Monsters, Horror, Gaming

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Fever in the Blood: The Somnambulist

The Somnambulist

Somnambulist

Soundtrack

A horn sounds over the water, cutting through the chittering of insects and the other sounds of the night. Light glimmers on the river as a vast, pale shape pulls into view round a corner – a huge steamboat, two enormous wheels churning the water to either side, propelling it forwards. Four decks tall, flat-bottomed, and over three hundred feet long, the boat is truly massive, its huge iron chimneys jutting a hundred feet into the air, breathing out plumes of steam into the black sky. Despite its behemothic size, the vessel has a delicacy about her, with wrought iron railings teased into the semblance of flowers, women, and gargoyles. The cupola of the pilot house glitters, catching a ray of moonlight. Even at this distance you can see that the boat’s woodwork is ornate, carved and painted with images of trees and fanciful beasts. The curved wheelhouses bear the steamer’s name: the Somnambulist. As you watch, this pale beauty pulls into the wharf, and a gangplank comes down. You can hear roustabouts yelling and other crewman shouting instructions as the boat begins to disgorge cargo while taking on new freight, fuel, and passengers.

The steamer stays in Les Hiboux for a short spell; the characters can purchase passage for 5 silver pieces per day (for a place on the main deck), 5 gold pieces per day (for a personal cabin), or 10 gold pieces per day (for a suite).

The Somnambulist should be thoroughly explored. Feel free to provide the deckplan to the players – this will help them visualize the boat and navigate it.

The next section of the adventure should play a bit like a murder mystery. The steamboat may feel claustrophobic, at times, and the characters will have little to do save to converse, carouse, and explore. Encourage them to get to know the different crew-members and passengers before proceeding to the “Events” which precipitate later portions of the adventure.

The main descriptions of different areas of the boat are delivered as if the boat were empty, since at different times of day or night different individuals will be present or absent. Adjoining most descriptions are supplementary descriptions to be added for Day and Night, as well as during the Sickness and during the Atrocity that will likely take place later on. These descriptions should of course be modified as required.

Marsh Fever

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Every day that the characters spend on the Somnambulist they have a 25% chance of being exposed to marsh fever via mosquito, +25% per day. Marsh fever has the following characteristics:

Type disease, injury; Save Fortitude DC 20

Onset 1 day; Frequency 1/day

Effect 1d3 Str damage, 1d3 Con damage, 2d6 Sanity, and target is fatigued; Cure 2 consecutive saves.

Main Deck

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The Stairs

A pair of grand stairs sweep up from the main deck towards the boiler deck, the broad steps leading upwards into the grand saloon above. Rich, ornately patterned carpeting covers the stairs, lending the ascent an air of luxury.

Boiler Room

The boat’s eight boilers – huge, metal cylinders – run along either side of this large room, fixed to brackets that suspend them off the floor. Furnaces stoked with wood heat water in these boilers; steam-lines radiate out from the boilers along the ceiling towards the adjoining engine room.

Day/Night: The boat’s firemen are busy loading the furnaces with more fuel, sweating profusely in the heat. The boilers fill the air with the sound of hissing steam.

See the Firemen under Crew for more details.

Sickness: With the boat dead in the water, the boiler room is currently unoccupied, the furnaces cold.

Atrocity: Someone has restarted the furnaces, but instead of coal the furnaces are stuffed with dismembered body parts, the boilers filled with blood instead of water. A white-faced, mad-eyed crewman – or possibly a passenger – hacks a corpse to pieces with an axe in the middle of the room.

This Vampire Spawn (Sanity 1/1d6) attacks anyone who interferes with his butchery.

Engine Room

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The engine room is a greasy, churning mass of machinery, powered by the steam-lines that run from the boiler room into this one. Here the boat’s massive engines turn the two wheels on either side of the vessel, propelling it through the water. The air smells of hot metal and steam, but not of rust – the engines are well-maintained. Portholes command a view of the river outside. A series of bells that ring occasionally seem to indicate when the boat needs to turn, slow, or speed up.

Day/Night: The engineer barks orders to assistants here, ensuring that the engines are kept running smoothly.

See the Engineer under Crew for more details.

Sickness: With the boat currently drifting, the engine room is quiet, the great paddlewheels still.

Atrocity: The engines churn once again, tended by dull-eyed, shambolic crewmen.

The crew here are either Vampire Spawn (Sanity 1/1d6) or simply Dominated humans.

Galley

The galley on the boat is large and well-stocked, with a pantry, barrel after barrel of preserved food, and several long tables for preparation. Knives, cleavers, pots, pans, and other cooking implements hang from pegs along one wall, next to the stove. Stacked in the corner are cages containing live chickens, robins, pigeons, pigs, rabbits, and other animals. Haunches of cured meat dangle from the ceiling, alongside bushels of herbs and netting containing potatoes, turnips, leeks, onions, and other vegetables. A dumbwaiter connects to the floor above.

Day: The kitchen staff are busy preparing a meal, here, slaughtering chickens and plucking their carcasses and dicing vegetables and herbs.

See Chief Cook and Assistant Cooks under Crew below for more details.

Note that salt can be found here in very significant quantities, which is very useful for protecting rooms at night against the Vampires or otherwise deterring them (unlike most Vampires, the residents of the Belle de Nuit are deterred by salt, not garlic).

Night: The kitchen is deserted at night, the kitchen staff having turned in for the day.

Sickness: The cook and one of her assistants still labour here, though they look somewhat worse for the weather, wheezing and groaning, their skin pallid. Several of the animals slumber fitfully in their cages, but others look as if they might have died. Flies buzz about them. Lethargic, the kitchen staff have let the place become grimy and unwashed. A soup lies cold and congealed on the stove, and a haunch of meat gone bad festers on a table.

Atrocity: The cook is in the midst of butchering the corpse of a passenger here, carefully removing organs and disjointing the man as if she were carving up a chicken. She hums to herself as she cooks. On the stove, blood and brains simmer in a thick stew next to a panful of eyeballs braised in a fragrant wine sauce. Half a dozen decapitated heads, their eyes plucked out, lie amidst discarded onion skins, chicken bones, and other kitchen detritus in the corner. The galley is covered in blood and feathers. Perhaps most hideously, the smells in this room are quite delectable.

Seeing this culinary grotesquery provokes a Sanity check (1/1d4+1). The cook is not hostile unless someone messes with her meal, in which case she attacks them with a cleaver (1d6).

Freight

The cargo room of the boat is crammed with crates, barrels, and boxes of every size and description. Labels indicate shipments of indigo, tobacco, cotton, grains and other foodstuffs, and similar goods. In addition to trade goods, the boat’s fuel supplies can be found here: lumber, coal, and barrels of lard, stored neatly away from the rest of the freight.

Day: Passengers, roustabouts, and other deckhands lounge around here, some playing cards or dice, others eating, reading, or talking.  A few passengers nap, lying against the walls of the cargo room.

Night: Poorer passengers sleep in amongst the cargo, unfurling bedrolls and blankets on the floor to provide some small degree of comfort.  A few sit up, gambling or reading by lamplight.

See the Deckhands section for more details.

Sickness: A great chorus of nauseous groans fills the cargo hold with echoes, as dozens of deck passengers languish here, leaning against crates or the walls or one another. One vomits blood, a great gout of blackish, putrid fluid. Deckhands and roustabouts vainly try to keep order, but they too are afflicted, sluggish. A woman in the corner is ranting about rats and fending off anyone who comes near with a hatpin, while a man of middle years seems to be self-medicating with copious amounts of alcohol, swilling the stuff in great glugs as if terribly thirsty.

Atrocity: Looters openly pry open crates, scattering everything from tobacco and grain to fine clothing about the cargo room. The floor is slippery with blood; several corpses are strewn about here, some with throats slits, others covered in hideous leech-bites. Hallucinating passengers shriek and tear at the crates or else huddle in the corners, ranting and gibbering.

Promenade

The promenade on the Main Deck is fairly plain and very low to the water, with only a small railing and a few feet between the promenade and the river. The walkway curves around towards the enormous paddlebox containing one of the sidewheels.

Day: By day the air is hot and unbearably humid, mosquitoes buzzing in a thick black cloud about the promenade, feasting on anyone who happens by. Passengers lean against the rails, watching the water and swatting at these bloodsucking insects, while the occasional crewman wanders by on their way to some other part of the vessel.

Night: By night the promenade is nearly deserted. The air is muggy and close, though the night brings with it an eerie chill.

Sickness: Passengers and crew lurch along the promenade like damned souls, aimless, some staring out across the river vacantly, others slumped against the wall. One deckhand retches over the rail. Now that the ship has stopped the mosquitoes have grown even thicker than usual and now swirl about in a dense, buzzing cloud.

Atrocity: You arrive on the promenade in time to see a jaundiced, mad-eyed crewman throw himself from the deck into the river below with a splash. Bodies of the sickly, the dying, and the dead are draped across the floor or leaned against the wall. A feral-looking woman with torn skirts and flushed skin is rifling through the belongings of the fallen, poking the bodies with a hatpin to ensure they’re dead or passive enough to loot.

Boiler Deck

Grand Saloon

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The Grand Saloon runs nearly the length of the boat; a huge dining and living area, all gilt and polished hardwood, with a crystal chandelier, long tables, a number of private dining booths, and a fully-stocked bar where bottles of ale, wine, and liqueur are stored. The floor is richly carpeted and the walls decorated with fine oil portraits and landscapes, including pictures of steamboats racing down the river and several paintings of women that verge on the scandalous. The plans for the Somnambulist are also framed here, for all to see. Stairways lead up from the Grand Saloon to a gallery encircling the entire room, adjoining the passengers’ cabins. Doors lead to the library, the barber’s room, the steward’s office, and a dance room.

Day: By day, the Saloon bustles with passengers sitting, talking, eating, smoking, and otherwise wiling away the time. Many drink coffee, though a few are already at the bar, some obviously nursing hangovers from the night before. They’re a variegated lot aboard the Somnambulist: men and women in plain country garb mingle with those whose finer clothes mark them as well-heeled merchants or gentility.

Night: The Grand Saloon comes alive at night, with passengers and crewmen alike drinking wine, beer, whiskey, sherry, absinthe, or steaming black coffee, carousing merrily. The bar is nearly packed and the tables are crowded as well.

Sickness: As sickness takes hold of the boat the Saloon has become increasingly deserted. Now only  a few passengers linger here, drinking away their sorrows or sprawling in chairs, eyes staring up at the ceiling, dancing with unknown visions. A few wander the length of the Saloon, endlessly pacing up and down, like prisoners in a cell. The bartender keeps her post, grimly pouring drinks for those that need their whistles wet.

Atrocity: The Saloon is in a state of debauched frenzy, as a dozen diseased crewmen and passengers gorge themselves in a cannibalistic feast, the butchered body-parts of the waiters and several others spread over the long tables, wine glasses brimming with blood and looted liquor. Presiding over the feast is Damienne Suzeneau and several of her relatives. She raises a crimson glass in toast.

“To the White Leech!” she declares, taking a deep draught.

This assumes, of course, that Damienne is alive and on the boat. The Saloon has no windows, so it’s safe from sunlight.

This scene provokes a Sanity check (1/1d6+1).

Private Dining

The private dining room is well-appointed and spacious, with a large table set for up to twelve, side-tables for serving, and a cabinet of china. Windows looks out along the promenade. A painting of the river hangs on one wall.

During both day and night the dining rooms may be filled by passengers eating or drinking. They also make good places to hide, or to pull characters aside for a quiet talk.

Sickness: A few sick passengers lounge about the private dining area. A half-eaten meal lies on the table, not yet cleared away by the crew. The tablecloth is askew.

Atrocity: The words “The Thirst Is All” and “Hail the Thousand Suckered One” are daubed on the walls in blood here. The table and chairs have been broken to splinters.

Barber

The barber’s room includes several chairs, cabinets full of tools, oils, and salves, a countertop, and a large mirror. A selection of scissors and straight razors are evident on the countertop.

Day: A heavy-set man with a bristling red beard is having his whiskers trimmed in the barbershop at present.

See the Barber under the Crew below for more detail.

Night: At this time of night the barber’s room is empty and dark.

Sickness: A woman is seated in the barber’s chair, but the barber is absent. She’s slowly cutting her own hair, giggling to herself, and then quite deliberately eating each hank of shorn hair.

Atrocity: A decapitated corpse is strapped into the barber’s chair here. Four bodiless heads sit on the counter, their hair partially cut. The mirror has been broken, covered the floor in shards of glass. Hair sticks in the drying blood covering the floor.

The heads provoke a Sanity check – (0/1d4).

Steward’s Office

The steward’s office includes a dumbwaiter and series of shelves and tables storing table linens, cutlery, and other serving implements.

Day/Night: See the Steward in Crew below for more detail.

Sickness: The steward’s office is in a state of disarray – drawers opened and linens rumpled, cutlery littering the floor. There’s no sign of the steward himself.

Atrocity: A corpse chokes the dumbwaiter – it looks like someone attempted to climb up the shaft and got stuck on the way out. Everything in the office has been looted.

Library

The Somnambulist’s library is small but cosy, with several plush leather chairs and a few small tables. The books here are mostly for the entertainment of passengers: novels, plays, volumes of poetry, travel guides, and atlases are all common. There are also some books of history, and a number of religious works. A large gas lamp and a number of candles provide illumination.

Day: Several passengers are seated at tables and reading or browsing the shelves.

Night: At night, the library is quiet and still.

Sickness: Great stacks of books have been taken off the walls and piled haphazardly about the tables. The doctor is here, combing madly through a medical text, a look of frenzy on his pale, sweat-smeared face. There is a strong smell of mildew and decay.

Atrocity: A small fire has been started here by a pair of serious-looking passengers with a book of matches and some lamp-oil. They’ve heaped most of the books into a great pile and have lit it ablaze, but fire keeps burning itself out and they’re forced to add more oil and matches. If the heap gets properly lit the whole boat might go up in flames!

Dance Room

The dancing room on the boat is a long hall with a mirrored ceiling and wooden floor, cleared for dancing. The walls are  adorned with paintings of celestial figures dancing through the clouds. There’s a huge piano here, and a dais for other musicians to play on.

Day: By day, few frequent the dance room, though a few off-duty crewmen linger here on a break.

Night: A lively dance is in full swing, one of the crew playing a rousing piano tune while passengers accompany on other instruments. The room is quite crowded with bodies, the skirts of the ladies twirling and flashing.

Vampires are not reflected in the mirror above – anyone looking carefully (Perception DC 20) will notice this if dancing with one.

Sickness: A couple dances madly in the middle of the room, though no one is playing the piano. Deck passengers slump against the walls or lie on the floor of the hall, oblivious to the world.

Atrocity: A pile of mutilated and bloodless bodies sits in the middle of the dance floor – at least a dozen of them, perhaps more, along with a number of dismembered limbs and random organs. Several refined-looking passengers waltz around it, their footprints bloody, while a crazed, pallid man plays piano.

Some remaining Vampires can be placed here; the piano-player is a Vampire Spawn. The corpse-heap provokes a Sanity check (1/1d4+1).

Storage

The storage rooms are locked (Disable Device DC 25), but the iron key carried by all crewmen opens them.

Boat’s sundries are stored here – spare linens for beds and tables, additional cutlery, uniforms and other clothes, pillows and pillowcases, candles, lamps and lamp oil, rope, tools for carpentry, spare wood, nails, furniture, art, and even mechanical components for the engine.

During the sickness/atrocity these rooms may have been broken-into and looted.

Promenade

On the boiler deck the promenade is some distance from the water, but the muddy stink of the river is still palpable. The promenade is well-lit, with lamps along its length; occasional doors admit passengers to the interior of the boat.

Day: The promenade is crowded with passengers and crew alike, some peering over the rails, others perambulating the length of the ship.

Night: The promenade is quiet, with only a few passengers out for a walk; most are either in their cabins or merry-making in the Grand Saloon.

Sickness: A few passengers shamble along the length of the promenade in a daze, barely aware of their surroundings. One man is attempting to climb down the railing to the main deck below, for some reason.

Atrocity: A naked passenger with a stolen knife runs up and down the length of the promenade, screaming about the Pallid Brood and the Thirsting Sire and slashing the air.

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Cabin Deck

Gallery

This long gallery stretches the length of Grand Saloon, a railed walkway looking down on the room from above. Lining the gallery are dozens of doors leading to the many cabins of the Somnambulist. At the far end, doors to the larger, more expensive suites can be found.

See Grand Saloon for more information.

Cabin

Most cabins are locked. Each and every cabin has its own key, and duplicates are kept in the captain’s cabin; the locks require a DC 25 Disable Device check to pick.

The cabin is small, but well-appointed and nicely decorated, with a desk, chair, a mid-sized bed, a wardrobe, and a night-stand, along with a small wash-basin and chamber pot. There’s a window that can be shrouded with curtains for privacy, and two doors – one leading out onto the promenade of the cabin deck, the other onto the gallery above the Grand Saloon.

By day most cabins will be empty; by night, there’s a good chance (50%) they’ll be occupied by sleeping passengers.

During the sickness most cabins will be occupied by sick passengers, naturally.

Here’s a list of the cabins’ occupants:

1 – Rachel & Simon Zeringue’s cabin

2 – Perrine Alva’s cabin

3 – Edouard Duplessis’s cabin

4 – Christophe Galafante’s cabin

5 – Father Eugene Fontenot’s cabin

6 – Quentin & Antione’s cabin

7 – Juliette’s cabin

8 – Gustave’s cabin

9 – Renault’s cabin

10 – Bertrand Isnard’s cabin

11 – Guy’s cabin

12 – Evangeline Pardoe’s cabin

13 – Lisa Favre’s cabin

14 – Martin Favre’s cabin

15 – Doctor Armand Lafitte’s cabin

16 – Michel’s cabin

17 – Andre & Marianne Jarossay’s cabin

18 – Margeurite & Mathieu Faillard’s cabin

19 – Celestine Maurin’s cabin

20 – Carmelite & Manuel Toutant’s cabin

21 – Empty (this and the remaining cabins may be occupied by the PCs)

22 – Empty

23 – Empty

24 – Empty

Suite

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The suites are all locked (Disable Device DC 30 to pick); their owners have keys, as does the captain (kept in his cabin).

