```metadata title: 'MODULE: Morely House' description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{wide # Morely House ### A Mysterious Mansion Adventure Everyone knows a story or two about an estate like the Old Morely House. The residents are cultists. They hide a terrible secret. It's haunted. Its a mimic. The House cursed. It is trapped outside of time and space. There Monsters above and Dragons below. Treasure. Most of all there must be treasure! A house like the Morely Estate Holds a thousand tales. Which will you tell? }} ### ADVENTURE MECHANICS - Target Party and Level: 4 players Level is Variable - Expected Playtime: 3+ Hours - Tone: Mystery Mansion - Writing Style: Quick Shot ### STYLE "QUICK SHOT" Quick Shots are Adventures designed to be played at varying lengths and levels of engagement. Many things like *Locations* and *Encounters* are only conceptualized and were built to be run in a way that best fits your take, not ours. Think of this as an outline of ideas, not a step by step guide. We've given you the meat and the bones, you just need to garnish and present! : ### PLAYING A.O.G. ADVENTURES If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices. : ### ABOUT HORROR GAMES While the Mansion isn't dirrectly a Horror game, it does have a lot in common with one, so it's worth mentioning. Running an effective Horror game can be a real trick and takes a different set of skills than the average DM employs from game to game. It is my favorite style of game to run, and has been for thirty years, so I have some suggestions for you. You can find those in the Appendices. : ### ACKNOWLEDGEMENTS - Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use! - Original Story Written by Amplus Ordo Games - All Maps and Handouts were done by Amplus Ordo Games using Inkarnate - PDF Formatting done using The Homebrewery \column ## What is The AOG? It started 40ish years ago. I still remember the day my cousin brought out this thin blue book with a white sketched dragon on its cover and a pile of strange dice. He told eight year old me that we were going to play a game where I could be anything I wanted (as long as it was an elf, dwarf, human, or halfling). I immediately developed that love of bringing people along on journey after journey, and through all the moments and four decades of playing, the trip has never lost its wonder. : Now, I think we are best described as a network of Table Top Role Playing Gamers (Mostly D&D). I had been sharing my work online for some time but decided in April 2021 to open a Patreon and Discord. Honestly, I knew I was behind the Patreon Train, but it made sense as a platform. I’m not interested in money, but I am interested in sharing with and helping others in the hobby. So I run the site 100% free of any paywalls. More like a Digital Magazine than a Patreon. : Over a year in and we’ve grown quite a bit. We host One Shots through the Discord. I do a lot of requests for our supporters and some commission work. I coach many of our subscribers regularly on DMing and fantasy cartography. My son helps write our “Year One” series which are adventures designed for entry level DMs and players, and we use our content to run an after school Jr High Group. We even support a podcast my youngest son and I lend our voices to. It has been a busy year. : ### SUPPORT US : [PATREON](https://www.patreon.com/amplusordogames) We do most everything at AOG for Free to the RPG Community, and we always will. But support is always appreciated because it buys Pizza! Actually we use the funds to support local teen and adolescent gaming groups at schools and our church! : ### FOLLOW US : [DISCORD](https://discord.gg/GDp7a3CFtA) Our Main Social Media Hub! : [REDDIT](https://www.reddit.com/r/amplusordogames/) Our Sub in Reddit which is slowly growing : [FACEBOOK](https://www.facebook.com/Amplusordogames) Yeah, it's facebook... {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} \page {{toc, # Table Of Contents - ### [{{ MORLEY HOUSE}}{{ 2}}](#p2) - ### [{{ SETUP INFORMATION}}{{ 3}}](#p3) - ### [{{ PLAY MECHANICS}}{{ 4}}](#p4) - ### [{{ THE ENVIRONMENT }}{{ 5}}](#p5) - ### [{{ HOW RUN A ROOM}}{{ 6}}](#p6) - ### [{{ MAPS OF MORELY HOUSE}}{{ 7}}](#p7) - #### [{{ THE PROPERTY MAP}}{{ 7}}](#p7) - #### [{{ THE MAIN FLOOR}}{{ 8}}](#p8) - #### [{{ THE SECOND FLOOR}}{{ 18}}](#p18) - #### [{{ THE TOWERS}}{{ 26}}](#p26) - #### [{{ THE LOWER LEVELS}}{{ 32}}](#p32) - #### [{{ OUTSIDE AREAS}}{{ 39}}](#p39) - ### [{{ MASQUERADE & MASSACRES the adventure }}{{ 45}}](#p45) - #### [{{ OPENING CUT-SCENE}}{{ 46}}](#p46) - #### [{{ ACT 1: Invitations}}{{ 46}}](#p46) - #### [{{ ACT 2: Welcome To Morely House}}{{ 46}}](#p46) - #### [{{ ACT 3: Murders of Morelys Past}}{{ 47}}](#p47) - #### [{{ CLOSING }}{{ 51}}](#p51) - ### [{{ THANKS FOR PLAYING}}{{ 51}}](#p51) - ### [{{ OTHER HELPFUL INFORMATION}}{{ 51}}](#p52) - ### [{{ DENIZENS OF MORELY HOUSE}}{{ 52}}](#p53) - ### [{{ FAMILY TREE }}{{ 54}}](#p55) }} \column ## SETUP INFORMATION The core concept of this Module plays very "game" like with special mechanics for equipment use and area progression. All that is designed to be Drag and Drop into a game so it is easily avoidable if you would rather play a more traditional run. The information about the rooms and the story for the most part sits completely independent of the special mechanics.
Just a heads up… I wrote this over the course of six months, and now I’m short on time to finish for Halloween. The tone and the style of how I present information may shift a little. It should be mostly on point, but you may find something wonky or off. You’ll have to forgive me, I’m just one guy who for some reason keeps getting in way over my head. There is a good chance I’ll go back and clean this up so if you like it check back some time later to see if there is a v1.5 ### HOOKS **Masquerade & Massacres:** The Players have been invited to a Black Dress and Tie masquerade. Since this is the story we will be telling in the Module I’m just going to move on to the other hooks. **Survive the Night:** Its inheritance time! An old but fun Trope! Anyone summoned to the castle and who survives the night will get a share of Old Morely’s inheritance. It could just be the players against some stalking nightmares of supernatural horror, or it could be the surviving Morely family members. With this hook greatest difficulty will be keeping the players from killing everyone else outright. The best way to do this is to make your NPCs likable. Maybe even have the players there to protect some of the family from other members of the family. **The Doll House:** This was the first style I ran this adventure in. The players find or are given a Magical Dollhouse, a perfect representation of the Old Morely Estate, which in a great fiery tragedy burned to the ground. The Doll House will trap the players inside and they’ll need to escape! This is a very open way to play the maps and results in some zany stuff. I also ran this with some younger High School students so it was kinda bonkers. **Murder Mystery:** If you think you have the DM chops for it, have them called upon to solve a Murder Mystery in the castle. These games are “Conceptually” pretty hard to pull off as they have a number of moving pieces and you have to narratively come up with structure that keeps the killer in the area and keeps the players following the right kind of leads, all without coming off as too railroady. An easy solution to some of this is to have the murderer not be a detectable suspect for a long time. A doppleganger, hidden creature, or supernatural force. But that angle can make the resolve feel a little cheap as the players may feel like there was no way they could have figured it out. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## PLAY MECHANICS ### What Does Playing Look Like? This presentation is definitely more a Module than an Adventure. The house itself is designed to be a point to point puzzle. But you can use it anyway you see fit. Conceptually, players must “solve” puzzles in the room they are in before moving on or receiving rewards. There are forty maps each with unique areas in the Estate and on the Grounds. Each of these have plentiful mini-puzzles and mysteries presented in similar style to the “King’s Quest” and other Sierra Games popular in the early 90s that inspired the origional Resident Evil and Dino Crisis games. If you’re unfamiliar with those gems, I’d highly recommend indulging in them, though most are now quite dated, still 2015 did see a revival for “King’s Quest” which I have not had the joy of playing, but is reviewed quite well. Some Examples? Let’s look at two puzzles in the Foyer. Tucked away in one of the tower rounds is an unlit wall sconce. Lighting it could unlock the doors of the room allowing them to progress deeper into the House. Another Example? In the other Tower Round there is an Ornate Skull on a pedestal. There is a matching Pedestal nearby. If they find the matching skull and put it back they will receive a reward. Now we still need to allow for classes with the right skills to be creative in solving puzzles. That’s fine and encouraged, but doing things wrong and taking shortcuts may attract unwanted attention. ### Items and Equipment The game is designed for the players to arrive with little to none of their equipment with them. Those attending a Formal Event like a Ball or a State Dinner do not bring along backpacks full of Dungeoneering Gear. This should be communicated up front. Depending on the scenario you could even collect their belongings at the door. If you haven’t prepared them for this away from the table they will balk at this, so make sure to do a little leg work ahead of time. If you don’t it will feel like punishment not play. #### What Can They Bring? Unless you’re playing brand new characters they’re probably going to be adamant about bringing some things, that’s just the way people are. So what can they bring and how does it work in the Module? - Clothing: They’ll want to come dressed appropriately. Fancy Time! - Weapons: They can bring their weapons as part of their ensemble, but they’ll have to be secured by a “Peace Knot” which once the adventure starts they’ll find is magically bound. - Equipment: Small objects they can easily conceal or keep in pockets. Some Spell Components, Small Tools, Potions, Coins, etc… They’re not bringing their climbers kit that’s for sure. - Armor: Armor is probably out. And it should be. - Items they Sneak in: I will be allowing some of this as I see appropriate, however, I will also be having guards or other entities checking for such things. If they do manage to sneak some things in, then much like the weapons they will be magically “locked” and released as Rewards. Again assure them that this particular game is designed to begin with them having to improvise and use their skills in creative ways. #### How They Get Equipment The Mansion is designed to be full of basic objects and equipment, as well as present lots of Rewards along the way. (More on that later). They may not find a Holy Avenger of Kill All The Things right off in the first room but there is a dagger there and probably some makeshift weapons. Maybe some decorative armor, which isn’t battle ready, but does offer “some” protection. Maybe they’ll find some lockpicks in a drawer or a shield on the wall. It’s all about what they can find and how creative they can be with what the mansion offers. Speaking of which… #### Suggested Changes to Equipment **Improvised Weapons:** There is likely to be a lot of improvised Weapons, and for the most part the 1d4 damage is fine. However should an object be used with two hands it becomes a 1d6. **Weapons and Armor:** Unless these items are magical or of battle ready quality they can be broken in here. A Nat 1 on an attack roll will result in a broken weapon. An enemy critting on an attack roll will result in a broken shield or armor. There are places in the Mansion where items can be repaired and enhanced. **Tools:** Tools such as Lockpicks, Trap items like Caltrops, and Repair Kits operate as consumables. These things can be found throughout the castle and are consumed on a successful use, or in the Lockpick’s case - an unsuccessful one. Also, as far as the Trap Items go, I would make them a bit more effective since they’re only going to be one time use. **Healer Kits:** If you’re playing a game that will not lend itself to resting at all. You know something like a Time Sensitive adventure. Or a Survive the Night mode, where they are constantly on the run. I would change the way a Healer’s Kit can be used. For example it could be used to spend a Player’s HD. Or maybe remove the time limit in between uses for someone who has the Healer Feat. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Mysteries and Secrets The module is designed to be an Adventure full of Mysteries and Secrets. In large part the language of these two mechanics in the game are interchangeable. However, I tried to make a distinction between the two. Mysteries are a string of clues pieced together that aren’t necessarily tied to a particular room. For example, figuring out who is doing the killing solves a Mystery. Secrets are something that is tied more directly to the environment, usually a particular room or some items. For example, putting the dueling pistols back in their case together unlocks a Secret. Solving a Mystery or Unlocking a Secret should earn the players an appropriate Reward. ## Rewards Rewards are typically magically delivered items and boons. Rewards can also be granted for defeating a Guardian or beating the Boggle at a Mini Game, if you are using those mechanics. More on those below. #### Types of Rewards Feel free to reward the players with anything you find appropriate. This is just a list of things you can use as inspiration. Use it how you see fit. **Information:** There are a lot of things hidden in the mansion that they may miss. Clue them into some of that. Also, they may be following the wrong trail. You can use a Reward to set them straight. **Clues:** Whether they’re written in the Module or not there are clues to the “mystery” you are running. Give them some of those! **Release an Item:** Give them access to something they brought with them. A Weapon comes free. Their Thieves Tools case actually has some tools in it, etc… **Give them access to another Area:** Keys are great Rewards. Most areas and doors are locked or magically sealed until a Reward opens them or players use their resources to unlock them. **Equipment:** There are a lot of items in the Mansion they can just pick up as Rewards. Most of it would qualify as equipment out of the players handbook. I’m always surprised what players will do with mundane items when there is a need and they apply some creativity. **Give them some Consumable Tools:** A Repair Kit for their weapons and armor. A couple of Lockpicks. Healer’s Kits. Things like this. **Real Weapons and Armor:** They will need some equipment, there are battles to be won after all. **Consumable Magic Items:** Potions and Scrolls in particular. Even more powerful items with charges as the adventure all happens in one night so even a magic item with charges becomes a consumable. **A Ghostly Scene:** There are lots of Ghostly Scenes that tell the story of the Mansion. Unlocking them can happen naturally or as a reward. More on these below. ## THE ENVIRONMENT ### The Estate Itself Conceptually this is a typical country estate of a wealthy noble family. Although they do own significant surrounding acerage, the chateau style mansion itself sits on modest sized grounds with several features, including a mini farm complete with livestock, a well landscaped yard, a meticulously kept hedge maze, and a large reflection pool. The House has aged quite well considering no one has lived here for almost half a century and something has kept the grounds in good condition. Much of the property is still lightly forested and a stream cuts through the Northeast corner. But looks are often deceiving. The farm has had an unusual number of accidents. Several family members have drowned in the pool. There is a large family tomb in the back where the dead are anything but restful. Angry Fey Spirits are rumored to inhabit an old dead tree at the edge of the northern lawn. And it is said that some of those who have walked the rows of the hedge maze have never been seen again. ### NPCs This Module could be filled with dozens of major NPCs. I have flushed many out along the way, but the rest, I don’t think I will write all those out. Instead, try and give you enough of their personality in the scenes they're in the rest will be up to you. ### Ghostly Scenes There are generations of history, a lot of it dark and messy, here at the Morely Estate. Every Map has at least one written into that particular area. There are two types of them that I have presented. The first are general Morely History. These are a minority, but they are there. They tend to be more generic and don’t list character’s names. They are all from a time before the tragic night most of the Morely’s were killed. The other scenes all surround the Massacre. These always have a character(s) at the center (Name in Parenthesis). They also have a mention of the time, which is important for putting together the timeline of events. Depending on the game you are running, you do not have to use these. They are included for mood and for the adventure we’re presenting. ### Boggle Events The “Original Story” surrounding Morely House revolves around a Boggle named Grimbly and the youngest Morely, Boden. The family had long dealings with the Fey after moving to Deleran’s Crossing. They benefited greatly from these interactions. They also paid some heavy tolls. During one such interaction a Boggle crossed over and later attached itself to little Boden, only a toddler at the time. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} For the most part it hid itself from the others in the house. Grimbly is excited to have new people to play with and will interact with them often as they explore. He loves to play Childrens games. Variations of “Hide and seek” or “Tag” are common. If the players win the game he will reward them and then vanish. If they lose however, he may try and steal from them and hide the item elsewhere, or he may tickle them on their next skill check causing disadvantage. Many of the *Ghostly Scenes* and mysteries seem to imply that Grimbly may be the killer. He is not, although he is not above hurting people who hurt his friends and sometimes he goes to far and hurts those who play his games. But overall he tries to be a Good Boggle. Grimbly knows most of the story of what happened to the Morely family that night. Giving the players clues to mysteries and helping them solve puzzles are great rewards. LIke Ghostly Scenes, depending on the game you are running, you do not have to use Grimbly. He is included for mood and for the adventure we’re presenting. ### Guardian Events Every area has a “guardian” event. For the most part these are very thematic to the location. They vary wildly from Blink Rats to Banshees to a Black Dragon. I typically use them for players who are trying to force a square peg into a round hole. I describe things as if the House Itself is objecting. I obviously let them be creative but if they're just blunt forcing their way through objectives I pull out the Guardians. It is not recommended that you use all of these unless you’re playing a long multi session game. Even in a shorter game, you should only use the Guardians as you see fit. They are included for mood and for the adventure we’re presenting. ### Puzzles and Problems The nature of this Module is to present a lot of environmental problems and allow the players to use thier skills and creativity to solve them in a variey of ways. Basically its options options options. It will be up to you as the DM to decide what is and is not a worthy answer to a puzzle. In the room descriptions ahead I outline how things probably should work. However, that is just my intentions. If your players find a different solution to the problem, by all means feel free to allow it. That is 100% part of the fun in a run like this. Fruthermore, there is a real good chance that they will create their own puzzles simply by exporing things. They may become fixated on some plants or on some fixture in the house. They may want to search inside pillows and do strange things with the bedding. For the most part you should allow them to lean into this and just roll with it. Reward their creativity. And if it gets too out of hand have the house push back with a Guardian event. I promise it'll be more fun than if you stick ridgedly to the outlines. ### Secret Passages Look, this is an old D&D Mansion it is going to be full of secret passages. I built it in such a way as to allow a DM to put them where ever they want. Sure there are a few that are planned out, but the rest are up to you. ## HOW RUN A ROOM Because this is intended to play a little more Gamey I thought it best to drop an example of how a puzzle in this Module opperates. **DM:** “You enter a round chamber. There is a door on the far side with a tasseled rope dangling from one side of a small clothes hanger looking device on the wall next to it. In the center of the room is a table with an empty fruit bowl on it. There are three chairs around the table. The walls between the door you entered and the one opposite of you each have a painting hanging on them. The Paintings are both of open doors, the ones from this room it seems. In the painting, beyond the door you cam in there is a raging fire and beyond the other is a blinding ice storm.” There are a lot of things going on in this room. As there has been in many of the other rooms. They could pull the rope. Sit in a chair. Put some fruit in the bowl… if they have some. Look behind the paintings! Or even just open the doors. All, very D&D type stuff. While many of these puzzles are pretty straight forward, a lot are laid out to be answered in interesting and creative ways depending on what your party comes up with. But what does that look like? Well… maybe this? **PLAYER:** “I attach the bell we found in the Library to the other end of the Hanger device and pull the rope!” **DM:** “The bell attaches itself perfectly to the device and as you pull the rope a spectral servant appears and fills the bowl with fruit. It then beckons you to sit and eat.” **PLAYER:** “I’ll eat the Fruit!” **DM:** “You Bite into the fruit and your teeth clamp down on something hard. Inside of this peach is a Frozen Key!” **PLAYER:** “I want to use the key on the far door, the one depicted in the Icy Picture!” **DM:** “Great! You open the door and a blast of cold air rushes out. On the other side is a horrific blizzard. You may head out into it if you dare!” Or maybe they use the key on the actual painting? Or perhaps if they eat the fruit they become small and can now leave via a crack in the wall! It is all really up to you. The rooms are designed to be both vague and specific enough to be easily answerable and foster a lot of creativity. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} {{wide # The Many Maps of Morely House ### }} Each and every map in **Morley House** hides Mysteries, Secrets, Rewards, a Guardian, The Boggle, and likely an Event or Two. How many? Well, however many the DM pleases to be specific. What each of these things reveal really depends on the story. Some will unlock doors and areas of the Estate, while others will grant items, some may even trigger Hauntings that tell the sad story of Morely House. I will identify some of the intended secrets, items, and potential ghostly sightings in each area description. We will start with the Property Map and move into the house. I'll do my best to keep the formatting the same as we go, but this was written over a large span of time and the tone and style might shift just a little bit. I'll try and rework things as I go here. ## The Property Map - The Carriageway: This is basically the Driveway up to the Estate - The Outter Fence: There is a large wrought iron fence that encases the estate's property. In most games this will be unpassable. - The Outter Woods: The Estate sits in a rollign hills section of the Gray Wood Forest. Named for the color of its trees the Gray Wood can be a dangerous place. The trees grow thick and their boughs block much light. Sill there is a serenity to it. - The Lawns: Lots of yard space here. The lawn is well kept and lined with trees and flowers. - The Carriage House and Farm: Down in the South West corner is an area dedicated to a small farm and stables in the carriage hosue. Here they keep horses and other livestock, including dairy cows, and grow a number of crops. - The Family Cemetary: The Morelys are an old family with a lot of history. THey have a fairly large cemetary in the North West corner. - The Carving Tree: This Ancient Gray Oak holds a special place in the Family History. It has the names of every Morely Relative that disappeared through the generations carved into it. - The Patio: A Small Patio is built out near the woods in the North East - The Amphiteater: The Morely's were great lovers of the performing arts, and so constructed an amphitheater here. - The Hedge Maze: A large Hedge Maze sits on the Eastern side of the House. - The Morely House: This Mansion dominates the front of the estate. Two stories tall with high cielings and flanked by towers it is an imposing structure. It has been the Morely's Family home for genertaions.  {position:absolute;top:100px;right:50px;width:300px}  {position:absolute;top:410px;right:50px;width:300px}  {position:absolute;top:720px;right:50px;width:300px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Foyer (m1) ### Points of Interest - **Grand Staircase:** Two large and carpeted stairs curve their way up to the second floor. Between them is a stair down to the lower levels. There are two wizardly statues nestled in the curve of the stairs. They are hooded and each carries a wand. - **The Fountain:** A beautiful marble fountain is in the center of the room here surrounded by flower planters and benches. The fountain is carved with ships and creatures of the sea. There is a dagger on one of the sitting benches here. - The Family Tree: Between the wizard statues is a gorgeous relief of the family tree. (I included a Current Family Tree in the "Other Helpful Information" section) - **The Fireplace:** A massive fireplace dominates the back of the hall. This is a fireplace… unless you want it to be more. - **The Game Round:** The Estates two front towers each make for unique sitting rooms, this one look as it is used for the playing of games. The clear glass cabinets here hold many interesting looking board and card games. There is a Canteen on the table, the stands in the back have empty wine bottles on them, and the sconce is unlit. - **The Tea Round:** The Estates two front towers each make for unique sitting rooms, this one looks designed for casual sitting or “Tea”. Four comfortable chairs all face an ornate coffee table. There is a silver corkscrew on the table. The windows have plantes under them and are flanked by two book shelves filled with various books on historical events. There are also two display tables. One of them has a decorative humanoid skull on it. The skull is carved with intricate web-like patterns. ### Potential Mysteries - **Let There Be Light:** One of the Sconces is unlit. Lighting it will grant a Reward. - **One Way Or Another:** The Stairs each have statues of wizards nestled into their curve. The wands they are holding can be adjusted. Turning them both inward or outward will grant a Reward. - **Where for art thou Horatio:** In the Tea Round, finding the matching skull in the house and returning it here will grant a Reward. #### Ghostly Scene: Welcome to Morely House As you take in the full room here. Dozens of spectral figures fade into existence. They all seem gathered under the stairs balcony mulling about the fountain area. Most are dressed for a Masquerade Ball, and have divided themselves mostly into groups by age. There are quite a few younger people here. There are guards and servants off in the back and to the sides awaiting and attending to duties. The clock strikes five as an older couple appears on the balcony above. “Gladis and I want to thank you all for coming this evening. It is sure to be a memorable night.” He doesn’t sound well. His voice is rattly and appears to be suffering from tremors. The man looks to his wife. “Indeed Hornwrith. There is little better in life than family, and it is a joy to see so many of our friend’s children in attendance.” She looks toward the younger crowd . “Dinner will be served at 6 O'clock and the Ball will begin at 8. Please feel free to enjoy yourselves and one another's company until then. #### Guardian Event: Blink Rats Whenever they attempt to leave this room they will be attacked. As this is the first room and the players are mostly “unarmed” I don’t go too hard on them here, but we do want to set a mood. So once they indicate where they are going to go I have the first Rat blink in off to the side and then hide from them. Call for perception checks to bait them from actually leaving. Then another from the opposite direction… and another… and another… you get the idea. Then have however many you need pop in! Stat wise Blink Rats are just Giant Rats with the Teleport ability Blink Dogs have. #### Boggle: Boggle Comes & Boggle Goes Their first meeting with the Boggle! Grimbly will appear to them at a distance and then sing a little song. "Boggle comes and boggle goes, Steals your things and tickles toes. Turn around and off it goes, Where it went to, no one knows." He will then engage them in a hide and seek event. They can make perception checks for clues as to where he went. If the Players can find him in three guesses they earn a Reward.  {position:absolute;top:590px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Library (m2) ### Points of Interest - **Two Story Shelves:** The packed shelves here extend from the floor and through the ceiling into the second story. They are filled with numerous different topics of books. Everything from Children’s Stories to Sciences to Arcana. - **The Globe:** There is a fabulous antique globe of the Ancient world here. A placard on it reads Artists Rendition of “Earth” Pre Reckoning some 15,000 years ago. The Globe spins slowly and can be rotated to see the other sides of it. - **The Spiral Staircase:** An ornate wrought iron staircase spins upward here. Its design has the feel of the scrollwork inlays found on intricate book covers. The supporting column is made of bronze and is carved to look like a woman holding it up. - **North Hallway:** Paintings and tapestries line this hallway. There are four small statutes on marble pillars where the north south hall intersects this one. - **West Hallway:** This outer hallway has two narrow tables with books on them. One has some toppled items on it. Some of them have spilled onto the floor. There are doors to the exterior here. The doors have numerous vines growing around and under them and they are poisonous. The doors cannot be opened until the vines are dealt with. - **Western Study:** A larger study with its own bookshelves. Someone has been looking at geography here and studying a map of Balinovia (A nearby nation). - **Eastern Study:** This is a smaller study. Someone here has been attempting to scribe a Scroll of Detect Good and Evil. It is nearly finished, but not quite. It could be completed by someone with the proper skills. ### Potential Mysteries - **Around the World:** The Globe has a keyhole in the South Pole. Once unlocked it will open to reveal a wire bracket of some kind. If they find the Sun Stone in the Garden they can place it here and it will reveal stairs heading downward. - **Lack of Knowledge:** There is a smaller empty bookshelf here. If they collect the loose books around the room and place them on the shelf it will grant a Reward. - **Looking Glass:** There is a magnifying glass on the table the books fell off of. If they examine the dropped book they can find some invisible script! A Secret! “The Key To The World Can Be Found Under The Sun” this is a clue about the Sundial in the Garden where the Key for the Globe is hidden. - **Missing Grapes:** The Statues in the North Hallway. They are of Cherubs surrounded by Grapes. One of them however is missing its grapes. If they find suitable replacements they can get a Reward! - Shear Luck: A pair of Magical Scissors has fallen behind the desk in the Western Study. They can be used elsewhere! They could even cut those pesky vines if someone was strong enough. - **Protective:** If they activate the Ghostly Scene they can find a complete copy of the Protection From Good and Evil Scroll under the desk. #### Guardian Event: Library Automaton There is a Librarian here of sorts. She wanders the aisles checking the texts and making sure things are in order. At least that’s what she appears to do. She is a Ghost and therefore doesn’t really interact with objects. If they players begin making a disturbance here she will look at them and shush them once. A warning. After that she will attack. #### Ghostly Scene: Forbidden Knowledge A man shuffles through some papers on the desk. He looks frantic and in a hurry. He keeps looking over his shoulder as if he expects to be interrupted. He grabs one particular paper and holds it aloft! He has a look of relief on his face. It is replaced by pain as something moves quickly across his throat and he begins to bleed profusely. The paper drifts to the floor. #### Boggle Event: Catch Him If You Can! The Boggle will begin to dart around the room. The players will need to catch him if they want a Reward! If a player lays hold of him they have to maintain thier grip on him till the end of the Boggle's Next Turn.  {position:absolute;top:535px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Dining Hall and Ball Room (m3) ### Points of Interest - **The Dining Hall:** The Hall is set for dinner though there is no food in sight. A large Fireplace roars on the north wall. It is flanked by tapestries and armor stands. The south wall is decorated similarly but the curtains can be pulled back to allow passage into the Ball Room. There are four large cabinets here, two on the East and West walls. A spiraling staircase is built into the Northeast corner. - **The Ballroom:** This large and mostly empty room has a black and white checkered floor that immediately sets it apart as The Ball Room. Curtains, Tapestries, and Planters add some life to the otherwise vacant space. There is a large nook for musicians to play during events. A spiral staircase is cut into the wall in the Southeast. - **The Eastern Hallway:** This is a fairly plain hallway decorated with a few paintings. Through the windows one cansee the patio and hedge maze. There is a finely stocked and decorated powder room just off the Ball Room exit. ### Potential Mysteries - **Improper Placement:** The Colored Napkins at the tables are switched! Properly setting the table reveals a Reward! - **Orderly Dishes:** In the dining room the cabinets all have a number scratch inside of them, 1-4. If they are opened in the correct order it will reveal a Reward - **Musician's Corner:** There are multiple places in the Estate where sheet music can be found. They can play songs here in The Musician’s Corner. Different music will reveal different Secrets or Rewards. If they play a Waltz the Ballroom Blunders Ghostly Scene will play. - **Eternally Rejected:** If the Ballroom Blunders plays out, they may spot Emory Harcourt, a young male ghost who keeps asking for a dance and is continually rejected. If a player dances with him he will grant a Reward. - **Tryst:** There is a note in a drawer the Powder Room. “To A. Meet me in the Garden at Midnight. Love G.” Heading there will reveal a Ghostly Scene. #### Ghostly Scene: Ballroom Blunders Music fades in from nowhere as do many figures in formal attire who appear on the Ballroom Floor dancing while a handful of others cling to the edges talking and carrying on. Two young men bump into one another while twirling their partners. There is an escalation in tension and the dancing stops. “I have long suffered your stupidity Timouth!” One man shouts as he pulls a white glove from his pocket and slaps the other with it. “I’ll see you dead Horrace!” Timouth shouts back. A gasp runs over the crowd. “Pistols at Dawn then.” The two angry spirits fade but the others keep dancing. The Clock strikes a half hour. #### Ghostly Scene: Formal Faux-pas Twenty important looking guests appear at the table in mid conversation as spectral servants begin wheeling carts filled with food. “Have you seen the Elder Mrs Morely? She is always such a delight.” One aging woman asks another. “Oh my… did you not hear? Ol’ Nan died last week… something about her magical meatloaf gone awry.” “No!” she gasps. “It true. Apparently, someone brought her inferior ingredients and the loaf devoured her instead. I’m shocked you didn’t know… how embarrassing for you.” The Clock Strikes once. #### Guardian Event: Ghostly Bards If they play poorly the Ghostly Band appears and uses Enchantment Spells on the players forcing them to attack one another. Each member of the band has the base stats of a Specter, but rather than attacking they will each target a PC and Enchant them. This is a fun place to use song lyrics or use terrible rhymes… I’ll probably do a “hoedown” type beat and force them to “swing their partner round, round kick them in the teeth and knock them down.” You know, fun! #### Boggle Event: Boggle Says Grimbly will challenge the players to a game of Grimbly Says (Simon Says). They'll have to make skill checks and saving throws to succeed in what he commands and be ready to fail should he trick them. If they beat him he will give them a Reward before disappearing!  {position:absolute;top:600px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Guest Residences (m4) ### Points of Interest - **The Hallway:** This hallway looks much like the others in the house. It is lined with Painting and Wall Coverings. There are more doors here than in most of the Halls. They are all locked. - **The Bathroom:** This is a fine bathroom complete with hot water and a bathing tub. - **The Suites:** These three suites are finely kept. The players should be able to find some valuables and equipment in these rooms if they search them. - The Servants Hall: These back halls lead to the servants quarters and service tower. There are also stairs down to the lower level. - **The sitting Room:** Nestled on the ground floor of the Northwestern turret is a quaint sitting room. Two comfy chairs face an elegant couch. Between them is a coffee table with a large Urn on it. The urn looks old and has carvings of skeletons on it. The bookshelves here are filled with works of fiction, everything from adventuring tales to stories of the more spicy variety. ### Potential Mysteries - **Lost your Head:** There are three headless dolls here. One in each room. A Doll’s head has been dropped in the chamberpot in the small bathroom. They can put the head on each of the dolls and it will tell them different “Secrets”! But only Purple Doll tells the truth! - **Drained:** If they drain the bathtub they’ll find a Diamond Ring. It is a ring of protection, but slowly drains HP 1 per hour. Inscribed inside of it is the phrase. “Arise My Love” placing this ring on the Princess’ finger wakes her. - **Matching Decor:** In the blue room the stool for the vanity table actually matches the carpet. I did this one and only this one that isn’t pinkish. It was a lot more of a pain with the program I use than you would expect. So if they notice, grant a Reward! - **Out Too Far:** Tricky one here. In the South Hallway there is a lantern sticking further off the wall than most. Pusing it in opens a secret door into the Green Room. There is another Secret Door in the fireplace which will allow the players to access the Pink Room. In the Pink room they can find the key to the Blue Room. - **Ashes to Bones?:** The Urn in the Sitting Room is a trap. When opened it releases a pack of Skeletons. After killing them they can find a Reward! ::::::: #### Ghostly Scene: Sid and Hannah (Happens in the central hallway) Two ghostly children, an older boy and a younger girl, come running around the corner to the North as you begin hearing the ghostly chimes of the Clock.“Sid! Give me back my Sally!” screams the little girl. “Ok Hannah! Here you go!” The boy rips the head off the purple dressed doll and tosses it to the side. She begins screaming and crying while he laughs and continues running around the corner to the south. The clock chimes 9:00. #### Guardian Event: Something of Smothering Somewhere in these chambers or hallways is a Rug of Smothering, or maybe a Curtain of Choking, or Bedsheet of Bludgeoning, or a Tapestry of Tapping… you get the idea. At some point if they’re feeling a little too comfortable. Hit them with is wonderful little hazard. #### Boggle Event: Shell Game If they check the cabinets in the Servants Hallway they will find The Boggle hiding in there. He will immediately slam the doors shut. When they open them again he will be gone, hiding in another cabinet. They’ll have to figure out the pattern that he is hiding in if they want to try and catch him.  {position:absolute;top:480px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Great Hall (m5) ### Points of Interest - **The Hall Itself:** One of the larger and more open interiors in the house the Great Hall is exactly that. A pillared trophy room of sorts that has few uses other than being large. On each of the side walls there are shelved Niches with numerous trinkets on them. Closer inspection reveals them to be a complete set of Trinkets from the PHB. - T**he North Hall:** There is a large Marble Lion here between the doors leading to the Chapel. These doors are carved to represent Heaven on the right and Hell on the left. In the chapel the imagery is reversed. The symbolism represents entering through Heaven, always keeping Hell in your past. - The South Hall: There is a large Green Dragon Head Mounted here. In the wall is a small slot. Above that a plaque that reads “Taalgyth the Vile: Slain by Ryoul Morely on an island in the Azure Archipelago. A foul creature like this still demands tribute! Those who gaze upon her would do well to part with some coin.” ### Potential Mysteries - **The Lion:** Under the Lion’s Paw is a Stone Mouse that can be removed. This is an homage to the old fable where the mouse removes the thorn from the Lion’s Paw. The mouse can be used on the cat in the Library to lure it off the desk. - **Trinkets and Treasures:** There are three Potions hidden among the Trinkets and one Wand. - **The Dragons Head:** There is a complex secret door behind the Dragon’s head. It can only be opened if the arrow that slew Taalgyth is placed in the wound in her neck. The arrow can be found in The Lord’s Office when the missing Horse Statue is placed on its shelf. That opens a secret compartment that hides the arrow. This secret door leads to a lair, a Dragon's lair. A foul creature like this… it has Kobold Minions that collect treasures dropped in tribute to it. #### Ghostly Scene The Ghost of an older man walks toward the doors to the chapel. He stops and eyes up the door. Suddenly he is pierced in the back by an arrow. He attempts to gasp and call for help but the arrow has lodged itself in his lung making calling for aid nothing more than a pointless rasp for air. He collapses to the floor. A small figure with a crossbow hurries across the hall. It opens the left door to the chapel and drags them corpse through. The clock strikes 2. #### Guardian: Black Scale Kobolds There are Kobolds lurking here. Watching over the drop box for their master below. They will attack them from the opposite end of the Hall if they feel they can take the party or if the party offends their master in any way. Once the players have been lured away to the other end of the hall they will scurry across the ceiling and attack from above as they retreat to the opposite side. They will repeat this tactic until either the players are down, have fled, or the Kobolds feel they can no longer win the fight. They will not flee into the secret passage. Instead using other paths that only they know and can access to escape. #### Boggle: Boggle Comes & Boggle Goes The Boggle will appear to them at a distance and then sing a little song. "Boggle comes and boggle goes, Steals your things and tickles toes. Turn around and off it goes, Where it went to, no one knows." He will then engage them in a hide and seek event. They can make perception checks for clues as to where he went. If the Players can find him in three guesses they earn a Reward. If they fail he will try and steal from them or tickle them on their next skill check causing disadvantage.  {position:absolute;top:380px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Lower Solar and Kitchens (m6) ### Points of Interest - **The Solar:** Lavender plants circle around a staircase leading up and down here in the North round. There is a private door leading to the chapel and an elegant chair flanked by two side tables. In the center of the chamber two sets of four chairs around a coffee table dominate this space providing plenty of sitting room. An elegant dining room table capable of seating eight comfortably takes up the majority of the South end of the chamber. The room is divided by three pillars carved to look like great columns of water. Ships ride upward on these stone waves. - **The Kitchen:** The Kitchen is in great contrast to the Private Chambers nextdoor, a place of furious and never ending work. There are cooking ovens and fireplaces. Wash basins and prep tables. There is a great deal of food already here prepared and waiting to be prepared. - **Storage:** This storage room is jam packed with crates, sacks, and barrels. A massive double door in the floor leads to the lower levels, and there appears to be some kind of lift mechanism in the ceiling. - **The South Hall:** Not a lot going on here. There are two concealed Bathrooms and that’s about it. - **The East Hall:** A plain hallway with stairs leading down and doors heading out to the patio. ### Potential Mysteries - **The Comfy Chair:** Anyone sitting in this chair falls asleep. They and has a dream of another room gaining clues to the secrets there. They can only be awoken by actual damage. If items are placed on the side tables and someone sleeps in the chair they will dream about the items uses. The chair and tables can each only be used once in this manner. - **The Wave Pillars:** If the players come across a boat of any kind - Toy, Model, Actual… ? - They can have the ship ride the pillars and be granted a Reward! - **Purrfect Items:** On the coffee tables are two items. A Cat Mask and a Music Box. The Cat Mask can be worn to speak with the cat in the upper library. The Music Box is missing the key needed to wind it. The Cat has it. Once opened the Music box will show a carousel with five dead adventurers riding skeletal horses. There is an engraving “To the Ember Knights Whose Quests Were Left Unfinished. The Carousel of Torments Has Not Forgotten You.” This Carousel can be taken to the Crypt where these heroes lay entombed and used to grant a Reward! - **Sonets and Songs:** On the Dining Table there is a Book of Poetry and a scroll of Sheet Music (Waltz). The Music can be taken to the Ball Room and used there. It can be played other places with Secrets at the DMs discretion. - **Ultimate Evil:** In an oven is a delicious pie in it. This is the Pie of Ultimate Evil, a running gag in my campaigns. Anyone who eats the pie gets “Eviled”. What does that mean? I dunno. What ever you want. I turned a fella into a newt once… he got better. #### Ghostly Scene A woman and a man appear and begin to open the heavy trap door. Once the doors are open they lock the wheel in place and begin examining the opening. “You see Gyier! I told you something was hidden under here!” The woman points to the framework of the open door. They bend down to examine it closer. Suddenly the wheel unlocks and the doors come crashing down. A thunderous kaboom drowns out the half second of screaming before their heads are crushed under its weight. There is a snicker and the clock strikes once #### Guardian Event: Smoke Mephits Poking around in someone else’s itche can get you into a lot of trouble. If the players don’t respect the Kitchen, or do something else nearby that is worthy of angering a guardian, then Smoke Mephits will fly out of the fireplaces and attack. #### Boggle Event: Shell Game If they check the crates in the Kitchen they will find The Boggle hiding in there eating a pie. He will immediately slam the lid shut. When they open them again he will be gone, hiding in another crate. They’ll have to figure out which one he is hiding in if they want to try and catch him. He will escape but not before giving a Reward!  {position:absolute;top:570px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Chapel (m7) ### Points of Interest - **The Entrance:** The main entrances to the chapel have two interesting features. The Statues and the doors. The doors are carved to represent Heave and Hell, much like the other side in the Great Hall. Only here the imagery is reversed. The Right is a depiction of Hell and the Left of Heaven. The symbolism represents entering through Heaven, always keeping Hell in your past. The two statues here are also symbolic of Eternal Reward or Punishment. The one on the left is a depiction of the Martyr with an outstretched hand. The one on the right is of Asmodeus also with an outstretched hand. - **The Windows:** The Chapel has some magnificent Stained Glass window work. They tell the tale of the Morely Family and their commitment to the church. The Morely’s used their great shipping fleets to help the Order take the messages of Love and Forgiveness to the far corners of the globe. - **The Altar:** This intricate altar has a Holy Text laid out on it. Behind it is a statue of the Patron of WIsdom. Its face is distinct and vague enough that is is easy to see yourself in the work. - **The Pews:** Eight large pews fill the chapel. There are holy verses in celestial elegantly carved into them. ### Potential Mysteries - **Symbolism:** Making the symbolic connection of the doors should result in a Reward. - **Blessings:** Taking one of the statues hands will result in a “Blessing”. A use of Cure Wounds from the Martyr. A use of Cause Wounds from Asmodeus. Only one blessing can be given and only one time. - **The Stained Glass:** The story does not end well for the Morelys. A solid insight check reveals that their family began failing once they moved to Stolregard. The Boggle can be spotted in one of the final Panes of glass. - **Verses:** If one of the players is able to read the Celestial they can get a Reward! - **The Altar:** This area hides two Secrets. The Holy Book is blank. But if a Faithful character writes about faith in it it will unlock a secret compartment in the Altar and find a Reward. The statue behind the altar has an inscription. “Those who need me should study my face” If they look at the face it causes a Wisdom Saving throw. Nothing happens on a success but on a failure the character receives +2 permanently to their Wisdom. There can only be one success. But if a character “fails” the test another character can attempt to gain the wisdom. ::::: #### Ghostly Scene Spirits begin to appear in the pews and as they do they stand. You recognize some of them fro other ghostly scenes, but they are younger. A Bride and Groom fade in as does a phantom Cleric. A young boy, of no more than four, walks down behind the couple. He has a ring on a pillow. The faces of the guests are covered with “aweeee” until they aren't. The boy’s shadow begins to dance and move opposite him. It makes rude gestures at the guests, but the moment they actually turn their attention toward it, all they see is a normal shadow and a cute young boy on his way to deliver rings to soon to be newlyweds. #### Guardian Event: Angels and Demons Out of nowhere a battle erupts between an Angel and Demon. The players can pick a side or just hit the road. But if they hit the road, no reward. Whomever they help win grants them the reward. #### Boggle Event: Grimbly No Go Church Grimbly does not like coming into the Chapel.  {position:absolute;top:400px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Arboretum And The Garden (m8) ### Points of Interest - **The Arboretum:** This room can be accessed once the players have dealt with the vines in the Library. It is filled with all manner of flowering plants had has that heavy pollen feel in the air. There are still poisonous vines in here so care should be taken. There are two trees with white flowers blooming on them at either end of the room and In the center is a large but empty fountain. The windows are floor to ceiling and look out into a lavish garden. - **The Garden:** Large beautiful insects flitter around this garden. There is a lamp flaked walkway that works a wondrous path north and south here. On the south side is a large fishpond filled with lilies and fish! There are tables and chairs on the northern walk. The entire area is framed by grape vines curling their way up arbors and hundreds of beautiful flowers. ### Potential Mysteries - **The Vines and The Fountain:** Dealing completely with the vines will allow the fountain to flow again. The easiest way to deal with them is to create a Herbicide in the Nursery and Alchemy Lab. But hacking at them works too, they’re just gonna get hurt. This should result in a secret or a reward. - **A Load of Shhhh:** The cart of manure can be used on the trees to cause them to fruit. Reward! - **What's Up Doc?** There is a Rabbit in here who can answer some questions if you give him a carrot. - **Magic Mushrooms:** This ring is guarded by Pixies who will use their greater invisibility and polymorph skills to much delight. They will turn the players into Butterflies and the Dragonflies will try to eat them. If the players manage to get the Acorn they can trade it later to someone looking for such a thing. - **Sundail:** Hiding in sunflower bed is the Sundial referenced in the riddle on the globe. The Sundial turns and they have to unlock it like a combination. They can learn this combination from any secret reward or perhaps the times are hidden in the artwork of the garden tables. Once opened it will reveal the globe key! - **Bugs are People Too:** The insects in the garden are in fact polymorphed people. They can be saved, but will be removed to their home plane quickly as if a Banish spell was cast on them. Players should still get a Reward if they rescue them. - **This Little Light:** One of the lamps is missing. It can be found in the Chicken Coop. Once it is hung and lit the pond will drain revealing a staircase. This leads down to Nymph’s Pool. :: #### Ghostly Scene A woman, her figure slipping in and out of reality snips at some of the flowers growing under the grape arbors. She is dressed in a Ball gown but has a thick leather arbiter’s apron on over it. She pulls a rose out from a small cluster and trims around the bloom. Her eyes catch something deeper in the thick followers, something under the vines in the arbor. Sets her shears down in the grass and leans in to get a better look. There is a snap and a crunching sound. Her body goes limp as something unseen drags her deep into the flowerbeds. The Clock Chimes 8. #### Ghostly Scene: Lover’s Tryst Only Happens If they found the note in the Powder Room. “Anders?” Calls a woman as her spirit fades into view. “Here Georgine!” A man appears carrying a dimmed lamp. He hangs it on a post nearby. The two spirits move quickly toward one another and embrace. From somewhere nearby a sound like a large bathtub drain can be heard. The lovers turn toward it, walking slowly toward the pond. Singing can be heard. The pond has drained revealing stairs heading down. Carefully they follow the sound of song. Shortly after there is the sound of screaming. #### Guardian Event: BEES A swarm of giant wasps should do the trick. If you’re feeling really nasty a swarm of Disenchanter Wasps would be even better. What is a Disenchanter Wasp you say? Why its a critter that drains magic from items and eats spell slots from players. Not very nice critters to throw at players but certainly a lot of fun for the DM. #### Boggle Event Grimbly doesn't like plants... they make him sneeze. If they find him hiding and then bring him a hankie he will Reward them.  {position:absolute;top:640px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Servants Quarters and Chicken Coop (m9) ### Points of Interest - **Servants quarters:** These are the quarters for the Household Servants. They are divided into sleeping area in the North, a common room in the center, and the Head Servants Quarters in the South. - **Well:** A fairly large well. Not much to describe here really. If you want more then awesome! Do it! - **Chicken Coop:** An old Vardo with the wheels off and turned into a Chicken Coop. Dozens of chickens run around the pen and nest in the Vardo. ### Potential Mysteries - **Dear Diary:** There is a servants Diary here. The last entry is rather bleak. “The boy Boden has some imaginary friends. Only they aren't so imaginary! I think they are usually invisible, but today I saw them out near the Carving Tree playing a game the critters called Red Red Murderer. When they saw me they vanished and Boden told me to go away. I haven’t felt safe since. I think they are watching me. I think they mean to do me harm.” - **Bucket Full of Boggle:** There is no rope and bucket for this well! Finding one will allow them to get some water. But they’re going to bring up the Boggle who will give them a Reward! If they go down in the well they can find the servants bones. - **A Light Unto My Path:** There is a lamp for the Garden in the Chicken Coop. Once they deal with the “Chickens” they can get the lamp. - **Secret Passage:** One of the few "official" secret passages in the Mansion is under the Head Servants Bed. Cool! #### Guardian Event: Chickens! So… the Chickens will form up to make kind of a Chicken-Mega-Zord-Hydra. Not kidding. I did this to the High School group my son and I run in an afterschool program. I’d feel dishonest if I didn’t do it here. They loved it. Use a Hydra stat frame and adjust it to your group. This is kinda of a Mini-Boss so reward them well. But if that’s too Zany just have the chickens attack them and use Axe Beak stats. Weird… I have a lot of chicken stuff happening in my games. Gonna have to talk to my therapist about that. #### Ghostly Scene A phantom Servant girl exits the house looking around nervously. She is carrying a bucket and a long rope. Heading over to the well she drops the bucket down, and begins to quickly draw it back up. It gets stuck on something. She yanks the rope. Still stuck. She pulls again much harder and a swarm of bats erupts from the well circling around her shrieking in anger. She gets tangled in the rope and before she can free herself something inside of the well pulls back. She topples over backward, falling down into darkness. #### Boggle Event: Well, Well, Well As mentioned before the Boggle is hiding in the well. They'll need to find a rope and bucket to pull him up. When they do he will splash rancid water in tehir faces causing them to make a CON save. On a Failure they puke and drop Grimbly back down the well. He will be mad and then come tickle them. If they make thier save he will laugh and give them a Reward.  {position:absolute;top:200px;right:20px;width:375px} :::::::::::::::::::::::::::::::::: ## The Patio And Maze Entrance (m10) ### Points of Interest *Bit of warning here. Mazes can take groups a long time to navigate. Careful sending them in here, it could be the rest of your playtime… or campaign. Had a group go into an Octopus Themed Dungeon once… should have been a few hours. Well several sessions later they were still in there. That’s on me as a DM, too much to explore. So just be careful. A good reward somewhere else in the Mansion would be a Map of the Maze, or let them study it from the second floor to speed things up.* - **The Patio:** This large open area has a few very interesting features. It sits on the Western edge of the Hedge Maze, has two ancillary gardens just off of it on the Eastern side. Along the walls of the tower there are two Relief style Statues one of a man and one of a woman. Dominating the center of the Patio is a massive tree with thousands of fireflies circling around it and under its heavy branches. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} - **The Maze:** The Hedges that make up the walls of the Maze are extremely thick and tangled. They are an Evergreen so the maze is equally difficult to see through in any season. A close examination of them would reveal that they are of the Holly Family and the inner branches and trunks of the Hedges have sap covered thorns. - **The Dragon Statue:** Once in the Maze the fist thing players will is a large Dragon Statue. It is in a bit of a round pocket of the maze and looking toward the entrance. Underneath the statue is an engraving written in Infernal. “Did the Marker Truly Say?” - **The Gardens of Virtue:** The quaint side gardens are almost identical in style. There is a figure eight path with a Cherub Fountain back in the far loop and a rose bush planting in the other. There are two benches along the hedge wall and a decent sized tree for some shade. ### Potential Mysteries - **Hedged:** The Hedges can be pushed through, but are extremely poisonous. - **Eden:** The Maze is symbolic of The Garden of Eden Creation Story common to Middle Eastern and Western Cultures. But if that isn’t your jam, or your players, I respect that, simply do something else! - **First:** The Patio Statues are of Adam and Eve. Both of them have their hands out as if waiting for something to be placed in them. If a fruit is placed in them the statues crumble to dust leaving behind a Secret, but not until both of them have a fruit. - **The Firefly Tree:** Nothing happens here until the sword in the Maze is recovered. Then this tree grows Fruit. Eating this fruit is worth a Long Rest or will heal them from the disease of the Tree in the Maze. - **The Dragon Statue:** is symbolic of the story of the Serpent in the Garden that asked Eve the question engraved on the base. If they read it aloud the Dragon will animate and warn them not to eat from any trees in the Maze or they will die. This is a lie, just as in the story. The Fruit in the Maze is similar to a Goodberry and they can eat up to 10. They should NOT eat the fruit in the center, those are poisonous and will cause 3d4 damage. After delivering the message the Dragon will Resume its stoney vigil. - **Virtues:** At each corner of the Maze are The Gardens of Virtue. Each has a request written in Celestial on their fountain. When read aloud the statue animates and asks the question. The Answer or a good physical demonstration is required. If they wait too long the statue returns to stone form and waits to be reanimated. 1) “Offer me a sacrifice worthy of the Maker” (Something given from the Heart) 2) “What is valuable above all else? What is more precious than Gold? (Wisdom) 3) “Greater love have no one than this. That They… That they do what?” (Lay down their life for others. A Vow or physical sacrifice works here) 4) “Love your Neighbor as yourself. But who is your neighbor? (Everyone) #### Guardian Event: Shambling Hedges If they attempt to cheat the Maze in any way the nearby hedge will animate and attack. Use stats similar to Shambling mounds. Only with fewer HP and they do not engulf, they poison. #### Ghostly Scene The clock marks a half hour as the spectral manifestations of three younger people dressed for the Ball burst from the doors of the mansion expressions of terror on their face. One of them, a young woman, makes a break from the group and heads North. “Rabeka come back!” The young man in the group calls to her. “She turns to look but something unseen grabs her from behind yanking her into the shadows. “Fredrich! Run!” Screams the other young lady as she flees toward the Hedge Maze. Fredrich turns and attempts to follow, but a shadow grabs his ankle, tripping him as he turns. There is malicious chuckling in the air as the young man begins flailing madly attempting to fight off the attacker… he fails and the ghosts fade away. #### Boggle Event: Tag! You're It! Grimbly will appear and multiply into Four Boggles. They will have to catch them all if they want a Reward! They will not have to hold him, but will need to land an "attack roll" to tag him.  {position:absolute;top:600px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Foyer Balcony (m11) ### Points of Interest - **Grand Staircase:** Two large stairs curve their way down. A Balcony overlooks the foyer below. On the back wall at the top of the stairs is a massive and Intricate Clock. It is made of several figures arranged to look like soldiers raising their swords toward a figure holding aloft a glowing book. The arms with the swords move to tell the exact time… in several different languages, styles, and perhaps even on multiple planes. It is a wonder to be sure. - **The Card Table:** There is a table here with a pile of valuables and several hands of cards. Looks like a group way playing 3 Dragon Ante here. ALong the walls there is a collection of items. First one table has a pistol and a prayerbook on it. The far shelf has a candle plate and an array of wine bottles and glasses. The final display has an ornate horse and rider figurine. - **The Harpist's Lounge:** This room has a clear focal point. The massive elven harp that is dead center. It is amazing craftsmanship and surely sounds remarkable when played by skilled hands. The walls of this room are lined by potted plants and a large couch sits opposit the entry area. - **The Sitting Area:** This small sitting area is tucked in the niche overlooking the main carriageway outside. There is a couch and two chairs arranged around a coffee table. An open box of chocolates sits on the table. ### Potential Mysteries - **The Clock:** For many adventures the Clock is an intricate part of the house. Ghostly Events happen at certain times, and solving many of the Mysteries requires knowing when people do certain things. Players will often hear the Chime ring out wherever they are. Some styles of adventure for this module may even bend time, but the clock here is always accurate to real time. - **Flower Pots:** Put some Flowers in the Pot! Reward! - **The Chandelier:** 4 of the candles are out. If they are lit by the players they earn a Reward! - **The Card Game:** If one of the players sits at the card table. The other ghosts will manifest and they can interact with them. Unfortunately if they pick Eleazir’s seat they’re going to get shot. Beforehand they can get information out of the Ghosts about the happening of the evening so far. - **The Harp:** Using any sheet music found in the House tunes can be played here. They can be rewarded depending on how well they preformed. - **Box of Chocolates:** You never know what you’ll get. These could have uses elsewhere, but lets be real. They’re gonna eat them. I have them make a luck roll on some sort of random effect table found on the internet to afflict them with a boon or a non-boon. #### Ghostly Scene The Clock Chimes 3. Four spirits appear playing cards. A large pile of treasure is on the table. “Emory, you gonna ante up or fold?” “Be still Phineas, a man has to think! There is a lot of coin on the table!” The other three ghostly men laugh. The youngest of them yawns and leans back stretching out their arms. A card can be seen in his sleeve as his shirt tightens. “Eleazir! You filthy cheater!” The large mustached man across from him stands up throwing his cards to the table. He draws a pistol. “Amias NO!” The man shouts. The plea is swallowed by a cacophonous bang. Eleazir take the bullet square to the chest toppling over backward. #### Guardian Event: Clock Keeper There is a Bronze Automaton that looks a bit like a gnome. It lives under the clock here. Stats similar to a Modron of appropriate level. It would likely seem like part of the decor until it activates, which it does when there is something it needs to do. It doesn’t normally attack unless the party begins fiddling with the clock. #### Boggle Event: Run the Rail The Boggle will challenge the party to a little race. It just so happens this race is around the Balcony on the Railing. Grimbly will ask the clock to keep time and the Boggle and a Player will take turns running the rail. They’ll have to beat him if they want a reward. He he beats them he will steal from them or tickle them on their next skill check causing disadvantage.  {position:absolute;top:550px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Upper Library (m12) ### Points of Interest - **The Shelves:** These shelves run floor to ceiling and some even down through the floor. Metal ladders run around each of the shelves allowing access to the higher books. Topics cover a wide range of subjects. - **The Warded Study:** There is a warded study in the Northwest. Inside are books both rare and antique and some considered forbidden and dangerous. - **The Western Table and Desk:** There is a book of “Stolregard Folklore” on the table and a book titled “Plants and their Medical Uses”. A fat tabby cat lounges on the desk playing with a dead mouse. - **The Eastern Table and Desk:** A scroll of Sheet Music is on the table here. (Parade March) and a book titled “The Eastern Nations". On the Desk is a backwards map of the continent and a book titled “Multiverses.” - **The Western Hallway:** This uncarpeted Hallway has a huge mosaic of a Hedge Maze on the wall. - **The Northern Hallway:** This hallway is decorated in similar fashion to much of the Estate. The However, here the paintings look to have all been done by the same person and in the same style. ### Potential Mysteries - **The North Hallway:** A close examination reveals that they are all numbered. 1) Is of a Mother giving Birth. 2) Is of children playing in a park. 3) Is of a wedding. 4) Is of an older woman in a rocking chair looking out at the sunset. These are clues to the order the books must be put in in the Warded Study. - **Warded Study:** Beyond this door which should be difficult to open is a room full of expensive and potentially powerful books. Getting in here is a reward itself. However, there is a puzzle to be solved if they want Reward. There are five tomes here. Green is “The Romance of Prince Renaldo”. Blue is “The Autobiography of A Clan Elder”. The Bound Book is “The Void of All things”. The Rose Text is “From the Smallest of Seeds”. And finally the Brown book is “Origins of Life”. They must put the books in the proper order on the pedestals. What is the proper order? It is meant to play out existence. So Brown, Rose, Green, and then Blue. (Birth, Growth, Love, Life) The Bound book must go either in the beginning or the end. Doing so grants a Reward! - **El Gato:** This awakened Tabby has a lot of attitude. If they players use the Cat Mask found in the Private Dining Room he will be much more conversational. They could also give him a new toy. He may demand some fresh milk from the cows in the barn. If they heal the mouse or feed it cheese it will wake up and tell the players a useful Key has been swallowed by the cat. This or any aggression toward the cat and it will transform into a weretiger. If they convince the Cat to help, it will cough up the key in a hairball. - **The Backwards Map:** This can be taken to a mirror and held up. Doing so will grant the a Secret. #### Guardian Event: Animated Books If they incur the wrath of the Library the books will animate and attack them. These would qualify as “Tiny” objects in the Animate Objects Spell. #### Ghostly Scene The ghost of a young girl comes skipping into the library as the clock chimes a half mark. She turns and calls back toward the Entrance Balcony. “Step-Mother? Can I please go to the Ball?”. A cruel looking woman enters the Library. “No Keziah. I will not tell you again. Find a book to read and go to you room. The Ball is for Adults only!” She slams the doors behind her. Keziah begins to look for something to read. She looks at the ladder and shakes her head instead opting to climb onto the rail and reach for a text a little too high… She manages to grab it. Then the ladder ladder slides just a little on its own… she looks at it and then down into the gap. Trying to determine what moved the ladder. A shadow moves behind the shelves. The ladder comes rushing with frightening speed striking the girl in the head. She topples over into the gap between the rail and shelves. A moment later a sickening thud is heard from below. #### Boggle Event: Story Time Grimbly would like the players to read him a story! But they'll have to pick one he hasn't heard if they want a reward. Otherwise he will steal from them or tickle them on their next skill check causing disadvantage.  {position:absolute;top:575px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Grand Balcony (m13) ### Points of Interest - **The Balcony Itself:** The largest open space in the house, The Grand Balcony offers a wonderful view of both the Dining Hall and The Ballroom below. There are two elaborate chandeliers hanging over the open spaces giving off a great deal of light to the entire space. Three pillars with carved gargoyles at their tops cross the middle of the room. An enormous mounted moose hangs over the Dining Halls massive fireplace. Its antle spread is well over 10’ across. There is a small but elegant table with an open book on it in the Southwest corner of the room and in the Northwest is a table with a luscious little fruit tree on it. There are stairs downward in the Western corners and doors in the South lead out onto a large Balcony. - **Eastern Hallway:** This hallway is typically decorated. Its has a bathroom in the North and leads out to a balcony overlooking the Patio and Hedge Maze. - **Outside Balcony:** This large balcony is really neat! It sits about 20’ above the yard. Walking out here one can smell the tell tale odor of cigar smoke. ### Potential Mysteries - **Moosen:** The Moose hides a treasure chest behind it. It is also a trap. Anyone who tries to move the moose will be caught between the antlers like scissors. If they disarm or survive the trap then Rewards! - **The Open Book:** This is a book of Family Stories. The final story is titled “Face the Light” a tale in which Gazalia Morley defeated a pack of Evil Spirits by forcing them to face the Holy Lights of various temples. This is a clue to the Gargoyle pillars. - **The Gargoyle Pillars:** They Spin. The trick is to rotate them so that all the Gargoyles face a light. Once they do they can get a secret. - **The Tree:** This tree produces Goodberry like fruit. They can only benefit from One Fruit, but sometimes that 1hp is a big deal. On the table is a puzzle box which takes and intellect check to open. And an empty wine carafe. If they open the box they will find a vial of strange liquid. If they pour it into the empty carafe and squeeze the fruit into it they can make 10d4+10 worth of healing potions. - **Privy Secrets:** There is a secret door to the Lord and Lady’s Chambers in the Bathroom. #### Guardian Event: Gargoyles They’re not just for show! If they do something that causes a need for the guardians to awaken these nasty little creatures will not hesitate to attack. They have the stats of regular Gargoyles, but they have the Flyby attack of Giant Owls. This enables them to fly in, make an attack, and leave the area without provoking attacks of opportunity. #### Ghostly Scene “Don’t you think it is a little self-aggrandizing to have your family’s history of great deeds displayed out so publicly?” Asks a voice from beyond. You can hear the sound of music playing from the Ball room below. “Silas, surely if your family had done something, anything, of note. Something grander than spending coin and sleeping with prostitutes that they wouldn’t write it all down and send copies to the far corners of the realms?” A middle aged couple fades into sight. “You’re such a wet blanket Constance. Beside after this weekend they’ll be telling stories about us for ages.”You have to succeed in finding the Morely treasure first, Silas. And then succeed in securing it. I’m far more convinced I shall go home widowed than wealthy.” The couple fades away. #### Boggle Event: Blind Boggle's Bluff Grimbly wants to play a game of Blind Man’s Bluff. He will cause the players to be blinded and then hide somewhere in the room. They’ll have to find him. Hopefully without falling over the rail. If they find him they get a reward. Otherwise he will steal from them or tickle them on their next skill check causing disadvantage.  {position:absolute;top:465px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Family Quarters (m14) ### Points of Interest - **Main Hallway:** This large Hallway wraps around some private rooms and ends at the Sitting Room. There are the typical paintings and Wall Coverings decorating the Hallway - **West Hallway:** This back hallway has a number of storage cabinets in it. They are filled with linens and other needs the Family may have. - **Balcony:** This Balcony overlooks the Back of the Property. One can see the Family Graveyard, Carving Tree, and the Reflection Pool from here. - **Sitting Room:** This room is a tightly packed but comfortable area with plenty of space and some cabinets for storage. Several potted plants are near the windows and there is a large aquarium along the South wall. In a niche to the East is a statue. - **School Room:** This room is dedicated to the education of children and is complete with blackboards and shelves filled with grammar books, mathematical texts, and historical tomes. - **Bathroom:** This is a finely kept bathroom. It has a porcelain sink, large heated tub, and a small vanity. - **Play Room:** This room is filled with toys and children’s story books. There are several cabinets, a table, and a fireplace. It is quite messy. - **Governess’ Room:** These simple quarters house the children’s Governess. - **Nursery:** This small chamber is designed for the care of an infant. Two comfortable chairs flan the window and a large swinging bassinet sits in one corner. - **Pink Room:** This plain and simple room is meant for younger children. Two cabinets sit against the west wall but not much else. Probably to keep the little ones from playing when they should be sleeping. - **Green Room:** This chamber obviously belongs to an adult member of the family. It has several amenities. A single bed, cabinets, side tables, shelves, a fireplace, and desk are neatly arranged in this room. - **Blue Room:** This chamber belong to a couple. There is a larger bed, cabinets, side tables, shelves, a fireplace, and desk are neatly arranged in this room. ### Potential Mysteries - **Unlocked:** The Window into the Nursery is opened. - **Play Time:** They will almost certainly find creative uses for the toys in this room. There are a few pages of sheet music (Children’s Songs) and some candies on the table. Both those things may come in handy. - **Hanged John:** Under one of the cabinets in the Play Room is a toy possessed by a criminal’s spirit. You can see the rope sticking out on the map. Hanged John can only talk and does not move. He could be an asset in the house, and will give his opinion if asked. He grants advantage when searching for traps, can casts Detect Traps (3), and Knock (1). - **The Governess’ Mirror:** The Governess was a lonely woman. She has a mirror that is supposed to boost confidence and increase charisma. It is cursed and does the opposite. - **Skull With Web Carvings:** The Skull needed for the Grand Foyer is in the fish tank - **The Statue of Wisdom and Knowledge:** The Book it is reading says “Which is Greater? Wisdom or Knowledge?” The player that answers gains a +2 to either stat depending on which they choose. If they say something like a balance they gain +1 to both. - **Poisoned Teapot:** This is the teapot that Cinda and Gloria used in the Gostly Scene from the South East Tower. Depending on which way the lid is on it either pours “Earl Gray, Hot” or a slow acting and deadly poison. “Earl Grey, Rot” - **School Supplies:** There are a lot of things that could be gathered in this room. If they ask for anything that is likely to be in a school room it is probably here. - **Blue Water, Black Dragon:** Whoever was in this room last was studying the incident with the Dragon Taalgyth the Vile who was slain by Ryoul Morely and is mounted in The Great Hall. If the information was correct… there were two dragons involved in the incident. Ryoul worked out some kind of deal with a Black Dragon named Cespurvarg Woe Tongue. This is the Dragon that lives below the Estate. A Compass on the desk always points toward Cespurvarg, so just off center west of the middle of the Estate. Kind of between the Library and the Grand Foyer. - **The Gray Griffon:** This was the room of a local Monster Hunter who belonged to an order known as The Graf Griffon. There is a book detailing some of their adventures and a Monster Hunter’s Kit complete with everything needed to kill Vampires, Lycanthropes, and Wicked Spirits.  {position:absolute;top:635px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} #### Guardian Event: Undead Nanny The Governess has not forsaken her duties to the Family. But her misery has kept her chained to this area. She is in a state of being similar to that of a Revenant. She has the power to become ethereal as an action. If they have the mirror from her room she can use her “Vengeful Glare” through it as a bonus action. #### Ghostly Scene Several ghostly children play in the Nursery. One little boy stands in the corner being ignored. Two girls about his age skip over to him. “Cousin Boden? Why are you so ugly?” They giggle and laugh as they skip away. One of the girls goes to grab a piece of candy off the table. A shadow moves nearby and the candy shoots into her throat. She begins choking. She turns blue. An older woman dressed as a Governess rushes in from the south and helps the child dislodge the candy. The little girl gasps for air. The little boy smiles. #### Boggle: Playtime The Boggle is hiding in the Play Room fireplace. When they enter in here he will pop out and ask them to play with him. If they do he will reward them. If they don't well... he will steal from them or tickle them on their next skill check causing disadvantage. ## Great Hall Upper (m15) ### Points of Interest - **Balcony:** This balcony connects the Foyer to the East and West wings of the house and has a commanding view of the Great Hall below. Massive chandeliers hang out over the hall providing illumination. Two Marble Statues of Seafaring Adventurers stand in between columns along the south wall. Their plaques read Arnoz and Younette Morely House Founders. ### Potential Mysteries - **Pillars and Positions:** The Pillars all have narrow column edges around them. A skilled player could stand on them. If they did they might notice that there are images carved into them. These images depict different positions of the Chandeliers. Solving the puzzle reveals secrets! - **Arnoz and Younette:** Arnos has a sword and Younette has a battle axe. If they read the book about Family History in the Grand Balcony they may realize that the weapons are reversed. The weapons are removable and can be switched. Then Secrets! #### Guardian Event: Stone Golems If they incur the wrath of the Guardians here the two statues will animate and attack. They are stone golems of appropriate strength to the party. As long as they are next to one another or flanking the same target they advantage against their targets. #### Ghostly Scene An older male Ghost appears from the Eastern door. He looks sad and lonely. He stops in front of the statues and gazes upon them. “Our house is in decline ancestors. We should never have come here. We should never have left the sea.” He sighs. “A voice drifts up from the Hall Below. A Shadow moves in the darkness. “Your house is in decline because you’re a selfish and greedy bastard.” The sound of a crossbow snaps out and a bolt appears in the old man’s neck. He tumbles over the railing and disappears. “Farewell Grandfather.” #### Boggle Event: Filthy Habits Grimbly wants to challenge the players to a "loogie hockin" contest. They players will have to make CON sckill checks to try and beat the Boggle. If they win he will reward them. If they don't he will steal from them or tickle them on their next skill check causing disadvantage.  {position:absolute;top:375px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Noble’s Chambers (m16) ### Points of Interest - **The Hallway:** Large and well decorated this hallway feels lavish. The Armor stands here also are of higher quality and have name placards on them. Sir Thoman the Watchful, Lady Guinlay the Vigilant, and Sir Edwin the Sad. - **Upper Solar:** This large room is where the MOrely's spent most of the free time with the family. There is a dining table and sitting area. Musical instruments are collected in the south while a comfortable chair is tucked away surrounded by flowers behind the stair and statues in in the round to the North. There are marble pillars in the corners of the main room. - **Private Sitting Chamber:** A grouping of expensive looking furniture sits around a cozy fireplace while a elegant table sits on the other side of the room. - **Infants Room:** This small chamber is dedicated to the care of a infant. There are several cabinets, two reclining chairs, and a beautifully made bassinet. - **Dressing and Bath:** This two room chamber is the height of creature comfort. White Marble fixtures, a large bathing pool, gorgeous vanity table, and plenty of storage place this bath chamber and dressing room above the value of most homes. - **Private Study:** A simple private study with stuffed books shelves and a beautifully made desk. - **Bedchamber:** The Lord and Lady’s Bedchamber is worthy of that name. The massive comfortable looking bed is covered in the finest of linens. The cabinets and end tables are beautifully crafted. There is a fireplace on the south wall and two windows overlook the Northern Lawn of the Estate. ### Potential Mysteries - **The Knights of Morely House:** For starters these are real Half Plate Armors and can be worn. (See Guardians). There is a secret door behind Lady Guinlay the Vigilant that leads to the Grand Balcony. Sir Thoman the Watchful, has a keyhole behind his head and using it is the only way to open the door to Tower 4. Sir Edwin the Sad has a long forgotten note inside of him. “My dearest family. I have been summoned by the Baron to serve him as The Baron’s Eye. It is a lofty position second only to the Baron himself. I do not want to leave you, but I must. Everything should work out just fine if you keep Bernar from climbing the towers and everyone else from getting married.” (A nod to The Song of Ice and Fire. Commonly known as Game of Thrones). - **Musical Instruments:** They are obviously expensive musical instruments, but here are no secrets attached to them. They can be taken and used elsewhere. Well, maybe not the piano. - **Yellow Orb:** Sitting on one of the end tables is a Glowing Orb, one of the four needed to solve the Guardians Puzzle in Tower 4. - Statues: Four statues are scattered about this map and need to be placed on the columns in the room to get a Reward! 1) On the couch 2) In the Solar under the Chair in the Round. 3) In the Crib in the Infants Room. 4) In the Hallway under the Window. - **The Lady’s Hat:** Wearing this hat will transform the player into the likeness of Lady Harriet. They may recognize her from the Ghostly Scene in the Garden. - **The Fire:** If they put the fire out they can crawl through the fireplace to the other side. - **Mirror of Life Trapping:** Lord Richard Morely is trapped inside of this mirror. If he is freed he will begin to age rapidly, ultimately turning to dust. They will be able to get some secrets out of him as he dies. #### Guardian Event: Animated Armors These armors will come to life to protect this area. They are doubly strong Animated Armors with extra attacks. If one of the players happens to have put one on. Well they will have the Restrained Condition inside the armor. It will not be hindered by the player inside who is subject to its movement. #### Ghostly Scene A ghostly man (Thonmas) slips through the wall in the corner of the Hallway. He looks surprised and confused at the same time. He takes a few steps out into the Hallway and hears “Thonmas! Whatever are you doing here?” “Why Anne my dear. You nearly scared me to death! And I could ask the same thing wife. What are you doing here!?” “Why I’m killing people silly.” and with that a knife plunges into his belly. #### Boggle Event: Rock A Bye Boggle He them to sing him a lullybye. If they do he will Reward them. If not he will steal from them or tickle them on their next skill check causing disadvantage.  {position:absolute;top:635px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Chapel Balcony (m17) ### Points of Interest - **The Royal Seats:** This slim balcony sits above the chapel offering private seating to the Lord and Lady. Two pews sit against the back wall in case any others attend with them. - T**he Mothers Alcove:** There is a large alcove between the pews with a statue dedicated to the Mother of the Martyr. It is common practice in many homes to light candles to The Mother and request blessings. ### Potential Mysteries - **The Missing Babe:** The statue is made to look as if she should be holding a baby. But there is no babe in her arms. The Missing statue can be found down in the storage rooms of Map l3. - **No Candles:** There are no candles in the alcove. They’ll need to remedy that if they want to find a secret. There are many around the castle. #### Guardian Event: Phase Spiders I love these guys. They pop in and pop back out. They’re a real pain in the butt if the DM runs them properly. #### Ghostly Scene An elderly gentleman appears sitting in one of the chairs. He is fidgeting around as if he is testing the chair out to see if it fits. “Would have been nice for Cinda and I to have sat here. Hornwrith was a fool. A kind fool but a fool all the same. Making deals with other worldly beings. Dangerous stuff that.” He sits back and lights a cigar. But as he does a shadow manifests and blows on the flame. It erupts, engulfing the older man’s upper body. He screams and flails about but does not last long. He tumbles to the floor in a smoldering heap. #### Boggle Event: Grimbly No Go Church Grimbly does not like coming into the Church.  {position:absolute;top:640px;right:410px;width:370px} \column ## Eastern Balcony (m20) ### Points of Interest - **The View:** There isn’t really much more here than a great view of the area. ### Potential Mysteries - **Orders:** On the Ballroom Balcony there is note tucked in the corner. "When you find the Masters Chamber send a Raven with a report." #### Guardian Event: Ethereal Stirges So what do we do here? How about a flock of Ethereal Stirges fly out of the tree, and attack. Use the Stirge Stat Block, but this unique breed travels to the ethereal plane when they miss an attack. Only when they connect and begin feeding do they stay on the Prime. #### Ghostly Scene The Ghost of an Elder woman (Gloria) walks out onto the North balcony. She stumbles out obviously impaired. At first you think she may just be drunk but she is in obvious pain. Clinging to the railing she drags herself forward gasping for air and then tumbles forward dead. The clock chimes a half hour. #### Boggle Event: Did Grimbly Do That? The Boggle will attmept to play a prank on the players like tripping them or some other such thing. He may also use his limited magics to make them burp or pass gas. It will find all this very amusing. Unlike most Boggle Events, they get a reward if they fall for his tricks! If they catch him he will reward them.  {position:absolute;top:580px;right:20px;width:370px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Family Crypt (m18) ### Points of Interest - **The Main Crypt:** This is an open concept crypt and one can easily see from one sit to the other. blue light filters in through the stained glass widows casting an eerie glow on some of the tombs here. The walls are lined with urns and six tombs form a walkway toward an altar. There are two large dolores bells, one on each side just past halfway between the entrance and the altar. - **The Far Side of the Crypt:** On the far side of the Crypt are two ornate tombs, the final resting place of the house founders Arnoz and Younette. Beyond that is a massive Angel statue. It is sitting on the sun with its wings curled around it. ### Potential Mysteries - **Tombs:** Well obviously they’ll want to loot them. There is however a real good chance that the body inside is not all the way dead. This is a place of rewards and combat. - **The Urns:** Opening an Urn summons a Spirit. It may be friendly and give them a secret. Or it may be angry and attack. - **The Altar:** The Alter has a tome on it that outlines a ritual to cleanse the Crypt should it become desecrated. It is written in Celestial. First the right bowl on the statue must be filled with consecrated oil and then set ablaze. Then the bells must be wrung and a prayer prayed. Undead in the area will be driven into a rage by the sound and come attack the party. Then the left bowl filled and lit, the bells rung and the prayer prayed. More undead will come. Finally the central bowl must be filled, the right bell run, the prayer prayed, then the right bell run and the prayer prayed, finally the both must be run and the prayer prayed. Any undead still in the area will be destroyed. Once the Crypt is cleansed the ghosts. - **The Bells:** Ringing the bells always summons undead. No secrets for just ringing away. - **The Statue:** An inspection reveals that each of the statues feathers has a name on it. A deceased Morley or close relation. You can Reward noticing this. #### Guardian Event: Undead, so many Undead Disturbing Remains or ringing the bell will always summon undead. Use various kinds to fit your party type and level. Spirits are great because they can kind of just pop in without much reason. Kind of hard to justify a zombie coming out of an urn. ::::::: #### Ghostly Scene “Silas, I want to find the treasure just as much as you but we shouldn’t be in here.” The clock strikes twice. “Be still Constance, lest your yarbeling disturbs the dead.” The ghostly young couple walks down into the crypt.they poke around for a bit, never far from one another. As they approach the center of the crypt Silas drifts toward the wall. His eyes fixed on the bell. He reaches out, almost unconsciously, and rings it. He withdraws as if hurt by the sound. Constance shoots him a terrified look. The Crypt doors slam shut. The spirits fade away. Their screams echoing. #### Boggle Event: The Worms Grimbly likes it here. He will be dancing and singing. *And the worms crawl in, the worms crawl out* *The worms play pinochle on your snout* *They eat your eyes, they eat your noes* *They eat the jelly between your toes* *They invite their friends, and their friends too* *They all come down to chew on you* *And this is what it is to die* *I hope you had a nice goodbye* : He will then disappear in a poof and hid somewhere in the Crypt. Perception Checks can be made to find him. If they find him he will reward them. If they fail to he will try and steal from them or tickle them on their next skill check causing disadvantage.  {position:absolute;top:530px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## South East Tower (t1) ### Points of Interest - **The Dueling Room (Ground Floor):** This is the family practice and training room when it comes to weaponry. There are multiple practice dummies, some functional armor, and a good number of weapons in this room. There are also some finely stuffed chairs for viewing the combatants. - **The Parlor Room (Floor 2):** This tower sits just off the Grand Balcony and serves as an additional room to host guests in. There are four couches centered around a coffee table. The room is decorated with hunting mounts, some one the walls, some pillar displays, and antique vases from other nations. There is a large pipe Organ that takes up a good portion of the Eastern wall. - **The Storage Room (Lower Level):** This is a small cluttered storage room. There are crates and cabinets filled with things like dishes, napkins, and draperies. Also quite a bit of covered furniture. A few locked chests protect valuable items like crystal goblets and silverware. A few older and tarnished armor stands can be found here. As well as a small play corner that the children of the house have made form themselves. A little “Secret” of their own. - **The Princess Suite (Top Floor):** This elegant chamber feels as though it were straight out of a storybook. The main chamber has a dining table, beautiful flower arrangements, and afine seating area under the windows. The bedroom however is a bit more interesting. There is a large walk in closet filled with expensive clothing, and a gorgeous bathroom complete with marble tub. However, obviously the centerpiece of it all it the massive four poster bed with a woman fast asleep on it. - **Roof:** I have planned very little for the Roofs. Eventually I will get back to them, but for this release. Knock yourself out. ### Potential Mysteries - **Smoking Gun:** A close look at the Dueling Room reveals one of the Pistols is missing. There are multiple in the castle so they need to find the matching one. You can also hide it in one of the Armors here because that fits the Ghostly Scene. Returning it here reveals a Secret. - **Antique Road Show:** In the Parlor Room the Vases do not match their tables. Matching them correctly reveals a secret. Further, all the vases have scenes of roads running through them. If they match these up they can have another Reward. - **Pipes:** The Pipe Organ can be played with most of the sheet music in the house for its Reward. However if they play the “Toccata in D Minor” they get a Major Reward, probably vampire related. - **Looter’s and Thieves:** The Storage Room is a great room to give them some treasure type Rewards. - **Child’s Play:** In the play area the table is missing a doll. If they have “Sally” (From Map M4) She can be placed here for a Reward. There is also a near perfect model of the Morely House here in Doll House form. They could get access to the layout of the mansion using it. *Side Note* One of the ways I resolve what ever “problem” is happening in the Morely House is to force the magical energy into this Doll House and thus becomes the Doll House I use in the *Doll House Hook*. - **Enchanted?:** Overall the room is without “secrets” and things are as they appear. The Princess however is a completely different story. The Princess Suite is one of the “Boss Chambers” in the Mansion. She is a Power Fey captured by Horwrith Morely and has been kept in the room enchanted by sleeping magic. Her power at one time fed the Morelys a great deal of Magical Power. Now, I know the whole sleeping princess in the tower is a tired trope, but it’s the fun kind. Besides we’re about to flip it on its head, which is why you use a trope, so you can make people feel like they know what is going on. The Princess, can only be awakened if they have the ring from the bathroom in the Guest Residences. (Map M4). However, attempts to do so will be met with an her angry Guardian Spirit of her that haunts the room. It knows that the Princess waking up will destroy her, so she will do anything and everything to keep the ring from being placed on her sleeping body. Any interaction with the Princess will summon the Spirit. If they enter this floor with the ring she will attack immediately. I highly recommend giving the players a little warning about this encounter. A sense of dread or a gut feeling. Obviously succeeding here should result in Major Rewards. You can find more about The Princess down in the Major Creatures part of the Module.  {position:absolute;top:653px;right:20px;width:355px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} #### Guardian Event: The Guardian That fits Setting off a Guardian here should match the tower room they are in and scale to the party’s ability. In the Dueling Room perhaps use the Ghost of a Battlemaster from long ago. She is a Polearm Master with cool Battlemaster Maneuvers so spread the attacks around your players. In the Parlor, Have the Chicken Animate and be small and deadly, like a certain Rabbit from a well known British movie. I actually killed a player once with a chicken… just a chicken. In the Storage room with the Kid’s toys. Attack them with little toys. Make them creepy, well, creepier. And in the Princess’ Suite, as said above she is the Guardian. #### Ghostly Scene: Not a Fair Duel (Set in the Dueling Chamber) A well dressed young Nobleman materializes into the room (Timouth) as the clock rings out six bells. “Where is everyone?” he ponders and floats over to the Pistol Cases. Where he notices one is missing. Before he can turn around a KABOOM is heard from behind him. A suit of armor lowers its pistol as the Ghost falls to the floor, blood pouring from a fatal wound in his back. #### Ghostly Scene: Tea for Two Two older women appear, sitting a couch, sipping at tea. “I dare say Gladis, that little Boden’s behavior during Dinner this evening was quite startling.” Says the older one before taking a long draught. The other dabs her lips with a cloth after finishing her sip. “Indeed, CInda, the child is quite odd. My sister tells me that the boy claims to see things. Spirits, Auras, even Glimpses into the future. They even had the local Cleric come out to examine him.” Both ladies shake their heads and pour another cup of tea. In the distance a Clock Chimes 10. #### Ghostly Scene: When Sid Met Sally There is a young girl ghost playing here setting up a tea party for her dolls. Suddenly a boy ghost leaps from a crate shouting BOO. The girl screams and drops her doll. He snatches it up and runs for the stairs. There is a single chime strike. #### Ghostly Scene: The Princess A scene fades in, a much younger Horwirth appears. You hear a woman’s voice but do not see a ghost. “Let me go Horwrith, not only will I seek revenge later, but the power you gain by attempting to take my life will bring you power, but also put your family in grave danger.” Horwrith shakes his head. “I’m afraid you’re wrong Princess Helincia. I don’t intend to harm you, only to keep you here as a guest, sleeping in my tower for all the years to come.” He moves as though pulling something from the air. A ring appears pinched between his fingers. “Sleep now my Lady, sleep and never wake up.” #### Boggle Event: Play a Game That Fits ## South West Tower (t2) ### Points of Interest - **Botanist’s Nursery (Ground Floor):** This room is dedicated to the early growth and cultivation of plants. Several work tables are set up around the room, each with different plants growing out of them. There is a pile of rich looking soil (manure) and some storage cabinets. - **The Alchemist’s Lab (Floor 2):** This bisected area starts with what looks like a storage hallway. The crates filled with glass jars and vials, while the barrels contain pure alcohol, formaldehyde, and other liquid reagents. Once inside they’ll find shelves dedicated to reagent storage and a proper alchemists laboratory. - **The Armory (Lower Level):** Attack dummies, archery targets, and a locked armory are pretty tell tale markers of a room dedicated to military style training. - **Scientific Endeavors (Top Floor):** This room is a bit of a horror show. It should have very “Frankenstein” vibes. There are multiple corpses in the room all in various states of being “examined” or being preserved in glass tubes. There is also a tube of very large insects that resemble a roach-scarab hybrid. An abundance of mechanical equipment covers the walls and much of the room, including a massive electrical conductor in the center. SHelves and a desk contain a multitude of books and notes. - **Roof:** I have planned very little for the Roofs. Eventually I will get back to them, but for this release. Knock yourself out. ### Potential Mysteries - **Dirty Shoes:** Following the footprints and searching the area where they fade out will reveal something hidden in the sacks and grant a Reward. - **Alchemist’s Paradise:** There is a lot of stuff in this room. Items that could be used in other areas on the house as well as treasures. This area is designed to be more of a Reward Itself than an actual Secret. There is one item of interest. A Lantern of Life Draining. This magical item casts a spell similar to *Disintegrate*. Only the target is drained of life, which is funneled into the Lantern. If the victim is killed they turn to dust. They chose poorly… - **The Green Orb:** The Green Orb is here in a device on the central table. It is one of the four needed to solve the Guardians Puzzle in Tower 4. - **Weapon Up Montage:** The Armory is a great place for them to gear up if they’ve been missing out on items in the house. If you need a secret, lets put a ring of keys for some of the lower levels inside one of the Practice Dummies! \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} - **Dr Frankenstein I Presume:** So there are few things going on here. This is not quite a “Boss” room, but it is one of the more advanced chambers. Someone was working on making Flesh Golems here. Searching well perhaps rewards them with a Manual of Golems. Again this is one of those places where lots of Rewards can be give out depending on what they do here. Perhaps even Physical Modifications to themselves? Regeneration? Dark Vision? A slow and painful rotting disease picked up on accident by being to close to a body? Hmmmm… #### Guardian Event: The Guardian That fits Setting off a Guardian here should match the tower room they are in and scale to the party’s ability. In the Botany area lets turn that poop pile into a gibbering mouther made of POOP! Everyone loves a good Jr High giggle flashback. In the Armory lets be a little unexpected and have a Black Pudding or other appropriate slim ooze out of the Ceiling. For the Alchemists Lab, hmmm… an alcohol “water” elemental that has potions swirling in it and uses them will do. And for the Science Lab, they’ll think Flesh Golem, but let’s use those bugs. Swarms of Roaches that work like Rot Beetles. If you really wanna use a Golem then do one made of electricity. Kind of a reverse of the experiment that was being attempted. #### Ghostly Scene: Stopping to Smell An elderly couple appears. “Look at all the seedlings Galter, this must be where Harriet does her horticulture.” The older fella shakes his head. “Waste of time if you ask me. Ima head downstairs. Find me later Suezete.” He heads to the stairs while Suezete moves to the plants. There is a sound and she looks. While distracted a dark figure removes the cover from a strange looking plant. A beautiful plant. A deadly Plant. She sees it and gasps. “So lovely.” She inhales deeply and begins to cough. Blood starts pouring from her nose. After a brief stumble toward the door she collapses and stops breathing. #### Ghostly Scene: To Arms! The figure of an elderly gentlemen moves carefully down the stairs. He heads for the table with the bows and arrows. Lifting a long bow he looses a few arrows at the targets. All fine shots. He notices the target has begun to… bleed. He takes a closer look. As he does he is struck in the back by several arrows. He attempts to call out but his breath has been stolen by his punctured lungs. He collapses to the floor, dead. #### Ghostly Scene: Into the Light An apparition floats in the room examining bottles. She looks fascinated by everything here. “This does not look like a place one would hide treasure, but surely things in here are valuable. What is that?” She heads over to the corner looking behind an alembic. Lifting up a lantern she stares into it. She begins to scream as light washes over her but the sound is quickly muffled as her body turns into a husk and crumbles to dust. The lantern clatters back to the tabletop, glowing brightly. #### Ghostly Scene: They Are Coming “Arnolt?” a ghostly voice calls as the clock strikes 4. The figure of a middle aged man materializes in the room fiddling with some dials. There is a young boy sitting next to him. “The guests will be here in an hour, and you’re not even dressed yet. OH MY, Boden… Arnolt, how many times have I told you not to expose the boy to your dealings. He has enough issues.” The man never looks up from his work. “Those issues are why we’re in here Harriet. If you want to be concerned with those locusts, by all means, Father and you can deal with that plague. Boden and I are going to see if we can find a way to stop his nightmares.” The scene fades with Harriet picking up the boy and carrying him off. Someone else hands Arnolt a rag to wipe his hands. “Thank you little friend. I’m sorry we’re running out of time for us all. Let’s get back to work shall we?” #### Boggle Event: Play a Game That Fits  {position:absolute;top:435px;right:20px;width:375px} :::::::::::::::::::::::::::::: \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## North West Tower (t3) ### Points of Interest - **The Laundry Room (Ground Floor):** This room is clearly designed for doing the laundry. There are clothes and tubs everywhere. - **The Seamstress (Floor 2):** This room has tailoring and seamstress tools. Fabric cover the center tables while mannequins line the walls. There are cabinets here for storage and tables covered in projects. Two large sewing wheels sit in the center of the room. - **The Workshop (Lower Level):** The room has all the trappings of a castle workshop. In one corner are all the needs for Smithing and in the other the tools necessary to the woodworking trade. Both weapons and furniture can be crafted or repaired in this room. - **The Daguerreo (Top Floor):** This is a strange room. It is some kind of artist’s studio, filled with all manner of props and furniture, the kind one would use while sitting for a painting. There are two makeup tables under the window and several portraits alone the back wall. There is also a dozens of fabrics hanging from poles on the East wall. In the center are two lanterns shining light on a window in the space between some heavy curtains. Between those lanterns is a strange device. - **Roof:** I have planned very little for the Roofs. Eventually I will get back to them, but for this release. Knock yourself out. ### Potential Mysteries - **Dirty Laundry:** Digging through clothes in a laundry pile always turns something up! - **Dress Work:** There are many tools here, as well as some things that may fit the needs of other puzzles. - Labors of Love: The Workshop be used to craft items if they are in need of doing so. Also many of the tools here could be useful rewards. - **Say Cheese:** A Daguerreo was one of the early types of cameras and styles photography. The strange item in the center is indeed a camera, and this is indeed a photo studio. The puzzle here is to match the pictures on the back wall exactly and take a photo. If they get it wrong there will be major problems. If they get it right major rewards. This room also has a number of useful objects. Including a boat! Well, that’s probably not useful here, but “Hey, free boat!” - **The Red Orb**: The Red Orb is here among the props. It is one of the four needed to solve the Guardians Puzzle in Tower 4. :: #### Guardian Event: The Guardian That fits Setting off a Guardian here should match the tower room they are in and scale to the party’s ability. In the workshop we could use an actual Ghost of a craftsman. Have them be able to use possession unlimitedly but only for a round. They possess someone and then attack. Next round they must possess someone else. The party will have to spread out to kill it. For the Laundry room, use Water weirds that come up out of the tubs. For the Seamstress, how about Quicklings who run around and tie them up. And for the Daguerro, hmmm… Doppelgangers coming out of the paintings and duplicating the players. Even they aren’t sure who is who!. #### Ghostly Scene: Washroom Gossip Several Ghostly servants appear. They begin to chatter among themselves about all the things in the house. Most of the talk is about dinner this evening, and how strange they think it is that Master Hornwrith invited so many people he does not like. The general answer to that question is, who knows why rich folks do anything they do. They all laugh and the clock strikes twice. #### Ghostly Scene: Dressed To Kill A Shadowy figure comes into the room. It is extremely difficult to make out any of the features. They head over to one of the mannequins that has a dark balck suit on it and put it on. They pull the hood up over their head and wrap a scarf around their face. They are near completely covered except for their eyes which are deep green. The clock strikes 6 #### Ghostly Scene: Safety First Several ghostly individuals are at work here in the shop. Two are pounding out horseshoes and four are working the table saw. One of them gets his arm caught in the saw. There is yelling and screaming. They attempt to stop the bleeding but it is too late.  {position:absolute;top:650px;right:20px;width:365px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} #### Ghostly Scene: Soul Thief A young couple fades into view. The young lady spins around in wonder. “Look at this room Simon! Oh! A Daguerro!” The young woman exclaims. “Yes, I have heard stories about such a thing.” The man says flatly. In a room of wonder he seems bored and uninterested. “I want to take a Daguerro, Simon, please!” Before he has a chance to say no she is flitting about the room picking out items and posing near the curtain. “Are you at last ready Damete?” She nods and drops a dress strap over her shoulder smiling seductively as she cradles a wooden duck. “I am.” He pulls back the filter and lets the machine begin its work. “Now you have to hold still for a minute.” And during that minute he watches as Damete Quincy fades from this world and a perfectly captured portrait of her and her ridiculous duck appears on the wall. “Hmm, works perfectly. It even captured the stupidity behind her eyes.” #### Boggle Event: Play a Game That Fits : ## North East Tower ### Points of Interest - **The Master’s Office (Floor 2):** This elegantly decorated office has woden columns arranged to give the impression of an “inner room”. In that room is a desk and some fine chairs. Along the outer walls of the room are displays with horse and rider statues upon them and packed book shelves. There are also two marble displays. One holds a carafe of wine and the other a goblet with a skulls face on it. . - **The Arcanum (Top Floor):** Even a quick glance tells you this room has been dedicated to magic. There are shelves of books and arcane items all along the walls, and tables covered with papers and scrolls. In the center is a magic circle of some sort, and it is surrounded by strange objects and arcanistists podiums. There is a globe off in a corner filled with raven cages, a strange half column with a candle in a bowl atop it, and some sort of Astronomer’s Dial. - **The Guardian’s Room (Ground Floor):** Beyond the gate of this room there is a strange dias with four stone bowls atop it. On each of the walls are two suits of armor that look more than battle ready. There are glyphs guarding the stairs in this room as well. - **The Trapped Treasure Vault (Lower Level):** More glyphs in this room. One by the stairs and one under the treasures. The first room has a strange tiled floor, which leads to a hallway with two massive statues on either end. The next room is flanked by statues of elven archers and has a massive vault door on the far side of it. The final room, the treasure room is filled with treasures… and probably dangers. - **Roof:** I have planned very little for the Roofs. Eventually I will get back to them, but for this release. Knock yourself out. : ### Potential Mysteries - **Saddle Up:** In the Office, if they bring the Horse Statue from the Foyer Balcony and place it here where the one is missing they will earn a Reward. That reward should include the arrow of Dragon Slaying that killed - **Family Matters:** There are a lot of notes about the family members here, most of them not kindly. They can earn a Reward by reading them. - **Up Up Down Down:** There is a puzzle box on the desk that can be worked out with a high intelligence check and earn them a Reward. - **Down the Hatch:** Drinking the Wine in the Skull Goblet is actually a good idea. It Prolongs Life or maybe adds the Toughness Feat. . - **Treasures Arcane:** So there is a lot of magical gear going on in here. Getting into this room is a Reward in and of itself. - **Ravens:** In the corner are cages of Ravens that the household would use to send messages. They are smart enough to Reward players with a hidden item if they are freed. - The Blue Orb: The Blue orb is hanging out in this room. Grab it! - **Summoner’s Sacrifice:** If they want to use the Arcanum they’ll have to put a sacrifice of some kind in here. What they put in will influence what comes out. - **In the Stars:** Adjusting this device properly will open a secret compartment where a Reward and notes on the Sanguine Star Killer can be found. - **Whole New World:** The Globe is actually that of the Fey Wild. If they figure that out they can have a Reward.  {position:absolute;top:625px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} - **Black Light:** Pushing the extended Lamp in the Arcanum inward changes its spectrum to see the ethereal. They will then find floor completely covered in Arcane Runes. A high Arcana check will reveal that these are all Runes related to capturing and containing powerful Fey. - **Floor Glyphs:** In order to pass the floor glyphs they must either be carrying or have placed the orbs in the altar in the Guardian’s Room. - **All The Baron’s Men:** In the Guardian’s Room there is a dias with spots to place the Orbs. Doing so will turn off the Armors and the Glyphs. - **The Tiled Floor:** They’ll need to figure out where it is safe to step. If they miss a step hit them with some lightning. - **Don’t Look Marion:** When they get halfway down the hallway with the Statues the eyes in the Statues will glow red. If they look the Statues will charge down the hallway crushing them. - **Morituri Te Salutant:** Those who are about to die salute you. The players must salute each of the statues in order to not get shot. These arrows do lots more damage than a normal arrow. - **Treasure Treasure Treasure:** This is it! The Morely Fortune. Let them have at it! But not for free of course… the Skulls on the Altar will require a price in blood for those who are not a Morely. #### Guardian Event: The Guardian That fits Setting off a Guardian here should match the tower room they are in and scale to the party’s ability. The Guardian of the office is an Invisible Stalker(s) I think the MM version is a little lame, kind of boring. Something about these guys scared the pants off me when I was a kid. So give them sneak attack! Unless that would outright kill your players, then tone it down some. The Arcanum’s Guardians, Lets do Mind Flayers and Intellect Devourer’s. Now the Guardian Room itself is a Trapped Room, if they don’t put all four glowing Orbs into the bowls on The Dias the armors animate and attack. Use very Beefy versions of Animated Armor. And for the Treasure Room there is a series of traps. First the Tile floor must be crossed in the proper order. Secondly the floor in the next hallway cannot be walked on at all. And lastly you have to pass unseen from the archers. The Vault itself is a combination and the room beyond has the yellow Glyph. #### Ghostly Scene in the Office: #### Deal with the Devil A young Hornwrith appears in the chair behind the desk. A Deep Red Tiefling man in a fine suit sitas across from him very casually, but there is something about him that communicates power. “Mr Morely, the deal you are attempting to broker has my employer a bit on edge. One does not simply contain a Fey Princess.” Hornwrith doesn’t even look up from what he is writing to acknowledge the statement. “I’ll be sending this to employer.” Hornwrith passes the tiefling a message. The Tiefling reads it. “Well… Well… I do say. This does change things quite a bit.” Hornwrith takes the letter back and seals it in a scroll case. #### Ghostly Scene in the Arcanum: Ravens A ghost rushes into the room. A young man (Simon Harcourt). He is desperately looking over his shoulder. He is badly wounded but his wounds seem to be healing rapidly. A thick heavy wooden stake style crossbow bolt flies past his head as an older man dressed in black comes in after him. (Arnolt Morely) “Cousin! Stop! Why?” Shouts Simon as he dives toward the raven’s cages. “The Princess Commands it. No one but Boden may rule here. Your Master will be found and eliminated.” Simon looks dumbfounded. “But.. why Boden?” He fiddles with a cage door while the killer reloads. “He is Fey Touched. Marked by the Princess at birth. I’m not sorry Simon. You always were an ass.” The bolt flies and takes Simon through the heart and he begins to crumble to dust. The raven he was about to send sqawks in terror and flits around the room. The hunter shoots it the moment it perches. He takes the note. “They are all dead or missing. I did not find the master. The Sun rises and I cannot get out. He is coming.” The Ghost pulls his hood up and his form shifts to be more of a shadow as the Clock chimes once. #### Ghostly Scene in the Treasure Vault: #### Where Thieves Dare to Tread Two ghostly thieves dressed in tight leathers and expensive looking equipment stare at the floor. The tiles and symbols make little sense to them. They pull out a map of the room. The path is marked. They begin crossing the tiles. They make it to the other side and into the hallway beyond. There is the sound of grinding stone the sound of shouting. The sound of wet impact. The sound of silence. #### Boggle Event: No Games here Grimbly does not play in this tower. He may follow the party in, but does not play games with them here. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## The Halls of Weight And Water: l1 ### Points of Interest - **The Hall Itself:** This large pillared hall is a sight to behold. The outer walls are covered in curtains and paintings. There is a marble podium at the base of the stairs. Light reflects off the surface of water’s surface in the pools here. - **Pillars and Pools:** There are several beautifully carved pillars with majestic looking fountains built into them. The outer pens are carved to look like Ravens and the inner ones look like Dragons. The water splashes down into clear pools with intricately designed patterns - **Platform:** A raised platform with a stone seat and podium overlooks the chamber at the south end. - **Prisons and Torture Room:** This is a Nobles Estate, and being so they do the business of justice and injustice I suppose. It has ten cells and a room of torture implemetns each with very narrow drains down into the sewers. ### Potential Mysteries - **Valves:** Each of the Fountains can be turned off/on with hidden valves on the pillars. Putting them into the right order grants a Reward. - **Empty:** Turning off all the water drains the pools. They are all connected by tiny pipes. Stuck in one of them is a Reward. - **Hammer Time:** The Judge’s gavel is on the Defendant’s podium. Putting it on the judge's grants a Reward. - **Secret Door:** There is a Secret Door behind the South East Cell. It is the one with the cot turned sideways. #### Guardian Event: Water Weirds The pools are guarded by Water Weirds. Please feel free to Grapple and Drown your players as you see fit. #### Guardian Event: Chained I don’t normally list two Guardian events, but a Chaine Devil would fit really nicely here as well. #### Ghostly Scene: Throw Away The Key An large mustached ghost (Amias) is led through the torcher chamber in chains by another man of about the same age but dressed all in black. (Arnolt) “It brings me no joy to do this Amias, but you shot that boy in cold blood.” He places Amias into the cell. “You’re a bastard Arnolt. An absolute disgrace to the family.” Amias screams. Arnolt sighs. “Did I say no joy… I may have misspoken.” You can’t leave me here! You can’t!” Arnolt exits the room and closes the door behind him. The Clock chimes once. ::: #### Ghostly Scene: Noble’s Duty A gentlemanly ghost stands at the judge’s podium, his wife by his side (Ailmer Morely). There is a spectral parade of those seeking audience and those being judged for crimes that pass by the plaintiff's stand. The couple ages and then a younger couple takes their place. (Hornwrith and Gladis, much younger). They too age as the line of individuals asking them or being sentenced never ends. They too retire and another couple stands on the platform. (Arnolt and Harriet), the scene fades shortly afterward. #### Boggle Event: Boggle Polo Grimbly loves to play in the water. He will want to play a game of Marco Polo in the pools. The characters will be struck blind and have to find him.  {position:absolute;top:320px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Guard Barracks: l2 ### Points of Interest - **The Barracks:** The Barracks has four bunk rooms that house eight guards. There are two separate quarters for officers, a Common Room for meals, a Bath, and a Privy. - **The Chamber of Seven:** This is a meeting chamber for the Noble’s Council. It has an odd octagonal design with sharp pointed corners. Regal looking chairs sit against the walls and a fine rug covers most of the floor. - **The Eldritch Portal:** Down the stairs underneath the globe is an Otherworldly room. It at first seems triangular, but looking at the walls they just seem to fade away into the void and space… oh there is also a big eyeball looking at the players from the far end. ::::::::::::::::::::::::::::: ### Potential Mysteries - **Kowabunga:** There is easy access to the sewer lines here underneath the grated floor. Not much of a secret but worth mentioning. - **Misty Mountains:** There is a Dwarven Song Stone in one of the Officer’s Quarters. It qualifies as a percussion instrument and can be played by someone proficient. Various Rewards can be gained. #### Guardian Event: Ghostly Soldiers The guards were all killed with poison. Their spirits still haunt the halls. Use a ghostly undead that is appropriate to your party’s level. Wandering these halls is a Sentient, but not smart, Gelatinous Cube. It is responsible for keeping the Lower Halls clear, and can qualify as a mini-boss. If roused to anger it will make a mess… of the players. #### Ghostly Scene: Peas Porridge Hot From time to time in the hall you catch glimpses of bodies. Guards who died here are foaming at the mouth. Suddenly you hear the march of several heavy booted feet coming down the hallway heading toward the common room. Phantoms of guards begin to appear at the tables and sit to quickly eat before heading for their shifts. Once they finish the rush from the room, shortly afterward another set of guards comes in. They have just come off their shifts and eat slower and sit more relaxed. Shortly after finishing they all begin to convulse. Some stand and begin heading for the hall. Others never even get a chance register what is happening. Poison. They fade as the clock chimes once. #### Boggle Event: Sleepy Boggle Grimbly will poof into the player's presence and inform them that he is tired! He will then Poof back out. They must find him sleeping in one of the bunks.  {position:absolute;top:335px;right:420px;width:365px} ::: ## Lower Storage: l3 ### Points of Interest - **The Art Room:** A rows of paintings and frames are stacked tightly in this room - **Statues:** This room is filled with various statues. - **Statues and Crates:** There are a good number of crates stacked here as well as a few overflow statues. One seems to have toppled. - **The Lower Office:** This is a well kept and sophisticated office. Likely used during days at court. ### Potential Mysteries - **Van Gone?:** The Art Room could hold some pictures that are missing from rooms in the castle. - **Stone Work:** This room can be a treasure trove of puzzle pieces. There is a chess set scattered about this room, but no board. It is in the Amphitheater where a spirit will play a game with them. There are also two stone swords that are missing from the Angel Statues guarding the Crypt. - **Themes Da Breaks:** There is a broken statue in this room. If they put it back together it will animate and open the secret door in the north wall. Oh yeah, there is a secret door in the north. ### The Vampire’s Lair #### Entering The Vampire’s Lair. The hallway leading ot the Vampires lair is entered either through the secret door in the prison on through the one the statue opens. Once inside they will face the three guardians. They must offer Blood, Darkness, and Death. How they solve that is up to them but there are plenty of things in the house that could help them. Once they make their offering the door to the vampire’s chamber will open. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} #### Lord Versoel Morely This is one of the Boss Encounters in the Mansion. Players need to be prepared to face this enemy. There are multiple coffins in the room should you have a higher level party. The Vampire is trapped in the coffin, which is sealed by blessed wax, if freed Versoel will attempt to convince the party to help him gather the treasure in the Castle. There is an item in the vault which can cure him. If fighting starts, and it probably will, the vampire will plunge the room into darkness and swarms of critters will pour into the room. He will take advantage of any opportunity given to him and will absolutely fight to kill. **Note:** There is more on the Vampire in Denizens of Morely House section.  {position:absolute;top:305px;right:420px;width:375px} ::::::::::::::::::::::::::::::: #### Ghostly Scene An appirition of two servant girls carring a large painting of a stately looking gentleman forms. They look nervous. One glances at the painting. The other shoots her a scowl. Do not look at him. Never look at him! They look down the hall and see the man from the painting. They scream as the hallway goes completely dark. #### Guardian Event: The Keeper Wandering these halls is a Sentient, but not smart, Gelatinous Cube. It is responsible for keeping the Lower Halls clear, and can qualify as a mini-boss. If roused to anger it will make a mess… of the players. #### Boggle Event: Statue! Grimbly will want to play a version of "Red Light Green Light" or Statue as he calls it. They will need to make DEX checks to stop quickly when he yells "Statue!" : ## Lower Quarters: l4 ### Points of Interest - **Stairs Hallway:** This Hallway is fairly well kept. - **Extra Rooms:** There are a number of Extra rooms off the Stairs Hallway. These are nice enough quarters and are often used to house respected travelers like Knights and Merchants who don’t get a guest Suite. - **Storage Rooms:** Several storage rooms are off the Stairs Hallway. There is a room dedicated to water storage, for linens, and household goods. - **The Thoroughfare:** This Hallway cuts across the entire lower level. It is gated in several spots. In this portion there are rooms for the Farm Overseer and Chief Landscaper as well as a bunk house for Farm Hands. They have a common room down here for dining and leisure. - **Western Hallway:** This Hall leads to the Barracks. ### Potential Mysteries - **Secret Door:** There is a Secret Door in the Western Hallway that leads to MAP L9 - **Otherwise:** I have left this area fairly “secret” free so it can be used by the DM to place their own tid bits along the way. #### Ghostly Scene Two spectral Farm Hands relax here after a long day’s work. Seems like everyone else has gone off to bed. A finely dressed woman (Anne Morely) enters the room and asks if they are busy. They respond with polite “No mams” and she seductively informs them that they are now. She leads them out into the hallways walking with all her wiles. Hips swinging and hair bouncing like a fishing lure. She leads them into the Water Storage room and closes the door. There is screaming. A moment later she leaves the room covered in blood. The clock strikes six.  {position:absolute;top:660px;right:40px;width:350px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} #### Guardian Event: The Keeper Wandering these halls is a Sentient, but not smart, Gelatinous Cube. It is responsible for keeping the Lower Halls clear, and can qualify as a mini-boss. If roused to anger it will make a mess… of the players. #### Boggle Event: Race Me! Grimbly will want to engage in a foot race here to see who is fastest. These are three pretty straight forward Althletics checks. Grimbly may cheat if he needs to. ## Common Chapel and Water Treatment: l5 ### Points of Interest - **The Thoroughfare:** This Large Hallway cuts across the entire lower level. It is gated in several spots. Here the cranks open the opposite gate. Not the closest one. - **The Lower Chapel:** There is a Chapel down here for the common folk. It is simple but adequate. It is decorated by candelabras and a large statue of the Martyr’s Cross. The door to the stairs is heavy and has a large steel bar across it to keep it closed. - **Priestess’ Quarters:** The Household Priestess has her own quarters here. They are finely decorated and well kept. - **Water Treatment, The Cistern:** This area is dominated by a large dome and an intricate pipe system. Steam leaks out of many of the pipes. Under the dome is a deep cistern into which sewage flows. In that cistern something moves. - **The Pipe Rooms:** These rooms are filled with all manner of pipes and machinery designed to heat and transport water. ### Potential Mysteries - **Let There Be Light:** One of the Candelabras is out in the Chapel. Lighting it grants a Reward. - **Behind a God:** There is something off about the Martyr statue. It Rotates! Hidden behind the statue is a long mummified corpse. Speak With Dead could be fun here or maybe it has an item they need. Rewards? - **They Have an Otyugh:** In the Cistern is a large Otyugh. Must of the bodies have gone down in here. There is a control panel on the wall that drops the dome. If they do that and do not feed the beast it will go bonkers and attempt to escape. The Otyugh qualifies as a Mini-Boss and should be a challenge. In its pit they will find a number of trinkets worn by the guests from that evening and from others long ago who met similar fates. - **Pipe:** These rooms are filled with the pipes that provide plumbing to the mansion. They could cause a lot of damage here should they choose. : #### Guardian Event: Pipework Guardian Basically a Clockwork Guardian but with pipes. You get the picture. It will shoot blasts of scalding hot water not only capable of burning them but knocking people around and down. Its body is super heated from the water and touching it will cause damage. #### Guardian Event: The Keeper Wandering these halls is a Sentient, but not smart, Gelatinous Cube. It is responsible for keeping the Lower Halls clear, and can qualify as a mini-boss. If roused to anger it will make a mess… of the players. #### Ghostly Scene: Bring Out Yer Dead You begin to hear the clacking of wheels. A man completely covered in black armor and clothing wheels a cart down the hallway. It is full of bodies. He turns into the Cistern room and opens the dome. One by one he throws the bodies into the pit, closes the dome, and leaves. The Clock strikes 7. #### Boggle Event: Throw Rocks at it! Grimbly wants to throw rocks at the Otyugh. They can join him and do it which gets them a reward, or they can talk him out of it. No reward but no failure either. If they simply refuse then they fail and he lets the otyugh out.  {position:absolute;top:475px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Wine Cellar and Butchery: l6 ### Points of Interest - **The Thoroughfare:** This Large Hallway cuts across the entire lower level. It is gated in several spots. Here the gates are operated by a crank in the storage room, and several heavy doors seal off the Noble’s Chambers from the rest of the lower levels. - **The Vintage Keep:** This circular chamber at the bottom of the stairs houses the Morely’s vast collection of exotic wines. Floor to ceiling shelves dominate this room. It is an impressive collection. - **The Wine Cellar:** This is a more standard wine cellar filled with casks of common vintages and ales. - **The Lift:** This storage room has a large lift and is filled with a number of crates and a great pile of firewood. Several carts and animal harnesses are stored here as well. In the ceiling are two huge trap doors. There is some colpex machinery in the North East corner. - **The Butcher’s Room:** This room is dedicated the the butchering of animals. The floor is slightly higher in the center and there is a shallow drainway that runs around the outside edges. A constant flow of water trickles into this channel. There are also several pumps in the walls for when more washing is needed. Cages with livestock are pressed against the wall and two bloody tables are here where the butchers do their work. - **East Hallway:** There is not much special here other than a flight of stairs leading up at the North end. ### Potential Mysteries - **Misplaced Age:** Of course there is a puzzle with the bottles in the Vintage Room. They are all out of order. Placing them back in the right order grants a reward. It also may be fun to hide a note in one of the bottles. What does it say? Who knows? You, that's who! - **Knock Knock:** Several of these barrels are empty. And of few of them not. Inside these would be a great place to hide a secret, or a body… - **Need a Lift?:** They may want to move some heavy things, like a statue around the castle. This is a great place to do it. Also under the left there should be a Secret, but they only find it if someone is not on the lift when it goes up! - **Chop Chop:** There is a clog in the blood drain down under the South West cage. If they clear it out they can find a Reward! Also, this is a good place to grab a medium animal should then need a sacrifice for something. :::: #### Guardian Event: Blood and Wine Blood and Wine for the Witcher 3 is such a great DLC. I prefer Gaunter O'Dimm, known as Master Mirror or the Man of Glass, as a villain but the story wasn’t quite as amazing. Anyway, the guardian here is a water elemental made of blood and wine. Easy enough. #### Ghostly Scene A chopping sound echoes through the halls here. It is coming from the Butcher’s room. A shadowy figure is chopping a body (Gisele Morely) to pieces. The figure pushes the pieces into a large sack and carries it over to a large pile of other similar bags in one of the cages. It closes the cage door and walks out of the room. The clock sounds once. #### Boggle Event: Boggle And The Barrel Grimbly will want to play another hide and seek game. He will be hiding in the old Wine Barrels. :::::::::::::::::::::::::::::::: ## The Nymph’s Lair: l8 ### Points of Interest - **The Stairs Down:** Beneath the Fish Pond in the Garden are spiraling natural stone stairs that lead down to a much larger pool. - **The Pool:** The pool is illuminated by bioluminescent blue mushrooms and brightly glowing wisps that are lazily circling the room. The surface of the water is covered in purple lily pads with blue flowers, and below the water fish can be seen swimming about the plants. A sewer pipe is dumping wastewater into the pool in the North East corner.  {position:absolute;top:365px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ### Potential Mysteries - **Flowing Filth:** The pool magically cleanses the waste water. But the Nymph still hates that it flows into here. If they manage to talk with her she might strike a deal with them if they can figure out how to stop the flow. - **Golden Koi:** There is a golden Koi in the pool. If they catch it they can have a Minor Wish. Basically a really good reward or even something like a Long Rest without sleeping.  {position:absolute;top:230px;right:420px;width:375px} :::::::::::::::::::::::::::::: ### The Nymph's Lair #### Entering the Nymph's Lair To enter the Nymph's lair the players must find the lantern in the Chicken Coop and place it in the garden. Once it is lit the stairway dow ill open to the Lair. #### Eriphise The Greater Nymph This is one of the Boss Encounter's in the Mansion. Eriphise has since well before the Morely’s moved in. She was fond of the original family, *really* fond of Droges Morely who moved the family from Cetnovia to Deleran’s Crossing. She has long lived under the house and protected the property. That changed. When Hornwrith made his deal to capture the Princess. She is now angry and typically kills anyone who is unlucky enough to find her lair. She will use her wisps and the vegetation in the pool to charm, strangle, and drown her opponents. However, should she be pacified for a moment or two she may take a fancy to one of the players and maybe offer a deal to aid them in exchange for stopping the sewage from flowing into her pool. **Note:** There is more on the Nymph in Denizens of Morely House section. #### Ghostly Scene The wisps dance around the room. You see their little balls of light change into faces. Faces twisted in horror. Clearly victims of an awful death. #### Boggle Event:Nope! Grimbly knows better than to mess around here. ## Servant’s Way: l9 ### Points of Interest - **The Thoroughfare:** This hallway cuts across the entire lower level. It is gated and blocked by heavy doors in several spots. It is referred to as the Thoroughfare by the help and used to transport goods and livestock deeper into the House. The entrance here has a bump out filled with crates. - **The Secret Altar:** There is a hidden tunnel accessed either through the Head Servant’s quarters or in the Western Hallway on MAP L4. This tunnel leads to an altar dedicated to the Shadow Fey. ### Potential Mysteries - **The Sanguine Altar:** The altar dedicated to Sanrisha-ta the Mistress of Strings, a lesser Elder Being from the Void. The Misteress of Strings is in a never ending game of cat and mouse with her sister Kirinas The Moon Dancer. The Mistress has a thing for constellations and puppets. She has driven a number of people mad over the years becoming their Warlock Patron and pulling their strings until they break. These people become serial murderers known as Sanguine Star Killers and carve the constalations into the bodies of their victims. The current Sanguine Star Killer is Anne Morely. She is responsible for a number of the deaths in the house.  {position:absolute;top:635px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} #### Guardian Event: The Keeper Wandering these halls is a Sentient, but not smart, Gelatinous Cube. It is responsible for keeping the Lower Halls clear, and can qualify as a mini-boss. If roused to anger it will make a mess… of the players. #### Guardian Event: Strings If they trigger a guardian here they will be attacked by Carrionettes (Van Richtens Guide). Carrionettes are foul animated puppets and marionettes that are as malicious as you can imagine. Blood thirsty little killers who delight in ending their victims in as horrible a way possible. I absolutely would give them string attacks that tighten the more a player moves and uses actions. Eventually biting into their skin and slicing them open. #### Ghostly Scene A ghostly farmhand drives a small herd of goats forward into the tunnel. There is a sound behind him. He turns to look, and there is nothing there. He looks back and finds himself face to face with a blood soaked woman. (Anne Morely) He goes to scream in fright, but she puts her hand over his mouth and kisses his forehead. “Shhhhhh” she whispers and slits his throat. He collapses and she begins humming a lullaby as she carves a Constellation pattern into his back. #### Boggle Event:Nope! Grimbly knows better than to mess around here. ## The Dragon’s Lair l10 ### Points of Interest - **The Stairs:** The stairs from the Great Hall go down a long way, maye one hundred feet or so, as they do the air becomes sharp, even acrid. They eventually end in a round natural cavern. - T**he Cavern:** There are a number of cliffs and acid pools throughout the cavern. The cliffs should be terrible to traverse but the acid should be appropriately damaging. Players should be able to navigate the cavern without much trouble. - **The Kobold Warrens:** Packs of Blackscale Kobolds live in the smaller chambers in the center of the map. They use the tiny narrow tunnels to spring traps and ambush anyone who dares trespass down here. (No one ever does so they may be bored and lazy if that is the edge your players need) - **The Dragon’s Hoard:** There is a beautifully carved stone floor here. That floor is covered in a glittering pile of treasure. That treasure is being sat upon by a very annoyed looking Black Dragon. Ooops. ### Potential Mysteries - **Not Many Mysteries:** Now there aren’t many Mysteries here. Just a Dragon and a pile of loot. But that loot could contain things related to what they players are after here. It may not. : ### The Dragon Cespurvarg Woe Tongue, made a deal with Ryoul Morely after l managed to kill Taalgyth. Grimclaw spared Ryoul’s life in trade for most of Taalgyth’s treasure. It granted Morely some of the loot in order to build him a new hideaway and a promise to continue to tithe treasure to him. The deal was working just fine… and then everyone died. Grimclaw is bored and looking for something new to do. That may be a fight or that could be an alliance, but it will probably be a fight. #### Guardian Event: Dragon! There is a Dragon here… what more do you want? #### Ghostly Scene The spirits of two adventures manifest over the acid pool. They are attempting to cross the hazard using a series of ropes as a makeshift bridge. They’re making decent progress when suddenly the rope below then snaps. They cling to the second rope as it bounces and grows more taunt. There is maniacal giggling and laughing. From somewhere off near where the ropes were anchored. They call out to an unseen party member. The one who apparently made it across with the ropes. A party member who has already been stabbed in the back and is dead. More giggling and the second rope snaps dropping the two into the acid below. #### Boggle Event:Nope! Grimbly knows better than to mess around here.  {position:absolute;top:545px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Main Entrance, o1 ### Points of Interest - **The Carriageway:** The main carriageway isn’t really all that long as far as estates go. It is tree lined and beautifully kept however. - **The Statue:** Surrounded by flowers is the statue of Euden Morely, first owner of the Blue Water Trading company. Little else is known about him. There is a plaque that reads “Eudes Morely: Few remember a Morely before him, but the world has not forgotten the greatness of him.” ### Potential Mysteries - **Every Rose Has Its Thorn:** In the flowerbed is a singular Black Rose. It is a powerful reagent and can be used to make a potion in the Alchemy Lab ::::::::::::::::::::::::::: #### Guardian Event: Ol’ Blister Bark Much like the Lower Levels, there is a Guardian that Patrols the outside. Ol’ Blister Bark, a horrific undead Treant. Blister Bark is surrounded by pestilence and those close to it will likely contract a withering disease that drains CON on the hour. It also throws nests of wasps and has a pack of rabid racoons living in him. #### Ghostly Scene Guests: Ghostly carriages and other guests, some walking, some on horseback, arrive one after another. You do see glimpses of the guests you’ve encountered tonight, but you also see people from long ago if their clothing is any indication. The scene goes on for some time… in fact it seems without end. #### Boggle Event:Ring Around the Rosey Grimbly wants to play Ring around the Rosey here. Last one to fall is eliminated and Psychicly hurt. INT save to avoid damage. DEX Saves to get the the ground first.  {position:absolute;top:325px;right:420px;width:360px} ## Carriage House o2 ### Points of Interest - **The Turnabout:** A large cobbled area used to turn carriages around. Wow… - **The Carriage House:** There is a lot going on in here. Workbenches, Stables, and storage for the Carriages and necessary equipment. ### Potential Mysteries - **Tools a Plenty:** There are a lot of tools in ere that could be collected as Rewards. - **Covered Wagon:** There is a false compartment in the bed of the covered Wagon. Finding it reveals Rewards - **The Family Carriage:** This fine carriage has seen a lot of days, and if it could hear would have been privy to a lot of secrets. One of them hasn’t left quite yet. Searching under the seats grants a Reward. - **Hey Hay!:** In one of the hay piles the players can find a Reward. - **Saddle Up Your Horses:** The horses can be ridden and if allowed to will take the players out into the fields East of the Carriageway! There they will stop at a patch of dirt that shows signs of recent digging. Rewards are to be had! #### Guardian Event: Ol’ Blister Bark Much like the Lower Levels, there is a Guardian that Patrols the outside. Ol’ Blister Bark, a horrific undead Treant. Blister Bark is surrounded by pestilence and those close to it will likely contract a withering disease that drains CON on the hour. It also throws nests of wasps and has a pack of rabid racoons living in him.  {position:absolute;top:610px;right:34px;width:360px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} #### Guardian Event: The Mad Driver It may be great to have the carriage bust out of the Carriage house driven bby a Headless Driver and attempting to run them over. A bit complicated of an encounter but one that will be spectacular. I did this a few Haloweens ago so I won’t be doing it for most of my players this year, but maybe you should! #### Ghostly Scene A translucent carriage is being backed into the building. The Driver patting the horses on the neck and encouraging them to step backward. One rears frightened. But of what, there is nothing else there. The Driver attempts to calm the animal but the other horse begins to winny nervously. He again attempts to calm the beasts but they blot forward knocking him to the ground. The wagon rolls over his neck severing his head like a cork from a bottle. A shadowy figure stands in the Carriage house. You can’t make out any details but you know it is smiling. #### Boggle Event: Bullets Grimbly wants to play Oregon Trail. He will sit in the covered wagon and shoot at anyone who tries to get him. He spent all his dollars on bullets. He gets an attack on anyone in sight. If he hits he does minimal damage, but it stings and the player is teleported back out of the carriage house. They have to tag him to win. If Grimbly fights them off for three rounds they loose. ## Barn: o3 ### Points of Interest - **Poop Pile:** Just outside the Barn doors is a large pile of poop! - **The Barn’s Pens:** There are two main rows here and a lof of animal pens. Most of them are for cows and milking. But there are sheep and pig pens as well. - The Barn’s Corners: There is a small tool bench in one corner, some crates for storage in another, and bales of feed and hay in the last. The fourth corner has a pen in it and just below that are the doors to the pasture. - **The Pasture:** Trampled and eaten grass. There is also a small outside pen and little piggy door in and out of the barn. ### Potential Mysteries - **Nothing Specific:** I have no real specific mysteries for the Barn. It has lots of neat little hiding spaces though. I'll probably hide things in the poop... #### Guardian Event: Ol’ Blister Bark Much like the Lower Levels, there is a Guardian that Patrols the outside. Ol’ Blister Bark, a horrific undead Treant. Blister Bark is surrounded by pestilence and those close to it will likely contract a withering disease that drains CON on the hour. It also throws nests of wasps and has a pack of rabid racoons living in him. ### Ghostly Scene A very angry looking ghost stands behind a small tree watching two lovers giggle and laugh. “Laughing at me! What a fool you are Aubine Radcliff. They’ll pay for this.” He begins to hear beautiful singing and his mood softens. He steps toward it as the lovers descend some hidden stairs. But he is struck from behind. Collapsing to the ground he is dragged by a shadowy figure over to the pig pens. His body is tossed into the pens and the swine descend on their meal ripping the body to shreds. The Clock Strikes 12. #### Boggle Event: Greased Piggies Grimbly has greased himslef up and wants the players to catch him. Oh, he has also greased the other pigs. Oh and he let them loose in the pasture. Oh, he also has polymorphed into a pig. Oh, there is also an angry bull out here. They have to catch him. If they catch the wrong pig that player is eliminated from the game. If they get hit by the bull that player is also eliminated. ::::::::::::::::::::::::::::::: ## Family Cemetery: o4 ### Points of Interest - **The Crypt:** The Crypt is well kept and built with a unique stone with strange patterns on it. - **The Gravestones:** Many past Morely’s and the vast majority of close relations rest here or in the Crypt. The headstones vary in detail from simple markers to elaborate sculptures. There are also a number of family friends and even a few famous adventurers. - **Guardian Angels:** Two angelic statues flank the doors of the Crypt. Their eyes seem to watch your every move.  {position:absolute;top:385px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ### Potential Mysteries - **Weaponless:** The Angels are without swords, and an examination of the statues clearly reveals they are meant to have some. To open the Crypt they players must place swords in the hands of the Angels, bonus Rewards if they get the swords from statue storage. - **Empty Grave:** One Grave, that of famed adventurer and local Noblewoman Mirabella Sommerset, is empty. Mirabella is a vampire and still lives in The Alabaster Palace far to the West. She has recently been seen in Deleran’s Crossing and helped the Snowbrooke family claim the long empty Baron’s Throne. Digging up this grave grants a Reward. ::::::::::::::::::::::::::::: #### Guardian Event: Ol’ Blister Bark Much like the Lower Levels, there is a Guardian that Patrols the outside. Ol’ Blister Bark, a horrific undead Treant. Blister Bark is surrounded by pestilence and those close to it will likely contract a withering disease that drains CON on the hour. It also throws nests of wasps and has a pack of rabid racoons living in him. #### Guardian Event: The Dead We avoided Zombies before, inside the crypt because we didn’t want them popping out of Urns. But here popping out of the ground “Like Daisies”, now that makes sense. Throw in a few Skeleton and a couple Ghosts and we got ourselves a real Dead Man’s Party. #### Ghostly Scene The sound of shoveling can be heard from several places in the graveyard. You watch as multiple burial scenes manifest throughout the area. Some have many attendees. A few only the digger. Off near the rear of the yard you see a woman standing near a marker carved with the image of toys surrounding a child’s stuffed bear. You’ve seen a lot of horrible things here, but this breaks your heart in ways that really can’t be explained. #### Boggle Event: Head Stone Headucation Grimbly will want to help the players figure out the family history. This is basically a matching game of who died first. They can jsut make search checks with an increasingly hard DC to win this one. ## The Carving Tree: o5 ### Points of Interest - **The Ledges:** A small series of rock ledges surround the tree. The tallest of which is only five or so feet. - **The Tree:** Also known as the Carving Tree is a gnarled old dead Gray Oak. The family long ago began carving faces of lost loved ones into the tree. Those who died tragically or were assumed dead when they never returned home from some journey. There are more faces on this tree than there should be. - **Red Mushrooms:** Bright Red Mushroom have always grown under this tree. No one knows why. - **The Woods:** The property sits on the edge of some rather thick woods. They begin just past the Tree. Thankfully there is a fence not too far in to keep people from wandering off. . ### Potential Mysteries - The Faces: All of the faces that were killed in the massacres are carved into the tree, And the artwork is well done if not maybe a little childish. But who carved them? Grimbly carved them. He misses his family and little Boden.  {position:absolute;top:635px;right:20px;width:375px}  {position:absolute;top:275px;right:420px;width:370px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} - **Grimbly:** The Boggle actually lives here in the tree. He has a secret door on the North side of the tree that leads into a cozy little nook. There is a small table and four chairs. He sleeps on an old green pillow next to a painting of young Boden Morely. There are two dolls at the table here as well. A Boy and a Girl. Grimbly attempted to hide Sidmore and Hannah from the Hunter, and to do so disguised them as Dolls. The Hunter used an incantation to make the transformation permanent. - **The Red Cap Mushrooms:** These grow here because their actually Redcaps. Little nasty Fey who spawn near where people were murdered. This could easily be a problem for the players #### Guardian Event: Ol’ Blister Bark Much like the Lower Levels, there is a Guardian that Patrols the outside. Ol’ Blister Bark, a horrific undead Treant. Blister Bark is surrounded by pestilence and those close to it will likely contract a withering disease that drains CON on the hour. It also throws nests of wasps and has a pack of rabid racoons living in him. #### Guardian Event: Redcaps Well, as mentioned Redcaps are nasty little buggers that need to kill people to stay alive. And if they players act up here they’re going to pop out of the ground and come for them! Seriously read the Redcap description in the Monster Manual, they’re really not ok. #### Ghostly Scene Ghostly Hannah and Sidmore come running across the yard screaming. “Faster Hannah, he’s coming!” Sidmore trips while looking back at his sister. Hands reach out and lift the boy up. “Grimbly help! Grimbly hide children. Come! Come!” A small little Boggle picks up Sid and gets him running again. They dash behind the tree and disappear. The figure dressed in black appears not far off and quickly heads behind the tree. “There you are! Why Grimbly? This was very clever. But you’re only supposed to help Boden. But I think we can let you keep your new friends too.” The figure in black casts a spell and Grimbly can be heard crying. The Clock strikes 10. #### Boggle Event: Grimbly Sad If they find Grimbly here he will be sniffling and sad. Some of his little friends were turned into dolls here by him to hid them but terrible magic mad it permenant. He will not want to play today. \column ## Wooded Corner: o6 ### Points of Interest - **Woods:** This is a fairly typical corner of the woods that the Property Runs through. - **Stream:** There is a quick and clear stream here. Trout fishing anyone? ### Potential Mysteries - **Bodies:** The Sanguine Star Killer is hiding bodies here. They will be arranged in a constellation format. #### Guardian Event: Ol’ Blister Bark Much like the Lower Levels, there is a Guardian that Patrols the outside. Ol’ Blister Bark, a horrific undead Treant. Blister Bark is surrounded by pestilence and those close to it will likely contract a withering disease that drains CON on the hour. It also throws nests of wasps and has a pack of rabid racoons living in him. #### Ghostly Scene FIgures slip through the woods fading in and out as they go. It’s hard to make out faces and details here. Some are clearer than others, but all obscured by the trees and brush. THey begin to circle around you. Appearing more frequently. These are not Morely’s. These are something else entirely. Beings from long long ago. Their clothing strange, their faces different. They tighten the circle like hunting sharks. Suddenly they rush you, but before they strike they fade. You are left with a feeling eons old and yet still fresh. #### Boggle Event: Jump the Creek Grimbly wants to play jump the creek. The literal creek. After every jump they'll have to move further back. First one to fall in looses.  {position:absolute;top:635px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Eastern Hedge Maze 07 *Bit of warning here. Mazes can take groups a long time to navigate. Careful sending them in here, it could be the rest of your playtime… or campaign. Had a group go into an Octopus Themed Dungeon once… should have been a few hours. Well several sessions later they were still in there. That’s on me as a DM, too much to explore. So just be careful. A good reward somewhere else in the Mansion would be a Map of the Maze, or let them study it from the second floor to speed things up.* ### Points of Interest - **The Maze:** The Hedges that make up the walls of the Maze are extremely thick and tangled. They are an Evergreen so the maze is equally difficult to see through in any season. An examination would reveal that they are of the Holly Family and the inner branches and trunks of the Hedges have sap covered thorns. They sprout tasty looking berries. - **The Gardens of Virtue:** The quaint side gardens are almost identical in style. There is a swirling path edged by blue and purple roses. A Cherub Fountain lies in the center facing the entrance. - **The Sword in the Stump:** There is a garden here overgrown with fruit covered vines. A bench, also overgrown, circles the area. At the center is an ancient tree stump with a sword stuck in its center. ### Potential Mysteries - **Hedges:** The Hedges can be pushed through, but are extremely poisonous. - **Symbolism:** The Maze is symbolic of The Garden of Eden Creation Story common to Middle Eastern and Western Cultures. But if that isn’t your jam, or your players, I respect that, simply do something else! - **Warning:** The Dragon Statue from the previous area is symbolic of the story of the Serpent in the Garden that asked Eve the question engraved on the base. If they may have read the message and received the warning not to eat any fruit in the Maze or they will die. This is a lie, just as in the story. The Fruit in the Maze is similar to a Goodberry and they can eat up to 10. They should NOT eat the fruit in the center, those are poisonous and will cause 3d4 damage. - **The Gardens of Virtue:** Each statue has a request written in Celestial on their fountain. When read aloud the statue animates and asks the question. The Answer or a good physical demonstration is required. If they wait too long the statue returns to stone form and waits to be reanimated. Successfully answering grants them a Key Fragment. 1) “Offer me a sacrifice worthy of the Maker” (Something given from the Heart) 2) “What is valuable above all else? What is more precious than Gold? (Wisdom) 3) “Greater love have no one than this. That They… That they do what?” (Lay down their life for others. A Vow or physical sacrifice works here) 4) “Love your Neighbor as yourself. But who is your neighbor? (Everyone) - **The Key:** The center of the Maze looks like a key and is invisibly gated. If they collect all four fragments they may pass. - **The Sword in the Stump:** The area around the sword in the stump is burned. If the sword is pulled it immediately forces a WIS save in a challenge of will. If the player fails the sword attunes to them. This is “Sword of Gatekeeper”, a +2 Flametongue Sword that grants resistance to fire, but it is cursed. It does the fire damage to the enemy and its owner. #### Guardian Event: Shambling Hedges If they attempt to cheat the Maze in any way the nearby hedge will animate and attack. Use stats similar to Shambling mounds. Only with fewer HP and they do not engulf, they poison. #### Ghostly Scene A young panicked ghost comes running through the maze. She is obviously disoriented in her terror. A shadow moves behind her and she runs forward around the corner. Attempting to hid herself she pushes into the hedge. She cries out in pain! Stumbling forward she looks at her arms where several small cuts from the thorns begin to bleed. She tries to run again but her muscles do not seem to work. She stiffens and falls to the ground, eyes wide with fear as the shadow approaches. #### Boggle Event: Berry Flingin Grimbly picks a berry fight with the players. And he is a good shot and will throw two a round. They need to hit him 10 times before he hits them five times.  {position:absolute;top:635px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## Other Locations: o8 ### Points of Interest - **The Reflection Pool:** This long pool is more for beauty than swimming, though you can be sure the young people who have lived here were often found lounging in the water on hot summer days. Although just a simple rectangle it is built Blue Skystone Marble making it an opulent feature. - **The Back Patio:** This quaint little back patio has three tables and sits at the edge of the woods. It has a distanced and peaceful feel to it compared to the rest of the property. - **The Amphitheater:** Sunken down and walled off by a hedge is small charming amphitheater. ### Potential Mysteries - **What Lies Beneath:** A good many people have drowned in this pool. Some of them even by accident. Finding a Reward at the bottom is an easy goto. There is also the giant statue on the outside wall of the Chapel. It would be just south of the Pool. I plan to redo the map for the pool to include it, but I may not have gotten there yet. The statue has a riddle on it. SOlve it and they can have a reward. - **Book Club:** A ghost wanders around here preparing for her Book Club, But she has no books. Brining her some will gain them a reward. She is hard to get the attention of, but if they can find out that she wants True Crime Tales gets them extra rewards. - **Geri’s Game:** Upon entering this area you find table set in the center with a chess board on it. If they found the pieces in the Statue Storage of MAP L3 they can summon a ghost who will act out the scene from the Pixar Short Geri’s Game. Watching the Ghostly actor play the game will grant a Reward. Afterward, playing him grants a second Reward. #### Guardian Event: Ol’ Blister Bark Much like the Lower Levels, there is a Guardian that Patrols the outside. Ol’ Blister Bark, a horrific undead Treant. Blister Bark is surrounded by pestilence and those close to it will likely contract a withering disease that drains CON on the hour. It also throws nests of wasps and has a pack of rabid racoons living in him. #### Ghostly Scene A young translucent Nobleman (Phineas) sprints into the Amphitheater panting. He presses himself into the hedge winching in pain as the thorns dig into him. Shadows begin to swirl around the amphitheater. “I’m sorry Phineas. But if I am to accomplish my goals then no one survives tonight.” The shadow rushes toward the young man’s hiding spot. There is a scream and then silence. The clock strikes 4. #### Boggle Event: Play a Game That Fits  {position:absolute;top:20px;right:20px;width:375px} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} # MASQUERADE & MASSACRES, an adventure {{wide ##### A new face has recently arrived in town. A new face with an old name. Morley. Kathryn Morley Daughter of the infamous Privateer Boden Morely, has recently returned to Deleran’s Crossing and is hosting a Ball at her family’s haunted property, and your players have been invited. }} ### A Little Morely History The Morelys once owned a good bit of land in the Stolergard valley. The family was one of the first to arrive after the founding of Deleran’s Crossing. They owned Red Sky Merchants, a successful international trade and cargo business. The patron of the family sold the business and moved to Stolregard where they ran logistics for the growing Barony. The family continued to thrive and became an integral part of the land. : They held many positions of leadership and were held in high regard. Sadly almost the entire family was wiped out in the Plague of Worms. At least that’s the common story. The truth is the majority of them were murdered one night at a family gathering. One of the younger sons managed to escape with his wife and child. They were the only survivors. The killer was never caught, but those that know the truth suspect a Sanguine Star killer was responsible. But those are only suspicions. : The Morely House now sits empty. No one will buy it and attempts to demolish it have been met with supernatural resistance. It is yet another building in Deleran's Crossing that is clearly haunted, which hints at a darker history than a mere serial killer. Those that have entered the premises describe feelings of deep fear, sadness, and anger. So deep are these feelings that they are often overcome by the emotions, fleeing the premises or carrying out violence. ### Currently Each of your players receives an invitation to a Formal Event at the Morely Estate. It is a Black Dress and Tie Masquerade, which does and doesn’t surprise anyone. It is the Season of Haunts after all and such a gathering is right on target, for The Morelys were known for their dramatics, and for local gossip. It was long believed that the entire family perished. However, recently, Kathryn Morely reclaimed her family’s estate and has begun the process of restoring the manor “exactly” as it was. Or has she? The rumor mill and town whisperers claim that there are a great deal of oddities about young Katie and even more about the house itself. There are also many tales of great wealth hidden away somewhere inside the house. : These tales are probably based on the obvious fact that the Morelys were and apparently are still rich, exceedingly so. In the past the family hosted lavish scavenger hunt competitions for which the prizes are chests full of valuables. While these competitions were intended to be good natured fun, many ended in blood as the competitors didn’t always play fair or with any regard to life. This time however, as far as the guests know, they are simply answering an invitation to a party. : Kathryn herself seems to be a breath of fresh air. She came in from the seas with a fortune earned by her mother, a Drow Half Elf, and her father, none other than the lost family heir Boden Morely. She immediately put her fortune to work restoring the Country Estate and inserting herself into the circle of Nobility in the area. Typically, a newcomer with money would be rejected by those with old money, but the fascination the locals had with the old rumors of the Morely family helped her earn a place in their circles. So it was no surprise to anyone when the invitations began going out, but I’m sure our Players already guess that there is far more coming than a lavish ball. : But why have invitations found their way into the hands of Adventurers? Even successful ones such as themselves, are rarely invited to gatherings. Not unless the host wants something from them. So the question is, what does Kathryn Morley want with them? The only way to find out is to get dressed up and go! ### What's Next? What will happen when everyone arrives? There are many scenarios that could play out. This write up will be exploring the classic “Mystery House” trope. The players will quickly find themselves moved into a pocket dimension and are the only living beings in the house. Everyone else is a trapped spirit who died at the party or decades ago. If they ever hope to escape they’ll need not only survive, but solve the mystery of what happened that night in The Morely House. ### Adventure Mechanics - Target Party and Level: 4 Level 10 Players - Expected Playtime: 4-5 Hours - Tone: Mystery Mansion ### Need More? Morely House sits just outside the town of Deleran's Crossing. A centerpiece of my Campaigns and Adventures. I have a [Full Guide to Deleran's Crossing](https://www.patreon.com/posts/supplement-town-62746174) for you to use if you wish. It will help greatly with local NPCs and environments. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## OPENING CUT-SCENE {{monster,frame ##### "He quickly wraps the child in his bedsheets and scoops him up. A blood chilling scream comes from down the hallway. “We have to go now!" He yells to his wife who is dumping jewelry from ornate little boxes into a bedsheet turned sack. “Now Gennifir!” She looks at him as he adjusts the boy into his arms. The child seems eerily calm as they bolt from the rooms and down the stairs. The boy doesnt stir until they are out in the street where begins crying out for a friend left behind, and from somewhere in the darkened house a wail of sadness erupts filling the silent night air with cries of sorrow and anger. The man grabs his wife’s hand. “We need to go. Far from here and pray that we are not followed.” }} ## ACT 1: Invitations The players receive their invitations and get ready for the party. It's going to be an event for the ages. ### Flow of Events - **Story Set Up:** Character Intros. Why are they heare? Where are they staying? Those types of things - **The Invitation:** The invitations arrive to the players. Delivered by Bartlbe Roose, Lady Kathryn's Steward. He will deliver the invitation and leave. He was to deliver invitations, not answer questions - **Shopping Montage:** They will likely head out to prepare for the Ball - **Gather Info:** They may want to ask around town about Kathryn Morely. - **The Carriage:** Their ride will arrive perfectly on time to pick them up. #### The Invitation {{monster,frame ##### Esteemed Greetings, It is my great honor to invite you to the Grand Masquerade Ball held in honor of the Morely Family lineage and the restoration of this fine house. We humbly request your presence at the 5:00 hour for the ribbon cutting and cocktails. Dinner will be served at 6:00. The Ball will begin at 8:00. I have taken the liberty of sending the specifics of attire to the local tailors. A carriage will arrive at your residence in time to deliver you to us for the evening. We look forward to meeting you face to face. Please do not disappoint. - Lady Kathryn Morely }} ## ACT 2: Welcome To Morely House Our heroes arrive at the house. Spend some time rubbing elbows with the wealthy of the area and then find out everyone but them has been poisoned. ### Flow of Events - **Arrival:** The carriage will drop them off on Map O1 - **The Foyer:** Entering the Foyer (Map M1) will place them in a room lavishly decorated for the season and filled with guests. (Tasteful Halloween Decor) Many of them are local nobility. This will be a time to mingle and ask questions. They are all masked and may not divulge real names. Most of them have no answers anyway. They’re simply here for the party, and will soo be inconsequential. The other exits from the foyer including the stairs are currently “blocked” by a red silk ribbon. These will be cut shortly. - **Kathryn:** The Lady will make an appearance on the Balcony above the stairs. She will greet the guests. And open more of the house. Some areas will still be off limits, and those doors will be watched by staff. {{monster,frame ##### Kathryn Morley appears on the balcony above the stairs. She wears a dark purple gown and is adorned in diamond and platinum jewelry. Her hair is spun up in a spectacular woven bun held together by Amethyst jeweled pins. Her slight Drow ancestry gives her an exotic appeal that she does not need to draw attention. The room falls silent as all eyes are upon her. In her hand she holds a large silk ribbon, much like the ones on the doors. “I want to extend my most sincere thanks for being part of this celebration. A restoration really. The return of one of Deleran’s Crossing’s most historic families. Hopefully one of her most loved as well.” She pulls out a large sheers. “Friends, welcome to Morely House!” A round of applause closes out the speech. She raises the sheers and cuts the ribbon in her hand. At the same time all the ribbons blocking the doors are cut as well. The applause returns louder. “Enjoy the evening friends. I look forward to meeting with all of you! Oh and do not let the tricks and treats of the evening cause you anxiety. They are all part of the celebration!” }} - **Dinner Time:** Off to the Dining room for most guests. The players however will be asked to meet Lady Kathryn in the Private Dining Room. (Map M6) The table will be cordially set. Nothing lavish, but delicious and elegant. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} - **Raise a Glass:** She will invite them to sit. As they do Bartleby will inform her that as instructed the toast is underway with both the guests and the staff. She will thank him, touch his arm, and dismiss him for the evening. He will sternly tell her that he plans to stay on in they Foyer till the end of the event. She will nod slowly with a tight smile. - **Answers:** It is here that the party will have what is happening explained to them. Kathryn has reclaimed Morely House but the spirits here are restless, and all the tricks and treats of the evening are NOT simply part of the celebration. (A Ghostly Scene may be in order here) She has attempted to settle them through numerous means, but ultimately “More Drastic Measures” are needed. There is one angry entity in the house that holds them all here. She will tell them this after some questioning… {{monster,frame ##### She looks at you with a strangeness in her eyes. Sorrow? Madness? Hope? Behind her a thick mist begins to creep in through the windows and snake its way across the floor. It moves unnaturally as if alive and hunting for something. Suddenly a scream pierces the air echoing from somewhere else in the mansion. Followed by the sound of a platter of dishes crashing to the floor in the kitchen. Kathryn simply continues to eat her meal. Another scream and shouts for help. She sips her wine and looks at you all. “I did what needed to be done. The curse can only be broken by destroying the Ruler of this Domain. I wish I had learned more, but I am out of time.” Blood runs from her nose. She winces as someone who was in darkness and thrust into the light. “Do not fear, the clock has been stopped. You have till sunrise. Break the curse and save us all.” Her eyes begin to liquify and her muscles spasm and jerk. She grits her teeth as a feral growl escapes through them. No screaming in the pains of death for Kathryn, simply insanity and resolve. She pitches forward as the seizure takes her and then in a moment she is still. The mist now covers the floor and snakes up the furniture. The crying and pained moans from outside the chambers soon cease and you are all left in silence. }} - Everyone is Dead: They may at this point get up and look around. The mists will be about nd inch or so deep but thick enough to block sight of the floor. They will find dead bodies everywhere. Most still with champagne flutes in their hands from the "toast" investigations will reveal poison. - Dark Domians: After this the Mists covering the floor begin to fade and the players are now in a pocket dimension deep in the Realms of Terror. They must now find and defeat the Dark Lord of the House. ## ACT 3: Murders of Morelys Past Whether or not they realize it the house has been moved into The Domains of Dread and is adrift among the Realms here while it continues to form itself into a proper independent Domain and not simply a Pocket Dimension. With no other real choices to make, they will have to begin exploring the house in order to find a way home. If they intend to break the curse they’ll have to find the current Lord or Lady of the Domain and end their reign. ### DM Notes - **Time to Explore:** It is now time for the Gameyness of the Mansion to take over. Allow them to search the rooms, encounter the ghosts, find the Boggle, or do anything else we’ve outlined. Let them move from room to room gaining clues and finding secrets until they’ve solved the mystery. - **Un-Locked Out:** As this telling is intended to be a quick one shot, most of the doors will be unlocked. If you’re going to spend more time here, lock those suckers up and make them earn and find those keys. - **Out the WIndow:** If they look out a window or door soon after being moved to the Domains of Dread, they will actually see the exterior of the property forming and void beyond that. - **Bartleby’s Ghost:** Bart’s spirit will be in the Foyer at all times wandering between the two floors. He does not speak and is not overly emotive but will nod to confirm clues and point the players in a particular direction. Everytime he helps them though he will fade away a little bit. - **The Clock:** The clock in the Foyer Balcony plays a large role in how the players will escape. How they learn about it is mostly up to you, although I do drop some hints in the story. Somewhere while exploring they should discover a book that talks about its gifting from teh Fey and its strange effecs on time when it is properly adjusted. ### In Order to Escape There are a few conditions that they will be aiming for here. The Ghostly scenes should lead them to the clues they need, but if they’re coming up short use Grimbly the Boggle and Bartleby’s Ghost to guide them. - Discover how the Clock Works - Find the Princess - Defeat the Princess or Kathryn - Reset the Clock \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ### Flow of Events - **Let the Bodies Hit the Floor:** The guests were kept to the Foyer, DIning Hall, Ball Room and their respective Balconies. (Maps M1, M2, M11, and M12) throughout these areas they will find dead guests. All dead from poisoning. They may also see their ghosts trapped in the moments before their deaths. - **Room by Room:** As they search the house your job is now to weave it together. Use the Mechanics of the rooms to run the adventure and the extra things like the Boggle and The Ghostly scenes to tell the story. #### GHOSTLY SCENES As the players will be free to explore the house the rest of the “Story” will be told in Ghostly Scenes and not locations. Most of these are designed to happen wherever the players are and in no particular room, but 1, 5, and 10 are location specific as they are the movers of the story. There is is a bonus scene for the Upper Foyer by the Clock and can happen if they visit there. ### Ghostly Scene 1: #### Before Leaving Kathryn's Dining Room {{monster,frame ##### Apparitions of Kathryn and Bartleby appears at the dining room table. They are dressed in clothes best described as *pirate-ish*. There are several piles of papers, scrolls, and books spread out across the table as well as a scale model of the Estate. Bartleby put his hand on the small of her back. “Kat… this isn’t something we should be meddling with. The House has already made it clear we’re not wanted here.” Kathryn sighs. You can tell she knows he is right. “I know Bart. I know…” They fade away. }} {{monster,frame ### Ghostly Scene 2 ##### A phantom of Bartleby walks by carrying a book titled Multiverses. He stops while turning the pages. You can make one particular passage he is reading. “There is a wild theory circling about those who study the Multiverse. That those who actually die are unrecoverable save by magics known only to beings so far beyond the mortal coil, they can only be described as gods. So when resurrection magic is employed the spell actually destroys a version of the being out in the multiverse and recreates the individual lost on the casting plane. One balks at this idea at first, until the question is asked. Which is easier to do? Steal a soul from an adjacent plane. Or steal one out of the very hands of God.” }} {{monster,frame ### Ghostly Scene 3 ##### A ghostly man dressed like a ship’s captain appears beside spectral Kathryn. He is burned badly as are his clothes. “I never knew you but I know you… What I don’t know is why you’re here. You should not be here.” She looks around quickly, searching for something. “Did you hear me? Can you hear me?” the man calls out. She rubs her ear as if it itches badly. “If you can hear me. LEAVE! Flee this place!” She shakes her head and calls out “Bart? Bart, }} {{monster,frame ### Ghostly Scene 4 ##### A ghostly Bartleby fades into the room, again reading an old journal, his finger running across a passage. *The Morely Family Curse* “All was well and good. We Morely’s had long embraced mutually beneficial agreements with the Fey particularly Eriphise. Hornwrith’s exchange of the Winter Princess was absurdly dangerous, and we have paid the price for it. Her betrothed, unable to convince my fool son to break the deal, has chosen to curse us all. The spirits of passed Morely’s now walk the halls. Those that die here stay here. Even those that die far away are brought back here. Chained to this land, this house, forever. In desperation I went to the pool to ask for Eriphise’s aid, but she was angry. She allowed me to leave only because of our friendship, which was now hindered. The Fey have turned against us. There is no magic that can restore or free their souls. I have tried. I have paid. We all have paid. And we will continue to pay. It seems we are to pay in blood until the debt is satisfied.” Bartleby looks up, excitement on his face. “Kat! I’ve found something!” She does not call back in response, but he does hear her screaming from somewhere nearby. }} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} {{monster,frame ### Ghostly Scene (Bonus) #### To be played out by the Clock (M11). ##### An ethereal Kathryn appears here barely visible. She is studying the clock. A man dressed like a ship’s captain appears behind her. He is burned badly as are his clothes. He speaks. “I do not know what it really does. Only that it was important to the deal. Grimbly told me never to play with it, and he played with everything. If you can unlock its secrets you can change everything.” Kathryn continues to stare at the clock. She doesn’t acknowledge the man behind her. Bartleby fades into the scene. “Bart, this clock. It radiates Fey Magic. The same magic as the woman in the Tower. I don’t know how I know this, a feeling really, but I know this is key to bringing him back.” The man behind them fades. “Well then Kat, let’s figure out how this thing works. There must be something in the Library?” }} {{monster,frame ### Ghostly Scene (Bonus) #### To be played out by the Clock (M11). ##### An ethereal Kathryn appears here barely visible. She is studying the clock. A man dressed like a ship’s captain appears behind her. He is burned badly as are his clothes. He speaks. “I do not know what it really does. Only that it was important to the deal. Grimbly told me never to play with it, and he played with everything. If you can unlock its secrets you can change everything.” Kathryn continues to stare at the clock. She doesn’t acknowledge the man behind her. Bartleby fades into the scene. “Bart, this clock. It radiates Fey Magic. The same magic as the woman in the Tower. I don’t know how I know this, a feeling really, but I know this is key to bringing him back.” The man behind them fades. “Well then Kat, let’s figure out how this thing works. There must be something in the Library?” }} {{monster,frame ### Ghostly Scene 5 #### In the Chapel ##### The Ghostly form of Kathryn appears kneeling at the altar. As you watch her voice whispers from behind you. “There is no absolution for what I’ve done. I still thought there would be then.” You turn to see another ghost of Kathryn! This one with a horrifically distorted visage but obviously wearing the gown from earlier. “I hadn’t yet forgotten goodness, and now the house is echoing my arrogance. It torments me. I thought that perhaps should I succeed…, but the gamble I made with the lives of others. For that there is no redemption. You can still save them all… us all…” She is interrupted by a terrifying shrieking. Another voice enters the conversation as a woman’s spirit appears by the kneeling vision of Kathryn. Its face has rotted away leaving a skull with bits of hair and fleshing clinging to it. She too wears a long flowing gown befitting royalty, but it is torn and frayed. She has a thin diadem on her head and rings on her fingers. “Silence! I will not be usurped” It screams and Kathryn’s Ghost begins to swirl apart and she disappears in a cry of pain. “Her foolishness has sealed your doom. This is my domain, and you are trespassing!” Wraiths begin to form up from the flook like wisps of smoke. “Kill them.” She commands her minions as she fades away. }} : #### ENCOUNTER: Wraiths This should be a fairly straight forward encounter with a pack of wraiths. The amount should vary depending on your party and the equipment they currently have. :: {{monster,frame ### Ghostly Scene 6 ##### An apparition of Kathryn appears in a chair. She is sleeping and obviously dreaming. She mutters things. Terrible things. Rivers of blood. Storms of anger. Hurt. Sorrow. Pain. She awakens screaming. She sits up and rubs her eyes. Looking down at her notes, she sees something she did not write. The word Sacrifice scrawled as if a child wrote it. She grabs her pen and underneath it writes the phrase. “I will give anything. Just tell me the price.” }} \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} {{monster,frame ### Ghostly Scene 7 ##### You hear Kathryn’s voice echoing through the mansion. “So his soul is here. I knew it! I could feel it Bart! I can bring my father back! We can!” Her spirit fades in and is clearly excited. There is a look in her eyes. Instability. The first hints of madness. “Steady Kat.” Bartleby’s ghost forms and puts out a hand to calm her. “We’re still in dangerous waters. The Fey? A princess of the Winter Court? Blood debts. We’re in too deep. We need more help!” She shoots him an angry glance and then a smile crosses her face. It is not a comforting smile. “We do. We do need more help.” }} {{monster,frame ### Ghostly Scene 8 ##### Phantoms of Kathryn and Bartleby fade in. They are walking together speaking softly. You hear Bartleby first. “I’ve hired the staff as we talked about. Drifters, homeless, others that no one will miss.” Kathryn nods in response. “Good. I know this is vile business Bart, but it is the only way. Besides, if all goes according to plan…” He interrupts her. “Nothing ever goes according to plan.” She shoots him an angry look, but one that also acknowledges that he is right. }} {{monster,frame ### Ghostly Scene 9 ##### An assembly of spirits appears. Bartelby stands in front of them in his Steward’s attire. “You are now staff for the Morely House. I’ve told you our intentions and you came anyway. This is a chance for you all to walk away with enough coin to live out your days comfortably. Stay loyal. Do your jobs. Don’t ask questions about the Lady’s business. And this will be the easiest money ever earned.” The staff shifts awkwardly one of the maids speaks up. “But what of the hauntings sir? We seen things and thems was here before us say a few folks already went missing?” For a moment Bartleby looks afraid and angry, but looks back to them with confidence. “There’s nothing to fear, yes there are lingering spirits here, but that’s being dealt with. And no harm has come to anyone, the staff rumored to be missing was dismissed for stealing, not killed by a ghost. You’re dismissed. A clock begins to chime. }} ### Anything Else? There is a lot to explore in the Mansion and you may not feel that you’re quite done yet. If that is the case simply keep the Princess Suite locked and make them search for a key to get in. Throw in some additional Ghostly scenes or sidetrack them with the Ring Quest outlined in the room breakdowns. If you missed that, it happens between the Princess Suite and the Guest Residences. There is a magical ring that needs to be placed on the Princess’ finger in order to properly wake her up. You could have them fetch that in order to actually defeat her Banshee in the final conflict. As in all thing, do what feels right and fun for your group. : And now… on to the finale. : {{monster,frame ### Ghostly Scene 10 #### In the Princess Suite ##### You enter this chamber and immediately feel a sense of dread and anger. The temperature drops substantially and you can see your breath. You hear a haunting voice. “Come, behold me.” Across the room the double doors open. Beyond them is a bed and laying upon that mattress is a sleeping Sylvan Woman, elegantly dressed with a silver diadem on her head. You recognize her clothes from the chapel. The Princess. Floating just above her barely visible is her horrifying apparition. “You’ve proven yourselves quite capable. I am impressed. So I will make you this one offer. Kill the Morely interloper and I’ll allow you to leave my domain.” You hear Kathryn’s voice from behind beggin you. “No, destroy her! Break the curse. You can use the clock to turn back time twelve hours! TO before the party! Do so and the curse will be broken! No one need die!” The princess sneers. A bit of flesh falls from her face. “She claws after my domain. Can’t you see her strength grows! As does her wickedness! This house. This family. They stole my life. It is mine!” The Winter Princess becomes more agitated. You can’t stave off conflict long… What do you do? }} #### ENCOUNTER: The Banshee Whether they choose to side with Kathryn or the Winter Queen they’re in for a fight. Heck, they may get all crazy and try and take out both. To keep things simple you can use the same stat block for either of the ladies. The one they side with will aid them in the fight, but should be played weaker. Use some undead minions and lair effects to round out the encounter and you should have one heck of a climatic battle. \page {{pageNumber,auto}} {{footnote Morely House, Fall 2022}} ## CLOSING #### In all things, play out the ending as you see fit. But here are my suggestions. : If they sided with the Princess then she will, as promised, grant them passage back to the clock. Kathryn will reappear and a much lesser spirit and be in obvious subjugation of the Princess. Her father Boden Morely will appear alongside her and drag her away to the dungeons. The Princess will tell them to touch the clock as it strikes the next hour and they will be returned to their world. If they attempt to change the clock the Princess will appear and fight them there. She is no longer weakened by Kathryn’s presence and should end in a TPK if they choose this route. : If they sided with Kathryn, and fought her instead, Kathryn will begin to show signs of rot and decay. the house will begin to twist and break. It is reforming itself to match the new Lady of the Domain. Water and waves will come crashing in at spots and things will begin to take on a “pirate” theme. They will have a limited amount of time to make it back to the clock. This should initiate a skill challenge as they try not to get swept away by the changes in the house. : Once they return… if they return… you can wrap up the story however you see fit. If they turned the clock back before dawn they will have saved all the locals as the poisoning at the party had not yet taken place. However, not matter what they do Kathryn is lost. Bartleby will be available to tie up any loose ends. He will pay them as promised, and then leave Deleran’s Crossing. :: {{wide