TEXT: The House of Redmane
  A Seldom Spring Adventure
  Introduction: A ruined house in a woodland glade provides novice adventurers an
  opportunity for investigation and combat.
  An adventure for 1st level characters
  by Barry Dore
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission 
  under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Barry Dore and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  1
  
  The House of Redmane
  A terrible malaise has fallen over this house. My 
  beloved Clarice grows ever more distant. She seems a 
  hollow reflection of her former self, stripped of all 
  passion and vitality.
  —Lord Alistair Redmane
  Introduction
  This adventure is designed for a party of 1st level 
  characters.
  A ruined house in a woodland glade provides an 
  opportunity for investigation and combat.
  The exact location of this scenario is left to the DM, but
  it is written for use in Neverwinter Wood.
  Background
  Heralding from Waterdeep, Lord Alistair Redmane was a
  noble of lesser standing but significant wealth. A keen 
  painter and avid explorer, he traveled extensively 
  throughout the Sword Coast region, capturing it's beauty 
  on canvas whenever he could.
  He was also a devout follower of Sune Firehair, and a 
  generous patron of her church. It was through his 
  connection to the faith that he first met his future wife, a 
  striking young initiate named Clarice.
  It was while courting in the city that he asked her to 
  accompany him on his latest expedition, and while 
  camped in a picturesque woodland glade that he asked 
  her to marry him. She accepted, and they were soon on 
  their way back to Waterdeep. Not only did they have a 
  wedding to plan, but also laborers to employ.
  Though many cautioned against it, his lordship 
  commissioned construction of a new home in the very 
  glade in which he'd proposed; a tranquil spot on the 
  fringes of Neverwinter Wood.
  Several years passed, the couple enjoying a blissful 
  union, their home seemingly isolated from the many 
  troubles that beset the region.
  It was a gift from Lord Redmane to his beloved wife that 
  changed all this however. The enchanted mirror would 
  have been a perfect gift, had it not been cursed by a 
  malignant force.
  Clarice's natural obsession with beauty made her an easy 
  target for the mirror's insidious magic. It began by slowly
  ensnaring her mind, then drained the very essence of her 
  life. The whole process took a matter of weeks, leaving 
  no physical remains of the unfortunate woman; only her 
  spirit remained. Corrupted and enslaved by the mirror, 
  she became a terrible specter of her former self.
  Over the following days, this foul spirit was turned 
  against those who had loyally served the couple, killing 
  them one by one. Lord Redmane, unwilling to abandon 
  his wife to her fate, was the last to die.
  Overview
  In the past few years, the house has fallen into ruin. A 
  large part of the roof was destroyed by lightning and 
  ensuing fire, which left much of the upper floor 
  blackened and broken.
  The specter of Clarice has withdrawn into a shadowy 
  pocket dimension mirroring her former home, but twig 
  blights and a cockatrice have taken her place.
  Shortly before the party arrives, four scavenging kenku 
  ventured into the ruined house. One was petrified by the 
  cockatrice, but the others fled and escaped unharmed. 
  They now lurk nearby, regaining their composure before 
  planning their next move.
  Adventure Hooks
  This adventure is intended to follow an introduction from
  Dirk Seldom at Seldom Spring (see the following page), 
  but here are just a few alternative options.
  
  Characters are offered payment to approach the 
  reclusive Lord Redmane, to commission an 
  original piece of art for their wealthy contact. 
  They will be paid traveling expenses up front, 
  with final payment due on delivery of the 
  nobleman's response.
  
  An acolyte in the church of Sune fears for the 
  safety of a former initiate named Clarice, and 
  appeals to the party to investigate.
  
  Characters traveling through Neverwinter Wood 
  come across a ruined house far from civilization.
  If nothing more, it offers shelter for the night.
  Lord Redmane's Diary
  Pages from the last diary of Lord Redmane, chronicling the 
  final days of his life, are scattered throughout the ruins of his
  former home. Though not vital to the adventure, these pages 
  may offer the party a measure of insight regarding past 
  events.
  These entries are reproduced on a single page at the end of 
  this document, in case you wish to make handouts of them.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  2
  
