Town of Dunhaven
By making a few simple inquiries around town (Gather Information DC 10), the PCs will be able to book passage on a ship departing for Montolieu (Majeau's northern port) in one month, at a cost of 100 gp each. The ship is the S.S. Caroline, an Orca-class trading ship. The captain and owner is Warren Clancy (LE male human expert 8). If asked, Gorka can tell the PCs that Clancy has a deserved reputation for being an unforgiving captain, but he is very good at what he does and never fails to get his cargo and passengers where they are going.
En Route
On the way to Majeau, about 5 miles off the Gervaisien coast and about 130 miles southeast of Narbonne, the Caroline will be attacked by a malicious sea giant. The giant will begin by using control winds to slow down and ultimately stop the ship. He'll then cast control water to create a whirlpool in order to trap it and possibly destroy it.
While the ship is trapped in the whirlpool, everyone aboard suffers -2 penalties on all attack rolls, and must make DC 15 Concentration checks (10 if below decks) to cast spells. They must also succeed at a DC 10 Balance check in order to move; failure by 5 or more leaves the character prone.
The crew of the Caroline can escape the whirlpool in the initial round with a DC 25 Seamanship check (include them in the initiative order). Failing that, they will need to make a DC 15 Seamanship check every round the whirlpool is active, to avoid 1d4 structure points of damage to the ship. If they fail three consecutive checks, the ship is capsized, causing 2d6 points of damage to everyone aboard, who are then sucked under by the whirlpool, 100 feet below the surface. A DC 20 Swim check is required to escape the vortex to an area of relative calm. Allow each PC a DC 15 Swim check to grasp a piece of buoyant flotsam, which grants a +5 circumstance bonus to any future Swim checks. It will take 3 hours of steady swimming to reach shore.
In combat, the giant will use his shape water ability to batter the vessel and anyone entering the water, and then levitate above the surface and try to pick off targets with his trident. Either the PCs or a crewman can use the Caroline's ballista against the giant.
If the ship is destroyed, but the PCs survive and make it ashore, they will eventually encounter travelers who can accompany them to Narbonne, where they will be able to engage another vessel to Majeau within 1d3 weeks.
The sea giant wears anklets of levitation (equivalent to boots), and a massive necklace of coral and pearls worth 8500 gp.
Sea giant: hp 178; Seas of Blood 101.
S.S. Caroline, Orca Trading Ship
Medium Merchantman (Sailed) (Seas of Blood 52)
Structure Dice: 4d8 (18 sp)
Hardness: 5
Manoeuvrability: -2 (-2 Merchantman)
Speed: 20 ft./48 mi.
Turn Rate: 80 ft.
AC: 8 (-2 Merchantman)
Weapons Fore: None
Weapons Aft: Ballista
Weapons Broadside: None
Damage: Ballista 3d6/-
Special Qualities: None
Race: Human Class: Expert Level: 3 Crew Size: 30
Crew Hit Points: 97
Initiative: +1 (+1 Dex)
Attacks: Short sword +2
Damage: Short sword 1d6
AC: 11 (+1 Dex)
Saves: Fort +0, Ref +3, Will +3
Feats: Skill Focus (Profession [sailor])
Seamanship: +9
Montolieu
The Caroline (or whatever ship the PCs end up on) will dock at the port town of Montolieu, at the mouth of the Capouillet on Majeau's northern coast, about one month after departure. Montolieu was once a fairly bustling shipping village, owing to its location, but since the war volume has dropped precipitously and the town is quite depressed economically. It is drab and gray, with little activity or sound but for gulls circling over the harbor.
When they arrive, Arbrant will open his canteen to find it brimming with blood. Moments later, it seems to have reverted to water.
[Bartok, Music for Strings, Percussion and Celesta, I: Andante tranquillo].
Ruined Village
The road from Montolieu to Majeau passes through a ghost town. There are about two dozen buildings, some of them burned, others simply weathered and dilapidated. Tall weeds have grown up through every crack, and there is garbage strewn everywhere.
The town is utterly still and quiet -- there's not a single living creature in evidence, not even a bird -- except for the persistent and rhythmic creaking of wood on wood coming from a darkened porch, just off the road. If the PCs investigate, the first to arrive will, out of the corner of his eye, see an old male human figure sitting in a rocking chair, but only for a split-second. The figure's neck is twisted, as if broken. The PC blinks, and the figure is gone. However, the chair continues to rock for awhile, and the seat is slightly warm. There is no one to be found.
