D&D - Lilybrook Orphanage

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    Lillybrook OrphanageMAP KEY

    ELDARA'S TACTICS~Once alerted to the presence of intruders, she uses the secret passages around her mansion tokeep track of them and utilizes hit-and-run tactics to harrass and weaken the party. Wheneverpossible, she will cast spells from inside of the secret passages, using cause fear, scare, andsleepat random times in order to incite panic and paranoia as the Ps poke about her domicile. !fthe Ps are alone in an empty room ad"acent to one of her secret halls, she will use summonswarmand summon monster Ito spawn spiders amidst them, causing further distress andparanoia.~When and if a fight breaks out between the Ps and the house guardsmen, she will use dazeata critical moment in the battle to neutralize the biggest threat to her guards in an attempt to turnthe tide.~#ldara is sadistic to say the least, and en"oys watching her handiwork unfold, so it is possibleshe may be cornered by $uick-thinking Ps. !f this happens she will first attempt to read her scrollof obscuring mistto slip away if a swift escape is viable, if not, she will $uaff her Potion of Mage

    Armor, then use ray of enfeeblementon the most immediate melee threat and hurl zombies fromher Robe of Bonesto cover her tactical retreat.~Once the Ps have located %lori the town-watchman, she will move to the bottom of the

    staircase leading from the second floor to the third floor, and hurl the rest of her zombies from herRobe of Bonesbehind the staircase, using command undead to order them to remain hidden untilshe signals them, then read her Scroll of False Lifeand $uaff her Potion of Mage Armorifavailable. Once the Ps come into view she will cheerfully monolouge about the futility of theirefforts, the power of &raz'zt, how they will all be sacrificial lambs on the altar, and proudly admitto masterminding the funeral procession heist. (er tone will shift dark very suddenly and she'llmention her )beautiful raven, so brutally cut down) and shriek bloody vengance, signalling herzombie thralls to attack. *he will pull no punches and use any offensive spells she has remaining,summoning fiendish monstrous spiders using her Wand of Summon Monster Ias her zombiesare cut down. When it appears the fight will not be going her way, she will cast obscuring mistandflee down through the first floor and off into the night, or if her way down is blocked she will diveheadlong through the glass windows behind her +taking d falling damage and d piercingdamage from glass shards/ and flee as best she can. !f capture appears imminent, she will

    disembowel herself with her sacrificial dagger, spitting curses and blood in the face of anyonecloseby.

    MAIN FLOOR0hrough the main doors +southwest/ a foyer e1tends toward the kitchen, a left turn leading totwo plush armchairs positioned facing out the tall, iron-framed windows that observe the pathleading up from the west. 0o the right, a staircase leads up to the second floor, and the hallwaycontinues past it, intersected by another hall to the north and the door that leads out onto thebreezeway. 2t night a single gaurdsman patrols this hall, often stopping to warm himself in thelounge or secreting a draught of li$uor in the waiting room. (e yawns often and loudly, fighting offthe effects of the poisoned food which #ldara's antidote can't completely counteract.~0he door on the left of the entrance hall opens into a lounge with a cushioned sofa and a small,

    child-sized chair upholstered in green. 2 fireplace crackles merrily, set into the north wall, andstained-glass windows give this room a serene, calm atmosphere.~0he door on the right of the entrance hall leads into a waiting room where a cushioned couchfaces a crackling fireplace over a short wooden table. 2 cabinet immediately south of the doordisplays a well-stocked supply of high-end spirits and li$uors, with beautiful crystal glasses andtumblers +the 3 bottles of alchohol are worth 4d4gp apiece, the crystal glassware is worth atotal of 53gp/. 2 door to the east leads out.~0hrough the waiting room, or through a small hallway by way of the first door on the rightbeyond the staircase, lies the main office of the orphanage. (ere as well a healthy fire glowswarmly, faced by two upholsted chairs, and a large ornate desk and chair face westward. 0he

