Monsters, Horror, Gaming

Tag: horror Page 3 of 5

Fever in the Blood: The Belle de Nuit Plantation

 The Belle de Nuit Plantation

Belle De Nuit

The descriptions below generally presume that the characters are exploring the plantation at night, but they may wait for the day, in which case any Vampires of Vampire Spawn will be resting rather than active; adjust descriptions accordingly.-

The plantation should be treated essentially as an outdoor dungeon, the various buildings functioning much like rooms.

Soundtrack

The Green Maiden

A steamboat – or what remains of one – lies beached on the bank of the bayou. The vessel has been reduced to a charred skeleton of a craft, its beams blackened, its pilothouse an incinerated stump. It looks like anything of value that might have been found in the boat has been stripped. Detritus and a few partially burnt bodies bob in the water around the vessel. Beneath the soot and burn-marks you can just make out the name of the boat – The Green Maiden.

Perception DC 20 to notice several other steamboats that have been sunk to the bottom of the bayou.

OutbuildingsViewofLouisiana

Slave Quarters

Soundtrack

The slave quarters are now used as a kind of prison, run by the Vampiric overseer. Passengers snatched from steamboats or even bred on the plantation can be found here was well as in some of the animal pens in other parts of the plantation. A number of Vampire Spawn and other creatures also lair in this area.

Slave’s Cabins

The former slave cabins are grouped in a kind of village here. They’re small wooden houses, little more than shacks; many have had their doors and windows boarded up. You can hear noises coming from several of them. There are roughly two dozen cabins in all. Gaunt, shadowy figures shamble between the cabins as if patrolling.

The shambling figures are 10 Juju Zombies created by the former slave, now Vampire Dorothea, who lives in the plantation house. Being attacked by one of these undead guards provokes a Sanity check (1/1d6). The Zombies can still function in sunlight and thus ensure that the prisoners in the cabins do not escape.

All cabin doors are locked (Disable Device DC 25 to pick, Strength DC 22 to force). Those containing human prisoners are also usually boarded up, requiring an addition Strength check (DC 22) to remove the boards, unless the characters use weapons. The overseer’s key opens the doors. Most cabins have roughly the following properties:

The cabin has a rough dirt floor. Its walls are lined with mouldering bunks, and a tiny, rusted stove sits in one corner. There’s a strong smell of rot.

There are 26 cabins total. Their inhabitants and other contents are shown below:

1 – 4 Vampire Spawn slumber here during the day, but at night they can be found in the kitchen yard and elsewhere in the grounds.

2 – 6 human prisoners are crammed into the filthy room of this cabin – survivors of the Green Maiden. Unlike many, they’re not infected with marsh fever.

3 – 5 human prisoners are quartered here, all of them sick with marsh fever and hallucinating violently. A sixth has been cannibalized, her blood spattering the walls and floor, gnawed bones scattered everywhere (Sanity check 1/1d4+1).

4 – 4 human prisoners are crammed in here, not afflicted with fever badly malnourished. Two corpses moulder in the corner, but the prisoners have not brought themselves to touch them. The smell is atrocious as the cadavers begin to rot.

5 – 3 Vampire Spawn slumber here during the day, but at night they can be found working in the plantation house.

6 – 4 human corpses lie in this room, all dead from fever. An appalling stench requires a Fortitude save of DC 15; otherwise, those in the room are Sickened for 1 hour.

7 – 5 human prisoners are quartered here, 3 of them near-death from exsanguination.

8 – 3 human corpses lie here, all of them bloodless. After sundown, 2 rise as Vampire Spawn and will begin battering at the door to get out.

9 – This cabin is empty, the floor and walls crusted with old bloodstains. Till recently there were prisoners here, but they died and have been moved to the charnel house in the cemetery.

10 – This cabin is used for storage purposes; heaps of old clothes, some partially rotted, are kept here, along with piles of cheap jewellery (worth a total of 50 gp if gathered up), all of it taken from steamboat passengers.

11 – A solitary Ghoul lives in this room, which is spattered with gore from the creature’s victims – it was a passenger who resorted to cannibalizing its fellows before dying and revivifying in Ghoul form. The sight of it crouched amidst a mass of bones provokes a Sanity check (1/1d6). Unlike the Ghouls in the cemetery it has not yet been let loose.

12 – This cabin has lost its roof and part of its wall; it’s uninhabited.

13 – 2 drugged, unconscious human prisoners (former passengers) are kept here, both covered in leeches from the cistern (see below).

14 – A dying human woman and two corpses can be found here; the woman is bruised and bleeding from a pair of ugly bite-marks in her neck, and the corpses both have been staked with bits of snapped-off furniture. The woman has been severely traumatized by having to kill the two Vampire Spawn (her sisters) who attempted to drain her after revivifying.

15 – 3 swamp-folk have been taken prisoner here; they may be helpful allies against the Vampires, but are currently unarmed. None are infected by fever.

16 – The doctor Terrence Merrick is kept here, along with 2 other prisoners and 1 corpse from the Green Maiden. Though afflicted with fever the doctor may be of use against the Vampires, or in treating the infected.

17 – This damp, empty cabin has been given over to brown mold.

18 – There’s a hole in the roof of this cabin, which contains 3 charred skeletons – Vampire Spawn, newly revivified, who were killed by sunlight.

19 – 6 human prisoners are crammed into the filthy room of this cabin – survivors of the Green Maiden. 3 are infected with marsh fever and beginning to lose it; 3 are still uninfected, for now.

20 – A large hole in the floor here leads down for 20 ft. into the Nest. Otherwise, the cabin is uninhabited. Unlike the disused tunnel in the springhouse, this entrance is frequently utilized by the plantation owners and their minions in addition to the entrance in the cellars of the plantation house.

21 – 4 human prisoners from an older steamboat are imprisoned here, quite mad but otherwise reasonably healthy. They will perceive any rescuers as Undead and likely attack them or cower in fear.

22 – A swarm of rats afflicted with marsh fever instead of filth fever feasts on five human corpses here, several little more than skeletons. The rats live in the rotting walls and roof of the cabin. Being attacked by the swarm provokes a Sanity check (0/1d4).

23 – This cabin is used for storage purposes – heaps of cutlery, plates, pots, and dozens of bottles of wine, brandy, ale, absinthe, and other liquor. The cutlery isn’t especially valuable, but there are seventeen bottles of fine wine (10 gp each) in amongst the heap of bottles. The bottles could be used as makeshift grenades or as a means of starting a large fire (say, burning down the plantation house).

24 – 5 human prisoners are crammed in here, including the former captain of the Green Maiden, Mortimer Oldstone (a foreigner, as it happens, from Mordent), who wants revenge against the Vampires. 2 are suffering from marsh fever.

25 – 3 Ghouls and a Ghast feast on the jaundiced bodies of several dead prisoners here. If discovered by Vampire Spawn they will be driven off – they killed these prisoners without prior permission.

26 – 2 Vampire Spawn children dwell here during the day. At night they can be found by the animal pens, “playing.”

slave cabins

Slaves’ Infirmary

A wooden building somewhat larger than the slave cabins moulders at the edge of the slave quarters here, its roof decaying, its windows boarded up.

Inside:

This looks to be an infirmary: there are a number of beds, as well as some rusted-looking medical equipment scattered about the counter of a large glass cabinet storing numerous bottles and jars, as well as bandages and similar supplies. Footprints through the thick layer of grime suggest that this place does occasionally see use.

There’s a masterwork healer’s kit here, along with 10 phials of antiplague, 6 phials of antitoxin, 12 doses of smelling salts, 6 doses of stillgut, 4 doses of soul stimulant, 3 doses of vitus flask, 4 potions of Delay Poison, and 6 potions of Restoration. There are various other reagents, here, but they are not especially useful on their own.

Overseer’s House

A small house only a little larger than the slave cabins sits at the edge of the slave’s quarters. It’s in slightly better repair than some of the other structures here, but fungus still mottles the wooden walls, and the chimney has collapsed. The windows have all been boarded up.

The overseer’s house is always locked – Disable Device DC 25 to pick, Strength DC 25 to force.

Inside are two rooms – the front room and bedroom.

Front room:

You enter the parlour or front room of the house, a small, cluttered chamber with a ragged but rich-looking rug on the floor and faded landscapes on the walls. Old books and records are stacked haphazardly here. There’s also a few chairs, a hearth, and a cabinet of duty crockery. Cobwebs shroud the ceiling, and there’s a strong smell of mildew. A door, slightly ajar, leads to the next room.

Bedroom:

The bedroom contains not a bed but a wooden coffin overflowing with rancid-smelling grave-dirt. Empty bottles smeared blackish-red are scattered about the room like a drunkard’s leavings. A stained, round table stands to one side, a coiled whip upon it. A heavy wooden chest sits at the foot of the bed.

During the day, the overseer slumbers in the coffin; during the night he drinks blood at the table. The overseer:

The overseer of the plantation is a corpulent, bloodless creature with red-smeared lips. At his belt a ring of keys jangles; in one bloated hand he holds a mostly-emptied bottle of half-clotted blood. His tatterdemalion clothes are stiff from old bloodstains.

This horror provokes a Sanity check (1/1d6). Statistics are supplied in the Appendix.

If a fight breaks out at night in the slave quarters he will likely come and investigate instead of remaining in the house. His keys can be used to open any of the doors in the slave quarters.

The chest (locked – Disable Device DC 30 to open) contains 123 gp

outbuildings

Kitchen Yard

Soundtrack

The kitchen yard is a large courtyard enclosed by a low stone wall, just behind the plantation house. Eight buildings can be found here. Overgrown with weeds and grass, the kitchen yard is nonetheless one of the more active parts of the plantation, as evinced by the well-trod paths that lead to and from several buildings and up to the back door of the house.

At any given time there’s a 50% chance that a group of 1d4 Vampire Spawn are roaming here on some errand or other, provided it’s at night. Sounds of fighting have a 25% chance of attracting a pack of 6+1d6 Ghouls from the cemetery.

