```metadata title: 'ADVENTURE: A Touch of Black P2: Condemned' description: '' tags: '' systems: - 5e renderer: V3 theme: 5ePHB ``` ![Map](https://cdn.discordapp.com/attachments/826264445461856256/962308699060322344/COVER_ART_Touch_of_Black_C2_Condemned.jpg) {position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{footnote Condemned, April 2022}} {{wide # Condemned ### A Touch of Black: Chapter 2 In many ways Politics is a game. There are opponents. There are rules. There is strategy. There are pieces. And there are certainly winners and losers. The thing about the game of power and positioning is that one doesn’t normally realize they are a pawn in the game until they’re about to be sacrificed for another’s benefit. And those Sacrifices are usually made in the worst of places. }} {{toc, - ## TABLE OF CONTENTS - #### [{{ SETUP INFORMATION}}{{ 2}}](#p3) - #### [{{ ACT 1: Condemned}}{{ 4}}](#p5) - #### [{{ ACT 2: Bureaucracy}}{{ 5}}](#p6) - #### [{{ ACT 3: Tunnels}}{{ 7}}](#p8) - #### [{{ ACT 4: Nest}}{{ 7}}](#p8) - #### [{{ CLOSING}}{{ 8}}](#p9) - #### [{{ OTHER CHAPTER LINKS}}{{ 9}}](#p10) - #### [{{ THE APPENDECIES}}{{ 10}}](#p11) - #### [{{ MAPS}}{{ 15}}](#p16) }} :: ### ADVENTURE MECHANICS - This Adventure is Part 1 of Many - Target Party and Level: 4 level 1 players - Expected Playtime: 3+ Hours - Tone: Urban Adventure Horror - Writing Style: Short Shot : ### STYLE "SHORT SHOT" A Short Shot is designed to give the DM a solid concept of what is going on inside of the adventure not just ideas. The Story will be well flushed out, including both Area and NPC descriptions, but will be more conceptual regarding things like encounters, rewards, and hazards. The Short Shot gives everything most DMs require to lead a fantastic game. : ### PLAYING A.O.G. ADVENTURES If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices. : ### ABOUT HORROR GAMES Running an effective Horror game can be a real trick and takes a different set of skills than the average DM employs from game to game. It is my favorite style of game to run, and has been for thirty years, so I have some suggestions for you. You can find those in the Appendices. :: \column ## What is The AOG? It started 40ish years ago. I still remember the day my cousin brought out this thin blue book with a white sketched dragon on its cover and a pile of strange dice. He told eight year old me that we were going to play a game where I could be anything I wanted (as long as it was an elf, dwarf, human, or halfling). I immediately developed that love of bringing people along on journey after journey, and through all the moments and four decades of playing, the trip has never lost its wonder. : Now, I think we are best described as a network of Table Top Role Playing Gamers (Mostly D&D). I had been sharing my work online for some time but decided in April 2021 to open a Patreon and Discord. Honestly, I knew I was behind the Patreon Train, but it made sense as a platform. I’m not interested in money, but I am interested in sharing with and helping others in the hobby. So I run the site 100% free of any paywalls. More like a Digital Magazine than a Patreon. : Almost a year in and we’ve grown quite a bit. We host One Shots through the Discord. I do a lot of requests for our supporters and some commission work. I coach many of our subscribers regularly on DMing and fantasy cartography. My son helps write our “Year One” series which are adventures designed for entry level DMs and players, and we use our content to run an after school Jr High Group. We even support a podcast my youngest son and I lend our voices to. It has been a busy year. : ### Contact us : [PATREON](https://www.patreon.com/amplusordogames) Amplus Ordo Games : [DISCORD](https://discord.gg/GDp7a3CFtA) Join the Network : [REDDIT](https://www.reddit.com/r/amplusordogames/) Our Sub in Reddit (Not super active) :: ### ACKNOWLEDGEMENTS - Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use! - Original Story Written by Amplus Ordo Games - All Maps and Handouts were done by Amplus Ordo Games using Inkarnate - PDF Formatting done using The Homebrewery \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## SETUP INFORMATION : ### Town of Tragedies Guidebook This adventure is part 1 of many to come, and will put your players on a collision course with a Elder Being. It is designed to be used in conjunction with the Town of Tragedies Guide, which can be found below. The Guide isn’t necessary, but I will reference it often.
