The curse of jade creek manor – one shots with game rules

By: Dennis B. B. Taylor

The Curse of Jade Creek Manor

Hey there! I wanted to share with you a cool adventure I came up with for me and my friends. It’s called “The Curse of Jade Creek Manor.” Below, I have included all the maps and encounters for each room. Feel free to add your own twists and changes to make it more personal to your style. In the first section, I mentioned some items that you can print on slips of paper and randomly draw or assign them to specific players to make the puzzle a bit easier. I purposely left some things open to interpretation, so don’t feel like you have to stick to the script or use the same monsters if you have other ideas. Have fun!

I’ve included an NPC in case there’s a missing player in the group of six. We need all six players to complete the puzzle. The NPC is a Kenku who serves as a grim reaper for the Raven Queen. I decided to make the character mute, but you have the option to make them more helpful if you’d like. In the final scene, you can show Non leading the spirits to the afterlife through a painting to add some extra flair.

To start things off, I suggest having each character share what they were doing just before the campaign begins. All the characters should be strangers to one another and have a brief backstory. Just enough to set the scene before they’re whisked away to what lies ahead.

Let’s bring more drama to the story by describing the paintings in the house as scenes that resemble the characters’ last memories. These paintings will play a crucial role later as portals if they manage to defeat the lich.

STARTING ROOM -1

Story hook: When I wake up in an unfamiliar bed, everything feels strange. My gear and armor are nowhere to be seen. I’m wearing a nightgown and positioned as if lying in a coffin. As I stand up, a wave of dizziness washes over me, but it quickly fades away. I gather my composure and survey the room. It’s beautifully decorated, with a bed, a chest at the foot, and a wardrobe. There’s only one door leading out of the room. What should I do now?

When I open the wardrobe, I’m greeted by a sight that takes my breath away. Inside, I find my trusty armor and a set of weapons that look just like mine, but with intricate runes carved into them. It’s as if they have been customized just for me. And tucked away in a corner, I see a set of formal clothes that are a perfect fit for my measurements. It’s as if someone knows exactly what I need.

But that’s not all. On the floor of the wardrobe, there’s a sealed envelope with my name carefully written on it. Curiosity gets the better of me, and I open it. Inside, there’s a beautiful drawing that I had completely forgotten about. It brings back memories of happier times, and I can’t help but smile.

Next, I turn my attention to the chest. As I open it, I’m amazed by how neatly everything is packed away. My equipment is all here, ready for whatever awaits me. And there, I spot a potion with a red bow tie around its neck. It’s like a little gift, waiting for me to discover it. Attached to the bottle is a note that simply says, “Save me for later.” I can’t help but wonder what wonders this potion holds.

Now it’s time to explore further. As I open the door, I’m greeted by a dark and quiet hallway. The silence is almost eerie, but it also holds a sense of mystery. Along the walls, I see five other doors, each leading to who knows what. At one end of the hallway, there’s a large window, casting a faint glow on everything around it. At the other end, two large doors beckon me to venture deeper into this enigmatic house.

Looking out the window, I see the sun just starting to rise over the horizon. It casts a warm glow on the beautiful courtyard outside, which is surrounded by a tall, smooth stone wall.

As we all walk out into the hallway, we take a moment to introduce ourselves. Surprisingly, there is no hostility among us. We quickly realize that we’re all in the same position – completely clueless about where we are or how we ended up here. Some of us recognize each other, but most of the faces are unfamiliar. It’s a strange situation to find ourselves in. So, what should we do now?

ROOM EXPLANATION – 2

We push open the double doors to the next room, and it’s small and dimly lit. Candles on the walls provide the only source of light. The room doesn’t offer much, except for another set of double doors that catches our attention.

As soon as the last member of our group steps inside, the door slams shut behind us, sealing us in.

The doorway behind you—impassable. Locked, but no clear way to unlock it. Can’t find a keyhole or handle to turn.

The path ahead—unobstructed. No visible locks. There’s a trap, though. DC 15, and you can’t disable it. The switch, you reckon, must be on the other side of this door.

