Mini-Dungeons: Urban Areas
The ravenous expansion of civilization means that many creatures are pushed out of their own habitats and forced to adapt to the new urbanization. Those who are most successful at this adaptation may find themselves thriving under these new circumstances. Additionally, there are many humanoid threats in these areas, ranging from gangs of thugs to assassins for hire and much more. There is never a dull moment in the life of a city, where everything vies for a space of their own.
(Generated semi-randomly)
Harbor districts of large trade cities like Corasonne see a lot of goods moved about, not all of them obtained legally. There's a pair of warehouses located on the eastern edge, close to the water owned by a particular group. One of them is actively used, while the other is seemingly left in disrepair and boarded up. In reality, they are connected, and while the main one houses their legal goods, the other is used for the more clandestine business. It is connected to an underground waterway where they store their smuggled goods, mostly jewelry and disapproved alchemical goods. Pirates (8): This crew consists of 5 Bandits, First Mate Darío, Mariano the Deck Wizard, and of course the Captain Lorenzo Corello. They have set up their smuggling operation here, pushing out some of the former inhabitants of the abandoned warehouse. With recent events they are losing ground however, and considering to pull out from this location. They keep the place well-lit to combat the Meazels. Crocodile (1): The crew captured this one as a youngling after killing its parent, and have tamed it. It helps them guard the waterway entrance and their stolen goods, though when it is scared or enraged, only Mariano can calm it down with magic. Meazels (3): This trio used to have this warehouse all by themselves and kept a distance from each other. They were chased out by the smugglers however, and now have to deal with misery of each other's company. They have retreated to the rafters where they hide out and annoy the smugglers. Since they can easily teleport between the two warehouses, they are nigh-impossible for them to catch. As a result, the smugglers no longer go up there and are not aware of for example the boarded-up holes in the roof of the dilapidated warehouse, which could allow someone to sneak in (if they make it past the Meazels at least). Ghouls (3): Ghouls commonly lurk in the sewers and waterways running below the city, and they have found the entrance here as well. The smugglers try to hold them off with alchemical traps, but that will only work for so long. Water Weird (1): In ages past there used to be a sacred pool here, before the city was built. Runoff from the factories has polluted the water and woken up its guardian, who now finds himself in a contained waterway filled with garbage. It is weakened, angry and aggressive, but it also desperately wants to see its location purified. Other Notable Locations: The longshoremen frequently protest in the mooring area closeby, which could serve as a potential hindrance or distraction.
The sewers below a large, industrial city are full of life. Often tainted or deformed life, sure, but life nonetheless. And where there is life, there is conflict of course. So it is here as well. The kobolds who have been ordained by the city to take care of the sewers trash, have come into conflict with the troglodytes who were here before, and in the meantime other scavengers lurk about picking off prey on both sides. The sewers are structured in a circular fashion, with six rows of tunnels bending around a large central reservoir. Sewer pipes jut from the side and flush their waste into the larger tunnels which flow out of the city into the bay. Kobolds (37): These junk-drakes have come down here to manage the sewage system, and in exchange they are allowed to take apart anything that comes down here for useful parts. They have taken up much space and pushed the other residents back, and then they placed traps all around to ensure their own safety. They have about 28 able-bodied kobolds among them that can fight, and they are led by a single sorcerer. Their junkheap 'town' is located in the western part of the sewer, but their scavenging area and traps reach nearly all the way to the central reservoir. Ettin (1): How a two-headed giant ends up in a sewer is a mystery, but that's besides the point. It lived here calmly until it stumbled into one of the newly-made traps of the kobolds, which maimed one of its heads and left it blind on that side. Now it is scared and angry, with its left head constantly having to reassure its right. It tells it tales of the beautiful lands they move through, while in reality picking through the sewage for food. Troglodytes (11): The troglodytes have been significantly reduced in number by their first conflict with the kobolds, but their Champion is still alive. Under his leadership they have started to wage guerilla warfare against the kobolds, hoping to slowly push them back and regain some of their former territory. They are currently stuck in three of the eastern rooms, usually split up in two groups: one on raiding duty, the other resting and guarding their home. They have found a variety of metal tools and bars among the trash that they use as Greatclubs, while the Champion wields a magical, spiked Quarterstaff of Warning. Giant Lizards (2): The troglodytes have tamed this pair of giant lizards to be part of their fighting force. They