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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).

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.”

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.

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…

St. Severine’s Skull: Hexenburg Castle – Chapel and Rectory

Clarke4

Soundtrack

The chapel’s main bulk is a squat, round structure with a domed roof and a small, pillared entrance.  The building looks extremely old, but the small bell tower attached near the entrance and the rectory near the back are obviously much more recent additions.  The place exudes an eerie, horripilating feeling, making the hair on the back of your neck rise.

The Chapel is one of the most important parts of Hexenburg for characters to visit, as it contains many valuable items that will assist them greatly against the creatures elsewhere in the Castle, including some potent magical weapons and valuable scrolls, some of them considerably more potent than those usually available to 1st level characters.  However, it is far from a “safe” area for characters.  Its catacombs are currently devoid of undead, but the hundreds of bodies within will rise if the Mummified Heart of Saint Severine is destroyed, and a Huecava, Father Leopold, lurks in the chapel itself.  This crafty creature uses its Disguise Self ability to appear as Father Umberto, the priest who came here with Brother Ambrose and Sir Albrecht.  It killed the real priest (his body can be found hidden in the wardrobe in CH 8), and will try and lure characters down into the catacombs to destroy the Heart.

During the night, when its true form is revealed, the Huecava retreats to the catacombs and evades characters if possible.

For more details on Father Leopold, see CH3.

Chapel

CH1 – Narthex

The narthex of Hexenburg’s chapel is a shadowy antechamber covered in sacred murals depicting scenes from the life of Saint Malus, a warrior saint, including an image of the knight battling a demonic sea serpent and converting a community of Trolls.  These murals are now peeling and cracked, and some of the figures have been deliberately defaced.  A doorway to the left opens onto a stair, presumably leading up to the belfry.  Up ahead, a pair of double doors leads into the church itself.

CH2 – Belfry

The bell at the top of this belfry is cracked and badly tarnished, and the entire belfry is slick with guano.  Looking out from the bell-tower you can see over the walls of Hexenburg into the dark, snowy forest beyond.

Perception DC 10 to note the dozens of bats roosting here, if it’s the day.  If at all disturbed they become a bat swarm which will harass and attack characters until they descend the bell tower again.

CH3 – Church

Duomo

The church consists of an expansive dome supported by a series of columns, with a few broken, rotting pew scattered about the floor.  The place is windowless and very dark.  A fresco depicting the horrors of Hell on one side and the glories of Heaven on the other is visible overhead.  The celestial half of the image is swathed in cobwebs and dust, the faces of angels made grey and dim, with age, giving them the appearance of winged corpses, grime darkening the clouds and marring the empyrean purity of the sky.  Curiously, the infernal side of the fresco seems remarkably untouched, the grimacing demons and tortured souls still terrifyingly vivid.  There is an altar here, and a number of statues of Saints, but they seem out of place amongst the ancient stone columns and heathen darkness of the temple.  Several of the statues have been decapitated or otherwise disfigured, and the altar itself has been thoroughly defiled: sitting upon it in a pool of dried blood is a decaying human head, and a disturbing, antlered idol formed from wicker, human bones, and the skull of an enormous stag presides over the desecrated shrine.  Two arched doorways lead to other chambers of the desecrated chapel, and a third leads onto a stair winding down into the earth.  A small wooden door is marked “Rectory.”

Resting here is a very bad idea.  The place is Unhallowed and permanently Desecrated.

There is some treasure here: inside the altar in a locked compartment (DC 25 to pick, or use the silver key), within which is stored 4 flasks of holy water, a holy text, and a consecrated masterwork dagger.

If it is still daylight, Father Leopold will rush up the stairs from the catacombs, disguised as Father Umberto:

priestClarke 3

Suddenly, a bedraggled-looking figure rushes up the stairs from the depths below, bringing with him a reek of the grave; he is so haggard that for a moment you take him for some undead monstrosity, but then you see he is alive.  The man is garbed in torn ecclesiastical robes and has tonsured hair.  His eyes are wide and frightened, his face contorted into an expression of horror.  He stumbles into the church.

“Thank the Light!” he exclaims.  “I did not think I would ever see another living soul again.”  He pants, recovering his breath.  “My name is Father Umberto,” he says.  “And I must beseech you, in the name of all that is holy, to come with me.  I have found the source of the corruption that plagues this castle – an undead heart, reanimated by some vile necromancer.  I would have destroyed it by my own hand, but the place is haunted by evil spirits – I barely managed to escape their clutches.  We must destroy the heart, and cleanse this place of evil once and for all!”

“Father Umberto” will insist on leading the characters down into the catacombs.  He grows very nervous and agitated if the characters wish to rest.  Play him as an utterly earnest and desperate character who seems to sincerely believe the heart is evil.  He possesses the silver key.

The father may have to make several Bluff checks (he has +8 to this skill, having lost 6 ranks from Stealth – Stealth is +6).  If the players want to roll a Sense Motive check, it’s DC 20 to catch a strange gleam in his eyes or feel that there’s something not quite right here.

If the party has Brother Ambrose with them, he’ll be convinced this is the real Father Umberto, and will urge the party to follow him.

Father Leopold will try and get the characters away from the rectory and other rooms, and if they start messing around with his old bedchamber or study he gets very agitated indeed.

CH4 – Baptistery

A baptismal font stands at the centre of this octagonal chamber.  The walls of the baptistery are adorned with murals depicting scenes from the crusades – images of heretics and heathens being slain by crusaders, hundreds of them impaled on stakes or decapitated, their heads piled high.  The gruesomeness of these murals is unusual, and, curiously, these murals look quite clean and intact compared to those in the narthex.  The font itself is ornate, crusted with sculpted images of cherubim, though in the gloom their faces look strangely cruel rather than beatific.  There is water within.

The baptismal font has been desecrated as well; it now produces unholy water.  In addition, anyone drinking from the water must make a DC 15 Will save or shift to an Evil alignment for 1 hour of real/player time.  Hand the player a note with this change (do not announce it out loud).  The character becomes filled with violent impulses and the desire to sacrifice his or her companions to the forces of darkness.  While under the effects of the water, the character will not be attacked by undead in the chapel or catacombs.

If a scroll of Consecrate or Bless Water is used on the font, it is restored to its prior state and will contain holy water instead of unholy water.

CH5 – Sacristy

This looks like a sacristy, where holy vessels are kept, with many prayer candles, linens, a huge, golden chalice set with rubies, incense censers, a thick book, and phials of anointing oil.  Unlike the main chamber of the chapel, this room looks undisturbed.

12 phials of anointing oil, a Hallowed Chalice worth 600 gold pieces, and a Tome of Hymns.  A Bard who studies the Tome, which takes 48 hours over at least 6 days, adds the spells Bless, Bless Weapon, and Bless Water to his or her spell list.

CH6 – Reception Room

Soundtrack

This small but well-appointed reception room might once have been quite comfortable, but now the hearth is cold, the chairs and divans are rotting, the thick rugs mouldy, the wall hangings in tatters.

CH7 – Vestry

This cloakroom is filled with the rotting remnants of robes and other holy vestments, held on pegs lining one wall.  Spiders have infested the robes, and their webs shroud the ceiling.

A spider swarm lurks in the robes.  There is little of value here save for a pair of Healer’s Gloves tucked in the pockets of one robe.  There are lots of ecclesiastical outfits, but they’re in very poor condition.

CH8 – Chapel Library

old books

This door is swollen shut – DC 20 Strength to force.

This large, square chamber is lined with shelves containing a variety of mouldering texts.  Many of them look like nothing more than chapel archives, but others are books of scripture and Apocrypha.  Some portions of the shelves contain stacks of old vellum scrolls instead of bound books.  There’s a small work-table here with an unlit candle.  A high window admits light, and a ladder allows access to the higher tomes.

Make Perception checks (stirges have +16) to notice the colony of 4 stirges roosting on the ceiling.  Otherwise the creatures will attack if the books are disturbed:

There is a fluttering, squeaking sound as four grotesque bat-like creatures with insectoid heads and juddering proboscises swoop towards you!

There are a lot of valuable objects here.  First, the following scrolls can be found:

4 Scrolls of Hide from Undead (1st level)

6 Scrolls of Protection from Evil (10th level)

3 Scrolls of Consecrate (3rd level)

3 Scrolls of Dispel Magic (5th level)

2 Scrolls of Speak with Dead (5th level)

2 Scrolls of Remove Disease (5th level)

2 Scrolls of Remove Curse (5th level)

2 Scrolls of Dismissal (10th level)

1 Scroll of Dispel Evil (10th level)

1 Scroll of Hallow (10th level)

1 Scroll of Raise Dead (10th level)

1 Scrolls of Cure Moderate Wounds, Mass (11th level)

The library also contains several books that may be of interest.  The first is a book on demonology, the Daemonomicon, which grants characters referring to it a +4 bonus to Knowledge (planes) check to identify evil outsiders (it also allows them to make such checks untrained).  Another is the Book of Martyrs, a text describing the lives and martyrdoms of many Saints, including Saint Severine.  If a character spends 8 hours studying this text, they acquire all of the knowledge normally gleaned from a Knowledge (religion) check concerning the Saint, as outlined at the start of the adventure (this includes the fact that her heart reputedly still lives!).

crucify 2crucify

There are also about a dozen holy texts here that are still mostly intact, each worth about 10 gp.

CH9 – Priest’s Chamber

The iron-bound door to this room is locked (DC 25 to pick, DC 25 to force, or use the silver key).

This small but well-appointed room includes a four-poster bed, and a tall, oak wardrobe.  Unlike most of the furnishings in the chapel and rectory, those here are still fairly intact.  In one corner, someone has built a small, macabre shrine with an improvised altar-stone upon which is lain the corpse of a rat, set before a kind of fetish or totem, a crude figrue made from fur and bones.

Perception DC 10 to notice the still-wet blood seeping from the wardrobe.  Within is the corpse of the real Father Umberto, and half a dozen ecclesiastical outfits.

The shrine is dedicated to a dark power of vermin and pestilence, the Prince of Decay, Crom Mogg.

