considered
a part of town, but too small to be its own village.
Here, the DM can have the characters meet, get
together, embark to Undervine as a side quest, etc.
Inside the tavern, a cozy fire burns in the fireplace. The
light smell of burning wood wafts across the nose, a
pleasant scent that is quickly overpowered by the
stench of the local patrons. From farmers caked with
manure, to merchants soaked in mead, this watering
hole is nothing short of destitute.
However, there is one small gem in the rough, as they
say. He is an elder man, with scraggly white hair and a
short trimmed beard. Although he seems fragile,
dressed in thin worn clothing, his voice is strong and
firm. He proceeds to spin a tale of a nearby town, at the
base of the Sword Coast Mountainsthe village called
Undervine.
The storyteller begins by saying the small, quiet town of
Undervine is said to be haunted. Amidst murmurs of
disbelief, the old man continues.
Yes, citizens are terrified of the dreadful spirits that
roam their hallowed streets at night. Once a town of
over 50 humble farmers and crafty artisans, that
number has been whittled to less than forty in no more
than a few weeks.

The wild-eyed tale-spinner looks about excitedly, and
then continues his yarn.
It seemed to start with Lord Undervine himself, a 3rd
generation nobleman whose family built the town over
a hundred years ago. Lon the 3rd, as his few friends and
closest vassals call him, fell ill during the mid of fall.
Now, in the dead of winter, snow storms have pounded
the mountainside town, and everyone is trapped until
the spring thaw. The Lords condition only worsens.

Again, the old codger gazes about the room, pleased at
the size of his crowd. A pack of wolves descended on
the town, already claiming several villagers. Their
bodies were found torn apart and half eaten, some too
spoiled to recognize.


Oscar Chacon (Order #10593540)

The PCs can question the old man, and even


though he will not tell his name he will give extra
information on how to get to Undervine. The
storyteller swears the town is real, as well as his
morbid tale of ghosts and death. He will answer a
few questions, then get up and leave the tavern.
Once outside, he seems to vanish into thin air. If
attacked, he will also seem to vanish amidst a cloud
of thick fog. He cannot be fought/killed.

ADDITIONAL BACKGROUND FOR DM


The town of Undervine does indeed exist. It is a
small village poised on the edge of the mountains,
and built around a small fort. The place once served
as a hunting camp to the Undervines, a family of
nobles who would go there to hunt seasonally.
The townspeople were all friends, family and
servants of the Undervines. It was a tight nit
community, and has been for almost a hundred
years. The townsfolk tend to stay in Undervine,
rarely venturing forth. Strangers are rare in the
town, especially since the Lynch Brothers.
1

Harn, Bran and Dorn Lynch came to the town a


year ago. They were posing as artisans, offering
their skills to help through the winter months. The
Lynch Brothers were actually thiefs, and began
stealing anything of value they could pilfer. They
were finally caught, brought to the town square, and
sentenced to death by hanging. The captain of the
town militia, Goru Stern was the judge, jury and
executioner. He served as the right hand for Lord
Undervine. Once the public hanging was complete,
Goru and his men took the bodies of the brothers
and buried them in a nearby cavern. The townsfolk
did not want them buried on Undervine soil,
claiming it was undeserving for the traitors.
Then, right before the winter, Lord Undervine came
ill. He called for the services of a Mender, and
Zendrik answered the summons. Zendrik abandoned
his apothecary in town, staying in the Lords fort
and working day and night to heal the sick
nobleman. Even with many moons of experience
and skill, Zendrik struggled to identify or cure Lon
Undervines unnatural illness.
Then, only days after Lon Undervine fell ill, a
stranger came to town. He introduced himself as
Lyndo the Minstrel. The Bard warned of a coming
storm, and offered his services for entertainment in
exchange for lodging and food. Lord Undervine
agreed, and the Bard has amazed the townsfolk with
his magical melodies and bizarre lyrics.
Only days after the minstrels arrival, a huge snow
storm engulfed the mountain. Blizzards raged for
several days, and the snow fell by the yard. In a few
days, the townsfolk were virtually snowed in. Then,
as if in answer to the cold and snow, wolves began
to circle the town. This pack was different than
ordinary wolves; they were not afraid to attack
armed men, slaughtering two hunting parties. The
people were terrified to go out, even in the daylight.
Just as the townsfolk thought they had the wolf
problem under control, a new threat emerged.
Apparitions began to appear in the streets of
Undervine, haunting the town by night. Rumors
quickly spread, that the ghostly figures were that of
the Lynch Brothers. Just as they were in life, Dorn
and Bran were following their eldest brother, Harn.
These ghosts were not just floating, spooky haunts.

Oscar Chacon (Order #10593540)

Several bodies were found, morning after morning,


their faces twisted in dying screams. It was rumored
to be the work of the undead Lynch Brothers.
In reality, this is all the doing of the minstrel,
Lyndo. The Bard is an immortal werewolf who has
traveled Neverwinter for centuries. He has acquired
ages of knowledge, from herbs to dark magic. It
should be noted that Lyndo is a lithe, tall man with
pitch black hair and uncanny yellow eyes. He can
transform into a huge black wolf, or to his
lycanthrope form. As a werewolf, he is extremely
powerful and ferocious. As a human, he is cunning,
charismatic, and mysterious. Most who meet the
minstrel find him witty and full of knowledge, until
he rips their throats out.
Lyndo brought about the illness to Lon Undervine.
He also summoned the cold and snow, bringing
forth a greatly intensified storm. The Bard dug up
the bodies of the Lynch brothers, using his
knowledge of necromancy to resurrect them as
Wights. The undead brothers are driven by
vengeance, but Lyndo controls them absolutely.
Finally, the minstrel commands a pack of wolves.
He can command them with telepathy, and they do
his bidding as loyally as the Wights.
Lyndos goal is to spend the winter months feasting
on the people of Undervine. He has created an
atmosphere of fear and betrayal. While the
werewolf has his minions harass the people, most of
the deaths have been from his bite and claws. The
Lycan shares his kills with his pack, but takes great
pride in dealing the death blow. Once all of
Undervine have perished, Lyndo can move on to
another settlement. Until then, he languishes in the
Lords manor and watches as the townsfolk turn on
one another.
Examples of skullduggery include putting a
Gibbering Mouther in the healers closed shop. The
creature makes strange noises from within, and
townsfolk have pointed the finger at Zendrik as a
bringer of evil. Others have accused Goru Stern of
treachery, saying he cursed the town by hanging the
Lynch Brothers. Lyndo has gone the extra step to
plant other pieces of false evidence, making sure the
townsfolk are too busy being suspicious of each
otherto ever focus on him.
2