City of Majeau
Majeau (Small City): Conventional/Nonstandard/Monstrous; AL N; 15,000 gp limit; Assets 4,875,000 gp; Population 6,500; Isolated (96% human, 2% halfling, 1% elf, 1% other).
Authority Figures: Lucien Cotard (NG male human expert 5), magistrate.
Important Characters: Irixis (LE beholder), leader of the Furies.
Read to the players:
As you round a hill, the city of Majeau appears before you. The city's outer walls, smashed by the armies of John LeClair some years ago, seem to have been mostly repaired. You can spot a few guards walking their parapets. The Capouillet emerges from an open gate on the north side of town. To the south, you can see tall, sheer bluffs from which the river tumbles down, forming an impressive waterfall. A few buildings are visible atop these bluffs, but appear ruined or burnt. A pair of massive stone staircases wind up from the lower sections of the city to the bluffside.
Majeau's population is down to 6500 from a prewar high of 18000. As a result, the city feels deserted. It is also only partly governed. The lower-lying areas to the north are under the tenuous control of the city government, headed by Lucien Cotard, a famous, genial old barrister who managed to survive the war. However, the southernmost and wealthiest areas of the city, including Reynard Palace, were utterly devastated under Drouiniste rule and have not recovered. Many of the grand estates are burned out or gutted hulks, and none are occupied by their (former) owners, most of whom were killed as soon as the city fell. This section of town is inhabited only by destitute squatters and roving gangs of criminals who prey on the more stable areas of town. High, sheer bluffs form the boundary between the governed and ungoverned sections of town.
PCs inquiring about Reynard Palace will learn that it had a very grisly history during the war: the entire Reynard family was captured and killed by the Drouinistes immediately. The palace was then used as a temporary headquarters by the invaders, and hundreds of prisoners were slaughtered there (Gather Information DC 10). With a successful DC 20 check, the party will hear rumors that a gang has recently taken up residence there. With a DC 25 check, they'll hear whispers that the Reynard's youngest son, Arbrant, survived the Drouinistes' attack.
If the party inquires about Rebecca Tarryn after their visit to the palace, they will learn that she is a member of the Furies gang, whose headquarters are in the old Yellow Cat Inn (L'Auberge Chat Jaune) in the Bluffside area. This requires a DC 20 Gather Information check in the lowertown sections of Majeau, or can be obtained by questioning virtually anyone in Bluffside.
* Grand Staircases *
The bluffs on the southerly part of town are about ninety feet high and quite sheer. They make a very difficult climb. However, there are two grand staircases which lead from Lower Town to the Bluffside area. Both staircases are guarded at all times by a squad of gendarmes (six human fighter 4). For the most part, the gendarmes will not allow anyone to climb to the lawless section of town (or vice versa, obviously). They will insist that the PCs obtain a writ from the magistrate (Cotard) before being allowed to proceed. However, the gendarmes at the western bridge are corrupt and on the payroll of gang leaders, and will allow anyone to climb who makes a sufficient bribe (200 gp). The gendarmes will insist the PCs return at night, so the transaction and crossing can be conducted in secrecy.
The PCs can learn about the corrupt gendarmes with a successful DC 20 Gather Information check.
* Magistrate *
If the PCs try to obtain a writ, they will be allowed to speak with Cotard after a two-hour wait. Cotard (Sense Motive +13), an old, seemingly tired man with a droopy mustache, will be polite and friendly. When first meeting the PCs, he will assume/hope that they are representatives of the Drydens, here to negotiate protection over Majeau and establish order in the city. He will be disappointed when he learns otherwise. He will not grant his approval to enter the ungoverned section of town without a convincing reason. If the PCs mention anything about a treasure, he will grant the writ only if they agree to remit 20% of whatever they find as a tax.
If asked, he will lament to the PCs about the state of the city. Lower Town survives, but it does not thrive. With so few people to occupy it, it feels abandoned. Bluffside, on the other hand, really is abandoned. Cotard simply does not have the men, nor the people of Majeau the energy, to subdue it. So for years now, they have had to tolerate a pocket of dangerous anarchy in their midst. Any blow the PCs can strike against the criminal gangs of Bluffside will be most appreciated.
The Bluffside
The Bluffside is divided roughly into two areas. On the eastern bank of the Capouillet there are (or were) grand estates, including Reynard Palace, many fenced off with rusted and broken iron gates. The mansions dotting this area are burned, boarded-up, or otherwise dilapidated. The once-opulent gardens are so overgrown that they obscure the entire first floor of some structures.
