Free Roleplaying Module: "Hunting Down Covelli Turncoat"

The adventure will start with Sendell, who comes to Brin to hear of the destruction of the time portal, awarding the party for a job well done. He tells of a "small" problem in the city of night slayings. He gives the name of the head of investigation in the city police, and referrs the party to him for information about the wave of crimes. In reward for a sucessful mission, each party member will be given one random mutation. These will be offered on an individual basis, but party members can opt to trade with one another before the potion of mutation is made (once the transformation is made, there can be no swapping of mutations, naturally). At the end of the adventure, secret ballot will decide which member of the party did the most to achieve party goals. The character recieving the most votes will get a physical mutation of choice rather than a random one. This will encourage heroic or resourceful roleplaying hopefully.

The tone of the adventure should be horror for the roleplayer and frustration for the hack and slasher. Covelli is a slippery character, who is hard to pin down to hit, and harder yet to hit, preferring to go desolid in a pinch, making him very difficult to harm. He can go desolid in one 6 second round. His preferred tactics are to get within bow range and fire off two shots and go desolid, or if the party is far enough away to get two volleys of safe shots off, he will sometimes do that. His cloak of displacement means that the first hit always misses him, and this is why he likes hit and miss scenerios. He will go desolid and pass through a wall to attack from an unguraded area. When desolid he can cast minor spells, but none that bring into effect anything physical other than sounds and movement of objects and such. He will laugh maniacally from out of reach to taunt and use cantrip sounds to unnerve the party. This feeling of always being watched and unnerved should be emphasized above all, to get the feel of a horror movie essentially, but with a light edge now and then. The point will be to make the party realize what they can become as a member of the Society For Freedom and what their foes can be like ... deadly. Creaks, groans, laughs, bat whordes, rats, dripping water, slimy gunk underfoot, smells of raw sewage, methane gas dangers, and a myriad of other details will serve to add atmosphere to the horror genre of this adventure. Also, new respect should be gained for a mage played right, especially a mutant mage.

The Police Station

The party arrives at the police station, a largish stone building with impressive columns outside and the symbol of the Brinn Guard, a red bulldog, in gargoyle style statues on each side of the stairs up to the building. Once inside, the party will be directed to Chief Quinn, a fiery tempered man with an western accent, a sort of Swedish way of speaking. He is in his late 40's and looks to have seen his share of action in his time. He has a large scar running almost the entire circumference of his neck which is easily visible. His hair is red and he has a beard, which is also auburn in color.

His office is lined with posters of wanted men with a monster quick field identification guide on his desk opened to blobber, complete with illustration. If any notice is taken of his desk, he will quickly shut the book and put it away. His office is decorated in rustic old wood made into furniture, with scenic ocean paintings framed on the walls. He has various sea shell paper weights on his desk with a huge wastebasket, which is full. His office chair is covered in troll hide, a putrid green color.

Upon entering his office, the chief demands to know what they want. When asked about the killings, he explains that mostly winos and bums have been killed, and blames the whole thing on them irritating people. It is far from a believable story, and upon furthur questioning, the chief will admit that others have been affected. While explaining this, a clerk will rush in and exclaim that another merchant got hit last night, Milton's Cheesery. Chief Quinn will look irritated and excuse himself. The party will undoubtably follow the chief to the scene of the crime, a cheesemaker's shop on the north- east business hub of the city. The Cheesery Following the chief, the party arrives at Milton's Cheesery, a fairly small two story building with shop below and residence above. Neighbors and bystanders mill around the entrance as guards claim the usual,"There's nothing to see here." The cheeser's wife is sobbing bitterly, explaining her story of what happened to the constable outside. Her story follows:

"It was around 2:00 in the morning when we heard an awful racket downstairs of pans clattering to the floor. Because of all the killin's, Milty grabbed his short sword and crept down the stairs. I heard him get down the stairs and demand who it was. Then he screamed. I heard him rush up the stairs, only to hear him dragged down the stairs by someone. I heard him yelling for whoever it was to go away and then he screamed in pain. He yelled to me to lock the door. He yelled again, and that was all that I heard."

The cheeser's body is badly mutilated, the head gone entirely. His entire body looks to be eaten away by something. The odd thing that the party notices is that there is no cheese in the entire store, though the place reeks of it. The cheeser's wife claims that the killer stole all of the cheese. She screams, "This 'ere's just like Cheeser Johnson! Killed 'im too, they did. Whot are ye gonna' doo abowt eet?" At this point, she breaks out in crying again, and cannot be comforted. She heads to her room in emotional agaony, refusing to answer any more questions.