JOURNEY TO UNDERVINE
Travel to Undervine takes the PCs through some
hills and valleys, with little consequence. However,
as they near the region of Undervine, at the base of
the mountains, travel becomes more restricted
through the snow, and the cold becomes more of a
hindrance. The DM can decide whether to challenge
the PCs with an encounter, pass, or roll on the
encounter table below. Movement here should be
halved if an encounter does occur, and PCs may
need to find shelter, or use spells/ingenuity to stay
comfortable and unrestricted.
The road before you starts out in the sunny vale West of
Red Larch. You travel across sprawling hills and valleys,
maintaining a steady pace in the direction the old man
described. A crisp winter wind howls through the trees,
its edge dulled by the suns warmth. However, at the
base of the mountains, the air turns more frigid and
snow blankets the ground. The eerie howls of a distant
wolf echo across the snow-speckled sky, and the
warmth of the sun fades with the light of day. The town
of Undervine lies ahead of you, the walls of the main
fort unmistakable. The old storyteller spoke the truth
after all, but how much of it

Roll 1d6 for encounters.


1-3 Wandering Wolves (1d4)
4 Ogre (in furs/scrounging for food)
5-6 No Encounter/or DMs choice

THE TOWN OF UNDERVINE


The Lynch Brothers are evil denizens raised from
the dead by the minstrel, Lyndo. They follow his
orders, patrolling Undervine at night in search of
fresh prey, intruders, and to frighten the locals. To
determine their location at night, roll a 1d6 on the
table below. In the daytime, they cannot be found.
Roll 1d6 for location of Wights
They can all be in the same location at the same
time, although this will be very challenging. Roll for
each brother Harn, Dorn & Bran.
1-2 - B) The Fountain
3-5 - 1) The Town Square/Hanging Tree
6 C) The Gate to Fort Undervine

Oscar Chacon (Order #10593540)

A. The Main Road into Undervine


As you approach the village, trudging through the thick
white drifts, you notice the lack of activity. None of the
snow has been removed or cleared from the main
roadway, and the few buildings that line the pathway
are blanketed from the blizzards. There is some kind of
fountain and statue straight ahead, and the village
shops are separated to the east and west of the town
square. On a hill overlooking town, protected by what
appears to be a tall privacy fence, is the main attraction
of this uncanny place Fort Undervine.

Characters can make a Perception check at DC 15.


A success reveals tracks in the snow. They can be
followed to a building on the West side of the main
pathway, called Zendriks Apothecary (see #4). The
shop will be closed and locked at all times. Also, as
a reference, it is about 200 from the fountain to the
area of the town square.
B. Fountain of the Lords
A marble monument stands before you, and surprisingly
the water still trickles beneath the crusted snow. The
fountain, some 15 in diameter, is decorated with the
statue of a huntsman on horseback. He wields a spear,
and the detail is quite impressive. A carved stone
placard reads Fountain of the Lords but has no other
inscription. The snow around the fountain looks to be
undisturbed, and there is nothing else of interest here.

A PC searching the fountain can try to brush away


the snow that is still frozen on the water. On a DC
10 Perception, they may reveal a body within the
icy, shallow waters. It will be a man, his blueish
skin frozen and contorted. The body has claw and
bite marks, possibly the work of wolves? There is
also a Potion of Healing in a sack on his belt.

C. Gate to Fort Undervine



High, sturdy walls block a significant view of
Undervines historic fort. Having once been a hunting
lodge, this large building is now a sort of manor house.
The walls stretch around the entire fort, with a single
gateway in the south side. The entire construction
seems very robust, crafted from Oak trees and thick
vines. The gate hinges are made of heavy duty iron.

Depending on what time it is, the gates may be


closed and locked (at night, for example DMs
discretion). Or, there could be two militia men
keeping an eye out for undesirables. The fence itself
is very robust, but scalable, requiring an Athletics
check at DC14. The walls are 10 tall, so a failed
effort could result in 1d4 bludgeoning damage.
There is little chance to destroy the gate or walls,
but DM may consider success on ingenuity.

The food shop will be closed after dark. The store


keeper refuses to go out after dark, and they are
even frightened to go out in the day. Thus, the
shelves are half empty and some of the food is
getting stale/rotten. The shopkeep, one Jervis will
tell a story of (3) ghostly phantoms that stalk the
town square. He avoids it even during the day.
3. General Goods of Undervine

The militia would be town guards, serving under


Goru Stern, and ultimately, Lord Undervine. They
will allow the party into the fort with any
reasonable business or explanation, but will escort
them whenever they are within the walls. If asked,
the militia will have heard of Lons illness, the
undead Lynch Brothers and the wolf pack.
However, they will say as little as possible.
1. Town Square & Hanging Tree
Sitting in the center of the town is a town square. Stone
blocks have been set in the ground to form a pattern,
providing a complete platform. On the edge of the
platform is a large gnarled tree. There are some
wooden carts located about the square.

This shop carries a mixture of tools, horse tack, and


various general goods. The shelves here are half empty
and its obvious the store keeper has struggled to bring
in supplies. A few other patrons mill about the store,
but the townsfolk seem nervous and wary. None of the
supplies seem to be useful or of significant value.

