TEXT: Sinners’ 
  Manor 
  By James Eck 
  
  Contents
  House on a Hill ................. 1 
  The Manor ........................ 1 
  Exterior .......................... 1 
  Main Entrance ................ 2 
  Living Room .................... 2 
  Dining Room .................. 3 
  Kitchen ........................... 3 
  Stairs ............................. 3 
  Second Floor Loft ............ 3 
  The Master Bedroom ....... 3 
  Bedrooms ....................... 4 
  Bathroom ....................... 4 
  Third Floor ..................... 4 
  Attic ............................... 5 
  Basement ....................... 5 
  The Seven Dead Sinners ... 6 
  Aceda ............................. 6 
  Avarit ............................. 6 
  The Avarit’s Lair ........... 7 
  Gula ............................... 7 
  Invid ............................... 7 
  Irat ................................. 8 
  Luxria ............................ 8 
  Magnu ............................ 9 
  Magical Items ................... 9 
  Healing Bulb .................. 9 
  Anita’s Looking Glass ..... 9 
  Jacob’s Slippers ............. 10 
  Porthos’ Ring ................. 10 
  Greedy Gem ................... 10 
  Running the Module ........ 10 
  
  1 
   
  House on a Hill
  The imposing, seemingly anachronistic manor 
  has stood unoccupied on the hill overlooking 
  Sommerset for as long as anyone in the town 
  can remember. Though children sometimes get 
  close enough to throw rocks at windows, 
  rumors of unholy denizens occupying it have 
  for the most part discouraged any incursions 
  into the house for generations. 
  Davis O’Chuul, a businessman who set up 
  shop in Sommerset a few years ago, has 
  become obsessed with the Sinners’ Manor, as it 
  has come to be called, and is determined to 
  make it his home. Perhaps he has requested 
  adventurers to clear it out for him or maybe he 
  approaches any rough-looking types who come 
  through town, but he has asked the party to 
  explore the manor, destroying any occupants, 
  so he can renovate it for his family home. 
  Davis has interrogated everyone in town and 
  searched old records. He knows everything 
  there is that can be known about the manor 
  without going into the manor itself. 
  The Sinners’ Manor was originally built by 
  Henri Sumner, son of Pepin Sumner who 
  founded the town centuries ago. The last 
  known occupants of the manor were Henri’s 
  grandchildren: Velos, Anita, Porthos, and 
  Jacob, as well as three of their disreputable 
  friends. 
  These seven were known to throw raucous 
  parties that frequently continued through the 
  night until morning, even after any guests had 
  already left. The last such party, according to 
  stories passed down by the participants to their 
  descendants, was on a wild, stormy night. Even 
  so, all but the seven fled into the rain when the 
  storm of angry words within became fiercer 
  than the storm outside. 
  The manor was unusually silent for several 
  days 
  before 
  anyone 
  investigated. 
  Dave 
  Simonsen is said to have been the first to go 
  look, only to be chased away by Porthos 
  wielding a fiery sword. The story says that 
  Porthos was pale and covered in blood. 
  No one has been inside the manor since and 
  returned. Davis estimates that between eight 
  and twenty people have disappeared inside 
  based on stories he has gathered, including 
  four adventurers who entered not long after the 
  ill-fated party. 
  Davis is invested the party’s success and offers 
  a reward of 800 GP for fully clearing the manor 
  of any vile creatures that might be occupying it. 
  As an advance, he gives them four healing bulbs 
  to use inside the manor, explaining that they 
  have 50 GP of value each which will be 
  deducted from their reward if they are not 
  returned.  
  The Manor
  Rain-packed, crunching gravel still keeps the 
  cart road to the manor front porch mostly 
  devoid of weeds. Nearer the crown of the hill the 
  earth, though it looks dark and fertile, does not 
  seem to support any growth. The flower beds 
  have long been empty and even the withered 
  husks of plants that once grew there are long 
  since gone. The large trees surrounding the 
  manor seem to have once been well-pruned, 
  but now they stand naked and black regardless 
  of the season. 
  Exterior 
  After centuries of neglect, the roof is in 
  surprisingly good condition with only a few 
  places where the shingles have rotted away. 
  
