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Janek Sielicki

Maps included
Manor
Waterdeep: Dragon Heist

Trollskull
Options for
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Options for Trollskull Manor
By Janek Sielicki
Typesetting: Anna Madrjas-Dymek
Cartography: Filip Gutowski based on Dyson Logo Maps, adventure maps by
Janek Sielicki with Dungeon Painter Studio

Note: the first version of the rules appeared in Homeward Bound: Simple rules
for player-owned base (2016).

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,


the dragon ampersand, and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries. This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with permission under
the Community Content Agreement for Dungeon Masters Guild. All other
original material in this work is copyright by Janek Sielicki and published
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under the Community Content Agreement for Dungeon Masters Guild.

The crest of Waterdeep by Patrick E. Pullen


Introduction manor by investing gold and, in turn,
gaining a variety of benefits. It also
Waterdeep is a vast agglomeration offers room descriptions to read to your
where adventure hides around the players and the building’s history.
corner, ready to suck in unexpected Furthermore, the PCs probably
travellers, who soon fight for their won’t spend all their time at the
lives, explore mysterious locations, inn, but wander around the city
and collect wealth and magic objects. or dark, deep tunnels underneath
However, once the villain has been Waterdeep, only to return to Trollskull
thwarted and the day is saved yet Manor between their adventures.
again, a weary hero needs a place to But life goes on while they are away,
rest and recuperate. And although therefore this module provides also
Waterdeep is full of inns, taverns, tables for random events that occur
and drinking holes, nothing beats while the PCs are away.
sleeping in your own bed in a place Finally, the last section of Options…
you call home. provides a little bit of a background
The authors of Waterdeep: Dragon story for the tavern, and a short
Heist recognize that need and in adventure that builds on that history.
Chapter 2 provide a description and Although this module assumes
maps of Trollskull Manor and Tavern. a Forgotten Realms® campaign
Although it is initially ruined, PCs (particularly Waterdeep: Dragon
have an opportunity to renovate the Heist), it can be easily used with any
structure and use it as their base of other fantasy setting, or – with a little
operations in the city, as well as a place work and reskinning – with non-
of business. Some players may want fantasy worlds. The first two chapters
to focus more on their new home. are for both players and DMs, but
The module you are reading extends don’t read the last one if you’re a
the options from W:DH and offers the player. Your DM may want to use the
PCs the opportunity to upgrade the plot hooks and NPCs it describes!

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1
Chapter 1. Whenever the PCs return home from
Upgrades and Options a quest or once per in-game month,
ask them if they want to renegotiate
their trade deal in the city (which takes
According to W:DH, the PCs receive a few days), and have one of them roll
the deed to the tavern from Volo, the dice. Use Charisma (Persuasion
who recently purchased the haunted or Intimidation, with regard to the
building. Initially, the structure is consequences of this choice) for
in a sorry state, and renovation and the test, and consider advantage/
licenses require 1,250 gp, then 60 gp disadvantage for factors like the
per tenday covers wages, upkeep, character’s fame or notoriety, local
and services various guilds provide standing, prolonging a previous deal,
(laundry, cleaning, fresh food etc.). competition, natural disasters, quality
The book then suggests using the of their establishment etc.
“Running your own business” from Keeping to the guidelines from
Chapter 6 of the Dungeon Master’s W:DH, the monthly cost of running
Guide. The table proposes a single the tavern is 180 gp. The base revenue
d100 roll + the number of days that from the tavern per month is 100 gp
passed to see how much profit or loss (this assumes DC 5 and is an automatic
the business made. Below you will success). This is what the business
find more detailed options for earning brings if the management (the PCs)
money and upgrading the building. do nothing in the given month. To
negotiate a deal, the PCs first decide
Earning Money how risky their deal is going to be,
and decide the difficulty of the roll on
Once open, Trollskull Tavern their own. For each increment of 5,
can become a place where local they earn additional 100 gp: at DC 10
Waterdhavians come to rest, have they get 200 gp (and profit!), at DC 15
fun, and listen to the stories about the – 300 gp, and so on. Failing the test
PCs’ exploits. Many patrons attract means receiving only 100 gp.
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other businesses – minstrels, food The deal can be renegotiated


suppliers, or even shady characters. each month, and if it is not, its value
Most of them belong to one of the deteriorates at the rate of 50 gp per
many guilds that operate within the month, until it reaches the basic
great city, and PCs may negotiate with value. Note that upgrading the tavern
those guilds to increase the profits increases the gain.
from mutual contracts. In order to do
so, the PCs need to negotiate a deal Example: the players declare that
first. This could be a great role-playing their PCs return to the Tavern,
opportunity, especially if they are and they want to negotiate a new
doing it for the first time, but it is OK to deal and invite the famous Raven
reduce it to a simple die roll later on. Robbers Travelling Circus. They

