Ghosts of the Greenwood
Adventure Briefing
Mortimer Greenwood has a problem that requires discretion. The Greenwood Estate is haunted by family ghosts who make his life miserable. Uncle Nathan has recently taken the form of a poltergeist and is wreaking havoc. Mort needs to perform a ritual to calm his uncle down and could use guards. Before he can, items need retrieving from the ballroom, a place Mort cannot go. There is good money in it for those who can help.
Level Range: 1-2
Tags: Ghosts, Legacy, Ritual Connections: Greenwood Estate, Greenwood Mill, Mortimer Greenwood, Shelter Lake
Monsters: Poltergeist
$1 PDF: Ko-fi, DriveThru RPG
Tags: Ghosts, Legacy, Ritual Connections: Greenwood Estate, Greenwood Mill, Mortimer Greenwood, Shelter Lake
Monsters: Poltergeist
$1 PDF: Ko-fi, DriveThru RPG
Greenwood Family Legacy
Despite their standing within Shelter Lake, the Greenwood family has a long history of suspicion, and Mortimer is no exception. While some claim they are cursed, others believe they practice dark magic. No matter the truth, Mortimer remains a fixture of the town, seen at night walking along the lake shore. Mortimer is the last of his family line and unwed, leaving questions about the future of the Greenwood legacy.
Mortimer Greenwood. (L/E, Human, Male Wizard)
A sallow man, a little past his prime, Mortimer stands hunched and tired. His pale skin and white hair are a contrast to his bright disheveled clothes. He keeps quiet and solitary. Roleplaying Mortimer
Personality Trait. "I hear enough voices. Please, no more."
Ideal. "Legacy. Continue the Greenwood family prosperity."
Bond. "My ancestors are a constant, ceaseless nuisance, and avoiding their displeasure influences most of my decisions."
Flaw. "I prefer the company of spirits over the living.”
Greenwood Ghosts
Lyle & Doris Greenwood, Grandma Ethel, Uncle Nathan The Greenwood ghosts are disappointed with Mortimer and his continued bachelorhood. As retaliation, they delight in bothering their relative, either with pranks or taunting words. Nathan has become malicious in his pestering. Pranks
- Illusions. Bloody walls or other frightening images.
- Invisibility. The ghosts may choose to be invisible.
- Possession. Possess animals or familiars, faking sickness.
- Screaming. Disrupts concentration checks or ritual spells.
- Secrets. If a character has a hidden object, they reveal it.
- Sticky. Whatever a character touches sticks. DC 12 Athletics.
- Tripping. Mort’s grandma trips people. DC 12 Acrobatics.
Uncle Nate
Nate has the stats of a poltergeist and returns if slain. He loves chaos and if given a chance to create some he will. He died of a prank gone wrong, targeting his brother Lyle.
Read Aloud. A vaporous figure with glowing yellow eyes is surrounded by an aura of dark energy. The most unsettling part about the ghost is its wide row of grinning teeth.
Ritual Components
Mortimer needs items from various locations throughout the estate. Help him find Uncle Nathan’s urn and familial bones in the ballroom and the missing Greenwood Spellbook.
The Ballroom
The room has 15 ft. high ceilings and is 30 ft. by 20 ft. The curtains are closed and there is currently no light. Mortimer’s parents hid the urn and bones as an inconvenience.
Read Aloud. This once elegant ballroom is covered in cobwebs. Suits of armor stand vigilant and a grand piano rests to the side. Dusty curtains are drawn closed.
- DC 13 Intelligence (Investigation). The bones are balanced on a ceiling beam. The urn is locked in a chest inside a closet.
- DC 13 Strength (Athletics). Retrieve the bones off the beam.
- DC 13 Dexterity (Thieves’ Tools). Unlock the chest.
The Missing Spellbook
Characters must explore the mansion while dealing with pranks. The ghosts hang out in their listed rooms. The spellbook is wherever you decide after exploration and interaction. Conservatory or Main Hall. Lyle lectures on the family’s history. Characters who listen gain advantage on ability checks when dealing with the family. Ignoring Lyle results in pranks. Dining Room or Kitchen. Anyone who pries into valuables, Grandma raises undead food to attack. Crawling claw stats. Billiard Room, Library, Lounge, or Study. Doris is always cleaning and she demands characters help her. If refused, she locks them inside to separate the group. DC 13 Thieves’ Tools.