Cookhouse

The cookhouse – a detached kitchen – stands not far from the main plantation house here, and unlike most of the outbuildings it hasn’t yet reached complete dilapidation, though ivy and moss grow on its brick walls and obscure its windows. The building is long and low, with two entrances, one boarded shut. You can hear movement from within, followed by chilling screams!

Inside:

A scene of horror assails you as you enter – a young man, pale and haggard-looking but still alive – is being prepared for a meal, here, as a yellow-eyed man in blood-spattered chef’s whites extracts the screaming victim’s entrails. The man has been pinned to the table with metal cooking skewers.

“Quit yer yammering and hold still,” the gruesome cook instructs irritably. “Chitterlings ain’t gonna stew themselves ya know!”

Two other pallid, shuffling figures lurk in the background, busying themselves with grimy pots and pans by the large stove. A third grinds sausage in the corner. Cabinets full of more cookware and preserved herbs line the walls.

This macabre cookery-in-progress provokes a Sanity check (1/1d4+1). There are four Vampire Spawn here who attack immediately if disturbed, provoking a second Sanity check (1/1d6). The head cook has a copy of the servant’s key.

Though salt is absolutely never used in food preparation here, four large sacks of the stuff can be found in one of the cabinets. They’ve lain here for the better part of a century: the cooks can’t touch the stuff. The salt can be used to create a safe place to rest even in the heart of the plantation.

Washhouse

The old laundry or washhouse of the plantation is badly decayed, a long wooden building with broken windows and a roof riddled with bird’s nests and moss. The door stands open.

Inside:

Despite the decrepitude of the building the washhouse looks to be one of the plantation outbuildings still in use: clothes hang from several lines stretched across the room, and there are basins and tubs for washing. Though several are full of dirty, stagnant water, another with cleaner water is being used by a bloodless, yellow-eyed woman in rags, washing a fine shirt.

This former slave is now a Vampire Spawn. If she attacks a Sanity check (1/1d6) is required. She has a copy of the servant’s key.

Milkhouse

A dilapidated wooden shack with peeling white paint and a shingle roof now mostly rotten, letters over the door indicate that this was the milkhouse. The windows have been boarded up.

Inside:

Shelves with old milk bottles line the walls of this room, filled not with milk but with semi-coagulated blood, thinned to keep it liquescent. A butter churn with a wooden plunger sits in one corner, though it looks to have been used to churn organs and cruor rather than butter. Almost every surface has been spattered with blood.

The gruesome milkhouse provokes a mild Sanity check (0/1d3). The bottles of blood can be used to throw Vampires off the scent and to distract Vampire Spawn for 1d4 rounds if broken – the Spawn stops to lap up the blood, although they will defend themselves if attacked. Full-fledged Vampires are not so easily distracted.

Smokehouse

The smokehouse is a small building with a sloped roof, now riddled with moss and lichens. The walls are of crumbling, discoloured brick. There are no windows, and only a single entrance. A firebox half-buried in the earth stands to one side.

Inside:

Within the smokehouse, dismembered human limbs and decapitated heads dangle from where hams might once have dried. Smoke has preserved these gruesome morsels, piped in from a hole in the floor, though currently the firebox outside is unlit. Despite the preservation flies buzz about the body parts, and some writhe with maggots.

Sight of the meat provokes a Sanity check (1/1d4+1). Though there is no treasure here, the human body parts can be used to distract Ghouls or other flesh-eating Undead, as well as animals. Throwing the meat will buy characters 1d4 rounds while a Ghoul or other creature devours the morsel (obviously, Ghouls will still defend themselves if attacked while feeding).

Pigeonaire

pigeonaire

A two-storey octagonal tower of stone, the pigeonaire has a steeply angled roof. Masses of black ivy strangle the tower and obscure the solitary entrance. Small holes in the side of the building would allow pigeons to enter or exit.

The ivy must be hacked aside to gain access to the pigeonaire; the door is also swollen shut, requiring a DC 20 Strength check to open, and locked, openable with a servant’s key.

Inside:

The pigeon holes piercing the sides of the tower admit slender shafts of light here. The bloodless husks of birds, and small rodents cover the floor, along with hundreds of tiny, crunching bones. Small, leathery shapes roost in some of the pigeon-holes, and you can see a number of eggs in nests of twigs and bones as well.

During the night, the swarm of stirges that dwells in this building are out mostly out hunting – only 1d12 will be encountered here at any given time, these half-full (they will only drain 2 Con before being sated). During the day, all 36 of them roost here, and will attack any characters who disturb their nest. Like her pet mimic and many of the Undead kept in the barn, the stirges are the result of Damienne’s strange experiments. All of them carry marsh fever. The swarm will pursue characters from the pigeonaire if disturbed. If any of the stirges are killed at night their shrill keening will attract others of their ilk, and within a minute another 5+1d12 of them will arrive at the pigeonaire to defend the nest.

The only way to deter the stirges is to offer them blood – a large quantity of it can be found in the milkhouse, and there are also animals in the pens. If sufficient blood is spilled, the stirges will drink it instead of attacking, and, once sated, will ignore intruders.

Attack by the stirges provokes a Sanity check (0/1d4).

Chicken House

chicken house

While most of the animal pens are outside the kitchen yard, a derelict chicken house moulders in the shadow of the pigeonaire, here. A fenced outdoor coop lined with etiolated straw sprawls beside the chicken house itself. The coop is strewn with scraps of some translucent, scaly substance. There’s no sign of any chickens, but you can sense something moving inside…

Inside:

Within the low-ceilinged chicken house are rows of perches and nesting areas for chickens. Instead of birds, however, the house has a different occupant: a massive, coiled snake. It moves sluggishly, its eyes gleaming with an unearthly light; you can see that its body is putrescent and partially decomposed, patches of missing scales and flesh exposing rotten muscle and innards. Hissing, the undead snake slithers slowly towards you, tasting the air with its forked tongue!

This zombie constrictor (see Appendix for statistics) is one of Damienne’s experiments; she keeps it here as a pet, feeding it scraps from the kitchen. Seeing the creature provokes a Sanity check (1/1d6).

Cistern

You approach a round, brick building with a rotten wooden door and a domed roof. Mildew mottles the decaying brickwork.

Inside:

This building is a cistern, a central depression in the floor holding a large quantity of water. Buckets are piled near the rim of the depression.

Three leech swarms lurk in the water, here – Stealth is +16 in the (relatively) clean water, assuming adequate light or vision. The Vampires are breeding them in the cistern; they occasionally have a prisoner thrown into the water and drained. Their corpse is then hauled out and the leeches removed. The Vampires can then feed on the leeches, cutting them open to get at the blood within. This is somewhat easier than bringing a prisoner into the plantation house. Other times thralls will cut the leech open and drain it of blood, to be bottled and stored in the milkhouse.

Being attacked by the leech swarms provokes a Sanity check (0/1d4).

Springhouse

A half-buried wooden structure protrudes from a mound of dirt here. The door is shut.

The door is swollen shut and requires a DC 20 Strength check to open.

Inside:

Foodstuffs might once have been kept in this cool, gloomy spring house, which has become infested with mould and mildew, puffballs of fungus riddling the walls and yellowish mould covering almost every surface, filling the air with spores and a sour pungency. There’s an old well here, leading down into darkness.

The well now connects with the Nest below the Plantation House. This entrance is not used by the Vampires or Elders and has largely been forgotten about. Perception DC 25 to hear soft footsteps padding down below, and the faint echo of a moan…

The fungus riddling the walls is dangerous yellow mould that bursts forth spores if the room is explored at all.

Well

An old, crumbling well sits in the middle of the kitchen yard; the shaft descends down into blackness.

The well leads directly to the Summoning Pool, but it’s tricky to enter this way – Climb DC 30. Falling, however, is not especially dangerous in and of itself, since the Pool lies below. Of course, anyone who falls in will have to face several Elders…

Ancillary Buildings

creepy farmhouse

Soundtrack

Carriage House

Two rather handsome coaches stand in the carriage house here, the rotten doors hanging off the building’s hinges to reveal the vehicles within. The large carriages are black, with heavily shrouded windows; anyone inside would be safe from the sun, with the curtains drawn. Four horses would be required to draw the heavy carriages.

The carriages are fully useable. Each carriage can hold up to 6 passengers in the cab.

Stables

A repellent, rotten odour wafts from the decrepit stables, their roof weighed down by moss and hideous fungal growths. Something whickers from within…

Inside:

The horses stabled here are grey, dull-eyed things covered in necromantic glyphs. A few near the back have decomposed – putrescent, hoofed horrors, their near-fleshless equine skulls gleaming. There are twelve in all. The hay here is matted, filthy, and brittle.

The horses attack any non-undead who approaches them, provoking a Sanity check (1/1d6).

Blacksmith’s Workshop

Little remains of the former blacksmith’s workshop but a few scattered tools and loose timbers.

A set of blacksmith’s tools can be scavenged here.

Schoolhouse

This small building might once have been a schoolhouse. A small, dark hand-print stains the front door…

At night, young voices can be heard inside, and giggling.

Inside:

Small desks fill most of this room, which has a large chalkboard on the far wall and piles of dirty books around the periphery. Old blood stains the walls, as if a group of children have been finger-painting. The chalkboard is covered in Aklo letters.

At night, several undead children and a teacher will be present – naturally, some Vampire Spawn created from passengers are children. Statistics are included in the Appendix.

Half a dozen young children – all of them pallid and well-dressed – sit in the desks, watching a lesson from a gaunt, white-skinned woman; she appears to be instructing them in some sort of religious matter, leading them in a hideous chant.

