Side Quest - The Haunted House of Woodhelm

Prologue

The haunted house in Woodhelm has been abandoned for years, and many residents believe it is cursed. The local lord, Lord Stanley Elias Bowles III has put out a call for adventurers to investigate the property and put an end to the rumors once and for all.

Upon talking to the local lord, one of the bedrooms on the second floor is rumored to been sealed off for years and it is the claims of the source of the haunted building.

The Haunted House

The haunted house in Woodhelm is an imposing two-story structure with a sprawling floor plan. Its architecture is gothic in style, with pointed arches, gables, and ornate stonework that is now faded and worn. The house has been abandoned for several years, and its once lush gardens are now overgrown with weeds and thorny vines. The entrance is flanked by two stone gargoyles, their wings outstretched and eyes seemingly following any who approach.

Inside, the house is dimly lit, with cobwebs covering the walls and ceilings, and the scent of mildew and decay permeating the air. The first floor contains a spacious entryway, a parlor, a dining room, a kitchen, a library, a study, and a conservatory. The second floor has several bedrooms, including a master bedroom with a balcony overlooking the gardens.

Despite its eerie appearance, the house appears to be structurally sound, with no major damage or signs of collapse. However, there are several loose floorboards and creaky stairs that can make movement through the house perilous.

ROOMS

HALLWAY:

As the players make their way through the creaky old door, they find themselves standing in a spacious hallway. The walls are lined with peeling wallpaper and cobwebs hang from the high ceiling. The air is thick with dust, and the floorboards creak underfoot as they take a step forward.

The hallway is dimly lit, with only a few flickering candles mounted on the walls to light the way. As they move forward, they notice the doors on either side of the hallway, leading to various rooms in the house. Some of the doors are slightly ajar, and a cold breeze can be felt coming from them.

The hallway itself is wide enough to allow for comfortable passage of multiple people at once, and a large rug covers most of the floor. As they look closer, they can see that the rug is threadbare and stained with various spills.

The hallway seems to stretch on endlessly, and the players can hear strange whispers coming from the shadows ahead. The atmosphere is eerie and unsettling, and they can't help but feel like they are being watched.

PARLOR:

The parlor of the haunted house is a large, rectangular room with high ceilings and ornate moldings. The walls are covered in peeling wallpaper, and the hardwood floors are warped and creaky. The room is filled with antique furniture, including a dusty chaise lounge, a set of armchairs, and a large, ornate fireplace.

The fireplace is surrounded by a crumbling marble mantle, and above it hangs an old oil painting of a stern-looking man with a handlebar mustache. The parlor windows are draped with heavy, moth-eaten curtains that filter the sunlight, casting a dim, eerie glow over the room.

The air is thick with the scent of old wood, mildew, and something else--a faint, unpleasant odor that the players can't quite place. They feel as if they are being watched, and the shadows in the corners of the room seem to move of their own accord.

As the players enter the parlor, they hear a faint whispering sound that seems to come from all around them. It's as if the very walls are speaking to them, but the words are impossible to make out. The hairs on the back of their necks stand on end, and they realize that this place is truly haunted.

DINING ROOM

The dining room in the haunted house is a large, grandiose space that is filled with eerie shadows and a sense of foreboding. The walls are adorned with elaborate woodwork, and an ornate chandelier hangs from the ceiling, casting flickering shadows around the room.

The long dining table dominates the center of the room, covered in dust and cobwebs. The chairs around the table are similarly dusty and covered in spiderwebs, with a thick layer of grime covering the surfaces. The room is dimly lit, with only a few shafts of light penetrating the heavy curtains on the windows.

As the players enter the room, they may feel as though they are being watched by unseen eyes. The air is thick and heavy, as if with the weight of years of decay and neglect. The room is silent except for the occasional creaking of the old wood floors.

Despite the state of disrepair, there are still signs of the room's former grandeur. A large, ornate mirror hangs on one wall, reflecting back a distorted image of the room. An intricately carved sideboard sits against another wall, although it is now covered in dust and cobwebs.

