TEXT: Halls of the Blood King
  Halls of the Blood King
  by Diogo Nogueira
  by Diogo Nogueira
  OFFICIAL ADVENTURE SCENARIO
  
  1
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  24A
  24B
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  2
  2nd 
  Floor
  Gate
  Dark Vines
  Princess
  Daemetrius
  Shadow 
  Hounds
  Shadow 
  Hounds
  Guards
  Guards
  Seleana
  Doors
  Guests
  Servants
  Banshee 
  Mother
  Living 
  Blood
  L
  L
  L
  L
  First Floor
  35
  18
  S
  
  18
  35
  36
  36
  36
  36
  37
  29
  30
  31
  32
  33
  34
  13
  20
  Blood Spiders
  Statues
  The Blood King
  Carnivorous 
  Plant
  Void Fungi
  Second Floor
  Dungeon
  Blood Spider Court
  1 square = 5'
  Locked doors
  Secret doors
  Monsters
  Area numbers
  N
  
  Random Happenings
  1-in-6 Chance per Turn
  Every turn, roll 1d6. On a 1, roll 1d12 and consult the following table. Encounters with mon-
  sters occur 2d6 x 10' apart. On a 2, referees can show a possible encounter’s omens.
  d12
  Event
  1
  Blood flows through the walls; the PCs can see it pulsating as if alive.
  2
  The walls bleed a malodorous, dark, rotted blood. PCs must save vs paralysis or  
  are so disgusted they receive -2 for attacks and saves in the room.
  3
  The vision of a villager the Blood King took long ago appears, crying and requesting 
  help. When PCs approach, it disappears.
  4
  A tangible moving darkness approaches (MV 120' (40')), intent on draining all light 
  sources. It drains mundane light sources before moving on. It drains magical light 
  sources before reporting to the Blood King.
  5
  Dozens of small common spiders are en route to the Blood Spider Courts. If killed,  
  1d6 Blood Spiders (from Area 18) come to check on their small cousins in 1d4 turns.
  6
  Classical piano music is audibly coming from everywhere. PCs must save vs spells  
  or be compelled to dance for 1 turn.
  7
  1d4+1 Blood Thrall Guards (Area 1 for stats) carrying a gagged human to drain.
  8
  A Living Blood (Area 19 for stats) mass scurries across the ceiling, seeking blood 
  to grow.
  9
  2d4 Blood Spiders (Area 18 for stats) gossip about their court.
  10
  1d4 Vampire Guests (from Area 12) trying to locate the Dining Room, complaining about 
  excessive formality.
  11
  1d4 Escaped Villagers seeking escape. 2d4 Blood Thrall Guard pursuers (Area 1 for 
  stats) are 1d6 round(s) away.
  12
  Seleana (Area 22 for stats), stalking the halls to capture a lone vampire.
  
  Vampire Traits
  Many vampires are within. To avoid repeating information with every stat block, their common 
  traits are listed here and on page 9:
   ▶ Undead: Make no noise, until they attack. 
  Immune to effects that affect living creatures 
  (e.g. poison). Immune to mind-affecting or 
  mind-reading spells (e.g. charm, hold, sleep).
   
  ▶ Mundane damage immunity: Can only be 
  harmed by magical attacks.
   
  ▶ Energy drain: A successfully touched 
  target permanently loses two experience 
  levels (or Hit Dice). This incurs a loss of two 
  Hit Dice of hit points, as well as all other 
  benefits due to the drained levels (e.g. 
  spells, saving throws, etc.). A character’s 
  XP is reduced to the lowest amount for the 
  new level. A person drained of all levels 
  becomes a vampire in 3 days.
   ▶ Charming gaze: Save versus spells at –2 or be 
  charmed: move towards the vampire (resist-
  ing those who try to prevent it); defend the 
  vampire; obey the vampire’s commands (if 
  understood); unable to cast spells or use 
  magic items; unable to harm the vampire. 
  Killing the vampire breaks the charm. 
   
  ▶ Regeneration: A damaged vampire gains 
  2hp at the start of each round, as long as 
  it is alive.
   
  ▶ At 0hp: Change into gaseous form; flee to 
  coffin. Most don’t have a coffin here, so 
  they will die.
   
  ▶ Change form: At will; takes 1 round:
  • Humanoid: Standard form.
  • Dire wolf: 
  Att 1 x bite (2d4), MV 150' (50').  
  AC, HD, morale, saves as vampire.
  • Giant bat: 
  Att 1 x bite (1d4), MV 30' (10') / 180' 
  (60') flying. AC, HD, morale, saves  
  as vampire.
  • Gaseous cloud: 
  MV 180' (60') flying. Immune to all 
  weapons. Cannot attack.
   
  ▶ Coffins: Must rest in a coffin during the 
  day or lose 2d6hp (only regenerated by 
  resting a full day). Cannot rest in a blessed 
  coffin. Always keep multiple coffins in 
  hidden locations.
   
  ▶ Vulnerabilities:
  • Garlic: Odour repels: save vs poison or 
  unable to attack this round.
  • Holy symbols: If presented, will keep 
  a vampire at bay (10'). May attack 
  wielder from another direction.
  • Running water: Cannot cross (in any 
  form), except by a bridge or carried 
  inside a coffin.
  • Continual light: Partly blinded by the 
  light from this spell (–4 to attacks).
   
  ▶ Destroying:
  • Sunlight: Save vs death each round or 
  be disintegrated.
  • Stake through the heart: 
  Permanently kills.
  • Immersion in water: For 1 turn 
  permanently kills.
  • Destroying coffins: Permanently killed 
  if all hit points lost when unable to 
  rest (see coffins).
  Alternatives to Energy Drain
  Groups that wish to reduce the deadliness 
  of vampires’ attacks may consider one of 
  the following alternative effects of a vam-
  pire’s attack:
  • Ability damage: Drains 1d4 CON, 
  which returns with normal rest.
  • Permanent hp loss: Permanently 
  reduces the victim’s maximum hit 
  points by 2.
  • Global penalty: Applies a cumula-
  tive -1 penalty to the victim’s attack 
  rolls, saving throws, and ability 
  checks. Penalties are removed after 
  a night’s sleep.
  
  This page is intentionally left blank.
  
  Halls of the  
  Halls of the  
  Blood King
  Blood King
  Writing
  Diogo Nogueira
  Creative Consulting
  Gavin Norman
  Editing
  Fiona Maeve Geist  
  and Jarrett Crader (MRC)
  Layout
  Anna Urbanek
  Illustrations
  Justine Jones
  Cartography
  Glynn Seal
  Text and illustrations © Necrotic Gnome 2021.  
  Old-School Essentials is a trademark of Necrotic Gnome.
  Playtesting
  Gustavo Tertoleone, Gabriel Martins Irecevolto, Gustavo  
  Moscardo Domingues, Samuel Hernandez (BrainstormRPG), Pedro  
  Pellegrino, Cesar Millman (Rizoma Cultura), Ney Gonzáles (Guilda do Ney),  
  Ronan Tavares, Tony Grimma Língua de Cobra, Denizard, João Bolota,  
  Yago Lopes, Daniel, Mateus Theba, Fernando Ribeiro, Elaine.
  
  2
  Contents 
  Table of Contents
  Introduction  
  3
  Adventure Overview 
  4
  Rumours 
  7
  Treasure 
  8
  Vampire Traits 
  9
  Random Happenings 
  10
  Putting Pressure on Players 
  11
  Area Descriptions: Manor Grounds 
  12
  Area Descriptions: First Floor 
  16
  Area Descriptions: Second Floor 
  38
  Area Descriptions: Dungeon 
  46
  Concluding the Adventure 
  48
  Manor Grounds 
  1. Biting Gate 
  12
  2. Vine Fence 
  13
  3. Hole in the Fence 
  13
  4. Garden of Roses 
  14
  Gaining Entry  
  to the Manor 
  15
  First Floor
  Interior Areas  
  Common Traits 
  16
  5. Entry Hall 
  16
  6. First Floor  
  Corridors 
  16
  7. Guards’ Room 
  17
  8. West Guest Room 
  18
  9. Hat Room 
  19
  10. East Guest Room 
  19
  11. Monstrous Doors 
  20
  12. Great Hall 
  21
  13. Library 
  23
  14. Games Room 
  24
  15. Dining Room 
  24
  16. Kitchen 
  24
  17. Pantry 
  25
  18. Blood Spider Court 
  26
  19. Blood Bath 
  28
  20. Service Stairs 
  28
  21. Armoury 
  28
  22. Seleana’s 
  Trapped Lair 
  30
  23. Dungeon Stairs 
  32
  24. Service Quarters 
  32
  25. Princess’s Study 
  33
  26. Secret  
  Conference Room 
  34
  27. Inner Garden 
  36
  28. Trophy Room 
  37
  Second Floor
  29. Balcony 
  38
  30. Blood King’s Studio 
  41
  31. King’s Hall 
  41
  32. King’s Chambers 
  42
  33. Princess’s Chambers 
  44
  34. Observatorium 
  44
  Dungeon 
  35. Centre Room 
  46
  36. Dungeon Cells 
  46
  37. Torture Room 
  47
  Adventure Areas
  
  3
  Introduction
  Introduction 
  About This Adventure
  Halls of the Blood King is a mid-level Fantasy Horror adventure locale—a manor from 
  a dimension of horror and pain materializes and begins disrupting the campaign world’s 
  balance. Inside, a powerful undead lord guards secrets, treasures and unspeakable monsters 
  while his forces pillage the countryside’s blood and souls.
  Old-School Essentials
  Running this adventure, the referee requires a copy of Old-School Essentials. The Classic 
  Fantasy and Advanced Fantasy flavours work equally well. Alternatively, use the classic Basic/
  Expert game or another derived rule set.
  Character Levels 3–5
  This adventure is suitable for PCs of 3rd to 5th level. Note that, as an adventure in the  
  old-school style, not all encounters are intended to be balanced to the PCs’ capabilities.  
  Judicious use of stealth, parley, and trickery are to be encouraged, in place of blindly  
  rushing into combat. 
  Campaign Setting
  The Halls of the Blood King might manifest anywhere in the world! This adventure can be 
  placed in any campaign setting. The adventure happens during a Blood Moon astrological 
  event, but the referee can use any other sinister happening in the world in its place.
  
