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The Shadow Hotel

Plot points/Scenes

General Features The following features are common throughout all areas of the hotel and are printed here for ease of reference:   Size & Dimensions. The ceilings within each area of the hotel are 10 feet high unless stated otherwise.   Illumination. During the day, the outdoor areas are well lit by natural sunlight, and the indoor areas are dimly lit by natural sunlight via cracks in the walls. During the night, the moon provides dim light to outdoor areas only (treat each indoor area as having no light unless stated otherwise).   Surface Detail. The hotel is a squalid structure that’s been abandoned and boarded up. There’s significant rot in the wood. Nature has long begun its quest to reclaim this space.   Barriers. Several doors and windows throughout the hotel are locked and/or boarded up. All of the barriers are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves’ tools, or any barrier can be forced open with a successful DC 20 Strength check.   Areas of The Shadow Hotel   1 - Outdoors - Hotel Porch   The former “Breakwater Tavern” looks as if it might collapse at any moment. The entrance is boarded up and locked, but the wrap-around porch might allow one to find a different way into the hotel.   Obstacle: Barriers to Entry. This area connects to several other areas via boarded-up windows and doors. Refer to the General Features section for information on how to overcome these obstacles:   ▶ 1 boarded-up and locked door to area 2   ▶ 5 boarded-up windows to area 2   ▶ 1 boarded-up window to area 4   ▶ 1 boarded-up window to area 8 (requires a DC 20 Wisdom (Perception) check to spot)   ▶ 1 boarded-up and locked door to area 9   ▶ 1 boarded-up window to area 7   ▶ 1 boarded-up window to area 6   ▶ 2 boarded-up windows to area 3 Stairs Up. An outdoor staircase on the tavern’s south side leads up to area 15.   Treasure: Abandoned Cart. On the tavern’s north side lies an abandoned, dilapidated merchant’s cart. A careful search of the cart reveals a Small Art Object (25 gp 1d4 random spell scrolls; and a note from a man named Clive that says, "Wife and kid inside. Desk has the word. Please help."   2 - Indoors - Reception   The hotel’s reception room appears to be—in complete contradiction to the conditions of the rest of the building—orderly, even clean. The desk at the western end of the room is made of oak and polished metal.   Stairs Up. A staircase in the northwest corner of the area leads up to area 10, but can only be accessed after dealing with Jeeves, the receptionist (see below).   Encounter: Jeeves, Receptionist. As the characters step inside this room, the tavern’s receptionist—an apparition named Jeeves—manifests behind the desk. Several will-o’-wisps may appear as well. Jeeves and his helpers won’t attack the characters at first, but will insist that they leave immediately; Jeeves has gone quite mad over the years and wants the hotel to himself. Jeeves may be convinced to let the characters stay in the hotel for the night, provided they succeed on a Charisma (Persuasion) check. In this case, each character “staying the night” must pay 10 gp for the privilege to do so. Alternatively, Jeeves may be bribed by providing objects to aid his quest in maintaining the hotel that meet or exceed a specific gold value, or by giving him the Maintenance Shed Treasure in area 9. The characters may attempt to both persuade (DC15) and bribe (100gp) him once before Jeeves gives his final warning.   If the characters successfully persuade or bribe Jeeves into letting them stay at the tavern, he does them the favor of removing the barriers to all the interior doors of the building. They may then ask Jeeves for information about the source of the tavern’s darkness, to which he’ll answer that Madame Acelina had a strange obsession with the roof and that he’s successfully kept the tavern’s shadows from coming into the reception room—so far. A paladin’s Divine Sense feature can identify this room as consecrated. If Jeeves is killed, however, the room ceases to be consecrated.   3 - Indoors - Common Area   The common area is all but destroyed: interlopers have turned everything over, broken the tables and chairs, and scrawled lude graffiti on the walls.   Hazard: Ghostly Wail. Characters within 5 feet of the chimney located along the western wall of this area hear the ghostly wail of Madame Acelina. Characters who hear this wail have disadvantage on all Wisdom and Charisma checks and saving throws until they complete a long rest.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Treat this area as having an aura with the same effect as a shadow’s Strength Drain feature, except it occurs automatically once every five minutes, doesn’t cause any damage, and can’t reduce a character’s Strength score below 5. Characters may attempt a single DC 20 Wisdom saving throw to resist the effects of this aura once per room. A character who resists the aura in this way is immune to that particular room’s aura until they leave and reenter it later. A paladin, cleric, or another character with a divine connection notices the effects of this aura automatically after spending 1 minute in the area.   