TEXT:  
  RC1 
  NG3002 
  The Full Moon Ransom 
  By Thom Wilson 
  Convenient Encounter 
  Stat Blocks for: 
  Swords & WizardryTM 
  And 
  An adventure for any  
  Fantasy Roleplaying Game 
  System! 
   
  
  Area 9 
  Burial Vault of Family Albret 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  Deren 
  This product complies with the OGL at: me-
  dia.wizards.com/2016/downloads/SRD-
  OGL_V1.1.pdf 
  © Swords & Wizardry, by Matt Finch and Myth-
  mere Games 
  Originally produced for © RPG Crate, by C. 
  Hinson. (September, 2016) 
  NomadGaming is owned and operated by Thom 
  Wilson of ThrowiGames LLC. 
  Recreated September 2017 for RPGNow. 
  Vault Wandering Monsters 
  Roll (d6) 
  Result 
  1-3 
  Nothing 
  4 
  2d4 Giant Rats 
  5 
  1d6 Zombies 
  6 
  1 Grey Ooze 
  
  The Full Moon Ransom 
  by Thom Wilson 
   
   
  1 
  NomadGaming adventure originally produced for RPG Crate. 
  RC1—NG3002—September, 2016; September 2017 [RPGNow] 
  Table of Contents 
  Introduction 
  2 
  The Adventure 
  2 
  Adventure Background 
  2 
  Beginning the Adventure 
  4 
  Deren 
  4 
  The Lottery 
  6 
  Graveyard on the Hill 
  7 
  Family Burial Vault 
  9 
  Wrap Up 
  13 
  Appendix 
  13 
  Credits 
  Writer 
  Thom Wilson 
  Cover Illustration 
  Isa de Mondonca 
  Interior Illustrations 
  Isa de Mondonca 
  Cartography 
  Thom Wilson 
  Editor 
  Tracey Wilson 
  Playtesters 
  Ryan Brown, Efraim Hermes, 
  Hunter Riley, Riley Simmons, 
  Cole Van Seters, Benjamin 
  Wilson 
  
  The Full Moon Ransom is a system-neutral, fan-
  tasy roleplaying game adventure set in the 
  world of the game master’s choosing.  The 
  setting and encounter areas can be dropped 
  into an existing campaign or played as a 
  standalone adventure. 
  This adventure was designed for 4-8 charac-
  ters of little to moderate experience.  The chal-
  lenges within can be tailored to the adven-
  turer’s levels with a few simple changes by 
  the game master.   
  An Appendix has been included in the back 
  of the adventure booklet to give the game 
  master sample statistics from common FRPG 
  systems.  Additionally, main encounter areas 
  contain a scratch space to allow game masters 
  room for their own notes. 
  Enjoy! 
  Thom Wilson, Owner of Nomad Gaming 
  Introduction 
  The Adventure 
   
   
  2 
  When the first night of the full moon arrives 
  each month, the villagers of Deren are para-
  lyzed with fear.  The nearby graveyard, older 
  than the village itself, is the source of the 
  problem, yet no one can solve their dilemma.  
  At midnight on that awful night, a ghastly 
  hand emerges from an unmarked tomb, palm 
  upward.  This decrepit appendage remains 
  exposed, awaiting a ransom payment from 
  the village.  When payment fails to meet the 
  hand’s demands, a villager ends up dead.  In-
  sufficient or missing payment both trigger the 
  demise of the poor soul, seemingly selected at 
  random although most often the messenger is 
  targeted.  Various attempts to avoid payment 
  have failed.  The Magistrate of Deren seeks 
  help from the outside, brave individuals who 
  can end the ransom once and for all. 
  The town of Deren has been tormented by the 
  Hand from the grave for over a year, losing 
  nine villagers for insufficient payment along 
  the way.  Each month, the villagers have at-
  tempted to either pay the Hand’s tribute, or 
  flee the town during the full moon.  If the 
  Hand does not receive adequate payment, one 
  villager is slain and the unmarked tombstone 
  of the Hand’s grave is awash in the victim’s 
  blood.  On the few months where payment 
  was sufficient, the tombstone remains free of 
  blood and the villagers are spared. 
  In the last three months however, the Hand 
  has been unsatisfied with the payment even 
  though the villagers have correspondingly 
  increased the volume of silver and gold jew-
  elry each full moon.  The Hand’s demands are 
  quickly stripping the villagers of their wealth.  
  Almost no villager has any valuables left.  
  Deren trades their surplus crops to nearby vil-
  lages and towns for glittery baubles and trin-
  kets.  Soon, they may have to sell or trade 
  needed crops just to satisfy the Hand’s pay-
  ment, leaving them without food. 
  Deren’s Magistrate, Olun d’Traboyle, has at-
  tempted several options to end the Hand’s 
  torment.  Each has failed to work; see the ta-
  ble on the next page for the efforts and results. 
  Adventure Background 
  
