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The Vile Secret of VonGlauss Mansion A D&D Next adventure for 3-5 players of levels 5-7 By A.A. Amirault [email protected] 2 Greystone Drive Halifax, nS B3R 1J1 Canada With Special Thanks to Marion Marchant For key design and drawings
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  • The Vile Secret of

    VonGlauss Mansion

    A D&D Next adventure for

    3-5 players of levels 5-7

    By A.A. Amirault

    [email protected]

    2 Greystone Drive

    Halifax, nS B3R 1J1

    Canada

    With Special Thanks to Marion Marchant

    For key design and drawings

  • 2

    Section 1: Overview

    Adventure Background

    The story so far...

    The players have recently killed a powerful yet somewhat crazed vampire by the name of Victor VonGlauss. (See the NPC section for info.) For whatever reasons are necessary to the story, this vampire attacked your party out of some insult you afforded him and would not stop until you were forced to kill.

    Upon his demise, you find three items of interest: a locket around his neck that has the pictures of a beautiful human woman on one half and a female human baby on the other; a map containing the area that the players are currently in; and a thick iron key.

    Upon a closer look at the map, the players will discover a marking named "home" roughly a day and a half's walk from where they currently stand. They should be encouraged to follow this map and discover how this crazed vampire came to be and if there are any more dangers that need to be stopped.

    Adventure Summary

    This is a side adventure to a main campaign and by the end will make the players some decent money they might need.

    This adventure has three main goals: a) To learn the back-story of Victor VonGlauss and his family; b) To find and destroy any evil creatures who might do harm to others; and c) To survive.

    The VonGlauss Mansion is filled with traps and monsters left behind by the insane Victor to hide his past as well as his horrible experiments. It will be up to the players to work their way through the rooms of the mansion, fighting foes, dodging traps, and solving riddles to discover the whole story of the doomed VonGlauss family and putting a final end to the evil they uncover there.

    The NPCs

    Victor VonGlauss: Before and during the player's fight with Victor, they should know almost nothing about him. They should have encountered him in a tavern or other public place and his arrogance should have caused one of the PCs to offend him in some way. Later on, during the same evening or even the next night, Victor attacks the party while screaming that he will kill anyone who tries to uncover his secrets. He refuses to surrender and will even kill himself if somehow captured. While obviously high-born, educated, well spoken, and attractive, Victor is also arrogant, temperamental, paranoid, and prone to fits of hallucinations. When he ultimately dies, there should even be a moment where he seems grateful for the release from his tormented mind.

    After his death and the discovery of the items on his person, the true story of this despicable soul will begin to unravel and expose him to be a tragic and unforgivable monster.

    Amelia VonGlauss: The wife of Victor and the keeper of the Mansion. She never fully recovered after the death of her daughter and spent more than six months in morning before ultimately committing suicide. Her pictures and writings show that she was beautiful, educated, loving, and devoted to her family almost to a fault. Her marriage to Victor was arranged, but she was quite happy with him until things started to go wrong. In the end, she died alone and wrapped in unrelenting grief.

    Victoria VonGlauss: The infant daughter of Victor and Amelia, she died unexpectedly at the age of fourteen months. A happy child as depicted in all of the family paintings, Amelia described her as joyful and happy.

  • 3

    DM's Note: Any text written in both bold and italics may be read aloud.

    The Maid: Nina Holt by name, she kept house for the VonGlauss' for more than ten years despite only being twenty-eight at the time of her death. She was also a nanny for Victoria. It is rumored that when Victor stopped kidnapping his guests for his experiments, Nina was the next sacrifice.

    The House Guests: Friends and business partners of the VonGlauss' often came over to the mansion during happier times. Victor and Amelia were well known for their lavish holiday dinners and impressive birthday parties where more than two dozen guests would be invited. However, as the days in the mansion turned dark, some of these guests began to go missing and never returned home.

    Section 2: The Adventure

    The Lead-Up

    The adventure beings with the PCs walking up the carriage path, on the VonGlauss estate, towards the mansion. The DM should set the weather as overcast and foggy and much of the lands around the estate are forested. The estate itself was, at one time, a plantation for rare herbs and flowers used as components for medicines and potions. Currently, it has not been touched in five years and is very overgrown.

    "As you make your way up the carriage path, you notice that both the path and the estate have seen better days. The path is littered with weeds and patches of tall grass, while the former farming fields look like small jungles."

    Perceptive players may also notice that the closer they get towards the mansion, the fewer

    animals and birds they are hearing/seeing. It seems as though these creatures fear this place and try to avoid it if possible.

