The Scarlet Servant, Part 1

 

In this first installment of The Scarlet Servant, The Manor House of Five Oaks, our campaign and new players start out saving a town from the fiendish attacks of nearby goblins, holed up in an old noble's house, abandoned for fifteen years. What lies in wait for them at the Manor House? Read on...

This was the first adventure I wrote for my monthly group. It was written for a group of 3 brand new characters. Five Oaks is south of the City of Greyhawk. I orginally placed it according to the old hex maps that were in the Greyhawk box set from the early 80's. Since the party doesn't actually have to interact with the townspeople, feel free to drop this small hamlet wherever you need it. I'll admit that I concentrated on poisonous creatures with this module, but I wanted to try and give my players a flavor for the new setting. Only one had played 3E and the other two players had stopped playing Dungeons and Dragons because they got tired of all the crap in 2E. They actually went out and picked up the core books after this module. In any event, I hope some other DM out there can make use of this module. If anyone does run it, I would love to hear about it.

Adventure Summary

The simple people of Five Oaks have hired your party to help them. For the past few months they have been terrorized by increasingly vicious attacks from goblins. The local woodsman managed to track the goblins back to an old manor house. The manor house has been deserted for the past 15 past years, and was once the home of the local noble family. The villagers are not wealthy, and can only afford to pay you 50gp for your troubles. However, you will be allowed to keep any treasure that you find while clearing the manor house of the goblins.

PCs will have to outfit themselves before arriving in Five Oaks. The manor house is approximately 2 hours from the village. Maps of the surrounding area and ground floor, second floor, and attic and cellar are available.

1. The manor house is an immense building for this area. It is large enough to be considered a small fortress if someone had built walls surrounding it. The house is constructed of stone with large windows spaced relatively evenly across the front of the house. Some of the windows are broken, but a surprising number of windows look to be intact. The size of the house dwarfs an indistinct outbuilding that stands next to the house. At the far end of the house, near the outbuilding, it looks as though the windows are actually made of stained glass.

2. Even though it is overgrown, you can still make out that the path you are on, was once a drive for coaches and horses. It follows a curved path past the front of the house. The drive also leads to the outbuilding, which looks at this distance to be a collapsing stable.

3. This was definitely once an impressive stable for the manor house. Most of the roof has fallen in on itself since being abandoned. The main doors of the stable are hanging ajar, and look to be only a few days from falling completely off their hinges.

If the PC's enter the stable, read this next description.

The debris from the fallen roof lays over everything. The interior of this stable has an overpowering stench of rotting wood.

If the PC's search the debris they have a 20% chance of disturbing the viper hiding here. The viper will get a surprise attack on whichever character is actively searching through the debris. There is nothing actually of value to be found in the debris.

Med. Viper: HD2, hp11, Initiative +3, AC 16, AT bite +4 melee, dam 1d4-1 and poison, (f+3, r+6, w+1), SA poison, FEATS Weapon Finesse: Bite, 300xp, Poison: DC 11, 1d6 temporary Con initial and secondary damage.

4. The massive front doors of the manor house stand closed. The doors are made of banded oak and retain the sturdy, impressive look the owners originally intended. The oak doors are, in fact, stuck. A DC 16 strength check is required to open the doors.

The Ground Floor

5. The foyer is large and impressive. When the manor was lived in, it is obvious this entry would impress all but the most jaded of visitors. Now, the tapestries on your left and right hang in tatters. A matching pair of jumbled heaps are the only testaments to what were once probably fine end tables. The floor of this room is almost entirely covered in garbage.

On a spot check DC 20, the PC's notice that the front doors were spiked from the inside to keep people out.

6. A massive stone staircase sweeps in a graceful curve to the second floor of the manor house. What was once an expensive crystal chandelier, now lies in a heap of twisted wire and crystal in the centre of the room. There are a total of six exits from this hall. A set of double doors stands open across from you, you can see the daylight playing across what was once a parquet floor.