[A TOWN OF TRAGEDIES GUIDE](https://www.patreon.com/posts/62746174) : ### Story Flow This adventure picks up where Warehouse of Woe left off. The Players have arrived in town in the employ of Lady Persophone of House Trellu. She has recently inherited her Aunt’s estate and is looking to stake a claim in the city. Upon arrival though the group was faced with some challenges. A city that is rotting both inside and out and local thieves looking to steal her goods. The party was even attacked by a Giant Spider hiding in the warehouse they had rented. : This adventure opens with Lady Persephone, discovering that her inheritance has been condemned by the city. Obviously irate, she sends her assistant Marsilia and the players to deal with the matter. But in Deleran’s Crossing dealing with local bureaucracy is no simple matter. It is a web more layered than the spider’s, and home to creatures with much larger fangs. They will have to navigate the tribulations of the Chamber of Voices (City Hall) and strike a bargain with those in charge. That Bargain will send them into the city sewers looking for a missing Foreman. : However, where they are sent is not safe and the Magistrate knows it. They are in fact being sent into an area the inspector was nervous about investigating due to it being overrun by Giant Centipedes. There are also other hazards along the way that the group will have to face. The local Magistrate is hoping to use the players to eliminate the creatures so his own people can repair the sewers in that area or that the creatures eliminate the players so Persephone’s position in town is weakened. Either outcome is acceptable. ### Game Opening and Hooks - **Campaign:** Lady Persephone sends you to clear up the red tape surrounding her Aunt’s Estate. - **One Shot:** You were recently convicted of a minor crime. Your punishment is to clear out the vermin in a section of the sewers and find a local Foreman who may have run afoul of these creatures. - **One Shot Alternative:** A local notice is offering a reward for finding a missing Foreman. There is a bonus reward for eliminating anything that may have caused him to go missing. \column ### Important Locations : #### The Barony and Deleran’s Crossing Let us begin with the Nation itself. Once a thriving part of Cetnovia, The Barony was founded long ago after land and title for the Eastern forests of Cetnovia were granted to Deleran Callington as reward for stopping the Kren Empire from using the Throne of Bones to dominate Cetnovia. It was later split off from Cetnovia after some near cataclysmic disasters. Nestled in the rocky foothills and valleys of the Stolregard mountains, the barony is a land with deep old growth forests. It was once a shining jewel in the world but centuries of struggle have dimed its light. The Gray Wood is now filled with dark creatures and foreboding mystery. : The Capital City of Stolregard, Deleran’s Crossing is nestled deep in the foothills of the Stolregard Mountains and surrounded by dark and foreboding Gray Wood forest. Even in these late years and dark times it is still a sight to behold. The city is built upon a cliffed island surrounded by a series of ridges and dells cut out of the land by the Cold Rock River. The ruling seat, Castle Skystone, sits just above the higher points of the city on a plateau along the town’s northern edge. At first glance Deleran’s Crossing appears to be something out of a storybook, upon closer inspection it more closely resembles a Shakespearean tragedy. Being a resident here is difficult, and life is pretty dismal. Despair and hopelessness are as common in town as rats and roaches. Low level violence and petty crime are a daily occurrence. The people do what they have to do to survive both physically and emotionally. : #### Balinovia and the City of Beurnoli This is Persephone’s home, and worth mentioning as a backdrop to her life. Balinovia has an Italian feel to it, particularly when it comes to social and familial culture. Sadly, it is a land of extreme selfishness, most everyone there is looking out for themselves first and themselves second. And who could blame them? The nation is run by a former Pirate who wrangled the nobility under his thumb with the promises of riches or blood. They chose riches. It likely won’t last though. There are tens of thousands of Orcs from the Blood Axe Dominion building up on their northern borders. Balinovia has managed to keep them at bay thus far, but sooner or later the Orcs will break the lines and sweep through the land. : Buernoli is a good sized city of tens of thousands nestled on the north side of the Thundering River, and is a valuable industrial center, and produces much of the nations arms and armor. The surrounding area is hilly and rich with minerals, though most of the major mining operations are across the river in the mountains. It is covered with small farms producing grain and livestock. \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} There are also a fair amount of vineyards, though the land isn’t as well suited to growing grapes as the towns to the southwest. It would be extremely picturesque if it weren’t for the pollution. Buernoli itself is filthy, the streets are filled with trash from large amount of industry that dominates the town. The waste has tainted the river and forges have filled the sky with smoke. The wealthy live well outside the city in hillside villas where they can ignore the decay happening in town. ### NPCs
#### Lady Persephone of House Trellu of Balinovia Introduced in Warehouse of Woe #### Marsilia Baralini Introduced in Warehouse of Woe #### Magistrate Vimar Melanis Introduced in Town of Tragedy ### New NPCs
Many of the NPCs in the story are found in the Town of Tragedy Guide. Or in the previous adventures. Each one there and those presented here have a Potential Dark Secret. These do not need to be used but could make fantastic side hooks and adventures. The NPCs are listed in their order of appearance. : #### City Clerk, Terasa Roche Madam Roche has been around a long time. Some in town put her at near a century, and she looks it. She has a thin and diminutive form and presence about her. Her hair has gone near white and her glasses seem heavy enough to snap her neck. However, appearances can and do deceive. Madam Roche, as she demands to be respectfully called, is still as vierce and sharp as she was in her youth. As one of the only humans in town who remember Deleran’s Crossing in its glory, she has refused to surrender to the social decay the town faces. Sadly though as a lifelong bureaucrat, she is part of it. She is rigid when it comes to policy and law, even when they happen to be laws she disagrees with or finds cumbersome. Her main duties include record keeping and administration, but she also acts as the gatekeeper for Magistrate Melanis. And one should bring political siege weapons if they hope to get past the gates. : **Potential Dark Secret:** Roche is deeply connected to the Table of Elders, a local illuminati of sorts. She has long helped the wheels of their plans in Deleran’s Crossing stay greased. In exchange her family has amassed a great amount of wealth, most of which has been sent to and spent by her three sons who currently live across the Bay of Shallow Graves in Cetnovia. Secretly she has kept very exact records of her dealing with the Table. This has recently been discovered and she is slotted for a long overdue “removal” from her position… and life. : #### Foreman Cione Pisani Foreman Pisani is one of the more distasteful figures in Deleran’s Crossing. He is a larger man with greasy black hair and sluggish features, but none of that is why he is disliked. Cione Pisani is responsible and rewarded for keeping the homeless from squatting inside of Deleran’s Crossing’s many abandoned buildings. The city claims that removing them is an act of public safety, and maybe it is, but Pisani takes great joy in his job and often brings an overkill of muscle with him to carry out his duty. He is also responsible for the workers who maintain the infrastructure of the city. This is a job he does not enjoy and here also the work crews reflect his attitude.
**Potential Dark Secret:** Pisani enjoys violence. But that isn’t really a secret. What he does keep secret however, is the underground fighting pit he runs. He keeps an eye out for particularly strong or scrappy homeless individuals. When he encounters such folks, Pisani and some of his muscle take the individual prisoner rather than just chase them off. They are then taken down into the sewers where they are made to fight to the death in weekly events. These events draw large crowds, and although many in the city know about them, no one really cares. Afterall what do a few dead homeless matter in a town as wretched as Deleran’s Crossing? ### GAME OPENING **BASICS:** This is a level 1 adventure. So make sure your encounters aren’t too much for them. They are working for a wealthy patron so some extra equipment may be in order. I highly recommend giving them a couple of healing potions. I use a homebrewed Minor Healing Potions (1d4+1) for starting out adventurers. There is also potential for a lot of wandering off in this adventure. The Sewers below Deleran’s Crossing are extensive and full of dangers. Be prepared to warn them before they get in too deep and steer them back on track.