  Seldom Spring Adventures
  This is the first in a series of loosely connected scenarios, to 
  which the party may be introduced by Dirk Seldom, in 
  Seldom Spring.
  Seldom Spring is free to download at 
  https://www.dmsguild.com/product/251013/Seldom-Spring.
  However, each scenario can be played independently of the 
  others and without the use of that document.
  If you plan to incorporate Seldom Spring into your 
  campaign, I recommend allowing your players to read its 
  contents at their leisure, prior to running this adventure.
  The following player introduction is a continuation of 
  the Sundered Helmet entry found in Seldom Spring.
  Player Introduction
  You find yourself sat once again in the welcoming 
  surrounds of the Seldom Spring's common room.
  “My friends,” Dirk greets you with a smile, taking a seat at 
  your table.
  “You may recall that I once led my brave companions to a 
  hidden vault in Calimshan.”
  “It was during that expedition that our youngest member, 
  Rudyard, was felled by a charging minotaur.”
  “It was an unfortunate loss in what should have been a most
  successful venture.”
  He glances toward the sundered helmet on the wall and 
  shakes his head in clear frustration.
  After a brief pause, he continues.
  “We recovered numerous treasures from that vault, many of
  which we sold to wealthy buyers in Waterdeep.”
  “One such customer, a Lord Alistair Redmane, bought a 
  large decorative mirror.”
  “Daratin had determined that it held a minor preservation 
  enchantment, and it was clearly of fine quality and exotic 
  style, so it raised a princely sum.”
  Dirk pauses again, scanning the inn for customers in need 
  of his attention. Happy that he isn't required elsewhere, he 
  proceeds.
  “I'd heard nothing more of Lord Redmane since, until just 
  the other day.”
  “I was aware that he lived with his wife in a house on the 
  edge of Neverwinter Wood, but it seems that something 
  terrible has happened there in recent years.”
  “One of our local woodsmen informed me that he traveled 
  that way recently and discovered the house in ruin.”
  “He didn't venture inside, but says that the place appeared 
  to be deserted.”
  He pauses again, turning to face each of you in turn.
  “Now I was thinking, that you may be the kind of people 
  that might be interested in investigating just what happened 
  there.”
  “An empty house should offer little threat to even the 
  greenest of adventurers,” he suggests with a smile, “and 
  perhaps there are family heirlooms waiting to be rescued, 
  before the forest swallows it all.”
  Dirk stands, speaking again before departing.
  “Give it some thought and let me know. I can give you 
  directions if you're interested.”
  Preparations
  If the characters are interested in this expedition, Dirk 
  will happily provide them with clear and accurate 
  directions, avoiding any unnecessary risks along the 
  way.
  He will also check that they are suitably equipped and 
  provisioned for their journey.
  Brunthor will prepare an especially hearty meal to help 
  them on their way.
  He will also double-check their provisions.
  Jambiya considers this behavior to be quite adorable, 
  but also hilarious. She is aglow with enthusiasm 
  throughout the preparations, and offers words of 
  encouragement to anyone showing signs of doubt.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  3
  
  Redmane's Ruin
  1. Woodland Trail
  The woodland surrounding the trail thins considerably here,
  as it approaches a vast clearing ahead. Though still quite 
  distant, a large house clearly stands within the glade.
  Three kenku lurk here, slowly regaining their composure 
  after a startling encounter during the night. One has 
  secreted itself in bushes beside the path, while the other 
  two hide in thicker foliage about fifty feet away.
  As the party passes nearby, the closest kenku will mimic 
  the sound of a cat, hoping to lure characters away from 
  the path and into an ambush (see Mimicry trait on the 
  following page).
  Having been thoroughly hidden before the party arrived, 
  the kenku have advantage on Dexterity (Stealth) checks 
  made to surprise the party.
  The lead kenku is armed with a shortsword and carries 
  1gp, plus 8sp. The others are each armed with a shortbow
  and dagger, and carry 15sp.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  4
  