The door leading to the chapel is the only door that is locked. Anyone attempting to open the lock will find the task surprisingly easy. The goblins have only worried about locking the door just enough to keep the spiders inside the chapel. The goblins have not yet found the secret doors that lead out of the chapel, which the spiders still make use of to hunt.

7. This room was obviously once used as a a chapel to Heironeous. The pews are now covered with strands of webs. Amazingly, most of the stained glass is still intact in the windows. Even through the covering of webs and dust, you can see that the pews are well made. The altar at the far end of the chapel has been toppled and most likely defiled by the goblins that now inhabit this area. To your right, you can see a staircase that probably led up to a choir loft of some sort, and a small door is barely visible in the left wall at the far end of the room.

PC's need to make a listen check DC 15. if they succeed, read this next description.

As you look around, you hear the chittering sounds of some kind of insect.

The spiders get a surprise attack on anyone who misses the listen check.

Med. Spiders (2): HD2, hp 16, 8, Initiative +3, Spd 30ft, AC 14 (+3 Dex) AT bite +4 melee, dam 1d6 and poison, face 5'x5', (f+4, r+3, w+0), SA poison and web, FEATS Weapon Finesse: Bite, 300xp each. Poison: DC 14, 1d4 Str initial damage, 1d6 Str secondary damage. Web: the web attack is only useful against creatures smaller than the spider. Treasure: 13gp can be found amongst the pews.

8. This room was once a library. All of the books have fallen off of the collapsed shelves. 15 years of neglect have destroyed whatever information was once contained in their pages. From some of the surviving spines and covers, you are able to ascertain that this may have once been a religious library.

9. This room was once used as living quarters. Over the remains of a shredded mattress is a stained glass window. The window depicts the sigil of Heironeous. There is a wardrobe against the wall opposite the window. Next to the wardrobe is a small washing table with a cracked bowl. As you are looking about the room, you notice that the mattress is moving.

Rats (8): HD1, hp 1, Initiative +2, AC 14 (+2 Dex), AT bite +4 melee, dam 1 hp, (f+2, r+4, w+1), 38xp each, 300xp total.

10. This room was obviously once used as a ballroom. The floor was once done in delicate parquet. Two sets of large windowed doors lead out to a veranda. There are also several windows along the north and east walls of the room. Only a few panes here and there remain in the window frames. A film of garbage covers the floor. A total of ten pillars help support the ceiling. A series of catwalks encircle and cross the top of the ballroom. The catwalks can be reached by a stair in the SE corner of the room.

Spot check DC 13 to notice the goblins on the catwalks and hiding behind the pillars. 3 rounds after combat begins, 5 more goblins will enter from the double doors to the west from the dining room area 16.

Goblins (8): HD1, hp 4, 5, 5, 7, 8, 2, 4, 5, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each. Treasure: 35gp, masterwork mace.

Goblins from Area 16 (5): HD1, hp 4, 3, 3, 4, 2, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each. Treasure: 120gp.

11. This was once use as a parlor of some kind. What may have once been very comfortable chairs are now strewn about the room. There are also a few tables and settees. There are tow broken windows that look out the front of the manor house.

12. This room is a sitting room of some kind. The furniture here has long since given way to rot. There is another door to the room directly across from you.

Spot check DC 15 to notice the lone goblin hiding behind a piece of furniture.

Goblin: HD1, hp 6, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, dam 1d8-1, reach 5' x 5', (f+2, r+1, w+0), 75xp.

The goblin will attempt to stay hidden until the party leaves so that he can notify the goblins in area 10. If the goblins in area 10 have already been killed, he will flee the house entirely. He has no treasure on him. He will only fight if forced to.

13. Even with the dim lighting afforded in this hallway, you are able to see that the ravages of time have stripped any glamour from this hallway.

14. This large, corner room is brightly lit from the three windows on the south and west walls. A large desk sits in between the two windows on the south wall. The windows are all broken out in this room. The floor and remaining furnishing in this room have not weathered the past years very well. The drawers of the desk have all been pulled out and their contents spread across the floor.

