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Authors:

Thomas Knauss, C. D. Bennett

Art Director:
Jeffrey J. Visgaitis

Cover Artists:
Robert James Gallagher,
Jason Rosenstock

Interior Artists:
Robert James Gallagher,
Jason Rosenstock, Jeffrey J.Visgaitis

Cartography:
Mike Mumich,
Jason Rosenstock, Jeffrey J.Visgaitis

Line Editor:
Alexander Freed

Layout and Typesetting:


C. D. Bennett,
Jeffrey J. Visgaitis

Project Manager:
Jeffrey J. Visgaitis

Special Thanks:
Aaron Snyder, Apple Computer,
Marduk Slayer of Tiamat, H. P. Lovecraft,
and Fantasy Fans Everywhere!

Produced by:
Where Madness Dwells

WHERE MADNESS DWELLS A Word About Format


1. Sample Area (EL 5)
Where Madness Dwells is a d20 System adven- Encounter Areas in Where Madness Dwells are divided
ture suitable for four 7th-level characters. Where into up to three parts. The title, as above, shows the
Madness Dwells offers a good mix of roleplaying, area number, the area name, and the Encounter Level
problem solving, and combat, and can easily be of any encounters in the area. Following the title is a
paragraph or two of text in a shaded block; this text is
adapted for characters of levels 68, as noted in intended to be read aloud or paraphrased to the players.
the Scaling the Adventure section below. The Below the shaded text is information about the area for
party should include at least one spellcaster. A the GM. Five different symbols indicate different types
rogue is also very useful, but not essential. A of information.
good mix of classes and races will work the best.
The last encounter is very difficult, and the play- The encounter symbol indicates the pres-
ence of one or more creatures in the area. This section
ers will have a much easier time if they possess describes who or what the creatures are, and their likely
several +2 magic weapons. reactions to the PCs.

Any information about the areas physical


SCALING THE ADVENTURE traits, its history, or similar subjects are contained in
Balanced for four PCs around 7th level, the the section marked with the features symbol.
adventure can easily be adjusted to accommo-
date weaker or stronger parties by decreasing or A section marked by a trap symbol contains
increasing the number of villains. Weaker parties statistics for a trap in the area. The location and other
may need the asylum guards reduced from groups specifics of the trap are detailed under features.
of four to groups of two or three, the mind flayers Valuable items that the PCs may acquire
reduced from two to one, or to have several non- are described in the section marked by the treasure
essential encounters omitted. Stronger parties can symbol.
be challenged by adding levels to the NPCs, or by
increasing the number of mind flayers from two to In addition, some areas may require addi-
three. If adjustments are made, the treasure ratio tional information, described in a section featuring the
special note symbol.
should be adjusted accordingly.

should be one of lurking dread, where the play-


GM NOTES ers find themselves nervously examining every
Where Madness Dwells can be a challenging corner of the asylum. You should familiarize
adventure even for experienced players. The yourself with all aspects of this module and its
encounters within this module can prove to be many encounters before your players begin their
incredibly dangerous unless the players are clever adventure. Some encounters may be altered (or
and play well. The final encounter at the portal omitted) to better scale the adventure to the abili-
will test the mettle of new and veteran players ties of the players and their characters. Take care
alike, and may result in the deaths of one or more not to scale back the difficulty too far, as this
PCs. This module is designed to be a challenging module has been made challenging for a reason.
experience for your players, and if they survive,
they will have bragging rights for years to come.
Where Madness Dwells Requires the use of ADVENTURE SUMMARY
the Dungeons & Dragons Players Handbook, The PCs come to investigate the Witten Asylum
Third Edition, published by Wizards of the in the city of Niarva. Entrance into the asylum
Coast. proves difficult, and the PCs must find a way to
The general feel for Where Madness Dwells

3
Introduction

breach its defenses. The PCs search for informa- advanced and intelligent species. Heraladus
tion around the town, and learn that the asylum speculated that an ancient group of humans had
has been slowly degrading over the past twenty achieved such a feat and evolved into the species
years. Once they breach its foreboding exterior known as mind flayers. Consumed by the notion
and venture inside, they learn that the patients that mind flayers were once human, he contacted
are kept in very poor conditions. Gradually, they an inquisition of the creatures willing to examine
discover various clues that hint at a sinister plot his theory. With his assistance, a team of two mind
hiding behind the faade of the asylum. flayers transported themselves into the institution.
Through talking to Vunik, an eccentric old The mind flayers quickly dominated Doctor Ill-
sage held captive in the asylum, and by con- hausen and installed Heraladus as the asylums
fronting Doctor Heraladus, the asylums current administrator.
administrator, the PCs discover that the place is While Heraladus sought confirmation of his
being controlled by two mind flayers, who have idea from the mind flayers, the mind flayers uti-
charmed Vunik into designing a portal to their lized the asylums unfortunate patients for their
underground city. Vunik knows that the plans for own gruesome experiments. Witten Asylums
his portal have gone horribly wrong, however, reputation decreased substantially as unset-
and he doesnt want the portal to be opened for tling rumors of macabre and barbaric practices
fear of what is on the other side. Eventually, the spread throughout the community. Under the
PCs confront the mind flayers and the hideous mind flayers complete mental control, Doctor
beast that comes forth from the portal. Following Illhausen made a series of impassioned speeches
Vuniks instructions, they manage to destroy the that allowed the institution to survive. Now, the
portals keystone, annihilating the dimensional asylum serves as the last refuge for the citys
gateway. less dangerous criminals and substance addicts.
While Doctor Heraladus oversees the asylums
ADVENTURE BACKGROUND operation, Doctor Illhausen remains confined to
Forty years ago, Doctor Josias Illhausen founded his quarters, just in case the city or a suspicious
the Witten Asylum, an institution dedicated public demands his appearance.
to serving the needs of the mentally ill. Soon
renowned throughout the area for its innovative Vunik
treatments of insanity and other mental disorders, Vunik, always the eccentric sage, has teetered
the institutions reputation continued to spread. on the brink of insanity for years. While prone
Over the course of the first twenty years, the to unusual behavior, however, his outbursts tra-
asylum enjoyed great success and boasted a very ditionally remained non-violent. Only in the past
high percentage of rehabilitated patients. How- few years has Vunik has become more confronta-
ever, the overwhelming task of administering the tional. Recently, after a night of heavy drinking,
asylum became too great for Doctor Illhausen to Vunik stumbled through the citys more affluent
handle alone. In order to lessen his burden, Doctor neighborhoods, accosting privileged citizens and
Illhausen hired a young and ambitious physician shouting slanderous accusations against Niarvas
named Heraladus to serve as his assistant. leaders, the Lords of Enlightenment. Finally dis-
Heraladus cared little for the patients wel- gusted with his boorish antics, the city authorities
fare; rather, he viewed them merely as test sub- gave his sister (his legal guardian) an ultimatum:
jects for his unusual experiments. After months either have him voluntarily commit himself to
of intense study, Heraladus began formulating Witten Asylum, or the militia would imprison
a bizarre theory. He postulated that if humans him. Uncertain of Vuniks prospects for survival
developed their mental abilities rather than their in the citys harsh prison system, his sister con-
physical prowess, they would evolve into a more vinced him to accept institutionalization.
After Vuniks second month in the asylum,

4
Where Madness Dwells

an offhanded remark by the sage garnered the letter explains that the characters mother believes
interest of the asylum staff. Vunik purported that her brother Vunik, currently a patient at
to be an expert on the subject of planar travel. Witten Asylum, is in grave danger. A month ago,
Intrigued by the unusual boast, a young doctor during her last visit, Vunik confessed to her that
brought the matter to the attention of Heraladus, he had a great secret. Since then, her efforts to
who in turn relayed the information to the mind contact Vunik have been rebuffed by the asylums
flayers. The mind flayers demonstrated a keen staff. Her last correspondence with the asylum
interest in Vuniks claim, removing him from the informed her that Vuniks visiting privileges have
asylums general population and placing him in been revoked indefinitely. She desperately begs
solitary confinement. Once alone, the mind flay- her child to investigate the asylum and assure her
ers charmed Vunik and ordered him to design a of Vuniks safety.
portal that would lead to their underground city. Vuniks nephew has not seen him in over five
While Vunik designed the elaborate schematics years, and though able to recognize the sage, the
for the portal, Heraladus obtained the necessary PC knows few details about him. Vunik is middle-
raw materials and contracted skilled masons for aged man with gray hair, thick spectacles, and a
its construction, falsely believing that the mind generally unkempt appearance. He specializes
flayers intended to transform him into one of their in a number of disciplines, including architec-
own. The mind flayers, however, had no inten- ture, engineering, magic, nature, and the planes.
tion of returning home through the portal, or of His personality makes him extremely difficult
granting Heraladus his misguided wish. Instead, to tolerate. His uneven demeanor often changes
they endeavored to use the portal to add to their abruptly from distant and unconcerned to manic
numbers in Niarva. Backed by the might of their and obsessive, and vice versa. Because of his
homeland, they would no longer need Heraladus shortcomings, the PCs mother has always treated
to hide them, and could soon take control of him as if he were her child rather than a sibling.
Niarva. The adventure can begin with the party residing
Vunik resides in the asylum now, unwit- in Niarva or in close proximity to it, or a distant
tingly laboring for the mind flayers, advanc- party can make the necessary journey to answer a
ing their plans for a quiet coup of the city. mothers call for help.

Missing Lord
ADVENTURE HOOKS
The Lords of Enlightenment have been searching
Each of the following three adventure hooks offers
for a party of individuals to perform a clandestine
a different motivation for the PCs to undertake
mission on their behalf. One of their number,
this adventure. As the GM, feel free to add your
Kelym Aradamorea man of keen wit and sus-
own special touches to give the chosen adventure
picious mienhad been expressing his negative
hook the right feel to better accompany your play-
opinions of Witten Asylums reputability rather
ers current campaign, or simply use Where Mad-
openly as of late, and has subsequently been dis-
ness Dwells as a lead-in to a larger campaign of
covered missing. The remaining Lords send one
your choosing. The city of Niarva can be easily
of their agents, a man called Maylath (see Appen-
adapted into any campaign as a generic, walled
dix I: Primary NPCs), to contact the party with
city surrounded by forest.
a plea to covertly investigate the asylum and
discover what they can of Lord Kelyms disap-
Long Lost Uncle
pearance. The Lords offer a hefty reward (a fine
The default adventure hook for Where Mad-
silk purse filled with gems worth 3000 gp) for
ness Dwells. The adventures events commence
the return of their fellow, to be delivered only
shortly after one of the partys human characters
after the PCs have completed their task. Maylath
receives an urgent letter from his mother. The
gives them a small wax symbol with the crest of

5
Introduction

the Lords of Enlightenment, telling the PCs that


Lord Kelym will be wearing a ring with the same
symbol. If this hook is chosen, treat Vunik as a
stranger the PCs encounter within the asylum.
The adventure can begin with the party anywhere
in close proximity to the city of Niarva.

Inspection Time
With the majority of Niarvas troops and militia
busy protecting the upscale parts of the city, The
Lords of Enlightenment are sometimes forced
to hire parties of adventurers to perform various
tasks elsewhere within Niarvas walls. This is the
case when a city official, Noric Chaunnor (see
Appendix I: Primary NPCs), contacts the party
with an offer of employment. He needs to inspect
the asylum and wishes the party to accompany
him for security reasons. He offers to pay the
party 500 gp per person. If this hook is used, treat
Vunik and Kelym as strangers the PCs encounter
within the asylum. The adventure can begin with
the party members within Niarvas borders, or in
close proximity to the cityperhaps traveling an
old road through the forest on their way to another
destination.

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Where Madness Dwells

CHAPTER I: THE CITY OF NIARVA lower wards, complemented by a wide assortment


of unsavory and anarchic taverns, inns, black
market shops, and bordellos. Without the city
militia to patrol the lower wards, gangs of ruthless
and corrupt vigilantes battle for de facto control
of the lawless streets. Although generally disliked
by most of Niarvas residents, the posses efforts
to rid the streets of evil lycanthropes, humanoids,
and the occasional spirits of their own executed
victims ensure their continued survival. In addi-
tion, teams of spies and paid informants living
within the lower wards have been known to snuff
uprisings and rebellions against the oligarchy.
However, in most cases the spies refer subversive
activities to the citys militia, in order to maintain
their anonymity.

Niarva
Population: 5,875 (approximately 80% human,
with the remaining 20% divided primarily
between elves, dwarves, half-orcs, and gnomes).
In the opening segment of the adventure, the PCs Type of Government: Oligarchy.
have the opportunity to explore Niarva, learn Heads of State: Alexei Zarechnov (male human
what they can about the Witten Asylum, and pre- Ari9), Boris Geshovsky (male human Ari8), and
pare themselves for the inevitable visit. They find Kelym Aradamore (male human Ari8). Their offi-
reliable information to be scarce, but sufficient cial joint title is the Lords of Enlightenment.
investigationand perhaps some subterfugeturns Judicial System: Officially, all justice is admin-
up enough to raise suspicions about what goes on istered by the city militia, under the authority of
under the supervision of Doctors Illhausen and Sara von Kruggen (female human Ftr10) and her
Heraladus. In addition, they may learn of Kraaven deputies: Erania du Pries (female human War7),
Moorheada man who has firsthand knowledge of Ramses Chufas (male human War6), and Old
the asylum, and who might be able to help breach Jack Drespin (male human War7). In actuality,
its defenses. the militia has little control over much of the
city, where warring vigilante gangs administer
Life and Politics in Niarva punishments. The largest gangs are currently led
An oligarchy of three wealthy merchants and by Stalker Bazak (male half-orc Rog7) and Nev
noblemen known as the Lords of Enlightenment Gemsplitter Darok (male gnome Rog7).
govern Niarva exclusively in the interests of Climate: At this time of the year, the high tem-
commerce, while a small but wealthy aristocracy perature is 70 degrees Fahrenheit with an over-
steadfastly supports the oligarchys economic and night low of 50 degrees Fahrenheit. Daylight is
political agendas. Militia troops remain largely present from 7:30 in the morning until 8:30 in the
confined to the citys wealthy wards, while outside evening.
of the opulent mansions and estates of the privi-
leged few, the vast and impoverished underclass Rumors
endlessly toils in urban squalor, barely eking out a Once within the city limits, the party can gather
miserable existence. Rows of aging and decaying intelligence about the asylum in a number of
tenement apartments occupy most of the citys locales. These include The Madman Inn, The

7
Chapter I: The City of Niarva

Barred Blade, the citys market district, and any DC 25: I dont trust that Doctor Heraladus. Ever
other locations that the GM wants to utilize. Any since he came to town, that place has really gone
attempts to gather information from city authori- downhill, and I havent seen Doctor Illhausen
ties, including militia members, are greeted with since the Lords agreed to keep the asylum open
suspicion. Such individuals provide no informa- a few years back. People in town think hes dead,
tion, and may begin asking questions of their own but I hope not. He was always a good manhelped
if the party is not careful. As always, the GM is a lot of people, he did.
encouraged to adjust a PCs Gather Information
check, using circumstance modifiers ranging from NIARVA EVENTS AND LOCALES
-4 (for an awkward or poorly-conceived attempt)
to +4 (for an articulate, well-versed intelligent A. The City Gates
effort). The result determines what of the follow-
ing information the party receives: The only opening in the high stone wall for as
far as can be seen, the western gate to the city
DC 5: The asylum? I wouldnt go there if I were of Niarva stands open. The portcullis overhead
you. I heard that dark elves took the place over. I is thick with rust from disuse, but the militia-
know this guy who knows these guys that went men on duty appear ready to repel any enemies
in there. They never came outprobably dark elf they seeon either side of the wall. They pay at
slaves now. least as much attention to the men and women
moving among the rotting buildings behind
DC 7: That Doctor Illhausens a good man. No them as they do to the road ahead.
ones seen him for a long time, though, like two From above, a young man dangling his
years or something. Shame, toothat place used to feet off the top of the wall shouts, Welcome to
be real nice. Now its all gone to hell. Niarva! Got a coin to spare? The guards drag
him away within moments.
DC 10: Visitin hours at Witten are from 8:00 to
8:00, I think. I had a cousin in there, once. Hes all The guards will grudgingly answer simple
better now, thoughhe barely bites anyone any- questions, as theyre under orders to be polite to
more, and he started shaving again. visitors. Parties asking for assistance or a place to
stay are directed to the Temple of the Wandering
DC 13: I wouldnt go near that place at night. God (area 3) or The Madman Inn (area 1), respec-
Not even the guards hang around after dark, and tively. Further assistance can be gleaned with
theres this strange howlin and wailin that you enough prodding, but the guards encourage the
can hear echoing all down Trobley Row. party to find another source for information.

DC 15: I heard some guy named Kraaven For new arrivals only: This encounter
escaped from the asylum a while back. They say should only be used for parties just arriving in
hes still in town, making his home in the lower Niarva. For residents, the adventure may start at
wards, probably thieving to make a living. any point within the city.

DC 20: Theres sure been a lot of activity down On mood: The divide between Niarvas
there lately. Last few weeks theres been a lot social classes is central to the mood of the city,
of building supplies shipped to the asylumbig and should be the source of most newcomers
stones, mostly, which is strange, cause there strongest impressions. Emphasize the lawless-
hasnt been any construction there in a long ness and degradation of the lower wards, and the
time. finery of the upper wards. The tension between

8
Where Madness Dwells

the classes should arise naturally whenever they burning fireplace, giving the establishment a
meet. comfortable atmosphere. On the walls hang
beautifully-painted portraits and landscapes,
1. The Madman Inn most by artists long since passed from the
In the center of town, The Madman Inn stands world.
like a defiant old man, stubbornly holding to its
age-old face of stone and mortar even as newer If the PCs choose, they may stay the night
and more elegant wooden buildings spring up all in one of the inns many available rooms. Costs
around it. range from 2 gp for a small two-person room to 6
A weather-ravaged wooden sign hangs gp for one of the more spacious suites on the top
from two rusted iron chains outside the front floor.
door. The image of a shouting face with wild
eyes is portrayed on the sign, with the words 2. The Barred Blade (tavern)
The Madman Inn carved above it in rough let-
ters. The stones of the building are cracked and The smell of cheap ale and fresh bread hangs
worn, rotting weeds and vines snaking through in the air. Amid brothels and peddlers, an edi-
them as if the building is suffering from some fice of rough hewn masonry stands on a small,
horrible, debilitating disease. unkempt property. A large wooden signpost
stands at the edge of the property, marked with a
Due to its age and unusual architecture, The symbol of an old, battle-worn sword. The words
Madman Inn has become something of a local The Barred Blade are carved into the sign,
landmark, drawing folks from towns as far away with several letters written backwards.
as 100 miles or more.

a. Common Room One of the oldest establishments in Niarva,


The Barred Blade has an unpleasant reputation
This large room is lit by torches and by a low- far and wide. Most of the rumors surrounding

9
Chapter I: The City of Niarva

this place are false, but over the years The Barred
Blade has been known to attract unsavory charac- Getting Drunk
ters.
Drunk: A character who is drunk suffers a -2
a. Front Foyer penalty to all saving throws, attack rolls, and
AC. A drunk character also gains 1d4 tempo-
In the far right corner of this 15 foot by 15 foot rary hit points (or as we like to call them at the
room, a slovenly old man dressed in sweat- office, beer points). GMs can apply these pen-
stained clothing sits barely conscious upon an alties more than once to simulate characters
old, weathered stool. His feet are bare and black who have achieved a higher state of drunken-
with soot, and a puddle of what appears to be ness. After 8 hours of complete rest, affected
spilled ale has formed nearby. To the left is a characters are no longer drunk, but may be
wide storage area with hooks and crude shelv- hungover (see below).
ing, adorned with all manner of weapons.
The old man slowly opens his eyes and Hungover: To determine if a character is hun-
mutters in a drunken slur Leaf yer wepins . . . gover, he must make an immediate Fortitude
ya . . . dam bastads . . . then falls off his stool save (DC 13, +2 for each additional level of
and passes out on the floor. drunkenness) the moment he wakes after suf-
fering the effects of being drunk. Those who
fail this save are considered hungover until
While the old man is unconscious, the PCs they have rested for another full 8 hours.
can choose to either leave their weapons behind Characters who are hungover cannot run or
as instructed, or to continue into the bar fully charge, and suffer a -1 penalty to all attack
equipped. rolls, saves, and skill checks while operating
in bright light.
The storage area contains 4 short swords, 6
daggers, and 3 clubs, none particularly remark- the bar; other characters and additional NPCs can
able. be introduced at the GMs discretion.

b. Common Room Barmaids (6), female humans Com1: serving


food and drink. While generally neighborly, the
The common area of The Barred Blade is bus- barmaids at The Barred Blade are known for their
tling with activity. Nearly every table in the brashness, and will not hesitate to slap customers
establishment is occupied, with at least half a who get too friendly.
dozen barmaids ferrying drinks and plates of
steaming food all about. Directly across the Betsy the Barmaid, female human Com1: con-
room is a cold stone fireplace. Over the fireplace versing with several patrons at a table near the
hangs a wide, crude tapestry boasting The Best fireplace. She appears to be quite popular through-
Damn Waffles in the Realm. out the bar. Rumor has it that she has a variety of
services to sell, as many believe that she was once
employed by one of the town brothels.
At this point, the PCs can rest for a while
and speak to some of The Barred Blades patrons. Drunken Preacher, male human Com1: sitting
Some may not react too keenly to being prod- at a table by himself, staring blankly into a full
ded for information, however, as many of them tankard of ale. Eventually, he breaks into a long
believe very strongly in their privacy. Below is a fit of weeping, then downs his drink in one gulp
list of NPCs that the PCs may encounter while in and passes out.