    The Outside

    "Eventually, after a long and winding walk, the mansion itself comes into view. The fog in this place is thick and it wraps itself around the property like a cloak. You can see a large set of double doors almost dead center of the front faade. At one time, there also seems to have been several windows looking out at the laneway but they are all currently bricked-up. The remains of a smashed and weather beaten carriage sits in the middle of the path exactly where it ends and there is overgrown grass and plant life to either side of the building more than six feet tall."

    The remains of the carriage contain nothing except a family of rats which can be used to good effect if the PCs are a little jumpy at this point.

    Should the players decide to explore the outside of the mansion before they go in the front doors, please refer to "The Backyard Garden" on page 6 which is located at the back of the property along with the back door.

    Otherwise, the players will have to move on to the front doors.

    "The double front doors are made out of mahogany with intricate carving patterns and impressive iron locks, all of which still appear in good condition. There is also a pulley near the doors connected to a copper bell used to announce visitors."

    If one of the players decides to ring the bell, it will instantly break off the side of the mansion and clatter to the paving stones.

    The double doors are locked and can be opened with the iron key that was found on Victor.

  • 4

  • 5

    (1) The Entrance Hall

    "As you enter through the creaky yet solid front doors, the smell of musty and moldy air hits your noses. There is also a chill in the air that makes you shiver. Immediately to the west is a closed door that does not appear to be locked. To the east is a second door as well as a set of stairs going up to the second floor. The stairs are horribly rotten and do not look very safe. Up ahead there is a long hallway with five doors; two on the east wall, two on the west wall, and one at the very end. Five feet inside the front doors and directly overhead is a huge brass chandelier that holds six glass lanterns on its arms."

    Should the players try to open the door to the west they will set off a trap that causes the chandelier to fall from the ceiling. The six glass lamps will burst with their oil and a hidden flint will spark it up. Any players standing within ten feet of the front doorway must make a Dexterity saving throw with DC 12 or take 3d6 points of fire damage. Save takes half.

    The door to the east opens to reveal a simple coat room. There are a few old pieces of clothing, but nothing of value.

    The stairwell is very rotten and any player trying to scale it must make a Dexterity saving throw with DC 15. Failure means the player falls through the old boards and into a well-placed vat of acid. They immediately take 3d6 points of acid damage and must make another Dexterity saving throw with DC 15 to climb out of the vat. Failure results in another round of acid damage and so on until they escape. An adjacent player may lend aid for advantage to the roll, but they too take the acid damage.

    The door at the end of the hallway (leading to room 7) is locked and requires a pick locks check of 13 or higher to open.

    There are no other locks or traps in this area and nothing else of value in this hallway.

    (2) The Waiting Room

    "Opening the door, you see several pieces of furniture. This appears to be a waiting room for visitors. There are two wooden chairs with brown leather seats, a side table with an ashtray, a sitting couch that is brown with red trim, and a knee-high table. There is a cross stitch hanging on the wall that reads 'Welcome To Our Home'."

    A good search of this room will reveal a child's doll hidden under the cushions of the couch. The doll is made of simple cloth but is still in very good condition. The initials "VV" have been stitched onto the back of the doll. If the players keep this, it will come in handy later (See "Victoria's Bedroom" page 8).

    There is nothing else of value in this room.

    (3) The Dining Hall

    "Entering into this room, you instantly feel even colder. This appears to be the VonGlauss' Dining Hall and at every seat around the eight person table sits a ghostly apparition. They are all talking and laughing as if they are not out of place at all. In the north-west corner of the room is a banquet table filled with plates, cups, and cutlery."

    Should the players enter the room or make any significant noise, the ghosts will notice them but treat them as if they are also guests for the dinner to which every one of them have been invited. Should the players take the time to converse with the spirits, they can learn a lot about the basic history and background of the VonGlauss family. At some point a few of the ghosts should mention that they have been waiting for their food a very long time and are getting hungry.

    (4) The Serving Room

    "This room contains two very long serving tables filled with mountains of food. However, all does not seem right as the food does not give off any smell or any steam."

    It should not take the players long to figure out that this food is meant for the hungry ghosts in the Dining Hall. Should any of the players try to eat, the food will turn to ash as soon as they put it in their mouths.

    There is nothing else of value in this room.

    DM's Note: The above map is positioned so that if a player were looking at the front doors of the

    mansion they would be looking north. South would be behind them, east to their right, and

    west to their left.

