Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. If you enjoy this, take a look at other entries in this ongoing series within this blog.
Introduction & Background
This is a B/X D&D adventure for characters of levels 4-7. Magic and silver weapons are recommended for use against undead.
Pitmann Manse is a Manor House in northern Darokin, east of Cornuglain and close to the Orc Lands. However, it is not tribal humanoids that trouble it. The mansion was abandoned 25 years ago when five family members were afflicted by a terrible curse that turned them into undead monsters. Several servants and a daughter in law escaped to Cornuglain to bear the shocking news but none have returned since.
However, the PCs are approached by Vondall Pitmann, the brother of the head of the household and uncle to several afflicted members. He has only recently found out what has happened to his brother’s family and he is willing to pay for adventurers to lay their souls to rest and lift the curse. He believes that his brother fell under the sway of a charismatic cleric of Chaos called Father Brazzock who offered the Pitmann family amulets that were said to give protection against many forms of harm. Five of these amulets were accepted and worn, though more were offered by the cleric - some family members (including the daughter in law who escaped) declined, being rightly suspicious of such an offer.
Vondall asks the PCs to defeat the undead that were once his family, collect the amulets and find a way to destroy the amulets, thus releasing their souls. If the amulets are not properly destroyed, the cursed family will rise again within a week, their souls still in torment of Undeath. A reward of 6000gp, to be shared among surviving party members, is on offer once a lawful cleric has independently confirmed the lifting of the curse. There is also treasure to be found within the manse.
The amulets must be destroyed by dissolving them in acid mixed with holy water. Conveniently enough there is a sufficient amount of acid in the alchemy lab in the basement. This can be found out by reading Bryron Pitmann's journal from his study in room 3.
Cartography by Dyson Logos (source here) |
Key to Map:
Ground Level
1) Entrance hall: Empty
2) Rear Hall & stairs down: 4 bloated zombies (formerly house servants) are shambling around here in a mockery of house cleaning. They will attack any living creatures that enter.
Bloated Zombie: AC 7, Mv 60', HD 2*, hp 6, 7, 9, 9, THAC0 18, Att 2 claws for 1d4/1d4, Save F2, Ml 12, Align C, XP 30, When destroyed bloated zombies spray everyone in a 10' radius with acid, causing 1d6 damage. As undead, bloated zombies are immune to Charm, Sleep, poison and disease.
3) Study & Living Room. This room used to be well-furnished but has now fallen into decay. Against the south wall there are various book shelves filled with books, papers and folders. Against the north wall is a grand desk on which sits the journal of Bryron Pitmann. In the last few pages he explains that the amulets that the cursed members of the family wear can only be destroyed with acid mixed with holy water.
4) Fountain Stairwell & stairs up. In the fountain there are 2 bone warriors that will rise up out of the water and attack when living creatures (such as the PCs) enter the room.
Bone Warrior: AC 5, Mv 120', HD 3, hp 12, 15, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35
5) Walled Garden. Now overgrown with long grass and weeds, the walled garden is haunted by Mellina Pitmann, the former lady of the manor now transformed into a beautiful but terrifying wraith. She is accompanied by 3 zombie wolves (actually formerly her three pet alsatians). Mellina wears one of the cursed amulets (which magically stays around her neck despite her being incorporeal).
Wraith (AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character.
Zombie Wolf: AC 6, Mv 120', HD 3+2, hp 15, 13, 16, THAC0 17, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, XP 50
6) Kitchen: The Cook has now become a ghoul. Any food here has long since rotted.
Ghoul: AC 6, Mv 90', HD 2*, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save or be paralysed for 2d4 turns), Save F2, Ml 12, Align C, XP 25
6a) Store Cupboard: This room contains 11 skeletal rats that will attack any intruders.
Skeletal Rat: AC 7, HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5
7) Dining Room: This room has a dozen chairs around a long fine table. The window to the west has been broken and now 4 giant bats are hanging from the two chandeliers. They will attack but have low morale and if one of them is killed or there is another reason to check morale they will try to fly out through the broken window.
Giant Bat: AC 6, Mv 15'/Fly 150', HD 2, hp 6, 6, 10, 11, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 6, Align N, XP 20
8) Grand Library: Here is Bryron Pitmann, the master of the house and now a wraith. Like his wife Mellina (area 5) he has a cursed amulet hanging around his neck despite being incorporeal. He will attack any living intruders. The library is filled with bookshelves and about 400 books in total. Most of these are riddled with bookworms and beetles, and are worthless, but 55 of them are still in good condition, saleable at an average of 20gp each (1100gp value total) and weighing 1lb each.
Wraith (AC 3, HD 4** (hp 20), Mv 120ft fly 240ft, Att 1 touch for 1d6+ energy drain, Save F4, Ml 12, Align C, XP 175). Wraiths are immune to normal weapons and silver weapons only do half damage. Each hit from a wraith will drain 1 level from a character.
Basement Level
9) Storeroom: This room is full of broken boxes and barrels. There are 6 skeletal rats lurking here.
