TEXT:  
   
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  2 
  Introduction 
  Welcome to Terror at Soward Manor, a Convention 
  Created Content D&D Adventurers League™ 
  adventure, part of the official D&D Adventurers 
  League™ organized play system. This is the first 
  adventure in the Pilgrim’s Progress trilogy. 
   This adventure is designed for three to seven 
  5th – 10th level characters and is optimized for 
  five characters with an average party level 
  (APL) of 8. Characters outside this level range 
  cannot participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in adjusting 
  for smaller or larger groups, characters of higher 
  or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition 
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such as 
  a way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiarize 
  yourself with the adventure’s appendices and 
  handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  level, passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.). 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League; however, they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can 
  attempt to solve puzzles, engage in combat, and 
  roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. 
   
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  3 
  Adventure Primer 
  Adventure Background 
  During the devastation of the city of Mulmaster at 
  the hands of the cults of Elemental Evil, Nelvon 
  deJun, a high-ranking member of the Cloaks, found 
  himself in a strange position. Already reeling from 
  the kidnapping of his brother Larch by a family 
  seeking revenge on the Cloaks, the inability of his 
  beloved Cloaks to stop Mulmaster’s destruction 
  caused Nelvon to lose faith in that group. 
   When the devastation orbs brought down the 
  city, Nelvon was at a secret prison where the 
  Cloaks housed individuals deemed too dangerous 
  to simply exile from Mulmaster. These people 
  were no mere wizards refusing to bow to the 
  Cloaks—they were innocents infused with wild 
  magic that they had no idea how to harness and 
  control.  
   Remorseful of his actions as a Cloak, and fearful 
  that those in the prison would perish during the 
  catastrophe wrought by the elemental cults, 
  Nelvon freed the prisoners and, assisted by his 
  brother Larch, led them safely out of the city. 
   Nelvon brought his charges to an abandoned 
  Cloak safehouse called Soward Manor northeast of 
  Mulmaster, a small manse on a cliff overlooking 
  the Moonsea. He picked up a few other survivors 
  on the trip—normal folks injured or terrified 
  during the cataclysmic events in Mulmaster. 
   In the year since the devastation, Nelvon has 
  secured his new home, ensured the safety of the 
  magically enhanced individuals, and established a 
  small community for those seeking refuge. He’s 
  used the magic at his disposal to set up traps and 
  scary effects in and around the manor, hoping to 
  dissuade anyone from disturbing his new home. 
   As the adventure (and trilogy) begins, the peace 
  established at Soward Manor is about to be 
  shattered. A Cloak named Lillah Whitewinter, 
  obsessed with tracking down the escaped 
  prisoners, finds a lead. She sends adventurers to 
  the manor, untruthfully claiming that the place is 
  haunted and needs to be investigated. She hopes 
  they can confirm the escaped prisoners are there, 
  and that the adventurers can deal with any 
  dangerous situations. 
   This trilogy occurs before the events of the Red 
  War.  
  Location and NPC Summary 
  The following NPCs and locations feature prominently in 
  this adventure. 
   
  Soward Manor (SOW-erd). This large estate on the cliffs 
  overlooking the Moonsea west of Mulmaster once 
  belonged to the strange and eccentric Soward family. 
  When the family passed away, they left the estate to the 
  Cloaks of Mulmaster. The Cloaks used it as a safehouse and 
  holding area for prisoners until it fell out of use a few years 
  ago. 
   
  Lillah Whitewinter (LIE-lah). A high-ranking member of 
  the new Cloaks of Mulmaster, Lillah is an elf who has been 
  tasked with hunting down dangerous individuals who 
  escaped from the Cloaks when Mulmaster fell. She is 
  obsessed with her job and uses all means at her disposal, 
  including unscrupulous ones. Her face was marred by an 
  explosion during the devastation, and she wears a low 
  hood to cover her face whenever possible.  
   
  Nelvon deJun (NELL-vahn day-JOON). Nelvon is a human 
  in his early 40s, with a long, dark mustache and close-
  cropped black hair, grey starting to creep in from the 
  edges. Ambitious with an eye for detail, he was a true 
  believer in the righteousness of the Cloaks before the 
  devastation orbs brought the city down. Now he spends his 
  time protecting his charges from persecution. He works to 
  help others control their powers, even hoping to provide 
  training that might allow them to use their powers 
  productively. Nelvon was first encountered in DDEX2-1 City 
  of Danger. 
   
  Larch deJun (LARCH de-JOON). Larch is a human in his 
  mid-20s, thin and wiry with a mop of dark hair. He assists 
  his brother Nelvon in keeping the community at Soward 
  Manor functioning. He has trained to become a knight 
  since being attacked by a family bent on revenge against 
  his. Larch was first encountered in DDEX2-1 City of Danger. 
   
  Joleeanna Sprigwig (joe-lee-AH nah SPRIG-wig). A forest 
  gnome conjurer who lives at Soward Manor and helps 
  protect the people there. She pretends to be insane, 
  claiming she is the Earthmother, a goddess of nature. 
   
  Freeanna Sprigwig (free-AH nah SPRIG-wig). A forest 
  gnome bard, sister of Joleeanna, who lives at Soward 
  Manor and helps protect the people there. 
  Adventure Overview 
  The adventure is broken down into three parts: 
   Introduction. A Simple Investigation. Lillah 
  Whitewinter asks the adventurers to investigate 
  Soward Manor, a purportedly haunted house on a 
  clifftop estate outside of Mulmaster. 
   Part 1. Fight or Flight. At the manse, the 
  adventurers first encounter a band of hobgoblin 
  brigands also investigating the mansion. The 
  brigands attack, and if the adventurers take 
  prisoners, they can learn some interesting 
  information about the mansion that the 
  hobgoblins observed. 
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  4 
   Part 2. Not-so-fun House. The mansion is large, 
  and the current occupants have set traps and 
  created illusions to dissuade investigations, along 
  with other guards and magical impediments. 
  Through careful exploration and perseverance, 
  the adventurers can work their way to the 
  basement, where they encounter Larch and his 
  charges. The adventurers have options to attack, 
  parley, or use some combination. The adventurers 
  learn of the backstory of Nelvon deJun and the 
  community at Soward Manor.  
   Part 3. Magic Hunt. After a resolution with the 
  occupants of the manor, the adventurers can 
  locate Nelvon, who fled with one of the magic-
  infused individuals. They witness her being taken, 
  and clues at the scene reveal that the attacking 
  force came from a base on Peril Island, a storied 
  and dangerous area within the Moonsea. 
   After the fracas, the adventurers might be 
  introduced to Lord Milben Von Finklestein and his 
  husband Zor Peerless Von Finklestein who are 
  helping fund this refuge. The adventurers must 
  also decide what to tell Lillah Whitewinter. 
  Adventure Hooks 
   Story Hook. Cloak Lillah Whitewinter is a 
  powerful figure in her organization, and she is 
  rising quickly thanks to a strong personality and a 
  fanatical following. Any player with a faction is 
  told to approach her about important work for 
  which she is looking for adventurers. Non-faction 
  players also hear rumors that Lillah is looking for 
  adventurers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Do You Want to Know More? 
  This adventure is the tenth adventure associated with 
  Mulmaster, Windy Valley, and the people with an interest 
  in it. You can learn about other Cold Iron Conventions 
  shows in Milwaukee & Chicago by going to 
  http://www.coldironconventions.com/. All of these 
  adventurers brought to you by Cold Iron Conventions can 
  be purchased at http://www.dmsguild.com/. 
   
