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PATREON.COM/RAGINGSWANPRESS SUBTERRANEAN ENCLAVE: FLENHEIM

Flenheim is a wretched, horrible place. Wretched in dancing shadows, the derro enclave is renowned for its flesh crafters—derro skilled in the art of enhancing their customer’s bodies by grafting or infusing the body parts of others onto their own. Flenheim is also at the centre of a growing slave trade and many come here to browse the wares at the Collectors’ Lodge and the Shadow Market.

And above the clamour of life and trade, moans and screams echo through the village. It is here the mad derro bard Herath Syngler perfects flenning—the art form of using the screams of torture victims to create soul-crushing symphonies of macabre horror. Each performance is unique and Herath always has need of fresh instruments. His seemingly unending thirst for new muses has brought him into conflict with the fleshcrafters and soon bloody violence and slaughter may engulf Flenheim’s chaotic society...

Design: Brian Wiborg Mønster Product Identity: All trademarks, registered trademarks, proper Development: Creighton Broadhurst names (characters, deities, artefacts, places and so on), dialogue, Art: Luigi Castellani and William McAusland. Some artwork plots, storylines, language, incidents, locations, characters, copyright William McAusland, used with permission. artwork and trade dress are product identity as defined in the Cartography: Maciej Zagorski (The Forge Studios) version 1.0a, Section 1(e) and are not Open Content. Thank you for purchasing Subterranean Enclave: Flenheim; we hope you enjoy it. Open Content: Except material designated as Product Identity, the contents of Subterranean Enclave: Flenheim are Open Game If you did, please consider leaving a review. Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material If you didn’t, did you know Raging Swan Press offers a money designated as Open Game Content may be reproduced in any back guarantee? form without written permission. The moral right of Brian Wiborg Mønster to be identified as the author of this work has C ONTENTS been asserted in accordance with the Copyright Designs and Patents Act 1988. ©Raging Swan Press 2016. Flenheim At a Glance ...... 2 Notable Locations ...... 4 Pathfinder is a registered trademark of Inc., and the Life in Flenheim ...... 6 Pathfinder Roleplaying Game and the Pathfinder Roleplaying Support Raging Swan Press ...... 7 Game Compatibility Logo are trademarks of Paizo Inc., and are OGL V1.0A ...... 7 used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

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ragingswan.com [email protected] F LENHEIM A T A G LANCE

