Unofficial Villain Lair: The Dark House on Lantern Street


RPG Superstar™ 2009 General Discussion

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Epic Meepo

I may be out of the competition, but I’m no less inspired by the Top 8 villains than anyone else. So, to pay homage to one of my several favorites, I’ve designed a lair for Bract Darkhouse using the Round 4 rules.

I don’t have any photo-sharing accounts set up, so I’ve just built a quick Geocities page for my lair map.

The Dark House on Lantern Street
Identified by its distinctive coloration, the “Dark House” on Lantern Street is a three-story residence. The building is the namesake of the Darkhouse family that has owned it for generations. The house’s current owner, Bract Darkhouse, is the last of his line.

A decade ago, Bract closed the butcher shop that his forefathers ran out of the first floor of the Dark House and replaced it with a parlor he uses to entertain visiting aristocrats. Bract's neighbors don't know what he does to earn the favor of these noble guests; all they can say for sure is that Bract is the first in a long line of Darkhouses who isn't a butcher.

The Dark House has just been attacked by deformed goblins. A pitched battle between goblins, city watchmen, and an unidentified third party has left unknown dangers in its wake. (The unidentified third party was Bract Darkhouse himself. He has since fled the site, fearing unwanted attention more than anything else.)

Note: This adventure site works best if the PCs have a pre-existing desire to enter Bract’s house. Perhaps Bract is withholding a rare antidote that they require, for example. Whatever the exact circumstances, the PCs should have a pressing reason to search the Dark House. The fact that the residence has just been attacked – and may yet be harboring dangerous monsters – merely gives the PCs the excuse they need to enter the building.

Outside the House
Lantern Street is a wide avenue lined with row houses, each three stories tall. Most contain shops on street level. A single building on the northern side of the street is made of gray stone and dark-stained timber. Every other building here has been whitewashed.

Crowds of onlookers have gathered in front of several white buildings, where they whisper amongst themselves. The corpses of ten watchmen and fifteen overgrown goblins litter the pavement in front of the lone dark building. The watchmen and goblins appear to have died fighting one another.

Closer inspection reveals that each of the dead goblins is malformed, having asymmetrical features and strange fleshy, growths on its skin. Each is also twice the size of an ordinary goblin.

If asked, bystanders describe the recent melee as best they can:

Just before the battle, a band of hooded humanoids emerged from a nearby alley. They headed straight for the Dark House, but encountered a patrol of watchmen before reaching their destination. The watchmen confronted the hooded strangers, who panicked, drew weapons, and attacked.

The remainder of the battle was obscured by a crowd of fleeing bystanders. Several witnesses claim that an enormous monster with tentacles was involved in the fight at one point, but no sign of the creature can be found amidst the corpses. (This “enormous monster” was actually the effect of a black tentacles spell that Bract Darkhouse cast while defending his residence from deformed goblins.)

Some onlookers are convinced that several of the attackers entered the Dark House. An inspection of the house’s exterior reveals that the building’s front door has been broken open by the application of brute force.

1. Ruined Parlor (CR 5)
The first floor of this building is a large a parlor. It may once have been fancy, but has since been ransacked. All of its fine furniture, artwork, and other decorations have been smashed to pieces and scattered about like so much trash. A bar in the southwest corner remains intact, but its contents have been shattered; the room reeks of spilled alcohol as a result.

To the northeast, a doorway that is missing its door leads to a demolished washroom. Also to the northeast, a trap door in the ceiling leads to the second floor. The ladder that once provided easy access to this trap door has been pulled up into area 2.

Creatures Milling about the ruined parlor are three deformed goblin males. Two have been affected by feeblemind spells cast by Bract Darkhouse, and are aimlessly smashing furniture. The third goblin, Gorbo Blackblood, is attempting talk his fellows out of their mindless behavior.

The feebleminded goblins attack non-goblins on sight, and fight to the death. Gorbo reluctantly joins them in attacking, but surrenders if either of his companions is killed. The feebleminded goblins advance to engage foes in melee, while Gorbo takes cover behind the bar and hurls javelins.

Gorbo Blackblood, Deformed Goblin CR 2
hp 16, use the statistics for a bugbear (MM 29)

Feebleminded Deformed Goblins (2) CR 4
hp 16 each, Int 2, use the statistics for bugbears (MM 29)

Developments: Should Gorbo be taken alive, he freely offers his name and his story. He has been sent to exact vengeance upon Bract Darkhouse on behalf of the Blackblood tribe. Bract recently traded these goblins an alchemically-deformed rooster in exchange for a rare goblin-made poison. They promptly ate the tainted bird to see what it tasted like, a meal which precipitated their current deformities. Since (by goblin logic) Bract must clearly have intended this from the start, the Blackblood tribe has sent warriors to kill the treacherous human.

Beyond telling his story, Gorbo’s attitude towards the PCs is indifferent. If his attitude can be changed to friendly, he will assist the PCs in searching the Dark House, should they so desire. He otherwise demands that he be released, looking to flee the hostile city and return to his tribe.

2. Living Room/Dining Room (CR 4)
This L-shaped room has two sections. To the north and east, the room is furnished with a sofa and a pair of chairs, which sit near an ascending staircase along the eastern wall. Around a corner to the south and west sit a well-polished wooden table and chairs.

Numerous paintings and shelves of tasteful decorations line the walls of both areas. Featured prominently are various small animals that have been stuffed and mounted, as well as a large, bearskin rug that sits in the southeast corner of the room.

A ladder rests on the floor near a trap door in the northeast corner of the room. A door in the southeast corner opens into a coat closet.

A closer inspection of the stuffed and mounted animals reveals that all are deformed in one manner or another. A DC 17 Knowledge (local) or Knowledge (nature) check reveals that the bearskin rug is actually the hide of a werebear in hybrid form.

