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OFFICIAL ADVENTURE SCENARIO

Halls of the Blood King


by Diogo Nogueira
First Floor

35
L
22 24A 24B 25
23
Seleana
L S
L Princess
26
Daemetrius
16
17
Servants
21
13
2nd 27
3 Floor
20
31 18
15
19
14
Living 12
Blood Guests
28
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards
5

4 4
Shadow Shadow
Hounds Hounds

1 2
Guards Gate Dark Vines
Second Floor

32
The Blood King 33

31
20 30 34
Statues

12

29
Carnivorous
Plant

Dungeon

36 36

37 Void Fungi
35
23

36 36

Blood Spider Court


1 square = 5'
Locked doors
N
13
18 Secret doors
Blood Spiders Monsters
Area numbers
Random Happenings
1-in-6 Chance per Turn
Every turn, roll 1d6. On a 1, roll 1d12 and consult the following table. Encounters with mon-
sters occur 2d6 x 10' apart. On a 2, referees can show a possible encounter’s omens.

d12 Event
1 Blood flows through the walls; the PCs can see it pulsating as if alive.

2 The walls bleed a malodorous, dark, rotted blood. PCs must save vs paralysis or
are so disgusted they receive -2 for attacks and saves in the room.

3 The vision of a villager the Blood King took long ago appears, crying and requesting
help. When PCs approach, it disappears.

4 A tangible moving darkness approaches (MV 120' (40')), intent on draining all light
sources. It drains mundane light sources before moving on. It drains magical light
sources before reporting to the Blood King.

5 Dozens of small common spiders are en route to the Blood Spider Courts. If killed,
1d6 Blood Spiders (from Area 18) come to check on their small cousins in 1d4 turns.

6 Classical piano music is audibly coming from everywhere. PCs must save vs spells
or be compelled to dance for 1 turn.

7 1d4+1 Blood Thrall Guards (Area 1 for stats) carrying a gagged human to drain.

8 A Living Blood (Area 19 for stats) mass scurries across the ceiling, seeking blood
to grow.

9 2d4 Blood Spiders (Area 18 for stats) gossip about their court.

10 1d4 Vampire Guests (from Area 12) trying to locate the Dining Room, complaining about
excessive formality.

11 1d4 Escaped Villagers seeking escape. 2d4 Blood Thrall Guard pursuers (Area 1 for
stats) are 1d6 round(s) away.

12 Seleana (Area 22 for stats), stalking the halls to capture a lone vampire.
Vampire Traits
Many vampires are within. To avoid repeating information with every stat block, their common
traits are listed here and on page 9:
▶ Undead: Make no noise, until they attack. ▶ Coffins: Must rest in a coffin during the
Immune to effects that affect living creatures day or lose 2d6hp (only regenerated by
(e.g. poison). Immune to mind-affecting or resting a full day). Cannot rest in a blessed
mind-reading spells (e.g. charm, hold, sleep). coffin. Always keep multiple coffins in
▶ Mundane damage immunity: Can only be hidden locations.
harmed by magical attacks. ▶ Vulnerabilities:
▶ Energy drain: A successfully touched • Garlic: Odour repels: save vs poison or
target permanently loses two experience unable to attack this round.
levels (or Hit Dice). This incurs a loss of two • Holy symbols: If presented, will keep
Hit Dice of hit points, as well as all other a vampire at bay (10'). May attack wield-
benefits due to the drained levels (e.g. er from another direction.
spells, saving throws, etc.). A character’s • Running water: Cannot cross (in any
XP is reduced to the lowest amount for the form), except by a bridge or carried
new level. A person drained of all levels inside a coffin.
becomes a vampire in 3 days. • Mirrors: Avoid; do not cast a reflection.
▶ Charming gaze: Save versus spells at –2 or be • Continual light: Partly blinded by the
charmed: move towards the vampire (resist- light from this spell (–4 to attacks).
ing those who try to prevent it); defend the ▶ Destroying:
vampire; obey the vampire’s commands (if • Sunlight: Save vs death each round or
understood); unable to cast spells or use be disintegrated.
magic items; unable to harm the vampire. • Stake through the heart:
Killing the vampire breaks the charm. Permanently kills.
▶ Regeneration: A damaged vampire gains • Immersion in water: For 1 turn
3hp at the start of each round, as long as permanently kills.
it is alive. • Destroying coffins: Permanently killed
▶ At 0hp: Change into gaseous form; flee to if all hit points lost when unable to rest
coffin. Most don’t have a coffin here, so (see coffins).
they will die.
▶ Change form: At will; takes 1 round: Alternatives to Energy Drain
• Humanoid: Standard form. Groups that wish to reduce the deadliness
• Dire wolf: of vampires’ attacks may consider one of
Att 1 x bite (2d4), MV 150' (50'). the following alternative effects of a vam-
AC, HD, morale, saves as vampire. pire’s attack:
• Ability damage: Drains 1d4 CON, which
• Giant bat:
returns with normal rest.
Att 1 x bite (1d4), MV 30' (10') / 180' • Permanent hp loss: Permanently reduc-
(60') flying. AC, HD, morale, saves es the victim’s maximum hit points by 2.
as vampire. • Global penalty: Applies a cumulative -1
penalty to the victim’s attack rolls, sav-
• Gaseous cloud:
ing throws, and ability checks. Penalties
MV 180' (60') flying. Immune to all are removed after a night’s sleep.
weapons. Cannot attack.
This page is intentionally left blank.
Halls of the
Blood King
v1.1

Writing Layout
Diogo Nogueira Anna Urbanek
Creative Consulting Illustrations
Gavin Norman Justine Jones
Cartography
Editing Glynn Seal
Fiona Maeve Geist
and Jarrett Crader (MRC)
Playtesting
Gustavo Tertoleone, Gabriel Martins Irecevolto, Gustavo
Moscardo Domingues, Samuel Hernandez (BrainstormRPG), Pedro
Pellegrino, Cesar Millman (Rizoma Cultura), Ney Gonzáles (Guilda do Ney),
Ronan Tavares, Tony Grimma Língua de Cobra, Denizard, João Bolota,
Yago Lopes, Daniel, Mateus Theba, Fernando Ribeiro, Elaine.

Text and illustrations © Necrotic Gnome 2021.


Old-School Essentials is a trademark of Necrotic Gnome.
Table of Contents
Introduction  3
Adventure Overview 4
Rumours 7
Treasure 8
Vampire Traits 9
Random Happenings 10
Putting Pressure on Players 11
Area Descriptions: Manor Grounds 12
Area Descriptions: First Floor 16
Area Descriptions: Second Floor 38
Area Descriptions: Dungeon 46
Concluding the Adventure 48

Adventure Areas
Manor Grounds 12. Great Hall 21 Second Floor
1. Biting Gate 12 13. Library 23 29. Balcony 38
2. Vine Fence 13 14. Games Room 24 30. Blood King’s Studio 41
3. Hole in the Fence 13 15. Dining Room 24 31. King’s Hall 41
4. Garden of Roses 14 16. Kitchen 24 32. King’s Chambers 42
Gaining Entry 17. Pantry 25 33. Princess’s Chambers 44
to the Manor 15 18. Blood Spider Court 26 34. Observatorium 44
19. Blood Bath 28
First Floor 20. Service Stairs 28 Dungeon
Interior Areas 21. Armoury 28 35. Centre Room 46
Common Traits 16 22. Seleana’s 36. Dungeon Cells 46
5. Entry Hall 16 Trapped Lair 30 37. Torture Room 47
6. First Floor 23. Dungeon Stairs 32
Corridors 16 24. Service Quarters 32
7. Guards’ Room 17 25. Princess’s Study 33
8. West Guest Room 18 26. Secret
9. Hat Room 19 Conference Room 34
10. East Guest Room 19 27. Inner Garden 36
11. Monstrous Doors 20 28. Trophy Room 37

2 Contents
Introduction

About This Adventure


Halls of the Blood King is a mid-level Fantasy Horror adventure locale—a manor from
a dimension of horror and pain materializes and begins disrupting the campaign world’s
balance. Inside, a powerful undead lord guards secrets, treasures and unspeakable monsters
while his forces pillage the countryside’s blood and souls.

Old-School Essentials
Running this adventure, the referee requires a copy of Old-School Essentials. The Classic
Fantasy and Advanced Fantasy flavours work equally well. Alternatively, use the classic Basic/
Expert game or another derived rule set.

Character Levels 3–5


This adventure is suitable for PCs of 3rd to 5th level. Note that, as an adventure in the
old-school style, not all encounters are intended to be balanced to the PCs’ capabilities.
Judicious use of stealth, parley, and trickery are to be encouraged, in place of blindly
rushing into combat.

Campaign Setting
The Halls of the Blood King might manifest anywhere in the world! This adventure can be
placed in any campaign setting. The adventure happens during a Blood Moon astrological
event, but the referee can use any other sinister happening in the world in its place.

Introduction 3
Adventure Overview
History
The Blood King claims to be the first vampire, vampiric progenitor and king, visiting all his
children’s worlds, always during the Blood Moon eclipse, when the shadow world’s veil thins.
None recall his name or age but he’s unlike other vampires, who universally fear him. He
demands the world’s vampires reaffirm fealty every hundred years, collects blood taxes and,
eventually, orders them to fulfil his indecipherable schemes. The Blood King is here presently
and displeased with one of his children, Lord Daemetrius’, behaviour, ordering his subjects to
present him.

Seleana Suantis
When last the Halls of the Blood King appeared, a courageous vampire hunter entered to
slay the King, avenging her neighbours, who were sacrificed filling the sinister manor’s blood
pools. She never returned. She remains within, alive, fuelled by hatred for the undead King
and the despicable things she did to survive.

The Princess of Blood


She is not the Blood King’s real daughter, but he chose her to play this role, which she resents
him for immensely. The King’s mind control powers do not work on the Princess, who pres-
ently plots revenge. She can’t regain her mortality, so she will take the Blood King’s throne.
She is likely an ally herself to another faction—or even PCs inclined to parley properly.

