I made a map too using 'Dungeon scrawl's free software
here's the Link to the google drive:
https://drive.google.com/file/d/1CVCe7s ... sp=sharing
there needs to be said some things before You use the map
First of: The castle is deliberately confusing
to navigate through to give the player a feel for exploring or set the horror atmosphere.
are rooms and places to be restored for proper use. (Just like in the rulebook!)
are rooms and places that are not special but I thought needed to be there for it to be called a castle.
- The Red Text are rooms and places that I designed for mysteries:
- The Escape Route: You can use this secret path out of the castle or make a prisoner escape as a threat (pitch: if the players befriend the police chief he will ask you to keep a prisoner that keeps escaping, he suspects corruption in the police force but actually the prisoner has a vetir that he forces to use terrain altering and illusion magic to escape. the vetir itself wouldn't hurt a fly not even its tormentor)
- Water Portal Maze: in the middle of this maze you will see the Carp pond "floating" above your heads as if the surface was upside down. this magical place could be a portal to a lake outside or a place where mermaids dwell or there might just be an objekt of power placed on an altar in the middle of that room... (pitch: after the the carp pond was cleaned for use the servants will start seeing fish at the bottom of the pond with human features strangely deeper down than the pond is. when navigating the Labyrinth you may encounter skelletons of dead mermaids of even a fresh corpse when getting closer to the middle the rot will make breathing difficult. I haven't thought how this mystery will unfold after that)
- Doorpuzzle Maze: The way this mace works is: when the PCs enter the maze they will hear a loud klicking and cranking sound which signals the triggering of the mechanism. everytime they open or close a door the mechanism will wind up a little and every third time they do the moveable walls (the 8 seemingly detached lines anchored in the middle of walls) will move in the way or out of the way in a 90° angle depending on their startingpoint
- The Hamsterkings Throneroom: this threat I've thought about 60% through. there's a group of Vetir have been living in the castle even before Linnea gave you the Keys. They settled in the time noone lived there and feel that you are moving into their personal space. even so they understand human society to a point that they know they themselves are the intruders. they are actually glad you moved in to some point as they can keep stealing little amounts of food from you under the pretext of paying tribute to their king, a smart leader of the 12 Vetir living in the dugout at the end of the 'Doorpuzzle maze' of those 6 are fighters and the rest will hide when PCs enter the small "hall". The way the PCs find out is that one of the timid Vetir (frim now on called Tiv) performs poorly on the job where as the cook or algot will see an unusually big rat run of to a hole in the kitchen noone noticed before. the Second in command of the Vetir (now caled Sik) will then coerce Tiv to steal something valuable because he wants him dead. one of the PCs will catch Tiv in the act trying to steal his Memento. The PCs can force information out of the frightened Tiv. Algot knew of the existence of the Vetir in the castle and was even the one who proposed the "tribute" to keep up friendly relation. Countdown: 1. Algot disappears and one of the other servants notices. he went down the cellar to talk things out. PCs may use a Vigilace test to follow his footsteps once downstairs. 2. The Vetir turn a part of servant or PC into a Rat After Sik stoped Algot in his tracks and took him prisoner. 3. Sik assassinates his king and convinces everyone else that the PCs are comming the kill everyone in the colony and the Vetir will start an all-out war to take over the castle. Algot will be turned into a talking 60cm rat with clothes (permanently if you kill the Vetir). The king can be calmly discussed with and you may convince him to leave the castle with manipulation 2 or you can establish diplomatic relations with the Vetir in wich case the Vetir will give you an item of power or a book about vetir magic usable by a player with a wand or a spertus. Sik will protest all the time though and and in the end call his king weak while going for the Kill. If he succeeds he will then try to turn every Vetir fighter against you. you may convince them you're not the enemy with Inspiration or manipulation where as one sucess makes half 2 out of the 4 fightes fight on your side while two means all 4 will be fighting against Sik. movement in the small throneroom will be restricted as its super narrow. this should be reflected in a diceroll penalty somehow
- Sword Altar: In the bottom of the big tower is a hidden altar room and two knight statues under the stairs. one has two facy swordreplicas and the other has only one. the Altar room can only be opend by giving the statue thats missing a sword a second sword real sword which looks exactly like the replicas. (pitch: If you have a PC with a sword, tie thier acestors to the society by making their sword the sword needed. hide something dark secret related in the altar room or give some depth to their family history or the person who gave it to them)
- Tine Rasmusens Secret Study: This may be her study or someune constucted it in her name as the rulebook states that the castle in upsala was built after Tine died. the Study can be accessed through a ring that bears the same crest as on the secret doors on both sides of the study which is a Deercub infront of a drawn bow. you decide if those are big and showy or the size of the ring. the players will learn things about the beginnings order of Artemis, about Tine Rasmussens backstory and maybe even her relationship with Mats Rosenberg.