   
   
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  5 
  Introduction. A Simple 
  Investigation 
   Estimated Duration: 15 minutes 
   Story Beat: The party is hired to look into a 
  reputedly haunted manor.  
   
  When the players are ready, read: 
  Following rumors about important and potentially 
  lucrative work, you now stand in a wooded glen south of 
  Mulmaster. You arrived at or before the appointed time, 
  as did several other adventurers [the other characters]. 
  You were expecting to meet a high elf named Lillah, but 
  she is not present. 
  Give the players a chance to introduce their 
  characters and roleplay for as long as you want 
  them to. When you are ready to continue, read: 
  A cloaked figure appears out of thin air. She wears a 
  thick red cloak and a Brotherhood of the Cloak pin, the 
  hood pulled low to obscure her face. “You all appear to 
  be capable and up to the challenge, based on what I 
  have heard. So here is what I need. There is an 
  abandoned manor on the Moonsea coast to the north 
  and east of Mulmaster. Rumors say it’s haunted. The job 
  in simple: go to the manor, investigate it, and make sure 
  there is nothing true about these rumors. Clear out any 
  threats you find, and then meet me back here at Highsun 
  on whatever day you finish. I will check in each day. Each 
  of you will receive 100 gold coins when you complete 
  your mission. You also can keep any treasure you find, as 
  long as no other owners come forward. Do not destroy 
  the house. Don’t try to trick me, because I’ll send people 
  to the manor after you say you investigated it, and if 
  you’re lying to me, you’ll be imprisoned by the Cloaks. 
  Any questions.” 
  Use the following bullet points to guide further 
  conversation 
  • If they ask about the manor, Lillah tells them it 
  once belonged to the eccentric Soward family, 
  who were rumored to be involved in crime, 
  strange rituals, and other terrible deeds. These 
  claims were never proven.  
  • With a DC 10 Intelligence (History) check, or if 
  they would normally know this information, the 
  adventurers know that the Cloaks are a 
  Mulmaster-based organization that oversees 
  users of arcane magic. The Cloaks register all 
  arcane casters in the city, and those who do not 
  register are sanctioned, either by a fine, 
  imprisonment, both, or worse. 
  • If they ask for more payment, Lillah refuses. She 
  tells them that other adventurers can be easily 
  found. 
  • Lillah recognizes any character’s that are 
  members of the Cloaks and expects them to help 
  out without question. If they do so, she will put 
  in a good word for them.  
  • With a DC 15 Wisdom (Perception) check, a 
  character can get a peek under Lillah’s hood. 
  She is a high elf, and her face is scarred from 
  what looks like fire and possibly shrapnel. [She 
  was caught in the blast of the devastation orbs 
  in Mulmaster and barely survived.] 
  • With a DC 20 Wisdom (Insight) check, a 
  character can get the feeling that Lillah is hiding 
  information. If they make this check and 
  question her further while succeeding on a DC 
  20 Charisma (Persuasion) check, she reveals 
  one more piece of information. She also 
  automatically tells adventurers who are 
  members of the Cloaks in good standing: 
  “Soward Manor was, 5 years ago, a safehouse for 
  the Cloaks, where we’d keep particularly 
  dangerous people. It fell out of use, and we don’t 
  expect that the happenings there are related to 
  the place’s use as a safehouse back then. That 
  said, we might use it again in the future, so we 
  need to know what’s going on.” 
  • Lillah won’t, under any circumstances, tell the 
  adventurers about her suspicions that Soward 
  Manor is being used to house dangerous people 
  with uncontrollable magical abilities. 
   
  If the adventurers are willing to take on the 
  mission for Lillah, she gives them exact directions 
  to Soward Manor. The trip is roughly 8 hours from 
  their current location. Continue to Part 1 Fight or 
  Flight. 
   
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  6 
  Part 1. Fight or Flight 
   Estimated Duration: 45 minutes 
   Story Beat: The characters encounter a group of 
  hobgoblin bandits who believe the manor isn’t 
  haunted but is instead infested with another 
  bandit gang.  
   
  When the adventurers arrive at Soward Manor, 
  they see a two-story building set about half a mile 
  off the main road. The path from the road to the 
  manor, which is set upon a cliff, is rocky and 
  overgrown with weeds and bushes. 
  General Features 
  The path leading from the main road to Soward Manor is 
  overgrown with trees, weeds, and bushes. 
   
  Terrain. All the terrain between the main road and the 
  manor house is difficult terrain, with plenty of bushes and 
  tall grass for hiding. 
   
  Weather. The sky, whether day or night, is cloudy and 
  threatening rain. 
   
  Light. Enough sunlight is present to light the day brightly. 
  It is dark at night. 
   
  Smells and Sounds. The wind brings cool, wet air from 
  the Moonsea. The land smells of weeds, pollen, and damp 
  earth. 
  The trip along the main road between Mulmaster and 
  Soward Manor is uneventful, passing only a few merchants, 
  coming from Fort Iron, who had no news. Now you stand 
  on the path leading from the main road to Soward Manor. 
  The manor house sits on a cliff overlooking the Moonsea, 
  at least a half-mile from your current location. 
   The grounds between you and the house are an 
  overgrown tangle of grass, weeds, bushes, and small trees. 
  Even the path, which was once composed of cobblestones 
  to expedite carriage travel, is an overgrown mess. 
  A hobgoblin warlord called Krohaul and his four 
  hobgoblin iron shadow mercenaries hide in the 
  tall grass just off the path. They were watching the 
  house, but now they focus their attention on 
  robbing the adventurers.  
   They know the location of the traps in the 
  immediate vicinity, so they avoid them, while at 
  the same time trying to maneuver the adventurers 
  into them during combat. 
   Hidden Foes. Adventurers must succeed on a 
  DC 15 Wisdom (Perception) check to spot the 
  hidden foes. Those failing the check are surprised 
  when the hobgoblins jump up and attack. 
   Tactics. One of the iron shadows can use silent 
  image to make ghosts appear, hoping to distract 
  the adventures into attacking the illusions. 
  Adventurers interacting with the illusions must 
  succeed on a DC 12 Intelligence (Investigation) 
  check to reveal the magical nature of the illusions. 
   They can also use expeditious retreat to flee past 
  trapped areas, forcing adventurers to pursue 
  through the traps. 
   Traps. Several pit traps dot the area between 
  the main road and the manor house. These traps 
  are located both on and off the manor path. 
  Pit Trap 
  Simple trap (Levels 5-10, moderate threat) 
  These pits were dug and covered by the residents of 
  Soward Manor as a way to catch food and keep away 
  intruders. 
   
