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Vallakovich Reformation Center
Vallakovich Reformation Center
Vallakovich Reformation Center
pattern, and suggestion to make the noise before going back into the darkness.
subject’s mind more pliable. They use their The constant strain on their senses breaks
charismatic skills to make the prisoner’s their minds.
objections seem baseless and try to convince Step 5: The Forgotten and the
the subject of their own foolishness. They Damned. If prisoners still seem
cycle through the prisoners, usually unresponsive to treatment, they are
affecting a handful each day. After a few considered the highest tier of offenders and
weeks of treatment, many weak minded must endure penance for their criminal and
individuals begin to believe these thoughts corrupted minds for the rest of their lives.
are their own. Execution would be but a release for such
Step 3: Your Worst Nightmare. If souls.
step 2 seems ineffective, the Reformers These people are moved into the
move on to more sinister forms of treatment: depths of the underground cells. The cells
using the subject’s worse fears against them. are isolated and dark. Besides the food left
The Reformers cast Phantasmal through the door each day, prisoners here are
Force to summon the form of a subject’s left to rot.
loved one and make that illusion attack and
berate the subject. Sometimes the Reformers The Results of Reformation
work in tandem, summoning two images: After enduring any amount of time
one of a loved one and one of a torturer who or treatment at the Reformation Center, tier
interact while the subject watches helplessly. one and tier two prisoners are released back
They also cast Fear on the subject to into Vallaki once they show adequate mental
further the emotional trauma. Finally, the readjustment. These people show signs of
Reformers use Dream to plague the victim’s their trauma in varying degrees for the the
sleep with horrific night terrors. rest of their lives.
Step 4: Sensory Deprivation. If Most former residents of the
prisoners are able to resist the treatment, Reformation Center have a myriad of
they’re moved to the underground solitary nervous ticks as well as fragile dispositions.
cells and are considered second tier Many are plagued by debilitating forms of
offenders. Repeat offenders or those anxiety and depression. Players who spend
convicted for higher level crimes from the enough time in Vallaki may come across a
start begin automatically at Step 4. handful of survivors of this prison.
The solitary ward cells are small and
pitch black. The cells are under the constant Notable NPCs at the Center
effect of a Silence spell, which the
Izek Strazni. Izek is Captain of the
Reformers recharge each day. Prisoners in
Guard. However, he rarely makes
these cells are left blinded, deaf, and alone
appearances at the Reformation Center. Izek
for weeks without any human interaction.
much prefers being on the front lines, openly
Even their food is slid through a small flap
patrolling Vallaki before retiring to his room
at the base of the door each day, which they
at the Baron’s Mansion. As far as he’s
can only find by feeling around in the
concerned, Izek’s responsibility is to catch
darkness.
criminals. What happens to them afterward
After a few weeks at a time, the
is someone else’s job.
prisoners are then forcibly taken from these
cells and thrust into a room of light and
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and left them to attend the dungeons. The All locked doors can be opened with
mindlost are virtually brain dead and DC 15 thieves’ tools unless otherwise stated.
incapable of speech, able only to mindlessly
follow the Reformers’ orders. 1. The Courtroom
The mindlost are neutral human This large, two story courtroom has a
non-combatant commoners. However, their pitched roof with rafters. Several wooden
Intelligence and Charisma scores are 1. benches are separated from the front of the
They’ve been given the following duties and room by a two foot high wooden divider
know nothing beyond them: 1. Deliver food fence. A large, ornate chair sits on a raised
to the prisoners. 2. Collect dishes and plates dais at the end of the room like a throne.
as well as they can and leave them by the
dungeon entrance for removal. 3. If a cell Informally and much more popularly
hasn’t shown signs of life for a month, stop known as “Executioner’s Court,” this is
delivering food. After another month, check where those accused of breaking Vallaki’s
the cell for a body and bring the corpse to laws come to prove their innocence or, at the
the dungeon entrance for disposal along with very least, ask for mercy in sentencing.
any piled dishes. However, nearly all cases that come to this
courtroom are declared guilty and sentenced
Areas of the Reformation Center anyway, giving the area its nickname.
