Professional Documents
Culture Documents
of Benson Manor
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wears a hand carved pendant and tells you Sibéal has a
matching one.
APPROACHING THE MANOR
The road east of Ballynoe is well traveled and winds
through a thick forest. Trees uprooted by a recent storm
lie on either side of the road. A wagon lays on its side
around a bend up ahead.
T
he Benson family manor has stood for generations
on the outskirts of the village of Ballynoe. The The sun begins to set as you make your way down the
manor has fallen into disrepair, wolves stalk the overgrown road. Wolves howl from the woods. As you
grounds, and the last of the Benson line, Lord Robert, has continue on the path, the howls seem to get closer and
not been seen in over a decade. He is assumed dead by the more numerous.
locals and due to wild animals that regular drag off
If the players stop to rest or investigate the surrounding
wayward travelers, none from Ballynoe have ventured to
woods, they will be attacked by 2d6 Wolves. The wolves will
check.
follow closely until the players reach the end of the forest.
The forest comes to an end at a shear cliff.
The truth, however, is far more sinister. On the night of a
terrible storm, an old woman sought shelter at the manor. A long stone bridge crosses the valley below. On the
Lord Benson took pity on the crone, inviting her to warm opposite side of the bridge stands a 10 foot tall iron gate
herself by the fire in his den and ordering his servants to set into a stone wall. A massive gothic house stands
prepare a meal. To repay his generosity, the old woman beyond the gate.
placed a curse on Lord Benson, using an enchanted gem to
The valley floor is a 200 foot drop.
bind him to her will. Together they imprisoned the
servants. One by one they were used to fuel the hags dark The iron gate is unlocked and pushed open easily. The
rituals, extending her unnaturally long life and squeal of the rusty gate echoes through the valley below.
transforming the kindly Lord Benson into the monstrous You enter a court of cracked and worn stone. The
creature he is today. The accursed gem resides somewhere darkened manor looms before you and stone gargoyles
in the manor. A cruel joke by the hag Belladonna, Lord leer down at you from ledges high above. 10 foot tall iron
Benson is bound to protect the one thing that can lift his banded doors stand at the portal to the manor.
curse.
There are 3 Gargoyles perched along the roof of the manor.
The will not attack unless a character attempts to leave the
GETTING THE PARTY THERE house while Belladonna still lives. The iron banded double
doors are not locked and lead to the south entrance to area
A young man by the name of Yast (LG human Scout) has 1.
come from the village of Ballynoe seeking brave adventures.
His bride to be, Sibéal, and her merchant father, Morris,
never returned from a recent trading trip. Their upturned
BREAKING THE CURSE
wagon found on the road through Benson Forest. The locals
believe the pair have been dragged off by wolves. Yast The curse can be lifted by destroying the stone in area 28.
believes they may have been driven off the road during a See Lord Benson in Appendix B.
recent storm and sought shelter at the nearby Benson
Manor. He begs the party to search for any signs of his
beloved and will lead the quest with no hesitation. Yast
1
FIRST FLOOR
2
2 A. 6. GARDEN
A successful DC 18 Investigation (Intelligence) check of the
stone hearth will reveal a false stone. Pressing it will cause a A path of cracked stones lead through wild overgrown
section of the northern wall to swing open, revealing a thorn bushes of what seems to have once been a beautiful
staircase leading to an underground corridor (area B2). rose garden. On the western end of the path, a short
Passing through the secret door will also trigger “MANOR staircase leading up to the courtyard. On the eastern end,
DEFENSE”. a monument carved from marble.
3
throughout. A set of iron framed glass doors lead out to a 13. BROOM CLOSET
terrace to the west. Intricately carved wooden doors
stand to the north and east. An iron draw bar secures the The door opens into a large closet filled with brooms,
eastern doors. mops, and various cleaning supplies.
The eastern door can easily be unlocked and opens into If the door is opened, four Animated Brooms will emerge
area 1. from area 13 and immediately attack.
