Lamps Light Sanitarium v2
Lamps Light Sanitarium v2
W
ithin the walls of Lamp’s Light Sanitarium, you will find all manner
of medical marvels. The sick are healed, the lame walk again, and the mad
regain their senses... but the cures and miracles hide a horrifying truth. Are
your players ready to uncover it, and risk becoming patients themselves?
Printer-Friendly PDF
Images can be turned off in the Layers panel of your PDF viewer.
1
D edication
This book wouldn’t be possible without the efforts and support of countless people. From my family,
friends, and gaming partners to anyone and everyone that shared a post during the campaign. A few
deserve a little extra recognition.
Kelly — your support never wavered, and I wouldn’t have even considered going down this road
without you at my side.
Harper and Lilly — you’re both too young to read this!! But when you’re older I hope you like
it. You two are a source of constant inspiration and motivation.
Toby Lancaster — you kept from giving up on this project, and egged me on until I couldn’t
put it off any longer. Thank You!!
Donathin Frye — you provided invaluable advice, support, and help. The content you’ve
contributed is amazing! Can’t wait until our next project together.
Wolfgang Bauer — you gave me a chance, and started me down this path. Thank you?!?!
Sandy Petersen and Petersen Games — the folks at Petersen Games have supported this
project every step of the way, and it wouldn’t be possible without you.
Bob Geis — you and the folks at You Too Can Cthulhu are awesome, ‘nuff said.
The Sunday Nerds — Wags, Josh, Rob, KC, Brian, and Zach. You let me torment you every
other week for the last 2 years. I couldn’t have done this without you.
The Inner Circle — Michael Turbe (aka Nyfuir), Nathan Corley (aka Japhi), Edward Wallace
(aka Mr. Mielace), and Todd Cooper (aka Dr. Todd).
Roll Sanity!
—Matt
2
3
K ickstarter B ackers
4
Devoted Alienists Faculty Consultations
Aaron F Stanton, Adam, Andrew Hurley, Andrew Alex Draconis, Ashton Sewell, Chase Street,
Smallwood, Andy Hatton, Andy Simmons, Angus David Summers, jchawley, Mike Brummett,
Abranson / Chronicle City, Anna Ognibene, Robert Jazo
Arch DeLux, Artemis, Arthur Diennet, Bayard
Bell-Martinez, Ben McFarland, Ben Trefethen, Tasters of Madness
Benjamin L. Eastman, Bethany Duck, Blake
Morrison, Bob Geis, Brandon Astrodust, Brian Ben Armitage, Corey Gonzalez, Trent Ramseyer
Southworth, Brian Suskind, Bridger Winter, Buck
Deatherage, calixus, Cathi Gertz, Cato Vandrare, Lamp’s Light Inner Circle
Chad, Chris Opinsky, Christopher David
Ainsworth, Christopher Lackey, Christopher Diane Corley, Edward, Guest 1555052744,
Matulewicz, Churchill, Cody Kearney, Craig Michael Turbe, Todd Cooper
Parent, Dana Mison, David Dierks, David Jaxon,
Egoitz Atzogaurtabeti, Emily Mahar, Eric S,
ethan Fischer, Florence Blea Andrews, G_Q,
Glen, Glen Taylor, Graham Cheshir, Grakulen,
Guest 1315705670, ian Fjeldvig Antonsen, Ian
Spencer, Jacob, James, james burke, Jasmyne
Jensen, Jason, Jason Conlon, Jeff Robinson, Jeff
Workman, Jeremy Hochhalter, Jeremy Huggins,
Jeremy Welker, Joey Outten, John “johnkzin”
Rudd, John Bowlin, John Diffley, John R, John T,
John Wagner, Jordan Kruger, Joseph, JP Patterson,
Julian, Junsheng, Justinas Marozas, Knitdeer,
Kristen MacLean, Kyle Cress, Lawrence Greer,
Leon C. Glover III, Lydia MacLauchlan, Marc-
André Landry, Mark, mark hutton, Mark James
Featherston, Martin Wikborg, Mathew Knowlton,
Matt Duffy, Matthew Chau, Mike, Mr. Shiny
(Jeff Carey), Nate Laleman, Nethescurial, Patrick
Kelleher, Paul Aparicio, Paul Gibbs, Paul Glenn,
Paul Holden, peter farsang, Peter Fawcett, Peter
Steedman, philip hindley, Pizzadahuttt, Rich
Hickman, Robert Cousineau, Robert Eason,
robert kim, Roberto Correlli, sammo21, samuel
ellis, Sandy Petersen, Sean Owen, Sean Werner,
Shane Berends, Shane Brogan, Silas McDermott,
Stephane Gelgoot, Steve Campbell, Terry Herc,
Tonda, Tony Black, Travis Herman, Trevor Scurr,
William Fisher, Zach Jones
5
I ntroduction
Lamp’s Light Sanitarium deals in subject matter that may be upsetting, disturbing, and/or a trigger
for certain readers. Prior to using the material contained within please be sure to discuss with your
group what you plan to include in your game.
Lamp’s Light was written for mature audiences. It is designed to portray a gritty, unsettling, and
evocative setting so you and your players can delve into aspects of the game that are not typically
explored. Our intent is not to shock, offend, or demean anyone. That said, this supplement explores
many behaviors and situations that may not be suitable for all audiences.
There are many ways to react to horror: revulsion, disgust, fear, resolve, and a need for justice
being the ones I hope to elicit with this book.
I do not take this subject matter lightly, as I’m sure you do not either. If you need help, or know
someone that does, please use the resources available. You’re not alone. I promise.
In Australia: https://www.beyondblue.org.au/
6
7
T able of C ontents
Dedication 2 What Incites a Sanity Check? 132
Kickstarter Backers 4 Getting Better 134
Introduction 6 Sanity Cheat Sheet 137
8
Appendix D: Maps 188
Main House — Level 1 189
Main House — Level 2 190
Main House — Level 3 191
The West Wing 192
The East Wing 193
The Basement 194
9
Prologue
Horror evokes many types of fear: primal,
H orror and RPG s emotional, esoteric, and/or intellectual. Horror
is predicated on the emotional investment of
“The oldest and strongest emotion of the participant in the story and subsequently
mankind is fear, and the oldest and strongest kind of on their dread of things to come. Elements of
fear is fear of the unknown.” other genres are folded into good horror, namely
—H.P. Lovecraft. mystery, thriller, action, and drama. The ultimate
goal of the horror author and gamemaster is to
H
orror has been an integral part of use the successful interplay of these elements to
storytelling since the beginning. The create a sense of dread in the players.
oldest known story in the English
language, Beowulf, is firmly rooted in horror. 5th Edition and Horror
Grimms’ Fairy Tales are known the world over,
and the originals, at least, are fantastic examples The classic tropes and creatures of horror are
of horrific tales. The allure of a horror story is widely used within the 5th edition of the world’s
that you are able to experience visceral fear and most famous roleplaying game and yet few
unsettling behaviors, and explore uncomfortable would consider it a “horror” game. Why is that?
situations from a safe vantage. The heroes are larger than life, their actions do
The function of horror in writing, gaming, not generally have long-term consequences, and
and media is different for many people. We a horde of flesh-eating ghouls is little more than
each view the world through our own lens, and a momentary distraction. So clearly copious
a genre as evocative as horror will be heavily amounts of blood, violence, and gore do not
influenced by that perception and viewpoint. make a game a horror game. To instill a sense
Unlike many styles of entertainment, horror of horror, or more accurately dread, in a 5th
is dark, it is unsettling, it is often violent, edition game other modalities must be explored,
depressing, painful, and gory. It asks you to and to that end I created Lamp’s Light and the
confront your fears and foibles. It asks you to insanity rules included within.
place yourself in a situation that you may not Lamp’s Light focuses primarily on
want to be in. Why would we do that? two things: the horrors that are inflicted
You have your own answer to that. I upon others, in particular the mentally ill,
find horror to be challenging, mentally disadvantaged, and forgotten; and the slow loss
and emotionally; facing those challenges is of control of oneself as psychic, intellectual, and
invigorating and, in the case of a game such emotional scars accumulate over a lifetime of
as this, overcoming them is an intellectual conflict.
exercise that I find rewarding, and quite Within the walls of Lamp’s Light Sanitarium,
simply fun. It may be cathartic, adrenaline- you will find all manner of medical marvels.
inducing, or escapism for you and yours. The sick will be healed, the lame made to walk
Horror is personal. again, the mute will regain their voices, and
10
11
P rologue
miracles are seemingly an everyday occurrence. the small chips, cracks, and erosion wears away
The facility’s reputation amongst the wealthy the outer protection until all that’s left is the
is spotless. The staff is educated, knows their exposed, raw core. Lamp’s Light introduces the
place, and most importantly are discreet. The concept of the long-term consequences that may
academic elite view Lucien Prosper’s legacy as the occur as a character is exposed to these stresses.
pinnacle of research and cutting-edge treatments As the character grows in power the psychic
for maladies that cannot be cured by other scars left behind change a character.
means. The poor know that Lamp’s Light helps As a player you know that no matter the
them when it is able, taking in ailing children adventure and game you have complete control
and afflicted adults who have nowhere else to over one thing, and one thing only, your
turn. The religious orders of the city publicly character. The adventure may go sideways but
praise Lamp’s Light for their philanthropy, while you are the ultimate arbiter of your actions and
privately condemning them for their reliance on choices. The optional rules regarding sanity and
the arcane arts of science and technology. madness presented within this supplement attack
These wonders come at a price, one that Dr. that relationship and explore a very private and
Orson Renwick has paid countless times over intimate form of horror: the slow degradation
his tenure. Dr. Renwick has been experimenting of mental faculties, persona, and subsequent loss
on himself, and his patients, since shortly after of control. The loss of control of your actions,
the asylum opened its doors. All in the name emotions, and reactions is truly unsettling and
of science, progress, and the greater good. The unnerving. The way that your character acts to the
horrors he’s inflicted upon countless patients all stimulus in front of you has changed, probably for
began with the best intentions. the worst, since the last time it happened.
Lamp’s Light will introduce your players, For some it may represent a reversal of
and their characters, to the full range of growth and maturity. Your character’s typical
tragedies of mental illness and more unsettling response to stress has changed and the
how the unscrupulous and callous treated character’s first inclination is now a tantrum
them. Regardless of the intent of the alienists, or unreasoning anger where before it may have
experimentation or seeking a cure, the methods been cool calculation. The fact that the reaction
were often cruel, inhumane, and debilitating may change yet again the next time leaves
both mentally and physically. you with dread and uncertainty. Never quite
knowing what’s going to happen, even with a
Make It Personal familiar situation, makes you feel as if you’re
playing a new and unfamiliar character.
In the course of a lifetime of adventure, intrigue, Are the players as worried about the solution
and exploration our heroes face challenges that to the mystery as they are the mystery itself?
would break a normal man or woman. Luckily, Are they agonizing over the consequences of
they are made of sterner stuff and weather the their actions (or inaction)? Are they concerned
storm to fight another day. The adventurers not just with surviving the next fight physically
have been a part of countless battles, exposed but also emotionally? Are they faced with
to effects that cause direct injury to their mind, unsettling situations that they are sympathetic
met creatures whose very presence instills primal to or complacent with? Give them something to
terror, and are targets of mind-affected magic. talk about long after they’ve left the table and
Like a mighty mountain exposed to the elements gone home.
12
H orror and RPG s
13
Making It Lamp’s Light
T
he first and most important rule
to inserting Lamp’s Light Sanitarium G eneral G uidelines
into your campaign is to do what
you want to do, and what works best for your Species
group! You have our express permission to mix
and match, edit, adjust, borrow, adjust some What species are there in the world of Lamp’s
more, and reskin to make this supplement Light? There are no species that are inherently
work for you! That said, here are a set of tools off-limits, or that must be included either. The
and guidelines for you to make the most out of majority of the NPCs within this product are
Lamp’s Light. You may also notice that I tend humans, but there is also a halfling, half-elf,
to suggest a light hand whenever possible. As and automaton too. If you wish to maintain
a Lazy DM™ (check out Sly Flourish’s books if a humancentric campaign, virtually all races
you get a chance, they’re excellent), and a busy can be “humanized” with minimal cosmetic
one, I tend to err on the side of simplicity. changes. Dragonborn may be a little tougher
14
but the others are easily updated by attributing power of a sorcerer. The warlock’s willingness to
their characteristics, skills, and abilities to bargain with their very soul is universally viewed
cultural differences. Physical and cosmetic as an abomination.
differences, too, can be attributed to regional
genetics and unique upbringing. V irtually U nique
Barbarians, druids, and monks are so rarely
Classes seen as to be considered virtually unique.
Each of these classes should be accompanied
The classes that you’ll find in the Lamp’s Light by a backstory to explain their character’s
setting draw heavily on Victorian literature, exposure to those pathways. Were they
the pulps of the early twentieth century, and abandoned to the wilds and grew up as a feral
of course the plethora of options that Wizards child? Was the PC left on the doorstep of a
of the Coast and other third-party publishers hermit following the Old Ways and discovered
have provided. This section will deal primarily druidic powers from their mentor? Perhaps
with content from the SRD, and will give you they are a member of a fitness club, and have
a framework that will serve you well. Note that learned the ancient and esoteric art of Bartitsu
in most cases PCs should be allowed to choose from their fellows?
freely from the classes listed below.
Armor
C ommon
Fighters and rogues come from all walks The use of armor by civilized folk is more
of life, and are seen in all strata of society. a question of social acceptance than it is of
The variety of skills, feats, and backgrounds availability. In the world of Lamp’s Light all
allows them fulfill a wide variety of roles. As armor and shields are available for purchase, and
such these two classes are the most commonly there are no tangible differences, as far as the
encountered. game mechanics are concerned, from the higher
level of technological sophistication.
U ncommon
Bards, clerics, and wizards are less common Light Armor: PCs wearing light armor may
not only due to their connection with arcane get a few odd looks but are not otherwise
and divine magic, but also due to their scholarly socially hindered while wearing padded,
requirements and extensive training. There are leather, or studded leather armor.
few citizens with the background, freedom, Medium Armor: A good rule of thumb for
finances, and opportunity to explore these heroes wearing medium armor during social
occupations. interactions is to assess a -1 penalty on
Charisma-based skill checks. Alternatively,
R are the penalty may be negated with creative
Paladins, rangers, sorcerers, and warlocks roleplaying.
are rare, almost to the point that they are seen Heavy Armor: A hero walking the streets in
as outsiders by the population. The everyday heavy armor is an anomaly and treated as
citizen cannot fully grasp the dedication such. They may not be allowed admittance
and piety of a paladin, the abandonment of into businesses, temples, homes, and other
civilization of a ranger, or the inherent eldritch dwellings. To reflect this all Charisma-based
15
M aking I t L amp ’ s L ight
16
G eneral G uidelines
Magic Items
There is no reason that any particular magical
item can’t or shouldn’t be found in a setting
that includes Lamp’s Light Sanitarium. The
strange, wondrous, and esoteric are a hallmarks
of gothic stories, and your game should reflect
that. In many cases a simple reskinning allows
you to use an item without fear of affecting the
thematic feel of your game.
17
M aking I t L amp ’ s L ight
M aking it an A nachronism
I will preface this section by saying that all things institutions cultivated quickly proved to be
being equal this is the simplest for the GM, and unfounded as their partnership blossomed
the one that I would recommend for a lot of under the watchful eye of Dr. Renwick.
groups. Campaigns are set in the shared fantasy Renwick’s willingness to push the
world of the folks on both sides of the screen, experimental envelope, lack of scruples
and the suspension of disbelief that allows magic, when finding subjects, and manic passion
mythic monsters, and other incredible things can for discovery propelled Lamp’s Light to the
be extended to cover a sanitarium, city, or country forefront of the scientific community. There
which has evolved along its own unique path. are grumbles and mutterings of ill-advised
procedures, and “acceptable losses”, but the
A Seat of Higher Education rapidity of progress has been sufficient to keep
the concerns to a minimum.
Master Prosper’s long-standing relationship to the
area’s universities, colleges, and private centers of Adventure Hook: An acquaintance of the
learning allow Lamp’s Light to have access to all PCs — a figure from their past, an informant,
manner of assets. Cutting edge techniques, new or other person of lesser means — is nowhere to
technology, the sharpest minds, and even subjects be found the next time their services are needed.
for experimentation flow in and out of the While searching for their friend the heroes see
sanitarium with regularity. The purpose of their flyers in the poorer sections of town saying,
endeavors, of course, is the betterment of their “Subjects wanted to further the scientific process.
fellows, and the reputations of their institutions. A hot meal, bath, and 1 copper provided for
The college professors’ fear that Prosper’s your troubles.” The flyers have an address and an
death would signal an end to the kinship the ornately embossed “LL” on them.
18
M aking it an A nachronism
An Alternative to Temples death from a diseased leg, she made her way
to Lamp’s Light Sanitarium where she was
Administrator Rose, Dr. Renwick, and the welcomed with open arms by Meri and Dr.
host of alienists at the sanitarium offer a wide Hahn. A week later she left the hospital,
range of services to all comers — services that miraculously healed of her injuries. Especially
are not widely available elsewhere. For those observant PCs notice that she still has a bit
who can afford treatment, the accommodations of a limp, but otherwise moves with amazing
are luxurious and the stay is quite pleasant. agility. If they are somehow able to get her to
Treatments are still available for the poor and show them her leg (a bribe works best), they see
outcast, but allowances are made due to the that it clearly is not the one she was born with,
patient’s social standing. and there is a scar at her upper thigh indicating
Unlike the priests and clerics of the temples, where it was grafted onto her.
the sanitarium cares not what god the patient
venerates, or if they worship at all. Publicly, A Front For Criminal Activities
Lamp’s Light is a center for healing and altruism.
Privately, the staff relish the opportunity to treat With Master Prosper’s untimely demise
— and experiment on — their patients. The the inner workings of Lamp’s Light have
dynamic between Lamp’s Light and the local changed to suit the needs, views, and ideals of
temples is strained to say the least. Administrator Rose, and to a lesser extent Dr.
In a city with strong religious ties, the Renwick. These two malcontents have used
sanitarium is openly scorned, ridiculed, and their connections, opportunities, and lack of
distrusted. In such a city, Administrator Rose scruples to insinuate themselves into numerous
goes to incredible lengths to maintain what nefarious plots, and line their pockets in the
little positive reputation they have within the process.
community. If located in a more metropolitan
city with an open-minded populace, the aid the Adventure Hook: It is an open secret among
alienists provide is grudgingly acknowledged by the social elite that their wayward children,
the local priesthoods. Lamp’s Light’s freedom spouses, and extended family members can
from religious dogma is viewed favorably by the be admitted to Lamp’s Light for treatments to
community, and Dr. Renwick has more freedom remove aberrant and embarrassing personality
to perform his new treatments. traits. A figure from the group’s past, a
rambunctious and garrulous bard or rogue
Adventure Hook: The heroes are in need perhaps, has agreed to a stint of rest at the
of significant healing in the form of greater sanitarium at the urging of her family.
restoration, regeneration, or the like and have A week later their friend is released and
been turned down by the local temple either for returns home. When next called upon, the PCs
lacking the funds to donate to the clergy, or due learn that not only is her personality drastically
to a difference in faith. Upon leaving the church different, but she no longer remembers her close
they are approached by a beggar that overheard friends except as hazily-recalled acquaintances.
their troubles. As disturbing as her new personality is, what’s
She tells the PCs that she too was in the even more disconcerting is that the information
same situation, and that the sanctimonious the heroes are seeking has disappeared with her
fools at the temple refused to aid her. Near old persona.
19
M aking I t L amp ’ s L ight
M aking it M ythos
Sandy Petersen’s Cthulhu Mythos for 5e (published ripe for mind switching. The Yith inhabits the
by Petersen Games) goes hand in tentacle with vessel, gathers all manner of experiential data,
the material contained within this book. Lamp’s and when they have completed their mission,
Light provides setting, adventure ideas, NPCs, returns to their distant home. While the Yith
and expanded sanity/madness mechanics to get inhabits the body the dispossessed mind lives
you started in your campaign. SPCM expands in the alien’s form. What few memories they
on that with a comprehensive supplement retain of the experience takes the form of poorly
of Lovecraftian creatures, cults, magic items, recalled dreams and nightmares.
classes, feats, skills, and so much more. The
optional rules for dread, in particular, can be Adventure Hook: An inordinate number of
added to the sanity mechanics contained herein incurable patients have, inexplicably, been cured
to challenge your players and their PCs. The of their afflictions. Publicly, Dr. Renwick and
Great Old Ones, Outer Gods, and other mythos Administrator Rose have taken credit for these
entities view the moon-touched minds within “incurables” who return to their families and
Lamp’s Light with ravenous eyes, slavering celebrate their unexpected recovery. Privately,
mouths, and searching tentacles. Dr. Renwick’s insatiable thirst for knowledge
must be slaked, and he has been stymied in all
Watchers from Without his efforts to learn the cause behind the patients’
sudden change.
