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This 4th Sooton adventure deals with missing children and the revenge of yet another old enemy of the PCs.
Children have been disappearing around Sooton and people are worried. The PCs get involved by frantic parents or friends of theirs who are concerned with the disappearances.
return of gordon
Gordon the Wererat returned to Sooton after being defeated by the PCs in Ashford. On the way home, he came upon the scene of a massacre. A group of bandits had robbed a caravan, killing most of the people. The only survivor was a child about 7 years old named Gus. Gordon, faced with this situation, hatched an evil plan. He infected Gus with lycanthropy and taught him how to control his new werenature. They proceeded to Sooton where Gordon used the child to capture the towns children. He plans on becoming a Fagin by turning them all into wererats. Why start a thieves guild with adults when you can make one from children who you can control better?
When he found some digs in the sewers of Sooton, he encountered a ghoul. They fought but failed to kill each other (Gordon was immune to the ghouls paralysis and the ghoul was undead, so unaffected by the lycanthropy disease), so they parleyed and became partners. The ghoul gets the useless and weak children while Gordon gets the most promising of them. The situation is pretty twisted and the partnership is very tenuous. Gordon figures that hell be powerful enough soon to kill the ghoul and dissolve the partnership.
The ghoul, following Gordons lead, has created monsters from some of the children, too. And the ghoul figures that soon hell be powerful enough to kill Gordon and all those nasty little wererats! Gordon (Wererat); No. Encountered: 1; Alignment: Chaotic; Armor Class: 7; Hit Dice: 3d8, Hit Points: 24; Attacks: bite (1d4), short sword (1d6); Save: F3; morale: 8; Special Abilities: Lycanthropy disease may be passed on. Gus and Tom (child Wererats); No. Encountered: 1d2; Alignment: Neutral; Armor Class: 9; Hit Dice: 1d8, Hit Points: 2 each; Attacks: bite (1d2); Save: F1; morale: 3; Special Abilities: Lycanthropy disease may be passed on. Giant Rats; No. Encountered: 1d6+6; Alignment: Neutral; Armor Class: 7; Hit Dice: 1d4, Hit Points: 4, 4, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1; Attacks: bite (1d3+disease, each bite a 1 in 20 chance of catching a disease, save vs. poison or die in 1d6 days, otherwise bedridden for 3d10 days with 1 in 4 chance of death); Save: F1, Morale: 8. Ghoul; No. Encountered: 1; Alignment: Chaotic; Armor Class: 6; Hit Dice: 2d8, Hit Points: 15; Attacks: claw/claw/bite (1d3/1d3/1d3+paralyzation); Save: F2, Morale: 9. Becky, Fred and Sue (child Ghouls); No. Encountered: 1d3; Alignment: Neutral; Armor Class: 9; Hit Dice: 1d8, Hit Points: 2 each; Attacks: bite (1d2+ paralyzation); Save: F1, Morale: 3.
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