CH10 – Priest’s Study

The iron-bound door to this room is locked (DC 25 to pick, DC 25 to force, or use the silver key).

This room appears to be a study, with a bookshelf and a writing desk.  On one wall is a portrait of a stern man in priestly robes, with piercing black eyes.  An inscription on the frame reads “Father Leopold.”  There are a few scattered papers strewn across the desk; most are badly decomposed, but some might be legible…

There’s a page here from Father Leopold’s Diary:

Chapel Document

St. Severine’s Skull: Hexenburg Castle – Outer Bailey

Outer Bailey

Outer Bailey

Soundtrack

The outer bailey of Hexenburg was devastated by the invaders: most of its outbuildings and workshops were burnt to the ground, leaving only ashes and charred beams.  Near the center of the courtyard a great pile of corpses must long ago have been heaped and then burnt, leaving a tangle of blackened skeletons.  Several structures, however, managed to survive the depredations of the marauders: the chapel, a round building of obviously ancient design, a squat armoury, and two towers, one tall, shadowy, and stark, likely of Imperial design, and the other slightly shorter but more ornate.  At the far end of the courtyard a gate leads into the inner bailey, where the keep is visible.  Snow continues to fall, though the walls provide some shelter from the chill wind.

Knowledge (religion) or (history) DC 15 to recognize the chapel as a formerly pagan temple that must have been converted into a church.

Random Encounters

The Outer Bailey is the perfect place for random encounters.  Camping here is foolish, and will inevitably draw the attention of the Castle’s denizens.  Roll on the following table (1d12) for random encounters:

Roll d10 Result
1 A Goblin patrol consisting of 5 Goblin warriors (3 archers, 2 melee), who retreat if they take any casualties.
2 3+1d4 Bandits sheltering here temporarily.
3 A Barghest and 3 Goblin warriors (principally melee).
4  An Ettercap from the Library Tower and 3 small monstrous spiders.
5  2 Bugbears.
6  A rogue Grick from the catacombs.
7  Hunting Tentamort.
8  Slime crawler from the crypts.
9  Dire Bat.
10  1d10 Giant Cockroaches.

Mixing and matching from appropriate results can work as well – like throwing a Barghest, a Bugbear, and a handful of Goblins at the players, for example.

Well

This crumbling stone well has rotten ropes and rusted mechanisms.

The water in the well is stagnant and fouled, unfit for drinking.

The Cult of the Withered Hand

cultists

Soundtrack

The Cult of the Withered Hand is a group of depraved fanatics who arrive at Hexenburg, servants of the Misshapen God and Lord of the Withered Hand, known also as the Aberrant One, Scorrathoth the Twisted.  Their leader is the demented former priest known as Father Melchior; his right hand is the maniacal Sister Gabriella, and together they lead a band of deranged rabble consisting of three dark disciples and seven rank-and-file cultists.  They have journeyed to the ruins in search of a book known as the Book of Bile, a grimoire which can be found in the Library Tower, as well as any other infernal artifacts they might discover.  They will probably not cooperate with the party, but evil characters, good liars, or characters who know how to strike a deal might be able to reason with them.

Statistics for Melchior and Gabriella are included in the Appendix.

The best way to introduce the cult is to have the adventurers witness they arrival from the gatehouse, the walls, or from a watchtower.  Alternatively they could glimpse their arrival from a window in the Black Tower or Library Tower.  In any case, wait until the characters have explored a little before introducing the cultists.

Arrival

There is a sound of clopping hooves on the path as a carriage drawn by a pair of pale, bony horses rattles over the drawbridge and into Hexenburg’s outer bailey.  A group of men and women in ragged, greenish-brown robes accompanies the carriage, either riding haggard-looking mounts of their own or trudging through the wet snow on foot.  They’re a miserable, bedraggled looking lot, with sallow features; some look to be afflicted with some kind of pox or rash, and several have unwholesome-looking tattoos.  One carries a gnarled wooden standard mounted with what looks like a bony human hand at its tip.  They carry flails, daggers, handaxes, or slings.  Many of them seem slightly deformed, or to be missing limbs or other body parts.

As the carriage rumbles to a halt the driver opens the door, and two people get out: one a robed, stunted-looking man with an extremely long, matted beard, yellowed teeth, and a shambling gait, the other a tall, gauntly elegant woman who would be cadaverously beautiful were it not for the tumourous growths mottling half of her face.  The two seem to be conversing, speaking to their clustered followers.  There are about a dozen of them in total.

Perception DC 20 to listen in:

“…must find the Book of Bile as soon as quickly as we can,” the bearded man is saying.  Despite his small stature he seems to command a great deal of authority.  “The Withered Hand will guide us, if we trust in our Lord, but there are things here which will not welcome our presence.”

“Of course, Father Melchior,” the woman says.  She turns to the gathered rabble.  “You heard the Father.  Form groups of three and begin searching the grounds.  The tome may not be in the library tower; we know that Count Manfred von Wulfheim kept a number of valuable texts in his laboratory.”

The cultists do as she says, with the groups looking like this:

Group 1: 1 Disciple, 2 Cultists

Group 2: 1 Disciple, 2 Cultists

Group 3: Gabriella, 1 Disciple, 1 Cultist

Group 4: Father Melchior, 2 Cultists

A Note on Spells

The Disciples have the following spells prepared:

1st: Doom, Inflict Light Wounds, Ray of Sickening (DC 12)

St. Severine’s Skull: Hexenburg Castle – Gatehouse

Gatehouse

Soundtrack

Grugnar, the Gatekeeper

The Gatehouse is the lair of a badly deformed Ogre, Grugnar Skintaker, Gatekeeper of the Castle – a twisted wretch, shunned even by fellow Ogre-kind, who tries to hide his hideous deformities with garments made from humanoid skin.  Grugnar will probably become aware of the characters before they become aware of him, and will begin stalking them through the ruin.  He particularly prizes those with nice skin (Elves, Half-Elves, and those with high Charisma scores) and ignores anyone with bad or discoloured skin (Half-Orcs are probably safe).  He will try to pick off characters one by one rather than attacking them en masse, but if they stick together he will eventually simply attack them.  If wounded at all severely, he immediately retreats.

Note that Grugnar has a tenuous alliance with the Gorefeaster Goblins who inhabit the keep – though not a member of the tribe, he will open and close the gates, portcullis, and drawbridge as the Goblins require, and pays occasional tribute to the Goblins (mostly in the form of gold taken from his victims).  In exchange, the Goblins let him keep to himself and stay out of the Gatehouse.

Grugnar’s statistics appear in the Appendix.  Grugnar has a copper key that opens any door in the Gatehouse.

Within the Gatehouse, emphasize an atmosphere predominantly of emptiness.  Throw in strange sounds – doors opening, footsteps, a claw scraping against stone, a low moan.  Some of these “scripted” sounds can be found below as examples.  Call for random Perception checks, with the following results:

DC 10:

You could swear you heard something moving outside the room, and briefly glimpse a shadow flicker past the doorway.  You catch a whiff of some rank, animal fetor.

DC 15:

You hear a shuffling footstep somewhere behind you, as well as a ragged, indrawn breath.  Someone, or something, is nearby, but out of sight.

DC 20:

Out of the corner of your eye, you catch a brief glimpse of something – a hulking, vaguely humanoid shape, hunched over and grotesquely proportioned – shambling through a doorway.  The second you look towards the door the shape is gone, so quickly and quietly you wonder if you imagined it.

Grugnar himself:

A huge, hunched monstrosity, at least nine feet tall and muscled like an ox, lurches out of the shadows.  The creature is misshapen and twisted, its body contorted strangely, its back bent, its arms long and gangly.   It smells abominable, like a slaughterhouse, an open grave, and a wild animal, a vile fetor mixed into one noisome stench.  The thing is garbed in a monstrous patchwork garment stitched together from the tanned flesh of many humanoids.  This abhorrent outfit includes a hideous fleshy mask.  Beneath the thing’s skin-suit you glimpse a mottled, hairy hide covered in disfiguring warts, boils, and growths – it’s as if the brutish thing were trying to cover up its own ugliness with stolen flesh.  The bestial monstrosity brandishes a flaying knife in one clawed hand and a spiked chain in the other.  It gnashes yellowed fangs and shambles towards you!

Gatehouse

G0 – Drawbridge

As you approach the drawbridge and the gatehouse you notice tracks in the snow, leading towards the Castle.  They must be fairly recent as the snow is still very fresh; the footprints are unusually large and strangely shaped.

The drawbridge groans as you step onto it.  The portcullis is up, and the huge, wooden doors are splintered and broken open.  Above you, several murder holes are evident, where defenders would have thrown down stones, quicklime, or boiling water down on foes.  Past the double doors lies the Castle’s first bailey, an open courtyard with several outbuildings, while to either side, there are two more wooden doors leading into the gatehouse itself.

The doors into the gatehouse are shut, requiring a DC 20 Strength check to open or a DC 20 Disable Device check.

Knowledge (engineering) DC 10:

Judging from the dressed stonework here, the gatehouse was probably built well after the days of the Empire.

G1 – West Guard Room

Soundtrack

Badly rotten tables and chairs litter the floor here, and putrescent tapestries depicting a heraldic wolf’s head with red eyes and a lolling tongue adorn the stone walls.  Some of the furnishings seem to have been actively smashed to splinters.  A door has been torn from its hinges by some terrible force.  It lies on the ground; curiously, it is marked by what look like claws rather than axe-blades or swords.  Beyond the gaping doorway is a spiralling stone stair.

There are a few badly rusted shields lying about here, having fallen from their brackets on the wall.  There’s also an old lantern on one of the tables here, though it doesn’t look like it has any oil left.

Perception DC 15 to hear what sound like footsteps creaking on the floorboards above.  The lantern is of the hooded variety.

