57 The Mire of Regret
57 The Mire of Regret
57 The Mire of Regret
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Overview: The Alchemist’s quest for the Tincture of Life led him to neglect his only child, who perished. Conditions: The Mire is a dangerous shortcut, crossed by old
Mad with grief and shame, he interred her below the manor, then hanged himself. The house trappers’ paths, haunted by quicksand and fen-lights. Travelers are
eventually sank into the mire. Recently, foul miasmas have leached from the swamp urged to use newer, better routes. Random encounters include (1)
into local wells, sickening many. Engineering mages have managed to lower giant mosquitos (2) carnivorous lilies (3) muddy sinkholes (4)
the waters, exposing the house…but not for long. ghoulish bogwights
Northwest, a band of Lizard Folk have camped Northeast squats the cottage of Sour Nell,
near a ruin. They could ally with adventurers against the bog hag. A potent (if untrustworthy) ally
“the Twisted Tree,” in return for the Stone against “Old Knotty.” Her price: “A mere
their shaman has dreamed rests in the trifle, dearies!” She could wring terrible
Mansion. Regardless, they will hexes from the innocent soul she has
investigate the grounds, and sensed crying out under the manor.
may consider the party rivals. Even if declined, she will doubtless be
sneaking about, awaiting her chance…
The Black Cudgel. Night Ash, Merith-Un, the Tree of Woe…………..…Foulknot has many names for itself…………though most swamp-dwellers simply call him “The Twisted Tree,”
or “Old Knot.” Poisoned as a sapling by alchemical sludge, in the bitter shadow of that haunted place, Foulknot considers itself the “owner” of the manor, and lord of the marshland.
In truth, he is more like a cranky old neighbor yelling at passing children. Most swamp denizens have simply avoided the cantankerous old rootball…
~~~~~~ Pt. 2: the Tragic Manor ~~~~~~
Rising Tide: as you approach, the water begins its inexorable return. For every few rooms searched, the water rises: (0) underground stair and tomb are underwater, ground floor
puddled with water….2-3 explored: first floor now under 4 feet of water…..5-6 rooms explored, 1st floor entirely underwater, 2nd floor up to knee-height….7+ rooms, 2nd floor up to
5 feet, only the top level (Tower lab & nursery) above water…
Tower Laboratory shelves spill broken glass & rusty metal.
Foulknot glares through broken windows.
His snatching branches (and mud) obscure one intact lead case,
Nursery – slimy growths mar lavender walls. Shattered children’s bed, containing The Basking Stone, sacred to Lizard Folk, a source of
broken toys. Wardrobe undamaged, with a valuable enchantment: able perfect, stable heat (& very valuable to any alchemist).
to shrink to pocket size! Opening it releases animated child’s dresses
which haunt it, several stitched with the name “Filia.” Master Bedroom furniture is rotten wreckage. Under the
collapsed bed, a sealed casket (smeared with contact poison)
holds the alchemist’s diary (see Overview), and key to the
Great Room padlock.
The Parlor floor creaks ominously. Crossing risks breaking Store Room holds several intact barrels, filled with:
through rotten floorboards. Against the far wall, the remains (1)random alchemical dregs (2) dangerous undead frogs
of an end table hold a valuable clockwork carousel music box. (3) potent, aged brandy (4) pure mercury (valuable/toxic)
(5) carnivorous (but slow) snails (6) pure methane
Great Room carpet has rotted away, revealing a trapdoor
with a padlock. Getting to it requires avoiding
Foulknot’s slimy roots and branches on the floor. …Within, an everburning lamp gutters over a child-sized casket,
its top breached by dozens of roots. . Decayed remains swim in
Rough stairs lead to a hardened steel door, etched with chemicals, pierced by sucking vines. The incomplete Tincture of Life
alchemicalsymbols. Pressing “F”ire, “I”ron, “L”ead, “I”ron and “A”ir, has kept the sad spirit tethered to its mortal shell, as the casket leaks toxins
opens it, to reveal… Purifying (or destroying) the goo should end both problems….and Foulknot.