As the players search the room, they may notice strange movements out of the corners of their eyes, as if the shadows are alive and watching them. They may also hear faint whispers, as if the ghosts of past inhabitants are still present in the room.

KITCHEN

As you enter the kitchen of the haunted house, you are immediately struck by the musty smell of old food and rotting wood. The walls are lined with cobwebs, and the floors are coated in a layer of dust and grime. The room is large, with high ceilings and windows that let in little light. The old wooden cabinets are warped and rotting, with chipped paint and rusted hardware.

In the center of the room, there is a large wooden table, covered in a thick layer of dust and cobwebs. The chairs around the table are old and creaky, with torn cushions and broken legs. A rusty stove stands against one wall, with a broken pipe that leads up to the chimney. Pots and pans hang from hooks on the walls, covered in cobwebs and rust.

As you look around, you notice an old cookbook lying open on the table. The pages are yellowed and brittle, with faded writing and stains from years of use. The recipes inside are strange and unfamiliar, with ingredients that you have never heard of before. You can't help but feel a sense of unease as you imagine the kind of meals that were cooked in this kitchen.

COOKBOOK

One of the unusual recipes in the old cookbook found in the kitchen of the haunted house is a dish called "Mushroom and Beetroot Stew." The recipe calls for a mixture of chopped mushrooms and beetroots, along with a variety of herbs and spices such as thyme, rosemary, and paprika. The ingredients are then simmered together in a pot with a generous amount of red wine and beef broth, creating a rich and savory stew.

What makes this recipe unusual is the addition of a rare herb called "nightshade," which is said to have potent magical properties. The book suggests adding just a pinch of the herb to the stew, claiming that it will give the dish an otherworldly flavor and provide those who eat it with heightened senses and vivid dreams.

However, there is a warning in the cookbook to use nightshade with caution, as it can be poisonous in large quantities. The recipe notes that only a small amount is needed to achieve the desired effect and advises against consuming the dish in excess.

LIBRARY

As you enter the library of the haunted house, the musty scent of old books fills your nostrils. The room is dimly lit, with just a few rays of sunlight trickling in through the dusty windows. Tall bookshelves line the walls, filled to the brim with dusty volumes. Some of the shelves are creaking under the weight of the books, and a few are leaning precariously to one side.

In the center of the room, there is a large, ornate wooden desk with several open books and scrolls scattered across its surface. A high-backed leather chair sits behind the desk, and a small reading lamp casts a warm glow over the area.

The walls are lined with portraits of stern-looking individuals, their eyes seeming to follow you as you move around the room. The floor is covered with a faded red carpet, which looks like it has not been cleaned in years.

In one corner of the room, you notice a small wooden ladder leaning against the shelves, leading up to a higher section. It appears to be an alcove of some sort, and you wonder if there might be some hidden treasures up there.

HIDDEN ALCOVE

In the alcove, the players find a small wooden chest with a rusty lock. After picking the lock or finding the key elsewhere in the haunted house, they discover a collection of letters and documents. The letters reveal that the previous owner of the haunted house had an affair with a married woman in the town, which led to her murder by her jealous husband. The documents include a map showing the location of a hidden underground room in the cellar, as well as a ritual for exorcising the restless spirits from the house.

RITUAL REQUIREMENTS

The materials required for the ritual to banish the demon from the haunted house in Woodhelm are as follows:

  • A silver mirror at least one foot in diameter
  • A silver-plated bowl filled with salt water
  • A white candle made of pure beeswax
  • A sprig of fresh rosemary
  • A handful of powdered silver
  • A piece of white chalk
  • A small jar of holy water
  • A vial of dragon's blood
  • A blessed amulet of protection
  • Additionally, the ritual must be performed by a cleric or paladin of at least 4th level or higher, and must take place within the hidden room where the journal was found.

The ritual requires a few specific materials and processes to be performed:

First, Rosemary must be harvested and dried. This herb is used to create a potent incense that is required for the ritual.

The dried Rosemary must then be ground into a fine powder using a mortar and pestle.

