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  The House of Rogat Demazien 
   
  Writing, cartography, cover and layout: Gabor Lux 
   
   
   
  © 2005 by Gabor Lux. All rights reserved. 
   
   
  Introduction 
   
  The House of Rogat Demazien is a low- to 
  mid-level adventure location for use with the 
  Wilderlands of High Fantasy boxed set and 
  the Castles & Crusades role-playing game. 
  It is by no means a complete adventure; 
  rather, it is expected that the Judge will 
  insert it into his campaign as appropriate, 
  and devise some sort of plot hook to 
  motivate his players to seek out and explore 
  Rogat Demazien’s strange dwelling. It is 
  also a matter of taste and convenience where 
  the module is located in the milieu: although 
  originally created for Zothay (also available 
  from the Judges Guild home page), any 
  sufficiently large town will do, as long as a 
  crowded slums/inner city area is present. 
  Once more, this supplement is just a starting 
  point. Whether approaching the house on a 
  mission of burglary, or investigating a series 
  of strange disappearances, there are multiple 
  paths a party could take: how the eventual 
  adventure proceeds is a matter of focus and 
  player choice, as there is no shortage of 
  potential 
  outcomes. 
  Exercise 
  good 
  judgement when running your scenario, and 
  don’t let preconceptions get in the way of the 
  game experience. 
   
  Gabor Lux 
  Background 
   
  Rogat 
  Demazien’s 
  house 
  is 
  an 
  old, 
  crumbling building located in the Beggars 
  Quarter of Zothay, right next to its western 
  gate. It is surrounded by empty houses; some 
  of these are sealed to prevent unlawful entry, 
  whereas others are known to be the 
  dwellings of thieves and vagrants. In any 
  case, this is a place where few choose to 
  live, unless they are short on money or don’t 
  mind the proximity of the vilest city scum. 
  Since the entire quarter is protected by a 
  treaty that keeps out the watch, one can only 
  count on his own devices to guarantee the 
  safety of his life and valuables. 
  Despite the squalid conditions, it is precisely 
  this house – formerly a prosperous cloth 
  merchant’s home – which Rogat Demazien 
  purchased a year after the previous owner 
  died without leaving an heir. He paid the 
  authorities a modest yet fair amount and 
  moved in with his simple belongings. Since 
  then, he has become known as an authority 
  on the strange an unusual, with an interest in 
  subtle enchantments and ancient history. 
  Such skills have attracted the interest of 
  Kritas, Zothay’s tyrant, who has consulted 
  him on multiple occasions – a development 
  which has, in turn, aroused the suspicion and 
  dislike of other magic-users living in the 
  city. The only exception is Beshtal Teg, a 
  morose Ghinoran known to sell strange 
   
  3
  
  idols: he and Rogat are apparently on good 
  terms. 
  Despite his apparent favour with Kritas, 
  Rogat Demazien lives alone without any 
  outwards sign of much wealth; his sole 
  servant, an elderly man many have seen but 
  none have talked to, visits once a week to 
  deliver supplies to his master, but otherwise 
  lives somewhere else. Rogat himself is very 
  rarely seen, usually only when he leaves the 
  city to visit Khauran, his former place of 
  residence. This he does three to five times 
  every year. In his absence, thieves have tried 
  on two occasions to burgle his house. Both 
  expeditions resulted in a failure, and none of 
  the perpetrators returned, although one was 
  found with a broken body before the front 
  door, apparently having fallen from the roof 
  or the balcony below. There was no other 
  sign of injury, and no sound of struggle 
  during that night – just the disappearances, 
  the body and nothing more. 
   