2
go to the minstrel guild and – after
some roleplaying – they decide upon
the difficulty level of the deal, let’s
say DC 15. One player – the group’s
main negotiator – makes the roll. If
successful, at the end of the month
the group receives 300 gp. Next month
the group is away, so they cannot
re-negotiate the deal, and at the end
of the following month the group
receives 250 gp, stored in the tavern’s
strongbox and awaiting their return.
It is a quick and easy system that
promotes investment and encourages
the PCs to often return to their home
and oversee its development.

Upgrading Trollskull Tavern


This section presents several
ideas for purchasable upgrades for is just another incentive for the
the house. As always, if your players players, a way to encourage them
have their own ideas regarding to return home and care about and
the upgrades below or come up for it. However, certain bonuses
with their own designs, consider might make the party slightly
them carefully with the “why not?” more powerful in terms of game
attitude. Even if they are buying one mechanics, and you should take
of the upgrades suggested below, this fact into consideration when
ask them to come up with ideas designing combat encounters. On
what exactly they are improving. the other hand, make the bonuses

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For example, if they are purchasing provided by the house worthwhile –
the “themed room” upgrade, ask as always, balance is the key.
them what exactly the room will look Finally, you might be tempted to
like after renovation is done. Is it a use “realistic” construction times.
dungeon-themed design with faux Although in real life the construction
skeletons on the walls? Or maybe of a building or improving a swath of
four basic elements, with walls land takes at least months, the game
representing fire, water, earth, and is called “Dungeons and Dragons,”
air, along with images and objects not “Constructions and Deadlines”
associated with them? – assume that completing each
Moreover, the mechanical bonus upgrade takes a month, or even only
awarded by certain upgrades a week, and get on with the game.

3
Name Type Bonus Cost
Basic Returning home and resting In addition to the income -
bonus at the Manor provides small discussed above, spending
mechanical bonuses even if a few days in your own bed
no upgrade has been bought. confers an additional 1 HP
The PCs can also rename their restored during short rests for
establishment! the following month.
Improved Cosier interior, comfortable +50 gp income per month. 250 gp, with
Services furniture, best food and drinks, This upgrade can be bought extra 50 gp
skilled services, best minstrels 5 times to eventually provide per each stage
and company. +250 gp income bonus. (300 gp, 350 gp
and so on)
Extra Although Waterdeep’s streets Although this upgrade does 500 gp
security are generally fairly safe, bad not provide any individual
things do happen: monsters mechanical bonuses for the
come out of the sewers, a stray PCs, extra security ensures that
fireball explodes in the street, the manor cannot be attacked
or a new gang decides to offer by surprise, and reinforced
their “protection.” A deal with doors and windows grant
a local mercenary group or the heavy cover for the defenders,
Watch ensures that the PCs should enemies choose to
always know what is going on in storm the building.
the neighbourhood. Moreover,
reinforced shutters and doors
protect the structure from
outside threats.
Vault A secure, fortified room in the Should any thief make it to 500 gp, plus
manor, complete with one the vault, bypassing the lock 500 for each
or two traps and a magical without the password is a DC 20 additional
password-protected dwarf- task. There is one deadly trap or set of traps or
made door. Perfect for storing 2 dangerous traps or 3 setback upgrading the
treasures and income that traps. See “Dungeon Master’s lock’s DC by 5.
accrues while the PCs are away Guide,” page 121 for details on
adventuring. traps.
Barracks A small group of dedicated Drawn in by the PCs’ fame, 500 gp
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security staff that patrol the the force consists of 5 guards.


streets around the tavern and They are loyal guards, led
keep an eye on the patrons. Ask by Sarge Castigar, a veteran.
each player to come up with If any of them dies, after a
a one-sentence idea for each month another recruit takes
guard. their place. This upgrade
significantly reduces the
chances that something wrong
happens when the heroes
are away, and adds +5 to the
Dangers roll if you are using
the Dangers and Blessings
option presented below.