10
Where Madness Dwells

idate +2, Sense Motive +1, Listen +3, Gather


Barred Blade Menu Information +2): Casoff is friendly, if not warm,
and will gladly chat with paying customers. He
Full Meals tries to move fights outside if things look volatile,
Pickled Herring 5 sp or offers would-be combatants free drinks until
Grilled Goat Steak 6 sp theyre too inebriated to cause damage. See also
Stuffed Goose 5 sp area 2c.
Grilled Pork 4 sp
Beef Stew 5 sp The menu at The Barred Blade is varied,
Marinated Venison Strips 5 sp with many choices. Both simple and full meals
Broiled Salmon Steak 6 sp are available. The Barred Blade is known far
House Meat Stew 3 sp and wide for its special homemade brew, the
Hairy Barbarian, a bizarre concoction of
Light Meals closely guarded ingredients. It is a brew so
Roasted Spiced Potatoes 2 sp powerful that many adventurers come from
Fresh Baked Bread 4 cp miles away just to test their might by trying to
Fruit and Cheese 2 sp withstand its effects. To illustrate this, have any
Hot Waffles with Syrup 3 sp player brave enough to drink the Hairy Barbar-
Grilled Cheese 1 sp ian make an immediate Fortitude save (DC 13)
Hot Oatmeal 2 sp
House Salad 4 cp

Beverages
Ale 4 cp
Ale, spiced 7 cp
Mead 10 cp
Mead, heavy 12 cp
Hairy Barbarian (special brew) 1 gp
The Madman (special brew) 5 sp
Wine, table 8 cp
Wine, Ruby 10 cp
Wine, Emerald Mist 13 cp
Whiskey, hard 6 sp
Liqueur, malt 2 gp

Asylum Guards (2): See Appendix I: Primary


NPCs for details. The two off-duty guards are not
interested in conversing with strangers, and will
refuse to answer any questions about the asylum.
If magically coerced into speaking, it becomes
apparent that they know very little about Witten
Asylum beyond what is necessary for their work:
its hours of operation, part of its layout, and the
names of the staff. See also area 2c.

Casoff the Barkeep, male human Com2 (Intim-

11
Chapter I: The City of Niarva

or fall drunk (see Getting Drunk sidebar). Chapter III: The Rogue for more information.

c. At the Bar d. Kitchen


The bartop is scratched and stained to the point An unlikely pair of cooks, an ogre and a stout
where the original surface is nearly gone. The halfling, busily stomp about the kitchen prepar-
barkeep is at the far end, busily giving orders to ing various meals and grunting orders at each
his staff, but he spares a glance in your direction other. Their aprons are stained with grease.
and offers a brusque nod.

The cooks, Bruel and Bobo (see Appendix


If any of the PCs succeed at a Listen check I: Primary NPCs) are intently focused on prepar-
(DC 10), read the following: ing the days meals, and may not take immediate
notice of the party. Bruel and Bobo do not toler-
At a table close by, two asylum guards are ate trespassers in their culinary domain, however,
saying something about a patient who managed and if the PCs are spotted (DC 12), the cooks may
to escape some time ago. attack in an attempt to clear their kitchen.
If threatened, each of them will attack with
whatever they have at their disposal, including
Upon a successful Gather Information check
pot, pans, waffle irons, and other kitchen tools. If
(DC 10), the PCs learn that Casoff the barkeep
the struggle escalates too high, they may call on
knows the aforementioned patient, a man named
additional help from the guards in the common
Kraaven Moorhead. He used to be a steady cus-
room. Bruel, however, will fight to the death.
tomer until several guards came calling for him
and dragged him off to the asylum. Since that day,
3. Temple of the Wandering God
wild rumors have flown about Kraavens disap-
pearance, but the barkeep claims to have always Standing out amidst the age and decline of most
suspected Kraaven would find a way out. Hes a of Niarvas inner-city structures, the Temple of
resourceful one, the barkeep says. But trouble the Wandering God sits on a well-kept property.
seems to find him everywhere he goes. The lawn is healthy and green, maintained by
If the PCs express interest in contacting three men that move about the property line,
Kraaven, Casoff will hint that he might be able to cleaning up random debris. The temple itself is
arrange a meeting. Until the party has been to the quite large, formed of a low flat dome of smooth
asylum for the first time, however, Casoff will be brown stone. A simple wooden door appears to
unable to find the rogue (see below). be the only way in or out of the temple.

After the PCs visit the asylum: If the party The three groundskeepersThomar, Arik,
has been making inquiries about the asylum, and Kulwyn (male humans Com1)are talkative
Casoff offers the following information after and friendly, and will gladly provide basic infor-
the party has visited the asylum and been subse- mation about the city and region.
quently ejected.
The barkeep tells the PCs that if they are The Temple of the Wandering God is located
searching for a way into Witten, Kraaven would in the eastern section of town. It is a place for
be the one to speak toprovided the PCs can pay weary travelers to hang their heads and rest while
Kraavens fee of 200 gp. If the PCs decide to their wounds are tended to by the local healer. A
follow up on this meeting, the barkeep says that host of services await those who come for solace
he will contact Kraaven, who will be waiting later or direction.
that night somewhere in the local cemetery. See

12
Where Madness Dwells

others on their paths. He is well-informed about


Duphars Services the city, and particularly the lower wardshe
spends a good deal of his time visiting recent
Spells murder sites, to ensure the victims spirits com-
Duphar charges 15 gp per level of spell cast. plete their final journeys. He is polite and helpful
to those who act respectfully, and offers a lengthy
Scrolls list of services to anyone who requests assistance
Cure light wounds 25 gp (see sidebar).
Feather fall 25 gp
Identify 125 gp 4. Gareths Emporium
Magic circle against evil 375 gp
Restoration 800 gp Converted from an old grain mill, this large
structure is beginning to show its age. After
Potions years of neglect and weather damage, Gareths
Cure light wounds 50 gp Emporium has the look more of an abandoned
Spider climb 50 gp warehouse than a bustling business.
Darkvision 300 gp
Levitate 300 gp
Invisibility 300 gp Owned and operated by Gareth Tarbosh
Bulls strength 300 gp (male human Com3), the Emporium is a haven for
Gaseous form 750 gp newcomers to the city. Gareth is a busy man, and
Heroism 900 gp he likes to think of himself as even busierthere
are always a few customers in his shop, and he
Miscellaneous rarely spares more than a few moments speaking
Niarva Map (Handout A) FREE with each.

This shop carries all of the common adven-


turing gear and clothing found in Core Rulebook
a. Temple Interior I: PH.
Past a simple foyer, the central chamber of the
5. Hammers Forge
temple is a smaller version of the dome encom-
passing the temple as a whole. A glass window Hammers Forge sits at the western edge of
at the apogee of the dome lets light in from town, a crumbling stone building surrounded by
outside, while torches illuminate maps of cities, rusted and broken blades stuck into the ground
roads, and forgotten nations painted on the outside. From within, theres the sound of metal
walls. The floor here is tiled, with hundreds of on metal, and badly off-key singing.
colored stone paths weaving among each other,
all meeting in the center of the room at a circle
of curved stone benches. Hammers Forge has been a staple of the
On one bench sits a middle-aged man in community for as long as anyone can remember.
grey, a crooked staff beside him. Its proprietor, a slightly deranged man known only
as Van Hammer (male human Exp2), is something
of a hermit, rarely leaving his shop. There have
Duphar (see Appendix I: Primary been instances, however, when he has been found
NPCs) has tended to weary adventurers for the stumbling about the streets in a drunken haze,
last 12 years. A bad limp ended his travelling days mumbling incoherent babbling at passersby.
long ago, and he now does what he can to aid Hammers Forge carries all of the weapons

13
Chapter I: The City of Niarva

and armor found in Core Rulebook I: PH.

6. Angel Armory
Angel Armory appears to be an unusual type
of smithya small building made of immacu-
late white stone, it sits near Enlightenment
Circle, and the few persons who go in or
out are all dressed in the finery typical of the
upper wards.

Angel Armorys proprietor, Master Daneel,


is truly a master craftsman. With the aid of his
wizard apprentice and wife, Arlana, the weapons
Master Daneel produces are nothing short of
spectacular.
Master Daneel has operated Angel Armory
for the last 3 years, having moved from a far off
city. He is a man of many secrets who refuses to
speak of his past. His prices may be higher than
most smiths, but the legend of Angel Armory is
known throughout the realm.
While a man of peace, Master Daneel
will readily defend himself against anyone who
dares attack him or attempts to steal from Angel
Armory. If he feels exceptionally threatened,
Master Daneel will not hesitate to take down
Wyrms Tongue and use it to deadly effect. See
Appendix I: Primary NPCs for details on
Master Daneel and Arlana.

All Angel Armory weapons are of excep-


tional quality and durability. Each weapon is
meticulously crafted with secret techniques and
then imbued with magical abilitiesmost by
Arlana, but Master Daneel has been known to hire
outsiders from time to time. The prices at Angel
Armory, though expensive, are never negotiable.
Master Daneel currently has seven weapons
available for sale: Deathbane, Havoc and Malice
(as a set), Spirit Slayer, Starlyte, Whiplash, and
Wyrms Tongue. See Appendix II: Magic Items
for prices and details.

14
Where Madness Dwells

CHAPTER II: THE ASYLUM Substance abusers pay a flat fee of 100 gp for one
month of treatment. Regardless of their progress,
In this chapter, the PCs make their first sojourn addicts are released after one month. For all other
to Witten Asylum. Most groups will only stay patients, the length of their confinement is a deci-
a short whileafter they get past the front desk, sion left entirely within the hands of the staff.
the guards will soon usher them out as problems
begin occurring with the mind flayers portal. Asylum Features
Even this brief stay, however, should make it Wood framing, fitted stone masonry, and a 1-inch-
clear that something sinister is occurring behind thick sheet of lead comprise the asylums exterior
Wittens walls. walls and roof. Torches illuminate the asylums
first floor, while continual flame spells cast
ROUTINES AT WITTEN ASYLUM throughout the second and third floors provide
Located at the intersection of Trobley Row and lighting for the staff.
Von Gowen Way, Witten Asylum towers over the As a final note, certain spells can bypass the
small, independently-owned shops surrounding asylums defenses. These spells include teleport,
it. Although the neighborhood is fairly bustling dimension door and other teleportation spells.
during the day, activity curtails sharply after the However, passwall, stone shape, and similar
asylums staff departs for the evening. Most shops spells do not work effectively against the build-
open a half-hour before the asylums visiting ings exterior walls, nor can clairvoyance, locate
hours begin, and close a few minutes after visiting object, message, or the various detect spells affect
hours end. Surprisingly, no taverns or inns operate anything within the asylum from outside. Shortly
within a two-block radius of the asylum. after arriving at the asylum, the mind flayers
Visiting hours last from 8:00 in the morning ordered the reinforcement of all exterior walls
until 8:00 at night. Patients are restrained prior with a 1-inch layer of lead. A spell must negate all
to the commencement of any visitation, and all three construction materials to bypass or destroy
visitations are monitored by one of the asylums the exterior walls.
guards. All visitors weapons must be secured in
the locker in the reception area until the visitors ASYLUM EVENTS AND LOCALES
are ready (or forced) to leave. Visitations are
immediately terminated if the patient or visitor A. Outside the Asylum
becomes agitated, or behaves in a violent manner.
A massive, 30-foot-high brick building resem-
The asylum averages nine visitors per week,
bling a mighty fortress casts an ominous shadow
although the number can fluctuate wildly.
over the intersection of Trobley Row and Von
The overwhelming majority of the staff has
Gowen Way. Despite its foreboding presence,
worked at Witten for at least ten years. The good
the ceaseless banter of fast-talking merchants
pay1 gp per dayand the overall lack of supervi-
hawking their dubious wares echoes among
sion ensure very little employee turnover.
the vibrant, bustling shops situated around the
The asylums patients are confined to asylum
asylums imposing walls. Animated exchanges
grounds, and usually kept in their cells. Most
between the unscrupulous peddlers and their
patients genuinely suffer from severe mental ill-
wary customers occur within earshot of the faint
ness. Some commit themselves voluntarily, while
cries of anguish and suffering emanating from
others are vagrants found wandering the streets
the dark edifice within their midst.
by the city militia. In times of dire emergency, the
The asylum consists of three floors. The
city transfers some of its marginally violent petty
ground level occupies the largest area, while the
criminals to the asylum. The asylum earns its fees
third floor appears to consist of no more than a
from the city at the daily rate of 3 gp per patient.
few small offices or a good-sized storage space.

15
Chapter II: The Asylum

Two heavy wooden doors on the asylums south chain shirt. His arms proudly display tattoos of
wall serve as its only entrance. 30 feet from the coiled serpents, and a weathered leather sap
exterior walls, a wrought iron fence surrounds dangles from his belt.
the building, 15 feet high and tipped with Lying in a circle around the desk, their
jagged points. Two large, swinging gates built heads raised, are three heavily-armored rottwei-
into the fence hang gingerly from their rusting lers. Theyve clearly been bred for size, with
hinges, allowing access to the structure beyond. jaws that look as though they could break a
A chipped stone path guides visitors from the large mans arm with one bite.
gates to the doors, bordered on either side by
thick tufts of aggressive green and brown weeds. Mr. Strogg (see Appendix I: Primary
Aside from the layers of gangly, parasitic vines NPCs) screens all visitors to the asylum, assess-
covering most of the buildings faade, no other ing any potential threats to the asylums staff
plant life exists on the grounds. or patients. While not overtly suspicious, he
A pair of heavily-armed guards stands at conducts a basic interrogation of all visitors. He
both the gates and the asylum doors, closely familiar with the staff, and the fact that construc-
watching anyone who passes near. tion is taking place, but has no particular interest
in exactly what is going on within Witten. A suc-
cessful Spot check (DC 10) reveals a light mace
Anyone loitering in the immediate vicin- resting against the base of the desk in front of Mr.
ity of the asylum is questioned as to their intent Stroggs right leg. Mr. Strogg rings a bell beneath
and purpose. Failure to give satisfactory answers his desk if threatened or attacked; the bell alerts
results in being escorted away by the guards. See the guards in the corridors.
Appendix I: Primary NPCs for details on the The three rottweilers (see Appendix III:
asylum guards. Monsters) are well-trained, and will obey only

During the day, the front gate and doors


are both unlocked. See Chapter IV: The Asylum
Revisited, area A, for details on the asylum at
night.

1. Reception Area (EL 7)


The cries of tormented souls and grinding metal
fill the musty air. Two rusty, iron bar doors on
the side walls separate this small chamber from
a pair of long, dark corridors where the cacoph-
ony apparently originates. A rotting wooden
desk sits before a small, four-legged stool in
the center of the room. An open, leather-bound
book, a quill, and a vial of fountain ink rest
upon the desk. To the right of the front door
stands a tall storage locker. Two flickering
torches supplement the dim light from the cor-
ridors beyond.
Seated behind the desk is a muscular, bald,
human male wearing a white tunic over a tight

16
Where Madness Dwells

Mr. Strogg. Stroggs first action is always to order his dogs


to attack, while he rings his bell and yells for the
The book contains the names of all patients guards. Once alerted, a team of four guards from
currently allowed visitors. A successful Spot each wing rushes to investigate the disturbance. If
check (DC 15) allows a PC to read 1d4 names on Mr. Strogg is under attack, they unlock the doors
the list. Only those confined to the cells in area 2 and join the fray. Mr. Strogg and the guards attack
have visitation privileges. A thorough search of with their maces and flails instead of their saps.
the ledger confirms that Vuniks name is not listed If the party retreats, they do not follow them into
in the book. the street. Instead, they close the asylum to visi-
Iron bar doors: 2 in. thick; hardness 10; hp tors for the remainder of the day, and Mr. Strogg
60; Break DC 23; Open Lock DC 21. informs the local authorities of the disturbance.
The asylum remains closed to visitors until the
Getting into the asylum: For parties unac- militias investigation is complete.
companied by Noric, there are four basic ways to Subterfuge includes any efforts to bypass
gain access to the asylum: bluff, bribery, force, the asylums defenses through invisibility, illu-
and subterfuge. Parties accompanied by Noric are sions, or disguise. The GM must carefully adju-
allowed, after some questioning, to enter the east dicate attempts to infiltrate the asylum using illu-
hall with an escort of two guards. However, Mr. sionscharacters using invisibility or disguised
Strogg claims he must speak with his superiors as staffers will have their scents noticed by the
before allowing anyone into the non-public sec- rottweilers, and the doors to the east and west
tions of the asylum. He will send a guard to speak corridors are kept locked. Members of the asylum
with Doctor Heraladus, but will not receive an staff consider one another friends or associates
answer before the inspection is interrupted (see for the purpose of Disguise checks. Innovative
event B, below). players may bypass all these obstacles, however,
If the party attempts to bluff their way into and as with other checks, circumstance modifiers
the asylum, a PC must make a successful Bluff are strongly encouraged for clever disguises and
check against Mr. Stroggs Sense Motive check. ploys.
The GM should use circumstance modifiers gen- If the PCs convince Mr. Strogg that they are
erously, ranging from -4 for a poorly phrased or there to visit a patient, see Routines at Witten
illogical story, to +4 for a very clever and engag- Asylum, above, as well as area 3.
ing ruse. A Bluff check that succeeds by more
than 5 grants the party access to the east corridor If the party goes somewhere other than
without Mr. Strogg sending an escort or alerting the east corridor: If the party manages to make
either team of asylum guards. it to the non-public areas of the asylum, use the
Bribery can also prove successful; however, room descriptions from Chapter IV: The Asylum
Mr. Strogg will inform the guards of the partys Revisited, adjusted as appropriate. All the guards
presence before granting access to the east cor- will be alert and on patrol, and will escort the PCs
ridor. Mr. Stroggs asking price varies between 30 back to the reception area if they spot them.
and 50 gp per person, depending on his rapport
with the group, and he will not provide access to 2. East Hall and Cells
the west wing. Even after accepting a bribe, Mr.
Strogg has the guards warily monitor the partys Large green patches of foul-smelling mildew
actions. and stagnant puddles of water decorate the stone
Although the simplest and most direct walls and floor of this narrow corridor. Some
method, forceful entry presents a number of distance ahead, the corridor turns sharply to the
hazards and potentially explosive reactions. left. Plumes of oily smoke rise from a series of
If attacked either physically or magically, Mr. ensconced torches, partially masking some of