The west bank featured more modest (but still expensive) accommodations, dotted with a few shops and enterprises that comported with wealthy neighbors: gemcutters, moneychangers, bakers, tailors, and the like. On both sides of the area, the cobblestone roads are broken and rough, and an eerie, nearly overwhelming silence pervades.
* Gray Jester Encounter *
When the PCs first enter the west bank, they will spy a figure, crouched in a dark alleyway between burned-out storefronts. The figure simply stares into the distance, motionless, and completely oblivious to the party's presence. If the PCs move in for a closer inspection, they will notice that it's a young human male, dressed in dirty and torn clothes. He'll fail to respond to any attempt at communication.
Moments later, they will hear a bizarre, cackling laugh coming from around the corner. It's a powerful gray jester bard, preying upon the miserable inhabitants of this war zone. With him are a charmed gray render and a pair of bleak one rogues.
The gray jester will attempt to incapacitate as many PCs as possible using Tasha's hideous laughter and deep slumber, and rely on the rogues and gray render to deal out damage.
[Bartok, II: Allegro].
Gray render: hp 125; Monster Manual 138.
Bleak One Rogues CR 5
Human rogue 5
N Medium humanoid (human)
Init +7; Senses Listen -1, Spot -1
Languages Common
-----
AC 16, touch 13, flat-footed 16; uncanny dodge
hp 27 (5 HD)
Resist evasion
Fort +3, Ref +7, Will +0
-----
Speed 30 ft. (6 squares)
Melee +1 short sword +5 (1d6+1/19-20) and mwk short sword +5 (1d6/19-20)
Base Atk +3; Grp +4
Atk Options sneak attack +3d6
Combat Gear potion of cure moderate wounds, potion of darkvision
-----
Abilities Str 13, Dex 16, Con 14, Int 10, Wis 8, Cha 0
SQ trapfinding, trap sense +1
Feats Improved Initiative, Weapon Finesse (B), Two-Weapon Fighting
Skills Balance +13, Climb +1 (+3 using ropes), Disable Device +10, Escape
Artist +11 (+13 involving ropes), Hide +11, Jump +3, Move Silently +11,
Open Lock +13, Sleight of Hand +11, Tumble +11, Use Rope +11 (+13
involving bindings)
Possessions combat gear plus masterwork studded leather armor, +1 short
sword, masterwork short sword, masterwork thieves' tools
Gray jester bard 8 CR 8
NE Medium fey (Heroes of Horror 151)
Init +12; Senses low-light vision; Listen +4, Spot 4
Languages Common, Elven, Sylvan
-----
AC 20, touch 20, flat-footed 12
hp 104 (16 HD); DR 10/cold iron
SR 18
Fort +7, Ref +20, Will +13
-----
Speed 50 ft. (10 squares)
Melee scepter +18/+13 (1d4 plus Tasha's hideous laughter) or scepter
+18/+13 melee touch (Tasha's hideous laughter)
Base Atk +10; Grp +10
Special Actions bardic music 8/day (countersong, fascinate, inspire
competence, inspire courage +2, suggestion [DC 21]), empathic feeding
(DC 20)
Combat Gear deck of illusions, scroll of blink
Bard Spells Known (CL 8th):
3rd (2/day) - charm monster (DC 20), crushing despair (DC 20), deep
slumber (DC 20)
2nd (5/day) - blindness/deafness (DC 18), glitterdust (DC
18), hypnotic
pattern (DC 18), shatter (DC 18)
1st (5/day) - cure light wounds, grease (DC 17), lesser confusion (DC
18), silent image (DC 17)
0 (3/day) - dancing lights, detect magic, ghost sound
(DC 16), lullaby
(DC 17), message, read magic
Spell-Like Abilities (CL 5th):
at will - Tasha's hideous laughter (DC 19)
-----
Abilities Str 10, Dex 26, Con 16, Int 12, Wis 13, Cha 23
SQ bardic knowledge +9
Feats Blind-Fight, Combat Casting, Eschew Materials, Improved
Initiative,
Spell Focus (enchantment), Weapon Finesse
Skills Balance +10, Bluff +21, Concentration +11, Diplomacy +15, Disguise +6
(+8 acting), Gather Information +8, Hide +19, Intimidate +8, Jump +10,
Knowledge (local) +9, Listen +4, Move Silently +20, Perform (comedy) +25,
Sense Motive +12, Spellcraft +12, Spot +4, Tumble +16, Use Magic Device +25
(+27 scrolls)
Possessions combat gear plus scroll of contact other plane
* Reynard Palace *
The palace grounds contain several structures: the palace itself; two guest villas; servants' quarters; and a crypt, whose entrance is tucked in a grove of trees. All but the crypt and a portion of the palace were sacked and utterly destroyed during the war (or since).