Lord Daemetrius
In the past century, something happened to Lord Daemetrius, making his vampiric existence
much harder: a cleric of law’s curse restored his soul. He cannot stand his existence, but is
too cowardly to allow himself or others to end it. Where would he go afterwards? He failed to
deliver his blood tax quota, and the Blood King ordered his minions rendition him for punish-
ment. He is afraid, but also wishes for this to finally end.

4 Adventure Overview
Dungeon Factions
The Blood King’s manor is inhabited by the King’s servants, divided into smaller, oppositional
factions alongside infiltrators making it their new territory.
▶ Blood Spiders (Area 18)
The Blood King’s pet spider laid eggs—lots of eggs. Dominating this portion of the manor
with court mimicking their lord’s.
▶ Vampire Court (Area 12)
Where the Blood King resides, receives guests and punishes his vassals. Contains vampires
from across the universe with their own agenda and secrets.
▶ Vampire Rebels (Area 25-26)
The Princess of Blood and her few allies’ small secluded area, where they plot their coup.
▶ Void Fungi (Area 37)
In the manor’s deep dungeons, extra-planar fungi have a foothold, growing and dominating
the underground.
▶ The Hunter (Area 22)
Seleana secured this portion, riddled with deadly traps to (hopefully) eliminate wandering
vampires—unfortunately, they’re equally deadly for the living.

Relationships
▶ Blood Spiders: Owe fealty to the Blood King, but actually enjoy drinking other vampires’
blood for strength and a high. Would turn in the Princess to exsanguinate her.
▶ Vampire Court: Marginally entertained by the Blood Spiders and unaware of the Vampire
Rebels. Likes experimenting with the Void Fungus but doesn’t want it spreading throughout
the manor. Enjoys Seleana’s suffering.
▶ Vampire Rebels: Disgusted by (and support the removal of) the Blood Spiders. Wish to
overtake the Vampire Court by killing and replacing the Blood King. While unaware of other
factions, would work collaboratively to accomplish their goals.
▶ Void Fungi: Desire expansion and conquering everything, possibly this world.
▶ The Hunter: Traumatized by horrible survival requirements, wishes only to kill all
the vampires.

Adventure Overview 5
Hooks
PCs can get involved many ways. Each referee’s campaign will require generating their own
hooks, but a few ideas are provided below.
▶ Treasure: The Blood King’s Halls are allegedly laden with ancient and valuable treasure accu-
mulated visiting many worlds. Beyond gold, the treasury contains relics and magical artifacts
any adventuring party would love to seize.
▶ Saving Villagers: This world’s vampires raided villages, collecting offerings for the Blood King.
Do-good adventurers would certainly feel compelled to rescue them. Alternatively, a loved
one, important contact or someone the PCs care about was taken.
▶ The Princess’s Dreams: The PCs receive oneiric visions from the Princess of Blood. She
pretends to be a defenceless princess to attract adventurers, hoping they cause sufficient
trouble distracting her “father” as cover for her coup.
▶ Elixir of Life: A dying wizard needs the Elixir of Life and is missing the world’s most potent
blood—guess where the PCs can find it? In the Halls of the Blood King! The King carries it in
a golden vial around his neck.
▶ Seleana’s Vengeance: One of the PCs is actually Seleana’s revenge-seeking descendant, or
her descendant hired the PCs to enact vengeance or recover her body.

Unanswered Mysteries
Not everything in the Blood King’s otherworldly manor provides PCs with easy answers.
These things provide a sense of wonder the referee should expand as they see fit—if PCs
demonstrate interest.
▶ Planetary Model: Miniature planets with micro beings. Where did they come from? What’s
their purpose?
▶ Another World’s Telescope: Shows another world—as if the PCs were there. Which one?
How does one get there?
▶ Changing Pictures: Some pictures change in a random pattern—or do they? What is
their secret?
▶ The Blood King’s Family: It is implied the Banshee (Area 8) and Blood King are mother and
son, but not confirmed. Is this true? How would finding out affect them?

6 Adventure Overview
Rumours
The referee may provide players with one (or more) rumours concerning the manor, before
they venture within.
False rumours are appended with (F) and the partially true with (P).

d10 Rumour
1 Someone inside can help defeat the Blood King, but they won’t trust you at first.

2 Cats fascinate the Blood King. If you present him with a cat, he treats you well. (F)

3 The Blood King can’t be killed until his heart is found and burned with holy fire. (P)

4 One of this world’s vampire lords plans to betray the Blood King, usurping the manor. (P)

5 Vampiric spiders and their court overran the Halls. Their Queen seeks a suitable king. (P)

6 The Halls are filled with blood, drowning the careless. (P)

7 The Halls only remain for the Blood Moon’s duration. You only have a few hours,
be quick!
8 Mortals who drink vampiric blood gain their wretched undead strength. (P)

9 Blood is animated within. Try not to bleed so much. (P)

10 The Blood King fears his reflection. The problem is mirrors do not show it.

Rumours 7
Treasure
The following treasure is located within. As much of it is hidden or difficult to remove, only
cunning and thorough parties may find and take it all. Note: Random items (e.g. Area 36’s)
are not included.
Area Treasure
1 2 fire opals (150gp/each).
3 Pouch with 50gp, golden ring (250gp) and 2 vials of holy water.
4 Blood rose (500gp to a botanist or herbalist).
5 A gold bat-shaped pin (300gp).
8 Shiny jewellery (800gp total). Old dark brown cape (makes the wearer look like a vampire).
10 A hand-crafted ivory comb (250gp).
12 Scraping the Throne’s gold (1,000gp). Golden coffin (10,000gp).
13 Removing heart book (1,000gp, 10,000gp to a vampire). Vampire medicine book (500gp).
Hollowed-out book with 3 Living Blood antidotes. Begemmed book (1,500gp). Spell book.
15 Golden chandelier (2,000gp). Well-crafted dishes (250gp).
16 Fancy silverware in crystal cases (1,500gp).
19 6 gold baths (5,000gp/each).
21 4 chainmail, 5 swords and 3 crossbows.
24 An ivory-infused mirror with platinum details (1,250gp). Publishable love poems
(150gp/month).
25 Large silver piano (10,000gp). Sun ray pistol.
26 Obsidian dagger (dragon motifs, +1 dagger of blood letting).
27 Herbs (600gp).
28 8 trophies (1,250gp/each). 7 spirits bottles (150gp/each).
29 Large telescope (5,000gp, very delicate lens, 1,000gp broken).
30 12 paintings (850gp/each).
32 Chest 1: 5,000sp, 3,000gp, 3 rubies (500gp/each), 3 jade alien god statues (750gp/each).
Chest 2: Articulated silver and ebony snake with emerald details (1,500gp), roll of ever-
fresh-to-the-touch silk linen (500gp), dark crystalline skull with ‘magic 8-ball’ eyes
(250gp), set of 3 fist-sized balls that never lose inertia (500gp).
Elixir of life, royal crown (10,000gp)
33 Porcelain dolls (5,000gp).
34 Precious gems (350gp/each).
Total monetary treasure: Potentially ~122,450gp (but ~71,000gp is quite hard to carry).

8 Treasure
Vampire Traits
Many vampires are within. To avoid repeating information with every stat block, their common
traits are listed here and on the rear endpapers:
▶ Undead: Make no noise, until they attack. ▶ Coffins: Must rest in a coffin during the
Immune to effects that affect living creatures day or lose 2d6hp (only regenerated by
(e.g. poison). Immune to mind-affecting or resting a full day). Cannot rest in a blessed
mind-reading spells (e.g. charm, hold, sleep). coffin. Always keep multiple coffins in
▶ Mundane damage immunity: Can only be hidden locations.
harmed by magical attacks. ▶ Vulnerabilities:
▶ Energy drain: A successfully touched • Garlic: Odour repels: save vs poison or
target permanently loses two experience unable to attack this round.
levels (or Hit Dice). This incurs a loss of two • Holy symbols: If presented, will keep
Hit Dice of hit points, as well as all other a vampire at bay (10’). May attack wield-
benefits due to the drained levels (e.g. er from another direction.
spells, saving throws, etc.). A character’s • Running water: Cannot cross (in any
XP is reduced to the lowest amount for the form), except by a bridge or carried
new level. A person drained of all levels inside a coffin.
becomes a vampire in 3 days. • Mirrors: Avoid; do not cast a reflection.
▶ Charming gaze: Save versus spells at –2 or be • Continual light: Partly blinded by the
charmed: move towards the vampire (resist- light from this spell (–4 to attacks).
ing those who try to prevent it); defend the ▶ Destroying:
vampire; obey the vampire’s commands (if • Sunlight: Save vs death each round or
understood); unable to cast spells or use be disintegrated.
magic items; unable to harm the vampire. • Stake through the heart:
Killing the vampire breaks the charm. Permanently kills.
▶ Regeneration: A damaged vampire gains • Immersion in water: For 1 turn
3hp at the start of each round, as long as permanently kills.
it is alive. • Destroying coffins: Permanently killed
▶ At 0hp: Change into gaseous form; flee to if all hit points lost when unable to rest
coffin. Most don’t have a coffin here, so (see coffins).
they will die.
▶ Change form: At will; takes 1 round: Alternatives to Energy Drain
• Humanoid: Standard form. Groups that wish to reduce the deadliness
• Dire wolf: of vampires’ attacks may consider one of
Att 1 x bite (2d4), MV 150' (50'). the following alternative effects of a vam-
AC, HD, morale, saves as vampire. pire’s attack:
• Ability damage: Drains 1d4 CON, which
• Giant bat:
returns with normal rest.
Att 1 x bite (1d4), MV 30' (10') / 180' • Permanent hp loss: Permanently reduc-
(60') flying. AC, HD, morale, saves es the victim’s maximum hit points by 2.
as vampire. • Global penalty: Applies a cumulative -1
penalty to the victim’s attack rolls, sav-
• Gaseous cloud:
ing throws, and ability checks. Penalties
MV 180' (60') flying. Immune to all are removed after a night’s sleep.
weapons. Cannot attack.

