
Brace Yourself...
For the Citadel of Suffering, a place of unspeakable horror and torment, where only the bravest and most foolhardy adventurers dare to tread. Time and space warp and twist with unspeakable horror and torment.
This adventure module will challenge even the players with its gruesome atmosphere, sense of dread, and disorienting & disturbing sights. Once inside, there is no escape from the perverted hell that is the Citadel.
As the Game Master (GM) of this TTRPG adventure, your task is to guide your players through the many dangers and trials that await them within the Citadel's walls. From the moment they step towards the Citadel, they will be tested in ways they could never imagine, facing terrible creatures, mind-bending illusions, and treacherous traps.
To begin, read through the entire module to gain a full understanding of the story, characters, and challenges that await your players. Take notes and make any necessary preparations before starting the adventure.
Each chapter is divided into sections, each containing specific information for you to reveal to your players. Use these sections as a guide to pace the adventure, keeping the story moving forward while allowing your players the freedom to explore and interact with the world around them.
Throughout the adventure, use descriptive language to set the tone and atmosphere of the Citadel, heightening the fear and dread that your players will undoubtedly feel. Encourage them to roleplay and engage with the story. Reward their creativity and bravery with experience points and other rewards.
Above all, remember that the Citadel of Suffering is a place of unspeakable horror and torment, and the journey through its twisted halls and cursed chambers will test the courage and sanity of even the bravest adventurers. Lead your players through this dark journey with a steady hand, and may the gods have mercy on their souls.
I
Citadel of Suffering



The Overview
Not Your Average Dungeon
The Citadel of Suffering is not your average dungeon crawl. It is not a place for the unprepared. It is a twisted maze of ever-changing corridors and rooms that will challenge even the bravest adventurers.
At its core lies a concept that defies explanation: the Citadel is owned by a time-traveling Lich. Within its walls, time and space warp and twist, leaving all who enter uncertain of where they are or where they will end up. The rooms and corridors shift and change at random, confounding even the most astute navigators.
This strange and terrifying phenomenon has created a place of pure chaos, where danger lurks around every corner and the very fabric of reality is in flux. The very walls of the Citadel pulse with otherworldly energies that can drive even the bravest adventurer to madness.
Navigating The Citadel of Suffering is not for the faint of heart. The layout of the citadel is designed to keep players on their toes, jumping from room to room without any semblance of order. The only way to truly navigate the citadel is to learn its secrets, which is no easy feat.
Content Warning
This TTRPG module, "Citadel of Suffering: Journey Into Your Twisted Nightmares", contains graphic and mature themes, including but not limited depictions of gore, torture, sexual content, mental illness, substance abuse, suicide, self-harm, racism, sexism, and other forms of discrimination. It is important to emphasize that this content is not suitable for all players, and reader discretion is advised.
We highly recommend that players and GMs discuss and establish boundaries and comfort levels before starting the game. Additionally, we want to remind all readers that they have the right to withdraw consent and stop the game at any time.
We take the safety and well-being of all players seriously and encourage everyone to prioritize communication, respect, and consent throughout the game. Please exercise caution and sensitivity when playing this module, and if at any point, you feel uncomfortable or triggered, take a break or speak up.
By continuing to read and play this module, you consent to potentially encountering these themes and affirm that you are comfortable with them.
TTRPG Expectations
The Citadel of Suffering is a TTRPG module that is intended to be challenging and intense. It is designed to be a horror-themed adventure that will push players to their limits both mentally and physically. The challenges and obstacles presented in this module will require strategic thinking, careful planning, and a willingness to take risks.
The GM should be prepared to navigate difficult topics with sensitivity and care, and to provide resources and support to players who may be impacted by the content. The module is designed for experienced players who are comfortable with mature themes and are looking for a challenging, high-stakes adventure.
Setting & Atmosphere
As a game master, it is important to set expectations for your players about the difficulty and horrors they will face in the Citadel of Suffering. This dungeon crawl is not for the squeamish, and players should be fully aware of what they are getting into before starting.
Before beginning the game, it is important to have a conversation with your players about their comfort level with horror themes and how far they are willing to go.
The Difficulty
This is a game where characters will die multiple times and face gruesome horrors, so it is important to get consent from your players and set up limits and safety check-ins.
It is also important to emphasize that death is a common occurrence in the Citadel of Suffering.
When a player character dies, they will reset as though they had a long rest, but they will suffer penalties such as a negative to one of their ability scores of their choice, and/or a loss in items. This adds an extra layer of challenge and risk to the game, and players should be prepared for the consequences of death.
If you plan to incorporate this module into an existing campaign, the time bubble provides a lore-friendly solution that allows the PCs to experience death and penalties without permanently losing their investments. However, it is crucial to warn the players that once they deactivate the time bubble, death becomes permanent, and the stakes become higher.
It is essential for players to understand that not all enemies and challenges within the Citadel can be defeated through sheer force. Some monsters, traps, or puzzles are intentionally designed as dead ends, while others may result in instant death if approached carelessly. Survival in this twisted Citadel of Suffering requires the use of wit and intelligence.
One wrong move, misstep, or lack of observation could prove fatal, and players must approach each encounter with utmost care and caution. It is imperative to keep in mind that the Citadel of Suffering is a treacherous place, where death looms around every corner, and the slightest mistake could have dire consequences.
This module has been carefully crafted with a formidable experience in mind for a party of five adventurers at Level 10. However, it is not limited to this group size or level, and each encounter can be adjusted to accommodate the players' strength and skills.
Whether the players are a group of experienced veterans or a mix of new players and veterans, the Citadel of Suffering is flexible enough to offer an exciting adventure that caters to their abilities. The GM should take into account the party's level and size and adjust the encounter's difficulty as needed to provide an intense but fulfilling experience.
Additionally, this module offers options for scaling up the difficulty level for players who want a more intense and difficult game. It is essential to remember that the aim of this module is to offer a thrilling and immersive experience that pushes the players to their limits while ensuring they feel challenged, engaged, and satisfied with the outcome.




Setting
This adventure module was written for a high fantasy and hard magic universe. A place where heroes embark on epic quests and battle fierce monsters. The world is filled with magical artifacts, mythical creatures, and ancient ruins waiting to be explored.
This module is not limited to a particular TTRPG system, and the Citadel can be adapted to fit any genre or setting the GM desires. Whether it's a sci-fi universe, a post-apocalyptic wasteland, or a supernatural horror environment, the module can be tailored to fit the GM's vision. The only limit is the GM's creativity and imagination.
Atmosphere
Creating an immersive horror-themed campaign for The Citadel of Suffering requires a specific tone to be set. Jump scares and gore are not enough to create the true horror that is the Citadel, but a constant sense of dread and unease must be present. The game master should focus on creating a dark and foreboding setting with a sense of isolation and impending doom. To enhance the horror atmosphere, eerie music, unsettling sound effects, and dim lighting along with descriptive vivid details can be used to create tension and fear.
Controlling the pacing of the game is also crucial. The flow of information and events should be carefully managed to create an escalating sense of terror. Balancing sudden shocks with the gradual build-up to frightening revelations can also add to the gruesome experience.
In addition, encouraging players to fully immerse themselves in the game and engage with the setting and characters can help to further enhance the effectiveness of horror elements.
The Unpredictability
Traveling through the Citadel of Suffering is unlike any other dungeon crawl. The players will quickly realize that it is not a typical series of rooms and corridors to explore at their leisure. In fact, until they uncover the secrets of the Citadel, moving from one area to the next is almost entirely random.
The players will find themselves navigating a twisted maze of interconnecting seemingly unpredictable passages, each one a potential trap or perilous dead end. They must be on high alert at all times, ready for anything the Citadel might throw at them.
To fully experience the Citadel of Suffering, the game master should urge the players to use their abilities and skills to their fullest potential. Encourage players to make investigation, perception, arcana, history, science, and other skill checks that are appropriate to explore and discover the Citadel's secrets.
The Citadel is not a straightforward dungeon, and cautiously venturing forward one inch at a time is key to uncovering its secrets. By taking the time to fully investigate each area and using their skills, players will be able to reduce the tragedy and unravel the mysteries of the Citadel in order to solve its toughest challenges and uncover its deepest, darkest secrets.