G2 – East Guard Room

This spare, rectangular chamber might once have been a guard room, but it’s become the lair of some beast.  Gnawed animal bones in the hundreds are strewn across the floor, culled from birds, weasels, elk, and even what look like bears – whatever ate these creatures, it was capable of taking down large predators.  There also seem to be a few human bones mixed into the macabre heap, and some torn scraps of clothing.  An animal musk mingles with the scent of decay here.  There’s one door, ajar, leading into a spiralling stairway.

A search of the bone-pile turns up 14 silver pieces and a battleaxe.

G3 – West Barracks

Sagging bunk-beds with tattered linens line the walls of this long chamber.  Each has a chest at its foot; many stand open.  Dark, crusted stains mar the woodwork, and it looks like someone has scrawled a message in blood on one of the walls, though it’s written in jagged, uncouth runes.  A handful of cracked, scattered bones litters the floor.

Anyone who can read Aklo (or make a DC 20 Linguistics check) can read the message:

“All Hail the Mistress of Slaughter.”

Anyone who reads this out loud accidentally invokes a spell similar to Rage upon themselves (Will DC 17 to resist) and attacks the nearest ally for 1d4 rounds.

There is little of value here, but a thorough search of the chests turns up a spare suit of chain mail, a light flail, and 26 silver pieces.  Locked in one chest (DC 20 to open) is a masterwork silver dagger.

G4 – East Barracks

If the players have a light source when they enter this chamber, note that cockroaches scuttle away from the light.

Vermin have taken up residence in this former barracks, infesting the mouldy remains of the furniture. Cockroaches in particular seem grotesquely abundant here, chittering and rustling as you enter.  A skeletal corpse lies slumped against one wall, its mail hauberk heavily rusted.  In its bony hands, the corpse clutches what looks like a sacred talisman.  There are several unlit torches in brackets along the walls.

The talisman is of Saint Bastiana and functions as an Amulet of Natural Armour +1 to any of the faith, or alternatively of a Lawful alignment.  However, disturbing the corpse in any way provokes a cockroach swarm:

As you touch the talisman, the skeleton’s bones rattle, and suddenly, a swarm of cockroaches seethes forth from beneath the corpse’s armour, coursing over your limbs, creeping beneath your clothes, their mandibles worrying at your flesh!

Note that as per 3.5 I’m using rules for torches and lanterns here – a swung torch deals 1d3 and a lantern, if broken, 1d4.  The cockroaches don’t like light, so a strong light source like a lantern or Light spell, appropriately brandished, makes them flee into the room’s corners.  Flasks of acid and alchemist’s fire also work, as do spells like Burning Hands and the like.  The characters’ best strategy may be to just retreat; the cockroach swarm won’t follow them down the stairs or through a door.

It’s possible to get the talisman out without provoking the swarm, but it takes a Sleight of Hand check (DC 15).

praying handswoodcut-of-skull-snake-and-hourglass-middle-temple-library

G5 – Winch Controls

A large, badly rusted winch stands at the center of this chamber; at the far end of the room is a windlass.  Cut in the floor are several circular murder holes.  Some old bloodstains crust the floor.  Several buckets full of stones are tucked into a corner.

The bloodstains lead into G7.  The winch is used to operate the portcullis, the windlass for the drawbridge.  Currently the drawbridge is down and the portcullis is up.

G6 – Trapped Archer’s Gallery

You enter a long gallery with a series of arrow slits along one wall, allowing archers to target anyone on the drawbridge.  Two mouldering skeletons are slumped against the far wall, clutching bows.  Arrows are strewn about the floor, and an old smear of blood leads to a door.

There are 6 cold iron arrows and 34 arrows here for those that want them.

A gut tripwire here activates a crude crossbow trap.

G7 – Arsenal

This room looks to have once been an arsenal, but it’s been thoroughly looted.  Empty weapon racks and brackets are evident, but little of use remains: half a dozen rusted spears and a few halberds, and a handful of brittle-looking bows.

All of these weapons have the “broken” condition.

G8 – Armoury

The door to this room is unlocked, but trapped – upon opening it, several large, badly rusted blades swing down from the ceiling to strike any stepping through, similar to a scythe trap.

Old suits of armour, badly rusted, can be found in this chamber: chain shirts, breastplates, helmets, greaves, gauntlets, and other bits and pieces, some of them still on their racks, others scattered about.  Dozens of shields and bucklers are scattered around as well.

4 chain shirts, 3 suits of chain mail, 3 suits of scale mail, 2 breastplates, 1 suit of splint mail, 1 pair of spiked gauntlets, 6 large steel shields, 4 small steel shields, and 8 bucklers can be found here.

G9 – Storage

The heavy wooden door to this room will not open easily, as it’s been barricaded.  It takes a DC 22 Strength check to force it open.  The blood trail leads here.

You finally force the door open.  Inside, you realize the door had been barricaded – there were shelves, crates, and other objects heaped up against it.  The chamber here looks to be a storage room.  There are several jars of lantern oil, a number tools and nails, torches, linen, spare parts for the winch, and a significant quantity of spare timber.  There are also some bandages and other healing supplies.  The blood-stain stops at a mouldering old skeleton in a badly rusted hauberk, an arrow protruding from its bony ribs.

There are 6 jars of lamp oil here (1 pint each), 20 torches, and a healer’s kit.  The skeleton has a chain shirt and a masterwork arrow sticking out of it.

G10 – Archer’s Gallery

Judging from the arrow slits along one wall, this is an archer’s gallery, used to pepper foes on the drawbridge with arrows.

A patch of the floor in this gallery is weakened.  Unless a character has Trapspotter or Stonecunning, they don’t get a Perception check automatically; it’s DC 20 to detect otherwise.  The hazard requires a Reflex DC 20 to avoid and deals 2d6 falling damage, depositing characters in G6.

steps

G11 – Mangonel Storage

Spare parts for mangonels are stored in this chamber – beams, axles, counterweights, and other components.  Now these parts are beginning to succumb to rot, exuding a pungent odour.

G12 – Spiked Room

The door to this room is locked; Grugnar has the copper key which unlocks it.

Someone has fixed long, wooden spikes to the floor of this room.  The spikes appear to have been smeared with a dark substance.

Anyone straying to the chest in G16 may end up here.  The spikes are smeared with small centipede poison (Fort DC 11, 1 Dex damage, 1/round for 4 rounds, 1 save cures).

G13 – Crossbow Armoury

This door is locked (DC 20).  The copper key opens it.

During the attack on Hexenburg, this room must have been neglected.  Its walls are hung with crossbows, most of which are in remarkably good condition, ranging in size from heavy crossbows to small hand crossbows.  Barrels of bolts are arrayed about the walls.

There are about 1000 bolts, 20 heavy crossbows, 20 light crossbows, and 10 hand crossbows here.

G14 – Heap

This room might once have been an armoury of storage chamber, but its previous contents have been cleared out.  A makeshift bed has been made from heaped grass, straw, and other material.  Some cracked bones are scattered about as well, along with a half-eaten human corpse.  Hideously, it looks as if the corpse was flayed before being partially eaten – the man has no skin.  Piled in a corner of the chamber is a mound of clothing scraps, leather tatters, and other bric-a-brac, including a number of old weapons and bits of jewellery.

Two gold rings (25 gp each), a silver ring (5 gp), and four copper rings (1 gp each), plus a silver broach set with a bloodstone (75 gp), can be found here, along with a dagger, a shortsword, and a masterwork longsword.

G15 – Centipede Room

In this chamber, a pair of overgrown centipedes the size of cats scuttle over the corpse of a small, ponty-eared, sharp-toothed humanoid – a Goblin.  The creature’s flesh is discoloured and blotchy from hundreds of tiny bites.  It clutches a morningstar in one hand and a ring of keys in another.  The centipedes seem to have made this room their nest – amidst a heap of rotten timber they’ve laid dozens, or perhaps hundreds, of glossy white eggs.

The centipedes are aggressive and will attack anyone entering.  The Goblin has 8 silver pieces and a ring of keys (copper, silver, black iron, bronze).  It is from the Barghest-led tribe that dwells in the Dungeons.

G16 – Trapped Room

The wooden floorboards of this room are scuffed and bloodstained.   Near the far end of the room is a large, wooden chest, open.  Inside you can glimpse a glimmer of silver.

Grugnar has set a trap in this room.  The chest contains 142 silver pieces and 42 gold pieces,  However, the floorboards near the trap have been weakened (Perception DC 20 on a trap search, Disable Device DC 20).  Anyone stepping on them must make a DC 20 Reflex save or suffer 1d6 falling damage, plus 1d4 spikes (+10 attack, 1d4+2 each) as they fall into G12.  These spikes are smeared with small centipede poison (Fort DC 11, 1 Dex damage, 1/round for 4 rounds, 1 save cures).

G17 – The Chair Room        

Several old halberds and spears are hung on the wall.  The gatehouse here has crumbled partially, leaving a hole in the wall; snow has blown inside, and the wind moans dully through the gap.  Set before the hole is a rocking chair made from human and animal bones, lashed together with sinews, as if made for someone to look out into the bailey beyond.

3 halberds, 4 longspears, 1 very creepy chair.

G18 – Officer’s Quarters

This square chamber, with its larger bed, writing desk, and small shelf, could have been the quarters of the gatehouse’s commander.  This furniture is badly rotten, infested with a thick, brown mould.  It looks like there might be a few papers mixed in with the detritus.

The furniture has been infested with brown mould.

There is little to be found here, except that a loose stone in the wall can be removed (Perception DC 22 to find).  Inside is a small belt-pouch with 54 gp.

The papers are mostly logs for the gatehouse’s inventory of weapons, ammunition, rations, and the like.  There is also, however, a map of the gatehouse and 1d3 other random maps.

G19 – Scorched Archer’s Gallery

This archer’s gallery looks down on the drawbridge and forest below.  There are scorch marks about some of the arrow-slits.  A shrunken, bug-eyed thing resembling a malignant, deformed child lies in the middle of the gallery, a quarrel protruding from its throat from a crude crossbow trap near the ceiling.

This Goblin met its end from one of Grugnar’s traps.  It has 3 silver pieces and a crude dagger.

