The Castle That Vanished

Ive been stumbling over this idea for ages, let it sit basically all of quarantine and now I'm just yeeting it into the internet-verse.

It's not finished, very rough around the edges, but my brain has stopped functioning on it so do with it as you will. If you want. 


The Castle That Vanished


What Came Before: These lands were rich with some valuable substance, and the Duke became rich off its exports. With his unimaginable wealth, he built a castle which sprawled across the valley, surrounded by a high stone wall which only spires and rooftops could peek over.

What Remains: A mere shack in the woods. Its roof sagging, vines weaving through the rotting woodwork, bricks crumbling around the doorframe. The forest flourishes, new life sprouting in every corner. 


Why Should Players Care?: 

  1. The Duke was loaded, enough wealth to make a castle that spanned an entire valley 

  2. Due to some old tradition the Royal Seal must be recovered so the heir to this duchy can be properly appointed. 

  3. No-one in the local area knows what has happened, just that the giant castle is gone and only a shack remains which no one has come back out from.

  4. Humans who have placed offerings for the Lady of Mists have noticed their gifts have not been received and their crops are failing. They ask for your help in appeasing her once again.


What Actually Happened Here?:
This valley has been home to an ancient Fae being (known locally as “The Fae Queen” or “Lady of Mists”) long before the humans settled it. Many warned the Duke that building on her lands would only spell his own doom. It seems he should have heeded their warnings.
With an ancient and powerful magic she has sent the Castle to the space between worlds. Cursing the rooms to be like a labyrinth to trapping those inside forever. With few words she tore the Duke apart, turning parts of his body into idols and scattering them across the twisted halls.

The Dukes Souls

So here he sits,

An empty man on an empty throne.

His Eyes were taken, for he would not see the truth,

His Tongue was taken, for it was by his words this came to pass,

His Hand was taken for all the blood it shed,

His Heart was taken, else his hunt for more would never end.


Eyes: for he saw the damage he was causing but did nothing to change. 

Held by the Beast in the Bath House, itself covered in all the muck and waste of the castle. It must be shown the truth

Tongue: for it was by his words these crimes came to pass

Held by the Siren in the Opera house. She will give it to anyone who can answer her riddle. But... Her riddle is an opera. Her opera is in multiple languages (some of which may not even be spoken anymore). And, she must have an audience of sufficient size to perform. 

Right Hand: for his lust of power and misuse of it. 

Kept on a chain by the Captain of the Guard, who has been transformed into a monstrous golem.

Heart: for his lack of empathy and love.
The White Hart in the Hunting Grounds, always chased by a pack of hungry dogs led by wild hunters


?? Maybe: Memories/Mind: There is no single object to find, because (though the Fae Queen hates to admit) the human mind is a complex matter. It is scattered amongst the castle in items that hold personal significance to the Duke. 




NPCs

The Soulkeepers 

  1. The Siren: (tongue) their mournful song 

  2. Captain of the Guard (hand) Filled with an insatiable rage, ivy and chains coils and chokes their swollen skin.

  3. Beast in the Bath House (eyes) It must be made to see the truth or the filth will flow forever

  4. The White Hart (heart) is endlessly chased by The Hunters, the Duke's heart beating wildly in its chest. 

Wandering NPCs

Fae

  1. The Forgiven Knight (She/Her) - Flip a Coin, Heads to find the head, Tails to find the body. Both are kept alive by fae magic and wish to find the other half.

Once a Knight for the Duke but saw the truth and tried to stop him. She was beheaded for her treason and buried in the Gardens. When the Castle fell, the Fae Queen took pity upon her and remade her, green of skin and armoured in bark. Unfortunately, the Queen did not understand the importance of reattaching her head.

  1. The Custodian (any pronouns) - Keeps the Castle in perfect ruin. Very busy and dislikes Humans. Wears a living cloak, made of mud and moss. Hair braided, with flowers woven between each strand.

  2. The Twinned Birds (Dusk and Dawn) They follow after each other, never meeting, their fates forever entwined. The beginning and the end of the Faes curse, they hold out the darkness beyond with the beats of their iridescent wings. The birds are the physical manifestations of the faes curse should they ever meet the curse would be complete, undone, and the castle returned to reality.