Cemetery Grounds

Graveyard_in_Black_and_White

This area is mostly shunned by the Vampires, since the church itself is consecrated ground. While they dump bodies in the Charnel House, they rarely come here. However, the entire area has been overrun with Ghouls and Ghasts – mostly former prisoners who cannibalized one another and then rose from the dead due to the necromantic energy emanating from the White Leech. These feral creatures are not under the control of the Vampires, but maintain a largely peaceable relationship. However, they tend to resent the Vampires’ control of the plantation – after all, they’re former prisoners – and may prove useful allies if carefully negotiated with. Their leader, Susana Gautreau, now known as Madame Yellow-Teeth, can be found in the mausoleum.

Cemetery

The cemetery is a muddy, overgrown expanse, the grass nearly waist height. Dozens of rotting wooden grave-markers protrude from the damp earth, along with a handful of stone slabs, mostly hidden by vegetation. Many of the graves have been disturbed, some dug up, others clawed open. Splinters of coffins and gnawed bones are scattered about the desecrated graveyard. A dilapidated chapel stands nearby, as well as a long, low building from which an awful stench emanates. Perched on a low hill at one end of the cemetery is a stone mausoleum, its stern, graven doors violated.

At night, somewhere 20+1d20 Ghouls and 3d4 Ghasts roam the cemetery – Perception DC 15 to hear rustling in the grass. They do not necessarily attack on sight, but neither are they friendly to the characters:

Scuttling forms emerge from the high grass, crawling on all fours like beasts. Emaciated and spindly-limbed, these creeping horrors bare grotesque fangs, their pale eyes glowing in the mist. You can smell their reeking breath, a putrescent miasma that makes you gag. The things do not seem to be Vampires or their Spawn – they are too feral, too animalistic. They seem to be very numerous. Circling you and watching you carefully, they make hissing sounds and lick their scabrous lips with grey, swollen tongues.

The pack provoke a Sanity check (1/1d8).

Chapel

The rickety old clapboard chapel looks thoroughly disused, the paint peeled, windows dusty and cobwebbed. Despite its decrepitude the chapel is strangely peaceful.

The chapel is a place of refuge. The Vampires and their Spawn cannot enter it and even the Ghouls and Ghasts are uncomfortable near it.

Inside:

A thick layer of dust covers the floor and pews of the chapel. At the far end hangs a rusted shield with the image of an inverted silver sword and a sprig of belladonna adorning it. Scattered about are a number of musty books and scraps of parchment, presumably scriptures, as well as several holy icons in the shape of an inverted sword. One such tome stands on a lectern near the shield.

Any non-Evil character taking refuse of the chapel heals 1d4 Sanity points immediately (this only occurs once).

The book is the First Book of Ezra; it is open to the following page:

In the time before, in a land cloaked in Mists, there was a woman, and She was Ezra.

Ezra was a healer of the sick and protector of the weak. Such was Her lot in life. Such was Her role in the grand scheme. Ezra took pride in the role Fate had given Her. Her duty was Her joy.

For many years, Ezra healed the lame and watched over Her people. Yet as time went on, Ezra began to see the Hollow. From the Mists of Death came horrors of the night. They were the drinker of blood and the stealer of breath and the beast that rends. Many were their legions. Many were the roles played by darkness in the Grand Scheme.

Ezra knew that Death would come for Her, as it comes to all in time. When Ezra entered the Gray Land, there would be no guardian to fill Her role. There would be no one to stand between Her people and the Legions of the Night.

Ezra set forth on a quest to find a guardian for Her people. She sought the One Pure Heart who would assume Her role. Ezra sought for the One Pure Heart in many lands, but ever did She seek in vain.

In time, Her quest brought Ezra to the end of all things. Behind Ezra stretched all the lands of the world. Before Ezra rose only the Mists of Death.

Ezra spoke to the Mists. Asked She, “The world is yours. You set its shape. Why do you allow its people to wander, lost and afraid?” But the Mists did not answer.

Again Ezra spoke. “Why have you filled your world with the Legions of the Night?” Yet the Mists would not answer.

A third time did Ezra speak. “All things have their role in the Grand Scheme. The Legions of the Night have their place, but Guardians and Guides have their roles in turn.” Still the Mists offered no reply.

Ezra spoke once more. “I have searched all the vastness of your lands, but I have found no Guardians for My people. I have found no Guides for the lost.” Again the Mists were silent.

For the last time did Ezra speak. “You have failed the Grand Scheme. You have created a Hollow that must be filled. If you will not watch over your people, then that task falls to me.” Upon the fifth entreaty did the Mists of Death reply.

From the Mists came a Voice, and the Voice spoke, saying, “Turn back, Mortal. You know nothing of the Grand Scheme. You know nothing of the Mists. You have reached the end of Your world. Continue and You shall find only Your destruction, nothing more.”

Yet Ezra held fast against the Mists, saying, “You cannot bid Me enter, yet I cannot turn away. I offer Myself to you so that you may know the suffering of My People. If I must be destroyed for them, then that is what must be.” The Mists of Death fell silent.

Then the Voice spoke once more. “Enter the Mists if You must, Mortal, but not as You are. Your kind has no place here. To enter the Mists, You must become as one with the Mists. Never again shall You leave them. Will You forever sacrifice Yourself to watch over these few mortals?”

Spoke Ezra, “Such is My role in the Grand Scheme. So must it be.” And with these words did Ezra become Our Guardian in the Mists.”

These aren’t especially relevant to the scenario, but they do provide some interesting insight into the lore of Ravenloft.

The shield on the wall has been imbued by Ezra with holy significance. It functions as a +1 Heavy Steel Shield; once per day it can be used much like an Elysian Shield to release a wave of positive energy that panics undead, as the Turn Undead feat (Will DC 20 negates).

A thorough search of the scattered parchments or a DC 30 Perception roll on a general search reveals a single Scroll of Sunburst (Caster Level 15th).

There are also 8 holy symbols scattered about here – usefully for repelling Vampires.

Charnel House

This fungus-riddled building might be some sort of charnel house. A cloying, putrid reek curdles the air.

Inside:

A hideous mass of bloodless and jaundiced corpses is piled up within the confines of the charnel house – dozens and dozens of corpses stacked haphazardly, writhing with maggots, their flesh riddled with circular bites. Dragging several of these bodies out of the pile are half a dozen hunched, gruesome creatures scuttling on all fours.

6 Ghouls harvest bodies here; this is essentially their larder. The sight of this appalling heap provokes a Sanity check (1/1d10). Occasionally some of these bodies rise as Spawn and must contend with the Ghouls to survive.

The bodies have been thoroughly looted of valuables.

Mausoleum

The mausoleum is quite large and ornate, though overgrown with writhing creepers. Its doors have been forced open, and a vile reek emanates from within…

Within the mausoleum are rows of violated sarcophagi; a black pit gapes at the far end. Squatting amidst the heaps of gnawed bones is a corpulent Ghast or grotesque size, attended by half a dozen Ghouls. The monstrous queen feasts on a human arm with long, yellow fangs. Heaped in a corner are numerous valuables – gold and silver jewellery, fine clothes, and similar items.

This is Madame Yellow-Teeth, the gluttonous Ghast matriarch (Sanity 1/1d6). She is voraciously hungry at all times and will send her minions to fetch the characters as a snack – unless they convince her otherwise. If they persuade her that getting rid of the Vampires would somehow help them, she might become allies with the party, but this is a tough sell: though marginalized, the Ghouls survive on the leavings of the Vampires, and the arrangement is mostly equitable.

The heap of valuables are scavenged grave goods totalling 3500gp (total weight is around 150 lbs).

Agricultural Buildings

plantationSugar Mill

This run-down building has clearly not been used in years. A large chimney juts from the decaying roof.

Inside:

Rusting machinery fills most of the building’s interior; the air smells of corroded metal. There’s a huge wheel and a series of cranks and levers. Heaped in one corner in mouldy burlap sacks is a large quantity of raw sugar; in another, masses of rotten sugar cane are strewn. Rats swarm throughout the building, some gnawing on the sugarcane.

There’s a pack of 3 rat swarms here.

Loom House

This rather nondescript building has a sagging roof and walls riddled with moss. Its windows have all been broken and the door has rotted off its hinges.

Inside:

Weaving equipment, including several large wooden looms, fills this space, along with masses of rat-gnawed yarn.

Granary

An old granary stands here; unlike many of the the buildings on the plantation it’s quite well preserved, a stout building of wood and brick.

Inside:

Perhaps surprisingly, the granary is filled with actual grain. Some of it is mouldy and stale, but much of it would still be edible.

The grain is used to help feed prisoners.

Pens

These animal pens have been surrounded by sharpened stakes and brambles. A few lean-looking animals – pigs and goats – wander about within.

The animals are alive, and used to feed prisoners. Animal blood can also be used to temporarily distract Spawn or stirges.

Tobacco Barn

barn

This old, derelict barn – which smells faintly of tobacco – has been boarded up, its doors barred and reinforced, the holes in the walls covered. You can hear something large shuffling around within, occasionally bumping loudly against the walls…

Inside:

The shadows of the tobacco barn are black, obfuscating the thing that lurks near the far wall, but a carrion stench assails your nostrils as you enter. Then the creature moves, hauling itself from the darkness with too many limbs. Unfinished, the legless horror sprouts half a dozen arms, some terminating in blades or tools. Four heads loll haphazardly from the overlarge, stitched-together torso, patchwork scraps of flesh adorned with Aklo glyphs. The horror moans in what might be pain or hunger and begins dragging its bulk towards you!

The Failed Experiment requires a Sanity check (1/1d6).

It has statistics similar to this Golem but with the “Unholy Flesh Golem” rules.

Cotton Barn

This large barn has been firmly locked, the doors chained shut, the holes in the roof patched. Something within scrabbles and scratches at the walls as if with long fingernails.

Inside:

The fleshless horrors that scuttle along the walls and floor of this barn are the stuff of nightmares – flensed corpses infused with horrible unlife, digging long talons into the earth and wood. There are three in all, some partially dissected – one has a gaping chest cavity, another has its belly slit open, and the third is decapitated.