  Kenku (x3)
  Medium humanoid (kenku), chaotic neutral
  Armor Class 13
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)
  Skills Deception +4, Perception +2, Stealth +5
  Senses passive Perception 12
  Languages understands Auran and Common but speaks
  only through the use of its Mimicry trait
  Challenge 1/4 (50 XP)
  Ambusher. In the first round of a combat, the kenku has
  advantage on attack rolls against any creature it 
  surprised.
  Mimicry. The kenku can mimic any sounds it has heard,
  including voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom
  (Insight) check.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach      
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
  piercing damage.
  2. House Exterior
  This woodland clearing is both secluded and picturesque, 
  but the house within is a burnt out ruin. Much of the roof 
  and upper floor has collapsed, but it appears that the walls 
  of the ground floor are largely intact.
  An arched entrance, its doors long gone, allows easy access 
  to the blackened remains of the building.
  If anyone takes the time to explore the ruin's exterior, 
  they will discover an overgrown flower garden at the 
  rear of the house; Area 6.
  They may also find a page or two from Lord Redmane's
  diary. Success on a DC 15 Wisdom (Perception) check 
  is required to locate each page.
  28 Kythorn
  I fear something is wrong. I have not yet been home a full 
  tenday, yet my dear Clarice grows distant. She seems 
  troubled. Did something happen while I was away?
  24 Flamerule
  My dear Clarice, how did it come to this? She haunts our 
  home, a terrible specter of the woman I married. The 
  servants fear for their lives, but I fear for nothing but 
  Clarice. There must be a way to return her to Sune's 
  majestic grace.
  3. Entry Hall
  This two-story entrance hall is now open to the elements 
  and littered with the charred remains of fallen timbers. 
  Three burnt steps are all that's left of a staircase that once 
  ascended to the upper floor.
  Various unidentifiable burnt objects litter the floor 
  among the fallen timbers and a scattering of fallen 
  brickwork.
  A single page from Redmane's diary can be found here, 
  with success on a DC 15 Wisdom (Perception) check.
  30 Flamerule
  I sit here wondering, what compels me? Why do I still 
  enter idle thoughts in this diary? I have lost all that I loved. 
  My dear Clarice is here and yet gone, lost to me, though 
  tantalizingly close. Am I to die in her phantasmal grasp, or 
  will I be left to wither and starve? I have lost the will to save
  myself, for I am nothing without her.
  Tomorrow is Midsummer, once our favorite festival. 
  There will be no celebrations this year. I know not what 
  manner of dark sorcery stole my beloved Clarice away. I 
  know not why it compels her to haunt these walls. I know not
  how to save her. I know only that I must stay with her to the 
  end.
  4. Drawing Room
  This chamber was probably a drawing room, though it is 
  now hard to tell, due to extensive damage from fallen 
  debris.
  Previously mounted on the wall, a silvered rapier now 
  rests amid the debris. It needs a good clean, but is 
  otherwise unharmed.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  5
  
  A single bottle of fine wine (worth 10gp) is the only 
  surviving remnant of a drinks cabinet that once 
  welcomed visitors to this room.
  Two pages from Redmane's diary can be found here, 
  with success on a DC 15 Wisdom (Perception) check.
  20 Kythorn
  I don't think I have ever seen my dear Clarice looking 
  happier or more beautiful. She is truly radiant with joy. 
  Sune be praised.
  9 Flamerule
  A terrible malaise has fallen over this house. My beloved 
  Clarice grows ever more distant. She seems a hollow 
  reflection of her former self, stripped of all passion and 
  vitality. My prayers go unanswered and I find myself at a 
  complete loss. Sune help us.
  5. Ballroom
  Though you doubt it got much use this far from civilization,
  this two-story chamber appears to have been a ballroom. 
  Like most of the house, this room is littered with debris and
  blackened by fire damage.
  This room holds nothing of real value, but three pages 
  from Redmane's diary can easily be gathered here.
  16 Kythorn
  I shall soon be home. I yearn to be with my dear Clarice 
  and hold her in my arms once more. Long have I enjoyed the
  freedom of the open road, but the pleasure is diminished by 
  her absence from my side.
  15 Flamerule
  The mirror, that accursed mirror! It has ensorcelled my 
  dear Clarice. She does not talk, or eat, or even sleep. 
  Though it pained me to do so, I have resorted to locking her 
  in our bedroom, while securing the mirror in the basement. 
  Tomorrow I set out for Neverwinter. Sune willing, I shall 
  return with aid for my dear Clarice, before all hope is lost.
  28 Flamerule
  The servants are gone. One by one, the nightmare that 
  grips this house has taken them into death's cold embrace. 
  They urged me to destroy the mirror, but I dared not lose 
  whatever may still be left of my beloved Clarice. I pray that 
  they forgive me, for abandoning them to their fate. I am 
  unworthy of the loyalty they showed me. May Sune care for 
  them in death, as they cared for me in life.
  6. Flower Garden
  This must have been a magnificent flower garden, before it 
  was left to grow out of control. Now a sprawling mass of 
  vibrant blooms, pervasive weeds, and dying shrubs carpet 
  the area.
  Hidden among the other plants are six twig blights. 
  They will attack anyone entering the garden.
  Twig Blight (x6)
  Small plant, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 4 (1d6 + 1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  13 (+1) 12 (+1)
  4 (-3)
  8 (-1)
  3 (-4)
  Skills Stealth +3
  Damage Vulnerabilities fire
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 9
  Languages understands Common but can't speak
  Challenge 1/8 (25 XP)
  False Appearance. While the blight remains 
  motionless, it is indistinguishable from a dead shrub.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  7. Dining Room
  This was clearly the dining room. Though in need of a good
  clean, it remains remarkably intact. A large table and eight 
  matching chairs dominate the room.
  Although dirty, the high-quality furnishings in this 
  room could easily fetch 100gp in any major city. 
  Unfortunately, their size and weight is such that getting 
  them there would probably prove to be more trouble 
  than its worth.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  6
  
