Treadway Manor

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Treadway Manor
Type Dungeon
Status Explored March 908 TA
Location Teufeldorf
Hex 5211
Campaign The Siren's Song
Adventure # 145
Map-teufeldorf city 2.jpg

Nestled against the western wall of the City-State, Treadway Manor sits on a small rise. The grounds leading up to the manor are well-tended with a natural expanse of exotic trees and shrubs. A single path winds up to the manor from the road leading through the Royal Quarter. The construction of the manor house is a dark grey and red stone with a slate roof.

The manor house is two stories, and the house has excellent views of the Great Sea from the upper floor. Two wings of the house extend from the main house creating a courtyard in front of the house. The Treadways are known to throw extravagant parties in the front courtyard with entertainers, magical lights in the trees, and fireworks.

The southern wing is called the "Lord's Wing" and the northern wing is called the "Lady's Wing."

The current baron is Nils Treadway, the Ninth Baron of Huntington.

The Treadway Curse

The Treadway family of the second Baron was a big one. Ethan Treadway was the only son. But there were also six daughters who, in one way or another, met with an untimely death. As a result of the happenings at Treadway Manor c. 700 TA, 3rd Baron Ethan Treadway has become a monster of epic proportion. He curses all who act against his family from the safety of his Inner Sanctum above the tower.

  • Ariana Treadway: Oldest of the sisters. After bedding a man Isabella Treadway lusted after, she was poisoned one night by her vengeful sister. She is buried in the family graveyard behind the manor.
  • Deirdre Treadway: Was once engaged to Gavin, the musician whose ghost haunts the Musician Hall. When Ethan became Baron, having a member of his immediate family mingle with a less-than-noble street musician was unthinkable, so he killed Gavin and turned Deirdre into one of his ghostly handmaidens. She stands at his side upstairs in the Inner Sanctum . As a tribute to Gavin and a strike against her father, Deirdre had Gavin buried in the family graveyard with the Treadway name. When the Baron discovered this, he violently scratched off the Treadway name from the sarcophagus. See the Graveyard for more information.
  • Elise Treadway: The most artistically gifted of the group, Elise was a talented artist, musician, and writer. One day while she was touring the countryside, wild animals attacked her carriage (some rumors state they may have been werewolves, but no proof was ever found), and she was violently eviscerated and killed. What remained of her body was buried in the family graveyard behind the manor.
  • Jenni Treadway: The most emotionally troubled of the sisters, considered by many to be the least attractive of the sisters and ostracized as a result. After a long, difficult struggle with loneliness and depression she leapt into the well. Her body was never found.
  • Melanie Treadway: Arguably the most attractive of the sisters, she too was turned by Ethan is now one of his handmaidens that stands next to the Baron and her sister Deirdre upstairs.
  • Isabelle Treadway: After several confrontations with her other sisters involving men she desired as her own, she flew into a violent homicidal rage. After being found guilty of poisoning her sister Ariana, she was executed by hanging and buried in the family graveyard behind the manor.

The Treadway Curse is the way Nils Treadway protects his manor. Anyone who is not a Treadway entering the house without permission will be struck by a 4-hour curse that causes the following effects:

  • Hour 1 - Greying of hair, cracking of skin, painful joints and stiffness.
  • Hour 2 - Thickening of the skin - bark-like with extensive cracking, headaches with periodic flashes of red light before the eyes.
  • Hour 3 - Slowness, sharp shooting headaches, fever.
  • Hour 4 - Open sores (cracks) that will not stop bleeding, a heaviness in the limbs, difficulty breathing.

Nils doesn't bother to have much security when he and the family are away because the curse has taken care of all intruders - who are usually found on the premises dead, sometime bringing back what they stole in the vain hopes of ending the curse. As a result, nobody really bothers trying to stealing anything from the Treadways.

There are 12 baronial mansions in Teufeldorf in the Royal Quarter. Each is a potential adventuring location with special secrets.

The Treadways have been Barons of Huntingdon since 585 TA - so about three hundred and thirty years. The current Baron Nils Treadway is the 9th Baron and the head of the Merchant's Guild, etc. A previous player character, Lord Treadway, adventured from May 818 TA until his death in August 825 TA at Teufeldorf Manor. Now, he was not the Baron, but the second son of the 7th Baron - thus the title "Lord".

The Treadway Family graveyard - which hasn't been actively used for centuries - is the resting place of the 1st, 2nd and 3rd Barons. Afterwards it was cursed and nobody wanted to be buried there. The 3rd Baron, Ethan Treadway, and his wife Eleanor are the source of the curse.


While the Treadways are gone, the house is illuminated within by reddish light coming from red sconces in the walls. The red light is yellow when the family is in residence. The command words DIMMER and BRIGHTER can be used to control the sconces.


Stone steps lead up to a set of massive wooden doors, and the porch is flanked by two bronze statues of warriors in plate mail, each one holding a broadsword over their head.

As the party moves up the path:

  • Several ravens are perched in each of the trees, each one letting out a spine-tingling caw at periodic intervals.
  • A cloud of what must be hundreds of bats swirls around in the sky above you.


The bats overhead are vampire bats (identified with a DC 15 Intelligence (Nature) check), and they pose no harm unless someone tries to enter their air space; if any player attempts to fly or levitate more than 10’ off the ground, the swarm of vampire bats will surround them and attack: the target must make a DC 15 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much on a successful one.

So long as the player remains airborne, the bats will continue to attack each round while the player is aloft. Once the player returns to ground level, the bats will withdraw and resume their normal flight around the manor.

As the party nears the front door:

  • When players approach within 30’ of the front doors, two candelabras that flank the entrance will ignite in a brilliant flash, illuminating the porch in a pale yellow light.
  • The two statues flanking the door are made of solid bronze and depict large knights in full plate mail. Each one stands at attention with a broadsword held overhead.

Statues and Front Door

  • DC 12 Notice - the arm holding the broadsword appears to be hinged, indicating the arm is capable of movement
  • DC 20 Dexterity - once detected to disable. The trap is disabled, allowing the players to try to open the door without further risk. Failure triggers the trap (see below), and failing by more than 5 damages the lock so that it cannot be opened by any means (even with the key), and the PCs must either destroy the door (see below) or enter the manor through the back door.
  • Iron Key: If the party retrieves the iron key from the Hedge Maze (Area C), they can unlock the door without triggering the trap.
  • Damage: The doors can be attacked (AC 10, 30hp), and reducing the door to 0 hit points makes it shatter, allowing entry. Every time the doors are attacked, regardless of whether it’s a hit or miss, the trap activates (see below).
  • Statue Trap: If the party fails to disable the trap or attempts to open the doors by force, the twin statues will bring their broadswords crashing down, targeting every creature on the porch (+8 attack, Hit: 13 (3d8) slashing damage).


Treadway Manor Graveyard

Around the south side of the house, in the shadow of the city walls, is the Treadway family graveyard. Here is where Lady Eleanor Treadway waits for someone to return to her that which she lost.

Nestled between the manor and the city wall is a dense grove of trees. A single overgrown path leads to the Treadway family graveyard. Unlike the rest of the grounds, this area is unkempt and doesn't look like it has been used for decades.

  • A four-foot-high stone wall encircles the entire graveyard.
  • A dirt path leads through the center of the graveyard towards a large fountain. The path continues past it towards a large white gazebo on the cliff ’s edge. From this distance, you can see a faint bluish glow coming from inside the gazebo.
  • The graves are arranged in two rows on either side of the path. Most of the tombstones are worn away or cracked, and there are a few graves that have been dug up.
  • Two stone platforms flank the fountain in the center of the graveyard. Each platform has two large stone sarcophagi on it and a statue just in front of the perimeter wall. The western statue is of an angel with its wings spread wide while the eastern statue is that of an elegant woman. Both statues are extremely aged and slightly damaged.
  • A blue glow comes faintly from the gazebo.

Graves: The graves are extremely old, and the tombstones that mark them have been eroded to the point of cracking. None of the names or dates are legible on the stone.

  • If a player attempts to dig up a covered grave, a clawing skeleton will burst out of the ground and viciously claw at the digging PC: the target must attempt a DC 15 Dexterity saving throw, taking 10 (3d6) slashing damage on a failed save. After the attack, the skeleton will lose its structural integrity and collapse into a pile of bones.
  • The uncovered graves are approximately six feet deep and are empty. A DC 12 Strength (Athletics) check is required to climb out of a grave. None of the graves have anything of value in them.

Fountain: The fountain in the center of the graveyard has extremely putrid, foul-smelling water. Any living creature that comes in contact with the water takes an immediate 10 (3d6) poison damage (no save), and any creature that drinks it immediately takes 21 (6d6) poison damage and is poisoned for 1 hour (no save).

DC 12 Wisdom (Perception): The PC notices something shimmering within the water in the fountain. The object is a platinum key and can be used to open any single chest in the Hall of Armory.

Sarcophagi: The four sarcophagi are sealed tight and each has a name inscribed on the lid:

  • West Side (angel):
  • Northwest: Gavin, but the last name is illegible
  • Southwest: Ariana Treadway
  • East Side (woman):
  • Northeast: Isabelle Treadway
  • Southeast: Elise Treadway

NOTE: If the party attempts a spell or ritual to repair the text on the sarcophagus - such as the mending spell - the name Gavin Treadway will appear. Gavin isn’t a direct descendant of the Treadway family; the name was placed by his wife-to-be Deirdre Treadway, and then scratched out in anger by Baron Ethan Treadway himself.

Each of the sarcophagi requires a DC 15 Strength check to open. The northwest coffin – the one labeled Gavin – is actually that of the musician currently in the Musician's Gallery (Room 5) who is looking for parts to his masterpiece. Opening it reveals his body, which stills wears the same clothes his ghost does now. If PCs search the body, they will find one fragment of sheet music that makes up the musician’s masterpiece.

If any of the other sarcophagi is opened, a cloud of noxious gas will spew forth from under the lid: every living creature within 10’ of the sarcophagus must make a DC 16 Constitution saving throw, taking 11 (2d10) poison and necrotic damage on a failed save, or half as much on a successful one. If the saving throw fails by more than 5, they are also poisoned for 1 hour.

Except for Gavin’s, each of the other sarcophagi contains the body of a woman wearing a fine dress – one of the six Treadway sisters – but otherwise there is nothing else of value inside.

Statues: The statues are approximately ten feet high and have seen their fair share of wear and tear. The statue to the west is of a tall winged angel, while the easternmost statue of an elegant woman is seriously damaged and has parts lying on the ground around it.

Leaning up against the angel’s statue to the west is a stuffed dolly. This is one of the many dolls that can be brought to Madeleine Treadway.

Gazebo: The gazebo is approximately fifteen feet high and made of solid wood painted white. It is resistant to all damage (at least until it collapses; see Encounter below).

When the players approach the gazebo, they can clearly see that the blue glow is actually a ghost sitting on the far bench. The ghost is Lady Eleanor Treadway, former wife of the Lord Ethan Treadway, mother of Madeleine Treadway and sister-in-law to the rest of the Treadway family. If the players have seen the statues in the manor, they will immediately recognize the ghost to be the same woman as the statues.

Lady Eleanor Treadway

The ghost sits here in tears, gently weeping as she looks out over the ocean. If players attempt to make contact, she will respond in a soft, pleasant tone. Read or paraphrase the following:

“I’m sorry for being like this. It’s just that I lost
something... something very dear to me... If you find it,
I would very much appreciate its return.”

Although she doesn’t directly reference it, she will speak while holding one hand to her chest, suggesting that she is referring to a necklace of some kind.

If the locket recovered from her room (Room 37) is brought here, she will immediately stop crying and thank the players.

“My dearest Madeleine,” says the ghost as she looks at
the locket. “How I long for the days that we could be
together once again... Thank you for returning this
memory to me. I shall be leaving now...”

She will then disappear from view, leaving the locket glowing with a faint blue glow on the bench. The enchanted locket can now be placed around the neck of the statue in the Marble Hall to gain access to the Hidden Study (Room 21). Once the locket is given to her she will enchant it, leave it on the bench, and disappear from view.

Immediately after she disappears and the locket is recovered, the encounter with the graveyard golem will begin (see Encounter below).

If Lady Eleanor sees any piece of jewelry from the Handmaiden’s Room (Room 36) – either by a player wearing it or if it’s presented to her – her face will distort in uncontrollable rage and anger, and she will lash out at the party:

“How DARE you bring me something from that harlot!
You shall pay for your insolence!!!”

She will then immediately attack along with the two golems.

Also, if Lady Eleanor is attacked in any way, she and the golem will attack as well.

Graveyard Golems: A hulking graveyard golem will form on the south side of the graveyard near the entrance. It will slowly make its way towards the gazebo and attack the nearest target. If it has an opportunity to catch multiple targets in the blast, it will use its grave burst power to impact as many enemies as it can.

Lady Eleanor: If part of the encounter, she will use her gaze attacks as often as possible to try and move the targets into range of the golems. If she can maximize the exposure of the party, she will use phase walk to pass through as many of them as possible.

Gazebo: If Lady Eleanor is insulted or attacked, she and the golems will immediately attack. In addition to her attack, the gazebo will begin to shake violently as soon as the encounter begins, and at the start of the next round, the support beams holding the gazebo’s roof will shatter and cause the gazebo to collapse, crushing anyone inside: everyone caught inside it must make a DC 16 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and falling prone on a failed save, or half as much damage on a successful one.

After the gazebo collapses, the area where the gazebo stood becomes difficult terrain until the end of the adventure. The gazebo collapse has no effect on Lady Eleanor due to her being a ghost.

If Lady Eleanor is not part of the encounter, the gazebo remains intact. Anyone inside the gazebo gains partial cover from attacks outside of it.

Hedge Maze

Treadway Manor Maze

On the north side of the manor is a large hedge maze, a labyrinth that is infused with dark magical energies that is almost impossible to navigate.

  • The walls of the maze are thick hedges approximately twelve feet high.
  • The cloud of bats continues to fill the sky overhead.

If the party chooses to enter the maze, moving through it is resolved by drawing cards from a special deck. The deck consists of the following:

  • 8 Progress Cards (clubs): If drawn, the party gains 1 success.
  • 7 Dead End Cards (hearts): The card has no effect.
  • 6 Lost Cards (diamonds) : If drawn, the party gains 1 failure and experiences an event (see below).
  • 2 Treasure Cards (spades): If drawn, deal the party 1 treasure card.
  • 1 Key Card (ace of spade): If drawn, the party gains 2 successes and acquires the iron key that unlocks the manor’s front door.

The party’s objective is to reach 5 successes before 3 failures. If they manage to get six successes, they reach the center of the maze without encountering the maze guardian. If they accumulate 3 failures before the 5 successes, their exhaustive search for a path leads them to the center of the maze, where they will be set upon by the maze’s guardian (see below).

As an alternative to drawing a card, each player can choose to perform skill checks or rituals to better their chances:

  • DC 14 Wisdom (Perception), Intelligence (Investigation) or Intelligence (Nature), proficiency required: The player analyzes the environment to determine the most likely way through the maze. Have the player draw two cards from the deck; let them keep one of their choice and return the other card to the deck. If the same skill check beats a DC 20, allow the player to draw three cards and keep either one or two (player’s choice), returning the rest to the deck. A failure by more than 5 gains the party 1 failure and they experience an event (see below). The party can only perform one of each type of check in the hedge maze.
  • Magic: If the party performs a spell or ritual that grants them insight into the right path through the maze – such as augury, clairvoyance, arcane eye, divination, or similar magic (use DM’s discretion) – grant them 1 success. The party may only use such magic once.
  • Manor Servant/Clockwork Magpie: If the party uses either the bell of summoning (item #U8) or the clockwork magpie (item #T10) to ask for the proper way through, they automatically gain 1 success.


Each time the players draw a Lost card, they are subjected to a random event within the maze. Roll a d6 against the following table, re-rolling for events that have already occurred.

  1. A streak of lightning blasts forth from the sky above and strikes the ground at your feet. DC 16 Dexterity save. Failure: 18 (4d8) lightning damage. Success: Half damage.
  2. Dozens of sharp, bony claws lash out from the surrounding hedges, tearing at you as you pass. DC 16 Dexterity save. Failure: 14 (4d6) slashing damage.
  3. A ghost phases through the hedge wall and lets out a bloodcurdling scream, before vanishes. DC 17 Constitution save. Failure: 18 (4d8) psychic damage.
  4. A gout of flame blasts forth from the hedge walls, engulfing the party. DC 17 Dexterity save. Failure: 14 (4d6) fire damage. Success: Half damage.
  5. A blast of bone-chilling frost blasts through the path, freezing everything it comes in contact with. DC 18 Constitution save. Failure: 14 (4d6) cold damage. If the save fails by more than 5, gain one level of exhaustion.
  6. The ground beneath the party’s feet turns to sludge, trapping your feet up to the knees and making movement extremely difficult. DC 18 Strength or Dexterity save. Failure: Gain one level of exhaustion.

After the third failure and event, the party arrives at the center of the maze and are attacked by the guardian(see below).


The party can try to leave the maze at any time, but depending on how far they’ve gone in, it could be rather difficult. Once they elect to leave the maze, make the party keep drawing cards until they get one Progress Card, after which they have exited. If they accumulate the three failures while trying to escape, they still end up in the center of the maze and are attacked by the guardian (see below).

Once they exit, they lose all successes and must start the challenge over if they wish to re-enter. If they do, do not include any Treasure or Key cards they have already drawn previously.

Heart of the Maze

Regardless of whether they succeed or fail, the party eventually manages to reach the center of the maze.

  • A stone fountain stands in the middle of a large clearing. Old, rotting benches border the area, and there are multiple openings in the hedges that lead back out into the maze.
  • A ten-foot-tall stone column stands in the northwest corner of the area. At the base of the column there is some sort of carving.

Fountain: The fountain’s water is clear and nondescript.

Column: On the side of the column is a stone carving of a map of the maze, providing enough information for the party to exit the maze and return to the manor without having to draw more cards.

If the party reached this area after acquiring 3 failures, the guardian begins the encounter sitting on top of the column in stone form (see Failure below).

Treasure: There is the equivalent of 2 treasure cards here. If the party is not attacked by the maze guardian (see Failure below), deal them the cards immediately upon arrival. Otherwise they can claim the treasure at the end of the encounter.

Success: If the party has successfully navigated the maze and has not found the iron key by drawing the Key card, the key will be lying on the ground next to the fountain. The maze guardian is nowhere to be seen.

Failure: If the party has failed to navigate the maze they will be met by the maze guardian, a powerful gargoyle that guards the maze’s center. If the party has not drawn the Key card while traversing the maze, the iron key will be hanging around the guardian’s neck and can only be retrieved upon the guardian’s destruction.

The gargoyle starts the encounter on top of the stone column to the northwest, using its stone form ability to give the impression of a statue. The party can only detect it as a living creature with a DC 20 Wisdom (Perception) check. Once any player gets within ten feet of the creature, it attacks immediately, surprising the party if it wasn’t detected. The gargoyle will not pursue the party if they retreat.

Back of the House

The back of the house is modest - the proximity to the castle wall keeping the area from being used socially. The grass, shrubs and trees here are overgrown. A dilapidated well is near the stairs.

A rear entrance to the home seems unused.

The back door can be opened by the iron key found in the Hedge Maze.

Well of Sorrows

If the players approach within 30 feet, they will see a ghostly image of a young girl hovering over the center of the well. The girl is the spirit of Jenni Treadway, one of the Treadway sisters. She committed suicide by diving into the well. Her body was never recovered.

The girl will raise her right arm and point at the party members, in such a way that – from each PC’s point of view – it looks as if the ghost is pointing directly at them. Each PC must immediately attempt a DC 15 Wisdom saving throw; on a failure they are racked with mental trauma and brought down to their knees, paralyzing them with fear and rendering them helpless. On each subsequent turn, they must attempt another DC 15 Wisdom saving throw, taking 10 (3d6) psychic damage after each failure. PCs are retrained until they make one successful saving throw, and once they do are no longer susceptible to the effect. The spirit does not respond to any attempts at communication, including the speak with dead spell.

If the spirit takes more than 20 radiant damage (AC 14, +2 on all saves) or fails a saving throw against turn undead, it vanishes and does not return. It is otherwise immune to all damage and all other forms of attack.

Once all party members make a successful saving throw against the spirit’s assault, the spirit vanishes.

Treadway Manor: First Floor

Treadway Manor - First Floor

Room 0: King Gregory's Stairway

The staircase in this room is older than the rest of this area, although the carved paneling on the walls appears new. The large picture of the upper landing shows King Gregory reviewing troops on a battlefield. At the top of the stairs is a carved ivory temple about two feet high. It sits on a pedestal. Small ivory figures of monks are placed on the temple. The temple looks to be Tang in origin and possibly very old. Portraits of military men line the walls leading down - each bearing a strong family resemblance to the current lord Treadway.

The front regiment wears the livery of the Treadway House.

The stairway continues underground, although it end in a 20'x20' room that is completely unadorned. The room is carved of the same grey-red stone as the rest of the manor. On the floor is a teleport circle made of inlaid white marble stone. It is clear that a large number of boots have traveled through this circle.

This is a teleport to the shared kitchen between Treadway Manor and Weremouth Hall. It is currently inactive. The Head Housekeeper and Head Butler have the key to turn it on.

Room 1: The Library

Originally two rooms, the dividing wall of between the Great and Withdrawing chambers were removed by the current Baron to create a library. One wall is filled with bookcases from floor to ceiling. Several ladders enable access to the highest volumes. A magnificent marble fireplace provides a break from the bookshelves with a beautiful picture of a woodland scene and a ruined stone stairway. Several leather chairs are here, but the primary focus of the room is a large desk.

Two lamps burn the midnight oil casting a steady yellow light across the dark wooden desk. A scatter of books surrounds the sleeping form of a young lady with mousy brown hair. She appears to be young, probably in her late teens or early twenties. A pen lies near her hands which are stained with ink.

In the corners loom two large suits of armor, and a number of potted plants sit in two of the rooms four bay windows. The western window affords a wonderful view of the sea. At the far end of the room, on a raised platform is a lectern with an open book on top of it.

NOTE: The girl is Angela Treadway, niece of Nils Treadway. Her father (Nils brother), Fenton was killed in an hunting accident in the Halewood. She is researching the Ranger's Gate for Mr. Ganymede. Nils, Elizabeth, and Hugo are in Azgarde. Wilton is in Teufeldorf but away from the Manor.

If Java remembers the painting on the internet. Java will remember the painting from the pretty colors and because it was near a bowl of chocolate and sugar covered coffee beans - that Nils gave her when she was in Teufeldorf with Jareth trying to sell coffee beans to Nils. She will also remember the wonderful view of the ocean from the upstairs window.

If approached at night, the only lights burning will be in the library. There are no curtains since the room is on the upper floor.

If they attack, two Phasmas will come from the suits of armor. These appear as floating semi-transparent (one man, one woman) dressed in grayish robes with its face concealed behind a translucent gray mask. A faint pulsating white light surrounds its form.

If they can get the painting off the wall - Angela will need to really be convinced, then they will find the following puzzle on the back of the painting.

In every way a perfect square,
A password to a perfect lair.

Treadway puzzle.jpg


The Bookshelves: DC 12 Intelligence (Arcana), requires proficiency: You detect various types of magical traces within the bookshelf, allowing you to focus your search. The subsequent Wisdom (Perception) check to search the shelf is with advantage.

If a PC manages to recover a book from a section, they can attempt to read it. Spending 5 minutes studying it creates a different effect depending on the section from which it was recovered:

  1. Non-Fiction, biographies - All future Intelligence (History) skill checks made by the reader are with advantage.
  2. Parapsychology and Occult - The reader is attacked by the book of forbidden lore and must make an immediate DC 15 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much on a successful one. If this attack reduces the reader to 0 hit points, instead of falling unconscious, they remain awake with 1 hit point and are permanently dominated, under the GM’s full control. They will then immediately attack the party, and once they are reduced to 0 hit points, the domination will end, and they will fall unconscious and be dying as normal.
  3. Religion and Religious Worship - All future Intelligence (Religion) skill checks made by the reader are with advantage.
  4. Sociology, Law and Commerce - An angel of justice (see below) appears in an unoccupied space anywhere in the library and attacks.
  5. Language and Linguistics - The player must make a DC 15 Intelligence saving throw. Success: The reader learns how to read, write, and speak any one of the core languages of their choice. Failure: The reader forgets how to read, write, and speak one language besides Common that they know and are not granted by a magical item. If they only know Common, they lose that.
  6. Science, Mathematics, Chemistry - The book violently explodes into a wave of alchemical fire. All creatures within 30’ must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. If a target fails the save by more than 5, they take the maximum damage (24 fire damage). This attack ignores fire resistance but not fire invulnerability.
  7. Medical Sciences - All future Wisdom (Medicine) skill checks made by the reader are with advantage.
  8. Arts and Music - The reader finds a fragment of sheet music wedged between the pages, which can be given to the musician in the Marble Hall.
  9. Fiction - the reader’s mind is assaulted by hallucinations of being attacked by their allies. They must make an immediate DC 16 Intelligence saving throw. On a failed save the target is compelled to attack their allies; every round the target must either make an attack against one or more allies or suffer 9 (2d8) psychic damage. If the target falls unconscious or makes a successful DC 16 Intelligence saving throw at the end of their turn, the effect ends.
  10. History The reader finds some information regarding the mansion. Allow the player to pick one additional Rumor card.

Each section only contains one usable book, and once the book is used, it will not have any effect on subsequent readings.

Lectern: On top of the lectern is an ornate ritual book. The book is magically bonded to the lectern and cannot be removed.

A character proficient in Intelligence (Arcana) can attempt to read it with a DC 16 Intelligence (Arcana) skill check. If they succeed in the skill check, look at the time and give the player exactly one minute of real time to choose one single spell they don’t already know that is level 8 or lower and – assuming they were high enough level – would be available to their given class. Let the player know their character has exactly one minute to make the decision, and start the clock immediately after telling them.

NOTE: Do not allow them to use reference materials. Have them come up with a spell of the cuff, and verify whether the spell is a valid choice or not after the fact.

If they choose a spell in time, they are subsequently able to cast that spell once, at any time, without using up any spell slots or any spell components.

If the player fails to choose a spell in time or fails the initial Intelligence (Arcana) skill check, they immediately lose 2 hit dice and must choose one spell they already have memorized and have not used yet. They immediately unlearn the spell they chose and, if applicable, would lose an appropriate spell slot as if they had cast it. Even if the spell is kept in the character’s spellbook, the character will be unable to cast it by any means. The book can only be used once; subsequent attempts to read it have no effect.

Room 2: Upper Hallway - West End

This small area appears to once have been a room, but the walls have been removed in the east opening it up to the Long Gallery.

A massive crystal and glass chandelier begins to glow brightly if approached.

Room 3: Winter Dining Room

This room has a long, mahogany dining table surrounded by expertly-woven elven chairs of padouk wood. The mantel is carved in marble with symbols of fruitfulness around the family crest. The tapestries of the four seasons show scenes of everyday life. Symbols around the edges of the tapestries are those of the Church of the Hearth.

A stone staircase in the corner of the room leads up.

Room 4: Long Gallery

This impressive hallway runs the length of the house. The rooms at the end being opened up by the insertion of tall, wooden pillars. The ceiling is covered in gold leaf.

Lining the Long Gallery are cabinets along filled with artwork, books and magnificent sculptures carved out of rock crystal and decorated with rubies, pearls, and gold.

One case contains a hat, gloves and stockings labeled, "Lady Laura".

Along the eastern wall of the hallway are four identical chests. Each chest has a small, platinum-plated lock on the lid.

The chests are impervious to all damage and cannot be unlocked by any means other than by using one of the four platinum keys found throughout the manor. If any attempt to open the chest is made without using a key, an ear-piercing siren blasts forth from the chest: every nondeaf creature within 30’ of the chest must make either a DC 15 Constitution or a DC 15 Dexterity (player’s choice) saving throw. On a failed save, the target takes 14 (4d6) thunder damage and is deafened for 1 minute. A deafened creature must attempt the DC 15 Constitution saving throw again after one minute; if they succeed, the deafness ends; if they fail the second saving throw, the deafness is permanent and can only be removed with a greater restoration spell.

Each chest’s trap can be disabled with a successful DC 25 Dexterity (Thieves’ Tools) check, but a successful check does not unlock the chest.

Inside each chest is one talisman fragment. Once all four chests are opened, the four fragments can be assembled into the Talisman of the Sun.

The four keys can be found at the following locations:

  • At the bottom of the poisonous fountain in the Graveyard.
  • In a desk drawer of the Hidden Study (Room 21)
  • Butler's Room (Room 23)
  • Hugo's Room (Room 31)
  • Behind the crate in the second-floor storage room (Room 32)

Room 5: Musician's Gallery

This narrow hallway has one wall made of a lattice of wood, intricately carved to look like vines growing from the floor. The wall is obviously roses from the redwood bloom and sharp bleached thorns. Four pillars have stands for books built into them. A sheet of music sits on one stand. A violin is propped up in the corner of the room.

Peeking through the wall you can see into the gallery below.

As the party steps into the gallery, a ghostly figure will materialize and begin to play a violin. As he plays, he will occasionally stop, shouting and groaning in frustration.

The piano player is Gavin, the manor’s musician and former lover of Deirdre Treadway. He has been trying to rehearse a special musical piece he had written for the party but has misplaced the sheet music. The party is very important to him because the woman he loves will be there, so he would do anything to have the sheet music so he can properly play the song.

Sheet Music Fragments

If asked he will recollect where he last remembers the three parts he needs:

“I remember putting one piece in my vest pocket this
morning, but it must have fallen out somewhere...”

The piece actually is still in his vest pocket, which his body is still wearing where it was buried. His body can be found in one of the stone sarcophagi of the Graveyard, and if the sarcophagus is opened, the piece of sheet music will still be in the side pocket of his tattered vest.

“I gave one piece of it to Deirdre... She liked it so, and I
really wanted to make her happy...”

The fragment she once held can be found tossed aside underneath Deirdre’s bed in the Handmaiden’s Room.

“I had written a beautiful finale to the piece while
I was reading this wonderful book... I must have
absentmindedly left it as a bookmark or something...”

The fragment is still among one of the books in the Library (Room 1).

If all three fragments are brought to him, he will assemble them into one piece and begin playing. Applause will start to rise up from the room around him as ghostly images of party guests begin to funnel into the room and onto the dance floor.

As a result of giving him the sheet music, every character present receives the Gift of Music ability +2.

Room 6: Upper Hallway - East End

This small area appears to once have been a room, but the walls have been removed in the west opening it up to the Long Gallery.

A massive crystal and glass chandelier begins to glow brightly if approached.

Room 7: Drawing Room

A life-sized picture of Jamie Treadway, the first Baron, stands above the mantlepiece in this room. It is made of stone but painted to look like bronze. The marble chimney place is masterfully carved and clearly of dwarven construction.

Beneath the picture of the first Baron, a glass case holds a longsword. The sword vibrates faintly.

If opened, the sword will fly out and attack. Once hit it will drop harmlessly to the ground until picked up. This is a Darting Blade.

Six tapestries have been installed, one for each of the first six Barons. Three paintings of the later barons hang in gilded frames. Much of the furniture is late 8th century TA craftsmanship, but the desk in the central bay window features a continuous scene of a boar hunt.

Room 8: Gallery

This room is actually a walkway around a central open area that looks down on the chapel on the ground floor. The area is dark without the illumination of any sconces. A wooden railing carved like a ship's mast on its edge circles the opening.

Outside of the portal, the walls are made of carved wooden panels. There is no artwork here. The only item of interest is a spectacular table, opulently covered in small pieces of mother-of-pearl. The desk sits in a bay window.

Room 9: Nils Treadway's Sitting Room

Paneled in dark walnut, this small room is a sitting room. The ceiling pressed brass and the entire area reeks of wealth. Two barrels of whisky sit in the corner. On top of the barrels, sits two crystal glasses on a brass try etched with the family crest. Two large chairs face the window, and Tang rugs complete the room.

On the wall is a painting of scarab beetles as seen from above. The beetles wander about a maze of gold and silver walls. In the center of the maze, a crown made of violet crystal has been painted - the prize for the beetles solving the maze.

NOTICE: The beetles are moving - very much like the small figures in the Tang temple near the kitchen.

As soon as the players touch painting, the doors slam shut and swarms of scarab beetles will begin to pour forth. The will continue to pour out until they cover every surface of the room, including the walls and ceiling. At the start of each round, each creature in the room must attempt a DC 25 Dexterity saving throw to try and shake off the scarabs, taking 7 (2d6) piercing and slashing damage on a failed save. Any creature that is reduced to 0 hit points by the swarm is immediately consumed by the scarabs, leaving nothing behind except their equipment.

They are vulnerable to fire and cold. 30 damage must be dealt to the swarm to disperse it. All squares in the room must be dealt damage or it will begin to fill again.

Destroying the swarm reveals that the painting is a shadow box with a Circlet of Vision inside.

Beyond the sitting room is a small stairway with a set of stairs leading down to the ground level. This area is decorated with three large paintings - one of a nymph, one of a sylph, and one of a dryad. The fey are exceedingly life-like and painted to proper scale.

Room 10: Nils Treadway's Valet

This simple room is clearly a valet's room. It is large, perhaps repurposed from another use as the construction of the walls is recent. A simple bed, wardrobe, and table and chair are all made of sturdy oak, simple but well-made.

Room 11: Nils Treadway's Bedroom

This room is seemingly carved out of a single block of mahogany. The paneling on the walls practically glows with a luster of polish. A dressing table is similarly appointed. A gold comb and brushes, small bottles of pills, jars of ointments, and a white powdered wig are all neatly arranged. A large double bed, rich rugs, and potted plants complete this room.

Hanging on the wall is a small sword display case. In it is a platinum longsword. The sword has runes that glow along its edge.

Treadway puzzle 2.jpg

When first picked up, it the Sword of Ill Omen. If the puzzle is solved it is the Sword of Retribution for 1 day. Then, it is cursed again and another puzzle must be solved. The sword is immune to all other magical effects, including dispel magic.

Room 12: Nils Treadway's Study

This room radiates a strong aura of enchantment. A desk is pushed into a bay window with a view over the courtyard below. Several bookcases are lined with a mixture of old tomes - books on magic and antiques - and new ledgers - all of them blank. Contracts are rolled into neat scrolls. These are also blank for the most part.

In the center of the desk is a human hand stuck onto a nail that protrudes from a block of wood. A simple blue sapphire ring - set in silver - is on the ring finger. A sketchpad near the hand shows that the Baron was making a careful drawing of the hand and ring.

The ring is a Ring of Vitality which can only be removed in death.

On the floor in the corner of the room is drawn a magic circle - made of gold dust and glowing faintly.

The books and scrolls are written in invisible ink only read by Baron Treadway's monocle which he always keeps on his person. The books outline the Treadway estate finances and business dealings.

Room 13: Lady Treadway's Sitting Room

This room is wallpapered in a blue peacock themed paper - hand-painted undoubtedly. The floors are tongue-and-groove oak. The chairs around the walnut table are covered in a fabric that matches the walls and have arms carved to resemble peacocks. The ceiling is plaster painted a cheerful yellow. Small bookcases nearby have a crystal sherry decanter and four glasses. There are hand-painted decks of cards neatly stacked on the cases as well. A clockwork magpie sits in a small ornamental golden cage.

NOTICE: DC 15. There is a note wrapped around the magpie's leg.

It reads a magpie costs 9 gold, a spider costs 36 gold, a bee cost 27 gold. How much does a cat cost?

18 gold (4.5 gold per leg)

Answering the riddle activates the Clockwork Magpie.

Beyond the sitting room is a small stairway with a set of stairs leading down to the ground level. This area is decorated with three large paintings - one of a satyr, one of a faun, and one of a centaur. All are proudly masculine, exceedingly life-like and painted to proper scale.

Room 14: Old Billiard Room

DC 25: The door to this room has been sealed with plaster.

This room has a single object in it - a table by its shape and size. The table is covered with a white painter's tarp that reaches to the floor. A dagger sits on top of the table.

If the tarp is moved, the fire will come to life filling the room with a pleasant woody smoke aroma.

Underneath is a billiards table, a rack of balls, some pieces of white chalk, and several wooden queues. As soon as the tarp is pulled out, the balls begin rolling about slowly and the pool queues animate. The balls will click together and the queues will attempt to strike the balls, always missing.

This is a cursed table. It will give information that will lead the believer to his doom. The chalk can be used to make circles on the table. When the balls are asked a question, they will stop momentarily and then begin moving again.

If attacked, the queues and balls will animate into projectiles.

DC 30: Two circles - one marked YES and the other NO are barely visible in the center of the table.

Room 15: Lady's Maid's Bedroom

This small room is immaculate. A neat bed, a dresser with each item lined up exactly. A footlocker filled with carefully folded linens. The room is almost austere compared to the other rooms in the house.

Lady's Maid loves a brother. A letter, barely started, reads, My Love Hugo.... It is heavily scented but woefully incomplete.

Room 16: Spare Bedroom

This room is currently unoccupied. A stripped bed is the only piece of furniture in the room. The walls are painted with a fanciful mural of knights charging a dragon while a princess looks on from a distant tower. A stream running round the field is actually painted on the walls and floor with some rocks set into the floorboards - making the whole scene three-dimensional.

Room 17: Lady' Treadway's Study

This room is clearly a place of research. A desk and side table and a bookcase are the focal point of the room. The surfaces are spread with books, papers, bottles of ink, pens and assorted journals and pads.

A careful search reveals that a paperweight on Lady Treadway's desk is a Thunderstone.

Room 18: Lady Treadway's Bedroom

The furnishings in this room are new. The green wall paper is hand painted with garden scenes, a peaceful river flowing through the building. The four-poster bed is draped with vibrant yellow silk curtains. The chimney has been painted to resemble red lacquer. Four fierce golden dragons support a brightly-gilded cage containing a pseudo-dragon. The painted crests and armorial bearings on the ceiling are of the Treadways and some of the families with whom they are connected by marriage.

Room 19: Grand Staircase

Surmounting the posts are snarling lions holding the Treadway shield of arms. The walls and ceiling are painted in rich golds and russets complemented by a deep red silk paper which lines the walls and provides a sumptuous backdrop to the hunting tapestries displayed.

At the top of the stairs is a statue of a gardener holding a rake.

Gardener = John Tradescant sent abroad to collect rare and exotic plants for the gardens - pomegranates, oleander, myrtle and thousands of vines.

Ground Floor

Treadway Manor Ground Floor

Room 20: Upper Kitchen

This room is obviously the kitchen for the house. Cupboards are neatly stacked with dishes, drawers filled with shining cutlery, and all the pots and pans neat and orderly. There is very little fresh food here, mostly dried goods and non-perishables.

A single candle burns on the table.

The only denizen of the kitchen is an ogre - a butcher by the stains of blood on his apron and the chopping axes nearby. Several empty wine bottles are at his feet, and the ogre is currently snoring.

DC 15: A ledger book on a work table shows an order for a feast to feed one hundred guests - carefully notated about which food vendors would be supplying what items on what day - all just prior to March 15. (Taken by Syllia)

DC 20: The ogre is holding a small stuffed doll - cradled in his arms.

This is Plump. He is not a Treadway and is freaked out about being in the house. So, he drank a bit. And a bit more. He will attack anyone who is not a Treadway that wakes him up.

Room 21: Hidden Study

The blue portal through which you entered is against the western wall of the room. In the center of the room is a circle approximately fifteen feet wide that appears to have been painted in blood. Six unlit candles stand around its perimeter.

A display case has seven trophies in it. Each has a wooden base about three feet high, and the trophies inside are protected by a thick glass covering. Near the trophy case is a desk and chair, tucked into an alcove. In each of the four corners of the room stands the stone statue of a man apparently dressed as a hunter, wearing leather armor and with a longbow and quiver slung across his back.

While Baron Ethan was still alive, this room was his personal study where he came to be alone. In addition to storing some of his trophies, he also performed dark rituals here, some of which ultimately led to what he is now.

Blue Portal: The portal leads back to the Grand Ballroom (Area J). This side of the portal is always active and stable, and will not close even if the locket is removed from the statue in the Grand Ballroom.

Ritual Circle: The circle is drawn in dried blood and is a little under twenty feet wide. The six candles are currently unlit, but there are signs that they have been used at least a few times in the past. The circle radiates strong conjuration magic.

If players attempt to perform the summoning ritual (see Performing the Ritual below), while they stand within the circle and all six candles remain lit, they are warded from and invulnerable to any demonic attacks.

Statues: Each of the four corner statues is capable of firing an enervating ray when the players do something they are not supposed to do (such as attempting to force a display case open; see below). When each ray fires, the target must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) necrotic damage and lose 1d4 hit die. If the target fails the saving throw by more than 5, they also gain one level of exhaustion.

DC 12 Intelligence (Arcana): You detect powerful necrotic energies emanating from each of the four statues.

DC 15 Dexterity (Thieves’ Tools): A statue can be disabled with a successful check from an adjacent character. A failed check causes the statue to make an enervating ray attack against every player in the room (see above). If all four statues are disabled, attempts can be made to gain access to the display cases without risk (see below).

Each of the trophies is under a thick, magically protected layer of glass that is impervious to all damage. If a player attempts to gain access to the contents by force, all four of the corner statues (except any statues that has been disabled, as above) will each fire an enervating ray at the attacking character as a reaction to the attack (see above).

Desk: Sitting on top of the desk is a flesh-bound tome (see below), which contains an assortment of information and a ritual, all of which are written in Abyssal. See the section on the Flesh-Bound Tome below.

On a chair next to the desk is a small stuffed dolly, one of the many dolls that can be brought before Madeleine.

If the desk drawers are searched, the party will find a platinum key that can be used in one of the chests in the Armory Hall.

The Djinn - When the Baron was still alive, he did everything: he was a gentleman and a scholar, a lover and a fighter, a scientist and a sorcerer. In an effort to gain more power, the Baron did extensive research about demons and other elemental creatures, specifically how to summon them, control them, and compel him to do his bidding. After numerous attempts – some with great success and others with violent, bloody failures – he managed to summon an extremely powerful djinn skylord named Shalif, brought forth from beyond the Void.

The Baron thought he could control the djinn, but the being resisted the Baron's attempt to control it and bind it against its will. Fearing that the creature might lash out against the house and his family, the Baron banished the djinn to a pocket dimension and bound him to the very same flesh-bound tome he used to summon it.

There the djinn has remained for decades, since long before the day the Baron was turned into a vampire. It has waited patiently for its release, and although there was a time when it sought revenge against he who imprisoned it, it’s moved beyond that and seeks only to return to the realm from which it came.

Flesh-Bound Tome: The tome is a collection of arcane research involving summoning or banishment of powerful demonic creatures. It is written entirely in Abyssal.

DC 12 Intelligence (Arcana or History), must be proficient and requires ability to understand written Abyssal: The end of the book contains a ritual that summons a creature from another plane of existence. The description of the ritual describes the circle of blood and six candles similar to what is in the room.

The party can attempt to perform this arcane ritual if they wish.

The book is bound to this room and cannot be removed from it. If a PC attempts to exit through the portal with the book, the book teleports back to the desk on which it was found.

To perform the ritual, the player character holding the ritual book must stand within the circle of blood, light all six candles, and begin the incantation. Success or failure is determined by an Intelligence (Arcana) skill challenge: they must make 4 successful skill checks before 3 failures in order to successfully complete the ritual. The skill check starts at a DC 13 and increases by 1 after every check, regardless of success or failure.

While the ritual is being performed (prior to every skill check), every creature in the room could choose to stand either within the circle of blood or outside of it. For each failed skill check, the ritual caster and every other creature within the circle of blood is struck by a wave of arcane feedback, taking 10 (3d6) force damage due to feedback from the failing ritual.

Success - If the ritual is successful (4 successful skill checks before 3 failures), a djinn will materialize in the room just outside of the ring. As soon as he appears, the rest of the room will be consumed by a wave of thunder and lightning, and any creature standing outside of the ring of blood immediately takes 13 (3d8) thunder damage and 13 (3d8) lightning damage. Anyone standing within the circle is protected from the elemental forces and takes no damage.

The djinn was once trapped by the Baron in a pocket dimension bound to the ritual book, and upon being released will thank the party for his freedom.

The djinn will agree to answer one question. The players can ask one “yes” or “no” question of you as the GM, and you GM must answer the question truthfully.

After answering the question, the djinn will then grant every character in the room – regardless of whether they are within the circle or not – the Djinn’s Gift attribute before disappearing in a flash of smoke and thunder, returning to the plane of existence from where it came.:

  • Weapon +5 until end of day
  • Immunity to lightning and thunder damage until end of day
  • Retribution until end of day: any time struck in melee, attacking creature takes 2d8 lightning damage or 2d8 thunder damage

Once the djinn is released, attempting to repeat the ritual will have no effect.

Failure - If the ritual caster fails the skill challenge (3 failures before 4 successes), the circle erupts into a column of boiling blood and flame. Every creature within the circle immediately takes 27 (6d8) fire damage, while every creature outside the circle is unharmed. The party can attempt the ritual as many times as they like until they succeed, but they must start the ritual over from the beginning if they choose to do so.

Room 22: South Ante Room

This room was probably once a separate space, as the walls to the Armory were removed and several support pillars put in its place. This room follows the same white and black checked hallway and pressed tin ceiling. There is a set of giant armor in the one corner of the area.

The bronze statue to the north can fire an enervating ray identical to the statues in the Hidden Study. Any creature that attempts to get through the wall is fired upon and must make a DC 18 Dexterity saving throw. On a failed save, the target takes 14 (4d6) necrotic damage and loses 1d4 hit dice. If the target fails the save by more than 5, they also gain one level of exhaustion.

  • DC 12 Intelligence (Arcana, Investigation, or Religion): You detect powerful necrotic energies emanating from the statue.
  • DC 18 Dexterity (Thieves’ Tools): The statue can be disabled with a successful check from an adjacent character. A failed check causes the statue to make an enervating ray attack against the PC who attempted to disarm it (see above).

Room 23: Butler's Room

This room is neat and orderly. The bed is made and the desk is well ordered. The room is empty, as its occupant is seemingly away.

A quick search shows that the wardrobe has several suits for a head butler of ample size. A walking stick and worn boots show that he likes the outdoors. A book on fishing is on a small round table between two comfortable chairs.

Hidden in a secret compartment in the desk is a platinum key.

The Head Butler is Montgomery Howard - a 20 year veteran of the Treadway family. He is stout but with an even disposition. He is respected but still liked by all except Wilton - whom he ratted out to his father decades ago. The feud is bitter but under control.

Brother sister.

Room 24: Housekeeper's Room

This room is neat, although it is filled with books - common bodice rippers from the titles. A quick survey of the room shows that it belongs to the head housekeeper. There is nothing unusual here.

The Head Housekeeper is Minnie Howard. A wizened woman less than five feet in height. She is respected although tough on her girls. She runs a tight ship and keeps everything in order.

Room 25: The Cloisters of Armory

As you move through the front door, it slams shut. A cold chill hits your body as you hear what sounds like maniacal laughter.

This long white and black checked hallway stretches as far as the eye can see. The paneled walls of this hallway are decorated by suits of armor, pole arms, and various weapons of war. The room has a number of large portraits, mostly of battle scenes. A pressed tin ceiling has been painted white. A number of curio cabinets line the walls.

At the far end, a small case holds a death mask.

DC 30: In the center of the room, there are marks in marble - chips as is something has been dropped here from a height.

The Eternal Servant: The ghost is the manor’s former head butler named Maximillian, or “Max” for short, who continues to do his duty even in death. When players first acknowledge his presence, he will introduce himself:

“My name is Maximillian, but you may call me Max.
May I take your coat?”

He will wait a few seconds to see how the party reacts, then continue:

“You are early for the party, but you can make your
way to the ballroom if you like. Lady Eleanor stepped
out for a moment, and Lord Ethan will join the
festivities later on in the evening. If there is anything
you need, do not hesitate to ask.”

With that, Maximillian will disappear, never to be seen again unless the bell of summoning from the Conservatory is used.

Dropping In: If the party activates the trap in Madeleine's Room, anyone who gets sucked into the closet will appear 20' above the center of this room and immediately plummet towards the marble floor below, taking 2d6 bludgeoning damage.

Room 26: The Marble Hall

This room is where the Treadways entertain their guests with lavish banquets, dances and masques. The room takes it name from the checkered black and white marble floor. This large ballroom is brightly lit by two massive chandeliers that hang from the high ceiling. Each chandelier has around two dozen candles that flood the room in pale yellow light. Near one wall is a four-foot-high bar that has numerous bottles and other drinks scattered across it. In the corner stands a statue of an elegant woman wearing a long, flowing dress.

The ceiling is curved with panels featuring scenes of the sea. The Treadway coat of arms is carved above the door. Embroidered banners hang from the gallery featuring birds of various types. A portrait of a unicorn dazzling in the sunshine after a storm that is fading in the distance. The picture faces the entrance to the hall.

Underneath is written the motto - "no rainbow without the sun".

Illumination: All the candles are everburning candles and cannot be extinguished.

Bar: Near the western wall is a bar with a variety of bottles and other glassware scattered across it. Some of the bottles do still appear to have liquid, but it is extremely unwise to drink; anyone doing so must make an immediate DC 20 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much on a successful one.

Statue: If the party has already seen the statue in the Conservatory or met the ghost in the Graveyard, they will easily be able to identify the statue as Lady Eleanor Treadway. It is virtually identical to the statue found in the conservatory (Room 28).

  • DC 12 Wisdom (Perception), if compared to statue in Conservatory: You notice that this statue is almost identical to the statue in the other room, but there is one noticeable difference: the statue here is not wearing a necklace.
  • DC 15 Intelligence (Arcana) or detect magic spell: The statue has a strong aura of evocation and transmutation magic surrounding it.

If the enchanted locket is placed on the statue after it is empowered by Lady Eleanor in the Graveyard, a blue portal will appear just to the right of the statue. Any player passing through the portal will be immediately transported to the Hidden Study (Room 21).

If Lady Eleanor's locket is placed on the statue before it is enchanted by her, or if any of the jewelry from the Handmaiden’s Room (Room 36) is placed on it, a deep red portal will appear. The portal is noticeably unstable - DC 15 Intelligence (Arcana) to realize it - and any player that tries to pass through it must make an immediate DC 15 Dexterity or DC 15 Constitution (player’s choice) saving throw or be instantly eviscerated by the portal’s powerful energies (dead).

On a successful saving throw, they are thrown clear across the room by a powerful blast of concussive force and take 14 (4d6) force damage.

Either portal will remain active so long as the necklace remains in place, and the necklace can be removed at any time. If the portal is not active, any player that attempts to return from the Hidden Study will materialize where the portal once stood with no ill effects.

Room 27: North Ante Room

This room has been formed by removing a wall and putting up several supporting pillars. The checkerboard floor has been continued here as does the white tin ceiling. The most interesting pieces in the room are two mummy coffins - each on pedestals. One has been opened to reveal a desiccated mummy inside.

A small placard next to the display reads, "Mummies from the First War of the Reaches. The Tomb Kingdom. c 888 TA"

Room 28: Conservatory

Once a beautiful, flourishing conservatory, this room is now overgrown. This long room has a high vaulted ceiling and large glass windows. Stone steps lead down to a cobblestone floor that is overgrown by vines and other vegetation. A stone pool of dirty green water stands in the center of the room. It appears to be only a few inches deep and is bordered by a low stone wall. At the far end of the room is a large statue of a woman in an elegant dress. At the base of the statue is a small altar, and you can see a bright light all around it.

The conservatory is actually home to a large system of interconnected vines referred to as the “network”. When combat begins, these vines will seal off the entrance and begin to attack the players with dangerous vine stalks.

Pool of Water: The water is highly toxic; any creature that comes in contact with it or starts their turn within the water takes 7 (2d6) poison damage, and any creature that drinks from it must make an immediate DC 20 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one. The pool is considered difficult terrain.

Plants: The perimeter of the room is covered in thick, twisted plants and vines with razor-sharp spines. DC 12 Wisdom (Perception) or Wisdom (Nature): You sense that there is something moving within the maze of twisted vines.

Altar: On top of the altar there are three items: a silver bell, an ornate leather book with gold highlights, and a large wax candle.

As soon as any player approaches to within five feet of the altar, all PCs present will hear a ghostly voice clearly say the word “Choose...” in Common.

The three items are, in order, the bell of summoning, the book of maps, and the candle of brilliance. Once any one of the three is taken from the altar, the other two will disappear, and the encounter will begin.

Statue: The statue is of Lady Eleanor Treadway. Anyone who has seen her in the Graveyard can easily recognize the statue, and the statue is virtually identical to the statue in the Marble Hall (Room 26). DC 12 Wisdom (Perception): If the party has inspected the statue in the Marble Hall, they will notice that this statue is almost identical except for one noticeable difference: the statue here is wearing a necklace, but the statue in the ballroom is not.

Leaning against the base of the statue is a stuffed dolly, one of the many dolls that can be brought to Madeleine Treadway upstairs.

Vines Attack

The encounter begins when any of the items on the altar are disturbed in any way. Any of the perimeter vines and other plants in the room are disturbed in any way. The party spends more than 5 minutes in the room. As soon as the encounter begins, thick vines with razor-sharp thorns will blast forth from the eastern corners and completely blockade the exit. The vine network (see below) will immediately spawn four vine tentacles randomly in the room, which roll initiative separately.

While the network is alive and active, the entire room is considered difficult terrain to any non-flying creature that is not a plant. The vine network has line of sight and line of effect to every creature in the room, allowing it to attack any target it chooses.

In order to exit the room, players must destroy the vine network. The network exists in the entire room – thick vines along the walls and floor, the vines blocking the eastern doorways, the trees along the perimeter wall, etc. – so players may choose to target the network at any time. They may also damage the network by destroying the vine stalks that it spawns.

Once the network is reduced to 0 hit points, all the other tentacles wither away, and the vines blocking the doors to the east disperse, allowing the party to exit. Any vine stalks active when the network dies fall flat on the ground and pose no further threat.

Room 29: The Chapel

The stained glass window showing scenes from the Church of the Hearth. Each of the twelve panels show an early saint - from which the names of the months are derived. Old high pews and an elaborate organ are decorated in gold and white. An altar of pure white marble sits underneath the stained glass window depicting a knight slaying a demon. Wooden fonts and dark red velvet kneelers bring a regal look to this impressive chapel.

Sitting atop the altar are three old books, each with a leather cover and a gold clasp that keeps them shut, and a candelabra with four lit candles. The books are – from left to right – red, gray and blue.

  • DC 12 Wisdom (Perception): On the ground in front of the altar is the faint trace of what was once a pentagram. Time and the elements have worn away the symbol, but the discoloration is still visible.
  • DC 15 Intelligence (Arcana) or detect magic: Each of the three books on the altar radiate a multitude of different forms of powerful abjuration and transmutation magic.

Command Words: If the candelabra is extinguished and the room is completely dark, the words “nemo omnia novit” (Latin for “no one knows everything”, which can be understood by any character that knows Celestial) will appear on the southern wall. They appear to have been written by hand in large bluish-green letters that glow eerily in the darkness. If a light source of any kind is anywhere on the south side of the curtain, the text will not appear.

The words hidden on the wall are the command words to suppress the powerful magical wards that protect the books. If any of the three books is opened without speaking the words aloud, they will have serious consequences.

The Three Books - Which book the players choose is irrelevant; if the PCs do not speak the correct command words, the first two books they pick will attack as indicated below. The third book – the “real” book – will not attack.

NOTE: When the players are trying to decide which book they intend to take, make it seem like it actually matters which book they choose. Ask them to confirm which book they intend on taking, repeatedly asking “are you sure?”, even if which book they choose is irrelevant. Introduce the possibility of doubt in their choice, even if it ultimately doesn’t matter.

First Incorrect Book: Opening the first book will cause a wailing spirit to rise out of the book and release an earpiercing scream: every non-deaf creature within 30’ of the book must attempt a DC 15 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much on a successful one. If the saving throw is failed by more than 5, the target is also deafened for 1 hour. If the saving throw is failed by 10 or more or is a natural 1 on the die, the deafness is permanent.

After the attack, the spirit will withdraw back into the book and the book will close itself. If the book is reopened without the command word, the spirit will attack again.

Second Incorrect Book: Attempting to open the second book will cause it to explode in a burst of concussive energy; everyone within 10-feet of the book must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a successful one.