The Dissected provoke a Sanity check (1/1d6).

Corn Barn

This barn is abandoned and badly rotted, one wall having entirely collapsed, the roof mostly disintegrated. Mould and lichens infest the ruins.

Unlike the other barns there’s little here, though the barn might be a good place to hide temporarily.

Fever in the Blood: Events

independence_startofthesantafetrail1842_johnstobart1250x719

These events can be interspersed throughout the journey. Modify and improvise as required.

First Case

Perception DC 15 in a hallway or promenade:

You notice that one of the passengers seems somewhat pallid, with a sallow cast to his skin. He’s sweating heavily and shivering, stumbling along in a daze.

The marsh fever is a virulent illness. This passenger – a cabin passenger, seduced by Francois, though without memory of the encounter – is named Bertrand Isnard. He was on his way to Port d’Elhour to take a job as a clerk. A successful Diplomacy check to Gather Information (DC 20) or speaking closely to the bartender reveals the following about him:

“He’s been aboard two days now. Was drinking last night with that fellow Francois Suzeneau; the two seemed pretty friendly. I’m not one to pry, but my suspicion is that old Bertrand wasn’t much one for the ladies, if you catch my drift. I saw Francois slip into his cabin later that night.”

Of course, the characters may not discover this information at all. If asked about Bertrand and their encounter, Francois says the following:

“He seemed a decent fellow; excellent company,” the dark-featured man says. “He was good enough to invite me for a night-cap in his cabin. If you’re implying that anything indecent went on, I’d ask you to mind your manners.”

If Bertrand’s disease is disclosed:

“As you can see, I am quite well. I thank you for your concern, but I feel perfectly healthy.”

Naturally, Sense Motive checks will shed further light on such things.

Close examination of Bertrand’s body reveals a leech-shaped bite-mark on his left wrist.

If Doctor Lafitte is summoned he will inspect the patient in Bertrand’s cabin:

Doctor Lafitte examines the patient carefully, checking vitals, listening to his chest with a wooden tube, peering into his eyes, measuring his temperature, and asking a series of questions about symptoms, which the patient discloses as headache, pain in the joints, and sudden coldness. After concluding the examination the doctor looks grave.

“It may be simply an autumn ague, but I fear the worst,” he says in a quiet tone. “I suspect this man has contracted some variety of malaria, commonly known as marsh fever. I will begin treatment at once – quinine and frequent leeching – but in the meantime someone must fetch the captain.”

This is a good job for the PCs, of course. If they can actually reach Captain Leathers he’ll begrudgingly come and speak with the doctor and the characters, plus the first mate, Pierre:

“We must keep this situation quiet,” the captain says. “There’s no sense in causing a panic. Doctor, any expenses incurred by this man’s treatment will be paid by me in full, in addition to one hundred silver dollars for your discretion.”

“I would advise that you burn the patient’s clothing,” the doctor suggests. “It may be contagious. Medical experts are currently divided as to whether marsh fever is caused by bad air, as wisdom has long held. I subscribe to a somewhat more unorthodox theory. I believe that certain parasitic organisms, too small to be seen by the naked eye, may be responsible for the disease, though I am not entirely certain how such parasites are transmitted. By burning the clothing we may prevent a spread of the ailment through the laundry.”

“I’ll see to it,” the first mate says. “Sir, you’ll be reimbursed for the expense,” he adds to Bertrand.

If the characters manage to get Evangline Pardoe, the clairvoyant, to use her hypnosis to Recall Bertrand’s memories, he will lie about the incident, ashamed of his encounter (Bluff is +1). He will only divulge the truth under duress, but will reveal the following before snapping out of the hypnotic trance:

“Francois… came to my room. Had us a night-cap. Nice fellah… mouth like a woman’s. But all those teeth! He came towards me, put his lips to my wrist…” He shakes himself, coming out of the trance. “Get this witch away from me!” he snarls. “She’s making me spout lies and blasphemies!”

Although the vampires usually kill their victims before the marsh fever can, in Bertrand’s case the fever takes him in the night, and by morning he will be dead. Because he has been fed on and died in part from blood loss he will rise as a Vampire Spawn – sometime during the next night.

The characters will be summoned to his cabin.

Bertrand lies sprawled on the bed, deathly pale, his body contorted into an expression of anguish. He’s clearly dead, his eyes wide and staring. The doctor stands with the captain nearby, looking down at the corpse.

“Close the door,” the captain urges.

“As you can see, the patient expired,” the doctor says. “He was raving madly towards the end, gibbering and hallucinating. He seemed to believe he’d been the victim of some monster, and kept demanding drink. He became violent and had to be sedated. Shortly after, death took him.”

“We will need to get rid of the body,” the captain says, rubbing his eyes. “And we will need to do it surreptitiously. If the body is seen it may incite a panic.”

“My suggestion is to burn the body,” the doctor says. “Throwing it in the river may contaminate the water. But if he were taken ashore and cremated, there would be no risk of spreading the infection.”

“You’ve already been exposed,” the captain says to you. “And you seem men and women of substance. If you assist me in disposing of the cadaver, I would consider you my guests aboard this vessel, and the fees for your passage and meals would be reimbursed.”

If the characters agree…

“We are due to stop to refuel at a small woodyard tonight,” the captain says. “That would be an opportune time to go ashore. The passengers will mostly be asleep.”

If the characters go through with this plan, Bertrand will reanimate before being cremated:

As you lay the body out on the swampy earth, its limbs suddenly twitch. Jaundiced eyes flutter open, swivelling towards you, as the cadaver groans, opening a mouth filled with new-grown fangs, hundreds of tiny teeth crowding the inside of his cheeks, giving his gaping rictus the appearance of a lamprey’s maw. Crooking his hands into claws, the undead Bertrand rises, hissing with bloodthirst!

Sight of the creature provokes a Sanity check (1/1d6).

Disappearance

antebellum geek girlThis is good to spring on characters after they’ve been introduced to the First Case but before they cremate Bertrand.

A dark-haired young woman approaches you, a worried look on her face. She’s well-dressed and wears gold-rimmed spectacles.

“Please, have you seen this man?” She holds out a locket containing a small painting of a handsome, dark-haired young man in a pale suit. “He’s my brother, Martin. I can’t find him anywhere aboard; he seems to have gone missing.”

The siblings are Martin and Lisa Favre, travelling to Port d’Elhour to sell some of the town properties of their dead father. Martin was seduced by the beautiful Angelique, but she was over-eager in her feeding and killed him accidentally. He’s currently stowed in the bathtub, in the locked bathroom of Angelique’s suite (the lock is DC 25 to pick), the top-right suite on the Cabin Deck (Suite D):

The corpse of a young man lies sprawled in the bathtub, bloodless and inert, eyes staring blankly at the ceiling. He’s naked, and his body is covered in small, round bite-marks, like those of a leech – particularly around his neck.

Martin will reanimate as a Vampire Spawn under Angelique’s control within 24 hours, so the disappearance will eventually be “solved” – Martin will claim to have been wandering the ship, gone ashore during a stopover, etc. Lisa will be relieved but still a little unnerved. Of course, she’ll be next – Martin will Dominate her and lead her to Angelique.

If asked about Martin before he reanimates, Lisa has this to say:

“I saw him last night, in the Saloon. I’d gone to bed – I’d been feeling a trifle light-headed – but he was drinking with some of the other passengers. This morning, I knocked at his cabin door, but there was no response. I haven’t seen him since.”

If Martin’s cabin is entered, all that characters will ascertain is that his bed was not slept in. Speaking to the chambermaids will confirm that his bed was unused. Lisa last saw Martin speaking with the traders (Gustave, Renault, etc). Renault will confirm this, but adds some more details:

“Ah, the dandy-boy? Yes, he drank with us for a time, but then he became somewhat distracted by a young woman, one of the beauties aboard this boat… the blonde, young one, I forget her name. He began speaking with her, and they seemed to be quite merry. After that I confess my memory gets a bit fuzzy! I had been imbibing a good deal myself…”

If asked about Martin, Angelique has this to say:

“The handsome young man? Yes, we spoke last night. When I retired for sleep he was still in the Saloon.”

Sense Motive vs. Bluff to discern the lie.

The Scream

 Soundtrack

This is a good event to spring on the characters if they seem at loose ends or unsure of how to proceed. It is ideally placed in a somewhat out-of-the-way location on the ship (i.e. not the Grand Saloon), at night.

Perception DC 15:

Over the hubbub of the boat and its passengers you hear the unmistakable sound of a scream, somewhere up ahead. The shriek is cut off, as if someone muffled it.

Racing ahead reveals the following:

A thin, red-headed woman lurches from the shadows, her dress rumpled. She looks pale and confused. Her garments are stained with blood – her own. A wound at her wrist drips onto the deck. She stumbles towards you, shaking her head.

“How…” she begins, as if unsure of herself. “How did I get here…?”

The woman is Charlotte Soileau, a deck passenger. She has no memory of what occurred to her. Close inspection of the wound reveals what looks like a leech-bite.

Henri lurks in the shadows – his Stealth is +17. A successful Perception check reveals his silhouette just before he assumes his gaseous form:

A wisp of fog lingers near the deck here, bilious and yellow in hue, like a patch of curdled air.

If Evangeline hypnotizes Charlotte at the behest of the characters (using her Recall ability), she can retrieve the following:

“There was… there was a creature. A thing, it looked like a man – handsome, well-dressed – but its mouth was all wrong, filled with hundreds of tiny teeth. I remember he came toward me, gliding out of the shadows, and suddenly it was like I couldn’t move, couldn’t look away. He bit me, and for a moment I broke the spell, managed a scream, before he clamped his hand over my mouth. He was strong, stronger than anyone I’d ever met, and his touch was cold, clammy and moist.” She shudders.

