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Byram (order #5152654)
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Resources
Publisher web site: http ://games. taskboy .com /
Labyrinth Rules:
http ://www.goblinoidgames .com / labyrinthlord .html
TBG-1:
The Manse on Murder HillAn Adventure for characters level 1-3
By Joe Johnston
One night fteen years ago during the harvest night
estival, wild screams and sardonic laughter were
heard coming rom the lone mansion perched atop
Farview Knoll, ten miles north o the village center.
Unaccountable lights and high winds worried the
knoll. he lightning was ferce and odd!colored.
"n the morning, the last sod who had my #ob ound
the remains o the occupants, a well!respected cleric
and his sta, slaughtered by an unknown adversary.
he mansion has remained empty since then.
$ost people in the village now avoid talking about
what happened that night, e%cept or calling Farview
Knoll &$urder 'ill.&(
Several children of Little Flanders have gone missing
near an abandoned house of evil repute. desperate
town has begged your heroes to e!orcise the house
of evil spirits and rescue the children. "ill you brave
the dangers of the #anse on #urder $ill%
Credits
&llustrator: Stuart Robertson
Reviewers: 'ryce Lynch( Paul )o( Peter Spahn
Play testing: Peter *wickler
+diting: aron 'eck( )ryphon +ditorial
"ritten content: ,opyright -- 0oseph 0ohnston.
rtwork: ,opyright -- Stuart Robertson
Labyrinth Lord 1*#2 is copyright -34-( 5aniel
Proctor. Labyrinth Lord 1*#2 and dvanced Labyrinth
Lord 1*#2 are trademarks of 5aniel Proctor. *hese
trademarks are used under the Labyrinth Lord 1*#2
*rademark License .-( available at
www.goblinoidgames.com .
Special Thanks
To
Sally and Angus Johnston; To Stuart Robertson;To all the fallen heroes of Geneva Lake who cracked
the Gate Between Worlds for all of us.
&f you plan to play this( STOP RA!"#$ #O%&
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Byram (order #5152654)
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A Labyrinth Lord Prepares*his adventure is designed for a balanced party of 64
characters of levels 47. 8ou may wish for players to
control multiple characters. thief is strongly
recommended( as there are many traps and locked
items. lso( a solid complement of melee 9ghters will beappreciated( as will a cleric and a magic4user.
*his adventure may be played on its own or as the start
of a three4part series called he )eturn o the )ed
alons. &n broad terms( the challenge presented here is
to recover missing children( alive( from an enemy who
has forti9ed his position.
8ou will need the Labyrinth Lord core rules 1see the
)esourcessection above2 or compatible rules to play
this adventure. For abbreviations used here( see the
*ice and +bbreviations section of the Labyrinth Lord
core rules.
#onster statistics will appear in the following format
1e.g.( ,: 3 $5: : 5: 46 #: 6 #v: ;therwise( it is intended that you set the stage
for the players in your own words( based on your own
reading of the adventure.
*here are two areas described herein: the village of Little
Flanders and the eponymous mansion. Little Flanders is
part of a larger urban comple! that is e!plored in the
other modules of this series. >nly details necessary to
frame this adventure are given here( so that you may
create the village to your own tastes. $owever( as a
small agricultural town( Little Flanders can be placedeasily anywhere in a typical fantasy campaign world. &f
more convenient( you may change the name to an
e!isting town for which you have future plans.
s a location( Little Flanders serves to introduce players
to many rumors about the Farview #anse( its history
and the villagers themselves. lthough not intended as
a location for combat( it is a good place for role4playing
interactions with villagers and for placing many false
rumors in the heads of the players.
=ote that the village has few adventuring supplies.
+ncourage the players to buy their e?uipment before
traveling to the village. *he scarcity of speciali@ed
adventuring gear is part of the challenge.
#uch of the fun of this kind of adventure is in
manipulating the e!pectations of the players. #ost of
the people in Little Flanders believe the manse to be
haunted 1and in a sense( it isAbut that is not the
immediate problem2. 8our players might hear of an
evil witch who eats naughty children. >thers will
whisper of a pact the founders of this town made with
a demon to ensure prosperity. Still others will assure
the players that nothing unusual is happening at the
manse and that the children probably ran away. dd
whatever other red herrings you think are most likely
to put your players on the wrong foot.
t the end of this manuscript( several ideas are
presented to e!tend the adventures in Little Flanders.
ll the maps( handouts and pre4generated characters
appear in the appendices.
#ost of the monsters in this adventure appear in the
Labyrinth Lord core rule book. few additional
monsters are detailed in the reatures -reat and
mallsection toward the back of this adventure.
