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Halls of the Blood King

Open source p.3 ↗

OSE HBK

Halls of the Blood King is a mid-level Fantasy Horror adventure locale—a manor from a dimension of horror and pain materializes and begins disrupting the campaign world’s balance. Inside, a powerful undead lord guards secrets, treasures and unspeakable monsters while his forces pillage the countryside’s blood and souls.

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OSE HBK · p.2

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The Adventure

Overview & introduction p.3 ↗

About This Adventure

Halls of the Blood King is a mid-level Fantasy Horror adventure locale—a manor from a dimension of horror and pain materializes and begins disrupting the campaign world’s balance. Inside, a powerful undead lord guards secrets, treasures and unspeakable monsters while his forces pillage the countryside’s blood and souls.

Old-School Essentials

Running this adventure, the referee requires a copy of Old-School Essentials. The Classic Fantasy and Advanced Fantasy flavours work equally well. Alternatively, use the classic Basic/ Expert game or another derived rule set.

Character Levels 3–5

This adventure is suitable for PCs of 3rd to 5th level. Note that, as an adventure in the old-school style, not all encounters are intended to be balanced to the PCs’ capabilities. Judicious use of stealth, parley, and trickery are to be encouraged, in place of blindly rushing into combat.

Campaign Setting

The Halls of the Blood King might manifest anywhere in the world! This adventure can be placed in any campaign setting. The adventure happens during a Blood Moon astrological event, but the referee can use any other sinister happening in the world in its place.

Adventure Overview

History

The Blood King claims to be the first vampire, vampiric progenitor and king, visiting all his children’s worlds, always during the Blood Moon eclipse, when the shadow world’s veil thins. None recall his name or age but he’s unlike other vampires, who universally fear him. He demands the world’s vampires reaffirm fealty every hundred years, collects blood taxes and, eventually, orders them to fulfil his indecipherable schemes. The Blood King is here presently and displeased with one of his children, Lord Daemetrius’, behaviour, ordering his subjects to present him.

Seleana Suantis

When last the Halls of the Blood King appeared, a courageous vampire hunter entered to slay the King, avenging her neighbours, who were sacrificed filling the sinister manor’s blood pools. She never returned. She remains within, alive, fuelled by hatred for the undead King and the despicable things she did to survive.

The Princess of Blood

She is not the Blood King’s real daughter, but he chose her to play this role, which she resents him for immensely. The King’s mind control powers do not work on the Princess, who presently plots revenge. She can’t regain her mortality, so she will take the Blood King’s throne. She is likely an ally herself to another faction—or even PCs inclined to parley properly.

Lord Daemetrius

In the past century, something happened to Lord Daemetrius, making his vampiric existence much harder: a cleric of law’s curse restored his soul. He cannot stand his existence, but is too cowardly to allow himself or others to end it. Where would he go afterwards? He failed to deliver his blood tax quota, and the Blood King ordered his minions rendition him for punishment. He is afraid, but also wishes for this to finally end.

Dungeon Factions

The Blood King’s manor is inhabited by the King’s servants, divided into smaller, oppositional factions alongside infiltrators making it their new territory.

  • Blood Spiders (Area 18) The Blood King’s pet spider laid eggs—lots of eggs. Dominating this portion of the manor with court mimicking their lord’s.
  • Vampire Court (Area 12) Where the Blood King resides, receives guests and punishes his vassals. Contains vampires from across the universe with their own agenda and secrets.
  • Vampire Rebels (Area 25-26) The Princess of Blood and her few allies’ small secluded area, where they plot their coup.
  • Void Fungi (Area 37) In the manor’s deep dungeons, extra-planar fungi have a foothold, growing and dominating the underground.
  • The Hunter (Area 22) Seleana secured this portion, riddled with deadly traps to (hopefully) eliminate wandering vampires—unfortunately, they’re equally deadly for the living.

Relationships

  • Blood Spiders: Owe fealty to the Blood King, but actually enjoy drinking other vampires’ blood for strength and a high. Would turn in the Princess to exsanguinate her.
  • Vampire Court: Marginally entertained by the Blood Spiders and unaware of the Vampire Rebels. Likes experimenting with the Void Fungus but doesn’t want it spreading throughout the manor. Enjoys Seleana’s suffering.
  • Vampire Rebels: Disgusted by (and support the removal of) the Blood Spiders. Wish to overtake the Vampire Court by killing and replacing the Blood King. While unaware of other factions, would work collaboratively to accomplish their goals.
  • Void Fungi: Desire expansion and conquering everything, possibly this world.
  • The Hunter: Traumatized by horrible survival requirements, wishes only to kill all the vampires.

Hooks

PCs can get involved many ways. Each referee’s campaign will require generating their own hooks, but a few ideas are provided below.

  • Treasure: The Blood King’s Halls are allegedly laden with ancient and valuable treasure accumulated visiting many worlds. Beyond gold, the treasury contains relics and magical artifacts any adventuring party would love to seize.
  • Saving Villagers: This world’s vampires raided villages, collecting offerings for the Blood King. Do-good adventurers would certainly feel compelled to rescue them. Alternatively, a loved one, important contact or someone the PCs care about was taken.
  • The Princess’s Dreams: The PCs receive oneiric visions from the Princess of Blood. She pretends to be a defenceless princess to attract adventurers, hoping they cause sufficient trouble distracting her “father” as cover for her coup.
  • Elixir of Life: A dying wizard needs the Elixir of Life and is missing the world’s most potent blood—guess where the PCs can find it? In the Halls of the Blood King! The King carries it in a golden vial around his neck.
  • Seleana’s Vengeance: One of the PCs is actually Seleana’s revenge-seeking descendant, or her descendant hired the PCs to enact vengeance or recover her body.

Unanswered Mysteries

Not everything in the Blood King’s otherworldly manor provides PCs with easy answers. These things provide a sense of wonder the referee should expand as they see fit—if PCs demonstrate interest.

  • Planetary Model: Miniature planets with micro beings. Where did they come from? What’s their purpose?
  • Another World’s Telescope: Shows another world—as if the PCs were there. Which one? How does one get there?
  • Changing Pictures: Some pictures change in a random pattern—or do they? What is their secret?
  • The Blood King’s Family: It is implied the Banshee (Area 8) and Blood King are mother and son, but not confirmed. Is this true? How would finding out affect them?
Rumours p.7 ↗

The referee may provide players with one (or more) rumours concerning the manor, before they venture within. False rumours are appended with (F) and the partially true with (P).

d10Rumour
1Someone inside can help defeat the Blood King, but they won’t trust you at first.
2Cats fascinate the Blood King. If you present him with a cat, he treats you well. (F)
3The Blood King can’t be killed until his heart is found and burned with holy fire. (P)
4One of this world’s vampire lords plans to betray the Blood King, usurping the manor. (P)
5Vampiric spiders and their court overran the Halls. Their Queen seeks a suitable king. (P)
6The Halls are filled with blood, drowning the careless. (P)
7The Halls only remain for the Blood Moon’s duration. You only have a few hours, be quick!
8Mortals who drink vampiric blood gain their wretched undead strength. (P)
9Blood is animated within. Try not to bleed so much. (P)
10The Blood King fears his reflection. The problem is mirrors do not show it.

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Treasure p.8 ↗

The following treasure is located within. As much of it is hidden or difficult to remove, only cunning and thorough parties may find and take it all. Note: Random items (e.g. Area 36’s) are not included.