Creatures This room is home to Bract’s two pet dogs, each of which has been rendered invisible by repeated exposure to phantom fungus spores. These canines mercilessly defend their home by attacking intruders.

Invisible Dogs (2) CR 4
hp 6 each, dogs (MM 271) with the greater invisibility special quality of phantom fungus (MM 207)

3. Kitchen
Cabinets, counters, and shelves line the north wall of this small but tidy kitchen. A lit fireplace occupies the northwest corner of the room, its flames gently warming a single iron pot that sits on the hearth.

A door in the northeast corner of the kitchen leads to a well-stocked pantry.

The iron pot by the fire is filled with blood and an oversized, still-beating heart. This troll’s heart remains alive so long as it is exposed to fresh blood at least once daily and is kept warmed to normal body temperature. If not cared for in this manner, the heart quickly expires.

4. Bedroom
This bedroom has a surprisingly tall ceiling formed by a steeped roof. Hundreds of small stars that look disturbing like peering eyes have been painted on the distant ceiling.

On the room’s west wall is a large four-poster bed with clean white sheets. A staircase on the north wall leads to a loft that overlooks the bedroom from the east. On the wall beneath the loft are three doors, as well as a dresser and a table decorated with a vase of flowers.

The strangest decoration of all sits by a fireplace in the northwest corner of the room. Whatever the object is, it vaguely resembles a leafless tree or shrub. The object stands nearly as tall as a full-grown human, and has a definite trunk and branches. But instead of bark, this thing has dry, leathery skin. Each of its branches ends in either an eyeball or a mouth.

A DC 14 Knowledge (dungeoneering) check reveals that the “tree” in the northeast corner is the corpse of a gibbering mouther (MM 126) that has somehow been hardened and mummified.

The northernmost door on the east wall leads to a walk-in closet filled with tasteful, well-pressed garments. The middle door leads to area 5, a washroom. The southernmost door on the east wall opens into a hallway, from which one can descend a staircase to the second floor.

A close inspection of the sheets on the four-poster bed reveals that all are made from bleached human skin.

5. Washroom
A large tub, a sink, and a latrine – all of them spotlessly clean – furnish this impressively large, marble-tiled washroom.

A door to the northwest opens into a closet that houses a vast supply of assorted soaps, bath salts, oils, brushes, sponges, and clean linens.

Each of the washroom’s fixtures – tub, sink, and latrine – is fitted with cutting-edge water pumps and drains. The pipes responsible for the proper functioning of these technological marvels are built into the west wall of the house.

6. Loft
This long, narrow loft looks down on a large bedroom. The loft itself appears to be an artist’s workspace. A workbench lining the east wall is scattered with paper, pens, sculptor’s tools, and bricks of damp clay. Several sketches and small sculptures of fanciful monsters are interspersed with the tools. Along the railing to the west, a chair sits in front of an easel. The paper currently on the easel is blank.

A secret door on at the north end of the loft’s east wall opens into an unused chimney. A ladder nailed to the chimney’s far wall descends into the house’s cellar, which is otherwise inaccessible.

7. Cellar (CR 6)
This cold, dry cellar is sparsely furnished. Having no windows, the chamber is lit by four lanterns, one in each corner of the room. The light from these lamps reveal an ascending staircase along the north wall and a pair of large tables in the southern corners of the room.

The table to the southeast is scattered with alchemical equipment and assorted scrolls. The other table holds a large, prostrate humanoid figure. It appears that this figure has been constructed from various mismatched body parts. Several severed limbs hang from meat-hooks on the wall between the two tables.

The staircase along the cellar’s north wall once led to the ground floor, but the top of the staircase has since been sealed off with a wall. A door that once accessed Lantern Street via the cellar’s south wall has likewise been sealed. The only remaining exit is the ladder to the northeast, which leads up the shaft of an unused chimney to the Dark House’s third-floor loft.

The figure constructed from mismatched body parts is an inanimate sculpture upon which Bract practices his surgical techniques when away from his more sophisticated equipment. This other equipment is stored in Bract’s surgical gallery, which is not attached to his ancestral residence.

Creatures: Both tables in this room are actually mimics posing as tables. They lie motionless, waiting for intruders to walk within their reach before striking. If possible, they wait until one or more intruders touch their adhesive skin, and then attack with surprise. During combat, the mimics attempt to cut off access to the ladder that serves as the cellar’s only exit. Loyal guardians, the mimics fight to the death.

Mimics (2) CR 6
hp 52 each (MM 186)

Further Investigation: Most of the scrolls in the cellar record nothing but notes on surgical techniques, though a few contain references to experiments performed on unwilling captives. The author also mentions a gallery of unknown location where these experiments take place.

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Epic Meepo wrote:

I may be out of the competition, but I’m no less inspired by the Top 8 villains than anyone else. So, to pay homage to one of my several favorites, I’ve designed a lair for Bract Darkhouse using the Round 4 rules.

I don’t have any photo-sharing accounts set up, so I’ve just built a quick Geocities page for my lair map.

The Dark House on Lantern Street
Identified by its distinctive coloration, the “Dark House” on Lantern Street is a three-story residence. The building is the namesake of the Darkhouse family that has owned it for generations. The house’s current owner, Bract Darkhouse, is the last of his line.

A decade ago, Bract closed the butcher shop that his forefathers ran out of the first floor of the Dark House and replaced it with a parlor he uses to entertain visiting aristocrats. Bract's neighbors don't know what he does to earn the favor of these noble guests; all they can say for sure is that Bract is the first in a long line of Darkhouses who isn't a butcher.
...

It's me mum and dad's place! ... I .. I don't know what to say.

...

I've got something in me eye.

Liberty's Edge Contributor , Star Voter Season 6, Marathon Voter Season 7, Star Voter Season 9

Bracht Darkhouse wrote:

It's me mum and dad's place! ... I .. I don't know what to say.