  8. Study
  This chamber appears to have been a study. A battered 
  writing desk still stands amid the wreckage of a collapsed 
  ceiling, though the accompanying chair fared less well.
  A large wooden beam dissects the room, with one end 
  planted firmly against the base of the wall to your right, 
  while the other rests atop the wall to your left.
  Characters searching this room can piece together a full 
  set of calligrapher's supplies.
  The desk has a single draw containing a book entitled 
  Aatush the Cruel. It features a collection of fanciful 
  tales about a notorious Rakshasa pirate of the same 
  name, once feared by seafarers throughout the Sea of 
  Swords. The book does not identify its author, nor the 
  fate of the pirate. It has a value of 25gp.
  Climbing the wooden beam requires success on a DC 5 
  Strength (Athletics) check, with failure resulting in an 
  embarrassing fall, but no real damage.
  The beam leads to Area 9 on the upper floor.
  9. Shrine
  You stand in what appears to be the only upstairs room 
  remaining, and it seems to be on the verge of collapse. 
  Debris litters the floor, which strains under your every 
  slightest movement, yet in the far corner rests a small 
  casket, atop an elaborately carved wooden shrine. Both are 
  remarkable, not only as embodiments of fine craftsmanship,
  but more pertinently, they stand upright and intact.
  This room is all that remains of the upper floor. Its door 
  is blocked by burnt timber, more of which litters any 
  area that hasn't collapsed completely.
  Successfully navigating the remains of the floor to 
  reach the corner requires success on a DC 5 Dexterity 
  (Acrobatics) check, with failure resulting in an 
  unfortunate fall into Area 10 below, inflicting 1d6 
  bludgeoning damage.
  The stable area of floor around the shrine is only large 
  enough for two medium creatures.
  A successful DC 10 Intelligence (Religion) check will 
  allow characters to identify that the shrine is dedicated 
  to the goddess Sune, as is the casket. The shrine is 
  worth 50gp, but weighs 30 pounds.
  The casket is made of finely carved mahogany, inlaid 
  with the symbol of Sune, fashioned in gold. It also has 
  an inset lock. In its current condition, without its key, it 
  is worth up to 90gp to the right buyer. With the key 
  (located in Area 17), it could sell for 100gp.
  A character with thieves' tools can pick the lock with a 
  successful DC 15 Dexterity check.
  Alternatively, a character may attempt to force the lock 
  open with a DC 15 Strength check, but each such check 
  will reduce the casket's value by 10gp; to a minimum of
  25gp for the inlaid symbol.
  Within the well-padded casket are two matching vials 
  containing a pink milky elixir; Sune's Kiss.
  Sune's Kiss
  Potion, rare
  This potion allows the drinker to restore life to the 
  recently deceased, with a kiss. It takes an action to drink
  the potion and then a second action within the following
  minute to apply its effects, kissing the deceased on its 
  lips, or closest approximation thereof. The target must 
  have died within the past hour, but in all other respects 
  this potion acts like the revivify spell.
  Other faiths are known to produce this potion under 
  different names, but Sune's Kiss is widely regarded to 
  be the original.
  10. Games Room
  A gaping hole in the ceiling leaves no doubt as to where the
  debris in this room came from. As for the room's purpose, 
  that is less clear.
  This was in fact a games room, as will become apparent
  if the party stops to search it.
  The late Lord Redmane would often enjoy a solo game 
  of dragonchess here, and on special occasions he would 
  even invite his servants to partake in casual games of 
  dice or cards.
  A thorough search of the room will reveal 3 dice sets, 
  and a dragonchess set, each of superior quality and 
  valued at 5sp and 5gp respectively. Numerous playing 
  cards can also be found, but water damage has ruined 
  most of them.
  Two pages from Redmane's diary can also be found 
  here, by anyone taking the time to look.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  7
  