Hazard: Mummified Body - Modified Cackle Fever.   The mummified body of a commoner lies in the southeast corner of the area; the body is covered in a thick mold and is unnaturally emaciated. A successful DC 14 Wisdom (Medicine) check reveals that the body’s muscle mass has completely atrophied. Additionally, any character that physically touches the mummified body is infected with a modified form of cackle fever. Printed below is the unmodified form of the disease.   This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.” Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured. Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.   Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.   At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.       Obstacle: Barriers to Entry. This area connects to several other areas via boarded-up windows and doors. Refer to the General Features section for information on how to overcome these obstacles:   ▶ 1 boarded-up and locked door in the southwest leading to area 6   ▶ 1 boarded-up and locked door in the southeast leading to a hallway; there are 4 boarded-up and locked doors in the hallway that lead to areas 4, 5, 7, and 8   4 - Indoors - Bunk Room   The beds look like they’ve been smashed with a heavy weapon; there’s dried blood covering the walls. The footlockers have been opened and dumped upside down. Scratching noises can be heard behind a door in the northeast corner of the room.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Obstacle: Washroom Barrier. In the northeast corner of the room is a boarded-up and locked door that leads to a private washroom. The reanimated creature(s) in the room is (are) scratching its surface. Refer to the General Features section for information on how to overcome this obstacle:   Encounter: Feeding Shadows & Zombie. Behind the door to the private washroom are several shadows that are feeding on one or more reanimated people. The shadows are content to ignore the characters unless they open the door itself. There are 3 shadows and 1 zombie.   Treasure: Private Washroom. The tub in the washroom is filled with filthy water. A careful search of the tub in the washroom reveals a Gold Handled Brush (25 gp).   Hazard: Infected Water - Modified Cackle Fever.   Any character that touches the tub water is infected with a modified form of cackle fever. Refer to area 3 for more information.   5 - Indoors - Common Washroom   The stench of this room is overwhelming; the tubs are filled with moldy, filthy water. Curiously, there’s a mattress in one of the tubs. Looking up, you see why: there’s a giant hole in the ceiling. The room above must be another guest room.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Hazard: Infected Water - Modified Cackle Fever.   Any character that touches the tub water is infected with a modified form of cackle fever. Refer to area 3 for more information.   6 - Indoors - Common Kitchen   This area has been ransacked by trespassers. The smell of rotten food hangs heavy in the air.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Encounter: Hungry Shadows. This area is filled with 4 hungry shadows.   Treasure: Random Potions. At all levels of the adventure, a careful search of the kitchen reveals 1d4 random potions tucked in the kitchen’s pantry cabinet.   7 - Indoors - Twin Room   This room appears to be in relatively good condition; it has yet to be ransacked. Beneath the sheets on the beds are lumpy objects.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Hazard: Mummified Bodies - Modified Cackle Fever. Beneath the sheets on both beds are mummified commoners; the bodies are covered in thick mold and are unnaturally emaciated. A successful DC 14 Wisdom (Medicine) check reveals that their muscle mass has completely atrophied. Additionally, any character that physically touches either of the mummified bodies is infected with a modified form of cackle fever. Refer to area 3 for more information.   Treasure: Moldy Treasure. A careful search of the mummified bodies in this room reveals a Light Coin Purse (25 gp)   8 - Indoors - Queen Room   Like much of the tavern, this area has been ransacked. A large pool of blood appears to have dried beneath the bed.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Encounter: Esmerelda, Noblesse. As the characters step inside this room, the room’s former occupant—an apparition named Esmerelda—manifests in the room. Several will-o’-wisps may appear as well. Esmerelda and her helpers won’t attack the characters at first, but will insist that they leave the room immediately so that she can get her “beauty sleep.” Esmerelda may be convinced to let the characters examine the room, providing they succeed on a Charisma (Persuasion) check. Alternatively, Esmerelda may be bribed by providing beauty-related objects that meet or exceed a specific gold value, or by giving her the Washroom Treasure in area 4. The characters may attempt to both persuade (DC13) and bribe (100 gp) once before Esmerelda gives her final warning.   