Survival not only require patients but also a keen sense of observation and a willingness to take risks at the right time. The journey through the Citadel will be perilous, but the rewards for those who survive will be great.




While the module primarily uses D&D mechanics, it also introduces several homebrew mechanics that add a new layer of challenge and depth to the game. One of these mechanics is the Sanity system, similar to that found in Call of Cthulhu, which tracks the mental well-being of the players as they encounter the horrors of the Citadel.
Additionally, there is a Condition Intensity Scale that ranges from Poor to Mythical, with the more intense conditions requiring higher levels of healing. Several new conditions have also been added, including Nauseated, Pain-wrecked, Shaken, Bleeding, and Disoriented, each with their own unique effects on players. These new mechanics have been added to enhance the gameplay experience and create a more immersive and challenging environment.
The GM should use their discretion in revealing this information to the players, slowly unveiling the new mechanics and conditions as they become relevant in the game. This approach can add an element of surprise and suspense for the players, as they gradually become aware of the challenges that await them.
As the GM, it is your responsibility to balance the difficulty and realism of the game with the enjoyment of the players, and to ensure that the introduction of these new mechanics does not disrupt the overall flow and balance of the game.
Sanity
The Citadel of Suffering introduces a sanity mechanic similar to that of the Call of Cthulhu TTRPG. This mechanic is meant to add an extra layer of horror and psychological tension to the game. The sanity mechanic introduces a sanity score, which is a measure of how much psychological trauma a player's character can endure before losing their mind.
Sanity Score
Each player character starts with a sanity score of 65 plus their Wisdom Ability Score. This score represents the PC's mental fortitude and their ability to withstand the horrors of the Citadel of Suffering.
Sanity Save
Whenever a player character sees or experiences something horrific, terrifying, mind-altering, or reality-bending, they must make a Sanity save. The Sanity save is made by rolling 1d100 and comparing the result to the character's Sanity score.
Sanity Success and Failure
If the player rolls under their Sanity score, they succeed and suffer a -1 penalty to their Sanity score. If they roll a critical success of 1 on the 1d100, they do not suffer any penalty and may even be granted other rewards. If the player rolls over their Sanity score, they fail and suffer consequences. The typical penalty is -1d6 sanity points from their total Sanity score, but depending on how much they fail by or the horrors of what they witness, they may lose more or suffer a short-term madness effect. Rolling a 95 or higher on the 1d100 is an instant critical failure.
Sanity Loss
If a player character loses 12 or more sanity points, they gain a random madness condition that will not reset. If they run out of sanity, they will suffer a horrific permanent madness condition.
Sanity Reset
The Sanity score is the only thing that does not reset when the time loop resets or a character dies. It stays the same, making it an essential element to manage throughout the game. Certain items might be used to gain sanity points and help players maintain their Sanity score.
Sanity Mechanic
The Sanity mechanic in the Citadel of Suffering adds a layer of psychological horror to the game. Players must manage their Sanity score carefully to avoid permanent madness conditions and keep their characters' minds intact as they explore the horrors of the Citadel. As a GM, it is essential to communicate the mechanics of the Sanity system clearly to players, set boundaries, and check in with players regularly to ensure they feel comfortable with the level of horror and psychological tension in the game.
Optional Mechanics
On page X, you can discover a variety of optional rules that can be added to the game to increase realism and difficulty.
2
The Citadel
As you approach the Citadel of Suffering, the first thing you notice is the thick, oppressive atmosphere that surrounds the structure. The air is heavy with the stench of decay and death, and the sky above is darkened by a thick, roiling cloud of smoke that seems to emanate from the very walls of the Citadel itself.
The structure itself is imposing, rising high into the sky and piercing the clouds above. Its walls are blackened and crumbling, and the entire structure seems to be teetering on the edge of collapse. The tower is ringed by jagged spikes and protruding stones, giving it a foreboding and menacing appearance.
As you draw closer to the Citadel, you can see that its layout is labyrinthine and confusing, with corridors that twist and turn in on themselves, leading the unwary adventurer astray. The structure seems almost alive, its very shape and form shifting and changing in response to the desires of its master, the time-traveling Lich who now controls it.
The history of the Citadel is one of tragedy and despair, and its walls are stained with the blood of countless victims. As you gaze upon the structure, you can almost hear the tortured screams of the damned emanating from within, and you feel a sense of dread and unease settling deep within your bones.
To accurately depict the Citadel of Suffering, focus on the crumbling, decaying walls and the foreboding appearance of the tower. Use dark, muted colors to convey the oppressive atmosphere and the thick cloud of smoke that surrounds the structure. Emphasize the jagged spikes and protruding stones to convey the menacing appearance of the tower, and use creative brush strokes to capture the labyrinthine layout of the structure.
As you approach the Citadel of Suffering, your eyes are assaulted by a grotesque spectacle of horror and decay. The citadel towers over you like an enormous, twisted monstrosity, its walls blackened and crumbling, as though they were made of some rotting, organic material.
The Citadel's design is like nothing you've ever seen before. Its walls and towers twist and contort in unnatural ways, as though they were alive, writhing and pulsating like the flesh of some bloated, diseased creature. Every inch of the structure is covered in a thick layer of mold, slime, and filth, and the stench of death and decay is overpowering.
The Citadel's surface is uneven and jagged, with grotesque protrusions jutting out in all directions like the gnarled limbs of some twisted tree. The towers lean precariously, as though they are on the verge of collapsing at any moment. The windows are jagged and irregular, like the mouths of the insane, and the gargoyles and other stone carvings adorning the walls are twisted and distorted, their features contorted into agonized expressions of pain and suffering.
The Citadel's gates are massive, made of dark, rusted iron, and covered in jagged spikes and barbs. The gates are flanked by two enormous statues, their faces twisted in agony, their bodies covered in scars and wounds.
As you stand there, gazing upon the Citadel of Suffering, you can feel your heart racing with fear and revulsion. This is not a place meant for the living, but for the damned and the cursed. You can't help but feel a sense of dread and foreboding as you contemplate what horrors might lie within those twisted, organic walls.
This is no ordinary citadel, but a nightmare made flesh, a monument to pain, suffering, and torment. The players will be filled with horror and terror at the mere sight of this abomination, and will be eager to explore its dark and twisted halls to uncover the secrets that lie within.
As the Game Master, it is important to note that some of the information presented in this section is meant for your eyes only. The history and purpose of the Citadel of Suffering is shrouded in mystery and darkness, and revealing everything at once to the players may ruin the sense of intrigue and horror that is integral to the module. Therefore, it is recommended that you reveal this information gradually over the course of the game, allowing your players to slowly piece together the dark secrets of this foreboding place.
Citadel of Suffering
The Citadel of Suffering is a place shrouded in mystery and darkness, built upon ancient ruins that date back to a time long forgotten. Its walls are blackened and crumbling, and the air is thick with the stench of decay and death. The tower rises high into the sky, piercing the clouds above, and its imposing presence can be seen from miles around.
The layout of the Citadel is labyrinthine and confusing, with corridors that twist and turn in on themselves, leading the unwary adventurer astray. It is said that the Citadel is alive, its very structure shifting and changing in response to the desires of its master, the time-traveling Lich who now controls it.
The history of the Citadel is one of tragedy and despair. Once a great temple to the gods, it was cursed long ago by an unknown power, twisting its holy purpose into a den of wickedness and torment. Its halls are filled with the tortured screams of the damned, and its walls are stained with the blood of countless victims.
The exact purpose of the Citadel is unclear and depends on who you talk. Throughout history it has served many functions including serving as a gateway to the realm of the dead or a place where souls are trapped and tormented for all eternity. The Lich who now controls the Citadel is said to be searching for a way to release its full power and escape from the time loop that has trapped him within its walls.
The players will encounter a variety of horrors and terrors that all are tied to the Citadel's hideous past and dark secret. Use the history and lore to add life to the grotesque monsters and mind-bending illusions that the Citadel is filled with. Challenges that will test the limits of the players courage and sanity should slowly reveal a vivid sinister past with a life of its own.
