The Quest of Glanville DeQuervain
Although generations have passed since he died, Glanville DeQuervain's spirit has not been twisted to evil: he was, after all, a paladin.
Game notes
This module was used to create a small diversion for the players as they travelled from one major adventure to another. The dungeon could easily be enlarged while keeping the same theme. Aside from using the FR religions specific to our campaign, everything in the module is fairly generic, so I hope other DMs will be able to easily incorporate it into their campaigns. Unless the Clay Golem is removed from the module (a pity since a Clay Golem is created by priests and it's therefore a suitable guardian in this scenario) it's a good idea to make sure the party has at least one (preferably two) magical blunt weapons. In my campaign they had a footman's mace +1 and a staff +1, both owned by the clerics, which, of course, removed the fighters from the combat, much to their disgust!
I came across the original hook in a UK gaming magazine that went out of print many years ago, I think. I can't remember the title of the magazine (sorry!) but I liked this idea of a restless spirit seeking salvation so much that nearly a decade after first reading that generic article I finally produced this adventure! I suspect some of the more experienced DMs out there will have come across the idea for the hook before, but I hope you like this adventure nevertheless.
I hope you enjoy reading / playing the adventure and I would be very pleased to receive any queries or (constructive :)) criticism you may have about it.
Cheers
Sean
(March '98)
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