  22 Kythorn
  The mirror I bought in Waterdeep has proven a firm 
  favorite with my beloved. She cherishes her beauty as much 
  as I do, happy in the knowledge that she is surely among the 
  favored of Sune herself.
  19 Flamerule
  Sune has forsaken us! My dear sweet Clarice has been 
  taken from me. Our servants failed to contain her and keep 
  her from the mirror. Her reflection remains, but her body is 
  gone, consumed by some foul witchery.
  11. Kitchen
  This area was clearly the kitchen, as evident from the oven 
  and the numerous cooking utensils scattered around the 
  room. Less indicative of a typical kitchen is the remarkably 
  realistic statue of a birdlike humanoid standing before you.
  The statue is actually the petrified form of a kenku.
  The cockatrice that petrified this unfortunate scavenger 
  will rush to attack as soon as the party enters.
  A fallen cabinet strewn with kitchen utensils and broken
  crockery conceals a trapdoor to the cellar. Characters 
  making a casual search of the room require success on a
  DC 20 Wisdom (Perception) check to find it, but those 
  specifically looking for a trapdoor reduce this DC to 10.
  Characters may also find a page from Redmane's diary, 
  with success on a DC 15 Wisdom (Perception) check.
  7 Kythorn
  At last I have a new diary. Gold serves little purpose in 
  the wilds of Neverwinter Wood, but in the Trades Ward of 
  Waterdeep there is little it cannot buy. My purchases will no
  doubt have seemed extravagant, even for one of my station, 
  but I shop here so rarely that I must make the most of the 
  occasion. Besides, it doesn't hurt to remind the locals of my 
  wealth and status.
  The marvels of this city will never cease to amaze me, but 
  none compare to my beloved Clarice. Thankfully, I have 
  concluded my business and shall set forth tomorrow on the 
  journey home.
  Complications
  The petrified kenku will recover several hours after the 
  party arrives, giving them insufficient time for a long 
  rest before it does so.
  It will try to avoid combat, unless able to ambush lone 
  characters, but will fight to the death if cornered.
  The kenku is armed with a shortsword and carries 22sp.
  Cockatrice
  Small monstrosity, unaligned
  Armor Class 11
  Hit Points 27 (6d6 + 6)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1) 12 (+1)
  2 (-4)
  13 (+1)
  5 (-3)
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 1/2 (100 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage, and the target 
  must succeed on a DC 11 Constitution saving throw 
  against being magically petrified. On a failed save, the 
  creature begins to turn to stone and is restrained. It must
  repeat the saving throw at the end of its next turn. On a 
  success, the effect ends. On a failure, the creature is 
  petrified for 24 hours.
  Kenku
  Medium humanoid (kenku), chaotic neutral
  Armor Class 13
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)
  Skills Deception +4, Perception +2, Stealth +5
  Senses passive Perception 12
  Languages understands Auran and Common but speaks
  only through the use of its Mimicry trait
  Challenge 1/4 (50 XP)
  Ambusher. In the first round of a combat, the kenku has
  advantage on attack rolls against any creature it 
  surprised.
  Mimicry. The kenku can mimic any sounds it has heard,
  including voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom
  (Insight) check.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach      
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  8
  
