Letters from the Dark 2: Slayer's Moon · p.33-60 · 3p
Open source p.33Overview
BACKGROUND
Lady Delphine Dragomir was born the sole heiress to the Duchy of
Lugos. Despite her noble bloodline, she enrolled in the Solomant
(Area 410) and excelled in her study of witchcraft. Her talents and her position of power caught the attention of the Solomant’s archdevil
Headmaster, who made Delphine a deal: he would grant her eternal life, and she would deliver him the souls of seven nobles. She took the deal and ascended as the Duchess of Lugos, planning to marry local nobles and serve their souls to her patron.
Elsewhere, in the small logging town of Nucet (Area 1004), the infant son of a traveling soothsayer was kidnapped by three hags (Area
1303). The witches raised the child as their own, naming him Ivan
Brasov and channeling their foul crone magic into him. On his eighteenth birthday, under the light of a full moon, they performed a profane rite to transform him into an unholy monster. The young man now had a mission: become Duke of Lugos. He manipulated his way into becoming Mayor of Nucet, then Count of Padurii. His final plot was to marry the Duchess of Lugos, kill her, and take her title.
Six months ago, Dragomir and Brasov wed each other in an elaborate ceremony, each secretly planning to kill the other for their own twisted reasons. Count Brasov was first to act, biting his royal bride’s neck in her sleep. But, in doing so, he revealed two secrets:
Duchess Dragomir was a lich, and therefore could not be killed, and Count Brasov was a vampire, and therefore had no soul to steal.
CURRENT SITUATION
With both of their plans foiled, the undead rulers have waged a secret war on each other, using their cultists and thralls as soldiers.
Count Brasov has retreated to the castle’s basement and used his mothers’ hag magic to block his wife from coming downstairs.
Duchess Dragomir stews in the castle above, looking for a delver to put a stake in her husband.
LAYOUT
Castle Dragomir consists an above-ground castle (areas 1-16)
occupied by the lich Duchess Dragomir and her cultists, and a basement (areas 17-41) controlled by Count Brasov and his vampires.
FACTIONS
Count Brasov. The vampire count’s goal is to locate his lich wife’s spirit vessel and destroy it to make her mortal. He will offer the player characters aid if they assist him in destroying his wife. He cannot enter the castle level without being invited by Duchess
Dragomir or by inheriting the property after her destruction.
Duchess Dragomir. The lich needs to destroy her vampire husband, both to protect herself and so she can resume her quest to collect nobles’ souls. She will aid player characters who delve into the castle’s basement to slay the vampire. Because of Count Brasov’s hag magic, she cannot enter the castle’s basement herself.
Priests of St. Terragnis. Priests of the lawful deity have received a divine vision commanding them to smite the unholy lich controlling the Duchy of Lugos. They are willing to receive aid from Count
Brasov if it helps them accomplish their task.
Slayers. These monster hunters have tracked Count Brasov for years and feel that now is the time to slay the vampire, as he is distracted with Duchess Dragomir. They won’t ally themselves with the lich, as she is just another unholy being that must be slain eventually.
Kidnapped and raised by hags, he ascended to vampirism, mayorship, and countdom. If all goes to plan, soon he will be Duke of Lugos.
AC 15, HP 61, ATK 3 bite ( + blood drain) or 1 charm, MV near (climb, fly), S , D , C , I , W , Ch , AL C, LV 13
Supreme Undead. Immune to morale checks.
Only damaged by magical sources.
Blood Drain. Brasov heals HP, and target permanently loses CON. At 0 CON, target dies and rises as vampire or vampire spawn
Evil Eye. At start of Brasov’s turn, he chooses one creature he can see. That creature has disadvantage on all attacks and checks until
Brasov’s next turn.
Fearless. ADV on checks against turn undead.
Greater Shapechange. In place of attacks, turn into a bat swarm, a pack of four wolves, or back into regular form.
Mist Retreat. At 0 HP, turns into an invincible cloud of mist that flies double near each turn toward his coffin, where he rematerializes.
Alpha Vampire. Must sleep in a coffin daily or loses HP each day that can't be healed until resting in coffin. Takes damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP. When killed, all vampires and thralls he created are freed from his curse.
COUNT BRASOV
(Brasov chooses).
Charm. One humanoid target who can see Brasov within near, DC 15
CHA or under Brasov’s control for
days.