**PRIOR TO ACT 1:** The party should have already completed the Warehouse of Woe adventure, unless you are using this as a one shot. But before they get moving perhaps they are sent on a shopping trip for some supplies for Lady Persephone and for some gear for themselves. Otherwise this is a jump right in. \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ### OPENING CUT-SCENE
{{monster,frame ##### “Does this one believe that it can run in our streets and not give Mother a cut?” The well dressed Tabaxi growls at the young human man as he clamps a heavy ball and chain to the man’s legs. The man struggles futilely while two Orc goons hold him against the bridge rails. “Please! Please, Mr Khastavir! I’ll pay my share! I’ll pay double!” The Tabaxi finishes his task and stands up, looking the man dead in the eye. “Double this one offers. And then triple? Yes?” The Man nods. “I’ll pay anything she wants!” A smile creeps across Jhymes feline-like lips. ”Mother does not need your double. Does not need triple. Mother does not have needs. Mother has demands. She demands respect. This one has not shown proper respect.” He nods at the Orcs who push the man over the rail. The Iron Ball catches on the stokework and snaps taunt, suspending the screaming human over the river gorge. He quiets once he realizes he isn’t plummeting to his death. “Maybe this one is lucky? Maybe help comes? If so, this one should remember respect.” With that Jhymes Khastavir, known as “Jimmy Two Shoes” disappears into the night with his Orc muscle. }}
## ACT 01: Condemned The players and Lady Persophone will take a trip over to her Aunt’s Estate. This is the first time she will have seen the property. There is a “condemned” sign out front. She will send the players to inspect the property for damage or a way in. They will report that the house is locked tight, it is old, has needs, but is in no way deserving of being condemned. This enrages Lady Persephone and she will demand they immediately head to city hall and to have the the matter adjusted. ### EVENT: First Things First
{{monster,frame ##### The dull light of sunrise begins to illuminate your room. It should have been good to rest. It wasn’t. Physically you feel restored from your recent ordeals, but there is an emotional weight growing on you that sleep alone can’t remedy. The light itself in this place is muted, dull even, as if something other than clouds blots it out. There is curt rapping at your door. Marsilia’s voice follows it. "Be ready in ten minutes. The Lady wishes to go to her new estate." }} ##### PLAYER CHOICES:
The players can do any moring things they want. Marsilia will be in a hurry but if they want to get Breakfast or poke around the Inn Persephone won’t scold them. If they request to top off their supplies she will stipend out some money and wait for them to return from shopping. When they are ready to go to the house move on to the next Event. ##### MAP: Deleran’s Crossing
1) House Trellu 2) Chamber of Voices 3) Sewer Entrance ### EVENT: Locked up Tight
{{monster,frame ##### You leave the Inn and take a short walk through the town. Everyone you pass moves away from you and doesn’t bother to hide their stares. One small child runs up and spits in your direction screaming ‘Outsiders’. Persephone holds her composure but Marsilia scolds the child angrily. You head for a section of town known by locals as The Downs, half shanty town, half crumbling neighborhood. From what you’ve gathered a large portion of the town’s population lives here in near squalor. Just to the south of the Downs the road turns into a much nicer neighborhood. Although, that concept is relative in Deleran’s Crossing, these homes, once magnificent, show their wear and their age. Peeling paint, missing shingles, and boarded up windows all tell the story of a once proud city long past its prime. }} {{monster,frame ##### “You arrive at House Trellu. Lady Persephone keeps her composure, but the feeling of disappointment is so thick you could almost reach out and touch it. “I feared the home would be in this state, but still had hope that my Aunt cared better for the property than her neighbors had.” The house is in a poor state, and will require a lot of attention in order to put it in a respectable condition, let alone restore it properly. The yard is overgrown with thorny weeds, many of which have begun ascending the side of the mansion and spilling onto the walkway. You are about to begin clearing a path to the house for ady Persophone’s wheelchair when Marsilia draws your attention to a posting on the door. }} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ##### PLAYER CHOICES:
Let them begin to nose around. {{monster,frame ##### On the door frame is nailed the following notice. "This residence has been deemed unlivable by order of the Foreman Pisani. Violators of this order will be jailed and further punished. All inquiries must be made to the City Clerk.” }} ##### PLAYER CHOICES:
Have Persephone tell them to take a look around the property and report back. They can make skill checks to inspect the grounds. These will reveal that the house is old, but seems to be in livable condition. At least from the outside. {{monster,frame ##### Persephone’s jaw visibly tightens. “Take me back to the Inn.” Marsilia turns her chair and begins slowly walking back down the road. The overcast sky begins to drop rain lightly on your group as though the clouds themselves are mocking your every step. The silence of the Lady’s mood drowns out other noise in the streets, including distant thunder, as people huddle on porches or return to their homes. As you return to the Inn she looks at Marsilia and your group. “Go to the Chamber of Voices and handle this. I will not be kept from my holdings by petty bureaucracy.” She wheels herself into the Inn leaving you all standing on the porch in the rain. }} ## ACT 02: Bureaucracy It is a rare occasion that a DM wants to annoy their players. However, this is a governmental interaction and you will very much want to annoy your players. This should be done in a playful yet exasperating fashion that sends them on paperwork chases and keeps them running in circles. If done properly this should lead to laughter and dad joke style groans. : ##### PLAYER CHOICES: Head to High Road and maybe get distracted along the way. Eventually they do need to go to High Road : {{monster,frame ##### Highroad was obviously once a sight to behold. The architecture was designed to be amazingly detailed, and yet simple enough to retail the quaint small town feel. Now, it is broken and in poor repair making it sore on the eyes, even more so than the destitution of Hillside... }} : {{monster,frame ##### ...as this city once a spectacle of wealth and fortune was now more easily described with the word decay rather than decadence. Windows are shuttered and most pain has long peeled revealing the sun rotted gray of the wood beneath. Building foundations and mortar crack and crumble under more than the weight of buildings. There are more people out and about here. Women in fine dresses and men in tall hats parading up and down the streets as if there is nothing amiss at all in Deleran’s Crossing. Though a quick glance into their eyes tell you that their displays of good fortune are more of a covering for sorrows than a rebellion against it. There are more constables here, though their indifferent behavior seems relatively unchanged. Between the city and her people, it gives more a feeling of a withered, heirless, and ancient man counting piles of coins with bony fingers and dimmed eyes in a dark room than it does a township. }} : ### EVENT: Gate Keeper The City Clerk and Magistrate’s assistant Teresa Roche is not going to easily let the players get to the Magistrate, although she has already