*wo monster types appear here that re?uire note: pit
vipers and rock li@ards. *o blend in with the
e!pectations of a =orthern +uropean setting( the
spitting cobra of the ,ore Rules appears here under
the title Bpit viper.C Rock li@ards are rebranded giant
geckos. *he statistics and behaviors of each creature
match their analog in the core rules.
A 'illainy (nveiled
bout two weeks before the arrival of the party( a
gang of goblinoids called the Ding Ratters moved into
the abandoned house on Farview Dnoll 1see the map
in ppendi! +2. *heir mission is to sow misery in the
village at the urging of an orc named Rooster( wholeads a massive group called the Red *alons. Rooster
and his scheme to fundamentally change the political
landscape of the region does not appear directly in
this adventure.
*he Ratters< mission is simple: kidnap some of the
village
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town of #iddleton 1covered in the ne!t adventure2. fter
the main forces have passed by Little Flanders 1about a
week after this adventure starts2( the Ding Ratters will
slay their captives.
RoosterEs mercenary wi@ard has created a few illusions
and traps in the house on Farview Dnoll to scare off
snoops and would4be heroes. Should these illusions fail
to dissuade( the swords of the Ding Ratters will appear
in overwhelming numbers to confront intruders.
*he Ding Ratters occupy the ground and second oors.
*he second oor( which has the only remaining
entrance( has been trapped and decorated to
discourage investigators. few monsters have been
coa!ed into guard duty. *he kobolds avoid being on the
second oor( because they do not wish to be seen( and
in the basement( which unnerves even them.
Rooster wants to toughen up the Ding Ratters( who are
composed of kobolds and goblin mercenaries called
"olf Raiders. *hey are led by Ree@a( an ambitious and
capable kobold who founded the warband. "hile Ree@a
has no love of humans or their children( he feels this
task is below him.
For Ree@a( an additional irritant is the inclusion of two
GassistantsG named >ngol and #oress. *hese two large
orcs were sent along with the Ding Ratters to make sure
that the harassment of the village actually happens.
Ree@a would be overHoyed to see his minders meet with
the business end of a battle a!e.
+ven if the heroes destroy the encampment ofgoblinoids in the house( Re@@a may be able to ee(
Hoining the Red *alon gang in #iddleton. $owever( this
isn
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amount is not negotiable. s it is( the reward money will
ruin each of the families.
'rowne will offer( somewhat abashedly( the use of a
local barn to the players during the investigation. *he
barn is empty of animals but has lots of hay. *he closest
inn is in #iddleton( a three4day travel from Little
Flanders.
*he sheriff will also offer -4K potions of cure li)ht
+ounds to the party. $e does this believing that
something big and ugly is inhabiting the manse.
'rowne suggests that before heading up to the Dnoll(
the party should gather as much information as they can
in town. $e mentions that ,enobite #aster )ervais
might provide more aid to them and that 'arkeep
"iggins at the Sleepy )iant public house is a good
source of information. *he Sleepy )iant at night will
have K4- customers who may be ?uestioned. 5uring
the day( there will be only one or two customers. *he
village s?uare is ?uiet during the day. +very villager will
know at least one rumor from the Rumor *able in 1oose
alk.
"hen the party has 9nished ?uestioning the locals( it
should 9nd 'rowne again. *he sheriff will ask 5eputy >!
to lead the players to Farview Dnoll. $owever( >! will
enter the house neither for love nor money.
"hen the party approaches the manse( >! will point out
the oak tree where the bodies of the missing children! will encamp for up to three days
waiting for the party to emerge from the manse before
leaving himself. $e carries a potion of cure li)ht
+oundsthat he will give to inHured party members.
Part 1: Little Flanders
*he village of Little Flanders( pop. -( has prospered
much in the last - years since the )lorious +!pansion
that pushed the hostile goblinoids out of the area.
small farming community that trades with nearby#iddleton( Little Flanders enHoys a temperate climate
with four varied seasons 1think "estern +urope2. &ts
government is composed of Sheriff 'rowne and his two
deputies. #ost of the inhabitants are Lawful.
*he average villager will be polite but wary of the party.
*hey do not care for strangers.
,onsider setting this adventure in the late harvest
season: beautiful foliage( abundant winter s?uashes
and fragrant( decaying vegetation.
*he village has a very modest GcenterG which consists
of a village green( a small monastery 1*he Poor
'rothers of #ercy2( a public house 1*he Sleepy )iant2
and a sheriffEs of9ce that includes a Hail. >nce per
week during harvest season( farmers set up stalls to
sell their produce on the town green.
Local laws prohibit the use of non4clerical magic
outdoors in a public area. "eapons may be worn but
will draw suspicion from the villagers. ntisocial
behavior( including theft outside of adventuring in the
manse( will not be tolerated and may get the would4
be heroes escorted from the town.
