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Burned Area

Room

DCC 103 · p.10

Open source p.10

Area 1-14 – Burned Area

There was a fire here, very recently. The ground is scorched and there are bones at the edge of the ashes, probably human. The manor house is burned to ruins, its roof and upper floor collapsed, its windows gaping blankly into the scorched interior. To the east, about a third of the remaining structure appears to be intact. A silvery light gleams from something on the far, northern side of the burned ruins.

Most of the manor was destroyed but parts of it saw more damage than others. The servants’ quarters, being the oldest part of the construction were protected on the west side by a solid wall of worked stone, a literal firewall. Note that there are several doors, scorched by the blaze, along this wall where PCs may enter.

A concerted search of the burned area could allow the PCs to recover surviving items detailed below. But they first must contend with the Gaseous Abomination lurking in the ruins.

Each PC searching the area may roll + Intelligence modifier on Table 1-2: Torched Treasures.

Table 1-2: Torched Treasures

Roll + Intelligence mod

4 or less Nothing found

5-7 gp.

8-9 An intact round shield. If rolled again, some other mundane weapon or armor.

10-12 A brass scroll case containing the deed to Cob Hill manor*.

13-14 A partly burned journal belonging to Zatharides. Judges may reveal the wizard’s history and plans (from Adventure Background), per their discretion*.

15-17 A long knife made of mithril (as short sword)*.

18-19 A handwritten book with illustrations, describing the plants in the garden, their natures, and their various uses*.

20+ A stone chest containing random 1st level wizard scrolls (exclude patron bond/invoke patron which can be found in area 1-4)*.

*Note: If a unique item has already has been found, the PC finds gp instead. Alternately, they find an item at a lower threshold.

Gaseous Abomination (1): Init ; Atk electric spark missile fire (, 50’ range); Crit /M; AC 16; HD ; hp 7; MV 30’; Act ; SP none; SV Fort , Ref , Will ; AL N.

A flying, silvery mist that makes a low, crackling hum. It maintains distance from the PCs and attacks with an electric spark.

AREA 2: THE MANOR

The manor house was built in stages over several decades. First, a dwelling was built from the remains of more ancient construction, using fallen stones and other materials to lay its foundations. Over the years, as the inhabitants grew in number and prosperity, additional rooms and areas were built on. The oldest (eastern) wing was the oldest construction and was mostly undamaged by the recent fire. The rest of the manor is a burnt-out ruin.

The PCs may enter this area from the conservatory’s outside door (area 1-10), the burned double doors to the dining room (area 2-1a), the burned shell of the morning room (south of the servants’ stair), or the servants’ entrance (east side). When the PCs arrive, the servants are hiding upstairs in the servants’ hall (area 2-5) but may investigate if the PCs make enough noise (e.g., talking near the servants’ stair, looting the kitchen area, combating the roving abominations, etc.).

Area 2 Encounters

The missing villagers are hiding on the second floor because the Demon Seed’s abominations haunt the ground floor rooms and passages. One abomination is in the lower con-

servatory (area 2-4a) and more can be included as fixed or random encounters. Each time the PCs enter an empty room, the judge should roll . On a “1” result, they encounter an abomination. Judges may consider picking rooms in advance and placing 2 or more of these creatures in untenanted Area 2 locations.

Each abomination is a former villager altered by contact with the chaotic influence of the Demon Seed. While the judge may wish to roll on the Wheel of Abomination (See area 3-4, p. 18), they also could use one of these pre-rolled abominations. Judges should feel free to add their own spins on what the PCs see, smell, hear, or otherwise experience.

Liquid Abomination (1): Init ; Atk pseudopod melee (); Crit M/; AC 14; HD (3); MV 20’; Act ; SP none; SV Fort , Ref , Will ; AL C.

This abomination is made of silvery liquid and moves by hopping across the ground. It makes the sound of a commercial jingle.

Gaseous Abomination (1): Init ; Atk pseudopod melee (); Crit M/; AC 16 HD (4 hp); MV 30’; Act ; SP none; SV Fort , Ref , Will ; AL C.

This abomination is a glowing green gas that flows across surfaces. It smells of newly-mown hay.

GROUND FLOOR Area 2-1-Dining Area

The dining area includes the dining hall proper as well as the surrounding support rooms for setup and service.