Vampire Traits 9
Random Happenings
1-in-6 Chance per Turn
Every turn, roll 1d6. On a 1, roll 1d12 and consult the following table. Encounters with mon-
sters occur 2d6 x 10' apart. On a 2, referees can show a possible encounter’s omens.

d12 Event
1 Blood flows through the walls; the PCs can see it pulsating as if alive.

2 The walls bleed a malodorous, dark, rotted blood. PCs must save vs paralysis or
are so disgusted they receive -2 for attacks and saves in the room.

3 The vision of a villager the Blood King took long ago appears, crying and requesting
help. When PCs approach, it disappears.

4 A tangible moving darkness approaches (MV 120' (40')), intent on draining all light
sources. It drains mundane light sources before moving on. It drains magical light
sources before reporting to the Blood King.

5 Dozens of small common spiders are en route to the Blood Spider Courts. If killed,
1d6 Blood Spiders (from Area 18) come to check on their small cousins in 1d4 turns.

6 Classical piano music is audibly coming from everywhere. PCs must save vs spells
or be compelled to dance for 1 turn.

7 1d4+1 Blood Thrall Guards (Area 1 for stats) carrying a gagged human to drain.

8 A Living Blood (Area 19 for stats) mass scurries across the ceiling, seeking blood
to grow.

9 2d4 Blood Spiders (Area 18 for stats) gossip about their court.

10 1d4 Vampire Guests (from Area 12) trying to locate the Dining Room, complaining about
excessive formality.

11 1d4 Escaped Villagers seeking escape. 2d4 Blood Thrall Guard pursuers (Area 1 for
stats) are 1d6 round(s) away.

12 Seleana (Area 22 for stats), stalking the halls to capture a lone vampire.

10 Random Happenings
Putting Pressure
on Players
The Blood King’s Halls won’t stay in the PCs’ world forever, vanishing at dawn along with
everyone inside. Referees can make this explicit immediately or start showing portents of
impending catastrophe. PCs may look through windows and see a changing landscape or start
losing memories of home, family and the like.

After 6 hours in game time (36 turns)


The Blood King judges one of the guests’ secretive disloyalty, initiating a Blood Hunt. Vampires
roam the halls ferociously hunting them, but any mortal encountered makes nice prey. Now,
on Random Happenings, a 2 on the d6 indicates encountering a randomly determined vampire
from those left standing—including the Blood King and Princess of Blood.

After 10 hours in game time (60 turns)


Dawn breaks and the manor leaves this world for another dimension of shadow and death.
PCs inside come along—are they lost forever? Can they escape? That’s another adventure!

Putting Pressure on Players 11


Area Descriptions:
Manor Grounds

1 Biting Gate
Darkened iron, maw-shaped double gate
(rusty, vine covered). Garden of decaying red 2 Blood Thrall Guards
roses beyond (embedded in blood, swaying Human appearance (red eyes, emotionless).
without wind). Black stone path leads to the Dark red armour (hardened leather).
manor (worn, stained, 8' wide).
▶ Reaction: Demand invitations to allow
▶ Approaching the gate: It may attack PCs entry. Attack if provoked or if the
unwelcome guests (see Biting Gate below). party gatecrashes.
▶ Heard from the north: Audible classical
music emanates from the manor. Blood Thrall Guards
AC 4 [15], HD 3* (hp 12, 14), Att 1 x barbed
sword (1d8 + bleed), THAC0 17 [+2], MV 90'
(30'), SV D12 W13 P14 B15 S16 (3), ML 10,
AL Neutral, XP 50

▶ Bleed: Anyone taking damage from


a barbed sword must save vs death or
suffer an additional 1d4 damage.
▶ Morale: Guards failing a morale check snap
out of the trance and request help.

Biting Gate
Great metal maw (2' long teeth). Grinding
noises (old and rusty). Adorning gems (2 fire
opals in the teeth, 150gp each).
▶ Reaction: Attacks unwelcome guests who
approach (within 10').

Biting Gate
AC 4 [15], HD 4 (18hp), Att 1 x bite (1d10),
THAC0 16 [+3], MV 0' (0'), SV D10 W11 P12 B13
S14 (4), ML 12, AL Neutral, XP 75

▶ Mundane damage immunity: Can only be


harmed by magical attacks.
▶ Spell immunity: Unaffected by sleep and
charm spells.

12 Area Descriptions
4 4
Shadow Shadow
Hounds Hounds

1 2
Guards Gate Dark Vines

2 Vine Fence
12' tall barbed fence (rusty iron, lacquered Dark Vines
with dried brown blood). Laden with dark AC 6 [13], HD 3* (13hp), Att 4 x vine (entangle
green vines (sway intermittently when some- + pull), THAC0 17 [+2], MV 0' (0'), SV D12 W13
one approaches). P14 B15 S16 (2), ML 12, AL Neutral, XP 50
▶ Getting over it: If anyone tries to climb First Floor
▶ Entangle: Anyone hit by a vine must save
over, the vines animate, attempting to vs paralysis or they cannot move and can
impale intruders, draining their blood. only use small weapons.
▶ Pull: Those entangled are pulled towards
Dark Vines the barbed fence at the beginning of the
35
Dark Vines’ round and suffer 1d6 damage.
Thick dark green vines (move of their own
volition).
22
▶ Reaction: Desire blood. 23
Seleana
▶ Appeasing: Attention diverted by sacrifices
of 1d6 hp of spilled blood. L
L

3 Hole in the Fence 21

Broken and twisted metal shafts (as if melt-


ed). Skeleton on the ground (by the hole,
2nd
3 Floor
charred bones). 20
▶ Searching the skeleton: A pouch (50gp),
a golden ring (250gp) and 2 vials of holy 15
water. There are scattered broken flasks. 19
Living
Blood
6
8
7
Banshee
Guards
Mother
Areas 1—3 13
First F

4 Garden of Roses
Rotting red roses (seemingly dying). Sharp ▶ Tracking: 1-in-6 chance of finding PCs
thorns (unusually long and sharp). Worn per turn in the garden if they don’t cut
stone path to the manor (from the Gate to themselves on the roses, 3-in-6 chance if
the Entry Hall’s doors). they do.
▶ Moving through: Requires a DEX check to ▶ Reaction: Unless the characters are
avoid 1d4 damage for each turn of move- masquerading (using an undead scent or
ment. The roses drinking blood rejuvenate have vampiric blood), Shadow Hounds
and appear beautiful. are hostile.
▶ Picking up a blood rose: A botanist
Shadow Hounds
or herbalist would pay 500gp for this
rare species. AC 4 [15], HD 4* (hp 14, 18, 20), Att 1 x bite
(1d8) or 1 x spiked tongue (1d6 + constriction,
15' range), THAC0 16 [+3], MV 120' (40'),
3 Shadow Hounds SV D10 W11 P12 B13 S14 (4), ML 10, 3
AL Chaotic, XP 125
Dark as the night (reflects no light). A face
that is largely its maw and small red eyes ▶ Constriction: Tongue grab and constrict
(can swallow a head). Long and tall but very after a hit. 1d4 automatic damage per
lean (as if stretched). round. 6 damage severs the tongue.

14 Area Descriptions
Floor

Gaining Entry to the Manor


There are several35
ways to get inside. Some of
the most obvious are presented below. Other Entrances
L
Players will certainly ponder other ways
22
Main Doors (to 23 Area 5) 24A 24B 25 are some possibilities the referee
in. Here
Seleana should be prepared to adjudicate. We sug-
Stout oak, painted
L gold (open). Heavy gest rolling a Random
S Happening whenever
(requiresLtwo people to open or close). one is attempted. Princess
26
Stone path to the gate (Area 1). Daemetrius
▶ Climbing a window: Each of the outer-
16 most rooms, except for the Blood Baths
17
Servants’ Entrance (to Area 6)Servants (Area 19) or where the referee thinks
21 occupants would appreciate secrecy,
Small reinforced door (barred from inside).
Exterior painted with a big yellow eye 13 has one.
(seems to 2nd
blink when you’re not directly ▶ Climbing the 27
balcony: The second floor
looking Floor
at it). balcony (Area 29) entails dealing with its
20
carnivorous plant.
31 of noise, 3-in-6 18
▶ Forcing it open: Makes a lot
chance of drawing151d4+1 Blood Thrall
19
Guards’ attention (from Area 1).
14
Living 12
Blood Guests
28
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards
5

4 4
Shadow Shadow
Hounds Hounds

1 2
Guards Gate Dark Vines

Area 4; Gaining Entry 15


Area Descriptions:
First Floor

Interior Areas Common Traits


Walls with veins inside (if harmed, bleed a dark viscous blood). Tongue-textured carpets
(slowly drink spilled blood). Small eyes on walls (blind). Rose motifs on walls (the Blood
Kings’ family crest).

Breaking Interior Walls


Characters can attack and breach the walls (AC 2 [17], 10 hp). Doing so makes the area scream
and bleed, requiring an immediate Random Happenings roll (2-in-6 chance of an encounter).
Breaches seal themselves in 1d6 turns.

5 Entry Hall
Stout oak doors, painted gold (opened). ▶ Putting an invitation in the statue’s
Dwarven statue with outstretched hand hand: Avoids sounding the alarm. Putting
(life-like). Coat hanger with coats (dark and something else there delays the alarm
bloodstained). Smell of perfume and blood 1d6 turns.
(from within). ▶ Checking the hanger: There’s a coat with
▶ Upon entering: An alarm sounds, sum- an extra invitation. Additionally, 6 coats
moning 1d6+1 Blood Thrall Guards (from can be used as disguises. If they are all
Area 1). checked, the last has a finely crafted,
bat-shaped gold pin (300gp).

6 First Floor Corridors


Stained red carpet (fading colours, dirty). ▶ Random Happenings: Every time
Paintings on the walls (various eras and PCs traverse the corridors, roll
styles depicting mundane and alien vistas). a Random Happening.
Many human statues in frightened poses
(life-like).