  Trigger. A character steps on a trapped area. 
   
  Effect. If the trap is sprung, the pit opens. Those affected 
  must make a DC 15 Dexterity saving throw or fall into the 
  30-foot deep pit, taking 10 (3d6) bludgeoning damage.  
   
  Countermeasures. A successful DC 15 Wisdom 
  (Perception) check reveals the trap. Climbing out of the pit 
  requires a DC 10 Strength (Athletics) check on each round 
  that the creature climbs. 
   Interrogation. Any of the hobgoblins, if 
  questioned after a successful DC 15 Charisma 
  (Intimidation) check, admit that they are a local 
  bandit troupe. They heard that some other bandits 
  might be using Soward Manor as a hideout, so 
  they were going to investigate. They have only, so 
  far, been able to watch the house for a few hours 
  having spent most of their time locating the pit 
  traps. They have seen no signs of movement in the 
  area but have heard a few strange sounds and 
  lights coming from the second floor of the manor 
  house. 
  Treasure 
  Krohaul wears a belt pouch containing 120 gp and 
  a diamond worth 200 gp. He also carries a dainty 
  necklace with a silver crescent moon pendant that 
  he found near the manor. (This is a trigger key to 
  the portal in area L of part 2. The significance of 
  this items will become apparent later.)  
   Each of the iron shadows carries 25 gp and a 
  potion of healing.  
   
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  7 
  Part 2. Not-so-fun House 
   Estimated Duration: 120 minutes 
   Story Beat: The characters discover the manor 
  is not haunted or housing bandits, but is instead 
  being used to hide magical refugees.  
   DM’s Note. Managing time in Part 2 can be 
  tricky. The house’s inhabitants do not want to 
  fight. However, they fight to the death to defend 
  themselves and each other.  
   The tone of this encounter is meant to be 
  spooky. The first few downstairs rooms hold 
  magic and traps rather than combats. Play this up 
  rather than hurrying the adventurers along. Once 
  you have exhausted the tricks and traps, introduce 
  the adventurers to the inhabitants. 
   If you run short on time, put the inhabitants, 
  particularly Larch deJun, in the characters’ path. 
  From there, the revelations of the truth behind the 
  occupants can be handled relatively quickly, and 
  you can move on to Part 3 for the finale. 
   Rests in the House? The adventurers can get 
  away with taking one short rest in the house, but if 
  the adventurers attempt a second short rest—or a 
  long rest—the occupants act. 
   Nelvon sends Larch, Freeanna, the archers, and 
  the spies to attempt to drive out the adventurers. 
  This should then trigger a quick resolution. 
   Teleportation. Nelvon has secured the house 
  and its basement against teleportation. Creatures 
  can teleport within the house, but they cannot 
  teleport into or out of the house. 
  A. The Front Porch 
  When the adventurers ascend the small hill and 
  reach the front steps, read: 
  Stone steps lead to a wooden porch. The pine boards of 
  the porch are warped and rotting. The sturdy double 
  doors leading from the porch to the house are in 
  excellent condition. 
   Entering the House. All of the windows of the 
  house, on both the first and second floors, are 
  boarded. Adventurers using extraordinary means 
  (e.g. attacking the wall for tens of minutes, 
  destructive magic, passwall, etc.) can go through 
  the wall or boarded window. 
   The most obvious way into the house is the set 
  of double doors. They, however, trigger the force 
  trap on the stone stairs leading up the porch. 
   The Back Door. The manor house is on the very 
  edge of a cliff overlooking the Moonsea. The land 
  around the edge of the house is loose and slippery, 
  and it is dangerous to walk around. The back door 
  is boarded up as well. 
   Attempting to access the back door, for example, 
  requires a DC 10 Dexterity (Acrobatics) check. On 
  a failed check, the person plummets 200 feet to 
  the reefs and water below, doing 70 (20d6) 
  bludgeoning damage.  
   If the characters search the beach below, they 
  can find access to the caves (Part 3) with a 
  successful DC 25 Wisdom (Perception) check. 
  Force Trap 
  Simple trap (Levels 5-10, dangerous threat) 
  The granite steps of the porch are etched with tiny runes 
  that power this trap. 
   
  Trigger. A character reaches the top step leading to the 
  porch without avoiding the trapped areas. The trap resets 
  after one minute. 
   
  Effect. If the trap is sprung, an explosion of force hits 
  everyone within 10 feet of the stairs. Creatures in the blast 
  must succeed on a DC 15 Constitution saving throw or take 
  21 (6d6) force damage and gain 1 level of fatigue. Those 
  who succeed take half damage and suffer no fatigue. 
   
  The force damage is accompanied by the illusion of a 
  ghostly figure howling and thrashing around, then 
  dissolving into nothing. 
   
  Countermeasures. A successful DC 20 Intelligence 
  (Investigation) check reveals the runes that make the trap. 
  The trap can then be avoided by staying to the far-left side 
  of the steps and succeeding on a DC 15 Dexterity 
  (Acrobatics) check. Each hour the runes shift to a new 
  position, leaving a different safe path up the steps. They 
  can also be removed by a dispel magic spell.  
   The Front Doors. The front doors are not 
  locked, but they are closed. Unless the 
  adventurers take care to oil the hinges before 
  opening, the doors make a loud and piercing 
  shriek when they open, alerting the occupants of 
  the house to their presence. 
   Of course, if the adventurers trigger the force 
  trap, the noise also alerts everyone. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Decrease the force trap’s damage to 
  14 (4d6) force damage. 
  • Strong: Increase the force trap’s damage to 33 (6d10) 
  force damage. 
  • Very Strong: Increase the force trap’s damage to 44 
  (8d10) force damage. 
  