After traversing a network of twisting tunnels visitors discover a temple and is often seen tenderly caressing the torture peculiar sight: inside a massive cavern lies the derro village of implements used in the rituals performed therein. Flenheim lit up by the weird, dancing shadows created by scores Sister Jerille (location 6; CN female derro expert 3) Jerille owns the Final Scream and loves to collect recipes from the of iron wrought braziers and lanterns. Brass tubes protrude from surface. the rocky walls and some of the buildings are even shaped to resemble various internal organs. In its shadowed market, luxury N OTABLE L OCATIONS items from the surface are bartered for alongside the services of Most of the enclave comprises derro homes. A few locations, fleshcrafters selling their skills to the desperate, the crippled or however, are of interest to adventurers: the insane. Moans and screams echo through the cavern. It is here the 1. Flenning Academy: Brass tubes emerge from this stone mad derro bard Herath Syngler perfects his art form of structure which also has natural stone pipes running around its flenning—the use of the screams of torture victims to create exterior. Disturbing statues of various races in obvious pain symphonies of macabre horror. Flenheim has always been linked also adorn the building. to flenning but Syngler has turned it into an art form that lures 2. Mayor’s Office: This is the first stop for visitors to Flenheim; students of other races to the village to learn—or sometimes here they are told the village’s rules and sign the contracts participate in—the masters’ lessons. needed to enter. 3. The Shadow Market: Several stalls stand in the shadows; here D EMOGRAPHICS the derro sell whatever trinkets and goods they have brought Ruler High Mayor Dyrril Hrathen back from their expeditions to the surface. Government Autocracy 4. Improvers’ Quarter: These residential laboratories have signs Population 183 (176 derros, 7 others [pupils at the academy]) made from skin, teeth, nails and other remains from the Alignments NE, CE, CN improver’s slabs. Languages Aklo, Common, Undercommon Corruption -1; Crime -2; Economy -1; Law 0; Lore 0; Society -1 5. Gorls Twarkken’s Home: The biggest laboratory belongs to the Qualities Academic, insular de facto leader of the improvers. Next to the door is an Danger 10; Disadvantages None animated head that calls out, “Master” whenever its nose is pressed. A sign explains how to use this macabre doorbell. N OTABLE F OLK 6. The Final Scream: This large inn is located near the Improvers’ Most of the population are nothing more than normal derro. A Quarter. Inside Sister Jerille cooks surface dishes as well as few, however, are of interest to adventurers: various Ebon Realms dishes. 7. Collectors’ Lodge: A small unassuming structure, here the Esteemed Improver Gorls Twarkken (location 5; NE male derro collectors depart on their raids to the surface; several cages sorcerer [aberrant] 7) Hidden beneath his cloak is a body display their newest acquisitions. that bears the signs of much experimentation; not all of 8. The Flayed House: Covered in flayed skins and dried blood this Gorls’ current body parts are his own. Flenmaster Herath Syngler (location 1; CE male derro bard 8) nightmarish building has a depressing aura about it. Herath wears outrageously colourful clothes; his hairstyle 9. Kal Zakoth: An ancient abandoned dwarven outpost; changes daily. according to rumours it has a new owner. High Mayor Dyrril Hrathen (location 2; NE male derro expert 3) An elderly derro, his eyes and posture reveal he is troubled M ARKETPLACE and stressed. Jerad Mangovian (location 6; LG male human paladin 6) Jerad Resources & Industry Fleshcrafts and surface items has yet to wash off the dust and grime of weeks of travel. Base Value 500 gp; Purchase Limit 2,500 gp; Spellcasting 3rd; Mistress Nerya the Shadow (location 7; CE female derro rogue Minor Items 2d4; Medium Items 1d4; Major Items – 7) A slim, lean derro always dressed in black leather, Nerya When the PCs arrive in Flenheim, the following items are for seems part of the shadows. Priest Karne Leden (location 8; CE male derro cleric 6) A stern sale: derro, Karne’s ceremonial cape comprises the flayed skins of Potions & Oils bear’s endurance (300 gp), haste (750 gp) several victims. Scrolls (Arcane) enlarge person (25 gp), fireball (375 gp) Priestess Eliam BrethSample (location 8; CE female derro cleric 5) Eliam Scroll (Divine) hold person (150 gp), filesanctuary (25 gp) has a soft voice, and braided white hair. She tends to the

2 E NCLAVE L ORE W HISPERS & R UMOURS A PC making a Knowledge (geography) or Knowledge (local) A PC can use Diplomacy to gather information about Flenheim check may know something about Flenheim. A successful check and its surroundings. This takes 1d4 hours and requires a DC 10 reveals all the information revealed by a lesser check. check. A PC exceeding this check gains one additional rumour for DC 10: Flenheim has existed for centuries, but recently its each 5 points by which he exceeded DC 10. Use the table below folk have started selling surface items, a move that has made to determine which rumour(s) the PC learns. them more open to visitors than most derro settlements. DC 15: Flenheim gets its name from flenning, an obscure D6 RUMOUR derro art form. Flenning is basically music, but music comprising Herath Syngler insulted Gorls Twarkken at the Final the exquisite sounds created by the careful (but enthusiastic) 1 Scream two days ago. The enclave awaits Gorls’ response. application of pain. The Pure Form is awaiting the arrival of a particular item 2* DC 25: Tensions boil between the Flenning Academy and the from the surface, before they launch an attack. Improvers, the latter lead by Gorls Twarkken. One of the flayed skins adorning the temple has a tattoo 3 of a treasure map on it. It leads to a legendary hoard. V ILLAGERS Not all the guests at the Final Scream are what they 4 seem. Appearance The derro have blueish/grey skin and large eyes Nerya the Shadow has returned with a great treasure but with no discernible pupils. 5 she has decided to keep it to herself. No one knows what Dress The derro favour black and grey leathers with a it is. comfortable yet simple cut. This style is most useful for their Recently some guests at the Final Scream disappeared surface raids and for hiding in the Ebon Realms. 6 from their rooms without a trace. Some say their skins Nomenclature male Belott, Charth, Shivis; female Assari, now adorn buildings in Flenheim. Laac, Olierr; family Ijandag, Tvinder, Zixxix. *False rumour

