TEXT: The
  Hound
  of Cabell
  Manor
  A third-level adventure
  using D&D 5E Basic Rules
  What is this adventure?
  This third-level adventure is designed for D&D veterans and
  complete beginners alike. It only uses rules, items, monsters
  and concepts found in the free basic ruleset that can be
  downloaded from the Wizards of the Coast website.
  That means that you and your friends can play this without
  having to buy anything other than snacks, drinks and maybe
  some dice - though even these can be replaced by the many
  free Dice Roller apps available for phones and tablets.
  How do I play?
  The basic rules of Dungeons & Dragons 5th Edition can be
  downloaded at dnd.wizards.com/articles/features/basicrules
  Summary
  A fearsome hound has been seen prowling the mist-soaked
  moors surrounding Cabell Manor, but what is the foul beast
  searching for? Is there any truth to the rumors tying the
  family to
  an
  ancient devilish
  evil,
  or
  is
  it just a
  local
  superstition?
  If they want to solve the mystery our adventurers will need to
  keep their wits just as sharp as their swords...
  
  on a couch, holding a sleeping infant of maybe 18 months.
  She wears dark trousers and a white blouse, and also carries
  a rapier at her side. Athon introduces her as his wife, Katrin,
  while the infant is their son, Henry.
  After
  making
  introductions,
  Athon
  will
  call
  for
  the
  housekeeper - a Halfling woman named Berry Staypell - to
  fetch tea and some food for the party, and then explain that:
  • One week ago a tall, shadowy figure turned up at their
  front door claiming to be a devil who had made a deal with
  one of Athon’s ancestors. She presented a contract that she
  claimed allowed her to take ownership of Henry.
  • The Cabells naturally didn’t believe her and slammed the
  door in her face.
  • Every night since then the house has been besieged by a
  vast hound that is wreathed in fire and shadows.
  • It has torn open the gate and pawed at the doors and
  shutters, but has not yet managed to make its way inside.
  • The assaults start at dusk and last until dawn with the
  hound appearing to materialise out of the mists.
  • They have not dared to fight the monster. While both
  Athon and Katrin can fence reasonably well, they dare not
  battle
  the
  hound
  alone
  while
  there
  are
  other
  options
  available.
  • Athon will recount the legend (see The Legend). He has
  no idea whether or not it is real, but he hopes that killing
  the beast will make the problem go away.
  The Road to Cabell Manor
  There are several ways to start the adventure. The easiest
  and most direct is to have the party receive a letter from
  Katrin and Athon Cabell, saying that they have been plagued
  by a monstrous hound and have heard that there were
  reliable adventurers in the area. They ask that the party
  head to Cabell Manor, just north of Beechburton, as soon as
  they can.
  In return for aid
  they promise
  a substantial
  reward.
  Otherwise it is possible to have them hear of the Cabells’
  plight from friendly merchants or innkeepers that know that
  the family is in need of help.
  An organic - if complicated - way to set it up would be to
  have
  the
  adventurers
  be
  passing through the
  village
  of
  Beechburton at night and see the indistinct form of a terrible
  hound padding its way across the moors. From there they
  can ask questions of locals and learn that the family would
  appreciate the aid of some sturdy warriors.
  Beechburton
  A
  small,
  sleepy
  village
  with
  a
  few
  hundred
  residents,
  Beechburton
  seems
  the
  very definition
  of ordinary.
  The
  residents are mostly human, with a scattering of the other
  more common races here and there.
  The local inn is named Doyle’s and lies in the central
  square. Its low-ceilinged rooms are filled with the comforting
  smell of woodsmoke and cider, and no matter the time of day
  it will be filled with old farmers. The innkeeper is a large
  human man named Doyle, who is generally friendly and
  willing to help travellers out with directions, local gossip and
  a plate of hot food.
  All the residents of Beechburton know some form of the
  legend of Cabell Manor (see The Legend), possibly with some
  fanciful embellishments, and are more than happy to share
  it. They will also quietly gossip about the uncanny luck that
  the Cabells seem to have when it comes to business and the
  house - such as stumbling across a buried chest of gold
  when they were almost bankrupted when a mine they owned
  stopped producing, or a business rival dropping dead of an
  unexpected heart attack.