16 Area Descriptions
35
L
22 24A 24B 25
23
Seleana
L S
L Princess
26
Daemetrius
16
17
Servants
21
13
2nd 27
3 Floor
20
31 18
15
19
14
Living 12
Blood Guests
28
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards
5

7 Guards’ Room
4
Cramped and austere (colourless, mouldy). 4
ly broken the trance and, if treated fairly,
Shadow
Bunk beds, tightly arranged (well-organ- Shadow
may join the PCs. Otherwise, a love letter is
ized). ArmourHounds
and weapons mounted on the under one of the pillows. Hounds
walls (hooks hanging with leather armour,
chain shirts and swords). Blood Thrall Guards (Unarmoured)
AC 8 [11], HD 3* (14hp), Att 1 x barbed sword
1d6 Guards (1d8 + bleed), THAC0 17 [+2], MV 120' (40'),
SV D12 W13 P14 B15 S16 (3), ML 10,
Sleeping (in a deep trance). Unarmoured AL Neutral, XP 50
(armour hanging on the walls).
1▶ Bleed: Anyone taking damage from 2
▶ Loud noises: 1-in-6 chance of Guards Gate Dark Vinesor
a barbed sword must save vs death
waking guards.
suffer an additional 1d4 damage.
▶ Awakened guard: 1-in-6 chance one guard
▶ Morale: Guards failing a morale check snap
is awake, reading a letter in bed. He’s near-
out of the trance and request help.

Areas 5—7 17
8 West Guest Room
Large, decorated wooden bed (purple linen,
silken pillows). Marble-topped dresser with Lenice Albathea
silver mirror (a wig and makeup over it). Beautiful banshee noble (long curly hair,
Old oak closet (a small dead spider and two, beautiful eyes and formal dress). Wearing
somewhat rusty, metallic hangers). shiny jewellery (800gp total, one ring bears
an old noble family’s crest—a deep red rose:
▶ Checking the closet: PCs find two small,
same as the Blood King’s brooch).
thin apertures on both sides of the closet’s
base. Inserting both hangers simultane- ▶ Reaction: Lenice laments what happened
ously opens a compartment containing to her family, especially her son lost
a dirty old dark brown cape. Anyone wear- long ago.
ing it is treated as a vampire lord—not ▶ Insinuating her lost son is the Blood King:
even spells detect the magic. She disbelieves (at first) but this fills her
heart with hope.
▶ Redemption: If she finds her son, her
spirit may live again, and she and her
son become mortals.

Lenice Albathea (Banshee Mother)


AC 0 [19], HD 7* (31hp), Att 1 x touch (1d8)
or 1 x wail, THAC0 13 [+6], MV 150' (50'),
SV D8 W9 P10 B10 S12 (7), ML 12,
AL Chaotic, XP 850

▶ Undead: Makes no noise until she


attacks. Immune to effects that affect
living creatures (e.g. poison). Immune
to mind-affecting or mind-reading
spells (e.g. charm, hold, sleep).
▶ Mundane damage immunity: Can only
be harmed by magical attacks.
▶ Energy immunity: Unharmed by cold-
based or electrical attacks.
▶ Wail: All within 30' must save vs death
or die. Usable once per day and only
during the hours of darkness.
▶ Melancholic presence: Mortals with
less HD than her must save vs spells or
become melancholic, receiving -2 on
attacks and saves.

18 Area Descriptions
9 Hat Room
Walls covered with hats (all shapes, sizes,
First Floor
times, eras and worlds, hanging by human Alvaraz
hand-shaped hooks). Mirrors of various Bright purple skin and shining yellow
shapes and sizes (arranged throughout). eyes. Dressed in noble regalia (white and
A mirror is shattered (pieces litter the floor). red tones, family crest in a medallion and
a signet ring). Trapped in the mirror (placed
▶ Trying on hats: 1-in-10 chance it’s some-
35 magic there by the Blood King).
what magical and produces a small
effect such as growing a beard, becoming
L ▶ Reaction: Fears the Blood King and his
smaller, becoming taller, growing nails and servants (assumes that’s who the PCs are).
so on (referees22can have fun with
23 this). 24A Doesn’t
24B want to25 see the Blood King (who
Seleana tortures him).
L S his
▶ Origin: The Blood King stripped
Elaborate Mirror L Princess
weakness and mortal soul’s26fragments for
Well polished (almost luminescent). Decorat- Daemetrius
imprisonment within the mirror, birthing
ed with arcane symbols (detect as magical). 16 Alvaraz—the Blood King hates and fears it.
17
▶ Looking in the mirror: PCs paying careful Servants
▶ Show the reflection to the Blood King:
21 If Alvaraz is convinced to face the King
attention can make a WIS check to sense
that there’s someone hiding in the reflec- (not easy),13the King must save vs death
tion, just out of sight. 2nd every round to act. His servants try to
Floor 27
break the mirrors (AC 7 [12], 6hp).
3 ▶ Examining the runes:
20 They seem incom-
prehensible at first, but read languages or 31
18
an INT check with a +4 modifier deciphers
a name within: Alvaraz. 15
19
▶ Calling Alvaraz: A purple-skinned man’s 14
Living 12
reflection appears.
Blood Guests
28
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards
5

10 East Guest Room


Ransacked (everything’s scattered on the ▶ Search the garments: If not taken out of
floor). Blood stains (mortal). Signs of battle the drawers carefully before searching,
(Seleana attacked a vampire guest). Bed, requires a DEX check not to cut them-
closet and dresser (damaged). selves on the dresser’s teeth, suffering
1d4 damage. Examining every piece care-
Dresser fully uncovers a small silver key with an old
noble family’s crest—just like the
4 4 Blood
Made of dark wood (lighter than it appears, King’s brooch (opens the Observatorium’s
Shadow Shadow
drawers lined with teeth). Fine garments
Hounds sun [Area 34])—and a hand-crafted
Houndsivory
hanging from the drawers (Seleana was comb (250gp).
seeking something).

Areas 8—10 19
11 Monstrous Doors
Closed (but sense monstrosity and open). Monstrous Doors
Great double doors with metallic red veins AC 5 [14], HD 4* (24hp), Att 4 x bite (1d8+1),
(actually pulsate and bleed if damaged). THAC0 16 [+3], MV 0' (0'), SV D10 W11 P12 B13
S14 (4), ML 12, AL Chaotic, XP 125
▶ Open the doors: Sealed unless the PCs
appear supernatural. Trying to force ▶ Acidic blood: When suffering damage,
them causes eyes and a mouth to appear, those in melee must save vs breath or
questioning who they are and what they suffer 1d6 damage/round until cleaned.
want. Without a convincing answer, the Mundane weapons are damaged if saving
doors attack. throws fail.
▶ Spell immunity: Unaffected by sleep and
charm spells.
▶ Scream for help: After losing half hp, the
doors call for reinforcements. 1d6+1 Blood
Thrall Guards arrive in 2d6 rounds.

20 Area Descriptions
12 Great Hall
Interior doors decorated with red metal
veins (actually alive and pumping blood). Golden Throne
Flanked by two lines of columns (decorated Shaped like skeletons (holding the person
with scenes of vampiric debauchery, preying seated). Tall and sturdy (petrified bones).
on all sorts of alien beings—and humans). Gold-plated (thickly layered).
▶ Guests arriving: 1d4 guests arrive every ▶ Touching it: This calls the attention of all
hour until all 12 are here (talking among the guests present in the Great Hall, who
themselves, drinking blood, sulking). Once mostly find this gesture quite audacious
all 12 guests arrive, the Blood King will and risky. The Throne is cold to the touch,
be here. almost like ice. One of them might go tell
the King to get off the hook.
▶ Underneath: If moved by very strong indi-
The Blood King viduals (combined 30 STR), slides to the
There’s a 1-in-6 chance the Blood King side, revealing the Blood King’s extremely
(Area 32 for stats) is present, prying about heavy (½ ton) and extremely valuable
a guest’s secrets. If all guests have arrived, (10,000gp) golden coffin.
he’s automatically here. ▶ Scraping gold: Takes 1d6 hours for
1,000gp total.
Guests First Floor
Vampires from various worlds (roll on table Spiralling Stairway
on page 22 for name, appearance, person-
Made of hardened flesh and bones (part of
ality). Hanging around (gossiping, drinking
the living manor’s structure). Works like an
blood, conspiring against one another).
escalator (moving
35 its muscles).
▶ Petty: Universally really petty and, if played
▶ If fleeing theLBlood King: The stairs delay
against one another, seize advantage from
escape and attempt to squeeze PCs. PCs
any commotion to attack one another. 22 24A 24B entan- 25
must save
23 vs paralysis or become
Seleana gled, suffering 1d6 damage/round until
Vampire Guests L
they escape. S
AC 4 [15], HD 7** (31hp), Att 1 x touch (1d10 + L
energy drain) or 1 x gaze (charm), THAC0 13
2
[+6], MV 120' (40'), SV D8 W9 P10 B10 S12 (7),
16
ML 9, AL Chaotic, XP 1,250 17
Servants
▶ Vampire traits: See page 9. 21
13
2nd
3 Floor
20
31 18
15
19
14
Living 12
Blood Guests
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards 21
5
Vampire Guests
d12 Name Appearance Personality Secret
1 Szantis Humanoid with red skin Haughty Is not a real vam-
Crimsoneyes and a third eye. pire, but a magician
studying them.

2 Dartia Humanoid fish, with Aloof Considering becoming


Scaleblood antenna and pale skin. a vegetarian vampire.

3 Haltis-Paldis Two-headed, bald, purple Joker Lacks their Blood Tax but
Tetrafangs skin, silvery-red jumpsuit. stole someone else’s.

4 Maltazar Large bulbous head, Secretive Is working with the Prin-


Greenfang 3 green fangs, cess of Blood to over-
pincer hands. throw the Blood King.

5 Zarzzizol Small, insectoid, Selfish Likes to drink other


Fastwing impeccable tuxedo. vampires’ blood.

6 Yetar Hairy, tall, muscular, Affable Has stolen from the


Toughskin horn. Blood King for centuries.

7 Lartarin Serpent head, thin tail, Questioning First


Knows Floor
of the Princess of
Sharpclaws sharp claws. Blood’s plans.

8 Brunt Cybernetic arm, pink Abrupt Infected with


Steelarm mohawk, spiked vampiric plague.
leather coat.

