Saturday, April 12, 2025

The Sinister Secret of Zenopus' Tower – Part 5: The Estate Grounds

Although this is Part 5, the following material is actually the third section of my dungeon notes. I had no real plan going into this series of posts so I didn't consider a logical order of information before diving in with the manor house in Part 1. In my writeup, section 1 is the Intro and Background, section 2 is the Village of Saltmarsh, section 3 is the Estate Grounds and Manor House, section 4 is the Dungeon level, section 5 is the Sea Caves level, section 6 is the Forgotten Caves level, and section 7 is the Naga Lair.

With the Estate Grounds, my intention was to create areas of interest in the property around the Manor House, mainly to provide a more organic entrance into the overall site and to facilitate multiple entrances into the various dungeon levels. The map of the grounds started as a "sketch" in my head that I transferred straight onto the battlemat during the opening session. (Ignore the compass rose in this image; I flipped the site's orientation after this point.)

Original Estate Map (scale = ~50' hexes)

In that first session, the group did a great job exploring the bluff. They first circumnavigated the outer wall to locate the carriage house, manor, and tower by spotting the roof lines rising above the overgrown gardens within the wall's boundary. Then they smartly deduced the existence of the sea caves below by watching how the waves hit the rocky coast, and even rappelled down for a cursory investigation. They didn't look out over the swamp below the bluff, but if they had, they would have spotted the troglodyte's berm that surrounds the entrance to the dungeon from N1 Against the Cult of the Reptile God, which connects to the Sea Caves level.

They finally penetrated the overgrown gardens through one of the sections of collapsed wall, but as they hacked their way through the thick vegetation, they were attacked by several wandering giant ants and lost two party members before fleeing—a difficult first lesson in the CAG style of play. This ended the first session, but I felt good about it as the players were laughing while rolling up new characters (and the surviving players rolled up secondary guys just in case).

Regardless of what I may have intended for a final version of the estate grounds, this session firmly established the basic layout of the area. From this, I drew a sketch map of the estate grounds that took the other dungeon levels into account, even though I had not yet finished converting the layouts of the original level maps. I knew there would eventually be a final corrected version, but in the meantime this one was about 80% accurate. 

At the time, I was still running a regular campaign on Roll20 and was used to making color maps for the VTT, so this version is in a drab palette meant to invoke the site's gloom and decrepitude.

Estate Map – Sketch Version (scale = 20' squares)

When it came time to finalize the map once all the dungeon levels had been converted and laid out accurately, I opted for my preferred mapping style of black, white, and various shades of grey. I tweaked a few things, but didn't end up needing many corrections. Here is the final version:

Estate Map – Final Version (scale = 20' squares)

So far, my party has explored areas A, B, C, D, E, and G. They poked around outside the tower but were flummoxed by the arcane-locked door. They killed the frogs in the fountain and the rats in the carriage house, and plundered the graveyard, though when one of them descended the pit on a rope, they were attacked by a ghoul. The character was fortunate to escape, but it scared the party members away from that entrance. 

They also (eventually) spotted the berm down in the swamp and investigated that. After making two forays into the Naga Lair, one being particularly costly, they returned to the gardens where they discovered the stairs down to the Dungeon level which they explored briefly. As of this writing, they have returned to the Manor House and appear set to descend from the cellar down to the Sea Caves level.

The Estate Grounds (Exterior)
The estate stands on a cliff top, 70 ft. above sea level. The windswept fields to the north remain fallow, untended, and rank with weeds.

  • The manor house is 35 ft. high from ground level to roof ridge; the slate roof is peaked and gabled, with several prominent holes. A separate stone tower (40-ft. high) rises behind house.

  • A stone wall (6-ft. high) surrounds the house and garden. It is partially collapsed in several places (a person can easily enter the gardens by climbing over the rubble piles).

  • The gardens are overgrown (dense briars, vine-draped shrubs; thigh-high weeds). The only areas visible from the gate or wall are the manor, carriage house, and tower.

  • Passing through the foliage is slow and requires bushwhacking (= 1/3 move, 10–30 ft. visibility). Old paths (dotted lines) wind through the gardens, but are only noticed on 1–2:6 (= 1/2 move, 20–40 ft. visibility). Encounter distance is 2/3 normal.

  • A thick (magical) fog descends on the estate at night (7 PM), reducing visibility further by half and encounter distance by another third. It burns off by 8 AM. The fog is harmless otherwise.

  • Hidden in the swamp below the escarpment is a mud berm surrounding a stairway that descends into a lair of troglodytes led by an evil naga. Other caves nearby hold additional mystery.