  In general, the locals believe Katrin and Athon to be decent
  people, but don’t trust them or their family history.
  Approaching the manor
  You walk along a narrow if well-worn road for three or four
  miles,
  slowly
  climbing
  up
  into
  the
  moorland overlooking
  Beechburton. Even though the mid-afternoon sun is shining
  overhead, wisps of mist still drift among the bushes and in
  places you can see the reeds and pea-green tufts that show
  where scrub gives way to bog.
  The rolling hills and lack oftrees means that you see Cabell
  Manor long before you reach its grounds.
  Slate-grey and
  imposing, the manor juts up from the land like a gravestone,
  with the only other building in sight a low stone construction
  that squats a half-mile or so offthe track.
  The design is incredibly grand and it looks well-maintained,
  though as you draw closer you notice that the windows on the
  ground floor all appear to be covered with heavy shutters.
  A tall iron fence topped with sharp points surrounds the
  manor, and once the road was guarded by a set of heavy
  doors. However, these now lie torn and twisted on the verge,
  and as you pass you notice that they appear to be scorched in
  places. Indeed, the large double-doors at the front of the
  building are also blackened and covered in countless deep
  scratches, as are the shutters around them.
  ------------------------------------------------------------------------------------------------------------------------------------------------------
  The Cabell family are resting inside the manor and will not
  notice any adventurers investigating the grounds unless they
  are exceptionally loud.
  Adventurers looking at the gates can make attempt a DC 13
  Intelligence (Investigation) check to work out that they were
  at least partially melted by something incredibly hot, but
  were
  also
  ripped
  open
  -
  an
  act
  that
  would
  require
  considerable strength.
  Those looking for signs of what caused the damage can
  make a DC 13 Wisdom (Perception or Survival) check to spot
  a set of large paw-prints scorched into the grass just off the
  road. A Wisdom (Perception) check of 17 or more will also
  allow them to smell faint traces of sulphur in the area.
  As well as the large front door there are small doors to the
  west and northern sides of the manor. Knocking on any of
  these will attract Athon Cabell, who asks the adventurers to
  identify themselves before he opens the door.
  Athon is a tall, thin human with prominent cheekbones
  and untidy jet-black hair. His dark suit is rumpled and he
  has obvious bags under his eyes, as well as a few days or
  stubble on his chin. When he first opens the door he holds a
  drawn rapier, but he puts this away once he is sure the
  adventurers mean no harm.
  After checking that the party is here to help he will lead
  them through a wood-panelled passageway and lead them
  into a the study - a well-sized room with bookshelves running
  along one wall and a large fireplace taking up much of
  another. A short human woman with bright blonde hair sits
  The Legend
  “The story starts with my ancestor, Richard Cabell, who built
  this manor house some 400 years ago. He poured his heart
  and soul into this place; it took years and years to build and
  all-but bankrupted him. As soon as it was completed he made
  some bad business deals that left him on the verge oflosing it.
  “According to the legend, Richard made a deal with dark
  forces in order to keep hold of this place and ensure it would
  never leave the family. In return he pledged to give up the life of
  a Cabell, one every century. People say Richard allowed his
  own son to be dragged into the family tomb by a foul
  Hellhound.
  “Of course, I never believed the story. When my father told
  me about it I thought he was trying to scare me. But now… I
  worry there may have been truth in it after all.”
  
  • If asked about the stone building off the track Athon will
  reveal it is the family tomb.
  • If the adventurers destroy the hound and end the attacks
  the Cabell’s promise to pay them 100gp apiece. If pushed,
  they will bump this up to 125gp apiece.
  Katrin will be more than happy to give the adventurers a
  tour of the manor while Athon takes care of Henry. It’s a
  beautiful old manor and in excellent condition, with several
  large bedrooms and lounges but nothing remarkable. They
  used to have several servants working for them, but when
  the attacks started all of them except for Berry left.
  The walls are lined with portraits, including one showing a
  rather unpleasant-looking man stood in front of the manor
  with a smug look on his face. Katrin will confirm that the
  subject of the painting is Richard Cabell, and an adventurer
  who takes a close look will notice that the year the portrait
  was painted is written beneath the artist’s signature - exactly
  400 years ago.