AreaTreasure
12 fire opals (150gp/each).
3Pouch with 50gp, golden ring (250gp) and 2 vials of holy water.
4Blood rose (500gp to a botanist or herbalist).
5A gold bat-shaped pin (300gp).
8Shiny jewellery (800gp total). Old dark brown cape (makes the wearer look like a vampire).
10A hand-crafted ivory comb (250gp).
12Scraping the Throne’s gold (1,000gp). Golden coffin (10,000gp).
13Removing heart book (1,000gp, 10,000gp to a vampire). Vampire medicine book (500gp). Hollowed-out book with 3 Living Blood antidotes. Begemmed book (1,500gp). Spell book.
15Golden chandelier (2,000gp). Well-crafted dishes (250gp).
16Fancy silverware in crystal cases (1,500gp).
196 gold baths (5,000gp/each).
214 chainmail, 5 swords and 3 crossbows.
24An ivory-infused mirror with platinum details (1,250gp). Publishable love poems (150gp/month).
25Large silver piano (10,000gp). Sun ray pistol .
26Obsidian dagger (dragon motifs, +1 dagger of blood letting ).
27Herbs (600gp).
288 trophies (1,250gp/each). 7 spirits bottles (150gp/each).
29Large telescope (5,000gp, very delicate lens, 1,000gp broken).
3012 paintings (850gp/each).
32Chest 1: 5,000sp, 3,000gp, 3 rubies (500gp/each), 3 jade alien god statues (750gp/each). Chest 2: Articulated silver and ebony snake with emerald details (1,500gp), roll of everfresh-to-the-touch silk linen (500gp), dark crystalline skull with ‘magic 8-ball’ eyes (250gp), set of 3 fist-sized balls that never lose inertia (500gp). Elixir of life , royal crown (10,000gp)
33Porcelain dolls (5,000gp).
34Precious gems (350gp/each). Total monetary treasure: Potentially ~122,450gp (but ~71,000gp is quite hard to carry).

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Vampire Traits p.9 ↗

Many vampires are within. To avoid repeating information with every stat block, their common traits are listed here and on the rear endpapers:

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Energy drain: A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.
  • Charming gaze: Save versus spells at –2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire’s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.
  • Regeneration: A damaged vampire gains 3hp at the start of each round, as long as it is alive.
  • At 0hp: Change into gaseous form; flee to coffin. Most don’t have a coffin here, so they will die.
  • Change form: At will; takes 1 round: • Humanoid: Standard form. • Dire wolf: Att 1 x bite (), MV 150' (50').

AC, HD, morale, saves as vampire. • Giant bat: Att 1 x bite (), MV 30' (10') / 180' (60') flying. AC, HD, morale, saves as vampire. • Gaseous cloud: MV 180' (60') flying. Immune to all weapons. Cannot attack.

  • Coffins: Must rest in a coffin during the day or lose hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.
  • Vulnerabilities: • Garlic: Odour repels: save vs poison or unable to attack this round. • Holy symbols: If presented, will keep a vampire at bay (10’). May attack wielder from another direction. • Running water: Cannot cross (in any form), except by a bridge or carried inside a coffin. • Mirrors: Avoid; do not cast a reflection. • Continual light: Partly blinded by the light from this spell (–4 to attacks).
  • Destroying: • Sunlight: Save vs death each round or be disintegrated. • Stake through the heart: Permanently kills. • Immersion in water: For 1 turn permanently kills. • Destroying coffins: Permanently killed if all hit points lost when unable to rest (see coffins).

Alternatives to Energy Drain

Groups that wish to reduce the deadliness of vampires’ attacks may consider one of the following alternative effects of a vampire’s attack: • Ability damage: Drains CON, which returns with normal rest. • Permanent hp loss: Permanently reduces the victim’s maximum hit points by 2. • Global penalty: Applies a cumulative penalty to the victim’s attack rolls, saving throws, and ability checks. Penalties are removed after a night’s sleep.

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Random Happenings p.10 ↗

1-in-6 Chance per Turn

Every turn, roll . On a 1, roll and consult the following table. Encounters with monsters occur x 10' apart. On a 2, referees can show a possible encounter’s omens.

d12Event
1Blood flows through the walls; the PCs can see it pulsating as if alive.
2The walls bleed a malodorous, dark, rotted blood. PCs must save vs paralysis or are so disgusted they receive for attacks and saves in the room.
3The vision of a villager the Blood King took long ago appears, crying and requesting help. When PCs approach, it disappears.
4A tangible moving darkness approaches (MV 120' (40')), intent on draining all light sources. It drains mundane light sources before moving on. It drains magical light sources before reporting to the Blood King.
5Dozens of small common spiders are en route to the Blood Spider Courts. If killed, Blood Spiders (from Area 18) come to check on their small cousins in turns.
6Classical piano music is audibly coming from everywhere. PCs must save vs spells or be compelled to dance for 1 turn.
7 Blood Thrall Guards (Area 1 for stats) carrying a gagged human to drain.
8A Living Blood (Area 19 for stats) mass scurries across the ceiling, seeking blood to grow.
9 Blood Spiders (Area 18 for stats) gossip about their court.
10 Vampire Guests (from Area 12) trying to locate the Dining Room, complaining about excessive formality.
11 Escaped Villagers seeking escape. Blood Thrall Guard pursuers (Area 1 for stats) are round(s) away.
12Seleana (Area 22 for stats), stalking the halls to capture a lone vampire.

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Putting Pressure on Players p.11 ↗

Putting Pressure

on Players

The Blood King’s Halls won’t stay in the PCs’ world forever, vanishing at dawn along with everyone inside. Referees can make this explicit immediately or start showing portents of impending catastrophe. PCs may look through windows and see a changing landscape or start losing memories of home, family and the like.

After 6 hours in game time (36 turns)

The Blood King judges one of the guests’ secretive disloyalty, initiating a Blood Hunt. Vampires roam the halls ferociously hunting them, but any mortal encountered makes nice prey. Now, on Random Happenings, a 2 on the indicates encountering a randomly determined vampire from those left standing—including the Blood King and Princess of Blood.

After 10 hours in game time (60 turns)

Dawn breaks and the manor leaves this world for another dimension of shadow and death. PCs inside come along—are they lost forever? Can they escape? That’s another adventure!

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Concluding the Adventure p.48 ↗

Concluding

the Adventure

There isn’t a real end—and that’s great! This is an open-ended scenario, with many potential outcomes. The PCs might enter seeking treasure, to rescue innocents, a long lost ancestor, searching for answers to strange dreams or simply because it looks extremely suspicious under the ominous Blood Moon. Within they can make allies, discover strange things, glimpse alien worlds, mingle with supernatural beings and much more! They can dethrone the King, become his servants, capture the alien palace or get shiny things and flee. So let the adventure find its own course and have spooky fun!

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Keyed entries (37)

1. 1. Biting Gate p.12 ↗

Darkened iron, maw-shaped double gate (rusty, vine covered). Garden of decaying red roses beyond (embedded in blood, swaying without wind). Black stone path leads to the manor (worn, stained, 8' wide).

  • Approaching the gate: It may attack unwelcome guests (see Biting Gate below).
  • Heard from the north: Audible classical music emanates from the manor.

2 Blood Thrall Guards

Human appearance (red eyes, emotionless). Dark red armour (hardened leather).

  • Reaction: Demand invitations to allow PCs entry. Attack if provoked or if the party gatecrashes.

Blood Thrall Guards

AC 4 [15], HD 3* (hp 12, 14), Att 1 x barbed sword ( + bleed), THAC0 17 [], MV 90' (30'), SV W13 P14 B15 S16 (3), ML 10, AL Neutral, XP 50

  • Bleed: Anyone taking damage from a barbed sword must save vs death or suffer an additional damage.
  • Morale: Guards failing a morale check snap out of the trance and request help.

Biting Gate

Great metal maw (2' long teeth). Grinding noises (old and rusty). Adorning gems (2 fire opals in the teeth, 150gp each).

  • Reaction: Attacks unwelcome guests who approach (within 10').

Biting Gate

AC 4 [15], HD 4 (18hp), Att 1 x bite (), THAC0 16 [], MV 0' (0'), SV W11 P12 B13 S14 (4), ML 12, AL Neutral, XP 75

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Spell immunity: Unaffected by sleep and charm spells.