The Citadel's dark history and purpose serve to create a sense of dread and unease, as the players realize that they are delving into a place that is truly evil. They must be cautious and careful, for one misstep could mean their doom.
Players will begin to uncover the dark secrets of Citadel's past. They may come across clues that reveal the true purpose of the temple before its descent into evil, and how it was once a place of healing and worship. They will soon discover that this holy place was corrupted by an unknown force, twisting its sacred purpose into a den of darkness.
As they delve deeper into the Citadel, the players may encounter the remnants of the people who once called this place home. They may find diary entries and notes left by priests, followers, and students describing their descent into madness and despair. These remnants of the past will tell the ancient story and slowly reveal the lore.
And uncover the dark plots to unleash ancient evils upon the world. They may discover that the Lich who controls the Citadel is not just seeking a way to break their entrapment and fate, but is also searching for a way to summon an unspeakable horror from another realm.
The history of the Citadel is full of twists and surprises, and the players will slowly unravel its secrets as they explore its depths. They will need to be armed with history as they face unimaginable horrors, and ultimately come face to face with the true evil that lurks within the walls.
As a GM, it's important to have a clear understanding of the history of the Citadel of Suffering in order to effectively reveal the story to the players over time. Let explore some of the history that spans through centuries, from its initial construction by an unknown civilization to its current state of ruin and decay. Make sure to examine the clues & remnants for more details on the Citadel's dark stories.
Timeline
6 Billion Years Ago
Before the dawn of time itself, a great war waged between the divine beings and a birthed endless of horror, a gore-soaked abomination of unimaginable horror that defies all reality. This conflict tore through the fabric of existence, spanning dimensions and realities beyond mortal comprehension.
The deities fought valiantly, wielding their mighty powers against the monstrous entity, but they soon discovered that their might was insufficient. The horror was a maelstrom of unbridled terror, a bloodthirsty incarnation of insanity whose very presence drove the deities to madness.
Its grotesque power was without limit, and its wrath was unquenchable. For eons the battle raged, each side suffering immeasurable losses as the struggle became increasingly brutal. In the end, the deities managed to weaken the vile unholy terror and seal it away with 32 seals, but not before it had exacted a heavy toll.
The entity of unfathomable horror was left to languish in a prison of its own plane, biding its time until it could wreak its bloodthirsty terror upon the universe. And so it waited, plotting and planning, until the time was right for it to strike once again.
5000 Years Ago
In ages past, a great and powerful civilization was ruled by gods now long dormant, their reach spanned the entire globe and beyond. At the site where the Citadel of Suffering now stands, a magnificent temple once stood, devoted to healing and holy worship.
Clues & Remnants
On page X, you will find a comprehensive list and detailed breakdown of all the clues and remnants that players can discover at any point during their travels.
This sacred place infused the earth and soil with powerful primordial magic. But as time passed, an unknown disaster struck, bringing this once-mighty civilization to its knees. In its wake, highly sought-after vestiges of power, intriguing artifacts, and ruins imbued with potent magic and energy were left behind to be discovered and corrupted by the future to come.
2000 Years Ago
A powerful sorcerer saw an opportunity to harness the primordial power that permeated the land. In doing so he constructed a foundation of what is now the Citadel on the ancient ruins of the once mystic temple. Building twisting corridors and hidden rooms to conduct his mysterious experiments in secret.
As time passed, the sorcerer's experiments became more extreme and the intense magic began to corrupt the once-holy energies of the land, causing the primordial power to become unstable and unpredictable.
1000 Years Ago
After the era of the powerful sorcerer, the early foundations of the Citadel were transformed into a magical university, welcoming all those with a thirst for knowledge. As time passed, the foundations were expanded upon, gradually expanding into the Citadel into the full towering structure it is today.
Students from all over the land filled the halls, eager to learn from the esteemed professors of the once-sacred institution. However, as the years went by, whispers of unspeakable horrors and terrors living within the walls and land began to circulate among the students and faculty. Many started to fear the dark secrets that lay hidden within the Citadel's twisting corridors.
900 Years Ago
A mysterious cult slowly formed within the walls of the university. Led by a charismatic leader the cult became evil over time.
They began performing dark rituals in secret to unleash the power contained in the land and achieve mastery over the dead. This further corrupted the energies of the already unstable and tainted Citadel.
850 Years Ago
As time passed, unsettling rumors began to circulate among students at the university of magic. Whispers of twisted horrors and dark arts being practiced in shifting hidden rooms spread through the halls.
Unexplainable screams echoed through the depths of the Citadel, and students started disappearing without a trace. This darkness consumed the once renowned university causing attendance to dwindle and forced many esteemed professors to leave.
800 Years Ago
The once bustling halls of the university now lay barren, devoid of any life. The cult having taken control distorted the once sacred complex into a twisted monument of terror. The air reeks of sulfur and death, and the walls themselves seem to pulse with an unholy energy. The shifting corridors and rooms of the now Citadel of Suffering seem to have a will of their own, trapping unsuspecting victims within their walls.
And the cult, now free from any interference, has turned their attention to the nearby city. The residents have become the unwilling subjects of the cult's depraved and sadistic experiments, leaving a trail of mutilated and tortured bodies in their wake.
700 Years Ago
The cult's leader vanished, and the remaining members followed suit, either disappearing into the walls or fleeing the Citadel altogether.
Whispers spread like wildfire that they had succeeded in opening a portal to the realm of the dead, and that the leader was devoured by the grotesque creatures that emerged from it.
The once-majestic Citadel, now imbued with malevolent energy, stood as a monument to the cult's perverse experiments.
600 Years Ago
For a hundred years, the Citadel of Suffering remained deserted, a looming shadow over the surrounding land. Despite the appearance of vacancy, some brave or foolish souls dared to venture inside the shifting rooms, only to meet their doom at the hands of unspeakable horrors that still roamed the Citadel's twisted corridors. Even from afar, nearby settlers could hear blood-curdling screams emanating from the Citadel, a chilling reminder of the madness that lingered within.
500 Years Ago
A group of nine brave adventurers sought to uncover the mysteries of the infamous Citadel of Suffering. They braved the twisting corridors and shifting rooms, fighting off monstrosities that lurked in the shadows. As they delved deeper, they discovered remnants left behind by the sorcerer and the cult, each more disturbing than the last. But as they approached the heart of the Citadel, a darkness overtook them.
Only three made it out alive, their minds shattered by the horrors they witnessed. One became a notorious serial killer, stalking the region with twisted pleasure. Another disappeared into seclusion, consumed by paranoia and fear. But the third was different. He became obsessed with the Citadel, the dark power it held, and the corrupted lands that surrounded it. He dedicated his life to unlocking its secrets, to harnessing its power. And so, he became the Lich King
400 Years Ago
The young Lich King's rule over the Citadel of Suffering grew more and more tyrannical as time passed. They delved deeper into the dark magic that permeated the shifting rooms and twisted corridors, uncovering unspeakable secrets and ancient spells.
Their army of monstrous monstrosities and undead grew stronger and stranger in secret. The Lich King became obsessed with power and domination, their mind twisted by the corruption of the Citadel.
Rumors spread of the dark and deadly rituals and experiments being performed in the Citadel, and those who dared to investigate were never seen again. The surrounding lands were consumed by darkness, and those who lived nearby were forced to flee from the now dead corrupted forest. The Lich King's reign of terror over the Citadel of Suffering continued, as they patiently developed their power and plotted their next move to expand their dominion over the world beyond.
200 Years Ago
For 200 long and dreadful years, the Citadel of Suffering remained in the shadows, ruled by the Lich King and his army of gruesome horrors. The surrounding lands became lifeless, undead forests of corrupted soil, where no sane person would venture. The once-thriving trade routes became deserted, and the few who knew of the Citadel's existence feared it.
The population in the region slowly forgot about the true nature of the Citadel of Suffering, and only rumors remained of a relatively quiet Lich King and a simple tower that they occupied. However, the true evil that lay dormant within the land was far from gone. It only awaited the right moment to reveal itself to the world once again.