A. The Crypt
Use the Catacombs map from Heroes of Horror 74, areas 1 and 2 (block off
other areas).
A set of white marble stairs leads down into a fifteen-foot wide hallway, divided into aisles by a central support structure. On either side of each aisle, along the walls, are plaques indicating the resting places of the previous members of House Reynard, going back centuries. The floor is strewn with debris, but the area is otherwise intact.
At the end of the hallway, steps lead down to an open area. There are four statues here, representing great members of House Reynard, as well as a pair of tarnished silver candelabras, and at the very back, a large statue of an angel, holding a sword from an outstretched arm. Behind the angel is a mosaic depicting the Reynard coat of arms, the Imperial flag, and an intact and glorious Reynard Palace, shown from the rear.
A close examination of the angel statue (Search DC 30) will reveal that the ring finger on its right hand (the one not holding the sword) has faint grooves upon it, as if a real ring were once placed there. If Arbrant's signet ring is placed on the finger, but the switch in area 18 of the palace has not yet been flipped, a magic mouth will appear on the angel, and will say, "The ring is one key, but another is needed. I can guide you, but I cannot lead you." This is its only message. If the switch has already been flipped, the back wall of the crypt will slide away, revealing the vault.
From the perspective of a character placing the ring on the angel's finger, the sword points at the southwest corner of the second floor of the north wing of Reynard Palace (towards area 18).
A1. The Vault
This small chamber has clearly not been opened or visited in many years.
It is protected from divination and extradimensional travel by lead
sheeting and a permanent antimagic field.
There is a very substantial fortune here: two stout wooden chests, each containing 2000 gp; a coffer with 200 pp; a jade cameo pendant (250 gp); a coral brooch with oval jasper setting (250 gp); two black pearls (500 gp each); an onyx sphere with trees carved in relief (500 gp); a fire opal (1000 gp); a set of six gold and silver bells with jeweled handles (1000 gp); and, atop a velvet pillow, a golden crown, tarnished and dusty but intact, crusted with emeralds and sapphires, worth 10000 gp.
B. The Palace
Use the Shadow
House map from Heroes of Horror 70.
Only the north wing of the palace remains standing. The other areas of the house have burned and collapsed.
The entire area is under the effects of a magnitude 8 "bad place" haunting (Dragon 336 22), as a result of the slaughter that took place here under the Drouiniste occupation. The heart of the haunting is area 28, the basement underneath the tower, where most of the victims were slain.
The palace is also haunted by the ghost of James Tarryn, an innocent figure killed by the Reynards to protect their young son Arbrant, whom Tarryn had caught stealing. It was Tarryn's rage that initially trapped the spirits of the Drouinistes' victims in the palace, creating the "bad place" haunting. Tarryn will torment the PCs, and especially Arbrant, as best he can. The benefits of the bad place haunting are included in his statblock. To put him at rest, the PCs must produce his daughter Rebecca, and Arbrant must explain who he is, apologize to her, and beg her forgiveness. Freeing Tarryn is the key to dispelling the haunting as well (see area 28).
Bad Place: magnitude 8; CL 8th; major image 8/day (DC 18), phantasmal killer 1/day (DC 18); all living creatures must make a DC 18 Will save every day or suffer 1d4 Wisdom drain; undead effects.
James Tarryn CR 11
Male human ghost aristocrat 8
CE Medium undead (augmented humanoid, incorporeal) (Monster Manual 116)
Init +1; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages Common, Haute Langue
-----
AC 11, touch 11, flat-footed 10; or AC 16, touch 16, flat-footed 15 while
manifested
hp 52 (8 HD); fast healing 5
Immune incorporeal traits, undead traits
Resist +8 turn resistance
Fort +2, Ref +5, Will +8
-----
Speed fly 30 ft. (6 squares) (perfect)
Melee unarmed strike +5/+0 (1d3-1 nonlethal)
Base Atk +6; Grp -
Special Actions horrific appearance (DC 19), manifestation, malevolence (DC
20), telekinesis (DC 19)
-----
Abilities Str 8, Dex 12, Con -, Int 14, Wis 14, Cha 20
SQ rejuvenation
Feats Lighting Reflexes, Mounted Combat (B), Persuasive, Skill Focus (Ride)
Skills Bluff +18, Diplomacy +22, Disguise +5 (+7 acting), Gather Information
+16, Hide +9, Intimidate +9, Knowledge (nobility and royalty) +13, Listen
+10, Perform (keyboard instruments) +16, Ride +15, Search +10, Sense Motive
+13, Spot +10
1. Gate
While the two halves of the gate are still on their hinges, they are
rusted, broken, bent and worthless. One of them will creak audibly in a
stiff breeze.