The suite consists of three rooms – a lavish living space with a small table, divan, chairs, and bookshelf, a luxurious bedroom with a four-poster bed, a wardrobe, a cabinet, and a writing desk, and a private bathing room with a tub. Though smaller than the sort of accommodations one would see at an inn the suite is well-appointed and richly furnished, with elaborately patterned carpets, paintings of comely women on the walls, and fine dark wooden furniture.

The vampires have booked the various suites for themselves. A thorough search of the suites turns up some incriminating evidence. In the locked cabinet in each suite (Disable Device DC 25 or use the same key that unlocked the suite’s door) the vampires all keep spare vials of blood – 12 per cabinet – to slake their thirst in emergencies. Some of their clothes will also be bloodstained, as a thorough search of the wardrobe will reveal. See Events, below, for more details. Further notes follow:

A – Damienne Suzeneau’s suite

Within Damienne’s suite’s writing desk is her diary. It may seem strange that she carries with her an incriminating document of this sort, but the idea that a mortal could actually do real harm to her is ridiculous to Damienne; like many vampires, she is very arrogant. Still, she keeps the desk drawer locked (DC 25 or use the same key that unlocked the suite’s door). The book itself is also warded with an Alarm spell setting off a Mental Alarm if opened by anyone but Damienne; thus, if read without first being Dispelled, Damienne will hone in quickly on the reader. Note that while Alarm is not a trap, it can be detected with Detect Magic.

In addition to this precaution, Damienne keeps another surprise in her suite: a Mimic disguised as a piece of luggage. The Mimic was created by elder vampire alchemists in ages past. If an intruder enters the suite, it creeps up on them and attacks:

The brown luggage trunk you noticed when you entered the suite has opened itself, revealing not clothes and personal effects but a salivating maw lined with thousands of teeth. Sprouting a mass of dark, writhing tentacles, the shape-changing horror lurches towards you, gnashing its innumerable fangs!

Encountering the mimic requires a Sanity check (1/1d6).

Damienne’s diary:

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Diary0003Diary0004Diary0005Diary0006Diary0007Diary0008

Diary0009Diary0010Diary0011Diary0012Diary0013Diary0014Diary0015Diary0016Diary0017Diary0018Diary0019Diary0020Diary0021Diary0022Diary0023Diary0024Diary0025Diary0026

B – Isabelle’s suite

C – Nanette & Vistoire’s suite

D – Angelique & Philomene’s suite – see the Event “Disappearance” for more details on this suite.

E – Phillipe & Narcisse’s suite

F – Henri & Francois’ suite

Promenade

The promenade here is high above the water, but you can still catch the occasional whiff of the fetid, murky river. Though the swarms of mosquitoes are less dense here than they are nearer the water, they still buzz about incessantly.

Day: Passengers drift about the promenade gazing out across the river. One young man is sketching the scenery carefully as it passes by. Occasional crew squeeze past on their way up to the hurricane deck above or the boiler deck below.

Night: The promenade on the hurricane deck is quite deserted at night – not a soul can be seen up here. Down below, you can hear sounds of merriment from the Grand Saloon.

Sickness: Few passengers walk the promenade now that the boat is dead in the water; most of the cabin passengers are probably in their rooms.

Atrocity: Passengers roam to and fro here, some crawling on all fours like beasts, others succumbing to the last stages of the fever.

Hurricane Deck

Crew’s Cabin

Most cabins are locked. Each and every cabin has its own key, and duplicates are kept in the captain’s cabin; the locks require a DC 25 Disable Device check to pick.

The cabin is small and sparsely furnished, built for utility rather than comfort, with a desk, chair, a small bed, a wardrobe, a night-stand, and a wash basin. There’s only one door, here, and a small, curtained window.

At any given time there’s a 25% chance a crew’s cabin will be occupied – crew work both days and nights.

During the sickness at least half of the crew (probably more) will be in their cabins, languishing from the marsh fever. During the atrocity the crew barricade their cabins and the entire crew’s quarters as best they can. Several deranged crew-members will be locked in their quarters to keep them from rampaging throughout the boat.

Crew’s Mess

The crew’s mess is a long, plain room with several spare wooden tables and cabinets of crockery. There’s little decoration, save for a large deckplan of the boat.

Meals are served on a regular schedule three times a day; otherwise, the office is unoccupied.

Sickness: A great heap of dirtied dishes moulders on one of the tables, not yet cleared away. A few crewmen sit here, mechanically eating rations, their movements reminding you of wind-up toys.

Atrocity: A few crewmen with pistols, clubs, and knives have gathered in this room, facing down any intruders. They’ve got a plan of the boat spread on the table.

Clerk’s Office

The clerk’s office contains a large, finely carved writing desk and several shelves of books, as well as spare candles and lamp oil, ink, quills, and other writing implements. A door in the back of the office leads to the records room.

See the Clerk under Crew, below, for more details. At night, the office is dark.

Sickness: The clerk is madly scribbling in his office, and a great stack of ink-stained sheets beside him indicates he’s been working for some time.

The clerk is describing his nightmarish visions with frantic intensity, writing out long accounts of cannibalistic feasts and awful depravities.

Atrocity: Reams and reams of paper are strewn everywhere here, covered in crabbed, hastily-penned writing. Several ink-jars have been spilled. There’s no sign of the clerk.

Records

The boat’s ledgers, passenger manifests, inventory, and other records are stored in large cabinets in this large but dimly lit chamber. Unlike most of the vessel this area looks a bit neglected, cobwebs having gathered in the corners.

This room remains essentially unchanged even during the sickness/atrocity.

Storage

The storage rooms are locked (Disable Device DC 25), but the iron key carried by all crewmen opens them.

A – Spare linens, furnishings, cutlery, and unused art are stored in this room.

B – Clothing is stored here; although not all of the boat’s crew wear uniforms those that do have spares in this room.

There are uniforms for servers, the engineer, captain, mate, and clerk here. Deckhands don’t use uniforms on the Somnambulist.

C – Firearms and other weapons are neatly stored here: muskets, pistols, blunderbusses, powder, bullets, as well as few swords, clubs, knives, and hatchets.

6 muskets, 8 pistols, 4 blunderbusses, 6 kegs of black powder, 500 bullets, 10 short swords, 10 clubs, 20 daggers, and 20 handaxes can be found here.

Captain’s Cabin

The captain’s cabin is always locked (Disable Device DC 30 to pick the lock); only the captain himself has the silver key.

The captain’s cabin is more spacious than the rest of the crew’s quarters. Maps of the river and the surrounding country paper one wall, and bookshelves and cabinets holding accounts, ledgers, packet schedules, and similar documents line the others. A writing desk and chairs can be found here, strewn with papers. There’s also a large, glass cabinet full of liquor – mostly bottled spirits of various sorts. The bedroom adjoining the main cabin is quite plain, but comfortable-looking, with a large bed and wardrobe.

In a locked drawer of the desk (opened by the brass key kept on the captain’s person is a key-ring with duplicate, numbered keys of every cabin aboard the Somnambulist.

The Captain is present most of the time – see his entry under Crew below for details.

During the sickness/atrocity, the Captain holes up in his cabin, emerging only to give orders to keep the barricades up and manned. He drinks heavily and guards the door with a blunderbuss.

Observation Lounge

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Huge glass windows provide an excellent view of the river here while protecting observers from insects and rain. A coffee cart services those who choose to lounge in the plush chairs arrayed about the windows.

Day: The observation lounge is quite crowded at this time of day.

Night: At night, there is little to see from the lounge – only darkness. It’s currently empty.

Note that the Séance (see below) will be held here at night.

Sickness: A number of sickly crew languish here, moaning dully. One pounds his head onto the glass repeatedly.

Atrocity: The huge windows have all been smashed, covering the floor with broken glass. Several bloodless corpses are sprawled on the floor, one being feasted on by a pale former passenger with clawed fingers.

This Vampire Spawn (Sanity 1/1d6) will attack anyone who disturbs her.

Games Room

A billiards table and several smaller tables featuring chess, cards, and other games adorn this spacious games room, the stuffed heads of alligators and wild boar staring down at you from the walls, along with several antique muskets and paintings of hunters and their quarry. A small bar can also be found here. The room is lit by several lamps, the floor carpeted by animal skins. The room stinks of cigar smoke, which stains every surface.

Day: During the day, the games room is filled mostly with couples and youngsters playing games of chess or cards.

Night: The games room is quite full at this time of night, riverboat gamblers engaging in games of dice, cards, and billiards for a variety of stakes.

See the Gamblers under Passengers below for more detail.

Sickness: The games room has been abandoned as sickness grips the boat.

Atrocity: A pair of gamblers attempt to play billiards with a human eyeball ripped from the socket of a nearby corpse. The results are messy and imprecise.

Tea Room

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This tea room has a refined, feminine feel to it, with pastel walls and delicate furnishings. Paintings of romantic-looking cityscapes decorate the room, and a cabinet equipped with fine china fills one wall. The air smells fragrant here, like honey and vanilla.

Day: Ladies of sophistication currently pack the tea room, sipping their drinks and gossiping.

Night: At night, the tea room is quite empty.

Sickness: Someone has removed most of the fine china. Some of it lies broken on the floor.

Atrocity: Teacups brimming with blood sit on plates here, while the sandwich tray has been stocked with severed human fingers. Several ladies in bloodstained dresses and a few men wearing the same sip their blood with milk and honey.

4 Vampire Spawn can be found here (Sanity 1/1d6).

Promenade

The high promenade here is not covered like the others below but stands open to the air, the wooden walkway spattered with rain. From here, you can see the immense smokestacks of the Somnambulist thrusting skywards, along with the ornate cupola of the pilothouse.

Day: Passengers and crew bustle about the promenade, enjoying the excellent view afforded by the hurricane deck’s height.

Night: At night, the hurricane deck promenade is almost totally empty; only a few lone crewmen are evident.

Sickness: The hurricane deck promenade is devoid of passengers or crew.

Atrocity: Several passengers are attempting to break into the crew’s quarters here, battering at them with tools and fists.

Pilothouse

The pilothouse is a gleaming glass temple, spacious and fancifully adorned with rich red and gold curtains, a leather sofa, an oil-cloth floor, and a fine stove. Dominating the room is a gigantic wheel, almost comically large. A series of gongs and tinglers are reconnected to cords that, presumably, allow communication with the engine room; there’s also a fluted speaking-tube here allowing for more direct discourse.

Day or night, at least one of the pilots – often both – are present. See The Pilots under Crew, below. During the sickness the pilothouse stands empty; during the atrocity, it will be empty until the Vampires and their spawn seize control of the vessel, at which point the newly-made Spawn (formerly the pilots) will be taking the Somnambulist to the Belle de Nuit plantation.

Crew

Statistics for the crew can be found in the Appendix, but will probably not be required for the most part.

In total, there are 46 crew in total.

The Captain

A billowing blue coat and jauntily angled cap marks a very tall, very thin man as the boat’s captain. A great shock of white hair bursts from beneath his cap. He wears a pistol on his hip and dresses finely, in a well-tailored grey suit and waistcoat. Periodically he checks the time with a gold-plated pocketwatch.

Captain Will Leathers commands the Somnambulist. He’s something of a recluse and spends most of his time in his cabin, leaving many of his duties to the first mate. He’s a somewhat taciturn individual, brusque to the crew, though still respected for his many years on the river – he used to be a pilot before becoming captain. He’s polite to passengers, though, and possesses a refined sense of chivalry.

The Pilots

The pale, freckled woman at the wheel chomps on a cigar and never takes her eyes off the river. Reddish-gold hair spills down her back from a tightly cinched ponytail. Unlike most of the ladies aboard the Somnambulist, this one wears trousers and a waistcoat.

Lounging on the sofa in the pilot’s house is a bronze-skinned rake of a man who puffs a cigar of his own. He’s garbed all in black, including a black slouch hat that shadows his stubbled features.

This pair are the pilots – Justine and Henry Fortier, a married couple. Henry has been a pilot for fifteen years and taught Justine the river, but now she pilots a steamboat as well or better than her husband. She’s lively, strong-spirited, and quick-witted; he’s a bit surly, but doggedly loyal to the captain and to his wife. They are usually in the Pilothouse.

The First Mate

A blustering, barrel-chested man with a full black beard and wooden teeth, the first mate of the boat is identified by his blue cap and uniform – and by the way he barks orders to the crew, occasionally threatening bodily harm to dawdling deckhands.

Pierre Duplantis, the First Mate of the Somnambulist, is a hot-tempered, hard-drinking man who ends most nights passed out from too much rum. Despite his penchant for liquor, however, he’s a strong leader, if a stern one. He has his eye set on making Anna Drake, the head cook, his wife, but his affections are not returned. He can be found throughout the ship, often on the Main Deck.

The Steward

The steward is a sallow, gaunt-cheeked man whose face tells of a violent past – he’s got a glass eye, a broken nose, and a long scar along his jaw. One of his teeth glints gold. Despite his grizzled appearance he’s quite dapper in his dark, well-groomed uniform.

The steward is “One-Eyed Jacques,” a former naval officer who turned to the river trade in times of peace. He’s a crotchety, suspicious fellow assisted by several other servers – Gregory, Joseph, and George – in keeping the passengers in food brought up from the galley. He can be found in the Steward’s Office of the Boiler Deck.

The Head Cook

A stern dark-skinned woman serves as the boat’s cook, assisted by two girls who might be her daughters. She barks orders and gestures menacingly with a large cleaver, imperiously ordering soups to be seasoned, fires to be stoked, or water to be boiled.

The head cook is Anna Drake, a fierce but warm woman and one of the best cooks on the river. Her speciality is blackened catfish. She’s a demanding taskmaster but extremely knowledgeable and talented. In addition to being an excellent cook she knows a few Voodoo charms and spells, but she keeps this knowledge to herself. She’s usually in the Galley of the Main Deck.

The Assistant Cooks

The assistant cooks are a pair of dark-skinned girls, identical in every detail save for their hair – one keeps it short, the other keeps it long and tightly bound behind her head. Both wear white aprons and crew’s uniforms.

The twins Adeline and Claudette are Anna’s daughters, the assistant cooks. Unlike their mother they’re quiet, demure, and rather sardonic, given to sly glances and gossiping between one another. They’re usually found in the Galley on the Main Deck.

The Engineer

The boat’s engineer is a bald, fleshy fellow with the trace of old burn-scars on his hands and the side of his face, the tissue puckered and shiny. Despite his disfigurement he seems genial enough, humming to himself as he tinkers with the engines.

Archibald Jennings is kindly, but those who interfere with his engines will see his dark side – he has a terrible temper, rarely roused but awful to behold. He’s a good engineer, and has kept the boat running well for years. He’s usually in the Engine Room on the Main Deck.

The Clerk

A stooped man with a crooked back and dark, glinting eyes, the clerk has long-fingered, ink-stained hands and a pair of gold-rimmed spectacles. Though hunched, he is quite young, perhaps in his early thirties. He walks with the aid of a cane.

The kindly but deformed Felix Lamb is staggeringly intelligent, capable of performing complex calculations in his head. Though some passengers avoid him he is very well-respected by the crew. He’s usually found in the Clerk’s Office on the Hurricane Deck.

The Barber

The barber is a cheerful, dark-skinned man with a gleaming white smile that goes well with his starched uniform.

Oliver Fox is the barber aboard the Somnambulist, a compulsively cheerful man renowned for his speed. Naturally, he can be found at the Barber’s on the Boiler Deck.

The Barkeep

A burly blonde woman tends bar in the Grand Saloon, chatting amiably to passengers and mixing a variety of drinks. Her arms are covered in intricate tattoos – roses growing on thorny vines. Unlike many of the crew she doesn’t wear a formal uniform, preferring a flouncy black and red bodice and skirts.

Giselle LaRue tends bar. She’s a good source of gossip on the boat – she knows who’s sleeping with who, who lost his wages at cards, who’s got a drinking problem etc. She can be found in the Grand Saloon most times.

The Porter

A pallid, dark-eyed young man slouches against one wall, smoking a cigarillo and watching the passengers – particularly the women. Judging from his dress he’s a crew-member of some kind, but he doesn’t seem to be doing much work.

Sly, lazy, and conniving, Fergas Gray is the boat’s porter. He frequently steals from passengers, burgling cabins when no one is watching and filching valuables lying around. One for the ladies, he can frequently be found chasing skirts, particularly the chambermaids, and Adeline and Claudette in the galley. Many stolen items and a fair amount of stolen cash can be found in his cabin on the Hurricane Deck. He’s usually found on the Cabin Deck.

The Firemen

A massively muscled man with skin black as coal and a bristling beard serves as the boat’s chief fireman, stoking the furnaces with the aid of three other workers down in the boiler room, sweat pouring off them constantly.

Tobias Stone is the Chief Fireman, something of a gentle giant. He is assisted by Murray, Aubrey, and John, the three other firemen. They’re to be found in the Boiler Room.

The Chambermaids

Chambermaids in fetching uniforms flit from cabin to cabin here, cleaning, tidying, and changing sheets. Most of them are quite young and have the dusky complexions common amongst the folk of this land.

The six chambermaids are Emile, Alexandrine, Camille, Delhpine, Rosette, and Isadora, and are usually found on the Cabin Deck or Hurricane Deck.

The Waiters

Four smartly-dressed servers circulate through the Saloon, attending to the needs of the passengers.

The servers are Henrietta, Sabrina, Byron, and Louis. They can usually be found in the Grand Saloon.

The Deckhands

Strapping deckhands – most of them young, well-muscled men with louche manners and unsavoury personal habits, help to haul and pack freight in the cargo room, some singing work-songs, others swapping stories of the river.

There are twenty deckhands in all. In addition to hauling freight they’ll fulfil other tasks on board as needed. They’re usually on the Main Deck.

Passengers

Total, there are 35 cabin passengers and 55 deck passengers aboard, though exact numbers fluctuate.

The Preacher

Edward Pusey

A plump, pale man, heavily jowled, preaches a sermon to a group of passengers here, reading from a leather-bound book. He wears a black coat, somewhat stained and tattered. His selected passage speaks of the terrible plagues and afflictions visited upon those who stray from the path of righteousness into sin and temptation. Some of his audience are quite rapt, but just as many seem to be listening more to pass the time than anything.

The preacher is Father Eugene Fontenot, a rabid, hellfire-and-damnation priest. He may be of minor use in a fight against the vampires – he has several vials of holy water with him, at the very least. He’s extremely pious, prudish, and judgmental, however, and will condemn anyone who exhibits signs of sin i.e. lasciviousness, gambling, thievery, etc, unless they confess their crimes and make a sincere effort to repent.