  Adventure Background 
   
   
  3 
  Attempts to End the Hand’s Demands 
  Idea/Option 
  Outcome 
  Skip payment 
  Villager murdered 
  Flee town (everyone) 
  Villager murdered 
  Fake gold/silver jewelry 
  Villager murdered 
  Dig up grave 
  Empty Coffin! 
  Chop off emerged Hand 
  Villager murdered and a 
  new hand emerges the 
  next night / month 
  Table 1-1 
  Villager’s have refused to leave their village 
  either because they love their homes, family 
  and community, or more likely, the very spe-
  cial nature of the farmland around Deren (see 
  details in the Deren section).  The soil has al-
  ways produced exceptional crops while sur-
  rounding areas have suffered from seasonal 
  and occasional blights and plagues.  The sur-
  plus crops have kept the Deren villagers fed 
  and 
  provided 
  bartering 
  options 
  with 
  neighboring villages and towns.  Leaving the 
  village is not an option for most. 
  So What is Really Happening? 
  Just over a year ago, an entombed noble was 
  magically awakened in her burial vault under 
  Deren’s graveyard.  Much to her displeasure, 
  she retuned to the world as an ugly, undead 
  creature.  Her mummified remains were 
  barely covered in rotting bandages and 
  stained wrappings.  Wanting to be beautiful 
  once again, she desired gold and silver jew-
  elry to cover her ghastly appearance.  She 
  found that she had the power to awaken other 
  deceased beings in the vault, bringing them 
  from their eternal slumber to do her bidding. 
  She could use the zombies to fetch her jewels! 
  Lady Hallessa formed a plan to demand a 
  ransom from the villagers above, using one of 
  her dead minions as her messenger.  Crawling 
  through dirt tunnels to an unmarked grave, 
  the zombie moves through a false bottom cof-
  fin and extends a hand through the ground, 
  palm upward.  When the hand is filled with 
  any weight, the zombie retracts the arm and 
  returns to the lady with the ransom.   
  On the first full moon of her plan, the zombie 
  hand held a blood-inked note with the lady’s 
  demands.  Villagers, although too scared to 
  follow the initial note’s instructions, wit-
  nessed the first murdered resident, which had 
  been clearly stated in the demands.  From 
  then on, the villagers attempted to either pay 
  the ransom or outwit the Hand.  The death of 
  each villager thereafter proved they were in-
  capable of avoiding the Hand’s ransom de-
  mand. 
  Murdered villagers buried in the graveyard 
  then become new zombies for Lady Hallessa, 
  taking turns to act as the Hand on the full 
  moon.   
  Encounter statistics for Lady Hallessa are 
  found in Area 9 of the family’s underground 
  vault (page 12).  Additional information about 
  Lady Hallessa’s family and their tragic demise 
  can be found in the extra downloadable con-
  tent found at the ThrowiGames company 
  website.   
  
  Deren is a small farming community set in a 
  fertile valley, well protected by mountains to 
  the north, east and west.  For years, their 
  lands have produced more than enough crops 
  for the families of their town and several 
  nearby villages.  In truth, their soil is en-
  chanted, long ago blessed by a ancient and 
  forgotten deity.  This blessing increases the 
  volume and growth rate of crops in most sea-
  sons to five times the normal rate, while still 
  doubling output in poor seasons.  Deren’s 
  lands are valuable to her residents, worth dy-
  ing for to most who live here. 
  The enchantment in the soil is slowly waning, 
  its effects falling deeper into the ground each 
  year.  This enchantment has awoken Lady 
  Hallessa in the burial vault, it’s power reach-
  ing her crypt late last year.  Deren has several 
  more generations before the enchantment no 
  longer affects their soil, returning it to average 
  producing farmland. 
  Read the following passage to the players 
  when their characters arrive in Deren: 
   
   
  4 
  Deren 
  Beginning the Adventure 
  The game master must find a way to lead the 
  characters to Deren and get them involved in 
  the storyline.  Note that the Magistrate is of-
  fering a reward of 500 gold pieces to anyone 
  who can end the monthly ransom.   
  Hand From the Grave begins when the adven-
  turers arrive in Deren, just a few days before 
  the next full moon.    
  The farm trail turns one last time, and you notice 
  a small village ahead.  Several one and two story 
  homes cluster in a neat square, while people bustle 
  to and fro.  Children chase dogs and chickens about 
  as men appear in the distance, tending to their 
  crops.  A low picket fence surrounds the village, 
  and two capable looking guards stand near the en-
  trance.  Beyond the opening, a group of people 
  crowd around a sign propped up against a large 
  stone well in the center of the village. 
  If the characters appear unthreatening, one of 
  the guards will dash off to find the magistrate 
  (Area 1).  The other guard will welcome the 
  adventurers to Deren.  He will answer any 
  general questions about the village, leaving 
  any related to their current plight for the mag-
  istrate to address.  The magistrate enters into 
  view a few moments after the adventurers ar-
  rive at the gate. 
  “Welcome! Welcome to Deren!” exclaims a well-
  dressed man entering into your view from the 
  right.  “I am Magistrate d’Traboyle but you may 
  call me Olun, as most do here in the village.  Why 
  I must say, you look like a capable group of heroes!  
  Are you here to answer our call for assistance?”  
  His honest face looks troubled yet hopeful. 
  The magistrate will answer any direct ques-
  tions about their current situation, hoping 
  that the adventurers are truly there to help.  If 
  the characters are unaware of the ransom, he 
  will try to tell the full story over the last year, 
  including the attempts and failed outcomes.   
  He will spend only a few minutes answering 
  questions and discussing matters before being 
  pulled away for pressing town business. 
  
   
  5 
  Deren 
   
  Area 1.  The Magistrate’s Home 
  A two story stone home, Magistrate Olun 
  D’Traboyle uses the first floor for town busi-
  ness while using the second floor for his fam-
  ily.  First floor offices surround a great room, 
  used for town meetings and discussions.  A 
  back stairwell ascends to the second floor 
  where Olun, his wife Gwenlynn, and their 
  two young children reside. 
  Area 2.  Lodge of the Frosted Falcon 
  Owned by Kelli Nansator, the Lodge of the 
  Frosted Falcon has been the only inn in Deren 
  since anyone can remember.  Kelli’s family 
  has owned it just as long, having passed it 
  down to male or female heirs each generation.  
  Kelli is a strict owner and bartender, and al-
  lows no nonsense in her inn. 
  A large tavern room converts to a sleeping 
  area each night, providing less wealthy travel-
  ers a cost effective space to lay their heads.  
  Alternatively, eight second floor rooms each 
  contain four single beds.  The common room 
  costs 1sp per night, while each private room 
  costs 1gp each night. 
  The lodge serves common fare; nothing exotic 
  or exquisite can be found on their modest 
  menu.  Likewise, their bar only serves local 
  ales and wines.  Prices for food and drink are 
  based on the chosen system’s average costs. 
  Magistrate d’Traboyle will recommend that 
  the characters stay at the Lodge of the Frosted 
  Falcon until they can talk more either later or 
  the next day.  He will excuse himself, stating 
  that the town business at this time is very im-
  portant.   
  Area 3.  The Shiny Anvil 
  Farming communities need blacksmiths who 
  specialize in creating and repairing farm tools 
  and common implements.  Voldorf Sornen is 
  a young yet talented smith, well trained in 
  making shovels, picks and plows.  His skills 
  with swords and axes are rudimentary at best.  
  He does have a few weapons in his shop, re-
  ceived in trade with various residents and 
  travelers.  His prices are more than fair for the 
  common weapons (25% less than normal).   
  Area 4.  Church of Etu, Goddess of Life 
  This three story stone structure is the tallest in 
  Deren, its top floor open to the skies above.  
  Etu, the goddess of life and creation, is an im-
  portant part of the farmer’s being; her bless-
  ings of bountiful crops and large families are 
  critical to the survival of Deren’s residents.  
  Tromas, the old priest of Etu administers the 
  sunrise prayer service.   
  The recent events of the Hand’s ransom have 
  torn the community in two.  Some believe that 
  Etu has provided all that the villagers need, 
  while others think that Etu has abandoned 
  them.  There is constant discussion at the 
  Lodge of the Frosted Falcon between farmers 
  and merchants on the matter, often resulting 
  in heated exchanges. 
  Although Tromas believes the ransom is not 
  Etu’s concern, he has consulted with other 
  priests in nearby villages, searching for a solu-
  tion.  He desperately wants to find an answer 
  for the town but lacks the experience and re-
  sources to help beyond offering prayer and 
  funeral services. 
  