The goods store will be closed after dark. The shop


keeper, Helma will act impatient and fearful. She
will seem suspicious of the party, but if asked the
right questions, will reveal that she has seen a dark,
hulking form larger than a wolf, standing like a
man. In a flash, it is gone like a ghost itself. That
is all Helma can or will tell.
4. Zendriks Apothecary

If the PCs come here during the day, they will find
no one here. If the PCs come at night, they may
meet one of the Wights (depending upon the roll of
their location from the table above). If a Wight is
encountered, it will attack on sight. Any battle with
the Wights should be considered a key battle in the
scenario, but hardly the climax. However, if the
Wights defeat the PCs, they will leave their corpses
at the town square and disappear into the night. The
dead PC(s) will not turn into Zombies if killed by
the Wights Life Drain ability, as these creatures are
controlled by Lyndo and do not take Zombie
servants. The Wights carry nothing of value.
2. Food Market of Undervine
This small shop services the townsfolk of Undervine,
especially during the long winter when food is sparse
and the crops dormant. Most of the food is dried
vegetables and fruits, and salted cured meat. There are
some drinks as well, including mead and tea that were
brewed in the summer and fall.


Oscar Chacon (Order #10593540)

The door can be forced open with a Strength check


of DC 16. It can also be lock-picked. PCs do not
need to listen at the door to hear the awful sounds
emitting from inside the shop.
Strange gurgling noises, shrieks and whimpers emanate
from the Apothecary. From the outside, it seems to be a
basic alchemy or medicine shop. On the inside, it seems
much the same. There are shelves full of potions, salves,
medicines and healing paraphernalia. A cry for help
emits from the back of the shop.

A Gibbering Mouther is lurking in the back of the


shop, half hidden in the shadows. It will attack
anyone or anything that approaches. If the PCs
defeat the creature, they can search the rest of the
shop and find a Potion of Greater Healing and
another vial of a glimmering liquid. This second
vial holds a very rare Potion of Greater Restoration
(which can heal conditions such as Petrification). If
the party are level 1/weak, the DM may consider
reducing the Gibbering Mouthers HP accordingly.
4

5. Militia Barracks
Inside this moderate sized building, the town guard of
Undervine serve the village. There are only three
soldiers, and one of them looks to be a grizzled veteran.
The room is fairly plain but for a table and some chairs,
and two small cells in the far corner. Both are empty.
The two guards will greet you, but the veteran seems
wary of your presence. He must be someone of stature
in town because he bears a sigil, something only people
of importance or officials are bestowed with.

Goru Stern is the Captain of the Undervine militia.


The sigil is a coat of arms, for the Stern family line.
They have served Undervine since the original
hunters came to settle here and were awarded the
rank by the first Undervine Lord. As for the town
militia, its ranks were a dozen men before the
winter, but the wolves, and fear, have reduced them
to a ragtag band of six. The soldiers take shifts,
working 4 by day and 2 by night. The day shift is
split up, with some of the soldiers trying to assist
with supplies and upkeep of the town. At night, the
two soldiers stay inside the barracks, ordered by
Goru to remain inside to avoid the apparitions.
Goru will ask the PCs their business. He is very
critical of strangers. His character should be played
as a somewhat paranoid, gruff fellow in his fifties
with grey-streaked black hair and a salt and pepper
beard. He is shorter than average height, stocky,
with narrow eyes and a nose like a beak. He is
wearing armor, with a great sword slung across his
back. In reality, he doesnt trust either Lyndo or
Zendrik, and was Lord Undervines right hand man
until the sickness gripped him. The only good
advice he may give, is for the PCs to go to the
Undervine Caverns, which he believes may hold
clues to this Winter of Death as he calls it. If
asked why the militia hasnt addressed the
apparitions, Goru will tell the party they must be a
curse, and nothing soldiers can fight with steel.
The militia have Guard stats and Goru has Veteran
stats from the Monster Manual. Together, the
soldiers have a total of 79GP. There is nothing else
of value in the militia barracks.


Oscar Chacon (Order #10593540)

6. Blacksmith Jeds
Like most of the places in Undervine, shops will be
open during daylight and closed after dusk.
Inside the Blacksmiths shop, it is cold and dimly lit. You
are met by a burly man wearing thick gloves and a
makeshift leather bib. A single candle lights the place,
doing nothing to take the edge off the cold outside. The
place has some various tools, weapons and light armor,
but the selection is sparse. The man introduces himself
as Jed, and welcomes you to his shop.

At night, the shop will be closed and locked with a


very strong bolt mechanism. The door is very
sturdy, but could be bashed down with 20HP of
damage. There are a few items, but most are starting
to see surface rust. Jeds mission here is to repair
farming and hunting equipment, and sell tools. If
PCs need a particular weapon or want to buy some
accessories, the DM can let them peruse the
Players Handbook and decide on what is available.
Otherwise, the only other piece of information that
Jed has, if conversation leads to it, is that he is
concerned for Lord Undervine, mostly because of
his health. But, also because Jed trusts in Goru
Stern, and Lon and Goru fell out of favor after the
sickness. Jed feels that Zendrik has fooled his Lord,
and is making him more sick than good while
winning his favor. If a PC inquires, Jed has (2)
Silvered Long Swords that he will sell for 100GP
each. If no one asks, Jed may offer the items up,
indicating they may help you fight the apparitions.
7. The Cozy Tavern
This tavern and inn is a very small place, with only a
handful of rooms. It is designed for travelers passing
through, or guests to Undervine who arent invited to
stay at the Lords manor. The place, like its very name,
is cozy and quaint. There is a barkeep and one serving
maid, and only a few patrons sitting about the dimly lit
main chamber. A small fire burns in the fireplace, and
the bartender will stoke it occasionally.