  12. Cellar
  A sturdy ladder descends into a cool cellar below the 
  kitchen. Rats scurry into hiding as you reach the bottom of 
  the ladder, clearly posing no threat in their limited numbers.
  Though the rats are of no concern to the party, they 
  have destroyed most of the supplies in the cellar.
  However, an examination of the wine rack will reveal 6 
  bottles of fine wine (worth 10gp each) and 2 bottles of 
  exceptional wine (worth 50gp each).
  13. Basement
  A few old crates and barrels stand around the edge of this 
  room, but it's the large ornately-framed mirror in the far 
  corner that immediately catches your eye.
  This is the cursed mirror that Lord Redmane 
  unwittingly unleashed upon his beloved wife Clarice.
  If anyone approaches the mirror, read the following:
  As you approach the mirror, you are surprised to see that 
  the reflection within is not your own. Instead, a beautiful 
  woman gazes back, a look of distress clear upon her fair 
  features.
  But then the image changes, the woman's face seemingly 
  melting away to reveal a horrific countenance beneath, and 
  without warning she unleashes a spine-chilling wail.
  Wail. This wail has no effect on constructs and undead. 
  All other creatures within 30 feet of the mirror that can 
  hear it must make a DC 10 Charisma saving throw or 
  take 2 (1d4) psychic damage and be frightened of the 
  mirror until the end of their next turn.
  The party may now roll for initiative and complete their
  actions in turn. While the mirror remains intact, the 
  apparition will repeat its wailing attack at the end of 
  each combat round.
  The Mirror
  The mirror has armor class 10, and is immune to poison
  and psychic damage. It is a magic item for the purpose 
  of resisting spells and ignores most debilitating effects 
  (DM's discretion required).
  The mirror has 12 hit points, but each time it takes 
  damage that is insufficient to reduce it to 0 hit points, it 
  instead loses 1 hit point only.
  If the mirror is reduced to 0 hit points, the party will be 
  sucked into a pocket shadow dimension. Proceed to 
  Area 14 (see map on following page).
  14. Shadow Basement
  The mirror cracks, but does not shatter, and in that instant 
  your surroundings change. Though you still stand within 
  the basement, its walls are now shadowy and indistinct; 
  intangible, yet impenetrable. Everything is darker, and 
  colder now.
  The mirror itself stands blank and featureless; a deeper 
  darkness within the gloom.
  The nature of this shadow dimension is largely cosmetic
  in terms of game mechanics.
  Darkvision functions as normal here, but it cannot 
  pierce the supernatural gloom from which these rooms 
  are formed, nor diminish the oppressive nature of this 
  pocket dimension.
  15. Shadow Cellar
  The cellar looks to be in better condition than it did before, 
  yet everything is beyond your grasp, giving way to 
  shadowy nothingness whenever you draw close.
  The cellar, like the rest of this pocket dimension, is a 
  shadowy mirror of the house as it was around the time 
  of Clarice's demise.
  Most items within this dimension are formed of shadow
  and are intangible to the party.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  9
  
  Pocket Dimension
  16. Shadow Kitchen
  The kitchen looks as good as new, albeit in a veil of spine-
  chilling gloom. Everything is orderly and immaculate, yet 
  dark as night.
  This room continues the trend of those before it.
  There is no sign of the kenku from the kitchen here.
  If anyone was petrified by the cockatrice, and left 
  behind by the party, they will be found here and 
  released from the condition when the party arrives.
  Complications
  From here on, many doors and hallways are 
  inaccessible, blocked by an impenetrable and 
  impassable darkness, leaving only those marked on the 
  map as ways forward.
  17. Shadow Dining Room
  A large table and eight matching chairs dominate this room.
  Four shadowy figures are sat around the table, but they rise 
  politely as you enter, acknowledging you with a slight bow.
  But then you see their faces and the veil of shadow falls 
  away, revealing four decomposing humans in tattered 
  finery.
  These zombies are all that remain of Lord Redmane and
  his servants, each of whom was slain by the specter of 
  Clarice, pulled into the pocket dimension, and finally 
  reanimated to serve as guards.
  The zombies attack all living intruders.
  The animated body of Lord Redmane still carries a 
  number of valuable items: an embroidered silk purse 
  (worth 30gp) containing 20gp and 20sp, a silver key 
  (for the mahogany casket in Area 9), an exquisite holy 
  symbol of Sune (a sardonyx cameo set in a silver 
  amulet; worth 200gp), and a fine-bladed elven dagger 
  (see below).
  Zombie (x4)
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (-2)
  16 (+3)
  3 (-4)
  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 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the zombie
  drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  10
  