15. This enormous room was the library. Four large windows take up the East wall. Three of the windows are still intact. The walls are covered with books still resting on their shelves. In the centre of the room is a large oak table surrounded by high back chairs. The chairs have definitely seen better days, and look as though they could fall apart at a touch.

Search check at DC 20 reveals a scroll case hidden behind some books. Inside the case are 3 divine scrolls (2 cure light wounds, 1 sanctuary). Search check at DC 25 reveals a false panel in the floor by the table. Inside the panel is a pouch with 100gp, and 40pp.

16. This was obviously once used as the dining room for the manor. From the size of the remains, the table could have fit a score or more diners. Two small versions of the chandelier from the front hall lie in pieces on the remainds of the table. One large, panoramic window looks out over the veranda. At least it used to be a window. Now it merely affords a gaping hole to the outside of the house.

If the players have already fought the goblins in area 10, there will not be any goblins here. If the players enter here first, they will encounter 5 goblins.

A listen check at DC 12 will allow the PC's to detect the goblins before entering the room.

Goblins (5): HD1, hp 4, 3, 3, 4, 2, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each. Treasure: 120gp.

Two of the goblins will charge into melee with the party, while the other three will try and hang back using their javelins. After 3 rounds, 4 goblins from area 17 will enter from the east and west to join the fray. 7 rounds after combat starts, the final four goblins will arrive from area 17.

Goblins (8): HD1, hp 7, 4, 4, 3, 3, 4, 5, 6, Initiative +1, Spd 30ft, AC 15 (+1 dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 600xp total. Treasure: 360gp.

17. This was the kitchen for the manor house. Any possibility that it could have been used again by humans, has been ruined by the goblins. There are two sets of stairs here. Both stairs are in the NW corner of the room. One set goes to the second floor. The second set of stairs has been barricaded with rotten furniture from the kitchen. These barricaded stairs go down into what was probably the cellar.

There are eight goblins in this room, unless the party has already fought these goblins in area 16.

Goblins (8): HD1, hp 7, 4, 4, 3, 3, 4, 5, 6, Initiative +1, Spd 30ft, AC 15 (+1 dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 600xp total. Treasure: 360gp.

18. This was once an extravagant veranda. The veranda was made from flagstones. It looks out over what may have once been a wonderful garden. Fifteen years of neglect and an encroaching forest have obliterated any signs of the garden that once was.

19. Even with the dim lighting afforded in this hallway, you are able to see that the ravages of time have stripped any glamour from this hallway.

The Second Floor

20. This was once the great landing for the manor house. Two hallways lead off to the north. To your west, is a set of double doors. Two intact windows flood this landing with light.

A spot check DC 20 detects the secret door to area 21.

21. This was the choir loft of the chapel. This loft is even more web-covered than the main floor of the chapel. The webs are so thick, that they are beginning to block out the light streaming in through the stained glass windows of the chapel.

Spot check DC 20 to notice the 2 web traps the spider has set. The trapped PC's can escape with an Escape Artist check at DC 26, or break the web with a strength check DC 32 with a situational bonus of +5.

Large Monstrous Spider: HD4, hp 22, Initiative +3 (Dex), Spd 30ft, climb 20', AC 14 (-1 size, +3 Dex, +2 natural) AT bite +4 melee, dam 1d8+3 and poison, face 10' x 10', SA poison and web, (f+5, r+4, w+1), FEATS Weapon Finesse: Bite, Poison: DC 16, 1d6 Str initial and secondary damage, 600xp. Treasure: 12gp, red garnet 100gp, masterwork dwarven war axe.

A spot check DC 20 detects the secret door to area 20.

22, 23. From the remains of destroyed crates and other, less identifiable detrius in this room, you would assume that this room was once used for storage of some kind. A staircase here goes up to what may have once been the attic. You hear a rustling all about you.

Rats (24): HD1, hp 1, Initiative +2, AC 14 (+2 Dex), AT bite +4 melee, dam 1 hp, (f+2, r+4, w+1), 38xp each, 900xp total. Treasure: silver ewer (30gp).