The tavern is open day and night, since the barkeep


Handel lives here himself. His wife helps with
serving, cooking and cleaning and they have two
more maids who serve different shifts. He will serve
food and drink, but talks very little. If asked about
5

problems in town, he will suggest you mingle with


his patrons. Food and drinks will have a lower than
average cost here, as the tavern caters to the
villagers and locals, mostly peasant folk.
One patron, sitting at the bar, is named Numri. He
will tell the PCs of a glade in the Shadytree Woods
with a cursed burial ground. He believes the
apparitions have come because the memorial there
was desecrated. Numri will give very detailed
directions on how to find the glade, once past the
Muckfoot Bog. Otherwise, he has no other info, and
is a worker on Lord Undervines grounds crew.
They do everything from handyman work to
planting and tending small crops.
Another patron sits alone in the back corner of the
room. He will approach the party and ask their
business. His name is Lukmere, and he seems oddly
familiar. Lukmere has long stringy blond hair and a
shadow of stubble. His eyes are a deep blue, and he
has an accent of an older common tongue. He will
share conversation with the party, but eventually
mentions the wolf pack hunting around the village.
Lukmere will make a point to tell the PCs that he is
a woodsman, and grew up amidst wolves, coyotes
and other pack animals. He tells the PCs these
wolves are different, so brave they will attack
armed men. He mentions that only wolves
commanded by a greater intelligence would act like
this, although he hasnt an inkling of exactly what.
If the PCs leave and come back to the tavern later,
or another day, they wont find Lukmere again.
8. The Stables
The double doors to the stables are open, and inside
you find a young lad tending to the horses. He seems to
be a mild mannered fellow, very enthusiastic about his
duties here. The stable itself is in good shape, and has a
total of (16) stalls. As for horses, they occupy (11) of
those stalls, and the steeds vary from a small pony to a
few large work horses.

The lad is Unia, and he will be at the stables day or


night. He sleeps in the loft, and takes care of
everything from feed, drink, tack, and cleaning. He
will let you rent a horse, but warns that the frigid
cold and deep snow could be a problem. He charges
5GP per steed in this weather, and wants a promise

Oscar Chacon (Order #10593540)

to get 100GP if the horse dies (whether from the


elements, or other unnatural cause). He will not
barter, and is okay with simply turning the PCs
down altogether. He has no other information, and
his stats are that of a Commoner.

9. Entrance to Fort Undervine


Once inside what some call Fort Undervine, you will see
the stables to the left and the manor attached on the
right end. The yard inside the walls has a few snow
covered wagons, and other snow-covered lumps that
could only be supplies, farming tools and such. Much of
the path has been cleared here from the gate to the
manor, as well as from the manor to the stables. There
seems to be nothing else here.

PCs can make their waty to the stables, or two


either entrance to the manor. One is the main
entrance for guests, and the other is an passage for
servants. This is primarily for bringing in supplies
from town, moving garbage out of the manor, etc.
There is nothing else of value in this fenced area.

10. The Town Well


In a lonely corner of town, away from the shops and
manor, is a well. It is the source of mostly clean water
for the townsfolk. Peering down, it is dark but
reflections on the waters below reveal the depth to be
some 50. It is impossible to determine the depth of the
water beyond that. There is a bucket on a winch, as is
normal with operational wells.

PCs can move the bucket to the side or even use the
winch rope to lower into the well. Once down to the
water, they will see it opens into a cavern and is
only 10 deep. Swimming down, one could travel
through an underground chamber into a long
corridor. The corridor rises higher than the water
table, so PCs could halt to take a breath. Swimming
along the waters path, one would reach a large
cavern in about 500. They would emerge into the
Undervine Caverns (see description for room #5).




FORT UNDERVINE
4. The Kitchen

1. Entrance Hall
This is the main entrance for the manor. It is finely
decorated with some abstract paintings and custom
hand built furniture. The design cues are natural and
seem to focus on hunting and animals. A few guards will
be present, watching this chamber and greeting visitors.
Guests will pass through this room and into the Guest
Hall beyond, where the atmosphere is like an upscale
tavern. There is nothing else of interest here.

This area is a kitchen and butter room, where servants


of Lord Undervine prepare meals for both the Guest
Hall visitors, and for Lon himself. The room is stocked
with salted meat, fresh catches from the last hunt,
wine, mead and more. There are large iron soup kettles,
some filled and simmering with fresh stew. A few
servants work in here, moving about as they prepare
food for the visiting guests.

There are 1d4 personal guards to Lord Undervine,


that are tasked with keeping the manor safe. See
stats for Thugs in Monster Manual. Each one will
be carrying 10GP. They will be cordial with guests,
but will not tolerate any violence or stealing.

A lot of the food cooked/prepared here is for Lord


Undervine when he dines in his private dining
room. When the Lord comes down from his
chambers for a private meal, a slab of meat is
cooked perfectly to the his tasting. Of course, its
been some time since Lon was healthy enough to
come down and eat, the servants will claim. Still,
they service the visitors in the Guest Hall and work
with Zendrik to keep their supplies re-stocked.

2. Worker Entrance
This is the entrance for the servants. It is used for
bringing in supplies, new or washed linens, animals to
be skinned and prepared for food, and more. Some of
the guards and hunters use this to pass to and from the
manor, but its mostly used by the personal servants of
Lord Undervine. As such, it sees high traffic and is
usually bustling with activity.

There will be a servant passing by here and there,


but nothing of value or interest. All servants have
the stats of a Commoner in the Monster Manual.
This is true of any and all NPCs who do not have
stats, unless the DM decides otherwise.

3. Storage Room
This small chamber is full of furs, coats, and a plethora
of tools. Most of the equipment is for cleaning, clearing
snow, doing various odd jobs and such. It is a place the
servants store their wares, from soaps and cleaners to
brooms, shovels, and thicker clothing for venturing out
into the frigid weather.

A quick study of this room will find nothing useful.


However, if a PC wants to investigate further, roll a
DC 18 Investigation check. They will find bloody
smears on one of the coats. If the PCs ask a servant,
they will indicate it belongs to Zendrik the healer.