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    If the players take the time to feed the ghosts back in the Dining Hall properly, they will be thanked by all of the spirits and given a piece of metal. It looks like the picture below:

    It is a small metal "V" no more than two inches by two inches. The ghosts will tell the players that they must find the other pieces hidden inside the mansion if they have any hope of learning "the secret". And then, with a laugh, they all disappear.

    (5) The First Parlor

    "When you open the door to this room you see a sitting parlor. There are two large brown leather arm chairs, a brown leather couch, and an impressive looking harpsichord in the south-western corner."

    The harpsichord is a mimic (See Encounter A). When it is defeated, it will cough up another metal letter during its' death throws.

    This time it is an "O" and combined with the previous "V" they are the start of the VonGlauss key.

    There is nothing else of value in the room.

    (6) The Second Parlor

    "Peering into this room you discover another parlor. There is a long table covered in a white tablecloth along the same wall as the door and it has a book on top. There is also a wingback chair, another leather couch, a daybed, and a round wooden table in the north-east corner. Sitting on top of the round table is a glass bottle which appears empty."

    The book on top of the long table is entitled, "My Best Friend". Picking up the book will set off a trap that causes a large blade to slice outward from under the table for 3d6 damage. There is a Dexterity saving throw with DC 15 for half damage. If a player opens the book ,they will discover that the pages have been hollowed out to make a secret compartment and there is a beautiful dagger inside. It has a silver handle with a small emerald in the hilt and can be identified as a +3 dagger.

    The glass bottle on the round table seems empty at first, but upon closer inspection a player will discover another metal letter hiding in the bottom.

    It is the letter "N". Picking up the bottle sets off a 10x10 trap door in that corner of the room. The trap door opens up to a fifteen foot deep pit with two foot spikes at the bottom (5d4 damage). The player may make a Dexterity saving throw with DC 20 to avoid falling in.

    There is nothing else of value in the room.

    (7) The Kitchen

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    "A quick glance at this room reveals it as the kitchen. There are two doors on the south wall, one on the north, and one on the east. There are also a set of stairs leading up to the second floor. Additionally, there is a cutting table, an iron wash stand, and a brick oven."

    A quick search of the room will reveal another piece of the key (the "G") spiked into the brick of the chimney.

    Removing this piece from the brick in any manner will trigger a spell that summons three fire imps (See Encounter B).

    There is nothing else of value in this room.

    The Backyard Garden

    "Peering into the thick fog hanging about, you recognize the outline of a vegetable garden in the back yard of the mansion. It looks to be terribly overgrown but you can still make out several kinds of vegetables now growing wild. There is an old and weathered wooden sign that has been staked into the ground which reads, 'No Trespassers!' The mansion has a single backdoor."

    Nothing will disturb the players in this section as long they do not remove any of the vegetables. However, if they do decide to pull up even a single carrot, it will awaken four zombie cows (See Encounter C) who were well hidden at the back of the garden.

    There is no way to open the backdoor from the outside. There is nothing else of value in this area.

    (8) The Pantry

    "Two of your senses are immediately stimulated as soon as you open this door. The first is smell as this room has a horrible stench to it. It smells of rotting meat, pickles, and mold. The second is hearing as you can easily make out the sound of a woman crying from somewhere deeper into the room. The room itself appears to be a pantry. There are two rows of dual-sided shelves that go from the floor to the ceiling, as well as a few barrels and boxes strewn about."

    A quick search of the room will reveal another ghost. This one is of a young woman dressed in a maid's uniform. She is sitting on a three legged stool at the end of the passage between the two shelves and she is the one crying. A Diplomacy check of DC 12 or a Charisma check with DC 15 will calm her down enough to talk to the players. She will identify herself as Nina Holt, the VonGlauss' maid, and then immediately go back to crying. If she is asked why she is crying, she will respond that it is because of the horrible mess in this room and how she'll never get it all cleaned up before the master finds out and has her beaten. Should the players offer to help, she will accept. After everything is tidy, Nina's ghost will be so grateful she will hand over another piece of the key (the "L") and then disappear with a smile.

    There is nothing else of value in this area.

    (9) The Second Floor Hallway

  • 8

    "Ascending the stairs, you reach the second floor hallway. It spans the length of the Mansion in an 'E' pattern. The northern arm has a set of stairs heading down to the first floor, a door on the north wall and a door at the end of the hall facing east. The middle arm has four doors, two on the south wall and two on the north. The southern arm contains only the rotten stairs; however, along the western wall, there are six paintings hung in the hallway. Each of these paintings is a portrait of a pervious matron or patron of the VonGlauss family. Interestingly, there seems to have once hung a seventh painting at the northern end of the hallway, but it has been removed to leave behind a noticeable rectangular void."