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3 N OTABLE L OCATIONS

1: F LENNING A CADEMY delinquents should be divided between the Improvers and his own academy; a proposal Twarkken has called preposterous. Part fortress, part academy and part musical instrument, this The mayor has lately been occupied by the growing rivalry peculiar structure draws every visitor’s attention. This is where between Syngler and Gorls Twarkken, he fears the two may tear Herath Syngler (CE male derro bard 8) practices his vile craft. The Flenheim apart if no solution can be found; he’ll considers academy draws students from throughout the Ebon Realm and extreme measures, if he can find visitors that can be trusted to also—lately—from the surface as well. Every three months, “solve” the problem. Syngler holds an audition day where potential candidates petition for admittance to the academy. Each candidate must 3 : T HE S HADOW M ARKET demonstrate a talent for eliciting different screams from his victim. If Herath Syngler deems the screams worthy, the Here stalls arranged in circles are available for any derro wanting candidate can join the academy. If the candidate is found to trade; non-derro can rent a stall for a small fee. Most derro wanting she finds herself in the academy’s dungeon to be used use a stall to sell whatever trinkets they have brought back from as a flenning subject. Syngler denies any such rumours regarding their raids. A few stalls have permanent sellers—mostly these rejected candidates, but it is a fact that no one claims to have sell captives and are known as flesh stalls; both Syngler and failed the admittance test; it is as if the rejected merely vanish Twarkken are often seen perusing their wares. into thin air. The Shadow Market takes its name from the careful The academy uses many slaves and Syngler has several placement of braziers which keeps the stalls shrouded in agents working throughout the Ebon Realm to maintain a steady shadows while still allowing customers to see the wares. The supply of flenning subjects; the slave market of Dilath’s Hold in Shadow Market is run by the derros and all disputes are settled particular is a generous supplier of slaves to the academy. by them without involving the guards; violence and kidnap often Syngler also keeps his agents looking for interesting specimens, ensue in the wake of such disputes. and currently he holds Antissa deGounth (NG female human MPROVERS UARTER aristocrat 2) in a cell; he intends to use her as the crescendo in 4: I ’ Q his newest play. The architecture of the Improver’s Quarter is based upon The academy’s greatest feature, however, is the stone and anatomy, the various homes and laboratories being shaped like brass tubes connect to natural pipes running throughout various internal organs. Expertly carved livers stand side by side Flenheim. These allow Syngler to use his bardic abilities to with homes shaped as lungs, some of which even expand and influence the derro all over the enclave, whipping them into a contract as if breathing on their own accord. Most building are frenzy akin to raging barbarians. covered in a slick substance giving the appearance of being The Academy has a large concert hall; here Syngler holds drenched in wet blood, one can get the impression of walking magnificent feasts and flenning “concerts”. These concerts make inside the body of a giant when walking in the quarter. Macabre him very popular amongst the common derro, but they have signs, made of remains from failed experiments from the stone made him enemies especially amongst the improvers who slabs, spell out the names of the improvers working within. The consider flenning a lesser art form. Improvers are skilled—but some more than others—in fleshcrafting, the art 2: M AYOR’ S O FFICE of fusing body parts from others This low, unassuming building does not give away its importance onto a recipient. The to visitors, but the guards stationed at the entrance to Flenheim improvers ply their trade in make sure it is the first place newcomers visit. Its rooms are laboratories on massive stone decorated with furniture and other surface items; silk curtains slabs with leather restraints or draped over the walls cover the rough stone. The opulent wealth chains attached. “Taken to the displayed here is meant to impress newcomers. stone slabs”, is a common High Mayor Dyrril Hrathen (NE male derro expert 3) keeps phrase in Flenheim when Flenheim’s chaotic, disorganised records, and it is here visitors talking of a person who has sign the contracts necessary to enter the village. These contracts gone missing without a trace. stipulate the visitor will obSampleey the Flenheim’s laws (such as they file are) and that failure to do so will result in a one-way trip to the Improvers’ stone slabs. Recently, Herath Syngler proposed these