  4
  Adventure Overview
  Adventure Overview
  History
  The Blood King claims to be the first vampire, vampiric progenitor and king, visiting all his 
  children’s worlds, always during the Blood Moon eclipse, when the shadow world’s veil thins. 
  None recall his name or age but he’s unlike other vampires, who universally fear him. He 
  demands the world’s vampires reaffirm fealty every hundred years, collects blood taxes and, 
  eventually, orders them to fulfill his indecipherable schemes. The Blood King is here presently 
  and displeased with one of his children, Lord Daemetrius’, behaviour, ordering his subjects to 
  present him.
  Seleana Suantis
  When last the Halls of the Blood King appeared, a courageous vampire hunter entered to 
  slay the King, avenging her neighbours, who were sacrificed filling the sinister manor’s blood 
  pools. She never returned. She remains within, alive, fuelled by hatred for the undead King 
  and the despicable things she did to survive.
  The Princess of Blood
  She is not the Blood King’s real daughter, but he chose her to play this role, which she resents 
  him for immensely. The King’s mind control powers  do not work on the Princess, who pres-
  ently plots revenge. She can’t regain her mortality, so she will take the Blood King’s throne. 
  She is likely an ally herself to another faction—or even PCs inclined to parley properly.
  Lord Daemetrius
  In the past century, something happened to Lord Daemetrius, making his vampiric existence 
  much harder: a cleric of law’s curse restored his soul. He cannot stand his existence, but is 
  too cowardly to allow himself or others to end it. Where would he go afterwards? He failed to 
  deliver his blood tax quota, and the Blood King ordered his minions rendition him for punish-
  ment. He is afraid, but also wishes for this to finally end.
  
  5
  Adventure Overview
  Dungeon Factions
  The Blood King’s manor is inhabited by the King’s servants, divided into smaller, oppositional 
  factions alongside infiltrators making it their new territory.
   
  ▶ Blood Spiders (Area 18) 
  The Blood King’s pet spider laid eggs—lots of eggs. Dominating this portion of the manor 
  with court mimicking their lord’s.
   
  ▶ Vampire Court (Area 12) 
  Where the Blood King resides, receives guests and punishes his vassals. Contains vampires 
  from across the universe with their own agenda and secrets.
   
  ▶ Vampire Rebels (Area 25-26) 
  The Princess of Blood and her few allies’ small secluded area, where they plot their coup.
   
  ▶ Void Fungi (Area 37) 
  In the manor’s deep dungeons, extraplanar fungi have a foothold, growing and dominating 
  the underground.
   
  ▶ The Hunter (Area 22) 
  Seleana secured this portion, riddled with deadly traps to (hopefully) eliminate wandering 
  vampires—unfortunately, they’re equally deadly for the living.
  Relationships
   
  ▶ Blood Spiders: Owe fealty to the Blood King, but actually enjoy drinking other vampires’ 
  blood for strength and a high. Would turn in the Princess to exsanguinate her.
   
  ▶ Vampire Court: Marginally entertained by the Blood Spiders and unaware of the Vampire 
  Rebels. Likes experimenting with the Void Fungus but doesn’t want it spreading throughout 
  the manor. Enjoys Seleana’s suffering.
   
  ▶ Vampire Rebels: Disgusted by (and support the removal of) the Blood Spiders. Wish to 
  overtake the Vampire Court by killing and replacing the Blood King. While unaware of other 
  factions, would work collaboratively to accomplish their goals.
   
  ▶ Void Fungi: Desire expansion and conquering everything, possibly this world.
   
  ▶ The Hunter: Traumatized by horrible survival requirements, wishes only to kill all 
  the vampires.
  
  6
  Adventure Overview
  Hooks
  PCs can get involved many ways. Each referee’s campaign will require generating their own 
  hooks, but a few ideas are provided below.
   
  ▶ Treasure: The Blood King’s Halls are allegedly laden with ancient and valuable treasure accu-
  mulated visiting many worlds. Beyond gold, the treasury contains relics and magical artifacts 
  any adventuring party would love to seize.
   
  ▶ Saving Villagers: This world’s vampires raided villages, collecting offerings for the Blood King. 
  Do-good adventurers would certainly feel compelled to rescue them. Alternatively, a loved 
  one, important contact or someone the PCs care about was taken.
   
  ▶ The Princess’s Dreams: The PCs receive oneiric visions from the Princess of Blood. She 
  pretends to be a defenseless princess to attract adventurers, hoping they cause sufficient 
  trouble distracting her “father” as cover for her coup.
   
  ▶ Elixir of Life: A dying wizard needs the Elixir of Life and is missing the world’s most potent 
  blood—guess where the PCs can find it? In the Halls of the Blood King! The King carries it in 
  a golden vial around his neck.
   
  ▶ Seleana’s Vengeance: One of the PCs is actually Seleana’s revenge-seeking descendant, or 
  her descendant hired the PCs to enact vengeance or recover her body.
  Unanswered Mysteries
  Not everything in the Blood King’s otherworldly manor provides PCs with easy answers. 
  These things provide a sense of wonder the referee should expand as they see fit—if PCs 
  demonstrate interest.
   
  ▶ Planetary Model: Miniature planets with micro beings. Where did they come from? What’s 
  their purpose?
   
  ▶ Another World’s Telescope: Shows another world—as if the PCs were there. Which one? 
  How does one get there?
   
  ▶ Changing Pictures: Some pictures change in a random pattern—or do they? What is 
  their secret?
   
  ▶ The Blood King’s Family: It is implied the Banshee (Area 8) and Blood King are mother and 
  son, but not confirmed. Is this true? How would finding out affect them?
  
  7
  Rumours
  Rumours
  The referee may provide players with one (or more) rumours concerning the manor, before 
  they venture within. 
  False rumours are appended with (F) and the partially true with (P).
  d10
  Rumour
  1
  Someone inside can help defeat the Blood King, but they won’t trust you at first.
  2
  Cats fascinate the Blood King. If you present him with a cat, he treats you well. (F)
  3
  The Blood King can’t be killed until his heart is found and burned with holy fire. (P)
  4
  One of this world’s vampire lords plans to betray the Blood King, usurping the manor. (P)
  5
  Vampiric spiders and their court overran the Halls. Their Queen seeks a suitable king. (P)
  6
  The Halls are filled with blood, drowning the careless. (P)
  7
  The Halls only remain for the Blood Moon’s duration. You only have a few hours, 
  be quick!
  8
  Mortals who drink vampiric blood gain their wretched undead strength. (P)
  9
  Blood is animated within. Try not to bleed so much. (P)
  10
  The Blood King fears his reflection. The problem is mirrors do not show it.
  
  8
  Treasure
  Treasure
  The following treasure is located within. As much of it is hidden or difficult to remove, only 
  cunning and thorough parties may find and take it all. Note: Random items (e.g. Area 36’s) 
  are not included.
  Area
  Treasure
  1
  2 fire opals (150gp/each).
  3
  Pouch with 50gp, golden ring (250gp) and 2 vials of holy water.
  4
  Blood rose (500gp to a botanist or herbalist).
  5
  A gold bat-shaped pin (300gp).
  8
  Shiny jewelry (800gp total). Old dark brown cape (makes the wearer look like a vampire).
  10
  A hand-crafted ivory comb (250gp).
  12
  Scraping the Throne’s gold (1,000gp). Golden coffin (10,000gp).
  13
  Removing heart book (1,000gp, 10,000gp to a vampire). Vampire medicine book (500gp). 
  Hollowed-out book with 3 Living Blood antidotes. Begemmed book (1,500gp). Spellbook.
  15
  Golden chandelier (2,000gp). Well-crafted dishes (250gp).
  16
  Fancy silverware in crystal cases (1,500gp).
  19
  6 gold baths (5,000gp/each).
  21
  4 chainmail, 5 longswords and 3 crossbows.
  24
  An ivory-infused mirror with platinum details (1,250gp). Publishable love poems  
  (150gp/month).
  25
  Large silver piano (10,000gp). Sun ray pistol.
  26
  Obsidian dagger (dragon motifs, +1 dagger of blood letting).
  27
  Herbs (600gp).
  28
  8 trophies (1,250gp/each). 7 spirits bottles (150gp/each).
  29
  Large telescope (5,000gp, very delicate lens, 1,000gp broken).
  30
  12 paintings (850gp/each).
  32
  Chest 1: 5,000sp, 3,000gp, 3 rubies (500gp/each), 3 jade alien god statues (750gp/each). 
  Chest 2: Articulated silver and ebony snake with emerald details (1,500gp), roll of ever-
  fresh-to-the-touch silk linen (500gp), dark crystalline skull with ‘magic 8-ball’ eyes 
  (250gp), set of 3 fist-sized balls that never lose inertia (500gp).
  Elixir of life, royal crown (10,000gp)
  33
  Porcelain dolls (5,000gp).
  34
  Precious gems (350gp/each).
  Total monetary treasure: Potentially ~122,450gp (but ~71,000gp is quite hard to carry).
  
  9
  Vampire Traits
  Many vampires are within. To avoid repeating information with every stat block, their common 
  traits are listed here and on the rear endpapers:
  Vampire Traits
   ▶ Undead: Make no noise, until they attack. 
  Immune to effects that affect living creatures 
  (e.g. poison). Immune to mind-affecting or 
  mind-reading spells (e.g. charm, hold, sleep).
   
  ▶ Mundane damage immunity: Can only be 
  harmed by magical attacks.
   
  ▶ Energy drain: A successfully touched 
  target permanently loses two experience 
  levels (or Hit Dice). This incurs a loss of two 
  Hit Dice of hit points, as well as all other 
  benefits due to the drained levels (e.g. 
  spells, saving throws, etc.). A character’s 
  XP is reduced to the lowest amount for the 
  new level. A person drained of all levels 
  becomes a vampire in 3 days.
   ▶ Charming gaze: Save versus spells at –2 or be 
  charmed: move towards the vampire (resist-
  ing those who try to prevent it); defend the 
  vampire; obey the vampire’s commands (if 
  understood); unable to cast spells or use 
  magic items; unable to harm the vampire. 
  Killing the vampire breaks the charm. 
   
  ▶ Regeneration: A damaged vampire gains 
  2hp at the start of each round, as long as 
  it is alive.
   
  ▶ At 0hp: Change into gaseous form; flee to 
  coffin. Most don’t have a coffin here, so 
  they will die.
   
  ▶ Change form: At will; takes 1 round:
  • Humanoid: Standard form.
  • Dire wolf: 
  Att 1 x bite (2d4), MV 150' (50').  
  AC, HD, morale, saves as vampire.
  • Giant bat: 
  Att 1 x bite (1d4), MV 30' (10') / 180' 
  (60') flying. AC, HD, morale, saves  
  as vampire.
  • Gaseous cloud: 
  MV 180' (60') flying. Immune to all 
  weapons. Cannot attack.
   
  ▶ Coffins: Must rest in a coffin during the 
  day or lose 2d6hp (only regenerated by 
  resting a full day). Cannot rest in a blessed 
  coffin. Always keep multiple coffins in 
  hidden locations.
   
  ▶ Vulnerabilities:
  • Garlic: Odour repels: save vs poison or 
  unable to attack this round.
  • Holy symbols: If presented, will keep 
  a vampire at bay (10'). May attack 
  wielder from another direction.
  • Running water: Cannot cross (in any 
  form), except by a bridge or carried 
  inside a coffin.
  • Continual light: Partly blinded by the 
  light from this spell (–4 to attacks).
   