  B. The Sitting Room 
  When the adventurers enter area B, read: 
  This large room contains furniture covered in cloth 
  sheets. The place reeks of damp and mold. A grandfather 
  clock ticks in the northeast corner. A shiny diamond is 
  set into the clock face, where the hands meet in the 
  center. Stairs lead up to a second floor. 
  The clock is cursed, haunted by a pair of wraiths. 
  These creatures remain hidden within the 
  grandfather clock unless the diamond in the face 
  is disturbed. If it is touched or removed in any 
  way, the wraiths emerge and attack. Abilities that 
  detect undead are able to notice them, but they 
  cannot be affected until summoned forth by 
  touching the diamond. 
   The Clock. The clock is magical, powered by the 
  small diamond in its face. Within the cabinet of the 
  clock are two small skeletons of gnomes. They 
  attempted to rob the house several years ago, hid 
  in the clock, but then died here. 
   If the wraiths are released, the clock becomes a 
  center of necrotic energy. A creature that enters or 
  starts its turn within 10 feet of the clock takes 7 
  (2d6) necrotic damage. With a DC 10 Intelligence 
  (Religion) check as an action, the clock’s necrotic 
  aura can be reversed, doing the same amount of 
  radiant damage to undead creatures within 10 
  feet. After the fight, the clock is ruined.  
   The diamond appears to be worth 10,000 gp, 
  but 1 hour after it is removed, it turns to 
  worthless glass. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: No change. 
  • Strong or Very Strong: Add one wraith and increase the 
  necrotic damage of the clock to 14 (4d6) necrotic 
  damage. 
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  9 
  C. The Den 
  When the adventurers enter area C, read: 
  This room contains a desk and rocking chair, as well as 
  ruined paintings, moldy animal pelts, and a small 
  bookcase. The rocking chair, situated behind the desk, is 
  rocking under its own power. 
  The chair is being rocked by a modified version of 
  an unseen servant. Detect magic or similar spells 
  can spot the invisible manifestation. 
   Desk. Three of the desk drawers are unlocked 
  and empty, but one of them is locked. It can be 
  opened with a DC 10 Dexterity (Thieves’ Tools) 
  check, or it can be smashed open.  
   Inside the large drawer is a stuffed bobcat head, 
  loaded on a spring to shoot out at the opener as 
  the drawer is opened. It is also treated with a 
  modified fear spell. Anyone within 10 feet of the 
  drawer must succeed on a DC 15 Wisdom saving 
  throw. Those who fail are frightened for 1 minute. 
  During that time, they have the urge to get out of 
  the house, running out the front door as quickly as 
  they can and using the Dash action if possible. 
  Note that they may trigger the front step force 
  trap (see area A) in their panic to flee. 
  Treasure 
  Beneath the stuffed bobcat head is a glass vial, 
  containing a potion of water breathing and a pouch 
  containing 300 gp worth of opals. 
  D. The Sewing Room 
  When the adventurers enter area D, read: 
  This room contains chairs and tables holding several 
  bolts of rotten and dirty cloth. Sewing baskets full of 
  thread, needles, thimbles, and other tailoring 
  implements are spread around the room. Several cloth 
  dolls rest on shelves around the room. Many of the dolls 
  have pins in them, and a larger doll with missing eyes has 
  darts protruding from it. 
  Nothing of value is in the room. The darts and 
  needles have been ensorcelled with a modified 
  telekinesis spell. 
   Darts and Needles. After the first minute, each 
  round that a creature remains in the room, they 
  are attacked by flying darts and needles. Creatures 
  must succeed on a DC 15 Dexterity saving throw 
  or take 13 (3d8) piercing damage. Those that 
  succeed take no damage. Attacking the darts and 
  needles does nothing as the pieces continue to 
  attack. Magic might be used to block the missiles 
  or remove the magic that animates them. The 
  attacks end when the creatures leave the room. 
  E. The Taxidermy Room 
  When the adventurers enter area E, read: 
  This room teems with the equipment necessary to 
  perform taxidermy. Countless stuffed animals, mostly 
  small and poorly made, line the shelves of the room.  
  Nothing of interest or value is in the room. 
  However, all of the stuff animals have been treated 
  with magic, making their heads or eyes move to 
  follow creatures in the room. 
  F. The Parlor 
  When the adventurers enter area F, read: 
  Comfortable furniture, covered in cloths, form a semi-
  circle around the fireplace on the west wall of this room. 
  Runes are etched into the bricks of the fireplace, which 
  is large enough to step inside. 
  The only item of interest in the room is the 
  fireplace, which has been treated with magic to 
  become a fireplace trap. 
  Fireplace Trap 
  Simple trap (Levels 5-10, deadly threat) 
  The fireplace is etched with tiny magical runes. The runes 
  appear at first glance to be triggers to activate the magical 
  fireplace, providing heat and light. Hidden within the 
  activation runes, however, is a magical teleportation trap. 
   
  Trigger. A character reads the runes to activate the 
  magical fireplace without first deactivating the trap, or 
  someone steps into or searches the fireplace without 
  deactivating it. 
   
  Effect. If the trap is sprung, any creatures within or 
  adjacent to the fireplace must succeed on a DC 20 Strength 
  saving throw or sucked into the fireplace and shot out of 
  the chimney, taking 28 (5d10) bludgeoning damage. On a 
  successful saving throw, the target takes half damage and 
  wedges themselves in the chimney. 
   
  Those who fail the saving throw are also shot 80 feet 
  into the air, taking 28 (8d6) bludgeoning damage when 
  they hit the ground outside the house, unless they can find 
  a way to break their fall using magic. 
   
  Countermeasures. A successful DC 10 Intelligence 
  (Arcana) check reveals that the runes on the fireplace light 
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  10 
  a magical fire in the fireplace with the command word 
  “Ignan.” However, a DC 25 Intelligence (Arcana) check is 
  needed to notice the trap, which is triggered if the fireplace 
  is activated without the deactivation command words “Non 
  Aero” being spoken first.  
   
  A dispel magic against a 7th-level spell can also disable 
  the runes.  
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Reduce the saving throw DC to 15 
  and reduce the trap’s damage 22 (4d10) and 21 (6d6) 
  respectively. 
  • Strong or Very Strong: No change. 
  G. The Exercise Room 
  When the adventurers enter area G, read: 
  This room is filled with wooden training weapons: blunt 
  swords, light maces, blunted arrows, and more. A few 
  real weapons—swords, arrows, spears, and flails—hang 
  from the walls. Sparring dummies with multiple limbs are 
  placed around the room. Four shields, each bearing an 
  image of a charging boar, adorns one of the four walls of 
  the room. 
   
  In the northwest corner of the room, a large sack, 
  the size of a person and bound with rope, wriggles and 
  flops. 
  This weapons room has been ensorcelled to be a 
  dangerous flying weapons trap. They are 
  otherwise worthless and the bag is empty.  
  Flying Weapons Trap 
  Complex trap (Levels 5-10, deadly threat) 
  This room is a death trap of magically animated weapons. 
   
  Trigger. When a character enters the room and disturbs 
  the sack, or when four living creatures enter the room, the 
  trap is triggered. 
   
  Effect. If the trap is sprung, the door closes and all of the 
  weapons and sparring dummies in the room animate, 
  become a whirling mass of destruction. 
   
  Door. The door to the room closes and locks, and can 
  only be opened with a DC 20 Strength check, a DC 20 
  Dexterity (Thieves’ Tools) check, or magic that opens locks. 
  Three successes are needed to open the door.  
   
  Weapons. On initiative count 20, the weapons whirl 
  throughout the room, attacking each creature once. 
  Creatures must succeed on a DC 15 Dexterity saving throw 
  or take 27 (5d10) bludgeoning/piercing/slashing damage, 
  or half on a success.  
   
  Countermeasures. The runes that power the trap are 
  hidden behind the shields. The runes, once exposed by 
  removal of the shields (no action necessary), can be 
  deactivated. A DC 15 Intelligence (Arcana) check, DC 15 
  Dexterity (Sleight of Hand), or DC 20 Strength (Athletics) 
  check is needed to deactivate, sabotage, or smash the 
  runes. When all four runes are deactivated, the trap ends. 
   
  A dispel magic against a 5th-level spell can also disable a 
  rune.  
   
