Tragic Castle Obsession
Tragic Castle Obsession
Tragic Castle Obsession
Deep in the You
have
journeyed
beyond
the
black
spires
of
Alliáns
to
this
IMPALED NORTHERN accursed
place
in
search
of
Amra.
MOON FOREST Arcane
rumours
say
that
Amra
is
on a forsaken peak undying.
If
her
ectoplasmic
blood
is
distilled
into
a
ghostblood
liqueur,
stands the even
mortals
may
pass
into
the
a
1. Crumbling Courtyard 2. The Coffin Works
3. Horseman’s Hall 4. Crypt of Nokturnux
5. Stairwell of Cursed Chimes 6. Feasting Chamber
7. Chapel of Iudas Nechrochristus 8. The Bone Pit
9. Haunted Bedchamber 10. Library
11. Gnawed Passage 12. Endless Spiral Staircase
13. Observatory of Miseries 14. The Pit of Amra
1. Crumbling Courtyard
Stinks
of
decay.
Sound
of
flies
buzzing
somewhere,
punctuated
by
muted
howls.
………………………………………………………..………...
• Large
cracks
criss-‐cross
the
courtyard.
• Closer
examination
reveals
huge
flies
buzzing
in
and
out
of
the
cracks.
• Bestial
gargoyles
jut
from
the
walls.
• NORTHEAST:
A
modest
wooden
door
to
the
Coffin
Works
(sawing
and
hammering
can
be
heard
behind).
• NORTHWEST:
Grand
double
door
with
ornate
ironwork,
to
the
Crypt
of
Nocturnux.
Soulsludge
A thick, deep crimson liquid. CROSS
THE
COURTYARD:
The
ground
crumbles,
Moaning phantasms coalesce on dropping
into
a
stinking
pool
ten
feet
below.
its surface, grasping toward the
The
pool
is
full
of
Soulsludge.
living.
!d6 damage plus Arcane
Catastrophe if touched.
!Hard to swim in: DR14 Agility or
2. The Coffin Works
drown, joining the phantasms. Sawing,
hammering.
The
smell
of
fresh
sawdust.
………………………………………………..………………...
d4 Infernal Tools
• Saws,
hammers,
lathes
and
other
Infernal
If disturbed, check Reactions.
HP 3 Morale 8 No armour
Tools
are
floating
through
the
air,
hard
at
!Bash/saw/grind d4 work.
Special: 1-in-4 chance each round • Wooden
planks
scattered
on
the
floor
that flying nails will shower the amidst
mounds
of
sawdust.
party. DR14 to avoid, d2 damage. • Two
half-‐made
coffins
are
in
the
centre.
• A
finished
coffin
is
propped
up
in
the
Vampyric Monkey corner.
It
is
shut.
HP 3 Morale 6 No armour • SOUTH:
To
the
Crumbling
Courtyard.
!Claw/bite d4 • EAST:
An
arch
to
the
Horseman’s
Hall.
Special: 1-in-2 chance of being
tamed if fed human blood. If bitten OPEN
THE
COFFIN
(D4):
test DR13 Toughness or submit to
1. A
withered
corpse
with
an
Unclean
Scroll
the Vampiric Blight.
in
its
hands.
2. A
skull
pierced
with
a
runic
dagger
(d4+2).
The
skull
is
atop
a
fully-‐dressed
body
made
from
wax.
3. A
burial
shroud
–
with
d2
Vampyric
Monkeys
beneath.
4. A
crude
wooden
effigy
of
a
body.
Hollow
and
filled
with
jagged
teeth.
3. Horseman’s Hall .A.
Smell
of
old
horse
manure.
Cold,
damp
and
echo-‐haunted.
………………………………………………………..………...
• Old
hay
scattered
all
over
the
floor.
• At
the
northern
end
is
table,
bits
of
saddle
and
harness
hanging
on
the
walls.
• A
stable
to
the
south.
The
eastern
wall
once
had
a
door,
which
is
now
bricked
up.
• The
complete
skeleton
of
a
horse
lies
in
the
stable
–
everything
but
the
skull
is
covered
in
a
black,
silken
shroud.