Oscar Chacon (Order #10593540)

5. Private Dining Hall


This room has a large dining table, surrounded by luxury
chairs and set with the finest of dining wares. However,
it appears it has set this way for some time, judging by
light dust and some errant cobwebs. Servants pass
through this hall to bring food and drink to the Guest
Hall beyond. Otherwise, its just an empty room.

If one of the servants passing through is questioned,


they will claim that Lord Undervine dines here
when he has very close friends or small company,
or no visitors at all. However, shortly after falling ill
he lost his appetite. Now, he rarely leaves his
chambers and Zendrik handles what small rations
the good Lord Undervine is allowed. The servants
seem to have only contempt for Zendrik. Other than
the value of some gold plated candlesticks and fine
dinner utensils (worth 260gp in all), there is nothing
else of significance in this dining hall.

6. Guest Hall
Read this the first time the PCs enter this room.
Later on, they will engage the Werewolf here, and
the DM should read the second description block.
7

This room is a large hall and looks much like a tavern,


albeit an upscale one. There are various tables and
chairs about the room, with a stage and a bar. A few
serving maids wait on guests, with a bartender as well.
A minstrel plays an eerie tune, his voice nearly drowned
out by the raucous crowd. All of the people here are
either servants, workers from town, or visitors of the
Undervine family. At one point, the minstrel will halt his
song and welcome your party to Fort Undervine. Then,
he will raise a toast to Lord Lon Undervine, then leave
the stage to grab a drink. The patrons will return to
drinking, eating and reveling.

Those in this guest hall seem to be in their own


world. Its as if they were oblivious to the PCs.
Some are very drunk, and none will talk or converse
beyond a drunken greeting. In truth, they are under
one of Lyndos bard spells, cast by his eerie lyre.
The musical trance is only temporary, lasting for
anywhere from 10 minutes to 1 hour after the song
ends. Still, it is obvious the people in this room are
not of sound mind and body.
Zendrik can be found here, sitting at a table by
himself. He will rise and greet the party shortly after
the minstrels welcome. He seems unaffected by the
same trance as the others. Zendrik will invite you to
stay in the manor, in a Guest Room #4 (see room
description for #14). He will be coy about
answering questions, but will seem intrigued about
the story of how the party came here and what they
heard about the recent struggles in Undervine.
Zendrik will offer his help, and will seem genuine
in his answers and expressions. Of course, the
healer is innocent and only trying to help Lord
Undervine. However, his potions, herbs and special
care have done nothing to help Lons illness.
Once the party moves on, the DM will need to
decide if the story has progressed enough for the
final conflict with the Werewolf. This should be
after the trip to the Caverns, and beyond the journey
to the Bog and Forest, if applicable. If the PCs are
not moving back to the Fort, have the Bards
mysterious music lure them back to this chamber.
Or, if it becomes difficult to have the final battle
here, it can always occur in the town square or by
the fountain in the center of city.
For Lyndos stats, add +4d6 HP and an extra attack.
He is considered a Greater or Ancient Werewolf.

Oscar Chacon (Order #10593540)

The room is dark, lit only by a single torch on the North


wall. Eerie music plays, and the strings of a lyre are
instantly recognizable. As you enter, the Minstrel Lyndo
pauses in mid-song. Several bodies lay scattered about
the room, but the Bard seems indifferent. He welcomes
you back to the Guest Hall, with a purely sarcastic tone.
The minstrels expression turns to one of rage, and he
tosses aside his instrument and moves towards you.

There is a shimmer and a blur, and then a powerful


Werewolf stands before the party. Use enhanced
Werewolf stats for Lyndo, and know he will fight to
the death. He will start by admitting to the PCs that
he is behind everything, from the Wights to the
weather. He will seem a little irritated that they
interfered with his plans, but says it will end the
same as all the previous ones (but gives no further
detail). Lyndos first instinct is to kill, and secure
enough food for winter. However, he has slain most
of the village now and can freeze some of the
bodies for later. Still, he prefers meals to be warm,
and material goods mean little to him. It is most
likely that he will attack and try to slay the PCs,
even if its just to keep his secret safe.

7. Hunting Room
This chamber is quite impressive, filled with trophy
animal heads and even a fully stuffed White Wolf in one
corner. Some of the Undervine patrons are milling
about here, sharing stories of hunting and such. There is
a rack in the corner with weapons and armor, mostly
designed for hunting deer, boar and for defense.

This room is a small armory, with a mixture of short


swords, spears, shields, leather armor, thick fox and
wolf furs, and half plate helmets. One of the spears
looks to be of exceptional craftsmanship. It is a
Spear +1, +2 vs Animal Kind (including Wolves,
Bears, Worgs, etc DMs decision on where to
draw the line on the applied bonuses, but the Spear
should work against the Werewolf). The spear
belonged to Long himself, and was his most prized
hunting weapon. If the PCs are discovered taking it,
the witnesses may tell the personal guards. They
will demand for it to be returned, and will come
with 1d4 guards (Thug stats) to enforce the law.
Otherwise, there is no specific guard contingent
placed in this room, and eventually the locals will
pass on to the Guest Hall/etc.
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8. Hall and Stairwell


This area of the manor is a hallway and stairwell,
passing from the main level to the upper level. The
upstairs are the sleeping quarters. There appears to be
nothing, or no one here.

Servants could pass by occasionally. They room in


the servant chambers of #15. They will head up the
stairs, but stay away from Lord Undervines
chambers and try not to speak to the party.

9. The Upper Level


The stairwell leads up to the second floor, opening into
a moderate sized landing. There are some paintings
here and a stuffed Moose head adorning one wall.
Otherwise, doors lead away from this to the servant
quarters, the Lords chambers, and guest rooms.