The Lich King was not content with merely ruling over the cursed lands surrounding the Citadel of Suffering. He was driven by an insatiable thirst for power and a relentless pursuit of knowledge. Obsessed with unlocking the secrets of the past, he explored the mysteries of the sorcerer's experiments and the cult's dark rituals. Conquering their riddles with ease and felt more determined then ever to dive even deeper into unraveling the even older ancient powers that lay buried in the ruins.
For years, every waking moment the Lich King poured over his research, expanding the Citadel's influence underground and unearthing long-forgotten artifacts. His efforts were not in vain, as he finally uncovered a corrupted powerful vestige of the past, holding great ancient magic and the ability to manipulate time itself. With this newfound power at his fingertips, the Lich King's ambitions grew even greater, and he began to hatch a diabolical plan that would shake the very foundations of the world.
100 Years Ago
For a hundred years, the Lich King dug deep into the mysteries of the ancient vestige, and with it, he learned to manipulate time itself. He soon made contact with a future group calling themselves the Wizards of the Coast, who warned him of his eventual defeat at the hands of future adventurers. Fueled by a desperate need for power and a fear of his own demise, the Lich King ensnared himself and the Citadel in a time bubble, where time moved slower than the outside world. There, he worked tirelessly to summon unspeakable horrors and gain even more power.
But the manipulation of time and the corruption of the Citadel had unforeseen consequences - those who perished within its gruesome chambers were trapped in an endless time loop, doomed to suffer horrific deaths over and over again. As the Lich King's obsession with power and control grew, so did the horrors that lurked within the Citadel's shifting walls, waiting for unsuspecting victims to stumble into their deadly traps.
Present Day
At this point what was a 100 years outside was 1000 yours in the Citadel. The Lich King's obsession with power and manipulation of time has led to his ultimate imprisonment. Trapped in a time loop of his own making within the Citadel of Suffering, doomed to relive the same events over and over again.
But destiny has other plans, and adventurers are fortuned to face off against the evil in a final battle for the fate of the timeline.
As the GM, guide your players as the destined adventures through the rest of this epic tale, filled with twists, turns, and unspeakable horrors. Will they succeed in this timeline where so many others have failed, or will they be doomed to endless torture? Only time will tell.
Purpose & Goals
The primary goal and purpose of the Citadel of Suffering TTRPG module is to provide players and the game master with an exciting and thrilling experience while exploring the depths of the ancient ruins and confronting the evil Lich King. However, the most important thing at the table is for everyone to have fun, and this includes creating an environment that is safe, inclusive, and welcoming for all players.
In addition to having fun, a purpose for both the players and the game master should be to tell a compelling story. The philosophy of this module is that any good TTRPG should be able to tell an action-packed, thrilling story that everyone enjoys.
Whether it's through tense combat encounters, puzzle-solving challenges, or roleplaying interactions, the story should be engaging and immersive, and should allow everyone at the table to feel like they are part of the adventure.
To achieve this goal, it is important for the game master to work with the players and collaborate to create a story that is exciting, dynamic, and full of twists and turns. The game master should encourage players to take risks and explore the world around them, while also being open to the unexpected and adapting to changes in the story as they occur.
Ultimately, the primary purpose of the Citadel of Suffering TTRPG module is to provide an unforgettable experience for everyone at the table. By embracing fear, experiencing thrills, and working together to tell a great story, players and the game master alike can create a truly memorable adventure that they will remember for years to come.
PCs' Purpose
Now that we have discussed the primary goals for the table and the philosophy behind this TTRPG module, let us delve deeper into the in-game purpose for the players. In the world of the Citadel of Suffering, the players will take on the roles of adventurers who have been brought together by fate or chance to explore the depths of a terrifying and ancient fortress.
The way in which the playable characters come together is flexible and dependent on the story that the table wishes to tell. By determining the motivations that drive the characters to enter the Citadel of Suffering, the primary objectives of the characters can be better identified and focused upon. They will face numerous challenges and obstacles as they navigate the dark and treacherous halls of the Citadel, uncovering its secrets and facing the horrors that lie within.
The overarching goal(s) of the players in the Citadel of Suffering Module TTRPG will be flexible and will primarily depend on the story that the entire table wants to weave. The players may have to work together to defeat the Lich King and fulfill the prophecy, or their primary objective could simply be to survive the horrors that lay before them. The methods they choose to achieve their purpose will be entirely up to the party, adding to the excitement and unpredictability of the game.
Outlined below are several goals for the playable characters to use as motivation to traverse the Citadel of Suffering.







Defeating the Lich King
One of the ultimate goals for the playable characters is to stop the Lich King from obtaining more power and to ultimately defeat him. By doing so, the players will save not only the region but the future from the Lich King's rule and become legendary heroes. The journey to the Lich King's defeat will be perilous and challenging, but the reward for success will be immeasurable. The fate of the world rests in the players' hands, and the choices they make will determine the outcome.
Exposing the Dark Truth
The Lich King, as formidable as he may seem, is merely a pawn in the insidious game played by the Citadel of Suffering. Throughout history, this entity has manipulated countless puppets for its own twisted, sadistic agenda. As the players embark on their quest, they may uncover the true nature of the Citadel and the horrific secrets it holds. Will they have the courage to face the blood-chilling puppeteer pulling the strings and put an end to its evil games? Or will they succumb to the nightmarish horrors that await them? Only time will tell in this twisted and suspenseful tale of horror and survival.
Unearth Gruesome Relics
The Citadel of Suffering is a place of nightmares, an ancient fortress shrouded in darkness and death. The playable characters' primary objective could be to explore and retrieve its secrets, and in doing so, grow in strength and power. The Citadel's many chambers contain forbidden knowledge, cursed relics, and ancient magic. The characters will need to brave the horrors within if they are to retrieve the powerful vestige of the past that lies at the heart of the Citadel. Each step forward will bring new challenges, twisted monsters, and unimaginable terrors, but the rewards for those who succeed will be immense. Will the characters be able to withstand the horrors and emerge victorious, or will they be consumed by the darkness that lurks within the Citadel's walls?
Escape the Terror
Or there goal could be to merely escape with their lives. They must learn the secrets of navigating and deactivating the time bubble before they become the Citadel's next eternal victim or puppet. The stakes are high, and every move they make is a matter of life and death. The horrors within the Citadel will challenge their sanity, and the fear of being trapped forever will haunt them at every turn. The characters must fight to survive, or they risk permanent death or being driven into incurable madness. The suspense is overwhelming, and the fear is palpable as the players delve deeper into the Citadel's secrets, and face the terrifying entities that lurk within its walls.
NPCs' Purpose
As the game master, prepare to encounter some of the most twisted and depraved NPCs you've ever seen as you enter the Citadel of Suffering. These creatures aren't your average villains with simple goals; they are driven by dark motivations that will test the morality of even the most experienced adventurers. Some crave power, others thrive on blood and violence, while some simply seek destruction and chaos. You'll even come across some who are fueled by twisted love or seek revenge against those who have wronged them in the past.
Their unwavering determination to achieve their goals means they will stop at nothing to attain them. So, heed this warning, adventurers, for the creatures that inhabit the Citadel of Suffering are not to be underestimated. Ahead lies a detailed breakdown of each significant NPC's motivations, goals, and ambitions, tread carefully.