  ▶ Destroying:
  • Sunlight: Save vs death each round or 
  be disintegrated.
  • Stake through the heart: 
  Permanently kills.
  • Immersion in water: For 1 turn 
  permanently kills.
  • Destroying coffins: Permanently killed 
  if all hit points lost when unable to 
  rest (see coffins).
  Alternatives to Energy Drain
  Groups that wish to reduce the deadliness 
  of vampires’ attacks may consider one of 
  the following alternative effects of a vam-
  pire’s attack:
  • Ability damage: Drains 1d4 CON, 
  which returns with normal rest.
  • Permanent hp loss: Permanently 
  reduces the victim’s maximum hit 
  points by 2.
  • Global penalty: Applies a cumula-
  tive -1 penalty to the victim’s attack 
  rolls, saving throws, and ability 
  checks. Penalties are removed after 
  a night’s sleep.
  
  10
  Random Happenings
  Random Happenings
  1-in-6 Chance per Turn
  Every turn, roll 1d6. On a 1, roll 1d12 and consult the following table. Encounters with mon-
  sters occur 2d6 x 10' apart. On a 2, referees can show a possible encounter’s omens.
  d12
  Event
  1
  Blood flows through the walls; the PCs can see it pulsating as if alive.
  2
  The walls bleed a malodorous, dark, rotted blood. PCs must save vs paralysis or  
  are so disgusted they receive -2 for attacks and saves in the room.
  3
  The vision of a villager the Blood King took long ago appears, crying and requesting 
  help. When PCs approach, it disappears.
  4
  A tangible moving darkness approaches (MV 120' (40')), intent on draining all light 
  sources. It drains mundane light sources before moving on. It drains magical light 
  sources before reporting to the Blood King.
  5
  Dozens of small common spiders are en route to the Blood Spider Courts. If killed,  
  1d6 Blood Spiders (from Area 18) come to check on their small cousins in 1d4 turns.
  6
  Classical piano music is audibly coming from everywhere. PCs must save vs spells  
  or be compelled to dance for 1 turn.
  7
  1d4+1 Blood Thrall Guards (Area 1 for stats) carrying a gagged human to drain.
  8
  A Living Blood (Area 19 for stats) mass scurries across the ceiling, seeking blood 
  to grow.
  9
  2d4 Blood Spiders (Area 18 for stats) gossip about their court.
  10
  1d4 Vampire Guests (from Area 12) trying to locate the Dining Room, complaining about 
  excessive formality.
  11
  1d4 Escaped Villagers seeking escape. 2d4 Blood Thrall Guard pursuers (Area 1 for 
  stats) are 1d6 round(s) away.
  12
  Seleana (Area 22 for stats), stalking the halls to capture a lone vampire.
  
  11
  Putting Pressure on Players
  Putting Pressure  
  on Players
  The Blood King’s Halls won’t stay in the PCs’ world forever, vanishing at dawn along with 
  everyone inside. Referees can make this explicit immediately or start showing portents of 
  impending catastrophe. PCs may look through windows and see a changing landscape or start 
  losing memories of home, family and the like.
  After 6 hours in game time (36 turns)
  The Blood King judges one of the guests’ secretive disloyalty, initiating a Blood Hunt. Vampires 
  roam the halls ferociously hunting them, but any mortal encountered makes nice prey. Now, 
  on Random Happenings, a 2 on the d6 indicates encountering a randomly determined vampire 
  from those left standing—including the Blood King and Princess of Blood.
  After 10 hours in game time (60 turns)
  Dawn breaks and the manor leaves this world for another dimension of shadow and death. 
  PCs inside come along—are they lost forever? Can they escape? That’s another adventure!
  
  12
  Area Descriptions
  Area Descriptions:  
  Manor Grounds
  1 Biting Gate
  Darkened iron, maw-shaped double gate 
  (rusty, vine covered). Garden of decaying red 
  roses beyond (embedded in blood, swaying 
  without wind). Black stone path leads to the 
  manor (worn, stained, 8' wide).
   
  ▶ Approaching the gate: It may attack 
  unwelcome guests (see Biting Gate below).
   
  ▶ Heard from the north: Audible classical 
  music emanates from the manor.
  2 Blood Thrall Guards
  Human appearance (red eyes, emotionless). 
  Dark red armour (hardened leather).
   
  ▶ Reaction: Demand invitations to allow 
  PCs entry. Attack if provoked or if the 
  party gatecrashes.
  Blood Thrall Guards
  AC 4 [15], HD 3* (hp 12, 14), Att 1 x barbed 
  sword (1d8 + bleed), THAC0 17 [+2], MV 90' 
  (30'), SV D12 W13 P14 B15 S16 (3), ML 10,  
  AL Neutral, XP 50
   
  ▶ Bleed: Anyone taking damage from 
  a barbed sword must save vs death or 
  suffer an additional 1d4 damage.
   
  ▶ Morale: Guards failing a morale check snap 
  out of the trance and request help.
  Biting Gate
  Great metal maw (2' long teeth). Grinding 
  noises (old and rusty). Adorning gems (2 fire 
  opals in the teeth, 150gp each).
   
  ▶ Reaction: Attacks unwelcome guests who 
  approach (within 10').
  Biting Gate
  AC 4 [15], HD 4 (18hp), Att 1 x bite (1d10), 
  THAC0 16 [+3], MV 0' (0'), SV D10 W11 P12 B13 
  S14 (4), ML 12, AL Neutral, XP 75
   
  ▶ Mundane damage immunity: Can only be 
  harmed by magical attacks.
   
  ▶ Spell immunity: Unaffected by sleep and 
  charm spells.
  
  13
  Areas 1—3
  2
  3
  Vine Fence
  12' tall barbed fence (rusty iron, lacquered 
  with dried brown blood). Laden with dark 
  green vines (sway intermittently when some-
  one approaches).
   
  ▶ Getting over it: If anyone tries to climb 
  over, the vines animate, attempting to 
  impale intruders, draining their blood.
  Dark Vines
  Thick dark green vines (move of their own 
  volition). 
   
  ▶ Reaction: Desire blood.
   
  ▶ Appeasing: Attention diverted by sacrifices 
  of 1d6 hp of spilled blood.
  Dark Vines
  AC 6 [13], HD 3* (13hp), Att 4 x vine (entangle 
  + pull), THAC0 17 [+2], MV 0' (0'), SV D12 W13 
  P14 B15 S16 (2), ML 12, AL Neutral, XP 50
   
  ▶ Entangle: Anyone hit by a vine must save 
  vs paralysis or they cannot move and can 
  only use small weapons.
   
  ▶ Pull: Those entangled are pulled towards 
  the barbed fence at the beginning of the 
  Dark Vines’ round and suffer 1d6 damage.
  Hole in the Fence
  Broken and twisted metal shafts (as if melt-
  ed). Skeleton on the ground (by the hole, 
  charred bones).
   
  ▶ Searching the skeleton: A pouch (50gp), 
  a golden ring (250gp) and 2 vials of holy 
  water. There are scattered broken flasks.
  
  14
  Area Descriptions
  Garden of Roses
  Rotting red roses (seemingly dying). Sharp 
  thorns (unusually long and sharp). Worn 
  stone path to the manor (from the Gate to 
  the Entry Hall’s doors).
   
  ▶ Moving through: Requires a DEX check to 
  avoid 1d4 damage for each turn of move-
  ment. The roses drinking blood rejuvenate 
  and appear beautiful.
   
  ▶ Picking up a blood rose: A botanist 
  or herbalist would pay 500gp for this 
  rare species.
  3 Shadow Hounds
  Dark as the night (reflects no light). A face 
  that is largely its maw and small red eyes 
  (can swallow a head). Long and tall but very 
  lean (as if stretched).
   
  ▶ Tracking: 1-in-6 chance of finding PCs 
  per turn in the garden if they don’t cut 
  themselves on the roses, 3-in-6 chance if 
  they do.
   
  ▶ Reaction: Unless the characters are 
  masquerading (using an undead scent or 
  have vampiric blood), Shadow Hounds 
  are hostile.
  Shadow Hounds
  AC 4 [15], HD 4* (hp 14, 18, 20), Att 1 x bite 
  (1d8) or 1 x spiked tongue (1d6 + constriction, 
  15' range), THAC0 16 [+3], MV 120' (40'),  
  SV D10 W11 P12 B13 S14 (4), ML 10,  
  AL Chaotic, XP 125
   
  ▶ Constriction: Tongue grab and constrict 
  after a hit. 1d4 automatic damage per 
  round. 6 damage severs the tongue.
  4
  
  15
  Area 4; Gaining Entry
  Gaining Entry to the Manor
  There are several ways to get inside. Some of 
  the most obvious are presented below.
  Main Doors (to Area 5)
  Stout oak, painted gold (open). Heavy 
  (requires two people to open or close). 
  Stone path to the gate (Area 1). 
  Servants’ Entrance (to Area 6)
  Small reinforced door (barred from inside). 
  Exterior painted with a big yellow eye 
  (seems to blink when you’re not directly 
  looking at it). 
   
  ▶ Forcing it open: Makes a lot of noise, 3-in-6 
  chance of drawing 1d4+1 Blood Thrall 
  Guards’ attention (from Area 1).
  Other Entrances
  Players will certainly ponder other ways 
  in. Here are some possibilities the referee 
  should be prepared to adjudicate. We sug-
  gest rolling a Random Happening whenever 
  one is attempted.
   
  ▶ Climbing a window: Each of the outer-
  most rooms, except for the Blood Baths 
  (Area 19) or where the referee thinks 
  occupants would appreciate secrecy, 
  has one.
   
  ▶ Climbing the balcony: The second floor 
  balcony (Area 29) entails dealing with its 
  carnivorous plant.
  
  16
  Area Descriptions
  Area Descriptions:  
  First Floor
  Interior Areas Common Traits
  Walls with veins inside (if harmed, bleed a dark viscous blood). Tongue-textured carpets 
  (slowly drink spilled blood). Small eyes on walls (blind). Rose motifs on walls (the Blood 
  Kings’ family crest).
  Breaking Interior Walls
  Characters can attack and breach the walls (AC 2 [17], 10 hp). Doing so makes the area scream 
  and bleed, requiring an immediate Random Happenings roll (2-in-6 chance of an encounter). 
  Breaches seal themselves in 1d6 turns.
  Entry Hall
  Stout oak doors, painted gold (opened). 
  Dwarven statue with outstretched hand 
  (life-like). Coat hanger with coats (dark and 
  bloodstained). Smell of perfume and blood 
  (from within).
   
  ▶ Upon entering: An alarm sounds, sum-
  moning 1d6+1 Blood Thrall Guards (from 
  Area 1).
   