4 5: G ORLS T WARKKEN’ S H OME 7: C OLLECTORS’ L ODGE Gorls Twarkken (NE male derro sorcerer [aberrant] 7) is the head This small, unremarkable house looks like any other home in of the Improvers and is an important man. Thus, he makes sure Flenheim, except the cages in front of it hint at a darker purpose his home reflects his image. His home also contains the than as a mere residence. Those asking for directions to the laboratory where his assistants work on perfecting the Collectors’ Lodge are simply told to follow the despairing moans; fleshcrafting procedure as well as any vile concoction dreamed evident confusion on a visitor’s face is often met with a tirade up by the mad Twarkken. The building’s smooth stone walls are about the various small differences in pitch and tone in the augmented by bones of failed experiments and also exotic different screams and moans heard in Flenheim. veined stones mined far to the south. The carved stone structure Nerya the Shadow (CE female derro rogue 7) leads several resembles a heart, usually masons are working on the structure raids to the surface every month and it is said she knows more under the watchful eyes of a couple of guards. These secret tunnels than any other. Consequently, she is a successful unfortunates work under the presumption they will be set free slave trader and happily sells any of her captives, which she upon completing whatever task Gorls demands, but they all end displays in the cages outside the lodge. Her slave trading has up on his stone slab to help him gain insight into the secrets of made her target of both Syngler’s and Twarkken’s romantic anatomy. Twarkken buys any masons sold from the flesh stalls affections; so far both have failed to woo the cunning and unless Syngler manages to buy them first just to annoy capricious Nerya. Twarkken. Gorls represent the traditionalists in Flenheim whereas Syngler is seen as the new and exciting future; these 8: T HE F LAYED H OUSE two clash at every opportunity. Gorls Twarkken is one of the few While the structures in the Improvers’ Quarter are covered with in Flenheim to own a flesh golem butler; named Loathsome a slick substance to make them look bloody, the Flayed House Creep by Twarkken, ownership of such a creature is a much take matters to an extreme. The flayed skins of scores—if not sought-after status symbol in Flenheim. hundreds—of unfortunates decorate the temple walls. Inside, Rumours abound that Gorls has studied under the the temple is cluttered with torture devices and victims in flesh sculptors of Zaccharine, but he refuses to answer any various states of pain. questions on the matter. He is very envious of the drow and Karne Leden (CE male derro cleric 6) and Eliam Breth (CE would pay a handsomely reward to any bringing him formulas or female derro cleric 5) officiate at the temple; while Karne items used in that hellish place performs most of the rituals, Eliam often deals with visitors’ trivial requests. The two priests have a strained relationship, HE INAL CREAM 6: T F S Eliam wants to perform more rituals but the older Karne keeps Sister Jerille (CN female derro expert 3) runs the Final Scream; her under his thumb. Karne does not even suspect this she took over the inn a decade ago after the previous owner treatment has made Eliam seek comfort in a small cult operating disappeared without a trace. The inn caters to many different in Flenheim called the Pure Form. Both priests seem dedicated races; it has iron furniture for the duergars, rooms enclosed with to eradicating this new cult, no one suspects its hooded leader is scented veils to dampen the troglodytes’ stench, cushions in fact Eliam. Her warnings have made their recent attempts to stuffed with mushrooms for the svirfneblins and paintings with catch the cult members all end in failure. Eliam has designs to bizarre and bloody motif for the drow. It even has an exquisite assassinate Karne and ease the cult into Flenheim’s mainstream suite kept in pristine condition should the matron of Zaccharine, life with her as the high priestess, but only when the time is or other powerful figure, ever grace the Final Scream. Jerille is right. The Pure Form worships the tortured form itself, as accomplished in the kitchen and does most of the cooking. opposed to the gods that create this form in the first place; for The paladin Jerad Mangovian (LG male human paladin 6) the derro there is a huge difference between the two. currently guests at the Final Scream; he is searching for Antissa deGounth (location 1) at the behest of her father. He has tracked 9: K AL Z AKOTH her to Flenheim but has so far been unable to locate her. He This abandoned dwarven fortress has fallen into disrepair after must be fast though; Flenheim and its despicable practices are the original builders left it centuries ago. Originally built to guard taking a toll on his mind and faith. the caravan route from Mith’Varal, it proved too expensive and difficult to maintain. Lately travellers have reported weird flickering lights in the ancient fortress, and rumours whisper of a Samplenew master of Kal Zakoth. While file High Mayor Dyrril Hrathen officially has not taken the matter seriously he is looking for a few brave—or mad—souls to investigate the abandoned hold.

