BA Manor
Balborin and Ato owned this estate previously before they died in a freak accident. The manor has been passed down to Ato's nephew, Neth. The building is spread out on approximately 1700 acres of land, including gardens and a lagoon pool, with three floors to it.
Neth had set up a flyer in the village you all lived in, hoping to find adventures who would be able to clear the mansion of any remaining ghosts that had been left when Balborin and Ato had died.
Ground floor
Entry
Des: You walk inside the mansion, seeing a hallway that veers into two paths at the end, one left and one right. The hallway is dimly lit with torches that seem to never run out of flame, burning for the time the mansion has been left to rot. Dust flings into the air as you open the doors before settling on the ground again. What do you do?
Notes: A trap right by the front door shoots arrows if you step on the pressure plate five feet from the door.
Living room
Des: The room is cramped and small, but quite cozy. There’s a corner couch to your right as you enter, and a small ottoman beside it. They were both covered in tarps as if the room was going to be repainted, but the owners had never gotten to it. A bookshelf stands on your right, filled to the brim with books with worn spines and faded colors. There’s a rug in the middle of the room as if to try and bring a small bit of comfort to your feet from the cold wooden planks if you had been walking barefoot. A tea table sits next to the seating, a porcelain teapot and cups covered in a sheen layer of dust sitting atop the wooden structure. The teapot still seems to have liquid in it.
Notes: The tea is poisonous. If they drink it, they take one d4 of damage and are at a disadvantage until they eat or drink something to settle their stomach.
Library
Des: You are met with shelves reaching up to the ceiling, all filled with books packed so tightly you might pull the entire row out if you try to take just one. There is an armchair located in the left corner of the room, plush and a vibrant red color. A coffee table sits next to it, an old mug with cobwebs holding it to the polished wood. In contrast, a green rug with a large star reaching from edge to edge lays in the middle of the floor to create a comfortable atmosphere.
Notes: The rug is covering a pitfall trap that falls over twenty feet with spikes at the bottom. The coffee grants a healing boost and advantage until they leave the room. One of the books glows softly and they want to have it with them to give to the ghost at the end.
Planning room
Des: You enter what looks like a small military planning base. It’s not surprising since you know the previous owner was a general, but it's still unusual to see a room like this so well-equipped with plans and models since it wasn’t a base. At the end is where the general presumably sat since there was a chair made bigger than all the others to show whoever sat there was in charge. To the edge of the room were cabinets full of medals and trophies of achievements the general had won. He seemed to be some of the best of his time. On the other side of the room are heads of other races, mounted on plaques and displayed with pride by the way they still shine after years of neglect.
Notes: trying to take any of the medals will result in a loud siren blaring, making the players take 1 d4 physical damage, and will continue until medals are put back.
Office
Des: The putrid puke green carpet is the first thing that meets your eyes as you walk in. The jarring hot pink floral wallpaper hits you second. A hickory executive desk sits in the almost center, off set to the left wall by a few inches. Atop the desk are blue prints of some kind, schemes and notes. The desk is stained with a sizable blotch of ink, the holding pot tipped over nearby, as if someone had left in a hurry.
Notes: casting detect magic will let you see the ink was once enchanted to write what the author was thinking. A note is left on the desk with the writing cut off as if someone had been killed in the middle of their thoughts
Cellar
Des: Your footsteps echo as you walk on the granite floors, surrounded by kegs and walls of wine bottles. Shattered glass sits on the floor as if broken long ago, all the liquor dried up from having sat for so long. There seems to be nothing of interest inside this room aside from a few rats scurrying around.
Notes: trying to talk to the rats will result in them biting the player and the player taking 1 d4 of physical damage
Dining room
Des: a long hickory table stretching all the way across the room fills most of the space. Ornate dining chairs are placed at every open space, reaching having a placemat in front of them with name tags adorning the sides. Half eaten food and tipped over goblets are scattered across the table, leading to a chaotic scene when you enter. It looked almost like a moment frozen in time. You could practically imagine all the people sitting here, laughing and drinking with each other as the fireplace behind them would roar, providing them with warmth.
Notes: trying to eat or drink anything on the table will result in 1d4 poison damage. Investigation check of 17 or higher will give the knowledge that some of the cups were poisoned. 20 or above will tell players some of the food was also poisoned.
Downstairs
Entry
Des: As you walk down the stairs, you can easily see that the lower floor of the mansion was designed to be where the servants worked. There were barely any rooms, it was mainly an open concept floor. Sinks were placed all along the far right wall, most likely for washing clothes and rags. Supply cabinets were standing against the wall straight ahead, probably filled with cleaning items. On the far left side was where the few rooms where, name badges placed beside the doors. Everything in the middle was complete and utter chaos. Baskets of half done laundry, puddles of liquids from leaks in the ceiling, and assortments of broken items were atsroon around the concrete floor.