The Great Race of Yith have discovered, in the The truth of the matter is that the patients’
patients of Lamp’s Light, a stable of empty vessels minds have not been healed; they have been
20
M aking it M ythos
replaced by Yith explorers. The oddities in the stars are right for them to make themselves
speech, mannerisms, and behavior exhibited known. The combined political and financial
by the aliens in their new bodies have been power of the members of the group, known as
brushed off as the natural side effects of their The Darkness Before Dawn, is such that they
prior condition. Dr. Renwick has enlisted the are able to retain any necessary mercenaries,
heroes to investigate and determine the cause spies, or soldiers. And of course, there’s always
of the patients’ newfound competence. He will Patient 11.
undoubtedly have additional work for them as
the truth of the matter unfolds. Lost Knowledge Revealed
Adventure Hook: The entity posing as Adventure Hook: All existing copies of
Administrator Florence Rose is in fact a high- The King in Yellow have been destroyed,
priestess and devotee of Nyarlathotep. At her and yet this eldritch play’s hold on reality is
patron’s direction she slew the real Ms. Rose such that the patients of Lamp’s Light have
and insinuated herself into the good graces of inadvertently pulled the details from the
Lucien Prosper. With Prosper’s passing, Rose aether and transcribed by their cracked minds
has taken an active role in the rehabilitation of onto whatever media are available to them.
the patients, with a particular focus on those Gathered and organized by persons unknown,
of considerable means. Rose’s therapeutic the disparate pieces were collated into a near-
process has yielded promising results, and in complete copy of the hateful play.
many cases the patients continue to visit her A member of the cleaning staff, Lucretia
on an outpatient basis. Additionally, graduates Waitely, stumbled upon the manuscript, and
of her protocol meet together monthly to hoping to help the patients has organized a
share their experiences and support one read-through. Parts have been assigned to
another. patients, staff, orderlies, and even a few alienists.
Rose has parlayed her connection to the The heroes are visiting Lamp’s Light for their
upper-class patients of the sanitarium into a own reasons when they hear a commotion
small, but incredibly powerful, cult of followers in the common room, and stumble upon
worshipping Nyarlathotep in his Ebon Man the coterie of actors midway through the
aspect. The group has been biding its time, but production.
21
M aking I t L amp ’ s L ight
M aking I t M idgard
Midgard is hands down my favorite third- They’ll Never Be Missed
party setting, and their vast catalog contains
more incredible material than I can easily list The folk of Midgard know fey for what they
here (they can be found at KoboldPress.com). truly are: malevolent creatures of undying
There are a number of cities within Midgard mischief, spite, and chaos. They fill their
that could contain Lamp’s Light. The adventure centuries with all manner of depravity to fend
hooks in the previous sections can be added to off the crushing boredom and ennui that comes
the ones listed here to provide countless sessions with their ageless existence. Lamp’s Light offers
of horrific delight to your players. many opportunities for their enjoyment. Some
of their more benign activities include merely
Esoteric Insight observing the antics of the patients, witnessing
experimental treatments, and instigating riots
The gods, old and new, are active throughout of madness. Their enjoyment of these cruelties
the realms of Midgard. In the lands to the south pales before their most revered pastime:
they walk amongst their followers. Ancient, hunting.
primeval forests of antediluvian intelligence dot
the wilds. The very fabric of reality is said to thin Adventure Hook: The fey have an
at its borders. This is the land that the peoples of arrangement with the orderlies of Lamp’s
Midgard call home. Throughout it all there are Light. For a nominal fee the orderlies “allow” a
countless cults and secret societies gathering in select patient, or patients, to escape the facility
the shadows to forward their own agendas. into the nearby forest at night, where the
waiting fey hunt the escapees down. As long
Adventure Hook: The last remnants of as the bodies do not turn up inconveniently,
an ancient cult have completed their Grand the patients aren’t of noble birth, and the
Working and called forth a long forgotten being escapes are kept infrequent, Dr. Renwick, and
of terrible power. Every step was followed, every Administrator Rose turn a blind eye to the
sacrifice made according to the liturgical rites of activity.
their order. And nothing happened. The heroes are traveling the streets late at
Meanwhile, in Lamp’s Light, something night in close proximity to Lamp’s Light. They
has infiltrated the mind of Bok Nantanye. It’s hear a rush of commotion in the nearby forest,
groggy from eons of slumber, but is quickly and a figure in a hospital shift bursts from the
regaining its wits and powers. A PC, a priest or foliage. Seeing the heroes, and obviously fearing
devotee to an enemy of the newly-awoken deity, for their lives, they take a step towards their
is sent portents and omens of a great evil that saviors only to be pierced by an arrow, and then
must be stopped at all costs. another, and another.
22
M aking it R avenloft
M aking it R avenloft
By Donathin Frye
It’s very easy to imagine Lamp’s Light Lamp’s Light as a Domain of Dread
Sanitarium as the setting for a horror-fantasy
tale in Ravenloft. To make the most of the Lamp’s Light can easily be imagined as its own
setting for a long-term Ravenloft campaign, small Domain of Dread, with just a few surreal
focus on the horror of madness and despair. touches to make the characters feel trapped
No matter where the characters go after leaving and hopeless. Change the backgrounds of any
Lamp’s Light, they are forever scarred by the NPCs tied to a specific city or town, and instead
insanity of their experiences in the sanitarium, consider partial amnesia; patients who spend too
and their plagued dreams are haunted by the long at Lamp’s Light can no longer remember
twisted experiments and secret terrors they where they came from. Even the player characters
witnessed within its walls. In Ravenloft, the may begin to forget details from their past as they
characters can never truly escape Lamp’s Light; spend more time on the sanitarium grounds.
it will always remain a part of them. Whether it is day or night inside the
For more information on Ravenloft as a sanitarium, whenever the characters step
campaign setting, read up on Curse of Strahd through its doors to the outside, it is always
published by Wizards of the Coast, or the many a cloudy night and the moon is always full.
Ravenloft adventures and sourcebooks available Any attempts to escape the grounds will
on the DM’s Guild online. result in the characters being swallowed up
23
M aking I t L amp ’ s L ight
24
M aking it R avenloft
25
M aking I t L amp ’ s L ight
M aking it R avnica
By Donathin Frye
26
M aking it R avnica
27
M aking I t L amp ’ s L ight
M aking it E berron
By Donathin Frye
28
M aking it E berron
29
M aking I t L amp ’ s L ight
If you want to run Lamp’s Light Sanitarium national confidence and supremacy led to a
in a more modern, Earth-like setting, look no time of finding comfort in romanticism and
further than Victorian-era England, which mysticism with regard to religion, social values,
spanned the period of Queen Victoria’s reign and the arts.
from 1837 until her death in 1901. At this Characters in a Victorian setting would
time, Britain embarked on a global imperial have to approach problems with a certain
expansion, particularly in Asia and Africa, which thoughtfulness and subtlety that such a fine
made Britain the largest empire in history. This society might require. For example, one simply
does not wear plate mail to a dinner party,
Matt on Weird Victorian and in fact, wearing plate mail and carrying
a greatsword around London at all would
There are countless weird Victorian adventures very likely see you thrown in jail for being a
that can be run in the world of Lamp’s Light suspected terrorist or madman.
Sanitarium. The original Sherlock Holmes books, Also consider whether or not you want
and their countless more modern homages, will magic spells to exist in your Weird Victorian
provide campaign fuel for years. Perhaps Rose game. One option is to reskin, or re-imagine
(or Renwick) assume the role of the archvillain, your standard magic spells and abilities to be
unleashing experiments and patients on the the results of characters using strange, maybe
unsuspecting public? As Don mentions below, the unstable inventions that would fit right into a
change in your game isn’t so much mechanical Weird Victorian campaign.
as it is social and via roleplaying. Embrace the For more ideas on running a Weird Victorian
challenges and the roleplaying opportunities they campaign in 1800s Britain, consider Cthulhu by
present! Gaslight, published by Chaosium.
30
M aking it W eird V ictorian
Surviving Jack the Ripper to hear rumors of more mysterious deaths and
strange happenings.
There are few more iconic historical figures A few small changes to the adventure
during the Victorian era, and perhaps no more Apotheosis of Nightmares make it a perfect fit for
iconic mystery, than the never-found serial your Weird Victorian setting. Administrator
killer Jack the Ripper. Consider that he may Rose isn’t a shapeshifter, but instead a good
have never been found because he ended up as a woman possessed by the demon Balthazar.
patient in Lamp’s Light Sanitarium. When you Balthazar has concocted a plan to unleash Hell
run the adventure Tabula Rasa, Dr. Renwick’s on Earth by summoning the Devil, Lucifer
patients slated for his weird experiments aren’t himself, to London.
committing suicide; rather, they are being
viciously murdered, their throats and bellies Agents of the Queen
cut open by a jagged blade, and Administrator
Rose is desperate to find out who is behind the The characters have many approaches to
killings. stopping Balthazar’s hellish plan. If they work
Instead of the enemy being the nimbus, as with Otto Keller, they may even come to
per the original adventure, allow it to be Bok believe they could perform an exorcism to cast
Nantanye, known to most as Patient 11. When the demon out of Administrator Rose without
Patient 11 snaps out of their catatonic state, taking her life. Should the characters save both
the demon that possesses them urges them London and Administrator Rose’s life during the
to murder women chosen for Dr. Renwick’s adventure Apotheosis of Nightmares, she will be
experiments using a scalpel that he’s stolen eternally in their debt.
from Renwick himself. If the characters are able As a wealthy, well-connected woman, the
to find the murder weapon, they may suspect true Administrator Rose could connect the
Renwick, but he’s just a red herring. To save characters with other historic figures for more
Elys, the characters will have to stop Patient 11. weird historical adventures — maybe even
Dr. Renwick or Administrator Rose may give Queen Victoria herself.
them access to his patient file, including the
previous Jack the Ripper victims from history.
31
Lamp’s Light Sanitarium
“There are times in your life that you will need a sanctuary.
It is my sincerest hope that Lamp’s Light is the illumination in the darkness for you.”
— Lucien Prosper
L
amp’s Light Sanitarium has been philanthropy, kindness, and compassion
providing expert and discreet medical towards those less fortunate than himself.
care to upper-class citizens for much of Prosper ran Lamp’s Light tirelessly until
the last century. The institution offers a variety his untimely death. Upon his passing
of mundane medicinal services, but they are the sanitarium fell into the able hands
known for their specialization in treating manias, of Administrator Rose. In her tenure the
melancholias and dementias. Lamp’s Light has facility’s reputation has evolved somewhat,
become the de rigueur convalescence home for and many former patients feel such a strong
the city’s ruling elite and merchant princes. bond with one another that they continue
The sanitarium is located at the edges of the friendships and relationships that began
the university district near many institutions while institutionalized. Administrator Rose has
of fine learning, and enjoys a close association continued Prosper’s tradition of altruism, and
with the most respected professors, sages and the sanitarium typically has scores of patients
antiquarians of the district. that are being treated gratis. As is only proper,
Lamp’s Light is the product of the vision these patients are housed in their own wing of
and drive of Lucien Prosper. Master Prosper the asylum and are treated separately from the
was well known in the community for his more affluent guests.
32
From the Journal of Lucien Prosper,
A B rief H istory of 40 years ago
On my walk today with Governess Winsome we
L amp ’ s L ight had the most discomfiting experience. As is our
custom on the first day after the new moon we
Lucien Prosper was the only son of Margery and went to a less savory neighborhood. As nervous
John Prosper. Margery was the only daughter as these trips make my teacher, I find them
of a family of nobles that had fallen on hard exhilarating and endlessly stimulating to the
times, and John was a young man who pulled mind. To see, and experience, that part of the city
himself up by his bootstraps to make a name for and see how others must live.
himself. Their marriage was one of convenience Halfway through our stroll we came upon a
and alliances. Margery’s family would receive a man, or woman; I can’t really say. The figure
much-needed infusion of gold from their new was sheathed in rags, what skin I could see was
son-in-law, and John would gain the last piece covered in filth, and his matted hair sprouted
of respectability he’d worked so hard for: a title. erratically from his head. All signs of gender, and
At the end of their second year of species for that matter, were hidden from sight.
matrimony, Margery welcomed Lucien into No sooner had we come across the unfortunate
the world. She did not survive the experience; than he began to gesticulate queerly, and speak to
John relegated his newborn son to a wet-nurse, an unseen person.
and later a governess and string of tutors for “Is he some kind of magician or prophet?”, I
his education and rearing. For his part, John asked questioningly. I knew of prophets from my
Prosper worked himself to death, making certain books, and that they sometimes saw, and spoke to,
that Lucien would never want for anything. the unseen. Had we stumbled upon a holy man in
the gutters?
The derisive laugh from Ms. Winsome told
me more than her reply. “Hardly. Come along,”
she answered curtly, “this person is broken, and
there’s nothing anyone can do for them.”
Before I could ask her what she meant
by “broken”, the figure turned to shouting at
the invisible irritant, and grew violent. Ms.
Winsome practically dragged me from the quarter,
and in our wake, I heard the poor soul pounding
on the ground, and ripping at his remaining hair.
33
L amp ’ s L ight S anitarium
From the Journal of Lucien Prosper, From the Journal of Lucien Prosper,
25 years ago 20 years ago
I’ve met someone, whom I dare say will be a Lamp’s Light has opened and already the local
friend and confidant for years to come. Our constabulary recognize the expertise and assistance
studies have crossed paths, but I never felt an that we offer. Earlier today Orson and I were
urging to introduce myself. Fate took hold, as it called to the city in regards to a “enraged lunatic,
often does, and while looking for a copy of the De destroying everything in its path.” With all
Humani Corporis Fabrica Libri Septem I came haste we answered the summons, and to our great
face to face with Orson Renwick. shock found a creature of unliving construction.
I have never met another with such interests! Renwick’s fascination overrode what sense he has,
We spent the rest of the day, and evening, in deep and somehow, we calmed the creature and brought
conversation. It was as if every repressed feeling, it with us to the facility.
thought, and action of the prior decade came Cleaned, clothed, and with a purpose, the
rushing out in a torrent I could scarcely contain. being has dubbed itself Gneigel, and to my shock
begun construction of a wall around the grounds.
Orson has posited that the being’s rampage was
Dr. Orson Renwick and Lucien Prosper were caused by its lack of direction and purpose. Gods
nigh inseparable after that initial chance help us if he loses his purpose again.
encounter. Lucien had never met a man of
such brilliance, let alone someone that shared
his near obsession with the scientific treatment The years have been kind to Lamp’s Light,
of the mentally ill. For his part, Renwick its staff, and truthfully the majority of its
recognized a kindred soul, and a patron with patients and the community as a whole.
deep pockets. By the end of their didactic From the day they opened their doors,
education they had become true friends, as well the sanitarium has insisted on treating all
as colleagues. patients, regardless of their social status or
When their time at university came to an end means. This groundbreaking idea was not
it was only natural that the two continue their initially well received, but as their reputation
association, and thus Lamp’s Light Sanitarium grew, and folk of importance were treated
was born. The funding for the facility strained successfully, the philanthropy was accepted by
Lucien’s resources nearly to their limits, but the the city.
final results speak for themselves. With acceptance came closer ties to the
universities, and a constant stream of students
came to Lamp’s Light to learn under the
watchful eyes of Master Prosper and Dr.
Orson Renwick. Against all expectations the
facility became financially solvent through a
combination of donations, fees for services,
and selling of discoveries made by the staff.
The years turned to decades, and Lamp’s Light
Sanitarium became a respected institution of
learning and healing.
34
A B rief H istory of L amp ’ s L ight
From the Journal of Lucien Prosper, In short order Rose proved invaluable in
3 years ago cultivating and strengthening the bonds the
Lamp’s Light shines even brighter with our sanitarium has with the community, and in
newest addition, Ms. Florence Rose. Her doing earned the grudging respect of Renwick.
exuberance, patience, and inquisitive nature Rose’s willingness, and aptitude, at tasks that
are a balm to the patients and staff that I’d not Prosper and Renwick were uninterested in,
known was needed. She takes a great interest in cemented her place in the tribunal of leaders of
the efforts of the staff to assuage the torment of Lamp’s Light.
our most ill guests, and through sheer kindness,
compassion, and perseverance has made inroads. Last Year
In the short time since our introduction “The sudden death of Master Lucien Prosper
I’ve grown very fond of her, and I must say shakes the community. His remains have been
that despite our difference in ages I find myself interred in a mausoleum on the grounds of
thinking of her often, and feeling younger for Lamp’s Light Sanitarium, his life’s work. He
it. Renwick is unimpressed with her, but I am leaves behind no family; only grieving friends,
enthralled by this lovely young woman. colleagues, and this epithet written upon his tomb.
Long-time colleague and assistant, Florence Rose,
has vowed to continue her mentor’s work with the
For the first time in decades Master Prosper’s patients of Lamp’s Light Sanitarium.”
attentions were diverted from his work. The I leave Lamp’s Light in the capable hands of
alienists and staff of Lamp’s Light took note of those that toil within it.
their benefactor’s improved mood and lighter All who have loved me, now in my passing,
step. All but Dr. Renwick, who saw the girl as a love those who need it most.
distraction at best.
35
L amp ’ s L ight S anitarium
T he G rounds
The Entrance to the Compound The gate can be opened either with brute
force (DC 15 Strength [Athletics]) or by picking
The grounds of Lamp’s Light are the lock (DC 12 Dexterity [Thieves’ Tools]).
encompassed within a wall of natural stone.
The workmanship is somewhat primitive, The Grounds
as if constructed by someone with only
a rudimentary knowledge of masonry. A meandering cart path leads inward from
Regardless, it is sturdy, well maintained, the gate. While the path is well-maintained
and at a height of 7 feet affords the facility a the density of the vegetation within the walls
semblance of privacy. There is a single break is in stark contrast with the surrounding city.
in the wall; an entrance large enough for a As you round the second bend the trees thin
horse and cart to drive through. The gate out and the vegetation takes on a manicured
consists of two simply-constructed fence appearance. The path leads you directly to a
doors that swing outward when opened. When sprawling three story manse.
closed, a pair of iron rods anchor them to the
ground and a lock prevents casual passersby The estate covers several acres, and with the
from entering the compound. exception of the road and the immediate
vicinity of the sanitarium it has been left to its
The wall encircling Lamp’s Light was wild state. The estate is maintained by Gneigel,
constructed by Gneigel (see Appendix C, page and the only other manmade structures on the
148) shortly after the institution was opened. grounds are his one-room cabin and Lucien
The wall is easily climbed (DC 8 Strength Prosper’s sepulcher.
[Athletics]) for those not wishing to use the PCs wishing to explore the woods find
gate. The gate is opened by Gneigel at dawn, numerous game trails. The lack of predators
and closed when he returns at dusk. and abundance of food have created a haven
36
T he G rounds
for game animals such as deer, rabbits, and investigating the cabin at night have a 1 in 6
pheasants. Any attempts to hunt game within chance of encountering the groundskeeper.
the property are made with advantage. Other than the books there is nothing of
interest in the cabin. It is drafty, filthy, and
Gneigel’s Cabin has no personal
touches. The books
A well-worn game on the floor are
trail leads from The Chants of Flesh,
Lamp’s Light The Enchiridion of
into the forest. A Tonoca, and The
hundred yards Codex of Haeri.
into the forest is a The books change
ramshackle cabin periodically as he
nestled between borrows or acquires
three trees. new ones.
The cabin looks
almost as if it was Lucien’s
grown from the Mausoleum
forest, or perhaps
the resident The primeval
has chosen to forest abruptly
encourage the gives way to a
forest to take the manicured lawn,
cabin back into in the center of
itself. which stands the
There is a single door, an opening on the final resting place of Lucien Prosper. The
eastern wall, a patchwork thatched roof, and mausoleum has a single stone door, and a sky-
no chimney. The door hangs loosely in the blue crystalline roof sits atop a ring of doric
frame and looks ready to fall if disturbed. columns. There are no signs of weathering,
damage, or wear anywhere on the structure. It
Characters investigating the building are able looks as if it was finished very recently.
to enter it with ease. Read or paraphrase the
following when they enter the dwelling: The mausoleum is the final resting place of
Lucien Prosper. The crypt was sealed at the
Whomever, or whatever, calls this place home time of his death, and by all accounts has
must eat and sleep elsewhere. There is no not been disturbed since. The immediate
pallet for sleeping, no signs of an eating area, surroundings are meticulously maintained by
and no fire pit. There is a single chair and a the groundskeeper and it has been imbued with
stack of three books on the floor next it. subtle preservation magic to fend off the effects
of time and the elements.
