A04: The Witch's Manor


City of Beaudin

Father Ohlund will summon the party to discuss the information he has received regarding Garth Ramsay's journal.  Although the data is scant and obscure, the hints given in the journal may constitute the most important discovery of the last eon.

The great sage Horatio Deere, who lives several leagues distant from Beaudin, focused closely on the specific words used by Ramsay in his paraphrasing of the strange book he had found.  The phrase "washing away Creation" had strong parallels to another ancient fragment of text which tells of a great flood some three thousand years ago which cleansed the earth.  According to the text, this flood was brought not by nature, or by the gods, but rather by man himself, for purposes unknown.  The scholarly community had always regarded this flood story as a legend, dreamed up by some feverish religious cult to scare  their children.  Ramsay's journal, though, provides some small bit of corroboration for it.

Having relayed this information, Ohlund will then warn the party that all of this may already be known by LeClair and his minions.  It is possible, however unlikely, that the fate of the world may rest on the party learning the secrets of the flood more quickly than the Drouinistes.  Unfortunately, Ohlund has exhausted the knowledge of the great sages on this matter.  The party must seek out an additional source of information on the subject, perhaps a people who would not have perished when the earth sank beneath the waves.

The ideal candidates would of course be sea elves.  If this idea is brought to his attention, Ohlund will seem excited, but will note the practical difficulties of consulting sea elves.  He will, however, remember stories of a witch living a couple of days' journey down the coast to the south who was reported to have lived underwater as easily as she did on land.  He knows neither her name nor her location, but suggests that the wizard Otto Sanderson may have some more information.

Sanderson does indeed know more about her: her name is Jeanne Rheaume, she is quite powerful, wicked, and probably dead.  Some years before the Conquest, she simply vanished without a trace, perhaps at the hands of the demons and devils with whom she was known to consort.  Before then, though, she had lived on a grand seaside estate a long day's ride south of Giroux, atop a small hill.  Sanderson knows of no one who has ever been inside in the place, for obvious reasons.  As for the water stories, Sanderson will acknowledge that he has heard them as well.  Rheaume was alleged to have developed certain magic spores in her lab which allowed her to breathe underwater for days at a time.  There is a chance that some of these spores may still be in her lab.


Village of Giroux

If the party stays for any period of time at the Silver Salmon, they will be approached by a tall, dark-haired, mustachioed stranger who will call himself Fraser, and who appears to be friendly and inquisitive.  This stranger will in fact be Abner, disguised through use of a Change Self.  He will try to ascertain the party's destination, purpose, and most importantly, living accommodations.  Depending on their replies, he will use the information to plot revenge against the PCs.  If asked, he will claim to be a cobbler by trade, just arrived in town and looking to make friends.


Chateau Rheaume

This grand estate will be visible from only a few hundred yards, as the area is thickly wooded.  The house is set upon a small hill overlooking the sea.  A stone path leads from a sandy beach up to the front door of the house.  The estate actually consists of three structures: the main house, which appears to be opulent, if somewhat poorly tended; a small servants' cabin, to the south; and a stable off to the northwest of the house.

The main house is shuttered, and its yellow exterior paint appears to have faded with age.  Several overgrown shrubs obscure the east facing windows of the gallery (8), library (10), and salon (11).  The front yard appears to contain the leaves of several autumns.  A lawn jockey is visible from the front path.

1.  Servants' Quarters
This small cabin housed Rheaume's human servants while she was in residence in the house.  Living here now are a wereboar couple (hp 30, 35) who have selected this area for its remote location.  They have not decorated the place to any degree: the cabin is spare and cold, and the furniture (a few chairs, a scratched wooden table, two beds) is simple and in poor repair.  There is a large fireplace on the west wall, and hanging above a low flame is a dented iron pot containing some kind of
stew.

When the party arrives, the wereboars will be out gathering mushrooms to add to the stew.  The table will be set with two tin bowls and two large spoons, and the smell of the stew will be noticeable from just outside the cabin.  The wereboars will arrive while the party is investigating, and will attack to defend their property.

2.  Closet
Hanging from wire hangers here are a few soiled leather tunics, as well as some French maid-style housekeepers' uniforms.  Loose floorboards cover the wereboars' treasure: 625 gp, a 200 gp jade pin, and a Scroll of Bless and Invisibility to Undead.

3.  Front Porch
Stepping stones lead from the beach to a short porch.  The entryway here is set in, so that the doorway is covered.  The door itself is large and wooden, and there is a heavy brass knocker on it.  Standing guard next to the door is a small (3') statue of a man with a riding cap and knickers, carrying a stone lantern.

The door is Wizard Locked, and thus cannot be opened normally.  When the PCs attempt to open it, a Magic Mouth will appear on the statue, and address the party:

"The Lady of the house is unavailable.  Please return at a later time. If you attempt to enter, you will be killed.  Thank you for your cooperation."