,oose Talk
*he statistics for these =P,s can be found in the
reatures -reat and mall section. illage folk not
covered there are assumed to be peasants. Some
villagers will volunteer rumors surrounding the
Farview #anse if asked. #atch the rumor number
given with the Rumor *able in the )umors section
below.
#on-Playin) Character Ru*ors
kno+n
Sheriff )erhold 'rowne ( M( 3( -
5eputy "anda #ilner ;( -( -N( -3
5eputy Serill G>!G $rofner K( -( -;
,enobite #aster Francis
)ervais
N( ( M( -7(
7
)iles "iggins -( K( 6( 3( --(
-K( -N
Ru*ors
s the players ask locals about the mansion or
missing children( roll a dK on the following table for
rumors. False information appears inside of s?uare
brackets. Some rumors will not be given by certain
=P,s for obvious reasons. +ach case where a rumor
would be inappropriate( a note is given to re4roll.
ward each character OP for each new rumor.
dK can be simulated by rolling both a d and a
dM. Jse the following table to determine the result:
N
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d. d1/ evaluates to
4- 4
74K 4-
N46 -47
34M 74K
Ru*or Ta0le
Roll Ru*or
. *his is the 9rst time any of these children have
run away or gone missing.
-. =ewly risen corpses can be seen shambling all
over Farview Dnoll shortly after sunset.Q
7. *he cleric who lived in the manseQ performed
very few healings for the town and e!pected to
be paid promptly when he did.
K. *he children have been taken by a demon as
payment for the prosperity the village enHoys.Q
N. *he cleric who lived on the hillQ never visited the
monastery in town.
6. n evil crone who eats children lives in the
Farview Dnoll house.Q
3. 0ust after midnight( a ghostly woman can be
seen atop the manse looking west.Q
M. *he manse has been ?uiet for many years.
;. *he manse has always been hauntedQ.
. *he manse is empty. *he children simply ran
away to their doom.Q
. *he posse of fathers who tried to rescue theirchildren were torn apart before they entered the
manseQ.
-. ,enobite #aster )ervais suspects Little
Flanders harbors a demon4worshipping cult. 7
7. *he clericQ who lived in the manse was not very
friendly.
K. 5ark rituals were performed on Farview Dnoll
while the clericQ was in residence.
N. alencia Iuenas is a practicing witchQ. K
6. =o one in the town remembers ever being
invited into the manse.
3. *he house on #urder $ill has two stories and a
basement.
M. *he sheriff is too spooked to go into the manse
himself. 3
;. *he town owes its prosperity to a pact made
withQ a demon that lives in the manse.
-. Jnholy circles of power have been found in the
woods near the manse.Q
-. Farview Dnoll is a mass grave where
hundreds of slain goblinoids were dumped at
the end of the )lorious +!pansion.Q
--. *he only entrance to the house on Farview
Dnoll is on the second oor.
-7. Long ago( a powerfulQ demon ruled this land(
but was banished.
-K. &n the basement of the manse is a cache of
,hurch gold.Q
-N. *he Iuenas and "aldoon families are feuding
over land use.Q K( N
-6. $orses led toward the manse become over4
mastered by fear.Q
-3. Salvator Iuenas would unlawfully let his
sheep gra@e on Farview Dnoll. K
-M. Pierre 'agville was prone to 9ts of violent
anger.
-;. *he "aldoon farm has had several poor
harvests that have all but ruined them. N
7. *om #iller
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#otes on this ta0le
*his rumor should be re4rolled as noted:
. &f the speaker is a 'agville
-. &f the speaker is a #iller
7. &f the speaker is a Poor 'rother of #ercy
K. &f the speaker is a Iuenas
N. &f the speaker is a "aldoon
6. &f the speaker is 'arkeeper "iggins
3. &f the speaker is Sheriff 'rowne
M. &f the speaker is 5eputy >!
;. &f the speaker is 5eputy #ilner
Places of "nterest
*hese numbered locations refer to the map in ppendi!
+.
1& Sheriffs Of2ce
5uring the day( Sheriff 'rowne 1see 1ocal Flavor2 or one
of his deputies will be found here. 'asic adventuring
supplies 1i.e.( ropes( torches( < poles( small mirrors(
int and steel( manacles and the like2 can be bought at
the standard prices from the sheriff( who has a small
store of such items for his staff. $e has a small supply
of basic weapons that are sold at a markup( but nothing
that the players should be too interested in 1i.e.( clubs(
spears( daggers and slings but not swords( pole arms or
long bows2. =o one sells metal armor( horses( boats or
siege e?uipment in Little Flanders.