   
   
  6 
  Area 5.  Deren Outfitter 
  Hrun Dowles and his wife Grenda run a small 
  trading shop in town.  Although mostly filled 
  to the rafters with farming supplies, a few ad-
  venturing items can be found tucked away on 
  back shelves.  Hun will charge fair prices for 
  the gear, looking to make room for more use-
  ful supplies with the sales.  He and his wife 
  live in the second story of the shop. 
  Deren Homes 
  Several one and two story homes surround 
  the center square of the town.  Nearly all the 
  villagers are farmers, each family growing dif-
  ferent types of crops than the others.  The bar-
  ter system is the economic system in Deren, 
  each family trading to get what they need.  
  The homes found along the inside of the 
  square each have a small stand out front 
  where trading and the occasional purchase 
  occurs.  Families will sell goods to outsiders if 
  approached with coin, but prefer to trade for 
  silver and gold jewelry.  In fact, adventurers 
  will find they can benefit from each trade by 
  using jewelry instead of coins.  
  Area 6.  Deren Town Well 
  Deren’s town well is the source for the resi-
  dent’s water as well as their desired place to 
  gossip.  Additionally, a large wooden placard 
  leans against the stone well and displays the 
  latest news.  Notifications for events, missing 
  items, or odd jobs around town are posted on 
  a daily basis.  It is common to find residents 
  making frequent trips to the sign board each 
  day.  When the characters arrive in town, a 
  crowd of villagers will be at the sign board. 
  The Lottery 
  The day before the first full moon of the 
  month, the notification for the Hand messen-
  ger selection is posted on the town square 
  placard.  It lists the time and place for the 
  drawing and includes the names of villagers 
  excluded from the lottery.  Only children un-
  der the age of 16 and those already once se-
  lected are excluded from the selection.  All 
  other villagers are entered into the lottery. 
  If the characters approach the crowd of villag-
  ers, they will overhear conversation about the 
  lottery, the full moon, and the Hand.  Villag-
  ers will not likely engage in conversation with 
  outsiders and will leave the area when ap-
  proached.  However, one woman at the well 
  will answer questions.  Felina d’Traboyle, the 
  magistrate’s older and unmarried sister, will 
  be fetching water when the characters enter 
  the area.  She was once selected as messenger 
  and can answer many questions about the 
  Hand and the cemetery on the hill.   
  The other villagers will not discuss the Lot-
  tery or the Hand with outsiders but will po-
  litely direct the characters to talk to the Magis-
  trate.  A few old farmers found at the Lodge 
  of the Frosted Falcon after dinner may be will-
  ing to speak about the town’s troubles if a 
  mug of ale or a bit of mutton is purchased. 
  On the evening of the lottery, the entire town 
  will gather at the well, awaiting the selection 
  by Tromas, the Priest of Etu.  He will select a 
  name from a large woven basket, and call it 
  out.  The villagers will react as expected, with 
  horrified exclamations as their loved one’s or  
  
   
  7 
  Graveyard on the Hill 
   
  friend’s name is said aloud.  The town guard 
  will escort the chosen messenger to the magis-
  trate’s home to await their duty.  Villagers 
  will return to their homes, locking their doors 
  and closing their windows to await the com-
  ing of morning.  They will not open their 
  doors for anyone, including the town guard 
  or magistrate.  The village will appear to be 
  completely deserted.  Even the Lodge will be 
  empty except the owner, Kelli. 
  The Latest Messenger 
  The Drurdge family, multi-generation corn 
  farmers, will hear their son’s name called out 
  at the lottery.  Grigg Drurdge, a strapping 
  youth of 17 will appear stern faced as he 
  walks forward after his name is called.  Al-
  though his mother and sisters will plead with 
  the magistrate, Grigg will willingly walk for-
  ward, knowing that he must fulfill his duty. 
  If the characters haven’t met with the magis-
  trate yet, he will meet with them after the lot-
  tery.  He will allow them to talk with Grigg 
  before he is sent off with the bag of jewelry to 
  the cemetery. 
  Graveyard on the Hill 
  About a half mile from town, Deren’s grave-
  yard sits atop a low, broad hill.  Although 
  dozens of generations have been buried here, 
  there is still enough space for many more 
  graves.  A path from town leads directly to 
  the gates of the graveyard. 
  A steep, worn path leads directly to an old iron 
  gate set in a low stone wall.  The gate is open, it’s 
  hinges appear rusty and corroded.  Hundreds of 
  tombstones and short monuments are arranged in 
  straight lines, with the oldest graves appearing 
  farthest away from the graveyard’s entrance.  A 
  few of the closer graves look freshly dug. 
  Recently deceased villagers have been buried 
  in the front of the graveyard.   Hastily dug 
  plots are barely covered as villagers were 
  quick to bury the Hand’s victims.   If uncov-
  ered, the pine boxes will be found to be 
  empty, their bottoms broken and filled with 
  dirt.  A careful search will reveal loose ground 
  underneath the coffins.  The tunnels used to 
  fetch the newly dead villagers from their cof-
  fins are sealed and impassable. 
  The Hand emerges from one of the oldest 
  graves in the burial site, found in the rear of 
  the area (see A on the map).   
  A weathered tombstone, cracked with age and 
  bleached from untold years of sun exposure stands 
  before a low pile of earth.  Little tendrils of grass 
  emerge from the loose soil as if recently planted.    
  Surrounding graves look undisturbed yet are of 
  similar age.  Something has moved the earth here 
  recently, perhaps in the last several weeks. 
  
