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Blood-Crowned Keep

The silence of the dead is broken only by the scratching of teeth on stone.

12 roomscastlemedium

A jagged fortress of black granite perched atop a desolate ridge. Its windows are dark voids, and a lingering chill emanates from the foundations into the surrounding woods.

The air is heavy with the smell of stale ozone and iron. Low green flickering torches provide dim light, while distant, wet scraping sounds echo through the corridors.

☠ Threat

Count Valerius, a vampire lord of ancient lineage, rules the upper halls while his mentor, the demilich Malakor, guards the central nexus. Their presence corrupts the very earth, drawing in local souls to fuel a massive soul-well hidden beneath the floorboards.

History

Once the seat of the noble Valerius line, the castle fell to shadow when Count Valerius sought immortality through a dark pact with a primordial lich. Now, the living are but cattle, and the halls serve as a laboratory for necrotic ascension and forbidden blood rites.

Encounter Table

CR
5CR
Vampire Spawn Scoutsx2

Lean, pale hunters clad in black leather that move silently along the ceilings.

1/2CR
Roaming Shadowx4

Dark silhouettes that peel off the walls to drain the strength of the living.

Rumours & Whispers

1

The Count's heartbeat can be heard through the floors of the chapel if you listen closely.

2

A floating skull of gold and jewels holds the key to the castle's greatest treasury.

3

The Warden of the prison was buried alive with the only key to the inner sanctum.

4

Local peasants say the wine in the castle is actually the blood of the missing villagers.

Quest Hooks

1
The Lost Relic of SolsticeRecovery

Quest giver: Father Elias

The local priest believes a holy silver candelabra was stolen by the Count's agents.

1500 gold and three Potions of Greater Healing

2
A Noble's RansomRescue

Quest giver: Duke Valen

The daughter of a nearby Duke was taken to the keep. Her father fears she is being turned.

A deed to a small plot of land or a Rare Magic Item

Corridor Notes

Corridor between Room 1 and Room 2

Deep claw marks gouged into the stone at shoulder height.

Corridor between Room 5 and Room 12

A trail of fresh blood that disappears into a solid wall.

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