KONICA MINOLTA DIGITAL CAMERA

The Savour of Madness: Tunnels

cave 2

The Tunnels

cave

Soundtrack

The tunnels are completely dark.  Anyone with anything less than Darkvision will require a light.  Fortunately, lights don’t alert the Grimlocks that lurk in the tunnels to the characters’ presence, but any Intellect Devourers in the tunnels will see an approaching torch or lantern.  The Alienists flee to the tunnels if all else fails – if the inmates are set free, for example, or the asylum set on fire, or if they are simply driven back through the basement.

56 – Entrance Cavern

An incessant dropping sound fills the air here, along with the rancid stench of carrion.  Three passages lead from this round cave.

Perception DC 15:

One tunnel reeks especially strongly of rotten flesh, and another smells of mould.  What sounds like the bleating of a goat echoes down the tunnel in the middle.

58 – Heap

A vile stink fills your nostrils in this cavern, the reek of rotting flesh making your stomach roil.  A huge heap of half-eaten corpses is pied at the center of the cave, filling the air with the sound of buzzing flies and rustling maggots.  All of the corpses have had their skulls shattered.  The floor is slick with half-coagulated blood.

This is where the Alienists dump bodies they’re no longer using (those they don’t keep in the larder, anyway), keeping their servants well-fed.  The gruesome sight provokes a Sanity check (0/1d4+1).  Perception DC 20 to hear chewing sounds from behind the corpse-pile, where two Grimlocks eat.

59 – Drinking Water

water

A pool of murky water fills most of this large cavern; within you can glimpse blind cave fish and other creatures, stunted albino things.    A hunched, eyeless humanoid, its skin a mottled grey, its hands clawed, stoops and drinks from the pool.  Fungi riddle the cave walls, filling the air with their pungent smell.

A single Grimlock can be found here.

60 – Larval Pool

A huge pool of greenish, slimy liquid dominates this cavern; within the murky depths you can glimpse small, brain-like creatures swimming, propelling themselves with their tentacles in a way that reminds you of jellyfish.  Adhered to the banks of the pool are vast quantities of small, round eggs in mucilaginous sacs, reminiscent of frogspawn.

Dozens of Intellect Devourer larvae – Ustilagors – lurk in the pool.  Falling in is probably a bad idea…

61 – Chasm

A seemingly bottomless chasm interrupts the tunnel here.

Acrobatics DC 20 to leap across here; fall damage is 10d6.  Climbing down requires a DC 20 Climb check.  Grimlocks will chase characters fleeing here to try and trap them.

62 – Feasting Chamber

saturn

Hundreds – perhaps thousands – of gnawed bones, both human and animal, carpet the floor of this chamber.  Crude images of beasts, intellect devourers, and humanoids are painted on the walls.

If the characters have been stealthy they may witness a particularly gruesome feast-in-progress:

A trio of twisted, eyeless humanoids tear apart a mountain goat here; the creature’s piteous bleats echo through the caves as they tear it open, blood gushing everywhere as they begin to gorge themselves on its entrails, stuffing dripping gobs of viscera into their fanged mouths.

63 – Mountain Tunnel

A faint whiff of fresh air and the sound of wind relieves the musty staleness of the caverns here.

This passage climbs upwards (Climb DC 15) out into the mountains.  If truly outmatched the Alienists will flee here, though this could also make a convenient escape route for the characters.  The Grimlocks use this entrance to go and hunt.

64 – Grimlock Warren

caves 3

Soundtrack

Something stirs in the darkness of this large, dripping cavern – you are not alone down here.  Stalactites loom out of the darkness, and shallow pools of water have collected on the floor.

At any given time there are at least a 15-25 Grimlocks in this large cavern, sleeping, creeping about, mating, or eating.  Here’s a glimpse of some of them:

Half a dozen loping figures emerge from the darkness – pale, malformed humanoids with pronounced nostrils and ears, no eyes, and mottled greyish-white skins.  Sniffing the air, they hiss and move towards you, and more shapes stir behind them!

65 – The Pit

A gaping pit yawns at the center of this chamber, its walls slimy, plummeting down into darkness.

This pit leads down into an intricate cavern system that riddles the mountains; it’s here that the Grimlocks entered these caverns.  Clambering down is tricky, however, requiring a DC 25 Climb check (fall damage is 20d6).

Appendix: Statistics

horrible

QUASIRIANT/DELACROIX – INTELLECT DEVOURER SORCERER 8

CR 11

XP 12, 800

Intellect devourer sorcerer 8

CE Small aberration

Init +11; Senses blindsight 60 ft., detect magic; Perception +21

DEFENSE

AC 23, touch 18, flat-footed 16 (+7 Dex, +5 natural, +1 size)

hp 164 (16 HD; 8d8+8d6+96)

Fort +11, Ref +12, Will +16

Defensive Abilities: invisibility, mirror image; DR 10/adamantine and magic; Immune fire; Resist cold 20, electricity 20, sonic 20; SR 23

Weaknesses: vulnerability to protection from evil

OFFENSE

Speed: 30 ft.

Melee: 4 claws +18 (1d4+1)

Special Attacks: acidic ray (1d6+6 acid, 12/day), body thief, sneak attack +3d6

Spell-Like Abilities (CL 8th; concentration +17)

Constant—detect magic

At will—confusion (DC 22, single target only), daze monster (DC 19, no HD limit), inflict serious wounds (DC 20), invisibility, reduce size (as reduce person but self only)

3/day—cure moderate wounds, globe of invulnerability

Sorcerer Spells Known (CL 8th; concentration +17)

4th (4/day)— phantasmal killer (DC 20)

3rd (7/day)— gentle repose, suggestion (DC 21)

2nd (8/day)— touch of idiocy (DC 18), hideous laughter (DC 20), mad hallucination (DC 18)

1st (8/day)—charm person (DC 20), disguise self (DC 18), hypnotism (DC 20), memory lapse (DC 20), sleep (DC 20)

0 (at will)—arcane mark, dancing lights, detect poison, ghost sound (DC 17), mage hand, mending, open/close, prestidigitation

Bloodline: Aberrant

STATISTICS

Str 12, Dex 25, Con 19, Int 18, Wis 14, Cha 24

Base Atk +10; CMB +10; CMD 27

Feats: Combat Casting, Eschew Materials, Extend Spell, Greater Spell Focus (enchantment), Improved Initiative, Quicken Spell, Silent Spell, Spell Focus (enchantment), Still Spell, Weapon Finesse

Skills: Bluff +34, Craft (alchemy) +13, Diplomacy +16, Disguise +23, Knowledge (arcana) +11, Knowledge (psionics) +11, Knowledge (local) +14, Perception +17, Sense Motive +16, Spellcraft +18, Stealth +19, Use Magic Device +19

Languages: Common, Aklo, Grimlock, Undercommon (cannot speak); telepathy 100 ft.

SQ: bloodline arcana, long limbs (+10 ft.), unusual anatomy (25%)

Gear (only if encountered in a host body): doctor’s outfit, masterwork dagger, keys (Eye, Hand, Heart, Brain)

SPECIAL ABILITIES

Body Thief (Su): As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim’s skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host’s defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim’s identity and personality, yet has none of the victim’s specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.

Vulnerable to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.

ALIENIST (HOST BODY)

delacroix

CR 5

XP 1,600

Human expert 7

CE Medium humanoid

Init +2; Senses Perception +12

DEFENSE

AC 12, touch 12, flat-footed 10 (+1 armor, +2 Dex)

hp 31 (7d8)

Fort +2, Ref +3, Will +5

OFFENSE

Speed: 30 ft.

Melee: masterwork dagger +5 (1d4–1/19–20)

STATISTICS

Str 8, Dex 14, Con 10, Int 16, Wis 11, Cha 17

Base Atk +5; CMB +4; CMD 13

Feats Alertness, Combat Expertise, Deceitful, Persuasive, Skill Focus (Profession [alienist])

Skills Appraise +13, Bluff +19, Diplomacy +13, Disguise +11, Heal +12, Intimidate +11, Knowledge (arcana) +11, Knowledge (local) +14, Knowledge (psionics) +11, Perception +19, Profession (alienist) +13, Ride +6, Sense Motive +12, Stealth +9, Use Magic Device +11

Languages: Common, Aklo, Grimlock, Undercommon

Gear: doctor’s outfit, keys (Eye, Hand, Heart, Brain), masterwork dagger

These stats were modified slightly in light of the Body Thief ability; it doesn’t make sense to me to use the host body’s Bluff bonus, for example, given that the host’s brain has been eaten.

Of course, it’s quite possible that the Intellect Devourers will switch bodies at various points.  When one of the Alienists’ hosts die, the Intellect Devourer shows itself:

The body falls to the floor, eyes staring lifelessly ahead.  Then, suddenly, the corpse twitches, limbs flailing.  There is a sickening cracking sound as the corpse’s skull breaks open like an egg, a black talon emerging from the wound, followed by a whipping tentacle.  The tendril pushes aside the fragmented wreckage of the man’s head and something climbs out.  It looks exactly like a brain, save for the greyish fungus covering it, its lashing tentacles, and the many-jointed limbs unfolding from beneath it.  The thing seems temporarily dazed.

The sight of an Intellect Devourer provokes a Sanity check (1/1d4).  Intellect Devourers can also exit the way they came in, through the mouths of their hosts, but this process is more cumbersome (they use this process when they want to leave a host undamaged).

After losing a host an Intellect Devourer will usually scuttle away, becoming Invisible (or Clouding Minds if you’re using the Psionic variant).  If the characters are injured, however, or if there are other Alienists or Orderlies around, it may attack, using Confusion, Inflict Serious Wounds, and claws.  If a corpse is around, it’ll use Body Thief on it.

ORDERLY

nomnomnom

CR 3

XP 800

Grimlock rogue 1/warrior 3

CE Medium humanoid (human)

Init +2; Senses: Perception +12

DEFENSE

AC 17, touch 12, flat-footed 15 (+1 armor, +2 Dex, +4 natural)

hp 42 (6 HD; 1d8+5d10+9)

Fort +5, Ref +9, Will +3

OFFENSE

Speed: 30 ft.