"te* Cost
'lanket( winter - sp,andles( beeswa! 12 N sp
,lub N gp
,rowbar N gp
5agger N gp
5art N sp
Leather armor 1human2 gp
Pole( wood < N sp
Iuarterstaff N gp
Rope( hemp N< N gp
Sack( large N sp
Sling 1- stones2 N gp
Spear N gp
*orch 1M2 N sp
*he sheriff can train 9rst4 and second4level 9ghters(
dwarves( and halings if you re?uire that P,s receive
training before gaining the bene9ts of their e!perience
points.
& The Sleepy $iant Pu0lic 4ouse
*he pub is generally empty during the day( save for
the occasional traveling merchant and members ofthe sheriff
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$ood +ork perfor*ed !onation re6uired
Potion of cure li)ht +ounds gp
Scroll of cure li)ht +ounds 3N gp
,asting cure li)ht +ounds N gp
,asting cure disease - gp
)ervais will train lawful clerics who are on good terms
with the 'rotherhood.
7& 8arvie+ 5anse
*he details for this location can be found in 2art 54 he
Farview $anse.
Part 2: Farview Manse
*he manse is a two4story building with a basement. ll
ground4oor access( including windows and doors( hasbeen solidly boarded up. *here is a rickety staircase in
the back that leads to a balcony with two unlocked
doors. #ost of the Ding Ratters are on the ground oor.
*he children are in a cage in a storage room in the
basement.
*he former owner of this property was not a cleric( but
an evil wi@ard who trucked in matters that he should not
have. $e built a small but vicious cult that tried to broker
a deal with an imprisoned demon named 8oral 8nva.
For the cult( that attempt ended poorly.
*he basement contains their GchapelG as well as a few
reminders of their ministry. *he Ding Ratters avoid the
chapel area.
*he interior walls are of wood and plaster construction
with wool and leaves used as insulation. *his insulation
signi9cantly mufes sound. Jnless otherwise noted(
walls are about one foot thick. character using an
a!e or hammer would be able to break through this
kind of wall in one turn. *his will attract monsters in
47 rounds. Roll on the "andering #onsters table for
this oor to determine what wickedness comes.
&f the players retreat from their assault on the manse(
make sure that the Ding Ratters improve their
defenses. *hey will not be caught at4footed again. &f
the players do not penetrate the ground oor( the
Ratters may assume that the intruders were
frightened off. &f the players do make it to the ground
oor and then retreat( the Ratters will heavily fortify
the second oor. &t could be a 9ght Hust to get back
up the stairs.
&f 5eputy >! has led the party to Farview Dnoll( he
will point out the large oak tree in the front of the
manse where the headless remains of the children
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K. Low moaning from an undetectable direction
Since these illusions are so transient( no save is
possible.
"andering monsters may be encountered on this level
once every K turns. Roll d6 indicates an encounter.Roll a d- to determine the encounter.
Roll #o& 5onster
4- -4N Spitting pit vipers 1,: 3 $5: - :
5: 47 blinding spit #: M #v:
6+T ">+ '+*&5+ *$>S+ "$> 5&S*JR' #8
$>#+( F>R #8 "R*$ &S )R+*TG $e then charges
the party. Randomly select a player as the victim of the
illusion. $e must save vs. spells or be knocked at on
his back for 4- hp of damage. successful save
means that the P, merely inches. *he 9gure
disappears on contact.
3& B!ROO5 O8 !"SAPPO"#T5#T
"alls bearded in mildew contain what was once a
handsome bedroom. ,lapboards cover thin( tallwindows on the north and west walls. *he ruins of a
bed and table lay along the southern wall. bureau
has collapsed along the west wall. cursory search
of the bed uncovers a sack with - sp under the
mattress.
7& SCR"PTOR"(5
#any empty racks are arrayed in rows in what
appears to have been a si@able private scriptorium.
*he oor is covered in moldering vellum and
parchment scrolls in various states of ruin.
n e!plicit search will turn up dark red stains pooling
out from under the western door. *hese stains are
old( but not years old.
careful search of the area re?uires one turn( during
which a roll for wandering monsters should be made
1 on a d6 indicates an encounter2. *he search
reveals a scroll of lewd poetry concerning the
adventures of a wandering monk and the many
brothels of his parish. *his could fetch as much as
gp from the right collector in a large town. *here is no
market for it in Little Flanders. &f the ,enobite #aster
discovers the party has this in their possession( he
will refuse to talk to them for a week.
:& B!ROO5 O8 T4 ,OAT4SO5 "!O,
*his appears to have been a bedroom of some small
lu!ury( although only moldy tapestries( broken
furniture and a ruined bed now remain. *all( thin
windows on the north and east walls are boarded
over( but they allow some feeble light in. low chest
along the east wall is trapped with poison gas. Jse
normal procedures to disarm it. *he gas causes dK
points of damage if the save fails.