A DC 16 Survival check will reveal multiple sets of tracks going in and out. On a successful DC 15 Search check of the gate, the PCs will find a torn piece of cloth stuck to a jagged, protruding bit of metal. There are a few drops of blood on the cloth and the gate. Examining the tracks in that exact spot (Survival DC 20) will suggest flight, away from the palace.
2. Ornate Fountain
The fountain contains about six inches of filthy, mosquito-infested water.
The non-functioning spout is the maw of a bronze lion. The lion looks
strangely pained, but is otherwise mundane.
3. Stone Well
The well has a diameter of 10 feet.
It is the lair of a Gargantuan monstrous spider (hunter), who will be able to detect the PCs with tremorsense and strike with surprise if any of them investigate the well.
Gargantuan monstrous spider: hp 104; Monster Manual 288.
4. Smithy
The equipment here is all smashed or rusted. If the characters search
the ash in the furnace carefully (DC 25), they will find a small rod of
pure jade. This is a taint-absorbing item, worth 100 gp.
5. Stablehouse
This wooden structure is mostly burnt out. Only a few rat-chewed bones
remain.
6. Tower
The floor here is covered with debris. Some heavy wooden planks and a
layer of plaster dust cover a trapdoor in the northwest corner of the
floor. The PCs can locate the trapdoor with a DC 20 Search check.
Just entering this area will fill the PCs with an ineffable sense of dread. If more than a few moments are spent here, or if any attempt is made to clear the debris and open the trapdoor, Ceinwynn will feel cold, wet blind mice squirming between her armor and her skin, which will only desist when she removes her armor and finds nothing there.
7. Main Hall
This room feels strangely, bitterly cold.
When the PCs enter, they will see a major image of three young people (two male, one female), in their late teens or their early twenties. Their backs will be to the PCs, and they will not respond if spoken to. They can be heard whispering to one another, but what they are saying is inaudible. If and when the PCs move around to face them, they will see that the young figures are cutting their faces and throats with jagged bits of glass. As the blood pours out, they will suddenly lunge in the PCs' direction, and then vanish. When this happens, the door through which the PCs entered will slam shut. (This is the work of James Tarryn, who will manifest outside the room and close the door telekinetically. He'll retreat to the Ethereal Plane immediately after doing so).
Behind a grand chandelier that has fallen from the thirty-foot high ceiling, there are three human corpses splayed on the white marble floor, the same figures seen in the illusion. All have been killed with something sharp.
[Bartok, III: Adagio].
8. Parlor
This room features a number of family portraits, most of them torn and
ruined. However, above the fireplace is a mostly intact portrait of young
Arbrant. He is easily identifiable.
There is an intact celesta along the west wall, and on a shelf adjacent to it, a battered but still functional violin that can be used to activate the statuette in area 18.
9. Smoking Room
The floor is littered with bits of smashed furniture and broken glass.
There is a strange scratching sound coming from the fireplace. If the PCs
search, they will find the chimney choked with debris, but something is
clearly stirring above. They can clear the debris with three minutes of
effort, at which point they will discover a shriveled human hand as it
drops down on top of them. The hand is inanimate and nonmagical.
10. Kitchen
This is a ruined kitchen. On the countertop, there is a rusted cleaver,
a knife, two heavy cast iron skillets, and two iron pots, along with sundry
other items. There are a few sacks and boxes that once contained food,
but all have been chewed extensively. Rodent droppings are everywhere, and
there is a lingering smell of urine and rot.
Tarryn will manifest, hide, and use his telekinesis ability to hurl the knives, pots and pans at a PC (+11 ranged, 1d4 each for cleaver and knife, 1d6 each for pots and pans).
11. Garderobe
Only a few hangers and some filthy rags remain here.
12. Storage
The stone floor here is broken, and the earth underneath has sunk in a
shallow depression filled with fetid water. A thorough search of the water
(DC 30) will reveal a rusted key that fits the lock to the secret door in
area 18.
