Professional Documents
Culture Documents
of Rysenbry
Outside the Mansion
Introduction Read or paraphrase the following:
Eventually she came to the conclusion that only in Mansion Ground Floor
death she will be together with her beloved with no
The windows have been boarded shut, so the interior is
one to stand between them. And so one fateful night
dark, and even in broad daylight only the faintest rays of
she poisoned the dinner for family and servants with light pierce the eternal gloom of the building. Its rooms are
sleeping potion, then locked all the doors so no one dusty and the general impression is that of death, decay and
lost glory.
could get in or out and started a fire. All of the
manor’s inhabitants burned alive.
1. Lobby
Clarissa got her wish. Now her spirit is locked in her
This room seems relatively undamaged by the fire,
bedroom along with the charred skeletal remains of although the moldy and dirty walls, once lavishly decorated,
her husband, with whom she holds the same now look depressing. A broken wooden coathanger and the
conversations over and over again. It’s time the remains of a statue lie among the rubble on the floor.
The door leading to the hall (2) is half-open, but it slams
Rysenbry family got their final rest. shut when the first character tries to go through. Make a DC
13 Dexterity save. On a failure the character takes 1d4
Adventure Hooks bludgeoning damage. The door breaks into splinters, and for
a split second the character sees something like a woman's
The adventurers could become interested in the Rysenbry enraged face forming from them.
manor for the following reasons:
2. Arsenal Experience
The roof of this room has caved in and left the interior
exposed it to the elements. The shelves that once held Specters: 400 XP
weapons have long turned to dust, swords, spears and Skeletons: 300 XP
hammers have become piles of rust and bows and crossbows Poltergeist: 450 XP
have simply burned during the fire.
Solving the Mystery
of the Haunted Manor: 350 XP
3. Bedroom
This room is in pristine condition, untouched by the fire Treasure
or passage of time. Only a thin layer of dust on the floor
shows that no living being has been here for decades. In the
middle of the room stands a large bed, covered in majestic Cache in the piano: 13 gp
purple bedsheets. Upon it lies a dessicated body of a man. Wine in the cellar: 5 gp
Its pose is peaceful, as if sleeping. Piggybank: 2 gp, 15 sp, 25 cp
When the characters try to approach the bed, a horrific Lord's gratitude: 198 gp
scream echoes across the mansion. "He's mine!" - shrieks
the poltergeist of the lady Clarissa, and attacks the
characters. It aims to drive them away from the bed first, so
it uses Telekinetic Thrust first and targets the character
which is closer to the body of the lord.
If the characters have taken a girl's portrait from room 7,
the poltergeist could be provoked into attacking it for one
round with good roleplaying.
If the players have not found the Lamp of Revealing,
they can attempt to spot the invisible enemy by passing a
DC 17 perception check to see the swirls of dust in the place
where the poltergeist is.
After the poltergeist is defeated, the characters hear a
voice, calling them from the shrine (17)
4. Chapel
A small shrine to Tempus, Lord of Battles, is in this
room. It contains an altar, a couple broken suits of armor,
assorted religious items and a large armchair. After the
characters have defeated Clarissa, they can meet the ghost of
Nicholas here.
Read or paraphrase the following:
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit:
10 (3d6) necrotic damage. The target must succeed on a DC 10
Constitution saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the
creature finishes a long rest. The target dies if this effect reduces its hit
poing maximum to 0.
Clarissa (Poltergeist)
Medium undead, lawful evil
Armor Class 12
Hit Points 40
Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Clarissa has been rather irritated lately. Even the children
are scared. Especially Alice. Poor girl is doing her best to
avoid being seen by her mother. I probably should send her to
our relatives in Tolero. It would be a good chance for her to
become better acquainted with her future husband. I’m sure
young Wolverton would be a good match for my daughter.
I had to fire the maid and pay her a year’s wages to keep her
silent. I hope no one will ask too much about the scars on
her face, otherwise they might learn what Clarissa did to her.
It would be prudent to replace the other servants as well.