   
   
  Key to the Street Level 
   
  A. Street 
  Unlike the southern streets of the Beggars 
  Quarter, this place sees little traffic. The old 
  houses which had once belonged to 
  prosperous families are empty; some are 
  close to collapse, but even those in a 
  relatively good condition have seen better 
  days. Pigeons and seagulls nest in the empty 
  windows. All four keyed houses have a flat 
  roof and three to four stories. Walls are easy 
  to climb (TN -2) but there is a 20% chance 
  on every attempt that a stone is loose and the 
  climber must roll a Dex save or fall and 
  suffer 3d6 points of damage. During the 
  night, there is almost no chance of 
  interruption; roll for random encounters 
  every hour spent outside. Encounters occur 
  on a 1:6 chance. 
  Roll  Result 
  1. Beggars of Shakkur (3d6, see undercity 
  area 10. for more) 
  2. Drunks (2d4) 
  3. Giant rats (2d10) 
  4. Stray dogs (3d4, 30% hostile) 
  5. Robbers (2d6, only approach small 
  groups) 
  6. Prostitutes (1d3, passing through) 
   
  Beggars of Shakkur: HD 1-1; AC 9; dmg 
  1d6-1 crutches (club); SV P. [Do not count 
  as losses for the underground area.] 
  Drunks: HD 1+1; AC 10; dmg 1d6 
  shortsword or club; SV P. 
  Giant Rats: HD ½; AC 13; dmg 1d4; SA 
  disease; SV P. 
  Stray Dogs: HD 1; AC 13; dmg 1d6; SV P. 
  Robbers: HD 1d6+1; AC 14 (+3 studded 
  leather, +1 buckler); dmg 1d6 shortsword or 
  1d4 thrown dagger; SA back attack, thief 
  abilities; SV P. 
  Prostitutes: HD 1; AC 10; dmg 1d4; SV 
  Dex, Con, Cha. 
   
  B. The house of Rogat Demazien 
  This is the most intact house of the four. It 
  has a strong wooden door that is always 
  locked (TN +6), and multiple windows too 
  narrow to squeeze through. On the third 
  floor, there is a small balcony and an 
  unguarded archway covered by a simple 
  curtain. Interior areas are described below. 
   
  C. Alley 
  The narrow alley between the two houses is 
  full of fallen debris. A crack in the wall to 
  the east leads into the abandoned building. 
   
  D. Poorhouse 
  This once prosperous building is inhabited 
  by cannibalistic beggars, and is described 
  below. The front door is walled up, but there 
  is a gap in the western wall which allows 
  easy entry. 
   
  4
  
   
  E., G. Houses 
  These two ruins are connected by a small 
  bridge on the second level. Both are in a run-
  down condition. 
   
  F. Alley 
  Another narrow alley. Set in the passage 
  below the overarching bridge is a rusted iron 
  gate. The gate is locked (TN +0), and seems 
  to have been left unmolested for years. 
  However, it is in fact well oiled, as the small 
  room opening from the alley’s end is used by 
  the thieves guild to hide items and people. 
  The current resident is Fik, a 3rd level thief 
  hiding from the authorities. 
   
  Fik: male human Thf3; hp 9; AC 15 (+3 
  studded leather, +1 buckler, +1 Dex); Atk +1 
  shortsword; SA back attack, thief abilities; 
  SV Int, Dex, Cha. 
   
   
   
  Key to the Houses 
   
  Defenses 
  Although Rogat Demazien doesn’t employ 
  any guards, he has his own ways to take care 
  of thieves. Deadly illusions and enchanted 
  statues – special gargoyles – protect his 
  premises. The traps are activated as 
  indicated in the text. The statues are another 
  matter: they become self aware when the 
  first intruder crosses their line of sight, but 
  don’t attack until a favourable opportunity 
  presents itself. They try to use their innate 
  abilities for maximal effect before entering 
  melee. In combat, they fight as gargoyles; 
  however, they also project a 15’ radius area 
  of absolute silence while they move. The 
  statues communicate telepathically. If one is 
  destroyed, the rest animate and converge on 
  the enemies to eliminate the threat. 
   
  1. Shop 
  The cloth merchant’s store is a dark, 
  cramped room smelling of dust and stale 
  lamp oil. Wooden chests full of decayed 
  cloth are piled up under the blackened 
  beams. Miscellaneous tools – scales, shears, 
  measuring sticks – lie on the counter top. 
  Nobody has disturbed the place for a long 
  time. The only detail that looks out of place 
  is a heavy basalt idol in the north-eastern 
  corner. It appears as a squat reptilian beast 
  with a grotesque horned head, stunted bat-
  like wings and crooked claws. The bestial 
  image is a gargoyle. It can command the 
  front door to shut and lock at will. It doesn’t 
  attack unless someone attempts to leave the 
  house through this exit. 
   