  Redmane's Dagger
  Weapon (dagger)
  This elegant fine-bladed dagger is a prime example of 
  elven craftsmanship.
  When you hit an orc with this magic weapon, the orc 
  takes an extra 1d4 piercing damage and must succeed 
  on a DC 13 Wisdom saving throw or become frightened
  of you until the start of your next turn.
  You can use a bonus action to cause this weapon to 
  shed bright light in a 10-foot radius and dim light for an
  additional 10 feet, or to extinguish the light.
  18. Shadow Entry Hall
  A grand staircase rises from the foot of this two-story 
  entrance hall. The front doors are veiled in darkness, as are 
  all other exits on the lower floor. It seems there is only one 
  path open to you, onward and upward.
  There is nothing of interest here, unless you like stairs.
  19. Shadow Balcony
  Atop the stairs, the shadows grow thicker still, like a black 
  mist enveloping the balcony and weighing on your every 
  move. Once more, it appears that only one path lies open.
  A short hallway leads from the balcony to a single door,
  and the final encounter...
  20. Shadow Bedroom
  You would guess that this was, or is, the master bedroom. 
  The chamber is dominated by an elegant four-poster bed, in
  which a beautiful woman lies in a restless sleep.
  The woman is a mere reflection of Clarice's former self,
  with no tangible substance. She cannot be moved or 
  woken.
  If anyone approaches the bed, a horrific apparition will 
  materialize on the far side of the room. It will attack 
  without warning.
  This specter makes a Dexterity (Stealth) check to surprise
  the party, with advantage on the roll.
  Before combat, each character must succeed on a DC 12 
  Intelligence saving throw, or suffer disadvantage on their 
  Dexterity check when rolling for initiative. This is a side-
  effect of the oppressive gloom dulling their instincts.
  Wailing Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common and Elvish but can't 
  speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter 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 specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 7 (2d6) necrotic damage. The target 
  must succeed on a DC 10 Constitution saving throw or 
  its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the creature
  finishes a long rest. The target dies if this effect reduces
  its hit point maximum to 0.
  Wail (Recharge 5-6). This wail has no effect on 
  constructs and undead. All other creatures within 30 
  feet of the specter that can hear it must make a DC 10 
  Charisma saving throw or take 2 (1d4) psychic damage 
  and be frightened of the specter until the end of their 
  next turn.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  11
  
  Conclusion
  As the wailing specter is struck down, the oppressive gloom
  is replaced by a blinding light. For a fleeting moment you 
  see the face of the sleeping woman, finally at ease, and then
  there is only light.
  Your eyes flick open and you find yourself in the basement 
  once more. The mirror is shattered beyond repair and peace 
  has settled over the ruined house.
  Though the woman has gone, you feel a sense of her 
  lingering gratitude, and look to the future with renewed 
  optimism.
  The shattered mirror poses no further threat to anyone, 
  and the pieces hold no value.
  The spirit of Clarice has been set free and she has found
  peace at last. In appreciation, she has bestowed the 
  following charm upon each member of the party.
  Charm of Union
  By the grace of Sune.
  When you wish to make a good impression on a 
  specific individual, you may call upon this charm to 
  grant you advantage on all Charisma checks directed at 
  the individual.
  This charm may only be used once, but its effect lasts 
  for as long as you hold no ill will towards the 
  individual.
  Aftermath
  If the party reports back to Dirk Seldom on the outcome
  of their expedition, he will be dismayed to hear what 
  has transpired.
  Dirk will be especially concerned that the mirror he sold
  Lord Redmane seems to be the cause of it all. Both he 
  and Brunthor will wonder if Daratin knew more about 
  its nature than he claimed. If asked, they are unable to 
  provide the whereabouts of their former party wizard.
  If the party kept any of the pages from Redmane's diary,
  Dirk will ask if he may take them, in order to pass them 
  on to Redmane's relatives. He will offer 1gp per page to
  thank the party for retrieving them.
  Further Adventures
  If you enjoyed this adventure and seek more quests 
  from Dirk Seldom, check out these further scenarios:
  Flindbar's Treasure
  This adventure is designed for 2nd level characters.
  In a remote stretch of the Sea of Swords, the mysterious
  Gnoll Island awaits daring adventurers, with perils and 
  plunder aplenty.
  The Saga of the Boot
  This adventure is designed for 3rd level characters.
  In the caves below a deserted orc lair, the party may 
  intervene in a standoff between rival forces: a small 
  clan of mad derro, with an unhealthy boot obsession, 
  faces a new threat in the form of grimlock slavers.
  Behold and Behave
  This adventure is designed for 4th level characters.
  A hidden vault awaits daring adventurers, with puzzles, 
  traps, and even a few treasures, under the watchful gaze
  of a diligent beholder overseer.
  Graves of Neverwinter
  This adventure is designed for 5th-6th level characters.
  Danger awaits settlers and heroes alike in the reclaimed 
  streets of Neverwinter. Business is returning, but 
  trouble never left.
  Recipe for Revenge
  This adventure is designed for 7th-8th level characters.
  A repurposed asylum beneath the streets of Waterdeep 
  serves as home to a nefarious wizard with sinister plans 
  for an unsuspecting populace.
  The Ripped Beard
  This adventure is designed for 9th-10th level characters.
  A new fort in a remote location presents a tempting 
  target for orc raiders, and a chance for brave champions 
  to end a resurgent threat.
  Xynkil's Vault
  This adventure is designed for 11th-12th level 
  characters.
  In the depths of the Underdark, the beholder Xynkil 
  patiently guards its precious treasure, waiting to destroy
  anyone foolish enough to try and steal it.
  https://www.dmsguild.com/browse.php?author=Barry_Dore
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  12
  