Gneigel is never in the cabin while the sun is
up, and only there at night when he does not
have other errands to attend to. Characters
37
L amp ’ s L ight S anitarium
T he S anitarium
Lamp’s Light is a sprawling three story The Main House is the public face of the
structure constructed of hand-cut masonry, institution and is used for greeting visitors and
copper gutters, and a slate roof. The gothic new patients to the facility. The staff offices fill
architecture is enhanced by turrets at the far much of the first floor, along with a cafeteria
reaches and a smattering of gargoyles atop the and a large common room. These rooms are the
roof of the Main House. At the apex of the Main only places at Lamp’s Light in which patients
House there is a small bell tower; the clapper from disparate backgrounds could potentially
has long since been removed, and a blackened intermingle. The upper floors are more private;
copper spire is the target of frequent lightning treatment rooms for the patients can be found
strikes. on the second floor, and housing and staff
Palladian style windows can be seen offices on the third.
throughout the Main House and provide The asylum itself is spotless and meticulously
ample light to the facility’s guests. Perhaps appointed. The entryway and other rooms
the most striking feature of the facade is the that are open to the public are plush, luxurious
large circular attic window centered on the even, and give the impression of a grand hotel
entryway below. The covered entryway of the more than a sanitarium. In keeping with the
asylum features four supporting stone pillars, decorum of the rest of the Main House the
a simple pediment, tiled floor and slate shingle treatment rooms in this section of Lamp’s Light
rooftop. Two enormous heavy doors provide could easily be mistaken as a parlor room in any
entrance to the facility. aristocrat’s home.
38
T he S anitarium
The East and West Wings are arranged in them is not possible for any but the tiniest of
a staggered formation off of the Main House. creatures.
The design maximizes the amount of sun and At full capacity the asylum is able to care for
fresh air that the patients are able to experience. as many as 100 souls.
The grand windows of the Main House are
replaced by simpler, ribbon style windows. The DM’s Note: Unless otherwise noted the doors
windows are large enough to allow light into of Lamp’s Light are constructed of solid oak,
the wing but small enough that egress through have AC 15, and 17 hit points.
39
L amp ’ s L ight S anitarium
T he F irst F loor
40
T he F irst F loor
41
L amp ’ s L ight S anitarium
If the situation calls for it, Meri can summon 1C. Admitting Office
a pair of orderlies (see Appendix C, page 173)
every round. The orderlies begin arriving within The admitting office is often the first room that
1d4 rounds. Alternatively, she can call a staff guests see when they visit Lamp’s Light. The room
alienist (see Appendix C, page 144) within serves many purposes, but chief among them is
2d6 rounds. When as a place for the
summoning an families of potential
alienist there is a patients to discuss
1 in 6 chance that the treatment of
Administrator their loved ones.
Rose (see Appendix
C, page 181) Walking into the
or Dr. Renwick room you see a
(see Appendix secretary’s desk
C, page 177) is immediately to
summoned. The your left, two
parlor door is writing desks
locked (DC 17 nestled against the
Dexterity [Thieves northern wall, and
Tools]) every evening at dusk by Dr. Renwick or an expansive executive desk on the far wall in
Administrator Rose and unlocked the following the southwestern corner of the room.
morning at dawn. The bustling sounds of the hallway fade to
nothing as the door closes behind you.
1B. Main Hallway
At any given time 1d3-1 staff alienists occupy
The hallway extends the length of the Main this room, consulting with a visitor to Lamp’s
House and is the main thoroughfare of traffic Light.
within the facility. Alienists, orderlies, and other Wealthier patrons and members of the
staff can be seen walking from room to room as nobility are usually seen in a more private
they go about their day. location (1H) for discussions with Dr. Renwick
Visitors may glimpse the occasional patient or Administrator Rose.
(see Appendix C, page 174). Patients that
are more presentable, both physically and 1D. Western Stairway
behaviorally, are given some freedom and
allowed to use the common room (1L) during The door to the stairwell up to 2A is kept
specified hours of the day. locked at all times and anyone that appears to
The hallway terminates in two doors, one be taking an interest in it is quickly redirected
to the east and one to the west. Characters who to other areas of the main floor. The lock is of
walk down both ends of the hallway notice the moderate quality (DC 15 Dexterity [Thieves’
exit doors are similar but not identical. Tools]).
42
T he F irst F loor
A flight of plain stairs leads to the floor above. The doors are simply constructed, heavy,
They curve around the hallway just as they and made of oak. A brass locking mechanism
end in a landing. stands in stark contrast to the darkly stained
wood.
This stairwell is used to transport unruly
patients to the 2nd floor with as little If the characters have examined both sets
disturbance to the rest of the asylum as possible. of doors, read or paraphrase this additional
The staff alienists have a key to this lock upon description:
them at all times. Select orderlies (1 in 3) also
have a key. Compared to their counterparts across the
room, the doors at the end of the western
1E. Doorway to the West Wing hallway are heavier and have subtle iron
banding worked into them to provide
At the western end of the lobby, past the extraordinary strength. The brass locking
swinging double doors of the cafeteria, another mechanism and bolt are likewise heavier.
set of double doors are inset within the
western wall. PCs examining the lock on the doors to the
West Wing see that it is of moderate quality
43
L amp ’ s L ight S anitarium
(DC 15 Dexterity [Thieves’ Tools] unlocks) two seated across from one another, dot the
and that when the bolt is engaged there is room. A family-style table, large enough for
no clear way to retract it from the other side. half a dozen to eat comfortably at, dominates
Opening the door with brute force would take the western corner of the room.
tremendous effort (DC 20 Strength [Athletics])
and be certain to draw the attention of everyone The cafeteria is the social hub of the Main
nearby. Due to its reinforcements this door has House, and is rarely without a least a few
AC 17 and 27 hit points. patients, staff, or staff alienists taking their meals.
Meals are served by one of a trio of half-elven
1F. Stairs to the Basement brothers: Mezin, Suix, and Vei. The brothers
(commoners) oversee all aspects of the cafeteria.
The door to the stairwell down to the Basement The pantry is unlocked and contains enough
(area BA) is kept locked at all times and is food to feed everyone in Lamp’s Light for a
monitored by the staff. Any who appear to week before they begin to run short on supplies.
be taking an interest in the door are quickly Master Prosper’s dietary advice is still
redirected to other areas of the main floor. followed within the facility. Breakfast is a
Those that wish to examine it more carefully light soup or broth. Lunch is fresh fruit, raw
(DC 20 Intelligence [Investigation]) notice that vegetables, and the only meal of the day to
iron bands are cleverly integrated into the door, include meat. The final meal is served at dusk
and that the locking mechanism is much more and is a portion of bread with soup. Under no
complex (DC 20 Dexterity [Thieves’ Tools]) circumstances are wine, ale, or spirits served.
than the other doors in the facility. When
opened, the door is easily twice as thick as a 1H. Alienist’s Office
typical door and the iron reinforcements are
easily seen from this side. The internal brass lock This office is furnished in a simpler manner
requires a key on both sides of the door. than you have seen elsewhere in the asylum.
There are plain desks, with a partition
1G. Cafeteria between them to foster a semblance of privacy,
and a table with the remnants of previous
Two swinging doors open to a well-appointed meals strewn atop it.
cafeteria. Your eyes and nose immediately
draw your attention to a wooden bar a dozen The door has a simple lock (DC 12 Dexterity
feet in front of you. Platters of steaming food [Thieves’ Tools]) that is always engaged. All
are laid out beckoning you forward. A young of the staff alienists have keys, as do many
half-elf, in the same uniform as the woman of the staff members (1 in 4). This room is
who greeted you, makes eye contact and used exclusively by the alienists for meals and
silently asks if you’d like refreshment. discussing patients before and after rounds. Dr.
The layout, furnishings, and atmosphere Renwick comes into this room occasionally
remind you of some of the finest inns that when looking for a student. The room is used at
you’ve visited in your travels. Several small all hours depending on the alienists’ schedules
tables large enough for a single occupant, or and the census of the facility.
44
T he F irst F loor
45
L amp ’ s L ight S anitarium
46
T he F irst F loor
47
L amp ’ s L ight S anitarium
T he B asement
Lamp’s Light’s most radical and experimental reinforced wooden plank on hinges. There is
treatments are conducted in the depths of the no handle or locking mechanism that can be
sanitarium away from the prying eyes of visitors. seen from this side.
These treatments are reserved for the most
demented subjects, or those who will not be The treatment board contains the names of
missed should the experiment go awry. the patients scheduled for treatment, and may
include the names of the PCs or their allies if
BA. Reception Area the situation calls for it. The chair and table are
seldom used, and not as sturdy as the ones on
The stairs descend to a small waiting room the upper floors. They can be broken apart with
of sorts. The only adornment in the room is a a successful DC 12 Strength check.
large chalkboard on the western wall covered The only other feature in the room is the
in small, neat script. On the board is a list door. There is no way to open the door from this
of names; next to each is a room number, room; it is always kept locked, and is especially
a psychosis, and what you assume is the strong (DC 25 Strength check to break down).
procedure scheduled for the patient.
A battered table and chair sit in the T riage R ooms
northeastern corner. There are iron rings on The three rooms off the hallway are used
the chair’s arms and legs, and it is securely to house patients prior to treatment, and for
bolted to the ground. long-term observation afterwards. The doors are
A hallway leads to the east, and in identical, each made of stout oak and reinforced
the southeastern corner is an unmarked with iron bands. The doors can only be opened
door. The door is little more than a heavily with a key (DC 18 Dexterity [Thieves’ tools])
48
T he B asement
49
L amp ’ s L ight S anitarium
and the locking mechanism cannot be accessed sheet lies crumpled on the bed. The only other
from the interior. object in the room is the odorous privy in the
The only member of the Lamp’s Light southeastern corner.
family to always have a key to these cells is
Dr. Renwick (see Appendix C, page 177); Hidden in the privy, easily found if the PCs
otherwise, an alienist (see Appendix C, page search in the black, viscous liquid, is a serrated
144) or orderly (see Appendix C, page 173) bone dagger. Its immersion in the unspeakably
that is assisting him in his treatments has a 1 in vile contents of the privy have hardened it
4 chance of having been temporarily entrusted sufficiently that it makes a serviceable weapon.
with a key. The doors can be smashed with Additionally, any creature wounded by the
brute force through a tremendous effort (DC dagger must succeed on a DC 11 Constitution
20 Strength [Athletics]). These reinforced doors saving throw or contract sewer plague.
have AC 17 and 27 hit points.
BC. Cell
BB. Watchers
The bed in this room is nothing more than a
Your eyes are immediately drawn to a crowd wooden board affixed to the wall, with a privy
of crudely—drawn silhouettes surrounding in easy reach. Scratched into the wall, next to
an unoccupied cot. Each figure — there are the bed, are tick marks. There are 42.
nearly a dozen — looms as if in anticipation
over the cot. A threadbare, stained, and stiff There is nothing of interest in this room.
50
T he B asement
51
L amp ’ s L ight S anitarium
52
T he B asement
The tables contain the equipment needed to There are instances in which Dr. Renwick
complete the day’s procedures including several fabricates his own test subjects, and the
cerebri mimos (see Appendix B, page 138) and immersive studies room is his most effective
the juxta personalis (see Appendix B, page 140). method for accomplishing that task. A
There are 2d4 doses of essence of somnolence (see prospective patient, usually a criminal or
Appendix B, page 139), and 2d4 doses of essence vagabond, is sedated, restrained in a mobile
of ether. chair, and brought into the room. When the
subject awakens, they find themselves trapped
BI. Immersive Studies in the room with a caged gibbering mouther
(which can be found beneath the canvas
The doors open into this large room. There covering).
is an unmistakable, yet unidentifiable, smell The mouther, unable to physically assault
permeating the room. There are bones in its prey, is relegated to subjecting them to its
the near corner, and a pristine white canvas incessant gibbering. With each wailing shriek
covering a square shape in the southwestern the subject’s sanity is frayed until there is
corner. The rest of the room is completely nothing left.
empty, save another small table in the
northwestern side. Adventure Hook: Dr. Renwick, no longer
satisfied with the gibbering mouther, is looking
The double doors leading to this area do not have to expand his experiments to other non-physical
a locking mechanism, but once closed they can be attacks. The PCs are hired by Lamp’s Light to
barred from the outside (area H) to prevent them capture creatures with attacks that are auditory
from being opened. Breaking the bar to escape and/or visual in nature. A bonus is paid out for
requires simple brute strength (DC 22 Strength). creatures whose ministrations affect the mind.
53
L amp ’ s L ight S anitarium
T he E ast W ing
The East Wing houses the guests that are able to guests, and some have freedom throughout the
pay for their treatment and lodging. At Master day and night.
Prosper’s suggestion the furniture and fixtures The locks are of moderate quality (DC 13
in this wing are simple, elegant, and of master Dexterity [Thieves’ Tools]). The staff alienists
craftsmanship. In addition to the everburning (see Appendix C, page 144) have a key to these
sconces, there are a smattering of paintings locks upon them at all times (they all use the
— both landscapes and still lifes — in gilded same key). Select orderlies (1 in 3) also have a
frames lining the halls. key.
The doors into the patient rooms are of
similar construction as the Main House. The EA. The Hallway
doors are equipped with locking mechanisms
that requires a key to both lock and unlock. The doors open to a wide hallway that extends
Every morning at dawn, an orderly (see the length of the wing. A lush carpet runner
Appendix C, page 173) patrols the hallway bisects the floor. Doors are set periodically
unlocking each door, and at lights out an along both walls, and strategically-placed
orderly completes a bed count and locks the lamps ensure that the hallway is well lit at all
patients into their rooms. Unlike the West times.
Wing, exceptions are made for the paying
54
T he E ast W ing
55
L amp ’ s L ight S anitarium
There are five doors on each side of the hallway; treatment of ill humors. Neither the desk nor
each door is mirrored on the opposite wall. The the armoire can be locked, and are in use by
only distinguishing feature between the doors the room’s current occupants, Mr. Mielace (see
is the color of the door knob. Each knob is Appendix C, page 163). Mr. Mielace, in his Ed
porcelain, egg-shaped, and a single, solid color. persona, is often in his room during the day (1 in
2 chance) and is almost always present at night.
EB. Red Room
Adventure Hook: The journal of Mr. Mielace,
A pair of beds, suitable for a child or small hidden beneath Ed’s bed, contains hints and
adult humanoid, are placed against the clues to his sordid past. The diary is written in
northern wall. An armoire and desk are in the a cipher and not easily transcribed, but with
opposite corners. The room is meticulously sufficient time it could reveal the origins of
clean, and a faint odor of lemons hangs in Ed’s arcane powers and, more importantly, the
the air. The eastern wall has a still-life of a process by which David came to be.
vibrantly red poppy hanging in a gilded frame.
The bed on the left is made with geometric EC. Yellow Room
precision. The pillow is in exactly the right
place, corners perfectly creased, and the Opening the door, you see a small bed in the
folds mechanically precise as if they’d been far corner of the room. Opposite the bed is
measured. The bed on the right is a riotous, a writer’s desk, and in the interior corner a
confused jumble of soiled sheets entwined on chest of drawers. The furniture is of excellent
one another, and you can’t help but think of it quality. An unframed portrait has been
as a nest. tacked to the wall. The subject of the work
is unidentifiable due to the artist’s overly-
The Red Room is typically reserved for when enthusiastic brush strokes, but you are able
a pair of family members are admitted to to ascertain that it is a nude of indeterminate
Lamp’s Light. The alienists believe that keeping gender.
family together is of utmost importance in the
56
T he E ast W ing
This room is currently occupied by Rolund metal and cannot be broken. There is a second
Hergus (see Appendix C, page 154). The bed door leading to the lavatory:
is recently made, but the sheets are soiled from
Rolund’s recent activities. The writer’s desk, A wash basin, toilet, and faint smell of
which cannot be locked, contains his journal. It excreta greet you when the door is opened.
is a combination of bad poetry, dirty limericks, Considering its function the room is
and meticulous notes on folks he’s met. The remarkably clean.
painting is his as well.
The room is usually unoccupied during The staff take great pains to keep this room
the day (1 in 6 chance he’s present). Any time clean but there is a 1 in 4 chance that the room
Rolund is in the room there is a 1 in 4 chance has been defiled by a patient.
he has a guest, which may be another patient,
member of staff, orderly, or rarely a staff alienist. Adventure Hook: The patients of the East
Wing have been known to hide contraband in
Adventure Hook: Rolund’s journal contains the washroom. The cleaning staff is aware of
the sordid details of his liaisons with countless this, but don’t generally bother with it unless
others. The notes include commoners, they have reason to look. A character with a
merchants, and minor nobles. Men and women passive Perception of 16 finds a stiletto dagger
are equally represented; each entry includes hidden in the lavatory. The stiletto is rusted... or
the subjects’ preferences, quibbles, and foibles is that blood?
in explicit detail. The heroes could use this
information in a number of ways including a EE. Green Room
blackmail scheme, or to have an advantage in
social interactions with the folks described. Opening the door, you see a chest of drawers
to your immediate left, a writing desk to your
ED. White Room — Communal Washroom right, and a large overstuffed bed in front of
you against the northwest wall. In the corner
The door opens inward revealing a small opposite the bed is a door leading to the privy.
room and another door on the north wall a The door is slightly ajar. The linens, furniture,
few steps farther in. The east and west walls and accoutrements are of excellent quality.
are occupied on each side by matching sinks, While clean, there is an air of mustiness
shelves, baskets, and a mirror. indicating that the room is not currently in
With a closer look at the mirrors you see use. The vase on the dresser containing wilted
faint indentations suggesting rough use by flowers confirms this suspicion.
the inhabitants. The baskets contain brushes
and an assortment of ribbons in all colors. The This room is currently unoccupied and reserved
shelves are lined with clean towels and linens. for important guests. It is the smallest of the
three suites, the others being areas EF and EG.
This is the only door in the East Wing that has
no locking mechanism on it. The bathroom is EF. Grey Room
shared by patients lodging in the four rooms
that do have their own private facilities (see areas The well-appointed room before you appears
EB, EC, EJ, EK). The mirrors are burnished much like the bedroom of a wealthy merchant
57
L amp ’ s L ight S anitarium
or noble. There is a door in the center of the soiled. The walls have letters, pictographs, and
eastern wall. The armoire, desk, and bed are symbols covering them. These writings are a
all of matching cherry, elegantly carved, and of combination of ink, charcoal, a reddish-brown
master craftsmanship. There are fresh flowers liquid, and other less-identifiable substances.
on the bedside table.
From the doorway you’re able to see the Moving into the privy the heroes see:
finest quality linens and sheets adorning the
bed. There are several pieces of fine art on A riot of discarded clothes, trash, and other
the walls. The cherry furniture is a matched detritus covers the floor. The scrawlings from
bedroom set. the previous room have been carried over into
the bathroom with a fervor only the mad can
The door on the eastern wall leads to the privy: attain. Not a single inch of the walls is free of
the insane ramblings of the room’s occupant.
A bear skin rugs covers the floor near the The smell of excrement permeates the room,
tub and washbasin. The room is simply and coming surprisingly from the walls as much as
elegantly laid out. The fixtures and furniture the privy.
shine with cleanliness, the aroma of citrus fills
the air, and the basins are empty. The Navy Room is occupied by Milo Lowbrow
(see Appendix C, page 160), an adventurer
The Grey Room is the second most plush whose exploits have damaged his psyche
suite in Lamp’s Light, behind the Navy Room to breaking point. Milo’s mind is filled to
(area EG). The room, and all of its contents, overflowing with alien words, concepts, and
would not be out of place in the home of a maths that he cannot comprehend. The graffiti-
wealthy merchant, and the staff take great pains covered walls are his attempts at getting those
to maintain this room, even when it is not concepts out of his mind and into the world.
occupied. It is not occupied at present.