If the characters successfully persuade or bribe Esmerelda, they may then ask her for information about the source of the tavern’s darkness, to which she’ll answer that Madame Acelina would often claim that she talked to the stars.   Burned Body. If Esmerelda is slain, her body beneath the queen bed burns up in blue fire, taking the treasure with it.   Treasure: Esmerelda’s Body. If Esmerelda allows the characters to examine the room, then they may discover Esmerelda’s body beneath the queen bed. On her person is treasure relative Silver ring (50 gp) Esmerelda is well aware that she’s dead, and understands that she has no need for worldly possessions.   9 - Indoors - Maintenance Closet   As expected, the maintenance closet is a heap of everyday objects; no one’s even bothered to ransack it, leaving everything intact.   Obstacle: Closet Barrier. The door to this room is boarded-up and locked. Refer to the General Features section for information on how to overcome this obstacle:   Treasure: Maintenance Tools. The shed is packed to the ceiling with everyday equipment. A careful search of the room reveals A Very Nice Broom (25 gp).   10 - Indoors - Second Floor Lounge   The flooring in this area is rotten and covered in a slick, black mold. An oily substance drips from the ceiling. Though the furniture is ruined, there’s a glass bookcase that seems to have survived the intervening years.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Hazard: Weak Floor. The wood has gone to rot in this area. Whenever a humanoid creature attempts to move farther than 5 feet in a single move action, they must pass a DC 15 Dexterity (Acrobatics) check or fall 10 feet to the floor below, taking 3 (1d6) bludgeoning damage and falling prone. Note: if a character has fallen through the floor of area 16, they automatically break through this floor as well and land in area 2, taking 9 (2d6 + 2) bludgeoning damage instead.   Treasure: Rare Books & Spell Scroll. A careful search of the glass bookcase reveals several rare tomes. The rare books weigh 25 lbs total and are worth 250 gp to interested parties (antiquarians, libraries, museums, etc.) or 25 sp to common vendors. Characters with proficiency in Arcana or History recognize the books’ true value, while those without just have a vague notion that they’re worth something. Additionally, the characters find one spell scroll with a random inscribed spell (GM’s discretion) folded and hidden in one of the books.   11 - Indoors - Twin Room, Floor 2   This room has been ransacked. In the quiet, you hear nothing but the sound of floorboards creaking underfoot.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Hazard: Ghostly Wail. Characters within 5 feet of the chimney located along the western wall of this area hear the ghostly wail of Madame Acelina. Characters who hear this wail have disadvantage on all Wisdom and Charisma checks and saving throws until they complete a long rest.   12 - Indoors - Family Suite   This room appears to be in better condition than much of the tavern. A large mirror sits upright by the doorway, covered in a bloodied bedsheet.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Treasure: Mirror of Life Trapping. There’s an empty mirror of life trapping by the doorway. Until a character is attuned to the magic item, it appears as a simple, if valuable mirror. The characters may find its command word engraved on the Nice Desk Treasure in area 13. Inside the mirror is a little girl named Cecilia. Her mother is also trapped there but Cecilia did not know that. She and her mother stayed at the inn, waiting for her father who was a spelljamming captain. He had found the mirror on an expedition and wanted his wife and child to have it in case anyone tried to rob them while he was gone. When the murders broke out, Cecilia's father grabbed his arms and was prepared to fight, but he trapped his wife and daughter in the mirror to be safe. He made it to the other room where he carved the command word in hopes someone found it and could free his family. Presumably, he died in the massacre. He eventually became the infamous pirate, Clive Benbow.   13 - Indoors - Bunk Room, Floor 2   Much of the flooring in this room has rotted and collapsed to the room below. Across the chasm is a desk in good condition; unlike most of the tavern, it has remained untouched after all these years.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Hazard: Collapsed Flooring. The wood has gone to rot in this area and collapsed to the floor below. In order to reach the nice desk (or return to the room’s entrance), a character must pass a DC 17 Dexterity (Acrobatics) check to leap across the chasm or fall 10 feet to the floor below, taking 3 (1d6) bludgeoning damage and falling prone.   Characters who choose to enter via the windows will see the giant hole before they step into the room.   