17
Chapter II: The Asylum

the more unpleasant odors. Pained shrieks and


tortured cries emanate from a number of simple, The trunks in the cells hold patients
10-foot-square cells that line the south and east belongings. The wooden door to area 11 is
sides of the corridor. locked.
Separated from the corridor by iron bar Iron cell doors and visiting room door: 2
doors, each dank cell contains a stone slab that in. thick; hardness 10; hp 60; Break DC 25; Open
apparently serves as a bed. A small trunk sits at Lock DC 20.
the foot of each slab, and a simple wooden privy Wooden door: 2 in. thick; hardness 5; hp 20;
lurks in each corner. Emaciated arms stretch Break DC 20; Open Lock DC 21.
between the bars of several of the doors, while
other patients stare catatonically at their bleak 2L-2V. East Wing Cells
surroundings. Most of the patients wear insect-
ravaged rags or makeshift pieces of spare cloth. The patients information corresponds with
A four-man guard team monitors the cor- their cell letter.
ridors activities. Each member wears a white
tunic over a chain shirt. Some gleefully smack L. Marba (female human Com1; Craft (gem-
ragged leather saps against the wall as a warn- cutting) +2): Believes she was ravaged by
ing to the more raucous residents. In addition, a balor. Kneeling on her slab, she screams
a light flail dangles from a heavy girdle around uncontrollably about the horrors she has
each mans waist. seen.
M. Max Orwelian (male human Com1; Profes-
sion (bookkeeper) +2): Very depressed and
suicidal. He was convicted of embezzlement.
The patients states vary from extremely He tries to grab at the PCs when they pass
animated to contemplative. They have no knowl- by, trying to convince them that he is inno-
edge of the staff area, the guard composition, or cent and pleading for his release. You dont
other logistical details of the asylum. However, understand, Im innocent. You have to get
a successful Diplomacy check (DC 15) does me out of here. Bad things. . .happen here.
reveal that Vunik was formerly housed with the They change you. If he continues much
other patients, and was moved to another area of longer, the guards bang on his cell with their
the asylum about three or four weeks ago. Max saps, shouting at him to stop harassing the
Orwelian (see area 2M) also has information visitors. If asked, Max will also say he has
about Kelym Aradamore, and will volunteer it if seen Lord Kelym being dragged through the
he hears the PCs asking about the missing Lord of asylum. The guards claim that he is insane,
Enlightenment. and should be ignored.
The guards are always separated into two N. Kazzmella (female human Exp1; Profes-
four-man teams, one team monitoring each wing. sion (tanner) +2): Kazzmella believes she is
The guards use the saps to subdue the patients, invisible. She stands in the center of her cell,
only using the flails on intruders or extremely looking at her hands as if she can see right
violent patients. through them. If questioned by the PCs, she
The guards do not relish the task of monitor- remarks, They cant see me. . .the men with
ing visitors, and readily convey their annoyance horrible eyes. . .they try, but they cant see
with the partys presence. If the party stays more me. They see you, though. . .always you.
than a few minutes, the guards insist that the party O. Carl Czmaska (male human Com1; Profes-
has already overstayed its welcome. If the party sion (fisherman) +2): A recovering narcotics
remains anyway, proceed to the encounter in addict who harasses the PCs for something
event B, below. called greenwort. I cant take it any-

18
Where Madness Dwells

more, he says. All day the screams, all


night. . .the horrors. I need to take the pain
away. I need to get free.
P. Empty. There is a large blood stain in the
center of the cell. The cell door is open.
Q. Marco Oleppa (male human Com1; Bluff
+2): Roams about his cell eating bugs and
complaining about their freshness. Its all
tainted, he says. Everything they touch
is ruin. He approaches the door, grinning
with bugs stuck in his teeth, and warns the
PCs not to make trouble. People have been
known to disappear for less, he tells them.
R. Gorslag (male half-ogre): A huge half-ogre
sits on his slab, muttering incoherent non-
sense. He holds his head, scratching what
looks to be an old scar running across his
forehead. He appears to have no memory
of how he got here, but in his throaty ram-
blings he mentions something about watery
voices.
S. Garek Trenves (male half-elf War1; Jump
+3): A tall, well-built half-elf, Garek spo- See Routines at Witten Asylum, above, for
radically scratches his skin screaming, Get more details. If the PCs gained access by claiming
them off me! to be visitors for one of the patients, only one of
T. Empty. There appears to be some work the PCs is allowed in the visiting room at a time.
being done on this cell. The crude privy is The remaining party members may watch from
torn apart, and a large hole leading down the hall until the visitation ends. If the patient
into darkness is visible. The cell door is clearly does not know the PC or appears disturbed
open. by the intrusion, the guard removes the PC from
U. Empty. Scraps of rotten food litter the floor, the room and escorts the party out the front door
being feasted upon by rats. The cell door is by force, if necessary. Max Orwelian and Marco
locked. Olepa both pretend to know the PCs if brought to
V. Val Overran (male human Com1; Forgery the visiting room, while Gorslag and Kazzmela
+1): A naked and very hairy man paces this appear not to notice. The other patients reactions
cell, growling savagely and salivating. He vary, depending on how the PCs treat them.
believes that he suffers from lycanthropy.
B. Problems at the Asylum (EL 6)
3. Visiting Room
A great wailing can be heard echoing through the
Tattered and stained cotton pads haphazardly halls, and a strange feeling of dread washes over
cover the walls and door of this small room. you. A few moments after it begins, four guards
The chambers meager furnishings consist of rush up the hall toward you. Were sorry, one
two wooden chairs that face one another in the explains, but theres, ah, a smallweve got a
center of the room. Iron shackles and leather bit of a problem. We really need for you folks to
wrist restraints have been bolted onto the arms leave while we get it under control.
and legs of the chair facing the door.

19
Chapter II: The Asylum

This encounter can be played at any time: the front gate inform them that the asylum is tem-
This encounter can be played at any time while porarily closed for repairs. The guards will give
the PCs are in Witten Asylum. GMs are encour- this excuse every time the PCs return. Noric pro-
aged to give the party a chance to speak with the poses that the PCs find a way inside themselves,
patients and the guards, but sooner or later they and offers an additional 100 gp per person if they
should be strongly encouraged to leave. can tell him what is going on inside.
If they want to get back into Witten, the
If asked, the guards agree that the PCs can party has two main options: the first is to find
return later in the day. The guards do not answer Kraaven (see Chapter I: The City of Niarva, area
any questions concerning the nature of the distur- 2c) and sneak into the asylum from the sewer
bance, on account of protecting patient privacy. system below. Once the PCs go to meet Kraaven,
In fact, they do not know what is occurring: the proceed to Chapter III: The Rogue. Their second
mind flayers portal, nearly complete, is periodi- option is to return at night, when the guards are
cally releasing waves of psychic energy. Many of not present. See Chapter IV: The Asylum Revis-
the patients have violent reactions to the sensa- ited for more information.
tion, and the guards have their hands full keeping
them under control.
If the PCs resist, the guards call for help,
bringing five to ten additional guards to the scene.
They will try to forcibly remove the PCs from
the asylum, but will not attack unless provoked.
If a fight does break out, the guards will try to
summon the city militia. If the PCs surrender at
any point without having killed any guardsmen,
they will be allowed to leave. Otherwise, neither
the guards nor the militia will rest until the PCs
have been arrested.
If Noric Chaunnor is with the party, he
will strongly encourage them to comply with the
guards requests.

If the party stays in the asylum: This


chapter assumes that the party will leave the
asylum before they have the chance to explore.
If they manage to stay after the patients become
violent, use the room descriptions from Chapter
IV: The Asylum Revisited, adjusted as appropri-
ate. The most important change to keep in mind is
that all the guards and staffers are still present and
alert, most of them busy handling the residents;
most other changes can be made on the fly.

Next stop...: Once outside the asylum, the


party is free to explore Niarva further. If he is with
them, Noric departs, with plans to meet the party
at the asylum gates early the following morning.
If the PCs do return (at any point), the guards at

20
Where Madness Dwells

CHAPTER III: THE ROGUE


B. Inside the Mausoleum
The walls of this 15 foot by 15 foot chamber
are lined with stone coffins stacked upon one
another, three to each wall. Deep within the
room, a voice calls out from the shadows.
A more motley band I have never seen. . .
Kraaven remarks under his breath, stepping
from behind piled coffins while keeping his
face in shadow. The dead keep their secrets in
this place. . .our words will not go beyond these
walls. I trust you have my payment?

Kraaven (see Appendix I: Primary NPCs),


once paid, tells the party that he was formerly a
patient at Witten Asylum. He explains that he had
a friend named Tarcyn who worked as a guard at
the asylum, who would sometimes talk too much
while drunk. One night, Tarcyn told Kraaven that
Doctor Illhausen was being held prisoner in the
asylum, and that Heraladus was performing grisly
experiments on those patients nobody would
miss. When Tarcyn realized all that he had told
After learning about Kraaven Moorhead from the to Kraaven, he grew extremely nervous, and had
townspeople, the PCs finally get the opportunity Kraaven committed to the asylum. Only recently
to meet him. For a price, he shows them to the did Kraaven escape, and he hopes the PCs will
sewers and give them a map to the asylum. It will infiltrate the asylum and stop Heraladus and his
be a dangerous method of entry, however, as great morbid experiments. He offers to show the party
perils lurk beneath Niarvas streets. a hidden way into the asylum that will avoid rous-
This encounter is intended for use after the ing further suspicion.
PCs have already visited the asylum during the If the PCs agree to follow Kraaven (either
day. immediately, or after taking time to prepare), pro-
ceed to area 2.
SEWER EVENTS AND LOCALES
Be prepared: The sewer system can prove
A. Cemetery Entrance to be a difficult undertaking for lower-level par-
Under the pale moonlight, every headstone ties, but it can also add to the mounting tension
seems to exude an unearthly aura. The air is of the adventure. There is still another option,
cold and humid, with a low fog creeping amid however: if the PCs choose, they may attempt to
the graves. A stone-cobbled walkway snakes re-enter the asylum on their own. Using the front
through the cemetery, with all roads converg- gate at night is the most likely possibility (see
ing at a small mausoleum in the center of the Chapter IV: The Asylum Revisited), though if the
property. players conceive of an alternative method, they
should be allowed to give it a try. Using the direct
approach offers its own unique set of challenges.

21
Chapter III: The Rogue

GMs should familiarize themselves with both storm would conceal the ledges, as well. The
main paths, and lead the action toward the most stench here is atrocious, hundreds of uniquely
interesting conclusion for their players. vile odors commingling in the air.
1. Into the Sewer
The muck is 3 feet deep. The ledges are 12
Under the dim light of the moon, Kraaven leads
inches wide and run throughout the sewer.
you down the winding back alleys of Niarva,
finally coming to a rusted iron grate in the
Sewer Conditions: A number of environ-
center of the street. This is where I came out
mental factors are relevant so long as the PCs
after I escaped, Kraaven explains, as he scans
remain in the sewer. They are as follows:
the street for passersby. The only living thing
in view is a drunken vagrant slumped against
Stench: The smell is nearly unbearable.
a wall. Satisfied that the vagrant is unaware,
Anyone who enters the sewer must make a For-
Kraaven drags the heavy grate out of place.
titude save (DC 13) or suffer a 1 circumstance
Good luck, he says. And no torchesits like
penalty to all attacks and saving throws for one
a powder keg down there. It will be dark and
hour, or until departing. PCs who attempt to stifle
foul, but its the quickest way into the bowels of
the fumes gain a +2 circumstance bonus to their
that infernal place. Handing you a crude map
Fortitude saves. This save must be repeated every
of the sewer system, he turns to go. A horrible
hour while in the sewer.
stench rolls out from the hole, and you see an
old iron ladder leading down into the darkness.
Combustible Air: Lighting torches or cast-
ing spells that produce fire or combustion will
Kraaven departs as soon as possible. The ignite the fumes in the air. In such a case, all char-
vagrant in the street is the same drunken man acters in a 20-foot radius around the source of the
from the foyer of The Barred Blade. He has no explosion take 4d6 points of fire damage (Reflex
possessions except for a half-empty bottle of half DC 17). Characters will have to use magical
spiced rum clutched in his filthy hands. light, sunrods, darkvision, or other means to navi-
gate the sewer safely.
The ladder is 10 feet high, slick with dark
slime and quite treacherous. A successful Balance Disease-Ridden Conditions: Any charac-
check (DC 11) allows a character to safely navi- ter who takes damage while standing in the deep
gate the ladder. Any PC who fails this check slips muck must make an immediate Fortitude save
from the ladder and suffers 1d6 points of damage (DC 13) or contract filth fever (incubation period
from falling into the muck below. 1d3 days; damage 1d3 temporary Dexterity and
1d3 temporary Constitution).
a. Exit to the Surface
Wildlife: Scurrying about the sewer is a
One long tunnel stretches ahead, the darkness pack of 8 dire rats (see Appendix III: Monsters).
punctuated by occasional glimmers of light These creatures can be encountered at any point
from above. The walls are made of rough brick while the PCs remain in the sewer system.
and concrete, frequently cracked and ubiqui-
tously stained, and the floor is hidden under b. The Tunnels
a channel of slime. A narrow ledge runs high
enough along each wall to offer a place to walk The pungent stench of mildew emanates from
above the muck, but only barelyone quick the wet sewer walls. Every few dozen feet,
thin shafts of moonlight fall through sporadic

22
Where Madness Dwells

iron grates in the ceiling, providing just enough since fallen away. To the north, a passage leads
light to cast terrible shadows on the things that farther out of the sewer.
crawl and swim about the sewer. Rats and other
vermin scurry in every direction. Somewhere in The light originates from a continual flame
the distance, a strange gurgling sound echoes spell cast on a 1 foot by 1 foot platform on the
grotesquely off the slime-covered walls. floor. The sewage in this room is roughly 2 feet
deep, and the ledges running along the sewer
c. Broken Wall walls are absent. Two of the floating caskets
After long years of neglect, a small section contain skeletal remains dressed in insect-riddled
of the wall here has been eaten away by ero- clothing, but the third casket is empty, its lining
sion. A new stench drifts out from the chamber slick with a dark purple slime.
beyonda stench of rot and decay.
e. The Tomb Room 2

This area of the sewer marks an optional This room has yet to be overrun with sewage, and
area for the PCs to explore. A series of under- so the small yellow flame burning atop a concrete
ground tombs has been uncovered with the col- platform on the dirt floor lights the area cleanly.
lapse of the wall. Six unmarked graves line the east and west walls,
one of which appears to have been disturbed. A
d. The Tomb Room 1 glistening purple slime is spattered on the walls
and floor, with maggots crawling in the ooze.
The air in this room is stagnant and foul, tainted Scattered across the ground are several rusted
by the odor of death. There is no moonlight swords and maces, dead rats and tattered pieces of
here; instead, a sickly light emanates from clothing, all covered with the same slime. A pile of
somewhere beneath the river of sewage which dry bones rests in one corner, topped with a broken
has poured in through the gap in the wall. Shad- skull. Another passage leads away to the north.
ows writhe across three 6-foot-long caskets
now floating on the lake of fetid mud, and torch The fire, as in the previous room, is a con-
sconces line the walls, even their ashes long tinual flame spell. A detect undead spell cast here
reveals a single strong aura in the next room. The
purple slime is warm and wet to the touch, but
harmless. The bones in the corner are human, and
constitute a full skeleton. The skull appears to
have been shattered by a crude, blunt weapon.

f. The Tomb Room 3 (EL 8)


The only light in this chamber is cast from the pre-
vious room, providing a foreboding atmosphere.
The air is cold and damp, and carries a stench far
worse than anything produced by the sewer. The
floor is covered in slime-covered bones and rot-
ting rat carcasses, and eerie shadows dance upon
the walls. Against the far wall is a 9-foot-wide
stone sarcophagus, heavily detailed and lined
with runes, overgrown with moss and mildew.

23
Chapter III: The Rogue

Feigning death among the bones on the floor below is severely clogged. The stench in this
is a mohrg (see Appendix III: Monsters). Char- room is more nauseating than ever.
acters who succeed at a Spot check (opposed by From the grate, an amorphous mass of
the mohrgs Hide check) notice its slight move- eyes and mouths oozes forth, thick with fetid
ments. It will attack if it realizes it has been seen, slime and filth.
but otherwise prefers to strike from behind when
all characters have gathered around the sarcopha- Rising from the grate is a gibbering mouther
gus. (see Appendix III: Monsters). The gibbering
This can be a challenging encounter, and mouther knows not to use its spittle in the sewer,
GMs may wish to eliminate it if the opposition in as the flare would ignite the fumes in the air. If
the sewer seems too difficult or frustrating for a panicked or near death, however, instinct may
party. override its restraint.

Characters who can read Celestial or who h. Beneath the Kitchen


succeed at a Decipher Script check (DC 20) can
glean the following message from the runes: The floor of this room is buried in piles of
Here lies Senstrom Nightspyre, Champion of garbage and rotten food. A length of rope lays
the Lord of Righteous Thunder. Entombed with coiled in the muck, frayed and useless. In the
his adversaries so that he might guard in death the ceiling, roughly 10 feet up, is a small wooden
world he so loved in life. May honor guide him on door.
his journey. The year written on the sarcophagus
indicates that the deceased has occupied the tomb The wooden door is unlatched and leads
for the past two hundred years. The sarcopha- into the food storage area of the asylums kitchen.
gus can be opened with a successful Strength If the PCs leave the sewer from this room, con-
check (DC 25); it is large enough that up to eight tinue to Chapter IV: The Asylum Revisited, area
Medium-size creatures can make a combined 13b.
effort. The warrior within has been perfectly pre-
served, as if placed there only hours before. He is i. Under the Privy
dressed in full plate adorned with holy symbols of
the Lord of Righteous Thunder, and in his hands Cracks in the ceiling and a small hole 10 feet
he clutches a fine rune-inscribed longsword. overhead reveal a torchlit room. Foul-smelling
water drips from the ceiling, adding to the mire
The will of the Lord of Righteous Thunder of refuse all about.
protects his disciple still, and neither the body
nor the armor can be removed from the sar-
cophagus. The sword, however, may be taken, in The hole in the ceiling opens up into an
the hopes that Senstroms holy quest might con- empty cell on the first floor of the asylum. If
tinue. If removed, the sword acts as a +2 holy the PCs leave the sewer here, proceed with the
longsword. description found in Chapter IV: The Asylum
Revisited, area 4.
g. The Drain (EL 5)
Two tunnels branch off to the north of this 40-
foot-wide square chamber. Foul water and other
detritus swirl in the center of the room, down
through a thick iron grate. The sewage drains
slowly, however, as if the grate or the tunnel

24
Where Madness Dwells

PART IV: THE ASYLUM REVISITED of delusions and fear. The sounds of shrieks,
moans, and claws scrabbling across stone are
Whether by trudging through the sewer or by not uncommon, and which are real threats and
walking up to the front gate, the party returns to which are rats or frightened patients should be
the asylum. In the final chapter of Where Mad- left to the players to determine. The existence
ness Dwells, the PCs learn the truth about what of the mind flayers should remain a mystery
goes on in the asylum by confronting its nighttime until their first appearance, when the nightmare
residents. Vunik the sage explains what the mind reaches its climax. But with the revelation of
flayers plan with the portal, but only by confront- the mind flayers existence, the players are also
ing the mind flayers themselves does the party given a way to control the situationto put an end
discover how wrong that plan has gone. At last, to the horrors within Witten. Allow them to feel
they must defeat the beast which emerges from triumphant; theyve earned it, and it will make the
the portal, and destroy the portal itselfor doom sudden appearance of the xxyth all the more ter-
Niarva to the horrors wrought by the xxyth. rifying. Many players know what mind flayers are
capable of, but when the xxyth arrives, they are
Setting the Mood faced with a threat of unknown capabilities and
During the night hours, Witten Asylum is a place origin. In fighting to destroy the portal, they fight