EH. Purple Room
EG. Navy Room
The room’s nauseating reek assails your
Nearing the first door in the hallway you senses, and is a combination of sweat, wine, and
notice that there is a lock on the exterior of vomitous bile. Hand over your mouth and nose,
the door. Inside the room there’s a faint smell you see that the desk’s chair has been knocked
of wood polish, lemon, and something else that over, and looking down you see that in opening
you’re not able to place. the door you have pushed a “nest” of sorts to
A stained-glass ribbon window at the top of the side. Discarded bedding, dirty clothing, and
the far wall allows the afternoon sun to stream loose blankets are arranged in a sleeping pallet.
through. A walnut bed, armoire, Davenport A stained pillow, and comparatively clean bed,
desk, and matching chair are the only pieces of indicate that the room’s occupant seems to
furniture in the room. The room is opulent to prefer the floor to its bed.
say the least.
The affluency is marred by the disregard This room is occupied by Jon Myttong, aka
that its current occupant has for these Mad Jak (see Appendix C, page 166). In
luxuries. The silk linens are wrinkled and his drunken excesses the room is perpetually
58
T he E ast W ing
59
L amp ’ s L ight S anitarium
60
T he E ast W ing
61
L amp ’ s L ight S anitarium
T he W est W ing
Not all patients are able to afford the luxuries The wooden floor is clean, well-worn, and
found in the East Wing. Those unable to meet shows signs of damage that have since been
their financial obligation to the sanitarium, and repaired. Doors line the hallway, each of which
patients treated gratis, are typically housed in the has a knob of a different color. Other than the
West Wing. There are eight patient rooms (many knobs, the doors are all identical, save a single
of which are equipped with bunk beds for double iron door a few steps down on your right.
occupancy), a communal bathroom, holding cell,
and pair of treatment rooms at the hall’s end. If the PCs have been in both wings the smell
Depending on the time of day and census of that they can’t place is the same in both wings. It
the hospital, any number of the rooms in the is stronger in the West Wing. The locks to these
treatment wings may be occupied. That said, rooms are of high quality (DC 17 Dexterity
the administrator seems to be perfectly content [Thieves’ Tools] to unlock), and can only be
running the asylum well below capacity, and it unlocked from the hallway.
is not uncommon for there to be no one in the
hallway during certain parts of the day.
Patient Rooms
WA. The Hallway The West Wing patient rooms are laid out in
pairs of identical rooms that face each other. The
The doors open to a wide hallway extending
differences between rooms WC and WL, for
the length of the wing. The faint and
instance, are due solely to the occupant and their
unmistakable odor of the unclean makes its
activities. Rooms WD and WK are likewise
way to you within moments of entering the
identical, as are rooms WE and WJ.
West Wing. The staff of Lamp’s Light have
GMs are encouraged to choose or roll
tried, unsuccessfully, to cover the odor with
additional features from the Additional Room
a citrus cleanser. There is another smell
Details table below to customize the rooms beyond
underneath the others that you’re unable to
the brief descriptions provided.
identify.
62
T he W est W ing
63
L amp ’ s L ight S anitarium
WB. Grey Room If the PCs venture farther into the room, read or
paraphrase the following:
Violent patients are an unfortunate fact of life
within the sanitarium, and this room has been Your first and second step into the room
set aside for them. are like any other, and then as you near the
manacles all sounds — not just those of your
The large room is empty save for a set of five- passage — disappear completely.
point restraints embedded in the floor. The
restraints are heavy black iron, and the chains Prosper quickly learned that the guests within
are short enough that the captive’s mobility the West Wing did not respond as well to their
would be severely limited. treatments when their sleep was disturbed by
the manic cries and wails of a bound patient.
64
T he W est W ing
At Renwick’s suggestion, the room was imbued a DC 8 Constitution save or be stunned for
with a permanent silence effect, as the spell of one round from an upswell of nausea and
the same name, that is localized in the center involuntary gagging.
of the room. The spell can be temporarily The exact identity of this unfortunate being
dispelled, but always returns the following day is left to the GM’s discretion, but whomever it
at dusk. is has been in the Green Room for a very, very
The chains are sturdy (DC 19 Strength to long time.
break) and all five must be broken to release
the prisoner. Anyone restrained by them has Adventure Hook: An adversary from the
disadvantage on Dexterity and Strength checks heroes’ past is being held in this room. Despite
and saves until at least two restraints are broken. the impossibility of it, they appear to have been
here for decades, despite having interacted with
WC. Yellow Room the heroes in much more recent times.
A bunk bed has been pushed against the wall WF. Padded Room
directly opposite the door. The walls are a
pallid, dirty yellow. A three-tiered shelf, devoid The padded room is a room within a room.
of books, stands next to the bed on the rear The interior room, marked by a metal door
wall. with an oak knob, is reserved for patients that
are at great risk of harm to themselves and
others. The exterior room, marked by a wooden
WD. White Room door like the rest in the hall with a mahogany
knob, surrounds the padded room, facilitating
A bunk bed has been installed in the corner, observation of the patient.
and a three-tiered bookshelf stands next to it. There are no arcane effects to dampen the
To the immediate right of the entry door is a sounds issuing from this cell. The padding
desk. of the room, additional walls, and relatively
infrequent use of the room serve well enough to
The desk contains 1d4 pieces of paper and a soft keep the disturbances to a minimum.
charcoal pencil.
Oak Knob
WE. Green Room
The door, iron with banded reinforcements,
The long, narrow room is barely wide enough has a shuttered porthole on the top third to
for the bed and matching table within. The allow observation of whomever, or whatever,
walls are a sickly green, matching the door is locked within the room. The door is clearly
knob. An outline of a humanoid shape can be incredibly strong, and would take the strength
seen under the thin sheets; a soft groan comes of a giant to break.
from the figure as it shifts in its bed.
PCs that open the shutters or the door see the
The occupant of this room is an emaciated and following:
catatonic figure. It smells of rotting, scabrous
flesh, urine, and feces. PCs must succeed on
65
L amp ’ s L ight S anitarium
The long, narrow room would be it. There is nothing within the frame, only bare
indistinguishable from many others you have wall. PCs that have found area 2L recognize the
explored were it not for the quilted padding frame for what it is.
covering the walls, floor, and ceiling. The frame radiates divination magic for those
able to detect it. When activated it allows the
The room can be occupied by any numbers viewers to see into the padded room as if it were a
of NPCs, but is usually reserved for those clear window. The activation word for the frame
experiencing a psychotic break, or an especially is “waeccende”, which is known by the alienists.
aggressive outburst. The patient, bound in a
Prosper’s camisole (see Appendix B, page 142), is WG. Navy Room
thrown into the cell to rage in seclusion, until
they are physically and psychically exhausted. Mr. The door opens into the room revealing two
Mielace, in his David persona (see Appendix C, small beds and a desk. The room is clean,
page 165), is a frequent occupant of this room. tidy, and of serviceable quality. The walls
are painted a deep navy, and are bare of
Mahogany Knob ornamentation.
This long and narrow hallway is used to observe This room, and its twin across the hallway,
patients within the padded room. There is a are ones that visitors are often shown when
single chair, and the interior walls are empty Administrator Rose wishes to demonstrate
save a 2-foot by 4-foot pewter frame affixed to the quality of care that even indigent patients
66
T he W est W ing
67
L amp ’ s L ight S anitarium
This room is occupied by Nyfuir (see Appendix Bok Nantanye (see Appendix C, page 168)
C, page 171), who rarely leaves the room, even lives in this room. He does not share the
to perform the most basic functions of self-care. room with other patients, no matter how full
Nyfuir has used excreta to draw and scribble the sanitarium is, due to strict orders from
eldritch formulae on the walls. Administrator Rose.
68
T he W est W ing
69
L amp ’ s L ight S anitarium
T he S econd F loor
The second floor of Lamp’s Light is dedicated The only other features of the stairwell are
to the treatment of its guests. There are two doors on the northern and eastern walls. While
large rooms for groups to meet and a series of clean, the floors are not as lustrous as the ones
smaller rooms used for private sessions and on the first floor.
alternative treatments. All the doors on this
floor are unmarked and unadorned. The notable
exception is a door at the western end of the 2B. Lavatory
hallway that leads to the 3rd floor which has a
simple lock (DC 12 Dexterity [Thieves’ Tools] The smell of cleaning supplies isn’t quite
unlocks). This door can be barred from the other enough to disguise the true nature of this
side and should that occur it can only be opened room and the faint smell of excrement is
by breaking it down (DC 20 Strength check). unmistakable.
70
T he S econd F loor
71
L amp ’ s L ight S anitarium
72
T he S econd F loor
top of the basin to keep out light (or to keep a longer periods can induce sanity-shattering
patient trapped within). hallucinations and disassociation from reality.
The box in the northwestern corner can be A character spending at least 10 minutes
easily opened. If the characters do so, read or within the tank, and less than one hour, may
paraphrase the following: experience any of the following:
73
L amp ’ s L ight S anitarium
Any character or patient using the sensory 2H. Group Treatment Room B
deprivation tank loses all sense of time and cannot
extricate themselves from the device without a This large treatment room is notable for its
successful Charisma save. The DC for the save is polished wooden floors, expansive windows,
8 + 1 per 15 minutes in the tank. On a failure the and lush rugs. The room is spotlessly clean,
character may try again after 30 minutes. and has comfortable chairs arranged in a
horseshoe with a single chair at the focal
Adventure Hook: A patient, the youngest point.
scion of an influential merchant family, has
been found dead within the sensory deprivation Administrator Rose (see Appendix C, page
tank. The Dr. Renwick wants to know how this 181) often shows guests and potential patients
happened, and bring those at fault to justice this treatment room as an example of the fine
before the family realizes that a tragedy has care and accommodations to be expected at
occurred. The good doctor’s sense of justice may Lamp’s Light. There is no locking mechanism
not quite align with the heroes’. on the door.
74
T he S econd F loor
75
L amp ’ s L ight S anitarium
76
T he S econd F loor
77
L amp ’ s L ight S anitarium
T he T hird F loor
The top floor of Lamp’s Light is dedicated to The wide hallway leads down the breadth of this
staff offices, living quarters, and storage. Neither floor. There are two nondescript doors on the
patients nor the public are allowed on this floor southern wall. The doors at the eastern end of
without an escort. the hallway, one on the north and the other at
the end, are much heavier and of higher quality
3A. Stairway and Sitting Room than any other door in the asylum.
The books found on the shelf are scientific
Rounding the top of stairs, you are greeted texts on anatomy, physiology, and mental
by a long hallway with doors staggered along health and include Leech Book of Bald,
the north and south walls. A door, more finely Compendia Mediq, and De Gradibus. To
crafted than the others, can be seen at the the right buyer the books would be worth
eastern end of the hall. There is writing on it but 10gp each. A character using the books as
from this distance you are not able to read it. a reference in conjunction with a Medicine
To your right is a reading nook, complete skill check would receive a +2 bonus on their
with chairs, rug, and bookshelves. check.
78
T he T hird F loor
79
L amp ’ s L ight S anitarium
80
T he T hird F loor
Opening the door, a waft of dry, odorless air 3E. Florence Rose’s Personal Quarters
rushes out of the room. There is a door to your
immediate left. The room is spotlessly clean The administrator’s personal living space is
with every book, paper, knickknack, and item much the same as her office. It is clean, sparse,
meticulously placed. and orderly. Her bed, bookshelves, and writing
A bookcase runs across the southern wall, desk are all matching teakwood and lack any
wrapping around the corner and continuing ornamentation. There is a measured and
along the western wall. The northwestern systematic aspect to the hard lines and angles
corner is dominated by a divan facing the of the room.
prominently displayed desk. The divan is large There are two fine rugs, one near the bed
enough to sit at least four comfortably. and another in the reading nook.
The focal point of the room is a simple desk The only personal touch in the room is a
of unmistakably high quality. A chair is placed vanity in the southwest corner of the room. An
in front of it, and behind the desk sits another ivory handled brush, powder jar, and puff sit
chair. atop it.
The desk has four drawers, two on each side, Every character within Rose’s private room must
that are locked. Characters examining the make a Dexterity (Stealth) check upon entering,
desk notice the following on an Intelligence leaving, and when interacting with any object in
(Investigation) check: the room. If any of those Stealth checks are less
81
L amp ’ s L ight S anitarium
than 15 Rose will know that someone has been The manuals, pamphlets, and books on the
in her room. desks are related to medicine, anatomy, and a
A secret door (DC 18 Intelligence surprisingly large collection on constructs. If the
[Investigation]) is hidden on the eastern wall players make a systematic search of the room
near the reading nook. The door can be unlocked they find a madness scroll (see Appendix B, page
with a successful DC 17 Dexterity (Thieves’ 141) of magic jar.
Tools) check. If the characters travel through the The door next to the work table leads to a
secret door, read or paraphrase the following: lavatory.
A secret door (DC 18 Intelligence
The door opens to a small room. There is [Investigation]) is hidden on the western wall
nothing in the room save a staircase leading near the reading nook. The door can be unlocked
downward to the second floor. with a successful DC 17 Dexterity (Thieves’
Tools) check. If the characters travel through the
The staircase leads down to room 2D. secret door, read or paraphrase the following:
3F. Dr. Orson Renwick (3rd Floor) The door opens to a small, empty room, with
a staircase leading downward to the second
A heavy oak door with an iron lock, decorative floor.
iron bands, and a nameplate on it stands
before you. The nameplate reads “Dr. Orson The staircase leads down to room 2I.
Renwick” in flowing copperplate.
Adventure Hook: A character examining the
This door is very similar to Administrator books may make a DC 18 Intelligence (Arcana)
Rose’s, albeit of lesser quality. The door is check. On a success they determine that Dr.
always locked when the room is not occupied; Renwick’s notes represent an almost complete
a successful DC 17 Dexterity (Thieves’ Tools) manual on how to create a unique flesh golem. The
check picks the lock. If the characters enter the notes suggest that he has additional research on the
room, read or paraphrase the following: subject at another location within the asylum.
82
T he T hird F loor
Appendix C, page 144) looking for additional The third-floor storage room has been adopted
privacy. During the daytime there are 1d3 by Lamp’s Light’s janitor, Otto Keller (see
occupants; during the evening hours it is 1d3 - 1. Appendix C, page 158) and converted into
A character wearing an alienist smock has a a makeshift office. Otto has added a desk,
+1 to any Charisma-based skill checks against a personal effects, and cleaned out the room
patient. sufficiently for a bedroll to be laid out.
83
Adventuring in Lamp’s Light
W
hen originally conceived, Lamp’s relatively low power of the asylum’s inhabitants,
Light Sanitarium was to be the focal their political power and the environment itself
point of an ongoing campaign. As the are intended to challenge players well into the
characters grew in power their interactions with second tier of play. In this chapter you will find
the guests, staff, and powers behind the asylum two complete adventures, an adventure skeleton,
would change to match their new abilities and and two story arcs.
influence within their home city. Despite the
84
• A Population in Flux, patients come and • Emancipation (Adventure Skeleton), a
go with alarming frequency, and the only simple job turns into something so much
constant is change. more as an unexpected adversary is unleashed
• Encounters with Patients should be within the confines of the sanitarium.
unusual and run the gamut of possible • A Friend in Need (Story Arc), in which
experiences. The PCs should never be a trusted friend stumbles upon a secret best
completely sure who they’re interacting with, left unlearned, and is now a mindless shell of
or the repercussions of their deeds. their former self. Can the heroes learn why
• Tabula Rasa (levels 1 thru 2) introduces and how such a thing occurred, and in doing
your characters to the horrors and so preserve the knowledge their friend has
personalities of Lamp’s Light Sanitarium, and paid so dearly for?
sets the tone for a dark campaign. The heroes • Baby Jayne (Story Arc), in which the
are the unwilling pawns of the asylum’s staff, patients of Lamp’s Light have become
and must make the best of their situation. increasingly restless, resulting in the
There are no easy answers, and their actions inconvenient deaths of a few patients. The
may follow them for many sessions to come. administration wants to know what’s going
• Apotheosis of Nightmares (Levels 3 thru on, and more importantly to stop it and
5) can be played as a follow-up to Tabula prevent additional embarrassment. Are
Rasa. An ancient, fiendish intelligence is the fatalities due to random violence, or a
imprisoned, and the cracked minds of Lamp’s malevolent intelligence?
Light contain the key that will loose it from
its cage. Administrator Rose has hatched a
plan to gather this eldritch knowledge and
call forth the devil. The PCs are the lynchpin
to her success. Will they aid the nefarious
being for promises of power, or serve the
greater good and thwart its machinations?
85
A dventuring in L amp ’ s L ight
86
A P opul ation in F lux
87
A dventuring in L amp ’ s L ight
88
A P opul ation in F lux
89
A dventuring in L amp ’ s L ight
T abul a R asa
A Lamp’s Light Sanitarium investigative adventure for 4 to 5 characters of levels 1–2
90
T abul a R asa
91
A dventuring in L amp ’ s L ight
Should the characters manage to break C, page 144) and two orderlies enter the room.
even one restraint, orderlies (see Appendix C, Read or paraphrase the following:
page 173) immediately stream through the
door and head directly for any character that is A severe woman in a simple white overcoat
free. There are two orderlies for each character enters the room, looks you all over with an
that’s broken a restraint. The orderlies attack appraising eye, and after a few moments of
immediately, dealing subdual damage. Once the deliberation turns to the brawny orderlies
freed characters have been subdued the orderlies behind her, saying “that one” before leaving
methodically go to the other PCs and knock the room. The orderlies move with practiced
them out as well. efficiency, first placing an odorous cloth over
The battle is not meant to be lethal but the victim’s mouth. As consciousness slips
should make it clear that the characters are not away, they cover the head with a black hood,
in control of their environment. If the characters and finally remove the chosen from the room.
have fought with the guards please read or
paraphrase the following: This process will replay for each PC as they
are taken individually into the Basement
Men and women in white uniforms rush for treatment with the juxta personalis. Each
into the room, brutally beating you and the character that is taken returns, unconscious, an
others. They repeatedly attack your body hour later. The orderlies ensure that all returned
while taking great care to avoid your head. subjects are outfitted with Prosper’s camisoles
Unconsciousness comes swiftly as a relief from prior to putting them in their beds.
the pain. After the first person returns, have the
When you awaken again it’s to the feeling remaining conscious characters make a DC 10
of a wet towel on your brow and a striking Sanity check as they realize that they’re next. On
woman with a kind face in front of you. She a failure the character loses 1d2 Sanity. Once all
sees your eyes flutter and withdraws from the of the characters have completed treatment read
room silently before you’re able to question or paraphrase the following:
her.
Your head feels as if a burning spike has been
Administrator Florence Rose (see Appendix driven through your eyes, and concentration
C, page 181) has taken an interest in the is impossible. Half-formed thoughts stream
characters and should appear to them as through your mind, rarely stopping long
a beacon of hope in a dire situation. The enough for you to vocalize. As you try to form
characters’ situation is much the same as it was a coherent word drool fills your mouth and
before, only this time they have all been fitted dribbles onto your chest.
with Prosper’s camisoles (see Appendix B, page
142). The players now determine the permanent
side effects from their treatment with the juxta
Scene Two — You’ll Feel Better Soon personalis. Dr. Renwick has fine-tuned this
specific machine to target the personality of the
Within a few moments of Administrator Rose subject more so than prior versions.
leaving the room a staff alienist (see Appendix Please roll or choose an effect from the table
below.
92
T abul a R asa
Juxta Personalis Side-Effects As the characters come to grips with their new
d10 Effect personalities, night falls and an uneasy sleep
claims them.
1 You are under the effects of the calm
emotions spell until you complete a
long rest
Scene Three — A Possible Ally
2 Change alignment one step on the law/
chaos axis Time is difficult to measure. You know that it
is dark from the moonlight entering through
3 Change alignment one step on the good/
the barred windows. The susurrus of screams
evil axis
and gibbering patients has died down too,
4 Choose a new personality trait at random indicating that your neighbors are asleep.
5 Choose a new Ideal at random The sound of the lock being disengaged and
the creaking of the door as it opens jars you to
6 Choose a new Bond at random
immediate wakefulness and you can’t help but
7 Choose a new Flaw at random shudder at the memory of what happened the
8 Roll or choose a new indefinite madness last time that door was opened.
93
A dventuring in L amp ’ s L ight
hadn’t been depressed. Administrator Rose, The nimbus claimed its first victim without
in particular, is upset by this recent turn of attracting attention, but with its second dying
events. in less than a week Rose and Dr. Renwick
believe that an evil sentience is at work. The
Otto refuses to release the characters for fear third victim is from a family of note, and
that he, and they, will be discovered and should she succumb to the nimbus Lamp’s
punished severely by the orderlies. He tries to Light’s sterling reputation will lose some of its
assuage their concerns and reassure them that luster.
most patients are only treated the one time (this
is true), and if they behave they may be allowed “There is something feeding on our patients.
out of their restraints. To my shame we didn’t realize what was
occurring until we lost two patients. Dr.