  Gargoyle: HD 4+4; hp 22; AC 15; #AT 4; 
  dmg 1d3/1d3/1d6/1d4; SA silence; SD DR 
  5/+1; SV P, M. 
  Silence: as long as the gargoyle is in motion, 
  all sound within 15’ is negated. There is no 
  saving throw against this ability. 
   
  2. Stairway 
  More chests full of cloth are kept here. The 
  stairs are of cedar, and appear to be well 
  cared for if a bit dusty. A trapdoor leading 
  down is hidden behind some crates. It is hard 
  to open from below (Str check, TN +0). 
   
  3. Servants’ Quarter 
  The merchant’s apprentices lived and slept 
  here. Their belongings are all gone – only 
  four cots, chairs and a table remain. 
   
  4. Kitchen 
  A counter and a fireplace. The soft veil of 
  cobwebs covers everything. Only rats disturb 
  the place. 
   
  5. Entry Hall 
  This decorative hall was once used to 
  welcome the guests visiting the prosperous 
  inhabitants of the house. Frescoes and 
   
  5
  
  mosaics remain, but furnishings do not. 
  Debris has fallen from above, and weeds 
  have sprouted in the gaps. There is a foul, 
  unclean smell. A stairway leads to the floor 
  above, 
  while 
  another 
  leads 
  into 
  the 
  basement. A pile of soiled rags lies in a 
  corner. 
   
  6. Dens 
  These side rooms once housed servants or 
  slaves. They have recently been used as 
  sleeping 
  chambers 
  by 
  the 
  degenerate 
  beggars. The rooms smell of urine and 
  human waste: the sole contents are a few 
  discarded blankets, too decayed even for the 
  current inhabitants. A narrow crack from the 
  northern room leads outside. 
   
  7. Bedroom 
  This is a simple yet tidy bedroom, with a 
  double bed, a wardrobe and a faded brass 
  mirror on the wall. Like the rooms on the 
  first floor, it is completely abandoned. A 
  chest contains a gown, various headpieces, 
  sandals, etc. 
   
  8. The Room of Endless Night 
  A perpetual gloom shrouds the room. Both 
  natural and magical light turns into a strange 
  phosphorescence that barely illuminates the 
  immediate surroundings. Shutters close the 
  only window and inky drapes cover the 
  walls and ceiling. The material is dotted with 
  a myriad silvery white dots glowing like 
  stars. The effect is that of the night sky, 
  presented with a lifelike accuracy right down 
  to the smallest constellation. A sizable water 
  basin stands in the middle of the room. 
  There is also a wardrobe by the east wall and 
  a stone pedestal with another gargoyle in the 
  northwest corner. 
  The water basin is made of marble and looks 
  like fonts typically found in large temples. 
  At night, the image of the moon may be seen 
  within, just as it appears outside the house. 
  This 
  image 
  possesses 
  an 
  unnatural 
  magnetism: anyone looking in the water has 
  his gaze transfixed, and if he fails a saving 
  throw vs. Charm (Cha, TN +0), he falls into 
  the water and sinks towards the pale 
  reflection. Unless rescued in four rounds, a 
  save vs. Illusion (Int, TN +6) is required to 
  avoid drowning in this abysmal well. Of 
  course, this is all an illusion. The victim 
  merely stands immobile by the basin, and 
  even if he is „killed”, he may be returned to 
  his senses by vigorous shaking. Of course, 
  approaching with opened eyes may just as 
  well capture more characters… 
  The wardrobe is made of the darkest cedar, 
  and 
  appears 
  to 
  be 
  of 
  extraordinary 
  craftsmanship. A silver pentacle is set in its 
  doors. If opened, a cloud of icy darkness 
  swirls outside and attacks. The darkness 
  fights as a monster, but its damage is 
  illusionary, „disappearing” in an hour. 
  The gargoyle is just like its companion in 
  area 1., but instead of the ability to lock 
  doors, it can use a powerful mental strike. It 
  prefers to attack once multiple PCs have 
  fallen prey to the well or they have released 
  the darkness. It also attacks anyone returning 
  from area 9. 
   
