Delve: Count's Castle
This is the Castle of a strange Count, very well known and even feared throughout the neighboring regions. The Count is very reserved and rarely seen outside of his domain; some even believe that he is some sort of cultist, possessed by a demon, or even a vampire. Whichever the nature, he is usually blamed for every mishap and horror that plagues the surrounding villages... Although quietly, lest he focus his attention on us, the commoners say in fear.
The Castle has supernatural abilities of its own; Rumors say that it can disappear and reappear in different locations and points in time. Of course, the heavy mist and dangerous tangle woods that surround the palace make these claims hard to prove right or wrong. Most of the times it cannot even be seen through the fog; It's on the rare full moon of a cloudless night that its silhouette appears to rise ominously as a shadow over the cliffside.
Many have ventured into the Castle, through different entrances and areas, and with different objectives. Some went looking for missing wives, others to banish a supposed demon or source of blasphemies. None ever returned.
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Delving into the Castle
The Count's Castle is an Epic Delve. Locating your Objective usually means confronting the Count himself in his throne room, but your heroes might have different reasons to explore his castle. Adjust your objectives accordingly, but keep in mind that if you are looking to face the Count himself, the castle is a maze of Epic proportions.
The Theme and Domain of the Count's Castle vary a lot, depending on the area (the palace's geography is very varied and... odd).
Castle Zones
The different Zones of the Castle (and their recommended Theme/Domain) are:
Lower Zones
Entrance and Gardens: Wild Tanglewood
Alchemy Laboratory and Common Quarters: Corrupted Stronghold
Marble Gallery: Ancient Ruin
Colosseum: Infested Underkeep
Underground Zones
Underground Caverns: Infested Cavern
Abandoned Mine: Haunted Mine
Catacombs: Corrupted Barrow
Upper Zones
Library: Ancient Stronghold
Clock Tower: Haunted Stronghold
Chapel: Hallowed Ruin
Keep and Count's Throne room: Fortified Underkeep
They are roughly interconnected in the order of the list above, but there are many secret passages that you could find that connect one Zone with another (from the same subgroup or an adjacent subgroup). As a rough estimate, assume that each Zone is comprised of at least 5 areas or rooms that you can Delve into.
How to traverse Zones
After traversing 5 areas when you Delve the Depths, or when you Find an Opportunity and obtain a result of 1-25 ("The terrain favors you, or you find a hidden path") after at least having traversed 3 areas, you can envision a passage to a different Zone (in the same Zone subgroup or in an adjacent subgroup). If you do, switch the Delve Theme + Domain to those recommended for the Zone. A result of 99 or 00 in the roll of the Area: Features Oracle table could also be interpreted as a Zone transition.
Alternate Entrances
The main and usual entrance is through the main gates, across the twisted Garden that surrounds the castle. But there are other passages that connect the outer world with the Abandoned Mines and the Underground Caverns zones. A savvy adventurer that Gathers Information might find out about these secret entryways before the Delve.
Denizens of the Castle
The Denizens in the Count's Castle are as varied as the zones and their themes and domains. As a rule of thumb, any creature that fits in the gothic horror or grimdark fantasy genres would feel right at home in the castle. Legendary creatures of mythology like Gorgons, Minotaurs, Cyclops and Hydras also have their place in certain zones of the castle.
Denizen Matrix by zones
Denizen Ranks
For their Rank, the risk increases as you delve deeper: It's as the Castle could feel the intruders and reacted instinctively to eliminate them.
From 0 to 3 Progress boxes: Low Risk - Denizens are Troublesome or Dangerous
From 4 to 7 Progress boxes: Medium Risk - Denizens are Dangerous or Formidable
From 8 to 10 Progress boxes: High Risk - Denizens are Formidable or Extreme
Treasure
The Count collected all sorts of treasure and art throughout his very, very long life. Adventurers would most likely find interesting pieces of equipment and magic items in zones like the Laboratory, the Marble Gallery and the Library.
It's alive!
If you somehow manage to escape from the Castle to return at a later time, don't expect it to be the same or have the same layout as it did the first time. As per Discover a Site, when returning you'll have to clear a number of Progress boxes. "The Count's Castle is unmappable", some rumors say. It's as the Castle's corridors twisted and changed, its halls shifted as if it were a living creature. Maybe it is, in a way.








