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# Carclair Manor

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##### A Haunted House Primer from the Dungeon Master’s Block and Friends!
Friends Include:

<a href=https://twitter.com/Umbralwalker>Rich Howard</a>
<a href=https://twitter.com/JamesIntrocaso>James Introcaso</a>
<a href=https://twitter.com/JMPerkins>JM Perkins</a>
<a href=https://twitter.com/SlyFlourish>Mike Shea aka Sly Flourish</a>
<a href=https://twitter.com/iamasnarkypants>Suzanne Wallace</a>

Compiled and Edited by <a href=https://twitter.com/Joatmoniac>Neal Powell aka Joatmoniac</a>

Layout Assistance by <a href=https://twitter.com/ibplunderin>@ibplunderin</a> on Twitter
</div>


<img 
  src='https://pbs.twimg.com/media/CpEtI99UIAEix4m.jpg' 
  style='position:absolute;bottom:100px;right:50px;width:700px' />


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# Carclair Manor

Welcome to what will hopefully be the first of many things like this that the Dungeon Master's Block will provide to its listeners. This isn't a full one shot, because on further inspection there would be too much focus on a single setting, and that just isn't what we wanted to do. So instead there will be the seeds planted into the Carclair Manor from some of the heaviest hitters in the industry to help spur your imagination to new, and hopefully, terrifying hieghts! P.S. This remains a work in progress, so please send us your suggestions and ideas to dungeonmasterblock@gmail.com and check back to see what changes have been added.

## Background
It is said that Carclair Manor has always stood vigilant over the town. It was here that the Carlclair family laid claim to the land, and their success brought about the formation of the town in the first place. Then the rumors started. The success they knew was said to be through ill-gotten gains, and dark pacts with even darker patrons. There were no untimely deaths, or strange occurrences, but the interactions with the Carclairs became increasingly disturbing in nature. Then they were gone. The house stood vacant for decades before seeing a host of different owners who all left the area of their own accord claiming simply that the Carclair Manor just wasn’t the place for them.
Decades more went by before a distant relative has arrived to lay claim to the manor, and lives there still. Ondret Carclair calls the Carclair Manor home, and has even begun to produce and sell the oddest of trinkets in town. None are allowed into the manor, but Ondret hasn’t been seen in weeks, and curiosity is getting the better of many people.



>##### Read aloud upon approach: 
>Before you stands a two story manor that appears run down, but sickeningly inviting to all who look upon it. There are a pair of ornate wooden doors leading into the structure, and one stands slightly ajar. Several windows are visible, but none give any indication to what is or isn’t inside without a closer look. 


```
```

## The Rooms

### 1, 1a - Entry way

### 2 - Office

### 3 - Reception Room 

### 4 - 2-Story Entrance Hall
This ornate entry way has 20 ft vaulted cielings that seem to be able to hide anything within their depths. The marble flooring makes traveling across it seem like even the most adept thief would have a hard time going unnoticed. Hidden among the ornate designs of the cieling is none other than the:

#### Ickferschnick

Tall and rail thin, the dreaded Ickferschnick enjoys creeping up on its victims and towers behind them, looking down on its intended prey from above. A poisonous venom drips constantly from its long, crooked nose onto its current target, causing poison damage and even paralysis. The Ickferschnick will occasionally hock a loogie deep into its snout before launching a nasty ranged attack of poison mucus.
The Ickferschnick enjoys lurking in dark, chilly areas, such as drafty old castles and dungeons. It has watery red eyes and gray, lumpy skin. While quite tall, about 7 feet, it has an extreme hunch in its shoulders due to its fondness for lurking over its prey, making it appear much shorter. It breathes unpleasantly through its mouth and sniffles constantly. ** - Suzanne Wallace of Roll20 @iamasnarkypants on Twitter **

