Help design a necromancer's lair

1) An unsent love letter, written by the necromancer... maybe many unsent letters

2) A music box with a soft, soothing melody (perhaps he plays it while "experimenting"... creepy).

3) A vase of beautiful flowers... maybe many flowers, indicating the necromancer is a florist by hobby

1. Many returned love letters to a single person, demonstrating a progression from normal to possessive to creepy to stalker to "I want you to be with me forever, so I'm going to gently poison you, embalm you, and animate the corpse as my eternal servant/companion/partner in necrophilia".
Perhaps presenting some of these love letters to the undead might ease their spirit and allow the PC's to bypass them without a fight?

2. Dance Macabre? A violin? An animated bards head that sings? An animated bard's head that sings the crossdimensional hit "I Fall to Pieces?" (I heard that in a horror context somewhere...now I don't remember where, only that it creeps me out. Your players mileage may vary.)

3. Many flowers in nice funeral arrangements. The necromancer is a florist for cover, with special discounts for funerals. How else would he get access and detailed information on fresh corpses?
And as a change from the undead, he might use vampire roses, assassin vines, or tri-flower fronds as guards in his lar.
 

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Sigurd; he is concealing his necromancy. I have not yet decided where his actual lair is, but he owns a home in the Midtown area, and it might simply be beneath that. He's got only the BIAJ as an ally, but he's buying some of his victims from a very bad man down on the docks. And he's also buying corpses from the arena (animals and such), claiming to be a taxidermist.

The way the PCs stumble across him is a bit complex, but I'll try to describe it:
Weeks ago, the PCs were involved in a mission to retrieve a dead Litorian's body. The litorian had been killed in a barfight, and his body vanished. The necromancer had bought it, and taken it to a secondary lair where he was trying to build a flesh golem. The Litorian body was his main material. The PCs recovered the body, and rescued 3 people whom they then hired as servants. (They rescued more, but these 3 had nowhere to go). The PCs knew the real necromancer got away, but had no way to trace him (they were only 2nd level).

Now, they have been worrying over the apparent disappearance of street children in Midtown. When one of their servants comes home and reports that she SAW the necromancer escorting a shabby little boy into a home nearby, I'm sure they'll jump to the right conclusion! In truth, the necromancer HAS a son of his own, and is bringing the child home from a morning playing in the park (who says evil can't be nice once in a while?).

The PCs will probably run to confront the necro, who will simply try to grab his son and flee any attack. But they'll discover info that can lead them to the lair. They may get lucky and kill the necromancer, or they may not. They may even try to "adopt" his son, knowing some of my PCs. Good luck to them (he's very evil...).

But this is all outside the bounds of WHATS IN tthe lair, which is where my imagination hit a wall.

Is the boy his actual son or is he some kind of weird clone of the necromancer? If he's the latter, well, then you could put some things traditionally associated with young children (a crib, a rattle, toys, etc) in the lair, presumably where the child was "made" and raised until he was old enough to be seen outside. Maybe a few "prototypes" of the child?

If the boy is an actual child produced by normal means, well, the first question I would ask is where is the mother? Is she alive and well and still with the family? Has she separated from the necromancer? Or has some terrible fate befallen her? Perhaps some remnant of her still "lives" in the lair (is his brain in a jar boss really her?). Or perhaps he might have a sort of stalker-ish shrine to the woman he might once have loved?

Another idea for the lair is to have some prototypes of some kind of "playmate" he's been working on for his child. Perhaps there’s an intelligent flesh golem (made from the missing kids?) that is too naive to know its own strength? It rushes up and crushes you (via normal combat mechanics) thinking it's only playing a game or giving its victims a hug? Under the right circumstances, a creature may represent a bit of a different sort of horror and a moral quandary. A force to be reckoned with but not intentionally malicious- so what does one do with it?
 

I had thought of doing some weird thing with the mother, who died in childbirth, but I hadn't thought of her being the biaj; that's fantastic!

I can now see her "room" - all decorated with her belongings, and set up with fresh flowers, etc... but her preserved corpse laid out in the middle of it, and evidence that the child plays there every day...
 

How about:

A mechanized bear - completely un-necromantic. Thats his excuse if something is moving around in his house.


A walled garden, with necromantic herbs.

A false basement with his lair.


Inside his lair:

A pool for bleeding his bodies, perhaps able to gather the blood.

An extended pit with flesh eating critters underneath some cages for stripping flesh or he might have a ghoul.

3 or 4 necromantic grunts for lifting.

1 undead that can pass for living - his chief aid.

3 undead for defense or nastyness.

A room with trophies - notable heads to cast speak with dead on.

A vivisectorium with 3 tables, complicated tools, and a small library.

3-5 skeletons who just dig - undead are not very original, it is probably more efficient to select them for a particular task and leave them.


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Here's what I've written up so far for this adventure. Somebody may be happy to steal it...

I haven't included the maps, but you should be able to sub in whatever you have handy...