  Preparations
  The adventurers will have an hour or so to prepare before
  sundown. Exactly how they spend this time will vary from
  party to party, but the Cabells are more than happy to help
  them put together a plan.
  There is not much cover that can be used to set an
  ambush, but the family have a coach that can be dragged out
  into the yard and used as a hiding spot if the adventurers are
  looking for one.
  As the sun begins to dip below the horizon, the Athon
  retires to the study with Henry while Katrin promises to help
  the adventurers by firing a crossbow from a window on the
  upper floor - though she will wait with her husband if they
  insist she stay safe and out of the way.
  Nightfall
  As the sun begins to set the mist starts to gather in thicker and
  thicker strands until it fills the air with writhing, twisting
  shapes and shadows. As the very last rays of light disappear
  behind the moors, a patch ofdrifting whiteness seems to billow
  outwards and suddenly a fierce howl fills the air.
  Out ofthe shadows steps a huge dog, wreathed in flickering
  fire that fills the mist with a dirty orange glow. Behind it, four
  smaller shapes seem to coalesce from the darkness itself,
  smaller versions ofthe hound but no less fierce for it.
  Slowly, the pack begins to pad its way towards the manor
  house...
  ------------------------------------------------------------------------------------------------------------------------------------------------------
  The manor is being attacked by a Hell Hound (DM’s Basic
  Rules p32)
  and four Mist Hounds (use the statistics of
  Mastiffs [DM’s Basic Rules p35]). They approach cautiously,
  with the aim of battering the front door, and attack any
  adventurers as soon as they see them.
  Once combat begins the hounds will try and use their
  speed to leap on an isolated adventurer and bring them
  down. The Hell Hound will save its Fire
  breath until it can get a good shot on
  multiple targets lined up.
  While the creature could probably tear
  its way into the house or burn it down
  with
  its
  Fire
  breath,
  it
  knows
  that
  damaging the manor too much could
  invalidate the contract between Yeth and
  the Cabell Family.
  If Katrin is aiding with the battle she
  will fire a crossbow bolt each round at
  Initiative
  count
  20.
  She
  makes
  the
  attack against the target closest to the
  house, with a +4 to hit and dealing 5 (1d6
  + 2) piercing damage.
  Keep track of the the number of rounds
  that have passed. After the fifth round, if the
  Hell Hound is still alive a sharp whistle will
  ring out across the moorland and the beast
  will retreat towards Cabell’s Tomb as fast as
  it can while the Mist Hounds dissolve
  back into nothingness.
  Note that if the players come up with an innovative plan
  that allows them to make the encounter much easier (such
  as an ambush or traps), don’t feel that you need to add in
  more enemies or redress the balance somehow. Excellent
  ideas should be rewarded!
  Berry’s Betrayal
  While the adventurers were distracted by the battle Yeth
  attacked Athon (and Katrin if she was with her husband),
  knocking
  him
  unconscious
  with
  a
  silver
  tea
  tray
  and
  escaping through a window with the infant Henry.
  She
  immediately
  sets
  out
  for
  Cabell’s
  Tomb,
  sneaking
  through the shadows and the mist.
  This offers excellent
  cover, but adventurers outside who are actively searching the
  mists and able to make a DC 19 Wisdom (Perception) check
  will spot a figure moving in the direction of the tomb.
  If Katrin was participating in the battle she will scream
  upon
  finding
  her
  unconscious
  husband
  and
  the
  open
  window, calling for help from the adventurers.
  Waking Athon, and potentially Katrin, requires a DC 10
  Wisdom (Medicine) check. The last thing they remember is
  Berry bringing in some tea and then being hit hard across
  the back of their head.
  Tracking Berry’s trail across the moors requires a DC 13
  Wisdom (Survival) check. Where it meets the fence
  the iron bars have been bent enough to allow a small
  creature to fit through. From there it heads in the
  direction of the tomb, though the information in the
  legend should be enough to give the adventurers a
  good idea of where Henry has been taken.
  Katrin will stay behind to take care of Athon, who is
  too injured to head out onto the moors.