Scene Four — Rose Renwick has informed me that many of
his recent subjects have gained a sort of
A stunning woman with a kind face enters the second sight. Whatever is harming the poor
room with a trio of orderlies. unfortunates has eluded all attempts at
observation. If you have this ability you may
The first thing that you notice is that the succeed where we have failed.”
auras you saw yesterday are still clinging to
you, and to everyone you see. The woman’s Rose has the following information to share
aura is brighter, warmer than the orderlies’ with the characters:
whose auras are much like your own — a
coruscant of dark colors with streaks of red If the pl ayers make a W isdom (I nsight )
and orange. check against R ose :
“I trust you’ve had an untroubled • DC 10: Rose is being completely truthful
evening? My name is Florence Rose and and honest with the characters. She is upset
I’m the administrator here at Lamp’s Light about the previous two fatalities and wants
Sanitarium. A darkness has infected my the creature stopped before it claims another
sanitarium and you, my friends, can save us patient.
all.” • DC 25: As above, and the character realizes
that the reason Rose is upset and concerned
A dark intelligence, drawn by chaotic minds is more about the damage to Lamp’s Light’s
within the asylum, has begun to feed on the reputation than it is about the deaths of the
patients of Lamp’s Light. The entity, an ethereal patients.
creature known as a nimbus (see Appendix C,
page 170), attaches to an unknowing victim I f asked about the previous victims
and over the course of several days drains her of • This has happened three times before, to
her will. The victim grows listless, melancholic, Sewyllen Tanga, Mary Tae and Thakad Alin.
and lethargic until eventually she enters a near- • The patients were of low status and the staff
catatonic state. When the nimbus is satiated it thought little of it.
causes the host to commit suicide and moves on • Rose suggests that the players investigate by
to its next victim. talking to other patients and/or staff alienists.
94
T abul a R asa
95
A dventuring in L amp ’ s L ight
96
T abul a R asa
• Otherwise the check is made as a regular roll. Clue #3: Elys has become virtually catatonic
• Characters attempting to sneak must succeed overnight.
on a DC 12 Dexterity (Stealth) check any • Known by: staff alienists (50% chance), Otto
time they enter the hallway or the parlor, (he has met Elys recently but doesn’t know
to avoid the notice of the orderlies. A failed her name. He remembers her because she
check in the morning results in a warning was so full of life. When he saw her today,
and redirection to their room. she didn’t acknowledge him or anything else.
• Failed checks in the evening result in an Otto knows where she is.)
escort to their room and a visit from Rose in
the morning as outlined previously. Clue #4: Elys Rhodon is the youngest
• The characters’ final obstacle will be escaping daughter of Thanik Rhodon, a prominent
the grounds. Regardless of the time of day member of the Thieves’ Guild.
that they escape they eventually encounter • Known by: Administrator Rose, Dr.
Gneigel (see Appendix C, page 148). He Renwick (see Appendix C, page 177),
immediately recognizes them as escaped Rolund Hergus, Mad Jak, and Otto (knows
patients and attacks. her family is important but that’s all).
Everyone but Otto knows that her father has
I nvestigating connections with the Thieves’ Guild.
The nimbus preferentially targets manic
patients, and once attached to the victim they E xploring
deteriorate rapidly. The players should discover • The patients and staff of Lamp’s Light are
the following clues to narrow down their search always moving and changing. The PCs can
and ultimately identify the correct patient. eventually find Elys just by looking for a
patient that is catatonic. If they go this route,
Clue #1: The patients that have recently and pacing allows, the PCs can explore the
committed suicide are: Sewyllen Tanga, Thakad facility and meet the inhabitants of Lamp’s
Alin, and Mary Tae. Sewyllen and Thakad Light. The players should understand that
were manic prior to their suicides. Mary was the inhabitants of the rooms, especially the
admitted for suicidal ideation. Cafeteria and Common Room, are fluid and
• Known by: staff alienists (50% chance), will change.
Rolund Hergus (see Appendix C, page 154),
Mad Jak (see Appendix C, page 166), and F inding E lys
orderlies (75% chance). • When pacing allows, the characters find
Elys in the Common Room (1L) via
Clue #2: Patients that are currently manic are investigation or through simple legwork.
Mad Jak and Elys Rhodon Read or paraphrase the boxed text from
• Known by: orderlies (75% chance), Mad Jak, the Common Room description and then
and staff alienists (50% chance). proceed to Scene Six.
97
A dventuring in L amp ’ s L ight
98
T abul a R asa
99
A dventuring in L amp ’ s L ight
If Elys also perished, the PCs are relegated and treatment with the juxta personalis have
to a (short) life as the subjects of Dr. Renwick’s forever changed the young woman. She is all
experiments. Each is implanted with a spike but unrecognizable to her friends and family
(see Appendix B, page 138) and what happens when discharged. The family may fault Lamp’s
subsequently is at the DM’s discretion. Light for her condition, but more likely they
will blame the PCs. The enmity of the Thieves’
T he PC s L ead E lys to D r . R enwick Guild will dog the characters until they make
The PCs lead Elys to the treatment room and restitution or their perceived debt has been
find the stern woman from their first morning fulfilled.
in the room with a device that looks like a
highly polished box of dark hardwood with T he PC s E scape the A sylum
no ornamentation and no apparent means of Through luck, guile, and stealth, the
opening it. characters have managed to escape their
The juxta personalis is a handspan tall and incarceration in Lamp’s Light with their lives
deep, and twice that in length. Two copper hilts and their minds intact.
protrude from the front of the box and a length
of thin chain emerges from the opposite side. T he PC s are K illed
This chain is connected to a masterly-crafted If the PCs do not survive their encounters
leather helmet. The interior of the helmet is within Lamp’s Light their bodies are harvested
lined with precisely placed gold runes. As the by the staff and used in future experiments.
PCs walk away, the helmet is placed on Elys’ Whether they are technically alive or not for
head. Read or paraphrase the following: these endeavors is at the DM’s discretion.
Elys’ limp and docile form settles into the T he PC s take their time
chair. The young woman’s head only lifts when If the PCs dawdle, either through ill-planned
the leather restraints raise her downward escape attempts or through a general lack of
gaze. If she notices orderlies tightening the urgency, they awaken after the second night to
leather restraints around her arms and legs, find themselves once again restrained in their
she gives no outward cue. The last restraint beds.
fastened, they place a piece of thick leather
into her mouth. “Another patient committed suicide last night.
Their work completed, the orderlies quickly Her name was Elys Rhodon. Unlike Thakad,
step away and Dr. Renwick grasps the brass Mary, and Sewyllen, she MATTERED! It
handles of the box. Visible arcs of electricity breaks my heart that I must tell her father
course from his forearms, to his hands, and that she died at the hands of fellow patients.”
into the box. Elys violently arches against the Administrator Rose’s demeanor stands in
restraints, leather groaning from the strain. stark contrast to your previous encounters. All
As the door is closed you see her body go limp, traces of kindness and compassion have been
and the leather bit falls from her mouth. replaced with steely ice.
“Your failure is…unacceptable.” She turns
The PCs have saved Elys’ life, but at a cost. and walks out of the room, not waiting for a
The combination of infection by the nimbus response.
100
T abul a R asa
All of the characters should make a DC 10 “They’re all yours, Renwick. Do as you wish
Wisdom (Perception) roll. On a success, the with their bodies, but their minds must not
character hears: remain intact.”
101
A dventuring in L amp ’ s L ight
A potheosis of N ightmares
A Lamp’s Light Sanitarium Horror Adventure for 4 to 6 Characters of Levels 3–5.
by Donathin Frye
Lord of Dreams!
Show us the truth that lies beyond this world!
Our minds and our bodies are yours;
take them from us!
102
A potheosis of N ightmares
103
A dventuring in L amp ’ s L ight
one at Lamp’s Light who would guess that Rose of the room. The room is spotlessly clean,
has an ulterior motive for studying the journals. with every book, paper, knickknack, and item
At the start of the adventure, Rose is still meticulously placed. Through the doorway,
missing the final two passages of the ritual. She you can see that the focal point of the room is a
believes that the lines have been written, but she simple desk of unmistakably high quality, with
has been unable to locate them in her patients’ a chair placed in front of it.
dream journals and believes they may be hidden Behind the desk is another chair, and
somewhere on the asylum grounds. there sits Florence Rose, gesturing for you
One of the remaining passages can be found to enter with a welcoming wave of her hand.
somewhere the characters are unlikely to look at Administrator Rose is an attractive, raven-
first: the passage is written down in the private haired young woman with a kind but weary
diary of Otto Keller (see Appendix C, page smile, wearing a simple black dress and a
158) the asylum’s kindly hunchback janitor name tag matching the nameplate on her door.
and handyman. “Oh! Thank goodness you’re here. I was
The final passage of the Apotheosis of worried you might have changed your minds.
Nightmares exists within the characters’ own Please, come in. I’m sorry that I do not have
subconscious minds, and can only be learned chairs for all of you.”
through exploring (and surviving) their own
devil-plagued nightmares. During the meeting, Rose is keen to strike
a deal with the characters. She claims to be
Getting Started: Meeting Florence Rose developing a new, non-invasive treatment for
the patients of Lamp’s Light that encourages
Regardless of how the meeting comes to creative writing and use of dream journals. She
pass, whether they were hired to come to tells the characters that she believes Mad Jak
Lamp’s Light or are patients being offered (see Appendix C, page 166), Patient 11 (see
their freedom, the adventure begins with the Appendix C, page 168), and Rolund Hergus
characters in the office of Administrator (see Appendix C, page 154) may have hidden
Florence Rose (see Appendix C, page 181) on some of the pages of their journal from her. She
the third floor of the sanitarium (area 3D). Read feigns concern that they may be victims of staff
or paraphrase the following: abuse, and wants to locate any missing pages
in hopes of proving her theory one way or the
A heavy mahogany door with a brass lock, other.
decorative iron bands, and a nameplate on Of course, the truth is that Rose believes
it stands before you. The nameplate reads the characters themselves are the ones that
“Admin. Florence Rose” in flowing copperplate. will unleash her devilish patron from its
From somewhere far off, in another wing of the imprisonment, and her “investigation” is merely
sanitarium, you hear the piercing shriek of one a wild goose chase meant to expose them to the
of the patients of Lamp’s Light. The scream is H’awouahoua’s psychic influence. During the
prolonged, lasting for five, ten, thirty seconds, meeting, Rose will offer the following to the
before it abruptly ends. characters in an effort to procure their help:
A heartbeat after the wail ends, the door
to Administrator Rose’s office swings silently • Payment in the form of their release from
open. A waft of dry, odorless air rushes out Lamp’s Light (if they are being held there
104
A potheosis of N ightmares
as “patients” against their will), 3,000gp, a to her; or else if they are patients at Lamp’s
rare magical item (it could be an item that Light, they have impressed her enough that
the characters have been searching for as she believes she can trust them with this very
part of another adventure or campaign), or a important task.
glowing recommendation to an organization • DC 14: As above, though Rose isn’t sharing
that the characters require access to. everything she knows.
• Freedom to explore the grounds of Lamp’s • DC 18: As above, except that Rose appears
Light as they will, with the exception of overly interested in the characters. She stares
treatment rooms and locked offices. If at them for just a second or two longer than
pressured by the characters, Rose will claim is comfortable.
that those rooms are off limits for legal and • DC 22: Rose is a liar who is trying to
liability reasons. manipulate the characters. But for what
• A free room to stay in at Lamp’s Light should reason?
their investigation last a few days. She will
admit that it is spartan and used to be a Of course, Administrator Florence Rose is
bunk room for some of the sanitarium’s not at all who she claims or appears to be.
more troubled patients, but she adds that it She is seeking the missing text from dream
has been renovated, redecorated, and given journals to use in a ritual to summon a devil,
soft beds and modest comforts to serve their H’awouahoua, into the world. It has promised
needs. the shapeshifter posing as Rose eternal life
• A list of staff that may be helpful with their and has shown her a vision of the characters
investigation: the receptionist Meri (see in her dreams. She will do anything to achieve
Appendix C, page 162), the handyman immortality, and believes that one of the
Otto Keller, the groundskeeper Gneigel (see characters themselves will be instrumental in
Appendix C, page 148), and Dr. Orson recovering the necessary ritual to summon the
Renwick (see Appendix C, page 177). devil.
• Very basic information on any of the Because of this, she will insist that the
staff or patients, avoiding any scandal characters sleep in the spare room at Lamp’s
or inflammatory gossip. For that sort of Light, so that the H’awouahoua’s nightmarish
information, Rose encourages the characters power will draw out the secrets of their
to befriend one of the more talkative staff subconsciouses. If the characters try to refuse
alienists. sleeping in the sanitarium, Rose will grow colder
and tell them that if they intend to take her up
If the characters make a Wisdom (Insight) check on her offer, they must stay at Lamp’s Light for
against Rose: legal reasons. If they continue to resist, Rose
• DC 10: Rose is being completely earnest will seem to give in. However, the first time the
with the characters. She is very worried that characters attempt to leave the sanitarium, she
some of the alienists are mistreating the will have 4 staff alienists (see Appendix C, page
patients, and she feels a responsibility to 144) and 12 orderlies (see Appendix C, page
protect the well-being of all the souls who 173) attempt to knock them unconscious, strip
stay at the sanitarium. Her nearby contacts them of their equipment, restrain them, and
(no, she will not give up their names for admit them as new patients at the sanitarium.
privacy reasons) recommended the characters The next time the characters meet Rose, all
105
A dventuring in L amp ’ s L ight
106
A potheosis of N ightmares
lunatics, but only the characters’ nightmares Dr. Renwick believes that Rose’s investigation
hold the secrets to the ritual that will summon is a waste of time, and that any “tough love”
the H’awouahoua into the world. the patients receive at the hands of alienists or
Once the characters prove unable to learn orderlies is for their own good. If the characters
anything helpful from the patients, they can be ask about Rose’s experiments with dream
set on the right track to unravel the adventure’s journals, Renwick will tell them that her so-
mystery when Agatha offers to introduce them called “treatment” is a joke, and that Rose
to some of the more prominent staff members, should leave the patients’ care to those who are
or should they ask to visit specific staff. actually qualified.
The characters may visit the following staff Should a character succeed on a DC 16
members to further their investigation: Charisma (Persuasion) check, Renwick may
admit to them that he believes Rose to have
M eri ulterior motives, and offers a small reward
Meri can be found in the Parlor (area 1A). (250gp) should the characters uncover anything
Meri is very friendly, very chatty, and very of interest about her activities at the asylum.
willing to do what little she can to help the
characters in hopes that Administrator Rose G neigel
might promote her to a staff alienist position The groundskeeper may be encountered
soon. She knows a lot of rumors and ghost in Gneigel’s Cabin or tending to the grounds
stories of the asylum, and is the inventor of outside of Lucien’s Mausoleum.
some of the more dramatic gossip about some of Gneigel will only be found after the
its residents. characters experience their first nightmare,
Speaking to Meri provides an opportunity and should be a very intimidating encounter
for the DM to introduce a few scary kernels of for them. A living construct, Gneigel’s body is
truth about Lamp’s Light, obscured by plenty well-suited for his work around the grounds of
of false and mistaken rumors. After speaking Lamp’s Light, but can seem monstrous to those
to her, Agatha will appear annoyed by the girl not expecting such a strange groundskeeper.
and tell the characters that, though she is well- Gneigel refuses to speak except in extreme
intentioned, she lets her imagination run wild. circumstances, and is generally put off by
the characters’ presence, but he does know
D r . R enwick something of use to the characters.
Dr. Renwick may be found in the Alienist’s Should the characters mention the dream
Office (area 1H), the Lavatory (area 2B), Staff journals, Gneigel will slowly stretch out one of
Common Room (area 3B), or the Lab (area 3C). his limbs to point (through a window if they
Renwick refuses any official meeting with the are inside his cabin) to a nearby gazebo on the
characters, and so they are forced to catch him grounds. There, sitting on a wooden step, the
unawares if they wish to have a conversation. characters will spy Otto scribbling into his own
He will be busy and openly rude to them if they secret journal. Otto then looks around with a
corner him while he is out of his office, but will worried expression, doesn’t notice the characters,
entertain a very brief conversation about their and hides his journal beneath one of the gazebo’s
investigation. loose floorboards.
107
A dventuring in L amp ’ s L ight
108
A potheosis of N ightmares
109
A dventuring in L amp ’ s L ight
Charisma (Intimidation) check. Otherwise, he anything about it. Should a character lie to her to
will attack the characters if they refuse to leave. cover up Otto’s involvement, they must make a
If the characters try to talk Otto down DC 15 Charisma (Deception) check. Regardless
and earn back his trust, they may do so with of the results of the conversation, Rose appears to
continued effort by making two DC 12 calm down after a time, and claims that she’s just
Charisma (Persuasion or Deception) checks. glad that no one was hurt, before releasing the
Should either check fail, Otto will attack or try characters to continue their investigation.
to escape. If the characters are able to gain his That night, after dinner, Rolund Hergus
trust, he will share his suspicions with them, but holds court in the Common Room again. Otto
admit that beyond the spell scrolls, he has yet Keller is there, reading Sleeping Beauty once
to find any damning evidence. He enlists the again to a catatonic Patient 11.
characters to help him, if they seem willing. Should the characters have told
Administrator Rose about Otto’s break-in, or
F ourth D ay should they have failed their Charisma check
On the Fourth Day of the investigation, to cover up Otto’s involvement, Administrator
first thing in the morning, Administrator Rose Rose will have “programmed” Patient 11 to
summons the characters to her office. She is murder Otto. In the middle of Otto’s story,
livid about the break-in and asks if they know Patient 11 will suddenly snap out of his trance-
110
A potheosis of N ightmares
like state, produce a shiv from under his sleeve, long rest, they make a Charisma saving throw.
and attempt to murder Otto in the middle of The character or characters with the lowest
the room. This causes the lunatics to riot. While result experience a nightmare. Alternatively, for
four orderlies attempt to subdue the riot of a faster adventure, you may force each character
lunatics (see Appendix C, page 179), Otto is that does not succeed on a DC 8 Charisma
surprised by Patient 11 for one round before he saving throw to experience a nightmare.
is able to defend himself. Each of the NPCs in the nightmare is
Even should the characters intervene on actually a sleeping phantasm (see Appendix C,
behalf of the orderlies, the lunatics, Otto, or page 184) that will attempt to kill the character
even Patient 11, it is likely that people will if the phantasm is attacked. Should a character
die as a result of the sudden violence. When refuse to accept the reality of a nightmare, or
the event ends, all patients are locked in their attempt to wake up prematurely, they have
rooms, and Administrator Rose herself will ask a 50% chance of drawing the attention of a
the characters to retire for the night until the peeper (see Appendix C, page 175) that will
mess can be sorted out in the morning. relentlessly hunt them until the nightmare ends.
You may use the Table of Nightmares below
F ifth D ay to improvise a nightmare with the afflicted
On the Fifth Day of the investigation, the character. Roll 1d10 to determine the dream’s
asylum is unusually subdued and quiet. The mood, and then again for the dream’s location
characters may begin to hear eerie whispers and an important NPC that will accompany
and see shadows crawling across the corners of the character during the dream. With each roll,
rooms, but none of the other patients or staff ask the character’s player to describe how they
seem to hear or see such things. interpret the specifics of the result.
Should Otto Keller have been attacked the As the dream sequence continues, roll 1d10
night before and survived, he goes missing from to determine a plot twist near the beginning of
the asylum. His dream journal is missing from the sequence, and then again near the end of the
its secret hiding place beneath the gazebo, too. sequence. Do not share the results of this roll
No one saw Otto leave, though Administrator with the player; instead, introduce the twist in a
Rose will tell the characters that he resigned surprising way to change the tone and direction
from his duties due to the high stress nature of of the nightmare.
the job. If they ask for proof, she will produce The secret of conjuring a harrowing
a letter signed by Otto that claims as much. A nightmare is to first introduce set pieces and
successful DC 15 Intelligence (Investigation) elements that are familiar and mundane to the
check reveals that the letter’s handwriting characters, like a hobby or a seemingly normal
matches Florence Rose’s own handwriting. She conversation with a loved one, and then slowly
will, of course, deny any such accusation. introduce elements that do not make sense:
walls that breathe, shadows that seem to dance
Conjuring Nightmares whenever the character does not look directly at
them, and so on. Use this balance of the normal
Whether the characters sleep at Lamp’s Light and the surreal, along with the random plot
Sanitarium or elsewhere, the psychic corruption twists from the table below, to slowly increase the
of the H’awouahoua begins to haunt them tension until the nightmare reaches a horrifying
while they sleep. When the characters take a conclusion of your — and the player’s — design.
