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