used to have more and they raised them for food as well, but now they can no longer afford to eat these last few. Ghouls (4): Of course with so many dead on both sides, predators are soon to arrive. This small pack of ghouls roams the northern sewer tunnels, occasionally striking out to pick apart small groups of kobolds or troglodytes. Their paralytic poison is effective against both, and they are not too bothered by the troglodytes' smell. They make good use of the boarded-up tunnels and other hiding spots to launch surprise attacks. The large amount of casualties in the first encounter between the Kobolds and Trogs left so much food that one Ghoul got elevated to a Ghast even. Otyugh (1): In the central reservoir, where the first battle between the kobolds and troglodytes took place, this otyugh has settled to feast upon the offal and waste. It is wounded and keeps a low profile, but when a single straggler passes by it will quickly gobble them up. Among its pile of dirt also lie the remains of an unfortunate half-orc inspector who had been sent down by the city. Returning his city-issued badge and weapon would be sure to earn a reward. An opportunistic explorer may want to keep his Ghost Lantern for themselves however. Other Notable Locations: In the south-eastern tunnels near the exit, a particular criminal group has stored the goods they use in their smuggling operation behind a fake wooden wall. The crates contain several firebombs, and many doses of Reverie, a hallucinogenic drug made of dried, black fungus.
The wizard's tower is a classic for a reason. People often make the mistake in thinking that powerful spellcasters are always serious and maximally efficient, in truth you need to experiment a lot to reach power. Creative applications of magic allow for a deeper understanding and better on-the-fly thinking when it's needed...also it can be fun to mess with any cheeky intruders. Of course, it does require some defenses on the outside, so the lower floors are not just bypassed. Conjurer Wizard (1): With a slight sadistic streak, and a penchant for earth-molding magic, he has filled his tower with a myriad of dangers. He also likes to experiment on magical creatures and test their properties, so there are many rooms full of examination tables, jars of body parts and other gruesome things. He is extremely cautious and if he believes a confrontation is imminent is likely to cast Flying magic on himself, and obscure himself using his Staff of Swarming Insects. He favors Earth Elementals as summons, as the top floor is protected with Glyphs of Transmute Rock that turn the ground to quicksand if an intruder were to step on it. He is rarely caught off-guard due to the ritual Dagger of Warning he carries with him. Magma Mephits (8): The 'treasure room' is actually a clever illusion to lure hapless intruders in. As soon as they enter, the door will close with an Arcane Lock and the room will begin to fill with sand. There is of course a safety mechanism, in the form of a metal sphere hidden beneath the sands that needs to be placed on the central pedestal. The Mephits however are annoying little buggers and will cast Heat Metal on anyone carrying the sphere so they'll drop it and have to search again. Carrion Crawlers (4): On the lower floors the conjurer keeps a few Carrion Crawlers to deal with clean-up of corpses and other leftover parts. There is also a defense mechanism however, in the shape of Glyphs of Wall of Stone that will create a maze-like structure for any intruders to cross that will likely split them up when activated. The Crawlers are good climbers and can get over the walls with ease, opportunely attacking the softest-looking prey. Basilisks (3): This room's trap can be remotely activated or when anyone steps on the pressure plate at the entrance. The back wall (from the side from which they entered) will begin to close in, but there is a way out. On the opposite end, inside the wall are 3 narrow tunnels. At the end of each is a pressure plate. All 3 need to be activated to stop the trap, but each is guarded by a Basilisk forcing any intruder to run straight towards the petrifying creature. Wait too long and you may end up trapped in the tunnels. Animated Objects (4 Animated Armors, 4 Animated Halbers, 1 Smothering Rug): The central hall on the top level leading to the conjurer's main laboratory is more richly decorated, including a few sets of armor. Anyone who crosses over the rug in the center will find themselves smothered however, and they would also find the sets of ornamental armor quite...murderous. Giant Wasp (10): A bit of outside protection is nice as well of course. The conjurer keeps these insects on the outside of the tower, to ward off aerial invasion, but more importantly to warn him off it so he can prepare or shoot any foolish flier down himself before they get too close. Other Notable Locations: His library and storage room kind of grew much larger than expected and the top shelfs became tough to reach. So he invented the levitating ladder, a short rolling ladder with a lever that allows for the ladder to levitate a certain distance. The range of heights is quite wide though, and finely adjusting it is hard. Other Notable Locations: Next to the library is the bestiarium, a room full of containment cells with different magical creatures to be used for later experimentation. The room is full of notes and books describing the creatures, their properties and how they may be harvested.