Room Type
| d4 | Room Type |
|---|---|
| 1 | Dead End |
| 2 | Traps |
| 3 | Chambers |
| 3 | Chambers |
| 4 | Checkpoints |
Floors
| d6 | Floor | Description |
|---|---|---|
| 1 | The Chamber of Rot | Decaying flesh |
| 2 | The Hall of Nightmares | Sensory deception |
| 3 | The Forge of Torment | Cursed devices |
| 4 | The Abyssal Pit | Eldritch summoning |
| 5 | The Crypt of Madness | Insane prisoners |
| 6 | The Throne of Oblivion | Undead nobility |
Checkpoints
| d6 | Checkpoint | Description |
|---|---|---|
| 1 | The Rotting Maw | Room filled with decaying flesh and infested vermin. |
| 2 | The Torn Veil | Room where the veil between realities is thin and fragile. |
| 3 | The Depths of the Pit | Room at the bottom of a deep, dark pit. |
| 4 | The House of Living Dolls | Room filled with life-sized dolls that move on their own. |
| 5 | The Sanctum of the Dark Ones | Room filled with the worshipers of dark entities. |
| 6 | The Oracle's Nightmarish Abode | Room where the players receive ominous prophecies and visions. |
Chambers
| d6 | Name | Description |
|---|---|---|
| First Floor | The Chamber of Rot | |
| 1 | Chamber of Entrails | Filled with entrails |
| 2 | Bloodstained Guardroom | Covered in blood |
| 3 | Filthy Antechamber | Filled with filth |
| 4 | Storage of the Condemned | Prison storage |
| 5 | Lower Chambers of Agony | Full of agony |
| 6 | Crypts of the Damned | Filled with the damned |
| Second Floor | The Hall of Nightmares | |
| 7 | Library of Wretchedness | Contains wretched knowledge |
| 8 | Alchemical Horror | Contains horrifying alchemy |
| 9 | Armory of Nightmares | Weapon storage |
| 10 | Room of Nightmarish Training | Training room |
| 11 | Servant's Chamber of Depravity | Servant's quarters |
| 12 | Spawning Pools of Monstrosities | Breeding ground |
| Third Floor | The Forge of Torment | |
| 13 | Throne of Darkness | Dark throne |
| 14 | Council of the Unholy | Unholy council |
| 15 | Chamber of Specters | Filled with specters |
| 16 | The Feast of the Blackened Heart | Gruesome banquet hall |
| 17 | Conservatory of Madness | Filled with madness |
| 18 | Vault of Riches and Sacrifices | Treasure vault |
| Fourth Floor | The Abyssal Pit | |
| 19 | Unholy Laboratory of Madness | Lab of madness |
| 20 | Workshop of Flesh | Flesh workshop |
| 21 | Crypts of the Undead | Filled with the undead |
| 22 | Blood Passage of Suffering | Bloody path |
| 23 | Armory of Woe | Weapon storage |
| 24 | Chamber of Shifting Horrors | Horrifying illusions |
| Fifth Floor | The Crypt of Madness | |
| 25 | Observation Deck of Insanity | Insane observation |
| 26 | Scrying Chamber of the Damned | Damned scrying chamber |
| 27 | Observatory of the Mad | Observatory for the mad |
| 28 | Summoning Chamber of Demons | Chamber for summoning demons |
| 29 | Necromancer's Chamber of Abominations | Chamber for necromancy |
| 30 | Chamber of the Wretched and Forsaken | Filled with the wretched and forsaken |
| Sixth Floor | The Throne of Oblivion | |
| 31 | Inner Sanctum of the Damned | Damned sanctum |
| 32 | Lich King's Chamber of Horror | Chamber of the Lich King |
| 33 | Vault of Tormented Souls | Filled with tormented souls |
| 34 | Final Chamber of Unthinkable Horrors | Final chamber of horror |
| 35 | Upper Crypts of the Accursed | Filled with the accursed |
| 36 | Hall of the Undead Kings and Queens | Home of the undead royalty |
Lower Chambers of Agony
The Lower Chambers of Agony is a hall of torturous horror. Players need to succeed in several saves to avoid being affected by the illusions cast by Grotesque Devils, the overwhelming stench of decay, and the haunting screams echoing through the chamber. The cells are filled with what seems to be desperate prisoners shackled in rusted chains, but they are revealed to be something far more sinister, the Grotesque Devils themselves.
The cells are inscribed with strange symbols entrapping them they seem to writhe and shift as if they are alive. The players may hear the prisoners whispering in Necamorim, a language of the dead, but understanding it comes with a cost. The whispers are filled with images of violence, torture, and sexual depravity, conveying the grotesque horror and history of the Grotesque Devils.
Finally, the players must avoid the temptation to pull the lever that would free all the Grotesque Devils, as this would lead to a total party kill and reset the time loop.
Highlights
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Lower Chambers of Agony is a place where the players will fall prey to illusions cast by the Grotesque Devils.
-
The air is thick with the stench of rotting flesh and stale blood, and the sound of screams echoes through the chamber.
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Players can see figures of human prisoners in the cells, but on closer inspection, they are Grotesque Devils who are chained and shackled.
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The Grotesque Devils inside the cells are pleading for release, but they are not human and have been magically imprisoned with ancient glyphs.
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The illusions shatter upon closer inspection, revealing the true horror of the prisoners, which are twisted and grotesque beings with slick, slimy skin, glowing green eyes, and sharp horns protruding from their foreheads.
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The Grotesque Devils whisper to the players in a Primordial language of the dead, Necamorim.
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There is a massive lever at the end of the hallway, and pulling it will open all cell doors and deactivate the magical glyphs.
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The characters will be lured to pull the lever, and if they do, it will reset the time loop they are trapped in.
-
If players free all of the Grotesque Devils, it will lead to an encounter that is impossible to survive, and the players will suffer a total party kill.
Breakdown
The Journey into Illusions
As the players step into the Lower Chambers of Agony, they must make a Wisdom Save DC 22 to avoid falling prey to the mental illusions cast by the Grotesque Devils ahead. If players fail a DC 12, then they are shaken. If the character is shaken, they take 1 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness.
The Stench of Decay
The players are immediately hit with the overwhelming stench of decay, despair, and death. Every breath they take is a struggle, as the air is thick with the stench of rotting flesh and stale blood. It's almost as if the building itself is alive and decaying, slowly consuming everything within its walls. The players must make a Constitution Save DC 15 to avoid being Nauseated by the overwhelming stench. Players who have previously rolled a NAT 20 on a saving throw related to smell will be immune and will have an auto success.
The Sounds of Scream
The sound of screams echoes through the chamber, as if the very stone walls are crying out in pain. The echoes bounce off the rough stone walls of the chamber, creating a haunting, mournful melody that sends shivers down their spines and cause their hairs to stand on end. Wisdom Save DC 10 to avoid being Shaken by the sound of screams. If the character fails and is shaken, they take 1 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness.
The Narrow Hallway
The narrow hallway stretches ahead, flanked by five cells on each side. Within each cell, the players can discern the outline of a "human" figure, their bodies shackled with rusted chains and hooks dripping with dried blood and filth. The translucent material forming the cell doors reveals the gruesome scenes inside. It resembles glass at first, but upon closer inspection, appears to be a slimy, membranous substance pulsing with a sickening rhythm, as if alive. Stains of blood and other bodily fluids smear the doors, testament to the unspeakable horrors that have occurred. Deep gouges, bloody handprints, and scratches crisscross the doors, evidence of the desperate struggles of the "human" prisoners (Grotesque Devils) trapped within. Wisdom Skill Check DC 13 for the characters to gain suspicions that prisoners are not what they seem to be.
The Torture Cells
Approaching the cells, reveal a sickening sight before the players. The sight is enough to make even the bravest of souls wince in terror. The seemingly "human" prisoners hang by their arms from the walls, their flesh stripped away in ragged strips, revealing raw muscle and bone beneath. Their wounds ooze a vile mixture of blood and pus, their bodies shaking with uncontrollable spasms of pain. Wisdom Save DC 10 to avoid being Shaken by the sound of screams. If the character fails and is shaken, they take 1 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness.
At first glance, the players may mistake these poor souls for desperate prisoners, but upon closer inspection, they will see that something far more sinister is at work. Their eyes bulge from their sockets, filled with a wild, frenzied madness that chills the players to their very core. Wisdom Skill Check DC 13 for the characters to gain suspicions that prisoners are not what they seem to be.
The Whispers of Agony
The faint sounds of moans and whimpers echo from within the cells, a chorus of agony that pierces the players' souls with a deep sense of despair. The heroes can also hear the prisoners whispering in Necamorim, a language of the dead, their voices hoarse and raspy.
Any player who speaks a Primordial language may make a Intelligence or Wisdom Skill Check DC 13 if they have Ethereal hearing then they may make a Intelligence or Wisdom Skill Check DC 5. If the player succeeds they will feel the weight of centuries of anguish and torment behind each word. The whisper speak of their suffering, begging for release from their eternal agony. The players can feel their desperation, their sadness, and their sadistic glee at the idea of tormenting others as they have been tormented.