24. This hallway stretches for almost the entire length of the house. A window at the far western end provides lighting for this hallway. Search check DC 20 reveals a secret door to area 25.

25. These are the catwalks above the ballroom. They allow a complete view of the ballroom below. A staircase in the SE corner allows access to the floor of the ballroom.

There are two secret doors here. Both can be seen with a Spot Check DC 20. The southern door leads to area 24, and the western door leads to area 26.

If the players have already fought the goblins in area 10 The Ballroom Floor, this further information can be ignored. Spot check DC 13 to notice the goblins on the catwalks and hiding behind the pillars. 3 rounds after combat begins, 5 more goblins will enter from the double doors to the west from the dining room area 16.

Goblins (8): HD1, hp 4, 5, 5, 7, 8, 2, 4, 5, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each. Treasure: 35gp, masterwork mace.

Goblins from Area 16 (5): HD1, hp 4, 3, 3, 4, 2, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each. Treasure: 120gp.

26. Even with the dim lighting afforded in this hallway, you are able to see that the ravages of time have stripped away any glamor from this hallway. A grime covered window at the north end allows some light to peek through into the hall.

27. This room is dominated by the remains of a large table, and chairs. The two windows in the south wall of this room have been completely shattered. Search check DC 15 reveals a large brass mug in with jade inlays 150gp.

28. This was once a well appointed sitting room. The goblins have completely ruined all finery that once existed here. The two goblins in the centre of the room are eyeing you rather suspiciously.

Goblins (2): HD1, hp 4, Initiative+1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 150xp total. Treasure: 20sp, 18gp.

29. A once gorgeous bedroom has been turned into a makeshift barracks by the three groggy goblins you have just awakened here.

Goblins (3): HD1, hp 3, 3, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 225xp total. Treasure: A breastplate for a human. It is rusty and unpolished, but can be repaired (200gp).

30. A desk and small bookshelves gives evidence that this room may have once been as an informal office or study for the previous inhabitants. The current goblinoid inhabitants have made no improvements to the decor.

31. This bedroom may once have held nobles. Even after fifteen years, you can see the remains of the tasteful decorations. However, the three goblins standing near the bed make for quite the color clash.

Goblins (3): HD1, hp 3, 3, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 225xp total. Treasure: 200sp, 20gp.

32. This was once the master suite for the reigning member of the family. You have stayed at some inns that had common rooms smaller than this room. It also looks to be the headquarters for the goblins hiding here. There are four goblins standing in front of a particularly large goblin specimen.

Goblins (4): HD1, hp 3, 3, 4, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 300xp total.

Goblin Leader: HD15, hp 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, dam 1d8-1, reach 5' x 5', (f+3, r+2, w+0), 150xp. Treasure: 300sp, 100gp, 10pp.

33. This bedroom looks as though it was once used as a nursery. The goblins and neglect have ruined everything here.

34. This room was once a bedroom. The goblins have destroyed everything that was once in this room.

35. This ruined room was once used as a bedroom. The goblins may now use it as barracks, or they simply have come here to destroy the once beautiful decorations.

Goblins (4): HD1, hp 3, 3, 4, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 300xp total. Treasure: 40gp.

36. This looks like a secret hallway the master of the house once used to be able to check on his children and guests in the nearby rooms. There are three sets of peepholes in the eastern wall. Each one looks into a different room.

37. This was once the great wardrobe for the owners of this house. The goblins have shredded all of the finery that once hung in here. There is nothing now but piles of tattered and shredded cloth spread across the floor. Spot check DC 20 reveals the secret door. Treasure: short bow +1.

38. Even with the dim lighting afforded in this hallway, you are able to see that the ravages of time have stripped any glamor from this hallway. A grime cover window at the north end allows some light to peek through into the hall. A staircase in the NW end descends to the first floor.

Attic

39. The attic of this manor house once covered almost the entire length and breadth of the building . The roof has since collapsed in on itself. The center of the attic is now made up of the items once stored here as well as the remains of the collapsed roof. To your east there is a row of four doors.