After
a
while
the
mouth
of
the
skeleton
opens.
• WEST:
An
arch
to
the
Coffin
Works.
SEARCH
THE
HAY
(D6):
Old ’Oss
1. Toadbone
Amulet:
When
a
creature
is
An ancient steed, tamed and
touched
with
the
bone,
roll
DR12
Presence
broken by the Brotherhood of
or
obey
one
command.
1-‐in-‐2
chance
of
Horsemen who once lorded
breaking
each
time
it
is
used.
over the stables.
2. Horse-‐Spine
Whip:
d6+2
damage,
eight-‐ HP 8 Morale 10 Bone –
foot
reach.
d2
!Bite d4 Kick d6
3. d2
Cursing
Nails:
d6
damage
if
hammered
Special: Screams a
into
the
footprint
of
a
creature.
fearsome whinny at the start
4. Possessed
Bridle:
Leaps
out
and
attempts
of combat. Anyone hearing it
to
attach
itself
to
someone’s
face!
tests DR10 Toughness or
HP
3
Morale
–
No
armour
Strangle
d4
soils themselves (+1 DR on
5. Blessed
Horse
Brass:
Attached
to
clothes
Agility tests for the duration of
combat). Can kick through the
acts
as
shield
(-‐1
damage,
or
destroy
to
bricks to expose an exit from
negate
a
blow).
the castle.
6. Horseman’s
Herbs:
Searching
stirs
up
remnants
of
old
herbs
on
the
ground
–
searching
player
takes
the
effects
of
a
random
Occult
Herbmaster
decoction.
FEED
HAY
TO
THE
SKELETON:
The
Old
’Oss
will
return
to
life.
Will
attack
immediately
if
anyone
holds
the
Horse-‐Spine
Whip,
otherwise
roll
Reactions
+3.
4. Crypt of Nokturnux
The
smell
of
dust,
damp
and
neglect.
Rasping
singing
comes
from
inside
the
sarcophagus
(not
in
an
intelligible
language).
………………………………………………………..………...
• A
finely
carved
stone
dais
in
the
centre…
• Upon
which
is
a
huge
stone
sarcophagus
inlaid
with
wood
and
dirty
bone.
The
lid
is
slightly
ajar
–
a
green
glow
visible
from
within.
• WEST:
An
arch
to
the
Stairwell
of
Cursed
Chimes.
OPEN
THE
SARCOPHAGUS:
The
sarcophagus
is
full
of
glowing
green
slime.
A
Skeletal
Vampire
Monkey
suddenly
leaps
out!
Skeletal Vampiric Monkey
Once owned by a misanthropic
organ-grinder, this creature TASTE
THE
LIQUID:
The
flesh
melts
off
anyone
wanders the castle, haunted by drinking
the
liquid.
They
become
a
living
past glories. skeleton
with
natural
bone
armour
(-‐d2).
No
HP 5 Morale – Bone –d2 longer
needs
to
eat,
but
can
no
longer
speak
!Claw/bite d4 any
words
other
than
the
last
thing
they
said
Special: Song and Dance – The
before
drinking
the
liquid.
sound of a spectral organ begins,
while the monkey dances and
‘sings’ an imitation of human INVESTIGATE
THE
SARCOPHAGUS:
There
is
an
words. DR12 Presence or join in effigy
of
a
strange,
devilish
creature
carved
the dance until the monkey stops. from
bone
at
one
end.
If
removed,
it
is
found
to
be
hollow.
It
can
be
blown
through
twice,
before
breaking
(d4):
1. Who
is
this
who
is
coming?
An
item
of
unworn
material
(clothing,
sacks
etc.)
becomes
animated:
HP
2
Morale
3
No
armour
Smother
d2
2. Mad
Jig:
The
person
who
blows
the
effigy
becomes
entranced
by
tooting
a
one-‐note
jig,
either
calling
or
re-‐animating
the
Skeletal
Vampyric
Monkey.
3. Death’s
Dream:
The
whole
party
fall
asleep
–
they
dream
of
their
own
fates,
and
wake
with
an
additional
Omen
each.