4
Garden A beautiful roof garden, full of The garden provides additional 300 gp
flowers, gurgling fountains, +1 HP (for the total of +2 HP)
gazebos and benches where you restored during short rests (see
can sit and watch your kids play. the basic bonus above).
Additional Adventuring is a deadly game, The servants take care of all 1st: 300 gp
servants and when a hero returns home, the heroes’ needs, so they (basic staff)
they should not deal with can concentrate on their next 2nd: 900 gp
mundane things like doing the adventure. After spending at (specialized
laundry, cleaning the armour, least a month being pampered, servants)
or the like. They should rest, the PCs gain 1 Inspiration Point.
recuperate and plan. The This upgrade can be bought up 3rd: 2,000 gp
servants can do the rest! to 3 times, providing additional (masseurs,
inspiration points. Depending dancers,
on your campaign, the points singers etc.)
are per player or distributed
among the party.
Cobbled Well-lit streets are vital for any Good roads halve the travel 200 gp
street community, for they allow heavy time around the manor,
carts to travel even during rain, allowing your suppliers to reach
when dirt roads turn to mud. you more easily, which grants
They also increase the overall an additional +10 gp base
quality of the neighbourhood. income bonus per month.
Furnishing Softer beds, comfortable sofas Player Characters who spend 1st: 400 gp
and chairs, a washbasin in at least 2 days in such comforts 2nd: 1,000 gp
every bedroom, or perhaps start their next adventure
even a dedicated bathing room with additional 5 temporary 3rd: 1,500 gp
with a small fire elemental Hit Points.
heating up water – all these and This upgrade can be purchased
more make the PCs miss their three times, to provide
home when they spend another maximum 15 temporary HP.
dreary evening huddled in the
dark and rain somewhere out in
the dangerous world.
Shrine A room or a small building (or in After spending at least 1 week at 1,000 gp
some cases – a tree) dedicated to the Mansion with this upgrade, for
the worship of one of the many the following month spellcasting
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Faerunian gods. The devotees characters that base their magic
can spend their time here, on faith (cleric, druid, ranger,
strengthening the connection paladin) can prepare 1 spell more
with their patron god. than their level and spellcasting
attribute normally allow.
Laboratory A room, for safety reasons Every week it produces 500 gp
located in the tower or the 1 common-quality potion
basement, full of alchemical (for example potion of healing),
equipment and ingredients. which is then stored in the vault
It is the kingdom of Ignato, (if available).
a wizened derro alchemist,
who hates when people intrude
asking him about stuff.

5
Clinic Having a small hospital on After spending at least a week 250 gp
one’s lands not only ensures at the Manor with this upgrade,
the people’s and soldiers’ for the following month, any PC
gratitude, but also provides reduced to 0 HP automatically
medical professionals whose succeeds at their first death
instructions, recalled on the saving throw.
battlefield, can save lives.
Training Some adventurers just cannot If a PC regularly visits the 150 gp
course sit tight and continuously strive training course for a month
to get better, faster and tougher. (at least 4 hours a day), for the
Regular training is what they following month their Speed
call resting. Typically located increases by 5 feet, or they gain
in the basement, this training +1 bonus on Initiative Rolls.
course includes beams, ropes,
walls, mud, swinging targets
and sergeant Thorbrug, a gruff
veteran dwarf soldier, who will
make you pump iron and ignore
your tears.
Library Books bring relaxation, After spending at least 1 week in 1,000 gp
wisdom, and knowledge, and the Manor with this upgrade, for
especially arcane magic users the next adventure spellcasting
find that studying benefits their characters that base their magic
spellcasting abilities. on arcane magic can prepare or
“know” 1 spell more than their
level and spellcasting attribute
normally allow.
Accounting A small, dark room filled to Thanks to the mysteries of the 500 gp
Office brim with scrolls and books. Finance only Flounson seems to
This is where Flounson the comprehend, the rate at which
Imp resides, and his devotion deals with guilds deteriorate is
to numbers is something to be only -25gp per month.
afraid of!
Information A word here, a smile there, You gain advantage when 25 gp per
Network and a lot of greased palms, negotiating deals with month
and suddenly that member of the Waterdeep guilds
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the Alchemist Guild becomes (the income roll).


your tavern’s regular – and you
know what the guilds want and
what they fear. This knowledge
helps you leverage better deals.
Secret Exit A hidden tunnel behind the bar. This upgrade can be purchased 50 gp
A door masked by a wardrobe. multiple times. Finding it +100 per
A removable section of the wall requires a successful DC 10 upgrade.
or even a magical portal that Intelligence (Investigation) test.
appears when you speak the Each exit can be individually
magic word! These can be real upgraded, making it more
life-savers – for you or your difficult to find. Each upgrade
patrons! adds +5 to the DC.