  ▶ Putting an invitation in the statue’s 
  hand: Avoids sounding the alarm. Putting 
  something else there delays the alarm 
  1d6 turns. 
   
  ▶ Checking the hanger: There’s a coat with 
  an extra invitation. Additionally, 6 coats 
  can be used as disguises. If they are all 
  checked, the last has a finely crafted,  
  bat-shaped gold pin (300gp).
  First Floor Corridors
  Stained red carpet (fading colours, dirty). 
  Paintings on the walls (various eras and 
  styles depicting mundane and alien vistas). 
  Many human statues in frightened poses 
  (life-like).
   
  ▶ Random Happenings: Every time 
  PCs traverse the corridors, roll 
  a Random Happening.
  5
  6
  
  17
  Areas 5—7
  7 Guards’ Room
  Cramped and austere (colourless, moldy). 
  Bunk beds, tightly arranged (well-organ-
  ized). Armour and weapons mounted on the 
  walls (hooks hanging with leather armour, 
  chain shirts and swords).
  1d6 Guards
  Sleeping (in a deep trance). Unarmoured 
  (armour hanging on the walls).
   
  ▶ Loud noises: 1-in-6 chance of 
  waking guards.
   
  ▶ Awakened guard: 1-in-6 chance one guard 
  is awake, reading a letter in bed. He’s near-
  ly broken the trance and, if treated fairly, 
  may join the PCs. Otherwise, a love letter is 
  under one of the pillows.
  Blood Thrall Guards (Unarmoured)
  AC 8 [11], HD 3* (14hp), Att 1 x barbed sword 
  (1d8 + bleed), THAC0 17 [+2], MV 120' (40'),  
  SV D12 W13 P14 B15 S16 (3), ML 10,  
  AL Neutral, XP 50
   
  ▶ Bleed: Anyone taking damage from 
  a barbed sword must save vs death or 
  suffer an additional 1d4 damage.
   
  ▶ Morale: Guards failing a morale check snap 
  out of the trance and request help.
  
  18
  Area Descriptions
  West Guest Room
  Large, decorated wooden bed (purple linen, 
  silken pillows). Marble-topped dresser with 
  silver mirror (a wig and makeup over it). 
  Old oak closet (a small dead spider and two, 
  somewhat rusty, metallic hangers).
   
  ▶ Checking the closet: PCs find two small, 
  thin apertures on both sides of the closet’s 
  base. Inserting both hangers simultane-
  ously opens a compartment containing 
  a dirty old dark brown cape. Anyone wear-
  ing it is treated as a vampire lord—not 
  even spells detect the magic.
  Lenice Albathea
  Beautiful banshee noble (long curly hair, 
  beautiful eyes and formal dress). Wearing 
  shiny jewelry (800gp total, one ring bears 
  an old noble family’s crest—a deep red rose: 
  same as the Blood King’s brooch). 
   
  ▶ Reaction: Lenice laments what happened 
  to her family, especially her son lost 
  long ago.
   
  ▶ Insinuating her lost son is the Blood King: 
  She disbelieves (at first) but this fills her 
  heart with hope.
   
  ▶ Redemption: If she finds her son, her 
  spirit may live again, and she and her 
  son become mortals.
  Lenice Albathea (Banshee Mother)
  AC 0 [19], HD 7* (31hp), Att 1 x touch (1d8) 
  or 1 x wail, THAC0 13 [+6], MV 150' (50'), 
  SV D8 W9 P10 B10 S12 (7), ML 12,  
  AL Chaotic, XP 850
   
  ▶ Undead: Makes no noise until she 
  attacks. Immune to effects that affect 
  living creatures (e.g. poison). Immune 
  to mind-affecting or mind-reading 
  spells (e.g. charm, hold, sleep).
   
  ▶ Mundane damage immunity: Can only 
  be harmed by magical attacks.
   
  ▶ Energy immunity: Unharmed by cold-
  based or electrical attacks.
   
  ▶ Wail:  All within 30' must save vs death 
  or die. Usable once per day and only 
  during the hours of darkness.
   
  ▶ Melancholic presence: Mortals with 
  less HD than her must save vs spells or 
  become melancholic, receiving -2 on 
  attacks and saves.
  8
  
  19
  Areas 8—10
  Hat Room
  Walls covered with hats (all shapes, sizes, 
  times, eras and worlds, hanging by human 
  hand-shaped hooks). Mirrors of various 
  shapes and sizes (arranged throughout). 
  A mirror is shattered (pieces litter the floor).
   
  ▶ Trying on hats: 1-in-10 chance it’s some-
  what magical and produces a small magic 
  effect such as growing a beard, becoming 
  smaller, becoming taller, growing nails and 
  so on (referees can have fun with this).
  Elaborate Mirror
  Well polished (almost luminescent). Decorat-
  ed with arcane symbols (detect as magical).
   
  ▶ Looking in the mirror: PCs paying careful 
  attention can make a WIS check to sense 
  that there’s someone hiding in the reflec-
  tion, just out of sight.
   
  ▶ Examining the runes: They seem incom-
  prehensible at first, but comprehend lan-
  guages or an INT check with a +4 modifier 
  deciphers a name within: Alvaraz.
   
  ▶ Calling Alvaraz: A purple-skinned man’s 
  reflection appears.
  Alvaraz
  Bright purple skin and shining yellow 
  eyes. Dressed in noble regalia (white and 
  red tones, family crest in a medallion and 
  a signet ring). Trapped in the mirror (placed 
  there by the Blood King).  
   
  ▶ Reaction: Fears the Blood King and his 
  servants (assumes that’s who the PCs are). 
  Doesn’t want to see the Blood King (who 
  tortures him).
   
  ▶ Origin: The Blood King stripped his 
  weakness and mortal soul’s fragments for 
  imprisonment within the mirror, birth-
  ing Alavaraz—the Blood King hates and 
  fears it.
   
  ▶ Show the reflection to the Blood King:  
  If Alvaraz is convinced to face the King 
  (not easy), the King must save vs death 
  every round to act. His servants try to 
  break the mirrors (AC 7 [12], 6hp).
  East Guest Room
  Ransacked (everything’s scattered on the 
  floor). Blood stains (mortal). Signs of battle 
  (Seleana attacked a vampire guest). Bed, 
  closet and dresser (damaged).
  Dresser
  Made of dark wood (lighter than it appears, 
  drawers lined with teeth). Fine garments 
  hanging from the drawers (Seleana was 
  seeking something).
   
  ▶ Search the garments: If not taken out of 
  the drawers carefully before searching, 
  requires a DEX check not to cut them-
  selves on the dresser’s teeth, suffering 
  1d4 damage. Examining every piece care-
  fully uncovers a small silver key with an old 
  noble family’s crest—just like the Blood 
  King’s brooch (opens the Observatorium’s 
  sun [Area 34])—and a hand-crafted ivory 
  comb (250gp).
  9
  10
  
  20
  Area Descriptions
  Monstrous Doors
  Closed (but sense monstrosity and open). 
  Great double doors with metallic red veins 
  (actually pulsate and bleed if damaged). 
   
  ▶ Open the doors: Sealed unless the PCs 
  appear supernatural. Trying to force 
  them causes eyes and a mouth to appear, 
  questioning who they are and what they 
  want. Without a convincing answer, the 
  doors attack. 
  Monstrous Doors
  AC 5 [14], HD 4* (24hp), Att 4 x bite (1d8+1), 
  THAC0 16 [+3], MV 0' (0'), SV D10 W11 P12 B13 
  S14 (4), ML 12, AL Chaotic, XP 125
   
  ▶ Acidic blood: When suffering damage, 
  those in melee must save vs breath or 
  suffer 1d6 damage/round until cleaned. 
  Mundane weapons are damaged if saving 
  throws fail.
   
  ▶ Spell immunity: Unaffected by sleep and 
  charm spells.
   
  ▶ Scream for help: After losing half hp, the 
  doors call for reinforcements. 1d6+1 Blood 
  Thrall Guards arrive in 2d6 rounds.
  11
  
  21
  Great Hall
  Interior doors decorated with red metal 
  veins (actually alive and pumping blood). 
  Flanked by two lines of columns (decorated 
  with scenes of vampiric debauchery, preying 
  on all sorts of alien beings—and humans).
   
  ▶ Guests arriving: 1d4 guests arrive every 
  hour until all 12 are here (talking among 
  themselves, drinking blood, sulking). Once 
  all 12 guests arrive, the Blood King will 
  be here.
  The Blood King
  There’s a 1-in-6 chance the Blood King 
  (Area 32 for stats) is present, prying about 
  a guest’s secrets. If all guests have arrived, 
  he’s automatically here.
  Guests
  Vampires from various worlds (roll on table 
  on page 22 for name, appearance, person-
  ality). Hanging around (gossiping, drinking 
  blood, conspiring against one another).
   
  ▶ Petty: Universally really petty and, if played 
  against one another, seize advantage from 
  any commotion to attack one another.
  Vampire Guests
  AC 4 [15], HD 7** (31hp), Att 1 x touch (1d10 + 
  energy drain) or 1 x gaze (charm), THAC0 13 
  [+6], MV 120' (40'), SV D8 W9 P10 B10 S12 (7), 
  ML 9, AL Chaotic, XP 1,250
   
  ▶ Vampire traits: See page 9.
  Golden Throne
  Shaped like skeletons (holding the person 
  seated). Tall and sturdy (petrified bones). 
  Gold-plated (thickly layered). 
   
  ▶ Touching it: This calls the attention of all 
  the guests present in the Great Hall, who 
  mostly find this gesture quite audacious 
  and risky. The Throne is cold to the touch, 
  almost like ice. One of them might go tell 
  the King to get off the hook.
   
  ▶ Underneath: If moved by very strong indi-
  viduals (combined 30 STR), slides to the 
  side, revealing the Blood King’s extremely 
  heavy (½ ton) and extremely valuable 
  (10,000gp) golden coffin.
   
  ▶ Scraping gold: Takes 1d6 hours for 
  1,000gp total.
  Spiraling Stairway
  Made of hardened flesh and bones (part of 
  the living manor’s structure). Works like an 
  escalator (moving its muscles).
   