As the players move further into the ballroom, read the
following: 14. KITCHEN
Without warning, the chandelier crashes down to the
The door opens into a well equipped and busy kitchen.
floor. Its 6 arms twist to form legs and staggers toward
Coals burn in a cast iron oven, pots and pans float to a
you, its chain trailing behind like a tail. From the outskirts
washing basin and a broom sweeps across the floor. Doors
of the room, the candelabras lurch forward.
lead out of the kitchen on the north, east, and south walls.
One candelabra will animate and attack for each player. See A trap door rests in the south east corner.
APPENDIX B for Chandelier and Candelabra.
Four Unseen Servants busy themselves cleaning and are
oblivious to the players presence. The north door is stuck
11. DINING HALL closed but can easily be forced open.
12 A.
A successful DC 16 Investigation (Intelligence) check of the
clock will find a latch. Pulling the latch will allow the clock to
swing open on hidden hinges and reveal stairs leading down
to area B4.
4
SECOND FLOOR
5
Belladonna will attempt to lure the players to a more
favorable location before revealing her true nature.
If she is confronted in the bedroom, the Wardrobe will
animate and come to her defense.
A player who looks behind the partition screen will see a tub
of polished stone with a ring stained around the inside. A
successful DC 12 Perception (Wisdom) or Investigation
(Intelligence) ability check will reveal the stain to be blood.
A pendant of carved stone will also be found on the floor
nearby which matches the one worn by Yast.
22. BALCONY
A waist high stone wall surrounds a large balcony looking
over the courtyard below. Deep gouges can be seen along
the wall.
23. PARLOR
Faint light bleeds through torn heavy curtains covering
the windows. Broken furniture scatters the floor and the
shredded remnants of a large portrait hangs on the wall.
Two wooden doors exit this area and a short hall leads to
a grand staircase to the west.
25. STAIRS
The door opens to the base of a spiral wooden staircase.
6
THIRD FLOOR
28. CHAMBER OF LORD BENSON
The door creaks open into a large chamber. Tattered
curtains blow in a breeze from a balcony beyond
shattered door on the north side of the room. Upturned
and broken furniture are scattered along the perimeter.
On a lone pedestal in the center of the room sits a stone
emitting an eerie purple glow.
If Lord Benson has not yet been killed, read the following:
27. VESTIBULE
A small vestibule, the stench of death is heavy in the air.
Broken furniture, torn clothing, and gnawed bones litter
the floor. A door sits slightly ajar on the northern wall.
7
LOWER LEVEL
B3.
A lever is embedded in the wall at the base of the wooden
stairs.
B4.
Smooth steps carved into the stone lie at one end of a long
dark passageway, a faint light flickers to the east.
A latch at the top of the stairs opens a door behind the clock
in area 12.
B5.
B1. STORE-ROOM The passage opens to a dimly lit cavern with smooth
limestone walls. A single lantern hangs from a hook next
The wooden stairs creek as you descend to a musty cellar. to a heavy iron door cut into the western wall. Corridors
Barrels and crates are scattered across the dirt floor. The lead away to the north, south, and north west.
store room is well stocked with crates of wheat, flour,
aged cheeses, and dried meats. The door is secured with an Arcane Lock spell and requires
a successful DC 25 Dexterity check to pick.
One of the crates holds 20 bottles of fine wine. The hooded lantern on the wall can be removed and has a
Continual Flame burning inside.
B2.
B6. VAULT
Wooden stairs behind a false wall lead to a carved
limestone cavern. The heavy iron door creaks open to a fifteen by fifteen
foot square vault. Two wooden chests and a large ornate
The staircase leads to a secret door behind the fireplace in trunk sit against the walls.
area 2.
The vault contains all of Lord Benson’s wealth. Roll twice on
the 0-4 and once on the 5-10 treasure hoard tables.
8
APPENDIX A
LIBRARY ENCOUNTERS Gateway to the Dark Arts
A spell book bound in black leather inscribed with
necromancy spells. Two each of First and Second level, one
1-10 Nothing of interest is found Third level.
11-30 Spell Scroll (Cantrip)
Call of the Wild: A Survival Guide
31-50 Spell Scroll (First Level) A field guide covering topics from starting a campfire, to
tracking game. A character may use an action searching the
51-60 Spell Scroll (Second Level)
guide for relevant information to add 1d6 to the next
61-70 Trapped Book Survival (Wisdom) Ability Check.