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2. 2. Vine Fence p.13 ↗

12' tall barbed fence (rusty iron, lacquered with dried brown blood). Laden with dark green vines (sway intermittently when someone approaches).

  • Getting over it: If anyone tries to climb over, the vines animate, attempting to impale intruders, draining their blood.

Dark Vines

Thick dark green vines (move of their own volition).

  • Reaction: Desire blood.
  • Appeasing: Attention diverted by sacrifices of hp of spilled blood.

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3. 3. Hole in the Fence p.13 ↗

Broken and twisted metal shafts (as if melted). Skeleton on the ground (by the hole, charred bones).

  • Searching the skeleton: A pouch (50gp), a golden ring (250gp) and 2 vials of holy water. There are scattered broken flasks.

Dark Vines

AC 6 [13], HD 3* (13hp), Att 4 x vine (entangle + pull), THAC0 17 [], MV 0' (0'), SV W13 P14 B15 S16 (2), ML 12, AL Neutral, XP 50

  • Entangle: Anyone hit by a vine must save vs paralysis or they cannot move and can only use small weapons.
  • Pull: Those entangled are pulled towards the barbed fence at the beginning of the Dark Vines’ round and suffer damage.

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4. 4. Garden of Roses p.14 ↗

Rotting red roses (seemingly dying). Sharp thorns (unusually long and sharp). Worn stone path to the manor (from the Gate to the Entry Hall’s doors).

  • Moving through: Requires a DEX check to avoid damage for each turn of movement. The roses drinking blood rejuvenate and appear beautiful.
  • Picking up a blood rose: A botanist or herbalist would pay 500gp for this rare species.

3 Shadow Hounds

Dark as the night (reflects no light). A face that is largely its maw and small red eyes (can swallow a head). Long and tall but very lean (as if stretched).

  • Tracking: 1-in chance of finding PCs per turn in the garden if they don’t cut themselves on the roses, 3-in chance if they do.
  • Reaction: Unless the characters are masquerading (using an undead scent or have vampiric blood), Shadow Hounds are hostile.

Shadow Hounds

AC 4 [15], HD 4* (hp 14, 18, 20), Att 1 x bite () or 1 x spiked tongue ( + constriction, 15' range), THAC0 16 [], MV 120' (40'), SV W11 P12 B13 S14 (4), ML 10, AL Chaotic, XP 125

  • Constriction: Tongue grab and constrict after a hit. automatic damage per round. 6 damage severs the tongue.

Gaining Entry to the Manor

There are several ways to get inside. Some of the most obvious are presented below.

Main Doors (to Area 5)

Stout oak, painted gold (open). Heavy (requires two people to open or close). Stone path to the gate (Area 1).

Servants’ Entrance (to Area 6)

Small reinforced door (barred from inside). Exterior painted with a big yellow eye (seems to blink when you’re not directly looking at it).

  • Forcing it open: Makes a lot of noise, 3-in chance of drawing Blood Thrall Guards’ attention (from Area 1).

Other Entrances

Players will certainly ponder other ways in. Here are some possibilities the referee should be prepared to adjudicate. We suggest rolling a Random Happening whenever one is attempted.

  • Climbing a window: Each of the outermost rooms, except for the Blood Baths (Area 19) or where the referee thinks occupants would appreciate secrecy, has one.
  • Climbing the balcony: The second floor balcony (Area 29) entails dealing with its carnivorous plant.

Area Descriptions:

First Floor

Interior Areas Common Traits

Walls with veins inside (if harmed, bleed a dark viscous blood). (slowly drink spilled blood). Small eyes on walls Kings’ family crest).

Breaking Interior Walls

Characters can attack and breach the walls (AC 2 [17], 10 hp). Doing so makes the area scream and bleed, requiring an immediate Random Happenings roll (2-in chance of an encounter). Breaches seal themselves in turns.

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5. 5. Entry Hall p.16 ↗

Stout oak doors, painted gold (opened). Dwarven statue with outstretched hand (life-like). Coat hanger with coats (dark and bloodstained). Smell of perfume and blood (from within).

  • Upon entering: An alarm sounds, summoning Blood Thrall Guards (from Area 1).

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6. 6. First Floor Corridors p.16 ↗

Stained red carpet (fading colours, dirty). Paintings on the walls (various eras and styles depicting mundane and alien vistas). Many human statues in frightened poses (life-like). Tongue-textured carpets (blind). Rose motifs on walls (the Blood

  • Putting an invitation in the statue’s hand: Avoids sounding the alarm. Putting something else there delays the alarm turns.
  • Checking the hanger: There’s a coat with an extra invitation. Additionally, 6 coats can be used as disguises. If they are all checked, the last has a finely crafted, bat-shaped gold pin (300gp).
  • Random Happenings: Every time PCs traverse the corridors, roll a Random Happening.

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7. 7. Guards’ Room p.17 ↗

Cramped and austere (colourless, mouldy). Bunk beds, tightly arranged (well-organized). Armour and weapons mounted on the walls (hooks hanging with leather armour, chain shirts and swords).

1d6 Guards

Sleeping (in a deep trance). Unarmoured (armour hanging on the walls).

  • Loud noises: 1-in chance of waking guards.
  • Awakened guard: 1-in chance one guard is awake, reading a letter in bed. He’s nearly broken the trance and, if treated fairly, may join the PCs. Otherwise, a love letter is under one of the pillows.

Blood Thrall Guards (Unarmoured)

AC 8 [11], HD 3* (14hp), Att 1 x barbed sword ( + bleed), THAC0 17 [], MV 120' (40'), SV W13 P14 B15 S16 (3), ML 10, AL Neutral, XP 50

  • Bleed: Anyone taking damage from a barbed sword must save vs death or suffer an additional damage.
  • Morale: Guards failing a morale check snap out of the trance and request help.

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8. 8. West Guest Room p.18 ↗

Large, decorated wooden bed (purple linen, silken pillows). Marble-topped dresser with silver mirror (a wig and makeup over it). Old oak closet (a small dead spider and two, somewhat rusty, metallic hangers).

  • Checking the closet: PCs find two small, thin apertures on both sides of the closet’s base. Inserting both hangers simultaneously opens a compartment containing a dirty old dark brown cape. Anyone wearing it is treated as a vampire lord—not even spells detect the magic.

Lenice Albathea

Beautiful banshee noble (long curly hair, beautiful eyes and formal dress). Wearing shiny jewellery (800gp total, one ring bears an old noble family’s crest—a deep red rose: same as the Blood King’s brooch).

  • Reaction: Lenice laments what happened to her family, especially her son lost long ago.
  • Insinuating her lost son is the Blood King: She disbelieves (at first) but this fills her heart with hope.
  • Redemption: If she finds her son, her spirit may live again, and she and her son become mortals.

Lenice Albathea (Banshee Mother)

AC 0 [19], HD 7* (31hp), Att 1 x touch () or 1 x wail, THAC0 13 [], MV 150' (50'), SV W9 P10 B10 S12 (7), ML 12, AL Chaotic, XP 850

  • Undead: Makes no noise until she attacks. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Energy immunity: Unharmed by coldbased or electrical attacks.
  • Wail: All within 30' must save vs death or die. Usable once per day and only during the hours of darkness.
  • Melancholic presence: Mortals with less HD than her must save vs spells or become melancholic, receiving on attacks and saves.

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10. 10. East Guest Room p.19 ↗

Ransacked (everything’s scattered on the floor). Blood stains (mortal). Signs of battle (Seleana attacked a vampire guest). Bed, closet and dresser (damaged).

Dresser

Made of dark wood (lighter than it appears, drawers lined with teeth). Fine garments hanging from the drawers (Seleana was seeking something).

Alvaraz

Bright purple skin and shining yellow eyes. Dressed in noble regalia (white and red tones, family crest in a medallion and a signet ring). Trapped in the mirror (placed there by the Blood King).