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_____
> ## Ickfershnick
>*Medium fiend (devil), neutral evil*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|18 (+4)|16 (+3)|12 (+1)|12 (+1)|10 (+0)|
>___
> - **Saving Throws** Dex +7, Int +4, Wis +4
> - **Skills** Perception +4, Stealth +8
> - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
> - **Damage Immunities** fire, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 120ft., passive Perception 14
> - **Languages** Infernal, telepathy 120ft
> - **Challenge** 5 (1,800 XP)
>___
>***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
>
>***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
>
>***Spider Climb.*** The devil can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
>***Snot Nosed.*** At the start of its turn the devil chooses a creature, medium or smaller, in an adjacent space and drips snot onto them causeing 5 (1d10) poison damage, DC 14 Dexterity save for half damage. 
>
> ### Actions
>***Multiattack.*** The devil makes two melee attacks; one with each claw. Alternatively, it can use Hock Loogie twice.
>
>***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., one target. *Hit:* 6 (1d6 + 3)piercing damage.
>
>***Hock Loogie*** *Ranged Weapon Attack* The devil will draws its poisonous snot into its throat before launching it at a foe. +7 to hit, range 50ft., one target. *Hit:* 13 (4d6) poison damage.

<img 
  src='http://www.patrickseanfarley.com/monsters/wp-content/uploads/2014/03/troll-tall-590.jpg' 
  style='width:320px' />
Art by Patrick Sean Farley see more of his work here http://www.patrickseanfarley.com/


### 5, 5a - Music Room and outdoor area

### 6, 6a - Library and reading room

### 7, 7a - Morning Room and porch

### 8 - Loggia (one open air side room)

### 9 - Terrace

### 10, 10a - Game Room and porch

### 11 - 2-Story Dining room

### 12 - Breakfast Room

### 13 - Butler’s area

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### 14,14a - Kitchen and Pantry
>#### Read Aloud
>It is apparent that this was once the kitchen, but it is impossible to tell when it last functioned in this capacity. The walls are lined with a slimy green substance, and every pot and pan seems to be in use.

<br>
Skezzik has lived in the kitchen for several months, and has taken to making it feel like home as much as possible. The host has helped to expedite this endeavor, and both feel that the manor is a perfect base of operations.

______
> ## Infested Lizardfolk Shaman
>*Medium humanoid, neutral evil*
> ___
> - **Armor Class** 13 (16 with barkskin)
> - **Hit Points** 32 (5d8 + 10)
> - **Speed** 30 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|10 (+0)|15 (+2)|14 (+2)|15 (+2)|12 (+1)|
>___
> - **Skills** Arcana +4, Nature +4, Perception +4, Stealth +4, Survival +6
> - **Resistance** psychic
> - **Senses** truesight 30 ft., passive Perception 14
> - **Languages** Draconic, Undercommon (or other aberrant language)
> - **Challenge** 4 (1100 XP)
> ___
> **Hold Breath.** The infested lizardfolk shaman can hold its breath for a number of minutes equal to its Constitution score (15)
>
> **Host Spawn Disease.** Creatures that fail their save against at least one of the shaman’s dominate beast, dominate person, or hold monster innate spells must succeed on a DC 12 Charisma save 24 hours after the spell’s duration ends or contract Host Spawn disease.
>
> **We are Legion.** The infested creature gains advantage on Intelligence, Wisdom, and Charisma saving throws and ability checks.
>
> **Innate Spellcasting.** The infested creature gains the ability to cast the following spells without the need for components. The shaman may ignore the concentration requirement on one of its innate spells at time. Its spellcasting ability is Intelligence. Spell save DC 12, spell attack bonus +4<br>
>
>**At-will.** detect thoughts, dissonant whispers
3/day. charm person, crown of madness, hex, hold person
1/day. dominate beast, dominate person

______
>**Spellcasting (Lizardfolk form).** The infested lizardfolk shaman has access to the spells of a 5th level druid. Its spellcasting ability is Wisdom. Spell save DC 12, spell attack bonus +4.
>
>Cantrips.* druidcraft, produce flame, aberrant whip (as thorn whip, except damage is psychic)*
>
>1st level (4 slots).* entangle, fog cloud, healing word*
>
>2nd level (3 slots).* barkskin, heat metal, spike growth*
>
>3rd level (2 slots).* call lightning, plant growth*