Asmarol & Che's room
Des: You can see the living conditions down here were terrible. Slim, fraying mattresses were laid down on the floor on either side of the room, a small chamber pot placed at the far end of both beds. There was barely any room for just one of you, how did two girls manage to live in this space?
Notes: on investigation check of 15 or higher, player is able to find a note, but is unable to decipher it.
Zi & Kifu's room
Des: It's very similar to Asmarol & Chi's room, but slightly bigger. Their fraying mattress seem to have thin, under-stuffed pillows atop. About one and a half of you could probably fit in here, but you still wondered how two girls could sleep in the tiny room.
Notes: on investigation check of 16 or higher, they are able to find another note, still indecipherable.
Dao & Morlo's room
Des: You're surprised when you walk in that all five of you are able to fit in the room comfortably. The mattresses in here, while dirty from being left here for so long, were still moderately thick, especially compared to the two you had seen before. They mattresses even had wooden bed frames that raised them about two inches off the ground. They even had full pillows they would be able to rest their heads on.
Notes: On investigation check 18 or higher, they are able to find a decipherer for the two previous notes.
Deciphered notes
- Asmarol, the chefs have agreed to the plan. We just need to bring them the ingredients and they'll make it -Zi
- Kifu, make sure you have the brooms ready, I'm worried about the mess we may have to clean up -Che
Upstairs
Kitchen
Des: dirty cauldrons and half made meals scatter the counters as you walk inside. The kitchen is much bigger than you expected it to be. Cabinets full of ingredients reach the ceiling and there are many stoves to cook on. Bottles of half used vinegar and other concoctions litter the end caps, with spiced mixed into the mess.
Notes: Trying to eat any of the food will result in the player taking 1d4 poison damage. On an investigation check of 16 or higher, players will be able to find a note. They are able to read it if they have the decipherer.
Ato's bedroom
Des: You're surprised how clean and well made Ato's room looks as there was a stereotype on orcs for being dirty creatures who never bathed or cleaned their spaces. You look to see a canopy bed placed against the far left wall, sunlight billowing in from the bay window. Across from the bed in a vanity full of makeup products and a hairbrush placed on top.
Notes: on an investigation check of 10 or higher, they are able to find a letter written in orcish to Balborin.
Balborin's bedroom
Des: You can't lie to yourself, you've been slightly afraid to step into this room ever since you've stepped into the house since you knew Balborin was a military officer. As you look around, you can see a king sized bed placed on the far right, a bearskin blanket laid across the thick bedding. Beside the bed is a nightstand with an old mug of coffee and a letter below the mug. Reading glasses are placed atop the letter as well, and you have to wonder who Balborin might have been in the privacy of his own house and away from the public eye. You search around a little more, finding a locked chest on the other side of his bedroom.
Notes: if the players know elvish, they are able to read the note on Balborin's nightstand. If they roll an investigation check of 19 or higher, they will be able to identify that the chest is a trap and that the chest is full of chomping cabbages (7). If they roll and investigation check of 21 or higher, they will be able to find a secract passage
Chomping Cabbages CR: 1
STR
2 -4
DEX
1 -5
CON
1 -5
INT
0 -5
WIS
0 -5
CHA
0 -5
Look like Normal cabbages, but have giant mouths that they will chomp you with.
Notes
- Zi, I think we should be able to do that as long as your provide us with the list of ingredients that follows. Please give the ingredients to us in about two days, or we won't have enough time to make it. -Head Chef
- Balborin, my dear, I don't know if I will ever give this to you, but I don't believe your nephew thinks highly of me, He seems to have it stuck in his mind that orcs are one of the most disgusting creatures to ever grace Ethosan. I know you love him dearly, but I fear his hate of me will lead to someone getting hurt.
- Dear Uncle, I can't believe you would have the audacity to marry an orc after what they did to our family. While I usually have the utmost respect for you, I fear this marriage can go on no longer. Divorce her, or something much worse will come your way. -Neth
Secret room
Des: As you walk in, the floor suddenly turns into a chute and you are all rushed down in the pitch black darkness. When you reach the bottom of the chute, you are met with two floating, glowing blue figures who hold hands. They float down to you, trying to get a closer look at your faces.
Notes: at an investigation check of 9 or higher, you can tell the two ghosts are Ato and Balborin.
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