DUCHESS DRAGOMIR
The noble sorceress’ deal with an archdevil granted her eternal life - and eternal rule of the
Duchy of Lugos.
AC 16, HP 62, ATK 2 touch ( + paralysis)
and 2 spell , MV near, S , D , C , I , W , Ch , AL C, LV 13
Supreme Undead. Immune to morale checks.
Only damaged by magical sources.
Spirit Vessel. Can't be killed while spirit vessel
(an object or creature) is intact (see page 40).
Paralysis. DC 15 CON or paralyzed rounds.
Truesight. Can see all invisible creatures and objects. Not fooled by illusions.
Exile (INT Spell). DC 14. Focus. One target in near banished to the Shadow Plane for the duration.
Flight (INT Spell). Self. DC 13. Fly double near for 5 rounds.
Null (INT Spell). Self. DC 14. Hostile spells targeting Dragomir are DC 18 to cast. Lasts
rounds.
Shadow Leap (INT Spell). Self. DC 14.
Teleport up to 100 miles.
Sigil of Doom (INT Spell). DC 15.
One target of LV 9 or less within near DC 15 CON or go to 0 HP.
Skeletal Servants (INT Spell).
DC 13. Summon skeletons within near, each with 6 HP.
Wither (INT Spell). DC 14.
damage to enemies within a near-sized cube centered on
Dragomir.
No extracted maps for this adventure — the map is in the source book: Open source p.33
Rooms (41)
1 Library p.39
1. LIBRARY
ACE (MAGE)
Bookcases: 10’ tall, packed with dusty tomes.
• Spellbooks. Three spellbooks, which count as spell scrolls. Contain a random tier 4 priest spell, random tier 4 witch spell (Cursed
Scroll 1 p. 24), and a random tier 4 wizard spell.
⋆SPIRIT VESSEL. One of the mundane books:
♦Matters of the Soul by Zepran Kocha
♣Trees of the Padurii Forest by Preskin
♥Ravenway’s Anatomy by Dr. Von Ravenway
♠Conquests of the Grosh by Tyrell Dagg
10 Drawing Room · ghost p.39
10. DRAWING ROOM
TEN (MASK)
Stage: Elevated stage with a red velvet curtain. Seats: Four rows of seats for an audience.
• Backstage. Behind curtain: crates of cheap costumes, flimsy props, and a rack of masks.
⋆SPIRIT VESSEL. A mask:
♦ White ghost mask whose face is stuck in a scream
♣ Dryad mask made of real tree bark
♥ Realistic mask of a kindly priest with rosy-red cheeks
♠ Fearsome orc mask with bloodshot eyes
- ghost AC 13 HP 27 LV 6 C 2 death touch +5 (1d8 + life drain)1 possess
11 Armor Gallery p.39
11. ARMOR GALLERY
JACK (WARRIOR)
Armor: Four suits of armor on mannequins.
⋆SPIRIT VESSEL. A suit of armor:
♦ mithral chainmail that appears slightly translucent
♣ leather covered in creeping vines
♥ chainmail emblazoned with a golden heart
♠ plate mail covered in sharp spikes
12 Chapel p.39
12. CHAPEL
QUEEN (CLERIC)
Altar: Offering bowl before a statue of an armored woman. Ceilings:
30’. Stained Glass: Four ornate windows depicting religious scenes.
• Altar. To St. Terragnis, from ages past when the Dragomir family worshiped her.
▸Bowl. Priest of St. Terragnis can donate 100 gp to restore a random priest spell (1/day).
⋆SPIRIT VESSEL. A stained glass window:
♦ Depicts St. Terragnis ushering spirits of the dead into the afterlife
♣ Depicts St. Terragnis bestowing a blessing on a traveler lost in the woods
♥ Depicts St. Terragnis curing a leper’s lesions
♠ Depicts St. Terragnis smiting a devil with a sword of sunlight
13 Dragomir’s Court p.39
13. DRAGOMIR’S COURT
KING (ROGUE)
Throne: Stone with dragon motifs. People: Four human courtiers.
• Duchess Dragomir. 5:6 chance Dragomir is here on her throne.
• Negotiating. Whether the player characters were captured or arrived of their own accord, Duchess Dragomir prefers to negotiate rather than attack right away.
▸Offer. Dragomir will bestow a random diabolic blessing to each character and command her minions not to harm them. In return, the adventurers must delve into the basement (Area 15)
and slay Count Brasov.