4. Jericho
Effect:
The
note
produced
resonates
with
stone,
breaking
it.
In
the
case
of
the
sarcophagus,
spilling
the
liquid
all
over
the
floor
of
the
room.
DR10
Agility
to
leap
away.
5. Stairwell of Cursed
Chimes
Sound
of
rope
creaking
as
wind
blows
across
the
ancient
bell
above.
………………………………………………………..………...
• An
ancient,
worn
spiral
staircase
leads
downward.
• A
huge
black
metal
bell
hangs
far
above,
suspended
from
the
ceiling.
• DOWN:
To
the
foot
of
the
stairs
and
Feasting
Hall.
DESCEND
THE
STAIRS:
Near
the
bottom
of
the
stairs
is
the
Laughing
Vampyr,
who
leers
from
beneath
their
top
hat,
before
guffawing
and
theatrically
dashing
to
the
Feasting
Chamber.
As
they
do
so,
a
dissonant
peal
rings
out
as
the
bell
falls
from
the
ceiling,
destroying
the
stairwell
and
coming
to
rest
at
the
base
of
the
tower,
amidst
choking
dust.
6. Feasting Chamber
Laughing Vampyr
The
smell
of
blood
and
wood-‐smoke.
A top hat, wild hair and sinister
The
crackling
of
a
fire,
and
laughter
of
feasting
air. A regular Lon Chaney.
vampyrs.
HP 8 Morale 10
………………………………………………………..………...
Spider-Silk Suit –d4
• A
long
wooden
table,
laid
for
a
feast,
with
!Bite d6
chairs
around.
Naor
lies
on
it
unconscious.
Special: If HP is 2 or less, will
turn into a bat (DR14 to hit). 1-in-
• The
Feasting
Vampyrs
and
the
Laughing
2 chance of having a Vampyric
Vampyr
drink
his
blood
from
a
chalice.
Relic in a small doctor’s bag.
• A
fire
blazes
in
the
hearth
–
a
torso
is
on
the
spit.
• EAST:
Double
doors
to
Chapel
of
Iudas
d4 Feasting Vampyrs
Nechrochristus.
Dressed for dinner. Heads of
black smoke and shining teeth.
• NORTH:
Double
doors
to
the
Bone
Pit.
HP 5 Morale 7 No armour
• WEST:
Archway
to
the
base
of
the
Stairwell
!Bite d6
of
Cursed
Chimes.
Special: If HP is 2 or less, will
turn into a bat (DR14 to hit).
ON
THE
TABLE:
d2
heavy
carving
knives
(d4).
Naor, The Unfortunate Trapper
DRINK
NAOR’S
BLOOD:
Heal
to
full
HP,
but
contact
Foolhardy and rash. Captured
Vampyric
Blight.
while hunting in the Moon Forest.
HP 1/4 Morale 2 No armour
!Hands d2
May be vampiric – roll Reactions
when freed.
7. Chapel of Iudas
Nechrochristus
The
smell
of
old
incense
and
damp.
A
foreboding
silence.
………………………………………………………..………...
• Finely
painted
icons
hang
from
the
walls,
depicting
ancient
vampyric
saints.
• A
huge
fresco
on
the
northern
wall,
showing
Iudas
Nechrochrisus,
drinking
d4 Painted Saints blood
from
the
body
of
Wrong
Jesus.
A two-dimensional icon, now Nechrubel
gazes
balefully
from
below,
animated and condemning
him
to
walk
the
earth
in
HP 4 Morale – No armour bloodlust.
!Unholy Gaze d4 • Rows
of
uncomfortable
pews.
Special: Paint stripper, acid, red
• An
altar,
upon
which
is
a
dark
codex
and
and black poison all do double
damage. Armour is ineffective black
metal
reliquary.
against the unholy gaze. • WEST:
Double
doors
to
the
Feasting
Chamber.
INVESTIGATE
THE
CODEX:
It
is
a
rare
copy
of
the
Vampyr
Bible.
Gain
one
Unclean
Scroll.
OPEN
THE
RELIQUARY:
Contains
a
Vampyric
Relic.
