1304 The Hall of Sleep
HexDolmenwood Campaign Book · p.335
Open source p.335Crags of sandstone eroded (carved?) into outré forms like gesturing hands. A cool wind blows from the Loch.
Crags of sandstone eroded (carved?) into outré forms like gesturing hands. A cool wind blows from the Loch.
- Terrain: Craggy forest (4), Aldweald
- Lost/encounters: 3-in
- Foraging: Successful foraging yields portions of Fenob (DPB), in addition to the normal results.
- ### The Groaning Loch
- Waters: Fathomless, cold, and unquiet.
Northern bank: The waves of the Loch lap against forlorn beaches of black shingle.
Southern bank: Steep granite cliffs, 50 yards high, dwindling towards the east.
The Manor Road
A narrow gravel road connects Lochsbreth Road with the Hall of Sleep.
Lined with poplars: Even on the cheeriest day, the deep shadow beneath the looming trees that line the road conjures a sinister and paranoid atmosphere.
Approaching the manor: The road ends at a gate in the hulking, redbrick walls that enclose the manor grounds. Through the wrought iron, one can see the manse slumbering amid its rambling gardens.
Guards: The gate and the grounds are watched by sleep-wardens. A written invitation is required for entry.
The Hall of Sleep
The seat of the noble House Guillefer, secluded lords of the northern reaches of central Dolmenwood.
Grounds: Gardens of exotic, flowering shrubs, little brooks and bridges, folkloristic statuary, and dreamy idylls. The place is infused with a sleepy, dreamlike atmosphere.
The daydreaming pond: A wide, placid pool lies at the foot of the manor house, dotted with lily pads and (in warmer months) buzzing with dragonflies. Pergolas and clusters of seats surround the pond.
The manse: The Hall itself is a long, low structure of red wood, overbrimming with white marble gargoyles in the form of cavorting forest spirits.
Interior: Three floors of hushed, airy halls of polished wood. Every room features a bed. Scents of cedar and sandalwood permeate. Furnishings are sparse but luxurious. Despite a distinct lack of people, the place feels content, if somewhat melancholic.
Inhabitants: The nobles of House Guillefer (mostly asleep). A total of 20 sleep-wardens. Seemingly, a mere handful of servants cater to the manor’s needs. Among the servants is a middle-aged lady’s maid, Sadewyn Gallbucket (p77), who is secretly a high priestess of the witches of Dolmenwood.
Visitors: Are not welcomed, and constantly hushed by the servants. The lords of the Hall are reclusive and invariably indisposed.
Sleep-Wardens
The honoured guard of the Hall of Sleep, clad in ornamental plate mail painted with blue flowers. Tasked to rebuff unwanted visitors and ward the sleeping nobles.
Medium Mortal—Sentient—Lawful
Level 1 AC 17 HP (4) Saves R13 H14 B15 S16 Att Longsword (, ) Speed 20 Morale 9 XP 10
Wand: The watch-leader carries a Wand of Vapours of Dream (7 charges). All wardens are trained to use it. Worth 5,000gp.
The Nobles of House Guillefer
The dozen nobles of the Hall take turns in ruling. When not thus engaged, they sleep.
Sleeping nobles: The nobles sleep on the upper floor of the Hall, in a maze of bed chambers, each guarded by a sleep-warden. Their sleep is enchanted—they slumber for decades and do not age. The servants feed them fortified mead while they dream.
Rulership shifts: Each noble rules until one of their relatives wakes up and wanders bleary-eyed into the study to relieve their duty.
The current lord: House Guillefer is currently ruled by Lord Edwin Guillefer (see p59).