
This scenario is designed for use with
Iron Gauntlets: Heroic Fantasy Roleplaying and
Ghost Stories: Horror Mystery Adventures. If you wish to alter it to accommodate different cultures, such as sea-dwelling or cavern-dwelling, simply change the tower to an appropriate structure, perhaps a ship wreck or cave, respectively. The scenario will probably not need much adjustment for Ghost Stories, as it works in both the modern world in the form of
a village that time forgot, or in an older period, victorian, perhaps, in which the group is exploring new lands.


The scenario begins when the characters run across a small village or settlement isolated from civilization. No one travels through the village, and the citizens have little use for the rest of the world. They are content where they are. The village may be shunned by the other towns in the area, or protected from outsiders by magic or illusions. They do see outsiders, but they are few and far-between.


The characters arrive close to nightfall. They hear the village’s legend of a black wolf that comes on the nights of the full moon, as a warning to leave. The sky is clear, and a full moon rises shortly after sunset. They may hear the story of Jean Rosser, and how the wolf (whom they call Madadh-allaidh Dubh) was released from the tower. The inhabitants are friendly and polite, but they do not offer information to outsiders unless they consider it important. With the conditions right for the wolf to appear, they consider it important. Some might see the characters as the heroes who will end the town’s curse, and free them from Madadh-allaidh Dubh.


The town elders will advise against further travel that night, since there is the danger of the wolf attacking. They will argue that the characters are safer in the town, rather than out in the wilderness. The town is laid out in blocks, each with four bungalow-style houses. They are two storeys high; most have the living quarters downstairs, with bedrooms upstairs. A few at the center of the village have small stores downstairs.


The characters are given lodging, though guards will be posted (without the characters’ knowledge) to keep an eye on them. Around midnight, the wolf is heard. It begins as a distant howl, and becomes louder as the creature approaches.


The first part of the attack occurs at the edge of town. The wolf (Jean Rosser in wolf form) attacks the livery and begins devouring a horse. It will flee if confronted by more than four people, but will attack if faced by three or less.


After he is confronted, Jean Rosser transforms into werewolf form and runs into the village. He attacks anything on sight. If he takes more than 2inj, he flees into the forest for the safety of the tower. He is careless about his flight, and the trail should be easy to follow. When the characters reach the tower, the moon is no longer visible; it is either set, or it is behind clouds.

The Tower

The tower is open. No door or obstacle blocks the entrance. The ground floor is thirty (30) feet in diameter, and empty except for a stone staircase that runs up to the second floor along the side opposite the door. The ceiling is twenty (20) feet above the floor. There are three small windows, two beside the staircase (one behind, and one at the base), and one to the left of the door. There are two iron torch rings beside each window. Anyone who enters hears the whimpers and scratches of the Madadh-allaidh Dubh below. There is no visible way to reach the cellar. (The door may only be opened with the key, which is on the second floor.) The werewolf’s trail leads up, to the second floor.


Any creature that enters is cursed upon exiting the tower. The effects are not felt until the character leaves the tower; as long as the character remains inside, there is no effect. The curse will be compounded; the longer the individual remains in the tower, the worse it will become. This effect led to Jean Rosser’s affliction with lycanthropy and descent into evil. He is now cursed to live as a werewolf, trapped inside the tower except for the nights when moonlight shines on the medallion on the second floor.

The Second Floor

The stairs continue up, into the ceiling. There is no visible passage into the next floor. There are four windows in this area, set in the eastern, southeastern, southwestern, and western walls. (When the moon is out, it may be seen from these windows.) In the center of the room, there is a statue, which depicts a large wolf with ram’s horns (the Madadh-allaidh Dubh). Around the neck of the statue is a medallion on a chain. The base of the statue has been engraved with,
”Whoever opens the doors with this key shall release great good and great evil upon the world.”


The medallion is the key that will release both Jean Rosser and the Madadh-allaidh Dubh from the tower. However, it will not break the curse that is on Jean. He has become far too corrupted by the power of evil. If the medallion is removed from the statue and taken to the first floor, a symbol will appear in the center of the floor. The symbol is similar to the intricate design on the back of the medallion. When the medallion is placed on the symbol on the floor, a bright light engulfs it and the floor opens in a five-foot radius around the center. The Madadh-allaidh Dubh is released (but unable to communicate or use its powers). It reacts warily to the characters, but does not attack unless its path is blocked or it is defending itself.


On the second floor, when the Madadh-allaidh Dubh is freed, Jean Rosser is also released. He escapes through one of the second floor windows and returns to the town. After five turns, the Madadh-allaidh Dubh feels the absence of the werewolf and attempts to flee the tower. If it is blocked from leaving, it attacks any who stand in its way, intent on escape. As soon as the Madadh-allaidh Dubh is away from the tower, its powers begin to return. It runs to the village and attempts to stop Jean Rosser. When both have fled the tower, it crumbles, leaving a hole in the earth in its place.