If the party persists in attempting to open the door, the statue will grow to a height of 8' and attack.  It is a stone guardian (hp 20) and will fight until destroyed.  If the party defeats the guardian, and sifts through the rubble, they will find a small brass item: a tiny fist attached to a handle, which when tapped on the door (and only this door) will Knock it.

4.  Foyer
The foyer appears to be spotlessly clean: the marble floor, wooden bannisters, and large mirror on the north wall all shine as if recently polished.  A glass bowl filled with colored marbles sits on a small wooden table underneath the mirror, along with a potted cactus.  There is a wire-mesh basket right by the door for storing umbrellas, but it is empty.

The shine and cheeriness of this area are an illusion; the reality is that the floors are fairly dirty, there are cobwebs in the corners, the banisters have not been polished for years, and there is no cactus.  Rheaume has cast this illusion to keep the place looking well-maintained while she is away.

5.  Side Door
This door, like the front door, is Wizard Locked, but the small fist token will have no effect here.  A worn "Welcome" mat sits just outside.  Underneath it is a small bronze key which fits the lock in (22).

This area seems to be used as a storage area for various household and gardening supplies: mops, brooms, shovels, etc.  A variety of cleaning brushes and soaps sit on shelves along the north and east wall.

6.  Kitchen/Pantry
This appears to be a very well-appointed kitchen and pantry.  A collection of cast-iron skillets hang from hooks in the ceiling.  There is a fine wood stove along the west wall, and some clean and well-made kettles stashed next to it.  A set of fine carving knives (worth 50 gp) sits on a wooden counter, and underneath it, a relatively clean butcher's block, complete with cleaver.  There is also a great deal of shelving along the walls of the room, on which is kept a variety of jars, bowls, baskets, and the like.  All are empty.  Also noticeable is a small bell in the northeast corner of the room, connected to a thin cord which disappears into the ceiling.  It is rung by means of the silk rope in (12).

Scuttling about this place are 14 crawling claws (hp 3) which have been charged with defending the house.  They will attack as soon as the party enters the area, or will crawl to (12) if the bell is rung.  They have no treasure.

7.  Dining Room
The dining area is, like most of the rest of the house, opulent.  There is a large crystal chandelier hanging over a very long and beautiful mahogany dining table.  A dozen chairs surround the table, and there are doilies at each place setting.  Wood-and-glass cabinets along the north wall contain fine china (worth 400 gp) and silverware (200 gp), the former of which will break if treated roughly.

Like the foyer (4), the splendor of this room is at least partly illusory, and the whole of the area radiates magic.  If the party disbelieves the illusion, they will see more or less the same trappings, but in shabbier condition: everything will be coated in a thick layer of dust, the chandelier will be somewhat cloudy and cobwebby, and the table will have a very clear scratch running down the center.

8.  Music Room
A lovely grand piano is the centerpiece of this chamber.  The piano is slightly out of tune, but still functional.  Some sheet music from an unknown composer rests on top of it.  There are several wooden benches and chairs near the south end of the room.

If a PC begins to play the piano, even just by tapping random keys, a Programmed Illusion is triggered.  The piano seems to play a concerto by itself, and grows louder and louder.  Eventually, the piano will stop, and the party will hear a voice: "Who has awakened me?".  A shimmering, translucent female figure will appear from the south, and begin to attack the party.  Her touch will appear to cause flesh to wither; characters must save vs. spell to avoid paralysis in specific limbs, and will appear to take 1-6 hp of damage regardless.  Of course, party members who disbelieve the illusion are unaffected.   The sound of the piano, however, will warn the imp in (17) of the intruders' presence, and enable him to set his trap.

9.  Secret Passage
This area is dark and dusty.  There are wall sconces on the north and south walls, containing burnt out torches.  Stairs lead down to the dungeon below.

10.  Games Room
There are two large tables in this room: the first is a billiards table covered in red felt, near the north wall; the second, slightly smaller, is a card table, covered in green felt, near the stairs to the south.  In addition, a dart board hangs on the east wall, between two shuttered windows.  Three darts stick out of it, one of them in the bullseye. Finally, there is a rack containing pool cues and blue chalk near the billiards table.

The billiards table has been left with the eight ball directly in front of a corner pocket, and the cue ball lined up perfectly.  This is a booby trap, however: if the eight ball is struck, it will explode, doing 2-8 hp of damage to anyone within 10 feet, and half that for those saving vs.  wands.  This is the only ball which will respond in this manner.

The card table has an ordinary deck of cards on it.

11.  Salon
The first thing that visitors to this room will notice is that it is slightly colder than the rest of the house, and there is a definite draft coming from somewhere.  Wind is audible, although the large picture windows are tightly shuttered and there are no doors.

This is a casual living room, and is decorated as such.  A large upholstered couch faces east toward the beach, and there are several very plush and comfy chairs here as well.  A lumpy tigerskin rug, complete with head, covers the floor, and a few oak bookshelves seem to contain popular, mundane titles, including a disproportionate number of stories about horses.  There is a large fireplace on the north wall, and there are some small (nonmagical) figurines on the mantle, worth 100 gp.  All in all, this area seems considerably more lived-in than (12).