25
Chapter IV: The Asylum Revisited

to restore the natural order of things. ing hide armor and grasping splintered clubs. A
lanky half-elf with flowing red hair, green eyes,
Lucass Lawmen
and untrimmed sideburns hurriedly marches
A gang of vigilantes known as Lucas Lawmen
ahead of the group. He wears a suit of leather
(hp 16, 15, 15, 14, 13; see Appendix I: Primary
NPCs for details) patrols the area around the armor beneath a sleeveless maroon shirt. A
asylum at night. They are led by Lucas Bulvin, a weathered belt supports his maroon pantaloons
man whose relentless interrogations and confron- and holds a sheathed rapier. Come men, one
tational demeanor only hint at his lust for violence of the humans shouts. The asylum is in peril!
and desire for power within the citys vigilante Lucas Lawmen to the rescue!
hierarchy. His marginally trained followers, how-
ever, do not share his ideas. Bribes and payoffs
interest them far more than the Encounter in the Asylum
chance to kill. Lucas real- During the night, a flesh golem aimlessly roams
izes his subordinates the halls of Witten Asylum. This encounter can be
shortcomings; therefore, run at any time, but is most appropriate for increas-
he tries to force his oppo- ing the tension if searching through the rooms
nents hand through the becomes too routine for the PCs. The flesh golem
use of veiled threats can appear in any hall section of the asylum, and
and taunts in order on any floor. When the golem appears for the first
to provoke an armed time, read the following to the players:
conflict. If unsuccess-
ful, Lucas reluctantly At the end of the corridor, a monstrous form of
suggests a substantial sewn flesh and leather stands motionless. The
bribe (approximately top of its head brushes against the asylum ceil-
30 gp per person) in ing, but it doesnt seem to notice. A moment
return for quietly for- passes, and it takes a lumbering step forward,
getting the disturbance. letting out a long moan.
The vigilantes
notice the party on a suc-
cessful Spot (DC 25) or ASYLUM AT NIGHT EVENTS AND LOCALES
Listen (DC 27) check.
If party members A. The Front Gate
are trying to sneak,
use their Hide and Under the night sky, the great silhouette of the
Move Silently results instead. (Low results draw asylum towers over the darkened shops around
the vigilantes attention quicker than usual, as a it. Every now and then, the distant flicker of a
poor attempt at sneaking arouses suspicion.) This torch or the echo of breaking glass resonates
check should be made once every minute while the from one of the nearby alleys, and faint howls
party is at the fence or outside on asylum grounds. escape the asylums brick walls. A malodorous
Exceptionally loud noises (such as breaking down breeze wafts through the streets, bearing the
the gate) immediately notify the vigilantes of the unmistakable odor of rotting flesh. The wrought
partys presence. iron gate and the asylum doors stand closed and
If the vigilantes detect the party, use the fol- abandoned; it seems not even the guards come
lowing description. here after sunset.
Five flickering torches steadily move through
the darkness, borne by five human males wear- Witten Asylum is a very different place at

26
Where Madness Dwells

night. The asylum staff lock the gate and doors The reception area is no different than
after accounting for all outgoing staff members. before. Mr. Strogg, his dogs, and his book are
The fence can be scaled with a successful Climb absent from the room. At night, the asylum is
check (DC 15). An Escape Artist check (DC 30) nearly abandoned, as the guards and most of the
allows a character to squeeze between the bars. staff refuse to stay past sundown. The doors are
Iron gate: 2 in. thick; hardness 10; hp 60; locked.
Break DC 28; Open Lock DC 23. Iron bar doors: 2 in. thick; hardness 10; hp
60; Break DC 23; Open Lock DC 21.
B. The Courtyard at Night (EL 7)
Mr. Strogg has left his light mace behind,
A chill fog has arisen, knee-high as it rolls resting against the desk.
through the courtyard. A deathly calm sur-
rounds Witten, shattered only by the occasional 2. East Hall and Cells
howl or sudden piercing scream.
An incoherent babbling echoes faintly down
the length of the corridor. Several torches have
Two shadow mastiffs (see Appendix III:
burnt out, casting much of the hallway in dark-
Monsters) patrol the courtyard at night. As soon
ness.
as they detect the party (possibly by scent), they
use their shadow blend ability to grant themselves
nine-tenths concealment. Once within 30 feet of See areas 2L-2V in Chapter II: The Asylum
the party, they begin baying. If within range of the for details on the patients. Most are asleep, though
effect (40% chance), Lucas Lawmen (see above) several may be awake, watching their surround-
will be alerted that something is happening at the ings in fear. The babbling comes from area 3.
asylum, but will wait until all their members have
recovered from the mastiffs baying before charg- The door leading into area 11 is locked and
ing in. Note that if the shadow mastiffs do not barred from the other side. The door cannot be
get the chance to bay, any combat may still make unlocked from the hall, but only broken down.
enough noise to summon the vigilantes. The cell doors and visiting room door are locked,
as well.
C. The Front Door Wooden door: 2 in. thick; hardness 5; hp 20;
The asylums two heavy wooden doors stand Break DC 23.
closed and locked. The parasitic vines snake Iron cell doors and visiting room door: 2
across the wood, clutching the doors as if in. thick; hardness 10; hp 60; Break DC 25; Open
attempting to contain whatever waits on the Lock DC 20.
other side.
3. Visiting Room (EL 3)

Wooden doors: 2 in. thick; hardness 5; hp Something terrible must have happened in this
20; Break DC 25; Open Lock DC 26. room. There are two chairs in the center of
the floor, broken apart, and splintered wood
1. Reception Area fragments are scattered about the room. Large
stains spatter the walls, giving the appearance
The reception area appears much as it did of bloody hands streaking across the stone. The
before, except that it is now unguarded. Nei- floor is sticky with patches of wet blood.
ther Mr. Strogg nor his dogs are present. The
patient registry book is also missing. Both iron After the PCs left the asylum, one of the
bar doors appear tightly shut. more volatile patients went through a violent

27
Chapter IV: The Asylum Revisited

psychotic episode, beating his fists and face on Wooden door (to area 6): 4 in. thick; hard-
the walls of his cell. After being brought into this ness 8; hp 30; Break DC 25.
room for therapy, he attacked and chased the Iron cell doors: 2 in. thick; hardness 10; hp
60; Break DC 25; Open Lock DC 20.
doctor out of the room. Left alone, he continued to
mutilate himself, eventually dying from excessive Each guard carries a chain shirt, a sap, a
blood loss. He now haunts this room as an allip light flail, and 17 gp. Each also has a key ring with
(see Appendix III: Monsters). He has hidden three keys: one for area 1, one master key for the
himself in the walls, but will emerge if anyone cells, and another key for area 3.
opens the visiting room door.
5L-2K. West Wing Cells
4. Cell T (Ascension from the Sewers)
The patients information corresponds with
This is a small asylum cell, whose privy has their cell letter.
been torn apart. The iron bar door leading into
the hallway is open, and on the opposite wall is A. Harvey Grunspringer (male human Com1;
a solid-looking wooden door. Profession (cook) +2): A toothless old man
with matted white hair, sitting in a corner
See area 2 for details on the east hall. mumbling incoherent nonsense and pulling
his hair out in bloody clumps. Upon notic-
5. West Hall and Cells ing the party, he shambles to the bars. Point-
ing at the ceiling, he asks if the party has
This corridor is the mirror image of the east come from up there, and if they can please
wing hall, lined with patient cells and turning lead him to the kitchen to prepare dinner for
right in the distance. The only noticeable dif- the queen.
ference is that where the iron bar door to the B. Onina (female human Com1; Craft (weav-
visiting room should be, a wooden door stands ing) +2): Asleep in her cell, Onina is a
instead. A few moans and whimpers can be middle-aged woman who believes she is
heard from the cells, but most of the residents royalty. When awake, she sits on her slab,
seem to be sleeping. combing her sparse blonde hair with a
broken fork and pretending to sip tea from
an imaginary cup. She says that she needs
In the corner beside cell K, two guards lie
to get ready for the ritual, because theyll be
unconscious against the wall, their heads slumped
coming for her soon.
forward. If the PCs inspect the bodies more
C. Thrumbar Ripplesnout (male dwarf War1;
closely, they find trails of dried blood emerging
Craft (gemcutting) +2): Thrumbar sits on
from the guards eyes, noses, and ears. The guards
his slab in a catatonic state, staring blankly
were knocked unconscious by a wave of psychic
ahead and drooling.
energy from the portal, and will not wake until
D. Empty. Cell door is locked.
morning.
E. Severus Salinius (male human Com1;
Diplomacy +1): Severus kneels on his slab,
The door to area 6 is blocked with crudely-
covered in open wounds and carving designs
nailed wooden planks. The planks themselves are
into his flesh with a piece of broken pottery.
old and worn, and have begun to split after years
He believes these to be magic runes which
of pressure. A Listen check (DC 10) reveals a
will protect him. If questioned, he explains
strange groaning sound coming from beyond the
that he saw the runes on the portal, and
door. The door to area 7 is unlocked.
that something terrible is coming. I must

28
Where Madness Dwells

be ready, he says. The tentacled ones will I see whats coming! Clutching his hands
return, and I must be ready. Any further over his face, he utters a terrible scream as
questioning agitates him, as he tries to con- he attempts to claw out his own eyes. He can
centrate on his carving. be subdued, but he is too terrified to provide
F. Layerl Atrissian (female elf Com1; Profes- any more information.
sion (herbalist) +2): A very attractive elven
woman. A Knowledge (religion) check (DC 6. Storage Closet (EL 10)
20) reveals that she is possessed by a malig-
nant spirit from another realm. She prom- The interior of this room carries a foul stench.
ises her company to any who would free The walls are thick with black soot, marked
her, but would actually only run. If denied, with chaotic tracings. The floor is covered in
she shrieks and moans, mumbling incoher- dust, and an iron trapdoor near the opposite
ently in Abyssal. Holy word, dispel evil, and wall is heavily barred and chained shut. The
similar spells can free her, leaving her only trapdoor seems to be the source of a series of
a bewildered elf maiden. When threatened low groans.
with exorcism, she offers information in
exchange for being left alone. If the party Three chaos beasts (see Appendix III:
agrees, she tells them, There is a portal to Monsters) live in the room below, the last rem-
a dark place, somewhere in this building. It nants of the mind flayers experiments to manipu-
will open soon, and even I fear what comes. late life. Years ago, the mind flayers began sealing
I sense there is a sage who knows more. away their more bizarre creations in this unused
She can give no further details. storage area. These creations eventually devolved
G. Alonna Tre (female human Com1; Intimi- into chaos beasts, and left alone with only each
date +2): An acute anorexic with torn other to feed on, only three remain.
clothing, Alonna sleeps in a corner, her lips If the party opens the trapdoor but decides
encrusted with blood. Though malnourished not to descend, the chaos beasts will escape unless
and dazed, she is one of Wittens more lucid the party resecures the trapdoor (Open Lock, DC
residents, and will talk about how patients 30). Even then, the chaos beasts will attempt to
disappear at night. She has never actually force their way out. Unless the trapdoor is prop-
witnessed what happens, however. erly chained again, the Break DC becomes 25.
H. Empty. Cell door is locked. The chaos beasts will combine efforts to force the
I. Empty. Cell door is open. A trail of blood, trapdoor open.
still wet, leads out of the cell. If the trapdoor is not closed, they can climb
J. Gyl Bates (male human Com1): A short out in two rounds. If the PCs are gone by the time
man with ratlike features, Gyl has delusions they emerge, the chaos beasts will stalk the party
that he is very rich and will one day rule throughout the level. The sounds of gurgling
the world. If awoken, he offers to buy his and hissing will follow the characters, until they
way out of the asylum, claiming he secretly finally confront what they have unleashed.
runs Niarva and can pay any price. This, of
course, is far from true. Below the trapdoor is a 10 foot drop into a
K. Frederick Keylorn (male human Com1; small stone room, completely dark. Wet gurgling
Profession (bricklayer) +3): Cowering in sounds, as well as louder groans, emerge from the
the corner, Frederick shakes violently, mut- darkness, along with a stench of rot and decay.
tering, Dont let them take me. . .they come Characters who shine a light through the trapdoor,
for us at night. Two of them. They call to me
or who have darkvision, see several amorphous
in my mind, I see them in my nightmares.
shapes slithering about.
I can see the portal opening. . .gods above,

29
Chapter IV: The Asylum Revisited

8. Infirmary (EL 6)
The only light in this long room comes from
a pair of suspended bullseye lanterns, both
focused on the leftmost of three beds laying
flush against the far wall. A young woman is
strapped tightly to the bed by a series of leather
restraints, and she screams as blood pours from
a laceration on her forearm. An obese human
female dressed in a butchers apron stands over
the woman, holding a length of coarse black
thread attached to a fishing needle as she douses
her patients wound with a clear fluid.
A bronze coat rack converted into a porta-
ble stand supports a tarnished metal tray above
the patient. The tray holds a variety of primitive
surgical instruments, as well as a half-empty
bottle of the clear fluid. In another corner of
the room sits a large steel cabinet. Dried blood
Iron door: 2 in. thick; hardness 10; hp 60;
covers most of the floor, forming a sickening,
Break DC 28; Open Lock DC 28. sandy paste.
The following items can be found scattered The woman in the apron is Dolores Jevasic,
about the room under the trapdoor, the remnants the asylums chief surgeon and a priestess of the
of past victims of the chaos beasts: a length of Lady of Death and Dark Secrets. (See Appendix
hemp rope (50 feet), a set of thieves tools, two I: Primary NPCs for Dolores complete statis-
longswords, a slightly rusted tower shield, a tics.) When the party enters, Dolores is intent
broken quarterstaff, nine arrows, a pair of black on her work, and requires a successful Spot or
leather gloves, and an assortment of shoes, pants, Listen check (DC 10) in order to detect the PCs.
tunics, and other articles of clothing. Most of the Once alerted to intruders, she ignores her patient
items are tacky with slime. The black leather and immediately calls for the guards in area 5.
gloves are Gloves of Dexterity +2. The guards are unconscious, and will not come.
After two rounds, Dolores takes up the two dag-
7. West Corridor gers concealed behind her apron and attacks the
PCs.
Muffled screams echo through this polished Dolores is unaware of the mind flayers
sandstone corridor. Four wooden doors are vis- existence, but she does have extensive knowl-
ible: two on the south wall, one at the east end, edge of the entire second floor, including Doctor
and one at the west end. Heraladus quarters, Vuniks prison cell, and the
secret door in area 23. She knows that Doctor Ill-
hausen is alive, but completely insane. She does
A successful Listen check (DC 10) estab- not willingly reveal any information, and fights to
lishes that the screams are originating from area the death unless subdued or otherwise incapaci-
8. The door to area 9 is locked. tated.
Wooden door: 1 in. thick; hardness 5; hp 10; Dolores patient is Tatiana Borashevsky
Break DC 23; Open Lock DC 20.
(female human Com1), a recovering narcotics
addict who injured herself trying to reach past the

30
Where Madness Dwells

bars of her cell door. Dolores attempt to close her medicine.


wound is crude, but genuine. Tatiana is close to A glyph of warding protects the chest,
losing consciousness, and while she can identify unleashing a sonic blast at anyone other than
Dolores, she is too new to the asylum to have Dolores who opens it.
much useful information. Chest: 1 in. thick; hardness 5; hp 15; Break
DC 23; Open Lock DC 28.
The surgical instruments on the tray
include a scalpel, forceps, sutures, needles, Glyph of warding: CR 3; 5-ft. sonic blast
cotton pads, a hand drill, and a small chisel. The (3d8 points of damage), Reflex save for half
glass bottle contains wood alcohol. The steel damage (DC 16); Search (DC 28); Disable Device
cabinet has two compartments, held closed by (DC 28).
the same lock.
Steel cabinet: 1 in. thick; hardness 10; hp Each of the rooms 114 books weighs 1
30; Break DC 28; Open Lock DC 20. pound and is worth 1 gp. The candelabrum weighs
20 pounds and is worth 50 gp. Doctor Jevasics
In the cabinets left compartment is a bottle clothing includes four embroidered gray robes,
of wood alcohol, a spool of coarse black thread, a red silk kimono bearing a hand-painted dragon
three spools of cotton, and two dozen pins. emblem, and an assortment of shoes, undergar-
The cabinets right compartment contains four ments, and other articles of clothing without
ceramic vials. The vials are potions of remove dis- significant value. The robes are worth 10 gp each,
ease, cure light wounds, cure moderate wounds, while the kimono is worth 100 gp. The silk sheets
and cure serious wounds, all with a caster level and the fur on the bed are worth 150 and 100 gp,
of 6. The potions are for the exclusive use of the respectively.
staff, as only the patients receive the benefit of The chest contains 103 pp, 1,058 gp, and
Dolores surgical skill. 408 sp. Buried beneath the gold and silver are
a +2 buckler, four sleep arrows, and a wand of
9. Doctor Jevasics Quarters (EL 3) flame arrow (22 charges).
Torchlight from the corridor faintly illuminates 10. Staff Meeting Room
this spacious bedchamber. An unlit, 4-foot-
high bronze candelabrum sculpted to resemble Six chairs surround a round oak table cov-
a voluptuous woman stands beside the door, ered with loose sheets of parchment and open
next to an upholstered cedar chair. An ebony ledgers. Two gilded oil paintings depicting
bookcase encompasses almost the entire eastern a scholarly young man with thin brown hair,
wall, while against the southern wall stands a round spectacles, and a pale complexion face
canopied bed covered in silk sheets and beauti- each other from opposite walls. The figures in
fully crafted bear fur. To the beds left stands a the paintings are identical, but the backgrounds
mahogany armoire with gilded doors. The doors differ: one of the images is set outside along a
are slightly ajar, revealing an assortment of busy thoroughfare, while the other takes place
expertly-cut gray robes, silk scarves, and exotic in a stone room. Although chipped and weath-
fur cloaks. An iron-reinforced wooden chest ered in spots, both portraits remain in essen-
rests on the floor near the armoire. tially good condition. There are three wooden
doors in this chamber: one on each of the east,
west, and south walls.
Aside from one shelf of religious texts
devoted to the Lady of Death and Dark Secrets,
the books in the bookcase are mostly treatises on The staff uses this room to report on the
patients to Doctors Jevasic and Heraladus. The

31
Chapter IV: The Asylum Revisited

loose sheets on the table are this weeks reports, 13a. Kitchen
while past reports are copied into the ledgers. A
successful Search check (DC 22) allows a char- Resting atop a large coal grill is a massive iron
acter to discover that one of the ledgers contains kettle filled with a broth smelling strongly of
a brief entry on Vunik. The entry states, Vunik garlic. Along the wall are four rows of shelves
seems to be doing well, despite his gross incom- lined with spices, fruits, vegetables, dried
petence. Doctor Heraladus signed the entry one meats, flour, and other ingredients. Two large
week ago. barrels stand in one corner of the kitchen. Slid-
The portraits are of Doctor Illhausen, who ing wooden doors lead to the north and west.
commissioned them almost forty years ago for the
worldly sum of 150 gp each. Careful study reveals The mixture in the iron kettle is a garlic-
that the thoroughfare is Trobley Row, outside the based stew that tastes quite good, despite its
asylum, while the interior background is the pungent aroma. All the ingredients on the shelves
asylums reception area. Assuming the depictions are remarkably fresh. Dirty wooden bowls and
are accurate, the conditions both indoors and out leftover food products float in water near the top
have taken a remarkable turn for the worse over of one of the barrels, while the other barrel holds
the years. If sold, the paintings are worth between clean water.
30 gp and 50 gp each. Meals are served to the patients an hour
All doors are unlocked. before visiting hours begin, at 2:00 in the after-
noon, and an hour after visiting hours end. Staff
11. East Corridor meals are served throughout the day.
The walls and floor of this polished sandstone
13b. Food Storage Area
corridor are meticulously maintained. There is
a wooden door at each end of the corridor, and This dusty, dimly lit 10 foot by 10 foot room is
one on the south wall. filled with all manner of foodstuffs. Giant bags
of flour, barrels of mead, jars of spices, and
crates of salted meats line the walls. A small
The southern and western doors are
wooden trapdoor sits in the center of the floor.
unlocked. The eastern door is locked and barred
from this side, and can be unblocked with little
effort. The trapdoor leads into the sewer beneath
the asylum. If the PCs came up from the sewer
12. Dining Room by way of this door, proceed normally. If the PCs
entered the asylum by another means, and choose
An iron chandelier illuminates four long to explore the area beneath the trapdoor, proceed
wooden tables, each surrounded by six chairs. A to Chapter III: The Rogue, area h.
perfumed black curtain partitions off the south-
west corner of this room, but does not eliminate 14. Staircase
the odor of waste coming from behind it. A large
cupboard stands against the east wall, next to a A spiral stone staircase ascends 10 feet before
sliding wooden door. ending at a heavy wooden door. Built into the
door at eye level is a small sliding panel. Thin
beams of light escape from around the edges of
The cupboard contains numerous bowls, the wood.
cups, and spoons for the use of staff and patients
alike. The black curtain in the corner conceals the
staffs personal privy. The dark staircase leads to the asylums

32
Where Madness Dwells

last line of defense against intrusion. During the spell (DC 18 to dispel).
day, the guards use the sliding panel to verify the Continual flame spells provide the illumina-
identity of anyone attempting to gain access to the tion for this corridor and all remaining rooms on
asylums upper levels. At night, however, the door the asylums second and third floors.
is locked and the guard post abandoned. Reinforced door: 2 in. thick; hardness 5;
The sliding panels dimensions are 4 inches hp 20; Break DC 25 (35 with arcane lock); Open
high by 10 inches long. The door is heavily barred Lock DC 22.
from the opposite side.
Sliding panel: 1/2 in. thick; hardness 5; hp 5. 17. Records Room
Wooden door: 2 in. thick; hardness 5; hp 20;
Break DC 25. Weathered, dog-eared parchments and folders
overflow from the open filing cabinets crammed
15. Guard Chamber against this rooms walls. Speckled dust fills the
air, shining in the torchlight. Doors lead to the
Half-open wooden crates teeming with wool north and south.
blankets, white linen shirts, lumber, stone
blocks, and construction tools are being utilized
The filing cabinets house forty years of
as rudimentary chairs and couches in this large
patient records. A quick scan through the bulky
chamber. Two torches burn low, sending shad-
folders reveals a marked difference in the thor-
ows to dance among the rooms obstacles. A
oughness and organization of the files over time.
single wooden door is visible on the far wall.
The oldest files are meticulously detailed case
studies with complete diagnostic and treatment
The crates contain general supplies for the records. The later files, especially those com-
asylum, as well as unused building materials for pleted in the past few years, are a poorly-main-
the portal. tained series of patient anecdotes and medical
hunches. Doctor Heraladus forged many of the
One of the crates contains 145 gp, while patient records until three years ago, when the
another contains a set of keys for all the locks on Lords of Enlightenment agreed to continue fund-
the first floor.

