DM Overview

A Dark Flight

In this adventure, a party of 5th level adventurers takes a job to guard a small airship on a routine cargo flight. However, their journey takes an unexpected turn over a rustic mountain range.

by Dylan Wolf

Email: dylan.wolf@gmail.com

Mastodon: @dylan@osmcast.social

Bluesky: @dylanwolf.com

DM Overview

This section contains spoilers for the adventure.

Monsters

  • Animated Armor (Monster Manual, page 19)
  • Flying Sword (Monster Manual, page 20)
  • Griffons (Monster Manual, page 174)
  • Scouts (Monster Manual, page 349)
  • Shadow Demon (Monster Manual, page 64)
Monster scaling
  • Animated Armor: 19 AC, +10 HP
  • Flying Sword: +5 to hit, +10 HP
  • Shadow Demon: 14 AC, +7 to hit, +20 HP

Characters

  • Talia Caveheart, the dwarven waitress and inkeeper of The Inn at Whit’s Notch
  • Bartok Kreutzwald, the half-orc blacksmith of Whit’s Notch
  • Ruby Brouwer, the human proprietor of the general store at Whit’s Notch

The Lord of the Manor

The demon Olgunul has been trapped between planes, wandering the forests of the Damycian mountain range for decades. Not long ago, it took up residence in Idleworth Manor, the vacation home of a minor noble named Baron Ceufoy Idleworth.

Using the body of the baron, it has slowly consumed whatever life and magical essence can be found in the nearby village of Whit’s Notch, hoping to anchor itself to the Material Plane. But it miscalculated, and after draining most of the small village, it is still between worlds.

In a bout of desperation, Olgunul senses the Cloud Age, carrying some magical artifacts, unrefined aetherium, and–perhaps most importantly–a crew of people. It creates a magical storm to bring the airship down just outside of town.

Haunting the manor

Olgunul is anchored to an amulet of the planes (Dungeon Master’s Guide, page 150) kept in the basement of Idleworth Manor. It sees everything occurring the manor, though it is not necessarily detectable at any given place.

Sleeping in the manor

Each time characters sleep in the manor, the shadow demon will siphon off some of their life energy. They will lose 1d6 from their maximum hit points (though they can recover this after a long rest once the creature is vanquished).

 

 

Opening and Sky Pirates

Scenes

Opening

Into the sky

You have taken an escort job with the West Ceothan Trade Guild. Despite being on one of those newfangled airships, it’s not particularly glamorous. Watch the docks at load-in, spend a few days in the air doing nothing, and watch the docks at load-out. The Cloud Age can barely be called an airship; it’s more of a cargo barge with rotors. But it’s a free, fast trip back home to the kingdom of Fallrest, and that’s not nothing.

Loading and launch was uneventful, to say the least. The dockworker’s union always appreciates the extra protection, of course. The trade guild seems pretty uptight about the cargo; you assume there’s some magical relics or aetherium in there that might be attractive to thieves. But it feels like your only reason for being here is just to check off a requirement on some shipping form.

As final flight preparation is completed and takeoff begins, you stand on the deck and stare off into the reddish sunset. The rotors slowly pick up, creating a stiff breeze that pierces the warm, stagnant summer air. You feel the ship shudder, and suddenly it’s as if you are lighter than air.

Ask the players what they do that evening and the next day. On the morning of the second day, the Cloud Age encounters Sky Pirates.

Crossing the mountains

On the second morning, the Cloud Age floats low over the verdant Damycian Mountains. From this height, you can see every fold of the mountain, with dirt roads snaking through tight passes, quaint mountain towns, narrow blue lakes shimmering in the sun, watchtowers, and charming vacation villas owned by nobles. It seems so close that you could stoop down and touch it.

Sky Pirates

Everyone who passes a DC 15 passive Perception check sees the following, has a few rounds to prepare, and will get a surprise round when combat begins:

While you’re watching, you see a few black dots swoop up from a small mountain cove. As they get closer, you notice each of them seems to be flapping, but you can’t make out much more. From this height, it’s impossible to tell exactly what they are, and your view is limited further as they glide towards the Cloud Age and its bulk obscures them from view.