▸Refusal. If the player characters refuse or betray Dragomir, she revokes any diabolic blessings and attacks. Unless her spirit vessel (p. 40) was destroyed, she doesn’t die at 0 HP.
• Treasure. If the duchess is destroyed, a portal opens to her private demiplane, where she keeps 2,000 gp, the Obsidian Witchknife
(SD 308), and the Shield of the Witch-King (SD 314).
⋆SPIRIT VESSEL. One of the courtiers:
♦Priestess Yost (Priest). Elderly priestess who has served the
Dragomir family for generations. Flees to chapel (Area 12) if combat begins.
♣Old Man Istvan (Peasant). Old but lively gardener. Flees to garden (Area 14) if combat begins.
♥Chef Rodeh (Peasant). Young chef with a stained apron. Flees to kitchen (Area 5) if combat begins.
♠Captain Walden (Guard). Retired soldier who now oversees the castle’s guard. Flees to guard’s station (Area 8) if combat begins and alerts the reaver there, who arrives in rounds.
DIABOLIC BLESSINGS
Details
1
Immune to CON reduction
2
Immune to charm and possession effects
3
1/day, heal self for half maximum HP; doesn’t take an action
4
1/day, paralyze enemy within near until start of your next turn
14 Garden · chimera p.39
14. GARDEN
Pond: Artifical pond surrounded by reeds and colorful flowers. Trees:
Exotic trees from far-off regions. Shed: In the corner.
• Monster. A chimera roosts in the garden, providing Duchess
Dragomir with a free deterrent for intruders. Won’t attack Duchess
Dragomir or her minions.
▸Daytime. 5:6 chance the chimera is asleep beside the pond. 1:6 chance it is awake.
▸Nighttime. 2:6 chance the chimera is awake here. 4:6 chance it is away hunting in the mountains.
• Shed. Mundane garden tools and bags of potent fertilizer.
▸Explosive Fertilizer. Shed explodes when exposed to fire
(including the chimera’s fire breath). All creatures within near DC
15 DEX or damage.
- chimera AC 16 HP 49 LV 10 C 4 rend +7 (2d8) and 1 fire breath
15 Stairs To Basement p.39
15. STAIRS TO BASEMENT
Stone Stairs: Leading down.
• Stairs. Leads to the basement (Area 17), which is occupied by
Count Brasov and his minions.
• Ward. Hag magic prevents Duchess Dragomir from entering the basement.
16 Second-floor Hallway · vampire,zombie p.39
16. SECOND-FLOOR HALLWAY
Hallway: Many identical doors.
• Windows. Overlooking the garden (Area 14).
• Guest Rooms. Twelve rooms (Areas 16AL). Slightly dusty.
A. Empty
B. 1 cubi disguised as an elf
C. Empty
D. 2 Potions of Healing (SD 310)
E. 1 erinyes sharpening a sword
F. Empty
G. Bag of Devouring (SD 299)
H. 3 imps jumping on the bed
I.
Empty
J. 1 zombie butler
K. Empty
L. Empty
Basement (17-41)
FEATURES
• Light. Pitch black. No torch sconces.
• Construction. Crudely worked stone walls, floors, and ceilings.
50’ underground. 10’ ceilings unless otherwise noted.
• Doors. Heavy, wooden. Locked doors DC 15 to pick or bust down.
Doors can be barred (e.g. with a spear): DC 18 to break through.
ENCOUNTERS
• Risky. Check for a random encounter every 2 rounds.
• Order of Battle. Sound doesn’t carry far. Loud noises don’t alert adjacent rooms or require a random encounter check.
• Capturing. If player characters have not yet angered Count Brasov, his intelligent minions fight non-lethally and take prisoners to the count (Area 34) for negotiations.
• Negotiating. If the party has allied with Count Brasov, his minions don’t attack unless provoked.
RANDOM ENCOUNTERS
Details
1
Count Brasov (Area 34) wandering the basement
2
pricolici smell the adventurers’ blood
3
An incorporeal moroi phases through a wall
4
A chilling draft extinguishes all open flames
5
A samca (not aligned with Brasov or Dragomir) attacks
6
vampire stingbats flutter in a frenzy, attacking for rounds
7
One of Brasov’s night hag “mothers,” come to visit her son
8
A stealthy thrall eavesdrops
9
The flesh golem (Area 37) practices walking
10
A domini (angel) of St. Terragnis appears and grants a lawful character one random blessing (p. 28, reroll if duplicate)
37
32
B
31
T
35
L
27
30
29
18
28
S
T
17
CHUTE FROM 5
UP TO 15
= 5 ft.