  • Reaction: Fears the Blood King and his servants (assumes that’s who the PCs are). Doesn’t want to see the Blood King (who tortures him).
  • Origin: The Blood King stripped his weakness and mortal soul’s fragments for imprisonment within the mirror, birthing Alvaraz—the Blood King hates and fears it.
  • Show the reflection to the Blood King: If Alvaraz is convinced to face the King (not easy), the King must save vs death every round to act. His servants try to break the mirrors (AC 7 [12], 6hp).
  • Search the garments: If not taken out of the drawers carefully before searching, requires a DEX check not to cut themselves on the dresser’s teeth, suffering damage. Examining every piece carefully uncovers a small silver key with an old noble family’s crest—just like the Blood King’s brooch (opens the Observatorium’s sun [Area 34])—and a hand-crafted ivory comb (250gp).

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9. 9. Hat Room p.19 ↗

Walls covered with hats (all shapes, sizes, times, eras and worlds, hanging by human hand-shaped hooks). Mirrors of various shapes and sizes (arranged throughout). A mirror is shattered (pieces litter the floor).

  • Trying on hats: 1-in chance it’s somewhat magical and produces a small magic effect such as growing a beard, becoming smaller, becoming taller, growing nails and so on (referees can have fun with this).

Elaborate Mirror

Well polished (almost luminescent). Decorated with arcane symbols (detect as magical).

  • Looking in the mirror: PCs paying careful attention can make a WIS check to sense that there’s someone hiding in the reflection, just out of sight.
  • Examining the runes: They seem incomprehensible at first, but read languages or an INT check with a modifier deciphers a name within: Alvaraz.
  • Calling Alvaraz: A purple-skinned man’s reflection appears.

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11. 11. Monstrous Doors p.20 ↗

Closed (but sense monstrosity and open). Great double doors with metallic red veins (actually pulsate and bleed if damaged).

  • Open the doors: Sealed unless the PCs appear supernatural. Trying to force them causes eyes and a mouth to appear, questioning who they are and what they want. Without a convincing answer, the doors attack.

Monstrous Doors

AC 5 [14], HD 4* (24hp), Att 4 x bite (), THAC0 16 [], MV 0' (0'), SV W11 P12 B13 S14 (4), ML 12, AL Chaotic, XP 125

  • Acidic blood: When suffering damage, those in melee must save vs breath or suffer damage/round until cleaned. Mundane weapons are damaged if saving throws fail.
  • Spell immunity: Unaffected by sleep and charm spells.
  • Scream for help: After losing half hp, the doors call for reinforcements. Blood Thrall Guards arrive in rounds.

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12. 12. Great Hall p.21 ↗

Interior doors decorated with red metal veins (actually alive and pumping blood). Flanked by two lines of columns (decorated with scenes of vampiric debauchery, preying on all sorts of alien beings—and humans).

  • Guests arriving: guests arrive every hour until all 12 are here (talking among themselves, drinking blood, sulking). Once all 12 guests arrive, the Blood King will be here.

The Blood King

There’s a 1-in chance the Blood King (Area 32 for stats) is present, prying about a guest’s secrets. If all guests have arrived, he’s automatically here.

Guests

Vampires from various worlds (roll on table on page 22 for name, appearance, personality). Hanging around (gossiping, drinking blood, conspiring against one another).

  • Petty: Universally really petty and, if played against one another, seize advantage from any commotion to attack one another.

Vampire Guests

AC 4 [15], HD 7** (31hp), Att 1 x touch ( + energy drain) or 1 x gaze (charm), THAC0 13 [], MV 120' (40'), SV W9 P10 B10 S12 (7), ML 9, AL Chaotic, XP 1,250

  • Vampire traits: See page 9.

Golden Throne

Shaped like skeletons (holding the person seated). Tall and sturdy (petrified bones). Gold-plated (thickly layered).

  • Touching it: This calls the attention of all the guests present in the Great Hall, who mostly find this gesture quite audacious and risky. The Throne is cold to the touch, almost like ice. One of them might go tell the King to get off the hook.
  • Underneath: If moved by very strong individuals (combined 30 STR), slides to the side, revealing the Blood King’s extremely heavy (½ ton) and extremely valuable (10,000gp) golden coffin.
  • Scraping gold: Takes hours for 1,000gp total.

Spiralling Stairway

Made of hardened flesh and bones (part of the living manor’s structure). Works like an escalator (moving its muscles).

  • If fleeing the Blood King: The stairs delay escape and attempt to squeeze PCs. PCs must save vs paralysis or become entangled, suffering damage/round until they escape.

Vampire Guests

d12Name
Appearance
1Szantis Humanoid with red skin Crimsoneyes and a third eye.
2Dartia Humanoid fish, with Scaleblood antenna and pale skin.
3Haltis-Paldis Two-headed, bald, purple Tetrafangs skin, silvery-red jumpsuit.
4Maltazar Large bulbous head, Greenfang 3 green fangs, pincer hands.
5Zarzzizol Small, insectoid, Fastwing impeccable tuxedo.
6Yetar Hairy, tall, muscular, Toughskin horn.
7Lartarin Serpent head, thin tail, Sharpclaws sharp claws.
8Brunt Cybernetic arm, pink Steelarm mohawk, spiked leather coat.
9Ciranda Tall, thin, green skin, Bloodsmile dozen eyes, two mouths.
10Kailenya Maws in their hands, Mawhands leathery skin, no apparent eyes.
11Yandir Translucent, crimson Bloodspirit shadow, no visible detail.
12Welacom Slimy, eyes and mouths Bloodspat floating in a dark goo.
PersonalitySecret
HaughtyIs not a real vampire, but a magician studying them. Aloof Considering becoming a vegetarian vampire. Joker Lacks their Blood Tax but stole someone else’s. Secretive Is working with the Princess of Blood to overthrow the Blood King. Selfish Likes to drink other vampires’ blood. Affable Has stolen from the Blood King for centuries. Questioning Knows of the Princess of Blood’s plans. Abrupt Infected with vampiric plague. Childish Has played vampires against one another for centuries. Chatty Was expelled from their world. Dull Is trying to find a cure for vampirism. Grim Has fed a rival of the Blood King information.

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13. 13. Library p.23 ↗

Larger inside than out (to accommodate books from many ages and worlds). Dust and cobwebs (the Blood King hasn’t been here for a few years). Very tall bookshelves (made of hardened blood, move on rails).

12 Bookshelves

Shaped like gothic towers (spiked sides). Filled with books in many strange languages (from various worlds).

  • Trap: May be identified by inspecting the opposing shelf’s sharp, bloody spikes. If unnoticed, removing a book triggers the other bookshelf to run on its rail, impaling anyone in its path. PCs must save vs breath or suffer damage.
  • Examining books: One person’s cursory examination takes 6 turns, 3 turns with 2 people, and so on. Most books are incomprehensible even with spells (which can’t reach the other worlds’ intelligence), many vampires’ diaries and mundane topics (a lot of YA vampire novels). Each bookshelf’s most significant find is listed below. Whenever a search is completed, roll . 1. A book detailing the ritual for removing a vampire’s heart from their body, providing immunity to stakes and even fire. Notes indicate the Blood King might have used this (1,000gp, 10,000gp to a vampire). 2. A treatise by a vampire medic on fresh blood’s uses treating many conditions (500gp). 3. A young vampire’s diary, detailing a dream about his lost mother accompanied by sketches resembling Lenice Albathea (Area 8). 4. A lost god’s hollowed-out holy book. Inside is a vial with 3 doses of Living Blood monster antidote (immediately fatal). 5. A collector’s edition young adult novel decorated with gems and gold. The book isn’t worth much, but the extracted gems and gold total 1,500gp. 6. A spell book containing the following: dispel magic, hold person, protection from normal missiles, charm monster, polymorph self and wizard eye. Each use drains hp.

Webs

Sticky, red, thick webs (spun from blood by gigantic spiders). Thicker cluster (in the southeast corner).