6
Chapter 2. PCs with a home to return to allows
Using Trollskull Tavern the Game Master to pace the campaign
and give it a more realistic timeframe.
in the campaign And – last but not least – the PCs
have something to spend money on,
This book assumes that the tavern invest and reap the results. The 5th
is used as the PCs’ HQ, home and re- edition of Dungeons and Dragons re-
doubt, a place where they return be- stores the unusualness of magic items,
tween adventures to rest, recuperate, and in the default setting it is difficult
do the shopping, etc. Additionally, to just buy such objects, especially if
should your players like the idea of they are rare. This leaves the PCs with
having such a place to manage, there a lot of gold they sometimes do not
are several places nearby which the know how to spend, especially if the
PCs can visit to interact with the neigh- players come from the previous edi-
bours or solve their various problems. tions of the game. By spending their
Whenever there is a break between hard-looted gold pieces on their own
adventures, you can ask your players if house, your players have a sense of
they want to return to the tavern, if not accomplishment, especially if such in-
for roleplaying reasons, then for the vestments return to them in the form
game mechanics bonuses it provides. of more money, influence, or both.
They may want to spend weeks or even
months of in-game time there, which is Dangers and Blessings
great and contributes to the realism of
the PCs’ development. After all, a lot of A great house is also a great responsi-
players often complain about the ne- bility, and the Tavern can be affected
cessity to rush from one adventure to by various things while the PCs are
another, away saving the world, or whatever
and – tak- they do during their adventures.
en to the If you want to use the Dangers and
extreme Blessings option, below you will find

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– the a list of events that occurred during
whole the PCs’ absence. Whenever the
“zero to PCs return home, roll (or select) one
hero” event from each column. If the PCs
process decide to stay longer, simply roll for
(or from each in-game month.
level 1
to 20) TIP: Each time the PCs return home, try
takes to play on their emotions – don’t just roll
mere and read, but try to gradually describe
weeks! what they see as they return – happy
Provid- faces, signs of destructions, both?
ing the

7
D20 roll DANGERS BLESSINGS
1 or less Mordigan and his host of spirits are free An annual folk festival is taking place in
and once again haunt the tavern. Until the neighbourhood. Fine food, dancing
they are slain or banished, modify further and joy shared with your people fill your
rolls in this column by -5. hearts with happiness and optimism.
Each PC gains one extra Inspiration point.
2 Great fire of mysterious origin devastated A minor treasure was found in a wall
the Tavern, destroying D3 random during renovation! It is yours to claim. To
upgrades (or upgrade stages). determine what was found, roll on the
first (Challenge 0-4) treasure hoard table
in the Dungeon Master’s Guide, page 137.
3 A master thief paid a visit to your vault. Sometimes everything falls in line, the
You lose all the accumulated gold and stars are right, or you are just lucky.
anything valuable left. If you have the After hard studies, rigorous training, or
vault upgrade, roll d20 and add 10, being in the right place at the right time,
subtract 2 for each trap upgrade; if the you managed to make the lessons last
result is equal or higher than your vault’s longer. A selected upgrade bonus lasts
lock DC, the same effect takes place. for 2 months. Each player may select a
different upgrade.
4 Sometimes in order to advance you have Soft mattresses, warm meals and
to take a step back. New, experimental beautiful views did wonders for your
brewing methods (or cooking recipes etc.) body. You managed to rest really well and
proved to be unsuccessful. An upgrade are at peak physical form.
bonus becomes its opposite, which only The basic bonus lasts for 2 months and
becomes apparent when the PCs set off provides +2 HP healed during short rests.
on a new adventure.
5 Due to a monster attack, tavern brawl, The patrons and neighbours really
Lyf’s bad day or similar disaster, one appreciate what you are doing for them.
random upgrade is destroyed, or its level They trust your protection and guidance –
reduced by one. select any other result in this column.
6 There is growing resentment among the A local drunkard you allow to sit in a
local people towards the PCs. Maybe they corner comes to you with a vision of the
did something wrong, or perhaps this is future, warning about what’s to come.
all a misunderstanding. The difficulty of The DM should reveal, in a suitably cryptic
all local social interaction tests (including fashion, one important detail of a future
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deal negotiations) increases by 5. adventure.


