TEXT: Gregorius21778:
  20 Encounters on a Haunted Road
  in the Carpathians of Old
  Version 1.4; by Kai Pütz
  (c) 2017-2020
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2017-2020
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork:
  Cover and background artwork copyright Lord Zse Zse Works;
  used with permission.
  Page filler (p.7) by "Publisher´s Choice Quality Stock Art (c) Rick Hershey 
  / Fat Goblin Games; used with permission.
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame Princess.
  Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  20 Encounters on a Haunted Road in the Carpathians of Old is the unexpected child of a movie night
  with a good friend of mine. We watched a recent “Dracula” movie that was so bad that I won´t even
  drop its name here, it shall be left untold. On my way home I decided to make lemonade out of this
  lemon of an experience, and the result is this supplement.
  It includes twenty encounters that PC may have on or next to a road through a woodland region near a
  mountain. Nine of the encounters include supernatural elements, all of them will fit into a dark/weird
  fantasy campaign. 
  Enjoy!
  
  01# Hostile Scouts
  The  PC  unwittingly  cross  the  way  of  scouts  of  a
  neighboring fiefdom. There are 1d6+2 of them that
  try to remain hidden. Unless any of the characters
  succeeds on a check for  Surprise, they won´t even
  notice them. 
  If the PC do not notice the scouts (or do not show
  that they do) a Reaction Roll determines if these are
  going to attack them, which they will not on a result
  of "Indifferent" or better. The scouts are 1st level
  Specialists that wear light leather armor (AC:13) and
  small weapons (1d6 damage). Every third of them is
  armed with a short bow (1d6 damage).
  02# A Half-Eaten Corpse
  The characters find the half-eaten corpse of a lone
  wanderer that was obviously killed by wild animals
  (wolves or a bear). A search of the body they will
  uncover a staff, 5d6 copper pieces, a small water skin,
  a completely torn backpack and a necklace with a
  small silver crucifix (worth 1d4 silver pieces).
  03# The Toppled Coach
  Next to the road lies a toppled coach. The horses are
  missing. When the site is searched, two corpses (the
  coachman and a passenger) may be found at different
  spots in the nearby bushes with (their own) short
  swords (or rapiers) next to them. . Both have grisly
  throat wounds. 
  Inside of the coach, a vampire hides himself (from
  the daylight) among 1d3+1 further corpses of other
  passengers. It is a "newborn" and will attack when it
  is disturb, but might be surprised (4 out of 6 chance).
  The creature is a 2 HD monster that fights like a 4th
  level Fighter that will lose one hit point every second
  round that it is exposed to the sun. Its claws deal
  1d4+1 damage and its AC is 14 (not due to armor but
  to quickness). 
  If the characters loot the luggage they will find 2d6+2
  sets of regular clothes (worth 2sp each) for both men
  and a women and three fine sets of  middle-class
  clothes (one for a men worth 6 sp, two for a woman
  each worth 7 sp). If they search the corpses they will
  uncover three wedding bands (2 sp each), a total of
  1d6+1 sp and 5d6 cp in coins. The coachman has a
  golden front tooth that is worth 2 sp and the other
  corpse outside of the coach wears an fine pair of
  boots (2sp). 
  04# A Patrol
  The PC are stopped by a patrol on horses (1d4+2
  soldiers  of  the  local  ruler).  They  suspect  the
  characters to be scouts of a neighboring fiefdom and
  will question them. The group is made up of level 0
  Fighters: half of them are equipped with spears, the
  others with swords and shields. All of them wear
  leather armor and helmets (AC: 14/15).
  The Referee is encouraged to make a Reaction Roll
  for the patrol, modified by the behavior of the PC.
  The soldiers themselves are distrusting (-2). A hostile
  reactions means that they demand the characters to
  put down their arms so that they can imprison them
  (for  further  questioning),  an  unfriendly  reaction
  leads to the “good advice” to leave the area within
  the next two days.