= stairs up
= door
= trash chute
= trap
S
T
B
38
B
L
L
33
L
25
36
34
L
26
24
T
23
X
X
22
X
21
X
L
19
20
= pit
= locked door (DC 15)
L
= barred door (DC 18)
X
= blood lock (see Area 32)
B
= secret door
17 Wine Cellar p.39
17. WINE CELLAR
Wine Racks: Mostly bare. Covered in cobwebs. Air: Cold, dry.
• Wine. 20 bottles left.
▸ Most from “Dragomir Vineyards,” date back 100-200 years.
▸ bottles cracked or uncorked. Worth nothing.
▸ Each surviving bottle worth 50 gp.
• Secret Door. One of the “broken” bottles is connected to a mechanism. When pulled, it opens a secret passage to the north.
18 Otyugh Pit p.39
18. OTYUGH PIT
Pit: Square pit in middle of room. 15’ wide and 15’ deep. Smell:
Rotting garbage. Overpowering. Chute: Overhead, above pit.
• Smell. Creatures in the room DC 12 CON each turn or waste turn retching.
• Otyugh. Lives at the bottom of the pit and eats the castle’s garbage.
▸ Since Count Brasov took over the basement level, there has been little trash, so the otyugh is especially hungry and angry.
• Trash. Several small piles around otyugh.
▸Treasure. Sifting through the garbage uncovers Pipes of the
Sewers (SD 309), thrown away by someone who didn’t want to deal with their curse.
• Trash Chute. 2’-wide metal pipe. Leads to Area 5.
19 Rust Monsters p.39
19. RUST MONSTERS
Creatures: Two wolf-sized insects with long, wiggling antennae.
Debris: Scattered shards of rusty weapons and armor all over the room. Walls: Pock-marked with 1’-wide holes.
• Rust Monsters. Attack anyone wearing metal armor or carrying metal weapons. Only attack others in self-defense.
• Debris. Some weapons and armor look valuable, but crumble to dust when picked up.
• Holes. Rust monster tunnels. Filled with more rusty equipment.
2 Brewery p.39
2. BREWERY
TWO (CUP)
Brewing Tanks: Three. Metal tank with glowing embers beneath, open wooden cask, and a sealed wooden vat. Creature: Tiny, winged fiend, passed out in the corner. Bottles: Racks of stoneware bottles.
Smell: Powerful, yeasty.
• Brewing Tanks. Used to malt, mash, and ferment beer.
• Creature. A visiting imp from the Solomant (Area 410). Stumbled into this room and got drunk on the bottled beer.
⋆SPIRIT VESSEL. One of the bottled beers (they are labeled):
♦ “Soulful Saison”
♣ “Herb Your Enthusiasm”
♥ “Life of Rye”
♠ “Strong Stout”
20 Chained Werewolf · werewolf p.39
20. CHAINED WEREWOLF
Creature: Feral humanoid with patchy, bloody hair covering its body.
Attached to the center of the room by a 15’ chain hooked to its collar.
Walls and Floor: Scratch marks, blood.
• Werewolf. Named Ardol. One of the feral werewolves from the cave in Area 702. Sent here by Jeska to ask Brasov for protection against the people of Hargint.
▸ Brasov imprisoned Ardol and keeps him chained up here to guard the treasure in Area 21.
▸ Attacks intruders, but can be reasoned with once he fails a morale check and has nowhere to go.
▸ Bit one of the slayers in Area 22.
• Bloody Floor. Trail of blood leading to northwest door (Area 22).
- werewolf AC 12 HP 20 LV 4 C 2 rend +3 (1d6)
21 Treasure p.39
21. TREASURE
Treasure Chest: Long and skinny, completely coated in silver.
• Treasure Chest. Silver-coated to prevent Ardol (Area 20) from opening it.
• Treasure. White, alabaster spear named Seeker. Wielder can see invisible creatures and has advantage on attacks against them with the spear.
22 Injured Slayers · werewolf p.39
22. INJURED SLAYERS
People: Two haggard, bloody men in leather armor. Doors: All jammed shut with spears. Floor: Bloody.