  Gargoyle: HD 4+4; hp 24; AC 15; #AT 4; 
  dmg 1d3/1d3/1d6/1d4; SA silence, mental 
  strike; SD DR 5/+1; SV P, M. 
  Silence: as long as the gargoyle is in motion, 
  all sound within 15’ is negated. There is no 
  saving throw against this ability. 
  Mental Strike: once per day, the gargoyle 
  can employ a mental strike against a single 
  opponent. The victim must roll a save vs. 
  Constriction (Str, TN +4) or suffer 6d6 
  points of damage. 
   
  Darkness: HD 4; hp 14; AC 18; dmg 2d6; 
  SD incorporeal; SV M. 
  Incorporeal: the darkness is immune to 
  physical attacks. Fire and magical spells 
  harm it, but clerical turning has no effect. 
   
   
   
   
  6
  
  9. Corridor 
  Wispy sheets of spider webs hang from the 
  ceiling. The passage is perpetually dark (just 
  like area 8.). Ghostly sounds of laughter and 
  merrymaking float through the air. Sparks of 
  multicoloured light seem to have been 
  ensnared in the webs like simple flies, but 
  they are another illusion. The sparks are 
  extinguished on touch with a hollow sigh. 
   
  10. Workroom 
  Rogat Demazien’s spartan office is kept in a 
  neat order. His writing desk is covered by a 
  stack of scrolls; a portrait hangs above, and a 
  brass brazier sits by on the carpet to provide 
  light and warmth at night. The portrait is that 
  of an attractive young woman with sable hair 
  and a warm smile, clothed in silk and rich 
  velvet. The scrolls are letters addressed to 
  this (unnamed) beauty, expressing the 
  illusionist’s longing for her and lamenting 
  Rogat’s exile to this city. None of the letters 
  have been sent, and an astute reader may 
  realize that the object of Rogat’s affections 
  is no longer among the living. Depressing a 
  stone under the portrait opens the secret door 
  to the secret storage. 
   
  11. Secret Closet 
  The closet’s walls are covered by wooden 
  shelves. Most of them are empty, but the 
  centremost holds a fair number of odds and 
  ends: 
  - gnarled pieces of dark wood wrapped in 
  red string 
  - a bundle of sparkling glass prisms 
  - a scroll with a shadow monsters spell 
  protected by suggestion (save vs. Spell, TN 
  +6; the suggestion is „put it back, it is 
  useless”) 
  - two vials of exotic oils (a dream-drug) 
  - a lacquered, black wooden skull 
  - a leather-bound booklet wrapped in black 
  silk 
  - a keg of green light with all – except tactile 
  – properties of a liquid 
  - a transparent lizard preserved in an 
  alcoholic solution 
  - [while at home, Rogat’s travelling spell 
  book is also found here] 
  The booklet contains a key to decode secret 
  messages, and reports on the politics and 
  notable personalities of the city state. The 
  booklet is warded by a cunning illusion: as 
  soon as it is removed from the closet, a 
  spectral apparition materializes, seizing the 
  volume and disappearing with its prize 
  through the north wall. In reality, the book is 
  simply turned invisible and transferred back 
  on the self where it came from – and may be 
  safely removed if found for the second time. 
   
  12. Gallery 
  This gallery overlooks the entry hall. The 
  balustrade’s decorative stone carvings have 
  mostly fallen, or are close to collapse. Debris 
  litters the floor. The columns before room 
  13. are carved into the shapes of nubile 
  women clad in silken gowns and holding 
  fans made of palm leaves. Each carries a 
  symbol resembling a fish around her neck. 
   
  13. Abandoned Suite 
  Gilded frescoes cover the walls, depicting an 
  undersea environment – mermen, mermaids, 
  giant sea-horses, seaweed and so on. A large 
  gathering of mer-people appears to be nobles 
  judging by the rich jewellery they wear. 
   
  14. Rogat Demazien’s Living Room 
  The spacious quarters almost occupies a 
  whole level. The star-sewn black drapes 
  found at location 8. dominate, but here, they 
  are pleasantly contrasted by rich brocades of 
  royal purple and golden yellow, as well as 
  pillows in a dozen various colours. The room 
  is illuminated from the archway to the 
  balcony. Another source of light is found by 
  the low table in the centre of the room: a 
  small brazier that burns perpetually, emitting 
  a heavy, spice-laden fragrance. It guarantees 
  pleasant dreams but doesn’t have any 
  immediate effect. 
   
