Campaign Overview

Register to save this campaign forever!

This campaign will be deleted in 5 days. Create a free account to claim all your generated content.

The adventurers are drawn to the abandoned Crescent Manor by a plea for help. Inside, they unravel a series of cryptic clues left behind by a troubled boy, leading them through twisted puzzles and guardian spirits, ultimately uncovering a hidden room where a dark and tragic secret lies. This is a short, self-contained mystery that introduces a local necromancer as the primary antagonist, leaving the party with hints of a larger evil.

Player Handout

A tattered, yellowed piece of parchment with a simple cipher and the words 'don't open the door' scribbled in the margin.

Free Act I Preview
Levels 1 2 Sessions 1 session, 2 hours

The Crescent Manor Mystery

A level 1-2 adventure focused on mystery-solving, social interaction, and a final a climactic battle. The main thread is solving the mystery of a boy's disappearance and confronting the villain behind him.

Adventure Hooks

The Lady's Plea

A young woman approaches the party in a tavern, begging them to find her missing brother, who was last seen entering the abandoned Crescent Manor on a dare. She is overcome with grief and offers her few remaining coins.

The Night of Ghastlies

The local tavern host regales party with rumors of strange lights and the faint sound of children singing a discordant 'Happy Birthday' at night from the abandoned manor. Frightened, no one will approach the place.

Act Structure

Gold of a Lie

Recommended level: 1-2

The adventure begins as the characters enter from near the hunting of Richard. The boy has disappeared, sent to all the secrets in the manor under the pretense of a birthday. They find clues: a torn, faded birthday invitation, a broken locket with a portrait of a young woman, and eventually a ghast. Gathering the puzzle, they enter the crypt and the hide a ghost protector.

Objectives

  • Get into the mansion
  • Find any sign of Richard
  • Deliver the clue
  • Defeat the specter and the spirit in the house.

The Little No

The village outskirts of the Crescent Manor

The house is a skeletal silhouette against a swollen orange moon. The air is cold, and the door sways back and forth, its hinges screaming like a haunted swing.

The players should be encouraged to make an Investigation (Investigation) check and are perhaps Observer: DC 13 to get a clue of scuff marks leading to the manor. Sound is killed: no bird

Checks
  • Investigation (Intelligence) for the way.
  • Perception (Wisdom) to hear the faint sound
Clues
  • A lost invitation to a 10th birthday with the manor, but the leather is smooth the written side.
Transitions
  • 79: the door opens.
  • 50%:
  • 30: A ghast steps from the shadow.

The Door of the Drowned

The Main Foyer

You step in, and the ground groans. A crumbling door is visible on the far side of the main hall, scrapes and coughs. Nearby, a grandiose staircase splits to either the east and west.

Exploring the foyer will trigger a Dexterity Saving Throw (DC 12) to avoid a a collapsing chandelier. Under the chandelier, they discover a photograph of a boy and a mystery figure who is *not* the mother.

Checks
  • Leaving a memory: Signing a birthday card in the foyer will cause the key to open a chest.
  • Locating the queer music provide not stronger.
Clues
  • In the claret.
  • The war,
Transitions
  • After the clue, the exit is found, they step in to the upstairs.

The Cheating

The Hall of Mirrors

A parade of mirrors lines the wall. You see your reflections, but one image is older, cooler sin and holding a candle.

This is an empty hall. The riddle is that a small, rectangular door is hidden behind the false mirror and has the name 'Cara' written upon it.

Checks
  • Perception DC 13 - hint that make additional underneath.
  • Water Source: you know that the door is the opening to a dream which is the 10 birthday.
Clues
  • The letter
  • Reward the birthday cake note
Transitions
  • After solving, the stairs drop to the ghost exposure.

A Time to Celebrate the Puzzle

The Pool of Ghostlight

Behind the mirror, a narrow stone stair descends into a small crypt. On the floor are a many candles and written a phrase on a pillar: [Speak and It Shall](no) - thing.

These are natural and stone-empty. A door is there with a sundial. The hint asks the player to give a birthday greeting in a cheerful, happy tone.

Checks
  • A 'Happy Birthday' text. Make a DC 10 Performance check, or Wisdom (Insight) to judge the happy
Clues
  • The band is a child's toy:
Transitions
  • The door slides open, revealing a hidden staircase.

Milestone: Put it together: complete 1+1 to RPG standard.

Villain Character Sheets

The Caretaker The Caretaker

The Caretaker is the lingering mouth of Crescent Manor’s grief: an undead servant preserved by obsession, magic, and the stubborn refusal t…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

The Caretaker Character Sheet

It is an undead creature that tends to a frightened, Willie. haunted spirit.

Motivation

He is luring the boy Richard to a hidden reality to 'open the gate'.

Personality

It has deep purple skin and leather-like scales, and a desperate and single-minded ambition.

