February 1st, 2011
                Hello  everyone and welcome to another exciting Grave  Plots, were we bring you new plot hooks and adventure ideas each and every  week.  This week, as may have discovered,  is Cleric Week here at Necromancers of the Northwest, and so in this article I  will be focusing on clerics.  Writing  adventures for clerics is tricky, because, well, they’re designed to be support  characters, which makes it hard to find things that really put clerics in the  spotlight.  To make things worse, an  adventure centered on the cleric still needs to be interesting for everyone  else.  This means finding something  clerics can excel at that other characters can still be interested in  doing.  I think the adventure that  follows does a good job of finding that balance.  It is a desperate struggle against disease  and undeath, with high stakes and a real chance to make some positive changes.
            A Plague in Asheburg
                A  nightmarish plague has struck the town of Asheburg, and the local government  has quarantined the city, trapping the PCs inside a town gripped by the deadly  epidemic.  Looting and rioting have  become the norm in the plague-maddened town, and the streets are no longer safe  to travel.  To make matters worse, a  previously unknown cult of vampires has begun to operate within Asheburg’s  walls, preying on plague victims.   Disturbingly, the vampires have begun to gather influence within the  city, offering the terrified masses a chance to escape a horrific death by  plague by offering the vampiric embrace to any individual depraved or  frightened enough to pay their price: two sentient lives ended and the corpses  to prove it.  In this time of trouble  only the PCs, and perhaps a small church all but forgotten by the people, stand  between Asheburg and ruin.  
                A small  local church devoted to the worship of a little-known sun goddess by the name  of Lienira has managed to get a courier through the chaos to the PCs, asking  for an audience with them.  Should the  PCs agree, the courier brings them straightaway to a small, out of the way,  creaky wooden chapel surrounded on all sides by sigils glowing with a soft  golden light.  When the PCs enter the  chapel they see around a dozen humbly dressed monks tending to about threescore  semi-conscious plague victims, applying various salves and potions to the sick  and working their healing magic in an effort  to help those worst off, all to no avail.  The wretched screams of the infected leave  little doubt that few of these individuals will make it through the night.  Wading through the dying, the courier leads  the PCs to a small office in the back, where an older gentleman in unadorned  robes, the color of polished silver, dismisses him with a sad smile and steady  nod.  He then asks politely if the PCs  would to sit down before getting up to close the door behind them, explaining  that the infected only get worse with time and that they cannot afford to be  disturbed.  The man then resumes his seat  and begins introducing himself to the PCs, soberly proclaiming himself as  father Oliver Medily, high priest of the Order of the Golden Lily, in service  to her most exalted Lienira.  
                Following  further introduction, Oliver states that he called the PCs before him because  he needs their help to put a stop to the plague ravaging Asheburg.  Since the plague has proven resistant to  magical attempts to cure it, Oliver suspects that the plague is itself magical  in nature, and, after looking at who has benefited most from the plague,  suspects the vampires now taking over the southeastern portion of  Asheburg.  Oliver theorizes that the  vampires must have some kind of knowledge of how the plague works hidden within  their compound.  Unfortunately, Oliver  lacks the skill necessary to effect such a raid against the vampires, and  that’s where the PCs come in.  Oliver  begs their aid in fighting the foul creatures, asking them to infiltrate their  base of operations and uncover some evidence of their connection to the plague  and report back to him so that he might cure the plague and end the  quarantine.  
                On the  way to the southeastern edge of town, they encounter a small group of well  armed guards defending a makeshift wall, effectively blocking access to the  main road leading southeast.  They attempt  to stop the PCs and caution them of the chaos beyond their simple border.  They warn of murderers and bandits, looking  to pay the vampire’s blood price, roaming skirmishes of sick and healthy eager  to take a swing at anything that moves if it means saving their skin, and of  raging fires and swarms of vermin which have recently taken up refuge in the  district.  The worst, the guards relate,  comes after sunset, when the vampires and their wretched spawn begin gliding  down the streets, killing at will and terrorizing the citizens.  Once the PCs make it past the guards they  find the situation to be truly horrific: smoke thickens the sky from fires set  to storefronts by looters; the screams of tortured plague victims are only  muffled by the battle cries of the desperate.   The streets are covered in blood and filled with headless bodies,  indiscriminate of gender or age, discarded in the alleys and gutters.  The PCs are assaulted several times by groups  of men and women crazed with bloodlust.   Wherever they go, the PCs hear street preachers encouraging the violence  with glee, sycophantically proclaiming that they are doing the will of the  great ones, or madly babbling about how only through Treous can salvation be  found. 
                At the furthest southeast point of Asheburg  lies the vampires’ base of operations, a massive temple once belonging to  Weirimar the city’s chief deity, now profaned beyond recognition, the walls  marred with demonic etchings and bloody sigils, the holy symbols burned and  warped and displayed high like the pennants of a fallen enemy.  In the temple courtyard, barring entrance to  the vampires’ stronghold are a number of men in black robes, apparently some  kind of dark clergy all intoning softly and using wicked barbed whips to keep  the desperate masses away from the shelter offered by the temple.  The acolytes won’t admit the PCs without  either the appropriate offering or a potentially deadly battle, which might  alert the vampires to their intentions.  
                Either  way, once the PCs gain entrance to the Temple they find the upper floors  unoccupied save for a few more dark acolytes strolling about the place with  foul-smelling incense.  The vampires, it  would seem, instead dwell exclusively in the catacombs.  Without one of the acolytes to guide the PCs,  the catacombs could turn deadly even before they reach their undead foes, as lethal  traps meant to keep out grave robbers now prove equally effective at keeping  the vampires safe from would-be invaders.  
                Past  the traps the PCs find themselves in an elaborate complex of tunnels and dark  cramped chambers, all decorated with grim occult images proudly on  display.  Numerous undead creatures,  including skeletons, wights, and zombies, roam throughout the complex, proving  a potential threat to the PCs.  Nine true  vampires dwell within the complex, each in separate areas and supported by a  number of their personal vampire spawn, which may guard their chambers or fight  alongside the vampires.  While most of  the vampires keep to relatively small chambers that perhaps at one time served  as family tombs, beyond a broken stone seal at the very end of the catacombs  lies a mass grave which the inhabiting vampire has converted into a sinister  parody of the cathedral above.  The  vampire, floating several inches above the ground, demands to know what the PCs  hope to accomplish by facing the Treous in battle, and regardless of their  answer ensures them that they will receive only death for their trouble.  Following the battle the PCs are able to  recover from Treous’s personal chest a series of letters from a mysterious  figure calling himself the Great Father, which provide instructions for the  vampires eventual takeover of Asheburg, including the creation of the plague.
                With  the death of the vampires things in the southeast quickly improve, and after  the PCs deliver the letters to Oliver, he is able to discover a cure for the  plague before things get much worse.  In  recognition for the PCs’ help with the plague, the local government awards them  with a hardy sum of gold, and asks that they investigate into this Great Father  figure.  Finally, the local governor  declares the church of Leinira to be the new official religion of Asheburg, and  commissions the building of a new temple in her name, much to the great  satisfaction of Oliver and the monks of the Order of the Golden Lily.  
                Well  that’s it for this week’s Grave Plots;  join me next week for a discussion on arena-style adventures.  Until then, allow me to wish you all the best  in your gaming endeavors.