I'm writing a set of short scenarios for GMs to use one-on-one with new characters to introduce them to the rules of Blueholme and the Delvingwood setting of Michael Thomas' Necropolis of Nuromen. The first was a scenario for a solo Fighter. This one's for a solo first level Magic-User of Good or Lawful alignment and explores the background of the villainous necromancer Nuromen.
Of course, you can adapt this for a full party or higher level characters. Just make the traps more deadly, turn the Tormented Knight into a Mummy, replace the Giant Rats with a colony of Giant Spiders, go nuts!
The Desolate Wedding
You have been hired by Lady Leika of the Lily to do some legal work. Norgules Manor is an estate on an island on the far side of Lonely Lake from Camlann Castle. Norgules Manor has been abandoned since the disappearance of Palin Norgules 50 years ago. The ‘Grandsire Law’ allows a grandchild to arrive and claim an inheritance, but after 50 years this expires and the property reverts to the feudal lord, in this case the House of Lily. Lady Leika wants the estate valued and has sent her clerk, Honorius Squint, and guard, Bland Mulgrew, along with you to assess any magical texts or objects in the estate. Palin Norgules had a reputation as a sorcerer and his son-in-law was the dreaded necromancer Nuromen!
Squint is dull and fussy. Rules infractions throw him into fits of shrill rage, threatening dreadful punishments from "my Lady of the Lily, once we are back in Camlann!" He wants to document every room, with painstaking slowness (an hour per room) and won't allow any properties in the House to be "stolen from their rightful owner, my Lady of the Lily!"
Mulgrew is lazy and boorish. He drinks constantly and complains all the time. He is looking to enrich himself by stealing petty valuables from the estate. His arguments with Squint escalate in ferocity.
Each time the text indicates they argue, each gains a Stress Point. Keep track of the Stress Points the NPCs gain. If Squint reaches 10 Stress, he has a breakdown and tries to run away, jumping into the lake and drowning. If Mulgrew reaches 10 Stress, his irritation with Squint becomes murderous rage and he attacks him; then, he tries to flee the house by the front door and, if he cannot, he goes mad, attacking the PC whom he blames for their predicament.
Norgules is a small island off the eastern shore of the Lonely Lake. Palin made his money from timber from the Delvingwood Forest which presses close by the lake here, and used it to build Norgules Manor and amass an occult library. His wife died giving birth to his daughter, Zimena. Palin lavished money on tutors for Zimena, who grew to become a dark-haired beauty and an enthusiastic sorceress.
Palin offered his daughter in marriage to the necromancer Nuromen, hoping to learn Dark Arts from him. He fully expected Nuromen to sacrifice his new bride to Gamosh, the evil god they both worshiped. However, at the wedding, Nuromen betrayed Palin, slaughtering the household with his undead servants. Palin was sacrificed and left behind as an undead guardian while Nuromen and Zimena decamped to the necromancer's hideaway of Law's End.
Rowing across the Lonely Lake
A pair of boatmen row the PC and two NPCs across the Lake to Norgules. They are talkative fellows and it is easy to get the following rumours out of them:
The Manor House
The Manor stands on a bleak headland overlooking the lake. Its upper storey sags and the roof has collapsed in places. In front of the house stands on odd statue: a knight in full armour, kneeling, clutching a sword in one hand. The statue is of rusted iron, the sword immovable. The statue’s posture is cringing, as if pleading for its life. This is the Tormented Knight, containing Palin Norgules' undead corpse, and it will animate later.
The House has windows of stone lattice that are too small for anyone to climb through. The main doors stand open and tilt from their broken hinges. The floor is strewn with rubble and rat droppings. Most of the doorways have no doors. The rooms are 10’ high and lightless.
The doors stand open. Passages lead left and right and a grand arch opens into the Grand Hall: the arch is constructed to look like bones entwined with roses and is capped by a stone skull.
When the PC first enters, rats scurry away, squeaking in alarm. It is so dark within the House that someone must light a candle or lantern. A Detect Magic spell reveals a faint enchantment on the doors.
When the Tormented Knight enters the Manor, these doors will close, Arcane Locked until dawn.