  ▶ If fleeing the Blood King: The stairs delay 
  escape and attempt to squeeze PCs. PCs 
  must save vs paralysis or become entan-
  gled, suffering 1d6 damage/round until 
  they escape.
  12
  
  22
  Area Descriptions
  d12
  Name
  Appearance
  Personality
  Secret
  1
  Szantis  
  Crimsoneyes
  Humanoid with red skin 
  and a third eye.
  Haughty
  Is not a real vam-
  pire, but a magician 
  studying them.
  2
  Dartia  
  Scaleblood
  Humanoid fish, with 
  antenna and pale skin.
  Aloof
  Considering becoming 
  a vegetarian vampire.
  3
  Haltis-Paldis 
  Tetrafangs
  Two-headed, bald, purple 
  skin, silvery-red jumpsuit.
  Joker
  Lacks their Blood Tax but 
  stole someone else’s.
  4
  Maltazar 
  Greenfang
  Large bulbous head, 
  3 green fangs, 
  pincer hands.
  Secretive
  Is working with the Prin-
  cess of Blood to over-
  throw the Blood King.
  5
  Zarzzizol 
  Fastwing
  Small, insectoid, 
  impeccable tuxedo.
  Selfish
  Likes to drink other 
  vampires’ blood.
  6
  Yetar  
  Toughskin
  Hairy, tall, muscular, 
  horn.
  Affable
  Has stolen from the 
  Blood King for centuries.
  7
  Lartarin 
  Sharpclaws
  Serpent head, thin tail, 
  sharp claws.
  Questioning
  Knows of the Princess of 
  Blood’s plans.
  8
  Brunt 
  Steelarm
  Cybernetic arm, pink 
  mohawk, spiked 
  leather coat.
  Abrupt
  Infected with 
  vampiric plague.
  9
  Ciranda 
  Bloodsmile
  Tall, thin, green skin, 
  dozen eyes, two mouths.
  Childish
  Has played vampires 
  against one another 
  for centuries.
  10
  Kailenya 
  Mawhands
  Maws in their hands, 
  leathery skin, no 
  apparent eyes.
  Chatty
  Was expelled from 
  their world.
  11
  Yandir  
  Bloodspirit
  Translucent, crimson 
  shadow, no visible detail.
  Dull
  Is trying to find 
  a vampirism cure.
  12
  Welacom 
  Bloodspat
  Slimy, eyes and mouths 
  floating in a dark goo.
  Grim
  Has fed a rival of the 
  Blood King information.
  Vampire Guests
  
  23
  Vampire Guests; Area 13
  Library
  Larger inside than out (to accomodate 
  books from many ages and worlds). Dust 
  and cobwebs (the Blood King hasn’t been 
  here for a few years). Very tall bookshelves 
  (made of hardened blood, move on rails).
  12 Bookshelves
  Shaped like gothic towers (spiked sides). 
  Filled with books in many strange languages 
  (from various worlds).
   
  ▶ Trap: May be identified by inspecting the 
  opposing shelf’s sharp, bloody spikes. If 
  unnoticed, removing a book triggers the 
  other bookshelf to run on its rail, impaling 
  anyone in its path. PCs must save vs 
  breath or suffer 2d10 damage.
   
  ▶ Examining books: One person’s cursory 
  examination takes 6 turns, 3 turns with 
  2 people, and so on. Most books are 
  incomprehensible even with spells (which 
  can’t reach the other worlds’ intelligence), 
  many vampires’ diaries and mundane 
  topics (a lot of YA vampire novels). Each 
  bookshelf’s most significant find is listed 
  below. Whenever a search is completed, 
  roll 1d6.
  1.  A book detailing the ritual for remov-
  ing a vampire’s heart from their body, 
  providing immunity to stakes and 
  even fire. Notes indicate the Blood 
  King might have used this (1,000gp, 
  10,000gp to a vampire).
  2. A treatise by a vampire medic on fresh 
  blood’s uses treating many conditions 
  (500gp).
  3. A young vampire’s diary, detailing 
  a dream about his lost mother accom-
  panied by sketches resembling Lenice 
  Albathea (Area 8).
  4. A lost god’s hollowed-out holy book. 
  Inside is a vial with 3 doses of Living 
  Blood monster antidote (immediately 
  fatal).
  5. A collector’s edition young adult 
  novel decorated with gems and 
  gold. The book isn’t worth much, but 
  the extracted gems and gold total 
  1,500gp.
  6. A spellbook containing the following: 
  dispel magic, hold person, protection 
  from normal missiles, charm monster, 
  polymorph self and wizard eye. Each 
  use drains 1d4hp.
  Webs
  Sticky, red, thick webs (spun from blood 
  by gigantic spiders). Thicker cluster (in the 
  southeast corner).
   
  ▶ If the southeast corner’s webs are 
  cleared: Reveals a loose floor tile covering 
  a rough hewn tunnel descending into the 
  darkness below (to Area 18). Blocked with 
  thicker webs.
  13
  
  24
  Area Descriptions
  Games Room
  Four round tables spread around (card 
  games, miniature games, block tower games 
  and a board game). Shelves with various dif-
  ferent tabletop games (accumulating dust). 
  Iara, the Game Master
  Translucent ghost (bespectacled young girl). 
  Dark haired and grey eyed (that look excited 
  and alive, even being a ghost). Wearing 
  formal clothes (with red stains).
   
  ▶ Reaction: Bored, wants to play a game. 
  Excited to see someone to play. Very com-
  petitive, but eager to teach anyone who 
  is willing to play with her. Brags of being 
  unbeatable in certain games (the referee 
  can decide which depending on what they 
  want to play).
   
  ▶ Information: Every game played makes 
  the ghost casually state one thing going 
  on in the castle. The referee can use this 
  for dispensing useful information.
  Playing a Game
  If PCs play a game with the ghost, the refer-
  ee has two options:
   
  ▶ Actually play another game (a card  
  game, board game, miniature game, 
  or whatever).
   
  ▶ Condense it into abstracted dice rolling. 
  For example, roll 3 rounds of a d20 plus 
  an appropriate Ability score (e.g. DEX for 
  a manual ability game, INT for a strategic 
  one). Highest roll wins the round, whoever 
  wins the most rounds wins the game.
  Dining Room
  Long dinner table (seats 32). Golden chan-
  delier (2,000gp). Dishes with human organs 
  and limbs (as fresh as possible, dishes worth 
  250gp). Servants enter and exit (replacing 
  not so fresh dishes with new ones).
   
  ▶ Northeast: muffled screaming.
  Kitchen
  Bloodied tables and drains (where people 
  are vivisected and exsanguinated). Servants 
  working (killing people taken from Area 17). 
  Fancy silverware (in crystal cases, 1,500gp).
  4 Blood Servants
  Human in appearance (blank eyes, unspeak-
  ing). Soaked clothes (fresh blood).
   
  ▶ Reaction: Ignore PCs unless attacked. 
  Issue a high-pitched scream before fight-
  ing with their cleavers.
  Blood Servants
  AC 8 [11], HD 2 (hp 6, 7, 9, 10), Att 1 x cleaver 
  (1d6+1), THAC0 18 [+1], MV 90' (30'), SV D12 
  W13 P14 B15 S16 (2), ML 12, AL Chaotic, XP 20
   
  ▶ Scream: Every round screaming, roll for 
  a Random Happening, and if it occurs, roll 
  1d6+6 to see what arrives.
  14
  15
  16
  
  25
  Areas 14—17
  Pantry
  Dark and cold (slabs of ice spread around the 
  small room). Caged people (scared, wound-
  ed and disarmed). Iron table with tubes and 
  needles (for extracting blood).
  2d6 Prisoners
  People of all kinds (varying ages and 
  genders). Scared (wish to flee as fast as 
  possible—maybe causing trouble). 
  Blood Extractor
  Stained metal table (sturdy and very well 
  made). Thick needles in a handle (for use 
  on a bound victim). Full receptacle under it 
  (someone was recently drained).
   
  ▶ Using it on a Blood Thrall: Blood 
  Thrall may save vs spells to break 
  their enthralment.
   
  ▶ Using it on a vampire: Draining a vampire 
  enrages them but also temporarily disables 
  their regeneration.
  17
  
  26
  Area Descriptions
  Blood Spider Court
  Dark and damp (filled with spider webs and 
  blood stains). Stalactites in rows (like a great 
  hall, wielding large weapons is difficult). 
  Throne of withered bones (collected by the 
  Spider Queen).
  Throne of Bones
  Carefully arranged (glued together with 
  thick webbing). Hundreds of small eggs 
  (awaiting vampire blood to hatch).
  Is the Court in Session?
  3-in-6 chance the Blood Spider Queen is 
  present with a retinue of 2d6 Blood Spiders, 
  eating and torturing 1d4 humans.
  Blood Spider Queen
  Gigantic (like a large bull with very long 
  legs). Shiny, deep-red chitin armour (stains 
  like arcane symbols). Chatty and curious 
  (usually lonely).
   
  ▶ Reaction: Sees the characters as an oppor-
  tunity to strengthen her position, offering 
  allegiance if provided with some vampires 
  to drain. If they wish to kill the Blood King, 
  and foolishly disclose this, she betrays 
  them afterwards.
  18
  
  27
  Area 18
  Blood Spider Queen
  AC 3 [16], HD 7 (32hp), Att 1 x bite (2d10 + 
  poison + blood drain) and 2 x claws (1d10), 
  THAC0 14 [+5], MV 60' (20') / 120' (40') in 
  webs, SV D8 W9 P10 B10 S12 (7), ML 8,  
  AL Chaotic, XP 950
   
  ▶ Poison: Those bitten must save vs poison 
  or die in 1 turn.
   
  ▶ Webs: Creatures caught in webs become 
  entangled and unable to move. Breaking 
  free depends on Strength: 2d4 turns for 
  Strength in the normal human range, 
  4 rounds for Strength above 18, 2 rounds 
  for creatures with giant Strength. The 
  webs are destroyed by fire in two rounds. 
  All creatures in a flaming web suffer 
  1d6 damage.
   
  ▶ Drain blood: On a natural 19 or 20 attack 
  roll, the Spider Queen attaches to her 
  victim, draining their blood, automatically 
  inflicting damage every round while heal-
  ing herself for the same amount.
  Blood Spiders
  AC 5 [14], HD 4** (18hp), Att 1 x bite (2d6 + 
  poison + blood drain), THAC0 16 [+3], MV 60' 
  (20') / 120' (40') in webs, SV D10 W11 P12 B13 
  S14 (4), ML 8, AL Chaotic, XP 175
   
  ▶ Poison: Those bitten must save vs poison 
  or die in 1 turn.
   
  ▶ Webs: Creatures caught in webs become 
  entangled and immobilized. Breaking 
  free depends on Strength: 2d4 turns for 
  Strength in the normal human range, 
  4 rounds for Strength above 18, 2 rounds 
  for creatures with giant Strength. The 
  webs are destroyed by fire in two rounds. 
  All creatures in a flaming web suffer 
  1d6 damage.
   
  ▶ Drain blood: On a natural 20 attack roll, 
  the spider attaches to their victim, draining 
  their blood, automatically inflicting dam-
  age every round while healing themselves 
  for the same amount.
  
  28
  Area Descriptions
  Blood Bath
  Luxurious bath (6 golden tubs, marble floor). 
  Shocking murals (depraved scenes of vam-
  pires gorging themselves). Bloody footprints 
  (lead to a bath in the back).
  6 Blood Baths
  Made of pure gold (5,000gp, weigh 5,000cns 
  each). 2 filled (fresh warm blood). 4 empty 
  (spotlessly clean). Humanoid footprints lead 
  to a filled bath.
   
