Description

Introduction

Some of the texts used are directly inspired by (read: ‘copied from’):

  • The Fallen London Exceptional Story The Attendants written by James Chew.
  • A certain Calvin and Hobbes story; these texts are in blue fields as they clash a bit with the tone of the rest of the adventure.
  • The Heroes of Horror sourcebook.
  • Someone else, but saying more would spoil it. :)

Fallen London is a great browser game that’s well worth playing. If you get hooked, feel free to add me here and send me a message in game.

If you like spoilers then a synopsis of the adventure can be read here.

Encounter Layout

Most of the adventure takes place in rooms of a mansion and all rooms have their text ordered in the same way:

  • At the top of the page are links to other rooms accessible from the current room (to make it easier for those that just want to get to the giveaways :)
  • A heading with the name of the room and its number. The number is to keep track more easily and is used on the floorplans.
  • A description of the room that can be read out to the players.
  • Closer Examination; everything under this heading can be read out to players when they indicate they are specifically looking at certain things in the room. If there is any combat, that usually comes first. Any text between [square brackets] is for the DM only.
  • Game Rules; here you can find more information on any monsters present and on things like spells and effects in the room.
  • A link to a page with creature stats and a pic of said creature (if any).

Sanity

The adventure uses the Pathfinder Sanity rules.

There will be quite a few sanity checks, so depending on the party it might be wise to only have a madness occur when the damage is greater than the sanity threshold, instead of also when it equals it. The Will save DC and Sanity damage for the creatures in the mansion have been tweaked to better reflect their appearance.

It is up to the DM if any of the sanity damage lasts after escaping the mansion.

Should the party sleep inside the mansion they will suffer the following effects unless they sleep in one of three specific rooms:

  • Nightmares (I wrote a short, custom nightmare for every character; they are hidden throughout the mansion).
  • They age a year (Perception DC 15 to notice).
  • They take 2 Sanity damage for the first night, this doubles every consecutive night.
  • Read them this: “you feel weary as you wake up; your sleep was far from restful”.
  • They do regain hitpoints, etc. as normal for a night’s rest.

Scaling the adventure.

The adventure as written should be fine for four characters of around 6th level. If they do not have a cleric or other access to healing magic then you might want to add some healing potions to the loot found in certain rooms.

In most cases monsters can easily be replaced by less or more powerful variants or they could just be bolstered/weakened by changing their hp. Skill checks can also easily be changed.

Using this adventure in your own campaign

The adventure is nominally set in the Forgotten Realms but is only reflected by the gods used and the mention of two town names. It should be easy enough to use the adventure in any setting; the mansion can turn up anywhere.

Hesenamuntal was a city in Calimshan (even though this is never stated explicitly); if you have any Egyptian-like country in your setting then that should fit fine as its home.

The gods mentioned in the adventure have their portfolios listed so you can easily find gods from your campaign that fit.

The adventure starts here!

Thanks!

5 years ago
Permalink

Comment has been collapsed.

Enjoy!

5 years ago
Permalink

Comment has been collapsed.

You do not have permission to comment on giveaways.