Treasure: Nice Desk. The desk is unlocked. A careful search of it reveals Gold-Lined Paper (25 gp) Engraved on the treasure is a single word: the command word to the mirror of life trapping in area 12.   14 - Indoors - Junk Room   The room stinks of rotten flesh and is filled with miscellaneous detritus. One glance tells you that there’s nothing of interest here.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Scratching Noises. Characters outside the door can clearly hear something scratching at the wood.   Encounter: Feeding Shadows & Zombie. In this room, hidden beneath the rubble, are several shadows that are feeding on one or more reanimated people. The shadows are content to ignore the characters unless they open the door itself. 2 shadows, 1 zombie   15 - Outdoors - Second Floor Patio   The second-floor patio has gone to rot. The wood is molded over and bows unsettlingly beneath your feet.   Hazard: Weak Floor. The wood has gone to rot in this area. Whenever a humanoid creature attempts to move farther than 5 feet in a single move action or remove a barrier in the area (see below), they must pass a DC 15 Dexterity (Acrobatics) check or fall 10 feet to the floor below, taking 3 (1d6) bludgeoning damage and falling prone.   Obstacle: Barriers to Entry. This area connects to several other areas via boarded-up windows and doors. Refer to the General Features section for information on how to overcome these obstacles:   ▶ 1 boarded-up and locked door to a hallway; there are 5 boarded-up and locked doors in the hallway that lead to areas 10, 11, 12, 13, and 14   ▶ 1 boarded-up window to area 14   ▶ 4 boarded-up windows to area 13   ▶ 1 boarded-up and locked door to area 10   ▶ 3 boarded-up windows to area 10   Ladder Up. In the northwest corner of the patio is a rusted metal ladder that leads up to area 16.       16 - Outdoors - Rooftop   Seeping from the water tank appears to be some kind of black ichor. It reeks of death.   Hazard: Encroaching Darkness. The evil of this place is so pervasive that it cuts the soul. Refer to area 3 for more information.   Hazard: Weak Floor. The wood has gone to rot in this area. Whenever a humanoid creature attempts to move farther than 5 feet in a single move action, they must pass a DC 15 Dexterity (Acrobatics) check or fall 10 feet to area 10 below, taking 3 (1d6) bludgeoning damage and falling prone.   Hazard: Ghostly Wail. Characters within 10 feet of the water tank hear the ghostly wail of Madame Acelina. Characters who hear this wail have disadvantage on all Wisdom and Charisma checks and saving throws until they complete a long rest.   Encounter: Madame Acelina. If the characters open the water tank to investigate the black ichor, Madame Acelina manifests to them as a ghost.   Depending on the APL of the adventure, several willo’-wisps may appear as well. Unlike the other apparitions in the tavern, Acelina and her helpers will do everything in their power to forcibly remove the characters from the tavern (and life itself). 1 ghost   Treasure: Acelina’s Axe. Acelina’s Axe is a berserker axe with the following modification: so long as this weapon is on the grounds of the Breakwater Tavern, you gain an additional +1 bonus to attack and damage rolls made with this magic weapon. In addition, so long as this weapon is on the grounds of the Breakwater Tavern, your hit point maximum increases by an additional 1 for each level you have attained. It floats near her body in the water tank. As a cursed item, it appears at first to be a simple axe +1.   Cleansing the Tavern. The bloated, molded-over corpse of Madame Acelina floats in the water tank. So long as her body remains on the premises, the tavern will remain a cursed place: One shadow will spawn in a random room of the tavern once per week.   Once the body is removed, the water tank stops spewing black ichor. The body will spontaneously combust 1d4 minutes after being removed, ending the curse: the Encroaching Darkness auras throughout the tavern dissipate, and any ghost inhabitants left alive are released to the afterlife.   Hazard: Infected Water - Modified Cackle Fever.   Any character that touches the water is infected with a modified form of cackle fever. Refer to area 3 for more information.

Themes

A dark cloud above eminates from the water tower as Arlicina shrieks in rage.    Back at the Ocean's Wake Bar, Sergeant Deepdelver comes over and tells the party that their help was greatly appreciated, though the Streltsy can't always show it. She explains that, while the rank and file see the benefits of working together, the politics of the Boyar families often make cooperation difficult. For example, the only reason Lt. Suvorov made his officer rank was because he had been adopted by a minor family. The situation is only getting worse, she says, and many of the Streltsy are worried there might be open rebellion someday.    She tells them that they earned the respect of at least some the Streltsy and that they appreciate adventurers with discretion who they can use to avoid political missteps. The Elven investigation, for example, could have blown up since the

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