Klinik and Ossuary
- Rooms
- 7
- Foes
- 11, CR 1/8 to 1
- Traps
- 7
- Treasure
- 431 gp
At a glance
The threat
Doctor Chszt Vargan, a desperate surgeon with a clockwork arm, directs the clinic from .
Wandering monsters (1d3)
- 1
Runaway Treatment CartCR 1/8
When: A creature falls unconscious or blood is spilled in a corridor.A wheeled tray piled with clamps and bandages, animated by a fragment of stolen life-force. It tries to drag unconscious creatures toward . - 2
Bandage HuskCR 1/4
When: The party disturbs a drain grate or carries the buyer ledger openly.A patient-shaped bundle of bandages and loose prosthetic joints that crawls through the drains. It repeats the last medical instruction it heard. - 3
1d3× Whisper MasksCR 1/8
When: The party passes a locked door without attempting to open it.Three brass masks mounted on spiderlike fingers. They whisper false directions and attempt to lead travelers toward .
Rooms
7The False Reception
What they see
Read aloud
The cellar entrance lies beneath a shuttered townhouse surgery. A tiled wash basin, a reception desk, and a rack of clean aprons make the room look almost respectable, but a smear of blood leads toward the locked northern door and the deeper wards beyond.
Features
- Reception desk with forged charitable notices
- Copper wash basin filled with pink water
- Three exits lead toward rooms 1, 2, and 3
What the GM knows
Monsters
PálCR 1/8
A nervous clinic porter wearing a stained apron and carrying a bell cord. He knows the layout but has been told the party are escaped patients.Tactics. Rings the warning bell, retreats behind furniture, and tries to lock the door to . He surrenders if promised protection from Vargan or shown the stolen patient tags from .Traps
The Sedative NeedleDC 11 piercing damage and poison damage
Opening the forged permit box releases a spring-loaded needle coated in sedative.Disarm. A character can disable it with thieves' tools and a successful Dexterity check, or wedge the lid open with a thin blade.Treasure
Permit Box15 gp in forgery value
A brass clinic key, 8 sp, and three forged treatment permits bearing different seals.Notes
The porter can reveal that screams from stopped recently because the prisoners were moved deeper. The locked northern door leads to the surgical command room in , but its key is carried by Vargan.
4 doors: S (normal), N (normal), E (normal), W (normal)
The place
What it is
Klinik and Ossuary is a hidden surgical ward built inside a respectable townhouse, its upper floors masking an illegal clinic beneath the cellar.
Atmosphere
The air smells of boiled linen, lamp oil, copper filings, and old blood.
The threat
Doctor Chszt Vargan, a desperate surgeon with a clockwork arm, directs the clinic from .
History
The townhouse once belonged to a charitable healer whose name was worn away from the foundation stone.
Rumors
1d5- 1A townhouse clinic treats dockworkers for almost nothing, but some patients leave with bandages over healthy limbs.
- 2A collector in the upper district recently bought a set of matching hands from three different people.
- 3The cellar drains sometimes whisper names after midnight.
- 4A city inspector followed a trail of forged permits and never came back.
- 5The clinic's surgeon can replace any limb, but his own arm moves when he is asleep.
Plot hooks
3Corridors
4Between and
Thin copper tubes run along the walls, carrying warm red fluid toward the deeper rooms. Some tubes have split, leaving dark stains shaped like branching fingers.
Outside
A row of numbered brass tags hangs from bent nails, each tag bearing a patient description rather than a name: LEFT EYE, TWO RIBS, WORKING HAND.
Between , , and
Small iron drain grates interrupt the floor. A successful Wisdom (Perception) check reveals faint breathing beneath one of them.
Outside
A battered handcart holds empty cages, cracked splints, and a canvas sack that twitches whenever thunder or loud combat reaches the corridor.
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