marked them for the job to come. It's all a song and dance with those who work in the Chamber of Voices, one where they lead and no one else. {{monster,frame ##### As you pass by a gnarled and overgrown park the Chamber of voices comes into view. Lightning splits the sky with a blinding flash and thunder peals overhead with a deafening crack kaboom. The Hall ahead is dark, no light touches the windows from what seems to be a multitude of offices. The black glass panes reflect the light from the sky giving the building a strange sense of false life as the dome above the center and three story wings of the building give it the feel of a predatory spider. }} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} {{monster,frame ##### Opening the door to the rotunda brings a sense of awe. A work of engineering magnificence the interior feels far larger than it appears from the outside, mostly due to the many balconied tiers of the rotunda, which other than a solitary desk opposite the entrance, was completely empty. The echoes of the pounding rain outside creates a constant drumming sound that is borderline maddening. However, this continual noise seems to not bother the woman sitting at the desk in the least. What does seem to bother her is your presence in the Chamber of Voices. }} ### NPC: Terasa Roche Madam Roche has been around a long time. Some in town put her at near a century, and she looks it. She has a thin and diminutive form and presence about her. Her hair has gone near white and her glasses seem heavy enough to snap her neck. However, appearances can and do deceive. Madam Roche, as she demands to be respectfully called, is still as fierce and sharp as she was in her youth. As one of the only humans in town who remember Deleran’s Crossing in its glory, she has refused to surrender to the social decay the town faces. Sadly though, as a lifelong bureaucrat, she is part of it. She is rigid when it comes to policy and law, even when they happen to be laws she disagrees with or finds cumbersome. Her main duties include record keeping and administration, but she also acts as the gatekeeper for Magistrate Melanis. And one should bring political siege weapons if they hope to get past the gates. : ##### PLAYER CHOICES:
Here they will most likely demand that the order of condemnation on Lady Persephone’s home be lifted. Madam Roche is immune to persuasion and intimidation, and has advantage against magic that can alter her mind, which if used and she know will land them in jail for a week. ### EVENT: Run Around So we want them to progress, but Roche isn’t just going to give them what they want. That’s not how business is done. She will send them… - To the Constable’s Offices to get a Writ of Civic Compliance. - She will then tell them that they’ll have to put down a 1,500gp security deposit. 80% Refundable once the residents take occupance. They’ll have to go back to Persephone to get this, as Marsilia does not have that kind of money - Next they will have to head to the Chief Inspector’s Office and obtain a Mandate of Repairs issued by Foreman Pisani - There they will be told that Foreman Pisani has not returned from an inspection in the sewers. The office has the list but it does not have the official city seal on it. - They will have to go back to the City Clerk and get her to let them into the Magister’s office. ### EVENT: Magistrate Melanis “You are shown into the Magister’s Office. It is on the second floor overlooking the Rotunda. It is easily the most lavish site you’ve laid eyes on in Deleran’s Crossing. The style is older, antique even, but still screams taste and class at you. Everything here looks expensive, and for it’s age, it is extremely well cared for. The man sitting behind the desk also fits the description of the room. He looks at you with an intensity and alerts you that this is not the kind of man who wastes time on problems he perceives as petty, which in his opinion is likely almost anything that walks in off the street. He sighs and says ”Out with it. Don’t just stand there. I’ve got matters that need attending, and your presence is a disruption to thing beyond your obvious lack of position.” ##### PLAYER ACTIONS: - If none (Or unhelpful ones) are taken Marsilis will step in. The following is how a typical conversation should play out. It will vary but this gives you an idea.
{{monster,frame ##### Marsilia clears her throat. “Sir, we are here on behalf of Lady Persophone of House Trellu. We’ve been sent to clear up the matter of her condemned property. Being that our Lady is poised to invest a substantial amount of resources into your fine city I would think a warmer welcome would be in order.” }} {{monster,frame ##### Magistrate Melanis stares at Marsilia with an intimidating intensity. “I’m not concerned with your thoughts… servant. Know your place. However, I’m not unaware of this outsider’s presence and her aims. Perhaps we could be of service to one another. My Foreman, whom I need to reverse the Declaration of Condemnation, has not returned from his last job. This is now the second day he has be absent. Find him, or evidence of his demise, and return to me. I will then see what can be done about your situation. Mrs. Roche can give you the details. You are Dismissed.” }} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ### EVENT: Mission Details Roche will simply pass them a Job Poster, it was about to go up on the local boards. (Handout) It is calling for someone to head into the sewers near The East Bridge and look for Foreman Pisani who was headed there to inspect and if possible clear a blockage. She also passes you a quickly sketched layout of the sewers including where Pisani was headed. ## ACT 03: Tunnels Into the Sewers they go. The Sewers of Deleran’s Crossing hold some of the most dangerous monsters in the city, many of them actual creatures, but just like the real world, most monsters are simply people. However, for this adventure we’re going to stay “relatively” safe. Maybe the better way to say it is, we won’t be looking for too much extra trouble. {{monster,frame ##### You climb down the grimy ladder, each rung covered with filth. The smell is retching and threatens to nauseate you. Once all the way down your eyes adjust to the scenery. Much to your surprise, the sewers aren’t much worse than you expected. They are filthy, they are covered in slime and mold, rats the size of cats and abnormally large insects scurry away at your presence. But they are sewers. In most ways they are exactly what you expect. What surprises is the water, which flows quickly, washing the city’s sewage away to the south, keeping the channels unexpectedly “clean”. }} ##### SKILL CHALLENGE: Navigate the Sewers
Just a simple challenge to navigate the sewers. 3 Success before 3 Failures. Success leads them to The First Blockage. Failure puts them there as well, but the encounter will have a stop with some Gray Oozes first. #### POSSIBLE ENCOUNTER: Gray Oozes Grey Oozes are meant to present problems with player's equipment not necessarily be deadly. They can also be used to cause quite a jump scare type moment if they drop on a player! : ### EVENT: The First Blockage
{{monster,frame ##### You come to a junction. You’re pretty sure that your map is leading you a lot further down the tunnels, but you spot a blockage just off to the West. Bobbing up and down in the water just at the base of the pile of refuse is what you guess to be a body. There is a rat tearing at the flesh on the corpse’s back. }} #### ENCOUNTER: Undead Attack Two Skeletons, a Zombie, and a Crawling Claw will attack the players here. They should use a lot of choking, and grasp and drag manuvers. Trying to force the players into the sewage and drown them there. Otherwise it is a pretty stragnt forward battle.