You twist the knob, but something sinister awaits you. Hisses emanate from below as you open it up. A thick green gas slowly engulfs the room. Try as you might, the door won’t give. The gas thickens, overpowering you all. Everything fades to black…

Only to awaken in your own chambers. The doors stand as you left them, wide open, mere moments ago.

Hey there! Guess what? You won’t believe what just happened to me. So, I was walking down the hallway when out of nowhere, this voice starts talking to me. It turns out, I’ve been brought into a super cool house with a little challenge. You ready for this?

The voice says that in this house, I can’t really die. Well, technically I can, but I’ll just come right back to this very room. No big deal, right? Anyway, I’ve got a mission – to find the voice and eliminate it before sunset. If I don’t, I’ll be stuck here forever. Yikes! Time’s ticking, so let’s get to it! But before I go, the voice gave me a hint for the first trap. They said only one person needs to open the door. Good to know!

Now, here’s the thing – to open the door, one person has to go into the room alone and open it. After that, they can disarm the trap. Piece of cake, right?

As I open the door, it swings open effortlessly. I step into a long hallway that seems empty except for the art and statues lining the walls. Right next to the door, I notice a lever with a large sign next to it that instructs me to pull it down to disarm a trap.

Now in the MAIN HALLWAY -3

My party follows me into the hallway. It’s similar to the previous one, filled with pictures and statues decorating the walls. There doesn’t seem to be any immediate danger. Straight ahead, I see two sets of double doors on opposite walls, and at the very end of the hallway, there’s a single door.

Pictures. They start off innocently enough – simple portraits of people and places. But as I look closer, something strange begins to happen. The images on the canvas twist and contort, transforming into horrifying abominations. The faces of the people morph into grotesque monsters, their bodies decay and wither away right before my eyes. It’s like a cruel nightmare unfolding within the frame.

Statues. Silent and motionless, they line the hall with an eerie presence. The skill and craftsmanship involved in their creation is undeniable, yet there’s something unsettling about them. These statues depict adventurers in various poses – frozen in time, forever captured in their final moments. It’s as if their last breaths were carved into stone.

Welcome to the Entrance Hall. It’s a mysterious and foreboding place, with a sense of unease that hangs in the air. Something supernatural lingers here, making your skin prickle with discomfort. You can’t help but wonder what secrets this place holds, and what horrors may await you just beyond these walls.

As I step into the hall, a strange silence fills the air. I’m taken aback when I spot a woman walking towards me. She keeps her head low and carries a tray with purpose. It’s clear that she’s a servant of sorts, dressed in garments that indicate her status. She moves rapidly towards my group, heading straight for that door over there, the one marked Room Number 5.

If I decide to strike up a conversation or approach her, her head jerks up in surprise. My heart skips a beat when I see that she’s missing half of her face. Fear etched on her remaining features, she panics and rushes towards the door. To my horror, she passes through it like a ghostly mist, leaving no trace of her presence behind.

If I choose not to engage with her, she hurries towards the door without ever lifting her gaze from the floor. As she turns, she disappears into the wood as if it were made of thin air.

I find myself standing outside the Servants Quarters – Room Number 5.

As I enter the room, I notice several beds lining the walls. It’s a bit dark and musty in here, but my attention is drawn to a woman tucked away in the far corner.

If I approach her and manage to calm her down, she shares a warning with me: “The master of this house is a truly terrible man. Many have attempted to kill him, but all have failed. Don’t let the spirits of the house frighten you; they can only serve him now. However, some still resist his control. Listen to them, for their words may provide guidance in the future.”

“I must caution you, though. Seeing through the master’s eyes comes at a price that most cannot bear.”

ENTERING THE STORAGE CLOSET

I decide to open the door at the end of the hall, curious about what lies inside. It turns out to be a cluttered storage closet, filled with cleaning supplies and boxes of clothing. Who knows what secrets could be hidden in this place?