Trigger
one
Misery
if
it
is
removed.
LINGER
TOO
LONG:
A
discordant
chant
of
Ave
Vampyra
emanates
from
the
icons.
Painted
Saints
will
emerge
from
the
icons
if
they
do
not
flee.
The Skull of Exaal
Remnant of a previous vampyric
feast, the Skull of Exaal continues
8. The Bone Pit .A.
Musty
bones
and
scraps.
to retain consciousness.
Must be carried. Can produce an A
chattering
from
the
bone
heap.
unearthly scream at the start of ………………………………………………………..………...
combat. All creatures test DR12 • A
large
pit
filled
with
bones
in
the
centre
Toughness to withstand, or take of
the
room.
The
remnants
of
earlier
feasts.
d6 damage from the soundwave.
• UP:
A
stairway
at
the
northern
end,
leading
1-in-4 chance of shattering due to
resonance. to
the
Haunted
Bedchamber.
• SOUTH:
Double
doors
to
the
Feasting
Chamber.
WALK
PAST
THE
BONE
PIT:
The
chattering
stops.
Exaal’s
voice
calls
out
:
“Oi!
Can
you
get
me
out
of
here,
mate?”
9. Haunted Bedchamber
The
smell
of
long-‐faded
perfume
and
the
swish-‐
and-‐knock
sounds
of
loom
weaving.
Dimly
lit
by
flickering
candelabras.
………………………………………………………..………...
• The
Sepulchral
Weaver
stands
at
the
Haunted
Loom,
making
a
woven
burial
shroud.
• A
crimson
four-‐poster
bed
is
in
the
corner,
its
curtains
drawn.
They
move
slightly
–
perhaps
it
is
just
a
draught?
• EAST:
To
the
Library.
• WEST:
To
the
Infernal
Passage.
• DOWN:
To
the
Bone
Pit.
EXAMINE
THE
LOOM:
The
burial
shroud
on
the
Sepulchral Weaver
loom
is
black,
with
sigils
of
golden
wool.
It
is
A gray, gaunt woman with
also
immense:
+2
DR
on
all
Agility
checks
if
ghoulishly long fingers.
HP 12 Morale –
anyone
carries
it.
A
creature
smothered
in
the
Spidersilk Gown -d2
shroud
will
die
immediately,
the
shroud
and
!Cursed Weaving Shuttle d6
body
are
then
consumed
by
flames.
Special: The weaver can throw
shuttles if she is near the loom.
OPEN
THE
BEDCURTAINS:
DR12 Strength on a successful
On
the
bed
are
scattered
bones
and
old
blood
hit, or the thread wraps around
stains,
and
(d4):
the PC, rendering them bound
until they can break it. They will
1. A
half-‐consumed
phial,
containing
one
be dragged into the loom in d2
dose
of
Red
Poison.
rounds, taking d6 per round by
2. d2
Vampyric
Monkeys
gnawing
on
the
being crushed and cut in its
bones!
mechanisms.
3. A
loaded
crossbow
trap
fires.
DR12
Agility
to
avoid.
5
spare
bolts
are
amongst
Vampyric Monkey
the
bones.
HP 3 Morale 6 No armour
4. A
wind-‐up
vampire
toy
with
bloody
!Claw/bite d4
teeth.
When
thrown
will
fly
to
nearest
Special: 1-in-2 chance of being
creature.
Defend
DR12
Agility
or
toy
tamed if fed human blood. If bitten
attaches
to
jugular,
sapping
d2
HP
per
test DR13 Toughness or submit
round
until
removed.
to the Vampiric Blight.
10. Library
Old-‐book
smell
pervades.
Slow,
melancholic
music
suffuses
the
atmosphere.
………………………………………………………..………...
• Dark
wooden
panelled
walls,
and
tottering
bookshelves,
heaving
under
the
weight
of
decaying
volumes.
• A
large
glass
cloche
imprisoning
Obed,
the
Pale
One.
• A
haunted
lute
is
on
a
chair
beside
the
cloche,
playing
mournful
pavans.
• A
heavy
desk
stands
in
front
of
the
large,
grimy
bay
window.
