Death Knight’s Due
A Scenario by Al Baker
STORY:
Baran was a one of the greatest paladins in the service of the god Pelor. Throughout his illustrious career, he was a paragon of his faith; the epitome of knightly valor. That all changed once a mysterious plague struck him and his lands. No matter how long the knight beseeched his god, no relief came for the deadly illness.
As he lay dying, Baran renounced his oaths of knighthood and cursed Pelor, who seemed to care nothing of him and his plight. Fearing what awaited him in the hereafter, he asked Nerull, god of death, if he would spare his life. His prayer was answered. Now Baran the Deathknight, a lifeless mockery of his former self, serves his dark master from the ruins of his once proud castle.
Meanwhile on the Clockwork Nirvana of Mechanus, two Inevitables, guardians of universal Law, are created for a special mission. Indra, a Marut and Fidelis the Kolyarut are sent to the Material Plane to punish the undead oathbreaker.
After making inquiries of the people living in a nearby village, both Inevitables arrive at Baran’s castle. They find it acrawl with undead, monsters and a warren of wererats that have taken up residence in the ruined estate.
This is a two-part scenario for two to three players, played on two different maps. It can also be played solo.
Map: Dungeon of Blood and Tomb of Queen Peregrine
Setup: If there are two players, both choose which side to play or roll for initiative. If there are three then roll for initiative—winner chooses sides. Two players may choose to be both Fidelis and Indra or may choose to be either Baran or the Young Necromancer.
(Level 1: Dungeon) Place a Marut and Kolyarut at the B side Exit area. Then place a Grim Necromancer and two Direguards on the Victory Area in front of the A side Start area.
(Level 2: Tomb) Place a Marut and Kolyarut at the B side Exit area. Also place a Deathknight (Baran) and a Cleric of Nerull between the sacred circles at the end of the map.
Gameplay and Combat follow as per the standard format with the following exceptions.
EXCEPTIONS:
Marut has Regeneration 10 and Kolyarut has Regeneration 5.
On each master map are Encounter Markers (see pg.6). Place an “E” Marker on the maps as shown. If either Indra or Fidelis step on or are within three squares of one, use the chart below. Players roll for initiative.
Level 1: In the dungeon below the keep, a young necromancer lies in wait with his minions. A Clan of wererats and their rodent brethren also infest the area, along with a wandering Chimera that is kept as Baran’s pet.
Encounters: Use a d20
1-3: 1 Wererat Rogue and 5 Dire Rats (or Diseased Dire Rats)
4-6: 1 Bloodhulk Fighters, 2 Wererat Rogues and 4 Dire Rats (or Diseased Dire Rats)
7-10: Chimera and 2 Dread Warriors (or No Encounter if defeated)
11-14: 2 Sacred Watchers (Reroll if recruited or not; see “Recruiting” below)
15-16: 2 Undying Soldiers (Same as above)
17-20: No Encounter
Recruiting: Use a d20
Among the evil denizens are the bodies and spirits of valiant warriors who attempted to end the Deathknight’s tyranny. You come across these souls and find you have a common goal. This is a one-time event; if this is unsuccessful the spirits disappear and do not return, trusting the Inevitables to deliver justice. Successfully recruiting these forces depends on who began the encounter:
If Fidelis: Being the more talkative of the two Inevitables, he is most likely to succeed in recruiting aid. Success-60% (8-20)
If Indra: Due to his stance on undeath, he is less likely to succeed in recruiting aid. Success-40% (15-20)
Young Necromancer:
You face a Necromancer and his three Direguard minions. At the beginning of combat he summons two extra undead and sends them into battle. Once you defeat him, you search the bodies for spoils (roll d20 and see “Treasure” table).
Treasure:
1-5: No Treasure
6-10: Belt of Mighty Swing (Indra gains Whirlwind)
11-15: Two magic scrolls of (Fidelis gains one use of Empowered Lesser Fire Orb and Acid Orb)
16-20: Both the belt and scrolls are found.
Victory:
Total Victory: Both Inevitable (and allies, if any) survive at least four encounters and defeat the Necromancer.
Partial Victory: One Inevitable (and allies, if any) survives at least four encounters and defeats the Necromancer.
Defeat: Both Inevitables are destroyed.
Level 2: In the crypts beneath the castle, Baran and a Cleric of Nerull conduct a dark rite to their deity. In this dank place are the desiccated bodies of the Deathknight’s servants. This is where the greatest concentration of evil resides.
Encounters: Use a d20
1-4: 3 Direguards
5-8: Deathlock and 4 Horde Zombies
9-12: 3 Deathlocks and Zombie White Dragon (Reroll if defeated)
13-16: 4 Skeletal Reapers
17-20: No Encounter
Baran, the Deathknight:
Protected by his 3 Dread Warriors, Baran and the Cleric wade into battle against you.
Victory:
Total Victory: Both Inevitables (and any allies) survive at least four encounters and defeat Baran’s party.
Partial Victory: One Inevitable (and any allies) survives at least four encounters and defeats Baran’s party.
Defeat: Both Inevitables are destroyed.
Possible Variations: To make this scenario more challenging, substitute the Encounters list from Level 1 and leave out the Sacred Watchers and Undying Soldiers. Or have the Inevitables battle without the ‘Regeneration’ ability.