The Havse Sanatorium
A sprawling, two-story structure built of soot-stained brick and rotting timber that looms over the outskirts of the city. The windows are heavily barred with rusted iron, and the entire structure leans precariously as if sinking into the marshy earth. Inside, the transition from hospital to prison is complete: the air is thick with the scent of caustic lye, unwashed bodies, and a sweet, sickly aroma of alchemical rot.

The Havse Sanatorium
The air is heavy and stagnant, vibrating with an unsettling psychic resonance. Distant, rhythmic thumping sounds like a heartbeat through the floorboards, while the frantic whispers of the inmates create a constant white noise of despair.
A sprawling, two-story structure built of soot-stained brick and rotting timber that looms over the outskirts of the city. The windows are heavily barred with rusted iron, and the entire structure leans precariously as if sinking into the marshy earth. Inside, the transition from hospital to prison is complete: the air is thick with the scent of caustic lye, unwashed bodies, and a sweet, sickly aroma of alchemical rot.
Clinical, merciless, and zealously devoted to her research. She views the patients not as people, but as volatile chemical components for her grand alchemical work.
History
Alchemical Hazards
The Therapy Wing is perpetually filled with a faint green haze. Any creature that spends more than 10 minutes in this area must succeed on a DC 13 Constitution saving throw or become Poisoned for one hour. While poisoned this way, the creature suffers from vivid hallucinations, granting disadvantage on Wisdom (Perception) checks.
Containment Protocols
The Patient Quarters are guarded by reinforced doors (AC 19, 25 HP). Many cells are inhabited by Berserkers who have been driven to a permanent frenzy by Brosla's treatments. They will attack any creature that is not wearing a nurse's uniform on sight.
The Living Haunt
In the Restricted Area, the walls function as a Lair Action. On initiative count 20, the building may attempt to Grapple a creature standing within 5 feet of a wall (Escape DC 12) as the wooden slats and mortar physically reach out to grab them.
Denizens
Clinical, merciless, and zealously devoted to her research. She views the patients not as people, but as volatile chemical components for her grand alchemical work.
A former city watchman with the Berserker stat block. He alternates between violent outbursts and whispering detailed, terrifyingly accurate secrets about the party's past.
A hulking, lobotomized man who seems immune to the toxins in the air. He silently patrols the halls, dragging a heavy iron shovel behind him.
The translucent remains of an alchemist who died in the Therapy Wing. He warns intruders to 'hold their breath' while pointing toward Brosla's office.
Rumors & Plot Hooks
- 1.Nurse Brosla has discovered a way to extract madness from the human mind and turn it into a gaseous weapon.
- 2.At the stroke of midnight, the walls of the asylum actually breathe, and anyone touching them can feel a heartbeat.
- 3.A local noble's heir was wrongly committed to the sanatorium and is offering a fortune for a rescue.
Classified Entry
The asylum is no longer just a building: it is a hungry entity. The alchemical poison Brosla tested has infused the wood and brick, allowing the facility to physically trap souls to power its own 'life' and regeneration.
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