When queried about Cheeser Johnson, the chief states that it is just a fluke, and that the two instances are unrelated. If the cheeser's wife is asked once she calms down, or one of the bystanders, it will be explained that Cheeser Johnson was also found beheaded and all of the cheese in his store gone. Chief Quinn will try to be secretive about it, but will ask his constable on the scene to guard Cheeser Bilfrey's home tonight, the last cheeser in town.

A constable runs up the street to Chief Quinn and shouts, "They're hittin' Butchers too, Chief! Sam Gree in southeast hub got it last night too!"

The chief hustles off, making it known that the party's presence is not desired.

If the scene of the crime is scrutinized closely, it will be seen that there is a tub of whey that has been knocked over, its contents emptied all over the floor. Cheesecloth lies in clumps in the liquid and cheese forms are scattered all through the mess, apparently hastily opened and their contents taken. A stream of toilet paper seems to run around and around all through the mess. In the privy, the toilet paper roll on the dispenser is empty and a new roll is on the top of the medicine cabinet. The cabinet itself has been rummaged through, the contents of each bottle poured out, apparently into the sink, as no smell of cologne or breath wash indicates spillage. The seat is fairly clean, but a sharp nose will detect the smell of limburger, though the chance of detecting that is slight.

The constable on duty covers the body and begins to haul it out the door, where an undertaker has arrived with his wagon. He looks very tired, as he exclaims, "Fifth today! Good for business, but bad on my back!" He then hauls a coffin out of his wagon and he and the constable haul the body into it and nail shut the lid. The constable tells the undertaker that he is needed at Sam Gree's residence. "Oh no! Not him!" the undertaker, George Gill says,"A good man he was too." He sighs and then tips his stovepipe hat to Constable Davie and heads off down the street, his cart pulled by a brownish pair of draft horses.

The Butcher's Shop

Nothing more can be discovered at the cheesery. If the Butcher's place is checked out, much the same will be seen there. All of the meat will be gone except for the ham, which is untouched. The place will smell as if the toilet lid had been left open, a bathroom smell throughout. The icebox has been raided, bottles on the floor with their contents emptied, but little is found on the floor. A bottle of tomato catsup has been smashed on the wall and drips down its length. A neighbor will exclaim, "I wanted some veal, and when the shop didn't open on time, I peeked through the window and saw this mess." Sam is on the floor, his body lying on the floor, bruised and battered, kitchen knife still clutched in his hand. The constable guesses that he was killed the previous night as well, clubbed to death with something blunt. A neighbor says that she heard some racket the night before, but just attributed it to, "Im and 'is gal doin' naughty. None av mai affaer, I thunk to meeself."

A reporter arrives, one Blath Quickfoot, arrives to report the story for the local paper, The Brinn Discoverer. He asks questions about the circumstances of the story, and harasses Chief Quinn as to what is being done to protect the city from the wave of murders. Quinn makes some lame excuses about things being out of his control, short of men, and the like. The reporter is quite insistant that things are not being done that could be. He asks, "What about the testimony that that bum on southeast hub gave about his buddy being grabbed out of a sewer access hole and dragged down there?" This makes the chief very uncomfortable. He says that he has paperwork to do and hustles off. The reporter queries the party to see who they are and why they are here. He is very helpful with information. He describes the series of murders as follows: "It all started about a month ago when folks started disappearing in the northeast residential hub. It was mostly bums and homeless people, but it wasn't long before town guards started disappearing as well. It was blamed on Goblins from the woods, but I just don't buy it. They never venture within a half mile of the city, let alone enter it, even by night. Then we began to have a series of shops being robbed, seemingly from within. No windows ever are broken, the doors are always locked, the windows shuttered, and no sign at all of forced entry. It is as if the assailant lived with the victim or something. Something very fishy is going on here. The Chief Quinn knows much more than he lets on. Whoever it is that is causing all this trouble has got him running scared. He has applied for early retirement is the rumor. He has begun packing his things, apparently to move."

Blath will tell anthing that he knows, and wants to hear any clues that the party may come upon. He tells the party that if they want to talk to the bum whose buddy was abducted, he can usually be found panhandling near The Crooked Crow tavern. He says that he has an errand to run, and excuses himself. He gives the location of the Brinn Discoverer, southeast business hub just off the south road out of town.