  3. The Floral Gossip (various) - There is an almost sickly sweet smell of perfume and every surface of the room is covered with a variety of flowers. A low hum of conversation fills the air as you approach, which quickly falls quiet when you enter. The same half-silence when passing teenagers in the hall, only occasionally broken by a judgemental giggle or whisper. You may court their favour with a compliment or a gift, and in return you might receive a whisper, a rumour or a secret.

  4. The Lacunae (they/them) - There is a flurry of movement as a small furry creature scurrys across the room, their rabbit-like nose twitching and snuffling as they search for a crevice to squeeze into the-space-between. Their fur is speckled with starlight and they watch you with beady eyes from just out of sight. They are both nervous and curious about your presence, waiting to see if you have anything of interest. They love trinkets and collectibles and are occasionally known to help humans who are kind to them. 

  5. Jack of Clocks (they/he) - He mutters to himself, hooves tapping impatiently on the cobblestones as he removes a watch from his pocket. With hourglass eyes they study it, stars spiralling where the hands should be. They age forwards in the morning and backwards in the evening, alternatively roll a d6 to show how he appears.

1-2:  young, energetic and talkative

3-4: middle aged, confident and knowledgeable

5-6: elderly, slower but wiser

What little of Time remains in the castle is under their control. His motives are vague, and their reasoning even more so. Winning his favour will be a great challenge indeed.


Human

  1. Royal Herald (He/Him) - A melancholic song floats through the halls, accompanied by the slow footsteps of an older gentleman and the jangle of a great many keys. 

He is startled by mortals in the castle, but is convinced they must be here to save the Duke. So he will aid them in any way he can, however if they refuse or take too long doing so his emotions and form will become more volatile. He knows the secrets of the Castle and the Duke, having been a close personal servant to him for many years. 

  1. The Spurned - Those who the Duke betrayed or scorned. They will not forgive him or his deeds and are twisted and corrupted because of it.

  2. Wayward Outsiders - Folk who made their way into the Castle after it fell. Now they cannot find the way out.

  1. Kings Guard - their swords rusting and flowers in their hair. 

  2. Elven Peacemakers - less affected by the fae magic but also bound here because of their strong connection to it.

  3. Lost Apprentice - sent by the local wizard circle to find Petra. 

  4. Bastard Adventurers - came to steal anything they could carry and piss off alot of people along the way. Have no care to leave until they find the Secret Vault.

  1. Enchanted Servants - Eager to help any mortals and always able to lead you back to the Servants Quarters. They insist they know the best way to help you but will (secretly) lead mortals straight to The Captain of the Guard and lock the door behind.

  2. Belligerent Guards - Stuck in their final battle to save the castle, they cannot see beyond the red Mists of anger. Everyone is an enemy in their eyes and they tear through the castle looking for their Lord

  3. Wandering Revellers - Still trying to enjoy the Duke's last party but have lost their way, completely wasted and always up for a good time.

Rooms

  1. The Throne Room

  2. The Inner Palace

    1. The Solar

    2. Bedrooms

    3. Walk-in Closet

    4. Private Study

  3. The Great Library

    1. The Wizards Tower

    2. The Collection

    3. Reading Room

    4. The Archives

  4. The Observatory

    1. Orrery

    2. Telescope

    3. Star-Lit Study

    4. Overvatory Records

  5. Overgrown Gardens

    1. The Grounds

    2. Hunting Lodge

    3. Wild Woods

    4. Water Gardens

  6. Pavilion of Arts

    1. Art Gallery

    2. Dining Hall

    3. Smoking Parlor

    4. Portrait Hall

  1. Music Hall

    1. Dance Hall

    2. Opera House

    3. Theater

    4. Salle d’armes

  2. Royal Zoo

    1. Enclosures

    2. Central Square

    3. Dining Area

    4. Performance Ring

  3. Regimental Barracks

    1. Training Rooms

    2. Sleeping Quarters

    3. The Forge

    4. Generals Office

  4. Servants Quarters

    1. Kitchens

    2. Laundry Room

    3. Bell Hall

    4. Pantry Cupboard

  5. Bath House

    1. Grand Baths

    2. Water Feature

    3. Saunas

    4. Cold Plunge

  6. Hall of Accolades

?? 