Then, combat begins:

“Sky pirates!” you hear a member of the crew yell out, and begin ringing a warning bell. A few moments later, most of the crew scramble out onto the deck, weapons in hand. Not long after, several griffons land on the deck, each carrying passengers dressed in leather armor with black bandanas covering most of their faces.

Combat begins against 3 griffons each carrying 2 scouts. Four rounds into combat, The Crash begins.

Deck of the Cloud Age

Dungeon map of the Cloud Age deck

 

 

The Crash and The Road to Whit’s Notch

The Crash

Dark clouds

Both you and the intruders have been so embroiled in combat that you’ve failed to notice a strange change in the weather. What was once a bright, sunny summer day grew gray and overcast, and now ominous storm clouds swirl overhead.

You hear the griffons begin to screech in fear. The pirates look up with a look of concern and dash for their mounts, struggling to maintain balance and control as they take to the air. Just as they escape, rain and hail begin to batter the deck. Lightning crashes against the rotors. The ship shudders roughly and begins to spiral towards the mountains.

Give the players a chance to decided how they respond. Ideally, they should head to the hold.

If they fail to secure themselves, the cargo hatches in the deck creak open and they fall in. Each character who does so makes a DC 20 Dexterity save; on a failure, they take 1d6 bludgeoning damage.

The hold

Safely in the hold, you feel the airship list uncontrollably starboard. You can feel the moment the rotors give out; gravity overtakes the upward thrust and for the briefest moment you are floating weightless in midair. And then… your stomach drops.

What feels like an eternity of tense silence breaks all at once. The loud crunch of trees, the dull thud of branches against the hull, the wooden crack as the stern finally makes contact with the crest of a mountain ridge. You lurch forward and roll across the floor. A loud scrape fills your ears as the entire ship slides until it reaches a resting place.

Each player takes 2d6 bludgeoning damage. Players can attempt to time Feather Fall, Slow Fall, etc. to prevent serious fall damage; a DC 15 Dexterity save will allow them to do it just in time, while a failure will still deal 1d6 bludgeoning damage.

Riding the griffons

Riding the griffons with a Wisdom (Animal Handling) check of 15. Each griffon can hold two characters. Given the stress of the situation, they have limited range, so players will need to land near the crash site. However, they can see Whit’s Notch down the road from this birds-eye view.

The players can’t stay here forever. Much of the crew is seriously injured or dead, and will stay within the hull of the wrecked barge where it is safe and sheltered, and rations are limited. The captain, alive but injured, suggests heading down the road until you reach a town that can send a message to the trade guild for a rescue.

Characters who leave the ship proceed to The Road to Whit’s Notch. As soon as the players decide to take a long rest, they have The First Dream.

The First Dream

When you awake, you realize you have had a strangely vivid dream. In light of current events it’s almost beatific, though only days ago it would’ve seemed so ordinary you’d have forgotten it by the time you left your bedroll.

You sit in the common room of an inn, warm and dry thanks to the crackling fire in its massive hearth. A bowl of soup and a flat round of bread lie before you; they’re nothing particularly special, but they beat your dry rations by a mile. The fattiness of the hot broth, the smoky sear on the meat and vegetables, the moistness of the bread, the sweetness of the butter against the slight aftertaste of yeast, they feel like you’re at an inn in the capital, not stranded in an overturned flying barge out on some godforsaken mountainside.

A dwarven waitress stops by your table, and pours a mug from a frosty pitcher of fresh milk. It’s creamy and cold and, after the day you’ve had, calming. “You must be tired,” she says, and flashes a smile that feels like home. “They’re going to have your room ready soon, and a warm bath drawn” and nods towards the desk. You glance over, and three members of the inn staff are racing around to prepare for your late night arrival. And as you see the sign on the desk, “The Inn at Whit’s Notch,” you wake.

The Road to Whit’s Notch

You carefully work your way down the hillside, following the stream. It’s a bit treacherous, but nothing that a good set of boots and careful footwork can’t handle. As you reach the road that lies at the bottom of the pass, the tree canopy thins and you feel the light, persistent rain coming from the murky gray sky.