I went searching through the storage closet, hoping to find something useful. After rummaging around, I finally discovered a dusty adventure pack tucked away in the corner. The sight of it piqued my curiosity, so I took a closer look. The pack was quite worn out, but one item stood out – a brand new grappling hook, sturdy and ready for action.

As I examined the adventure pack, a sudden interruption startled me. A young Tiefling woman emerged from the shadows, standing between me and the door. She wore armor and had a long sword hanging from her waist. The fresh blood on her chest piece and the open cut down her arm spoke of a recent battle. She seemed frightened, reaching out towards me as if seeking help. With a whisper, she uttered words that sent a chill down my spine.

“He will never let you leave; you cannot kill him. At least not in any way that matters,” she said, her trembling hand briefly brushing against mine.

Before my eyes, the young woman turned into dust, vanishing into thin air. Her warning hung in the air, leaving me bewildered and unsettled.

Inside the adventure pack, most of the old gear was damaged and unusable. However, something caught my eye – the name “Azza Pride” stitched into the fabric. Who was Azza Pride, and why was their name inside this bag?

I gained a single item from the adventure pack – the rugged and dependable grappling hook. It appeared to be the only thing worth salvaging.

Welcome to the Entertainment Room (-7)!

You walk into a room with a big entertainment area. There are musical instruments and places to sit. It doesn’t take long for your eyes to spot a shiny gold whistle on top of a grand piano across the room.

In this fight, you have to face a mimic disguised as a piano, a smothering rug, an animated table, and a guardian portrait.

After the fight, you obtain a golden whistle.

Now, let’s move on to the East Wing Hall -8.

The hallway is dimly lit, and the floors make creaking sounds due to their old age. You can hear footsteps echoing from behind a single door.

Something catches your attention immediately – a statue of an elven woman praying. It looks out of place in this hallway.

I approach her and gaze at the statue. Suddenly, her hand shoots up and clamps onto my arm tightly. She looks me in the eye and says, “Once you start moving the stones, don’t stop until it’s finished. Be fast, be quick, be nimble, or face dire consequences. Don’t succumb to the despair that I did.” She then freezes in place, her face filled with agony, and thankfully lets go of my arm.

KITCHEN -9

Event: A massive, towering man sobs openly over a gleaming platter that’s covered. It appears to have just been taken out of the oven, and the delicious aroma makes my mouth water and my stomach rumble. Upon closer inspection, I notice that the man is bleeding, with pools of blood forming on the floor.

If they come near me, I panic. My eyes dart around, searching for a way out. I try to take a step back, but his grip on my shoulders is tight. The tears streaming down his face look like molten lava, scorching everything they touch. He growls at me, his voice a mix of anger and desperation. And then he screams… “He’s a monster! A wicked man who will bring destruction upon us all. He’s sick…so sick! Look at what he made me do!”With those words, he removes the lid from a dish in front of him, revealing a burnt finger. A golden ring sparkles in the dim light. He stands there, offering me the dish.

In that moment, I realize that I have a choice to make. I must find a way to get that wedding ring.

And so, I receive a gift – a large golden ring.

AUDITORIUM -10

A magnificent table stands before me, covered in a feast fit for a king. The chairs are arranged as if waiting for someone to grace them with their presence.

If I sit down, the chairs will pull up to the table and trap me. It’s a strange phenomenon that’s hard to comprehend.

I start to hear the clinking of silverware on plates and the sound of dishes being passed around. As I look around, I see figures appear in the empty seats. These figures are like balls of light, hovering and conversing in hushed tones. Their movements are energetic and synchronized, creating a mesmerizing display of shifting energy.

But as soon as they notice me, everything comes to a halt. The figure at the head of the table, a radiant ball of light, clears its throat and addresses me directly. “Imitation may seem like praise, but the birds don’t understand that concept. Be cautious when you perform for them, or you might become their meal.”

STAIRCASE -11

The staircase stretches upward into darkness, spiraling mysteriously.

As I try to rush to the top of the stairs, I hear the voices whispering. They tell me it’ll never work, he won’t die, and I’m not done. But I push on, searching for the keys that will save us all.