The Ritual
Once the items are acquired, the ritual can begin in the crypt below. Mortimer will provide a pair of spectracles, which allows someone to see ghosts. To begin, Mort lights candles and prays.
Read Aloud. In the lower corner of the basement is a room that smells of old incense, filled with unlit candles. In the center is an ornately carved table made of stone.
DC 12 Arcana. The ritual is used for channeling energy and involves powerful necromancy magic that is illegal in town.
Reference Page
Rewards
Mortimer. Spectracles and 150 gp each up to a total of 500 gp. If the characters prove trustworthy, Mortimer may offer further rewards, including access to his spellbook or spell scrolls. Access to the Greenwood Spellbook. The spells within Mortimer’s spellbook are illegal in this kingdom. However, if a wizard is present, Mortimer may allow them to copy spells up to 3rd level at no cost, including providing the necessary ink and paper. If there are no wizards, Mortimer instead scribes two spell scrolls, each up to 3rd level, from his spellbook.
Greenwood Spellbook
Spellbook, rare (requires attunement by a spellcaster) This spellbook has been passed down through the family for at least four generations. Bound in aged greenwood and covered in arcane sigils, it is tied to the family’s lingering undead curse. The book’s pages seem to shift when not observed, and a faint whispering can sometimes be heard when holding it. While attuned to the Greenwood Spellbook, the wielder gains: Words of the Departed. You can cast speak with dead on the same corpse multiple times and continue to receive answers. Familiar with Death. When you drop to 0 hit points, you remain conscious but incapacitated for 1 round before falling unconscious. This feature cannot be used again until finishing a long rest. Spells. The book contains six spells, all written in draconic.
- 1st level: false life, mortis cloak*
2nd level: gentle repose
3rd level: animate dead, speak with dead
7th level: finger of death
Spectracles
Wondrous item, uncommon Spectracles are custom-made glasses designed to see ghosts. As an action you may activate the spectracles, gaining the benefits of the see invisibility spell for 1 minute. The glasses may be used once per day and recharge at dawn.
GM Advice
The characters are seeing a day in the life of Mortimer. At the end, they should understand why he is so dour. Vibe. Clue meets Beetlejuice meets Jackass.
The Greenwood Estate
The Greenwood Estate has the following unique features:
- The ghosts always return. Even when “killed,” the spirits reform after one hour, Tethered to the house.
- Mortimer cannot enter the ballroom. Some unknown magic bars his entry, a fact he refuses to discuss.
- The house is in a constant state of minor change. Doors stick, furniture moves, and paintings swap places.
- The temperature drops near ghost activity. Cold spots are common, and a person’s breath is sometimes visible.
Read Aloud. The green-wooded estate is bordered by trimmed hedges. The bushes shift with movement, as local children dare one another to look inside.
Read Aloud. The inside has hand-carved craftsmanship on the vibrant greenwood floors and furnishings.
NPCs
Lyle Greenwood
C/N, Undead Mortimer’s father died under a fallen tree when his brother Nathan played a prank on him. Lyle does not know this fact. Roleplaying Lyle Greenwood
Personality Trait. “I speak so slowly, I forget what I’m...”
Ideal. “Legacy. Everyone in my family better continue it!”
Bond. “I chose to be cursed so I could carry on the name.”
Flaw. “My memory is fading, so I’m hoarding all the books.”
Doris Greenwood
C/N, Undead Mortimer’s mother died in the nearby lake during a holiday. She doesn’t like to acknowledge her death or the curse. Roleplaying Doris Greenwood
Personality Trait. “Cleanliness is godliness.”
Ideal. “Organization. Everything has its place. Where that place is changes all the time.”
Bond. “Tough love works best.”
Flaw. “The spellbook was never mine to read.”
Grandma Ethel
C/N, Undead Mortimer’s grandmother, and Lyle and Nathan’s mother. She died of old age. She still has all her wits and hates intruders. Roleplaying Grandma Ethel
Personality Trait. “Fools and loiterers, the lot of ya!”
Ideal. “Mine! All the stuff in this house is the Greenwood’s!”
Bond. “I’ll only keep secrets if it keeps the peace.”
Flaw. “I know all the dirt and will use it to hurt others.”
Maps


