  7
  
  A gold-inlaid decorative wooden box on the 
  table (65 gp) holds a rainbow crystal 
  glowing with an inner opalescent light. 
  Anyone possessing the stone will fail all 
  saving throws vs. Charm, Spells (including 
  spells that require other types of non-Int 
  based saving throws) and Illusions. The 
  stone may be discarded with a remove curse 
  spell. 
  Another gargoyle is concealed in the 
  shadows of the NE corner. It can take 
  control of one opponent on a failed saving 
  throw vs. Charm (Cha, TN +4). Control lasts 
  for 1d6+4 rounds; it is merely physical and 
  rather clumsy, so that a character controlled 
  and used to fight companions will use the 
  idol’s attack values, and may not simply 
  commit suicide – even though it could „hit” 
  itself with a weapon. The gargoyle prefers to 
  act after someone takes possession of the 
  rainbow stone. It makes the victim attack 
  companions, and when control is close to 
  expiring, leap out of the balcony (3d6 points 
  of damage). 
   
  Gargoyle: HD 4+4; hp 30; AC 15; #AT 4; 
  dmg 1d3/1d3/1d6/1d4; SA silence, mental 
  strike; SD DR 5/+1; SV P, M. 
  Silence: as long as the gargoyle is in motion, 
  all sound within 15’ is negated. There is no 
  saving throw against this ability. 
  Control Opponents: once per day, the 
  gargoyle may attempt to control an opponent 
  who fails a saving throw vs. Charm. Control 
  lasts 1d6+4 rounds, and is physical only. 
   
  15. Stairwell 
  Beams of sun- or moonlight stream in 
  through small glass windows. A spiral 
  staircase climbs upwards below a web-
  shrouded cupola. The original stuccoes of 
  the wall are starting to peel and crumble, 
  forming a fine layer of dust on the floor. 
  In front of the northern passage (and just 
  under the stairs) is yet another stone idol. It 
  has already dispatched a thief: a young man 
  with contorted limbs and fear in his open 
  eyes lies in the centre of the room. He wears 
  a dark silken shroud, has a rope & grappling 
  hook, a dagger and an empty sack. 
   
  Gargoyle: HD 4+4; hp 24; AC 15; #AT 4; 
  dmg 1d3/1d3/1d6/1d4; SA silence, mental 
  strike; SD DR 5/+1; SV P, M. 
  Silence: as long as the gargoyle is in motion, 
  all sound within 15’ is negated. There is no 
  saving throw against this ability. 
  Mental Strike: once per day, the gargoyle 
  can employ a mental strike against a single 
  opponent. The victim must roll a save vs. 
  Constriction (Str, TN +4) or suffer 6d6 
  points of damage. 
   
  16. Upper Suite 
  This suite is similar to the one on the floor 
  below, 
  but 
  much 
  better 
  illuminated. 
  Decorations are primarily geometric, in red 
  and green colours. There is a marble dome in 
  the eastern room supported by five thick 
  columns. It allows one to observe the lower 
  floors. There is still a small silver lantern 
  hanging from the top of the dome. Its value 
  is some 25 gp, but a Climb check (TN +2) is 
  needed to reach it. Falling damage is 4d6 
  (3d6 for the height, +1d6 for the hard floor). 
   
  17. Rooftop 
  A flat rooftop. 
   
  18. Rooftop Shack 
  This windowless stone shack was once used 
  by the guards serving the lord of the 
  mansion. It looks abandoned on first sight, 
  and its entrance is bricked up. However, it 
  isn’t uninhabited: a trapdoor in the shack’s 
  flat roof allows entry. Habitation is evident 
  from the straw mattress, pewter tankard of 
  water, clay lamp and the small wooden table 
  with a selection of thieves tools: levers, 
  crowbars, drills, small hammers and so on. 
  Also, very thorough searching reveals a 
  stone in the floor, which may be removed to 
  reveal a large cavity – and a sparkling 
  golden decanter worth 280 gp. 
   