Being hunted is never a pleasant experience, especially when your stalker can easily turn invisible and even return from defeat. Sometimes, you'll want to deal with them in their own home to really send the message...home. This devil has worked on the Prime Plane while masquerading as a half-ogre bounty hunter for so long, he even has a pretty spacious permanent residence with a planar portal connecting to his home lair. It is however also full of dangers, ranging from captured creatures to traps incorporating Tanglefoot goo. Chasing an experienced hunter through his own home is certainly not going to be an easy feat. Because any hunter knows that what matters is who's left standing at the end, even if that means employing a hit and run style. Orthon (1): This devil has found an affinity (or greed, really) for material wealth and spends a lot of his time on the Prime, where he will hunt people and creatures of all kinds, dead or alive. He has learned to work some magic like Alter Self, Nystul's Magical Aura and Nondetection. He still frequently works for other devils, as they can pay him souls. Blue Guard Drakes (4): The Orthon bought and raised these to aid him in the hunt. He specifically chose Blue Drakes for their burrowing capability, to aid in tracking and hunting down subterranean targets. When they are not out for the hunt, they loyally guard the devil, his home and his hoard. Phase Spiders (3): The Orthon found a clutch of eggs during one of his hunts, and has trained these creatures to help him track down creatures that can travel through the Ethereal. They stalk the halls of his mansion, and will opportunistically jump on anything edible. Star Spawn Manglers (2): These two were captured alive as part of a request, and they are locked in a large cage in the eastern wing. The room is dark and they tend to climb and hide on the ceiling, hoping someone will be foolish enough to open their cage and let them out. Venom Troll (1): The request for this creature only asked for it to be removed, so when he captured it, the Orthon kept this creature for himself and locked him up in the mansion's basement. Here he experimented on it with Rot Grubs which slowly poisoned the troll, but never killed it due to its regeneration. Eventually it grew a kind of sickly resistance to it, becoming a Venom Troll that is now a breeding ground for the horrible little grubs. Rot Grub Swarm (1): There is a swarm of these things crawling both over and in the troll, feeding on its regenerating flesh. Anything that touches the troll will end up infected as well, making for a potentially devastating biological weapon that the Orthon can release at any time. (The Venom Troll's attacks and Poison Splash feature also force a DC 10 Constitution saving throw to avoid being infected by Rot Grubs as well (p.237)). Other Notable Locations: In the basement there is also a wine cellar with types of wine specifically made for devils. These spiced wines are incredibly strong, and poisonous to any non-devils. They also cause a physical burning sensation that can root out any infection. Other Notable Locations: Next to the portal room is the devil's planning room, containing maps, scrolls and a variety of tools and weapons. There is also a Scrying Eye here that it can use to locate its target more easily, but only once a day.