  Leaving the room does not stop the weapons. They 
  chase adventurers throughout the first or second floor, or 
  even outside the house. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Reduce the trap’s damage to 16 
  (3d10). 
  • Strong or Very Strong: No change. 
  H. The Dining Room 
  When the adventurers enter area H, read: 
  Several well-made chairs surround a finely crafted oak 
  table. Ruined cabinets line the walls, each filled with 
  smashed plates, cups, and mugs. 
  This room contains nothing of interest except for a 
  rolled-up parchment secured to the underside of 
  the dining room table.  
  Treasure 
  This parchment was a famous painting, stolen by 
  the Soward family from a college in Waterdeep, 
  and secured here until the heat of the crime faded. 
  They family died out before it could be sold or 
  mounted. The painting is worth 1000 gp to the 
  right collector. The painting can be found with a 
  DC 15 Wisdom (Perception) check, or if an 
  adventurer specifically mentions searching under 
  the table. 
  I. The Kitchen 
  When the adventurers enter area I, read: 
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
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  This kitchen sports slate or marble fixtures and walls, 
  making sounds echo. A fireplace in the corner of this 
  room is cold. The rest of the room contains various 
  wood- and oil-powered appliances: ovens, stoves, lamps, 
  and open spits. Stairs leading down into the basement 
  end in a door. A back door leading out of the house is 
  boarded up. 
  The door at the bottom of the stairway leads to 
  nowhere, having been blocked when the other 
  entrances to the basement were created (see area 
  L and part 3). The door is, however, trapped. 
  Kitchen Trap 
  Simple trap (Levels 5-10, deadly threat) 
  The door at the bottom of the stairs is locked. It is also 
  magically trapped. If the trap is sprung, all of the appliances 
  in the kitchen belch forth fire. 
   
  Trigger. A character attempts to open or unlock the door 
  at the bottom of the stairs without first disabling the trap. 
   
  Effect. If the trap is sprung, any creatures in the kitchen 
  or on the stairs are bathed in fire from the appliances. 
  Creatures in the area must succeed on DC 20 Dexterity 
  saving throw or take 55 (10d10) fire damage. On a 
  successful saving throw, the target takes half. 
   
  Countermeasures. A successful DC 15 Wisdom 
  (Perception) check reveals runes on the door and stairs. A 
  DC 15 Intelligence (Arcana) check is needed link the runes 
  to the appliances, thus identifying the trap. The runes can 
  be activated with a DC 15 Intelligence (Arcana) check or DC 
  15 Dexterity (Sleight of Hand) check. If the check fails by 4 
  or more, the trap is triggered. 
   
  The runes can be deactivated with a dispel magic spell 
  against a 7th-level spell.  
   The Door. When the door is opened, there is a 
  blank wall behind it. The cellar room that used to 
  be behind this door has been filled with dirt and 
  rocks. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Reduce the saving throw DC to 15 
  and reduce the trap’s damage 33 (6d10). 
  • Strong or Very Strong: No change. 
  J. The Pantry 
  When the adventurers enter area J, read: 
  This room is a pantry. It contains jars, buckets, boxes, 
  casks, barrels, and other food and liquid containers. 
  If the adventurers investigate the containers, 
  some contain food and drink that is old and rotten. 
  Other containers, however, contain fresh supplies. 
  A DC 12 Intelligence (Investigation) check realizes 
  that this indicates someone is restocking it. 
  Treasure 
  One of the casks is marked Pemlo’s Lambic – 
  Old ’97. It is a fine lambic brew from another 
  world that the Soward family purchased on a trip 
  to Sigil. It is worth 500 gp.  
  K. The Guest Room 
  When the adventurers enter area K, read: 
  This room is bare of furnishings, although piles of debris 
  are scattered throughout the room. 
  The room is used by a family of opossum as a 
  home. They are welcomed by the residents, for 
  they can talk to the gnomes and act as sentries. 
   Creatures. If the adventurers search the debris 
  piles, they find they are actually opossum nests. 
  The opossums (a mother and three young) flee 
  when they are exposed, unless the adventurers 
  use magic or succeed on a DC 15 Wisdom (Animal 
  Handling) check to calm them. 
   If the adventurers have a way to communicate 
  with the opossums, the creatures can describe 
  that two-legged creatures frequently come in and 
  out of the house. They describe the two gnomes 
  (the Sprigwig sisters) who talk to them and give 
  them food. The level of helpful information the 
  opossums give depends on how much guidance 
  you think the adventurers need. 
  L. The Activity Room 
  When the adventurers enter area L, read: 
  This room contains implements of play and distraction. A 
  table holds playing cards, a dragon chess board, 
  dominoes, a three-dragon ante deck, and other games. 
  Two dartboards with colorful darts hang on the south 
  wall. A bar to assist dancers is attached to the wall. 
  Charts also line the wall, each showing the dance steps 
  to several popular—and some out of date—dances. 
   
  The entire north wall is covered with mirrors. Some 
  of them are normal, while others are shaped to distort 
  the image of the viewer, like at a traveling carnival. 
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
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   The Mirror. The only way into the basement 
  from within the manor house is through the 
  mirror portal in this room. In order to activate 
  the portal for 1 minute, a person needs to have a 
  trigger key (a small silver crescent moon) and 
  know the correct incantation ritual. 
   The ritual was hard to remember for some of 
  the residents, so Nelvon hid the steps and words 
  for it among the dance step charts on the wall. 
  With a DC 10 Intelligence (Arcana) check, an 
  adventurer can recognize one of the dance charts 
  is actually not a dance but the verbal and somatic 
  components that trigger the ritual; however, the 
  person performing the ritual needs some sort of 
  focus. According to the ritual on the wall, the 
  character believes it will be small and silver. 
  (Joleeanna Sprigwig in area M carries a trigger key 
  in the form of a necklace, and the hobgoblins in 
  part 1 found one as well.) 
   The ritual hidden in the dance chart can also be 
  automatically noticed by any character with a 
  background that would give knowledge of 
  dancing: entertainers, performers, nobles, etc.  
   Adventurers stepping through the portal arrive 
  in the basement (see Part 3). Using the portal 
  sounds an alarm that warns when someone is 
  coming and delays the arrival of the teleport, 
  giving anyone in the basement 2 rounds to 
  prepare. 
  M. The Master Bedroom 
  When the adventurers enter area M, read: 
  A large four-poster bed, massive desk, exquisite 
  wardrobe, and smaller dressers decorate the room. 
  Lying on the bed, wide awake and humming a tune, is a 
  mangy-looking gnome. She smiles at you and says, 
  “Visitors! I didn’t hear the doorbell.” 
   