Wandering Encounters
Roll encounter chance every 3 turns spent exploring the estate ([1:6] during the day; [1–2:6] at night). Increase the chance by +1–2 if the party makes a lot of noise or uses obvious light sources at night (1d6):

2d6      Encounter: Day      Encounter: Night
1
     2–4 goons*
     1–2 ghouls
2      1–3 giant rats
     2–6 giant rats
3      1 giant boar**
     1–4 skeletons
4      1–6 large ants
     1 ghostly figure (b)
5      1–3 stirges
     2–6 stirges
6      Strange sound (a)
     (50/50) Mysterious lights (c)

     
     or strange sound (a)

Encounter Notes

*The "goons" are just renamed goblins. I didn't change the name out of some ethical dilemma about humanoid rights; rather, my last campaign with these players was thick with goblins so I wanted to make them sound different, even if they're not. I describe them as ugly, misshapen men with filthy clothes and bad attitudes. They are hirelings of the thaumaturgist and each carries 1–8 sp and 2–12 cp; 1:20 has a bauble worth 3–30 gp.

**The boar will only be encountered until it is slain, after which I would either roll again or replace it with something else.

(a) Strange sound. The party hears (1d6): 1 = a woman’s scream; 2 = heavy thuds; 3 = a man’s voice (“Who are you?”); 4 = a spooky voice (“Leave here or die!”); 5 = an animal’s roar; 6 = ghostly moans.

(b) Ghostly figure. Periodically, the spectral image of a wizard exits the Tower and drifts slowly toward the garden entrance to the Dungeon level (area D). It takes roughly 3 turns to make the journey. At the entrance, the figure makes a cryptic sign with his right hand (see D1). Disturbing the figure causes it to attack as a wraith. It vanishes when it drains one level.

(c) Mysterious lights. The party notices the smugglers signaling their ship from the upstairs manor window (M14).
__________

Estate Grounds Key

–A. Main Gate
A rusted iron gate (heavy, ornate) stands wide open. A pair of weather-worn gargoyles sit atop the gate’s stone pillars. Beyond, an overgrown garden shows no sign of recent care. The dirt lane enters the gate, circling in front of the manor after passing by a burnt-out carriage house.

–B. Fountain
A stone basin is totally concealed by shrubs. Toppled into the basin, half-submerged in mucky water, lies a marble statue of a water-bearer. Two giant frogs lurk beneath the water.

  • The bones of a lost adventurer are submerged in the water, along with an oilskin pouch (123 gp), a silver and garnet ring (50 gpv), a silver dagger (30 gpv), and a Potion of Healing.

–C. Carriage House
Deteriorating timber walls, charred from fire, barely hold up the sagging roof of this structure. Several large holes have opened up in the roof, as well. Inside, the space is divided into a stables with four horse stalls and a maintenance/storage shed.

Carriage House Map (scale = 10')

The dirt floor is covered with old hay, horse bones, and detritus blown into the corners. Decayed leather tack hangs from hooks. A ladder climbs to a rickety hayloft above the stalls. The broken remains of an old carriage are piled in the center of the maintenance shed.

  • The detritus in one corner hides a giant rat tunnel leading to the Dungeon level (area RT). On 1–2:6 for each turn spent here, 2–7 giant rats emerge.

  • The rickety hayloft is unsafe to walk on, with a 1:6 chance each round for it to collapse (1–6 damage). Searching for 2–8 rounds turns up a rotting leather pouch (35 gp) in the hay.

–D. Dungeon Entrance
A grimy stone staircase, mostly concealed by thick blackberry bushes, descends into the earth. A narrow path through the briars has been cut recently, with obvious evidence of muddy boot prints on the steps.

The stairs lead to the Dungeon level (D1), where a group of goons in service to Veklar the Thaumaturgist guard the area (1–3 of them will investigate activity here on 1–2:6 per turn).

–E. The Well
Partially obscured by vines and weeds, a 5-ft. diam well shaft is surrounded by a 3-ft. high stone enclosure and covered with rotting timbers. The shaft is 25-ft. deep, with 3 ft. of water at the bottom (sandy floor). 

The well is fed by an underground stream that empties into the Sea Caves. A poisonous snake coils in a hole in the shaft wall, striking anyone who reaches the water level. Its bite injects mild poison (+3 save) that causes the victim to become drowsy, then fall unconscious 2–8 turns later for 4–16 turns, during which time they cannot be awakened. There are no further ill effects after the poison passes. 

  • This encounter area comes mostly from the original manuscript for U1 Sinister Secret of Saltmarsh, though some of the details are different.

–F. Gazebo
Steps rise to a flagstone platform with four stone columns supporting a crumbling shingled roof. Vines and weeds obscure much of the structure, creating an enclosed space of sorts. The gazebo is unoccupied, but any activity here has a 1–3:6 chance per turn of attracting 2–5 large ants from one of three nearby mounds hidden in the surrounding foliage. There are infinite ants.

–G. Graveyard
This area of the garden is surrounded by a 4-ft high wrought-iron fence. Six broken and weathered gravestones lean amongst the tall grass. Against the estate wall stand two vine-covered marble mausoleums with iron gates. The gate of the northern mausoleum is ajar.

  • The gravestones are so worn, the names are no longer legible.

  • Each 8-ft high mausoleum holds two marble sarcophagi (4 total), with a heavy stone lid (400 lbs. to lift). Each sarcophagus holds a simple wooden coffin for a long-dead corpse with 1–6 pieces of jewelry (worth 1d6x50 gpv ea.) One corpse also holds a rusty longsword and wears corroded chain mail and a pair of Bracers of Strength (grants 18 Strength while worn).