Indeed, for wintering here now are three copperhead snakes (hp 7, 12, 15) who have slithered in through a small hole in the northwest corner of the room.  They are nesting underneath the rug, and will strike at any PCs who startle them.

12.  Lounge
This room was designed for after-dinner cocktails and conversation; as the lady of the house rarely had visitors, it was almost never used.  There are stiff-backed sofas along the north and south walls, and fine cherry-wood coffee tables in front of each of them.  Several uncomfortable-looking chairs ring the remainder of the room, and an ornate, Tiffany-style lamp (worth 200 gp) sits on an end table next to the south sofa.  The floor is covered with a fine rug (worth 100 gp).  There are portraits on all four walls: stern-looking older men to the east and west, a young girl on the north wall, and a woman in her 30's on the south wall.  The men are more or less nondescript wealthy noble types.  The young girl appears to be about 10 years old, with brown hair and eyes, and is pictured with her pony by the beach.  The woman is attractive, also with long brown hair and brown eyes, and is pictured reading a large leatherbound book with a pentacle on its cover while wearing an attractive evening gown.  She is seated in a chair in this very room.  The girl and the woman are both Jeanne Rheaume herself in different stages of life.  Finally, there is a silk rope hanging from the ceiling here connected to a small bell in (6).

Behind the portrait of the girl, there are two small holes in the wall, spaced about five inches apart, parallel to the floor.  The
horseshoe in (13) will fit snugly into this space, and press against a panel in the back.  If the PCs pull the silk rope while the horseshoe is in place, the south wall will slide away, revealing the secret passage in (9).

13.  Stable
This large wooden barn has stalls to hold six horses, but none are here.  Instead, there is a giant praying mantis (hp 23) which will defend its home against intruders.

The stable itself is composed of the usual wooden fencing, and the door is closed by means of a simple latch.  There is a large hole in the northwest which allows the mantis to come and go.  A shelf on the south wall holds a few riding-related items, including a bit, a crop, stirrups, and a single horseshoe.  There is a very weatherbeaten saddle lying on the floor underneath.  Buried in a pile of hay near the mantis are 341 gp and a pot of Nolzur's Marvelous Pigments (with accompanying brush).

14.  Corridor
There are a few unremarkable paintings of horses and ships along the walls here.  More importantly, there are three large windows which face east out onto the sea.  Late afternoons, at low tide, the waves will show evidence of some sort of submerged structure about 100' from shore (the lady's aquatic lab).

15.  Guest Bedroom
As the lady never had guests of the overnight variety, this bedchamber went unused when the house was occupied.  Like most of the other rooms, there is a thick layer of dust here, covering a comfortable bed, desk, end table, and a chair.  The desk has four drawers, the last of which has a false bottom, which conceals a strange item: a six-inch long metallic rod, one end of which is a reddish metal sphere, the other end being notched.  This is one third of the key to the massive door in (18), and it radiates magic.

16.  Bathroom
This room is decorated with pink wallpaper which has peeled a bit with age, and the floor is composed of ceramic tiles.  In the center of the room is a somewhat mildewed porcelain bathtub, and there is a wooden bucket next to it.  A small bowl of potpourri sits on a table in the west corner, and its aroma is still noticeable.  Some green towels (hand and bath) hang on a rack attached to the south wall.

Underneath the bathtub is a fine sapphire ring worth 300 gp which rolled out of sight and was presumed lost.

17.  Master Bedroom
This room is a more luxurious version of (15).  There is a large four-post bed here, with down pillows and heavy quilt.  On the west wall, between a pair of windows (one of which is wide open), there is a lovely mahogany armoire, which contains an extensive woman's wardrobe (worth 500 gp; encumbrance as if 2000 gp).  A matching mahogany dresser next to the bed is empty, but resting atop it is a wooden jewelry case (empty) and assorted knick-knacks.  In addition, a pair of upholstered chairs sit in the northwest and southeast corners.

If the party makes considerable noise while in the house, particularly by triggering the piano illusion, they will alert the lady's imp (hp 9; assume raven or rat form) who stays here in her absence.  He will be invisible in the southwest corner, and will have prepared a trap for when they arrive.  Underneath the bed, and not visible from the entryway, he will have placed a rather unremarkable chrysoprase (50 gp).  If a PC crawls underneath the bed to retrieve it, he will trigger his trap: the legs of the bed are rigged to collapse with the tug of a fine cord which is camouflaged to match the wood floor; it is detectable with the same probability as a secret door.  The collapsing bed will do 2-8 hp of damage, and also render any characters underneath completely unable to move, unless they make a saving throw versus death magic.  If the PCs try to devise some alternative means of retrieving the gem, the imp will use his Suggestion to try to persuade them otherwise.

