Session 02: Haunted Mansion Report
General Summary
NEED TO FINISH & CLEAN UP!!
05/07/2024
09/18/2020
PRE-BASTARDSRecap
The party is at a haunted house, on assignment for Eda Oweland to explore the house for a possible location of a new dock. Dodd led us here.
There were stirges in the bed.
Stirges ☠️☠️☠️☠️☠️☠️
I put them sleep and killed the final with my rapier.
Went back downstairs. Towards the kitchen.
8. Withdrawing Room
Two stuffed armchairs stand near the fireplace of this room. The covers of both have been torn and the stuffing has been pulled out, but the wooden frames are intact. A broken table lies on the floor near the north wall.
I found a stone out of place on the chimney above the fireplace. Removing the stone reveals a hidden compartment. Additionally, characters who approach the fireplace notice a collection of mouse bones spilling out from the hearth.
A swarm of insects (spiders) lurks in the crevices of the fireplace and chimney. The spiders flood forth with obvious irritation if any creatures move to within 5 feet of the fireplace.

Spider swarm ☠️
It hurt me and I attacked it.
$$ 30 cp & 2 pouches of alchemical powders (5 gp ea.) $$
9. Kitchen
This kitchen is dirty and damp, with patches of gray mold and cobwebs on the floor, walls, and ceiling. In the southwest corner is some iron cooking equipment with a chimney above. Next to it, under the window, is a cracked and discolored stone sink.
To the right of the sink, a small, closed wooden cupboard is fixed to the wall about five feet above floor level.
Against the far wall, a flight of wooden stairs leads upward from west to east; the woodwork of the staircase is decayed, and a few of the treads are missing.
10. Scullery
This room displays the effects of damp and decay more than most. Mold grows in patches on the floor, walls, and ceiling. A large copper cask, split, discolored and empty, stands under the window, with a small heap of crockery shards on the floor beside it. Stairs lead down into what is presumably a cellar.
There appeared to be tracks leading to the stairs. As we descended the stairs we heard hideous screams—as if of a soul in torment—rise from the cellar below. Seems there was a trap with a magic mouth spell on the stairs.
stairs, footprints, back door, dirty sink, nasty table.
More damp/decay.
20. Wine Cellar
Shoulder-height wooden bottle racks line the north and west walls here. There appear to be no intact bottles left in the racks and shattered bottles cover the floor.
Against the east wall, at the foot of the stairs, rest two large metal storage bins that appear to be empty.
In the center of the room lies a human corpse clad in plate mail; a longsword lies by the corpse's right side, and a large shield covers its legs.
There was a secret door here to the South. The bottle racks were empty, but we did find one that had rolled under a rack. Its label bearing the image of a jauntily dressed Unicorn.
Basement: the walls have wine racks, bottles on the floor and at the foot of the stairs are storage bins. In the center of the room is a corpse in plate with longsword and shield.

Magic Mouth spell went off, door was trapped. Hideous screams from below.
(note: I can't recall if we encountered the swarm of rot grubs…)
$$ Bottle of wine (50gp)$$
8 casks of brandy, too heavy (worth 10gp ea.)
There was. Secret door to the south. In the cellar there.
21. Cellar
This torchlit chamber was once a large cellar, but it has since been converted into living quarters. Ten crude beds stand along the south wall, each with a wooden locker at its foot.
A long wooden trestle table ringed by rickety stools dominates the center of the room. Metal cutlery, cups, and dirty plates sit atop the table.
A cookstove is installed near the table, and evidence of recently cooked meals sits in pots atop it. A large ham hangs from a loop of twine near the stove.
A sturdy set of stairs leads to a trapdoor in the ceiling above. There are two wooden doors in the east side of the room.
As we approached the doors in the east end of the room:
The door to your left appears normal, but the one ahead has a wooden bar across it, held in brackets on the frame and the door itself. The word "DANGER" is scrawled on that door in the Common tongue using chalk.
The left door, leading to area 22, is unlocked.
Barred Door.
Characters who examine the bar can see that it is damaged and bent, as if something has tried to push the door open from the other side.


- A volume of erotic poetry, fully illustrated
- A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered)
- A treatise concerning the demigod Iuz and its minions


- A volume of erotic poetry, fully illustrated
- A naval almanac listing tide times for the area of coast around Saltmarsh (a total of one hundred miles of coastline is covered)
- A treatise concerning the demigod Iuz and its minions
- Parchment with common and goblin phrases. "Stop Fight Come Lift" Books 10gp each.
- Spellbook. Box & Lantern, 12 candles, flint & steel, parchment details how to communicate with a ship.
- Fancy oilskin coat (wroxi)
- Footlocker at the bed with small clothes.
- Cursed Luckstone
Cursed Luckstone Wondrous item, uncommon (requires attunement) This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.A hidden compartment with Sanbelth's spellbook.
- Dancing Lights
- Minor Illusions
- Ray of frost
- Charm Person
- Color Spray
- Magic Missile
- Silent Image
- Magic Mouth
- Scorching Ray


In the cave we found:
Storage area, silk, barrels & casks, clubs, hobgoblin, bandit, Ned, and a scout.
Behind the barrels. Gentleman. Big fight. I think I killed someone.
Hobgoblin, bandit, Net, Scout, (others?) all dead ☠️

- $$ 5 bolts of silk 50gp each..
- Sambala -- pipe of rememberence….set of masterfully crafting gambling (loaded) dice 20gp…
- Mariner's armor scalemail --
- Sanbelth's fine clothes
- Silver key
- $$
Pipe of Remembrance Wondrous item, common This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.Long rest after the huge fight
Rewards Granted

- 30 cp
- 2 pouches of alchemical powders
- 50gp bottle of wine
- 10 wooden lockers (7gp 15sp each)
- Sanbalets room loot:
- 3 books, parchment with goblin words, bullseye lantern, fancy cloak, sanbalets spellbook
- from scouts:
- 5gp, 3sp / 3gp, 10. cp / 6 gp, 1 sp
- 5 bolts of silk (50 gp)
- 8 casks of brandy
- pipe of remembrance
- mariner's armor
Experience

...
Missions/Quests Completed
- cleared out haunted house.
Character(s) interacted with
CHARACTERS
campaign npcs- Ned
- Sanbalet
CREATURES
- stirges
- Spider Swarm
- Rot Grub Swarm
- 3 Scouts in room 27: hobgoblin, bandit, scout
Created Content
0000
MONTH 01
1/2/0001
The Party clears out the house, and bandits.
IMPORTANT LOCATIONS
ITEMS OF NOTE
FACTIONS
Session 02: Haunted Mansion Report
Table of Contents

Sace
Chaotic Good Pallid Elf (Criminal (Pickpocket))
Rogue 10
Rogue 10
97 / 97 HP
STR
12
12
DEX
20
20
CON
18
18
INT
14
14
WIS
14
14
CHA
14
14
Report Date
19 Sep 2020
Primary Location
Related Plots
Related Characters