> ### Actions
>**Multiattack (Lizardfolk form).** If the infested lizardfolk shaman casts a cantrip, it may also make a bite attack.
>
>**Bite.** Melee Attack: +4 to hit, Hit: 1d6+2 (5) piercing damage. If in its crocodile form, the damage increases to 2d6+2 (9) piercing and the target is grabbed if it is Large or smaller (DC 14 to escape). A grappled creature gains the restrained condition. The grapple ends automatically if the shaman reverts to its normal form, or if it uses its bite attack against a different target.
>
> **Change Form.** The infested lizardfolk shaman takes on the form of a Large crocodile for up to 1 hour. Other than the change in size, the shaman’s traits remain the same. It may not cast druid spells in this form, though it may maintain concentration on spells it cast before changing. The shaman may still use its innate spellcasting ability while in crocodile form. 

> *** Rich Howard @umbralwalker on Twitter for more on the Host check out his article here http://www.tribality.com/2015/10/21/the-host-infested-creatures-for-5th-edition/ ***


<img 
  src='http://www.tribality.com/wp-content/uploads/2015/10/DeanSpencer-lizardman-host.jpg' 
  style='width:245px' />

Awesome art done by <a href=https://www.facebook.com/satedcanvas.deanspencer?fref=ts>Dean Spencer</a>


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\page
### 15 - Stairwell and Hallway

### 16, 16a, 17, 17a - Bedrooms and Bathrooms

### 18, 18a, 18b - Master Bedroom, Bathroom, Closet
It is here in this lavishly furnished bedroom that Ondret calls home. However, Ondret is far more than any rumor would imply. He is a vampire assassin who uses the newly claimed Carclair Manor as his home while he carries out contracts. It is also why he so willingly allows the people to enter his home. It allows him to test his skills, and to vet his underlings.


```
```

> #### Read Aloud
>After opening an ornate set of double doors, you see that this room is adorned with every convenience that this world, and others, have to offer. There are two doors leading out of this room.


 This vampire was brought to by - Mike Shea aka Sly Flourish @SlyFlourish on Twitter. Check out all of the other amazing vampires he has recently released here:
http://s3.amazonaws.com/slyflourish_content/sly_flourishs_vampires.pdfsly_flourishs_vampires.pdf

<hr><hr><blockquote style='position:absolute;top:280px;left:64.252px;right:60px'> 
## Ondret, Vampire Assassin 
*Medium undead, chaotic evil
* ___ 
- **Armor Class** 16 (studded leather armor) 
- **Hit Points** 82 (11d8 + 33) 
- **Speed** 30ft. 
___
|STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| 
|15 (+2)|18 (+4)|16 (+3)|13 (+1)|12 (+1)|14 (+2)| 
___ 
- **Saving Throws** Dex +7, Int +4, Wis +4 - **Skills** Perception +4, Stealth +10 
- **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks 
- **Senses** darkvision 60ft., passive Perception 14 
- **Languages** the languages it knew in life 
- **Challenge** 7 (2,900 XP) 
___ 
***Assassinate.*** During its first turn, the vampire has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. 

***Beguiling Gaze.*** As a bonus action, the vampire fixes its gaze on a creature it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 13 Wisdom saving throw or the vampire has advantage on attack rolls against the target. The effect lasts until the target takes damage or until the start of the vampire’s next turn. A creature that can’t be charmed is immune to this effect. A creature that successfully saves against the vampire’s gaze is immune to it for 1 hour. 

***Evasion.*** If the vampire is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the vampire instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

***Preternatural Cunning.*** The vampire can use a bonus action to take the Dash, Disengage, or Hide action. 

***Regeneration.*** The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage, this trait doesn’t function at the start of the vampire’s next turn. 

***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

***Sneak Attack.*** Once per turn, the vampire deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the vampire that isn’t incapacitated and the vampire doesn’t have disadvantage on the attack roll. 