Melee: sap +7 (1d6+2 nonlethal)

Special Attacks: sneak attack +1d6

STATISTICS

Str 15, Dex 15, Con 13, Int 10, Wis 8, Cha 6

Base Atk +5; CMB +7 (+9 grapple); CMD 19 (21 grapple)

Feats: Alertness, Skill Focus (Perception), Improved Grapple

Skills: Climb + 7, Stealth +11 (+21 in caves or mountains), Swim +8, Perception +12

Languages: Grimlock, Undercommon

SQ: trapfinding +1

Gear: padded armour, sap, key (roll 1d4: 1-Eye, 2-Hand, 3-Heart, 4-Brain), 1 Potion of Disguise Self (Human)

Handouts

Here is the text of the handouts:

Valentin’s Journal

Year 735, 7th of Vendémiaire

The groundskeeper Gerard, a man from the village of Saint-Sæthryth, was found dead this morning not far from his cottage, a dog worrying at his body.  The condition of his corpse was most alarming.  The top of the man’s skull had been completely shattered and his brain was missing; what’s more the inside of his head showed a number of gashes and other marks disturbingly suggestive of bite-marks, though I am unsure what beast could have made them.  As chief physician and aliéniste here at L’Hôpital de Corbin I believe it must fall to me to conduct the autopsy; I shall have Dr Delacroix assist me.  With luck our examination will reveal some clue as to who perpetrated this awful crime.  I wish to believe it to be the work of some animal, or else nothing more than a tragic accident, and yet I fear the worst.  Many of the patients here at the asylum have violent pasts.  One woman, a hysteric, murdered her husband in cold blood when he attempted to initiate marital relations between them, mutilating the man till there was naught left to identify him as such.  Another patient, gripped by powerful delusions, was found to have cannibalized several street urchins before being sent here.  We keep the inmates under close watch, of course, but if one were to have somehow slipped away, even for a brief spell, there’s no telling what horrors they could inflict.  They are not all imbeciles, either: there is a certain deranged cunning to some of them, and they can be artful dissemblers at times.  Of course, after the body was discovered I had the entire facility carefully locked down, and all patients have been thoroughly accounted for; if one of them is responsible for this hideous crime, they are now safely locked in their cell.

There are other theories circulating amongst the staff, some of whom come from local villages – wild talk of hill-men and goblins and ghouls living under the mountains.  I almost wish it were some bogeyman responsible.  After the autopsy I may have to interview the patients individually.

Year 735, 8th of Vendémiaire

The autopsy of the groundskeeper’s body has been completed, but I admit to being even more perplexed than before.  I have carefully reconstructed the skull and examined the wounds thoroughly, and I have come to one inescapable but bizarre conclusion: the man’s skull was not caved in from the outside – as from a blow to the head – but broke open from the inside out.  A powerful gunshot might have caused such explosive fragmentation, yet there is no gunshot wound visible on the man’s face or elsewhere on the corpse.  Stranger still, I discovered subtle but unmistakable trauma to the jaw, as if it had been recently dislocated and then jarred back into place.  I also discovered lacerations, faint but still distinct, around his lips and in the inside of his mouth.

Continuing my examination, I found that the back of the man’s throat had been gashed open, as if something had been forcibly thrust through his mouth and up into his brain.  To make matters even more bewildering, the wound had been sealed with a membranous growth of some kind, and traces of other foreign material – webbing, a greyish substance resembling fungi, and some sort of congealed mucus or slime – was discovered in his emptied cranium.  All traces of the brain itself were completely gone save for some portions of the brain stem, including the bulb, pons, and a portion of the midbrain.

As I continued the autopsy my findings grew yet more bizarre – and disturbing.  The groundskeeper was seen alive the previous night, so we can assume he was killed at some point during the night or in the early morning.  However, the corpse shows signs suggesting advanced decomposition.  The body was bloated, and I discovered maggots in the corpse’s orifices and the beginnings of putrefaction setting in.  All indications suggest that the man has been dead for several days at least.  Is it possible that somehow the rate of decay was accelerated?  The mystery is maddening.

Year 735, 11th of Vendémiaire

Interviews with the patients have been concluded, but have revealed nothing new.  One of the patients, however – a certain Madame Angélique, a hebephreniac afflicted with la folie circulaire – seems to have made surprising progress.  Perhaps the rotary chair has done its work; or perhaps the leechings, or simply the fresh air, have relieved her lunacy.  Whatever the case she seems much recovered, cheerful almost to the point of euphoria and yet displaying none of the frenzied agitation typical of a manic episode.  We will continue treatment as usual, of course, but I am optimistic.  With any luck, in a few months the girl can be sent back to her husband.

The groundskeeper has been interred in the asylum cemetery; we must send for a new one, as already the lawn is going to seed.

Year 735, 16th of Vendémiaire

Another shocking episode has occurred – Patient 616, Madame Angélique, was found dead in her room by one of the orderlies, Monsieur Falret.  What’s more, the manner of her death was exactly the same as that of the groundskeeper, her skull shattered and her brain missing, her brainpan infested with greyish fungus and covered in slime.  I did not have to perform a thorough autopsy to note the signs of premature or accelerated decay on her body.  It is now almost certain that the person responsible is either an inmate or a member of the staff – how else could the killer have gained access to her room?  What is going on?

If these incidents continue, I fear for the future of this institution.  L’Hôpital de Corbin must be a safe place, a place of respite, a haven for lost and troubled souls.  It cannot be a place of fear.  I have devoted my life to this place and am loathe to lose it, but if I cannot guarantee the safety of the staff and patients here I am afraid the asylum will have to close.

Year 735, 23rd of Vendémiaire

M Falret, the orderly who discovered Patient 616’s body, has gone missing.  He appears to have left in the middle of the night, without warning, and left no note.  Some part of me fears the man must have been abducted, perhaps by the same person responsible for the deaths of the groundskeeper and Mme Angélique, but everyone else in the asylum is fully accounted for: if the perpetrator is indeed an inmate or a staff member, abduction would seem unlikely… perhaps M Falret, traumatized by the incident with Mme Angélique, found himself unable to cope with the stress of working in L’Hôpital de Corbin and, accordingly, fled?

I have spoken to other members of the staff, who report that M Falret’s behaviour has been unusual ever since he discovered Patient 616.  Colleagues describe him as detached and somewhat depressed, and report that they often caught him watching them strangely, with a curious unblinking gaze.  Such a personality shift may have been a response to trauma, and yet the orderlies at this institution are used to dealing with pain, and even with corpses – try as we might to prevent them from harming themselves, some inmates do manage to commit suicide, and the discovery of a body in its cell is not, tragically, as rare a circumstance as we would wish it.

There is another possibility, of course – M Falret may have been responsible for both murders and, fearing discovery, he has fled.  I have written to the gendarmerie alerting them to the man’s sudden disappearance.  Some part of me hopes he was responsible.  If Falret was the murderer, at least now L’Hôpital de Corbin will be left in peace.

Year 735, 13th of Brumaire

Weeks have passed since the incidents visited upon us, and I had hoped the horrors had come to an end, but I fear my hopes were naïve.  I was examining one of the inmates today – Patient 874, Monsieur Augustin – when I noticed signs of what looked to be advanced necrosis or gangrene, as from leprosy or any number of other ailments.  Further inspection revealed the rot was widespread, and that the man was host to a number of eggs already hatching into maggots.  When he saw that I had discovered his affliction Patient 874 flew into a psychotic rage, baring his teeth and uttering a sound that I shall never forget so long as I live.  I am a practiced aliéniste with a long career: I have heard men and women screaming in the night, spouting glossolalia, imitating the sounds of animals, raving in singsong or shrieking with rage or terror or both.  The sound that issue from M Augustin’s mouth was unlike anything I have heard before – a chittering, clicking ejaculation of indescribable strangeness.  It sounded like nothing human.  Were I a superstitious man I might believe him to be the victim of some demoniac possession!

He came at me with hands clawed, tearing at my throat.  I managed to wrestle the man off me, and with the aid of two orderlies he was secured.  We attempted to sedate the patient, but the normal dose had no effect, and he continued to make the same chittering, hissing expostulations.  Eventually one of the orderlies simply bashed the man on the head, sending him into unconsciousness – normally I would disapprove of such violent methods, but given the circumstances I gave my permission.  We are treating the man’s affliction as best we can, but I am flummoxed as to the cause of his illness.  There is no fever whatsoever: the man is cold as a corpse!  He has been quarantined for the time being.  I will consult every medical text I can.  Could this strange sickness somehow be related to the recent deaths?  Mysteries piled on mysteries.

Year 735, 31st of Brumaire

They are everywhere.  I do not know who to trust, who has been turned.  Delacroix has been compromised, I think – I could smell the stench of the grave upon him.  They can smell me, too.

I have barricaded myself in the office.  I can hear them outside, giggling obscenely, stalking the halls.  They speak in their abominable tongue, if speech it is.  More like the drone of insects than speech.

I have seen what they are.  These Things that now walk among us, that wear our stolen flesh.  Such Things were not meant to be seen by human eyes.

Perhaps I am mad myself.  I can no longer tell truth from reality, fact from fiction, science from fantasy.

They will come for me soon.  I will not let them take my mind, will not let them use my body like a marionette.  There is a wheellock in my drawer.  I will blow by brains from my skull before I let them feed on my mind.

To any who reads this: L’Hôpital de Corbin is no longer an asylum, no longer a hospital for the treatment of illness.  They have taken over the Intensive Treatment Ward, use the machines not to ameliorate but to exacerbate.  They torment the inmates to worsen their lunacy.

They feed on insanity.  It is like a drug to them.  As the dipsomaniac craves alcohol so do they require brains, brains addled by madness.

Someone knocks at the door.  The handle turns.  They say they are Delacroix but I know the Truth!

The gun is loaded, primed.  I go now to whatever fate awaits me.