  • If the southeast corner’s webs are cleared: Reveals a loose floor tile covering a rough hewn tunnel descending into the darkness below (to Area 18). Blocked with thicker webs.

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14. 14. Games Room p.24 ↗

Four round tables spread around (card games, miniature games, block tower games and a board game). Shelves with various different tabletop games (accumulating dust).

Iara, the Game Master

Translucent ghost (bespectacled young girl). Dark haired and grey eyed (that look excited and alive, even being a ghost). Wearing formal clothes (with red stains).

  • Reaction: Bored, wants to play a game. Excited to see someone to play. Very competitive, but eager to teach anyone who is willing to play with her. Brags of being unbeatable in certain games (the referee can decide which depending on what they want to play).

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15. 15. Dining Room p.24 ↗

Long dinner table (seats 32). Golden chandelier (2,000gp). Dishes with human organs and limbs (as fresh as possible, dishes worth 250gp). Servants enter and exit (replacing not so fresh dishes with new ones).

  • Northeast: muffled screaming.

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16. 16. Kitchen p.24 ↗

Bloodied tables and drains (where people are vivisected and exsanguinated). Servants working (killing people taken from Area 17). Fancy silverware (in crystal cases, 1,500gp).

4 Blood Servants

Human in appearance (blank eyes, unspeaking). Soaked clothes (fresh blood).

  • Information: Every game played makes the ghost casually state one thing going on in the castle. The referee can use this for dispensing useful information.

Playing a Game

If PCs play a game with the ghost, the referee has two options:

  • Actually play another game (a card game, board game, miniature game, or whatever).
  • Condense it into abstracted dice rolling. For example, roll 3 rounds of a plus an appropriate Ability score (e.g. DEX for a manual ability game, INT for a strategic one). Highest roll wins the round, whoever wins the most rounds wins the game.
  • Reaction: Ignore PCs unless attacked. Issue a high-pitched scream before fighting with their cleavers.

Blood Servants

AC 8 [11], HD 2 (hp 6, 7, 9, 10), Att 1 x cleaver (), THAC0 18 [], MV 90' (30'), SV W13 P14 B15 S16 (2), ML 12, AL Chaotic, XP 20

  • Scream: Every round screaming, roll for a Random Happening, and if it occurs, roll to see what arrives.

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17. 17. Pantry p.25 ↗

Dark and cold (slabs of ice spread around the small room). Caged people (scared, wounded and disarmed). Iron table with tubes and needles (for extracting blood).

2d6 Prisoners

People of all kinds (varying ages and genders). Scared (wish to flee as fast as possible—maybe causing trouble).

Blood Extractor

Stained metal table (sturdy and very well made). Thick needles in a handle (for use on a bound victim). Full receptacle under it (someone was recently drained).

  • Using it on a Blood Thrall: Blood Thrall may save vs spells to break their enthralment.
  • Using it on a vampire: Draining a vampire enrages them but also temporarily disables their regeneration.

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18. 18. Blood Spider Court p.26 ↗

Dark and damp (filled with spider webs and blood stains). Stalactites in rows (like a great hall, wielding large weapons is difficult). Throne of withered bones (collected by the Spider Queen).

Throne of Bones

Carefully arranged (glued together with thick webbing). Hundreds of small eggs (awaiting vampire blood to hatch).

Is the Court in Session?

3-in chance the Blood Spider Queen is present with a retinue of Blood Spiders, eating and torturing humans.

Blood Spider Queen

Gigantic (like a large bull with very long legs). Shiny, deep-red chitin armour (stains like arcane symbols). Chatty and curious (usually lonely).

  • Reaction: Sees the characters as an opportunity to strengthen her position, offering allegiance if provided with some vampires to drain. If they wish to kill the Blood King, and foolishly disclose this, she betrays them afterwards.

Blood Spider Queen

AC 3 [16], HD 7 (32hp), Att 1 x bite ( + poison + blood drain) and 2 x claws (), THAC0 14 [], MV 60' (20') / 120' (40') in webs, SV W9 P10 B10 S12 (7), ML 8, AL Chaotic, XP 950

  • Poison: Those bitten must save vs poison or die in 1 turn.
  • Webs: Creatures caught in webs become entangled and unable to move. Breaking free depends on Strength: turns for Strength in the normal human range, 4 rounds for Strength above 18, 2 rounds for creatures with giant Strength. The webs are destroyed by fire in two rounds. All creatures in a flaming web suffer damage.
  • Drain blood: On a natural 19 or 20 attack roll, the Spider Queen attaches to her victim, draining their blood, automatically inflicting damage every round while healing herself for the same amount.

Blood Spiders

AC 5 [14], HD 4** (18hp), Att 1 x bite ( + poison + blood drain), THAC0 16 [], MV 60' (20') / 120' (40') in webs, SV W11 P12 B13 S14 (4), ML 8, AL Chaotic, XP 175

  • Poison: Those bitten must save vs poison or die in 1 turn.
  • Webs: Creatures caught in webs become entangled and immobilized. Breaking free depends on Strength: turns for Strength in the normal human range, 4 rounds for Strength above 18, 2 rounds for creatures with giant Strength. The webs are destroyed by fire in two rounds. All creatures in a flaming web suffer damage.
  • Drain blood: On a natural 20 attack roll, the spider attaches to their victim, draining their blood, automatically inflicting damage every round while healing themselves for the same amount.

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19. 19. Blood Bath p.28 ↗

Luxurious bath (6 golden tubs, marble floor). Shocking murals (depraved scenes of vampires gorging themselves). Bloody footprints (lead to a bath in the back).

6 Blood Baths

Made of pure gold (5,000gp, weigh 5,000cns each). 2 filled (fresh warm blood). 4 empty (spotlessly clean). Humanoid footprints lead to a filled bath.

  • Blood-filled baths: A Living Blood lurks in the southernmost. The other bath contains simply blood. Fresh and warm, recently poured in.
  • Waiting: The Princess of Blood (Area 26 for stats) arrives to bathe in turns.
  • Searching the baths: 1-in chance of finding a small piece of jewellery ( x 50gp) in the drain.

Living Blood

Giant amorphous blood mass (partly rotten, partly fresh). Tendrils and appendages (form faces and limbs). Gurgling sound (like blood spilling from a severed limb). Crawls and

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20. 20. Service Stairs p.28 ↗

Old and noisy (seem fragile). Made of bones painted to look like wood (some paint is fading). Lead to the Second Floor.

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21. 21. Armoury p.28 ↗

Cabinets with Blood Thrall weapons and armour (4 chainmail, 5 swords, and 3 crossbows). 3 red knight statues (steel blood). Messy (unlike Blood Thralls’ other rooms). tries to mimic people it attacks (making terrible, coagulated blood copies).

  • Reaction: Seeks more blood to grow. Avoids attacking vampires in the open as it was created with the Blood King’s blood, but will if they are alone. Mortals are also a nice way to gain a bit more essence. Leaves if fed at least 2hp of blood per HD.

Living Blood

AC 6 [13], HD 7 (33hp), Att 2 x touch ( + blood absorption) THAC0 14 [], MV 60' (20'), SV W9 P10 B10 S12 (7), ML 10, AL Chaotic, XP 950

  • Resistance: Mundane weapons and attacks cause only half damage.
  • Holy water vulnerability: Causes damage.
  • Cling: Can move across walls and ceilings.
  • Seep: Can squeeze through small holes and cracks.
  • Blood absorption: For every 8 points of damage it causes, it increases its HD by 1 (roll for hp), improving its THAC0 and saves. If it reaches 10 HD, it gains another touch attack.
  • Walking on the stairs: Makes moaning noises—roll for Random Happenings.
  • If a Random Event happens: Treat the result as 12, and Seleana is looting supplies.

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22. 22. Seleana’s Trapped Lair p.30 ↗

Locked door (barricaded with furniture when Seleana is inside). Rigged with traps (tripwires trigger crossbows or falling stakes). Ransacked bedroom (with furniture moved around). Wooden stakes (scattered everywhere).

