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contents

INTRODUCTION 4 Undead Immunities & Resistances 24

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Turning Undead 24
BACKGROUND 7 Energy Drain 25
Involving the Characters 8 Dying in the Chateau 25

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Random Events 8 Escaping the Chateau 26
Table: Random Events (d100) 10-13 Table: Joudain’s Fun 27
The Barrier 14
The Household Staff 15 THE CHATEAU 29
Using the Household Staff 15 Map Key 29
A Note About Language 15 Hedge Maze (M) 32
Chateau Grounds (C) 40
The Staff 16 Ground Floor (G) 45

— Bertrand - Groom 16
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— Arnaud - Land Steward 16

— Clareta - Chamber Maid 17


Upper Floor (U)
Basement (B)
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— Elias - House Steward 17 REFERENCE 76
— Estève - Valet 18 The Staff 76
— Guilhèm - Page 18 Others 77
— Hervisse - Chef 19 Table: Joudain’s Fun 79
— Jaume & Miqèl - 1st & 2nd Footmen 19 Table: Random Events 80-83
— Julian - Gardener 20
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— Landri - Majordomo 20 MAP


— Laurensa - Parlor Maid 21 The Ayarai Estate Map 1-2
— Martin - Stable Master 21
— Mondette - Kitchen Maid 22
— Rixenda - Chamber Maid 22
— Ysabel - Maid 23
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tables
Random Events (d100) 10-13 (repeated on 80-83)
Joudain’s Fun 27 (repeated on 79)
Undead Immunities & Resistances 24 (repeated on 77)
Energy Drain Effects (d6) 25
Random Paintings in the Chateau (d20) 29
Drinking from the Fountain Effects (d8) 41
Drinking from the Vials (d10) 69
introduction

H
AUNTED HOUSES HAVE One room might contain nothing

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fascinated me since I more than some dusty furniture while
was a child. In part, the one right next to it is a raucous
that’s a consequence spectral dinner party whose participants

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of my growing up in encourage the Player Characters to join
the 1970s, a decade awash in horror them, and the one right next to that is
and the occult. It was also the decade home to a collection of skeletons dancing
that brought us movies like The House to music no one but they can hear.
That Dripped Blood, The Legend of Hell
House, Burnt Offerings, and of course In a fun house, there’s often no way to
The Amityville Horror—none of which
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I actually saw until years later, but door or down a nearby corridor and
about which I had heard many second- that fact irritates some players who
hand tales from older neighborhood value naturalism and rationality even
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kids as well as from the proverbial in their fantasy. Without it, they argue,
cousins of my friends, who clearly it’s difficult, if not impossible, to plan
had very lenient and open-minded ahead or think strategically and thereby
parents, if even half the stories about minimize the likelihood of their
what they were allowed to do are characters suffering some terrible fate.
to be believed. I’m sympathetic to this perspective and,
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in general, my adventure locales are


THE CURSED CHATEAU is my attempt fairly reasonable, even orderly places
to present a haunted house like the that “make sense”—which is precisely
ones I imagined in my childhood, why a place like the chateau makes
as seen through the lens of old-school for a good change of pace!
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fantasy roleplaying games. Consequently,


the chateau is something of a “fun One of the reasons I liked stories of
house,” a term used to describe a style haunted houses as a child was because
of early RPG adventure exemplified haunted houses defied logic. The creepy
by modules like Tegel Manor (written things that supposedly happened inside
by Bob Bledsaw and published in 1977 them—disembodied voices, bleeding walls,
by Judges Guild) and Castle Amber apparitions—represented incursions of
(written by Tom Moldvay and published the weird and the supernatural into our
in 1981 by TSR). Depending on one’s humdrum existence. They were
perspective, a fun house is either frightening precisely because they
“whimsical” or “nonsensical,” in that followed their own rules rather than
its inhabitants and locations show those of the rational, scientific,
some degree of randomness. mechanistic world we believe

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ourselves to inhabit. To my mind, that’s THE CURSED CHATEAU existed in
what a fun house adventure locale does, two versions prior to the present one.
too: it breaks the rules of the game and The original version was submitted to the
does its own thing. Fight On!/Otherworld Miniatures Adventure
Contest in the summer of 2008, where
Consequently, THE CURSED CHATEAU, it won Honorable Mention. A slightly
like most fun houses, is a difficult expanded version was later published in
adventure. The titular curse under 2009 as a separate product. The version

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which the chateau has fallen literally you now hold in your hands is much
changes the rules of Lamentations of larger than either of the two previous
the Flame Princess in various ways, both versions and contains many changes

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subtle and obvious. These changes and expansions. Some of these changes
punish certain types of behavior and were necessitated by the default
reward others. Players who either fail historical setting of Lamentations of
to grasp the nature of the curse or who the Flame Princess; others were the
choose to act against that nature will result of years of having run the
soon find their characters suffering adventure myself and listening to the
under great disadvantages. This is by feedback of others who did so as well.
design. At the same time, the chateau It is hoped that this latest version will
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and its inhabitants aren’t wholly devoid
of meaning. There are clues, hints,
and information scattered about that
be as well received as its predecessors.

— James Maliszewski
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perceptive and patient players may
discover so as to make their characters’
explorations less deadly. Such players
may even see their characters escape
the chateau not only alive but also
richer and wiser.
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background

L
ORD JOUDAIN AYARAI Lord Joudain’s consciousness persisted

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was the scion of a long after his death, just as he had hoped.
line of aristocrats in the Rather than moving on to some other
remote province of France plane of existence—or even the heaven,

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known as Averenha in the hell, or purgatory preached by the
local Occitan dialect. His family had been Church—his being was instead bound
wealthy and influential for longer than to his earthly home for reasons he had
any could remember. An only child, his neither anticipated nor could explain.
parents died when he was four years He could not move on to whatever
old, entrusting him to older relatives reward—or punishment—awaited him
and servants, who cared for his education
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and upbringing. A precocious, charming forever linked to his chateau.
boy, Lord Joudain matured first into a
vain, dissolute youth and then a jaded, Unable to manifest himself in a visible
venal adult. He had the power, money, form for long, Lord Joudain can, however,
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and influence to satisfy his every desire influence events within his old home
and did so—but it was not enough to and command his now-undead servants
overcome his ennui. (see Joudain’s Fun, below). He can also
create a magical barrier that prevents
Lord Joudain turned to necromancy, entrance to and egress from the chateau’s
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black magic, and eventually devilry as grounds. This last ability is the primary
means to alleviate his world-weariness way Lord Joudain now seeks to entertain
and boredom. He communed with himself: trapping foolhardy travelers
elemental entities, slew his servants and tormenting them. As soon as the
and raised them from the dead, and characters enter the grounds of the
even summoned demons from Beyond, chateau, they are Joudain’s prisoners
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but he found no pleasure in any of these and he intends to make full use of
activities. Lord Joudain eventually came them for his own purposes.
to the conclusion that the mortal realm
offered him nothing but tedium and so
committed suicide according to a ritual
found in an ancient grimoire in the hope
that the next world might prove more
interesting than the present one.

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