{{monster,frame ##### You cautiously move toward examining the body. Maggots infest its back and the smell turns your stomach. You pause for a moment, something moves out of the corner of your eye. The rats nearby in the garbage scurry away. Bursting out of the filth is a skeletal hand. It grabs for your ankle. Another skeleton pushes its way up out of the trash. You prepare to face them down as the floating corpse in the water turns over and reaches out for you with a gurgling moan. }} : ## ACT 04: Nest Eventually they will make their past a minor collapse that has created a dam in the channel. Beyond that is a “dry” section of the sewers. Freshly turned rubble and boot prints lead into that section. There they will find a Giant Centipede nest, and the missing Foreman who has been coccoonned against the wall at the end of the branch. After they dispatch the Centipedes they can return with the sick Foreman to the surface. {{monster,frame ##### Before you the tunnel has collapsed creating a dam in the water. The section beyond the dam the water has dried up somewhat creating a channel of thick stagnant mud rather than flowing water. The tunnel appears to have been damaged by the collapse as well. There are large cracks and crevices in the pipework, care should be taken proceeding this way. At the main site of the collapse it looks like someone dug around a little in the rubble recently. There are boot prints that head over the rubble into the tunnels beyond. }} : ##### PLAYER CHOICES:
They will likely want to make some checks then move into the area cautiously. These are appropriate actions. If they roll well, give them some early clues to the Giant Centipede activity. \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} {{monster,frame ##### As you move deeper into the tunnels you begin to see some crystalized resin covering the walls and floor. It begins to remind you of a hive like structure. Inside of the resin you notice creatures of various kinds that have been “glued” in place. There are massive rats and large white catfish as well as some insects the size of small animals. A few of them twitch as you pass by, they are trapped alive in the resin. From somewhere ahead a voice calls out to you. ”HELP! Hurry and get me out of here. They’re gone hunting but they won’t be far!” Just at the edge of your vision you ca make out a large man trapped in the resin. }}
##### PLAYER CHOICES:
They will likely rush to set the Foreman free. What they do not know is that there are two Giant Centipedes hidden in cracks and crevices nearby.
#### ENCOUNTER: Centipede Attack Two of the Centipedes will attack immediately. After those two have been eliminated, they can free Foreman Pisani. Once they start moving down the hallway more will show up. They will continue coming until you as the DM feel they have killed enough of them or they players have made it back out of the nest area. Where they will oddly stop pursuit. Why? Who knows... the Pisani will suggest that it is usually because something more dangerous is in the area and they should hurry out. ## CLOSING
### EVENT: Back to the Rotunda This event does not need to be dragged out. But depending on how many people were effected by the paralyze poison centipedes have it may be an ordeal that needs a Skill Challenge. : {{monster,frame ##### You crawl up out of the sewer and into the alleyways of the shantytown of East Deleran’s Crossing. People back away from you as you drag each other up out of the drain. Foreman Pisani collapses onto the cobblestone of the streets. “Well that was a hell of a thing.” He mutters. “Lots of nasty things down there, but f you move slow enough and don’t go looking for trouble or treasures its bout as safe as anywhere in this town. That’s as close I’ve come to being eaten in fifteen years of working these streets. Anyway, I’m sure you didn’t come get me for free, but I owe you a favor. A big one.” }} : ### EVENT: A Deal is a Deal They’ll now likely return to the Chamber of Voices and inform the Magistrate that they were successful. This is basically a simple transactional interaction with Madam Roche. They’ll tell her what happened and she will let them know that the Magister will have the Foreman attend to the house in short order. She will not bother with any other business with them today. And if they have not washed she will demand they leave the Chamber at once. ### EVENT: Keys of House Trellu The next evening Foreman Pisani will arrive at the Inn and deliver the keys to the House. He will also give them a loaf of bread his wife baked. {{monster,frame ##### “Look, I got an unfriendly job here in town, and folks don’t show me much kindness cuz of it. And I know you didn’t get me outta that nest because you’re my friend. Just know, that in this town, cuz of what you did, I’m gonna be your friend. And if your Lady is gonna thrive here, you’re gonna need friends. Watch your backs.” He nods at you and leaves. }} : ### REWARDS: - The Keys to House Trellu: These keys will open the doors of House Trellu - Hero’s Bread: A serving of this Bread takes five minutes to eat. Once consumed it allows you to spend up to two Hit Dice. There are four servings. You can only benefit from the Bread Once a day and it has a shelf life of one week. - New Ally: Foreman Cione Pisani, the Foreman feels indebted to the players and will come through on a big favor for them. If treated well he will perform small favors for free. Otherwise he will be done with them once he has completed any big ask.