A small amount of the Rosemary powder is then mixed with the dry ingredients of crushed white chalk and silver powder. Then dilution of dragon blood with holy water is mixed into the dry ingredients. This mixture is then formed into small pellets.

The mirror must be placed in the room in where it can capture the image of any living organisms inside the ritual room to prevent the loss of the individual during the ritual and allow the portal to the pocket dimension to open.

The pellets are placed in the silver plate with salt water and ignited with the pure white beeswax candle, to produce a thick smoke that fills the room. The smoke is said to be toxic if inhaled, so those performing the ritual must take precautions to avoid breathing it in.

Once the smoke has filled the room, a series of incantations and gestures must be performed by a skilled ritualist. The exact details of these gestures and incantations are said to be generated from the result of the incense, but they are generally quite complex and require a great deal of concentration and focus.

Finally, once the incantations and gestures are complete, the ritualist must make an offering of some kind to the god being invoked for the spirit banishment. This offering can take many forms, from a simple prayer to a complex sacrifice of an animal or even a human being. The nature of the offering depends on the gods being invoked.

LIBRARY BOOKS

The haunted library contains a variety of books, including:

  • "The History of Woodhelm" by Nathaniel Greer
  • "The Legends and Myths of the Eldeen Reaches" by Valtorran
  • "Arcane Magic and Its Applications" by Master Thalnos
  • "A Guide to Necromancy" by Lady Helene
  • "The Fauna of Khorvaire" by Dr. Jonas Blake
  • "The Feywild: A Journey Through the Realm of Faerie" by Lady Elspeth
  • "The Art of War" by Sun Tzu
  • "Tales of Adventure" by various authors
  • "A Treatise on Dragons" by Master Orion
  • "The Alchemist's Handbook" by Master Alexander.

Each book provides different insights and knowledge that may prove useful to the players in their quest.

THE HISTORY OF WOODHELM

The History of Woodhelm is a historical text chronicling the founding and development of the town of Woodhelm. It describes the early struggles of the settlers, the establishment of the town's government and infrastructure, and the various events and challenges that shaped the town's history over the centuries. The book also includes details about some of the town's notable figures, such as its founding fathers and prominent merchants, as well as its major industries and trade relationships. The History of Woodhelm is considered a valuable resource for anyone interested in the town's past or present, and is often used by local historians and researchers.

THE LEGENDS AND MYTHS OF THE ELDEEN REACHES

"The Legends and Myths of the Eldeen Reaches" is a collection of folktales and legends from the Eldeen Reaches, a region of the Eberron world that is home to many druids and natural magic. The book includes stories about powerful spirits and creatures that live in the forests, tales of heroes and heroines who saved their communities from danger, and myths that explain the origins of natural phenomena like thunderstorms and rivers.

ARCANE MAGIC AND ITS APPLICATIONS

Arcane Magic and Its Applications is a comprehensive guide to the study and use of arcane magic in the world of Eberron. Written by the renowned wizard and scholar, Professor Althea Ravenswood, the book covers a wide range of topics including the basics of arcane theory, the different schools of magic, and their practical applications in fields such as transportation, communication, and warfare.

The book also delves into the ethical considerations of using arcane magic, exploring the potential dangers and pitfalls of delving too deeply into the arcane arts. In addition, it features numerous case studies and real-world examples of how arcane magic has been used throughout history, from the construction of magical artifacts to the manipulation of the elements themselves.

Overall, Arcane Magic and Its Applications is a valuable resource for anyone interested in the study of arcane magic, whether they are a novice just starting out or an experienced practitioner looking to expand their knowledge and abilities.

Some of the stories are cautionary tales that warn against disrespecting nature or the spirits that inhabit it, while others are more lighthearted and entertaining. The book is often used as a teaching tool for young druids, who learn from the stories about the values and beliefs of their community, as well as the importance of respecting the natural world.