The Command Words: The words “nemo omnia novit” are Latin for “no one knows everything”.

Picking the Right Book: If PCs say the command words “nemo omnia novit” out loud, whatever book they pick will always be the correct book, and the other books will be harmless and blank.

If they do not speak the command word, the third book will be completely blank until the command words are spoken aloud. The command words only have an effect if spoken in the presence of the altar.

Once the command words are spoken and the book read, the PCs can invoke an incantation written inside it. If they do, every PC present will receive the following boons:

  • A permanent +1 bonus to AC.
  • Permanent resistance to necrotic damage. If the target already had resistance to necrotic damage that was not permanent, they are now immune to it.
  • Complete healing of all current wounds.

Once the book is read and the incantation cast, all three books disappear.

Room 30: Smoking Room

This room is richly paneled with a curtain of deep green separating it from the room beyond. The ceiling here is low and also paneled in wood. On the wall are pictures of three nude women - all human and all very well endowed. They look as if they are watching the leather chairs - vacuous smiles on their faces.

This room smells of smoke that has accumulated for years. Two chairs are pulled up into the alcove of a large bay window. Between the chairs is a small table with a large bowl filled with spent pipeweed. Two apothecary chests have dozens of small drawers each meticulously labeled with a plant name, year and location.

Each is filled with pipeweed.

DC 25: A secret compartment in the ceiling - still 10' high - contains a Box of Pipeweed with several bags of pipeweed. The box is unlocked, an empty padlock hanging from the front.

Room 31: Hugo's Room

This room is a total mess. The bed is unmade, clothes are strewn about, a half eaten meal is on the top of the wardrobe. The only sense of order here is a neatly arranged desk with a pile of books - mostly business titles - and paper, quill and ink.

There is a platinum key in a desk drawer.

The papers are labeled Hugo Treadway. At the bottom of the stack, he young Treadway has signed several papers, "Tenth Baron of Huntingdon".

From the looks of the room, Hugo is not currently in residence as most of his personal items are missing.

Underneath his bed, a pile of lewd pen-and-ink drawings of women of all ages and races have only one thing in common - a lack of clothing.

Room 32: Crate Room

Several crates and other containers are stacked in piles in this room. Near the fireplace, a crate about four feet high and five feet wide with the words “JUNGLE EXPEDITION” written across it in bold black letters.

The southern crates contain miscellaneous mundane items and other things common to your average household; nothing is of value.

The northern crate looks extremely aged and worn, and shows signs that it has been moved around a considerable amount. The lid is hinged and unlocked.

  • DC 10 Wisdom (Perception): You see something shiny on the floor behind the left side of the crate.
  • DC 15 Wisdom (Perception): You sense something moving inside the crate.

If the crate is touched in any way, the lid will open slightly, and the Monster in the Crate will lash out with its claws to try to grab the nearest living creature and pull them inside.

If the crate is destroyed, the creature inside dies and any player held inside at the time is released. Grant the party one treasure card if they destroy the creature.

The shiny object behind the crate is a platinum key that can be used to open one of the chests in the Armory Hall. In order to retrieve the key, the crate will either have to be moved (which will activate the monster) or some other means of retrieving it must be used. If they want to use something like mage hand or some form of telekinesis, make the caster make a DC 12 Dexterity (Sleight of Hand) check; on a failure, the monster in the crate attacks. Allow the players to get creative with it if they don’t want to risk getting near or possibly touching the crate.

Room 33: Wilton's Room

This bedroom is sparsely furnished - in fact it barely appears occupied. A single bed is neatly made. The only other furnishing in the room is a round table with four chairs. A deck of cards sits on the table but is otherwise empty.

DC 20: The window to the room has been cleverly fashioned so that it can be opened from the inside or outside.

Room 34: Pool Room

This room is filled with a number of pools, fonts and other water-bearing features. It looks as if it might have been used as a pool room at one time, although the main pool is drained of water and stands empty.

Only two pools appear to be full:

Silver Pool: A four-foot-wide, waist-level-high stone basin contains a pool of thick silver liquid.

The pool is filled with alchemical quicksilver. If a metallic weapon is inserted into it, the quicksilver adheres to the weapon, which is subsequently treated as a silvered weapon for the next 10 attacks, regardless of whether the attacks hit or miss. There is only enough quicksilver to treat a maximum of three weapons. If the party chooses to use the quicksilver to coat ranged ammunition, instead of a single weapon, they can coat a total of 8 pieces of ammunition (arrows, bolts, or bullets). Attempting to drink the quicksilver is extremely hazardous; anyone who attempts it must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much on a successful one.

Blood Pool: A four-foot-wide, waist-level-high stone basin contains a pool of crimson red blood. If a living creature drinks from the pool of blood, they immediately gain 10 temporary hit points. An undead creature that drinks from the pool gains 20 temporary hit points. The effect can only be used once per player character, and there is enough liquid in the pool for only four creatures to drink from.

From the far exit, you hear the distinct sound of a music box playing and a child’s playful laughter coming from beyond.

Room 35: Brother's Sitting Room

This room is a sitting room with a wide window overlooking the courtyard. Two chairs in the bay window are, however, pointing into the room. A small stool between them has several wine glasses on it. Three large wooden barrels stand on the north side of the room.

Each of the barrels is waterproof and sealed tightly. If opened, the PC will find ancient, cheap wine that’s gone bad after many years of being stored here. Anyone who attempts to drink the rancid wine must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one.

Room 36: Handmaiden's Room

Two identical beds stand on opposite walls, their bedspreads stained with blood and ripped in several places. A full-length mirror with an ornate gold frame stands in the corner near the door. In a bay window, two identical desks with large mirrors. Each one contains an assortment of cosmetics and other beauty products. Above the mirrors, etched in an elegant script, are the names “Deirdre” on the left and “Melanie” on the right.

A partially open door leads north, and there is the notable smell of decomposition emanating from it.

This bedroom was once shared between two of the sisters, Deirdre and Melanie. Once Baron Ethan turned them into his personal ghostly handmaidens in undeath, they did not inhabit this room for long before moving upstairs to stand alongside the Baron.

Beds: The beds are stained with blood, but they look as if they haven’t been used in several years. If anyone looks under Deirdre’s bed, they will find a fragment of sheet music that has been crumpled up into a ball and seemingly discarded. This is one third of the symphony the musician downstairs is trying to complete. See the Musician's Hallway for more information.

Mirror: When any PC steps in front of the mirror and looks into it, the form of a ghostly woman will appear in the mirror. She will make no attempt to speak, but she will raise her hand and point to the make-up tables at the far end of the room. If the party has already seen Lady Eleanor in the Graveyard (Area B) or the two statues in the Conservatory (Area G) or Grand Ballroom (Area J), they will be able to tell that the ghost appears to be Lady Eleanor. The ghost is actually not her, but an evil spirit that knows what will happen if the necklace on the table is given to the real Lady Eleanor in the Graveyard.

Make-Up Table: Each table has a large mirror and an assortment of beauty products across its surface, all with a fine layer of dust that has collected on them. On the rightmost table, near the edge of the table top, is an ornate gold necklace with diamond and ruby highlights. If the party has already seen the ghostly image in the full length mirror, as they approach this desk, the ghost will appear in the desk’s mirror and point at the necklace.

The PCs cannot communicate with, attack, or dispel the ghost in the mirror. Once the necklace is retrieved from the table, the ghost disappears.

The necklace was formerly owned by one of the sisters – Melanie Treadway – and was given to her by the Baron. This act infuriated the jealous Lady Treadway, and ultimately led to the series of tragic events that befell the Treadway family.

If the necklace is seen by Eleanor's ghost in the graveyard, she will immediately fly into a rage and attack the party. See the Graveyard (Area B) for additional information.

Secret Compartment: A player can successfully open it with a DC 15 Dexterity (Thieves’ Tools) skill check. Inside the compartment is the equivalent of two treasure cards.

Room 37: Lady Eleanor's Room

This room was once an elegant bedroom. The walls are richly decorated in gold leaf columns leading to an impressive plaster ceiling of a large rose. The Treadway crest has been worked into the center of the design.

Mist a few inches deep covers the floor of the entire room. Against the west side is a large four-poster bed. Decorative curtains are in tatters, and there are numerous cobwebs hanging from the posts. An aged skeleton lies partially under the sheets. Dried blood covers the area around the body and the ground off the side of the bed. Lying next to the skeleton, propped up against the pillows, is a stuffed doll. A make-up table stands to the southwest next to a chest in the corner.

This elegant chamber is where Lady Eleanor was viciously murdered by Baron Ethan. Her body still remains, virtually untouched since the day she died centuries ago.

Mist: The mist is numbingly cold, but otherwise poses no hazard.

Skeleton: The skeleton is that of Lady Eleanor, who was killed in her sleep by her husband when he turned and became a vampire.

When the players approach they will notice a gold locket hanging around the skeleton’s neck. This is the correct locket to take to Lady Eleanor in the Graveyard so that she may create the enchanted locket and once its enchanted can be placed on the statue in the Grand Ballroom to access the Hidden Study.

Dolly: The stuffed dolly is another one of the many dolls that can be brought to Madeleine in her room.

Make-Up Table: A great many make-up cases and vials of make-up lie scattered across the desktop, all covered in a thick layer of dust. DC 10 Wisdom (Perception): In a side drawer is a drawing apparently made by a child. The drawing was made by Madeleine in her youth, and the drawing is of her and Billy – her stuffed dolly. The appearance of the doll in the drawing will identify which of the dolls found throughout the manor is the correct Billy doll one to give Madeleine in her room. Scarecrow Billy.