The Doctor

A well-dressed man sits in the lounge, reading what looks like a book of anatomy and occasionally making notes in another book to one side. He’s of middle age, with a well-kept grey beard and a pince-nez, and skin the colour of caramel.

This is Doctor Armand Lafitte, a physician of some repute. He’s travelling home after a sojourn into the swamps to treat an outbreak of pox in Marais de Tarascon. He’s a rather unsociable fellow who prefers to be left alone, but when the fever breaks out he’ll be very important (see Events, below). He has a full healer’s kit in his quarters.

The Duellist

Drinking quietly in one corner of the saloon is a dark-featured woman with eyes like flint, openly displaying a brace of duelling pistols on her hips. She wears a multitude of earrings and keeps her hair cropped short. Her features are partially shadowed by a black slouch hat.

This is Celestine Maurin, an accomplished duellist and pistol-for-hire, said to have killed thirteen men with her two pistols. She may be a useful ally against the vampires later in the adventure. Treat her as a 7th level Gunslinger.

The Clairvoyant

antebellum lady

A pale, rounded woman in a black dress speaks to a rapt audience in the Saloon, moving her arms theatrically.

“The ectoplasmic hand materialized from the aether and attempted to strangle me!” the woman declares. “In my trance, I was scarcely aware of this phantasmal assault. Yet even as the unctuous, slimy fingers tightened around my neck, and those present at the gathering screamed, I summoned enough strength to banish the poltergeist back to the Spirit World.”

The listeners ooh and aah, assailing the woman with questions. One asks if the woman will be conducting a séance aboard the steamboat.

“I shall,” the woman declares. “The captain has agreed to let me converse with the spirits tomorrow night, in the observation lounge on the hurricane deck. There will be a small cost of admission – only a single silver dollar.”

The woman is Evangeline Pardoe, a spiritualist and clairvoyant – and, despite her theatricality and overblown self-presentation, not a charlatan. She may, in fact, be very useful in conducting an investigation of the sicknesses and disappearances aboard the boat – particularly her ability to retrieve memories through hypnosis (her Memory Domain ability Recall).

For more details, see the Event “The Séance” below.

The Traders

Four well-fed and well-dressed men are seated at the bar. Judging from the empty glasses before them and the redness of their noses they’ve been drinking for some time. From what you can hear of their conversation, they’re discussing shipments, profit margins, and similarly commercial matters.

These merchants – Gustave, Renault, Guy, and Michel – have cabins aboard the ship and are heading to the Port d’Elhour in hopes of making a major deal to ship tobacco across the sea to Dementlieu. They have a sizeable quantity of funds aboard (1200 gp in a locked chest – DC 25 to pick – in Gustave’s cabin) and spend money liberally. Most have expensive baubles (rings, watches, snuff-boxes, etc) on their persons, worth roughly 25 gp.

The Gamblers

Ruffian

A pair of rather rakish, disreputable-looking men and a full-figured, heavily made-up woman play cards here in the games room. The men have a decidedly roguish cast; one, a wiry fellow with long black hair, is missing an ear and sports a series of small skull-like tattoos on his forearm, while the other, bald-headed, fidgets dextrously with a small knife, a black cigarillo dangling from his lips. Both wear leather vests and travel-stained clothes. The woman, who cools herself with a small hand-fan, would not look out of place in a brothel in her tight-fitting corset, flouncy skirts, and netted stockings. The three of them clearly know each other well from the way they are conversing.

These three gamblers – Juliette, Quentin, and Antoine – are scoundrels who roam the river and its ports swindling those they find out of their money. They can usually be found in the Games Room on the Hurricane Deck. These statistics are usable, sans magical equipment.

The Vampires

antebellum gentlemansultry portrait

There are ten vampires aboard the boat: Damienne (the leader), Angelique, Philomene, Nanette, Vistoire, Isabelle, Narcisse, Henri, Francois, and Phillipe (all of these are pseudonyms, incidentally; the vampires’ real names can be found in Damienne’s diary). The ladies are all Sorcereresses, the gentlemen Fighters (see appendix for stats). They can be found throughout the boat, but can frequently be found in the Grand Saloon and the Observation Lounge, or walking the promenades. Naturally, they are seen only at night. More details can be be found in the Events section.

A group of elegantly dressed men and women lounge in the Grand Saloon, drinking wine and talking merrily with the other passengers. Judging from the richness of their attire they’re ladies and gentlemen of considerable means. The men have the look of dandies in their fine, colourful coats tailored outfits, while the ladies are all pale beauties, dark-haired and fine-boned, garbed in elaborate dresses of black, red, and blue. Certain similarities amongst the features of these bon vivants suggests they are related. The evident matriarch of the group is a beautiful woman of indeterminate age – she has the unlined face of a girl of twenty, but holds herself with the poise and confidence of a much older woman.

The vampires will try to befriend and even seduce the characters, luring them into dark corners or cabins to feed on them. However, don’t give the game away too quickly – remember that the vampires can use Charm and Modify Memory. You may wish to record Will saves so that you can roll them instead of the players.

Damienne Suzeneau, if approached, will explain her reasons for being aboard:

“Always a pleasure to meet fellow passengers,” the woman says. “Mademoiselle Damienne Suzeneau. Charmed, I’m sure.”

“My cousins and I are travelling to Port d’Elhour for the coming social season – six months of balls, parties, and exhibitions. It will be Angelique’s first proper season.” She gestures to a pale girl with dark blonde hair seated nearby, who looks over with large, curious eyes. “After so many months of the dreary old plantation house it will be a relief to reach the city.”

Any encounter with the vampires that reveals their undead nature requires a Sanity check (1/1d6).

Haunted Houses

Creepy House manor Orava Castle

There’s a shunned and fearful house on the edge of town, with an infamous reputation amongst the locals; the adventurers decide to investigate.

The House…

Roll d20 Result
1 …had a massive conservatory full of exotic plants that have now grown wild, making the entire house a treacherous vegetal hell. Strange hallucinogenic blooms cloy the air with their unwholesome perfume; creeping vines burst through windows and doorways; shambolic pitcher-plant things haul themselves through the overgrown passages. The house was owned by a wealthy explorer who brought the plants back from her travels from afar; her ghost still tends the multifarious blossoms, murmuring sweet nothings to the same poisonous vines and flowers that killed her.
2 …was converted into a leprosarium long ago before being abandoned. The deformed ghosts of the diseased dead now afflict the walls, floors, and ceilings with symptoms of the afflictions they suffered in life: weeping sores, gangrene, tumorous growths, cysts, boils, necrosis, and the like. Objects within are similarly affected: lamps shudder feverishly when lit, faucets or fountains dribble blood or pus, furniture sweats. Only the sick are safe in the house; those who are hale of body quickly become the ghosts’ victims.
3 …was nearly burnt down by the deranged, arsonist wife of the owner, kept locked in a sound-proofed room. The spirits of the family, their servants, and even their pets are trapped in the charred ruin of the house, manifesting as forever-burning apparitions, immolated phantoms whose touch ignites flesh and clothing. Holy water can put the spirits “out” at which point they cease to be deranged, raving horrors and become potential allies. Only once the arsonist’s ghost is exorcised will they truly rest.
4 …erases the memories of those who enter before locking them inside itself. Its interior is actually an extradimensional labyrinth of apparently infinite size, the haunt of otherworldly aesthetes and uncanny predators, notably certain hungry echoes whose sultriness entices wayfarers deeper into the maze.
5 …has become the house of a crazed Druidess obsessed with cats. She invites strays into the house with endless saucers of milk and seems to bewitch them; they follow her around in a great train, and hundreds of them can be found in the house’s rooms. The cats are multiplying, and they are getting very hungry. At night, a great mewling can be heard within, mingled with suspiciously human screams… and folk in the nearby town are disappearing.
6 …has become the haunt of vagrants, some of whom have disturbed the peculiar shrine found in the basement and now suffer nightmarish visions, visions of a Beast that speaks to them, giving them instructions, describing certain rituals, certain incantations, certain acts of unspeakable violence and depravity. The squatters are finding such urgings increasingly difficult to resist.
7 …has been taken over by local thieves who use it as a guild headquarters. Using disguises and magic they occasionally impersonate ghosts in order to deter unwanted visitors. Inside, a mixture of props and illusions make the house look haunted. Further in, past several secret doors, the headquarters is quite lavish, well-lit, and filled with riches.
8 …is the abode of uncountable multitudes of rats. The upper floors are the domain of mundane albeit somewhat bloated, over-large rats. The basement levels, which go down for an unfathomable distance and eventually merge with a series of tunnels and caves, are filled with increasingly disturbing mutant generations of rats: rat-kings with tails intertwined, six-legged rats, two-headed rats and blind rats with tails where their faces should be, hairless rats large as dogs, winged membranous rats, bipedal rat-children things. At the lowest level are pestilential horse-sized rat monsters birthing scores of the degenerate beasts. The mutations are caused by eldritch, radioactive crystals in the depths; those who brave the caves begin experiencing strange changes themselves.
9 …is infested with creeping fungus that spreads up from the basement into the main house. A brood of fungal horrors thrives in the deepest cellars beneath the fell house, but now the mildewed denizens of the place are venturing out into town and abducting those who dwell in it, dragging them down into the house’s pungent depths to infest their flesh with spores. They worship a kind of fruiting hive mind composed of the decomposed bodies of hosts no longer ambulatory.
10 …is filled with furniture made from embalmed human limbs, wallpaper, curtains, and lamp-shades from tanned flesh, decorations from carved bones and preserved organs, etcetera. Most of these materials were gathered from the local graveyards by the deranged inhabitant of the house, who is himself quite harmless, if macabre. However, the spirits of those whose mutilated corpses were used to craft the furnishings now plague the house and its morbid denizen.
11 …coexists on seven unusual planes of existence – the Roiling, the Skein, the Gnashing Realm, the Last World, the Tonguelands, Shriven, and the Plane of Wings. These places can be glimpsed through its windows at certain times of day, visited using the seven keys scattered throughout the house. But other travellers sometimes find their way into the house, as well…
12 …swarms with vermin of every variety – spiders, cockroaches, centipedes, flies, beetles, and others less identifiable. Wallpaper rustles and furniture teems with them. Webs shroud every surface and the floors crunch with moulted chitin. Cocoons and eggs dangle from the ceiling. The vermin occasionally shape themselves into quasi-humanoid masses; others fill the corpses of victims to use as grotesque puppets; they may or may not be demonic spirits. The swarms are being vomited forth unendingly from a jade bottle in the former owner’s cabinet of curiosities.
13 …is defaced with blasphemous graffiti so vile that it has achieved a kind of life. Living obscenities stalk the halls, erupting suddenly from wallpaper, returning to their papery realm when injured. Animate scribblings and pornographic caricatures made flesh seek to entrap intruders within two-dimensional reality. The graffiti was created by a mad, artistic warlock who wanders the house with chalk, charcoal, and brushes, scrawling new creations into unlikely life.
14 …is itself a ghost-house that appears only once every hundred years on the anniversary of its destruction; at other times it is nothing more than a few scattered lumps of rubble. Those inside the house when it disappears become trapped within it for a century, but perceive no passage of time.
15 …contains countless cursed mirrors in which the spirits of the former residents (and many others) are trapped, driven mad by centuries of imprisonment. The spirits can walk from mirror to mirror and can harm trespassers by attacking their reflections. They can be fought in the same way – though this is difficult and disorienting. Breaking mirrors is inadvisable: anyone reflected in a mirror when it is broken suffers terrible injuries, bones cracking, organs rupturing as their anatomy becomes hideously reconfigured. Those killed by a reflection have their souls drawn into the mirror-world.
16 …is the lair of an ancient family of vampires who swathe the windows with black curtains. Decades ago vampire hunters managed to trap the vampires within the mansion by consecrating the ground around the house and encircling it with running water. The vampires remain within, but have not fed in many years; as a result they are feral, emaciated things, bestial and maddened by the terrible thirst they cannot slake. The only victims they do enjoy are the periodic hunters who enter the mansion to finish the job – always unsuccessfully – and the foolish burglars who, hearing of the vampires’ extraordinary wealth, hope to plunder the mansion of valuables.
17 …contains portals to unimaginable past and future epochs that connect to “sister-structures” in those time periods. The denizens of such far-flung eras occasionally find their way through to the house, some monstrous mutants, others merely curious. Time within the house itself has been known to behave curiously, sometimes flowing at different rates in different rooms and on different floors.
18 …is the abode of a coven of hedonistic witches who use the place for their orgiastic rites to goat-headed gods and moon demons. Arcane drug-laboratories, stained altars guarded by horned servitors, cauldrons of sacramental filth, and luxurious incubi-harems can all be found here.
19 …was owned by an obsessive doll-maker who peopled the place with thousands of his own creations, eventually performing vile rituals to trap the souls of the living in the wood and porcelain bodies of his creations. The dolls have since murdered their “creator” but cannot leave the bounds of the house and so have gone slowly mad, forever trapped in their artificial forms, some taking on the dolls’ personae…
20 …is a gigantic, carnivorous shapeshifter, a living organism that attempts to lure would-be ghost-finders and looters into itself with suggestive groans and flickering lights in order to messily devour them. After consuming a group of investigators the house’s exterior doors and windows vanish, trapping the house’s prey inside. Rooms and corridors move about according to the creature’s whims until its kills and absorbs those within.

Fimbulvinter Maps

An unpardonably long time has passed since my last post. I’m putting together the next bit of Fever in the Blood, but in the meantime here are some hand-drawn maps for my Fimbulvinter campaign, an intermittent IRC game set during the endless winter of Norse myth. It’s equal parts Viking Age sandbox and post-apocalyptic survival horror, run using Pathfinder. Most of our big combats are now played out using Roll20 using maps I draw, like these ones:

barrow0001 house0001

mountains grove0001 Map0004 Map0003 Map0002 CampBlodlands Hrafnlands Gorn0001

Fever in the Blood

vampyre

As part of what is now an annual tradition my Planescape players will be spending October in Ravenloft. I will be posting the adventure here as I run it for them. Last year’s adventure, “The Savour of Madness,” can be found in its entirety on this blog under the tag of the same name; the first part of that adventure can be found here.

Synopsis

The adventure focuses on a group of vampires, a brood of decadent belles and their gentlemanly attendants led by the alluring Damienne Seuzeneau. These depraved creatures dwell in a ruinous estate, the Belle de Nuit Plantation, its fields long gone to seed, attended only by ghouls and their own misbegotten spawn. Beneath the plantation lies their true lord and master, a repulsive elder vampire of primordial age that has transformed into the form of a gigantic leech. It is attended by its ancient kindred, vampires so old they have sloughed off most of their human semblance altogether and appear as monstrous hybrids of leech and human.

Whenever their thirst grows great, those vampires still capable of passing for human put on the remnants of their best finery and travel to the nearest town to take passage on a passing steamboat. Rather than simply draining a few passengers or crewmen dry and then departing, however, the vampires enact a far more sinister scheme. They long ago discovered that all of them carry a wasting disease that causes delirium, fatigue, and weakness in humans – a nightmarish form of marsh fever, made more virulent by its vampiric hosts. Unaffected by the sickness themselves, the vampires infect as many on board as they can, and the disease quickly spreads on its own with the aid of local mosquitoes. Once those aboard the boat begin to succumb to the disease, the vampires (sometimes with the aid of mentally dominated crewmen) seize control of the boat, slaughtering those aboard in a haematophagic frenzy, an orgiastic feast. Those they do not drain are locked in their cabins while newly-acquired spawn steer the vessel back to their lair. They drink from the remaining victims for a few more weeks, eventually sinking their stolen steamboat into a deeper part of the bayou. They send a few servants to sell what valuables they took from the dead in town, acquiring funds for their next journey and for other expenditures.

The characters, having strayed into Ravenloft, encounter the vampires after taking passage themselves on a steamboat, the Somnambulist. The boat quickly falls prey to the creatures’ malignant marsh fever, potentially afflicting the adventurers themselves. In the ensuing struggle for the boat, the characters may or may not fight off the vampires – if they fail to prevent the take-over the surviving characters will be locked in their cabins. If they succeed on fighting the vampires off, they must seek them out in the depths of the plantation in order to fulfil the terms of a Voodoo divination concerning their return home.

Influences

This adventure was loosely influenced by the AD&D Ravenloft adventure RQ1: The Night of the Walking Dead, and draws inspiration from George R.R. Martin’s antebellum Gothic novel Fevre Dream, Anne Rice’s Interview with a Vampire, and China Miéville’s The Scar… and perhaps a little True Blood. Most Souragne material in Ravenloft emphasizes Voodoo, and while this adventure includes a bit of Voodoo, I wanted something that played more on the Southern Gothic tradition of vampire literature. The idea of a steamboat adventure through disease-infested swamp obviously owes much to Joseph Conrad’s Heart of Darkness.

Sanity

Sanity rules of your choice are highly encouraged.  For a basic d20 Sanity system the rules found here work adequately, and are assumed throughout the adventure..

Notes on Running the Adventure

Some of this advice is repeated from the Savour of Madness Adventure.

Ravenloft sessions are ideally played in the evening, preferably by candlelight.  If you’re playing a regular campaign in which your players are whisked off to Ravenloft, I suggest making a “transition” from the regular game: at first, make them think an ordinary session is occurring, and then, as the Mists roll in, turn out the lights and light candles.

I use music extensively in my games, but it’s particularly useful in horror games, where mood is everything. For additional atmosphere, I recommend using swamp sounds, such as those found at tabletopaudio.com/ – specifically the “Swamplandia” track. Other possible swamp sound compilations can be found here:

Swamp Sounds

Swamp Sounds 2

When players discover documents, make sure you have handouts prepared (preferably aged and crinkled).  Hand them the documents and have them read them aloud, squinting in the candlelight to discern the writing.

If characters are making Perception rolls and only one or two characters passed the roll, you may wish to scribble down what they saw on a piece of paper and then pass it to them rather than telling the whole group.