&n the chest( the party will 9nd a small( repellent idol
of some frog4like grotes?ue. *he deep blue lapis
statue weighs 9ve pounds( and in a large town 1like
#iddleton2 it could be sold for up to N gp to a
collector or salvaged to a Heweler for gp. &f shown
to the ,enobite #aster( he will urge the party to
smash the idol immediately or remand it to his care.
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lso in the chest is a small monograph of arcane
procedures for summoning demons and binding them
to servitude.
&n particular( the manuscript stresses the importance of
maintaining the purity of power circles. &t lists the
following ways that such circles may be destroyed:
. Pour unholy water on each circle
-. Place unholy artifacts at each circle
*his windowless room has been ransacked. 'o!es(
both opened and closed( lay scattered all over the
place. careful search of the room 1taking - turns2will turn up a pewter pot with black ink. &n a large
town or city( this will fetch N gp. lso( a small pouch
with gp will be found. 5uring each turn searching(
there is a in 6 chance of a wandering monster
coming into the room.
11& %STR# OBSR'ATOR9
Large open windows appear in every corner of this
roughly octagonal room. Part of the 6< roof may be
opened to give a clear view of the night sky. Patterns
of wear on the oor suggest heavy usage at one time.
*here are planks nailed to the oor along the eastern
wall.
granite statue of a wi@ened( robed man
contemplating a globe appears in the center of this
room. 7 giant toads 1,: 3 $5: -- 1hp N( 7( 2
: 5: dK #: 6 #v: ;
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careful search of the statue will uncover a @1 rin) of
protectionon the hand of the 9gure.
=ote that the toads can leap from the ground to the
open windows without much dif9culty.
*he staircase to the ground oor has been destroyedand covered over with wooden planks. 5etermined
characters could hack through the planks. *his takes 7
turns to complete and would put all of the goblinoids on
an attack footing.
1& A ST(!9 "# SCAR,T
'roken shelves( scattered parchment and a ruined desk
suggest that this room was once a study. *he windows
here are boarded over. spray of dried blood can be
discerned along the western wall. >n the eastern wall( a
large 6 and )have been carved into the wall. >n the
desk is an old pipe. >n a windowsill lies a tatteredslipper half49lled with roasted leaves. $owever( the
leaves have been spoiled by mold. Should a P, attempt
to smoke or burn the leaves( all in the room should save
vs. poison. *hose that fail will take 4- hp of damage.
13& B!ROO5 O8 T4 S,P"#$ '"PR
&n this dilapidated bedroom is a simple bed with moldy(
stained sheets.
Jnder tattered sheets sleeps a small spitting pit viper
1,: 3 $5: 1hp 62 : 5: d7 blinding spit #: 6
#v: ;
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&t appears that this room was once a large common
area study. 'enches are built into the north( west and
south walls. $owever( this room is now 9lled with half4
opened crates of arrows( slings( daggers( short swords
and what seems to be child4si@ed leather armor. n area
along the eastern wall speaks of a sloppily removed
stairway that ends in wooden boards tacked on to theceiling.
*he weapons found here are of poor ?uality and little
worth. *here are a total of N daggers that are worth
sp for the lot -N slings that will fetch -N cp - short
swords worth 6 gp and - suits of half4si@ed leather
armor worth -K cp.
*he goblinoids removed the staircase here that led to
roo* 11. *he hole in the ceiling has been boarded over.
1;& T4
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it has been Gorci9edG with crude wall paintings( hanging
bones and lewd fetishes.
*his is >ngoln the bed is a religious book of orcish cults 1no value2.
#oress has made no attempt to personali@e his room(
save for the bed. &t has been stripped of its original
coverings. &t now has a worn and utilitarian dark graywool blanket that is thick and uncomfortable looking. t
the foot of the bed is a low( locked chest.
*his footlocker holds a letter 1see ppendi! &2( a pair of
non4magical boots and nothing else.
/& !# O8 %O,8 RA"!RS 1
*his long( narrow room is dark. &t contains eight
bedrolls( each of which contains a sleeping 9gure.
*his unremarkable room has M G"olf RaidersG goblins
1,: 6 $5: 4 1hp 3( 6( N( K( 7( 7( 7( 72 : 5: 461short swords2 #: 3 #v: 6therwise( the goblins are awoken immediately( though
the party does get a free round of attack for surprise.
+ach goblin has a purse with dK- sp.
1& !OOR,SS C,,
*his long( narrow room has no door. &t is dark( stinky
and 9lled with refuse.
*his is a trash room for the Ding Ratters. M giant rats
1,: 3 $5: 1hp K( K( K( 7( 7( -( -( 2 : 5: 47 1 in
- disease2 #: 6 #v: 6
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*hese 6 G"olf RaidersG goblins 1,: 6 $5: 4 1hp 3( N(
K( K( K( K( K2 : 5: 46 1swords2( 4K 1slings2 # 3 #v:
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a foul4tasting concoction that will restore 46 hit points
1 dose2.
