The Ghoul Keeper's Pact
Foreword
This adventure is designed to be played by one to three
player characters from levels 2 to 5. Because the primary appeal
of the tale which follows is its "whodunit" nature, the
referee may decide that it is appropriate for higher level
characters as well. However, unless generosity is to be the rule
of the day, little experience will be gained from this short
trek, as it is written to be complete in a single evening's play.
The referee is encouraged to read the entire adventure thoroughly
before attempting to conduct a game session.
Note: It was play tested by a single 4th level Fighter
character who was able to complete the adventure successfully
without it being too easy.
Introduction
Several months ago, an unscrupulous thief named Galthor
struck an unholy agreement with five ghouls following an
accidental close encounter with the gruesome beasts. The deal was
such that, in exchange for secretly transporting the ghouls from
town-to-town in his oversized wooden wagon and assisting them in
their search for suitable victims, he would be free to collect
the victims' property and treasure to keep for himself when the
undead had finished feeding upon them.
To date, the agreement has worked to the two party's mutual
benefit. Galthor has proved, much to the ghouls' delight, to be
quite adept at finding strong, healthy victims (typically
families) who, by mere coincidence, happen to be fairly wealthy.
With the help of fate, his travels have brought him and his
devilish entourage to the very town where the PCs happen to be
staying.
If the player characters are worth their heroic reputations,
Galthor's free ride, as well as that of the ghouls, should soon
come to an abrupt end.
Background and Premise
The referee should decide upon a setting for the adventure
which is appropriate for the adventuring party's current
campaign. The adventure is suitable for any small town, but it is
somewhat important for them to be visitors, as their first
contact with Galthor will be at the adequate three-story Inn in
which they have decided to stay.
Galthor keeps his ghouls locked in a wooden wagon by day. At
night he looses them on carefully chosen victims and loots the
poor souls' homes after the ghouls have finished their business.
The wagon is secured by a normal heavy padlock which can be
picked by a theif. In addition to the five ghouls, it contains a
sizeable amount of treasure (310 gp, 168 ep, 95 sp, 210 cp, 21
items of jewelry, 11 gems), but any party member who keeps any
portion of it with knowledge of its origin should be penalized
and be forced to make an alignment check. It should first be
offered to the authorities or to a worthy charity.
The ghoulkeeper has arrived during the night and will be
noticed almost immediately by the PCs the following morning. He
is a quiet character who keeps to himself and will usually be
seen sitting alone in the darkest corner of a room. If he is
approached, he will identify himself as a traveling merchant in
town "for just a few days."
If the barkeeper is questioned about the stranger, he will tell
the party that he arrived very early this morning, at about 2 or
3 am.
The First Day
The ghouls have wasted no time in making their mark on the city.
During their first night on the town, they have murdered a
wealthy aristocratic family whose disappearance will be noted at
dawn. Galthor checks in to the Inn immediately following this
incident.
Read or paraphrase the following:
At an appropriate time during the morning meal, read or
paraphrase the following:
The Mayor's Speech
The players are assumed to attend the mayor's announcement. If
they are astute however, they will notice that Galthor is absent
among those who have congregated in the village square.
After the second night of killings, a reward of 500 gold
pieces will be offered by the mayor for finding those responsible
for the murders.
Loose Ends
The referee should make a concerted effort to identify
Galthor as a suspicious character without pointing him out as an
obvious suspect. All of the following items should at some point
be noted by the characters:
A further source of information for the party is a cowardly
assassin named Tarsk. He silently witnessed the Kalymyrr murder
and will contact the party only if he feels they will pay him or
split the mayor's reward. He is much too infamous in the area to
come forward and claim the reward for himself, so he will try to
profit by selling his information to the highest bidder. Tarsk
should be used at the referee's discretion only if the players
are having difficulty, or have failed to identify Galthor as a
suspect.