Don’t railroad players. They may devise novel ways of approaching the scenario – perhaps they manage to trap the vampires inside the Somnambulist’s cabins somehow and kill them there, or maybe they convince the captain using magic or money to evacuate the boat and burn it while the vampires are inside. Be ready to improvise! That said, the vampires are exceptionally intelligent and have a wide array of powers at their disposal, including mind-influencing effects and the ability to transform into animals. They should not conveniently forget these abilities to enable the PCs’ plans. Allow player agency, but pull no punches.

Alternate Settings and Systems

This adventure would be adapted to other settings very easily. The assumed setting is Ravenloft, specifically the Domain of Souragne; however, any steampunk or vaguely 19th century setting would do. If you wanted to run it in a historical setting the adventure could easily be transplanted to antebellum Louisiana, although Florida, Alabama, or Mississippi would also work well. The adventure would fit admirably in Privateer Press’ Iron Kingdoms, especially near Corvis.

The system used is Pathfinder, but other systems – Lamentations of the Flame Princess, Call of Cthulhu in any of its variations, d20 Past, or even Fear Itself or a similar GUMSHOE-based game – could all be utilized instead.

Alternate Hooks

Here are some alternate means of involving the characters in the adventure:

  • The characters have been hired by the local authorities to investigate the disappearance of several steamboats over the last few years.
  • A local merchant’s son has gone missing after a steamboat journey – his vessel never arrived. The characters are hired to find out what happened to him.
  • A wealthy trader lost a very valuable piece of cargo – gold, a rare jewel, or some similar item – when the boat carrying it disappeared; he has employed the characters to recover it.
  • The characters simply require passage down the river on some other errand and are in the wrong place at the wrong time.

Into the Mists

BAYOU!

Perception DC 20 to notice a mosquito alight on a character’s arm…

As you walk, a dense shroud of sallow mist the greyish-yellow of spoiled meat congeals around you, miasmatic tendrils caressing your limbs and face. The sudden fog brings with it a blast of humidity; caught in the swelter, you feel yourself begin to sweat, even as a cloud of insects swirls about your head. Along with the sticky heat the mist carries a foul stench, the reek of stagnant water and rotting vegetation. Taking another step you nearly stumble as your foot splashes into knee-high water and soft mud below. The mist, for a moment nearly too thick to see through, parts a little to reveal the twisted hulks of bald cypress trees, their curving, contorted trunks emerging from the water, bark gleaming like pale flesh in the glimmer of sickly moonlight shining through the tattered canopy above. A chorus of batrachian croaks resounds throughout the bayou, as if welcoming you to this dripping, fetid swamp.

While in Ravenloft, non-Evil characters suffer a -2 penalty to all Charisma checks.  Evil spells are empowered.  Divination spells are impeded (Spellcraft DC 15+level to cast).  Detect Good/Evil spells simply don’t function, nor do regular planeshift spells or other spells that interact with other planes (though extradimensional spaces still function normally).

Below are a number of swamp encounters to be used as desired before the party arrives at Marie’s hut.

Leeches

It won’t take the characters long to acquire a few unwelcome guests: leeches. Upon emerging from the water:

To your horror, you discover that you have acquired several parasites – fat, greenish-black leeches, their jaws clamped to your skin, sucking away at your blood!

The leeches do not form a swarm but do require a Perception check to spot (Stealth +24) to avoid. On a failure, 1d6 leeches latch on to the character, draining 1 point of Strength and Constitution. They also require a DC 15 Fortitude save to avoid 1 Dexterity damage from poison (1/round for 2 rounds).

They can be removed by hand or with salt or fire. Each hour the characters spend wading or swimming in water they must make a second check or acquire another 1d6 leeches and another point of damage (and another dose of poison). A Survival check of DC 20 can allow a character to deter leeches for one hour without making Perception checks.

Bodies

Soundtrack

Perception DC 15 to see the bodies:

A dark shape bobs in the water, exuding a reek even fouler than the ambient fetor of the swamps. As it floats nearer you see that it is a human corpse, clothing tattered and sodden with water; a moment later, a second cadaver floats into view.

On closer inspection:

Bloating, darkness, and decomposition make determining the cause of death difficult, but judging from the extreme pallor afflicting both men you’d say they died of blood loss. Though drained of blood their skin is also discoloured, sallow and unhealthy-looking. Closer inspection reveals a number of semi-circular bite-marks on the bodies, including a series of particularly vicious bites around the face, neck, and shoulders of both men.

Perception DC 12 to notice a number of smaller pin-pricks or jab-marks on one man’s forearm. Close examination of the bodies provokes a sanity check (0/1d3).

While the bite-marks suggest the work of a swarm of killer leeches, the men were actually the victims of the residents of the Belle de Nuit Plantation, cast overboard after being drained. They carry the following items:

1 water-logged pepperbox pistol (treat as Broken condition)

1 rapier, rusted but useable

2 daggers

2 purses, empty

The following slightly water-damaged diary, tucked into an inside pocket and so spared complete obliteration:

journal0001

journal0002 journal0003 journal0004 journal0005 journal0006 journal0007 journal0008 journal0009 journal0010 journal0011 journal0012

Alligators

This group of smaller alligators can catch characters unawares: Perception check (Stealth is +17) to see dark shapes beneath the water, along with a few ripples, before the gators attack:

Something dark and long swims past you, and you feel it bump against your leg. Before you can react a second shape breaches the murky surface, fanged jaws parting, reptilian eyes gleaming with terrible hunger – a vicious alligator!

Soundtrack

There should be 1 alligator per party member.

Wild Empathy DC 20 to distract the alligators with the bodies, so that they eat those instead of the characters.

Boat

bayou3A rickety wooden flatboat bobs along in the water, here. Its sides have grown mossy and partially rotten, but it’s not yet dilapidated enough to sink. Its oars are still in the oar-locks; the whole thing is snared in the roots of a large willow, its branches drooping down to kiss the water’s surface.

This boat is still river-worthy, albeit barely. It can fit up to 8 people.

Voodoo Priestess’ Hut

A bulky shape materializes out of the fog – not a tree but a building, a small wooden house built on stilts to keep it from the water. A sodden rope ladder leads up from the muddy earth into the rickety shack, whose eaves are bedecked with curious trinkets: crude dolls, the skulls of birds and frogs, fetishes of fur, feathers, and crocodile teeth, shrunken cat’s heads, and carved wooden symbols. Candlelight flickers from inside the hut.

Within…

The door opens easily. The room within is dim, lit by flickering candles that cast black, spidery shadows on the wooden walls. The air smells pungently but not entirely unpleasantly of incense, spices, and paraffin, with a trace of decay beneath. Dangling from the ceiling and festooning the walls are more of the totemic objects that hang outside: preserved animal parts, gourds and bottles of reagents, wooden masks, dried herbs, charms, bones, powders, and other gris-gris.

Sitting at a table amidst these objects, shuffling a deck of tarot cards, is a woman of early middle years with eyes blacker than the night outside, skin the colour of caramel, and a mass of black hair cascading down her back. She smiles knowingly and beckons you forward.

“You have come,” the woman says. “The Dark Powers have heeded my prayer, called you here. I am Marie Vidrine.”

MarieLaveau

Marie Vidrine is a Voodoo Priestess, a Mambo or “Voodan” in the terminology of Ravenloft – a descendent of the Vistani and other peoples, she carries on the traditions of her ancestors, blended with those of Souragne. Try your best to do a proper “voodoo priestess” Haitian accent here…

If the characters wait for a response, or ask why she has brought them here, she says the following:

“The swamps are home to many spirits,” the woman claims. “The Loa, Mystères of the Invisible World, act as intermediaries between the land of the living and that of the dead. Though many fear them, and with good reason, they are not entirely malevolent, and protect those that serve them well. As a Mambo, a priestess, I speak often with the Loa. They have told me that a great evil has entered this land – ancient and yet foreign, polluting the swamp with its vile presence. This evil is a thing of sickness, bringing with it a plague of unnatural origins. Disease and decay – these things are part of the natural world, the cycle of life and death. This sickness is something else, something other. It perverts nature, corrupts it, rather than working as a part of it.

“I have brought you here to act as a medicine. You must find the source of the infection and expunge it, cure this land of what ails it. Only then will the Dark Powers permit your return.”

So you’ve kidnapped us?

“I asked the Dark Powers to help me expel this evil. They were the ones to summon you. Why they chose you, I cannot say. Perhaps you have attracted their favour, somehow.”

How can we cast out this sickness? Where do we begin?

“The rivers of Souragne are this land’s veins, its arteries,” Marie Vidrine explains. “I believe this evil, this sickness, is using the rivers to circulate. Like a fever in the blood, it spreads itself throughout the land. Begin at the river; travel its length. It will lead you to the source of the infection. Follow the tributary upstream and it will join the river soon enough.”

Marie can use Disguise Other to transform obviously non-human PCs into a more human-like form for the purposes of investigation (technically this spell is not on the Witch spell list, but in my opinion it should be).

Marie will also impart a word of warning as the characters leave:

“A word of warning,” Marie says. “The swamps are home to many beasts, some of them in the skins of men… there are ill-bred folk who dwell deep in the marsh, and do not take kindly to outsiders. Be wary as you seek the river, for they are a cunning people, skilled in the ways of pain.”

The Swamp

bayouNavigating the waterways of the swamp is tricky, as they form a kind of watery labyrinth in which it is easy to get lost. A Survival check of DC 15, however, will set characters on the right course. You can read out this atmospheric text, if you wish:

The waterways of the swamp are intricate and many-branching, forming a labyrinthine mass of intersecting streams and pools. Crickets, frogs, insects, and night-birds haunt the black, dripping undergrowth, which emanates a stench of both decay and fecundity. The moon has clouded over now, and a few drips of rain patter on the trees and water.

Swamp-Folk Ambush

These inbred swamp-dwellers are little more than bandits, waylaying passersby, sometimes killing them for fun or meat, more often simply robbing them and leaving them for the gators. There are 6 in all – see Appendix for statistics. They are well-concealed, their base +7 Stealth check is increased to +9 due to Favoured Terrain, and swamp-sounds and generally unfavorable conditions add an additional +4 for a total of +13. A successful Perception check will reveal that the party are being tracked:

Someone is following the boat in the underbrush – at least two individuals, judging from the discrete signals they’re exchanging in the form of bird-calls. You don’t get a good look at them as they’re well-concealed by the drooping mosses, gnarled trees, and other foliage, but they seem to be humanoid, and you think you catch a glint of metal.

If spoken to, the swamp-folk attack immediately, without a surprise round. They begin by attacking with nets (remember to use touch ACs) and prepare ranged weapons:

Suddenly, a net flies from the undergrowth, followed swiftly by another. A bedraggled figure clad in poorly tanned skins, scraps of alligator hide, and a broad-brimmed hat steps out of the undergrowth, a handaxe in one hand and a pistol in the other.

“We’ve got ye surrounded,” the man says, with a near-toothless grin. His features are misshapen, his brow overlarge, his eyes small and glinting. He spits into the river, keeping his pistol trained on you. “Best be dropping those weapons and putting aside thought o’ struggle. Behave yerselves and we’ll let ye live. Give us a struggle and things’ll go bad fer ye.”

The swamp-folk retreat if more than 3 of their number are killed. If captured, they can be interrogated concerning the source of the sickness, and can also be forced to act as guides. It takes a successful Intimidate check (DC 15) to get them to divulge information in this manner.

They know little of the vampires’ doings but do know that steamboats have been going missing on the river:

“Heard tell o’ fever on the river,” the malformed man reluctantly admits. “And other troubles besides. Steamboats goin’ missin’, spirited away off the river by some bogey. One night, Eustace an’ I were trapping gators down by the riverbank, saw a steamer comin’ by, folks laughin’ and singin’. First we thought it was jus a reglar ol’ party they havin’, them fancy folks in the grand saloon, but then the boat come nearer and we sees there ain’t no lights on, not anywhere on the boat, not even the pilot’s house, an’ its well past sundown. How they’re steerin’ without runnin’ argound I can’t rightly say.

“Then we started hearin’ the screams an’ whimpers, like folks were bein’ tortured, skinned alive… Now I ain’t no lily-livered dandy what grows faint at a few shrieks. I done my share o’ reddish work by candelight, and never minded the squealin’ – maybe even enjoyed it some. But these sounds… twas Hell itself on that boat that night. Set my teeth on edge. Eustace and I high-tailed it home after that.”

The River

Joseph_Rusling_Meeker_-_Bayou_PlaqueminesAt last you reach the river itself, a greenish-black expanse of water twisting and turning through the swamplands like the coils of some impossibly long snake. The current is not particularly strong, here, and mosquitoes buzz about the riverside in a thick and irritating cloud.

Les Hiboux

Soundtrack

Lights glimmer from out of the fog ahead – a village, perhaps, on the riverbank.

This is the village of Les Hiboux, named after the owls who live nearby. It’s a pretty pitiful settlement – a dock, a saloon, a tiny church, a few houses, and a woodyard:

A squalid little village clings to the riverbank here, its crude wooden buildings infested with moss and fungi. There’s little here save a rickety old wharf jutting crookedly out onto the water, with a woodyard nearby. A tiny saloon with a couple of wagons parked outside spills light and music out into the night, but apart from the drinking hole and a rundown church, the only other buildings of note are a few mouldering old houses, some of them so rotten-looking they’re like an extension of the swamp itself. An owl hoots, perched on a sign that declares the village “Les Hiboux.”

The Church

The church looks to be only a few years away from rotting away entirely, but despite its dilapidation there’s evidence it’s still in use – the inside, visible through the square windows out front, is swept and moderately clean, and there’s a book and a few ecclesiastical oddments and icons near to the plain, wooden altar. Candlelight in the rear window suggests that whoever ministers the church lives within it, too. Out back there’s a small hill, a mound of solid earth that serves as the village’s cemetery – a few rows of wooden stakes and a handful of stone grave-markers.

Les Hiboux’s local priest is Father Chastain, an old drunk who spends most of his time dipping into the sacramental wine, sleeping, and unsuccessfully seducing the local women. There’s little reason for the characters to disturb him at this time of night, however.

The Red Moon Saloon

The saloon is a disreputable looking two-storey establishment that bleeds lamp-light, laughter, and piano-music into the night; a crescent-shaped, crimson sign declares the place the Red Moon. One of the windows is broken and has not yet been repaired.

Inside:

The Red Moon is lightly crowded with travelers – mostly merchants, by the look of them – as well as a small handful of locals. Garishly decorated with pornographic paintings and decapitated animal heads, the place is tended by three fancy-girls in red and white skirts and bodices, their faces heavily painted. A scarred woman of quite a different stripe leans against one wall, cleaning her nails with a knife and keeping an eye on the clientele, while a pock-faced fellow with masses of greasy red hair serves cream sherries and glasses of pale wine to those seated at the scratched wooden bar. A crooked old man plays piano in the corner.

The bartender, Moon-Faced Bill, is a good source for local gossip and rumour. He’s got a copy of the steamboat schedules for the major packets, including that of the Somnambulist, a side-wheeler arriving this very night.

If asked about marsh-fever, trouble in the swamps, or the steamboat disappearances, he can be convinced to pass on what he knows for at least 10 gold pieces or with a DC 22 Diplomacy check, DC 17 for female customers.

On the subject of marsh-fever:

“Keep yer voice down!” the barman says, leaning in close. “Don’t want to spook people. I can tell yer not from round here, but a word of advice – don’t go mentioning sickness to just anyone. People hear the word ‘fever,’ they start panicking, start acting irrational. Truth be told, I have heard tell that there’s been a few cases on the river recently. Boat awhile back called the Dervish got hit bad, lost a dozen crew and passengers besides. But what’s queerer’n that’re the disappearances…”

Disappearances?

“There’s been boats gone missin’, just disappeared into the night, like somethin’s snatched em right off the river. Not many, mind you, but enough that old Bill here’s noticed. I pay close attention to the packet schedules, see – keep copies here in the saloon – and I noticed some boats that’ve never turned up. Not late mind you, just gone. Last was the Green Maiden, supposed to dock here to take on wood and cargo nearly a month ago. Never showed up, an’ it didn’t just pass by neither, an’ I been watchin’ close.”

Any idea what’s behind it?

The bartender shrugs. “There’s plenty o’ stories. Phantom boats that steam up in the night with hordes o’ ghosts aboard, hungry wraiths that board a vessel an’ turn the passengers into new recruits, kill em and bind their souls to the river. Gators the size o’ paddle steamers that can swallow a boat whole. River spirits that hate the sound of an engine an’ make the river fork an’ twist in unexpected ways, lurin’ boats to their doom. You ask me, it’s a bunch o’ rot, probably. More likely there’s some group o’ bandits out there ambushing boats on the river an’ then sinking em after. Still, most cutthroats wouldn’t go after a boat the size o’ Green Maiden. Too many crew, too many passengers with pistols.”

Ravenloft Table

The last two years, I’ve surprised my players with a jaunt to Ravenloft, bringing out candles and turning out the lights to set the mood. This year, they knew they were heading back beforehand – there was no way I could surprise them three times – but they surprised me with a blood-spatter tablecloth and coasters!

Ravenloft Table

With the lights off (as Ravenloft should be played):

Spooky Table

Expect more Ravenloft updates akin to last year’s Savour of Madness here soon!

Planescape Play Report – Olympus Burns

It’s been quite awhile since I posted, but here’s what my players have been up to in my Planescape game recently.

