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Grizelda's Cursed Curiosities Guide

Grizelda's Cursed Curiosities is an anthology of fifteen adventures for Dungeons & Dragons 5th Edition, centered around a curiosity shop that leads characters into haunted quests. Each adventure includes props, puzzles, and handouts, and can be played as standalone stories or as part of a larger campaign. The book also provides guidance on scaling adventures for different party levels and includes suggestions for integrating the adventures into various settings.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
1K views177 pages

Grizelda's Cursed Curiosities Guide

Grizelda's Cursed Curiosities is an anthology of fifteen adventures for Dungeons & Dragons 5th Edition, centered around a curiosity shop that leads characters into haunted quests. Each adventure includes props, puzzles, and handouts, and can be played as standalone stories or as part of a larger campaign. The book also provides guidance on scaling adventures for different party levels and includes suggestions for integrating the adventures into various settings.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CREDITS

Project Lead: T.A. Gray

Art Direc�on: Ma� DeMino

Design: Andrew Bishkinskyi, Rachael Cruz, John Cur�n, Cat Evans, Dana Floberg, Jeremy
Forbing, T.A. Gray, Chris Jones, Darren Kenny, Jacky Leung, Zachary Noland, Jeff Stevens,
Zoe S�lle, Trekiros, and Megan B. Wells

Edi�ng and Development: Kai Linder, Ben Doherty, Kathleen Harrington, and T.A. Gray

Proofreading: Jessica Ross

Cover Artwork: Romain Kurdi

Interior Illustra�ons: Julio Azevedo, Kuryliuk Darya (Bagriel), Klaher Baklaher, Margarita
Bourkova, Ma� DeMino, Alec Hamilton, Erel Maa�ta, Renan Maurilio, Erika Nose,
Mar�n Roca, and Bram Willemot

Cartography: Saga Mackenzie

Prop Handouts: Roselysium

Layout: Ma� DeMino

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and
available at h�ps://[Link]/resources/systems-reference-document. The SRD 5.1 is licensed under the Crea�ve
Commons A�ribu�on 4.0 Interna�onal License available at h�ps://crea�[Link]/licenses/by/4.0/legalcode.

2 Grizelda’s Cursed Curiosities


TABLE OF CONTENTS
A COLLECTION OF GHOST STORIES……………………………………………………………5 CONSUMING GRIEF ………………………………………………………………………………114
Using This Book……………………………………………………………………………….5 Star�ng the Adventure………………………………………………..………………115
Ghost Hun�ng Guilds……………………………………………………………………...6 The North District…………………………………………..……………………………116
Haunts…………………………………………………………………………………………....7 The Temple……………………………………………………………………………….…119
GRIZELDA'S CURSED CURIOSITIES……………………………………………………………..10 The Prison……………………………………………..………………………………….…120
In Your Campaign…………………………………………………………………………..10 Conclusion ……………………………………………………………………………….…123
The Shop………………….……………………………………….…………………………..11 EMBERS OF AMBITION…………………………………………………………………………124
Exploring the Shop…………………………………………….………………………….13 Star�ng the Adventure……………………………………..…………………………125
Grizelda's Cursed Curiosi�es Loca�ons…………….……………………………14 Where There's Smoke………………………………………………………..……….126
Grizelda and Company…………………………………….…………………………….18 Rising Embers………………………………………………………………………………129
Wares of the Shop…………………………………….…………………………………..19 HAUNTED BREW…………………………………………………………………………………134
TOFFEE BIGWHISKER AND THE GHOST CATS OF CROWN POINT….………………….24 Star�ng the Adventure………………………………………………………..………135
Star�ng the Adventure……………………………………………………………….…25 Omens in the Tea Leaves…………………………………………..…………………136
The Ghost Cats of Crown Point………………………………………………………27 Smooth Like Velvet………………………………………………………………………138
Pirates!……………………………………………………………………………………….…32 A CORRUPTED INHERITENCE…………………………………………………………………144
Conclusion ………………………………………………………………………………….…32 Star�ng the Adventure……………………………………………………………..…145
A DEADLY DANCE…………………………………………………………………………….….…34 The Verdigris Manse……………………………………………………………………146
Star�ng the Adventure……………………………………………………….…………35 The Secret Cellar…………………………………………………………………………147
Entering the House …………………………………………………………………….…37 Ul�mate Reveal….……………………………………………………………………….152
Confron�ng Bethany………………………………………………………..……………42 Conclusion ………………………………………………………………………………..…152
RATS IN THE BASEMENT…………………………………………………………………………44 LAST LICHES OF THE DECEASED………………………………………………………………154
Star�ng the Adventure…………………………………….……………………………45 Star�ng the Adventure…………………………………………………..……………155
The Basement Crawl Begins …………………………..………………………………46 Prepara�on……………………………………………………………………………….…156
The Conclusion………………………………………………………………………………52 Rand Auc�on House……….……………………………………………………..…..157
THE MYSTERY OF BLUE SPIRE CIRCLE………………………………………………………54 Retrieving the Water Tank……………………………………………………………162
Star�ng the Adventure………………………………………………….………………55 The Final Encounter…………………………………………………………….………163
Blue Spire Manor……………………………………………………………………….…56 Epilogue…………………………………………………………………………..……….…163
Confron�ng Horace Harcrake…………………………………………………………62 MIDWINTER AT THE SNOW FOX TAVERN ………………………………………….……166
Conclusion ………………………………………………………………………………….…63 Star�ng the Adventure…………………………………………..……………………167
CURSE OF THE IMOGEN…………………………………………..………………………………64 The Mounted Heads of Comerton House.…………………………………..168
Star�ng the Adventure………………………………………….………………………66 Hun�ng for Owlbear……….…………….……………………………………………169
Introduc�ons are made…………………………………………………………………66 Warm Welcome at the Snow Fox…………………………………………………169
Under A�ack!………………………………………………………………………………..68 Events at the Snow Fox…………………………..……………………………………172
The Inves�ga�on……………………………………………………………………………68 CONTRIBUTOR BIOS………………………………………………..……………………………176
Final Confronta�on………………………………………………………………………..72 STAT BLOCKS……………………………………………………………………………….…………..
Conclusion ………………………………………………………………………………….…72 Druid of the Lost……………………………………………………………………………22
THE PHANTOM'S PHILTERS…………………….………………………………………………74 Fennig's Ghost………………………………………………….……………………………23
Star�ng the Adventure………………………………….………………………………76 Ghosthun�ng Bard…………………………………………………………………………23
Good Help is hard to Find………………………………………………………………76 Unbound Ghost Cat…………………………….…………………………………………33
The Cura�ve Cauldron……………………………………………………………………77 Bethany Saddlebrook………………………………………………….…………………43
Wake the Dead………………………………………………………………………………81 Elsbeth Blythe, the Rat Queen…………………………………….…………………52
Finishing the Adventure…………………………………………………………………83 Horace Harcrake ……………………………………………………………………………63
THE LAST VOYAGE OF THE PLEASANT EVENING……………………………………………84 Frost Sahaugin………………………………………………………………………….…..73
Star�ng the Adventure………………………………………………….………………85 Oozing Ortgar………………………………………………………………………………..77
Boarding the Pleasant Evening ………………………………………………………86 Ectopoisoned Zombie..……………………………………………………………….…80
The Dinner Party……………………………………………………………………………90 Agnara, Animated Alchemy Lab………………………………………….…………82
The Captain and His Ship………………………………………………………………91 The Starved…………………………………………………………………………………..93
Conclusion ………………………………………………………………………………….…92 Captain Carlin………………………………………………………………………………..93
Scarecrow Colossus…………………………………………………………..…………103
HAUNTING AT TARVER FARM……………………………………………………….…………94 Scarecrow Minion…………………………………………………………..……………103
Star�ng the Adventure………………………………………………….………………95 Willing Host……………………………………………………….………………………..123
Dark Road Ahead………………………………………………..…………………………96 Cinder Jack………………………………………………………………………………….133
Tarver Farm……………………………………………………………………………….….97 Ruffian………………………………………………………………………………….……..142
Cornfield Reckoning………………………………………………………….…………101 Giest of Devlin Reed………………………………………………………….…………143
Conclusion ……………………………………………………………………….……….…103 Limb Crawler…………………………………………………………………………..…..153
HAVERLEY HOUSE……………………………………………………………………………….104 Haunted Doll……………………………………………………………..………………..153
Star�ng the Adventure…………………………………………………………..……106 Death Caster………………………………………………………………………………..164
Havers Heath………………………………………………………………….……………106 Cordry Bale………………………………………………………………………………....174
Home Sweet Home ……………………………………………..………………………107 Eiron Kre�on………………………………………………………………………..……..175
Haves and Have-nots……………………………………………………..……………112 The Crystal Gestalt………………………………………………………………………175
A�ermath………………………………………………………………………………...…113

Table of Contents 3
4 Grizelda’s Cursed Curiosities
A COLLECTION OF GHOST STORIES
G PROPS AND HANDOUTS
rizelda’s Cursed Curiosi�es is an anthology of fi�een
adventures for the 5th Edi�on of Dungeons & Dragons. Each adventure comes with at least one prop, puzzle, or
In each adventure, the characters discover a haunted handout. These come in different forms, including
item in the curiosity shop that shares the name with this documents with hidden clues and illustrated puzzles that
book. These items could be magical or mundane, but each are to be solved at the table. Some adventures also include
of them leads the characters into the corresponding .STL files to 3d print physical props; These adventures
adventure found in this book. Each adventure is designed as include QR codes that link to the corresponding files.
a stand-alone affair, or you can string them together as part
of a larger campaign (see “A Campaign of Ghost Hunts” later
in this chapter). ADVENTURE HOOKS AND SETTING
Some adventures include se�ng sugges�ons and
adventure hooks, while others do not. These are
USING THIS BOOK suggested tools to help you fit each adventure into your
Grizelda’s Cursed Curiosi�es is not a stand-alone world with as li�le effort as possible.
roleplaying game. The anthology of adventures is Suggested adventure se�ngs are usually as
compa�ble with the 5th Edi�on of Dungeons and generalized as possible to provide the most flexibility;
Dragons, and it requires a copy of the Basic Rules to play For example, the adventure “Haun�ng at Tarver Farm”
a campaign. This book occasionally references monsters takes place in a rural se�ng on an isolated farm. You are
from the Basic Rules. These terms are bolded to indicate free to modify the adventure to be�er fit your world in
where you can find the stat block. This book also any way you see fit.
references spells and magical items in the Basic Rules. The suggested story hooks are also op�onal and may
These terms are set in italics. This change in forma�ng be ignored if they do not make sense for your
is a visual clue that you need to look to another adventuring party. However, some adventures provide
source—the Basic Rules—for important informa�on. hooks that can impact the course of the adventure if
they are used, so consider the hooks carefully when
star�ng a new adventure.
Text that appears in a box like this is meant to be
read aloud to the players. Alterna�vely, you can
paraphrase the informa�on described in the boxed A CAMPAIGN OF GHOST HUNTS
text. This text is o�en used to give players a first You can easily combine the adventures in this book to
impression when they enter a room. form a complete campaign. Grizelda’s curiosi�es shop
serves as the central hub of the campaign, and each
adventure is its own episode. Milestone leveling works
SCALING THE ADVENTURES best when running a campaign in this manner; A�er each
Each adventure in Grizelda’s Cursed Curios is intended for a adventure, allow your players to increase their level.
specific average party level (APL). However, the adventures Every champaign needs some down�me. It is a good
also come with scaling instruc�ons designed to make them idea to step away from the constant challenges
playable for any party at any �me. The design goal was to presented in Grizelda’s shop. Let the characters find
allow you to pick up this book at any point in your campaign trouble or fun in whatever city, town, or hamlet you
and have more than one adventure available to you based place Grizelda’s Cursed Curiosi�es.
on the experience level of your current party members. One of the best ways to turn Grizelda’s Cursed
Scaling is typically necessary in two instances: combat Curiosi�es into a full campaign is by leaning into the
and skill checks. For the most part, these adventures are rela�onship between Grizelda and the characters.
narra�ve-based outside of dice rolling, which allows for Grizelda and her shop are constant sources of quest
easy scaling. Watch for tables that provide guidance on hooks, and it makes sense for her to send the
scaling combat or skill checks by altering monster stats or adventurers off to face tougher challenges as they prove
difficult classes. their me�le.

A Collection of Ghost Stories 5


Adventure Suggested Level Synopsis

Toffee Bigwhisker and the Ghost Cats


1 The ghostly cats that haunt this lighthouse need your help.
of Crown Point

A Deadly Dance 2 Can the characters put to rest the two ghostly forms of a long-dead ballerina?

The ghosts of rat swarms the characters killed as young adventurers are back for
Rats in the Basement 3
revenge.

The Mystery of the Blue Spire Circle 3 A group portrait of an ar�st circle gives clues to their murder.

Curse of the Imogen 4 Supernatural events occur a�er a series of murders on a luxury cruise ship.

The Phantom’s Philters 5 The ghost of an alchemist s�ll haunts his laboratory.

Will the characters be able to free themselves from the ghostly crew of the
Pleasant Evening 5
Pleasant Evening?

Haun�ng of Tarver Farm 6 A Farmer seeks ghostly revenge against the bank that foreclosed on his home.

A mob of angry ghosts shows up on the doorstep of the estate the characters
Haverley House 7
inherited.

Consuming Grief 7 Ghosts swarm a city a�er a portal to the land of the dead opens.

Embers of Ambi�on 8 Has a long-dead serial killer returned, or is his ghost on a killing spree?

Haunted Brew 9 A tea house owner is possessed by the ghost of a dangerous assassin.

A�er a wealthy guild leader dies, his heirs discover a haunted alchemy lab in the
A Corrupted Inheritance 10
basement.

Last Liches of the Deceased 11 The fiancé to a world-famous magician asks for help to put their spirit to rest.

Midwinter at the Snow Fox Tavern 12 The odd inhabitants of the Snow Fox Tavern are not what they seem.

Every campaign needs a villain. While there is no Nobody knows what they do with the ghosts they
overarching villain included in this anthology, you can collect or why they keep amassing them—not even
select an adventure that seems like the most fi�ng finale most inside the guild know the truth. Members learn
for your players. Throughout the campaign, seed rumors various truths as they gain rank in its cult-like
related to that adventure by men�oning the haunted organiza�on— with ever new secret perks to keep them
item in Grizelda’s shop or weaving in rumors about loyal—but only the Director knows the full extent of
notable NPCs in that adventure. their true purpose.

GHOST HUNTING GUILDS THE METAPHYSICAL INVESTIGATION COLLECTIVE


The Metaphysical Inves�ga�on Collec�ve (more
A few of these adventures make men�on of the ghost
commonly known as “The Collec�ve”) is one of the
hun�ng guilds provided in Grizelda’s Guide to Ghost
youngest major ghost hun�ng guilds currently in
Hun�ng. You can find more informa�on about ghost
opera�on. This loosely aligned group of amateur sleuths
hun�ng guilds in Grizelda’s Guide to Ghost Hun�ng, but
harnesses a mixture of arcane magic and technological
each adventure in this book provides the necessary
advancement to track, study, and poten�ally defeat the
details for guild member NPCs and their mo�va�ons.
incorporeal Undead that walk among the living.
For clarity, included below are brief descrip�ons of the
The Collec�ve is not held in the highest regard by
five prominent ghost hun�ng guilds.
other, more “serious” ghost hun�ng guilds. This
reputa�on might have been well-earned years ago, but
THE COLLECTORS the Collec�ve has quietly filled its ranks with some of
Where most ghost hun�ng guilds’ goals are to either the cleverest inventors and adventurers ever to
eliminate or protect ghosts, the Collectors guild dedicate their lives to the paranormal.
captures and gathers them. The Collectors are ghost-like
themselves; their name is only whispered among those
few outside their ranks who know of their existence.

6 Grizelda’s Cursed Curiosities


THE ORDER SIBYLLINE
The Order Sibylline is a coali�on of necromancers and
adventurers with a curiosity about the supernatural.
The members of the Order ba�le, ensnare, and destroy
ghosts in an effort to harness the necroman�c magic
these spirits o�en bear. Many members of this guild are
powerful, but pe�y squabbles and outright sabotage
o�en mar their a�empts to defeat troublesome spirits.
The secrets governed by the Order are closely
guarded and available only to those at the highest
echelon of the organiza�on. While the rank-and-file
guard their secrets closely, the elder members—
referred to as the Key-Burdened—openly share their
knowledge and secrets with one another. So far, the
threat of mutually assured destruc�on has helped the
higher-ups avoid the drama and backstabbing which
plagues the rank-and-file.

THE PLATINUM FLAME


The Pla�num Flame is an ancient and powerful ghost
hun�ng guild. This rigid hierarchy of priests and warriors
wields a powerful type of evoca�on magic known as
ghos�ire, as well as silvered weapons to help them
destroy the incorporeal Undead. They can be
recognized instantly by their red gloves emblazoned
with a Pla�num Flame.
The Pla�num Flame looks down on the other ghost
hun�ng guilds, especially the disorganized amateurs
with the Metaphysical Inves�ga�on Collec�ve who they
consider unsophis�cated.

WRYNN’S WRAITHS
Wrynn’s Wraiths are a mercenary ou�it, named for its
leader and her favorite prey. They specialize in covert
opera�ons, working for clients who value discre�on and
efficiency. If you need to exorcise a ghost from your
ambassador before nego�ators on the other side
no�ce, or if you need someone to prevent the crypt
horrors from your family’s estate from disrup�ng your
banquet—Wrynn’s Wraiths are the guild for the job! All
that service is reflected in the bill, of course.
Consequently, Wrynn’s Wraiths are o�en hired by the
rich and powerful—or the terminally desperate. It
makes no difference to Wrynn herself, as long as the
money is right.

HAUNTS
Haunts are visceral scenarios where adventurers are
trapped in a dangerous loca�on plagued by
supernatural phenomena. To escape the haunt,
adventurers must neutralize the dark energy or exorcise

A Collection of Ghost Stories 7


whatever curse, spirit, or phenomenon they are ac�vely damage the haunt does. Lastly, the challenge ra�ng
figh�ng against. This is done by making use of diverse determines how many effects the haunt can ac�vate on
skills and abili�es, giving each adventurer a poten�al its turn.
path to victory. Addi�onal damage ac�vates only in Tier II and
Since haunts make use of the ini�a�ve system, they beyond. When a creature fails a saving throw against a
serve not only as poten�al encounters but also as haunt, the creature suffers the addi�onal damage as
exci�ng arenas for other combat. Combining haunts psychic damage. This damage is incurred alongside any
with various monsters—or even other haunts—can other effects or damage that failing the saving throw
create an exci�ng, thema�c, and fresh experience for would normally entail. Addi�onal damage reflects the
any table. strength of the haunt’s wicked will ba�ering the minds
of those challenging it.
The Tier and Level table below outlines the above-
DEFINING A HAUNT men�oned informa�on. You can also use this table to
A haunt is a paranormal phenomenon that is something
scale your haunts to higher �ers. When you do so,
less than an Undead spirit but more than a tradi�onal
increase the haunt’s challenge ra�ng, DC, addi�onal
trap. Haunts are usually born from great trauma, foolish
damage, and effects triggered to the appropriate
magic, or stark evil. Haunts o�en occur at the site of a
amount. The goal is to make each of the haunts listed in
trauma�c death, but they may also occur in places a
this book available to adventurers of all levels.
spirit frequented while they were alive.
TIER AND LEVEL
RUNNING HAUNTS Tier Level Range CR DC Addi�onal Damage
Haunts are either ac�ve or dormant. When dormant,
there is no visible sign of paranormal ac�vity. Every I 1-4 2 12 —
haunt has a specific trigger which ac�vates the haunt; II 5 - 10 8 15 5 (1d10)
the players then roll for ini�a�ve and the players roll for
ini�a�ve. Ini�a�ve lasts un�l the haunt is neutralized or III 11 - 16 14 18 18 (4d8)
exorcised, as described below. IV 17 - 20 20 21 39 (6d12)
A haunt ac�vates one of its effects on ini�a�ve count
20, winning �es if any. If mul�ple haunts are triggered
at once, their turns are instead taken on ini�a�ve DOMAINS
counts 15, 10, or 5 in that order, repea�ng again from Every haunt lists a series of possible domains where the
20 and con�nuing downward if five or more haunts are haunt may be found. The haunt’s domain is the haunt’s
triggered at once. space. Because of this, any ac�on of the haunt can
poten�ally target any or all creatures inside of this
space. The domain of a haunt is o�en rela�vely small,
ANATOMY OF A HAUNT like a single room or crypt. The size of a domain might
Below is a blank template for a haunt’s sta�s�cs. A also be expressed in feet if it is intended to be outdoors
haunt’s sta�s�cs contain: or makes up a small part of a larger structure or room.
Unless otherwise specified in the language of an
♦ Name individual haunt, characters can use their movement
♦ Tier, CR, DC, and Addi�onal Damage (if any) to leave the domain of a haunt freely. Once they do,
♦ Domain they leave ini�a�ve and can no longer interact with
♦ Trigger the haunt.
♦ Effects
♦ How to Neutralize
TRIGGER AND EFFECTS
♦ Unique Exorcism Methods
A haunt does not begin un�l it is triggered. Every haunt
has a poten�al trigger that can be used for it— this
TIER could be something as simple as entering the haunt’s
The haunt’s �er refers to what �er of play the haunt domain or saying a certain word or phrase mul�ple
should be encountered in. Each �er of play covers a �mes.
range of player character levels. The �er that a haunt is Depending on the nature of the adventure, it is
in determines the haunt’s challenge ra�ng, the DC possible that a haunt could already have been triggered
needed to succeed on ability checks or saving throws when discovered by a team of ghost hunters.
made against the haunt, and how much addi�onal

8 Grizelda’s Cursed Curiosities


When a haunt is triggered, it gains a turn on ini�a�ve different ways that different characters outside of
20. On that turn, the haunt can choose to ac�vate one priests, clerics, or paladins can perform an exorcism.
or more effects appropriate to its �er. The effect will Regardless of the chosen method, an ability check or
state what it does, how many and what kind of a�ack will always be required. The DC for exorcism checks
creatures are targeted, how long the effect lasts, and is different from the standard haunt DC listed in the �er
what, if any, saving throw is required. table above. The exorcism DC = 10 + the haunt’s CR.
A triggered haunt is immediately no�ceable to any If the ability check or a�ack fails, then the haunt can
characters within the domain. While NPCs o�en point never be exorcised by that method. In addi�on, the
adventurers to now-dormant haunts, it is also possible character in ques�on suffers the haunt’s DC as necro�c
for characters to no�ce a haunt without first triggering damage—the result of the spirit desperately trying to
it by making a successful Wisdom (Percep�on) check prevent itself from being destroyed
against the haunt’s DC.
EXORCISM METHODS
DEFEATING HAUNTS These methods are known by every cleric and
When a haunt is triggered, it must be neutralized or paladin, and by any character who starts with the
exorcised for it to end. Neutralizing the haunt disables acolyte, ghost hunter, or spiritually awakened
it, although it returns hours, days, months, or even backgrounds. The ghost hunter and spiritually
years later. awakened backgrounds can be found in chapter 1—
Each haunt comes with three poten�al ways to these backgrounds represent the tradi�onal ways
neutralize it, as well as a hint for each to be read aloud. individuals have employed in many different worlds
If the neutralizing task is fulfilled, the haunt is disabled, to exorcise haunts. Other characters who make a
and any effects it creates end. successful DC 15 Intelligence (Arcana) or Intelligence
So long as the haunt remains, however, the (Religion) check may know of these methods.
phenomenon can forever return to work its misdeeds Destroy Undead. If a haunt’s challenge ra�ng is below
upon the land of the living. To permanently remove a the threshold for a cleric’s Destroy Undead feature of
haunt, it must be properly exorcised using a special kind their Channel Divinity ability, then using this ability
of ritual wherein a single character a�empts to untangle exorcises the haunt.
the spirit from this world and either give it peace, Hallow. If the hallow spell is cast using a spell slot
destroy it for good, or gi� it to some other power. whose level is higher than half the haunt’s challenge
ra�ng (rounded up) within the domain of the haunt,
NEUTRALIZATION then the haunt is exorcised.
Each haunt descrip�on includes ways the haunt can Holy Water. If 1 vial of holy water per challenge ra�ng
be neutralized. This involves fulfilling some sort of of the haunt is poured within the domain of the
condi�on to placate or sa�sfy the haunt. If a creature haunt, the spirit is cleansed by divinity and either
deals damage to another while under the effect of the destroyed or carried away to the a�erlife of whichever
haunt, the haunt is neutralized for 1d4 hours. god you follow.
Should the haunt not be exorcised while it is Lay on Hands. If a paladin uses their Lay on Hands
neutralized, it returns once the �me rolled for has feature within the domain of the haunt and spends a
elapsed. Once neutraliza�on is achieved, the exorcism number of points equal to five �mes the haunt’s
can begin. challenge ra�ng, then the haunt is exorcised.
Upon neutralizing a haunt, adventurers have the Radiance and Fire. Dealing an amount of radiant or
op�on to a�empt an exorcism. Whether exorcism is magical fire damage within the domain of a haunt
the ul�mate goal may vary from one party to another. equal to five �mes the haunt’s challenge ra�ng
Some characters might simply wish to move beyond destroys whatever spirit was inside. While effec�ve,
the haunted area while others could be focused on this approach o�en has significant collateral
ending the haunt forever. consequences.

PERFORMING EXORCISM
An exorcism can be performed in multiple ways,
which are sorted in this section into different
thematic categories. These categories reflect

A Collection of Ghost Stories 9


GRIZELDA’S CURSED CURIOSITIES
G
rizelda’s Cursed Curiosi�es is a unique shop dealing in undeath. Grizelda’s father Gerhardt was one of the
haunted and enchanted items, as well as various world’s foremost experts on incorporeal Undead, and
macabre trinkets. Founded many years ago to profit his daughter is considered a leading expert as well, even
from evil and cruelty, it is now owned by a woman sworn to though her focus isn’t scholarship. Between Grizelda’s
redeem those past sins…if she can only figure out how. great breadth of knowledge and her father’s archived
The legendary Grizelda maintains this unmatched wri�ngs, which are kept at the shop, the shop is a
collec�on of unusual curios and magical relics, selling to des�na�on for those seeking answers about spirits,
discerning buyers. The dis�nc�ve traits of the items ghosts, exorcism, or the a�erlife.
here can both help and hinder characters, gran�ng One grim mo�va�on for the characters might be
them advantages in their adventures or making their freeing a ghost bound into one of the items kept on the
quests more challenging. In fact, many of the items here shop’s shelves. Grizelda herself is devoted to helping
are adventures in and of themselves. such spirits move on to their final reward, so she would
be more than willing to help the characters with this,
though she is unlikely to just let them walk away with
IN YOUR CAMPAIGN the item in ques�on without making sure the characters
Grizelda’s Cursed Curiosi�es could be located in any will do the right thing.
larger city in your campaign. It has a Victorian/Gothic
horror vibe, but it’s fine if that doesn’t match the
community surrounding it—in fact, part of the intended
mood of Grizelda’s shop is that it has an atmosphere of
its own, out of sync with the world around it. The
building that houses the shop takes up an en�re city
block (though it includes other businesses as well) and
its architecture doesn’t match that of the surrounding
neighborhood. The locals o�en say that it s�cks out
from the structures around it “like a gargoyle in a flock
of sheep.”

INVOLVING THE CHARACTERS


The most likely reason for a character to come to the
curiosity shop is that they are looking for a par�cular
haunted item. They might come to find the magical
key needed to open a lost crypt, the only weapon
that can harm a near-impervious foe, or the ancient
tome that reveals how an evil ar�fact can finally be
destroyed. Or perhaps, rather than having a goal of
their own, the characters might be hired by a wealthy
patron to travel some distance to the shop and
acquire a special relic there.
Any character connected to the study of arcane
ma�ers or the trade in magical items is likely to hear
rumors about this unique curio shop. Many of the items
and relics for sale here are unlike those found anywhere
else, making the place famous even among
connoisseurs who have handled many eldritch objects.
Another avenue that might lead characters to the
shop is research into the occult or the nature of

10 Grizelda’s Cursed Curiosities


The front entrance of
Grizelda's Cursed Curiosities.

THE SHOP arrangement has earned her the fierce loyalty of the
other residents.
A large urban metropolis is host to Grizelda’s Cursed
Grizelda is almost always at the shop—she actually
Curiosi�es. The store stands in a neighborhood that
lives in modest quarters in the Backrooms outside
a�racts the bare minimum of window shoppers.
normal business hours—and she has three assistants:
Given the specialized inventory and high prices,
the orc druid Helwaen and the young de Monroy sisters,
someone merely browsing is unlikely to make a
the half-elves Allisent and Ameria.
purchase. The shop also keeps unusual hours: it
opens at sunset, and closes at sunrise. Most of the
customers who sustain the business make a special OUTWARD APPEARANCE AND CONSTRUCTION
effort to come here when they have a specific need, The boxed text here can be read aloud or paraphrased
though a few wealthy collectors make regular trips to for players who approach the shop. Alterna�vely, you
see what’s new. can take in the informa�on and use it as necessary to
The shop itself is the largest individual location in help create a sense of the place:
a bigger complex that takes up the whole block.
Most of the overall structure consists of a handful of
From the outside, this blackish-gray building looks
other storefronts: a leather goods shop, a taxidermy
more like a cathedral than a commercial structure.
shop, a mortuary, a counting house, and the like.
Its ornate architecture includes pointed arches,
The owners of these ventures all consider Grizelda a
steep gabled roofs, imposing spires, lace-like trac-
friend and benefactor, and they often come to her
ery, sharply angular gargoyles, flying bu�resses,
to resolve disputes.
cast iron gates and railings, ornately carved eaves,
Originally, Grizelda inherited this en�re parcel of land
and tall, narrow windows wrought of stained glass
and everything on it, including the spaces used by the
or smoke-�nted quartz. Yet signs and banners indi-
other businesses. She didn’t feel right charging rent,
cate various businesses, with the largest at the
however, so instead she let each tenant pay monthly
center: a wrought-iron plaque that reads
towards the eventual purchase of their respec�ve area. “Grizelda’s Cursed Curiosi�es.”
A�er many years, each of Grizelda’s neighbors has paid
off this cost, and she only owns her shop. This

Grizelda's Cursed Curiosities 11


The original building was a monastery dedicated to a whatever fe�ers bound them to the mortal world and
deity whose name has been blo�ed from history, but sending them on to their final rest.
who is known to have been the god of secrets and For many years, Grizelda was a member of an
forgo�en truths. The monks commi�ed some crime so adventuring group called Vox Mortuorum, and her
intolerable that the queen of a nearby kingdom sent her comrades aided her in her mission. Disappoin�ngly, it
army to wipe them out in what was considered a holy seemed most of the haunted items in her father’s
crusade. The queen and the religious leaders who sided collec�on could not be separated from their spirits, but
with her ordered all wri�ngs about the monks’ deity to she boarded up Gerhardt’s shop and traveled the land
be burnt or censored—ironically for a god of forgo�en helping ghosts in other places.
truths, his name has been forgo�en. Eventually, however, Grizelda’s band had to se�le
The queen converted the par�ally destroyed down. Some of her comrades had not survived their
monastery into a castle, which was also damaged by a adventuring careers, and others lived to re�re, but
later siege, before being rebuilt into its current form. eventually passed away of old age. Today, Grizelda is the
The original walls were made from a unique dark gray last living member of Vox Mortuorum. Though she
limestone quarried from the former lair of an ancient keeps small memorials to each of her fallen companions
shadow dragon, and the same stone was repurposed on the premises, that part of her life is over. Today, she
when Gerhardt converted the structure for his own use. spends the greater part of her waking hours running the
All newer construc�on was mortared with an curiosity shop.
alchemical mixture of lime, red sand stained by a Over the years, Grizelda has learned that many of
disastrous ba�le, and gorgon’s blood. The older stones the items in her father’s collec�on must change hands
were treated with a similar compound. The walls exist in and fulfill certain des�nies before the ghosts bound to
the Ethereal Plane as well as in the material world, but them can be freed. For these, Grizelda seeks buyers
these magical materials prevent ethereal creatures from who will help fulfill these condi�ons—though she
passing through the shop’s outer walls. seldom communicates this inten�on to a new owner.
Other curios are merely interes�ng trinkets, or are
enchanted without being haunted, and Grizelda sells
BACKGROUND such items freely.
Grizelda isn’t the founder of the business that now
Though Grizelda is opera�ng a business—seeking to
bears her name. Decades ago, she inherited this unique
make enough profit to sustain it and her work while also
enterprise from her loving, brilliant, and u�erly immoral
generously suppor�ng her few employees—her highest
father, the infamous sage and ar�ficer Gerhardt the
priori�es are locking away dangerous haunted objects,
Gaunt. As Grizelda herself has put it, Gerhardt “was a
freeing spirits trapped on the mortal plane, and
very good father, but a very bad man.”
removing curses.
Un�l she inherited the store, Grizelda never had an
inkling that her father enchanted items by binding
ghosts into them. She was s�ll mourning his strange and ENCHANTMENTS AND ETIQUETTE
mysterious death when she made the discovery, and it Like any business owner, Grizelda takes pains to ward
took �me to understand the full scale of his misdeeds. against the�. Beccause of the unique nature of her
Gerhardt had bound hundreds of souls, the shop, she also relies on enchantments to protect her
incorporeal remains of people who’d once had lives and customers from the items that haunt her shelves.
families and dreams and hopes—and who s�ll had
thoughts and feelings, even if they no longer had living WARDS
bodies. He used them to make magical tools, The many unique magic items stored at the shop would
imprisoning and enslaving the substance of their spirit make it a temp�ng target for thieves, but so far certain
into mere objects. Many of these he kept, but others he protec�ve measures have prevented any successful
sold, enough to make Gerhardt one of the city’s burglaries. All spells described in this sec�on are cast
wealthiest residents. using a 5th-level spell slot.
Having been an adventurer and having her own The Outer Walls. The unusual arcane construc�on of
dealings with ghosts, Grizelda was horrified. As a child, the building’s outer walls keeps ethereal creatures from
she had been showered with gi�s and provided with passing through them. Ghosts and other appari�ons
an affluent life, and she realized her father’s using traits like Incorporeal Movement can move
blasphemous misdeeds had paid for it all. through interior walls, but they can’t pass from inside
Overwhelmed by guilt for this legacy, she swore to the building to outside, or vice versa.
help as many spirits as she could, freeing them from

12 Grizelda’s Cursed Curiosities


Enchanted Brooches. Grizelda and her three or around the cage and goes through the mo�ons of
assistants each wear magical brooches—known as spellcas�ng seldom realize he is actually warning about
Grizelda’s brooches—that protect them from being poten�al shopli�ers. Fennig’s powerful senses—
charmed or possessed. These bespoke magic items including truesight out to 60 feet and a 22 passive
are specially enchanted versions of brooches of soul Wisdom (Percep�on)—make it hard for would-be
protec�on which also allow access to the Backrooms. thieves to get away with much while inside the shop.
They also allow the wearer to temporarily suppress
any of the alarm, arcane lock, glyph of warding, or SHOP RULES
phantasmal killer spells that help secure the shop. A Grizelda’s shop is not for everyone. Children are barred
spell is suppressed in this way for a dura�on chosen from the premises, as are visitors who cannot abide by
by the wearer, becoming ac�ve again when the her simple set of rules:
dura�on ends.
Magical Locks and Alarms. Audible alarm spells have No Stealing. Stealing is never acceptable, whether it is
been cast on all windows and entrances, and most are from Grizelda or one of her customers.
ac�ve at all �mes. Each entrance is also protected by an No Figh�ng. Violence is never tolerated in the shop.
arcane lock spell. During the night, when the store is Touch At Your Own Risk. Grizelda makes no bones
open, these spells are suppressed on the front doors. about it—some of the objects in her shop are
Item Displays. Within the shop itself, each magical unpredictable or even dangerous.
item’s display has two �ny symbols on it, each symbol Leave When Asked. Supernatural incidents occasionally
inscribed in a different spot. Taken together, these two crop up at the shop. When Grizelda orders customers
symbols represent either the various suits and numbers out, leave quickly.
of tradi�onal tarot cards (including face, for jacks,
knights, queens, and kings) or one of the 22 tarot cards
of the major arcana (the Fool, the Magician, the High
EXPLORING THE SHOP
The main entrance is on the store’s eastern wall.
Priestess, etc.). The color of the symbols indicates one Upon entry, one sees that the shop consists of two
of two tarot decks Grizelda carries on her person (her floors. The first level includes a central sales floor
assistants carry a copy of each deck as well). with tables displaying selected items from the various
In order to safely remove an item from its display, a sec�ons, as well as a counter along the western wall
creature must hold the indicated card (and no other for packaging purchases.
cards) in their le� hand while doing so. Failure to follow The second level can be reached by either of the two
this protocol ac�vates a glyph of warding spell (cast spiral staircases at the back corners of the first level.
using a 5th-level spell slot), which in turn unleashes a This level actually used to be a sort of mezzanine on
phantasmal killer spell (also cast at 5th level) upon any the way to a higher floor that was destroyed. It
creature that par�cipated in removing the item. consists of a 15-foot-wide walkway that wraps around
Animate Upholstery. The shop is full of tapestries and the north, west, and south walls, capped on each end
carpets, ranging from the simple to the ornate, and by the small ornamental turrets at the northeast and
velvet curtains frame every window. Some of each are southeast corners.
animated, using the sta�s�cs of rugs of smothering— A magical passageway on the first floor leads to the
and there is no good way to tell which ones are Backrooms of the shop (which include storage, an
animated un�l a glyph of warding or alarm is triggered, office, and Grizelda’s private chamber). The rest of the
at which point they a�ack suspicious targets unless store is divided into a number of sec�ons, each given a
Grizelda or her assistants direct them otherwise. name by Grizelda.
Grizelda and her staff can also command these
constructs to a�ack.
The Ghost in the Cage. Though the spirit of the stone NOTEWORTHY FEATURES
giant Fennig cannot hear or speak, when he no�ces a Inside, Grizelda’s Cursed Curiosi�es has the following
the� or other malfeasance, he becomes visible and features:
communicates to Grizelda or her employees using a Dimensions. The shop’s floorplan is essen�ally a 60 foot
now-lost sign language. This ancient form of square, with a pair of turrets built into the east wall at
communica�on was created by magic-users, and when the northeast and southeast corners of the second
seen by modern eyes, it looks more like the soma�c floor. The bo�om of the second floor, supported by
components of a spell than communica�on. Those who twis�ng columns, forms a 15-foot-high ceiling over the
see the giant spectral figure who occasionally appears in outer edges of the first floor. Since the U-shaped

Grizelda's Cursed Curiosities 13


second floor does not extend over the central sales stench of hot tallow from the many lit candles. By
area, from that part of the first floor one can see the midnight, a greasy cloud of candle-smoke forms at the
30-foot-high domed ceiling of the whole building. That high point of the domed ceiling, though windows are
ceiling is decorated by an old, smoke-stained mural, opened to provide some ven�la�on when the weather
portraying a ba�le between demons and devils on a is warm enough. When the store opens at sunset, and
fiery plain. again when it closes at sunrise, the employees burn
The Cage. The central feature of the shop is its largest incense as part of a ritual said to placate ghostly anger.
haunted “curio”: a massive, 20-foot-tall iron gibbe�ng Security. The store has many protec�ons against
cage, suspended by chains and holding a Huge intrusion and the�, as described under “Enchantments
skeleton. It was made to display the corpse of the and E�que�e.”
stone giant Fennig, whose rampage was ended by the
army that killed him. Fennig’s ghost s�ll haunts his
remains. The cage has remained here all these years, GRIZELDA’S CURSED CURIOSITIES LOCATIONS
even a�er the monastery was later destroyed and Grizelda’s Cursed Curiosi�es is divided into the
rebuilt. The cage’s base hangs five feet above the following sec�ons:
ground, and the tables of the main sales floor
surround it. 1. MAIN SALES FLOOR
Ligh�ng. Three wrought-iron chandeliers hung from the Customers coming into the store enter from the east,
ceiling form a triangle around the gibbe�ng cage’s passing through two heavy oak doors with brass fixtures.
chain. Since the second floor blocks the chandeliers’ During the day when the store is closed, the doors’ iron
light around the sides of the first floor, the first floor locks (DC 22 to break, DC 20 to open with thieves’ tools)
also has candelabra in wall sconces at the corners and are supplemented with alarm and arcane lock spells, as
every 15 feet. At night, when the store is open for described under “Enchantments and E�que�e.”
business, all the candles are lit, so the chandeliers The main sales floor is the central por�on of the first
shed bright light for 30 feet and dim light for another floor, including the front entrance, the area around the
15 feet, while the candelabras shed bright light for 5 cage, and the service counter that runs along the back
feet and dim light for another 5 feet. These wall. Items displayed here are specially chosen from the
arrangements leave a few areas of dim light and other sec�ons, and each is displayed on its own small
shadow, so employees o�en carry small lanterns as table. Smaller items get their own glass case as well.
well. During the day, none of the candles are lit and The tables are arranged around the cage, but never
the shu�ers and curtains over the windows are closed, under it—the staff consider the 5-foot-tall space under
but muted sunshine s�ll filters in, making the whole the cage to be bad luck, like walking under a ladder.
store dimly lit. The counter at the back of the store runs north to
Sights. Visually, the store is an overwhelming jumble south, and is divided into three sec�ons, broken up by
of esoteric items, surrounded by the dark brown of 5-foot-wide entrances. Some�mes transac�ons are
lacquered wooden shelves, tables, and fixtures. Walls performed at the counter, but employees mostly just
are decorated with tapestries and oil portraits, and come back here to make change, put coin in the locked
curtains of burgundy velvet frame the windows. box kept here, or to package up a customer’s purchase
Woven rugs with intricate pa�erns are arranged for travel. Since the long counter provides a lot of
along the paths that see the most foot traffic. At working space, it is o�en used to prepare items for
night, when the store is open, windows are display as well. One must also go behind the counter to
uncovered to let in stray moonbeams and the light access the Backrooms.
from other nearby buildings.
Sounds. Grizelda and her assistants tend to go about 1A. THE BACKROOMS
their work quietly, seldom cha�ng on the sales floor Behind the western wall are the non-public areas of the
unless responding to customers. Creaky old hardwood store. These include Grizelda’s office, two storage rooms
floors make footsteps audible even on carpet. The (one of which has chairs and a table and func�ons as an
store is mostly quiet, except for the faint sound of unofficial “break room”), a water closet, and Grizelda’s
funereal music that constantly emanates from the rather spartan private chamber. The storage rooms are
Corridor of Unquiet Instruments on the first floor, full of items that are uncatalogued, broken, powerfully
providing a macabre soundtrack. cursed, or otherwise not ready for display.
Smells. The dominant scents in the store are old books, There is no door to the Backrooms; instead, a sec�on of
dust, and rosewater, joined at night by the meaty the first floor’s western wall is enchanted. Anyone

14 Grizelda’s Cursed Curiosities


Grizelda's Cursed Curiosities 15
wearing one of Grizelda’s brooches can pass through the Many of the items here remain haunted. Each one is
wall as if using a passwall spell. carefully researched by Grizelda and her staff before
There is a “backdoor” to this area as well: a secret door being made available for sale, and each customer is told
leading west to the street is hidden in the architecture of the full history of anything they might consider buying.
the outer wall. This secret door can be found with a The nearby stone wall bears an altar to the forgo�en
successful DC 20 Intelligence (Inves�ga�on) check, but it god of secrets, from the building’s original incarna�on
is enchanted so that it can only be opened by a blood as a monastery. It was defaced when the monks were
rela�ve of Grizelda’s father Gerhardt, or by someone massacred, but has been painstakingly restored by
wearing one of Grizelda’s brooches. Allisent. Each altar is shaped like the deity’s symbol—a
mouthless skull, and the skull’s eyes are small alcoves
2. THE CHAMBER OF DIVINATION TOOLS with bowl-shaped receptacles at the bo�om for
The first floor’s southern side is devoted to esoteric offerings. Unbeknownst to Grizelda or her assistants,
implements of divina�on. The Chamber of Divina�on anyone placing a coin worth at least 1 cp in one of the
Tools is filled with various mys�cal tools, including altar’s receptacles gains advantage on the next Wisdom
crystal balls, tarot cards, divining rods, numerology check they make to discern something secret or hidden.
charts, special coins, pendulums, scrying bowls, shards
of natural crystals, candles, haruspex’s tools, dice, 5 THE GALLERY OF UNQUIET INSTRUMENTS
palmistry maps, spirit boards, smoky mirrors, rune- As in most other sec�ons, the majority of things you can
inscribed bones, orrery components, herbal teas, dream buy on the southern arm of the second floor are magic
journals, and more. The south wall and the row of items or anchors for ghostly haun�ngs. Unlike the other
columns that line this sec�on are hung with polished sec�ons, however, the Gallery of Unquiet Instruments
obsidian mirrors and pain�ngs of various mys�cal boasts wares that stay quite ac�ve, whether someone is
creatures and zodiac signs. there to use them or not. This area is set aside for
unique musical instruments, and they have a habit of
3. THE ARSENAL OF DARK ARMAMENTS playing themselves. They are never quite as loud on
The northern wall of the first floor is dominated by their own, but faint music is always heard issuing from
dozens of racks and displays, all of which feature this part of the store.
weapons, armor, ammuni�on, and shields. Nearly all of The gallery has a diverse selec�on of bagpipes,
the gear is haunted, enchanted, or both, and only a few drums, dulcimers, fiddles, flutes, harps, harpsichords,
are mere trinkets or curiosi�es. The southern boundary horns, lutes, lyres, mandolins, shawms, viols,
of the Arsenal of Dark Armaments is marked by a row of woodwinds, and xylophones. Their constant music
columns suppor�ng the second floor, and each column trickles down to every part of the store, though on the
is guarded by a standing suit of armor. The armor isn’t first floor it is quite muted. These songs tend to be
animated, but if violence breaks out nearby, they are mournful or dirge-like, lending a melancholy score to
enchanted with magic mouth spells that issue stern the experience of shopping at Grizelda’s. Some�mes,
warnings of reprisal if things don’t de-escalate. when one or more instruments are emi�ng par�cularly
Many of the weapons here are intelligent (and beau�ful or interes�ng tunes, the staff will take them to
manipula�ve) so customers are asked not to touch such the turret at the end of the sec�on and open the bay
weapons unless coin has already been exchanged. windows, sharing the sounds with their neighbors. At
other �mes, the music becomes too achingly sad to
endure for long, and members of the staff carry co�on
4. THE FORGOTTEN RELIQUARY
balls to plug their ears if necessary.
Separated from the rest of the store by gauzy black
curtains, the Forgo�en Reliquary is home to various
items that don’t belong in any other sec�on, but its 6. THE HALL OF STRANGE ATTIRE
central feature is a collec�on of macabre religious relics, Garments of all kinds are kept on the northern arm of
all kept in two rows of glass cases. This sprawling the second floor walkway, from cloaks and boots to fine
collec�on includes preserved organs and bones of doublets and evening gowns. This includes a row of
alleged saints, books of heresy bound in the skin of mysterious death masks of human faces hanging on the
sen�ent creatures, instruments of torture stained with north wall that no research has been able to iden�fy,
the blood of martyrs, skulls of famed prophets, holy and which seem to change slightly each day. Not all the
symbols carved from treant wood, idols wrought of clothes here are magical or haunted, but most are, and
teeth from sacrifices, trophies of crusades into the the few more mundane garments on display are always
Lower Planes, and so forth. of unique design.

16 Grizelda’s Cursed Curiosities


Ameria de Monroy is the only member of the shop’s In the center of the arboretum is a crumbling fountain
staff with exper�se in the latest fashion trends, and she carved of gray granite, which s�ll flows with fresh water
curates the collec�on here. The young half-elf is bluntly despite no obvious source. In fact, the bo�om of the
honest when telling customers whether or not a fountain is a portal to the Realm of the Fey, from which
par�cular piece of a�re will suit them. If someone the waters flow. When the light of a full moon falls on
wants to try something on, the staff can close the the fountain, raucous Fey creatures come through the
curtains on the bay windows in the connec�ng turret portal as well, clambering out of the water to revel
area, and then draw an ornate arras across the turret among the otherworldly trees un�l dawn. Any mortals
entrance to create a changing room. A central feature of present may be drawn into the fes�vi�es; those who
this area is a full-length mirror of incredibly polished dance with the Fey too long become enchanted,
silver, 5 feet wide and 10 feet tall. following the Fey back through the portal at sunrise,
Some�mes, when someone is alone in the turret never to be seen again. For this reason, the Haunted
with the arras closed, their reflec�on in the mirror will Arboretum is closed to the public when the moon is full.
move independently, beckoning to them. Those who Even on nights when the greenhouse is open, Grizelda
a�empt to enter the mirror on such occasions are or one of her assistants must accompany any visitors
transported to another world. This only occurs when because of the many dangers. They know which plants
one of the ghosts haun�ng the garments in this are deadly and which are merely strange and
sec�on chooses to ac�vate the effect, turning the decora�ve. Shelves of dusty botanical specimens—
mirror into an extraplanar portal. The portal leads to a sprigs, leaves, dried flowers, roots, herbs, mushrooms,
dark echo of Grizelda’s shop and the city around it on and the like—anchor a vast selec�on of spell
the Plane of Shadow. components, sold to the magic-users who are some of
Grizelda’s most regular customers. Other shelves and
7. THE LIBRARY OF MYSTICAL TEXTS bins hold unique fruits, seeds found nowhere else, and
The en�re western wall of the second floor is a long smaller plants in clay pots.
series of sagging bookshelves packed with ancient
tomes, stacks of scrolls, thick grimoires, and manuals of
alchemical formulae. Local legends say that the great
magical secrets of the world can all be found in
Grizelda’s Library of Mys�cal Texts, provided someone
had the knowledge, bravery, and �me to decipher and
read every word.
The journals of Gerhardt the Gaunt are kept here as
well, but they are not for sale. Instead, for a small
reading free, one can study them and take notes at one
of the nearby wri�ng desks.

8. THE HAUNTED ARBORETUM


This imposing, ivy-lined glass greenhouse on the shop’s
roof may be the strangest place in a building full of odd
and eerie sights. It is full of magical plants, many
overgrown, including strange trees, animate topiary,
exo�c shrubbery, poisonous flowers, and seemingly
endless vines. Some of the plants are carnivorous or
capable of speech. Others have been known to migrate
to other nearby loca�ons of their own accord.
About a third of the plants are also haunted,
whether by the spirits of devoted druids or the angry
poltergeists of fallen warriors whose blood seeped into
the roots. There are corpses in the soil, and during the
day they rise as zombies, ghasts, or ghouls, though
they return to their res�ng places at night, due to an
enchantment le� by the Fey who some�mes frequent
this place a�er dark.

Grizelda's Cursed Curiosities 17


GRIZELDA AND COMPANY Mo�va�on. The sisters are both loyal to Grizelda, and
are eager to assist her well.
Grizelda herself is an elderly human woman with white
Personality Traits. Allisent is quieter and more
hair, a sardonic smile, and a penetra�ng gaze. She is
though�ul, though she becomes animated and
highly intelligent and surprisingly nimble for her age,
loquacious when discussing the subjects in which she
but she does not possess any spellcas�ng ability. What
specializes. Ameria is wi�y and outgoing, with an
she does have is an innate power to sense spirits or
infec�ous laugh, and she loves style and fashion nearly
Undead. She is described further in her own sec�on.
as much as she loves music.
Ideal. Achievement. Both seek to excel in their bardic
Statistics for Grizelda studies, though they pursue different paths.
Bond. The two girls both idolize their lost parents and
Grizelda uses the Commoner stat block, but feel closer to them when they spend �me with Grizelda
she has a Dexterity of 16 and an Intelligence and hear stories of their adventures.
of 19, she speaks Common plus three other Flaw. Raised in a nunnery where they had li�le
languages of your choice, she is attuned to privacy, the sisters are both a bit guarded, with a
the Grizelda’s brooch she wears, and she has tendency to keep secrets longer than they should.
the Ghost Sense trait.
Ghost Sense. Grizelda knows the location of
any Undead or incorporeal creature within 60
STATISTICS FOR ALLISENT AND AMERIA
The de Monroy sisters each use the ghosthun�ng bard
feet of her that is not behind total cover, even
stat block, described at the end of this sec�on. Each
if it is ethereal, and knows each such
also wears a Grizelda’s brooch to which she is a�uned.
creature's type.

HALWAEN
lawful neutral orc druid, she/her
The Assistants. Grizelda’s main two assistants are two
sisters, Allisent and Ameria de Monroy. Their parents, For decades, the orc Halwaen has overseen the Haunted
Oromond and Izmeril de Monroy, were Grizelda’s Arboretum. She has a Grizelda’s brooch she is a�uned to,
adventuring comrades for many years, but both died gran�ng her special privileges within the store. Her
ba�ling a powerful vampire. Over the years, Grizelda mother began tending it back when Grizelda’s father
has done her best to look a�er the two daughters her owned the shop, and she passed this duty on to
dear friends le� behind. Once the two girls were grown, Helwaen. As part of her agreement with Grizelda, she
they came to the city to study at a bardic college, and makes sure the overgrown greenhouse remains a viable
Grizelda immediately offered them jobs at her shop. part of the larger business. Some�mes, she even helps
out in the other sec�ons of the store.
ALLISENT AND AMERIA DE MONROY However, as a member of the Circle of the Lost,
neutral half-elf bard, she/her Helwaen’s true calling is to minister to the restless spirits
of animals and woodland folk who are bound to the
Allisent and Ameria are short and thin, with dark skin, place. Even though the Haunted Arboretum is a rela�vely
thick black hair, and inquisi�ve, honey-colored eyes. small urban wilderness, between the fey portal, the many
Raised by the nuns of St. Desdemona’s Abbey a�er their ghosts, and the carnivorous plants, Helwaen’s
adventuring parents fell in ba�le, both have grown up protectorate keeps her busier than some druids who
to be clever, strong-willed young women. Each pursues defend en�re forests. She has nego�ated or inherited
the skills of a bard, but Allisent is more devoted to pacts with all of the sen�ent inhabitants, as well as the
academic lore and study, while Ameria aspires to fame occasional Fey visitors, and maintaining these
as a musician. Allisent, the elder sister, has become the agreements adds even more complexity to her du�es.
shop’s resident archivist and researcher, and she is The Giant’s Ghost. No one has spent more years in
especially passionate about maintaining the collec�ons what is now Grizelda’s shop than Fennig’s ghost. Bound
in the Forgo�en Reliquary and the Library of Mys�cal to the gibbe�ng cage that contains his bones, he helps
Texts. The younger, Ameria, would spend the whole day Grizelda keep the shop safe.
in the Gallery of Unquiet Instruments if there were no His presence alone is enough to deter most would-be
other work, and she frequently plays her own viol to thieves, but in the rare occasion when someone is bold
accompany the otherworldly music that is heard there. enough to try to steal from Grizelda, Fennig's ghost acts
quickly to see them out.

18 Grizelda’s Cursed Curiosities


FENNIG books on shelves, cleaning windows, bea�ng dust from
neutral ghost stone giant, he/him tapestries, and occasionally manifes�ng visibly to terrify
misbehaving customers. They are more ac�ve than the
Fennig manifests as the spectral image of a bald, well- shop’s other ghosts, though they usually show some
fed stone giant with blue facial ta�oos and eyes that discre�on and keep their ac�vi�es out of sight when
always seem to be gazing into the distance. In life, he there are poten�al buyers in the store. As Undead, they
was a seer, known among his fellow stone giants for his are ghosts with the ability to cast telekinesis once per day.
uncanny insights. Normally a peaceful giant, Fennig Grizelda is ashamed that she has not been able to help
ravaged human lands a�er reckless adventurers slew his her old friends move on to their final rest, though part of
beloved wife. It took a royal army led by a cadre of her enjoys the fact that they are s�ll around, which only
knights to finally bring down this bereaved marauder in increases her guilt. She would handsomely reward
pitched ba�le before the monastery that later became anyone who could help the two go free, or even solve the
Grizelda’s shop. The powerful abbot of the monastery mystery of how they died.
had the cage made to display the body as a warning to
other giants. Fennig’s ghost has haunted the cage ever
since. He supports Grizelda and her mission, and is
WARES OF THE SHOP
These magic items might be available at Grizelda’s
friendly with most of the shop’s staff. Fennig was deaf in
Cursed Curiosi�es, or they can be gained as treasure as
life, and as a ghost, he cannot hear or speak. When he
part of the characters’ other adventures.
communicates, he does so using an ancient form of sign
language which the employees here have learned to
understand.
Mo�va�on. Fennig helps Grizelda’s efforts to liberate
spirits. He bi�erly regrets having unleashed his vengeful
rage on innocent ”li�le folk” when he couldn’t find his
wife’s killers and seeks to atone for it. He is driven to
protect the shop and those who work there.
Personality Traits. Fennig is silent, but powerfully
percep�ve. He has a a unique perspec�ve on the shop,
having seen its history unfold since it was a monastery.
Ideal. Penance. Fennig seeks to make res�tu�on by aiding
Grizelda in her work before he moves on to his final rest.
Bond. Fennig hopes his wife moved on to her final rest
immediately a�er her passing, but part of him wonders if
he might encounter her as a ghost.
Flaw. Fennig is passionate, with a tendency to overreact.

The Other Assistants. Not all of the members of


Grizelda’s shop are alive. The restless spirits of two of
Grizelda’s former co-workers have decided that death did
not end their employment. The gnome assassin Ratspin
and the �efling shadow monk Remedy were originally
fellow members of the adventuring party Vox
Mortuorum, but they re�red not long a�er Grizelda did.
Too old to delve dungeons but too bored to simply enjoy
re�rement, they started helping out at the store in GRAMOPHONE OF THE DAMNED
exchange for the privilege of occasionally borrowing Wondrous Item, Very Rare (Requires A�unement by
some of the stranger items. Over �me, they came to feel Someone Who Is Not Good-Aligned)
a sense of pride in keeping the place clean and
maintaining the collec�ons, and eventually they felt as This haunted device for recording and reproducing sound
protec�ve over the store as Grizelda did. was used to capture the final screams of a group of cul�sts
Ratspin and Remedy died in the shop under mysterious who were unexpectedly banished to a hellish outer plane
circumstances while Grizelda was away. A month later, during a ritual gone wrong, and playing these cries of horror
their invisible spirits were back at work, rearranging can temporarily send someone to the same infernal prison.