Aftermath

In the village, the townsfolk see Madadh-allaidh Dubh as part of the threat. They attack it first. Jean hides until it appears that he must fight, or that Madadh-allaidh Dubh will be defeated. Madadh-allaidh Dubh does not fight back against the villagers, and tries to get to Jean. If Madadh-allaidh Dubh is defeated, Jean turns his rage on the village and attempts to destroy it. (At some point, the characters should join in. If they do not do anything to stop Jean, the village will be destroyed.)


After the battle, if the characters aided Madadh-allaidh Dubh, it communicates his appreciation. It heals the wounded (at the very least, stabilizes them), and it leads the characters to a stash of treasure. There should be one item that each character can use, and these should be suited to the setting. Alternately, the characters find a lot of gold. Madadh-allaidh Dubh disappears into the night when its duty is done.

Jean Rosser

Jean Rosser’s legend is over a century old, and is told in the village. Jean Rosser was once a good man who worked hard to care for his family. He began his training as a ranger when he was a child, after his village was attacked. One of his uncles had been a scout in the king’s militia, and organized the search for the raiders. Jean was impressed by the image of the hero setting out in search of an enemy against overwhelming odds, and the fact that his uncle returned—injured, but victorious. When Jean came of age, his uncle taught him what he could. The village was again attacked months later, this time by undead minions of an evil priest. During the struggle, Jean’s uncle was killed. He followed in his mentor’s footsteps, and tracked the creatures back to the wizard’s tower in the center of a deep forest.


The legend tells that Jean stopped the evil forces, but at the cost of his own life. He was able to stop the wizard, but in the battle a feral beast was released. It appears every few months, usually on clear nights when the moon is full, to feed. It has killed cattle and livestock, but there have also been human victims in the past. The villagers have tried to set traps for the beast, but without luck. It seems to merge with the shadows. The few who have caught a glimpse say that it is a massive black wolf. Jean will attempt to use this story to turn characters against Madadh-allaidh Dubh, if he has the chance.
For Iron Gauntlets
Human Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 5 | | | 4 | | | 3 | | | 2 | | | 3 | |
Skills: athletics 5, brawling 6, dueling 4, stealth 3, observation 4, survival 5, leadership 3, subterfuge 6
Gimmicks: dark aura, good reputation, hideous appearance, sure-footed, on the run
Werewolf Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 7 | | | 6 | | | 5 | | | 2 | | | 3 | |
Skills: athletics 5, brawling 6, stealth 6, observation 5, survival 5
Gimmicks: oversized, musclebound, regeneration, sure-footed, toughness (4), dark aura, on the run, vulnerability (silver, wolfsbane)
Natural Weapons: claws (+2INJ), bite (1INJ)
Wolf Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 6 | | | 4 | | | 0 | | | 0 | |
Skills: athletics 6, brawling 7, stealth 7, observation 6, survival 5
Gimmicks: musclebound, sure-footed, toughness (1), dark aura, on the run
Natural Weapons: claws (+1INJ), bite (2INJ)
For Ghost Stories
Human Form
| fitness | | | reasoning | | | empathy | | | willpower | | | reaction | | | stamina | |
| 4 | | | 2 | | | 4 | | | 4 | | | 4 | | | 18 | |
Skills: athletics 5, brawling 6, stealth 3, performance 3, investigation 4
Abilities: metamorphosis (uncontrollable), fortitude
Werewolf Form
| fitness | | | reasoning | | | empathy | | | willpower | | | reaction | | | stamina | |
| 6 | | | 2 | | | 2 | | | 5 | | | 3 | | | 24 | |
Skills: athletics 5, brawling 6, stealth 6
Abilities: metamorphosis (uncontrollable), fortitude
Natural Weapons: claws (3 damage), bite (2 damage)
Wolf Form
| fitness | | | reasoning | | | empathy | | | willpower | | | reaction | | | stamina | |
| 4 | | | 2 | | | 4 | | | 3 | | | 4 | | | 14 | |
Skills: athletics 5, brawling 6, stealth 7, investigation 2
Abilities: metamorphosis (uncontrollable), fortitude
Natural Weapons: claws (1 damage), bite (2 damage)

Madadh-allaidh Dubh

Madadh-allaidh Dubh was the guardian of a burial ground. He appears as a black wolf (the size of a large pony) with large ram’s horns growing from his head. A wizard trapped him in a tower in the center of a deep forest over a century ago and cursed the tower. With the guardian out of the way, the wizard was able to summon a small army of undead. He attempted to attack a nearby village to use as a base of operations, and to grow his evil army. The villagers, however, pulled together a militia, and stopped the wizard and his army. The village lost many people in the struggle.


One of the villagers (Jean Rosser) tracked the undead back to the forest, and he found the tower where Madadh-allaidh Dubh was imprisoned. Assuming that it was the wizard’s tower, he entered to try and discover the wizard’s secrets to destroy the undead. Instead of finding the wizard’s home, the tower was empty. From below, he could hear the cries of the black wolf, Madadh-allaidh Dubh. He sought the way down, but could not find it. Instead, he climbed the stairs into the upper floors of the tower. While inside the tower, he underwent a terrible transformation. He became afflicted with lycanthropy.