The whispers are filled with images of violence, torture, and sexual depravity, all conveyed with a cruel and perverse pleasure of the hidden Grotesque Devils that lay inside the mental illusion. Players successful at understand the language may gain insight into the Grotesque Devils' history and the events that led to their torment. They may also gain knowledge of the Lower Chambers of Agony, its inhabitants, and its secrets. Reference pages X and X for lore to share. But this knowledge comes at a cost. Wisdom Save DC 13 to avoid being Shaken by the grotesque horror embedded in the words. If the character fail the DC by more than 5 they are Frightened. If they fail by more than 10 they are Panicked. If they fail and are shaken, frightened, or panicked they take 1 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness.
The Binding Glyphs
Inspecting the inside of the cells and the players will notice strange symbols etched into the walls and floor. The symbols seem to writhe and shift, almost as if they're alive. Intelligence Skill Check DC 14 for the players to recognize them as ancient glyphs designed to bind and control devils, suggesting that these creatures have been magically imprisoned here for a long time and that they may not be what they seem to be. If the players know they are Grotesque Devils they will have advantage on this roll otherwise they may make a Wisdom Skill Check DC 13 to gain suspicions that prisoners are not what they seem to be.
The Pleas of the Devils
The Grotesque Devils, masquerading as "human" prisoners, will plead for release in a desperate attempt to lure the players in. To avoid falling victim to the tempting pleas of the Grotesque Devils, players must make a Wisdom Save DC 17 to avoid being mentally lured in by the Devils' pleas for release. If they fail they will hear the telepathic whispers from the Grotesque Devils in their mind and may be influenced but not forced to roleplay attempting to release a single Grotesque Devil or even all of them. Freeing all of the Grotesque Devils will result in an encounter that is impossible to survive, and the players will suffer a total party kill (TPK).
The True Horror
Upon closer inspection of the prisoners or with a bit of arcane knowledge, they will realize that these are nothing more than mental illusions. Intelligence Skill Check DC 15 to determine that the prisoners hanging from the walls are mental illusions created by the Grotesque Devils. If the players had interrupted the whispers, glyphs, or have suspicions they may gain advantage on this roll. Any players who passed the initial Wisdom Save DC 22 made early will instantly see through the illusions. If a player has Truesight they may make a Intelligence Skill Check DC 5 instead. Has the illusion is mental Truesight will not out right work. If a player successfully realizes that the human prisoners are a mere mental illusion, the illusion will shatter, and they will perceive the truth.
If the illusions shatter the true horror of the prisoners are revealed. These creatures are not "human", but instead, twisted and grotesque beings with slick, slimy skin, glowing green eyes, and sharp horns protruding from their foreheads. If the character see through the illusion they must make a Wisdom Save DC 13 to avoid being Shaken by the sight of the Grotesque Devils. If the character fails and is shaken, they take 1 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness.
The Tempting Lever
At the end of the putrid hallway, a massive lever looms before the players like a beacon of temptation. Its rusted metal surface is slick with some unknown slimy substance that seems to writhe and pulse, almost as if it's alive. The mere act of reaching out to touch it fills the character with a sense of dread but if their fingers wrap around the lever's cold, unyielding surface then the once calm temptation now becomes pulsating hypnotic feeling, drawing the character pull it with a powerful lure that they may find impossible to resist. Wisdom Save DC 13 to resist the lure of pulling the lever down all the way.
Pulling the lever will open all cell doors and deactivate the magical glyphs. Freeing all of the Grotesque Devils pretending to be prisoners will undoubtedly lead to the party's demise and reset the time loop they are trapped in. This is a loop reseting action that must be avoided by the players if they are to survive this chamber. If the players make the mistake of pulling the lever and releasing the Devils, they will be met with ferocious attacks and will be torn apart limb by limb, with death being their only fate. Their razor-sharp claws and gnashing teeth are capable of inflicting deep wounds.
It cannot be stressed enough how perilous and deadly this course of action is. But fear not, as the time loop will reset, allowing the players to learn from their mistakes and try again in their next playthrough.
If the players choose to release all of the Grotesque Devils, it can result in a full death scene for their characters that the table may roleplay instead of running turn based combat. The statistics for the Grotesque Devils can be found on page X.
Alternatively, the players may try to use their strength or wits to open an individual cell door. Strength Check DC 22 to break the glass of a cell door. Intelligence Skill Check DC 5 to find small magical keypad. If the players had interrupted the whispers or glyphs they may gain advantage on this roll and all future rolls dealing with the magical cell door keypad. Once the keypad reveals it self the players may use arcane knowledge to gain information needed to use the keypad. Intelligence Skill Check DC 14 to interrupt the keypad and learn its magical workings. Reference Puzzle on page X.
To survive the horrific Lower Chambers of Agony, the players must exercise extreme caution and resist the urge to pull the lever that would release all of the monstrous Grotesque Devils at once, resulting in their certain death and loop reset. Opening a single cell may allow the players to survive an encounter with a single isolated devil, but taking on a group of them would be a suicide mission. After approximately 5 minutes of exploration or if the players have clearly stated that they will not pull the lever, the next door will contort and writhe in as if it were a living organism, signaling the next phase of their terrifying journey. The sense of dread and foreboding will only intensify from this point forward.
The Grotesque Devils
Grotesque Devils are an abomination to the natural order, their twisted bodies defying any sense of normalcy. Their skin is slick and slimy, covered in oozing pustules that burst open at the slightest touch, exuding a putrid odor that fills the air with the stench of decay. Their eyes glow an eerie, sickly green, piercing the darkness with their malevolent gaze. Sharp horns jut out from their foreheads, curved and wicked, ready to impale any who dare to cross their path.
These vile creatures revel in the pain and suffering of others, delighting in the screams of their victims. Their movements are quick and erratic, their limbs contorting in unnatural ways as they slither and crawl towards their prey. They have razor-sharp claws that leave deep, bloody gashes on anyone unfortunate enough to come into contact with them.
In groups Grotesque Devils have no sense of morality or empathy, only an insatiable hunger for flesh and blood. They feast on the entrails of their victims, tearing them apart with savage ferocity and relishing in the warm, sticky feel of their insides. They emit guttural, animalistic grunts and growls, their voices a terrifying cacophony of primal sounds that reverberate through the air like a death knell.
| d20 | Madness | DC | Description |
|---|---|---|---|
| Melancholic Despair | The character experiences frequent, overwhelming feelings of sadness or despair. Suffering -1 to Wisdom rolls | ||
| Devil Possession Syndrome | Character telepathically dominated by Grotesque Devils. Player must roleplay attempting to free one or more devils. |
Servant's Chamber of Depravity
Breakdown
The Descent into Despair
The Servant's Chamber of Depravity is an intense and indescribable place where the emotions of despair and hopelessness reign supreme. The players feel as though they are being consumed by a black hole of pain and misery, drowning in a sea of despondency and disheartenment that seems never-ending. The raw anguish and desperation that they experience challenge the very limits of human understanding and tolerance, leaving them questioning the nature of reality and the human experience.
In this chamber of madness, the players confront the depths of human suffering in a visceral and unfiltered way that threatens to strip away their sanity. The emotions they feel are so intense and overwhelming that they seem almost taboo, beyond what could be deemed acceptable for any human to experience. The players are left with a profound understanding of the indescribable essence of despair and hopelessness, something that challenges the very limits of human language to describe. Wisdom Save DC 17 with disadvantage against the overwhelming despair and hopelessness that fills the chamber to avoid being Shaken and shattered to your very core under the sheer weight of the emotions. Reducing you to tears of pure unadulterated sadness and despair. If the character fails and is shaken, they take 3 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness.
The Putrid Stench
The air around them is thick with a putrid stench that defies description. It is a oder that seems to embody the very essence of death and decay, a scent so rancid that it seems to claw its way into their nostrils and burrow deep into their minds. The scent is overpowering, a fetid combination of decomposing flesh, decaying vegetation, and moldy, spoilt food.
It is a smell that is both foul and fetid, a stink that is so rank and putrid that it seems to cling to their clothes and hair, making them feel as though they too are decaying and rotting. The putrefacient, putrefactive malodours is so burly that it seems to permeate every inch of their being, causing their stomachs to churn with nausea and their throats to burn with the acrid taste of bile. The players must make a Constitution Save DC 15 to avoid being Nauseated by the overwhelming stench. Players who have previously rolled a NAT 20 on a saving throw related to smell will be immune and will have an auto success.
