Contest Entry: Widow's Keep (by Zed)

This is an open ended module that can be many things over the same campaign; a place of refuge, the taget of a heist, or the doom of the player characters! The theming is Hammer Horror; vampire, werewolves, ghouls, and the eponymous big titty(?) goth widow. The keep itself is a 24 room affair, it comes with a 7 hex region to slot into your sandbox. Place it in the way of the player characters and see how it goes, or pester them with rumors of the wealthy and beautiful widow and see if their greed or lust incite action! The author recommends it to 3rd to 5th level characters.



Does it qualify?

Yes. The PDF is 2 pages, easy to read and parse, there are sentinels, hidden treasure, and traitors, the heavy lifting is done by the author (though some treasure is generic "jewelry", made up for most of the monstrous servants of the lady being named and characterized). There is a threadbare treasure map offering 12,000gp(!) 2d6 days away. Why did I disqualify Study of the Storm Sage for a similar detail but not this one? This is barely more detailed, but it doesn't ask the dungeon master to do work, and it is not a centerpiece of the adventure, just incidental loot. The module is written for B/X but easily converted to the other systems. An omission: room 11a is marked on the map but not described.

What is my judgement?

Does it respect my time, intelligence, and taste as a dungeon master?

Without rushing the module packs a lot into its 2 pages. Most of the situation is implied rather than explained; lord Nimrod died in battle but rose as a vampire due to his strong love for his wife, she is now proving her love by setting up a keep in a zombie haunted forest to prey on travellers. The implication as I read it is she's doing necromantic research to restore him to life, but not neglecting to feed him (or her evil servants) on the flesh and blood of travellers. Since the lady has tamed the local tribes of wolves and woodwoses (wonderful theming for neutral bugbears) the region has actually become less dangerous to travel in net, masking those lost to vampiric murder. The dungeon master is free to imagine the actions of the keep's inhabitants if the players spend the night or attempt to bypass the keep, do they ambush them in the night, or pick easier victims? The taste is impeccably gothic, a tragic love leads to this situation, the warrior brother of lady Esther is a werewolf, her servants ghouls, her familiar a white ferret. There are zombies hidden in the walls, treasure in the dungeon, a telescope in the tower. A quibble I have with time use: many rooms detail the % chance Lady Esther is present (and this can wary with time of day). Rolling for each room means you don't get the global picture, a single table which told you her location would be less cumbersome.

Does it offer a good challenge and proportional reward to the players?

All loot tallies up to about 20,000gp which is a significant step towards the next level at 3rd to 5th level. The keep itself could also be worth a fair amount if leveraged. The most significant obstacle are the Lady and Lord of the keep, the lady is a 5th level magic-user wielding a wand of paralyzation, the lord a 7HD vampire. The other servants should not be much a threat, but intelligently played those two could deal knockout blows to a party tied up in combat or with their backs turned. The open nature of the keep's interior gives many opportunities for flanking attacks. Of course, if the players spend the night without precaution they are as good as dead.

Does it offer shortcuts and treasure for brave and clever players?

Windows are not marked on the map. Presumably the observatory is either open to the sky or has generous windows to allow the telecope. There is an entrance right into the basement level, where the main treasury and Lord Nimrod's coffin are. Burglary and assassination is possible. Lady Esther keeps a potion of undead control in her room, which could come in very handy dealing with the other residents.

Does it punish stupid and cowardly players with the loss of life, resources, or opportunity?

Stupid players will straight up die by accepting the lady's hospitality and then wake up to werewolves, ghouls, and a vampire chewing on them. Tactics for the residents are not spelled out, if they are willing to abandon their keep it's possible they empty the treasury and escape through the basement exit. 

In conclusion

Though it does not hammer the judgement criteria this is the type of module I love to use, and try to write. By assuming the dungeon master is intelligent and creative (but not asking him to do the work of building an adventure from incomplete parts) it can be very economic with its descriptions. The antagonists are assigned clear roles and agendas, and implied personalities. Sir Goliath the werewolf knight is cold and indifferent, but wants to protect his sister, but can also be found smoking "mild shrooms" in the garden. Lord Nimrod is notably ugly, chivalrous, and knowleable. You get a sense of why Lady Esther's love is so strong for him (and vise versa) finding a true companion underappreciated by others. Do you want classic gothic horror without committing 20 sessions to Curse of Strahd? This is your answer.

Comments

  1. I love this map so much, it's simple but somehow incredibly aesthetically appealing. Looks like both a real location but also can be run as a D&D exploration site.

    The only thing that really bugs me are not one but TWO 20'x30' bathrooms...

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    Replies
    1. Thanks for the kind words! I try my best to draw maps that make sense and could actually be lived in.
      As for the size of the rooms, you are right in thinking they are somewhat oversized, and it would probably be better to "resize" it to 5ft, I may do that in an updated version for the compilation. As for the bathroom, you could easily extend the guest bedroom to be a 2x4 and the guest bathroom just 2x2 (the lady needs her 2x3 however). Actual size is usually a problem I tend to hand wave by telling myself the map is a vague layout to help run the game, not a construction plan, and that the real location would have walls of varying thickness, furniture (beyond what is or isn't noted in the key) and oddly shaped objects taking up place, and so on.

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  2. I loved the gothic vibe of this one and felt it would be easy to run straight off the page.

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