A GUIDE TO NECROMANCY

A guide to necromancy is a book that provides information about the practice of necromancy, which involves communicating with the dead or reanimating corpses to create undead minions. The book includes details about the history and development of necromancy, as well as instructions and spells for performing necromantic rituals and spells. It may also discuss the various types of undead creatures and how to create and control them, along with the risks and dangers of practicing necromancy. Additionally, a guide to necromancy explores the ethical considerations and social implications of necromancy, as it is often viewed as a dark and taboo practice.

THE FAUNA OF KHORVAIRE

"The Fauna of Khorvaire" is a comprehensive guidebook detailing the vast array of creatures that inhabit the continent of Khorvaire. Written by renowned zoologist and adventurer, Dr. Jonas Blake, the book offers a thorough examination of the various beasts and monsters found in the diverse regions of the continent.

From the dense jungles of Q'barra to the frigid tundras of the Frostfell, each habitat is explored in detail, with extensive information on the various creatures that call each place home. The book also provides insight into the many unique and fantastical creatures that have become synonymous with the world of Eberron, such as warforged, shifters, and dragons.

With detailed illustrations and anatomical diagrams, "The Fauna of Khorvaire" is an essential resource for adventurers, scholars, and anyone seeking to gain a deeper understanding of the incredible diversity of life that exists on the continent of Khorvaire.

THE FEYWILD: A JOURNEY THROUGH THE REALM OF FAERIE

"The Feywild: A Journey Through the Realm of Faerie" is a guidebook for adventurers seeking to explore the mystical and magical realm known as the Feywild. The book details the history, geography, and inhabitants of the Feywild, including its powerful fey lords and their courts, mischievous pixies and sprites, fearsome unicorns and griffins, and the terrifying hags and their coven. It also provides information on the unique laws of nature and magic that govern the Feywild, as well as tips for travelers on how to survive and navigate this unpredictable realm. Additionally, the book includes a section on how to forge alliances with the fey and gain their powerful magic and assistance, as well as warnings about the dangers of attracting their attention or incurring their wrath. Overall, "The Feywild" is an indispensable resource for any adventurer seeking to explore the enchanting yet treacherous realm of faerie

THE ART OF WAR

"The Art of War" is a treatise on military strategy written by Sun Tzu, a Chinese general, strategist, and philosopher who lived in the Eastern Zhou period. The book is divided into 13 chapters, each of which explores a different aspect of warfare, including planning, strategy, tactics, maneuvering, and communication.

The text is famous for its concise and profound insights into the nature of conflict and the strategies that can be employed to achieve victory. It emphasizes the importance of deception, the use of terrain, and the exploitation of the enemy's weaknesses. Sun Tzu also stresses the importance of adaptability and the need to change tactics depending on the situation.

"The Art of War" has been widely studied and applied not only in military contexts but also in business, politics, and other fields where strategic thinking and decision-making are crucial. It has been translated into many languages and remains one of the most influential works on strategy and leadership.

TALES OF ADVENTURE

"Tales of Adventure" is a collection of stories recounting the exciting and perilous experiences of adventurers throughout Khorvaire. From battling dragons to outsmarting ancient traps, these tales are filled with action, danger, and heroic feats. The stories feature a variety of adventurers, including warriors, rogues, wizards, and more, each with their own unique skills and abilities. Some tales are cautionary, warning against the dangers of greed and hubris, while others celebrate the triumphs of those who risked everything for fame and fortune. Whether you are a seasoned adventurer or a novice, "Tales of Adventure" is sure to inspire and thrill you.

A TREATISE ON DRAGONS

"A Treatise on Dragons" is a comprehensive guidebook that explores the history, biology, behavior, and cultural significance of dragons in various societies across Khorvaire. The book is written by a renowned dragon expert and scholar, and it covers a wide range of topics related to these magnificent creatures, including their anatomy, diet, mating habits, and magical abilities.

The book also delves into the different types of dragons found in Khorvaire, including metallic dragons, chromatic dragons, and unique subtypes such as dragon turtles and dragonnel. It provides detailed descriptions of their physical characteristics, elemental affinities, and distinctive personalities.