  8
  
  There is a 20% by night and 60% by day that 
  Radmeras, the shack’s inhabitant is about. 
  Radmeras is a half-orc assassin, currently 
  being employed by a fence in the city state 
  to reacquire sold goods, but occasionally 
  selling his services to the cultists of Set. He 
  wears a filthy green cloak, likes to pick his 
  teeth with a knife and is a lot more 
  intelligent than he appears. He prefers to 
  attack from complete surprise, and if a hit 
  fails, he immediately flees the scene. 
   
  Radmeras: male half-orc Asn6; hp 36; AC 
  17 (+4 chain shirt, +1 buckler, +2 Dex); Atk 
  +3 longsword 1d8+1 and poison (2d6/2d6 
  hp); SA case target, poison, sneak attack; SD 
  climb, disguise, hide, listen, move silently, 
  traps; SV Dex, Con, Int; Str 13, Dex 16, Con 
  16, Int 13, Wis 12, Cha 8; 34 gp, 11 sp, five 
  doses of blade venom (2d6/2d6 hp), thieves 
  tools, crowbar, three doses of healing balm 
  (1d4 hp), two doses of anti-toxin. 
   
   
   
  Key to the Undercity Level 
   
  1. Cellar 
  The limestone vaults under the cloth 
  merchant’s house are cool but reasonably 
  dry. Lime dust lies on the floor. The large 
  wooden dying vats are empty now (although 
  their colours are still apparent), save for one: 
  a wooden pressing lid doesn’t go all the way 
  in because of the two corpses underneath. 
  These victims were killed by the gargoyles 
  and carried down here by Rogat Demazien. 
  On a whim, Rogat added some water and a 
  block of indigo dye to see how the bodies 
  would look after a few months, but forgot 
  about the incident. The results aren’t pretty. 
   
  2. Circle in the Dust 
  Someone has drawn a chalk circle on the 
  floor and enclosed it within a triangle. If 
  detected for, the circle and the air above it 
  appears magical. If disturbed, a disembodied 
  head of an old man appears and exclaims: 
  „Do not call me into this world, sorcerer: 
  will you do, will you regret it…” The image 
  is harmless and disperses if hit by magic 
  (weapon or spell). It can pronounce a vile 
  curse („May that which crawls within the 
  earth crawl within you, and may that which 
  devours the earth devour your being.”), but 
  this curse is ineffective. The illusion appears 
  again and again if the characters return. 
  Suspended above the circle is an invisible 
  chest supported by invisible chains. This is 
  what the illusion is meant to protect… and to 
  confuse magical search. The chest is trapped 
  with an envenomed needle: save vs. poison 
  (TN +6) or die. The contents are the 
  following: 3900 electrum, potion of undead 
  control, 
  scroll 
  of 
  travelling 
  to 
  the 
  netherworld (reader and everyone in a 30’ 
  radius – 10% chance of being sent to an 
  „upper” dungeon level, 30% of being sent to 
  a „lower” dungeon level and 60% of actually 
  being sent into some underearth domain of 
  the Judge’s choice) and a spellbook with 
  illusionist spells. 
   
  3. Sealed Chamber 
  Only a character adept at construction or 
  detecting secret entrances has a chance of 
  noting that a doorway was walled up here. 
  The stonework is roughly two or three years 
  old; Rogat Demazien is unaware of its 
  existence. If it is broken through, a small 
  chamber is revealed as a gust of dry, dusty 
  air escapes. Desiccated corpses with cracked 
  skin huddle inside… their body is more dust 
  and earth than conserved flesh, and the once 
  rich garments are mere rags, the golden 
  embroidery 
  having 
  faded 
  into 
  putrid 
  corruption. One of the gnawed-on hands 
  bears a golden signet ring with a trident-
  armed warrior (250 gp). A pewter plate in 
   
  9
  
  the centre of the room is full of 45 ancient 
  gold pieces. The stairway to the south has 
  collapsed and is impassable.  
   
  4. Clerical Chamber 
  A few steps lead down here. Wall carvings 
  over an altar stone depict wave-like motifs. 
  Uncertain whispers may be heard – „…yes, 
  yes… that is it… yes…of course…”). The 
  wave-like motifs are a form of Ancient 
  Viridian script; together, they form a prayer 
  to this fell undersea deity. 
   