16. Upper Corridor


This polished sandstone corridor is well-lit by
bright yellow flames held directly in a series
of wall sconces. The corridor proceeds east
and west a short ways before reaching wooden
doors and turning south at both ends.

The hallway eventually wraps around, with


doors leading to areas 15, 17, 18, 19, 22, and 23
all present. The doors to areas 17, 19, and 23 are
unlocked. Low moans can be heard past the door
to area 23. The door to area 22 is locked, and rein-
forced with iron. A successful Listen check (DC
10) reveals the sounds of footsteps in the room
beyond. The door to area 18 is reinforced as well,
but has also been secured with an arcane lock

33
Chapter IV: The Asylum Revisited

ing the asylum. At that point, Doctor Heraladus of this room. Thick maroon blotches cover most
decided that faking records was no longer worth of the pedestals surface. Parchments covered
the bother. A Forgery check (DC 17) identifies the in crude anatomical diagrams stretch across
forgeries for what they are. most of the walls, indicating a rudimentarybut
Although most of the records are in chron- extensiveknowledge of humanoid physiology
ological order, many are misplaced. A successful on the part of the authors. Annotations and notes
Search check (DC 21) uncovers Vuniks file, but scribbled along the diagrams margins are writ-
it is empty except for one brief passage: ten in a strange, flowing script. Next to the east
door sits a smoky quartz cabinet with a single
The patient clearly suffers from some unknown large door. Faintly visible behind the door is
mental disorder, but his boasts about his planar a collection of beakers, jars, and trays, but the
knowledge cannot be ignored. Despite the risks, opaque quartz denies further detail. A second
this patients tremendous potential must be wooden door is set in the north wall.
explored more thoroughly. Recommend removal
from general population to a more secure loca- The mind flayers dissect the more interest-
tion. ing patients in this crude autopsy room. Those
Doctor Heraladus suffering from especially strange fits of delusion
or violence are the first to be examined. The oval
18. Dissection Chamber pedestal measures 6 feet in length, 4 feet in width,
and stands just over 4 feet high. Dried blood
A smell similar to that of decayed vegetation forms the pasty blotches found on the pedestal.
lingers near an oval stone pedestal in the center The sketches and diagrams are nailed to the walls,
and contain information on all the major human-

34
Where Madness Dwells

oid races (and some minor ones besides). Written in area 21. Only if flight is not an option does it
in Undercommon (using the Elven alphabet), the defend itself.
notes on the sketches describe speculated func-
tions of each organ and ascribe a name to each Heraladus uses this office only on rare occa-
organ and organic system. sions, and has few records or information of his
The cabinet is locked. Inside are tightly- own present. The desk drawer is locked, and con-
sealed jars and beakers containing an assortment tains a leather purse. A total of forty-three books
of grayish masses floating in briny, gelatinous and tomes are housed on the bookshelves, largely
solutions. Dried crusts of foreign matter stain over relating to either mental illness or herbalism. The
a dozen steel surgical instruments on a metallic books belonged to Doctor Illhausen; Doctor Her-
tray. A small, black ledger lays beneath the tray. aladus has never opened them.
The jars and beakers store a number of Desk drawer: 1/2 in. thick; hardness 5; hp 5;
preserved human and elven organs. A successful Break DC 15; Open Lock DC 16.
Heal check (DC 15) confirms this. The stains on
the surgical instruments are from previous autop- A leather pouch inside the desk contains 195
sies. gp and a 150 gp pearl. Heraladus uses the money
More than 120 dissections performed over to pay the asylum staff.
the last twenty years are catalogued in the ledger.
Although most of the experiments appear bar- If Heraladus is alerted: Once Doctor
baric, the authors clearly display an increasing Heraladus becomes aware of the partys presence,
knowledge of anatomy and physiology. Like the he immediately commences defensive actions.
diagram notes, the book is written in Undercom- His exact response, however, depends on his per-
mon. ception of the partys plans. If they seem intent
Quartz cabinet: 2 in. thick; hardness 8; hp on finding him or his laboratory (where he is cur-
30; Break DC 28; Open Lock DC 22. rently), he begins casting defensive spells. Oth-
erwise, he summons two howlers (see Appendix
19. Administrative Office (EL 1) III: Monsters) to hunt the party down while he
casts defensive spells on himself. See Appendix
Two unlit, tarnished bronze candelabra flank a I: Primary NPCs for Heraladus statistics.
stately wooden desk and a high-backed uphol- If Heraladus summons the howlers, use the
stered wooden chair. Carved from cherry wood, following description:
the desk and chair legs resemble giant lion
paws. In contrast to the ornate desk and chair, A soul-stirring howl fills the air, and a sound
the bookshelves against the walls are simple like claws against stone echoes throughout the
and undecorated, holding dozens of volumes. asylum.
Wooden doors are present on the south, east,
and west walls. Each PC must immediately succeed at a Will save
A small creature with leathery bat wings (DC 12) or take 1 point of temporary Wisdom
hovers a few inches above the desk. Thick, bony damage. This is a sonic, mind-affecting attack;
ridges cover much of its back, and its mouth is deafened creatures are not subject to it.
twisted into a perpetual sneer. The howlers have 7 rounds to find and attack
the party before disappearing. Heraladus does not
The creature is a homunculus, recently cre- expect the howlers to kill the PCs, but merely to
ated by Doctor Heraladus (see Appendix III: weaken them so that he can destroy them him-
Monsters). The homunculus does not attack, self.
instead merely observing the party. If provoked, it
flees to area 20, hoping to reach Doctor Heraladus

35
Chapter IV: The Asylum Revisited

20. Heraladus Quarters behind the door.


Just inside this rooms entrance, three decora- The perfumes and colognes on the vanity
tive lacquer panels obscure a majestic, alabaster are worth a total of 250 gp. There are twelve
bathtub. Four onyx legs support the bathtubs jars in all, as well as an ivory comb worth 225
weight. A strong aroma of olive oil and flowers gp. The fine robes and shirts in the armoire are
emanates from almost a dozen open bottles of worth 200 gp, while the silk sheets and bear fur
perfume and cologne that rest on a small, mala- on the bed are worth 150 gp and 125 gp, respec-
chite vanity with a spectacular silver mirror. tively.
Next to the vanity sits a teakwood armoire, its
closed doors carved with images of battling 21. Heraladus Laboratory (EL 7)
dragons. A canopied bed made of ebony stands
in the rooms northwest corner, covered in silk Noxious plumes of burning sulfur and incense
and fur. swirl through the air in a hypnotizing, rhyth-
mic dance, both delighting and deadening the
senses. The caustic smoke emanates from a
Heraladus, in area 21, can hear the PCs pair of smoldering crucibles that rest on a clut-
conversing or searching his room on a successful tered wooden table overrun by dozens of small
Listen check (DC 12). Adjust this accordingly, beakers, jars, and vials. A quill pen, a bottle of
depending on the PCs exact actions. If Heraladus black fountain ink, and four sealed scrolls lay
does hear the party, see If Heraladus is alerted on a slate desk in the rooms southwest corner,
in area 19, above. next to which stands a pottery wheel, spinning
apparently of its own accord. Resting flush
In order to use the bath, against the north wall are a large wooden chest
Dolores casts two create water and a well-stocked cedar bookcase.
spells, and Heraladus uses burn- Standing in the center of the room is a
ing hands to heat the water. In middle-aged human male with an olive com-
exchange for her assistance, he plexion and thin brown hair. His blue and
allows Dolores to use the yellow-streaked robe clearly shows his gaunt
bathtub as well, frame, and a pair of ornate wrist guards is
explaining the clearly visible beneath his sleeves. A golden
perfume on the ring sparkles on his left hand, while the hilt of
vanity. a sheathed dagger protrudes from his belt. A
A secret door to twisted smirk comes over his contorted face, as
Heraladus labora- his steely eyes convey his resolve.
tory is built into the
west wall. Triggered If Heraladus is caught unawares by the
by putting pressure on a party, he will be much more likely to converse, if
particular stone, it slides only briefly. If he has cast any preparatory spells,
open, leading directly he engages in combat immediately, in an attempt
to area 21. Locating the to end the fight before the spells durations expire.
secret door requires He will not retreat, nor give any information about
a successful Search the mind flayers or the asylum. His rationale is
check (DC 21). A that he would rather die now than risk retribution
successful Listen from the mind flayers.
check (DC 12) If Heraladus takes damage, he will use a
detects movement round to drink his potion of cure light wounds. His

36
Where Madness Dwells

preferred strategy is to clutter the room with sum- Each book weighs 3 pounds and is worth 2
moned monsters, and throw the spheres from his gp.
robe of storms (see Appendix II: Magic Items) The four scrolls on the desk are scrolls of
while his opponents are occupied. Heraladus does dimensional anchor, gust of wind, mirror image
not flee under any circumstances, nor does he and shrink item. Their caster level is 7th.
seek the mind flayers assistance.
If Heraladus has only just summoned the 22. Solitary Confinement (EL 6)
howlers, they may still be with him in the labora-
tory. Two powerful, stocky dwarves wearing half-
Heraladus full statistics are detailed in plate armor and wielding battleaxes stand just
Appendix I: Primary NPCs. inside the entrance to this short hallway lined
with cells. A simple bunk bed and a wooden
The beakers and jars on the oak table table covered with filthy bowls and mugs
contain a wide assortment of spell components, occupy a small alcove nearby. The dwarves
including body parts, metals, alloys, plant mate- barrel chests obscure the cells occupants.
rials, and arcane foci. Although the components
have no monetary value, there are sufficient spell The dwarves attack if the PCs do not imme-
components to cast all of Heraladus known diately offer convincing evidence that they have
spells. Doctor Heraladus permission to be there. If con-
Heraladus used the pottery wheel to craft fined to close quarters, the dwarves bull rush their
the homunculus in area 18. An unseen servant has opponents to drive them into the corridor. See
begun work on another. Appendix I: Primary NPCs for details on the
The bookshelf contains seventy-three vol- prison guards.
umes, primarily discussing arcane topics such as
planar travel, portals, and the creation of magical Both prison guards and prime craftsmen of
robes and constructs. Heraladus also has several the portal, the dwarves reluctantly reside in soli-
books on the development of human mental abili- tary confinement. They constructed the bed and
ties; these appear to be particularly well-read. A table from surplus wood and construction sup-
successful Search check (DC 20) uncovers Her- plies from the portal. A successful Search check
aladus spellbook, a large, leather-bound tome. (DC 10) reveals a large folded leather pouch
The spell book contains all of Heraladus pre- stored beneath the bed. The pouch holds an out-
pared spells, as well as another 2d6 spells of the standing set of gem-cutting and masonry tools.
GMs choosing. The three cells are furnished identically to
The chest is unlocked, but a fire trap protects those on the first floor: a simple stone slab for a
it from unauthorized access. Any PC opening the bed, a small box with a lid for a privy, and a dilap-
chest springs the trap. idated wooden trunk for the patients personal
possessions.
Fire trap: CR 2; 5-ft. radius centered on the Iron cell doors: 2 in. thick; hardness 10; hp
chest (1d4+7 points of damage), Reflex save for 60; Break DC 28; Open Lock DC 22.
half damage (DC 18); Search (DC 29); Disable
Device (DC 29). 22A. Vuniks Cell

The chest holds 322 pp, 4,783 gp, and 3,455 The cell closest to the entrance houses a pas-
sp. This is the asylums treasury, representing its sive, middle-aged human male with a thick
profits over the past twenty years after Heraladus clump of gray hair and an unkempt beard. He
and the mind flayers skimmed their share from wears a simple white cloak and peeling leather
the fund. sandals. He feverishly writes mathematical

37
Chapter IV: The Asylum Revisited

equations and notes in a voluminous tome that one at the apex of the portalmust be destroyed.
rests precariously on his lap. This will reverse the flow of energies. I tried to
tell the doctor, but he just wont listen to me.
Destroy the portal. . . His words trail off, and
Vunik (male human Exp8) resides in the cell he begins to shake violently.
closest to the door. Regardless of the PCs actions,
he continues his work, only glancing upwards if Dialog 2:
someone calls his name or physically demands his
A befuddled expression overcomes the dirty
attention.
man as he nervously drops his parched quill pen
Following are two slightly different dia-
and glances up.
logues with Vunik, depending on which adven-
ture hook you are using. If you are using the Long
If questioned, Vunik will respond with short
Lost Uncle hook, use Dialog 1. If you are using
answers (if he knows the answers at all), becom-
either the Missing Lord or Inspection Time hooks,
ing animated only if the PCs mention the portal.
use Dialog 2.
He then launches into the following ramble. At
the end, Vunik shows his sketchwork (Handout
Dialog 1:
B) to the PCs in the hope that they can determine
A befuddled expression overcomes the dirty what is wrong.
man as he hesitantly drops his parched quill pen
and glances up. After a moment of shock, he Yes! Finally, someone has recognized my
gleefully shouts, [Nephew / nieces name]! achievements and given me a task worthy of my
skills! Doctor Heraladusa very intelligent man,
After a brief exchange of pleasantries, Vunik I might addsaw my potential and gave me a
begins his rambling tale and stops for absolutely special assignment: to create a portal to send
nothing. At the end of his story, Vunik shows his his two friends back home. So I immediately
sketchwork (Handout B) to the PCs in the hope began my calculations to return them to their
that they can determine what is wrong. underground city. I only wish I could remember
their namesits been so long since Ive spoken
I still cannot believe you came all this way to
see me, Vunik says. I know that your mother
worries about meperhaps too much. But I
always told her that I am destined for great-
ness. Vunik the wise! Vunik. . .super-genius!
Finally, someone recognized my vast achieve-
ments and put me to work. Doctor Heraladusa
smart fellow, you knowsaw my potential and
gave me a special assignment: to send his two
tentacled friends home. Once my calculations
were complete, my dwarven associates with
their magic hammers started constructing the
portal. Everything is as I specified, but I fear
there is some terrible flaw in my calculations.
You must find the dwarves portal sketchit has
an incantation that can be spoken backwards to
bring down the portals magic. Once the incan-
tation has been uttered, the keystone gemthe

38
Where Madness Dwells

Undercommon. Strange-looking fellows, lies on the floor of his cell. The only clue to his
too, with so many tentacles. But very likable, true identity is the elaborate ring he wears, bear-
indeed, very likable. Once my calculations were ing the mark of The Lords of Enlightenment. Any
complete, my two dwarven friends with their attempts to converse with him will most likely fail
magic hammers started constructing the portal. miserably, as he is paralyzed with fear. He begs
Ah, where are they, anyway? Oh, never mind. for death, claiming that he cant bear to carry on
Anyway, after about three weeks of construc- knowing what he knows, and seeing what he has
tion, they completed the portal exactly to my seen.
specifications. But something is wrong. Im not
sure what, exactly. I rechecked all my calcula- 23. Lecture Hall (EL 6)
tions. The square root of 3,364 is 58, 78 times Eleven disemboweled, animated human corpses
52 is 4,056, 2 plus 2 equals 5. I just cant seem shamble around this large amphitheater, bel-
to find the mistake. Everything is as it should lowing low-pitched moans. Numerous surgical
be, but I fear something is terribly wrong. You scars and areas of rot expose their dull yellow
must find the dwarves portal sketchit has an bones and decaying muscle tissue. Most of the
incantation that can be spoken backwards to creatures congregate near a black stone cube
bring down the portals magic. Once the incan- situated on a dais in the center of the room.
tation has been uttered, the keystone gemthe Long wooden benches carved from dead wood
one at the apex of the portalmust be destroyed. surround the dais.
This will reverse the flow of energies. I tried to
tell the doctor, but he just wont listen to me.
Destroy the portal. . . His words trail off, and The eleven zombies (hp 19, 17 (x4), 16
he begins to shake violently. (x3), 15, 14, 13; see Appendix III: Monsters for
details) never leave the room. They will attack
Vunik knows only the information conveyed in without question upon spotting the PCs. Due to
his rambling statement. He has no other useful the effects of an unhallow spell (see below), the
information. The mind flayers charmed Vunik; he zombies gain a +2 deflection bonus to AC and a
therefore expresses no desire to leave the asylum, +2 resistance bonus to saves against good-aligned
and vehemently protests any attempt to make him creatures. Attempts to turn the zombies suffer a
leave. He happily agrees to remain in his cell until -4 profane penalty, and a bane effect imposes a -1
the party returns after investigating the portal. morale penalty on all PCs attack rolls and saving
Vuniks book holds a collection of sketches, theo- throws against fear effects made within the room.
ries, equations and laws regarding planar travel.
Doctor Illhausen used this chamber as a
22B. Empty Cell lecture hall, frequently making presentations to
the asylums staff members. Six years ago, Dolo-
This cell, identical to the other two, is empty. res converted the neglected chamber into a small
temple of the Lady of Death and Dark Secrets.
22C. Kelym Aradamores Cell She then animated some of the mind flayers dis-
sected patients to serve as the temples guardians.
A naked human male lies curled in the fetal
Earlier this year, Dolores brought in an elder
position in the corner of the far cell, covering his
priest to cast unhallow on the black anthracite
eyes with his arms. His fingers are broken and
altar in the center of the dais.
bloody, apparently from having scratched the
A secret door on the east wall leads to area
numbers 1-5-6 repeatedly into the cell walls.
24. It can be discovered with a successful Search
check (DC 21). When activated (by tugging on
Lord Kelym Aradamore (male human Ari8) one of the continual flame wall sconces), a sec-

39
Chapter IV: The Asylum Revisited

tion of stone slides away, opening a passage into a All doors are locked. A successful Listen
short corridor. check (DC 5) reveals a soft whimpering behind
the northwest door.
24. Secret Corridor (EL 1) Wooden doors: 1 in. thick; hardness 5; hp
20; Break DC 25; Open Lock DC 20.
A narrow hall extends 20 feet south to a flight of
stone stairs. Scrapes and gouges cover the walls 26. Narcotics Storeroom
and floor.
This dusty closet houses three shelves, each
The improper handling of the stone blocks holding eight ceramic flasks. Bushy cobwebs
carried upstairs for the portals construction cre- are draped between most of the long-neglected
ated the marks throughout the hallway. A scyth- containers.
ing blade trap awaits 5 feet before the stairs,
installed by the mind flayers to discourage tres- Doctor Illhausen used these narcotics to
passers. treat or sedate patients. Most of the flasks con-
tents are spoiled or evaporated, but four sealed
Scything blade trap: CR 1; +8 melee (1d8/ flasks have preserved their contents through the
x3 crit); Search (DC 21); Disable Device (DC years. Two contain oil of taggit (ingested DC
20). 15; initial 0; secondary unconsciousness), com-
monly prescribed as a sedative. Carrion crawler
25. Upper Hallway brain juice (contact DC 13; initial paralysis; sec-
ondary 0) is stored in another flask, originally
At the top of the stairs, a corridor leads west for for administration to particularly aggressive
30 feet before ending at a wooden door. Two patients. Lastly, one flask of dragon bile (con-
more wooden doors interrupt the stonework of tact DC 26; initial 3d6 Str; secondary 0) remains
the corridors north wall. viable. It was exclusively reserved for use on
exceedingly violent patients. Though the flasks
are labeled, the writing has long since worn off.
An Alchemy check (DC 20) is necessary for
identification. Ingesting or utilizing the spoiled
poisons has no effect.