:: ## The End : #### The Story Will Continue in "The Haunting of House Trellu"
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## THANKS FOR PLAYING I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon. [AMPLUS ORDO GAMES](https://www.patreon.com/amplusordogames) :: ### DELERAN'S CROSSING ADVENTURES : ##### [A Town of Tragedy Campaign Guide](https://www.patreon.com/posts/supplement-town-62746174) : #### [Warehouse of Woe](https://www.patreon.com/posts/63188187) : #### [Condemned]
}} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} {{wide
: # THE APPENDICES ## Notes, Lore, Stories, Handouts, Maps, & Statblocks : D&D is a complicated dance of information and imagination. I've often found a lot of trouble seeing someone else's vision in what they have written. Having put out dozens of adventures now, we at the AOG have figured out that what we see isn't always what you see. And while that is absolutely wonderful when it spawns creativity... it is absolutely tragic when it breeds confusion. You probably won't find sections like these in our "Year One" or "Quick Shot" Adventures, as those are designed to flow without a lot of extra information. But when it comes to our Bigger Releases we'll typically include quite a bit of extra information to bring some clarity to our thinking, to further expand on our vision, and hopefully add fuel to your own. Some of the things below probably won't change from module to module. Things like the House Rules and How I structure the AOG's Adventures. Other parts like Maps and Statblocks will change every Adventure. I think that's about all you need to know about this section. And as always Thank You for playing with us! }}
![Background Map](https://cdn.discordapp.com/attachments/826264445461856256/934115071037177866/Background_Map.jpg) {position:absolute;top:-200px;right:-603px;width:2350px;height:1800px} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} {{wide
## STORIES
### The Hand of Friendship Algren always knew he was different. For starters he could use magic which immediately set him apart. He was also far older than most of his kin. His intelligence kept him from making the reckless decisions that plagued his people. It was rare that his kind survived a decade, let alone the centuries that Algren had. Born into a clan of hundreds and not one among them shared thoughts or values. He was smart and wise, while those around him were impulsive and vicious. In fact his differences were so stark, his people always turned on him. He had been chased from clan to clan for centuries, always managing to use his magic to escape. But this last time something had gone wrong. He was unable to access the Weave. He was captured. His own people were now preparing to eat him. You see, Algren is a Goblin, and while some Goblins rise above their common nature… most simply stab, steal, burn, smash, and if and when possible, eat the problems presented to them.
Algren sat in his cage pondering his fate and as he was prone to do. Centuries of life and pondering such things had brought him no answers. He stared out at the other captives among him. Many surface folk were in cages near his own. He had encountered their kind from time to time, but not often. Perhaps he had not looked far enough abroad, perhaps he should have looked upward, to the surface. It was a naggin thought, one that ate at him, eventually becoming angry to have not had such a thought earlier. He had always looked for companionship and a like mind among his own kind. For all his thought prowess and wisdom, realizing that holding on so long to such a foolish hope was a grave disappointment to himself. One that he was unlikely to ever be able to rectify.
Fate is odd. Whether you believe in the cosmic tapestry of destiny or of divine hands beyond mortal comprehension or perhaps something else entirely. If you live long enough, the mounting count of coincidence makes it more and more intellectually difficult to not place your faith in something. That day Algren the Goblin found it impossible to not believe in providence. It was as if his very thoughts and ideas of finding camaraderie among those outside Goblin culture brought about his deliverance. And with so many things natural to his people, change came with an explosion.
A group of adventurers had come down from the surface world to rescue the other captives. Algren watched as these surface worlders cut their way through the dozens of Goblins that made up this particular clan. Eventually the members of the Clan had either been killed or had fled deep into the caverns of the Underdark. The adventurers had begun the task of freeing the captives. They had looked Algren’s way, but had not given any sign that they were going to free him. And so Algren cleared his throat and spoke to the Dwarf passing near him.
“Excuse me, good sir. Do you by any chance speak my language?” The politeness of the Goblin stopped the Dwarf in his tracks. Malrom Steelgrit had long ago served as a soldier in the Black Tooth Wars. It was a bloody and violent exchange between local Goblin Clans and the Dwarves that had lived there for centuries. Malrom had learned two things during that war. One hot to speak Goblin and two how to hate them.
“What kind of trickery is this!” He exclaimed. “Deleran! Pieter! Over here! Come! You must witness this marvel.” The group that had just decimated Algren’s most recently adopted clan gathered around the cage.
“My name is Algren,” He began politely. “And while I am a Goblin, I was born some centuries ago with a mind and a spirit quite different than any other of my kind. As you can see, they had no love for me. I was to share the same fate as the captives here. We were to be eaten.” While Malrom translated Pieter, examined the tattoos on Algren’s arms.
“I recognize some of these symbols. Ask him if he is skilled with magic.” The Wizard said to Malrom. “If so, that may explain his attitude, but it also may make him extremely dangerous. Although, he is likely suffering from the same Weave blockage that we are. He may be unable to cast spells. If that is the case… then he is truly unique.”
The conversation continued, and Algren made his case. He wished to be set free and escorted to the surface in order to find those of like mind and morals so he may at long last find a place of belonging. The notion caused quite the debate between Deleran Callington’s adventuring party. Most were of the persuasion that this Goblin was likely dangerous. They were about to decide to leave him to his fate, but Fate is odd.
Malrom spoke up. “We’ve all killed monsters. Some of them creatures…. Most of them folk gone bad. But none of ye have been in a war. War does a thing to your soul that battles do not. There is something about this Goblin that has chipped away at the hardness of my stone cold heart. In the war all we saw and all we knew was that Goblins were vile and vicious little creatures, nothing more than monsters… but here… here is one that defies all such notions. It done something to me. Something deep. You don’t think about it in war, but… I’ve watched Dwarves act just as viciously. Slaughtering entire villages of Goblins with merciliness and ferocity. It was war, and the business of war is ugly. But here my enemy has a soul, a face, and kindness. He seeks values and friendship. He deserves to be free.”