13. Dining Hall
The long cherry-wood dining table is in terrible shape, with huge gouges
and burn marks. The windows are all shattered, but boarded up. There
are piles of broken plates and cups, but all the silverware has long since
been stolen.
When the PCs explore this area, Tarryn will manifest and use his malevolence ability in an attempt to possess Ivar (with Marc as a second choice). He'll attack Arbrant, yelling "Killer!". After a few rounds, he'll relinquish control of the host.
14. Upstairs Hallway
A filthy, tattered carpet runs the length of this hallway (turning corners
as appropriate). When the PCs approach, the house will create a major
image of something moving under the carpet at the end furthest from the
PCs. It will then move rapidly toward them, still underneath the carpet,
until it emerges at last as a burst of wasps in their faces.
The PCs will also hear a thumping sound coming from behind a door to the north. It's Etienne Perreau, banging his head against the wall in area 21.
15. Master Bedroom
This was clearly an opulent bedroom at one time. The condition of the
massive four-post bed in the center of the room matches the rest of the
furniture in the house. The walls are dingy, stained and mildewed. A
large wardrobe and two endtables are splintered.
A pair of human legs protrudes from beyond the far side of the bed, opposite the entrance. If the PCs enter, the legs will begin to move, and a figure will stand up. It's a zombie, animated by a hellwasp swarm. It will lurch unsteadily toward the PCs, its skin rippling with the invading host within, until it is struck by a slashing weapon, at which point the swarm will emerge and attack.
Hellwasp swarm: hp 93; Monster Manual 238.
16. Library
The library has been ransacked, although a great many volumes still remain
on the tall shelves which surround this room. Upon a table in the center
of the room, there's an open book with a few smears of blood on it.
It's the journal of the last Prince of Majeau (Arbrant's father) written in the Haute Langue. The page to which it is open has the following passage, dated from January 507:
We have known for some time that young Arbrant, disguised as a commoner, has occasionally engaged in a number of petty crimes, as bored children are wont to do. We hoped that he would grow out of it. Alas, yesterday he was caught by a certain James Tarryn, who threatened to make public Arbrant's indiscretions. At any other time, I might have been inclined to allow Arbrant to be publicly humiliated, in the hopes of providing a needed corrective to his behavior. But our position right now is tenuous. The Hevecques have succeeded in peeling away the support of M. Voisin, and with Charron in utter disarray, we will get no help from the Mahogany Throne. So I have ordered M. Tarryn to be quietly arrested. He is held in the tower.
If the PCs read on, a few pages later, they will see this note:
M. Tarryn hanged in the tower. I am sorry for his young daughter.
When they put down the book, Tarryn will manifest and use his telekinesis power to topple a bookshelf onto a PC (preferably Arbrant). He'll continue toppling bookshelves until he himself is targeted, at which point he will flee through the south wall and then return to the Ethereal Plane.
The falling bookshelves can be avoided with a DC 20 Reflex save. Characters who fail suffer 3d6 points of damage and are pinned.
17. Study
There are a few smaller bookshelves here, as well as a heavy and badly
damaged desk.
A very careful search of the shelf on the west wall (DC 30) will reveal a panel which slides away. Behind that is a brass keyhole. The lock is very tough to pick (DC 32); a key is found in area 12. When the lock is defeated, it opens the secret door to 18.
18. Secret Workroom
The south wall and floor are intact.
This area was untouched by the Drouinistes and the other postwar inhabitants of the palace. It was a private workroom, used by Arbrant's great-grandfather Denis, who had a strange and unhealthy fascination with taxidermy. Subsequent generations of Reynards mostly left the place alone.
Everything is covered in a thick layer of dust, but is otherwise undamaged, unlike the rest of the house. There's a leather-upholstered chair, a long bench with a few very old cutting tools, some jars of preservatives, needles and thread, and a number of worthless glass baubles. Around the room are mounted many stuffed creatures, including deer, a bear, a tiger, and a pair of hawks. The animals appear very menacing.
In the southeast corner is a small statue of an angel that looks exactly like the much larger one in the crypt. If the statue is tilted back, it reveals a note scrawled hastily on its base: "Tower Basement."
If the musical phrase found on the shelves in area 28 is played here (either on the violin found in area 8, or even by whistling or humming; DC 15 in the appropriate Perform skill), the jaw of the mounted tiger's head will slowly open with an audible creak, revealing a small switch in its mouth. This switch, along with Arbrant's ring, is the key to gain access to the crypt vault.