From here, one end of the road appears to disappear west around a bend, but fallen trees and rocks from the crash block the way. The other end of the road winds northeast through the pass.

A few feet down the road, you see a sign in the shape of two arrows. One points to Brown’s Fork, 20 miles down the impassable trail to the west. The other points to Whit’s Notch, 2 miles onward.

There’s really no way for the characters to travel west; the only real choice here is to head to east and arrive Outside Whit’s Notch.

 

 

Whit’s Notch

Outside Whit’s Notch

The palisade

A few miles down the road, you arrive at what you assume is Whit’s Notch. From the outside, all you see is a palisade of sturdy logs with some wooden roofs jutting up here and there. A couple of plumes of smoke drift up lazily from within the walls. A tall wooden gate, shut tightly, juts up right to the edge of the little mountain road.

Behind the enclosure, you see a road wind up the rolling hillside. Through the trees, you can make out a manor house–not particularly large, but bigger than anything inside the town. It could easily be some noble or merchant’s summer home.

Characters can estimate that the palisade is about a mile around.

The players have a few options here:

  • Try to get in the gate. Knocking or yelling at the gate gets no response.

  • Try to break the gate. Characters could break down the gate with a DC 15 Strength (Athletics) check. This will make a great deal of noise, and will alert everyone in town to the players’ presence.

  • Climb on the stable. Working around the enclosure clockwise, there is a small stable just down from the gate. It connects to the road via a short trail. Several worn crates are stacked nearby containing some old hay. Characters can climb up and over the wall with no difficulty, but must make a DC 12 Dexterity (Acrobatics) check to scale down the other side or take 1d6 bludgeoning damage.

  • Crawl through the creek. About 30 minutes either way around the enclosure, characters encounter a small creek that runs into or out of the palisade. There are small arches in the palisade over the creek bed; characters can crawl through by will get soaked in the creek.

  • Bypass the town. If the players make their way to the other side of the enclosure (about 45 minutes away), they encounter the road they saw on the hillside. One end of it leads into another gate, which is also shut tight and gets no response; the other end leads up the hillside to Idleworth Manor.

If a character makes it inside the palisade, they can easily lift the beam to unlock the gate.

Just inside the palisade, there is a tiny town square consisting of an Inn, a Blacksmith, and a General Store. Beyond that, there are several houses.

The players can also make out another gate at the far side of the palisade; it will take them on a road leading to Idleworth Manor.

The Inn at Whit’s Notch

If the players had The First Dream

You step into the inn and instantly feel a sense of deja vu. There’s little doubt it’s the inn from your dream. Everything matches up perfectly: the chairs, the table, the fireplace, even the utensils and tableware. But it’s also unnervingly different. A couple of people sit around the tables, dressed in fraying farm clothes. Set before them are bowls of thin gruel, hardtack, and dingy glasses of water. There is no innkeeper or staff, just the dwarf waitress you saw from your dream. But she’s not smiling; she is trying to swap between serving and wiping down tables. There are dark circles under her eyes. She looks up when you walk in the door, and her face sinks at the prospect of one more thing to do.

If the players did not have The First Dream

You step into the inn and you feel a sense of great weariness. A couple of patrons sit around the tables, dressed in fraying farm clothes. Set before them are bowls of thin gruel, hardtack, and dingy glasses of water. There is no staff, just a single dwarf waitress. She’s trying to swap between serving and wiping down tables. There are dark circles under her eyes. She looks up when you walk in the door, and her face sinks at the prospect of one more thing to do.

If the players ask about what has happened, she pulls them aside where the other patrons can’t hear. All she says is that the lord of the manor has been draining everything from this town. If asked for further details, she knows nothing–she doesn’t know what he’s getting out of this or why it’s happening. The people of the town have shut the gates because they barely have enough to make ends meet, much less take in travelers. If asked more specifics, she just gets flustered.

A DC 15 Wisdom (Insight) check will tell a character that it seems like she’s sincerely distressed and genuinely confused that she cannot piece together more details.

If the players sleep at the inn (or anywhere else in town), they have The Second Dream.