***Vampire Weaknesses.*** The vampire has typical vampire weaknesses. 
### Actions 
***Multiattack.*** The vampire makes two shortsword attacks. 

***Shortsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. 

***Shortbow.*** Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. 
</blockquote></hr></hr

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\page

### 19, 19a, 19b - Bedroom, closet, balcony

### 20 - Drawing Room

### 21 - Bedroom

### 22 - Bedroom

### 23 - Nursery 
A gaggle of little (ghost) children, sobbing reaching out for the PCs for a hug upon being encountered. If they succesfully hug a PC (plus failed wisdom save) the child dissapears, and a small tattoo of the Child appears on the PC's body. From this point on, the PC is 'haunted' by the child, who will semi-randomly appear to mess with the PC/party: set off traps the party had avoided, give away location by sobbing, drop/break vital potions and gear, get in the way to impede movement by stumbling the PC etc. The GM can play up how they never seem to have any malice, even as they're posing a danger to the party (think terrified, tantrumming 2 year old appearing at the worst times for an adventuring party). They can't be attacked/casted on conventionally, though they can be temporarily soothed via good roleplaying (only lasts a short while until they 'reset' to messing with stuff) and any damage/wound given to the tattoo on the PC transfers over to them (the PCs can learn this the first time they take damage, the DM can describe part of the wound on the tattooo and the ghost child appearing with similar damage they do -of course- scream and cry while this is happening, and the PC is hurt along with them). However, if carried through to the end of the mission, they can be redeemed/freed from this purgatorial existence in the haunted house; they'll just make PC life slightly more miserable till that happens. **- JM Perkins of Salt In Wounds @JMPerkins on Twitter **

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## ACERVOS

This mass of horrid, moaning spirits is a living nightmare. Unfathomable hatred drives the acervos to instill fear in its prey before consuming its soul. The undead collective of souls pillages the mind of its targets and appears as that creature’s worst fear before attacking.

Formed By Mass Murder. Acervos are formed when five or more intelligent creatures are murdered in the same building within hours of each other. The victims’ angry spirits coalesce into a single, vengeful undead being that desires nothing other than to frighten and murder new victims, in that order.

**One Mind Many Souls.** Though it is made of many souls, the acervos has a single, hate-filled mind that cannot suffer the living. When it speaks, its voice sounds like a discordant chorus of the voices of all the souls within it. An intelligent creature killed by the acervos has its soul join the undead being.

**Death Only Makes It Stronger.** Acervos are incredibly difficult to kill. Often an adventuring party will think they have put one down only to later meet the same undead being and learn it is stronger than ever. Acervos must be defeated three times in combat before they are permanently destroyed.

_____
> ## ACERVOS I
>*Large undead, chaotic evil*
>___
>- **Armor Class** 13
> - **Hit Points** 45 (6d10 + 12)
> - **Speed** 0 ft., fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|16 (+3)|15 (+2)|10 (+0)|13 (+1)|15 (+2)|
>___
> - **Skills** Deception +4, Stealth +5
> - **Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
> - **Damage Immunities** necrotic, poison
> - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
> - **Senses** darkvision 60 ft., passive Perception 11
> - **Languages** the languages all the souls within it knew in life
> - **Challenge** 3 (700 XP)
>___

```
```
_____
> ***Death Is Not The End.*** When the acervos I is reduced to 0 hit points it disappears. 10 minutes later it reappears as an acervos II in the same space where it was reduced to 0 hit points.
>
> ***Incorporeal Movement.*** The acervos can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn  inside an object.
>
> ***Innate Spellcasting.*** The acervos’ spellcasting ability is Charisma (spell save DC 12). The acervos can innately cast the following spells, requiring no material components:

> At-will: detect thoughts
>
> 3/day: major image

> ***Join Us.*** A creature who is killed by the acervos’ Life Drain has its soul joined to the undead being. A creature whose soul is a part of the acervos, cannot be restored to life by any means until the acervos is truly slain in its acervos III form.