Battle_of_the_Milvian_Bridge_by_Giulio_Romano,_1520-24

Context:

  • Mount Olympus and its surrounds on the plane of Arborea has become a war-zone.  Anarchists (members of the Revolutionary League) posing as Athar have stirred up resentment and hostility towards the Olympian pantheon who reside on the Mountain, claiming them to be decadent and tyrannical rulers.  This, in turn, has caused the powers of the gods to wane as they lose worshippers.  The Revolutionary League is always aiming to dethrone authorities and undermine the fabric of society, which they believe is hopelessly corrupt.
  • As a result of the Anarchist machinations, war has broken out as inhabitants of Arborea rise up against the gods.  The gods, still powerful, are fighting back to put down the rebellion, but are reluctant to unleash the full force of their powers lest they appear to be the very vicious tyrants they’re being painted as.  Many, such as Apollo, have abandoned their palaces for Zeus’ temple-fortress at the top of the Mountain.
Fall of Rome
  • The slaughter, unfortunately, has “destabilized” the plane.  Each of the Outer Planes is associated with a set of Alignments; when events and beliefs on the plane shift, planes begin to “slide” into one another.  So, as a result of the war, parts of Arborea (Chaotic Good) are beginning to slide into the Abyss (Chaotic Evil).  This has been facilitated by the fact that Arborea, as a plane, is a place of grand passions – the plane actually amplifies emotions.  This includes emotions such as hatred, fear, and anger.
  • As the plane slides into the Abyss the Doomguard (crazed entropy-worshippers – basically the heavy metal Faction) have joined in the fun and started randomly burning, pillaging, and generally revelling in Arborea’s desecration.  The Doomguard have brought with them three flying Ships of Chaos, powerful “Entropy Weapons” capable of great destruction.
  • Meanwhile, Tanar’ri – that is, Demons – are emerging out of the Abyss and into Arborea at the places the planar boundaries are weakest.  They’re now running amok, some of them magically enslaving the native inhabitants to do their bidding (so, for example, there are hordes of cannibalistic Maenads running around who’ve been Charmed by incubi and succubi).  They seem to be allied with the Doomguard, and indeed Tanar’ri crew can be found on the Ships of Chaos.
bacchanalia
  • The Blood War – the eternal, now many-millennia-long conflict between the (Lawful Evil) Devils and the (Chaotic Evil) Demons – has started spilling into Arborea, as the Baatezu (Devils) suspect the Tanar’ri of attempting to “outflank” them using Arborea somehow.  So there are also platoons of Devils and their mercenaries stomping around Arborea’s hinterlands and attacking Tanar’ri wherever they find them.
  • The Harmonium (a Faction dedicated to stability and order) have arrived in force on Arborea to try and stop it from sliding whole-hog into the Abyss.  They’ve brought with them the Mercykillers (a Faction of executioners and bounty hunters) to help enforce order and try to end the conflict.  However, so far they seem to be having the opposite effect, their presence only leading to more fighting and carnage.
The whole situation is based on one of the players’ back-stories.  I’ve played it out as a hexcrawl, with Mount Olympus at one end of the map and a bunch of hexes in the middle full of forest fires, gorgons, mad minotaurs, Blood War skirmishes, and rebels.  The tone is sort of Apocalypse Now meets 300, with a little zombie/cannibal survival horror thrown in.  So far, my players have done the following:
  • Cut their way through swathes of Bacchae-infested wilderness, holing up for awhile in a ruinous trade-town stripped bare of every scrap of food from an orgiastic horde of the Raving Ones.
  • Rescued some prisoners from the anthropophagic Dionysian revellers, killing the Bacchae in mass numbers though liberal use of Fireball and Cloudkill.
  • Repaired one of the downed Ships of Chaos (Doomguard “Entropy Weapons” literally made from the souls of the damned) and psychically bonded with it.
  • Picked up an Earth Genasi mercenary (a new PC), a Lawful Evil Monk dedicated to becoming “One with Stone.”
  • Used the Ship to engage in high-stakes aerial combat with a flock of Harpies and Vrock before seizing a second vessel of the same sort, killing the mixed Tanar’ri/rebel crew and confronting the Anarchist wizard captaining the thing.
  • Joined up with a beleagured battalion of Harmonium and their Mercykiller death-squad (the Ranger also decided it was a great idea to sleep with the head torturer).
  • Raided the abandoned and thoroughly desecrated Temple of Apollo and re-took it from demented Baaetzu legionaries driven mad by prolonged exposure to the Chaotic/Good energies of Arborea – their passions eventually got the better of their discipline.  Their leader, a depraved Bone Devil, was keeping a Medusa as a kind of pet; the party freed her and used her to petrify the Devil’s lieutenant, an Erinyes.  The Hardheads have now adopted the Temple as a base of operations.

Oh, and they did this:

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They have sort of a habit of taming & domesticating weird horrible things.

St. Severine’s Skull: Hexenburg Castle – Gatehouse Dungeons

Dungeons

Soundtrack

This series of chambers connects to the catacombs, cistern, and barrow.  Grugnar uses them as his “workshop.”

GD1 – Trapped Passage

Down the stairs, you find a grimy stone hall that runs ahead for some distance into the subterranean gloom.  The spell of spoiled meat is very strong here.

Fortitude save DC 10 or be Sickened by the stench (-2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) while remaining in the gatehouse dungeon (new save required upon re-entry).

Grugnar has set a vicious trap here for those trying to descend into his lair.  A gut tripwire is suspended across the corridor.  If tripped, a sharpened battering ram on the ceiling swings down to hit characters.  Perception DC 20, Disable Device 20, Attack +15 (2d6+4/x4).

GD2 – Anteroom

A disgusting mass of tattered, rotting skins, broken bones, mutilated organs, and other castoff bits and pieces is heaped high in this room, attracting swarms of flies.  A few rats nibble on the putrescent remains.

GD 3 – Dining Room

A large table and a chair made out of whittled human bones and lashed together with intestines can be found here.  Both are sized for a very large creature – the table is quite high, and the chair large enough to seat someone at least eight feet tall.

GD 4 – Mask Chamber

This might once have been a cellar or storage chamber for the gatehouse, but it’s been converted into some kind of grotesque display room.  Covering the walls of the room are masks – dozens of them – made from flayed humanoid faces.  The skins have been heavily stretched and even patched with other pieces of skin to make them larger.  Heaped in a corner of the chamber is a greasy pile of humanoid hair.  Looking closer, you see it is actually a pile of humanoid scalps sewn together with the hair still on – crude wigs.

GD5 – Tannery Room

An extensive series of vats and racks are arrayed here – it looks like tanning equipment, used to turn hides into leather.  Knives used to scrape hair from flesh are scattered about on the floor.

Anyone who wants these used tools can get a tanner’s kit.

GD6 – Flensing Room

This room is some kind of filthy workshop.  Crates and tables have been arrayed here as makeshift work-surfaces, and a vast array of blood-stained knives, bone-saws, pincers, tongs, hatchets, and other bladed tools are evident.  On one table rests a partially flayed corpse, that of a human man.  Judging from the brands on his un-flensed palms and his split nose, the man was a criminal of some kind.

Any of the surgical tools could be used as a weapon equivalent to a dagger or short sword.

GD7 – Wardrobe

This chamber must once have been a storage room for salted meat or the like, judging from the rusted meat-hooks which dangle from the ceiling.  Instead of cured pork, however, the meat-hooks are now hung with monstrous garments made out of human skin.  Judging from the differing pigmentations evident on these patchwork suits, each was made from multiple people.  The garments are very large, as if made for someone much bigger than a normal humanoid.

GD8 – Trapped Passage

This passage reeks of mildew and stagnant water, and you can hear a dripping sound up ahead.

It’s also trapped with a rusty iron portcullis, part of the original fort to help block off any enemy miners, which Grugnar has converted into a makeshift trap.

GD9 – Cell Block

A long hall lined with rotting wooden doors stretches before you.  Metal slats on the doors allow a gaolor to look into the cells beyond.

GD10 – Cell

Dungeon

You can hear muffled moans from inside the adjoining chamber.

The door to this room is locked (DC 20 to pick, DC 22 to force).  Grugnar’s key opens it.

Chained to the far wall of this small, dirty cell is a young man in a monk’s habit, his head tonsured into a double crown, his robes filthy and streaked with blood.  He is praying loudly, but as he sees you, his eyes widen.

“My prayers have been answered!” he proclaims.  “I knew I would be delivered from this hell…”

This is Brother Ambrose a young priest-in-training who, along with his master, Father Umberto, and a Knight, Sir Albrecht, came to the Castle after hearing of its chapel and the holy club, known as the Hammer of Redemption, said to be interred within – a weapon said to have been wielded by the crusader Sir Arngrim, who reputedly used it to slay a hundred heathens in the Winter Crusade.

“We came to Hexenburg in search of the Hammer of Redemption, the Holy Cudgel – Father Umberto and I, and Sir Albrecht.  Before we could reach the chapel the Goblins and their demon-wolf leapt out at us, dragged Sir Albrecht back to their den.  The Father and I fled, but then that thing – that fiend that clothes itself in human skin – hit me over the head.  I’ve been here ever since.  I think it’s fattening me up – it keeps trying to feed me.”

Brother Ambrose will join the party to try and find Father Umberto and Sir Albrecht.

GD11 – Empty Cell

This small, square chamber is empty.  Some manacles dangle from chains attached to one wall, suggesting this is a cell.  Old bloodstains cover the floor, and there’s a small drain at its center.

There’s a secret door here, leading to the Barrow.

GD12 – Tapestry Room

Someone has draped the walls and floors of this disused storage chamber with disgusting wall-hangings and carpets made from poorly tanned human hides, some of them stitched together into revolting patchworks.

GD13 – Wine Cellar

This large cellar-chamber is stacked high with old barrels, though by now any wine they contain will be hopelessly sour.

A purely empty room, although a great place to hide.

GD14 – Collapsed Tunnel

This tunnel ends in a collapse – the ceiling has caved in, blocking the path.  There’s a narrow aperture near the base of the collapse where a child or small humanoid might squeeze themselves through to the other side.

Small creatures can squeeze through the cave-in, but it takes a DC 20 Escape Artist check to get unstuck at one point.  The perfect point for Grugnar to attack…

GD15 – Trapped Passage

The stones of this passage have changed in quality – where before the tunnels were of dressed stone, now they are simply hewn from the rock, perhaps suggesting that the dungeons ahead are older than the ones you just explored.

There’s another tripwire here, again DC 20 to spot and 20 to disable.  It releases two mace-heads on chains that have been smeared with centipede poison: +10 to hit each, 1d8+2 damage each, plus poison (Fort DC 11, 1 Dex damage, 1/round for 4 rounds, 1 save cures).

GD16 – Forsaken Shrine

A pair of stern stone doors graven with images of winged figures stand here.

The stone doors are shut (DC 25 to force open) but can be opened with the Winged Key.

A thick layer of dust carpets this cavernous, pillared hall, its walls and floor graven with thousands of tiny sigils, mostly obscured by the dust.  Halfway across the floor there’s a groove that bisects the chamber into two halves.  At the far end of the hall looms a massive stone statue in the shape of a prodigious bat-like horror, a monstrous, quasi-humanoid idol with tenebrous wings spread from wall to wall, its toothy maw gaping blackly.  Empty braziers and torch sconces are evident, and there’s a cobwebbed altar at the bat-god’s clawed feet.

This old Imperial shrine – dedicated to the bat-god Ikellus, a deity of nightmares, prophetic visions, transformation, and blindness – Knowledge (religion) DC 20 to recognize this obscure deity.  There is nothing of value here, but there is in the hidden chamber at the back of the hall (Perception DC 20 to locate – a torch-sconce, when adjusted, opens the door).

Anyone who brings any of the contents of the hidden chamber across the ominous line bisecting the temple activates a magical trap (DC 30 to discover or disable):

A horrible, high-pitched shrieking sound fills the chamber, echoing off the walls and pillars, emanating from the stone jaws of the bat idol.  The black mouth of that twisted statue vomits forth a shadowy torrent, a fluttering swarm of leathery bodies – bats by the hundreds, swirling out of the idol’s maw and flitting towards you!

The idol spawns a Bat Swarm once per round until the character who stole the item returns across the line or until the thief is dead.  Swarms linger if the objects are returned but return to the idol’s maw if the thief is killed.  The shrine can hold a maximum of 12 swarms, but if a swarm is killed a new one spawns in its place the next round.  Short of destroying the idol the only way to escape is to seal the bats inside the room by shutting fast the stone doors.

GD17 – Hidden Chamber

Beyond the secret door lies a small vault where holy objects sacred to the shrine are stored; these artefacts must have lain undisturbed for centuries.  Most are nothing more than ceramic ewers and cups painted with glyphs or symbolic figures, but some of the goblets are of silver, inset with onyx gems.  There’s also an ornate ritual mask, metal, forged in the semblance of a bat’s twisted visage.

There are 6 silver cups set with onyx gems, worth 100 gp each.  The Mask of the Bat, when worn, causes its wearer to become Blind grants its wearer Blindsight for 40 ft. as if they were under the effects of an Echolocation spell.  It also allows its wearer to use the spell Ear-Piercing Scream once per day with a caster level equal to their level.  It is worth 3500 gp.

Witiko Falls

Overview

The following comprises campaign information and scenarios for a sandbox-style surreal horror game set in the superficially normal town of Witiko Falls.  The campaign format is intended to combine elements of a horror one-shot with the openness of a sandbox game in a kind of “small town horror anthology.”  The idea here is that each session or two the players will pursue one of the many plot threads within the town.  Their characters are very likely to die in any given session, but new characters will appear in the next session; only the town remains constant.  The players assume the role of outsiders entering Witiko Falls for the first time.  They might be conspiracy enthusiasts, lost travellers, drifters, private investigators, bumbling tourists, campers, touring musicians, or even a family moving into town.

GUMSHOE (especially Fear Itself or Esoterrorists), BRP, Fate, d20 Modern, and similar systems are all viable candidates for running a game set in Witiko Falls.  Personally I’m going to run games using the GUMSHOE system as represented in Fear Itself, so I will assume that system is being used, but this assumption won’t often intrude on setting details.

Witiko Falls

Rockies

A remote community hidden in the depths of the Rocky Mountains somewhere near the convergence of the Idaho, Montana, Canadian borders, Witiko Falls was established as a scenic health resort in the 1880s.  Over the last few decades of the nineteenth-century the town became a popular destination for the rich and sickly, resulting in the founding of numerous sanitaria, insane asylums, spas, and other health facilities, a number of them making use of the local hot springs and caves nearby.  The town enjoyed a period of prosperity and growth until 1920s, when it went into a slow decline and began to garner an unsavoury reputation after a series of bizarre incidents and disappearances.  The Great Depression catalysed the closure of many sanitaria during the early 1930s, including the famous “Crow Castle” in 1933.  With these closures, many left the town, and its population dwindled till only a few eccentrics called the place home and the forest began reclaiming the old facilities.  Witiko Falls was well on its way to becoming a true ghost town when members of a U.S. Federal Government agency (which agency, exactly, remains uncertain) arrived shortly after the end of WWII and refurnished the Castle for purposes they have never disclosed to the public.  The little-known town is now home to a few thousand souls, a friendly but somewhat secretive folk who largely ignore the brooding presence of Crow Castle, its mysterious occupants, and the unmarked vehicles that periodically pull into its wrought-iron gates.  Few come to the town, now, save the very occasional tourist, lost travellers looking for the road to Coeur d’Alene, gamblers heading to the Beavertail Casino, spelunkers hoping to explore the caves, and members of a small cabal of ghost-chasers or conspiracy theorists who believe the town is “the Roswell of the Northwest”; all but the lattermost are shyly welcomed by the hospitable (if inscrutable) locals.

Tone

Witiko Falls seems normal, but this appearance is but a layer of banality sitting atop a vast reservoir of roiling eldritch horror like the skin on a glass of old milk.  Something squirms beneath the flesh of the town – some old unpleasantness, always lingering at the edge of vision, embedded deep in the place’s tissues like a tick. It makes you itch, makes the hairs on your arms stand on end.  It gives you a knot in your stomach.

The ideal tone to cultivate is one of subtle but definite wrongness.  Little, seemingly innocuous (but still unsettling) details should conspire to create an atmosphere of paranoia and queasily mounting dread.  The players should always feel that something is just a little bit off, without being able to point, exactly, to the source of all the ambient oddness.  Each adventure should consist of a series of glimpses, whiffs, intimations of some colossal and nameless ugliness, some elemental strangeness at the heart of the town – culminating, ultimately, in a brief but spectacular explosion of visceral horror of immense power, hitting players like a punch to the stomach.  Be restrained, but then really let loose…

Influences

Outlast, Silent Hill, Fringe, Twin Peaks, Buffy the Vampire Slayer, Gormenghast, House of Leaves, Welcome to Night Vale, The Shadow Over Innsmouth, Books of Blood, Slithdale Hollow.

Soundtrack

Twin Peaks Soundtrack

Fire Walk With Me Soundtrack

The Fog Soundtrack

Fringe Soundtrack

The Shining Soundtrack

Nightbreed Soundtrack

Hellraiser Soundtrack

Red Dragon Soundtrack

Outlast Soundtrack

Call of Cthulhu Soundtrack

Silent Hill 2 Soundtrack

Phenomena

The town of Witiko Falls may seem relatively normal on the surface, but those who linger begin to notice a number of unsettling phenomena.

Anisocoria

Everyone native to Witiko Falls is afflicted with anisocoria – they possess differently sized pupils.  All those born in the town, regardless of ethnicity or background, suffer from this (harmless) condition.  It seems to become more severe with each passing generation: a second-generation resident of the Falls, for example, has a greater disparity in pupil size than a first-generation native.  The affliction is known as the “Eyes of the Witiko.”

Parasomnia

Visitors to Witiko Falls often seem unable to obtain a good night’s sleep.  Many of those who first arrive in the town immediately begin suffering from some form of parasomnia, even when they have no prior history of sleeping disorder.  The most common include night terrors, sleep paralysis, somnambulism, and somniloquy; sexsomnia and sleep-eating have also been known to manifest.  Even those who avoid such symptoms tend to suffer from nightmares and especially vivid dreams on first arriving in town.  In particular, new visitors tend to dream of happy childhood memories, memories horrifically marred by the presence of shadowy “things” watching from just outside of the dreamer’s peripheral vision; sleepers will inevitably wake moments before finally properly glimpsing those watching them in their dreams.  This condition persists for a variable amount of time, sometimes never fully dissipating, although natives of the town seem to sleep soundly enough.

Batteries

For unknown reasons, batteries only last half as long in Witiko Falls.  This phenomenon is one of the few associated with the town that can be consistently and quantifiably documented.  Laptops, cellphones, flashlights, and other battery-operated devices all drain their batteries at double the normal rate.  All other electronic devices perform completely normally, unless one counts the television program The Ritualist.