Grizelda's Cursed Curiosities 19


When an a�uned wielder plays the record disc a�ached GRIMOIRE OF GHOST-EATING
to the device, they can choose to play a funeral dirge Wondrous Item, Very Rare (Requires A�unement by a
(which has no effect) or to play the sound of the screams. Spellcaster Who Uses Spell Slots of 4th Level or Higher)
If they play the screams, they can choose one target within
30 feet who can hear the recording. The target vanishes The cover of this ancient book is beaten bronze, with
for 1 minute. During that �me, other creatures can’t the front cover fashioned to resemble a fearsome
perceive, interact with, or affect the target in any way, and mouth with a jumble of jagged, irregular teeth. It is said
the target is unaware of its surroundings. to have been created by Gerhardt the Gaunt himself,
Once you banish a target in this way, you must roll a d12 and is haunted by the spirit of one of his appren�ces,
at the end of each of your turns. On roll of 1, 2, or 3, or who died transpor�ng it.
a�er the target has been gone for 1 minute, the target While holding this grimoire, you gain a +2 bonus to
immediately reappears in the space it le� or, if that space your spell a�ack rolls and Intelligence (Arcana or
is occupied, in the nearest unoccupied space. Religion) checks. In addi�on, while you have this book in
When the target returns, it must roll a DC 15 Charisma hand, when you reduce an incorporeal Undead creature
saving throw. On a success, the target’s mind has to 0 hit points, you can use your reac�on to recover
protected it by retaining no memory of the �me it was some of your expended spell slots. The spell slots can
gone, and it returns in exactly the same condi�on as when have a combined level that is equal to or less than your
it vanished. On a failed saving throw, the target remembers proficiency bonus, and none of the slots can be 6th level
having been in a place of fiery torment, surrounded by or higher. For example, if you have a proficiency bonus
screaming souls, and takes 27 (5d10) psychic damage. of +3, you can recover up to three levels worth of spell
Whenever a creature takes this damage, it does not slots. This means you can recover either a 3rd-level spell
come back alone; the spirit of one of the tormented slot, three 1st-level spell slots, or a 2nd-level spell slot
cul�sts comes back in the form of a wraith. Once it arrives, and a 1st-level spell slot. Once you regain spell slots in
the wraith is invisible un�l the first �me it a�acks, and this manner, you cannot do so again un�l dawn the
rather than immediately a�acking someone, it may try to following day.
sneak away to perform some greater evil out in the world.
Once the Gramophone of the Damned is used to make
someone vanish, it cannot do so again un�l the next day GRIZELDA’S BROOCH
at dawn. Wondrous Item, Legendary (Requires A�unement)

This ornate silver brooch features a dark red ruby. Only


five of these variant brooches of soul protec�on exist,
each bearing special enchantments tying them to
Grizelda’s shop. Each brooch grants the following benefits
to an a�uned wearer:
♦ The wearer is immune to the charmed condi�on.
♦ The wearer has advantage on Wisdom saving
throws.
♦ The wearer cannot be possessed by Aberra�ons,
Celes�als, Elementals, Fey, Fiends, or Undead.
♦ The wearer can walk through the enchanted
sec�on of wall that separates the Backrooms area of
Grizelda’s Cursed Curiosi�es from the rest of the
store, as if using a passwall spell.
♦ As a bonus ac�on, the wearer can temporarily
suppress any of the alarm, arcane lock, glyph of
warding, or phantasmal killer spells that help secure
Grizelda’s shop. When the wearer suppresses a spell
in this way, they choose the dura�on for how long it
is suppressed. When the suppression ends, the spell
becomes ac�ve again, as if it had never been
interfered with.

20 Grizelda’s Cursed Curiosities


If a brooch goes longer than a week without being
recharged by Grizelda herself in a 1-minute ritual
performed while holding the brooch, it loses its magical
PEACEMAKER’S BLADE
Weapon (rapier), Very Rare (Requires A�unement)
proper�es. Grizelda can restore the magic at any �me
by performing the ritual.
The handle of this cleverly made sword-cane is carved
from the femur of the venerated Saint Desdemona, said
to have slain a rampaging dragon with only a broken
blade. The enchanted walking cane conceals a magical
rapier. The user can take a bonus ac�on to unscrew the
top and draw out the weapon, which opponents o�en
don’t see coming. You gain a +2 to a�ack and damage
rolls with this magical rapier, and no one can force you
to drop it against your will. However, you have
disadvantage on a�ack rolls with the rapier against
creatures that are not hos�le to you.
In addi�on, you can use the blade to impose an effect
similar to a calm emo�ons spell. When you hit a creature
with an a�ack using the rapier, instead of dealing
damage, you can choose to force the target to make a
DC 15 Charisma saving throw; a creature can choose to
LIVING OCARINA fail this saving throw if it wishes. If a creature fails its
Wondrous Item, Rare (Requires A�unement by a Bard) saving throw, you can suppress any effect causing it to
be charmed or frightened for 1 minute. At the end of
This appears to be a hand-carved wooden ocarina, that minute, any suppressed effect resumes, provided
wrapped in flowering plants with a bed of moss growing that its dura�on has not expired in the mean�me.
at the bo�om, but in fact, it was never carved; it grew When a creature fails its saving throw, you can also
from the branches of a teak tree, shaped by the forest make it indifferent about creatures of your choice that it
gnome spirit who haunts it. A creature who a�empts to is hos�le toward. This indifference ends if the target is
play the ocarina without being a�uned to it must a�acked or harmed by a spell or if it witnesses any of its
succeed on a DC 15 Wisdom saving throw or take 5 friends being harmed.
(2d4) psychic damage. Once a creature fails the Charisma saving throw, you
You can use an ac�on to play the ocarina and cast one cannot force another creature to make the save for at
of the following spells: entangle, plant growth (1 ac�on- least 1 hour.
version only), speak with plants, or spike growth. Once
the instrument has been used to cast a spell, it can’t be
used to cast that spell again un�l the next dawn. The
spells use your spellcas�ng ability and spell save DC.
You can use this instrument as a spellcas�ng focus.
While holding it, you gain a +2 bonus to your spell
a�ack rolls and spell save DCs.

QUALMCLOAK
Wondrous Item (Cloak), Rare (Requires A�unement)

This so� cloak of gray wool has light blue accents that
give anyone wearing it a sense of calm. While wearing
this cloak, you gain advantage on saving throws against
being charmed or frightened.
Calm Emo�ons. As an ac�on, you can use the cloak to
cast calm emo�ons with a spell save DC of 14. Once you
use the cloak in this way, you cannot do so again un�l
the following dawn.

Grizelda's Cursed Curiosities 21


THURIBLE OF THE LAST ABBOT STAT BLOCKS
Wondrous Item, Rare The stat blocks for new creatures who spend �me at
Grizelda’s shop are listed here in alphabe�cal order:
This metal censer for ceremonial incense burning,
carried at the end of a silver chain, is said to be haunted
by the last abbot of the fallen monastery that later
became Grizelda’s Cursed Curiosi�es. You can use the
thurible as a spellcas�ng focus. When you cast a
divina�on spell that has a dura�on of 1 minute or
longer while holding it, you can double its dura�on, to a
maximum dura�on of 24 hours.
Also, when you cast a spell as a ritual, at the end of
the cas�ng, you can spend Hit Dice as if you had just
finished a long rest.

ZEALOUS DIVINING ROD


Rod, Uncommon (Requires A�unement)

Haunted by the angry spirit of the murdered diviner


who created it, this Y-shaped branch of unworked wood
has a number of uses. You can use it as a spellcas�ng
focus, and it grants you a +1 bonus to your spell a�ack
rolls. While holding it, you know the loca�on of any
source of fresh water within 120 feet of you, even if it is
behind total cover. You also know the loca�on of any
Undead creature within 120 feet of you that is not
behind total cover. While you are within 120 feet of
such Undead, if you have not a�acked an Undead
creature within the past minute, whenever you roll a
Wisdom saving throw, you must roll a d4 and subtract
the number rolled from the saving throw—the angry
spirit that haunts the rod hates Undead and wants you
to destroy them.

WRAITHCLEAVER
Weapon (longsword), Rare (Requires A�unement)

You gain a +1 bonus to a�ack and damage rolls made


with this magic sword. The sword deals addi�onal
necro�c damage when you expend one of your hit die.
The amount of necro�c damage is determined by rolling
the expended hit die. When you deal addi�onal necro�c
damage in this way, you cannot do so again un�l dawn
the following day.

22 Grizelda’s Cursed Curiosities


Grizelda's Cursed Curiosities 23
TOFFEE BIGWHISKER AND THE
GHOST CATS OF CROWN POINT
An Adventure for 1st - Level Characters
Written by Andrew Bishkinskyi, edited and developed by Kai Linder and T.A. Gray

A POSSESSED CAT COLLAR


ghostly cat leads the characters on a quest to solve a
murder mystery and appease long-restless spirits— The possessed cat collar is made of rich brown leather.
cat and human alike. It has the name Toffee Bigwhisker hand-engraved into it
in large neat le�ers. Grizelda purchased the collar from
ADVENTURE BACKGROUND a local who assured her it was haunted, but prior to the
beginning of this adventure it has yet to exhibit
For centuries, the Crown Point Lighthouse served as a
supernatural abili�es.
beacon for incoming river traffic. A�er being
decommissioned forty years ago, its last keeper—
Verna Tesaab—made it her home. ADVENTURE OVERVIEW
The old lighthouse and its solitary keeper were The adventure consists of three parts:
soon forgo�en. Verna loved cats and took in many Part 1: Star�ng the Adventure. The characters come into
strays. She fed them, nursed them back to health, possession of a collar haunted by the ghost of cat named
and even buried them in a small cat cemetery when Toffee. The cat carries a message in the form of a map!
they died. Her favorite was a fat red cat named Part 2: The Ghost Cats of Crown Point. The characters
Toffee. Verna lived happily in her solitude well into inves�gate Crown Point Lighthouse, encounter its feral
her seven�es. ghost cats, and learn the secret to calming them.
Fi�een years ago, a band of young river pirates led Part 3: Pirates! Characters discover the secrets of the
by a bloodthirsty brute called Wilmer the Quiet found lighthouse, and encounter murderous pirates.
the old lighthouse and the natural hidden cove on the
shore beneath it. They killed Verna, tossing her down
to the rocks below the point. They shooed away the
ADVENTURE HOOKS
The adventure begins in Grizelda’s shop, which is assumed
cats and began using the lighthouse as their hideout.
to be located in a city on the shores of a river, lake, or sea
Later, the pirates dug a tunnel beneath the
with ship traffic. If you’ve placed Grizelda’s shop in a city
lighthouse to get to the hidden cove, and another
without a body of water, the adventure needs to be
that lead to a cave near the main road. Once the
adjusted to include travel to a shoreside village.
tunnels were done, they barred the lighthouse from
The following adventure hooks help establish why
the inside to avoid trespassers.
characters might be interested in the possessed cat collar:
As Verna’s cats died out, their spirits saw her
remains on the cold rocks below and could not rest.
Separated from their keeper, their small cemetery,
and their home, the ghost cats began to forget and
turn feral.
To keep the ghosts away, a pirate acolyte of the
merchant god cast a protec�on spell around the
lighthouse. The ghosts were a fortuitous turn for the
pirates, as they were sure to keep passers-by away.
Unlike the other cats, the ghost of Toffee did not
forget things. This was because his ghost became
bound to a leather cat collar that Verna had made
specially for him. The collar eventually made its way
to Grizelda’s shop, where it has remained un�l now.

24 Grizelda’s Cursed Curiosities


A ghost cat scales the steps
of Crown Point Lighthouse.

Pet Lover. Characters who have a pet or are steam escapes, and as it does, it outlines the shape of an
par�cularly fond of animals quickly no�ce the collar. invisible, heavy-set cat. The cat floats, absentmindedly
Bargain Seeker. Characters that are par�cularly frugal pawing the air. “You must be Toffee Bigwhisker!” says
or interested in magic items may be a�racted to the Grizelda.
cheaply priced magic collar.
Ghost Hunter. Characters with strong feelings about
the undead or specializing in ghost hun�ng feel an
WHO IS TOFFEE BIGWHISKER?
Once the steam is gone, Toffee is no longer visible, though
unusual sense of death from the collar.
he is s�ll present. Clever characters may have ideas on
how to make him briefly visible again—such as with
STARTING THE ADVENTURE powders, smoke, or other similar methods.
As the characters interact with the cat, they can con�nue
The adventure begins in Grizelda’s Cursed Curiosi�es.
While browsing the shop’s wares, one or more of the their conversa�on with Grizelda, who knows the following:
characters discovers a dated leather pet collar res�ng ♦ The collar came into her possession over a decade
on a small table. Engraved on the collar in fine le�ering ago. The owner had purchased it at a market stall
is the name “Toffee Bigwhisker.” and was shocked to find it possessed.
As the characters watch, the collar gently floats from ♦ She made inquiries about the collar at first but
the table, hovering approximately two feet in the air. had no luck.
This catches the a�en�on of the shop owner, Grizelda. ♦ It was infused with magic, but she thought it was
Read or paraphrase the following: just a minor enchantment that she hadn’t figured out
“Oh my, that’s new!” exclaims Grizelda as she hurries how to work yet, as is o�en the case with such items.
away. “Just a moment, let’s see what a li�le steam ♦ She guesses the cat is bound to the collar, and
reveals.” Swi�ly, Grizelda picks up a ke�le of just-boiled something about the characters’ presence has given
water from behind the counter and returns to the small it cause to emerge. It’s not unusual for ghosts to pick
table. She turns, se�ng the ke�le below the floa�ng their moment to return to the material world— it
collar. As she opens the top of the ke�le, a cloud of takes a lot of strength.

Toffee Bigwhisker and the Ghost Cats of Crown Point 25


OVER SPILLED MILK �ed to the land of the living. Otherwise, she appeals to
This happy accident can be inserted at any appropriate characters with the Bargain Seeker or Ghost Hunter"
moment a�er the characters meet Toffee. When story hook.
Grizelda grabbed her tea ke�le to reveal the ghost, she If the party is hesitant, Grizelda offers them a reward
le� the milk container she had taken out for her tea in the form of a discount or a different item from the
se�ng si�ng precariously on the counter. One of the shop—but only once they’ve solved the mystery.
characters—or Toffee himself—inadvertently �ps it
over, spilling it in a puddle on the floor. WHERE THE MAP LEADS
When the milk spills, Toffee tears himself away from Once the party has a copy of the pawtographic map,
the wall and jumps into it, soaking his paws. He then they must learn where it leads. Comparing the map to a
begins making milky paw tracks all over the floor. city map or asking any locals easily yields the answer
The character with the highest passive Inves�ga�on that “it looks like Crown Point, where the old lighthouse
realizes that the tracks aren’t random and are forming a was, back before the new one was put up, maybe 50
pa�ern. However, the milk on Toffee’s ghost paws runs years ago. There is a small village there—Terkovo.”
out, and it is evident to the party that there is not
enough milk for him to finish the pa�ern.
Allow the party to figure out how to help the cat TOFFEE AND THE COLLAR
finish the paw pa�ern. They can spill more liquid in the Toffee died wearing the collar made by Verna—it was
the only one she ever made, proof that Toffee was her
shop, or take the cat (and collar) somewhere else he can
favorite. The collar is Toffee’s anchor—the magic that
make paw prints. The end result is that Toffee creates
�es the ghostly cat to the realm of the living. It is the
his pawtographic map presented below.
proximity to it that has kept him from fully losing his
memory.
Because of his unfinished business there, Toffee’s
distance from Crown Point makes his presence faint.
Away from Crown Point (like in Grizelda’s shop), Toffee’s
memory is hazy—all he remembers is his shape.
As Toffee nears Crown Point, he becomes more and
more visible. Once brought outside the town walls in
the direc�on of Crown Point, Toffee’s outline can be
seen clearly.
If characters have a spell or feature that lets them
communicate with animals, and they speak to Toffee
before reaching Crown Point, he only says one word—
“go.” He may say it sadly while making sad ki�y eyes or
he may say it quizzically as if asking a ques�on, or any
other manner of ways, but it's only one word.

VILLAGE OF TERKOVO
The small village of Terkovo consists of six homesteads
on what is now the outskirts of town. It lies a few miles
inland from Crown Point. The village is populated by
humans, most of whom are not old enough to have ever
seen the Crown Point Lighthouse opera�ng, and those
that did were only children.
This close to the point, Toffee’s ghost can be seen as a
blue-green semi-transparent form. Toffee disappears
TAKING TOFFEE
into the collar before characters enter the village, but
The discovery of the pawtographic map thrills Grizelda—
he can be coaxed back if they wish to show him to the
it’s the first sign of the cat’s ghost wan�ng something.
villagers.
If a character selected the Pet Lover story hook, Toffee
Visi�ng Terkovo yields the following informa�on:
senses this and jumps onto them with clear fondness, as
if wan�ng to be taken. Grizelda no�ces this and appeals ♦ Villagers confirm the outline of Crown Point with
to them to take the collar and learn what’s keeping Toffee an old map that shows the resemblance.

26 Grizelda’s Cursed Curiosities


♦ The lighthouse has been out of service since a As the characters approach the shrub thicket, they
new lighthouse was built in the city forty years ago. find no recent tracks or signs of life. Characters
♦ A pair of older villagers remember Verna, the proficient in Animal Handling or Nature note that the
former keeper of the lighthouse. She would absence of animal life is somewhat strange — not even
occasionally come to trade fresh fish for milk, but birds visit Crown Point. A character who uses a spell or
that was over thirty years ago. They assume she feature that allows them to detect undead feels their
moved away or died. One villager remembers her presence, but it is diffused and hard to pinpoint.
having cats. A character that succeeds on a DC13 Intelligence
♦ The villagers stay away from Crown Point, believing (Nature) or Wisdom (Survival) check recognizes the
it to be haunted. Ten years ago, a bad storm scared shrubbery as hornberry shrub and knows that its berries
some sheep away from their pasture, and they were are mildly poisonous when eaten.
found—along with the sheepdog— dead and torn to As the characters approach the hornberry, they
shreds on the grassy rise leading up to the point. The encounter the ghost cats. Read or paraphrase the
villagers have stayed away ever since. following:
♦ There is some�mes a ghostly purple light at the top
of the lighthouse, but it only stays for a short �me. The wind s�lls for a moment, as does its rustling of
♦ Some children tried to sneak up to the lighthouse the thorny bushes. Then the rustling picks up
a couple of years back. They heard fierce growling again, this �me without wind. At first it looks like
and ran away. some of the white berries have begun to move on
Once the characters have learned what they can at the their branches, but it is soon clear that moving be-
village, they may proceed to Crown Point. tween the branches are several sets of small milky
eyeballs. Emerging from the bushes’ darkness, the
eyeballs resolve into the shapes of several skinny,
THE GHOST CATS OF CROWN POINT ghostly cats. Their feral growls reveal sharp fangs,
Crown Point is a small peninsula which juts 300 feet out and they rush forward, their unkept claws looking
into the water. At its �p it rises nearly 50 feet above the just as dangerous.
water. The point takes its name from the five unevenly
eroding “crown �ps” at its end.
As the characters begin their approach, read or
paraphrase the following (adjust for �me of day as needed):

The overcast light bathes the coastline in shades of


gray. A cool wind shakes the hardy shrubs and
sparse grass patches of Crown Point. The old light-
house rises like a thick barren oak tree at the
peninsula’s �p. There is no footpath, and a thicket
of waist-high shrubbery crosses the point like a
natural fence. The shrubs are thick with branches,
small leaves, and �ny white berries that, from a
distance, look like hundreds of �ny eyes.

EYES IN THE BRUSH


The 20-foot-wide shrub thicket that crosses the point on
the way to the lighthouse is the only landmark of
immediate note, and can’t be avoided.
As the characters begin their ascent, Toffee appears
more vibrant, the orange color of his fur beginning to
show. If spoken with through animal communica�on
methods, he now says “here” instead of “go”. He points
a paw forward and tries to snuggle close to one of the
characters as if for protec�on.
TOFFEE BIGWHISKER

27
The characters are a�acked by six unbound ghost so� meowing sound as he is ‘popped’ out of his
cats. The cats have forgo�en who they are and gone collar and le� behind the 50-foot mark. If this occurs,
feral, a�acking without thought or provoca�on. The Toffee momentarily turns feral but then sees his
cats are unafraid of being defeated, as they know they anchor and calms again.
will reform. ♦ If the characters are ge�ng overwhelmed or need
When the ghost cats are defeated, instead of being a clue, Toffee can take charge by hissing at the ghost
destroyed, they become fully incorporeal. They can s�ll be cats to briefly shoo them away, or by leading the
seen faintly, and they con�nue to mime a�acks, although characters toward the bush where Jaws’ anchor is. In
these have no effect. A character with a passive Percep�on the la�er case, as Toffee jumps toward the bush and
of 10 or higher no�ces their slow regenera�on. through the 50-foot mark, he is bounced back and
only his collar goes through the invisible barrier.
RESTORING THE GHOST CATS When a ghost cat is reunited with their anchor, they
Each of the ghost cats looks different, and their begin to regain their memories and calm down. The cats
dis�nguishing physical details can be iden�fied with a needn’t remain a�ached to their anchor to remain calm
successful DC10 Wisdom (Animal Handling or —as long as they can periodically return to it, they
Percep�on) check. The excep�on is Jaws: a character remain docile.
a�acked by Jaws immediately no�ces her dis�nc�ve While docile, the cats a�empt to indicate that
feature—that her teeth are either missing or too small something is wrong at the lighthouse, and for the party
to bite so she only uses her claws. to remove the ward. The cats may also be helpful in
Each ghost cat can be restored by finding its anchor loca�ng the anchors of other cats, or at least taking the
and reuni�ng it with the cat. With its anchor restored, a party to their loca�ons. If spoken with, the cats give
cat becomes docile, but does not disappear. brief answers such as “no home” (ward), “Verna,” the
The cats, their notable details, and anchors are listed individual names of other cats, “fall” (referring to the
below. Once the characters defeat the ghost cats once murder), or “big ones” (referring to the pirates).
or realize that figh�ng them is not enough, they must
discover that finding the cat’s anchors is the key. This LIGHTHOUSE WARD
can be learned in any of the following ways: A�er the ghost cats first appeared, the pirates had their
♦ A character who succeeds on a DC13 Intelligence acolyte add basic protec�ve runes to the exterior base of
(Religion) check recognizes that the reason Toffee is the lighthouse to ward them off. This is what prevents
different from the other cats is due to his anchor. the cats from approaching within 50 feet. These runes
Characters who have backgrounds related to ghost are clearly visible to anyone within 10 feet of the
hun�ng have advantage on this check. lighthouse, and appears as abjura�on magic to detect
♦ If the characters move toward the lighthouse, magic or similar spells.
they find that the cats can’t approach within 50 feet A successful DC10 Intelligence (Arcana or Religion)
of it—they simply pace outside. If a character check reveals the runes to be a weak ward against
a�empts to take Toffee to the lighthouse, there is a undead. The ward can be deac�vated by defacing at
least three of the runes.
CAT DETAILS TABLE
Cat Name Dis�nguishing Detail Anchor Anchor Loca�on Grave

Toffee Reddish colour, big whiskers Collar made by Verna Grizelda's shop No, died later

Tied by thin rope to a bush 30 feet


Jaws Teeth too �ny to a�ack with So� cloth mouse No, died later
west of lighthouse

Grey cat with claws slightly filed


Scratchy Scratching post Wall inside first floor of lighthouse Yes, with name
down to have flat ends

Thick, long, and unkempt coat of Second floor of lighthouse, in


Puffy Wooden hairbrush No, died later
cream-coloured fur dresser drawer.

Second floor of lighthouse, bedroom


Shoebox Hairless (by breed) cat Large fur-lined slipper No, died later
floor.

Black cat with one green and one Half-buried in Pumpkin's Grave at
Pumpkin Orange pumpkin toy Yes, with name
orange eye Cat Cemetary

Buried in Seafoam's grave at Cat


Seafoam Light-furred cat with blue eyes Piece of fishing net Yes, with name
Cemetary

28 Grizelda’s Cursed Curiosities


Toffee Bigwhisker and the Ghost Cats of Crown Point 29
CROWN POINT LIGHTHOUSE LOCATIONS F2. FIRST FLOOR
A solid wooden door leads to the main floor. Its simple
The loca�ons on Crown Point are keyed to the map
included with this adventure. lock can be picked with a successful DC11 Dexterity check
using thieves’ tools. The lock can also be broken (DC15).
Upon being unlocked, the door s�ll holds, as it is
F1. LIGHTHOUSE GROUNDS barred by a piece of solid wood on the inside. Breaking
down the door with the bar in place requires a
The lighthouse—an older stone building with successful DC20 Strength (Athle�cs) check. If the ward
wood-patched areas—stands near the point’s has been removed, Toffee can phase through the wall of
northeast edge. The lighthouse is old but sturdy. It the lighthouse and open the door. Upon entering the
stands 30 feet tall, and has a door on the bo�om lighthouse, read or paraphrase the following text:
and a small window halfway up. The windswept
ground is a mix of dirt, stone, and short grass, ex-
This floor is paved with cracked stone �les, and
cept for a thicket of waist-high hornberry shrubs
contains a stack of wooden barrels, a wardrobe, an
that grow across the width of the point 100 feet
old wri�ng desk and chairs, and stone stairs lead-
from the lighthouse.
ing up to the second floor.

The grounds surrounding the lighthouse include a small


An inves�ga�on of the first floor reveals the following
cat cemetary near the northeastern cliff edge.
informa�on:
Bush and Rope. Thirty feet west of the lighthouse is a
bush with a rope �ed to it. When the wind picks up, the ♦ The barrels once contained lamp oil but are
rope and something �ed to its end are clearly visible long empty.
from a distance; otherwise it requires a closer ♦ The wardrobe contains an old raincoat.
inves�ga�on. Tied to the end of a rope is a �meworn ♦ The desk has a matching chair, but also three simple
mouse sewn out of so� cloth. This is Jaws’ anchor. stools around it, as if haphazardly used as a table.
Cat Cemetery. Ten feet to the northeast of the ♦ The desk’s drawers contain logs over forty years
lighthouse is a small cat cemetery that is now filled with old. All are wri�en in the same handwri�ng and
refuse such as broken rum bo�les, discarded bits of torn signed by Verna Tesaab.
clothing, and bones from animals long eaten. Closer ♦ There are several discarded rum bo�les similar to
examina�on finds that the refuse is less than ten years old. those in the cemetery.
There are a dozen small graves here. Some date back ♦ A part of the wall near the desk has a thick
several decades, and their wooden markers have worn wooden s�ck hammered to it. The s�ck has many
out. The most recent ones date back fi�een to twenty scratches, and pieces of grey cat fur. This is a
years, and have worn wooden plaques with the names scratching post and Scratchy’s anchor. If the
“Pumpkin”, “Scratchy”, and “Seafoam”. lighthouse ward has been removed, she finds this
Among the refuse and rough earth of Pumpkin’s post and calms.
grave, a dirty once-orange wooden pumpkin s�cks out
of the ground. This is Pumpkin’s anchor. F3. SECOND FLOOR
It is possible to dig up the various cat graves without
much effort. All contain cat bones, but only Seafoam’s
The room has a plain wooden floor, a bed, small
contains a notable object: a neatly cut piece of a fishing furnishings, and a stone stair leading up to the
net that serves as his anchor. top floor.
Northern Cliff Edge. The point’s northern edge
features a dangerous drop to rocks below. Verna’s
bones lie on these rocks but are not visible from above. This was once the lightkeeper’s room. An inves�ga�on
Northeastern Cliff Edge. Any character approaching of the room reveals the following informa�on:
this edge no�ces that it is par�cularly steep and ♦ What ini�ally look like old pillows on the bed turn
poten�ally unstable. If the character proceeds to the out to be a trio of travel sleeping rolls, recently used.
very edge despite the risk, they get a view to the rocks ♦ A small dresser contains an old homemade
below, where part of the cove is open with water necklace of seashells and sea glass. The necklace is
flowing to what looks to be a sea cave (this is the pirate obviously missing a piece from its center—there’s
gro�o described in Part 3). a triangular metal se�ng with nothing in it. There
are also two separate drawers containing

30 Grizelda’s Cursed Curiosities


hairbrushes. One has old gray human hair in it, the F5. BASEMENT
other has patches of cream-colored cat hair—this The stone trap door in the floor of the lighthouse
is Puffy’s anchor. reveals a 20-foot-high ladder that leads down to a small
♦ On the dresser is a large leatherbound journal. It’s room. The sha� and the room have been roughly dug
engraved in the same manner as Toffee’s collar, with out and reinforced with wooden beams. This
the ini�als V.T. and a crude but cute cat face. This is construc�on is newer than the lighthouse. The �ny
Verna’s cat journal. It lovingly details daily ac�vi�es room is 15-by-15 feet and contains a single wooden
and preferences of her cats. A sample entry is: “Found door. It is unlocked and leads to a perpendicular tunnel
a new stray today. Scrawny thing with �ny teeth, a barely 5 feet wide. To the east, the tunnel slopes down
wonder she’s survived in the wild, will have to teach and curves. To the west, the tunnel remains level and
her to chew. I’m calling her Jaws.” If characters have eventually winds off.
not figured out all the anchors, perusing the journal
gives them all the details they need. F6. ROADSIDE CAVE
F4. THIRD FLOOR
The tunnel snakes to the west for approximately
300 feet, gradually rising with each turn. The tun-
The top of the lighthouse is primarily taken up by nel’s rough earth eventually turns to stone, culmi-
the lamp, mirror, and rota�on mechanism. Res�ng na�ng in a heavy wooden door.
near the lamp is a small barrel of lamp oil.
The door is locked and requires a successful DC13
An inves�ga�on of the room reveals the following Dexterity check using thieves’ tools to open. The
informa�on: door has 18 hit points, AC 15, and immunity to
♦ A makeshi� wooden construc�on has been poison and psychic damage.
a�ached to the lamp area, making the hole of the On the other side of the door is a stone wall. A
lamp mechanism smaller. This is much newer than successful DC13 Intelligence (Inves�ga�on) check finds
the hundred-year-old lamp and it reduces the that the wall is actually a boulder blocking the tunnel,
light’s range. and it can be slid aside with a push.
♦ The small barrel of lamp oil is half full and �ghtly Beyond is a nondescript cave, its entrance covered by
closed. Its top is stained with streaks of purple. An strategically planted hornberry bushes. The cave is 200
empty, purple-stained bo�le lies beside the barrel. feet away from a major road going into the city. The
The oil has been colored with an alchemical dye that cave’s purpose becomes clear a�er the characters
makes it burn an unusual purple color. Unbeknownst discover the pirate gro�o—it’s the perfect way to get to
to the characters, the pirates use this to guide their and from a secret ship in the pirate gro�o (Area F7)
ship in. from the road.
♦ A successful DC13 Intelligence (Inves�ga�on)
check reveals that the lamp has been used in the last F7. THE PIRATE GROTTO
ten days. Going east from the ladder room, the tunnel curves and
descends, running a total of 100 feet. It opens into a
small natural gro�o that contains a makeshi� dock fit
Reaching the Basement for a small ship, and several dozen crates and barrels.
The dock is home to a grounded sailing ship.
To move on to the next part of the adventure, the Crates and Barrels. These are labelled as belonging to
characters must reunite all cats with their anchors three different ships: the Luna, the Merchant Princess,
and remove the warding glyphs from the lighthouse. and the Wilde Carte. A successful DC13 Intelligence
If the characters are stuck, the cats may provide more (History) check recalls that those ships were recently
obvious hints. a�acked by pirates. Crates from the Luna contain 36
Once reunited with their anchors and memories, bo�les of rum, each worth 2 gp. Crates from the
the cats lead the characters to a secret passage. The Merchant Princess contain bolts of silk, worth a total of
stone floor of the lighthouse’s first floor contains a 100 gp. Barrels from the Wilde Carte contain unworked
sec�on that moves, but can only be opened from lizard skins. These can be sold for a total of 25-200 gp,
below. The cats phase through the floor to show but require a specialized buyer.
characters where the secret door is, and then open it.

Toffee Bigwhisker and the Ghost Cats of Crown Point 31


Grounded Pirate Ship. The small ship is par�ally run The pirate gang consists of Wilmer the Quiet (neutral
aground beside the dock. A large hole in the hull is evil human thug, he/him), his right hand Aelana
visible from its �lted side. Wooden panels and (Neutral evil human acolyte, she/her), and two pirates
carpentry tools laid out on the dock indicate that the (bandits). With the characters having learned their
ship took damage and has been undergoing repairs. secret, the pirates have no inten�on of le�ng them
The unnamed ship is painted black, as if for stealth leave alive—at least not while Wilmer lives. If he’s
during night travel. The ship is u�erly empty and defeated, the others are willing to make a deal.
stripped of anything that could be used iden�fy it. The ghost cats (including Toffee) assist the characters by
Pirate Fishing Path. On the north side of the gro�o, a a�acking the pirates. They ini�ally go a�er Aelana, who
narrow rocky path leads outside to the rocks below casts sanctuary to deter them.
Crown Point’s northern edge. The pirates’ path ends at
cleared out spot where a pair of fishing rods lie tucked
away under a tarp.
DM Tip
Verna’s Bones. Verna’s bones lie on the bare rocks 30 If the characters are heavily outmatched by the
feet west of the pirate’s fishing spot. They are easy to pirates, combat can be rebalanced by having Verna’s
locate, and if the ward is disabled, the cats point them screaming ghost suddenly appear, leaving each of
out. When Verna’s bones are reunited with the cats, her the pirates incapacitated un�l the end of their turns.
ghost appears for a moment with an ear-piercing
scream. The ghost is that of an older human woman in a
simple polka-dot dress. She appears horizontal and face TREASURE
down, screaming as she falls, her hands flailing wildly. It A�er defea�ng the pirates, the characters can recover
disappears a�er a moment, then re-appears in the same the missing pearl from Verna’s necklace, either from
manner every few minutes. Verna’s ghost does not Aelana’s body or as the price she offers in exchange for
otherwise act or a�ack. her life. They also recover 25 gp from the pirates
By this point, the characters have learned enough to themselves.
know that she must be reunited with her anchor. Either
the character with the highest passive Insight realizes
this or it is communicated by Toffee.
CONCLUSION: LAYING THE GHOSTS TO REST
Once the characters reunite Verna’s bones with her
reconstructed necklace, her ghost re-appears, this
PIRATES! �me serene. The ghostly cats all flock to her and she
can be seen cuddling them happily and nodding
Once the characters have explored the hidden cove and
found Verna’s bones, they are accosted by the river thankfully to the party.
pirates, who are returning through the tunnels. The Burying Verna’s bones with her necklace lays the
pirates are aware of the characters but are cocky and ghost to rest. Once that’s done, the ghosts of the cats
announce themselves. The ideal �me for the also disappear, each cat ghost gently rubbing up
confronta�on is when the characters return from the against a character’s ankle before dissipa�ng. The
fishing path. only cat that remains is Toffee, who sits on the grave,
To begin, read or paraphrase the following: content, and stares expectantly at the characters.
If the characters encourage him to go, he
disappears and is laid to rest. If they invite him to
Four figures enter the chamber, weapons drawn. accompany them, he is also happy and leaps up at
Two stern leather-clad humans hold their scimitars the characters, disappearing mid-air as his collar
menacingly. They flank a hulking larger man wear- drops to the ground. Whoever picks up the collar sees
ing a black bandana and gripping a large black Toffee’s head pop up out of it as if to say “Okay, onto
mace with both hands. Next to the large man is a new adventures!”
woman wearing a dark hood. The large man nods The extent of Toffee's adventures with the
to the hooded woman, and she begins to speak. characters are up to you as the DM. Toffee could
“We know you’re here! We can’t let you leave, become a sort of familiar for the group for as long as
but if don’t give us trouble, we promise not to go they remain interested, or slowly fade from the land
looking for your loved ones.” of the living a�er another adventure or two.
As she speaks, the torchlight reflects off an
amulet around her neck, an amulet that features a
large sparkling pearl in a triangular metal se�ng.

32 Grizelda’s Cursed Curiosities


ADJUSTMENTS FOR HIGHER LEVEL PLAY
To play this adventure with higher level characters, the
following adjustments can be used based on average
party level (APL):
♦ APL 3. Unbound ghost cats deal 2 damage with
their Ghost Claw a�acks. The pirates are: Wilmer
(bandit captain), Aelana (priest), and two pirates
(bandits).
♦ APL 8. Unbound ghost cats deal 3 damage with
their Ghost Claw a�ack, and have advantage on
a�ack rolls. The pirates are: Wilmer (gladiator),
Aelana (mage), and two pirates (veterans).
♦ APL 13. Unbound ghost cats deal 5 damage with
their Ghost Claw a�ack, and have advantage on
a�ack rolls and resistance to all damage. The pirates
are: Wilmer (gladiator), Aelana (archmage), and two
pirates (assassins).
♦ APL 17. Unbound ghost cats deal 10 damage with
their Ghost Claw a�ack, and have advantage on
a�ack rolls and resistance to all damage. The pirates
are: Wilmer (storm giant), Aelana (archmage), and
two pirates (assassins).
Note that for �ers 3 and 4, the stakes of the pirates’
ac�vi�es likely need an adjustment to make them
suitable for that �er of play.

Toffee Bigwhisker and the Ghost Cats of Crown Point 33


A DEADLY DANCE
An Adventure for 2nd-Level Characters
Written by Jeff Stevens, Edited and Developed by T.A. Gray and Kathleen Harrington

I
n A Deadly Dance, adventurers discover a bloody and darkening it. Bethany’s parents no�ced a change in
ballet shoe that leads them to a haunted mansion. her: she had become hateful, jealous, and outspoken.
The characters encounter the spirit of a talented One day, Luda came to visit Bethany before their next
ballerina who commi�ed horrible crimes a�er making a performance. She informed Bethany she had no
pact with a demon. inten�on of performing in the next ballet, giving
Bethany her chance in the spotlight. Bethany’s rage—
twisted by her pact with the devil—caused her to a�ack
BACKGROUND and kill her rival before Luda could explain the reasons
Bethany Saddlebrook grew up in a wealthy, noble home. for her visit. Her evil act caused the dark force to cash in
Bethany’s love for dance started when she was three on their deal, stealing Bethany’s soul away and making
years old. She would spend hours in her bedroom her a tool of darkness in the form of a corporeal ghost.
playing with her dolls while imagining they were a The vengeful spirit of Bethany next murdered both of
performing ballet company. Luckily, her parents realized her parents in their home. She has haunted the manor
her love and nurtured it by enrolling her in a performing ever since.
arts school and by paying for private lessons. Now, the spirit of Bethany is represented by two
Bethany’s ability increased quickly, and she individuals in the house—a cute, 8-year-old spectral
performed in her first ballet as a background dancer at child, and a 20-year-old mummified ballerina. The
the age of six. Her skills con�nued to grow, but there young ballerina is the part of Bethany’s soul that
was always one person ahead of her, one person she wasn’t claimed by the devil. She desperately wants to
could never be be�er than no ma�er how hard she reunite with the rest of her soul so that they can both
tried: Luda Toms. be at peace. She is seen occasionally in the house, in
Luda grew up in the same small town as Bethany. The doorways, running around corners, or perhaps behind
two a�ended the same performing arts school and had doors. She spends a lot of �me in her first-floor
the same private instructor for several years, although bedroom, playing with her, ethereal stuffed animals
the private instructor stepped away from Bethany when and dolls.
she was 16, claiming that she was too compe��ve and The mummified ballerina, resembling a mummy but
had lost her focus. Bethany believed that Luda had wrapped in beau�ful white sa�n ribbon, has been
ins�gated this separa�on, and claimed that Luda dormant for several years. This changes when her
fabricated untruths about her to the instructor. missing ballet shoe is returned to the home.
Bethany was never promoted to principal dancer in
any of the ballets, as those roles always seemed to fall
to Luda. Bethany’s desperate pursuit of these �tles led
her to make a deal with a dark en�ty, a devil of
tempta�on and impulse. Bethany swore her soul to the
devil in return for the recogni�on she desired. The devil
appeased Bethany, but in the odd ways that devils fulfill
their bargains.
The devil took an immediate interest in Bethany. They
watched from another realm as the young woman
danced. They saw death in her movements, a strange
dance of death.
The devil, jealous that others were sharing in
Bethany’s dancing, claimed her soul early, twis�ng it

34 Grizelda’s Cursed Curiosities


Adventurers arrive at the front gate
of Saddlebrook Manor.

THE POINTE SHOE approach Saddlebrook Manor and explore the exterior
This adventure begins with a well-used pointe shoe. of the house.
The shoe is worn, scuffed, and has a small tear along Part 2: Entering the House. Once inside, the
its outside edge where the exposed strings of sa�n are characters discover several bodies of a failed
frayed. A single, small dark stain is embedded in the inves�ga�on by the Copper Guild—another adventuring
fabric on the top of the shoe near where a person’s big party. They also interact with Young Bethany, the good
toe would rest. On the underside, engraved in the por�on that remains of Bethany’s soul. In addi�on, they
leather sole along the instep, is the worn name witness a chilling reenactment of Bethany a�acking her
“Bethany S”. parents, who now lie mummified in their bedroom.
The shoe was acquired by a group of young Part 3: Confron�ng Bethany. As the inves�ga�on of
adventurers, three of whom did not survive their the house con�nues, the characters eventually reach
excursion to Westbrook Manor. Having stumbled upon the second floor, where the mummified and imprisoned
the weathered mansion, the group decided to enter to body of Bethany dances in her dance studio. If the
see what treasure might be lingering inside. What they characters remove the item that is imprisoning Bethany
found was a house haunted with the ghosts of its old in her studio—a silver sun holy symbol—Bethany is free
owners and the corporeal spirit of their young ballerina to move about the house as she wishes.
daughter. The shoe, which the adventurers pulled from
the ballerina while trying to escape her clutches, wants
to return home.
STARTING THE ADVENTURE
The pointe shoe is one of many items found res�ng on a
rack in Grizelda’s Cursed Curiosi�es. When held, the
ADVENTURE OVERVIEW holder hears a faint humming of a ballet, and the shoe
The adventure consists of three parts. Throughout the moves nearly unno�ceably in their hands, as if dancing
adventure, the characters may find hints and clues to the music. No one other than the holder hears the
regarding what occurred in Saddlebrook Manor. They hum of the ballet, and only someone concentra�ng on
might also discover details of a ritual that could break the holder’s hands would no�ce the shoe moving.
the demon’s hold on Bethany and reunite both parts of
her soul.
Part 1: Star�ng the Adventure. The adventure
SPEAKING WITH GRIZELDA
Grizelda men�ons that this ballet shoe was delivered to
begins with the characters finding the ballet slipper,
her by two young explorers who claimed to be members
which pulls them to the house. The characters

A Deadly Dance 35
of an adventuring group known as the Copper Guild. The Shoe. The closer the holder gets to the house, the
The youngsters were in miserable condi�on, obviously harder the shoe pulls them toward it. When the shoe is
shaken both physically and emo�onally. They men�oned within 60 feet of the house or the covered porch, it
that they lost several of their companions in an abandoned becomes too difficult to hold on to and tears itself out
manor house not too far away. The adventurers gave her of the holder’s hands, flying through the open front
the shoe, for which, out of pity, she paid them 5 gp. door. When shoe reaches the closed door to Bethany’s
Grizelda knows the following informa�on about current loca�on, it bangs against the door un�l finally
Saddlebrook Manor: breaking through, crea�ng a shoe-sized hole in the door.
♦ The loca�on of the house and simple direc�ons to The shoe flies to Bethany’s sa�n-wrapped body within
get there. It is no more than an hour’s travel by foot. the house, se�ng itself upon her bare foot. When it
♦ The surviving adventurers warned Grizelda that does, the house releases a no�ceable sigh of air, with
the house is haunted. The adventurers barely dust belching from the open front door, and from
escaped with their lives a�er an a�ack from a cracked or broken windows. Each creature within 60
creature covered in swirling ribbons. feet of the house must succeed on a DC 18 Cons�tu�on
♦ In the struggle to escape, one of the adventurers saving throw or suffer 2 points of necro�c damage as
pulled the bloody pointe shoe off the creature. the stale, cold, deathly breath washes over them.
♦ If the characters are mo�vated by gold, the
Copper Guild le� without taking any of the riches EXTERIOR OF THE HOUSE
from the home. They are presumably s�ll there. The exterior loca�ons of the manor are described below.
Grizelda is keen for the characters to inves�gate the The Covered Porch. The covered porch squeaks with
house and put these spirits to rest. She offers the shoe age and rot. Some of the wooden boards even bend
for free as well as her gra�tude. If this, plus the promise and bow when walked on. One board breaks while the
of treasure inside the manor, is not enough to persuade characters walk on the porch, with a random
the characters, she offers each of them their choice of a character’s foot breaking through the board, becoming
trinket from her shop upon their return. stuck. As they pull their foot out from the opening,
they no�ce it seems like something is pulling back, or
making it difficult to remove their foot from the hole.
TRAVELING TO SADDLEBROOK MANOR Eventually, their foot becomes unstuck, but when they
The adventure takes place in the Saddlebrook Manor: a remove their foot, a withered and gnarled, bony hand
two-story Victorian style house located in a remote area comes out with it, detached from the skeletal remains
with no other houses nearby. The ballet shoe pulls the res�ng below the porch. If inves�gated, the
holder to the loca�on by subtly pressing against the adventurers find a skeleton with a head of long, black
holders’ hands, sugges�ng they move a certain direc�on. If hair and wearing a fashionable black dress. This is the
the holder moves in the incorrect direc�on, the shoe skeleton of Luda Toms, the rival and vic�m of Bethany
provides more force against the holder’s hands, sugges�ng Saddlebrook.
they change direc�on. The Front Door. The front door hangs precariously on
Travel to the house is uneven�ul. The characters its top hinge and shows signs of tampering, as if it had
discover a worn path off of the main road that leads to been beaten with a large maul or mace.
Saddlebrook Manor. The path is marked with a small sign
and a trellis of stone and metal that arches over the path.

APPROACHING THE SADDLEBROOK MANOR Approaching the Front Door


As the characters approach the house, read or If the characters approach the front door, the
paraphrase the following: ghostly, glowing image of an 8-year-old girl with
blonde pigtails—the par�al soul of Bethany—
dressed in a pris�ne white ballerina ou�it and
A weathered and unkept house stands in the dis-
tutu and wearing white slippers, peeks around
tance. Sec�ons of the covered porch’s dilapidated
from the edge of the front door. She giggles and
ceiling hang down, patches of shingles are missing
then runs inside.
from the roof, overgrown shrubbery par�ally cov-
ers dusty windows, and the front door hangs pre-
cariously on one hinge.

36 Grizelda’s Cursed Curiosities


A small porch with an unlocked door leads to the
Overgrown Shrubbery. Thick shrubs line the exterior house’s kitchen. The gate’s inset lock is rusted, requiring
of the house, crea�ng a 5-foot-tall, 10-foot-deep wall of either a successful DC 16 Dexterity check using thieves’
vegeta�on that acts as difficult terrain. If the characters tools to open, or a successful DC 16 Strength check to
inves�gate the shrubs, they hear a rustling noise. Upon break open.
further inves�ga�on, they encounter a res�ng badger
that is not aggressive unless provoked.
Backyard. A 7-foot-tall wrought iron fence, overgrown ENTERING THE HOUSE
with thick, red, poisonous vines, and a locked gate-like The loca�ons in the house are keyed to the map of
entrance wraps around a small backyard, its grass 2 feet Saddlebrook Manor. It has the following noteworthy
tall. features:
Darkness. The interior of the house is dusty and dark,
with no natural light because of the darkened windows.
Poisonous vines Cold. The interior of the house is substan�ally colder
A creature touching this plant must succeed on a than outside.
DC 14 Cons�tu�on saving throw or become Wood. The home is built from wood on a founda�on
poisoned for 24 hours. While poisoned this way, of stone. Doors are made of wood with brass knobs. The
large, burning blisters form on the creature’s floors creak when stepped on.
exposed skin for the dura�on and they have Bloody Windows. The windows are painted over with
disadvantage on a�ack rolls and ability checks. dried blood, with dried drippings and spla�ers around

A Deadly Dance 37
and below the windows. This magical blood keeps the D4. STORAGE CLOSET
windows sealed. The windows may be opened or This closet is accessible from both the hallway and the
broken through the use of knock, dispel magic, or lavatory. It holds cleaning supplies, bed linens, toiletries,
similar spells. washcloths, and towels.
The following sec�ons provide more informa�on about
the rooms of the house, as well as story informa�on. D5. MASTER BEDROOM

GROUND FLOOR A large bed covered with a ta�ered blue quilt


The interior of the house is dusty and dark, with no rests in the center of the room. Two humanoid-
natural light because of the darkened windows. The air length mounds in the quilt suggest that it covers
feels no�ceably colder than outdoors. When walked on, two bodies.
the floorboards squeak and creak.
From the interior of the house, characters realize that
The decomposing body of a half-elven woman
the windows are painted over with dried blood, with
wearing black leather armor and clutching a piece of
dried drippings and spla�ers around and below the
sa�n wrapped �ghtly around her neck lies on the floor
windows. This magical blood keeps the windows sealed.
near the foot of the bed.
A large standing mirror and a chest of drawers are on
D1. FOYER the south wall, while against the north wall is a long
dresser, each very well cra�ed.
This small foyer acts as a mudroom. Along the The Mounds. Under the quilt are the remains of
south wall, two moth-eaten cloaks hang above Bethany’s parents, Marx and Hilda Saddlebrook,
several pairs of ro�en leather shoes. A family por- wrapped in sa�n ribbon as if mummified. Underneath
trait—a handsome man, a lovely woman, and a the sa�n ribbons, each wears blue pajamas, and the dry
young girl, each smiling and dressed in fashionable features of the humanoids beneath resemble those of
clothing—hangs on the north wall. the man and woman in the picture located in the foyer.
A por�on of Hilda’s sa�n ribbons have been removed,
The Li�le Girl. As the characters leave this area, they exposing her dry, withered le� hand. Her le� ring finger
hear a so� giggling coming from the hallway that leads lies broken on the bed, pulled away from its joint when
to the downstairs bedrooms, though they can’t discern Ivana, the deceased half-elf adventurer lying on the
from where the giggling originated. floor, removed the ring.
Marx wears a gold wedding band worth 25 gp which
easily slides off his le� ring finger. Succeeding on a DC
D2. HALLWAY 14 Wisdom (Percep�on) check while searching Marx’s
body reveals a small metal key. A character proficient
The walls of this hallway are lined with several with thieves’ tools, Sleight of Hand, or other rogue-like
empty oil lamp sconces. Pictures of a young balle- skills concludes the key might open a safe.
rina in various ballet poses line the wall. The Body on the Floor. The remains of Ivana Wilkes,
one of the members of the Copper Guild who stumbled
upon the house, lies on the floor. She wears leather
armor and carries a dagger and thieves’ tools. A
D3. LAVATORY character who makes a successful DC 14 Intelligence
(Inves�ga�on) check while searching her corpse
The upscale lavatory features a porcelain toilet and discovers a bracelet around her wrist with a copper
sink, running water, and gold faucets. pendant engraved with the ini�als “CG.” She also has a
small leather pouch containing 5 gp, and one small
The faucets are worth 25 gp each, but removing them emerald in her pocket worth 10 gp.
causes water to spray about, eventually pouring out of The sa�n around Ivana’s neck is �ght—so �ght that
the pipes when the faucets are completely removed. it’s difficult to slide a knife or hand under the sa�n. The
5-foot length of sa�n ribbon is stuck �ght and cannot be
pulled away or unwrapped. A character inspec�ng the
sa�n concludes that it is of the same material as the
shoe found in Grizelda’s Cursed Curiosi�es.

38 Grizelda’s Cursed Curiosities


Clutched in Ivana’s right hand is Hilda’s diamond A small bed dressed in pink linens stands against
wedding ring, which is worth 125 gp. If a character takes the west wall of this white-and-pink-painted room.
Hilda’s wedding ring from Ivana’s hand, the sa�n ribbon Si�ng on the bed, the glowing figure of a young
(constrictor snake with an added flying speed of 30 �.) ballerina plays with dolls of various sizes and con-
around Ivana’s neck animates and a�acks that character. struc�on.

The ghostly image is friendly to the characters and asks


Adventure Scaling if they would like to play ballet with her. If they agree,
For �er 3 or 4 characters, use the giant constrictor the image gives a character one of her dolls to play
snake stat block for the ribbon. with. She then proceeds to instruct them on how to
move them about to perform the various ballet moves.
The Dolls. The dolls are also ghost-like, glowing, and
Dresser. Atop the dresser are several perfumes and ethereal. They range from small, life-like ballerinas to
colognes, as well as a silver pocket watch. Each of the stuffed elephants, bears, and cats wearing tutus. If a
liquid scents have several uses remaining, and each character agrees to play ballerina dolls with her, she
scent is deligh�ul to most Humanoids. The pocket gives the characters one of the following dolls:
watch s�ll works, though it needs to be wound, and is
worth 25 gp. Mr. TickleTentals. a black octopus wearing a white tutu
Standing Mirror. The humanoid-length standing Ms. Snouty. a pink elephant wearing a white tutu
mirror is of fine quality and would easily fetch 125 gp if PollyWolly. a mul�colored platypus wearing white sa�n
sold to a furniture or an�que collector. A creature ballet slippers
looking in the mirror sees the ghostly image of a Bitey. a gray-and-white shark wearing a pink tutu
beau�ful, yet mummified, ballerina dancing behind Luda Toms. a finely-cra�ed porcelain ballerina with
them, though if they turn and look, there is nothing black hair
behind them. This image disappears and the mirror JoJo. a tan kangaroo wearing a red and blue tutu
becomes mundane if it is removed from the house. When Young Bethany leaves this room, her dolls also
disappear, except for those given to a character, which
D6. WALK-IN CLOSET become solid, real objects.
Young Bethany’s Shoes. The ghostly image wears
pointe shoes, similar to the shoe the character found in
Fine dresses and suits hang in the walk-in closet. Grizelda’s Shop. They even have the name “Bethany S.”
Though most are ruined from moths and �me, a engraved in the leather sole, but characters realize that
complete royal blue tuxedo and a scin�lla�ng sil- the ghostly girl’s shoes are not the same size as the shoe
ver gown are intact. they found in the shop.
Speaking with Young Bethany. While playing,
Royal Blue Tuxedo. This complete royal blue tuxedo Bethany is talka�ve. She answers up to five ques�ons
has black, peaked lapels, a black silk vest, white shirt, based on her knowledge (see below) before she states
royal blue bow�e, and black shoes. When worn in its that she’s hungry and then disappears.
en�rety, the tuxedo is equivalent to +1 leather armor.
Scin�lla�ng Silver Gown. A floor-length silver sa�n WHAT BETHANY KNOWS
evening gown. While worn, the wearer gains the When speaking, Young Bethany talks about herself and
pres�digita�on cantrip. older Bethany as if there are one and the same person.
She’s here, and she’s upstairs. She doesn’t differen�ate
D7. YOUNG BETHANY’S ROOM between the two of them.
This room was Bethany’s when she was younger, before
Who are you? I’m Bethany Saddlebrook!
moving to her room on the second floor as a teenager.
Is this your room? This is one of my rooms. I have
another room upstairs, but it’s filled with older girl
stuff. My toys are here.
Do you have a twin? Nope. It’s just me! But I’m also
upstairs, in my older girl room.
Who is the older girl in the picture? That’s me, silly!
Who else would it be?

A Deadly Dance 39
You don’t look old enough to be the girl in that fireplace is ablaze, emi�ng no�ceable heat. A figure
picture. Well, it’s me! Older me, of course. sits in each of the chairs as they speak to one
What happened here? It’s sad. I made a mistake. Now another. Read or summarize the following when
I’m stuck. I don’t go in my older girl room much. I think characters re-enter the parlor:
that’s where this started.
What’s in your older girl room? More ballet stuff, of Two ghostly figures, the man and woman in the
course! Pictures, posters, and recital stuff. pain�ng, each wearing blue pajamas, sit in the
Does the house have a safe? Um, I think so? I know chairs speaking to one another. The woman flips
Daddy would take his li�le key out and walk upstairs through a book, while the man drinks from a
while carrying things. porcelain teacup.
Where is the safe? I’m pre�y sure it’s in my dance Hilda: “I’m not certain, Marx. I think there’s
studio upstairs. That’s where Daddy always went. something to worry about.”
What’s in the safe? I don’t know. I was never really Marx: “Oh, Hilda, she’s a young woman learning
interested in it. how to deal with life. She’ll grow out of it.”
Who is the person on the floor of the bedroom? Oh, Woman. “No, it’s more than that. She has a down-
her! She and some others barged into our house one right hatred for Luda. Bethany isn’t dealing well
day. We didn’t like it! You aren’t supposed to enter with their rivalry.”
someone else’s house without an invita�on, are you? Marx. “She’ll come around.”
Hilda. “No! There’s something else…” she pauses
D8. PARLOR in mid-speech, her face turning pale as she looks
Nothing extraordinary occurs the first �me the toward you. “Marx…” she trails off.
characters pass this room. This is the house’s parlor, The man looks in your direc�on and drops his
where the family would entertain guests and relax while teacup to the floor, its contents spilling out as the
reading or telling stories by the warmth of the fireplace. porcelain sha�ers. His face turns white as he
stands from the chair. Alarmed, he says, “What are
A large, cold fireplace and several comfortable- you doing in my house? Leave. Please leave!”
looking chairs are found in this room. A coffee ta- Two sa�n ribbons fly across the room, grappling
ble with a book res�ng on it stands between the each of the figures. The ribbons begin at their
chairs; two bookshelves stand along the wall near heads, encircling them while li�ing their bodies
the fireplace. A sha�ered teacup lies near one of from the floor. The ribbons con�nue to curl
the chairs. around their bodies, un�l they’re mummified in
white sa�n ribbon.
The images then disappear, the fire flashes out,
The Bookshelves. Nothing magical or fascina�ng is
and it’s cold again. The room returns to the way it
found on the bookshelves, though you may add a book
was, save for a book on the coffee table.
that connects to one of the characters’ backgrounds,
history, or backstory.
The Book. The book on the table is a scrapbook of D9. KITCHEN AND DINING AREA
Bethany, filled with sketches, small pain�ngs, The kitchen and dining area are in one open space,
drawings, notes, pamphlets, and brochures. The book providing ample room for food prepara�on and
begins with Bethany when she is roughly 4 years old, entertaining guests. When characters enter this room,
showing her learning ballet. As the book progresses, read or paraphrase the following:
Bethany becomes older, un�l ending with the girl in
the pain�ng in the living room. She’s also seen with a The hallway opens to a large room containing both
black-haired girl of similar age—Luda Toms. As the a kitchen and a dining area. Eight well-cra�ed
images progress, Bethany’s reac�on to Luda changes, wooden chairs surround a dust-covered maple din-
becoming less happy or joyful when the two are ing table. Prone and s�ll between the dining area
pictured together. The last entry is a flyer promo�ng and the kitchen lies a body, a piece of sa�n ribbon
a ballet �tled A Dance of Pixies. The flyer men�ons dangling from its mouth.
Luda Toms as the star performer.
Returning to the Parlor. When the party leaves
Young Bethany’s room a�er speaking with her, this The Body. This is the body of Horacio Howler, the
room becomes a theater for a ghostly memory. The bard from the previous adventuring group. Horacio’s
fancy clothes are ta�ered, and his flesh is drawn away

40 Grizelda’s Cursed Curiosities


from his bones, exposing the interior of his skeleton. A D11. OLDER BETHANY’S BEDROOM
character inspec�ng Horacio’s body no�ces that the This is Bethany’s room as a teenager and young woman.
stained ribbon extending from his mouth also leads When the characters enter this room, read or
down his windpipe, ending in a large ball of ribbon in paraphrase the following.
his stomach.
Searching Horacio’s body reveals a copper pendant
The walls of this bedroom are painted eggshell
with the ini�als “CG” around his neck, a set of thieves’
white. Lengths of pink and purple tulle a�ached to
tools, 2 gp, and 7 cp. A character succeeding on a DC 14
the walls and ceiling decorate the room. Around a
Wisdom (Percep�on) check while ac�vely searching
bed, a chest of drawers, and a dresser. Three man-
Horacio’s body finds a small wooden flute engraved
nequins, each wearing a ballerina ou�it of a differ-
with a badger, an elk, a rat, a weasel, and a wolf.
ent color, stand along the wall near the bed. Play-
bills displaying ballet �tles hang on the far wall.