27. Doctor Illhausens Quarters


Amidst heaps of soiled clothing, an elderly
human male sobs inconsolably. Shattered spec-
tacles desperately cling to his emaciated face,
while only wisps of gray hair linger on his dry,
peeled scalp. His hands and wrists twitch spo-
radically, and his withered body emits a nause-
ating stench. Some of the nearby piles of clothes
stand almost 4 feet high, creating a labyrinth of
sorts through the crowded bedchamber. Jagged
pieces of a smashed dressing table lie scat-
tered about the floor. Hardly visible behind the
mounds of debris are a filthy bed and a wooden
door along the far wall.

40
Where Madness Dwells

Doctor Illhausen (see Appendix I: Primary webs envelop a rotting, warped desk. Crumpled
NPCs) has not left his bedchamber in almost two pieces of parchment litter the floor. A strong
years. Shortly after their arrival, the mind flayers musty odor lingers in the air.
confined Doctor Illhausen to his quarters. For
most of his first decade of captivity, the mind During his first few years of captivity,
flayers maintained control over him out of fear Doctor Illhausen valiantly attempted to diag-
of discovery. Now that his public appearances are nose and treat patients solely by examining their
rarely required, they simply ignore him, keeping records. His efforts are documented in the hun-
him alive in case he should ever be needed again. dreds of case studies that litter the floor. The room
Unlike the patients, the good doctor is rarely fed. has remained untouched for the last fifteen years.
The years of neglect and domination have ren- Doctor Illhausen screeches and shrieks if the PCs
dered him slightly mad, and he sometimes has dif- rummage through the room for more than two
ficulty remembering his own name. Given proper rounds.
treatment, Doctor Illhausen might soon recover,
and become the rational, compassionate man he 29. Mind Flayers Quarters (EL 1)
once was.
Questioning Doctor Illhausen reveals that The sight of dozens of bleached humanoid
he knows very little about what is truly going on skulls prominently displayed on wall shelves
in the asylum. He does know, however, that some- greets those who enter this room. A pair of
thing very wrong is happening. In dreams, he has macabre cots, crafted from carved bones and
seen Doctor Heraladus constructing an elaborate flayed skin, rest against the walls. The front of
portal adorned with brilliant gems, but he does not a heavy, wooden chest protrudes from beneath
know its purpose. He theorizes that whatever is one of the cots. A wooden door leads west.
on the other side of the portal is the cause of the
periodic waves of dread and anger that have been The mind flayers in area 30 do not hear the
aggravating the patients, but that is the extent of party if the PCs do not engage in activity louder
what his shattered mind can piece together. He than normal conversation. Otherwise, the mind
has heard horrible noises coming from outside his flayers hear the party on a successful Listen check
room, and from time to time hears voices in his (DC 14; adjust accordingly depending on PC
head. activity). Any extremely loud noise, such as trig-
The mind flayers in area 30 are monitoring gering the alarm (see below), engaging in combat,
Doctor Illhausens thoughts, and are aware of his or smashing the chest open automatically notifies
conversation with the PCs. Using their suggestion the mind flayers of the partys presence.
ability, they telepathically instruct him to delay A character who makes a successful Listen
the PCs while they continue their insidious work. check (DC 19) at the west door hears movement
At the end of his discussion with the party, Doctor and low whispers.
Illhausen attempts to distract the characters by
telling them to ignore everything he has just said, There are twenty-three skulls on the shelves:
as he has gone quite mad in his old age. He even eight human, six elf, three dwarf, two gnome,
goes so far as to try to block the PCs from leaving one orc, one halfling, one gnoll, and one goblin.
the room. If the PCs force him aside, he growls The mind flayers collect these unusual trophies,
in a strange, watery voice, Leave this placeyou proudly displaying them as an affirmation of their
have no business here! might.
There are 2 inches of space between the
28. Doctor Illhausens Office chests lid and the underside of the cot; not enough
to open the chest. The chest weighs close to 400
Layers of smothering dust and strands of cob- pounds, and requires a Strength of 20 to lift, or 12

41
Chapter IV: The Asylum Revisited

to drag. The cot can be moved without difficulty. hearing them in area 29, or by sensing their con-
The chest is not locked, but is sitting on a versation with Doctor Illhausen), one of the two
pressure plate. Moving the chest in any direction mind flayers (hp 43, 40; see Appendix III: Mon-
rings a loud bell, instantly drawing the attention sters for details) lies in wait here, ready to unleash
of the mind flayers in area 30. its mind blast as soon as the door is opened. The
other is in area 31, trying to activate the portal to
Pressure plate trap: CR 1; No attack roll escape. Characters who succeed at a Listen check
necessary; Search (DC 23); Disable Device (DC 17) hear it chanting.
(DC 23). If the PCs have avoided detection, both
mind flayers are in the laboratory. They begin
The chest holds 3,643 gp, a leather pouch combat by using their mind blasts. The moment
containing six 250 gp agates, a +2 short sword of things appear dangerous for them, one heads for
shock, a +4 belt of giant strength and a potion of the portal to try to activate it.
cure critical wounds. The mind flayers telepathically commu-
nicate with the party throughout the encounter.
30. Mind Flayers Laboratory (EL 10) They emphasize the hopelessness of their situa-
tion, and the inherent weakness of the humanoid
This square room appears to be a makeshift races.
workshop, with rough wooden tables lining See area 31 for details of the portals acti-
the walls on all sides. A large, crude sketch of vation.
an archway rests on one table beside a pair of
leather tool cases, while four jars sit in a row on The dwarves constructed the south wall and
another table, their contents glittering brightly. stone door prior to building the portal, so that
Two beautifully-crafted hammers lean against if something went awry, the mind flayers could
four massive stone blocks resting near the west retreat to a position of safety. The stone door can
wall. The south wall and its accompanying be barricaded with the metal bar. The stone blocks
stone door appear to be recent additionsdust near the west walltwo basalt, and two quartzare
still lines the floor in front of them, and the leftover building materials from the portal.
mortar is pale and fresh. A heavy iron bar lays The sketch on the bench is a detailed blue-
beside the stone door. print for the portals construction, written in
Dwarven. At the bottom of the sketch is a short
If alerted to the PCs presence (either by passage written in bizarre runes, which can be
translated with a read magic spell. The passage
reads: Zembi lan heliar lil dey ren kotha. It is
the incantation that magically protects the portal
from harm, and places an invisible barrier around
the five flawless gems that frame the structure.
Reversed, it destroys the same barrier.
Stone door: 4 in. thick; hardness 8; hp 60;
Break DC 23 (28 with the bar in place).

The four jars on the workbench contain


powdered platinum, powdered silver, powdered
gold, and powdered sulfur, and are worth 500
gp, 350 gp, 100 gp, and 5 gp respectively. The
two hammers are both stonestrong hammers (see
Appendix II: Magic Items). The dwarves use

42
Where Madness Dwells

the precision tools in the tool cases for fine detail to envelop the mind flayer with a constricting
work on the portal. Each set is worth 100 gp. grip. The demons single eye is enormous, mul-
Each mind flayerpossesses a set of keys to tiple pupils expanding and contracting as they
all doors in the asylum. One carries a 500 gp black swim within a watery gray. Foul whispers in
onyx, and the other carries a 100 gp garnet. an unknown tongue fill the air, an indiscernible
cacophony of madness.
31. The Portal (EL 13) Without a glance at its prey, the demon
A vaulted basalt and quartz arch stretches from lashes out at the mind flayer with the scythe-like
floor to ceiling in the center of this otherwise stalks on its back. The mind flayer is torn apart,
empty room, inlaid with chips of platinum, gold, and its mutilated form falls from the demons
and silver, and framed with five flawless gems. tentacles. No longer distracted, the demon
Strange runes adorn the edges of the portal, leaves the portal behind, surveying its new sur-
written in a chaotic script which seems to twist roundings.
back on itself and conceal its own characters. The creature is a xxyth, a creature described in
Appendix IV: New Monsters. It attacks the party
If a mind flayer begins the incantation to immediately, using every ability at its disposal. It
open the portal, it takes 1d4+2 rounds to finish. gives chase if the PCs attempt to run, breaking
GMs may wish to adjust the timing to allow the down doorways and smashing through walls if it
characters to come into the room just as the portal needs to.
begins to open. If the mind flayer is interrupted, If the xxyth is alive when the keystone gem
the portal itself will try to finish the incantation is destroyed (see below), the erupting chaotic
the runes along its sides will writhe and glow, and forces of the portal will begin pulling the demon
strange whispers will emerge from its center. This back into the void, stretching its flesh in a wave of
takes 4 rounds to complete, after which the portal distortion. For two rounds, the xxyth is pulled half
opens. its initial distance to the portal (and cannot move
If a mind flayer finishes the incantation, read elsewhere). On the third round, the xxyth disap-
the following (or paraphrase, if the mind flayer is pears into the portal at the beginning of its turn.
not present): The xxyth may attempt to lash out as it is drawn
back, trying to take as many of the PCs with it as
The mind flayer stands motionless, tentacles
possible.
quivering, then stilling, as if having completed
its fell magics.
The runes etched into the portal are in an
Slowly, beginning at the bottom and
unknown language, and impossible to decipher.
crawling to the top of the arch, the runes on the
Decipher Script, comprehend languages, and
portal begin glowing a deep, smoldering violet.
read magic are useless, and anyone attempting
A resonant hum builds to a crescendo of twisted
to study the runes on the portal for longer than 3
screams as the empty space within the archway
rounds suffers 1d4 points of temporary Wisdom
fills with a boiling blackness. Dull-green smoke
damage unless a successful Will save (DC 11) is
pours forth from the churning void, and the
made.
room grows unnaturally cold. The mind flayer
Each gem is a flawless ruby, weighing 1/2
steps back, its confidence gone.
pound with a value of 5000 gp. Each is protected
Out of the swirling darkness, a grotesque
by a wall of force as cast by a 15th-level sorcerer.
figure drags itself into the room, breaching
The effect is constant and encapsulates each
the barrier between the planes with a horrible,
gem completely. All the walls can be dispelled
soul-stirring shriek. Glistening green tentacles
by reciting the reversed form of the incantation
flutter beneath its shelled maw, growing longer
on the dwarves scroll from area 30. The gems

43
Chapter IV: The Asylum Revisited

have been magically set to balance the flow of the


portals five vortices, ensuring a perfect harmony
of energy. The gem at the apex of the portal is
slightly darker than the rest, and was made to be
the keystone of the portal.
The portal can be destroyed by shattering the
keystone gem, which causes the flow of energy
within the portal to reverse. The keystone is set in
the top of the arch, 16 feet above the ground. The
portal can be climbed with a successful Climb
check (DC 15).
If the PCs succeed in shattering the keystone
gem, read the following:
As the gem shatters, shocks of energy begin
writhing across the surface of the portal, and the
entire room shakes with a violent magical tremor.
Reality itself appears to bend and twist around
the arch, as the vortex within boils and spins,
wisps of darkness pouring in every direction.

Each PC must make a successful Balance check


(DC 12) or be thrown to the floor by the initial
tremor. This save must be repeated each round the
PCs remain within 100 feet of the portal, with the
DC of the check increasing by +2 each round as
the tremors become more intense.
In six rounds, the portal breaks apart in a vio-
lent explosion spanning a 100-foot radius, dealing
12d6 points of fire damage to everything within
the blast zone (Reflex half DC 15). The room con-
taining the portal is completely destroyed as the
walls explode outward into the courtyard, raining
fire and molten rock upon the grounds.
Portal: 3 ft. thick; hardness 8; hp 540; Break
DC 50; Fortitude +8.
Portal gems (5): 2 in. thick, 5 in. diameter;
hardness 10; hp 40; Break DC 40; Fortitude +6;
AC 13.

44
Where Madness Dwells

CONCLUDING THE ADVENTURE Destruction of the Portal


The destruction of the portal causes a terrible explo-
Each of the following conclusions coincides with sion that rains fire onto the streets of Niarva. No
the situations that brought the characters to Witten longer can the people of the city ignore the strange
Asylum. They may be combined if multiple condi- happenings surrounding Witten Asylum. Just days
tions are met (e.g., if the characters discovered and after the explosion, the Lords of Enlightenment
rescued Lord Kelym as well as uncle Vunik). order the asylum to be shut down, and attempt to
quietly bury any evidence of the evil that reigned
Long Lost Uncle there for so many years. All records are seized and
Vunik eagerly returns home to his sister after the locked away in the citys archives, while any ref-
mind flayers charm expires. He offers the charac- erences to the mind flayers and the horror of the
ters his lifes savingsa chest of valuables worth portal are burned and forgotten.
2600 gpfor coming to his aid. He tells them he has
no more use for money, as his time in Witten taught Failure!
him the triviality of material possessions. Vunik If the characters fail early in the adventure, the
lives a long and happy life, rededicating himself to mind flayers have little impetus to open the portal
his studies, and promising never to drink alcohol or immediately. Nonetheless, they are ready after
build another portal again. several more weeks, and both are slaughtered by
the xxyth. The demon ravages the city for untold
Missing Lord days and nights, hunting down and slaughtering
After contacting Maylath, the PCs must decide Niarvas people. The outside world avoids Niarva
what to tell him of Lord Kelyms fate. If the PCs at all costs, and those who escape the doomed city
have rescued Kelym, Maylath will eagerly pay wander aimlessly throughout the region as raving
them their reward and rush Kelym back to the madmen. Most of these unfortunate souls are sub-
other Lords of Enlightenment. Though he has gone sequently incarcerated by local authorities, and
quite mad from his ordeal, Lord Kelym eventually the legend of the horror at Niarva slowly spreads
begins to piece his life back together. He rarely into the annals of history. The demon is never seen
makes any more public appearances, however, again, as if the very darkness that brought it forth
and the people of Niarva regard him as a reclusive reached out and called it home to the void.
hermit. In time, rumors begin flying about his true
condition. Further Adventures
If Lord Kelym has been killed, Maylath GMs wishing to build on the events within Where
expresses his extreme discontent, telling the Madness Dwells to create further adventures have
party to leave Niarva before the other Lords hear. a number of options. If the party gained sufficient
Maylath offers to pay them their reward, but only fame or notoriety, they may be approached by
if they swear never to return to Niarva, as his own the Lords of Enlightenment or Niarvas vigilante
life may now be in jeopardy. gangs to take on new jobs. Each side may wish to
pit the party against the other, offering rewards for
Inspection Time information or objects useful for blackmail. Alter-
Heraladus death deprives the asylum of its natively, there may be other threats to Niarvas
administrator. If the party does not publicize safety they wish to have investigated, either inside
Heraladus deeds and the mind flayers pres- or outside of the citys borders.
ence in the asylum, the morning shift of asylum More direct links to Where Madness
workers discover the carnage and report it to Dwells events are also possible. If the party
the Lords of Enlightenment. Lord Zarechnov rescued Lord Kelym, he may ask them to make
quietly replaces Heraladus with an unqualified certain that other copies of the portal plans do not
relative, and the entire affair is forgotten. If the existperhaps he overheard the dwarven prison
party publicizes the travesty that has gone unno- guards discussing selling the plans to a mage inter-
ticed for twenty years, the public backlash is so ested in dimensional travel, or to a group interested
intense that the Lords of Enlightenment offer to in staging a raid on the mind flayer city (such as
pay anyone who can cure Doctor Illhausen, so he a band of mind flayer-hating adventurers, or drow
can be restored as the asylums administrator. The hoping to expand their territory). The party may be
Lords discreetly ask the party to take their money interested in the origin of the xxyth, and find their
and leave Niarva, as punishment for creating such research leads them to a distant ruined city where
a humiliating scandal. mad sages study the void.