While the party is tending to any trapped comrades, he will become visible and attack.  If the combat turns against him (as it likely will), he will fly out the open window and assume raven form to avoid detection.

18.  Massive Door
The door to the south is normal and can be opened easily.  To the north, however, it is a different matter.  This door appears to be made of stone, with an oversized brass knob and a strange-shaped depression in its center.  The depression consists of three spokes around a central hub, with each spoke being tipped by a circle or sphere.  It is approximately six inches deep.

The door cannot be opened by normal humans: frost giant strength or better is required to force it, nor will a Knock have any effect.  The depression, however, is a magic keyhole.  The key consists of three parts which must be joined together to create a functioning unit.  Once the key is assembled and placed in the lock, the door will swing open of its own accord.

19.  Yugoloth
Faithfully defending this spot is a least guardian yugoloth (hp 32).  This hallway is otherwise unremarkable.

20.  Library
This room is very dark and windowless.  There is a large oaken desk here, on which sit a bejewelled letter opener (50 gp), an inkwell, a few feather quills, a human skull, a simple oil lamp, and a fine pencil sketch of Chantal Rheaume, the lady's only daughter, in a simple metal frame.  The desk has a few drawers, which contain some office-related items (vellum, wax, ink), as well as a silver scrollcase (worth 100 gp) containing a magical Scroll of Metamorphose Liquids, Mirror Image, Tasha's Uncontrollable Hideous Laughter, Clairvoyance, and Vampiric Touch.  A high-backed chair with dragon's-head armrests sits in front of it.  Bookshelves have been built into all four walls, and there are many large, leather-bound volumes here.  A great many of them appear to be histories of the lower Outer Planes, while others seem to be lab notes and journals going back at least fifteen years.  Notably absent, however, are her spellbooks: on the south wall, in front of her desk, there is an entirely empty shelf, with dust outlines indicating the absence of a number of tomes.  This is fortunate for her, as the library is infested with bookworms (hp 2).  Any volume is 25% likely to have a resident bookworm, which will try to hide itself if the book is taken off its shelf or opened.

21.  Lab
Like (20), this area is dark and gloomy.  It is divided into two rough halves.  In the northern part of the room, there are two long work benches, about four feet high, and a couple of wooden stools sitting next to them.  On these benches are all manner of beakers, burners, tubes, wiring, and other alchemical paraphernalia.  Virtually all of them are empty, and coated with a layer of dust.  However, one of the beakers, capped with a rubber lid, contains a Potion of (Air) Elemental Control.  In addition, there are two small petri dishes whose interiors are coated with a pinkish gelatinous substance.  If the PCs examine these closely, they will notice a series of small green spots, which are actually Air Spores.  There are 10 spore groups in the two dishes.

The southern part of the room is mostly barren of furniture: only a pair of braziers stand here, filled with coal ash.  On the floor, however, a pentagram has been inscribed in black, and there are unlit black candles at each of the points.  Above it hangs a small lamp, about 7' off the floor.  On the floor next to the pentagram is what appears to be a charred scrap of paper.  It is actually vellum, and appears to have been very carefully prepared before it was burned.  The only words visible are: "I summon thee, Maruk, from the fires of [illegible], and bind thee to my will."


Aquatic Lab

22.  Outside the Undersea Lab
The ocean floor slopes rather gently, such that this position, approximately 100' from shore, is only about 20' deep.  It is very dark and weedy here.  The lab itself is a concrete bunker-like structure, approximately 10' in height with a very heavy metal door facing west towards the shore.  The door is locked, and opened by means of the key found under the welcome mat at (5).

At point (x), covered by about 12" of silt and sand, there is a watertight valve leading to the airlock at (22a).

Lairing near the structure is a giant sea lamprey (hp 21) who uses the shelter for cover when searching for prey.

22a.  Airlock
This cramped chamber can accommodate 3 human-sized creatures at a time.  There is a valve in the ceiling leading to (22) above, and a valve in the west wall, leading to (43) in the second level of the dungeon.  In addition, in the southeast corner, there is a 3' d. circular grating covered by a rubber stopper, and a man-sized wetsuit and pair of goggles hanging from a hook above it.  To use the airlock properly, only one of the valves may be open at a given time.  If coming from the ocean side, the water must first be drained by use of the grating before proceeding on to (43).  If both valves are opened simultaneously, the onrushing water will flood the entire second level of the dungeon in three hours, and will drown any characters who cannot make both a Swimming check and a Str check.

23.  Undersea Lab
This area, where the lady conducts her aquatic experiments, is filled with seawater.  Most of the objects inside are covered with algae, silt, or barnacles; when the party first enters they will not be able to discern many individual items or shapes.  The party must spend 2 rounds brushing away debris to uncover the various items.