...

I've got something in me eye.

It's someone else's finger...

Grand Lodge Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8

Nice!

The rules specify who must be the main villain of the lair, but don't require entrants to create the main lair of their villain. This allows the interesting possibility, shown here, of creating a mini-scenario for PCs of a different, lower level than the villain himself. I wonder if any of the contestants will do something similar.


Nicely creepy. I especially enjoyed the bit about the rooster.

~LD.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Starglim wrote:

Nice!

The rules specify who must be the main villain of the lair, but don't require entrants to create the main lair of their villain. This allows the interesting possibility, shown here, of creating a mini-scenario for PCs of a different, lower level than the villain himself. I wonder if any of the contestants will do something similar.

A lot of the villains are trnasient - moving from one place to another or having their influence spread in many, many places. A research center for Hecataeus, any one of the central sewage complexes of a major city for Gulga, a traveling tent city for Sartel, a graveyard occupied by Malgana and her charmed or undead minions, on the way to find her spine.

I think one good move would be to resist the 'official headquarters' feel for the villain. A home away from home puts them in context, and gives the reader a piece of the action.

And now I'm thinking of offering my own R4 for fun...but I haven't started it yet, so I'm going to time myself. Wish me luck!

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Epic Meepo

Steven T. Helt wrote:
Wish me luck!

Good luck!

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Epic Meepo wrote:
Steven T. Helt wrote:
Wish me luck!
Good luck!

Good luck.

Has the clock started yet?

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Clock was stopped by big fight with wife, followed by big fight with daughter (who started the first fight), followed by car stolen while I was in church.

So..clock will resume here when I get home. I've done about an hour of research

Liberty's Edge Contributor , Star Voter Season 6, Marathon Voter Season 7, Star Voter Season 9

Steven T. Helt wrote:

Clock was stopped by big fight with wife, followed by big fight with daughter (who started the first fight), followed by car stolen while I was in church.

So..clock will resume here when I get home. I've done about an hour of research

Wow. Sorry all that had to happen to you. I hope you get your car back, and smooth everything over with the family.

RPG Superstar 2009 Top 4 aka K. B. Carter

Yikes. Anyone stealing cars from a church parking lot is a villain worthy of round 3. My heart goes out to you, Steven.

Eric, I dig the lair too by the way. You have a ton of creepy touches in here. Might I suggest adding a swarm of leeches to the bathtub? This would riff off a memorable scene from Slither, a highly-underrated (in my opinion) horror movie from a few years back.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

It's funny how life generally has other ideas when the clock starts on something. But life is more important. Hope everything works out okay for you, Steven.

--Neil

Scarab Sages RPG Superstar 2009 Top 4

Yes, Slither was a great movie. 80's horror with a modern budget, great!

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Thanks, gang. The clock is back on. Research is done, map is current. It's 8:54 pm and I'm beginning my second full hour of work.

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Epic Meepo

Light Dragon wrote:
I especially enjoyed the bit about the rooster.

"Ugly rooster look like it is sick. So ugly rooster must taste like sickness."

"But ugly rooster smell like it is poison. So ugly rooster must taste like poison."

"I say ugly rooster taste like sickness."

"No! Ugly rooster taste like poison."

"Taste like SICKNESS!"

"Taste like POISON!"

"Well, only one way to find out who is right..."

Legendary Games, Necromancer Games

Oh man, just wait till you guys see the real submissions!!!! Oh its killing me....

As great as this unofficial one is, it doenst even hold a candle to one of the submissions for this round. Literally, the lairs this round are that good. And the one that I think is the best (no comment on whether or not it includes Bracht) is absolutely friggin amazing!!!!

Oh I just cant wait for you guys to see these submissions!

Clark

Legendary Games, Necromancer Games

Its smurf-tastic!

(by the way, whoever came up with that smurf image replacement script is a genius! that is hillarious!)

The Exchange RPG Superstar 2009 Top 8 aka Tarren Dei

Having read the only other Bracht lair submission--Kevin Carter's (official) submission--I feel safe commenting on yours. Nothing I say would take away from Carter's success.

I love what you've done with the place. It seems like the kind of house Bracht might have grown up in. When I was thinking through what kind of background I would have given his family I came up with butcher, barber, and lighthouse keeper. I also like the play with dark house and lantern street.

Thanks for giving Bracht a family home to run back to if PCs ever ransack his home in Katapesh!

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

I meant to have this finished long before the submissions for the round went live, but you can look up above and see what kind of week I'm having. Adding to the list is Word has spontaneously stopped working on both the home computer and the laptop - no good since I'm putting together a proposal for a certain well-liked company and trying to get onto the slush pile before my birthday. Also, the dudes who stole the car managed to find the bank card my wife couldn't, and while justice will find them soon, they are sure living it up like the number one Aztec right now.

So, after checking my word count midway, I decided to not take out the encounters. I've spent enough tme on this already and my focus was pretty much shot. While I would have been more motivated to polish it if I weren't just doing it for fun, I do acknowledge that with the RL events of last week, this round would have been really challenging.

Once I decided to fudge on the editing and downsizing, I decided to roll out a bigger vision, just to pay respects to a very creepy concept. It has an artifact, and a LOT of zombies, which skied the word count.

Also...there's no location 11. Not sure how I missed that.

So I present it here anyway for the halibut. Now I'm gonna go give the actual contestants the time they deserve!

Blackwyrm, Horrid Camp of Ydersius

Spoiler:

The traveling tent city of Sartel Bollen's headless caravan is known to settle in the middle of several towns and villages. From this central location, her forces can efficiently extract undead servants and spread the dark gospel of her god's impending resurrection.
The name Blackwyrm can be attributed to a panicked misunderstanding by the few survivors of the village of Halim. When several members of their militia braved a rescue attempt of their stolen clergy, scattered warriors returned with mixed tales, both of a horrid rotting infestation forced on their clerics, and of the immense, headless dragon that drove them off.
Even at this distance, the camp smells of deathrot and well-fed flies seem to be everywhere.