   
   
  8 
  Area A.  The Grave 
  Although the soil is loose and appears re-
  cently disturbed, the area around this grave is 
  ancient and overgrown.  The tombstone is 
  weathered and seems void of any writing or 
  markings.  Closer inspection reveals a faint, 
  yet magical etching of two words and a three 
  digit number.  A successful investigation of 
  the tombstone divulges the name “Lady 
  Hallessa” and three numbers, “266” (the year 
  of her death).   There are no other markings 
  on the tombstone on either side. 
  The soil of the grave is very loose and easy to 
  move, as if recently disturbed.  If the adven-
  turers dig up the grave, they will find an or-
  nate coffin roughly two feet below the sur-
  face.  The coffin is unlocked and empty.   
  Adventurers who successfully search the cof-
  fin will find a hidden trap door that leads to a 
  tunnel below the grave. 
  The Grave After Midnight 
  If the characters wait until midnight of the 
  first full moon, they will eventually see a rot-
  ting hand and forearm push through the soil 
  to await payment.  If any weight is placed in 
  the hand, it lowers back into the earth, firmly 
  clutching whatever was placed in its palm.  
  Cutting off  the hand or arm causes it to re-
  tract as well.  Use Table 1-1 on page 3 for 
  likely results to these actions. 
  Digging up the grave while the hand is ex-
  tended also causes it to retract.  The Hand will 
  only extend if the grave is intact and undis-
  turbed by the villagers or characters. 
  If the characters can uncover the grave before 
  the zombie can exit the coffin to the tunnels 
  below, the zombie will attack instead of re-
  treating.   
  Zombie (1): HD 2 (9 hp); AC 8 [11]; 
  Atk: bony hand 1d8; Move 6; Save 16; 
  CL/XP 2/30; Special: Immune to sleep 
  and charm. 
   
   
   
  Tunnel Below the Grave 
  A narrow tunnel under the coffin declines 
  sharply, stretching over 20 feet before open-
  ing into a finished hallway (to Area 1).   
  Additional GM Notes: 
  The narrow tunnel ends in a dark, unlit space sev-
  eral feet below the surface of the graveyard.  
  Smooth stone under your hands and feet tell you 
  that you’re in a place created by craftsman, per-
  haps stone masons.  The sound of movement to 
  your right immediately alerts your senses. 
  
   
  9 
  Burial Vault   of Family Albret 
   
  Burial Vault of Family Albret 
  Six family members from a forgotten noble 
  family (the Albret clan) were buried in this 
  hill long before the town of Deren was 
  formed.  Their vault was naturally sealed by 
  time as the soil and stone shifted around the 
  entrance throughout the years.  The youngest 
  daughter of the Albrets was fortunate enough 
  to marry into a prominent family.  Both fami-
  lies’ lives were filled with tragedy, including 
  premature deaths of many of the youngest 
  members.  After her death, Lady Hallessa was 
  buried in her family’s vault.  (Visit the company 
  website for additional detail not printed here.) 
  Zombies roam freely and aimlessly in the 
  vault, awaiting the commands of their mis-
  tress.  There is a 1 in 6 chance that the charac-
  ters will encounter d3 zombies moving 
  through the halls or open rooms. 
  Note that the entire level is unlit.  The only 
  room in the vault with light is Area 9. 
  Area 1.  Tunnel Entrance Guardians 
  Most of the zombies are under the enchant-
  ment of the lady, their eyes acting as conduits 
  for their master.  Lady Hallessa can see what 
  the zombies see, giving her the advantage of 
  knowing the group’s location, strengths, and 
  weaknesses.   
  Four shambling creatures vaguely resembling hu-
  mans move toward you, their outstretched hands 
  grasping for you and your compatriots.  Their eyes 
  emit a slight yellow glow as they approach... 
  Enchanted Zombies (4): HD 3 (16 hp); 
  AC 8 [11]; Atk: bony hand 1d8; Move 
  6; Save 16; CL/XP 3/60; Special: Im-
  mune to sleep and charm. 
   
   
   
  Additional GM Notes: 
  Area 2.  Empty Burial Chamber 
  This room was the original burial chamber for 
  the 
  family’s 
  youngest 
  daughter 
  until 
  Hallessa’s husband constructed a larger vault 
  below (in Area 9).  The stone block has the 
  name “Hallessa” engraved on its side.  The 
  room is otherwise empty. 
  A decrepit wooden door hangs loosely on ancient 
  hinges, opened enough to barely see what’s beyond.  
  A rectangular room appears empty, a lone stone 
  block in its center.  Nothing else of interest is seen 
  from the hall. 
  Area 3.  Gusdesto’s Vault 
  A steel-banded wooden door and large iron padlock 
  keep this door closed and secure. 
  Gusdesto, the family’s youngest son, is buried 
  here, tragically killed after falling from his 
  pony.  The padlock is old but well made, 
  making it difficult to open (see Table A-1 in the 
  Appendix for Unlocking Options). 
  A single stone block stands in the center of the 
  room, the mummified remains of the small 
  boy laying atop it.  Three dozen silver toys are 
  piled beside his remains (each worth between  
  25 and 50 sp).  Lady Hallessa has not been 
  able to enter this area yet, and has not en-
  chanted her brother’s form.   
  
   
   10 
  Area 4.  Ensicando’s Vault 
  Ensicando was the first family member to per-
  ish, falling on his own dagger while practic-
  ing swords with his older brother Hanfel. 
  Three enchanted zombies shamble about the 
  area, but quickly move toward any noise in 
  the area or hallway outside the door. 
  Broken pieces of a gilded wooden door clutter the 
  entrance to this area.  The faint noise of shuffling 
  feet from within indicate that the room is not 
  empty.  Looking intently, you see tiny yellow 
  lights in the rear of the dark room. 
  Enchanted Zombies (3): HD 3 (16 hp); 
  AC 8 [11]; Atk: bony hand 1d8; Move 
  6; Save 16; CL/XP 3/60; Special: Im-
  mune to sleep and charm. 
   
