THE CITY of EYES 1 the CITY of EYES Second Edition the Sky Is Full of Falling Spiders
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Sample file THE CITY OF EYES 1 THE CITY OF EYES Second Edition The sky is full of falling spiders. The water is riddled with secrets. Oh, I’m mad, you say? Well, it’s all the better to see you with, my dear. Contents prologue: Dreams of Dark Waters in which wicked waters wash your cares away. chapter one: Elysium in which we walk streets paved with madness chapter two: Penny Dreadfuls in which tales from under the bed emerge to see the light chapter three: The Crooked House in which a duchess, a scarecrow and a bathtub provide unpleasant company chapter four: Bitter Eulogies in which we weep for those who came before us chapter ?: The Temple of the Gaunt Silhouette in which a man who is not a man shows us a place which is not a place chapter five: Secrets and Lies in which we learn that ignorance is bliss chapter six: Asylum in which we find that the doctor is in chapter seven: Changing Faces in which we find a liar, a witch and a wardrobe chapter eight: Lot 13 in which we are fiddled blind chapter nine: No Rest For The Wicked in which the stars have fallen to Sisyphean dreams chapter ten: The Dancing Spider in which we find our situation to be most accommodating chapter eleven: Black Mirror in which we find the truth chapter twelve: Whispers in which we find that we have been lied to chapter thirteen: The Heart of the City Samplewhere all things must end file epilogue: Reveries in which we find that all is not as it seems DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wiz- ards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Artwork in this module is privately licensed by the author for non-exclusive commercial purposes through obsidian dawn, inkydeals, adobe, gabriel pickard, christopher rowles and others. 2 THE CITY OF EYES Marks of Horror Prologue: The City of Eyes uses several tropes to achieve the desired feel. They should be used liberally whenever Dreams of Dark Waters appropriate to paint the gloomy streets of Elysium in the right manner. The monstrous sight Ambiguity: Nothing scares like the unknown, and City of Eyes is above all a mystery. What happened Struck them with horror backward, but far worse to Cecilia? Did I hear footsteps? What could pos- Urged them behind sibly have caused those bite marks? Couch every- thing in uncertainty. Drip-feed information, and — Paradise Lost feed descriptions rather than monikers. The shadow on the wall looms much larger than reality. Here Be Monsters: Elysium is a prison for a ter- What Is The City of Eyes? rible evil. Lesser creatures have become born or trapped here in the long millennia since its cre- The City of Eyes, or Elysium, is a demiplane nested ation, and they are rife. Aberrations walk hand in in the dark mists of Ravenloft. Like the other do- hand with Fiends, and noone is what they seem. mains of Ravenloft, the demiplane is self-contained, Question everything, trust noone. and difficult to escape from. This has led many to Mystery: Questions lead to questions, until finally speculate that the domains of Ravenloft hold some you reach an answer. The horror is in the suspense kind of purpose, though this has never been re- - the answers players dread in their minds will be vealed. The first and most important feature of a far more terrifying than anything you dream up. domain is its Darklord. This malevolent being is Each answer should lead to another question, more a creature of darkness that committed a crime so unnerving than the last. terrible that the mists snatched them away. Many domains spring forth from the evil of the ensnared Body Horror: As the campaign progresses, mon- Darklord, and thus the entire demiplane is perme- sters begin to rise up from the deep. Closer to the ated by their particular brand of evil. end of the module, don’t be afraid to drive the horror home by including recognizable traits from In Elysium’s case, the Darklord is no petty crea- previously met NPCS, combined with monstrous ture of malice, or gothic horror with warped human additions and warpings. Twisted jaws, open chest impulses. It has waited patiently for centuries to cavities and writhing tentacles are all your friends. attempt an escape from the crushing confinement of the demiplane. Known elsewhere in this module Noir: Constant rain, street lamps, a smoking gun... as the Heart of the City, this most ancient and ter- don’t be afraid to be a little monochrome and rible of foes is sealed away in a magical prison deep over-dramatic. The citizens of the City of Eyes are below the surface of Elysium. Soon, it will break driven by cynicism and angst, but are relatively free, and the multiverse will once again know the hard-wearing as a result. You are less likely to find meaning of horror. a damsel in distress than a femme fatale, as the people of the city rail against their grim fate. Allies The presence of the Heart has caused Elysium to made should be allies for life...however short that develop some very peculiar quirks indeed. ends up being. What To Expect Diary, Adventurers who end up in Elysium are unlikely to do so by choice. The horrible weather, the mad locals, the monsters...it’s enough to drive a man The strangest insane. Those who do end up here are likely to want thing...I woke to to leave...though this is not likely to be easy. The only guaranteed way out of Elysium is by destroying discover my fevered the Darklord, which does not promise to be easy. burning of the let- Little help will be offered by the location or NPCs. Monsters lurk in every corner. Mysteries abound, ters was but some and questions lead only to more questions. Worst of vivid form of hallu- all, timeSample is running out. All of these pressures lead file to a high-stakes, high intensity sleuth through the cination. City, chased by horrors unnameable. This culmi- nates in a showdown with the eldritch horror that lives under the water, and a chance at freedom. It seemed so real. THE CITY OF EYES 3 Plot Elements Hour Effect 0 No effect. This is presumed to be the hour when the Time is Ticking adventurers enter the city The adventure is on a clock. The city itself is doomed, and this becomes more apparent as the 1 The Ward of Hope story progresses. As the clues begin to fall into The days become shorter by two hours at each end. place, the city becomes more and more dangerous, The sunlight seems visibly weaker, and does not count as true sunlight for the purposes of effects or until the lower levels of the city begin to spew forth vulnerabilities that this influences. horrors. The clues will eventually lead the adven- turers down into the deep, there to save or damn 2 The Ward of Fog themselves once and for all. Mist creeps over the walls and into the streets at The Heart of the City night, lightly obscuring the area. Lurking deep below the surface of Elysium is an 3 The Ward of Beasts ancient and terrible evil. Nameless and forgotten, a Vermin creep up from below the city, destroying great sacrifice was made to seal it away in a tomb food sources and biting the weak or dying. of amber. Noone alive recalls how or when, but 4 The Ward of Spirit the prison has held fast throughout the centuries. The dead begin to spontaneously rise, turning into Spells and enchantments were laid to seal it away, Ghosts or Wraiths with a heart’s betrayal finalizing the terrible curse. 5 The Ward of Silence By blood the pact was made, and by blood it shall be undone. Thunder booms perpetually overhead, causing disadvantage on Perception to those outside. The Heart has spent countless centuries plotting an escape, and with time, it will eventually do so. The 6 The Ward of Blood adventurers arrive in Elysium at a crucial moment The blood of those wounded in the city begins to - a moment when the fate of the demiplane hangs slow, causing lethargy and pain. Characters cannot on their actions. Will they be able to seal the Heart recover from Exhaustion through any means but back into the prison? Can they find the tools they magical aid. need to do so? Who can they trust, if anyone? 7 The Ward of Bone The bones of the dead begin to rise. Any charac- The Heart has little interest in adventurers, unless ter killed in the city has a 50% chance of rising as they seem like they might interfere with its plans.