Servants could pass by occasionally. They room in


the servant chambers of #15. However, a PC who
succeeds on a DC20 Perception can find some very
small blood stains on the floor. They lead to the
West, a few scattered drops every 2-3 feet. The
drips of blood are quite fresh, it would seem.

10. The Privy


This small chamber is actually a privy, mostly for use by
guests and the servants. It consists of a sink, a standing
shower, and a hole in the floor that disappears into
darkness. The room has a putrid smell, but nothing
useful or valuable.

There is a cover for the hole in the floor. Sliding it


over the hole will reduce the stink. Otherwise, there
is nothing in here and nothing in the hole besides
human excrement.

This is Zendriks room. He will be at the Guest


Hall, trying to enjoy his evening. Meanwhile, in his
desk drawer is a parchment. It has a dark red ink, or
what could be dried blood. The writing seems to be
from Lord Undervine himself, claiming that if he
passes, Zendrik would become the steward of
Undervine indefinitely. This is more of Lyndos
dark plot, and he forged Lons writing with amazing
accuracy. Still, if a player asks to verify the writ
with a servant or other NPC dealing closely with the
Lord, they can roll a DC 15 investigation. If they
succeed, they can determine the writ is fake. If they
do not ask, whoever studies the parchment can roll
but requires a DC20 to discount the bogus note.

12. Guest Room #2


The guest rooms are all laid out the same, most of them
with few furnishings beyond a bed and chair. Some
have multiple bedrolls pushed together, sleeping three
or four visitors from traveling drunks to merchant
traders. No one is currently staying in this room, and no
one is currently here.

The chamber is empty and has little of value.



13. Guest Room #3


This room is locked from the inside. The lock is
easily picked. Trying to break down the door would
garner some interest from Lord Undervines
personal guards/stationed in the Main Hall. They
may order the PCs out of the manor if this occurs.
This guest room is simple, and clean. It has a bed in the
corner, a dresser, and some various dcor. There are
some musical instruments, and a few books strewn
about the floor. The place is quite messy, its owner
obviously more concerned with reveling in the Guest
Hall than picking up his loose clothing and such. No one
is currently here.

11. Guest Room #1


This chamber is well furnished, containing an expertly
crafted desk and bookshelf, as well as some antique
odds and ends. There is no one here, but judging from
the potions and miscellaneous baubles on the shelves, it
must be the room of Zendrik from the Apothecary.


Oscar Chacon (Order #10593540)

Looking through a few books, they are mostly


poems and songs. Lyndos name is on the cover of
one of them, scrawled in black ink. There seems to
be nothing of value. However, if a PC succeeds on a
Perception check of DC19, they will find a piece of
clothing crumpled up on the floor with a few specs
of red and some black, dog like fur. If the PCs
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challenge Lyndo with this evidence, he will laugh it


off, continue with his jovial persona, and return to
what he is doing (which may be performing songs
at the Guest Hall or frolicking about the place and
using his charm on the local ladies). The musical
instruments are a Lute and Viol. The Lute is pristine
and turns out to be a +1 magical instrument.
14. Guest Room #4
The guest rooms are all laid out the same, most of them
with few furnishings beyond a bed and chair. This one
has a few bedrolls already laid out on the floor,
complete with linens. It is empty and appears to be
vacant, as if the servants were expecting visitors.

The chamber is empty and has little of value.


However, it has been set up to accommodate the
PCs. This assumes the party has spoken to Zendrik
in the Guest Hall, who directs them to this chamber.
15. Servant Quarters
This chamber is packed with bedrolls laid out on the
floor, covered with linens and furs. There are sacks in
the corner and clothes hanging from rope lines. It
appears to be the servant quarters, where the workers
of the fort dwell and sleep.

It looks like the servants are crammed into this


single chamber, without very accommodating
amenities. They change here, sleep, and lull about
inbetween their long shifts working the fort and
grounds of Undervine. There may be 1 or 2 servants
in here at any time, and they pay little heed to
visitors. They will have nothing of value, as they
are paid with food, drink and supplies and happy to
serve their Lord, Lon Undervine. The servants have
Commoner stats from the Monster Manual, and will
only retaliate if attacked or if the PCs try to take any
of their belongings with them in the room.
16. Lord Undervines Bedchamber
Surprisingly, the door to the Lords chambers are
unlocked. There are no sounds from within. If PCs
are following the blood drips from the stairwell,
they will lead to this very door.

Oscar Chacon (Order #10593540)

This chamber is quite large, and well furnished. The


dcor is much the same as the rest of the fort, with
trophy animal heads, sketches of prey, and other
hunting paraphernalia. There is a large bed in the corner
and fine clothes hanging on one side of the room. A
beautiful dresser sits near the bed, master crafted of
rare wood. Drips of blood lead to the very bed, and the
sheets are soaked a dark shade in the center.

Lord Undervine (Lon) is found dead in here. His


body is sprawled across the bed, covered with blood
soaked sheets. PCs can make a Perception check at
DC10, but it looks like he was brutally attacked by
an animal, with bite and claw marks. During
inspection of the corpse or searching the room, the
Undervine personal guard will come upon the PCs.
Seeing the PCs next to their dead Lord, they will
attack at once, not giving the players time to explain
or react. There will be 1d4 of the guards and they
will have Thug stats from the Monster Manual.
Each one will be carrying 10GP. If the situation is
resolved and the PCs have a chance to search the
room, they will find Lons personal armor here,
which is a finely crafted and magically charmed
Studded Leather +2. It will not take long for
servants to find this carnage and announce the death
of their good Lord, Lon Undervine.

THE UNDERVINE CAVERNS


The journey to the Undervine Caverns is just over a
mile. However, as soon as the PCs are on their way,
they are set upon by a pack of wolves. There will be
1d6 and they are ravenous, fighting to the death as
if they were starving. They have nothing of value,
and the remainder of the hike is uneventful.
A. Dark Cave Entrance
After the short hike from Undervine, the dark gaping
maw of the Caverns opens before you. The cave
entrance is set into a hillside. It is some 15 wide and 10
tall, passing into complete darkness.