  • Entering: Incautious PCs have a 3-in chance of triggering a trap and being struck for damage. If calmly walking in with sufficient light, they’re avoided without problem.

Nightstand

Almost all taken apart (one drawer remains). Made of white-blue wood (from another planet). Old rusty key (opens Area 23’s locked gate).

Vampire Prisoner

Bound (chains sprinkled with holy water). Gaunt and gagged (Seleana is drinking their blood for sustenance and strength). Desperate eyes (the vampire fears Seleana and desires escape).

  • Reaction: If released, they vow to help the PCs however they can. After all, they just saved their unlife.
  • Drinking vampire blood: to attacks and damage, but makes PCs more likely to take violent and careless actions. Lasts for turns. Drinking it more than 3 times requires a save vs death to avoid addiction, imposing to attacks, damage and other relevant checks while not affected by Vampire Blood.

Seleana Suantis

Dark haired and wild eyed (desperate to escape but is determined to end the Blood King). Armed to the teeth (stakes, crossbows, swords, reinforced armour). food (she’s fed on blood and human meat for too long).

  • Reaction: Immediately hostile until she realizes PCs are not vampires (they don’t look like one or smell like perfumed death). Sees the PCs as obvious allies and a chance of facing the Blood King. If they refuse to help, she won’t accept it.

Seleana Suantis

AC 5 [14], HD 5 (18hp), Att 2 x short swords (, magical, sprinkled with holy water) or 1 x crossbow (, sprinkled with holy water), THAC0 15 [], MV 120' (40'), SV W11 P12 B13 S14 (5), ML 10, AL Neutral, XP 175

  • Regeneration: Gains 1hp at the start of each round, as long as she is alive.
  • Holy water in weapons: Created a water-infused paste to imbue mundane weapons with the ability to attack vampires as though magical.
  • Fury: When reduced to half hp, gains to attack and damage rolls. Hungry for any normal

loor

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23. 23. Dungeon Stairs p.32 ↗

Made of rough hewn stone (looks like a stone beast’s gullet). Behind a locked gate (rusty iron bars). Fanged lock (verdigrised and stained with dry blood around the keyhole). Mouldy smell (the Void Fungi in the dungeons’ depths).

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24. 24. Service Quarters p.32 ↗

Cramped (small bunk beds and dressers). Sweaty odour (vampire lords don’t care much for hygiene). Spartan beds and furniture (meticulously arranged).

Hidden Treasure

There are small trinkets hidden by Blood Thrall Servants—indicating some retain desires and consciousness deep down.

  • Opening the lock: If someone messes with the lock or fails an attempt to properly open it, it attacks with THAC0 9 [] for damage and a save vs breath or their hand is locked in the trap. Forcing it open requires a STR check with a modifier. This also immediately calls for a 2-in chance of a Random Happening (if it does, determine the result with ).
  • 24A: In the middle room, under a bunk bed pillow (slightly unaligned): an ivory-infused mirror with platinum details (1,250gp).
  • 24B: Under the cushion of a badly-made bed: scraps of paper with a pen and ink—love poems written for the Princess of Blood. They are quite good, and could be published for a small revenue (150gp/ month).

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25. 25. Princess’s Study p.33 ↗

Large silver piano (10,000gp). Desk stacked with books (many from the Library [Area 13]). Wall of fake book shelves (solid wood).

Silver Piano

Appears newer than everything else (does not gather dust). Sheet of music set on it (sad and tense song). Decorated with star motifs (with golden lines).

  • Playing the piano: Triggers a Random Happenings roll. If the sheet music is played correctly (INT and DEX checks to understand and play it), a passage on the wall of fake books opens.
  • Looking inside the piano: There is a magic sun ray pistol ( unhealable damage to vampires, to non-vampires [double to other undead]) hidden by the Princess of Blood. charges remain, requires an INT check to use properly.

Desk with Books

Papers and notes everywhere (written in code). Crude manor map (indicating the Blood King’s heart is hidden in the Observatorium [Area 34]). A letter from Lord Daemetrius (agreeing to help the Princess of Blood for painlessly ending his unlife).

Wall of Fake Books

Carefully painted (kitsch as it sounds). Wooden (including the books). Hollow section (where the passage opens).

  • Breaking the wall: If the PCs can’t figure out how to open the secret door, they can bash it with their weapons for rounds for one person or half as long with assistance. This immediately forces a Random Happening with double the chance of an encounter (roll for which encounter).

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26. 26. Secret Conference Room p.34 ↗

Dark (lit by a few red candles). Long bone table (seats 6). Obsidian dagger (on the table, dragon motifs).

  • The dagger: Is magical: +1 dagger of blood letting - save vs death or lose hp/round until healed.

Princess of Blood

Dark purple skin with violet eyes (that seem to catch people’s attention and stare into their souls). Long, braided blue hair (braided with victim’s bones). Emerald dress with rose motifs (to please the Blood King).

  • Encountered here: Conversing with Lord Daemetrius and 2 other vampire guests (Area 12 for stats).
  • Wants: To kill and replace the Blood King herself. She resents her treatment being forced to portray a princess.
  • Reaction: Quickly realizes the opportunity the PCs represent and determines their main intent. She offers to help them achieve it so long as they help her. If they were drawn here by her psychic induced dreams, she plays the part of a helpless princess under a cruel vampire lord’s tyranny.

The Princess of Blood

AC 3 [16], HD 7** (32hp), Att 2 x psi claws (, magic, and 30' range) or 1 x psi blast (, see below), THAC0 13 [], MV 150' (50'), SV W12 P11 B14 S12 (MU 7), ML 10, AL Chaotic, XP 1,250

  • Vampire traits: See page 9, though she does not have the standard touch and gaze attacks.
  • Psi blast: Affects everyone with rational minds within 30', inflicting temporary damage unless they save vs paralysis. Those reaching 0hp fall asleep and are under her influence as if targeted with a geas. Only usable 3x daily.
  • Read thoughts: If she looks someone in the eye for a round, the target must save vs spells or have their immediate thoughts read. If she remains staring for rounds, she can examine deeper thoughts and intents.
  • Create illusion: Can recreate the following spells, affecting up to 7 targets at once, 3 times/day: invisibility, hallucinatory terrain, hold person and mirror image.

Lord Daemetrius

Short and lean (starving for a few days). Ragged noble vest (with small Void Fungi spores in it). Worried and tense expression (unwillingly helping the Princess and would rather simply escape).

  • Reaction: Submissive to the Princess of Blood. In her he sees his last chance of escaping his cursed life.
  • Isn’t he in the dungeon (Area 37)?: Nope, that’s a guest vampire the Princess enchanted with an elaborate illusion to fool her father, but it won’t last forever and she must act quickly.

Lord Daemetrius

AC 5 [14], HD 5 (13hp), Att 1 x Sabre of Saints (, magic, undead bane), THAC0 15 [], MV 90' (30'), SV W11 P12 B13 S14 (5), ML 8, AL Lawful, XP 175

  • Vampire traits: See page 9, though he can no longer use the standard touch and gaze attacks.
  • Undead bane sword: Double damage to undead.
  • Vampire with a soul: Reflection appears in mirrors, takes no additional damage from light—actually feeds off it (hasn’t done so for a while).
  • Weakened: Has only 13hp, and attacks at .

Hidden Sarcophagus

Blended with the dusty walls (resembles the stone wall). Closed and heavy (combined STR 20 to open).

  • The Princess of Blood’s actual coffin for sleep and shelter if anything happens.

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27. 27. Inner Garden p.36 ↗

Glass ceiling (dirty and cracked). Winding paths (allows garden exploration).

Dying Plants and Flowers

Overgrown (growing into the paths and over the walls). Grey and red (fading colours).

  • Searching: PCs may find (dying) rare herbs and powerful magical ingredients with a WIS check and turns spent looking. If successful, they find herbs (600gp, only viable for one week).