The main chimney has collapsed, filling the floor with rubble and partially blocking access to the library to the south. The stairwell to the north rises to the first landing but then collapses. Weak light filters through the exposed roof beams. There is no second storey. Arches lead to the Foyer, Parlour and Kitchen, all with bones and roses carved out of stone.
Under the ruined fireplace is the skeleton of a young woman (though this is only likely to be discovered after the Shrieking Ghost Event reveals the body). She carries a key to the Study and the Library.
The stairwell is unsafe, especially the first landing which will creak perilously after one person’s weight is put on it. A second person’s weight will cause it to collapse, dropping the person to the floor below and bringing masonry down on top of them for 2d6 damage. The Tormented Knight counts as two people because of its heavy armour.
A table fills the room, set for a wedding feast, although rats have eaten most of the food and the cake is a nest of spiders now. There are old bloodstains on the tablecloth and chairs.
The player can deduce that a fight broke out at the wedding. Searching will find name plates: the bride was Zimena Norgules, the groom Nuromen Antinomus.
The entire upper storey has caved in, filling most of this area with rubble, tilting roof beams, plaster and smashed furniture. Dim light filters through the dust motes from the windows at the back.
There are skeletons under the rubble: a dozen men at arms and as many skeletons in dark robes. Climbing over the rubble will reveal a space at the north end of the room.
There are two corpses here. One is a guard in Norgules livery (bones and roses), the other is a skeleton with runes on its ragged robes. The guard’s leg is broken but he carries an old crossbow. The skeleton has a crossbow bolt in its skull.
If the PC visits the Shrine, they will identify the runes as those of Gamosh. The player might deduce that the Manor’s guards were assaulted by the Undead, evidently in a surprise attack.
This room is in fine condition, with an upholstered chair (slashed) facing the fireplace and a painting mounted above the fire. An archway to the south leads to the Library and north to the Kitchen. The portrait shows a tall, solemn man beside a young woman, clearly his daughter: she is very beautiful, but there is something hard about her features. The Manor is behind them, in its former glory.
If the picture is taken down there is an old message on the back: “This is a fair likeness of my daughter Zimena. If she pleases you, we shall discuss marriage; return with this painting and see her with your living eyes – Thanks be to Gamosh – your friend, Palin Norgules.”
The Library is lined with shelves but the books have been pulled down and are strewn across the floor, many torn or ruined by rainwater.
This room is entered easily from the Parlour but the archway through to the Grand Hall is blocked by rubble. Climbing over the rubble reveals the weakened masonry of the arch, which creaks and drops clouds of dust and gravel; a second person crossing will see cracks appearing. A third person crossing the rubble will suffer the arch falling in on them, dealing 1d6 damage. The Tormented Knight counts as two people crossing in its heavy armour.
The door out onto the Deck is locked and must be broken open by Mulgrew’s crowbar unless the keys are discovered. A small passage leads to a privy.
Each hour spent searching in the Library will turn up a find from this list (roll d4, re-roll if repeating):
This small chamber stands above the front door, reached by a narrow flight of steps. The ugly altar is studied with melted candles, long extinguished, and splashed with old bloodstains. A single unlit candle remains.
There is an altar to Gamosh, a god of chaos and evil from the distant Northlands. The god’s name is etched in the Common Tongue upon the altar along with the inscription LIGHT MY CANDLE TO REVEAL MY GLORY.
If the candle is lit, the characters will all see the vision of the Desolate Wedding. The Tormented Knight will animate. If the PC has already seen the Vision, the scene will instead by a roofless tower on a limestone crag looming over an abandoned village in the forest: this is Law’s End, to where Nuromen fled with Zimena.
Prayers on scraps of paper have been pressed into cracks in the stonework. Most of these are written by Palin Norgules, saying things like “I lit the candle and saw visions most dreadful, yet all true!”
Some of the papers are written in Northern Runes. If a Read Languages spell is cast, these are prayers from Zimena Norgules. Here is a flavour: “How I loathe my father. How little he understands the Misery Unending! O Gamosh, send my love swiftly to me on wings of the night. Nuromen, come to my arms. Then let us open father’s eyes to mysteries of undeath he cannot yet imagine! – your servant and slave, Zimena Norgules”
The study has intact doors. The one from the Great Hall has been smashed inwards and an improvised battering ram lies discarded inside. A trap has been activated: a rusty blade at head-height. The south door is still locked.