   
   
  Additional GM Notes: 
  Ensicando is missing from the stone slab, 
  likely mixed in with the other zombies else-
  where in the family tomb.  Lying atop the slab 
  are two well crafted blades, a rapier and dag-
  ger.  A bag of coins can be found behind a 
  well hidden section of the stone slab (see Table 
  A-2 in the Appendix for Searching Options).  125 
  sp and 50 gp are found within the leather 
  sack.  There is nothing else of value in this 
  area. 
  Rapier of the Rogue, +1 rapier 
  (magical longsword), doubles Delicate 
  Tasks and Traps (or Detect Traps) 
  percentage, up to 100% maximum, for 
  Thieves and Assassins only. 
  The once ornate steel door has suffered from the 
  wet underground climate, displaying rust on 
  nearly every inch of its face.  A giant padlock pre-
  vents opening the portal.  However, the bottom one 
  quarter of the door is missing and may allow entry 
  into the darkness beyond. 
  A grey ooze has disintegrated the bottom of 
  the door and has made this area its home.  It 
  blends into the ceiling and awaits to drop on 
  victims who may investigate the corpse laid 
  upon the stone slab. 
  Grey Ooze (1): HD 3 (17 hp); AC 8 
  [11]; Atk: 1 strike, 2d6; Move 1; 
  Save 14; CL/XP 5/240; Special: Immune 
  to spells, heat, cold, and blunt 
  weapons. 
   
   
   
  Additional GM Notes: 
  The last of the children to perish, Hanfel died 
  rescuing the family horses from a barn fire.  
  His embalmed body still lays upon the marble 
  block in the center of the tomb.  Several bags 
  of gems, and coins are stacked around his 
  corpse.  A bag of rubies (100, worth 10 gp 
  each) and a bag of emeralds (50, worth 5 gp 
  each) are mixed with several bags of silver 
  and gold coins (250 sp and 75 gp). 
  Area 5.  Hanfel’s Vault 
  
   
  11 
  Burial Vault of Family Albret 
   
  Area 6 and 7.  Zombie Mob 
  Area 8.  Tomb of the Albrets 
  Both of these areas of the map are congested 
  with several zombies, making the hallway im-
  passable. 
  Several zombies fill the hallway, leaving no space  
  to pass by without alerting the foul creatures.  
  They stand, slightly swaying, and partially alert.  
  You notice that the creatures are in various stages 
  of decomposition, many without arms or hands. 
  Decayed Zombies (2d4+4): HD 1 (5 hp); 
  AC 8 [11]; Atk: 1 strike 1d4; Move 4; 
  Save 16; CL/XP 1/15; Special: Immune 
  to sleep and charm. 
   
   
  Additional GM Notes: 
  A set of gilded double doors appear firmly closed, a 
  raised house crest occupying the center of the por-
  tal.  Three heads in the relief jut out behind a 
  round blank shield; a falcon, a bear, and a wolf are 
  clearly visible, their eyes gleaming red in the dark-
  ened hallway.  There are no handles on the door. 
  The double doors are unlocked but trapped—
  when the doors are touched, an electrical 
  shock pulses through the gilded metal, deal-
  ing 1d4 damage to anyone in contact.  The 
  trap can be disarmed (see Table A-2 in the Ap-
  pendix for Disarming Traps Options).  Other-
  wise, the trap emits the electrical impulse 
  every other round until the doors are closed. 
  Both Frulgar and Nanacia Albret are buried in 
  this chamber, lying side by side on two mar-
  ble slabs in the center of the room. 
  Two raised marble blocks sit side by side in the 
  center of the square room.  Beside each is a large 
  wooden chest, gilded much like the doors to the 
  room.  A staircase occupies the northwest and 
  northeast corners of the area, descending to dark-
  ness below.  Opposite your location, two pair of 
  yellow eyes stare in your direction, unmoving and 
  unblinking... 
  Lady Hallessa has raised her parents as zom-
  bies, enchanting their eyes for her remote vi-
  sion.  The pair are waiting in the back of the 
  room until the doors close.  They attack if the 
  characters move toward the staircases or 
  chests.  Noise in the area may attract the zom-
  bies from below in Area 9. 
  Enchanted Zombies, Frulgar and 
  Nanacia (3): HD 4 (21 and 20 hp); AC 
  7 [12]; Atk: 1 strike 1d8; Move 6; 
  Save 16; CL/XP 4/120; Special: Immune 
  to sleep and charm. 
   
   
  Additional GM Notes: 
  Each chest is unlocked and has been stripped 
  of all the family jewelry by Lady Hallessa. She 
  has left behind the rest of the family heir-
  looms, including dozens of silver and gold 
  goblets, plates, and serving tools with the 
  family crest.  Additionally, there are 1,000 sp 
  and 250 gp in the chests.  A small wooden box 
  contains a magical goblet. 
  Waterswitch, a magical goblet.  When 
  water is poured into the goblet, 
  there is a 10% chance that it will 
  transform into some other liquid.  
  See the Appendix for options. 
  
  Area 9.  Lady Hallessa 
   
   12 
  Descending the stairs, you immediately notice a 
  brighter area, lit my several wall sconces around 
  the rectangular room.  Over a dozen zombies mill 
  about the center of the room near a large sarcopha-
  gus.  At the far end of the room, a lone form, 
  wrapped heavily in old bandages, stares into a tall 
  mirror.  Above the wrappings, its arms, legs, head 
  and torso are covered in silver and gold jewelry.  
  Turning toward you, it speaks.  “Who are you to 
  disrupt my plans?  Your meddling will be the 
  death of you!  Kill them! Kill them all!”  With 
  that, the zombies attack! 
  Decayed Zombies (13): HD 1 (4 hp); AC 
  8 [11]; Atk: 1 strike 1d4; Move 4; 
  Save 16; CL/XP 1/15; Special: Immune 
  to sleep and charm. 
   