Of course, Charlotte has been infected by marsh fever. She will begin showing symptoms after a day, but by then things will have gotten considerably worse aboard the Somnambulist.

The Race

race

This event should take place on the first day of the journey.

The horn of the steamboat blows, and you can hear whistling steam as the Somnambulist begins to speed up. Passengers and crew alike rush out onto the promenade to see what’s going on. A second steamboat – slightly smaller than the Somnambulist but still sizable – is pulling up alongside it: the Nightjar. Painted in darker colours than the Somnambulist, the Nightjar is also a sidewheeler, sleeker and lower, with three decks instead of four.

Both ships sound their horns again, and suddenly fire and white smoke burst from the Somnambulist’s smokestacks, and the vessel begins rapidly accelerating. The Nightjar sounds her horn once more and likewise speeds up – it looks like the two boats are going to race. Money begins changing hands amongst the spectators.

This is a good chance for the characters to make some cash, but it also means that the interior of the boat is basically abandoned, giving them a chance to search rooms or cabins if they wish. Only the conspicuously absent vampires are still in their suites.

Those that want to observe the race can observe the following:

The two steamboats round a bend in the river, the Somnambulist a little ahead of the Nightjar. Another bend is imminent, forcing the steamboats to turn rapidly. On the Nightjar’s decks you can see crew and passengers cheering for their own boat.

Perception DC 25 to notice:

Through the trees obscuring the river round the next bend you can see a third steamboat – it seems to have ran aground! If either the Nightjar or the Somnambulist take the corner at the wrong angle they could plough into this vessel!

The characters may want to try and warn the pilots, in which case the Somnambulist will steam ahead and win the race. Otherwise, the boat will graze the steamboat run aground and lose, while also being hampered itself:

The Somnambulist turns the corner only to face a third steamboat, run aground on the riverbank! It’s too late to stop and the vessel continues on, smashing into one corner of the other vessel. It slows to a stop with a grating of gears – something must be wrong with the engines.

The smaller vessel, called the Gypsy Moth has been wrecked, smashed nearly to pieces. It was a snug sternwheeler, built for cargo rather than passengers. Curiously, there’s no sign of the crew…

This delays things considerably. The vampires had nothing to do with this incident, however – rather, it was the swamp-folk. They attacked this vessel and took the crew captive, dragging them into the swamp, as a Survival check of DC 12 will show:

The soft earth discloses several sets of footprints leading both to and from the steamboat wreck. You also note several bloodstains, not yet fully dried, on the deck of the grounded steamboat, as well as a number of bullet-holes riddling the wood and nearby trees.

If the characters want to take the time, they can track the footprints deep into the marsh to find the swamp-folk camp – about a dozen swamp-folk dwelling in four crude shacks, half-eaten human and animal remains strewn about their cooking-fire. Numerous bear-traps and spiked pits will be found en route. 4 of the crew can be found still alive, kept in a deep pit (30 ft.) outside the camp with thorns and sharpened stakes around its edges; while alive, their hamstrings are cut.

The Séance

Tables_tournantes_1853

The observation lounge has been shrouded in thick curtains and lit with bubbling lamps. A small crowd has gathered – it looks like a good number of the cabin passengers are in attendance, though notably the preacher is absent. The genteel men and women you saw in the saloon earlier are all here, as well as a small number of the crew. The medium sits at a large table at one end of the room.

“Greetings, ladies and gentlemen,” the clairvoyant says theatrically. “Welcome. I am Mademoiselle Evangeline Pardoe, spiritualist and clairvoyant extraordinaire. Tonight, we will make contact with the Spirit World! As the steamboat passes down the river, we may encounter the shades of those that met their end upon it, or the ghosts of lost relatives or friends, drawn through the Veil… but first, let me warn you. No matter what occurs – no matter what manifestation may appear – do not approach me. For your own safety I urge you to keep a healthy distance.”

The spiritualist closes her eyes, palms upturned. She speaks in a low voice.

“Spirits! I call you from beyond the Veil. Speak to me now, if you would commune with the living!”

The characters will be able to recognize many of their fellow cabin passengers – including Damienne Suzeneau and several of her relations – in attendance.

You may wish to improvise or prepare scenes specific to the characters. However, several results of the channeling will not vary. The following constitutes a list of spirits that Evangeline channels:

The Good Father: The clairvoyant opens her eyes, her irises glowing with a pale light. Her expression changes drastically – it’s almost as if the flesh of her face was rearranging itself – and she assumes a stern glare. Standing from the chair she assails the audience with a thunderous, booming voice, mostly certainly not her own.

“The pit of fire and the gnashing of teeth!” the spiritualist declares. “All sinners will burn in the lake of brimstone! Punishment eternal awaits those of you who dare to disobey the laws of god and nature… thieves and liars, murderers and violators, adulterers and deviants… all will be consumed in the flames come the end-times. This sickness, this sickness is a sign, I tell you! A sign from the heavens that the end of all things is nigh!”

Ghostly blue flames flicker from the woman’s fingertips as she points at the audience, gesturing imperiously.

This is the spirit of the priest from the Green Maiden; he doesn’t realize he’s dead. If convinced of his own ghostly nature he becomes very distraught that he’s not in the promised paradise and will attempt to burn up Evangeline. She will suppress him but will come out of the channelling singed and smoking.

Claude: Again the clairvoyant’s eyes open, and again an unearthly luminescence shines forth.

“Where… where am?” a voice says. “Am I… am I in Souragne? Is this the vessel known as the Green Maiden?”

This is Claude, one of the Green Maiden’s passengers. His memory of his time aboard the vessel is garbled, and he can only communicate fragments – mist, fire, blood, screams and laughter, mad dancing, the feeling of breath on his neck. However, upon seeing Damienne Suzeneau he begins to recollect a few things:

“You…” the man says, looking towards Damienne Suzeneau. “Madame, are we acquainted? I could swear I have met you before.”

Damienne raises an eyebrow. “It is possible, sir. I have met many people on my travels, though I have never taken passage on this Green Maiden. Perhaps we met on some other vessel?”

Sense Motive vs. Bluff (+20) to notice that Damienne seems amused, as if in on some joke.

Madame Roslyn: Once again the clairvoyant opens her eyes, a soft blue glow shimmering from her irises. She looks around curiously.

“Ah,” she says in a pleased, knowing tone. “A séance. How appropriate… I had sometimes imagined that, one day, I might converse from the other side of the Veil.”

Unlike many of the other spirits, Madame Roslyn can communicate a few more concrete details. If asked about the circumstances of her death she can provide the following information:

“My death was quite sudden, I believe. I was on a steamboat, much like this one. There was some sort of sickness aboard, some variety of fever. Quite ghastly. It seemed to be driving the passengers mad. I had locked myself in my cabin, listening to the commotion outside… but then the insects began creeping in, buzzing and crawling. I remember them quite distinctly – a veritable swarm of mosquitoes. They seemed to seep like a cloud of black mist beneath by door and then to buzz all around me. Quite understandably I was alarmed, and began waving my arms to bat them away, but they formed a kind of dense cloud, like to the figure of a man, almost solid. The cloud embraced me, and I could hear the buzzing of thousands of wings… and then I remember nothing else, till I had passed the Veil and entered upon the Spirit World.”

Madman: Yet again the clairvoyant closes her eyes only to open them again, but this time the light shining from within is red, not blue. Her body contorts and twists, hunching over, her muscles tensing, the veins in her neck standing out. The audience gasps.

“It is coming!” she says. “The Thousand-Suckered-One, who dwells in the City of Black Liquid! The Thirsting Sire who spawned the Pallid Brood! Beware his harbinger, the White Leech from the Mists of Time! Beware the Squirming Man! Iä! Iä! They are here! The Afflicted Ones! Beware their yellow breath, their crimson lips, their eyes like pits of night unending!”

The characters can ask questions of the spirits, which they may or may not answer. They may also request that Evangeline contact a certain spirit. If they know the name of the spirit, and especially if they have something of their body, or a personal possession, contact becomes more likely. Each attempt to contact a spirit requires a Concentration check on Evangeline’s part (+10). The DC for contact is 15+1 per year the character has been dead.

Dissidence

Goya_Dona_IsabelThis event needs to be triggered carefully, if at all. It might need to be sped up if the characters are moving quickly (discovering who the Vampires are, making plans against them)… or, alternatively, excised altogether. Consider it an option. The story plays out perfectly well without it, but it can provide a stronger bridge to the plantation portion.

The vampiress Isabelle does not agree with Damienne and her coterie. She wants to break free of the Elders and believes the vampires should abandon the plantation and move to Port d’Elhour or another city; she’s tired of the rural lifestyle and believes the devotion of the other vampires to the White Leech and the Thousand-Suckered-One a doomed fanaticism. If approached carefully, she will be willing to betray the vampires, to lead the characters to the plantation, and to provide them with useful information.

However, it should be clear that Isabelle is no saint. This is not a vampire with a soul – she’s just as bloodthirsty as the others. It’s merely that she’s a decadent, and her hedonistic ways clash with the values of the others.

Here’s a physical description:

One of the women seems aloof from the rest of the group – though just as finely dressed and elegant as her compatriots, she speaks little, sipping periodically from a glass of dark wine and casting bored-looking glances around the room. She wears a black dress perhaps a trifle more risque than those favoured by those around her. Long crimson tresses fall past her white shoulders.

She can reveal some details of the ceremony to summon the Thousand-Suckered-One, and how it might be averted:

“The night of the ceremony draws near; the time of Alignment approaches. It will be marked by the appearance of a red moon in the sky – the result of an eclipse, the earth caught betwixt sun and moon. At this time the Elders will awaken, stirring in the Nest. My kindred will prepare the sacrifices for slaughter, shepherding prisoners down into the darkness. These will be bled into a vast pool in a cavern deep beneath the plantation house of Belle de Nuit; cauldrons of blood will be overturned till the pool turns red. The Elders will bite their own wrists and add their own blood to the Summoning Pool as they chant the Aklo words of the Crimson Rite. Red moonlight shed through a narrow shaft in the ceiling will shine upon the Pool, transforming it into a portal, a wound between worlds. From out of that rupture the Thousand-Suckered-One will emerge, to slake its thirst and wreak red terror on all that stand in its path. It will devour everything, leave the land empty and desolate.