45
Appendix I: Primary NPCs

APPENDIX I: PRIMARY NPCS Skills and Feats: Bluff +9, Climb +4, Diplo-
Listed alphabetically macy +9, Disguise +5, Hide +11, Pick Pocket +5,
Profession: Cook +5, Tumble +6; Exotic Weapon
Arlana, female half-elf Wiz7: CR 7; Medium- Proficiency (waffle iron), Improved Initiative.
size humanoid (5 ft. 5 in. tall); HD 7d4+7; hp 29; Bard Spells (3/2): 0daze, ghost sound,
Init +1; Spd 30 ft.; AC 11 (+1 Dex); Atk +6 melee light; 1stgrease, magic weapon.
(1d6+3, +2 quarterstaff); SQ Half-elven traits; Possessions: Waffle iron, wineskin, 20gp.
AL CG; SV Fort +3, Ref +3, Wil +6; Str 12, Dex
13, Con 13, Int 17, Wis 13, Cha 14. Bruel the Badass, male ogre Bbn3: CR 5; Large
Skills and Feats: Concentration +10, Craft giant (8 ft. 2 in. tall); HD 4d8+8 plus 3d12+6; hp
(Bowmaking) +7, Craft (Weaponsmithing) +8, 51; Init -1; Spd 40 ft.; AC 13 (-1 size, -1 Dex, +5
Knowledge (Arcana) +12, Knowledge (Nature) natural); Atk +11 melee (2d6+7, huge greatclub);
+11, Profession (guide) +6, Spellcraft +13; Brew Reach 10 ft.; SA Rage 1/day; SQ Darkvision 60
Potion, Combat Casting, Craft Magic Arms and ft., uncanny dodge (Dex bonus to AC); AL CN;
Armor, Craft Wondrous Item, Scribe Scroll. SV Fort +9, Ref +1, Will +2; Str 21, Dex 8, Con
Wizard Spells (4/5/4/3/1): 0detect magic, 15, Int 6, Wis 10, Cha 7.
mage hand, mending, read magic; 1stcharm Skills and Feats: Climb +4, Intimidate +2,
person, comprehend languages, enlarge, iden- Listen +2, Profession (cook) +3; Spot +2; Skill
tify, unseen servant; 2ndcontinual flame (x2), Focus (Profession [cook]), Weapon Focus (great-
arcane lock, locate object; 3rdgreater magic club).
weapon, keen edge (x2), lightning bolt; 4thfire Possessions: Huge greatclub, small belt-
shield. pouch containing 12gp, 2sp, and 15cp.
Possessions: +2 quarterstaff, potion of cure
light wounds (x3), spellbook. Doctor Illhausen, male human Exp8: CR 7;
Medium-size humanoid (5 ft. 7 in. tall); HD 8d6-
Asylum Guards, male humans War3: CR 2; 8; hp 21; Init -1; Spd 30 ft.; AC 9 (-1 Dex); Atk
Medium-size humanoids (5 ft. 9 in. tall); HD +5/+0 melee (1d3-1 subdual, unarmed strike); AL
3d8+3; hp 16; Init +1; Spd 30 ft.; AC 15 (+1 Dex, NG; SV Fort +1, Ref +1, Will +4; Str 9, Dex 8,
+4 armor); Atk +4 melee (1d6+1 subdual, sap) or Con 9, Int 11, Wis 7, Cha 8.
+4 melee (1d6+1, light flail); AL N; SV Fort +4, Skills and Feats: Alchemy +8, Concen-
Ref +2, Will +1; Str 13, Dex 13, Con 12, Int 13, tration +1, Gather Information +4, Knowledge
Wis 11, Cha 10. (arcana) +10, Knowledge (nature) +8, Listen
Skills and Feats: Intimidate +5, Jump +4, +3, Profession (physician) +13, Sense Motive
Sense Motive +3, Spot +3, Swim +4; Expertise, +9, Spellcraft +4, Spot +4, Wilderness Lore +3;
Improved Disarm, Improved Trip. Combat Reflexes, Leadership, Run, Skill Focus
Possessions: Key ring with three keys for (Profession [physician]).
use in Witten Asylum: one for area 1, one master
key for the cells and another key for area 3; chain Dolores Jevasic, female human Clr6: CR 6;
shirt, sap, light flail, 17 gp each. Medium-size humanoid (5 ft. 5 in. tall); HD
6d8+12; hp 41; Init +4; Spd 20 ft.; AC 13 (+3
Bobo the Waffler, male halfling Brd3: CR 3; armor); Atk +4 melee (1d4+2/19-20, dagger) and
Small humanoid (4 ft. 1 in. tall); HD 3d6; hp 14; +4 melee (1d4+2/19-20, dagger); SQ Rebuke
Init +7; Spd 20 ft.; AC 14 (+1 size, +3 Dex); Atk undead 4/day; AL LE; SV Fort +7 Ref +2 Will +8;
+2 melee (1d8-1, waffle iron); SQ bardic music; Str 14, Dex 11, Con 14, Int 14, Wis 17, Cha 13.
AL NG; SV Fort +2, Ref +7, Will +5; Str 9, Dex Skills and Feats: Alchemy +5, Concentra-
17, Con 11, Int 13, Wis 12, Cha 16. tion +8, Diplomacy +3, Heal +10, Knowledge
(religion) +9, Scry +4, Spellcraft +9, Spot +7;

46
Where Madness Dwells

magic, detect poison, virtue; 1stbless water,


deathwatch, detect undead, cure light wounds,
invisibility to undead, sanctuary; 2ndaid,
augury, cure moderate wounds, delay poison,
lesser restoration, zone of truth; 3rddispel
magic, fly, negative energy protection, remove
disease, speak with dead; 4thcure critical
wounds, neutralize poison, restoration; 5th
healing circle, teleport. Deity: The Wandering
God. Domains: Healing (cast healing spells at +1
caster level), Travel (act normally regardless of
movement-impeding magical effects).
Possessions: Quarterstaff, holy symbol, key
ring with four keys.

Heraladus, male human Wiz7: CR 7; Medium-


size humanoid (5 ft. 8 in. tall); HD 7d4+14; hp 36;
Init +7; Spd 30 ft.; AC 17 (+3 Dex, +4 bracers of
Brew Potion, Improved Initiative, Ambidexterity, armor); Atk +5 melee (1d4+2/19-20, dagger of
Two-Weapon Fighting. venom); AL NE; SV Fort +4, Ref +5, Will +8; Str
Cleric Spells (5/4+1/4+1/3+1): 0create 13, Dex 16, Con 15, Int 19, Wis 17, Cha 14.
water, cure minor wounds, detect poison, read Skills and Feats: Alchemy +8, Concentra-
magic, resistance; 1stcause fear, cure light tion +9, Craft (Pottery) +6, Forgery +6, Knowl-
wounds, divine favor, doom, sanctuary; 2nd edge (arcana) +12, Knowledge (nature) +9,
calm emotions, death knell, hold person (x2), Knowledge (the planes) +9, Listen +5, Profession
silence; 3rddispel magic, magic circle against (Physician) +8, Scry +9, Sense Motive +7, Spell-
chaos, prayer, searing light. Deity: The Lady of craft +11, Spot +6; Combat Casting, Craft Won-
Death and Dark Secrets. Domains: Death (death drous Item, Empower Spell, Improved Initiative,
touch), Law (cast law spells at +1 caster level). Scribe Scroll, Spell Penetration
Possessions: Two daggers, butcher apron Wizard Spells (4/5/4/3/2): 0daze, detect
(treat as hide armor), key ring with six keys (for magic, mage hand, read magic; 1stburning
all doors on Witten Asylums first floor), 134 gp, hands, comprehend languages, hypnotism, shield,
pearl worth 100 gp. unseen servant; 2ndblur, ghoul touch, protec-
tion from arrows, see invisibility; 3rddispel
Duphar, male human Clr9: CR 9; Medium- magic, magic missile (empowered), summon
Size humanoid (6 ft. 3 in. tall); HD 9d8+9; hp monster III; 4thsummon monster IV (2).
57; Init -1; Spd 30 ft.; AC 9 (1 Dex); Atk +7/+2 Possessions: Dagger of venom, +4 bracers
melee (1d6+1, quarterstaff); SQ Rebuke undead of armor, robe of storms, ring of evasion, potion
9/day; AL NG; SV Fort +7, Ref +2, Will +11; Str of cure light wounds, key ring with fourteen
12, Dex 9, Con 12, Int 13, Wis 17, Cha 14. keys (for every door in Witten Asylum), 245 gp,
Skills and Feats: Concentration +13, Heal a pouch holding five rubies worth 500gp, 300
+12, Knowledge (arcana) +10, Knowledge (reli- gp (x2), 250 gp and 200 gp, platinum brooch
gion) +11, Spellcraft +11; Combat Casting, Extra worth 500 gp. Doctor Heraladus magic items are
Turning, Iron Will, Spell Penetration, Leader- described in Appendix II: Magic Items.
ship.
Cleric Spells (6/5+1/5+1/4+1/2+1/1+1): Kraaven Moorhead, male human Rog4: CR
0create water, cure minor wounds (x2), detect 4; Medium-size humanoid (5 ft. 6 in. tall); HD

47
Appendix I: Primary NPCs

4d6+4; hp 22; Init +4; Spd 30 ft.; AC 16 (+4 Master Daneel, male human Ftr8: CR 8;
Dex, +2 armor); Atk +8 melee (1d6+2, +1 short Medium-size humanoid (5 ft. 10 in. tall); HD
sword), or +7 ranged (1d4+1, dagger); SA Sneak 8d10+8; hp 60; Init +2; Spd 30 ft.; AC 14 (+2
attack +2d6; SQ Evasion, uncanny dodge (Dex Dex +2 armor); Atk +11/+6 melee (1d8+3/19-20,
bonus to AC); AL N; SV Fort +2, Ref +8, Will +3; Wyrms Tongue); AL NG; SV Fort +7, Ref +4,
Str 13, Dex 18, Con 12, Int 11, Wis 14, Cha 12. Will +2; Str 15, Dex 14, Con 12, Int 16, Wis 10,
Skills and Feats: Balance +6, Bluff +2, Cha 12.
Climb +5, Escape Artist +10, Gather Informa- Skills and Feats: Craft (armorsmithing)
tion +3, Hide +11, Listen +8, Move Silently +10, +11, Craft (blacksmithing) +14, Craft (bowmak-
Open Lock +11, Pick Pocket +9, Search +6, Sense ing) +12, Craft (weaponsmithing) +16, Handle
Motive +5, Spot +10, Tumble +8; Alertness, Animal +6, Jump +6, Ride +6, Swim +5; Combat
Dodge, Weapon Finesse (short sword). Reflexes, Dodge, Expertise, Improved Disarm,
Possessions: +1 short sword, 2 daggers, Mobility, Skill Focus (Craft [weaponsmithing]),
masterwork leather armor, masterwork thieves Spring Attack.
tools, pouch containing 53 pp, 24 gp, 17 sp. Possessions: Heavy leather apron (treat as
leather armor).
Lucas Bulvin, male half-elf Rog5: CR 5;
Medium-size humanoid (5 ft. 9 in. tall); HD Maylath, male human Ari3: CR 2; Medium-size
5d6+10; hp 28; Init +4; Spd 30 ft.; AC 16 (+4 humanoid (5 ft. 9 in. tall); HD 3d8 plus 3; hp 23;
Dex, +2 armor); Atk +7 melee (1d6+2/18-20, Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +3 melee
rapier) or +5 melee (1d4+2/19-20, dagger); SA (1d3+1 subdual, unarmed strike); AL LN; SV Fort
Sneak attack +3d6; SQ Evasion, half-elven traits, +1, Ref +3, Will +4; Str 12, Dex 15, Con 10, Int
uncanny dodge (Dex bonus to AC); AL NE; SV 15, Wis 13, Cha 17.
Fort +3, Ref +8, Will +1; Str 14, Dex 19, Con 15, Skills and Feats: Bluff +9, Diplomacy +8,
Int 15, Wis 11, Cha 15. Disguise +9, Hide +4, Innuendo +9, Intimidate
Skills and Feats: Appraise +4, Bluff +8, +7, Move Silently +4, Perform +8, Read Lips +8,
Diplomacy +6, Disable Device +6, Disguise +8, Spot +2; Run, Skill Focus (Innuendo), Tough-
Forgery +5, Gather Information +8, Innuendo ness.
+5, Listen +6, Move Silently +10, Open Lock
+8, Pick Pocket +7, Search +8, Sense Motive +4, Mr. Strogg, male human Ftr5: CR 5; Medium-
Spot +6, Tumble +10, Use Rope +10; Expertise, size humanoid (6 ft. 2 in. tall); HD 5d10+10; hp
Weapon Finesse (rapier). 44; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 armor);
Possessions: Rapier, dagger, leather armor, Atk +9 melee (1d6+4 subdual, sap) or +9 melee
85 gp, pouch holding four 50 gp gems and an (1d6+4, light mace); AL LN; SV Fort +6, Ref +3,
ivory comb worth 40 gp. Will +2; Str 18, Dex 14, Con 15, Int 13, Wis 13,
Cha 12.
Lucas Lawmen, male humans War2: CR 1; Skills and Feats: Bluff +3, Climb +5,
Medium-size humanoids (5 ft. 7 in. tall); HD Intimidate +4, Jump +6, Listen +3, Sense Motive
2d8+2; hp 16, 15, 15, 14, 13; Init +1; Spd 20 ft.; +3, Swim +7; Blind-Fight, Expertise, Improved
AC 14 (+1 Dex, +3 armor); Atk +4 melee (1d6+2, Disarm, Improved Trip, Improved Unarmed
club); AL LE; SV Fort +4, Ref +1, Will +2; Str 14, Strike, Run.
Dex 13, Con 13, Int 13, Wis 14, Cha 11. Possessions: Sap, light mace, chain shirt,
Skills and Feats: Handle Animal +4, Intimi- key to the doors in area 1 of Witten Asylum,
date +4, Jump +1, Listen +6, Spot +6, Swim +4; pouch containing 83 gp.
Alertness, Run.
Possessions: Club, hide armor, 10 gp, 78 sp. Noric Chaunnor, male human Ari2: CR 1;
Medium-size humanoid (5 ft. 4 in. tall); HD 2d8-

48
Where Madness Dwells

2; hp 9; Init +1; Spd 30 ft.; AC 11 (+1 Dex); Atk


+1 melee (1d3 subdual, unarmed strike); AL LN;
SV Fort -1, Ref +1, Will +5; Str 11, Dex 12, Con
8, Int 12, Wis 15, Cha 15.
Skills and Feats: Appraise +5, Forgery +7,
Innuendo +6, Intimidate +5, Knowledge (arcana)
+5, Listen +4, Sense Motive +7, Speak Language
+3, Spot +3; Run, Skill Focus (Forgery).

Prison Guards, male dwarves Ftr4: CR 4;


Medium-size humanoids (4 ft. 6 in. tall); HD
4d10+12; hp 37, 34; Init +2; Spd 15 ft.; AC 17
(+7 armor); Atk +9 melee (1d8+4/x3, masterwork
battleaxe); SQ Dwarven traits; AL LE; SV Fort
+7, Ref +3, Will +3; Str 18, Dex 14, Con 17, Int
13, Wis 14, Cha 12.
Skills and Feats: Craft (gemcutting) +6,
Craft (stonemasonry) +10, Handle Animal +2,
Listen +3, Ride +4, Spot +4; Blind-Fight, Combat
Reflexes, Expertise, Power Attack, Improved Bull
Rush.
Possessions: Masterwork battleaxe, half-
plate armor, keys to all doors on Witten Asylums
first floor and in area 22, 500 gp ruby, 69 gp.

49
Appendix II: Magic Items

APPENDIX II: MAGIC ITEMS 16,630 gp (as a set); Cost to Create: 4,315 gp +
Listed alphabetically 320 XP (each).

Belt of Giant Strength: This wide belt is made of Ring of Evasion: This ring continually grants the
thick leather and studded with iron. The belt adds wearer extreme nimbleness, allowing her to avoid
to the wearers Strength score in the form of an damage as if she had the evasion ability. When-
enhancement bonus of +4. ever the wearer makes a Reflex saving throw to
Caster Level: 10th; Prerequisites: Craft Won- determine whether she takes half damage from an
drous Item, bulls strength; Market Price: 16,000 attack, a successful save results in no damage.
gp; Weight: 1 lb. Caster Level: 7th; Prerequisites: Forge Ring,
jump; Market Price: 25,000 gp.
Dagger of Venom: This +1 black dagger allows
its wielder to inflict a poison spell (DC 14) upon Robe of Storms: Three deep pockets are sewn
a creature struck by the blade once per day. The into the lining of this unusual robe. Each pocket
wielder can decide to use the power after he has holds a small four-inch-diameter glass sphere
struck. Doing so is a free action, but the poison similar to a childs toy. Each sphere can be thrown
spell must be inflicted on the same round that the (as a ranged touch attack) at a single target within
dagger strikes. a 50-foot range of the robes wearer. The first
Caster Level: 5th; Prerequisites: Craft Magic sphere contains the image of falling snow and ice.
Arms and Armor, poison; Market Price: 9,302 gp; When thrown, it unleashes an ice storm centered
Cost to Create: 4,802 gp + 360 XP. wherever its trajectory ends. The second sphere
is filled with crackling lightning. On a successful
Deathbane: Any undead struck in combat by this attack, bolts of lightning encapsulate the spheres
+1 heavy mace of disruption must succeed at a target and deal 7d6 points of electrical damage
Fortitude save (DC 14) or be destroyed. (Reflex half DC 14). The final sphere appears to
Caster Level: 14th; Prerequisites: Craft Magic contain a miniature inferno, and deals 7d6 points
Arms and Armor, heal; Market Price: 18,312 gp; of fire damage to any target that it successfully
Cost to Create: 9,312 gp + 720 XP. strikes (Reflex half DC 14). The spheres can only
be thrown by the robes wearer. The robe replaces
Gloves of Dexterity: These tight-fitting, thin a used sphere after twenty-four hours.
leather gloves are very flexible and allow for deli- Caster Level: 7th; Prerequisites: Craft Wondrous
cate manipulation. They add to the wearers Dex- Item, fireball, ice storm, lightning bolt; Market
terity score in the form of an enhancement bonus Price: 28,000 gp; Weight: 1 lb.
of +2. Both gloves must be worn for the magic to
be effective. Spirit Slayer: This +1 ghost touch short sword
Caster Level: 8th; Prerequisites: Craft Won- deals damage normally against incorporeal crea-
drous Item, cats grace; Market Price: 4,000 gp; tures. (An incorporeal creatures 50% chance to
Weight: avoid damage does not apply). It can be picked
up, moved, or wielded by incorporeal creatures
Havoc and Malice: Each of these +1 scimitars of at any time. Essentially, Spirit Slayer counts as
mighty cleaving allows a wielder with the Cleave either corporeal or incorporeal at any given time,
feat to make one additional cleave attempt in a whichever is more beneficial to the wielder.
round. Only one extra cleave attempt is allowed Caster Level: 9th; Prerequisites: Craft Magic
per round, per weapon. Arms and Armor, plane shift; Market Price: 8,310
Caster Level: 8th; Prerequisites: Craft Magic gp; Cost to Create: 4,310 gp + 320 XP.
Arms and Armor, divine power; Market Price:
Starlyte: This +1 thundering longbow creates

50
Where Madness Dwells

a cacophonous roar like thunder and deals +2d8


points of bonus sonic damage upon striking a
successful critical hit. In addition, subjects dealt a
critical hit by Starlyte must make a Fortitude save
(DC 14) or be deafened permanently. The sonic
energy does not harm the wielder.
Caster Level: 5th; Prerequisites: Craft Magic
Arms and Armor, blindness/deafness; Market
Price: 18,375 gp; Cost to Create: 9,375 gp + 720
XP.

Stonestrong Hammer: This +2 warhammer


is inscribed with Dwarven runes describing the
myth of the first builder. Despite its awkward
size, a character using it for construction gains
a +8 competency bonus to Craft (stonemasonry)
checks.
Caster Level: 6th; Prerequisites: Craft Magic
Arms and Armor, stone shape; Market Price:
9,592 gp; Cost to Create: 4,952 gp + 371 XP

Whiplash: This +1 dagger has a range of 10


feet and can be thrown by a wielder proficient
in its normal use. It returns to its thrower on the
round after it was thrown, just before the throwing
characters turn.
Caster Level: 7th; Prerequisites: Craft Magic
Arms and Armor, magic stone, telekinesis;
Market Price: 18,302 gp; Cost to Create: 9,302
gp + 720 XP.

Wyrms Tongue: This +1 brilliant energy long-


sword has a blade made of light, and provides
illumination as a torch (20-foot radius). Wyrms
Tongue ignores non-living matter, and cannot
harm undead, constructs, or objects. Passes
through armor, so armor and enhancement AC
bonuses do not count against it. (Dexterity,
deflection, dodge, natural armor, and other such
bonuses still apply.)
Caster Level: 16th; Prerequisites: Craft Magic
Arms and Armor, gaseous form, continual flame;
Market Price: 50,315 gp; Cost to Create: 25,315
gp + 2000 XP.