• Slayers. Tari and Habba from the Slayer Camp (Area 1308).
▸ Came here to kill Brasov.
▸ Got separated from the other slayers (Area 40).
▸ Both were injured by the werewolf Ardol (Area 20), but only
Habba was bitten.
▸ Habba can already feel himself contracting lycanthropy. If not cured, he kills himself with a silver dagger before he can transform.
- werewolf AC 12 HP 20 LV 4 C 2 rend +3 (1d6)
23 Collapsed Tunnel · zombie p.39
23. COLLAPSED TUNNEL
Collapse: Tunnel is totally blocked by dirt. Corpses: Several humanoid limbs barely poking out of the rubble.
• Collapse: Tunnel used to be a secret entrance to Count Brasov’s lair, but it recently collapsed on five thralls who were expanding the tunnel.
• Corpses: Each of the five corpses can be pulled out with a DC 12
STR check.
▸Zombies. As soon as a corpse is freed, it has a 3:6 chance of animating as a zombie infused with evil magic.
▸Goblin Bombs. Each of the thralls carries a Goblin Bomb (SD
303), used to quickly clear dirt. Zombie thralls can use the bombs in combat and have no fear of being caught in the explosion.
- zombie AC 8 HP 11 LV 2 C 1 slam +2 (1d6)
24 Illusory Floor p.39
24. ILLUSORY FLOOR
Debris: Ropes and pitons on the floor of the north and south sides of the room.
ILLUSION
• Debris. Only on far sides of the room, hinting that nothing can be placed in the middle of the room.
• Illusory Floor. Middle 25’ of the room is illusory.
▸ Characters who step on it fall into a 30’ pit onto rusty spikes, taking damage.
▸Disease. Spikes can cause tetanus (see
Diseases, p. 18)
25 Storage Room p.39
25. STORAGE ROOM
Statue: Stone statue of a robed man holding a golden amulet.
Crates: Scattered about, mostly dry-rotted. Feathers: Long, green feathers and bird dander scattered throughout the room.
• Cockatrice. Hiding among the crates, trying to ambush intruders and petrify them.
• Statue. Priest of St. Terragnis petrified by the cockatrice. Came to request Brasov’s help in destroying Duchess Dragomir.
▸Amulet. Non-magical, gold holy symbol worth 200 gp.
• Crates. Contain items from the Treasure 0-3 table (SD 270-71).
26 Mushroom Cavern · vampire p.39
26. MUSHROOM CAVERN
Cavern: 40’ high, natural earthen walls covered in brightly colored mushrooms. Light: Dim glow from bioluminescent fungi. Stalactites:
Drip a steady stream of water into a pool in the middle of the cavern.
• Mushroomfolk. Water and fertilizer from the garden (Area 14)
mixed with ambient magic to create a colony of 20 sentient mushroomfolk.
▸ 16 are civilians (AC 10, HP 4, ATK 1 slam (), LV 1). Other 4 use regular stats (SD 236).
• Water. Gently flowing water counts as running water for the purposes of repelling vampires, leaving the mushroomfolk relatively safe from the other inhabitants of the dungeon.
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
27 Cultist Priest · cultist,vampire p.39
27. CULTIST PRIEST
Person: Bald, robed man holding a torch. Maniacal look in his eye.
• Priest. Former priest of St. Terragnis who instead dedicated his life to Duchess Dragomir.
▸ Assumes the party is allied with Duchess Dragomir since they aren’t vampires or thralls.
▸ Offers to help them destroy Brasov. Stays true to his word unless player characters insult his duchess.
28 Knockout Gas p.39
28. KNOCKOUT GAS
Copper Pipes: Running along walls. Vents: Connected to pipes. One in each corner of the room.
• Doors Lock. One round after a non-thrall living creature enters, a magical ward triggers, closing and locking all the room’s doors and starting the gas trap.
▸ Doors DC 18 to pick or force open.
• Gas Trap. Colorless, odorless gas from the four vents fills room.
▸ Instantly extinguishes all flames.
▸ DC 12 CON each turn or fall unconscious for hours.
▸ Dissipates if all vents are clogged or if one door is opened.
• Thralls. If the entire party is incapacitated, the gas dissipates, the doors unlock, and a group of thralls drag the party (bound and gagged) to Area 34 to meet with Count Brasov.