  05# The Sorrowful Peasants
  The  characters  encounter  1d4+1  peasants  with  a
  small cart pulled by a mule, all of whom look like
  they are close relatives to another. They all have a
  sorrowful expression on their face. While they are
  not  very  chatty  towards  armed  strangers,  the
  characters still may learn from them that they just
  returned form a nearby cloister where they have put
  one of their family into the care of the monks. They
  are reluctant to go into any detail, but a character
  with a Charisma of 13+ may learn that said relative
  (the brother of the oldest man of the group) suffers
  from fever, weakness and an aversion to light that
  started three days ago, and has become worse with
  each morning.
  06# Eyes of the Wild
  The PC begin to feel watched, but cannot spot any
  pursuers. On a successful check on Bushcraft they will
  notice that the surrounding has grown quiet, like it
  usually does when the animals are disturbed by the
  presence of a predator.
  The characters are tailed by a group of 1d6+4 wolves
  under the command of a local monster. They wait for
  a  chance  to  attack  them  off  guard.  If  none  such
  presents itself during the day and the characters stay
  in the wilderness during the night, the beasts will
  strike around midnight. Each is a 1 HD monster, deals
  1d6 damage, has AC:13, a Moral of 7 and suffers a -2
  penalty  on  attacks  against  characters  with  an
  unmodified AC of 15 or better. As soon as they have
  dealt(!) one  serious  wound  (at  least  4  hit  points
  worth of damage), they will back off and return into
  the wilds after some growling and snarling. 
  
  07# The Victim
  The PC find a red-haired young woman in a night
  gown on the way. She is pale as death, weak and
  barely conscious. Characters who check her neck will
  discover two tell-tale small, round wounds. If the PC
  nurse  her,  she  will  recover  quickly  but  be  very
  confused and afraid until the characters calm her
  down. She will then introduce herself as  Mara, the
  oldest daughter of the blacksmith of a nearby village,
  and beg the PC to bring her back.
  If the characters accompany her back to the village,
  the inhabitants will be surprised to see her, but her
  father will not welcome her. Instead, he will check
  her neck. Upon seeing the wounds, he will cast her
  out. A small mob will form quickly to drive Mara and
  the PC out of the village. Characters try to reason
  with the villagers they risk a fight with an angry
  mob. If they leave, Mara will beg them to take her
  along, as she does not know where to go. While she is
  good at sewing, cooking and other housework she is
  not fit for the live of an adventurer. 
  Furthermore, the vampire that has “taken” her will
  try to “take” her again the very next night (he always
  knows where she is by magical means). The Undead,
  a handsome man with long dark hair, has the power
  to  fly  (and  can  take  up  to  one  person  along  if
  unencumbered), may turn into swarm of bats once
  every hour in an instant (to escape) and fights as a
  5th level Fighter with 20 hit points. He uses a finely
  ornamented  sword  in  battle  (1d8  damage;  worth
  60sp). All mundane weapons only do half damage to
  him and he has up to three 3rd level Magic-User
  spells at the ready which he may cast like an Elf. If he
  cannot “free” Mara in one night, he will return the
  next but will stay and fight to the death on the third
  night. When he dies, he will turn to Mara and scream
  “MY  LOOVEEE!!!”  before  he  decomposes  within
  seconds.
  08# The Wolfhunter
  A lone figure approaches the characters out of the
  underbrush at the side of the road. It is a man in his
  late 30s, large and square-shouldered with numerous
  facial scares in his bearded face. He wears a wolf pelt
  as a hooded cloak (complete with the beast´s head)
  and is clad in crudely tanned leathers. A large knife is
  secured to his belt, and attached to his backpack are
  numerous small jaw traps and the tanned skins of
  two wolves. 
  He will approach in silence and give each of the PC a
  long, seizing stare before he introduces himself as
  Marek,  the Wolfhunter. He has a surplus of jerky
  made from wolf flesh and is interested in trading it. 
  Marek is a 1st level specialist (3 out of 6 in Bushcraft
  and Stealth, 2 out of 6 in Climbing) and the characters
  might talk him into joining them on their current
  quest. But, the proud man that he is, he demands the
  same share as every other PC, no matter what. He is
  well aware of what is going on in this region, but up
  to now decided that none of this is his business.  “I
  care for those that care for me, and did so by burying them
  as they died”. 