  7 Kythorn
  At last I have a new diary. Gold serves little purpose in 
  the wilds of Neverwinter Wood, but in the Trades Ward 
  of Waterdeep there is little it cannot buy. My purchases 
  will no doubt have seemed extravagant, even for one of 
  my station, but I shop here so rarely that I must make 
  the most of the occasion. Besides, it doesn't hurt to 
  remind the locals of my wealth and status.
  The marvels of this city will never cease to amaze me, 
  but none compare to my beloved Clarice. Thankfully, I 
  have concluded my business and shall set forth 
  tomorrow on the journey home.
  16 Kythorn
  I shall soon be home. I yearn to be with my dear 
  Clarice and hold her in my arms once more. Long have 
  I enjoyed the freedom of the open road, but the pleasure
  is diminished by her absence from my side.
  20 Kythorn
  I don't think I have ever seen my dear Clarice looking 
  happier or more beautiful. She is truly radiant with joy.
  Sune be praised.
  22 Kythorn
  The mirror I bought in Waterdeep has proven a firm 
  favorite with my beloved. She cherishes her beauty as 
  much as I do, happy in the knowledge that she is surely 
  among the favored of Sune herself.
  28 Kythorn
  I fear something is wrong. I have not yet been home a 
  full tenday, yet my dear Clarice grows distant. She 
  seems troubled. Did something happen while I was 
  away?
  9 Flamerule
  A terrible malaise has fallen over this house. My 
  beloved Clarice grows ever more distant. She seems a 
  hollow reflection of her former self, stripped of all 
  passion and vitality. My prayers go unanswered and I 
  find myself at a complete loss. Sune help us.
  15 Flamerule
  The mirror, that accursed mirror! It has ensorcelled my
  dear Clarice. She does not talk, or eat, or even sleep. 
  Though it pained me to do so, I have resorted to locking
  her in our bedroom, while securing the mirror in the 
  basement. Tomorrow I set out for Neverwinter. Sune 
  willing, I shall return with aid for my dear Clarice, 
  before all hope is lost.
  19 Flamerule
  Sune has forsaken us! My dear sweet Clarice has been 
  taken from me. Our servants failed to contain her and 
  keep her from the mirror. Her reflection remains, but 
  her body is gone, consumed by some foul witchery.
  24 Flamerule
  My dear Clarice, how did it come to this? She haunts 
  our home, a terrible specter of the woman I married. 
  The servants fear for their lives, but I fear for nothing 
  but Clarice. There must be a way to return her to Sune's
  majestic grace.
  28 Flamerule
  The servants are gone. One by one, the nightmare that 
  grips this house has taken them into death's cold 
  embrace. They urged me to destroy the mirror, but I 
  dared not lose whatever may still be left of my beloved 
  Clarice. I pray that they forgive me, for abandoning 
  them to their fate. I am unworthy of the loyalty they 
  showed me. May Sune care for them in death, as they 
  cared for me in life.
  30 Flamerule
  I sit here wondering, what compels me? Why do I still 
  enter idle thoughts in this diary? I have lost all that I 
  loved. My dear Clarice is here and yet gone, lost to me, 
  though tantalizingly close. Am I to die in her 
  phantasmal grasp, or will I be left to wither and starve?
  I have lost the will to save myself, for I am nothing 
  without her.
  Tomorrow is Midsummer, once our favorite festival. 
  There will be no celebrations this year. I know not what
  manner of dark sorcery stole my beloved Clarice away. 
  I know not why it compels her to haunt these walls. I 
  know not how to save her. I know only that I must stay 
  with her to the end.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The House of Redmane
  13
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The House of Redmane.pdf