33& 5ASTR B!ROO5
*he door is locked and has not been opened by the
Ding Ratters.
*his room appears to be in unaccountably good
condition. *here is very little dust anywhere( the
furniture appears undecayed and the walls( ceilings and
oors all are sound without water damage. &t is as if the
owner had only recently stepped out. *here are two
tapestriesAone of the north wall( the other on the south
Athat depict scenes from the )lorious +!pansion 1e.g.(
heroes battling cowering goblinoids2.
*here is a bureau( a desk( a large bed( two side tables
and a chest at the foot of the bed. *he side tables
contain candles( int( incense and N gp. >n one of theside tables there is a history book that gives a full
account of the )lorious +!pansion( should the
characters have 6 turns to study it. Roll d6 for each
turn spent reading. result of or - indicates that the
goblins from room -6 intrude on the readers. >bviously(
this interruption can only happen once.
*he bureau contains clothing of 9ne ?uality.
*he room belonged to the evil wi@ard who formerly lived
here. *he well4crafted furnishings speak to a high level
of wealth and comfort. +ach tapestry will fetch N gp in
a large town and each weighs K pounds.
*he chest is locked and trapped with poison gas 1-
save vs. poison or die2. &nside are ( gp( a large gem
worth 7 gp and a rin) of re)eneration. *he desk has
a parchment( ?uills and ink. locked drawer contains
accounting records for the Gseminary.G "hile worthless(
this ledger will be of interest to )ervais( who will see the
fraudulent records as a further indictment against the
former cleric of Farview #anse.
37& OCC,(!! S4R"#
*he center of this 7
ringed with loathsome runes and describes a large 9ve4
pointed silver star inlaid on the oor. t each point of the
star is a candle mounted on a 7< candlestick. t the
center of the circle( a large book rests open on a Nn the book is a @1 silver da))er. "edged between
the pages is a note that contains the te!t of ppendi!
0.
BAS5#T
*he stone walls of the basement are moist with
ground water. *he oor is of compacted earth. *he
ceiling is generally 3and vegetables as well as sacks labeled as rice( driedbeans and our. ll of it has rotted long ago. mong
the wrecked foodstuffs are K giant centipedes 1,: ;
$5: 1hp K( 7( -( -2 5: 1poison2 #: 3 #v: 6
Sv: $2 who will attack if provoked.
3;& STORA$
*his -
holding empty crates( empty sacks and useless Hunk.
makeshift cage that contains three bound and
gagged children lies at the center of the room.
&f he has retreated here( Re@@a will be have his swordat nna
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&f the party allows Ree@a to ee( he will successfully
travel to #iddleton. &f the party attempts to apprehend
or 9ght him( Ree@a ?uaffs his haste potion and ees.
"ithout magic( the party is unlikely to catch him.
*he children are bound in manacles that a thief may
unlock normally. )iven time( Sheriff 'rowne will be able
to e!tract the children.
>nce ungagged( the captives will identify themselves as
nna( Lawrence and =orbert( the missing children of
Little Flanders. *hey will say that *empesta badgered
them into e!ploring the haunted house( where they were
captured by the kobolds. *hey also say that *empesta& '", C4AP,
*his 6
oppressive black basalt altar( which has been carved
with leering( bestial faces. +ven from the distant north
door( the plainly visible dark stains on the altar suggest
the unspeakable rites of the past. door on the western
wall appears north of the altar. 'ehind the benches
closer to the eastern wall( a circle of sinister runes
surrounds a 9ve4pointed brass star inlaid in the oor.
long the southern wall( four robbed 9gures appear
to be looking at the party( although their faces are
obscured by their hoods.
&n this noisome place( black oaths were uttered to
alien things that sane men fear to name. lthough it
has been nearly two decades since the last
ceremony( the sticky evil of those acts poisons the air
here even now. *he large power circle is dif9cult for
lawful characters to look at.
long the southeast wall are K skeletons 1,: 3 $5:
1hp M( 6( K( 72 5: 46 #: - #v: 6
*his room contains a low table( a chair( and a coatrack holding ceremonial robes. >n the table is a
statue and a wide4mouthed silver bowl with old(
ruddy stains. pedestal along the eastern wall holds
a moldy tome.
*his room was used by the evil wi@ard to prepare his
vile ceremonies in the adHoining chapel. *he unholy
vestments are worth - gp to buyers in a town larger
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than Little Flanders. *he unwholesome obsidian fetish
statue 17 gp2 and the silver bowl 1 gp2 also re?uire
buyers in a larger venue that Little Flanders.