   
  Additional GM Notes: 
  The zombies in this room are literally falling 
  apart.  As they attack, the group will see bits 
  and pieces falling away from their bodies. 
  Lady Hallessa can use her magical ability to 
  summon more zombies from upstairs (if any 
  remain), or may throw her poisonous cloud 
  potions at the group.  She will avoid melee 
  combat unless engaged or as a last resort.   
  The GM may elect to allow her to surrender, 
  claiming that she was only trying to make 
  herself more beautiful.  She will tell the char-
  acters that she didn’t ask to be returned after 
  death and didn't know what else to do. 
  Lady Hallessa, Lesser Mummy: HD 5 (30 
  hp); AC 2 [17]; Atk: 1 throw potion 
  or 1 strike 1d8; Move 6; Save 10; CL/
  XP 5/240; Special: Immune to normal 
  weapons, magical weapons do half dam-
  age.  Does not have mummy rot. 
   
   
  Additional GM Notes: 
  She has a supply of eight poisonous potions 
  near her gazing mirror.  Each potion affects a 
  20’ square area—anyone caught within that 
  range must save versus poison to avoid 1d4 
  damage and a –1 penalty to actions for 1d4 
  rounds. 
  She is covered in hundreds of rings, neck-
  laces, earrings and chains, all made of silver 
  and gold.  Several items are family heirlooms 
  but most are from the Deren villager’s 
  monthly tributes.   
  In addition to the jewelry, there is an iron 
  chest near her sarcophagus containing 750 gp. 
  
  Table A-2 
  The GM can combine stats and abilities from a 
  Mummy and Zombie to create statistics for 
  Lady Hallessa, adjusted to the character’s lev-
  els.  A suggested 5E stat block is provided in 
  the downloadable material. 
  Appendix 
  Adventure Conclusion 
  Neutralizing Lady Hallessa ends the adven-
  ture and frees Deren from the monthly tribute 
  to the Hand.  Magistrate d’Traboyle will re-
  ward the characters 500 gp for ending the 
  town’s troubles, but would prefer to pay them 
  after the full moon cycle completes (and no 
  villagers perish).   
  Once the Hand has been eliminated, Magis-
  trate d’Traboyle may have additional tasks for 
  worthy heroes.  Additional Deren adventures  
  may be found in future RPG CrateTM subscrip-
  tions or at the ThrowiGames website. 
   
  13 
  Wrap Up / Appendix 
   
  This section provides several options for 
  game play, including ability checks for 
  unlocking locks and searching areas.  Of 
  course, the GM can use their preferred system 
  option instead.  Additionally, a chart of ad-
  venture foes converted to newer systems is 
  provided. 
  Unlocking Options 
  Base Check 
  Easy 
  Moderate 
  Difficult 
  Unskilled 
  [DEX] 
  6d6 
  n/a 
  n/a 
  Unskilled 
  [DEX] 
  5d6 
  6d6 
  n/a 
  Skilled [DEX] 
  4d6 
  5d6 
  6d6 
  Skilled {DEX]  
  w/ tools 
  3d6 
  4d6 
  5d6 
  Roll result must be under or match Ability score. 
  Table A-1 
  Search Options 
  Base Check 
  Easy 
  Moderate 
  Difficult 
  Thieves, 
  Elves 
  3d6 
  4d6 
  5d6 
  Wizard 
  Types 
  2d6 + d8 
  3d6 + d8 
  4d6 + d8 
  Everyone 
  Else 
  2d6 + d10 
  3d6 + d10 
  4d6 + d10 
  Roll result must be under or match Ability score. 
  Creatures in Fifth Edition 
  Zombie  (pg 316, MM) 
  Armor Class:  8 
  Hit Points:  22 (3d8 + 9) 
  Speed:  20 ft. 
  Challenge:  1/4  (50 XP) 
  STR13 (+1)  DEX6 (-2)  CON16 (+3)  INT3 (-4)  WIS6 (-1)  CHA5 (-3) 
  Saving Throws:  WIS +2 
  Immunities:  Poison 
  Senses:  Darkvision 60 ft 
  Passive Perception: 8 
  Abilities:  Undead Fortitude 
  Actions:   Slam +3 to-hit;  Hit: 4 (1d6+1) bludgeoning 
  Grey Ooze  (pg 243, MM) 
  Armor Class:  8 
  Hit Points:  22 (3d8 + 9) 
  Speed:  10 ft., Climb 10 ft 
  Challenge:  1/2  (100 XP) 
  STR12 (+1)  DEX6 (-2)  CON16 (+3)  INT1 (-5)  WIS6 (-1)  CHA2 (-4) 
  Saving Throws:  WIS +2 
  Resistances: see MM 
  Senses:  Blindsight 60 ft 
  Passive Perception: 8 
  Abilities:  Amorphous, Corrode Metal, False App. 
  Actions:   see MM 
  
   
  The Full Moon Ransom 
  For 4-8 Adventurers of 2nd to 4th Level 
  Each month as the sun sets on Deren, the villagers hold their lottery to select a new 
  messenger for the Hand.  That night, under the full moon, the unlucky lottery winner 
  takes the ransom payment to the graveyard, hoping that the tribute will be enough.  
  In previous months, the bag of baubles was sufficient; recently, the Hand is unsatis-
  fied with the measly payment.  Messengers and villagers disappear when payment 
  fails to please the ghastly appendage.  The Magistrate is tired of the ransom, and los-
  ing family members and friends.  It is time to end the monthly tribute!  Can the ad-
  venturers help?  Can they stop the Full Moon Ransom? 
  Nomad Gaming 
  (ThrowiGames LLC) 
  103 Route 7 South, 
  Falls Village, CT 06031 
   
  Look for More Products 
  From NomadGaming: 
   
  FF1—Wicked, Woeful Web 
  FF2—The Shambling Thieves 
  FF3— Ham Sri’s Revenge 
  FF4—A Fouling of Glasswater 
  An adventure designed to play in a single session! 
  Additional downloadable content available at the website! 
  