9 Ciranda Tall, thin, green skin, Childish Has played vampires


Bloodsmile dozen eyes, two mouths. against one another 22
for centuries.
Seleana
10 Kailenya Maws in their hands, Chatty Was expelled from L
Mawhands leathery skin, no their world.
apparent eyes.

11 Yandir Translucent, crimson Dull Is trying to find a cure


Bloodspirit shadow, no visible detail. for vampirism. 21
12 Welacom Slimy, eyes and mouths Grim Has fed a rival of the
Bloodspat floating in a dark goo. Blood King information. 2nd
3 Floor
20

19
Living
Blood
6
22 Area Descriptions 8
7
Banshee
13 Library
Larger inside than out (to accommodate 1. A book detailing the ritual for remov-
books from many ages and worlds). Dust ing a vampire’s heart from their body,
and cobwebs (the Blood King hasn’t been providing immunity to stakes and
here for a few years). Very tall bookshelves even fire. Notes indicate the Blood
(made of hardened blood, move on rails). King might have used this (1,000gp,
10,000gp to a vampire).
12 Bookshelves 2. A treatise by a vampire medic on fresh
blood’s uses treating many conditions
Shaped like gothic towers (spiked sides). (500gp).
Filled with books in many strange languages
3. A young vampire’s diary, detailing
(from various worlds).
a dream about his lost mother accom-
▶ Trap: May be identified by inspecting the panied by sketches resembling Lenice
opposing shelf’s sharp, bloody spikes. If Albathea (Area 8).
unnoticed, removing a book triggers the 4. A lost god’s hollowed-out holy book.
other bookshelf to run on its rail, impaling Inside is a vial with 3 doses of Living
anyone in its path. PCs must save vs Blood monster antidote (immediately
breath or suffer 2d10 damage. fatal).
▶ Examining books: One person’s cursory 5. A collector’s edition young adult
examination takes 6 turns, 3 turns with novel decorated with gems and
2 people, and so on. Most books are gold. The book isn’t worth much, but
incomprehensible even with spells (which the extracted gems and gold Second
total Floor
can’t reach the other worlds’ intelligence), 1,500gp.
many vampires’ diaries and mundane 6. A spell book containing the following:
topics (a lot of YA vampire novels). Each dispel magic, hold person, protection
bookshelf’s most significant find is listed from normal missiles, charm monster,
below. Whenever a search is completed, polymorph self and wizard eye. Each 32
35 roll 1d6. use drains 1d4hp. The Bloo
L

23 24A 24B 25 Webs


Sticky, red, thick webs (spun from blood
L S
by gigantic spiders). Thicker cluster (in the 20
Princess
26 southeast corner).
Daemetrius
16 ▶ If the southeast corner’s webs are
17 cleared: Reveals a loose floor tile covering
Servants
a rough hewn tunnel descending into the
darkness below (to Area 18). Blocked with
13
thicker webs.
r 27

31 18
15
14
12
Guests
6
28 Dungeon
11 L
Vampire Guests; Area 13 23
7 Doors
9 10
14 Games Room
Four round tables spread around (card ▶ Information: Every game played makes
games, miniature games, block tower games the ghost casually state one thing going
and a board game). Shelves with various dif- on in the castle. The referee can use this
ferent tabletop games (accumulating dust). for dispensing useful information.

Iara, the Game Master Playing a Game


Translucent ghost (bespectacled young girl). If PCs play a game with the ghost, the refer-
Dark haired and grey eyed (that look excited ee has two options:
and alive, even being a ghost). Wearing
formal clothes (with red stains). ▶ Actually play another game (a card
game, board game, miniature game,
▶ Reaction: Bored, wants to play a game. or whatever).
Excited to see someone to play. Very com-
▶ Condense it into abstracted dice rolling.
petitive, but eager to teach anyone who
For example, roll 3 rounds of a d20 plus
is willing to play with her. Brags of being
an appropriate Ability score (e.g. DEX for
unbeatable in certain games (the referee
a manual ability game, INT for a strategic
can decide which depending on what they
one). Highest roll wins the round, whoever
want to play).
wins the most rounds wins the game.

15 Dining Room
Long dinner table (seats 32). Golden chan-
delier (2,000gp). Dishes with human organs
and limbs (as fresh as possible, dishes worth
250gp). Servants enter and exit (replacing
not so fresh dishes with new ones).
▶ Northeast: muffled screaming.

16 Kitchen
Bloodied tables and drains (where people ▶ Reaction: Ignore PCs unless attacked.
are vivisected and exsanguinated). Servants Issue a high-pitched scream before fight-
working (killing people taken from Area 17). ing with their cleavers.
Fancy silverware (in crystal cases, 1,500gp).
Blood Servants
4 Blood Servants AC 8 [11], HD 2 (hp 6, 7, 9, 10), Att 1 x cleaver
(1d6+1), THAC0 18 [+1], MV 90' (30'), SV D12
Human in appearance (blank eyes, unspeak- W13 P14 B15 S16 (2), ML 12, AL Chaotic, XP 20
ing). Soaked clothes (fresh blood).
▶ Scream: Every round screaming, roll for
a Random Happening, and if it occurs, roll
1d6+6 to see what arrives.

24 Area Descriptions
35
L
22 24A 24B 25
23
Seleana
L S
L Princess
26
Daemetrius
16
17
Servants
21
13
2nd 27
3 Floor
20
31 18
15
19
14
Living 12
Blood Guests
28
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards
5

17 Pantry 4 4
Shadow
Dark and cold (slabs of ice spread around the
Shadow
Hounds
small room). Caged people (scared, wound- Blood Extractor Hounds
ed and disarmed). Iron table with tubes and Stained metal table (sturdy and very well
needles (for extracting blood). made). Thick needles in a handle (for use
on a bound victim). Full receptacle under it
(someone was recently drained).
2d6 Prisoners
People of all kinds (varying ages and ▶ Using it on a Blood Thrall: Blood
genders). Scared (wish to flee as fast as Thrall may save vs spells to break
1 their enthralment. 2
possible—maybe causing trouble).
Guards Gate Dark
▶ Using it on a vampire: DrainingVines
a vampire
enrages them but also temporarily disables
their regeneration.

Areas 14—17 25
18 Blood Spider Court
Dark and damp (filled with spider webs and
blood stains). Stalactites in rows (like a great Blood Spider Queen
hall, wielding large weapons is difficult). Gigantic (like a large bull with very long
Throne of withered bones (collected by the legs). Shiny, deep-red chitin armour (stains
Spider Queen). like arcane symbols). Chatty and curious
(usually lonely).
Throne of Bones ▶ Reaction: Sees the characters as an oppor-
Carefully arranged (glued together with tunity to strengthen her position, offering
thick webbing). Hundreds of small eggs allegiance if provided with some vampires
(awaiting vampire blood to hatch). to drain. If they wish to kill the Blood King,
and foolishly disclose this, she betrays
them afterwards.
Is the Court in Session?
3-in-6 chance the Blood Spider Queen is
present with a retinue of 2d6 Blood Spiders,
eating and torturing 1d4 humans.

26 Area Descriptions
32
The Blood King 33

Blood Spider Queen Blood Spiders


AC 3 [16], HD 7 (32hp), Att 1 x bite (2d10 + AC 5 [14], HD 4** (18hp), Att 1 x bite (2d6 +
S poison + blood drain) and 2 x claws (1d10), 31 THAC0 16 [+3], MV 60'
poison + blood drain),
Princess
THAC0 14 [+5], MV 60' (20') / 120' (40') in 20(20') / 120' (40') in webs, SV D10 W11 30P12 B13 34
26 Statues
webs, SV D8 W9 P10 B10 S12 (7), ML 8,
Daemetrius S14 (4), ML 8, AL Chaotic, XP 175
AL Chaotic, XP 950
▶ Poison: Those bitten must save vs poison
▶ Poison: Those bitten must save vs poison or die in 1 turn. 12
or die in 1 turn. ▶ Webs: Creatures caught in webs become
▶ Webs: Creatures caught in webs become entangled and immobilized. Breaking
27 entangled and unable to move. Breaking free depends on Strength: 2d4 turns for
free depends on Strength: 2d4 turns for Strength in the normal human range,
Strength in the normal human range, 4 rounds for Strength29above 18, 2 rounds
4 rounds for Strength above 18, 2 rounds for creatures with giant Strength. The
Carnivorous
for creatures with giant Strength. The webs are destroyedPlantby fire in two rounds.
webs are destroyed by fire in two rounds. All creatures in a flaming web suffer
All creatures in a flaming web suffer 1d6 damage.
1d6 damage.
28 Dungeon
▶ Drain blood: On a natural 19 or 20 attack
▶ Drain blood: On a natural 20 attack roll,
the spider attaches to their victim, draining
roll, the Spider Queen attaches to her their blood, automatically inflicting dam-
victim, draining their blood, automatically age every round while healing themselves
10 inflicting damage every round while heal- for the same amount.
ing herself for the same amount. 36 36

37 Void Fungi
35
23

36 36

4
Shadow
Hounds Blood Spider Court

N
13
18
Blood Spiders

2
Dark Vines

Area 18 27
19 Blood Bath
Luxurious bath (6 golden tubs, marble floor). tries to mimic people it attacks (making
Shocking murals (depraved scenes of vam- terrible, coagulated blood copies).
pires gorging themselves). Bloody footprints
▶ Reaction: Seeks more blood to grow.
(lead to a bath in the back).
Avoids attacking vampires in the open as it
was created with the Blood King’s blood,
6 Blood Baths but will if they are alone. Mortals are also
Made of pure gold (5,000gp, weigh 5,000cns a nice way to gain a bit more essence.
each). 2 filled (fresh warm blood). 4 empty Leaves if fed at least 2hp of blood per HD.
(spotlessly clean). Humanoid footprints lead
to a filled bath. Living Blood
AC 6 [13], HD 7 (33hp), Att 2 x touch (2d8 +
▶ Blood-filled baths: A Living Blood lurks in blood absorption) THAC0 14 [+5], MV 60'
the southernmost. The other bath contains (20'), SV D8 W9 P10 B10 S12 (7), ML 10,
simply blood. Fresh and warm, recently AL Chaotic, XP 950
poured in.
▶ Waiting: The Princess of Blood (Area 26 for ▶ Resistance: Mundane weapons and
stats) arrives to bathe in 1d6 turns. attacks cause only half damage.
▶ Searching the baths: 1-in-6 chance of find- ▶ Holy water vulnerability: Causes
ing a small piece of jewellery (1d8 x 50gp) 1d8 damage.
in the drain. ▶ Cling: Can move across walls and ceilings.
▶ Seep: Can squeeze through small holes
and cracks.
Living Blood ▶ Blood absorption: For every 8 points of
Giant amorphous blood mass (partly rotten, damage it causes, it increases its HD by
partly fresh). Tendrils and appendages (form 1 (roll for hp), improving its THAC0 and
faces and limbs). Gurgling sound (like blood saves. If it reaches 10 HD, it gains another
spilling from a severed limb). Crawls and touch attack.