The confusion among the townsfolk

In reality, the townsfolk has been magically affected by the lord of the manor, so they don’t know anything more than a general sense that he’s taken something from the town. They don’t know what specifically, or how it happened; those memories have been magically wiped from their minds.

 

 

Whit’s Notch and Idleworth Manor

The Second Dream

Once again, you dream a strangely vivid dream. The sun beams down upon you with a pleasant warmth, and it is dry. A slight mountain breeze perfectly offsets the summer heat, and the babbling of a nearby creek is almost meditative. You are walking up a short gravel road, up to a large house on a hill surrounded by forest. Smoke pours from its chimney, and the savory scent of roasting meat fills the air.

As you walk up to the entrance, the massive wooden doors creak open of their own accord, and you are ushered into an entryway filled with paintings, decorative suits of armor, and statues. You walk to the end of the entryway, turn right, and in the room before you lies a massive dining table with a grand feast. And at that point, you awake.

Blacksmith

Bartok the blacksmith

On the far side of the town square sits a small blacksmith’s shop. There is a fenced-in area for the forge just to its left, but the forge is cold and the yard around it is nearly empty. Inside the tiny shop, you see shelves filled with various tools–anything from horseshoes to machetes to mattocks. Mostly, it’s things a traveler might need. Some are good quality, while others have

Loud snoring comes from the back room, where a slightly balding, older half-orc is propped up in a chair asleep.

If the characters wake the man up, he complains about there not being much business these days. They’ve shut the gates because they barely have enough to make ends meet, much less take in travelers. He doesn’t know any more, and a DC 15 Wisdom (Insight) check confirms he’s genuinely giving you all the information he has, and seems a bit confused about what more he can give you.

There is some additional work, including a very shiny shortsword, on the workbenches in the back room. This is a silver-plated short sword that will be more effective against the shadow demon. Bartok remembers that someone put in a special order, but it’s been so long he can’t remember who. If the characters ask about it, he offers it to you at cost for 75gp.

General Store

Ruby the shopkeep

On the south end of the town square, not far from the entry gate, sits a small cottage-like shop with the words “General Store” scrawled on a shingle hanging outfront.

Inside, an older lady with unkempt, slightly graying hair is working her way through the half-empty shelves. She picks up some of the staples like flour, vegetables, and bags of dried meat, sniffing it and holding it up to one of the lanterns hanging from the ceiling. Most times, she places the item back on the shelf; other times, she wrinkles her nose in disgust and tosses it in the wheeled cart next to her.

A bell is tied to the front door, and when she hears it ting, she turns around and begins sliding her cart behind the counter.

“Visitors, that’s a new one,” she says with a slight, weary tinge of surprise. “Well, we don’t have much. Haven’t been able to get a shipment in in quite some time. Not that it matters–haven’t really been turning over much stock these days anyway. What can I do for you?”

If the characters ask about the state of the shop, Ruby mentions that they have shut the town gates becasue they barely have enough to make ends meet, much less take in travelers. Her mind is a bit fuzzy on exactly how long it’s been, and so all she can really say is it’s been tough times for the town recently. A DC 12 Wisdom (Insight) reveals that this isn’t cleverly talking around information to avoid revealing it; she’s being open with what she can recall.

Characters can purchase any PHB adventuring gear here, but there is a 50% chance the item is not in stock. There are two potions of healing still in stock (2d4+2 healing, 50gp).

Idleworth Manor

You make your way up the gravel road that gently climbs the hill beyond Whit’s Notch. It’s not particularly far; maybe a quarter of a mile or so. As the house comes into view, you pass below a sign suspended between two sturdy posts, just high enough that a carriage could clear it. “Idleworth Manor,” it says in thin wrought iron.

Beyond it, you see an off-white cottage. Detailed wood accents run across the bottom quarter of each wall, as well as down each corner and along the eaves. It’s larger than anything in the nearby town, but it would be considered quite modest housing in a city.

The entryway juts out a bit at the front, ending in massive double doors. On either side, there are large arched windows with dark curtains drawn.