The Posters. The posters are ballet posters, with �tles


like “The Acorn Cracker”, “Troll Lake”, and “Red Swan”.
Each men�ons Luda Toms as the main performer, with
Bethany listed as either a secondary dancer or not at all.
Crooked Poster. A character inspec�ng the posters
realizes one of them is not hanging level, obviously
�pped to one side. If a character straightens or removes
it, they no�ce two things:
♦ A small, crude cubbyhole hides in the wall
behind the poster. The cubby contains a small
journal, which contains instruc�ons on performing
a blood pact to a fiend. Also in the journal is the
ritual to end the blood pact, which releases the
The Kitchen. Most of the food stores in the kitchen creature’s soul from servitude. See "Comple�ng the
are spoiled. A character succeeding on a DC 14 Ritual" below.
Wisdom (Percep�on) check while searching the ♦ On the backside of the poster is a message wri�en
kitchen finds a small, hidden door above one of the in blood. A character succeeding on a DC 12 Wisdom
countertops, behind which are three bo�les filled with (Religion) check realizes this is a blood pact made with
apple-flavored brandy. either a devil or a demon. A cleric or paladin has
advantage on this check. The wri�ng reads:
D10. STAIRWELL
This stairwell leads to the second floor of the home. I pledge to you, mother of tempta�on, greed, and
When the characters reach the top of the stairwell, read envy, my very being if you would only grant me my
or paraphrase the following: wish of greater skill and ability. I desperately want
to be the best, but I know I cannot do this without
A body wearing chainmail, its arms extended out your help. My being is yours, dear mother. Take it
toward a door with a fist-sized hole near its center, as you will and make me stronger.
lies face down on the floor. The two other doors on
this floor bear no dis�nguishing marks. Bethany Saddlebrook

The Body. This is the body of Bae Bows, the elven


cleric of the Copper Guild who entered the house D12. SECOND FLOOR LAVATORY
previously. Her face is twisted in a look of horror, and a This small lavatory resembles the lavatory on the first
holy symbol adorned with a sun is in her outstretched floor, with a small sink, gold faucets, and a small
hand. Searching Bae’s body reveals a set of chainmail bathtub. Washcloths and towels are stored under the
armor, a pair of metal gauntlets embossed with the wash basin.
ini�als “CG” in copper, and two po�ons of healing.

A Deadly Dance 41
D13. DANCE STUDIO COMPLETING THE RITUAL
To complete the ritual, one character must repeat the
The room is a fantas�c dance studio with hard- exorcism’s phrases while Bethany is within view, un�l
wood floors, wall-mounted mirrors, and a long, the spirit of Bethany is released from her mummified
wooden bar a�ached to the far wall. body. This takes a total of seven turns. Bethany’s soul
a�empts to interrupt the ritual, though other
characters may engage in combat with her, interfering
Older Bethany, mummified in ta�ered red ribbons,
with her a�acks.
twirls silently about the room. When the characters
open the door, she immediately a�acks, favoring her
ranged a�acks and grappling ability over close Ustay toewa ustay. Bluck pada yay. Ustay wingo us-
combat. If the unbinding ritual (see below) is being tay. Ustra nada bay.
performed, she targets the character performing the
ritual first. She then focuses her a�acks on the last During the ritual, if Bethany’s younger soul remains, the
creature who damaged her. Bethany also uses her ghostly li�le girl enters the room a�er three repe��ons
sa�n ribbons to deflect a�acks. of the ritual. She gently takes the hand of the character
Safe. Ac�vely searching this room with a successful performing the ritual. During this �me, that character’s
DC 14 Wisdom (Percep�on) check reveals a hidden voice changes, becoming two voices: their own voice
door. Behind the door is a small safe, which can be and that of the li�le girl’s. In addi�on, the character
opened with the key found on Marx’s body, or with a gains a +5 to their AC and has advantage on
successful DC 14 Dexterity check using thieves’ tools. concentra�on checks. While Young Bethany assists the
Inside the safe are the deed to the house, 5 pp, and a chan�ng character, each recita�on of the ritual counts
pair of gold ballet slippers, sized for a small child, as two, reducing the �me required to release Bethany’s
worth 50 gp. soul.
If the ritual is completed successfully, with the
character maintaining concentra�on for a total of seven
CONFRONTING BETHANY turns (or five, if Young Bethany is assis�ng), Bethany’s
The only way to truly defeat the mummified Bethany is mummified body ceases to a�ack and levitates three
to release her from her blood pact by performing a feet above the floor. Her soul, appearing as a glowing
ritual to unbind her soul from the devil that possesses white image of a beau�ful young woman wearing a
her. If a cleric, paladin, or someone proficient in Religion ballerina ou�it, slowly floats toward the ceiling. If
is in the party, they believe that if they perform the younger Bethany is in the room, the characters witness
ritual while in the presence of Bethany’s mummified the two souls merge with one another. They then
body, they can release Bethany from her dark pact, dissipate.
allowing her spirits to join and to find peace. This can be The ballet shoe that began the adventure drops from
the ritual found in the cubbyhole in D11 (see below), or the levita�ng remains and rolls toward a character. The
a basic exorcism ritual that they recall learning during remains then drop to the floor with a thud.
their studies. The ritual is a basic chant that must be
repeated several �mes while the character maintains Use the following table to scale combat with Bethany
concentra�on and the target remains within view. Saddlebrook:
Quick Regenera�on. If Bethany is reduced to 0 hit
points, she rises at the end of her next turn with 25 hit Average Party Level Scaling Instructions
points. This con�nues un�l the ritual is completed.
4 Increase HP to 100, +5 a�ack bonus
Stuffed Animal. If the characters were given an
ethereal stuffed animal by Young Bethany, it is now a 5-7
Increase HP to 100, +5 a�ack bonus,
life drain lowers hit points by 3
material object. Showing Mummified Bethany this
item causes her to pause for one turn, taking no 8-11
Increase HP to 200, +6 a�ack bonus,
ac�ons or reac�ons. life drain lowers hit points by 5

Increase HP to 250, +7 a�ack bonus,


12-14
life drain lowers hit points by 7

Increase HP to 300, +7 a�ack bonus,


15+
life drain lowers hit points by 10

42 Grizelda’s Cursed Curiosities


BETHANY SADDLEBROOK SCALING TABLE

A Deadly Dance 43
RATS IN THE BASEMENT
An Adventure for 3rd-Level Characters
Written by Rachael Cruz, Edited and Developed by Ben Doherty and T.A. Gray

R ENCOUNTERING THE ITEM


emember all those rats in the basement killed by
level 1 characters? They’re back for revenge—in There are mul�ple op�ons to get this item into the
undead form. characters’ hands. While the �cket is nonmagical,
Grizelda cannot help but sense some faint unnatural
ADVENTURE BACKGROUND energy emana�ng from it. With other items in her shop
being significantly more urgent in nature, the coupon
The basement of the Hats & Traps Tavern has become
may have been shelved un�l she could devote more
a haunted hotbed of horror. In this not-too-serious
�me and a�en�on to it. Characters might find it in one
“basement crawl,” characters explore the cellar level
of these spots:
of the local tavern to exorcise its undead rat
inhabitants at the behest of the owner. ♦ The aged coupon falls out from between the
William Culpepper inherited the Hats & Traps pages of a book one of the characters inves�gates.
Tavern from his grandfather, Langer Culpepper, a ♦ The coupon lies forgotten under the register,
financially shrewd and selfish man. Langer swindled poking out just enough for its colors to catch the
the previous owners—the Blythe family—out of the eye.
ownership of the inn. In doing so, he le� the Blythes ♦ The item has been set carefully in a display
des�tute and homeless. Only one survivor remains, frame, hanging on the side of a bookshelf.
unbeknownst to William: Elsbeth Blythe, the self- ♦ The paper is placed very obviously on a random
styled Rat Queen who lives in a hidden sec�on of the countertop; Grizelda has no interest in the tavern
tavern’s basement. and has been holding onto the coupon to offer it to
The Blythe family constructed secret rooms in the someone who might want it.
basement to host clandes�ne gatherings and act as
safehouses for the refugees and fugi�ves to whom
they gave aid. These are guarded by hidden doors,
and even Langer Culpepper didn’t know about them.
William is unaware of his grandfather’s treachery.
He simply inherited the place and is trying to make
the best of it. Similarly oblivious to the extra rooms,
he believes the downstairs consists only of the pantry,
the wine cellar, and the larder.

THE COUPON
This small, 3-by-6-inch piece of parchment is yellowed
by age. It looks thinned out, like even the gathered
fibers of its edges have given up the proverbial ghost.
Its corners are fancifully cut, and though the colors
are faded now, one can easily imagine how vivid the
reds and greens once were.
The wri�ng on the front reads, “All You Can Eat and
Drink for One Night, Courtesy of the Hats & Traps
Tavern.” In small le�ers along the bo�om, the coupon
reads, “beer-roast-more!”

44 Grizelda’s Cursed Curiosities


Adventures face down
swarms of ghostly rats.

ADVENTURE OUTLINE Grizelda has limited informa�on regarding the Hats &
This adventure takes place in three parts, with the main Traps tavern. If asked, she knows the following about
ac�on taking place in the second part. the establishment:
Part One: Star�ng the Adventure. In the prelude, the ♦ The Hats & Traps tavern is a small tavern located
characters meet the current owner of the Hats & Traps nearby. It is s�ll in opera�on.
tavern. Business is slow because he’s dealing with rats in ♦ Grizelda has never been to the tavern and does
the basement during the day and ghost rats at night. not know the owner.
The characters are given access to the cellar. ♦ The reputa�on of the tavern has always been
Part Two: The Basement Crawl Begins. What starts poor, although it is rumored to be under new
off as a three-room task becomes an unfolding mystery management.
as secret doors are discovered and lost histories are
If characters discover the coupon for the Hats & Traps
revealed. Suddenly, the characters have a significant
tavern, Grizelda explains that there is some sort of
choice on their hands.
otherworldly tether a�ached, but it is so faint that even
Part Three: The Conclusion. The consequences of
she is uncertain of its nature. She suggests that the
their ac�ons are made manifest, and the future of the
characters avail themselves of the coupon’s offer while
tavern is wri�en.
also keeping an eye out for any paranormal ac�vity.

STARTING THE ADVENTURE RECOMMENDED SCALING


Like the other adventures in this book, our story begins
This adventure is built with 3rd-level characters in mind.
in the hallowed halls of Grizelda’s Cursed Curiosi�es.
All the haunts here are considered Tier 1, appropriate
Grizelda doesn’t object to par�ng with the coupon; If
for levels 1–4. To scale them, use the “Tier and Level”
anything, she’s glad that someone will finally get some
chart in chapter 1. Addi�onal scaling instruc�ons for
use of it.
combat can be found at the end of this adventure in the
sec�on �tled “YOU Get a Rat! And YOU Get a Rat!”.

Rats in the Basement 45


THE HATS & TRAPS TAVERN Level 1 characters only have the pantry, wine cellar,
The Hats & Traps tavern has seen be�er days. There is and larder rooms to clear (see areas R1, R2, and R3),
plenty of floor space taken up with tables and booths, and only have living beasts to contend with, no undead.
though most sit empty. A small stage dominates the Do not reveal the secret doors during this ini�al
northwest corner of the common room, occasionally adventure.
manned by one or two entertainers at a �me. Story-wise, this can be indica�ve of how much the
Behind the bar, a par��on to the east leads to the party have grown as characters. Now that they’re back,
kitchen. Another to the north leads up to the second they are discovering more going on than they’d
story, where there are some very basic rooms. The originally thought, less experienced and percep�ve as
innkeeper, William (lawful neutral human commoner, they were. Perhaps the innkeeper had to move things
he/him), understands this makes his establishment around and a previously hidden part of the wall has
more of an inn than a tavern, and he tries to make the been uncovered.
best of it by joking “that’s the trap, you see. I thought I If you use this story op�on, William will be very happy
was inheri�ng a drinking house. Hats off to you.” to see the characters again. You can impress upon the
characters that the Hats & Traps is doing less business
than you remember and is shorter staffed.
THE TASK AT HAND
The characters are hired to discover the source of the
ghostly haun�ngs and stop them. THE BASEMENT CRAWL BEGINS
William has been struggling to keep the business The kitchen is the entry point to the basement. The
afloat. He is lucky enough to have three separate wood floors in the three known rooms (areas R1, R2,
storage rooms for food and drink in the cellar, but it and R3) are in poor condi�on. The floors in the
gets harder and harder to make use of them due to the remaining, secret areas are even more aged and
spectral rats running amok. In addi�on to the three warped. Except where noted, these floors are not
rooms in the basement Williams is aware of, there are difficult terrain, but should s�ll give the characters the
a number of secret rooms and hallways to which he is feeling of being unsteady on their feet. Candlelight
completely ignorant. provides dim ligh�ng to the three known rooms, but the
The spectral rats in the cellar don’t seem to ever stop basement’s hidden areas are all plunged in darkness.
coming. William offers the characters a small amount of All haunts here are linked, and each room serves as its
gold—50 gp—and free food for life to clear the own domain. The origin that needs to be exorcised is in area
basement. Between the corporeal rodent infesta�on R7. If it is not fully exorcised, then it and all other haunts in
and the ghostly haun�ngs in the cellars, it’s ge�ng the area will return a�er their neutraliza�on �mes.
harder to keep the tavern staffed.
William swears that when he’s not seeing real rats in
the basement, he can feel their beady eyes on him Revealing Your Rats
through the walls. He suggests that they bring along When your party encounters a creature in bold, it
magical or silvered weapons in case they need to fight. typically refers to the stat block found in the
If they don’t have any, William will let them borrow Systems Reference Document (SRD). For example,
some old family heirlooms: five silvered daggers in poor in area R4, you encounter some shadows. Use the
but usable condi�on. stat block found in the SRD for a shadow, but
If and when the characters need to rest, they may do instead of describing each as a singular en�ty,
so here; with business hur�ng, William will give the consider describing them as their own frightening
characters the low rate of one copper per room—or give mass of entangled, rodent-like shadows.
them one night free, if they trade in the old coupon. Sta�s�cally, the players will s�ll be figh�ng four
en��es and using the same stats, but you will be
“HEY, HAVEN’T I SEEN YOU BEFORE?” pain�ng it as the posthumous revenge of the rats!
The Hats & Traps tavern lends itself par�cularly well to Each challenge will have suggested descriptors, but
being a recurring loca�on in your campaign with this feel free to tweak them to suit your needs. The
adventure following an earlier quest undertaken in theme of the spectral rats is the most important
William Culpepper’s establishment. Consider having thing here. You are welcome to work in any
your brand new, level 1 characters come here to incorporeal undead stat block here, so long as you
exterminate the flesh-and-blood rats in the cellar. give it undead rat flavor.

46 Grizelda’s Cursed Curiosities


Rats in the Basement 47
BASEMENT LOCATIONS R2. WINE CELLAR
The following basement loca�ons are keyed to the map
included in this adventure. This cold room is well stocked with barrels of beer
and ale. Shelves hold wine of indeterminate vin-
R1. PANTRY tage and origin. Empty stemware and carafes
gather dust on the top shelf, long untouched.
This room is host to shelf upon shelf of jarred and
canned goods. Chests full of grain, flour, nuts, veg- The challenge in this room uses the Erup�on of Rats
etables, and dried fruit are also stocked, spaced haunt.
out carefully to discourage rot.

One living rat is present, snuffling around for its lunch,


minding its own business. There is a strange, off-pu�ng
smell here; anyone who succeeds on a DC 12 Wisdom
(Percep�on) check will find an old trap in the northwest
corner hidden below a supply rack. The carcass of a rat
is caught within, half-gnawed and long-dead.
Characters who touch the trap or remove the rat
carcass trigger the Deadman’s Hands haunt.

R3. LARDER

Shelves stocked with various foodstuffs crowd this


chill room with root vegetables kept on the lowest
of them. Preserved and cured meats dangle from
hooks around the ceiling. Barrels labeled “LARD”
are lined up, dripping solidified grease like cold
candle wax.
A sickly, high-pitched sound pulls your a�en-
�on to the south wall of the larder. At first, you
think it is a swarm of rats coming for you, but then
you catch the glazed eyes. The exposed bones and
ro�en muscle over peeled skin. The rancid, stom-
ach-churning stench. Undead rats pour from
cracks and openings in the wall, coalescing into
lurching humanoid figures.

One ghast and two skeletons come from the south


where the hidden door is. Remember that these are
meant to be no more than three enemies; do not
split up the rats just because they are described as
swarms. Characters who explore this room discover a
secret door.

48 Grizelda’s Cursed Curiosities


The Secret Door. The secret door grinds open, & Traps to have a solemn moment with their gods and
groaning from disuse. It reveals a narrow corridor pray for safe passage before moving on (hopefully to
stretching approximately 20 feet before curving sharply greener pastures).
to the right. Another 5 feet and it opens into an old and The hallway going south leads into area R6. There is,
musty room. There is no light source here or in any of however, an earlier passage to the same des�na�on,
the other areas from this point onward. accessible via a hidden door. A successful Wisdom
The hallway leads directly to area R4. (Percep�on) check alerts the characters. Use the
following DCs depending on the levels of the characters.
R4. THE GAMBLING ROOM Level DC

1-4 15
This room is a shambles. Four tables and numer-
5 - 10 20
ous chairs li�er the area in differing states of dete-
riora�on. A small bar along the north wall has a 11 - 20 25
�ny space for drinks and glassware. Shelves along
the west wall are mostly empty. Judging from the 5a. The Safe, Secret Route. Hidden behind a secret
boxed games and stacks of cards randomly door in the stone wall, this 10-foot-long hallway is plain
sca�ered there, this room was probably meant for in nature, but completely safe to travel, unlike area R5b.
gaming and gambling. 5b. Trapped Corridor. This is the obvious passage to
get from the silent room (area R5) into the charred
Two hallways stretch from the south wall. The one to room (area R6).
the southeast extends a small way before turning This clean-looking corridor hosts a hidden pit trap.
sharply to the le�. The one to the southwest con�nues A successful DC 15 Wisdom (Percep�on) check
straight un�l it is lost in the stretching blackness. discerns an absence of foot traffic over the sec�on of
The southwest hall leads to area R8. The southeast floor that forms the pit’s cover. A successful DC
hall leads to area R5. 15 Intelligence (Inves�ga�on) check is necessary to
Four rat-formed shadows have taken up residence confirm that the trapped sec�on of floor is actually the
under the card tables and a�ack the party once they cover of a pit. When a creature steps on the cover, it
enter the room. swings inward like a trapdoor, causing the intruder to
spill into the pit below. If triggered, the character will
have a 10-foot fall and take 1d6 bludgeoning damage.
R5. THE SILENT ROOM The bo�om of the pit is filled with old rat skeletons.
If the characters ask Elsbeth (see area R9) about the
This small space looks like it was previously used as existence of this pit, she explains that the rats have
a secret mee�ng and storage room. Several lock- always been a problem, and a group of charlatans talked
boxes line the eastern wall, all of them open and her father into purchasing a giant trap. He was
empty. A small column in the northwestern corner swindled, of course, but they never fixed the floor
serves as a household shrine to the local gods of before Langer Culpepper took control of the inn.
luck, well-being, and secrets.
R6. THE CHARRED ROOM
Three hallways extend from here: one north, one west,
and one south. Northward is a secret entrance to the This room was previously ravaged by fire, its brick-
pantry (area R1). The western corridor leads to area R4. work charred black and caked in soot. The air feels
To the south is the charred room (area R6) and its two heavy and thick. Even though there is no lingering
adjoining exits. smoke here, you swear you can taste remnants of
This is the only room not haunted or otherwise it on your tongue. Ash li�ers the floor.
inhabited. A hallow spell was cast on the space many
years ago, and no undead will enter. It is a safe place for
the party to rest without fearing enemy encounters. Characters who inves�gate the ground discover layer
Succeeding on a DC 15 Intelligence (Inves�ga�on) upon layer of scorch marks, all of which are shaped
check reveals the nature of this place. This was meant like rats. If the characters remain in the room for
to be a saferoom where people could store valuables. longer than one minute, a large flame manifests in the
The shrine was a space for those laying low at the Hats middle of the room. This is a haunt, and the flame
itself is its rigger.

Rats in the Basement 49


The fire damage was caused by haunted flame spirits R8. THE WAITING ROOM
known as flamegeists. Use the following stat blocks for
flamegeists, but change their creature type from
Similar in size to the gambling room, this space is
Elemental to Undead.
li�ered with old, ruined cot frames and musty,
Tier Enemies mildewed blankets. A plain wooden door stands to
1 2 magma mephits the east.
2 4 magma mephits
A successful DC 15 Intelligence (Inves�ga�on) check
3 1 fire elemental
clues the characters in to the purpose of this room. This
4 2 fire elementals was a safehouse where people in trouble from the law
(or those about to be) could hide, grab a change of
R7. THE UNSETTLED SOURCE clothes, and catch a brief but much-needed rest.
This room contains the Ghostly Footsteps haunt.
Beyond the burnt-out room, one short corridor
turns to the le�. The air here grows colder the far- GHOSTLY FOOTSTEPS
ther into the hallway one proceeds. The hallway Haunt

opens into a large, darkened, forgo�en office. Once The sounds of ghostly ski�ering are unnerving and impossible to
track.
it might have hosted bookshelves fat with reference
books and scrolls, and a fine, oversized desk and Domain: Area R8, the Wai�ng Room
Trigger: Entering the room
chair. Now, though, such furnishings are ro�ed
Tier: 1
away, leaving only molded scraps and splinters.
EFFECTS
The following effect occurs on the haunt’s turn:
The cold air swirls for a moment, and shadows coalesce Deadman’s March. Up to three creatures of the haunt’s choice within
in the center of the room. This mass of darkness grows 60 feet of its domain hear the marching steps of dead souls. These
tall, crea�ng a large silhoue�e: a gross, exaggerated targets must make a DC 12 Charisma saving throw or be frightened of
their allies for 10 minutes, and be compelled to follow a�er the
hybrid of humanoid and rat. It li�s from the ground and footsteps for the dura�on. A target loses this condi�on if they are
hovers there, indis�nct save for its two pitch-black eyes. damaged by anything other than this haunt.
The creature projects sheer hatred as it hisses at you,
spreading wide its vicious claws. NEUTRALIZATION
This haunt is neutralized when every haunt connected to it is likewise
This creature is a wraith, and it is the commanding neutralized.
force behind the undead. When it is defeated, it allows
the undead to disperse and makes clear the way for an UNIQUE EXORCISM METHODS
exorcism. Once properly exorcised, none of the haunts This haunt is neutralized when every haunt connected to it is likewise
neutralized.
will return.

Scale It Back a Bit… The Door to the Queen. The wooden door leading to
area R9 is sealed, though there is a faint, flickering
A typical wraith has a challenge ra�ng of 5, which
light from the cracks below it. Any creature that makes
suggests that some modifica�on may be needed to
a successful DC 12 Wisdom (Percep�on) check hears
accommodate your adventuring party. The intent of
an occasional faint hum from under the door or a few
this encounter is to be challenging but not impossible.
murmured words, unintelligible from where the
If you need to scale it down, consider lowering
listener stands.
the wraith’s hit points and damage dealt: if you
need to add an extra kick to the adversary, the
wraith has the ability to create and control
specters. Allow it to summon some living rats, and
when they are killed, you have what you need for
specters (ignoring the ac�on’s usual Humanoid
target restric�on)!

50 Grizelda’s Cursed Curiosities


R9. THE THRONE OF THE RAT QUEEN while she scurries towards the escape route in the
southeast corner.
Elsbeth is willing to parlay with any characters who
This room is large and half destroyed. The ceiling and
are not hos�le. She willingly responds to any ques�ons
southeast corner have buckled, held up by firmly
she knows the answer to.
wedged poles of metal and wood. From the look of
Per�nent discussion points are as follows:
it, the damage was shoddily addressed years ago but
♦ Elsbeth doesn’t know how her father was
never repaired. The southwest corner is ruined, the
swindled out of the tavern, just that he was. She
inner walls exposed and fading into darkness.
barely remembers any of it, being a small child when
The front half of the room, though intact, is a chao�c
it happened. Her parents always held that the inn
mess. Piles of random detritus lie sca�ered.
was righ�ully theirs and they’d find some way to get
A precarious stack of broken chair pieces in the
it back, some day.
center of the room have been draped with blankets
♦ The rest of her family is dead. Her father died
that were likely all red once upon a �me—this is a gi-
when she was li�le, and her mother got sick and
ant, makeshi� throne, and it is occupied.
passed away a year or two ago. To her last breath,
Elsbeth’s mother insisted that the inn truly belonged
This room hides a small, hollowed-out tunnel, big to the Blythe family.
enough for a Medium-sized creature to squeeze ♦ She and her mother lived here, in the forgo�en
through, leading up to the street outside the tavern. rooms downstairs, for years. The Blythes would
The hole is hidden by trash bins and whatever rubbish help squirrel away refugees and other desperate
has been le� to rot in the corners of this unvisited alley. people in need. It was a secret so well kept that it
Its presence can be discovered with a successful DC 15 died with the family. “Rats like secret passages too,”
Wisdom (Percep�on) check. she might giggle.
Among the grime and debris, one mound of rags and ♦ As a reluctant medium (see the They Talk to Me
discarded cloth may catch a character’s eye. A creature trait in her stat block), she can ask the undead
that makes a successful DC 15 Wisdom (Insight) or where the source of the trouble is, but her
Intelligence (Inves�ga�on) check no�ces, it has a hollow communica�on with the spirits is limited to those
in the middle and is being used as a bed. of the rodent persuasion.
Elsbeth Blythe. When the party first encounters her, ♦ If asked about the source of all the disquiet
Elsbeth Blythe, the Rat Queen (neutral good human, spirits, Elsbeth shares what she knows: The spirits
she/her) is on her refuse throne. She is a young woman, are agitated and being whipped into a frenzy by a
approximately 17 years old. Caked with dirt and layer “very angry rat” somewhere beyond the charred
upon layer of skirts and dresses, she has made herself a room (area R6). She says the ghosts might be
“royal” gown out of the scraps she finds on the surface. brought peace if the one responsible for killing
Her body is gaunt and spindly, and she has filed her nails them all is brought to jus�ce. Elsbeth will balk at
to claw-like points. “To be like the others of my the idea of killing the troublemaking rat (even
kingdom,” she explains if asked. though it is a perfectly good idea, and perhaps the
Elsbeth is neutral towards the party at first, though easiest route to victory). See the “How to Stop the
she can quickly be befriended. Rats” sec�on below.
The Rat Queen is completely at home here and does ♦ The rats don’t a�ack her because she is kind to
not fear the undead at all. In fact, if she ever them in life and keeps them company in their unlife.
accompanies the characters, all rats, undead or “A queen must be kind to her people.”
otherwise, leave them alone. “My subjects love me,” ♦ She is content with her subterranean life because
she trills. it is the only one she knows and wishes to remain
Elsbeth is the last surviving member of the Blythe here. If that means keeping these rooms a secret
family, the tavern’s previous owners. She lives in these from William, that is what she will ask of them. If
hidden rooms and halls and feels she belongs here. they tell her no, she will be tremendously sad but
She does not remember a lot of the establishment’s s�ll neutral towards them.
history since she was very young when the change in
ownership took place.
If threatened, Elsbeth Blythe will summon rats with
her Help Me, My People ac�on to distract her a�ackers

Rats in the Basement 51


ELSBETH BLYTHE,
THE RAT QUEEN
Medium Humanoid (Human), Neutral Good
Armor Class 12
Hit Points 26 (4d8 + 8)
Speed 30 �.

STR DEX CON INT WIS CHA


8 ��1� 15 �+2� 14 �+2� 10 �+0� 12 �+1� 11 �+0�

Saving Throws Cha +2


Skills Percep�on +3, Stealth +4, Sleight of Hand +4
Senses passive Percep�on 13
Languages Common
Challenge Ra�ng 1/2 (100 XP) Proficiency Bonus +2
They Talk to Me. Elsbeth is a 2nd-level reluctant medium (see
Grizelda’s Guide to Ghost Hun�ng, Chapter 1), but her Undead
Interpreter feature only applies to undead rodents.
We Help Each Other. Through sound and gesture, she can
communicate simple ideas to rats.

ACTIONS
Mul�a�ack. Elsbeth makes two claw and one bite a�acks.
Claw. Melee Weapon A�ack: +4 to hit, reach 5 �., one target. Hit: 9
(2d6 + 2) slashing damage.
Bite! Melee Weapon A�ack: +4 to hit, reach 5 �., one target. Hit: 9
(2d6 + 2) piercing damage.
Help Me, My People! (Recharge 5–6). Shrieking out a strange call,
Elsbeth summons 1d4 rat swarms and 1d4 giant rats.

How to Stop the Rats. A�er the party meets Elsbeth,


they should realize that there are now mul�ple ways
to proceed.
They could find and face down the “very angry rat” in
area R7. Destroying this angry spirit is the expected way
for the party to solve this puzzle.
Alterna�vely, they could sate the undead spirits’ fury by
ge�ng rid of the current owner, William. Kicking him out
or bringing him to area R7 would allow the spirits to get
their long-awaited vengeance and finally earn their rest.
Lastly, they could bring Elsbeth to William and
a�empt to broker peace and repara�ons. There is no
guarantee this would work, but faced with the
imminent downfall of his business, this is a thought he
might entertain.

CONCLUSION
Depending on the paths taken and the choices made,
there could be mul�ple outcomes from the adventure.
♦ If they kill the wraith, the restless dead are
brought to peace. William welcomes you as heroes
and his business improves. Elsbeth will note that
there are almost no spirits around anymore.
♦ If they run William out of the tavern, the ghosts
allow themselves to be peacefully removed, their anger

52 Grizelda’s Cursed Curiosities


sated. Elsbeth knows nothing about keeping an inn; kill William Culpepper and set Elsbeth up as the
without help, the business will fold. She will board the righ�ul heir to the inn. He will be true to his word
place up and keep it as her own strange home. and release the souls he’s gathered.
♦ If they bring William to area R7 without se�ng ♦ A cult fana�c and a mage are found in area R5.
the undead to rest first, the wraith shrieks angrily. They plan to build up a mass of undead and then
Before the characters’ eyes, ghosts, shadows, swoop in at the last second to “heroically” exorcise
specters—all formed from phantom rats—tear the all the disturbed spirits. The characters got here
man apart. The spirits are instantly set to rest. Did before they could finish their plan, though. Thwarted
the characters just inherit the Hats & Traps tavern? and robbed of their glory, the furious conspirators
♦ If they kill William themselves (see “Addi�onal will a�ack.
Story-Based Enemies”), the characters return to the
cellar level to find all the undead cleared out except
for the ghost of Alexander Blythe. Elsbeth’s father
will be forever grateful for bringing him peace. He
asks to be reunited with his daughter and teaches
her to run the tavern before res�ng eternally.
♦ If included, the cul�st and the mage (see “Addi�onal
Story-Based Enemies”) try to escape confronta�on.
Killing them only stops the accumula�on of addi�onal
spirits; the wraith s�ll needs to be defeated. If they
escape, they become recurring villains, always seeking
fortune—and vengeance.
A�er the adventure’s conclusion, further adventures
may yet be found. The innkeeper remains friendly and
any job opportuni�es will be forwarded to them first.
Repor�ng back to Grizelda will always yield another
adventure, though it may or may not be related.

YOU GET A RAT! AND YOU GET A RAT!


As characters level, pi�ng them against more rats is
story appropriate. It drives home just how many have
been killed here over the years. Throw enemies at them
in waves, so as not to overwhelm people with the sheer
number of enemies.
For characters between levels 5–10, consider the
following:
♦ Area R3: A total of three ghasts and four skeletons
should provide a similarly challenging experience.
♦ Area R4: Keep the four shadows and add in two
ghosts.
♦ Area R7: Keep the wraith and give it three or
four specters.

ADDITIONAL STORY-BASED ENEMIES


If you want to increase the challenge for your party,
rather than simply adding more of the same enemies,
consider implemen�ng these addi�onal challenges:
♦ In area R7, the wraith is joined by the ghost of
Alexander Blythe, Elsbeth’s father. In this instance, he
is the true source of the rats. He can be defeated and
set to rest, or he can offer a new op�on for players:

Rats in the Basement 53


THE MYSTERY OF
THE BLUE SPIRE CIRCLE
An Adventure for 3rd-Level Characters
Written by Megan B. Wells, Developed and Edited by T. A. Gray and Ben Doherty

Y THE ABSINTHE GLASS AND SPOON


ears ago, a group of young ar�sts called the Blue
Spire Circle vanished from the manor house where With its high, straight sides, the glass resembles a
they lived and worked. Recently, the house’s chalice. A rounded bulb sits just above its short stem
haun�ngs have become increasingly disrup�ve. It’s up and the rim of the glass is gilded in elaborate
to the party to find out what really happened and, if pa�erns. The silver spoon is flat and slo�ed, punched
possible, lay the spirits of Blue Spire Manor to rest. through with delicate designs that match the glass’
gold decora�on. When used, the spoon would be laid
BACKGROUND across the top of the glass to hold a sugar cube while
water from the matching absinthe fountain would
Through a decora�ve absinthe glass and spoon in Grizelda’s
drip from a spigot over the cube and into the glass.
shop, the characters learn of the Blue Spire Circle, an ar�st
This glass and its spoon were part of a set used
collec�ve who once made the now-abandoned Blue Spire
regularly by the members of the Blue Spire Circle.
Manor their home. Several years ago, the ar�sts
Wilmer Imandis, brother of Blue Spire poet Marielle
disappeared overnight. The night the Circle vanished,
Imandis, brought the glass and spoon to Grizelda’s. He
neighbors say they saw a surge of arcane energy burst from
recovered it from Blue Spire Manor while
the manor, but what exactly happened remains a mystery.
inves�ga�ng his sister’s disappearance. The
The truth is this: sculptor Horace Harcrake, jealous of his
remainder of the set, including the fountain, has
fellow Circle members’ success, poisoned them and
never been found.
trapped their spirits in an absinthe fountain. He changed
his name to obscure his past, and drinks from the fountain
to this day, siphoning the talent from his friends’ captured PROP: THE PORTRAIT
spirits to augment his own lackluster skills and maintain his During their explora�on of Blue Spire Manor, the
reputa�on as an ar�st. characters will encounter a portrait of the four key
Since that night, Blue Spire Manor has been haunted by members of the Blue Spire Circle. Handwri�en on the
the echoes of Harcrake's betrayal. Inside lie the clues the back are the names of those pictured. Once the party
characters need to uncover the truth, confront Harcrake, discover the Circle’s bodies in the cellar, they may note
free the ar�sts’ spirits, and bring peace to Blue Spire Manor. that Harcrake, though found in the portrait with his
compatriots, does not lay dead with them here. Such a
suspicious incongruence makes him a prime suspect.
Thus, the portrait can be used as leverage to pressure
Harcrake himself into giving up the absinthe fountain.
The portrait is available for you to print out and hand
to your players.
Addi�onal Documents. Wri�en texts play a key role
in this adventure. For added effect, create your own
prop documents using the text of these wri�ngs.

ADVENTURE OVERVIEW
The adventure consists of three parts:
Part 1: Star�ng The Adventure. The characters
encounter the absinthe glass in Grizelda’s shop. She
provides them with background on the Blue Spire Circle,
including a list of the Circle members’ names.

54 Grizelda’s Cursed Curiosities


Horace Harkcrake Admires
His Sculpture Garden.

Part 2: Blue Spire Manor. The characters inves�gate A BRIEF HISTORY


Blue Spire Manor, triggering several linked haunts and If asked for more detail, Grizelda shows the
confron�ng hos�le spirits. They can collect evidence of characters a page from an old artists’ periodical
Harcrake's crime, including the portrait, and neutralize which lists the names of the Circle members:
the haunts by finding the secret tower room or the Marielle Imandis (elf poet, she/her), Florian
bodies in the cellar. They learn they can exorcise the Greengirdle (halfling composer, he/him), Sybil Kragg
haunt with the absinthe fountain. (dwarf painter, she/her), and Horace Harcrake
Part 3: Confron�ng Horace Harcrake. The characters (human sculptor, he/him). Grizelda explains that the
can make a deal with Harcrake for the fountain, or they artists vanished from Blue Spire Manor one night,
can take it from him by force. leaving the house empty and decaying. She tells the
characters that the disappearance is still
SETTING THE ADVENTURE unexplained, but that the last time Wilmer visited
This adventure begins in Grizelda’s shop and travels to Blue her, several years ago, he said that he may have had
Spire Manor. The loca�on of the manor and the shop are a lead. Grizelda has not seen him since.
en�rely up to you. The Mystery of the Blue Spire Circle If the characters ask for her opinion, Grizelda
assumes that the manor is found on the outskirts of a town warns them that the house is dangerous, but that if
or city, but it may just as easily be a country estate, hidden they are willing to take the risk, they may be able to
in a mountaintop forest or le� to rot on some lonely moor. settle the spirits by finding out what happened.
Other Sources. If the characters ask around for
more information, they learn the local rumors about
STARTING THE ADVENTURE the house: the night of the disappearance, there was
In Grizelda’s shop, the characters are drawn to the a flash of blue-white light and a surge of arcane
absinthe glass and spoon which glimmer in an otherwise energy. Strange noises and lights come from the
gloomy corner. Grizelda no�ces the characters inspec�ng house at night. Townsfolk near the Manor will advise
the glass and tells them its history: it was given to her by characters to avoid the place.
Wilmer Imandis, who recovered it from Blue Spire Manor
a�er his sister disappeared in the tragic incident there.

The Mystery of the Blue Spire Circle 55


BLUE SPIRE MANOR
The manor house sits on top of a slight rise,
shielded from the road by trees. A veranda curves
around the front, and a circular tower room juts
out from the par�ally ruined second floor. The roof
of the tower rises to a high point and is �led in blue
slate—the eponymous Blue Spire. Surrounding the
house on three sides is an area of open lawn,
which has obviously been neglected for many
years. Behind the house is a formal garden with
hedges and brick paths, long gone to seed and
growing unruly.

APPROACHING THE MANOR


As the characters cross the unkempt lawn, details of the
house’s decay and haun�ng become more apparent.

The grounds are do�ed with statues in strange


poses, their faces blurred and wearing away. Mu-
rals fade on abstract, arched sculptures, stained by Note: The Deadman’s March effect leads characters
moss and grime. The manor was once a beau�ful toward the secret a�c (area P10) above the tower
house, but all you see now is peeling paint and bedroom (area P9).
ro�ng wood. On the eastern side, the second
story has collapsed.

Whichever entrance the characters choose to use (the


entry hall at area P2, the dining room at area P4, the
porch at area P6, or some other means), once the party
is inside, the linked haunts trigger.

BLUE SPIRE MANOR HAUNTS


Blue Spire Manor contains three linked haunts which
trigger when the party enters the house. See
“Haunts” in Chapter 1 for guidance on running,
neutralizing, and exorcising haunts.

56 Grizelda’s Cursed Curiosities


Note: Neutralizing the No Way Out haunt unlocks only
the porch doors at area P6. All other exterior doors
remain sealed un�l the linked haunts are exorcised.

The Mystery of the Blue Spire Circle 57


ADJUSTING FOR THE PARTY’S LEVEL The entry hall is paneled in dark wood and domi-
Use the tables below to scale Blue Spire Manor’s nated by an imposing staircase. An alcove on the
haunts and random encounters for your party’s level. north wall holds a twis�ng sculpture made from a
Tier 1 is the default level in the text. Introduce strange, shimmering material. The elaborate chande-
random spectral encounters by rolling the specified lier hanging from the second-floor ceiling is unlit and
die each �me the characters enter an area marked draped in a gossamer veil. Openings lead out to the
with this symbol: †. On a 1, choose an enemy or east and west.
group of enemies from the table below to be wai�ng
for the characters in that area. Trap. The small door opens to the cellar stairwell, and
See “Tier and Level” in Chapter 1 for �er defini�ons. the door itself is trapped. The trap can be iden�fied with
a successful DC 15 Wisdom (Percep�on) check, and the
HAUNTS SCALING TABLE mechanism to disable it is under the nearby statue. If
Tier Haunt DC Addi�onal Damage the characters trigger the trap, the chandelier falls. Any
creature standing in the stairwell must succeed on a DC
1 13 4 (1d8)
10 Dexterity saving throw. A creature takes 3d6
2 15 9 (2d8) bludgeoning damage on a failed save, or half as much
damage on a successful one.
3 18 18 (4d8)
Sculpture. Made of a pale and uniden�fiable material
4 20 36 (8d8) somewhere between ceramic and stone, the abstract
sculpture sits in a small notch on the north wall of the
RANDOM ENCOUNTER SCALING TABLE stairwell, under the stairs. If the characters inspect it,
Tier Die Type Enemies they find the signature of Horace Harcrake on the
bo�om. Picking up the sculpture reveals a small opening
1 d6 1 specter or will-o’-wisp
underneath, and inside are two cables linked by a pin.
2 d6 1 ghost or 2 will-o’-wisps Removing the pin disarms the trap on the cellar door.
3 d4 1 fury specter or 2 wraiths
P2.1 CELLAR
4 d4 1 fury specter, 4 ghosts, or 4 wraiths Wooden stairs lead down into an unlit, packed earth
cellar. Shelves along the walls hold dusty art supplies.
In the center of the room, a threadbare sheet covers
BLUE SPIRE MANOR LOCATIONS three long-dead corpses: an elf, a halfling, and a dwarf.
The following loca�ons are keyed to the map included These are the bodies of Marielle Imandis, Florian
with this adventure. Greengirdle, and Sybil Kragg, respec�vely. Harcrake
moved them here a�er their murder, before fleeing
the scene. Note: iden�fying these corpses neutralizes
P1. VERANDA
the haunts for 24 hours.
Two entrances are found here. On the south side,
The Test Subject. A successful DC 15 Wisdom
the front door, with its elegantly carved wooden
(Percep�on) check reveals an area of so� earth in the
panels, opens into the foyer (area P2). A pair of
far corner of the cellar. If the characters excavate it, they
glass double doors on the west side lead to the
discover the corpse of a male dwarf—the first test
dining room (area P4).
subject for Harcrake’s entrapment process. The spirit of
Windows. The glass is filthy with age, but if
this dwarf is the ghost in area P9.
characters choose to peek in, they can glimpse some
details of areas P3 or P4.
P3. SITTING ROOM †
P2. ENTRY HALL †
If the party first enters the manor here, trigger the This is an open, airy room with wide windows that
haunts. look out onto the veranda. A large fireplace takes up
The small door under the stairs blends in with the much of the western wall, and a pain�ng hangs
wood paneling but is easy to spot once a character is above it. Comfortable furniture is spread throughout
within 10 feet of it. the room, and several pillows sit on the floor sur-
rounding a low, circular table. Open doorways lead
east and north.

58 Grizelda’s Cursed Curiosities


This table is where the Blue Spire Circle would meet and A trestle table with benches on either side runs
sip absinthe—Harcrake’s vic�ms succumbed to his poison down the center of this room. It is strewn with
around it. Bookshelves line the walls, and sculptures sit plates and glasses, and two silver candelabras
atop them. Papers are sca�ered everywhere. Characters stand near the center. Double doors on the west-
can hear thumps and the occasional crash from area P5. ern wall open to the veranda, and a hallway ex-
Pain�ng. The picture above the fireplace is of a tends east, through what appears to be a pantry.
sweeping landscape view at sunset, with a ruined tower in
the distance. It is signed by Sybil Kragg.
Entering this room draws the a�en�on of the telekine�c
Table. Papers are strewn across the table, as though
shade in area P5, and it goes silent. If the characters
someone was working here. Liquid spilled onto them at
remain in the room for at least 1 minute or for one round
one point, causing the ink to bleed. There are shards of
if they’re engaged in combat, it will move in to a�ack
broken glass under the table which bear the same gilded
them. The telekine�c shade has access to kitchen tools
pa�ern as the absinthe glass from Grizelda’s shop.
and pantry items from area P5 which it can use to a�ack
the characters, as well as any loose items in this room.
P4. DINING ROOM †
If the characters first enter the manor here, trigger
the haunts.
P5. KITCHEN
A telekine�c shade has holed up in the kitchen and will
a�ack any creature as soon as it enters.

The Mystery of the Blue Spire Circle 59


The kitchen is a disaster. Cooking utensils, cutlery, P7. COMMUNAL WORKROOM
pots, and other implements have been thrown ev- The Blue Spire residents regularly opened their doors to
erywhere. Broken dishes cover the floor. A plain ar�sts looking for workspace. Two were working here on
wooden door leads east. the night of the disappearance and were killed by Harcrake’s
arcane surge. Their specters remain in the workroom.
The telekine�c shade has a wide variety of dangerous
kitchen tools to throw, and it will make use of as many At least half a dozen worksta�ons cluster around the
as it can. edges of this room: po�ery wheels, easels, half-
formed sculptures, and more. Curtains are drawn
over high windows on the south and east walls. A
door leads north, and an open doorway leads west.

Specters. If the characters move within 5 feet of the


worksta�ons, the spirits of the dead ar�sts rise and
a�ack as specters. They were innocents, collateral
damage to Harcrake’s crime, and are full of rage and
grief. They may accuse the characters of causing their
deaths, lament their lost poten�al, or swear revenge.
To adjust the encounter for your party’s level,
consult the table below and replace the specters with
the listed monster.

ADJUSTING FOR THE PARTY’S LEVEL


Tier Monster

1 Specter

2 Will-o’-wisp

3 Ghost

4 Wraith

ADJUSTING FOR THE PARTY’S LEVEL


Tier Number of Shades

1-2 1

3-4 2

P6. PORCH
The porch is a simple wooden construc�on with a
banister running along the eastern edge. A plain door
leads west, and a more decora�ve door featuring an
oval window leads south. If the characters first enter
the manor here, trigger the haunts.

60 Grizelda’s Cursed Curiosities


P8. UPSTAIRS HALL † P9. TOWER ROOM
Doors to most of the manor’s upstairs areas, with the Horace Harcrake resided here.
excep�on of area P13, open off of this hall. The eastern
half of the second floor has collapsed in on itself and is This room was used as a bedroom. Shelves of po�ery
inaccessible. The corpse of Wilmer Imandis is slumped and half-formed sculptural studies line the north and
against the door to area P9. south walls. A simple bed is pushed against the far
end of the north wall. The west end of the room
The wood-paneled stairway is adorned with small bulges out into a circular tower, where a desk sits, po-
portraits and sketches. At the top of the stairs is a si�oned with a view out of the tower’s windows.
wall of windows, with double doors that open
north onto an overgrown terrace garden. Two Sketches of sculptural designs cover the desk. Some of the
other doors open off of the hall, and the southern designs incorporate mechanical elements, reminiscent of
wall is also decorated with numerous works of art. Harcrake’s cellar-door trap. Above the desk is a hidden
The eastern half of the second floor is an impene- hatch, which opens to a secret a�c where Harcrake
trable mass of collapsed �mbers. performed his arcane experiments. Characters discover
the hatch with a successful DC 15 Wisdom (Percep�on)
Artwork. Some of the pieces are by Sybil Kragg, and check. If the characters look under the bed, they find a
others are by ar�sts who were part of the wider Blue ladder stashed there, providing an addi�onal clue.
Spire orbit. If the characters choose to inves�gate the Unshackled. When the characters descend from area
art on the southern wall, they find the portrait of the P10 for the first �me and reenter this room, a ghost is
Blue Spire Circle (see the “Prop: Portrait” sec�on wai�ng for them. This is the spirit of the fourth body in
earlier in the adventure). It depicts Imandis, the cellar, Harcrake’s test subject for his entrapment
Greengirdle, Kragg, and Harcrake around the circular process. In addi�on to its standard teleporta�on ability,
table in the si�ng room, the absinthe fountain the Blue Spire unshackled (or its subs�tute, see the table
posi�oned in the center. They are raising their glasses below) can teleport through any of Harcrake’s sculptures.
(which match the one in Grizelda’s shop) in a cheerful The unshackled is scarred by its cap�vity and is
toast. On the back of the pain�ng are scrawled the seeking revenge. It may say as much to the characters,
names of the people in it. The pain�ng is small enough e.g.: “I will never be caged again!” “Where is the
for the characters to take with them and may be useful sculptor? I will tear him apart!”
in pressuring Harcrake later. Note: If you have printed
out a copy of the portrait, you can hand it to your ADJUSTING FOR THE PARTY’S LEVEL
players now. Tier Enemy
Wilmer Imandis. Wilmer’s corpse has been here for
years. He was killed while trying to enter Harcrake’s 1 Specter
room (area P9). In his pocket is a le�er, signed by one 2 Ghost
Quill Babbi�, which is the alias that Horace Harcrake
3-4 Fury Specter
assumed a�er the Blue Spire incident.

My Dear Sir, P10. SECRET ATTIC


Your accusa�ons have gone beyond the pale. I This room is where Harcrake prepared the poison to kill
will tolerate your falsehoods no longer, and I assure the Blue Spire members, and then funneled their spirits
you that if you a�empt to publicize any of this slan- into the absinthe fountain. Discovering this room
der against me, I will defend myself vigorously. I was neutralizes the haunts for 24 hours.
not involved in the events at Blue Spire Manor.
You have my compassion for the loss of your sis-
The roof of this room rises to a sharp point high
ter, and I have enclosed a small sum that I hope may
above. A rickety wooden chair and table are here,
ease some suffering. Do not contact me again.
covered in papers bearing arcane and unse�ling
diagrams. On the table is a sculpture made of the
-Quill Babbi�
same shimmering white material as the sculpture
in the entry hall. Also on the table are a mortar and
pestle, and several bundles of dried leaves.

The Mystery of the Blue Spire Circle 61


The sculpture’s shape, and the runes etched into it, Sha�ered pieces of stone and long-dried lumps of
suggests to a character that succeeds on a DC 10 clay are sca�ered across the floor of this studio. A
Intelligence (Arcana) check that it is designed to channel scarred worktable holds sculp�ng tools and half-
energy through a crystal at its center. There is space finished works.
under the crystal to place the target object. Several
cracked glass vessels from failed experiments—including Also on the worktable, being used to hold several
one gilded absinthe glass—have been discarded nearby. sculp�ng tools and pencils, is one of the gilded absinthe
A successful DC 10 Intelligence (Nature) check reveals glasses.
that the leaves are from the poisonous belladonna plant.

P11. MARIELLE’S ROOM † CONCLUDING THIS SECTION


Marielle Imandis resided here. The room contains a bed Neutralizing the haunts unlocks only the porch doors in
and a wardrobe but is dominated by a large desk area P6, which lead directly to the garden at the back of
covered in papers. If the characters inves�gate, they find the manor. The characters can escape the house at any
an incomplete le�er to Wilmer among the poetry dra�s: point while the haunts are neutralized.
When the characters leave, they find Harcrake in the
garden, standing over the absinthe fountain. Blue-white
My Dear Brother, strands of light stretch between his hands, several of
I hear that congratula�ons are in order! I’m de- the nearby sculptures, and the absinthe fountain. The
lighted to have a niece and look forward to mee�ng ac�vity at Blue Spire Manor has caused the spirits in the
her in person just as soon as I can get away. fountain to grow restless. Harcrake has brought the
Everything here is well. Sybil and Florian send fountain as close to the manor as he safely can and is
their best. I haven’t seen much of Horace recently, but using the garden sculptures to help him calm the
I’m sure he congratulates you too. fountain’s prisoners.
In truth, I’m growing concerned about Horace. He
was recently passed over for a gallery show, and his
mood does not seem to have recovered. He vanishes CONFRONTING HORACE HARCRAKE
for long stretches, and seems alternately sullen and The characters have gathered all the informa�on they
can and are ready to put an end to the ma�er of Blue
The final words are crossed out, and the le�er is Spire Manor. Once they face Harcrake, the characters
unfinished. have a choice: Harcrake desperately wants to preserve
his good reputa�on, and if the characters can convince
him that they have the means to damage it, they may
P12. TERRACE GARDEN be able to avoid violence.

The terrace is filled with a staggering array of pots


containing plants of all kinds. Some are dead,
THE ABSINTHE FOUNTAIN
The fountain sits on the brick path at Harcrake’s feet. It
many are overgrown, and vines have taken over
is a large glass cylinder with a long stem and a lid; it has
much of the area, covering a pair of double doors
four gold spigots protruding from the sides and is filled
to the west.
with a bright blue-white light that flows like liquid.
Harcrake will protect the fountain at all costs because
The terrace overlooks the north lawn and has a wrought he knows that it imprisons a ghost, which would swi�ly
iron banister along its north edge. If the characters kill him if released.
search among the foliage, a successful DC 10
Intelligence (Nature) check iden�fies the belladonna
Horace used for his poison, tucked into a hidden corner. PERSUASION
Harcrake’s image in the portrait from the manor is
recognizable to anyone who knows “Babbi�.” If the
P13. STUDIO †
characters brought the portrait with them, they can use
This is Harcrake’s sculpture studio. Broken and
it as leverage to pressure him into giving up the
imperfect mockups of the focusing sculpture in area P10
absinthe fountain. A successful DC 17 Charisma
are mixed in with other debris.
(In�mida�on) check convinces Harcrake to hand over
the fountain in exchange for the portrait, which he sets
on fire immediately.

62 Grizelda’s Cursed Curiosities


COMBAT ADJUSTING HARCRAKE FOR THE PARTY’S LEVEL
If nego�a�ons fail, Harcrake grows angry at the Legendary Ac�ons
Tier HP To hit/DC Damage
per Round
characters’ accusa�ons and a�acks them.
In order to accomplish his plans at Blue Spire Manor, 1 54 +5/13 6 (1d6 + 3) 1
Harcrake developed an exper�se in specific aspects of 2 130 +7/16 14 (3d6 +4) 2
necromancy. His magical sculptures help him channel
3 220 +10/18 25 (5d6 + 8) 3
his power, and as a result, he has posi�oned six of
them strategically throughout the garden. If the 4 285 +13/20 43 (10d6 + 8) 3
characters lure him away to fight, he carries two small Harcrake will fight un�l he is killed. He will do all he can
sculptures he can place for this purpose, but he will be to stop the absinthe fountain from falling into the
at a definite disadvantage. party’s hands. If a creature uses an ac�on to open the
fountain, a ghost is released. It will immediately kill
THE GARDEN Harcrake, and then turn on the characters and a�ack.
The garden is laid out in the map included with this
adventure. The hedges are 3 feet high and can be used
as cover. Otherwise, the terrain is ordinary. CONCLUSION
Once the confronta�on with Harcrake has concluded,
deal with the consequences of the characters’ choices
accordingly.

THE ABSINTHE FOUNTAIN


If the fountain was damaged or destroyed, its pieces no
longer glow and it appears to be ordinary glass. It can no
longer be used to exorcise the haunt at Blue Spire Manor.

BLUE SPIRE MANOR


The manor’s fate plays out differently based on the
characters’ ac�ons regarding the fountain:
Exorcising the Manor. Bringing the fountain inside
neutralizes the haunts so that the characters can lay the
spirits to rest. When poured out, the contents of the
fountain spread, transforming into a heatless blue flame
that sweeps through the manor, releasing the tormented
spirits there. A�erward, Blue Spire Manor is nothing more
than an ordinary, crumbling house.
Broken Fountain. If the spirits within the fountain are
released outside the manor, the building is engulfed in
flames as the characters watch. It quickly burns to the
ground, and hos�le ghosts are now free to wander the area.
Finders Keepers. If the characters choose to do nothing,
the manor remains in its current, dangerous form. The
fountain remains as a �cking �me bomb, at risk for future
misuse or harm.

HARCRAKE’S LEGACY
If the characters strike a deal with Harcrake, his name—or
rather his pseudonym—remains unsullied. He will never be
as successful again, but the truth stays hidden.
Killing Harcrake results in the story of Blue Spire Manor
becoming public knowledge. The bodies in the house are
properly laid to rest, and Harcrake’s legacy becomes one of
shameful jealousy and cruelty.

The Mystery of the Blue Spire Circle 63


CURSE OF THE IMOGEN
An Adventure for 4th-Level Characters
Written by T.A. Gray, Edited by Kai Linder

H
ired to get to the bo�om of a series of haun�ngs Amaltha Weathersby in an effort to sa�ate the blade.
aboard a luxury sailing vessel, the characters are When Oros confronted Captain Stovall about the
plunged into a murder mystery that was thought missing blade, the captain murdered Oros and pinned
to have been solved. The characters must inves�gate the blame on Tarsin, the Imogen’s cook. Tarsin was
the haun�ngs aboard the Imogen to get to the bo�om summarily executed.
of the killings—and prevent more from occurring. The Hallowed Dispatch learned of Oros’ murder and
sent another member, an elderly woman named Lorna,
to travel aboard the Imogen and discover what became
BACKGROUND of the blade. Meanwhile, the curse con�nues to drain
Neville Beamright has only been in control of the the life from Captain Stovall, who will be soon forced to
Beamright shipping empire for a ma�er of months. In kill again.
that �me, the company has faced a number of The haun�ngs aboard the Imogen are all related to
devasta�ng setbacks with its crown jewel—a luxury the murders. Three spirits are tethered to the Imogen,
sailing ship called Imogen. each with their own reason for remaining on the
A month ago, the Imogen was rocked by a series of Material Plane. The ghost of Amaltha Weathersby is
murders while at sea. The alleged killer—the ship’s anchored to the ship un�l someone finds her
cook—was executed based on the tes�mony of the engagement ring and promises to return it to her fiancé.
ship’s Captain Stovall. In the weeks that followed, The ghost of Oros remains on the Imogen un�l he can
strange phenomena began to manifest on the Imogen. share knowledge of the killing with the passenger
Objects moved on their own, and source-less weeping Lorna, who is a member of the same secret
was heard throughout the ship. organiza�on. The ghost of Tarsin remains on the ship
Neville is concerned that the haun�ng of the Imogen un�l Captain Stovall is brough to jus�ce for framing and
could escalate and ruin the reputa�on of his prized execu�ng him.
possession. He hires the characters as ghost hunters to
get to the bo�om of the haun�ng and remove any trace
of these spirits from his ship. The characters are booked
passage on an overnight journey on the Imogen, which
includes a state room of their own.

WHAT IS HAPPENING?
A cursed sword known as the insa�able blade is at the
center of the murders, having found its way onto the
Imogen in the hands of Oros. Oros was a member of a
group known as The Hallowed Dispatch, whose mission
is to locate and lock away cursed items. Posing as a crew
member on the Imogen, Oros smuggled the insa�able
blade aboard in an effort to transport it to where it
could be locked away from humanity forever. During an
inspec�on, Captain Stovall discovered the sword hidden
under Oros’ bunk and took it.
The blade’s curse took hold of Captain Stovall
immediately, preven�ng him from res�ng un�l the
blade was used to take another life. Facing exhaus�on
from the curse, Captain Stovall murdered passenger

64 Grizelda’s Cursed Curiosities


Captain Stovall uses the insatiable blade to
control the ghosts of his victims.

CURSEBREAKER SCABBARD The Goldthwaits. Abner (neutral evil human


Hanging on a hook on the wall of Grizelda’s Cursed commoner, he/him) and Lily Goldthwait (neutral evil
Curiosi�es is a plain leather scabbard suitable for human commoner, she/her) appear to be a polished
carrying a longsword. This item is the cursebreaker and stodgy married couple, but are actually a pair of
scabbard, a magical item that neutralizes cursed lifelong thieves that are traveling aboard the Imogen in
weapons when stored in the sheath. order to steal from other passengers.
The scabbard once held the insa�able blade—the Orghul Thune. Orghul (lawful good goblin thug, he/
cursed weapon at the center of this adventure. Grizelda him) is the first mate and steward of the Imogen.
suspects the blade, which was stolen from her shop Petri. Petri (neutral good human thug, he/him) is a
months ago, might have something to do with the young, enthusias�c deckhand aboard the Imogen.
swarm of ghosts that currently haunt the Imogen. Reedus. Reedus (neutral good dwarf thug, they/them) is
a grizzled deckhand working on the Imogen.
Amaltha Weathersby. Amaltha (neutral elf ghost,
DRAMATIS PERSONAE she/her) is a young woman who was murdered while
The following characters appear in the adventure. traveling to her wedding. She can be heard weeping in
Neville Beamright. Neville (lawful neutral human the hallways of the Imogen.
noble, he/him) is the owner of the Imogen, struggling Tarsin. Tarsin (chao�c neutral human ghost, he/
heir to the Beamright shipping empire, and the him) is the Imogen’s former cook and the alleged
characters’ employer. murderer, executed for his “crime”. Now he is out for
Captain Stovall. Captain Stovall (neutral evil human ghostly revenge.
thug, he/him) is captain of the Imogen and cursed by a Oros. Oros (lawful good human ghost, he/him) is a
relic known as the insa�able blade, which has driven member of The Hallowed Dispatch who was posing as a
him to commit mul�ple murders. crewmember on the Imogen while transpor�ng the
Lorna. Lorna (lawful good human spy, she/her) is an insa�able blade. He was killed for confron�ng the
elderly passenger traveling alone. She is a member of captain about the blade. Now a ghost, he seeks the
The Hallowed Dispatch working to recapture and guard recovery of the blade.
the insa�able blade.