There is shelving along the walls, on which sit some nets, a silver dagger, a rusted harpoon, a pair of (glass) goggles with a rubber strap, a pair of rubber flippers (which double undersea movement rates), five black candles lashed together with twine, an ivory box, and a strange-looking funnel-like device.  The ivory box is rather plain (worth 100 gp), but contains two interesting items: a nonmagical ivory wand (50 gp) on which a Continual Light has been cast, and a small crystal flask which has screw threads around its exterior, and whose stopper seems to have been replaced by a very thin rubber membrane.  The flask contains a Potion of Water Breathing (single dose), for the lady's use in an emergency.  The funnel-device enables a submerged person to drink the potion.  It is made of black rubber, and is approximately 6" long.  On one end is a funnel with a 6" diameter, along with a rubber strap for securing to one's mouth.  The middle portion of the device is simply rubber tubing.  The other end is enlarged somewhat to match the diameter of the flask, and contains screw threads to secure it.  In addition, there is a large metallic point secured by wires facing out towards the flask end.  To use the device, a PC must affix the funnel end to his mouth, and then screw the flask in tightly to the other end.  The sharp point will break the rubber seal and allow the character to consume the potion (as well as a small quantity of seawater).

Etched in the stone floor is a pentagram, and there are small holes at each of the points in which the black candles can be placed.  If all five candles are placed in the holes, and the center of the pentagram is pushed down, there will be an audible click to the east.  The east wall can pushed away, revealing a passage to (24).

24.  Secret Chamber
This chamber is similar in appearance to (23).  On the floor is a very large metallic barrel, now rusted, which was to form the hull of an Apparatus of Kwalish which the lady was constructing.  It is nonmagical and useless.  On a shelf above it is another piece of the tripartite key for the door at (18).  The sphere on this part is yellow.


Dungeon, Level 1

25.  Dungeon Entrance
The stone stairs here are worn smooth from use.  The entire area is mildewy and cobwebby, and the air is very stale.  Wall sconces contain burned-out torches.

26.  Crypt Hallway
Guarding the entrances to the various crypt chambers are 12 zombies (hp 11, 12, 16, 10, 10, 12, 11, 11, 11, 9, 12, 7) whom the lady has placed here.  They are arrayed two abreast in six rows down the corridor.  Anyone but the lady who enters this corridor is subject to attack.

27.  Tomb
The floor here is earthen and loosely-packed.  Near the center of the room is a tombstone reading: "Pierre Rheaume, husband to Sylvie, father to Jeanne, grandfather to Chantal / 449-492."  Buried some five feet below this marker is a fine oak casket containing M. Rheaume's remains.  Only some bone fragments are still discernible.

28.  Tomb
This chamber is similar to (27).  There are, however, two tombstones here, one bearing the name "Sylvie Rheaume, wife and mother" the other "Celine Brisson, devoted servant."  In addition, Mme. Rheaume appears to have been entombed with certain treasures: there is a long stone bench on the east wall, upon which is a silver mirror (50 gp), a golden chalice (300 gp), a mink coat (50 gp), and a silver brooch with inset emerald (150 gp).  Mme. Rheaume, buried six feet underneath the ground, also wears a simple gold wedding band (50 gp).  Mlle. Brisson has no treasure, but is clearly wearing a maid's uniform.

29.  Tomb
This area is clearly unfinished.  A tombstone rests up against the south wall, bearing the inscription, "J. F. Rheaume," and featuring a pentagram and various magical sigils along its borders.  There is no date.  A plain oak casket sits closed next to it.  It is empty, but for a megalo-centipede (hp 14) which has chewed its way through the bottom.  It will attack if disturbed.  Finally, a grave has been dug in the center of the room.  The hole is six feet deep, and otherwise unremarkable.

30.  Chantal's Tomb
This tomb is the most well-appointed of the group.  There is an above-ground stone sarcophagus in the center of the room, approximately three feet high, but only four feet long.  Underneath a plain stone lid bearing the words "Beloved Chantal" are the remains of the lady's only daughter, who died when she was eight.  Although her flesh has long since given way, her red dress and riding boots are still discernible.  She is wearing a thin gold necklace with a large ruby, with the whole worth 400 gp.  At her side is a small riding crop.

The sarcophagus is ringed by dried roses, and hanging from the ceiling above it is a small brazier on which a Continual Light has been cast.

Standing guard here is a crypt thing (hp 34) who will naturally defend the sarcophagus.

31.  Klein Bottle
This room is dominated by a large and unusual stone sculpture.  It stands eight feet high, and is some twenty feet long.  It appears almost as a large curved horn of some kind, except that the tip of the horn re-enters the mouth at the top, forming a loop.  It is in fact a Klein Bottle, created in three dimensions by powerful magics.

The mouth of the bottle is nearly tall enough for a man to stand in, but narrows considerably as it twists up and around before rejoining the body.  Any size M or smaller creature can successfully crawl through the Klein Bottle and emerge from where he started.  When he does, however, space will appear reversed to him: east will be west, north will be south, and up will be down.  Any movement by the character will be in the opposite direction intended.  Characters disoriented in this manner will suffer -4 to attack rolls, and a +4 penalty to Armor Class, and will lose any Dexterity bonuses they may have had.  These effects can be reversed by re-navigating the bottle.