The south door has a similar trap which is still functioning and the blade will swing out at anyone entering without using the key. However, the blade is stiff with rust and jams: the victim will only suffer 1hp damage on a failed save vs Breath and a NPC target gains 1 Stress. If the blade is oiled, the trap can be made functional again, in which case anyone entering through the south door takes 1d6 damage and must save vs Breath or be decapitated.
The study was looted long ago: the impressive desk has its drawers pulled out and papers scattered everywhere. A faded circle marked with occult symbols is painted on the floor.
The circle functions as a ward vs undead but a Read Magic spell is needed to activate it. It lasts until dawn. If the Death Knight is inside the circle when it activates, it will be trapped inside.
A secret compartment in the desk contains a life phylactery: a talisman with an unfortunate soul bound into it. If the wearer takes damage that would kill them or is struck by a level-draining attack, the phylactery shatters and the wearer is left unharmed. A Detect Magic spell makes the phylactery glow, revealing its hiding place. However, the wearer suffers terrible dreams and must sleep for two nights to get one night’s worth of rest. Putting it on triggers the Desolate Wedding vision and animates the Tormented Knight. Honorius Squint will insist this is now property of the House of Lily, gaining a Stress Point if the PC or Mulgrew argue.
Correspondence on the desk is between Palin Norgules and Nuromen the Necromancer, regarding Nuromen’s forthcoming visit to Norgules Manor. Nuromen’s letters are written in Northern Runes and require a Read Languages spell to translate: they contain instructions for creating and activating the ward versus undead (without needing a Read Magic spell) in return for Palin providing Nuromen with a suit of plated armour and helm made from solid iron.
The kitchen has big oak tables, a large fireplace and rusty pots and pans hanging from hooks on the rafters. Ornate archways lead into the Grand Hall and Parlour and a shadowy passage leads to a Pantry. There is a door leading out to the back of the house.
The door is unlocked (Slythy Roach picked the lock). There are signs that, in the recent past, people have camped in this room and looted it (the outlaws, before Slythy Roach became guardian of this place).
Someone lives here in this dark and stinking room. There is a bedroll on the floor and skinned and salted rats hang from hooks on the ceiling.
The rats are future meals for the House’s occupant, Slythy Roach. Slythy is an outlaw who works for the White Company and guards the contraband they drop off here. Staying in the haunted house and subsisting on rats has driven him rather mad as has his terrible skin disease, contracted from the rats, which makes him look like a rotting corpse. He has seen the Desolate Wedding in his dreams but, because he is evil and insane, this has not animated the Tormented Knight and he is ignorant of its presence.
Slythy has opened the lock to the door onto the Deck. If captured (e.g. by a Charm Person or Sleep spell or simply cornered and outnumbered) he will assist in fighting the Tormented Knight or Mogo's Henchmen.
The room contains Roach's treasure: 123sp, 32gp and a pot of salt worth 10gp and a pouch of Black Lotus. This will provoke an argument between Mulgrew and Squint over whether it is part of the estate or loot for adventurers. The salt can be poured into the visor of the Tormented Knight: roll To Hit to do this (3 attempts) and the Knight must save vs Poison or be destroyed. The Black Lotus is a drug which causes a trance for 1 turn, bringing on the vision of the Desolate Wedding but will also grant a clue about one location in the house (such as how to activate the ward in the Study, wear the phylactery is hidden or where Slythy is hiding).
The ceiling above the door has collapsed, blocking any way in or out of the House here. Rubble blocks the doorway into the Cellar, but this can be climbed over.
The floor here is unsafe. Any character walking on it will see cracks spread. After that, any armoured character (Mulgrew or the Tormented Knight) will fall through the floor into the Cellar below, taking 1d6 damage and then being attacked by the Giant Rats.
This room is choked with rubble. A staircase descends to the cellar below, but that noisome shaft stinks of rats and their droppings are everywhere here and prodigiously large.