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    drawers of the desk are unlocked and contain various documents pertaining to the operation ofthe orphanage, one of them has a false bottom +6 43 *earch to find/ that opens to reveal acruelly curved masterwork dagger with a skull-pommel atop a bundle of papers outlining rentale1penses paid to an individual marked down as )sawfish). 2 floor-length portrait of the matron ofthe orphanage, #ldara's mother 2udry, a severe-looking woman dressed in dark, flowing robes ofnobility, hides a secret door. 2 6 45 *earch locates a pair of tiny switches on the frame of thepainting that, when activiated simultaneously, release it to swing open revealing a dark passagewith a staircase leading upwards to the east.*traight ahead through the entrance hall is the kitchen, with two fully-stocked pantries on eitherside of the door leading in. 0he kitchen features a large t-shaped prep table and three stoves,which are used to cook the large $uantities of food needed to feed the residents daily. !t bustleswith life from early in the morning until "ust after dinnertime, but lies $uiet and cold during thenight. 2 secret door disguised as a tall spice rack is used by #ldara and her cultists to sneak intothe kitchen in the dead of night and coat the pots and pans with sleeping poison brewed upstairs.~2 right-hand turn through the entry hall, and a left-hand turn "ust past the stairs leads to a dooron the right which opens in a large dining room. Wooden cabinets on either side of the door holdutensils and dinnerware, and the fireplace here is lit during mealtimes.~7ust up the hall from the dining room is another good wooden door on the right, this one locked+Open 8ock 6 43/. !t opens into a private library with large bookshelves brimming with a vastcollection of tomes on various topics, a plush red reading chair, and a smoldering fire in the

    fireplace. 0all windows looking onto the deck and courtyard line the circular room around a spiralstaircase which leads up to the second floor. 2 6 43 *earch can locate the original floorplans tothis mansion, with a 6 5 %nowledge+2rchitecture/ one could discover evidence of the secretpassages that criss-cross this building +identifies only the rooms which have secret doors, not thelocation of the doors themselves, but still giving a 95 circumstance bonus on search checks tofind those doors/.Ser!an"#' $%ar"er#~0hrough the breezeway, the eastern door opens up into the servants' $uarters. 2 large wardrobesits ne1t to the door, containing various cleaning supplies and some dinnerware, and the roombeyond features a simple wooden table surrounded by four chairs which sit before a stonefireplace that blazes warmly. 2 spiral staircase on the west side of the room leads up to the ne1tfloor, and a door in the northeast corner opens into a hallway with two doors on its western side. 2trapdoor with a heavy iron ring sits in the floor on the southwest corner, opening on a ladder down

    to the basement.~0he two rooms connected to the north:south hallway are bedrooms, each with two simple bedsunderneath which are large drawers that contain the servants' personal belongings. 2 measlyd4cp and d;-

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    the servants' $uarters. =orthward the hallway features two doors on the west side and one locked+Open 8ock 6 43/ door on the east side.~0he southwestern room is a study-room in which the resident orphans are tutored, featuring awooden table whose surface is marked with ink stains and four rough wooden chairs. 2 set ofshelves along the east wall hold books on basic arithmatic and writing, and disguise an eastward-swinging secret door set in the southeastern corner +*earch 6 45/. 2 door leads out onto asouth-facing balcony.~0he rooms ad"acent through the eastern unlocked door are $uarters for the youngest orphans,featuring two bunkbeds and a warm fireplace each. 2 secret door in the northwest corner +*earch6 45/ connects the first of these two rooms with a secret passage between it and the study-room. Orphans here sleep very soundly due to #ldara's sleeping poison, and nothing short ofshaking them or yelling into their ears would wake them. 2 door in the first room leads out onto asouth-facing balcony.~0he locked door to the northwest open into #ldara's personal $uarters, featuring a bookshelfstocked with novels, travelogs, and treatises on magical theory, a simple wooden desk and chair,and an ornate four-poster bed with down-stuffed mattress and red silk sheets. 0he desk's drawersare unlocked and contain letter-writing materials, pens and ink, and a few baubles and silver

    "ewelry +worth 53gp/. 0wo doors lead north out of this room, the western one opening into apersonal washroom that smells of roses, where a masterfully wrought silver hairbrush +