Characters can make a Perception check at DC 15.


If they succeed, they will see signs of passage here,
although it is impossible to tell by what. The area
has been disturbed, but with snow flurries
continuing to fall the tracks have been mixed
together with mud and slush.
10

B. Cavern Passage
The cavern splits into two directions here. The
stalactites and stalagmites encroach on the common
path, making movement difficult.

Can only travel in line, and movement is halved for


both PCs and monsters. The DM can roll for
wandering monsters at this point, if applicable.
Otherwise, there is nothing else in this passageway.
Roll 1d6 for encounters.
1-3 No Encounter/or DMs choice
4-5 Duergar Patrol (1d4)
6 Dire Wolf (1) wandering the caverns
If there is an encounter with the Duergars, there is
a 33% chance the PCs are surprised and a 33%
chance the Duergars are surprised. If neither, roll
standard initiative if combat ensues.
The Dire Wolf has nothing, but the Duergar each
carry a mined gemstone, with a value of 5d10 GP.

as soon as it scents prey. Amidst the scattered bones


of the lizards victims are (3) gems worth 50GP
each and coins worth another 37GP. One clump of
bones and rotted cloth yields a Potion of Healing.

2. The Parchment
The passage runs into a slightly larger cavern section.
This area looks to be unfinished, as if the miners who
carved these caverns halted their work here. The air is
dry and the room lacks the same natural formations
found in the main cave. At first glance, it seems to be
empty. However, closer inspection reveals a pile of
clothing in the very back of the passage.

The clump is actually a body, decaying for perhaps


a few weeks. There is a parchment clutched in the
left hand. This is false evidence planted by Lyndo.
See The Parchment at the end of the module and
read this to the PC(s) who found the paper.
3. Duergar Denizens

C. Deeper into Darkness


This section of the caverns has pooling water on the
floor, as the rock passage gives way to muddy ground.
There are overlapping tracks here, heading in both
directions. You can hear a dripping sound coming from
the South passage.

PCs can do a Perception check on the tracks. There


are several different footprints crossing, making it
very difficult to discern. Only a DC18 success will
reveal that booted humanoid footprints seem to be
hidden within tracks that are mostly Duergar.
1. Lair of the Lizard
The cavern opens up into a large cave, littered with
bones and glistening with moisture. The walls look like
they were hewn from the very rock, by the hands of
dwarves or another mining race. Stalactites and
stalagmites are formed in groups around the cavern,
and eerie shadows dance across the glowing ceiling.

This area is a moderate sized cave. There are no torches


or braziers, but the room has basic furnishings including
a table and chairs in the center of the room. There are
some furs spaced around the outer edges of the room.
Milling about near the table are (4) Duergar soldiers.
They have weapons, and pick-axes lie on the table
before them.

These are Duergar miners. They left the Underdark


to seek out a new mine, and move to a more
secluded and peaceful area. They will not
immediately attack unless provoked, and can be
negotiated with. If attacked, they will try to reach
their brethren in room #4. If the encounter is
peaceful, they will offer to lead the PCs to #4 to
speak with their leader, Luthnur. If a battle ensues,
the Duergar will each have a gem on them worth the
same as the encounter and in #4, 5d10 GP value.

This cave entrance is the lair of a Giant Lizard. See


Monster Manual for stats. The creature will attack

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4. Duergar Hall
This larger cavern is lit with a single brazier, casting
ominous shadows across the ceiling. There is a
makeshift chair carved from rock in the center of the
room, as a sort of throne. On it, sits a Duergar chief.
There are also pillars around the room, carved from the
stalagmites and rock formations. The chamber has
ample furnishings, and (3) other Duergar soldiers.

Luthnur is a Duergar chief that was cast out of the


Underdark when he lost to a fellow Duergar in a
duel. He was cast out, and some of his loyal
subjects followed him to this new home. Luthnur
will negotiate, simply wanting to be left alone to
mine these abandoned caverns. Luthnur is a trader,
and will gladly barter for safe passage for the PCs,
or for his own life if threatened by the partys
strength/numbers. However, he also has information
to offer, claiming to know who dug up the bodies in
the far chamber of the caves. He describes the
culprit as a pale skinned man with pitch black hair,
wearing the clothes of an entertainer, or minstrel. If
combat does ensue, one of the Duergar will try to
alert the others in room #3.
5. The End of the Well
The room here has a soft muddy ground, and is half
filled with water. The rocks and minerals turn to crystal
clear water. The water goes quickly from a few inches
deep to blackness. There is a gray muck on the ground
on the waters edge, almost like an oil or sludge.

If the PCs came from the well, explain this seems to


be an underground cavern. It was chiseled from the
rock and possibly used for mining at one point. If
the PCs came from the caverns first, swimming
through the water will lead them to the bottom of
the town well. Light beams down the well like a
beacon in the daytime, but can be pitch black at
night. The water way is carved out from the well to
the caverns, so following it will lead only to and
from one to the other.
The grey material on the ground looks much like
west stone, however it is Gray Ooze. It covers the
majority of the entrance or exit to the water, roughly
3 to 4 inches thick and about 10 feet wide.


Oscar Chacon (Order #10593540)

6. Empty Graves
This smaller cavern is hewn from rock like the rest of
the caverns, but has a soil floor. The air here is musty
and humid, and there are three deep holes dug in the
far corner. The dirt piles aside the graves look fresh,
perhaps a few weeks old. There is a strange marking on
the wall behind the graves, and it also seems freshly
painted. The mark is a sort of sigil, like a coat of arms
that of an Eagle facing a Snake with a line between
them that seems to be a spear. It is painted in red. The
graves are empty, save for some scraps of rotted
clothing and rusted trinkets.

This is where the bodies of the Lynch Brothers were


buried and exhumed. Painted in blood is a sigil,
which turns out to be a coat of arms for the House
of Stern (Gorus family mark and worn by the
militia captain at all times). There is nothing else
here, but the area has a strong residual magic that
can be found by Detect Magic or Detect Evil.

