Set in and around the village of Three Forks, you can place this adventure in any remote section of your campaign world that is a few days' ride from a city. The area you select should feature nearby forested regions and be able to
accommodate an abandoned village and a nearby manor house as well. The adventure is best run during the winter, but can be run at whatever time of the year suits your campaign best.
An extensive background for the DM reveals a bitter tale of lost love and vengeance and undeath some two hundred years old. Now a descendant of the former lord of the manor seeks to regain his domain...
Several hooks are supplied or you can merely have the party hired to rid the old manor of an infestation of undead. Ideally, even if you have attracted their attention through one or more of the hooks, they need to meet with the aspiring lord of the manor before getting involved as this will give them a better idea of the underlying history behind the events that are about to unfold.
The adventure proper begins once the party arrives in Three Forks, the deserted village. A map is provided and the adventure starts with location-based encounters as they explore. Eventually they will reach the manor house itself and will need to explore it and deal with the evils therein. Although most of the opposition is undead, there's a very live band of mercenaries around as well - they, at least, might be open to conversation, most else of what is encountered will need to be engaged in combat. However, the Big Bad Guy at the centre of the adventure is likely to engage in negotiations with the party, undead he may be but he retains a lively mind and a thirst for vengeance.
Notes for follow-up adventures encompass several outcomes and draw rather neatly on the backstory. Overall this is a well-crafted adventure with a certain melancholy that should live on in your group's memories.
Return to Matters of Vengeance page.
Reviewed: 11 June 2016