29 Vampire Stingbats · vampire p.39
29. VAMPIRE STINGBATS
Atmosphere: Cold, damp. Smell: Rotten, metallic. Ground: Stained with red splotches. Corpse: Pale, covered in puncture wounds.
• Vampire Stingbats. 10 flutter down from the ceiling and attack.
• Stains. Stingbat guano mixed with vampire blood.
▸Combustible. Open flames that contact the guano explode. All creatures in the room DC 15 DEX or damage.
• Corpse. Vampire spawn whose blood was sucked out by stingbats, creating vampire stingbats.
▸ At 0 HP, but not truly destroyed until staked.
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
3 Master Bedroom p.39
3. MASTER BEDROOM
THREE (MOON)
Bed: Ornate. Neatly made. Looks unused. Jewelry Chest: Open.
• Jewelry. Four pieces worth 200 gp each.
⋆SPIRIT VESSEL. A piece of jewelry (they are labeled):
♦ Phantom Diamond Brooch
♣ Earth Emerald Earrings
♥ Ruby-Heart Necklace
♠ Sapphire Ring of the Warlord
30 Spawn Ambush · vampire p.39
30. SPAWN AMBUSH
Creatures: Two pale humanoids run on all fours and bare their sharp fangs.
• Vampire Spawn. Two. One is a former slayer, the other a logger from Nucet (Area 1004).
• Treasure. Slayer wears a jade ring (40 gp). Logger carries a dagger with an image of Muma carved into the pommel (60 gp).
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
31 Antimagic Chasm p.39
31. ANTIMAGIC CHASM
Chasm: 55’ long, 15’ wide, 30’ deep.
• Antimagic Field. In the middle of the chasm, 25’ from either ledge, an invisible, 5’ thick antimagic field disables all spells and magical items that come in contact with it.
▸ Anyone using flying magic plummets into the chasm.
▸ Magic is restored one minute after leaving field.
• Flying Carpet. At the bottom of the pit in the antimagic region, a dead slayer and a (deactivated) Flying Carpet (SD 303).
▸ Carpet’s magic returns one minute after leaving the field.
▸Personality. Carpet is lawful, loyal, and brave.
DOOR
DOOR
32 Blood Lock · vampire p.39
32. BLOOD LOCK
East Door: Stone. Bears a family crest. Trough: On floor, leads up to door. Stained with dried blood.
• Door. Locked by magic. If vampire blood (from any vampire or spawn in the dungeon, even the stingbats) is spilled in the trough, the blood sizzles, and the door opens.
• Crest. Brasov’s crest: cherry tree surrounded by three sinister eyes.
ANTIMAGIC FIELD
CORPSE + FLYING CARPET
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
33 Mausoleum · rat swarm,skeleton,vampire p.39
33. MAUSOLEUM
Caskets: 20 stone caskets. Statues: Statues of noblemen and noblewomen surround the room. Skeletons: Pile of human bones crammed into the southeast corner. Ceiling: 20’.
• Caskets. Once contained members of the Dragomir family. Brasov emptied them out so they could be used by his spawn. They contain:
1. 1:6 chance of vampire spawn
2. 1:6 chance of vampire spawn
3. 1:6 chance of vampire spawn
4. A rat swarm
5. 1:6 chance of vampire spawn
6. One Treasure 7-9 (SD 374-75)
7. 1:6 chance of vampire spawn
8. 1:6 chance of vampire spawn
9. A kobold tomb raider
10. 1:6 chance of vampire spawn
11. 1:6 chance of vampire spawn
12. 1:6 chance of vampire spawn
13. One Treasure 10+ (SD 376-77)
14. 1:6 chance of vampire spawn
15. A moroi
16. 1:6 chance of vampire spawn
17. 1 v. spawn and v. stingbats
18. 1:6 chance of vampire spawn
19. 1:6 chance of vampire spawn
20. The Wandering Merchant
• Statues. Twenty. Some in disrepair. Depict the twenty Dragomir rulers who were once buried in this mausoleum.
• Skeletons. The remains that were removed from the caskets. Sifting through the bones finds a platinum signet ring (200 gp) and a grape-sized ruby (100 gp).
“FAITH OUTLASTS
EVEN DEATH”
— Dragomir Motto
34 Count Brasov’s Lair · vampire p.39
34. COUNT BRASOV’S LAIR
Throne: Black marble. Spikes: Four human corpses impaled on spikes around the throne. Banners: Four, one on each wall. Wine-red velvet. Depict a cherry tree surrounded by three evil eyes.