Sartel's mobile base is comprised of stolen circus tents, tattered tarps and even a magical pavilion taken from its deceased owner. It might be difficult to infiltrate undetected, as every inhabitant of the camp has darkvision, and the PCs must traverse open spaces in order to
move from one part of the camp to another. Additionally, the camp has a number of sentries in place, and many of the zombie residents are programmed to take action when an intruder enters the range of their darkvision, which could alert the nonzombies and complicate matters
for the players.
There are a number of plausible reasons for the PCs to enter the camp. If they have dealt with the Caravan before, they might feel a direct assault on the undead encampment is the best way to proceed. They might have been sent to rescue the body of a beloved figure (or
even a recently taken player character), to gain intelligence related to the Caravan's strategies, or perhaps to steal the head of Ydersius so it can be destroyed.
All tent walls are hardness 2 with 5 hp per square foot. Tent canvas does not take damage from bludgeoning sources. Every part of the camp smells like advanced rot, and the combination of this distraction and the omnipresence of huge flies makes any prolonged activity harder. The DC of any extended or opposed check, or of checks made to concentrate
on an activity undertaken by a living creature, increases by 2 within the Horrid Camp.

1. Murder of Crows (CR 7)
Ahead of you, the camp site is eerily quiet. Very little activity can be seen from this distance, though a ring of crows and vultures circles the entire camp. The headless birds are completely motionless.

These birds operate as Sartel's most effective sentry, ordered to attack any living things that breach their perimeter on the ground. When the undead birds become active, they fly up in the air clumsily for one round and then descend as swarms on the intruders. These swarms
will fly around any tents that their targets enter for an additional round before attacking.
The birds have no special ability to notice invisible or stealthy characters, and take no notice of creatures outside the range of their darkvision, whether dark or light. They do take flight to attack anything that the dragon (location 13) brings within range of their darkvision.

Creatures: There are enough birds surrounding the camp to form eight swarms of carrionstorm.

Carrionstorm (8) CR 1
hp 13 (Pathfinder #3, 83)

2. No Heads Are Better Than One (CR 6)
Standing motionless near the front of the camp is a wide-bodied humanoid, with rotten skin covering its large muscles. The monster has two necks, but like much of what you have seen since the Caravan came into your lands, its heads are shorn off. The beast holds a pair of heads secured to an iron handle by lengths of chain. Spikes are driven through the heads to form crude morning stars. Sharpened sticks litter the ground at their feet - no doubt for throwing.

Three zombie ettins stand at attention, waiting to be commanded by Sartel, Melora or one of the ghoul adepts at location 5. Because of their limited ability to receive instructions, the ettins do not move or respond unless attacked.

Creatures: Each ettin's starting location is marked with a large 'E'.

Ettin zombies (3) CR 3
NE Large undead
Init -2; Senses Darkvision 60 ft, Perception +0
===== Defense =====
AC 20, touch 7, flat-footed 20; (+3 hide armor, -2 Dex, +10 natural, -1 size)
hp 78 (10d12+13);
Fort +3, Ref +1, Will +7
Defensive Abilities DR 5/slashing; undead immunities
===== Offense =====
Spd 30 ft.
Melee 2 morning stars +11 (2d6+7), slam +11 (1d8+7)
Ranged javelin +3 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks superior two-weapon fighting
===== Tactics =====
Before Combat The ettins do not move or attacked unless first attacked, or commanded by their masters.
During Combat If commanded by one of the camp's leaders, an ettin begins combat by throwing javelins. The monsters must be commanded to enter melee, which is generally only done when one of their commanders is in danger.
Morale Ettin zombies fight until destroyed, unless called off by their masters.
===== Statistics =====
Str 25, Dex 6, Con -, Int -, Wis 10, Cha 1
Base Atk +5; CMB +13
Feats Toughness
SQ Single actions only, undead traits
Gear 2 morning star, 4 javelins
===== Special Abilities =====
Superior Two-Weapon Fighting (Ex) An ettin fights with a weapon in each hand, and does not suffer an attack or damage penalty for attacking with two weapons.
Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

3. Fell Stables (CR 7)
This fallen tree has had its branches cut short to make knots for tying off mounts. Stables in this manner are a few light horses, an oversized zebra, and a lone centaur. All of them are headless and in an advanced state of decay.

The image of Sartel astride her zebra mount has been well-imagined by those who have heard of the coming of the Caravan. In her pursuit of Ydersius' resurrection, she has happened on a number of creatures from across Qadira, and as far away as Taldor. The centaur is a gift to her from one of the clergy at location 5.
The zebra is represented with the other light horses below.

Creatures: The zebra is represented with the other light horses below. They share the centaur's set of orders and tactics.