7 Nothing happens, life goes on. Nothing happens, life goes on.
8 Due to bad weather conditions – blizzards, Excellent weather conditions – warmth,
extreme heat, heavy rains, etc. – travel sun, just enough precipitation – make
time in the area is doubled (streets around everyone happy. Halve the upkeep costs
the tavern become difficult terrain). this month (to 30gp).
9 Due to machinations of your competitors, Your contractors are really happy with
the trade deal you had previously your services and decide to continue
secured has been lost. Unless a new one the cooperation. Your last trade deal is
is negotiated, only the basic income is automatically reset to its starting value
generated each month. and automatically prolonged, without the
need to renegotiate.

8
10 Bad harvest, gang wars, horrible weather Your contractors are really happy with
or bandits who raided trade caravans you and do not want to lose the deal,
– whatever happened, the result is the thus offering better conditions. Your
same: no income this month. trade deal increases by one stage, as if
the negotiations were more difficult,
thus providing more monthly revenue.
Additionally, the deal is automatically
prolonged, without the need to re-visit
the nearby town.
11 Neighbours or your guards spotted a A group of friendly mercenaries – the
group of nasty-looking fellows, or strange famous “Merciful Marauders” – visit the
monsters approaching your tavern! area, keeping trouble at bay. The Danger
Maybe you killed their beloved uncle? column result for this month is cancelled.
It is going to be a very difficult battle,
but unless they are stopped people will
die and more troubles arise! If you fail to
stop the monsters, next time roll twice in
this column, subtracting 5 from each roll.
12 A druid passing through the area is angry A helpful druid stops at the tavern,
with you and your people for not treating healing and advising patrons. This drew
nature right. Unless you deal with them, more curious people and business
they will continue to harass patrons and boomed. +100 gp income.
“free” their animals (-100 gp income)
13 A priest visiting your tavern took offence A benevolent priest decided to pay a visit
and threatens to call the wrath of their to your estate. The blessing of their god
god upon the area. Unless they are is upon you. During your next adventure,
dealt with, the PCs cannot gain or spend whenever you use an inspiration point to
inspiration points. gain advantage, you may re-roll the lower
die.
14 An angry, mad wizard decided to study A famous wizard stopped at the Manor.
the Manor’s history. Unfortunately, their Grateful for the opportunity to study its
experiments involve the destruction of a history, they left a minor magical item
support wall… A random house upgrade for you.
is destroyed.

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15 An (in)famous warrior and their band It is all about the money. The tavern
decided to stay at the tavern. They grow was the “go-to” place this month,
unruly, upset the people, and things people were queuing for hours to get a
are slowly escalating towards violence. table! Then, a visiting lord paid a small
Unless they are dealt with, their numbers fortune to entertain her friends at your
grow, and eventually they might even establishment – just like that! Paying
try to take over the tavern! Cancel the double, no less! Your income for the last
Blessing result for this month. period is doubled.

9
16 The Brewers’ Guild accuses you of The city watch decided to make your
watering down the beer they supply. tavern into a temporary HQ for an anti-
They sent in an expert to investigate and gang operation. Refusing to help the watch
some of your personnel devoted all their wasn’t an option… They agreed to cover
time to making the visitor happy. Which the upkeep costs for the month, but the
means that you need to hire extra help. commotion drove patrons away. You earn
Upkeep costs extra 30 gp this month. only 100 gp and lose any negotiated deals.
17 An influential noble decided to pay an Sometimes everything falls in line, the
unexpected visit, and felt offended when stars are right, or you are just lucky. After
the owners were not at home. They hard studies, rigorous training, or being
went across Waterdeep, spreading the in the right place at the right time, you
news about your inhospitality. For the managed to better understand certain
next month, the difficulty of all social things. For the next month, the bonuses
interaction rolls is increased by 5. provided by upgrades are twice as
good. Each player may select a different
upgrade.
18 A body bearing mysterious symbols Sometimes everything falls in line, the
on its skin was dumped behind your stars are right, or you are just lucky. After
tavern. Everyone is shocked, sensing that hard studies, rigorous training, or being
something ominous is about to happen. in the right place at the right time, you
During your next adventure, the Dungeon managed to make the lessons last longer.
Master may give you one disadvantage The bonuses provided by all the existing
(per player) for no reason at all. upgrades last 2 months
19 A young man and woman appeared, A good omen appeared, and everyone
claiming that the Sleeping Manor is believes the time is right to make
actually theirs! Whether it is true or important decisions. People are getting
an elaborate con, arguing with them, engaged, renovate their businesses, joy
visiting courts of law and lords, costs you and prosperity sweep the area. Roll twice
precious time and resources. Unless you in this column and apply both effects.
pay 500 gp, you do not get any upgrade
bonuses.
20 Sleeping on soft pillows and eating warm Your employees and neighbours love
food 3 times a day made you soft! Get you, and wanted to do something for you
your s..t together! The very first critical while you were away risking your life and
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damage roll you make during your next limb. A random upgrade is automatically
adventure deals minimum possible built for free or improved one stage
damage (as if you rolled 1s on the (if applicable).
damage dice).