At the edge of town, near the graveyard sits an abandoned mansion that many people believe to be cursed. Few people go near it even if it is mostly considered superstition. Good thing for them, because something far worse than they realize lurks here. Nabassu (1): The dour graveyard worker Angelo Gonzaga has been acting even stranger than usual lately. What most people do not know, is that he is a demon in disguise. The demon has grown past the stage of ravenous hunger and into intelligence. It now uses its disguise to scout out the city and talk with people, then goes out at night to hunt. The watch has had trouble tracking down the prolific serial killer due to the Amulet of Proof against Detection and Location that it has obtained. Ghouls (8): The demon often takes his victims back home with him if he can so they can rise from their death to become Ghouls or Ghasts. They inhabit the mansion and guard it from any curious intruders that get too nosy. Deathlocks (3): The demon has realized the value of pawns and made some pacts here or there. It has also realized that they are a lot easier to control if they end up in 'accidents' and rise from undeath. Two of them have completely lost their mind and risen as Deathlock Wights, but one was able to retain its mind and became a Deathlock Mastermind. The Mastermind serves as an advisor to the demon, but it bears some resentment towards it master, which would likely be far worse if it found out about the conditions of its death. The Deathlocks are the only servants that can magically disguise themselves as well, so they sometimes join the demon for its scouting during the day, though the Wights can barely talk and the sunlight bothers them greatly. The Mastermind is also responsible for setting up the magical defenses of the mansion like an Alarm spell or a Magical Lock on the main door. It carries a Rod of the Pactkeeper that it was given by its master. Wraiths (4): The dark aura of the demon and its murders has drawn in several Wraiths who serve the demon as its servants. The demon has put them under strict commands to not go outside unless it is to the graveyard, but they hunger for fresh victims too. Sometimes the demon brings back a live victim for them to play with, but it is mostly too greedy to do so. Swarm of Spiders (4): The basement is full of spiders who can live here without being bothered by anyone. They live and travel between here and the nearby graveyard, using a hidden subterranean tunnel that goes there. Neither the demon nor anyone else is aware of the presence of the tunnel. Swarm of Wasps (1): Below the roof hangs a wasp nest. Since the building is abandoned they are not bothered by anyone. Any activity from them may alert the mansion's undead to potential intruders from above.
(Generated semi-randomly)
Viper's Nest
(For levels 2-3)Harbor districts of large trade cities like Corasonne see a lot of goods moved about, not all of them obtained legally. There's a pair of warehouses located on the eastern edge, close to the water owned by a particular group. One of them is actively used, while the other is seemingly left in disrepair and boarded up. In reality, they are connected, and while the main one houses their legal goods, the other is used for the more clandestine business. It is connected to an underground waterway where they store their smuggled goods, mostly jewelry and disapproved alchemical goods. Pirates (8): This crew consists of 5 Bandits, First Mate Darío, Mariano the Deck Wizard, and of course the Captain Lorenzo Corello. They have set up their smuggling operation here, pushing out some of the former inhabitants of the abandoned warehouse. With recent events they are losing ground however, and considering to pull out from this location. They keep the place well-lit to combat the Meazels. Crocodile (1): The crew captured this one as a youngling after killing its parent, and have tamed it. It helps them guard the waterway entrance and their stolen goods, though when it is scared or enraged, only Mariano can calm it down with magic. Meazels (3): This trio used to have this warehouse all by themselves and kept a distance from each other. They were chased out by the smugglers however, and now have to deal with misery of each other's company. They have retreated to the rafters where they hide out and annoy the smugglers. Since they can easily teleport between the two warehouses, they are nigh-impossible for them to catch. As a result, the smugglers no longer go up there and are not aware of for example the boarded-up holes in the roof of the dilapidated warehouse, which could allow someone to sneak in (if they make it past the Meazels at least). Ghouls (3): Ghouls commonly lurk in the sewers and waterways running below the city, and they have found the entrance here as well. The smugglers try to hold them off with alchemical traps, but that will only work for so long. Water Weird (1): In ages past there used to be a sacred pool here, before the city was built. Runoff from the factories has polluted the water and woken up its guardian, who now finds himself in a contained waterway filled with garbage. It is weakened, angry and aggressive, but it also desperately wants to see its location purified. Other Notable Locations: The longshoremen frequently protest in the mooring area closeby, which could serve as a potential hindrance or distraction.