19. Garderobe
This closet contains mostly moth-eaten rags. A thorough search (DC 25),
will reveal an intact, pure white silk sash. This is a taint-absorbing
item, worth 100 gp.
20. Bedroom
This room appears much less pillaged than the rest of the palace, for some
reason. The large bed, dresser, and nightstand are all covered in a thick
layer of dust.
If the PCs disturb any of these, they will kick up a cloud of dust filling the entire room that acts like dust of sneezing and choking (DC 15 Fortitude, 2d6 Con/1d6 Con; even those succeeding are stunned for 5d4 rounds).
21. Ruined Bedroom
The thumping sound from the hallway will lead the PCs to this chamber.
On opening the door, the party will see a gruesome sight: a human male,
in his mid twenties, beating his head against the wall every minute or
so. His face and clothes are smeared with dried blood, as is the portion
of the wall he is hitting. The rest of the walls are covered, from floor
to ceiling, with the word "Rebecca," written with a variety of inks
(including blood) and in various shapes and styles. The figure holds a
piece of blue chalk.
He is Etienne Perreau (N male human rogue 3; hp 13), one of the members of the Falls Bridge gang who decided to occupy the palace a few days ago. Tarryn used his malevolence power to control Perreau and slay the other gang members one by one, using a bloody dagger, now tucked away in a corner of the room. Perreau is now completely insane.
The PCs cannot communicate or reason with him without some form of magical assistance. He will only mutter, over and over, "Must tell her. Must tell her." If the PCs persist in trying to interrogate them, he will grow agitated, and try to grab the dagger (ten feet away, unless he has moved) and attack (+3 melee). Failing that, he will attempt unarmed strikes and grapples.
22. Storage Closet
A faint but insistent rustling sound comes from the northern closet. Both
are empty.
23. Bedroom
This is Arbrant's old bedroom. He will recognize it immediately. Among
the damaged and destroyed contents are some of his old clothes, a favorite
chair for reading, a pair of boots used for horseback riding, and a mangy
old teddy bear.
As the PCs poke around, they will hear a strange, barely audible whispering. The whispers will build in intensity, until at last words can be made out: "Behold what you have done!". Tarryn will then manifest and use his horrific appearance attack before retreating to the Ethereal Plane.
24. Collapsed Bedroom
Much of this bedroom has collapsed onto the parlor below. What remains
is quite unstable. If more than 200 pounds of weight is put on the floor,
it will give way. PCs can make a DC 20 Reflex save to avoid falling.
Those that fail fall 20 feet to the parlor below for 2d6 damage, and
suffer an additional 2d6 damage from falling debris and from landing on
sharp objects.
25. Causeway
The causeway gives a commanding view of the courtyard, but is otherwise
unremarkable.
26. Barbican
This defensive structure is now the roost of an impossibly large murder
of crows. The crows can be heard squawking loudly from the causeway and
tower (25 and 27), but when the PCs approach, they will fall completely
silent. They will simply stare at the PCs, tracking their movements
carefully, as if guided by some malign intelligence. They will take no
other actions, and will fly away if threatened in some fashion.
27. Tower
The last of the dead gang members can be found here. Her corpse has
obviously been picked over rather extensively by the crows roosting at
area 26. Her short sword is still in her hand with an alexandrite in the
pommel worth 200 gp.
28. Tower Basement
As the PCs descend the stairs, the evil of the place will be palpable.
They will feel it seeping into their bones. Each PC must make a DC 20
Will save or gain one point of depravity from entering this area. For
every 24 hours they remain, they must make another Will save (DC 10, +5
for every consecutive 24 hours of exposure) to avoid increasing their
taint score by one.
The basement is dark and dingy, and the walls are lined with shelves piled with unremarkable tools and equipment. However, there is a large rusty drain in the center of the room, and next to it, a large block of wood. Almost the whole of the block is stained reddish-black, and there is an enormous red stain on the floor surrounding the drain, along with stray spatters on the ceiling and floor.
If the PCs explore for more than one minute, they will trigger a major image of humanoid hands, reaching up through the floor in a virtual ocean of blood, grasping at the party. One of the PCs (determine randomly) will then be subject to a phantasmal killer attack (DC 18). Moments later, a Huge taint elemental will coalesce from the evil present in the room, and attack. If destroyed, the elemental will reform in 1d4 rounds, as long as the basement is occupied and the palace is still haunted. If the PCs succeed in finding and retrieving Rebecca Tarryn, and Arbrant admits his guilt to her and asks her forgiveness, the elemental will be reduced to Large size, and its permanent destruction will then be possible. When it is slain, the haunting of the palace will be lifted.