Not far behind the Burgomaster’s Mansion One of the Reformer siblings holds
stands a fortress-like complex that brims court the first two days of a week and
with authority. The two story building is Vargas Vallakovich holds court on the last
supported by a tall, stone lookout tower, two. On other days the courtroom is closed.
atop which you catch the faintest glimpses Both the Reformers and the Burgomaster
of guards peering out over Vallaki. The front serve as judge and jury and their rulings are
of the building bares two, giant wooden never merciful.
doors that sit heavily in their frames. When court is in session, two elite
guards and four guards stand watch over
Locks and Keys the proceedings. When court is not in
session, two guards stand watch near the
Most doors in the Reformation judge’s dais.
Center are locked. Usually, a guard The courtroom’s front doors are
patrolling the area carries a key to one or unlocked when court is in session, and
two nearby doors. locked otherwise. One guard carries a key to
Vargas Vallakovich has a skeleton the front doors and another carries a key to
key which opens all doors in the Center, Area 3. None have a key to Area 2 except
which he has on his person when he visits. the Reformers.
Otherwise, the key is in a locked drawer in
the desk in his library (Area N3L) at the
Burgomaster’s Mansion.
Each of the three Reformer siblings
also carry a skeleton key, which they keep
attached to a bracelet on their wrists at all
times. They never remove the bracelets.
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This is where third tier prisoners are The mindlost have yet to find this
held. Each cell contains a deteriorating straw man for disposal.
mat and a hole in one corner for a makeshift
toilet. The people down here are not tortured 13c. The Lovers’ Cell
or taken from their cells, but are instead left
These two cells are exceptionally dirty, with
to rot.
piles of earth pressed into the corners. A
The doors are made of heavy iron
small tunnel, no more than a couple feet in
and are locked from the outside by heavy
diameter, connects the two rooms.
latches and bolts. They require no keys.
Each door has a two inch metal flap on the
One individual driven mad from
bottom that can be lifted for plates of food.
years of isolation, clawed their way through
Four mindlost roam these hallways
the walls to the neighboring cell. The two
and distribute food to the cells each day. The
were strangers, but have since taken solace
door from Area 12 to Area 13 is also locked
in each other’s company.
from the outside by the same deadbolts,
The tunnel is small and narrow. A
meaning the mindlost are incapable of
medium creature can fit through by crawling
leaving the halls as well.
on their stomach.
Everyday, guards from the upper
levels deliver pots of gruel beyond this door,
13d. Vallaki Redemption
but venture no farther. They also collect
dirtied dishware and the occasional corpse This cell is piled high with dirt and
which the mindlost have gathered for displaced stones. The area that once likely
disposal. The only other time guards come held the makeshift bathroom has been
down to this level is to deposit a prisoner in completely excavated. An earthen tunnel
one of the cells. descends into the darkness.
If players end up down here, they
may be placed in the cells marked with an One prisoner escaped the
X. Reformation Center, tunneling their way to
freedom. The mindlost found the tunnel, but
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replaced the key with a copy. The original The players can influence whether or
was never found. not the Reformers and other guards are
If a player is locked in one of the either captured or killed as well as whether
dark, soundless cells, they can find the key or not the building still stands after the dust
tucked into the grout between stones with a settles.
DC 20 Investigation check. The key won’t
work on their cell door (as it’s locked with a
bolt and latch from the outside instead of a
standard keyhole), but if players hold onto it
when they’re moved back to the upper levels
of the prison, they have a useful tool.
The Tunnel. Other prisoners tell the
story of an old prisoner named Andre, who
went mad under the torture. Andre actually
believed that if he were moved to the lower,
less guarded but more isolated levels of the
prison, he may be able to tunnel his way to
freedom.
Andre did get what he wanted: he
was eventually moved to the lower cells.
The other prisoners who tell Andre’s story
all believe him a fool who’s still trapped
down there.
Vive la Revolution
As mentioned in the Adventure
Hooks at the beginning of this module, it is
entirely possible that the Festival of the
Blazing Sun will lead to city wide revolts
against the Burgomaster, lead by Fiona
Wachter.
Should this occur, once the mobs are
let loose from the square, the angry people
of Vallaki will rush the Burgomaster’s
Mansion and the Reformation Center. The
players have the option of joining them in
their storming of the Center, either as allies
or openly leading the mobs alongside Lady
Watcher.
Should players join in a city wide
attack against the Reformation Center, they
will be accompanied by six angry mobs as
well as one fourth of the guards currently
employed at the center.
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Elite Guard
ACTIONS
Multiattack. The elite guard makes two melee attacks.
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