The Ritualist

A television program that seems to be exclusively broadcast in Witiko Falls.  The extremely campy show features an occult detective similar to literary figures like John Silence, Thomas Carnacki, Simon Iff, Steve Harrison, Harry Dresden, and other supernatural investigators, and is comparable to similar programs such as Baffled! and The Night Stalker.  The program seems to have been made in the 1970s, although some episodes make references to events that occurred in the 80s or even later.  The eponymous Ritualist is Felix Mortimer, a hardboiled American detective who deals with supernatural crimes.  Most of Mortimer’s cases take place in a fictitious east-coast city named St. Lazarus, though episodes also take place in a range of other locales including London, Cairo, Istanbul, and Shanghai.  Extremely episodic and formulaic, The Ritualist is never broadcast in order, although it would be difficult to discern the correct order in any event.  The program is (apparently) syndicated and appears on multiple channels in lieu of regularly scheduled content.  TV guides do not mention the program, but it is available through on-demand and subscription services accessed within the town.  As far as can be ascertained, the program has not been broadcast outside of Witiko Falls, no record of its production or broadcast has been found, and none of the actors have been located.  Those few DVDs and videotapes of the show taken out of Witiko Falls eventually fail to play properly once they have left the town limits.

Roads

It is unclear whether the roads around Witiko Falls constitute a manifestation of its peculiar nature or not.  The area around the town is a mass of logging roads and disused back-country roads, and finding the town can be difficult even for those who have made the trip multiple times.  Locals can usually give coherent suggestions on how to leave the town, but periodic flooding, downed trees, broken bridges, and other obstacles can complicate travel to and from Witiko Falls.  Gravity hills and other optical illusions also pervade the roads, complicating navigation.  Not every trip is difficult; it has been observed that those who aren’t looking for the town seem the most likely to find it.  Satellite photography of the area is often curiously obstructed by atmospheric interference and technical malfunctions, and most maps of the roads are outdated and unreliable.  Some conspiracy theorists maintain that the roads move around to “protect the town.”  When asked about this phenomenon, some residents will chuckle and concede half-jokingly that the roads “have a will of their own,” but always do so with an ambiguous wink or a sly smile.  Some truckers have reputedly collected certain “tricks” to reach the town, which they sometimes use as a rest stop.

Animals

Non-human mammalian animals do not fare well in Witiko Falls.  Dogs, cats, horses, and other creatures have been known to exhibit behavioural changes, anxiety, aggression, and bouts of illness in the town.  Most blame such symptoms on altitude sickness.  Non-mammalian animals seem unaffected.  There is a pet store in Witiko Falls, but it only carries birds, fish, and reptiles.

Instructions

Periodically, residents and sometimes even visitors in Witiko Falls will receive anonymous instructions, usually in the form of letters, cryptic voicemail messages with disguised voices, text messages, or emails.  Such notes always insist that their contents and even existence should be concealed from others.  The instructions vary wildly in character but usually ask the recipient to perform some innocuous or trivial task, such as going to a certain cafe and ordering a particular drink, leaving a cold tap running in a public bathroom, turning a picture so that it’s askew in a hotel lobby, taking out a certain book from the library, or leaving a doughnut in a paper bag on a specific park bench.  The writer addresses the notes to “Agent X,” X being the surname of the recipient.  The tone is always one of intense urgency and secrecy, and the writer never reveals anything about the greater context or consequences of such activities.  Very rarely, the messages will not be mundane at all; recipients will instead be instructed to perform some hideous, unwholesome, or even violent act.  The space of time between instructions is unpredictable, ranging from hours to years.  Most residents of Witiko Falls never acknowledge the existence of such instructions and will plead ignorance if confronted with them.

Locations

Here are but a few of the many interesting locations to be found within the town.  This is just an overview; each location (and whatever secret strangeness it might conceal) will be detailed much more exhaustively later.

The Falls

Crystal Falls

The Witiko Falls themselves are reputed to have powerful healing properties, properties which initially drew the sickly to the town to bathe in or drink from the Falls’ waters to cure their ailments.  Indeed, the original form of the town was little more than a cluster of tents erected around the Falls.  Spilling out of the mountains not far from Crow Castle, the Falls feed the Green Lady River and joins the Kootenai River, itself one of the uppermost tributaries of the Columbia.  The Falls also serve as a kind of hidden entrance to the cave-system that runs beneath and around the town; though there are many other entrances as well, this is the best known.  Sleepwalkers plagued by the parasomnias that frequently afflict newcomers to the town often find themselves curiously drawn to the Falls themselves and are frequently discovered standing stock-still (sometimes having waded out into the river) apparently staring at the Falls in silent contemplation.

Crow Castle

First constructed by Sebastian Corvus, a wealthy but eccentric mystic and member of the Hermetic Order of the Golden Dawn, Crow Castle is a massive, rambling mansion built in the hills overlooking Witiko Falls.  Corvus – a somewhat decadent British occultist – journeyed to the Falls after hearing legends of their healing properties, hoping to cure himself of an unknown illness (almost certainly syphilis).  Financing construction of the huge, variegated house in 1886 using his family fortune, Corvus appeared to recover from his sickness but later contracted tuberculosis.  After undergoing a deathbed conversion he willed the entire estate to the Sisters of Penitence, the so-called Red Nuns or Red Sisters.  Following Sebastian’s death the Sisters converted the house into a lavish sanitarium for consumptives.  It remained a popular destination for sufferers of the disease until its closure in 1933.  The Sisters continued to operate a small portion of the house as a school for girls for another six years before the house was condemned by inspectors as unsafe.  Unable to pay for repairs, the Sisters quietly sold the land to the federal government.  Crow Castle itself is an enormous, curiously variegated building exhibiting features from dozens of different architectural styles.  Broadly speaking the place resembles the Gothic follies and Romanesque Revival mock-castles more commonly found in Europe during the nineteenth-century, but parts of the Castle exhibit radically different styles – notably the sphinx-encrusted Egyptian Wing, the Arabesque Rooms, and the Byzantine Tower.  Extensive cellars, basements, and tunnels can be found beneath the Castle, some of them reputed to connect to the caves that riddle the area.  As for the shadowy government officials that have operated Crow Castle since 1946, little is known.  They’ve repaired and reinforced most of the Castle – or, at least, most of its exterior – and keep a heavy watch, though their actual agents are only rarely glimpsed.  Apart from the unmarked trucks and helicopters that periodically make stops at the Castle the only signs of activity are the glimmer of lights from its windows and, very rarely, indescribable noises that awaken the townsfolk in the dead of night.  The locals themselves prefer not to speak of the Castle or its dark-suited occupants.

The Swiner

An all-night diner built in 1924, the Swiner is a novelty diner in the shape of a gigantic piebald pig, with windows for eyes, a gaping mouth for a front door, and more windows along the pig’s long body, as well as a rudely positioned back door.  The diner, naturally, specializes in pork products, particularly bacon-based meals; its signature dish is the bacon-wrapped meatloaf called the Crispy Piglet, although their pork sandwich, the Slaughterhouse Five, containing pulled pork shoulder, bacon strips, spareribs, smoked ham, and a pork sausage, is also legendary.  Less extreme dishes include ham hocks, pig’s ears, crackling, pork belly, and tenderloin, though they also have a small selection of beef and chicken dishes and a single vegetarian option, a grilled cheese sandwich.  The place is owned and operated by a pair of twins, Daphne and Gertrude; the two are identical tall, solidly built woman (the term “brick house” has been thrown around) who change their hair colour on a regular basis.  They are distinguished by their tattoos: Daphne sports the head of a Rottweiler on her left shoulder, Gertrude an English Bulldog on her right.  The diner has been in continuous operation since it was built, one of the few businesses to survive the Depression and the mid-century slump in Witiko Falls’ fortunes, and the Swiner Twins claim to still use the original recipes created by their German great-grandmother, a first generation immigrant.  Forming something of a community gathering-place, the Swiner is a popular hangout for adolescents attending Witiko Falls High School, as well as truckers and locals.

The Burning Bush Gentleman’s Club

Witiko Falls’ only remaining night-spot apart from the Beavertail Casino is the Burning Bush Gentleman’s Club, a seedy roadside strip-joint with a gimmick – all the dancers are natural redheads, or so they claim.  Why this is so no one knows, although most suggest it’s due to the predilections of the cruel-eyed but jovial proprietor, Rakish Jack, a suave, pencil-moustached, oily-but-handsome man who favours black sharkskin suits.  The dancers all sport stage names that likewise pertain to the colour red in some way: there’s Scarlet, Strawberry, Rose, Carmine, Ember, Inferno, Autumn, Ginger, and Cherry (plus usually a few more).  The place has a series of back-rooms at least nominally for lap-dances, as well as a number of offices and other “Employees Only” rooms.  The joint hovers somewhere between sleazy and classy, its kitschy retro charm tarnished by the layer of grease and nicotine that seems to coat every surface.  Though most of the patrons are locals or truckers, the Burning Bush is also a frequent hangout for the Moonbrood, a gang of bikers whose clubhouse can be found further down the road.  They’re a raucous and somewhat unnerving bunch, but they actually tend to keep order more than cause trouble, kicking out those making a disturbance or bothering the girls.  Apart from the Casino and the all-night diner known as the Swiner, the Burning Bush is the only place open past midnight in Witiko Falls.

The Beavertail Casino

Built on a small scrap of Blackfoot land inhabited principally by members of the Kainai Nation (the “Blood Tribe”), the Beavertail Casino is one of the few businesses in Witiko Falls that can be legitimately described as thriving.  Grandfathered gambling laws have allowed the Native American operators to set up a proper casino here: sports betting, poker, blackjack, bingo, and slot machines can be found within, and in-the-know gamblers frustrated with the limited gambling options in Montana flock to the casino in search of a big win.  Along with conspiracy nuts and truckers gamblers make up a significant portion of the Falls’ visitors.  The Casino forms the lifeblood of the tiny Kainai Reserve, little more than a small village of fewer than a hundred souls that clings to the edge of Witiko Falls.  The Reserve itself once larger in the days of Witiko Falls’ prosperity.  During the height of the “Age of the White Plague” – Witiko Falls’ most prosperous period – the Reserve’s inhabitants traded extensively with the inhabitants of the tent city that sprawled around Crow Castle and the other early sanitaria.  Since their closure the place has dwindled, and now almost all of its inhabitants work at the Casino, save for Byron Black Plume, a cheerful old man who runs the Coffee Wigwam, a kitschy roadside coffee stand at the edge of the Reserve.  The sign of the Beavertail Casino depicts a beaver whose tail is the shape of a spade from a deck of playing cards.

The Clubhouse

The biker gang known as the Moonchildren or Moonbrood maintain a clubhouse outside of Witiko Falls, accessible down a rough dirt road well-rutted with tire-marks.  Heavy gates and a fence topped with barbed wire protect the clubhouse from intruders.  Reputedly a one-percenter outlaw gang, the Moonchildren have a few chapters scattered across the Pacific Northwest, but Witiko Falls is their original charter.  They took up residence in the town in the late 1950s and have been a fixture ever since.  The Club has a strict hierarchy signified by a series of patches portraying different phases of the moon, beginning with New Moon members, followed by Crescents, Quarters, Gibbous, and Full Moon members.  Like most outlaw motorcycle clubs they are almost exclusively male, but there are a few female members who sport a Red Moon patch.  A few members also sport a Blue Moon patch, marking them as members of the Cub’s leadership.  Mostly the Moonchildren (or “Mooners” as some locals call them – though never in earshot) deal weed to local kids and perform other petty crimes in the Falls and in neighbouring towns, though they may be involved in more serious crimes as well.  The majority of members have day-jobs elsewhere in the town.  The interior contents of the clubhouse itself are unknown to outsiders, but the Moonchildren have been observed assembling there at particular dates, especially during eclipses.  At any given time, however, half a dozen motorcycles can usually be spotted inside the clubhouse gates.  Out behind the clubhouse is a mysterious hole, called the Crater, which popular legend has it was created when a “piece of moon-rock” fell from the sky and landed in the forests.

Witiko Falls High School

The only secondary school in town, Witiko Falls High School has just under five hundred students, where once it had several thousand; consequently the entire north wing of the school has been permanently closed down.  In most respects the school seems like a perfectly normal American high school.  It has a football team, the Witiko Falls Kelpies; regular teachers teaching regular classes; a library, a field, a metal shop.  There are hints, though, of certain peculiarities.  There are several school clubs such as the Left-Handers, the Young Rosicrucians, the Pareidolia Club, and the Lucid Dreaming Club that seem somewhat unusual.  In lieu of a Homecoming Court or a Prom Court the students hold elections for figures such as the Satyr and the Nymph and representations of the Seven Virtues.  The library seems fairly normal until one begins to investigate the titles and discovers the complete works of the Marquis de Sade and an incredibly extensive collection of German fairy-tales.  Such strangenesses are dismissed by staff as nothing more than quirks of local custom and school tradition.

The Scarecrow Cinema

Formerly an opera house built in 1895 and known as the Cricket Street Theatre, the Scarecrow Cinema was reopened in the late 1970s after some vestige of life had returned to Witiko Falls.  Specializing in exploitation films, the Scarecrow is run by Mordecai Clay, a middle-aged albino film buff with a taste for the macabre.  The place is a huge, ill-maintained structure of incredible opulence, funded by the wealthy afflicted who once flocked to Witiko Falls for medical treatment.  Now the baroque foyer and halls are stained and dingy, as the cinema barely manages to cover its operating costs; word about town is that Clay is deeply in debt and in danger of bankruptcy, but remains stubbornly intent on keeping the Scarecrow operational.  These days it mostly shows old movies, second-run horror flicks, and even adult films, the latter sometimes patronized by drunken clientele of the Burning Bush who’ve been kicked out by the Moonchildren.  During Halloween the theatre is redecorated as a haunted house and local children are invited to explore dusty old rooms and halls, fake cobwebs blending with the real.  In recent years Mordecai has simply left the decorations up for most of the year, and so patrons lingering in the concession area may be surprised by animatronic ghouls and skeletons.

Whispering Cedars Hospital and Asylum for the Insane

Place Head Here

Apart from the consumption sanitaria, Witiko Falls also played host to a number of insane asylums and psychiatric hospitals, the largest of which was the Whispering Cedars Hospital and Asylum for the Insane.  The asylum closed its doors in 1953, a few years after the government assumed possession of Crow Castle, although the circumstances of its closure are somewhat mysterious; rumours swirl of unethical psychosurgery and experimentation, and of the intervention of the shadowy government agents that occupy the Castle.  Since its abandonment the asylum has become overgrown and dilapidated.  Vandals, drifters, squatters, and necking teenagers have since taken to lingering about the asylum’s fungus-eaten corridors.  Students at Witiko Falls High often dare one another to enter the old asylum, usually on Walpurgis Night or Halloween; consequently the asylum has walls covered with graffiti and carvings.  Old surgical tools, beds, and other medical equipment litter the forsaken operating theatres and wards, and adolescents dared to enter the place are usually charged with removing a scalpel, leather restraint, syringe, straightjacket, or similar object from Whispering Cedars as a trophy.  Known treatments practised in Whispering Cedars include hydrotherapy, thermotherapy, electroshock therapy, lobotomy and leucotomy, and similar treatments.  A number of suicides and disappearances have been associated with the asylum, only feeding the folkloric reputation the place has accrued over the years.  Whispering Cedars is also sometimes used by the Moonchildren as a meeting-place for drug deals.

(Photo credit: Justus Hayes)

The Compound

The headquarters of the splinter religious sect known as the Church of Christ, Cambion, the Compound, as it is usually referred to by those outside the cult-like group, can be found on the outskirts of Witiko Falls, built in and around the remnants of the St. Cyprian Lodge, a health resort and sanitarium that closed down shortly after the closure of Crow Castle.  The Compound is a heavily fortified structure complete with watch-towers, chain-link fences, and regular patrols.  The group are secretive about the specific goings-on within the Compound – which they refer to as the Fold – but actively proselytize and leave pamphlets about town, often in places of business and especially in the Burning Bush Gentleman’s Club, which they are reputed to own or have some other stake in.  Their beliefs are unique, incorporating aspects of Gnosticism, Theosophy, and Judeo-Christian Apocrypha, especially the Book of Enoch and its tales of the angels that fell in love with the “daughters of men.”  One of their chief claims is that Christ was sired not by the Holy Ghost but by the fallen angel Azazel in disguise; they believe that the angelic Grigori or Watchers who left Heaven are the true saviours of mankind, in contrast with God (“the Demiurge,” a cruel and uncaring tyrant) and Satan (“the Adversary,” who wishes to corrupt and destroy humanity).  As such they revere the Grigori as Promethean figures and their kindred – the Nephilim, or Cambions – as Saint-like figures and Christ in particular as a messianic hybrid.  Most of their materials, however, relate to the importance of love and emphasize that carnal love is never sinful, claiming books like Leviticus and other dogmas against fornication and deviance are nothing more than the Demiurge’s propaganda.  There are hints in their reading materials that their particular interpretation of the apocalypse will result in the creation of something they call the Land of Love.  The locals mostly dismiss the cultists as a bunch of slightly kooky but otherwise harmless nuts, and refer to the Compound as a “Hippy Love-Nest.”  Those passing by the road at night can confirm that the believers seem to be having a good time.  Members of the Church of Christ, Cambion have converted many of the old buildings into residences, shrines, and chapels, and also grow their own food inside.  The innermost structures of the Compound serve an unknown purpose.

The Cottage

An old log-cabin built deep in the woods north of Witiko Falls, the dilapidated lodge known as Fairbairn Cottage or simply “the Cottage” was the dwelling-place of a trapper and woodsman, Andrew Fairbairn, and his wife, Judith.  The full story of the pair can be read below (see Local Legends).  These days, the Cottage is a shunned and desolate place, uninhabited for many years.  Due to its extreme isolation it is sometimes used by teenage couples as a location for secret trysts.  Adolescents have been known to dare their peers to spend a night in the Cottage and carve their names in the old logs within, much as they urge one another to enter the Whispering Cedars Asylum.  Physically, the place is unremarkable – a simple two-room cabin with some rotten furnishings and animal pelts, a small root cellar, and the overgrown remnants of a garden (filled principally with hemlock plants).  No sign of Andrew Fairburn’s legendary black-wood chest or the scold’s bridle of legend can be found within, although a notched stump out behind the cabin does bear what look like axe-marks.

The Mountain Shadow Cemetery

The Mountain Shadow Cemetery is curiously free of the vague eeriness that pervades the rest of Witiko Falls, instead inspiring feelings of tranquil sorrow and melancholy.  Though rather ill-tended the place is unspeakably beautiful, with a scenic view of the nearby hills and river.  Most of the graves are plain stone slabs, but there are some older tombs and mausoleums belonging to residents from the late nineteenth and early twentieth centuries, including the crypt of Sebastian Corvus.  Rumours persist of tunnels and passages leading from the tombs into the caves beneath the town.

