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Refer to the map of the abbey for the size and layout of the buildings.

Guest house.

This long (48'x15') building provided simple but comfortable accomodations for visitors to the monastery, whether pilgrims, townsfolk needing refuge, or merchants here to buy bread. The door, at the southwest end of the building, opens into a long hallway with six doors along each wall. Each door leads into a 6'x8' room appointed with a narrow bed, a small writing table and chair, a tiny platform holding religious icons with a prayer rug laid out before it, and a chest to hold personal belongings. Shi'ara has maintained these rooms in good condition, and keeps the first cell to the left of the door as "Abbot Michael's" room.

If the PCs search Abbot Michael's room at any point during the adventure, they find nothing unusual—certainly nothing to indicate the true nature of the fiend. There is paper on the writing table, however, with psalms to Javen written on several sheets to help maintain the disguise.

Bakery.

This little building, where the monks of Ogden Abbey made their famous bread, is now little more than a heap of ashes and charred timbers atop a stone foundation. The stone hearths still stand inside, their blackened chimneys looming up from the ashes like twin towers.

Cemetery.

As mentioned at the end of Act One, this cemetery holds the graves of the abbey's brothers, dating back hundreds of years. No dates on markers are more recent than 25 years ago, however, and most of the brothers who were alive when the fiends arrived lie unburied in the ruins of the abbey.

Chapel.

The chapel is at once the most elaborate and the simplest of the monastery buildings. Except for the bell tower, the chapel is but a single large room, about 37'x58'. Yet the beauty of the decorations that once adorned this place gave eloquent testimony to the devotion of the monks who spent their lives in Javen's service in this place. Arching stained-glass windows once graced all four walls. Above the doors to the chapel, a gaping hole is all that remains of the glass which once invited all within and without the sanctuary to join in praising Javen. On each of the two side walls, four small windows depicting prominent saints of the church are in various states of wholeness, some completely intact, others with only fragments remaining. On the far wall, above the altar, an elaborate circular window depicts Saint Marcella, the warrior-monk who lay down the Rule by which the monks of this abbey lived. She is dressed in plate mail, but otherwise strongly resembles the golden-haired woman seen by the PCs in their dreams during their first night here. The top half of the window is broken out, but the remaining portion shows the saint kneeling before a beautiful black unicorn (an avatar of Javen), as angelic figures deliver the pages of the Rule into her hand.

Nine statues ring the altar in a semicircle, representing the same nine saints depicted on the chapel walls—Jochan (patron of sculptors), Andreas (patron of musicians), Boudica (patron of weavers), Alene (patron of mothers), Othric (patron of bakers), Milliam (patron of potters), Carter (protector of children), Fiona (defender of monasteries), and Marcella, in the center. These are worn and sometimes broken, like the windows. The altar itself is a large stone table, decorated with scenes of unicorns and knights, monks and townspeople. The precious furnishings that once graced the altar now line the succubus' nest, and the surface of the table is stained dark, defiled with the sacrifices of fiends.

The rest of the sanctuary is large open space. There never were pews in the chapel, since the monks stood during worship. The bell tower, located in the southwest corner of the chapel, impinges on the rectangular space of the sanctuary. An open doorway on the north wall of the tower, adjacent to the main chapel doors, gives access to a square staircase leading to the belfry. The bell ropes hang all the way down to the chapel floor. At the top of the stairs, a trap door leads through a thin wooden floor to the belfry itself. Two bells hang from the top of the tower, their ropes passing down through holes in the floor. One bell remains firmly affixed to its bearings, but the other is loose, and the slightest extra weight on the rope will send it crashing down to the ground below. If a character tugs on the rope from below, the sound of the bell crashing through the belfry floor should give the PCs plenty of time to get out of harm's way. However, if someone pulls on the bell rope from within the belfry, all characters in the belfry must make a saving throw vs. breath weapon. Failing the save indicates that the character is crushed by the bell and killed. A character who makes the save must make a Dexterity check to avoid falling through the hole left by the bell and taking 4d6 hp damage.

Dormitory.