  Cabell’s Tomb
  The grey stone of the Cabell family
  tomb looms out of the mist like
  an iceberg.
  Roughly constructed, the only
  sign of ornamentation you can
  see
  is
  the
  word
  CABELL
  engraved deeply over the huge
  door.
  That slab-like door is
  ajar, and
  through the gap you can see the
  flickering light ofa flame…
  --------------------------------------------------------------------------------------------------------------------------------------------------
  A Hellish Housekeeper
  Shortly
  before
  the
  adventurers
  arrived
  the
  housekeeper,
  Berry, was attacked by a devil named Yeth - the same devil
  that offered Richard Cabell the contract that has landed the
  family
  with
  their
  current
  problems.
  Yeth
  charmed
  the
  Halfling woman and then murdered her, dumping her body
  on the moors.
  She knows of the Cabell’s plans to hire adventurers and
  was hoping to abduct Henry before any arrived.
  The fiend is keen to avoid being discovered before her plan
  is complete, and is knowledgeable enough to realise that
  spending too much time around Paladins and Clerics could
  be dangerous. As such she will go out of her way to avoid
  them.
  
  Yeth
  Medium Fiend (shapechanger), Lawful Evil
  ----------------------------------------------------------------------------------------------------
  Armor Class 15 (natural armor)
  Hit Points 55 (10d8 + 10)
  Speed 35 ft., fly 60 ft.
  ----------------------------------------------------------------------------------------------------
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18
  (+4)
  16
  (+3)
  12
  (+1)
  15
  (+2)
  12
  (+1)
  19
  (+4)
  ----------------------------------------------------------------------------------------------------
  Damage
  Resistances
  bludgeoning,
  piercing and
  slashing
  damage from non-magical or non-silvered weapons
  Skills
  Deception
  +8,
  Insight
  +5,
  Intimidation
  +8,
  Persuasion +8
  Senses darkvision 60 ft., passive Perception 11
  Languages Abyssal, Common, Infernal
  Challenge 3 (700 XP)
  ----------------------------------------------------------------------------------------------------
  Shapechanger. Yeth can use her action to polymorph into a
  Small or Medium humanoid. Without wings she loses her
  flying speed, but other than that her statistics are the same
  in each form. She reverts to her true form if she dies.
  Mist Walker. While in heavy mist or fog, Yeth can use a Move
  Action to teleport to any unoccupied location within 60 ft.
  She can also see through mist and fog as though it is not
  there.
  Innate Spellcasting. Yeth's spellcasting ability is Charisma
  (spell save DC 14). She can innately cast the following spells,
  requiring no material components:
  3/day each: Charm person, command, fog cloud
  1/day: Plane shift (selfonly)
  ----------------------------------------------------------------------------------------------------
  Actions
  Multiattack: Yeth makes two attacks.
  Unarmed strike: Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one
  creature.
  Hit:
  7
  (1d6
  +
  4)
  slashing
  damage,
  or
  bludgeoning damage if not in fiendish form.
  The overground portion of the tomb consists of a single room,
  which is mostly empty save for a pair of torches set in
  sconces and a staircase that leads underground.
  If the Hell Hound escaped the earlier battle it is waiting
  behind the door, preparing to ambush the first creature to
  enter. A successful DC 13 Wisdom (Perception) check will
  allow an adventurer to make out the beast’s low growling
  before they open the door. Any Mist Hounds that survived
  will be summoned from the mists outside and join the attack.
  The creatures will not have recovered any damage taken in
  the earlier battle and may well be showing signs of damage.
  However, the Hell Hound will have recharged its Fire Breath
  power and uses it at the first opportunity.
  If the Hell Hound was defeated then neither it
  or the Mist Hounds will return.
  The tomb is around 30 ft. below the surface and as the
  adventurers descend the stairs they will be able to hear the
  cries of the infant Henry.
  The steep passage opens out into a large chamber with an
  arched roof.
  Stone sarcophagi etched with the names of
  Cabells long dead line the walls and the smell of ancient
  death hangs in the air as thickly as the fog does up on the
  moors.