A staircase descends to the Lower Cellar, which occupies the space of the Buttery/Kitchen below ground. It is lair to a nest of Giant Rats. There are a dozen of the creatures down here.
12 Giant Rats AC 7, 2hp, HD ½, AT bite for 1d3 + disease, XP 6
Anyone bitten by a rat will become feverisj within the hour and experience the vision of the Desolate Wedding if they have not done so already - this animates the Tormented Knight.
There are vintage wines in the cellar, with a value of 50gp: this will prompt another argument between Squint and Mulgrew.
This wharf sags dangerously. At the north end there are four barrels lined up. The Lonely Lake stretches away into the mist, deep and dark.
If it is night time, there may be a lit lantern on top of one barrel. The barrels are contraband, brought here by the White Company and awaiting collection by Mogo the Miller, a corrupt merchant in Camlann. Slythy Roach lights a lantern to guide Mogo’s men here at night (this lantern was not lit when the PC arrived on the island).
Grimbold and Bluto
They are a superstitious pair and will jump on their boat and row away empty handed if there are scary goings-on. They have never met Slythy Roach and know nothing about the provenance of the contraband.
The contraband consists of a barrel of salted herring (10gp), fine brandy (50gp), peppercorns (75gp) and oil (20gp, equivalent to 10 flasks and capable of creating a fiery explosion that deals 3d6 damage if exposed to flame).
The contraband will prompt an argument between Honorius (who wants to add it to his ledger) and Bland (who wants to split it as loot).
The south door to the Library is locked. The deck here is unsafe and creaks ominously if walked on. After that, it will collapse if two characters (or one unarmoured character) walk on it, tipping them into the lake. Mulgrew will drown in his armour and Squint will drown because he cannot swim, unless rescued by the PC. If the Tormented Knight falls in, it will take 2d4 rounds for it to climb back out.
The PC could try to swim away from the Manor but warn them that the Lake is famous for its treacherous currents: save vs Death Ray to avoid drowning. Alternatively, the boat brought by Mogo's henchmen could be an escape route if Grimbold and Bluto are defeated.
These events occur as the PC and NPCs explore the house. Trigger one event each hour: it takes an hour for Squint to document a room’s contents in his ledger. Once the Tormented Knight animates, trigger an event on a 1-2 on a d6, checking every turn.
The Tormented Knight
Palin Norgules’ zombie is trapped inside the iron armour outside and will animate when the vision of the Desolate Wedding occurs. This will occur at sunset (if the vision was invoked during the day) or immediately (if the vision was invoked at night) and creates a shriek and squeal of grating metal that can be heard throughout the House, adding 1 Stress to the NPCs. The Knight enters the House and seals the gates behind with another loud crash.
The rusted armour moves with creaks and squeals of grinding metal, jerky and yet filled with menacing purpose. Dead eyes look out from behind the visor slit, consumed with hatred for the living
The Tormented Knight
The Knight will cause the two NPCs to gain 1d6 Stress each when it first appears. The zombie retains some intellect: it knows the layout of the house and will search for intruders methodically but slowly (Move 15, so an unarmoured character can out-walk it).
The Desolate Wedding
This vision will occur if a PC Magic-User sleeps inside the House. There are several other events in the House that can trigger it (notably the Shrine but also Slythy's Black Lotus, the phylactery in the Study or a rat bite).
In the Manor's Grand Hall a wedding feast is occurring. Torches burn merrily in their sconces and candles illuminate a majestic wedding cake. The bride is a beautiful young woman in a dress of black and red; her groom an older man with a trim beard and a saturnine smile. An older gentleman, the father of the bride, has finished his speech - this is Palin Norgules.
The groom rises. "I must no longer call you friend," he announces to Palin, "but rather father. I do this once. For you shall henceforth be my slave."
Robed skeletons and zombies burst into the room and start murdering the dfenceless guests. The groom and his new bride watch, smiling.
Palin is dragged before his son-in-;law. Skeletons bring in a huge suit of armour. They seal Palin inside it, hammering long nails through his arms and legs. A helmet is pressed over his face.
"Nuromen - no! It wasn't supposed to be me! We had an agreement!"
