The House of Rogat Demazien

by Gabor Lux

“Rogat Demazien’s house is an old, crumbling building located in the Beggars Quarter of Zothay, right next to its western gate. It is surrounded by empty houses; some of these are sealed to prevent unlawful entry, whereas others are known to be the dwellings of thieves and vagrants. In any case, this is a place where few choose to live, unless they are short on money or don’t mind the proximity of the vilest city scum. Since the entire quarter is protected by a treaty that keeps out the watch, one can only count on his own devices to guarantee the safety of his life and valuables. Despite the squalid conditions, it is precisely this house – formerly a prosperous cloth merchant’s home – which Rogat Demazien purchased a year after the previous owner died without leaving an heir. He paid the authorities a modest yet fair amount and moved in with his simple belongings. Since then, he has become known as an authority on the strange an unusual, with an interest in subtle enchantments and ancient history.”

The House of Rogat Demazien

The House of Rogat Demazien

Description and contents: A short and modular heist scenario originally set in Zothay, but later reused in Fomalhaut. It describes the house of a Magic-User (or Illusionist; the scenario is pretty versatile), an abandoned building next to it, and a small section of the Undercity beneath the two. It is an ideal low-level module for Thieves, but would also be suitable for most parties as a place to find a special item or just find if there is anything valuable. It makes for about half a session of play unless the players take their time.

Design notes: Pretty much a sandbox component: a mysterious locale with a few surprises, non-standard magic and possibilities for expansion or incorporation into a larger Undercity (I am fairly sure it would work in an Empire of the Petal Throne campaign with small adjustments). There is fairly little combat and much more investigation, along with a few navigation-related challenges both above- and underground. The creepiness of the underground segment is emphasised by an encounter that’s pretty much wrong from a modern standpoint – and therefore represents an interesting moral dilemma for the players around the table. The rest is mainly colour, although colour the GM can easily link to his or her own milieu in some way. Rogat Demazien is not the most original or thought-provoking module I have written, but it is easy to use and maybe just right on scale to be truly modular.

Where to get it:
The House of Rogat Demazien (Castles&Crusades, 240K PDF)


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