Sewer Madness
(For levels 3-4)The sewers below a large, industrial city are full of life. Often tainted or deformed life, sure, but life nonetheless. And where there is life, there is conflict of course. So it is here as well. The kobolds who have been ordained by the city to take care of the sewers trash, have come into conflict with the troglodytes who were here before, and in the meantime other scavengers lurk about picking off prey on both sides. The sewers are structured in a circular fashion, with six rows of tunnels bending around a large central reservoir. Sewer pipes jut from the side and flush their waste into the larger tunnels which flow out of the city into the bay. Kobolds (37): These junk-drakes have come down here to manage the sewage system, and in exchange they are allowed to take apart anything that comes down here for useful parts. They have taken up much space and pushed the other residents back, and then they placed traps all around to ensure their own safety. They have about 28 able-bodied kobolds among them that can fight, and they are led by a single sorcerer. Their junkheap 'town' is located in the western part of the sewer, but their scavenging area and traps reach nearly all the way to the central reservoir. Ettin (1): How a two-headed giant ends up in a sewer is a mystery, but that's besides the point. It lived here calmly until it stumbled into one of the newly-made traps of the kobolds, which maimed one of its heads and left it blind on that side. Now it is scared and angry, with its left head constantly having to reassure its right. It tells it tales of the beautiful lands they move through, while in reality picking through the sewage for food. Troglodytes (11): The troglodytes have been significantly reduced in number by their first conflict with the kobolds, but their Champion is still alive. Under his leadership they have started to wage guerilla warfare against the kobolds, hoping to slowly push them back and regain some of their former territory. They are currently stuck in three of the eastern rooms, usually split up in two groups: one on raiding duty, the other resting and guarding their home. They have found a variety of metal tools and bars among the trash that they use as Greatclubs, while the Champion wields a magical, spiked Quarterstaff of Warning. Giant Lizards (2): The troglodytes have tamed this pair of giant lizards to be part of their fighting force. They used to have more and they raised them for food as well, but now they can no longer afford to eat these last few. Ghouls (4): Of course with so many dead on both sides, predators are soon to arrive. This small pack of ghouls roams the northern sewer tunnels, occasionally striking out to pick apart small groups of kobolds or troglodytes. Their paralytic poison is effective against both, and they are not too bothered by the troglodytes' smell. They make good use of the boarded-up tunnels and other hiding spots to launch surprise attacks. The large amount of casualties in the first encounter between the Kobolds and Trogs left so much food that one Ghoul got elevated to a Ghast even. Otyugh (1): In the central reservoir, where the first battle between the kobolds and troglodytes took place, this otyugh has settled to feast upon the offal and waste. It is wounded and keeps a low profile, but when a single straggler passes by it will quickly gobble them up. Among its pile of dirt also lie the remains of an unfortunate half-orc inspector who had been sent down by the city. Returning his city-issued badge and weapon would be sure to earn a reward. An opportunistic explorer may want to keep his Ghost Lantern for themselves however. Other Notable Locations: In the south-eastern tunnels near the exit, a particular criminal group has stored the goods they use in their smuggling operation behind a fake wooden wall. The crates contain several firebombs, and many doses of Reverie, a hallucinogenic drug made of dried, black fungus.