Centaur zombie (1) CR 3
NE Large undead
Init +1; Senses Darkvision 60 ft, Perception +0
===== Defense =====
AC 16, touch 10, flat-footed 15; (+1 Dex, +6 natural, -1 size)
hp 47 (8d12+11);
Fort +2, Ref +3, Will +6
Defensive Abilities DR 5/slashing; undead immunities
===== Offense =====
Spd 50 ft.
Melee longsword +8 (2d6+7/19-20), slam +8 (1d8+5), hoof +8 (1d6+5)
Ranged composite longbow (+4 Str bonus) +4 (2d6+4/x3)
Space 10 ft.; Reach 5 ft.
===== Tactics =====
Before Combat The mounts do not move or attacked unless first attacked, or commanded by their masters.
During Combat If commanded by one of the camp's leaders, the mounts move to join melee, attempting a charge if possible. The centaur may be commanded to fight from a distance, but this must be expressed by its masters specifically.
Morale Zombies fight until destroyed, unless called off by their masters.
===== Statistics =====
Str 20, Dex 12, Con -, Int -, Wis 10, Cha 1
Base Atk +4; CMB +10
Feats Toughness
SQ Single actions only, undead traits
Gear longsword, composite longbow, 10 arrows
===== Special Abilities =====
Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Zombie horses (4) CR 2
NE Large undead
Init +0; Senses Darkvision 60 ft, Perception +0
===== Defense =====
AC 15, touch 9, flat-footed 15; (+6 natural, -1 size)
hp 36 (6d12+9);
Fort +2, Ref +2, Will +5
Defensive Abilities DR 5/slashing; undead immunities
===== Offense =====
Spd 60 ft.
Melee hoof +0 (1d4+1), slam +5 (1d8+3)
Space 10 ft.; Reach 5 ft.
===== Statistics =====
Str 16, Dex 11, Con -, Int -, Wis 10, Cha 1
Base Atk +3; CMB +7
Feats Toughness
SQ Single actions only, undead traits
===== Special Abilities =====
Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

4. The Test of the Blackworm (CR 3 or 5)
This tent is uninhabited at the moment. Flanking the rough table at the far end are two ceramic jars about three feet high. A dark grime blemishes the lid of each jar. Below the table, and against the far tent wall are two wooden crates with hinged tops. The floor here is
covered with stains as gruesome as any place outside.

When a misguided soul determines to join the Headless Caravan, it amuses both the hag and the lamia to put their new members through the test that transformed Sartel into her present form. Those who cry out to Ydersius for mercy or bargain are allowed to be bitten by the
vipers contained in the wooden crates. Those who otherwise cry out, or who die quietly, are simply allowed to expire and carried to the headsmen at location 6 for induction into the Caravan proper. A DC 15 Survival check reveals that several humanoids over the last few
days have writhed on the ground at the tent's center. The large pots on either side of the tent are full of blackworm berries, which infest the imbiber with a fatal disease known locally as the blackworm rot.
A curious fate befalls those who convert from another religion in their attempt to bargain with Ydersius. Those who were clergy in life are allowed to remain so in death, resulting in the three ghoul adepts who reside at location 5.

Creatures: The wooden crates have a wooden lid with a simple simple catch. Opening the lid of either releases two coiled vipers - the same snakes that bestowed the "mercy" of Ydersius onto Sartel when the dead god called to her.

Vipers (2 or 4) CR 1
hp 9 (MM 280)

Blackworm Rot
Level 10 disease, ingested; Save Fortitude DC 17
Effects____________________________________________
Frequency 1 day; Effect 1d4 Con damage, plus 1 Con drain; Cure 3 consecutive saves.

5. Ghoul Clergy (CR 9)
The overcast light outside spills into this room as you open the partition, giving you a glimpse of a macabre scene. Three humanoids with matted hair and muddy robes are hunched together, pulling meat from familiar-looking bones with their yelow teeth. They drop their meal as soon as you enter, rising to greet you with hungry sneers.

This trio of ghouls died from exposure to the Blackworm trial forced on them when Sartel first brought the Caravan to these lands. They betrayed their previous beliefs and became undead servants of Ydersius. They intend to become fully invested priests when the Headless God is rejoined with his body.

Creatures: The three ghouls make potent combatants, but one immediately leaves to warn Sartel and Melara about the intruders. Once that happens, the PCs may find themselves trapped between the remaining two and whomever comes to help. Note the ghoul adepts do not have familiars.

Ghoul clergy (3) CR 6
CE Medium undead adept 6
Init +7; Senses Darkvision 60ft.; Perception +X
===== Defense =====
AC 15, touch 13, flat-footed 12; (+3 Dex, +2 natural)
hp 42 (2d12+6d6+8)
Fort +2, Ref +5, Will +10
Defensive Abilities Turn resistance +2; undead immunities
===== Offense =====
Spd 30 ft.
Melee bite +7 (1d6+2 plus paralysis) and 2 claws +5 (1d3+1), or mw light mace +7 (1d6+2)
Ranged mw short bow +7 (1d6/x3)
Special Attacks Ghoul fever, paralysis
Spells Prepared (Adept CL 6th)
2nd -- cat's grace, invisibility
1st --inflict light wounds (+7 touch, 1d8+5, DC 13 Will) x2, protection from good
0--guidance, mending, touch of fatigue (+7 touch, DC 12 Fort)
===== Tactics =====
Before Combat The ghouls are engrossed in their meal. They are unprepared unless the PCs have announced their presence. If they do have time to prepare, they cast cat's grace and protection from good on themselves before heading into battle.
During Combat At the beginning of combat, one ghoul casts invisibility and attempts to tumble past the party to alert Sartel. The others attack with their bite and claws, saving the inflict wounds spells for healing themselves.
Morale If only one ghoul remains in the fight, he surrenders, offering counsel in exchange for his unlife. Of course, he betrays the party immediately, giving them false information or sneaking off with the head of Ydersius while the party investigates the rest of the camp.
===== Statistics =====
Str 14, Dex 16, Con -, Int 13, Wis 14, Cha 12
Base Atk +4; CMB +6
Feats Ability Focus (paralysis), Improved Initiative, Multiattack, Weapon Finesse
Skills Acrobatics +12, Climb +6, Heal +7, Knowledge (religion) +11, Perception +6, Spellcraft +8, Stealth +9, Survival +7
Languages Common, Kellish
SQ Undead traits
Gear 10 arrows, masterwork shortbow, masterwork light mace
===== Special Abilities =====
Ghoul Fever (Su) Level 3 disease, injury; Save Fortitude DC 12 Effects Frequency 1 day; Effect 1d3 Con and 1d3 Dex damage; Cure 2 consecutive saves
Paralysis (Su) Those hit by a ghoul's bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma based.