Curse of the Imogen 65


ADVENTURE OVERVIEW STARTING THE ADVENTURE
This adventure consists of five parts. The adventure begins with the characters perusing the
Part 1: Star�ng the Adventure. The characters wares of Grizelda’s Cursed Curiosi�es. Hanging on a peg
discover a magical sheath in Grizelda’s shop and are along a back wall is a nondescript scabbard and belt
directed to haunted ship where it might be needed. intended for a longsword.
Part 2: Introduc�ons are Made. The characters meet If a character shows interest in the scabbard, Grizelda
in the office of Neville Beamright to discuss their approaches to discuss its magical proper�es. She
employment. explains that the scabbard might be of use based on the
Part 3: Under A�ack! The characters board the le�er she just received. Grizelda tells the characters of
Imogen, fend off a sahaugin a�ack, and discover the scabbard’s magical proper�es (see the adventure
another murder. appendix). She offers the le�er to the characters if they
Part 4: The Inves�ga�on. The characters inves�gate seem interested in assis�ng.
the haun�ngs aboard the Imogen and piece together Grizelda is concerned that the sudden influx of spirits
that Captain Stovall is behind the murders and on the Imogen might have resulted from the use of the
haun�ngs aboard the Imogen. insa�able blade. She implores the characters to travel to
Part 5: Final Confronta�on. The characters confront Beamright’s office and assist with the haun�ng.
the murderous cursed captain and decide what to do
about the insa�able blade.
WHAT GRIZELDA KNOWS
Grizelda cannot say with certainty that the spirits plaguing
SETTING THE ADVENTURE the Imogen were created by the insa�able blade.
“Curse of the Imogen” takes place in any city or town However, she does know the following informa�on:
that features a harbor. The bulk of the adventure occurs
onboard the Imogen or at the harbor docks, so it is easy ♦ The insa�able blade is a dangerous weapon that
to slot this adventure into any seaside city. curses the user with bloodlust and causes those
killed by the weapon to become ghosts.
♦ It is unusual for mul�ple ghosts to rise in a
ma�er of days without some kind of magical
interven�on.
♦ Grizelda is acquainted with Neville Beamright and
is certain he would not ask for help unless the issue
was as serious as his le�er suggests.
♦ Neville’s family is wealthy, and he is likely to
offer a substan�al reward if the characters are
willing to help.
When the characters are ready to set off, con�nue to
the sec�on �tled “Introduc�ons are Made.”

INTRODUCTIONS ARE MADE


When the characters arrive outside of the offices of
Beamright Shipping, read or paraphrase the following:

It is a dreary, fog-covered morning as you make


your way through the docks toward the offices of
Beamright Shipping, Ltd. The wooden building
towers over the other structures in the harbor, and
lacks the general disrepair that affects the other
structures along the waterfront. A sign hanging in
the window indicates the office is open.

When the characters enter, a staff member quietly


leads them to a drawing room on the second floor.

66 Grizelda’s Cursed Curiosities


Leaning over the table and gazing at a large map of Orghul leads the characters aboard and shows them
trade routes is a handsome human man in his early around the deck, promising the characters a mee�ng
30s. The man introduces himself as Neville Beamright with the captain and a tour shortly. Orghul explains that
(neutral human nobile, he/him) and invites the there are four guest cabins, and the characters have one
characters to sit at the table. Neville explains that the of them reserved for their own use. There are two other
crown jewel of his fleet—a luxury sailing vessel called rooms in use: one reserved by Lorna (she/her), an
the Imogen—is haunted. He provides the characters elderly woman traveling alone, and the other occupied
with the following informa�on: by a wealthy couple known as the Goldthwaits.
♦ There were two murders aboard the Imogen less
than a month ago. The ship’s cook was convicted at MEETING THE CAPTAIN
sea and beheaded. Before the Imogen sets sail, the captain exits his
♦ Since then, there have been supernatural quarters to meet the characters. Captain Stovall (he/
encounters on the ship, including strange him) has unkempt dark hair and �red eyes.
phenomena and ghost sigh�ngs. Characters with a passive Wisdom (Percep�on) score
♦ Witnesses have reported three ghosts: the two of 12 or higher note that the captain appears
murder vic�ms as well as the ghost of the cook who exhausted. The captain informs the characters of the
was found guilty of commi�ng the acts. following informa�on:
Neville is desperate and offers gold in exchange for ♦ Neville Beamright informed him that the
assistance with his problem. If pressed, he promises the characters have full access to the public areas of
characters free sea travel in the future anywhere his the ship.
shipping lines already operate. Neville offers the ♦ The characters need permission from the paying
following reward in gold upon successfully clearing the guests to search their rooms.
ship of spirits depending on the �er of play of the ♦ The captain has encountered all three of the
adventuring party. ghosts aboard the Imogen, but doesn’t seem overly
concerned about them. If pressed, he brags that he is
ADVENTURE REWARD TABLE not afraid of ghosts.
APL Reward

1-5 350 gp GHOSTS ABOARD THE IMOGEN


There are three ghosts aboard the Imogen. Each
6 - 10 1,000 gp
ghost is anchored to the ship and can only be
11 - 20 5,000 gp released from the Material Plane by being destroyed
or fulfilling their purpose.

BOARDING THE IMOGEN ♦ Amaltha Weathersby. A young woman


engaged to be married, traveling to her wedding.
When the characters approach the Imogen, read or
Amaltha (she/her) was the first victim of Captain
paraphrase the following.
Stovall, and her spirit is released if the characters
find her engagement ring and promise to return
The fog remains heavy as Neville Beamright leads it to her fiancé.
you from the offices of Beamright Shipping, Ltd. to ♦ Oros. A crewmember on the Imogen, and the
the nearby docks. Gulls circle overhead, and the second murder vic�m. Oros (he/him) was posing as
smell of fish fills the air. Moored among a number of a member of the crew while secretly transpor�ng
fishing vessels is a large, imposing sailing ship with the cursed ar�fact known as the insa�able blade for
two masts. Walking up the gangplank in front of you the Hallowed Dispatch. Oros is driven to remain on
is an elderly human woman wearing a brightly-col- the Material Plane un�l the insa�able blade is
ored floral dress. A goblin steward guides her while recovered but can also be released by a ritual
carrying her luggage aboard. A large plaque on the known by Lorna.
hull of the ship iden�fies it as the Imogen. ♦ Tarsin. The former cook for the Imogen. Tarsin
(he/him) was convicted and executed for the
Upon arriving at the Imogen, Neville wishes the murders of Oros and Amaltha Weathersby. Tarsin is
characters well and leaves them with the ship’s steward released from the Material Plane a�er the death of
and First Mate, Orghul Thune. Captain Stovall.

Curse of the Imogen 67


TOURING THE SHIP sahuagin raider. The other is Petri (he/him), a young
A�er the brief mee�ng with the captain, First Mate deckhand. If the characters inves�gate the scene, they
Orghul leads the characters on a brief tour of the ship. discover the following:
He leads the group below deck, iden�fying each of the ♦ Petri has only a rapier, which is lying next to him.
four state rooms, the library, the dining room, and the ♦ The sahuagin is dead from an apparent stab
kitchen. He readily answers ques�ons about the layout wound. A mel�ng ice trident lays next to it.
of the ship, the captain, or the crew, but he knows li�le ♦ Petri has a long, jagged slash wound in his back
about the other passengers. Orghul is hesitant to but otherwise appears unharmed.
discuss the murders, but believes the ship’s previous ♦ A character that makes a successful DC 14
cook was rightly accused of the crimes. Intelligence (Inves�ga�on or Medicine) check
determines that the sahaugin died before Petri.
DEVELOPMENT ♦ A character that makes a successful DC 12
Once the ship tour is finished, Orghul leads the Intelligence (Inves�ga�on or Medicine) check
characters back to the deck of the ship. Con�nue to the recognizes that the trident lying next to the
sec�on �tled “Under A�ack!” sahuagin could not have made the fatal wound on
Petri’s back.
♦ If resurrected or ques�oned via magic such as the
UNDER ATTACK! speak with dead spell, the sahuagin explains that as
it was dying it heard footsteps coming down the
stairs and heard Petri say “got the last one” to a
Concluding your tour below deck, Orghul leads you figure out of its line of sight.
back to the deck of the ship. Your eyes adjust to ♦ If resurrected or ques�oned via magic such as the
the sun, which has broken through the clouds. An speak with dead spell, Petri remembers chasing the
impact followed by a strange sucking sound from sahuagin down the stairs and dispatching it a�er a
behind you catches your a�en�on, and you turn to short fight. A sharp pain in his back is the last thing
see Orghul with a trident made from ice piercing he remembers.
his abdomen. Several sahaugin with similar ice tri-
dents clammer over the ship’s railings, as you real- Unknown to any aboard the ship, Petri was killed by
ize you are under a�ack. Captain Stovall, who used the commo�on of the
sahuagin as an opportunity to feed the insa�able blade.

COMBAT DEVELOPMENT
A�er the a�ack, the crew works quickly to clean up the
The number of sahuagin and their game sta�s�cs vary
hallway below deck. The crew stores Petri’s body on ice
by the characters’ �er of play. Use the following table
and throws the sahuagin overboard.
for this combat encounter. Captain Stovall is nowhere to
With calm returning to the ship, a recovering Orghul
be seen on the upper deck un�l the end of this combat.
informs the characters that they are free to inves�gate
See the appendix to this adventure for the frost
the haun�ngs throughout the ship, and that they are
sahuagin stat block.
s�ll on schedule to reach their final des�na�on by
Tier Stat Blocks early morning.

1 Three sahuagin with immunity to cold damage

2 Three frost sahuagin


THE INVESTIGATION
In this chapter, characters have the opportunity to
3 Six frost sahuagin inves�gate the Imogen for signs of supernatural ac�vity.
4 Eleven frost sahuagin In addi�on to encountering spirits, they might also turn
up clues regarding the ini�al murders themselves.
The characters can inves�gate each of these areas in
MURDER BELOW any order they see fit. Orghul reminds them that they
A�er the combat on the deck concludes, passenger are welcome in all of the public areas of the ship, but
Abner Goldthwait (he/him) rushes from below deck, they must ask the relevant passengers for permission to
yelling for help. If the characters follow him below, they enter any private rooms. Orghul leaves the characters
discover two bodies at the foot of the stairs. One is of a and returns to work on deck.

68 Grizelda’s Cursed Curiosities


Curse of the Imogen 69
THE IMOGEN LOCATIONS C4. DINING ROOM
The following loca�ons are keyed to the map included The dining room is empty except for the Goldthwaits,
in the adventure. who are seated together at a round table with the
remnants of their meal in front of them.
C1. THE DECK Abner and Lily Goldthwait are in no mood to converse
The surviving crew members have returned to their with the characters. They make it clear that they see the
du�es following the a�ack. They are �red, busy at work, characters as below their sta�on and complain loudly
and not keen on a discussion with the characters. If about the food and the service. If pressed about any
pressed, each of them know the following informa�on: supernatural ac�vity, they both admit to hearing sobs
coming from the empty stateroom.
♦ Frost Sahaugin a�acks are uncommon but not Thieves. If the characters inves�gated the
unheard of. Goldthwait’s room first, they are likely aware that the
♦ They did not no�ce Petri or anyone else go below Goldthwaits are thieves that discovered Amaltha’s ring.
deck during the a�ack. If confronted with the ring, the Goldthwaits plead with
♦ They have all experienced strange phenomena the characters not to turn them in as thieves.
below deck, including books being thrown in the
library, crying coming from the hallway below deck,
C5. LIBRARY
and a fire star�ng in the galley.
The small library is made up of bookshelves on two
♦ They are convinced of Tarsin’s guilt in the original
walls, with a small reading desk against the wall
murders, as he was found kneeling by the body of
opposite the door. A single book rests on the floor.
Oros, the second murder vic�m.
Clue. The book on the floor is a diary wri�en by
Tarsin. The last entries in the book recount strange
C2. THE CAPTAIN’S QUARTERS behavior by Captain Stovall, including Tarsin’s suspicion
Captain Stovall is at the helm of the ship, which is that the captain murdered Amaltha Weathersby. The
directly in front of the door to the captain’s quarters. journal claims this suspicion to be based on seeing the
While he balks at any sugges�on of allowing the captain leave Amaltha’s room the night of her murder,
characters to search his quarters, he relents if they while Tarsin was emptying trash from the kitchen. The
men�on Neville Beamright guaranteed them full access entries stop the following day.
to the ship. There is li�le of interest in the quarters, Haun�ng. The library is haunted by the angry spirit
which contain a bed, table, and chest. of Tarsin, who seeks his journal that proves his
innocence. If a character picks up the book from the
C3. CREW’S QUARTERS floor, other books in the library begin flying from the
The crew’s quarters are located in the forecastle on the shelves. Each character in the library must make a DC
top deck of the Imogen. The quarters consist of a single 12 Dexterity saving throw to avoid being struck by the
room with a series of eight bunks. Two bunks are flying books. On a fail, a character suffers 3 (1d6)
stripped of their sheets. Res�ng on a bunk is Reedus bludgeoning damage.
(they/them), a dwarven shipmate. If ques�oned,
Reedus shares the following informa�on: C6. KITCHEN
♦ One stripped bunk belonged to Tarsin, the former The kitchen is empty, but signs of dinner prepara�on
cook who was executed for the murders. are present. A bowl of chopped vegetables rests on the
♦ The other stripped bunk belonged to Oros, the counter, while a tall vat of soup bubbles on a stove.
murdered crew member. If a character enters the kitchen, the vat of soup
♦ Tarsin had a small collec�on of books that were wobbles on the stove by itself before suddenly �pping
placed in the library below deck. towards the character. The character that entered the
kitchen first must make a DC 15 Dexterity saving throw
Inves�ga�ng the Quarters. If the characters
or suffer 5 (1d10) fire damage.
inves�gate the quarters, they discover a clue beneath
Characters with a passive percep�on of 16 or greater
Tarsin’s old bunk: stuck to the springs of the bunk is a
no�ce the soup vat begin to shake on its own, giving
small patch of familiar floral fabric. A character that
them �me to warn the first character to enter the
succeeds on a DC 11 Intelligence (Inves�ga�on) check
kitchen of the danger. A character that has been warned
iden�fies the fabric as coming from the dress of
that the vat is moving makes the Dexterity saving throw
Lorna, the elderly woman that boarded the ship
with advantage.
ahead of the characters.

70 Grizelda’s Cursed Curiosities


C7. THE GOLDTHWAIT’S STATEROOM Lorna iden�fies the ghost as Oros, the second murder
The door to the Goldthwait’s Stateroom is locked. Abner vic�m. She also informs the characters that she and
Goldthwait (area D1) has the key, or a character can pick Oros are both members of a secre�ve order known as
the lock by making a successful DC 15 Dexterity check The Hallowed Dispatch, which exists to track down
using thieves’ tools. dangerous ar�facts and lock them away forever. Oros
The room is empty, as the Goldthwaits are currently was posing as a deckhand and traveling with a cursed
ea�ng in the dining room (area D1). A search of the weapon known as the insa�able blade when he was
room finds three small coin pouches with a total of 7 gp murdered. Lorna booked passage on the Imogen in an
spread among them. There are also a handful of effort to find the blade and determine if Oros’ murderer
trinkets, some of which bear the name of individuals was truly brought to jus�ce.
other than the Goldthwaits. When she arrived on the boat, she performed her
Clue. Tucked under a pillow is a ring with a small own inves�ga�on. She was unable to find the insa�able
diamond worth 50 gp. The inscrip�on on the ring reads blade, but did discover the ghost of her compatriot
“To Amaltha, with Love. Jeffrey.” This engagement ring Oros. Lorna learned from the ghost of Oros that on the
belonged to Amaltha Weathersby. first night of the trip, the insa�able blade was stolen
from his bunk. Shortly a�er, Amaltha Weathersby was
If the characters have previously encountered the murdered. When Oros a�empted to inves�gate her
ghost of Amaltha and promised to find return her killing, he was confronted by Captain Stovall, who killed
ring to Jeffrey, loca�ng the ring coupled with that Oros with the insa�able blade.
promise is enough to release her from the Releasing Oros. Lorna believes the captain is wielding
Material Plane. The ghost of Amaltha will not the insa�able blade, and warns that if he masters the
appear on the Imogen again. weapon he will be able to control the spirits the blade
created. Lorna pulls a small book from her pouch and
begins reading an incanta�on from it. The ghost of Oros
C8. LORNA’S STATEROOM slowly disappears from the Material Plane. Lorna is
The door to Lorna’s stateroom is locked. Lorna has the physically drained a�erwards, and begs the characters
key and is within the room. A character can pick the to recover the insa�able blade and ensure it does not
lock with a successful DC 15 Dexterity check using curse anyone else.
thieves’ tools.
If the characters knock on Lorna’s door, her response
depends on the extent of their inves�ga�on so far. If
C9. THE CHARACTERS’ STATEROOM
The characters’ stateroom is the same size as the
they successfully pick the door’s lock and a�empt to
others. It includes a single bed, an armoire, a chest, and
enter, Lorna will scream for help and demand they leave
a chair. There is nothing of interest to the inves�ga�on
at once. Lorna ignores any knocking at her door unless
in this room.
one of the following things have occurred:
♦ The characters discovered the scrap of Lorna’s C10. THE EMPTY STATEROOM
dress under Tarsin’s bunk (Area C3), The door to the empty stateroom is unlocked.
♦ The characters found Amaltha’s ring (Area C7) and The room is bare other than an empty chest and
released her from the Material Plane, or armoire, a chair, and a bed that is stripped of its linens.
♦ The characters discovered Tarsin’s diary (Area aC5). Sobbing on the ground is the ghost of Amaltha
If one or more of these condi�ons is met, Lorna invites Weathersby. The spirit appears to be fran�cally looking
the characters inside. Read or paraphrase the following. for something on the floor and does not respond to the
presence of the characters unless spoken to.
Amaltha is a noncombatant and doesn’t a�ack the
Lorna steps aside, ushering you into the room. Closing
characters. If a�acked, she shi�s into the Ethereal Plane
the door behind you, she smiles. “I suspected we would
at the earliest possible moment.
cross paths on this voyage. We have some informa�on
If the characters ques�on Amaltha, she explains she is
to share with you.” She raps her hand on the wall once,
looking for her engagement ring. She wants it returned
and from the floor a ghost floats into the room. The spirit
to her fiancé, Jeffrey. If the characters promise to return
is a man wearing the same garb as the deckhands on the
the engagement band, Amaltha disappears from the
Imogen. His neck has been bisected, and he makes a
Material Plane as soon as they find the ring. She has no
quiet gasping noise as he stares at you, mo�onless.
recollec�on of her murder, as the killing took place
while she was sleeping.

Curse of the Imogen 71


DEVELOPMENT Dark Recovery. When Captain Stovall reduces another
The characters eventually uncover enough clues to help creature’s hit points to zero, he regains half of his lost
them release one or more of the spirits and iden�fy hit points.
Captain Stovall as the real killer. When the characters
are ready to confront the captain, con�nue to the FINAL CONFRONTATION TABLE
sec�on �tled “Final Confronta�on.” Tier Stat Blocks

Spirits: shadow
1
FINAL CONFRONTATION Captain: thug

Spirits: specter
By this point, the characters have several clues that 2
Captain: veteran
point to Captain Stovall as being the real murderer, as
well as having a link to the spirits. Spirits: specter
3
Captain: assassin

Spirits: ghost
CONFRONTING THE CAPTAIN 4
Captain: assassin +50 HP
Night has fallen, and most of the crew have re�red for
If the captain is defeated, all of the spirits disintegrate
the evening. The deck of the Imogen is empty, including
and are released from the Material Plane.
the ship’s helm. Light is visible from beneath the door of
the captain’s quarters. If the characters enter the
captain’s quarters, read or paraphrase the following: CONCLUSION
Lorna arrives at the captain’s quarters immediately a�er
The captain’s quarters are dimly lit. In the center of the ba�le. If she didn’t reveal her iden�ty and mission
the room, the body of Orghul Thune is slumped in to the party earlier, she does so now. She asks the
a wooden chair. Blood from a fresh neck wound characters to allow her to secure the insa�able blade
soaks his clothes. Behind him, the captain faces and complete the mission of sealing it away forever.
the wall with an ornate, grim-looking sword in his If the characters refuse, she doesn’t a�empt to take
hand. “It’s ok. I can control it now. I… I can control the cursed blade from them. Instead, she warns that the
it now,” he mu�ers. weapon is cursed and will spell doom for anyone that
uses it. She also explains that her organiza�on is
commi�ed to ridding the world of this ar�fact. In the
Captain Stovall is not immediately hos�le to the
future, her organiza�on will a�empt to secure the
characters. He admits his role in the killings, blaming it
return of the insa�able blade and lock it away—
on the sword that he now holds. The captain will even
especially if one of the characters is cursed by it.
briefly answer ques�ons the characters have about his
role in the ini�al murders as well as his killing of Petri
earlier in the day. He assures the characters he is now in DEALING WITH THE CREW
full control of the sword and able to resist the urge to When the remaining crew arrive in the captain’s
kill. He also informs the characters that he cannot allow quarters, confusion erupts. If the characters lay out the
them to leave the ship given what they know. evidence that points to the captain as the killer, a
The captain begins murmuring, and spirits rise up successful Charisma (Persuasion) check convinces the
around him. The ghosts of Amaltha Weathersby, Oros, crew that they are telling the truth. Consult the Crew
Tarsin, Petri, and Orghul Thune appear behind the Persuasion DC table for the DC of this check.
captain, their eyes glowing with a strange shade of If a character previously determined that the weapon
purple. Any ghosts the characters previously released that killed Petri was not a sahuagin trident, they
from the Material Plane are not present. recognize the sword as the weapon that killed the
deckhand. Explaining this informa�on to the crew gives
advantage on the Persuasion check.
COMBAT
The difficulty of this combat encounter scales with the
CREW PERSUASION DC
level of the characters. Use the Final Confronta�on
Character Tier DC
table to determine the game sta�s�cs for Captain
1 10
Stovall and the spirits. Add the following effect to the
captain’s stat block: 2 12

3 15

4 15

72 Grizelda’s Cursed Curiosities


The crew turns the ship around and returns to port The weapon becomes a mundane object free from
regardless of the outcome of the roll. If the check is the effects of the curse for as long as it is held in the
successful, the crew is convinced of the characters’ scabbard.
story and vouches for them. If the check is unsuccessful,
the crew orders the characters to remain in their
stateroom un�l they return to port and the authori�es
THE INSATIABLE BLADE
Weapon (longsword), very rare (requires a�unement)
can decide what to do with them.
Upon their return, Neville Beamright is thrilled that
This blade is always cold to the touch. You have a +1 bonus
the spirits have been exorcised from the Imogen. He
to a�ack and damage rolls made with this weapon.
sends the characters on their way a�er paying the
Create Ghost. When you reduce a humanoid to 0 HP
reward in full.
with an a�ack using the insa�able blade, the humanoid
rises as a ghost 24 hours later in the space that the
NEW MONSTERS humanoid died. While a�uned to the insa�able blade, any
ghosts created with this ability are under your control.
Curse. The insa�able blade is cursed, and becoming
a�uned to it extends the curse to you. As long as you
remain cursed, you are unable to part with the blade
voluntarily. Addi�onally, you are unable to gain the
benefits of a long rest unless you have killed another
creature with the blade in the past 24 hours.
Remove curse or similar magic can break the curse.

NEW MAGICAL ITEMS


CURSEBREAKER SCABBARD
Wondrous Item, Rare

This magical scabbard neutralizes the effect of a cursed


sword. When a sword is placed in the scabbard, the
effects of any curse on the weapon are removed.

Curse of the Imogen 73


THE PHANTOM’S PHILTERS
An Adventure for 5th-Level Characters
Written by John Curtin, Developed and Edited by T. A. Gray and Ben Doherty

W
hen people begin to die and respawn as the young alchemist’s shop. Her masterpiece is
venomous ectoplasmic undead in the middle nearly complete: an ectoplasmic poison that
of the city, the party must track down the corrupts life into unlife in a self-replicating formula
source of these necroman�c poisonings and defeat which animates the dead and binds their will to the
the grief-stricken spirit responsible. poison’s creator.
She is hours away from the rising Blood Moon,
upon which she will retreat to the pauper’s graveyard
BACKGROUND where Beadon’s body lies, harvest the rare bloom of
Many years ago, twin siblings Agnara and Beadon ran the corpseflower in the graveyard’s Solarium of
a humble neighborhood alchemy shop together, Solace, and brew a new dose of the ectopoison in the
happily providing their community with effec�ve, hope of reviving her brother. This ritual will also
affordable po�ons. One day Beadon accidentally reanimate Beadon’s buried “neighbors,” birthing
poisoned himself while experimen�ng with rare and droves of violent zombies.
powerful necroman�c ingredients—ghostly Thankfully, Agnara does not go fully unopposed in
ectoplasm and a corpseflower bloom picked under this scheme. As twins, Agnara’s and Beadon’s spirits
the light of the Blood Moon (see “The Blood Moon remain mys�cally linked, and his powers have grown
Rises” for more informa�on on this astronomical in tandem with his sister’s. Feeling her madness and
event). A�er Beadon’s death, Agnara discovered that distress through the ether, Beadon’s spirit, now
her brother’s soul had been bound to the mortar and trapped in his alchemical vessel on a shelf in
pestle he used to create his final dra�. She went mad Grizelda’s curiosity shop, waits anxiously for some
with grief, studying increasingly extreme alchemical opportunity to stop his grief-maddened sister.
techniques to revive her twin. When the fearful
townfolk found her conduc�ng macabre experiments
on corpses stolen from the local crypts and even the
butchered remains of murdered travelers, they
burned the alchemist at the stake. Unfortunately, the
twins’ research had advanced sufficiently that death
was not the final chapter for Agnara. Empowered by
a modified version of the same poison that killed
Beadon, Agnara’s spirit bound itself to her
alchemist’s supplies as she died, allowing her to
con�nue mentally perfec�ng her formula for many
long years.
When Aurla Goldscale, an up-and-coming
dragonkin alchemist, bought the twins’ vacant shop
many years later for far less than what it should
have been worth and also found Agnara’s
alchemical supplies in a nearby curiosity shop, she
thought her luck had come in, but the true cost
would prove to be much greater than the potion
maker could have known.
Strengthened by the familiar surroundings of her
former lab, Agnara mustered enough power to
possess Aurla and complete her vile experiments in

74 Grizelda’s Cursed Curiosities


Fog hangs over the graveyard where
Agnara brings her experiment to life.

THE MOURNING MORTAR Part 1: Star�ng the Adventure. While perusing the
This mortar and pestle pair found in Grizelda’s shop are aisles of Grizelda’s Cursed Curiosi�es, the characters’
otherwise normal alchemical tools possessed by the a�en�on is drawn to an animated mortar and pestle.
spirit of Beadon. Beadon is confused and trauma�zed by Part 2: Good Help is Hard to Find. The characters are
the experience of death and ethereal a�erlife and, in the led to a residen�al basement, where they must deal
event that a character can communicate with his spirit, with an adventurer who was killed and subsequently
is nearly as lost as the characters as to what is going on. reanimated by the fraudulent “healing” po�on sold to
He can sense that his sister is nearby and unravelling him by the possessed Aurla.
mentally but can’t provide specifics. He can, however, Part 3: The Cura�ve Cauldron. The characters find the
sense the rising necroman�c ac�vity in the area and will alchemy shop that sold the po�ons, where they also
no�ce large bursts of energy as Agnara’s powers grow. find other poisoned vic�ms and, poten�ally, Agnara’s
Beadon is vaguely aware of events that happen notes about her future plans.
around the mortar and pestle and can hear normal Part 4: Wake the Dead. The characters track Agnara to
conversa�on but is considered to automa�cally fail a graveyard, where her experiments culminate in a
Percep�on checks. Beadon can respond to yes or no massive zombie plague being unleashed upon the city—
ques�ons, striking the mortar with the pestle in simple unless the characters can stop her in �me!
code to answer: one tap for yes, two taps for no.
Furthermore, as Agnara’s powers grow under the
rising Blood Moon, so too do Beadon’s. During the finale
in the graveyard, Beadon will provide alchemical aid, The Blood Moon Rises
mixing po�ons and alchemical remedies in order to aid Time here is tracked by the rising of the Blood
the heroes and put his sister to rest. Moon; as the moon rises, so too does its mys�cal
influence over the realms of spirits and undeath.
ADVENTURE OVERVIEW While the party has �me to take short rests, it will
alter later encounters as the dead begin to animate
The Phantom’s Philters consists of four parts.
Throughout the adventure, characters are pressed for and Agnara has more �me to complete her plans.
�me due to the rising of the Blood Moon.

The Phantom's Philters 75


SETTING THE ADVENTURE woman, Gamgee Farsight (neutral good halfling
Except for the introduc�on in Grizelda’s curiosity shop, commoner, she/her), is standing outside her home
this adventure takes place at numerous small loca�ons looking upset while the sounds of splintering wood and
throughout a moderately-sized fantasy city. If you sha�ering glass echo from deeper inside.
relocate this adventure to a smaller town, it should s�ll Gamgee had hired Ortgar Shaleskin, a local dwarf
be large enough to support Grizelda’s, a few alchemy turned adventurer, to help her out with an infesta�on of
shops, and a graveyard with a popula�on sizeable rats in her basement. The young dwarf happily obliged,
enough to challenge your players when the dead begin waving away her offer of healing po�ons as the
to rise. prepared adventurer had bought some of his own.
When she went down to check on him a li�le later, the
dwarf had destroyed large chunks of the basement and
STARTING THE ADVENTURE threw a wiggling rat at her! She’s been outside for only
While the characters are in Grizelda’s Cursed Curiosi�es, a couple of minutes, trying to figure out what to do and
a loud crack sounds through the shop. The character happily accepts the party’s help if they offer it.
who gets the highest result on a Wisdom (Percep�on) Li�le do Gamgee or the characters know, Ortgar is the
or Intelligence (Inves�ga�on) check while trying to find first—but far from the last—vic�m of Agnara’s renewed
the source of the noise no�ces a pestle hovering above plans. Agnara’s zombifying poison, sold as healing
its accompanying mortar. It suddenly strikes the mortar po�ons to unsuspec�ng customers, has killed Ortgar,
again, making the ear-spli�ng gunshot sound the leaving the dead flesh of the dwarven adventurer as a
characters heard earlier. Grizelda is curious but not vessel for a violent undead spirit. Gamgee Farsight’s
concerned. She is unsure as to why this piece is vision isn’t so good, so she didn’t no�ce the signs of
suddenly anima�ng, but shares that it was part of an Ortgar’s transforma�on.
alchemy set and formula book that she sold to a young
dragonkin woman just a few days ago; Grizelda did not Integrating the Adventure
recognize the woman who purchased the set, nor did
she ask where she was going or why she didn’t need the To help blend this adventure into an ongoing
mortar and pestle. campaign, the character and backstory of Ortgar
If a character picks up the alchemical instrument, Shaleskin could be replaced with a previous
the pestle rolls around in the mortar’s bowl before lower-level foe or ally with a mercenary-for-hire
stopping suddenly to point at the door like a compass bent that has outlived their narra�ve usefulness.
needle. Should the characters fail to no�ce this,
Grizelda remarks that it seems the pestle is trying to If the characters ask for resources or payment, Gamgee is
direct them. Somewhere near, Beadon feels the same happy to give them some po�ons and what gold she has.
energy that bound him to these implements and is She fetches two dusty vials and an aged leather purse
driven to inves�gate, hoping to find his sister, who he from her kitchen; they are from her old adventuring days
can vaguely sense. but the po�ons have remained potent a�er all these
Should the characters hesitate, the pestle gets more years. Use the chart below to scale for the party’s �er of
agitated, clicking and shaking un�l the party begins play.
moving in the indicated direc�on. If a character can
Tier Po�ons Gold
communicate directly with the spirit of Beadon, he is
distressed, saying he can feel a nega�ve energy nearby, 1 Two po�ons of healing 3 gp
but does not know how or why. 2 Two po�ons of greater healing 20 gp

A po�on of superior healing and a


3 100 gp
GOOD HELP IS HARD TO FIND po�on of herosim

Beadon’s pestle leads the characters down a few short A po�on of supreme healing and a
4 800 gp
po�on of vitality
and narrow streets un�l it brings them to a quiet cluster
of small, low dwellings built on top of and around each
other. This neighborhood was historically home to GAMGEE FARSIGHT’S HOUSE
dwarven construc�on teams and their families but Gamgee’s one-story house is neat and �dy, though
changing demographics and the familiar subterranean Medium-sized characters may find the dwarven-height
style of building have now made it a popular spot for ceilings feel a li�le low. The basement door leading off of
halfling and gnome immigrants to the city. One such the galley kitchen is ajar, and the sounds of Ortgar’s
con�nuing destruc�on can be heard from down the stairs.

76 Grizelda’s Cursed Curiosities


A�er Ortgar successfully defeated the rat infesta�on, A successful DC 17 Intelligence (Arcana or Religion)
he tried to heal his wounds with the disguised check made while examining Ortgar’s corpse iden�fies
ectopoisons, drinking all four when the first doses didn’t this creature as an undead animated by an excep�onally
work. The ghostly energy causes Ortgar’s veins, eyes, rare poison made from two singular ingredients: a
and mouth to glow a venomous emerald green. The corpseflower bloom harvested during the Blood Moon,
sheer volume of poison has proven too much for and ghostly ectoplasm. A creature proficient with
Ortgar’s body to contain and it has begun to bleed alchemist’s supplies has advantage on this check. The
through his skin, making him and the zombified rat strong necroman�c quali�es of both ingredients mean
corpses in his hands toxic to the touch. that this poison directly a�acks the vic�m’s soul, which
is then converted into the same venomous ectoplasmic
ENTERING THE BASEMENT solu�on. This process animates the vic�m in undeath,
The basement is trashed, with smashed barrels, binds them to and strengthens the spirit that originally
broken bo�les, and toppled shelves making the en�re provided the ectoplasm, and makes them capable of
area difficult terrain. Ortgar rages wildly and spreading the poisonous infec�on to others. While the
immediately a�acks the first creature to enter the ectopoison can also reanimate dead flesh as mindless
basement, throwing dead rats un�l he has no more to undead, the lack of spiritual essence means these
throw (there are five total), or a creature enters melee undead wouldn’t have the same empowering effects.
range, at which point he tries to poison and then bite Four empty po�on vials can be found on the
the creature. basement floor near Ortgar with a successful DC 14
Wisdom (Percep�on) or Intelligence (Inves�ga�on)
check. The po�ons’ labels iden�fy them as coming
from “The Cura�ve Cauldron,” a small apothecary a
few blocks away. If the characters don’t find the empty
po�on vials, they can find the receipt for the four
healing po�ons in Ortgar’s pocket. Failing that,
Gamgee Farsight might know of the newly-opened
shop and recall Ortgar talking about shopping there.
Gamgee begins by reminiscing about all the other
businesses that have moved in and out of that building
over the decades before casually men�oning how it
used to be an alchemy shop when she was a girl,
before the old owner was burned as a necromancer:
“Scary �mes, there was a mob and everything! I s�ll
hear her cursing the town in my dreams some�mes,
when the moon is full…”
If the characters take a short rest a�er figh�ng Ortgar,
Beadon rouses them at the end of the hour as he feels
another surge of Agnara’s energy coming from the
alchemy shop; this is the rising Blood Moon and the
ectopoison awakening the cap�ve experiments. The
surge is strong enough that Beadon can lead the
characters directly to the shop.

THE CURATIVE CAULDRON


Tier HP To Hit/DC Bite Damage Poison Damage Whether they follow the pestle, the clues of their
1 71 +4/13 6 (1d8 + 2) 4 (1d8)
own inves�ga�on, or both into the alchemy shop, it
only takes ten minutes to walk to the Cura�ve
2 135 +6/15 14 (2d10 + 3) 9 (2d8) Cauldron. The new apothecary was opened by Aurla
3 221 +8/17 26 (4d8 + 8) 18 (4d8)
Goldscale, a young dragonkin alchemist with a great
deal of ambi�on but li�le money. The scrimping
4 331 +10/19 44 (8d8 +8) 36 (8d8) entrepreneur felt fortunate to have found Agnara’s
alchemist’s supplies and journal for a deep discount
at Grizelda’s shop but didn’t realize that there was an

The Phantom's Philters 77


obsessive ghost possessing the equipment. One that commercial alchemy. A character that succeeds on a DC
would soon possess Aurla herself. Agnara has since 14 Intelligence (Inves�ga�on) check notes this absence.
taken Aurla’s body and the alchemist’s supplies to the A character proficient with alchemist’s supplies no�ces
Fields of Dignity to harvest the corpseflower and immediately (no check required). Also strange is the
complete her po�ons. bedroll in the corner of the room; Agnara made Aurla
The Cura�ve Cauldron is a small but �dy two-story rest here as the bedrooms upstairs were used for
live-above shop. The lower floor contains a small experiments. A small knapsack next to the bedroll
storefront, while the upper floor consists of living contains two po�ons of poison resistance and a jar of
quarters. There is a small basement beneath the restora�ve ointment, precau�ons that Aurla kept for
lower floor. when she worked with hazardous ingredients. A set of
stairs leads to the living quarters above, and a trap door
leads down into the basement.
CURATIVE CAULDRON LOCATIONS
The following loca�ons are keyed to the map included
with this adventure. V2. BASEMENT

V1. THE SHOP The dark, cramped basement has a dirt floor and
reeks of decay.
The first floor of the shop is divided into two ar-
eas: The small front room includes hand-drawn When one of Agnara’s experiments failed, she would
posters cataloging the contents of crates and unceremoniously toss the corpses down here. The
shelves of raw ingredients or espousing the ro�ng flesh fed a virulent patch of mold that infests the
effects of the po�ons Aurla offers. The back room basement.
is dark, its shelves weighed down with bo�les Mold. A character who succeeds on a DC 15 Wisdom
both full and empty. (Percep�on) check no�ces the thick green mold at the
bo�om of the stairs. Characters who are aware of the
mold can step over it without triggering the spores.
The shop is in good condi�on, and nothing on the first
Anyone entering the basement without avoiding the
floor looks amiss.
mold must succedd on a DC 12 Cons�tu�on saving
The Ledger. A small ledger is tucked beneath the
throw or become poisoned for 1 hour.
counter here with the records of sale. If a character
The Dead. The spiritual energy concentrated in the
succeeds on a DC 10 Intelligence (Inves�ga�on) check
place has awoken the restless spirits of Agnara’s original
while looking at the ledger, they no�ce a small star next
vic�ms from decades ago. While they aren’t bound by
to one transac�on from yesterday—four po�ons of
Agnara’s ectopoison and thus not a part of her growing
healing sold to Ortgar Shaleskin. Agnara sold him
horde of controlled undead, they s�ll a�ack the living
ectopoison, disguised as po�ons of healing, to see
on sight.
whether the toxin would overcome dwarven hardiness.
Misplaced Po�on. A character who succeeds on a DC
Tier Basement Undead Stat Blocks
14 Wisdom (Percep�on) check in the front room finds a
misplaced healing po�on on the counter shelf behind 1 Two zombies
the ledger. 2 Two will-o’-wisps

Tier Po�on 3 Two banshees

1 Po�on of healing 4 Three wraiths

2 Po�on of greater healing


V3. LIVING QUARTERS
3 Po�on of superior healing

4 Po�on of supreme healing


Once two bedrooms, the wall that divided the sec-
Missing Alchemist’s Supplies. The back room contains ond floor has been crudely removed to make a sin-
work benches, jars full of many diverse reagents and gle open space. Six dusty beds are arranged around
catalysts, and a number of drying herbs hanging from an imposing machine, bedecked with gauges and
the ra�ers—but curiously, there is a complete lack of barometric displays. On each bed lies a corpse, in-
laboratory equipment, a requirement for most at-scale travenously hooked to the alchemical pump.

78 Grizelda’s Cursed Curiosities


The Phantom's Philters 79
The bedrooms up here have been converted into a Characters who succeed on a DC 15 Wisdom
makeshi� laboratory where Agnara has been (Percep�on) or Intelligence (Inves�ga�on) check no�ce
experimen�ng with ectopoison reanima�on. The ini�al scuffing on the floor where one of the bed’s legs has
results of this latest formula, bolstered by the been repeatedly moved, thus discovering a loose
absorp�on of Ortgar’s life, were so promising that floorboard and then, beneath, Agnara’s personal
Agnara has already le� for the Fields of Dignity, the formula book and journal.
pauper’s graveyard where Beadon was buried, without Agnara’s Journal. This plain, leather-bound journal
wai�ng to see the final results. begins with tables of ingredients and formulae, with a
The corpses range in states of decay from a moldering focus on making po�ons more effec�ve and affordable.
mummified corpse smuggled here from the town Star�ng just before Beadon’s un�mely demise, Agnara
catacombs to a freshly dead vic�m a�acked by the began to add personal notes in the margins. A character
possessed alchemist in an alley in the wee hours of the who succeeds on a DC 12 Intelligence (Arcana) check
morning, but all glow the sickly green of the ectopoison recognizes that many of the reagents and techniques
coursing through their veins. The zombies animate and being used in these po�ons are most o�en associated
a�ack when a character disturbs them or inves�gates with necroman�c rituals designed to collect, preserve,
the equipment closely. and even consume souls.
If the characters needed to take a short rest a�er
helping Gamgee Farsight, the bodies have received
enough of the poison to rouse themselves by the �me
the party reach the alchemy shop; they might even
surprise the characters while they inves�gate the lower
floors of the shop.

Tier HP To Hit/DC Bite Damage Poison Damage

1* 10 +1/9 3 (1d6) 2 (1d4)

2 22 +2/10 9 (2d6 + 2) 5 (2d4)

3 101 +4/13 13 (3d6 + 3) 10 (4d4)

4 131 +6/15 22 (4d6 +8) 20 (8d4)


*: At Tier 1, reduce the number of zombies to five

80 Grizelda’s Cursed Curiosities


A character who succeeds on a DC 10 Intelligence
(History) check remembers that the Fields of Dignity is
the name of the city’s public graveyards, generally
understood to be the place of last resort to inter the
poorest members of society. Succeeding at this check by
5 or more means the character also knows about the
graveyards’ renowned Solarium of Solace, where many
unique plants from around the world are hosted,
including a rare corpseflower specimen that bloomed
for the first �me in a decade just a few days ago.
If the characters take a short rest, Beadon begins
fran�cally sounding the pestle a�er an hour passes,
sensing the build-up of spiritual energy centered on the
Fields of Dignity—Agnara has successfully brewed the
po�on with the freshly-harvested corpseflower and is
a�emp�ng to resurrect Beadon.

Upping The Challenge


If you want to provide your players with a greater
challenge or to occupy them for longer, Agnara
may have sold poison to more customers; feel
free to have an ectopoisoned zombie encounter
in the streets on the way to the Fields of Dignity,
but be mindful that the characters don’t use all of
their healing resources before the final showdown
in the graveyard.

At this point a different handwri�ng takes over the WAKE THE DEAD
journal. Eventually the party tracks Agnara to the Fields of
Dignity. Read or paraphrase the following as the
characters approach the cemetery’s gates:

The humble, cramped graveyard sits in a quiet, run-


down neighborhood at the edge of the city, and is
surrounded by low, crooked tenements that have
seen be�er days. At the center of the graveyard is a
greenhouse—the famed Solarium of Solace—that
doubles as a non-denomina�onal service chapel.

By the �me the characters arrive, Agnara has already


harvested the Blood Moon-touched corpseflower from
the greenhouse and has been brewing her latest batch of
ectopoison.
At the graveyard’s entrance, the young alchemist Aurla
lies unconscious where Agnara discarded her when she
had no further use for the possessed dragonkin. The
consumed lifeforce from the successful experiments have
animated the alchemy set that Agnara is bound to—the
table gallops about as the po�ons bubble and the burners

The Phantom's Philters 81


crackle, and flasks and vials fly around, pouring Agnara’s provide alchemical aid during the fight against Agnara.
poison into the ground, anima�ng zombies en masse as The character carrying Beadon’s mortar and pestle can
the ghost tries to find Beadon’s corpse in the packed use an ac�on to provide ingredients from a set of
pauper’s grave. alchemist’s supplies to the ghostly alchemist so that he
Given the chance, Agnara does not enter the fight can cast one of the spells listed on the table below (no
against the characters alone. She has the power to raise components required). The type of ac�on needed to
undead allies, depending on the amount of �me it takes assist Beadon is equal to the cas�ng �me of the spell
the characters to encounter Agnara. The more rests the and his spellcas�ng ability modifier is +4. If no
characters take during the adventure, the more �me characters have alchemist’s supplies, the unconscious
Agnara has to create zombie allies. Aurla has a kit on her person that may be used. Beadon
If the characters took two or more short rests this can cast all spells associated with the �er you are
adventure, Agnara has had �me to raise four running the adventure at (and lower) and can cast each
ectopoisoned zombies by the �me the characters arrive. spell once.
If the characters have taken one or fewer short rests,
Agnara has just finished the po�on and hasn’t had �me to Tier Beadon’s Spells Known
revive any zombies yet; she begins alone in the boneyard. 1 cure wounds, healing word

2 blur, invisibility
BEADON’S ASSISTANCE
3 mass healing word, revivify
Beadon’s powers have also grown as the Blood Moon
has peaked and not only can he now communicate 4 stoneskin, death ward
directly with any creature around him, he can also

82 Grizelda’s Cursed Curiosities


Tier HP To Hit/DC Bite Damage AGNARA ESCAPES
Should Agnara somehow escape exorcism in your
1 101 +4/13 6 (1d8 + 2)
campaign, the nature of her ectopoison can make her a
2 161 +6/15 13 (2d8 + 4) dangerous recurring foe. Given enough �me, she could
amass a mighty army of undead or create monstrous foes
3 259 +8/18 26 (4d8 + 8)
of terrible strength, possibly even trying to poison a whole
4 355 +10/19 44 (8d8 +8) town or city to create a horde of infec�ous abomina�ons.
She could even serve as a minion to a more powerful
AGNARA’S END villain, providing assistance in exchange for greater
A�er Agnara has been defeated, she can be exorcised resources in her obsessive quest to undo death.
from the Material Plane with a hallow spell or similar
purifying effect. If the characters do not have access to
something that could conceivably purify a ghostly
haun�ng, Beadon, controlling the pestle, can brew a
�ncture that, when applied to the possessed alchemy
lab, dispels both him and Agnara. No ma�er how
Agnara is banished, Beadon is no longer concerned
with remaining on the Material Plane once his sister is
at rest and ceases to inhabit the mortar and pestle.
With the spirits gone, the mortar and Agnara’s
alchemy lab revert to mundane objects, likely quite
damaged from the ba�le.
Aurla the alchemist can be revived. She is a li�le
worse for wear and can help explain some of the
mo�va�ons and mysteries the characters may have
missed in their own inves�ga�ons as she was privy to
many of Agnara’s thoughts while her body was
possessed.

FINISHING THE ADVENTURE


With the threat of the ectopoisoned zombies
neutralized and the spirits exorcised, the characters are
now faced with the a�ermath of the incident.

AGNARA IS DEFEATED
The city guard may be upset with the characters, finding
them at the center of a series of poisonings and a
zombie uprising, and need to be calmed down or
avoided—especially if the guards already have reason to
be suspicious of or at odds with the characters. Aurla
Goldscale may need some addi�onal help to recover
from the trauma and rigors of ghostly possession,
possibly requiring another trip to Grizelda’s Cursed
Curiosi�es for mys�cal assistance, but could become a
staunch ally for the characters in the future.
The massive outpouring of spiritual energy that
Agnara’s experiments caused could draw the a�en�on
of other powerful magic users who see the erosion of
the veil between the Material and Ethereal Planes as an
opportunity, no ma�er what danger that puts the
surrounding city in.

The Phantom's Philters 83


THE LAST VOYAGE OF
THE PLEASANT EVENING
An Adventure for 5th-Level Characters
Written by Zoe Stille Developed and Edited by T.A. Gray and Kai Linder

I
n this adventure, the characters are transported from normally be sits a ruby, which has warped and melted
Grizelda’s shop to a haunted vessel known as the over the outer edge of the telescope.
Pleasant Evening. Escape will require combat with The telescope was created by a wizard named Cobb
spirits, a thorough inves�ga�on, and expert party planning. Vander. Vander had regrets about loved ones he hadn’t
spent enough �me with in life, so he sought a way to
experience events he had missed and revisit his favorite
BACKGROUND memories with them. Upon comple�on of the viewer,
Twenty years ago, the Pleasant Evening, a ship carrying he was overjoyed at being able to see these people
five passengers, thirty crew members, and a hold full of again, but eventually the events were overwri�en by
cargo, went missing out on the high seas. The telescope more impac�ul occurrences in the loca�ons he traveled
of William Carlin, the ship’s captain, washed ashore and to, and he sold the telescope to a sea captain.
it since changed hands many �mes. However, rumor has Vander’s viewer can be used in most loca�ons to
it that every owner of the telescope has vanished in the witness an event that has occurred there in the past.
night and that, subsequently, the telescope washes These events are generally one-minute-long vigne�es of
ashore again, wai�ng for another vic�m. important or impac�ul incidents, and any given loca�on
The full truth is that Captain Carlin had grown to hate frequently has its important happenings overwri�en by
his job, crew, and passengers. He acquired a book of dark new ones. The telescope transmits all audio and visual
magic from a warlock called Novenarius and used it to informa�on from the event to any who look through the
create a whirlpool that dragged the ship under and viewfinder. While the vigne�e plays out, whoever
trapped the souls of all those aboard in a demiplane wields Vander’s viewer can move about the loca�on to
straddling the line between the worlds of the living and get different viewpoints on the ac�on, finding new or
dead. There, he could repeatedly wipe their memories hidden informa�on.
and feed off their torment and anguish. Carlin used the Addi�onally, Vander’s viewer is currently cursed by
telescope as a catalyst for this dark ritual, turning it into a Captain William Carlin, the previous owner of the
cursed lure that recurrently appears in the world of the telescope. When a person or group comes into
living to whisk new vic�ms to the Pleasant Evening. possession of the viewer, they fall into a deep slumber
If the party is to escape, they must find a way to that night and the curse transports them to the
weaken Captain Carlin’s hold on the ship and break the Pleasant Evening, where they struggle to break the
cycle once and for all. The main way to achieve this is by curse, and most likely starve in the a�empt.
arranging the perfect dinner for the Doyle family, a group
of aristocrats who were on board for a vaca�on. By giving
them a genuinely good �me, the hold of the dark
dimension the ship is suspended in will be weakened,
and that will lure the captain out for the party to defeat,
which will set the crew, the passengers, and the party
free. The party can also free themselves with a ritual, at
the cost of the souls of everyone else aboard.

VANDER’S VIEWER
Vander’s viewer is a telescope cra�ed from dark red
wood. Its four segments are ringed by painted spiders,
which appear to crawl around the sides of the telescope
when the segments are rotated, and the segments can
collapse for easier storage. Where the outer lens would

84 Grizelda’s Cursed Curiosities


The Pleasant Evening and its undead
passengers travel silently across still waters.

In this adventure, most areas have events that the way, the characters must investigate and talk to
Vander’s viewer can show described within the text. the characters aboard the ship to gather clues to
Due to the condi�ons of the ship—straddling the line determine the best possible dish and seating
between the worlds of the living and the dead—no new arrangement for the party guests.
events can be recorded, making the viewer much more Part 3: The Dinner Party. Dinner is served, and the
predictable. Outside of this adventure, the DM can characters have the chance to use what they learned
invent past scenarios the party can view. from the passengers to solve the puzzle.
Part 4: The Final Showdown. Finally, the party must
face Captain Carlin, the vengeful spirit who has trapped
GRIZELDA’S SHOP everyone on the boat using a book of dark magic.
Grizelda found Vander’s viewer washed up on the shore.
Alterna�vely, the party can retrieve the book of dark
She immediately iden�fied it as a magical item, and
magic from Carlin’s cabin and use it to escape the ship
decided to bring it back to her shop, to sell along with her
by destroying the souls of all the dead aboard.
other items. Grizelda has thus far been immune to the
curse, because technically the telescope belongs to her
shop, and curses are easily thwarted by technicali�es. STARTING THE ADVENTURE
The adventure begins when the characters enter
ADVENTURE OVERVIEW Grizelda’s Cursed Curiosi�es and browse her wares.
This Adventure consists of four parts. When the party finds Vander’s viewer, it is the sole
Part 1: Star�ng the Adventure. The adventure begins remaining item si�ng on a shelf of discounted items
when the characters are transported from Grizelda’s near the back. If asked about it, Grizelda tells the party
Cursed Curiosi�es to the �tular ship by Vander’s viewer. that there is allegedly a curse on it, but that she has
Part 2: Boarding the Pleasant Evening. After never had any trouble with it. She invites them to look
being oriented to their surroundings, the party must through the telescope. If they do, they experience a
set about doing tasks for the crew to prepare a vision:
fancy dinner for the five passengers aboard. Along

The Last Voyage of the Pleasant Evening 85


A much younger version of Grizelda stands near Due to the proper�es of the demiplane the ship is
the counter of the curio shop, a stern look on her in, living beings are unable to gain sustenance from
face. A man in a top hat hands her a set of keys. food or drink on the Pleasant Evening. This causes
Grizelda reluctantly takes the keys, as the man ex- them to waste away over �me, eventually being
its. Looking around the dusty shop, she mu�ers “I consigned to the hold and becoming a ravenous
didn’t ask for this. I never wanted my father’s undead called the Starved.
shop.” The vision fades. The Pleasant Evening is divided into four decks:
♦ The upper deck, which features the masts and
If the characters men�on the vision to Grizelda, she is sails, the poop deck, and the cabin where the
surprised by the revela�on. She acknowledges that the captain’s quarters are located.
vision the character experienced was real, but she will ♦ The lower deck, which is home to the kitchen, the
not discuss the vision or her rela�onship with her father dining room, and the si�ng room.
any further with the characters. A DC 10 Wisdom ♦ The berth, which hosts the guest quarters and the
(Insight) check informs a character that Grizelda is crew’s quarters.
deeply conflicted about the circumstances in which she ♦ The hold, which contains precious cargo and
took over the shop from. violent spirits.
Grizelda has no use for the telescope, believing that
the memories are nice but not worth spending too
much �me on. She will let Vander’s viewer go for 5 sp,
WAKING UP
but she can be persuaded to let it go for less.
You lie down and fall into a deep and dreamless
sleep. You awaken to the smell of sea air, a sickly
BOARDING THE PLEASANT EVENING green glow, and the s�ll deck of a ship. A lanky man
A�er ge�ng Vander’s viewer, the party eventually is jumping up and down, waving at you fran�cally
se�les down to rest for the night. When the party from a short distance away.
awakens, they have been transported onto the
Pleasant Evening.
The party awake on the upper deck (area B1), roused to
The Pleasant Evening was billed as a luxury passenger
consciousness by the ghost of the ship’s bosun, P.J.
ship designed for small groups of people to go on
Clapp (neutral good human commoner, he/him), a tall,
vaca�ons. In truth, it had been declining over the last
thin, white-haired man who looks to be in his 50s. P.J.
few years of its service, and the crew was struggling to
explains that he has been trapped on this ship by a
make ends meet.
curse for longer than he can remember, and that the
The last guests on the Pleasant Evening were the
party is likely trapped as well. He asks that the party aid
extended Doyle family, consis�ng of Lorcan Doyle, his
him, and themselves, in an unorthodox way: se�ng up
daughter Saoirse, his sister the Duchess Amato, and her
the perfect dinner for the ship’s guests, the Doyle
two sons, Craig and Braig. Lorcan and Amato decided
family. P.J.’s memory is fuzzy, but he knows that every
that, a�er the deaths of their respec�ve spouses, they
�me something nice has happened, like with a party or
should have a family reunion. However, the two sides of
a sing-along, he’s go�en closer to figuring out an
the family have since been at each other’s throats,
escape, and that a banquet is already being prepared,
crea�ng a nega�ve environment for the crew.
so the party can use that to their advantage. P.J. needs
Every crew member and passenger on the Pleasant
the party’s help gathering informa�on and supplies
Evening is, unbeknownst to them, dead. They are all
because he remembers li�le about the crew and the
going about their normal rou�nes, and don’t recall
passengers, and everyone has been completely ignoring
their deaths or no�ce their own bodies’ transparent
him (see “P.J. Clapp” in area B5 for more detail).
condi�on. They also refuse to believe that they are
P.J. leads the party to the dining room (area B5),
dead, developing complex jus�fica�ons for any
where he lays out the necessary ac�ons to take for the
evidence the characters may present to prove they
dinner to go off without a hitch. There are five family
are dead.
members to serve:
Outside of the ship, everything is eerily quiet. A thick
fog has blocked out the stars, and the sea lies flat like a ♦ The Duchess Amato (neutral human noble, she/
mirror surrounding the Pleasant Evening. There is no her), a wealthy widow whose husband died in a
sunlight, no wind, and no escape. mysterious accident. Currently in area B8.