- Bonecurse Maze: The gimmik is that the doors will not lead to the other side of the door but to the other side of another door in the Maze. you may ajust the difficulty to match your players ability to solve puzzles. (easy) each door connects to another door both ways permanently ,(middle) if a door is closed roll a dice. if you roll a 6 it will reconnect to another door not open atm ,(difficult) each door has a door assigned to it and everytime a door is closed all doors close. they will then reconnect to the door thery're assinged to and break off the connection that was made when the PC opened the door that lead to it, (hard mode) make up an algorithm that swiches which doors are connected and make it possible to solve only if the PCs go back the way they come from after a specific switch. make it possible for Players to know when the switch happens like when opening a door and it flimmers to reveal another room than before (It may sound tame but beleave me this ones hard to handle. unless the players themselves crack the algorithm and find out the layout of the maze only luck will save them). (Pitch: I'm not sure what's inside the big room at the end. My idea was that Bones of a Gigant where used as the Catalyst for the Trollcraft controlling the maze. some gigant bones with glowing runes on them floating around the room will help setting the atmosphere. maybe you're encountering the Ghost of this dead Gigant or someone from outside knew and is trying to gain power through this magic formation... go nuts)
- Secret Rosenberger Laboratory: This room Is accessed by the secret passage in the 'Ancestors Hall'. In this facility the Rosenbergers conducted experiments on Vaesen and humans to find out how to best rid the world of Vaesen. The PCs will find a room with 6 Cells, an operating room and a room full of research papers. the Cells are covered in Clawmarks, dents, burnmarks and everything that suggest Vaesen and Humans helt here where in absolute pain and despair. Layers of Lead and holy symbols kept spectral beings at bay. The research papers suggest that some of experiments included infusing Humans with a Vaesen or vis versa to make the Vaesen mortal in the way Humans are. though 1/20 humans die in the process the results show that for some Vaesen it is possible to implant them into a mortal vessel or connect thier soul to a Human and kill the human to destroy the Vaesen. To not make humans turn into a gost they where indoctrinated to think this was the right thing or had thier souls destryed beforehand in a process unkown to the PCs. if enough humans are sacrificed this would mean the end of certain Vaesen. It should be clear why the Rosenbergers want to have access to this place and research.
- Golemguardian Room: This room behind a secret door contains Two golems that are protecting the door inside. behind the door is some kind of Immortal (a uncalmable Ghost or maybe a Troll that made himself /herself immortal thorugh a ritual or a cult leader who did it). the golems are moved by the magic that is drained from the Immortal inside and will attack anyone appraching the door only stoped by a codeword that can be found in another room somewhere. (Pitch: A person from outside must somehow be convinsed that this door must be opened and make it clear that else this would mean the end of the world or something (like a dedicated cult member or another troll on a mission to free a brother/sister from the eternal prison) Opening the door will mean a whole lot of trouble and the PCs will need to find out about the ritual that was held to bind the immortal and redo it.)
- Corner Room: A secret door hides behind a wooden ornament on the wall in a simple old stoagre room. the ornament covers the whole room but the place where the secret door you can see a Person cowering in fear and the inscription "Thursdays Children". The rest of the room is covered with people and monsters pointing thier fingers at the person. theres no switch or anything you just need to smash the wall where the person is cowering to get through. (Pitch: Thers no definite thing or dedicated puzzle here. you can use the room to hide a clue, a key or other things like the pasword for the golems)
- Hollow Pillars: These Rooms are connected to the 'Lever Roms' on the next Floor. The hollow Pillars are a great hiding place but also a deathtrap. Pullung the right lever on the next floor will open the door of the Pillar for 5 minutes and then close til the lever is pulled again. theres no way out from the inside and It's torture for claustrophobic or nyktophobic people. (Pitch: A member Of the society might have Hidden something in one of the pillars)
- Faces On The Wall: This room has five pillars covered in faces of every possible human emotion. they look so realistic thar everywhere you go in that room you will get the feeling of being watched. all the Eyes can be pushed in but theres only one place, on the pillar near the secret door, where it is possible to push 10 eyes at once using one finger each. there will be air escaping through a mechanism wich will make it sound like all the faces are screaming at you at once while pressing the buttons. if the PC didn't know about this beforehand make a fear test 1. after enough air has escaped the door will open in a fluent movement. that also means the door will not open if the PC doesn't keep pressing the Buttons. (Pitch: Put something secret in this secret room!)