6. Bugbear Headsmen (CR 6)
A low stage of damp wood occupies the far eastern point of the camp. Next to the stage are three tall, hunched goblinoid corpses. Their headless bodies are covered in dried blood, and wicked axes are slung to their backs. A fourth zombie stands atop the stage, with his axe in hand. At his feet is a wicker basket with disturbing red stains at its bottom.

To honor Ydersius, Sartel has decreed that removal of one's head is the final stage of joining the caravan that bears her god towards his resurrection. Prisoners and converts, living and dead are brought to this stage for insuction into the ranks. Their heads are used for a number of purposes, and each body deposited at location 12 for animation.

Creatures: Four bugbear zombies are stationed here. At any time, two of them remain on the ground with orders to grapple any living creature that comes near and bear it to the wooden dais. A third zombie remains at ground level to defend the 'headbearers' and kill anyone who struggles with them or joins the battle. Once the lower zombies are activated, the one on stage readies its axe to swing as soon as a candidate's head touches the wood.
A head is brought to the axeman when one or more zombies successfully pins the subject and moves it into contact with the stage. The axeman still suffers a 25% chance to bury the hatchet in one of the zombies, but he swings every round regardless as long as a subject is
presented. The headsman performs a coup de grace if a helpless subject is deposited on the stage.

Bugbear Zombie Headsmen (4) CR 2
hp 48 (MM 267)
Melee mw greataxe +7 (1d12+4/x3) or slam +6 (1d6+3)
CMB +6

7. Zombie Pen (CR ##)
A low, barbed fence encloses this large area. Within shamble dozens of animated corpses. In the crowd, it is simple to make out eight ogre corpses among a large number of humans. Near the center of the group stands a monstrous beast resembling a manlike beetle. It towers over even the ogres and settles its insect-like gaze at some unknown point in front of it. Several broken bodies lie trampled on the ground.
Though motionless and quiet, a palpable aura of dread emanates from this place.

This pen serves a greater pupose than merely holding zombies in place for further use. Damaged corpses are brought here for healing to keep the ranks of Sartel's growing army as potent as possible. While the ogre and umber hulk zombies are easy enough to spot, a DC 20 Perception check reveals the pen's most significant occupant - an angelic head perched on a wooden stump in the middle of the yard. Once per minute, this head emanates an effect identical to a mass inflict light wounds with a caster level of 9 (1d8+9 damage, DC 17 Will save for half damage), healing any undead, or harming any living thing within 30 feet of the pen's center.

Creatures: In total, there are 12 standing human zombies, four ogre zombies, and one umber hulk zombie. All remain motionless unless someone stands next to the pens, in which case the ogres and umber hulk move to grapple the subject and lift them into the pen. More than a few would-be rescuers have met their end at the feet of the zombies, simply held down until the bursts of negative energy from the angel-head accomplish their task.
When the party approaches the pen, treat the next negative energy burst as three rounds away. The first round a PC is nearby, the large zombies move to grapple one or more into the pen. In the second round, the medium zombies animate, the first of which is intentionally tangled in the barbed fence (his legs have in fact healed over the fence in some places). When the first zombie moves at all, he falls and twists the fence such that other zombies can move past him to attack. In the third round, the angel-head noiselessly heals the zombies and injures any PCs within range, at which point four more human zombies begin to rise from the ground and shuffle towards the party. Any remaining corpses on the ground are destroyed and cannot be affected by the negative energy bursts from the angel-head.
None of the zombies in the pen are armed aside from their natural attacks.

Human zombies (12+4) CR 1/2
hp 18 (MM 266)
CMB +2

Ogre zombies (4) CR 3
hp 63 (MM 267)
CMB +11

Umber hulk zombie CR 5
hp 133 (MM 267)
CMB +16

8. First Officer Quarters (CR 8)
This large, circular tent appears to be well-maintained, unlike the grime- and gore-covered remainder of the camp The interior of the camp, however, reveals yet another monstrous occupant - a wickedly beautiful elven woman with the lower quarters of a massive viper. Her thinly muscled arms sweep aside the veils that descend from the ceiling, and her powerful tail snakes toward you without hesitation.

This well-appointed tent is actually a lordly pavilion taken from the residence of a long-dead Qadiran noble. Once the PCs have a moment to look around, they might also notice an empty armor stand, a simple desk, and the fine, clean rug that covers the floor. Thin silk veils of varying colors descend from the ceiling, but do not hamper movement or visibility.

Creatures: The pavilion's sole occupant is Sartel Bollen's cohort, a lamia matriarch named Melora Ulak. When she learned of the efforts to reunite the head of Ydersius with his ancient body, she agreed to join the Caravan in exchange for arcane tutoring from Ydersius himself. Her real goal is to use any knowledge gained to remove the curse that affects the appearance of her noble caste.
Melora is an arrogant warrior, and fights for two full rounds before shouting for help.

Melora Ulak, lamia matriarch CR 8
hp 102 (Pathfinder #2 92)
Tactics[/i]
[b]Before Combat
Melora is alerted to the PCs' presence unless they fool the alarm spell at the pavilion's entrance. She immediately greets a melee warrior with her touch attack (draining 1d6 Wisdom on a hit), and proceeds as described below.
During Combat The lamia follows her attempt to drain the warrior's Wisdom with her charm monster ability. Once she has the warrior fighting for her, she sweetly advises him not to let his companions escape the tent, while she attacks anyone else trapped inside with both scimitars. If the fight progresses, Melora mixes in extra charm spells to gain more allies, or makes use of invisibility to improve her position. Should the battle spill
outside, she is sure to announce the combat loudly, and attempts to cast mage armor to protect herself during a protracted fight.
Morale Melora has a bargain with Sartel. Should she perish, she will be returned alive, or at least sentient if possible, so she might claim her reward on behlaf of her people. As such, she fights to the death.