,enobite #aster )ervais will be very interested in both
the tome and the statue( but he will not pay for them.
&nstead( he will insist that these unholy items beremanded to his custody. &f the party refuses( he will
assume the party is under chaotic inuence and attack
with all the monks he can muster.
>n a pedestal is a moldering book( locked with a clasp
in the shape of a demon biting his tail. Should a lawful
character touch the book( he will receive -43 hp of
damage. *o a collector of such blasphemies( the book
will easily fetch N gp. nother copy of the te!t that
appears in ppendi! 0 appears here.
71& ,A"R
crude hole appears in the foundation wall. small
alcove has been roughed out beyond. *he oor of this
alcove is littered with bones and fragments of un9nished
meals. young girl lies prone toward the back. Filling
most of the space is a giant worm4like creature with
insect eyes and eight wiggling tentacles protruding from
its head.
mighty carcass scavenger 1,: 3 $5: 7 1hp --2
: M 5: paralysis/swallow #: ; #v: -
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power in this hovel so that the
#illennium of *orment can begin.C
*he party and the Ding Ratters have inadvertently
completed the work of the original occupants of this
house. middle4level demon named 8oral 8nva 1see
reatures -reat and mall2 has been trapped in an
inaccessible tomb deep under Farview Dnoll. &f a living
human or demihuman is brought into contact with one
of the power circles 1found in rooms 7K and 732( the
demon will possess the victim forever. fter which( 8oral
8nva will open a portal to his infernal realm to bring
forth an army of unpleasant critters.
*his is undesirable( even for chaotic players.
*he party must ruin the dark magic of these circles to
break the connection with 8oral 8nva. *o do this( they
must do any of the following:
. Pour holy water on each circle
-. Place the amulets from the ,enobite #aster at
each circle
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"hen the power circles in rooms 7K and 73 are
despoiled in some manner( read the following:
"ith the destruction of the 9nal
circle( a disembodied roar of
cyclopean despair rips through
the Farview #anse like an
e!plosion knocking all members
of your party off their feet. n
inhumanly loud voice wavers
between malice and sadness:
B"hat have you done%
thousand years of slow
corruption( putting the pawns on
the chessboard every few years
Anow goneT )oneT nd for
what% *he lives of a few ignorant
whelps who will lead anonymous
lives and die like cattle soon
enough.
B*hough buried( & yet have
friends and minions & can call
upon. Remember what you have
chosen to do this day. 'e
assured that & will...C
*he house begins to shake even
more violently and threatens tocollapse on your party. 8ou 9ght
your way up stairs to the second
oor( then on to the balcony and
down the stairs.
'arely clearing the last stair( the
Farview #anse collapses in upon
itself. foul smell of fetid
corruption billows out from the
wreck( choking you briey( but
the day is yours.
Part ": #ettlin$ %p>n returning to town( the party will be met by all of
the families who have lost their children as well as by
the sheriff and his deputies.
Sheriff 'rowne will pay the bounty of K gp for
clearing out the manse. $e will also award a bonus of
gp for each of the four missing children returned
alive to his or her family. Should the party refuse the
entire bounty( insisting that the families keep the
money( award each player M OP.
&f all the children have survived( there will be a big
celebration in the town s?uare where the party will be
publicly lioni@ed.
&f some children have died( the party will be thanked
and rewarded as per the bounty. =o one will be in the
mood to celebrate. $owever( each player will have a
positive reputation with most of the townsfolk.
&f all the children have died( the players will be curtly
paid K gp and asked to leave town as soon as
possible. *hey will forever after be given a cold
shoulder in Little Flanders.
Jpon successful e!ploration of the manse( award the
party N OP. +ach character will receive an additional
OP for each missing child returned alive. +ach
returned corpse of a child will yield but -N OP per
character.
&f the party banishes 8oral 8nva( award - OP to
each player. $alve the award if the ,enobite #aster
had to accompany the party. &n all cases where the
demon is banished( )ervais will give the party a letter
of recommendation and tell them to present it to his
colleague in #iddleton( who has need of capable
individuals.
Appendi& A: 'reatures Great and#(all
The %aldoon 8a*ilyincludes husband Iuimby 1now
deceased2( wife Sarah and daughter nna 1aged N2.
*hey are farmers. nna was lost along with the other
children. *hey have promised nearly all their money to
the sheriff to fund the bounty. Sarah is frustrated with
the slow pace of the sheriffEs efforts.