40, 41, 42, 43. This small room, was perhaps, once used by the servants once employed here. All that remains here are a few bits of wood and cloth that have not yet rotted away in the past fifteen years.

44. This part of the attic is no different from any other part. There is a mound of rotting materials towards the centre of the house, and a covering of dust over everything.

Stirges (4): Tiny, HD1, hp 5, 4, 3, 4, Initiative +4 (Dex), Spd 10', AC 16 (+2 size, +4 Dex), AT touch +6, dam 1, reach 2.5' x 2.5', SA attach, blood drain, (f+2, r+6, w+1), FEATS Weapon Finesse: Touch, hide +14, 150xp each, 600xp total.

45. This part of the attic is no different from any other part. There is a mound of rotting materials towards the centre of the house, and a covering of dust over everything.

46. This part of the attic is no different from any other part. There is a mound of rotting materials towards the centre of the house, and a covering of dust over everything.

Stirges (2): Tiny, HD1, hp 4, Initiative +4 (Dex), Spd 10', AC 16 (+2 size, +4 Dex), AT touch +6, dam 1, reach 2.5' x 2.5', SA attach, blood drain, (f+2, r+6, w+1), FEATS: Weapon Finesse: Touch, hide +14, 150xp each, 300xp total.

Cellar

47. This cellar room looks much like the storeroom on the second floor. There are crushed crates and barrels strewn about th e room. The centre of the room is taken up by a Large Centipede.

Monstous Centipede: Large, HD2, hp 11, Initiative +2 (Dex), Spd 40', AC 14 (-1 size, +2 Dex, +3 natural), AT bite +2 melee, dam bite 1d8+1 and poison, reach 5' x 5', SA poison, (f+3, r+2, w+0), Poison: DC 16 1d4 Dex initial and secondary damage.

Spot check DC 15 allows the party to find the concealed trapdoor in the floor of the cellar. The tunnel beneath the trapdoor has collapsed ten feet in.

48. Cracked casks make this room look as though it may have been used as a wine cellar when the houes was occupied. Any spirits that may have been left, have long since leaked from their broken casks.

No offense, I thought you might like some feedback. You seem to give out extreme amounts of gold. Goblins don't carry that much normally. Let me give you a value comparison in game world terms. In area 35, you have a treasure that amounts to 10 gold per goblin. Looking at the DMG, those 4 goblins would each be able to employ 5 mercenaries for a day. Now if I can count you have over 75 goblins in this manor. If they all have treasure at about 10 gold, 750 gp is a good estimate. They could hire 3,750 mercenaries for a day. By the same chart, They could hire 7,500 cooks for a day! That's one big goblin wedding my friend. Is this point valid in your eyes? Also of note, masterwork items held by goblins? Most unlikely. I understand it was an extravagant manor, and you wanted to vary the treasure, but this could be balanced out by items that carried value, but weren't easily removed, for example the stained glass work, any furniture, rugs, books and the like. I've been gaming for about 12 years and I've played just about everything, and I hope I've helped put things in a little different perspective for you. Again, I hope I haven't offended you, and there are no real rules against handing out that type of money, it's just that players seem to lose the want to game if they too much too early in the game sessions.

You haven't offended me. I realize that I have a tendency to award a bit more money than might normally be expected, however, I used the charts in the DMG to arrive at these totals. Since this was my first foray with 3e I actually stayed really close to the charts and did all of the dice rolls that were suggested. The masterwork items were in there so that the players would become familiar with them. I also denied them magic weapons for quite a while. In an effort to combat the excess money, they have been hit with some taxes that they weren't normally expecting. The awards did take a downward trend after this one, but I haven't had to worry about the players breaking the local economies. They are still actually having to save for some of the things that they want. I've been playing for 20 years in a multitude of settings. When you go by the book, the totals are usually a bit higher than what a DM would normally award.

Thought about what I had written, and wanted to apoligize. I wrote my response as my wife was hassling me to get off the computer. I was not offended by anything you said, and sincerely hope I did not offend you with anything that I said.