> ### Actions
> ***Life Drain.*** Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 2) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

_____
> ## ACERVOS II
> *Large undead, chaotic evil*
>___
> **Armor Class** 14
> - **Hit Points** 76 (9d10 + 27)
> - **Speed** 0 ft., fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|18 (+4)|16 (+3)|10 (+0)|14 (+2)|17 (+3)|
 
>___
> - **Skills** Deception +6, Stealth +7
> - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
> - **Damage Immunities** necrotic, poison
> - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
> - **Senses** darkvision 60 ft., passive Perception 12
> - **Languages** the languages all the souls within it knew in life
> - **Challenge** 5 (1,800 XP)

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_____
>***Death Is Not The End.*** When the acervos II is reduced to 0 hit points it disappears. 10 minutes later it reappears as an acervos III in the same space where it was reduced to 0 hit points.
>
>***Incorporeal Movement.*** The acervos can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn  inside an object.
>
>***Innate Spellcasting.*** The acervos’ spellcasting ability is Charisma (spell save DC 14). The acervos can innately cast the following spells, requiring no material components:
>
>At will: detect thoughts
>
>3/day: major image
>
>***Join Us.*** A creature who is killed by the acervos’ Life Drain has its soul joined to the undead being. A creature whose soul is a part of the acervos, cannot be restored to life by any means until the acervos is truly slain in its acervos III form.
>
>***Reversion.*** If the acervos II doesn’t attack any other creature for 24 hours, it reverts back to its acervos I form.
>
> ### Actions
>***Life Drain.*** Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

_____
> ## ACERVOS III
> *Large undead, chaotic evil*
>___
>Armor Class 14
>Hit Points 102 (12d10 + 36)
>Speed 0 ft., fly 60 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|20 (+5)|17 (+3)|10 (+0)|16 (+3)|18 (+4)|
>___
> - ***Skills*** Deception +7, Stealth +8
> - ***Damage Resistances*** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
> - **Damage Immunities** necrotic, poison
> - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** the languages all the souls within it knew in life
> - **Challenge** 7 (2,900 XP)

_____
>***Incorporeal Movement.*** The acervos can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn  inside an object.
>
>**Innate Spellcasting.** The acervos’ spellcasting ability is Charisma (spell save DC 15). The acervos can innately cast the following spells, requiring no material components:
>
>At will: detect thoughts
>
>3/day: major image
>
>***Join Us.*** A creature who is killed by the acervos’ Life Drain has its soul joined to the undead being. A creature whose soul is a part of the acervos, cannot be restored to life by any means until the acervos is truly slain in its acervos III form.
>
>**Reversion.** If the acervos III doesn’t attack any other creature for 24 hours, it reverts back to its acervos I form.
>___
> ### Actions
>***Multiattack.*** The acervos makes two Life Drain attacks against two different creatures.
>
>***Life Drain.*** Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

### Using the acervos in Carclair Manor
Before the game begins, ask each player to tell you their character’s deepest, darkest fear. Make note of their answers.
	An acervos haunts the ancient house where this adventure takes place. The spirits within are the souls of a noble family murdered in their beds by poorly treated servants.
Whenever the characters stop to rest or enter a room with no other creatures, roll a d6. On a result of 1, the acervos watches from a hidden position. It casts detect thoughts to determine one of the character’s fears and then casts major image to bring that fear to life. While the characters are distracted by the illusion, it attacks, hoping to catch them surprised and terrified.
The first two times the acervos is defeated, it rises again in a new form. Continue rolling a d6 when the characters rest or enter an unoccupied room to see if the acervos emerges again and attacks. **- James Introcaso of Worldbuilderblog.me can be found @JamesIntrocaso on Twitter**

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\page

## First Floor Map

<img src='http://i63.tinypic.com/es5f6w.png' style='position:absolute;bottom:50px;center;width:700px'/>

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## Second Floor Map

<img src='http://i64.tinypic.com/2s0fktg.png' style='position:absolute;bottom:50px;center;width:700px'/>

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