Vardek's Last Patient
- Rooms
- 20
- Foes
- 21, CR 1/4 to 4
- Traps
- 5
- Treasure
- 1,135 gp
At a glance
The threat
Doctor Tovik Vardek's creation, called the Patient, lies in the basement chamber behind room 7.
Wandering monsters (1d3)
- 1
Lantern FootmanCR 1/2
When: A loud noise, a shouted name, or a character carrying fresh blood draws it from a side passage.A mud-smeared servant spirit carrying a lantern filled with cold blue flame. - 2
2× Gutter HomunculiCR 1
When: They appear after a trap is triggered or a glass specimen jar is broken.A pair of hand-sized stitched creatures skittering through cracks and gutters. - 3
Maze HoundCR 2
When: It prowls the lower passages when the Patient is disturbed or the corn roots are cut.A twisted hound grown from roots and old bones, with silver leaves caught in its hide.
Rooms
20Rain Hall
What they see
Read aloud
The entrance hall's cracked marble floor slopes toward a dry fountain full of black rainwater. Six doors lead into the manor, though three are locked and their handles are warm as living skin.
Features
- A chandelier sways without wind
- A dry fountain bears a carved family crest
- Boot prints appear in dust, then stop at the east wall
What the GM knows
Monsters
2× Restless ManservantCR 1/4
Former household guards in moth-eaten livery, their faces hidden by porcelain half-masks.Tactics. They flank intruders and try to drive them toward the locked doors, retreating if holy water is shown.Treasure
Vardek Watch35 gp
A silver pocket watch stopped at the hour the manor's storm began.Notes
The locked west door opens with the key in room 10; the east lock can be picked. The southern locked door leads toward room 9, while the normal exits connect to rooms 1, 2, and 3.
2 doors: W (locked), E (archway)
The place
What it is
The manor's grand rooms decay above a basement laboratory built to restore its dead master.
Atmosphere
Cold rain ticks through the roof even on clear nights.
The threat
Doctor Tovik Vardek's creation, called the Patient, lies in the basement chamber behind room 7.
History
House Vardek was built by a prosperous physician who boasted that his estate would be a refuge from death.
Rumors
1d4- 1A farmer swears the corn maze changes shape whenever thunder rolls, and that a lit window moves with it.
- 2The old doctor could raise the dead, but the first thing he raised had his daughter's voice and none of her kindness.
- 3A locked room in the manor contains a portrait that blinks only when the house is empty.
- 4The family chapel's bell rings underground before anyone disappears from the fields.
Plot hooks
3Corridors
3Main hall between rooms 0 and 1
Portrait eyes have been replaced with small brass lenses. A lens clicks toward anyone carrying a fresh corpse or a lightning-charged object.
Service passage near rooms 3 and 10
A narrow dumbwaiter rattles between floors, carrying muddy tools upward and clean sheets downward. Its counterweight can bear one Medium creature at a time.
Lower corridor near rooms 7 and 14
Corn roots pierce the foundation here, their leaves whispering names in the voices of people the listener has lost.
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