Doors: a Door can come in many shapes and sizes. Windows and cupboard/cabinet doors may counts as Doors. Roll 2d6 entering a room to generate the amount of exits and how many are hidden. Some may already be stated in a room, there is no need to include these in the roll



Rooms option 2

Card

Area

Hearts

Diamonds

Clubs

Spades

Ace

Bath House 

Grand Baths

Water Feature

Saunas

Cold Plunge

King

Barracks

Training Rooms

Sleeping Quarters

Forge

Generals Office

Queen

Gardens

The Grounds

Hunting Lodge

Wild Woods

Water Gardens

Jack

Music Hall

Dance Hall

Opera House

Theater

Salle d’armes

10

Inner Palace

The Solar

Bedrooms

Walk In Closet

Private Study

9

Library

The Wizards Tower

The Collection

Reading Room

The Archives

8

Observatory

Orrery

Telescope

Star-Lit Study

Observatory Records

7

Pavillion

Art Gallery

Dining Hall

Smoking Parlor

Portrait Hall

6

Zoo

Enclosures

Central Square

Dining Area

Performance Ring

5

Servants Quarters

Kitchens

Laundry Room

Bell Hall

Pantry

4

Hall of Accolades

Sculptorium 

(Hunting) Trophy Room

(Award) Trophy Room

Displays of Invention and Art

3

Dungeons

Cells

Oubliette

Torture Chamber

Guard Station

2

Corridors

Promenade

Servants Corridor

Battlement Bridge

Great Stairs


Following the river in the Water Gardens (The Gardens) always leads to the Water Feature (Bath House)

The Observatory (Grand Library) will always have one staircase down leading to any of the other rooms in the Library

The Doors of the Hunting Lodge will always lead somewhere outside & if you wish to remain in the Gardens then you will always stay in the gardens

The Bell Hall (Servants Quarters) can lead to any room if the correct bell is rung

The Sculptorium has a hidden room that does not count as a Door which leads to the Personal Vaults of the Duke




Questions/Clues/Memories?!

  1. A silver locket, whose face is scratched out?

  2. What curse is laid on the Royal Seal?

  3. Banking book showing strange takings

  4. The wizards belongings, trashed by who?

  5. Collection of priceless artifacts, stolen

  6. What item of value did the Duke mine for?

  7. The Orrery, the castle alone and empty

  8. Observatory records, stars gone dark.

  9. The Gilded Rifle in the Hunting Lodge

  10. What’s wrong with the Portrait Hall?

  1. What are they celebrating at the party?

  2. Whose body is in the Salle D’Armes?

  3. Was it a fair fight?

  4. What are the animals doing in the Zoo?

  5. What battle plans are in the barracks?

  6. Why are the Guards melting swords? 

  7. What rare/exotic foods are in the kitchen?

  8. Whose stained clothes are in the laundry?

  9. Which awards and trophies did he win?

  10. Which did he win fairly?



1. Throne Room

A long dimly lit room, the braziers just barely embers. A corpse sits slouched on the throne, thorns grow in and around him, entwining and twisting into words on the wall behind:


So here he sits,

An empty man on an empty throne.

His Eyes were taken, for he would not see the truth,

His Tongue was taken, for he would not be silent,

His Hand was taken for all the blood it shed,

His Heart was taken, else his hunt would never end.

There is a hole where his heart should be, old blood stains his silk shirt. His eyes have been torn from his skull and his tongue is missing... but somehow a breath passes his lips. His skin is warm to the touch and he reeks of magic, ancient and forgotten.

2. The Inner Palace


  1. The Solar: A heavy mahogany desk sits in the center of the room, neat piles of officious documents of surely great import are placed carefully across the table, close examination reveals they are mostly work orders for lower level peons. The walls are lined with locked cabinets full of expensive wines and spirits, more than anyone could carry. An unfinished game is spread out on a low table, what were the stakes? 

  2. Bedrooms: A wide variety of styles, themes and sizes. Eg. The summer bedroom is decorated with light linens, a water feature and a large bay window. Whereas the winter room contains a roaring fire, thick furs and a case of deep red wines. Whose portrait appears in all the bedrooms?

