Kleinberg Estate

South of Fountainport, a walled off community known as the Kleinberg Estate stands. Engulfed in the haze created by the purple Isana, the estate disappeared with the apparition of the maze, and it was abandonned by its former inhabitants.   Amongst the ruins and debris, several of the large mansions have survived the devastatio. One such estate has become lively with activity in recent years. Figures have been seen coming and going from it, which has spurred whispers and rumours within the taverns Fountainport. Conversations between forlorn adventurers and sickly survivors speak of a devil working out of the estate who has means to help those who are suffering with contamination. The validity of these claims is yet to be proven, and so those seeking help best be wary, as more often than not, people who have ventured deeper in search of a cure seldom return.  
Type
Estate

Description

Estate Grounds

A grand mansion stands atop a rolling hill in the middle of this expansive walled estate. The steep terracotta roofs and grey stone walls are wracked with decay now. The windows are shattered and boarded over, the white-paint trim chipping away. Downhill from the main house is a large stable. Entering the grounds from the main gate, characters can see a stubby fieldstone tower with a small cottage abutting it, but the upper levels of the tower have collapsed. A small guardpost sits beside the creaking wrought-iron gates hanging from the fieldstone walls that surround the estate. Several dying trees dot the lawns, and a brackish pond rests west of the manor house. Several hooded figures wander the property. Some are watering flowers, others lounging about the grounds, while one is throwing rocks in the pond.
 
  • The property walls are ten feet tall and crested with spikes.
  • Almost all the windows are boarded up. Aside from a small window on the stables, each is purposely blocked from prying eyes.
  • 10 (3d6) other delerium dregs are scattered around the courtyard tending to menial tasks or entertaining themselves.
  Guard House. A small stone guard house sits next to the front gate. A small cloaked creature with a big toothy grin sits mumbling to himself and playing a game of cards alone.   Stables. Any sign that these stables were once used to house horses is gone, no horse or cratures have used this stable in a long time, and it is left in a state of decay and ruins as blighted vines cover up the wooden structure.  
  • Secret Entrance. At the back of the stable is an old hatch that opens to a ladder down to the old tunnels below the manor.
 

Tower House

Sickly moss and blighted ivy creep up from the ground and wrap around this tower. There is a small red-roofed cabin off the base, but the upper level of the tower has crumbled away.
  Servant’s Quarters. There are several little creatures working here, they all seem to be reading through notes and relaxing at a small table. The rooms are filled with cots and bunk beds for the various dregs that inhabit the grounds to sleep and rest. There are only a few rooms so they are jammed with various sleeping surfaces. Everything from beds crudely piled on top of one another, or drawers pulled out and stuffed with hay and pillows. The dregs seemed pleased to sleep just about anywhere and the rooms show a disorganized cluttered mess of their living arrangements.  
  • 5 delerium dregs are lounging in this room.
  • Henry is keeping watch of the minions.
  • Scrawled on the wall here are several bits of graffiti that seem to be directed at the servants that used to live here. Most notably are the words “Don’t forget your candle.”
  Collapsed tower. The walls are mostly intact on this second level, but the ceiling is long gone and the upper floor is covered in debris. A few empty cages are placed here.   Dregs use these cages as holding for misbehaving companions.  

Mansion Ground Level

The mansion is a large two-storey property with east and west wings on either side of an entrance foyer accessed by two decorated double doors. Above the doors is a round stained glass window featuring a patterned radial design.
 
  • All windows are boarded up except for one on the front right that looks into one of the wretched drawing rooms.
  Foyer. Entering the house by the front door you come into an open room. A huge golden chandelier holds one hundred candles that flicker light and shadows around the foyer. Straight ahead a large staircase heads up to a second floor balcony overlooking the foyer. A huge circular stained glass window fills the room with coloured light. To the left and right are doors that lead to either of the wings, while flanking the grand staircase are two statues of majestic horses carved out of marble. The walls are lined with brilliant artwork depicting infernal landscapes, tortured beatfolks, a blood covered hill with an immense blade ontop and other scenic pictures.  
  • Trapped Door. The east door on the upper level is a heavy wooden door depicting a carving of winged beings soaring up towards the top of the door, and grotesque emaciated-looking creatures below reaching up to try and grab the fleeing angels. The door is arcane locked and only the password “As Above, So Below” will allow one to access the door. The Pale Man uses this door to access the balcony over the foyer to give orders to his minions
  Wretched Drawing Rooms. These once well-appointed drawing rooms are now covered in cobwebs and broken furniture, dismantled bookshelves, and dirty animal fur rugs. The rooms have been stripped of any valuables or usable goods.  
  • There are 5 (2d4) delerium dregs in each of these rooms.
  Decrepit Dining Room. Food and dirt cover the various walls and surfaces. Paintings are hanging crooked, while some have been broken. There is a long wooden feasting table with four chairs on either side and a grand throne-like seat at the far end. Faces are drawn over hanging portraits and crude words are scrawled across the wall in food substances or possibly blood.  
  • There are 8 delerium dregs eating. They know very well that this section of the manor is off limits to guests.
  • The food looks relatively unappetizing, a grey sludge with bits of what might be meat, but the creatures here seem keen to enjoy it.
  Kitchen. The kitchen is a mess with dirty pots and pans stacked almost to the ceiling. There are knives stuck in the walls, food and slop everywhere, and stains on nearly every surface. Two creatures in little makeshift chefs hats and aprons work diligently to make some sort of bland soup for the residents of the house, occasionally throwing in scraps they find on the floor into a big boiling pot.  
  • 2 delerium dregs are here and will attack anyone who interrupts them.
  Lounge. A couple couches and armchairs are pushed around an old fireplace. The fireplace is not lit, and has five candelabras set on its mantle with four candles placed in all but one. The furniture has been placed for convenience and conversation and less a proper attempt at outfitting a room.  
  • There are 5 (2d4) delerium dregs here.
  • Secret Entrance. There is a hatch on the ground in the corner that opens to an old stone staircase that goes down into the lower tunnels.
  • Secret Door. If a candle is placed in the empty candelabra on the fireplace mantle it opens the back of the fireplace into a small staircase that goes up to the second level.
 