 

 

Manor Entryway

Idleworth Manor map

Dungeon map of Idleworth Manor

There are no apparent signs of life around the cottage. No one responds to knocking or yelling at the door, but the door is open if the players push on it.

If the players walk around the cottage, they find no other doors. The entire cottage appears to be two-story, in a “T” shape, with a large deck running along the right side.

Monster scaling
  • Animated Armor: 19 AC, +10 HP
  • Flying Sword: +5 to hit, +10 HP

Manor: Entryway

From here, characters can visit the Library, Dining Hall, Master Bedroom, or Guest Bedroom.

To go much further, characters will either need darkvision or some form of lighting.

The hallway

As you step through the door, you find yourself in a massive, dark hallway with a vaulted ceiling. The walls are made of a similar detailed wood that lined the outside of the walls, carved into inset panels separated by beveled borders that look like vines wrapping around columns.

A fine rug runs about half the length of the hallway, and beyond it, another runs across the width of the hallway, between two archways. A wide staircase rises up to a landing with two closed wooden doors.

To either side of you, decorative suits of armor and paintings line the walls. Heavy navy curtains cover the two windows to either side of the entrance.

If the characters enter the building and then try to leave, they will be attacked by 4 animated armors and 4 flying swords.

 

 

Manor Library, Dining Hall, and Kitchen

Manor: Library

Entering the library

You walk into what seems to be the library, decorated in the same ornate wood as the entryway. It is a bit brighter in the daylight, though not by much. The windows are stained glass, letting in only a bit of muted light here and there to dapple the floorboards.

The walls between the windows are inlaid with shelves, and they are mostly neat and tidy. Here and there, books are missing or poorly replaced. The floor and the large central desk are another story–books are scattered everywhere.

In one corner of the room, there is a red plush couch and seat, with an empty wooden stand sitting nearby, the type that might be used to hold a stringed instrument.

If players search the books, read the following:

Searching the books

You get the impression this is a dilettante’s library. There is a little bit of everything, including classic literature, history, math, the arcane, religion, and science. Much of it is introductory material–abridged versions of great works, primers on broad areas of study, etc.

Based on subjects you are familiar with, though, you can tell some of it goes quite deep. It’s surely more detail than one person could process, and you can only imagine that it’s kept for the benefit of the guests. Whether it’s there for their entertainment or to impress them, that’s hard to say.

When using the library to make an Intelligence (Arcana, History, Nature, or Religion) check, characters have advantage.

Finding the research

A DC 12 Wisdom (Perception) or Intelligence (Investigation) check reveals a journal, quill, and ink sitting among the stacks of books at one desk. The book has sharp, angular letters and abstract diagrams that look arcane in nature. Characters do not recognize the language (Abyssal) unless they know Abyssal or Infernal (or any other language that uses the Infernal script).

A DC 18 Intelligence (Arcana) check can piece together from the drawings and text that these are notes on multiverse theory. If the players know Abyssal, they also discover this is research about creatures that exist between planes, and specifically how to anchor them to a particular plane. Magical energy–such as that from a relic, pure aetherium, or a caster–can be used to accomplish this, but life force can also be siphoned to much greater effect.

Manor: Dining Hall

A grand feast

You enter the dining hall to the sights–and smells–of a grand feast. A large, slightly gamey-smelling roasted bird sits on the massive table, not yet carved and piping hot. Roasted root vegetables spill across the platter around it. Nearby, there is a basket of crusty rolls giving off a yeasty aroma, absolutely glistening with butter. A bowl of wild figs and persimmons adds a bit of color to the arrangement. Large wine and liquor bottles sit to one side, and near them, a set of crystal flutes and tumblers.

It is as if someone prepared for your arrival, and yet, there is no signs of life anywhere.

Beyond the table, you see the entry into the kitchen beyond a half-door gate. A bar counter is also set into the wall, and across it you can see the cabinets, stone oven, and fireplace in the kitchen.

Casting Detect Magic will identify the entire table as being under an Illusion aura.

If the characters eat anything, it tastes rancid and feels soft and rotten, as if it has been sitting there for ages. They must make a DC 12 Constitution saving throw or throw up, leaving them Stunned for 1d4 rounds.