If a character traverses the bottle while carrying the lever from (36), the screw threads will be reversed, allowing it to be affixed to the pedestal in (33).

32.  Pedestal
A black marble pedestal, about four feet high, stands in the center of this chamber.  The top of the pedestal is notched, and there is a small brass socket in its center, with clockwise screw threads.  The lever from (36) will fit into this socket nicely.  If the lever is attached and pulled, however, nothing will occur.

33.  Working Pedestal
A pedestal nearly identical to the one in (32) stands here.  The difference is that the socket has counter-clockwise screw threads.  If the lever is passed through the Klein Bottle, attached here, and pulled, it will open the secret door to the south.

34.  Stairwell
It is colder and damper here than the rest of the first dungeon level.  When the door is opened, a strong breeze will blow towards the party, extinguishing any torches or candles.  Rough stone stairs lead into darkness.

35.  Guards
Standing guard here are a pair of broken ones (hp 18, 21; keen hearing).  Both appear to be human-cat hybrids of some sort.  When the PCs enter, they will leap to the defense.  When fighting breaks out, one will call to the others in (38).  Each carries a rusty broadsword and a pouch containing 10 sp and 8 gp.

The broken ones sit at a long wooden table playing cards.  The floors here are stained, possibly with blood, and there are strange pieces of rusty and twisted iron in the corners.  The doors to the north and south are actually iron gates, and in each case the locks have been broken.  The north door is barricaded by large pieces of wood and metal.  There is also a secret door to the west which is activated by pushing hard on a loose stone block.

36.  Experiment Chamber
The broken ones never enter this area, as it is the place where they were created.  There is a large stone slab in the center of the room, approximately eight feet long, three feet wide, and three feet high.  There are rusted manacles and leg irons at either end of the slab, and it is stained with blood.  The slab sits at the center of a pentagram burned into the floor.  Next to the slab, tipped over, is a wheeled metal tray, surrounded by rusted surgical instruments.  There is wooden shelving along the walls, and many broken glass tubes and beakers.  Some braziers have been tipped over or smashed as well.  In the alcove to the north, a variety of bones are piled, some human, some animal.  Mixed in with them is a brass lever with clockwise screw threads.

37.  Secret Passage
The air in this passage seems fresh.  In fact, the corridor leads some 150' to the west, gradually sloping upwards, until it reaches the surface, where its entrance is carefully hidden by shrubs and rocks.  Once used by the lady as a means of escape, it is now used by the broken ones for hunting, raiding, and the like.

38.  Cells
When the lady was in residence and conducting her experiments, this was where her broken ones were imprisoned and tortured.  Even after she has gone, though, the broken ones have remained here.  The air is heavy with strange animal scents, none of which are individually discernible.  All eleven of the cell doors have been damaged in some fashion, and in each case, the locks have been smashed with rocks, so that they swing open freely.  Some simple tools and items (buckets, rope, a stool, a crude hammer, etc.) are scattered about in the central portion of this chamber, and the floor is covered with all manner of animal detritus: scales, fur, feathers, bone, skin, and other unrecognizable bits.  In the northeast corner of the room, the broken ones have accumulated some booty from recent raids: a locked chest containing 289 gp, a variety of rare spices (worth 400 gp), and a large pile of beaver pelts (worth 500 gp).

Lairing here in the various cells are 8 broken ones: four appear to be human-horse hybrids, with horse-like heads, human arms and torsos, and horse legs and tails, but which manage to stand upright (D 2-8 [morningstar] hp 18, 16, 18, 18; keen sense of smell); three are human-vultures, feathered, and with strong beaks and claws (AT 2 D 1-6/1-6 hp 22, 15, 15); and the last, a greater broken one, is a human-spider mix, standing upright with eight eyes, sharp mandibles, six arms (and two legs), and a light coating of black fur (AT 3 THAC0 15 D 4-9/4-9/1-6 AC 5 hp 26; poison, keen sight).  This abomination fights with two hand axes, and can bite as well for 1-6 hp of damage.  Victims of its bite must save vs. poison or die in 2-8 rounds.  Each broken one carries 3d6 sp and 2-8 gp.

Most of the cells are rather similar: they contain dingy mattresses on stone slabs, as well as a few useless and ill-kept personal items.  Cell (a), belonging to one of the human-horses, also contains a 200 gp jade brooch hidden carefully under the mattress.  Cell (b), belonging to the greater broken one, contains a rich treasure hidden behind a loose block in the wall below his bed: 190 cp, 308 sp, 323 gp, 376 ep, an ivory statuette of a horse (worth 300 gp), and a pair of Gloves of Missile Snaring.