  2 
   
  Most of the windows are broken with sparse 
  jagged glass showing grey reflections of sky 
  around the shadow of the dark interior. 
  The paint and plaster, once blue, is faded where 
  the elements haven’t torn it from the brick 
  walls. The bricks are dark and tarnished, 
  showing bright red only in places where a 
  corner has recently chipped away. 
  A creature coming within 120 feet of the manor 
  feels a chill and Paladins recognize that they 
  are near the lair of an undead creature. 
  There are front and back doors (A), each with 
  wooden steps and an opulent porch of aged 
  timbers, some broken through to the crawl 
  space below. Dexterity (Stealth) checks on 
  these stairs and porches are at disadvantage as 
  the boards creak and moan. The doors are 
  unlocked but closed. 
  Main Entrance 
  The front door, on the west side of the porch, 
  enters the cloakroom (B), a long disused room 
  where a skeleton lies against the south wall. A 
  streak of long-dried blood marks where the 
  man was thrown against the wall face-first 
  before sinking down to where the skeleton now 
  lies. A DC 20 Wisdom (Medicine) reveals that he 
  was killed with blows from at least two swords, 
  one of them with a tip broken off. What remains 
  of his belongings indicates that he was 
  probably a villager who came to investigate, DC 
  15 Intelligence (Investigation) check. 
  The open coat closet in the southwest corner 
  holds several moldering cloaks. 
  The north wall is mostly occupied with double 
  doors thrown open to the entry way (C) in the 
  center of the house. In the west wall of the entry 
  way, a partially open sliding door goes through 
  to the dining room (E). An open pass in the east 
  wall leads to the living room (D) where Porthos, 
  the irat, paces.  
  Each round of combat in the entry way (C), the 
  gula (in the kitchen at G) makes a DC 15 
  Wisdom (Perception) check to hear it. If alerted, 
  he will also come out as far as the entry way 
  (C). 
  The west half of north wall of the entry way 
  holds a closed door that leads to the basement 
  stairs (I), the bathroom (H), and the kitchen (G). 
  The east half is open to the stairs (I) to the 
  upper floors. 
  Living Room 
  Porthos, now an irat, has claimed the living 
  room (D) in undeath. He paces there and while 
  his view of the porch is obscured by shuttered 
  windows, he does have a clear view of the entry 
  way (C). 
  If Porthos perceives anyone, he will leave the 
  living room to attack them, pursuing as far as 
  the dining room (E), the cloak room (B), or the 
  next landing on the stairs (I). 
  Ashes from a long dead fire in the fireplace on 
  the north wall have billowed out into the room 
  and black boot prints mark Porthos’ unending 
  traversal of the room. A desiccated corpse 
  huddles in one corner. A Wisdom (Medicine) 
  check might reveal that it was hacked 
  repeatedly after death (DC 8) and even kicked 
  around quite a bit (DC 16). The boards in the 
  center of the room are water damaged where 
  water comes through the hole in the ceiling 
  