  Additional Story Background 
   
   
  The Full Moon Ransom 
  This content can be used to support the 
  RPGCrateTM September adventure, “The Full 
  Moon Ransom”.  Although this content isn’t 
  essential to the adventure, it provides addi-
  tional detail for GMs to use in preparation for 
  the scenario. 
  The Albret Family 
  The Albret clan was once a wealthy and 
  prominent family that lived amongst the 
  farmers and simple folk of the area.  They 
  were kind people and used much of their 
  wealth to help neighbors and friends in times 
  of need.  Many families in the region spoke 
  highly of the Albret family, as their generosity 
  and humanity were well known. 
  One clan despised the Albrets, mainly due to 
  jealousy and the locals’ love of the family.  
  The Korak clan were known to dabble in the 
  black arts and use magic to gain prosperity or 
  influence over others.  The head of the Korak 
  family, Nemsaada the Third began a system-
  atic beguiling of the locals, attempting to dis-
  credit and undermine the Albrets.  Merchants 
  and farmers started to unintentionally and 
  unknowingly disassociate themselves from 
  the Albrets.  Locals gossiped and spoke 
  poorly of the clan.  The Albret clan could not 
  understand the slow transformation that was 
  occurring with their friends and neighbors. 
  Frulgar Albret, the head of his clan, discov-
  ered the plot too late, long after the irreversi-
  ble damage was done.  His family was asked 
  to leave the town and he decided to comply.  
  They left the small hamlet and moved to the 
  the current area (Deren), founding and creat-
  ing the small village of Albretsville.   
  The Koraks weren’t satisfied with running the 
  Albrets out of town and wanted to outright 
  destroy the family.  On the day the Albrets 
  left, Wandea (Nemsaada’s wife) cursed the 
  departing family, placing an unnatural death 
  spell upon each and every member.  The hex 
  would guarantee that each Albret would die 
  before their natural time. 
  Early Albretsville 
  The Albrets chose a fertile valley several days 
  south of their old home, founding Albretsville 
  on a warm summer day.  Frulgar and his two 
  eldest sons, Ensicando and Hanfel, built a 
  large manor house while hired hands tilled 
  fields and planted crops.  Frulgar’s wife 
  Nanacia visited distant neighbors, setting up 
  trade and building friendly relationships.  
  Within a year, several families had moved 
  into the small village, building new homes 
  and working the unusually rich soil.  Albrets-
  ville thrived and all seemed well for the fam-
  ily in their new village. 
  The family’s good fortune turned sour in their 
  second year in Albretsville.  Ensicando was 
  the first child to die, tragically impaling him-
  self on his own dagger while practicing 
  swords with his brother Hanfel.  A few weeks 
  later, the Albret’s youngest son Gusdesto fell 
  from his pony into a stream and drowned.  
  Although times appeared bleak, the Albrets 
  were spared any further pain until the next 
  year... 
  Tragedy Strikes for the Albrets 
  A1 
  
   
   
  At a time when the family was mourning 
  their losses, a handsome and kind young sol-
  dier wandered into Albretsville.  Both he and 
  the Albret’s daughter Hallessa were instantly 
  smitten with each other; before the year 
  ended, Timnathy and Hallessa were engaged.   
  A spring wedding returned joy to Albrets-
  ville, and within weeks, a new home was 
  erected for the young couple.  Crops were 
  bountiful and trade between neighboring 
  towns flourished. 
  War! 
  Within three months of the Albret wedding, 
  war broke out in the far east.  Inactive soldiers 
  were called to duty and Timnathy left for the 
  jungles of Nolgur-Wul.  Several younger men 
  from the village also enlisted and went east to 
  protect the borders of the realm from the hor-
  rors of the vile jungles beyond.   
  Word of Timnathy’s death reached Hallessa a 
  month later.  Heartbroken, the Albret’s only 
  daughter perished in her sleep after a long, 
  deep depression.  At this time, neighbors be-
  gan to feel that the Albrets were cursed with 
  tragedy and began to avoid the family.   
  Less than two months after their only daugh-
  ter passed, the Albrets lost their oldest and 
  only remaining child.  Hanfel died in a barn 
  fire as he attempted to rescue the family’s 
  prized horses.  With no remaining children 
  and their neighbors increasingly distancing 
  themselves each day, Frulgar and Nanacia 
  each consumed a poisonous mix of tea and 
  deadly Moonshade, ending the Albret family 
  forever. 
  The Refounding, Deren 
  Villagers buried the last of the Albrets in their 
  family tomb and permanently sealed the en-
  trance.  A unanimous town vote to rename 
  the town to Deren helped the villagers to for-
  get the tragic past.  Life returned to normal in 
  Deren as the crops continued to overproduce 
  and flocks remained healthy.  The thoughts of 
  curses and hexes fell from the villagers’ 
  minds. 
  The Albret family properties were left empty 
  for many years.  New homes were built and 
  the town grew to more than two dozen fami-
  lies.  The first heavily laden merchant caravan 
  arrived in Deren, as they were making their 
  way across the southern part of the region 
  along newly blazed trails.  Soon after, mer-
  chants began passing through often, many 
  looking for a better place to sleep beyond 
  their cluttered wagons.  One of the townsfolk, 
  Brulle Nansator, decided to reopen the Albret 
  family manor as a tavern and inn, naming it 
  the Frosted Falcon.  Timnathy and Hallessa’s 
  small home eventually became the Deren 
  Outfitter. 
  Deren residents built a village graveyard over 
  the Albret family tomb, hoping that future 
  generations would either forget or never learn 
  about the cursed family buried below.  Only a 
  handful of the older residents recall the sto-
  ries from those dark times. 
  A2 
  