Cordialement,

Dr Valentin Morel

Aliéniste Principal de l’Hôpital de Corbin

Quasiriant’s Journal

Entry 1:

I feel compelled to transcribe my thoughts, to put them to paper – a strange urge, and unfamiliar.  The human whose body I now control, whose mind I devoured, was much given to this habit.  We all take on aspects of our prey after feeding.  I crouch now in the damp, hunched over a sheaf of parchment, my brothers and sisters around me, and write this chronicle with borrowed hands that even now begin to decay.

We have escaped the mountains of our homeland and arrived at last in the man-realm.  The God-Brain and Its Inquisitors cannot follow us here: our thralldom is at an end.  No longer can Its servants feed upon our young.  No longer will we be used as the humans use guard-dogs, somewhere between pets and slaves.  We are free.

Soon we must feed.  We can sense the minds of humans nearby, their consciousnesses succulent, nourishing.  Our bodies are rotting; I can feel maggots squirming in my breast, eating at my host’s innards.  If we do not find sustenance soon we will be forced to abandon our hosts and travel naked beneath the sun and moon, vulnerable and exposed.  The others look to me for guidance, for leadership.  It was I who led them from servitude, who found a way to this place.

Entry 2:

I have found us a place, nestled in mountains that remind me of the homeland.  There are many minds here, consciousnesses which exude a subtle aroma unlike any I have tasted before.  The humans who dwell here are broken things, wretched, consumed with fear and despair and confusion of unspeakable succulence.  Other humans watch over them, tending to them, trying to mend their shattered minds.  Fools!  We will be Masters here soon.  I have taken the body of one of them, a man I found tending to the grounds.  The other humans suspect nothing.  I will continue the man’s duties, biding my time, watching.  Soon I will bring the others here, and we will feast.

Entry 3:

I could resist temptation no longer.  I have glutted myself, eaten my fill, devouring the mind of one of the inmates, a woman I found wandering in the gardens.  The alienists here – so the Masters of this place call themselves – allow their patients to walk the grounds if supervised.  This one must have strayed from the group, unnoticed.  I found her gibbering, raving to herself and scratching at her flesh, and when, unable to contain myself any longer, smelling the irresistible enticement of her delirium, I burst from the skull of my former host and leaped towards her, she seemed unafraid, as if welcoming me, as if eager.  The taste of her mind was ambrosial – the savour of her madness!  The richness, the subtlety of her derangement, the obscene deliciousness of her lunacy!  It is like nothing I have tasted before.  I must have more.  I will hide this chronicle in the groundskeeper’s cottage for the time being and return to the asylum wearing my new guise.

Entry 4:

I was nearly discovered.  For the past few days I have been observing operations in this place, noting routines, evaluating strengths and weaknesses.  The brood could find a home here… so many nourishing minds to feed upon!  Yet as I languished in their cell, I found myself reminded powerfully of the homeland and our mistreatment by the Masters.  A rage grew within me, seething, boiling up and overflowing, and when one of the humans entered my cell to feed my host body I flew at him, bursting from my host’s skull and leaping for his throat, forcing his jaw open and burrowing my way up, up into his skull.  I ate my fill and fled, leaving the body where it fell.  The other humans are most agitated, believing that one of their own is the killer.  Soon I will take this body and leave, and rejoin my kindred.

After the rapturous richness of the last brain I devoured this one seemed bland, tasteless.  Now that I have tasted the nectar of madness, a sane mind is flavourless.  I must return with the rest of the brood soon, to satiate myself once again.

Entry 5:

The others have made contact with a group of beings that dwell under the mountains.  The humans drove them down into the darkness long ago, and they have lingered there since, in the bowels of the earth.  Their hatred for the top-worlders is matched only by their hunger for flesh.  They will make worth allies, for though my ilk and I must feed, we desire only brains, not meat.  We will require a few bodies to use as hosts, of course, but the rest can go to sate the appetites of these blind ones, these deep-dwellers.  They can help us to keep the humans in order, once we seize control of the asylum and make the place our larder, our abattoir – for though my brood and I are powerful, we are few in number, and the humans are many.

I have told the brood of the savour of madness, the lush ripeness of an unhinged mind.  Soon we shall return and eat our fill.

Entry 6:

I have assumed control of the body of Dr Delacroix, one of the alienists here at  L’Hôpital de Corbin.  I shall continue to use this body as required, when other humans bring more inmates for us from their cities: it will be necessary to maintain the appearance that the facility is still under human administration.  Once my kindred and I had infiltrated their ranks the rest became easy.  The humans’ leader, Dr Valentin Morel, discovered our presence, but by the time he realized what we were it was too late; we had already seized control.  The Grimlocks now serve as our orderlies, and the inmates are safely tucked in their cells, like livestock awaiting the slaughter in their pens.  The cravings grow stronger and stronger.  With each brain I consume, each maddened consciousness I devour, the hunger grows more intense, the sensations dulled.  I must find a way to relive that first ecstatic devouring.

When I consumed the consciousness of Delacroix I absorbed some of his knowledge, his expertise.  There are degrees of madness, I have learned, and methods of ameliorating lunacy.  Might the same techniques, the same scientific approach, be used to cultivate rather than expunge madness?  And then there are the arts of our Masters, methods for sculpting flesh and dominating the mind… perhaps, if the two were combined, I might contrive a means of seasoning our meat, of sweetening the brains of our prey.  With time and patience, I will sow the seeds of delirium in the minds of the inmates here, tend to a garden of the deranged and the demented – and, when the time comes, harvest my crop.

Experimentation must begin at once.

The Savour of Madness: Attic and Basement

 Faust 4

Attic

Attic Map

There’s not much of value in these old storerooms, but they do provide a stealthy means of navigating the third level of the asylum.

34 – Storeroom

Dusty old crates and trunks swathed in cobwebs fill this mouldering attic storeroom.

If the characters decide to investigate the crates and trunks, roll on the following table to determine their contents:

Roll 1d20 Crate Contents
1 Yellow mould
2 Muzzles
3 Fetters and shackles
4 Bedclothes
5 Parchment, somewhat mouldy
6 Orderlies’ uniforms
7 Spare rug
8 Bandages
9 Straitjackets, musty but useable
10 Spare parts for the rotary chair
11 Rusty carpentry tools and nails
12 Rusty surgical tools
13 Rusty kitchen implements
14 Lamp oil (6 jars)   and a hooded lantern
15 Healer’s kit
16 30 candles
17 50 ft. of coiled hemp rope
18 Rolled painting worth 25 gp
19 12 silver candlesticks worth 10 gp each
20 Floor plans of the asylum (basement only)

35 – Study Storeroom

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This dim attic storeroom has a large trapdoor in one corner.  The storeroom is mostly empty save for an old chest gathering dust.

The chest is locked (Disable Device DC 30 or use the Heart key).  Inside are a number of phials containing drugs of various sorts: 6 doses of Æther, 6 doses of Opium, and 6 phials of Oil of Restfulness.

36 – Hole in the Roof

A hole in the roof lets water into this old storeroom.  Years of rot have caused a partial collapse of the ceiling below – it’s a short drop down into what looks like the mould-infested remnants of the asylum’s library.

1d6 non-lethal damage unless a DC 15 Acrobatics check is made to jump down.

37 – Tower Garret

Three small dormer windows look out over the asylum grounds in this cramped garret.

The Basement

Basement Map

Soundtrack

38 – Cellar

cellar

Large barrels and kegs fill this cellar, and there’s a small wine-rack with some dusty bottles in it as well.

There are 20 bottles of fine wine here (10 gp each), and a lot of lower-quality wine.

39 – Storage

This large chamber holds supplies for the asylum above: linens, bedclothes, tools, machine parts, curtains, cutlery, spare pots and pans, and other miscellaneous objects.

There’s little of actual value here, though if the players need improvised weapons for whatever reason, some spare kitchen knives could be used as daggers.

40 – Wardrobe

This extensive storage chamber contains hundreds of suits of clothes, ranging from the white straitjackets of inmates to the plain uniforms of the orderlies to the fine coats, vests, wigs, and other garments of the alienists.  All are neatly folded on shelves or hung on pegs or hooks.

This room is perfect for characters to turn the tables on those above and disguise themselves.  In addition to 50 straitjackets and 25 orderly uniforms there are 20 doctor’s outfits and 12 courtier’s outfits here.

41 – Makeup

This small room includes a table set before a large mirror, with several smaller mirrors on its surface.  An array of cosmetics are arrayed on the desk, along with brushes and tools for applying them.  A small cabinet along one wall is filled with a variety of perfumes and colognes.

The makeup is the equivalent of a masterwork disguise kit.  The perfumes are worth 50 gp apiece (there are 30 bottles in total).  They are very delicate and bulky, however.  The Intellect Devourers use this room to disguise their rotting flesh when required.

42 – Larder

This room is locked (Disable Device DC 30, Strength DC 25 to force, or used the Hand Key).

This refrigerated room is obviously a larder.  Several shelves are devoted to mundane foodstuffs, but other shelves contain more gruesome victuals: severed limbs, human organs, and dozens of brains.  All are well-preserved; some are picked in jars, and large haunches of meat of uncertain origin dangle from meathooks on the ceiling.

Sanity check (0/1d3) for the mangled body-parts and brains.  The brains are an “emergency store” for the Intellect Devourer – they prefer to consume the brains of still-living or recently deceased hosts, but will feed on refrigerated brains if necessary.  The body parts are, of course, for the Grimlocks.

43 – The “Marionette” Room

This room is very cold – it must be refrigerated somehow, rime coating every visible surface.  Meathooks line the ceiling, dozens and dozens of them, every one of them holding up a naked human corpse.  A wide variety of ages and body types are evident, and there are slightly more male corpses than female ones.  Some of the bodies have been severely mutilated: some are missing fingers, limbs, eyes, or other features, while others sport grotesque grafts and augmentations harvested from other human corpses or from animals.  One corpse dangling near the entrance sports two heads – one male, one female – and a stitched body exhibiting characteristics of both.  Another has had its mouth replaced with the beak of a large bird and its arms replaced with massive wings.

Sanity check (1/1d4+1).  This is the “marionette” room: a chamber used by the Intellect Devourers to store hosts when not in use.