Once we destroy the phylactery, we spot the door ahead, leading to the top of the tower. As we approach, something becomes clear – the magic of the house is no longer on us. Now, if we die, we’ll stay dead. In my bag, I feel a heavy pulsating, and I realize it’s the potion from earlier. The tag now reads “drink me.” If I take it, my stats will be restored, and I’ll feel refreshed, as if I just had a good night’s rest.

SECOND FLOOR HALL -12

A long, empty hallway stretches out in front of me, going in two different directions.

As I continue on my journey, a stranger catches my attention with a cough. I turn around to see a mysterious figure dressed in a hooded cloak, their face hidden beneath the low-hanging fabric.

“When you burn him, his eyes will plead with you to look, but you must resist. Mortal men were never meant to gaze upon him,” the figure warns, pulling back their hood to reveal hollow sockets where their eyes should be. With a solemn stride, they pass me and descend the staircase.

MASTER BEDROOM -13

A battle erupts as three large vases release a peculiar metallic hiss, reminiscent of steam coursing through pipes. To my surprise, three imposing cobras made of iron emerge from the vases. I must prepare to face these formidable foes.

After vanquishing the iron cobras, I am grateful to find a pair of glasses waiting for me on the nightstand.

BATHING ROOM -14

Imagine walking into a room and being greeted by a lavish bathing area. One side boasts a grand tub, while the rest of the space is beautifully adorned with small plants and candles.

As you approach the tub, the flickering candles catch your attention. It’s as if they are on the verge of extinguishing. Suddenly, you notice a gray hand emerging from the water, gripping the side of the tub. Next, a head covered in long, soaked hair appears. Two large eyes peep through, and a hoarse voice croaks from her perch. “Whatever you do, do not fall into the fountain,” she screams before being violently pulled back into the tub.

SUNROOM -15

Prepare for battle: Strahd’s Animated Armor guards the entrance to the ballroom. There are two of them, strong and vigilant. Additionally, a large stone piece is wedged to prop open the door leading to the balcony.

BALCONY -16

I step out onto the balcony, feeling the warm sun on my skin. The air is pleasant and refreshing. It’s strange, though, because I don’t recognize this place as my own. The sky has a hazy, light orange hue, even though the sun is nowhere near setting. In the distance, I can see large, unfamiliar objects moving across the horizon, twisting and turning like worms through the earth. It’s a dizzying sight, and it makes me feel queasy.

Just as I’m about to turn back inside, something catches my eye. I glance over and see a short, dwarven man standing at the banisters, gazing out into the same unfamiliar landscape I’ve been observing.

“When you try to touch his heart, brace yourself for the pain. He won’t surrender his life easily,” he warns, gently withdrawing his hand from his pocket. His bony and withered appearance initially startles you. With a nod full of sorrow, he retreats back into the darkness, as if it swallows him whole.

BALLROOM -17

Description: This room appears to be a conventional ballroom, but instead of people, it is filled with dozens of weary ghosts. They dance with a ghostly melancholy to a haunting melody that emanates from nowhere. In the center of the room, there is a grand pentagram etched into the floor, and standing within it is a towering demonic figure adorned in an impeccably tailored suit. They watch with surprise and intrigue as your group enters.

You know what’s really cool? When you put on fancy clothes, it’s like the party comes alive! You could dance, or maybe sing, or do something fun like that. But here’s the catch: you’ve gotta play along with the demonic presence in the pentagram.

If you try to attack someone or hang around without the right outfit, that demonic presence is gonna take you out.

Oh, and by the way, you found a cool item: it’s a charcoal black skull. Pretty spooky, right?

Oh boy, when you step outside, there’s so much to see! There’s a bunch of trees all clumped together, a fancy fountain, a big ol’ statue, even a book locked up in a glass case. And get this, there’s a shiny golden bowl where people can put their offerings. Oh, and there’s a rock garden too, but you gotta step on these stones to get to anything.

