After sundown, 2 rise as Vampire Spawn and will begin battering at the door to get out.ĩ – This cabin is empty, the floor and walls crusted with old bloodstains. An appalling stench requires a Fortitude save of DC 15 otherwise, those in the room are Sickened for 1 hour.ħ – 5 human prisoners are quartered here, 3 of them near-death from exsanguination.Ĩ – 3 human corpses lie here, all of them bloodless. The smell is atrocious as the cadavers begin to rot.ĥ – 3 Vampire Spawn slumber here during the day, but at night they can be found working in the plantation house.Ħ – 4 human corpses lie in this room, all dead from fever. Two corpses moulder in the corner, but the prisoners have not brought themselves to touch them. A sixth has been cannibalized, her blood spattering the walls and floor, gnawed bones scattered everywhere (Sanity check 1/1d4+1).Ĥ – 4 human prisoners are crammed in here, not afflicted with fever badly malnourished. Unlike many, they’re not infected with marsh fever.ģ – 5 human prisoners are quartered here, all of them sick with marsh fever and hallucinating violently. Their inhabitants and other contents are shown below:ġ – 4 Vampire Spawn slumber here during the day, but at night they can be found in the kitchen yard and elsewhere in the grounds.Ģ – 6 human prisoners are crammed into the filthy room of this cabin – survivors of the Green Maiden. Its walls are lined with mouldering bunks, and a tiny, rusted stove sits in one corner. Most cabins have roughly the following properties: Those containing human prisoners are also usually boarded up, requiring an addition Strength check (DC 22) to remove the boards, unless the characters use weapons. The Zombies can still function in sunlight and thus ensure that the prisoners in the cabins do not escape.Īll cabin doors are locked (Disable Device DC 25 to pick, Strength DC 22 to force). Being attacked by one of these undead guards provokes a Sanity check (1/1d6). The shambling figures are 10 Juju Zombies created by the former slave, now Vampire Dorothea, who lives in the plantation house. Gaunt, shadowy figures shamble between the cabins as if patrolling. There are roughly two dozen cabins in all. You can hear noises coming from several of them. They’re small wooden houses, little more than shacks many have had their doors and windows boarded up. The former slave cabins are grouped in a kind of village here. A number of Vampire Spawn and other creatures also lair in this area. Passengers snatched from steamboats or even bred on the plantation can be found here was well as in some of the animal pens in other parts of the plantation. The slave quarters are now used as a kind of prison, run by the Vampiric overseer. Perception DC 20 to notice several other steamboats that have been sunk to the bottom of the bayou. Beneath the soot and burn-marks you can just make out the name of the boat – The Green Maiden. Detritus and a few partially burnt bodies bob in the water around the vessel. It looks like anything of value that might have been found in the boat has been stripped. The vessel has been reduced to a charred skeleton of a craft, its beams blackened, its pilothouse an incinerated stump. The plantation should be treated essentially as an outdoor dungeon, the various buildings functioning much like rooms.Ī steamboat – or what remains of one – lies beached on the bank of the bayou. The descriptions below generally presume that the characters are exploring the plantation at night, but they may wait for the day, in which case any Vampires of Vampire Spawn will be resting rather than active adjust descriptions accordingly.
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