5 L IFE IN F LENHEIM

The derro of Flenheim are considered weird by other derros; E VENTS they trade with other races instead of torturing them. It is clear While the PCs are in the Flenheim, one or more of the below that flenning has opened Flenheim up to non-derros, but the events may occur. Choose or determine randomly: natives of Flenheim sees this as a good thing, but below the surface things are not so clear. D6 EVENT A visitor has broken one of Flenheim’s laws and he will L AW & O RDER 1 be publicly improved in the Improver’s Quarter There is no formal guard in Flenheim, but the ever-changing tomorrow. guard duty rotates between all able derro, which means that all A flesh golem runs amok in the Improvers’ Quarter, the derro flee before the raging failed experiment. Perhaps derro could be a potential guard, except the Improvers are 2 the former adventurer’s friends are still in Flenheim, and exempt of guard duty. Laws are somewhat chaotically enforced, recognise the beast’s horribly twisted face. depending on who has transgressed. Outsiders are much more Gorls Twarkken wants a specific girl kidnapped from the likely than derro to be consigned to the Improves’ slabs. 3 Flenning Academy; it must happen before the premiere of Syngler’s new composition. T RADE & I NDUSTRY At the Final Scream, a religious dispute between two 4 drunken derro spills over into a full barroom brawl. Most visitors to Flenheim come for one of two reasons: During the night an unknown individual stole one of the fleshcrafts from the Improvers or flenning. The trade in surface 5 flayed skins hanging from the temple walls. A groups of items is becoming more established in Flenheim but that trade is zealous derro demand blood. overshadowed by the unique trades practised in the village. A group of derro demand a man sheltering in the Final 6 Scream be handed over to them on the grounds he is a spy. Sister Jerille refuses to hand over the man, for now.

D ERRO G UARD CR 3 (XP 800) This small humanoid has pale blue skin, bulging white eyes, unkempt hair and four-fingered hands. CE Small humanoid (derro) Init +6; Senses darkvision 60 ft.; Perception +0, Sense Motive -3 Speed 20 ft.; ACP 0; Acrobatics +2 (-4 jumping), Stealth +9 AC 17, touch 13, flat-footed 15; CMD 13 (+2 armour [leather], +2 Dex, +2 natural, +1 size) Immune insanity, confusion effects; Weakness vulnerability to sunlight Vulnerability to Sunlight (Ex) A derro takes 1 Con damage after every hour it is exposed to sunlight. Fort +5, Ref +3, Will +6; SR 14 hp 25 (3 HD) Space 5 ft.; Base Atk +2; CMB +1 Melee short sword +5 (1d4/19-20) Ranged repeating light crossbow (range 80 ft.) +5 (1d6/19-20 plus Medium spider venom [DC 14 Fortitude; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save]) Atk Options poison use, sneak attack (+1d6) Spell-Like Abilities (CL 3rd; concentration +6) At will—darkness, ghost sound (DC 13) 1/day—daze (DC 13), sound burst (DC 15) Combat Gear bolts (10; coated with Medium spider venom) Abilities Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16 SQ madness Feats Improved Initiative, Weapon Finesse SampleSkills as above file Languages Aklo, Undercommon Gear as above plus 12 gp

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