“My kindred have deluded themselves into believing the coming of the Thousand-Suckered-One will usher in an era of vampiric domination, a paradise for our kind, when all will be subjugated to our rule… but I see the truth. The Thousand-Suckered-One is an elemental thing – an incarnation of the Thirst. It has no intellect, no taste, no refinement. It exists only to consume. My kin call mortals cattle, animals, but they do not see the irony in their own judgement; the Thousand-Suckered-One is little better than an animal, a great verminous parasite, a mewling, idiot god. Why would I want the mortals enslaved when I can already bend them to my will as I please? Why would I want their civilization destroyed when it provides me with endless pleasures?”

Sabotage

explosion

This should likely take place 2-3 days into the journey, after the characters have settled in a bit.

There’s a tremendous grinding, shearing sound from the lower deck, followed by a wrenching sound and a series of colossally loud bangs. The Somnambulist shakes violently, and the engines stop.

The Somnambulist is now dead in the water, stranded on the river. If the characters investigate on the main deck they’ll discover the following:

The boiler room is in a state of chaos – a significant section of the boiler machinery has blown, and it looks like a small fire was only barely suppressed. Burst pipes leak steam and moisture throughout the room, and a badly scalded crewman writhes in pain on the floor, while other deckhands desperately tend to the ruptured workings of the boat. It doesn’t take an engineer to confirm that without repairs to the boilers and associated pipework, the Somnambulist is not going anywhere.

Search for the spare parts that would normally have been used to conduct repairs reveals that they’re missing; in fact, they’re hidden in the cabin of Narcisse and Phillipe.

The Sickness and the Atrocity

The sickness and the atrocity happen after the sabotage, with the latter taking place about 2-3 days after the former, but you should play fast and loose with the timeline when required. Details on these events can be found in the Somnambulist notes. The sickness progresses gradually, so you may want to introduce it bit by bit. The atrocity happens much more rapidly, when the vampires decide to commit to their slaughter. Both can be averted or mitigated with clever thinking – in no sense should they be considered inevitabilities.

Following the atrocity, the vampires steer the Somnambulist back to the Belle de Nuit plantation…

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

leech

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

the_omaha_cuttingfirewoodbymoonlight_1856_gary_r_lucy650x390

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

SS_Humboldt_engine_room

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

Stateroom_Saloon_of_the_Isaac_Newton

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.

night_run_to_friars_point_johnstobart1250x771

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

John_Henry_Fuseli_-_The_Nightmare

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:

Diary0001Diary0002

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

William-Henry-Buck-xx-Louisiana-Bayou-xx-Private-Collection

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

governess

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

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

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

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

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

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

Promenade

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

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

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

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

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

Pilothouse

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

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

Crew

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

In total, there are 46 crew in total.

The Captain

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

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

The Pilots

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

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

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

The First Mate

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

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

The Steward

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

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

The Head Cook

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

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

The Assistant Cooks

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

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

The Engineer

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

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

The Clerk

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

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

The Barber

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

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

The Barkeep

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

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

The Porter

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

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

The Firemen

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

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

The Chambermaids

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

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

The Waiters

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

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

The Deckhands

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

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

Passengers

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

The Preacher

Edward Pusey

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

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

The Doctor

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

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

The Duellist

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

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

The Clairvoyant

antebellum lady

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

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

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

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

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

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

The Traders

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

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

The Gamblers

Ruffian

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

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

The Vampires

antebellum gentlemansultry portrait

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

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

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

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

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

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

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

Haunted Houses

Creepy House manor Orava Castle

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

The House…

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

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.”

Condemned: Criminal Origins – Retrospective

Condemned-Criminal-Origins-744-8.1

I picked up Condemned: Criminal Origins some time ago, but only recently finished playing it, searching for something to scratch the survival horror itch until Alien: Isolation and The Evil Within hit Steam. It’s a grubby little linear neo-noir horror game that occasionally rises to rapturous heights of dread, but which remains fraught with frustrations. Despite its flaws the game remains a somewhat underrated title heavy on atmosphere and bone-crunchingly intimate action.

Condemned2

I’ll get my grievances out the way. First and most damningly, Condemned has absolutely terrible controls. I played the game on PC, which may have made things worse, but even on a console, the inability to jump or crouch at will in a first person game is pretty much inexcusable, in my opinion. The game also lacks any kind of stealth element, which is unfortunate, as stealth would have greatly contributed to the feeling of oppressive gloom the game relies on so strongly. While enemies can hide from you, you’re more or less unable to conceal yourself. You have pathetically low stamina, can only run for short distances, and walk at a snail’s pace, especially down stairs. There’s no ability to lean round corners, either, which is infuriating when fighting enemies with firearms. Limitations can be great in horror games, don’t get me wrong – one of the best things about Outlast and Amnesia is that you’re unarmed, for example – but the poor controls in Condemned don’t enhance the experience appreciably. Less vexing but still irksome are the clunky forensic tools, which feel grafted on rather than integrated organically; they’re only accessible at certain key points with one notable exception, a high point towards the end of the game where you wander round a mouldering old farmhouse using a UV light to follow trails of glyphs drawn in blood throughout the building. Though harder to execute it would have been much better to allow complete access to the entire roster of tools at all times, so that you could actually select the right tool for the right job instead of essentially being handed clues on a silver platter. As it stands the forensic minigame feels less like an exercise in puzzle-solving and observation and more like a hoop you have to jump through. What’s especially frustrating about this is that the tools themselves are quite cool, and you can sense the potential in the forensic element: the idea of a hybrid investigation/combat game with strong horror elements, built around forensic puzzles and violent setpieces, is incredibly compelling, but what we get instead is a combat game with a fringe of investigation and a façade of puzzle-solving. My final complaint pertains to the last area, which suffers from the classic “disappointing last level” syndrome (AKA “Xen Syndrome”) and feels unfinished and dissatisfying, with repetitive by-the-numbers boss-fights and a locale (an abandoned orchard) that throws the putrescent urban atmosphere the rest of the game had used to superb effect completely out the window. For orchards, the final level is bizarrely linear: a spooky farm is a fine idea, but it should either involve “Children of the Corn” style fields, hedge-mazes, or sprawling, open spaces filled with tress, not a series of fenced pathways leading you inexorably from one dull fight to the next with unlikely firearms and pill-bottles scattered around inexplicably. It’d have been much, much better if the game had simply ended in the farmhouse, which is a masterfully executed area – non-linear, creepy, requiring actual exploration and even a bit of puzzle-solving, with a final fight that feels bracing and genuinely scary rather than tacked on and frustrating.

Mannequin_People

Such deficiencies aside, Condemned is mostly very enjoyable in a pitch-black, hallucinatory sort of way, throwing visceral splatterpunk combat, psychological horror, and grungy noir atmosphere together into a blender and pureeing into thick, pinkish-black ooze. Obviously taking its cues from such films like Se7en, Red Dragon, Silence of the Lambs, and Memento, the game takes place in Detroit Metro City, a rundown metropolis infested with vagrants, junkies, squatters, and criminals, an increasingly deranged and monstrous lot who menace the protagonist, Ethan Thomas, at every turn. Punning on the dual meaning of “condemned” – in reference both to Ethan’s quarry, the malevolent Serial Killer X, and to the series of decrepit stores, metro-stations, sewers, office complexes, and public buildings that Ethan has to trek through. Though the graphics are beginning to look a bit dated, the game remains very effective atmospherically, and despite taking place almost entirely in dilapidated buildings it somehow manages to avoid feeling homogenous. A mixture of scripted events and AI capable of stalking the player enhance the sense of paranoia the game cultivates: you can never quite be sure when an enemy is going to pop out or sneak up on you from behind, and several enemies are much more mobile than you, particularly the scrawny, ghoulish squatters encountered from the Metro Station onwards, who can scarper down low tunnels or haul themselves up walls. The tendency of enemies to run away if injured only to return is particularly commendable – there’s nothing creepier than landing a blow only for the enemy to dash off into some shadowy, slime-encrusted maze, a maze you’re going to have to slog through to reach the next area. Particularly effective sections include the burnt-out shell of a library, with holes in the ceiling and floor that you can fall through or climb down; the whole place is infested with what seem to be burn victims, but it’s never fully explained who these people are or why they’re here. This utter dearth of explanation really works in the game’s favour, giving the whole thing an air of sublime horror. Birds are inexplicably dying, the city’s homeless all seem to have suffered a psychotic break simultaneously, and Ethan is definitely losing his mind, but exactly why any of this is happening is unclear. I haven’t played the second game, but I’ve heard it explains some of these details, and while I understand the motive for doing so I like that this game keeps the overriding reason for the collective madness of the metropolis more or less mysterious.