44 – Alchemical Laboratory

lab

Counters covered in alchemical apparatus dominate this laboratory, whose walls are lined with shelves stocked a variety of reagents – herbs, preserved organs, bottled chemicals, tinctures, oils, and essences, live insects, dried body parts, and similar components.  Beakers, crucibles, burners, boilers, mortars and pestles, and other equipment cover the counter-tops, and gaps between shelves are papered with alchemical charts.

Alchemist’s laboratory; no finished potions here.  If the alarm hasn’t been sounded there is a high probability of encountering an Alienist here.

45 – Potion Storage

This room is locked (Disable Device DC 30 or open using the Brain Key).  Anyone attempting to open the door who isn’t an Intellect Devourer activates a Symbol of Insanity placed upon it (Perception DC 33 to notice, Disable Device DC 33 to disable, Dispel DC 19).   In addition to a Confusion effect such a Symbol drains 2d6 Sanity points.

Racks of glass syringes line the walls of this chamber – they’re labelled using alchemical symbols.  Some of the syringes are empty, but many contain coloured liquids.

There are a lot of potions here: 30 Potions of Disguise Self (Human), 5 Potions of Cure Moderate Wounds, 5 Potions of Delay Poison, 5 Potions of Lesser Restoration, 5 Flasks of Oil of Restfulness, 3 Potions of Neutralize Poison, 3 Potions of Remove Paralysis. 3 Potions of Remove Diseases, 3 Syringes of Mindfire Serum

46 – Embalming Chamber

This chamber smells of formaldehyde and other preservatives.  Jars of embalming oil sit on shelves around the periphery, while at the center lies a partially embalmed body sprawled on a steel table, its organs carefully piled on a tray nearby, its torso split open.  Various tools, pumps, blades, and other instruments are arrayed on a worktable along one side of the chamber.

There are 10 large jars of (flammable) embalming fluid here.

47 – Delacroix’s Study

This room is locked (Disable Device DC 30, Strength DC 25 to force, or used the Hand Key).

This old storage room has been converted into a small study, with an antique wooden desk strewn with papers, some of them scrawled with occult symbols and formulae, others with anatomical illustrations, and others still with notes.  In one corner stands a naked human corpse, stuffed and mounted on a wooden base, its face frozen in an expression of terror.

Pages of Delacroix’s journal can be found here:

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In addition to Delacroix’s journal the following scrolls can be found in this room: 1 Scroll of Insanity, 1 Scroll of Phantasmal Killer, 1 Scroll of Feeblemind, 2 Scrolls of Confusion, 2 Scrolls of Touch of Idiocy, 3 Scrolls of Fear, 3 Scrolls of Touch of Madness, 4 Scrolls of Lesser Confusion, 6 Scrolls of Cause Fear

There is a good chance Delacroix is here, or else in the Grafting Laboratory.

48 – Grafting Laboratory

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Three long, steel slabs dominate this room.  Lain upon them are inmates that have been hideously mutilated, surgically altered in uncanny and disturbing ways.  One has been given a dog’s snout, grafted incongruously to the lower half of his face, and his hands and feet have been replaced with hairy, canine paws; a second bears suckered tentacles in place of forearms and a gaping lamprey maw on his stomach.  The third victim has had her lower body replaced with some kind of overgrown grub-like creature.  At first you take them for dead, but then you see that they are breathing, barely – they’re likely sedated somehow.  Cabinets with an array of bottled chemicals line the walls, and trays of surgical instruments – scalpels, bonesaws, needles, lancets, calipers, hand drills, and more – are affixed to the slabs.

The sight of the grafted bodies requires a Sanity check (1/1d4+1).

The chemicals are mostly sedatives similar to Oil of Restfulness.  There are 12 jars of the stuff, along with 4 Potions of Cure Serious Wounds (each restores 3d8+5 hp).

If awakened, the inmates become very distressed and probably violent, refusing to believe that the characters aren’t Intellect Devourers in disguise.  The Alienists have grafted them for two reasons: firstly for their own depraved amusement, and secondly to further traumatize the minds of their victims, cultivating the delicious madness they long for.

A thorough search of the tools turns up a Wand of Sculpt Corpse with 13 charges remaining, made from a human ulna.

Delacroix/Quasiriant is often in this room with another Alienist or two, working on the inmates.

49 – Examination Room A

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This room is locked (Disable Device DC 30 or open using the Eye Key). 

A large cage occupies the recessed centre of this round room.  Within, gibbering and raving in the throes of lunacy, are two inmates who have been surgically grafted together, their legs removed and their torsos fused with stitches and eldritch puissance.  The miserable pair are forced to walk on their hands, crab-like, their heads forever facing upwards, gibbering incoherently.  Curved benches are arrayed around the room.

The Dyad, as the pair are called, provoke a Sanity check (1/1d4+1).  The door to the cage is locked (Disable Device DC 30 – can be opened with the Hand Key).  The Dyad is/are basically incapable of fighting in any meaningful way.  However, if the alarm hasn’t been sounded there is a high likelihood that two of the Alienists are here, observing their creation.

50Examination Room B

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This room is locked (Disable Device DC 30 or open using the Eye Key). 

A brass cage sits in the middle of this round viewing chamber.  A solitary figure writhes in the cage; at first you take him for an inmate struggling in a straitjacket, but then you realize the straitjacket is made from flesh stretched over the man’s limbs.  He’s been muzzled, again with grafted flesh.

The figure provokes a Sanity check (0/1d3).  The door to the cage is locked (Disable Device DC 30 – can be opened with the Hand Key).

51 – Examination Room C

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This room is locked (Disable Device DC 30 or open using the Eye Key). 

In the middle of a brass cage at the recessed center of this round viewing chamber stalks a figure that has been afflicted by twisted magic.  Though obviously originally human, the creature is metamorphosing into something else, tentacles sprouting from its limbs, flesh mottling and turning a sickly greenish-purple.  The inmate’s mouth has been replaced by a fanged lamprey maw that mewls and salivates, dribbling bilious spittle.

The figure provokes a Sanity check (0/1d3). 

This inmate is becoming a Fleshwarped creature.  If released from its cage (Disable Device DC 30 – can be opened with the Hand Key) it goes berserk and attacks the nearest Intellect Devourer or orderly; otherwise it simply attacks the characters.  Its base statistics are those of a regular inmate but it has a Strength of 16, Intelligence 9, Charisma 6, and a Tentacle attack (+6, 1d6+3).

52 – Examination Room D

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This room is locked (Disable Device DC 30 or open using the Eye Key). 

A large glass box dominates this room.  Within writhes a disgusting conglomeration of tentacles, eyes, hooves, talons, and gnashing teeth – an amorphous abomination that hurls itself repeatedly against the inside of the glass, tendrils flickering, claws scratching.  Benches are arrayed around the room where observers could sit and examine the thing.

The figure provokes a Sanity check (1/1d4+1). 

The creature is a Chaos Beast, a former inmate exposed to too many mutagenic compounds.  If released from its cage (Disable Device DC 30 – can be opened with the Hand Key) it attacks the nearest creature.

53 – Implantation Chamber

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This dingy, stone chamber is dominated by a single chair, a leathery monstrosity with straps and other restraints that sits in the middle of the room in the glare of a lamp dangling from the ceiling on a chain.   A selection of bloody tools are evident on a nearby trolley – forceps, hammers, clamps, hand vises, retractors, and the like.  Strapped into the chair is a man wearing inmates’ garb, obviously sedated.  The man’s jaw has been dislocated and his lips and cheeks forcibly pulled back with metal instruments.  Nearby stands a large, glass tank on rollers, containing a sallow alchemical solution.  Swimming within the tank are four strange creatures resembling undersized human brains equipped with writhing tendrils and small, squirming limbs.

The sight of the inmate requires a Sanity check (0/1d3).  If awakened he reacts with panic and struggles, trying to flee from the room as swiftly as possible.

Four Intellect Devourer larvae swim in the tank.  This chair is used when one of the Alienists needs to switch bodies, or when a young Intellect Devourer is to be implanted for the first time.

54 – Tunnels Entrance

This square storage room reeks of rotten meat and animalistic musk.  A hole in the wall gapes like an open wound, leading into a roughly-dug tunnel winding down into darkness.  You can hear dripping from within, and the vague splash of something moving in water.

55 – Symbiont Chamber

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Half a dozen glass jars are arrayed on counters along the edges of this room, canisters brimming with bilious liquid.  Suspended the jars are various creatures, each seemingly more alien and disturbing than the last.

There is a high chance of finding an Intellect Devourer in an Alienist host in this room if the alarm hasn’t been raised, carefully injecting one of the Symbionts with a syringe containing an alchemical mutagen.

A description of each Symbiont and its abilities follows:

Jar 1: Suspended in this jar is a grotesque, fleshy thing that looks like a pair of sallow-skinned, bony hands joined at the wrists, long digits spread as if ready to clamp down upon something.  Two small, fanged maws are visible on the palms of the creature.

When placed around someone’s neck, the Necklace clamps down around them, fingers interlacing tightly – it will not choke the person to death, but it does constrict their neck somewhat, making their face slightly paler than normal.  Meanwhile, the small mouths feed on the host’s blood, tongue-like tendrils flickering from the mouths into the host’s neck.  The Necklace can be used to cast the spell Spectral Hand at will.  The Necklace occupies a magic item slot normally used for an amulet or broach.  It has an Ego of 6 and is Chaotic Evil in Alignment.  It has a speed of 1 ft.

Jar 2: Floating in this jar is a segmented, worm-like thing that somewhat resembles a disembodied human tongue, pinkish-yellow in hue.  At its base are a number of cruel organic barbs, while at its tip there’s a small, worm-like mouth.  As you watch the tongue-thing spasms and twitches, elongating itself considerably.

The Tongue is placed in someone’s mouth, it uses its barbed hooks to sever the host’s tongue (1d4 Con damage) and implant itself in its place.  The Tongue endows its host with a Bite attack with a reach of 10 ft (1d6 damage plus 1d4 acid).  It gives its user the ability to speak and understand Aklo.  It has an Ego of 4 and is Chaotic Evil in Alignment.  It has a speed of 1 ft.