The characters can go into the Kitchen or back into the Entryway from here.

Manor: Kitchen

You step through the archway in the back of the dining room into a small kitchen.

On the left end of the room, there is a set of wooden double-doors. Sunlight streams through the small inset windows.

On one side of the kitchen, there is a fine stone countertop, littered with pots and utensils as if it has been recently used. Further down, it connects to the bar in the dining room, allowing the staff to pass things in and out.

On the other side, there is a stone oven and fire pit. Wrought iron poles provide places to suspend pots or spits above the heat. Both are cold now, covered with a layer of old ash.

On the far end of the kitchen, several large wooden cabinets line the wall. The wall juts out between two of them, just wide enough for a small wooden door.

Opening the small wooden door leads the characters to the Basement.

 

 

Manor Master Bedroom

Manor: Master Bedroom (A)

You open the door on the left side of the landing to see what you assume is the master bedroom. Before you lies a large four-post bed with a fine canopy stretched above it. It is neatly made.

To your right, a large upholstered chair with ottoman sits in the corner. To your left, there is a fine vanity with a massive mirror and two large closets built into the wall.

A DC 18 Wisdom (Perception) check reveals that all of the furniture has a thin later of dust.

If the characters spend much time in this room, they will notice a putrid smell. A DC 12 Wisdom (Perception) or Intelligence (Investigation) check will locate the smell in the far closet.

The near master bedroom closet

You slide open the nearest closet and find it mostly barren. Small boxes sit with their lids propped open and hangers sit empty along the wrought iron bar, almost as if most things were removed to make more room for the pile of assorted knick-knacks that remain.

A fine red cloak hangs in the closet along with a set of leather bracers. Two large bottles sit propped up in one corner, along with an exquisite wooden cittern.

This closet contains:

  • Bracers of archery (Dungeon Master’s Guide, page 156): A set of fine leather bracers inlaid with brass.
  • Cape of the mountebank (Dungeon Master’s Guide, page 157) A fine, bright red cloack that smells slightly of brimstone.
  • Decanter of endless water (Dungeon Master’s Guide, page 161): A stoppered ceramic bottle painted in a gradient of blues and teals. It sloshes when you move it.
  • Eversmoking bottle (Dungeon Master’s Guide, page 168): A stoppered brass bottle. It is cold to the touch, but every now and then a thin wisp of gray smoke leaks out.
  • Eyes of minute seeing (Dungeon Master’s Guide, page 168): A pair of brass glasses with fine crystal lenses.
  • Mac-Fuirmidh cittern (Dungeon Master’s Guide, page 176): A fine wooden cittern–something like a mandolin–with a wide round body and four courses of two strings each.
The far master bedroom closet

You open the closet door, and the stench intensifies. Clothes and shoes are parted as if to provide some empty space in the closet. In the floor below that space, a body in fine clothing is crumpled up, as if he collapsed just perfectly between the other clothing and the door.

His face is captured in a horrifying grimace–eyes wide and mouth wide open. There are no obvious signs of trauma on the body.

A DC 20 Intelligence (Arcana or Religion) check can identify this as the work of a shadow demon, telling the characters the following:

  • They are typically the result of an abyssal being caught between planes of the multiverse.
  • It is especially vulerable to light.
  • It is immune to the cold, to lightning, and to poison.
  • If it is truly caught between planes, then anything physical will be less likely to hurt it.
What happened in the master bedroom

When it first came to the material plane, the creature who now calls itself the “lord of the manor” used the body of Baron Idleworth to lure townsfolk to the manor and sacrifice them for their life energy. To complete the ruse, it first used the master bedroom as its base of operations. Here, it began amassing magical artifacts that it could use to supplement its power.

With the town population dwindling and the creature still lacking sufficient power to anchor itself, it has given up the body and is hiding itself in the basement. It carelessly left the body in the closet the last time that it possessed it.

 

 

Manor Guest Bedroom

Manor: Guest Bedroom (B)

You open the door on the right side of the landing. You notice some scratches along the threshold and door frame that seems to be in a regular pattern, but you can’t identify it just from a glance.