Madadh-allaidh Dubh remains trapped in the tower. While inside the tower, his crafting ability (Iron Gauntlets) or sorcery skills (Ghost Stories) are reduced to 0. He has seen many good and pure souls enter, and has tried to warn them away, but each has left with some vile curse. Madadh-allaidh Dubh has been blamed for the raids on the village, since the wolf tracks lead back to the tower, but he is unable to leave until the curse is broken.
For Iron Gauntlets
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | | | Crafting | |
| 7 | | | 6 | | | 5 | | | 5 | | | 4 | | | 3 | |
Skills: athletics 5, brawling 6, stealth 4, observation 7, survival 4, fabrica ge 3, fabrica sensus 4, fabrica sphaera 4, composure 6
Gimmicks: childe of the gods, musclebound, oversized, toughness (4), resistant (fire, all magic), infamous, vulnerability (cold)
For Ghost Stories
| fitness | | | reasoning | | | empathy | | | willpower | | | reaction | | | stamina | |
| 6 | | | 5 | | | 4 | | | 4 | | | 2 | | | 20 | |
Skills: athletics 5, brawling 6, stealth 4, investigation 6, nullification 4, teleportation 3, weaving 4
Abilities: fortitude
The following information is for use with Iron Gauntlets only.

Lycanthropy

Lycanthropy is an affliction that may be contracted in two ways—being cursed (typically by an evil priest or mystic, but sometimes even brought on by a personal ritual) or being born into a wolf pack (this has become increasingly rare). Lycanthropy cannot be passed on by the werewolf’s bite, as commonly believed. It may only be passed on through breeding or by the curse.


The curse of lycanthropy gives the afflicted individual power, but the cost is sometimes greater than expected. When in wolf or werewolf form, the feral instinct takes over and the afflicted person loses any memory of what happens, or of their human life. Enough of the memory remains to keep them from attacking friends or loved ones, who they see as members of their
pack. The cursed lycanthrope seeks food, since the transformation leaves them weak and hungry. They search for easy prey; the weak and the young are common targets.

Note: Any intelligent humanoid, human-sized or smaller, may become afflicted. The races larger than humans are unaffected by the curse, though they might become more aggressive and violent when cursed.


Cursed lycanthropes cannot control their changes. Each month on the nights when the moon is full (or nearly full), the change is triggered upon visibility of the moon. The cursed lycanthrope changes into wolf form, and does not revert back until the moon sets, even if the moon can no longer be seen. When the cursed lycanthrope is in a fight-or-flight situation, it instinctively changes into the werewolf form and attacks anything perceived as a threat. It will only revert to human form when killed or no longer threatened. The afflicted individual typically sleep for two to fours hours after reverting from werewolf to human form.


Natural lycanthropes have more control over their changes. They are more intelligent and community-oriented than normal wolves, and are generally not as destructive as cursed lycanthropes. They tend to hide, and go to places that are untouched by humans. Natural lycanthropes fear humans, as they are blamed for attacks by cursed lycanthropes. They sometimes seek shelter in the forests of the elves.

Cursed Lycanthrope
Human Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| * | | | +1 | | | * | | | * | | | * | |
Skills: variable, as per character
Gimmicks: dark aura, sure-footed, on the run
* No adjustment to the character’s ability.
Werewolf Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| C | | | E | | | C | | | A | | | B | |
Skills: athletics, brawling, stealth, observation, survival
Gimmicks: oversized, musclebound, regeneration, sure-footed, toughness (4), dark aura, on the run, vulnerability (silver, wolfsbane)
Natural Weapons: claws (+2INJ), bite (1INJ)
Wolf Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| B | | | D | | | B | | | 0 | | | B | |
Skills: athletics, brawling, stealth, observation, survival
Gimmicks: oversized, musclebound, sure-footed, toughness (1), dark aura, on the run
Natural Weapons: claws (+1INJ), bite (2INJ)
Natural Lycanthrope
Human Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| B | | | D | | | C | | | C | | | B | |
Skills: variable, as per character
Gimmicks: hideous appearance, sure-footed, on the run, toughness (1), vulnerability (silver, wolfsbane)
Werewolf Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| C | | | E | | | C | | | C | | | B | |
Skills: athletics, brawling, stealth, observation, survival
Gimmicks: oversized, musclebound, regeneration, sure-footed, toughness (4), on the run, vulnerability (silver, wolfsbane)
Natural Weapons: claws (+2INJ), bite (1INJ)
Wolf Form
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| B | | | E | | | C | | | C | | | C | |
Skills: athletics, brawling, stealth, observation, survival
Gimmicks: Oversized, musclebound, regeneration, sure-footed, toughness (1), on the run, vulnerability (silver, wolfsbane)
Natural Weapons: claws (+1INJ), bite (2INJ)