10
Chapter 3. walls. Like a dark blot, for decades
The Wall of Souls the house stood abandoned and
shunned, as the district grew around
it. Eventually, merchants and new
History lords began to eye the large plot of
land, and attempted to claim it for
If the PCs, perhaps after talking to the ever-growing city.
Lyf the Poltergeist, wish to learn a bit A group of hired adventurers went
about the Tavern’s history, they can in to explore the estate and in the
discover the following information. house, hidden behind a secret door,
It’s quite obscure lore, discovering they found Lord Nyvist Mordigan,
these facts may be something a PC seemingly asleep and floating in a
does between adventures. pool filled with mercury. And they
Long ago, in the times after woke him up, removing the body
Nimoar but before Ahghairon (W:DH from the liquid.
p. 165), and before the tavern and “Fools,” Nyvist whispered, “My body
the whole neighbourhood were built, was the only thing blocking the gap.”
the whole area was part of a large He died, and a flood of spirits spilt
estate, which included a sprawling from the metallic pool. Mordigan’s
mansion, gardens, and outbuildings. deranged spirit was powerful and
It belonged to the Mordigan family, the ghost army seemingly endless,
who for centuries were among the but the adventurers fought hard
city’s movers and shakers. Then came and discovered that the pool was
the time of Lord Nyvist Mordigan. actually a portal into the Wall of the
Ever since his beloved father was Faithless. That strange construct,
assassinated, young Nyvist yearned which is made of the souls of those
to discover the secrets of the life who do not claim any god during life.
beyond death. He travelled to strange Apparently, like a worm, Nyvist had
places and made even strangest dug through the Wall, seeking his
friends, who often visited him at father’s soul, corrupting the “bricks,”

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night. Friends and servants left the and transforming them into weird
estate, and Nyvist withdrew from and very dangerous spirits.
social circles, always travelling or The adventurers vanquished the
busy with his secret research. evil, and then the whole plot was
One day, strange lights appeared burned to the ground and blessed
in the manor’s windows, and all by Kelemvor’s servants. Centuries
the plants in the gardens withered. passed, and people forgot about
A squad of guards was sent to Mordigan and his crimes. A few
investigate, never to be seen again. escaped souls still haunt the area,
The same happened to a few thieves though, and Lyf is one of them,
and opportunists who believed that although he doesn’t realize that.
treasures filled the mansion’s stone Occasionally, there are stories

11
though. About a strange portal
appearing in Trollskull Alley, with
a silver pool behind it beckoning
unwary travellers. But no-one ever
confirmed that legend, nor connected
it to the area’s ancient history.

Mordigan’s Return
This is a short adventure you may
add to make the players feel that
their tavern is something more
than just a building they renovated.
Nyvist Mordigan may return when
the PCs are away and you roll 1
on the Dangers table. One night a
new door appears on a wall and
an unsuspecting patron walks in,
thinking it’s their room. Ghosts
and spirits appear with increased
frequency, and the whole building
creaks, moans and shudders. Once
the PCs learn about this, they may 1. The Door looks old, much older
want to investigate by questioning than the rest of the recently
Lyf, doing research at temples and renovated building. The dark wood
libraries, or with appropriate spells. sweats small drops of mercury,
This may be a single Intelligence or and a faint sound of moaning can
Charisma test, or a whole series of be heard behind it.
roleplay encounters.
The encounter may be too difficult 2. A short stone corridor that ends
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for lower-level PCs, and it’s all right with a wall of blinding light.
to withdraw. It’s not balanced for
any particular level, but rather build 3. A large chamber with a round
according to what the story requires. pool filled with mercury. The pool
Although Mordigan needs to be overflows, and drops of the silver
eventually put to rest, consecrating metal roll across the floor, forming
the tavern is an effective short-term puddles. Reddish and dark purple
solution. Once the PCs think they glyphs glow on the walls, their
are ready, they can go through the light mixing up with the pool’s
mysterious door. silvery aura. Ghostly apparitions
circle the chamber, and from time
to time the mercury ripples and