    Should the players eventually find the missing painting and place it back where it belongs, it will open up a secret compartment in the floor. The compartment is located in the south-west corner of the hallway. It contains a +2 ring of protection.

    There is nothing else of value in this hallway.

    (10) Victoria's Room

    "This room has been decorated for a child. There are many animals painted on the walls as well as a crib in the south-east corner, a chest of drawers on the west wall, and a toy box just to the west of the door. However, a moment of silence brings a tiny sound to your ears. It sounds like someone breathing."

    In the event that the players try to investigate the toy box or the chest of drawers before the breathing, the chest of drawers are empty and the toy box is hopelessly locked.

    The breathing is coming from the direction of the crib. Looking inside of it, the players will see the sleeping form of another ghost, Victor's fourteen month old daughter, Victoria. Shortly after the players see her ghost, it will awaken, have a bit of tantrum, and will start yelling for her "dolly". Should the players still have or go get the doll found back on the first floor waiting room, they can use this to placate her.

    With her doll making her happy, she will ask to be taken out of her crib so she can "play". If the players accommodate her, she will run over to her toy box and open it easily. With a giggle she will say "tank ou" and disappear. Inside the toy box is another piece of the key (the "A").

    There is nothing else of value in this room.

    (11) The Guest Bedroom

    "As you open this door, you are met with a guest bedroom. There is a large four-post canopy bed to the west, a chest of drawers to the east, and a full-body mirror on the south wall."

    There is a magical enchantment on the bed. Any player that so much as touches any part of it must make a Constitution saving throw of DC 15 or fall instantly asleep. Once asleep, the only way for that player to awaken is to be removed from the room completely. If the player passes the save or is removed from the room after failing, they will awaken but be slowed for a period of ten minutes due to grogginess.

    The chest of drawers are empty.

    A closer look at the mirror will reveal writing at the top of its frame. The writing says, "Look Behind". This is a play on words riddle. From the player's point of view, what is directly behind them is the chest of drawers that contains nothing. However, what the words actually mean is to look behind the mirror itself. When the players do this they will find a hidden compartment in the wall that contains two potions of healing.

    There is nothing else of value in this room.

    (12) The Library

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    "Within moments of opening the door you recognize this place as the library. This 20'x30' room is lined on every wall with floor to ceiling bookshelves and every shelf is crammed with volumes. There must be more than two thousand books in total. In the center of the room sits a mahogany table with a single wooden chair. Upon this table lay an iron lockbox."

    The books themselves are almost exclusively on the topics of history, myths, legends, and superstitions but the DM may improvise if so desired.

    The lockbox is heavy at thirty pounds and can be opened one of two ways. Either by picking the lock with a DC 20, or by using the key which is cleverly hidden on a hook located on the underside of the table. There are no traps on the lockbox; however, by opening it the players will discover two things inside: a piece of the key (the "U") as well they will release a Smoke Elemental (See Encounter D).

    There is nothing else of value in this room.

    (13) The Broom Closet

    "This storage area is filled with brooms, mops, buckets, rags, dusters, and rug beaters. Also, up on the highest shelf, you notice four glass bottles marked 'wood polish'."

    The wood polish is highly flammable and can be used to set things on fire or as Molotov cocktails. They do 2d6 points of damage each.

    There is nothing else of value in this room.

    (14) The Linen Closet

    "This closet is filled with blankets, sheets, comforters, pillows, throws, and quilts."

    A full search of this closet will yield a silver flask hidden at the back of one of the shelves. It is full and contains enchanted rum. This drink will cause the imbiber to gain +3 to Dexterity for ten minutes. However, at the end of that time, they will become overly drunk and have -3 to their Dexterity and Intelligence for another ten minutes.

    There is nothing else of value in this room.

    (15) The Master Bedroom

    "You open this door to discover the Master Bedroom. There is one door on the north wall as well as a huge bed near the east wall. A chest of drawers sits just along the west wall and there is an old rocking chair in the north-east corner. Finally, along the north wall is the only window in the mansion that has not been bricked up. It is a beautiful stained glass window that depicts the VonGlauss family crest of two cranes on a shield of blue with a silver sword down the middle."

    The missing painting from the second floor hallway is hidden under the bed.