Jar 3: A vaguely insectoid creature somewhat resembling a scarab beetle or cockroach swims about in the fluid of this jar, chelicerae wriggling.  The creature has a skull-shaped design on its carapace.

The Roach attaches to its host by burrowing beneath their flesh, dealing 1d6 damage upon attachment.  It feeds on the host’s blood.  The Roach functions similarly to a Scarab of Protection, endowing its host with Spell Resistance 20 and absorbing up to 12 energy-draining attacks, death effects, or negative energy effects before dying (upon perishing it erupts out of its host’s flesh, dealing another 1d6 damage).  The Roach has an Ego of 6 and is Chaotic Evil in Alignment.  It has a speed of 20 ft.

Jar 4: Bobbing in this jar is another hand-like organism, this one with seven extremely long, many-jointed fingers with membranous webbing between them and some kind of suckered tendril at its wrist.  The fingertips of the hand-thing are likewise equipped with suckers.

The Caul adheres itself to the back of a person’s head using its suckers, which is uses to feed.  It gives its user +2 Intelligence and Telepathy 100 ft. (though it does not grant the ability to Detect Thoughts).  The Caul occupies a magic item slot normally used for a cap or helm.  It has an Ego of 10 and is Chaotic Evil in Alignment.  It has a speed of 1 ft.

Jar 5: A leech-like creatures crawls along the inside of its jar, bloated and sickly-looking.  The disgusting creature has a hideous triangular mouth.

The Leech attaches itself to a host simply by adhering to a patch of bare skin.  It secretes healing enzymes that facilitate healing.  It functions exactly like Bandages of Healing but cannot be destroyed.  However, it drains 1d3 points of Con per day, not just 1.  The Leech has an Ego of 2 and is True Neutral in Alignment.  It has a speed of 10 ft.

Jar 6: The thing in this jar looks like nothing more than a fleshy corset, but then the thing twitches, and you realize it is some kind of ray-like creature with two enveloping fins or wings that can join together, interlocking.  Bony joints like struts or ribs give the thing a rigid shape.  The inside surface of the creature is lined with tiny hooked barbs like hairs.

The Bodice attaches to its host by closing itself around their torso and then digging in with its barbs.  When worn, the Bodice enhances the Charisma of its host by +4 but fills its host with lust.  If its host refuses to seek out amorous partners, the Bodice attempts to assert control of its host to fulfill its agenda, as it feeds off emotions as well as blood.  The Bodice occupies a magic item slot normally used for a wrap, robe, or vestment.  It has an Ego of 10 and is Chaotic Evil in Alignment.  It cannot move without a host.

Symbionts feed on their hosts’ blood, draining 1 point of Constitution per day – though since characters generally heal 1 Con per day, this is not severely debilitating; if a symbiont is displeased with its host, or if the host attempts to remove it, it can overfeed (1d4 Con damage once per day).  The Symbionts detailed above cannot attack on their own.  They can be attacked independently of their hosts, and have AC 20 and 10 hp, but gain the Dexterity bonuses of their hosts; attacking a symbiont provokes an attack of opportunity from the host.  Damage to a host never harms a symbiont.  In the event a symbiont is in conflict with its host it may attempt to exert control – a Will save with a DC equal to the Ego of the symbiont is required for the host to remain in control, otherwise the symbiont gains control of its host for 1 day.  While a symbiont can choose to voluntarily detach itself, removing it requires a Will save of the type described above.

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Last but not least comes the tunnels.

The Savour of Madness: Disused Ward and Guest Ward

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Floor 3

Asylum Map, Floor 3

29 – Alienists’ Quarters

These tidy quarters are well-furnished, with a large bed, a writing desk by a window, a deer-skin rug, and a handsome chest of drawers. Paintings, mostly depicting rustic tableaux or hunting scenes, provide decoration.  There’s also a large chest at the foot of the bed.  Outside, rain patters against the windows.

Apart from a spare doctor’s and courtier’s outfit (in the chest of drawers), the Alienists keep a few personal effects in their chests, which are locked (Disable Device DC 25 to open or use the Brain Key).  Roll 1d3 times to see what each contains:

Roll 1d20 Result
1 2d100 gold pieces.
2 A fine gold pocket watch (250 gp)
3 Book on human anatomy (10 gp)
4 Scroll of Feeblemind
5 Book on mental illness (10 gp)
6 Spare Hand Key
7 Scroll of Lesser Confusion
8 Masterwork dagger
9 Scroll of Rage
10 1d3 putrescent human brains
11 Putrescent human brain, partially eaten
12 Spare Brain Key
13 Scroll of Touch of Madness
14 Daguerreotype camera and 1d100 photographs of inmates in various states of distress, some of them hideously mutilated or grafted
15 Masterwork wheellock pistol and 10 bullets with gunpowder
16 Spare Eye Key
17 Scroll of Confusion
18 Wand of Fear (25 charges remaining) made from a human radius
19 Spare Heart Key
20 Floor plan of the asylum (above-ground only)

The Guest’s Ward

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The corridor has a trapdoor leading to the attic near the end of the hall.  The trapdoor locked (Disable Device DC 25 to pick, DC 20 to, noisily, force, or open with the Eye Key).

30 – Guest Room

This small room was obviously once a cell, judging from the bars on the windows and the bare brick walls.  A small bed, a chest of drawers, a chamber pot, and a stool are the only furnishings.

If the characters go to sleep after being escorted by Dr Delacroix, they’ll find themselves locked in.  As Delacroix explains:

“I’m afraid these rooms are all we have.  We used to have rather more patients, but in recent years we’ve had this ward converted into additional chambers for staff and visitors.  Unfortunately the doors can only be opened from the outside; a safety precaution.  I’ll be sure to have someone come by and let you out early tomorrow.”

Though the doors do indeed lock automatically, they can technically be picked (Disable Device DC 40) or forced (DC 25).  If the characters were guileless enough to drink the wine provided them by Delacroix in the dining room, the delayed-onset poison they ingested kicks in around now (about 1 hour after ingestion) – Fortitude DC 15 to resist.  If they fail they fall into a stupor for 1d3 hours and will wake up in one of the chambers in the Intensive Treatment Wing, or even strapped down to a slab in one of the Laboratories in the basement if they annoyed Delacroix somehow.  Of course, with any luck the characters either pass their saves or avoided ingesting the poison in the first place.  If they did pass their saves, they’ll be treated to a visit by a pair of Orderlies later in the night (they come in through the door) – make Stealth checks for the Orderlies (+11) as they approach (if the character perceives them, they hear approaching footsteps).

Disused Ward

Soundtrack

The door to the disused ward has been locked (Disable Device DC 25, force DC 20,   or use the Eye Key) and boarded shut (Strength DC 20 to quickly pull off the boards).  The Intellect Devourers and their minions shun the ward because of the spirit of Valentin Morel, who has become an allip and haunts the ward.  If dispersed Morel’s spirit re-forms the next night.  It will only depart if the Intellect Devourers are slain or their experiments otherwise ended.

Dust and cobwebs shroud this hall, which has obviously not been in use for quite some time.  An door with the words “Dr Valentin Morel” on it is evident to the left.

31 – Dr Valentin’s Study

Soundtrack

The door to the study is locked (Disable Device DC 30 to pick, Strength DC 25 to force, or open with the Brain Key).  However, there is a trapdoor from the attic (Disable Device DC 25 to pick, DC 20 to force, or open with the Eye Key).

You enter a spacious, well-appointed study with fine wooden furniture.  The walls are lined with handsome shelves containing numerous medical texts, most of them pertaining to mental illness – its causes, effects, and methods of treatment.  A large writing desk and a leather chair are placed near the curtained window; there are some papers on the desk, but in general the place looks disused, with a thick layer of dust lying over everything.  There are some old stains on one wall and on part of the floor; they have been partially scrubbed off but are still visible, though faded, under the dust.  There are also some heavy scuff-marks on the floor around the door.

The papers are diary entries.  It would probably have occurred to humanoids to burn these papers and so dispose of them, but this has not occurred to the Intellect Devourers (their Grimlock orderlies do think like other humanoids, broadly speaking, but lacking sight they have never developed a written language and so have not noticed the diaries).

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After reading these documents, the characters will be confronted by the spirit of Dr Valentin Morel – having been driven mad himself by the sight of the Intellect Devourers and their handiwork, and having committed suicide, he has returned as an (advanced) Allip:

There is a flash of lightning and suddenly you become aware of a figure standing in the corner, watching you intently.  Dressed in a tattered doctor’s coat, the spirit bears the stern visage of Dr Valentin Morel, recognizable from the portrait in the foyer, albeit contorted into an expression of madness and despair.  As he moves towards you, you see that the back of his head has been blown out, as if he put a pistol in his mouth and pulled the trigger.  Gliding forwards, flickering through furniture, the spirit begins babbling incoherently, reciting random passages from medical textbooks in a hideous, inhuman voice.

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Sanity check on seeing the Allip (1/1d6).  If you’re using the d20 Sanity rules, note that the Allip’s Touch of Madness ability deals 2d6 Sanity damage rather than Wisdom drain.  If a character is reduced to 0 Sanity by the Allip, they die immediately and become an Allip as described under the “Create Spawn” ability of the advanced Allip.

The wheellock pistol is nowhere to be found.

 32 – Archive and Map Room

This must be the sanitarium’s archive – there are shelves full of rolled up scrolls and record books here.  Most appear to simply be inventories of supplies, payment records, and rosters of inmates or staff.  On one wall are framed floor plans of l’Hôpital de Corbin and its basement.

The characters can liberate these maps, greatly assisting exploration of the asylum.

33 – Library

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A hole in the roof has let water into this library room, and the books lining its shelves – mostly medical texts, by the look of things – have become thoroughly infested with mildew and yellowish mould.

The stacks are infested with yellow mould.  There’s really not much to salvage here.

Next up: the attic and the basement.

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