  • Inside the northern mausoleum, a dirt tunnel descends 40 ft. to D9. Any activity in the mausoleum has a 1–2:6 chance of attracting 1–2 ghouls to investigate.

–H. Statuary Garden
An old path snakes through the dense undergrowth, passing by a series of mildew-stained, vine-shrouded marble statues. From N to S, the statues are:

  1. A trio of nymphs
  2. A venerable scholar (an inscription reads: “Namuz the Farsighted”)
  3. A gruesome gargoyle
  4. An arcing fish
  5. A wizard with a large ruby in his forehead*
  6. A mermaid
  7. A satyr blowing a set of pipes
  8. An angelic being cradling a fallen warrior

*Disturbing the wizard statue in any way causes it to become an animate statue (32 hp) that attacks interlopers. Instead of the normal (Labyrinth Lord) lava spray special attack, this statue fires a heat beam from the gem in its forehead. If it hits a target, the ray does 3–18 damage. It fires once automatically, then becomes available again on 1–2:6 ea. round. After 10 rounds of no attacks made against the statue, it returns to its plinth and resumes inanimacy. Once the statue is destroyed, the gem becomes a non-magical ruby worth 5,000 gpv.

–I. Caves of the Unknown
Down in the swamp just to the north of the Naga's Lair (area N), a pair of caves descend into an alien underworld where even more adventure awaits stronger parties. These are just here if I want to expand the site further or if the party decides to linger in the area (they found the deed to the estate and there has been party chatter about repairing the manor and using it as their new home base).

–N. Naga Lair
This is the lair of a naga and her troglodyte minions, borrowing the dungeon portion of N1 Against the Cult of the Reptile God. The conversion of this area will be fully detailed in Part 6 of this series.

–The Tower
This 40-ft. high tower was obviously heavily damaged in the past and later rebuilt, as evidenced by “fresh” mortar and poorly-replaced stones. Despite the crude repairs to the tower’s walls and battlement, the structure looks solid. A set of narrow curving steps rises 8 ft. to a platform and stout outer door. A narrow, shuttered window on the upper floor looks out to each cardinal direction. The battlement is uncrenellated.

  • The crude repairs are the work of goons, obvious to someone with knowledge of such things

  • The outer door is heavy and reinforced, and arcane-locked (cast as 4th-level). The window shutters are also arcane-locked; behind them, the glazed windows are 2-ft. wide.

  • The tower roof is flat, surrounded by a low (3-ft. high) wall.

This was Zenopus’ former tower, now occupied by Veklar, an evil thaumaturgist. The following locations are keyed from the Sample Dungeon (areas S1–S2). On 1–4:6, Veklar and his bodyguard are present in the tower (in area T2). Otherwise, they are in D6 down on the Dungeon level.

    Tower Interior Map (scale = 10')
  • T1. Ground Floor: The outer door opens into a spacious chamber with a 20-ft. high raftered ceiling. A stone fireplace holds a cauldron; cooking utensils hang above the mantel. A table and several chairs stand in front of the hearth. Behind the fireplace, a spiral stair ascends to T2. An obvious trap door in the floor leads to D7 on the Dungeon level. If Veklar is present, the trap door is secured with an iron padlock on this side.

  • T2. Upper Floor: The stairs enter a foyer on the tower’s first floor, with a narrow window looking to the north. Beyond, the interior opens up into an arcane workroom filled with accoutrements: a stone fireplace hung with a copper cauldron, a table stacked with thick tomes, oil lamps, various chemicals in jars, skulls, loose parchments, mystic designs on the floor, etc. Another narrow window here looks east. An iron cage against the NE wall holds an angry ape. Along the S wall, a curving stair continues up to another closed trap door in the 20-ft high raftered ceiling. 

    The trap door leads to the roof (T3). A ladder of iron rungs secured to the wall ascends to the trap door, which is arcane-locked (as 4th level).

    One tome on the table is Veklar’s spellbook: (1st) Charm Person, Magic Missile, Prot. from Good, Read Magic; (2nd) Arcane Lock, Web. Tucked inside the cover is a large bronze key that opens the iron cage. Among the parchments is a Scroll of Stone-to-Flesh.

    The iron cage is locked (opened by the bronze key). If released, the angry ape attacks a random target (or Veklar, if he is present), then tries to escape via the stairs down.

    The side room to the W is used for storage, though only some basic foodstuffs and a cask of water are there currently. In the side room to the S is a simple bed and desk. Hidden in a secret drawer (find as secret door) is a tin box containing 345 gp, 850 sp.

  • T3. Roof: The trap door is arcane-locked (at 4th-level) and opens onto a platform surrounded by a 3-ft. stone wall. A circular brick chimney rises 3 ft. from the roof platform to the SW. The parapet has a commanding view of the estate and sea.

__________

That's it for the Estate Grounds. The next part will cover my changes to N1, then I'll finish up with my version of the village of Saltmarsh.


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The Sinister Secret of Zenopus' Tower – Part 6: The Naga's Lair

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