So, this week, to celebrate “Spooktober,” I decided to run one of my favorite horror-themed adventures, and set this adventure on their path back to Waterdeep.
October is a spook-tacular month in which to run spooky adventures. The brave and dedicated adventurers that investigate the strange and messed up stories are members of a rag-tag group of a B-List group known as “Those Guys.” This is their story.
The heroes began by approaching the house, seeing through the darkened windows a pair of crystal blue eyes. No matter what they tried, the doors to the house would not so much as budge. Deciding to go around back, the door opened, seemingly of its own accord.
Entering the large mansion, party found in the entryway two statues, like that of grotesque demons. Looking around and seeing no sign of what would cause those blue eyes, the party artificer advanced further into the mansion. Once he passed the two statues, they animated and attacked!
The battle did not last long, and the party triumphed easily over the two gargoyles.
Advancing upwards to a landing, the party managed to find a stairwell going up and down, but contained a portcullis blocking the stairs. Tries they might, the parties unable to open it. The party did, however, find a couch with a strange doll laying on it. The party warlock / cleric picked up the doll and tied it to her sentient glass jar of flying mothballs. The artificer found a small statuette with a raised arm of a Griffin.
Pulling down the arm, the party heard a sound as if two doors were opening or shutting. Hearing that it came from the large tea room off of the entryway where they were, the party went down the short stairs onward, seeing an open part of the wall to their right, and another room up a short set of steps to their left.
Deciding to go into the room to the door that was opening and shutting, the party decided to go left towards the door, leaving the bloodhunter by the statue. The artificer crossed to the door when…
…the chandellier above crashed into the middle of the room!
The party waited only a minute before heading onward, before the cleric/warlock realized that the doll was no longer tied to her jar.
That…was not good.
The party called for the bloodhunter to pull the lever, and they observed that the door ahead closed, but they heard two doors move. Deciding that the monk would go in, the monk went inwards, whereas the party stayed outside and had them observe the goings on in the short hall beyond what was likely a secret room. The monk entered and the door behind him was shut as a passage in front of him opened!
The monk stepped through and after doing so, the party, sans the bloodhunter, entered the hallway beyond the secret door, so the party could make their way through. After trying ways to wedge the door and finding none, the party prepared to have the bloodhunter pull the lever, cutting him off from the party and joining them with the monk, who found himself in a large room with a set of double doors to the southeast, and a single door to the south.
The bloodhunter, alone with his thoughts, was attacked, the sound of small footsteps and a girlish giggle predicating it!
The doll, with a knife in hand and claws extended in the other, flew from the ceiling and stabbed and clawed at the bloodhunter, who reeled in pain. The battle lasted only a moment, before the evil doll had disappeared without a trace into the shadows, the sound of giggles and footsteps fading away, as he yelled for the party to come to his aid.
Leaving the cleric/warlock as a companion, the remaining party entered into the room with the monk, who led them to the single door, finding a small wizard’s study. The brittle and ancient remains left only a single scroll tube (containing a spell scroll of invisibility), and a page out of a journal, detailing the descent into madness of the General after a new advisor, Gertrude, had come into the picture.
After seeing that there was nothing left to find, the party decided on heading into the double doors…
What happens next? Join us later for part 2!