  Additional Story Background 
   
   
  A3 
  So What About the Koraks? 
  Shortly after the Albrets left town, the Koraks 
  attempted to take the former family’s place in 
  the villager’s eyes.  Unfortunately for the 
  Koraks, their thinly disguised masks were 
  easily seen through by the locals, prompting 
  an eventual town meeting.  The Koraks infil-
  trated the secret meeting and revealed them-
  selves just as the townsfolk voted to cast them 
  out.  Nemsaada and his two sons attempted 
  to strike down the town magistrate but 
  quickly fell to guardsmen arrows.  Wandea 
  and her four daughters fled the town and 
  were never seen from again. 
  Deren Today 
  The town of Deren continues to prosper to 
  this day, the tragedies of the Albret family 
  long forgotten.  Wandea Korak’s curse suc-
  cessfully ended the Albret family but did no 
  further damage to Deren’s other residents. 
  Several prominent families have lived in the 
  town, having several generations and off-
  spring to carry the family names onward.   
  The Nansator family has always owned the 
  town’s inn and tavern, the Frosted Falcon, 
  since it’s initial opening dozens of years ago.  
  The current owner and operator Kelli Nansa-
  tor, is a shrewd and intelligent business 
  owner.  She charges fair rates for food and 
  drink, and always has rooms for weary travel-
  ers.  She is unmarried and rejects all courters.   
  Voldorf Sornen is the latest in a long line of 
  Deren blacksmiths.  As long as anyone in 
  town can remember, a Sornen was crafting 
  tools and working the small forge.  Voldorf 
  has a wife and three young sons.  There is 
  likely to be several more Sornens in the forge 
  before long. 
  Like the local blacksmith, Magistrate Olun 
  D’Traboyle has followed in the footsteps of 
  his forefathers.  Several D’Traboyles have 
  been magistrates including Olun’s father and 
  grandfather.  The magistrate position is 
  elected by town vote each year, but no oppo-
  sition has run against Olun for several sea-
  sons.  He has served Deren well, even 
  through this most recent crisis. 
  Deren’s Fertile Soil 
  Little is known about the fertile fields of 
  Deren, and how they remain so rich and 
  bountiful year after year.  The local priest Tro-
  mas claims that Etu, the Goddess of Life is re-
  sponsible for keeping the fields productive for 
  Deren; this is partially true.  An older god en-
  riched the soil in this small valley, long before 
  Etu came into being.  Departing older gods 
  passed their knowledge and powers to newer 
  deities, including Etu, and entrusted their 
  realms to the young immortals.  Etu has con-
  tinued to bless Deren’s soil but her powers in 
  this realm are waning.  The fertile valley will 
  cease to produce an overabundance of fruits 
  and vegetables in the coming generations.  In 
  fact, the enchantment in the area is settling 
  into the earth, deeper each year, until it falls 
  well below usable soil.  Deren is safe for now, 
  but will start to see changes in twenty to 
  thirty years.   
  
   
   
  Lady Hallessa (custom) 
  Armor Class:  13 
  Hit Points:  61 (7d8 + 21) 
  Speed:  20 ft. 
  Challenge:  4  (1000 XP) 
  STR16 (+3)  DEX10   CON16 (+3)  INT13 (+1)  WIS10   CHA15 (+2) 
  Saving Throws:  WIS +4 
  Immunities:  as Mummy 
  Senses:  Darkvision 60 ft 
  Passive Perception: 10 
  Abilities:  Multiattack (fist or throw, plus Glare) 
  Actions:   Dreadful Glare, +3 to-hit 
  Lady Hallessa—Fifth Edition 
  The Full Moon Ransom Appendix section 
  suggests that GMs create a Fifth Edition ver-
  sion of Lady Hallessa by combining Mummy 
  and Zombie statistics.  We’ve added a sug-
  gested stat block here as well. 
  Lady Hallessa, Alternate Ending 
  Although Lady Hallessa will try to destroy 
  the characters when they enter her chamber, 
  there is a change that the encounter can end 
  without conflict.  Lady Hallessa’s mind is 
  warped and confused, but she  remains some-
  what intelligent and can interact with the ad-
  venturers.  She is particularly susceptible to 
  compliments about her “beauty” and may 
  pause to listen to favorable words from char-
  ismatic characters.   
  Any references to Timnathy, her parent’s sui-
  cide, or the villager’s plight to end the ransom 
  will infuriate her.  Enough successful checks 
  (compliments or offers of help) may suspend 
  the monthly ransom until the characters find a 
  solution or at least allow the characters to 
  leave unharmed.  How the players help her 
  (either through permanent death or resurrec-
  tion) is left up to the GM. 
  Where to Find Information in Deren 
  Most of Deren has forgotten the details of the 
  Albrets and the early days of the village.  
  Those that still remember the family and their 
  history may have trouble recalling accurate 
  details of the past.  There are a few residents 
  that have a bit of knowledge of the past. 
  Kelli Nansator, owner of the Frosted Falcon, 
  has a bit of knowledge of the Albrets, passed 
  down from previous generations.  She’ll know 
  the history of both Albret homes and have 
  fragments of information about the family 
  tragedy.    
  The Magistrate keeps records for the deceased 
  in a small room in his home.  He will likely let 
  the characters go through the old scrolls if 
  they insist on looking for information about 
  the gravesite.  The scrolls and tomes of previ-
  ous years are haphazardly stacked and unor-
  ganized.  It will take characters 1d4+4 hours 
  to find anything about the Albret history.  It is 
  up to the GM to determine how much of the 
  story is revealed in this manner. 
  Tromas, the priest at the Church of Etu, also 
  has a bit of information on the Albrets.  The 
  church library has decent documentation on 
  prominent family histories in town. A book 
  entitled “Early Albretsville”, found on a dusty 
  shelf in the back of the library, will reveal 
  much of the story of the Albrets. 
  Between the town records, the book in the 
  church library, and the cloudy memories of a 
  few residents, the characters should be able to 
  piece together the Albret’s story. 
  A4 
  
  Credits 
  This downloadable document can be used for 
  the adventure “The Full Moon Ransom” or any 
  campaign set in Terra MinorTM, a Throwi-
  GamesTM world.  The Terra Minor World 
  Guide can be downloaded for free from the 
  company website at http://throwigames.com. 
  Deren is not found on the large Terra Minor 
  map in the world guide, but future publica-
  tions will further detail the southern region of 
  Sivona.  Deren is approximately 50 miles 
  southwest of the Helmsrow Mountains, the 
  range that splits Sivona and Wynhelm.   
  Additionally, the entire pantheon of the “new 
  gods” can be found in the world guide, in-
  cluding more information on Etu, the God-
  dess of Life. 
  Thank you for supporting indie publishers 
  and especially our company!   
  - Thom Wilson, owner ThrowiGames LLC 
  Downloadable Document NG3002a 
  Author:  Thom Wilson 
  © 2016, 2017 ThrowiGames LLC 
  Website: http://throwigames.com 
  More Adventures:  http:// patreon.com/throwi 
  Special Offer:  Contact the author at 
  thom@throwigames.com to receive one FREE 
  Patreon Excursions adventure in PDF format. 
  Additional Story Background 
   
   
  A5
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - RC1 Full Moon Ransom.pdf