913 The Forest Manor

Adventure Primer

Oral tradition and local legends have a cautionary tale about the Kinslayer’s Curse. In regional culture, it is known that to betray one’s kin in deathly crime carries the worst of punishments. Those cursed thus, are doomed to exist in the very moment of their crime, encapsulated in time, for eternity. Many know of the haunted manor in the Hollow Woods. People say its owner, Duke Cromwell, still walks its halls…

Level-4  Shadowdark RPG Adventure

Several generations ago, the Cromwell family was well known. Highborn and reputed, Duke Alastor Cromwell played his part in the machinery of government. The duke sired three children with his wife, Duchess Marianne. They led an opulent life, worthy of others of similar political stature. However, it all changed when the duke discovered that his wife had a decade-long affair with another man. Convinced that his children were not legitimate, the duke was overcome with hatred, anger, and despair.

Greed. People talk about the riches that might be in the forest manor. However, no one has ever dared approach the haunted place.

In a bout of enraged madness, he took the lives of his wife and children, planning to later take his own. Alas, it turned out that two of the children were his, and not someone else’s. The crime of kinslaying, despite the circumstances, invoked elder incantations and caused Duke Alastor Cromwell to be cursed. He became a tainted wraith and his manor in the Hollow Woods became shunned by the locals who understood what had happened. The accursed manor has stayed like that for decades…

Adventure Hook. The characters find the manor by coincidence while exploring the Hollow Woods. Or they are hired by an archmage to retrieve the duke’s magical telescope.

d6

Details

1

The manor trembles as an anguished cry comes from the double bedroom (area 15). A magical pulse moves throughout the edifice. It dispels any magical effect and renders magic items inert for 1 crawling round.

2

Two hunters (peasants) follow the characters to the manor. Thinking they can profit from the characters taking the brunt of whatever haunts the manor, the two men enter the building seeking riches.

3

The ghost of Duchess Marianne appears before the characters: “I beg you, please help my little ones find peace. They don’t deserve to pay for my sins. Please! Give their poor remains holy burial in the forest.

4

Six shadows, spawned from the duke’s regret and despair, detach from the high ceiling and drop upon the characters. They all have the duke’s visage as it went through the different stages of grief.

5

A character stumbles upon strange runes on a wall. In Draconic, they spell an ancient incantation (DC 15 INT check). It reveals the manor has been marked by the Kinslayer’s Curse; a grim demise for any family.

6

The wooden flooring splinters as it cracks open. Three ghasts emerge from beneath the floor tiles. The ravenous necrophages attack immediately. They quickly lounge at the closest unarmored individuals.

This adventuring supplement is designed for D&D5e. On out Patreon page you can get it in PDF format (see image). Notice that some of the layout elements can only be presented as intended in the PDF layout (side-margin boxes and statblocks). The downloads include hi-res images for the maps.

1. Manor Surroundings

The mist-shrouded path leads to a solemn manor in the forest. Greenery and moss grow on the manor’s walls. The strange place appears to be partially reclaimed by nature.

An ephemeral barrier of thick mist surrounds the building. Forest critters are silent this close to the manor. None dare approach it either.

Cairns. Several rune-inscribed stone monticles surround the house. In Sylvan, the runes read: “Here lies a man whose sins invoked the harshest fate.” A warning left by the fey.

2. Antechamber

Moss covers part of the floor here. Beyond, a grand arch leads to the manor’s stairway.

Two ornate vases flank the archway. They are hand-painted with imagery of knights and cavalry.

Treasure. After defeating the shadows within, the vases can be removed from the manor. Each is worth 100 GP.

Guardians. If a living creature touches the vases, four shadows emerge from them and focus their Drain ability on the same creature, sapping their STR.

Strategy. These undead are smart enough to attack the same target in an attempt to secure the kill.

3. Stairway Hall

The semicircular stairway ascends to a balcony in area 12. Guarding the base of the stairs is a large armored statue. The base has a copper plaque that reads ‘Duke Alastor Cromwell’. Historians know that he was a prominent ruler more than a century ago (DC 15 INT check).

4. Dining Room

A grand banquet table is set in front of a roaring hearth. The unintelligible sounds of family gatherings and children talking and playing can be heard here, like a distant echo…

Food. Everything is edible but the taste is faded; a muted reflection of how it should taste.

Voices. A Priest determines that this room holds an undying echo (DC 12 WIS check). It is a lingering illusion left from beyond the grave.

5. Hunting Lodge

Three gaunt, skinless men sit by the hearth, gnawing on bones and pieces of meat.

These men were once hunting companions of Duke Cromwell. They were in the house the day of the tragedy and the duke’s curse took them with him. They are now ravenous ghasts.

6. Duke’s Armory

The steel-reinforced door to this chamber features a high-quality lock (DC 18 DEX check).

Treasure (5 XP). The room contains a set of plate armor (130 GP), and a +2 Longsword.

7. Hall of Trophies

This chamber contains a collection of busts, trophies, and three glimmering orbs. A court mage gifted the orbs to the duke to earn his favor.

Treasure (4 XP). The eight items are valuable; each takes 1 slot and is worth 75 GP.

Pitfall Trap. A spot next to the south orb features a pitfall trap that drops whoever stands on it to the spiked pit in area 11 (DC 15 DEX check).

8. The Grim Ossuary

This chamber contains a dark collection of human craniums. The skulls are those of Duke Cromwell’s enemies. Documents in the chamber document Alastor’s evil fixation on acquiring and collecting the skulls. The work of a dark man.

9. Kitchen and Larder

Kitchen implements and utensils still retain the magic charms that allow them to work on their own. Food is prepared and moved to area 4 daily.

10. Basement Access

The hidden door to this chamber is difficult to discern (DC 15 WIS check). The stairs descend to the spiked pit room/basement (area 11).

11. Spiked-Pit Room

This chamber is 20 feet below the trophy room (area 7) and 40 feet below the twin statues (area 16). The areas are connected by the trap shaft.

Spiked Pit. Creatures that fall here become impaled (DC 12 STR to exit the pit). They take 2d6 damage if they fall from area 7. Increase to 4d6 damage if they fall from area 16.

12. Second Story Balcony

The balcony overlooks area 3. By the west wall, there is a soft couch and two side tables. This floor has not been reached by the forest greenery that grows in some of the first-story rooms.

13. Telescope

Surrounded by three bookcases filled with books about birds and game, there is a large, gilded telescope set by a window.

Telescope. This magic artifact has buttons and dials to operate it. It can be set to bypass any physical barrier. Currently, it is set to look through the forest trees, to find exotic birds. Physical barriers turn transparent when set up correctly (DC 15 INT).

The Duke. Interacting with the telescope summons the duke (wraith) and six shadows. They are creatures of hatred and despair that fight until slain. The duke reforms at dawn. Nothing short of a Wish spell can release him from this hell.

14. Master Bedroom

This is an opulent room, fit for highborn individuals. There is a bed, a desk, a brass bath, and a shelf with rotten books. Spread on the desk are love letters between Duchess Marianne Cromwell and a man named Arthur Cooper.

15. Children’s Bedroom

Two small skeletons lie by the beds in this room. The wooden flooring beneath them is stained dark brown. These souls can be saved if the remains are removed from the manor (DC 12 WIS).

16. The Twin Statues

Two statues of Duke Cromwell flank an ornate chest. The stone chest is too ornate to be outside a vault and is meant to be flashy. It is empty.

Pitfall Trap. The spot in front of the chest features a pitfall trap that drops whoever stands on it to the spiked pit in area 11 (DC 15 DEX check).

17. Storage Room

This place is filled with an assortment of vases, alchemy utensils, a collection of animal bones, and rare books about embalming.

Treasure (2 XP). The room contains 250 SP, one Potion of Healing, and a barrel of black powder. If set off, the dangerous explosive barrel has the power to demolish the whole manor.

18. Secret Vault

The hidden door to this chamber, behind the bone collection, is difficult to discern (DC 15 WIS).

Treasure (5 XP). The room contains two stone coffers. Inside, they hold with 450 GP, 780 SP, one Potion of Vitality, a +1 Dagger, and the tattered Deed to the Cromwell Manor.

19. Mirror Chamber

Two ornate, framed mirrors hang on opposite sides of the wall, 10 feet from each other.

Mirrors. Standing between the mirrors, one can see infinite reflections on each side. The farther the reflection, the more morbid and decayed the person is displayed. It is just an illusion.

Treasure (1 XP). The ornate skull next to the mirrors is a sentient magic item. It knew Duke Cromwell, it likes secrets, and it is Chaotic.

20. Study

A cramped study, filled with books, tools, and trinkets from a variety of pastimes and fields of study. The chest by the northwest corner is a mimic in disguise. The flesh-eating being moved into the manor after it became cursed.

21. Unused Room

This chamber contains several pieces of furniture covered in white sheets. An adult skeleton lies on the floor. It is female (DC 9 INT). A figure sits by a corner, also covered by a white sheet. This is the undead Duchess Marianne Cromwell (ghost).

“Valiant warriors… Leave me to my despair. But show mercy to my poor children. They are not to blame for their parents’ mistakes.”

Salvation. Despite her misgivings, Marianne Cromwell can be saved too if her bones are interred outside of the manor (DC 12 WIS check).

22. Single Room

A male, adult skeleton lies on the floor, a sword in his hand. This was the duke’s eldest son and the only one sired by Marianne’s affair partner. The lad put up a fight against his father but lost. His soul can be saved if the remains are removed from the manor (DC 12 WIS check).

Development

The characters conclude their exploration of Cromwell Manor and prepare to leave.

Eternal Peace. If the characters remove the bodily remains of Marianne and her children and bury them elsewhere, they appear as glad ghosts. They thank the characters as they shall now attain eternal peace. For their Lawful actions, the characters are granted the Mother’s Blessing.

Mother’s Blessing. Once per week for 1 year, when the character is the target of a Critical Hit, they can use this blessing to negate the attack.

The Duke. Nothing a mortal can do can release Duke Alastor Cromwell from the ancient Kinslayer’s Curse. The eldritch pact ensures that his personal hell in the forest manor shall continue for eternity. It is an unavoidable fate.

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