Tragic Castle Obsession

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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  

TRAGIC state  of  undeath…    


 
The   gray,   frost-­‐shattered   Moon  

CASTLE Forest   was   uncannily   quiet.   As   you  


get   closer   to   the   Tragic   Castle   –   a  
black   silhouette   against   the   hazy  
Lair of circle  of  the  cursed  moon  –  you  hear  

AMRA horrific  sounds  from  within  its  walls.  


Simian   screams…   howling   wolves…  
the Passing   through   the   rotten   remains  
of  the  castle  gates  brings  you  into  the  
VAMPYRIC WITCH GHOST Crumbling  Courtyard…  
 

Why dost thou seek the Tragic Castle?


1. 2. 3. 4.
You escaped from the You found a scrawled You were sent by a As fanatical heretics,
prison of Anthelia and map to the Tragic noble to gather you are driven to put
seek revenge. But Castle in the pocket of Amra’s blood in the to death even the
only by partaking in a burglar. The words hope of synthesising undying to ensure that
Amra’s blood do you ‘Elixir of Undeath’ a necrosophic nothing survives the
stand a chance were marked on one decoction, ensuring Seventh Misery.
against her. of the towers. the survival of their
line after 7:7.
 
 
The Cursed Moon
The   cursed   moon   blights   everything   in   the   Moon   Forest.   If   at   any   time   outside  
combat  you  roll  1,  a  random  object  in  your  possession  becomes  a  vampire!  This  
is   in   addition   to   any   failure   that   may   also   ensue.   Vampiric   objects   have   2   HP,   2d6  
Morale.  Unless  the  vampiric   object   is   a   weapon   it   does  d2   damage,  and  unless  the  
object   is   armour   it   has   no   armour.   Remember   to   roll   Reactions   –   maybe   that  
vampire   waterskin   is   friendly?   If   there   is   more   than   one   friendly   vampiric   object   you  
can  treat  them  as  a  swarm  (DR-­‐1  to  Attack  and  DR-­‐1  to  Defend  for  each  additional  
object;   damage   dealt   hits   one   random   object   in   the   swarm   –   if   it   is   destroyed   then  
another  random  object  takes  any  remaining  excess).  

Tragic Castle Obsession is an independent production by 1d10+5 and is not


affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published
under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult
Örtmästare Games and Stockholm Kartell.
Tragic Castle Obsession was inspired by the music of Old Nick.
Vampiric Blight
Except   for   Amra,   vampires   are   NOT   immortal,   but   they   ARE   miserable   wretches   who  
can   turn   into   bats!   Normal   food   is   poison   to   the   vampire:   they   are   dependent   on  
human  blood,  taken  daily,  and  can  be  harmed  by  daylight  (-­‐1  HP  per  round).    
 
If  bitten  by  a  vampiric  creature  (not  object),  roll  DR12  Toughness  or  submit  to  their  
disease:  You  can  only  regain  HP  if  you  have  a  fresh  source  of  human  blood.  Any  
donor  will  be  reduced  to  1  HP  and  must  also  test  for  vampirism.    Whenever  you  have  
2   HP   or   less,   you   may   turn   into   a   bat.   Drop   all   items;   DR12   to   attack,   DR10   to  
defend.  Bats  can  still  talk,  but  their  voice  is  too  high-­‐pitched  for  most  to  hear...  
 
The Gifts and Curses of Amra’s Domain
When  you  see  this  symbol   .A.,  roll  d4  on  either  table:  
 
.Common Gifts and Curses (d4).
1. 2. 3. 4.
Cursed moonlight Amra’s terrifying d4 Cursed Servants Drained Victim
penetrates a crack in laughter resounds HP 4 Morale 6 Roll d4: 1. 0 HP and
the wall. Reduce a from somewhere. Cursed Dagger Broken; 2-3. Freshly
random ability by -1 Cannot tell whether d2+1. Ancient dead (d4 pints of
until a full rest. near or far. Bowels villagers under Amra’s blood still in them! 1-
become looser, hair spell: acting as her in-2 chance of waking
turns whiter. eyes and pawns. as a vampire); 4.
Drained dry.

.Rare Gifts and Curses (roll one time only, d4).


1. 2. 3. 4.
Vierhander Red Lunar Armour Volatile Soulsludge Haunted Handglass
A GIGANTIC sword: Tier 3 (-d4), no Agility begins seeping Anyone looking into
needs at least four modifier. Covered in through the floor. The this mirror for more
hands to wield! d12 tooth-like spikes basement level than a few seconds
damage. Any miss (d4+2 damage). rapidly becomes will see a bloody
inflicts d4 on target Anyone wearing it will flooded by the woman therein – she
and wielders. A be pierced by internal moaning, gory ooze. will reach out and
fumble reduces one spikes, becoming Players may need to claw their face for d4
wielder to 0 HP as the infected with find an alternative damage.
weight of the sword vampyric blight. way out.
falls upon them. Cannot be removed.
 
Vampiric Relics
1. 2. 3. 4.
False Fangs Sanguine Monocle Saint Dragul’s Transcendent
Gold-plated vampire Living creatures Fedora Perfume
grills. d6+d4 damage. nearby appear as +2 Presence when d4 doses. DR14
1-in-4 chance of glowing shapes – invoking Powers. -3 Presence or fall into
choking on them (d2 works through walls Reaction modifier to sublime reveries for
damage). etc. all who meet you. d6 rounds.
 
The Tragic Castle

 
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.
   

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