51
Appendix III: Monsters

APPENDIX III: MONSTERS Unless controlled through an act of will, the


Listed alphabetically victims shape melts, flows, writhes, and boils.
The affected creature is unable to hold or use
Allip: CR 3; Medium-size undead; HD 8d12; any item. Clothing, armor, rings, helmets, and
hp 52; Init +5; Spd fly 30 ft. (perfect); AC 15 backpacks become useless. Large items: armor,
(+1 Dex, +4 deflection); Atk +3 melee (1d4 per- backpacks, even shirts hamper more than help,
manent Wisdom drain, incorporeal touch); SA reducing the creatures Dexterity score by 4. Soft
Babble, Wisdom drain, madness; SQ Undead, or misshapen feet and legs reduce speed to 10 feet
incorporeal, +2 turn resistance; AL NE; SV Fort or one-quarter normal, whichever is less. Sear-
+1, Ref +2, Will +4; Str , Dex 12, Con , Int 11, ing pain courses along the nerves, so strong that
Wis 13, Cha 18. the creature cannot act coherently. It cannot cast
Skills and Feats: Hide +8, Intimidate +11, spells or use magic items, and it attacks blindly,
Intuit Direction +4, Listen +7, Search +7, Spot unable to distinguish friend from foe (-4 penalty
+7; Improved Initiative. to hit and a 50% miss chance, regardless of the
Babble (Su): An allip constantly mutters attack roll). Each round the creature spends in
and whines to itself, creating a hypnotic effect. an amorphous state deals 1 point of permanent
All sane creatures within 60 feet of the allip must Wisdom drain from mental shock. If the creatures
succeed at a Will save (DC 16) or be affected as Wisdom score falls to 0, it becomes a chaos beast
though by a hypnotism spell for 2d4 rounds. This itself. A creature with a strong sense of self can
is a sonic, mind-affecting compulsion. Opponents regain its own shape by taking a standard action
who successfully save cannot be affected by the to attempt a Charisma check (DC 15). A success
same allips babble for one day. reestablishes the creatures normal form for 1
Wisdom Drain (Su): Those whose Wisdom minute. On a failure, the creature can still repeat
is reduced to 0 by the allip become helpless until the check each round until successful. Corporeal
at least 1 point of Wisdom is restored. instability is not a disease or a curse and so is hard
Madness (Su): Anyone targeting the allip to remove. A shapechange or stoneskin spell does
with a mind-control or telepathic ability makes not cure the afflicted creature but fixes its form
direct contact with its tortured mind and takes for the duration of the spell. A restoration, heal,
1d4 points of temporary Wisdom damage. or greater restoration spell removes the affliction
(a separate restoration is necessary to restore any
Chaos Beast: CR 7; Medium-size outsider; HD lost Wisdom).
8d8+8; hp 44; Init +5; Spd 20 ft.; AC 16 (+1 Dex, Immune to Transformation (Ex): No
+5 natural); Atk +10/+10 melee (1d3+2 plus cor- mortal magic can affect or fix a chaos beasts
poreal instability, claw); Face 5 ft. by 5 ft. to 10 form. Effects such as polymorph or petrification
ft. by 10 ft.; SA Corporeal instability; SQ Immune force the creature into a new shape for a moment,
to transformation, immune to critical hits; SR 15; but it immediately returns to its mutable form as a
AL CN; SV Fort +7, Ref +7, Will +6; Str 14, Dex free action.
13, Con 13, Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +12, Escape Artist Dire Rat: CR 1/3; Small animal; HD 1d8+1; hp
+11, Hide +10, Jump +10, Listen +9, Spot +9, 5; Init +3; Spd 40 ft., climb 20 ft.; AC 15 (+1 size,
Tumble +10; Dodge, Improved Initiative, Mobil- +3 Dex, +1 natural); Atk +4 melee (1d4, bite); SA
ity. Disease; SQ Scent; AL N; SV Fort +3, Ref +5,
Corporeal Instability (Su): A blow from a Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12,
chaos beast can cause a terrible transformation. A Cha 4.
living creature must succeed at a Fortitude save Skills and Feats: Climb +11, Hide +11,
(DC 15) or become a spongy, amorphous mass. Move Silently +6; Weapon Finesse (bite).
Disease (Ex): Filth Feverbite, Forti-

52
Where Madness Dwells

tude save (DC 12), incubation period 1d3 days; manipulation; SQ Amorphous; AL N; SV Fort +2,
damage 1d3 temporary Dexterity and 1d3 tempo- Ref +2, Will +5; Str 10, Dex 13, Con 12, Int 4,
rary Constitution. Wis 13, Cha 13.
Skills and Feats: Listen +8, Spot +12;
Flesh Golem: CR 7; Large construct; HD 9d10; Weapon Finesse (bite)
hp 49; Init -1; Spd 30 ft. (cant run); AC 18 (-1 Gibbering (Su): As soon as a mouther
size, -1 Dex, +10 natural); Atk +10/+10 melee spots something edible, it begins a constant gib-
(2d8+5, slam); Reach 10 ft.; SA Berserk; SQ Con- bering as a free action. All creatures (other than
struct, magic immunity, damage reduction 15/+1; mouthers) within a 60-foot spread must succeed
AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, at a Will save (DC 13) or be affected as though by
Con , Int , Wis 11, Cha 1. a confusion spell for 1d2 rounds. This is a sonic,
Berserk (Ex): When a flesh golem enters mind-affecting compulsion effect. Opponents
combat, there is a cumulative 1% chance each who successfully save cannot be affected by the
round that its elemental spirit breaks free and same gibbering mouthers gibbering for one day.
goes berserk. The uncontrolled golem goes on Spittle (Ex): At the start of every combat,
a rampage, attacking the nearest living creature and every 2 rounds thereafter, a gibbering mouther
or smashing some object smaller than itself if looses a stream of spittle. This ignites on contact
no creature is within reach, then moving on to with the air, creating a blinding flash of light. All
spread more destruction. The golems creator, if sighted creatures within 60 feet must succeed at
within 60 feet, can try to regain control by speak- a Fortitude save (DC 13) or be blinded for 1d3
ing firmly and persuasively to the golem, which rounds.
requires a successful Charisma check (DC 19). It Improved Grab (Ex): To use this ability,
takes 1 minute of rest by the golem to reset the the gibbering mouther must hit with a bite attack.
golems berserk chance to 0%. Blood Drain (Ex): On a second successful
Magic Immunity (Ex): Flesh golems are grapple check after grabbing, that mouth attaches
immune to all spells, spell-like abilities, and to the opponent. It automatically deals bite
supernatural effects, except as follows. Fire- and damage and drains blood, dealing 1 point of tem-
cold-based effects slow them (as the spell) for 2d6 porary Constitution damage each round. A mouth
rounds, with no saving throw. An electricity effect can be ripped off (dealing 1 point of damage) with
breaks any slow effect on the golem and cures 1 a successful Strength check (DC 12) or severed
point of damage for each 3 points of damage it by a normal attack that deals at least 2 points of
would otherwise deal. For example, a flesh golem damage (AC 18). A severed mouth continues to
hit by a lightning bolt cast by a 5th-level wizard bite and drain blood for 1d4 rounds after such an
gains back 6 hit points if the damage total is 18. attack. A creature whose Constitution is reduced
The golem rolls no saving throw against electric- to 0 is killed and absorbed by the mouther, which
ity effects. gains 1 hit point and adds another mouth and pair
Construct: Immune to mind-influencing of eyes to its body.
effects, poison, disease, and similar effects. Not Engulf (Ex): A gibbering mouther can try
subject to critical hits, subdual damage, ability to engulf a Medium-size or smaller opponent
damage, energy drain, or death from massive grabbed by three or more mouths. The opponent
damage. must succeed at a Reflex save (DC 14) or fall
and be engulfed. On the next round, the mouther
Gibbering Mouther: CR 5; Medium-Size aber- makes twelve bite attacks instead of six (each with
ration; HD 4d8+4; hp 22; Init +1; Spd 10 ft., a +4 attack bonus). An engulfed creature cannot
swim 20 ft.; AC 19 (+1 Dex, +8 natural); Atk attack the mouther from within. The previously
+4/+4/+4/+4/+4/+4 (1, bite); SA Gibbering, spit- attached mouths are now free to attack others.
tle, improved grab, blood drain, engulf, ground Ground Manipulation (Su): At will, as a

53
Appendix III: Monsters

standard action, a gibbering mouther can cause damage.


stone and earth within 5 feet of it to become a Howl (Ex): All beings other than outsiders
morass akin to quicksand. Softening earth, sand, that hear the creatures howling for an hour or
or the like takes 1 round, while stone takes 2 more are subject to its effect, though it does not
rounds. Anyone other than the mouther in that help the howler in combat. Those within a 100-
area must take a move equivalent action to avoid foot spread must succeed at a Will save (DC 12)
becoming mired (treat as being pinned). or take 1 point of temporary Wisdom damage. The
Amorphous (Ex): A gibbering mouther is save must be repeated for each hour of exposure.
not subject to critical hits. It has no clear front or This is a sonic, mind-affecting attack; deafened
back, so it cannot be flanked. creatures are not subject to it.
Skills: Thanks to their multiple eyes, gib-
bering mouthers receive a +4 racial bonus to Spot Mind Flayers: CR 8; Medium-size aberration;
checks. HD 8d8+8; hp 44; Init +6; Spd 30 ft.; AC 15 (+2
Dex, +3 natural); Atk +8/+8/+8/+8 melee (1d4+1,
Homunculus: CR 1; Tiny construct; HD 2d10; hp tentacle); SA Mind blast, psionics, improved
11; Init +2; Spd 20 ft., fly 50 ft. (good); AC 14 (+2 grab, extract; SQ Telepathy; SR 25; AL LE; SV
size, +2 Dex); Atk +2 melee (1d4-1 plus poison, Fort +3, Ref +4, Will +9; Str 12, Dex 14, Con 12,
bite); Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SA Int 19, Wis 17, Cha 17.
Poison; SQ Construct; AL NE; SV Fort +0, Ref Skills and Feats: Bluff +8, Concentra-
+2, Will +1; Str 8, Dex 15, Con , Int 10, Wis tion +12, Hide +8, Intimidate +10, Knowledge
12, Cha 7. (arcana) +9, Knowledge (nature) +9, Listen +10,
Poison (Ex): Bite, Fortitude save (DC 11); Move Silently +7, Spot +10; Alertness, Combat
initial damage sleep for 1 minute, secondary Casting, Dodge, Improved Initiative, Weapon
damage sleep for another 5d6 minutes. Finesse (tentacle).
Construct: Immune to mind-influencing Mind Blast (Sp): This attack is a cone 60
effects, poison, disease, and similar effects. Not feet long. Anyone caught in this cone must suc-
subject to critical hits, subdual damage, ability ceed at a Will save (DC 17) or be stunned for 3d4
damage, energy drain, or death from massive rounds. Mind flayers often hunt using this power
damage. and then drag off one or two of their stunned vic-
tims to feed upon.
Howler: CR 3; Large outsider; HD 6d8+12; hp Psionics (Sp): At will-astral projection,
39; Init +7; Spd 60 ft.; AC 17 (-1 size, +3 Dex, charm monster, detect thoughts, levitate, plane
+5 natural); Atk +10 melee (2d8+5, bite) and +5 shift, and suggestion. These abilities are as the
melee (1d4, quills); Face 5 ft. by 10 ft.; SA Quills, spells cast by an 8th-level sorcerer (save DC 13 +
howl; AL CE; SV Fort +7, Ref +8, Will +7; Str 21, spell level).
Dex 17, Con 15, Int 6, Wis 14, Cha 8. Improved Grab (Ex): To use this ability,
Skills and Feats: Climb +10, Hide +8, the mind flayer must hit a Small to Large creature
Listen +11, Move Silently +8, Search +1, Spot with its tentacle attack. If it gets a hold, it attaches
+11; Alertness, Improved Initiative. the tentacle to the opponents head. A mind flayer
Quills (Ex): The howlers neck bristles with can grab a Huge or larger creature, but only if it
long quills. While biting, the creature thrashes can somehow reach the foes head. After a suc-
about, striking with 1d4 of them. An opponent cessful grab, the mind flayer can try to attach its
hit by the howlers quill attack must make a remaining tentacles with a single grapple check.
Reflex save (DC 16) or have the quill break off in The opponent can escape with a single success-
his or her flesh. A lodged quill imposes a -1 cir- ful grapple check or Escape Artist check, but the
cumstance penalty to attacks, saves, and checks. mind flayer gets a +2 circumstance bonus for
Removing the quill deals 1d6 additional points of every tentacle that was attached at the beginning

54
Where Madness Dwells

of the opponents turn. barks, all creatures except evil outsiders within a
Extract (Ex): A mind flayer that begins its 300-foot spread must succeed at a Will save (DC
turn with all four tentacles attached and success- 13) or become panicked for 2d4 rounds. This is
fully maintains its hold automatically extracts the a sonic, mind-affecting fear effect. Whether or
opponents brain, instantly killing that creature. not the save is successful, an affected creature is
Telepathy (Su): Mind flayers can commu- immune to that mastiffs bay for one day.
nicate telepathically with any creature within 100 Trip (Ex): A shadow mastiff that hits with
feet that has a language. its bite attack can attempt to trip the opponent as
a free action without making a touch attack or
Mohrg: CR 8; Medium-size undead; HD 14d12; provoking an attack of opportunity. If the attempt
hp 91; Init +5; Spd 30 ft.; AC 15 (+1 Dex, +4 fails, the opponent cannot react to trip the shadow
natural); Atk +12/+12 melee (1d6+5, slam) and mastiff.
+7 melee (tongue paralysis, tongue touch); SA Shadow Blend (Su): During any conditions
Improved grab, paralyzing touch, create spawn; other than full daylight, a shadow mastiff can
SQ Undead; AL CE; SV Fort. +4, Ref +5, Will +9; disappear into the shadows, giving it nine-tenths
Str 21, Dex 13, Con , Int 11, Wis 10, Cha 10. concealment. Artificial illumination, even a light
Skills and Feats: Climb +11, Hide +15, or continual flame spell, does not negate this abil-
Listen +12, Move Silently +15, Spot +12, Swim ity. A daylight spell, however, will.
+10; Alertness, Dodge, Improved Initiative, Skills: A shadow mastiff receives a +4 racial
Mobility. bonus to Wilderness Lore checks when tracking
Improved Grab (Ex): To use this ability, by scent.
the mohrg must hit with its slam attack.
Paralyzing Touch (Su): A mohrg lashes Zombie: CR 1/2; Medium-size undead; HD
out with its tongue in combat. An opponent the 2d12+3; hp 16; Init -1; Spd 30 ft.; AC 11 (1
tongue touches must succeed at a Fortitude save Dex, +2 natural); Atk +2 melee (1d6+1, slam);
(DC 17) or become paralyzed for 1d4 minutes. SQ Undead, partial actions only; AL N; SV Fort
Create Spawn (Su): Creatures killed by a +0, Ref 1, Will +3; Str 13, Dex 8, Con, Int,
mohrg rise after 1d4 days as zombies under the Wis 10, Cha 1.
morhgs control. They do not possess any of the Feats: Toughness
abilities they had in life. Undead: Immune to mind-influencing
effects, poison, sleep, paralysis, stunning, and dis-
Rottweiler: CR 1; Medium-size animal; HD ease. Not subject to critical hits, subdual damage,
2d8+4; hp 13; Init +2; Spd 40 ft.; AC 16 (+2 Dex, ability damage, energy drain, or death from mas-
+2 natural, +2 armor); Atk +3 melee (1d6+3, bite); sive damage.
SQ Scent; AL N; SV Fort+5, Ref+5, Will+1; Str Partial Actions Only (Ex): Zombies
15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. have poor reflexes and can perform only partial
Skills: Listen +5, Spot +5. actions. Thus they can move or attack, but can
only do both if they charge (a partial charge).
Shadow Mastiff: CR 5; Medium-size outsider
(evil); HD 4d8+12; hp 30; Init +5; Spd 50 ft.; AC
14 (+1 Dex, +3 natural); Atk +7 melee (1d6+4,
bite); SA Bay, trip; SQ Shadow blend, scent; AL
NE; SV Fort. +7, Ref +5, Will +5; Str 17, Dex 13,
Con 17, Int 4, Wis 12, Cha 13.
Skills and Feats: Listen +8, Spot +8, Wil-
derness Lore +7*; Dodge, Improved Initiative.
Bay (Su): When a shadow mastiff howls or

55
Appendix IV: New Creatures

APPENDIX IV: NEW MONSTERS the influence of true seeing at all times.
Xxyth Warp Magic (Ex): Xxyth are unnatural
creatures, and a strange field exists around them
Xxyth are manifestations of chaos, created by that warps magic in their vicinity. When a spell
dark gods or other planar powers by twisting the or spell-like ability is used within 25 feet of a
fabric of reality. They are creatures which should xxyth, the air around the creature wavers slightly.
not exist and have no place in the natural order of The caster must make a Concentration check (DC
any plane. They are things of chaos and delusion, 15+1d10), or the spell is miscast. If the xxyth was
the dark dreams of wrathful gods given flesh. the target of a miscast spell, all creatures within 25
feet must make a Fortitude save (DC 15). Those
The forms of xxyth are varied and terrible things, who fail the save are jarred by the dispersing mag-
disturbing masses of tentacles and writhing dark- ical energies and nauseated for 1d3 rounds. If the
ness. They are walking nightmares, wretched blas- creature attempting to cast the spell must make a
phemies against order and balance. Xxyth exist to Concentration check for any other reason (such as
exterminate all life, to unravel the fabric of reality casting on the defensive), he makes the check for
by obliterating everything in their paths. the xxyths warp magic ability last, and only if all
previous checks succeed.
Xxyth, lesser: CR 13; Large abomination; HD Warp Reality (Ex): The presence of a
8d12+32; hp 110; Init +1 (Dexterity); Spd 40 ft.; xxyth causes its surroundings to bend around it.
AC 26 (-1 size, +1 Dex, +16 natural); Atk +12/ The very air appears to be darker in its vicinity,
+12 melee (2d6+5, talon) and +10/+10/+10/+10 wood warps, and plant life withers and dies. This
(1d4+2, tentacle); Face 5ft. by 10ft.; SA Improved has the same effect as frightful presence and is
grab; SQ Bane blood, damage reduction 15/+2, active at all times.
immunities, true sight, warp magic, warp reality;
AL CE; SV Fort +10, Ref +7, Will +8; Str 20, Dex
13, Con 18, Int 15, Wis 15, Cha 19.
Skills and Feats: Hide +11, Jump +7,
Knowledge (any) +8, Listen +10, Move Silently
+8, Search +9, Sense Motive +11, Spellcraft
+7, Spot +10; Cleave, Combat Reflexes, Dodge,
Mobility, Multi-Attack, Power Attack, Spring
Attack.
Bane Blood (Ex): Whenever a xxyth is
damaged by a slashing or piercing weapon, its
blood erupts in a violet flame upon contact with
the air, and all creatures within 5 feet take 1d6
points of fire damage. A Reflex save (DC damage
inflicted on the xxyth) negates.
Immunities (Ex): All xxyth are immune to
fire and poison.
Improved Grab (Ex): To use this ability,
the xxyth must hit a Large or smaller creature
with three or more of its tentacles. If the xxyth
gets a hold and maintains it the following round,
it can automatically hit with both of its talons.
True Sight (Su): All xxyth see as if under

56
Where Madness Dwells

OPEN GAMING LICENSE V 1.0a Game Content does not constitute a challenge to the ownership of
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System Reference Document (draft version) Wizards of the Coast,
2. The License: This License applies to any Open Game Content Inc. Copyright 2001, Wizards of the Coast, Inc; Authors Jona-
that contains a notice indicating that the Open Game Content than Tweet, Monte Cook, Skip Williams, based on original E. Gary
may only be Used under and in terms of this License. You must Gygax, and Dave Arneson.
affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except INC0000: Where Madness Dwells Copyright 2002, The Inner
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57
HANDOUT: A
HANDOUT: B
I write to you with much trepidation. As you may be aware, your
dear uncle Vunik committed himself to Witten Asylum here in Niarva
a few months ago. Ive done my best to keep track of his progress and
rehabilitation throughout this unfortunate experience. We all knew
Vunik had his difficultieseven eccentricitiesbut he was never a danger to
anyone, including himself. However, Vuniks behavior became impossible
for me to control.
One night, after drinking heavily, Vunik wandered into the
citys upper wards where he verbally accosted and harassed some of the
noblemen. The city militia immediately detained him and brought him
to me. They gave me two alternatives: convince him to commit himself to
Witten Asylum, or watch him be imprisoned.
What alternative did I have? How long could a feeble man like
Vunik last in this citys vile prison? I relented, and persuaded him to
accept institutionalization in lieu of prison. For the first few months, the
arrangement worked well. I visited him every week, and he actually seemed
to improvean amazing fact, considering the facilitys reputation. Then
suddenly his behavior changed. He grew more irrational, boasting about
his vast knowledge and unfulfilled promise. He ranted for hours about his
special project, and declared that the asylum had finally allowed him his
chance at creating his crowning achievement.
During our last visit, he claimed to have a great secret. That was
the last time that I heard from your uncle. I went to visit him the next
week, but the staff politely informed me that Vunik was unavailable.
I returned again the next day, and received the same response. I wrote
letters, pleading for an update on Vuniks condition, but my letters were
returned to me unopened.
Until a few days ago, at least, when I at last got a reply from Doctor
Heraladus. He says that Vunik is under strict doctors care and that his
visiting privileges had been revoked indefinitely. I fear that something
untoward has happened to Vunik, and I am certain that his great secret
plays a part in it.
Please believe me when I tell you that I would not ask for your time
if I did not believe that Vunik was truly in danger. I beseech you to go to
the asylum, and find my brother, so that we might be a family again.
SEWER MAP
Witten Asylum
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