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Quagspire

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Mucklands Sandbox Campaign Setting · p.158

Open source p.158

Hex 35.27. A crooked, sinking tower long rumored to be cursed. Once a Bogswain lookout tower meant to survey the swamps for miles, the structure was abandoned long ago, until it became the home of a mad magician who conducted strange chemical experiments in its depths. Over time, muck built up, burying the doors and windows, leaving only a wobbly stone structure caked with moss, reaching to the cloudy sky of Quagmash. Entering the only accessible window is hard to do because of the slimy, slippery fungus and grime covering its exterior, not to mention the window is caked shut with years of hardened muck.

LEVEL 1: THE BEDROOM

Only accessible via a small, porthole window at the very top of the tower. Old, musty curtains thick with mold hang from a dusty bed, and there's a dampness to the whole place that chills you. A hatrack with an old wizard's hat stands next to a large dressing mirror on the far side of the room. The only exit is a wooden door.

  • Wearing the hat illuminates the stars and suns on it, but does nothing else without its matching robe (see Level 5).
  • There is a locked chest under the bed. Inside is the skeleton of a giant bat among a heap of scrolls. Salvaging the scrolls requires a Treasure Hunting Check (), which are 3 random Alchemy recipes (see Alchemy Recipes table in Core Rulebook).
  • The mirror only casts a reflection for undead creatures. If someone who isn't undead looks into the mirror, the dead bat in the chest under the bed comes to life and attacks (as SKELETON L6-B, Flying).
  • The wooden door leads to a staircase down into the Library (Level 2).

LEVEL 2: THE LIBRARY

A musty-aired room filled with books up to the short, seven foot ceilings. No sound seems to penetrate from above, muted by the thick moss. The only sound is a light rustling from another staircase. You get an eerie feeling that if you were to scream, no one would hear it.

  • Three bookshelves packed with books, dedicated to chemistry, alchemy, and potions.
  • A journal lying out in the open titled The End is locked.
  • Section 1: “A grave accident has befallen me. The Quagmash, this abysmal swamp, is sinking and swallowing my beautiful laboratory! My potions were rattled and mixed, forming a strange, burning purple gas that has had a most amazing effect on me. Against all understanding, I dare believe I have been transmogrified. I am changed. Wings stretch from beneath my arms. And to my horror I have no pulse to speak of… and I thirst. I thirst so ravenously!”
  • Section 2: “It has been weeks to no avail. The test subjects have not been cooperative. Blasted orches! I must find a cure, for I fear my suspicions are true, as I was able to see my reflection in a vampire's mirror. Tomorrow. Tomorrow I will have a cure, I am certain.”
  • Section 3: “Celebrations are in order! I have found a cure! My thirst has receded, yet I still have wings. Perhaps I need the nectar of …” The rest is torn out.
  • There is a key to the door on Level 4 wedged into the center of the book.
  • A tall cabinet in the corner of the room is filled to the brim with BLINKING CAVE-INCHERS.
  • The slime covered stairway winds down to an open door into the Pantry (Level 3).

LEVEL 3: THE PANTRY

Entering the dank room, there are slime covered shelves on every wall, a table for preparing food and a small stove in the center, and more slime.

  • Barren shelves line every wall and ooze with slime, warm to the touch.
  • A table in the center of the room is covered with cooking implements including a large butcher's cleaver, two giant, crusty clay jugs with a metallic, minerally smell, and a large salt shaker.
  • A bulbous slimy shape protrudes from the wall.
  • Upon closer inspection it appears to be the body of an ORCH, covered in slime.
  • If the body is disturbed, a CURDLE SNAIL (L5-B) emerges from hiding and attacks.
  • A stairway leads to a rusty, locked door to Level 4. A strong shove opens it, but unleashes a cascade of curdle slime on everyone within Close. Vitality Check: a 5- inflicts WEAKENED.

LEVEL 4: THE CHEMICAL STORE

Broken vials, dishes, potion bottles, and jars litter the floor, glowing with a strange, chemical light. The smell is pungent and the fumes are sure to make anyone woozy and unsure of foot. Broken glass and upturned shelves are everywhere, save for a small desk with strange objects upon it.

  • Vitality Check: a 5- inflicts to all Checks until leaving the tower and vomiting.
  • The desk contains the following:
  • Two notes, the first reads: “Almost found the key to the formula, but the tower sank another ten feet today alone! The wicked shudder knocked over my most precious concoction! Will there be no respite from this calamitous curse!” The second note reads: “The thirst returns…I must not have added enough! Impossible!”
  • A jar filled with neon purple, glowing liquid has a key floating in it. Touching the jar or the liquid CURSES the person, turning them into a giant vampire bat unless they roll a 12+ on a Vitality Check. The victim retains their capabilities, but can fly, gains Attack, Dread, and after 1 day, starts craving blood. Only blood keeps them from being hungry. The key is to the journal on Level 2 called The End.
  • A vial of glowing white liquid (Liquid Light).
  • A jar containing a MUCKLAND BAT WING.
  • A tiny cage with a GRAIL TICK.
  • A stairway, dark and much more narrow than the others, leads to what must be a sub basement or wine cellar.
  • The door at the bottom of the stairs is made of iron, covered in rust and locked from the inside, though there is a place for a key.
  • Breaking the door would be most difficult, but it can be done.
  • The key to the lock is in the journal The End.
  • Knock and a mysterious shadow opens the door.

LEVEL 5: THE WINE CELLAR

The shadow that opens the door vanishes from sight without sound. The wine cellar is filled with jugs and barrels, and the unmistakable metallic scent of blood. Orch bones litter the floor and pale, violet eyes stare at you from the darkness.

  • The barrels and jugs are all empty, but were once filled with blood.
  • Mareyo the Magician (as VAMPIRE L4-B), now a giant emaciated vampire bat, skulks in the corner, staring with glowing violet eyes. He seems to oscillate between rage and sorrow, and if the PCs are hostile, rude, or indignant, Mareyo attacks.
  • Mareyo can also cast 3 random spells.
  • If any of the PCs are also a bat or becoming one, Mareyo laments how sorry he is that they too will succumb to the ravenous hunger. He has become too weak to complete his work and shares his formula with the PCs begging them for help: 2 drops of Liquid Light, 2 MUCKLAND BAT WINGS, and GLOOMWEED, which can be gathered in the Quagmash.
  • If given the completed potion, Mareyo changes back to his human form and leaves the Quagmash forever, but not before giving the gift of the star and sun robe to go with the hat (see Level 1).
  • Star and Sun Regalia: When hat and robe are worn together, a PC's magical capabilities are enhanced. Any magic powers, whether through Magic items or Class Abilities, gain an extra use every session.
  • HEROIC TITLE ACHIEVEMENT: Turn Mareyo back into his human form.
  • The Experimental Alchemist•. The PC may add GLOOMWEED when making a potion to increase the Usage Die by one step.