12
a new spirit clambers out of the down. Mercury is very poisonous.
liquid. As it happens, the PC can Anyone ending their movement
catch a glimpse of a strange world in a puddle must succeed at a DC
beyond the portal. 10 Constitution saving throw, or
gains the poisoned condition. For
Combat. The spirits attack the Theatre of the Mind, roll a d6 each
PCs. These are spectres. Although time a PC moves. A roll of 1 means
dozens circle the chamber, only the PC ends up in a mercury pool.
a few attack at the time, but it
should be clear that the flow of Special rule. Wailing Cloud – the
the undead steadily increases. circling spirits moan and wail all
2 spectres attack the first round the time. Any PC doing something
with d4 joining in after 2 rounds. that requires concentration
Moreover, there are d8+2 (concentrating on a spell, thinking,
wretched spirits crawling on investigating etc.) must succeed at
the floor. Covered with mercury, a DC 10 Willpower test or fail that
these shambling manifestations action.
are what’s left of the souls that
Mordigan restored while tunnelling Treasure. Chime of Opening
through the Wall of the Faithless. (8 uses left). Stuck in a mercury
Use the crawling claw stat puddle, this magic item once
block, but add all the spectre’s belonged to one of the original
immunities and resistances. The adventurers who stormed
wretched spirits wander aimlessly, Mordigan’s estate almost a
and don’t attack unless a living millennium ago.
target is within 5 feet. For a Theatre
of the Mind, roll a d20 each time 4. Tunnels of Undeath. Crossing
a PC moves across the room. If the mercury portal inflicts 2d6
the result is less than the number poison damage, but doesn’t
of wretched spirits, d3 wretched require any special ritual or tests

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spirits attacks that hero. On the other side, the PCs find
themselves in opalescent tunnels
Terrain. Stone floors and walls. made of wretched, faithless souls.
The room is actually in a pocket The walls, floor and ceiling seem
dimension, a way stop to the to constantly writhe and moan in
Wall. Therefore, it’s impossible to anguish, ghostly faces emerge and
go through the wall etc. – there disappear back into the ground.
is nothing beyond it. There are Identifying the place as the Wall
also puddles of mercury. These of the Faithless requires a DC 15
are difficult terrain, and anyone Intelligence test. But according
moving through must succeed at a to legends, it should be a solid
DC 15 Dexterity saving throw or fall structure, not riddled with tunnels.

13
Restless spectres fly underneath must succeed at a DC 10 Willpower
the ceiling. Most bounce away test, or fail that action.
from the portal the PCs went
Mordigan doesn’t attack on sight.
through, but some wriggle to
If addressed, he tells his story and
the other side.
begs the PCs to help him – he is so
There are many corridors of close to releasing his father! The
different size, but one seems to PCs have three obvious choices:
be a source of all the spirits. Pick
a) Helping Mordigan. Any PC who
one you like on the map. At the
passes a DC 10 Intelligence
end the PCs find Nyvist Mordigan
(Religion) test realizes that
– a wraith, scratching at a wall
destroying even a small part of
and moaning “I’m so close father!
the wall would result in Kelemvor’s
So close!” Meanwhile, with each
curse. He promises them a great
scratch a part of the wall crumbles
treasure in exchange – a Tome
and a wretched spirit plops onto
of Understanding. After a bit of
the floor, crawling away or turning
digging (just let the players come
into a spectre and joining the flock
up with ideas how they do that)
under the ceiling.
another wretched soul is released
Terrain. Tunnels made of soul and slowly transforms into an
essence. Creepy and disturbing, but image of a middle-aged man
otherwise treat as normal terrain. dressed in old-fashioned armour.
However, undead insubstantial Then both the man and Mordigan
creatures, such as the wraith or dissolve into nothingness. The
spectres, sustain 1 point of damage troubles at the tavern stop (and
when entering the walls, and at the Tome awaits in the pool room),
the beginning of each round they but any PC who damaged the Wall
remain within a wall. The stones bears Kelemvor’s curse: healing
also give off a whitish glow. magic affecting them restores only
half the HP rolled. The curse can
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Special Rule. Strange Realms. be only removed with remove curse