71-85 Swarm of Animated Books
Mirror of Sight
86-95 Book Golem A silver hand mirror with pearl inlaid handle. A character
may change the mirrors reflection to a view of a creature or
96-100 Lord Benson
location known to the character by speaking its name. The
image can be viewed for up to 10 minutes before fading
Trapped Book away.
You remove a book from the shelf, a rune on the cover
begins to glow before exploding in a blinding flash.
Books fly off the shelf, floating in the air before swooping
down to attack.
Book Golem
All of the books on this case fly off and stack themselves
into a humanoid structure. It rears back to strike.
Lord Benson
MANOR DEFENSE
The Library doors fly open with a crash, a gust of wind
rushes in snuffing out the candles and lanterns. In the Many of the animated constructs of the manor will ignore
doorway stands the silhouette of a monstrous, humanoid, the players unless directly attacked. However, Taking any
creature. It releases a terrifying roar and charges toward item, such as the sword in area 2, passing through a locked
you. or secret door by any means, or attacking Belladonna or
Lord Benson will cause the player characters to be seen as a
threat. All constructs will attack on sight if any of those
TREASURE CHART conditions have been met.
9
APPENDIX B
ACTIONS
10
LORD BENSON
Lord Robert Benson was a kind, and generous man before
his fateful encounter with Belladonna. What was once a
fine nobleman has been transformed into a hulking
monster. The creature stands over 8 feet tall, covered in
rough fur, a bear-like snout and razor sharp claws.
When not in his chamber, he will stalk the manor, scaling
walls and passing through hidden passages. Lord Benson
will avoid killing unless necessary. Instead, he will strike
quickly and attempt to subdue intruders so they can be
delivered to his foul master.
If Lord Benson is reduced below half his maximum hit
points, he will attempt to escape to his chamber to heal.
ATTRIBUTES
Large humanoid, neutral evil
Armor Class 15 (Natural Armor)
Hit Points 143 (15d10+75)
Speed 40 ft., Climb 40 ft.
11
CHANDELIER CANDELABRA
ATTRIBUTES ATTRIBUTES
Large construct, unaligned Medium construct, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 1 (-5) 14 (+2) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 1 (-5)
Antimagic Susceptibility The chandelier is incapacitated Antimagic Susceptibility The candelabra is incapacitated
while in the area of an antimagic field. If targeted by dispel while in the area of an antimagic field. If targeted by dispel
magic, the chandelier must succeed on a Constitution saving magic, the candelabra must succeed on a Constitution saving
throw against the caster's spell save DC or fall unconscious throw against the caster's spell save DC or fall unconscious
for 1 minute. for 1 minute.
False Appearance While the chandelier remains motionless, False Appearance While the candelabra remains
it is indistinguishable from a normal chandelier. motionless, it is indistinguishable from a normal candelabra.
ACTIONS ACTIONS
Multiattack The chandelier makes two Slam attacks and one Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Chain Whip Hit: 5 (1d6 + 2) bludgeoning damage.
12
SWARM OF ANIMATED BOOKS
ATTRIBUTES
Medium swarm of tiny constructs, unaligned
Swarm The swarm can occupy another creature's space and False Appearance While the golem remains motionless, it is
vice versa. The swarm can't regain hit points or gain indistinguishable from a normal stack of books
temporary hit points.
ACTIONS
ACTIONS
Multiattack The book golem makes two Slam attacks
Slam (swarm has more than half HP). Melee Weapon Attack:
+3 to hit, reach 0 ft., one target in the swarm's space. Hit: Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
(4d4) bludgeoning damage. Hit: 14 (2d8 +5) bludgeoning damage.
Slam (swarm has half HP or less). Melee Weapon Attack: +3 Paper Storm Sheets of paper fill the air. Each creature
to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) within 5 feet of the golem must make a DC 12 Dexterity save
bludgeoning damage. or suffer 4d4 slashing damage.
13
WARDROBE
ATTRIBUTES
Large construct, unaligned
Armor Class 14
Hit Points 113 (15d10 +30)
Speed 20 ft.
14