A thorough search of the shelves (DC 30) will uncover a small scrap of yellowed paper, on which has been drawn an angel in the style of the statue in the crypt. On the paper is written a short musical phrase that is used to reveal the switch in area 18, and thus grant access to the crypt vault. It is the final phrase from Bartok's Music for Strings, Percussion and Celesta.
[Bartok, IV: Allegro molto (after haunting has been dispelled)].
Huge/Large taint elemental: hp 168/76; Heroes of Horror 145.
* L'Auberge Chat Jaune *
This inn has been taken over by the Furies gang. The Furies are mostly just young toughs, but they are led by Irixis, a beholder. The gang members are virtually all under the influence of charm monster, and follow the beholder unquestioningly. In addition to providing food (rival gang members, random victims from around Majeau) and treasure, the Furies are often asked to steal intriguing bits of magical lore and gather intelligence for Irixis, who otherwise keeps a low profile.
The gang members sleep in the rooms above the taproom. Irixis maintains a lair in the basement.
1. Ground Floor
When the PCs arrive, two of the Furies will be standing guard out front.
Another six will be lounging around the taproom area, drinking and playing
cards. They will not allow the PCs to enter without a fight, but will
confirm Rebecca Tarryn's presence, challenging the party to come and get
her if they really want to talk to her. If seriously pressed, one will
run downstairs to warn Irixis; the others will flee if possible. If they
talk to the Furies, the PCs may notice that they are under an enchantment
effect with a successful DC 25 Sense Motive check.
The kitchen and storage areas contain nothing of interest. The secret door to the basement is activated by pressing a flagstone on the east wall (Search DC 20).
Furies (8) CR 1
Human thug 4
NE Medium humanoid (human)
Init +2; Senses Listen +1, Spot +1
Languages Common
-----
AC 16, touch 12, flat-footed 14
hp 17 (4 HD)
Fort +1, Ref +6, Will +0
-----
Speed 30 ft. (6 squares)
Melee club +4 (1d6+1)
Ranged bottle +1 (1d4+1)
Base Atk +3; Grp +4
Atk Options backstab +1d4
-----
Abilities Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Feats Agile, Alertness, Toughness
Skills Balance +4, Climb +7, Escape Artist +4, Gather Information +1, Hide +5,
Jump +7, Knowledge (local) +7, Listen +1, Spot +1, Swim +6, Tumble +5
Possessions chain shirt, club
2. Basement
Remove all the features shown on the map (Rage Cage, Gambling hall, etc.),
except for the curtain separating the Reception area from the main room.
There are a few chairs and pillows in the southwest corner.
If alerted to the party's presence, Irixis will wait for them to descend the stairs, and call out to them while they're still in the Reception area, in front of the curtain. Irixis will address them in Common, apologize for their rude reception, and ask them to come discuss the matter like civilized men. As soon as the PCs open the curtain, Irixis will fire a barrage from its eye rays, including finger of death, slow, and inflict moderate wounds. It will use Focused Antimagic to target spellcasters while still being able to use its eye rays on nearby targets. Irixis is protected by a shield guardian, which will interpose itself between Irixis and the party as much as possible.
Rebecca Tarryn can be found here, serving Irixis directly. Like the other Furies she has been charmed, but she will not try to fight off invaders. Once the charm has been lifted, treat her as indifferent. The PCs must get her to friendly or better to get her to agree to visit Reynard Palace.
Underneath the chairs and pillows in the southwest corner is a hidden trapdoor in the floor (Search DC 30). The trapdoor is protected by a chain lightning trap. Underneath, in a vault, is the collected loot from the Furies (all of which now belongs to Irixis): 3600 gp, a large diamond (5000 gp), a wood case containing fine silverware (500 gp), platinum earrings with pearls (500 gp), a well-carved ivory figurine (800 gp), a beautiful woven carpet (1500 gp), a collection of fine cigars (100 gp), four bottles of aged whiskey (50 gp each), and a scroll of greater restoration.
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (chain lightning, 11th-level wizard, 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.
Rebecca: hp 17 (see Furies).
Shield guardian: hp 112, spell storing (dispel magic); Monster Manual 223.
Irixis, beholder: hp 93; Will +9; replace Iron Will with Focused Antimagic; Monster Manual 26.