  • Foyer
  • Library/study/bookroom
  • Dining room
  • Kitchen – 4a stillroom/greenhouse
  • Servant’s quarters and cellar stairs
  • Rolth’s Bedchamber
  • Son’s bedchamber

This is an ordinary house except for a few things:
Room 2 is heavily decorated with taxidermied animals. There are wolf and bear and deer heads, smaller animal full-body displays, and even a few exotic monsters (an owl-bear, a giant centipede, and a trio of dire rats). A cabinet holds a full set of taxidermy tools, and two tables hold supplies and several ongoing projects (including a half-completed raven, a nearly complete winter fox, and two dire squirrels stored in a locked (DC 15) chest with preservation magic that have not yet been prepared for mounting. The materials and supplies are worth about 500 gp, and the displayed creatures are worth 50-500 gp each. The preservative chest acts as a “gentle repose” spell on anything placed within it.

Room 3 contains a concealed door into the area beneath the stairs in the kitchen. This is the secret stair that is marked 1 on the Lair map. The door is found on a DC 30 spot check, or DC 20 search.

Room 4a on the back of the house is a mostly glassed in addition to the home that served as a greenhouse/arboretum and stillroom. However, it is now filled with empty pots and dead plants.

Room 5 is the servant’s quarters, and the access to the cellar. The cellar is an ordinary room with a rack for wine bottles, a set of bins for vegetable and other food storage, and a sturdy iron-bound door that is securely locked. Rolth carries the key on his person (DC 25 to pick).

There are only 2 servants in the house, and they know that the master’s wife died 5 years ago, giving birth to their second child, who also died. Both servants dislike the little boy, calling him “cold” and “cruel”. They are Mara, the cook, and Vestro, the footman. A third servant, Ander comes in twice a week to do the heavy scrubbing.

Room 7 is a child’s room. One end is set up for a young boy – perhaps 8-9 years old; the other appears to have been furnished, but never used, for a baby. Some evidence here the son is doing "live taxidermy" experiments on mice or insects.

During the mornings, Rolth sleeps in his room, and the boy, Rook, plays in his bedchamber. In the afternoons, they either go for a walk or sit in the study together. Rook does schoolwork and his father keeps a journal. In the evenings, after Rook goes to bed, Rolth slips down below the house and spends his time in his laboratory late into the night.


The Lair under the house is large and ancient. It is lit with Everburning torches in brackets on the walls or mounted above worktables, as needed. All the brackets and fixtures are shaped like bone hands.

Floors are smooth stone slabs, 5’ across, with mortar. Walls are smaller stone blocks, also mortared. Doors are standard dungeon-type metal-bound wood. All have key locks, but are typically unlocked. Keys are found in Rolth’s bedchamber upstairs.

Ceilings are at about 15’ high in the center of each room, with a slight vaulting, so walls are only about 10’.
1. Stairs. The stair door is not locked. The steps are old and cracked, and must be negotiated slowly. Any attempt to move above ½ speed requires a Dex check (DC 10) to avoid falling (1d4 nonlethal dmg).

2. This is the master workroom. It is furnished with a half-dozen stone-topped lab-height tables, each 6’ long and 2’ wide. Each contains at least one ongoing experiment, mostly in growing flesh, sculpting bone, and similar. In the center of the room is a massive, slightly lower table 7’ long and 4’ wide. On it rests a human body, obviously female, draped modestly in a white sheet. Around the body are a number of poles holding jars of fluid, tubing, and other devices. The body’s head is shaved, and the top of the skull has been removed.
Note: this experiment was a failure, and Rolth will be disposing of the body in another day or so.

At the east end of the room stands a huge minotaur trophy/exhibit posed in a lifelike stance. This is actually a zombie minotaur. It will activate and attack anyone who touches it, or who disturbs the corpse on the workroom table.


2A – a half-dozen worker/guard zombies are here. These are normal zombies, but once each round, each zombie can spit a glob of fiery saliva up to 10’. This is a ranged touch attack for 1d8 damage. No zombie may spit more than 3 times. These zombies will emerge if the corpse on the workroom table is disturbed, or if the minotaur zombie enters a fight.

2B – 12 skeletons stored here; they can animate and attack if disturbed. They will not emerge during any disturbance elsewhere.

2C-E are storerooms, with no real interest to PCs.

3. Biaj’s home – the BIAJ was Rolth’s wife. When she died in childbirth a few years ago, he rescued her and put her here, until he can find a way to create a new body for her. She was also a wizard, and her brain retains much of its previous capability. She must have some minions to guard her and act as her hands. The bulk of any treasure will be here, as well.

4? (an empty room off the passage from 2 through 3 to 5). Might have pits holding flesh-dissolving acid, or other necromantic nastiness.

5. plant roots. Attack any who enter, clean bones of flesh. Zombies can fetch bones out for use.

6. Prison cells. More zombies (ice or lightning?). Prisoners could include Garth (NPC from previous adventure) or just ordinary townsfolk.

7. Partly blocked off area – natural caves- oozes here?
 

How about a child ghost in the house? Maybe just the crying of a child. It could really agitate the necromancer when he hears it.

And the old greenhouse should definitely be growing some nice flowers for Mrs Necromancer. I think she needs flowers and zombie children for company :)
 




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