Conjurer's Tower
(For levels 5-7)The wizard's tower is a classic for a reason. People often make the mistake in thinking that powerful spellcasters are always serious and maximally efficient, in truth you need to experiment a lot to reach power. Creative applications of magic allow for a deeper understanding and better on-the-fly thinking when it's needed...also it can be fun to mess with any cheeky intruders. Of course, it does require some defenses on the outside, so the lower floors are not just bypassed. Conjurer Wizard (1): With a slight sadistic streak, and a penchant for earth-molding magic, he has filled his tower with a myriad of dangers. He also likes to experiment on magical creatures and test their properties, so there are many rooms full of examination tables, jars of body parts and other gruesome things. He is extremely cautious and if he believes a confrontation is imminent is likely to cast Flying magic on himself, and obscure himself using his Staff of Swarming Insects. He favors Earth Elementals as summons, as the top floor is protected with Glyphs of Transmute Rock that turn the ground to quicksand if an intruder were to step on it. He is rarely caught off-guard due to the ritual Dagger of Warning he carries with him. Magma Mephits (8): The 'treasure room' is actually a clever illusion to lure hapless intruders in. As soon as they enter, the door will close with an Arcane Lock and the room will begin to fill with sand. There is of course a safety mechanism, in the form of a metal sphere hidden beneath the sands that needs to be placed on the central pedestal. The Mephits however are annoying little buggers and will cast Heat Metal on anyone carrying the sphere so they'll drop it and have to search again. Carrion Crawlers (4): On the lower floors the conjurer keeps a few Carrion Crawlers to deal with clean-up of corpses and other leftover parts. There is also a defense mechanism however, in the shape of Glyphs of Wall of Stone that will create a maze-like structure for any intruders to cross that will likely split them up when activated. The Crawlers are good climbers and can get over the walls with ease, opportunely attacking the softest-looking prey. Basilisks (3): This room's trap can be remotely activated or when anyone steps on the pressure plate at the entrance. The back wall (from the side from which they entered) will begin to close in, but there is a way out. On the opposite end, inside the wall are 3 narrow tunnels. At the end of each is a pressure plate. All 3 need to be activated to stop the trap, but each is guarded by a Basilisk forcing any intruder to run straight towards the petrifying creature. Wait too long and you may end up trapped in the tunnels. Animated Objects (4 Animated Armors, 4 Animated Halbers, 1 Smothering Rug): The central hall on the top level leading to the conjurer's main laboratory is more richly decorated, including a few sets of armor. Anyone who crosses over the rug in the center will find themselves smothered however, and they would also find the sets of ornamental armor quite...murderous. Giant Wasp (10): A bit of outside protection is nice as well of course. The conjurer keeps these insects on the outside of the tower, to ward off aerial invasion, but more importantly to warn him off it so he can prepare or shoot any foolish flier down himself before they get too close. Other Notable Locations: His library and storage room kind of grew much larger than expected and the top shelfs became tough to reach. So he invented the levitating ladder, a short rolling ladder with a lever that allows for the ladder to levitate a certain distance. The range of heights is quite wide though, and finely adjusting it is hard. Other Notable Locations: Next to the library is the bestiarium, a room full of containment cells with different magical creatures to be used for later experimentation. The room is full of notes and books describing the creatures, their properties and how they may be harvested.