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    and one elite cultist sitting in the upholstered chair reading a book. 0hey get a listen check ifsomeone attempts to pick the lock, and are automatically alerted if someone makes multipleattempts to break the door down, drawing weapons and prepping spells. 0he door they gaurd isalso a good wooden door with the same Open 8ock 6.~Dehind this locked door is a cell-like room whose windows are barred, containing a bed and tworough wooden chairs. 8ying in the bed moaning softly, chained to the wall with an iron collarlocked around his neck and hands manacled to the collar is %lori, the town-watchman abductedfrom the slaughterhouse. (e shows signs of abuse and torture, with unholy symbols cut into hisskin, the wounds crusted in coarse salt and ashes. Once he realizes rescue is at hand he beginsto sob pitifully in relief, and tells the Ps how he was posted outside the slaughterhouse twonights ago when he was bludgeoned from behind and hauled off to awake chained here. (edescribes the past ; hours of taunts and abuse at the hands of the cultists, being promised anagonizing death on &raz'zt's altar as they flensed him with knives and agonizingly ground saltand ashes into his wounds to )prepare him for the slaughter.) (e has never heard of &raz'ztbefore, but the name terrifies him nonetheless. (e is no condition to fight, and needs swiftmedical attention to prevent infection and disfiguring scars. !f returned safe to the barracks, thetown-watch will reward the Ps with 533gp, while information regarding his whereabouts yields33gp. 0he manacles and neck collar share a lock +Open 8ock 6 5/ and the chains attachingthem to the wall have (ardness 3, (P 5, Dreak 6 4.&ien Area#

    ~*ecret stairways from the second floor lead to a dark, windowless area of the top floor, the firstroom containing three coffins and a small wooden altar. 0he coffins contain necromantice1periments of #ldara's, remaining inert until her command causes them to awaken. 0hey arethree ghouls, and are awoken if anyone tries to attack them where they lie, or once the party hasmoved on from this room and into the ne1t. 0hey attack any stragglers first, attempting toparalyze and drag them back into their chamber to be hurled into a coffin and locked in. +Dreak6 43 from inside, or a 6isable 6evice 6 5 to use a thin tool to trip the e1terior latch/0he second hidden room is bare, but the remains of a 3ft-diameter magic circle inscribed fromblood can be made out with sufficient light. Dits of splintered bone, insect parts, and ashes arescattered about the floor.~0he final room is a tiny alchemy lab, with two burners that smolder beneath pots of a foul-smelling brew. Carious chemicals and components in containers line the shelf beneath where theburners sit, while sitting prominently atop it are> a large glass "ar in which dozens of crickets crawl

    over and around each other, a set of glass vials containing what appears to be a very finelyground sand, and a ceramic bowl in which lie $uickly-wilting rose petals. 2n arcane scroll +ofsleep/ is unrolled alongside, paper-weighted with a raven's skull that still sports rotting flesh andblood-matted feathers.

    +ASEMENT~0he trapdoor opens to reveal a ladder leading down into a storeroom with a wooden table in itscenter. Preserved foodstuffs in "ars and sacks of drygoods rest on dusty shelves that line thewalls. 2 second, hidden trapdoor is set in the ceiling in between the table and the shelves on thewest wall. 2 6 5 *earch reveals signs on the floor that the table has been dragged a few feetto the west and then back to the center at least a few times, but only by climbing up to feel theceiling above allows a 6 43 *earch to discover the secret trapdoor which is not locked, but isdisguised to match the masonry-block of the rest of the ceiling.

    ~0he second storeroom is stocked with bo1es and barrels of various shapes. One barrel containswine, the other, vinegar. 0he bo1es are f illed mostly with linens, bedsheets, curtians, and the like.One iron-banded chest is well-locked +Open 8ock 6 45/ and holds a stockpile of valuablesilverware and china, weighing upwards of 45lbs and valued at

    Poi#on Neele Trap* mechanicalF touch triggerF manual resetF 2tk 9; ranged +d 9giant wasp poisonG/F

    *earch 6 44F 6isable 6evice 6 43.

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    ,-ian" (a#p Poi#on*!n"ury 6 ; ?ort, d:d 6e1, metabolized at 4pt:hr.~0he final room in the basement is a short hallway leading to a tiny room positioned directlybeneath the crystal pedestal in the courtyard above. 0he focusing lens inside the pedestal directsa concentrated beam of sunlight and moonlight down onto the chair below, in which is chained anaked and horrifically sun-burned man, barely recognizable as 0orkan 2nderhoff. (e is weak fromdehydration and hunger and nearly catatonic, his skin impossibly red all over, and his upperthighs almost completely covered with oozing, bleeding blisters. 2 wooden pail of water sits "ustout of reach on the floor in front of him while a bloody riding crop hangs from a hook on the westwall, and he weeps pitifully if the Ps can bring him back to a coherent state, only able to beg formercy and release, and babbling nosensically about the )witch) who betrayed him and draggedhim down to this hell. 2 6 5 6iplomacy check can get him to reveal that when he first arrivedhe was "ailed in a cell the top floor, and that is where the witch likes to keep her prisoners.