On the far wall, a narrow window with the curtains pulled down provides just enough light that you don’t need a torch to see. Three beds, unmade and just big enough for two people, line the left wall. A vanity sits at the back wall, near a couple of closet.

As you survey the scene from the entryway, two odd and contradictory sensations come over you. The first is a slight sense of calm, compared to the tension and wrongness you felt in Whit’s Notch and elsewhere in the manor.

The second is a putrid smell hitting your nostrils. Scanning the room, you eventually spot the source. Two bodies–mostly skeletons at this point, really–lie between the beds.

The players are safe from the creatures in the manor as long as they remain in this room. The creatures cannot cross the threshold or pass through the walls.

Searching the closets reveals some bags of clothing and basic traveling gear. In those, you find:

  • Gem of brightness (Dungeon Master’s Guide, page 171): A clear bluish gem, which just barely fits in the palm of your hand. It gives off a soft, faint glow.
  • Lantern of revealing (Dungeon Master’s Guide, page 179): An oil-burning hooded lantern made of dark gray metal. An eye symbol is engraved in its hood.

Wards

If the players look at the scratches, they notice that they are very small patterns, possibly writing. The individual lines are curved or curled, and the scratches continue all along the baseboards around the room.

A DC 15 Wisdom (Perception) check reveals the scratches along the door frame, threshold, and baseboards are runes. Characters do not recognize the language unless they know Celestial; if they do, they recognize them as something along the lines of “help us, keep us safe”–a prayer.

A DC 18 Intelligence (Arcana or Religion) check reveals they are wardings against abyssals. Detect Magic reveals an Abjuration aura.

What happened in the guest bedroom

Players can piece together several clues about what happened here, though you shouldn’t give them the full story–just confirm their theories if they get close enough.

These were two victims of the creature who now calls itself “lord of the manor.” They had been mostly drained of their life energy, but managed to sneak into this room and scrawl the wardings before they were killed. This prevented the creature from entering or affecting the room.

Unfortunately, without any food or water in the room–and unwilling to risk their lives by venturing out beyond the wards–the victims eventually succumbed.

 

 

Manor Basement

Manor: Basement (C)

Down the stairs

You open the door to a narrow wooden stairway that makes its way down a flagstone stairwell. You can’t see anything beyond the dark, cramped landing about five feet below you.

Give the players a minute to decide how (or if) they are going to traverse the stairwell.

Into the basement

Another flight of stairs leads from the landing into a larger room, with a shiny wooden floor and flagstone lining the walls. A wine rack is inset in the wall as you exit the stairs, and beyond that a shelf of preserved food in jars and some sacks of flour and sugar. There appear to be wall sconces here and there, but the torches are cold and dark.

It is a cellar intended for preservation, but you notice a chill as you leave the stairwell. Faintly, you realize you can see your breath.

As your eyes adjust to the light, you notice that the far end of this otherwise tiny room is a wreck. Crates, bags, barrels, and a work table are all shoved off to one side. A massive sigil is scrawled on the floor, with a large metallic amulet laid in the center.

Both the sigil and the amulet of the planes give off a Conjuration aura. If you examine the sigil with an Intelligence (Arcana) check:

  • A 12 or more will tell you that it is magically trapped (see disrupting the sigil below)
  • An 18 or more will tell you that the sigil appears to be a diagram related to multiverse theory.

A character can identify the amulet from afar per normal identification rules (examination over a short rest) without crossing the circle.

Disrupting the sigil

Any character that steps into the sigil in the basement, disrupts the artifact, and/or attempts to erase the sigil must make a DC 15 Constitution save. On a fail, they lose 1d6 from their maximum hit points (which can be recovered after a long rest once the creature is vanquished).

This is the only way to make the creature visible to attack. Once the artifact or sigil is damaged, the creature will become visible and attempt to kill the characters.

Shadow Demon

With scaling, this shadow demon’s stats are: 14 AC, +7 to hit, +20 HP

When using silver-plated weapons, ignore damage resistance.

When the sigil or the amulet is disrupted, the demon will become visible and attempt to kill the characters.