The groom hands a mallet and nail to his bride who steps close to the struggling Palin, kneels beside him, then drives the last nail through the helmet. Palin slumps, silent and motionless. From all around the house, screams can be heard as the undead go about their murderous business.
Running the Scenario
This is a horror story and rather open-ended. The PC will enter the House and start exploring. There are jump-scares and mysteries. It soon becomes clear the party is not alone in the House. Squint and Mulgrew argue and tempers fray.
Slythy is more of a scare and a pest than an adversary. He might successfully backstab and even kill Mulgrew. Don't over-use him. He's not the main adversary. Once the Tormented Knight arrives, he might even become an ally. Remember that he is easily mistaken for a ghoul or zombie.
Invest some time in characterizing Squint and Mulgrew, their arguments (which will drag in the PC to arbitrate) and their deteriorating sanity. If Mulgrew goes mad, he could become a threat to the PC too.
Once night falls, Squint and Mulgrew will want to make camp and sleep. Throw in a creepy storm outside. Mulgrew will take watch. If the PC sleeps, she will experience the vision, wherepon she will be awoken by the shriek of the Tormented Knight animating and the crash of the doors locking.
If the vision has already occurred, there will be no time to sleep, because the Tormented Knight animates once the sun has set.
The Knight is a tough opponent, with a strong AC, lots of Hit Points and a nasty weapon. Fortunately, it's slow. Hopefully, the player can use knowledge of the House (its traps, weak floors and staircases, the ward in the Study) to damage or cage the Knight. It's appearance will probably trigger breakdowns in the two NPCs, possibly creating more problems, if Mulgrew goes murderously mad.
The arrival of the two Henchmen might provide more threat, a welcome distraction for the Knight or even possible allies (though they will try to row away if they see anything scary).
Reward a PC who tries to appeal to Norgules' humanity, using an understanding of his betrayal by his daughter and son-in-law. At the very least, such traumatic memories will stun the Knight for 1d6 rounds, perhaps allowing it to be carried to the warding circle or thrown into a pit to be eaten by rats.
If the PC survives the night, the boatmen will arrive to row him back to Camlann. If Squint died, the PC can decide what treasures to declare to Lady Leika and which to keep for himself.
A first level Magic-User has a single spell, which could be used in the scenario as follows:
Charm Person: Cast on Slythy Roach or one of Mogo’s henchmem, possibly on Mulgrew or Squint if they lose their minds
Dancing Lights: Frighten away Mogo’s Henchmen, lure Slythy or the Knight into a trap
Detect Magic: Discover the magic in the Foyer, Study or Library (with 20 minutes duration, the spell might last to explore two of these rooms).
Enlarge: Cast on self or on Mulgrew to gain advantage of double damage for a turn
Floating Disc: Transport the contraband to the main wharves where the boatmen will collect the PC in the morning: the round trip takes two hours and the NPCs will stay at the house so check to see what has become of them. Alternatively, take both NPCs with you up the weakened staircase in the Grand Hall, the unsafe part of the Deck or across the weak floor in the Buttery
Hold Portal: Lock a door into the Study or onto the Deck to trap or redirect an enemy (perhaps into the blade-trap on the Study’s other door)
Light: This will reveal Slythy where he is hiding if cast on a room; it will cause the Knight to be blinded (-4 to hit) for 1d4 rounds if cast directly at it, or make the Giant Rats retreat to their holes for 1d6 rounds if cast in the underground Cellar
Magic Missile: An effective weapon against any opponent
Protection from Evil: Imposes a penalty on the Death Knight’s attacks; if the PC is non-agressive, the Knight will back away, perhaps allowing the PC to direct it into a trap
Read Languages: Translate the Northern Runes in the Library, the Study or the Shrine of Gamosh; lasts for 20 minutes so sufficient to visit two of those locations
Shield: Effective protection against any opponent
Sleep: Could be used against Mogo’s Henchmen, the Giant Rats or even Slythy
Ventriloquism: Could be used to scare away Mogo’s Henchmen or lure Slythy or the Death Knight into a trap
30 Minute Dungeons
Essays on Forge
I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction..