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ble to be run as either a self-contained one-shot One-Shot
or slotted into a campaign as a stand-alone
adventure for any level of play, the Magnificent If run as a one-shot, the DM should decide if the murderer
Mansion Murder Mystery will seat your will be an NPC as above, or if they are going to ask one of the
adventurers at the center of a twisting tale of PCs to secretly be the murderer. Having a PC be the
betrayal, deception, and murder most foul. murderer allows them to actively work to cover their tracks
during the game, disguise evidence, and lead false witch-
hunts against innocent NPCs. Either way, it is recommended
Adventure Overview that little detail be given to the players beforehand as to not
An invitation arrives for the Player Characters (PCs), tip off that this will be a murder mystery. Instead, only
requesting their presence at a gala hosted by the Archmage indicate that the game is not focused on combat so they are
Ullic at his home. Upon arrival, the PCs enter into a grand free to play a character concept they are interested in.
Magnificent Mansion spell and are allowed to tour the vast
estate at their leisure. After some entertainment, everyone is If the Murderer is a Player Character
treated to a great feast as they await the appearance of their
host. However, just as the last guest, a local justicar, arrives, it If the DM would like for one of the PCs to be the
killer, they should secretly ask a single player if they
is discovered that the Archmage has been slain and the party are interested in "taking on an additional role" for
is now pressed into finding the murderer before the the game, so as not to spoil the surprise. If they
Magnificent Mansion spell ends at dawn and all of the agree, inform them that they are the killer and that
evidence disappears forever. Everyone is now a suspect, and the DM will help them prepare.
the clock is ticking. The DM should make sure that the player
Given the focus on investigation and roleplaying understands their role in the game. Their goal is
opportunities, there is limited (if any) combat within this different than the rest of the players: while the rest
adventure. This can be a nice change of pace for more are trying to catch the killer, the killer is trying to
combat-oriented groups, but there are opportunities to escape. Being caught is a very real possibility and
include combat if so desired. The game theme can be as dark should not be taken as a failure on their part, rather
or as campy as the DM would like: a grim investigation, a it would be success on the part of the other
lighter-hearted who-dunnit, or anywhere in between. players. Since the Magnificent Mansion's only
Several twists and turns can be included or not, depending escape is sealed, they must work against the rest of
on the DM's preferences. This includes the possibility for one the group and the NPCs to sow doubt and keep
of the PCs to have been the murderer and guidance on how suspicion off of themselves until dawn breaks
to work this out before the game. when they can escape.
The DM should work with the player prior to the
game to determine their relation with Archmage
One-Shot vs Campaign Ullic and what has driven them to harbor such ill-
will against the Archmage. Some sample motives
Whether run as a one-shot or as part of an ongoing campaign, are:
the overall story is still the same: PCs arrive at the gala, the
murder is eventually discovered, and the PCs must join the 1. The PC is a former student of the Archmage
hunt for the killer that is still in the tower with them. who was magically experimented on, and has
What can differ between play-throughs is who the sworn revenge on their old master.
murderer is. For simplicity, the adventure below will refer to 2. Long ago, the Archmage had taken a precious
"The Murderer", which can either be one of the NPCs or if relic called The Godshard from a temple of the
the DM works with one of the players secretly beforehand, it PC's religion, but he had to slaughter the priests
can be one of the PCs. of the temple to get it. The PC has sworn
Though the below adventure is written with a singular revenge for their fallen brothers and now has an
story path, the DM is encouraged to modify the story opportunity to get back the relic.
(specifically the means and motive of the murderer) to better
fit their campaign. This can include changing who the 3. The PC is not who they say they are: they are an
murderer is, changing the means or motive, or introducing assassin who has taken a contract on Archmage
new characters entirely. Ullic and disguised themselves as a local
adventurer.
Standalone Adventure
Once a motive has been determined, lay out for
If run as part of a larger campaign, it is recommended that the player how the attack went down. The
DM make the Chef the murderer, so that the PCs can crack adventure below assumes the attack occurs in
the case and bring him to justice. However, nearly all of the Ullic's Bedroom Suite, using Spellrender as the
NPCs are given enough means, motive, and opportunity to murder weapon, but the details can be worked out
have been the killer should the DM wish to tweak the story as the DM and Player see fit.
and use a different character as the murderer.
Chapter 5: Dawn breaks...
Adventure Arc The PCs will need to hurry in determining who the killer is
The adventure consists of the following sections, explained and arresting them, as dawn is quickly approaching and soon
here in brief to give the DM an overview of the flow of the the Magnificent Mansion will disappear. To aid them in this
adventure. Should the DM wish to shorten the adventure (it portion, Justicar Wargreaves has prepared some magical
has an average runtime of four hours), or just simplify it, they rituals to assist in finding the truth. Should they fail to
may choose to exclude Chapter 4 "A Twist" without greatly apprehend the killer, the mansion will vanish and everyone
impacting the story. will find themselves standing atop a lonely hill, all evidence of
the crime having disappeared with the rising sun.
Chapter 0: Establishing the Murder
The DM determines if the killer is one of the NPCs or if it is a Major Players
PC. If it is to be a PC, work with them as detailed on Page 1.
Work out the details of the murder beforehand and provide This is a brief summary of the story's characters, to better aid
the Player the relevant information. Since this takes place out in the DMs understanding of who is who in the adventure up
of view during the gala, it will go off as determined front. More detailed character summaries are provided after
beforehand. Make sure the player (or NPC) is aware of any the adventure text.
complications so that they can work that into their plan to The Archmage Ullic: an old, powerful wizard who lives in
deflect blame. Attwen Tower, and the plot's victim.
Bendel the Butler: the longtime manservant of Archmage
Chapter 1: Invitation and Arrival Ullic
The PCs, who may or may not know each other, receive an Agathar: the protege of the Archmage, a powerful half-orc
invitation to Attwen Tower for a gala, hosted by the Archmage mage and
Ullic. They will be celebrating Agathar's (the Archmage's Chef Scherer: the dwarven chef at Attwen Tower
protege) successful return from a grand adventure. Mayor Montgomery: a younger man who is mayor of the
The PCs all gather in the nearby town of Mournstead, and nearby town of Mournstead
have a day to prepare for the gala, including shopping for Lady Gwendelyn of Grandlan Manor: an elderly female
dressy attire, gathering information, or just relaxing. half-elf who is local noblewoman
We follow one PC who makes their way in the rain to the Stradavon the Strung: an awakened redwood tree bard
lonely tower. Upon arrival, they open the door to see that whose hollow trunk is strung like a cello and his branches
everyone else has already arrived and the party is ongoing. have been turned into a pipe organ.
Justicar Wargreaves: an honorable blue dragonborn local
Chapter 2: The Gala magistrate who is an arbiter of the local law.
Ullic has informed his butler Bendel that he will only be Major Background Plots
joining the banquet once everyone has arrived and since
Justicar Wargreaves has been delayed, Bendel suggests that In order to keep the circumstances surrounding the murder
the traveling bard Stradavon perform while Agathar prepares mysterious, there are a handful of background arcs that are
to show off his treasures. important for the DM to keep in mind as the story is playing
In the meantime, the PCs and other NPCs are welcome to out. Though they are further explained at other parts of the
explore the manor. (It is either before the arrivals or during adventure, they have been lightly detailed here for clarity.
this break that the murder occurs.) The attendees are served These are included to give depth to the characters, their
dinner and drinks and then the doorbell rings. Justicar relationships, and provide red-herrings for the PCs to
Wargreaves arrives, and Bendel leaves to fetch the Archmage. explore.
Chapter 3: "The Archmage is dead!" The Archmage's Murder
Bendel immediately returns with a cry that the Archmage is The primary mystery, the PCs must discover the murderer's
has been murdered. Justicar Wargreaves locks down the identity,motive, and the murder weapon. This is the
tower so that they can find the killer, and the party-goers turn overarching plot to which the following stories play. The
into investigators. The PCs can explore the mansion looking murderer will be working to hide evidence and hide their
for clues, and the NPCs will do the same. involvement.
Chapter 4: A Twist The Archmage's Debts
After some investigation has occurred, a rumble is felt The Archmage owes a significant sum to the town of
throughout the manor and it appears that, while attempting Mournstead in taxes and due payments, and has such left his
to open the late Archmage's safe, Mayor Montgomery has wealth to the town, leaving Agathar, Bendel, and Scherer with
been killed, Bendel blinded and knocked unconscious, and nothing. When it is revealed that the archmage is dead,
Agathar vaporized. While it appears that this is a result of the Agathar and Bendel immediately look to rectify their financial
safe's protective measures, in reality, there is an additional situation. The debts play into Mayor Montgomery's
and time sensitive plot unfolding in parallel as Agathar and motivations as well as the Will in Chapter 4.
Bendel look to modify the archmage's will in their favor.
Arcane Experiments NPC Help
Ullic has long since studied the arcane arts and has pursued The PCs are not the only ones investigating the murder: the
knowledge above all. He was the one who awakened NPCs will be searching for clues too (and some may even be
Stradavon, trained Agathar, and committed the very act for hatching their own schemes in the meantime). NPCs can be
which the murderer chose to seek revenge (though the used to help on tasks that the PCs cannot or do not want to
specific act will vary with what the DM decides the do, such as breaking open the safe or reading through the
murderer's motivation is). This will factor in as evidence to archmage's journal. Should the players get stuck, or head off
help point the PCs towards the killer's motivation and on the wrong path, the DM can have an NPC come forward
identity. with evidence they discovered, though it is recommended this
is minimal: just enough to get the PCs back on track.
Long Lost Love
The Wrong Track
The Archmage Ullic was once in love with Lady Gwendelyn,
but their love fell when they were young, many years ago. Few Though red-herrings and the murderer's meddling may push
know of their relationship, but it plays into the Will in the PCs down the wrong track in a manner conducive to the
Chapter 4 as well as Lady Gwendlyn's motivations. story, if the PCs start following the wrong leads to the
detriment of the plot, the DM may wish to guide them back
towards the right path. This can be done by clarifying
Other DM Notes previous statements that may have led them astray,
correcting their misunderstandings of found evidence, or an
Improv NPC contributing new evidence.
Since much of the investigation is left open to the players,
and all of their possible choices cannot be accounted for Bouncing Around the Manor
here, much of the adventure is laid out as: exposition, Since the Players (and NPCs) may be interested in exploring
followed by a prompt to the players such as "What would you different parts of the manor at once, do not be afraid to split
like to do?", then revealing what information they might have the party (since there is no combat to worry about). Be
encountered. This open ended approach has been used to prepared to focus on one ongoing aspect for a bit, before
write this adventure, but since not all DM styles are the same, returning to someone else's investigation elsewhere.
if the DM is uncomfortable with improv or needs to take a
moment to get the facts straight, they are encouraged to take
a moment, review the facts of the case, and present the next Adding Combat
step to the players. This is a primarily Role-Play and Investigation based
adventure and does not include any pre-planned
Communication with the Murderer combat. Should the DM be looking to add a
If a PC is the murderer, the DM is encouraged to combat element to the game, there are four
communicate with them during the game using DM-chat, text recommended opportunities to do so:
messages, or even secret notes in order to get their input. 1. The Caged Beast: Within the basement, add a
Perhaps they want to further kill off a troublesome NPC who cell where a ferocious monster is being held for
is catching on to them, or they want to steal a piece of experimentation. If it should break free of it's
incriminating evidence. The DM should work with them in cage, or perhaps be loosed by the murderer, the
secret to keep their collaboration from the other players. PCs may have to deal with that threat before
returning to their investigation.
Magic's impact on investigations 2. A Slight of Honor: If accusations are made
Magic can definitely change how the PCs can go against Agathar or Mayor Mongomery, they may
about solving the case. Spells like Suggestion and take it as a slight of their honor and challenge
Zone of Truth give a huge edge in interrogations their accuser to a duel.
and can make the investigation much more 3. The Great Escape: Should the murderer be
interesting.
apprehended, they may see fighting their way
However, spells like Speak with Dead could out as the only option and will attack the party
potentially circumvent the whole central issue if in an attempt to elude capture.
the Archmage was asked "Who killed you?" In
circumstances like this, it is best to keep things 4. It said "Do Not Touch!": Should someone take
vague, such as the dead Archmage responding that hold of the Black Iron Circlet containing the
he "didn't see the killer's face, he only saw their devil Ezakyle in the Trophy Room, the fiend may
hateful eyes." attempt to possess the bearer and harm the
Other spells and abilities, such as Disguise Self other attendees. Should someone sunder the
or Invisibility might allow the murderer to slink Black Iron Circlet and free Ezakyle, he may
about unnoticed, while use of the Orb of Modify attempt to attack the party if he thinks it will aid
Memory or the spell Charm Person may help get in his escape.
them out of a tight jam.
The Adventure
Now, you know of Archmage Ullic, Ullic the Feeble as some
Establishing the Murderer call him, though never to his face. You may have even met
For the below adventure, it is written with Chef Scherer as with him once or twice, to have an incantation cast or
the murderer, having taken the dagger Spellrender from the perhaps to reference one his many tomes of forgotten lore.
Trophy Room just before the first guests arrived and But while you know that he was once a mighty sorcerer, he
bypassed the Archmage's wards using its powers, sneaking has long since been confined to his tower and rarely, if ever,
into the mage's quarters while Wildshaped as a spider. He engages with the outside world.
has been plotting the demise of the archmage ever he Now that you have rolled into Mournstead, and the gala
discovered that Ullic killed the priests of a temple of is tonight, why don’t you tell us a little bit about what you
Scherer's nature goddess and took the Godshard, a precious are doing in town during the day?
divine relic for his studies. Scherer countered the mage's
magical defenses using Spellrender, cut down Ullic with one After their descriptions of their day, the DM should
fell blow, and departed the bedroom suite. He cleaned the pick a player to be the point of view followed here
blade and his clothes of blood using the enchanted Doormat (don't pick the murderer). For this section, just use
of Prestidigitation, and returned the blade to its sheath in the their character name where you see (CHARACTER).
trophy room, its powers exhausted. He took the Godshard
and hid it in his room before returning to the kitchen to
prepare the feast for those who he hoped to pin the murder The day grows late and as the sun sinks low in the sky,
on. (CHARACTER), you make your way north of town, through
Should the DM wish to have a different murder plot, now is the rolling hills and wheat fields in a light rain that begins to
the time to determine it. soak your coat. After twenty minutes of walking along the
Throughout the adventure, the killer will attempt to deflect muddy road, you come across a rocky crag topped with a
any accusations leveled at them, destroy evidence that might slender stone tower made out of a white-grey stone. It is
implicate them, and lead witch-hunts against other NPCs or several stories tall topped with a silver, conical roof.
PCs. Surrounding the base of the building is a small garden of
colorful flowers and leafy bushes. There are no windows on
Now the adventure will begin. the tower, just a simple set of wooden double doors where
The following adventure text can be read directly to the path meets the tower. (CHARACTER), as you knock on
the players if desired, or paraphrased. Player the door, you hear the heavy sound of metal locks unlatching
prompts are bolded, as are leading character names and with a clunk, the door begins to open.
for determining which voice to use, if the DM likes The rest of you, already having arrived, hear from no
using accents. Notes to the DM will be flagged in particular source, a familiar chorus of handbells chiming,
parentheticals and should not be read out loud. indicating that the tower is opening. As the large, gold clad
doors swing in, you see the rainy outside world and the
outline of (CHARACTER) in the sunset.
(CHARACTER), as you walk in, you feel the welcome mat
Chapter 1: Invitation and beneath your feet depress slightly and a swirl of magical
energy surrounds you as your hair and clothes are
Arrival immediately dried and the mud is wicked from your boots,
After several months away on your latest expedition for glory, leaving you perfectly clean.
treasure, or righteous deed, each of you find yourself back in
Mournstead, a town you know well from your many years The PCs can make an Arcana check (DC 10) to
spent here. It is not a particularly notable town, but for you, it determine the nature of the Doormat of
was home, at least until you set off to find your place in the Prestidigitation which is used to clean guests (or a
world. As fate would have it though, on the same night two murder weapon).
weeks ago, each of you, spread across the countryside as you The latest arrival may also wish to make a
were, received a visit from a spectral owl, and tied it its leg Perception Check (DC 10) to notice that despite
was a very real scroll detailing the following message: the tower not having any windows, the view from
“I hope this message finds you in good health and good the inside windows does not match the hilltop you
spirits. As one of the shining stars of Devonshire, it would just left, instead they are looking at the clear sunset
delight me to no end to have your attendance at Attwen hanging over a gently waving ocean-scape.
Tower on the night of the next new moon. We are to celebrate
the success of my protégé on his expedition under the King’s
banner and a formal banquet shall be served in his honor. I
would greatly appreciate your presence. Signed: The
Archmage Ullic of Attwen Tower.”
In front of you is a vast parlor complete with a bubbling Bendel: “Of course, well then I invite you all free reign of
fountain, statues, and twin staircases that lead to a viewing the estate to explore at your whim, though I would ask that
gallery that rings the upper portion of this foyer. Floating you refrain from the Archmage’s quarters: he does not like to
about are trays of champagne glasses that hover at shoulder be interrupted from his research and does not appreciate
height. Strangely, you notice, this square room alone is larger guests in his private quarters. He will be down when he is
than the outside of the tower that you had just entered. There ready. Fifteen minutes, and then we shall meet in the Parlor.
are several doors leading out of this room and nearly a dozen You are of course welcome to stay here and enjoy the wine,
people conversing about. Perhaps you recognize a few of the browse the library or laboratory, or perhaps the collection of
faces from the area. relics in the east wing would be of interest. Please, make
A white haired, elderly half elf you recognize as Lady yourselves at home.”
Gwendelyn of Grandlan Manor is conversing with the Mayor
of Mournstead, a young man with brown hair pulled back
over his ears named Mister Montgomery. In the corner, a The Manor at Attwen Tower consists of the Parlor,
dwarf in a chef’s hat, Chef Scherer, is conversing with a the Dining Hall, the Kitchen, the Pantry, which
leads to the Basement, the Guest Quarters, the
robed half-orc wizard named Agathar and a large redwood Laboratory, the Library, the Trophy Room, and the
treeman with metal strings running down his trunk, who you Foyer. All this in addition to the Archmage's
know to be the bard named Stradavon. They are all lit by the Bedroom Suite, which is the only upstairs room
streaming golden light of sunset streaming in from the and is strictly off limits. Locations (and their
windows. associated descriptions and clues can be found in
Appendix B: Locations and Clues)
If the murder has already occurred, like it has in
If the PCs are not an adventuring party or do not
this writing, Bendel will keep an eye out and keep
know each other in game, now is the time for
anyone from going upstairs.
introductions.
If the murder has not already occurred, such as if
Who else do we have at this party and what has
a PC is the murderer instead, now is the time when
been the topic of discussion thus far?
it occurs, just as previously arranged between DM
and Player, do not act out killing.
Suggested discussion topics for improv: Where all would you like to go in the house? Anything you
Mister Montgomery is expecting a great harvest would like to see or explore?
this year after last year's blight Eventually, the party reconvenes the sitting room, backed
by windows displaying a black, starless expanse. You see
Lady Gwendelyn has been writing to her niece Stradavon standing on a large rug at the back of the room. As
in the capital who she misses dearly you get a chance to look at him, you can see this hollowed out
Stradavon just got back from the coast where
tree trunk of a being with silver strings running up and down
he was composing an opera about two sailors his torso. He has two large branches for arms, and above
that, several smaller branches that form small pipes. He
Agathar was telling everyone about how excited draws forth a cellist’s bow and draws it across his stomach,
he is to show off his bounty from the north producing a rich string sound. The pipes begin to sound off
and he begins to sing, joining the sound of the strings which
he plays equally like a cello and a harp.
Bendel's Recovery
Bendel is, at least for the mean time, unconcious
and blinded. Bendel can be treated by Wargreaves Reappearance atop the hill
and Stradavon in the Parlor while the PCs continue As a dim light faintly shines through the blackened windows
their investigation. When he revives, he tells the of the manor, you blink. When your eyes reopen, you find
group that they were looking in a vault that Agathar yourself atop the small, rocky crag, with the door to an empty
said would no longer be warded since Ullic was stone tower open behind you and wet grass beneath your
dead in the hopes of finding some clue as to who feet. You look around and see your fellow party-goers, a pair
Ullic might have been worried about. However,
when they tried to open it, it exploded in a bright
of corpses, and mounds of the mansions contents strewn
green flash. When he woke up, Agathar had entirely
about. On the horizon, the dawn breaks on a new day.
disappeared and will be dismayed to learn that the
Mayor is dead. Conclusion
Author Credits
T
his adventure created by u/alagomar. Thanks
to the adventurers who conducted the first few
investigations and provided their feedback.
Formatted using The Homebrewery.