  ▶ Blood-filled baths: A Living Blood lurks in 
  the southernmost. The other bath contains 
  simply blood. Fresh and warm, recently 
  poured in. 
   
  ▶ Waiting: The Princess of Blood (Area 26 for 
  stats) arrives to bathe in 1d6 turns.
   
  ▶ Searching the baths: 1-in-6 chance of find-
  ing a small piece of jewelry (1d8 x 50gp) in 
  the drain.
  Living Blood
  Giant amorphous blood mass (partly rotten, 
  partly fresh). Tendrils and appendages (form 
  faces and limbs). Gurgling sound (like blood 
  spilling from a severed limb). Crawls and 
  tries to mimic people it attacks (making 
  terrible, coagulated blood copies).
   
  ▶ Reaction: Seeks more blood to grow. 
  Avoids attacking vampires in the open as it 
  was created with the Blood King’s blood, 
  but will if they are alone. Mortals are also 
  a nice way to gain a bit more essence. 
  Leaves if fed at least 2hp of blood per HD.
  Living Blood
  AC 6 [13], HD 7 (33hp), Att 2 x touch (2d8 + 
  blood absorption) THAC0 14 [+5], MV 60' 
  (20'), SV D8 W9 P10 B10 S12 (7), ML 10,  
  AL Chaotic, XP 950
   
  ▶ Resistance: Mundane weapons and 
  attacks cause only half damage.
   
  ▶ Holy water vulnerability: Causes 
  1d8 damage.
   
  ▶ Cling: Can move across walls and ceilings.
   
  ▶ Seep: Can squeeze through small holes 
  and cracks.
   
  ▶ Blood absorption: For every 8 points of 
  damage it causes, it increases its HD by 
  1 (roll for hp), improving its THAC0 and 
  saves. If it reaches 10 HD, it gains another 
  touch attack.
  Service Stairs
  Old and noisy (seem fragile). Made of bones 
  painted to look like wood (some paint is 
  fading). Lead to the Second Floor.
   
  ▶ Walking on the stairs: Makes moaning 
  noises—roll for Random Happenings.
  Armoury
  Cabinets with Blood Thrall weapons and 
  armour (4 chainmail, 5 longswords and 
  3 crossbows). 3 red knight statues (steel 
  blood). Messy (unlike Blood Thralls’  
  other rooms).
   
  ▶ If a Random Event happens: Treat 
  the result as 12, and Seleana is 
  looting supplies.
  19
  20
  21
  
  29
  Areas 19—21
  
  30
  Area Descriptions
  Seleana’s Trapped Lair
  Locked door (barricaded with furniture 
  when Seleana is inside). Rigged with traps 
  (tripwires trigger crossbows or falling 
  stakes). Ransacked bedroom (with furniture 
  moved around). Wooden stakes (scattered 
  everywhere).
   
  ▶ Entering: Uncautious PCs have a 3-in-6 
  chance of triggering a trap and being 
  struck for 1d8 damage. If calmly walking 
  in with sufficient light, they’re avoided 
  without problem.
  Nightstand
  Almost all taken apart (one drawer remains). 
  Made of white-blue wood (from another 
  planet). Old rusty key (opens Area 23’s 
  locked gate).
  Vampire Prisoner
  Bound (chains sprinkled with holy water). 
  Gaunt and gagged (Seleana is drinking their 
  blood for sustenance and strength). Des-
  perate eyes (the vampire fears Seleana and 
  desires escape).
   
  ▶ Reaction: If released, they vow to help the 
  PCs however they can. After all, they just 
  saved their unlife.
   
  ▶ Drinking vampire blood: +2 to attacks 
  and damage, but makes PCs more likely to 
  take violent and careless actions. Lasts for 
  1d6 turns. Drinking it more than 3 times 
  requires a save vs death to avoid addic-
  tion, imposing -1 to attacks, damage and 
  other relevant checks while not affected 
  by Vampire Blood.
  22
  
  31
  Area 22
  Seleana Suantis
  Dark haired and wild eyed (desperate to escape but is determined to end the Blood King). 
  Armed to the teeth (stakes, crossbows, swords, reinforced armour). Hungry for any normal 
  food (she’s fed on blood and human meat for too long).
   
  ▶ Reaction: Immediately hostile until she realizes PCs are not vampires (they don’t look like one 
  or smell like perfumed death). Sees the PCs as obvious allies and a chance of facing the Blood 
  King. If they refuse to help, she won’t accept it.
  Seleana Suantis
  AC 5 [14], HD 5 (18hp), Att 2 x 
  short swords (1d6+2, magical, 
  sprinkled with holy water) or 
  1 x crossbow (1d6+1, sprinkled 
  with holy water), THAC0 15 [+4], 
  MV 120' (40'), SV D10 W11 P12 
  B13 S14 (5), ML 10, AL Neutral, 
  XP 175
   
  ▶ Regeneration: Gains 1hp at 
  the start of each round, as 
  long as she is alive.
   
  ▶ Holy water in weapons:  
  Created a water-infused 
  paste to imbue mundane 
  weapons with the abili-
  ty to attack vampires as 
  though magical.
   
  ▶ Fury: When reduced to half 
  hp, gains +2 to attack and 
  damage rolls.
  
  32
  Area Descriptions
  Service Quarters
  Cramped (small bunk beds and dressers). 
  Sweaty odour (vampire lords don’t care 
  much for hygiene). Spartan beds and furni-
  ture (meticulously arranged).
  Hidden Treasure
  There are small trinkets hidden by Blood 
  Thrall Servants—indicating some retain 
  desires and consciousness deep down.
   
  ▶ 24A: In the middle room, under a bunk bed 
  pillow (slightly unaligned): an ivory-infused 
  mirror with platinum details (1,250gp).
   
  ▶ 24B: Under the cushion of a badly-made 
  bed: scraps of paper with a pen and 
  ink—love poems written for the Princess 
  of Blood. They are quite good, and could 
  be published for a small revenue (150gp/
  month).
  24
  Dungeon Stairs
  Made of rough hewn stone (looks like 
  a stone beast’s gullet). Behind a locked gate 
  (rusty iron bars). Fanged lock (verdigrised 
  and stained with dry blood around the 
  keyhole). Moldy smell (the Void Fungi in the 
  dungeons’ depths).
   
  ▶ Opening the lock: If someone messes with 
  the lock or fails an attempt to properly 
  open it, it attacks with THAC0 9 [+10] for 
  1d8 damage and a save vs breath or their 
  hand is locked in the trap. Forcing it open 
  requires a STR check with a -2 modifier. 
  This also immediately calls for a 2-in-6 
  chance of a Random Happening (if it does, 
  determine the result with 1d6+6).
  23
  
  33
  Areas 23—25
  Princess’s Study
  Large silver piano (10,000gp). Desk stacked 
  with books (many from the Library [Area 
  13]). Wall of fake book shelves (solid wood).
  Silver Piano
  Appears newer than everything else (does 
  not gather dust). Sheet of music set on it 
  (sad and tense song). Decorated with star 
  motifs (with golden lines).
   
  ▶ Playing the piano: Triggers a Random 
  Happenings roll. If the sheet music is 
  played correctly (INT and DEX checks to 
  understand and play it), a passage on the 
  wall of fake books opens.
   
  ▶ Looking inside the piano: There is a magic 
  sun ray pistol (2d10 unhealable damage to 
  vampires, 1d4 to non-vampires [double to 
  other undead]) hidden by the Princess of 
  Blood. 2d10 charges remain, requires an 
  INT check to use properly.
  Desk with Books
  Papers and notes everywhere (written in 
  code). Crude manor map (indicating the 
  Blood King’s heart is hidden in the Observa-
  torium [Area 34]). A letter from Lord Daeme-
  trius (agreeing to help the Princess of Blood 
  for painlessly ending his unlife).
  Wall of Fake Books
  Carefully painted (kitch as it sounds). Wood-
  en (including the books). Hollow section 
  (where the passage opens).
   
  ▶ Breaking the wall: If the PCs can’t figure 
  out how to open the secret door, they 
  can bash it with their weapons for 1d6 
  rounds for one person or half as long 
  with assistance. This immediately forces 
  a Random Happening with double the 
  chance of an encounter (roll 1d6+6 for 
  which encounter).
  25
  
  34
  Area Descriptions
  Secret Conference Room
  Dark (lit by a few red candles). Long bone 
  table (seats 6). Obsidian dagger (on the 
  table, dragon motifs).
   
  ▶ The dagger: Is magical: +1 dagger of 
  blood letting - save vs death or lose 
  1d4 hp/round until healed.
  Princess of Blood
  Dark purple skin with violet eyes (that 
  seem to catch people’s attention and stare 
  into their souls). Long, braided blue hair 
  (braided with victim’s bones). Emerald 
  dress with rose motifs (to please the 
  Blood King).
   
  ▶ Encountered here: Conversing with Lord 
  Daemetrius and 2 other vampire guests 
  (Area 12 for stats).
   
  ▶ Wants: To kill and replace the Blood King 
  herself. She resents her treatment being 
  forced to portray a princess.
   
  ▶ Reaction: Quickly realizes the opportu-
  nity the PCs represent and determines 
  their main intent. She offers to help 
  them achieve it so long as they help her. 
  If they were drawn here by her psychic 
  induced dreams, she plays the part of 
  a helpless princess under a cruel vampire 
  lord’s tyranny.
  The Princess of Blood
  AC 3 [16], HD 7** (32hp), Att 2 x psi claws 
  (1d6+1, magic, and 30' range) or 1 x psi blast 
  (3d6, see below), THAC0 13 [+6], MV 150' 
  (50'), SV D11 W12 P11 B14 S12 (MU 7), ML 10, 
  AL Chaotic, XP 1,250
   
  ▶ Vampire traits: See page 9, though 
  she does not have the standard touch and 
  gaze attacks.
   
  ▶ Psi blast: Affects everyone with rational 
  minds within 30', inflicting 3d6 temporary 
  damage unless they save vs paralysis. 
  Those reaching 0hp fall asleep and are 
  under her influence as if targeted with 
  a geas. Only usable 3x daily.
   
  ▶ Read thoughts: If she looks someone in 
  the eye for a round, the target must save 
  vs spells or have their immediate thoughts 
  read. If she remains staring for 1d6 
  rounds, she can examine deeper thoughts 
  and intents.
   
  ▶ Create illusion: Can recreate the following 
  spells, affecting up to 7 targets at once, 
  3 times/day: invisibility, hallucinatory  
  terrain, hold person and mirror image.
  26
  
  35
  Area 26
  Lord Daemetrius
  Short and lean (starving for a few days). 
  Ragged noble vest (with small Void Fungi 
  spores in it). Worried and tense expression 
  (unwillingly helping the Princess and would 
  rather simply escape).
   