The building that once served as a residence for the abbey's monks is now a ruin. Though charred by fire, the structure of the building is intact. However, nothing else is. Doors, furniture, even walls were splintered and burned as the fiends hunted down the terrified monks. The building has a haunted atmosphere, and it is easy to imagine the carnage that was wreaked inside. As the PCs explore the 24 cells on the building's two stories, they must constantly step over charred bones and other remains, and scenes of the monks' last stand appear unbidden in their minds.

Kitchen.

This building did not suffer nearly as badly as the monastery's famous bakery. In fact, one stove of the original three is still mostly functional, and PCs exploring this building will find clear evidence of the source of their breakfast. Small stores of fresh fruit, dry cereal, and other simple food is collected around that stove, while the rest of the building gathers dust under fallen timbers, piles of ash, and weather-beaten furnishings.

Library.

The former entrance to this building is completely blocked by fallen masonry. The stone walls are black with ash, and the windows are also filled with collapsed stone. The building resembles an abandoned heap of rubble, but in fact it holds the lair of the succubus.

The library ceiling collapsed when the demons sacked the monastery. Among the remains of the roof and the scraps of the scrolls that were once the monks' greatest treasure, Shi'ara has created what can best be described as a nest—a snug little hole, barely big enough for her to curl tightly up in, formed from the rubble and lined with her trophies. All of these trophies are embedded in the rocky wall of the nest, so the PCs will have to pry gems from the eye sockets of skulls, free a ring from a skeletal hand encased in stone, and the like. Shi'ara's trophies include 12 precious gems (1 x 1,000gp, 4 x 500gp, 7 x 100gp), a beautiful platinum ring set with a large star sapphire worn by a previous victim and worth about 1600gp, an ornate pair of golden bracers decorated with silver (1100gp), a long sword +1 that belonged to Lady Ardith's husband, and several nonmagical pieces of armor, helmets, weapons, and bones. In addition, the finely-crafted yet unassuming golden utensils from the monastery chapel are here. They could be sold for about 1500gp, but it would be far better to return them to their place on the altar. These items include a candelabra, a bookstand, a plain gold chalice, and a taper used for lighting the altar candles.

The succubus enters her lair either by teleporting or simply by flying over the 15' walls and through the open roof. The PCs will have to find their own method—whether using magic or simply scaling the walls—to gain access to the succubus' treasure.

You may wish the PCs to find additional treasures in the library, such as a tattered worship-book they can use in reconsecrating the chapel. Otherwise, little remains of the library's books and scrolls but charred fragments of paper and leather.

Offices.

This small building held the offices of the abbot and his assistant, where the business of the abbey was managed. The building is little more than a shell now, the interior gutted by fire. If the PCs explore the building carefully, each can attempt a Wisdom (or Wisdom/Intuition) check to notice a soot-covered plaque on the wall. Scrubbing the soot and tarnish from the silver plaque reveals this inscription: "By Javen's abundant grace, Matthias of Wendell Fields was consecrated abbot of Ogden Abbey on this day, the feast of Saint Marcella, in the year 1268." The date given is 29 years ago, four years before the abbey was destroyed.

Refectory.

What was once the hall where the monks gathered to share their common meals is now little more than a foundation, a stone floor covered with rubble.

Stables.

Having little interest in tormenting mindless animals, the demons who sacked Ogden Abbey left the stables intact. The hay that filled the stalls has rotted, the horses have died of starvation, but the building still stands. A wagon that stood outside the stable was burned (its wheel-rims remain among the ashes), while the harnesses and other tack still hang on the stable walls.

Workshops.

In addition to baking their famous bread, the monks of Ogden Abbey manufactured many of the necessities of their simple life. This row of five buildings once housed equipment and supplies for these crafts. From top to bottom, the five buildings served cobblers, potters, basketweavers, cloth weavers, and tailors. Many of the supplies survived the demonic assault on the monastery, and even after 25 years the purpose of each workshop is clear. A character with a proficiency in the relevant craft may, with a successful proficiency check, find tools or materials useful to that trade. Characters should be encouraged to use them in the service of rebuilding the monastery.
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