20 Service Stairs
Old and noisy (seem fragile). Made of bones ▶ Walking on the stairs: Makes moaning
painted to look like wood (some paint is noises—roll for Random Happenings.
fading). Lead to the Second Floor.

21 Armoury
Cabinets with Blood Thrall weapons and ▶ If a Random Event happens: Treat
armour (4 chainmail, 5 swords, and 3 cross- the result as 12, and Seleana is
bows). 3 red knight statues (steel blood). looting supplies.
Messy (unlike Blood Thralls’
other rooms).

28 Area Descriptions
First Floor

35
L
22 24A 24B 25
23
Seleana
L S
L
26

16
17
Servants
21
13
2nd 27
3 Floor
20
31 18
15
19
14
Living 12
Blood Guests
28
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards
5

Areas 19—21 29
22 Seleana’s Trapped Lair
Locked door (barricaded with furniture
when Seleana is inside). Rigged with traps Vampire Prisoner
(tripwires trigger crossbows or falling Bound (chains sprinkled with holy water).
stakes). Ransacked bedroom (with furniture Gaunt and gagged (Seleana is drinking their
moved around). Wooden stakes (scattered blood for sustenance and strength). Des-
everywhere). perate eyes (the vampire fears Seleana and
desires escape).
▶ Entering: Incautious PCs have a 3-in-6
chance of triggering a trap and being ▶ Reaction: If released, they vow to help the
struck for 1d8 damage. If calmly walking PCs however they can. After all, they just
in with sufficient light, they’re avoided saved their unlife.
without problem. ▶ Drinking vampire blood: +2 to attacks
and damage, but makes PCs more likely to
take violent and careless actions. Lasts for
Nightstand 1d6 turns. Drinking it more than 3 times
Almost all taken apart (one drawer remains). requires a save vs death to avoid addic-
Made of white-blue wood (from another tion, imposing -1 to attacks, damage and
planet). Old rusty key (opens Area 23’s other relevant checks while not affected
locked gate). by Vampire Blood.

First Floor

35
L
22 24A 24B 25
23
Seleana
L S
L P
26
D
16
17
Servants
21
13
2nd 27
3 Floor
20
31 18
15
19
14
Living 12
30 Area Descriptions Blood Guests
28
Seleana Suantis
Dark haired and wild eyed (desperate to escape but is determined to end the Blood King).
Armed to the teeth (stakes, crossbows, swords, reinforced armour). Hungry for any normal
food (she’s fed on blood and human meat for too long).
▶ Reaction: Immediately hostile until she realizes PCs are not vampires (they don’t look like one
or smell like perfumed death). Sees the PCs as obvious allies and a chance of facing the Blood
King. If they refuse to help, she won’t accept it.

Seleana Suantis
AC 5 [14], HD 5 (18hp), Att 2 x
short swords (1d6+2, magical,
sprinkled with holy water) or
1 x crossbow (1d6+1, sprinkled
with holy water), THAC0 15 [+4],
MV 120' (40'), SV D10 W11 P12
B13 S14 (5), ML 10, AL Neutral,
XP 175

▶ Regeneration: Gains 1hp at


the start of each round, as
long as she is alive.
▶ Holy water in weapons:
Created a water-infused
paste to imbue mundane
weapons with the abili-
ty to attack vampires as
though magical.
▶ Fury: When reduced to half
hp, gains +2 to attack and
damage rolls.

Area 22 31
First Floor

35
L
22 24A 24B 25
23
Seleana
L S
L Princess
26
Daemetrius
16
17
Servants
21
13
2nd
27
3 Floor
20

23 Dungeon Stairs 15
31 18

Made of rough 19hewn stone (looks like ▶ Opening the lock: If someone messes with
14
a stone beast’s gullet). Behind a locked gate12
Living the lock or fails an attempt to properly
BloodFanged lock (verdigrisedGuests
(rusty iron bars). open it, it attacks with THAC0 9 [+10] for
and stained with dry blood around the key- 1d8 damage and a save vs 28breath or their
hole). Mouldy smell (the6Void Fungi in the hand is locked in the trap. Forcing it open
dungeons’ depths). 11 L requires a STR check with a -2 modifier.
8
7 Doors This also immediately
Banshee 9 10calls for a 2-in-6
Mother Guards chance of a Random Happening (if it does,
5 determine the result with 1d6+6).

24 Service Quarters
Cramped (small bunk beds and dressers). ▶ 24A: In the middle room, under a bunk bed
Sweaty odour (vampire lords don’t care pillow (slightly unaligned): an ivory-infused
much for hygiene).
4 Spartan beds and furni- mirror with platinum details
4 (1,250gp).
ture (meticulously arranged). ▶ 24B: Under the cushion of a badly-made
Shadow Shadow
Hounds bed: scraps of paper with a pen and
Hounds
Hidden Treasure ink—love poems written for the Princess
of Blood. They are quite good, and could
There are small trinkets hidden by Blood be published for a small revenue (150gp/
Thrall Servants—indicating some retain month).
desires and consciousness deep down.

1 2
32 Area Descriptions Guards Gate Dark Vines
25 Princess’s Study
Large silver piano (10,000gp). Desk stacked
with books (many from the Library [Area Desk with Books
13]). Wall of fake book shelves (solid wood). Papers and notes everywhere (written in
code). Crude manor map (indicating the
Blood King’s heart is hidden in the Observa-
Silver Piano torium [Area 34]). A letter from Lord Daeme-
Appears newer than everything else (does trius (agreeing to help the Princess of Blood
not gather dust). Sheet of music set on it for painlessly ending his unlife).
(sad and tense song). Decorated with star
motifs (with golden lines).
Wall of Fake Books
▶ Playing the piano: Triggers a Random
Carefully painted (kitsch as it sounds).
Happenings roll. If the sheet music is
Wooden (including the books). Hollow sec-
played correctly (INT and DEX checks to
tion (where the passage opens).
understand and play it), a passage on the
wall of fake books opens. ▶ Breaking the wall: If the PCs can’t figure
▶ Looking inside the piano: There is a magic out how to open the secret door, they
sun ray pistol (2d10 unhealable damage to can bash it with their weapons for 1d6
vampires, 1d4 to non-vampires [double to rounds for one person or half as long
other undead]) hidden by the Princess of with assistance. This immediately forces
Blood. 2d10 charges remain, requires an a Random Happening with double the
INT check to use properly. chance of an encounter (roll 1d6+6 for
which encounter).

or S

35
L
22 24A 24B 25
23
Seleana
L S
L Princess
26
Daemetrius
16
17
Servants
21
13
2nd 27
Floor
20
31 18
15
19
14 Areas 23—25 33
Living 12
26 Secret Conference Room
Dark (lit by a few red candles). Long bone
table (seats 6). Obsidian dagger (on the
table, dragon motifs).
▶ The dagger: Is magical: +1 dagger of
blood letting - save vs death or lose
1d4 hp/round until healed.

Princess of Blood
Dark purple skin with violet eyes (that
seem to catch people’s attention and stare
into their souls). Long, braided blue hair
(braided with victim’s bones). Emerald
dress with rose motifs (to please the
Blood King).
▶ Encountered here: Conversing with Lord
Daemetrius and 2 other vampire guests
(Area 12 for stats).
▶ Wants: To kill and replace the Blood King
herself. She resents her treatment being
forced to portray a princess.
▶ Reaction: Quickly realizes the opportu-
nity the PCs represent and determines
their main intent. She offers to help
them achieve it so long as they help her.
If they were drawn here by her psychic
induced dreams, she plays the part of
a helpless princess under a cruel vampire
lord’s tyranny.

The Princess of Blood


Those reaching 0hp fall asleep and are
AC 3 [16], HD 7** (32hp), Att 2 x psi claws under her influence as if targeted with
(1d6+1, magic, and 30' range) or 1 x psi blast
a geas. Only usable 3x daily.
(3d6, see below), THAC0 13 [+6], MV 150'
(50'), SV D11 W12 P11 B14 S12 (MU 7), ML 10, ▶ Read thoughts: If she looks someone in
AL Chaotic, XP 1,250 the eye for a round, the target must save
vs spells or have their immediate thoughts
▶ Vampire traits: See page 9, though read. If she remains staring for 1d6
she does not have the standard touch and rounds, she can examine deeper thoughts
gaze attacks. and intents.
▶ Psi blast: Affects everyone with rational ▶ Create illusion: Can recreate the following
minds within 30', inflicting 3d6 temporary spells, affecting up to 7 targets at once,
damage unless they save vs paralysis. 3 times/day: invisibility, hallucinatory
terrain, hold person and mirror image.