House of the Hunter
(For levels 8-10)Being hunted is never a pleasant experience, especially when your stalker can easily turn invisible and even return from defeat. Sometimes, you'll want to deal with them in their own home to really send the message...home. This devil has worked on the Prime Plane while masquerading as a half-ogre bounty hunter for so long, he even has a pretty spacious permanent residence with a planar portal connecting to his home lair. It is however also full of dangers, ranging from captured creatures to traps incorporating Tanglefoot goo. Chasing an experienced hunter through his own home is certainly not going to be an easy feat. Because any hunter knows that what matters is who's left standing at the end, even if that means employing a hit and run style. Orthon (1): This devil has found an affinity (or greed, really) for material wealth and spends a lot of his time on the Prime, where he will hunt people and creatures of all kinds, dead or alive. He has learned to work some magic like Alter Self, Nystul's Magical Aura and Nondetection. He still frequently works for other devils, as they can pay him souls. Blue Guard Drakes (4): The Orthon bought and raised these to aid him in the hunt. He specifically chose Blue Drakes for their burrowing capability, to aid in tracking and hunting down subterranean targets. When they are not out for the hunt, they loyally guard the devil, his home and his hoard. Phase Spiders (3): The Orthon found a clutch of eggs during one of his hunts, and has trained these creatures to help him track down creatures that can travel through the Ethereal. They stalk the halls of his mansion, and will opportunistically jump on anything edible. Star Spawn Manglers (2): These two were captured alive as part of a request, and they are locked in a large cage in the eastern wing. The room is dark and they tend to climb and hide on the ceiling, hoping someone will be foolish enough to open their cage and let them out. Venom Troll (1): The request for this creature only asked for it to be removed, so when he captured it, the Orthon kept this creature for himself and locked him up in the mansion's basement. Here he experimented on it with Rot Grubs which slowly poisoned the troll, but never killed it due to its regeneration. Eventually it grew a kind of sickly resistance to it, becoming a Venom Troll that is now a breeding ground for the horrible little grubs. Rot Grub Swarm (1): There is a swarm of these things crawling both over and in the troll, feeding on its regenerating flesh. Anything that touches the troll will end up infected as well, making for a potentially devastating biological weapon that the Orthon can release at any time. (The Venom Troll's attacks and Poison Splash feature also force a DC 10 Constitution saving throw to avoid being infected by Rot Grubs as well (p.237)). Other Notable Locations: In the basement there is also a wine cellar with types of wine specifically made for devils. These spiced wines are incredibly strong, and poisonous to any non-devils. They also cause a physical burning sensation that can root out any infection. Other Notable Locations: Next to the portal room is the devil's planning room, containing maps, scrolls and a variety of tools and weapons. There is also a Scrying Eye here that it can use to locate its target more easily, but only once a day.
Murderer's Mansion
(For levels 12-16)At the edge of town, near the graveyard sits an abandoned mansion that many people believe to be cursed. Few people go near it even if it is mostly considered superstition. Good thing for them, because something far worse than they realize lurks here. Nabassu (1): The dour graveyard worker Angelo Gonzaga has been acting even stranger than usual lately. What most people do not know, is that he is a demon in disguise. The demon has grown past the stage of ravenous hunger and into intelligence. It now uses its disguise to scout out the city and talk with people, then goes out at night to hunt. The watch has had trouble tracking down the prolific serial killer due to the Amulet of Proof against Detection and Location that it has obtained. Ghouls (8): The demon often takes his victims back home with him if he can so they can rise from their death to become Ghouls or Ghasts. They inhabit the mansion and guard it from any curious intruders that get too nosy. Deathlocks (3): The demon has realized the value of pawns and made some pacts here or there. It has also realized that they are a lot easier to control if they end up in 'accidents' and rise from undeath. Two of them have completely lost their mind and risen as Deathlock Wights, but one was able to retain its mind and became a Deathlock Mastermind. The Mastermind serves as an advisor to the demon, but it bears some resentment towards it master, which would likely be far worse if it found out about the conditions of its death. The Deathlocks are the only servants that can magically disguise themselves as well, so they sometimes join the demon for its scouting during the day, though the Wights can barely talk and the sunlight bothers them greatly. The Mastermind is also responsible for setting up the magical defenses of the mansion like an Alarm spell or a Magical Lock on the main door. It carries a Rod of the Pactkeeper that it was given by its master. Wraiths (4): The dark aura of the demon and its murders has drawn in several Wraiths who serve the demon as its servants. The demon has put them under strict commands to not go outside unless it is to the graveyard, but they hunger for fresh victims too. Sometimes the demon brings back a live victim for them to play with, but it is mostly too greedy to do so. Swarm of Spiders (4): The basement is full of spiders who can live here without being bothered by anyone. They live and travel between here and the nearby graveyard, using a hidden subterranean tunnel that goes there. Neither the demon nor anyone else is aware of the presence of the tunnel. Swarm of Wasps (1): Below the roof hangs a wasp nest. Since the building is abandoned they are not bothered by anyone. Any activity from them may alert the mansion's undead to potential intruders from above.
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