Idea:
Haunted prison, with a small pack of wolf-folk dwelling within,
coming out at night to prey on livestock and unwary humans.
Hook: The abandoned dungeon of
Karad has long been home to ghosts and spirits, but recently
something more tangible has been seen lurking in its halls. Wolves in
human form, coming out at night to eat cattle and kill defenseless
citizens. Anyone who went into that ancient prison and slew the
monsters would be revered as a folk hero.
1. The entrance to the prison is
dusty, having not been used for years. However, visible in the dust
are wolf-like tracks. (In a dark corner of the room, There is a small
dried pool of human blood, along with an expensive golden locket,
containing a small gem.)
2. There is evidence of broken tables
and chairs strewn about the floor, along with broken plates. Two
large pillars hold up the ceiling. (Between the pillars is a
tripwire, hooked up to two crossbows prepared to fire on anyone who
activates the trap.)
3. A large, imposing machine stands
atop a pedestal. It is a guillotine, one of the first of its kind,
and was used to lop the heads off of criminals when the prison was
still in operation. (Old blood can still be seen on the blade of the
device.)
4. There are a handful of cells in
this room, most open and empty, but one remains closed, its solid
steel door kept shut. (If one looks through the barred window of the
door, they will see a piece of wood has been wedged in such a way
that the door is closed. A small pile of gold coins can be seen
through the window on the floor. If one sticks their hand through the
remove the wood, an axe comes down, chopping off their hand. However,
this same axe removes the wood, causing the door to open.)
5. A translucent figure sits on a
chair facing a long shattered window, humming to itself. (The figure
is the ghost of a woman named Rebecca, who was imprisoned for
witchcraft and killed by the guillotine. She knows of the wolf-folk,
and doesn’t like them, finding their acts reprehensible and vile.
She can tell the party that there are some other spirits in the
prison, possessing their own skeletal remains, and that they are
extremely violent after years of isolation.)
6. Horrific tools of torture fill the
room, iron maidens, thumbscrews, racks, and others. They all seem to
be moving slightly, as if acting out their uses long ago. The air is
filled with the screams and moans of pain of the devices’ former
victims. (If the torture devices are destroyed or otherwise stopped,
the screams cease.)
7. Some animated skeletons stumble
around the room, holding knives in their bony claws. Occasionally
there is a ghostly flicker, and the skeletons instead appear as
living men and women dressed in rags. (The skeletons are the spirits
spoken of by Rebecca. They will act mindlessly violent and attack the
party unless the player characters are accompanied by Rebecca, who
can reason with them. The skeletons can speak, but unless they are
interacting with Rebecca they will make no sounds other than the
clatter of their own bones.)
8. A group of monstrous, humanoid
wolves lie dozing in cots. One of these monsters sits in a chair
nearby, sharpening its claws. (The moment the wolf-person on watch
notices the party, it howls, awakening its comrades, who will
instantly attack.)
9. Barrels of salted meat fill the
room, the stench is almost unbearable despite the preservative.
(Though most of the meat is beef, on closer inspection it is revealed
that some is human.)
10. A small group of wolf-folk in
armor with weapons crowds around a table. On the table is a map of
the surrounding area, it appears as though the beast-folk are
planning their next attack. (One of the wolf-folk wields a magical
dagger that catches fire on command. Underneath the table is a chest
containing some coins and baubles, loot stolen during the wolf-folks’
raids.)
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