The Caves

An extensive system of caves stretches far beneath Witiko Falls.  The tunnels are labyrinthine and include some very large caverns, but instabilities, collapses, and other hazards have prevented anyone from fully mapping the caves.  Sections have been mapped, and a few “in-the-know” spelunkers have been known to go caving in them, but many return claiming that maps of the caves are unreliable and incomplete.  There are at least three commonly known entrances – one at the Falls themselves, another in the woods on a back-country road not far from the Burning Bush, and a third beneath Crow Castle, though obviously this lattermost entrance has not been used in some time, at least not by the locals.  Petroglyphs have been discovered in the caves, suggesting they were known to Native American inhabitants of the region, although some of the figures depicted in the carvings have no known cognates in Native American mythology.  In the early days of the town the caves were used by consumptives too poor to afford the spas and sanitaria of the town above, and so whole communities of the afflicted dwelt in the upper caverns for a time, hoping that the air of the caves would help to cure their disease.  Legends tell of a group of such tubercular men and women who became lost wandering the tunnels and never found their way back to the surface.  Rumour has that one can still hear the echoes of their coughing, trapped forever under the earth; some claim that their spirits haunt the caves (see Local Legends, below).

Local Legends

The Coyote Child

Persistent local legend tell of the Coyote Child, reputedly raised by coyotes in the woods around Witiko Falls.  There are contradictory accounts of this figure’s origins, but most believe him to be the son of an escaped inmate from Whispering Cedars, the psychiatric hospital in town, usually identified as Patricia Brantlinger or Theresa Beville, depending on the teller.  The story goes that the pregnant inmate wandered away into the woods and gave birth in the wilderness, dying in child-birth.  The coyotes smelled the woman’s body and the blood from the birth and came sniffing around the corpse.  They consumed the dead mother but, for reasons unknown, spared her infant child and raised him as one of their own.  This all took place in the middle of the twentieth century, somewhere in the late thirties or early forties (again, details vary).  Sightings of the boy were common through the mid-twentieth century, usually hunting with coyotes, crouched on all fours.  He has never been seen inside the town itself, and none have spoken to him.  Police searches have turned up nothing.  Occasional sightings continued, and the Coyote Child is still sometimes seen; though by now he should be an old man in his seventies or eighties, he is still described as resembling a young boy of perhaps ten or twelve.  Native Americans on the nearby Reserve believe he is a skin-walker and an evil spirit.   He has often been interpreted as an omen, his appearance foreshadowing violence to come.

The Spooks

The government employees stationed at Crow Castle are rarely seen in uniform, but common belief holds that they live undercover within the town, mingling with the locals, hiding in plain sight.  Many theories proliferate as to the identities and motivations of the Spooks, though such theories are more often discussed by conspiracy theorists than they are by locals.  Some believe the Spooks are members of some “rogue agency” or classified intelligence service within the U.S. Government, others that the Spooks aren’t federal agents at all but extraterrestrial shapeshifters masquerading as humans.  Whatever the case, the belief that the Spooks live amongst regular townsfolk in Witiko Falls is widespread and half-jokingly acknowledged by the locals, who often cheerily chastise those spouting “wild talk,” warning them that the “walls have ears” and insinuating that government agents are always listening in.  Naturally, local legend holds that the Spooks have the ability to erase or otherwise modify the memories of those who might have “made” them.

The Scold

ScoldsBridle17-18thCent

While Witiko Falls wasn’t truly settled until the early 1880s, the area did play host to a few settlers before that time, generally trappers and fur-traders, followed by gold miners in subsequent years.  One such individual was the woodsman, Andrew Fairbairn, and his wife, Judith Fairbairn, who settled in the region in 1864 in the cabin which is now known as Fairbairn Cottage or simply “the Cottage.”  Scottish of blood, Andrew was known to carry with him a number of heirlooms, which he kept in a chest of black wood in the cabin.  A trapper and hunter, Andrew strove to make ends meet as best he could, but often the pair found themselves hovering near destitution.  Judith would become agitated at such times and pressured her husband to move back east, which would enrage Andrew.  He took to employing a cruel method of punishment for his wife’s “shrewish” tongue, using one of the heirlooms taken from his ancestral chest: a scold’s bridle, used in Scotland well into the eighteenth-century as a punishment for “scolds,” or women who spoke out of turn.  He placed the macabre iron contraption over his wife’s head and would force her to wear it for hours at a time.  The muzzle was extremely painful, as spikes in the bridle would hurt the wearer’s tongue if they moved it or tried to speak.  Reputedly, during a particularly long spell of wearing the bridle, Judith decided to enact a plan of revenge.  Using hemlock she’d painstakingly grown in the Cottage’s garden she poisoned her husband’s dinner, paralyzing him but keeping him alert and awake.  She then calmly cut off his tongue and stuffed it down his throat, then sewed his lips shut, permanently silencing him; he choked on his own tongue and died.  Rumour has that the murder would have gone undiscovered had a lost traveller not come across Judith chopping up the body for burial with her husband’s own axe.  The traveller carried a revolver, to be used against wild beasts or others who might menace him; Judith, discovered, came at him with the axe but was shot and killed.  According to the traveller her mind had snapped and she was still wearing the scold’s bridle at the time of her death.  To this day, sightings of Judith’s ghost have been reported by those walking the woods near Fairbairn Cottage.  Her apparition, known as the Scold, has since become a local bogeywoman, said to prey exclusively on men who abuse their wives or girlfriends; such individuals are said to turn up dead, sometimes in the woods but often in their own beds, with their tongues cut out and their lips stitched shut, killed in the same manner as Andrew Fairbairn.

The Coughers

Also called the Coughing Ghosts, the Coughers are supposedly the descendants or spirits of tuberculosis sufferers who lived in the caves beneath Witiko Falls and became lost or cut off from those in the main grotto.  Supposedly, spelunkers have heard the Coughers wandering about the dark caverns, and occasionally found signs of their presence, such as clothing, gnawed bones, tools, or carven marks.  What, exactly, the Coughers are supposed to have eaten over the long decades between their disappearance and the present day has never been adequately explained, although cryptozoological enthusiasts point out that several entrances to the caves have been found, suggesting that the Coughers emerge from the depths to hunt wild animals – although why, then, they didn’t rejoin civilization remains equally unclear.  Paranormal theorists prefer to posit that the Coughers became ghosts haunting the caves, preying on those who explore too deeply into the tunnels.  Whether troglodytic degenerates or disembodied phantoms, the Coughers are said to be heralded by the sound of their rasping, consumptive hacking and spluttering.

The Grey Devil

The creature known as the Grey Devil is a gigantic North American opossum, possibly a mutant, that lurks in the woods around Witiko Falls, at least according to cryptozoologists and some conspiracy theorists.  Though native to the eastern half of the continent, opossums are not unknown along the Pacific west coast and can be found as far north as British Columbia, but are rarely seen in Montana or Idaho, leading theorists to suggest that the Grey Devil is an escaped pet, a prehistoric creature that has survived the long centuries against all odds, or perhaps a government experiment gone wrong.  The Native American inhabitants of the nearby reserve believe it to be a trickster spirit.  Whatever its origins, the Grey Devil – and, occasionally, its supposed young – has been glimpsed by a number of hikers and wilderness enthusiasts, often hanging from the upper boughs of a particularly thick-branched tree.  Reports vary as to the beast’s size: some claim it’s about the size of a large dog, while others insist it’s bear-sized.  Most accounts suggest the creature is interested primarily in scavenging; it has been sighted digging through trash and also attempting to exhume recently buried bodies at the Mountain Shadow Cemetery, though some also claim that the Grey Devil ate their pets.  Some theorists speculate that the smell of the giant opossum is the reason for erratic animal activity within Witiko Falls.  Its lair is popularly believed to be found somewhere within the caves below the town.

St. Severine’s Skull – Character Portraits

These character portraits were drawn by the talented Bronwyn McIvor (of Beemonster Illustration), who plays Wynflaeth.  This is the party I’ve been taking through the St. Severine’s Skull Megadungeon.  They’re currently on the second level of the Dungeons below the Keep in the Inner Bailey, way ahead of the material I’ve posted here (they’ve been through the Gatehouse, Chapel, Catacombs, Library, Archives, Black Tower, Laboratories, Cellars, and the 1st level of the Dungeons so far).  They’re a pretty balanced party and have been playing well, with no deaths – they mostly consist of new players who don’t have bad habits and so actually run away when things seem dire or too hot to handle.  They’re getting close to the Skull but they’re running very low on food and spells at the moment; at the end of the last session they locked themselves in a forgotten treasure vault in hopes of deterring the Goblin tribe inhabiting the Keep from feasting on their flesh.

Wynflaeth

Wynflaeth (Half-Elf Cleric) and Biff the War-Pony.

Simsa

Simsa, Gnome Ranger – a possibly deranged xenophobe and nature-lover.

Tully

Tully, a definitely deranged fire-worshipping Dwarf Barbarian with a zeal for the destruction of Undead, preferably by cleansing flame.

AndroAndro, an Aasimar Rogue in the service of the Church.

 

St. Severine’s Skull: Hexenburg Castle – Catacombs

A-Procession-in-the-Catacomb-of-Callistus

Soundtrack

As you descend the stair to the catacombs, you feel a wave of unease ripple through you.  The tunnels here are of hewn stone and ancient brick, carved with unfamiliar characters – probably a remnant of the original Imperial fortress.  A thick layer of dust covers everything, disturbed only by the Father’s footprints.

Perception DC 10:

Somewhere in the catacombs you can hear what sounds like a dull heartbeat, echoing through the winding passages.

The catacombs contain dozens and dozens of skeletons, but while Saint Severine’s heart beats within its sepulchre, they cannot rise.  The moment the heart is destroyed or removed, the skeletons will animate en masse.  However, even if the heart is not destroyed, there are several monsters here – dire rats, a cluster of gricks, vermin, an ooze, and similar creatures.

If the heart is destroyed or removed from the catacombs, very bad things happen.  There are opportunities along the way to mitigate these things, like lighting candelabra and chandeliers in the ossuaries, or covering the floors with embalming fluid and anointing oil to form make-shift fire traps.  Still, destroying the heart could result in the whole party being overwhelmed if they are not careful.

Random Encounters

The catacombs are a dangerous area, somewhat beyond the abilities of a 1st or 2nd level party; low-level characters may not be able to effectively “clear out” the space fully.  To help reflect this, random encounters in the crypts can be a bit more frequent than in other parts of the dungeons.  Note that apart from the Huecava there actually aren’t any undead here unless the Heart of St. Severine has been removed or destroyed.

Roll d10 Result
1 Slime Mould.
2 1d6 Dire Rats.
3 1d4 Slime Crawler Larvae.
4 Giant Centipede.
5 1d4 Stirges.
6  Giant Stirge.
7  1d2 Gricks.
8  1d3 Slime crawlers.
9 Spider Swarm from the Archives.
10 Otyugh.

Level 1

Catacombs Level 1

C1 – Embalming Chamber

A pair of stone slabs are evident here, mottled with old stains.  An array of tools – knives, scalpels, saws, and other implements – are arranged neatly on a stone shelf to one side.  The air here smells lingeringly of spices, preservatives, and decomposition.  Curiously, there are some strange skins on the floor, squamous and translucent, like the moulting of some large reptile.

C2 – Embalming Supplies

The door to this room is locked (DC 20 to pick, DC 20 to force) and can be opened with the silver key.

Dozens of jars of embalming fluid are stored on wooden shelves here, along with a great quantity of bandages, herbs, dyes, and other preservatives.  Funerary shrouds and other cerements, sewing needles, thread, cups, and anointing oils are also stored here for the consecration of the dead.

Though the players may not realize it, the contents of this room are incredibly valuable.  Each jar of embalming fluid is worth 50 gp, though it weighs 10 lbs, so if they somehow managed to transport all 50 jars of it out of here they’ll be 2500 gp richer.  There are also 20 jars of anointing oil here (25 gp each).  Both oil and fluid are also extremely flammable, making them very useful in a fight against the undead.  They don’t burn quite as well as alchemist’s fire, but if lit they deal 1d4 fire damage per round to anyone standing in them.

C3 – Defaced Shrine

A small shrine, presumably for the blessing of the dead before their internment, is evident here, but like the chapel upstairs it has been defiled.  The statue of an unidentifiable saint that presided over the shrine has been decapitated and otherwise defaced, its marble body smeared with old bloodstains, eerie runes daubed on the walls.  Black candles are scattered about the altar, upon which is stretched a small, burnt skeleton, likely that of a Halfling, Gnome, or human child.  The murals on the walls have been subtly defaced – the beatific figures, angels, and prophets they depict are all weeping blood or bear expressions of maniacal rage or lust.  Nailed to one wall are the remains of a large bird.

The Aklo runes here read “Praise be to the Carrion Queen” (Linguistics DC 20 to decipher).  Anyone who reads them out loud accidentally invokes a Bane spell, Will DC 15 to resist.

C4 – Ossuary

A huge number of bones has been stored in the walls of this cavernous ossuary, sorted by type: skulls, femurs, finger bones, ribs, spines, and every other sort of bone.  A chandelier made from human bones is suspended from the ceiling of the round chamber.  This place is truly vast – there must be hundreds of dead buried here.

If the heart is destroyed, treat the mass of bones reanimated here as 2d20 unarmed Skeletons.

Anyone taking the effort to light the chandelier will prevent the dead from rising even if the heart is destroyed.  If they are later blown out, the bones will reanimate.

C5 – Ossuary of Skulls

This round ossuary consists on shelf after shelf of skulls – hundreds, perhaps thousands of them.  None of them are marked in any fashion.  A central pillar made from human skulls and other bones holds up the vaulted ceiling, and bony candelabra are scattered about the room.

If the heart is destroyed, a Skull Swarm appears here.

Anyone taking the effort to light the candelabra will prevent the dead from rising even if the heart is destroyed.  If they are later blown out, the bones will reanimate.

skull shelves

C6 – Damaged Ossuary

This circular ossuary has been thoroughly despoiled, its cadaverous candelabra smashed, its shelves of skulls toppled, its racks of bones scattered and broken.  A hideous, vaguely serpentine thing is bent over one skeletal heap; it uses the four tentacles that snake from its stub-like head to pick up bones and crack them in two, devouring the marrow with its beaked, squid-like maw.

A Grick lurks here.  If even remotely wounded the Grick quickly retreats into the grick lair in Ossuary 6 (C9).

If the heart is destroyed, treat the mass of bones reanimated here as 2d20 unarmed Skeletons at half hp.

Since the candelabra here have been smashed, they cannot be lit to prevent the dead from rising.

C7 – Children’s Ossuary

This large, round ossuary looks to contain the remains of children – the bones here range in size, but all of them are very small.  Many have been affixed to the walls and ceiling to form sacred designs.  A small shrine with unlit candles and bowl for proffered coins sits in the center of the room.

Lighting the candles and leaving at least 1sp in the bowl prevents 2d20 Small Skeletons from spawning here if the heart is destroyed.

C8 – Tableau

This rectangular ossuary is extremely elaborate, with multiple corpses dressed in the now-tattered robes of monks, presiding over a macabre shrine made entirely of bones, complete with a bone altar and bone icons affixed to the walls and ceiling, and a bone rack with dozens of candles.

As usual, if the candles are lit here, then it prevents 2d20 unarmed Skeletons at half hp from rising if the heart is destroyed.

C9 – Grick Nest

A heady animal musk fills the air of this desecrated ossuary, which is covered in moulted reptilian skins.  The shelves of neatly sorted bones that would once have lined the walls have been thoroughly plundered, formed enormous charnel heaps of gnawed human remains.  A great heap of enormous, sallow eggs is secured to one wall with a sticky mucilaginous slime.

Two gricks are hiding in the bone-piles – Stealth +14.  They attack anyone who interferes with the eggs or lingers in this chamber.

Dem Bones
C10 – Tomb of St. Helga’s Font

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

This small, square tomb is lined with carved niches, each containing a human skeleton wrapped in rotting cerements.  Large black rats scurry to and fro, squeaking and chittering.  Along one wall of the tomb is a small alcove with a statue of Saint Helga the Fair, a protector of the dead and patron saint of the murdered and mutilated.  In her hands she holds a small basin that looks like it might once have held water.  Unlike the other statues you’ve seen in the catacombs, this one has not been defaced.

Placing holy water in the basin sanctifies the corridor, preventing 12 skeletons from rising if the heart is destroyed.  A Cleric who prays at the shrine receives a Blessing of Fervour (this is useable once per day)

The dead here do have a few odds and ends – a thorough looting turns up 4 copper rings (2 gp each), 3 silver rings (5 gp each), and a Charm Bracelet with only a Loving Heart charm remaining.  Looting the dead, however, ensures they will rise.

C11 – Tomb of the Blasphemous Book

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

This square tomb has carved niches along the walls containing dozens of skulls, which all bear decorative paintings of religious scenes, though age and the depredations of rats and other vermin has caused some of their paint to peel.  At the far end of the tomb stands a lectern upon which a book sits open.  Two unlit braziers flank it.

If the heart is destroyed, a Skull Swarm appears here, unless both braziers are lit.

The book is quite strange:

On the surface this book appears to be a very standard holy text, a collection of scriptures with ornate illuminated illustrations.  However, closer inspection reveals that the text seems to have been changed.  The illustrations are subtly wrong – figures who should be heroes and saints are depicted with strange deformities, and many scenes are hideously transformed so that the holy men and women depicted are engaged in acts of extreme depravity or violence.  Moreover, key words in the text have been altered or unusual endings tacked on to parables so that the wrong lesson is taught, the forces of Light and virtue ridiculed, and those of sin and excess lauded.

If studied for 48 hours or more over at least 6 days, the Blasphemous Book plagues any Good character who reads it with nightmares that prevent them from sleeping properly, waking up fatigued, for 1 week.  Evil characters, however, find the book’s subject-matter invigorating and receive a permanent +1 inherent bonus to an Ability score of their choice.  This text is worth 10,000 gp, but almost no one save heretical cults and the like would buy it – selling it could be an adventure in itself.  If the players wish to appease the Cult of the Withered Hand, who will be arriving at Hexenburg shortly, the book may be helpful.