Uber_Addicts

Enemy design is largely very good: although there aren’t really any non-human enemies and most of the opponents can be described as some variant of “vagrant,” there’s quite a bit of variation in enemy types and armament. The vagrants all look like they’re slowly rotting, with some literally resembling the undead, but unlike most zombies the crazed homeless are twitchy and fast, moving more like rabid marionettes or the Infected from 28 Days Later than shambolic Romero-era flesh-eaters. The animations for the various enemies really sell the creepy; the putrescent Mannequin enemies are especially effective, hiding in plain sight amongst regular store mannequins only to advance with the slow, menacing stride of a slasher-movie villain. While, as I mentioned, I didn’t particularly like the final stretch of the game, the last boss has wonderfully horrific design, like something out of a Clive Barker novel or film. I will say, however, that the game shamelessly, unavoidably, and unapologetically exploits middle class anxieties about the homeless. There is literally no effort to make the homeless seem like anything more than a bunch of addled urban monsters. The addition of non-violent or even helpful homeless NPCs might have mitigated the feeling that the entire game is a kind of grotesque class war, but no such luck: the world we’re being painted is a kind of conservative nightmare, a hardboiled reality where whole districts of the city have been given over to the ravenous, deranged underclass. We are told of one part of the city for example, described as “a nasty area filled with nasty people, and the people down there are different, they go beyond nasty.” There’s no real effort made to make the homeless seem like victims; where in Outlast, for example, the game is very much aware that it’s presenting the inmates of Mount Massive as monstrous, it also shows us again and again that the current state of the inmates is the result of experiments carried out by institutional authorities, by people who should know better. Nothing of the sort is attempted in Condemned. I’ve heard in Condemned 2 that an evil cult is shown to be behind the whole thing, but, really, that’s not much of an improvement; a clichéd fear of non-Christian religion isn’t all that much better than fear of the subaltern. All that said, Condemned exploits bourgeois anxieties about the homeless very effectively. Spotting one of the inhuman squatters indulging in a cannibal feast produces an undeniable frisson of revulsion, a strong “get the fuck away from me or I will cave your face in with this sledgehammer” response, and that’s exactly the response the game is aiming for; in this sense it’s an aesthetic success.

 Oro_Dark_Primary

Disturbing class dynamics aside, bashing in the skulls of the vagrant hordes in Condemned is another strong suit. Firearms are incredibly rare, as is ammunition for them, so most of the combat is melee – an unusual but highly effective choice, as it means you have to get up close and personal to dispatch your enemies. The various weapons – everything from sledgehammers and fire axes to paper cutters, piping, mannequin arms, a burning 2×4, and plenty of others – all come with advantages and drawbacks, and since you can only have a single weapon at a time (another stroke of genius), finding and choosing weapons becomes a major tactical element of the game. These choices are further complicated by the fact that certain weapons allow access to key areas – the sledgehammer, for instance, is required to break off padlocks. The actual nitty-gritty of combat is kinetic and brutal, a visceral back-and-forth requiring careful positioning, timing for blocks, and a gruesome selection of hands-on finishing moves. There aren’t any combos, which is a bit disappointing, but I’ve read that this is remedied in Condemned 2. You can however, effectively invent your own combos by learning the timings and habits of your enemies, knowing when they’re going to suddenly lurch into an attack and when to close in for the kill, when to kick and when to run while your Taser recharges – the addition of the Taser to your arsenal makes combat significantly easier, but the recharge time on the weapon means that its utility is limited when facing multiple foes, which is often. Condemned offers a lesson in how to do action right in survival horror: keep the player-character fairly fragile, restrict ammunition brutally, and force the player to get up close and personal with enemies.

condmned combat

As a narrative, Condemned isn’t wildly original – as I noted, it cribs quite heavily from various noir-horror sources – but it knows its genre well, and plays it to the hilt. The greatest strengths of the story are its various elisions, its gaps and unknowns. Why are the birds dying? Why are the city’s homeless all gone berserk? What is happening to Ethan? What motivates the sinister Serial Killer X, and who is the lurid, mutilated devil we catch glimpses of in visions? Many such questions are never given wholly satisfying answers, but such loose ends give the story a feeling of uneasy irresolution. The game is also quite effective at presenting what’s effectively an unreliable narrator – no mean feat for a first-person game. At many points throughout the story it’s unclear whether certain events, creatures, or phenomena are supernatural or psychological in nature: is Ethan just crazy, or is some occult power at work? This sort of ambivalence is central to certain subgenres of horror. As structuralist critics like Tzvetan Todorov and Terry Heller argue, when there is significant hesitation between a natural and supernatural explanation for events we have ventured into the world of what Tzvetan calls the “fantastic,” further subdivided into the “fantastic uncanny” – when the events receive a rational explanation by the story’s end – and the “fantastic marvelous” – when a supernatural explanation is accepted. In the middle is the “pure fantastic,” in which ambiguity is sustained to the very end of the story. Outlast, for example, is of the first class: what seems like a supernatural creature sealed under the mountain and summoned by a “conjuring” (the Walrider) is revealed to be a predatory nanobot swarm; Amnesia is firmly of the latter category, as supernatural forces are increasingly implicated and even what seemed potentially earthly (Alexander, the shaking of the castle, the darkness) are revealed as otherworldly. Condemned seems to vacillate between natural and supernatural explanations so thoroughly that it lands in this third, rare category, one shared by many of Poe’s stories as well as Henry James’ The Turn of the Screw. Even what seem like patently supernatural elements – the weird, acrobatic monster that you face repeatedly at the end, for example – the possibility of a more rational explanation lingers, especially if Ethan is going mad. You receive injuries from what seem to be spectral foes, but they might be psychosomatic wounds “inflicted” by hallucinations; at certain points objects seem to shift of their own accord, but this could simply be Thomas’ addled mind “rearranging” his perceptions. Heller identifies horror tales of the pure fantastic as the “most terrifying” (14) and while this assertion seems to me to somewhat overstate things, there’s some merit to his suggestion that the pure fantastic is in some sense the most threatening of the three genres, insofar as it blurs the boundary between fantasy and reality. It’s a rare videogame that attempts the kind of ambiguity offered by a pure fantastic tale of terror, and a rarer one still to actually sustain and pull off such ambiguity, as Condemned manages.

Condemned-Criminal-Origins Background

Works Cited

Heller, Terry. The Delights of Terror. Chicago: U of Illionois P, 1987. Print.

Ravenloft Table

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

Ravenloft Table

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

Spooky Table

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

Outlast: Whistleblower – Review

Whistleblower

I have now finished Outlast: Whistleblower twice, once on Normal and once on Nightmare difficulty.  Not only is the game one of the best examples of quality DLC I’ve ever seen, it’s a brilliant follow-up to the original Outlast, deftly interweaving the two storylines in such a manner that they feel like halves of a single whole; on my second time through the game I began by replaying Outlast on Nightmare, seguing directly to Whistleblower afterwards, and the entire experience felt seamless and perfectly paced.  Those who enjoyed the first game will find this semi-sequel just as gruesome, harrowing, and delightfully disgusting as the last.  I heartily recommend it for anyone who likes horror games, especially those who enjoy the hyper-vulnerable weapons-free style of things like Amnesia.

Mild spoilers will follow, but I will refrain from revealing the details of the ending.

Slabs

The story of Whistleblower is, if anything, richer and more gratifying than that of Outlast; or, rather, it deepens and builds on the foundation Outlast created, transcending its workmanlike horror plot to offer a far more narratively satisfying experience.  Here you play as Waylon Park, the Murkoff employee who alerted Miles, the former protagonist, to the diabolic excesses of Mount Massive in the first place.  The scenario feels similar to something like Michael Crichton’s nano-disaster techno-thriller Prey: your character is a Snowden-esque programmer, so morally revolted by the actions of his employers that he can no longer stay silent.  The story is such that I almost want to recant some of the statements I made in my original Outlast review – specifically that the story was entirely incidental to the mechanics of hackle-raising horror that the game deployed so expertly.  In Whistleblower, the latent anti-corporatist critique in Outlast is made much more explicit, personified in the sinister and coldly calculating Jeremy Blaire, a ruthless executive who wants to keep the illegal experiments of Mount Massive secret.  The presence of Blaire – and his single-minded dedication to secrecy – gives the narrative a locus for the player’s hatred. In Outlast our antipathy towards Murkoff is essentially abstract, the organization faceless, its employees already dead or warped by the time the story begins, whereas in Whistleblower we actually see just how appallingly amoral they really are, up close and personal.  In Outlast, chronicling and exposing the horrors of the asylum always felt secondary to escaping, surviving.  In Whistleblower you really want to take Murkoff down: they’re so despicable, so ethically bankrupt, that you feel a real desire to see them stopped, shamed, and punished.  Whistleblower also leads me to reconsider my previous objection about the dearth of female inmates.  It’s now clear that the designers didn’t eschew female characters because they were squeamish or thoughtless: they are saving those characters for a sequel.

It’s important to note that most of the hate isn’t directed at the Variants but at the despicable economic and institutional forces that made them what they are.  This is made especially prominent in Whistleblower where you see one character, Eddie Gluskin before being subjected to the Treatment.  “I knew it was coming,” he declares.  “You filthy fucking machines! You fucking machines! No! No, not again. No! No! Jack-booted fucks, I know what you’ve been doing to me.”  Later, we see that the madness Gluskin exhibits is, in part, an internalized manifestation of his own violation at the hands of Murkoff employees.  In another memorable scene early on, strapped into a chair in the manner of Clockwork Orange and subjected to hypnogogic programming, Waylon has his face licked lasciviously by one of the scientists, heavily implying that the scientist is abusing patients.  Its moments like these that redirect our hatred away from the individual inmates – who we pity and fear, perhaps, more than we can truly hate them – and towards those in actual positions of power, the scientists and executives that constitute the vicious biopolitical machine that’s ultimately responsible for the horrors we’re exposed to.

Operating Room

One of my major worries was that Whistleblower was going to be a very by-the-numbers DLC, with recycled environments and gimmicks – a series of environments and enemies mostly identical to those from the first game.  Fortunately this was not the case at all.  While a few very brief segments of the game took place in the same parts of the asylum as the original, even these areas were drastically altered – different doors blocked off, rooms in a less severe state of disarray, etcetera.  The vast bulk of the game, however, took place in original environments, prominently the outbuildings of the asylum utilized for work and recreation (the Vocational Block), as well as a large area shrouded with clinical plastic wrap.  Great attention was paid to making these areas feel unique.  As with the original the atmosphere of Whistleblower was phenomenal, the paranoia palpable.  The twists from the first game – like losing the camcorder and thus night-vision capability – are not replicated, but there are new ways of complicating things for the player.  One sequence, more eerie than terrifying, takes place in a mist-shrouded series of tennis and basketball courts; the moisture in the air makes the night-vision mode a useless blur of white static.  Like Miles, Waylon is also injured badly at one point, but whereas Miles loses several fingers Waylon manages to sprain his ankle, slowing his speed to a limp for a tortuous segment of the game.  This is a brilliant move and ramps up the terror considerably.  Just as losing the camcorder pulled the rug out from under your feet, taking away something you’d taken for granted, so does injuring Waylon’s leg radically reshape your experienced, depriving you of your most valuable defense against Mount Massive’s inmates, your mobility.