    Opening the chest of drawers triggers a spell that blasts open the stained glass window and allows three gargoyles to enter the room (See Encounter E). The chest of drawers is otherwise empty. The DM should make the allure of rocking in the rocking chair too good to pass up. Doing so will trigger a button on the floor that opens a secret compartment on the wall. Inside this compartment is another piece of the key (an "S").

    There is nothing else of value in this room.

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    (16) Dressing Room

    "Stepping into this room, you get the impression that it was a lady's dressing room. There is floral patterned wall paper and the whole room smells faintly of perfume. There is a single door in the north-east corner of the room. Additionally, there is a makeup desk with a wooden chair along the west wall, a full length mirror on the north wall, and a dozen dresses are hung on hooks adoring the east wall. The last thing that your eyes settle upon is a pine wood hatch in the ceiling that appears to open up to an attic."

    The makeup desk contains several kinds of powders and lipsticks. None of which have any special powers. However, one drawer will contain Amelia VonGlauss' diary. This is an important book because it outlines most of the story of the VonGlauss family.

    "Her entries detail how happy she and Victor were together in the early days of their relationship; how excited they both were to become parents; and how heartbroken she was after the death of Victoria. She then explains in detail how Victor became distant and obsessed with his experiments. Amelia's final entry speaks about how lonely and depressed she was feeling with her daughter gone and her husband uncaring."

    The clothing and the mirror have nothing special about them.

    The north-east door leads to a small indoor commode. Should any of the players choose to sift through the five year old leavings, they will discover a single gold piece for their trouble.

    The hatch to the attic can be opened with a Strength check of DC 15.

    There is nothing else of value in this room.

    (17) The Bathroom

    "Opening the door you are greeted with a frightening sight! Sitting inside a large iron bathtub is the ghost of a naked woman. She is currently holding a knife to her throat and she yells at you to leave her alone."

    The ghost in the bathtub is that of Amelia VonGlauss. The best thing that the players can do at this point is to try to talk her out of killing herself, even though she is a ghost. This encounter should be roleplayed directly

    with the players and they will have to be convincing to get her to change her mind. However, should they be successful, she will smile and drop the knife.

    Her final words before she disappears forever are:

    "I wish I had known people like you back then. Perhaps if I had, I might not have gone through with it."

    As soon as her ghost disappears, the players can view her true remains still in the tub from where she actually died. Still around the neck of her skeleton is a silver chain and a piece of the key (an "S") attached to it.

    Removing the piece of key from her neck will trigger a spell that causes a secret door on the east wall to present itself.

    There is nothing else of value in this room.

    (18) The Key Room

    "Lifting yourself up into the attic, you look around to see a mostly empty and dusty room. There is a large black sheet hanging from the west wall, an old table that is cracked and split, and a roughly cut wooden ladder that looks as though it can fit into the hatchway."

    Placing the ladder into the hatchway is an easy way for the players to go up and down from this level. The table has nothing special about it.

    Removing or peering behind the black sheet will reveal a strong and powerful looking door. It is a iron door inside of a stonework jam. The door has a keyhole. The stone work jam has glowing runes around it and they can be read with an Arcane check of DC 15 or an Intelligence check of DC 20. The runes read as follows:

    "My family name unlocks this door, Nine pieces make the key, For you I know not what lies in store, 'Twas eternal life for me."

  • 11

    This door can only be opened by using the nine pieces of metal that make up the VonGlauss key. Any other method will be futile. Once all nine pieces of the key have been assembled, it will fit into the keyhole and open the door easily.

    There is nothing else of value in this room.

    (19) The Attic

    "This room is very dark and musty. It appears to be a huge 'L' shaped storage area filled with boxes, crates,

    old and damaged furniture, barrels, and two large piles of items covered with white canvas sheets. There is also a door on the south wall."

    Within moments of the players entering this room the two large piles of items under the white canvas sheets will begin to move and reveal themselves as two Stone Golems (See Encounter F).

    A search of all of the containers in this room will uncover a suit of +3 Chainmail (or other armor as per DM's discretion) and a Wand of Wonder .

    There is nothing else of value in this room.

    (20) Victor's Workshop

    "As you open the door your eyes instantly see two long tables in the center of the room. Both of these are filled with bottles, beakers, tubes, papers, ink jars, and quills. You also notice a large bookshelf along the west wall which is mostly empty and looks like it was cleaned out in a hurry. Immediately to the west of the door sits an iron chest with a large padlock on the front. There is also a huge box in the south-east corner of the room. It has a five-by-five foot base and is ten foot tall. It appears to have been nailed shut by someone using three times more nails than necessary. Finally, you notice that a single book has been left behind and it rests on the floor within a foot of the doorway."