  09# The Gypsy Camp
  A faint trail of smoke up in the sky becomes visible,
  and later the characters will hear the noise of child´s
  play resound in woods. Not far from the road a group
  of gypsies have set up a camp, their 1d6+5 wagons
  form a rough circle around the family´s fire place at
  the center. To each wagon belong 1d6 gypsies, all of
  whom will at first grow wary when the characters
  approach their camp (Reaction Roll):
  Hostile/Unfriendly: The  old  women  will  bring  the
  young  children  into  the  wagons  while  the  older
  children and women pick up sticks and stones. The
  men pick up what ever weapon they have. They yell
  at the characters (in their native language) and try to
  drive  them  off.  If  the  characters  draw  weapons
  themselves a fight is inevitable (but the gypsies are
  all level 0 NPC with 1d6 hit points and AC: 12). 
  Everything else: The gypsies will allow the characters
  to enter their camp, and their leader will welcome
  them. He is a bearded man with a bit of a belly and
  invites the characters to drink with them. Later on,
  he will suggest to the PC to have their fortune told by
  their “wise woman”. If the reaction was  Indifferent,
  one gypsy will try to steal from a PC after they had a
  little wine, but not before they had their fortune told.
  If the characters notice it the whole camp will act like
  the characters are liars and try to throw them out. 
  The fortune telling is a ruse unless the Reaction was
  “Helpful”.  In  that  case  a  character  that  had  her
  fortune told will be provided with a cryptic clue or
  warning (up to the Referee). Afterwards, the “wise
  woman” will demand payment for her service, and
  will not settle for anything less than a silver piece.
  
  10# A Procession
  The sound of christian liturgy, intoned by many male
  voices,  can  be  heard  long  before  the  actual
  procession comes into  view. 1d6+6 monks from a
  nearby  cloister  follow  a  priest  that  carries  the
  reliquary of a (minor) saint (which is usually kept in
  the  largest  church  around).  1d4  peasants  follow
  behind as flagellants and flog their own bare upper
  bodies with small whips, all in the rhythm of the
  liturgy.
  Lawful characters that stop and bow their heads in
  prayer will receive a 1st level  Bless.  Furthermore,
  any  random  encounters  on  this  road  that  are
  supernatural in nature are discarded by the Referee
  (till the next sunrise, due to a warding effect of the
  procession).
  11# A Drunkard
  A farmer with a hay wagon pulled by an oxen comes
  from the direction the characters came from and
  slowly catches up with them. As he reaches the PC
  the old farmer will signal his trusty draft animal to
  stop, and offers to take the group along (one of them
  next to him at the front, the others on the back of
  the wagon). His high-red face and nose make it clear
  to everybody that he is a heavy drinker even before
  they can smell his breath. 
  Right behind him in the hay rests a large clay jug
  with booze, and when the characters come along he
  will offer each of them to drink. His name is Mihai
  and he is on his way to a guest house to deliver hay
  (for their stables) in exchange for booze “which is a
  good trade, eh? “.
  Mihai will become upset if the PC who sits next to
  him is not drinking [or, not enough that it would
  demand a Save vs. Poison to see if the character gets
  drunk  (see  p.36  of  the  player  core  book)].  If  the
  character  repeatedly  turns  down  his  generosity,
  Mihai will grow angry and work himself into a fit of
  drunken rage.  At some point he will stop the wagon
  and get himself a pitch-fork from the side of it to
  attack the character! It takes a PC with a Charisma of
  14+ to talk some sense into the drunken peasant. If
  the characters fight and kill Mihai (level 0 character,
  1d4 hit points, AC:10), all they will find are the hay,
  the booze, another pitch-fork and a total of 3d6 cp.
  12# The Ghost of a Woman
  (The characters may or may not have heard stories of the
  ghost  of Valeria:  the  young  woman disappeared  while
  gathering mushrooms and was never seen again. Her ghost
  is told to appear to wanderers and bring them bad luck).
  A randomly determined PC will see a woman with
  long brunette hair in a long, white dress  in the wood
  next to the road, about 30´ away. Although she is that
  far away the character is able to perceive her face
  with  impossible  and  eerie  clarity:  she  looks  her
  straight  into  the  eyes  with  an  empty  expression.
  From one moment to the next, she is gone like she
  would have never existed at all. But the character
  knows  exactly  where  she  stood  just  the  moment
  before (a fact the Referee should stretch to the player
  once).