Malrom broke from his friends and brought his axe down upon the cage lock before anyone could stop him. At first Algren recoiled. The Goblin had watched the debate, and was insightful enough to have caught the distrusting glances. However, as the cage door slowly swung open, the Dwarf stepped into the opening, his hand extended in friendship. Algren took that hand and left his centuries of captivity in a culture that only brought him suffering behind. He took the hands of friendship and returned it in kind for centuries to come. }}
\page {{pageNumber,auto}} {{footnote Condemned, April 2022}} {{wide ## PLAYING AN AOG ADVENTURE #### Homebrewed World First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern Cultre from various time periods thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord.
#### The Lay Out I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex.
#### Skill Check DCs I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? For reference the DC scale in 5E looks like this.... Very Easy DC 5, Easy DC 10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC, I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality. That means if they get close they still accomplish their goal, but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see, but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way.
#### Search Checks I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff!
#### Treasure Sizes Every game is different. So I do not *usually* list out treasures. Instead I use the follwing terms to assign value not size to the treasure Petty, Small, Medium, Large, Huge. Often I will use a combination of them. You can decide how best to fulfill that for your party.
#### Identify Rules I use a different style of Identify. Items in my world have a Knowledge DC on them (Arcana, Religion, History, and Nature). I allow the player to use an appropriate Check on an item to identify it. The Identify Spell adds a +10 to this. It can be upcast for additional +5 bonuses. Depending on the score of the Check I give them different information. Some information is extremely hard to obtain, for example Curses are well hidden behind DCs that are at least DC 30, often much higher.
#### Opening Cutscene I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery.
#### Setting, Background Info, and Hooks These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go.
#### Skill Challenges I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here.
> - DM says “Your Boat is taking on water. What would you like to do?” > - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. }} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## THOUGHTS ABOUT HORROR GAMES ##### What is a Horror Game?
That question covers a lot of bases! But there are some core values that make a game a Horror Game, and they aren’t what a lot of people think. Sure it can be a gross out carnage and gore run with entrail and blood covered monstrosities, but far more often it is about the tension and mood of the game you are running. Horror games dive deep into setting a specific tension building tone and subverting player expectations. If you have access to Van Richten’s Guide to Ravenloft, read it! It has a multitudes of tips on what a Horror game is and can be! : ##### Safety and Boundaries
VRGtR talks about this a lot. Make sure you know your group’s boundaries and have a safety system in place when you play. You can google info about that real quick if you need to. But basically it is a way for players to let you know that you’re heading into territory that makes them uncomfortable in NOT a fun way. Then you as the DM can pause and redirect. Twas a time I thought that was lame and unnecessary… then I had a player have a breakdown. I didn’t know it was coming and in fact they didn’t either, but the narrative got way to close to home emotionally in regard to past trauma. Were there safety tools in place that player could have let me know, but instead they felt trapped there growing more and more uncomfortable until it was too late. So talk to your players and develop a plan to create and protect boundaries! : ##### Tone and Subverting expectations.
So lets talk about tone. Not the specific tone differences between say a gothic horror game and a cosmic horror game. The overall tone that horror should create. No matter what the style of the game is, horror games always promote feelings of rising tension and release. A lot of people compare this to a roller coaster, that’s close but coasters usually start big and end slower. Horror tends to work in reverse. Rising tension, small relief, more tension, more relief, high tension, little relief, you get the idea, and then it all comes racing to a finish at the end… or did it? Creating that kind of tension and not making your players miserable with it is a skill that you as the DM will need to develop. And one of the best ways to do that is to subvert their expectations.
This is another place where the Roller Coaster analogy kind of goes off the rails. (Yeah I punned that). You know on a coaster that after a long rise there is going to be a drop. You see it coming. You’ve watched it the entire time you were in line. It built excitement for that moment. But what if the coaster didn’t drop right there? What if it only dipped a little bit? What if the design of the track was intentionally misleading? That is the kind of tension you want to create.
Ever ride a Disney Coaster? Most are encased in a building or shoot through massive scenery that obscures your vision. That is 100% intentional, because were those coasters open air they'd be pretty lame, but the fact that you have no idea there are dips and twists coming on that run-away-mine-train makes otherwise yawnable rides fun. That is horror. The players think something is about to happen, but what is really happening is over here. You ever do the pull a quarter out of a kid’s ear trick? If you’re good at it you learned to get them to look anywhere but at where you’re keeping that quarter, and then the moment they look away you grab their head and scream WHAT IS THAT IN YOUR EAR! OMG!... lol… don’t do that to children… that’s called trauma. But when it comes to Horror Games I’m sure you get the idea. Its basic illusion work, get them looking anywhere other than where the threat is.
You also need to play with tropes and then sometimes turn them on their heads. Folks say all the time they hate tropes. I’m just gonna put this out there… most people don’t know what they actually like and hate. People love tropes, they’re tropes for a reason. We play a game that in all of its core aspects is a living breathing trope and it is really hard to get away from it.
So what we’ve all done is embrace it, sometimes without realizing it, and that gives you a lot of room to take tropes and flip them upside down. Horror leans into tropes all the time. A group of people get isolated and a creature picks them off one by one. That is the heart and soul of 90% of horror stories. That’s a trope. Strahd is one of the tropiest tropes that ever troped, and we all still love him. Tropes create a sense of security, players think they know what’s coming, and messing with that is your most effective tool in creating tension.
I ran Curse of Strahd a while back. It is wonderful as written, but I can’t help but mess with stuff so I jiggered the heck out of that module. In the run I introduced Colletta (the “Tatyanna”) character as the typical damsel in distress being chased by a Vampire. But then they met Strahd who was simply done with everything and determined to destroy his own realm. He was of course hot after Coletta as he always is, but more interested in the end of his curse. This turned him into an anti-hero of sorts, and every interaction with him was uncomfortable but helpful. . Now the players Never Ever Ever trusted Strahd, nor should they have. But Strahd was never the Villain of my story. Colletta was. I had given her access to past memories of her former lives and she was determined to not let Strahd free of his curse but instead to strip him of his powers and torment him herself forever. They players did so many horrible things to protect that damsel in distress and all the while were pawns to evil, meanwhile evil was attempting a true redemption that they denied him. Tropes used and expectations subverted. It was a glorious ending full of shock and horror. And I couldn’t have done it without leaning into tropes!