• Near
the
desk
some
of
the
panels
are
Obed, the Pale One smashed,
exposing
a
low
passageway.
Winged, eyeless, and kept by • WEST:
To
the
Haunted
Bedchamber.
Amra as a curiosity. Bitter and
bent on revenge.
BROWSE
THE
SHELVES
(D4):
HP 5 Morale 8 No armour
!Unarmed d2 1. PISTOLRIE:
This
book
is
a
concealed
Special: Can use one random firearm.
DR14
Presence
to
hit,
d6
damage,
Unclean Power. Obsessed with ignores
armour.
d6+2
ammunition.
Fires
listening to melancholic tunes: will twice,
then
d4+1
turns
to
reload.
not leave the library unless he can 2. Secret
Stash:
A
hollow
book
containing
bring the haunted lute, which
d4
doses
of
Hyphos’
Enervating
Snuff.
continues to play its music -
moving silently is now impossible. 3. Book
of
Cursed
Images:
DR14
Presence
Can fly short distances, carrying to
look
away
–
or
suffer
an
Arcane
one creature. Catastrophe.
4. Treatise
on
Vampire
Biology:
DR10
Presence
to
study.
+2
to
attack
against
vampiric
creatures
(including
Amra).
EXPLORE
THE
PASSAGEWAY
:
This
passage
leads
to
a
secret
book
nook,
where
the
most
questionable
volumes
are
hidden.
Someone
has
ransacked
it
–
only
vampire
and
werewolf
erotica
remains.
One
book
has
been
defaced
by
pious
prayers,
yielding
one
Sacred
Power.
11. Gnawed Passage
Sound
of
gnawing,
squeaking
and
scuffling
behind
the
northern
door.
Smell
of
animal
faeces.
………………………………………………………..………...
• Decorated
in
crimson
wallpaper
and
dark
wood
–
all
of
which
have
been
gnawed
and
scratched.
• The
carpet
is
thick
with
droppings
and
small
bones.
• NORTHEAST:
To
the
Endless
Spiral
Staircase.
• EAST:
To
the
Haunted
Bedchamber.
OPEN
THE
DOOR:
A
six-‐foot
high
pile
of
rats
spills
out
from
behind
the
door.
DR12
Agility
or
be
knocked
over,
d4
biting
damage
(and
-‐1
Initiative
for
every
player
knocked
down).
The
Shepherd
of
Rats
stands
beyond.
1 2. Endless Spiral .A. Shepherd of Rats
Staircase A miserable, greasy figure. A
corrupted rat-catcher turned
Howling
wind
blows
down
the
spiral
staircase.
plague-bearer, holding a crook –
………………………………………………………..………...
at the end of which knotted of rats
• Ancient
carved
steps
lead
upward,
out
of
hang by their tails.
sight.
HP 10 Morale 9
• A
bronze
bannister
rail
spirals
upward,
Greasy Rags -d2
!Ratflail d4+2
with
a
serpent’s
face
at
the
end.
Special: His rats are too
• UP:
A
long
climb
to
the
upper
landing
and
numerous to kill. He can control
Observatory
of
Miseries
and
Pit
of
Amra.
them by whistling and may
• WEST:
To
the
Gnawed
Passage.
choose to make the swarm
charge the adventurers instead of
CLIMB
THE
STAIRS:
Once
out
of
sight
of
the
lower
attacking (DR12 Agility to avoid).
landing,
the
stairs
enter
an
infinite
loop.
On
Once he dies, the rats disperse.
The ratflail will also attempt to
one
step,
roughly
scrawled
is
a
clue
(d6):
escape one the Shepherd is
1-‐2. PEASANTS
DIE
FIRST!
(Players
must
ascend
dead.
the
stairs
in
order
of
their
wealth)
3-‐4. SACRIFICE
TO
THE
SERPENT!
(Someone
must
be
killed,
their
blood
smeared
on
the
serpentine
bannister)
5-‐6. MONSTERS
ONLY!
(Players
must
imitate
shambling
monsters
to
ascend)
13. Observatory of
Miseries
Whispers
of
long-‐departed
souls.