  5. Secret Passage 
  Rogat Demazien doesn’t know about the 
  passage. Its western terminus is behind a 
  wall niche, the other end is hidden by the 
  undertemple’s stone stele. The passage is 
  narrow and may only be travelled single file. 
  Midway along its length, there is an arrow 
  trap: the first and last character is both 
  attacked by 2d4 arrows (+5 to hit, 1d6+1 
  dmg). 
   
  6. Undertemple 
  A larger underground area formerly used as 
  a chapel dedicated to the worship of the 
  Viridian overgod Armadad Bog. The ceiling 
  is low and covered by still vivid blue stucco. 
  A stele stands at the far end. A relief on the 
  stele depicts Armadad Bod as he holds two 
  struggling heroes under water. 
   
  7. Room of Consecration 
  A wall basin on the west wall is always full 
  of pure water. An inscription in Viridian 
  reads: „Deeper and ever deeper, until you 
  return to your creator.” 
   
  8. The Vault of Sacrifice 
  The salty smell of the sea fills the vaulted 
  chamber. The deep pool’s waters are a 
  turquoise green and very dark. Its source is a 
  wall font in the shape of a bearded head 
  contorted into a crazed grin. Ghostly 
  whispers emerge from the pool, one after the 
  other. A few examples follow: „No! Do not 
  do this to us!” „Save me, please, I implore 
  you by our benefactor, save me.” „Do as 
  you please, just don’t take my only son! 
  Please…” „You can follow through with 
  your madness, and the gods see I am 
  prepared, you madmen. You have been 
  blinded by the Lie and become as animals. 
  Do you already believe that every thing is 
  yours to do?!” and so forth. The pool is 
  abysmal and whosoever tries to enter it will 
  be hypnotized (save vs. Charm, TN +5) and 
  drown.  
   
  9. Gallery 
  From this overhead gallery, one may freely 
  observe 
  the 
  columned 
  hall 
  and 
  the 
  bacchanalian feast of Shakkur’s degenerate 
  beggars. 
   
  10. Hall of Columns 
  This cellar is vast, a veritable forest of thick 
  rectangular columns. It is the home of the 
  degenerate 
  beggars 
  who 
  live 
  in 
  the 
  undercity. An overbearing, greasy stench 
  assaults the senses of those who enter. The 
  beggars are stooped, gaunt humans wearing 
  filthy garbs. They are physical and mental 
  wrecks, and no longer human: this is 
  betrayed by their possessed gaze and 
  simpleminded, obsessive muttering. The 
  entire band lives, eats, sleeps and couples in 
  the columned hall. They cook a vile stew in 
  a gigantic iron pot… maybe dog, maybe 
  human. They attack in a frenzy of hunger, 
  bloodlust and debased hatred.  
   
  Beggars of Shakkur (20): HD 1-1; AC 9; 
  dmg 1d6-1 crutches; SV P. 
  hp 2, 6, 5, 1, 3 / 1, 2, 6, 6, 2 / 4, 2, 6, 1, 4 / 5, 
  1, 2, 5, 2. 
   
  Shakkur’s Blessed (10): HD 1-1; AC 9; 
  dmg 1d6-1 crutches or 2d4-1 bite and grab; 
  SD unmortality; SV P. 
  hp 4, 1, 6, 1, 1 / 1, 6, 4, 5, 6 
  Grab: once one of Shakkur’s Blessed bites 
  someone, he latches on the victim and 
   
  10
  
  11. Bronze Portals 
  automatically inflicts damage every round 
  until killed.  
  These heavy gates have not opened for time 
  immemorial, but may be thrown open by the 
  appropriate incantation. The words are lost, 
  but there is some chance they may be 
  recovered… 
  Unmortality: Shakkur’s Blessed raise from 
  the dead after being killed, and must be 
  killed again to be gotten rid of. They regain 
  all hit points and receive a +4 to hit and 
  damage in this state. 
   
   
   
   
  Map of the Street Level
   
  11
  
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  System Reference Document Copyright 2003, Wizards of the 
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  All rights reserved. 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Judges Guild/Adventures/House of Rogat Demazien.pdf