In addition to their natural abilities, the book explores the relationship between dragons and magic, discussing their innate magical powers, the use of dragon parts in magical rituals and potions, and the role of dragons in the creation of powerful magical artifacts.

Finally, the book delves into the cultural and historical significance of dragons in various societies, including their role in legends and myths, as symbols of power and nobility, and as revered deities in some cultures.

Overall, "A Treatise on Dragons" is a must-read for anyone interested in the lore and mythology of Khorvaire and the magical world of Eberron.

THE ALCHEMIST'S HANDBOOK

The Alchemist's Handbook is a comprehensive guide to the practice of alchemy in the world of Eberron. The book covers everything from the basics of alchemical theory to advanced techniques for creating powerful potions, elixirs, and magical items. The author, a renowned alchemist named Master Alexander, provides detailed instructions on the preparation and use of a wide range of alchemical substances, as well as insights into the mystical and spiritual aspects of the craft.

The book is divided into several sections, each devoted to a different aspect of alchemy. The first section provides an overview of alchemical theory, including the principles of elemental magic and the properties of various substances. The second section covers the practical aspects of alchemy, including the preparation of alchemical reagents, the creation of potions and elixirs, and the crafting of magical items. The third section explores the spiritual and mystical dimensions of alchemy, including the use of meditation, visualization, and other techniques to enhance the alchemical process.

Throughout the book, Master Alexander provides numerous examples of alchemical formulas and techniques, as well as anecdotes from his own experiences as an alchemist. The Alchemist's Handbook is an essential resource for anyone interested in the practice of alchemy in the world of Eberron, whether they are beginners or experienced practitioners.

STUDY

The study in the haunted house is a small, cluttered room filled with bookcases, desks, and chairs. The walls are lined with shelves filled with dusty books and old scrolls. The desk in the center of the room is cluttered with papers and quills, and a flickering candle provides the only light. A large, ornate rug covers the hardwood floor, and a small fireplace provides warmth on cold nights. The air in the study is thick with the smell of old books and candle wax, and the sound of scratching quills and rustling pages fills the room. The study seems to be a place of quiet contemplation and intellectual pursuit, but there is a sense of foreboding that lingers in the air.

CONSERVATORY

The conservatory in the haunted house is a spacious and bright room with floor-to-ceiling windows that let in ample natural light. The room is filled with lush green plants of various sizes and shapes, with a small pond in the center containing water lilies and a small fountain. The air is fresh and fragrant, with a hint of earthiness from the soil. A small wooden bench sits in one corner, providing a comfortable spot to relax and take in the serene surroundings. However, despite the peaceful atmosphere, the restless spirits that haunt the house have made their presence known in the conservatory, causing the plants to wither and die and the previously tranquil atmosphere to be replaced with a sense of foreboding.

SECOND FLOOR BEDROOM

The room is dusty and covered in cobwebs, with furniture draped in sheets. The walls are adorned with paintings of stern-looking ancestors, their eyes seeming to follow anyone who enters.

HIDDEN ROOM

The hidden room in the haunted house is located behind a false wall in the basement. It is a small, dusty room with a single window covered by heavy drapes that have not been moved in years. The room contains an old wooden desk with a matching chair and a shelf full of dusty books. In the corner, there is a wooden chest with a lock that has long since rusted shut.

CHEST

Upon opening the chest, the party would find an old journal filled with entries dating back over a century. The journal belonged to the original owner of the house, a wealthy merchant named Reginald Fairchild, who had a close relationship with the town of Woodhelm. His journal details his dealings with the town's leaders and his efforts to expand his business ventures in the region. However, as the entries progress, they become more erratic and paranoid, with Reginald expressing fears of being watched and followed. The final entry details his decision to seal off the hidden room and abandon the house altogether, as he was convinced that something evil was haunting the place.

MASTER BEDROOM

The master bedroom in the haunted house is located at the end of a long hallway on the second floor. It is a spacious room with high ceilings and large windows that provide plenty of natural light during the day. The walls are covered in floral patterned wallpaper, which has started to peel and fade over the years, giving the room a haunted and eerie atmosphere. The room contains a large four-poster bed with a canopy draped over it, a matching dresser, and a vanity with a large mirror.