THE MUCKFOOT BOG


The trip to Muckfoot Bog will take the greater part
of one day, and will transition from snow covered
hills to a humid, balmy swamp. There is muck and
standing water, and this area is unnaturally warm
and muggy regardless of the weather elsewhere.
The party travels across rolling snow-covered hills,
coming at last to an area where the snow melts away to
muck and swampy sludge. Here, the air is balmy and a
fog hangs in the air, as thick as the mud underfoot.
There are several tree stumps rising out of the shallow
brown waters, with large clumps of grass and mud
packed together to form a sort of dwelling or burrow.

Passive Perception of 13 or higher will reveal that


the trees in the marsh have been cut down with tools
or weapons. The burrows are actually Troglodyte
nests, rising up like large mounds, and the owners
are nearby. In the center of the bog is a much larger
pile of grass, trees and caked mud which is the
home of the Troglodyte chief. The creatures will be
huddled inside, numbering a total of (6) Troglodytes
and (1) chief with 2d6 more HP. They will scurry
out and attack the party on site, as intruders to their
lair. These creatures have 32GP from previous
encounters with humanoids, but nothing else of
12

value. Rumor from Undervine is that the Wights


hide here in the daytime, inside the giant mud
house. Of course, this is completely false and the
Wights are not here. The Shadytree Woods are only
another half-day travel from here.

THE SHADYTREE WOODS


The journey through/from the Muckfoot Bog is
half a day, and free from any trouble. Once outside
the bog, the snow becomes prominent once more.
It is lighter in the woods, and the air is not as cold
here as it was in and around Undervine.
Snow marks the ground once more as you near the
Shadytree Woods. Once inside, the dense trees create a
deeper black than night. The snow barely marks the
ground here, the moisture unable to reach the root
covered dirt floor. The air is colder here, but not as
frigid as the village of Undervine. Oddly enough, no life
seems present in this dark forest.

Searching around the area will find a nearby hollow


with 78GP in coins/gems and a Potion of Healing.

THE PARCHMENT
The apparitions which haunt our beloved town are
coming from the Muckfoot Bog. The creatures go there
and sleep by day, lurking forth at night to kill. Once I
discovered this, I was set to go to the bog by day, where
the creatures are weaker. Alas, the great lizard
wounded me near death, and I write this as I fade.

The parchment has very basic writing, as if written


carefully to be generic. It has no signature or means
of identifying the author.

In this forest lurks a mythical beast, the Basilisk.


Roll to see if the PCs encounter this creature here
(1-2 on 1d6) or have it attack at the memorial stone.
There is nothing else of significance in the woods.
The trees clear and the party comes into a glade. There
are a handful of stone statues here, spaced unevenly
around the glade. Many seem to be in action poses,
running or fighting, their faces twisted in agony or
surprise. There are several more crumbled on the
ground. In the center of the glade lies a memorial stone
rising up on the grass knoll, surrounded by some long
dead flower bouquets and offerings of clay and carved
wood. There seems to be nothing else of value here.

The memorial stone here is rumored to be cursed.


They say it is what brought the ghostly apparitions
upon Undervine. Carved into the memorial stone
are writings in an ancient form of common tongue.
It is difficult to decipher, but seem to be the names
of previous Undervine ancestors. The latest name is
Lon Undervine, which is mostly scratched out and
replaced with a roughly carved Goru Stern. This
would be a good time to have the Basilisk attack if
the PCs did not encounter it in the forest approach.
Of course, the stone statues around the memorial
are all victims of the creatures petrification stare.

Oscar Chacon (Order #10593540)

13

CONCLUSION
Ultimately, the PCs have the choice of destroying
Lyndo and his Wights, or leaving the townsfolk of
Undervine to their horrid fate. It is possible that the
Werewolf escapes to fight another day, as self
preservation is Lyndos top priority. Lyndo will
place his wolf pack and apparitions in harms way
to make a hasty exit. However, he is vain and
egotistical, always succeeding in his previous
skullduggery, so he may be overconfident in
battling the PCs.

However, if the PCs do not succeed in defeating the


Werewolf, Lukmere may pop up again somewhere
else to try and stop his cold blooded killer. As for
Lyndo himself, if he defeats the PCs or escapes, he
will travel far away to another place, and start the
cycle all over again. Feel free to use him in future
campaigns & beware the Curse of the Lycanthrope.

If the PCs defeat Lyndo and any of the townsfolk,


such as Zendrik or Goru remain, they will offer the
party the Undervines Fort asking them to take
over as Lords of the village, and swearing fealty
until death take them. If the PCs decline, the
Lordship will fall to Goru first and Zendrik second.
At this point, the PCs will be given any basic
supplies they need or want (DM can approve or
decline accordingly) and allowed to stay as long as
they want to heal, rest, etc.
If Lyndo was killed, the cold weather will subside
almost instantly, the temperatures going to a springlike 40 or 50 degrees Fahrenheit and the snow
beginning to melt. Also, if the Wights were never
encountered or defeated, they will not be seen from
again. Finally, any remaining Wolves will disappear
from the area, having lost their pack leader.
As for the old storyteller, he is an apparition named
Lukmere. He is a ghost who was able to manifest
and try to stop his murderer. He shows up again in
the tavern in Undervine, as a younger man, but is
also an apparition there. He was able to interfere
just enough to get the PCs involved. If anyone digs
into Lukmeres persona, they may find a way to
discover that he was a vassal to a long dead Baron.
Lyndo came to the Barons retreat in the midst of a
snow storm, wounded and dying (all an act).
Lukmere was the one who let the minstrel in, and
the entire estate was murdered one by one.
Lukmeres guilt was so strong, he manifested into a
ghost and was able to reach out to the PCs. If Lyndo
is killed, Lukmere will never be seen again.


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