Wind
howling
through
a
slit-‐like
window.
………………………………………………………..………...
• A
cold
stone
room
precariously
jutting
from
the
ancient
tower.
• Three
iron
maidens,
each
smaller
than
the
last.
The
smallest
is
closed.
• Moonlight
shines
brightly
through
the
narrow
window.
Anyone
caught
in
its
silvery
light
suffers
the
effects
of
the
Haunted Baby Iron Maiden Cursed
Moon.
Hungry for blood - might think the • An
unnerving
feeling
–
players
cannot
rest
players are its parents.
here.
The
place
has
and
aura
of
terrible
HP 6 Morale 6
Metal Shell –d4 events.
!Miniature Spikes d4 • WEST:
To
the
upper
landing
of
the
Endless
Spiral
Staircase,
and
up
to
the
Pit
of
Amra.
Amra, Vampyric Witch Ghost OPEN
THE
IRON
MAIDEN
:
The
Iron
Maiden
opens
Withered, semi-transparent and
automatically
when
approached,
and
begins
luminous green, adorned with
bones and occult bric-a-brac. shrieking…
it
is
alive,
and
hungry!
Hovering on an invisible steed.
HP 23 Morale 10
Occult Rags –d4
Special: Hovers just out of reach
14. The Pit of Amra
of melee weapons. Performs a Freezing
cold
winds
blow
across
the
tower.
random action each round (d4): Phantasms
rising
from
Soulsludge
moan.
1. Lunar Laughter: Target DR12 ………………………………………………………..………...
Presence or -1 to random stat. • A
roofless
tower,
exposed
to
the
dark
2. Boreal Punishment: All test
skies,
punishing
wind,
and
Cursed
Moon.
DR12 Strength or blown into
Soulsludge. • A
huge
pit
of
Soulsludge
is
in
the
centre,
3. Spectral Charge: Swoops likely
filling
the
middle
of
the
whole
tower.
down, d8 damage from • In
the
centre
of
the
pit
is
Amra’s
Crypt,
invisible hooves and horns. In made
of
glowing
emerald.
melee range for next round. • A
cobbled
walkway
skirts
the
pit.
4. Astral Familiar: A fanged
spectral animal materialises –
• DOWN:
To
the
upper
landing
of
the
Endless
HP 3 Morale 7 Bite d4. Spiral
Staircase,
and
Observatory
of
Miseries.
Amra leaks ectoplasmic blood
whenever she is harmed. 1-in-4 When
reduced
to
0
HP
Amra
will
escape,
chance it will fall somewhere it flying
toward
the
Cursed
Moon.
The
Crypt
can be collected. explodes
in
a
shower
of
sharp
emerald
fragments
(d4
damage,
worth
300s
in
total),
and
the
castle
itself
becomes
vampyric
(see
next
page)!
Amra The castle
dies… lives!!!
Did the floor just salivate?!
Sickly
waves
radiate
from
Cursed
Moon
as
Amra’s
fleeing
silhouette
melts
into
it.
The
whole
castle
seems
to
heave,
as
if
waking
from
sleep.
The
floor
becomes
slick
with
saliva.
The
cobbles
puff
up
like
tastebuds.
The
phantasms
in
the
Soulsludge
conjoin
to
become
a
huge,
searching
tongue
(DR8
to
defend,
inflicts
d6
damage
plus
Arcane
Catastrophe).
The
castle
itself
has
become
vampyric!
The
staircase
is
slick
with
spit
(-‐
a
deadly
slipping
hazard
-‐),
stomach
acid
seeps
across
the
ground
floor,
digesting
boots
and
feet
(d2
damage
per
room).
The
basement
is
half-‐flooded
with
SoulSludge.
Players
must
find
some
way
to
escape…
or
become
castle
food!
…and if they survive?
What
will
they
do
with
Amra’s
ectoplasmic
blood?
Sell
it
on
the
black
market?
Try
to
distil
it
themselves?
Seek
out
someone
with
alchemical
knowledge?
Lose
it
in
a
dice
game
to
a
gang
of
wily
scum?
.fin.