86 Grizelda’s Cursed Curiosities


♦ Duchess Amato’s brother, Lorcan Doyle (lawful The party must set up this dinner by gathering
neutral human noble, he/him), a widower whose informa�on to discover the best sea�ng layout and dish
wife died in an en�rely non-mysterious accident. for each member of the Doyle clan.
Currently in area B9.
♦ Saoirse Doyle (chao�c good human noble, she/
her), Lorcan’s only daughter, a kind young woman
THE UPPER DECK
The following upper deck loca�ons are keyed to the
yearning for adventure. Currently in area B7.
map included in this adventure.
♦ Craig and Braig Amato (both chao�c neutral
human noble, he/him), the duchess’ mischievous
twin sons. Currently in area B6. B1: THE DECK
Many of the ship’s crew are out on the deck, milling
There are five dishes to be served, one for each about and trying to entertain themselves while the
member of the family: braised boar, orange peel stew, boat has stopped. Sea shan�es ring out through the
sea bass spiced with cilantro, shepherd’s pie, and clam darkness.
chowder. Dani. The first mate, and de facto leader in Captain
There are six chairs: one at each head of the table, Carlin’s absence, is Dani (neutral good dragonborn
and two on each long side. Each member of the family commoner, she/her), an ornery, musclebound blue
must receive their favorite dish and their proper seat at dragonborn. She no�ces that her crew has become
the table or they will become disgruntled. None of these sickly and asks the party to retrieve the stash of citrus
characters know exactly what they want ahead of �me. from the hold to ward off scurvy, as her crew are
frightened of something down there. If the party

The Last Voyage of the Pleasant Evening 87


men�ons Saoirse, Dani’s demeanor so�ens, but she catalyst to be used in a counter-ritual that would
refuses to talk about it with anyone who doesn’t destroy the catalyst, the demiplane, and any souls
succeed on a DC 16 Charisma (Persuasion) check to within it that aren’t tethered to a living body.
assure her they won’t tell anyone about their secret The Counter-Ritual. If the party can piece together
affair, as Saoirse’s father wouldn’t approve of his that Vander’s viewer was the catalyst used to create this
daughter marrying a commoner. On a success, Dani dimension, they can ini�ate the counter-ritual.
shares her dreams of leaving the ship with Saoirse to Successfully performing the counter-ritual skips straight
start their own orange farm. Dani can also tell the party to the Conclusion.
about how P.J. was her best friend who died in an Vander’s View. Vander’s viewer shows the party a
anchor-related accident. A successful DC 15 Charisma vision of Captain Carlin incan�ng angrily from the book
(Persuasion) check can convince her that his ghost is s�ll on the table, clutching the telescope �ghtly. The ritual
on the ship, and she can go down to try to communicate comes to a head, and there is a moment of quiet before
with him. Dani can also tell the party that the captain the ship lurches suddenly.
hasn’t le� his cabin in days.
Vander’s View. The telescope shows a big human B3: THE QUIET WATERS
man, Captain Carlin, storming off to his cabin a�er a The ocean around the ship is eerily placid, but deep
fight with Dani. below there are creatures s�ll swimming about,
including some tasty fish.
B2: THE CABIN Fishing in the Depths. There are fish below the
The doorway to Captain Carlin’s cabin is surrounded by surface, but tendrils of water ensnare any who a�empt
a thick purple ooze, which a character can push through to swim down to get them. A character must succeed
with ease. Behind the blockage sits a room that has on a DC 14 Strength (Athle�cs) check to catch any fish
been ravaged by �me, the air stale with the weight of before being thrown back onto the deck. Characters
years. The room is lined with shelves full of maps, with a swim speed or water breathing have advantage
books, and other tools for naval naviga�on. on this check.
Captain’s Log. A character who inves�gates the The Outer Bounds. Characters who try swimming out
bookshelves and succeeds on a DC 13 Intelligence into the fog are thrown back to the ship by the watery
(Inves�ga�on) check finds the journal of Captain tendrils a�er 10 minutes. Characters that try to fly into
William Carlin. In his last entry, Carlin describes a the clouds or teleport out find themselves returning to
growing hatred for his job, his crew, and his passengers, the ship.
fueled by the monotony of his life on the Pleasant Vander’s View. In this area, Vander’s viewer shows the
Evening, and by the visions he has received from wreckage of a ship being pulled down into a whirlpool.
Vander’s viewer of people saying cruel things behind his
back. He writes that he intends to use the viewer to get
back at everyone.
THE LOWER DECK
The following lower deck loca�ons are keyed to the map
Novenarius’ Book of Revenge. Si�ng on the captain’s
included in this adventure.
desk is a massive tome, open to an intricate diagram of
shapes and sigils. The opposing page describes a ritual
for summoning a whirlpool that traps the souls of those B4: THE KITCHEN
drowned by it in a cursed demiplane under the ritual The kitchen is well stocked, with some key omissions.
caster’s control, which is sustained by the torment of Del (neutral good �efling commoner, they/them), a
the souls stuck within it. The ritual requires a magical stocky, laidback �efling, runs the kitchen by themselves
object as a catalyst, which recurrently appears in the and asks the party to help them gather some
waking world to bring new creatures into the fold, so ingredients. There are fruits and spices kept in the hold
their deaths can fuel the dimension further. they require for the dishes on the menu tonight, but
The book goes on to describe the ways that this curse they warn the party that the hold “has terrible vibes.”
can be broken. The first way is for the caster to be Del also asks the party to catch some fish outside, and
defeated by the creatures brought into the tormen�ng they provide some nets to help do so.
demiplane. For this reason, the book advises they do When the characters have found all the family
not reveal themselves unless absolutely necessary. The members and gathered the ingredients for Del, they can
second way requires those imprisoned in the dimension return to the kitchen and help them cook dinner.
to have a genuinely good �me, defea�ng the purpose of Vander’s View. The viewer shows Dani hauling in a
the plane and destabilizing it. The final way requires the massive boar carcass, ques�oning why the Duchess

88 Grizelda’s Cursed Curiosities


would want such a massive meal. Del doesn’t mind challenge both boys to a game of dice or cards, which is
though, saying they relish a challenge. governed exclusively by luck. Each par�cipant in the
game rolls a d20, with victory going to the highest roller.
B5: THE DINING ROOM Winning against Craig and Braig earns their respect,
The dining room is a small but lavish banquet hall, with but they s�ll don’t reveal which twin is which to the
many candelabras and pain�ngs adorning the walls, and party. They feign ignorance if iden�fied by Craig’s mole,
a long table in the center. The table is currently set for but a successful DC 8 Wisdom (Insight) check reveals
six, despite only five being planned to dine. the truth. In addi�on, if offered any cilantro, Braig reacts
P.J. Clapp. P.J. stands in the corner, overlooking the normally to it while Craig reacts with disgust, saying it
room, and is willing to answer any ques�ons the party tastes like soap.
may have. P.J. is unique among the ship’s denizens in If asked about their family, Craig shows a bias towards
several ways. Namely, he can only interact with the his uncle Lorcan and cousin Saoirse, and Braig takes his
party, and is en�rely undetectable and intangible to mother’s side.
everyone else on board. This is because, unbeknownst Vander’s View. The telescope shows Craig and Braig,
to him, P.J. originally died a few weeks prior to the rest dressed in red and orange, having a conversa�on where
of the crew in an unrelated accident, meaning he was they refer to each other by name. Craig talks about how
already a ghost before everyone become trapped here. he’d like to become closer with Lorcan and Saoirse.
If P.J. is alerted to this, he doesn’t immediately believe Braig is dismissive, and says he’d like to be as far away
the party. Convincing him requires either a successful from them as possible.
DC 17 Charisma (Persuasion) check or tes�mony from
Dani as proof of his past. Convincing him causes P.J. to THE BERTH AND BELOW
manifest to the rest of the crew. The undersec�ons of the ship contain the quarters of
Vander’s View. The telescope depicts a previous the passengers and crew, as well as the hold, a once
night’s dinner, where the Doyles are yelling at one inconsequen�al storage space that is now infested by
another and the crew. Notably, Lorcan and the ravenous spirits of the Starved.
Duchess are right next to each other, grabbing each
other’s throats.
B7: THE CREW’S QUARTERS
When not choosing to slumber beneath the stars, the
B6: THE RECREATION ROOM crew of the Pleasant Evening sleeps collec�vely in a large
The recrea�on room sits at the stern of the ship and space below the recrea�on room. There are sixteen
features large windows that provide a view of the hammocks, most tagged with the name of a crew
ocean. The room is adorned with pain�ngs of beau�ful member, and the quarters can be divided into eight rooms
women, and decorated with fully stocked bookshelves by sliding panels and curtains, each with two hammocks
and games to play. Most prominent among these is a stacked atop one another. A few of these hammocks have
pool table near a si�ng area, and a dartboard centered people sleeping in them already.
between two pockmarked pain�ngs of mermaids. P.J. and Dani’s Hammocks. The most decorated
Craig and Braig. Craig and Braig (both chao�c neutral hammocks in these quarters belong to Dani, the first
human noble, he/him), two large nearly iden�cal young mate, and P.J., the ship’s bosun. P.J.’s hammock is filled
men dressed in green and blue, respec�vely, are with flowers and sympathy cards, while Dani’s contains
hanging out in the room playing pool. Braig and Craig lots of comfortable blankets, and Saoirse.
like to play pranks, so they are not forthcoming about Saoirse. Saoirse, a kind, refined young woman, is
their iden��es, messing around and calling each other napping in Dani’s hammock. If awakened, she can be
by both of their names. Craig and Braig are helpful to the party, revealing that her father’s favorite
uncoopera�ve when asked any ques�ons. The only way food is clam chowder and that you can tell Craig and Braig
to get them to talk about anything related to the family apart by the mole on Craig’s nose.
is to beat them in a game. Vander’s View. Using Vander’s viewer in this area,
There are a few op�ons for which game the boys can characters witness a quiet conversa�on between Dani and
be challenged to. If a character challenges them to pool, Saoirse, lying on the hammock, looking up at the ceiling.
Braig steps up and ini�ates a Dexterity (Sleight of Hand) Saoirse talks about wan�ng to strike out on an adventure
contest, with Braig adding +6 to his roll. If a character with Dani, but that she’s her father’s right hand and he
challenges them to a game of darts, Craig steps up and needs support now that her mother has passed away.
ini�ates a Dexterity (Simple Ranged Weapons) contest,
where Craig adds +4 to his roll. Finally, characters can

The Last Voyage of the Pleasant Evening 89


B8: THE QUEEN SUITE the pile. A successful DC 17 Intelligence (Arcana) check
The most lavish room on the boat is dominated by a determines what these creatures are, and that the party
queen-sized bed, with two small cots situated in the should be careful of their vampiric abili�es. Upon
corner of the room. no�cing the party, the Starved a�ack.
The Duchess Amato. The Duchess Amato, an older A�er the ba�le, the party can take the oranges
woman, lies on the bed feeling seasick. She requests from the hold, as well as the Duchess Amato’s barrel
that the party (who she assumes to be part of the of cilantro. Addi�onally, a successful DC 17
crew) retrieve a barrel of cilantro from the hold for her Intelligence (Inves�ga�on) check discovers the
son, Braig. mummified bodies of former adventurers beneath
Vander’s View. The telescope shows a fight between the floorboards. One of them has a set of plate
Craig and his mother, the Duchess. Craig is frustrated at armor, and another has a +1 longsword.
his mother’s preference for Braig, and her disdain for Figh�ng the Starved. This combat involves the
Saoirse. The Duchess insists that Braig needs support, so number of Starved detailed in the Enemies by Tier
she wants to keep him closer, and that Saoirse’s Table. Each Starved except the first one rises through
perfume makes her nauseous. the floor on their first turn in ini�a�ve. The Starved
target either the character who a�acked them most
B9: THE PRINCESS SUITE recently or the character with the fewest remaining
The second passenger suite on the Pleasant Evening is hit points.
modest but comfortable. There are two twin-sized beds,
some wall-mounted candles, a couple of chairs, and a ENEMIES BY TIER
desk for wri�ng. The room is overlooked by a Party
Stat Blocks
Tier
charmingly ugly pain�ng of a pelican affixed to the wall.
A successful DC 16 Wisdom (Percep�on) check, or a 1 One Starved.
successful DC 14 Intelligence (Inves�ga�on) no�ces
2 One Starved for each party member, as described above.
marks on the frame sugges�ng that there have been
past a�empts to take the pain�ng down. Two Starved for each party member and Drain Breath
3
can be used as a bonus ac�on.
Lorcan. Lorcan, a quiet older man of short stature,
stands quietly atop a box looking out the porthole at the Three Starved for each party member, Drain Breath
can be used as a bonus ac�on, and damage dice for
sullen sea as he paints. He is not interested in 4
Claw and Drain Breath increase to 4d8 + 3 and 8d6,
conversa�on, but if pressed he talks about the loss of respec�vely.
his late wife and how it has affected him and his
daughter. He also sprinkles in an anecdote about his late Vander’s View. Using Vander’s viewer in the hold lets
wife’s clam chowder. characters witness a tryst between Dani and Saoirse.
Vander’s View. Lorcan and Saoirse are shown discuss Saoirse opens a crate of oranges and becomes excited,
dining e�que�e to prepare her for the dinner. Lorcan as they are her favorite food. Dani talks about how
explains that the two eldest guests must sit at the heads citrus is important to prevent scurvy.
of the table.

B10: THE HOLD


THE DINNER PARTY
When the party is ready, they can assist Del in cooking
The hold is home to the ship’s cargo, including their the meals and se�ng up the guests’ chairs.
supply of citrus and the valuable luggage of the Duchess The correct meals and sea�ng arrangements are as
Amato. It is also home to the Starved, ghostly green follows:
figures frayed and emaciated by their circumstances.
The Starved are the trapped souls of the previous ♦ The Duchess Amato should sit at one head of the
travelers to be spirited away to the ship by Vander’s table, and her meal is the braised boar.
viewer. They died of starva�on and dehydra�on and are ♦ Braig, dressed in blue, sits next to his mother
now confined to the hold, where they ravenously on her right side, and his meal is the sea bass with
a�empt to devour anything or anyone who enters the cilantro.
hold, hoping for a li�le more life. When the party ♦ Craig, dressed in green, sits with Braig on his le�
enters, one Starved (see stat block at the end of this side and his uncle Lorcan on his right. His meal is the
adventure) can be seen a�emp�ng to eat a pile of shepherd’s pie.
oranges, picking them up and then pu�ng them in its
mouth only for them to fall to the floor, rolling back into

90 Grizelda’s Cursed Curiosities


♦ Lorcan sits at the other head of the table, with No ma�er how the dinner has gone, Captain Carlin
Craig on his le� and his daughter, Saoirse, on his takes full control of the ship, bending its structure and
right. His meal is the clam chowder. equipment to his will. The Pleasant Evening quite
♦ Saoirse sits alone on one side of the table, with her literally spits the party out onto the upper deck (area
father on her le�. Her meal is the orange peel stew. B1) as Captain Carlin takes his place at the ship’s wheel
and begins his a�ack. Read or paraphrase the following:
If the party has successfully paired every guest with
their correct seat and meal, the extended Doyle family
have a genuine discussion about grief and le�ng go, The walls around you begin to warp and move or-
and they come away feeling closer than ever, having ganically. The room squeezes in un�l you can’t
mended the tears in their rela�onship. Otherwise, the move, and there is a sudden lurch as you are spat
guests are disgruntled and, excluding Saoirse, lash out out onto the top deck. A loud and wicked laugh
at each other and the crew. washes over the deck like a wave, resona�ng
through the ship itself. “It’s been a good try!” Cap-
tain Carlin calls from the helm, “but on my ship, I
THE CAPTAIN AND HIS SHIP don’t take kindly to stowaways!”
At the end of the dinner, Captain Carlin reveals himself,
oozing through the walls of the dining room un�l he
Fighting the Captain. The captain uses his
takes the form of a man. If the dinner has gone well, he
weapons and his control over the ship and its
expresses his rage to the assembled guests, frustrated
equipment to attack the party. Captain Carlin’s (see
and confused at how well the event has gone, as well as
stat block at the end of this adventure) game
the way his plane has been destabilized. If the dinner
statistics are designed for a Tier 2 party but can be
has gone poorly, he cackles, taun�ng the party as he is
adjusted for other tiers as detailed in the Adjusting
empowered by the discord and dismay of the souls
the Captain table.
aboard the ship.

The Last Voyage of the Pleasant Evening 91


This fight can change depending on the previous
actions of the party. If the dinner went well, with all
CONCLUSION
Assuming the party has escaped the Pleasant Evening
of the meals and seats in the correct places, Captain
with their lives, there are a few ways the adventure
Carlin starts with 50 fewer hit points. If P.J. has been
can end:
apprised of his past, he assists the party by blocking
Counter-Ritual Completed. If the party used the
one of Carlin’s attacks every other round. If running
book’s counter-ritual to destroy the demiplane—
this adventure for a Tier 1 party, P.J. instead halves
along with Vander’s viewer and every non-living soul
the damage of one attack every other round.
aboard—they fall unconscious then awaken in a tiny,
Summoning the Whirlpool. On his fifth turn in
leaky lifeboat, with no oars and no land in sight. The
initiative, Captain Carlin begins summoning the dark
book is the easy way out, but it is not a path that
whirlpool that dragged the ship into this demiplane.
leads to reward.
On his tenth turn, the whirlpool is fully summoned
Successful Dinner Party. If the party successfully
and it pulls the ship down and destroys it, killing
put every piece of the dinner in its right place and
everyone aboard.
defeated Captain Carlin, the characters are left in
possession of the Pleasant Evening, no worse for
ADJUSTING THE CAPTAIN
wear, and can do as they please with it. In addition, if
Tier Stat Blocks P.J. has been alerted to his past, he appears on the
Captain Carlin’s maximum hit points decrease to 97 boat offering to crew it for the party.
1
(13d8 + 39). He doesn’t use his Multiattack or Rock Unsuccessful Dinner Party. If the party defeated
the Boat abilites, and his Cannon damage is cut to 27
(6d8).
Carlin but failed to put together the perfect dinner,
they awaken in Grizelda’s shop in the morning before
2 No changes. she opens, with a note from P.J. thanking them.
Five Starved join the Captain on the deck. Captain
Carlin’s hit points increase to 255 (30d10 + 90), his
3
Multiattack expands to three attacks, including the FUTURE THREADS
Cannon in his repertoire, and the Cannon attack no If the party is out at sea, there are plenty of different
longer needs to be recharged. Rock the Boat’s
damage increases to 5d8 (22).
direc�ons to cast off. If they ended up with the ship,
they can go just about anywhere they want as soon
All Tier 3 changes apply. Captain Carlin’s damage as they can find out where they are. Perhaps there
resistances become immunities, his hit points
increase to 345 (46d8 + 138), and the damage of his are other ghost ships in the thrall of Novenarius’
4
Gooey Cutlass, Rigging, and Cannon attacks increase wicked magics!
to 39 (8d8 + 3), 41 (6d12 + 2), and 72 (16d8)
respectively. Rock the Boat’s damage is increased to
Unless it was sacrificed in favor of the book, the
27 (6d8). The hit point reduction from the dinner party ends up with Vander’s viewer, a powerful
going well increases from 50 to 150. magical ar�fact with an enormous amount of
poten�al. Characters could use this to solve murders
Developments. Upon defea�ng the captain, if the or uncover all manner of secret knowledge. A
party failed to put together the perfect dinner, their window into the past can be a powerful tool indeed.
vision begins to fade. If the party is lost in a lifeboat, they’ve got to find
If the party put together a successful dinner, read or some way to get back to land, and they could
paraphrase the following: poten�ally end up in any kind of unfamiliar land. In
addi�on, whatever’s le� of the souls sha�ered to
break out of the torment demiplane may seek
As Captain Carlin melts back into the deck, a calm
revenge. There could also s�ll be the possibility of
returns to the ship. The guests and crew appear
laying them to rest.
before you, embracing each other with serene
smiles on their faces. They turn to you, and
though they remain silent, their eyes show a
gra�tude beyond words. The ghosts back away,
floa�ng into the thick fog. As you watch them
leave, a great gale descends upon the ship and
the fog is blown away, revealing a gentle sea and
a sky full of stars.

92 Grizelda’s Cursed Curiosities


The Last Voyage of the Pleasant Evening 93
HAUNTING AT TARVER FARMAn Adventure for 6th-Level Characters
Written by T.A. Gray, Edited and Developed by Ben Doherty

A THE EMPTY DISPLAY CASE


�er a family farm is repossessed, a young man
turns to necromancy to seek his revenge. The The “haunted” item this adventure is based on isn’t
characters are tasked with stopping his ritual which haunted at all. In Grizelda’s Cursed Curiosi�es, the
could summon a monster that would have ruinous characters discover an empty glass display case that
consequences for the en�re countryside. once held a straw doll. The doll is full of necroman�c
energy, and the fact that it is missing means trouble
BACKGROUND is brewing.
Mul�ple genera�ons of the Tarver family called a small,
remote corn farm home. That changed shortly a�er the ADVENTURE OVERVIEW
last surviving Tarver, a young man named Argyle, came “Haun�ng at Tarver Farm” consists of four parts.
into possession of the land. Argyle quickly received Throughout the adventure, characters might uncover
no�ce from an estate agent that a�er years of unpaid clues that help them unravel the mystery of what
taxes, the bank had purchased the property out from occurred at the farm as well as collect useful
under him. informa�on for comba�ng the spirits there.
Argyle Tarver refused to vacate. Eventually, he was Part 1: Star�ng the Adventure. The characters meet
forcibly removed by the town guards. The property was Grizelda in her curio shop, where she has discovered that
condemned, and Argyle began plo�ng his revenge from a straw doll with strong necroman�c energy has been
that day forward. stolen. She urges the party to inves�gate a farmhouse
Argyle’s primary interests were not in farming, but in where she believes the likely thief is hiding out.
necromancy. Following the evic�on, Argyle honed his Part 2: Dark Road Ahead. To reach the farmhouse,
death magic abili�es in pursuit of vengeance. His ire the characters must navigate a rural road that has
was not limited to the bank, however, as Argyle also become overrun with animated scarecrows. They also
held his neighbors at fault for not stepping in and cross paths with an estate agent that can shed light on
figh�ng the bank by his side. the sale of the property.
In recent weeks, Argyle has recovered a powerful
ar�fact that was seized during the foreclosure and
eventually sold to Grizelda’s Cursed Curiosi�es. Despite
its appearance as a simple straw doll, Argyle previously
enchanted the object to animate and take the form of a
giant construct called a scarecrow colossus upon
comple�on of a specific ritual.
With the doll in hand, Argyle returned to the
condemned family farm in secret to carry out his plot.
Since his arrival, swarms of animated scarecrows have
wreaked havoc across the countryside. While
dangerous, these scarecrows are only the first step in
Argyle’s plan for revenge. If he completes a final ritual,
the monstrous scarecrow colossus will awaken and
devastate everything in its path.

94 Grizelda’s Cursed Curiosities


Argyle Tarver plots from within the
condemned family farmhouse.

Part 3: Tarver Farm. When the party reaches Tarver APPROACHING GRIZELDA
Farm, the ritual has already begun and claimed the life If the characters approach Grizelda or inquire about the
of Argyle Tarver in the process. The characters face empty glass case, she explains that she has just
frightening monsters and disturbing haunts as they race discovered something was stolen. She explains that the
to stop the ritual unraveling before them. empty glass case in front of her previously held a straw
Part 4: Cornfield Reckoning. The adventurers are doll, but that it was no simple toy. Grizelda purchased
too late to stop the ritual from completing, and the doll at auc�on a�er sensing strong necroman�c
must face the hulking scarecrow colossus that has magic emana�ng from it. From studying the doll,
been summoned. Grizelda determined that it was cursed. She believed
the doll to be safe to keep in her shop, as the curse
SETTING THE ADVENTURE could only be ac�vated through a complicated ritual.
“Haun�ng at Tarver Farm” takes place in a remote rural
se�ng. The farm is isolated, which gives the DM op�ons VISIT FROM A FARMHAND
for where the adventure occurs in the game world. Grizelda is not the only one that knew of the straw doll’s
The adventure involves a single encounter along loca�on. Recently, a young man visited the shop,
the road to the farm. Outside of this encounter, the looking to purchase it. Grizelda informed the man that
details of the farm’s loca�on are up to you. Any the doll was not for sale; she believes this individual is
remote, rural area capable of hos�ng a corn farm is the culprit. Grizelda knows the following informa�on
perfect for this adventure. about the alleged thief:
♦ The man iden�fied himself as Argyle Tarver. A
STARTING THE ADVENTURE human in his early twen�es, Argyle claimed that the
doll was taken from his home when it was wrongly
The adventure begins when the characters enter
foreclosed on by a bank.
Grizelda’s Cursed Curiosi�es and no�ce the owner
♦ Despite claiming that it was a family heirloom,
leaning on the counter with her elbow, a concerned
Grizelda believes this is a lie and that Argyle is aware
expression on her face. In front of her is an empty glass
of the dark nature of the doll.
case with a small bit of straw at the bo�om. Grizelda is
♦ Argyle men�oned that the family farm was
helpful and answers any ques�ons the characters might
outside of town, just off a dirt road. Grizelda is able
have, but she is preoccupied with the empty case.
to provide characters with direc�ons to the farm.

Haunting at Tarver Farm 95


♦ When denied, Argyle stormed out of the store in a SURROUNDED BY SCARECROWS
rage.
♦ Due to its nature, the doll has the poten�al to
cause serious harm in the wrong hands. Ahead, the road narrows as large trees encroach
on either side. High in one of these trees, a well-
Grizelda is unsure of when the the� took place and dressed �efling wails and waves fran�cally for
cannot be certain it was Argyle that was responsible; help. Shuffling below them at the base of the tree
however, he is the only person to ever show any interest are a number of animated scarecrows.
in the glass case or the doll within.
The distressed individual clinging to the canopy is an
FINDING THE DOLL estate agent named Diligence (lawful neutral �efling
Grizelda is concerned about Argyle’s inten�ons for noble, they/them). As the party approaches the tree,
the doll, and she asks the characters to track him the �efling flails desperately and begs for assistance. If
down and return the dangerous ar�fact to her the characters draw near, the animated scarecrows (see
stewardship. She is unsure on the specific nature of the end of this adventure for stat block) will turn their
the threat the doll possesses, but the necroman�c a�en�on to the group and a�ack.
magic suffusing it could lead to catastrophe if
unleashed. Should the characters be unmoved, NUMBER OF SCARECROWS TABLE
Grizelda offers an item from the shelves of the curio
Average Party Level Number of Scarecrows
shop upon the return of the doll.
When the characters are ready to set off, con�nue 1-4 2 animated scarecrows
on to the “Dark Road Ahead” sec�on.
5-10 4 animated scarecrows

11-16 8 animated scarecrows


DARK ROAD AHEAD 17-20 12 animated scarecrows
Grizelda can easily guide the party to the loca�on of
Tarver Farm, which is just off a dirt path known as Old
Derry Road approximately 8 miles from Grizelda’s Should the characters choose to ignore Diligence and
Cursed Curiosi�es. At a normal pace, the journey should con�nue on their way, Diligence curses the party, but
take li�le more than 4 hours by foot. the scarecrows ignore them.
As the characters travel, the sky becomes overcast, If the characters defeat the scarecrows, the grateful
the temperature falls, and a s�ff wind picks up. The noble descends from the tree and introduces themself.
sounds of the city quickly fade away as the characters Diligence answers any ques�ons about Argyle Tarver or
enter the eerily quiet countryside. Tarver Farm to the best of their ability.

NOTICE OF EVICTION DILIGENCE


Diligence is well-dressed but disheveled. The �efling
serves as a land agent and has been tasked with
Trees dot both sides of the dusty dirt road. Some tracking down Argyle Tarver and serving him with some
have no�ces posted on them, reading “EVICTION per�nent paperwork. Diligence was a�acked by a group
NOTICE: Tarver Farms.” On the nearest tree, there of animated scarecrows but was able to climb a tree out
is a dagger driven into the center of the no�[Link] of their reach.
markings are smeared across the wrinkled yellow- The �efling waited pa�ently in the tree for hours un�l
ing paper. the characters came to their aid.
A representa�ve of the bank that foreclosed on the
Characters who inspect the dagger-pinned notice property, Diligence is searching for Argyle Tarver to
recognize the red markings as blood. The blood is provide him with a le�er explaining the foreclosure was
smeared by hand to spell a single word: “PAY.” A made in error. A�er their encounter with the
character who makes a successful DC 10 Wisdom scarecrows, Diligence is no longer interested in tracking
(Medicine) check determines the blood is relatively down Tarver and will not travel to the farm under any
fresh—it was left here within the last 24 hours. circumstances. They willingly offer the le�er to the
characters to deliver to Tarver on the bank’s behalf.
If the characters ask Diligence about Argyle Tarver,
they share the following informa�on:

96 Grizelda’s Cursed Curiosities


The typical sounds of agriculture are conspicuously
absent. Instead, the characters no�ce an unse�ling
silence as they approach the farm. A character who
succeeds on a DC 10 Intelligence (Nature) check notes a
complete lack of birds or other small creatures, possibly
due to the sudden or increased presence of predators.

ARGYLE’S RETURN
By now, the characters are likely aware that Argyle
returned to Tarver Farm, given Grizelda’s warnings and
the bloody wri�ng found on the evic�on no�ce.
Argyle came home to the farm in secret weeks ago.
He takes great care to stay out of sight and has spent
most of his �me in the cellar preparing for the ritual he
intends to unleash. Prior to stealing the straw doll from
Grizelda’s, Argyle also used the shed to create
scarecrow minions to unleash on the unsuspec�ng
DILIGENCE countryside. Now his a�en�on is squarely on
comple�ng the ritual and gaining his revenge.
Unfortunately for Argyle, the ritual has not gone
♦ Tarver had always claimed that the debt a�ached
according to plan. While Argyle successfully ini�ated
to the farm was based on an error in the bank’s
the ritual, he underes�mated the toll it would take on
records. An inves�ga�on by the bank concluded he
his body. By the �me the characters reach the cellar
was correct.
below the house, his lifeless body is sprawled on the
♦ The results of the inves�ga�on only came to light
floor beside the cursed doll. A haunt created by the
months a�er Tarver was removed from the property.
sudden death of Argyle protects the doll un�l the
♦ Tarver had repeatedly made threats to the bank,
ritual completes.
to the point he was not allowed on the premises.
♦ On his last visit, a bank employee heard Tarver
promise revenge not only on the bank but on his APPROACHING THE FARM
neighbors, none of whom stood up for him. Tarver Farm comprises the main farmhouse, an
Diligence has never been to the farm and cannot offer outhouse, and a small shed. These structures are built
any addi�onal informa�on about Argyle. They are around a circular yard that has a small well in the
desperate to leave the area and offer the characters 5 middle. As the characters approach, read or paraphrase
gp to abandon their quest and escort them back to the following:
town. If the characters refuse, Diligence has�ly leaves in
the opposite direc�on of Tarver Farm. The farm has seen be�er days. Weeds tangle
around the base of the well, and the corn fields
have not been a�ended in some �me. The single-
TARVER FARM story farmhouse itself appears abandoned, with
As the characters travel, signs of civiliza�on fade, with several windows sha�ered. A rocking chair is
forests transi�oning to farmland. An hour a�er the �pped on its side atop the porch, and the front
characters’ encounter with the scarecrows, read or door hangs open ominously.
paraphrase the following:

The heavily wooded forests give way to farmland.


A narrow path branches off the road to the east—
beside it rests a small hand-painted sign that reads
“Tarver Farm” with thick, green vines snaking
around the post. In the distance, a small farm-
house rises above the unkempt cornstalks.

Haunting at Tarver Farm 97


98 Grizelda’s Cursed Curiosities
RVER FARM LOCATIONS T5. SHED
The following loca�ons are keyed to the adventure map.
This weathered shed is packed full of rus�ng farm
T1. OVERGROWN FIELDS equipment. Pitchforks, watering cans, plows, and
Fields full of tall cornstalks surround the farmhouse. empty barrels are piled against the walls. At the
Weeds and grass grow up around the crops, with rear of the shed is a work bench with an oil lamp
some of the plants beginning to choke out the path hanging overhead. Seated in a tall chair next to the
leading from the road. work bench is a scarecrow.
Signs of Life. Characters who inves�gate the
cornfield no�ce that almost the en�re harvest was The scarecrow is inanimate. Argyle planned to
le� to rot a�er the evic�on. Spoiled ears of corn lie animate this scarecrow prior to recovering the straw
on the ground, while other plants remain doll, but now the ritual has his full a�en�on. A
unharvested and overgrown. A successful DC 14 character that inves�gates the table finds a piece of
Wisdom (Percep�on) check determines that a small parchment with instruc�ons for anima�ng the
sec�on of the field has recently been harvested, scarecrow. The process is nearly complete, with only
however. This was done by Argyle, for sustenance one final step remaining.
while hiding out at the farm. Anima�ng the Scarecrow Minion. The final step to
anima�ng the scarecrow involves an act of sacrifice. A
T2. ABANDONED WELL character must willingly suffer a wound grievous
enough to deal 1d4 damage before smearing the blood
The dirt path from the main road circles a crum- from the wound across the scarecrow. This damage
bling stone well at the center of the farm. Dangling cannot be reduced in any way. A�er one minute, the
from a frayed rope, a bucket swings slightly in the scarecrow minion is animated and ready to receive
chill breeze. commands.

The pulley system for the well is func�oning, but the


well is dry. It descends 30 feet below the surface, before
Controlling the Scarecrow Minion
ending in a 5-by-5-foot cavern of stone and dirt. If the characters complete the anima�on process,
Lost Gold. At the bo�om of the well is a rusty metal the scarecrow minion is at their disposal. You can
box containing 25 gp. find the stat block at the end of this adventure.
The scarecrow minion is loyal to its creator—
defined as the creature who sacrificed their blood
T3. OUTHOUSE
to animate it—and follows simple commands. The
The dilapidated outhouse is as nondescript as it is
creature is under the control of the creator for 24
unpleasant.
hours, at which point it reverts to an inanimate
scarecrow. It can’t be reanimated by the same
T4. PORCH method again. If the scarecrow is reduced to 0 hit
A wooden porch is set against the front of the points, it is destroyed.
farmhouse. The porch has two cracked stairs while
the awning overhead sags from accumulated
rainwater.
Doors. Two doors on the porch lead inside the
farmhouse. The front door is slightly ajar and opens
into the living room (area T6). The second door, at
the back of the house, leads to the kitchen (area T7).
This back door is closed but unlocked.

Haunting at Tarver Farm 99


T6. LIVING ROOM T8. BEDROOM

The farmhouse’s living room is in shambles. Despite some debris on the floor and damage to
Smashed and splintered wood is sca�ered about the walls, the bedroom shows signs of recent
as the remnants of a table. Small holes fill the exte- use. The bed is neatly made with clean linens.
rior western wall. A large, water-stained couch Nearby, a small desk is empty save for a leather-
rests against the south wall. Rat droppings carpet bound journal.
the floor.
The leather journal on the desk belongs to Argyle
When the characters enter this room, one of the Tarver. Inside, Argyle recounts his grievances with the
armrests on the couch moves slightly. A character who bank for seizing the farm based on a clerical error. He
approaches the couch discovers it is infested by hungry vows revenge, with the journal specifically men�oning
rats that immediately a�ack. Refer to the table below to perfec�ng a ritual that conjures animated scarecrows.
determine the appropriate stat block for your party’s With the doll back in his possession, Argyle writes that
level. The rats fight to the death. he is confident he can create an enormous construct to
crush his enemies. The journal also notes his inten�on
RAT SWARM SCALING TABLE to protect the doll at all costs, as the destruc�on of the
Average Party Level Rat Swarm Stat Block doll ends the ritual.
Treasure. Characters who search the room discover a
1-4 1 swarm of rats small leather bag underneath the bed. The bag contains
5-10 6 swarm of rats 40 gp, a component pouch, and a scroll of false life.
4 dire wolves; replace Pact Tac�cs
11-16
with damage resistances, condi�on T9. DINING ROOM
immuni�es, and Swarm trait from
swarm of rats stat block
The dining room is in disarray. The long dinner ta-
8 dire wolves; replace Pact Tac�cs
with damage resistances, condi�on ble sags in the middle, and most of the chairs are
17-20
immuni�es, and Swarm trait from sha�ered. Trash li�ers the floor.
swarm of rats stat block

The dining room was ransacked by looters a�er the


T7. KITCHEN
evic�on. There are no signs of recent use as Argyle did
not enter it at any point a�er his return.
The kitchen is a wreck: the floor is covered with
smashed plates and broken glass. Doors have been T10. CELLAR
torn from cabinets and the cupboard ransacked.

A strong wind swirls throughout the cramped cel-


Characters who inves�gate the kitchen no�ce that,
lar. On the floor in the center of this damp room
despite the damage elsewhere, the kitchen table is in
lies a straw doll. Sprawled beside the doll is the
fine condi�on. The table is free from debris, and is
body of a young man.
currently set with a single knife, fork, and plate.
Argyle eats his meals in the kitchen but otherwise
avoids the room.
Trap Door. The trap door to the cellar is not
concealed. Any character entering the room
immediately no�ces a wooden hatch with a round
metal handle. The trap door leads to the cellar (area
T10) below.

100 Grizelda’s Cursed Curiosities


The body in the cellar belongs to Argyle Tarver, who was
killed during the process of enac�ng the ritual. Tarver’s
CORNFIELD RECKONING
If the characters fail to stop the ritual in �me, read or
death created a powerful haunt in the cellar. The haunt
paraphrase the following:
exists to protect the straw doll un�l the ritual is
complete. The haunt is the source of the strong wind
whipping through the room which forms a protec�ve The swirling wind emana�ng from the doll stops
shell around the doll, making it impossible for the abruptly, and an uneasy calm falls over the cellar.
characters to reach it, interact with it, a�ack it, or target Suddenly, the straw doll shudders, then shi�s
it with spells. The shield cannot be dispelled, and it again. An arm swells, then a leg. It begins to grow
absorbs any damage that the straw doll might otherwise in size, with dried hay seemingly pouring from its
take. The doll cannot be destroyed or removed un�l the sides. Ro�en pumpkins tumble from the growing
haunt is neutralized. pile of hay. It expands rapidly, approaching the
Time Limit. When the characters enter the cellar, height of the ceiling in a ma�er of moments.
the ritual requires six rounds to complete. If the
haunt is not neutralized and the straw doll not With the ritual complete, the pile of straw begins
destroyed within those six rounds, the ritual transforming into the scarecrow colossus. The party has
completes and the doll begins transforming into a two turns to escape the cellar and an addi�onal two
scarecrow colossus. See the “Cornfield Reckoning” turns to exit the farmhouse. A creature that fails to exit
sec�on to con�nue the adventure. in �me is thrown from the house and takes 1d10
bludgeoning damage. Once the characters exit the
farmhouse, read or paraphrase the following:

The decaying farmhouse trembles as hay and pu-


trid pumpkins spill from the doors and windows.
The roof bulges, then tears apart as the mound of
hay rises into the sky. From the wreckage of the
farmhouse, a head forms from hundreds of pump-
kins. Pulling free of the hay pile, a giant scarecrow
emerges, its hateful, glowing eyes locked on all of
you.

FIGHTING THE SCARECROW COLOSSUS


If the characters remain at the ruins of the farmhouse,
the scarecrow colossus a�acks. Use the following table
to determine the appropriate stat block.

SCARECROW COLOSSUS SCALING TABLE


Average Party Level Stat Block
1 scarecrow minion; increase hp to 65
1-4 and Armor Class to 14

5-10 1 scarecrow colossus

1 scarecrow colossus; increase hp by


11-16 100, and alter Mul�a�ack to give
three slam a�acks

1 scarecrow colossus; increase hp by


100, and alter Mul�a�ack to give
17-20
three slam a�acks, and recharge
Terrifying Screech on a 4, 5, or 6

Turn to the “Conclusion” sec�on once the characters


defeat or flee from the scarecrow colossus.

Haunting at Tarver Farm 101


102 Grizelda’s Cursed Curiosities
CONCLUSION
The outcome of the adventure depends on whether or
not the characters manage to exorcise the haunt and
stop the ritual before it completes and their ac�ons
therea�er if they did not.

STOPPING THE RITUAL


If the characters stop the ritual before it completes, the
scarecrow colossus is never summoned and the danger
is avoided. All of the scarecrows created by Argyle
become inanimate once the ritual fails. If the characters
completed the anima�on process for the par�ally-
animated scarecrow in the shed, it deac�vates with the
rest of them.
If the characters return to Grizelda’s Cursed
Curiosi�es to update Grizelda on what happened, she is
thrilled at the outcome. If the characters inform her of
the animated scarecrow minions, she explains that
hal�ng the ritual likely prevented the crea�on of a much
larger, more terrifying construct. Grizelda offers the
characters a discount any �me they return to the shop
and reaches out to them any �me she encounters a
threat she believes they are capable of handling.

DESTROYING THE COLOSSUS


If the characters destroy the scarecrow colossus a�er
failing to stop the ritual, it collapses into a pile of
ro�en pumpkins and dried corn husks. While the
colossus is no longer a threat, other scarecrow
minions Argyle created s�ll wander the countryside.
If the characters animated their own scarecrow a�er
discovering Argyle’s work in the shed, the construct
may con�nue to serve as an ally for the characters for
STR DEX CON INT WIS CHA
as long as they wish. A future plot hook could involve
a local farmer hiring the characters to deal with the
11 �+0� 13 �+1� 11 �+0� 10 �+0� 10 �+0� 13 �+1�
threat posed by the rogue scarecrow minions.

RUNNING FOR DEAR LIFE


If the characters fail to stop the ritual in �me and do not
destroy the scarecrow colossus, Argyle’s plan for
revenge is set in mo�on. The creature wreaks havoc on
the countryside, targe�ng the farms owned by Argyle’s
neighbors—and later the bank—for destruc�on.
As a future plot hook, Grizelda might have the
characters revisit the area near Tarver Farm in hopes of
destroying the colossus once and for all. Alterna�vely, if
the characters do not return to Grizelda’s Cursed
Curiosi�es, one of the owners of the nearby farms
might contact the group and offer gold in exchange for
stopping the rampaging construct.

Haunting at Tarver Farm 103


HAVERLEY HOUSE
An Adventure for 7th-Level Characters
Written by Cat Evans edited and developed by T.A. Gray and Kai Linder

I THE DEED TO HAVERLEY HOUSE


n “Haverley House”, the characters acquire the deed to
a long-abandoned manor house. While inves�ga�ng This adventure begins with a document found in
this mysterious manor, the characters must contend Grizelda’s Cursed Curiosi�es: the deed to Haverley
with a mob of angry spirits looking for revenge against the House. The deed is a single handwri�en page with a
owners of the home, whose predecessors made their lives wax seal, plus a second sheet of paper naming the
a living hell for genera�ons. former owners of the house. The deed isn’t haunted,
nor is it magic in nature. It’s a mundane legal
BACKGROUND document—but the house it grants possession of is
very much a curse.
In Grizelda’s Cursed Curiosi�es is a discarded deed that
Three parts of the deed are worthy of special
names one of the characters’ ancestors as owner of
a�en�on. The first is the list of former owners: one
Haverley House. Grizelda gives the deed to the
character recognizes a name on the list as a rela�ve of
character, allowing them to do what they will with the
theirs, giving them claim to Haverley House beyond
former home of the Haverley family.
simply purchasing the deed. The second is the list of
Unknown to Grizelda or the characters, Haverley
items not to be removed from the house, which
House holds a haun�ng history. The Haverley family had
includes each of the Haverley ghosts’ anchors and can
lorded over the nearby village of Havers Heath for
help locate them if they’re struggling in Part Three. The
genera�ons, their cruelty and mistreatment destroying
third is that someone has scrawled a warning on the
the lives of the locals. Though the family eventually fell,
deed, which reads: “BURN IT TO THE GROUND AND LET
their cruel spirits remained, and so did the vengeful
THE DEVIL TAKE THEIR WICKED SOULS.”
ghosts of the mistreated villagers. The en�re village is
haunted, and they have been wai�ng to march on
Haverley House. ADVENTURE OVERVIEW
To survive, the characters must fend off the spirits The characters obtain the deed to Haverley House at
inside and outside of the manor house. If Haverley Grizelda’s, then the adventure picks up again when they
House is s�ll standing at the end of this adventure, the visit their new property.
characters have a home base they can use for the Part 1: Star�ng the Adventure. The characters
foreseeable future. discover the deed to Haverley House in Grizelda’s
Cursed Curiosi�es. One of the characters learns their
family history is �ed to the estate.
Part 2: Havers Heath. The characters reach the village
near the house and have an opportunity to ask
ques�ons about their new asset and get a feel for the
area. They learn the former owners terrorized the local
popula�on with cruelty and violence un�l the family
died out—and good riddance to them.
Part 3: Home Sweet Home. The characters explore
the house itself, encountering its spectral inhabitants.
During their explora�ons, the ghosts of Havers Heath
besiege the house, intent on wiping out the new
owners before they can con�nue the Haverleys’ legacy
of wickedness.
Part 4: Haves and Have-nots. The characters fight off
the besieging spirits while looking for ways to resolve

104 Grizelda’s Cursed Curiosities


Ghosts of villagers storm
Haverley House.

the haun�ng. This chapter offers several possible Silas Fairbrass. Silas (neutral evil wight*, he/him) is a
resolu�ons, including raising the ghosts of the Haverleys gaunt, dour, man in his late six�es. He doesn’t have a
to pay for their crimes, properly burying the remains of good word to say about anyone, but he’s especially
their vic�ms (who are also the leaders of the spectral scathing about the Haverleys. Silas operated the mill.
mob), or simply destroying the house. The outcome is A�er he got into a dispute with the Haverleys, his landlord
fully in the players’ hands. Bartram Haverley burned down his home and the mill.
*Silas also has the ghost’s Incorporeal Movement trait.
The Caretaker. The Caretaker (neutral specter, they/
DRAMATIS PERSONAE them) is a tall, androgynous figure with light brown skin,
The following characters appear in this adventure. delicate features, and a so�, musical voice. They take
Father Cur�s. Father Cur�s (lawful neutral wraith, he/ care of the house, and desire a quiet, stress-free
him) is a young, sharp-featured man with thinning hair existence. They’re a neutral observer and poten�al
and fierce blue eyes. He chooses his words carefully and informa�on source for the characters.
strives to be accurate and measured in his thoughts and The Surgeon. The Surgeon (neutral evil mummy*, he/
deeds—except when it comes to the Haverleys. When him) is a stocky man with a jovial expression, thick
talking about the family, he becomes angry and animated, mu�onchop whiskers, and a precise way of speaking. He
and doesn’t hide how strongly he detests them. He’s seen considers himself socially and intellectually superior to
the impact the Haverleys had on the village, though almost everyone he meets, and his inferiors of no use
they’ve never harmed him personally. except as subjects for the sadis�c experiments he carries
Nancy Galloway. Nancy (neutral ghost, she/her) is a out in the basement.
fat, red-haired woman who’s fas�diously clean and neat. * The Surgeon looks like a semi-solid human man but uses
She’s quiet, withdrawn, and shy about her eyepatch, but mummy sta�s�cs, plus the Incorporeal Movement trait.
she takes no nonsense and stands up to anyone rude or The Twins. Angela and Sissy (chao�c evil shadow*,
bullying. Nancy was a maid-of-all-work at Haverley House. she/her) are the ghosts of two angelic-looking girls whose
She le� a�er Rebecca Haverley beat her so severely she curly blonde hair is irretrievably tangled together, turning
lost an eye and locked her in the cellar for two days as them into one en�ty. They play malevolent pranks on
punishment for some trivial slight. visitors and lure them to the nursery to play lethal games.
* Increase their hit points to 32.

Haverley House 105


They’re Just Like Us
The inhabitants of Havers Heath are all undead
spirits. However, there are no tell-tale signs that
the villagers are ghosts. Treat them like living
characters for the first part of the adventure.

Havers Heath has the following landmarks:


The Duck Pond. The weed-choked pond at the centre
of the village. A stream leads from it to the Old Mill.
The Ducking Stool. The warm and cozy local inn. The
best place to get food and drink, informa�on, and
direc�ons to Haverley House. A few villagers are
inside, ea�ng and drinking. The acous�cs are odd:
voices are oddly quiet and sound echoes.
The Old Mill. A burned out, derelict windmill that
looks like it’s about to collapse.
The Sta�on. A �ny stagecoach sta�on with a single
pla�orm. It has no staff. The coach arrives late in the
a�ernoon and departs within the hour.
All Saints Church. A small, decrepit church encircled
by a dispropor�onately large graveyard. It’s freezing
cold inside and lit by a few dripping candles.
If the characters knock on the doors of private
STARTING THE ADVENTURE homes or the closed, locked general store, the
The deed to Haverley House is near the front of the residents eventually answer and—unless the
Grizelda’s curiosity shop, inside a crate of old books, characters are aggressive or threatening—invite
small pain�ngs, and gaudy, damaged ornaments. These them in out of the rain.
items originated from Haverley House, though they’ve
passed through several curio dealers’ hands since then.
Characters with any connec�on to high society infer the VILLAGERS
items’ original owner had a lot more money than taste. Over one hundred ghosts haunt Havers Heath. Most of
Even so, Grizelda is willing to let the items go for a them are farmers, laborers, and other common folk.
frac�on of their true value. Use the commoner stat block if needed. Appropriate
If the characters inspect the deed’s list of owners, one names include Anna, Amos, Eleanor, Francis, Harold,
of them recognizes the name of an ancestor. If they Miriam, and Seymour.
men�on this connec�on to Grizelda, she gives them the Introduce Father Cur�s, Nancy Galloway, and Silas
en�re crate for free, telling them it belongs to them. Fairbrass, as they’re the ghosts who later lead the mob
She urges the characters to visit the property, but warns to Haverley House.
them that the deed has remained unclaimed for so long Every villager offers the characters the same
due to rumors that Haverley House is haunted. informa�on:
♦ Haverley House is best avoided. Nothing good
ever happened there, and it’s haunted by the vile
HAVERS HEATH family who resided there.
The village of Havers Heath is small and isolated, the ♦ The Haverleys were a bad lot. They extorted,
last stop on a stagecoach line serviced by one coach oppressed, and hurt the villagers who relied upon
each day. The ancient town sits atop a swathe of wind- them. They wrung every penny they could out of
blasted moorland. The buildings are made of dark, local local businesses and mistreated their staff. As
stone and constructed to keep out the cold and wind. landlords and employers, they held the power of
They’re grim and forbidding, and the streets are quiet. A life and death over the villagers.
few figures move quickly between buildings, hunched ♦ See also “Rumors” and “Ghosts.”
over to protect themselves from the steady, cold rain.

106 Grizelda’s Cursed Curiosities


RUMORS The two-story manor house is set on two acres of
Whenever the subject of the Haverley family or grounds enclosed behind a moss-covered stone
Haverley House comes up, roll on the Rumors table or wall. The wall is in disrepair: it’s crumbling, and in
choose a result. The villagers firmly believe all six some parts enough has fallen away that a person
rumors are true. could step over it. The gardens within are land-
scaped and formal, and while they’re a li�le over-
HAVERLEY FAMILY RUMORS grown, they’re clearly being maintained.
d6 Result

1
Margaret Haverley celebrated her birthdays by dining on
the roasted flesh of a servant. HOME SWEET HOME
In this part of the adventure, the characters explore
The twins, Avery and Sissy, lured village children into a
2 secret garden and murdered them in bloody, twisted
Haverley House, encounter its caretaker, and learn
‘games.’ more about the former owners. It ends when the
characters see the spectral horde of villagers
Ligeia Haverley used to bathe in the blood of young
3 advancing on the home.
servant girls.

The Haverleys taxed the village into poverty to cover


4
gambling debts and blackmail payments.
The Ghosts of Haverley House
Darwin Haverley used to sew shut the lips of servants who
5 The restless spirits in this adventure aren’t
sassed him.
destroyed by simple violence alone. When
The Haverleys were all devil worshippers who couldn’t set
6 they’re reduced to 0 hit points they dissipate—
foot in a church.
but they reform minutes or hours later (at the
GM’s discre�on). The characters can
GHOSTS permanently destroy the spirits in this adventure
The villagers are also keen to tell the characters about by finding and destroying the anchors that
all the ghosts they’ll encounter at Haverley House. Even binding to the world.
in a short conversa�on, the villagers are quick to bring
up at least one ghost. When that happens, roll on the
Ghosts table or choose a result.
MEETING THE CARETAKER
When the characters enter Haverley House, they
GHOSTS
encounter the Caretaker. This mee�ng typically occurs
d6 Ghost in the mee�ng hall, but the Caretaker always meets
The Spurned Lover, who walks the roof looking for a vic�m the characters in the first room they enter. The
1
to push to their death. Caretaker is startled and suspicious of the intruders,
2 The Twins, two children looking for playmates. but when the characters present the deed or explain
themselves, the Caretaker accepts their story
The Surgeon, an amateur anatomist who conducts sinister immediately. They are uncomfortable but polite. They
3
experiments.
graciously depart to make up some bedrooms and
The Dowager, a ghost who becomes murderous when she
4
takes offence at any imagined sign of disrespect.
arrange a meal.
If ques�oned on the village or the house, the
The Beauty, who en�ces vic�ms into her bedroom to drain Caretaker knows the following informa�on:
5
their life from them.
The Village. “Ah, you’ve seen the village. I’d
The Butler, who a�empts to chase visitors out of the house recommend giving it a wide berth. There’s no love
6
before tragedy can befall them.
between village and house.” The Caretaker does not
elaborate.
The Haverley Family. “A complicated subject, I’m
APPROACHING HAVERLEY HOUSE afraid. The house can tell you more than I could, I think.”
When the characters are ready, they can make the short Unless the characters are rude or hos�le to the
walk to Haverley House. The trip takes just under half an Caretaker, they’re on the group’s side when the
hour, and the road is in notably poor condi�on. Once villagers arrive. They follow direc�ons and answer
the characters arrive at Haverley House, read or ques�ons about the house and the Haverleys honestly
paraphrase the following: and accurately from this point on.

Haverley House 107


108 Grizelda’s Cursed Curiosities
HAVERLEY HOUSE LOCATIONS on the table can break free of the ro�en manacles with
The following loca�ons are keyed to the map contained a successful DC 13 Strength check.
in this adventure. Anchor. The Surgeon’s waterlogged notes are the
anchor used to bind him.
Exits. There are two ways into and out of the basement,
A1. SERVANTS’ PASSAGES the first is a steep staircase leading down from the kitchen
The servants’ passages run through the en�re house.
(area A8). The second is a clearly visible trapdoor near the
They’re cramped and thick with cobwebs (which are in
outer wall of the house, on its north side.
turn thick with spiders). Discreet doors in every room
lead into the passages.
Finding and Naviga�ng. Finding the servants’ A3. ENTRANCE HALL
passages for the first �me requires a successful DC 14 A wide staircase leading upwards dominates the grand
Wisdom (Percep�on) check. Spo�ng doors in addi�onal entrance hall. Haverley ancestors peer disapprovingly
rooms requires another successful DC 10 Wisdom down from larger-than-life portraits around the walls.
(Percep�on) check for each new door. Naviga�ng the
servants’ passages to a par�cular room requires a A4. SITTING ROOMS
successful DC 12 Wisdom (Survival) check. The first floor has three si�ng rooms: the red, green,
The Twins. The Twins use the servants’ passages to and coastal rooms, named for their decora�on. They’re
scurry through the house. Whenever a character enters tastefully decorated, supremely comfortable, and might
the passages, roll 1d20. On a result of 1–5, they have been fashionable a hundred years ago.
encounter The Twins; on a 6–10, they hear ghostly The Twins. The Twins peer at the characters from
giggling and running footsteps nearby; on a result of behind furniture, giggling and whispering together un�l
11+, nothing happens. When encountered, the Twins they pluck up the courage to ask the characters to play
invite the characters to play. If a character agrees, The with them. If the characters agree, the Twins lead them
Twins lead them to the nursery (area B9); if not, they to the nursery (area B9). If they refuse, the Twins
depart giggling excitedly and, within minutes, the vanish. For the next 10 minutes, bad luck follows the
character stumbles into a Juvenile Prank. characters: they stumble, hurt themselves on anything
Juvenile Pranks. Characters who won’t play with the sharp or piercing nearby, and drop breakable items; a
Twins get pranked. If their passive Percep�on is 14 or nearby children’s toy causes every accident (for
lower, they don’t no�ce a tripwire strung across their example, the characters trip over the toy and fall on
path. The wire requires a successful DC 11 Dexterity something dangerous).
check with thieves’ tools to disarm. If triggered or not
disarmed successfully, a sack full of 1d6 swarms of A5. LIBRARY
insects tumble down on the character’s head. The library is a sprawling collec�on of books and objets
d’art, all neatly organized according to a card index on a
A2. BASEMENT marble-topped table near the door.
The basement fully occupies the space under the house. Spiritualist Tomes. The library contains several books
It’s 10 feet deep and flooded with a foot of stagnant of spiritualist theory and ritual, including informa�on on
water. The floor is stone, made slippery by a layer of how to summon, bind, and destroy ghosts. See the
decades-old sludge. Rats chi�er and scratch in the walls. “Ritual” sidebar.
The Surgeon’s Lair. A solid wooden table with The Surgeon. Characters who take �me to peruse the
manacles affixed to top and bo�om stands in one corner books sense someone standing behind them. This is the
of the basement. Two rusted metal cages stand nearby, Surgeon, a ghost with such a presence he’s semi-solid
just large enough to hold an adult human (on their within the walls of Haverley House.
knees). A cupboard holds thick stacks of paper fused He asks ques�ons (e.g., “where did you go to school,
together by the water. A few phrases remain legible, old fellow?” or “have you encountered Rumney’s
hin�ng at unspeakable experiments on live subjects. theories on the vascular system?”) to appraise whether
The Surgeon’s Vic�ms. Characters incapacitated and the visitor is a fellow scholar or scien�st. He leads them
taken by the Surgeon (area A5) wake up on the table into a debate on modern scien�fic theories—an
with 10 hit points and the Surgeon humming as he opposed Intelligence (Medicine) check, which the
stands over them, sharpening a scalpel. Characters take Surgeon makes with a +5 modifier. If the characters
2 slashing damage every minute the Surgeon works on succeed, he’s happy to give them a tour of the house,
them. Characters in other rooms immediately hear talking animatedly about the experiments he’s
shouts or screams, with no roll required. The character conducted on servants and village folk over the years

Haverley House 109


and all the anatomical ques�ons he’s answered by doing A8. KITCHEN
so. He decides characters who lose are of no use except Large and cold, with stone walls and flagstones on the
as experimental subjects. If subjects are alone in the floor, the kitchen is by far the largest room in Haverley
library or one of the bedrooms on the second floor, the House. There’s no food to be found. The fire kindles on
Surgeon appears again and uses his Dreadful Glare on its own, flames leaping up despite the lack of fuel.
them. If they become incapacitated, they wake up 10 Household Accounts. Tucked away in a dusty
minutes later on the Surgeon’s opera�ng table in the cupboard is a thick ledger detailing all the household’s
basement (area A2). If the character succeeds by 5 or financial transac�ons. To an untrained eye it’s dull
more, the Surgeon becomes enraged. His features reading, but with a successful DC 14 Intelligence
stretch and distort to fearsome, bulbous propor�ons (Inves�ga�on) check, a character pieces together a sad
and he a�acks. He flees a�er he loses 20 hit points. history of the house exploi�ng the town: unpaid wages,
illegal tax levies, and extor�onate rent and goods prices.
The Haverleys wrung their tenants dry and trapped
Ritual them in poverty. A character who rolls 16 or higher on
The binding ritual opens up a key path to mee�ng the check also traces where the house’s valuable
the mob’s demands in the finale of this adventure. treasures (books and objets d’art) were sold, and can
The spiritualist books describe a process by which track them down if they so wish. Some went to
a person can use a ghost’s anchor—an object that Grizelda’s shop, but the rest are further afield.
held special significance to them in life—to
command the ghost or destroy them forever. A1–A16. BEDROOMS AND STUDIES
While their anchor exists, a ghost always reforms There are eight bedrooms on the second floor. They’re
near it when they’re “killed.” all dusty and uncared for. Moths have eaten the linen
The ritual takes half an hour to conduct, in the cupboards and rats have chewed on the
during which �me the ritualist speaks a long furniture. Many of the windows are cracked, and all
incanta�on over an anchor or anchors belonging the rooms are damp.
to one or more ghosts. When complete, the Prey. If a character the Surgeon iden�fied as a subject
ghost follows all commands spoken by whoever is alone in any of these rooms, he returns for them (see
possesses their anchor. “The Surgeon” in area A5). If he reduces them to 0 hit
points, they wake up in the basement area A5),
strapped to his opera�ng table.
A6. GAMES ROOM The Beauty. In one of the bedrooms, a young woman
Smelling of pipe smoke and old leather, the games room with a delicate, fragile beauty (ghost) prepares to step
is equipped with card tables, a billiards table, and boxed into a copper bathtub full of warm blood (black
board games. A set of gold-backed playing cards have pudding). She turns to the characters, snaps her fingers,
pride of place on one of the card tables (where the and announces “it’s only half-full. Fetch me another
appari�on occurs). girl.” Realizing the characters aren’t servants, she
Appari�on. The characters see, but can’t interact shrieks and a�acks them.
with, a group of spectral gamblers around a card table. Anchor. The beauty’s ivory silk robe is draped on a
Most are well-dressed; one is a disheveled, desperate chair by the bath. This is the anchor to bind her.
looking young man dressed like a farmer. The farmer’s
losing, and the other gamblers incite him to bet more A17. NURSERY
and more heavily, chasing his losses, un�l he bets his This square room has been stripped bare. No furniture
family home—and loses it, deligh�ng the Haverleys and remains except a looming wooden wardrobe, but the
their friends. cheerful pa�ern of children’s toys on the faded
Anchor. The playing cards are the anchor used to bind wallpaper makes the room’s purpose clear.
the young farmer. At Play. Toys move on their own, and a broken
rocking horse in one corner creaks as it rocks, its paint
A7. DINING ROOM worn away by the touch of small hands and its mane
This long, narrow, room is dark. The wooden table and and tail are braided. The characters hear childish
chairs are too big for the space, making it hard to move laughter and cha�ering.
around the room. There are dark, indelible stains in the Play with Us. The Twins bring their vic�ms (see areas
surface of the table and the floorboards. A1 and A6) here and ask to play games with them. The
games are always cruel or demeaning, involving forfeits

110 Grizelda’s Cursed Curiosities


or physical punishments for losing. Vic�ms gain a level or discuss the situa�on with the Caretaker or the
of exhaus�on every 10 minutes they stay in the nursery. Haverley ghosts.
Characters trapped here can’t leave un�l they persuade
the Twins to let them leave by succeeding on a DC 18 FLEEING THE HOUSE
Charisma (Persuasion) check. They can reduce the DC to Fleeing isn’t an effec�ve strategy. The ghosts move
15 by offering bribes (new toys, sweets, etc.). Characters faster than characters on foot, and the mob pursues
can repeat a failed check every 10 minutes. them and runs them down on the moors. If this
Anchor. The Twins’ beloved rocking horse is the happens, the characters have few bargaining chips at
anchor used to bind them. their command.

A18. WIDOW’S WALK THE CARETAKER’S ADVICE


This 5-foot-wide wooden walkway, fenced by slender The Caretaker explains the mob wants revenge on the
wrought iron bars, wraps around the outside of Haverleys. If the characters lack direc�on, they also
Haverley House’s north, east, and south sides. It is 20 point out some of the family were spiritualists who
feet to the ground below. collected informa�on on how to control ghosts. This
Commanding View. The widow’s walk provides a informa�on would put the Haverley ghosts at the
clear view to Havers Heath and beyond. characters’ mercy—or the villagers’, if they chose to give
Hazard. A 10-foot stretch of walkway on the east side them that power. The Caretaker advises the characters
has ro�ed away to leave a gap, requiring a successful DC to look in the library for binding rituals.
12 Strength (Athle�cs) check to jump, or a successful DC The Caretaker doesn’t know, but can confidently (and
12 Dexterity (Acroba�cs) check to climb along the correctly) guess what each ghost’s anchor is.
railings. Failure results in a fall and 7 (2d6) bludgeoning
damage.
THE HAVERLEY GHOSTS
Leap. A disheveled young man in farmer’s clothes
The Surgeon and Twins are self-aware enough for the
(previously seen in area A6) weeps, leaning over the
characters to converse with. They find the prospect of
walkway’s fence. A�er a few minutes, he jumps. The
revenge by “a group of witless yokels” (the Surgeon) or
characters can observe but can’t interact with him.
“silly farm folk” (the Twins) ridiculous. They don’t
engage with the ghostly mob as they know the villagers
A19. ATTIC can’t permanently harm them (see “The Ghosts of
Clu�ered with chests of junk and broken furniture, the Haverley House” sidebar).
a�c is low-ceilinged and claustrophobic. If the characters convince the Haverleys to address
Family Treasury. Some of the objects up here are the villagers, they make the situa�on far worse.
salvageable and would sell for a total of 1,200 gp.
Exits. The a�c is only accessible via the servants’
passages (areas labeled A1).

DEVELOPMENTS
When the characters have had a chance to explore, or
when they decide to try the ritual they found in the
library (area A5), a glow from outside catches a
character’s eye. Through the heavy rain, a mob of over a
hundred villagers are marching towards the house, their
path lit by the glow of their lanterns and torches.
They’re armed, angry, and now obviously undead. The
moonlight passes through their bodies, and the lights
they carry with them burn with pale green light. It takes
15 minutes for the mob to reach the house.

PREPARATIONS
The characters have 15 minutes from no�cing the
ghosts to their arrival. They can use that �me however
they like; for example, they may wish to flee the house

Haverley House 111


HAVES AND HAVE-NOTS house is damp). The Haverley ghosts resist the process,
figh�ng the characters un�l they’re defeated.
Once the mob of villagers arrive at the house, they stop
Once the fi�h fire is set, the old house turns into an
at the gates and demand the Haverleys come out to
inferno. Characters who don’t leave immediately take 7
face them. The Haverley ghosts do not oblige, unless
(2d6) poison damage (from smoke inhala�on) and 3
the characters convince them to do so. In that case, the
(1d6) fire damage every minute they remain in the
Twins laugh and hurl childish insults at the villagers, and
burning building.
the Surgeon reminds them they’re on his land and in his
power. Unless the characters silence them quickly, they
lose their chance to parlay. THE DEFENSE OF HAVERLEY HOUSE
Whether se�ng fires or gathering anchors, the
characters need to visit several different loca�ons in
PARLAY Haverley House. Unless they parlayed with the mob,
The three ghosts at the head of the mob, Father Cur�s,
they’re under a�ack the en�re �me. The mob splits into
Nancy Galloway, and Silas Fairbrass (see “Drama�s
three groups, led by Father Cur�s, Silas, and Nancy, and
Personae”) are willing to talk. They state their demands:
rampages through the house (though they’re unable to
they want the house razed to the ground, every living
do significant damage), hun�ng the Haverley ghosts and
Haverley (the characters decended from the Haverleys)
the characters. They can, and do, fight the Haverley
to pay with their lives, and every Haverley ghost handed
ghosts, but as they don’t possess the ghosts’ anchors,
over to them for the mob to punish. The characters can
they can’t permanently destroy them; it’s not the
convince the ghosts to se�le for just one demand with a
vengeance they desire.
successful DC 18 Charisma (Persuasion) check.
If the characters split up, they face manageable
The characters can’t convince the ghosts to give up on
numbers of ghosts at every confronta�on: two
vengeance, but they can buy some �me. If they succeed
opponents (shadows and/or specters) plus an
on a DC 16 Charisma (Persuasion) check, the ghosts give
addi�onal two per character, plus a mob leader in the
them half an hour to either set fires around the house
second and subsequent confronta�ons. If they stay
or deliver the Haverley ghosts’ anchors. If the characters
together, they fight two opponents plus an addi�onal
fled and the ghosts chased them down on the moors,
two per character in every confronta�on, but the three
this check is made at DC 22.
leaders, three shadows, and one specter converge on
All this gives the characters three choices: burn down
them as they set the final fire or collect the final anchor.
a property they own (see “Fires of Hell”), fight the mob
Silas Fairbrass. Silas leads a group of shadows
to the death (see “The Defense of Haverley House”), or
through the basement (area A2), the kitchen (area A8),
turn over a few malicious ghosts (see “Anchors”). If they
and across the south of the first floor.
don’t choose a strategy, the ghosts opt to kill the
Nancy Galloway. Nancy enters the kitchen (area A8)
characters, as they can neither burn down the house
then leads her group of shadows and specters through
nor harm the Haverley ghosts.
the servants’ passages (area A1). They’re never the first
group encountered in any room, but arrive a�er two
ANCHORS turns of combat to lend their support to the rest of the
The ghosts’ anchors are: mob. Characters in the servants’ passages face
♦ The Surgeon’s notes (area A2: Basement) ambushes and heavy opposi�on from Nancy’s group.
♦ The Twins’ rocking horse (area B9: Nursery) Father Cur�s. Cur�s enters through the front door
♦ The Beauty’s robe (Areas B1-B9: Bedroom) and leads his group of specters to the second floor.
♦ The Farmer’s cards (area A6: Games Room)
The Haverley ghosts arrogantly don’t intervene when RESOLUTION
the characters take their anchors unless the characters Fires of Hell. When the ghosts see the house is
have made them aware they’re going to place the doomed, they cease their a�ack and retreat to the walls
Haverleys in the mob’s power. to watch it burn.
Anchors. If the characters complete the binding ritual
(see the “Ritual” sidebar), they can command the
FIRES OF HELL Haverley ghosts—or give that power to the villagers. If
To burn down the house, the characters need to set they give the enchanted anchors to Father Cur�s,
fires in five different parts of the house to ensure one of Nancy, and Silas, they command the Haverley ghosts to
them takes hold (it’s raining heavily, and much of the face them. The Haverleys are compelled to oblige… and

112 Grizelda’s Cursed Curiosities


the people they oppressed tear them to shreds,
delighted by the spectral carnage. If the farmer’s ghost
is present, he isn’t harmed and the ghost of his mother,
a plump, middle-aged woman with a walking s�ck,
pockets the cards, weeping, and the farmer puts his
arms around her. A�erwards, all the ghosts and the
anchors disappear forever.
Death to the Haverleys. If the mob kills the
characters, the scenario ends there.

AFTERMATH
When the characters return to Havers Heath village, it’s
a ruin that’s clearly been unoccupied for years. Only the
stagecoach stop is in good repair.
Some or all of the following are true, based on the
decisions the party made:
Villagers’ Revenge. Whether the ghosts are laid to
rest or they con�nue to torment the Haverleys’ spirits
for eternity is best le� to the imagina�on; they no
longer trouble the world of the living.
Anchors Destroyed. The Haverley ghosts no longer exist.
Anchors Remain. The Haverley ghosts con�nue to
haunt the property.
Haverley House Stands. The house now belongs to
the characters. There may be other mysteries to
discover: the house has centuries of history under
genera�ons of cruel owners.
Haverley House Falls. If it’s burned to the ground, the
characters own the land—but the Caretaker’s ghost,
which was bound to the house, lingers, and follows the
characters, growing increasingly cantankerous un�l the
group finds a way to lay them to rest.
The Estate. The characters have the op�on of tracking
down the various treasures sold off from the estate,
some of which are valuable and possibly occult in
nature. They’re all in the hands of powerful people
reluctant to give them up; these treasures can become
leads to or hooks in other adventures for the group.

APPENDIX
This adventure is designed for four to five characters of
APL (Average Party Level) 7. For a smaller group or
lower levels, reduce the hit points of enemies above CR
3 by half.

Haverley House 113


CONSUMING GRIEF
An Adventure for 7th-Level Characters
Written by Trekiros Edited and Developed by T.A. Gray and Kathleen Harrington

A THE GRIM LANTERN


portal to the world of the dead opens, threatening
an en�re city district. The characters must iden�fy This adventure involves the grim lantern: a wondrous
the cause of this phenomenon and se�le the spirits item which prevents those nearby from becoming
that caused it. possessed. The lantern glows brighter when a spirit
a�empts to possess a living being in the area. This
BACKGROUND lantern is central to the adventure, and also serves as a
hook to inform the characters of the trouble in the
While the characters are in Grizelda’s Cursed Curiosi�es,
nearby city district.
an incident occurs at the temple of the god of death. A
portal to the world of the dead, used by people who
wanted to have one last conversa�on with their dearly ADVENTURE OVERVIEW
departed, grew unstable and swallowed an en�re The adventure consists of three parts. Throughout the
district of the city. adventure, the characters might find hints and clues as
The brave characters who take part in this adventure to what exactly happened, as are outlined below.
are sent through the portal to iden�fy the cause of the Part 1: Star�ng the Adventure. Characters encounter
phenomenon and stabilize the portal before it swallows Grizelda in her shop, where they learn of a catastrophic
the rest of the city. event in the nearby temple district.
The events were caused by Rebecca Coldflower, a Part 2: The North District. To reach the temple while
sorceress whose powers awoke when she witnessed the avoiding the open streets where hundreds of ghosts are
assassina�on of her mother Hanna, a bard whose lurking, the characters can sneak through the sewers, or
performances had just exposed the crimes of a local ride down the hill at breakneck speed. Clue 1: If they go
gang. During an a�empt to bring her mother back to life through the sewers, the characters must fight the
with her newfound powers, Rebecca instead caused the ghosts of Hanna’s murderers.
portal to go haywire. Now, spirits wander through the Part 3: The Temple. By rescuing some of the temple’s
part of the North District covered by the portal. priests, the characters learn about how Rebecca caused
the portal to go unstable by jumping inside of it. They
also learn that le� the temple in the direc�on of the
district’s prison. Clue 2: If they exorcise the crystals
within the temple, they learn of Rebecca’s desire to
bring Hanna back to life
Part 4: The Prison. The characters must confront
Hanna and Rebecca. If the characters have found at
least two of the three clues, the alterca�on can be
resolved peacefully, and the pair can be convinced to
part ways and mourn normally. Otherwise, the
characters must fight against the mother-daughter duo
to break them up. Clue 3: One of the prison’s inmates is
the crime boss who was jailed because of Hanna, and
who ordered the hit as vengeance.
As soon as Rebecca is led or forced out of the
world of the dead, the portal recedes and becomes
stable again.

114 Grizelda’s Cursed Curiosities


Rebecca Coldflower opens the
portal to the realm of the dead.

SETTING THE ADVENTURE A LETTER ARRIVES


Except for the introduc�on, which takes place in Upon receiving the letter notifying her of the events
Grizelda’s bou�que, the bulk of this adventure takes in the North District, Grizelda asks the characters for
place in “the North District.” help. The information in the letter is scant, as
Where this district is en�rely up to you as the game Grizelda only knows that the North District was
master: it could be in the same city as Grizelda’s shop, in swallowed by some kind of strange ghostly sphere,
another town a few hours or days away, or it could be an and that hordes of incorporeal undead are visible
en�re small village rather than one district of a larger city. through the other side. The undead are wandering
The loca�on only needs the following four features: the streets of the North District that are covered by
a temple to the god of death, a hill, a sewer system, the unstable portal but so far the spirits are unable
and a prison. to cross from the portal to the mortal realm. Grizelda
is not yet aware of what caused the portal to
become unstable or what can be done to stop it. If
STARTING THE ADVENTURE asked for her opinion, Grizelda shares that the
While the characters are in Grizelda’s shop, a candle district is home to a temple to the god of death, and
lantern suddenly starts to glow much brighter, and that the temple houses a portal that worshipers use
every item in the shop starts shaking and ra�ling on the to contact deceased loved ones.
shelves. Grizelda appears concerned but not alarmed. If Grizelda makes clear that the situation is dire.
asked about the phenomenon, Grizelda explains she is Portions of the city have been overtaken by the
unsure of the cause of the shaking, candle is a magic undead, and there is no certainty they won’t spill
object used to ward off possession from spirits within out of the portal at any moment. She asks the
the shop. She tells the characters that the sudden, characters to enter the portal to investigate and
bright glow from the candle is an ominous sign. discover how to return the wayward spirits to the
A few moments later, a crow puffs into existence on land of the undead.
the shop’s ra�ers before landing on Grizelda’s shoulders The Grim Lantern. Grizelda offers to lend her
to deliver a wax-sealed le�er no�fying Grizelda of what lantern to the characters, sta�ng that just like ghosts
caused this magical disrup�on: a horrific event in the do not belong in the world of the living, neither do
North District. the living belong in the world of the dead.

Consuming Grief 115


Grizelda notes that the lantern can only burn for previous day are in various states of ruin, and the
approximately three hours. It uses a special wick streets are littered with bones and grime.
which must be prepared and stored under precise Even from the outside, ghosts can be seen roaming
condi�ons. For this reason, the characters cannot the streets inside of the bubble. They fly around, and
bring a replacement wick with them when they bump into the surface of the sphere every now and
venture into the world of the dead. then, warping it and causing the bubble to expand a
Grizelda stays behind, to keep an eye on the rest of her few inches every time.
bou�que’s contents, now that the lantern isn’t protec�ng Captain Emberstar. The city watch has established
it. As the characters leave, she shouts a�er them: a perimeter around the sphere, and evacuated
nearby buildings, but they readily allow the player
“And don’t you dare die on me. I need my lantern characters through.
back by the end of the day or I’ll find your ghosts Captain Luna Emberstar (lawful good dwarf knight,
and exorcise you myself.” she/her) of the fire brigade welcomes the help from the
characters. She has already sent a squad of four
brigadiers inside the bubble to rescue civilians but they
haven’t come back.
GRIM LANTERN The Ways In. Captain Emberstar reports that the
Wondrous Item, Rare ghosts have been hos�le to anyone inside of the bubble,
and it’s probably a bad idea to use the streets in plain
This lantern looks like a skull whose open jaw reveals a view of hundreds of ghosts. She instead suggests two
small candle with a purple flame emi�ng dim light in a ways to enter:
30-foot radius. ♦ The sewer system: A system of sewers spans
the en�re district. This is where Luna sent the
Prop: Tealight Candles brigadiers because it sounded like the safest route.
♦ The hill: The party could ride a careening cart
To run this adventure, you can use a tealight downhill to outrun any ghosts that might see them.
candle as a physical prop. These candles burn for
about two to four hours, which means it should
run out during the second half of this 3- to 5- THE NORTH DISTRICT
hour-long adventure. Fire is dangerous—make Depending on which way the characters choose to
sure to follow all of the instruc�ons from the approach the city, they encounter different obstacles;
candle’s manufacturer! proceed to the corresponding spec�on.
Alterna�vely, you could simply set a �mer for
three hours, and narrate the candle going out. As
soon as the party enters the bubble, light the
THE SEWER SYSTEM
tealight candle, or start a three-hour �mer and
narrate that a character lights the grim lantern. As you enter the world of the dead, you see tun-
nels distorted in strange ways: the water is made
of glowing green ectoplasm and blood drips from
Normally, ghosts cannot leave the world of the dead cracks in the ceiling and walls.
unless they possess a mortal. While within the lantern’s However, in the ten or so feet around you in
light, mortals cannot be possessed. the purple light of the grim lantern, the world
seems to have returned to its original state. The
water is a natural hue, and cracks in the wall close
APPROACHING THE PORTAL up as you walk past them.
The strange phenomenon can be seen for miles
around: a shimmering dark sphere almost half a mile
wide has engulfed an en�re district of the city. If the characters choose to enter the North District
From the outside, the entire district is inside of a through the sewers, Captain Emberstar provides them
translucent, spherical bubble. Everything inside of with direc�ons that lead directly beneath the temple of
the bubble is distorted: the colors are unnaturally the god of death. They enter the underground network
shifted to a dark greenish tint, straight lines become outside of the part of the city affected by the portal. The
exaggerated curves, buildings that were intact the sewers are truncated by the ghostly portal, which
extends underground.

116 Grizelda’s Cursed Curiosities


As the characters travel through the sewers, they GHOST ENCOUNTER TABLE
encounter the bodies of the brigadiers sent by Captain Tier Brigadier Stat Block Spirit Stat Block
Emberstar. These brigadiers are possessed by undead
spirits desperate to return to the living realm. These are 1 Bandit Shadow
the spirits of the assassins who murdered Hanna 2 Bandit Captain Shadow
Coldflower, who were in turn killed by Rebecca
3 Verteran Wraith
Coldflower in revenge. If the characters survive the
encounter, they discover their first clue regarding the 4 Assassin Wraith
powerful sorceress and her possible connec�on to the
expansion of the portal. Clue 1. Any surviving brigadiers regain consciousness
and thank the characters. The survivors recount visions
A BODY IN THE SEWERS of the spirits’ memories during their possession. The
brigadiers recall a seeing a silhoue�e with glowing violet
eyes and cloaked in shadows shortly before the
A body lies where it fell in sewers ahead of you. The assassins died. Recollec�ng this memory makes the
body is dressed in the uniform of Emberstar’s brigadiers shudder in fear. The brigadiers return to the
brigadiers, and there are signs of a recent fight. world of the living a�er telling the adventurers what
they know.
The body belongs to one of the four brigadiers sent by
Captain Emberstar. Spirits desperate to return to the ENTERING THE TEMPLE
world of the living a�acked the brigadiers, killing one A�er the encounter with the possessed brigadiers, the
and possessing the others. A character who inves�gates tunnel leads the characters to a ladder that provides
the body notes the brigadier suffered wounds caused by entrance into the temple.
necro�c magic as well as from cuts and bruises from a
physical fight. A successful DC 17 Wisdom (Medicine)
check determines the wounds resulted from the THE HILL
machetes that brigadiers carry. The fire brigade has set up a horseless carriage for the
characters. It is at the top of the hill that looms over the
North District, a li�le over 500 feet away from the
GHOSTLY AMBUSH
temple. The members of the fire brigade push the
carriage down the hill, which is a straight shot down the
The path in front of you opens to a larger room, main thoroughfare of the district. The temple is visible
which contains a cistern. Sca�ered around the cis- on the other side of the portal at the bo�om of the hill.
tern are three more brigadier bodies. A�er gaining a bit of speed, the characters enter the
world of the dead aboard the cart, and hurtle down the
The three bodies are not dead, but possessed by hill at a speed of 100 feet per round.
undead spirits. An addi�onal spirit waits nearby in the
cistern. The four spirits are lying in wait with the
inten�on of possessing living creatures and escaping the
Ghosts in the Environment
world of the dead in their bodies. The characters are Whether they’re just flying about, or chasing
surprised by the undead unless they use magical means down the characters, the ghosts can be heard
to detect the presence of spirits. repea�ng their dying words. You can use the last
The appropriate stat blocks to use in this encounter words of someone the characters have met in the
can be found in the Ghost Encounter table. If the past, or one of the examples below:
brigadiers are reduced to 0 hit points, the spirits within
them are destroyed and they return to 1 hit point one -“I didn’t see anything, I swear, milord!”
minute later. The spirits are unable to possess the -“P�, what’s the worst that could happen?”
characters in this encounter due to the presence of the -“Go ahead, I’ll hold them here!”
grim lantern. -“I’ll pay up, just give me one more day!”
-“Did you hear a click as well?”

Consuming Grief 117


AVOIDING OBSTACLES retrieve the wheel and then re-a�ach it before the next
There are many obstacles on the path: broken down bend in the track.
carts, piles of skeletons and debris, and a few specters. This could be done using the levitate spell,
Each round, the carriage’s driver must succeed on a throwing a piece of rope �ed like a lasso, or steering
Dexterity (Vehicles, Land) check to steer the carriage the cart into the rogue wheel. Ask for an ability check
and avoid these obstacles. See the corresponding table appropriate to the characters’ solu�on.
for the appropriate DC based on the character’s �er. The A�er having retrieved the wheel, someone must
rest of the characters can help by blas�ng some of the make a successful DC 16 Dexterity check using smith’s
obstacles away: for every 10 points of damage dealt to tools to re-a�ach it mid-descent. Otherwise, the driver
the obstacles (AC 10, immune to poison and psychic automa�cally fails the last ability check they make to
damage), the DC decreases by 1. steer the cart.
If two of these ability checks are failed, the cart A�er 500 feet. If the cart hasn’t been destroyed, it
breaks down. Everybody inside takes 10 (3d6) crashes into a pile of skulls which slows it just enough
bludgeoning damage and lands prone. Refer to the for the characters to jump off safely and reach the
“Open Streets” sec�on below for what happens next. temple without further obstacles.
Addi�onally, there might be complica�ons associated
with each ability check, as described below. ADJUSTING FOR THE PARTY’S LEVEL
Tier Driver DC Other DCs Shadows
A�er 100 feet. No complica�ons yet beyond the need
1 12 10 2
to avoid the obstacles. Use this first task as an opportunity
to introduce the mechanics of this descent to the players. 2* 14 12 4
A�er 200 feet. Embers from the grim lantern have been
3 18 14 8
blown into the cart’s linen cover by the wind, and flames
are spreading fast. The characters must put out the fire 4 20 16 10
before it overtakes the en�re cart. *: The default in the text
Before the driver makes their ability check, someone
other than the driver must either make a successful DC 16
Strength (Athle�cs) check to snuff out the flames, or deal OPEN STREETS
at least 10 cold damage to the cart (AC 10). Otherwise, If the characters ever find themselves in the open streets
the driver is distracted and all of the driver’s ability checks of the North District, they might be spo�ed by the many
to steer the cart are made with disadvantage un�l the end ghosts inhabi�ng the world of the dead.
of this descent. Crossing the Street. The characters can cross the street
A�er 300 feet. The street levels out near an without being spo�ed by ghosts by making a successful
intersec�on, and then drops again, crea�ng a ramp the Dexterity (stealth) check. See the corresponding table for
cart flies off of. It jumps about 50 feet, and threatens to the appropriate DC. If even a single character fails this
land in the middle of a pack of a few dozen shadows. ability check, they are spo�ed, and ghosts begin chasing
The characters must find a way to change the cart’s the party down.
trajectory in mid-air to avoid the undead. They could, Being Spo�ed. If the characters are spo�ed, at the
for example: start of every round un�l the characters aren’t in the
♦ Use the cart’s cover as a parachute with a successful open streets anymore, nearby ghosts give chase. Use the
DC 16 Intelligence check using mason’s tools. corresponding table to determine the number of ghosts
♦ Blast a gust of wind from the cart. that appear. The ghosts appear 100 feet away from the
♦ Lasso the chimney of a house on the side of the characters in a direc�on of your choosing. The ghosts
street and pull on it with a successful DC 16 Strength give up on the chase if they are more than 200 feet away.
(Athle�cs) check to land to the side of the shadows. The ghosts want to return to the world of the living,
but they cannot go through the portal’s edge unless they
If the characters fail to change course, they land in the successfully possess a mortal.
middle of the pack, and four shadows board the cart Since the ghosts can’t possess mortals who are within
and a�ack them. the light of the grim lantern, they instead a�ack whoever
A�er 400 feet. The carriage’s front right wheel breaks is carrying the lantern. Once that creature is
free from its axle, and starts rolling merrily, parallel to incapacitated, the ghosts steal the lantern and throw it
the carriage, 10 feet away from it. The characters must as far away as they can.

118 Grizelda’s Cursed Curiosities


ADJUSTING FOR THE PARTY’S LEVEL She explains the portal will con�nue to grow as long as
Tier Stealth DC Number of Ghosts the crystals remain haunted. Exorcising the haunt prevents
the bubble from expanding any farther, but the bubble
1 14 1
only deflates if the person who caused this is removed
2 16 2 from the world of the dead. Mother Jimena asks the party
3 18 4 to exorcise the haunt before they follow Rebecca to the
prison, but she does not push if they refuse.
4 20 8
See the sec�on “Haunts” in chapter 1 for guidance on
THE TEMPLE running, neutralizing, and exorcising haunts.

The temple is the one building, in all of the world of the


dead, that is completely intact, presumably thanks to
the blessings of the god of death it represents. How-
ever, a sickly, glowing green haze is pours out of every
window, alcove, archway, and door.
Upon entering the nave, the origin of this phe-
nomenon is clear: a gale of this smog is con�nuously
pouring from what used to be the portal to the world
of the dead.

About 30 feet away from the portal, Mother Jimena


(lawful good �efling priest, she/her) has drawn a magic
circle on the ground, which protects her and a dozen
commoners who were trapped inside the temple when
the portal became unstable. No spirits are currently
within the temple. Mother Jimena can help answer some
of the party’s ques�ons:
♦ The portal was destroyed, probably by accident, by
a 20-year-old halfling woman named Rebecca
Coldflower. She said Rebecca wanted to see her
mother, who was murdered a few days ago. Rebecca’s
mother, Hanna, was a bard who was murdered a�er
singing songs about the crime ring that ran rampant in
the North District.
♦ Jimena believes the ringleader of the crime ring
that murdered Hanna Coldflower is Nash Moore
(chao�c evil human thug, he/him), who has been in
the local prison since shortly before the murder
because of the public outcry Hanna caused.
♦ Rebecca jumped into the portal in spite of Jimena’s
instruc�ons to steer clear of it. Jimena believes the girl
was consumed by grief and hopes the characters show
her mercy despite the damage she caused.
♦ Once the temple was swallowed into the world of
the dead, the halfling woman le�, accompanied by a
spirit, in the direc�on of the city’s prison, which has
mostly been subsumed into the world of the dead.
The Crystals. The portal is surrounded by three
flickering crystals, which Mother Jimena explains were
supposed to keep it stable. She suspects the green haze is
what is making the bubble grow, and that the crystals are
now haunted by ghostly magic.

Consuming Grief 119


ADJUSTING FOR THE PARTY’S LEVEL Two thirds of the prison is already inside the world
Tier Haunt DC Addi�onal Damage of the dead and every minute or so, the edge of the
portal pulses and inches forward, swallowing more
1 13 4 (1d8) and more of it.
2 15 9 (2d8) The por�on of the prison inside this distorted
world is a crumbling ruin. This supposedly high secu-
3 18 18 (4d8) rity facility designed to hold dangerous criminals is
4 20 36 (8d8) currently full of holes and cracks through which a
person could easily sneak in or out.
Clue 2. If the crystals are exorcised using the
method described above, the characters receive the
following vision: PRISON LOCATIONS
The following loca�ons are keyed to the map included
with this adventure.
For an instant, you experience the world through
Rebecca’s eyes. You see flashing images of a smil-
ing mother, then of her lifeless body, bleeding on P1. ENTRYWAY
the pavement. You feel all of Rebecca’s sadness The small entryway into the prison is empty except for a
and anger. And then you hear a whisper that grad- stone bench along the westernmost wall. The sliding
ually grows louder and louder, un�l it is all you can metal door into the prison is unlocked and open.
hear, all you can experience.
“I will bring her back!” P2. SALLY PORT
“I will bring her back!” The small sally port is una�ended. The sliding doors on
“I will bring her back!” the eastern and southern walls are unlocked and open.

P3. PRISON HALLWAY


THE PRISON
The final part of this adventure takes place in the
The main hallway of the prison is eerily quiet. The
district’s prison.
cell doors are all open and the cells are empty. A
guard sta�on in the center of the hallway is
REACHING THE PRISON una�ended. Strained voices can be heard coming
The prison is at the edge of the North District, so it is from a closed door on the south wall.
about 500 feet away from the temple. The characters can
reach the prison through an alley that leads directly from The guards and inmates fled the hallway to the mess hall
the back of the temple to the front gate of the prison. a�er the portal expanded. It appears they le� in a rush—
Roll on the following Random Spirit Table to determine if chairs are �pped over and a single boot lies on the floor.
there are any undead present in the alleyway. Use the If the characters explore the north end of the hallway,
shadow stat block for �er 1 and 2 characters. Use the they hear unse�ling singing coming from area P6.
ghost stat block for �er 3 and 4 characters.
P4. MESS HALL
RANDOM SPIRIT TABLE
D8 Number of Spirits
The mess hall is bisected by the ghostly mem-
1-4 0 brane. While most of the room is just outside of
5-6 1 the portal, it slowly expands and fills the empty
space. In the corner untouched by the membrane,
7 2 a group of guards and prisoners huddle in fear.
8 3
In the mess hall, five guards and twelve thugs cower in
ENTERING THE PRISON fear in the part of the room that has not yet been covered
Entering the prison is not difficult in its current state: by the ghostly membrane. One of the twelve inmates is
Nash Moore, the leader of the crime syndicate and the
mastermind behind Hanna Coldflower’s murder.

120 Grizelda’s Cursed Curiosities


Consuming Grief 121
The guards moved the convicts out of their cells and Rebecca Coldflower (chao�c neutral halfling willing
into the mess hall as it was the only part of the prison host, she/her; see below) and her mother Hanna
that was not trapped within the realm of the dead. The (chao�c good halfling ghost, she/her) came to the
guards and most of the convicts are frozen with fear and prison to try to punish Nash Moore for arranging
refuse to leave the rela�ve safety of the mess hall. Nash Hanna’s murder. The two sing a mournful song,
is eager to help the characters in their efforts if they mistakenly believing Nash has already escaped the
agree to allow him to escape a�erward. If given the prison. Their current focus is on a�emp�ng to bring
chance, Nash a�empts to escape from the prison at the Hanna back to life.
first opportunity. If the adventurers have found at least two of the
Clue 3. Nash does not iden�fy himself by name. If the three clues within this adventure, they might be able,
characters learned of Nash in the temple, they with a successful DC 20 Charisma (Persuasion) check, to
recognize him from Mother Jimena’s descrip�on. convince the pair to separate peacefully, and for
Rebecca to return to the world of the living.
P5. GUARD STATION Bargaining With the Coldflowers. If the characters
The guard sta�on is a simple wooden desk in the center are aware of Nash’s presence in the prison and they
of the hallway. It is covered with a handful of scrolls and inform Rebecca and Hanna of his loca�on, Hanna offers
pens. A set of manacles hangs from the side of the desk. to have Rebecca willfully leave the radius of the portal,
When the characters approach the guard sta�on, they stabilizing it again and shrinking back down to fit within
hear unse�ling singing coming from P6. the temple once more. In exchange, they demand the
characters bring Nash to them. The guards do not
willingly let the characters remove Nash or any other
P6. EXERCISE YARD
prisoners, making a fight with them an inevitable part of
this deal. If the characters deliver Nash to the
The prison exercise yard is open to the sky, which Coldflowers, Rebecca quickly executes him with magic
appears an unse�ling purple because of the before saying goodbye to her mother and calmly exi�ng
ghostly membrane above. Spirits occasionally fly the prison and the portal.
over the prison, but never stop or inves�gate. A Confron�ng the Coldflowers. If the characters a�ack
young woman with glowing violet eyes and who is the Coldflowers or refuse to deliver Nash Moore to
cloaked in shadows hugs a womans’ ghost. They them, the Coldflowers a�ack the characters. Rebecca
both sing a sad, mournful song in unison, unaware shouts that the adventurers know nothing of their
of your presence. woes, lets herself be possessed by Hanna, and lashes
out at the party. Because of her awakening sorcerer

122 Grizelda’s Cursed Curiosities


powers, and her bond with her ghostly mother, Rebecca P7. EMPTY CELLS
has become what ghost hunters call a willing host. She Each of the prison cells is open, unlocked, and empty.
uses the stat block below:
CONCLUDING THIS SECTION
If at any point Rebecca Coldflower is killed or removed
from the ghostly membrane, the portal shrinks back to
its original size. See to the “Conclusion” sec�on to end
the adventure.

CONCLUSION
A�er dealing with Rebecca and Hanna, wrap up this
adventure by handling all of the consequences of the
party’s ac�ons:

THE PORTAL
If Rebecca was successfully escorted out of the world of
the dead, the bubble recedes all the way inside the
temple, bringing with it all of the ghosts, and restoring
the North District to its usual levels of grime and soot.
Rebecca is later judged and sentenced to study under
Grizelda for the next ten years, to help aid ghost hunters
with her newfound sorcery.
If Rebecca is killed, her dying scream causes the
bubble to burst instead of receding. Hundreds of ghosts
sca�er in all direc�ons, and the North District remains
in its ruined form. Although no longer directly
connected to the world of the dead, the North District
remains haunted for years to come.

RETURNING BRIGADIERS AND SPIRITS


If the brigadiers were rescued from the sewers, Captain
Luna Emberstar thanks the party with all her heart and
offers to reach out to the party with paid work in the
future if they so desire.
If the ghosts of Nash’s goons managed to escape, or
were not encountered, they escape into the world,
becoming infamous assassins the party might have to
deal with in the future.

THE CANDLE BURNS OUT


ADJUSTING FOR THE PARTY’S LEVEL If the lantern’s light runs out during the adventure, the
Tier HP To hit/DC Damage characters’ very souls are affected by their journey
through the world of the dead: every night, they
1 115 +5/13 6 (1d8 + 2) experience nightmares and are unable to gain the
2 195 +7/16 13 (2db +4) benefit of a long rest. The characters are cursed, which
can only be removed with a remove curse, greater
3 326 +10/18 26 (4d8 + 8) restora�on, or wish spell. If a character dies while the
4 580 +11/20 44 (8d8 + 8) curse is ac�ve, they turn into a ghost within 24 hours of
their passing.

Consuming Grief 123


EMBERS OF AMBITION
An Adventure for 8th-Level Characters
Written by Darren Kenny and T.A. Gray, Edited by Ben Doherty

T
hree mysterious murders rock the noble families figure with gaunt features, hunched and covered in red
of a small town. The similarity between these markings. He rampaged through the town un�l the day
murders and the work of a serial killer sixty-five the guards trapped him in the old, abandoned tavern
years ago leads the characters into a plot fueled by that was his hideout. The guards set the tavern ablaze
ambi�on and revenge. and stayed to hear the screams of Cinder Jack, cheering
on as the evil they slew was turned to ash. Or so they
believed.
BACKGROUND Cinder Jack had, however, managed to escape the
This adventure involves an ambi�ous noble house, the inferno through the basement and into the sewers.
Ivarins, and their ruthless leader Isabella. Although the There, he succumbed to his wounds and perished. To this
wealthy Ivarin family is one of the three noble houses in day his remains lie there, burnt and unburied, wai�ng for
the area, they lack the social standing of the other two: the day they might be put to rest. Or roused again.
House Selveth and House Priyana. The Ivarins are
charged with maintaining the many graves and holy sites
across the locale, a job seen as lowly by their peers. CINDER STONES
Cinder stones are the byproduct of Cinder Jack’s killings.
This roughly spherical piece of smoky black obsidian is
JEALOUSY AND PRIVILEGE what remains of a vic�m’s eye once the madman’s dark
Despite accumula�ng significant wealth and power, the ritual is complete.
Ivarins chafe at the thought of the other nobles turning The local coroner, having discovered one of these
their noses up at them. Isabella Ivarin (lawful evil stones near the body of the first murder vic�m, sent the
human noble, she/her), with the help of her assistant stone to Grizelda for study. When the characters enter
Kalix (lawful evil human cul�st, they/them) devises a Grizelda’s Cursed Curiosi�es, they find Grizelda peering at
plan to summon the spirit of a long-dead serial killer the stone closely as it rests in a glass bowl on the counter.
who once haunted the area—Cinder Jack. By sacrificing
one of her own a�endants in a ritual, Isabella was able
to bind the spirit of Cinder Jack to her will. ADVENTURE OVERVIEW
Using Cinder Jack as a weapon, the Ivarins enacted “Embers of Ambi�on” consists of three parts:
their revenge by killing both of their rivals’ heirs. Part 1: Star�ng the Adventure. The adventure begins
Isabella will not stop un�l she topples the Selveth and in Grizelda’s Cursed Curiosi�es where the proprietor is
Priyana families, leaving the Ivarins to rule alone. poring over a strange, black rock. From there, the
frightened whispers of the townsfolk reach their ears,
speaking of a monstrous killer on the loose.
THE RETURN OF CINDER JACK
In the streets, the ci�zens talk of the return of Cinder
Jack, a serial killer from decades past. Whether an
imposter, an imitator, or perhaps even an heir come to
inherit Jack’s legacy, the streets empty each night out of
fear of becoming the dreaded fiend’s next vic�m.
Cinder Jack plagued the populace sixty-five years ago,
leaving a trail of bodies across a terrified town. His
vic�ms all bore the same grisly mark—their eyes were
burned out by arcane fire. The method of this ocular
immola�on was never fully understood by authori�es.
Several guards reported seeing Cinder Jack, a lanky

124 Grizelda’s Cursed Curiosities


A coroner concludes his inquest into the
death of Cinder Jack's latest victim.

Part 2: Where There’s Smoke. The party interviews


the locals, including an ex-guard who saw the original
STARTING THE ADVENTURE
The adventure begins with the characters perusing
killer die and an overworked coroner.
Grizelda’s Cursed Curiosi�es. Other customers are
Part 3: Rising Embers. The nobles gather at the Ivarin
present in the shop, but they are wary of speaking to
mausoleum as the sun sets. The party must face Cinder
strangers or interac�ng with the party in any way.
Jack and take down Lady Ivarin or strike a deal with the
A�er spending some �me in the shop, the characters
woman pulling the strings.
overhear a customer tell their companion they need to
get home before dark to avoid becoming Cinder Jack’s
SETTING THE ADVENTURE next vic�m.
The se�ng of “Embers of Ambi�on” should be sizeable At the front of the store, Grizelda leans over the
enough to support mul�ple noble houses and a degree counter, looking intently at a small, round, obsidian
of accumulated wealth among the upper class. It is not stone of some kind. If the characters approach Grizelda
necessary for the adventure to take place in the same to ask about either Cinder Jack or the object she is
city where Grizelda's Cursed Curiosi�es is located. Any inves�ga�ng, she is happy to answer any ques�ons they
urban se�ng is suitable. have (see “The Recent Murders” and “What Grizelda
Knows of Cinder Jack”).
Seeding Rumors
If you intend to run “Embers of Ambi�on” in a town
THE RECENT MURDERS
If asked about the current string of murders, Grizelda is
or city the characters are already familiar with,
aware of the vic�ms and confirms that the details
consider seeding rumors of the return of a serial
appear iden�cal to the Cinder Jack killings from more
killer named Cinder Jack in the lead up to this
than fi�y years prior. Each vic�m had their eyes
adventure to increase immersion. Likewise,
removed, with the sockets burned to cinders. She
characters who are long-�me residents of the area
knows the following details about the three vic�ms:
are almost certainly familiar with the story already.

Embers of Ambition 125


♦ Gallen Wurn. A young bookkeeper employed by INVESTIGATING THE CINDER STONE
the Ivarin family. Gallen was the first vic�m. If the characters have ques�ons about the stone
♦ Alfred Selveth. The oldest son of the Selveth Grizelda is examining, she explains that it was found by
family, and the heir to their empire. the coroner at the scene of the first murder. Believing it
♦ Tasha Priyana. The Priyanas’ oldest daughter, might be somehow �ed to the crime, the coroner sent it
who was set to take over control of daily opera�ons to Grizelda to examine it. She deduced that it contains
for the house in the coming weeks. some degree of necroman�c magic and theorizes it is a
byproduct of some unknown ritual the killer has been
The Nature of the Killings performing. Similar stones were found years ago
following Cinder Jack’s killing spree, which leads
The characters may no�ce that while all the vic�ms Grizelda to believe the modern-day murderer is more
are linked to one of the three noble houses in the than just a copycat.
locale, the prominence of the vic�ms varies. It is Handling the Cinder Stone. If the party express
notable that while the heirs to the Selveth and interest in the stones, she suggests that one of the
Priyana families were killed, the vic�m �ed to characters handle it. She warns them to expect an
House Ivarin was a low-level employee instead of a unse�ling but seemingly harmless reac�on. If a
blood rela�ve. character holds the stone in their hand, a flaming iris
Isabella Ivarin—Cinder Jack’s summoner and the opens up from the stone, and the character hears the
true architect of these killings—used the murder of word “consume” whispered telepathically.
Gallen Wurn as a prac�ce run, and also to draw
a�en�on away from her family. The heirs of the
Selveth and Priyana families were the real targets. CINDER STONE
Wondrous Item, Uncommon

WHAT GRIZELDA KNOWS OF CINDER JACK This roughly spherical piece of smoky black obsidian is
Grizelda was a child during Cinder Jack’s original killing what remains of a vic�m’s eye once Cinder Jack
spree, but she is familiar with the story and rumors that completes his ritualis�c slaughter. When you touch it, the
developed over the years. She knows the following rock cracks open, revealing a burning eye hidden beneath
about Cinder Jack: its dark shell. The eye then peers at you, telepathically
communica�ng a single thought: “Consume.”
♦ Cinder Jack was a serial killer who died sixty-five If you eat the stone, your hit point maximum is
years ago. He was slain by the town guard when he reduced by 1d12 for 24 hours and you gain the same
fled into an abandoned tavern called The Brief amount of temporary hit points. In addi�on, once in the
Respite. The tavern was then burned to the ground next 24 hours, you can cast hellish rebuke at 3rd level.
but its ruins s�ll stand (see “The Brief Respite”).
Jack’s remains were never found.
♦ Cinder Jack used a sickle to kill his vic�ms, then WHERE THERE’S SMOKE
burnt their eyes out in some form of arcane ritual. The inves�ga�on into these crimes and how they are
♦ Every recent vic�m was associated with a noble linked to the decades-old killing spree can take many
house. While Jack’s previous vic�ms were guards, paths, outlined below.
judges, and other people of authority, nobles were
never exclusively his targets.
♦ The local coroner has seen the bodies of the three THE AGED GUARD
vic�ms and may be able to offer clues (see “Tender Characters who wish to speak with Henry Miller—the
of the Dead”). last surviving witness to Cinder Jack’s retribu�ve killing
♦ An old guard named Henry ‘the Hangman’ Miller by the guards—can easily find him at The Rusty Hook, a
re�red the night Jack was killed. He may have seen dank watering hole nearby. Read or paraphrase the
what happened (see “The Aged Guard”). following when the characters enter the tavern:
♦ Later in the evening, the noble houses are
gathering at the Ivarin Mausoleum to think of a plan The Rusty Hook is a dingy, cramped tavern that
to keep their children safe (see “Rising Embers”). reeks of sweat and stale beer. The one-room estab-
lishment is en�rely empty except for the frowning
human bartender and a grizzled older human man
si�ng in the corner by himself.

126 Grizelda’s Cursed Curiosities


If the characters inquire about Henry Miller with the There is li�le of interest amidst the rubble of The Brief
bartender, they are directed to the aged man in the Respite. If the characters choose to descend the stairs,
corner. Henry (neutral human commoner, he/him) they find themselves in a cramped, musty cellar. The
sports a dirty gray beard, an eye patch, and a stained sound of trickling water can be heard from a grate on
set of weathered clothes. A noose is ta�ooed around the south wall.
his neck. If the characters inves�gate the grate, they find it can
Henry has no interest in speaking with adventurers. be opened without trouble. It leads to the local sewer
However, he will answer ques�ons about the night system.
Cinder Jack was killed provided a party member makes The Body. A�er trudging through the sewer for a
a successful DC 12 Charisma (Persuasion) check or if he minute or so, the party finds a small, elevated pla�orm.
is offered a free drink. If Henry agrees to talk, he says The pla�orm’s en�re surface is charred, with one
the following. notable excep�on—a spot of unmarked stone in the
rough outline of a humanoid body. A successful DC 13
“I was just a kid when it happened. They said they Intelligence (Medicine) or DC 15 Intelligence
ran him into that building and trapped him… which (Inves�ga�on) check indicates that a corpse was likely
was nonsense. They dragged him inside. The Brief here for many years but was recently removed. The
Respite, the dump was called. They broke his legs truth is that this was the final res�ng place of Cinder
and set the place on fire. Captain Priyana gave the Jack, whose body was destroyed during the ritual that
order himself. Laughed and toasted his victory returned his spirit to the Material Plane.
while Jack screamed. Un�l the poor bastard was The Signet Ring. A successful DC 15 Wisdom
nothing but ashes. So no, I don’t think it’s a hun- (Percep�on) check uncovers a ring glin�ng in the muck
dred-year-old Jack wandering around. It’s just below the pla�orm that bears the symbol of house
some copycat wan�ng to take down the fancy folk. Ivarin. It was lost by Kalix during the ritual that brought
I say let ‘em burn just like ol’ Jack did.” Cinder Jack back to life.

Henry is confident that Cinder Jack was killed in the fire THE TENDER OF THE DEAD
and believes the recent murders to be copycat killings. If the characters decide to inves�gate the coroner’s
He has no opinion on who might be behind them and office, read or paraphrase the following when they arrive:
his willingness to discuss other ma�ers is limited unless
he is offered more drinks. If the characters press about The simple, red-stone building has no decora�on,
Cinder Jack’s end, he suggests they inves�gate the no signage, no windows, and a simple reinforced
burned remains of The Brief Respite that s�ll stand to wooden door. You knock on the door and a�er a
this day (see “The Brief Respite”). minute of wai�ng, the latch slides open, revealing
House Ivarin. If asked about the three noble houses, a pair of green eyes. It suddenly slams shut and
Henry has li�le but contempt. He tells the party he you hear several locks and bolts being undone.
par�cularly avoids the Ivarin family due to their Eventually the door swings open. Standing in the
associa�on with Kalix, a rumored necromancer, who doorway is a half-orc man in his late thir�es, wear-
makes Henry intensely uncomfortable. ing a blood-covered apron over simple brown
clothes. He greets you with a smile.
THE BRIEF RESPITE “Well, how can I help ye?”
If the characters inves�gate the site of Cinder Jack’s death,
read or paraphrase the following when they arrive: The coroner introduces himself as Harold Kramer
(lawful good half orc noble, he/him). Harold is
Near the outskirts of town, a pile of rubble is all surprised the characters are interested in the bodies.
that is le� of the tavern known as The Brief He will not allow the characters to inspect the bodies
Respite. Mounds of charred bricks mix with as it would interfere with an ac�ve inves�ga�on.
twisted vines as nearby vegeta�on has largely re- However, he answers some basic ques�ons about the
claimed this spot. Within the ruins, a set of stairs vic�ms in this case. Harold agrees to share the
descend into darkness. following informa�on:
♦ The cause of death for all three vic�ms is unclear.
♦ All three vic�ms have had their eyes removed,
and their eye sockets are charred.

Embers of Ambition 127


128 Grizelda’s Cursed Curiosities
♦ While Gallen Wurn’s body was not otherwise
damaged, both Priyana’s and Selveth’s bodies are
RISING EMBERS
When the characters approach the Ivarin family
branded with the symbol of the other’s house.
mausoleum, read or paraphrase the following:
If the characters press Harold for more informa�on and
make a successful DC 15 Charisma (Persuasion) check, he
The largest mausoleum in the old graveyard sits
provides them with his unofficial autopsy notes.
just off a narrow gravel path. Torches adorn both
Official Records. If the characters have ques�ons
sides of the ornate wooden door, which is ajar. As
about the vic�ms of the original Cinder Jack killings,
you approach, an agonized scream pierces the air,
Harold explains that was well before his �me. However,
followed by the sound of steel striking stone and a
he provides a copy of the wri�en coroner’s inquest
heavy thud. Then the night is deathly quiet.
report from one of the vic�ms from that era. It is the
only remaining record from that inves�ga�on.
Strewn across the entry hall of the mausoleum are the
bodies of the remaining Selveth and Priyana family
Coroner’s Clues members, along with some of their guards—vic�ms of
the ambush orchestrated by Lady Ivarin.
There are a number of clues the characters could
Hidden Passage. Two of the stone tombs here lay
piece together from the visit to the coroner’s office.
undisturbed, but the lid of the third tomb has been
In summary:
pushed aside. Inside is empty save for a long ladder
♦ The method of killing is the same in the current
which plunges into darkness. Isabella and her servants
and original murders.
Kalix and Cinder Jack fled down this secret passage to
♦ The recent vic�ms were nobility, while previous
the catacombs below.
vic�ms were low-level authority figures.
♦ The recent vic�ms were branded with the house
crests, while the original vic�ms were not. IVARIN CATACOMBS LOCATIONS
The loca�ons in the catacombs are keyed to the map
Take note if the characters find it suspicious that the included in this adventure. The catacombs have the
vic�ms included members of the Selveth and Priyana following general features unless noted otherwise:
houses, while the branding on the bodies also Ceilings. Rooms and tunnels are 10 feet high.
excluded their rivals, the Ivarin family. If the characters Doors. Doors in the catacombs are 8 feet tall, 4 feet
deduce that the current set of murders is an a�empt wide, and made from 6-inch-thick wooden planks.
to ins�gate a war between Houses Priyana and Floors. The floors of the catacombs are made from
Selveth, they enter the final conflict in a be�er smooth, worked stone.
posi�on to secure support from those families. Light. There is no light in the catacombs unless
otherwise indicated. In some rooms, the boxed text
assumes the characters have a source of light or
DEVELOPMENT possess darkvision.
When the characters have completed their inves�ga�ons,
Smells. The smell of mildew and decay are ever-present.
inform them that night has fallen. At that moment, a scream
rings out. Once outside, they see a crowd gathered round a
mortally wounded house guard, blood soaking her Priyana M1. CANDLE CHAMBER
livery. Staring up at the black sky, bleeding onto the
cobblestones, she rasps the words “...the Ivarin mausoleum...” The secret passage opens into a small, worked
with her last breath. Then, she perishes. stoned room. Lining three sides of the room are
Houses Priyana and Selveth were lured to the Ivarin shelves covered in lit candles. Beyond an open
mausoleum by Isabella under false pretenses. She archway in the southern wall, a dark room waits.
suggested the houses meet to discuss how they might
protect themselves against the threat of this murderer
The candles in this room are all lit with a con�nual
but when they arrived, they were ambushed by Lady
flame spell.
Ivarin, Kalix, and Cinder Jack. This Priyana guard managed
to escape amid the chaos but not before being stabbed
through the gut. The mausoleum is located in the oldest
sec�on of the local graveyard.

Embers of Ambition 129


130 Grizelda’s Cursed Curiosities
M2. FAMILY CRYPT UNDEAD TABLE
Average Party Level Monster Stat Blocks

This small crypt is lined with two alcoves on each Cinder Jack*: remove Sympathe�c
side. Within each alcove rests a stone tomb. 1-4 Suffering trait, set hit points to 60.
Kalix: Does not join in combat

Cinder Jack*: remove Sympathe�c


This crypt houses the remains of the earliest members 5 - 10
Suffering ability, set hit points to 80.
of the Ivarin family.
Cinder Jack*: Use stat block as wri�en
The Dead. Each of the corpses in the family crypt 11 - 15
Kalix: Cult fana�c
have been turned into undead by Kalix. The undead
Cinder Jack*: Use stat block as wri�en
a�ack the characters if they disturb any of the tombs, or 16 - 20
Kalix: Archmage
if they linger in the room for longer than a minute. Use
*See the stat block at the end of this adventure.
the following table to determine stat blocks based on
the average party level of the characters.
DEVELOPMENT
As soon as the fight with Cinder Jack is over, a dozen
UNDEAD TABLE
members of the town guard (veterans) descend upon
Average Party Level Undead Stat Blocks area M4. If Lady Ivarin survives, she tells the guards that
1-4 Four skeletons the characters saved her from Cinder Jack, who
returned from the dead, and proclaims them to be
5 - 10 Four ghasts
heroes of the town. A character who succeeds on a DC
11 - 15 Four ghosts 16 Wisdom (Insight) check sees through the charade
16 - 20 Six wraiths and recognizes she was involved in the plot.
If the characters found evidence of the Ivarins’
M3. HALLWAY complicity with the killings, the characters have two
This thin, non-descript hallway ends at a large wooden choices: they can go along with Lady Ivarin’s version of
door on the westernmost wall. events and accept their place as heroes of the town (see
Trap. Once all of the characters enter the room, a “Heroes of the Town”) or they can accuse Lady Ivarin of
cloud of noxious gas rises from the floor. Each character masterminding the whole grisly affair.
must succeed on a DC 12 Cons�tu�on saving throw or
become poisoned for 1 hour. ACCUSING LADY IVARIN
Should the characters accuse Lady Ivarin, the town guard is
M4. GRAND CRYPT skep�cal, and the lady acts offended. The charactershave
an opportunity to show any evidence of her involvement
or face the consequences. To successfully make the case
The heavy wooden doors open into a large crypt
against Lady Ivarin and convince the guard of her guilt, the
with 15-foot-high ceilings. Torches line the walls,
characters will need to highlight at least two of the
and the center of the crypt is taken up by a large
following pieces of evidence:
tomb on a stone dais. A noblewoman stands by a
well with a robed individual to her right. Near the Cinder Jack Was Raised From The Dead. The characters
dais, a looming figure in a cloak and hat stands un- could have learned Cinder Jack was undead, and that
moving. The only sound is the steady dripping of Lady Ivarin has a necromancer (Kalix) in her employ.
blood from the scythe in the hooded figure’s hand The Ivarin Heir Was Not Targeted. While Cinder Jack
as they strike the bu� against the cracked stone killed the heirs of the other families, only a low-level
floor. member of the Ivarin house was targeted.
The Signet Ring. A House Ivarin signet ring was found at
the site of Cinder Jack’s resurrec�on.
When the characters open the doors and Lady Ivarin
Brandings. The bodies of the Priyana and Selveth
sees them, she screams for help, feigning terror. Cinder
vic�ms were branded with the other house’s symbol
Jack and Kalix a�ack immediately. Use the following
in an a�empt to deflect blame from Lady Ivarin.
table to determine stat blocks for combat.
If the characters provide enough evidence to convince
the guards, they lead Lady Ivarin away to face trial. The
guards are thankful, but do not offer a reward to the
characters for their help.

Embers of Ambition 131


If the characters are unable to provide enough evidence,
they are treated as outcasts (see “Outcasts”).

HEROES OF THE TOWN


If the characters are unaware of Lady Ivarin’s role in the
plot or they choose to play along with her story, she is
true to her word in naming them heroes of the town.
Each character is awarded 250 gp, and she offers to
keep the group on retainer to serve as her private
security force. Now that she is in full control of the
town, most of that security work involves cajoling local
business owners to pay the new, exorbitant taxes.

OUTCASTS
If the characters accuse Lady Ivarin of complicity in the
murders or the return of Cinder Jack without enough
evidence, the town guard members are incredulous. With
a knowing grin, Lady Ivarin—now in full control of the
town—instructs the guards to escort the characters to
the edge of town and order them to never return. Lady
Ivarin quickly seizes control of the town, ruling it with an
iron fist and bleeding the commoners dry with taxes.

JACK ESCAPES
If Cinder Jack escapes without being destroyed, he
con�nues to haunt the town free from the shackles of
Lady Ivarin. Depending on the characters’ status in the
town, they could be asked to help track down the
murderous spirit and finally bring him to an end.

NEW MONSTERS
This sec�on provides the stat block for the new creature
encountered in this adventure: Cinder Jack.
HAUNTED BREW
An Adventure for 9th-Level Characters
Written by Jacky Leung, Developed and Edited by T. A. Gray and Ben Doherty

T ASSASSIN’S TEAPOT
The adventurers seek the Velvet Lounge, a luxurious
tea house wherein the affluent members of society go A recent addi�on has arrived in the curio shop—a clay
to mingle over genteel conversa�on and exquisite ceramic teapot. Four carved cranes adorn the teapot’s
teas. A string of mysterious deaths is connected to the body and a blossoming branch acts as the handle and lid
Velvet Lounge and a mysterious teapot found in the curio knob. The ceramic’s minor imperfec�ons indicate that it
shop. It is paramount to find the connec�on before the was handmade, but so expertly cra�ed that its charm is
next death. highlighted despite its muted colors. The teapot houses
three chambers inside: one close to the top, another
BACKGROUND hidden underneath near the belly, and a small hidden
compartment located near the base of the handle. Despite
Devlin Reed was an assassin who belonged to a secre�ve
its elegant design, the teapot harbors a malicious aura and
order. The order was destroyed when several noble
hidden secret.
families allied together. As the sole survivor, Devlin vowed
to exact revenge on the noble families—no ma�er the
cost. Implemen�ng his poison-making skills, he posed as a ADVENTURE OVERVIEW
poli�cian, invi�ng his would-be vic�ms into a honeyed trap The adventure’s mystery consists of three parts, with the
with promises of sweets and tea. The assassin fulfilled part first two parts involving an inves�ga�ve element, and the
of his vow, un�l a band of heroes stopped him and remaining part taking place in the Velvet Lounge. The
captured him. Devlin was ul�mately tried and sentenced adventure starts with Curious Curiosi-Tea.
to death, but that couldn’t stop the cu�hroat. Part 1: Star�ng the Adventure. The characters discover
A�er his death, his estate was liquidated and auc�oned the hidden compartment within the teapot contains a list
off. Included was an ornate ceramic clay teapot that was of names, some of which are already crossed out. From
possessed by Devlin’s vengeful spirit. The teapot found its there, they must determine the path of their inves�ga�on
way to a man named Archie Davis and Devlin’s spirit now for more informa�on.
possesses him. As Archie is the owner of the Velvet Part 2: Omens in the Tea Leaves. The characters
Lounge, a luxury tea house, Devlin’s spirit now has an ideal inves�gate the meaning of the parchment with the
loca�on to con�nue his work. names and the mysteriously constructed teapot, and
As his customer base dwindled, Mr. Davis sold off many learn more about the Velvet Lounge.
of his possessions, including the ceramic teapot, in an Part 3: Smooth Like Velvet. While inves�ga�ng the
effort to keep the establishment afloat for a few more Velvet Lounge, the party is introduced to the
months. Devlin Reed’s goal is nearly in sight with only two establishment’s owner, Mr. Archie Davis, and discover
more vic�ms le� to fulfill his vende�a. some of people whose names are on the list are also
present. There’s bound to be a connec�on. The adventure
reaches its climax as the truth is revealed: the Velvet
Lounge’s owner is possessed by a vengeful assassin’s
spirit, and the en�ty seeks to finish its mission.

ADVENTURE HOOKS
The characters find a rolled-up piece of parchment inside
a hidden compartment of the teapot. The parchment,
which bears the Velvet Lounge’s watermark, contains a list
of names of poli�cians and nobility. Several of the names
are crossed or scratched off; two more remain untouched.

134 Grizelda’s Cursed Curiosities


Archie Davis—possessed by the ghost of Devlin
Reed—oversees the Velvet Lounge.

Knowing the Gentry. A character with a background PATHS OF INVESTIGATION


connected to nobility or poli�cs may recognize one of the When asking for addi�onal informa�on about the
scratched-off names on the parchment, possibly recalling teapot, the characters learn the following:
hearing of their acquaintance’s demise.
Returning Customer. A character living a wealthy or ♦ When asked who sold the teapot to the shop,
aristocra�c lifestyle may recognize or have previously Grizelda recalls a large, plump man who hoped to sell
frequented the Velvet Lounge. They recall the owner, off the teapot for substan�al coin, though he ul�mately
Archie Davis, as a plump older gentleman who ran the se�led on a lower price. Who’s the mysterious seller?
luxurious establishment with a small staff. How did he get hold of the teapot?
Whispering Malice. A spellcaster who knows or has ♦ Inves�ga�ng the names requires addi�onal
prepared the speak with dead spell hears faint, resources beyond those the curio shop can
murderous whispers when holding the teapot. Images provide; the characters may seek rumors or
flash of the teapot pouring its fatal toxins into teacups and connect with any possible contacts. Who are the
those cups being served to its unsuspec�ng vic�ms. people on the list?
♦ Grizelda remarks that the teapot seems
handmade, but with high degree of cra�smanship
STARTING THE ADVENTURE and quality. In addi�on, she remarks the teapot
While examining a curious ceramic teapot, a well- didn’t hold as much liquid as its shape and size
hidden compartment near its base reveals a small piece would suggest. Who cra�ed the teapot and what
of parchment. Read or paraphrase the following: other mysteries does it contain?

The teapot is copper-colored ceramic adorned with DEVELOPMENT


four cranes , each in a pose of rest or flight. Upon care- The adventure begins a�er exi�ng the curio shop with the
ful inspec�on, you find a peculiar indenta�on on the teapot in the party’s custody. With limited informa�on,
teapot’s base that contains a concealed hinge. Press- the characters must decide which lead to follow first.
ing the hinge lightly reveals a secret compartment Luckily, any clues or informa�on uncovered should reveal
that contains a list of names—some scratched off. the teapot’s origins and possibly its intended purpose.

Haunted Brew 135


OMENS IN THE TEA LEAVES A character making a successful DC 14 Intelligence
(History) check recalls that everyone listed was part of
The adventurers must gather clues, leads, and
an alliance to capture and eradicate a secret order of
informa�on surrounding the teapot and its mysterious
assassins. If the character succeeded in the check by 5 or
contents. With three strong leads, the party can either
higher, they also remember that one of the assassins, a
separate into smaller groups or inves�gate together. The
man named Devlin Reed, managed to escape and exact
more informa�on gathered, the be�er prepared the
his revenge on the four names scratched off the list
party is once the truth is uncovered.
before he was captured and executed.
A successful DC 15 Wisdom (Percep�on) check while
Skills with Different Abilities searching through archives reveals that the same teapot
sold in the curio shop was one of the many items from
Across the adventure, some ability checks use non-
Reed’s liquidated estate.
tradi�onal combina�ons of ability and skill. In those
instances, the character can apply their proficiency
bonus along with the ability. For example, an ability WORD ON THE STREETS
check to determine a character’s stamina may ask The characters can make use of any gossip or local
for a Cons�tu�on (Athle�cs) check. If the character networks to research the list of names with a group DC
is proficient in Athle�cs, they may apply their 14 Charisma (Inves�ga�on) check. For each success, the
proficiency bonus to the Cons�tu�on check as they party learns any of the following pieces of gossip:
would normally do for a Strength (Athle�cs) check. ♦ The listed names were regular customers of a
luxury tea house called the Velvet Lounge.
♦ A�er the assassin order was dissolved, a sole
survivor allegedly managed to exact their revenge on
A LIST OF NAMES some of the nobles and poli�cians.
The list of names found within the teapot sparks many ♦ Viscountess Tombford (she/her) organized several
ques�ons about their iden��es. All of the names listed noble houses, poli�cians, and bureaucrats to find
belong to nobles, poli�cians, or celebrity socialites. At the and eliminate the assassin order.
�me of the party’s discovery of the list, the first four ♦ Harper Mossridge (they/them) hired the
names have been scratched off—signifying their demise. inves�gators who ul�mately discovered Devlin
Reed’s alter ego as an assassin.
For each failed check, a group of ruffians equal to the
number of characters ambushes the party. If the party
fails mul�ple checks, a different set of thugs a�empt to
ambush the party for each instance.
The party also learns the following when asking about
the Velvet Lounge:
♦ The Velvet Lounge was established nearly a
hundred years ago by a tea merchant family. The
RESEARCH THROUGH OFFICIAL RECORDS current owner is Mr. Archie Davis, a plump, middle-
The characters may head to a Registrar’s Office to search aged man with a boisterous demeanor and generous
for any public records. A successful DC 14 Intelligence spirit.
(Inves�ga�on) check reveals that the four scratched off ♦ The Velvet Lounge caters to members of high
names are deceased and have the following informa�on: society, poli�cians, and celebri�es. It is rumored that
entry is through invita�on only.
♦ Alice Bellmore (she/her) died tragically in her ♦ The lounge is reportedly magically warded against
bathtub. Cause of death: accidental drowning. trespassers and divina�on sensors can’t pierce
♦ Augustus Harold Crawster (he/him) died in a through its barriers.
carriage-related collision.
♦ Colonel Thomas Lockmoat (he/him) died a�er Addi�onally, a successful DC 14 Intelligence (History)
complaints of chest pain in his home. check reveals that a sanc�oned warrant from a
♦ Vincent Samuel Summerland (he/they) died in an Magistrate’s Office or law enforcement should bypass
alchemical accident in their private lab. Cause of the Velvet Lounge’s magical wards.
death: blood vessel ruptures.

136 Grizelda’s Cursed Curiosities


HOLD A SÉANCE ANGLE YOUR ENTRY
The characters can reach out to the spirits of the The characters can a�empt to enter the lounge by
deceased through a séance ritual. To perform the ritual, acquiring the password; however, the endeavor
100 gp worth of spell components must be gathered. undoubtedly raises suspicions and alerts the possessed
Grizelda is willing to provide a short-term loan to cover Archie Davis.
the expenses.
When performing the séance, one of the characters Raising Suspicions
must lead the ritual, but it requires a successful group
DC 15 Charisma (Religion) check to invoke the For every hour the party remains within 50 feet of
phantasmal forces needed for a successful séance. the lounge, roll a d20. On a result of 11 or higher,
Clerics, characters who know the contact other plane or Archie contacts the local authori�es, a number of
speak with dead spells, or who are proficient in Religion knights equal to the number of adventurers, to
are suitable ritual leaders and have advantage on the arrest the party for loitering.
check. Characters who do not meet these criteria roll
the check with disadvantage. Grizelda can also provide a The characters can a�empt to intercept a lounge patron
scroll of speak with dead for 300 gp, adding the upon entry or exit of the establishment. A patron can be
expenses onto the loan. coerced to divulge a clue about the lounge’s password
If successful, the ritual summons the spirits of the with three successful DC 15 Wisdom (Insight) or
deceased from the list of names. The party can ask Charisma (Persuasion) checks; however, if a character
them one ques�on for each successful check. The fails three checks before the third successful check, the
characters learn any of the following informa�on: patron ends the conversa�on and leaves. Each a�empt
♦ Alice Bellmore retells a pleasant a�ernoon with a patron takes 1 hour, regardless of the outcome.
discussing charity fundraisers over tea with Devlin On each failed a�empt, the character must roll two
Reed before her return trip home and eventual d20s, taking the lower result for “Raising Suspicion.”
death. A character with the “Knowing the Gentry” adventure
♦ Augustus Crawster and his personal staff were hook has advantage on ability checks to coax the lounge
invited to a gathering at Devlin Reed’s estate and patrons.
received Reed’s hospitality of tea and sandwiches—a A character can deduce or guess that the password is
warm gesture at the �me, it seemed. “lavender” by making a successful DC 22 Wisdom
♦ Colonel Lockmoat remarks that the chest pains (Insight) or Intelligence (Inves�ga�on) check. The DC is
began when he was invited to a weekly reduced by 1 for each clue acquired from patrons.
gentleperson’s card game at the Reed estate.
♦ Vincent Summerland recalls Devlin Reed visi�ng BREAKING AND ENTERING
them at their lab. Reed offered to make tea for them All the doors and windows of the building are magically
and even brought his own tea set. Shortly therea�er, locked as if under an arcane lock spell due the effects of
Vincent had headaches and made a mistake which the guards and wards spell. Any a�empts to break or
resulted in the accident. force open the doors or windows increase the chances
of being caught (see “Raising Suspicions”).
On a failed ritual check, the ritual s�ll conjures the four
If successful, the characters must contend with the
ghosts of the deceased but they become rampant with
protec�ve measures of the lounge (see Area
grief and rage—a�acking any living being in the vicinity.
Informa�on under “Parlor and Tricks”). Once those
magical protec�ons are triggered, Archie becomes
A LOUNGE OF SECRETS aware of intruders and immediately calls for the local
The Velvet Lounge is an exclusive, luxurious tea house. A authori�es. The characters have disadvantage on ability
successful DC 16 Intelligence (Arcana) check reveals that checks to break or force open the windows or doors on
the Velvet Lounge is magically warded against later a�empts.
trespassers and intruders (see Area Informa�on under
“Parlor and Tricks”). Entry into the building requires a
password, typically included on a guest’s invita�on.
A TEAPOT STEEPED IN MYSTERY
The teapot contains other secrets besides the list of
There is a way to circumvent those measures if the
names found in a secret compartment, but it requires
adventurers are pa�ent and persistent enough.
some careful examina�on. A character examining the
teapot discovers its unique construc�on with a

Haunted Brew 137


successful DC 17 Intelligence (Inves�ga�on) check; they Across the threshold of this two-story building is
have advantage on the check if they are proficient with an opulent interior decorated with fine purple cur-
po�er’s tools. tains, ar�san rugs, and handcra�ed furniture,
Alterna�vely, breaking the teapot and reassembling which can accommodate over twenty patrons at a
the pieces with a successful DC 20 Intelligence �me. The tea house patronage is sparse today,
(Inves�ga�on or with po�er’s tools) check reveals a with only two customers present; both are being
second chamber connected with the spout and the catered to by a plump man with a purple jacket
body of the pot. and bow �e.
A character proficient in Medicine or a poisoner’s kit
finds faint traces of the crimson crane poison. While
touching the teapot, they risk exposure to the poison
(see appendix A). They can determine the poison’s AREA INFORMATION
effects with a successful DC 18 Wisdom (Medicine) or The interior of the Velvet Lounge has the following
Intelligence (poisoner’s kit) check. features:
Finally, a character may connect with the malicious Dimension and Terrain. The Velvet Lounge is a two-
whispers emana�ng from the teapot with a successful story building measuring 60 feet long and 40 feet
DC 14 Wisdom (Insight) check. The whispers reveal any wide. The ground floor is spacious with small tables
piece of informa�on not already obtained from and armchairs for patrons and a small kitchen and bar.
“Research Through Official Records,” “Word on the The upstairs contains an office space, storage rooms,
Streets,” or “Hold a Séance.” If the check succeeds by 5 and a bedroom.
or more, the character also gains a mental image of Guards and Wards. The lounge is magically warded with
Devlin Reed through psychometric visions—including a permanent guards and wards spell. In addi�on to
him pu�ng poison into the teapot! the spell’s normal effects, the ward produces the
following addi�onal effects:
DEVELOPMENT ♦ A sugges�on spell near the entrance that requests
Once armed with enough evidence and informa�on, trespassers to vacate the building and turn
the party can a�empt to enter the Velvet Lounge with themselves over to law enforcement.
either a warrant procured from the Magistrate’s Office ♦ A s�nking cloud spell that can appear in the main
or any connec�ons to local law enforcement. If the hall or in the lounge office.
party secured a way to break into the Velvet Lounge, ♦ A magic mouth spell is placed on the front and
Archie Davis (possessed by Devlin Reed) becomes back door of the building. Each magic mouth is
aware of the party. Proceed to the next part, “Smooth programmed to trigger whenever a creature stands
Like Velvet.” within 5 feet of any of the entrances, delivering the
following message: “Entry is by invita�on only. Please
SMOOTH LIKE VELVET state the password as given on your invita�on. The
Velvet Lounge is open every day for a�ernoon tea,
Once inside the Velvet Lounge, the party is greeted by
a�er-dinner tea, and evening tea. Please enjoy our
the owner Archie Davis (noble), who is possessed by the
hospitality.”
Geist of Devlin Reed (see appendix B). In addi�on, the
♦ A constant gust of wind manifests in the corridor
last two remaining names from the list are also
leading to the upstairs office.
currently present in the lounge as patrons. Sharing any
♦ While warded, the building can’t be the target of
informa�on gathered from the inves�ga�on places
transmuta�on spells.
everyone on high alert. Devlin con�nues masquerading
The save DC is 14 against any spell effect. A dispel magic
as Archie to assassinate the remaining two nobles from
spell cast at 6th level or higher, or on a successful DC 16
the list.
spellcas�ng check, removes one spell effect.
No Peeking. A creature a�emp�ng to cast divina�on
PARLOR AND TRICKS magic within 100 feet of the lounge takes 14 (4d6)
A�er surveying the Velvet Lounge from the outside, the psychic damage and receives false responses or results.
party finds that the interior doesn’t disappoint in its Ligh�ng. The lamps on the ground floor are brightly lit.
lavish accommoda�on. When they enter the interior of
the lounge, read or paraphrase the following: POSSESSED
Archie Davis behaves normally and is hospitable on the
outside, but a successful DC 15 Wisdom (Insight) check

138 Grizelda’s Cursed Curiosities


Haunted Brew 139
reveals that he is hiding something—namely, that he’s ♦ Truthful (Friendly). Archie reveals that he sold
possessed by Devlin Reed’s spirit. A character who sees several of his belongings from his private collec�on
into the Ethereal Plane immediately no�ces a dark to help pay the rent and maintenance to keep the
shadow looming over the tea house owner. Velvet Lounge afloat.
A character may deduce that Archie is possessed by a
malignant en�ty by making a successful DC 16 VISCOUNTESS MORGANA ELIZABETH TOMBFORD
Intelligence (Arcana) check. A character a�uned to the The Viscountess (mage) is a brilliant and studied mage
teapot has advantage on the check. and a student of various esoteric arts. The party’s
A character who is proficient in Religion or has the intrusion and revela�ons visibly trouble her, especially
Turn Undead class feature may a�empt to exorcise regarding the secrets she knows. Tombford starts with a
Reed’s geist out of Archie. The save DC is either equal to neutral a�tude.
8 + the character’s Religion check or their cleric spell When ques�oned, the Viscountess gives the following
save DC, whichever is higher. Regardless of the results, types of responses based on her a�tudes:
Devlin Reed’s spirit retaliates against the party (see “The
True Culprit Appears”). ♦ Adversarial (Hos�le). The Viscountess becomes
suspicious of the party and everyone in the tea house.
She circumvents their efforts whether through social
ANYONE COULD BE A SUSPECT or magical means un�l proven otherwise.
If the party doesn’t have a lead suspect, they may ♦ Indifference (Neutral). The Viscountess hopes the
ques�on Archie Davis, Viscountess Tombford, and inves�ga�on is completed swi�ly and that any possible
Harper Mossridge. By this point, they should have dangers are avoided.
gathered enough clues and informa�on to have an idea ♦ Helpful (Friendly). The Viscountess is willing to aid
of what is happening, but there are s�ll missing aspects in the inves�ga�on and delibera�ons. She can use the
to contend with—anyone could be a suspect. Help ac�on on any Arcana or History checks.
Each of the suspects has an a�tude somewhere on
the scale of hos�le to neutral to friendly. A successful HARPER ALEXANDER MOSSRIDGE
contested Charisma check shi�s the suspect’s a�tude Harper Mossridge (spy) is a philanthropist more than a
more favorably, while a failed check may result in an noble or aristocrat; however, they are secretly a smuggler
unfavorable outcome. The characters may ask ques�ons and worked for Archie Davis in the past to bypass import
pertaining to topics from the inves�ga�on. taxes on various rare ingredients for the Velvet Lounge.
Some examples may include: Harper remains boisterous and whimsical despite the dire
♦ “What was your rela�onship with the four situa�on at hand. Harper starts with a neutral a�tude.
deceased nobles on this list?” When ques�oned, Harper gives the following types of
♦ “Have you seen this teapot before?” responses based on his a�tudes:
♦ “Who would want you dead?” ♦ Rebellious (Hos�le). Harper becomes unruly and
♦ “What is your connec�on to Devlin Reed?” unwilling to stand for any further hearsay, challenging
anyone daring enough to stop them.
ARCHIE DAVIS ♦ Indifference (Neutral). Harper remains poised and
The tea house owner is displeased with the intrusion accommoda�ng, though every answer given is le�
from the party, warrant or not. Despite any grim vague or goes into unnecessary conversa�onal
revela�ons, the tea house owner wants to con�nue tangents.
opera�ng his business without interrup�ons. Archie ♦ Truthful (Friendly). Harper reveals that Archie
starts with a hos�le a�tude. needed some extra money several months ago, so
When ques�oned, Archie gives the following types of they offered to help the tea house owner pack some
responses based on his a�tudes: valuables to sell to dealers or shopkeepers.
♦ Deflec�ons (Hos�le). Archie diverts the focus of
the conversa�on toward the unjust suspicions and THE TRUE CULPRIT APPEARS
regularly demands due process or for the party to Regardless of whether Archie Davis turns hos�le or one
vacate the premises. of the guests a�empts to leave the building a�er
♦ Indifference (Neutral). Archie wants the becoming hos�le, the Geist of Devlin Reed asserts
inves�ga�on to be done and over, though is himself and tries to fulfill his postmortem objec�ve
unwilling to provide any details other than terse using Archie’s body to perform the murderous deeds.
responses. Read or paraphrase the following:

140 Grizelda’s Cursed Curiosities


A�er grueling delibera�ons, the tea house owner MYSTERY RESOLVED
lashes out and a�empts to strike the Viscountess The outcome of the adventure is based on how the
and Harper. Fortunately for them, Archie briefly party dealt with the geist of Devlin Reed and whether
hesitates, mu�ering, “Help me! Get away from he succeeds in his revenge.
me!” His shadow stretches and li�s from the group In total there are four possible outcomes the characters
and seemingly looms over Archie like a dark pup- might encounter. Saving the intended vic�ms and
peteer over its flesh puppet. defea�ng the spirit of Devlin Reed provides the characters
with a reward for their efforts. Le�ng Reed escape means
EXORCISING THE GEIST the threat of Devlin Reed's spirit is s�ll present.
While possessed by Devlin Reed, Archie is at the mercy
of any physical alterca�ons or damage. If the party ENDINGS
wishes to exorcise the geist, they can use any of the Use the following table to determine the ending:
following methods:
ENDINGS TABLE
♦ Archie is put to sleep (such as through the sleep
spell) or reduced to 0 hit points. Devlin Viscountess Tombford
Archie Davis
Ending Reed’s spirit and/or Harper
♦ A character with a divine connec�on makes a DC dead or alive?
put to rest? Mossridge alive?
16 Charisma (Religion) check to compel the geist to
Res�ul Yes Alive Both live
leave Archie. A cleric of an appropriate domain gains
advantage on this check. Ruins Yes Dead One or both dead
♦ A character psychically connected to the teapot
Haunted No Alive Both live
may expel the geist from it with a successful DC 16
Charisma (Persuasion) check. Specter No Dead One or both dead

Res�ul. Devlin Reed’s spirit is defeated, and none


FIGHTING THE GEIST of the intended vic�ms were harmed. The characters
If Devlin Reed is expelled from Archie’s body, he are awarded accommoda�ons for their efforts. Read
emerges and a�acks Viscountess Tombford and or paraphrase the following:
Harper—hoping to exact his revenge before contending
with the party. The geist enters the Ethereal Plane to
launch his a�acks. If the party reduces the geist’s hit Several days a�er the incident at the Velvet Lounge,
points by half, he a�empts to escape the lounge two le�ers arrive via messenger from Viscountess
regardless of whether the nobles are alive or not. Tombford and Harper Mossridge. The Viscountess
expresses her thanks; she is finally at peace know-
ing that their work was not in vain. Harper Moss-
ENLISTING HELP?
ridge has agreed to provide any entrepreneurial
If the party enlists the Viscountess and Harper to help, they
service or aid in the future with a small investment
share ini�a�ve count with a character and only act once
to start. Archie Davis also offers a permanent invita-
per turn. A character may take a bonus ac�on to issue a
�on to the Velvet Lounge. Without a murderous
command for them to take ac�on. When not commanded,
tea-serving assassin possessing the owner, perhaps
they use the Dodge ac�on by default. Unfortunately, both
business will return to the establishment.
the Viscountess and Harper drank some tea containing the
poison prior to the party’s arrival, so they start the
encounter with the poisoned condi�on. While poisoned, Ruins. Despite Devlin Reed’s spirit being put to rest, it
the nobles must roll a d20 at the start of each turn to came at a high cost. Read or paraphrase the following:
determine their capabili�es for the rest of that turn. Both
nobles want to avoid harming Archie, if possible. Several days a�er the incident in the Velvet Lounge,
curiosity takes you back to the now-empty streets.
NOBLE POISONING TABLE The building condemned, a period of mourning has
d20 Capabili�es come and gone, and the en�re affair is viewed as a
1-9 The noble doesn’t move or take an ac�on this turn. series of unfortunate events. The price of eradica�ng
an assassin order was paid in blood by the nobles
The noble moves at half their speed and has
10 - 16
disadvantage on all a�ack rolls and saving throws.
who dared to inspire change and be�erment. The
teapot serves as a solemn reminder of the tragedy.
19 - 20 The noble can act and move normally.

Haunted Brew 141


Haunted. The geist escaped into the wilds of the ASSASSIN’S TEAPOT
night, leaving Archie and the surviving nobles in fear for Wondrous Item, Very Rare (Requires A�unement)
their lives. Read or paraphrase the following:
This ceramic teapot is decorated with red cranes and
The howling specter of Devlin Reed escaped into the blossoming branches. The teapot has two dis�nct
night, leaving a sha�ered interior within the lounge. chambers for liquids, each holding up to 12 ounces. You
Archie Davis and the two surviving patrons gawk at can store two different liquids inside the vessel.
their extraordinary luck before their faces shi� into pro- You can use an ac�on to pour liquid either from the
found dread. Devlin Reed’s spirit will undoubtedly strike first or second chamber. When performing this ac�on,
again in the future, though he might need to make a you may make a Dexterity (Sleight of Hand) check
new list of names—with yours most certainly there. versus a creature’s Wisdom (Percep�on) check. If the
creature fails the check, they have disadvantage on
ability checks or saving throws to detect poisons or
Specter. Devlin Reed’s spirit exacted his vengeance and
other alchemical substances for the next hour.
escaped. The world is not ready for a murderous, poison-
Malicious Echoes. Remnants of Devlin Reed’s spirit
dabbling spirit roaming its streets. Read or paraphrase
linger in the teapot, allowing the user to corrupt a liquid
the following:
inside the teapot into a deadly poison. As an ac�on, you
may transform the liquids in one of the chambers into
Devlin Reed’s spirit escaped! The ruins of the Velvet crimson crane poison. Once you use this feature, you
Lounge are covered with blood and death. An omi- cannot use it again for 7 days.
nous cloud looms as a previously vengeful spirit is Shadowy Estate. The teapot has a strong psychic
free to unleash havoc on an unsuspec�ng world. memory of the old Reed estate before its liquida�on.
The user can cast the magnificent mansion spell while
a�uned to this item. Once this feature is used, you
cannot use it again for 7 days.
TREASURE
If Archie survives, he rewards the party with 400 gp for
their efforts and trouble. The party may choose to keep APPENDIX B: NPC STATBLOCKS
the teapot (see appendix A) at the end of the adventure. The following NPCs appear in this adventure.

APPENDIX A: ITEMS
The following items appear in this adventure.

CRIMSON CRANE (INGESTED OR CONTACT)


Type: Poison Cost: 300 gp Weight: —

A creature subjected to this poison must make a DC 18


Cons�tu�on saving throw or become poisoned. The
poisoned creature takes 7 (2d6) poison damage,
reducing their Strength score by the same amount, and
must repeat the saving throw every 24 hours. Un�l the
poison ends, the damage dealt can’t be healed by any
means. A�er 7 successful saving throws, the effect ends
and the creature can heal normally.
Ingested. A creature must swallow an en�re dose of
the ingested poison to suffer its effects. The dose can be
delivered in food or a liquid. You may decide that a par�al
dose has a reduced effect, such as allowing advantage on
the saving throw or dealing damage only on a failed save.
Contact. Contact poison can be smeared on an object
and remains potent un�l it is touched or washed off. A
creature that touches contact poison with exposed skin
suffers its effects.

142 Grizelda’s Cursed Curiosities


Haunted Brew 143
A CORRUPTED INHERITANCEAn Adventure for 10th-Level Characters
Written by Dana Floberg, Developed and Edited by T. A. Gray and Ben Doherty

S
trange phenomena haunt the home of a wealthy Part 2: The Verdigris Manse. The characters meet the
guild leader a�er his death, troubling his inheritors. surviving Verdigris family, who offer to pay the
The characters must excavate the merchant’s secret characters handsomely to rid the house’s cellar of any
alchemical laboratory and grapple with the vengeful undead pests—with a premium for their discre�on.
remnants of his unholy experiments. They are interrupted by a ghostly a�ack.
Part 3: The Secret Cellar. Inves�ga�ng the cellar, the
characters find evidence of Samuel’s abominable
BACKGROUND experiments, as well as signs of an unnamed
Samuel Verdigris, a wealthy leader in the local accomplice. They are beset by a possessed porcelain
merchants’ guild, has died and le� behind his grieving doll, a mournful ghost, and a heartbroken golem. The
family, a massive inheritance, and the secret remains of final chamber can only be unlocked by someone
murderous alchemical experiments conducted in a wearing a Verdigris signet ring.
hidden cellar beneath the family’s manse. He was intent Part 4: The Sanctum. A�er choosing which of the
on retrieving the long-dead soul of his first wife and re- family members to recruit as an ally, the characters
anchoring her to the Material Plane, but died of a heart return to inves�gate the innermost sanctum. Here they
a�ack before he could complete the ritual. find evidence of Samuel’s ul�mate plans: a vessel for his
His widow Grace and eldest children Samson and first wife’s soul, s�ll unused. They are a�acked by a limb
Deirdre were unaware of Samuel’s crimes, but his crawler formed from the discarded remains of Samuel’s
youngest son Treble was an accomplice. The family has vic�ms, and either aided or betrayed by their chosen
been haunted by the ghost of one of Samuel’s vic�ms, Verdigris ally. Once the aberra�on is dispatched, the
and Deirdre has—unbeknownst to the others—been characters must decide what to do with the evidence.
possessed by one of the restless dead.
The remaining family members desperately want the
dangerous situa�on resolved.

THE SPLICED LOCKET


This adventure involves a spliced locket, a magic item
that allows the bearer to see into the Ethereal Plane
through the reflec�on of its mirrored interior. The locket
is spliced with the soul of Mimi Bramblebough, a
halfling hedgewitch killed by Samuel and Treble, whose
life force now fuels its arcane powers.

ADVENTURE OVERVIEW
The adventure consists of four parts:
Part 1: Star�ng the Adventure. Characters
encounter Grizelda in her shop, where a silently
screaming locket directs them to inves�gate the
nearby home of the Verdigris family. On their way,
the characters pass through the surrounding
township and learn the community has experienced
many mysterious disappearances.

144 Grizelda’s Cursed Curiosities


A limb crawler drags itself out
of a vat of acid.

SETTING THE ADVENTURE Grizelda tells the party that a wealthy guild leader
A�er leaving Grizelda’s shop, the adventure takes place named Samuel Verdigris recently passed away. The
en�rely in the Verdigris manse and the surrounding locket is enchanted to reveal the Ethereal Plane and the
township. The manse can be located in any se�lement spectral denizens who reside there. She offers them
large enough to house a mercan�le guild. The area must direc�ons to the Verdigris manse, and insists they take
also feature an abandoned carpentry shop and a the locket free of charge in exchange for a small favor
thriving alchemist’s apothecary. she can call on later. She explains her reasoning:

“That locket’s been in my shop a year and a day,


STARTING THE ADVENTURE and no one else has ever seen a woman in the
Inside Grizelda’s shop, a brass locket stained with blue- glass before. I reckon she wants something from
green pa�na hangs from the beak of a stuffed raven. you, and I’m not one to tell a ghost her business.”
The character with the highest passive Percep�on
no�ces the locket and feels a strange, desperate aura
emana�ng from it as an opal on its face begins to The Witch in the Locket. Inside the locket is the
gleam. Any character who opens the locket sees that spliced soul of Mimi Bramblebough (neutral good
instead of a portrait, it contains a mirror. halfling commoner, she/her), one of Samuel’s vic�ms.
Suddenly, the mirror clouds over and a halfling She was a local hedgewitch, dismissed by the
woman appears on its surface, slamming her fists townspeople as eccentric or even suspicious. However,
against the mirror as if on the other side of a pane of she was a talented herbalist and Treble considered her
glass, and opening her mouth in a silent scream. an obstacle to his ambi�ons. Following her
disappearance, Treble opened his apothecary in Mimi’s
abandoned workshop.
A MIRRORED SCREAM The restless spirits of Samuel’s vic�ms, as well as
The woman in the locket is screaming a word. A Deirdre’s dispossessed soul, are all trapped in the
successful DC 16 Wisdom (Percep�on) check discerns Ethereal Plane. They can be seen through the spliced
that the word is “Verdigris.” Characters who read lips locket’s reflec�on, appearing as spectral shapes of the
automa�cally succeed on the check. people they were in life.

A Corrupted Inheritance 145


SPLICED LOCKET ♦ Treble Verdigris owns the successful apothecary.
Wondrous Item, Uncommon The Verdigris children are all extremely
accomplished, but Treble is the only one friendly
This brass locket is �nged with verdigris and engraved with the townspeople.
with floral pa�erns. An opal embedded in its face ♦ The apothecary shop used to be home to a
gleams when the spliced soul is restless. hedgewitch. Rumors say she woke a dark spirit who
The locket has 3 charges. As a bonus ac�on, a consumed her whole.
creature can gaze into the mirror of the locket’s interior ♦ The townspeople have been suspicious of visi�ng
and expend 1 charge. For the next minute, the creature bards ever since a charming lute-player skipped town
can see into the Ethereal Plane out to a range of 60 feet, without paying any of her debts.
through the reflec�on in the locket’s mirror.
The locket regains 1d3 expended charges daily at
midnight.
THE VERDIGRIS MANSE
A beau�ful villa lounges across an acre of well-kept
ENTERING THE TOWN lawns. In each window, black curtains are drawn to
Most of the ci�zenry are out and about, well-dressed
show the family is in mourning, but the front doors
a�er a�ending Samuel Verdigris’ funeral. Several stop
are open. Solemn callers trickle out a�er paying
by a bustling apothecary shop for �nctures. Despite the
their respects to the bereaved.
pedestrian traffic, the town is quiet, with an air of
solemnity. Nothing is as quiet, however, as a darkened
carpentry shop, its shu�ers moldering from neglect. The Verdigris family welcomes the characters in,
If the characters pause to no�ce the carpentry shop, a thinking they are mourners visi�ng a�er the funeral. As
voice calls: soon as the characters men�on the spliced locket or
indicate they are adventurers, the family requests their
aid.
“If you’re looking for woodworking, you’ll need to
head down the lane a ways. Singh’s is closed for
good.” MEET THE FAMILY
The Verdigris family leave their servants to deal with
any lingering guests and gather in the salon with the
The speaker is Jolene Thrush (neutral human
characters to inform them of the situa�on, explaining
commoner, she/her), owner of the nearby smithy. She
that a�er Samuel’s passing, they discovered an entrance
explains the carpentry shop belonged to Ari Singh
from his office into a secret cellar. They agreed they
(lawful good human commoner, they/them) before
would go down together to split any remaining
they went missing six months ago. Ari’s husband Oscar
inheritance—but Deirdre snuck in first and was a�acked
(chao�c good dwarf commoner, he/him) couldn’t
by something in the darkness. Ever since, the house has
accept the loss, becoming swallowed up by grief before
been plagued with fearful haun�ngs. They are eager to
disappearing himself only two months later. Thinking
pay the characters to clean out the cellar, and offer a
about the disappearances, Jolene shudders:
premium for the party’s discre�on.
As they talk, the family constantly bickers and snipes
“It’s a strange thing, but to tell you truly, I wish it at each other. Each family member wears the same
was stranger. Not too uncommon for folks to van- signet ring, embossed with a white lily (the family’s
ish in this town. It’s enough to make you think the crest).
place is haunted.” The Widow. Grace (chao�c neutral �efling noble,
she/her) is Samuel’s second wife. She is beau�ful,
On their way to the manse, the characters may choose charming, and cold. She inherited the manse and is
to interact with other NPCs. For each successful DC 18 desperate for the characters to rid the home of any ill-
Charisma (Decep�on or Persuasion) check made as part meaning spirits so she can return to entertaining her
of such interac�ons, the characters may learn one of socialite friends.
the following pieces of informa�on: The Successor. Samson Verdigris (lawful neutral
human noble, he/him) is the eldest of three children
♦ Samuel Verdigris was a pillar of the community,
from Samuel’s first marriage. He is serious, solid, and
bringing tremendous wealth to the region.
du�ful. He inherited the business and is deeply

146 Grizelda’s Cursed Curiosities


concerned with protec�ng the guild’s reputa�on from
malicious rumors about haun�ngs.
The Spirit. Deirdre Verdigris (chao�c neutral human
Roleplay Ari
noble, she/her) is the middle child—but she is not This is the first of several encounters with Ari’s ghost.
currently inhabi�ng her own body. Deirdre inherited the A�er this brief combat, Ari con�nues to stalk the
family jewels, and suspected that Grace had hidden characters through the cellar. Allow them to make their
some in the secret cellar. When she went to inves�gate, presence felt with thrown objects, haun�ng whispers,
she was a�acked by a porcelain doll animated by the and sudden spectral appearances.
spirit of Chantal Huxley (neutral half-elf, she/her), a For maximum spookiness, Ari’s ghost should never
visi�ng bard whose murder prevented her from paying be visible, audible, and able to manipulate physical
her debts in the town. objects at the same �me. They must always be at least
Chantal managed to possess Deirdre’s body and trap one of three things: invisible, silent, or incorporeal.
Deirdre’s soul in the porcelain doll, s�ll stuck in the Characters who try to interact with Ari in
cellar. While masquerading as Deirdre, Chantal plans nonviolent ways may slowly earn their trust. If Ari
to use the characters to reveal the truth about Samuel begins to see the characters as allies instead of
and Treble. enemies, their encounters may switch from aggressive
Deirdre’s wrist boasts a half-moon of bite marks from to pleading, or even helpful.
the encounter. Her family nags that she hasn’t been
herself since her return.
The Accomplice. Tremayne “Treble” Verdigris (neutral THE SECRET CELLAR
evil human mage, he/him) is the youngest son, and Behind the desk in Samuel’s office, a bookcase opens to
Samuel’s accomplice. He is clever, friendly, and reveal a staircase leading deep underground. No one
remorseless. He inherited his father’s library and accompanies the characters as they descend.
secretly hopes the characters destroy the evidence of
their joint crimes while s�ll allowing him to preserve
some of their research. CELLAR LOCATIONS
The following loca�ons are keyed to the map included
with this adventure.
GHOSTLY INTERRUPTION
A�er the most vital informa�on has been shared,
C1. VESTIBULE
Treble opens a bar cabinet to offer the characters a
drink and a ghost’s spectral hand lashes out to grab
him by the throat. The room begins to shake, and Arcane lights flicker on as you cross the threshold into
loose items topple to the floor. Roll ini�a�ve. the ves�bule. Brightness reflects off the polished
The ghost is the spirit of Ari Singh, mo�vated by white marble floor, walls, and ceiling, nearly blinding.
rage and grief over the fate of their husband Oscar. The small room is empty save for an enormous white
On the ghost’s first turn, they use Horrifying Visage marble wardrobe, and two closed steel doors.
and wail, “He suffers, he suffers!” before sinking
through the floor and returning to the cellar. If Ari’s One of the doors leads to area C2. The other leads to a
ghost takes any damage before retrea�ng, they recoil narrow tunnel.
and shout at their a�acker, “You leave us to rot!” Secret Tunnel. The tunnel is completely dark but clearly
manmade. It leads to a ladder which climbs to a trap door
set in a gazebo at the back of the Verdigris manse. A
successful DC 13 Intelligence (Inves�ga�on) check or DC 15
Wisdom (Percep�on) check discovers faint blood smears
along the tunnel floor, and a discarded floral hairpin. A
successful DC 16 Intelligence check recalls that the woman
in the locket wore such a pin.
Wardrobe. The wardrobe contains several starched lab
coats and one gentleman’s smoking jacket, as well as a
bucket of well-used cleaning supplies. One of the lab coats
contains a sheaf of notes describing the past year’s
experiments with subjects 26–29, complete with
convoluted arcane diagrams and opaque shorthand.

A Corrupted Inheritance 147


The door leads to a hallway with access to areas C3 and
Handout: Alchemical Notes C4. The shelves contain tomes on alchemical and arcane
Give the players a copy of the Alchemical Notes theorems. There is an arcane lamp on the desk, but it
handout included with this adventure. The notes has been sha�ered. There are no other light sources in
reference an accomplice by the moniker “3” the room.
(referring to Treble) and contain clues about the The books stacked on the table focus on arcane
restless spirits the characters will encounter. formulas for making constructs and enchanted items, as
well as necroman�c rituals—informa�on which can be
discerned with a successful DC 16 Intelligence (Arcana)
C2. RESEARCH LIBRARY check. A successful DC 16 Intelligence (Inves�ga�on)
check made while reviewing these books discovers an
underlined sec�on on soul-binding with a handwri�en
In a darkened room, rows of stuffed bookshelves note: “Review before Final Project.”
flank an armchair and reading table piled with The porcelain dolls are haunted dolls, but while
books. Along the far wall is a steel door and a fire- mo�onless it is difficult to detect they are animate.
place whose mantel is adorned with a row of Inside the smashed heads are soul gems securely fixed
porcelain dolls. All the dolls’ faces have been to the porcelain. Each gem is worth 100 gp and requires
smashed, and iron manacles chain their ankles in a a successful DC 17 Dexterity (Sleight of Hand) check to
long line. remove safely. The soul can be freed from the gem with
a dispel magic spell. If the soul is freed, the gem

148 Grizelda’s Cursed Curiosities


A Corrupted Inheritance 149
becomes nonmagical. The gem is instantly destroyed if The brass wheel is a centrifuge, and the same shape
the haunted doll it came from is reduced to 0 hit points. depicted in Samuel’s notes as a failsafe for subject 28.
One set of manacles is open, no�ceable with a Nearby are the alchemical ingredients necessary to
successful DC 20 Wisdom (Percep�on) check or DC 15 create the solu�on that can unbind Oscar’s soul from
Intelligence (Inves�ga�on) check. Deirdre previously the golem in area C4 (see below for details).
smashed the dolls in an a�empt to take the gems inside Mixing the failsafe requires a series of three DC 16
but couldn’t pull them free. Intelligence checks. A creature proficient with
Hiding in the shelves is the haunted doll that once alchemist’s supplies can use them as part of the
contained Chantal’s soul but is now spliced with check to add their proficiency bonus to the roll. Each
Deirdre’s. Her face isn’t smashed, and she has set a failure triggers a burst of poisonous gas, requiring a
network of tripwire traps throughout the library, one for DC 15 Cons�tu�on saving throw of all creatures
each bookshelf, which require a successful DC 18 within 5 feet of the centrifuge. On a failed save, a
Wisdom (Percep�on) or Intelligence (Inves�ga�on) creature takes 2d6 poison damage and become
check to spot. Any creature who has previously spo�ed poisoned for 1 hour. The number of successful checks
a tripwire automa�cally succeeds on future checks to made determines the quality of the solu�on
spot addi�onal tripwires. A creature proficient with produced. One success or fewer fails to make the
thieves’ tools can disarm a tripwire with a successful DC solu�on. Two successes create a moderate failsafe.
14 Dexterity check. Any creature who has previously Three successes create an excellent failsafe.
disarmed a tripwire has advantage on future checks to If Ari’s ghost has not been slain or released, they
disarm addi�onal tripwires. appear once all characters enter the laboratory. If the
Any creature who inves�gates the shelves without characters have shown respect to Ari or the other
disarming the tripwire must succeed on a DC 15 vic�ms’ spirits, they a�empt to lead the characters to
Dexterity saving throw or be knocked prone and the centrifuge, pleading for help. They hope the
restrained by a falling bookshelf. A creature can use an characters can release Oscar’s spirit from the golem in
ac�on to free itself or another creature with a area C4 as painlessly as possible.
successful DC 15 Strength (Athle�cs) check. Otherwise, Ari’s ghost a�empts to possess a character
The dolls a�ack once the first trap is triggered or and a�ack, verbally condemning the characters as
when all the characters turn their backs to the fireplace. complicit. They flee if the possession fails or once the
possession ends.
ADJUSTING FOR THE PARTY’S LEVEL When searching the laboratory, a successful DC 12
Tier Chained Dolls Trap DC Intelligence (Inves�ga�on) check discovers an ornate
lute that previously belonged to Chantal, kicked under
1 2 plus Deirdre 13
a workbench.
2* 6 plus Deirdre 15

3 14 plus Deirdre 18 C4. OPERATING ROOM


4 14 plus Deirdre 22
The room is shockingly bright, empty except for a
*: The default in the text
long, rectangular metal table fixed with leather re-
straints. Looming behind the table, in front of an-
If the characters use the spliced locket on the doll with other door, is a massive golem wearing a strange
the intact face, they see Deirdre’s spirit, which physically helm inscribed with �ny overlapping script. Its
matches her body. head creaks up and a cold, hollow voice echoes
out. “Passphrase?”
C3. ALCHEMICAL LABORATORY
The door has no handle or lock, but instead an imprint
The door opens to a sterile laboratory filled with of the Verdigris family crest, the same size as the family
vials of reagents and alchemical equipment, in- members’ signet rings. It can only be opened with one
cluding strange glass tubes and a wheel made of of the rings.
brass. The air is icy cold. Oscar’s soul is anchored to the stone golem by the
helm, which is engraved over and over with the words
“Oscar Singh.” Characters who succeed on a DC 18
Wisdom (Percep�on) check can read the name. The

150 Grizelda’s Cursed Curiosities


helm is a magical item and can only be destroyed with (Inves�ga�on) check determines that accessing the
an alchemical failsafe (which can be concocted in the sanctum beyond requires a Verdigris signet ring. A
laboratory in area C3). successful DC 15 Intelligence (Arcana) check reveals that
The passphrase is “Ana Schaffer,” Samuel’s first wife. the ring must be worn by a living Verdigris family
There is no clue indica�ng this passphrase in Samuel’s member, or else the door will not open. The characters
notes. One round a�er promp�ng the characters, the must return to the manse and choose a Verdigris to ask
golem a�acks. It only ceases its a�ack if the passphrase for help.
is spoken, the helm is destroyed, or the golem is
reduced to 0 hit points.
Once combat begins, Ari’s ghost appears if they have
Choosing an Ally
not already been slain, along with two shadows borne Each member of the Verdigris family can be found in
from Samuel’s other vic�ms. The shadows immediately separate rooms of the manse. They agree to open
a�ack the characters, but Ari only targets characters the door and accompany the characters if they
who deal damage to Oscar’s golem, ac�ng to defend promise to priori�ze the ally’s safety.
their husband’s spirit. Ari repeatedly wails, “He suffers, If the characters recruit Grace, Samson, or Treble
he suffers!” to join them, the ally’s goal is to ensure any evidence
If the characters have earned the ghost’s trust, Ari of wrongdoing is destroyed. Treble casts mage armor
a�empts to lead them to the centrifuge in area C3 to on himself before entering the cellar. He also hopes
mix the failsafe. If the characters successfully concocted to claim the unused soul vessel from the sanctum.
the failsafe, Ari pleads with them to use it. If the characters recruit Deirdre, currently
As an ac�on, a creature can splash the failsafe on the inhabited by the soul of Chantal Huxley, her goal is to
golem’s helm if it is within 5 feet of them or throw the ensure that evidence of these crimes comes to light.
failsafe up to 20 feet, sha�ering its vial upon impact. In
either case, the creature makes a ranged a�ack against
the golem, trea�ng the failsafe as an improvised C5. THE SANCTUM
weapon. On a hit, the helm and its wearer suffer the To access the sanctum, the characters must open the
effects of the failsafe, which depend on its quality. A arcane lock in area C4 with a signet ring worn by one of
moderate failsafe imposes disadvantage on all the the remaining family members.
golem’s a�acks. Then, a�er one round, the moderate
failsafe destroys the helm. An excellent failsafe destroys
the helm instantaneously. When the helm is destroyed, A grated metal walkway bisects this long room,
the golem becomes inanimate. raised a few scant feet above a pool of bubbling
If the characters use the spliced locket to look at the acid that covers the floor. Four cells line the walls,
golem before it or the helm is destroyed, they see their bars stained rust red and brown and blasted
Oscar’s spirit—a dwarven man weeping and reaching with the same explosive soot that’s smeared across
helplessly for Ari’s ghost (if they are s�ll present). the walls. At the far end of the room, a marble
Oscar’s spirit is released once the golem becomes pla�orm holds an isolated worktable with a strange
inanimate or is reduced to 0 hit points, murmuring Ari’s device atop it.
name as he fades away. Ari’s ghost gives the characters
a final grateful look before fading away too, along with The sanctum was used as a holding cell, body disposal
any remaining shadows. mechanism, and lockbox for Samuel’s final project and
ul�mate goal: to create a vessel that would re-anchor his
ADJUSTING FOR THE PARTY’S LEVEL first wife Ana’s long-departed soul to the Material Plane.
Tier Golem Type Ari’s Gost Shadows Samuel successfully created a soul vessel from his own
signet ring but had not yet bound his first wife Ana’s
1 Clay golem Non-threatening 0
essence to it. A successful DC 17 Intelligence (Arcana)
2* Stone golem Defends golem 2 check determines the soot on the walls is an explosive
3 Iron golem Defends golem 3 byproduct of a powerful necroman�c ritual.
The ritual also coalesced the acid-eaten bodily
4 Iron golem A�acks party 5
*: The default in the text
remains of all of Samuel’s vic�ms into a limb crawler,
which waits concealed in the bubbling acid pit. A
creature that starts their turn submerged in the pit takes
Signet Lock. Upon inves�ga�ng the crest-emblazoned
4d10 acid damage.
door in area C4, a successful DC 13 Intelligence

A Corrupted Inheritance 151


ULTIMATE REVEAL ADJUSTING FOR THE PARTY’S LEVEL
Tier Monster Acid Damage
Upon the discovery of the soul vessel, the characters’
Verdigris ally makes their move. 1 1 flesh golem 2d10
If Grace or Samson accompanied the characters, the
ally a�empts to throw the vessel into the acid to 2* 1 limb crawler 4d10
destroy the evidence.
3 2 limb crawlers 6d10

2 limb crawlers
Grace: “Whatever my husband did, he’s gone now. 4
5 shadows
8d10
We wouldn’t want to ruin his memory or the stellar
*: The default in the text
reputa�on he’s le� behind, now would we?”

Samson: “The guild must be protected. You will of


course be compensated for your discre�on.”
DEVELOPMENT
The characters must destroy the limb crawler to fulfill the
terms of their agreement with the Verdigris family. If the
If Treble accompanied the characters, he tries to claim Verdigris ally survived, they insist the characters come to
the soul vessel for himself and bribe the characters to an agreement regarding any remaining evidence before
keep quiet. If he senses any hos�lity, he immediately
returning to the manse. Once combat is resolved, turn to
casts greater invisibility on himself and flees.
the “Conclusion” sec�on to wrap up the adventure.

Treble: “Destroying the ar�fact is a waste. Science


can be so lucra�ve. We’d be be�er off as allies than CONCLUSION
enemies, don’t you think?” A�er escaping the sanctum, the characters describe
how they handle the a�ermath and consequences.
If Deirdre accompanied the characters, she tries to
claim the soul vessel and explains it must be taken as
evidence. She reveals her iden�ty as Chantal, one of
THE EVIDENCE
If the characters decide to reveal any evidence they
Samuel’s vic�ms who has possessed Deirdre’s body.
gathered of Samuel and Treble’s crimes, the community
is outraged. The Verdigris family is stripped of its
Chantal: “They ripped my soul from my body be- wealth, reputa�on, and posi�on in the guild. Treble is
cause they knew no one would care, no one would brought to jus�ce and his shop closed.
ques�on. It’s �me to choose whose side you’re on.” If the characters decide to suppress the evidence, or if
all evidence was destroyed, the Verdigris family pays the
characters handsomely and con�nues to enjoy their
LIMB CRAWLER economic and social dominance.
Once the Verdigris ally has announced their true
inten�ons, the limb crawler emerges from the acid and ADJUSTING FOR THE PARTY’S LEVEL
clambers onto the bridge to a�ack.
Tier Reward

1 200 pp
Surging up from the acid is a spider-like mass of
arms and legs, the corroded, decaying remains of 2* 400 pp
untold vic�ms assembled into long, ar�culated
3 600 pp
limbs and wailing from disembodied mouths.
4 800 pp

Treble is a mage. He priori�zes his own defense, *: The default in the text
a�acking the limb crawler while invisible. All other
Verdigris allies use the noble stat block, primarily If Treble successfully claims the soul vessel, he
hiding behind the characters. con�nues to amass power and wealth through his
If the characters attempt to flee, they must alchemical prac�ce and begins his own gruesome
succeed on a DC 14 Strength (Athletics) check to experiments.
open the signet lock door from this side. The limb
crawler must also succeed this check to pursue if the
door is closed.

152 Grizelda’s Cursed Curiosities


THE DEAD The other haunted dolls’ spirits are released when the
There are many spirits the characters may put to rest, dolls are destroyed.
depending on their ac�ons. Chantal Huxley a�empts to keep Deirdre’s body for
Releasing Mimi Bramblebough’s soul from the spliced herself and does everything in her power to bring Treble
locket and into the a�erlife requires a level 5 or higher to jus�ce and the truth about Samuel to light. If jus�ce
dispel magic spell. If successful, the locket loses all is done, she can be persuaded to return Deirdre’s body
magical proper�es. If Treble is brought to jus�ce, Mimi on the condi�on that her doll is then destroyed, and her
is happy to remain in the locket. Going forward, she soul released to the a�erlife.
may occasionally appear in the locket to warn the
bearer of spectral threats.
Oscar Singh’s soul can be released from the golem if
the golem is reduced to 0 hit points or the characters
unbind his soul by destroying the helm.
Ari Singh’s soul can be put to rest once Oscar’s soul is
released from the golem, or once Ari’s ghost form is
reduced to 0 hit points.
Deirdre Verdigris’ soul is released to the a�erlife if the
porcelain doll containing it is destroyed while she’s in it.

A Corrupted Inheritance 153


LAST LICHES OF THE DECEASED
An Adventure for 11th-Level Characters
Written by Zachary Noland, Edited and Developed by Kathleen Harrington and T.A. Gray

T
he former fiancée to a world-famous magician
asks for the party’s help to heist a water torture
tank from a black market auc�on. However, things
become much more complicated as the adventurers
uncover a web of secrets involving corrupted ghost
hunters, the spirit of a dead magician, and the secrets
to lichdom.

BACKGROUND
Fi�een years prior to the start of the adventure, a
second-rate magician named Wheeler Carnell
discovered the secrets to lichdom and enlisted his
assistant, Adelina Macks, to help him ascend.
However, at a cri�cal juncture of the ritual, Adelina
accidently bound his essence to a large glass water
tank that the magician used for escape tricks.
Thinking she had killed him, Adelina covered up his
death, took his assets, and started her own company.
Shortly a�erwards, Adelina met Theadora “Thea
Mazing” O’Connor, a rising magician whose scien�fic THE POSTER OF THEA MAZING
genius allowed her to perform magic without This large poster hanging on a wall in Grizelda’s Cursed
spellcas�ng. The two fell in love, spending years Curiosi�es depicts a stage, with a middle-aged woman
becoming one of the most renowned performing dressed in a red and black suit and a posh top hat
magic troupes in the world. However, during Thea’s standing in the center with her arms outstretched. The
last performance, the vengeful spirit of Wheeler words “The Amazing Thea Mazing!” shimmer above her
Carnell, now halfway between mortal life and head. The poster was signed by Theadora O’Connor
undeath, awoke and strangled Thea as she submerged before her death and is one of the last memories
herself into the tank. Adelina Macks has of her fiancée. Vivid runes are
Distraught over the passing of her partner, Adelina inscribed on the poster, seemingly at random. This is the
vowed to get to the bo�om of the magician's death. work of Thea in death, who used what li�le strength she
Learning that her death was caused by the spirit of had to inscribe a secret message that can only be
Wheeler, Adelina vowed revenge. deciphered by folding the poster.
At the start of the adventure, Adelina has few The poster may be given out during the
op�ons le�. The city guards have seized her assets in “Encountering Adelina” sec�on, but the folding
a raid and sold them at auc�on. The new owner of instruc�ons (see appendix C) should be introduced only
the tank is Curator Yasmine Dagher, a corrupt a�er obtaining the water tank.
member of a ghost hun�ng guild called the Collecters,
who uses her influence to sell paranormal objects on
the black market. With limited �me before the tank is
ADVENTURE OVERVIEW
This adventure consists of five parts. Throughout
sold yet again, Adelina implores the party to steal
the adventure, characters should use their
back the water tank and finish off Wheeler Carnell
background features, connections, and wit to
before he can escape—or even worse, share his
navigate dangerous situations.
secrets with the world.

154 Grizelda’s Cursed Curiosities


The water tank holds the
spirit of Wheeler Carnell.

Part 1: Star�ng the Adventure. The characters Nightmare. Upon seeing the poster hanging in
encounter a poster of Thea Mazing and uncover her tragic Grizelda’s shop, a character has a waking nightmare of
fate at the hands of Wheeler Carnell. With the assistance hanging upside down, choking to death, and seeing
of her fiancée, the characters must uncover informa�on flashing images of a dark-haired woman. Grizelda
about a corrupt member of a ghost-hun�ng guild. informs them that the poster was sold by a distraught
Part 2: Prepara�on. With only 24 hours to prepare, widow named Adelina Macks.
the characters ready themselves for a heist. Flashback. One or more party members recall seeing
Part 3: The Heist. The characters use their knowledge Thea Mazing’s final show in person and the horrifying
and exper�se to infiltrate the Rand Auc�on House and accident. As the flashback ends, Adelina Macks enters
a�empt to steal back the water tank. Meanwhile, Grizelda’s Cursed Curiosi�es, desperately seeking their
ghostly ar�facts go on sale to corrupt bidders who plan help a�er hearing of the party’s recent exploits.
to misuse their power.
Part 4: Retrieving the Water Tank. The characters have
the opportunity to retrieve the haunted water tank.
THE TRAGIC TALE OF THEA MAZING
The following sec�on contains bullet points for the
Part 5: The Final Encounter. The party must prepare to
beginning of the adventure. The informa�on can be
fight the failed lich Wheeler Carnell. The characters have
presented in any order.
the poten�al to thwart Carnell’s magic, but at a heavy cost.

ADELINA MACKS
STARTING THE ADVENTURE Adelina Macks (neutral good human mage, she/her) is a
Before star�ng the adventure, use one of the following thin, 42-year-old, self-depreca�ng woman with dark
hooks, or work with players to determine how the curly hair; she wears a pair of half-moon spectacles. In
group stumbles upon Adelina and the poster: both of her tenures, she handled the management
Discovery. A�er a�ending a police auc�on, Grizelda aspect, allowing the personality of the magicians to
purchases a poster signed by the magician Thea Mazing. shine through while she dealt with the details.
However, the more she learns about the history of the
poster, the more she realizes that she needs the help of Personality Trait. “I o�en blame myself for any mistake
the characters in unraveling the mystery. that happens.”

Last Liches of the Deceased 155


Ideal. “No one did anything right without elbow grease!” years. It should free Wheeler’s essence. If you defeat
Bond. “Theadora saw the good in me, and now I do too.” him, you should be able to rid this world of him once
Flaw. “If something goes wrong, it’s my fault.” and for all!”
What’s in it for us? “I… I do have 5,000 gp, but it’s all I
WHAT ADELINA KNOWS have le�. But I will do anything to save my beloved!”
Although Adelina knows that divulging her darkest
secret—the fear that Wheeler might escape—would put
her en�re enterprise at risk, her despera�on outweighs PREPARATION
her self-preserva�on. When speaking with the party, she The party has 24 hours to gather as much informa�on as
tries to maintain a veneer of calm, although she blames possible before the heist. The characters might try to
herself for the en�re affair. use their backgrounds and allies to obtain informa�on.
Ques�ons the heroes might ask, and the answers Because a heist relies on knowledge to be successful,
Adelina might have are listed below: encourage their crea�vity and reward them with
informa�on rather than rolling dice. Players might forget
Who is Wheeler Carnell? Adelina knows all the surface to do their research; remind them as they prepare.
informa�on about Wheeler Carnell in appendix A.
Wheeler has revealed his iden�ty to Adelina through a
series of dreams, in which he also revealed he holds COMPLICATIONS
the spirit of Thea hostage. Adelina will do anything to Whereas the party is beginning to dig into affairs that
get her back but refuses to allow Wheeler to escape. would not concern the average person, they could
Who is Thea Mazing? “Her name is Theadora O’Connor, poten�ally a�ract the a�en�on of the Curator. When
and she was the love of my life. We spent years on the researching Yasmine Dagher and the auc�on, roll a d6.
road, selling out shows just as fast as the �ckets were On a 1, roll on the table below for a random encounter.
printed. She did everything naturally, too—Thea didn’t
have a speck of magical poten�al. Everything she RANDOM ENCOUNTERS
came up with was based in science: ‘non-magical 1d4 Encounter
magic.’ During the premiere of her new rou�ne, the 1 A contracted erinyes comes to hunt down the party.
stage grew dark as she submerged herself into a water
torture tank. I had invented it with Wheeler, and it One of the informa�on dealers is an assassin in
2 disguise. They are accompanied by 8 (2d6 + 1) thugs
was one of the few pieces of equipment I had kept. As who fight un�l more than half of them are defeated.
Thea dove into the inky depths, I saw shadowy hands
During the night, four ghosts bound to Yasmine’s
reach out and strangle her. Although I tried to save 3 service a�ack the party. They fight to the death
her, it was too late!” rather than return to her service.
Where is the water tank now? “The police took our Corrupt members of the Collectors ambush the party
workshop as ‘evidence’—civil asset forfeiture, they 4
on their travels. Use two veterans for each character.
claimed. I pleaded with them to return my items, but
instead they sold it at auc�on. A woman by the name
of Yasmine Dagher outbid me for the water tank. It ENCOUNTERS PER APL
took me days to track her down. When I begged her to When adjus�ng for the Average Party Level (APL), use
help me, she laughed and told me that if I wanted it, I the following adjustments to balance the encounters.
could buy it from her at a private auc�on. The rumors
I’ve heard about this place say it’s the elite of the elite, REPLACE THE FOLLOWING WITH…
bidding in black market trades that’d chill your soul.
Replace… APL 3 APL 7 APL 16
With most of my assets gone, I barely have enough
money to retain my apartment.” 1 bearded
Erinyes 1 bone devil 1 solar (NE)
devil
What do you know about the auc�on? “From what I’ve
heard, it’s by invita�on only. I’ve managed to procure Assassin
1 invisible stalker 1 vampire and 4
4 thugs and 4 (1d6 + 1) (1d6 + 1)
an invite only because she took pity on me. The and Thugs
steam mephits vampire spawns
auc�on is the tomorrow evening at the Rand Auc�on
House. Luckily, I made friends with one of their former Ghosts 2 specters 2 ghosts 8 ghosts
security officers. His name is Delwin, and you can find 1 guard per 1 veteran per 3 veterans per
Veterans
him at The Owlbar.” character character character
What do we do with the tank? “There’s a ritual I can
perform—I was a conjura�on wizard back in my earlier

156 Grizelda’s Cursed Curiosities


THE OWLBAR RAND AUCTION HOUSE
Delwin (lawful good black dragonborn knight, he/him) Before running this sec�on, you are advised to review
was a member of the Collectors, the same ghost- the following spells: alarm, glyph of warding, and
hun�ng guild that Yasmine is a high-ranking member secret chest.
of, but he became disgusted by her corrup�on and This massive auc�on house is known for its shady
re�red. He now runs security at The Owlbar. Upon history and dark past. In modernity, Curator Dagher
hearing of Adelina’s plight, Delwin has volunteered to has used her influence to host illegal auc�ons by
help in any way that he can, even going so far as to selling ar�facts from her private collec�on. With her
sneak onto the security detail for the auc�on. He fortune now in jeopardy, Yasmine has fronted her most
knows the following: valuable possessions in hopes of drawing a crowd of
♦ Delwin knows all the informa�on in the “Auc�on wealthy buyers.
House Features” sec�on that follows, as well as how
the vault operates (see 11. The Vault in “Auc�on
House Loca�ons” below), the command word for the
Running this Adventure
secret chest spell (“presto”), and about the feud Because heists have many unforeseeable variables,
between Commander Chapman and Seer Vengolor the following adventure is intended to be a
(see “Important NPCs” later in this chapter). While situa�on built for the GM rather than a linear path.
Delwin will a�est to their evil, he tes�fies that many Although this adventure trusts your ability to react
of the staff are just following orders. in real �me, the following text provides tools that
♦ The objects will not arrive un�l the day of the can help you run this scenario while giving you the
auc�on, and Delwin has no idea how or from liberty to make choices that would be�er work for
where they’ll come. Curator Dagher keeps it a your narra�ve. Although you never need
secret from everyone. permission—disregard text as you see fit!