  ▶ Reaction: Submissive to the Princess of 
  Blood. In her he sees his last chance of 
  escaping his cursed life.
   
  ▶ Isn’t he in the dungeon (Area 37)?: Nope, 
  that’s a guest vampire the Princess 
  enchanted with an elaborate illusion to 
  fool her father, but it won’t last forever 
  and she must act quickly.
  Lord Daemetrius
  AC 5 [14], HD 5 (13hp), Att 1 x Sabre of Saints 
  (1d6+1, magic, undead bane), THAC0 15 [+4], 
  MV 90' (30'), SV D10 W11 P12 B13 S14 (5),  
  ML 8, AL Lawful, XP 175
   
  ▶ Vampire traits: See page 9, though he 
  can no longer use the standard touch and 
  gaze attacks.
   
  ▶ Undead bane sword: Double damage 
  to undead.
   
  ▶ Vampire with a soul: Reflection appears in 
  mirrors, takes no additional damage from 
  light—actually feeds off it (hasn’t done so 
  for a while).
   
  ▶ Weakened: Has only 13hp, and attacks 
  at -2.
  Hidden Sarcophagus
  Blended with the dusty walls (resembles the 
  stone wall). Closed and heavy (combined STR 
  20 to open).
   
  ▶ The Princess of Blood’s actual coffin for 
  sleep and shelter if anything happens.
  
  36
  Area Descriptions
  Inner Garden
  Glass ceiling (dirty and cracked). Winding 
  paths (allows garden exploration). 
  Dying Plants and Flowers
  Overgrown (growing into the paths and over 
  the walls). Grey and red (fading colours). 
   
  ▶ Searching: PCs may find (dying) rare herbs 
  and powerful magical ingredients with 
  a WIS check and 1d6 turns spent looking. 
  If successful, they find herbs (600gp, only 
  viable for one week).
  Rarely Visited
  No Random Happenings are rolled here.  
  It’s a safe spot—don’t tell the players!
  27
  
  37
  Areas 27—28
  Trophy Room
  8 trophy-filled cabinets (many shapes, sizes 
  and accomplishments). Sofas and a bar (very 
  old and expensive bottles). Obsidian Blood 
  King statue (boisterous pose).
   
  ▶ Breaking open cabinets: Easily busted 
  open—1-in-6 chance everything falls to the 
  floor, triggering a Random Happening.
   
  ▶ Trophies: Most are fake, but each cabinet 
  has one 1,250 gp trophy that is not easy 
  to carry.
  Bar
  Many bottles on display (most untouched). 
  One has a pair of eyes inside (which see 
  what’s going on).
   
  ▶ Valuable bottles: PCs can make an INT 
  check to determine the most valuable 
  bottles. There are 20 but only 7 are worth 
  much (150gp each). Carrying them all 
  encumbers PCs and any damage may 
  break the fragile bottles (save vs breath 
  to avoid).
   
  ▶ Drinking: Drinking restores 1d4hp 
  but requires a save vs poison to avoid 
  intoxication (-2 to attacks, spells fail 
  20% of the time, lasts 2d6 turns). The 
  (already quite strong) liquor has spent 
  centuries intensifying.
   
  ▶ The eyes: watch and record all the PCs 
  actions and dialogue. If they leave the 
  room, the eyes leave the bottle, seeking 
  the Blood King (2d6 turns) to inform him. 
  28
  
  38
  Area Descriptions
  Area Descriptions:  
  Second Floor
  29 Balcony
  Spacious and perfumed (many orchids and 
  other flowers). Large, luxurious chair set 
  before a gigantic flower (the Blood King talks 
  to his plants).
  Telescope
  Large (longsword-sized, set on a tripod). 
  Made of silver and gold (5,000gp, but very 
  delicate lens, worth only 1,000gp broken). 
  Pointed at a distant bright green star (need to 
  mess with handles to unlock it).
   
  ▶ Looking at the bright green star: Reveals 
  the Blood King’s memories. His suffering 
  under an older, cruel vampire, culminating 
  with the Blood King killing and drinking 
  his blood. Occasional flashes of a woman 
  similar to Lenice Albathea (Area 8). 
   
  ▶ Looking elsewhere: Different planets with-
  in very close range are visible and audible 
  (the referee can insert glimpses of other 
  worlds and settings to instigate players’ 
  curiosity).
   
  ▶ Breaking the telescope: Anyone carry-
  ing it and suffering 10+ damage from 
  a single source must save vs breath or the 
  lenses break.
  Carnivorous Plant
  Large and full of thorny vines (fed on vampiric 
  blood). Spheric bouboulis flower head (full of 
  sharp, yellow teeth). Sweet seductive smell 
  (distillable into a very powerful perfume).
   
  ▶ Reaction: Sleeping after the Blood King fed 
  it a few hours ago. Loud noises or simply 
  poking it a bit harder rouse it and it awak-
  ens ravenously. It’s also quite jealous of 
  the Blood King, attempting to eat anyone 
  carrying the telescope.
  Carnivorous Plant
  AC 7 [12], HD 6* (27hp), Att 8 x small tentacle 
  (1d4 + constriction, 10' range), 2 x large ten-
  tacle (1d6 + constriction, 20' range), 1 x bite 
  (1d10), THAC0 14 [+5], MV 30' (10'), SV D12 
  W13 P14 B15 S16 (3), ML 8, AL Chaotic, XP 500
   
  ▶ Constriction: Tentacles grab and con-
  strict after a hit. 1d4 automatic damage 
  per round.
   
  ▶ Severing tentacles: Requires a hit inflicting 
  6+ damage (8 small tentacles) or 10+ dam-
  age (2 large tentacles).
   
  ▶ Vulnerability to fire: Suffers double dam-
  age from fire.
   
  ▶ Pheromones: Twice per day can expel 
  pheromones within 50' radius, attracting 
  victims failing a save vs breath towards 
  its mouth. Those failing are attacked with 
  a +4 bonus for 1 round and, if hit, are 
  allowed another saving throw.
  
  39
  Area 29
  
  40
  Area Descriptions
  
  41
  Areas 30—31
  Blood King’s Studio
  Canvases everywhere (hanging on the walls 
  and ceiling and stacked atop one another). 
  A lot of red paint (blood). Many paintings of 
  alien landscapes (actual places and from the 
  Blood King’s imagination).
  12 Finished Pieces
  Very bizarre landscapes (referee may insert 
  visions of other game worlds and settings). 
  Some even move in the corner of your 
  eyes (magical). Accomplished artistry (each 
  worth 850gp). 
   
  ▶ Feeding a painting blood: If 1d4hp blood is 
  fed to a painting, it animates and you can 
  see the people and things within moving 
  (tree leaves being blown by the wind and 
  such). Bathing a painting in the Blood 
  King’s blood opens a portal to there for 
  1d6 turns.
  King’s Hall
  Red-veined marble floor and pillars (blood-
  stained). Murals depict the Blood King’s 
  conquests (battles against various alien 
  races, romantic conquests, coronations). 
  Spike-armoured statues with glaives (also 
  bloodstained).
  4 Armoured Statues
  Wearing spiked, full plate armour (more 
  for show than defense). Each holds a large 
  glaive with both hands (fingers flex when 
  approached). Marks on the floor in front of 
  them (as if something heavy stepped there).
   
  ▶ Reaction: Remain motionless until PCs 
  cross the room’s middle or approach 
  the door to Area 32. If presented with 
  something bearing the King’s crest (the 
  red rose), they permit passage. Otherwise, 
  they attack.
  Armoured Statues
  AC 2 [17], HD 4 (18hp), Att 1 x glaive (1d10 + 
  bleed), THAC0 16 [+3], MV 90' (30'), SV D8 
  W9 P10 B10 S12 (8), ML 12, AL Neutral, XP 75 
   
  ▶ Bleed: Those hit by the glaive attack must 
  save vs death every round or bleed for 1d6 
  damage until they successfully save.
   
  ▶ Mundane damage resistance: Half damage 
  from mundane sources.
   
  ▶ Spell immunity: Unaffected by sleep and 
  charm spells.
  30
  31
  
  42
  Area Descriptions
  King’s Chambers
  Larger inside than out (space is distorted 
  and the Blood King lives in a great hall). 
  Pillows, veils and a luxuriously decorated 
  tapestry (gold threads, bright gems and 
  other detailing).
  2d20 Languishing People
  Of many cultures, races and planets (some 
  PCs have never seen). All are ‘attractive’ 
  (a magical enchantment). They seem lifeless, 
  and their eyes lack spark (they are illusory).
   
  ▶ Reaction: They invite the PCs to join them, 
  and just enjoy life in the Blood King’s glory. 
  Players looking at them and listening to 
  their voices must save vs spells to act 
  every round. If they discover they are mere 
  illusions, they can save vs spells to disbe-
  lieve them decisively.
   
  ▶ Behind the veil: If the illusion is broken, 
  PCs see the room is practically empty 
  save two large chests storing the Blood 
  King’s spoils.
  • Chest 1: 5,000sp, 3,000gp, 3 rubies 
  (500gp/each), 3 jade alien god statues 
  (750gp/each). 
  • Chest 2: Articulated silver and ebony 
  snake with emerald details (1,500gp), 
  roll of ever-fresh-to-the-touch silk 
  linen (500gp), dark crystalline skull 
  with ‘magic 8-ball’ eyes (250gp), set 
  of 3 fist-sized balls that never lose 
  inertia (500gp).
  The Blood King
  Dark purple skin and eyes dark as the night 
  (meeting them raises goosebumps). Royal 
  dark red regalia (with family crest medallion 
  and signet ring). Deep melodic voice (comes 
  from surrounding ambience).
   
  ▶ Reaction: Disdainful at first, bothered 
  about the interruption. Asks PCs to leave 
  fast or join the rest of the food. If bothered 
  too much, he summons 2d6 Blood Thrall 
  Guards (Area 1 for stats) and attacks if 
  attacked himself.
   
  ▶ Mother?: Over centuries as vampire king, 
  the Blood King repressed all his memories 
  of childhood and his mother. If confronted 
  with the possibility someone is his mother, 
  he initially refuses to believe. May be 
  convinced by insistence and accompanying 
  evidence reinforcing the hypothesis. He 
  requests everyone leave so he can talk 
  with his mother alone. He grants every 
  individual responsible for this reunion 
  one wish, provided it doesn’t harm him or 
  his mother.
   
  ▶ Rose from garden: Bringing a reinvigorat-
  ed rose from Area 4 causes the Blood King 
  to see you as an admirer and caretaker. 
  He understands the sacrifice necessary to 
  feed the roses, and entertains the idea of 
  parlaying with PCs, inviting them for dinner 
  in Area 15 (but won’t serve much beyond 
  blood).
   
  ▶ The King’s reflection: The mirror with 
  Alvaraz’s reflection (from Area 9) scares 
  and confuses him. He must save vs death 
  every round to act.
   