  Valeria had been raped, killed and later buried in a
  shallow grave. Her ghost appears to show the people
  where her remains can be found. If a character looks
  around at the spot she appeared at, she will find a
  human finger bone with a successful Search test (the
  bone was dug up by a wild animal). If the PC start to
  dig up the earth, they will be able to recover most of
  Valeria´s  remaining  bones.  Once  those  have  been
  handed to a priest for a proper burial her soul can
  find rest. 
  A character that sees Valeria but does not help her
  will be cursed by her ghosts: the character will have
  to re-roll the next successful saving throw once.
  13# A Traveler in a Hurry
  A coach dashes over the road at breakneck speed. A
  random character must pass a Save vs Breath Weapons
  or  will  be  grazed  by  it  (1d6  hit  points  worth  of
  damage)  and  send  off  the  road.  No  matter  the
  outcome, a piece of the luggage will come loose and
  falls off without the coachman noticing it. It contains
  a fine suit of clothes for a man (worth 50 sp), three
  sets of more mundane clothes and one set of winter
  clothes (22 sp in total) as well as a wooden box with a
  pair of duel pistols (100 sp). If the characters turn
  around to follow the coach they will find it at the
  next  village or  inn, and may learn that  it is  the
  personal coach of a wealthy young traveler. Should
  they hand over the belongings to their owner, the
  young (but arrogant) man will be most thankful and
  give the PC 50sp for their effort. If the characters do
  not, the coach will turn around after arriving at the
  next inn or village, as the missing luggage is noticed 
  
  after a while and the owner wants it back. He is still
  armed with a rapier and will confront the characters
  when he meets them on the road or at the next
  village  or  inn  down  the  road:  the  coachman
  remembers them and guesses that they might have
  the luggage now. Both the coachman and his master
  count as first level level Specialists (6 hp for the
  coachman, 9 hp for the young ruffian), the coachman
  is armed with a whip and a pistol.
  14# A Hut along the Way
  The characters come along a hut on their way. It is
  the home of a lone woman and her young son. When
  she hears the characters on the road (which will
  happen unless the characters move by quietly) she
  will come outside and whistle before she starts to
  wiggle and touch her own curves shamelessly. The
  unkempt woman lives from what she can gather in
  the woods but makes money as whore. The boy, who
  will look at each PC with barely suppressed anger,
  will be ordered away by her and leave with a crude
  short bow and stone-tipped arrows.
  Both  the  woman  and  her  boy  are  werewolves.  A
  witch-hunt killed off all of her pack mates years ago,
  and she moved to this area to start a new pack. Both
  the mother and the boy transform into half-wolves
  on nights of the full moon, in rage or when in grave
  danger. In that form, the boy is a 2 HD monster that
  deals 1d6 damage and has AC:13, and the mother is a
  4 HD monster that deals 1d8 damage and has AC:15. If
  they are killed they will come back to life after one
  turn  unless  they  have  been  killed  with  silver
  weapons or with fire. The boy started mating his
  mother after he transformed a month ago and now
  cannot stand the fact that she still has other men.
  15# A Small Shrine
  Along the way a small shrine with the statue of a
  saint has been erected, and a number of trinkets and
  simple jewelry has been left in front of it. Taking the
  trinkets has no ill-effects and all in all they might be
  sold for 5d6 sp, but anybody in the next village will
  recognize them and the PC will either be captured
  and put into the pillory for a day and a night or will
  be thrown out of the village if those are seen in their
  possession.
  16# That Crow
  A lone crow flies to a point not far away from the
  characters, from where it caws at them and flaps its
  wings. The creature is the familiar of  a witch or
  warlock that is in league with an antagonist of the
  characters (or a local evil that wants to drive all
  strangers out of the area). The familiar will cast a
  Confusion spell upon the characters like it would be a
  5th level Magic-User, but the spell only lasts as long
  as it is nearby. The effect will thereby last for 5 turns
  unless the characters drive off the crow. This can be
  done with a successful attack (AC:16 due to its small
  size and agility).