    The book on the floor is Victor's work journal and the DM should make every effort to have the players read it before they explore the rest of the room.

    "This journal outlines how Victor started work on his quest for immortality at roughly the same time that Amelia became pregnant. His first thoughts were to find a way so that his daughter, his wife, and he could live happily forever. But that dream soon came with a terrible price. Victor quickly discovered that the main ingredient in his bid to become immortal was the souls of other people. After some thought, he proceeded with his work anyway.

    The journal describes in detail how Victor began to invite guests over to his home for dinners or parties and then strangle them as they attempted to walk home. His written words in the journal show how he was delighted that no one, not even his wife, suspected that he was to blame for their disappearance. However, after the eighth victim, no

  • 12

    one dared to accept the invitations any longer and, while no one could prove wrongdoing, everyone began to suspect Victor.

    So, out of desperation, Victor took his maid as his next victim, hoping that she would be the last soul he would need. He was wrong. Victor was maddened by the fact that he was still one soul short and only had two options left: his wife Amelia or his daughter Victoria. According to the journal, Victor agonized over the choice for several days but eventually decided that he and Amelia could have more children, especially if they were going to spend eternity together.

    So, Victor took the soul of his own daughter, and made it look like a sickness so that Amelia would not suspect him. With all of his souls collected, Victor now went about the six month long process of preparing the ritual to make himself and his wife immortal. Unfortunately, before he could finish, Amelia took her own life and that left Victor alone and near madness with grief. It was in that state that he recklessly tried to finish the ritual prematurely and, as a result, turned himself into a Vampire, which was not his original intention. Furious at this outcome and unable to force himself to work at the problem any longer, the journal reads that he burned his research books and locked away all of his secrets inside the mansion. He then set up the traps and spells to deter anyone from ever finding the truth. It is there that the journal ends."

    Shortly after reading the journal there will be some soft sounds coming from the large box in the corner. Should the players move towards the box to investigate, it will immediately smash open to reveal the undead corpses of all of Victor's victims: the eight house guests, the maid, and even baby Victoria! (See Encounter G)

    After the zombies have been dealt with, there is only the iron chest left to examine. A close look at the pad lock will reveal the VonGlauss family crest etched into the face of it around the keyhole. A perceptive player may also notice the keyhole is the perfect size for the VonGlauss key. Retrieving and using that key on this chest opens it easily.

    Inside the chest are the following items: A money pouch containing 1000 platinum pieces, a scroll with the flawed immortality ritual, and an eight inch by ten

    inch silver picture frame containing a painting depicting Victor and Amelia on their wedding day.

    Thus ends the adventure.

    SECTION 2: WRAP-UP After exploring this final room, the players will be free to leave the mansion and the property with no issues. At this point, there are a few possibilities for the DM going forward and you should feel free to use any of them:

    A) The Players can do some research concerning the immortality ritual and see if it really can be perfected.

    B) Victor may not actually be dead! If he somehow managed to survive the attack and discovers that his former home has been raided by the players, he will most certainly seek revenge.

    C) At some point in the future a relative of Victor

    may seek out the players to ask for the whole story. That relative may just be seeking closure, or they may be on the path to continue his work!

    Regardless of what the players go on to do after this adventure, the evil secrets of the VonGlauss Mansion will haunt their memories for the rest of their lives.

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    SECTION 3: Encounters Encounter A: Harpsichord Mimic

    This mimic, in the form of a Harpsichord, will attack the players the moment they touch it in

    any manner. It prefers to bite its victims in melee but it does have a short ranged spit attack.

    Unlike its smaller cousins, this larger version of Mimic does not have the adhesive trait.

    Instead, it much more aggressive, offensive, and is much heartier.

    MIMIC Large Monstrosity

    (Shapechanger) Armor Class 14

    Hit Points 120 (12d12+20) Speed 15 ft.

    Senses darkvision 50ft. Str 17 (+3) Dex 12 (+1) Con 15 (+2)

    Int 4 (-3) Wis 13 (+1) Chr 8 (-1) Alignment neutral

    Languages none

    Traits Immunity: The Mimic cannot be knocked prone.

    Actions Melee Attack - Bite: +5 to hit (reach 5 ft.; one creature). Hit: 9 (1d12+3) piercing damage.