111
A dventuring in L amp ’ s L ight
When the nightmare ends, any characters or second passage of the summoning ritual
that experienced it must make a Sanity check, that will bring H’awouahoua into the physical
and then succeed on a DC 12 Constitution realm. The morning after the nightmare’s
saving throw or suffer one level of exhaustion. revelation, Otto Keller cannot get the passage
If a character fails their Sanity check, the final out of his own thoughts, and he adds it to his
moments of their nightmare reveal to them a own secret journal. Neither the characters nor
terrible truth. Otto know the true nature and meaning of
In the context of the adventure Apotheosis the ritual, or of the passages that plague their
of Nightmares, the revelation is either the first dreams.
112
A potheosis of N ightmares
113
A dventuring in L amp ’ s L ight
“Oh great H’awouahoua, the lurker and the As the characters attempt to act, they must
dreamer! each make a decision. Reveal to them that they
“Feast on our madness, devour us whole! each feel a dark purpose in their hearts: a dark
“We are nothing. We are nothing. We are entity known as “the H’awouahoua” promises
nothing. to reward them with eternal life if they allow
“We are nothing. We are nothing. We are the captive to be sacrificed while they chant the
nothing.” words, “We are nothing!” again and again.
However, at least some of the characters
As Rose finishes her chant, she pulls the burlap are likely to try to interfere with the sacrifice,
sack off of the captured figure, revealing the triggering a combat encounter with Administrator
identity of Rose’s chosen sacrificial victim. If Rose, who will attempt to finish the summoning
the characters revealed Otto’s break-in to Rose, ritual by murdering the captive with her magical
either on purpose or accidentally, Otto Keller is +1 dagger (+6 to hit, 1d4+3 piercing damage).
the intended sacrifice as long as he is still alive. Rose has advantage on her attacks against the
Otherwise, the would-be sacrifice is Agatha if target while they are still bound, and a character
the characters managed to befriend her, or Mad may use their action to free the bound victim
Jak, or Patient 11 if Mad Jak is dead. No matter with a successful DC 14 Strength (Athletics)
who the sacrifice is, they are revealed to have check. Rose then turns to attack any of the
been badly beaten, and currently only have 10 characters who interfered with the ritual.
hit points. If the intended sacrificial victim is freed:
114
A potheosis of N ightmares
• Mad Jak flees to hide in the nearby gardens horns like a mountain goat’s, it has long,
until he knows it is safe to come out. dangling hair made of writhing snakes that
• Otto Keller will stay and fight Rose and half-cover its ape-like face.
the H’awouahoua, even if the characters tell As you stare at this creature from the
him to run away. abyss, the H’awouahoua stares back at you
• Agatha will stay and fight, but will also flee with baleful eyes of blazing hellfire. And then
if the characters tell her to run away. it begins to jerk forward, walking upon its
• Patient 11 will use a hidden shiv to slit his amalgam of appendages with a horrifying
own throat and complete the summoning efficiency.
ritual. Just before he dies, he snaps out of his
catatonic state and gurgles the words, “We are The H’awouahoua will attempt to drive
nothing!” into the night. everyone nearby insane, even its followers, as it
feeds off of their psychic energies. However, it
The H’awouahoua (see Appendix C, page will not attack Rose or any characters who chose
152) is summoned when a character is killed to participate in the ritual rather than try to stop
in the gazebo. Should the characters reduce it, unless they attack the H’awouahoua first.
Administrator Rose to 0 hit points without Facing Administrator Rose and then the
specifying a non-lethal blow, her blood spills H’awouahoua is a very deadly encounter, likely
onto the floorboards and summons the devil. If to result in characters dying or going insane.
the H’awouahoua is summoned, please read or Should the characters prove unable to defeat
paraphrase the following: the H’awouahoua, the DM may allow surviving
characters to run away from the asylum, but not
As blood mixes with the white paint of the without a terrible cost to the patients and staff
five-pointed star, the roof of the gazebo is of Lamp’s Light Sanitarium.
ripped from its support beams and levitates
several feet in the air above, as though held by Conclusion
a massive invisible hand. Suddenly, the roof
is thrown a hundred feet across the garden,
where it explodes in a shower of splintering T he C haracters S top the H’ awouahoua
wood as it slams into the ground. from R ising
The eerie light of the moon shines down If the characters defeat the H’awouahoua, it
on you from above, and its color begins to is engulfed and devoured by the fog from which
bleed across the gazebo, the fog, the dirt, and it came. It returns to its shadowy netherworld,
everything. Everything that you can see turns and the Harvest Moon’s color turns from red
red under the Harvest Moon’s terrible eye. to white. However, the entire scandalous affair
And it’s then that you see the H’awouahoua becomes a big problem for Dr. Renwick come
rise from the mist just beyond the gazebo. It is morning. He asks the characters to leave the
a maddening devil the size of an ogre, with a asylum and never return, and offers them
bony torso like the plastron of a turtle, the tail a bargain: if they agree to keep quiet about
of a scorpion, one leg from a donkey, another Administrator Rose’s bloody hobby, he will
leg like a panther’s, the claw of a giant lobster give them the payment Administrator Rose
where a right hand should be, and its left hand promised them, and allow them to take one of
is humanoid, but furry and grotesque. Beneath the patients or staff with them.
115
A dventuring in L amp ’ s L ight
If Otto survives the adventure without being It is possible for the characters to stop Rose
reduced to 0 Sanity, he is haunted by what he’s from being able to summon the H’awouahoua
experienced, but not entirely broken. He will entirely, with quick thinking and some good
thank the characters and tell them his full story fortune. In this case, the rescued captive does
if they are interested. Otto will then decide to not go insane over time, and is able to lead a
stay behind to make sure the H’awouahoua happy and productive life.
does not return to the asylum. Now that Rose is
gone, Dr. Renwick offers Otto the newly vacant T he C haracters F lee the H’ awouahoua
position of Head Administrator; Otto accepts Should the characters escape Lamp’s Light
and proves to be a very kind and capable ally to after the H’awouahoua is summoned into the
the patients of Lamp’s Light. world, it will feed on the patients and staff of the
If the would-be sacrificial victim was Agatha asylum until they all go mad and die. The devil
and she survives, she suffers a psychotic break cannot leave the asylum, so Florence Rose or any
after the H’awouahoua is defeated. She becomes other staff that it is able to sway with its promise
a patient of Lamp’s Light and must be heavily of eternal life will begin to attract new patients
medicated so that she is able to sleep at night. to the sanitarium to feed their new master.
If the characters bring Agatha with them away The characters may be able to grow stronger,
from the asylum, she is incapable of caring for better prepare, gather help, and return to defeat
herself and will likely die from exhaustion and the devil, but it will prove significantly more
malnourishment without hospitalization. difficult, as the creature will have surrounded
If the would-be sacrificial victim was Mad itself with loyal servants to help protect it.
Jak, he gives up drinking alcohol and asks to
join the characters as an adventurer. He isn’t T he C haracters D ie … or D o T hey ?
much of a fighter, but often comes in handy in Should the final encounter result in the
social situations. Should one of the characters, deaths of the characters, the DM may instead
whom he idolizes as his heroes, ever die or choose to have each of them experience another
suffer a major injury, Mad Jak will fall off the dream from the Table of Nightmares. After
wagon and begin drinking again. Once he does, the nightmare, the characters then experience
he loses 1d4 Sanity per week of alcohol abuse. the events of Rise, H’awouahoua again, as
When Mad Jak reaches 0 Sanity, he will hang though they had never happened. Of course,
himself in the middle of the night, leaving a the characters remember each of their previous
suicide note for the characters apologizing for failures to stop the summoning of H’awouahoua
being a failure. with vivid and haunting detail.
116
E mancipation
E mancipation
117
A dventuring in L amp ’ s L ight
Scene 4. Emancipation
The treatment successfully draws the insanity
from the patient, and in doing so summons
forth a demon that the heroes must dispatch.
The demon is of an appropriate CR to be tough
for the party. Only after the demon is defeated
will Renwick open the door.
118
A F riend I n N eed
A F riend I n N eed
119
A dventuring in L amp ’ s L ight
malady. Their friend’s condition has deteriorated ally result in bits and pieces of seemingly coherent
further while the heroes were in route, and information. When the PCs have been suitably
the alienists at Lamp’s Light recommend an informed, their friend’s condition visibly and
experimental treatment as the only recourse. quickly deteriorates. That is when Halwin (see
The PCs’ ally has seen something they were staff alienist, Appendix C, page 144) steps in.
not meant to see, and has paid the price for
it. What knowledge is locked away in their Looking down at her patient, Halwin turns
addled mind that is so critical as to warrant to you and says, “And this is one of the better
such an extreme response? Who did this to your days. I think that’s enough.” The alienist
friend — and, almost as crucial, how? Will the ushers you out of the room, and once everyone
knowledge be lost forever after treatment at is in the hallway latches the door again
Lamp’s Light? Will she be lost as well? without a word.
120
B aby J ayne
B aby J ayne
121
A dventuring in L amp ’ s L ight
with the ruling elite of the city, while banking Baby Jayne
some coin in the process. Wondrous item, unique (requires attunement)
A striking young woman greets you with The porcelain doll known as Baby Jayne is an
a smile, and motions for you to sit in the exquisitely crafted toy. The doll stands two
proffered chairs. handspans tall, has gleaming patent leather
buckled shoes, is clothed in a spotless black silk
Administrator Rose (see Appendix C, page dress trimmed in white lace, and topped with
181) has the following information: a glorious head of golden hair held back by an
ebony silk ribbon. Despite the care and beauty
• The two men who have died, Montegue of the figure, those in its presence are invariably
Hayne and Walter Tumblety, come from unsettled by it.
merchant families of moderate means. Contained within Baby Jayne is a shard of a
• The three incidents (she refuses to use the demonic fiend whose only purpose is to protect
word riots) began a fortnight ago. Each has its owner. Each doll has unique powers based
been more violent than the last. on the entity trapped within. Baby Jayne has
• Dr. Borden (see Appendix C, page 146) 10 charges and the possessing entity determines
was treating both victims since they came what action to take, if any. The doll may expend
to Lamp’s Light a month ago. In fact, Dr. one or more of its charges to cast the following
Borden has been taking the lion’s share of spells (spell save DC 15): fear (3 charges),
new charges since that time. sanctuary (1 charge) or silence (2 charges).
122
Appendix A:
Optional Sanity Rules
“If you gaze long enough into an abyss, the abyss will gaze back into you.”
—Nietzsche
T
he sanity and madness rules Sanity Score
presented here are meant to enhance
role-playing, create challenges for the Your character’s Sanity score is equal to her
players, and bring more color to the character. Charisma score plus her Wisdom modifier. The
They are not intended as an inexorable march maximum Sanity score a character can achieve
to retirement and/or death. There are other is 25. The character’s maximum Sanity and her
games for that; and if you have the opportunity current Sanity should be recorded separately.
I highly recommend playing one sometime. You The character’s Sanity can change based on
may be surprised at how fun they can be. Sanity checks. In most cases, the character can
The characters in the 5th edition of the recover lost Sanity through either magic or the
world’s most famous RPG are, above all else, expenditure of downtime days. The character’s
exceptional. They are not regular folks thrust into Sanity score cannot exceed her maximum as
extraordinary circumstances by chance. They are determined by her Charisma and Wisdom scores.
capable of winning virtually any fight, overcoming
epic challenges, and creating miracles. These • Sanity Score = Charisma score plus Wisdom
rules keep that spirit in mind. As always, adjust modifier (Max = 25)
as needed to accommodate your players, your • Your max Sanity score changes as your ability
campaign, and your style of running the game. scores change
• The character should record their current
Sanity and max Sanity
• Your Sanity score uses the same modifier
T he D escent I nto scale as all other ability scores.
123
A ppendix A: O ptional S anity R ules
124
G oing I nsane
125
A ppendix A: O ptional S anity R ules
During a high-stress situation, the PC may her Wisdom modifier to the check. If the
attempt to control themselves for the duration character fails her check she suffers the Acute
of that encounter. This requires a DC 12 effect associated with her madness.
Charisma save, and the character should apply
126
G oing I nsane
127
A ppendix A: O ptional S anity R ules
128
G oing I nsane
129
A ppendix A: O ptional S anity R ules
130
G oing I nsane
86-88 The character’s demeanor shifts The player rolls a d2 after it is determined that this madness is
from mania to depression with manifesting. Both effects are persistent.
periods of normalcy. On a 1: The character is manic and prone to taking foolhardy
risks. She’s unable to contain her energy and enthusiasm. She
has a -2 penalty on any skill check that requires patience and/
or fine motor skills. She has a +2 bonus on Persuasion and
Performance checks.
On a 2: The character is depressed today, lost in her thoughts
and some actions are a struggle. She has a -2 penalty on all
Charisma skill checks and a +2 on Dexterity (Stealth) checks if
moving at half speed (or lower).
89-91 The character develops a quirk, The player and the DM work together to develop a unique
habit, or pervasive tic. quirk/tic/habit for the character. The effect is largely for role-
playing but could come into play during times of stress.
92-94 The character seems to be no There are no noticeable effects on the character.
worse for her experiences.
95-98 The character sees danger in Persistent effect: The character has a +2 bonus to Initiative
every shadow and thinks people checks and a -2 penalty to Insight checks. If the character fails
are plotting against her in every an Insight check she believes that the object of the check has a
interaction. nefarious motive and is plotting against her.
98-100 The character is a frenetic and Persistent effect: The character has a +5’ bonus to her
chattering bundle of energy at movement. The character makes any saves/checks for exhaustion
all times. at Disadvantage.
131
A ppendix A: O ptional S anity R ules
DC = 8 + spell level *If the tome does not contain spells the DC is 12
for a rare item, 14 for very rare, 16 for legendary,
For example, Dexter casts Phantasmal Killer and 18 for an artifact
against Gor-Og. Gor-Og fails his save and takes 31
psychic damage. After the damage is dealt Gor-Og Unspeakable Horrors
must make a Sanity check (DC 12) to see if he loses
Sanity and is affected by transient madness. The Aberrations and fiends by their very nature can
following round Gor-Og fails his save against the crack the protective walls around a character’s
spell again but only takes 18 points of damage, and mind. Creatures of either of these types may
132
W hat I ncites a S anity C heck ?
induce a Sanity check at the DM’s discretion. 13). Immediately upon spying the fiend she must
The sight of a creature whose CR exceeds the make a Sanity check. The DC for the check is 11
character’s level by 3 or more always provokes a [8 + (rakshasa’s CR of 13 – Kairon’s level of 10)].
Sanity check. Kairon’s current Sanity score is 14. She rolls a 10
and adds her Sanity score modifier for a final roll of
DC = 8 + [creature CR – the 12; she succeeds at her Sanity check.
character’s level]
Mind-Numbing Terror
A berrations
• Gibbering Mouther (CR: 2, MM pg. 157) The activation of the hindbrain due to extreme
• Chuul (CR: 4, MM pg. 40) terror often causes an immediate effect on a
• Otyugh (CR: 5, MM pg. 248) character’s psyche. Few things incite that terror
• Cloaker (CR: 8, MM pg. 41) more than the sight of legions of undead razing
• Aboleth (CR: 10, MM pg. 13) everything in their path. An encounter in which
the characters are outnumbered by at least 5 to
F iends 1 induces a Sanity check.
• Lemure (CR: 0, MM pg. 76)
• Dretch (CR: ¼, MM pg. 57) DC = 8 + [Encounter CR* – the
• Imp (CR: 1, MM pg. 76) character’s level]*
• Quasit (CR:1, MM pg. 63)
• Bearded Devil (CR: 3; MM pg. 70) *For a horde of creatures use this table to determine
• Hell Hound (CR: 3, MM pg. 182) the CR of the encounter:
• Nightmare (CR: 3, MM pg. 235)
• Incubus (CR: 4, MM pg. 285) CR of the Creatures in the Horde
• Succubus (CR: 4, MM pg. 285) Number of Creatures Multiplier
• Barbed Devil (CR: 5, MM pg. 70)
• Night Hag (CR: 5, MM pg. 178) 1 x1
• Vrock (CR: 6, MM pg. 64) 2 x1.5
• Chain Devil (CR: 8, MM pg. 72)
3–6 x2
• Hezrou (CR: 8, MM pg. 60)
• Bone Devil (CR: 9, MM pg. 71) 7–10 x2.5
• Glabrezu (CR: 9, MM pg. 58) 11–14 x3
• Horned Devil (CR: 11, MM pg. 74)
15+ x4
• Erinyes (CR: 12, MM pg. 73)
• Nalfeshnee (CR: 13, MM pg. 62)
• Rakshasa (CR: 13, MM pg. 257) For example, Griswald (Rogue, 2nd level)
• Ice Devil (CR: 14, MM pg. 75) encounters a roving pack of 10 ghasts (CR 2). The
• Marilith (CR: 16, MM pg. 61) effective CR of the encounter is 5 (CR x 2.5) and the
• Balor (CR: 19, MM pg. 55) DC of the Sanity check is 11. Griswald must make a
• Pit Fiend (CR: 20, MM pg. 77) Sanity check. He rolls a 4, applies his modifier of +3,
and fails the check. The sight of the ghasts unhinges
For example, Kairon, (Fighter, 10th level) his mind. He loses sanity and must roll on the
comes face to face to with her first rakshasa (CR transient madness table.
133
A ppendix A: O ptional S anity R ules
DC = 8 + [creature CR – the
character’s level]
Character Death
Any character that fails their 3rd death save and
is subsequently brought back to life through
whatever means are available to her allies loses 1
Sanity point. This point cannot be restored by
any means short of a wish. If this change causes
the character’s Sanity to be ½ or ¼ of her max
Sanity she rolls on the long-term or indefinite
madness table respectively.
134
G etting B etter
135
A ppendix A: O ptional S anity R ules
136
S anity C heat S heet
137
Appendix B: Items of Interest
Beiwe’s Pendant
Wondrous item, very rare (requires attunement)
The wearer of this white gold pendant gains proficiency in Sanity saves and
a +1 bonus on all Sanity checks. Alternatively, the wearer gains proficiency
in Charisma saves and a +1 bonus to Charisma checks.
138
Cerebri Mimos Effects
d12 Effect
1 The infusion causes you to sweat profusely with no other apparent effect.
2 You immediately enter a mindless rage. All melee attacks are made with advantage and you have a
+2 bonus to damage with melee weapons. All thoughts of defense are discarded and attacks against
you have advantage.
3 Your psyche has changed to something alien. You have advantage on saves against spells from the
enchantment school of magic.
4 Your metabolism is boosted to supernatural levels. Your speed is doubled, you have advantage on
Dexterity saves, and you gain 1 additional attack per round.
5 Your body is continually fortified. At the beginning of your turn you gain 1d8 temporary hit points.
6 Your muscles seize up and become leaden. Your speed is halved and you are no longer able to make
reactions.
7 The infusion renders you unconscious.
8 Your Strength is increased by 4 and your Dexterity decreases by 2 as your muscles strengthen faster
than your body is able to fully adjust to.
9 You dissociate yourself from reality and are immune to fear effects and the frightened condition.
10 You are wracked with unimaginable pain from a migraine and are stunned.
11 You gain vulnerability to slashing weapons due to thinning of your blood.
12 Roll twice, ignoring subsequent rolls of 12.
Essence of Somnolence
(aka Hypnos)
Potion, uncommon
139
A ppendix B: I tems of I nterest
Juxta Personalis
Wondrous device, very rare
The juxta personalis is the creation of Dr. Orson Renwick and he considers
it his biggest success. Its use within the facility is an open secret amongst
the staff. The device is a highly polished box of dark hardwood with no
ornamentation and no apparent means of opening it. It is a handspan
tall, twice that in length, and as deep as it is tall. Two copper hilts
protrude from one front of the box and a length of thin chain emerges
from the opposite side. This chain is connected to a masterly crafted
leather helmet. The interior of the helmet is lined with precisely placed
runes of gold.
To activate the device, one grasps the hilts and casts shocking
grasp into the box (no attack roll is necessary). The electrical
current is carried into the box through the attached
chains, and directed by the specially made helmet to
specific points in the subject’s brain. The wearer of the
helmet attempts a Constitution save using the caster’s
spell save DC. On a success, she takes no damage and
rolls on the table below. On a failure the subject takes full
damage and is incapacitated for 1d4 minutes.
