Alex Cirsova, The Revelry at Pickett Castle.pdf

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The Revelry at Pickett Castle
by Cirsova
Castle Demesne
Mixed with the howls of wolves and the occasional scream,
strange music can be heard coming from the ruined castle
on the hill, and lights can be seen flickering in the
windows. Encounter 1d4
Zombies
or 1d2
Ghouls
every 2
turns on road. Random Encounter on a 1(1d6) if avoiding
the road.
1. Bridge to the Castle
This stone bridge crosses a deep ravine that surrounds the
castle. The doors to the main hall are wide open, and
strange music and revelry can be heard within. Players
may notice a narrow ledge leading eastward. Players
following this ledge will find a window to the Laboratory.
Falling from the bridge or ledge will cause 10d6 falling
damage. See “Random Encounters” for “guests” arriving
from the forest via the Bridge.
2. Main Hall
Bizarre music is blaring in the Main Hall. A wild
assortment of monstrous undead are shuffling about to the
rhythm. In the northwest corner of the Hall, a
Lycanthrope,
Werewolf
attends a table with two over-sized Victrola
(5,000gp each). Behind the table is a crate with 20d20
records(10gp each). A
Flesh Golem
is swaying back and
forth near the table. On the opposite side of the hall,
“refreshments” (hunks of flesh on paper plates and Dixie
cups of blood) are being served at a table by a
Zombie.
20
Zombies,
6
Ghouls,
+ any additional arrivals are in the
Main Hall. 2
Vampires
are working the room.
None of the monsters will attack unless attacked first or the
music stops for more than 1 turn. If the music stops, the
Flesh Golem
will flip the table with the Victrolas (possibly
destroying them), then the refreshment table before
attacking indiscriminately.
Flesh Golem
will always flee
from fire.
If the players do not immediately interrupt the party and
have not entered the Laboratory from the window, Boris
will appear from the Laboratory and beckon the party to
join him in the lab.
3. Laboratory
This room is filled with all sorts of strange alchemical
equipment, bubbling flasks, Jacob’s Ladders, a wooden
rack with restraints, and two giant Tesla Coils. There are
two
Ghouls
in a corner repeatedly grasping a Jacob’s
Ladder. They will not attack unless disturbed.
A frantic looking man in a white coat will introduce
himself as Boris and explain that monsters have taken over
his castle. While he didn’t mind the novelty at first,
they’ve become something of a nuisance and more keep
showing up. Plus, they’ve chained his assistant to the
ruined terrace. Boris offers concoct a potion of choice for
each player on top of 8,000 gold to remove the unwanted
guests from the premises.
4. West Guest Bedroom
Two
Ghouls
are sitting on the bed making out. Upon the
players entering, one asks “Do you mind?” If the players
do not immediately leave, both
Ghouls
will attack.
5. Master Bedroom
The bed is covered in blood. There are a few red-stained
Dixie cups on the floor. There are also several bookshelves
containing dozens of books on Biology, Anatomy,
Electricity, and Theology. The key to the chains binding
Boris’s assistant can be found on the bed table.
6. East Guest Bedroom
5
Zombies
are sitting on the bed, passing a doob. They will
not attack, but will offer the players a hit. Anyone
accepting the offer must save vs. poison or take 2d10
damage. If the character survives or makes a successful
save, a
Zombie
will offer to high five them. If attacked, the
Zombies will complain with loud groans and go back to the
Main Hall.
7. Ruined Terrace
This stone terrace looks out onto the ravine and offers a
lovely view of the full moon. Boris’s assistant, thrashing
and groaning, is chained to the castle wall just outside the
Main Hall. Anything falling, or pushed, from the terrace
into the ravine will take 10d6 falling damage.
Random Encounters
Roll d6
1 – 1-2 Ghouls
2-4 – 1-4 Zombies
5-6 – 1-6 Wolves
Random Encounters do not occur on the Bridge or within
the Castle, however each turn that music is still playing in
the Main hall, roll to see whether 1d4 Zombies or 1d2
Ghouls arrive in the Main Hall from across the Bridge as
long as the music is playing. A roll of 5 or 6 indicates that
no new “guests” arrive that turn.
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A One Page Dungeon released by Alex Kimball under Creative Commons Attribution-Share Alike 3.0
http://creativecommons.org/licenses/by-sa/3.0/
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