  At the back of the room the figure of a Halfling woman is
  scratching away at the wall with a stick of chalk, drawing
  bizarre runes and sigils that seem to twist and writhe under
  your
  gaze.
  Henry,
  still
  swaddled
  in
  his
  blanket, lies beside her and wails.
  Yeth, still in the form of Berry, is busy
  creating the arcane gate that will allow her to
  take Henry into the Nine Hells and claim
  ownership of the infant’s soul forever.
  She’s
  distracted,
  but
  is
  aware
  that
  the
  adventurers are probably on their way and is not
  completely ignoring her surroundings. Sneaking up on
  her requires an adventurer to make a DC 14 Dexterity
  (Stealth) check.
  Once she notices the presence of the adventurers
  Yeth will transform into her fiendish form, becoming
  taller and sprouting batlike wings from her back while
  her skin darkens to a shade of deep crimson.
  If
  attacked she will fight back, but prefers to try and talk
  her way out of the danger.
  Yeth will point out - quite correctly - that killing
  her on the material plane is only a temporary
  solution, as she will simply return to the Nine
  Hells and launch another scheme to abduct
  Henry. She promises that the next time she will
  be much less subtle.
  She will also produce the contract signed
  by Richard Cabell, which gives her the right
  to take a family member of her choice for as
  long as Cabell Manor exists and is in the
  family’s possession. The only way to get rid of
  her is to allow her to take Henry or break the
  contract, which will require the entire family to
  forfeit their souls.
  Yeth is happy for the adventurers to examine
  the contract and is smugly assured that they will
  not be
  able
  to
  find
  a loophole.
  Should
  they
  attempt to destroy it, the paper will magically
  restore itself within a matter of seconds.
  CCaabbeellll''ss TToommbb
  Naturally, however, there are loopholes that will allow the
  Cabells to get out of the deal without giving up their son or
  their souls. See Breaking the Contract for details.
  In the event that combat breaks out, Yeth will quickly drop
  Henry’s bundle into a nearby open - and thankfully unused -
  sarcophagus and then cast Fog Cloud.
  While the fog is
  present she will use her Mist Walker power to move about the
  
  Credits and Acknowledgments
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the
  dragon ampersand, and all other Wizards of the Coast product names, and their
  respective logos are trademarks of Wizards of the Coast in the USA and other
  countries.
  This work contains material that is copyright Wizards of the Coast and/or other
  authors. Such material is used with permission under the Community Content
  Agreement for Dungeon Masters Guild. All other original material in this work is
  copyright 2016 by Richard Jansen-Parkes and published under the Community
  Content Agreement for Dungeon Masters Guild.
  All images sourced through iStockPhoto and the Dungeon Masters Guild. Maps
  created by Winghorn Press using Campaign Cartographer 3
  The Contract
  The text of the contract between Richard Cabell and Yeth is
  reproduced below. This is also produced on a seperate sheet
  which can be printed and shown to players.
  This contract sets out the terms of a deal made
  between Richard Cabell, acting in his role as head
  of the Cabell family, and the Devil known on the
  materialplane as Yeth.
  Yeth shall ensure that the residence commonly
  known as Cabell Manor, located three and a half
  miles north of Beechburton, remains in possession
  ofthe CabellFamily, which is definedas a family
  unit containing the legal heir of Richard Cabell,
  for as long as it exists.
  Yeth shallensure that the CabellFamily does not
  lose possession of the house due to financial or
  legal hardships. These include it being rendered as
  an unsuitable dwelling due to lack of maintenance
  and/or repairs.
  While this contract remains in place, any attempt
  for the CabellFamily to sellor otherwise move out
  of the Cabell Manor shall be considered a breach
  ofcontract.
  In return for this service, while Cabell Manor
  exists as a recognisable dwelling Yeth is entitled to
  transport one member of the Cabell Family, as
  defined above, into the Nine Hells on the date
  shown on this contract and at an interval of every
  100 years from that date. Yeth is considered to be
  the legalowner of her chosen family member from
  the moment it is transportedinto the Nine Hells.
  Any breach of this contract shall result in the
  breaching party having their immortal soul(s)
  confiscatedby Asmodeus, Lordofthe Nine Hells.
