Metivier Manor, Dyson LogosThe Kobold King, in his scaly wisdom, became a patron of the famed cartographer, Dyson Logos (Fantasy RPG Cartography by Dyson Logos)! Magnificent maps were attained, thereby, which our Squamous Sovereign decreed would become part of the landscape of Midgard. With great celerity and a stolen thesaurus, one of his minions did set about transforming his liege’s will into stone, earth, wood, water, fur, flesh, bone, blood, and various pieces of tasteful and expensive furniture.

______________________________________________________________________________________________________Manor map

  1. Sewing Room

A long table and a device consisting of several long, rolling wooden dowels on a frame at table height dominate the room. A half-finished tapestry depicting mountains and a night sky above lies across the rollers. Bolts of fabric of several types and in several colors and lean against the walls. Unlit lamps in sconces line the walls.

There is sufficient material here to cobble together a good set of weaver’s tools or to replace the odd damaged lock pick.

  1. Hidden Cell

The secret door to this room requires a DC 15 Investigation check to detect and a DC 20 Disable Device check to unlock.

The walls, floor and interior of the iron-encased inner part of the door of this room are covered in thick, padded canvas. Three ringbolts hang from each wall, seven feet from the floor.

This is a cell in which Lady Ilinca sometimes keeps victims. She hasn’t used this room since the burgher began supplying her with people, however, preferring to keep them in Area B2 to reach more quickly when she awakens.

  1. Kitchen

In the center of the floor of this kitchen, in a pool of fresh blood, lies the back half of the corpse of a goat.  A few gnawed bones lie strewn about the dead animal. A trail of blood leads toward and apparently through a door to the north.

The air here is thick with the scent of some sort of heavy, musky perfume, almost enough to make one retch.

The cupboards hold very few dishes and no glassware. A set of matching horn tankards covers a small table near one door and a bucket containing cutlery sits on another.

The kitchens see little use these days, and what wasn’t broken by the poltergeists who once lived here now sits on the tables around the room, should the occasional guest have need of it.

If the bones on the floor or the goat itself are inspected with a successful DC 15 Medicine check by someone who has had experience with ghouls, they will recognize the dentition marks characteristic of their kind.

The scent is one Brother Vasili in Area 10 uses as a courtesy to those who have trouble with his odor.

  1. Dining Hall

A fire blazes in the great hearth in this large dining hall, casting long, wavering shadows across the floor and the walls. A long, narrow table dominates the room, lit by three large candelabras. At one end of the table, a large figure in chain armor sits hunched over what appears to be the remains of the front half of a goat, the dead animals head hanging over the side and bleeding onto the floor. A few seats away, a striking woman in a white dress spattered with blood sits drinking from a horn tankard, a bottle sitting near to hand.

Encounter. Brother Vasili (a Ghost Knight of Morgau), Lavinia (a priestess of Marena), and Creech (a spined devil) all while away their time here until their hostess rises at sunset. They have come here to plot the fall of a nearby noble who is a common enemy.

Tactics. Lavinia begins combat by casting shield of faith on herself and attempts to keep the table between herself and the PCs in order to cast as many offensive spells as possible before engaging in melee. Brother Vasili wades right into the fight with his sword, relying on his stench to confound his opponents. Creech, having no real input as a messenger for his master (a lunar devil), crouches on a beam near the ceiling. He will join the fight once he thinks he can ambush someone.

Morale. Vasili and Lavinia rise and attack immediately and will fight to the death, though Creech will attempt to flee by way of the front door in Area 1.

Brother Vasili, Ghost Knight of Morgau

Medium undead, lawful evil

Armor Class 16 (chainmail)

Hit Points 108 (24d8)

Speed 30 ft.

STR     DEX    CON    INT     WIS     CHA

16 (+3) 17 (+3)            10 (+0) 11 (+0) 10 (+0) 8 (–1)

Saving Throws Wis +2, Cha +1

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60ft., passive Perception 10

Languages Trade Tongue

Challenge 4 (1,100 XP)

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.

Turning Defiance. The ghost knight and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Multiattack. The ghost knight makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (ld10) piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.

Reactions

Parry. The ghost knight adds 2 to its AC against one melee attack that would hit it. To do so, the ghost knight must see the attacker and be wielding a melee weapon.

The Ghost Knights of Morgau are an especially interesting group; many of them are living creatures who choose to join the ranks of the undead as a method of advancement. The knights begin as living men and women, bound to the service of a vampire, Necrophagus, or priestess of Marena. If they provide good service for 5 or 10 years, they may be “raised up” into the ranks of the undead as a foot soldier in the Ghost Knights, roughly equivalent to a squire elsewhere. Equipment for Ghost Knights is generally excellent, and typically includes a warhorse, two lances, a red banner, a battleaxe, mace or longsword, and a tabard displaying the insignia of the order (a skull on a red background). Knights are expected to provide their own armor. (See also Imperial Gazetteer: The Principality of Morgau and Doresh, and Realms Subterranean, pg. 5.)

Lavinia, Priestess of Marena

Medium humanoid (human), lawful evil

Armor Class 12 (14 with shield of faith)

Hit Points 33 (6d8)

Speed 30 ft.

STR     DEX    CON    INT     WIS     CHA

13 (+1) 14 (+2) 11 (+0) 11 (+0) 16 (+3) 15 (+2)

Saving Throws Wis +6, Cha +5

Skills Medicine +6, Persuasion +5

Damage Immunities poison

Condition Immunities poisoned

Senses passive Perception 13

Languages Trade Tongue, Infernal

Challenge 2 (450 XP)

Channel Divinity: Touch of Death (2/Day). When the priestess hits a creature with a melee attack, she can use Channel Divinity to deal 17 extra necrotic damage to the target.

Inescapable Destruction. Necrotic damage dealt by the priestess’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Reaper (Chill Touch). When the priestess casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Spellcaster. The priestess of Marena is a 6th-level spellcaster (spell save DC 14, +4 to hit with spell attacks). She has the following cleric spells prepared:

Cantrips(at will): chill touch, resistance, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): bane, false lifed, protection from evil and good, ray of sicknessd, shield of faith

2nd level (3 slots): blindness/deafnessd, hold person, ray of enfeeblementd, silence, spiritual weapon

3rd level (3 slots): animate deadd, bestow curse, cure wounds, dispel magic, vampiric touchd

Actions

Scourge. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Special Equipment: Periapt of Proof Against Poison (worn)

Creech, Spined Devil (Monster Manual, pg. 78)

  1. Terrace and Garden

This flagstone terrace overlooks a rose garden lightly sloping downhill and away. Most of the foliage is dead, and the entirety of the flora doesn’t appear to have been tended in some time. Fifty yards away stands a stone walled stable.

Anyone nearing the stables (not pictured) will hear the nickering of horses from within. Inside, a team of four black mares of good Krakovan stock stand in their paddocks. Some distance away, a large Morgau ghost horse paws at the dirt and tosses flares his nostrils at any who approach. This is Vasili’s warhorse, and it is not friendly.

Morgau Ghost Warhorse (Monster Manual, pg. 340), see Morgau Ghost Horse sidebar.

  1. Butler’s Pantry and Stairs

A few household cleaning items are scattered about this pantry. A staircase ascends at one end of the hallway.

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