One of the most noticeable features of the room is the large ornate wardrobe that takes up an entire wall. The wardrobe is made of dark, polished wood with intricate carvings of vines and flowers adorning its surface. It has double doors that are securely locked and a keyhole that appears to be enchanted.

The room also has a small sitting area in front of a fireplace, which has not been used in years and is now filled with cobwebs and dust. The furniture in the sitting area is covered in white sheets, giving them a ghostly appearance. The room also has a door leading to a balcony that overlooks the front garden of the house.

DOUBLE DOORS

As the party approaches the enchanted double doors, they notice that they are intricately carved with runes and symbols that they cannot decipher. The doors appear to be made of a dark wood, possibly ebony, and have a faint aura of magic emanating from them.

When the party manages to open the doors, they are greeted with a room that is unlike anything they have seen before. The air is thick with the smell of incense, and the room is filled with an otherworldly blue mist that seems to swirl and dance around their feet. The walls are lined with shelves that are filled with ancient tomes and magical artifacts, and there are strange symbols etched into the floor.

At the center of the room is a raised dais, upon which sits a pedestal. Upon the pedestal rests a glowing crystal orb, and the party can feel its energy pulsing through the room. The orb appears to be made of a crystal that is not found on this plane of existence, and it seems to be imbued with an incredible amount of magical power. The orb is made out of a smooth, polished black crytal with shimmering veins of silver running through it. It is cool to the touch.

As the party approaches the orb, they can feel the hairs on the back of their necks stand on end. They can sense that this object is not to be taken lightly and that it is guarded by powerful magic. It is clear that whatever is inside the orb is valuable and dangerous, and it will take all their skill and knowledge to unlock its secrets.

POCKET DIMENSION

The pocket dimension is a twisted and distorted version of the haunted house, filled with supernatural horrors and eerie manifestations. The air is thick with an acrid, sickly-sweet scent, and the very fabric of reality seems to warp and shift around the party.

The walls are adorned with grotesque, demonic carvings and runes that pulse with an otherworldly energy. The floors are slick with a viscous, black ichor that seems to writhe and squirm beneath the party's feet.

In the center of the room, a massive portal pulsates with a sickly, green light. The demon itself is a towering, grotesque creature with horns and wings, its skin a sickly green hue and its eyes burning with malevolent intelligence.

The demon snarls as the party approaches, and the pocket dimension trembles with its wrath. It lashes out with tendrils of dark energy and summons twisted, demonic minions to fight for it, determined to defend its realm at all costs.

Plot points/Scenes

Upon arriving at the house, the players discover that it is indeed haunted by restless spirits. They must explore the house and uncover the source of the haunting. As they make their way through the creepy old rooms, they encounter various supernatural phenomena, such as doors that slam shut on their own, objects that move by themselves, and eerie whispers that seem to come from nowhere.   Eventually, the players come across a hidden room that has been sealed off for years. Inside, they find an old journal that belonged to the former owner of the house. It reveals that the owner had made a pact with a powerful demon in order to gain wealth and power, but the demon had betrayed him and taken his soul. The demon had cursed the house to prevent anyone else from taking possession of it.   The only way to break the curse is to confront the demon and destroy it. The demon is located in a pocket dimension that can be accessed through a portal in the basement. The players must defeat the demon and destroy its anchor to the mortal realm, which is hidden somewhere in the house.   Once the demon is defeated and the curse is lifted, the house becomes a valuable property again. The local lord rewards the players with a large sum of gold and the right to claim the house as their own. They also gain the gratitude of the townspeople, who are no longer afraid to enter the property.   In this side quest, the demons the party would be fighting would be shadow demons. These creatures are often associated with darkness, shadows, and the Plane of Shadow. They are incorporeal beings that can move through solid objects, making them difficult to catch or hit. Shadow demons are also known for their ability to create darkness, extinguish light sources, and drain the life force of their opponents.
Plot type
Creepy House Exploration
Related Locations

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