The Infesting Ooze
The walls are slick with blood and grime mixed with a thick, slimy substance that oozes and drips, leaving a trail of viscous fluid in its wake. It's as if the very walls themselves are alive, pulsing with a perverse vitality that seeks to engulf and consume all who enter. The flickering torches that line the hallway cast an eerie, flickering glow that only serves to amplify the grotesque nature of their surroundings. If a character touches the walls for extended period of time they might be infested by a parasitic Psychoplasmic Ooze. They may make a Perception Skill Check DC 14 or have a Passive Perception of 16+ to notice the infestation before it happens. If they notice they may make a Dexterity Save DC 11 to shake or wipe it off before the infestation happens. If they do not notice or fail to stop infestation they must make a Wisdom Save DC 14 to avoid being Shaken with sudden sense of spine-chilling uneasy. If the character fails and is shaken, they take 1 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness.
The Viscous Floor
With every step. their shoes sink into a cold, slimy substance, and they feel a sickening squelch with each step. Looking down, they see the floor is coated in a thick, viscous fluid that seems to writhe and pulse beneath their feet, as if it has a life of its own. This viscous floor will attempt entangle, acting like a spiders web, anyone who runs or makes any sudden movements. If a player is unaware of the floor's nature and runs or makes a sudden movement they must make a Dexterity Save DC 16 to avoid being Entangled. Alternatively, if they are aware of the floor's nature they can make a Dexterity Skill Check DC 12 before they run or make sudden move to avoid being Entangled. If they fail either roll by more than 10 than they become Restrained instead of entangled. Need a Strength Save DC 11 to break free ending the conditions early otherwise they can wait calmly for 2 rounds or 12 seconds.
The Hopeless Choice
The hallway before the characters seems to stretch endlessly, like a writhing serpent leading them further into the dark heart of depravity. With each turn, the stench of decay grows stronger, a foul odor that chokes their senses and makes their skin crawl. Ahead of them, three equally ominous paths beckon: they can venture forward into the unknown depths of the corridor, or they can explore the two rooms on their left and right, both looming sources of light.
The Hypnotic Hall
If the players choose to continue down the hallway without investigating the rooms on their left or right, they will feel an overwhelming, suffocating weight of despair that seems to seep into their very souls. The sensation is dizzying and disorienting, as if they're descending deeper into the bowels of the underworld. The hall twists and turns in front of them like a hypnotic tunnel, making it difficult to maintain their bearings. It's as though the Citadel itself is preventing them from moving forward, a warning sign that they should explore the rooms before venturing further down the hall. If a player insists on moving forward have them make a Constitution Save DC 10 to avoid being Disoriented. If they keep pushing forward let them but with more occasional constitution saves each tome increasing the DC by 3. Second time a player fails their character is Dazed and the third failure they are Nauseated. Any addition failures will result in the character being Stunned for 2 rounds or 12 seconds.
The Helpless Victims
As the players step into the right room, they are immediately hit by a searing glow that floods their vision. It takes a moment for their eyes to adjust and when they do, they are greeted with a nightmarish scene. The walls are adorned with gruesome statues and artwork that depict unimaginable horrors, from grotesque creatures devouring helpless victims to scenes of agonizing torture. The room is filled with a deafening silence, broken only by the occasional whimper or moan coming from the iron cages lining the walls.
Each cage contains a twisted and mangled humanoid creature similar to grotesque creatures depicted in the artwork. Their bodies contorted into grotesque shapes of pain and suffering. Some are missing limbs or eyes or teeth, while others are covered in oozing, festering wounds. Their faces are twisted in expressions of unimaginable agony, their eyes bulging with terror. They are all wearing jagged collars with sharp spine spikes protruding both inward and outward, pulsating with a sickly red light.
As the players approach the cages, a sickening odor permeates the air, a blend of blood, sweat, and sexual fluids mingled with the stench of urine, vomit, and feces. The desperate cries of the creatures trapped within fill the space, a chorus of moans and groans mixed with lewd whispers and devilish laughter that sends shudders down even the bravest of players. Among them, one humanoid creature stands out, less mutilated and more aware than the others, their eyes flickering with recognition as they beckon the characters closer.
The Gruesome Statues
Twisted statues are of horrifying creatures in unsettling position that have gleaming malice expressions. Each piece is unique and meticulously crafted with incredible detail. They emanate with dark energy of the Veil and are covered in the occasional cryptic cultic sigils.
One statue shows a grotesque creature devouring a helpless victim, its fangs sunk deep into the victim's neck. The victim's face is contorted in a silent scream of terror and agony as blood drips down the creature's chin.
If players inspect the statues, they might find a valuable reward or be downed further into despair. A successful investigation may reveal a hidden compartment containing a Rune or Spell Scroll as well as a Blood-Stained Note. A complete handout can be found on page X and the GM can use page X to determine the type of item to give the players. Failing the investigation may lead to a dangerous sigil that could mesmerize the players. They need to make a Wisdom Save DC 18 or be Radiated (1d4) with necrotic energy and take a Level of Corruption. The difficulty for the investigation check is up to the GM.
The Gruesome Artwork
The artwork that adorns the wall is an affront to the senses, depicting grotesque scenes of torture and agony.
The painting depicts an ordinary humanoid wearing a spiked collar, slowly evolving into a grotesque undead creature through stages of agony and transformation. The creature's flesh is twisted and mangled, its body contorted in ways that defy logic and reason. It seems to writhe and convulse with pain and suffering, its eyes wild with terror and madness. The final stage shows the fully transformed grotesque and terrifying abomination that is barely recognizable as having once been the humanoid in the first stage. The image is so horrifying that it leaves a lasting impression on anyone who sees it, haunting their nightmares for days to come.
In another corner, a painting depicts a scene of unimaginable horror. A woman is suspended from the ceiling by hooks, her flesh torn open and bloody. A group of twisted creatures surround her, their faces twisted into demonic masks of pleasure as they feast upon her still-living body.
If players inspect the artwork, they might find a valuable reward or be downed further into despair. A successful investigation may reveal a hidden compartment containing a Elixir or Potion as well as a Engraved Tablet. A complete handout can be found on page X and the GM can use page X to determine the type of item to give the players. Failing the investigation may lead to a disturbing face within the art that could mesmerize the players. They need to make a Wisdom Save DC 18 or be Shaken. If the character fails and is shaken, they take 0 Sanity damage and must make a Sanity Save to avoid losing more Sanity and to prevent themselves from succumbing to a Chamber Madness. The difficulty for the investigation check is up to the GM.
The Zombie Named Crag
This humanoid creature named Crag is unlike the rest. As the characters approach, Crag's eyes flicker with a glimmer of hope, and he quickly runs to the front bars of his iron cage. In a whispered tone, he pleads with the players to help him escape. As the players speak to Crag, they will quickly realize that he is the most sane and lucid of all the creatures trapped in the iron cages. Crag's voice is filled with yearning as he begs for their help in soft tones and claims that he can help them.
During their conversation with him, Crag's demeanor might change. As Fear seeps through his voice when he warns the players to be careful and to watch their volume, lest the Master of Servants overhear them. He will answer the players' questions honestly, sharing what little information he knows about the Master of Servants and the twisted creatures that inhabit this place.
Crag's voice and personality are likable, and the players may find themselves drawn to his kindness and honesty. For more information on Crag's backstory and personality, the GM can refer to page X of the module.
The Glimmer of Hope
As the players approach Crag's cage, they have the option to free him by either forcing the cage open or picking the lock. They can attempt a Strength Check DC 6 or a Sleight of Hand Skill Check DC 5 to do so. However, if the players roll less than a DC 10 on either roll, they will make a moderate level of noise, which could alert the Master of Servants to their presence. In this case, the GM will need to make a percentage roll using 1d100 to determine if the Master of Servants has overheard the characters opening the cell doors. If the players roll a NAT 1 on either roll, they will produce a large level of sound, greatly increasing the chance of the Master of Servants overhearing them. For more information on the Master of Servants and rolling to see if he overhears, the GM can refer to page X of the module.