C12 – Warrior’s Tomb

This long hall has many carved niches holding skeletons garbed in mail and clutching rusted swords.  A crumbling stair leads down into darkness.

Perception DC 15 to spot the Grey Ooze on the floor – it looks like a glistening patch of stone.

There are 12 skeletons with rusted longswords garbed in splint mail (AC 21) who rise if the heart is destroyed.

C13 – Dire Rat Nest

The stone door of this tomb has been smashed open and the chamber has been invaded by rats; the carved niches along the walls have been emptied of their skeletons and now form a series of nests.  Several abnormally large black rats scurry around, gnawing bones.  Rat-holes riddle the walls wherever the stonework has decayed.

Investigating the rat-nests yields 44 gp, 56 sp, and 134 cp.  There is also a small Idol of Crom Mogg here, a verdigris-encrusted statuette resembling a deformed humanoid with a dozen rat tails and four rat-like heads.  The disgusting idol allows any who prays to it and sacrifices before it to reroll all failed saves vs. disease or poison for one day, though they must accept the second result.  However, use of the idol warps the supplicant subtly, and they begin to give off a foul odour (-4 Charisma).  Ceasing use of the Idol allows the smell to disperse after three days.

There are 12 dire rats in this room; 3 will attack each character if anyone lingers here or starts searching the nests, and more will begin assailing the adventurers if they continue to loot the nests.

C14 – The Wyrmwife’s Tomb

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

A sarcophagus with the effigy of a grim but beautiful woman stands at the center of this chamber.  The walls are adorned with somewhat sinister paintings of a beautiful woman – possibly the same one interred here – falling in love with a mysterious figure who eventually reveals himself as a monstrous white wyrm in disguise.  The dragon is eventually slain by a knightly figure, and the woman is shown throwing herself from a cliff to join her paramour in death.

This is the tomb of Lady Lys, called the Wyrmwife, whose story can be known with a DC 20 Knowledge (nobility) check.  Lady Lys became betrothed to an enigmatic nobleman, Sir Pyotr, who was eventually revealed, as the murals depict, as a dragon.  He sired a child on Lady Lys, the bastard known as the Wyrmchild, who went on to perform deeds of great valour.  However, he was slain by Lady Lys’ jealous cousin, Sir Rudolf, and Lady Lys subsequently killed herself out of grief.

Getting a sarcophagus open requires a DC 20 Strength check or a crowbar.  Within lie Lady Lys’ remains garbed in a beautiful and well-preserved gown (120 gp) and adorned with a golden wedding ring (25 gp).  Pressed to her breast is a token of her dead dragon-lover, a single fang, hung on a golden chain around her neck and clasped to her bosom in her cold hands.  If worn, the Fang of the White Wyrm allows its bearer to speak Draconic and gain Cold Resistance 5.  It is worth 8000 gp.

If the heart is destroyed, Lady Lys rises as a Wight.

C15 – The Sepulchre of the Cudgel of Redemption

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).  Upon it is a graven image of Sir Arngrim, a bearded, armoured knight with bare head, wielding the Hammer of Redemption.  The door is also trapped with a Glyph of Warding (DC 28 to find or disable – dispel is more likely) with a Terrible Remorse spell keyed to it (Will DC 17).

This large burial vault has but a single sarcophagus bearing the effigy of a stern, bearded warrior carrying a huge club carved with passages of scripture.  The walls here are adorned with dusty murals depicting the same warrior fighting hordes of tattooed, savage-looking warriors in a variety of settings.

Opening the sarcophagus requires a DC 20 Strength check or a crowbar.  Within, the skeleton of a knight dedicated to Sir Arngrim can be found, armoured in masterwork splint mail and bearing the Cudgel of Redemption, a +1 Holy Greatclub.  Against Evil Clerics and Blackguards, the weapon is even more effective, essentially acquiring the Bane ability (+2d6 additional damage) against such foes.  The Cudgel is worth 20000 gp.

If the heart is destroyed, the skeleton rises from the dead (as an undead creature, he doesn’t suffer from negative levels, so he can still wield the Cudgel) as a Wight, though armoured in masterwork splint mail (AC 21).

Level 2

Catacombs

Cataombs Level 2

C16 – Looted Servants’ Crypt

The door to this series of crypts has been broken down.  A dozen wooden coffins are placed in this long, vaulted chamber, though they are badly rotten and infested with vermin.  Flies buzz about the room and rats scurry everywhere; some of them seem to have made their nests in the decaying coffins or in the walls.

There’s really not much to loot here – the servants weren’t buried with any jewellery.  If the heart is destroyed, 12 Zombies at half hp rise from the dead.

C17 – Infested Servants’ Crypt

A disgusting, vaguely slug-like creature with a clutch of slimy tentacles and a pair of insectoid mandibles gorges itself on the flesh of an embalmed corpse in this room, which contains a dozen plain wooden coffins.  Some of the others have likewise been broken into, but most of the coffins here are relatively intact, though starting to decompose.  The large slug-thing seems very busy eating, rapidly devouring the corpse.

A Slime Crawler lurks here.  Nothing of value here, but 8 Zombies rise from the dead here if the heart is destroyed.

C18 – Undefiled Servants’ Crypt

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

A dozen finely wrought wooden coffins are placed in niches in this chamber or laid on low pedestals throughout the room.  They don’t look like they’ve been disturbed.  At the far end of the chamber is a small, rather plain font, long gone stagnant.

Nothing to loot here, though 12 Zombies rise if the heart is destroyed.  If someone casts Purify Food and Water on the font, the dead don’t rise in this room.

Casket

C19 – Scholar’s Crypt

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

This small crypt bears a number of stone sarcophagi carved with images of robed men – perhaps priests or scholars.  Their expressions are beatific and wise; one has an impressive beard.  The walls are adorned with finely carved passages of holy scripture.

The 6 scholars buried here rise as Zombies if the heart is destroyed.  The tales on the walls recount various parables of the seven virtues (chastity, temperance, charity, diligence, patience, kindness, humility).

Getting a sarcophagus open requires a DC 20 Strength check or a crowbar.  Within, the scholars have a few objects of value, but the bearded scholar has a masterwork quarterstaff.

C20 – The “Dining” Room

This chamber has been set up in a macabre tableau.  A dozen skeletons dressed in decaying finery have been arrayed around a massive table made of bones and preserved human skin, all of them seated in bone chairs.  Hanging on the walls are tapestries bearing a wolf’s head symbol, sometimes quartered with other heraldic sigils – trees, moons, stars, a bear’s paw.  The table has been set with fine silverware, and the skeleton of a monstrous boar sits in the middle of table, surrounded by the skeletons of fowl, rabbits, and other beasts.  The scene comes complete with a skeletal jester with a bell-cap and motley, poised near the head of the table where a lordly skeleton raises a cup set with black jewels in a toast.

The 12 Dinner Guests rise as skeletons if the heart is destroyed, attacking with silver cutlery (treat as daggers).  The cursed jewelled cup is called the Cup of Desiccation.  Anyone who drinks from the cup becomes horribly desiccated, taking 5d6 points of non-lethal damage and becoming fatigued unless they pass a DC 20 Fortitude save.  In addition, the character cannot slake their thirst for 1d3 days after drinking from the cup, even if they pass their save.

C21 – Knight’s Crypt

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

Three stone sarcophagi bearing the effigies of armoured knights clasping swords to their chests stand at the center of this chamber.  Adorning the walls are dozens of shields, helms, swords, and spears, somewhat rusted but otherwise intact; some of them look exceptionally well made.

There are 3 masterwork longspears and 6 regular longspears, 3 masterwork longswords and 10 regular longswords, 2 masterwork bastard swords and 3 regular bastard swords, and 6 masterwork heavy steel shields and 12 regular heavy steel shields here.  The dead in the sarcophagi rise as Skeleton Champions.

skulls

C22 – Chamber of the Gargoyle Lamp

A large, ornate lamp is set in an alcove halfway along the wall of this dusty hall.  The lamp is forged to resemble a grimacing gargoyle, its mouth vomiting light.

The lamp is a Gargoyle Lamp.  When lit and used to illuminate a statue that statue becomes temporarily lively enough to answer simple questions posed to it about what it may have seen over the years (provided the statue has a mouth).  Statues enlivened in this way can lie if they wish – they are not compelled to answer truthfully.  Each use of the Lamp rapidly burns a pint of lamp oil.  The Lamp is worth 7000 gp.

The niche containing the Gargoyle Lamp is trapped with a pressure plate (Perception DC 20 to notice, Disable Device DC 20 to disable).  Anyone who removes it without disabling the trap first activates a poisoned arrow trap concealed in the wall opposite the Lamp.

C23 – Defiled Noble’s Crypt

This richly appointed crypt has been defiled, one of its six marble sarcophagus broken open, the sculpted effigy on its lid shattered.  Feasting on the embalmed remains within the broken sarcophagus is a black rat the size of a small dog, tearing through the corpse’s cerements with razor-like incisors.  Whoever broke into the sarcophagus probably already looted the body.

The remains rise as a Zombie with half hp; the remaining 5 rise as Zombies with full health.

There’s also a dire rat here.

C24 – Wulfheim Noble’s Crypt

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

Half a dozen marble sarcophagi fill this chamber, each bearing the sculpted, marble likeness of a man or woman in rich attire.  Hung on the walls are faded hangings depicting a heraldic symbol of a black wolf’s head with red eyes and gleaming white teeth.

The noblemen here rise as 6 Zombies if the heart is destroyed.  Each is garbed in a noble outfit (75 gp) and bears a signet ring of the House of Wulfheim (5 gp each).  One of the women also has a bloodstone necklace (100 gp).  Getting a sarcophagus open requires a DC 20 Strength check or a crowbar.

C25 – Slimy Noble’s Crypt

This crypt contains six marble sarcophagi, but the marble effigies on their lids have been badly disfigured, pockmarked and eaten away.  Covering the ceiling and three of the walls of this expansive crypt is a glistening green slime.  Across the only wall not covered in slime is a huge, peeling mural depicting a battle between a group of armoured knights whose shields all bear a wolf’s head symbol and a ragged band of barbaric-looking warriors clad in furs.  The two forces meet in a snow-swept valley, the rocks spattered with blood from their vicious combat.

Green slime coats the walls.

The sarcophagi are Strength DC 20 (or crowbar) to open.  Inside are six embalmed dead (they rise as Zombies if the heart is destroyed) wearing noble outfits and signet rings.  One is also buried with a silver circlet worth 50 gp.

C26 – Collapsed Noble’s Crypt

The stone door to this tomb is locked (DC 25 or silver key to open, DC 25 to force).

Part of this hall has collapsed, burying some of the stone sarcophagi here and smashing others open to expose the embalmed, richly attired dead within.

There are 3 intact bodies, which will rise as Zombies if the heart is destroyed (they wear noble outfits and have signet rings).  Knowledge (engineering) or Stonecunning Perception DC 10 to tell that the room is definitely prone to further collapse.

C27 – Crypt of the False Sarcophagus

Tomb raiders or other looters have defiled the three ornate sarcophagi in this chamber and stripped it of valuables.  Scattered bones – what’s left of the occupants – and a few rusted shields and swords are all that remains here.

There aren’t any valuables here, but there is an undiscovered secret door – Perception DC 20 to discover it.  It’s actually a sarcophagus – one of the eyes of the cherubim on the sarcophagus opens the false bottom.  The tunnel beneath leads into the Laboratories (beneath the Black Tower).

C28 – The Door of Teeth

A pair of baroquely forged iron doors looms out of the darkness here, bearing the uncanny resemblance of a snarling wolf with bared fangs.

These doors are locked (DC 30 or use the silver key).  Any who enters who is not of the blood of Wulfheim must pass a DC 20 Will save or be stricken by the Curse of Teeth.  This horrific curse causes the teeth of the accursed to grow into twisted, disfiguring fangs that impair their speech (imposing a -6 penalty on any skill checks involving speech) and deal 1 point of Con damage as they grow in.  Each day, the curse continues to wreak havoc, teeth sprouting first from the character’s neck and face, then their back and shoulders, then spreading across their body, dealing 1d3 Dex and Con damage per day until the accursed dies or the curse is removed.  Accursed characters do gain a Bite attack (1d3 damage) as a natural attack.

C29 – The Sepulchre of the Wolf’s Fang

Within this ornate burial vault is a baroque sarcophagus set with an effigy of a cruel-featured nobleman.  Murals on the walls depict images of slavering black wolves with red eyes, staring at you hungrily, their fangs slavering.

The sarcophagus has a Greater Glyph of Warding on it (DC 31 to find or disable) keyed to a summoning spell causing a Hell Hound to manifest:

As you open the sarcophagus’ lid, a bloodcurdling howl echoes through the room, and a huge creature pads from the shadows at the rear of the chamber, as if spawned from the darkness itself – a massive black wolf, flame curling from its maw

Within the Sepulchre is the ancient Count Damien von Wulfheim.  He is garbed in the equivalent of a royal outfit (200gp), bears a signet ring (5 gp), and clasps the Wolf’s Fang, a +1 Wounding Bastard Sword with a pommel shaped like a wolf’s head with rubies for eyes.  He also wears the Frost Crown, a powerful magic item which possesses the following abilities:

The Frost Crown is an ancient possession of the House of Wulfheim, said to have originally been wrested from the head of a Hexenlander chieftain.  It occupies a Head magic item slot and confers a number of powers on its wearer.  First, it allows them to Speak with Animals at will, so long as those animals are wolves or kin to wolves (such as Worgs or Winter Wolves).  Secondly, it confers Cold Resistance 5 on the wearer.  Thirdly and finally, once per week the Crown can be used to cast the spell Control Weather, though you may only summon a blizzard, frigid cold, or hurricane force winds.  Anyone wearing the Crown undergoes a number of subtle physical and mental transformations.  Their eyes become colder and paler, gradually turning into a frosty ice-blue.  Their hair slowly turns silver and then white, and their teeth become curiously sharp.  Finally, they become increasingly haughty, aloof, and ruthless, and must make a DC 20 Will save every week or have their Alignment shift one step towards Lawful Evil.

The Frost Crown is worth 13000 gp.

If the heart is destroyed, the Count rises as a Mummy, equipped with Wolf’s Fang (this weapon doesn’t spread mummy rot, mercifully) if he still has it.

C30 – The Sepulchre of St. Severine’s Heart

This hexagonal crypt has few actual corpses – only a few carved niches with some mouldering skeletons in them.  However, at its very center lies a huge, gilded reliquary, opened to display a red, beating heart on a plush cushion.  The heart seeps a seemingly unending supply of blood that trickles down the reliquary and drains into small holes on the floor.  The sound of its rhythmic beat fills the chamber.

If Father Leopold/“Umberto” is with them:

The priest points his finger at the disembodied heart.  “It must be destroyed!  Cleanse this place of evil!”

If Brother Ambrose is with them, he will totally attempt to do this if the players don’t step up.  If they try to stop him, make sure to roll initiative in plain sight.  If Ambrose gets the drop on them and manages to destroy the heart – or if the players foolishly do so – this occurs:

The heart ceases to beat as the blade plunges into it and gouts of blood spew everywhere, a ceaseless sanguineous torrent gushing from the organ’s exposed orifices.  There is a sound reminiscent of a woman screaming, and a wave of utter despair ripples through you.

Father Umberto cackles, and suddenly the priest begins to change, his flesh sloughing off to reveal a ghoulish, cadaverous visage beneath, eyes glowing with an infernal light.

“You fool!” he declares.  “You have done what I could not.  Now that the heart is destroyed the dead can wake from their slumber!”

As he speaks, the bones in the crypt begin to stir, and half a dozen skeleton step down from their alcoves!

So, six skeletons here.  And a lot of undead elsewhere!  Anywhere that’s been sealed (sarcophagi, sealed tombs) takes the undead a little while to get through, but most of them will eventually find their way free.

Soundtrack

The Heart of Saint Severine is a powerful relic.  Anyone who carries it with them becomes Immune to Fear and gains a +4 bonus to saving throws against Death Effects and Energy Drain attacks.  In addition, Undead approaching within 10 ft. the Heart must make a DC 10 Will save or flee as if panicked (precisely as if they were just turned).  An Undead creature that makes its save cannot be affected by the Heart for 24 hours, but can be turned by those with the ability; however, Undead cannot touch the Heart, recoiling from it.  Any spell that creates Undead (Animate Dead, Create Undead, etc) fails to function if the Heart’s beat is audible (thus, a Silence spell negates this ability).  The Heart has an AC of 18 and 5 hp.  While in its gilded adamantine reliquary it has an AC of 24 and DR 2/-.  The Heart cannot be easily sold, but if presented to the Cathedral of St. Severine they will pay the characters 10000 gp.

Revenant

The Badhill Lads & Lasses

Black Hobbit

Soundtrack

The Badhill Lads & Lasses are a group of unscrupulous Halflings, originally from the Greyfarthing.  They’re a ragtag, unpleasant band of brothers, sisters, cousins, second-cousins-twice-removed, and other relatives, somewhat inbred from long years of cousin-marriage in the tunnels of Badhill, and they’ve acquired an unsavoury reputation over the years as thieves, thugs, poachers, and bandits.  The current group have come to Hexenburg following rumours of gold and other treasures in the crypts.  They’re led by the vicious Foxglove Twins, Trahald and Smygel (statistics can be found in the Appendix), and consist of six toughs armed with knives and clubs.  They form two groups of four – one Twin and three Lads or Lasses each – and begin combing the catacombs in search of treasure.  If they encounter the adventurers they will not hesitate to slit their throats and steal everything they’re carrying down to their last stitch of clothingThey might also be bartered with or intimidated, but any alliance formed with them is temporary at best.

If the Badhill Lads & Lasses attack, they will do so stealthily, avoiding direct confrontation, as described below (for example):

A knife twirls out of the darkness towards you, followed closely by a pair of shifty-looking Halflings in battered leather armour, their hair greasy and wild, their faces scarred and mean-looking.  The pair have a slightly inbred look, with exaggerated facial features and widely spaced eyes – in fact, you might have mistaken them for a pair of Goblins if it weren’t for their unshod, furry feet!  The pair both brandish cruel-looking knives.

Two will attack from the front while one of the Foxglove Twins and a third tough flank.  Badhill Halflings run away if injured for more than 5 hp – they’re total cowards.  But they regroup quickly and attack in numbers if required, and they’re certainly not above setting ambushes and fighting dirty…

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