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##### Keep your Focus & Remember, Less is More
Less is More, this old saying rings true in so many areas of life, and holds a lot of sway over Horror. How many monsters are there in most Horror stories? Most of the time there is only one. If there are more it is usually the same type of creature. There is a reason for that. One you should lean into. One very hard to kill creature is a lot scarier than dozens of slaughterable goons. “If it Bleeds We Can Kill It.” is a statement of Hope not Fact. Hope can be crushed. Now I’m not saying don’t use minions or random encounters or mini bosses. We need those in an Adventure. What I am saying is don’t drown your players in them, and never let the focus off your main threat. It is always there. Looming and lurking. In many ways it is the Monster’s story and no one else's. Doubt that? Think of most of the popular Horror Stories you know, who is easier to remember? The Monster or the People it is after? In almost every regard, your threat is your Protagonist. You still probably want your players to pull out a win, because that is fun for them, but your monster is your true star.
: ##### The World Doesn’t Work in Their Favor
Normally, there are a lot of things that should work in the players favor. NPC cooperation is often one of them. But you’re out to create a general feel of suspicion and distrust. Therefore NPC and the World should give the impression of wanting to cooperate, but they often don’t.
: ##### Use Good Descriptive Words.
It’s not an Ogre. He isn’t just ugly. He is a hulking monstrocity nearly 10 feet tall covered in oozing sores with chunks of flesh hanging between its rotting teeth.
: ##### Hunt Them
Being Hunted by a monster is more nerve wracking than fighting it. Building on a feeling of dread and anticipation can really make people unsettled.
: ##### 2 Steps Forward 1 Step Back, Always…
They never fully win. Everything has strings attached and ripple effects. You‘re out to create the shadow of hopelessness. They save a peasant from a monster but while they were helping them, something else bad happened. Not as bad, but they need to start to live with the feeling that they have too many fires to fight. Let them win once and awhile, but they should mostly be partial victories. I mean you don’t want to crush their souls or anything… wait… or do you… ? : ##### Use a Kobayashi Maru
Otherwise known as a No Win Situation. Someone is sick and dying and they can’t save them. Someone can’t be brought back from the dead because - reasons. They couldn’t prevent a village from being destroyed. And if they pull a Captain Kirk and try to cheat the system… well remind them that Star Trek is fiction and this is D&D.
##### Force Them to Make Terrible Choices
In a regular game a BBEG might monologue and players could try to save the day. Yeah, that doesn’t happen here. If the BBEG is monologuing it is because players can’t stop them and they think it is amusing. There are two guillotine and two people trapped in them. They literally, no matter what can only save one. Those type of things. I have even killed a player very early in the campaign to emphasis that in a Horror Game villains don’t piss around.
##### Enforce Consequences.
Bad choice need consequences. This chips away at their morale. However, a player can usually deal with consequences affecting them. But… If they have an NPC ally and that NPC pays for it. That is differet. Hurt the helpless and your players will become extremely nervous. Hurt someone they don’t want to mess with and they will be down right scared. Now, this does not work on Murder Hobos... at first… because players like that don’t care about things like NPCs… but there are things they do care about, and once the consequence affects those things it hurts bad.
##### Chipping Away at Their Sanity
I highly reccomend using a sanity mechanic. There are many good ones out there that don't come across as blunt force trauma immediately. The things seen in a Horror Game should unsettle the characters deeply. In fact if we're honest most of what adventurers do and see should leave emotional trauma in their wake. Lean into that. When they see something have them make a sanity check... the more they fail the harder the checks get. And the more unhinged thier behavior becomes. Will they even be able to tell friend from foe by the end of the game? Hopefully at least one of them wont! Because having someone's character completely go off the rails is a good time in a game like this! ### SUPER IMPORTANT
##### Give Them a Flower in the Desert
The last thing I will leave you with is an easy and simple notion. Don’t constantly oppress the players. Horror has a lot of things that chip away at resolve, and if you don’t lift them up once and a while they’ll give up. That means they stop having fun. The Flower in the Desert concept is exactly what it sounds like. Give them something fun and wonderful once and a while. Give them a scene of beauty not terror. Give them a flower in the desert. It keeps them going and helps relieve the stress of the adventure. Humor is often one of your best avenues, but a real spot of world building beauty is something they will always remember!
##### The End?
I’ve got a ton more I could say about all things Horror, but I gotta wrap it up somewhere. If you want to pick my brain about it, send me a message where you found this and I’ll get back to ya! \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## Missiong Persons Job ![Map](https://cdn.discordapp.com/attachments/826264445461856256/962425522036543559/Bounty_Poster.jpg) {position:absolute;top:80px;right:50px;width:700px} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## The Stolregard Barony ![Map](https://cdn.discordapp.com/attachments/826467488069976124/826559365262868530/Taalist_-_Stolregard.jpg) {position:absolute;top:120px;right:8px;width:800px} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## Deleran's Crossing ![Map](https://cdn.discordapp.com/attachments/826264445461856256/962424005132963880/Delerans_Crossing_1.jpg) {position:absolute;top:80px;right:50px;width:700px} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## House Trellu ### Outside ![Map](https://cdn.discordapp.com/attachments/832646878377017414/963445804377468928/AOG_BUILDING_-_Trellu_House_F0_Outside.jpg) {position:absolute;top:120px;right:8px;width:800px} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## Sewer ### Random Junction ![Map](https://cdn.discordapp.com/attachments/826264445461856256/962381747947991090/AOG_DUNGEON_-_Sewers_001.jpg) {position:absolute;top:120px;right:8px;width:800px} \page {{pageNumber,auto}} {{footnote Condemned, April 2022}} ## Sewer ### Centipede Nest and Otyugh Pen ![Map](https://cdn.discordapp.com/attachments/826264445461856256/962381748640030730/AOG_DUNGEON_-_Sewers_002.jpg) {position:absolute;top:120px;right:8px;width:800px}