  3 
   
  when it rains. A glimpse of the master bedroom 
  (D) might be seen through the rotting boards 
  above. 
  Characters looting Porthos might find his name 
  written in his clothes—DC 10 Intelligence 
  (Investigation) check—or notice something 
  special about his ring—DC 14. Porthos’ Ring is 
  a cursed magic item described in Magical 
  Items. 
  If the players linger here for long, Jacob, the 
  invid, should appear from the fireplace having 
  descended the chimney. He will wait for an 
  opportunity to steal from the party before 
  escaping whether by the stairs or by the 
  chimney. 
  Dining Room 
  The dining room (E) table lies flat near the 
  south west wall, its legs broken out from under 
  it and scattered around the room. There are 
  traces of long-dried blood on the floor and walls 
  visible with a DC 18 Wisdom (Perception) 
  check. Closer examination with a DC 16 
  Intelligence (Investigation) check reveals that 
  these traces remain from attempts to lick up 
  the blood while it was wet. 
  A door in the west side of the north wall leads 
  into a serving room (F) and stands wide open. 
  It looks directly through the serving room into 
  the kitchen (G) and anyone standing in it is 
  surely perceived by the gula. 
  Each round of combat in the dining room (E), 
  the gula (in the kitchen at G) makes a DC 10 
  Wisdom (Perception) check to hear it. If alerted, 
  he will also come out as far as the entry way (C) 
  pursuing prey. 
  Kitchen 
  The serving room (F) has been ransacked and 
  utensils and dishes are scattered on the floor 
  around smashed and open cabinets. Some of 
  these utensils and cabinet pieces show bite 
  marks for DC 12 Wisdom (Perception) or 
  Intelligence (Investigation) checks. A door on 
  the west side of the south wall is open to the 
  dining room (E) and a door opposite it on the 
  north wall is open to the kitchen (G). 
  The kitchen (G) is in worse condition, with 
  furniture also knocked over and significant 
  parts of missed, edges chewed. The gula dwells 
  here, ravenously chewing on the scattered 
  furnishings of its domain, the food long gone. 
  If the gula perceives anyone, it will leave the 
  kitchen (G) to attack them, pursuing as far as 
  the entry way (C), the bathroom (H), or the 
  lower stair landing (I). Any prey it catches it 
  eats, swallowing it whole and licking up 
  whatever escapes onto the walls or floor. 
  Stairs 
  The manor’s main stairs (I) are all in the middle 
  north of the house above the back door. There 
  are landings between floors with stairs up to 
  the landing on the east side and stairs up from 
  the landing on the west side. 
  The back door (A) enters the landing between 
  the ground floor and the basement, which once 
  functioned as a mud room with a closet for 
  tools and such. A locked and reinforced door 
  (DC 20 Strength check to break it down, DC 20 
  Thieves’ Tools to pick the lock) blocks the stairs 
  down to the basement (W) from this landing. 
  Attempts to break it down draws the attention 
  of the gula in the kitchen (G) and alerts the 
  avarit in the basement (W). The key is in the 
  attic (V) in Jacob’s, the invid’s, stash. 
  The other landings are littered with broken 
  glass from the open windows overlooking the 
  back side of the hill on which the manor 
  stands. 
  Second Floor Loft 
  The stairs (I) open up onto a loft (J) on the 
  second floor. On the north side of this loft there 
  are stairs to the floors above and below. All 
  other rooms on this floor are accessed by doors 
  off the loft. 
  The Master Bedroom 
  The largest room on the second floor is the old 
  master bedroom (K) and was previously Velos’ 
  
  4 
   
  room. It has long been empty and dust blankets 
  all but the center area where holes in the ceiling 
  above sometimes let rainwater through. The 
  bedsheets are sliding off the bed as it sags down 
  into the widening hole into the living room (D) 
  below. Books fallen from the library (U) above 
  litter the buckling floor. 
  Bedrooms 
  There are three other bedrooms on the second 
  floor: L, N, and O. They are all opulently 
  decorated with rotting and faded furnishings, 
  and empty except for N, in which the luxria 
  waits for her lover, Porthos, who paces 
  downstairs. She will not leave the room unless 
  attacked, but she will try to entice any creature 
  she sees into the room. Hidden from view on 
  the far side of the bed is a withered corpse, dry 
  and well-preserved as if mummified without 
  wrappings. 
  Bathroom 
  The bathroom (M) contains plumbing that in 
  this age would be admired by even the 
  wealthiest kings, though it no longer functions. 
  It is also home to Anita, the magnu. She stands 
  before the shattered mirror, brushing her bald 
  head. She is entranced with her own visage in 
  her hand mirror and will do nothing if not 
  attacked, though her gaze may still be a danger 
  to anyone who meets her eyes in the mirror. 
  Characters 
  looting 
  Anita 
  might 
  find 
  a 
  monogramed handkerchief with her name—DC 
  10 
  Intelligence 
  (Investigation) 
  check—or 
  recognize that her hand mirror is a source of 
  her power—DC 14. Anita’s Looking Glass is a 
  cursed magic item described in Magical Items. 
  Third Floor 
  The third floor has a much smaller loft (P) at 
  the top of the stairs (I). The door nearest the 
  stairs (in the west wall) leads to a guest room 
  (Q) where the aceda sleeps. The aceda does not 
  engage anything unless it attacks it first, and 
  even then, only crawling and rolling slowly 
  toward its assailant. 
  An opening also in the west wall shows a long-
  empty playroom with ancient toys, finely made, 
  not used since the Sumner children outgrew 
  them. In the playroom’s south wall is a door to 
  the nursery (S), whose cribs have long been 
  empty. This room is still well sealed and eerily 
  well preserved. 
  The library (U) through the open door on the 
  west wall of the small loft (P) is largely 
  
  5 
   
  destroyed. Most of the floor has collapsed 
  though into the master bedroom (K), the book 
  shelves fallen and their books strewn across 
  the remaining floor boards. 
  The south door, opposite the stairs, leads into 
  a storage room (T). It is full of old and dusty 
  seasonal decorations. Immediately through the 
  door on the right (west) a flight of stairs climbs 
  to the attic (V). Jacob, the invid, uses these 
  stairs to access the rest of the manor, making 
  off with anything nice that is brought into it. 
  Attic 
  The attic (V) is Jacob’s lair since becoming an 
  invid. He has dozens of family heirlooms 
  enshrined there, as well as some pieces taken 
  from past adventurers in the manor. His 
  treasury also contains the key to the basement. 
  Jacob is usually in the attic, but he does 
  wander the house when anything enters it. He 
  is very curious and given the chance will steal 
  from them their most valuable goods. 
  If his treasures are found, Jacob will not fight 
  to protect them, but will try to steal them back. 
  He avoids fighting unless trapped. 
  Jacob’s treasure contains appropriate lair 
  treasure for a CR ½ creature, as well as any 
  items it might have stolen from the party. When 
  rolling on the treasure table, consider a -15 
  modifier to the roll to limit results to minor 
  treasures. It also contains the basement key. 
  Characters looting Jacob might find his name 
  written in his clothes—DC 10 Intelligence 
  (Investigation) check—or perceive his shoes as 
  special—DC 14. Jacob’s Slippers are a cursed 
  magic item described in Magical Items. 
  Basement 
  The dirt floor basement (W) is dank and dark. 
  Velos, the avarit, guards his hoard in the 
  basement. Any creature entering the basement 
  whether by the stairs (I) or by a window will 
  immediately draw his attention and he will 
  attack without hesitation. He never willingly 
  leaves sight of his hoard, from which he draws 
  much of his power. 
  If Velos is destroyed, the curse is broken. The 
  other undead sinners in the manor are free to 
  leave it once the curse ends and may head 
  toward the village to pursue their desires. They 
  will also remain destroyed without the curse’s 
  power to restore them. 
  Velos’ hoard has treasure appropriate  to a CR 
  2 creature’s lair, as well as the Greedy Gem, a 
  cursed item described in Magical Items.
  
  6 
   
  The Seven Dead Sinners
  The occupants of the manor are undead 
  humans who died having embodied the seven 
  deadly sins: Sloth (Aceda), Greed (Avarit), 
  Gluttony (Gula), Envy (Invid), Wrath (Irat), Lust 
  (Luxria), and Pride (Magnu). 
  Aceda 
  Large undead, neutral evil 
  Armor Class 7 
  Hit Points 95 (10d10 + 40) 
  Speed 5 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  4 (-3) 
  18 (+4) 
  3 (-4) 
  6 (-2) 
  4 (-3) 
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Common but can’t 
  speak 
  Challenge 1/2 (100 XP) 
  Stench Cloud. A cloud of putrid air 
  surrounds the aceda. Any creature that starts 
  its turn within 10 feet of the aceda or moves 
  within 10 feet of the aceda must make a DC 
  11 Constitution saving throw against poison. 
  On a failed save, the creature spends its 
  action that turn retching and reeling. 
  Creatures that don’t need to breathe or are 
  immune to poison automatically succeed on 
  the saving throw. 
  A strong wind (at 
  least 20 miles 
  per hour) keeps 
  the stench 
  cloud from 
  gathering. 
   