140
M adness S crolls
Madness Scrolls
Scroll, very rare
141
A ppendix B: I tems of I nterest
Prosper’s Camisole
Wondrous device, uncommon
142
R evel ans M alum
Revelans Malum
Wondrous item, very rare
143
Appendix C: Persons of Interest
Alienist, Staff Actions
Medium humanoid (any race), any alignment
Club. Melee Weapon Attack: +3 to hit, reach 5
Armor Class 10 (natural armor) ft., one target. Hit: 3 (1d4 + 1) bludgeoning
Hit Points 28 (8d6) damage.
Speed 30 ft.
Reactions
STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 14 (+2) 12 (+1) 12 (+1) Code Red (1/day). In response to an attack,
an alienist may summon 1d4 orderlies (see
Sanity (optional) 16 (+3) Appendix C, page 173) and 1d2 staff alienists
to her aid. If 4 orderlies and 2 staff alienists are
Skills Insight +3, Intimidation +3, Medicine +4, summoned, Dr. Renwick (see Appendix C, page
Perception +3 177) is also summoned. All summoned NPCs
Senses passive Perception 13 appear at the beginning of the next round.
Languages Common and any one language
Challenge 1/4 (50 XP) Staff alienists are responsible for the treatment
and well-being of the patients at Lamp’s Light.
Didactic Training. Medicine is an Intelligence These men and women come from all races
based skill for a staff alienist. and tend to be aloof, analytical, and egocentric.
They are all slightly in awe of Administrator
Spellcasting. A staff alienist is a 1st-level Rose, and universally defer to Dr. Orson
spellcaster. Its spellcasting ability is Intelligence Renwick, their chief of staff, of whom they are
(spell save DC 12, +4 to hit). The staff alienist terrified.
can cast the following spells:
At will: mending, message, shocking grasp
144
145
A ppendix C: P ersons of I nterest
146
B orden , A gatha D r .
147
A ppendix C: P ersons of I nterest
Scythe. Melee Weapon Attack: +6 to hit, reach 10 • Increase Armor Class by +2.
ft., one target. Hit: 9 (2d4 + 4) slashing damage. • Increase Constitution by 3 (and hit points by
+16).
Shortly after opening the sanitarium Lucien • Add damage resistance to slashing and
Prosper was called by the local constabulary to piercing from non-magical weapons.
subdue a rampaging creature that was destroying • Gneigel’s scythe is a +2 weapon.
a nearby business in a blind rage. With great
effort, Prosper calmed the creature and, being
fascinated with its unique nature, invited the
sentient construct to make Lamp’s Light its
home. The creature’s memories of its creation
and name were lost to it. Dr. Renwick suggested
that the construct give itself a name to celebrate
148
G neigel
149
A ppendix C: P ersons of I nterest
Armor Class 9
Hit Points 65 (10d8 + 20)
Speed 25 ft.
150
H ahn , Q uintus D r .
In the wee hours of the night, a lone figure, For the DM: Dr. Hahn’s ego will not allow
limping and relying heavily on his cane, can be him to admit that there is a case he cannot solve,
found caring for the patients of Lamp’s Light or a patient he cannot cure. In Lamp’s Light he
after all others have gone home. There is a slight has found an institution with an endless stream
droop pulling his left eye down, his hair is in of such challenges. There are several patients
dire need of a wash and comb, and his scraggly that have piqued Hahn’s interest recently,
beard does little to hide the pockmarks on his notably Nyfuir, Bok, and Dr. Todd.
face. Hahn has been content to observe, and has
Dr. Quintus Hahn, more commonly known not yet taken an active role in their treatments.
simply as the nocturnist, prowls the hallways of But he keeps abreast of their activities and
the sanitarium every evening consulting on the goings on, biding his time until their inevitable
most challenging patients, giving esoteric advice, psychotic break.
and taking an active hand in the care of patients His observations and theories on Bok’s
that the other alienists cannot get a grip on. He condition have brought him to Administrator
has an uncanny knack for appearing suddenly Rose’s attention; Rose’s patron has taken a keen
when he’s needed, leaving just as quickly when interest in this hyperintelligent, damaged man.
his duty is done, the soft tap of his cane on the
floor and shuffle of a dragging foot receding
down the corridor.
When he deigns to speak to others his
conversations tend towards barking, expletive-
laden orders in a brogue so heavy as to be
nearly incomprehensible. The strength of his
accent is only matched by the abrasiveness of
his manners, and complete lack of concern for
social mores.
Despite his obvious shortcomings Dr. Hahn
is brilliant, and never turns away an interesting
case. He provides his own unique brand of
aid — strange protocols, esoteric advice, and
seemingly meaningless procedures — to any
who need it. The questioning looks of onlookers
turn to confusion and then awe as the patient
settles down, stabilizes, and against all odds
gets better. Dr. Hahn’s reputation for results is
second only to Dr. Renwick’s, and the two men
view one another with extreme contempt.
151
A ppendix C: P ersons of I nterest
152
H’ awouahoua , T he
The H’awouahoua is a monstrous devil with the For the DM: In combat, the H’awouahoua
tail of a scorpion, one leg from a donkey, one leg will first cast hold person or use its lobster claw
from a panther, the claw of a lobster as a right attack to restrain a creature so that its Aura of
hand, the hand of a monkey for a left hand, Revulsion can drive it insane. Once a character’s
the chest of a turtle, the horns of a mountain Sanity is low enough for the H’awouahoua to
goat, the face of an ape, and eyes of hellfire. Its use its multiattack, it immediately attempts to
long, dangling hair is made of writhing snakes. tear that creature apart and devour it to satisfy
Its long coat is patched from the clothing of its mad hunger.
children and lunatics that the H’awouahoua has When the H’awouahoua dies, its body does
devoured. The devil can offer its most devout not remain in our world. Instead, it is devoured
servants eternal life, so long as they are willing by hungry shadows that drag it back into the
to drink the blood of children and lunatics, and abyss, where it is imprisoned until the next time
never allow their loyalty to the H’awouahoua to it manages to break free. The current region of
waver. the material plane is immediately freed from
The H’awouahoua is a very manipulative the H’awouahoua’s nightmares and psychic
devil, but its machinations are for the simplest manipulations.
of motivations: hunger. The devil has an
insatiable appetite, and one that can only
be tempered for a few minutes at a time
by the flesh of children or madmen. When
the H’awouahoua’s body is killed, its soul is
imprisoned in a shadowy realm in the abyss,
where it is cut off from its food source. While
imprisoned thus, the devil goes mad, and
desperately seeks humanoids to turn to its
service, so that they may return to the material
plane and feed. Because of its preferred prey, the
H’awouahoua most often strikes bargains with
nurses, unhappy mothers, asylum doctors, and
alienists.
153
A ppendix C: P ersons of I nterest
Hergus, Rolund lead him to virtually any room and area of the
Medium humanoid (human), chaotic good(ish) facility.
By all accounts Rolund is enjoying his stay at
Armor Class 10 (natural armor) Lamp’s Light tremendously, and sees no reason
Hit Points 4 (1d8) to leave. The patients are interesting, the staff
Speed 30 ft. attentive to his needs, and he wants for nothing.
He’s learned quickly who to avoid — namely
STR DEX CON INT WIS CHA the lunatic with an “11” on his shirt — and has
10 (+0) 10 (+0) 10 (+0) 9 (-1) 10 (+0) 14 (+2) built quite a network of friends on the outside
from the patients that stay only transiently.
Sanity (optional) 12 (+1)
Insanity Rolund is a narcissist and quickly gets For the DM: Rolund is thoroughly enjoying
bored of any situation that does not directly his stay at Lamp’s Light. When discovered by
involve him. He will insert himself, often the watch he had narrowly escaped discovery
foolhardily, into any activity (including by the spouse of a noble that he’d had a tryst
combat) if he feels left out. with. In his time at Lamp’s Light Rolund has
cultivated relationships with patients and staff.
Skills Deception +4, Seduce +4 He has no interest in being “cured” or ending
Senses passive Perception 10 his furlough in the sanitarium. For their part the
Languages Common folks of Lamp’s Light aren’t in any hurry for him
Challenge 0 (10 XP) to leave either.
154
H ergus , R olund
155
A ppendix C: P ersons of I nterest
156
J aphi
157
A ppendix C: P ersons of I nterest
Keller, Otto
Medium human, neutral good
158
K eller , O tto
“There’s so much power in stories, mister. den of vipers. Despite being treated as less than
The sorta power that can soften the most stony heart, human until he left the circus in search for a
silence the most wicked storm. The sorta power that better life, Otto never gave in to the meanness
can make even the smallest man act brave, no matter of the world around him. He truly has an
how scared they might feel down in their gut.” impregnable heart of gold.
— Otto Keller Otto is also far from what his timid and
ungainly appearance would suggest. He comes
Otto looks young for his age, partially due to from another world entirely, where he and his
his short height and medical condition. He is theatrical troupe escaped a hell called Carcosa
a hunchback, suffering from relatively severe and dared to face Hastur, the King in Yellow.
kyphosis. When painful bouts of his condition They managed to thwart the eldritch God’s
strike, his boyish face twists with perpetual mad machinations, and Otto escaped the
discomfort. He has become so used to the sudden encounter with both his life and his soul intact.
pain that he is mostly unaware of it when it occurs. Furthermore, his experiences in Carcosa have
Since tailors rarely make clothes for one such as he, gifted him a deep connection to the occult
Otto is almost always seen wearing a dingy brown and magic. His harrowing adventures have
coverall, oversized for easier mobility with his transformed him from a fearful victim into a
hump, with a tool-belt hanging from his hip. brave man willing to sacrifice himself for others.
Otto has served as the janitor and handyman More recently, a string of recurring
for Lamp’s Light for only the past few months. nightmares has led Otto to believe the King
He speaks little of his own past, other than to in Yellow has captured his mother and is
say that he has seen much cruelty in his life. His tormenting her as an act of revenge. The
quiet nature and deformity make most of the hunchback used the magic he has studied to
staff overlook him, and so Otto wanders the move through worlds, in hopes that he may find
facility with little restriction. He often enters the sanitarium that plagues his nightmares. This
patients’ rooms or common areas and attempts to foolhardy search brought him several months
cheer them up with a gentle voice, encouraging ago to Lamp’s Light. He has become drawn into
words, juggling tricks, and fantastic stories of far- the grim mysteries there, and is actively engaged
off realms passed down to him by his mother. in uncovering Lamp Light’s darkest secrets so
that he may help put a stop to its lurking evils.
For the DM: Otto grew up in The Flying Unfortunately for Otto, his closest friend at
Horvaths’ World Famous Show, a grimy circus Lamp’s Light, Administrator Florence Rose, is not
where he was treated very poorly at the hands at all who she appears. Soon, it is very likely that
of his fellow circus performers for being a he will stick his nose where it doesn’t belong, and
hunchback. His father protected him as well as may be caught in a dangerous trap set by Florence.
he could, until he was eaten by a lion in a grisly Though Otto is strong, clever, and a capable
accident. His mother was kind and doting, but spellcaster in his own right, his naive and trusting
became afflicted with dementia at a young age, nature may prove to be the end of him. Unless he
causing her to often forget who Otto was and finds another ally within the sanitarium, his string
act with a disturbing viciousness. of good luck as a would-be hero may soon run out.
When he was still a teenager, Otto’s mother
vanished mysteriously in the middle of the
night, leaving him alone to fend for himself in a
159
A ppendix C: P ersons of I nterest
Lowbrow, Milo
Small humanoid (halfling ), chaotic neutral
160
L owbrow , M ilo
161
A ppendix C: P ersons of I nterest
Meri
Medium humanoid (half-elf), lawful neutral
Armor Class 11
Hit Points 4 (1d8)
Speed 30 ft.
Actions
Club. Melee Weapon Attack: +1 to hit, reach 5 His recent demise has left deep emotional
ft., one target. Hit: 1 (1d4 - 1) bludgeoning scars on the woman. She has found solace,
damage. purpose, and a sense of peace in her role at
the sanitarium and each day is a personal
Every visitor to Lamp’s Light Sanitarium, be dedication to the memory of her benefactor.
they patient, family, alienist, staff, or other, is There is nothing more important to Meri than
greeted by the smiling face of Meri. To many the reputation of Lamp’s Light and its deceased
visitors, Meri is as integral a member of Lamp’s founder. Nothing.
Light as Dr. Renwick or Administrator Rose.
Meri’s story began two score years ago, For the DM: Meri is Lucien Prosper’s child,
when she was left on the asylum’s stoop. In a fact that he recognized as soon as he saw her.
and of itself this is not a particularly unusual Master Prosper took this secret to his grave, but
or remarkable thing. The folk nearby know should it ever be revealed to her she will become
that children without parents often show up at obsessed with uncovering all of the details of
the sanitarium, and in time are found homes his death. When that mystery is solved, she will
through Master Proper’s many connections. doggedly pursue ownership of Lamp’s Light as
What was remarkable is that Meri never left. her birthright. This investigative line of inquiry
Master Prosper took an immediate and intense could expose the machinations of Dr. Renwick,
shine to the child, and she’s been a ward of Administrator Rose, and others. She will need
Lamp’s Light ever since. powerful allies and cunning to claim the asylum.
162
M iel ace , E d “D avid ”
Mielace, Ed “David”
163
A ppendix C: P ersons of I nterest
STR DEX CON INT WIS CHA Of Two Minds. Ed’s binary nature gives him
11 (+0) 12 (+1) 12 (+1) 15 (+2) 15 (+2) 14 (+2) advantage on saving throws against being
charmed or frightened.
Sanity (optional) 12 (+1)
Insanity Ed’s psychosis prevents him from Transmogrify. As an action Ed loses control of
realizing that he and David occupy the same his body, and David emerges from the depths
body. Ed believes that David is his prodigal of his psyche. Ed cannot willingly initiate
brother, and black sheep of the family. Ed is this transformation due to his insanity. The
able to remember David’s actions, but only transformation occurs when triggered by his
as if he were witnessing them as a bystander. insanity, when Ed is in extraordinary danger, or
Attempts to “cure” Ed, or force him to accept when Ed is reduced to zero hit points. In the
his dual nature, result in his transformation latter instance, he immediately regains all lost
into his alter ego. hit points upon assuming the role of David.
164
M iel ace , E d “D avid ”
STR DEX CON INT WIS CHA Multiattack. David makes three attacks per
20 (+5) 14 (+2) 18 (+4) 15 (+2) 8 (-1) 10 (+0) round.
Sanity (optional) 7 (-2) Pummel. Melee Attack: +10 to hit, reach 5 ft.,
Insanity Even were he interested in doing so, one target. Hit: 12 (1d10 + 7) bludgeoning
David is unable to rein in his baser, more damage. When a target is struck by David’s
bestial urges. He is a being completely driven pummel attack two or more times in one turn,
by his id, attacking everything and everyone he may use his bonus action to wrap his meaty
with gusto. Still, he is not a mindless beast, arms around a Large or smaller target, crushing
and uses his intelligence to maximize the them for 9 (2d6 + 2) bludgeoning damage and
havoc and carnage he can inflict. stunning them until the end of their next turn.
165
A ppendix C: P ersons of I nterest
Myttong, Jon (aka Mad Jak) “There is wisdom in wine and freedom in
Medium humanoid (human), chaotic neutral beer! Come my friends, join me in a journey of
debauched discovery!!!!”
Armor Class 9 — Mad Jak
Hit Points 19 (3d8 + 6)
Speed 30 ft. Jon Myttong is the third son of a minor noble
in a nearby province. Neither the eldest nor
STR DEX CON INT WIS CHA the youngest, Jon spent much of his childhood
17 (+3) 9 (-1) 15 (+2) 11 (+0) 9 (-1) 15 (+2) overlooked and ignored. That all changed when,
at his eldest brother’s wedding, he discovered
Sanity (optional) 6 (-2) wine for the first time, and in its inhibition-
Insanity Jon is an alcoholic. If Jon is not under abolishing grasp became the euphoric, manic,
the effects of alcohol, he has a -1 penalty and vivacious person he’d always wanted to be:
on all skill checks until he is. The penalty Mad Jak. The laughs and attention he earned
increases to -2 after 3 hours, and becomes with his shenanigans ensured that the evening’s
disadvantage after 6 continuous hours of debauchery was the first of many; such was the
sobriety. birth of Mad Jak.
Jon Myttong, conversely, is a sober, sullen,
Skills Deception +6, Persuasion +6 and quiet man. Introspective and brooding,
Senses passive Perception 9 he virtually disappears in any room he is in —
Languages Common quite a feat considering his imposing physicality.
Challenge 0 (10 XP) His demeanor, when combined with his physical
presence, ensure that few disturb him. Despite
Water Into Wine (2/day). Jon can procure this he has developed a friendship of sorts with
sufficient alcohol to inebriate himself Nyfuir. The two can often be found together,
by succeeding on an opposed Charisma seemingly oblivious to the outside word.
(Deception) check against any orderly, alienist, Mad Jak, the drunken poet, philosopher,
or Lamp’s Light staff member observing him. and orator, can only be described as manically
intense in his attentions and activities. His stern
Actions countenance is softened by frequent smiles
and infectious laughs. Jak is the happiest, most
Slam. Melee Weapon Attack: +1 to hit, reach 5 vivacious, and personable drunk you will ever
ft., one target. Hit: 1 bludgeoning damage. meet, the opposite of Jon by every measure. Jak
is friend to all, and has never met a stranger.
166
M yttong , J on ( aka M ad J ak )
167
A ppendix C: P ersons of I nterest
Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30 ft.
Sanity (optional) 0
Insanity Bok is a sociopath and instinctually
responds to problems with violence. When
he is unable to suppress his sociopathic
tendencies, he has a -2 penalty to Persuasion/
Deception checks and a +2 bonus to
Intimidation checks. (These bonuses and
penalties are not included in the stats below).
168
T he G rey M an
For the DM: Patient #11 is the current alias Evasion. If he is subjected to an effect that
for Bok Nantanye. Bok lived in ghettos making allows him to make a Dexterity saving throw
a meager living as a merchant and tinkerer. to take only half damage, he instead takes no
On the evening of All Hallows Eve his form damage if he succeeds on the saving throw, and
was occupied by an alien intelligence and the only half damage if he fails.
Grey Man emerged. For the next three nights
the Grey Man terrorized the denizens of slums. Sneak Attack (1/turn). The Grey Man deals
The intelligence released its grip on Bok on the an extra 10 (3d6) damage when he hits a target
final night, its thirst for violence slaked by the with a weapon attack and has advantage on the
11 victims left in its wake. The entity stirs again attack roll, or when the target is within 5 feet of
within Bok as Florence Rose coaxes it from the an ally that isn’t incapacitated (and he does not
recesses of his mind. have disadvantage on the attack roll).
Sanity (optional) 0
Insanity The Grey Man is a sociopath and
instinctually responds to problems with
violence. He has a -2 penalty to Persuasion/
Deception checks and a +2 bonus to
intimidation checks. (These bonuses and
penalties are included in the stats below.)
169
A ppendix C: P ersons of I nterest
Skills Stealth +7
Damage Resistances necrotic, psychic
Damage Immunities bludgeoning, piercing,
and slashing from non-magical weapons that
are not silvered
Condition Immunities exhaustion, frightened,
poisoned, stunned
Senses blindsight 30 ft., passive Perception 11
Languages Aklo
Challenge 3 (700 XP)
Actions
Consume Will. Melee Weapon Attack: +7 to “There came to that room wild streams of
hit, reach 0 ft., one target. Hit: The target must violet midnight glittering with dust of gold; vortices
succeed on a DC 12 Charisma saving throw or of dust and fire.”
lose 1d4 points of Charisma. This save must — H.P. Lovecraft
be repeated every 6 hours. When the target has
lost a total of 8 or more points of Charisma For reasons unknown, the extraplanar parasites
she falls into a fugue state and is effectively known as the nimbus are drawn to areas of
incapacitated. When the target’s Charisma is great mental chaos and despair. The creatures
reduced to 3 or less, she must make a DC 14 are especially fond of the minds of maniacs.
Charisma save or be reduced to 0 hit points as Once an appropriate host is found these
she commits suicide. Lost Charisma points are invisible creatures attach their corpuscular body
regained at a rate of 1d4 per long rest. to the base of its neck and extrude ethereal
tentacles into the creature’s mind. The nimbus
Incite Riot (1/day). The nimbus emits a then feeds upon the psyche until satiated.
psychic scream that overwhelms the personas of When ready to find a new victim, the nimbus
anyone nearby. Those suffering from insanity emits a psychic pulse compelling its host to
are especially vulnerable. All creatures within commit suicide, which allows the nimbus to
30 feet must make a DC 12 Sanity check or free itself more easily.