• Count Brasov. 5:6 chance Brasov is here, occupying his throne. If he isn’t, he detects intruders’ presence and arrives in rounds.
• Corpses. Impaled villagers with fresh fang marks in their necks.
Count Brasov can use his bite attack on each one once, automatically hitting and restoring his HP (but not raising them as vampires/spawn).
• Banners. Bear the crest of Count Brasov. The tree represents his origins in the logging town of Nucet (Area 1004), and the three eyes represent his hag mothers (Area 1303).
• Negotiating. Whether the player characters were captured or arrived of their own accord, Count Brasov prefers to negotiate rather than attack right away.
▸Offer. Brasov will bestow a random vampiric blessing to each character and command his minions not to harm them. In return, the adventurers must find and destroy Duchess Dragomir’s spirit vessel, then kill her.
▸Information. Brasov can share information from the backstory (p.
34). He doesn’t know that he was kidnapped: he believes the hags found and raised him as an act of charity.
• Refusal. If the player characters refuse or betray Brasov, he revokes any vampiric blessings and attacks. At 0 HP, he turns to mist and retreats to his coffin (Area 38) where he lies unconscious for hours before regenerating to full health.
VAMPIRIC BLESSINGS
Details
1
1/day, a spell targeting you that fails critically fails instead
2
Immune to paralysis and restraint
3
You can cast detect magic using CHA; automatically succeed each initial spellcasting check (still roll focus checks)
4
When a hostile spell targeting you fails, regain HP per tier
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
35 Mesmer p.39
35. MESMER
People: Old man with thick glasses and a pointy beard. Waves his hands before six gawking onlookers.
• Old Man. Mesmer practicing his hypnotism on six civilians from
Orvoi whom he turned into his thralls. Easy (DC 9) to surprise.
• Thralls. Six. Obey the will of the mesmer.
36 Children p.39
36. CHILDREN
Children: Ten terrified, dirty children chained together at the ankles.
• Children. Kidnapped from Orvoi and the surrounding areas by
Brasov’s thralls and spawn. Used as “food” by the evil count.
37 Laboratory p.39
37. LABORATORY
Person: Bedraggled woman in a grimy labcoat. Slab: Bloodstained metal examination table. Devices: Odd gizmos and switches scattered about, arcing electricity.
• Doctor. Doctor Rebavna (mage (C)) received permission from
Count Brasov to conduct her experiments into the resurrection of dead tissue here. In return, she promised him a flesh golem guardian.
• Flesh Golem. 5:6 chance flesh golem is present, tied to table.
▸ If combat starts, Doctor Rebavna spends her first turn freeing the golem, which defends her as if she were its mother.
• Discharge. During each of Doctor Rebavna’s turns in combat, a device shocks one random creature in the room, dealing damage (or healing to the flesh golem).
38 Brasov’s Crypt p.39
38. BRASOV’S CRYPT
Coffin: One coffin in center of room. Doors: Stone. Bear a family crest.
• Coffin. Plain, cherry coffin lined with soil from Padurii Forest. 1:6 chance Count Brasov (Area 34) is asleep inside.
• Doors. Blood locked. Same as Area 32.
39 Treasure Vault · vampire p.39
39. TREASURE VAULT
Treasure: Piles of gold, gems, and magic items.
• Treasure. 1,000 gp in gold and precious gems, plus:
▸ items from Treasure 4-6 (SD 272-73).
▸ 1 item from Treasure 7-9 (SD 274-75).
▸ 1 item from Treasure 10+ (SD 276-77).
▸Fell. bastard sword. Made from small fragments of a silver sword bonded together with bronze.
Benefit. ADV on attacks against undead creatures. You can use the sword to cast flame strike once per day ( bonus). The spell’s fire counts as direct sunlight, dealing an extra damage to vampires.
Personality. Lawful, fearless. Traveled to Lugos from another plane, where it was forged by a deity of righteous vengeance to destroy a vampire menace.
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
4 Kennels · ghost,hell hound p.39
4. KENNELS
FOUR (BEAST)
Dogs: Four muscular black dogs with red eyes. In individual kennels.
Smell: Sulfur, burnt hair.