Wandering Monsters: 1 on d6, 6 turns

1.  2-5 broken ones
2.  2 ochre jellies
3.  1 rust monster
4.  1 wight
5.  1-3 boring beetles
6.  2-5 gargoyles


Dungeon, Level 2

39.  Bloodstains
The stairs leading down to the second level here are stained with blood, and bits of scale and fur adhere to them.  The stains appear recent, perhaps a couple of days old at most, and they seem to head towards the west.  Light from (40) is visible from here.

40.  Pool
This room is illuminated with a Continual Light spell, and the walls are painted in a light blue wave pattern.  In the center of this room is a 10' x 10' x 4' pool, elevated above the floor.  Trapped within it is a water weird (hp 21) which will lash out at any characters who peer in too closely.  At the base of the pool is a Ring of Water Walking.

41.  Cold Storage
The door to this chamber is somewhat cold to the touch, and a definite chill can be felt coming through the fairly wide crack below.  In addition, the door is locked.
 
The source of the cold inside is a strange sphere suspended by a heavy chain 7' from the ground, near the midpoint of the room.  The sphere appears to be made of stone, and radiates magic.  It keeps the room at a constant 5 degrees Celsius.  It has been placed here by the lady to help maintain some of her furs and other apparel.

There are two long clothing racks running north-south, and a hat rack in the southeast corner.  Hanging on them is a wide variety of fur coats, capes, hats, and stoles, as well as more mundane jackets, robes, and dresses.  All told, the garments weigh in at about 400 lbs, and are worth a collective 1200 gp.  One of them, however, is a not a coat but a cloaker (hp 28) which will attack unwary looters.

42.  Tripwire
This room is rather barren and nondescript: there are some dust outlines on the walls where a clock, paintings, and bookcase used to be, a plain metal door in the alcove to the southeast, a few cinderblocks stacked haphazardly along the north wall, and a small pile of sand and leaves in the northeast corner.  In addition, there is a thin tripwire across the entryway which is 90% undetectable by unprepared party members.  If the tripwire is crossed, a clicking sound will be audible, and the metal door will become locked.  There are no external mechanisms for this lock, and thus picking it requires penetration of the door at a precise point.  This imposes a 50% penalty on thieves' Open Locks rolls.

The floorstone underneath the sand and leaves will appear slightly discolored or unusual if uncovered.  It is a pressure plate: if a cinderblock (or something equivalently heavy) is placed upon it, the door will unlock.

43.  Tunnel
This dank and wet passage stretches for several hundred yards to the east, eventually running underneath the surf and reaching the airlock at (22a).  As the party begins to pass under the water, they will feel the pressure in their ears.

Just past the door to (42), there are a pair of buttons marked Lock and Unlock which control the locking mechanism.

44.  Slide
Just beyond this door, the floor becomes wooden, it slopes away quickly and is slick with filth and waste.  Any PC setting foot here must make a Dex check at -5 to avoid slipping and sliding down to (44).  Those who slip will suffer 1-4 hp of damage upon their arrival.  Characters may also choose to slide down purposefully, in which case they take no damage.

45.  Otyugh
Living here among piles of filth and offal is a small otyugh (hp 35) has been starved of fresh meat for a long time.  Any characters sliding down here unintentionally will be easily surprised by it (-3 on roll).  Underneath the otyugh, some treasure has accumulated: 820 gp, 76 pp, and a 400 gp spinel.  All are encrusted with waste and will require thorough searching to discover.  While searching, the PCs are 50% likely to encounter 5-10 rot grubs (hp 1).

On the west wall of this chamber is a large red button which when pressed will cause the ramp in (44) to become stairs.  The button, like all things here, is camouflaged by waste and must be sought out carefully.

46.  Lizards' Den
The door to this room has been splintered, probably by something very strong.  The room itself appears to have been used for long-term storage of various household items, including dishes, firewood, some furniture, rugs, and perhaps food as well.   Lairing here now, though, are a pair of subterranean lizards (hp 30, 26) who have smashed or otherwise ruined the crates and trunks that were stored here, along with both doors and some shelving.  The lizards have torn up some of the items they found here and fashioned a nest in the northwest corner.  Mixed in with this nest is a small leather pouch containing a 500 gp emerald.

47.  Storage
Like (46), the door here is smashed, and it appears that the lady used this room for storage.  The items here, though, are clearly children's items.  Leaning on the wall in the southeast corner, only partly damaged, are the wooden legs and frame of a baby's crib.  On the floor next to them, in fairly good condition, are several rolls of wallpaper, done in pink with a pony motif.  In addition, there are two trunks here, both of which seem to have been opened by brute force.  The first contains an assortment of baby and young girl's clothes, running to approximately age seven.  The second contains toys and other baby items: a glass bottle, a mobile, a rattle, and a pacifier, as well as some baby sheets and other bedding.  Lastly, there is a wood rocking-horse in the southwest corner which has been knocked over but is otherwise undamaged.  The rocking-horse is worth 80 gp.