  17# Bandits
  A band of 1d6+4 robbers lies in wait in the bushes
  (Ambush). They are all level 0 fighters with 1d6 hit
  points and AC:13. Half of them are armed with axes
  and spears, the others are armed with short bows. If
  they manage to surprise the characters, they will
  demand a “toll” from them: if they hand out items
  and/or coins that are at least worth 50 sp in total the
  bandits will let them pass (or take all they have). In
  case of a fight, the bandits have Moral: 6. 
  18# The Fog
  Suddenly and out of nowhere a thick mist begins to
  form that seems to creep up around the characters to
  engulf them. After a few minutes it will have grown
  so dense that the PC can barely see 10´wide. A little
  later, the first character begins to see something in
  the  mist:  a  human  face  that  forms,  opens  up  its
  mouth wide and loses form again. From that moment
  on all PC need to pass a Save vs. Magic each minute
  that they are inside of the mist. Those who fail will
  find it next to impossible to inhale for that minute as
  their breath is sucked out of their lungs (and thereby
  start to suffocate). Those who fail three times in a
  row must pass a Save  vs. Death or will die.
  The  characters  are  under  the  attack  of  an
  otherworldly, demonic being that cannot be harmed
  by their weapons. The creature will vanish after a
  turn, but the characters can escape it if they run for
  five minutes. Protection from Evil will protect from it,
  Dispel Evil will drive it off. 
  19# A sudden storm
                                                 
                  The weather worsens quickly and a thunderstorm 19#
  
  19# A Sudden Storm
  The  weather  worsens  quickly  and  a  thunderstorm
  gathers. The characters have about 10 minutes before
  it  becomes  dangerous  to  be  in  the  open  due  to
  lightning strikes. There will be plenty of them. 
  The violent storm will last for 2d6 turns before it
  disappears as quickly as it came. Every character that
  does not seek shelter must roll 2d6 for every turn she
  is in the open. On “doubles” of any kind, the character
  gets struck by a lighting and must Save vs. Death. On a
  failure, the character dies. On a success, the character
  is reduced to -1 hit points.
  20# The Siren Song 
  Out of the wild the characters hear a beautiful female
  voice singing. Those who listen to it must pass a Save
  vs Devices . If they fail, they become mesmerized and
  will  want  to find out  who is singing (and thereby
  follow  the  sound  into  the  wilderness).  They  won´t
  allow  other  characters  to  stop  them.  After  a
  mesmerized PC has wandered for a turn, she may roll
  another  Save vs. Devices. If it is passed, the character
  realizes that she could have never heard a song so
  clearly from that far away, and is therefore able to
  shake off the spell. 
  Characters that continue to follow the voice will reach
  what looks like the entrance of a bear cave in the side
  of a hill. Numerous bones lie scattered in front of it,
  and  any  PC  unaffected  by  the  siren  song  may
  recognize that these are the bones of a black bear as
  well as of a number of humans, so there are no skulls
  of the latter. The cave leads into the hill and grows
  smaller while it describes a curve. At a point where no
  sun reaches into the darkness anymore, the ground is
  lined  by  half  a  dozen  human  skulls  in  irregular
  intervals,  all  placed  so  that  the  their  empty  eye
  sockets stare up to those who enter. The air reeks of
  decay and death. At the end, a naked feral woman
  rests on a rotten, untanned bear skin. She looks at any
  “intruder” with yellow-gleaming eyes as she gets onto
  all fours. As she opens her mouth a set of fangs briefly
  comes into view before the character´s light source
  suddenly dies and everything becomes dark.
  The character now faces a feral vampire. It will not
  leave  the  dark  parts  of  the  cave  and  is  a  HD:  3
  monster  with  AC:12  that  deals  1d6+1  damage  in
  melee, while itself only receives half damage from
  non-magical weapons.  It casts  Darkness in the very
  first round, and is itself so accustomed to it that it
  only receives half of the regular penalties for fighting
  blind. 
  Inside of the small cave it is impossible to fight with a
  great weapon, attacks with a medium weapons suffer
  a (-2) penalty. If the feral vampire woman is killed by
  non-magical weapons, burned, destroyed by sunlight
  or a stake through the heart, she will come back to
  life the next night. 
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/20 Encounters on a Haunted Road in the Carpathians of Old [v1.4] (LotFP).pdf