    Melee Attack - Slam: +5 to hit (reach 5 ft.; one creature). Hit: 7 (1d8+3) bludgeoning damage and a

    Large or smaller target is grappled. The mimic can have up to two creatures grappled at a time.

    Ranged Attack (Swift) - Acid Spit: +1 to hit (reach 15 ft.; one creature). Hit: 4 (2d4).

    Encounter Building Level 7 XP 400

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    Encounter B: Fire Imps

    These three Imps are summoned by removing the piece of key from the kitchen stove. The three

    of them will work as a team. One will use its taunt ability while the other two use burning hands.

    They will also turn invisible and sneak attack when their hit points grow low.

    DEVIL: FIRE IMP Tiny Fiend (Devil) Armor Class 14 Hit Points 30

    Speed 15 ft., fly 30ft. Senses darkvision 60 ft. Str 6 (-2) Dex 17 (+3) Con 13 (+1)

    Int 11 (+0) Wis 12 (+1) Chr 14 (+2) Alignment lawful evil

    Languages Common, Infernal

    Traits

    Immunities: The imp is immune to fire and poison.

    Magic Resistance: The imp has advantage on saving throws against magical effects.

    Damage Resistance: The imp is resistant to non-magical weapons except those made out of silver.

    Actions

    Melee Attack - Sting: +4 to hit (reach 5 ft.; one creature). Hit: 5 (1d4+3) piercing damage and the

    target must make a DC 10 Constitution saving throw. Failed Save: 10 (2d8+1) poison damage.

    Burning Hands (2/day): The imp puts both of its hands together and emits a 15' cone of fire

    hitting all creatures inside for 3d6 points of fire damage. DC 13 Dexterity saving throw for

    half damage.

    Taunt: Any creatures within sight of the imp must make a DC 12 Intelligence saving throw. Failed

    Save: Attacking any other creature but the taunting imp this round is made with disadvantage.

    Invisability: The imp turns invisible until it attacks, uses suggestion, or ends the effect. It can

    end the effect at any time without using an action.

    Suggestion: the imp chooses a creature within 50 feet of it that can hear and understand it. The

    creature must make a DC 10 Wisdom saving throw. Failed Save: the target is charmed until the

    end of its next turn. During that turn the imp can verbally control how the target uses its action

    and movement, but cannot command the target to harm itself.

    Encounter Building Level 4 XP 150

  • 15

    Encounter C: Zombie Cows

    These cows perished shortly after the mansion was abandoned. Somehow the evil energy from

    this place has re-animated their bodies. Now they have a taste for something juicier than grass.

    They have no strategy to speak of but they will try to take out the weakest target first.

    ZOMBIE: COW Large Undead

    Armor Class 8 Hit Points 20 (4d8); see Traits below

    Speed 30 ft. Senses darkvision 60 ft.

    Str 15 (+2) Dex 6 (-2)

    Con 10 (+0) Int 5 (-3) Wis 7 (-2)

    Chr 5 (-3)

    Alignment neutral evil Languages understands common

    Traits

    Immunities: The zombie is immune to disease and poison and it cannot be frightened or put

    to sleep. It does not need to eat sleep or breath.

    Zombie Fortitude: When the Zombie takes damage that reduces it to 0 hit points, it can make a

    Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage was done

    by critical hit. Sucessful Save: The zombie instead drops to 1 hit point.

    Actions

    Melee Attack - Slam: +2 to hit (reach 5 ft.; one creature). Hit: 6 (2d4 +2) bludgeoning damage.

    Encounter Building Level 2 XP 50

  • 16

    Encounter D: Smoke Elemental

    The smoke elemental was forced into the iron lockbox by Victor. When the box is opened,

    the elemental escapes and seeks revenge for its long imprisonment. It will bring up its Stinking Cloud at the first opportunity.

    ELEMENTAL, SMOKE Large Elemental (Air)

    Armor Class 16 Hit Points 120 (20d10+20); see Traits below

    Speed 0 ft., fly 60 ft. Senses darkvision 60 ft. Str 16 (+3) Dex 17 (+3) Con 13 (+1)

    Int 6 (-2) Wis 10 (+0) Chr 10 (+0) Alignment neutral

    Languages Auran Traits

    Immunities: The elemental is immune to disease and poison. It cannot be knocked prone,

    paralyzed, turned to stone, or put to sleep. It does not need to eat, sleep, or breath.

    Formless: The elemental can squeeze through gaps that are at least 1 inch wide.