CURATOR YASMINE DAGHER IMPORTANT NPCS


If the party digs into the affairs of Yasmine, some The following characters are important people the party
poten�al facts they could learn about her background might meet while at the auc�on house:
and history are listed below. The “Important NPCs”
sec�on later in this chapter gives greater detail into
Yasmine’s character.
CURATOR YASMINE DAGHER
Curator Yasmine Dagher (lawful evil half-elf archmage,
♦ Yasmine is a member of The Collectors, a ghost she/her) has been fascinated by two things her en�re
hun�ng guild that focuses on researching life: the occult and money. She is a fearsome mage who,
paranormal ac�vi�es. Yasmine has achieved the rank a�er joining The Collectors and building her way up
of Curator, which is the highest rank a member of from its bo�om ranks, has earned her place as a Curator.
that guild can reach. However, a few years ago, her overspending drowned
♦ Rumor has it that a powerful guild called the her family in debt. In a desperate a�empt to pay off her
Order Sibylline is aiming to purchase the water tank creditors, she sold items from her private collec�on.
from Curator Dagher. Dr. Doraco Donovan (see When she discovered an underground marketplace for
“Important NPCs”) has amassed a fortune to obtain ghostly goods, Yasmine began selling off her assets to
its power. balance her spending. A�er her recent investment went
♦ Curator Dagher owns the mask and apron of The south, Yasmine is planning on hos�ng her largest
Nightbutcher, a notorious criminal who slaughtered auc�on yet. Although the Nightbutcher’s ar�facts are
thirteen innocents before finally being killed in a valuable, Yasmine hopes to establish a direct
brutal police chase. These ar�facts are the partnership with the Order Sibylline by selling them her
headliner a�rac�ons. most valuable possession: the water tank.
♦ The Curator answers only to The Director, the
leader of the guild. The Director’s iden�ty is unknown Personality Trait. “I have earned the respect of my
and contac�ng them is next to impossible. peers through hard work and service, and I will be
treated accordingly.”
Ideal. “I come from a long line of self-starters.”
Bond. “Money and reputa�on are my way forward.”
Flaw. “I spend on a whim.”

Last Liches of the Deceased 157


DR. DORACO DONOVAN REPLACE THE FOLLOWING WITH…
As a Consul of the Order Sibylline, an organiza�on Replace… APL 3 APL 7 APL 16
devoted to harnessing spectral necroman�c energy, Dr.
Yasmine
Donovan (lawful evil halfling archmage, he/him) aims to Dagher
mage — —
retrieve the spirit trapped inside the tank and learn the
secrets of lichdom. He speaks curtly to those outside of Doraco
priest — —
Donovan
his order and will abruptly end conversa�ons when he
believes he has something be�er to do. Chapman knight and gladiator and Add 2 veterans
and Vengolor priest mage as bodygaurds

Personality Trait. “I don’t use two words when one


word will do.”
Ideal. “Survival of the fi�est.”
AUCTION HOUSE FEATURES
Rand Auc�on House has the following features:
Bond. “I love my wife and treat her like a queen.”
Flaw. “I can misinterpret nearly anything done or said as Ceilings. Unless otherwise stated, the ceiling in the
a slight against me.” auc�on house is 10 feet tall.
Doors and Locks. Unless otherwise stated, each wooden
door and chest is magically secured by the arcane lock
COMMANDER LEROY CHAPMAN AND SEER ESTELAR VENGOLOR
spell and requires one of the master keys from the
These two members of Yasmine’s security detail have
head guards to open. Otherwise, it can be opened
been engaged in a rivalry ever since Commander
with a successful DC 25 Dexterity check using thieves’
Chapman (chao�c evil human assassin, he/him) was
tools, or DC 15 if the magic is dispelled.
promoted over Seer Vengolor (lawful evil high elf
Light. Every area in the auc�on house is brightly lit, aside
archmage, he/him). Vengolor seeks to undermine
from being the vault (see area 12 for further details).
Chapman’s authority and is constantly looking for
Guard Squadrons. Roaming the halls are several guard
opportuni�es to point out his failures.
squadrons, each consis�ng of one mage and two
veterans. The mages all have the see invisibility spell
Personality Trait. “I am constantly afraid my rival is
prepared. Each mage carries a �ny chest (which serves
doing something to undermine me.”
as the material component to the secret chest spell),
Ideal. “I am the only person qualified to lead the sheep.”
and the guards carry two versions of a key. The guards
Bond. “My por�on of security is more important than
are assigned numbers that correspond to the object
my rival’s.”
they protect (see area 9), although they do not know
Flaw. “I will do anything to upstage my rival.”
which object it is.

OTHER NPCS THE AUCTION HOUSE LOCATIONS


If the players decide to interact with the patrons inside
The following loca�ons are keyed to the map included
the auc�on house, here are poten�al encounters they
in this adventure.
could have:
Conan King (neutral good dwarf priest, they/them).
As an agent of both the Collectors and its Director, L1. LOBBY
Conan is looking to expose Yasmine’s corrup�on.
Lady Kelsey Paddedfoot (neutral evil halfling noble, The ornate interior is decorated in vibrant shades
she/her). Lady Paddedfoot is an ostenta�ous noble of green and gold. A paneled dado lines the walls
whose family made their wealth by owning the local of the room while cushioned benches are in the
casino. Following her around is a ghost named Horace center. To the north, two doors marked “Entrance”
that she forcibly bound to her service. are guarded by mages. In a booth, two ushers take
Baron Damon (neutral evil human cult fana�c, he/ the invita�ons of incoming patrons. To the south, a
him). Baron Damon is a member of the Church of the thick glass door stands between the luxurious inte-
Red Moon, a religious order that teeters on cul�sm. rior and the exterior.

ENCOUNTERS PER APL At all �mes, two mages guard the entrance to the
When adjus�ng for the Average Party Level (APL), use dining area (area 2), only approving those checked by
the following adjustments to balance the encounters. the ushers.

158 Grizelda’s Cursed Curiosities


The ushers are commoners with a +4 to Wisdom L2. THE ATRIUM
(Insight) when checking for counterfeit invita�ons. On a
failed save, the ushers will ask the following riddle to This large dining hall is filled with tables, cande-
verify the iden�ty of the invitee (alterna�vely, a labra, and feasts beyond delight. However, per-
successful DC 17 Intelligence [Nature] check can suffice): haps most astonishing is the illusion of the cosmos
in the ceiling, seemingly providing a peek into the
Ready to fight, ready to die universe. To the north end, a large wooden stage
Bound to the earth, yet mother could fly. with red velvet curtains dominates the area. Two
A na�on built on her broken wings, nearby doorways seem to rotate guards, patrons,
Ruled by queens, but never by kings. and waitstaff. Doorways to the east and west lead
deeper into the establishment.
(Answer: Ants)
This atrium is the main bidding hall and func�ons as a
On a failure, the mages intervene, a�emp�ng to kick dining hall before the auc�on begins. This room is the
out the unauthorized patrons. However, the mages are largest in the building and is 50 feet high. At all �mes,
uninterested in a fight. A character that makes a two guard squadrons are sta�oned inside (see “Guard
successful DC 10 Charisma (Persuasion) skill check Squadrons”).
convinces the mages to drop the ma�er. The Stage. The stage is a large semicircular pla�orm
on the north end that dominates its surroundings. A

Last Liches of the Deceased 159


secret doorway behind the curtain leads to area 3. The The head chef of the Rand Auc�on House is Cuisiner
doorway can be found with a successful DC 20 Wisdom Supreme Victoria Horgan (lawful evil elf vampire,
(Percep�on) check, or by observing the stage for 10 she/they) who uses their vampiric abili�es to sate
minutes. Curator Dagher is tonight’s auc�oneer. their lifelong desire to become a culinary master. The
The Catwalk. While on the stage, a creature can chef hates working with other people and constantly
a�empt a DC 20 Wisdom (Percep�on) check to iden�fy demeans their intelligence. If the characters are
a secret catwalk that extends above the illusion. While spo�ed, Victoria assumes they are part of the
on the catwalk, a creature can see the en�re hall, waitstaff and orders them to get into uniform.
while remaining completely invisible below. The Because the waitstaff rotates constantly, the door is
catwalk has an emergency exit that has been rusted always unlocked.
shut but can be opened with a successful DC 18
Strength (Athle�cs) check. L6. LOCKER ROOM
L3. BACKSTAGE This room appears to be a locker room for the
staff’s personal ar�facts. Various waitstaff gar-
This small backstage area is a mess. Stacks of ments hang near the south wall.
boxes, props, and other paraphernalia lie in clus-
ters. Fran�c Undead warriors bicker as they seek to At all �mes, two mages and four veterans are sta�oned
organize the chaos. To the north end, two large in this room. If a creature enters without proper
double doors five feet wide appear to swing out- authoriza�on, the guards a�ack. Several waitstaff
wards. To the south is a wooden door labeled garments hang on the wall here as extras.
“Stage” in red le�ers. Lockers. These lockers contain the personal ar�facts
of the staff from around the facility. A successful DC 20
Dexterity check using thieves’ tools opens the lock on
At all �mes, eight wights work backstage, unwillingly the objects. Each locker contains 1d4—1 sp worth of
bound to the Curator’s service. The wights are personal ar�facts.
frustrated at the disorganized infrastructure of the
auc�on house, trying to establish an organiza�onal L7. PRIVATE ROOMS
system while tending to the whims of the Curator.
Moving the Objects. When it is �me for an auc�on
item to be presented, the large double doors to the This opulent room hosts quality ameni�es that you
north open flush to the hallway, crea�ng a direct path would expect from aristocracy. Bo�les of fine
from area 3 to area 11. The wights assist the guard wines line the walls, and a spread of exo�c cheeses
squadron moving the items. sits on the nearby table. Couches have so many
cushions that it is almost impossible to sit down.
L4. LAVATORIES
These bathrooms are meant for patrons and staff alike. These rooms are meant for patrons to have private
However, a creature who listens closely to the wall can discussions with the Curator or other guests. Entrance is
hear conversa�ons in area 3. available on request. All guards hold a key to both the
east and west rooms. At all �mes, the staff keeps a stock
of various wines and cheeses for the guests. Each room
L5. KITCHEN contains twenty bo�les of wine, each valued at 1,000 gp.
The cheese pla�ers and their array of delicious offerings
Fresh smells of cooking and the scents of spices are worth 5 gp. If a room is occupied, a guard squadron
enter your nostrils as you enter the kitchen. The from area 10 is sta�oned outside to keep watch.
bustling waitstaff barely no�ces you enter, rushing
past with astounding speed. At the center of the L8. ARMORY
room, various objects animate as a single chef This room contains all the weaponry available to the
works with minimum, yet intense, effort to keep guards. However, because of tonight’s business, the
up with the orders. vault is mostly empty, save for fi�een longswords, thirty
shortswords, and twenty-two staves. These weapons
are of high quality and can be sold at market value.

160 Grizelda’s Cursed Curiosities


L9. COUNTING ROOM Unless called upon, Commander Leroy Chapman and
Seer Estelar Vengolor (see “Important NPCs”) both
occupy this room. They bicker at each other throughout
Paperwork is sca�ered everywhere in this rather
the night, with Vengolor demeaning Chapman’s every
mundane room. Several workers scribble �relessly
command.
in their books, paying no a�en�on to anyone who
Glass Panel. This is a one-way mirror into the next
enters. To the west end, a single open wicket al-
room (area 11). If a thief is caught trying to break into
lows a peek at the mounds of coins in the back.
the vault and both commanders are present, Vengolor
casts spells from the safety of the outpost while
The coun�ng room is where Curator Dagher keeps track Chapman runs into the next room to fight directly.
of the auc�on house’s finances. As the night progresses, Lamps. Through a connected web of gas lanterns, the
the stacks of coins con�nue to pile up, and twelve �red commanders can communicate simple ideas throughout
accountants (commoners) and Chief Financial Officer the establishment with only a flickering of designated
Denver Norman (lawful neutral human bandit captain, lamps. Chapman’s poor memory has forced him to write
he/him) count the value before placing it inside the down the commands on a piece of paper, in addi�on to
vault. The room always contains at least 5,000 gp, the guard squadron numbers and rota�on. A creature
although the total fluctuates with the bidding during who obtains these commands has advantage on
the night. Dexterity (Stealth) checks when moving throughout the
Envelopes. A�er the bidding process ends, the establishment.
proprietor of the ar�fact is expected to come to the Nightbutcher’s Ar�facts. The Nightbutcher’s ar�facts
coun�ng room to collect an envelope containing the are immensely dangerous, therefore, both commanders
guard squadron number to their secret chest inside the hold onto the keys. If Vengolor suspects or sees
vault. The envelopes are organized by the order in characters trying to break into the vault, he uncloaks
which they are presented onstage as well as the number and unlocks the Nightbutcher’s Mask (appendix B) in
of the accompanying guard squadron. Each item is hopes of causing havoc.
described in further detail in 12.
Item Key Holder L11. THE VAULT DOORS
Haunted Toys Guard Squadron 5
This large, pris�ne room is empty. To the east, a
Dragon’s Tooth Guard Squadron 4
large reflec�ve mirror reflects your images. To the
Nightbutcher’s Apron Commander Chapman west, a large vault door with a number of complex
Thea Mazing’s Water moving parts covers the en�re wall.
Guard Squadron 6
Tank

Skeleton Guard Squadron 3 This room is empty. A creature can iden�fy the mirror as
Spyglass Guard Squadron 1
a one-way mirror by making a successful DC 15
Intelligence check using glassblower’s tools.
Pig Statue�e Guard Squadron 2 The Vault. Lead-lined to prevent magical shenanigans,
Nightbutcher’s Mask Seer Vengalor the vault has a mul�stage lock that requires two
creatures to operate. Two successful DC 17 Strength
Although the keys to the Nightbutcher’s Apron and (Athle�cs) checks and two successful DC 17 Intelligence
Mask are kept by the Commander and Seer (see area (Arcana) checks are needed to open the door. All four
10), you may choose where each guard squadron is at checks must be made successfully within one minute to
any �me. succeed. The Curator’s guards have advantage on these
checks.
L10. GUARD HEADQUARTERS Should the effort to open the lock fail, the following
events occur:
This chamber holds a large table filled with cups of ♦ A silent alarm spell a�racts the a�en�on of all
coffee. To the west, a large panel allows a look into guards and Curator Dagher.
the vault’s entrance hall. To the east, a secret door- ♦ A glyph of warding (hypno�c pa�ern, spell save
way serves as an exit. Wisdom DC 18) targets the en�re room.
♦ The doors are sealed shut un�l Curator Dagher
resets it with her command code.

Last Liches of the Deceased 161


L12. THE VAULT L13. HALLWAY
The hallways of the auc�on house are filled with useless
Surprisingly, the vault appears to be empty, save ar�facts depic�ng the Curator’s wealth. Guards
for a stack of pla�num pieces at the back end of constantly patrol these hallways unless called to
the room. The only other notable feature is a red another loca�on.
circle on the floor. Lamps. Although the hallways are well-lit, several
lamps are turned off. These are secretly connected to
the headquarters (see area 10 for further details).
The vault appears to be empty other than a 10-foot
radius circle painted on the floor. However, by touching
the material component and saying the command ADJUSTING FOR APL
phrase (“presto”), the chests return from the Ethereal When adjus�ng for the Average Party Level (APL), use
Plane via the secret chest spell. the following adjustments to balance the encounters.
Treasure. Within the vault is the earnings from
tonight’s auc�on. The vault contains 5,000 gp at the ADJUSTING ENEMIES
beginning of the night and 50,000 gp at the end of the These adjustments should result in no changes in the
night assuming everything was sold. Feel free to balance size of the creature group.
the money amount as you see fit.
Each chest is locked and contains the following items REPLACE THE FOLLOWING WITH…
in no order: Replace… APL 3 APL 7 APL 16
Haunted Toys. Eight haunted toys from a murdered
Mages Priest — Archmage
woodcarver. They have the stats of flying swords but
deal bludgeoning instead of slashing damage. They Veterans Guard Thug Gladiator
a�ack when the chest is opened. Wights Elf, drow Bugbear —
Dragon’s Tooth. The tooth of the white dragon
Vampire Vampire spawn, Add 4 waitstaff
Arachnoidia who was impaled a�er falling into a Vampire
spawn 2 waitstaff (spies) (vampire spawn)
mountain. The tooth casts ice storm once per day (spell
save DC 17).
Nightbutcher’s Apron. One of the Curator’s prized ADJUSTING DCS
possessions. See appendix B. If you would like to adjust the DC of certain checks, use
Thea Mazing’s Water Tank. The tank is 5 feet tall, 3 the following guidelines:
feet long, 26 inches wide, and weighs 7,000 lbs.
Wooden stocks meant to hold the feet of the performer REPLACE THE FOLLOWING WITH…
are affixed to the tank’s lid, and thick half-inch glass APL Lock DC Nature DC At Discre�on
panels on all sides allows for easy viewing of the 3 15 (no arcane lock) 13 15
interior. For a performer to be inserted, they must be
7 10 (20 with arcane lock) 15 16
a�ached to the stocks and lowered upside-down, where
they must survive for five minutes. The essence of 18 20 (30 with arcane lock) 19 18
Wheeler Carnell (see appendix A) is bound to the tank,
unable to escape without assistance.
Skeleton. Inside this chest are the invisible bones of a RETRIEVING THE WATER TANK
famous killer known as Griffin. Upon returning to Adelina, she congratulates them
Spyglass. A spyglass from a deceased pirate. When on their heist. She informs the party it will take three
pressed to the eye, the viewer can visualize the loca�on days to prepare the ritual to release Wheeler. If the
of the pirate’s buried treasure and hears the sound of players wish to do it themselves, she will give them
sobbing. her notes. However, the party might discover they
Pig Statue�e. This statue�e is haunted by Lord Calvin are not alone.
Anthony (chao�c good human ghost, he/him) who has
been trying to coordinate an escape. Upon gaining his
freedom, he greets the nearest person. ONE LAST DISAPPEARING ACT
Nightbutcher’s Mask. A 10-foot radius circle is drawn Unbeknownst to Wheeler, Theadora has escaped his
around the chest to indicate its danger. See appendix B. influence, able to communicate in short bursts. Upon
seeing the adventurers’ goodwill, she a�aches herself to

162 Grizelda’s Cursed Curiosities


her old magician’s hat, appearing to the party during
the down�me before the ritual.
EPILOGUE
If Thea’s ghost was bound to Wheeler, Adelina grieves
When the water tank is obtained, she directs the
the loss of her spouse again but understands Thea’s
party to a simple set of folding instruc�ons found in a
sacrifice. If Thea’s soul was not bound to Wheeler, she
book en�tled Akira’s Folding Techniques (see appendix
appears and thanks the party before properly depar�ng.
C). The message, when found, should read “Souls�tch.”
As a gi�, Adelina gives the party 5,000 gp as well as
Souls�tching. This ritual is typically used to reform a
Thea’s poster and hat (see appendix B).
sundered soul. However, the binding of two different
If Wheeler’s escape was successful, he reforms into a
souls typically results in the destruc�on of the weaker
proper lich within 24 hours. If Thea’s soul was bound to
soul and abhorrent effects on the surviving one. A
him, he spends the next few months researching how to
creature proficient in Arcana or Religion recognizes that
regain his magic.
by binding Thea to Wheeler, it could weaken his magical
potency in the upcoming confronta�on. However, this
would result in the destruc�on of Thea’s soul, a price
she is willing to pay.
APPENDIX A: STAT BLOCKS
All Wheeler Carnell wanted in life was to be an
At any point before Wheeler’s soul is released, a entertainer. However, his lack of geniality and vindic�ve
creature with the ritual feature can spend one minute nature always led him to playing the vic�m, thus
next to the water tank to a�empt a DC 15 Intelligence resul�ng in his despicable nature. To exact his “revenge”
check using weaver’s tools to s�tch the souls together. On upon the world, Wheeler made a deal with
a success, their souls are bound together, killing Thea in Mephistopheles to learn the secrets of lichdom and
the process. On a failure, nothing happens. This ritual can prove to the world that he was no ordinary magician.
be a�empted once every 24 hours. Because of the failed ritual, Wheeler is now a death
If the adventurers successfully bind Thea’s soul to caster.
Wheeler’s, make the following changes to his stat block: In combat, Wheeler loves to taunt the adventurers
♦ He loses his Master of the Dead feature and but is easily offended by any insult. At first, he targets
Spellcas�ng Ac�on. anyone who he thinks might be a threat before turning
♦ Creatures affected by his Ethereal Touch feature to emo�onal outbursts and targe�ng the last person
do not gain Marks of Death. who insulted him.

THE FINAL ENCOUNTER


This encounter can take place anywhere you deem
appropriate. Upon comple�ng the ritual, Wheeler’s
ro�ng corpse exits the water tank and a�acks the party.
Read the following passage when Wheeler is released
from his prison:

The room goes silent as the temperature drops.


Suddenly, the water tank begins to glow a vibrant
green, and a hand reaches out from atop the tank.
A ro�ng corpse climbs out, wet and grinning as it
collects itself.
“You poor, poor fools.” Wheeler smiles. “For
my next trick, I will make you all disappear!”

If the players completed the Souls�tching ritual, read or


paraphrase the following during his first turn of combat:

“My magic. MY MAGIC!” Wheeler screams with


fury, his voice turning into a thousand horrible
wails. “WHAT DID YOU DO TO ME?!”

Last Liches of the Deceased 163


ADJUSTING FOR APL
To adjust Wheeler’s challenge ra�ng, use the following
guidelines.

WHEELER CARNELL REPLACEMENTS


APL Full Strength Bound to Thea

3 Night Hag remove innate spellcas�ng trait

remove rejuvena�on and


7 Guardian Naga
spellcas�ng traits

Death Caster; remove his spellcas�ng


16 Lich ac�on. At his command are 2 onis
bound to his service.

APPENDIX B: MAGIC ITEMS


The following magic items are found within this adventure.

NIGHTBUTCHER’S APRON
Wondrous Item, Very Rare (Requires A�unement)

Cra�ed from black leather, this butcher’s apron is adorned


with seemingly-fresh bloodstains that are impossible to
remove. While wearing the apron, you have a +1 bonus to
AC. Addi�onally, the apron grants the following traits
while wearing it:
♦ You have advantage on saving throws you make to
avoid being frightened or to end those condi�ons.
♦ You are immune to any spell or effect that would
alter your form against your will.

NIGHTBUTCHER’S MASK
Wondrous Item, Very Rare (Requires A�unement)

This leathery pig mask has a s�tched smile sewn into


it. Creatures within ten feet of the mask must succeed
on a DC 18 Wisdom saving throw or be forced to don
the mask. When worn, the creature is automa�cally
a�uned to the mask, becoming possessed by the
Nightbutcher’s spirit.
Cursed. Once you don this cursed mask, you can’t
doff it unless you are targeted by the remove curse
spell or similar magic. While wearing the mask, you
gain the sta�s�cs of a storm giant and become hos�le
to all creatures.

REPLACE THE FOLLOWING WITH…

Replace… APL 3 APL 7 APL 16

Storm
Triceratops Stone golem Pit fiend
giant

164 Grizelda’s Cursed Curiosities


THEA MAZING HAT APPENDIX C: HANDOUT
Wondrous Item, Rare (Requires A�unement) Follow the direc�ons to reveal the secret message
inscribed by Theadora (see “One Last Disappearing Act”
This simple black silk top hat has a red band and bow for more informa�on).
adorning it. While a�uned, the hat cannot fall off your
head, unless you allow it.
You can use the hat as a spellcas�ng focus when
cas�ng spells and can cast mage hand at will. As an
ac�on, you can reach into the hat and pull any item of
adventuring gear or an object worth 25 gp or less from
the hat. Once this ac�on is used, it can’t be used again
un�l the next dawn.

Last Liches of the Deceased 165


MIDWINTER AT THE
SNOW FOX TAVERN
An Adventure for 12th-Level Characters
Written by Chris Jones, Developed and Edited by T. A. Gray and Ben Doherty

A THE HUNTER’S JOURNAL


hunt for the rare jeweled owlbear leads the
characters to a haunted hun�ng lodge where not At first sight, this ta�ered journal doesn’t seem like
everything is as it seems. much. Upon closer inspec�on, it is obvious this book has
seen more than its fair share of ac�on, with scratches and
BACKGROUND blood stains a�es�ng to the fact. Covering years of hunts,
the journal details the habits, habitats, weaknesses, and
High atop a frigid mountain sits the Snow Fox tavern. A
prime hun�ng spots of myriad beasts. Interspersed
common haunt for hunters in the warmer months, the
within this living bes�ary are musings about safe places
tavern shuts down during winter. The tavern isn’t empty
to rest, ranging from caves, glades, and the many hun�ng
during those off months, however. A dark force haunts
lodges out in the wilderness.
the tavern, collec�ng the souls of those who wander
One region is par�cularly detailed: Mount Throm. A rare
through the doors.
geological feature is behind this lavish a�en�on: fault lines of
The tavern is the lair of a nefarious spirit known as a
a unique crystal are laced throughout the mountain. Not
crystalline gestalt. It slowly feeds on the guests’ life
only does this make the environment extremely picturesque,
force before absorbing their souls into itself at the point
but local flora and fauna have taken on crystalline elements
of death. Ghosts of past kills are released into the
themselves, making them prized targets for hunters
tavern, unaware they are dead and unknowing servants
wishing for something par�cularly dazzling to display!
of the gestalt, sowing discord among the living. Making
Situated near the summit of Mount Throm is the Snow
ma�ers worse, an insidious mage named Eiron Kre�on
Fox tavern, a hotbed of ac�vity during summer but
has purposefully come to the tavern, believing he can
shu�ered in winter due to roads becoming impassable for
take the creature’s power for himself if he hastens the
carriages and reliable food deliveries harder to guarantee.
deaths to bring the gestalt out of hiding. Despite taking
The journal’s final passages speak of cold nights on the
place in a tavern, healthy sleep eludes the party,
mountainside, of disembodied voices in the darkness, and
ensuring resources are thoroughly tested.
of the hunter’s valet vanishing during his midnight vigil.

ADVENTURE OVERVIEW
“Midwinter at the Snow Tox” Tavern consists of five parts.
The characters begin in Grizelda’s Cursed Curiosi�es
before seeking adventure in the frozen wilderness.
Part 1: Star�ng The Adventure. The characters discover
the hunter’s journal and learn of its history.
Part 2: Meet The Comertons. Mee�ng with the wealthy
Comerton family, the characters receive an offer to hunt
the rare jeweled owlbear in exchange for promised riches.
Part 3: The Road to Mount Throm. The characters
travel to Mount Throm in hopes of finding the elusive
bejeweled beast.
Part 4: Warm Welcome at the Snow Fox. Following a
successful hunt, the characters take shelter in the Snow
Fox tavern with the spirits that haunt it.
Part 5: Events at the Snow Fox. A series of six events
occur at the Snow Fox, culmina�ng in a final showdown
with the gestalt.

166 Grizelda’s Cursed Curiosities


A jeweled owlbear stalks its
prey on Mount Throm.

STARTING THE ADVENTURE or not at all. Enraged by their inability to get their
own way, they gave the journal to Grizelda—the
Grizelda acquired the journal from Lord and Lady
desires it stirred were too painful to keep reliving.
Comerton—fair-weather hunters who gave it away
In return, they asked that Grizelda direct the
after realizing they couldn’t claim its prize on their
journal’s new owners to Comerton House; here the
own. Here it remains, gathering dust, waiting to be
Comertons could make it worth their while,
snatched up by the right adventurer.
lavishing gifts upon anyone who agreed to their
treacherous request.
FINDING THE JOURNAL
The journal is in plain view, but its unassuming
exterior means few give it a second glance.
THE MOUNTED HEADS OF COMERTON HOUSE
Comerton House is a grand place, replete with
Grizelda directs rough-and-ready adventurers
sturdy columns lining the entranceway, making
toward the journal, extolling the value of its
guests feel appropriately small before even reaching
encyclopedic contents. If anyone shows interest in
the vast double doors. The Comerton’s butler—a
the book, Grizelda also draws their attention to the
half-orc named Jefferson—greets the party, pressing
author’s mysterious disappearance atop Mount
them for the reason behind their visit before
Throm, and how the purchase could more than pay
allowing them in. Any mention of Grizelda sees
for itself if they are willing to treat with its former
Jefferson fetch Lady Comerton. She arrives, awash in
owners, the wealthy Comertons.
a sea of energy and goodwill and insists the
Grizelda waits until the purchase is complete
characters stay for dinner, instructing Jefferson to
before giving the Comertons’ address, but once
ensure everything’s perfect for their soiree.
money is exchanged, she speaks of them freely.
The characters are given a chance to rest in the
They are reliable customers, and well known to
estate’s luxurious rooms before dinner. The estate is
Grizelda. After acquiring the journal, the
thronging with staff. Jefferson fetches the party for
Comertons became enamored by the idea of
dinner, bringing them to Comerton Hall—the
Mount Throm’s semi-crystalline creatures.
estate’s grand dining room.
Numerous sorties of hunters were sent up the
mountain, but they either returned empty handed,

Midwinter at the Snow Fox Tavern 167


COMERTON HALL
An expansive dining table fills much of the room and
HUNTING FOR OWLBEAR
The road to Mount Throm is straigh�orward, with small
the ceiling stretches high above, making the room’s villages plen�ful enough between Comerton House and
perspective seem distorted. Hundreds of mounted the mountain’s base, whereupon they are replaced with
animal heads adorn the walls, with species both dense, unpopulated forest. While patches of snow are
common and rare staring blankly at onlookers, their everywhere, the snowfall thickens substan�ally once
glass eyes reflecting the flickering candle light. Both the trek begins, with the ravines and outcrops funneling
the chandelier and the table’s centerpieces are blasts of freezing air up the mountainside—it is soon
made of a pearlescent green crystal. clear why the summit’s tavern would struggle to import
The party are warmly greeted by Lord and Lady supplies with these condi�ons to contend with.
Comerton. Dinner is roast venison—a fresh kill from
their estate. During dinner, conversation turns
toward the journal. Lord Comerton is a “fair-weather MOUNT THROM
hunter,” but the couple desperately want the head Ascending the mountain, the crystalline features it is
and pelt of Mount Throm’s fabled owlbears for their famed for become increasingly no�ceable. Ini�ally, thin
collection. They lament parting with the journal, splinters are spo�ed gleaming within the ice, their
saying how they “couldn’t bear the pain of knowing green shade contras�ng against the blue-white of the
they deserved the head, but could never have it.” snow. As the characters climb higher, the chunks
The nobles are entitled, out of touch, and don’t increase in size and frequency, with massive crystalline
understand the word “no”—they are also friendly, outcrops eventually offering limited shelter from the
generous, and desperate. increasingly forceful wind. The flora and fauna of Mount
The journal mentions a nest near the summit and Throm are abundant as well, but there is a marked
describes the beasts as “infused with crystal, their difference to be seen with these specimens—they all
feathers dazzling in the light.” Payment is negotiable, have piercing emerald eyes and flecks of green crystal
but the Comertons are willing to offer up to 5,000 gp throughout their fur or foliage. The effect is quite
upon completion. Assuming the party agree, they stunning, and it is obvious why the Comertons would
are supplied with sufficient rations and equipment want such a specimen for their collec�on.
suitable for their expedition, including climber’s kits
and cold weather clothing. THE CRYSTAL CAVE
Finding Mount Throm’s owlbears is arduous, but not
complicated as their tracks are visible in the thick snow. By
now, the storm has picked up, but isn’t affec�ng visibility
too much. The entrance to the cave is broad and strewn
with bones, while the inside is carved from the mysterious
crystal, emi�ng an eerie green glow that s�ll manages to
cast deep shadows. The crystals fracture easily, requiring a
successful DC 14 Dexterity (Stealth) check to walk on them
without aler�ng the owlbears. The remains of less
successful hunters lie deep withing the chamber, along
with 984 gp, three po�ons of healing, and one po�on of
superior healing. It is worth sleeping here as, though the
players don’t realize it, this is the last �me anyone will be
able to rest.
The number of owlbears depends on the average
party level.
Party Tier Number of Owlbears

Tier 1 One owlbear

Tier 2 Two owlbears

Tier 3 Four owlbears

Tier 4 Eight owlbears

168 Grizelda’s Cursed Curiosities


A LIGHT IN THE BLIZZARD SNOW FOX TAVERN LOCATIONS
A�er leaving the cave, the weather escalates into a howling The following loca�ons are keyed to the map of the
blizzard. Slithers of crystal swirl within the ba�ering gales, Snow Fox tavern.
turning the storm into a hellish endurance test. A�er every
hour a creature spends in the storm, it must succeed on a S1. GRAND HALL
DC 16 Cons�tu�on saving throw or take 2d12 cold damage. The tavern’s main doors open directly into the grand hall,
Each hour a�er the first also adds one level of exhaus�on with everything else centered around it. The plastered
due to exposure on a failed save. Tier 1 and 2 par�es roll interior walls are painted a pale green, complemen�ng
against DC 10, with failure gran�ng levels of exhaus�on. the glassy rocks outside. Grand fireplaces sit at both ends
For every hour spent outside, a DC 12 Survival Check can of the hall, with comfortable chairs circling them. Two
be a�empted to find shelter—players gain advantage if they staircases lead up to a mezzanine balcony, and from
consult the journal as part of the check. On a success, they there, the sleeping quarters. A bar lines the back wall,
see the imposing shape of the Snow Fox tavern become with Keates spending much of his �me behind it, serving
visible through the blizzard. If the party has collec�vely drinks to his guests and hearing their tales of woe. But
failed two checks, they automa�cally succeed on the third. the first thing the party no�ces is the imposing crystal
obelisk at the room’s center, breaking through the floor
THE SNOW FOX TAVERN and stretching above the mezzanine to almost pierce the
While the storm is as fierce as ever, the tavern’s walls offer 20-foot-high ceiling.
some respite. Snowdri�s pile high, and the stone walls are
interspersed with chunks of faintly glowing crystal—these S2. LIBRARY
have been used in the construc�on. A dozen shu�ered This small and cozy room has several welcoming, so� chairs,
windows adorn the building’s front, but beams of light shelves full of books, and brass sconces with a mixture of
shine through the cracks. Smoke pours from the chimney, ornate gas lamps and ever-burning candles lining the walls.
and the heady scent of cooked meat permeates the air.
The door is s�ff, but unlocked.
S3. DINING HALL
The second largest room is reserved for dining, drinking,
WARM WELCOME AT THE SNOW FOX and merriment. Ba�ered wooden tables and chairs are
arranged atop the flagstone floor, and a large pain�ng
Barging into the tavern to escape the storm sees the party
immediately greeted with a blast of warm air and the of the tavern occupies pride of place above a roaring
a�en�on of Keates (see the “Important Residents” fireplace. Three broad chandeliers are supported by
sec�on), the tavern’s manager. He fusses over them, thick chains.
welcoming them to the Snow Fox and doing what he can
to warm them up. If ques�oned about the tavern’s open S4. KITCHENS
status, he remarks that though everyone here was also cut A short-tempered half-elf named Clertha Pinter runs the
off by storms, they are very well stocked. Lodgings are kitchen, cooking much of the food over an open fire.
cheap, with everything covered for 1 cp each day—the The back walls of the kitchen are carved directly into an
characters are welcome to rest here as long as needed. adjoining hillock, and this wall, and much of the ceiling,
Once the characters are warmed up and ready, Keates is made en�rely of crystal. Between this and the fire,
encourages them to meet the guests, explore the tavern, the room needs no further illumina�on. Pans hang from
and relax before dinner. racks, and stacks of plates rest on shelves.

S5. BEDROOMS
Leaving the Snow Fox The bedrooms are all well-appointed, with beds,
The moment the tavern door shuts, the gestalt has washbasins, and storage in each. The ceilings are
you, infusing both the weather and the tavern studded with shards of crystal, giving the appearance of
itself. A�empts to leave result in ge�ng turned a clear night sky once the lights are out.
around in the blizzard and returning to the
welcoming door. Spells used for escape a�empts— S6. DORMITORY
such as teleport—result in being reflected back into For travelers on a budget, the dormitory offers a place
the tavern. Nothing can calm the blizzard; the to rest. Rows of bunk beds line the walls, and as with
gestalt’s magic ensures it remains. the bedrooms (area S5), fragments of crystal are
embedded above.

Midwinter at the Snow Fox Tavern 169


S9. WINE CELLAR
Restless Souls The cellar is carved into the bedrock. Veins of crystal
The tavern feeds on its residents, drawing their life thread throughout the stone, bathing the
into itself. Neither short nor long rests give any benefit underground chamber in a so�, green light. A well
while within the tavern’s walls—creatures might sleep sits in the room’s center.
but awaken feeling just as exhausted as before.
IMPORTANT RESIDENTS
The hun�ng lodge has many guests sheltering from the
S7. LATRINE blizzard. Some have been there for quite some �me,
A set of latrines and bathing facili�es. and tempers are beginning to fray.

S8. TOWER KEATES


A singular turret would normally provide stunning views Lawful Good Dragonborn Commoner (Reflec�on), He/Him
across Mount Throm but the blizzard ensures nothing This dragonborn runs front of house and can be found
but snow can be seen. The spiral staircase is made wherever he is needed—or not wanted. Towering over
en�rely of crystal. his guests, he does his best to make them feel welcome.
His clothes are casual, but he wears them impeccably—
helped by his ramrod posture.

170 Grizelda’s Cursed Curiosities


Keates died during the first winter, his soul doomed to something terrible happened to him as he disappeared
unknowingly repeat the same slow death. The gestalt before the storm hit. She’s immediately suspicious of
uses him as a calming influence, drip-feeding death so new arrivals.
it’s not overwhelmed. Keates is en�rely unaware, but Lady Torrun brought her re�nue to Mount Throm to find
everything about him screams suspicion. her missing husband but was separated from all of them
except her bodyguard, Captain Gra�a Dalthe�. A traveling
CLERTHA PINTER hunter said he had seen a group of bandits near her
Chao�c Neutral Half-Elf Commoner (Reflec�on), She/Her husband’s camp. Before they could find the spot, a blizzard
Clertha appears permanently cold and complains about forced them to seek shelter. Although this happened years
the condi�ons—even in the hot kitchen. Short of ago, Lady Torrun hasn’t realized she perished. The gestalt
temper, and close to a breakdown, this half-elf is just brought her forth once it sensed the connec�on with Cordry.
about holding it together.
Clertha got le� behind one year, managing to almost CAPTAIN GRATTA DALTHETT
survive the en�re winter by ra�oning. The isola�on Neutral Half-Orc Scout, She/Her
drove her mad, and she opened the doors early, As the head of Torrun’s re�nue, this half-orc captain
succumbing to exposure. needs to be on her guard at all �mes. Like her mistress,
she believes something happened to the Lord, and the
CARL WARREN culprit may be sheltering in the tavern. Also like her
Lawful Neutral Halfling Thug, He/Him mistress, Dalthe� died years ago.
The tavern’s newly employed cleaner and handyman.
Whether serving drinks or sweeping floors, this halfling CORDRY BALE
always has a smile on his face. He has an issue with Neutral Evil Human, They/them (see appendix for their
alcohol abuse, although he tries to keep it hidden. stat block)
Warren s�ll lives and arrived a�er the tavern Cordry is a suave, androgynous human, all brightly
“reopened.” Keates offered him a job to pass the winter. colored hair and floaty clothing. They arrived recently,
While he appears sharp, he is was�ng away inside. finding themselves caught out by the storm—in which
they lost their twelve-strong band of travelling
MARTHA AND MABEL GINSFLINT companions. A successful DC 15 History check reveals
Neutral Tieflings Commoners (Reflec�on), She/Her them to be a notorious—and wanted—bandit. They’re
These wizened �efling sisters spend their free �me on the amenable but keen to leave.
mezzanine, drinking and people-watching while fussing
over their two energe�c yapping dogs. EIRON KLETTON
The twins were marooned years back and survived for Lawful Evil Human, He/Him (see appendix for his stat block)
a short while by ea�ng their dogs, though they perished This human adventurer spends his days in the tower
before winter’s end. The dogs currently scampering about looking for a break in the storm. He claims he came to
the tavern are not the Ginsflints’ original pair. These dogs Mount Throm to study the crystal but was immediately
are alive, lured into the tavern for the lonely twins. waylaid by the weather. He’s excited to hear about the
crystal cave if it is men�oned.
GANDRY RENKA It is true Kle�on has studied the crystal, but he didn’t
Neutral Good Gnome Commoner, He/Him get lost in the storm—he chose to come to the tavern.
An elderly gnome with a long, wispy beard. Gandry can be He knows of the gestalt, though all his knowledge is
found asleep in the grand hall, curled up on a chair before theore�cal. He plans to find ways to murder any of the
a roaring fire. living he’s stuck with, as a series of rapid deaths should
Gandry was too weak to make the return journey down be enough to awaken the gestalt, allowing him to
the mountain but found the tavern in �me. This was weeks consume its essence into himself.
ago, so while he is s�ll alive, he is delirious with exhaus�on.
The Dead and Dying
LADY YLDITH TORRUN Nothing is as it seems in the Snow Fox. Spells and
Neutral Dwarf Noble (Reflec�on), She/Her
abili�es that locate or reveal the undead fail to func�on,
Yldith has been drinking heavily to pass the �me and is
their results dampened by interference from the crystal.
more than a li�le belligerent. She came to the mountain
The dead are blissfully unaware of their condi�on.
searching for her husband Falonthil Torrun, suspec�ng

Midwinter at the Snow Fox Tavern 171


EVENTS AT THE SNOW FOX EVENT 2: THE FIRST DAY
This sec�on contains details of each of the events that take At daybreak, the tavern’s inhabitants spring to life—
place in the Snow Fox tavern a�er the characters arrive mostly. Everyone is �red and as breakfast is served,
and se�le in. The events occur in chronological order. the characters are once again asked to fetch the
elderly Gandry. As always, he will be found in area S1.
He is s�ll curled up in front of the fire but has died in
EVENT 1: DINNER IS SERVED his sleep. A successful DC 12 Wisdom (Medicine) check
Mr. Warren announces dinner, bringing everyone to the shows no indica�on of foul play or malnutri�on, but
dining room (area S3). Gandry doesn’t show, so the his open eyes look terrified. The remainder of the day
characters are asked to fetch him. The wizened gnome is a somber affair.
rouses briefly—he’s warm and sleepy, asking if he can
just take some soup here by the fire?
During dinner, it is apparent tensions are running high
STRANGE GOINGS ON
The day passes and the storm rages on, giving the
between Cordry’s gang and Lady Torrun’s re�nue. As
characters �me to mingle with the other guests. Here are
dessert arrives, Lady Torrun stands, drunkenly accusing
some events the party might experience during the day:
Cordry’s lot of knowing something about Lord Torrun’s
recent disappearance—her accusa�ons wild but ♦ They have strong feelings of being watched.
hear�elt. Of course, Cordry denies everything, shoo�ng ♦ Small items disappear from where they were le�.
back wi�y barbs about her inebriated condi�on. A ♦ Movement is o�en seen from the corner of their
successful DC 13 Wisdom (Insight) check shows both eyes.
Torrun and Dalthe� are genuinely suspicious, while ♦ The Ginsflint sisters seem to have found their
Cordry was shocked and confused by the accusa�on (yet dogs—although they are much quieter now. The
quickly recovers their composure). An emo�onal Lady gestalt returned them as ghosts.
Torrun re�res to bed, while everyone else heads to the ♦ When entering a dark room, the floor feels wet
grand hall (area S1) to con�nue drinking. The alcohol and s�cky. Once the light is turned on, there is
does nothing to calm tempers, and eventually a few nothing there.
members of Torrun’s guard pick a fight with some of ♦ The cook is found staring into space, mouth agape.
Cordry’s gang. Characters may take any side they like, but ♦ Voices are heard in rooms, but when entered, no
convincing either side to back down requires a successful one is there.
DC 16 Charisma (Persuasion) check. If the fight escalates, A second night passes as the tavern goes to sleep. If the
Dalthe� orders her men to stand down before anything characters are struggling, you could condense these two
serious happens. A character makes successful DC 14 days into one.
Wisdom (Percep�on) check will note that Keates was
there the whole �me, totally unfazed by the prospect of
bloodshed in his bar. If pressed, he assures them he knew EVENT 3: THE BANDIT AND THE BARGAIN
it was all under control. The blizzard con�nues throughout the next day and the
guests skulk about the tavern. Late in the day, two
situa�ons arise: firstly, they witness Captain Dalthe�
NIGHTFALL AND THE HOUNDS
entering the dormitory (area S6)—a place she has no
Eventually, everyone goes to bed, exhaus�on and liquor
business being. If confronted, she insists she was here
having worked their magic. While leaving the grand hall,
to search for evidence of her Lord’s disappearance—this
Martha Ginsflint accosts anyone who will listen,
is a lie (detectable with a successful DC 14 Wisdom
tearfully asking if they have seen her dogs. If the
(Insight) check). She’s a tough nut to crack, but a
characters help find them, a successful DC 12
successful DC 18 Charisma (Persuasion or In�mida�on)
Intelligence (Inves�ga�on) check finds evidence of them
check reveals she was ordered to plant evidence of their
on the tower’s steps (area S8)—abandoned leashes.
guilt. Alterna�vely, a successful DC 16 Dexterity
There are no further signs of life, although Martha
(Stealth) check allows the characters to observe her
swears she hears scratching. In reality, the dogs were
undetected as she puts something into Cordry’s
swallowed up by the gestalt.
backpack—Lord Torrun’s purse. If confronted about the
The tavern’s guests sleep for the night as the blizzard
crime, or if the party threaten to tell Cordry, Dalthe�
con�nues unabated. Assuming the characters rest,
insists Cordry is a notorious bandit with a significant
remember they get no benefits. If they explore the
bounty on their head—the party can claim it if they
tavern, nothing of consequence happens un�l breakfast.
keep the peace for now.

172 Grizelda’s Cursed Curiosities


Later, the characters encounter Cordry in the library 3d6 poison damage. The Ginsflint sisters are the first to
(area S2). Quickly returning the book they were die, vomi�ng chunky blood over the flagstones. They
reading to the shelf, it is evident they weren’t just are swi�ly followed by Keates and Lady Torrun. Both
relaxing. Cordry came to the library to research the Cordry and Captain Dalthe� see the other party as
Torrun family as the gang was indeed responsible for guilty, and the two a�ack each other and anyone they
Lord Torrun’s murder—a fact Cordry only remembered feel has taken their enemy’s side.
a�er last night’s accusa�on. Cordry’s confusion stems
from the fact Lord Torrun died 5 years ago, not last
week as Lady Torrun claims. Characters might be able
EVENT 5: THE KEEPER OF SOULS
The surviving guests flee the ba�le, and while the
to glean this informa�on by trading what they know of
characters are distracted by the fight, the story’s real
Captain Dalthe�’s plan, by making a successful DC 16
villain strikes. By ramping up the killings, Kre�on has
Charsima (Persuasion) check, or by reading the book
nearly unlocked the tavern’s power and is a�emp�ng to
a�er Cordry leaves. If challenged about their crimes,
bind it to his will. The last few survivors can be found
Cordry swears they were commi�ed in self-defense,
held against the walls, ethereal, crystal-infused arms
and they share their spoils with the poor—this is
having reached out to ensnare them. The ghosts take on
mostly true (detectable with a successful DC 14
a ro�ng, spectral form, finally revealed for what they
Wisdom (Insight) check).
are. Eiron Kre�on posi�ons himself behind the obelisk,
a�acking anyone he sees. The obelisk is unbreakable as
A SCREAM, THEN SILENCE long as the gestalt lives. If the characters are struggling
Before any violence occurs between the characters or with this fight (or the next), then other survivors can
the Torrun and Cordry camps, a scream rings out, cut help. When Kre�on is finally killed, the gestalt awakens,
short before really star�ng. Not every guest hears the the crystal spli�ng wide open, and arms reaching out to
noise, with some dismissive of the event. Once drag the screaming necromancer into its welcoming
everyone is located, the only person missing is Carl void. Kre�on drops his staff of frost before he is taken.
Warren. Searches reveal no a�empts were made to
leave the tavern, but also find his abandoned cleaning
KRETTON’S EVIL SCHEME
apparatus in the cellar (area S9) next to some empty
Like a classic serial villain, Kre�on—believing victory to
bo�les of whiskey. Warren is already dead, consumed
be inevitable—explains the history of the tavern, and
by the gestalt. Nothing of his body remains.
his grand plan while figh�ng. The below can be
paraphrased as needed.
EVENT 4: THE LAST SUPPER For years, Kre�on studied the mountain and its
The residents are shaken by the disappearance, and unique crystals, wai�ng for the perfect moment to make
Keates urges everyone to head upstairs where they will his move. He discovered that when concentrated and
have room to think—the other guests follow the posi�oned correctly, they act as a soul prison, trapping
instruc�on. Arriving in the dining room, guests angrily and absorbing the life-force of the weak and dying—
consume the awai�ng soup, and accusa�ons start flying. meaning whoever used the crystals in the tavern’s
Torrun brings up Cordry’s alleged murderous ways, construc�on was either a maniac or a genius!
while Cordry suggests the disappearance of During its first winter, the horrendous weather saw
impoverished staff is more in line with her family. the inhabitants perish, the structure absorbing
Before it comes to blows, Keates begs them to stop, something of their essence, and slowly gaining
imploring the other guests to help him keep the peace. consciousness. The following winter, the burgeoning
This is a good �me to let the characters go for it and gestalt grew lonely, so it lured lost travelers to its doors
reveal any secrets s�ll le� unsaid—neither Cordry, before absorbing everything they were. Years of adding
Dalthe�, nor Torrun �p their hands, but they certainly new souls to the collec�ve have only increased its
set up others to do it for them. potency, and controlling the weather to drive new
friends to its doors is one of its newer tricks.
THE DYING STARTS Now Kre�on seeks to take that all for himself. Rather
Once the discussion reaches its peak, but before the than risk the gestalt claiming him, he’s lured it into the
two groups start killing each other, the dying starts. open by force-feeding it fresh souls. Now it is awoken,
Kre�on poisoned the soup and now its effects become and he’ll soon have control.
visible. If the characters consumed some, they must
succeed on a DC 15 Cons�tu�on saving throw or take

Midwinter at the Snow Fox Tavern 173


EVENT 6: THE SNOW FOX’S BITE APPENDIX
Kre�on kept the gestalt dormant while siphoning its
power away, but his death energizes the creature,
sending it into an uncharacteris�c frenzy. The gestalt
manifests from within the obelisk (or its shards if it’s
destroyed) but can reach out from any crystal used in
the tavern’s construc�on. The emaciated souls of its
vic�ms are visible within, figh�ng and jostling for
freedom and bulging against its edges. As the crystal
fractures, spectral arms, �pped with bladed fingers,
reach out trying to bring others into its core, and
assuage their loneliness.

AFTERMATH
Once the gestalt is destroyed, the tavern’s crystals
flicker, bulge, and crack. Sparkling green ooze seeps
from the fractures, and an eerie calm descends
upon the tavern. Drops of the viscous liquid fall like
rain from the ceilings, leaving a glittery residue as
they drip. Simultaneously, dozens of ghosts
materialize around the survivors—while many are
unknown, some are the very guests they have been
marooned with. Keates steps forward to thank
them for their release—both for himself and on
behalf of his guests. The tavern’s warm and inviting
luster fades, leaving barren hearths, and rotten
food in their place.
Outside, the blizzard subsides, leaving a light
flurry of snow. The bitter cold that drove the
characters to the tavern is gone, leaving behind
stunningly beautiful vistas of ice-encrusted trees,
sparkling snowdrifts, and a perfectly clear skyline—
the minute fragments of crystal in the ice only
adding to the savage beauty.
There may be other survivors, and depending on
whose side the characters took, they may be
thankful, or desperate to enact justice. Otherwise, SCALING COMBAT WITH KRETTON
all that remains is to return to Lord Comerton with Use the following table to scale Kre�on to different
his prize. Given that there was plenty of the green party �er levels.
crystal in their house, characters may wonder if the Party Tier Kre�on’s Sta�s�cs
Comertons are all they seem?
Use the mage stat block, -10 hit points, no spells
Descending the mountain should be simple Tier 1
above 2nd level
enough, although observant characters might
wonder if other souls have been trapped elsewhere Tier 2 Use the mage stat block
on this massive, crystal-infused mountain, and Tier 3 Kre�on as presented
whether the gestalt was connected to Mount Throm
Kre�on with +50 hit points, and +2 stone golems
in any other way. Tier 4
(made of crystal)

174 Grizelda’s Cursed Curiosities


SCALING COMBAT WITH THE GESTALT
Use the following table to scale the Gestalt to different
party �er levels.
Party Tier Gestalt’s Sta�s�cs

Gestalt with -200 hit points, -3 AC, halved damage


Tier 1
on all Lair Ac�ons, no damage immuni�es

Gestalt with -100 hit points, -3 AC, no damage


Tier 2
immuni�es

Tier 3 Gestalt as presented

Tier 4 Gestalt with +100 hit points

Midwinter at the Snow Fox Tavern 175


CONTRIBUTOR BIOS
T.A. GRAY (He/Him) T.A. Gray is the founder and lead developer for RACHAEL CRUZ (She/Her) Rachael Cruz is an award-winning writer
Scoundrel Game Labs. A lawyer in another life, he spends his days and game designer who loves to help people of all ages play
fiddling with ghost mechanics for D&D and other games. He lives pretend. Her work can be found in Conan: Adventures in an Age
with his wife and four children in St. Louis, Missouri. Undreamed-Of, Dune: Adventures in the Imperium, Fantasy Age,
RuneQuest, Star Trek Adventures, and many more. For more
JACKY LEUNG (He/They) Jacky Leung is a Chinese American TTRPG informa�on, visit [Link].
writer and editor. He's also the Crea�ve Manager of Unbreakable
Publishers, telling Asian stories by Asian creators. He's worked for DARREN KENNY (He/Him) Darren Kenny is an Irish TTRPG
MCDM Produc�ons, Paizo, Modiphius, Evil Hat Produc�ons, and more. Designer, lover of mythology, and creator of the new Fallen Worlds
A diehard foodie always searching for that next culinary adventure. Tabletop Game. You can find his work on DMs Guild or follow on
Twi�er @DarkenCrea�ons to keep up with the latest news on
TREKIROS (He/Him) Trekiros is a passionate game designer hailing Fallen Worlds.
from France. You might remember him for his award-winning work
on "Home-Field Advantage: a Compendium of Lair Ac�ons," or his MEGAN B. WELLS (She/They) Megan is a lifelong TTRPG player
Youtube channel where he dives deep into how to become a be�er and lover of all things spooky. She writes about history, sports, the
game master: h�ps://[Link]/@trekiros history of sports, technology, and everything else for anyone who
will let her. She lives in Chicago's Graceland Cemetery with the
CAT EVANS (He/They) Cat writes weird, spooky stuff for a range of coyotes, but you can visit her online at [Link].
games including World of Darkness, The DIE RPG, KULT, Spire and 5e.
He's half of Ex Stasis Games ([Link]), publishing JEFF STEVENS (He/Him) Jeff is a TTRPG designer and project
complete TTRPGs and supplements, which are also weird and spooky. manager living in Missouri. His works include the popular horror
adventures The Madhouse of Tasha's Kiss, The House of the
DANA FLOBERG (They/Them) Dana Floberg is a tabletop writer Midnight Violet, and Happy Jack's Funhouse. You can learn more
rolling dice and taking names in Washington D.C. They’ve worked about Jeff and Jeff Stevens Games by visi�ng jeffstevensgames.
on award-winning projects like Uncaged: Goddesses and published com.
some good old-fashioned prose in Fusion Fragment magazine. You
can check out all their work at [Link] ZOE STILLE (She/Her) Zoe S�lle is a TTRPG designer and writer of
all kinds. Currently based in Denver, she works as a so�ware
ANDREW BISHKINSKYI (He/Him) Andrew Bishkinskyi is a game developer by day. You can find her work on DM's Guild, reach her
designer based in Toronto. His credits include freelance work for by email at zoes�lle97@[Link], or find her on Twi�er at
Ghos�ire Gaming, Wizards of the Coast, and World of Game @camelkong.
Design, as well as his own projects Den of Assassins and Deep &
Dangerous. For all his work, check out: [Link] JOHN CURTIN (He/Him) John is a mul�-disciplinary writer with
credits across mul�ple rulesets, including Pathfinder and Starfinder.
ZACHARY NOLAND (He/Him) Zachary Noland is a Thai-American When he's not hiking or gardening, he loves cooking and reading.
composer currently based in Oklahoma. When he's not wri�ng Follow him at twi�[Link]/Cur�n_Writes for wacky side gigs, up-
music, he's wri�ng 5e content under Beetgarden Games or playing and-coming product announcements, and the occasional food and
TTRPGs with his friends. He is gradua�ng in Spring 2023 with a nature picture.
Master in Music Composi�on and radical student debt.
JEREMY FORBING (He/Him) Jeremy Forbing is a neurodivergent
CHRIS JONES (He/Him) Chris Jones comes from the wilds of West writer and game designer of bestselling �tles at [Link].
Country England, however has since lost his pirate accent due to Recent freelance projects include work with MT Black, Wizards of
an excessive amount of London. He's worked on game lines such the Coast, and Scoundrel Game Labs
as World of Darkness, Trinity Con�nuum, The Sigma Syndrome,
and They Came from... In his spare �me he spends �me with his
wife, three kids, and his cat: Munu.

176 Grizelda’s Cursed Curiosities


Contributor Bios 177

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