Cat's Cradle

The enemies in Whistleblower are just as horrifying as those in Outlast, and the major, named Variants all feel unique.  The original antagonists (Chris Walker, Father Martin, the Brothers, Trager, the Walrider) make cameos or briefly pursue Waylon, but don’t take centre stage.  Instead we’re faced with the anthropophagic Frank Manera, whose insatiably ghoulish appetites complement Murkoff’s profit-driven voraciousness perfectly, and the sublimely disturbing Eddie Gluskin, AKA “The Groom.”  Like Trager in Outlast, Gluskin steals the show.  A misogynist murderer (possibly with an out-of-control Oedipus complex, judging from his obsession with Harry von Tilzer’s and William Dillon’s “I Want a Girl”), Gluskin’s gentlemanly demeanour and penchant for folksy twentieth-century barbershop songs belie his absolute brutality; he might’ve been stolen from the pages of de Sade, and his Freudian quest to fashion himself the perfect Bride in an asylum full of men somehow manages to surpass even Trager’s bloody cost-reduction-cum-experimental-surgery in its capacity for terror.  I will not spoil precise the details of Waylon’s encounter with the Groom (although the following paragraphs verge on spoilers, so read at your own risk), but they will sear themselves into your memory.  On this note, those who find sexual violence in games deeply off-putting to the point of being unable to play or enjoy games that include such themes should probably avoid Whistleblower.  While the game in no way glorifies or normalizes sexual assault – far, far from it – Gluskin’s sadism is undeniably sexual.

ick

I’ve heard some suggest that the Groom’s inclusion in the game makes Whistleblower transphobic and/or homophobic.  While I can understand this interpretation, I’d like to articulate a counter-reading, because I think there’s far more going on with Gluskin than mere transphobia or homophobia: what’s horrifying about Gluskin isn’t, in fact, his queerness or same-sex desire, but his relentless heteronormativity, his misogyny, his patriarchal violence.  Gluskin is not Buffalo Bill; he doesn’t want to become a woman, and nor do his Brides.  The game thus isn’t pathologizing transgender people or demonizing the rejection of binary gender: it’s actually criticizing the opposite impulse, the forced assignment of sex and gender.  The Groom’s all-pervading desire to produce Brides for himself directly mirrors the logic of heteronormative gender assignment: as Judith Butler might put it, any assignment of sex or gender is irreducibly a kind of violence, an oppressive act.  As she writes in Bodies That Matter:

…“sex” is an ideal construct which is forcibly materialized through time.  It is not a simple fact or static condition of a body, but a process whereby regulatory norms materialize “sex” and achieve materialization through a forcible reiteration of norms. (Butler 1-2)

Our horror of Gluskin is not necessarily fear of the idea of gender transgression per se as it is horror at the idea of the forcible imposition of gender, an imposition carried out by the patriarchy in the name of the social order: hence, for example, Gluskin’s endless talk of happy families, the joy of childbirth, the supposed frailties of women.  “I want a family, a legacy,” Gluskin rhapsodizes.  “To be the father I never had. I’ll never let anything happen to our children.”  His obsessive reiteration of this ’50s ideal constitutes a kind of performance that he wants to trap Waylon and the other would-be Brides in.  It is no coincidence the character is associated with bonds and ropes, most notable in the cadaverous cat’s cradle at the heart of his domain, a graveyard of abjected Brides who failed to meet his misogynistic ideals of femininity.  Gluskin wants to produce women only to subjugate and destroy them, to reduce them to birthing-machines and, ultimately, corpses.  As Waylon scribbles in a note titled “Blue Beard’s Wives”: “Whatever story he’s telling himself, he’s not making women to bear his children, he’s making women to kill them.”  The Groom’s inevitable failure and frustration occurs in part because his Brides fail to live up to his idealized, unattainable image of womanhood.  Were Gluskin simply a rapist he would be boring and forgettable – “vulgar,” to use his own term.  What makes him both more compelling and infinitely more terrifying is the twisted ideology that underlies his impulses, an ideology all the more unnerving in its familiarity.  Through Gluskin, Whistleblower manages to make all that patriarchal society wants to seem wholesome and natural – binary gender, the nuclear family, the “biological destiny” of women – instead seem decidedly monstrous.

Frank!

The design of all three major antagonists – Blaire, Manera, and Gluskin – is perfect: Blaire, suited and unruffled, the perfect avatar of American capitalism-gone-wrong; Manera, nude and blood-spattered, with a hillbilly beard bedewed with blood; Gluskin, dapper and slick, not a hair out of place, a loving grin forever fixed on his disfigured face.  The gameplay is more or less identical to that of Outlast: barebones stealth segments and paranoid exploration interspersed with the occasional, impossibly intense parkour/chase scene.  There aren’t any significant innovations here, but I wasn’t particularly expecting any.  The game is short, but not all that much shorter than the original Outlast.  It could certainly be played in one sitting, though, and in fact the Insane mode of the game disallows saving, much like Justine.

I have a few minor criticisms, more nitpicks than anything.  While Waylon’s use of the camcorder is justified, his note-taking makes less sense than Miles’ (where did he even get a notepad?).  They just about justify it in that Waylon is writing to his wife in case he turns up dead, but why not speak into the camcorder instead?  Generally, Waylon’s voicelessness is more noticeable and jarring here than Miles’ was in Outlast.  Miles was all about being a witness, an observer, a cipher: his silence makes thematic sense.  Waylon, though, is all about spreading the word, about speaking out: for the early part of the game your goal is to find a radio.  There are scenes where you’d think Waylon would speak to other characters, especially Murkoff’s employees.  One could argue that he’s too nervous about the repercussions of his whistleblowing to speak, but that seems a bit unlikely.  I’ve seen some reviews with other nitpicks that actually aren’t accurate, such as this Joystiq review that claims that your character goes from naked to clothed instantly (he doesn’t: there’s an animation that’s easy to miss where he pulls on a pair of ragged pants).

Whistleblower sets up the tantalizing possibility of a sequel or sequels.  My fairly blind guesses as to the nature of the sequel(s) are that:

  • Female characters will be present in the sequel.
  • The protagonist will either be a government employee, possibly sent to infiltrate the facility, or an activist who wants to take Murkoff down (my hope is that the protagonist will also be female, since we’ve had two male protagonists so far).
  • The sequel will probably take place in the U.S. but in a fairly remote location – my guess is either the Alaskan wilderness, the Florida Everglades, or (in an homage to Half Life) New Mexico.  No idea where they’d go if it wasn’t in the US… an island somewhere?  Siberia?  Central America?
  • For at least part of the game the facility will be more operational.
  • While there will be no weapons (or perhaps very limited weapons, maybe a Taser) my guess is that the character will have some sort of additional equipment, or else the conceit will be slightly different (maybe a mobile phone instead of a camcorder).
  • There will probably be expanded stealth mechanics incorporating distractions, disguises, or technology.

These are just stabs in the dark, however.

Overall, I can thoroughly recommend Whistleblower to those who enjoyed the first game.  It is, if anything more deeply and lingeringly unsettling, but those with the stomach for viscerally graphic and psychologically disturbing horror will find a superbly dark and powerfully affective game.

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

Dungeons

Soundtrack

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

GD1 – Trapped Passage

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

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

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

GD2 – Anteroom

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

GD 3 – Dining Room

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

GD 4 – Mask Chamber

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

GD5 – Tannery Room

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

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

GD6 – Flensing Room

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

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

GD7 – Wardrobe

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

GD8 – Trapped Passage

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

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

GD9 – Cell Block

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

GD10 – Cell

Dungeon

You can hear muffled moans from inside the adjoining chamber.

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

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

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

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

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

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

GD11 – Empty Cell

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

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

GD12 – Tapestry Room

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

GD13 – Wine Cellar

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

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

GD14 – Collapsed Tunnel

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

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

GD15 – Trapped Passage

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

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

GD16 – Forsaken Shrine

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

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

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

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

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

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

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

GD17 – Hidden Chamber

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

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

Witiko Falls

Overview

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

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

Witiko Falls

Rockies

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

Tone

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

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

Influences

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

Soundtrack

Twin Peaks Soundtrack

Fire Walk With Me Soundtrack

The Fog Soundtrack

Fringe Soundtrack

The Shining Soundtrack

Nightbreed Soundtrack

Hellraiser Soundtrack

Red Dragon Soundtrack

Outlast Soundtrack

Call of Cthulhu Soundtrack

Silent Hill 2 Soundtrack

Phenomena

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

Anisocoria

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

Parasomnia

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

Batteries

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

The Ritualist

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

Roads

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

Animals

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

Instructions

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

Locations

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

The Falls

Crystal Falls

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

Crow Castle

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

The Swiner

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

The Burning Bush Gentleman’s Club

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

The Beavertail Casino

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

The Clubhouse

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

Witiko Falls High School

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

The Scarecrow Cinema

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

Whispering Cedars Hospital and Asylum for the Insane

Place Head Here

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

(Photo credit: Justus Hayes)

The Compound

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

The Cottage

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

The Mountain Shadow Cemetery

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

The Caves

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

Local Legends

The Coyote Child

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

The Spooks

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

The Scold

ScoldsBridle17-18thCent

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

The Coughers

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

The Grey Devil

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

Page 3 of 5

Powered by WordPress & Theme by Anders Norén