When the players make too much noise, Crag's body will shake with fear and hesitation. If they make enough noise they alert the Master of Servants and he will start to approach. Crag will sense the horrendous creature's approach and become irrational with panic. He will quickly retreat into the shadows of his cell, cowering and rocking back and forth in a frenzy of absolute terror. His eyes will be wide with dread, and he will whisper and implore with the players to make themselves scares. It's crucial that the players avoid making too much noise, as the consequences could be dire. For more information on the Master of Servants and their approach, the GM can refer to page X.
If the players successfully free Crag from their prison cell he will be extremely grateful and may tell the players the location of the useful Rune found in the statues or the useful Potion found in the artwork. The GM may use resources provided on page X for types of item they are able to give the players. Also any players who participated in this action will have the tiniest weight of this chamber's despair lifted from their character. Granting them +2 to their total sanity score and possibly relieving them of a lingering madness.
The Fate of Crag
As Crag tries to leave, the other humanoid prisoners unleash an unearthly chorus of demonic laughter and moans, taking sadistic pleasure in tormenting him and reveling in their power to control his fate, with no fear of attracting the Master of Servants. They see him as nothing more than a plaything, a toy to be manipulated and tortured for their own amusement.
Among all the unearthly chorus of Crag's former cellmates Crag pauses before the threshold of freedom, he feels a heavy burden of depravity. A heavy hopelessness weighs them down to the very core of his lingering undead soul. The thought of going back to the cell and being trapped with his twisted and demented cellmates fills him with an unspeakable dread. He can hear their demonic laughter and moans, and knows that the noise threatens the safety of his new found friends, the heroes who have saved him.
Crag battles with his depression and suicidal thoughts, wondering if they should just ask the players to end their suffering. As he considers his options, a realization hits him - as an undead, he does not think he can truly die. This revelation only adds to his mental anguish, pushing him deeper into the abyss of despair.
With a truly heavy heart, Crag decides to volunteer to return to his cell to reduce the noise his cellmates make. It's a selfless decision. He can't not bear the guilt of condemning heroic souls to falling victim to a fate worse than death. As he turns to face his tormentors, he feels a wave of regret for what he's about to do, but he knows that it's the only way to save the new friends from the Master of Servants' clutches.
As Crag makes his way back to his cell, he can feel a very small sense of relief as the volume of the demonic creatures begin to decrease. As he disappears from view, the grotesque humanoids let out one last soft sickening chorus of demonic laughter indicating their dominating amusement. Crag's pure selfless act and struggle against the raw emotions of pain and suffering is a testament to the limits of the human psyche, pushing the players to confront the very depths of human depravity and the darkness that lies within.
All the noise and commotion threatens alerting the Master of Servants. The more noise the players had made previously the more likely Master of Servants will be alerted to the frenzied cries of the sadistic slaves. The sinister laughter and moans start out at a small level of sound but will increase in volume level for every small, moderate, or large level of sound the players had previously made. Their volume also increase one level if Crag reaches the door to leave the room. Based on the GM's judgment they should roll the 1d100 to determine if the Master of Servants is alerted by their sounds.
The Master's Office
To their left, they see the Master of Servants' room, a small bedroom and office that reeks of blood and semen. The walls are adorned with paintings of depraved sexual acts and torture, and the furniture is made from the bones of his victims. The players can find items in this room that may aid them in their quest, but they must be careful not to be caught by the Master of Servants himself.
As the players step out of either of first two rooms, the once straight and narrow hypnotic hallway begins to untwist and straighten, like the insidious whispers of madness beckoning them deeper into the heart of the Chamber. The walls themselves seem to pulse and writhe with a vile, putrid energy, oozing with the blood of countless victims sacrificed in the name of the unspeakable horrors that lurk within. The twisted passage stretches on for what feels like an eternity, the very air thick with the stench of death and decay. At the end of the hall, is the next living door, writhing and pulsing with the very essence of chaos and corruption. They know they must pass through it to escape this Chamber. Along the way, they will pass two other rooms, one cloaked in pure magical darkness and the other pulsating with a sickening vibrant red energy. The darkness seems to sap their will to live, while the pulsing red room fills them with a nauseating dread, as the sounds of crunching bones and tearing flesh echo from within, sending shivers down their spines..
This is the Servant's Chamber of Depravity, a place where pain and suffering are the only currency. The walls seem to pulse with an evil energy, and the air is thick with the stench of death and decay. The players will have to be careful not to be caught by the Master of Servants, or they may find themselves trapped forever in this twisted and sadistic world.
The chamber in which the players find themselves is a testament to the Master of Servants' depravity. The walls are adorned with grotesque artwork and sculptures, each depicting unimaginable horror and torture. The iron cages lining the walls contain writhing, mangled humanoid creatures, their faces contorted in expressions of unimaginable agony. The creatures wear jagged collars that seem to pulse with a soft red ooze, and their bodies are blackened and rotting. The players can hear the occasional moan or whimper emanating from the cages, each one a testament to the Master of Servants' cruelty.
The mere thought of attracting the attention of the Master of Servants is enough to send shivers down the players' spines. They know that they must be careful, lest they suffer the same fate as the creatures trapped within the iron cages. The players must tread lightly and keep their voices low, lest they draw the attention of the monstrous Master of Servants.
| d20 | Madness | DC | Description |
|---|---|---|---|
| Melancholic Despair | The character experiences frequent, overwhelming feelings of sadness or despair. Suffering -1 to Wisdom rolls | ||
| Whispering Infestation Syndrome | Character infected with Psychoplasmic Ooze hears whispers, suffers disadvantage on Wisdom rolls, and risks being compelled to become a host for a Psychoplasmic Terror. |
Traps
| d12+-1 | Trap | DC | Description |
|---|---|---|---|
| 1 | Blood Gate | 18 | Blood door |
| 2 | The Flayed Hall | 20 | Flaying skins |
| 3 | The Spider's Web | 22 | Poisonous spiders |
| 4 | The Living Armory | 24 | Possessed weapons |
| 5 | The Maze of Mirrors | 26 | Deadly reflections |
| 6 | The Shifting Staircase | 28 | Unstable stairs |
| 7 | Crushing Walls | 18 | Deadly hallway |
| 8 | Mimic Door | 20 | Mimic attack |
| 9 | False Stairs | 15 | Disappearing stairs |
| 10 | Guilt Room | 22 | Psychological illusions |
| 11 | Cursed Mirror | 16 | Disorienting mirror |
| 12 | The Floor is Lava | 25 | Lava floor |
| 13 | The Iron Maiden | 30 | Deadly coffin |
Constitution Save DC 10 to avoid being Winded during their time in this chamber.
Hello SEL we are going to work on our HORROR TTRPG call the Citadel of Suffering: Citadel of Suffering: Journey into this Twisted Nightmare
We are going to work on writing a section for our players and GM on the chamber known as "Lower Chambers of Agony" aka "The Lower Torture Chambers"
This is a Chamber room in my HORRO TTRPG module.
So far we the depiction of the room is as follows
As you enter the torture chambers, the cloying stench of rot and decay is almost suffocating. Either side of long all way is lined with cells. Each cell contains rusted chains and hooks, which are stained with blood and filth. The screams of agony seem to echo endlessly, as if they have been absorbed into the very stone itself.
As the players approach the cells, they will notice that each cell holds a prisoner. This captive is bound in cruel shackles and hanging by their arms from the walls. Their flesh is torn and lacerated, with open wounds that seep blood and pus. The prisoners' eyes will flicker with a desperate hope as they see the heroes, but their pleas for release quickly turn into a twisted cackle of madness.
The heros with a little inestigation or arcane will realize these are mental illusions. Fabricated false images. At this moment, the players realize the true horror of this room: the prisoners are not "human" but rather horrifically transformed creatures called Grotesque Devils. Their skin is slick and slimy, their eyes glowing with a sickly green light, and their bodies twisted and grotesque. They have horns. They will attack the heroes with ferocity if their cell down are opened. Their attacks containing deep bits and with slashes razor-sharp claws and gnashing teeth.
The players can open all the cell doors with lever at the end of the hall or can roll to use strength or wits to open an individual cell door.