48.  Shrine
Jeanne Rheaume has consecrated this area to Langevin, God of Reason, her patron deity.  Large black candelabras stand in the northwest and southeast corners of the chamber, and there is a black wool mat on the floor.  In the southwest corner is a small font containing about one gallon of unholy water.  In the northeast corner is a life-size ebony statue of a human-like figure with close-cropped hair dressed in robes, with his left hand behind his back, almost as if he is hiding something, and his right hand outstretched and slightly cupped.  Langevin's left hand, not visible unless the party makes an effort to peer behind the statue, is holding an abacus, whose beads show the sum of seven.  The right hand and arm are actually movable, but they are extremely sensitive: if too much or too little force is exerted on the arm, a locking mechanism will hold it in place.  If exactly eight gold coins are placed in the right hand, Langevin's arm will drop down about 30 degrees, unlatching the secret door at (49).

49.  Secret Door
This portal appears to be a plain section of dungeon wall.  When the abacus puzzle in (48) is triggered, though, a click will be audible from this direction, and a section of wall will be slightly ajar.  The door can be pried open with a crowbar or other strong metallic item from this position.

50.  Golem
Standing on guard in the center of this room is a flesh golem (hp 40), protecting the lady's treasure in (52).  His instructions are to attack any who pass through here, other than the lady herself.

The chamber itself is rather spare and nondescript.  As it has been carefully hidden for many years from most of the other dungeon residents, it is relatively clean and well-kept.  Of note, however, are the three doors to the south, which have been painted red, yellow, and blue from east to west.  These doors are otherwise normal.

51.  Fool's Gold
This room is bare and unfurnished, but for a large wooden chest in its center.  The chest appears to contain 2400 gp, 245 pp, a 500 gp pearl, and a suit of plate mail.  It in fact contains a pile of rocks of equivalent size and weight, on which has been cast a Permanent Illusion.

The secret door in the west wall is opened by means of a carefully camouflaged button on the east wall.

52.  Treasure Chamber
Like (51), this room is empty, save for a large wooden chest in the center.  The chest is locked.  It contains 2400 gp, 245 pp, a 500 gp pearl, a suit of +1 Plate Mail, and the third portion of the key to (18), with a blue sphere on its end.  The bottom of the chest is actually a pressure plate.  If the treasure is removed without corresponding weight added (e.g., the rocks from the chest in (51)), a Wall of Fire will spring up in the secret doorway and radiate heat in the direction of the chest.  It will last for 12 rounds unless otherwise dispelled.

53.  Water Trap
Like (51), this room is utterly unadorned and empty, but for a large wooden chest in the center of the room.  The chest is unlocked, and contains only a Phillips-head screwdriver.  When the chest is opened, four things will occur.  First, a very heavy and thick metal plate will drop down in the doorway, sealing off the exit to the room.  Second, the chest will slide away to the south revealing a grating underneath, blocked by a closed valve.  Third, a panel in the south wall will open, revealing another grating, through which seawater will begin to pour.  Fourth, a panel on the east wall will slide away, revealing a lever with two positions: Open and Closed.  It is set to closed.  The lever housing is secured to the wall by four Phillips-head screws.

In order for the lever to function, the party must unscrew not the lever housing, but the grating, where the valve mechanism is blocked by a wedge of wood.  Unscrewing the grate can be performed by any character with a 10 Str, and will take three rounds.  The water will fill the room in 10 rounds unless the party opens the grating.  Once they do, the water will drain away quickly, and the heavy metal plate will draw back above the doorway.  While working on the grating, the PCs will need a source of light, and may need to resort to magical breathing aids as well.  Other than via the lever, the heavy metal plate cannot be lifted or destroyed by anything short of a fire giant or rust monster.

54.  Crush Trap
Like (51) and (53), this room is unadorned and empty, but for a large wooden chest in the center.  When the chest is opened (it is empty), four things will occur.  First, a heavy and thick metal plate will drop down and block the entrance to this chamber.  Second, the north wall will begin to push in toward the south, at the rate of 3' per minute.  Third, a panel in the south wall will slide away, revealing a lever with three positions: Forward, Halt, and Reverse.  It will be set to Forward.  Finally, a Magic Mouth will appear on the south wall next to the lever, and deliver this message in a woman's voice: "This is what happens when you steal from a wicked witch.  Farewell."

The lever is illusory, but the sliding north wall is all too real, and will kill the party in 10 rounds.  If the PCs observe the Magic Mouth closely, they will notice a strange shadow across it as it speaks.  This is because the Mouth has been placed directly adjacent to the real lever, which is invisible and recessed into the wall making its detection difficult (it requires a successful secret door check).  In addition to reversing the wall's movement, the Reverse setting on the real lever will draw the metal plate back above the doorway.

Wandering Monsters: 1 on d6, 6 turns

1.  1 wraith
2.  2-8 hell hounds
3.  1-3 phycomids
4.  1 phase spider
5.  1 rust monster
6.  1 slithering tracker