  ▶ Elixir of Life: Around the King’s neck is 
  a small golden vial containing the first vam-
  pire’s purified blood. The Blood King keeps 
  it in hopes of finding and resurrecting his 
  mother. The vial can resurrect any being 
  without issue, provided there are remains.
  32
  
  43
  Area 32
   
  ▶ Royal crown: An ostentatious 
  crown shaped like skull-faced bats 
  preying on humanoids, adorned 
  with 4 red gems containing red liq-
  uid. Extremely valuable (10,000gp) 
  and also magical. The gems can 
  be removed and broken, releasing 
  a Living Blood creature (Area 19 for 
  stats). Each gem lost reduces the 
  crown’s value 1,000gp.
   
  ▶ Star key: Inside the Blood King’s 
  jacket is a small silver key with 
  a star motif, which opens the Sun 
  where he hid his heart (Area 34).
  Blood King
  AC 2 [17], HD 11*** (55hp),  
  Att 2 x bloody sabre (1d8 + bleed) 
  or 1 x touch (1d10 + energy drain) 
  or 1 x gaze (charm) or 1 x bite (1d8 
  + feeding), THAC0 11 [+8], MV 150' 
  (50'), SV D6 W7 P8 B8 S10 (11), 
  ML 10, AL Chaotic, XP 3,500  
   
  ▶ Vampire traits: See page 9, 
  though he doesn’t suffer the vul-
  nerabilities and can’t be killed while 
  his heart is safe (Area 34).
   
  ▶ Bloody sabre: Anyone hit loses an 
  additional 1d6hp next round and 
  1d4hp the round after that.
   
  ▶ Feeding: Any damage inflicted with 
  a bite attack immediately heals the 
  King for that amount.
   
  ▶ Fearful aura: Can exude an aura of 
  fear at will, forcing those looking 
  at him within 60' to save vs death 
  or flee as fast as they can for 
  2d6 rounds.
   
  ▶ Living blood: When reduced to 
  25hp or less, creates a Living Blood 
  creature (Area 19 for stats) which 
  begins acting next round.
  
  44
  Area Descriptions
  Princess’s Chambers
  Lavishly decorated (plumes and pillows). 
  Almost untouched (doesn’t seem lived in). 
  Porcelain Dolls
  Many lifeless dolls (dressed in eclectic 
  fashions from all eras and cultures—even 
  modern and futuristic ones). Of different 
  shapes and sizes (some very small, others 
  approximate a grown human being).
   
  ▶ They are watching us: Those failing a save 
  vs spells are unable to shake the sensation 
  the dolls watch their every move. It’s just 
  a sensation, though.
   
  ▶ Valuable but fragile: Although kinda 
  creepy, they fetch about 5,000gp total, 
  though they are very fragile and not easily 
  carried (200cns of encumbrance, dividable 
  among the PCs). If any are broken, the 
  value drops to 1,000gp.
  Observatorium
  Arched high ceilings painted like the night 
  sky (seemingly extending into infinity). 
  Large planetary system model in the middle 
  (made of precious gems and gold wires, 
  a large lamp replacing an important star). 
  Large leather-bound tome above a pedestal 
  (beside the model).
  Planetary System Model
  A large and important icosahedron-shaped 
  star (emitting the brightest light, slightly red 
  luminescence). Planets move slowly around 
  an axis (magically enchanted). Various sizes 
  (from a few inches to a couple of feet—the 
  central star).
   
  ▶ Cosmology: Modeled after the cosmologi-
  cal concept of the referee’s campaign.
   
  ▶ These are actual small planets: For all 
  purposes, they’re actual, inhabited plan-
  ets—they are just very tiny and almost 
  imperceptible. There are a number of 
  precious gems equal to the number of 
  planets in the referee’s current campaign 
  (350gp each).
  33
  34
  
  45
  Areas 33—34
   
  ▶ Taking out a planet from their orbit: Desta-
  bilizes the whole system, and it collapses 
  as a whole in 1d4 turns. Roll 1d4: 
  1. The star explodes, creating a black 
  hole, sucking everyone within 30' into 
  it— this also destroys the Blood King’s
  Heart. 
  2. It all falls to the ground, and there’s 
  the audible screams of trillions dying 
  at once. 
  3. The planets rotate faster and faster 
  until they lose control, forcing PCs to 
  save vs breath every round or suffer 
  1d6 damage. 
  4. The gravity pulls everything together, 
  forming an increasingly larger ball that 
  rolls towards the nearest PC, forcing 
  them to make a DEX check every round
  or suffer 1d8 damage. The ball has 
  20hp, AC 9 [10].
   
  ▶ Heart of the Sun: There is a small keyhole 
  in the brightest star, inside of which is the
  Blood King’s perfectly preserved heart, 
  emanating a bright red light. Destroying 
  it kills the Blood King, causing the entire 
  manor to begin collapsing as it is main-
  tained by his power and blood. PCs have 
  2d6 turns to leave or be consumed along-
  side the alien manor.
  Leather-bound Tome
  Big as a backpack (weighs 500cns). Hand-
  written in a variety of tongues (all seemingly 
  written by the same person). Sketches of 
  various people and places (alien and other-
  worldly).
   
  ▶ Perusing the book: It’s barely intelligible, 
  composed of reports from various beings 
  from different worlds. There are also 
  instructions on how to talk to them, with 
  each of their worlds represented in the 
  planetary model. If examined thoroughly, 
  PCs find a person from their world who 
  has been passing reports to the Blood King 
  about their world’s grand events.
  
  46
  Area Descriptions
  Area Descriptions:  
  Dungeon
  35
  36
  Centre Room
  Cramped and moist  
  (a palpable warmth  
  coming from deep within). 
  Old battered iron table 
  (bloodstained). Broken 
  chain on the floor (recently 
  collapsed). Footprints 
  going deeper into the dun-
  geon (large, humanoid).
  Dungeon Cells
  Dusty, dirty and dark (just entering one chills 
  your spine). Bloodstains and cloth scraps 
  (decaying).
  Prisoners
  If the PCs are looking for prisoners, this is 
  where they are. They are unarmed, uncon-
  scious and weak. They’ve seen the Blood King 
  torturing “Lord Daemetrius” (see next page) 
  and are possibly traumatized.
  Loose Stone
  The northeast and southwest cells each 
  contain a loose stone where a prisoner hid 
  something. This is noticed by any PC spend-
  ing a turn searching. Roll to determine what 
  is found.
  d6
  What is found?
  1
  A large obsidian key (500gp) depict-
  ing a skull—what does it open?
  2
  2 scrolls: remove curse and protec-
  tion from evil, 10' radius.
  3
  A silver bird that can deliver 
  a 20-word message to someone 
  whose true name you know.
  4
  Plastic vampire denture that turns 
  you into a vampire (gain Vampire 
  Traits, page 9) for 1d6 turns daily.
  5
  A pair of gloves that lets the wearer 
  know the age of anything touched.
  6
  A potion of acid blood: imbiber’s 
  blood deals 1d6 damage/round to 
  anything it touches.
  
  47
  Areas 35—37
  Torture Room
  Large, walls lined with torture instruments 
  (rusty, stained and twisted). Two large, 
  manacled tables (an unconscious individual 
  imprisoned in one looks a lot like Lord Daem-
  etrius [Area 26]).
  Lord Daemetrius?
  Short and lean (has been starving for 
  a few days). Ragged noble vest (covered in 
  a bright purple and dark blue fungi). With 
  open empty eyes (staring into nothingness).
   
  ▶ Void Fungi: The body is being controlled 
  by a Void Fungi, a creature brought by an 
  alien enemy of the Blood King. It is slowly 
  expanding through the Dungeon, hoping 
  to cover the entire manor. If PCs negotiate 
  with it properly, they can form an alliance of 
  sorts. If they can grab patches of the fungi, 
  placing it in other rooms and halls, it helps 
  by opening doors and communicating what 
  they see or hear. For this last part, however, 
  someone must be linked through infection 
  with the fungi (see below).
   
  ▶ Reaction: Initially it ignores PCs but, 
  after 1 turn, welcomes them into its 
  “new home”. Refers to itself in the plural 
  (“we”). (The fungi is an alien hive being). 
  It is curious about the PCs’ world and 
  its inhabitants. If attacked, however, it 
  reacts appropriately.
   
  ▶ Information: The Void Fungi knows the
  following: 
  • The Princess shape-changed the 
  corpse they’re occupying to resemble 
  the Blood King’s enemy. 
  • The daughter wants a real enemy’s 
  help overthrowing the Blood King. 
  • She’s allied with other vampires.
  Lord Daemetrius (Void Fungi)
  AC 7 [12], HD 6 (22hp), Att 6 x pseudopods 
  (1d6+1 + fungi infection), THAC0 15 [+4],  
  MV 30' (10'), SV D10 W11 P12 B13 S14 (5),  
  ML 10, AL Neutral, XP 1250 
   
  ▶ Fungi infection: Those hit must save vs
  death or be infected by the Void Fungi. 
  After 1d6 turns part of their skin is covered 
  in a Void Fungi patch. They suffer 1d6 WIS 
  damage/day. When reduced to WIS 0, they 
  are under the Void Fungi’s control. In the 
  meantime, they can communicate with the
  hive mind.
   
  ▶ Cloud of spores: Void Fungi can exhale 
  a cloud of spores that forces everyone 
  within 30' to save vs death or suffer Fungi
  Infection (3x/day).
   
  ▶ Hive mind: Anywhere there is a Void 
  Fungi, the creature can experience as if it 
  was there.
  37
  
  Concluding  
  the Adventure
  There isn’t a real end—and that’s great! This is an open-ended scenario, with many 
  potential outcomes. The PCs might enter seeking treasure, to rescue innocents, a long lost 
  ancestor, searching for answers to strange dreams or simply because it looks extremely 
  suspicious under the ominous Blood Moon. Within they can make allies, discover strange 
  things, glimpse alien worlds, mingle with supernatural beings and much more! They can 
  dethrone the King, become his servants, capture the alien palace or get shiny things and 
  flee. So let the adventure find its own course and have spooky fun!
  
  This page is intentionally left blank.
  
  Halls of the Blood King
  With the rising of the Blood Moon, the accursed abode 
  of the Blood King returns to this world. The lord of all 
  vampires comes to claim the blood that is owed to him. His 
  halls contain treasures and secrets that would make any 
  ambitious adventurer abandon reason and caution to seek 
  them out. Will you risk your soul for gold and glory in the 
  Halls of the Blood King?
  A fantasy horror adventure  
  for characters of 3rd to 5th level.
  Requires Old-School Essentials  
  Classic Fantasy or Advanced Fantasy.
  ISBN: 978-3-96657-053-4
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Halls of the Blood King (OSE)/Halls of the Blood King [v1.0] (OSE).pdf