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 8 (2d6 + 1) bludgeoning 
  damage. 
  Avarit 
  Medium undead, neutral evil 
  Armor Class 14 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  7 (-2) 
  6 (-2) 
  5 (-3) 
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., 
  passive Perception 8 
  Languages understands 
  Common but can’t speak 
  Challenge 2 (450 XP) 
  Amphibious. 
  The avarit can 
  breathe air and 
  water. 
  Actions 
  Multiattack. 
  The 
  avarit makes a bite 
  attack and a claw 
  attack. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 7 (1d10 + 2) piercing 
  damage. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 8 (2d6 + 1) slashing damage. 
  Fire Breath (recharge 5-6). The 
  avarit exhales fire in a 10-foot cone. 
  Each creature in that area must make 
  a DC 13 Dexterity saving throw, taking 9 (2d8) 
  
  7 
   
  fire damage on a failed save or half as much on 
  a successful one. 
  The AvAriT’s LAir 
  The avarit, Velos’ corpse, calls the basement its 
  lair. Its hoard was the subject of the fight that 
  brought the curse upon the manor and its 
  inhabitants.  
  Lair Actions 
  When 
  fighting 
  within sight of its 
  hoard, the avarit is 
  empowered by its 
  bond with it to take 
  lair 
  actions. 
  On 
  initiative count 20 
  (losing initiative ties), the 
  avarit takes a lair action to 
  cause 
  one 
  of 
  the 
  following 
  effects: 
  • 
  The avarit casts blindness on any 
  numbers of creatures that can see its 
  hoard within 30 feet. The save DC is 12. 
  • 
  The avarit casts fear on a creature 
  within 30 feet without components or 
  concentration. The save DC is 12. 
  Regional Effects 
  The region surrounding the avarit’s lair is 
  affected by the curse that created it, which 
  creates the following effects: 
  • 
  Plants cannot grow within 120 feet of the 
  avarit’s lair. 
  • 
  The other dead sinners (aceda, gula, 
  invid, irat, luxria, and magnu) rise again 
  fully restored at dusk, as long as the 
  avarit lives and their remains are within 
  120 feet of the lair. 
  Gula 
  Medium undead, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 75 (10d8+30) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  4 (-3) 
  17 (+3) 
  3 (-4) 
  6 (-2) 
  4 (-3) 
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Common but can’t 
  speak 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 
  + 2) piercing damage and the 
  target is grappled (escape DC 11). 
  Until this grapple ends, the target 
  is restrained, the gula 
  can automatically hit 
  the target with its bite, 
  and the gula can’t make bite 
  attacks against other targets. 
  Invid 
  Medium undead, neutral evil 
  Armor Class 14 
  Hit Points 45 (10d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  18 (+4) 
  10 (+0) 
  3 (-4) 
  6 (-2) 
  4 (-3) 
  Saving Throws Wis +0 
  Skills Stealth +8, Slight of Hand +8, 
  Perception +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 
  12 
  Languages understands Common but can’t 
  speak 
  Challenge 1/2 (100 XP) 
  Actions 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 6 (1d4+4) slashing damage.  
  