170
N yfuir
Nyfuir Reactions
Medium humanoid (human), chaotic neutral
Share Nightmare (Recharge 6). In response to
Armor Class 12 being damaged Nyfuir can psychically invade
Hit Points 88 (16d8 + 16) the minds of creatures within a 30-foot radius,
Speed 30 ft. forcing them to make a DC 15 Charisma
saving throw. On a failed save, a creature takes
STR DEX CON INT WIS CHA 27 (6d6) psychic damage and is stunned and
8 (-1) 15 (+2) 11 (+0) 13 (+1) 14 (+2) 18 (+4) frightened until the end of their next turn. On
a successful save, the creature takes half as much
Sanity (optional) 5 (-3) damage, and is unaffected by the conditions.
Insanity Nyfuir cannot easily tell reality from
the hallucinations that constantly bombard
her. These hallucinations are often due to her
psychic link with Chem, but may manifest
at any time and in any manner. Nyfuir
has a -2 penalty to Wisdom (Insight) and
Wisdom (Perception) checks (taken into
account below). Additionally, she attacks at
disadvantage on the first round of any battle
as she struggles to discern what is real from
what is not.
Actions
171
A ppendix C: P ersons of I nterest
Nyfuir’s earliest memory is of shivering, hungry continuous stream of depravity, slowly eroding
and cold, in her root cellar, as she hid from an what little mental strength she has remaining.
invading horde of raiders. The screams of her During lucid periods, Nyfuir can articulate
friends, family, and neighbors penetrated her her past, her punishment, and the diseased bond
basement hiding place, and yet she kept silent that she shares with her former familiar. Sadly,
throughout it all, fear and self-preservation these periods are infrequent. Most days are spent
winning out over any thoughts she may have as a silent, helpless witness to the cankerous
had of running. Nowhere to go, Nyfuir used profanity of Chem’s existence, a small scream, a
the howls of pain to mask her excavation of the tear, or a string of mumbled words the only clue
earthen floor. The torture lasted for days, time outsiders have to the horrors she’s witnessing.
enough for the tunnel to grow to sufficient size
to engulf her with its dark embrace. For the DM: Nyfuir’s mind has been fractured
While in this dark and cramped tomb of her almost beyond repair. What she wants more
own creation, Nyfuir begged and prayed for than anything is for another patron to fill the
deliverance. Finally, a voice answered her. It was cavernous hole within her psyche, and to feel
this day that Nyfuir became a warlock, swearing the comforting closeness of that symbiotic
fealty to a fiendish patron in return for the relationship. Whomever, or whatever, extends
power to smite her enemies, and the services of an offer of patronage is sure to be accepted.
a rakish imp familiar called Chem. In doing she will regain much of her lost
Despite her thirst for vengeance, Nyfuir’s powers. The patron will gain an unwavering
heart never hardened to the savage violence she zealot to its cause. Nyfuir’s psychosis will shift
witnessed in her lord’s service. With the death to justify any action, no matter how abhorrent,
of each raider she grew more disenfranchised and she will be an eager puppet to be directed as
with her patron and the vengeful path she’d set it sees fit.
herself on. Her doubts crystallized into defiance
when she was charged by her patron with the
murder of a coterie of clerics from a rival faith.
Nyfuir tracked the clerics to their home, set
it ablaze to flush them out, and in a flash of
insight realized that she’d become the very image
of the invaders that stole her family years before.
Shaken by the revelation, Nyfuir rebelled against
the will of her patron.
No good deed goes unpunished, and in a fit
of hellish rage her patron violently withdrew
the gifts he’d bestowed upon her. Next, Chem
disappeared in wisp of sulfurous smoke. In the
wake of the sudden violation, Nyfuir regressed
to the trapped, powerless child she’d once been.
Her master’s cruelty wasn’t satisfied with
merely neutering her, and to this day she
maintains a psychic link to Chem. The imp’s
malicious, craven deeds are relayed to her in a
172
O rderly
Orderly Reactions
Medium humanoid (any race), any alignment
Call for Reinforcements (1/day). In response to
Armor Class 11 an attack an orderly may summon 1d4 orderlies
Hit Points 11 (2d8 + 2) to her aid. All summoned orderlies appear at the
Speed 30 ft. beginning of the next round.
STR DEX CON INT WIS CHA Not known for their personalities or intelligence,
13 (+1) 12 (+1) 12 (+1) 9 (-1) 10 (+0) 8 (-1) these bulky men and women in pristine white
uniforms instill order through the liberal
Sanity (optional) 8 (-1) application of force. Orderlies are the ubiquitous
staff of the asylum responsible for a wide range
Skills Athletics +3, Insight +2, Perception +2 of duties, and can be found in all areas of the
Senses passive Perception 12 facility. They are ever-vigilant and promptly
Languages Common respond to calls for assistance from Lamp’s
Challenge 1/8 (25 XP) Light staff. If needed there are always 1d4
orderlies within earshot of the staff alienists (see
Grappler. The orderly has advantage on attack Appendix C, page 144).
rolls against a creature it is grappling.
For High Level Games: The following
Actions changes can be made to increase the challenge
presented by the orderlies.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage. • Double their hit points.
• Give them a second attack per round.
Pin. The orderly may use its action to try to pin • Increase Strength by 1.
a creature it has successfully grappled. To do so, • Increase Call for Reinforcements to 3/day.
the orderly must make another grapple check,
and if the orderly succeeds both the orderly and
the creature are restrained until the grapple ends.
173
A ppendix C: P ersons of I nterest
Patient Actions
Medium humanoid (any race), any alignment
Slam. Melee Weapon Attack: +1 to hit, reach 5
Armor Class 10 (natural armor) ft., one target. Hit: 1 bludgeoning damage.
Hit Points 4 (1d8)
Speed 30 ft. As varied as the faces in a crowd, any sentient
being can be a patient at Lamp’s Light. Humans,
STR DEX CON INT WIS CHA elves, gnomes, and the occasional dwarf
9 (-1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 8 (-1) have graced its halls. Patients from all social
and economic stations are found within the
Sanity (optional) variable 1d4 - 1 sanitarium. Non-violent patients intermingle
Insanity Most patients show signs of some form regardless of their lot in life outside of the
of insanity (see Appendix A, page 123). asylum, and spend considerable time with one
another.
Senses passive Perception 10
Languages Common
Challenge 0 (10 XP)
174
P eeper
Peeper
Small aberration, neutral evil
175
A ppendix C: P ersons of I nterest
Mimicry. The peeper can mimic simple sounds A peeper is the psychic manifestation of a
of speech it has heard, in any language. A singular obsessive thought, empowered by the
creature that hears the sounds can tell they are reality-altering power of the H’awouahoua.
imitations with a successful DC 11 Wisdom When a character is near a location that the
(Insight) check. H’awouahoua hopes to use as a doorway from
its shadowy realm into the physical world, they
Actions may find their mind drifting towards obsessions.
When their thoughts linger too long on a
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., gripping idea, a peeper is created, resembling
one target. Hit: 6 (1d8+2) piercing damage. a small beholder with a single central eye, and
six fleshy tentacles each ending in a humanoid
Eye Rays. The peeper shoots two of the mouth. If one stares into the peeper’s eye, they
following magical eye rays at random (reroll will see reflected in it the obsessive thought that
duplicates), choosing one or two targets it can birthed the aberrant creature.
see within 60 feet of it. Peepers invade the dreams of those who
Confusion Ray. The targeted creature must sleep near the place where they were created.
succeed on a DC 11 Wisdom saving throw or be While in a dream, a peeper may even attempt to
confused until the start of the peeper’s next turn. interact with the dreamer by mimicking voices
Nightmare Ray. The targeted creature must that the dreamer knows. The peeper is obsessed
succeed on a DC 11 Charisma saving throw with watching dreams, and sustains itself from
or take 11 (2d10) psychic damage and have the psychic energy of a dreamer’s emotions.
disadvantage on attack rolls and ability checks The peeper will only attack the dreamer should
until the start of the peeper’s next turn. the dreamer become aware of it, or attempt to
Paralyzing Ray. The targeted creature must escape their dream before it’s meant to end.
succeed on a DC 11 Constitution saving throw
or be paralyzed for 1 minute. The target can For the DM: Should a peeper kill a dreaming
repeat the saving throw at the end of each of its creature, the dreamer’s physical body goes into
turns, ending the effect on itself on a success. a catatonic state, while their mind is forever
Insanity Ray. The targeted creature must trapped in a loop of the same dream they
succeed on a DC 11 Sanity check or suffer from were having when they died. Only a greater
a short-term psychosis. restoration or a wish spell may end the dream
and wake the dreamer from their catatonic state.
176
R enwick , O rson D r .
Sanity (optional) 0
Insanity sociopath
177
A ppendix C: P ersons of I nterest
feared, and respected in equal parts by the staff For the DM: Dr. Renwick’s descent into
for his temper, sharp words, and brilliance. the person that he is now began with his
With the passing of Lucien Prosper, Dr. experiments upon himself with his inventions.
Renwick is the final remaining staff member As a young man he would not subject unwilling
from the asylum’s founding years ago. The man patients to his experiments with the juxta
that he once was has all but disappeared over personalis and resorted to using it on the only
the years and no one is quite sure exactly why. willing subject he could find: himself. It wasn’t
Dr. Renwick was markedly affected by the death long before the personality changes wrought
of his friend Lucien and his actions of late have by the device loosened his viewpoint enough
been driven by a pervasive sense of bitter anger. that he convinced himself that his experiments
Dr. Renwick is a brilliant man and is served the greater good and he began to
responsible for the treatment of the residents subject the patients of Lamp’s Light to his new
of Lamp’s Light. His breakthrough treatments treatments.
include the juxta personalis (see Appendix B, page
140), and cerebri mimos (see Appendix B, page
138) — also known as the spike.
178
R iot of L unatics
179
A ppendix C: P ersons of I nterest
180
R ose , F lorence
181
A ppendix C: P ersons of I nterest
182
R ose , F lorence
183
A ppendix C: P ersons of I nterest
Sleeping Phantasm
Medium undead humanoid, chaotic evil
STR DEX CON INT WIS CHA Figment. The phantasm can only exist in the
6 (-2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 14 (+2) dreams of humanoid creatures. It is incapable of
surviving in the prime material plane.
Sanity (optional) 13 (+1)
Insanity The phantasms cannot tell the Shapechanger. The phantasm can use its
difference between the nightmarish illusion action to polymorph into any creature that
they are mimicking and their own true the dreamer has seen. Other than its size and
otherworldly nature. When they are active speed, its statistics are the same in each form.
within a character’s dream, they exhibit no Any equipment it is wearing or carrying isn’t
self-awareness at all. transformed. Because the phantasm has no true
form of its own, it vanishes entirely if it dies.
Skills Stealth +2, Deception +6, Insight +1,
Perception +1, Persuasion +6 Actions
Senses passive Perception 11
Languages the languages spoken by the dreamer Identity Drain. Melee Weapon Attack: +4 to
Challenge ½ (100 XP) hit, reach 5 ft., one target. Hit: 7 (2d6) psychic
damage, and the target’s Charisma and Sanity
184
S leeping P hantasm
185
A ppendix C: P ersons of I nterest
Todd, Dr. Abby has convinced Dr. Todd that true evil
Medium humanoid (human), chaotic neutral infiltrates the teeth, and with every extraction
he is making the world a better place.
Armor Class 11 (14 with mage armor)
Hit Points 44 (8d8 + 8) Saving Throws Int +5, Wis +1
Speed 30 ft. Skills Deception +5, Persuasion +5, Medicine
+8, Sleight of Hand +3
STR DEX CON INT WIS CHA Senses passive Perception 12
12 (+1) 12 (+1) 13 (+1) 17 (+3) 8 (-1) 16 (+3) Languages Common, Elvish
Challenge 2 (1,800 XP)
Sanity (optional) 5 (-3)
Insanity. Dr. Todd suffers from frequent and Didactic Training. Medicine is an Intelligence
persistent hallucinations that take the form based skill for Dr. Todd.
of a molar the size of a small cat. Abby, the
molar, is in fact very real and a manifestation Spellcasting. Dr. Todd is a 4th-level spellcaster
of Nyarlathotep that only Dr. Todd can see. and his spellcasting ability is Charisma (spell
save DC 13, +5 to hit with spell attacks). He
regains expended spell slots after finishing a long
or short rest. He knows the following spells:
At will: message, shocking grasp, mage armor,
comprehend languages
1/day: compulsion
1st–2nd level (two 2nd level slots): charm
person, disguise self, hold person, sleep, suggestion
Actions
186
T odd , D r .
rounds before ending. This penalty can only be only place he knows of that may be able to free
reversed before the end of the duration by greater him from his servitude, Lamp’s Light Sanitarium.
restoration, regeneration, wish, or similar magic.
For the DM: Dr. Todd is able to present
A product of the prestigious Miskatonic himself as a rational, thoughtful, and
University School of Dental Sciences, Dr. Todd’s conscientious man for extended periods of
initial forays into the world of dentistry proved as time, and has successfully passed himself as a
fulfilling and lucrative as his father’s own practice member of the staff to patients and more than a
was. Forging his own path, he took to the roads, few visitors. The ruse is invariably foiled when
serving as a wandering dentist and oral surgeon. he is no longer able to control himself, and his
As personally — and financially — rewarding as newfound acquaintance is deemed in need of an
his calling was, Dr. Todd’s activities had drawn extraction.
the ire of an eremite witch. Todd’s ministrations Due to his skill with enchantments he is
inflicted a pain in her like none she had ever rarely at a loss for willing patients. He has a
before experienced. Despite successfully removing pouch in his possession at all times in which he
the molar that had plagued her for years, the collects the evil-infused teeth he has extracted. It
witch’s words became a garbled mess and her is filled to overflowing.
powers greatly reduced as a result. In her desire for
revenge, she marked him for the attentions of the
Outer Gods and other beings Beyond All Things.
Soon thereafter, a figure of the blackest night,
flowing and ever-changing of form, visited
the good doctor in his sleep. Each evening the
Crawling Chaos chipped away at his sanity.
Reminders of past failures and the horrific pain
he’d inflicted on others played out over and over
in his dreams, with he himself the victim of his
own ministrations.
He was able to resist, initially at least, by
reminding himself of the good he’d done, and
that many of these patients later recovered fully!
But not all did. And their distorted faces drove
him to the brink of madness.
A gibbering mess, Dr. Todd called out for
aid, and waiting in the inky folds of space
was Nyarlathotep. The Black Pharaoh readily
answered his pleas and, for the small price
of a pact of service, relieved Dr. Todd of the
nightmares it had visited upon him.
And thus began Dr. Todd’s servitude to the
Crawling Chaos. Weary of his pact and the
duties it entails, he has checked himself into the
187
Appendix D: Maps
188
M ain H ouse — L evel 1
189
190
M ain H ouse — L evel 2
M ain H ouse — L evel 3
191
192
T he W est W ing
T he E ast W ing
193
194
T he B asement
Appendix E: Character Sheet
195
s
Lamp’s Light Sanitarium
NAME CLASS and LEVEL BACKGROUND RACE ALIGNMENT EXPERIENCE
APPEARANCE:—
i
CANTRIPS LEVEL 3 SPELLS _/_ LEVEL 6 SPELLS _/_
a
1
LEVEL SPELLS _/_ LEVEL 4 SPELLS _/_ LEVEL 7 SPELLS _/_
Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and text of the COPYRIGHT NOTICE of any Open Game Content You
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights are copying, modifying or distributing, and You must add the title, the
Reserved. copyright date, and the copyright holder’s name to the COPYRIGHT
1. Definitions: (a)”Contributors” means the copyright and/ NOTICE of any original Open Game Content you Distribute.
or trademark owners who have contributed Open Game Content; 7. Use of Product Identity: You agree not to Use any Product
(b)”Derivative Material” means copyrighted material including Identity, including as an indication as to compatibility, except as
derivative works and translations (including into other computer expressly licensed in another, independent Agreement with the owner
languages), potation, modification, correction, addition, extension, of each element of that Product Identity. You agree not to indicate
upgrade, improvement, compilation, abridgment or other form in which compatibility or co-adaptability with any Trademark or Registered
an existing work may be recast, transformed or adapted; (c) “Distribute” Trademark in conjunction with a work containing Open Game Content
means to reproduce, license, rent, lease, sell, broadcast, publicly display, except as expressly licensed in another, independent Agreement with
transmit or otherwise distribute; (d)”Open Game Content” means the owner of such Trademark or Registered Trademark. The use of any
the game mechanic and includes the methods, procedures, processes Product Identity in Open Game Content does not constitute a challenge
and routines to the extent such content does not embody the Product to the ownership of that Product Identity. The owner of any Product
Identity and is an enhancement over the prior art and any additional Identity used in Open Game Content shall retain all rights, title and
content clearly identified as Open Game Content by the Contributor, interest in and to that Product Identity.
and means any work covered by this License, including translations and 8. Identification: If you distribute Open Game Content You must
derivative works under copyright law, but specifically excludes Product clearly indicate which portions of the work that you are distributing are
Identity. (e) “Product Identity” means product and product line names, Open Game Content.
logos and identifying marks including trade dress; artifacts; creatures 9. Updating the License: Wizards or its designated Agents may
characters; stories, storylines, plots, thematic elements, dialogue, publish updated versions of this License. You may use any authorized
incidents, language, artwork, symbols, designs, depictions, likenesses, version of this License to copy, modify and distribute any Open Game
formats, poses, concepts, themes and graphic, photographic and other Content originally distributed under any version of this License.
visual or audio representations; names and descriptions of characters, 10. Copy of this License: You MUST include a copy of this License
spells, enchantments, personalities, teams, personas, likenesses and with every copy of the Open Game Content You Distribute.
special abilities; places, locations, environments, creatures, equipment, 11. Use of Contributor Credits: You may not market or advertise
magical or supernatural abilities or effects, logos, symbols, or graphic the Open Game Content using the name of any Contributor unless You
designs; and any other trademark or registered trademark clearly have written permission from the Contributor to do so.
identified as Product identity by the owner of the Product Identity, and 12. Inability to Comply: If it is impossible for You to comply with
which specifically excludes the Open Game Content; (f ) “Trademark” any of the terms of this License with respect to some or all of the Open
means the logos, names, mark, sign, motto, designs that are used by a Game Content due to statute, judicial order, or governmental regulation
Contributor to identify itself or its products or the associated products then You may not Use any Open Game Material so affected.
contributed to the Open Game License by the Contributor (g) “Use”, 13. Termination: This License will terminate automatically if You
“Used” or “Using” means to use, Distribute, copy, edit, format, fail to comply with all terms herein and fail to cure such breach within
modify, translate and otherwise create Derivative Material of Open 30 days of becoming aware of the breach. All sublicenses shall survive
Game Content. (h) “You” or “Your” means the licensee in terms of this the termination of this License.
agreement. 14. Reformation: If any provision of this License is held to be
2. The License: This License applies to any Open Game Content unenforceable, such provision shall be reformed only to the extent
that contains a notice indicating that the Open Game Content may only necessary to make it enforceable.
be Used under and in terms of this License. You must affix such a notice 15. COPYRIGHT NOTICE
to any Open Game Content that you Use. No terms may be added to or Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
subtracted from this License except as described by the License itself. No Inc.
other terms or conditions may be applied to any Open Game Content System Reference Document 5.1 Copyright 2016, Wizards of
distributed using this License. the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
3. Offer and Acceptance: By Using the Open Game Content You Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
indicate Your acceptance of the terms of this License. R. Cordell, Chris Sims, and Steve Townshend, based on original material
4. Grant and Consideration: In consideration for agreeing to use by E. Gary Gygax and Dave Arneson.
this License, the Contributors grant You a perpetual, worldwide, royalty- Lamp’s Light Sanitarium. Copyright 2019, Saturday Morning
free, nonexclusive license with the exact terms of this License to Use, the Scenarios; Author Matthew Corley.
Open Game Content. Midgard Worldbook. Copyright © 2018 Open Design LLC.
5. Representation of Authority to Contribute: If You are Authors: Wolfgang Baur, Dan Dillon, Richard Green, Jeff Grubb, Chris
contributing original material as Open Game Content, You represent Harris, Brian Suskind, and Jon Sawatsky.
that Your Contributions are Your original creation and/or You have Sandy Petersen’s Cthulhu Mythos. Copyright © 2018, Petersen
sufficient rights to grant the rights conveyed by this License. Games. Authors: Sandy Petersen, James Jacobs, Arthur Petersen, Ian
6. Notice of License Copyright: You must update the Starcher, David N. Ross Sandy
COPYRIGHT NOTICE portion of this License to include the exact
199