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4. Garden of Roses

Room

OSE HBK · p.14

Open source 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.