9. Command Quarters (CR 10)
This simple tent has little in the way of furnishings. A mass of greasy pillows lies against the far wall, and a crude desk is home to a stack of papers and scrolls. Overhead, the bodies of four large snakes are coiled around a metal pole, each end that would bear a fang-filled
head descending down to about waist-level. It looks as if a receptacle once lay below the headless snakes to collect their blood.

Sartel catches her rest and conducts some business here. She chides the lamia Melora for her use of the lordly pavilion at location 8, and requires little in the way of comfort for herself.
The papers on the crude desk are spy reports on a trail of towns and villages, both behind and before the Headless Caravan. Included are defensive assessments and estimated populations. A few scrawls seem to indicate figures on numbers of zombies lost or gained by moving the Caravan close to some sites. The scrolls are mediocre maps of the are, but might indicate where the caravan is ultimately headed if your PCs will be dealing with Sartel, the Caravan, or Ydersius in furture adventures.

Creatures: Four advanced constrictor snake zombies guard the tent and the information contained therein. Because a servant of the Caravan occasionally enters to gain Sartel's attention, the zombies are programmed to wait one round before attacking.

Headless python zombies (4) CR 6
NE Large undead
Init +3; Senses Darkvision 60 ft, Perception +0
===== Defense =====
AC 17, touch 12, flat-footed 14; (+3 Dex, +5 natural, -1 size)
hp 153 (20d12+23);
Fort +6, Ref +9, Will +12
Defensive Abilities DR 5/slashing; undead immunities
===== Offense =====
Spd 20 ft., Climb 20 ft., Swim 20 ft.
Melee slam +14 (1d8+7)
Space 10 ft.; Reach 5 ft.
===== Tactics =====
Before Combat The pythons do not move or attack until someone besides Sartel has been in the tent for a full round, or until they are attakced themselves.
During Combat If commanded by Sartel, or if someone is in the tent after a round, the headless snakes use their slam attacks. Because most of their bulk is suspended overhead, the party can still maneuver in the tent, but the snakes also have access to anyone inside the tent
without moving. The snakes drop to the ground and pursue if their adversary flees.
Morale Zombies fight until destroyed, unless called off by their masters.
===== Statistics =====
Str 20, Dex 16, Con -, Int -, Wis 10, Cha 1
Base Atk +10; CMB +16
Feats Toughness
SQ Single actions only, undead traits
===== Special Abilities =====
Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

10. War tent (CR 11)
The sturdy tent opens to immediate danger. A flat, long table occupies the length of the tent, covered in maps weighted down by crude wood or stone figures - obviously representations of the forces either at the Caravan's disposal, or arrayed against it. Perhaps a dozen rotting heads hang suspended from the tent ceiling. Whispering voices appear to emanate from nowhere, but the heads themselves remain still, apart from slowly turning on the cords that hold them aloft.
A few rickety wooden stools surround the table, but only one is occupied by a once-pretty woman with greenish skin and blackened teeth. She eyes you as if in disbelief, then rises to meet the threat.
"Your days of skulking about undetected are at an end, heroes."

Sartel sends most of her time in this war tent, pouring over maps, assessing gains and losses, and plotting the rout to Ydersius' body based on intelligence gathered from her subjugated allies in the Darklands.

Creatures: Sartel is the sole combatant, but features of the tent will complicate combat. The suspended heads have been enchanted to act as her protectors and advisors since her devotion to Ydersius began. As such, each head bears a single spell-like or special ability that assists her in combat. The following abilities may be activated by her as an immediate action, but only once each, and each ability functions until the end of her next turn (all effects are at a caster level of 10):
1. animate dead 6. protection from energy
2. cure serious wounds (3d8+10)7. protection from good
3. Damage Reduction 5/slashing 8. sending
4. death knell 9. true seeing
5. Evasion 10. true strike

Sartel Bollen CR 10
hp 157

12. Hall of Headless Bodies (CR ##)
This long hall is essentially a series of tarps placed over two large tent frames. A path of bloody mud leads the way to the focal feature of the tent: a dark shrine of some sort. A sturdy table if flanked by mismatched candelabra, with black candles providing dim
illumination. Lying in rows along the inner walls of the tent are corpses of different creatures. While primarily humans and elves are on the right, the bodies of two ogres and a very large lion rest to the left.
Upon the table rests the severed head of a great serpent. Like much of this place, though nothing moves, you can definitely feel that the eyes of something evil are one you.

Few have ever beheld the authentic head of Ydersius, the deceased demigod. Such is the latent power of Sartel's master that just being in the presence of the giant snake head can cause corpses to shamble to life. The bodies of the Caravan's victims are brought here sometimes, and left to be reanimated in the event some of the other zombies are destroyed.

While the activation of the black dragon zombie at location 13 taxes Ydersius, the head also allows Sartel control over more hit dice of undead than she or her clergy could otherwise muster (see below).
The head of Ydersius serves as a relic of powerful evil. In addition to the effects described below, the head is mounted on a trap such that those who would lift it suffer greatly and attract the attention of Sartel and her servants.

Creatures: There are no creatures in this location, but if the infiltration has gone too smoothly for the PCs, consider adding corporeal undead other than zombies and having them animate in this tent while the PCs investigate the other contents.

Burnt Othur Mist Trap CR 8
Type mechanical; Search DC 25; Disable Device 20
===== Effects =====
Trigger touch; Reset manual
Effect Burnt othur poison seeps out from under the head. With the delayed onset of the poison, it fills the tent before forcing its first save.