The Bum (Grison Birchborn)

It is not hard to find Grison Birchborn, the bum told about by the reporter. He is, as expected, sitting on the ground outside the Crooked Crow Tavern looking quite pathetic (on purpose). His clothes are tattered and torn and his shoes have large holes in the soles. He asks the party for, "a few coppers for a veteran of the citadel conflict." He stands as the party approaches, groaning from imaginary pains in his back and legs. "The skeletal bastards nearly did me in, they did. I was lucky to have come away with my life. Really!" He doesn't sound very convincing, but spins a good yarn about the battle, "There were skeletons on all sides! I hacked my way to the woods and escaped, but not before they pierced my leg ..." he moans pitifully, rubbing his left leg," ... with a deadly bolt. Oh the chill!" He coughs and pulls out a paper bag with some alcoholic mixture in it and slogs down a belt, cringing afterwards. "Where was I ... Oh yeah my leg." He rubbs his right leg and continues as long as the party has patience to detail how he cannot work now and that his family was killed in a skeleton raid on his villiage, the name of which seems to have slipped his mind. When asked about his buddy, he tells the following story, but not before asking for a few silver pieces for his trouble. Upon recieving these he goes into melodramatic mode to relate his tale, which happens to be true. As he recounts it, he becomes more and more fearful and distressed.

"I knew him for better'n a year. He was a good friend. We was looking through some opportunity cans (garbage) in the northwest hub when we hear this thumping noise coming from the street, but nobody was there. My friend Chubby points to a manhole cover and says that is where the noise is coming from. He walks over to it just as the metal cover flips off, knocking him to the ground. A long arm reaches out of the hole and drags him into it, kicking and screaming. As he was about to enter the hole, he fell silent, and that is the last that I heard. The hand reached out and pulled the cover back over the hole, and I heard a chuckle and then I hear nothin' at all."

"I didn't know what to think, and ran off to find a constable. I told them all that I knew, but they did not do much about it. They opened the cover and looked inside. One of 'em, a new constable, began to vomit as he pulled his head out from the hole. When they pulled Chubby out, he was missing his head, but it was definately him, judging from his clothes and all. Queer times these are."

The Sewers

The manhole cover comes open fairly easily. Upon peering inside, one sees nothing but darkness other than the circle of light cast from the manhole. The stench is almost unbearable. Rats stare up from below at the light. A small stream of filth makes its way down the hallway of the sewer tunnel. The sewer stinks of methane, for anyone familiar with the hazards of it. The tunnel itself, being one of the main passages, is some 8' wide and as high. Smaller passages lead off to other areas of the city. If one crawls down the hole with a torch, there is a 20% per 100' travelled of a methane fire being started, which will cause 1d6/round that one is in the flame. There is a 5% chance per 100' of travel of a methane explosion, which does 3d6 to any in the range of it.

Entering with any light source will reveal rats scurrying off and a 10% chance of bats being scared up. The passages of the sewers are very slick on the floor and if running at full pace, there is a 5% chance of falling per melee round of running, making it a dangerous place indeed. The sewers are the home of the undertakers. There are 9 of them, of the following hit dice: 15, 12, 12, 10, 8, 7, 7, 3, and 1. Their lairs are fairly centralized near Covelli's magic shop. During the day they spend much of their time asleep, bloated with the previous night's plundering of delis and cheesemakers alike. Their lair emanates the smell of rotting meat over the stench of the sewers themselves. There is one lair per undertaker except for the one with young (1 hit dice). The undertakers will warn Covelli of any movement in the sewers. Undertakers are experts at throwing their voices and of mimicing sounds to scare off any intruders. There are many Gelatenous Orbs that roam the sewers, feeding on rats and mice. The tunnels are also infested with water snakes, some of which are poisonous as well as poisonous spiders. Large grub worms crawl though the muck, giant maggots of over a foot in length and up to four inches in diameter.

Covelli in the Sewers

If Covelli must enter the sewers to defend his creatures, he will be elusive in combat and will seek to not be seen if possible. He has improved invisibility which he can use up to 5 times daily. He also is proficient in thespell, and thus can cast it with only one half of a spell point being used. In order to complete the mission, eventually Covelli will have to be killed unless he escapes. He will not reveal his true identity, due to the fact that the Society For Freedom will come after him. He will recognise the fact that members of the party are members, and will be afraid that they were sent to kill him. He will send his undertakers after the party, threatening them with cutting off their electrical supply if they don't. The undertakers will fight fiercely for Covelli, but if he feels that he cannot eliminate the party, he will flee with his helm of teleportation. If he does, this will be the basis for the party's next mission, hunting him down. If so, the next mission will probably be with the help of one of the Society members for backup. If Covelli is destroyed, each member will recieve a mutation of choice rather than a random one in appreciation for destroying one that the Society sees as a real threat to their secrets.