The Wall of the Faithless does not spell cast by a cleric of Kelemvor.
tolerate the living. Each round, any
living being inside sustains 1 point b) Convincing Mordigan to stop.
of damage. This effect cannot be He doesn’t realize his actions affect
dispelled, removed, or paused. the tavern, or how long it has been
Moreover, the circling spirits since he lived. Reasoning with a mad
moan and wail all the time. Any wraith is very difficult, but good
PC doing something that requires arguments and a DC 20 Charisma
concentration (concentrating on a check (with a disadvantage due
spell, thinking, investigating etc.) to the wailing and circumstances)

14
convince him to abandon his
quest. Like smoke in the wind,
he disappears, but some of his
essence coalesces into a ring of
resistance (necrotic and cold).
Failing the test means that
Mordigan attacks the party.

c) Fighting Mordigan. Although


powerful and supported by
the spectres, Mordigan can be
banished. Use the wraith, but
with 99 HP. During combat, he
makes use of the tunnels and the
deadly effect the realm has on
the PCs (see special rules below),
disappearing into the walls and
harassing spellcasters or weaker
party members, hoping to turn
them into spectres. Moreover,
each round D4 spectres leave
the flock that, circles under the Conclusion
ceiling and attack random PCs.
After the attack, they return above, Completing the adventure earns each
and the following round another PC 2,000 – 3,000 XP. Once the PCs deal
group attacks. Finally, wretched with Nyvist Moridgan, any time the
spirits crawl on the floor (see the first result is rolled on the Dangers
pool location above). Drawn to his table, it is cancelled (don’t roll again
father’s soul, Mordigan won’t leave for that month). As the disturbed souls
the area. However, he might want to settle down, the mysterious door

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just pass into a wall and wait for the gradually diminishes and eventually
deadly aura to kill off the intruders. disappears. But who knows, maybe
PCs may want to draw him out, for one day they’ll appear again? If Lyf is
example, with taunts or deception still “alive” and helps at the tavern,
(DC 10). perhaps a bit of Moridgan’s darkness
remained in the poltergeist…
Once Mordigan is banished, the Follow me on Facebook and Twitter!
spectres stop attacking, and the Please return to the product’s page on
tavern is safe. Moreover, some Dungeon Master’s Guild and leave a
of the wraith’s essence lingers rating or a review – they mean a lot to
behind, forming into a smoky cloak me and help me become a better writer.
of protection.

15
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1
Maps

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Soulpool
3

Wall of souls
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19
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Other titles by Janek Sielicki
For the world’s most popular RPG:

Homeward Bound Finders Keepers –


adventure for level 20th PCs
For the Cypher System and Numenera:

The Bridges we Burn – A Breath Coruscation


A Numenera Adventure of Fresh Air
For 7th Sea 2ed

The Sarmatian Bestiary Gold and Shadows


Whereas,
This indenture made and concluded this ............................................. day of .......................................
in the year of Three Ships Sailing (one thousand four hundred ninety two as counted
since the Dale Reckoning),
Between Volothamp Geddarm, hereinafter referred to as the Assignor
And
................................................................................................ ..........................................................................................
................................................................................................ ..........................................................................................
................................................................................................ ..........................................................................................
Hereinafter referred to as the Assignees.
The Assignor cedes to the Assignees the right of ownership to the domicile known as Trollskull Manor
and Tavern, said domicile located at the intersection of Saerdoun Street, Thunderstaff Way, and Trollskull
Alley in the North Ward of the City of Waterdeep.
Whereas the Assignees are granted to right to use the said domicile as their residence and/or business
within the provisions of Code Legal.
Whereas, upon signing this document, the Assignees are responsible for all taxes and guild fees in regard
to the domicile.
Signed and sealed under the ever watchful eye of Tyr, in the presence of Vittorio Maern representing
the city under the authority of Laeral Silverhand, the Open Lord of Waterdeep.

Assignor: Assignees:

Volothamp Geddarn

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