    Damage Resistance: The elemental is resistant to thunder, lightning, and non-magical weapons.

    Actions

    Melee Attack - Slam: +5 to hit (reach 5 ft.; one creature). Hit: 12 (2d8+3) bludgeoning damage.

    Stinking Cloud (Recharge: 6): The elemental creates a 20 ft. radius cloud of black, nauseating

    smoke centered on a point within 100 feet. The cloud lasts for 1 minute or until the elemental

    is destroyed. Each creature that starts its turn in the smoke must make a Constitution saving

    throw with DC 10. Failed Save: Creature is Prone and cannot take any actions except to cough

    and retch on the floor.

    Encounter Building Level 7 XP 500

  • 17

    Encounter E: Gargoyles

    These gargoyles were well hidden on the roof of the mansion and animate to life when the players enter the Master Bedroom. They will fly into the room, bursting through the stained glass window and try to swarm the players.

    GARGOYLE Medium Monstrosity Armor Class 13 Hit Points 30 (4d8+12); see Traits below

    Speed 40 ft., fly 60 ft. Senses darkvision 60 ft. Str 15 (+2) Dex 14 (+2) Con 16 (+3)

    Int 6 (-2) Wis 11 (+0) Chr 7 (-2) Alignment lawful evil

    Languages Common, Terran

    Traits

    Hide in Plain Sight: The gargoyle can hold itself so still that it appears to be an inanimate statue. A DC 17 Intelligence (Search) or Wisdom (Perception) check can reveal that the statue is, in fact, a gargoyle.

    Damage Resistance: The gargoyle is resistant to non-magical weapons except for those made of adamantine.

    Actions

    Multiattack: The gargoyle makes one bite attack, one claw attack, and one gore attack.

    Melee Attack - Bite: +4 to hit (reach 5 ft.; one creature). Hit: 6 (1d8+2) piercing damage.

    Melee Attack - Claw: +4 to hit (reach 5 ft.; one creature). Hit: 6 (1d8+2) slashing damage.

    Melee Attack - Gore: +4 to hit (reach 5 ft; one creature). Hit: 4 (1d4+2) piercing damage.

    Encounter Building Level 5 XP 330

  • 18

    Encounter F: Stone Golems

    The two stone golems in this attic have been hidden here as a last line of defence to ward off

    trespassers. They are both very powerful and love to go after spell casters.

    STONE GOLEM Large Construct Armor Class 17 Hit Points 105 (10d10+50)

    Speed 20 ft. Senses darkvision 100 ft.

    Str 19 (+4) Dex 9 (-1)

    Con 20 (+5) Int 3 (-4) Wis 10 (+0) Chr 1 (-5)

    Alignment neutral Languages understands Common

    Traits

    Immunities: The golem is immune to non-magical weapons except those made out of adamantine.

    Additionally, the golem is immune to disease, cold, fire, lightning, poison, and psychic damage.

    It cannot be charmed, frightened, paralyzed, petrified, stunned, or put to sleep. It does not need

    to eat, sleep, or breathe.

    Magic Resistance: The golem has advantage on saving throws against magical effects.

    Actions

    Multiattack: The golem can make two slam attacks.

    Melee Attack - Slam: +7 to hit (reach 5 ft.; one creature). Hit: 25 (4d8 +7) bludgeoning damage.

    Encounter Building Level 13 XP 9000

  • 19

    Encounter G: The Victims

    Bursting out of the large wooden box, these are all ten of the victums who were murdered for

    Victor's experiments. Individually, they are weak, but they attack as a mob and get in close to the

    players to discourage area of effect spells.

    ZOMBIE Medium Undead

    Armor Class 8 Hit Points 20 (4d8); see Traits below

    Speed 30 ft. Senses darkvision 60 ft.

    Str 15 (+2) Dex 6 (-2)

    Con 10 (+0) Int 5 (-3) Wis 7 (-2)

    Chr 5 (-3)

    Alignment neutral evil Languages understands common

    Traits

    Immunities: The zombie is immune to disease and poison and it cannot be frightened or put

    to sleep. It does not need to eat sleep or breath.

    Zombie Fortitude: When the Zombie takes damage that reduces it to 0 hit points, it can make a

    Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage was done

    by critical hit. Sucessful Save: The zombie instead drops to 1 hit point.

    Actions

    Melee Attack - Slam: +2 to hit (reach 5 ft.; one creature). Hit: 6 (2d4 +2) bludgeoning damage.

    Encounter Building Level 2 XP 50