Resources

  • The mummy shape is shadowing,
  • starts with power drain
  • Also the exhaust needs to complete

Battle Plan

Appears when party is at peace and a powerful spell to 'Gaze. He claims he is trapped by the spirit you are trying to

Defeat or Redemption

The villain can be retired is to be trapped in a vault, the search to pass, but his soul is bound to the house. Redemption if party destroys the 'On the master's skull'.

Running Notes

Recommended party: 3-5 adventurers of 1st level. Classes that excel in investigation or social interaction will shine, but combat is also present.

Session Zero

A brief overview of how they arrive at the village, the hooks. Time is always day at the village but at the manor it's the night,

Scaling Guidance

The adventure is for level 1. If the party overpowers the encounters, use the xp to advance the party to level 2 and then add a single specter.

DM Advice

I want to be careful, make the happy birthday caught vibe, not silly. Try to frame as the last vestige of the boy's memory and be sad.

Secrets & Clues

  • - The villain’s plan has been foreshadowed: the ghost is named 'Willie,' the boy that is trapped. His goal is to fuse heart and soul.
  • - The crypt's note hints at a larger evil: mentions; 'When the storm gets in, feed the emerging.
  • - Inside Richard's room, a torn page speaks of a distant `lament` that is miles away.

Unlock Detailed Campaign Locations!

Discover intricate areas, locations, and points of interest that will bring your D&D world to life. Premium users get access to fully detailed locations including taverns, dungeons, cities, and more!

Level Up to Premium!

Join the ranks of Dungeon Masters creating unforgettable adventures!

Villain Character Sheets

The Caretaker The Caretaker

The Caretaker is the lingering mouth of Crescent Manor’s grief: an undead servant preserved by obsession, magic, and the stubborn refusal t…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

The Caretaker Character Sheet

It is an undead creature that tends to a frightened, Willie. haunted spirit.

Motivation

He is luring the boy Richard to a hidden reality to 'open the gate'.

Personality

It has deep purple skin and leather-like scales, and a desperate and single-minded ambition.

Resources

  • The mummy shape is shadowing,
  • starts with power drain
  • Also the exhaust needs to complete

Battle Plan

Appears when party is at peace and a powerful spell to 'Gaze. He claims he is trapped by the spirit you are trying to

Defeat or Redemption

The villain can be retired is to be trapped in a vault, the search to pass, but his soul is bound to the house. Redemption if party destroys the 'On the master's skull'.

Enhance Your Story with Rich NPCs!

Get access to detailed NPCs, faction relationships, and character backgrounds that will make your campaign truly memorable!

Unlock Premium Features!

Create compelling characters and factions that your players will never forget!

Craft Epic Quest Lines!

Unlock detailed quest structures, branching storylines, and meaningful rewards that will keep your players engaged for months!

Start Your Epic Journey!

Join DMs creating unforgettable adventures with our premium quest system!

Encounters

Whispering Wraiths

Suggested Level: 1-2

As the party explores the south wing, the air grows cold and the shadows coalesce into the form of a young boy's caretaker. The specter, its mind twisted by the villain, now attacks any who approach the door.

Creatures

Terrain Features

The room is a dusty bedroom. A heavy, locked chest Restrain anyone who fails to move. The ghost is enraged by the word 'birthday'.

Treasure

2 Magic Missile (special scroll, but mechanically functions as Magic Missile) stored in a locket

DM Notes

Gives the party a hint that a 'caretaker' is behind the neglect of the house.

Charge of the Spurned

Suggested Level: 1-2

A spectral, oversized hound guards the hallway that leads to the library. Its fur is the color of moonlight and burns with ethereal flames.

Creatures

Terrain Features

The hall is lined with portraits that watch the player and all spontaneous fire extinguishes without a trace.

Treasure

A Silvered Shortsword (common) found discarded in old armor

DM Notes

The dog only responds to aggression; it may be calmed by throwing meat and bones.

Magic Items

Wand of Magic Missiles Wand of Magic Missiles Completed

Wand of Magic Missiles

Uncommon
A +1 magic wand that is found on the ghostly caretaker. When found, it has 7 charges and regains 1d4 + 1 charges each dawn.

Location

On the Ghost in the initial Ghast encounter.

Attunement

none

Figurine of Wondrous Power (Onyx Dog) Figurine of Wondrous Power (Onyx Dog) Completed

Figurine of Wondrous Power (Onyx Dog)

Rare
A small onyx carving of a dog. When you use an action to speak the command word and throw the figurine to the floor, it becomes a Guard Dog that appears and is friendly to you and cannot be harmed until it has been reduced to 0 hit points.

Location

The Crypt (Mummy)

Attunement

No

Glimmering Pendant Glimmering Pendant Completed

Glimmering Pendant

Common
A commonly used item for decoration that houses one use of 'Cure Wounds' (2d4+2) as an action, made by the boy Richard. Once used, turns black. Nothing more.

Location

In Richard's room

Attunement

No

Player Characters

You need to register to create and view player characters in this campaign.

Register Now