34 Area Descriptions
Lord Daemetrius
Short and lean (starving for a few days).
Ragged noble vest (with small Void Fungi
spores in it). Worried and tense expression
(unwillingly helping the Princess and would
rather simply escape).
▶ Reaction: Submissive to the Princess of
First Floor
Blood. In her he sees his last chance of
escaping his cursed life.
▶ Isn’t he in the dungeon (Area 37)?: Nope,
that’s a guest vampire the Princess
enchanted with an elaborate illusion to
fool her father, but it won’t last forever
35
and she must act quickly.
L
Lord Daemetrius22 24A 24B 25
23
Seleana
AC 5 [14], HD 5 (13hp), Att 1 x Sabre of Saints
(1d6+1, magic, undead bane), THAC0 L15 [+4], S
MV 90' (30'), SV D10 W11 P12LB13 S14 (5), Princess
ML 8, AL Lawful, XP 175
26
Daemetrius
▶ Vampire traits: See page 9, though he 16
17
can no longer use the standard touch and Servants
gaze attacks. 21
▶ Undead bane sword: Double damage 13
to undead. 2nd
Floor 27
3 ▶ Vampire with a soul: Reflection appears in
20
mirrors, takes no additional damage from 31 18
light—actually feeds off it (hasn’t done so
for a while). 15
19
▶ Weakened: Has only 13hp, and attacks 14
Living 12
at -2. Blood Guests
28
6
Hidden Sarcophagus 11 L
8
7
Blended with the dusty walls (resembles the Doors
Banshee 9 10
stone wall). Closed and heavy Guards
Mother (combined STR
20 to open). 5
▶ The Princess of Blood’s actual coffin for
sleep and shelter if anything happens.

4 4
Shadow Shadow
Hounds Area 26
Hounds 35
27Floor
First Inner Garden
Glass ceiling (dirty and cracked). Winding
paths (allows garden exploration).

Dying Plants and Flowers


35
Overgrown (growing into the paths and over
L
the walls). Grey and red (fading colours).
22 PCs may find (dying) rare herbs
▶ Searching: 24A 24B 25
23
Seleana magical ingredients with
and powerful
a WIS check and 1d6 turns L spent looking. S
L Princess
If successful, they find herbs (600gp, only 26
viable for one week). Daemetrius
16
17
Rarely Visited
21
Servants

No Random Happenings are rolled here. 13


It’s a safe spot—don’t
2ndtell the players!
Floor 27
3
20
31 18
15
19
14
Living 12
Blood Guests
28
6
11 L
8
7 Doors
Banshee 9 10
Mother Guards
5

4 4
Shadow Shadow
Hounds Hounds

36 Area Descriptions
1 2
28 Trophy Room
8 trophy-filled cabinets (many shapes, sizes
and accomplishments). Sofas and a bar (very Bar
old and expensive bottles). Obsidian Blood Many bottles on display (most untouched).
King statue (boisterous pose). One has a pair of eyes inside (which see
what’s going on).
▶ Breaking open cabinets: Easily busted
open—1-in-6 chance everything falls to the ▶ Valuable bottles: PCs can make an INT
floor, triggering a Random Happening. check to determine the most valuable
▶ Trophies: Most are fake, but each cabinet bottles. There are 20 but only 7 are worth
has one 1,250 gp trophy that is not easy much (150gp each). Carrying them all
to carry. encumbers PCs and any damage may
break the fragile bottles (save vs breath
to avoid).
▶ Drinking: Drinking restores 1d4hp
but requires a save vs poison to avoid
intoxication (-2 to attacks, spells fail
20% of the time, lasts 2d6 turns). The
(already quite strong) liquor has spent
centuries intensifying.
▶ The eyes: watch and record all the PCs
actions and dialogue. If they leave the
room, the eyes leave the bottle, seeking
the Blood King (2d6 turns) to inform him.

Areas 27—28 37
Area Descriptions:
Second Floor

29 Balcony
Spacious and perfumed (many orchids and
other flowers). Large, luxurious chair set Carnivorous Plant
before a gigantic flower (the Blood King talks Large and full of thorny vines (fed on vampiric
to his plants). blood). Spheric bouboulis flower head (full of
sharp, yellow teeth). Sweet seductive smell
(distillable into a very powerful perfume).
Telescope
Large (longsword-sized, set on a tripod). ▶ Reaction: Sleeping after the Blood King fed
Made of silver and gold (5,000gp, but very it a few hours ago. Loud noises or simply
delicate lens, worth only 1,000gp broken). poking it a bit harder rouse it and it awak-
Pointed at a distant bright green star (need to ens ravenously. It’s also quite jealous of
mess with handles to unlock it). the Blood King, attempting to eat anyone
carrying the telescope.
▶ Looking at the bright green star: Reveals
the Blood King’s memories. His suffering Carnivorous Plant
under an older, cruel vampire, culminating AC 7 [12], HD 6* (27hp), Att 8 x small tentacle
with the Blood King killing and drinking (1d4 + constriction, 10' range), 2 x large ten-
his blood. Occasional flashes of a woman tacle (1d6 + constriction, 20' range), 1 x bite
similar to Lenice Albathea (Area 8). (1d10), THAC0 14 [+5], MV 30' (10'), SV D12
▶ Looking elsewhere: Different planets with- W13 P14 B15 S16 (3), ML 8, AL Chaotic, XP 500
in very close range are visible and audible
(the referee can insert glimpses of other ▶ Constriction: Tentacles grab and con-
worlds and settings to instigate players’ strict after a hit. 1d4 automatic damage
curiosity). per round.
▶ Breaking the telescope: Anyone carry- ▶ Severing tentacles: Requires a hit inflicting
ing it and suffering 10+ damage from 6+ damage (8 small tentacles) or 10+ dam-
a single source must save vs breath or the age (2 large tentacles).
lenses break. ▶ Vulnerability to fire: Suffers double dam-
age from fire.
▶ Pheromones: Twice per day can expel
pheromones within 50' radius, attracting
victims failing a save vs breath towards
its mouth. Those failing are attacked with
a +4 bonus for 1 round and, if hit, are
allowed another saving throw.

38 Area Descriptions
Second Floor

32
The Blood King 33

31
20 30 34
Statues

12

29
Carnivorous
Plant

Dungeon

36 36

37 Void Fungi
35
23

36 36

Blood Spider Court


1 square = 5'
Locked doors
N
13
18 Secret doors
Blood Spiders Monsters
Area numbers

Area 29 39
Second Floor

32
The Blood King 33

31
20 30 34
Statues

12

29
Carnivorous
Plant

Dungeon

36 36

37 Void Fungi
35
23

40 Area Descriptions 36 36
30 Blood King’s Studio
Canvases everywhere (hanging on the walls ▶ Feeding a painting blood: If 1d4hp blood is
and ceiling and stacked atop one another). fed to a painting, it animates and you can
A lot of red paint (blood). Many paintings of see the people and things within moving
alien landscapes (actual places and from the (tree leaves being blown by the wind and
Blood King’s imagination). such). Bathing a painting in the Blood
King’s blood opens a portal to there for
12 Finished Pieces 1d6 turns.

Very bizarre landscapes (referee may insert


visions of other game worlds and settings).
Some even move in the corner of your
eyes (magical). Accomplished artistry (each
worth 850gp).

31 King’s Hall
Red-veined marble floor and pillars (blood-
stained). Murals depict the Blood King’s 4 Armoured Statues
conquests (battles against various alien Wearing spiked, full plate armour (more
races, romantic conquests, coronations). for show than defence). Each holds a large
Spike-armoured statues with glaives (also glaive with both hands (fingers flex when
bloodstained). approached). Marks on the floor in front of
them (as if something heavy stepped there).
Spiralling Stairway ▶ Reaction: Remain motionless until PCs
Made of hardened flesh and bones (part of cross the room’s middle or approach
the living manor’s structure). Works like an the door to Area 32. If presented with
escalator (moving its muscles). something bearing the King’s crest (the
red rose), they permit passage. Otherwise,
▶ If fleeing the Blood King: The stairs delay they attack.
escape and attempt to squeeze PCs. PCs
must save vs paralysis or become entan- Armoured Statues
gled, suffering 1d6 damage/round until AC 2 [17], HD 4 (18hp), Att 1 x glaive (1d10 +
they escape. bleed), THAC0 16 [+3], MV 90' (30'), SV D8
W9 P10 B10 S12 (8), ML 12, AL Neutral, XP 75

▶ Bleed: Those hit by the glaive attack must


save vs death every round or bleed for 1d6
damage until they successfully save.
▶ Mundane damage resistance: Half damage
from mundane sources.
▶ Spell immunity: Unaffected by sleep and
charm spells.

Areas 30—31 41
32 King’s Chambers
Larger inside than out (space is distorted
and the Blood King lives in a great hall). The Blood King
Pillows, veils and a luxuriously decorated Dark purple skin and eyes dark as the night
tapestry (gold threads, bright gems and (meeting them raises goosebumps). Royal
other detailing). dark red regalia (with family crest medallion
and signet ring). Deep melodic voice (comes
from surrounding ambience).
2d20 Languishing People
Of many cultures, races and planets (some ▶ Reaction: Disdainful at first, bothered
PCs have never seen). All are ‘attractive’ about the interruption. Asks PCs to leave
(a magical enchantment). They seem lifeless, fast or join the rest of the food. If bothered
and their eyes lack spark (they are illusory). too much, he summons 2d6 Blood Thrall
Guards (Area 1 for stats) and attacks if
▶ Reaction: They invite the PCs to join them, attacked himself.
and just enjoy life in the Blood King’s glory. ▶ Mother?: Over centuries as vampire king,
Players looking at them and listening to the Blood King repressed all his memories
their voices must save vs spells to act of childhood and his mother. If confronted
every round. If they discover they are mere with the possibility someone is his mother,
illusions, they can save vs spells to disbe- he initially refuses to believe. May be
lieve them decisively. convinced by insistence and accompanying
▶ Behind the veil: If the illusion is broken, evidence reinforcing the hypothesis. He
PCs see the room is practically empty requests everyone leave so he can talk
save two large chests storing the Blood with his mother alone. He grants every
King’s spoils. individual responsible for this reunion
one wish, provided it doesn’t harm him or
• Chest 1: 5,000sp, 3,000gp, 3 rubies his mother.
(500gp/each), 3 jade alien god statues
▶ Rose from garden: Bringing a reinvigorat-
(750gp/each).
ed rose from Area 4 causes the Blood King
• Chest 2: Articulated silver and ebony to see you as an admirer and caretaker.
snake with emerald details (1,500gp), He understands the sacrifice necessary
roll of ever-fresh-to-the-touch silk to feed the roses, and entertains the idea
linen (500gp), dark crystalline skull of parleying with PCs, inviting them for
with ‘magic 8-ball’ eyes (250gp), set dinner in Area 15 (but won’t serve much
of 3 fist-sized balls that never lose beyond blood).
Second Floor inertia (500gp).
▶ The King’s reflection: The mirror with
Alvaraz’s reflection (from Area 9) scares
and confuses him. He must save vs death
every round to act.
▶ Elixir of Life: Around the King’s neck is
32
a small golden vial containing the first vam-
The Blood King 33 pire’s purified blood. The Blood King keeps
it in hopes of finding and resurrecting his
mother. The vial can resurrect any being
without issue, provided there are remains.
31
20 30 34
Statues

42 Area Descriptions 12
▶ Royal crown: An ostentatious
crown shaped like skull-faced bats
preying on humanoids, adorned
with 4 red gems containing red liq-
uid. Extremely valuable (10,000gp)
and also magical. The gems can
be removed and broken, releasing
a Living Blood creature (Area 19 for
stats). Each gem lost reduces the
crown’s value 1,000gp.
▶ Star key: Inside the Blood King’s
jacket is a small silver key with
a star motif, which opens the Sun
where he hid his heart (Area 34).