- The Well: The Well is connected to a underground waterstream. (Pitch: when someone outside town drowns their new born baby in the river. the strong current loosens the knot of the sack filled with rocks so that the body gets carried away by the stream. it then by chance gets pulled unto the underground stream wich runs under the well and the body resurfaces in your well. first the water and everthing made with water from the well will slowly start to stink and taste bad. the myling that formed because of the dead baby will then find its own body in your well and make the whole yard its domain. after a while the water drawn from the well will have the effect of a weak poison and gratuatly worsen. i havent thought further than that yet)
- The No-one Knows: This room will apear and disapear in the castle. Servants without the sight will never notice it's existence, even when right in front of the room. When asked they will shrug it of as being just another room or seem confused because they haven't seen it before. In any case they will forgett about it later. This room doesn't have a set size. It will vary from the size of a small house to being just enough to squeeze two people in it. When inside the room will start to shrink starting from the door. when doing this the first time make a fear test. should the PCs not leave the room or not make it in time they won't die but they will feel like they are being fused to the wall. After that they will relive one of the traumas of the people inside the wall (decided by dice roll) without being able to see the face of the person in question or getting any hints pointing at the person themselves (like if it actually takes place at a monestary and there's only one priest don't disclose this info or it might be obvious). The PCs won't be able to talk and they will feel like they are either the wall, the ground, a tree or a rock but never a bystander. The room will turn back to normal after the vision is over and the PCs will be on the floor but fully consious. The PC whose trauma it was may disclose that it was his trauma or keep it a secret. the room can be used once every day and can only be used for reliving your trauma or someone elses. Everything placed in the room disappears but may apear in the next Vision and falsify it by some extend. This room was used by the society to check if someone has the sight after Carl Linnaeus clamed to has lost his. (Pitch: This room doesn't have many uses exept maybe finding out if someone claims to have the sight to infiltrate your base)
- Ancestors Hall: This puzzle can only be solved by a Rosenberger or someone who knowes exactly wich people originaly stood up for the ideas Rosenberg had (or dumb luck). The Hall is Filled with Statues of people their names written underneath their feet on the podest they stand on. theres 26 statues all in all. At the end of the Hall are the statues two Founding members Tine Rasmussen and Mats Rosenberg. The arms of all the statues will be movable to show different handsymbols these hint on a spesific tradeor tick the person had if it's a Rosenberger or the way the person died if it's not. If all the 52 arms are in the right position the door to the secret lab will open. The PCs should either be given a diary of one of the "original Rosenbergers" or have a Rosenberger come to their headquarters undercover to steal the research in the Lab. (Pitch: Olaus Klint is a Rosenberger you can use him)
- The Missing Room: This room has no facy puzzle. There are five rooms of exactly the same size though one sems inaccessible. The Players need the clue that there is place for exactly five rooms and they can only find four. if they knock at the southern wall in the middle room they'll find a false room that seems hollow behind... smash it! (Pitch: Hide something here that isn't super OP)
- Study Behind The Wall: This Secret room Is just a small study. It's hidden in the back of a storage that seems to have been placed there for things needed in the observatory. But actually one of the star-maps wich have been placed there is wrong and will have a number written on it when you connect the dots of the supposed constallations differently. theres a dial in the back of the
storage where these numbers go. (Pitch: Thers no spesific plan for this room but how about giving your players a copy of the books mentioned on page 93?)
- Lever Rooms: These rooms all have all kinds of strage levers and handles wich all have one thing in common once one in a room is pulled the others in that room won't budge and a ticking noice can be heard for about 5 minutes. make as many levers and handles you deem apropriate for your players. You can even hide some behind a shelf or under a table... each room is linked to a Hollow Pillar downstairs and opens the door of said pillar when the right lever or handle is pulled. keep in mind that the PCs might have to work together to see inside the pillars...
- The Bridge: this is a secret escaperoute out of the castlemasters suite. so whoever takes it for himself has this little secret to find.
- Prison of Lead: To fully open this place you will need two PCs. there's a pillar north and south of this secret area. every pillar has a lose brick on the back wich can be pressed. if only one is pressed only the doors to the corner rooms will open but if both are pressed in a timewindow of 10 seconds all four secret doors will open and behind there's a Prison with two cells covered in lead and silver and a small room that connects them also covered in lead. (Pitch: lead and siver where materials which where belived to be impassable by spirits. here meant to trap a Vaesen and keep it Prisoner)
- Maze Made Of Lead: this place Is meant for conjuring spirits and keeping those summoned inside. But there is also a chance that Ghosts got stuck here and are trying to get out when they have the chance. (Pitch: This mace is not conplicated in any way but i plan to plant the preserved bodyparts of someone here that had the idea to reemerge here when summoned. think frankensteins maonster but seving itself together...)
- The Duck: behind the myterious dent in the wall, where a secret door opens when two people speak out 'the society's creed'(page 85), they will be greeted by a podest with a golden duck ontop of it. The trick is to not pick up the duck for 20 seconds until the secret door closes behind and the door behind the duck opens. should you pick it up the flor will open up and you fall straigt to the cellar floor where you fall on hard stone floor. 9m easily (so 7 dice minimum roll for damage). Never pick up a duck in a dungeon! (This is a hommage to munchkin if you havent noticed)
- Trial Of Two: After the duck you come to a room with two Platforms and levers on either side of a wall. horizontaly Imbeded in the wall is a razorsharp sword pointing towads a door and the inscription on the wall says "Trial of two, Jugement of one". If both players stand on the platforms the sword will lift up a little which means the mechanism is ready. It is clear that the sword could snap in either PCs direktion. if both players pull the lever nothing happens and the door in front opens. if only one player pulls the lever the sword will snap and cut down the one that didn'tpull the Lever. In the room the PCs will find a violin without sting (works like the lute of the neck when restored), the book 'Homo Ferus' by Carl Linnaeus (Page 81&93) and a Bottle with mystery liquid (Pitch: I myself am hesitant to give my players a strong poison but you may do so. I think I will let the liquid be a poiton that Keeps a Vaesen on distance for a few scenes...)
sorry for the long post and bad spelling. I hope you like it though or draw inspiraton from it.