Burnt Other Fumes (PF RPG 392)

Head of Ydersius
This grotesque relic is actually the disembodied head of the serpentine demigod himself. While the head is dead in all way, power resonates within it, and many believe that reuniting the head with its former body would bring Ydersius back. Most sane scholars agree that havoc would then ensue.
The head provides the benefits of both the desecrate and unhallow spells at a caster level of 20. The head can spontaneously animate up to 64 hit dice of zombies, even exceeding the 10 HD limit for converting a corpse into a zombie. Control of the zombies can be seized if a servant of Ydersius has access to spells or abilities that rebuke or control undead, though the number of hit dice animated bythe head does not account against the limits imposed on those abilities.
Because Ydersius despises his mortality, possession of the head causes an unpleasant metamorphosis in mortal creatures. The corruption of body and soul that comes with bearing such an item has been known to transform humanoids into monstrous humanoids, outsiders or undead. Recorded examples of this change include transformations into nightwalkers, hags, naga and more. In all cases, the mortal being is turned into a hideous and evil monster, bent only on service to the demigod as he seeks resurrection through unification with his new body.

13. Black Wyrm, Indeed (CR 9)
The tales of scattered survivors are proven true when you set your eyes on the headless black dragon that guards the north portion of the camp. Its long neck droops toward the ground as if it were a magnificent statue of rotten scales and flesh.

Passing through a marsh some months ago, Sartel came upon the lair of the young adult black dragon Sariokis. When the dragon demanded tribute to pass its lands, Sartel and Melora decided to slay it and claim its body as a trophy. The headless dragon resides now with the single purpose of attacking any threats that approach the camp from the air. It fights rarely, but on the occasions it has taken damage, Sartel moves it near the zombie pen until it has healed before setting it to guard the skies again.

Creatures: Sariokis no longer inhabits the body of the dragon. When his spirit departed after the battle with Sartel and Melora, he left behind his corpse for the servants of Ydersius to animate.

Zombie Dragon CR 9
NE Large undead
Init 11; Senses Darkvision 60 ft, Perception +0
===== Defense =====
AC 29, touch 8, flat-footed 29; (-1 Dex, +21 natural, -1 size)
hp 243 (32d12+35);
Fort +10, Ref +9, Will +16
Defensive Abilities DR 5/slashing; undead immunities
===== Offense =====
Spd 60 ft., fly 150 ft. (clumsy), swim 60 ft.
Melee slam +22 (1d8+7), or claw +22 (1d8+3), or wing +22 (1d6+3), or tail slap +22 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with slam)
===== Tactics =====
Before Combat The dragon does not move or attack unless a grounded, living creature enters range of its darkvision, or unless a flying creature enters the range of its flight speed.
During Combat If commanded by Sartel, the dragon moves to join any melee, attempting a charge if possible.
Morale Zombies fight until destroyed, unless called off by their masters.
===== Statistics =====
Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1
Base Atk +16; CMB +24
Feats Toughness
SQ Single actions only, undead traits
===== Special Abilities =====
Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Epic Meepo

Steven T. Helt wrote:
Blackwyrm, Horrid Camp of Ydersius

I liked your lair, Steven. It did a good job of capturing the essence of the villain, and contained an interesting mix of encounters and new rules. I was particularly impressed at how well you laid out all of the various rules and contingencies that might come up: stats for all the terrain, lots of concise but very useful monster tactics, and the such.

If I were going to change anything, I would consider removing some of the monster descriptions from the area descriptive text. Given the various alarms throughout the lair, it's entirely possible that some of the monsters you describe may not be in their original locations when the PCs get to their original locations.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Thanks for your input. And of course, had it been an actual entry, I would have eliminated a lot of the material in pursuit of 2000 words.

Just couldn't say no to those headsmen or ettins, though. : }

RPG Superstar 2009 Top 32

Epic Meepo wrote:
I may be out of the competition, but I’m no less inspired by the Top 8 villains than anyone else. So, to pay homage to one of my several favorites, I’ve designed a lair for Bract Darkhouse using the Round 4 rules...

Eric,

As promised, I took a look at your lair. I relly like it, but there are a couple of criticisms/suggestions I can offer you:


  • To me, this feels less like a lair and more like an encounter. As an encounter, I really like it, but I wouldn't call it a lair. Bracht is gone, leaving no real "boss" in residence, which is, to me, a key component of a "lair:" somebody or something has to be "lairing" there. Another factor is the requirement that the heros "need" to enter the house for some DM-specified reason, and that the heroes show up right after the fight. If I think of this as an encounter, those factors become an asset because they help me move the story along without blatant railroading: the PCs find out that they need something and that it is in the Dark House; when they get there, they are swept up into other events. However, if I think of this as a lair, these same factors become a liability: I want my PCs to enter a lair because they decide that the time has come to take on the villain there, not because they need to go in to advance the story.
    Bottom Line: Great as an Encounter, not so much as a lair
    Recommendations: To be perfectly honest, the distinction is largely semantic, so there's not much to change. However, I would be very interested to see what my PCs would encounter if they came here before the fight, with Brachthouse in the midst of some unspeakable act.

  • The rooster: everyone else seemed to like it, but it struck me as belonging more in the "gag villains" thread. They accepted a deformed chicken as payment for secret poisons? They must not be very good hagglers. And naturally, they ate it right away; I mean, what else do you do with suspicious food?
    Bottom Line: I'd like a more compelling (and preferably creepier) story for how he deformed the goblins.
    Recommendation: Bracht used the goblins as guinea pigs: he gave them a potion to drink (or a salve to smear on themselves, or something else to use on themselves) and told them that it would make them stronger and more powerful. They feel betrayed, believing that he knew it would deform them. I reality, he had no idea what the side-effects might be, and he was correct in one sense: they really are stronger and more powerful.

Hope this helps. Now I'm off to respond to your comments in my Gibnem thread.

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