Rarely Visited

No Random Happenings are rolled here. It’s a safe spot—don’t tell the players!

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28. 28. Trophy Room p.37 ↗

8 trophy-filled cabinets (many shapes, sizes and accomplishments). Sofas and a bar (very old and expensive bottles). Obsidian Blood King statue (boisterous pose).

  • Breaking open cabinets: Easily busted open—1-in chance everything falls to the floor, triggering a Random Happening.
  • Trophies: Most are fake, but each cabinet has one 1,250 gp trophy that is not easy to carry.

Bar

Many bottles on display (most untouched). One has a pair of eyes inside (which see what’s going on).

  • Valuable bottles: PCs can make an INT check to determine the most valuable bottles. There are 20 but only 7 are worth much (150gp each). Carrying them all encumbers PCs and any damage may break the fragile bottles (save vs breath to avoid).
  • Drinking: Drinking restores hp but requires a save vs poison to avoid intoxication ( to attacks, spells fail 20% of the time, lasts turns). The (already quite strong) liquor has spent centuries intensifying.
  • The eyes: watch and record all the PCs actions and dialogue. If they leave the room, the eyes leave the bottle, seeking the Blood King ( turns) to inform him.

Area Descriptions:

Second Floor

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29. 29. Balcony p.38 ↗

Spacious and perfumed (many orchids and other flowers). Large, luxurious chair set before a gigantic flower (the Blood King talks to his plants).

Telescope

Large (longsword-sized, set on a tripod). Made of silver and gold (5,000gp, but very delicate lens, worth only 1,000gp broken). Pointed at a distant bright green star (need to mess with handles to unlock it).

  • Looking at the bright green star: Reveals the Blood King’s memories. His suffering under an older, cruel vampire, culminating with the Blood King killing and drinking his blood. Occasional flashes of a woman similar to Lenice Albathea (Area 8).
  • Looking elsewhere: Different planets within very close range are visible and audible (the referee can insert glimpses of other worlds and settings to instigate players’ curiosity).
  • Breaking the telescope: Anyone carrying it and suffering 10+ damage from a single source must save vs breath or the lenses break.

Carnivorous Plant

Large and full of thorny vines (fed on vampiric blood). Spheric bouboulis flower head (full of sharp, yellow teeth). Sweet seductive smell (distillable into a very powerful perfume).

  • Reaction: Sleeping after the Blood King fed it a few hours ago. Loud noises or simply poking it a bit harder rouse it and it awakens ravenously. It’s also quite jealous of the Blood King, attempting to eat anyone carrying the telescope.

Carnivorous Plant

AC 7 [12], HD 6* (27hp), Att 8 x small tentacle ( + constriction, 10' range), 2 x large tentacle ( + constriction, 20' range), 1 x bite (), THAC0 14 [], MV 30' (10'), SV W13 P14 B15 S16 (3), ML 8, AL Chaotic, XP 500

  • Constriction: Tentacles grab and constrict after a hit. automatic damage per round.
  • Severing tentacles: Requires a hit inflicting 6+ damage (8 small tentacles) or 10+ damage (2 large tentacles).
  • Vulnerability to fire: Suffers double damage from fire.
  • Pheromones: Twice per day can expel pheromones within 50' radius, attracting victims failing a save vs breath towards its mouth. Those failing are attacked with a bonus for 1 round and, if hit, are allowed another saving throw.

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30. 30. Blood King’s Studio p.41 ↗

Canvases everywhere (hanging on the walls and ceiling and stacked atop one another). A lot of red paint (blood). Many paintings of alien landscapes (actual places and from the Blood King’s imagination).

12 Finished Pieces

Very bizarre landscapes (referee may insert visions of other game worlds and settings). Some even move in the corner of your eyes (magical). Accomplished artistry (each worth 850gp).

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31. 31. King’s Hall p.41 ↗

Red-veined marble floor and pillars (bloodstained). Murals depict the Blood King’s conquests (battles against various alien races, romantic conquests, coronations). Spike-armoured statues with glaives (also bloodstained).

Spiralling Stairway

Made of hardened flesh and bones (part of the living manor’s structure). Works like an escalator (moving its muscles).

  • If fleeing the Blood King: The stairs delay escape and attempt to squeeze PCs. PCs must save vs paralysis or become entangled, suffering damage/round until they escape.
  • Feeding a painting blood: If hp blood is fed to a painting, it animates and you can see the people and things within moving (tree leaves being blown by the wind and such). Bathing a painting in the Blood King’s blood opens a portal to there for turns.

4 Armoured Statues

Wearing spiked, full plate armour (more for show than defence). Each holds a large glaive with both hands (fingers flex when approached). Marks on the floor in front of them (as if something heavy stepped there).

  • Reaction: Remain motionless until PCs cross the room’s middle or approach the door to Area 32. If presented with something bearing the King’s crest (the red rose), they permit passage. Otherwise, they attack.

Armoured Statues

AC 2 [17], HD 4 (18hp), Att 1 x glaive ( + bleed), THAC0 16 [], MV 90' (30'), SV W9 P10 B10 S12 (8), ML 12, AL Neutral, XP 75

  • Bleed: Those hit by the glaive attack must save vs death every round or bleed for damage until they successfully save.
  • Mundane damage resistance: Half damage from mundane sources.
  • Spell immunity: Unaffected by sleep and charm spells.

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32. 32. King’s Chambers p.42 ↗

Larger inside than out (space is distorted and the Blood King lives in a great hall). Pillows, veils and a luxuriously decorated tapestry (gold threads, bright gems and other detailing).

2d20 Languishing People

Of many cultures, races and planets (some PCs have never seen). All are ‘attractive’ (a magical enchantment). They seem lifeless, and their eyes lack spark (they are illusory).

  • Reaction: They invite the PCs to join them, and just enjoy life in the Blood King’s glory. Players looking at them and listening to their voices must save vs spells to act every round. If they discover they are mere illusions, they can save vs spells to disbelieve them decisively.
  • Behind the veil: If the illusion is broken, PCs see the room is practically empty save two large chests storing the Blood King’s spoils. • Chest 1: 5,000sp, 3,000gp, 3 rubies (500gp/each), 3 jade alien god statues (750gp/each). • Chest 2: Articulated silver and ebony snake with emerald details (1,500gp), roll of ever-fresh-to-the-touch silk linen (500gp), dark crystalline skull with ‘magic 8-ball’ eyes (250gp), set of 3 fist-sized balls that never lose inertia (500gp).

The Blood King

Dark purple skin and eyes dark as the night (meeting them raises goosebumps). Royal dark red regalia (with family crest medallion and signet ring). Deep melodic voice (comes from surrounding ambience).

  • Reaction: Disdainful at first, bothered about the interruption. Asks PCs to leave fast or join the rest of the food. If bothered too much, he summons Blood Thrall Guards (Area 1 for stats) and attacks if attacked himself.
  • Mother?: Over centuries as vampire king, the Blood King repressed all his memories of childhood and his mother. If confronted with the possibility someone is his mother, he initially refuses to believe. May be convinced by insistence and accompanying evidence reinforcing the hypothesis. He requests everyone leave so he can talk with his mother alone. He grants every individual responsible for this reunion one wish, provided it doesn’t harm him or his mother.
  • Rose from garden: Bringing a reinvigorated rose from Area 4 causes the Blood King to see you as an admirer and caretaker. He understands the sacrifice necessary to feed the roses, and entertains the idea of parleying with PCs, inviting them for dinner in Area 15 (but won’t serve much beyond blood).
  • The King’s reflection: The mirror with Alvaraz’s reflection (from Area 9) scares and confuses him. He must save vs death every round to act.
  • Elixir of Life: Around the King’s neck is a small golden vial containing the first vampire’s purified blood. The Blood King keeps it in hopes of finding and resurrecting his mother. The vial can resurrect any being without issue, provided there are remains.
  • Royal crown: An ostentatious crown shaped like skull-faced bats preying on humanoids, adorned with 4 red gems containing red liquid. Extremely valuable (10,000gp) and also magical. The gems can be removed and broken, releasing a Living Blood creature (Area 19 for stats). Each gem lost reduces the crown’s value 1,000gp.
  • Star key: Inside the Blood King’s jacket is a small silver key with a star motif, which opens the Sun where he hid his heart (Area 34).