• Dogs. Four hell hounds, Duchess Dragomir’s beloved pets. Locked in their kennels securely. Immediately howl upon seeing someone they don’t recognize, triggering a random encounter unless they are quickly silenced.
⋆SPIRIT VESSEL. A hell hound (food bowls labeled with names):
♦ Ghost
♣ Thorn
♥ Blood
♠ Emperor
- ghost AC 13 HP 27 LV 6 C 2 death touch +5 (1d8 + life drain)1 possess
- hell hound AC 13 HP 19 LV 4 C 2 bite +4 (1d8)1 fire breath
40 Slayer Jail p.39
40. SLAYER JAIL
People: Two dozen chained up humans in various states of starvation. Smell: Waste, death.
• Slayers. These are the slayers from Area 1308 that have already been captured by Count Brasov.
▸ Given no food or water since arriving here throughout the past week.
▸ Lack equipment. In no condition to fight until they’ve received at least a week of food, rest, and healing.
▸ Do not know what Brasov plans to do with them.
41 Cultist Jail · cultist p.39
41. CULTIST JAIL
People: Six chained up humans babbling with hoarse voices.
• Cultists. Followers of Duchess Dragomir captured by Count
Brasov.
▸ Confident that Duchess Dragomir will come save them.
▸ More delusional than usual from starvation and lack of sleep.
- cultist AC 14 HP 9 LV 2 C 1 longsword +1 (1d8)1 spell +2
5 Kitchen · rat swarm p.39
5. KITCHEN
FIVE (HEARTH)
Fireplace: With cookpot. Sound: Banging noise from the cabinets.
Chute: 2’ wide vertical pipe into the floor.
• Fireplace. Hasn’t been used in ages.
• Cabinets. A rat swarm rustles around, eating stale crumbs.
• Chute. Trash disposal that descends down to Area 18.
⋆SPIRIT VESSEL. A glass spice jar in one of the cabinets:
♦ Pinch of Soul
♣ Muma Mint
♥ Hearty Habanero
♠ Overpowering Oregano
- rat swarm AC 10 HP 28 LV 6 N 4 bite +0 (1 + disease)
6 Painting Gallery p.39
6. PAINTING GALLERY
SIX (BRUSH)
Paintings: Four large paintings of historical events, one on each wall.
• Paintings. 500 gp each. Too big to fit in a bag.
⋆SPIRIT VESSEL. A painting (titles are on the frames):
♦The Noble Spirit of Lady Kalva by Cormario
♣Tarm Dragomir Plants the First Tree by Johann Grettish
♥Marjor Gives Her Life for Lady Toaderi by Pelli Vantisi
♠General Dragomir Routs the Grosh at Alba by Osvalto
7 Foyer Statues p.39
7. FOYER STATUES
SEVEN (STONE)
Statues: Four marble statues depicting people in noble clothing.
• Portcullis. Open during the day, closed at night.
⋆SPIRIT VESSEL. A statue (a description is on each plinth):
♦ “Kalva Dragomir - Her noble spirit empowered even the smallest of us.”
♣ “Tarm Dragomir I - He planted the seeds of our legacy.”
♥ “Marjor Dragomir - Let her life be an example.”
♠ “Gen. Li Dragomir - His strength unified Lugos under our rule.”
8 Guard’s Station p.39
8. GUARD’S STATION
EIGHT (KEEP)
Person: A cruel-looking knight in black armor. Weapons: On wall.
• Guard. Reaver who serves Duchess Dragomir. Attacks intruders who don’t immediately leave when asked.
⋆SPIRIT VESSEL. A weapon hanging on the wall:
♦ Ethereal shortsword; can hit incorporeal beings
♣ Twisted wooden staff; wielder can speak with animals
♥ Bronze mace; can cast cure wounds 1/day ( bonus)
♠ Iron bastard sword; wielder deals x4 damage dice on a critical hit
9 Carriage House p.39
9. CARRIAGE HOUSE
NINE (WHEEL)
Carriage: Large, black vehicle attached to four fiery horses. Ceiling:
30’.
• Carriage. Duchess Dragomir’s personal transport. The glove box contains Gloves of Agility (SD 303).
• Horses. Four nightmares. If disturbed, they break free from their harnesses and attack.
⋆SPIRIT VESSEL. A nightmare (names stitched on their bridles):
♦ Soul Stealer
♣ Wildfire
♥ Blackheart
♠ Crusher