Blood King
AC 2 [17], HD 11*** (55hp),
Att 2 x bloody sabre (1d8 + bleed)
or 1 x touch (1d10 + energy drain)
or 1 x gaze (charm) or 1 x bite (1d8
+ feeding), THAC0 11 [+8], MV 150'
(50'), SV D6 W7 P8 B8 S10 (11),
ML 10, AL Chaotic, XP 3,500

▶ Vampire traits: See page 9,


though he doesn’t suffer the vul-
nerabilities and can’t be killed while
his heart is safe (Area 34).
▶ Bloody sabre: Anyone hit loses an
additional 1d6hp next round and
1d4hp the round after that.
▶ Feeding: Any damage inflicted with
a bite attack immediately heals the
King for that amount.
▶ Fearful aura: Can exude an aura of
fear at will, forcing those looking
at him within 60' to save vs death
or flee as fast as they can for
2d6 rounds.
▶ Living blood: When reduced to
25hp or less, creates a Living Blood
creature (Area 19 for stats) which
begins acting next round.

Area 32 43
33 Princess’s Chambers
Lavishly decorated (plumes and pillows). ▶ They are watching us: Those failing a save
Almost untouched (doesn’t seem lived in). vs spells are unable to shake the sensation
the dolls watch their every move. It’s just
Porcelain Dolls a sensation, though.
▶ Valuable but fragile: Although kinda
Many lifeless dolls (dressed in eclectic creepy, they fetch about 5,000gp total,
fashions from all eras and cultures—even though they are very fragile and not easily
modern and futuristic ones). Of different carried (200cns of encumbrance, dividable
shapes and sizes (some very small, others among the PCs). If any are broken, the
approximate a grown human being). value drops to 1,000gp.

34 Observatorium
Arched high ceilings painted like the night
sky (seemingly extending into infinity). Planetary System Model
Large planetary system model in the middle A large and important icosahedron-shaped
(made of precious gems and gold wires, star (emitting the brightest light, slightly red
a large lamp replacing an important star). luminescence). Planets move slowly around
Large leather-bound tome above a pedestal an axis (magically enchanted). Various sizes
(beside the model). (from a few inches to a couple of feet—the
central star).
▶ Cosmology: Modelled after the cosmologi-
cal concept of the referee’s campaign.
▶ These are actual small planets: For all
purposes, they’re actual, inhabited plan-
King 33 ets—they are just very tiny and almost
imperceptible. There are a number of
precious gems equal to the number of
planets in the referee’s current campaign
(350gp each).
31
30 34
Statues

12

29
Carnivorous
Plant

44 Area Descriptions
▶ Taking out a planet from their orbit: Desta-
bilizes the whole system, and it collapses
as a whole in 1d4 turns. Roll 1d4:

1. The star explodes, creating a black


hole, sucking everyone within 30' into
it— this also destroys the Blood King’s
Heart.
2. It all falls to the ground, and there’s
the audible screams of trillions dying
at once.
3. The planets rotate faster and faster
until they lose control, forcing PCs to
save vs breath every round or suffer
1d6 damage.
4. The gravity pulls everything together,
forming an increasingly larger ball that
rolls towards the nearest PC, forcing
them to make a DEX check every round
or suffer 1d8 damage. The ball has
20hp, AC 9 [10].

▶ Heart of the Sun: There is a small keyhole


in the brightest star, inside of which is the
Blood King’s perfectly preserved heart,
emanating a bright red light. Destroying
it kills the Blood King, causing the entire
manor to begin collapsing as it is main-
tained by his power and blood. PCs have
2d6 turns to leave or be consumed along-
side the alien manor.

Leather-bound Tome
Big as a backpack (weighs 500cns). Hand-
written in a variety of tongues (all seemingly
written by the same person). Sketches of
various people and places (alien and other-
worldly).
▶ Perusing the book: It’s barely intelligible,
composed of reports from various beings
from different worlds. There are also
instructions on how to talk to them, with
each of their worlds represented in the
planetary model. If examined thoroughly,
PCs find a person from their world who
has been passing reports to the Blood King
about their world’s grand events.

Areas 33—34 45
12

Area Descriptions: 29

Dungeon
Carnivorous
Plant

Dungeon
35 Centre Room
Cramped and moist
(a palpable warmth 36 36
coming from deep within).
Old battered iron table
(bloodstained). Broken
chain on the floor (recently 37 Void Fungi
collapsed). Footprints 35
going deeper into the dun- 23
geon (large, humanoid).
36 36

ow
ds Blood Spider Court
36 Dungeon Cells 1 sq
Lock
N
13 one chills
Dusty, dirty and dark (just entering d6 What is found?
your spine). Bloodstains and cloth scraps 18 Secre
(decaying). 1 A Blood
large obsidian
Spiderskey (500gp) depict- Mon
ing a skull—what does it open?
Area
Prisoners 2 2 scrolls: remove curse and protec-
Vines tion from evil, 10' radius.
If the PCs are looking for prisoners, this is
where they are. They are unarmed, uncon-
scious and weak. They’ve seen the Blood King 3 A silver bird that can deliver
torturing “Lord Daemetrius” (see next page) a 20-word message to someone
and are possibly traumatized. whose true name you know.

4 Plastic vampire denture that turns


Loose Stone you into a vampire (gain Vampire
The northeast and southwest cells each Traits, page 9) for 1d6 turns daily.
contain a loose stone where a prisoner hid
5 A pair of gloves that lets the wearer
something. This is noticed by any PC spend-
know the age of anything touched.
ing a turn searching. Roll to determine what
is found. 6 A potion of acid blood: imbiber’s
blood deals 1d6 damage/round to
anything it touches.

46 Area Descriptions
37 Torture Room
Large, walls lined with torture instruments
(rusty, stained and twisted). Two large,
manacled tables (an unconscious individual
imprisoned in one looks a lot like Lord Daem-
etrius [Area 26]).

Lord Daemetrius?
Short and lean (has been starving for
a few days). Ragged noble vest (covered in
a bright purple and dark blue fungi). With
open empty eyes (staring into nothingness).
▶ Void Fungi: The body is being controlled
by a Void Fungi, a creature brought by an
alien enemy of the Blood King. It is slowly
expanding through the Dungeon, hoping
to cover the entire manor. If PCs negotiate
with it properly, they can form an alliance of
sorts. If they can grab patches of the fungi,
placing it in other rooms and halls, it helps
by opening doors and communicating what
they see or hear. For this last part, however,
someone must be linked through infection
with the fungi (see below).
▶ Reaction: Initially it ignores PCs but,
after 1 turn, welcomes them into its
“new home”. Refers to itself in the plural
(“we”). (The fungi is an alien hive being).
It is curious about the PCs’ world and
its inhabitants. If attacked, however, it
reacts appropriately.
▶ Information: The Void Fungi knows the ▶ Fungi infection: Those hit must save vs
following: death or be infected by the Void Fungi.
After 1d6 turns part of their skin is covered
• The Princess shape-changed the in a Void Fungi patch. They suffer 1d6 WIS
corpse they’re occupying to resemble damage/day. When reduced to WIS 0, they
the Blood King’s enemy. are under the Void Fungi’s control. In the
• The daughter wants a real enemy’s meantime, they can communicate with the
help overthrowing the Blood King. hive mind.
• She’s allied with other vampires. ▶ Cloud of spores: Void Fungi can exhale
a cloud of spores that forces everyone
Lord Daemetrius (Void Fungi) within 30' to save vs death or suffer Fungi
AC 7 [12], HD 6 (22hp), Att 6 x pseudopods Infection (3x/day).
(1d6+1 + fungi infection), THAC0 15 [+4], ▶ Hive mind: Anywhere there is a Void
MV 30' (10'), SV D10 W11 P12 B13 S14 (5), Fungi, the creature can experience as if it
ML 10, AL Neutral, XP 1250 was there.

Areas 35—37 47
Concluding
the Adventure
There isn’t a real end—and that’s great! This is an open-ended scenario, with many
potential outcomes. The PCs might enter seeking treasure, to rescue innocents, a long lost
ancestor, searching for answers to strange dreams or simply because it looks extremely
suspicious under the ominous Blood Moon. Within they can make allies, discover strange
things, glimpse alien worlds, mingle with supernatural beings and much more! They can
dethrone the King, become his servants, capture the alien palace or get shiny things and
flee. So let the adventure find its own course and have spooky fun!
This page is intentionally left blank.
Halls of the Blood King
With the rising of the Blood Moon, the accursed abode
of the Blood King returns to this world. The lord of all
vampires comes to claim the blood that is owed to him. His
halls contain treasures and secrets that would make any
ambitious adventurer abandon reason and caution to seek
them out. Will you risk your soul for gold and glory in the
Halls of the Blood King?

A fantasy horror adventure


for characters of 3rd to 5th level.

Requires Old-School Essentials


Classic Fantasy or Advanced Fantasy.

ISBN: 978-3-96657-053-4

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