  8 
   
  Irat 
  Medium undead, neutral evil 
  Armor Class 11 
  Hit Points 22 (4d8 +4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  3 (-4) 
  6 (-2) 
  4 (-3) 
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., 
  passive Perception 8 
  Languages understands 
  Common but can’t speak 
  Challenge 1/2 (100 XP) 
  Immortal Wrath. Once per 
  day when it takes damage, the 
  irat flies into a rage lasting 1 
  minute. During that time it has 
  resistance to bludgeoning, piercing, 
  and slashing damage. It gains a +2 
  bonus to damage rolls. It gains 
  advantage on Strength checks and 
  Strength saving throws. And it can 
  use its bonus action to make a 
  sword attack. 
  Actions 
  Sword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) slashing 
  damage.  
  Luxria 
  Medium undead, neutral evil 
  Armor Class 12 
  Hit Points 54 (12d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  10 (+0) 
  3 (-4) 
  6 (-2) 
  14 (+2) 
  Saving Throws Wis +0 
  Skills Deception +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Common but can’t 
  speak 
  Challenge 1/2 (100 XP) 
  Actions 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage.  
  Charm. One humanoid the luxria can 
  see within 30 feet of it must succeed on a 
  DC 12 Wisdom saving throw or be 
  magically charmed for 1 day. The 
  charmed 
  target 
  can 
  only 
  use 
  its 
  movement to approach the luxria and 
  takes no actions. If the target suffers any 
  harm other than from Death Kiss, it can 
  repeat the saving throw, ending the effect on a 
  success. If the target successfully saves 
  against the effect or the effect ends, the target 
  is immune to the luxria’s Charm for the next 
  24 hours. 
  The luxria can have only one target 
  charmed at a time. If it charms 
  another, the effect on the previous 
  target ends. 
  Death Kiss. The luxria kisses a creature 
  charmed by it or a willing creature. The target 
  must make a DC 14 Constitution saving throw 
  against death, taking 7 (2d4 + 2) necrotic 
  damage on a failed save or 
  half as much on a 
  successful one. The 
  target’s 
  hit 
  point 
  maximum is reduced 
  by an amount equal 
  to the damage taken. 
  This reduction lasts 
  until 
  the 
  target 
  finishes a long rest. 
  The target dies if 
  this effect reduces 
  its 
  hit 
  point 
  maximum to 0. 
  
  9 
   
  Magnu 
  Medium undead, neutral evil 
  Armor Class 12 
  Hit Points 42 (12d8-12) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  8 (-1) 
  3 (-4) 
  6 (-2) 
  4 (-3) 
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Common but can’t 
  speak 
  Challenge 1/2 (100 XP) 
  Actions 
  Brush. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage.  
  Haunted Gaze. The magnu makes eye contact 
  with a creature via its mirror. The target must 
  make a DC 14 Constitution saving throw. On a 
  failed save, it is restrained and its flesh begins 
  to harden. On a successful save, the creature 
  isn’t affected. 
  A creature restrained by this 
  effect must make another 
  Constitution saving throw at 
  the end of each of its turns. 
  If it successfully saves against 
  this effect three times, the 
  effect ends. If it fails its 
  saves three times, it 
  is turned to stone 
  and subjected to the 
  petrified condition. 
  The successes and 
  failures don’t need 
  to 
  be 
  consecutive; 
  keep track of both until the 
  target collects three of a kind. 
  If the magnu is killed before 
  the 
  creature 
  becomes 
  petrified, the effect ends.
  Magical Items 
  The manor contains a good deal of treasure, 
  including magical items that are part of the 
  curse and other magical family heirlooms 
  collected by Jacob, the invid. This section 
  describes the items particular to this module 
  that might be found throughout the manor. 
  Healing Bulb 
  Potion, common 
  As a bonus action, you can throw this bulb at 
  a target up to 30 ft. The target regains 1d4+1 
  hit points. 
  Davis provides the party with four healing 
  bulbs at the outset of the mission to improve 
  their chances of success against the creatures 
  in the manor. 
  Anita’s Looking Glass 
  Wondrous Item, rare (requires attunement) 
  This mirror has 3 charges. While holding it, you 
  can use an action to expend one of its charges 
  to cast the flesh to stone spell (save DC 12) on 
  a creature you can see reflected in the mirror. 
  The mirror regains 1d3 expended charges daily 
  at dusk. If you expend the mirror’s last charge, 
  roll a d20. On a 1, the mirror shatters and is 
  destroyed, dealing 1d4 slashing damage to you. 
  Curse. You cannot set this mirror down and 
  hold it in one of your hands at all times. At the 
  start of each of your turns, you must make a 
  DC 8 Wisdom saving throw. On a failed save, 
  you are compelled to look into the mirror and 
  have disadvantage on attack rolls and other 
  actions that require sight for the remainder of 
  your turn. 
  