  She whistles, prompting several small creatures to 
  emerge from beneath the bed: a couple of parakeets, a 
  ferret, three cats, a skunk, and an iguana. “I am the 
  Earthmother, defender of nature. These are my children. 
  And so are you!” 
  There was, of course, no doorbell…. 
   The gnome is Joleeanna Sprigwig, a conjurer 
  who lives with the community here and acts as a 
  distraction when people get into the manor. 
   The Bluff. She is a great liar and actress, and 
  her job here is to keep the intruders out of the 
  cellar. Her first tactic is to convince the 
  adventurers she is an insane yet harmless 
  squatter who thinks she is a goddess called the 
  Earthmother, an avatar of Chauntea the nature 
  goddess worshipped in the Moonshae Isles. 
   Once she does that, she attempts, using any lies 
  required, to get the adventurers out of the house 
  and away from the people she protects. She does 
  not attack the adventurers unless she is forced to 
  defend herself, and even then, she tries to escape 
  rather than defeat them. 
   The Necklace. Joleeanna wears a small silver 
  crescent moon pendant on a chain. If the 
  adventurers comment on the necklace, she says it 
  is her holy symbol. It is really a trigger key for a 
  mirror portal in area M. 
  Adjusting Joleeanna Sprigwig 
  Make the following adjustments to the conjurer stat block 
  to represent Joleeanna: 
  • Increase Charisma to 16 (+3). 
  • Add Deception (+6) as a trained skill. 
  • Add Gnome Cunning: Joleeanna has advantage on all 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic. 
  • Add Darkvision: Joleeanna can see in dim light within 60 
  feet of her as if it were bright light, and in darkness as if it 
  were dim light. She can’t discern color in darkness, only 
  shades of gray. 
  • Add Natural Illusionist: Joleeanna knows the minor 
  illusion cantrip. Intelligence is her spellcasting ability for 
  it. 
  • Add Speak with Small Beasts: Through sounds and 
  gestures, Joleeanna can communicate simple ideas with 
  Small or smaller beasts. Forest gnomes love animals and 
  often keep squirrels, badgers, rabbits, moles, 
  woodpeckers, and other creatures as beloved pets. 
  • Replace cloudkill with teleport at 5th level and replace 
  stoneskin with polymorph at 4th level. 
  Roleplaying Joleeanna 
  Depending on how the adventurers treat 
  Joleeanna, there is a chance she might trust them 
  to be good people who would keep the secret of 
  the community at Soward Manor. For example, if 
  there are paladins and clerics of good deities who 
  display their holy symbols prominently, she might 
  decide to trust them. If so, she drops the façade of 
  being a crazed gnome hermit. If so, she offers to 
  take the adventurers to see Nelvon. If any 
  character openly displays a pin of the 
  Brotherhood of the Cloaks, she does not under any 
  circumstances.  
   If the adventurers show no signs of being people 
  who she can trust to protect the secrets of Soward 
  Manor, Joleeanna does her best to get rid of the 
  adventures. She might tell them that the secret of 
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
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  Soward Manor is actually buried in the forests to 
  the south of Mulmaster—even drawing them a 
  map to get them out of the manor. You can play 
  out the deception, even going as far as to send the 
  adventures on a wild chase. Just narrate it quickly 
  and get them back to the house afterward, 
  probably quite angry. Mark off gold (10 gp each) 
  spent for food and expenses as they chase false 
  leads. 
   In the end, the adventurers might attack 
  Joleeanna. If this happens, she teleports to the 
  basement to warn Nelvon of the intrusion. As she 
  does, though, she accidentally drops her necklace, 
  which gives the adventurers a key they need to get 
  to the basement. 
   
   
  
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  14 
  Part 3. Magic Hunt 
   Estimated Duration: 45 minutes 
   Story Beat: This part of the adventure takes 
  place after the adventurers find the portal and 
  access the basement. The adventurers can fight or 
  parlay with the defenders of the community, then 
  they witness the kidnapping of one of the 
  community members. 
  Larch, the Protector 
  The easiest way into the basement is through the 
  portal (area L). There is also a long tunnel that 
  leads to a beach exit, which is used by the 
  occupants of Soward Manor in an emergency, or 
  to access the Moonsea for fishing or hunting. If the 
  characters search the beach below, they can find it 
  with a successful DC 25 Wisdom (Perception) 
  check.  
   The basement is one large room supported by 
  pillars. It covers most of the area under the house, 
  except for a small area under the kitchen that was 
  filled in. In the basement, Nelvon and Larch have 
  set up living quarters that are comfortable if 
  sparse. They only use the rest of the house when 
  necessary, retreating here when intruders are 
  spotted. 
  Accessing the Basement 
  When the portal into the basement is used, the 
  travelers appear through a mirror at the far 
  western end of the basement. A sound tells people 
  in the basement that someone is approaching, 
  giving them 2 rounds to make preparations. 
   If the adventurers teleport in, Nelvon grabs the 
  most powerful and dangerous of his charges, 
  Florah Krayne, and exits quickly through the 
  tunnel, which is covered with a tarp on the eastern 
  basement wall. Other occupants of the community 
  either hide (non-combatants) or prepare to 
  defend the basement (the defenders). 
   Defenders. With Nelvon and Florah fleeing, the 
  rest of the defenders of the community prepare 
  for a fight. Larch deJun, a knight, is backed up by 
  bard Freeanna Sprigwig, two spies, and 4 
  archers. If she knows the characters are 
  breaching the sanctum and she is alive, Joleeanna 
  Sprigwig, a conjurer, may follow behind them. 
   A Quick Resolution? If Joleeanna is with the 
  adventurers, she can order the defenders to stand 
  down, defusing a potentially disastrous situation. 
  If she escaped from them and feels they are 
  dangerous, she awaits their arrival with the other 
  defenders. 
   If combat does start, the defenders attack 
  hesitantly but forcefully, shouting at the 
  characters things like, “We will not let you hurt 
  these innocents people” and “The evil Cloaks cannot 
  continue to torture and imprison the innocent.” 
  Give the adventurers plenty of chances to cease 
  hostilities. 
   If there are obvious Cloaks in the party and the 
  party does not cease hostilities, the defenders 
  target that character above all others, hoping to 
  reason with the rest of the party once their Cloak 
  master is incapacitated.  
  The Explanation 
  Assuming the adventurers do not kill all the 
  combatants, Larch or one of the Sprigwigs can 
  explain the situation. You can summarize the 
  information from the Adventure Background. 
  • This community is comprised of people who 
  fled Mulmaster during the devastation orb 
  catastrophe. 
  • The community is harboring individuals 
  suffused with wild magic. Some of them might 
  pose a danger if sent into populated areas. 
  • The Cloaks, if they got access to these people, 
  would capture them and imprison them—and 
  quite possibly kill them. The deJun brothers and 
  the Sprigwig sisters refuse to let that happen. 
   
  Even if the adventurers kill all the combatants, the 
  non-combatants surrender and come out of 
  hiding. One of them can relay the information that 
  Larch or one of the Sprigwig sisters would 
  otherwise have provided. 
  Following Nelvon 
  After the adventurers learn what is happening 
  here, survivors can tell the adventurers that 
  Nelvon took one of the community members, a 
  young woman named Florah, through to tunnel to 
  escape. They suggest the adventurers use the 
  tunnel to find and talk with them. 
   The tunnel runs several hundred yards beneath 
  the house and steeply down toward the rocky 
  shore of the Moonsea. 
  Nelvon, Defeated 
  When the adventurers arrive at the end of the 
  tunnel, they witness Florah Krayne being 
  kidnapped and Nelvon deJun being struck down. 
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
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  Emerging from the tunnel, a violent situation plays out 
  before you. As the surf crashes against the rocky beach, 
  many figures struggle. A girl dressed in peasant clothes 
  and wreathed in an aura of magical energy is grabbed by 
  a dwarf with an eye patch. The dwarf drops a pearl to 
  the ground, and they both disappear. 
   