Skeletal Rat: AC 7, HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align C, XP 5
10) Wine Cellar. This area is empty apart from six large wine racks. Many of the bottles have been smashed but there are 23 intact bottles, weighing 2lb each and average value of 25gp each (575gp total). There is also a single bottle of holy water marked as “Blessed Water from the Reclusium of Serenity”. This is sufficient to mix with acid and dissolve the cursed amulets.
11) The Alchemy Lab. This room is the lair of Tommas Pitmann, the younger brother of Bryron Pitmann. He has become a wight, and he has a cursed amulet around his neck. In life he was interested in alchemy and has built up quite a laboratory. Of particular interest to those seeking to lift the family curse and destroy the cursed amulets there is a 1 gallon glass container marked “Black Dragon Acid”, filled with yellowish viscous acid with a very pungent smell when the lid is removed. If holy water is mixed with this then the PCs can drop the cursed amulets into this and properly destroy them. Anyone touching it suffers 1d4 damage per round of touching. There is a single large table and several shelves filled with both ingredients and equipment such as condensers, test tube racks, pestles and mortars, conical flasks and tiny burners. Tommas is vaguely aware that the acid is of use in destroying the amulet around his neck but the nature of the curse means he is unable to bring himself to do it himself.
Wight: AC 5, HD 3* (hp 12), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65 Wights are immune to normal weapons but can be hit by silver or magic weapons. Anyone hit by a wight loses a level.
12) The Crypt is where previous family members were buried. Most of them have stayed at rest, but Blatholrag Pitmann, the grandfather, has returned as a mummy (though he does not look like the classic Egyptian mummy but more like a peat bog mummy). Unlike other family members, he is not wearing an amulet, and he will not return from destruction if the curse is not broken.
Mummy: AC 3, Mv 60', HD 5+1*, hp 24, THAC0 14, Att 1 fist for 1d12+ disease Save F5, Ml 12, Align C, XP 400 Mummy's rot prevents all magical and natural healing until magically cured, Mummies are only vulnerable to fire, spells and magic weapons (+1 or better) and these all do half damage. Mummies are also undead and as such immune to sleep, charm, poison and disease
Upstairs Levels
13) The Landing: Empty apart from a ladder leading up to room 19 and stairs down to room 4.
14) Upper Corridor: There are 2 zombie wolves (formerly pet hounds).
Zombie Wolf: AC 6, Mv 120', HD 3+2, hp 15, 13, 16, THAC0 17, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, XP 50
15) Master Bedroom: Empty
16) The Dormitory: Here is Cyntheria Pitmann, the daughter, now a wight, with a cursed amulet around her neck. She attacks any living intruder.
Wight: AC 5, HD 3* (hp 12), Mv 90ft, Att 1 touch for 1 energy level drain, Save F3, Ml 12, Align C, XP 65 Wights are immune to normal weapons but can be hit by silver or magic weapons. Anyone hit by a wight loses a level.
17) The Balcony: This overlooks the library (area 8) where Bryron Pitmann lurks. If PCs have not already dealt with him when they enter this area, he will float up from the ground floor to this balcony and attack.
18) The Upper Study: This is the haunt of Malthor Pitmann, the son of Byron and Mellina, He has become a coffer corpse (borrowed from 1E AD&D Fiend Folio). Like other members of the family he has a cursed amulet around his neck.
Coffer corpse: AC 8, HD 2** (hp 10), Mv 60ft, THAC0 18, Att 1 claw for 1d8, Save F2, Ml 12, Align Chaotic, XP 30, Normal weapons only appear to do damage, and if struck by a normal weapon for more than 6hp damage, the coffer corpse will collapse, apparently defeated. However, it will rise up the next round and all involved in melee against it must save vs spells or flee in fear for 1d4 rounds. This coffer corpse attacks with its bare hands, and if it hits it has locked its grasp onto its target's throat doing 1d6 damage per round (automatically hitting) thereafter until defeated.
19) The Upper Bedroom includes the ladder down to room 13. In here is Father Brazzock, the chaotic cleric who started this whole curse by giving the Pitmanns the cursed amulets. Although still alive, he is trapped here and has become increasingly insane. If the PCs attempt to talk to him he will swing wildly between hateful aggression and desperation to get out. He may initially appear to be cooperative, lying and saying that he was trying to lift the curse but got trapped here. He will turn on the PCs as soon as he thinks he has a chance. Father Brazzock has a treasure stash of 250gp, 120pp and a large perfect peridot gem worth 750gp in a bag under his bed.
Chaotic Cleric: AC 3, Mv 90' HD C6, hp 20, THAC0 15, Att 1 mace for 1d6+2 or by spell. Save C6, Ml 9, Align C, XP 350, Equipment: Banded Armour, Shield, Mace +1, Unholy Symbol. Spells: Cure Light Wounds, Detect Law, Hold Person, Aura of Shadows, Cure/Cause Disease
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