Blood King

AC 2 [17], HD 11*** (55hp), Att 2 x bloody sabre ( + bleed) or 1 x touch ( + energy drain) or 1 x gaze (charm) or 1 x bite ( + feeding), THAC0 11 [], MV 150' (50'), SV W7 P8 B8 S10 (11), ML 10, AL Chaotic, XP 3,500

  • Vampire traits: See page 9, though he doesn’t suffer the vulnerabilities and can’t be killed while his heart is safe (Area 34).
  • Bloody sabre: Anyone hit loses an additional hp next round and hp the round after that.
  • Feeding: Any damage inflicted with a bite attack immediately heals the King for that amount.
  • Fearful aura: Can exude an aura of fear at will, forcing those looking at him within 60' to save vs death or flee as fast as they can for rounds.
  • Living blood: When reduced to 25hp or less, creates a Living Blood creature (Area 19 for stats) which begins acting next round.

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33. 33. Princess’s Chambers p.44 ↗

Lavishly decorated (plumes and pillows). Almost untouched (doesn’t seem lived in).

Porcelain Dolls

Many lifeless dolls (dressed in eclectic fashions from all eras and cultures—even modern and futuristic ones). Of different shapes and sizes (some very small, others approximate a grown human being).

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34. 34. Observatorium p.44 ↗

Arched high ceilings painted like the night sky (seemingly extending into infinity). Large planetary system model in the middle (made of precious gems and gold wires, a large lamp replacing an important star). Large leather-bound tome above a pedestal (beside the model).

  • They are watching us: Those failing a save vs spells are unable to shake the sensation the dolls watch their every move. It’s just a sensation, though.
  • Valuable but fragile: Although kinda creepy, they fetch about 5,000gp total, though they are very fragile and not easily carried (200cns of encumbrance, dividable among the PCs). If any are broken, the value drops to 1,000gp.

Planetary System Model

A large and important icosahedron-shaped star (emitting the brightest light, slightly red luminescence). Planets move slowly around an axis (magically enchanted). Various sizes (from a few inches to a couple of feet—the central star).

  • Cosmology: Modelled after the cosmological concept of the referee’s campaign.
  • These are actual small planets: For all purposes, they’re actual, inhabited planets—they are just very tiny and almost imperceptible. There are a number of precious gems equal to the number of planets in the referee’s current campaign (350gp each). bilizes the whole system, and it collapses as a whole in turns. Roll : 1. The star explodes, creating a black hole, sucking everyone within 30' into it— this also destroys the Blood King’s Heart. 2. It all falls to the ground, and there’s the audible screams of trillions dying at once. 3. The planets rotate faster and faster until they lose control, forcing PCs to save vs breath every round or suffer damage. 4. The gravity pulls everything together, forming an increasingly larger ball that rolls towards the nearest PC, forcing them to make a DEX check every round or suffer damage. The ball has 20hp, AC 9 [10].
  • Heart of the Sun: There is a small keyhole in the brightest star, inside of which is the Blood King’s perfectly preserved heart, emanating a bright red light. Destroying it kills the Blood King, causing the entire manor to begin collapsing as it is maintained by his power and blood. PCs have turns to leave or be consumed alongside the alien manor.

Leather-bound Tome

Big as a backpack (weighs 500cns). Handwritten in a variety of tongues (all seemingly written by the same person). Sketches of various people and places (alien and otherworldly).

  • Perusing the book: It’s barely intelligible, composed of reports from various beings from different worlds. There are also instructions on how to talk to them, with each of their worlds represented in the planetary model. If examined thoroughly, PCs find a person from their world who has been passing reports to the Blood King about their world’s grand events.

Area Descriptions:

Dungeon

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35. 35. Centre Room p.46 ↗

Cramped and moist (a palpable warmth coming from deep within). Old battered iron table (bloodstained). Broken chain on the floor (recently collapsed). Footprints going deeper into the dungeon (large, humanoid).

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36. 36. Dungeon Cells p.46 ↗

Dusty, dirty and dark (just entering one chills your spine). Bloodstains and cloth scraps (decaying).

Prisoners

If the PCs are looking for prisoners, this is where they are. They are unarmed, unconscious and weak. They’ve seen the Blood King torturing “Lord Daemetrius” (see next page) and are possibly traumatized.

Loose Stone

The northeast and southwest cells each contain a loose stone where a prisoner hid something. This is noticed by any PC spending a turn searching. Roll to determine what is found.

d6What is found?
1A large obsidian key (500gp) depicting a skull—what does it open?
22 scrolls: remove curse and protection from evil , 10' radius.
3A silver bird that can deliver a 20-word message to someone whose true name you know.
4Plastic vampire denture that turns you into a vampire (gain Vampire Traits, page 9) for turns daily.
5A pair of gloves that lets the wearer know the age of anything touched.
6A potion of acid blood: imbiber’s blood deals damage/round to anything it touches.

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37. 37. Torture Room p.47 ↗

Large, walls lined with torture instruments (rusty, stained and twisted). Two large, manacled tables (an unconscious individual imprisoned in one looks a lot like Lord Daemetrius [Area 26]).

Lord Daemetrius?

Short and lean (has been starving for a few days). Ragged noble vest (covered in a bright purple and dark blue fungi). With open empty eyes (staring into nothingness).

  • Void Fungi: The body is being controlled by a Void Fungi, a creature brought by an alien enemy of the Blood King. It is slowly expanding through the Dungeon, hoping to cover the entire manor. If PCs negotiate with it properly, they can form an alliance of sorts. If they can grab patches of the fungi, placing it in other rooms and halls, it helps by opening doors and communicating what they see or hear. For this last part, however, someone must be linked through infection with the fungi (see below).
  • Reaction: Initially it ignores PCs but, after 1 turn, welcomes them into its “new home”. Refers to itself in the plural (“we”). (The fungi is an alien hive being). It is curious about the PCs’ world and its inhabitants. If attacked, however, it reacts appropriately.
  • Information: The Void Fungi knows the following: • The Princess shape-changed the corpse they’re occupying to resemble the Blood King’s enemy. • The daughter wants a real enemy’s help overthrowing the Blood King. • She’s allied with other vampires.

Lord Daemetrius (Void Fungi)

AC 7 [12], HD 6 (22hp), Att 6 x pseudopods ( + fungi infection), THAC0 15 [], MV 30' (10'), SV W11 P12 B13 S14 (5), ML 10, AL Neutral, XP 1250

  • Fungi infection: Those hit must save vs death or be infected by the Void Fungi. After turns part of their skin is covered in a Void Fungi patch. They suffer WIS damage/day. When reduced to WIS 0, they are under the Void Fungi’s control. In the meantime, they can communicate with the hive mind.
  • Cloud of spores: Void Fungi can exhale a cloud of spores that forces everyone within 30' to save vs death or suffer Fungi Infection (3x/day).
  • Hive mind: Anywhere there is a Void Fungi, the creature can experience as if it was there.

Concluding

the Adventure

There isn’t a real end—and that’s great! This is an open-ended scenario, with many potential outcomes. The PCs might enter seeking treasure, to rescue innocents, a long lost ancestor, searching for answers to strange dreams or simply because it looks extremely suspicious under the ominous Blood Moon. Within they can make allies, discover strange things, glimpse alien worlds, mingle with supernatural beings and much more! They can dethrone the King, become his servants, capture the alien palace or get shiny things and flee. So let the adventure find its own course and have spooky fun!

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