  At the same time, a human dressed in robes falls 
  beneath the greataxes of a pair of wild-looking humans. 
  Other threatening figures move toward you. 
  Nelvon is knocked unconscious as Florah Krayne 
  is taken by the enemy, teleported away. 
   Four berserkers and four swashbucklers have 
  stayed behind to deal with the adventurers. They 
  go after their enemies with everything they have. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak Remove two berserkers and one 
  swashbuckler. 
  • Weak: Remove one berserkers and one swashbuckler. 
  • Strong: Add one berserker and one swashbuckler. 
  • Very Strong: Add two berserkers and two swashbucklers. 
  Development 
  If the adventurers defeat the enemies, they can 
  rouse Nelvon, who was knocked unconscious.  
   Any prisoners the adventurers take can be 
  forced, with a DC 20 Charisma (Intimidation) 
  check, to admit that they are members of the Satin 
  Scourge, a pirate outfit under the command of 
  Captain Fillis Farview, the dwarf who stole the 
  young human woman a few seconds ago. They 
  arrived on the Dapper Chap, one of the ships in the 
  Scourge’s fleet, but it dropped them off in 
  longboats and left. They were to return via 
  teleportation.  
   Nelvon notes the young woman, Florah Krayne, 
  was the most powerful and unstable member of 
  the community. The wild magic was strong within 
  her, and he was just starting to make progress 
  with training her to control her magic. 
   As the situation is wrapped up, the survivors 
  from the Soward Manor community and the 
  adventurers are visited by Lord Milben Von 
  Finklestein, his husband Zor Peerless Von 
  Finklestein, and several retainers. The pair are 
  powerful figures in Mulmaster, and they provide 
  funding to the deJun and Sprigwig siblings. 
   They pay to perform a ritual of finding to locate 
  Florah. After some struggles and hazy results, they 
  realize he is somewhere in the middle of the 
  Moonsea. Possibly on an island, or on a ship. They 
  ask that the adventurers, if they do locate her, to 
  help retrieve her. 
  Treasure 
  At this point, the adventurers must decide what to 
  do about Lillah Whitewinter. The surviving 
  community members, including the Von 
  Finklesteins, beg the adventurers not to turn them 
  in or tell Lillah of their presence. 
   The Von Finklesteins offer to double the reward 
  offered by Lillah if the adventurers return to her 
  and tell her that they found only some brigands, 
  which the adventurers cleared out. Nelvon offers 
  to throw in his bracers of defense if the 
  adventurers agree to lie and help retrieve Florah. 
   The adventurers can do this easily, as Lillah is 
  ready to believe the lie, then claim the reward 
  (100 gp per character) from her and return to the 
  Von Finklesteins in Mulmaster to collect the 200 
  gp per character from them. 
   If the characters tell the truth, she asks them to 
  work undercover with the Von Finklesteins and 
  recover Florah, but then return her to the Cloaks.  
   The series continues with CCC-CIC-A2 Death at 
  Peril Island. 
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
  16 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for 
  defeated foes and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Hobgoblin Warlord 
   
  200 
  Hobgoblin Iron Shadow 
   
  100 
  Wraith  
   
   
  50 
  Knight 
   
   
   
  700 
  Bard 
   
   
   
  450 
  Spy 
   
   
   
  200 
  Archer  
   
   
  700 
  Berserker 
   
   
  450 
  Swashbuckler 
   
   
  700 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP Per Character 
  Survive/Avoid the Pit Traps 
  300 
  Survive/Avoid the Force Trap 
  300 
  Survive/Avoid the Fireplace Trap 
  400 
  Survive the Flying Weapons Trap 
  1000 
  Survive/Avoid the Kitchen Trap 
  400 
  Refrain from Killing Any of the  
  Members of the Community 
  500 
   The minimum total award for each character 
  participating in this adventure is 4500 
  experience points. 
   The maximum total award for each character 
  participating in this adventure is 6000 
  experience points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Krohaul’s Pouch  
   
  320 
  Iron Shadows Loot 
   
  100 
  Opals in the Den  
   
  300 
  Stolen Painting   
   
  1000 
  Pemlo’s Lambic  
   
  500 
  Lillah’s Reward 
   
   
  100/person 
  Von Finklestein Reward 
   
  200/person 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
  Bracers of Defense 
  Wondrous item, rare (requires attunement) 
  This item can be found in the Dungeon Master’s 
  Guide.  
  Potion of Water Breathing 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide.  
  4 Potions of Healing 
  Potion, common 
  This item can be found in the Player’s Handbook. 
  Story Award 
  As long as the characters do not kill any members 
  of the Soward Manor community and agree to 
  help retrieve Florah Krayne, they receive the 
  following story award: 
  Protector of the Gifted: You have made an ally of 
  deJun and the Von Finklestein families, and they 
  remain your ally as long as you vow to protect the 
  innocent gifted people of Mulmaster and the 
  surrounding areas. If you gain further favor with 
  them, it might pay greater dividends. 
  Renown 
  Each character receives one renown with their 
  faction at the conclusion of this adventure. 
   This adventure counts as a Mulmaster 
  adventure for members of the Brotherhood of the 
  Cloaks.  
   
   
  
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  DM Reward 
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
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  Appendix. Dramatis 
  Personae 
  The following NPCs are featured prominently in 
  this adventure: 
   
  Lillah Whitewinter (LIE-lah). A high-ranking member of 
  the new Cloaks of Mulmaster, Lillah is an elf who has been 
  tasked with hunting down dangerous individuals who 
  escaped from the Cloaks when Mulmaster fell. She is 
  obsessed with her job and uses all means at her disposal, 
  including unscrupulous ones. Her face was marred by an 
  explosion during the devastation, and she wears a low 
  hood to cover her face whenever possible.  
   
  Nelvon deJun (NELL-vahn day-JOON). Nelvon is a human 
  in his early 40s, with a long, dark mustache and close-
  cropped black hair, grey starting to creep in from the 
  edges. Ambitious with an eye for detail, he was a true 
  believer in the righteousness of the Cloaks before the 
  devastation orbs brought the city down. Now he spends his 
  time protecting his charges from persecution. He works to 
  help others control their powers, even hoping to provide 
  training that might allow them to use their powers 
  productively. 
   
  Larch deJun (LARCH de-JOON). Larch is a human in his 
  mid-20s, thin and wiry with a mop of dark hair. He assists 
  his brother Nelvon in keeping the community at Soward 
  Manor functioning. He has trained to become a knight 
  since being attacked by a family bent on revenge against 
  his. 
   
  Joleeanna Sprigwig (joe-lee-AH nah SPRIG-wig). A forest 
  gnome conjurer who lives at Soward Manor and helps 
  protect the people there. She pretends to be insane, 
  claiming she is the Earthmother, a goddess of nature. 
   