I think it’d be a good idea for everyone in the party to take a look around. Maybe make a perception or investigation check, with a difficulty of 10. If you do, you’ll notice something interesting: the statue has one hand reaching out, like it’s holding an invisible ball. And guess what? It’s pointing right at that book in the corner of the garden.

When I step on the stone, I feel a pressure plate being activated:

  1. There’s a book here with two lines of text. One line is readable, and the other is not. The readable line says:

“Sometimes we need a fresh perspective to find what we’re looking for.”

I put on the glasses and try to read. I need to make an Intelligence saving throw with a DC of 15. The text in the book becomes clear:

“A golden bed is where I lay, my head is light but not bright as day.”

Next, I need to burn the charcoal skull and make a Wisdom saving throw with a DC of 15. As I do, I notice that the smoke doesn’t float up but instead drifts towards the Rock Bed.

Lastly, I find a blackened skull fragment that seems to connect with several other stone pieces I’ve found.

Once you successfully fit the gem into the bird, something magical happens. The bird starts whistling a beautiful melody that echoes throughout the garden. And just a few seconds later, you hear the same melody being mimicked by other birds in the trees.

Now, here’s the catch. There’s another missing piece, and this time it’s up to your dexterity to solve it. You need to make another Dexterity check.

As you listen to the chorus of whistles coming from the trees, you start to realize that there must be hundreds of birds hidden among the branches.

If you decide to play a tune by whistling back at the birds, you need to make a Charisma saving throw with a DC of 15. However, be warned that the birds might get confused and start flapping around, creating a cacophony of sounds. But don’t worry, because amidst the chaos, a small silver key will fall right in front of you. When you pick it up, you’ll feel its wet and cool touch.

Curiously, you glance into the fountain and spot a small chest at the bottom. Attached to the top of the chest is a large metal ring.

If you try to grab it, you’ll need to make a strength check with a DC of 15. If you succeed, you pull the chest out of the water with a great effort. The chest is secured by a delicate silver lock that prevents you from opening it.

Once opened, you find a smaller version of the statue that stands before you. However, this miniature statue has a golden ring on its outstretched hand.

There is also a heavy grappling hook in the chest, which requires strength to handle.

You approach the statue, and it appears to glare at you. Strangely, the hand that was pointing at the book has now moved and is resting by the statue’s side. The other hand remains outstretched, with its fingers spread wide.

If you decide to put the ring on the statue’s finger, you suddenly hear the sound of stone shifting in front of you. The statue’s chest opens, revealing a small glass vial. Inside, a dark, swirling liquid, like thick ink, pulsates with a mysterious power.

When I try to grab the large golden ring, I need to make a DC 15 Constitution check. If I succeed, I manage to hold onto it, but the pain is overwhelming. Pure power surges through me.

Once the Phylactery is taken, all the stone pressure plates release.

If I step off a plate before taking the phylactery, I will die. The death associated with my position may be used, or the DM can come up with a different consequence.

If I fail the saving throw, the power surging through me may kill me or give me some chances. The DM personally gave us three chances before death, with worsening afflictions each time we failed. The first affliction was deafness, followed by blindness, and finally death. The deafness and blindness only go away when I die or the phylactery is destroyed.

Now, let’s head to TOWER -19.

We need to use Tarul Var’s stats, a CR 13 spellcaster, to defeat him. However, we first need to destroy the garden phylactery.

“Hey there, it looks like you all have been pretty busy. But guess what? None of that matters to me. In this realm, I am the ruler, and I have no qualms about ending your lives, just like I’ve done to countless others. So get ready to meet your doom.”

So, here’s the deal: to wrap up this session, I want to give it a sense of completion. I’ll let you and your pals roam around the house once more, and you’ll see that the spirits are happy and moving on. Oh, and remember those paintings we talked about earlier? Well, now they’re like beacons, calling out to each character. If any of you decide to touch one of those paintings, you’ll be transported back to where you came from. The best part is, no time will have passed there. Pretty cool, huh?

So there you have it – a thrilling adventure filled with danger and excitement. I hope you had a blast, and if you enjoyed this, I have a feeling you’re going to love what’s coming next. Stay tuned!

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