Mansion Upper Level

Abandoned Bedchambers. These once sumptuous bedchambers are now disheveled and foetid dens. Clothing has been pulled out of the wardrobes to make disgusting nests upon the shredded and broken beds.  
  • 2 (1d4) delerium dregs inhabit each bedchamber. Some dress up in the fine clothing that remains, or play with the childrens toys abandoned within.
  Lab. These adjacent rooms have been stripped of their previous furniture and refashioned into laboratories. There are various forms of equipment here. A table in the back has a strange hammer crafted from delerium and a crate of shards and crystals that are seemingly being smashed into dust. There are alchemical supplies and filtering devices that are used to refine the dust at another station. A third station has herbs and chemical formulas and measuring equipment for concocting arcane purple Isana dust as well as various Purple isana infused potions. It looks as though another station is for procuring purple isana ink for spell scrolls and other uses.  
  • 10 (3d6) assorted delerium dregs work around the clock in this chamber at the various tables. Some have goggles or other scraps of lab gear.
  • Explosion. If combat occurs, one of the dregs hurls a half finished purple Isana concoction at the players, which functions as a bottled comet.
  Master Bedroom. Lined with shelves of books, scrolls, folders, documents, and scattered parchments, this room appears to function as a library as well. Several shelves house glass jars with floating objects inside - a jar of eyeballs, a severed hand, an entire Harengon head with one side of it dissolved and melted, several fleshy tentacles, and many other horrors. An old dust-covered bed in the corner appears unused. The desk is covered in various jars of octarine substances as well as an old book bound in beastfolk leather and a quill and inkwell of glowing octarine ink.  
  • Secret entrance. The bookshelf on the back wall next to the bed has a large blue book titled “the Secret Stairs” - when pulled, it opens to the staircase leading down to the lounge.
  • Amongst the shelves one can find 1d4 magical potions, half of which are healing potions, and 1d6 uncommon spell scrolls.
  • The book on the desk contains the Pale Man’s list of contractor and his current work, as well as register of his transaction, as he sells Purple Isana in various form for a profit.
  • Scroll for the following spells can be found on the desk: delerium blast, delerium orb, forced evolution, conjure the deep haze, purge contamination, ray of contamination, and warp bolt.
  Study. As you step inside you see a mess of paperwork, tables, and several drawings stuck on the wall with red string connecting various sketches to locations in the razor fields. A large red circle on a map of the razor fields indicates a focus on the Misty Vale.  
  • The Pale Man has put together a rough explnation of the mist covering the region, and seems to have located the epicenter of the phenomenom, but the location seem incomplete and so far most of his research involves how to get past a small settlement within the haze.
 

Underground Lair

Heading into the basement reveals a damp and dank cave. There is a thick moisture in the air and an acrid smell mixed with the scent of hot garbage. It’s hard to pinpoint where the smells are coming from but it’s unpleasant to say the least. There are a few torches along the cavern edge that seem to light the path ahead.
 
  • The lair is accessed from either the stables or the manor lounge. Originally it was a passage to get to the stables and feed the horses during heavy winters without having to go outside.
  • Since the Pale Man has moved in, he has expanded the caves below to suit his needs.
  • The entire underground section is protected by the guards and wards spell. The minions of the house are immune to its effects but any guests or intruders are not.
  • Once entered, the doors to this area vanish into the cave wall. They are still there and it is merely an illusion caused by the guards and wards spell.
  Collapsed Cavern. It seems that an early attempt to expand the tunnels failed. There is a dreg crushed under a pile of rubble here, and there is no way past the rubble.   Holding Cells. This area contains a barred jail with a small locked door. The walls and floor are caked with refuse and debris. The cell is filled with wriggling piles of flesh. The flesh has various eyes and mouths and occasional limbs or extremities protruding from them. As you approach the cell, the fleshy mounds begin to quiver and a chorus of sorrowful moans echo through the chamber.  
  • Two dregs wander the tunnels down here and their job consists of feeding the “unfortunates” as they call them.
  • If either of the two dregs feel threatened or feel the need to aid in an attack, they will run to pull a lever on the wall that opens the pen, allowing the “unfortunates” to wriggle out and consume anything in their path
  • There are 10 gibbering mouthers that can be released from the pen.
  Trapped Room. A wrong turn due to the guards and wards spell, or a misguided search of the corridors and hallways might land you in this room. Once entered, a wooden gate slams over the entrance and the room releases a cloudkill effect.  

Adventure Hooks

Search for a Cure. Characters seeking the means to reverse a monstrous transformation might seek out the Estate, as rumours abound of the secretive devil who can help with mutations and corruption.


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