  Freeanna Sprigwig (free-AH nah SPRIG-wig). A forest 
  gnome bard, sister of Joleeanna, who lives at Soward 
  Manor and helps protect the people there. 
   
   
  
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  CCC-CIC-10 Terror at Soward Manor 
   
   
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  Appendix. Monster/NPC 
  Stats 
   
  Hobgoblin Iron Shadow 
  Medium humanoid (goblinoid), lawful evil 
  Armor Class 15  
  Hit Points 32 (5d8 + 10) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  15 (+2) 
  11 (+0)  
   
  Skills Acrobatics +5, Athletics +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Goblin 
  Challenge 2 (450 XP) 
  Spellcasting. The hobgoblin is an 2nd-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 12, +4 to hit with spell attacks). The 
  enchanter has the following wizard spells prepared: 
  Cantrips (at will): minor illusion, prestidigitation, true 
  strike 
  1st level (3 slots): charm person, disguise self, 
  expeditious retreat, silent image 
  Unarmored Defense. While the hobgoblin is wearing 
  no armor and wielding no shield, its AC includes its 
  Wisdom modifier. 
  Actions 
  Multiattack. The hobgoblin makes four attack, each 
  of which can be an unarmed strike or a dart attack. It 
  can also use Shadow Jaunt once, either before or 
  after one of its attacks. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Shadow Jaunt. The hobgoblin magically teleports, 
  along with any equipment it is wearing or carrying, 
  up to 30 feet to an unoccupied space it can see. Both 
  the space it is leaving and its destination must be in 
  dim light or darkness. 
   
  Hobgoblin Warlord 
  Medium humanoid (goblinoid), lawful evil 
  Armor Class 20 (plate, shield) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  15 (+2)  
   
  Saving Throws Int +5, Wis +3, Cha +5 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 6 (2,300 XP) 
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 14 (4d6) damage to a creature it hits 
  with a weapon attack if that creature is within 5 feet 
  of an ally of the hobgoblin that isn’t incapacitated. 
  Actions 
  Multiattack. The hobgoblin makes three melee 
  attacks. Alternatively, it can make two ranged attacks 
  with its javelins. 
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) bludgeoning 
  damage. If the target is Large or smaller, it must 
  succeed on a DC 14 Strength saving throw or be 
  knocked prone. 
  Javelin. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 
  + 3) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the hobgoblin can utter a special command 
  or warning whenever a nonhostile creature that it 
  can see within 30 feet of it makes an attack roll or a 
  saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the hobgoblin. A 
  creature can benefit from only one Leadership die at 
  a time. This effect ends if the hobgoblin is 
  incapacitated.   
  
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  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)  
   
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. 
  The target must succeed on a DC 14 Constitution 
  saving throw or its 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. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
  Conjurer 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Condition Immunities blinded 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The conjurer has the 
  following wizard spells prepared: 
   
  Cantrips (at will): acid splash, mage hand, poison 
  spray, prestidigitation 
  1st level (4 slots): mage armor, magic missile, unseen 
  servant 
  2nd level (3 slots): cloud of daggers, misty step, web 
  3rd level (3 slots): fireball, stinking cloud 
  4th level (3 slots): Evard’s black tentacles, stoneskin 
  5th level (2 slots): cloudkill, conjure elemental 
   
  Benign Transportation (Recharges after the Conjurer 
  Casts a Conjuration Spell of 1st Level or Higher). As a 
  bonus action, the conjurer teleports up to 30 feet to 
  an unoccupied space that it can see. If it instead 
  chooses a space within range that is occupied by a 
  willing Small or Medium creature, they both teleport, 
  swapping places. 
  Actions 
  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. 
   
   
  
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  Knight 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a 
  saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the knight. A 
  creature can benefit from only one Leadership die at 
  a time. This effect ends if the knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
  Bard 
  Medium humanoid (elf), neutral evil 
  Armor Class 15 (chain shirt) 
  Hit Points 44 (8d8 + 80) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)  
   
  Saving Throws Dex +4, Wis +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Senses passive Perception 15 
  Languages Common 
  Challenge 2 (450 XP) 
  Spellcasting. The bard is a 4th level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 
  to hit with spell attacks), and it needs only verbal 
  components to cast its spells. It has the following 
  spells prepared: 
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, 
  heroism, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The bard can perform a song while 
  taking a short rest. Any ally who hears the song 
  regains an extra 1d6 hit points if it spends any Hit 
  Dice to regain hit points at the end of that rest. The 
  bard can confer this benefit on itself as well. 
  Taunt (2/Day). The bard can use a bonus action on its 
  turn to target one creature within 30 feet of it. If the 
  target can hear the bard, the target must succeed on 
  a DC 12 Charisma saving throw or have disadvantage 
  on ability checks, attack rolls, and saving throws until 
  the start of the bard’s next turn. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 4) piercing 
  damage. 
   
   
  
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  Archer 
  Medium humanoid (any race), any alignment 
   
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8+30) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0)  
   
  Skills Acrobatics +6, Perception +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Archer's Eye (3/Day). As a bonus action, the archer 
  can add 1d10 to its next attack or damage roll with a 
  longbow or shortbow. 
   
  Actions 
  Multiattack. The archer makes two attacks with its 
  longbow. 
   
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage. 
   
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the spy that isn’t 
  incapacitated and the spy doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  
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  Berserker 
  Medium humanoid (any race), any chaotic alignment 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)  
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Reckless. At the start of its turn, the berserker can 
  gain advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d12 + 3) slashing damage. 
   
  Swashbuckler 
  Medium humanoid, any non-lawful alignment 
  Armor Class 17 (leather armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2)  
   
  Skills Acrobatics +8, Athletics +5, Persuasion +6 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its 
  turns. 
  Suave Defense. While the swashbuckler is wearing 
  light or no armor and wielding no shield, its AC 
  includes its Charisma mod. 
  Actions 
  Multiattack. The swashbuckler makes three attacks: 
  one with a dagger and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 
  4) piercing damage. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
   
   
  
  Appendix. Soward Manor Map (Ground Floor) 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-10 Terror at Soward Manor 
   
   
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  Appendix. Soward Manor Map (Second Floor) 
   
   
   
   
   
  
  Appendix. Rewards 
  Story Award 
  Protector of the Gifted: You have made an ally of 
  the deJun and the Von Finklestein families, and 
  they remain your ally as long as you vow to 
  protect the innocent gifted people of Mulmaster 
  and the surrounding areas. If you gain further 
  favor with them, it might pay greater dividends. 
   
   
  Magic Items 
  Bracers of Defense 
  Wondrous item, rare (requires attunement) 
  This item can be found in the Dungeon Master’s 
  Guide. While wearing these bracers, you gain a +2 
  bonus to AC if you are wearing no armor and 
  using no shield. 
  Potion of Water Breathing 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. You can breathe underwater for 1 hour 
  after drinking this potion. Its cloudy green fluid 
  smells of the sea and has a jellyfish-like bubble 
  floating in it. 
  4 Potions of Healing 
  Potion, common 
  This item can be found in the Player’s Handbook. 
  
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