As said before, Covelli is very slippery in battle, preferring to do hit and run tactics rather than face an opponent in a fair fight. He will make extensive use of his ability to go desolid in these tactics as well as his use of invisibility. He always attacks from long range with a bow or spell unless he has no choice. He will attempt to cut members of the party from one another, his methood of choice being a wall of stone or a fear spell, sending members of the party scrambling in all directions. He will then try to kill off the members one by one personally or by sending an undertaker after them. He will try to make members of the party distrust one another by mimicing their voices and creating an illusion of them which will lead them to their downfall. He will avoid a fair fight at all costs. If he loses half or more of his hit points, he will teleport out. The tear in the space-time continuum that results from a teleport can be traced by the Society For Freedom. Thus if he teleports out, they can track him to a general location. If he teleports out, the likelihood is great that he will go to Innlandstadt, where he has friends. He is originally from a small town near the city located in the jungle.

Monstrous Compendium of the Sewers
----------------------------------

Ecology of the Gelatenous Orb

Frequency: Uncommon
No. Appearing: 1-6
Armor Class: 4
Move: 8"
Hit Dice: 1-3 hp (to 4 hd)
% In Lair: 40%
Treasure Type: copper
# of Attacks: 1
Dam/Attack: special
Special Attacks: poison (sleep)
Special Defenses: immune to elec-
trically based attacks
Magic Resistance: 10%
Intellegence: animal
Alignment: neutral
Size: S (6" diameter)
Psionic Ability: nil
Att/Def Modes: nil
Lvl/X.P. Val: 300 + 10/hp

The gelatenous orb is a fairly small globe some 6" in diameter, a cousin to the blobber. It moves by rolling along the floor, though it can hop up to 4' and bounce up to 1 1/2 times the amount that it falls as a blobber.

Gelatenous orbs are for the most part harmless, but if attacked, they can shoot a stream of fluid which is a sort of contact poison. Failing to save causes one to sleep for d6 turns (10-60 minutes). They have a small mouth with sharp teeth which do d2 hit points of damage. It will only attack something that it has caused to sleep. As with blobbers and undertakers, gelatenous orbs gain hit points from lightning based attacks at 1/2 the amount of damage that they would have taken by same electrical attacks. They can sense electricity up to 100 yards away, and are attracted to it. A gelatenous orb can gain up to 4 hit dice if gained through exposure to electricity, but otherwise they have a maximum of 3 hit points when full grown. They are immune to electrically based attacks and cold based attacks only do 1/2 damage.

They prefer cool, moist regions, preferrably in dark places. They are usually found in caves or sometimes dense forests, where direct sunlight is at a minimum. They like water, and sometimes inhabit deep pools, feeding upon fish. They breathe in water as well as in air. They will sometimes attack lone fishermen, squirting their sleep potion and then raiding the fish that the man has, but usually they mean no harm to humankind, being on the whole afraid of men. They will only attack a man if threatened or very hungry. They have a ravenous appetite, and need to eat 5 pounds or more of meat a day. They sometimes attack in packs of 1-6 and only then do they become truly aggressive.

Gelatenous orbs are good at imitating sounds, and often will fool a party by luring them into opening doors that they cannot open themselves or slide under, but their intentions are usually not to harm.

The ecology of the Undertaker

Frequency: Rare
No. Appearing:1-3
Armor Class: 3
Move: 12"
Hit Dice: 5 (up to 30)
% In Lair: 50%
Treasure Type: Any
# of Attacks: 2
Dam/Attack: 2d10
Special Attacks: suffocate,
adhesion, sleep
Special Defenses: Immune to charm,
acid, electrical
Magic Resistance: 20%
Intellegence: Very
Alignment: Chaotic Evil
Size: M-L (up to 30' wide)
Psionic Ability: nil
Att/Def Modes: nil
Lvl/X.P. Val: 3000 + 10/hp

The Undertaker is a curious cousin to the blobber, though much more brutal and self serving. An undertaker prefers to remain in hiding and attack from above, if possible. If both attacks are successful, the Undertaker is said to have partially enveloped its victim, and within d6 rounds can completely envelop its victim. The Undertaker has an oily slick that always covers its exterior. This oily substance is contact poison of the sleep variety. Failure to save results in sleep for d6 hours. Any hit that is made by the Undertaker has a chance of delivering enough poison to affect its victim, as per the chart below:


Plate Mail 20%
Chain Mail 40%
Leather 50%
No Armor/cloth 75%

The fluid is slightly acidic, enough to blind for d6 melee rounds if it decides to squirt the liquid, which it often does. It can do this up to 20'. If the fluid is shot as described, it also has the same percentage chance of working as in the chart above. One of the Undertaker's favorite tactics is to hide on the roof of a room and drip its poison on victims below while hiding in the shadows above. The undertaker is 90% likely not to be noticed in dim light if attatched to a ceiling. It has limited chameleon ability.

Attacks done by lightning or other electrical means causes the creature to grow in size and hit points at the rate of 1/2 h.p. that would have been taken being added to its own permanently. The creatures are attracted to any source of electricity, if such exist, and can detect it at a range of 1 mile. The creatures are the creation of Covelli Changecoat, a renegade mage formerly of the Society for Freedom. The first was an accident. He was draining failed potions into his toilet which was a hole dropping into the sewers below. Gelatenous Orbs, a very timid relative of the blobber, infest the sewers of the elven capital. A group of these became exposed to the genetic research potions of Covelli and grew in size and gained powers intended for human use, though with side effects. Covelli used some basic electrical equipment used by alchemists of the time. At night, the Gelatenous Orbs would creep up the toilet and attatch themselves to the electrical generating equipment, causing them to grow. The potions began to take their toll and the creatures became more and more malicious. By the time that Covelli discovered what had happened, three of them had become quite powerful. He managed to defeat them to the point that they surrendered and made a deal with him for continued potions and electricity in exchange for doing Covelli favors and killing his opposition. Covelli is malicious and dangerous, having many of the powers granted to the Society for Freedom to its faithful members.

The Undertaker got its name from its ability to incorporate parts from creatures that it kills into its own makeup. If it kills a creature with a superior mind, it will incorporate that intellect to enhance its own. In this way, it can become superintellegent. It can only use up to 3 brains at a time, but continually will seek out intellegent people to kill for their knowledge or skilled warriors for their weapons knowledge. Any information possessed by a victim at the time of death is passed on to the creature. As the creature grows in hit dice, it advances as to brain capacity and number of attacking appendages that it can use at once.


Hit Max. # Attacks/melee Fights As:
Die Brains round (level of fighter)
---------------------------------------------------------------------
5 3 2 5
6 4 3 7
7 5 4 9
8 6 5 11
9 7 6 13
10 8 7 15
11 9 8 17
12 10 8 19 + 1st Mage
13 11 9 21 + 2nd Mage
14 12 9 23 + 3rd Mage
15 13 9 23 + 4th Mage 1st Cleric
16 14 10 23 + 6th Mage 2nd Cleric
17 15 10 23 + 8th Mage 3rd Cleric
18 16 10 23 + 9th Mage 4th Cleric 1st Illus
19 17 10 23 + 10th Mage 5th Cleric 2nd Illus
20 18 11 23 + 11th Mage 6th Cleric 3rd Illus
21 19 11 23 + 12th Mage 7th Cleric 4th Illus
22 20 11 23 + 13th Mage 8th Cleric 5th Illus
23 21 11 23 + 14th Mage 9th Cleric 6th Illus
24 22 11 23 + 15th Mage 10th Cler. 7th Illus
25 23 12 23 + 16th Mage 11th Cler. 8th Illus
26 24 12 23 + 17th Mage 12th Cler. 9th Illus
27 25 12 23 + 18th Mage 13th Cler. 10th Ills
28 26 12 23 + 19th Mage 14th Cler. 11th Ills
29 27 12 23 + 20th Mage 15th Cler. 12th Ills
30 28 12 23 + 21st Mage 16th Cler. 13th Ills

As shown in the chart above, the Undertaker is a potentially powerful creature indeed at higher levels. If a creature can find a constant power supply, these high levels can be achieved. The new class skills are achieved by killing mages, fighters, illusionists, and clerics as they advance. If no such persons can be killed and incorporated, no such skills are possessed. However, as the creature grows in strength, it will search out those with desired skills.

In addition to mental assimilation, the creature can add physical body parts to itself which it might find useful. For example, if it wants to incorporate the spines from a porcupine that it ingests, it can do so. It can incorporate in itself any bit of genetic code that it finds desireable. This can be abused, so the dm must use reason in assigning preexisting physical abilities.