  3. Walk In Closet: A short corridor entrance gives way to a vast chamber, like a library whose shelves are stacked neatly with incomprehensible numbers of clothes. A lectern displays the Closet's organisational catalogue. With enough time, you can find ANY outfit you want, though more extravagant outfits take longer to find. What strange outfit has been regularly withdrawn by the Duke?

  4. Private Study: A dark wood panelled room tastefully furnished, but every surface is covered in a cacophony of papers, open ledgers and writing supplies. Closer examination reveals detailed (if poorly organised) plans and records of the castle's operations. Concealed in the leg of the desk is a hidden drawer, opened by twisting a decorative carving. Within is the Duke's Seal of Office. What forgotten item do you find amongst the horde? 

3. Great Library

  1. Wizards Tower: The very picture of chaos, papers strewn about in every state of destruction, arcane tomes tossed aside carelessly and esoteric equipment haphazardly discarded. A stone statue of a distressed wizard stands in the center of a scuffed magic circle. Closer investigation reveals a very deliberate effort to erase the knowledge once stored here.

The stone statue is in fact the wizard Petra, who turned herself into stone to protect herself from the Fae Queen's vengeance. If freed from the spell, she could explain that this chamber used to contain the secret spells the Duke exploited to build the Castle. What is a spell only a human could break? 

  1. The Collection: A vast hall displays a grand collection of artifacts stolen  from every conceivable society in history, arranged in nonsensical collections with unhelpful labels and only the barest attempt at navigability. 

The Duke was less than discerning with his plundering and collecting, so finding anything actually valuable requires both expertise and time.

What prominently displayed item doesn't belong in the slightest?

  1. Reading Rooms: Tall bookshelves lined with volumes of all sorts, lit by a hanging chandelier. A variety of chairs and sofas are arranged around the room, along with a few low coffee tables and drink stands.

Which book sits open on the comfiest chair?

  1. The Castle Archives: Detailed information on the construction of the Castle and its residents can be found in the rows of stacks here.

4. Observatory

  1. The Orrery: Normally an orrery depicts the cosmos, but now the castle is all there is, so that is what it must reflect. How are the rooms depicted on the strange whirring creation? 

  2. Telescope: A giant brass telescope sits in the center of the room, looking through it allows you to see the castle. 

  3. Astronomers Study: various charts and metal instruments are scattered around the room. The Astronomer rifles through the stacks of paper, repeating “stars gone dark, the emptiness, the space in between” (?)

  4. Observatory Records: (like walk-in-wardrobe) all records are here, but the more specific the information you seek, the longer it takes to find

5. The Gardens


Locations

Encounters

  1. The Grounds: A large open green, once well kept but now the grass runs wild.

  2. The Lodge: The door crooked off its hinges and groaning can be heard from inside. The Huntsmen's Heads are mounted where the hunted animals once were. 

Gilded Crossbow +1 to any roll using it.

  1. Woods: The canopy is so dense that only slivers of light occasionally peek through. Roots bulge from the earth, and the floor is covered with grasses and ferns. 

  2. River: Twists and turns, filled with fish and reeds. (following the river will always lead to the Bath House?)

The White Hart:

A beautiful white stag who holds the Duke's heart within his chest. 


The Hunters:

Their bodys are human, but their heads are that of various animals. They do not know how long they have been trapped, nor do they care. They are accompanied by a pack of dogs who run wild when the hunt stops.

They must find the White Hart, but never will.


Animal heads:

  1. Deer

  2. Boar

  3. Fox

  4. Pheasant

  5. Rabbit

  6. Duck




6. Pavilion of Arts

  1. Art Gallery: A beautiful collection of artworks from across the years but the collection contains some fakes, Magical sensors to detect if anyone gets too close to the artwork.
    If someone gets too close/touches the art the fakes come to life and attack. Pick some famous pieces of art and make them monsters.

  2. Dining Hall: Some survivors have set up camp here. They can provide stories about the Duke, rumours about the Fae or information about the Castle.

  3. Smoking Parlor: As you open the door a thick tobacco smoke billows out, cigars smoulder in crystal ashtrays and the fire in the hearth barely warms but puffs like a steam train. The smog swirls and there is a movement in the smoke as Ashen Folk drift through the darkness. 