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The 5iller 8a*ily includes widower *homas 1now
deceased2( son Ronald 1aged 62( son >dd 1aged 2
and son Lawrence 1aged 62. *homas ran a our mill with
his three boys. *he youngest son has been missing for a
week. fter *homas
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$e is an avuncular( middle4aged 9ghter who likes his
village ?uiet. $e has adventured ?uite a bit in his past
but has settled in Little Flanders to grow fat and old. $e
is fair4minded( but not naive. Players that try to lie to
him will ?uickly fall into disfavor. $e is well4regarded
around town. $e can train 9ghters( dwarves and
halings.
!eputy Serill FOGF 4rofner4 Fighter( Level
rmor ,lass: 3
$it 5ice: 1hp M2
ttacks:
5amage: 46 1add - bonus for strength2
#ove: ;F L'8R&=*$ L>R5 1*#2 *R5+#RD
L&,+=S+
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Appendi& ): Farview Manse Maps
Second 8loor
$round 8loor
Base*ent
-K
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Appendi& *: Little Flanders
-N
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Appendi& F: Bounty +oti!e
'eings of Hust demeanor and conscience who are also
possessed of stout sword arms and fearless hearts are
re?uired.
Several innocent children of the town have disappeared
near an ancient pile of ill4omen.
Should you return the children to their parents( a reward
in gold shall be yours( with additional incentives to be
detailed later.
Fail( and see the future of our town diminish.
&nterested parties should seek out Sheriff 'rowne in the
center of Little Flanders town.
Appendi& G: Letter 1
*ake the Ding Ratters to Little Flanders and establish
a base. #ake sure that it is secure from spies. "atch
the town for opportunities to cause distraction but
5> =>* get into a direct conict with the humans. &need your Ratters for the 9nal operation.
& have assigned my lieutenants( >ngol and #oress( to
advise you.
"hen your operation is complete( send a messenger
and decamp. "e will rende@vous outside of
#iddleton.
5o not fail me.
AR
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Appendi& H: Letter 2
8ou are to advise Ree@a and the Ding Ratters in the
Little Flanders operation. Ree@a needs e!perience
planning more subtle operations.
&f he fails( you will complete the mission.
8ou are not to kill Ree@a unless he attempts to ee.
AR
Appendi& ,: Letter 8ou are >ngolEs wet nurse on the Little FlanderEs
mission. Should Ree@a and >ngol fail( you must
complete it.
5o not allow >ngol to kill Ree@a unnecessarily.
8ou have proven yourself again and again during our
long years together( old friend. & order you to stay
alive.
See you in #iddleton.
AR
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Appendi& : Ar!ane #!roll
ll praise and celebration to the 5uke of *orment( 8oral
8nvaT $e that reigns from below will come again when
payment of blood is rendered here and a mortal vessel
chosen.
Long ago( the *ormenter walked these lands and
brought low those false and prideful kings who fancied
themselves masters of all they saw. *hey were to learn
the depths of their mistake when 8oral 8nva opened the
5un )ate and brought forth his Penumbra rmy.
For decades( $e ruled the weak and rewarded the
strong. &t was only by ill4starred luck that the wandering
priest of the Soft )ods entombed our Lord. 'ut our
memories are long and we are patient.
Long have we in the 'rotherhood labored to make ready
$is return. *he circles are drawn and sancti9ed with
unholy rituals. *he sacri9ces( easily obtained from the
local population of rubes( are nearly complete.
lready $e stirsT $is anger rumbles through the very
ground and blanches the weak.
*he time of waiting is nearly over. nd our #aster will
again put his boot to the throat of the weak.
-M
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Appendi& .: Pre-Generated 'hara!ters
#a*e Derrok )rum Sir )uy 0ane 5oe "alt #ad *om *horn
Class 5warf 5warf Fighter *hief ,leric #agic4Jser +lf
,evel - - -
A, L = = = L = L
SeG # # # F # # F
AC 7 K K N 7 6 7
4P ; ; 6 3
Str M 3 6 7 N M K
"nt 3 ; 3 7 M M
%is N 3 ; M M
!eG 7 - N M 7 M 3
Con 3 M M 7 ; 6
Cha 6 M ; K ; 3 N
#a*e 6uip*ent
Derrok Splint mail( war hammer( backpack( N< rope( gp
)rum ,hain mail( shield( scimitar( backpack( < pole( small mirror( gp
Sir )uy Scale mail( shield( sword( short bow( - arrows( backpack( crowbar( gp
0ane 5oe Leather armor( sword( long bow( - arrows( thieves< tools( backpack( gp
"alt ,hain mail( shield( ail( sling( - stones( backpack( holy water 1 vial2( gp
#ad *om Silver dagger( sling( - stones( backpack( int and steel( torches 1!62( gp
*horn ,hain mail( sword( long bow( - arrows( backpack( gp
#a*e Spells
"alt Cure li)ht +ounds( detect *a)ic
#ad *om 5a)ic *issile( sleep
*horn 5a)ic *issile