DC 14 Wisdom (Perception): Buried under the drawing and several other papers is a small key that can be used to unlock the chest in the corner.

Chest: The chest is locked and can be opened with the key that is inside the make-up table, or it can be picked with a DC 16 Dexterity (Thieves’ Tools) skill check.

If the chest is opened by force or if the skill check to open it fails by 5 or more, a swarm of protective ghosts will rise through the ground and assault the person that triggered them: +8 to hit, Hit: 18 (4d8) cold and necrotic damage on a hit. On a critical hit, the target also gains one level of exhaustion. Inside the chest are two treasure cards.

Speaking With the Dead: If any party member attempts the speak with dead spell while Lady Eleanor is still in the Graveyard, they will be not get a response from the body, but they will sense that the spirit is nearby. In this case, the PC does not expend the use of the speak with dead spell and may attempt it again in the future. If the speak with dead spell is used on the body after Lady Eleanor is gone from the Graveyard (either through combat or by giving her the locket), her spirit will be able to answer here. In this case, the players can ask up to 5 questions, but the body is so decomposed it can only answer “yes” or “no” questions. In each case, the GM must answer truthfully.

Room 38: Madeleine's Room

Dolls, plush animals, toys, and other items lie scattered atop two dressers on either side of the room, and numerous other toys are scattered sporadically across a large carpet. In the center of the room is a relatively small bed with old, tattered sheets that are stained with dry blood in numerous places. Two wardrobes are here one with a door painted white and one pink.

Sitting on top of the bed, in a kneeling position, is a ghostly child with blonde hair. She is crying as you enter, but then she pauses to look up at you. “Have you seen Billy?” she asks.

This room belongs to a small child and is currently haunted by the ghost of Madeleine Treadway. It also has a powerful supernatural presence lurking in the corner closet.

Decoration: The furniture contains aged, cobweb-ridden, clothes. The toys are scattered recklessly throughout the room, and some of them lie broken or simply crumbled over the years. There is nothing of value in the room.

Ghost: The child is Madeleine, daughter of Baron Ethan Treadway and Lady Eleanor Treadway, who was killed by her father while sleeping in that very same bed. She remains here upset at losing her friend, a stuffed doll she affectionately named “Billy”. She wants the scarecrow Billy.

If any further attempt to communicate with her is made, she will simply repeat her initial question – “Have you seen Billy?” – without giving any further explanation as to who or what “Billy” is.

She is immune to all damage and spell effects, but any attack or threatening gesture will be sufficient to trigger the supernatural force that lurks inside the closet (see below).

The Billy Dolls - There are several stuffed dollies scattered throughout the manor. Only one of the dolls is the “real” Billy doll, and this could be determined by discovering drawings or paintings elsewhere in the manor.

At any time, the party may present to Madeleine one or more of the stuffed dollies for her to choose. Since Madeleine will not move from the bed, the PC presenting the dolls to her must do so in an space adjacent to the bed; Madeleine will ignore any attempt to do so by a PC that is not adjacent to the bed. Players can off er one doll at a time to Madeleine or show her all the dolls they have accumulated at once. Madeleine will only look at the dolls presented to her – however many there may be – and if the doll she wants is amongst the group, she will pick it out.

Success: If the correct doll is among the ones presented to Madeleine she will take it and smile happily. As she hugs the doll profoundly, she will say a meek “Thank you...” as she slowly disappears. The feeling of dread will fade away from the room, and the closet door will slowly open, the supernatural forces lurking inside the closet dispersing and posing no further threat.

The party receives the following:

  • Every character present gains a permanent +1 bonus to all saving throws, including death saves.
  • Two treasure cards, which can be recovered from inside the closet.

Failure: If none of the dolls presented is the correct one, Madeleine will look angry and state in a deep, terrifying voice, “That’s not Billy!”

At this point the outer door will slam shut and will require a DC 16 Strength check (as an action) in order to force open. The closet door will then open to reveal a bright light and a powerful vortex of necrotic energy that will begin to pull every player still in the room towards it. The closet acts on an initiative count of 10. On its turn, each PC in the room must make a DC 15 Dexterity or DC 15 Strength saving throw. On a failure, they are pulled 10’ towards the closet. If a PC fails the saving throw by more than 5, they fall prone and are pulled into the closet. If a character is pulled through the closet door and inside, they immediately take 18 (4d8) necrotic damage and are immediately teleported 20’ above the center of the manor’s Foyer (Room 25), where they fall to the hardwood floor below and take an additional (2d6) bludgeoning damage.

While the vortex is in effect, the entire room is considered difficult terrain.

NOTE: There are multiple ways to deal with the vortex. DC 15 Intelligence (Arcana) or Intelligence (Religion), proficient only: A character can attempt to disrupt the forces within the closet. On a success, all subsequent saving throws to resist the vortex’s effect are made with advantage. After the first attempt, PCs can continue trying to make Intelligence (Arcana) or Intelligence (Religion) skill checks on their turn. For each success, the DC to resist the vortex’s effect is reduced by 2. After four successful checks, the vortex is temporarily disrupted, the force holding the outer door will subside, and the PCs in the room can exit. Radiant attacks: If more than 15 radiant damage is dealt on the closet in a round, the vortex will be suppressed on its next turn. The outer door will still be sealed, but at least they will not be pulled towards the closet until the following turn, when the vortex may act again.

Opening the outer door: An adjacent character, from either the inside or the outside, can open the door with a DC 16 Strength check. A success will overpower the force holding the door shut, opening it and allowing the PCs inside to exit. Once the room is empty of all living creatures – either by all the characters making it to the outer door and exiting or by all the characters being sucked into the closet and deposited in the Foyer – the closet door will close, the outer door will open and the room will reset, ending the effect. The party can then reenter the room to find Madeleine still waiting on the bed, and they may attempt giving Madeleine another doll.

The Tower

Treadway Manor Tower

Room 39: Observation Deck

The stairs from the Marble Hall lead up to an open-air observation deck of sorts. The construction here is stone - albeit less polished than the rooms below. The deck surrounds a central pillar. On the corners are four brass spyglasses, each a large construction marvel capable of seeing miles out to see or across the entire city.

The deck is empty except for a large collection of bats.

Two small passages - just under the eaves of the roof lead out from the deck.

DC 25, the shaft of the tower stops just below the roof of the building. This gap allows the bats to fly in and out of the Inner Sanctum.

If a talisman piece is brought near the tower wall, a flickering image - like the projection of an old-time movie appears on wall. It is shaped like the talisman itself, but in black and white. You can hear moans from inside the tower walls.

NOTE: The image will be on all four walls.

Adding additional talisman shards (each held up to a different wall) will further complete the image. The moaning which at first resembled pain is now the moaning of pleasure (then ecstasy).

When all four a put in play, the party will be teleported to the Inner Sanctum (Room 40).

Room 40: Inner Sanctum

This is where the Baron Ethan Treadway lives out his miserable existence.

This room is 25' x 25'. The room smells cloyingly of cloves and spices - not decay but a sickly smell nonetheless. There is a thick mist on the floor, obscuring the footing in the room. The roof of the chamber has hundreds of vampire bats hanging from the rafters. They all appear to be watching your every move.

In the center of the room is a bloated creature that might once have been a man. It's skin is thick as bark and open cracks fester with ooze. It's arms are stretched to more closely resemble tenacles, and its body is so fat that his ribs look like barrel staves. The creature's eyes are bulging out - appearing to be stalks. It's legs are withered, but it floats in the middle of the room - a perpetual scream on its twisted face.

Six tendrils rise from the fog as flame-orange trails back to the creature. At the end of two of the tendrils, two figures - screaming and wriggling, are suspended in the air. Upon closer examination, these foul beings appear to be a formed of several entwined moldering corpses.

NOTE: A corpse orgy lies in wait for solitary beings to tread too closely. At the last moment it lashes out murderously with kicking legs, hammering fists and butting heads in an attempt to quickly slay its prey and add its body to its own mass. It often uses its various arms to grapple an opponent, holding it tightly while hammering it with its fists.

When any one of the players steps forward, Baron Ethan Treadway speaks, in a strangely human voice:

“You have come a long way mortals, but your journey
ends now! Time to die like the rest of the defilers!”

Mist: The mist is entropic mist; if any living creature attempts any form of healing, the amount of hit points healed is half (rounded down) of what they would normally receive.

Vampire Bats: If any player attempts to fly or levitate more than 5 feet above the ground, the bats overhead will descend down on them and attack: +9 to hit, Hit: 13 (3d8) slashing damage, Miss: half damage.

Additional Boons

Each tendril is supported by a tortured soul. If the party has managed to solve the puzzle, then the tendril will be gone and the creature will be weakened:

  • Eleanor (Ghost in Graveyard)
  • Jenni (Well)
  • Gavin (Music) - Sheet Music (3)
  • Madeleine (Dollies) - daughter
  • Melanie (hand maiden) - sister handmaiden
  • Deidre (hand maiden) - sister handmaiden

No effect (just dead): Isabelle, Ariana (Gavin's wife), Elise.

Djinn's Revenge - If the party managed to complete the ritual in the Hidden Study and freed the imprisoned djinn, when the encounter starts and after Lord Treadway speaks, the djinn will appear floating over the center of the room and speak:

“It is time for you to pay for imprisoning me, but
you shall not be destroyed by my hands. Let these
adventurers show you the true meaning of power!”

At that point Baron Treadway will be struck with a wave of thunder and lightning, gaining vulnerability to lightning and thunder for the remainder of the encounter. Upon casting the wave, the djinn will then turn to the party and speak before disappearing:

“Strike now, and let the power of the storm guide your hand. Be this foul creature’s undoing!”