  4. Portrait Hall: Something is terribly wrong with these portraits, that at first glance you may not notice, but will creep in the back of your mind after you do.


7. Music Hall

  1. Opera House:

Siren: They will give it to anyone who can answer their riddle. But... Their riddle is an opera. The opera is in multiple languages (some of which may not even be spoken anymore. And, they simply must have an audience of sufficient size to perform. They wear the Duke's tongue as a pendant. 

  1. Dance Hall: Skill challenge make your way through without being rude, but don't linger too long or become enchanted as well. 

  2. Theater: theme - puppets? A performance? Performers becoming puppets or vice versa?

  3. Salle d'armes: A body lies face down in the middle of the arena, the face pained in shock or horror. Whose is it?


8. Zoo 

  1. Enclosures: The gates have been torn open and the enclosures that were once filled with a variety of exotic animals are now empty and trashed. A few now house once wandering survivors that have locked themselves in.

  2. Central Square: Busy and bustling with animals, you’d best not show your face or eat the meat.

  3. Aviary: Dusk and Dawn reside here at the Court of Feathers, deciding the fate of the remaining Humans. 

  4. Aquarium: still intact, beautiful glass tank, a tank feature towards the back of the tank. Stepping in the water you realise how impossibly deep it is.

9. Barracks 

  1. Training Rooms: Every piece of armour is missing from the racks, only a few sword handles or pieces if leather litter the floor. Occasionally a guard enters, as if sleepwalking, they rummage for any remaining metal before leaving in silence again.

  2. Sleeping Quarters: The beds are empty and cold, only a few personal trinkets of the guards remain tucked under pillows or stuffed between the bed linens.

  3. The Forge: The guards toil to dismantle any metal work, they break it down and melt it again. Over and over. They do not raise their heads to your presence.

  4. Captains Office: A large figure stands into the darkness, armour welded onto a body, skin bulging, blistering and peeling. A shrivelled hand hangs at his waist. When his rage-red eyes lock onto you the fight has already begun.

10. Servants Quarters 

  1. Kitchens: It is swelteringly hot as each oven blazes and pots bubble over on every surface. Cooks yell and scream at each other, occasionally a plate or knife whizzes through the air. (the hotter the room the angrier the cooks? What ridiculously complicated dish are the cooks “attempting” to cook?)

  2. Laundry Room: Giant chutes reach down from the ceiling and occasionally something whizzes down and lands in an ever growing pile of stuff on the floor. 

1. Filthy and stinking clothes

2. Far too many odd socks

3. A clattering of chinaware

4. A rather confused goat 

5. A board game and the opponent

6. A rowboat, an oar and a barrel containing one fish

7. A barely eaten feast

8. Half finished painting, easel and painting supplies 

9. Several complex and whirring mechanical instruments

10. A few (empty) cases labeled EXPLOSIVE

11. Still smoking cigars and ashtray

12. A trashed instrument, sheets of music and a still ticking metronome 

  1. The Bell Room: A great number of bells line the wall, of different shapes and sizes all neatly labeled in fine cursive writing. Once the bells could be rung by the Duke from all over the castle. But now they hang in silence without their master.

Ringing a bell will now make the nearest door connect to that room. Any Servants who see you are very keen to have you visit the Captain of the Guard this way, they assure you he will know how to solve your problems.

  1. Storage: Rooms and rooms of hoarded items by the Duke over many years, anything could be in here if you look long enough.

11. The Bath House

  1. The Grand Baths: The other rooms of the bath house are locked until The Beast in the Mud is removed.

The room is caked from floor to ceiling is a thick brown mud. Where once were beautiful tiled baths are now deep pools of grime that bubble and churn. There is movement in the muck and slowly a form begins to appear.

Far below the putrid roiling filth you could call flesh the Beast holds the Duke's Eyes. 

Each lie that is told causes it to get bigger and more powerful. Each truth causes gunk to slop from its form and begin oozing down the drain.

  1. The Water Feature: 

  2. Saunas: 

  3. The Cold Plunge: 

12. The Hall of Accolades

The Duke's personal "achievements" - all exaggerated or untrue. 

A statue of the Duke stands in the center of the room, hand outstretched showing a large gold signet ring set into the marble. 

Kissing the ring opens the Secret Vault





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