  RichardCabell
  Yeth
  he remains part of the Cabell family. Therefore, the only way
  to save him is to give him up for adoption. Weeping, she will
  ask for the adventurers to give the infant into the care of the
  priest of Pelor in Beechburton. Once the party leaves they
  plan to drink poison to deny Yeth the chance to take either of
  them.
  In any case, so long as the Hell Hound has been defeated
  and Henry not taken to the Nine Hells the Cabells will pay
  the party the amount promised. If they destroyed the house
  before being paid Athon will provide a promissory note that
  will allow them to withdraw the gold from a small bank in
  Beechburton.
  tomb and then transform herself as adventurers, confusing
  them and allowing her to land surprise attacks.
  Should the adventurers leave Yeth alone with Henry she will
  resume the ritual to open a portal to the Nine Hells. Casting it
  fully will take her ten minutes.
  Breaking the Contract
  Though Yeth was careful when she drew up her contract 400
  years ago, there are some potential loopholes.
  • As with all contracts, the deal between the Cabells and
  Yeth cannot be broken by obvious misinterpretations or
  manipulating language. For example, the contract is very
  clear which building it refers to, and as such cannot be
  escaped by changing the name of Cabell Manor.
  • The contract only applies for as long as Cabell Manor
  exists, so the most obvious way to break it is to destroy the
  manor. This can be accomplished by burning it down or
  simply demolishing it with magic or raw strength.
  •
  Should the players come up with another plausible-
  sounding loophole, allow them to use it even if it doesn’t
  hold up to particularly intense scrutiny.
  • If Yeth becomes aware that the adventurers have worked
  out a way to break the contract she will immediately attack
  them.
  Ending the Adventure
  The adventure can conclude in a number of ways, depending
  on how the party chooses to deal with Yeth and the contract,
  and may require some improvisation.
  If the party realises that destroying the manor breaks
  the contract: Once they’ve explained the plan the Cabells will
  gladly help the adventurers to find kindling, oil, etc. Their
  main priority is to save Henry and will give little thought to
  their
  property
  or
  business.
  The
  moment
  that
  the
  roof
  collapses
  and
  the
  manor
  is
  rendered
  uninhabitable
  the
  contract will be void and the Cabell curse broken.
  If the party finds another plausible loophole in the
  contract:
  The Cabells will go along with
  any plan that
  doesn’t involve committing obviously evil deeds.
  Should Yeth not have been defeated earlier she will realise
  when the contract is broken and will fly out of the tomb to
  launch a furious, vengeful attack. This time she won’t bother
  to talk, but will simply try and kill the adventurers.
  If they have not worked out a plausible way to break the
  contract: Katrin will realise that Henry will not be safe while
  We hope you enjoyed
  this adventure
  For more adventures,
  blog and monsters, visit
  winghornpress.com
  
  T
  his contract sets out the terms of a deal made
  between RICHARD CABELL, acting in his role as
  head of the Cabell family, and the Devil known on
  the material plane as YETH.
  Yeth shall ensure that the residence commonly known as
  Cabell Manor, located three and a half miles north of
  Beechburton, remains in possession of the Cabell Family,
  which is defined as a family unit containing the legal
  heir of Richard Cabell, for as long as it exists.
  Yeth shall ensure that the Cabell Family does not lose
  possession of the house due to financial or legal hardships.
  These include it being rendered as an unsuitable dwelling
  due to lack of maintenance and/or repairs.
  While this contract remains in place, any attempt for the
  Cabell Family to sell or otherwise move out of the Cabell
  Manor shall be considered a breach of contract.
  In return for this service, while Cabell Manor exists as a
  recognisable dwelling Yeth is entitled to transport one
  member of the Cabell Family, as defined above, into the
  Nine Hells on the date shown on this contract and at an
  interval of every 100 years from that date.
  Yeth is considered to be the legal owner of her chosen
  family member from the moment it is transported into
  the Nine Hells.
  Any breach of this contract shall result in the breaching
  party having their immortal soul(s) confiscated by
  ASMODEUS, LORD OF THE NINE HELLS.
  RichardCabell
  Yeth
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Winghorn Press/Winghorn Press - The Hound of Cabell Manor v2.pdf