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  Jacob’s Slippers 
  Wonderous Item, rare (requires attunement) 
  While wearing these slippers, you have 
  Expertise in Stealth and Slight of Hand. Your 
  proficiency bonus is doubled for any ability 
  check you make that uses either of these skills. 
  Curse. At the GMs discretion, no more than 10 
  times a day, you feel compelled to steal 
  something of value that you see. You must 
  make a DC 15 Wisdom saving throw. On a 
  failed save, you attempt to steal the item. If you 
  successfully save against this effect, you are 
  immune to it until the next day. 
  PorThos’ ring 
  Ring, common (requires attunement) 
  Once per day the first time you take damage, 
  you fly into a rage lasting 1 minute. During that 
  time, you have resistance to bludgeoning, 
  piercing, and slashing damage. You gain a +2 
  bonus to damage rolls for melee weapon 
  attacks using strength. You gain advantage on 
  Strength checks and Strength saving throws. 
  Curse. During the rage caused by this ring, you 
  use your movement and action to approach and 
  attack the nearest creature, or a random 
  creature if multiple creatures are at the same 
  distance. 
  Greedy Gem 
  Wondrous Item, rare (requires attunement) 
  While holding the gem, you can cast locate 
  object with gold as the target at will. 
  Curse. You cannot part with gold that belongs 
  to you or might easily come into your 
  possession. When leaving gold, you must make 
  a DC 14 Wisdom saving throw. On a failed save, 
  you cannot leave the gold behind. You must 
  wait 1 minute before making another such 
  attempt.
  Running the Module
  This module is intended to be a pretty deadly 
  session for four level 1 characters. Though 
  some monsters were tweaked and the healing 
  bulbs were added in response to play tester 
  feedback, the aceda, avarit, and gula can 
  quickly kill unwary adventurers in tight 
  quarters. Some players will find these deaths 
  enjoyable as a change of pace, but you know 
  your table. Feel free to pull punches if a critical 
  hit killing a player wouldn’t be received well. 
  A TPK becomes particularly likely if the party 
  breaks their way into the basement without 
  getting the key and magical items from the attic 
  and other undead. A dedicated party will 
  always find a way to pick the lock or break the 
  door open. If you deem it necessary to spare 
  them facing the boss unprepared, you may 
  have to hint more directly that they have a bad 
  feeling about going down there. On the other 
  hand, a skilled party may be able to slay the 
  avarit early and then take the rest of the manor 
  on their own terms with the curse broken.  
  The purpose of the avarit’s regional effect to 
  raise the other undead is to explain why a prior 
  adventuring group died in here without killing 
  any of them. It also punishes/prevents a fight-
  a-day approach, but you can ignore it for that 
  purpose if you choose (maybe they took a year 
  to recover). To soften the penalty for taking the 
  dungeon in two bites, consider having the 
  undead recover a fourth of their health at dusk 
  instead of all of it or giving them resurrection 
  sickness (-4 to hit, reduced by 1 each dusk 
  after that). 
  Provided with this document are image files 
  suitable to be used as maps and tokens in a 
  virtual tabletop like Roll20. 
  The following pages provide blueprints of the 
  house Davis might show the party, battle maps, 
  and sinner miniatures for use at the table. 
  A party successfully completing this module 
  will have gained enough experience points to 
  reach level 2. 
  
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  Sumner Manor 
  Blueprint 
   
   
  
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  Miniature Page 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Metal Weave Games/Mind Weave RPG - Sinners Manor.pdf